WO2005107911A1 - エンターテインメント装置及びその動作方法 - Google Patents
エンターテインメント装置及びその動作方法 Download PDFInfo
- Publication number
- WO2005107911A1 WO2005107911A1 PCT/JP2005/008415 JP2005008415W WO2005107911A1 WO 2005107911 A1 WO2005107911 A1 WO 2005107911A1 JP 2005008415 W JP2005008415 W JP 2005008415W WO 2005107911 A1 WO2005107911 A1 WO 2005107911A1
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- WIPO (PCT)
- Prior art keywords
- entertainment
- operation mode
- predetermined
- game
- mode
- Prior art date
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Classifications
-
- 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
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
-
- 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
- A63F13/812—Ball games, e.g. soccer or baseball
-
- 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
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- 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
-
- 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
-
- 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
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
-
- 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
- A63F2300/1025—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 details of the interface with the game device, e.g. USB version detection
- A63F2300/1031—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 details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
-
- 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
- A63F2300/1087—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
-
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/204—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 characterised by details of the game platform the platform being a handheld device
-
- 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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
-
- 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
- A63F2300/8011—Ball
Definitions
- the present invention relates to an entertainment apparatus, and more particularly to an entertainment apparatus having a so-called “auto demonstration” mode that uses a display to demonstrate the contents of a game or the like.
- a demonstration game In a so-called arcade game arcade game device or the like, it is common to display a demonstration game automatically when there is no user to attract the user's interest and increase the frequency of use as much as possible. Such an operation mode is called “auto demonstration mode”, or more simply “auto demonstration”. Such devices distinguish between demonstrations and actual games. The game operation cannot be performed during the auto demonstration, and the actual game is started when a user who is interested in the auto demo performs some operation for starting the game.
- a bodily sensation game is a game in which a game is executed by moving the body, unlike a conventional electronic game. As a typical experience game, for example, it is displayed sequentially on the display.
- a dance game that takes steps in accordance with the instructions shown, a game that simulates the sliding on a snow slope by standing on a controller simulating a snowboard and controlling the inclination of the snowboard while balancing,
- a baseball game in which a ball thrown by a baseball pitcher on the display is repelled by swinging a bat-shaped controller.
- Such a game can be realized by realizing a function to entertain people by simulating the reality that is no longer just a game with a virtual reality.
- a controller that is similar to a tool used in the real world rather than a controller that is operated with a fingertip, or a controller that is specifically developed to detect the movement of a player's body is often used. If such a controller is in the immediate vicinity of the game device, passers-by will often be interested in the tool, and will be more interested in the game device.
- one of the objects of the present invention is to provide an entertainment apparatus and a method of operating the same that allow a user to easily try an entertainment process.
- Another object of the present invention is to provide an entertainment apparatus and a method of operating the same that allow a user to easily try an entertainment process even during execution of a demo display.
- Still another object of the present invention is to provide an operation mode in which, during execution of the demonstration display, the user can detect that the user is interested in the contents of the entertainment and can try the entertainment process. It is to provide an entertainment apparatus that can be transferred to the system and an operation method thereof.
- Another object of the present invention is that an entertainment device administrator can easily switch between a demonstration display and an operation mode in which a normal entertainment process can be performed. Entertainment device whose setting is not easy to switch And an operation method thereof.
- An entertainment apparatus is an entertainment apparatus for providing entertainment to a user by performing processing according to the operation of the user.
- An input device for receiving an operation input by a user, and a first operation mode for executing the process and a second operation mode for executing the demo process;
- the third operation mode for performing the entertainment process at the time of demonstration that allows the user to control the execution of the entertainment process is started.
- the entertainment device enters the third operation mode.
- execution of the process at the time of demonstration that allows the user to control the execution of the process is performed.
- the user can start the entertainment process immediately by operating the input device during the demonstration display. There is no need to run the normal entertainment process or make various settings to check the contents of the entertainment process.
- the entertainment device further shifts the operation mode of the entertainment device to the second operation mode in response to the input by the user being applied for a predetermined time. Including a device for.
- the entertainment apparatus If there is no input for a predetermined time in the third operation mode, the entertainment apparatus returns to the second operation mode. In the third mode of operation, the display of the entertainment device will return to the demonstration display without stopping, so the user's interest can be constantly attracted by the demonstration screen.
- the entertainment device further has a predetermined screen display mode for performing a predetermined screen display.
- the entertainment device may further include a transition control device for shifting the operation mode of the entertainment device to the second operation mode in response to the establishment of the predetermined condition in the predetermined screen display mode.
- a transition control device for shifting the operation mode of the entertainment device to the second operation mode in response to the establishment of the predetermined condition in the predetermined screen display mode.
- the transition control device may include a device for shifting the operation mode of the entertainment device to the second operation mode in response to an input by the user for a predetermined time. Oh ,.
- the screen is automatically moved to the execution screen of the demo process.
- the display of the execution screen of the demo process will attract the user's interest.
- the entertainment device further includes an instruction input device that receives a predetermined instruction input from a user, and a predetermined input device via the instruction input device in the second operation mode or the third operation mode. And an apparatus for shifting the operation mode of the entertainment apparatus to a predetermined screen display mode in response to receiving the instruction input.
- the screen moves to a predetermined screen display according to the instruction. This is effective when the user wants to know the contents displayed on the predetermined screen.
- the entertainment device shifts the operation mode of the entertainment device to a predetermined operation mode in response to the end of the execution of the entertainment process in the third operation mode. Further included.
- the transition control device includes a device for shifting the operation mode of the entertainment device to the second operation mode in response to completion of the execution of the entertainment process in the third operation mode.
- the transition control device may include a device for shifting the operation mode of the entertainment device to the head of the third operation mode in response to the end of the execution of the entertainment process in the third operation mode. Oh ,.
- the entertainment apparatus may further include a menu screen display mode for displaying a menu for performing a predetermined setting regarding execution of the entertainment process.
- the entertainment device may further include a device for shifting the operation mode of the entertainment device to the predetermined screen display mode in response to the input from the user for a predetermined time in the menu screen display mode.
- the demonstration display is not performed and the contents of the entertainment process cannot be presented to other users. Therefore, by shifting the operation mode to the predetermined screen display mode, the entertainment device can be operated in such a way that the user can easily understand the contents of the entertainment process.
- the entertainment device is further configured to display a predetermined combination of one or a plurality of entertainment processing demonstration video displays and one or a plurality of screen displays in a predetermined sequence in the second operation mode. Including equipment.
- the execution of the entertainment process in the third operation mode is such that the setting for performing the entertainment process in the first operation mode is fixed to a predetermined value.
- the setting may be selected according to a random number.
- the entertainment process can be started immediately as necessary to perform various settings in executing the entertainment process. Therefore, the user can understand the contents of the entertainment process in a shorter time.
- the setting is selected according to a random number
- the entertainment according to various settings can be performed every time the entertainment process is performed in the third mode, and the entertainment process can be emphasized. Furthermore, the user can easily understand the contents of the entertainment process.
- the input device may include a controller that can be operated by the user, a controller, and a receiving device for receiving an input signal corresponding to the movement of the controller.
- the operation mode is changed by detecting that the user has operated the controller, for example, if the controller is provided separately from the entertainment device itself, even if the user operates the controller casually, it is for demonstration purposes. Entertainment process will be started, and there is a high possibility that more users will be able to understand the contents of the entertainment process.
- the controller has an acceleration sensor, and input signals can be obtained from the output of this acceleration sensor.
- the acceleration of the controller is detected by an acceleration sensor and given to the entertainment device as an input signal. It can be determined by the acceleration that the user has operated the controller, and the demonstration entertainment process can be started immediately.
- Communication between the controller and the receiving device may be performed wirelessly.
- optical wireless communication and wireless radio wave communication can be used.
- the receiving device may include an imaging device and an information acquisition device for acquiring predetermined information regarding the movement of the controller based on the image of the controller imaged by the imaging device.
- the operation of the controller becomes easy, for example, in an entertainment process involving a large movement such as a sensation game. It is more likely that the user can understand the fun of entertainment processing more accurately.
- Communication between the controller and the receiving apparatus may be performed by wire.
- wired communication When wired communication is performed, the input is surely transmitted to the entertainment device as compared with the case of using wireless communication. In addition, the connection relationship between the controller and entertainment device is clarified.
- the entertainment device includes a cartridge mounting unit in which a cartridge storing a computer-readable program is removable, and a program execution circuit for executing the program stored in the cartridge mounted in the cartridge mounting unit.
- a cartridge storing a non-volatile storage device for storing electronic information and a predetermined program indicating a procedure for updating the contents of a predetermined address of the non-volatile storage device by a predetermined method is mounted on the cartridge mounting portion.
- a device for rewriting the content of the predetermined address of the nonvolatile storage device by reading the predetermined program of the cartridge force and executing the predetermined program Reads and reads the contents of the specified address of the non-volatile storage device
- a device for setting the operation mode of the entertainment device to either the first operation mode or the second operation mode according to the contents described In response to the power on, a device for rewriting the content of the predetermined address of the nonvolatile storage device by reading the predetermined program of the cartridge force and executing the predetermined program Reads and reads the contents of the specified address of the non-volatile storage device And a device for setting the operation mode of the entertainment device to either the first operation mode or the second operation mode according to the contents described.
- the operation mode of the entertainment device can be switched by rewriting the contents of the nonvolatile storage device using a dedicated cartridge. By switching the operation mode of the product for sale using this cartridge, it is possible to operate it for a store demonstration. It is no longer necessary to prepare separate products for sales and products for store demonstrations, and any store can conduct store demonstrations and promote the distribution of entertainment programs.
- the predetermined program updates the predetermined address to another code, and if the content of the predetermined address is another code, the predetermined code is changed to the predetermined address.
- the entertainment device may be operated so that it is written on.
- a method according to the second aspect of the present invention is an operation method of an entertainment apparatus for providing entertainment to a user in accordance with a user operation.
- This entertainment apparatus has a first operation mode in which normal processing is executed and a second operation mode in which demonstration processing is executed.
- This method accepts input from the user.
- an entertainment process at the time of demonstration that can be controlled by the user of the entertainment process in response to receiving a predetermined input by the user in the input step during the second operation mode.
- FIG. 1 is an external perspective view of an adapter and a cartridge in an embodiment of the present invention.
- FIG. 2 is an explanatory diagram of a first usage example of the adapter of FIG.
- FIG. 3 is a plan view of the racket type input device of FIG. 2.
- FIG. 4 is an exploded perspective view of a main body portion of the racket type input device of FIG.
- FIG. 5 is an explanatory diagram of usage example 2 of the adapter of FIG.
- FIG. 6 is a perspective view of the bowling ball type controller of FIG.
- FIG. 7 is a diagram showing an electrical configuration of the adapter of FIG.
