JPH08103566A - Television game machine - Google Patents

Television game machine

Info

Publication number
JPH08103566A
JPH08103566A JP6263231A JP26323194A JPH08103566A JP H08103566 A JPH08103566 A JP H08103566A JP 6263231 A JP6263231 A JP 6263231A JP 26323194 A JP26323194 A JP 26323194A JP H08103566 A JPH08103566 A JP H08103566A
Authority
JP
Japan
Prior art keywords
player
floor surface
light
play space
game machine
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP6263231A
Other languages
Japanese (ja)
Inventor
Hideyuki Sasamoto
秀行 笹本
Teruo Okabe
照夫 岡部
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Enterprises Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Enterprises Ltd filed Critical Sega Enterprises Ltd
Priority to JP6263231A priority Critical patent/JPH08103566A/en
Publication of JPH08103566A publication Critical patent/JPH08103566A/en
Pending legal-status Critical Current

Links

Abstract

PURPOSE: To provide a television game machine, by which a game can be played by moving the body, and damage of an operating means can be prevented. CONSTITUTION: The space above the flat floor surface 2 in front of a monitor television 4 is taken as a play space, plural transmission type photo sensors comprising projectors 20a, 21a and photo detectors 20b, 21b disposed opposite to each other are arranged on the floor surface 2 of the peripheral edge outside the play space, and a grating having designated longitudinal and horizontal equal spaces is formed along the floor surface 2 by light rays directed from the projectors 20a, 21a to the photo detectors 20b, 21b. The game machine comprises a detecting means for detecting the position of feet of a player standing in the play space from signals of the photo sensors, the light rays of which are intercepted, and a detection signal of the detecting means is taken as an operating signal of a television game.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は、モニターテレビに映さ
れた映像を見ながら操作手段を操作してプレイするテレ
ビゲーム機に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a video game machine for playing by operating an operating means while watching an image displayed on a monitor TV.

【0002】[0002]

【従来技術】テレビゲーム機は、通常手で操作するもの
であり操作手段としては操作ボタン,ジョイスティッ
ク,ハンドル,操縦桿等があるが、足で操作するものと
しては限られて乗り物ゲーム機でアクセルペダルやブレ
ーキペダル等が一般的である。いずれにしても足で操作
するものはプレイヤーがシートに着座して足先で操作す
るものであって乗り物ゲームには適している。
2. Description of the Related Art A video game machine is usually operated by hand. Operation means include an operation button, a joystick, a handle, a control stick, etc. A pedal or a brake pedal is generally used. In any case, what is operated by the foot is suitable for a vehicle game, in which the player sits on the seat and is operated by the toes.

【0003】[0003]

【解決しようとする課題】以上のようにテレビゲーム機
は一般に身体を動かして操作するものではなく、したが
ってスポーツゲームの場合でもテレビ画面のキャラクタ
ーの足を使った動きを手の操作で行いあくまでも指の操
作に終始しているので競技に参加しているような感覚は
味わえない。また身体を動かし足で操作するとなると体
重が足元に加わることになり、スイッチ類を足元に配置
してもスイッチにかかる負担が大きく損傷が生じやす
い。
[Problems to be solved] As described above, a video game machine is not generally operated by moving the body. Therefore, even in the case of a sports game, the movements using the feet of the character on the TV screen are operated by hand and the fingers are used. I can't feel as if I'm participating in a competition because I am always doing the operation. Further, if the user moves the body and operates it with his / her feet, his / her weight will be added to his / her feet, and even if the switches are arranged at the feet, the burden on the switches is large and damage is likely to occur.

【0004】本発明はかかる点に鑑みなされたもので、
その目的とする処は身体を動かしてプレイができるとと
もに操作手段の損傷を回避できるテレビゲーム機を供す
る点にある。
[0004] The present invention has been made in view of such a point,
The purpose is to provide a video game machine that can be played by moving the body and can avoid damage to the operating means.

