WO2007074572A1 - ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 - Google Patents
ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 Download PDFInfo
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- WO2007074572A1 WO2007074572A1 PCT/JP2006/321230 JP2006321230W WO2007074572A1 WO 2007074572 A1 WO2007074572 A1 WO 2007074572A1 JP 2006321230 W JP2006321230 W JP 2006321230W WO 2007074572 A1 WO2007074572 A1 WO 2007074572A1
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- control unit
- vibration
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—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 for converting control signals received from the game device into a haptic signal, e.g. using force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- Video game program video game apparatus, and video game control method
- the present invention is based on video game programs, and in particular, acceleration data detected by an acceleration sensor when a plurality of objects are displayed on an image display unit and a controller incorporating an acceleration sensor and a vibration mechanism moves.
- the present invention relates to a video game program for causing a computer to realize a video game in which an object is moved and a controller is vibrated by a vibration mechanism when the moved object contacts another object.
- the present invention also relates to a video game apparatus capable of executing a video game realized by the video game program, and a game control method capable of controlling the video game realized by the video game program by a computer.
- Various video games have been proposed in the past. These video games are designed to be executed on game devices.
- a general game device has a monitor, a game machine main body separate from the monitor, and an input unit such as a controller separate from the game machine main body.
- the controller is provided with an input unit, for example, a plurality of input buttons.
- an object displayed on the monitor can be operated by operating the input button!
- the bat displayed on the monitor starts moving at a constant speed. And the thrown Bo
- the controller will vibrate with a weak vibration pattern, and if the ball cannot be caught by the bat core, the controller will vibrate with a strong vibration pattern. ing.
- Non-Patent Document 1 Live Powerful Pro Baseball 9 Final Edition, Konami Corporation, PS2 Version
- the controller is supposed to vibrate.
- the player can experience the sensation felt by the batter at the time of hitting in actual baseball in a simulated manner by the vibration of the controller.
- the feeling that a batter feels at the time of hitting in actual baseball is greatly influenced by the strength of the batter's swing speed, which depends only on the ability to catch the ball with the bat core.
- the batter's swing speed for example, the moving speed of the bat displayed on the monitor, is evaluated, and based on this evaluation, data for vibrating the controller is obtained.
- An object of the present invention is to move an object based on acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor and the vibration mechanism moves, and the moved object comes into contact with another object.
- the controller can be vibrated by a vibration mechanism.
- the video game program according to claim 1 displays a plurality of objects on the image display unit and is based on acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor and the vibration mechanism moves. The object is moved and the controller is vibrated by the vibration mechanism when the moved object contacts another object.
- An object display function for displaying a plurality of objects on an image display unit using image data corresponding to the objects.
- Controller force An acceleration data recognition function that allows the control unit to recognize acceleration data that is continuously input to the input unit.
- Controller force Time interval data recognition function that allows the control unit to recognize the time interval of acceleration data continuously input to the input unit as time interval data.
- a speed data calculation function for causing the control unit to calculate controller speed magnitude data based on the acceleration data and time interval data recognized by the control unit.
- a function for calculating movement speed data outside the object that causes the controller to calculate the speed data of the object based on the speed data of the controller.
- Range data recognition function that allows the control unit to recognize coordinate data within the display range of multiple objects.
- the control unit determines whether the coordinate data in the display range of the object moving at the speed specified by the speed data of the object matches the coordinate data in the display range of the other object. Object matching judgment function.
- the object A vibration control data calculation function that causes the control unit to calculate vibration control data for controlling the vibration of the controller according to the speed specified by the speed magnitude data.
- Vibration control data issuing function that causes the control unit to issue commands to output vibration control data to the controller.
- the object display function a plurality of objects are displayed on the image display unit using image data corresponding to the objects.
- the controller recognizes the acceleration data that is continuously input to the input unit.
- the time interval data recognition function the time interval of acceleration data continuously input to the controller force input unit is recognized by the control unit as time interval data.
- the control unit calculates the magnitude data of the speed of the controller based on the acceleration data and the time interval data recognized by the control unit.