- FIG. 8 is a diagram showing an electrical configuration of the cartridge of FIG.
- FIG. 9 is a block diagram of the high speed processor of FIG.
- FIG. 10 is a diagram showing an electrical configuration of the cartridge of FIG.
- FIG. 11 is a diagram showing an electrical configuration of the imaging unit in FIG.
- Fig. 12 is a timing chart showing an operation when capturing pixel data from the image sensor of Fig. 11 into the high speed processor.
- FIG. 13 is a diagram showing an electrical configuration of the racket type input device of FIG. 2.
- FIG. 14A is a waveform diagram of an output signal from output port 0 of the MCU (Micro Controller Unit) in FIG.
- B Waveform diagram of input signal from input port 0 of MCU.
- C It is explanatory drawing of the input determination by MCU.
- FIG. 15 is a transition diagram of operation modes of a tennis game program using the racket type input device of FIG.
- FIG. 16 is a diagram showing an example of a logo screen.
- FIG. 17 is a diagram showing an example of a CAUTION screen.
- FIG. 18 is a diagram showing an example of a title screen.
- FIG. 19 is a diagram showing an example of a demonstration screen with a try-me-mode.
- FIG. 20 is a diagram showing an example of a title screen with a try-me-mode.
- FIG. 21 is a diagram showing an example of a trial mode screen.
- FIG. 22 is a diagram showing an example of a menu screen.
- FIG. 23 is a diagram showing a screen displayed at the end of the game.
- FIG. 24 is a flowchart showing a processing flow of the tennis game system using the racket type input device of FIG. 2.
- FIG. 25 is a flowchart showing a processing flow of the tennis game system using the racket type input device of FIG. 2.
- FIG. 26 is a flowchart showing the flow of a bowling game process using the bowling ball type controller of FIG. 5.
- FIG. 27 is a flowchart showing the flow of a bowling game process using the bowling ball type controller of FIG. 5.
- FIG. 28 is a flowchart showing a flow of photographing processing in step S203 of FIG.
- FIG. 29 is another example of the controller.
- FIG. 30 is an external view of a ball paddle game device according to a second embodiment.
- FIG. 31 is a plan view showing an example of a ball paddle game device.
- FIG. 32 is an illustrative view showing one example of a ball paddle game screen.
- FIG. 33 is a block diagram showing a configuration of the game machine 72 shown in FIG.
- FIG. 34 is an external view showing the shape of a cartridge connector and a memory cartridge.
- FIG. 35 is an illustrative view showing shapes of a cartridge connector and a memory cartridge.
- FIG. 36 is an illustrative view showing a connection state of a high-speed processor, a built-in ROM (Read-Only Memory), and a memory cartridge ROM.
- FIG. 37 is an illustrative view showing a connection state of a high-speed processor, a built-in ROM and a memory cartridge ROM.
- FIG. 38 is an illustrative view showing a storage state of a program and data in a memory cartridge ROM and a built-in ROM of a ball paddle game device.
- FIG. 40 is a diagram showing transition of operation modes when a setting for performing a demo operation is made in the game device according to the second embodiment.
- FIG. 41 is a diagram showing an example of a title screen.
- FIG. 42 is a diagram showing an example of a title screen in the try-me mode.
- FIG. 43 is a diagram showing an example of an auto demo screen in a try “me” mode.
- FIG. 44 is a diagram showing a simple explanation screen displayed when the controller is operated on the auto demo screen in the try-me mode.
- FIG. 45 is a diagram showing an example of a menu screen for game setting, which is displayed on the game device set to perform normal operation.
- Adapter 4 Decorative plate, 9 Power switch, 10 Power lamp, 11 Reset switch, 12 AV (Audio—Visual) cable, 13 Cancel key, 14 Television receiver, 16 Power cable, 19 Infrared filter, 46 cartridge connector, 48 memory cartridge, 56 built-in ROM, 58 memory cartridge ROM, 65, 67, 518, 712, 726, 822, 824, 868, 880 board, 69 connector, 70 ball paddle game device, 72 game machine, 201, 508, 520 Shield member, 201, 401 CPU, 256 Infrared signal receiver circuit (IR receiver circuit), 402 Graphic processor, 403 Sound processor, 404 DMA (Direct Memory Access) controller, 405 First bus arbitration circuit, 406 2nd bus arbitration circuit, 407 internal memory, 412 external memory interface circuit, 418 1st bus, 419 2nd bus, 500, 600 cartridge, 52, 575 high-speed processor , 577 memory, 54a, 579 address bus, 54b, 581 data bus, 583
- FIG. 1 is an external perspective view of adapter 1 and cartridge 500 for realizing the entertainment device according to the first embodiment of the present invention.
- a power switch 9, a reset switch 11, and a power lamp 10 are provided on the left side of the front surface of the adapter 1, and an infrared filter 19 is provided on the right side of the front surface.
- the infrared filter 19 is a filter that substantially cuts light other than infrared rays and transmits only infrared rays.
- direction keys 17A to 17D are provided near the front edge of the surface of the adapter 1.
- a cancel key 13 is provided on the left side of the direction key 17A.
- An enter key 15 is provided on the right side of the direction key 17D.
- Direction keys 17A to 17D are collectively referred to as “direction keys 17”.
- the decorative plate 4 of the adapter 1 is provided so as to be movable up and down.
- the cartridge 500 is placed on the decorative plate 4 and pushed down, and the cartridge 500 is further slid to the front side, the cartridge 500 is attached to a connector (not shown).
- the cartridge 500 contains a high-speed processor and a memory, which will be described later.
- FIG. 2 is an explanatory diagram of a first usage example of the adapter 1 of FIG.
- one AV plug (not shown) of the AV cable 12 is inserted into the AV jack (not shown) of the adapter 1, and the other AV plug 22 is connected to the AV of the television receiver 14.
- Plug into jack 24 The plug (not shown) of the power cable 16 is inserted into the power jack (not shown) of the adapter 1, and the plug of the plug unit 18 is inserted into the outlet 20.
- the plug unit 18 includes a transformer, which reduces the voltage supplied from the outlet 20 to a certain voltage and supplies it to the adapter 1 from the power cable 16.
- the adapter 1 is placed on the upper surface of the television receiver 14.
- the controller is either the racket type input device 700 or the bat type input device 800 and the ball type input device 854.
- Racket type A strap 703 is attached to the bottom of the grip of the force device 700.
- a strap 801 is attached to the grip end of the bat type input device 800.
- a strap 803 is attached to the ball type input device 854.
- FIG. 3 is a plan view of the racket type input device 700 of FIG.
- FIG. 4 is an exploded perspective view of the main body of the racket type input device 700 of FIG.
- the racket type input device 700 includes an LED (Light Emitting Diode) 728, a lower housing 702, a rubber ring 718, a piezoelectric element 720, a rubber A ring 719, a sandwiching plate 724, a substrate 712, LED holders 714A and 714B, and infrared light emitting diodes 716A to 716D are included.
- LED Light Emitting Diode
- the infrared light emitting diodes 716C and 716D are not shown in the drawing because they are attached to the opposite surface of the substrate 712.
- the racket-type input device 700 further includes an operation switch 710, a substrate 726, an infrared light emitting diode 716E, a side cover 730A on which a screw cover portion 717 is formed, side surfaces 730B and 730C, a pseudo-ball hitting ball 706, Includes upper housing 704 and grip bar 732.
- the piezoelectric element 720 is sandwiched between the rubber ring 718 and the rubber ring 719, and is stored in a shallow cylindrical holder (not shown) formed on the inner surface of the lower housing 702, and the sandwiching plate 724 Insert with. Since the rubber rings 718 and 719 are pressed by the sandwiching plate 724, the piezoelectric element 720 is fixed in a state of being in close contact with the rubber rings 718 and 719. In this way, the piezoelectric element 720 is attached in parallel to the pseudo ball hitting surface.
- LED holders 714A and 714B are attached to the substrate 712. Each of the LED holders 714A and 714B is formed so that an infrared light emitting diode can be inserted from both sides of the lower housing 702 side and the upper housing 704 side. Infrared light emitting diode 716A is also fitted to LED holder 714A in the lower housing 702 side force, and infrared light emitting diode 716D is fitted from the upper housing 704 side. Similarly, the infrared light emitting diode 716B is fitted to the LED holder 714B in the lower housing 702 side force, and the infrared light emitting diode 716C is fitted from the upper housing 704 side.
- the operation switch 710 is attached to the.
- the board 712 to which they are attached is fixed to the upper housing 704.
- the infrared light emitting diode 716E is attached to the substrate 726.
- the substrate 726 to which the infrared light emitting diode 716E is attached is inserted into a holder 735 provided on the top of the upper housing 704.
- the pseudo hitting portion 706 and the side cover 730A are sandwiched between the upper housing 704 and the lower housing 7002.
- the side force of the upper housing 704 and the lower housing 702 is also screwed in and joined together to fix the pseudo hitting portion 706 and the side cover 730A.
- the side covers 730B and 730C are attached so as to cover the side surfaces of the upper housing 704 and the lower housing 702.
- the screw cover portion 717 covering the two locations is turned, and the surface force of the lower housing 702 also screws the screw into the upper housing 704.
- the presence of the side covers 730A to 730C and the grip cover 732 prevents the head of the screw from being exposed to the outside.
- the material of the side cover 730A and the grip cover 732 is, for example, non-phthalic acid salt vinyl. Therefore, both of these are relatively soft.
- the infrared light emitting diode 716E is attached to the device 700 so as to be exposed from the top of the racket type input device 700.
- the infrared light emitting diodes 716A and 716B are exposed from the surface of the lower housing 702.
- the infrared light emitting diodes 716C and 716D also expose the surface force of the upper housing 704.
- a transparent LED cover 728 is attached to cover them (see Figure 3 and Figure 4).
- FIG. 5 is an explanatory diagram of a usage example 2 of the adapter 1 of FIG. In Fig. 5, adapter 1 is placed on the floor.
- a bowling ball type controller 900 and a cartridge 600 are used.
- a strap 901 is attached to the bowling ball type controller 900.
- the connection of the power cable 16 and AV cable 12 is the same as in FIG. 2, and the description is not repeated here!
- FIG. 6A is a perspective view of the bowling ball type controller 900 of FIG.
- FIG. 6 (B) is a perspective view of the inner shell fixed inside the bowling ball type controller 900 of FIG. 6 (A).
- finger holes 906 A and 906 B and finger holes 908 A and 908 B are formed on the surface of the bowling ball type controller 900.
- This bowling ball type controller 900 includes an outer shell upper housing 902 in which finger holes 906A and 906B are formed, a lower housing 904 for outer shells, and a finger hole forming member 910 in which finger holes 908A and 908B are formed.
- the outer shell upper housing 902 and the outer shell lower housing 904 are translucent or transparent.
