JPH08103568A - Game machine with momentum input function - Google Patents

Game machine with momentum input function

Info

Publication number
JPH08103568A
JPH08103568A JP6275462A JP27546294A JPH08103568A JP H08103568 A JPH08103568 A JP H08103568A JP 6275462 A JP6275462 A JP 6275462A JP 27546294 A JP27546294 A JP 27546294A JP H08103568 A JPH08103568 A JP H08103568A
Authority
JP
Japan
Prior art keywords
game
momentum
pedometer
game machine
data
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
JP6275462A
Other languages
Japanese (ja)
Inventor
Hidetoshi Fujiwara
英俊 藤原
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.)
Universal Technics Co Ltd
Original Assignee
Universal Technics Co 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 Universal Technics Co Ltd filed Critical Universal Technics Co Ltd
Priority to JP6275462A priority Critical patent/JPH08103568A/en
Publication of JPH08103568A publication Critical patent/JPH08103568A/en
Pending legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8005Athletics

Abstract

PURPOSE: To provide a game machine, by which the level of a character in a game is controlled according to data from a momentum measuring device such as a pedometer so as to solve lack of exercise and train reflexes, and the game can be enjoyed more. CONSTITUTION: A pedometer B is formed by installing a display part 2 and a receiver 3 on a main body part 1. A means for computing the number of steps taken by a person wearing the pedometer B and the momentum thereof is built in the main body part 1. The computed number of steps and momentum are transmitted to the receiver 4 of a game machine A. A person wears the pedometer B and walks, and the momentum data is stored in the pedometer B. The stored data is transferred to a character programmed in the game machine A. According to the received data of the pedometer B, the game machine A conducts confirming procedure for raising the level of each character. In the case of continuing the game, the play is continued in the level-up state.

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、家庭用テレビゲーム機
などのゲームキャラクタに対し、ゲーム機本体を直接操
作しゲームを進める楽しみに加え、万歩計などで得られ
た運動量のデータを送信し与えることにより更にゲーム
が楽しめるようにしたものである。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention transmits the amount of exercise data obtained from a pedometer to a game character such as a home video game machine in addition to the pleasure of directly operating the game machine body to advance the game. The game is made more enjoyable by giving it.

【0002】[0002]

【従来の技術】従来の家庭用テレビゲーム機などは、ゲ
ームの登場キャラクターがゲーム内で様々な経験を積む
に従って得られる数値データによりキャラクターのレベ
ルが上がり、更に次のステージに進むことができるもの
であった。
2. Description of the Related Art Conventional home-use video game consoles, etc. are capable of increasing the character's level by the numerical data obtained as the characters appearing in the game gain various experiences in the game, and further advance to the next stage. Met.

【0003】[0003]

【発明が解決しようとする課題】しかしながら、従来の
家庭用テレビゲーム機などによるときは、ゲームを次の
ステージに進めるには、ゲーム機を直接操作しゲームキ
ャラクタに経験を積ませ、数値を得ることによりゲーム
キャラクタのレベルを上げることが必要であり、そのた
め長時間ゲーム機に拘束されることになった。そのた
め、子供たちは、ゲームに夢中になり、長時間にわたり
家庭用テレビゲーム機に拘束され、子供時代に必要とさ
れる大切な運動をしないような傾向にある。また、従来
のゲーム機では、ゲーム機に拘束されない時間は、ゲー
ムキャラクタのレベルアップは望めず、つまりゲームを
していない時間とゲームをしている時間とは全く無関係
なものであった。
However, in the case of a conventional home video game machine or the like, in order to advance the game to the next stage, the game machine is directly operated to gain experience and obtain numerical values. As a result, it was necessary to raise the level of the game character, and as a result, the game machine was held for a long time. As a result, children tend to become engrossed in games, restrained by home-use video game consoles for a long time, and do not carry out the important exercise required in childhood. Further, in the conventional game machine, the time when the game machine is not restrained cannot expect the game character to level up, that is, the time when the game character is not playing and the time when the game character is playing are completely unrelated.

