WO2005120659A1 - ゲーム装置 - Google Patents
ゲーム装置 Download PDFInfo
- Publication number
- WO2005120659A1 WO2005120659A1 PCT/JP2005/010813 JP2005010813W WO2005120659A1 WO 2005120659 A1 WO2005120659 A1 WO 2005120659A1 JP 2005010813 W JP2005010813 W JP 2005010813W WO 2005120659 A1 WO2005120659 A1 WO 2005120659A1
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- WIPO (PCT)
- Prior art keywords
- game
- moving body
- screen
- moving
- display mode
- Prior art date
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- 230000008859 change Effects 0.000 claims abstract description 46
- 238000000034 method Methods 0.000 claims description 19
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- 238000010586 diagram Methods 0.000 description 15
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- 230000008569 process Effects 0.000 description 12
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Classifications
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- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
-
- 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
-
- 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
- A63F13/25—Output arrangements for video game devices
-
- 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/0002—Training appliances or apparatus for special sports for baseball
- A63B2069/0004—Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects
- A63B2069/0008—Training appliances or apparatus for special sports for baseball specially adapted for particular training aspects for batting
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- 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
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- 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
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
Definitions
- the present invention relates to a game apparatus that applies a moving object to a target displayed on the screen by changing the movement direction of the moving object displayed on the screen, and a moving object such as a ball displayed on the screen.
- the present invention relates to a moving body motion direction determination method for determining a motion direction and a game device program.
- Patent Document 1 Japanese Patent Laid-Open No. 9-47534
- Patent Document 2 Japanese Patent Laid-Open No. 2001-62018
- Patent Document 3 Japanese Unexamined Patent Publication No. 2000-210402
- Patent Document 4 Japanese Patent Laid-Open No. 2000-350800
- An object of the present invention is to provide a game device that hits one or more targets displayed on a screen with a moving body such as a ball displayed on the screen.
- Another object of the present invention is to provide a hit-type game device that can increase the interest of game players in games.
- Another object of the present invention is to provide an unprecedented target-type game device that can stimulate a game player's willingness to capture a game and further increase interest in the game. There is to be.
- Another object of the present invention is to provide a moving body motion direction determination method and a game apparatus program suitable for use in a hit type game apparatus that has not been hitherto. Means for solving the problem
- the present invention is based on an input from an input device operated by a game player, and is displayed on the screen by changing the moving direction of the moving object displayed on the screen by the image display means.
- the moving direction of the moving body is changed based on the operation timing of the input device.
- the operation timing is, for example, if the input device is a game controller equipped with a switch as an input operation unit, the timing force of pressing the switch is the operation timing, and a game tool imitating a bat or golf club is used.
- the timing of the swing of the game tool is the operation timing.
- the movement direction (movement direction, flight direction) of the moving moving object applied to the target is changed based on the operation timing of the input device. It is possible to change the moving direction of the moving body with the same movement feeling as hitting or kicking the incoming ball (moving body) and moving the ball (moving body) to the target position. Therefore, in the game device, the moving object can be applied to the target in the same manner as when the ball (moving object) is actually hit or kicked. Therefore, according to the game device of the present invention, the interest of the game player in the game can be increased, and an unprecedented hit type game device can be provided.
- target display means for displaying one or more targets that hit a moving object on the screen and an operation for determining the operation timing of the input device operated by the game player.
- Timing determining means, and moving body movement direction changing means for changing the movement direction of the moving body upon receiving a change command while moving the moving body and moving the moving body.
- the operation timing determining means outputs a change command to the moving body operation direction changing means based on the determined operation timing.
- a hit judging means for judging whether the moving body hits one or more targets is determined. It is preferable to provide in. In such a case, a function for displaying one or more targets on the screen according to one display mode selected from a plurality of display modes having different mode change conditions and display modes, and the selected display mode
- the target display means may be configured to have a function of selecting the next display mode from a plurality of display modes if it is determined from the determination result of the hit determination means that the mode change condition is satisfied! /,
- the method for selecting when the target display means selects one display mode from a plurality of display modes is arbitrary.
- a display mode can be selected from a plurality of display modes in a predetermined order, or a display mode can be selected randomly from a plurality of display modes, or a display mode can be selected according to predetermined conditions. May be.
- the mode change condition means a condition necessary for selecting one display mode from a plurality of display modes and changing the display mode used in the game.
