WO2004101094A1 - ゲームシステムおよびコンピュータ利用可能な情報 - Google Patents
ゲームシステムおよびコンピュータ利用可能な情報 Download PDFInfo
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- WO2004101094A1 WO2004101094A1 PCT/JP2000/005744 JP0005744W WO2004101094A1 WO 2004101094 A1 WO2004101094 A1 WO 2004101094A1 JP 0005744 W JP0005744 W JP 0005744W WO 2004101094 A1 WO2004101094 A1 WO 2004101094A1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
- A63F9/0291—Shooting or hurling games with a simulated projectile, e.g. an image on a screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present invention relates to a game system and a computer usable information for performing a shooting game using a scope.
- 'A game device for playing a shouting game using a scope is generally a display.
- Players are configured to aim at the target (target) contained in the distant view image displayed on the ray and shoot at the scope.
- a display dedicated to the foreground image is provided in the supe, and the foreground image is displayed by enlarging the aim position in the distant view image on the display.
- the present invention has been made in view of the above-described problems, and an object thereof relates to a game system for comfortably performing a shooting game using a scope and information that can be used in a combination evening.
- a game system is a game system in which a player shoots while watching a target displayed on a screen, and includes a scope unit for aiming at the target.
- a gun apparatus having
- Instructing means for instructing selection to display on the screen a distant view image or a foreground image in which the aiming position by the scope unit in the distant view image is enlarged, and when a distant view instruction is performed based on the selection instruction Includes a image generation means for generating a distant view image and generating a foreground image when a foreground instruction is given, and '.
- Another game system is a game system in which a player shoots while looking at a target displayed on a screen
- a gun apparatus having a scope for aiming at the target
- An instruction circuit for performing a selection instruction to display on the screen a distant view image or a foreground image in which the aiming position by the scope unit in the distant view image is enlarged, and when a distant view instruction is performed based on the selection instruction Includes: an image generation circuit for generating the distant view image and generating the foreground image when a close view instruction is given.
- the computer-usable information according to the present invention is for playing a game in which a player shoots the target using a gun device having a scope unit for aiming at the target displayed on the screen.
- Information that can be used in a combination evening which is information embodied in an information storage medium or carrier wave,
- a program according to the present invention includes a module for realizing each of the above means.
- the player since the player can view the foreground image on the same screen as the screen for viewing the distant view image, the movement of the viewpoint can be reduced and the game can be played comfortably.
- a close-up image is displayed on the screen, and the third view of the game screen where the player is playing the game is displayed.
- the player can also check where the player is aiming, and the third party can enjoy the game more.
- the gun device includes a detecting unit for detecting whether the player has approached the scope unit,
- the instruction unit performs the selection instruction based on a signal from the detection unit.
- the gun device includes a sensor unit for detecting whether the player has approached the scope unit, and the instruction circuit receives a signal from a part of the sensor. Based on this, the selection instruction may be issued.
- the instruction means is based on a signal from a detection means for detecting whether or not the player provided in the gun device is close to the scope unit. It is preferable to give a selection instruction.
- the gun device may be a direction of the gun device. Including direction specifying means for specifying
- the gun device includes a direction specifying circuit for specifying a direction of the gun device
- a circuit for detecting an aiming position by the scope unit based on a signal from the direction specifying circuit may be included.
- the computer usable information and the program detect the aiming position by the scope unit based on a signal from a direction specifying unit for specifying the direction of the gun device provided in the gun device. It is preferable to include information for realizing the means for doing so.
- the game system is provided in the gun device, and receives light of an image displayed on the screen in a direction coinciding with the aiming axis of the scope unit;
- the game system is provided in the gun device, and receives a light of an image displayed on the screen in a direction coinciding with an aiming axis of the scope unit;
- the computer-usable information and the program may receive light of an image displayed on the screen provided in the gun apparatus in a direction that coincides with a reference axis of the scope unit.
- the result is converted into a predetermined signal and transmitted Means for receiving a signal;, a means for detecting an aiming position by the scope unit based on the received signal;
- the aiming position can be detected appropriately.
- the game system includes a magnification setting means for setting a display magnification of the foreground image with respect to the distant view image,
- the image generation unit generates an image in which a display magnification of the foreground image is changed based on setting information from the magnification setting unit.
