WO2003095048A1 - Dispositif de jeu - Google Patents

Dispositif de jeu 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
English (en)
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 JP2004503125A priority Critical patent/JP4032054B2/ja
Priority to AU2003235905A priority patent/AU2003235905A1/en
Publication of WO2003095048A1 publication Critical patent/WO2003095048A1/fr

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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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  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

L'invention concerne un dispositif de jeu de type combat, permettant de jouer avec des partenaires réels, dans lequel les mouvements physiques des joueurs influencent le résultat du jeu. Une pluralité de joueurs portent chacun un module (200) fixé au poignet et un module (100) fixé sur la tête. Le module (200) de poignet porté par chaque joueur contient un détecteur (220) de mouvement servant à détecter un mouvement physique prédéterminé d'un joueur comme mouvement d'attaque, et un émetteur (260). A la détection du mouvement d'attaque par le détecteur de mouvement, l'émetteur (260) émet un signal présentant une directivité qui ne dépasse par une distance prédéterminée. Le module (100) de tête est conçu de manière à recevoir uniquement un signal présentant une directivité. Lorsqu'un mouvement d'attaque d'un joueur est détecté par le détecteur (220) de mouvement, le module (100) de tête émet, par l'intermédiaire de l'émetteur, un signal présentant une directivité prédéterminée vers le module (100) de tête d'un partenaire de jeu. Dans ce dispositif de jeu, le résultat (victoire/défaite) dépend de la réception par le module (100) de tête du joueur d'un signal présentant une directivité et émis par l'émetteur (260) du partenaire lorsque le mouvement d'attaque est détecté par le détecteur (220) de mouvement.
PCT/JP2003/005791 2002-05-08 2003-05-08 Dispositif de jeu WO2003095048A1 (fr)

Priority Applications (2)

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JP2004503125A JP4032054B2 (ja) 2002-05-08 2003-05-08 ゲーム装置
AU2003235905A AU2003235905A1 (en) 2002-05-08 2003-05-08 Game device

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JP2002133399 2002-05-08
JP2002-133399 2002-05-08

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WO2003095048A1 true WO2003095048A1 (fr) 2003-11-20

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AU (1) AU2003235905A1 (fr)
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JP2008246084A (ja) * 2007-03-30 2008-10-16 Nintendo Co Ltd ゲーム装置およびゲームプログラム
JP2009284992A (ja) * 2008-05-27 2009-12-10 Bandai Co Ltd 擬似刀剣玩具
JP2013508007A (ja) * 2009-10-19 2013-03-07 コーニンクレッカ フィリップス エレクトロニクス エヌ ヴィ データを条件付きで送信するためのデバイス及び方法

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JPH0884859A (ja) * 1994-09-20 1996-04-02 Namco Ltd ゲーム装置
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WO2008032565A1 (fr) * 2006-09-11 2008-03-20 Megachips Corporation Terminal sans fil portable
JP2008246084A (ja) * 2007-03-30 2008-10-16 Nintendo Co Ltd ゲーム装置およびゲームプログラム
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JP2013508007A (ja) * 2009-10-19 2013-03-07 コーニンクレッカ フィリップス エレクトロニクス エヌ ヴィ データを条件付きで送信するためのデバイス及び方法

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