【0004】本発明は、こうした従来の問題を解決する
ために成されたもので、本発明の目的とするところは、
ゲームと無関係な活動のなかで無意識に、或いは、意識
的に体を動かすことにより、ゲームキャラクタのレベル
アップに必要なデータを蓄積し、そのデータをゲーム機
に転送しゲームキャラクタのレベルを上げ更に上のステ
ージに進む、という行動によりゲームに拘束される時間
を短くすることと、ゲームとは無関係な普段の生活とゲ
ームとを結び付けこれらを更に楽しいものにして運動不
足の解消と運動により反射神経を鍛えよりゲームを楽し
むことが出来るようにした運動量入力機能付ゲーム機を
提供することを目的とする。
The present invention has been made to solve these conventional problems, and the object of the present invention is to:
By unconsciously or consciously moving the body in activities unrelated to the game, the data necessary for improving the level of the game character is accumulated, and the data is transferred to the game machine to raise the level of the game character. Shorten the time to be restrained by the game by the action of going to the upper stage, and connect the normal life and the game unrelated to the game to make them more enjoyable and eliminate the lack of exercise and reflexes by exercise. It is an object of the present invention to provide a game machine with a momentum input function, which makes it possible to enjoy the game by training.

【0005】[0005]

【課題を解決するための手段】以上の目的を達成するた
め、本発明の「請求項1」記載の運動量入力機能付ゲー
ム機は、歩いた距離や歩行速度などを演算して表示する
万歩計などの運動量計測器と、その運動量計測器に設け
られ、運動量計測器によって測定された運動量のデータ
を送信するための送・受信手段と、上記送・受信手段か
ら送られたデータを入力するための受信手段を備え、こ
の受信手段から入力された運動量のデータによりプログ
ラミングされたキャラクタの中からそのデータに応じた
レベルのキャラクタをリサーチし、ゲーム中のキャラク
タのレベルをコントロールするコントロール手段と上記
送・受信手段により測定された運動量のデータの送信が
完了すると受信完了信号を送・受信手段に発信する発信
手段を有するゲーム機と、が備えられたことを特徴とす
る。
In order to achieve the above object, a game machine with a momentum input function according to claim 1 of the present invention calculates the walking distance, walking speed, etc. and displays them. A momentum measuring instrument such as a meter, and a sending / receiving means provided in the momentum measuring instrument for transmitting the data of the momentum measured by the momentum measuring instrument, and the data sent from the sending / receiving means is inputted. And a control means for controlling the level of the character in the game by researching a character having a level corresponding to the data from among the characters programmed by the momentum data input from the receiving means. A game having a transmission means for transmitting a reception completion signal to the transmission / reception means when the transmission of the momentum data measured by the transmission / reception means is completed. And machine, characterized in that is provided.

【0006】[0006]

【作用】以上の構成よりなる「請求1」記載の本発明に
よれば、歩いた距離や歩行速度などを演算して表示する
万歩計などの運動量計測器からのデータを情報データと
して入力する送・受信手段とその送・受信手段から送ら
れたデータを入力するための受信手段を備え、この受信
手段から入力された運動量のデータによりプログラミン
グされたキャラクタの中からそのデータに応じたレベル
のキャラクタをリサーチし、ゲーム中のキャラクタのレ
ベルをコントロールするコントロール手段とを備えてた
構成で、歩いた距離や歩行速度などを演算して表示する
万歩計などの運動量計測器からのデータによりゲーム中
のキャラクタのレベルをコントロールすることができる
ため、レベルの高い面白いキャラクタを選択するために
は、ゲームを始める前に所定の運動量をこなす必要があ
り、運動不足になりがちな現代の子供達や大人の運動不
足を解消することが出来るとともに、運動したことによ
り反射神経も優れよりゲーム機の操作性が向上すること
でゲーム機の楽しみ方が多くなることになる。
According to the present invention described in "Claim 1" having the above configuration, data from a momentum measuring instrument such as a pedometer for calculating and displaying a walking distance and a walking speed is input as information data. A sending / receiving means and a receiving means for inputting the data sent from the sending / receiving means are provided, and the level corresponding to the data is selected from the characters programmed by the momentum data input from the receiving means. A game that uses data from a momentum measuring instrument such as a pedometer that researches characters and controls the level of the characters in the game, and calculates and displays walking distance and walking speed. Since you can control the level of the character inside, you can start the game in order to select an interesting character with a high level. It is necessary to do a certain amount of exercise before, and it is possible to solve the lack of exercise of modern children and adults who tend to lack exercise, and because of exercise, the reflexes are excellent and the operability of the game console is improved. By doing so, you will have more ways to enjoy the game console.

