WO2003095048A1 - Game device - Google Patents

Game device Download PDF

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Publication number
WO2003095048A1
WO2003095048A1 PCT/JP2003/005791 JP0305791W WO03095048A1 WO 2003095048 A1 WO2003095048 A1 WO 2003095048A1 JP 0305791 W JP0305791 W JP 0305791W WO 03095048 A1 WO03095048 A1 WO 03095048A1
Authority
WO
WIPO (PCT)
Prior art keywords
motion
unit
player
point
signal
Prior art date
Application number
PCT/JP2003/005791
Other languages
French (fr)
Japanese (ja)
Inventor
Shinya Saito
Seiichi Fukami
Original Assignee
Konami Corporation
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 Konami Corporation filed Critical Konami Corporation
Priority to AU2003235905A priority Critical patent/AU2003235905A1/en
Priority to JP2004503125A priority patent/JP4032054B2/en
Publication of WO2003095048A1 publication Critical patent/WO2003095048A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0605Decision makers and devices using detection means facilitating arbitration
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0658Position or arrangement of display
    • A63B2071/0661Position or arrangement of display arranged on the user
    • A63B2071/0663Position or arrangement of display arranged on the user worn on the wrist, e.g. wrist bands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry

Definitions

  • the present invention relates to a game apparatus for determining and competing for an action point based on a player's body movement.
  • Japanese Patent Application Laid-Open No. 6-2 8 5 2 4 9 uses a technology in which an acceleration sensor is attached to a glove worn by a player and the movement of the glove is detected by an acceleration sensor to detect the player's body movement.
  • An example of a game device that has been disclosed is disclosed.
  • Japanese Patent Application Laid-Open No. 7-2 4 1 4 3 discloses that an infrared light receiving means is provided in the game apparatus body, and the infrared light emitting means is caused to emit light based on an output of an acceleration sensor provided in a glove worn by a player.
  • An example of a fighting game apparatus of the type that attacks the game character set in the game apparatus main body by receiving the infrared light on the game apparatus main body side is shown.
  • a light beam transmission device ie, a light gun
  • a directional light beam is transmitted from the muzzle, and this light beam is separately prepared.
  • a toy determines whether or not it hits.
  • a toy of a battle type in which a plurality of players have a light gun and a target as described above, and compete for whether or not the light hits each other.
  • These toys can play games that simulate gun battles with other real players, but they only emit light when the player operates the trigger. First, it detects complex body movements such as the player's punching movements, processes this signal and sends / receives it to / from other players, so that the players can fight each other as if they are fighting karate, boxing, etc. It was not something that could be played face-to-face.
  • the object of the present invention is to make it possible to make a non-contact battle against a real player in a non-contact manner, and to advance the game by a physical action such as a player's punch. There is no game device to provide.
  • Another object of the present invention is to provide a game device in which variations can be increased by combining physical movements, and so-called continuous attacks and special attacks can be easily set.
  • the game device of the present invention includes an action detection unit, a transmission unit, a reception unit, and a determination processing unit that are attached to the body of a plurality of players.
  • the transmission unit transmits a signal having a predetermined directivity when the body motion is detected by the motion detection unit.
  • the receiving section is configured to be able to receive signals having the above directivity from other players.
  • the judgment processing unit judges the game contents according to the reception result by the receiving unit (for example, judgment of winning or losing). In this game device, the game proceeds based on whether or not the receiving unit has received the signal having the directivity transmitted from the transmitting unit attached to another player, for example, to compete for victory or defeat. As described above, according to the present invention, it is possible to play a game imitating a fight with other real players.
  • an attack signal for example, an infrared signal
  • the motion detection unit may be provided with one or more acceleration sensors capable of detecting accelerations in two or more different directions.
  • the transmission unit is configured to detect an attack action based on the output of the acceleration sensor.
  • an acceleration sensor that can detect the acceleration of the X, Y, and Z axes may be used. By using the output of the acceleration sensor, not only the direction of body movement but also its strength can be detected, so that the detection accuracy of body movement can be improved.
  • a motion detection unit having a function capable of detecting the motion direction and motion strength of the player's body motion can be used. Then, an operation point generator that generates points based on the operation direction and the Z or operation intensity detected by the operation detection unit is provided in the determination processing unit.
  • the motion point generation device has a function of classifying body motions as a plurality of types of continuous motions consisting of a combination of a plurality of types of individual motions and two or more individual motions selected from a plurality of types of individual motions in advance.
  • the motion point generator discriminates multiple types of individual motions and multiple types of continuous motions based on the motion direction and Z or motion intensity detected by the motion detector, and outputs the discrimination results.
  • An operation point is generated based on a predetermined point for a plurality of types of individual operations and a plurality of types of continuous operations. If such an operation point generator is used, it is possible to easily determine the outcome based on the operation points generated by the operation point generator. Therefore, it is possible to increase the types of body motions that can be detected without complicating the motion detection structure and motion detection process, and to increase game variations.
  • the operating point generator is set so that the points obtained when continuous operation is performed are higher than the points obtained by adding the points obtained individually by two or more individual operations constituting the continuous operation. Set. In this way, the operation point increases when performing more complex continuous movement than individual movement.
  • the attack power becomes high
  • the player receives a signal receiving target as a receiving unit, and the judgment processing unit integrates hit judging means for judging whether or not the signal hits and an operation point given by the opponent player. And an operated point integrating unit.
  • the actuated point integration unit accumulates operation points from the signal only when the hit judging means judges hit. In this way, it is possible to accurately determine the win or loss.
  • point generation adopted in the present invention is not limited to the use only when a transmission unit, a reception unit, infrared ray generation means, or the like is used.
  • a transmission unit a reception unit, infrared ray generation means, or the like is used.
  • a motion detection unit having a function capable of detecting the motion direction and Z or motion intensity of a player's main body motion, and a motion point generation that generates a point based on the motion direction and / or motion intensity detected by the motion detection unit
  • the above-mentioned basic idea of generating points can be applied to all game devices equipped with a device.
  • the action point generator when an action point generator is identified, the action point generator has a plurality of types of physical movements consisting of a combination of a plurality of types of individual movements and two or more individual movements selected from a plurality of types of individual movements in advance. Based on the motion direction and Z or motion intensity detected by the motion detector, it is classified as continuous motion, and multiple types of individual motions and multiple types of continuous motions are discriminated.
  • the operation point generator sets the points obtained when continuous operation is performed to a higher point than the point obtained by adding the points obtained individually by two or more individual operations constituting the continuous operation.
  • at least a motion detection unit, a target used for signal reception, and a transmission unit may be attached to each of a plurality of player bodies. Also, in this case, only when a signal transmitted from a transmitter attached to another player for each of a plurality of players hits the target, an operation point corresponding to the operation direction and Z or the operation intensity is determined from the received signal.
  • a plurality of actuated point integrating units for integrating the are further provided.
  • FIG. 1 is a schematic view showing a state in which two players are using the fighting game device of the present invention.
  • FIG. 2 is a plan view showing an attached state of the squirrel cage unit.
  • FIG. 3 is a side view showing a mounted state of the wrist unit.
  • FIG. 4 is a front view showing a mounting state of the head unit.
  • FIG. 5 is a side view showing a mounting state of the head unit.
  • FIG. 6 is a block diagram for showing the configuration of the Boyne heel setting device used in the game device of the present invention.
  • Fig. 7 is a flowchart showing the algorithm used when the motion detector is implemented using software.
  • FIG. 8 is a diagram illustrating an example of a table included in the storage unit.
  • Fig. 9 is a flowchart showing the algorithm used when the point setting device is implemented using software.
  • FIG. 10 is a more detailed flowchart of step S 3 0 0.
  • FIG. 11 is a more detailed flowchart of step S 400.
  • FIG. 12 is a block diagram showing a configuration of a modification of the point setting device used in the present invention.
  • FIG. 1 is a diagram schematically showing a state where two players are playing a fighting game using the fighting game device of the present invention.
  • the two players A and B are equipped with head units 1 0 0 A and 1 0 0 B with built-in receivers on their heads, and wrist units with built-in transmitters ahead of the wrist 2 0 Wear 0 A, 2 0 0 B Yes.
  • the actuated points of other players are set according to the main action points set based on the player's actions. That is, when the player B moves the wrist in the X-axis direction or the Y-axis direction in the figure, the wrist unit 2 0 0 B generates an operation point corresponding to the movement inside.
  • This operation point is transmitted together with a signal output from a transmission unit (to be described later) of the wrist unit 2 0 0 B in order to receive a signal provided to the player's unit 1 0 OA.
  • Player A's head unit 1 0 OA receives the signal to receive player B's operating point as player B's main operating point and stores it as player A's operating point.
  • by transmitting and receiving signals having directivity only when each player transmits and receives signals to the other players toward the head unit 1 0 0 and the wrist unit 2 0 0. Set the actuated point. As a result, it is possible to reduce the possibility that an actuated point is set by transmitting / receiving a signal based on an action not intended by the player.
  • the player's physical movement is an attacking action or a defensive action.
  • the main action point generated by the attack action is the attack point corresponding to the attack power against the opponent. Therefore, the actuated point generated by receiving this main action point becomes a damage point corresponding to the degree of damage caused by the attack received from the opponent.
  • players A and B show their opponents, for example, fist and karate movements or patterns. Then, the player's own attack points (main action points) generated by this action are sent to the opponent player to increase the damage points (moved points) of the opponent player. In this way, you can fight the opponent in a non-contact manner with the opponent's player.
  • Head unit 1 0 0 A and head unit 1 0 0 B can be received simultaneously, and list unit 2 0 0 A and list unit 2 0 0 B can be sent simultaneously.
  • the X-axis direction is the direction in which the player extends his arm
  • the Y-axis direction is the direction orthogonal to the X-axis direction.
  • the X-axis direction and the Y-axis direction are determined by the mounting state of the sensor arranged inside the wrist unit. So this These directions are not uniquely determined.
  • FIG. 2 is a plan view of the wrist unit 200 arranged on the unit support body 204
  • FIG. 3 is a side view of the wrist unit 200 mounted on the player's hand.
  • the wrist unit 20 0 is mounted on a unit support 2 0 4 that is mounted on the back of the player's hand.
  • a transmission unit 2 60 and a list display unit 2 95 are provided.
  • the transmission unit 260 outputs an infrared signal as a signal having directivity to the front when predetermined conditions are met.
  • the transmitter a signal having directivity
  • the infrared signal output from 2600 is transmitted toward the receiving unit 1 3 0 (FIG. 4) of the other player's head unit 10 0 by the player's shunting operation.
  • a finger insertion band 2 05 for inserting a player's finger and a finger insertion band 2 6.
  • the unit support 20 4 is provided with a wrist fixing band 2 0 8 for fixing the base of the unit support 2 0 4 to the player's wrist. Insert the fingertip into the finger insertion band 2 0 5, insert the base of the finger into the finger insertion band 2 0 6, and attach the wrist fixing band 2 0 8 to the wrist, respectively, so that the unit is the player's wrist It is fixed at the tip.
  • the direction in which the player extends his arm is the X-axis direction
  • the direction perpendicular to the X-axis direction is the Y-axis direction.
  • Head unit 1 0 0 is in front of the receiver 1
  • Receiving unit 1 3 0 receives infrared light as a directional signal emitted (transmitted) from transmitting unit 2 60, converts the received signal into an electrical signal, and outputs it. In the head unit display area 1 4 2, the operating point is displayed.
  • the head unit 100 has a speaker 1 4 4 on its side surface.
  • the head unit 1 0 0 is connected to a reception signal line 1 1 0 and a notification signal line 1 2 0 which will be described later.
  • Head unit 1 0 0 also has head top fixing band 1 0 2 and head back It is equipped with constant bands 10 and 4, and these bands are attached to the player's head.
  • FIG. 6 is a block diagram showing an example of the configuration of a game apparatus unit 20 used by a single player composed of head unit 100 and list unit 200.
  • the head unit 100 and the unit unit 200 are connected to each other by a reception signal line 1 1 0 and a notification signal line 1 2 0.
  • the head unit 10 0 has a receiving unit 1 3 0 and a head unit notifying unit 1 4 0.
  • the wrist unit 2 0 0 is a switch switch 2 0 2, a judgment processing unit 2 0 1, a storage unit 2 1 0, an operation detection unit 2 2 0, a subtraction operation point setting unit 2 5 1 (following operation input detection unit 2 5 0, slave operation input switch 2 5 5), transmitter 2 6 0, check signal generator 2 6 5, and wrist unit notifier 2 9 0.
  • Judgment processing unit 2 1 1 consists of operation point generator 2 3 0, hit determination means 2 1 2, operated point setting unit 2 4 0, operated point integrating unit 2 4 5, reception determining unit 2 7 0, control unit 2 8 0.
  • reception signal line 1 1 0 and the notification signal line 1 2 0 are shown as wired, but instead of using the reception signal line 1 1 0 and the notification signal line 1 2 0, wireless communication may be used. .
  • the receiving unit 1 3 0 functions as a target for receiving signals.
  • the receiving unit 1 3 0 sends a signal corresponding to the received infrared ray to the operating point generator 2 3 0 via the reception signal line 1 1 0.
  • the head unit notifying unit 14 0 includes a head unit display unit 1 4 2 and a speaker 1 1 4 4.
  • the head unit notifying unit 14 0 inputs the signal output from the control unit 2 80 through the notification signal line 1 2 0, and displays the contents corresponding to the input on the head unit display unit 1 4 2.
  • the start switch 2 0 2 that outputs sound corresponding to the input from the speaker 1 4 4 is a switch for starting the list unit 2 0 0.
  • the storage unit 210 stores information related to actions to be performed by the player and corresponding points associated with this information.
  • Main operation point setting section 2 3 1 In response to a request from the operation determination unit 2 3 2, the storage content stored in the storage unit 2 10 is input to the operation determination unit 2 3 2.
  • the motion detection unit 220 detects the player's body motion and has a function of detecting the motion direction and motion intensity of the player's main body motion. Note that the motion detection unit 220 may be capable of detecting either the motion direction or the motion intensity.
  • the motion detection unit 220 has an X-axis acceleration sensor 2 2 2 and a Y-axis acceleration sensor 2 24 as a plurality of acceleration sensors that detect acceleration in different directions. Based on the outputs of the plurality of acceleration sensors, the movement direction and the movement intensity of the player in different directions are distinguished and detected, and output to the movement determination unit 2 3 2.
  • Motion detector 2 is an X-axis acceleration sensor 2 2 2 and a Y-axis acceleration sensor 2 24 as a plurality of acceleration sensors that detect acceleration in different directions. Based on the outputs of the plurality of acceleration sensors, the movement direction and the movement intensity of the player in different directions are distinguished and detected, and output to the movement determination unit 2 3 2.
  • the motion detection unit 2 20 may have a function of detecting only one-way movement of the player.
  • the motion detection unit 2 20 is provided in the wrist 2 0 0 attached to the tip of the wrist, so that not only the motion of the entire arm of the player but also the wrist of the player The motion can also be detected separately in the X-axis and Y-axis directions.
  • the same motion detection unit as the motion detection unit 2 20 may be attached to a part other than the wrist unit 2 0 0, for example, a player's foot.
  • the motion detection unit 220 and the motion detection unit attached to the player's foot detect motions of different parts of the player (from the wrist and the foot).
  • the operation point generator 2 3 0 has a main operation point setting unit 2 3 1 and an operation determination unit 2
  • the main operation point is set and output to the transmission unit 2 6 0 and the control unit 2 80.
  • the actuated point setting unit 2 4 0 is output from the receiving unit 1 3 0
  • the actuated point is set based on the main actuating point of the player and is output to the actuated point integrating unit 2 4 5 and the control unit 2 80.
  • the actuated point setting unit 2 4 0 sets the actuated point according to the output of the slave operation input detection unit 2 5 0.
  • the operated point integrating unit 2 45 stores the integrated points obtained by integrating the operating points based on the outputs of the operated point setting unit 24 0 and the reception determining unit 2 70, and the integrated point reaches a predetermined value. It is determined whether or not it has been performed, and these are output to the transmitter 2 6 0 and the controller 2 8 0.
  • the slave operation input detection unit 2 5 0 detects the player's slave operation input, and the master operation point setting unit 2 3 1, driven point setting unit 2 4 0, output to control unit 2 80
  • the slave input is called the defense input in the competitive game system.
  • the subordinate operation point setting unit is configured by the subordinate input switch 2 5 5 and the subordinate input detector 2 5 0. .
  • the same motion input detection unit as the slave motion input detection unit 2500 may be attached to the player's opposite arm. In that case, when the motion detection unit 2 20 detects a specific motion performed by the player, the slave motion input detection unit 25 50 detects it as a slave motion input by the player.
  • the transmitter 2 6 0 is an infrared signal according to the output of the main operating point setting unit 2 3 1, the output of the operated point integrating unit 2 4 5, the check signal generated by the check signal generator 2 6 5 every predetermined time, Is sent to the receiver 1 3 0 of another player.
  • the transmission unit 2600 projects and transmits infrared rays having directivity that does not extend beyond a preset range.