- the control unit calculates the object speed magnitude data based on the controller speed magnitude data.
- the state in which at least one of the plurality of objects displayed on the image display unit moves at a speed defined by the speed data of the object is the image data corresponding to the object.
- the range data recognition function coordinate data within the display range of a plurality of objects is recognized by the control unit.
- the object coincidence determination function it is determined whether or not the coordinate data in the display range of the object moving at the speed specified by the speed data of the object matches the coordinate data in the display range of the other object. Determined by the control unit.
- the control unit calculates vibration control data for controlling the vibration of the controller in accordance with the speed defined by the speed data of the object.
- the control unit issues a command to output vibration control data to the controller.
- a baseball game realized by this game program first, a plurality of objects such as a batter character (including a bat character) and ball character power are displayed on an image display unit using image data corresponding to each character. Is displayed.
- acceleration data continuously input to the controller force input unit is recognized by the control unit.
- the time interval of acceleration data continuously input to the controller force input section is the time. Recognized by the control unit as interval data.
- speed magnitude data of the controller is calculated by the control unit.
- the speed data of the knot character is calculated by the control unit.
- the state in which the bat character displayed on the image display unit moves at a speed defined by the bat speed magnitude data is continuously displayed on the image display unit using the image data corresponding to the bat character. It is done. Also, the coordinate data within the display range of the bat character and the ball character is recognized by the control unit. Then, the controller determines whether or not the coordinate data in the display range of the object moving at the speed defined by the bat speed magnitude data matches the coordinate data in the ball character display range.
- the control unit determines that the coordinate data in the display range of the bat moving at the speed defined by the magnitude data of the bat speed matches the coordinate data in the display range of the ball character (the ball with the bat Vibration control data for controlling the vibration of the controller is calculated by the control unit according to the speed specified by the magnitude data of the bat speed.
- a command for outputting vibration control data to the controller is issued by the control unit. Then, the controller is vibrated by the vibration mechanism that has received the vibration control data.
- the bat character can be moved in conjunction with the movement of the controller incorporating the acceleration sensor and the vibration mechanism.
- controller vibration control data corresponding to the speed of the bat character is calculated, and this controller vibration control data is output from the control unit to the vibration mechanism of the controller. Is done.
- the controller can be vibrated according to the speed of the bat character. That is, when the moved object (bat) comes into contact with another object (ball), the controller can be vibrated by the vibration mechanism according to the speed of the object (bat).
- the state in which the ball character moves at a speed defined by the speed data of the speed of the ball character is determined using image data corresponding to the ball character. Displayed continuously in the image display area. Then, the coordinate data within the display range of the bat character moving at the speed specified by the speed magnitude data. Coordinate data within the display range of the ball character moving at the speed specified by the speed magnitude data. Then, when determined by the control unit (when the ball is caught by the bat), the speed defined by the knot character's speed magnitude data and the speed defined by the ball character's speed magnitude data. Accordingly, vibration control data for controlling the vibration of the controller is calculated by the control unit. A command for outputting the vibration control data to the controller is issued by the control unit, and the controller is vibrated by the vibration mechanism that has received the vibration control data.
- the bat character can be moved in conjunction with the movement of the controller incorporating the acceleration sensor and the vibration mechanism.
- controller vibration control data corresponding to the speed of the bat character and the speed of the ball character is calculated, and this vibration control data for the controller is Output to the vibration mechanism.
- the controller can be vibrated according to the speed of the bat character and the speed of the ball character.
- the controller is vibrated by the vibration mechanism according to the speed of the object (bat) and the speed of the other object (ball).
- An object hardness recognition function that causes the control unit to recognize at least one of the hardness corresponding to the object moving at a speed defined by the speed data of the object and the hardness corresponding to the other object.
- a sword character that moves at a speed defined by the sword speed magnitude data for example, when a warrior with a sword slashes against the other warrior.