- the upper housing 902 for outer shell, the lower housing 904 for outer shell, and the finger hole forming member 910 The inner shell 910 and lower inner shell for inner shell shown in FIG.
- the inner shell consisting of side housing 916 is fixed.
- a retroreflective sheet RS is attached to the surface of the inner shell.
- finger holes 906A, 906B, and 908B of the bowling ball type controller 900 in FIG. 6 (A) are holes for inserting three fingers of the user's hand, that is, the middle finger, the ring finger, and the thumb, respectively. It is. On the other hand, even a user with a small hand (for example, a child) can easily use the bowling ball type controller 900 by inserting the finger holes 906A, 906B, and 908A into the middle finger, the ring finger, and the thumb, respectively.
- FIG. 7 is a diagram showing an electrical configuration of the adapter 1 of FIG. As shown in Fig. 72, this adapter 1 includes a connector 69 including 24 terminals T1 to T24, a reset switch 11 connected to the terminal ⁇ 4 via the line W1, and a terminal ⁇ 3 via the line W2. Receives the connected crystal oscillation circuit 252 and the power supply voltage V2, and receives terminals ⁇ 6, ⁇ 9, ⁇ via lines W3 to W7, respectively. 10.Receiving the key block 254 connected to T13 and T14 and the power supply voltage V2, the line Wcc
- Infrared signal receiver circuit IR receiver circuit 256 connected to terminal T17 via 8 and power supply voltage V 1 and connected to terminals T20 and T21 via lines W10 and W11, respectively
- Audio amplifier 258 with input and power supply voltage V 0, line W26, W2 cc
- Adapter 1 further includes a power jack 27 and an ACZDC converter for converting the AC voltage supplied from power jack 27 into a DC voltage and outputting power voltage V 0 on line W20.
- AV jack 25 video jack 3 IV, L channel audio jack 31 L and R channel audio jack 31R (video jack 3 IV, L channel audio jack 31L and R channel audio jack 31R Are collectively referred to as “stereo AV jack 31”).
- Adapter 1 is further connected to AC / DC converter 250 via line W20, to terminal T23 via line W9, to audio amplifier 258 via lines W12 and W13, and internally via line W26.
- Power supply switch 9 is provided for supplying and disconnecting power supply voltage V 0 to internal power supply voltage generation circuit 260 by disconnecting and connecting line W20 and line W26. Electric
- the source switch 9 also disconnects and connects predetermined line combinations in response to power on and off.
- the adapter 1 is covered with a shield member 201 that is grounded. Terminals T1, T2, T22, and T24 of connector 69 are grounded. An outline of the above configuration will be described.
- the AC voltage supplied from the power cable 16 (see FIGS. 2 and 5) is supplied to the AC / DC converter 250 via the power jack 27.
- the AC / DC converter 250 converts the supplied AC voltage into a DC voltage, and outputs this to the line W20 as the power supply voltage V0.
- Powerful video signal VD and audio signals AL2 and AR2 from lines W12 and W13 are output to lines W14, W15 and W16, respectively, and applied to AV jack 25. Therefore, the video signal VD and the audio signals AL2 and AR2 are given to the television receiver 14 via the AV cable 12 (see FIGS. 2 and 5), and the television receiver 14 receives them. A corresponding video is displayed, and sound is output from a speaker (not shown).
- the internal power supply voltage generation circuit 260 uses the power supply voltage V 0 supplied from the power switch 9 as a source.
- Supply voltage V 1 for example, 5.OV
- power supply voltage V 2 for example, 3.3V
- the audio amplifier 258 amplifies and amplifies the R channel audio signal AR1 from the line Wll connected to the terminal T21 and the L channel audio signal AL1 from the line W10 connected to the terminal T20.
- the later R channel audio signal AR2 and L channel audio signal AL2 are output to lines W13 and W12, respectively.
- the audio amplifier 258 is supplied with a power supply voltage V 1.
- Line W 9 for inputting video signal VD to power switch 9 is connected to terminal T 23 of connector 69.
- the IR receiving circuit 256 digitally demodulates the received digitally modulated infrared signal. Output to line W8. Line W8 is connected to terminal T17 of connector 69.
- the power supply voltage V 2 is supplied to the IR receiver circuit 256.
- the key block 254 includes a cancel key 13, direction keys 17A to 17D, and an enter key 15
- This shift register has each key 13, 17A ⁇
- the shift register receives a clock from the line W5 connected to the terminal T10, and receives a control signal from the line W4 connected to the terminal T9.
- the key block 254 is supplied with the power supply voltage V 2.
- the crystal oscillation circuit 252 oscillates a clock with a constant frequency (eg, 3.579545 MHz) and supplies it to the line W2.
- Line W2 is connected to terminal T3 of connector 69. Note that the power supply voltage V 1 is supplied to the crystal oscillation circuit 252.
- the reset switch 11 outputs a reset signal for resetting the system to the line W1 in response to a manual operation.
- Line W1 is connected to terminal T4 of connector 69.
- FIG. 8 shows the electrical configuration of the cartridge 500 of FIG. As shown in FIG. 8, cartridge 5 ⁇ 3 ⁇ 4, high memory 575, memory 577, tl tl to t24, ad, lesson 579, data node 581, amplitude setting circuit 583, capacitor 589, and resistors 586, 587, 588 ,including.
- the amplitude setting circuit 583 includes resistors 584 and 585.
- control signals for example, chip enable signal, output enable signal, write enable signal, etc.
- the memory 577 is used to input an address bus, a data nose, and a control signal (for example, a chip enable signal, an output enable signal, a write enable signal, etc.). Includes control signal input port.
- a control signal for example, a chip enable signal, an output enable signal, a write enable signal, etc.
- a control signal for example, a chip enable signal, an output enable signal, a write enable signal, etc.
- an arbitrary memory such as a ROM or a flash memory can be used.
- the control signal output port of the high speed processor 575 is connected to the control signal input port of the memory 577.
- the second address bus of the high speed processor 575 and the address bus of the memory 577 are connected to the address bus 579.
- the second data bus of the high speed processor 575 and the data bus of the memory 577 are connected to the data bus 581.
- the control signal output port of the high-speed processor 575 includes, for example, an OE output port that outputs an output enable signal, a CE output port that outputs a chip enable signal, a WE output port that outputs a write enable signal, and the like. Including.
- the control signal input port of the memory 577 is connected to, for example, the OE input port connected to the OE output port of the high-speed processor 575, the CE input port connected to the CE output port of the high-speed processor 575, and the WE output port of the high-speed processor 575. Includes connected WE input ports, etc.
- the memory 577 recognizes that it has been selected as an access destination, and responds to the address signal and output enable signal that are input almost simultaneously with the data. Output a signal.
- the address signal is input to the memory 577 via the address bus 579, and the data signal is input to the high speed processor 575 via the data bus 581.
- the memory 577 recognizes that it has been selected as the access destination, and responds to the address signal and write enable signal input almost simultaneously with the data signal. Is read and written.
- the address signal is input to the memory 577 via the address bus 579, and the data signal is input from the high speed processor 575 to the memory 577 via the data bus 581.
- terminals tl to t24 are connected one-to-one to the terminals T1 to T24 of the connector 69 of the adapter 1 when the cartridge 500 is attached to the adapter 1.
- Terminals tl, t2, t22, and t24 are grounded.
- Terminal t3 is connected to amplitude setting circuit 583.
- Terminal t4 is connected to the reset input ZRESET of the high speed processor 575.
- the power supply voltage V0 is supplied from the terminal t5. From terminals t7 and t8, power supply voltage V 1 is
- the power supply voltage V 2 is supplied from the terminals ti l and tl2. From terminals tl5, tl6
- Power supply voltage V 4 is supplied from terminals tl8 and tl9.
- the Terminals t6, t9, tlO, and tl 7 are the IZO ports I021 and I of the high-speed processor 575, respectively.
- the children t20 and t21 are connected to the audio outputs AL and AR of the high speed processor 575, respectively.
- Terminal t23 is connected to the video output VO of the high speed processor 575.
- One end of the resistor 584 of the amplitude setting circuit 583 is connected to the terminal t3, and the other end is connected to the clock input XT of the high-speed connector 575 and one end of the resistor 585.
- the other end of resistor 585 is grounded. That is, the amplitude setting circuit 583 is a resistance voltage dividing circuit.
- the clock SCLK1 oscillated by the crystal oscillation circuit 252 of the adapter 1 is input to the amplitude setting circuit 583 via the terminal t3.
- the amplitude setting circuit 583 generates a clock SCLK2 having an amplitude smaller than that of the clock SCLK1, and supplies it to the clock input XT. That is, the amplitude of the clock SCLK2 is set to a value determined by the ratio of the resistor 584 and the resistor 585.
- the power supply voltage V 2 is supplied to the analog circuit of the high-speed processor 575, and the power supply voltage V 3
- FIG. 9 is a block diagram of the high speed processor 575 of FIG.
- the high-speed processor 575 includes a central processing unit (CPU) 401, a graphic processor 402, a sound processor 403, a DMA controller 404, a first bus arbitration circuit 405, and a second bus arbitration.
- Circuit 406, internal memory 407, AZD converter (ADC) 408, I / O control circuit 409, timer circuit 410, DRRAM (dynamic random access memory) refresh control circuit 411, external memory interface circuit 412, clock A driver 413, a PLL (phase-locked loop) circuit 414, a low voltage detection circuit 415, a first bus 418, and a second bus 419 are included.
- the first bus 418 includes a first address bus and a first data bus.
- the second node 419 includes the second address bus and the second data bus of FIG.
- the node 590 includes the address bus 579 and the data bus 581 shown in FIG.
- CPU 401 performs various operations and controls the entire system in accordance with a program stored in memory (internal memory 407 or memory 577).
- CPU 401 includes first bus 418 and Bus master of the second bus 419. Each part connected to this bus can access resources connected to each bus.
- the graphic processor 402 is a bus master for the first bus 418 and the second bus 419.
- the graphic processor 402 generates a video signal VD based on data stored in the memory (the internal memory 407 or the memory 577) and outputs it from the video output VO.
- the graphic processor 402 is controlled by the CPU 401 through the first bus 418. Further, the graphic processor 402 has a function of generating an interrupt request signal 420 to the CPU 401.
- the video signal VD generated by the graphic processor 402 is, for example, a composite signal.
- the sound processor 403 is a bus master for the first bus 418 and the second bus 419.
- the sound processor 403 generates analog audio signals AL1 and AR1 based on the data stored in the memory (internal memory 407 or memory 577), and outputs audio outputs AL and AR.
- the sound processor 403 is controlled by the CPU 401 through the first bus 418.
- the sound processor 403 has a function of generating an interrupt request signal 420 to the CPU 401.
- the DMA controller 404 manages data transfer from the memory 577 to the internal memory 407.
- the DMA controller 404 has a function of generating an interrupt request signal 420 for the CPU 401 in order to notify the completion of data transfer.