  • the reception determination unit 2 70 can receive only an infrared signal having a predetermined frequency, and based on the output from the reception unit 1 3 0, whether or not it has received a check signal from its own transmission unit 2 60 A signal corresponding to the determination result is output to the operated point integrating unit 2 4 5 and the control unit 2 80.
  • the control unit 2 80 is composed of a main operation point setting unit 2 3 1, an operated point setting unit 2 4 0, an operated point integrating unit 2 4 5, a slave operation input detection unit 2 5 0, a reception determination unit 2 70, Based on the output from the receiving unit 1 3 0, the notification control signal is output to the head unit notification unit 1 4 0 and the wrist notification unit 2 90.
  • the list notification unit 2 90 has a list display unit 2 9 5, and when a notification control signal is input from the control unit 2 80, the contents corresponding to the input are displayed on the list display unit 2 9 5. .
  • the head unit notifying unit 1 4 0 and the list unit notifying unit 2 9 0 are collectively referred to as “notifying units 1 4 0 and 2 9 0”.
  • the recording medium 29 8 stores a program for operating the computer provided in the point setting device 20.
  • Recording medium 2 9 8 has a storage module as its functional configuration. Control module, operation detection module, main operation point setting module, operation point setting module, operation point integration module, slave operation input detection module, transmission module, check signal generation module, reception determination module, and control module.
  • each module included in this program causes the computer to perform is the same as the operation of the corresponding functional unit in the point setting device 20, and thus description thereof is omitted.
  • FIG. 7 is a flowchart of the processing performed by the motion detection unit 220.
  • the motion detection unit 2 2 0 determines whether or not the output voltage of the X-axis acceleration sensor 2 2 2 exceeds the threshold value V x (S 1 0 0).
  • the motion detector 2 2 0 determines whether the output voltage of the X-axis acceleration sensor 2 2 2 has exceeded a threshold value V xm that is greater than the threshold value V x. (S 1 1 0). If it has exceeded, the motion detector 2 2 0 detects that a strong motion in the X-axis direction has occurred (S 1 2 0).
  • step S 1 1 1 if the output voltage of the X-axis acceleration sensor 2 2 2 is less than or equal to the threshold value V xm in step S 1 1 0, the motion detector 2 2 0 detects that there was a weak motion in the X-axis direction. (S 1 3 0)
  • the motion detection unit 2 2 0 It is determined whether or not the threshold value V y has been exceeded (S 1 4 0). When the threshold value V y is exceeded, the motion detection unit 2 2 0 detects that there is motion in the Y-axis direction (S 1 5 0 or more, according to the flowchart shown in FIG.
  • the unit 2 20 can detect and detect motions in different directions, that is, the motion detection unit 2 20 detects body motions in multiple directions and Z or multiple intensities.
  • the X axis acceleration sensor 2 2 2 and the Y axis acceleration sensor 2 2 4 simultaneously generate output voltages.
  • Step SI 0 0 determines the output voltage in the X-axis direction first ( Step SI 0 0) If the output voltage is generated simultaneously from the X-axis acceleration sensor 2 2 2 and Y-axis acceleration sensor 2 2 4, the output voltage of the Y-axis acceleration sensor 2 2 4 can be ignored.
  • the X-axis acceleration sensor 2 2 uses the output voltage of the Y-axis acceleration sensor 2 2 4 that is generated when the player stretches his arm in the X-axis direction. The possibility of false detection of a person's movement in the Y-axis direction is reduced.
  • the competitive game system provides a point setting system according to the following rules based on the above configuration.
  • the point setting system 10 implements the above rules using the eighteen software resources of the computer.
  • FIG. 8 is a diagram illustrating a table included in the storage unit 2 10.
  • X strong is strong movement in the X-axis direction
  • X weak is weak movement in the X-axis direction
  • Y is movement in the Y-axis direction.
  • the memory unit 2 1 0 is a preset predetermined value to be performed by the player
  • a plurality of motion orders 1 to 5 including motions in different directions are stored as motion groups 1, 2, and 4, and a plurality of motion sequences 1 to 5 only in the same direction are stored as motion group 3.
  • the storage unit 2 10 also stores the allowable time from one operation to the next operation in the operation groups 1 to 4 and stores the corresponding points associated with the operation groups 1 to 4.
  • the storage unit 210 may include a plurality of operations of different parts in the operation group.
  • the storage unit 2 1 0 further stores the actions to be performed by the player who is completed with only one action as individual actions 1 and 2, and also stores individual points associated with the individual actions 1 and 2. .
  • the storage unit 2 1 0 stores an operation group 2 including a plurality (three) of strong X corresponding to the individual operation 2, and a plurality of individual points 3P corresponding to the individual operation 2 ( 3)
  • the point 20 P which is higher than the summed point 9 P, is stored as the corresponding point corresponding to operation group 2. This is the same for operation groups 3 and 4.
  • FIG. 9 is a flowchart of processing performed by the point setting device 20.
  • the point setting device 2 0 transmits / receives the head unit 1 0 0 and the wrist unit 2 0 0 to whether or not the power is turned on. Make initial settings to determine whether or not is normal and start playing (S 2 0 0).
  • the operating point generator 2 3 0 sets the main operating point (S 3 0 0), and the operated point setting unit 2 4 0 sets the operating point (S 4 0 0).
  • the operated point integrating unit 2 45 determines whether the integrated point of the operated point has reached a predetermined value (S 5 0 0). When it is determined that the predetermined value has been reached, the transmitter 2 60 transmits a message to that effect to the other player's receiver 1 3 0 (S 5 1 0), and the controller 2 80 receives the notification. The parts 1 4 0 and 2 90 are notified of this (S 5 2 0). The content of the notification is that the play has ended and the other players have lost.
  • step S500 If it is not determined in step S500 that the predetermined value has been reached, whether or not the receiving unit 1300 has received that the accumulated points of other player's operated points have reached the predetermined value.
  • step S600 When the reception is confirmed, the control unit 2 80 informs the notification units 1 4 40 and 2 90 that the play has ended and other players have been won (S 6 1 0).
  • step S700 it is confirmed whether a predetermined time has elapsed after the start of play (S700). When the predetermined time has elapsed, the point setting device 20 notifies that the play is over and the draw is over (S 7 1 0).
  • the reception determination unit 2 70 is transmitted from its transmission unit 2 60 0 every predetermined time based on the output from the reception unit 1 3 0 It is determined whether or not a check signal has been received (S 7 2 0).
  • step S 7 2 if the reception determination unit 2 70 does not receive the check signal for a predetermined time, the reception determination unit 2 70 determines that it has not been received normally, and performs control unit 2 8 0 to notify unit 1 4 0, 2 9 Notify 0 to that effect.
  • step S 7 20 the reception determination unit 2 70 determines that the play cannot be continued if the check signal is not received for a longer predetermined time, and forcibly increases the integration point of the operated point integration unit 2 4 5. Set to a predetermined value.
  • the actuated point accumulating unit 2 45 determines that the accumulated point of the actuated point has reached a predetermined value (S 5 0 0), and the transmitting unit 2 6 0 determines that this is the case. It is sent to the player's receiver 1 3 0 (S 5 1 0), and the controller 2 8 0 notifies the player 1 4 0 and 2 90 0 that play has ended and the other player has lost. (S 5 2 0)
  • the point setting device 20 By such an action of the point setting device 20, one player may cover the receiving unit 13 30 with his hand or cover the receiving unit 13 30 with some sort of obstruction, so that other player's If the reception of the main action point is intentionally interrupted, the reception determining unit 2 70 can notify the player of losing the player who covered the receiving unit 1 3 0 with his / her hand. As a result, the player refrains from unfair play, and the point setting device 20 can remove the disturbance of the player's intentional disturbance and perform accurate modeling.
  • the point setting device 20 can set the main operation point and the operated point, and can notify each player of winning or losing as the play progresses.
  • FIG. 10 is a detailed flowchart of the main operation point setting (step S 3 0 0).
  • the motion point generator 2 30 first checks whether or not the motion detection unit 2 2 0 detects a player's motion (S 3 0 5).
  • the operation point generator 2 3 0 starts from the storage unit 2 1 0 Select all target operation groups and individual operations, and read the next operation stored in them (S 3 1 0). Here, the first operation is read for the first time.
  • the operation discriminating unit 2 3 2 checks whether or not the operation detected by the operation detection unit 2 2 0 is coincident with the operation read from the storage unit 2 1 0 (S 3 1 5). If the operations match, the operation determination unit 2 3 2 checks whether or not the read operation is the final operation (S 3 2
  • the operation determination unit 2 3 2 determines whether or not an allowable time has elapsed since the previous operation was detected in step S 3 0 5 (S 3 2 5).
  • the allowable time is the time stored in the operation groups 1 to 4 and is the allowable time from one operation to the next operation.
  • step S 3 2 5 the operation discriminating unit 2 3 2 performs the control unit 2 80 and informs the notification units 1 4 0 and 2 9 0 that the main operating point is being prepared for setting. It is notified (S 3 30), and it is confirmed whether or not a main operation point of another player has been input, or whether or not a secondary operation input has been detected (S 3 35).
  • the motion determination unit 2 32 confirms whether or not the motion detection unit 2 20 has detected the player's motion (S 3 4 0). When the player's motion is detected, the motion discriminating unit 2 3 2 returns to step S 3 1 0, narrows down all target motions and individual motions, and reads out the next motion.
  • step S 3 4 If the motion detector 2 2 0 does not detect the player's motion at step S 3 4 0, the motion discriminator 2 3 2 will continue to step S 3 3 0-until the allowable time elapses (S 3 2 5). Continue S 3 4 0.
  • the operation determination unit 2 3 2 will detect the main operation corresponding to the operation group. Cancels the point setting.
  • the main operation point setting unit 2 3 1 not only responds to the player's operation by stopping the operation point setting when the main operation point of another player is input, but also other operations.
  • Various main action points can be set according to the player's actions.
  • the main action point setting unit 2 3 1 can set various main action points not only according to the player's action but also according to the follower action input.
  • step S 3 2 5 operation discriminating unit 2 3 2 confirms whether or not an individual operation is selected (S 3 4 5). If the individual operation is not selected, the control unit 2800 informs the notification units 14 40 and 29 0 of the error (step S 3 5 0).
  • the main action point setting unit 2 3 1 can set various main action points not only according to the player's action but also according to the allowable time from one action to the next action. .
  • error notification is performed only when the individual action is not selected, so that when the player performs the individual actions 1 and 2, error notification is not erroneously performed.
  • the main operation point setting unit 2 3 1 is detected when the final operation is reached in step S 3 2 0. It is determined that the order of operations matches the operation group read from the storage unit, and the corresponding point corresponding to the operation group is read and set as the main operation point (S 3 5 5).
  • the operation point generator 2 30 sets the main operation point according to an operation group including a plurality of operations in different directions or an operation group including a plurality of operations only in the same direction.
  • the operation point generator 2 30 may also set a main operation point according to an operation group including a plurality of operations of different parts.
  • step S 3 45 the operation point generator 2 30 will detect that the detected operation does not match one operation included in the operation group, but matches the individual operation. Judgment is made, individual points corresponding to individual operations are read out, and set as operation points (S 3 5 5).
  • the transmission unit 2 60 transmits the main operation point to the other player's reception unit 1 30 (S 3 60), and the control unit 2 80 sends the notification units 1 4 0, 2 90 to Responding to main operating points (S 3 65) and return to the main routine. That is, in the case of the operation group, the transmission unit 2 60 transmits the main operation point after detecting the last operation. As described above, according to the flowchart shown in FIG.
  • FIG. 11 is a detailed flowchart of the operation point setting (step S 400).
  • the actuated point setting unit 2400 confirms whether or not the main operation point of another player has been input from the receiving unit 130 (S4 05).
  • This step S 4 0 0 is means for determining whether or not the main receiving point as a physical motion of another player hits the target receiving unit 1 3 0.
  • the subordinate motion detection unit detects the subordinate motion input (S 4 10).
  • the operation point setting unit 2 40 sets a value obtained by subtracting a predetermined point from the main operation point of another player as the operation point (S 4 15).
  • the operation point setting unit 2 40 sets the main operation point of the other player as the operation point (S 1 8).
  • the driven point setting unit 2400 can set and generate different driven points depending on whether or not a slave operation input is detected.
  • the actuated point is set and generated. That is, the player competes for the set operation point depending on whether or not the main operation point is received by the receiving unit 130.
  • the value obtained by subtracting a predetermined point from the other main action point is set as the actuated point.
  • 4 0 sets various actuated points not only according to the main action points of other players but also according to the slave action input. Can.
  • control unit 2 80 informs the notification units 1 4 0 and 2 90 0 of the contents corresponding to the operated point (S 4 2 0), and the operated point integration unit 2 4 5
  • the operating point set by the setting unit 2 4 0 is added to the accumulated point (S 4 2 5).
  • the control unit 2 80 causes the list display unit 2 9 5 as the notification units 1 4 0 and 2 90 to notify the numerical value corresponding to the accumulated point (S 4 3 0)
  • the control returns to the main level.
  • the numerical value corresponding to the accumulated point may be increased according to the accumulated point, or may be decreased according to the accumulated point.
  • the operated point setting unit 2 40 sets the operated point according to the main operation point and the sub operation input of the other player, and the point setting device 20 You can inform it.
  • FIG. 12 is a functional block diagram of a modified example of the point setting system 10. 6 differs from the functional block diagram of FIG. 6 in that a main unit / determination processing unit 50 0 is provided and the function of the point setting device 20 is simplified.
  • Head unit 1 0 0 (same as head unit 1 0 0 A, head unit 1 0 0 B, and so on) and wrist unit 2 0 0 are connected by reception signal line 1 1 0 and head unit 1 0 0 has a receiving unit 1 3 0 and a head unit notifying unit 1 4 0, and the list unit 2 0 0 is a switch switch 2 0 2, an operation detecting unit 2 2 0, and a slave operation input detecting unit 2 5 0, a slave operation input switch 2 5 5, a transmission unit 2 60, and a list notification unit 2 90.
  • Main unit ⁇ Judgment processing unit 5 0 0 is connected to unit 1 0 0 A and head unit 1 0 0 B by main unit reception signal line 5 2 5 and main unit transmission signal line 5 6 5.
  • the main body reception signal line 5 2 5 and the main body transmission signal line 5 6 5 are wired, but may be wireless.
  • Main unit ⁇ Judgment processing unit 5 0 0 Storage unit 5 1 0, Main unit reception unit 5 2 0, Main operation point setting unit 5 3 0, Operating point setting unit 5 4 0, Operating point integration unit 5 4
  • the main receiver 5 2 0 is the transmission part 2 of the player A 2 6 OA, the transmission part 2 6 of the other player B A signal transmitted from the OB is received and output to the operation point generator 5 3 0, the operated point setting unit 5 4 0, and the control unit 5 8 0.
  • the main body transmission unit 5 60 transmits the signal output from the control unit 5 80 to the reception unit 1 3 0 A of the player A and the reception unit 1 3 0 B of the other player B.
  • the operation point generator 5 3 0 including the storage unit 5 1 0, the main operation point setting unit 5 3 1, the operated point setting unit 5 4 0, the operated point integration unit 5 4 5, and the control unit 5 8 0 6 storage unit 2 1 0, judgment processing unit 2 1 1 That is, operation point generator 2 3 0, operation point setting unit 2 4 0, operation point integration unit 2 4 5, control unit 2 8 0, hit determination It has the same function as each function of means 2 1 2, and the internal function is divided for each point setting device 20 A and point setting device 20 B.
  • the recording medium 5990 stores a program for operating a computer provided in the main device 500.
  • the recording medium 59 0 includes a storage module, a main body reception module, a main operation point setting module, an operation point setting module, an operation point integration module, a main body transmission module, and a control module as functional configurations.
  • each module included in this program causes the computer to perform is the same as the operation of the corresponding functional unit in the main unit / determination processing unit 500, and thus the description thereof is omitted.
  • a storage device such as a hard disk or a RAM provided in a server system connected to a dedicated communication network or the Internet is used as the recording medium 590 and the recording medium 298 shown in FIG.
  • the program may be provided to the main device / determination processing unit 500 and the point setting device 100 via the above.
  • the main unit / determination processing unit 5 0 0 has many functions common to the point setting devices 2 0 A and 2 0 B. Therefore, the point setting device 2 OA, 2 Compared with the embodiment of FIG. 6 in which each OB has many of the same functions, the overlap function is reduced as a whole of the point setting system 10.
  • the functions of the point setting devices 20 A and 20 B are narrowed down more than the embodiment of FIG. Compared to the state, the point setting devices 2 0 A and 2 0 B can be made compact.
  • the main unit / determination processing unit 5 0 0 is a head unit notifying unit 1 400 and the remaining functional unit of the wrist unit 2 0 0, a head unit notifying unit 1 4 0, an operation detecting unit 2 2 0, slave operation input detection unit 2 5 0, slave operation input switch 2 5 5, squirrel unit notification unit 2 90 may be included (reception unit 1 3 0, transmission unit 2 6 0 does not require any function) )
  • the recording medium 59 0 includes, as a functional configuration, an operation detection module, a storage module, a main operation point setting module, an operation point setting module, an operation point integration module, a slave operation input detection module, and a control module.
  • the main body reception module and main body transmission module do not require any functions.