- the mode change condition is the number of times the moving object is applied to the target, the number of points acquired by applying the moving object to the target, or the moving object is applied to one or more specific targets.
- the display mode display mode refers to the number of targets to be displayed on the screen, target shape, points shown on the target, target position, target movement until the mode change condition is satisfied. These are various display patterns configured by combinations of presence and absence. Therefore, if the display mode changes, the point, position, etc. will change.
- the display mode of the display mode is arbitrary, and is not limited to the display mode of the embodiments described below.
- the fun of the game device changes depending on the display mode of the display mode. Therefore, when preparing a plurality of display modes, the interest of the game player in the game can be further increased.
- the display modes of the plurality of display modes are determined so that the number of one or more targets displayed on the screen decreases as the order of selection becomes later. In this way, since the probability of hitting the moving object to the target is lowered, it is possible to increase the pleasure of the game player to capture the game.
- the mode change conditions for a plurality of display modes are set so that the conditions are more severe as the order of selection becomes later. This way, the number and status of targets Even if it is the same, in order to change the display mode, it is necessary to apply the moving object to more targets, or to apply the moving object only to a specific target within a limited time. It will be necessary to satisfy difficult conditions such as becoming non-existent. Therefore, it is possible to stimulate the game player's willingness to capture the game and further increase the interest of the game player in the game.
- one or more targets may be moved in at least one display mode of the plurality of display modes.
- the target moves, it is necessary to change the moving direction of the moving body by predicting the destination of the target, so that the game becomes more difficult, and the game player's willingness to attack the game can be further stimulated.
- An input device comprises a game tool that is operated in a three-dimensional space by a game player, and an operation signal generating means that detects the operation of the game tool in the three-dimensional space and outputs an operation signal corresponding to the detected operation.
- the operation timing determination means may determine the operation timing based on the generation timing of the operation signal!
- a simulated sports game equipment simulating sports equipment such as a bat and a racket, or a game equipment of a wearing type used as a substitute for shoes or hands attached to the legs of the player. Can do. Of course, other game equipment may be prepared.
- the configuration and location of the operation signal generating means are arbitrary.
- the operation signal generating means may be housed in the game machine body, and the input device may be configured by arranging a light reflecting material that actively reflects light on the game equipment.
- the operation signal generating means includes a light emitting element that emits light toward the three-dimensional space in which the game tool operates, and a light receiving element that receives the reflected light emitted from the light emitting element and reflected by the light reflecting material. It becomes a structure equipped with. In this case, an operation signal is generated by the output of the light receiving element. It is.
- the present invention also grasps as a method of changing the moving direction of a moving body in a game device that determines the moving direction of the moving body displayed on the screen and places the moving body on one or more targets displayed on the screen. Can do. Even in the case of grasping the present invention as described above, it is possible to determine the operation timing of the input device operated by the game player, and to change the moving direction of the moving body based on at least the determined operation timing. Is unchanged.
- the present invention can also be understood as a game device program that puts a computer into an execution state.
- the game device program according to the present invention has a function of determining an operation timing of an input device operated by a game player, and a function of changing an operation direction of a moving body moving based on at least the determined operation timing. Make it happen on a computer.
- FIG. 1 is a diagram showing a scene of usage of an embodiment in which the present invention is applied to a sensation type game device.
- FIG. 2 is a perspective view of a game machine body used in the embodiment.
- FIG. 3 is a cross-sectional view of the game machine main body of FIG. 2 with most of the internal mechanisms omitted.
- FIG. 4 is a block diagram showing in block form the main components used in the present embodiment in terms of function, among the circuits housed inside the game machine body.
- FIG. 5 is a block diagram showing a configuration of function realizing means having various functions realized in the game processor, and a diagram showing a relationship between the light emitting element, the light receiving element, and the game tool.
- FIG. 6 is a flowchart of an example of an algorithm used when the operation timing determination means is realized using a computer.
- FIG. 7 is a flowchart showing an algorithm of a program used when the present invention is applied to a target game device.
- FIG. 8 is a diagram showing an initial screen used in the target game device.
- FIG. 9 is a diagram showing an example of a display mode in the first display mode used in the target game device.
- FIG. 10 is a diagram showing an example of a display mode in the second display mode.
- FIG. 11 is a diagram showing an example of a display mode in the third display mode.
- FIG. 12 is a diagram showing an example of a display mode in the fourth display mode.