- the DMA controller 404 is a bus master for the first bus 418 and the second bus 419.
- the DMA controller 404 is controlled by the CPU 401 through the first bus 418.
- the internal memory 407 includes necessary ones of mask ROM, SRAM (static random access memory), and DRAM (dynamic random access memory). When a DRAM is installed, an operation for holding the memory content called refresh is required periodically.
- the first bus arbitration circuit 405 receives the first bus use request signal from each bus master of the first bus 418, performs arbitration, and issues a first bus use permission signal to each bus master. Any bus master is permitted to access the first bus 418 by receiving the first bus use permission signal.
- the first bus use request signal and the first bus use permission signal This is shown as the first bus arbitration signal 422 in FIG.
- the second bus arbitration circuit 406 receives the second bus use request signal from each bus master of the second bus 419, performs arbitration, and issues a second bus use permission signal to each bus master. Any bus master is permitted to access the second bus 419 by receiving the second bus use permission signal.
- the second bus use request signal and the second bus use permission signal are shown as a second bus arbitration signal 423 in FIG.
- the input / output control circuit 409 performs communication with external input / output devices and external semiconductor elements via the IZO ports IO0 to IOn in FIG. Input / output signals from the IZO ports IO0 to IOn are read Z written from the CPU 401 via the first bus 418.
- the input / output control circuit 409 has a function of generating an interrupt request signal 420 to the CPU 401.
- the timer circuit 410 has a function of generating an interrupt request signal 420 for the CPU 401 based on a set time interval.
- the time interval and the like are set by the CPU 401 via the first bus 418.
- the ADC 408 converts the analog input signals input from the analog input ports AIN0 to AINk in FIG. 8 into digital signals. This digital signal is read by the CPU 401 via the first bus 418.
- the ADC 408 has a function of generating an interrupt request signal 420 for the CPU 401.
- the PLL circuit 414 generates a high-frequency clock signal obtained by multiplying the clock signal SCLK2 by the clock input XT power.
- the clock driver 413 amplifies the high-frequency clock signal received from the PLL circuit 414 to a signal strength sufficient to supply the clock signal 425 to each block.
- the low voltage detection circuit 415 monitors the power supply voltages V 2 and V 3, and
- the reset signal 426 of the PLL circuit 414 and the other system-wide reset signal 427 are issued.
- the external memory interface circuit 412 issues a function for connecting the second bus 419 to the bus 590 and a bus cycle length of the second bus by issuing a cycle end signal 428 of the second bus 419. Has a function of controlling.
- the external memory interface circuit 412 outputs the control signal of the memory 577 from the control signal output port.
- the DRAM refresh control circuit 411 unconditionally acquires the right to use the first bus 418 at regular intervals, and performs a DRAM refresh operation.
- the DRAM refresh control circuit 411 is provided when the internal memory 407 includes DRAM.
- FIG. 10 is a diagram showing an electrical configuration of the cartridge 600 of FIG. As shown in FIG. 10, this cartridge 600 is obtained by arranging an imaging unit 603 in the configuration of FIG. 8, and the other parts are the same as the cartridge 500. Therefore, detailed description of the cartridge 600 will not be repeated here.
- FIG. 11 is a diagram showing an electrical configuration of the imaging unit 603 of FIG.
- FIG. 12 is a timing chart showing an operation when the pixel data is taken into the high speed processor 575 from the image sensor 654 of FIG.
- the image sensor 654 is connected to the terminal t3, operates by the clock SCLK1 oscillated by the crystal oscillation circuit 252, and converts the pixel data D (X, Y) to analog. It is the type that outputs as a signal.
- Pixel data D (X, Y) is input to the analog input port AIN0 of the high speed processor 575.
- the analog input port AIN0 is connected to the ADC 408 in the high-speed processor 575, and thus the high-speed processor 575 acquires the pixel data converted from the ADC 408 into digital data therein.
- a reset signal RESET for resetting the image sensor 654 is output from the IZO port I08 of the high-speed processor 575 and is supplied to the image sensor 654.
- the image sensor 654 and the like output a pixel data strobe signal PDS and a frame status flag signal FSF, which are supplied to the IZO ports IO10 and I09 of the high-speed processor 575, respectively.
- the pixel data strobe signal PDS is a strobe signal as shown in Fig. 12 (B) for reading each pixel data D (X, Y) described above.
- the frame status flag signal F SF is a flag signal indicating the state of the image sensor 654, and defines the exposure period of the image sensor 654 as shown in FIG. That is, the low level shown in FIG. 12A of the frame status flag signal FSF indicates the exposure period, and the high level shown in FIG. Indicates the non-exposure period.
- the high speed processor 575 outputs a command (or command + data) set in the control register (not shown) of the image sensor 654 as register data from the IZO ports IO0 to IO6.
- the high speed processor 575 also outputs a register setting clock RCLK that repeats a high level and a low level, and supplies them to the image sensor 654.
- the four infrared light emitting diodes 614A to 614D are connected in parallel to each other.
- the infrared light emitting diodes 614A to 614D are turned on or off (not lit) by the LED driving circuit 690.
- the LED driving circuit 690 receives the above-described frame status flag signal FSF from the image sensor 654, and this flag signal FSF is given to the base of the PNP transistor 686 through a differentiation circuit 685 including a resistor 683 and a capacitor 684.
- a pull-up resistor 687 is further connected to the PNP transistor 686, and the base of the PNP transistor 686 is normally pulled up to a high level.
- the frame status signal FSF becomes low level
- the low level is input to the base via the differentiation circuit 685.
- the PNP transistor 686 is turned on only when the flag signal FSF is at a low level.
- the collector of the PNP transistor 686 is grounded via resistors 680 and 689.
- the connection point of collector resistors 680 and 689 is connected to the base of NPN transistor 681.
- the collector of this NPN transistor 681 is connected in common to the anodes of the infrared light emitting diodes 614A to 614D.
- the emitter of NPN transistor 681 is directly connected to the base of an additional NPN transistor 682.
- the collector of the NPN transistor 682 is commonly connected to the force swords of the respective infrared light emitting diodes 614A to 614D, and the emitter is grounded through the resistor 691.
- the LED control signal LEDC output from the I / O port 1013 of the high-speed processor 575 is active (high level), and the frame status flag signal FSF from the image sensor 654 is low.
- Infrared light emitting diodes 614A to 614D are lit only during the period.
- the LED drive circuit 690 emits infrared light only when the LED control signal LEDC in Fig. 12 (D) is active and the frame status flag signal FSF in Fig. 12 (A) is at the low level. Since the diode 15 is turned on, the infrared light emitting diodes 614A to 614D are turned on only during the exposure period of the image sensor 654 (see FIG. 12F). Therefore, useless power consumption can be suppressed.
- a piezoelectric element 720 constituting an acceleration sensor circuit 766 (described later) is fixed to the racket type input device 700.
- the piezoelectric element 720 has a ceramic plate attached to a metal plate and is used as an acceleration sensor. That is, it is well known that the ceramic plate of the piezoelectric element 720 is a piezoelectric ceramic, and when a stress is applied to the piezoelectric ceramic, the piezoelectric ceramic force also generates an electrical signal. Therefore, an electrical signal generated from the piezoelectric element 720 in accordance with the movement of the piezoelectric element 720, that is, the racket type input device 700 is taken out.
- a digital signal (hereinafter referred to as an “acceleration correlation digital signal”) or data correlated with acceleration is transmitted to the MCU 768 (described later). I try to capture it.
- FIG. 13 is a diagram showing an electrical configuration of the racket type input device 700 of FIG. Figure 14 (A) is the waveform diagram of the output signal from the output port 0 of the MCU768 in Figure 13
- Figure 14 (B) is the waveform diagram of the input signal from the input port 0 of the MCU 768
- Figure 14 (C) is FIG. 10 is an explanatory diagram of input determination by the MCU768.
- piezoelectric element 720 is included in acceleration sensor circuit 766.
- the MCU 768 is provided with an external oscillation circuit 767, and the MCU 768 operates in response to a clock signal from the oscillation circuit 767.
- MCU768 outputs a square wave signal from output port 0. The voltage is output and applied to the one electrode 720A of the piezoelectric element 720 through the resistor 791.
- the electrode 720A of the piezoelectric element 720 is grounded via a capacitor 792.
- the other electrode 720B of the piezoelectric element 720 is connected to the input port 0 of the MCU 768 through the resistor 793.
- the electrode 720B is also connected to a diode circuit 788 so that the voltage fluctuation range is within a certain range. Note that the two electrodes 720A and 720B of the piezoelectric element 720 are electrically separated by a resistor 790 having a relatively high resistance value.
- the input port 1 of the MCU768 is connected to the node between the resistor 769 and the resistor 770.
- the other end of the resistor 769 is connected to the power supply Vcc.
- the other end of the resistor 770 is connected to one end of the switch 771, and the other end of the switch 771 is grounded.
- switch 771 is disconnected, the potential of the node to which input port 1 is connected is equal to the potential of power supply Vcc.
- switch 771 conducts, a current flows from power supply Vcc to ground, and the potential at the node to which input port 1 is connected drops to a potential corresponding to the voltage division by resistors 769 and 770.
- the MCU 768 can determine whether or not the switch 771 is turned on by this potential change.
- the output port 1 of MCU768 is connected to the base of PNP transistor 773 through resistor 772.
- the emitter of transistor 773 is connected to the power supply Vcc, and the collector is connected to one end of resistors 774, 775, 776, 777, and 778.
- the other ends of these resistors 774, 775, 776, 777, and 778 are connected to the above-described infrared light emitting diodes 716a to 716e, respectively.
- the light emission of the infrared light emitting diodes 716a to 716e can be controlled by the output from the output port 1.
- the MCU 768 converts such a negative level fluctuation of the triangular wave signal into acceleration data. Then, the MCU 768 sets the value of the output port 1 in accordance with the acceleration data and controls the on / off of the transistor 773 to drive the infrared light emitting diodes 716A to 716E (infrared communication).
- the activation circuit 779 includes a current mirror circuit 799 and a capacitor 786.
- the resistors 784 and 785 are set to 1 ⁇
- the resistor 780 is set to 100k ⁇
- the resistor 781 is set to 1 ⁇ .
- the resistance values of the resistors 784 and 785 are set to large values.
- the resistance value of the resistor 781 is made larger than the resistance value of the resistor 780.
- the MCU 768 does not output a rectangular wave signal from the output port 0.
- the collector current of the PNP transistor 782 and the collector current of the PNP transistor 783 are the same value, and the resistance value of the resistor 780 is smaller than the resistance value of the resistor 781, so the potential of the collector terminal of the PNP transistor 782 is The value is smaller than the potential of the collector terminal of PNP transistor 783 (in the above example, 1Z10). For this reason, a low level voltage is applied to the input port 3 of the MCU 768. Therefore, the MCU 768 stops outputting the rectangular wave signal.