- Data in the display range of a sword character that moves at a speed defined by the speed magnitude data by making the control unit recognize the hardness of the opponent and the warrior character's hardness, for example, the armor hardness of the opponent warrior character Is determined by the control unit to match the coordinate data within the display range of the opponent warrior character, the speed specified by the speed data of the sword character, the hardness of the sword character, Vibration control data for controlling the vibration of the controller is calculated by the control unit in accordance with the armor hardness of the opponent warrior character.
- a command for outputting the vibration control data to the controller is issued by the control unit, and the controller is vibrated by the vibration mechanism that has received the vibration control data.
- the sword character can be moved in conjunction with the movement of the controller incorporating the acceleration sensor and the vibration mechanism. Then, when the opponent warrior character can be slashed by the sword character, controller vibration control data corresponding to the speed of the sword character, the hardness of the sword character, and the hardness of the armor of the opponent warrior is calculated.
- the controller vibration control data is output to the control unit force controller vibration mechanism. Thereby, the controller can be vibrated. That is, when a moving object (sword) contacts another object (opposition warrior), depending on the speed of the object (sword), the hardness of the object (sword), and the hardness of the other object (opposition warrior), The controller can be vibrated by the vibration mechanism.
- An object hardness recognition function that causes the control unit to recognize at least one of the hardness corresponding to the object moving at a speed defined by the speed data of the object and the hardness corresponding to the other object.
- the state in which another object moves at a speed defined by the speed magnitude data of the other object is It is displayed continuously on the image display unit using the corresponding image data.
- the control unit recognizes at least one of the hardness corresponding to the object moving at the speed defined by the speed data of the object and the hardness corresponding to the other object. .
- the control unit determines that the coordinate data in the display range of the object that moves at the speed specified by the size data matches the coordinate data in the display range of the other object, the speed data of the object , The speed specified by the speed magnitude data of other objects, the hardness corresponding to the object moving at the speed specified by the speed magnitude data of the objects, and other object speeds.
- the control unit calculates vibration control data for controlling the vibration of the controller in accordance with at least one of the hardnesses corresponding to.
- the fighting game realized by this game program for example, when the first warrior with a sword and the second warrior with a sword are slashing each other, it is defined by the speed magnitude data.
- the hardness of the sword character of the first warrior moving at speed and the magnitude of the speed By letting the controller recognize the hardness of the sword character of the second warrior moving at the speed specified by the data,
- the control unit determines that the coordinate data in the display range of the first warrior's sword character that moves at the specified speed matches the coordinate data in the display range of the second warrior's sword character, The speed specified by the sword speed magnitude data, the speed specified by the second warrior sword speed magnitude data, and the speed specified by the speed magnitude data.
- Vibration control data for controlling the vibration of the controller according to the hardness of the moving sword of the first warrior and the hardness of the sword of the second warrior moving at the speed specified by the speed magnitude data Is calculated by A command for outputting the vibration control data to the controller is issued by the control unit, and the controller is vibrated by the vibration mechanism that has received the vibration control data.
- the sword character of the first warrior can be moved in conjunction with the movement of the controller incorporating the acceleration sensor and the vibration mechanism.
- the first warrior sword character is controlled and moved by AI.
- the vibration control data for the controller is calculated according to the speed, the hardness of the sword of the first warrior, and the hardness of the sword of the second warrior, and the vibration control data for the controller is output to the vibration mechanism of the controller force controller. This The controller can be vibrated.
- the controller can be vibrated by the vibration mechanism.
- the video game device displays a plurality of objects on the image display unit, and is based on acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor and the vibration mechanism moves! /,
- the game device is capable of executing a video game in which an object is moved and the controller is vibrated by a vibration mechanism when the moved object comes into contact with another object.
- This video game device recognizes an object display means for displaying a plurality of objects on an image display unit using image data corresponding to the objects, and acceleration data continuously input to the controller force input unit to the control unit.
- Acceleration data recognizing means for causing the controller to recognize time intervals of acceleration data continuously input from the controller to the input unit as time interval data, and acceleration data recognized by the controller Speed data calculating means for causing the control unit to calculate controller speed magnitude data based on the time interval data;
- the object moving speed data calculating means for causing the control section to calculate the object speed magnitude data and at least one of the plurality of objects displayed on the image display section is an object.