- the game system includes a magnification setting circuit for setting a display magnification of the foreground image with respect to the distant view image,
- the image generation circuit may generate an image in which a display magnification of the foreground image is changed based on setting information from the magnification setting circuit.
- the image generation unit generates an image in which a display magnification of the foreground image is changed based on setting information from the magnification setting unit.
- a foreground image or a distant view image can be displayed at a magnification set by the player using the magnification setting means. Since the player can scale the image at the magnification set by himself, he can play the game in a state where he can easily play the game.
- Another game system according to the present invention is a game system in which a player shoots while watching a target displayed on a screen
- a gun apparatus having a scope for aiming at the target
- Image generation means for generating image information so that a distant view image is displayed on the screen when the player is not close to the scope unit.
- the player since the player can view the foreground image on the same screen as the screen for viewing the distant view image, the movement of the viewpoint can be reduced and the game can be played comfortably.
- a close-up image is displayed on the screen, so that the player can see the game screen where the player is playing the game.
- Third parties can also see where the player is aiming, and third parties can enjoy the game more.
- FIG. 1 is a perspective view of a game device according to an example of the present embodiment.
- Fig. 2A is a diagram showing an example of a state where the player does not aim the scope part and does not aim
- Fig. 2B shows an example of a state where the player looks at the scope part and aims.
- FIG. 3 is a diagram showing an example of a distant view image in the present embodiment.
- FIG. 4 is a diagram showing an example of the foreground image f elephant in the present embodiment.
- FIG. 5 is a schematic diagram when the player looks at the display unit while looking at the scope unit.
- FIG. 6 is a functional block diagram of a game device according to an example of the present embodiment.
- FIG. 7 is a perspective view of a game device according to another example of the present embodiment.
- FIG. 1 is a perspective view of a game apparatus 100 according to an example of the present embodiment.
- the game apparatus 100 is a game apparatus for a gun shooting game including a rifle-type gun apparatus 20 0 0 in addition to a general apparatus configuration such as a display unit 140 0 that displays a game image.
- the gun apparatus 200 includes a cylindrical scope unit 220 for aiming at a target displayed on the display unit 140.
- the support unit 2 80 supports the scope unit 2 2 0 so as to be rotatable in the horizontal direction of the game apparatus 100, and the support unit 2 8 2 supports the scope unit 2 2 0 with the game apparatus 1 0 0 body. It is supported so as to be rotatable in the vertical direction.
- the player 1 adjusts the vertical angle and the horizontal direction of the gun apparatus 2 200 by scooping the scope unit 2 2 0. Then, the player 1 aims at the target displayed on the display unit 1 4 0, and uses a trigger part 2 5 0 to fire a spider in a pseudo manner. Next, the operation in which the player sets the aim is described.
- FIG. 2A is a diagram illustrating an example of a state in which the player 5 0 0 is not looking at the scope portion 2 2 0 and is not aiming
- FIG. 2B is a view in which the player 1 5 0 0 has the scope portion 2 2 0. It is a figure which shows an example of the state which has determined aiming.
- a proximity sensor unit 210 is provided at the upper part of the stock of the gun apparatus 200.
- a far-field image is displayed on the display unit 14 0 when the player 1 5 0 0 does not aim, and a table 1 when the player 1 5 0 0 is aiming.
- the game apparatus 100 is configured to display a foreground image in which the aiming position, which is a part aiming at the display unit 140, is enlarged.
- FIG. 3 is a diagram showing an example of a distant view image 140 in the present embodiment.
- FIG. 4 is a diagram showing an example of the foreground image 14 10 in the present embodiment.
- FIG. 5 is a schematic diagram when the player 5 0 0 looks at the scope 2 2 0 and looks at the display 1 4 0.
- Player 5 00 targets the gang that is the enemy in the image, but the third party does not know which gang the player 5 0 0 is aiming at.
- the near view image 1 4 1 0 is displayed on the display unit 1 4 0 by the player 5 0 0 aiming. More specifically, as shown in FIG. 4, the aiming position, which is a part of the distant view image 140 0 with the aiming set, and the surrounding image are enlarged and displayed as the foreground image 14 10.
- gang 8 2 0-1 where player 1 500 is the target is the aiming position.