【0007】[0007]

【実施例】以下、本発明に係る運動量入力機能付ゲーム
機の一実施例を図面に基づいて説明する。図1は本発明
に係る運動量入力機能付ゲーム機の一実施例を示す斜視
図、図2は本発明に係る運動量入力機能付ゲーム機の基
本的回路構成を示す回路ブロック図、図3は図2で示し
たコントロール手段(CPU)のアルゴリズムを示すチ
ャート図である。図1で示すように、万歩計Bには本体
部1に表示部2及び送・受信機3が装着されている。ま
た、本体部1は、万歩計Bを取りつけた人或いは、動物
が動いた歩数や運動量を演算する演算手段が内蔵されて
いて、その演算手段に上記送・受信機3が連繋され、演
算手段が演算した人或いは、動物が動いた歩数や運動量
を後述する加速センサー8で入力し送・受信機3によ
り、ゲーム器Aの送・受信機4に送信するように設定さ
れている。図中5は、各動物のキャラクターがプログラ
ムされたフロッピーで、6はゲーム器Aの本体ケース、
7は操作用のマウスである。この場合のゲームソフトと
しては、桃太郎のソフトを例にとる。図2で示すよう
に、万歩計Bには、加速センサー8とカウンタ9及びC
PU10,メモリ11が設けられている。更に、万歩計
Bには、送・受信機3として用いられる受光センサー1
2及び発光素子13が取りつけられていて、内部の運動
量計測器をつかさどる加速センサー8によって測定され
た運動量のデータを送信し、運動量のデータの送信が完
了すると受信完了信号を受信するようになっている。こ
のように構成された運動量入力機能付ゲーム機のアルゴ
リズムは、図3のとおりである。まず、ゲーム機Aによ
りゲームをスタートする。ステップ200では、プログ
ラムソフトが指定されるとともに、万歩計Bの運動量デ
ータを入力するか否かが問われる。NOの場合には、ゲ
ームの進行に従いゲーム機Aでプログラムされているプ
ログラムソフトが指定され、ゲームを進めていく内に、
例えばプログラムされているお供の動物(犬、猿、キ
ジ)が登場し、更にゲームを進めるに従い主人公とお供
の動物のレベルがあがる。そこで、ステップ201に移
行すると、レベルアップした度合いに応じて主人公とお
供の動物のレベルがあがる。このレベルが高いほど鬼ケ
島に行ったときに鬼どもに対し有利に戦いが進められ
る。ステップ202では、例えば、ゲームを一時終了
し、ゲーム機Aから離れねばならない時万歩計Bを自分
の体に装着する。このとき、犬、猿、キジを飼っている
家庭であればこれらの動物にも万歩計Bを取り付ける。
また、それらの動物を飼っていない家庭であれば、家族
をそれらの動物に見立てて万歩計Bを装着してもらう。
万歩計Bを装着した本人や家族がそれぞれ活動する間、
万歩計Bにステップ100からステップ103の順序で
運動量データが蓄積されていく。そこで、ステップ20
3では、しばらくしてゲームを再開するとき装着した万
歩計Bを回収し、得られたデータを対応するゲーム機A
内にプログラムされているキャラクタに転送する。そこ
で、ゲーム機Aは、受信した万歩計Bのデータに従い、
それぞれのキャラクタのレベルを上げるための確認が行
われる。すなわち、万歩計Bで得られたデータによって
レベルの上がった主人公は、やはり万歩計Bで得られた
データによりレベルの上がったお供を従え鬼ケ島へ乗り
込み鬼を退治する。なお、ここで、ステップ204に移
行し、ゲームを継続するか否かが問われ、ゲームを継続
したい場合には、ステップ200に戻り、上述した要領
でプレイが行われる。また、NOの場合には、ゲームは
終了する。この際にも、プレイヤーは、ゲーム機を離れ
ている間も万歩計Bによってゲームを終了させるための
データの蓄積ができる。また、プレイヤー以外の人や動
物までもがプレイヤーを手助けするためにデータの蓄積
に協力したことは、これまでに無い楽しみを得られるこ
とになる。なお、ステップ200でYESの場合につい
て述べると、ゲーム機Aでは、受信した万歩計Bのデー
タを入力し、そのデータに基づいてプログラムされてい
る中でそれぞれのキャラクタのレベルを上げるための確
認がステップ202で行われる。なお、万歩計Bは、ス
タートで初期設定=リセット(すなわち、リセット後2
4時間(=任意に設定可能)のデータが有効に活用でき
るように設定されていて、24時間を経過すると自動的
にリセットされるか、あるいは転送できなくしてメモリ
容量を節約するようになっている。)また、データ送信
手段としては、光通信,電波,ケーブルなども考えられ
る。さらに、この実施例では、ゲームソフトが蓄積され
る記憶手段としてフロッピー5が用いられているが、ハ
ードディスクやフラッシュメモリなど半導体メモリ装置
を用いてもよいことは勿論説明するまでもない。このよ
うに、この実施例の本発明によれば、歩いた距離や歩行
速度などを演算して表示する万歩計Bなどの運動量計測
器からのデータによりゲーム中のキャラクタのレベルを
コントロールすることができるため、レベルの高い面白
いキャラクタを選択するためには、ゲームを始める前に
所定の運動量をこなす必要があり、運動不足になりがち
な現代の子供達や大人の運動不足を解消することが出来
るとともに、運動したことにより反射神経も優れよりゲ
ーム機の操作性が向上することでゲーム機の楽しみ方が
多くなることになる。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a game machine with an exercise amount input function according to the present invention will be described below with reference to the drawings. 