- the electrical configuration of the bat type input device 800 and the ball type input device 854 is a racket. This is similar to mold input device 700, and detailed description thereof will not be repeated here. However, the bat type input device 800 uses four infrared light emitting diodes. The ball-type input device 854 uses two infrared light emitting diodes.
- the adapter 1 When the television receiver 14 is used as part of a tennis game system, the following operations are performed. For example, as shown in FIG. 2, the adapter 1 is set, and a cartridge 500 containing a memory 577 (see FIG. 8) storing a program and data for realizing a tennis game system is mounted on the adapter 1. Then, the television receiver 14 is turned on, and the power switch 9 of the adapter 1 is turned on.
- the high speed processor 575 of the cartridge 500 displays a ball, a player character, a net character, a court character, and the like for simulating tennis on the television receiver 14.
- Video signal is generated and output to the video output VO.
- This video signal is given to the television receiver 14 via the terminal t23 of the cartridge 500, the terminal T23 of the adapter 1 and the AV jack 25.
- the television receiver 14 displays images of the ball, the player, the net, and the tennis court.
- the high speed processor 575 generates an audio signal for outputting music, sound effects and the like from the speaker of the television receiver 14 and outputs the audio signal to the audio outputs AL and AR.
- This audio signal is given to the television receiver 14 via the terminals t20 and t21 of the cartridge 500, the terminals T20 and T21 of the adapter 1, the audio amplifier 258, and the AV jack 25. Thereby, the speaker power music of the television receiver 14 is output.
- Infrared signal power corresponding to the acceleration correlation signal from the piezoelectric element 720 of the racket type input device 700 is transmitted from the infrared light emitting diodes 716 to 716E to the IR receiving circuit 256 of the adapter 1. Then, the IR receiving circuit 256 digitally demodulates the received infrared signal and outputs it to the terminal t17 of the cartridge 500 via the terminal T17.
- the high speed processor 575 inputs this signal from the IZO port 1016 and executes processing according to the program in the memory 577.
- the high-speed processor 575 When the racket type input device 700 detects an acceleration of a certain level or higher and receives an infrared signal corresponding to the detected acceleration, it is determined that there is an input by the player. Otherwise, it is determined that there is no operation (no input).
- the player actually swings the racket type input device 700 in real space in accordance with the movement timing of the ball displayed on the screen.
- the acceleration correlation signal from the high-speed processor 575 force piezoelectric element 720 is also detected by the infrared signal transmitted to the IR receiving circuit 256 as well as the infrared light emitting diodes 716A to 716E force.
- the high speed processor 575 further calculates the speed of the racket type input device 700 based on the acceleration correlation signal.
- the high speed processor 575 follows the timing when the racket-type input device 700 reaches a predetermined speed and the position of the ball on the screen. Move towards the other side of the court.
- FIG. 15 shows the transition of the operation mode of the tennis game system using the racket type input device 700 of FIG. 2 in the entertainment program executed by the adapter 1 according to the first embodiment.
- FIG. Referring to FIG. 15, when this entertainment program is activated (100), it first enters operation mode 102 for displaying the first logo screen.
- the logo screen is a screen that displays the logo of the manufacturer who developed this game program.
- Figure 16 shows an example of this screen.
- the title screen shows the contents of a game that can be played with this game program.
- Figure 18 shows an example of the title screen.
- the tennis game system will be described as an example as described above.
- the display mode is 108.
- the game screen 110 is displayed.
- the game there is a process of actually executing the tennis game using the racket type input device 700, and once the game starts, it does not return to other screens (for example, the title screen) unless the game ends.
- the screen while playing the game is called the playing screen.
- the mode 108 for displaying the game menu if there is no operation for 3 minutes, the display returns to the title screen display mode 106.
- FIGS. Figure 22 shows the menu screen for selecting the game play mode.
- FIG. 23 shows a screen displayed during the game (for example, after one tournament game ends). Of these screens, Fig. 23 is treated as the playing screen. In other words, when this screen is displayed, it does not change to another screen. If the user allows the game state to be saved or abandoned, V, or allowing the user to transition to another screen without waiting for the selection, the user can do! /, And processing. This is because there may be a case where it cannot be performed correctly.
- the other menu screens as shown in FIG. 22 are not treated as playing screens.
- one of the features of the entertainment system according to the present embodiment is the "Tri-Mi one" mode.
- auto demo mode if there is no operation by the user, a tennis game is automatically executed by the computer until a predetermined condition is satisfied (for example, after a predetermined time elapses or until one set of tennis is settled). The status is displayed on the screen. This is shown in Fig. 19. If the ENTER button on the main unit is pressed during execution of the auto demo, the operation mode returns to the title screen display mode 106.
- this auto demo screen it is preferable to execute the demo game by changing the above various settings.
- a coat The demonstration may be performed sequentially by changing the venue in order, such as a match on the lawn court, or a match on another court (eg indoor court) in the second demonstration.
- the opponent may be changed in turn for each demonstration site. This order can be pre-determined or randomly selected for each demo cycle.
- the swing is detected and the game is automatically started.
- adapter 1 has received a code corresponding to an acceleration of a certain acceleration or higher from racket type input device 700, or adapter 1 has received a code indicating the on / off state of the racket button. To switch from the auto demo mode to the trial mode described later.
- the message shown in the screen shown in Fig. 19 indicates that the game starts by shaking the racket. Is displayed.
- the game started in this way is no different from a normal game except that a play mode predetermined by the computer is selected as the play mode.
- the user can start the game immediately when the user sees the auto demo screen and performs some operation using the racket type input device 700. If it is a normal game, you can start the game only after making various selections such as selecting the play mode, selecting the game type, selecting the player name, etc., but it is the same as the normal game without such complicated procedures You can experience the game. Therefore, the user can immediately check and enjoy the contents of the game.
- the second logo screen display mode 114 is set.
- This second logo screen is the same as that displayed in the first logo screen display mode 106.
- both operating modes are different.
- the second CAUT Move on to ION screen display mode 116 is also the same as the first CAUTI ON screen.
- these operation modes are also different from each other.
- the title screen display operation mode 118 is entered.
- the screen displays a demo screen (see Figure 20) similar to that displayed in mode 106 for 30 seconds.
- the system automatically shifts to the trial mode 120 and starts the game.
- the screen shown in Fig. 20 is similar to that shown in Fig. 18, but the racket is shaken in the same way as in Fig. 19 to show the user that they can immediately transition from auto demo mode to trial mode. Displays a message that reveals that the game will start.
- FIG. 21 shows an example of the screen display when the game is executed in the trial mode. As shown in Fig. 21, in trial mode, a game similar to a normal game is executed, but a message indicating that it is in trial mode is displayed at the bottom of the screen.
- the trial mode game starts again from the beginning. If the ENTER button is pressed in the trial mode, the screen moves to the operation mode 106 for displaying the title screen. If no operation is performed for 30 seconds in the trial mode, the operation returns to the title screen display operation mode 118.
- an operation mode called “tri-me” mode is provided, and when the operation of the racket-type input device 700 by the user is detected during the demonstration, the trial mode is set and the normal operation is automatically performed. And start a similar game.
- various options for playing the game are pre-defined by the computer. As a result, the user can easily know the contents of the game without actually purchasing the game program. If the content of the game is interesting, the user can expect to purchase the game program immediately, which is preferred by both the user and the manufacturer of the program.
- FIG. 24 and 25 are flowcharts showing a processing flow of the tennis game system using the racket type input device 700 of FIG.
- the high speed processor 575 shown in FIG. 8 executes initialization processing in step S101. Specifically, the system and each variable are initialized. Further, the high speed processor 575 sets the operation mode to the logo screen display mode.
- the high speed processor 575 updates the video signal in step S102 to update the image displayed on the television receiver 14.
- this display image update is executed for each frame (television frame or video frame).
- step S300 the high speed processor 575 causes the operation shown in FIG. 15 based on the current operation mode, the input by the user, and the information on whether or not the input was input within a predetermined time.
- the next operation mode is selected and updated according to the mode transition.
- the high speed processor 575 selects the same operation mode as the current operation mode as the next operation mode.
- the high speed processor 575 determines whether the speech screen 1 process S302 (corresponding to the operation mode 102 in FIG. 15) or the CAUTION screen 1 process S304 (the operation mode 104 in FIG. 15) according to the operation mode thus selected. ), Title screen 1 processing S306 (corresponding to operation mode 106 in FIG. 15), game menu processing S308 (corresponding to operation mode 108 in FIG. 15), in-game processing S310 (corresponding to operation mode 110 in FIG. 15), Auto demo processing S312 (corresponding to operation mode 1 12 in Fig. 15), logo screen 2 processing S314 (corresponding to operation mode 114 in Fig. 15), CAUTION screen 2 processing S316 (corresponding to operation mode 116 in Fig.
- title screen 2 Select and execute the shear force of process S318 (corresponding to operation mode 118 in FIG. 15) and trial mode process S320 (corresponding to operation mode 120 in FIG. 15).
- S302, S304, S306, S314, S316, and S318 are similar to each other only with different display contents.
- the trial mode process performed in S320 the same process as the in-game process performed in S310 is executed. The details of the in-game process S310 will be described below.
- the high speed processor 575 executes a process according to the state (state).
- the first process is the play mode. Is a choice.
- the user operates the direction keys 17A to 17D of adapter 1 to select the one-player mode, the two-player mode, the singles mode, or the doubles mode, and the difficulty of the game. Set the degree.
- the high speed processor 575 executes pre-toss processing in step S104, and then executes toss processing in step S105. That is, if the operation switch 710 is pressed in the toss preprocessing, the process proceeds to toss processing. If the racket type input device 700 is not swung in the toss processing, the process returns to the toss preprocessing. If the racket type input device 700 is swung during the toss processing, then the routine proceeds to the rally processing at step S106. When the points are determined in the rally process, the process proceeds to the point process in the next step S107. Further, in the point processing, the mode selection (S103) or the pre-toss processing (S104) is returned depending on whether the point is a force satisfying the end condition.
- Such processing is executed in real time while the state is updated at each execution by repeatedly calling the in-game processing shown in FIG. 24 in video synchronization.
- the high speed processor 575 prepares a counter in order to determine whether or not there is an input at a predetermined time. And while executing these processes, the counter is incremented whenever there is any input by the user, and if there is an input, the counter is cleared. When this process is repeated and the counter exceeds the predetermined number, the operation mode is updated according to the mode transition shown in FIG.
- step S102 Thereafter, if there is an interruption by the video synchronization signal, the image update in step S102 is executed.
- the sound processing in step S108 is executed when a sound interrupt occurs, thereby outputting a sound effect such as music or a hitting sound.