【0005】[0005]

【課題を解決するための手段および作用】上記目的を達
成するために、本発明は、モニターテレビの前方の平坦
な床面上をプレイ空間とし、同プレイ空間より外側周縁
の床面上に投光器と受光器を相対向させた透過型光セン
サーを複数配列し、前記投光器から前記受光器に向かう
光線が縦横所定間隔の格子状を前記床面に沿って形成
し、プレイ空間に立つプレイヤーの足の位置を前記光線
を遮断された光センサーの信号から検出する検出手段を
備え、前記検出手段の検出信号をテレビゲームの操作信
号とするテレビゲーム機とした。
In order to achieve the above object, the present invention provides a play space on a flat floor surface in front of a monitor television, and a floodlight on a floor surface at an outer peripheral edge of the play space. And a plurality of transmissive optical sensors in which light receivers are opposed to each other, and light rays traveling from the light emitter to the light receiver form a grid pattern at predetermined vertical and horizontal intervals along the floor surface, and the foot of the player standing in the play space. The video game machine is provided with a detection means for detecting the position of the above from the signal of the light sensor in which the light beam is blocked, and the detection signal of the detection means is used as the operation signal of the video game.

【0006】光センサーの光線がプレイ空間の床面に沿
って格子状に形成され、プレイヤーがプレイ空間に立つ
とプレイヤーの足によりいずれかの光線が遮られ、遮断
された光線の縦横の光センサーの信号により検出手段が
プレイヤーの足の位置を検出して、その検出信号を操作
信号としているため、プレイヤーはプレイ空間内で動き
足を移動させてテレビゲームの操作を行うことができ、
実際に競技等に参加しているような感覚を得ることがで
きる。
The light rays of the optical sensor are formed in a lattice shape along the floor surface of the play space, and when the player stands in the play space, one of the light rays is blocked by the foot of the player, and the vertical and horizontal light sensors of the blocked light ray. The detection means detects the position of the player's foot by the signal of, and the detected signal is used as the operation signal, so that the player can move the foot in the play space to operate the video game,
You can get the feeling that you are actually participating in a competition.

【0007】また光センサーを利用しているので、床面
にスイッチ類を配置する必要がなくプレイヤーの体重に
より操作手段が損傷を受けるような不具合はない。前記
格子状を形成する光線の各格子点の下方の床面にマーク
を付することで、プレイヤーは足を移動させる目安とな
り足の移動位置の確認ができる。またプレイヤーが手に
持って操作する操作器も備えることで、プレイヤーの足
の動きに加えてさらに手による操作でテレビゲームの多
様な操作を行うことができる。
Further, since the optical sensor is used, it is not necessary to arrange switches on the floor, and there is no problem that the operating means is damaged by the weight of the player. By marking the floor surface below each lattice point of the rays forming the lattice, the player can check the moving position of the leg as a guide for moving the leg. In addition, by providing an operating device that the player holds in his / her hand, various operations of the video game can be performed by the operation of the foot in addition to the movement of the foot of the player.

【0008】[0008]

【実施例】以下図1ないし図5に図示した本発明の一実
施例について説明する。図1は本実施例のテレビゲーム
機1の外観図である。平坦な床面2に基台3に支持され
て大型画面のモニターテレビ4が設置され、モニターテ
レビ4の前方をプレイ空間とし、プレイ空間のほぼ矩形
の床面には都合8個の丸マーク5が所定位置に描かれて
いる。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of the present invention shown in FIGS. 1 to 5 will be described below. FIG. 1 is an external view of a video game machine 1 of this embodiment. A monitor TV 4 with a large screen is installed on a flat floor 2 supported by a base 3, and a play space is set in front of the monitor TV 4, and eight circular marks 5 are provided on a substantially rectangular floor of the play space. Is drawn in place.

【0009】この矩形の床面の4辺より外側に幾らか離
れて各辺に平行に長尺の筐体10,11,12,13が2個ずつ
対向して床面に沿って配置されている。矩形床面の左右
に前後方向に指向して相対向して配置された筐体10,11
は、一方の筐体10が3個の投光器20aを内蔵し3個を所
定間隔に配列し、他方の筐体11が3個の受光器20bを内
蔵し3個を所定間隔に配列しており、各投光器20aにそ
れぞれ対応して各受光器20bが相対し3対の透過型の光
センサー20を構成している。
Two long housings 10, 11, 12, and 13 are arranged along the floor so as to face each other in parallel to each of the four sides of the rectangular floor and are spaced apart from the four sides. There is. Enclosures 10 and 11 arranged on the left and right of the rectangular floor so as to face each other in the front-back direction.
In one case 10, one housing 10 incorporates three light projectors 20a and three are arranged at a predetermined interval, and the other case 11 incorporates three light receivers 20b and three are arranged at a predetermined interval. The light receivers 20b correspond to the respective light projectors 20a to form three pairs of transmissive optical sensors 20.