1 is a perspective view showing an embodiment of a game machine with an exercise amount input function according to the present invention, FIG. 2 is a circuit block diagram showing a basic circuit configuration of a game machine with an exercise amount input function according to the present invention, and FIG. It is a chart figure which shows the algorithm of the control means (CPU) shown by 2. As shown in FIG. 1, the pedometer B has a display unit 2 and a transmitter / receiver 3 mounted on a main body 1. Further, the main body 1 has a built-in calculation means for calculating the number of steps and the amount of movement of a person or an animal to which the pedometer B is attached, and the calculation means is connected to the transmitter / receiver 3 to perform calculation. The number of steps or the amount of movement of the person or the animal calculated by the means is input by an acceleration sensor 8 to be described later, and is transmitted by the transmitter / receiver 3 to the transmitter / receiver 4 of the game machine A. In the figure, 5 is a floppy in which the character of each animal is programmed, 6 is the main body case of the game machine A,
Reference numeral 7 is a mouse for operation. As the game software in this case, Momotaro's software is taken as an example. As shown in FIG. 2, the pedometer B includes an acceleration sensor 8, a counter 9 and a counter C.
A PU 10 and a memory 11 are provided. Further, the pedometer B has a light receiving sensor 1 used as the transmitter / receiver 3.
2 and the light emitting element 13 are attached to transmit the data of the momentum measured by the acceleration sensor 8 which controls the internal momentum measuring device, and when the transmission of the momentum data is completed, the reception completion signal is received. There is. The algorithm of the game machine with the momentum input function configured as described above is as shown in FIG. First, the game is started by the game machine A. In step 200, the program software is designated and it is asked whether or not to input the exercise amount data of the pedometer B. In the case of NO, the program software programmed in the game machine A is designated according to the progress of the game, and while the game proceeds,
For example, programmed companion animals (dogs, monkeys, pheasants) will appear, and as the game progresses, the levels of the protagonist and companion animals will rise. Therefore, when the process proceeds to step 201, the levels of the hero and the companion animal increase according to the degree of the level improvement. The higher this level is, the better the demons can fight when going to Onigashima. In step 202, for example, the game is temporarily finished, and the pedometer B, which must be separated from the game machine A, is attached to one's body. At this time, if the household has dogs, monkeys, and pheasants, attach a pedometer B to these animals as well.
In addition, if the household does not keep those animals, the pedometer B should be worn by the family in the same manner as those animals.