- the high speed processor 575 receives the infrared signal (code) input from the IR receiving circuit 256 of the adapter 1 in step S109. The high speed processor 575 executes the process of FIG. 25 using this received code.
- the adapter 1 is set and a memory 577 (see FIG. 8) that stores programs and data for realizing the baseball game system is used. ) Is installed in adapter 1.
- the high-speed processor 575 When the television receiver 14 is turned on and the power switch 9 of the adapter 1 is turned on, the high-speed processor 575 generates a video signal and an audio signal according to the program in the memory 577, and the adapter 1 is turned on. Output to the television receiver 14.
- FIG. 5 H. Entertainment processing using the bowling ball type controller 900 of Fig. 5
- the adapter 1 is set, A cartridge 600 containing a memory 577 (see Fig. 10) that stores a program and data for realizing a bowling game system is attached to the adapter 1. Then, the television receiver 14 is turned on, and the power switch 9 of the adapter 1 is turned on.
- the high-speed processor 575 of the cartridge 600 generates a video signal for displaying a boring lane, a pin, and the like on the television receiver 14 and outputs it to the video output VO. .
- This video signal is given to the television receiver 14 via the terminal t23 of the cartridge 600, the terminal T23 of the adapter 1, and the AV jack 25.
- the television receiver 14 displays an image such as a boring lane.
- music, sound effects, etc. are output from the speaker power of the television receiver 14.
- the high-speed processor 575 intermittently switches the infrared light emitting diodes 614A to 614D in FIG.
- the position of the bowling ball type controller 900 is detected by analyzing or processing the image of the image sensor 654 when it is turned on and when it is turned on and off. Then, the movement of the bowling ball on the screen is controlled according to the position (coordinates) of the bowling ball type controller 900, thereby defeating zero or more pins.
- the reflective sheet RS force affixed to the inner shell of the boring ball controller 900 is irradiated with the infrared light emitted from the infrared light emitting diodes 614A to 614D. Reflects light. The reflected light from the reflection sheet RS is photographed by the image sensor 654, and therefore the image signal of the reflection sheet RS is output from the image sensor 654.
- the criterion for determining that there was an input is not limited to the pitching speed.
- the input is based on the moving direction, moving distance, acceleration, moving trajectory of the bowling ball controller 900, the area of the bowling ball controller 900 in the image, or a combination of any two or more of these. You may decide that it is hot!
- FIG. 26 and FIG. 27 are flowcharts showing the flow of the bowling game process using the bowling ball type controller 900 of FIG.
- the high speed processor 575 executes an initialization process in step S201. Specifically, the system and each variable are initialized. This initialization includes initial setting processing of the image sensor 654 in FIG.
- the high speed processor 575 updates the image displayed on the television receiver 14 by updating the video signal in step S202.
- this display image update is executed for each frame (television frame or video frame).
- step S203 the high speed processor 575 executes an imaging process. Thereafter, in step S400, the high speed processor 575 determines whether the high-speed processor 575 has the same operation mode transition diagram as that shown in FIG. 15 based on the information input by the player and whether or not the power is input within a predetermined time. The next operation mode is selected according to, and the operation mode is updated.
- step S420 the processing of the force ⁇ selected in the selected operation mode, or any of the forces from step S402 force to S420 is executed.
- the processing performed in these steps is the same as steps S302 to S320 shown in FIG. Therefore, only the in-game process performed in step S410 will be described here, and the description of the other steps will be omitted.
- the process executed in step S420 is the same as the in-game process in step S410 except that the play mode is fixed.
- high speed processor 575 executes processing according to the state.
- the first process is selection of the play mode.
- the player operates the direction keys 17A to 17D to select a mode such as a one-player mode or a two-player mode, and sets a difficulty level and the like.
- step S205 determines whether or not the pitching motion has been performed. If a pitching operation has been performed, then, in step S206, when the ball is moving on the lane, the trajectory of the ball is calculated and a collision determination process for the ball pin is executed. When the ball reaches the end of the lane, in step S207, a score calculation and a result determination process are executed as a result of the pin collision determination process in step S206.
- step S202 Thereafter, if there is an interrupt due to the video synchronization signal, the image update in step S202 is executed. Also, the sound processing in step S208 is executed when a sound interrupt occurs, and thereby outputs a sound effect such as music or a sound of rolling a bowling ball.
- FIG. 28 is a flowchart showing the flow of the shooting process in step S203 of FIG.
- the high speed processor 575 is connected to the stroboscope. Turn on the infrared light emitting diodes 614A to 614D for shooting. Specifically, the LED control signal shown in Fig. 12 is set to high level. Thereafter, in step S261, the high speed processor 575 sequentially captures pixel data D (X, Y) in accordance with the pixel data strobe signal PDS (see FIG. 12).
- step S262 pixel data D (X, Y) is stored, for example, in the working area of internal memory 407 as the acquired data at lighting.
- step S263 the high speed processor 575 turns off the infrared light emitting diodes 614A to 614D by setting the LED control signal to a low level or the like.
- step S264 the high speed processor 575 captures the pixel data D (X, Y) when the infrared light emitting diodes 614A to 614D are turned off!
- step S264 and in step S265, Store in the working area of internal memory 407 in the same way as S262.
- step S266 the high speed processor 575 calculates the difference between the pixel data D (X, Y) when the light is on and the pixel data D (X, Y) when the light is off, and obtains difference data (difference image). .
- the high speed processor 575 calculates the position information and pitching speed of the bowling ball type controller 900 based on the difference data.
- the high speed processor 575 determines whether or not there is an input from the player based on the calculated pitching speed. Accordingly, in FIG. 15, the transition from the auto demo mode 112 to the trial mode 120 is executed by an input by the player throwing the bowling ball type controller 900. On the other hand, when there is no such input, there is no operation.
- the high-speed processor 575 can eliminate noise caused by light other than the reflected light from the retroreflective sheet RS of the bowling ball type controller 900 as much as possible.
- the type controller 900 can be detected with high accuracy.
- the AV jack 25 (video signal output terminal and audio signal output terminal) of the adapter 1 is connected to the AV jack of the television receiver 14.
- the television receiver 14 is a computer (high-speed processor 5 75) can display video corresponding to the video signal generated and output audio corresponding to the audio signal generated by the computer (high-speed processor 575).
- the adapter 1 As described above, by using the adapter 1, a computer (high-speed processor 575) can be easily connected to the television receiver 14. Therefore, the television receiver 14 can be easily adapted to the purpose of the program stored in the memory 577 built in the cartridges 500 and 600. In addition, the television receiver 14 can be adapted to various purposes simply by replacing the cartridges 500 and 600 attached to the adapter 1.
- an object possessed by anyone with a high penetration rate such as the television receiver 14 can be easily connected to a computer (high-speed processor 575).
- the adapter 1 can contribute to the reduction of the user's economic burden.
- the user can easily use the computer (high-speed processor 575).
- the video signal and audio signal output from the computer (high-speed processor 575) to the adapter 1 are signals that can be displayed and output by the television receiver 14. Even if the computer (high-speed processor 575, memory 577) is upgraded or changed, it is not necessary to expand or change the function of adapter 1, and the user can continue to use the same adapter 1 . That is, even if the computer (high-speed processor 575, memory 577) is upgraded or changed, the user can use the adapter 1 as it is. Simply attach the cartridge 500, 600 containing the upgraded computer (high-speed processor 575, memory 5 77) to the adapter 1 without being aware of the expansion and modification of hardware and software. , It can be used as before. As a result, the convenience of the user can be improved and the economic burden can be reduced. As a result, the cartridges 500 and 600 can be widely spread.
- the adapter 1 of the present embodiment is configured such that the television receiver 14 inputs a video signal and an audio signal in a format that can be displayed and output. Any computer that can output these signals (high-speed processor 575) can be applied to adapter 1. Therefore, the hardware and software configuration of the computer (high-speed processor 575) built in the cartridges 500 and 600 are free to the designer and can be freely designed according to each purpose.
- the adapter 1 according to the present embodiment is a conventional par It is different from both the Sonar computer and the game device. As a result, it is possible to eliminate as much as possible the inconvenience of being restrained by the hardware and software power platforms mounted on the cartridges 500 and 600.
- the adapter 1 of the present embodiment is mounted with force cartridges 500 and 600 with a program according to a specific purpose. For this reason, it is not necessary to mount a hard disk like a personal computer module that requires versatility, and it is possible to suppress the ability required of a computer. As a result, the cost of the cartridges 500 and 600 attached to the adapter 1 can be kept lower than that of a personal computer module having versatility.
- the present invention is not limited to the above-described embodiment, and can be implemented in various modes without departing from the gist thereof. For example, the following modifications are possible. It is.
- the television receiver 14 is adapted to a tennis game system, a baseball game system, and a bowling game system using the adapter 1
- the television receiver 14 can be adapted to various other purposes by using the adapter 1 which is not limited to these examples.
- the adapter 1 can be adapted to various purposes such as various purposes in the education field, various purposes in the entertainment field, various purposes in the health field, various purposes in the financial field, various purposes in the medical field, and so on.
- the system using the adapter 1 is suitable for a system that simulates actual physical movement, such as a bodily sensation game.
- controller only a controller that can communicate with a game device wirelessly is not usable.
- a controller connected to the game device by wire may be used.
- controller 2000 that is operated only with fingers and fingers as shown in FIG. 29B can be used.
- infrared rays are used for wireless communication.
- the medium for wireless communication is not limited to infrared. A more general light or radio wave may be used as the medium.
- Use controllers that operate on many different principles, such as those that use signal conversion, those that use ultrasound and its detectors, those that detect temperature changes, and those that detect object distortion. Is possible.
- controllers are also conceivable.
- a gun-shaped controller that uses the principle of a light pen, a camera that detects the posture of the player and a controller that uses image recognition, an acceleration sensor that detects the acceleration of the rod part, and an encoder that detects the rotation of the reel.
- a fishing rod type controller combined with a ball, a ball type controller that detects an impact when the player kicks or hits, a drum type controller that detects that the player hits with a stick, and the player performs Instrument-type controller that detects the posture, so-called mole tapping and a specially configured controller such as a vinyl hammer that strikes it, detects changes in capacitance when the player touches it
- a controller with a function, a voice sensor (for example, a microphone) that detects the voice of the player, etc. are considered.
- mice can also use the input devices used in ordinary computers such as mice, electrostatic pads, and keyboards as controllers.
- a seat or mat type controller 1000 for detecting the position of the player's foot as shown in FIG. 29A may be used.
- Four step areas ST1, ST2, ST3, and ST4 are formed on the surface of the mat type controller 1000.
- foot switches SW1, SW2, SW3 and SW4 are provided corresponding to the step areas ST1, ST2, ST3 and ST4.
- the mat-type controller 1000 includes a circuit box 1001 at one end, and various circuits for transmitting on / off information of the foot switches SW1 to SW4 to the adapter 1 are incorporated.