- FIG. 13 is a diagram showing an example of a display mode in the fifth display mode.
- FIG. 14 is a diagram showing an example of a display mode in the sixth display mode.
- FIG. 1 shows a game machine body 1 with a switch omitted, directly connected to a TV 5 via a cord 3, and a game tool 9 imitating a bat operated (swinged) by a game player 7 is a part of an input device.
- FIG. 3 is a diagram showing a scene of a usage situation of an embodiment in which the present invention is applied to a so-called sensation type game device used as a part.
- FIG. 2 shows a perspective view of the game machine main body 1 used in this embodiment.
- FIG. 3 shows a cross-sectional view of the game machine body 1 in which most of the internal mechanism is not shown.
- the game machine body 1 includes an exterior case 15 configured by combining an upper case half part 11 and a lower case half part 13 which are divided into two in the vertical direction. Inside the exterior case 15, a circuit including a microcomputer as a main component is disposed.
- Four push button switches 17 to 23 are arranged on the surface of the upper case half 11 so as to be able to be pressed.
- a slide type power switch 25 is arranged in the region 12 of the upper case half 11 surrounded by the four push button switches 17 to 23.
- These push button switches 17 to 23 are operated when making selections necessary for the progress of the game, such as game type selection, pitcher selection, and ball type selection. Furthermore, in the region 12 of the upper case half 11, ten through holes 27 to 36 forming a set of two are formed. Each of the through holes 27 and 28, the through holes 29 and 30, the through holes 31 and 32, the through holes 33 and 34, and the through holes 35 and 36 constitute one set. A light emitting element 39 is disposed inside the through holes 27, 29, 31, 33, and 35, and is received inside the through holes 28, 30, 32, 34, and 36. An optical element 41 is arranged.
- this game apparatus since this game apparatus is used as a baseball experience game apparatus, actually, only the light emitting element 39 and the light receiving element 41 disposed inside the through holes 27 and 28 and the through holes 29 and 30 are used. Will be used to detect the movement (motion timing) of the game tool 9.
- the light receiving element 41 is disposed at a position lower than the light emitting element 39 (position closer to the lower case half 13).
- the vertical length of the through holes 28, 30, 32, 34 and 36 in which the light receiving element 41 is accommodated is the vertical length of the through holes 27, 29, 31, 33 and 35 in which the light emitting element 39 is accommodated. It is longer than the length of the direction.
- the light receiving element 41 if the light receiving element 41 is positioned too high (when placed at the same level as or higher than the light receiving element 39), the light emitting element reflected by the game tool 9 39 This is because the light receiving element 41 receives light other than the light from the light, and the signal output from the light receiving element 41 contains a lot of noise, which causes false detection.
- the preferred vertical distance (up and down direction) between the light receiving element 41 and the light emitting element 39 is the height of the pass band through which the game tool 9 on the game machine body 1 passes, the amount of light emitted from the light emitting element 39,
- the emission angle range of the light emitted from the light emitting element 39 is arranged at the bottom of the through holes 28, 30, 32, 34 and 36.
- Light receiving angle range of the light receiving element 41 (angle range in which the reflected light reflected from the game tool 9 can be received through the through holes 27, 29, 31, 33 and 35), a light reflecting material provided on the game tool 9 It depends on various conditions such as reflectance. Therefore, this distance belongs to the range of design matters.
- FIG. 4 is a block diagram showing the main components used in the present embodiment in terms of functions, among the circuits housed inside the game machine body 1. Note that the power supply circuit of the light emitting element 39 is not shown.
- a game processor 43 having the internal memory 42 that records information obtained from the signal power output from the light receiving element 41
- a game processor 43 developed exclusively for the game device can be used.
- An example of such a game processor (including a microcomputer) 43 is known in Japanese Patent No. 3467382.
- the external memory 45 stores a program necessary for operating the game processor 43.
- the game processor 43 includes a circuit for processing a video signal and an audio signal. Therefore, the output of the game processor 43 is output to the television as it is.
- the circuit may be configured without using such a game processor 43.
- FIG. 5 is a block diagram showing a configuration of a function realizing means having various functions realized in the game processor 43, and a diagram showing a relationship between the light emitting element 39, the light receiving element 41, and the game tool 9. It is.