While the person wearing the pedometer B and his / her family each perform activities,
The momentum data is accumulated in the pedometer B in the order from step 100 to step 103. Therefore, step 20
In 3, the pedometer B mounted when the game is restarted after a while is collected, and the obtained data is used for the corresponding game machine A.
Transfer to the character programmed in. Then, the game machine A follows the data of the pedometer B received,
Checks are made to improve the level of each character. That is, the hero whose level has been raised by the data obtained by the pedometer B also rides the companion whose level has been raised by the data obtained by the pedometer B to the Onigashima Island to defeat the demons. Here, the process proceeds to step 204, and it is asked whether or not to continue the game. When it is desired to continue the game, the process returns to step 200 and the play is performed as described above. If NO, the game ends. Also at this time, the player can accumulate data for ending the game by the pedometer B even while the player is away from the game machine. Also, the fact that people and animals other than the player cooperated in accumulating data in order to help the player will have an unprecedented fun. Note that, in the case of YES in step 200, the game machine A inputs the received data of the pedometer B, and confirms to increase the level of each character programmed based on the data. Is performed in step 202. Note that the pedometer B is initialized at the start = reset (that is, 2 after reset).
It is set so that data of 4 hours (= can be set arbitrarily) can be used effectively, and it will be automatically reset after 24 hours, or it will not be able to transfer and save memory capacity. There is. Further, as the data transmission means, optical communication, radio waves, cables, etc. can be considered. Further, in this embodiment, the floppy 5 is used as a storage means for storing game software, but it goes without saying that a semiconductor memory device such as a hard disk or a flash memory may be used. As described above, according to the present invention of this embodiment, the level of the character in the game can be controlled by the data from the momentum measuring device such as the pedometer B which calculates and displays the walking distance and the walking speed. Therefore, in order to select an interesting character with a high level, it is necessary to do a predetermined amount of exercise before starting the game, and it is possible to eliminate the lack of exercise of modern children and adults who tend to lack exercise. In addition to being able to exercise, the reflexes are excellent due to the exercise, and the operability of the game machine is improved.