- Object moving state display means for continuously displaying the moving state at a speed specified by the speed magnitude data on the image display unit using image data corresponding to the object, and a display range of a plurality of objects Range data recognition means for causing the control unit to recognize the coordinate data in the object, and the coordinate data in the display range of the object moving at the speed defined by the speed data of the object is the coordinate data in the display range of the other object
- An object match determination means for causing the control unit to determine whether the force matches the If the control unit determines that the coordinate data in the display range of an object that moves at a speed defined by the speed magnitude data matches the coordinate data in the display range of another object, the object Depending on the speed specified by the speed magnitude data, Vibration control data calculating means for causing the control section to calculate vibration control data for control, and vibration control data issuing means for
- the video game control method displays a plurality of objects on the image display unit, and based on the acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor and the vibration mechanism moves.
- This is a game control method capable of controlling a video game in which a controller is vibrated by a vibration mechanism when the moved object contacts another object.
- an object display step for displaying a plurality of objects on an image display unit using image data corresponding to the objects, and acceleration data continuously input to the controller force input unit are input to the control unit.
- a step of recognizing acceleration data to be recognized a step of recognizing time intervals of acceleration data continuously input to the controller force input unit, a step of recognizing time intervals data to be recognized by the control unit as time interval data, and a step of recognizing acceleration data recognized by the control unit.
- a speed data calculation step for the controller to calculate the controller speed magnitude data based on the time interval data and the controller speed magnitude data to the controller based on the controller speed magnitude data.
- Object movement speed data calculation step to be calculated and displayed on the image display An object movement state table in which at least one of the plurality of objects moves at a speed defined by the speed data of the object is continuously displayed on the image display unit using image data corresponding to the object.
- Display step a range data recognition step for causing the control unit to recognize coordinate data within the display range of a plurality of objects, and coordinate data within the display range of an object moving at a speed defined by the speed data of the object.
- Object matching judgment step that allows the control unit to judge whether the force matches the coordinate data in the display range of other objects, and the display range of objects that move at a speed defined by the speed data of the object If the coordinate data inside matches the coordinate data within the display range of other objects
- a vibration control data calculation step for causing the control unit to calculate vibration control data for controlling the vibration of the controller in accordance with the speed specified by the speed data of the object when determined by the control unit; Output vibration control data to the controller And a vibration control data issuing step for causing the control unit to issue a command to input!
- FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram as an example of the video game apparatus.
- FIG. 3 is a diagram for explaining a character displayed on a television monitor.
- FIG. 4 is a diagram for explaining the correspondence between the movement state of the controller and the movement state of the bat.
- FIG. 5 is a diagram for explaining the relationship between acceleration data, velocity data, and position data.
- FIG. 6 is a diagram for explaining the mapping relationship when converting the position data of the controller into position data for a television monitor.
- FIG. 7 is a diagram for explaining a method of calculating a distance between reference points of a ball and a bat.
- FIG. 8 is a diagram for explaining a method of synthesizing the velocity of the ball and the bat.
- FIG. 9 is a diagram for explaining a method of calculating vibration control data.
- FIG. 10 is a flowchart for explaining a striking vibration control system.
- FIG. 11 is a flowchart for explaining a striking vibration control system.
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- the home video game device includes a home video game console body and a home TV. Prepare Yon.
- the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, an operation input unit 5, and a controller 25.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game apparatus, and the image display unit 3 is included in the home television. It is.
- the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
- the control unit 1 includes, for example, a CPU (Central Processing Unit) 7, a signal processor 8, and an image processor 9.
- the CPU 7, the signal processor 8 and the image processor 9 are connected to each other via a bus 6.
- the CPU 7 interprets the game program power instructions and performs various data processing and control.
- the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
- the signal processor 8 mainly performs calculations in 3D space, position conversion calculation from 3D space to pseudo 3D space, light source calculation processing, and image and audio data generation cache processing. And go.
- the image processing processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
- the storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like.