- a sensor other than the controller may be used to detect that the user is interested in the game.
- a sensor using a photo interrupter is provided near the position where the controller is placed, and it is detected that the user has approached the game device. You may make it transfer to trial mode.
- the setting of the game in the trial mode is not limited to a fixed one, and may be determined by a random number. As a result, a variation occurs in the game in the trial mode, and it becomes easy to attract the user's interest.
- FIG. 30 shows the appearance of the ball paddling game apparatus 70 according to the present embodiment and its usage.
- FIG. 31 is a plan view of a game machine 72 constituting the ball paddle game apparatus 70.
- FIG. 33 shows a circuit configuration of the game machine 72.
- ball paddle game apparatus 70 includes a game machine (main body) 72.
- a game machine (main body) 72 As with the adapter 1 according to the first embodiment, one AV plug 74 of the AV cable 12 is inserted into the AV jacks 42, 44L, 44R of the game machine 72, and the other AV plug 22 is connected to the television receiver 14. Plug into AV jack 24. Further, the plug (not shown) of the power cable 16 is inserted into the power jack (not shown) of the game machine 72, and the plug of the plug unit 18 is inserted into the outlet 20. Also in this embodiment, the plug unit 18 is provided with a transformer, and the voltage supplied from the outlet 20 is lowered to a constant voltage, and the power cable 16 is also supplied to the game machine 72.
- the game machine 72 can be operated by a battery.
- the game machine 72 has a housing made of plastic, for example, and a cartridge connector 46 shown in FIG. 34 is provided on the back side surface of the housing, and the memory cartridge 48 is detachably attached to the cartridge connector 46.
- a power switch 76 is provided on the right side surface of the housing, and a start key (decision button) 78 and a music selection key 80 are provided on the rear upper surface of the housing.
- the start key 78 is operated when starting the game.
- the music selection key 80 is used to select the middle power of a song that is registered in advance in the game machine 72 and stored in the memory cartridge 48 when playing a game according to music as described later.
- the front side of the housing of the game machine 72 is inclined slightly downward, and a plurality of (four in this embodiment) paddle keys 82A, 82B, 82C and 82D forces are arranged at appropriate intervals on the inclined surface. .
- the ball paddle game device 70 displays a game screen as shown in FIG. 32 on the television monitor. A plurality (four in this embodiment) of ball movement paths A, B, C, and D are formed in the game screen. A ball figure (hereinafter simply referred to as “ball”) 84 moves on each of the movement paths A—D. In the present embodiment, the display is such that the ball 84 falls. The fall of the ball 84 follows a certain pattern.
- balls 84 fall sequentially in any one of the four rows, or balls fall simultaneously in two or more rows.
- paddle figures hereinafter simply referred to as “paddles” 86A, 86B, 86C, and 86D forces are arranged in a horizontal row to receive the falling ball 84 in each movement path. Displayed.
- the ball paddle game device 70 when the game player selects a song with the music selection key 80, music is played, and the ball 84 falls in a pattern that matches the rhythm of the music and the tempo.
- the game player operates paddle keys 82A-82D shown in FIG. 31 to successfully hit ball 84 with paddles 86A-86D.
- the ball 84 bounces back to the paddle 86A-86D and is launched upward. If the timing of operating the paddle key 82A-82D is delayed and it fails to hit the ball 84 by the paddle 86A-86D, in this embodiment, the ball 84 falls down and disappears under the paddle 86A-86D. .
- the life display section 90 in the game information display section 88 is reduced by one life and one of the life figures is erased. Life is the number of games that a game player can try.
- game machine 72 includes a processor 52 housed inside the housing. Any type of processor can be used as the processor 52. However, in this embodiment, the processor 575 in FIG. 8 is used as the processor 52.
- a system bus 54 is connected to the processor 52.
- the system bus 54 is provided with a built-in ROM 56 and a memory provided on a substrate (not shown) housed inside the housing together with the processor 52.
- An external ROM 58 contained in the cartridge 48 is coupled.
- the processor 52 can access these ROMs 56 and 58 through the system bus 54, from which video data (eg, ball graphics 84 and paddle graphics 86A-86D) can be accessed. Image data) and music data (score data for musical instrument performance).
- the external bus of the processor 52 corresponds to the second bus 419 in FIG.
- FIGS. 34 and 35 The connector shapes of the cartridge connector 46 and the memory cartridge 48 of the game machine 72 are shown in FIGS. 34 and 35, the substrate 48B is fixed to the lower housing 48A of the memory cartridge 48, and a plurality of cartridge side terminals 48C, 48C,... Are formed on the surface of the substrate 48B in the width direction. Is done. Of these, the two cartridge-side terminals 481C and 482C located at one end in the width direction of the substrate 48B are connected to each other to form the switch SW11.
- the cartridge connector 46 on the game machine 72 side is formed with a horizontally long insertion portion 46A for inserting the tip of the lower housing 48A and the board 48B, and the inside of the insertion portion 46A extends in the width direction.
- a plurality of connector side terminals 46B, 46B,... are formed. As shown in FIG. 35, each connector-side terminal 46B is in close contact with the upper housing 46C at an appropriate position in the length direction, and is fixed at this position.
- the connector terminal 46B is bent by the upper housing 46C as it is directed toward the insertion portion 46A, and again bent toward the upper housing 46C.
- a plurality of rectangular openings are formed in the width direction above the insertion part 46A, and the force at the one end of each connector-side terminal 46B is also exposed.
- a metal piece is provided at an appropriate position in the center in the width direction so as to straddle the two openings, and this metal piece forms the switch SW12.
- the two connector side terminals 463B and 464B that also expose these two opening forces are electrically connected by the switch SW12 when no external force is applied.
- each connector side terminal 46B is lifted by the lower housing 48A and the board 48B, and each cartridge side terminal on the board 48B.
- Connector side terminal 461B and 462B contacts the switch SWll, which causes the connector side terminals 461B and 462B to be short-circuited.
- the connector side terminals 463B and 464B are separated from the switch SW12, thereby opening the connector side terminals 463B and 464B. Note that the force at which the cartridge side terminals 483C and 484C come into contact with the connector side terminals 463B and 464B is open, and the connector side terminals 463B and 464B are not short-circuited.
- the OE output port of the high-speed processor 52 is connected to the OE input ports of the internal ROM 56 and the external ROM 58 (when the cartridge is installed), and the CE output port of the high-speed processor 52 is Connected to connector side terminals 463B and 461B.
- the CE input port of the built-in ROM 56 is connected to the connector side terminal 464B.
- the CE input port of the external ROM58 (when the cartridge is installed) is connected to the connector side terminal 462B.
- the system bus 54 includes an address bus 54A and a data bus 54B, and the high-speed processor 52, the internal ROM 56 and the external ROM 58 are connected to each other by the two buses 54A and 54B.
- the external address bus and the external data bus of the processor 52 correspond to the second address bus and the second data bus in FIG. 8, respectively.
- the internal ROM 56 of the game machine 72 and the external ROM 58 of the memory cartridge 48 store programs and data as shown in FIG. Referring to FIG. 38, the program and data storage states in internal ROM 56 and external ROM 58 will be described.
- the ROM 58 stores a ball paddle game program 58A, image data 58B, and music data 58C.
- the ball paddle game program 58A is started. Processing such as system initial control, sequence and game rule control, video display control, and music playback control are performed.
- the image data 58B includes song selection screen data and additional background screen data
- the music data 58C includes score data including a ball appearance pattern and additional sound source data.
- the ROM 56 stores a ball paddle game program 56A, image data 56B, and music data 56C.
- Ball paddle game program 56A memory cartridge 48 This program is executed when the is not installed, and includes processing such as startup and system initialization, sequence and game rule control, video display control, and music playback control.
- the image data 56B and the music data 56C are data used when the ball paddle game program 56A is processed.
- Image data 56B includes title screen data, song selection screen data, ball and paddle image data, frame and icon data, etc.
- Music data 56C includes sheet music (including ball appearance pattern) and basic sound source data. It is. Therefore, even when the memory cartridge 48 is not attached to the game machine 72, the game can be enjoyed with limited music and ball appearance patterns.
- the dedicated demo mode switching memory cartridge 110 is used to switch the game machine 72 between the two operation modes of the demo-dedicated operation mode and the normal operation mode.
- the demo mode switching memory cartridge 110 stores a demo mode switching program 110A as shown in FIG.
- the memory cartridge 110 for switching the demo mode can be mounted on the game machine 72 as with the memory cartridge 48.
- the operation mode of the ball paddle game device 70 is not set instead of starting the game. A process for switching between the demo-dedicated operation mode and the normal operation mode is performed.
- EEPROM 52 electrically erasable ROM
- processor 52 checks the contents of a predetermined area of the EEPROM 96 at the time of startup, and starts in the demo-only mode if a predetermined code is recorded there, and in the normal operation mode if it is not recorded. To do. The difference between the demo-dedicated mode and the normal operation mode will be described later. Note that setting and resetting of a specific area of the EEPROM 96 cannot be performed using a normal game memory cartridge 48. Further, in other areas of the EEPROM 96, game scores and the like are stored in addition to the above-described specific codes.
- the high-speed processor 52 outputs the chip enable signal CE from the CE output port, outputs the address signal through the address bus 54A, and outputs enable from the OE output port. Output a signal.
- Built-in ROM56 and external RO Each M58 recognizes that it has been selected as the access destination when it receives the chip enable signal CE at the CE input port, and responds to the address signal and output enable signal input almost simultaneously with this data signal. Is output. Data signals are provided to high speed processor 52 through data bus 54B.
- the destination of the chip enable signal output from the high-speed processor 52 is changed depending on whether the memory cartridge 48 is not installed or not, so that the memory cartridge 48 is attached or detached. Accordingly, each program stored in the built-in ROM 56 and the memory cartridge ROM 58 can be appropriately activated. In addition, if an update program or correction program for data or programs stored in the built-in ROM 56 is prepared in the memory cartridge ROM 58, this update program or correction program is executed when the memory cartridge 48 is mounted, and output video or output audio is output. Can be changed. The same applies when the demo mode switching memory cartridge 110 is installed.
- the demo mode switching memory power cartridge 110 is attached to the game machine 72 to switch between the normal operation mode and the demo mode.
- the demo mode switching program 110A (see FIG. 38) stored in the demo mode switching memory cartridge 110 is executed by the processor 52, and as a result, the memory shown in FIG.
- the contents of the specified area of EEPROM 96 shown are rewritten. Specifically, if the contents of this area are blank, predetermined data is written to this area, and conversely, predetermined data is written to this area. Then it can be rewritten to blank.
- the processor 52 checks the contents of this area of the EEPROM 96 at start-up and performs normal operation if it is blank, but starts in demo mode if predetermined data has been written.
- Fig. 39 shows the transition of the operation mode in the normal operation.