【0010】同様に矩形床面の前後に左右方向に指向し
て相対向して配置された筐体12,13は、一方の筐体12が
4個の投光器21aを内蔵し4個を所定間隔で配列して、
他方の筐体13が4個の受光器21bを内蔵し4個を所定間
隔で配列しており、各投光器21aにそれぞれ対応して各
受光器21bが相対し4対の透過型の光センサー21を構成
している。
Similarly, the casings 12 and 13 are arranged in front of and behind the rectangular floor so as to be oriented in the left-right direction so as to face each other. One of the casings 12 has four projectors 21a built therein, and the four projectors 21a are arranged at predetermined intervals. Array with
The other housing 13 has four light receivers 21b built therein, and four light receivers 21b are arranged at a predetermined interval. The light receivers 21b correspond to the respective light projectors 21a, and four pairs of transmissive optical sensors 21 are provided. Are configured.

【0011】したがって左右の筐体10,11間に構成され
る3対の光センサー20は投光器20aから受光器20bに左
右方向に指向して投光される3本の光線が前後に亘って
等間隔に形成され、前後の筐体21,22間に構成される4
対の光センサー21は投光器21aから受光器21bに前後方
向に指向して投光される4本の光線が左右に亘って等間
隔に形成され、前後に亘る3本の光線を前側から後方へ
第1行,第2行,第3行の光線、左右に亘る4本の光線
を左側から右方へ第1列,第2列,第3列,第4列の光
線と称すると、都合7本の光線は3行4列の格子状を形
成する。隣り合う光線の間隔はプレイヤーの片足が同時
に2光線を遮断することがない程度に大きい。
Therefore, the three pairs of optical sensors 20 formed between the left and right casings 10 and 11 are such that three light beams directed from the light emitter 20a to the light receiver 20b in the left-right direction are projected forward and backward. 4 formed at intervals and configured between the front and rear casings 21 and 22
The pair of optical sensors 21 has four light rays directed from the light emitter 21a to the light receiver 21b in the front-rear direction and projected at equal intervals over the left and right, and three light rays extending over the front and rear from the front side to the rear side. The light rays in the first row, the second row, and the third row, and the four light rays extending to the left and right are referred to as light rays in the first column, the second column, the third column, and the fourth column from the left to the right. The light rays of the book form a grid of 3 rows and 4 columns. The spacing between adjacent rays is so large that one leg of the player does not block two rays at the same time.

【0012】筐体10,11,12,13は床面2に沿って低く
布設され、投光器20a,21a,受光器20b,21bは床面
よりわずかに高い位置にあり、よって前記格子状を形成
する光線は床面2に沿って若干高い位置に構成される。
この光線による3行4列の格子の格子点の下方に前記丸
マーク5が描かれており、図2に示すように各丸マーク
5に対応する位置に行列を利用した符号P12,P13,P
21,……,P33を付けることとする。なお1行1列目,
1行4列目,3行1列目,3行4列目の格子点に対応す
る床面には丸マーク5はない。
The casings 10, 11, 12, 13 are laid low along the floor surface 2, and the projectors 20a, 21a and the light receivers 20b, 21b are located slightly higher than the floor surface, thus forming the grid pattern. The rays to be formed are arranged at a slightly higher position along the floor surface 2.
The circular marks 5 are drawn below the lattice points of the lattice of 3 rows and 4 columns by this ray, and as shown in FIG. 2, symbols P 12 and P 13 using a matrix at positions corresponding to the respective circular marks 5. , P
21, ..., and it is given a P 33. Note that the first row and first column,
There is no circle mark 5 on the floor surface corresponding to the grid points in the 1st row and 4th column, the 3rd row and 1st column, and the 3rd row and 4th column.

【0013】プレイヤーがプレイ空間の床面に立ってい
ずれかの丸マーク5に足を載せると足によって光線を遮
断される光センサーが縦横で2つ出現し、その2つの光
センサーの信号で足の置かれた位置を行列表示をもって
検出することができる。
When the player stands on the floor of the play space and puts his foot on one of the circle marks 5, two light sensors, which are cut off by the foot, appear in the vertical and horizontal directions. It is possible to detect the position where is placed in a matrix display.