- the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM (Random Access Memory) 12.
- An interface circuit 11 is connected to the recording medium 10.
- the interface circuit 11 and the RAM 12 are connected via the bus 6.
- the recording medium 10 is for recording operation system program data, image data, audio data, game data having various program data capabilities, and the like.
- the recording medium 10 includes, for example, a ROM (Read Only Memory) cassette, an optical disk, and a flexible disk. The operating system program data and game data are stored.
- the recording medium 10 also includes a card type memory, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
- the RAM 12 is used to temporarily store various data read from the recording medium 10 and temporarily record the processing results from the control unit 1.
- This RAMI 2 stores various data and address data indicating the storage location of the various data, and can be read and written by designating an arbitrary address.
- the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
- the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter (Digita KTo-Analog converter) 22.
- a DZA converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
- the bus 6 is connected to the interface circuit 21.
- the image data is supplied to the DZA converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output as an image to the television monitor 20.
- image data includes, for example, polygon data and texture data.
- Polygon data is the coordinate data of vertices constituting a polygon.
- the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
- the texture instruction data is data for associating polygons and textures
- the texture color data is data for designating the texture color.
- polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
- the signal processor 8 uses the polygon data in the three-dimensional space (three-dimensional polygon data) indicated by the polygon address data based on the movement amount data and the rotation amount data of the screen itself (viewpoint). Coordinate conversion and perspective projection conversion are performed and replaced with polygon data in the two-dimensional space (two-dimensional polygon data).
- the polygon outline is composed of a number of 2D polygon data, and the texture data indicated by the texture address data is written in the internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
- the audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio.
- the audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
- An amplifying circuit 14 is connected to the spin 13
- a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data, PCM (Pulse Code Modulation) data, etc.
- ADPCM Adaptive Differential Pulse Code Modulation
- PCM Pulse Code Modulation
- the operation input unit 5 is mainly composed of an operation information interface circuit 18 and an interface circuit 19.
- a controller 25 is connected to the operation information interface circuit 18, and an interface circuit 19 is connected to the operation information interface circuit 18.
- the bus 6 is connected to the interface circuit 19.
- the controller 25 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
- the controller 25 includes an acceleration sensor 24 and a vibration mechanism such as a vibration motor 26.
- Examples of the acceleration sensor 24 include a piezoresistive type, a capacitance type, and a magnetic sensor type. Such an acceleration sensor 24 measures and outputs the magnitude of acceleration according to the movement of the controller 25 when the controller 25 moves.
- the acceleration sensor 24 used here is a 3-axis acceleration sensor, and it moves in the 3-axis direction according to the movement of the controller 25.
- the acceleration magnitude is measured and output. That is, when the controller 25 moves, the acceleration sensor 24 outputs the magnitude of the acceleration in the three-axis direction as acceleration data from the controller 25 to the operation input unit 5.
- the control unit 1 can recognize the movement of the controller 25 in the three-dimensional space.
- the vibration motor 26 includes, for example, a cylindrical type and a button type.
- this vibration motor 26 when the motor signal obtained by converting the vibration control data from the control unit 1 in the operation input unit 5 is input from the operation input unit 5, the motor rotor is rotated at a rotation speed corresponding to the motor signal. Rotates. The vibration motor 26 vibrates according to the rotation speed of the motor rotor.
- the controller 25 is provided with, for example, a cross-direction key that also includes an upward key 17U, a downward key 17D, a leftward key 17L, and a rightward key 17R.
- a cross-direction key that also includes an upward key 17U, a downward key 17D, a leftward key 17L, and a rightward key 17R.
- the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R for example, a character, an object, and a cursor can be moved up, down, left, and right on the screen of the television monitor 20.
- the Up direction key 17U, Down direction key 17D, Left direction key 17L and Right direction key 17R are operated, the operation signal corresponding to each key is output from the controller 25 to the operation input section 5, and this operation signal is output to this operation signal.
- the corresponding command is recognized by the control unit 1.