- the function realization means shown in FIG. 5 includes an operation signal generation means 47, an operation timing determination means 49, a screen display means 50, a moving body operation direction change means 51, a hit determination means 53, and a target display means. 55, mode information storage means 56 included in the target display means 55, and point calculation means 57.
- the screen display means 50 has all the functions necessary for display on the screen with functions that other means do not have.
- the motion signal generating means 47 includes two light emitting elements 39, 39 that emit light L 1 by force toward the three-dimensional space S in which the game tool 9 operates, and the game tool 9 emitted from the light emitting element 39. It comprises two light receiving elements 41, 41 that receive the reflected light L2 reflected by the light reflecting material provided on the surface of the light receiving element. In FIG. 5, for ease of understanding, the light L1 and the reflected light L2 are depicted as parallel light beams for convenience. As described above, in the present embodiment, one light emitting element 39 and one light receiving element 41 are used as a pair. When the game tool 9 passes over the game machine body 1, the two light receiving elements 41, 41 output two light receiving signals with a time difference.
- the operation signal generating means 47 Based on the two received light signals, the operation signal generating means 47 generates an operation signal including information related to the operation of the game tool 9 (information related to the timing at which the game tool 9 is shaken and the operation speed of the game tool). By knowing the time interval between the two received light signals, the moving speed of the game tool 9 can be known. In addition, when two light receiving signals are input after a predetermined time interval, or when only one light receiving signal is input within a predetermined time interval, it is determined that there is a swing delay of the game equipment 9. it can. In addition, it is possible to know the operation timing and moving speed when the game tool 9 is swung from the generation timing and generation interval of the two received light signals.
- the operation timing determination means 49 is used when the game tool 9 is shaken based on the operation signal.
- the timing is determined as the operation timing when the input device is operated, and a change command is output to the moving body operation direction changing means 51 based on the operation timing.
- FIG. 6 shows an example of a flowchart of an algorithm used when the operation timing determination means 49 is realized using a computer.
- Step ST2 in this example is the details of the steps ST1 and ST2 of the program used in the actual target game which will be described later with reference to FIG.
- the pitcher throws the ball (moving body) while the game is in progress the number of balls (remaining pitches) is reduced and the operation timing is determined based on this point (step ST2 ).
- the movement status of the ball is displayed so that the ball approaches the game player side.
- the operation timing is determined based on the motion signal (step ST23). . If the operation timing has advanced with respect to the predetermined reference timing, a change command for moving (flighting) the ball (moving body) in the left direction is output (steps ST24, ST25), and the reference timing If the operation timing is later than that, a change command to move (fly) the ball in the light direction is output (step ST26, ST27), otherwise, the reference timing and the operation timing are inconsistent.
- step ST28 a change command to move (fly) the ball in the direction of hitting the pitcher is output (step ST28). Note the amount of advance or delay amount of the operation timing with respect to the reference timing, the moving angle that the direction (flying direction) ie reference base for the ball is determined (step ST25, ST27) 0 These steps are, in FIG. 5
- the operation timing judging means 49 is realized using a computer. In this example, in step ST29, it is determined whether or not the ball hits the target (target). This determination is performed by the hit determination means 53 in FIG. The movement of the ball on the screen is displayed by the moving body movement direction changing means 51 shown in FIG.
- Moving body motion direction changing means 51 is a video that displays the power ball as if it is moving toward the game player side on the screen when the pitcher throws the ball (moving body). Output the signal to TV 5.
- the moving body motion direction changing means 51 receives the above change command from the operation timing determination device 49 while the ball is moving, The video signal is output to the TV 5 in which the ball movement direction is changed according to the change command (the direction in which the hit ball flies is changed).
- the speed of the ball and the type of ball can also be changed according to a predetermined program.
- the hit judging means 53 judges whether or not the ball (moving body) has hit the target based on the command signal obtained from the operation timing judging means 49 and the target position information obtained from the target display means 55. Is called.
- the target display means 55 shown in FIG. 5 has a function of displaying one or more targets that hit the ball (moving body) on the screen.
- the target display means 55 includes a function for displaying one or more targets on the screen according to one display mode selected in order from a plurality of display modes having different mode change conditions and display modes, and the selected display mode. When the mode change condition is satisfied, the next display mode is selected from a plurality of display modes. Therefore, the target display means 55 incorporates mode information storage means 56 for storing information on a plurality of display modes having mode change conditions and display modes. Further, in this embodiment, a point calculating means 57 for calculating points based on the determination result of the hit determining means 53 is provided. The point calculation means 57 can arbitrarily determine how points are calculated.