  • the point setting system 10 of this embodiment can be used for other than a competitive game system.
  • the main action point may be called a model dance point
  • the actuated point will be called a skill point
  • the follower action input may be called a counterfeit dance input.
  • a plurality of players can fight against other real players by configuring the motion detection unit, the transmission unit, the reception unit, and the determination processing unit, for example, as a unit. It is easy to play games that are deceiving, and it is not possible to attack other players on the game unless the prescribed physical movements are performed, so the game can be done by performing physical movements similar to actual fighting As the process progresses, reality improves.
  • this game device uses the output of the acceleration sensor, it can detect not only the direction of body movement but also its strength, so that the detection accuracy of body movement can be improved. Therefore, it is possible to evaluate the action of the fighting competition according to the actual fighting, and the use of the fighting fighting game makes the game more complex and enhances the fun.
  • a player is provided with a target for receiving a signal as a receiving unit, and is provided with a hit judging means of a judgment processing unit and an operated point integrating unit.
  • the actuated point accumulating unit accumulates operation points from the signal only when the hit judging means judges hit. Since this is done, it is possible to accurately determine the outcome of the game.
  • the present invention it is possible to easily play a game with a fight against other real players, and the other players can be attacked in the game unless a predetermined physical movement is performed. Since the game progresses by performing the same physical movement as an actual fight because it cannot be done, the reality improves.
  • the operating point generator is set so that the points obtained when continuous operation is performed are higher than the points that can be obtained individually by two or more individual operations that make up the continuous operation. This makes it easy to determine the motion group without complicating the motion detection structure and motion detection process, increasing the types of body motion that can be detected, and increasing the number of game variations. As a game, it is possible to strategically select whether to perform continuous action or individual action in the course of the game, and it is possible to heighten the player's interest in the game.

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Abstract

A novel combat type game device for playing with a real partner in which physical movement of players affects winning or losing. Each of a plurality of players wears a wrist unit (200) and a head unit (100). The wrist unit (200) worn by each of the players includes a movement detector (220) for detecting a predetermined physical movement of a player as an attack movement and a transmitter (260). Upon detection of the attack movement by the movement detector (220), the transmitter (260) transmits a signal having a directivity not spreading more than a predetermined range. Moreover, the head unit (100) is made so as to receive only a signal having directivity. Upon detection of an attack movement of a player by the movement detector (220), the head unit (100) transmits a signal having directivity from the transmitter to a head unit (100) of the game partner. In this game device, winning/losing is decided depending on whether the head unit (100) of the player has received a signal having directivity and transmitted from the transmitter (260) of the game partner when an attack movement is detected by the movement detector (220).

Description

明 細 書 ゲーム装置 技術分野  Description Game equipment Technical field
本発明は、 遊戯者の身体動作に基づいて動作ポイントを定めて競うゲーム装置 に関するものである。  The present invention relates to a game apparatus for determining and competing for an action point based on a player's body movement.
背景技術  Background art
特開平 6— 2 8 5 2 4 9号公報には、 遊戯者が装着するグローブに加速度セン サを装着し、 グローブの動きを加速度センサで検出して遊戯者の身体動作を検出 する技術を用いたゲーム装置の一例が開示されている。 また特開平 7— 2 4 1 4 3号公報には、 ゲーム装置本体に赤外線受光手段を設け、 遊戯者が装着するグロ ーブに設けられた加速度センサの出力に基づいて赤外線発光手段を発光させ、' そ の赤外線をゲ一ム装置本体側で受光することにより、 このゲーム装置本体に設定 されたゲームキャラクタを攻撃するタイプの格闘ゲーム装置の一例が示されてい る。  Japanese Patent Application Laid-Open No. 6-2 8 5 2 4 9 uses a technology in which an acceleration sensor is attached to a glove worn by a player and the movement of the glove is detected by an acceleration sensor to detect the player's body movement. An example of a game device that has been disclosed is disclosed. Japanese Patent Application Laid-Open No. 7-2 4 1 4 3 discloses that an infrared light receiving means is provided in the game apparatus body, and the infrared light emitting means is caused to emit light based on an output of an acceleration sensor provided in a glove worn by a player. An example of a fighting game apparatus of the type that attacks the game character set in the game apparatus main body by receiving the infrared light on the game apparatus main body side is shown.
しかしながら上記したような従来のゲーム装置では、 あくまで遊戯者は、 プロ グラムにより制御された機械と仮想的に戦うものであり、 実在する他の遊戯者と 格闘を摸したゲームを行うことはできなかった。 換言すれば、 複数遊戯者の身体 動作をそれぞれ検出し、 各遊戯者の攻撃動作に基づいて、 実際の相手遊戯者を仮 想的に攻撃したり、 相手遊戯者からの仮想的な攻撃を防御するような格闘タイプ のゲ一ム装置を実現することはできなかった。  However, with the conventional game devices as described above, the player is virtually fighting with the machine controlled by the program, and cannot play a game that is hesitant to fight with other real players. It was. In other words, each player's body movements are detected, and based on each player's attack action, the actual opponent player is virtually attacked, or virtual attacks from the opponent player are protected. It was not possible to realize such a fighting game device.
また従来より、 例えば銃を摸した光線発信装置 (すなわち光線銃) の引き金が 引かれた際に銃口部より指向性のある光線を発信し、 この光線が別途用意された 受光部 (すなわち的) に命中したか否かを判断する玩具がある。 また、 上記のよ うな光線銃および的を複数の遊戯者が有して互いに光線が命中したか否かを競う 対戦型の玩具も存在する。  Conventionally, for example, when the trigger of a light beam transmission device (ie, a light gun) with a gun is pulled, a directional light beam is transmitted from the muzzle, and this light beam is separately prepared. There is a toy that determines whether or not it hits. In addition, there is a toy of a battle type in which a plurality of players have a light gun and a target as described above, and compete for whether or not the light hits each other.
これらの玩具は、 実在する他の遊戯者と銃を用いた戦闘を模したゲームを行う ことはできるものの、 単に遊戯者が引き金を操作することで光線を発するに過ぎ ず、 遊戯者のパンチ動作等の複雑な身体動作を検知し、 これを信号処理して他の 遊戯者と送受信することで、 空手、 ボクシング等の格闘を行っているかのように 遊戯者同士が対面してゲームを行うことができるものではなかった。 These toys can play games that simulate gun battles with other real players, but they only emit light when the player operates the trigger. First, it detects complex body movements such as the player's punching movements, processes this signal and sends / receives it to / from other players, so that the players can fight each other as if they are fighting karate, boxing, etc. It was not something that could be played face-to-face.
一方、 上記特開平 6— 2 8 5 2 4 9号公報ゃ特開平 7— 2 4 1 4 3号公報に開 示されているような従来のゲーム装置では、 遊戯者の身体の動きは検出するもの の、 動きの種類に応じて相手の遊戯者にゲーム上仮想的に加えられるダメージポ イントに影響を与えることがなく、 単純な攻撃動作だけでゲームが進行してしま い、 ゲームのバリエーションを増やすことが困難であった。  On the other hand, in the conventional game device as disclosed in Japanese Patent Laid-Open No. 6-2 8 5 2 49 and Japanese Patent Laid-Open No. 7-2 4 1 4 3, the movement of the player's body is detected. However, it does not affect the damage point that is virtually added to the opponent player in the game according to the type of movement, and the game progresses only with simple attack action, increasing the game variation It was difficult.
本発明の目的は、 実在する他の遊戯者と対面して格闘を摸した対戦を非接触で することができ、 しかも遊戯者のパンチ等の身体動作によりゲームを進行させる ことが可能な従来にないゲーム装置を提供することにある。  The object of the present invention is to make it possible to make a non-contact battle against a real player in a non-contact manner, and to advance the game by a physical action such as a player's punch. There is no game device to provide.
本発明の他の目的は、 身体動作の組み合わせによりバリエーションを高め、 い わゆる連続攻撃や特殊な攻撃を容易に設定可能なゲーム装置を提供することにあ る。  Another object of the present invention is to provide a game device in which variations can be increased by combining physical movements, and so-called continuous attacks and special attacks can be easily set.
発明の開示  Disclosure of the invention
本発明のゲーム装置は、 複数の遊戯者がそれぞれ身体に装着する動作検知部、 送信部、 受信部及び判断処理部から構成される。 送信部は、 動作検出部により身 体動作が検出されたときに、 所定の指向性を有する信号を送信する。 また受信部' は、 他の遊戯者からの上記指向性を有する信号を受信可能に構成されている。 判 断処理部は、 受信部による受信結果に応じたゲーム内容の判断 (例えば勝敗の判 断) をする。 そしてこのゲーム装置では、 受信部が他の遊戯者に装着された送信 部から送信された上記指向性を有する信号を受信したか否かに基づいてゲームを 進行し、 例えば勝敗を競う。 このように本発明によれば、 実在する他の遊戯者と 格闘を模したゲームを行うことが可能となる。  The game device of the present invention includes an action detection unit, a transmission unit, a reception unit, and a determination processing unit that are attached to the body of a plurality of players. The transmission unit transmits a signal having a predetermined directivity when the body motion is detected by the motion detection unit. In addition, the receiving section is configured to be able to receive signals having the above directivity from other players. The judgment processing unit judges the game contents according to the reception result by the receiving unit (for example, judgment of winning or losing). In this game device, the game proceeds based on whether or not the receiving unit has received the signal having the directivity transmitted from the transmitting unit attached to another player, for example, to compete for victory or defeat. As described above, according to the present invention, it is possible to play a game imitating a fight with other real players.
ここで、 遊戯者の身体動作が所定の動作 (例えばパンチ等を摸した攻撃動作) でなければ、 攻撃のための信号 (例えば赤外線信号) が送信部から送信されるこ とがない。 したがって遊戯者が、 所定の身体動作を行わない限り、 他の遊戯者を ゲーム上攻撃することができない。 そのため、 このゲームは、 実際の格闘と同様 な身体動作を行うことにより進行するため、 リアリティが向上する。 遊戯者は、 予め所定の身体動作を覚えていなければ、 ゲーム上優位になることが困難になる 。 これは、 実際の格闘がいわゆる型を覚えなければ有効な攻撃ができないのと同 様である。 ' Here, if the player's physical action is not a predetermined action (for example, an attack action with a punch), an attack signal (for example, an infrared signal) is not transmitted from the transmitter. Therefore, unless a player performs a predetermined physical movement, other players cannot be attacked in the game. Therefore, this game progresses by performing the same physical movements as actual fighting, so the reality improves. The player If you do not remember the predetermined physical movements in advance, it will be difficult to gain an advantage in the game. This is similar to the fact that an actual fight cannot be effective unless a so-called type is learned. '
動作検出部には、 例えば、 互いに異なる 2方向以上の加速度を検出可能な 1つ 以上の加速度センサを設けてもよい。 この場合、 送信ユニットは、 加速度センサ の出力に基づいて攻撃動作を検出するように構成する。 なお加速度センサとして 、 X軸, Y軸, Z軸の加速度を検出できるものを用いてもよいのは勿論である。 加速度センサの出力を利用すると、 身体動作の方向だけでなく、 その強さも検出 することができるので、 身体動作の検出精度を高めることができる。  For example, the motion detection unit may be provided with one or more acceleration sensors capable of detecting accelerations in two or more different directions. In this case, the transmission unit is configured to detect an attack action based on the output of the acceleration sensor. Of course, an acceleration sensor that can detect the acceleration of the X, Y, and Z axes may be used. By using the output of the acceleration sensor, not only the direction of body movement but also its strength can be detected, so that the detection accuracy of body movement can be improved.
また動作検出部としては、 遊戯者の身体動作の動作方向及びノまたは動作強度 を検出できる機能を有しているものを用いることができる。 そして動作検出部に より検出した動作方向及び Zまたは動作強度に基づいてポイントを発生する動作 ボイント発生装置を判断処理部に設ける。 そしてこの動作ボイント発生装置は、 予め身体動作を複数種類の個別動作と、 複数種類の個別動作から選択された 2以 上の個別動作の組合せからなる複数種類の連続動作として分類する機能を有する 。 また動作ポイント発生装置は、 動作検出部が検出する動作方向及び Zまたは動 作強度に基づいて、 複数種類の個別動作及び複数種類の連続動作を判別して判別 結果を出力し、 この判別結果と複数種類の個別動作及び複数種類の連続動作につ いて予め定めたボイントとに基づいて動作ボイントを発生するように構成されて いる。 このような動作ポイント発生装置を用いれば、 この動作ポイント発生装置 が発生する動作ポイントに基づいて容易に勝敗を決定することができる。 従って 、 動作検出構造や動作検出処理が複雑になることなく検出可能な身体動作の種類 を増やすことができ、 ゲームのバリエーションを増やすことができる。  As the motion detection unit, a motion detection unit having a function capable of detecting the motion direction and motion strength of the player's body motion can be used. Then, an operation point generator that generates points based on the operation direction and the Z or operation intensity detected by the operation detection unit is provided in the determination processing unit. The motion point generation device has a function of classifying body motions as a plurality of types of continuous motions consisting of a combination of a plurality of types of individual motions and two or more individual motions selected from a plurality of types of individual motions in advance. The motion point generator discriminates multiple types of individual motions and multiple types of continuous motions based on the motion direction and Z or motion intensity detected by the motion detector, and outputs the discrimination results. An operation point is generated based on a predetermined point for a plurality of types of individual operations and a plurality of types of continuous operations. If such an operation point generator is used, it is possible to easily determine the outcome based on the operation points generated by the operation point generator. Therefore, it is possible to increase the types of body motions that can be detected without complicating the motion detection structure and motion detection process, and to increase game variations.
特に、 連続動作が行われたときに得られるポイントを、 連続動作を構成する 2 以上の個別動作により個別に得られるポイントを加算したポイントよりも高いポ イントにするように、 動作ポイント発生装置を設定する。 このようにすると、 個 別動作よりも複雑な連続動作を行った場合のほうが、 動作ボイントがアツプする In particular, the operating point generator is set so that the points obtained when continuous operation is performed are higher than the points obtained by adding the points obtained individually by two or more individual operations constituting the continuous operation. Set. In this way, the operation point increases when performing more complex continuous movement than individual movement.
(例えば攻撃力が高くなる) ので、 連続動作を行うのかまたは個別動作を行うの かを、 ゲ一ムの進行過程において戦略的に選択することができる。 そのため更に ゲームのバリエ一ションを増やすことができ、 遊戯者のゲームに対する興味を高 めることができる。 (For example, the attack power becomes high), so it is possible to strategically select whether to perform continuous action or individual action in the course of the game. Therefore, further The game variation can be increased and the player's interest in the game can be increased.
遊戯者に信号を受信する的を受信部として装着し、 判断処理部には的に信号が 命中したか否かを判定する命中判定手段と、 相手の遊戯者から与えられた動作ポ イントを積算する被動作ボイント積算部とを設ける。 被動作ボイント積算部は、 命中判定手段が命中を判定した場合にのみその信号から動作ボイントを積算する ものである。 このようにすると、 正確に勝敗を決定することが可能になる。  The player receives a signal receiving target as a receiving unit, and the judgment processing unit integrates hit judging means for judging whether or not the signal hits and an operation point given by the opponent player. And an operated point integrating unit. The actuated point integration unit accumulates operation points from the signal only when the hit judging means judges hit. In this way, it is possible to accurately determine the win or loss.