- each button and each key of the controller 25 are turned on when the neutral position force is pressed by the pressing force of the external force, and returned to the neutral position and turned off when the pressing force is released. Become an on-off switch.
- the signal processor 8 Force Performs character position calculation and light source calculation in 3D space.
- the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8.
- the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o
- the image data is converted into an analog video signal by the DZA converter 17.
- the image data is supplied to the television monitor 20 and displayed as an image.
- the signal processor 8 In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
- the game executed on the game machine 1 is, for example, a baseball game.
- the game machine 1 displays a plurality of objects on the television monitor 20 of the image display unit 3, and the acceleration data detected by the acceleration sensor 24 when the controller 25 incorporating the acceleration sensor 24 and the vibration motor 26 moves. Based on this, it is possible to realize a video game in which the object is moved and the controller 25 is vibrated by the vibration motor 26 when the moved object contacts another object.
- FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
- the object display means 50 has a function of displaying a plurality of objects on the television monitor 20 of the image display unit 3 using image data corresponding to the objects.
- a plurality of objects are displayed on the television monitor 20 of the image display unit 3 using image data corresponding to the objects.
- the acceleration data recognizing means 51 has a function of causing the control unit 1 to recognize acceleration data continuously input from the controller 25 to the input unit.
- the acceleration data continuously input from the controller 25 to the input unit is received by the control unit 1. Be recognized.
- the acceleration data recognition means 51 causes the control unit 1 to determine whether or not the force of the acceleration data recognized by the control unit 1 is greater than or equal to a predetermined value, and the acceleration data recognized by the control unit 1 Acceleration data is recognized by the control unit 1 when it is determined by the control unit 1 that the value of is greater than or equal to a predetermined value.
- the acceleration data is recognized by the control unit when the control unit determines that the acceleration data recognized by the control unit is greater than or equal to a predetermined value, so that the player makes the controller subtle. Even if it is moved to, the object such as the bat can be prevented from moving in conjunction with the movement of the controller. That is, it is possible to prevent an erroneous operation when the player moves the controller unintentionally.
- the time interval data recognizing means 52 has a function of causing the control unit 1 to recognize the time interval of acceleration data continuously input from the controller 25 to the input unit as time interval data.
- the time interval of the acceleration data continuously input from the controller 25 to the input unit is recognized by the control unit 1 as time interval data.
- the speed data calculation unit 53 has a function of causing the control unit 1 to calculate speed magnitude data of the controller 25 based on the acceleration data and the time interval data recognized by the control unit 1.
- the control section 1 calculates the speed magnitude data of the controller 25 based on the acceleration data and the time interval data recognized by the control section 1.
- the speed data calculation means 53 has a function of causing the control unit 1 to calculate the position data of the controller 25 based on the acceleration data and the time interval data recognized by the control unit 1.
- the position data of the controller 25 is calculated by the control unit 1 based on the acceleration data and the time interval data recognized by the control unit 1.
- the speed data calculation means 53 causes the controller 1 to perform integral calculation of the acceleration data continuously input to the operation input unit 5 using the time interval data, whereby the magnitude of the speed of the controller 25 is obtained. Data is calculated by the control unit 1. Then, the position data of the controller 25 is calculated by the control unit 1 by causing the control unit 1 to perform integral calculation of the velocity magnitude data using the time interval data.
- the object movement speed data calculation means 54 is the speed magnitude data of the controller 25. Based on the above, there is a function that allows the control unit 1 to calculate the velocity data of the object.
- the speed data of the object is calculated by the control unit 1 based on the speed data of the controller 25.
- the control section 1 calculates the object speed magnitude data corresponding to the speed magnitude data of the controller 25.
- the controller 1 executes a calculation by multiplying the speed magnitude data of the controller 25 by the correction coefficient for image display, thereby obtaining the object speed magnitude data. Is calculated by the control unit 1.
- the control unit 1 may select the moving speed data of the object corresponding to the speed magnitude data based on the correspondence table supplied to the storage unit 2 for the recording medium 10 force.
- the other object speed data recognizing means 55 has a function of causing the control unit 1 to recognize speed magnitude data of other objects.