- the mode change condition means a condition necessary for arbitrarily selecting one display mode from a plurality of display modes and changing the display mode used in the game. For example, the number of times the ball has been hit by the target, the number of points earned by hitting the ball to the target, and the ability to hit the ball against one or more specific targets.
- the display mode display mode is a combination of the number of targets to be displayed on the screen, target shape, points shown on the target, target position, presence / absence of target movement, etc. until the mode change condition is satisfied. Are various display patterns. Therefore, when the display mode changes, the point, position, etc. will change.
- the display mode in the display mode is arbitrary.
- FIG. 7 is a flowchart showing an algorithm of a program used when the present invention is applied to a target game device.
- Figure 8 shows the initial screen used in this hitting game machine.
- the screen 61 there are 8 panels on the baseball mound.
- the four targets T1 to T8 are arranged side by side on both sides of the pitcher 63.
- a target holding frame 65 that holds four targets ⁇ 1 to ⁇ 4
- a target holding frame 67 that holds four targets ⁇ 5 to ⁇ 8 are shown.
- a plurality of targets ⁇ 1 to ⁇ 8 on the screen 61 are displayed based on the video signal from the target display means 55 in FIG.
- a number of ball images 68 corresponding to the number of pitches remaining by the pitcher are shown on the lower left area in the left batter box as directed on the screen on the screen 61. Since Fig. 8 shows the initial screen, the remaining pitcher pitch is shown as 10 balls.
- a bat image 69 which is a simulated image of the game tool 9 is shown. The bat image 69 indicates to the image display means 50 that the game tool 9 has correctly operated (the game tool 9 has passed over a predetermined band on the game machine body 1 or an operation signal has been output).
- the bat image 69 moves to the position of the bat indicated by the broken line, and displays that the game player has operated the game tool 9 correctly.
- the position force at which the game player is swinging the game tool 9 that is a part of the input device.
- the detection area of the swing detector comprising the light emitting element 39 and the light receiving element 41 shown in FIGS. It is possible to know whether it is within or not. Therefore, if the bat image does not move even though the game player swings the game tool 9 within a predetermined time after the pitcher 63 throws the ball, the game player 9 is informed that the swing position of the game tool 9 is bad. I can inform you. Looking at this display, the game player changes the position of the game machine body 1 or the position where the game player stands.
- the first display mode is selected, and display on the screen 61 is performed in the display mode of the selected display mode.
- the ball 71 is displayed on the screen 61 as shown in FIG. 9 so as to move toward the game player.
- the remaining pitch is decremented to 9 (9 ball images 68).
- step ST2 as described with reference to FIG. 6, the operation timing when the game player swings the game tool 9 is determined.
- the direction in which the ball 71 flies according to the change command output at the determined operation timing (flight Angle). 5 moves the ball 71 on the screen 61 so as to fly the ball 71 in a predetermined direction.
- Step ST2 finally determines the force / force force when one of the eight 10 panels is destroyed by the ball 71 (the force force / force force when the ball 71 hits the 10 panel). When the ball 71 does not hit the 10 panel, the process returns to step ST1 and the next pitch is performed.
- step ST2 determines whether the number of balls is 0. If the number of balls is 0, the process proceeds to step ST18 described later. The score is counted.
- step ST3 When the mode change condition of the first display mode is satisfied, the second display mode is selected and the display mode of the screen is changed.
- steps ST31 and ST32 constituting step 3 are processed simultaneously (that is, processing is not performed in the order of step ST31 and step ST32), One panel of any target is switched from 10 panels to 20 panels.
- FIG. 10 shows the display mode of the screen 61 according to the second display mode after one panel is destroyed in the second throw.
- the replacement step ST32 remains, so the position of the 20 panel appears to change until the ball hits one of the targets.
- the actual replacement of the panel is that one panel of an arbitrary target is replaced from the 10 panel to the 20 panel without replacing the panel with the target destroyed by the ball 71.
- step ST4 as in step ST1, the pitcher The pitch and the remaining pitches are decremented and displayed on the screen.