なお本発明で採用しているポイント発生の基本思想は、 送信部、 受信部、 赤 外線発生手段等を用いる場合にのみその利用が限定されるものではない。 例えば It should be noted that the basic idea of point generation adopted in the present invention is not limited to the use only when a transmission unit, a reception unit, infrared ray generation means, or the like is used. For example
、 遊戯者の主たる身体動作の動作方向及び Zまたは動作殚度を検出できる機能を 有する動作検出部と、 動作検出部により検出した動作方向及び/または動作強度 に基づいてボイントを発生する動作ボイント発生装置とを備えたゲーム装置のす ベてに、 前述のポイント発生の基本思想は適用できるものである。 一般的に動作 ポイント発生装置を特定すると、 動作ポイント発生装置は、 予め身体動作を複数 種類の個別動作と、 複数種類の個別動作から選択された 2以上の個別動作の組合 せからなる複数種類の連続動作として分類し、 動作検出部が検出する動作方向及 び Zまたは動作強度に基づいて、 複数種類の個別動作及び複数種類の連続動作を 判別してその判別結果と各動作について予め定めたボイン卜とに基づいて動作ポ イントを発生するように構成される。 そして動作ポイント発生装置は、 連続動作 が行われたときに得られるポイントを、 連続動作を構成する 2以上の個別動作に より個別に得られるボイントを加算したボイントよりも高いボイントに設定する 一般的なゲーム装置に本発明を適用する場合には、 複数の遊戯者の身体のそれ ぞれに、 少なくとも動作検出部と信号の受信に用いる的と送信部とを装着すれば よい。 またこの場合、 複数の遊戯者毎に他の遊戯者に装着された送信部から送信 された信号が的に命中した場合にのみ、 受信した信号から動作方向及び Zまたは 動作強度に応じた動作ボイントを積算する複数の被動作ボイント積算部を更に設 ける。 ここで、 例えば上記動作とは異なる所定の身体動作を検出することによりA motion detection unit having a function capable of detecting the motion direction and Z or motion intensity of a player's main body motion, and a motion point generation that generates a point based on the motion direction and / or motion intensity detected by the motion detection unit The above-mentioned basic idea of generating points can be applied to all game devices equipped with a device. In general, when an action point generator is identified, the action point generator has a plurality of types of physical movements consisting of a combination of a plurality of types of individual movements and two or more individual movements selected from a plurality of types of individual movements in advance. Based on the motion direction and Z or motion intensity detected by the motion detector, it is classified as continuous motion, and multiple types of individual motions and multiple types of continuous motions are discriminated. It is configured to generate an operation point based on the 卜. The operation point generator sets the points obtained when continuous operation is performed to a higher point than the point obtained by adding the points obtained individually by two or more individual operations constituting the continuous operation. When the present invention is applied to such a game device, at least a motion detection unit, a target used for signal reception, and a transmission unit may be attached to each of a plurality of player bodies. Also, in this case, only when a signal transmitted from a transmitter attached to another player for each of a plurality of players hits the target, an operation point corresponding to the operation direction and Z or the operation intensity is determined from the received signal. A plurality of actuated point integrating units for integrating the are further provided. Here, for example, by detecting a predetermined body movement different from the above movement
、 または遊戯者に装着された送信部、 受信部等に付設されたスィッチを操作する ことにより上記被動作ポイントを変化させるようにしても良い。 これにより、 遊 戯者の攻撃動作だけでなく守りの動作も重要なゲームの要素とした格闘タイプの ゲーム装置を提供する: とができる。 図面の簡単な説明 Or, operate the switches attached to the transmitter, receiver, etc. attached to the player Thus, the operated point may be changed. As a result, it is possible to provide a fighting-type game device in which not only a player's attacking action but also a defensive action is an important game element. Brief Description of Drawings
図 1は、 本発明の格闘タイプのゲーム装置を 2名の遊戯者が使用している状態 を示す概略図である。  FIG. 1 is a schematic view showing a state in which two players are using the fighting game device of the present invention.
図 2は、 リス卜ユニットの取り付け状態を示す平面図である。  FIG. 2 is a plan view showing an attached state of the squirrel cage unit.
図 3は、 リストュニットの取り付け状態を示す側面図である。  FIG. 3 is a side view showing a mounted state of the wrist unit.
図 4は、 ヘッドユニットの取り付け状態を示す正面図である。  FIG. 4 is a front view showing a mounting state of the head unit.
図 5は、 ヘッドユニットの取り付け状態を示す側面図である。  FIG. 5 is a side view showing a mounting state of the head unit.
図 6は、 本発明のゲーム装置で用いるボイン卜設定装置の構成を示すためのブ ロック図である。  FIG. 6 is a block diagram for showing the configuration of the Boyne heel setting device used in the game device of the present invention.
図 7は、 動作検出部をソフトウエアを用いて実現する場合に用いるァルゴリズ ムを示すフロ一チヤ一トである。  Fig. 7 is a flowchart showing the algorithm used when the motion detector is implemented using software.
図 8は、 記憶部が有するテーブルの一例を示す図である。  FIG. 8 is a diagram illustrating an example of a table included in the storage unit.
図 9は、 ボイント設定装置をソフトウェアを用いて実現する場合に用いるアル ゴリズムを示すフロ一チヤ一トである。  Fig. 9 is a flowchart showing the algorithm used when the point setting device is implemented using software.
図 1 0は、 ステップ S 3 0 0のより詳細なフロ一チャートである。  FIG. 10 is a more detailed flowchart of step S 3 0 0.
図 1 1は、 ステップ S 4 0 0のより詳細なフローチャートである。  FIG. 11 is a more detailed flowchart of step S 400.
図 1 2は、 本発明で用いるポイント設定装置の変形例の構成を示すブロック図 である。 発明を実施するための最良の形態  FIG. 12 is a block diagram showing a configuration of a modification of the point setting device used in the present invention. BEST MODE FOR CARRYING OUT THE INVENTION
以下図面を参照して本発明の実施の形態を詳細に説明する。  Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings.
図 1は、 二人の遊戯者が本発明の格闘タイプのゲーム装置を用いて格闘ゲーム を行っている状態を概略的に示す図である。 二人の遊戯者 A及び Bは、 それぞれ 頭部に受信部を内蔵するヘッドユニット 1 0 0 A, 1 0 0 Bを装着しており、 ま た手首より先に送信部を内蔵するリストュニット 2 0 0 A, 2 0 0 Bを装着して いる。 この装置では、 遊戯者の動作に基づいて設定される主動作ポイントに応じ て、 他の遊戯者の被動作ポイントが設定される。 すなわち、 遊戯者 Bが、 手首を 図の X軸方向、 または Y軸方向に動かすと、 リストユニット 2 0 0 Bはその動き に応じた動作ポイントを内部で発生する。 そしてこの動作ポイントは、 遊戯者 A のへッドュニット 1 0 O Aに設けた信号を受信する的に、 リストニット 2 0 0 B の後述する送信部から出力される信号と共に送信される。 遊戯者 Aのへッドュニ ット 1 0 O Aは、 その信号を受信することにより遊戯者 Bの動作ポイントを遊戯 者 Bの主動作ボイントとして受信し、 遊戯者 Aの被動作ボイントとして記憶する このようにこの実施例では、 指向性を有する信号を送受信することにより、 各 遊戯者が、 互いにへッドュニット 1 0 0及びリストユニット 2 0 0を他の遊戯者 に向けて、 信号を送受信した場合にのみ、 被動作ポイントを設定する。 その結果 、 遊戯者の意図しない動作に基づき信号が送受信されて、 被動作ポイントが設定 される可能性を低減できる。 FIG. 1 is a diagram schematically showing a state where two players are playing a fighting game using the fighting game device of the present invention. The two players A and B are equipped with head units 1 0 0 A and 1 0 0 B with built-in receivers on their heads, and wrist units with built-in transmitters ahead of the wrist 2 0 Wear 0 A, 2 0 0 B Yes. In this device, the actuated points of other players are set according to the main action points set based on the player's actions. That is, when the player B moves the wrist in the X-axis direction or the Y-axis direction in the figure, the wrist unit 2 0 0 B generates an operation point corresponding to the movement inside. This operation point is transmitted together with a signal output from a transmission unit (to be described later) of the wrist unit 2 0 0 B in order to receive a signal provided to the player's unit 1 0 OA. Player A's head unit 1 0 OA receives the signal to receive player B's operating point as player B's main operating point and stores it as player A's operating point. In this embodiment, by transmitting and receiving signals having directivity, only when each player transmits and receives signals to the other players toward the head unit 1 0 0 and the wrist unit 2 0 0. Set the actuated point. As a result, it is possible to reduce the possibility that an actuated point is set by transmitting / receiving a signal based on an action not intended by the player.
格闘タイプのゲーム装置において、 遊戯者の身体動作は攻撃動作または守備動 作となる。 特に攻撃動作により発生する主動作ポイントは、 相手に対する攻撃力 に対応する攻撃ポイントとなる。 したがつてこの主動作ポイントを受けて発生す る被動作ポイントは、 相手から受けた攻撃による自分の損傷度合いに対応する損 傷ボイントとなる。  In a fighting game device, the player's physical movement is an attacking action or a defensive action. In particular, the main action point generated by the attack action is the attack point corresponding to the attack power against the opponent. Therefore, the actuated point generated by receiving this main action point becomes a damage point corresponding to the degree of damage caused by the attack received from the opponent.
このようなゲーム装置では、 遊戯者 A、 Bは、 例えば拳闘や空手の動作または 型を相手に対して見せる。 そしてこの動作により発生した自らの攻撃ポイント ( 主動作ポイント) を相手の遊戯者に送信して相手の遊戯者の損傷ポイント (被動 作ポイント) を増加させる。 このようにすれば相手の遊戯者と非接触な状態で模 擬的に相手と闘うことができる。  In such a game device, players A and B show their opponents, for example, fist and karate movements or patterns. Then, the player's own attack points (main action points) generated by this action are sent to the opponent player to increase the damage points (moved points) of the opponent player. In this way, you can fight the opponent in a non-contact manner with the opponent's player.
へッドュニット 1 0 0 A、 へッドュニット 1 0 0 Bは同時受 信可能であり、 リストユニット 2 0 0 A、 リストユニット 2 0 0 Bは同時送委信可能である。 ま た図 1の例において、 X軸方向とは、 遊戯者が腕を伸ばす方向、 Y軸方向とは、 X軸方向と直交する方向である。 実際には、 リストユニットの内部に配置するセ ンサの取付状態によって X軸方向及び Y軸方向が定まることになる。 よってこれ らの方向は、 一義的に定まるものではない。 Head unit 1 0 0 A and head unit 1 0 0 B can be received simultaneously, and list unit 2 0 0 A and list unit 2 0 0 B can be sent simultaneously. In the example of FIG. 1, the X-axis direction is the direction in which the player extends his arm, and the Y-axis direction is the direction orthogonal to the X-axis direction. Actually, the X-axis direction and the Y-axis direction are determined by the mounting state of the sensor arranged inside the wrist unit. So this These directions are not uniquely determined.
図 2は、 ュニット支持体 2 0 4の上に配置されたリストュニット 2 0 0の平面 図であり、 図 3は遊戯者の手に装着した状態の側面図である。 リストユニット 2 0 0は、 遊戯者の手の甲の上に装着されるュニット支持体 2 0 4の上に取付けら れている。 そしてリス卜ユニット 2 0 0の表面部には、 プッシュ式のス夕一トス イッチ 2 0 2と、 リストュニット 2 0 0の電源をオンオフするオンオフスィッチ 2 0 3と、 従動作入力スィッチ 2 5 5と、 送信部 2 6 0と、 リストュニット表示 部 2 9 5とが設けられている。 送信部 2 6 0は、 前方への指向性を持った信号と しての赤外線信号を、 所定の条件が揃ったときに出力する。 ゲーム中は、 送信部 FIG. 2 is a plan view of the wrist unit 200 arranged on the unit support body 204, and FIG. 3 is a side view of the wrist unit 200 mounted on the player's hand. The wrist unit 20 0 is mounted on a unit support 2 0 4 that is mounted on the back of the player's hand. And on the surface of the list unit 2 0 0, there are a push type switch 2 0 2, an on / off switch 2 0 3 for turning on / off the power of the list unit 2 0 0, and a slave input switch 2 5 5 A transmission unit 2 60 and a list display unit 2 95 are provided. The transmission unit 260 outputs an infrared signal as a signal having directivity to the front when predetermined conditions are met. During the game, the transmitter
2 6 0から出力される赤外線信号は、 遊戯者のシュ一ティング動作により、 他の 遊戯者のへッドュニット 1 0 0の受信部 1 3 0 (図 4)に向けて送信される。 The infrared signal output from 2600 is transmitted toward the receiving unit 1 3 0 (FIG. 4) of the other player's head unit 10 0 by the player's shunting operation.
可撓性を有する材料により形成されたュニット支持体 2 0 4の裏面側には、 遊 戯者の指が挿入されるフィンガ一挿入バンド 2 0 5とフィンガー揷入バンド 2 0 6とが設けられている。 またユニット支持体 2 0 4には、 ユニット支持体 2 0 4 の基部を遊戯者の手首に固定するためのリスト固定バンド 2 0 8が設けられてい る。 フィンガ一揷入バンド 2 0 5に指先を挿入し、 フィンガー挿入バンド 2 0 6 に指の付け根を揷入し、 リスト固定バンド 2 0 8を手首に各々取り付けることに より、 ユニットは遊戯者の手首の先に固定される。 なお図 2及び 3の例では、 遊 戯者が腕を伸ばす方向を X軸方向とし、 X軸方向と直交する方向を Y軸方向とし ている。  On the back side of the unit support 20 4 made of a flexible material, there are provided a finger insertion band 2 05 for inserting a player's finger and a finger insertion band 2 6. ing. The unit support 20 4 is provided with a wrist fixing band 2 0 8 for fixing the base of the unit support 2 0 4 to the player's wrist. Insert the fingertip into the finger insertion band 2 0 5, insert the base of the finger into the finger insertion band 2 0 6, and attach the wrist fixing band 2 0 8 to the wrist, respectively, so that the unit is the player's wrist It is fixed at the tip. In the examples of FIGS. 2 and 3, the direction in which the player extends his arm is the X-axis direction, and the direction perpendicular to the X-axis direction is the Y-axis direction.
図 4及び図 5は、 遊戯者の頭部に装着したへッドュニット 1 0 0の取り付け状 態を示す正面図及び側面図である。 へッドュニット 1 0 0は、 正面に、 受信部 1 4 and 5 are a front view and a side view showing the attachment state of the head unit 100 attached to the player's head. Head unit 1 0 0 is in front of the receiver 1
3 0と、 へッドュニット表示部 1 4 2とを有し、 側面にオンオフ S W 1 5 0を有 する。 受信部 1 3 0は、 送信部 2 6 0から投光 (送信) された、 指向性を持った 信号としての赤外線を受光し、 受光した信号を電気信号に変換して出力する。 へ ッドュニット表示部 1 4 2には、 被動作ボイント等が表示される。 へッドュニッ ト 1 0 0は、 側面にスピーカ一 1 4 4を有している。 またヘッドユニット 1 0 0 には、 後述する受信信号線 1 1 0及び報知信号線 1 2 0が接続されている。 へッ ドュニット 1 0 0は、 また、 へッドトップ固定バンド 1 0 2と、 へッドバック固 定バンド 1 0 4とを備えており、 これらのバンドにより遊戯者の頭部に装着され る。 30 and a head unit display section 1 4 2, and an on / off switch 1 5 0 on the side. Receiving unit 1 3 0 receives infrared light as a directional signal emitted (transmitted) from transmitting unit 2 60, converts the received signal into an electrical signal, and outputs it. In the head unit display area 1 4 2, the operating point is displayed. The head unit 100 has a speaker 1 4 4 on its side surface. The head unit 1 0 0 is connected to a reception signal line 1 1 0 and a notification signal line 1 2 0 which will be described later. Head unit 1 0 0 also has head top fixing band 1 0 2 and head back It is equipped with constant bands 10 and 4, and these bands are attached to the player's head.
図 6は、 へッドュニット 1 0 0とリストュニット 2 0 0とから構成される一人 の遊戯者が使用するゲーム装置ユニット 2 0の一例の構成を示すブロック図であ る。 なおへッドュニット 1 0 0とリストュニット 2 0 0とは、 受信信号線 1 1 0 と報知信号線 1 2 0により接続されている。  FIG. 6 is a block diagram showing an example of the configuration of a game apparatus unit 20 used by a single player composed of head unit 100 and list unit 200. The head unit 100 and the unit unit 200 are connected to each other by a reception signal line 1 1 0 and a notification signal line 1 2 0.
へッドュニット 1 0 0は、 受信部 1 3 0と、 へッドュニット報知部 1 4 0とを 有している。 リストユニット 2 0 0は、 ス夕一トスイッチ 2 0 2、 判断処理部 2 0 1、 記憶部 2 1 0、 動作検出部 2 2 0、 減算動作ポイント設定部 2 5 1 (従動 作入力検知部 2 5 0、 従動作入力スィッチ 2 5 5とからなる) 、 送信部 2 6 0、 チェック信号発生部 2 6 5、 リストユニット報知部 2 9 0を有する。 判断処理部 2 1 1は、 動作ボイント発生装置 2 3 0、 命中判定手段 2 1 2、 被動作ボイント 設定部 2 4 0、 被動作ボイント積算部 2 4 5、 受信判断部 2 7 0、 制御部 2 8 0 を有している。  The head unit 10 0 has a receiving unit 1 3 0 and a head unit notifying unit 1 4 0. The wrist unit 2 0 0 is a switch switch 2 0 2, a judgment processing unit 2 0 1, a storage unit 2 1 0, an operation detection unit 2 2 0, a subtraction operation point setting unit 2 5 1 (following operation input detection unit 2 5 0, slave operation input switch 2 5 5), transmitter 2 6 0, check signal generator 2 6 5, and wrist unit notifier 2 9 0. Judgment processing unit 2 1 1 consists of operation point generator 2 3 0, hit determination means 2 1 2, operated point setting unit 2 4 0, operated point integrating unit 2 4 5, reception determining unit 2 7 0, control unit 2 8 0.
本例では、 受信信号線 1 1 0と報知信号線 1 2 0は有線として示しているが、 受信信号線 1 1 0及び報知信号線 1 2 0を用いる代わりに無線通信を用いてもよ い。  In this example, the reception signal line 1 1 0 and the notification signal line 1 2 0 are shown as wired, but instead of using the reception signal line 1 1 0 and the notification signal line 1 2 0, wireless communication may be used. .
受信部 1 3 0は、 信号を受信する的として機能する。 他の遊戯者の送信 2 6 0 が投光する赤外線を受光すると、 受信部 1 3 0は、 受光した赤外線に応じた信号 を、 受信信号線 1 1 0を介して動作ポイント発生装置 2 3 0、 被動作ポイント設 定部 2 4 0、 受信判断部 2 7 0、 制御部 2 8 0へと出力する。  The receiving unit 1 3 0 functions as a target for receiving signals. When the infrared light emitted by another player's transmission 2 6 0 is received, the receiving unit 1 3 0 sends a signal corresponding to the received infrared ray to the operating point generator 2 3 0 via the reception signal line 1 1 0. Output to the operated point setting unit 2 4 0, reception determination unit 2 70, and control unit 2 80.