【0014】その他本実施例のテレビゲーム機1には図
3に示すような手に持って操作する操作器30が装備され
ており、同操作器30は赤外線により操作信号を出力する
コードレスの操作器であり、縦長の本体握り部30aの上
端に親指で操作する押しボタン31が配置され、本体握り
部30aの人差し指が掛かる位置に押しボタン32が設けら
れている。各押しボタン31,32を押すと投光部33から波
長の異なる赤外線が投光され、モニターテレビ4の下方
の基台3の受光部3aに受光されるようになっている。
In addition, the video game machine 1 of the present embodiment is equipped with a manipulator 30 for holding and operating as shown in FIG. 3, and the manipulator 30 is a cordless operation for outputting a manipulation signal by infrared rays. A push button 31 operated by a thumb is arranged on the upper end of a vertically long body grip portion 30a, and a push button 32 is provided at a position of the body grip portion 30a to which an index finger is applied. When the push buttons 31 and 32 are pressed, infrared rays having different wavelengths are projected from the light projecting section 33 and are received by the light receiving section 3a of the base 3 below the monitor television 4.

【0015】基台3の内部には本テレビゲーム機1の制
御装置が内蔵されている。制御装置はマイクロコンピュ
ータにより制御がなされるもので、図4にその制御系の
ブロック図を示す。CPU40は、ROM41に書き込まれ
たプログラムに従い随時RAM42を利用してゲームの進
行制御を行う。
A control device for the present video game machine 1 is built in the base 3. The control device is controlled by a microcomputer, and FIG. 4 shows a block diagram of its control system. The CPU 40 controls the progress of the game using the RAM 42 at any time according to the program written in the ROM 41.

【0016】CPU40にはI/Oコントローラ43を介し
て前記光センサー20,21および操作器30から信号が入力
され処理される。CPU40は光センサー20,21からの信
号によりまずプレイヤーの両足の位置を検出してその検
出位置に基づいてゲームを進行させる。そしてCPU40
はゲームの進行に従い画像指示信号をビデオコントロー
ラ44に出力し、ビデオコントローラ44によってモニター
テレビ4に映像を形成させる。
Signals are input to the CPU 40 from the photosensors 20 and 21 and the operation unit 30 via the I / O controller 43 and processed. The CPU 40 first detects the positions of both feet of the player based on the signals from the optical sensors 20 and 21, and advances the game based on the detected positions. And CPU40
Outputs an image instruction signal to the video controller 44 as the game progresses, and causes the monitor television 4 to form an image by the video controller 44.

【0017】操作手段としての光センサー20,21はプレ
イヤーの足により遮断された光線の光センサーの信号か
ら足の位置を検出し、その検出信号を操作信号としてい
るので、直接足が接して体重が加わるところは床面2で
あり、床面2には機械的なスイッチ類は無くプレイヤー
の操作による操作手段の損傷のおそれは全くない。
The optical sensors 20 and 21 as the operating means detect the position of the foot from the signal of the optical sensor of the light beam intercepted by the player's foot, and use the detected signal as the operation signal. Is added to the floor surface 2, there is no mechanical switch on the floor surface 2, and there is no possibility of damage to the operation means by the operation of the player.

【0018】ここで一例としてサッカーゲームを採り上
げて前記光センサー20,21による操作手段がどのように
使用されるかを説明する。図5はモニターテレビ4の画
面を示したもので、サッカーグランドが表示され、敵と
味方の選手50が動き回りボール52がドリブル、パス、シ
ュート等で移動する映像が映し出され、画面の下縁中央
の選手51がプレイヤーが操作して自由に動かすことがで
きる選手である。
Here, a soccer game will be taken as an example to explain how the operation means by the optical sensors 20 and 21 is used. FIG. 5 shows a screen of the monitor TV 4, in which a soccer ground is displayed, and an image in which an enemy and an ally player 50 move around and a ball 52 moves by dribbling, passing, shooting, etc. is displayed, and the center of the lower edge of the screen is displayed. Player 51 is a player that the player can operate and move freely.