- step ST5 as in step ST2, the operation timing is determined, the direction of the hit ball is determined, whether or not the target has hit the target is determined, and whether any panel (target) has been destroyed. Is determined. Steps ST32 to ST5 are repeated until the ball hits the panel (target). Therefore, if the state where the ball does not hit continues, it will be displayed as if the position of one of the 20 panels is changed arbitrarily. Instead of returning to step ST3, it is also possible to return from step ST5 to step ST4 as indicated by a broken line. In this case, the position of 20 panels does not change.
- step ST6 includes step ST61 for changing one panel to 30 panels, and step ST62 for changing 30 panels to an arbitrary position. Similar to step ST3, when step ST5 proceeds to step ST6, step ST61 and step ST62 are processed at the same time, so that one arbitrary panel is replaced with 30 panels. In the subsequent processing, step ST62 remains, so if NO is determined in step ST8 described later, the processing returns to step ST62 and the position of the 30 panel moves! / A replacement of 30 panels is displayed as if.
- the above conditions are the mode change conditions in the second display mode.
- the condition at step ST 5 is the mode change condition for the second display mode.
- step ST5 in FIG. 7 shows! / ⁇ , but step ST5 also determines whether the number of balls is 0. If the number of balls is 0, it will be described later. Go to step ST18 to complete the score calculation.
- step ST6 the second display mode force is also changed to the third display mode.
- FIG. 11 shows an example of a display mode according to the third display mode.
- step ST7 the pitcher's pitch and the remaining number of pitches are decremented (decremented) and displayed as in step ST1.
- step ST8 as in step ST2, the operation timing is determined, the direction of the hit ball is determined, whether or not the ball has hit the target is determined, and whether or not any panel (target) is destroyed. Is determined. Steps ST62 to ST8 are repeated until the ball hits the panel (target).
- Step ST8 is the mode change condition in the third display mode. If it is determined in step ST8 that one of the panels has been destroyed, the process proceeds to step ST9, where the number of targets is reduced from eight to three, and one 80 panel and two 30 panels. The position of the three panels is arbitrary. In this example, 30 panels must be positioned on both sides of 80 panels. In step ST9, selection switching from the third display mode to the fourth display mode is performed.
- step ST8 also determines whether or not the ball count becomes 0. If the ball power becomes ⁇ , go to step ST18 described later. Then, the score is collected.
- FIG. 12 shows the state of the screen 61 as an example of the display mode in the fourth display mode.
- step ST10 the pitcher pitches and the remaining pitches are decremented and displayed in the same manner as in step ST1.
- step ST11 as in step ST2, the operation timing is determined, the direction of the hit ball is determined, whether or not the ball has hit the target is determined, and whether any panel (target) has been destroyed. Is determined. Steps ST9 to ST11 are repeated until the ball hits the panel (target) three times (until three of the three panels are destroyed). Every time one panel is destroyed, in step ST9, three panels are restored. If it is determined in step ST12 that a total of three panels have been destroyed, the process proceeds to step ST12, where the number of targets is reduced from three to two, to one 100 panel and one 50 panel. Become.
- Step ST11 is the mode change condition in the fourth display mode.
- step ST12 the display mode is switched from the fourth display mode to the fifth display mode.
- step ST11 also determines whether or not the ball power becomes ⁇ . Proceeding to ST18, the score is counted.
- FIG. 13 shows the state of the screen 61 in an example of the display mode in the fifth display mode.
- the left and right target holding frames Two panels are held side by side in either 65 or 67, and one of the two panels is placed in contact with the end of one target holding frame.
- 100 panels are in contact with the left end of the target holding frame 67 as viewed from the screen.
- step ST13 pitcher pitching and display of the remaining number of balls are executed as in step ST1.
- step ST14 in the same manner as in step ST2, the operation timing is determined, the direction of the hit ball is determined, whether or not the ball has hit the target is determined, and whether or not any panel (target) is destroyed. Is determined. Steps ST12 to ST14 are repeated until the ball hits the panel (target) twice (until two of the panels are destroyed). Every time one panel is destroyed, at step ST12, two panels are restored. If it is determined in step ST14 that two panels have been totally destroyed, the process proceeds to step ST15, where the target is changed to only one 200 panel.
- Step ST14 Force This is the mode change condition in the 5th display mode.
- the display mode is switched from the fifth display mode to the sixth display mode.
- step ST18 described later is performed. Going to step 2, the score is collected.
- FIG. 14 shows the state of the screen 61 in an example of the display mode in the sixth display mode.