へッドュニット報知部 1 4 0は、 へッドュニット表示部 1 4 2と、 スピーカ一 1 4 4とを備えている。 ヘッドユニット報知部 1 4 0は、 制御部 2 8 0から出力 される信号を報知信号線 1 2 0を介して入力し、 入力に応じた内容をへッドュニ ット表示部 1 4 2に表示し、 スピーカ一 1 4 4から入力に応じた音声を出力する スタートスィッチ 2 0 2は、 リストュニット 2 0 0を始動させるためのスイツ チである。 記憶部 2 1 0は、 遊戯者が行うべき動作に関する情報、 及びこの情報 に対応付けられた対応ポイントを記憶している。 主動作ポイント設定部 2 3 1内 の動作判別部 2 3 2からの要求に応じて、 記憶部 2 1 0に記憶されている記憶内 容は動作判別部 2 3 2へと入力される。 The head unit notifying unit 14 0 includes a head unit display unit 1 4 2 and a speaker 1 1 4 4. The head unit notifying unit 14 0 inputs the signal output from the control unit 2 80 through the notification signal line 1 2 0, and displays the contents corresponding to the input on the head unit display unit 1 4 2. The start switch 2 0 2 that outputs sound corresponding to the input from the speaker 1 4 4 is a switch for starting the list unit 2 0 0. The storage unit 210 stores information related to actions to be performed by the player and corresponding points associated with this information. Main operation point setting section 2 3 1 In response to a request from the operation determination unit 2 3 2, the storage content stored in the storage unit 2 10 is input to the operation determination unit 2 3 2.
動作検出部 2 2 0は、 遊戯者の身体動作を検出するものであり、 遊戯者の主た る身体動作の動作方向及び動作強度を検出できる機能を有している。 なお動作検 出部 2 2 0としては、 動作方向及び動作強度のいずれか一方を検出できるものあ つてもよい。 動作検出部 2 2 0は、 各々異なる方向の加速度を検知する複数の加 速度センサとして、 X軸加速度センサ 2 2 2、 Y軸加速度センサ 2 2 4を有して いる。 この複数の加速度センサの出力に基づき、 異なる方向の遊戯者の動作方向 と動作強度を区別して検出し、 動作判別部 2 3 2へ出力する。 なお動作検出部 2 The motion detection unit 220 detects the player's body motion and has a function of detecting the motion direction and motion intensity of the player's main body motion. Note that the motion detection unit 220 may be capable of detecting either the motion direction or the motion intensity. The motion detection unit 220 has an X-axis acceleration sensor 2 2 2 and a Y-axis acceleration sensor 2 24 as a plurality of acceleration sensors that detect acceleration in different directions. Based on the outputs of the plurality of acceleration sensors, the movement direction and the movement intensity of the player in different directions are distinguished and detected, and output to the movement determination unit 2 3 2. Motion detector 2
2 0は、 遊戯者の一方向の動作のみを検出する機能を有するものでもよい。 本実施の形態では、 動作検出部 2 2 0は、 手首の先に装着されるリストュニッ ト 2 0 0に備えられているため、 遊戯者の腕全体の動作のみならず、 遊戯者の手 首の動作についても、 X軸、 Y軸方向で区別して検知することができる。 20 may have a function of detecting only one-way movement of the player. In the present embodiment, the motion detection unit 2 20 is provided in the wrist 2 0 0 attached to the tip of the wrist, so that not only the motion of the entire arm of the player but also the wrist of the player The motion can also be detected separately in the X-axis and Y-axis directions.
なお、 変形例としては、 動作検出部 2 2 0と同じ動作検出部が、 リストュニッ ト 2 0 0以外の部分、 例えば遊戯者の足に装着されてもよい。 その場合、 動作検 出部 2 2 0と、 遊戯者の足に装着された動作検出部は、 遊戯者の異なる部位 (手 首より先、 足) の動作を検出する。  As a modification, the same motion detection unit as the motion detection unit 2 20 may be attached to a part other than the wrist unit 2 0 0, for example, a player's foot. In that case, the motion detection unit 220 and the motion detection unit attached to the player's foot detect motions of different parts of the player (from the wrist and the foot).
動作ポイント発生装置 2 3 0は、 主動作ポイント設定部 2 3 1と動作判別部 2 The operation point generator 2 3 0 has a main operation point setting unit 2 3 1 and an operation determination unit 2
3 2を備えており、 記憶部 2 1 0の出力と動作検出部 2 2 0の出力に基づき、 主 動作ポイントを設定し、 送信部 2 6 0、 制御部 2 8 0へ出力する。 3 2 is provided. Based on the output of the storage unit 2 1 0 and the output of the operation detection unit 2 2 0, the main operation point is set and output to the transmission unit 2 6 0 and the control unit 2 80.
命中判定手段 2 1 2で的に信号が命中されたか否か判定された後、 命中された と判定された場合、 被動作ポイント設定部 2 4 0は、 受信部 1 3 0から出力され る他の遊戯者の主動作ポイントに基づき、 被動作ポイントを設定し、 被動作ボイ ント積算部 2 4 5、 制御部 2 8 0へ出力する。 被動作ポイント設定部 2 4 0は、 従動作入力検知部 2 5 0の出力にも応じて、 被動作ポイントを設定する。  If it is determined whether or not the signal has been hit by the hit determination means 2 1 2 and then it is determined that the signal has been hit, the actuated point setting unit 2 4 0 is output from the receiving unit 1 3 0 The actuated point is set based on the main actuating point of the player and is output to the actuated point integrating unit 2 4 5 and the control unit 2 80. The actuated point setting unit 2 4 0 sets the actuated point according to the output of the slave operation input detection unit 2 5 0.
被動作ボイント積算部 2 4 5は、 被動作ボイント設定部 2 4 0と受信判断部 2 7 0の出力に基づき、 被動作ポイントを積算した積算ポイントを記憶し、 積算ポ イントが所定値に達したか否かを判断し、 これらを送信部 2 6 0、 制御部 2 8 0 へ出力する。 従動作入力検知部 2 5 0は、 遊戯者が従動作入力スィッチ 2 5 5を押すと、 遊 戯者による従動作入力を検知し、 主動作ポイント設定部 2 3 1、 被動作ポイント 設定部 2 4 0、 制御部 2 8 0へ出力する。 なお、 従動作入力は、 対戦型ゲ一ムシ ステムでは、 防御入力と呼ぶ。 この例では従動作入力スィッチ 2 5 5と従動作入 力検知部 2 5 0とにより、 減算動作ポイント設定部が構成されている。. The operated point integrating unit 2 45 stores the integrated points obtained by integrating the operating points based on the outputs of the operated point setting unit 24 0 and the reception determining unit 2 70, and the integrated point reaches a predetermined value. It is determined whether or not it has been performed, and these are output to the transmitter 2 6 0 and the controller 2 8 0. When the player presses the slave operation input switch 2 5 5, the slave operation input detection unit 2 5 0 detects the player's slave operation input, and the master operation point setting unit 2 3 1, driven point setting unit 2 4 0, output to control unit 2 80 Note that the slave input is called the defense input in the competitive game system. In this example, the subordinate operation point setting unit is configured by the subordinate input switch 2 5 5 and the subordinate input detector 2 5 0. .
変形例として、 従動作入力検知部 2 5 0と同じ動作入力検知部が、 遊戯者の反 対腕に装着されてもよい。 その場合、 従動作入力検知部 2 5 0は、 動作検出部 2 2 0が、 遊戯者が行った特定の動作を検出すると、 遊戯者による従動作入力とし て検知する。  As a modification, the same motion input detection unit as the slave motion input detection unit 2500 may be attached to the player's opposite arm. In that case, when the motion detection unit 2 20 detects a specific motion performed by the player, the slave motion input detection unit 25 50 detects it as a slave motion input by the player.
送信部 2 6 0は、 主動作ポイント設定部 2 3 1の出力、 被動作ポイント積算部 2 4 5の出力、 チェック信号発生部 2 6 5が所定時間毎に発生するチェック信号 、 に応じた赤外線を、 他の遊戯者の受信部 1 3 0へ投光する。 ここで、 送信部 2 6 0は、 予め設定された範囲よりも広がらないような指向性を有する赤外線を投 光、 送信する。  The transmitter 2 6 0 is an infrared signal according to the output of the main operating point setting unit 2 3 1, the output of the operated point integrating unit 2 4 5, the check signal generated by the check signal generator 2 6 5 every predetermined time, Is sent to the receiver 1 3 0 of another player. Here, the transmission unit 2600 projects and transmits infrared rays having directivity that does not extend beyond a preset range.
受信判断部 2 7 0は、 予め定めた周波数の赤外線信号のみを受信可能であって 、 受信部 1 3 0からの出力に基づき、 自らの送信部 2 6 0からのチェック信号を 受信したか否か判断し、 判断結果に応じた信号を被動作ポイント積算部 2 4 5、 制御部 2 8 0へ出力する。  The reception determination unit 2 70 can receive only an infrared signal having a predetermined frequency, and based on the output from the reception unit 1 3 0, whether or not it has received a check signal from its own transmission unit 2 60 A signal corresponding to the determination result is output to the operated point integrating unit 2 4 5 and the control unit 2 80.
制御部 2 8 0は、 主動作ボイント設定部 2 3 1、 被動作ボイント設定部 2 4 0 、 被動作ポイント積算部 2 4 5、 従動作入力検知部 2 5 0、 受信判断部 2 7 0、 受信部 1 3 0からの出力に基づき、 ヘッドユニット報知部 1 4 0、 リストュニッ ト報知部 2 9 0へ報知制御信号を出力する。  The control unit 2 80 is composed of a main operation point setting unit 2 3 1, an operated point setting unit 2 4 0, an operated point integrating unit 2 4 5, a slave operation input detection unit 2 5 0, a reception determination unit 2 70, Based on the output from the receiving unit 1 3 0, the notification control signal is output to the head unit notification unit 1 4 0 and the wrist notification unit 2 90.
リストュニット報知部 2 9 0は、 リストュニット表示部 2 9 5を備えており、 制御部 2 8 0から報知制御信号を入力すると、 入力に応じた内容をリス卜ュニッ ト表示部 2 9 5に表示する。  The list notification unit 2 90 has a list display unit 2 9 5, and when a notification control signal is input from the control unit 2 80, the contents corresponding to the input are displayed on the list display unit 2 9 5. .
本実施形態では、 へッドュニット報知部 1 4 0とリストュニット報知部 2 9 0 をまとめて 「報知部 1 4 0、 2 9 0」 と呼ぶ。  In the present embodiment, the head unit notifying unit 1 4 0 and the list unit notifying unit 2 9 0 are collectively referred to as “notifying units 1 4 0 and 2 9 0”.
記録媒体 2 9 8は、 ポイント設定装置 2 0に備えられたコンピュータを動作さ せるプログラムを格納する。 記録媒体 2 9 8は、 機能構成として、 記憶モジユー ル、 動作検出モジュール、 主動作ポイント設定モジュール、 被動作ポイント設定 モジュール、 被動作ポイント積算モジュール、 従動作入力検知モジュール、 送信 モジュール、 チェック信号発生モジュール、 受信判断モジュール、 制御モジユー ルとを有する。 The recording medium 29 8 stores a program for operating the computer provided in the point setting device 20. Recording medium 2 9 8 has a storage module as its functional configuration. Control module, operation detection module, main operation point setting module, operation point setting module, operation point integration module, slave operation input detection module, transmission module, check signal generation module, reception determination module, and control module.
このプログラムに含まれる各モジュールがコンピュータに行わせる処理は、 そ れぞれポイント設定装置 2 0における対応する機能部の動作と同一であるから説 明を省略する。  The processing that each module included in this program causes the computer to perform is the same as the operation of the corresponding functional unit in the point setting device 20, and thus description thereof is omitted.
図 7は、 動作検出部 2 2 0が行う処理のフローチャートである。 まず動作検出 部 2 2 0は、 X軸加速度センサ 2 2 2の出力電圧がしきい値 V xを超えたか否か 判断する (S 1 0 0 ) 。  FIG. 7 is a flowchart of the processing performed by the motion detection unit 220. First, the motion detection unit 2 2 0 determines whether or not the output voltage of the X-axis acceleration sensor 2 2 2 exceeds the threshold value V x (S 1 0 0).
しきい値 V xを超えた場合には、 動作検出部 2 2 0は、 X軸加速度センサ 2 2 2の出力電圧が、 しきい値 V xより大きいしきい値 V x mを超えたか否か判断す る (S 1 1 0 ) 。 超えた場合には、 動作検出部 2 2 0は、 X軸方向の強い動作が あったことを検出する (S 1 2 0 ) 。  When the threshold value V x is exceeded, the motion detector 2 2 0 determines whether the output voltage of the X-axis acceleration sensor 2 2 2 has exceeded a threshold value V xm that is greater than the threshold value V x. (S 1 1 0). If it has exceeded, the motion detector 2 2 0 detects that a strong motion in the X-axis direction has occurred (S 1 2 0).
一方、 ステップ S 1 1 0で X軸加速度センサ 2 2 2の出力電圧がしきい値 V x m以下の場合には、 動作検出部 2 2 0は、 X軸方向の弱い動作があったことを検 出する (S 1 3 0 ) 。  On the other hand, if the output voltage of the X-axis acceleration sensor 2 2 2 is less than or equal to the threshold value V xm in step S 1 1 0, the motion detector 2 2 0 detects that there was a weak motion in the X-axis direction. (S 1 3 0)
また、 ステップ S 1 1 0で X軸加速度センサ 2 2 2の出力電圧がしきい値 V x 以下の場合には、 動作検出部 2 2 0は、 Y軸加速度センサ 2 2 4の出力電圧が、 しきい値 V yを超えたか否か判断する (S 1 4 0 ) 。 しきい値 V yを超えた場合 には、 動作検出部 2 2 0は、 Y軸方向の動作があったことを検出する (S 1 5 0 以上、 図 7に示すフローチャートによれば、 動作検出部 2 2 0は、 異なる方向 の動作を区別して検出することができる。 すなわち、 動作検出部 2 2 0は、 複数 方向及び Zまたは複数強度の身体動作を検出する。  If the output voltage of the X-axis acceleration sensor 2 2 2 is less than or equal to the threshold V x in step S 1 1 0, the motion detection unit 2 2 0 It is determined whether or not the threshold value V y has been exceeded (S 1 4 0). When the threshold value V y is exceeded, the motion detection unit 2 2 0 detects that there is motion in the Y-axis direction (S 1 5 0 or more, according to the flowchart shown in FIG. The unit 2 20 can detect and detect motions in different directions, that is, the motion detection unit 2 20 detects body motions in multiple directions and Z or multiple intensities.
さらに本実施形態では、 遊戯者が X、 Y軸方向に対してななめ方向に動作をし た場合、 X軸加速度センサ 2 2 2、 Y軸加速度センサ 2 2 4は同時に出力電圧を 発生する。  Furthermore, in this embodiment, when the player moves in the licking direction with respect to the X and Y axis directions, the X axis acceleration sensor 2 2 2 and the Y axis acceleration sensor 2 2 4 simultaneously generate output voltages.
ここで、 動作検出部 2 2 0は、 X軸方向の出力電圧を先に判断しているので ( ステップ S I 0 0 ) 、 X軸加速度センサ 2 2 2、 Y軸加速度センサ 2 2 4から同 時に出力電圧が発生した場合に、 Y軸加速度センサ 2 2 4の出力電圧を無視する ことができる。 Here, since the motion detection unit 2 2 0 determines the output voltage in the X-axis direction first ( Step SI 0 0) If the output voltage is generated simultaneously from the X-axis acceleration sensor 2 2 2 and Y-axis acceleration sensor 2 2 4, the output voltage of the Y-axis acceleration sensor 2 2 4 can be ignored.
これにより、 X軸加速度センサ 2 2 2.は、 遊戯者が X軸方向に腕を伸ばした際 に、 腕が Y軸方向にぶれることにより生じる Y軸加速度センサ 2 2 4の出力電圧 を、 遊戯者の Y軸方向への動作であると誤検出する可能性が低減する。  As a result, the X-axis acceleration sensor 2 2 2. uses the output voltage of the Y-axis acceleration sensor 2 2 4 that is generated when the player stretches his arm in the X-axis direction. The possibility of false detection of a person's movement in the Y-axis direction is reduced.
本実施形態に従う対戦型ゲームシステムでは、 以上の構成に基づき、 以下のル —ルに従うボイント設定システムを提供する。  The competitive game system according to the present embodiment provides a point setting system according to the following rules based on the above configuration.
( 1 ) 個別動作に基づき設定される攻撃ポイントよりも、 複数動作に基づく攻 撃ポイントを高く設定する  (1) Set attack points based on multiple actions higher than attack points set based on individual actions.
( 2 ) 相手の攻撃ポイントを受けた場合、 何もしないと、 相手の攻撃ポイント をそのまま損傷ボイントとして設定する。  (2) When receiving the opponent's attack point, if you do nothing, the opponent's attack point is set as a damage point.