【0019】いま図2を参照してプレイヤーがプレイ空
間の中央のP22とP23にそれぞれ片足ずつ載せていると
きは選手51は止まっており、選手51はプレイヤーがP12
とP13に移動すると前進し、P32とP33に移動すると後
退し、P21とP22に移動すると左に進み、P23とP24
移動すると右に進む。またP21とP12に移動すると左斜
め前方に、P13とP24に移動すると左斜め前方に、P21
とP32に移動すると左斜め後方に、P33とP24に移動す
ると左斜め後方にそれぞれ選手51が進む。
Referring now to FIG. 2, when the player puts one foot on each of P 22 and P 23 in the center of the play space, the player 51 is stopped, and the player 51 is the player P 12
And P 13 move forward, move to P 32 and P 33 move backward, move to P 21 and P 22 move left, move to P 23 and P 24 move right. If you move to P 21 and P 12 , move diagonally forward left, and if you move to P 13 and P 24 , diagonally forward left P 21
And P 32 move diagonally backward to the left, and P 33 and P 24 move diagonally left to the left, respectively.

【0020】ただし画面では選手51の位置は下縁中央に
変わりなく背景だけが逆方向にスクロールすることで選
手51が進んでいるように見せる。そしてプレイヤーが手
に握っている操作器30の上部の押しボタン31を親指で押
すと選手51がショートパスを出し、人差し指で押しボタ
ン32を押すと選手51がロングパスあるいはシュートをす
る。
However, on the screen, the position of the player 51 does not change to the center of the lower edge, and only the background scrolls in the opposite direction so that the player 51 appears to be moving forward. When the player presses the push button 31 on the upper part of the operating device 30 with his thumb with the thumb, the player 51 makes a short pass, and when the push button 32 is pressed with the index finger, the player 51 makes a long pass or shoots.

【0021】パスやシュートは選手51の進行方向に向か
って行われる。パスが成功するとパスを受け取った選手
が今度は画面の下縁中央に来て同選手をプレイヤーが動
かすことができるようになる。
Passes and shoots are made in the traveling direction of the player 51. If the pass is successful, the player who received the pass will come to the center of the lower edge of the screen and the player can move the player.

【0022】以上のようにサッカーゲームが進行し、プ
レイヤーはモニターテレビ4の画面に映し出されるゲー
ムの様子を見ながらプレイ空間内で丸マーク5を目安に
足を移動させ身体を動かしてプレイするので、実際にサ
ッカー競技に自ら参加しているような錯覚を起こしてゲ
ームに熱中することができる。また適度な運動ともな
り、手軽に楽しみながら運動をすることができる。
As the soccer game progresses as described above, the player plays by moving his or her body by moving the foot around the circle mark 5 as a guide in the play space while watching the game displayed on the screen of the monitor TV 4. , You can be absorbed in the game by creating the illusion that you are actually participating in a soccer game. It also becomes a moderate exercise, and you can easily exercise while having fun.

【0023】上記例はサッカーゲームであったが、その
他のスポーツゲームにも同様に適用でき、さらには例え
ば乗り物ゲームで光センサー20,21の操作手段を乗り物
の移動方向を指示する操縦器の代わりにすることもで
き、操作器30の押しボタン31,32は銃等を撃つ引き金の
代わりをすることができる。
Although the above example is a soccer game, it can be applied to other sports games as well, and further, for example, in a vehicle game, the operation means of the optical sensors 20 and 21 can be used instead of a controller for instructing the moving direction of the vehicle. The push buttons 31 and 32 of the operating device 30 can be used as a substitute for a trigger for shooting a gun or the like.

【0024】通常家庭用のテレビゲーム機では操作器に
は十字キーとボタンスイッチが2個ないし4個備えられ
ているが、光センサー20,21が十字キーと同じ役割をな
し、操作器30の押しボタン31,32がボタンスイッチの役
割をなすようにすれば従前の殆どのテレビゲームに適用
することができる。
In a normal home video game machine, the operation device is provided with two or four cross keys and button switches, but the optical sensors 20 and 21 play the same role as the cross key, and the operation device 30 has the same function. If the push buttons 31 and 32 function as button switches, it can be applied to most conventional video games.