- the system is activated (120). If the above area is blank, the normal operation mode is set.
- An example of the opening screen is shown in Fig. 41. In this state, when 30 seconds elapses, the operation mode 124 performs normal auto demonstration, and when the predetermined time elapses or any button operation is performed, the screen returns to the opening screen display mode 122 again.
- game machine 72 performs an operation mode transition as shown in FIG. Referring to FIG. 40, the system starts first (120), and when predetermined data is written in a predetermined area of EEPROM 96, an opening screen display mode 130 is set. Here, a screen similar to that displayed in operation mode 122 of FIG. 39 is displayed. Here, however, the operation of the start key 78 has nothing to do with the operation of the device. Therefore, unlike FIG. 41, a screen that does not contain the text “Please press the start key!” Is displayed. However, it is possible to display this character string here as well, and to move to the normal menu display when the start key 78 is pressed.
- demo operation mode 132 When there is no input in operation mode 130 and 30 seconds elapse, demo operation mode 132 is set. This demonstration operation mode is the same as the try 'me' mode described in the first embodiment.
- Figure 43 shows an example of the display screen in this operation mode. In the example shown in Fig. 43, the demo game is automatically played by the processor 52, the progress is displayed on the screen, and the message "Please press the paddle key” is displayed, indicating that the game can be started immediately. .
- the opening screen display mode 140 is set. Here, the opening screen as shown in FIG. 42 is displayed. In Fig. 42, the message "Please press the paddle key" indicates that the game can be executed immediately.
- the operation mode 140 is the same as the “try-me” mode in the first embodiment, and when the paddle key is pressed in this state, the screen is shifted to the explanation screen 134 and then the game is started. When 30 seconds elapses while the opening screen is displayed, the display returns to the demo operation mode 132.
- the display screen display mode 134 is displayed.
- An example of the screen displayed at this time is shown in FIG. In this example, very simple rules are displayed, and you can choose to play the game immediately or display the game menu screen.
- the game execution mode 136 is entered and the game can be played. However, the options (music to be played, difficulty level, etc.) at this time are either preset or randomly selected.
- the game menu screen display mode 138 is displayed, and a normal menu screen as shown in FIG. 45 is displayed. If the start key is pressed here, the game execution mode 136 is entered.
- the operation of the ball paddle game apparatus 70 is switched between the normal operation and the demo-dedicated mode using the demonstration mode switching memory cartridge 110. Can do. There is no need to prepare a dedicated demonstration device at the store. In the demo-only mode, a trial 'me' mode and a trial mode are provided so that the user can immediately enjoy the actual game during the demonstration. Since it is possible to know the contents of the game without having to take complicated steps to play the game, there is less risk that the user will purchase something that does not suit his taste when deciding which game to purchase.
- the demonstration mode switching memory cartridge 110 can do. There is no need to prepare a dedicated demonstration device at the store. In the demo-only mode, a trial 'me' mode and a trial mode are provided so that the user can immediately enjoy the actual game during the demonstration. Since it is possible to know the contents of the game without having to take complicated steps to play the game, there is less risk that the user will purchase something that does not suit his taste when deciding which game to purchase.
- switching between the normal operation mode and the demonstration operation mode is not limited to the method using the switching cartridge described above.
- the specific input / output of the processor is set to the noise level so that it becomes a demo operation mode. Also good. Also, try to enter the demo mode only when you turn on the power while holding down a specific button.
- an example of simulating an actual game such as a tennis game is given as entertainment.
- the entertainment system of the present invention can also be applied to what can be experienced in practice, such as the ball paddle game in the second embodiment.
- the entertainment system is subject to various other matters, such as travel on various lands, climbing sports, airplanes, racing cars, locomotives, ship operations, etc. Can think.
- the present invention can be used in an industry for building and using a system for providing various entertainments to users.
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PCT/JP2005/008415 WO2005107911A1 (ja) | 2004-05-11 | 2005-05-09 | エンターテインメント装置及びその動作方法 |
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TW (1) | TW200609024A (zh) |
WO (1) | WO2005107911A1 (zh) |
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JP2007296078A (ja) * | 2006-04-28 | 2007-11-15 | Nintendo Co Ltd | ゲーム装置およびゲームプログラム |
JP2009112829A (ja) * | 2006-05-04 | 2009-05-28 | Sony Computer Entertainment America Inc | 1つ以上の視覚、音響、慣性およびミックスデータに基づく入力にギアリング効果を与える方法ならびに装置 |
JP2009177382A (ja) * | 2008-01-23 | 2009-08-06 | Konica Minolta Business Technologies Inc | 画像形成装置 |
US8310656B2 (en) | 2006-09-28 | 2012-11-13 | Sony Computer Entertainment America Llc | Mapping movements of a hand-held controller to the two-dimensional image plane of a display screen |
US8313380B2 (en) | 2002-07-27 | 2012-11-20 | Sony Computer Entertainment America Llc | Scheme for translating movements of a hand-held controller into inputs for a system |
US8758132B2 (en) | 2003-09-15 | 2014-06-24 | Sony Computer Entertainment Inc. | Methods and systems for enabling depth and direction detection when interfacing with a computer program |
US8781151B2 (en) | 2006-09-28 | 2014-07-15 | Sony Computer Entertainment Inc. | Object detection using video input combined with tilt angle information |
US8797260B2 (en) | 2002-07-27 | 2014-08-05 | Sony Computer Entertainment Inc. | Inertially trackable hand-held controller |
US8840470B2 (en) | 2008-02-27 | 2014-09-23 | Sony Computer Entertainment America Llc | Methods for capturing depth data of a scene and applying computer actions |
US8961313B2 (en) | 2009-05-29 | 2015-02-24 | Sony Computer Entertainment America Llc | Multi-positional three-dimensional controller |
US9393487B2 (en) | 2002-07-27 | 2016-07-19 | Sony Interactive Entertainment Inc. | Method for mapping movements of a hand-held controller to game commands |
US9474968B2 (en) | 2002-07-27 | 2016-10-25 | Sony Interactive Entertainment America Llc | Method and system for applying gearing effects to visual tracking |
US9573056B2 (en) | 2005-10-26 | 2017-02-21 | Sony Interactive Entertainment Inc. | Expandable control device via hardware attachment |
JP2017505659A (ja) * | 2014-01-21 | 2017-02-23 | ブラウン ゲーエムベーハー | 身だしなみ器具 |
US9682319B2 (en) | 2002-07-31 | 2017-06-20 | Sony Interactive Entertainment Inc. | Combiner method for altering game gearing |
US10099147B2 (en) | 2004-08-19 | 2018-10-16 | Sony Interactive Entertainment Inc. | Using a portable device to interface with a video game rendered on a main display |
US10220302B2 (en) | 2002-07-27 | 2019-03-05 | Sony Interactive Entertainment Inc. | Method and apparatus for tracking three-dimensional movements of an object using a depth sensing camera |
US10279254B2 (en) | 2005-10-26 | 2019-05-07 | Sony Interactive Entertainment Inc. | Controller having visually trackable object for interfacing with a gaming system |
USRE48417E1 (en) | 2006-09-28 | 2021-02-02 | Sony Interactive Entertainment Inc. | Object direction using video input combined with tilt angle information |
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TWI404552B (zh) * | 2009-05-13 | 2013-08-11 | 氣流律動導引裝置 | |
JP6144496B2 (ja) * | 2013-01-28 | 2017-06-07 | 株式会社タイトー | ゲーム装置 |
JP2018146840A (ja) * | 2017-03-07 | 2018-09-20 | オンキヨー株式会社 | 電子機器、方法、プログラム、及び、コンピュータ読み取り可能な記録媒体 |
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US9682320B2 (en) | 2002-07-22 | 2017-06-20 | Sony Interactive Entertainment Inc. | Inertially trackable hand-held controller |
US10099130B2 (en) | 2002-07-27 | 2018-10-16 | Sony Interactive Entertainment America Llc | Method and system for applying gearing effects to visual tracking |
US8797260B2 (en) | 2002-07-27 | 2014-08-05 | Sony Computer Entertainment Inc. | Inertially trackable hand-held controller |
US9381424B2 (en) | 2002-07-27 | 2016-07-05 | Sony Interactive Entertainment America Llc | Scheme for translating movements of a hand-held controller into inputs for a system |
US9393487B2 (en) | 2002-07-27 | 2016-07-19 | Sony Interactive Entertainment Inc. | Method for mapping movements of a hand-held controller to game commands |
US8313380B2 (en) | 2002-07-27 | 2012-11-20 | Sony Computer Entertainment America Llc | Scheme for translating movements of a hand-held controller into inputs for a system |
US10220302B2 (en) | 2002-07-27 | 2019-03-05 | Sony Interactive Entertainment Inc. | Method and apparatus for tracking three-dimensional movements of an object using a depth sensing camera |
US10406433B2 (en) | 2002-07-27 | 2019-09-10 | Sony Interactive Entertainment America Llc | Method and system for applying gearing effects to visual tracking |
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US10099147B2 (en) | 2004-08-19 | 2018-10-16 | Sony Interactive Entertainment Inc. | Using a portable device to interface with a video game rendered on a main display |
US10279254B2 (en) | 2005-10-26 | 2019-05-07 | Sony Interactive Entertainment Inc. | Controller having visually trackable object for interfacing with a gaming system |
US9573056B2 (en) | 2005-10-26 | 2017-02-21 | Sony Interactive Entertainment Inc. | Expandable control device via hardware attachment |
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US8781151B2 (en) | 2006-09-28 | 2014-07-15 | Sony Computer Entertainment Inc. | Object detection using video input combined with tilt angle information |
USRE48417E1 (en) | 2006-09-28 | 2021-02-02 | Sony Interactive Entertainment Inc. | Object direction using video input combined with tilt angle information |
US8310656B2 (en) | 2006-09-28 | 2012-11-13 | Sony Computer Entertainment America Llc | Mapping movements of a hand-held controller to the two-dimensional image plane of a display screen |
JP2009177382A (ja) * | 2008-01-23 | 2009-08-06 | Konica Minolta Business Technologies Inc | 画像形成装置 |
US8840470B2 (en) | 2008-02-27 | 2014-09-23 | Sony Computer Entertainment America Llc | Methods for capturing depth data of a scene and applying computer actions |
US8961313B2 (en) | 2009-05-29 | 2015-02-24 | Sony Computer Entertainment America Llc | Multi-positional three-dimensional controller |
JP2017505659A (ja) * | 2014-01-21 | 2017-02-23 | ブラウン ゲーエムベーハー | 身だしなみ器具 |
Also Published As
Publication number | Publication date |
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TW200609024A (en) | 2006-03-16 |
JPWO2005107911A1 (ja) | 2008-03-21 |
JP4779070B2 (ja) | 2011-09-21 |
JP2011045780A (ja) | 2011-03-10 |
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