( 3 ) 相手の攻撃ポイントを受ける直前に、 防御入力をすると、 相手の攻撃ポ イントから所定値減算した値を損傷ボイントとして設定する。  (3) If a defense input is made immediately before receiving the opponent's attack point, a value obtained by subtracting a predetermined value from the opponent's attack point is set as the damage point.
( 4 ) 一方の遊戯者の損傷ポイントの積算ポイントが所定値に達すると、 プレ ィを終了する。  (4) The play ends when the accumulated points of one player's damage points reach a predetermined value.
( 5 ) 複数動作を行っている途中では、 その旨を報知する。  (5) In the middle of performing multiple operations, notify that effect.
( 6 ) 複数動作を行っている途中に、 相手から攻撃を受けると、 強制的に複数 動作を中断させる。  (6) If an attack is received from the opponent during multiple actions, the multiple actions are forcibly interrupted.
( 7 ) 複数動作を行っている途中に、 防御入力をすると、 強制的に複数動作を 中断させる。  (7) If a defense input is made while multiple actions are being performed, the multiple actions are forcibly interrupted.
ポイント設定システム 1 0は、 以下に説明するように、 コンピュータの八一ド ウェア資源を利用して、 以上のルールを実現する。  As will be described below, the point setting system 10 implements the above rules using the eighteen software resources of the computer.
図 8は、 記憶部 2 1 0が有するテーブルを示す図である。 図 8において、 X強 は X軸方向の強い動作、 X弱は X軸方向の弱い動作、 Yは Y軸方向の動作である 記憶部 2 1 0は、 遊戯者が行うべき予め設定された所定の組み合わせとして、 異なる方向の動作を含む複数の動作の順序 1〜 5を動作群 1、 2、 4として記憶 し、 同じ方向のみの複数の動作の順序 1〜5を動作群 3として記憶する。 記憶部 2 1 0は、 また、 一の動作から次の動作までの許容時間を動作群 1〜4 に含んで記憶するとともに、 動作群 1〜 4に対応付けられた対応ボイントを記憶 している。 記憶部 2 1 0は、 各々異なる部位の複数の動作を動作群に含んでもよ い。 FIG. 8 is a diagram illustrating a table included in the storage unit 2 10. In FIG. 8, X strong is strong movement in the X-axis direction, X weak is weak movement in the X-axis direction, Y is movement in the Y-axis direction. The memory unit 2 1 0 is a preset predetermined value to be performed by the player As a combination, a plurality of motion orders 1 to 5 including motions in different directions are stored as motion groups 1, 2, and 4, and a plurality of motion sequences 1 to 5 only in the same direction are stored as motion group 3. The storage unit 2 10 also stores the allowable time from one operation to the next operation in the operation groups 1 to 4 and stores the corresponding points associated with the operation groups 1 to 4. . The storage unit 210 may include a plurality of operations of different parts in the operation group.
記憶部 2 1 0は、 さらに、 一の動作のみで完結する遊戯者が行うべき動作を個 別動作 1、 2として記憶するとともに、 個別動作 1、 2に対応付けられた個別ポ イントを記憶する。  The storage unit 2 1 0 further stores the actions to be performed by the player who is completed with only one action as individual actions 1 and 2, and also stores individual points associated with the individual actions 1 and 2. .
また、 記憶部 2 1 0は、 個別動作 2に対応する動作である X強を複数個 (3個 ) 含む動作群 2を記憶するとともに、 個別動作 2に対応する個別ポイント 3 Pを 複数個 (3個) 分加算したポイント 9 Pよりも高いポイント 2 0 Pを、 動作群 2 に対応する対応ポイントとして記憶している。 これは、 動作群 3、 4の場合も同 様である。  In addition, the storage unit 2 1 0 stores an operation group 2 including a plurality (three) of strong X corresponding to the individual operation 2, and a plurality of individual points 3P corresponding to the individual operation 2 ( 3) The point 20 P, which is higher than the summed point 9 P, is stored as the corresponding point corresponding to operation group 2. This is the same for operation groups 3 and 4.
図 9は、 ポイント設定装置 2 0が行う処理のフロ一チャートである。 ポイント 設定装置 2 0は、 スタートスィッチ 2 0 2が押されると、 ヘッドユニット 1 0 0 、 リストユニット 2 0 0の電源が入っているか否か、 他の遊戯者のポイント設定 装置 2 0との送受信が正常か否かを判断する初期設定を行い、 プレイを開始する ( S 2 0 0 ) 。  FIG. 9 is a flowchart of processing performed by the point setting device 20. When the start switch 2 0 2 is pressed, the point setting device 2 0 transmits / receives the head unit 1 0 0 and the wrist unit 2 0 0 to whether or not the power is turned on. Make initial settings to determine whether or not is normal and start playing (S 2 0 0).
次に、 動作ポイント発生装置 2 3 0が主動作ポイントの設定を行い (S 3 0 0 ) 、 被動作ポイント設定部 2 4 0が被動作ポイントの設定を行う (S 4 0 0 ) 。 続いて、 被動作ポイント積算部 2 4 5が、 被動作ポイントの積算ポイントが所 定値に達したか否か判断する (S 5 0 0 ) 。 所定値に達したと判断した場合には 、 送信部 2 6 0が、 その旨を他の遊戯者の受信部 1 3 0へ送信し (S 5 1 0 ) 、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0にその旨を報知させる (S 5 2 0 ) 。 報 知内容は、 プレイが終了し、 他の遊戯者に負けたことである。  Next, the operating point generator 2 3 0 sets the main operating point (S 3 0 0), and the operated point setting unit 2 4 0 sets the operating point (S 4 0 0). Subsequently, the operated point integrating unit 2 45 determines whether the integrated point of the operated point has reached a predetermined value (S 5 0 0). When it is determined that the predetermined value has been reached, the transmitter 2 60 transmits a message to that effect to the other player's receiver 1 3 0 (S 5 1 0), and the controller 2 80 receives the notification. The parts 1 4 0 and 2 90 are notified of this (S 5 2 0). The content of the notification is that the play has ended and the other players have lost.
また、 ステップ S 5 0 0で所定値に達したと判断しない場合は、 受信部 1 3 0 が、 他の遊戯者の被動作ボイントの積算ボイントが所定値に達した旨を受信した か否か確認する (S 6 0 0 ) 。 受信を確認した場合は、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0にプレイが終了し、 他の遊戯者に勝ったことを報知させる (S 6 1 0 ) 。 ステップ S 6 0 0で受信を確認しない場合は、 プレイ開始後所定時間経過した か確認する (S 7 0 0 ) 。 所定時間経過した場合には、 ポイント設定装置 2 0は 、 プレイが終了し、 引き分けに終わったことを報知する (S 7 1 0 ) 。 If it is not determined in step S500 that the predetermined value has been reached, whether or not the receiving unit 1300 has received that the accumulated points of other player's operated points have reached the predetermined value. Check (S 6 0 0). When the reception is confirmed, the control unit 2 80 informs the notification units 1 4 40 and 2 90 that the play has ended and other players have been won (S 6 1 0). If reception is not confirmed in step S600, it is confirmed whether a predetermined time has elapsed after the start of play (S700). When the predetermined time has elapsed, the point setting device 20 notifies that the play is over and the draw is over (S 7 1 0).
ステップ S 7 0 0で所定時間経過していない場合には、 受信判断部 2 7 0が、 受信部 1 3 0からの出力に基づき、 自らの送信部 2 6 0から所定時間毎に送信さ れるチェック信号を受信したか否か判断する (S 7 2 0 ) 。  If the predetermined time has not elapsed in step S 7 0 0, the reception determination unit 2 70 is transmitted from its transmission unit 2 60 0 every predetermined time based on the output from the reception unit 1 3 0 It is determined whether or not a check signal has been received (S 7 2 0).
ステップ S 7 2 0で受信判断部 2 7 0は、 チェック信号を所定時間受信しない と、 正常に受信できていないと判断し、 制御部 2 8 0をして、 報知部 1 4 0、 2 9 0へその旨報知させる。  In step S 7 2 0, if the reception determination unit 2 70 does not receive the check signal for a predetermined time, the reception determination unit 2 70 determines that it has not been received normally, and performs control unit 2 8 0 to notify unit 1 4 0, 2 9 Notify 0 to that effect.
ステップ S 7 2 0で受信判断部 2 7 0は、 チェック信号をさらに長い所定時間 受信しないと、 プレイの続行が不可能と判断し、 被動作ポイント積算部 2 4 5の 積算ボイントを強制的に所定値に設定する。  In step S 7 20, the reception determination unit 2 70 determines that the play cannot be continued if the check signal is not received for a longer predetermined time, and forcibly increases the integration point of the operated point integration unit 2 4 5. Set to a predetermined value.
これを受けて、 被動作ポイント積算部 2 4 5が、 被動作ポイントの積算ポイン トが所定値に達したと判断し (S 5 0 0 ) 、 送信部 2 6 0が、 その旨を他の遊戯 者の受信部 1 3 0へ送信し (S 5 1 0 ) 、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0にプレイが終了し、 他の遊戯者に負けたことを報知させる (S 5 2 0 ) 。  In response to this, the actuated point accumulating unit 2 45 determines that the accumulated point of the actuated point has reached a predetermined value (S 5 0 0), and the transmitting unit 2 6 0 determines that this is the case. It is sent to the player's receiver 1 3 0 (S 5 1 0), and the controller 2 8 0 notifies the player 1 4 0 and 2 90 0 that play has ended and the other player has lost. (S 5 2 0)
このようなポイント設定装置 2 0の作用により、 一人の遊戯者が、 受信部 1 3 0を手で覆ったり或いは何らかの遮蔽物で受信部 1 3 0を覆ったりして、 他の遊 戯者の主動作ポイント受信を故意に妨害した場合、 受信判断部 2 7 0が、 受信部 1 3 0を手で覆った遊戯者の負けを報知することができる。 これにより、 遊戯者 は、 アンフェアなプレイを慎むようになり、 ポイント設定装置 2 0は、 遊戯者の 故意妨害という外乱を取り除き、 的確にモデリングすることができる。  By such an action of the point setting device 20, one player may cover the receiving unit 13 30 with his hand or cover the receiving unit 13 30 with some sort of obstruction, so that other player's If the reception of the main action point is intentionally interrupted, the reception determining unit 2 70 can notify the player of losing the player who covered the receiving unit 1 3 0 with his / her hand. As a result, the player refrains from unfair play, and the point setting device 20 can remove the disturbance of the player's intentional disturbance and perform accurate modeling.
以上、 図 9に示すフローチャートによれば、 ポイント設定装置 2 0は、 主動作 ポイント、 被動作ポイントを設定し、 プレイの進行に従い、 各遊戯者の勝敗を報 知することができる。  As described above, according to the flowchart shown in FIG. 9, the point setting device 20 can set the main operation point and the operated point, and can notify each player of winning or losing as the play progresses.
図 1 0は、 主動作ポイント設定 (ステップ S 3 0 0 ) の詳細なフロ一チャート である。 動作ポイント発生装置 2 3 0は、 まず、 動作検出部 2 2 0が遊戯者の動 作を検出しているか否かを確認する (S 3 0 5 ) 。  FIG. 10 is a detailed flowchart of the main operation point setting (step S 3 0 0). The motion point generator 2 30 first checks whether or not the motion detection unit 2 2 0 detects a player's motion (S 3 0 5).
動作の検出があった場合、 動作ポイント発生装置 2 3 0は、 記憶部 2 1 0から 対象となる全ての動作群、 個別動作を選択し、 これらが記憶している次の動作を 読み出す (S 3 1 0 ) 。 ここで、 初回は最初の動作が読み出されるものとする。 次に、 動作判別部 2 3 2は、 動作検出部 2 2 0が検出した動作と記憶部 2 1 0 から読み出した動作が一致するか否か確認する (S 3 1 5 ) 。 動作が一致してい ると、 動作判別部 2 3 2は、 読み出した動作が最終動作か否か確認する (S 3 2When an operation is detected, the operation point generator 2 3 0 starts from the storage unit 2 1 0 Select all target operation groups and individual operations, and read the next operation stored in them (S 3 1 0). Here, the first operation is read for the first time. Next, the operation discriminating unit 2 3 2 checks whether or not the operation detected by the operation detection unit 2 2 0 is coincident with the operation read from the storage unit 2 1 0 (S 3 1 5). If the operations match, the operation determination unit 2 3 2 checks whether or not the read operation is the final operation (S 3 2
0 ) o 0) o
最終動作でなければ、 動作判別部 2 3 2は、 ステップ S 3 0 5で前の動作を検 出してから許容時間経過したか否かを判断する (S 3 2 5 ) 。 ここで、 許容時間 は、 動作群 1〜4に含まれて記憶されている時間であり、 一の動作から次の動作 までの許容時間である。  If it is not the final operation, the operation determination unit 2 3 2 determines whether or not an allowable time has elapsed since the previous operation was detected in step S 3 0 5 (S 3 2 5). Here, the allowable time is the time stored in the operation groups 1 to 4 and is the allowable time from one operation to the next operation.
ステップ S 3 2 5で許容時間経過していなければ、 動作判別部 2 3 2は、 制御 部 2 8 0をして、 報知部 1 4 0、 2 9 0に 「主動作ポイントが設定準備中である 」 旨を報知させ (S 3 3 0 ) 、 他の遊戯者の主動作ポイントを入力したか否か、 又は従動作入力を検知したか否かを確認する (S 3 3 5 ) 。  If the permissible time has not elapsed in step S 3 2 5, the operation discriminating unit 2 3 2 performs the control unit 2 80 and informs the notification units 1 4 0 and 2 9 0 that the main operating point is being prepared for setting. It is notified (S 3 30), and it is confirmed whether or not a main operation point of another player has been input, or whether or not a secondary operation input has been detected (S 3 35).
これらの入力がなければ、 動作判別部 2 3 2は、 動作検出部 2 2 0が遊戯者の 動作を検出したか否かを確認する (S 3 4 0 ) 。 遊戯者の動作を検出した場合に は、 動作判別部 2 3 2は、 ステップ S 3 1 0に戻って、 対象となる全ての動作、 個別動作を絞込み、 次の動作を読み出す。  If there is no such input, the motion determination unit 2 32 confirms whether or not the motion detection unit 2 20 has detected the player's motion (S 3 4 0). When the player's motion is detected, the motion discriminating unit 2 3 2 returns to step S 3 1 0, narrows down all target motions and individual motions, and reads out the next motion.
ステップ S 3 4 0で、 動作検出部 2 2 0が遊戯者の動作を検出しない場合は、 動作判別部 2 3 2は、 許容時間経過するまで (S 3 2 5 ) 、 ステップ S 3 3 0〜 S 3 4 0を継続する。  If the motion detector 2 2 0 does not detect the player's motion at step S 3 4 0, the motion discriminator 2 3 2 will continue to step S 3 3 0-until the allowable time elapses (S 3 2 5). Continue S 3 4 0.
許容時間中に、 ステップ S 3 3 5で、 他の遊戯者の主動作ポイントを入力した 、 又は従動作入力を検知した場合には、 動作判別部 2 3 2は、 動作群に対応する 主動作ボイントの設定を中止する。  If the main operation point of another player is input or the secondary operation input is detected in step S 3 3 5 during the allowable time, the operation determination unit 2 3 2 will detect the main operation corresponding to the operation group. Cancels the point setting.
このように、 主動作ポイント設定部 2 3 1は、 他の遊戯者の主動作ポイントを 入力した場合に動作ボイントの設定を中止することにより、 単に遊戯者の動作に 応じるだけでなく、 他の遊戯者の動作にも応じて、 多様な主動作ポイントを設定 することができる。  In this way, the main operation point setting unit 2 3 1 not only responds to the player's operation by stopping the operation point setting when the main operation point of another player is input, but also other operations. Various main action points can be set according to the player's actions.
また、 従動作入力を検知した場合に主動作ポイントの設定を中止することによ り、 主動作ポイント設定部 2 3 1は、 単に遊戯者の動作に応じるだけでなく、 従 動作入力にも応じて、 多様な主動作ボイントを設定することができる。 In addition, when the slave operation input is detected, the master operation point setting is canceled. Thus, the main action point setting unit 2 3 1 can set various main action points not only according to the player's action but also according to the follower action input.
ステップ S 3 2 5で許容時間経過すると、 動作判別部 2 3 2は、 個別動作が選 択されているか否か確認する (S 3 4 5 ) 。 個別動作が選択されていなければ、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0にエラーを報知させる (ステップ S 3 5 0 ) 。  When the permissible time has elapsed in step S 3 2 5, operation discriminating unit 2 3 2 confirms whether or not an individual operation is selected (S 3 4 5). If the individual operation is not selected, the control unit 2800 informs the notification units 14 40 and 29 0 of the error (step S 3 5 0).
このように、 前の動作から許容時間内に次の動作を行わない場合はエラー報知 することにより、 遊戯者は、 次の動作を迅速に行うことが要求される。 主動作ポ イント設定部 2 3 1は、 単に遊戯者の動作に応じるだけでなく、 一の動作から次 の動作までの許容時間にも応じて、 多様な主動作ポイントを設定することができ る。  Thus, if the next operation is not performed within the allowable time from the previous operation, the player is required to promptly perform the next operation by notifying an error. The main action point setting unit 2 3 1 can set various main action points not only according to the player's action but also according to the allowable time from one action to the next action. .