【0025】前記実施例では光センサー20,21の光線が
3行4列の格子状を形成していたが、3行4列に限らず
ゲームの種類に応じて適当な行列の格子状を形成するよ
うにしてもよい。
In the above-mentioned embodiment, the light rays of the photosensors 20 and 21 form a grid of 3 rows and 4 columns, but not limited to 3 rows and 4 columns, a grid of an appropriate matrix is formed according to the type of game. You may do it.

【0026】また以上の実施例では光センサーにより格
子状を形成する各光線が1本の光線で構成されていた
が、これを数本の光線を若干幅を存して配したものを1
組とし、この縦横の2組の光線により1つの格子点が決
定され1組の光線のうち1本でもプレイヤーの足で遮断
されれば有効とされるよう制御してもよく、こうして光
線を遮断して足の位置を検知できる各格子点に縦横に幅
を持たせることで足が小さい子供でも多少格子点をずれ
て足を載置してもこれを検知できるようにし大人から小
さい子供に至るまで同じようにプレイすることができる
ようにしプレイヤーの対象を拡げることができる。
Further, in the above embodiment, each light beam forming the grid pattern by the optical sensor is composed of one light beam. However, one light beam in which several light beams are arranged with a slight width is provided.
It is also possible to make a set and to control so that one grid point is determined by these two sets of vertical and horizontal rays and even if one of the rays of the set is blocked by the foot of the player, it is effective. By allowing each grid point to have a width in the vertical and horizontal directions, even children with small feet can detect this even if the feet are placed with the grid points slightly shifted, from adults to small children. You can expand the player's target by making it possible to play in the same way.

【0027】[0027]

【発明の効果】本発明は、光センサーの光線がプレイ空
間の床面に沿って格子状に形成され、縦横の光センサー
の信号により検出手段がプレイヤーの足の位置を検出し
て、その検出信号を操作信号としているため、プレイヤ
ーはプレイ空間内で動き足を移動させてテレビゲームの
操作を行うことができ、身体を動かすことで実際に競技
等に参加しているような感覚を得てゲームに熱中するこ
とができる。また楽しみながら運動することにもなる。
According to the present invention, the light rays of the optical sensor are formed in a grid pattern along the floor surface of the play space, and the detecting means detects the position of the foot of the player by the signals of the vertical and horizontal optical sensors, and detects the position. Since the signal is used as the operation signal, the player can move the foot and operate the video game in the play space, and by moving the body, the player can feel as if he / she is actually participating in the competition. You can be absorbed in the game. You will also have fun exercising.

【0028】光センサーを利用しているので、床面にス
イッチ類を配置する必要がなくプレイヤーの体重により
操作手段が損傷を受けるような不具合はない。0前記格
子状を形成する光線の各格子点の下方の床面にマークを
付することで、プレイヤーは足を移動させる目安となり
足の移動位置の確認ができる。
Since the optical sensor is used, it is not necessary to arrange switches on the floor, and there is no problem that the operating means is damaged by the weight of the player. 0 By marking a mark on the floor surface below each grid point of the rays forming the grid, the player can check the moving position of the foot as a guide for moving the foot.

【0029】プレイヤーが手に持って操作する操作器も
備えることで、プレイヤーの足の動きに加えてさらに手
による操作でテレビゲームの多様な操作を行うことがで
き、より興味あるゲームを構成できる。
By providing an operation device that the player holds in his / her hand, various operations of the video game can be performed by the operation of the foot of the player and the operation by the hand, and a more interesting game can be constructed. .

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明に係る一実施例のテレビゲーム機の全体
斜視図である。
FIG. 1 is an overall perspective view of a video game machine according to an embodiment of the present invention.

【図2】プレイ空間の床面の丸マークの位置関係を示す
平面図である。
FIG. 2 is a plan view showing the positional relationship of round marks on the floor of the play space.

【図3】操作器の斜視図である。FIG. 3 is a perspective view of an operating device.

【図4】同テレビゲーム機の制御系の概略ブロック図で
ある。
FIG. 4 is a schematic block diagram of a control system of the video game machine.

【図5】モニターテレビの画面に映し出された一映像を
示す図である。
FIG. 5 is a diagram showing an image displayed on a screen of a monitor television.