- the target corresponding to the butterfly box (the batter box on the left side of the screen in this example) preselected by the game player among the left and right target holding frames 65 or 67.
- 200 panels are displayed in retention frame 65.
- 200 nonels are displayed while moving left and right within the target holding frame 65.
- the sixth display mode 200 panels move, making it very difficult to hit the target.
- step ST16 the pitcher pitches and the remaining pitches are decremented and displayed in the same manner as in step ST1.
- step ST17 as in step ST2, the operation timing is determined, the direction of the hit ball is determined, whether the ball hits the target is determined, and whether the 200 panel (target) has been destroyed. It is determined whether or not the force is a force with the remaining number of balls being zero. Steps ST15 to ST17 are repeated until the ball hits 200 panels (target) or the number of balls reaches zero.
- step ST17 When it is determined in step ST17 that the ball hits 200 panels (targets) or the number of balls is 0, the score is totaled in step ST18.
- step ST19 the result is displayed on the screen.
- the method of a score total is arbitrary. Simply put, it is displayed on the panel that has been destroyed and can be aggregated as a total score. However, the ball speed and type of the ball thrown by the pitcher may be replaced with a coefficient, and the total value obtained by multiplying the number displayed on the destroyed panel by this coefficient may be counted as a score.
- the force using the game tool 9 and the game machine main body 1 operated by the game player as the input device uses the push button switch on the game machine main body without using the game tool.
- the timing of pressing (operating) the push button switch is determined as the operation timing.
- the operation status of the game tool 9 is determined using the reflection of light.
- various sensors such as an acceleration sensor are used to determine the operation status of the game tool 9. Of course you can.
- the embodiment described above is a game in which the present invention is applied to a baseball game, and is a game in which a moving object such as tennis, padminton, table tennis, or hockey is hit with a game tool.
- a moving object such as tennis, padminton, table tennis, or hockey is hit with a game tool.
- the present invention can be applied to anything.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Health & Medical Sciences (AREA)
- General Health & Medical Sciences (AREA)
- Physical Education & Sports Medicine (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB0700485A GB2430896B (en) | 2004-06-11 | 2005-06-13 | Game apparatus |
US11/570,297 US20080070654A1 (en) | 2004-06-11 | 2005-06-13 | Game Device |
KR1020077000717A KR100889566B1 (ko) | 2004-06-11 | 2005-06-13 | 게임장치 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-174863 | 2004-06-11 | ||
JP2004174863A JP4397741B2 (ja) | 2004-06-11 | 2004-06-11 | ゲーム装置 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2005120659A1 true WO2005120659A1 (ja) | 2005-12-22 |
Family
ID=35502857
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/010813 WO2005120659A1 (ja) | 2004-06-11 | 2005-06-13 | ゲーム装置 |
Country Status (5)
Country | Link |
---|---|
US (1) | US20080070654A1 (ja) |
JP (1) | JP4397741B2 (ja) |
KR (1) | KR100889566B1 (ja) |
GB (1) | GB2430896B (ja) |
WO (1) | WO2005120659A1 (ja) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2016182339A (ja) * | 2015-03-25 | 2016-10-20 | リアルヤグ ゾーン カンパニー リミテッドRealyagu Zone Co., Ltd. | スクリーン野球システム運営方法 |
US10102346B2 (en) | 2015-03-25 | 2018-10-16 | Realyagu Zone Co., Ltd. | Playing method for screen baseball system |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2116169A4 (en) * | 2007-02-14 | 2012-11-07 | Olympus Medical Systems Corp | OPERATING DEVICE, MONITORING DEVICE AND CAPS LEADING SYSTEM |