また、 個別動作が選択されていない場合に限ってエラ一報知を行うことにより 、 遊戯者が個別動作 1、 2の動作を行う場合に、 誤ってエラ一報知することがな い。  In addition, error notification is performed only when the individual action is not selected, so that when the player performs the individual actions 1 and 2, error notification is not erroneously performed.
動作判別部 2 3 2がステップ S 3 1 0〜S 3 4 0の処理を繰り返した結果、 ス テツプ S 3 2 0で最終動作に至ると、 主動作ポイント設定部 2 3 1は、 検出され た動作の順序が、 記憶部から読み出した動作群と一致していると判断し、 その動 作群に対応する対応ポイントを読み出して、 主動作ポイントとして設定する (S 3 5 5 ) 。  As a result of the operation discriminating unit 2 3 2 repeating the processing of steps S 3 1 0 to S 3 4 0, the main operation point setting unit 2 3 1 is detected when the final operation is reached in step S 3 2 0. It is determined that the order of operations matches the operation group read from the storage unit, and the corresponding point corresponding to the operation group is read and set as the main operation point (S 3 5 5).
ここで、 動作ポイント発生装置 2 3 0は、 異なる方向の複数の動作を含む動作 群や、 同じ方向のみの複数の動作を含む動作群に応じて主動作ボイントを設定す る。 動作ポイント発生装置 2 3 0は、 また、 異なる部位の複数の動作を含む動作 群に応じて主動作ボイントを設定してもよい。  Here, the operation point generator 2 30 sets the main operation point according to an operation group including a plurality of operations in different directions or an operation group including a plurality of operations only in the same direction. The operation point generator 2 30 may also set a main operation point according to an operation group including a plurality of operations of different parts.
また、 ステップ S 3 4 5で個別動作が選択されていると、 動作ポイント発生装 置 2 3 0は、 検出された動作が、 動作群に含まれる一の動作と一致しないが個別 動作に一致すると判断し、 個別動作に対応する個別ポイントを読み出して、 動作 ポイントとして設定する (S 3 5 5 ) 。  In addition, if the individual operation is selected in step S 3 45, the operation point generator 2 30 will detect that the detected operation does not match one operation included in the operation group, but matches the individual operation. Judgment is made, individual points corresponding to individual operations are read out, and set as operation points (S 3 5 5).
そして、 送信部 2 6 0が、 他の遊戯者の受信部 1 3 0へ主動作ポイントを送信 し ( S 3 6 0 ) 、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0に主動作ボイントに応 じた内容を報知させて (S 3 6 5 ) 、 メインルーチンに戻る。 すなわち、 送信部 2 6 0は、 動作群の場合、 最後の動作を検出後に主動作ポイントを送信する。 以上、 図 1 0に示すフローチャートによれば、 動作ポイント発生装置 2 3 0はThen, the transmission unit 2 60 transmits the main operation point to the other player's reception unit 1 30 (S 3 60), and the control unit 2 80 sends the notification units 1 4 0, 2 90 to Responding to main operating points (S 3 65) and return to the main routine. That is, in the case of the operation group, the transmission unit 2 60 transmits the main operation point after detecting the last operation. As described above, according to the flowchart shown in FIG.
、 遊戯者の多様な動作に応じて多様な主動作ポイントを設定するだけでなく、 遊 戯者の動作以外の各種条件に応じて多様な主動作ポイントを設定する。 また、 ポ 設定装置 2 0は、 設定した動作ポイントを報知し、 他の遊戯者へ送信する 図 1 1は、 被動作ポイント設定 (ステップ S 4 0 0 ) の詳細なフローチャート である。 まず被動作ポイント設定部 2 4 0は、 受信部 1 3 0から他の遊戯者の主 動作ポイントを入力したか否かを確認する (S 4 0 5 ) 。 このステップ S 4 0 0 は、 的としての受信部 1 3 0への、 他の遊戯者の身体動作としての主動作ポイン トの命中判定を行う手段である。 In addition to setting various main action points according to various actions of the player, various main action points are set according to various conditions other than the action of the player. Further, the port setting device 20 notifies the set operation point and transmits it to other players. FIG. 11 is a detailed flowchart of the operation point setting (step S 400). First, the actuated point setting unit 2400 confirms whether or not the main operation point of another player has been input from the receiving unit 130 (S4 05). This step S 4 0 0 is means for determining whether or not the main receiving point as a physical motion of another player hits the target receiving unit 1 3 0.
他の遊戯者の主動作ボイン卜を入力すると、 従動作入力検知部が従動作入力を 検知しているか否か確認する (S 4 1 0 ) 。 従動作入力を検知している場合、 被 動作ポイント設定部 2 4 0は、 他の遊戯者の主動作ポイントから所定ポイント減 算した値を被動作ポイントとして設定する (S 4 1 5 ) 。  When the main operation Boyne 卜 of another player is inputted, it is confirmed whether or not the subordinate motion detection unit detects the subordinate motion input (S 4 10). When a slave operation input is detected, the operation point setting unit 2 40 sets a value obtained by subtracting a predetermined point from the main operation point of another player as the operation point (S 4 15).
ステップ S 4 1 0で従動作入力を検知していない場合は、 被動作ポイント設定 部 2 4 0は、 他の遊戯者の主動作ポイントを被動作ポイントとして設定する (S 1 8 ) 。 すなわち、 被動作ポイント設定部 2 4 0は、 従動作入力を検知している 場合と、 従動作入力を検知しない場合とで、 異なる被動作ポイントを設定、 発生 することができる。  If the slave operation input is not detected in step S 4 10, the operation point setting unit 2 40 sets the main operation point of the other player as the operation point (S 1 8). In other words, the driven point setting unit 2400 can set and generate different driven points depending on whether or not a slave operation input is detected.
以上のステップにより、 的としての受信部 1 3 0へ、 他の遊戯者の身体動作と しての主動作ポイントが命中した場合、 被動作ポイントが設定、 発生される。 す なわち、 遊戯者は、 受信部 1 3 0により主動作ポイントが受信されたか否かに応 じて、 設定される被動作ポイントを競うことになる。  According to the above steps, when the main action point as a physical action of another player hits the target receiving unit 130, the actuated point is set and generated. That is, the player competes for the set operation point depending on whether or not the main operation point is received by the receiving unit 130.
このように、 他の遊戯者の主動作ポイントを入力前に従動作入力を行うと、 他 の主動作ボイントから所定ボイント減算した値を被動作ボイントとして設定する ことにより、 被動作ポイント設定部 2 4 0は、 単に他の遊戯者の主動作ポイント に応じるだけではなく、 従動作入力にも応じて、 多様な被動作ポイントを設定す ることができる。 As described above, when the follower action input is performed before the other player's main action point is inputted, the value obtained by subtracting a predetermined point from the other main action point is set as the actuated point. 4 0 sets various actuated points not only according to the main action points of other players but also according to the slave action input. Can.
次に、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0に被動作ボイントに応じた内容 を報知させ (S 4 2 0 ) 、 被動作ポイント積算部 2 4 5が、 被動作ポイント設定 部 2 4 0が設定した被動作ポイントを積算ポイントに加算する (S 4 2 5 ) 。 そして、 制御部 2 8 0が、 報知部 1 4 0、 2 9 0としてのリストュニット表示 部 2 9 5に、 積算ポイントに応じた数値を報知させると (S 4 3 0 ) 、 メインル 一チンに戻る。 積算ポイントに応じた数値は、 積算ポイントに応じて増加するも のでも、 積算ポイントに応じて減少するものでも良い。  Next, the control unit 2 80 informs the notification units 1 4 0 and 2 90 0 of the contents corresponding to the operated point (S 4 2 0), and the operated point integration unit 2 4 5 The operating point set by the setting unit 2 4 0 is added to the accumulated point (S 4 2 5). Then, when the control unit 2 80 causes the list display unit 2 9 5 as the notification units 1 4 0 and 2 90 to notify the numerical value corresponding to the accumulated point (S 4 3 0), the control returns to the main level. . The numerical value corresponding to the accumulated point may be increased according to the accumulated point, or may be decreased according to the accumulated point.
以上、 図 1 1に示すフローチャートによれば、 被動作ポイント設定部 2 4 0は 、 他の遊戯者の主動作ボイントと従動作入力に応じて被動作ボイントを設定し、 ポイント設定装置 2 0は、 それを報知することができる。  As described above, according to the flowchart shown in FIG. 11, the operated point setting unit 2 40 sets the operated point according to the main operation point and the sub operation input of the other player, and the point setting device 20 You can inform it.
図 1 2は、 ポイント設定システム 1 0の変形例の機能ブロック図である。 図 6 の機能ブロック図と異なる点は、 本体装置 ·判断処理部 5 0 0を設けた点と、 ポ イント設定装置 2 0の機能が簡略化された点である。  FIG. 12 is a functional block diagram of a modified example of the point setting system 10. 6 differs from the functional block diagram of FIG. 6 in that a main unit / determination processing unit 50 0 is provided and the function of the point setting device 20 is simplified.
へッドュニット 1 0 0 (へッドュニット 1 0 0 A、 へッドュニット 1 0 0 Bと も同じ。 以下同様。 ) とリストユニット 2 0 0は、 受信信号線 1 1 0により接続 されており、 ヘッドユニット 1 0 0は、 受信部 1 3 0、 ヘッドユニット報知部 1 4 0を有し、 リストュニット 2 0 0は、 ス夕一トスイッチ 2 0 2、 動作検出部 2 2 0、 従動作入力検知部 2 5 0、 従動作入力スィッチ 2 5 5、 送信部 2 6 0、 リ ストュニット報知部 2 9 0を有している。  Head unit 1 0 0 (same as head unit 1 0 0 A, head unit 1 0 0 B, and so on) and wrist unit 2 0 0 are connected by reception signal line 1 1 0 and head unit 1 0 0 has a receiving unit 1 3 0 and a head unit notifying unit 1 4 0, and the list unit 2 0 0 is a switch switch 2 0 2, an operation detecting unit 2 2 0, and a slave operation input detecting unit 2 5 0, a slave operation input switch 2 5 5, a transmission unit 2 60, and a list notification unit 2 90.
本体装置 ·判断処理部 5 0 0とへッドュニット 1 0 0 A、 へッドュニット 1 0 0 Bは、 本体受信信号線 5 2 5、 本体送信信号線 5 6 5により接続されている。 本体受信信号線 5 2 5、 本体送信信号線 5 6 5は有線を示しているが、 無線でも 良い。  Main unit · Judgment processing unit 5 0 0 is connected to unit 1 0 0 A and head unit 1 0 0 B by main unit reception signal line 5 2 5 and main unit transmission signal line 5 6 5. The main body reception signal line 5 2 5 and the main body transmission signal line 5 6 5 are wired, but may be wireless.
本体装置 ·判断処理部 5 0 0は、 記憶部 5 1 0、 本体受信部 5 2 0、 主動作ポ ィント設定部 5 3 0、 被動作ボイント設定部 5 4 0、 被動作ボイント積算部 5 4 Main unit · Judgment processing unit 5 0 0: Storage unit 5 1 0, Main unit reception unit 5 2 0, Main operation point setting unit 5 3 0, Operating point setting unit 5 4 0, Operating point integration unit 5 4
5、 本体送信部 5 6 0、 制御部 5 8 0、 命中判定手段 5 4 1とを有しており、 記 録媒体 5 9 0と接続される。 5, a main body transmission unit 5 60, a control unit 5 80, and hit determination means 5 4 1, which are connected to the recording medium 5 90.
本体受信部 5 2 0は、 遊戯者 Aの送信部 2 6 O A, 他の遊戯者 Bの送信部 2 6 O Bから送信される信号を受信し、 動作ポイント発生装置 5 3 0、 被動作ポイン ト設定部 5 4 0、 制御部 5 8 0へ出力する。 本体送信部 5 6 0は、 制御部 5 8 0 から出力される信号を、 遊戯者 Aの受信部 1 3 0 A、 他の遊戯者 Bの受信部 1 3 0 Bへ送信する。 The main receiver 5 2 0 is the transmission part 2 of the player A 2 6 OA, the transmission part 2 6 of the other player B A signal transmitted from the OB is received and output to the operation point generator 5 3 0, the operated point setting unit 5 4 0, and the control unit 5 8 0. The main body transmission unit 5 60 transmits the signal output from the control unit 5 80 to the reception unit 1 3 0 A of the player A and the reception unit 1 3 0 B of the other player B.
記憶部 5 1 0、 主動作ボイント設定部 5 3 1を含む動作ボイント発生装置 5 3 0、 被動作ボイント設定部 5 4 0、 被動作ボイント積算部 5 4 5、 制御部 5 8 0 は、 図 6の記憶部 2 1 0、 判断処理部 2 1 1即ち、 動作ボイント発生装置 2 3 0 、 被動作ポイント設定部 2 4 0、 被動作ポイント積算部 2 4 5、 制御部 2 8 0、 命中判定手段 2 1 2の各機能と同様の機能を有しており、 ポイント設定装置 2 0 A、 ポイント設定装置 2 0 B毎に内部機能が分割されている。  The operation point generator 5 3 0 including the storage unit 5 1 0, the main operation point setting unit 5 3 1, the operated point setting unit 5 4 0, the operated point integration unit 5 4 5, and the control unit 5 8 0 6 storage unit 2 1 0, judgment processing unit 2 1 1 That is, operation point generator 2 3 0, operation point setting unit 2 4 0, operation point integration unit 2 4 5, control unit 2 8 0, hit determination It has the same function as each function of means 2 1 2, and the internal function is divided for each point setting device 20 A and point setting device 20 B.
記録媒体 5 9 0は、 本体装置 5 0 0に備えられたコンピュータが動作するプロ グラムを格納する。 記録媒体 5 9 0は、 機能構成として、 記憶モジュール、 本体 受信モジュール、 主動作ポイント設定モジュール、 被動作ポイント設定モジユー ル、 被動作ポイント積算モジュール、 本体送信モジュール、 制御モジュールとを 有する。  The recording medium 5990 stores a program for operating a computer provided in the main device 500. The recording medium 59 0 includes a storage module, a main body reception module, a main operation point setting module, an operation point setting module, an operation point integration module, a main body transmission module, and a control module as functional configurations.
このプログラムに含まれる各モジュールがコンピュータに行わせる処理は、 そ れぞれ本体装置 ·判断処理部 5 0 0における対応する機能部の動作と同一である から説明を省略する。  The processing that each module included in this program causes the computer to perform is the same as the operation of the corresponding functional unit in the main unit / determination processing unit 500, and thus the description thereof is omitted.
なお、 専用通信ネットワークやインタ一ネットに接続されたサーバシステムに 設けたハードディスクまたは R AM等の格納装置を、 記録媒体 5 9 0や図 6の記 録媒体 2 9 8として使用し、 通信網を介してプログラムを本体装置 ·判断処理部 5 0 0やポイント設定装置 1 0 0に提供してもよい。  In addition, a storage device such as a hard disk or a RAM provided in a server system connected to a dedicated communication network or the Internet is used as the recording medium 590 and the recording medium 298 shown in FIG. The program may be provided to the main device / determination processing unit 500 and the point setting device 100 via the above.
図 1 2に示される変形例では、 本体装置 ·判断処理部 5 0 0が、 ボイント設定 装置 2 0 A、 2 0 Bで共通する機能を多数有しているので、 ポイント設定装置 2 O A, 2 O Bが各々同じ機能を多数有している図 6の実施形態と比較すると、 ポ イント設定システム 1 0全体として重複機能が削減される。  In the modification shown in FIG. 12, the main unit / determination processing unit 5 0 0 has many functions common to the point setting devices 2 0 A and 2 0 B. Therefore, the point setting device 2 OA, 2 Compared with the embodiment of FIG. 6 in which each OB has many of the same functions, the overlap function is reduced as a whole of the point setting system 10.