【符号の説明】[Explanation of symbols]

1…テレビゲーム機、2…床面、3…基台、4…モニタ
ーテレビ、5…丸マーク、10,11,12,13…筐体、20,
21…光センサー、30…操作器、31,32…押しボタン、40
…CPU、41…ROM、42…RAM、43…I/Oコント
ローラ、44…ビデオコントローラ、50,51…選手、52…
ボール。
1 ... Video game machine, 2 ... Floor surface, 3 ... Base, 4 ... Monitor TV, 5 ... Circle mark, 10, 11, 12, 13 ... Housing, 20,
21 ... Optical sensor, 30 ... Operator, 31, 32 ... Push button, 40
... CPU, 41 ... ROM, 42 ... RAM, 43 ... I / O controller, 44 ... Video controller, 50, 51 ... Player, 52 ...
ball.

Claims (3)

【特許請求の範囲】[Claims] 【請求項1】 モニターテレビの前方の平坦な床面上を
プレイ空間とし、 同プレイ空間より外側周縁の床面上に投光器と受光器を
相対向させた透過型光センサーを複数配列し、 前記投光器から前記受光器に向かう光線が縦横所定間隔
の格子状を前記床面に沿って形成し、 プレイ空間に立つプレイヤーの足の位置を前記光線を遮
断された光センサーの信号から検出する検出手段を備
え、 前記検出手段の検出信号をテレビゲームの操作信号とす
ることを特徴とするテレビゲーム機。
1. A flat floor surface in front of a monitor television is used as a play space, and a plurality of transmissive optical sensors in which a light emitter and a light receiver are opposed to each other are arranged on the floor surface outside the play space, and Detection means for detecting a position of a player's foot standing in a play space from a signal of an optical sensor which intercepts the light rays, in which light rays traveling from the light emitter to the light receiver form a grid pattern with a predetermined vertical and horizontal intervals along the floor surface. A video game machine, comprising: a detection signal of the detection means as a video game operation signal.
【請求項2】 前記格子状を形成する光線の各格子点の
下方の床面にマークを付することを特徴とする請求項1
記載のテレビゲーム機。
2. A mark is provided on a floor surface below each grid point of the light rays forming the grid shape.
The listed video game console.
【請求項3】 プレイヤーが手に持って操作する操作器
を備えたことを特徴とする請求項1または2記載のテレ
ビゲーム機。
3. The video game machine according to claim 1 or 2, further comprising an operating device which a player holds and operates.
JP6263231A 1994-10-04 1994-10-04 Television game machine Pending JPH08103566A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP6263231A JPH08103566A (en) 1994-10-04 1994-10-04 Television game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP6263231A JPH08103566A (en) 1994-10-04 1994-10-04 Television game machine

Publications (1)

Publication Number Publication Date
JPH08103566A true JPH08103566A (en) 1996-04-23

Family

ID=17386605

Family Applications (1)

Application Number Title Priority Date Filing Date
JP6263231A Pending JPH08103566A (en) 1994-10-04 1994-10-04 Television game machine

Country Status (1)

Country Link
JP (1) JPH08103566A (en)

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000325664A (en) * 2000-02-23 2000-11-28 Konami Co Ltd Dance game device
JP2001239054A (en) * 2000-02-29 2001-09-04 Konami Co Ltd Dance game device
KR20030020181A (en) * 2001-09-03 2003-03-08 최동찬 Motion sensing game apparatus using a motion sensor
JP2003079943A (en) * 2001-09-10 2003-03-18 Namco Ltd Image generating system, program, and information storage medium
JP2003093741A (en) * 2001-09-26 2003-04-02 Namco Ltd Game device
JP2008067737A (en) * 2006-09-12 2008-03-27 Taito Corp Body-sensitive game machine

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000325664A (en) * 2000-02-23 2000-11-28 Konami Co Ltd Dance game device
JP2001239054A (en) * 2000-02-29 2001-09-04 Konami Co Ltd Dance game device
KR20030020181A (en) * 2001-09-03 2003-03-08 최동찬 Motion sensing game apparatus using a motion sensor
JP2003079943A (en) * 2001-09-10 2003-03-18 Namco Ltd Image generating system, program, and information storage medium
JP2003093741A (en) * 2001-09-26 2003-04-02 Namco Ltd Game device
JP2008067737A (en) * 2006-09-12 2008-03-27 Taito Corp Body-sensitive game machine
JP4580373B2 (en) * 2006-09-12 2010-11-10 株式会社タイトー Experience-based game console

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