- the room 8 1 0— 1 in the upper left part of the building 8 0 0 is enlarged and the gangs 8 2 0— 1 and 8 2 0— 2 are displayed.
- the display unit 1 4 0 displays the foreground image 1 4 1 0, so that not only the player 5 0 0 but also a third party who is looking at the display unit 1 4 0 can play the player 5 0 You can check where 0 is aiming and you can enjoy the game together with the player.
- the scope unit 220 is not provided with an image display unit or a lens, and has a simple structure in which the cross is aimed. As a result, it is not necessary to provide an image display unit for near view in the scope as in the conventional case, the device configuration of the entire game system can be simplified, and the manufacturing cost can be reduced.
- the player 5 0 0 is shown in the form shown in Figure 5.
- the foreground image 1 4 1 0 displayed on the display unit 1 4 0 is seen.
- the display unit 14 0 is always looking, and the foreground image 1 4 1 0 can be confirmed without gazing at the screen in the scope as in the past. This eliminates the need to move the viewpoint between the screen in the nearby scope and the screen of the game device that is slightly distant from each other. be able to.
- the proximity sensor unit 2 1 when the player 1 5 0 0 enters a predetermined distance range to the scope unit 2 2 0, the distant view image 1 4 1 0 to the foreground image 1 4 1 0 You can switch to Accordingly, since the screen transition can be performed in the same manner as the actual aiming operation, the player 500 can enjoy the game more realistically.
- FIG. 6 is a functional block diagram of game device 100 according to an example of the present embodiment.
- the game apparatus 100 includes a gun apparatus 200.
- the gun device 20 0 includes a proximity sensor unit 2 1 0 that detects whether the player 5 0 0 has entered a predetermined distance range up to the scope unit 2 2 0, a scope unit 2 2 0, and a support unit 2 8
- the direction specifying unit 2 4 0 to which the horizontal direction information (for example, count value) is input from 0 and the vertical direction information is input from the support unit 2 8 2 and the trigger part 2 5 0 are It is configured to include.
- the main body portion of the game apparatus 100 includes an aiming position detecting unit 110 that detects the aiming position based on signals from the direction specifying unit 2400 and the trigger unit 2550, and an image that generates a game image. Based on the signals from the generation unit 1 2 0 and the proximity sensor unit 2 1 0, the image generation unit 1 2 0 is instructed to select an image so that the distant view image 1 4 0 0 and the foreground image 1 4 1 0 are switched. And an image switching unit 130 which is an instruction means to perform.
- the game apparatus 100 includes a storage unit 1 5 0 that stores various types of information (programs and data), and a display unit 1 4 0 that displays an image generated by the image generation unit 1 2 0. It is comprised including.
- the game apparatus 100 is configured to be able to read information stored in the information storage medium 300, and predetermined storage information (program, module, etc.) is stored in the information storage medium 300. .
- the storage information is read into the storage unit 15 50, and the image generation unit 120, etc. stores the storage information in the storage unit 15 50.
- the function is realized by reading.
- the stored information is information for playing a game in which a player shoots using a gun device having a scope unit for aiming at a target displayed on the screen, and the distant view image or the distant view image
- a distant view instruction was issued based on the image switching unit 1 3 0 which is an instruction means for performing a selection instruction to display a close-up image with an enlarged aiming position as a part on the screen.
- a distant view image is generated, and when a foreground instruction is given, information for realizing the image generating unit 120 for generating the foreground image can be applied.
- the game apparatus 100 can realize the various functions described above.
- the stored information can include information for realizing the functions of the aiming position detection unit 110 and the like.
- the information stored in the information recording medium 300 may be (embodied) embodied in a carrier wave. That is, the game device 100 can implement the various functions described above by reading information from a predetermined host terminal or the like via a network, for example, instead of from the information storage medium 300.
- the game device 100 can implement the various functions described above by reading information from a predetermined host terminal or the like via a network, for example, instead of from the information storage medium 300.
- the proximity sensor unit 210 for example, not only a non-contact type sensor using light, sound wave, electricity, magnetism, etc., but also a mechanical contact type sensor can be applied.
- a cylindrical resin material can be applied.
- a general trigger can be applied.
- an IC or the like can be applied as the direction specifying unit 240.
- a gyroscope or a geomagnetic sensor can be applied.