JP2013501537A (ja) * | 2009-08-07 | 2013-01-17 | バッド チキン エルエルシー | インターラクティブ式スポーツゲーム装置 |
US9958903B2 (en) * | 2015-04-29 | 2018-05-01 | Sony Mobile Communications Inc. | Providing a representation of orientation and movement of an item being moved in space |
US11491369B2 (en) * | 2018-09-20 | 2022-11-08 | Catalyst Sports Llc | Bat speed measuring device |
USD882435S1 (en) | 2018-09-20 | 2020-04-28 | Catalyst Sports Llc | Movement measurement device housing |
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JPS59147570U (ja) * | 1983-03-23 | 1984-10-02 | 三菱電機株式会社 | スウイング測定装置 |
JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
JP2002052246A (ja) * | 2000-08-11 | 2002-02-19 | Konami Co Ltd | ゲーム機 |
JP2003299758A (ja) * | 2002-04-11 | 2003-10-21 | Yoshiharu Negishi | 野球バットの素振り練習器 |
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US4515365A (en) * | 1983-03-23 | 1985-05-07 | Mitsubishi Denki Kabushiki Kaisha | Device for measuring swing data of baseball bat |
JPH0947534A (ja) * | 1995-08-10 | 1997-02-18 | Kawasaki Corp Kk | 野球ゲーム装置 |
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JP4120017B2 (ja) * | 1997-01-30 | 2008-07-16 | 株式会社セガ | 入力装置およびゲーム処理装置、その方法 |
JP2942225B2 (ja) * | 1997-10-07 | 1999-08-30 | 株式会社センテクリエイションズ | ゴルフ体験遊戯玩具 |
JP2000210402A (ja) * | 1999-01-24 | 2000-08-02 | Ab Shokai:Kk | 球体輸送装置および遊戯施設 |
JP2000225270A (ja) * | 1999-02-05 | 2000-08-15 | Takara Co Ltd | 携帯ゴルフゲーム玩具 |
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JP2001062018A (ja) * | 1999-08-25 | 2001-03-13 | Namco Ltd | ゲーム装置 |
JP2002200339A (ja) * | 2000-12-28 | 2002-07-16 | Mitsumi Electric Co Ltd | ゲーム装置 |
JP2003024639A (ja) * | 2001-07-18 | 2003-01-28 | Konami Computer Entertainment Osaka:Kk | ゲーム進行制御プログラム、ゲーム進行制御装置、ゲーム進行制御方法及びゲーム用サーバ装置 |
JP3439204B2 (ja) * | 2002-01-11 | 2003-08-25 | コナミ株式会社 | ビデオゲーム装置 |
JP3470118B2 (ja) * | 2002-01-16 | 2003-11-25 | コナミ株式会社 | キャラクタ操作プログラム、キャラクタ操作方法及びビデオゲーム装置 |
JP2003299872A (ja) * | 2002-04-12 | 2003-10-21 | Konami Co Ltd | ゲームシステム及びゲーム方法 |
JP3865663B2 (ja) * | 2002-07-18 | 2007-01-10 | 新世代株式会社 | ボクシングゲームシステム |
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2004
- 2004-06-11 JP JP2004174863A patent/JP4397741B2/ja not_active Expired - Lifetime
-
2005
- 2005-06-13 GB GB0700485A patent/GB2430896B/en not_active Expired - Fee Related
- 2005-06-13 WO PCT/JP2005/010813 patent/WO2005120659A1/ja active Application Filing
- 2005-06-13 US US11/570,297 patent/US20080070654A1/en not_active Abandoned
- 2005-06-13 KR KR1020077000717A patent/KR100889566B1/ko not_active IP Right Cessation
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JPS59147570U (ja) * | 1983-03-23 | 1984-10-02 | 三菱電機株式会社 | スウイング測定装置 |
JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
JP2002052246A (ja) * | 2000-08-11 | 2002-02-19 | Konami Co Ltd | ゲーム機 |
JP2003299758A (ja) * | 2002-04-11 | 2003-10-21 | Yoshiharu Negishi | 野球バットの素振り練習器 |
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JP2016182339A (ja) * | 2015-03-25 | 2016-10-20 | リアルヤグ ゾーン カンパニー リミテッドRealyagu Zone Co., Ltd. | スクリーン野球システム運営方法 |
US10102346B2 (en) | 2015-03-25 | 2018-10-16 | Realyagu Zone Co., Ltd. | Playing method for screen baseball system |
US10166482B2 (en) | 2015-03-25 | 2019-01-01 | Realyagu Zone Co., Ltd. | Method of operating screen baseball system |
Also Published As
Publication number | Publication date |
---|---|
GB2430896B (en) | 2008-11-19 |
GB2430896A (en) | 2007-04-11 |
US20080070654A1 (en) | 2008-03-20 |
JP2005349049A (ja) | 2005-12-22 |
JP4397741B2 (ja) | 2010-01-13 |
GB0700485D0 (en) | 2007-02-21 |
KR100889566B1 (ko) | 2009-03-19 |
KR20070034579A (ko) | 2007-03-28 |
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