JPH08103568A - Game machine with momentum input function - Google Patents

Game machine with momentum input function

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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
data
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
JP6275462A
Other languages
Japanese (ja)
Inventor
Hidetoshi Fujiwara
英俊 藤原
Original Assignee
Utec:Kk
有限会社ユーテック
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 Utec:Kk, 有限会社ユーテック filed Critical Utec:Kk
Priority to JP6275462A priority Critical patent/JPH08103568A/en
Publication of JPH08103568A publication Critical patent/JPH08103568A/en
Application status is Pending legal-status Critical

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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.
COPYRIGHT: (C)1996,JPO

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。 The present invention relates to, for game characters such as home video game machine, in addition to looking forward to advance the game by operating the game machine body directly, sending the momentum of data obtained in such a pedometer one in which was further so that the game can be enjoyed by giving you.

【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。 That is, such as A conventional home-use video game machine, the game appeared in the character of the character level of rises by numerical data obtained according to gain a variety of experience in the game, it is possible to further proceed 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。 The object of the invention is to be Solved However, when by such as a conventional home-use video game machine, to proceed with the game to the next stage, to operate the game machine directly to loaded with experience in game character, get a numeric value it is necessary to raise the level of the game character by was to be bound therefore a long time game machine. 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。 For this reason, children will become addicted to the game, to be bound to the home-use video game machine for a long period of time, there is a tendency that does not an important exercise that is required to childhood. 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。 Further, in the conventional game machine, the time not constrained to the game machine, the level-up of the game character is not expected, that is, the time that the time is not a game and the game was quite irrelevant.

【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、 [0004] The present invention has been made in order to solve such conventional problems, it is an object of the present invention,
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。 Unconsciously Among games and unrelated activities, or by consciously move the body, accumulates the necessary data to the level-up of the game character, further raising the level of a game character and transfers the data to the game machine proceed to the stage of the above, and to shorten the time to be bound to the game by the act of, reflected by eliminating the movement of lack of exercise and to what these further fun tie unrelated to everyday life and the game is the game nerve a an object of the present invention is to provide a momentum input function with a game machine that was to be able to enjoy the Kitaeyori game.

【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 To achieve the above object, according to an aspect of "claim 1" momentum input-capable gaming machine according to the present invention, ten thousand and displays the operation such as walking distance and walking speed step a motion-quantity measuring instrument such as a total, is provided on the momentum meter, inputting and transmitting receiving means for transmitting data of movement amount measured by the exercise amount measuring device, the data transmitted from the transmitting receiving unit a receiving means for the control means and above researched level character corresponding to the data from the character that has been programmed by the input momentum of data from the receiving means to control the level of the character in the game gate having a transmitting means for transmitting to the transmitting receiving unit a reception completion signal and the transmission of the data of the measured momentum by transmitting receiving unit is completed 機と、が備えられたことを特徴とする。 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 In accordance with the consisting of the above configuration "according 1" present invention according to input data from the walking distance and walking speed, such as a pedometer that displays by calculating the like momentum meter as information data a receiving means for inputting transmitted from the transmitting and receiving means and transmitting receiving unit data, a level corresponding to the data from the character that has been programmed by the input momentum of data from the receiving means character researched game, a configuration which has a control means for controlling the level of the character in the game, the data from the walking distance and walking speed, such as a pedometer that displays by calculating the like momentum meter it is possible to control the level of the character in order to select the high-level interesting characters, including the game 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。 It is necessary to do a certain amount of exercise before, increases with the children and adults of lack of exercise tend to modern to lack of exercise can be solved, the operation of the game machine than excellent reflexes by exercising that enjoyment of the game machine is to be greater in that.