また、 図 1 2に示される変形例では、 ポイント設定装置 2 0 A、 2 0 Bが有す る機能が、 図 6の実施形態に比較して多数絞り込まれているため、 図 6の実施形 態に比較してポイント設定装置 2 0 A, 2 0 Bのコンパクト化が可能となる。 なお、 さらなる変形例として、 本体装置 ·判断処理部 5 0 0が、 へッドュニッ 卜 1 0 0、 リストユニット 2 0 0の残る機能部である、 ヘッドユニット報知部 1 4 0、 動作検出部 2 2 0、 従動作入力検知部 2 5 0、 従動作入力スィッチ 2 5 5 、 リス卜ユニット報知部 2 9 0を有しても良い (受信部 1 3 0、 送信部 2 6 0は 、 機能が不要となる。 ) 。 Further, in the modification shown in FIG. 12, the functions of the point setting devices 20 A and 20 B are narrowed down more than the embodiment of FIG. Compared to the state, the point setting devices 2 0 A and 2 0 B can be made compact. As a further modification, the main unit / determination processing unit 5 0 0 is a head unit notifying unit 1 400 and the remaining functional unit of the wrist unit 2 0 0, a head unit notifying unit 1 4 0, an operation detecting unit 2 2 0, slave operation input detection unit 2 5 0, slave operation input switch 2 5 5, squirrel unit notification unit 2 90 may be included (reception unit 1 3 0, transmission unit 2 6 0 does not require any function) )
その場合、 記録媒体 5 9 0は、 機能構成として、 動作検出モジュール、 記憶モ ジュール、 主動作ポイント設定モジュール、 被動作ポイント設定モジュール、 被 動作ポイント積算モジュール、 従動作入力検知モジュール、 制御モジュールとを 有する (本体受信モジュール、 本体送信モジュールは、 機能が不要となる。 ) 。 また、 従動作入力スィッチ 2 5 5、 動作検出部 2 2 0は、 赤外線による位置検出 センサ、 人工網膜センサ等を用いることが好ましい。  In this case, the recording medium 59 0 includes, as a functional configuration, an operation detection module, a storage module, a main operation point setting module, an operation point setting module, an operation point integration module, a slave operation input detection module, and a control module. (The main body reception module and main body transmission module do not require any functions.) Further, it is preferable to use a position detection sensor using an infrared ray, an artificial retina sensor, or the like for the slave operation input switch 2 5 5 and the motion detection unit 2 2 0.
本実施形態のポイント設定システム 1 0は、 対戦型ゲームシステム以外に 用 いることができる。 例えば、 ダンススキルを競うシステムとして用いる場合は、 主動作ポイントを模範ダンスポイント、 被動作ポイントをスキルポイント、 従動 作入力を模倣ダンス入力と呼んでもよい。 本実施形態のボイント設定システム 1 The point setting system 10 of this embodiment can be used for other than a competitive game system. For example, when used as a system for competing dance skills, the main action point may be called a model dance point, the actuated point will be called a skill point, and the follower action input may be called a counterfeit dance input. The point setting system of this embodiment 1
0は、 これらの例に限らず、 その他各種システムに応用可能である。 0 is not limited to these examples, and can be applied to various other systems.
本実施形態によれば、 以下の効果を奏する。  According to this embodiment, the following effects are produced.
1 . 本発明のゲーム装置により、 複数の遊戯者がそれぞれ動作検出部、 送信部 、 受信部及び判断処理部を例えばユニットとして身体に装着する構成とすること で、 実在する他の遊戯者と格闘を摸したゲームを行うことが容易に可能となり、 しかも所定の身体動作を行わない限り他の遊戯者をゲーム上攻撃することは出来 ないことから実際の格闘と同様な身体動作を行うことでゲームが進行するため、 リアリティが向上する。  1. With the game device of the present invention, a plurality of players can fight against other real players by configuring the motion detection unit, the transmission unit, the reception unit, and the determination processing unit, for example, as a unit. It is easy to play games that are deceiving, and it is not possible to attack other players on the game unless the prescribed physical movements are performed, so the game can be done by performing physical movements similar to actual fighting As the process progresses, reality improves.
2 . 本ゲーム装置には加速度センサの出力を利用しているので身体動作の 方向だけではなく、 その強さをも検出することが出来るので身体動作の検出 精度を高めることができる。 そのため、 格闘競技の実際の対戦に即した動作が 評価可能であり、 また、 対戦格闘ゲームに用いることで、 そのゲームが複雑にな り興趣が向上する。  2. Since this game device uses the output of the acceleration sensor, it can detect not only the direction of body movement but also its strength, so that the detection accuracy of body movement can be improved. Therefore, it is possible to evaluate the action of the fighting competition according to the actual fighting, and the use of the fighting fighting game makes the game more complex and enhances the fun.
3 . 本ゲーム装置の動作ポイント発生装置を用いれば、 この動作ポイント発生 装置が発生する動作ポイントに基づいて容易に勝敗を決定することができる。 従 つて、 動作検出構造や動作検出処理が複雑になることなく動作郡の判定が容易と なり、 検出可能な身体動作の種類を増やすことができ、 ゲームのバリエーション を増やすことができる。 3. If you use the operating point generator of this game machine, Winning or losing can be easily determined based on operating points generated by the device. Therefore, it is easy to determine the motion group without complicating the motion detection structure and motion detection processing, and the number of types of body motion that can be detected can be increased, and the number of game variations can be increased.
4 . 本ゲーム装置においては、 個別動作よりも複雑な連続動作を行った場合の ほうが、 動作ポイントがアップする (攻撃力が高くなる) ので、 連続動作を行う のかまたは個別動作を行うのかを、 ゲームの進行過程において戦略的に選択する ことができる。 そのため更にゲームのバリエ一シヨンを増やすことができ、 遊戯 者のゲームに対する興味を高めることができる。  4. In this game device, the point of action increases (attack power increases) when performing complex continuous movements rather than individual movements, so whether to perform continuous movements or individual movements. You can make strategic choices during the course of the game. Therefore, the number of game variations can be increased, and the player's interest in games can be increased.
5 . 本ゲーム装置においては、 遊戯者に信号を受信する的を受信部として装着 し、 判断処理部の命中判定手段と、 被動作ポイント積算部とを設けている。 特に 被動作ポイント積算部は、 命中判定手段が命中を判定した場合にのみその信号か ら動作ポイントを積算するものである。 このようにしているので、 正確にゲーム の勝敗を決定することが可能になる。  5. In this game device, a player is provided with a target for receiving a signal as a receiving unit, and is provided with a hit judging means of a judgment processing unit and an operated point integrating unit. In particular, the actuated point accumulating unit accumulates operation points from the signal only when the hit judging means judges hit. Since this is done, it is possible to accurately determine the outcome of the game.
6 . 複数の身体動作の組み合わせを点数化することにより、 複雑な動きの例え ばエアロビクス等の動作を評価可能であり、 各種運動トレーニング評価、 格闘技 の型練習の評価等に有効利用可能である。  6. By scoring the combination of multiple body movements, it is possible to evaluate the movements of complex movements such as aerobics, which can be used effectively for various exercise training evaluations and martial arts type exercise evaluations.
7 . 格闘技の攻撃練習等、 的としての受信部に向けての身体動作の評価を行う ことができる。  7. Evaluate body movements toward the intended receiver, such as practicing martial arts attacks.
8 . 格闘競技の実際の対戦に即した練習を評価可能であり、 攻撃動作方向と主 動作ポイントの送信方向とを X軸方向で略一致させることで、 攻撃に対して高い 命中判定を行い得るため、 ゲームが複雑になり興趣が向上する。  8. It is possible to evaluate practice according to the actual fighting of the fighting competition, and by making the attack movement direction and the transmission direction of the main movement point substantially coincide with each other in the X-axis direction, it is possible to make a high hit judgment against the attack. Therefore, the game becomes complicated and the interest is improved.
9 . 直線的な攻撃以外の技を検出できる。  9. Can detect tricks other than linear attacks.
10. 様々な格闘技を検出し、 技に応じたポイントを設定することで、 ゲームの バリエーションが増え、 その興趣が向上する。 産業上の利用可能性  10. By detecting various martial arts and setting points according to the skill, the variation of the game increases and the fun is improved. Industrial applicability
本発明によれば、 実在する他の遊戯者と格闘を摸したゲームを行うことが容易 に可能となり、 しかも所定の身体動作を行わない限り他の遊戯者をゲーム上攻撃 することは出来ないことから実際の格闘と同様な身体動作を行うことでゲームが 進行するため、 リアリティが向上する。 According to the present invention, it is possible to easily play a game with a fight against other real players, and the other players can be attacked in the game unless a predetermined physical movement is performed. Since the game progresses by performing the same physical movement as an actual fight because it cannot be done, the reality improves.
特に、 連続動作が行われたときに得られるポイントを、 連続動作を構成する 2 以上の個別動作により個別に得られるボイントの加算ボイントよりも高いボイン トにするように、 動作ポイント発生装置を設定することで、 動作検出構造や動作 検出処理が複雑になることなく動作郡の判定が容易となり、 検出可能な身体動作 の種類を増やすことができ、 ゲームのバリエ一シヨンを増やすことができる。 ゲ —ムとしては、 連続動作を行うのかまたは個別動作を行うのかを、 ゲームの進行 過程において戦略的に選択することができ、 遊戯者のゲームに対する興味を高め ることができる。  In particular, the operating point generator is set so that the points obtained when continuous operation is performed are higher than the points that can be obtained individually by two or more individual operations that make up the continuous operation. This makes it easy to determine the motion group without complicating the motion detection structure and motion detection process, increasing the types of body motion that can be detected, and increasing the number of game variations. As a game, it is possible to strategically select whether to perform continuous action or individual action in the course of the game, and it is possible to heighten the player's interest in the game.

Claims

請 求 の 範 囲 The scope of the claims
1 . 遊戯者の所定の身体動作を検出するべく該遊戯者の身体に装着する動作検 出部と、 前記動作検出部により前記遊戯者の所定の身体動作が検出されたら所定 の指向性を有する信号を送信するべく遊戯者の身体に装着する送信部と、 他の遊 戯者からの前記信号を受信可能なように遊戯者の身体に装着する受信部と、 該受 信部による受信結果に応じたゲーム内容の判断をする判断処理部とを備え、 前記送信部と前記受信部とが、 複数の遊戯者に各々に装着された状態で行われ る前記信号の授受に基づいて勝敗を競うようになっていることを特徴とするゲー ム装置。 1. a motion detection unit mounted on the player's body to detect a player's predetermined body motion, and having a predetermined directivity when the player's predetermined body motion is detected by the motion detection unit A transmitter that is attached to the player's body to transmit a signal; a receiver that is attached to the player's body so as to receive the signal from another player; and a reception result by the receiver. A determination processing unit for determining the content of the game according to which the transmission unit and the reception unit compete for winning or losing based on the transmission / reception of the signal performed in a state of being attached to each of a plurality of players. A game device characterized by that.
2 . 前記動作検出部が、 互いに異なる 2方向以上の加速度を検出可能な 1っ以 上の加速度センサを有し、 前記加速度センサの出力に基づいて前記所定の身体動 作を検出するように構成されていることを特徴とする請求項 1に記載のゲーム装 置。  2. The motion detection unit has one or more acceleration sensors capable of detecting accelerations in two or more different directions, and is configured to detect the predetermined body motion based on an output of the acceleration sensor. The game device according to claim 1, wherein the game device is provided.
3 . 遊戯者の所定の身体動作を検出するべく該遊戯者の身体に装着する動作検 出部と、 前記動作検出部により前記遊戯者の所定の身体動作が検出されたら所定 の指向性を有する信号を送信するべく遊戯者の身体に装着する送信部と、 他の遊 戯者からの前記信号を受信可能なように遊戯者の身体に装着する受信部と、 該受 信部による受信結果に応じたゲーム内容の判断をする判断処理部とを備え、 前記動作検出部は、 前記遊戯者の身体動作の動作方向及び Zまたは動作強度を 検出可能であり、  3. A motion detection unit that is attached to the player's body to detect a player's predetermined body motion, and has a predetermined directivity when the player's predetermined body motion is detected by the motion detection unit. A transmitter that is attached to the player's body to transmit a signal; a receiver that is attached to the player's body so as to receive the signal from another player; and a reception result by the receiver. A determination processing unit that determines the content of the game in accordance with the motion detection unit, the motion detection unit is capable of detecting a motion direction and Z or motion intensity of the player's body motion,
前記送信部は、 前記動作検出部により検出した前記動作方向及びノまたは動作 強度に基づいた信号を送信するようになっており、  The transmitter is configured to transmit a signal based on the motion direction and the motion intensity detected by the motion detector,
前記判断処理部は、 受信した信号から前記動作方向及び/または動作強度に応 じたボイン卜を発生する動作ボイント発生装置を更に備え、  The determination processing unit further includes an operation point generation device that generates a Boyne defect according to the operation direction and / or operation intensity from the received signal,
前記動作ポイント発生装置は、 予め前記身体動作を複数種類の個別動作と、 前 記複数種類の個別動作から選択された 2以上の個別動作の組合せからなる複数種 類の連続動作として分類し、 前記受信部で受信した信号から前記動作方向及び Z または動作強度に基づいて、 前記個別動作のみであるかいずれかの前記連続動作 であるかを判別し、 その判別結果に応じた動作ポイントを発生するように構成さ れ、 The motion point generator classifies the physical motion in advance as a plurality of types of continuous motions composed of a combination of a plurality of types of individual motions and two or more individual motions selected from the plurality of types of individual motions. Based on the motion direction and Z or motion intensity from the signal received by the receiving unit, the continuous motion only or the individual motion only. Is configured to generate an operation point according to the determination result,
前記動作ボイン卜発生装置が発生する前記動作ボイントに基づいてゲームの勝 敗を決定することを特徴とするゲーム装置。  A game device, wherein a game outcome is determined based on the operation point generated by the operation Boyne wrinkle generation device.
4 . 前記動作ポイント発生装置は、 前記連続動作を構成する前記 2以上の個別 動作により個別に得られるボイントを加算したボイントよりも前記連続動作が行 われたときに得られる前記ポイントの方が高くなるように設定していることを特 徴とする請求項 3に記載のゲーム装置。  4. In the operation point generator, the point obtained when the continuous operation is performed is higher than the point obtained by adding the points obtained individually by the two or more individual operations constituting the continuous operation. The game device according to claim 3, wherein the game device is set to be
5 . 前記受信部は、 前記信号を受信する的を有し、  5. The receiving unit has a target for receiving the signal;
判断処理部は、 前記的に前記信号が命中したか否かを判定する命中判定手段と 、 他の前記遊戯者に装着された前記送信部から送信された前記信号が前記的に命 中した場合にのみ前記受信した信号から前記動作方向及び Zまたは動作強度に応 じた前記動作ボイントを積算する被動作ボイント積算部とを有することを特徴と する請求項 4に記載のゲーム装置。  The determination processing unit is a hit determination means for determining whether or not the signal is hit, and when the signal transmitted from the transmitter attached to the other player is the hit 5. The game apparatus according to claim 4, further comprising: an operated point integration unit that integrates the operation points corresponding to the operation direction and Z or operation intensity from the received signal only.
6 . 前記送信部は、 前記動作ポイント発生装置にて前記所定の連続動作が判別 されたときには、 前記連続動作の終了後に前記信号を送信することを特徴とする 請求項 3に記載のゲーム装置。  6. The game device according to claim 3, wherein the transmission unit transmits the signal after completion of the continuous operation when the predetermined continuous operation is determined by the operation point generator.
7 . 遊戯者の所定の身体動作の動作方向及び/または動作強度を検出するため の動作検出部と、  7. a motion detector for detecting the motion direction and / or motion intensity of a player's predetermined physical motion;
前記動作検出部により検出した前記動作方向及び Zまたは動作強度に基づいて ポイントを発生する動作ボイント発生装置とを備え、  An operation point generator that generates points based on the operation direction and Z or operation intensity detected by the operation detection unit;
前記動作ポイント発生装置は、 予め前記身体動作を複数種類の個別動作と、 前 記複数種類の個別動作から選択された 2以上の個別動作の組合せからなる複数種 類の連続動作として分類し、 前記動作検出部が検出する前記動作方向及び Zまた は動作強度に基づいて、 前記個別動作のみであるかいずれかの前記複数種類の連 続動作であるかを判別して判別結果に応じて動作ボイントを発生するように構成 され、  The motion point generator classifies the physical motion in advance as a plurality of types of continuous motions composed of a combination of a plurality of types of individual motions and two or more individual motions selected from the plurality of types of individual motions. Based on the motion direction and Z or motion intensity detected by the motion detection unit, it is determined whether the motion is the individual motion or the plurality of types of continuous motions, and the motion point is determined according to the determination result. Is configured to generate
前記動作ボイント発生装置は、 前記連続動作を構成する前記 2以上の個別動作 により個別に得られるボイントを加算したボイントよりも前記連続動作が行われ たときに得られる前記ポイントの方が高くなるように設定していることを特徴と するゲーム装置。 The operation point generating device performs the continuous operation rather than the point obtained by adding the points obtained individually by the two or more individual operations constituting the continuous operation. A game device characterized in that the point obtained when the game is played is set higher.
8 . 信号を受信する的と、  8. To receive the signal,
前記的に当てるための所定の指向性のある信号を送信する送信部と、 前記的に前記所定の指向性のある信号が命中したか否かを判定する命中判定手 段とを更に具備し、  A transmission unit that transmits a signal having a predetermined directivity for hitting, and a hit determination unit that determines whether the signal having the predetermined directivity has hit;
前記動作ボイン卜発生装置が発生する前記動作ボイントは、 前記命中判定手段 が前記命中を判定した場合にのみ有効なものとなる請求項 7に記載のゲーム装置  8. The game apparatus according to claim 7, wherein the action point generated by the action boytage generating apparatus is effective only when the hit determination means determines the hit.
9 . 複数の遊戯者の身体のそれぞれに、 少なくとも前記動作検出部及び前記 的が装着されることを特徴とする請求項 7に記載のゲーム装置。 9. The game device according to claim 7, wherein at least the motion detection unit and the target are attached to each of a plurality of player's bodies.
PCT/JP2003/005791 2002-05-08 2003-05-08 Game device WO2003095048A1 (en)

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