【0010】[0010]

【本発明の効果】以上の構成よりなる「請求項1」記載
の本発明によれば、歩いた距離や歩行速度などを演算し
て表示する万歩計などの運動量計測器からのデータによ
りゲーム中のキャラクタのレベルをコントロールするこ
とができるため、レベルの高い面白いキャラクタを選択
するためには、ゲームを始める前に所定の運動量をこな
す必要があり、運動不足になりがちな現代の子供達や大
人の運動不足を解消することが出来るとともに、運動し
たことにより反射神経も優れよりゲーム機の操作性が向
上することでゲーム機の楽しみ方が多くなることになる
など諸々の効果を奏することになる。
According to the present invention having the above-mentioned structure, the game is executed by the data from the momentum measuring instrument such as a pedometer which calculates and displays the walking distance and the walking speed. Since you can control the level of the character inside, in order to select a high-level interesting character, it is necessary to do a certain amount of exercise before starting the game, and modern children who tend to lack exercise can In addition to being able to eliminate the lack of exercise for adults, the reflexes are excellent due to exercise, and the operability of the game machine is improved, so that there are many ways to enjoy the game machine and so on. Become.

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

【図1】は本発明に係る運動量入力機能付ゲーム機の一
実施例を示す斜視図である。
FIG. 1 is a perspective view showing an embodiment of a game machine with a momentum input function according to the present invention.

【図2】は本発明に係る運動量入力機能付ゲーム機の基
本的回路構成を示す回路ブロック図である。
FIG. 2 is a circuit block diagram showing a basic circuit configuration of a game machine with a momentum input function according to the present invention.

【図3】は図2で示したコントロール手段(CPU)の
アルゴリズムを示すチャート図である。
FIG. 3 is a chart showing an algorithm of the control means (CPU) shown in FIG.

【符号の説明】 A・・・・・ゲーム機 B・・・・・万歩計 1・・・・・ゲーム機本体 2・・・・・表示部 3・・・・・送・受信器 4・・・・・送・受信器 5・・・・・フロッピー 6・・・・・ゲーム機本体 8・・・・・加速センサー 9・・・・・カウンター 10・・・・CPU 11・・・・メモリ[Explanation of symbols] A: Game machine B: Pedometer 1: Game machine body 2: Display section 3: Transmitter / receiver 4・ ・ ・ ・ ・ Sending and receiving equipment 5 ・ ・ ・ Floppy 6 ・ ・ ・ Game console 8 ・ ・ ・ Acceleration sensor 9 ・ ・ ・ Counter 10 ・ ・ ・ ・ CPU 11 ・ ・ ・·memory

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】歩いた距離や歩行速度などを演算して表示
する万歩計などの運動量計測器と、 その運動量計測器に設けられ、運動量計測器によって測
定された運動量のデータを送信するための送・受信手段
と、 上記送・受信手段から送られたデータを入力するための
受信手段を備え、この受信手段から入力された運動量の
データによりプログラミングされたキャラクタの中から
そのデータに応じたレベルのキャラクタをリサーチし、
ゲーム中のキャラクタのレベルをコントロールするコン
トロール手段と上記送・受信手段により測定された運動
量のデータの送信が完了すると受信完了信号を送・受信
手段に発信する発信手段を有するゲーム機と、 が備えられたことを特徴とする運動量入力機能付ゲーム
機。
1. A momentum measuring instrument such as a pedometer for calculating and displaying a walking distance, a walking speed and the like, and for transmitting the data of the momentum measured by the momentum measuring instrument provided in the momentum measuring instrument. And a receiving means for inputting the data sent from the sending / receiving means. According to the data from the character programmed by the momentum data input from the receiving means. Research the level characters,
A game machine having a control means for controlling the level of the character in the game and a transmission means for transmitting a reception completion signal to the transmission / reception means when the transmission of the momentum data measured by the transmission / reception means is completed. A game machine with a function of inputting the amount of exercise.
JP6275462A 1994-10-04 1994-10-04 Game machine with momentum input function Pending JPH08103568A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP6275462A JPH08103568A (en) 1994-10-04 1994-10-04 Game machine with momentum input function

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP6275462A JPH08103568A (en) 1994-10-04 1994-10-04 Game machine with momentum input function

Publications (1)

Publication Number Publication Date
JPH08103568A true JPH08103568A (en) 1996-04-23

Family

ID=17555878

Family Applications (1)

Application Number Title Priority Date Filing Date
JP6275462A Pending JPH08103568A (en) 1994-10-04 1994-10-04 Game machine with momentum input function

Country Status (1)

Country Link
JP (1) JPH08103568A (en)

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