- the display unit 140 for example, a display device such as CRT can be applied.
- the information storage medium 300 for example, a storage medium using laser, magnetism, or the like such as CD-ROM, DV-ROM, and IC card can be applied.
- aiming position detection unit 110 may be realized in software using a program or the like, or may be realized in hardware using a circuit or the like.
- the scope unit 2 2 0 of the gun apparatus 2 0 0 is provided with a dial-type magnification setting unit 2 3 0, and the player 5 0 0 rotates the dial of the magnification setting unit 2 3 0, thereby You can change the display magnification for a distant view image.
- Setting information from the magnification setting unit 2 3 0 is input to the image switching unit 1 3 0, and the setting information is transmitted to the image generation unit 1 2 0, so that an image of the display magnification is generated and the display unit Displayed as 1 4 0.
- the player since the player can enlarge / reduce the image at the magnification set by himself / herself, the player can play the game in an easy-to-play state.
- the present invention is applied to a ganshing game on a commercial game device 100, but the present invention can also be applied to a home game device.
- FIG. 7 is a perspective view of a game apparatus 100 according to another example of the present embodiment.
- the gun device 2 0 2 has substantially the same configuration as the gun device 2 0 0, but is not fixed by the support portions 2 80 and 2 8 2. Instead, the gun unit 20 2 receives the light 6 0 2 of the image from the TV unit 4 0 0 and converts it to an infrared signal and transmits it to the receiver 1 90 And a transmission unit 29.
- the receiving unit 190 is connected to the game device 1002 and is arranged on the TV device 400 that displays the game image.
- a signal 6 0 0 is transmitted from the transmitter 2 90 and received by the receiver 1 90.
- the signal 6 00 received by the receiving unit 1 90 is transmitted to the aiming position detecting unit 1 1 0 in the game apparatus 1 0 2.
- the aiming position detection unit 1 1 0 detects the aiming position by the scope unit 2 2 0 based on the signal 6 0 0.
- the aiming position can be detected by transmitting and receiving the signal 600.
- the gun device 20 2 is not fixed to the support portions 2 80 and 2 82, or when the gun device 2 0 2 and the game device 1 0 2 having the image generating means are separated, etc.
- the aiming position can be appropriately detected in the case of.
- the signal 6 0 in addition to infrared light, for example, a signal such as a laser beam or a radio wave can be applied.
- General transmission means and reception means corresponding to the type of signal can be applied.
- the gun unit 2 0 2 is not fixed to the support units 2 80 and 2 8 2
- the gun unit 2 0 2 and the game unit 1 0 2 are connected with a cable, and the light receiving unit 2 9 2 receives the light.
- the result is transmitted to the game apparatus 10 2 via the cable, and the game apparatus 1 0 detects the aiming position of the gun apparatus 2 0 2 based on the scanning information of the screen of the TV apparatus 4 0 0 and the light reception result. 2 can also be realized.
- a switch is provided instead of the proximity sensor part 2 1 0, and the player switches the distant view image and the foreground image by operating the switch. It is also possible.
- the remote control using the gun device 20 2 described in the second embodiment can be applied not only to the home game device 10 2 but also to a business game device.
- the proximity sensor unit 210 is provided at the upper part near the end of the stock of the gun unit 200 .
- the proximity sensor unit 210 is provided on the player side of the scope unit 220. It is also possible to provide it.
- the scope unit 2 20 is not provided with an image display unit or a lens and has a simple structure in which the crosshairs are cut off, a lens is attached to the scope unit 2 2 0.