【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。 BRIEF DESCRIPTION based on an embodiment of the momentum input-capable gaming machine according to the present invention with reference to the 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、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。 Figure 1 is a perspective view showing an embodiment of a momentum input-capable gaming machine according to the present invention, FIG 2 is a circuit block diagram showing a basic circuit configuration of the momentum input-capable gaming machine according to the present invention, FIG. 3 FIG. is a chart showing the algorithm of the control means (CPU) shown in 2. 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。 As shown in Figure 1, the display unit 2 and the transmitter and the receiver 3 are mounted on the main body 1 in the pedometer B. 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。 The main body portion 1, pedometer human fitted with B or calculating means for calculating the number of steps and momentum moving animals has not been built, the transmitter and the receiver 3 is linked with each of the calculation means, calculating It means human computed or by-receiver 3 feed type with an acceleration sensor 8 that will be described later the number of steps and momentum moving animal, is configured to transmit to the transmitter and the receiver 4 of the game machine a. 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、 5 is figure, floppy character of each animal is programmed, 6 game machine A body case,
7は操作用のマウスである。 7 is a mouse for operation. 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。 The game software in this case, taken as an example the software of Momotaro. 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 As shown in Figure 2, the pedometer B, the acceleration sensor 8 and the counter 9 and C
PU10,メモリ11が設けられている。 PU10, the memory 11 is provided. 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 Furthermore, pedometer to of B, the light receiving sensor 1 used as a transmitter and receiver 3
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。 2 and optionally the light emitting element 13 is attached, and transmits the data of the measured momentum by accelerating sensor 8 which controls the internal momentum meter, adapted to receive a reception completion signal to the transmission of data momentum is completed there. 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。 Algorithm of the thus configured momentum input function game machine is shown in Figure 3. まず、ゲーム機Aによりゲームをスタートする。 First, to start the game by game machine A. 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。 In step 200, along with the program software is specified, whether or not to enter the movement amount data of pedometer B is asked. 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、 In the case of NO, the program software that is programmed in the game machine A in accordance with the progress of the game it is not specified, within to promote the game,
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。 For example, to accompany that is programmed animals (dogs, monkeys, pheasants) appeared, and more animals of the level of the hero and the attendant according to advance the game rises. 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。 Therefore, the transition to step 201, is increased animal level hero and accompany in response to the degree of the level-up. 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。 Advantageously the fight goes to the demon us in when I went to about this level high Onigashima. 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。 In step 202, for example, the game was temporarily terminated, to attach the pedometer B when it must be away from the game machine A in your body. 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。 In this case, attach a dog, a monkey, a pedometer B also to these animals if the home that keeps a pheasant.
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。 In addition, if the home that are not kept their animals, the family is likened to those animals get fitted with a pedometer B.
万歩計Bを装着した本人や家族がそれぞれ活動する間、 While the person or family who wears the pedometer B is activity, respectively,
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。 Momentum data is accumulated in the pedometer B from step 100 in step 103 order. そこで、ステップ20 Then, step 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 In the 3, to recover the pedometer B mounted when to resume the game after a while, the game machine to the corresponding data obtained A
内にプログラムされているキャラクタに転送する。 Transferring the character being programmed within. そこで、ゲーム機Aは、受信した万歩計Bのデータに従い、 Then, the game machine A is, according to the data of the pedometer B received,
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。 Check for raising the level of each character is performed. 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。 In other words, the hero who rose level by the data obtained by the pedometer B is, getting rid of demons boarded to Onigashima followed by a rose accompany the level by the data obtained by the still pedometer B. 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。 Note that, the process proceeds to step 204, whether to continue the game is limited, if you want to continue the game, the process returns to step 200, the play is performed in the manner described above. また、NOの場合には、ゲームは終了する。 In addition, in the case of NO, the game ends. 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。 In this case also, the player can also data to terminate the game by pedometer B accumulation while away the game machine. 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。 In addition, it is also up to people and animals other than player has to cooperate with the accumulation of data in order to help the players, will be obtained fun than ever before. 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。 Incidentally, the case will be described in YES at step 200, the gaming machine A, enter the data of the pedometer B received, check for raising the level of each character in that is programmed on the basis of the data There is performed at step 202. 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 Incidentally, pedometer B is started by default = reset (i.e., after reset 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。 4 hours data (= arbitrarily setting) is set to allow effective use, so as to save memory capacity no longer automatically either reset or transfer when 24 hours old there. )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。 ) As the data transmission means, the optical communication, radio waves, and cable are also contemplated. 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。 Further, in this embodiment, Floppy 5 is used as storing means for game software is stored, not even well be described that may be used a semiconductor memory device such as a hard disk or a flash memory. 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。 Thus, according to the present invention in this embodiment, to control the level of the character in the game by the data from the exercise amount measuring device such as a pedometer B be displayed by calculating the like walking distance and walking speed since it is, in order to select the interesting high-level character, it is necessary to do a certain amount of exercise before you start the game, is possible to solve the children and adults of lack of exercise tend to modern to lack of exercise can be with, it will be many ways to enjoy the game machine by improving the operability of the game machine than excellent reflexes by the exercise.

【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 consists of the above structure, "claim 1" wherein [Effect of the invention], game Data from walking distance and walking speed, such as a pedometer that displays by calculating the like momentum meter since it is possible to control the level of the character in, in order to select the high level of interesting characters, it is necessary to do a certain amount of exercise before you start the game, children tend to modern to lack of exercise Ya it is possible to eliminate the adult lack of exercise, by the movement to achieve the various effects such as reflexes also enjoy the game machine is to be increased by improving the operability of the game machine than excellent Become.

【図面の簡単な説明】 BRIEF DESCRIPTION OF THE 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。 [1] is a perspective view showing an embodiment of a momentum input-capable gaming machine 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。 Figure 2 is a circuit block diagram showing a basic circuit configuration of the momentum input-capable gaming machine 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。 [3] is a chart showing the 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 [Description of the code] A ····· game machine B ····· pedometer 1 ..... game machine main body 2 ..... display unit 3 ..... transmitter and receiver 4 .....-receiver 5 send ..... floppy 6 ..... game machine body 8 ..... acceleration sensor 9 ..... counter 10 ···· CPU 11 ··· ·memory

Claims (1)

    【特許請求の範囲】 [The claims]
  1. 【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、 And 1. A walking distance and walking speed, such as a pedometer that displays by calculating the like momentum meter, provided the momentum meter, to transmit data of the measured exercise amount by the momentum meter and transmitting and receiving means, a receiving means for inputting data transmitted from the transmitting receiving unit, depending from the programmed character data by the data momentum input from the receiving means the level of character and research,
    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。 A game machine having a transmitting means for transmitting the control means and transmitting receiving unit a reception completion signal and the transmission of the data of the measured momentum by the transmitting receiving unit is completed to control the level of the character in the game, it is provided momentum input function game machine, characterized in that it has been.
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

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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

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JP6275462A Pending JPH08103568A (en) 1994-10-04 1994-10-04 Game machine with momentum input function

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