- the speed data of the other object is recognized by the control unit 1.
- the speed magnitude data of the other object is calculated by the control unit 1 in the same manner as before when the controller 25 performs an operation related to the speed of the other object.
- the other object position data recognizing means 56 has a function of causing the control unit 1 to recognize position data of another object.
- the position data of the other object is recognized by the control unit 1.
- the object movement state display means 57 indicates a state in which at least one of the plurality of objects displayed on the television monitor 20 of the image display unit 3 moves at a speed defined by the speed data of the object.
- the image display unit 3 has a function of continuously displaying on the television monitor 20 of the image display unit 3 using image data corresponding to the above.
- Object In the moving state display means 57 the state in which at least one of the plurality of objects displayed on the television monitor 20 of the image display unit 3 moves at a speed defined by the speed data of the object corresponds to the object.
- the image data to be displayed is continuously displayed on the television monitor 20 of the image display unit 3.
- the other object moving state display means 58 displays an image of the state in which the other object moves at a speed defined by the speed magnitude data of the other object, using image data corresponding to the other object. It has the function of continuously displaying on the television monitor 20 of Part 3. In the other object movement state display means 58, the state in which the other object moves at a speed defined by the speed magnitude data of the other object is displayed on the television of the image display unit 3 using the image data corresponding to the other object. Displayed continuously on John Monitor 20.
- the range data recognition unit 59 has a function of causing the control unit 1 to recognize coordinate data within the display range of a plurality of objects.
- the coordinate data within the display range of the plurality of objects is recognized by the control unit 1.
- the object coincidence determination means 60 determines whether or not the coordinate data in the display range of the object moving at the speed defined by the speed data of the object matches the coordinate data in the display range of the other object. Is provided with a function that makes the control unit 1 judge. The object coincidence determination means 60 controls whether or not the coordinate data in the display range of the object moving at the speed defined by the speed data of the object matches the coordinate data in the display range of the other object. Determined by Part 1.
- the vibration control data calculation means 61 controls the control unit when the coordinate data in the display range of the object moving at a speed defined by the speed data of the object matches the coordinate data in the display range of another object.
- the controller 1 has a function of causing the control unit 1 to calculate vibration control data for controlling the vibration of the controller 25 according to the speed defined by the speed data of the object.
- the vibration control data calculation means 61 performs control when the coordinate data in the display range of the object moving at the speed defined by the speed data of the object matches the coordinate data in the display range of the other object.
- the control unit 1 calculates vibration control data for controlling the vibration of the controller 25 according to the speed defined by the speed magnitude data. Specifically, in the vibration control data calculation function, if the coordinate data in the display range of an object that moves at the speed specified by the speed data of the object matches the coordinate data in the display range of another object. In order to control the vibration of the controller 25 according to the speed specified by the speed magnitude data of the object and the speed specified by the speed magnitude data of the other object when judged by the control unit 1. The vibration control data is calculated by the control unit 1.
- the vibration control data issuing unit 62 has a function of causing the control unit 1 to issue a command for outputting vibration control data to the controller 25.
- a command for outputting the vibration control data to the controller 25 is issued by the control unit 1.
- the pitcher character 71, the batter character 72 having the bat, and the meat cursor area 80 in the reference state are displayed on the television monitor. Displayed at 20 (Sl).
- the initial range data for defining the standard state meet force one-sol area 80 is predetermined in the game program, and the initial range data of the meet cursor area 80 is read from the storage unit 2 and recognized by the control unit 1. Is done.
- the control unit 1 receives a signal issued from the controller 25 when a pitching start corresponding button (not shown) of the controller 25 is pressed, the pitcher character 71 starts the pitching.
- a command is issued from the control unit 1 based on the game program.
- a state in which the pitcher character 71 performs a pitching motion is displayed on the television monitor 20 by continuously moving image data corresponding to the pitcher character 72, for example, polygon data (S2).
- S3 a command for releasing the ball from the pitcher character 71 is recognized by the control unit 1 (S3).