- the screen may be enlarged and displayed at a predetermined magnification.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Closed-Circuit Television Systems (AREA)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US09/830,078 US6458034B1 (en) | 1999-08-27 | 2000-08-25 | Game system and computer-usable information |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP11/240881 | 1999-08-27 | ||
| JP24088199A JP2001062150A (ja) | 1999-08-27 | 1999-08-27 | ゲームシステムおよび情報記憶媒体 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2004101094A1 true WO2004101094A1 (ja) | 2004-11-25 |
Family
ID=17066098
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2000/005744 Ceased WO2004101094A1 (ja) | 1999-08-27 | 2000-08-25 | ゲームシステムおよびコンピュータ利用可能な情報 |
Country Status (3)
| Country | Link |
|---|---|
| US (1) | US6458034B1 (https=) |
| JP (1) | JP2001062150A (https=) |
| WO (1) | WO2004101094A1 (https=) |
Families Citing this family (15)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001252474A (ja) * | 2000-03-10 | 2001-09-18 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| KR20030039233A (ko) * | 2001-11-12 | 2003-05-17 | 김범 | 게임기의 스크린 상의 영상 배율 조절 장치 |
| JP3763776B2 (ja) * | 2001-12-03 | 2006-04-05 | 株式会社タイトー | ゲーム機 |
| JP2003334382A (ja) * | 2002-05-21 | 2003-11-25 | Sega Corp | ゲーム装置、画像処理装置及び画像処理方法 |
| US20070287132A1 (en) * | 2004-03-09 | 2007-12-13 | Lamons Jason W | System and method of simulating firing of immobilization weapons |
| TWM268089U (en) * | 2004-09-15 | 2005-06-21 | Zeroplus Technology Co Ltd | Light gun device |
| US7414983B2 (en) * | 2004-12-30 | 2008-08-19 | Motorola, Inc. | Methods for managing data transmissions between a mobile station and a serving station |
| US20110207089A1 (en) * | 2010-02-25 | 2011-08-25 | Lagettie David Alfred A | Firearm training systems and methods of using the same |
| CN101829428B (zh) * | 2010-04-14 | 2013-05-08 | 深圳市腾阳机电设备有限公司 | 电脑游戏磁动枪 |
| JP4951697B2 (ja) * | 2010-07-15 | 2012-06-13 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、その制御方法及び、コンピュータプログラム |
| JP4951696B2 (ja) * | 2010-07-15 | 2012-06-13 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、その制御方法及び、コンピュータプログラム |
| US8419541B2 (en) * | 2010-11-17 | 2013-04-16 | Sony Computer Entertainment Inc. | Smart shell to a game controller |
| JP2012222622A (ja) * | 2011-04-08 | 2012-11-12 | Toshiba Corp | 映像表示装置、映像表示方法 |
| TWM444868U (zh) * | 2012-07-20 | 2013-01-11 | Axpro Technology Inc | 遊戲用射擊器材之方向操控裝置 |
| KR101977234B1 (ko) * | 2017-12-07 | 2019-05-10 | 이국진 | 어안렌즈 카메라를 이용한 일체형 사격 시뮬레이션 시스템 |
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| JPS60262185A (ja) * | 1984-06-09 | 1985-12-25 | 日本無線株式会社 | 戦車シミユレ−タ用模擬視界装置 |
| JPH04259482A (ja) * | 1991-02-14 | 1992-09-16 | Taito Corp | 目標位置検出装置 |
| JPH05177059A (ja) * | 1991-12-28 | 1993-07-20 | Nintendo Co Ltd | 射撃ゲームシステムに用いられる銃装置 |
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| JPH08280937A (ja) * | 1995-04-17 | 1996-10-29 | Namco Ltd | 画像表示装置及びシューティング型ゲーム装置 |
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| US5213335A (en) * | 1990-04-23 | 1993-05-25 | Sega Enterprises, Ltd. | Optical device and beam gun device using this optical device |
| JP2831634B2 (ja) * | 1997-10-16 | 1998-12-02 | 株式会社大一商会 | 遊技機 |
| US6206783B1 (en) * | 1998-03-06 | 2001-03-27 | Namco Ltd. | Control input device and game system |
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2000
- 2000-08-25 US US09/830,078 patent/US6458034B1/en not_active Expired - Lifetime
- 2000-08-25 WO PCT/JP2000/005744 patent/WO2004101094A1/ja not_active Ceased
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| JPS60262185A (ja) * | 1984-06-09 | 1985-12-25 | 日本無線株式会社 | 戦車シミユレ−タ用模擬視界装置 |
| JPH04259482A (ja) * | 1991-02-14 | 1992-09-16 | Taito Corp | 目標位置検出装置 |
| JPH05177059A (ja) * | 1991-12-28 | 1993-07-20 | Nintendo Co Ltd | 射撃ゲームシステムに用いられる銃装置 |
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Also Published As
| Publication number | Publication date |
|---|---|
| US6458034B1 (en) | 2002-10-01 |
| JP2001062150A (ja) | 2001-03-13 |
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