- the controller 1 starts recognizing the velocity data VB and position data of the ball released from the pitcher character 71 (S4).
- the position data of the ball character 74 also has reference coordinate data indicating the center point (reference point) Bml of the ball and coordinate data power within the display range of the ball.
- the state in which the ball character 74 released from the pitcher character 71 moves from the pitcher character 71 to the batter character 72 is displayed on the television monitor 20 based on the reference coordinate data indicating the reference point Bml of the ball ( S5). This state is realized by moving the image data corresponding to the ball character 74 from the pitcher character 71 toward the batter character 72, and the movement of the ball character 74 at this time is based on the reference point Bml of the ball. Controlled by control unit 1
- the control unit 1 determines whether or not the absolute value of the acceleration data G input to the operation input unit 5 is greater than or equal to a predetermined value (S8), and the absolute value of the acceleration data G is determined to be a predetermined value. If it is determined by the control unit 1 that the value is greater than or equal to the value (Yes in S8), the acceleration data G is recognized by the control unit 1 (S9). Then, the display start command force control unit 1 is issued to the image display unit 3 in a state where the bat moves together with the batter character 72, that is, a state where the batter character 72 performs a bat swing.
- the control unit 1 determines that the absolute value of the acceleration data G input to the operation input unit 5 is less than a predetermined value (No in S8), the acceleration data G is not recognized by the control unit 1. (S10). That is, the bat does not move with the batter character 72 (the batter character 72 does not bat swing.)
- the acceleration data G is sequentially recognized by the control unit 1
- the time interval of the acceleration data G continuously input to the operation input unit 5 is recognized by the control unit 1 as time interval data dt (Sl l).
- the acceleration data G recognized by the control unit 1 Using the interval data dt, the integral calculation is performed by the control unit 1, and the speed magnitude data V of the controller 25 is calculated by the control unit 1 (S12). Further, the speed magnitude data V of the controller 25 is integrated and calculated by the control unit 1 using the time interval data dt, and the position data X of the controller 25 is calculated by the control unit 1 (S13).
- the controller 1 executes a calculation to multiply the velocity magnitude data V of the controller 25 by the correction coefficient a for image display, and the bat velocity magnitude data VBT (H -V) is Calculated by 1 (S 14). Then, a calculation for converting the position data X of the controller 25 into the position data X of the television monitor 20 of the image display unit 3 is executed by the control unit 1 (see FIG. 6: S15). Then, the state where the bat moves at the speed specified by the speed data VBT of the bat at the position specified by the position data X ′, that is, the moving state of the bat (bat swing state) moving with the batter character 72 is as follows.
- the image data corresponding to the bat is continuously displayed on the television monitor 20 by moving the image data on the television monitor 20 of the image display unit 3 (S16).
- the position data of the bat character 73 is recognized by the control unit 1 (S17).
- the position data of the battery character 73 also includes coordinate data indicating the reference point Bm2 of the bat and the coordinate data force within the display range of the bat.
- the position data data of the nototo character corresponds to the position data of the meat cursor area in the display area of the bat character.
- the batter character 72 and the bat character 73 are arranged so that the knot character 73 moves at a speed defined by the bat speed magnitude data VBT.
- This is realized by continuously moving image data such as polygon data to the television monitor 20 at a drawing time interval defined by the drawing time interval data.
- the drawing time interval data is adjusted by the control unit 1 in accordance with the speed magnitude data. For example, the size of the reference movement speed of the bat on the game screen and the reference drawing time interval, for example, 0.02 seconds are defined in the game program, and the movement speed of the bat is faster than the reference movement speed based on this reference state.
- the polygon data is displayed on the television monitor 20 at a time interval smaller than 0.02 seconds.
- the movement speed of the bat is slower than the reference movement speed, that is, if the movement speed of the bat is smaller than the reference movement speed
- the polygon data is recorded at a time interval greater than 0.02 seconds. Displayed on the television monitor 20.
- the drawing time interval at this time is calculated by multiplying the reference time interval by the ratio (ratio) of the calculated bat speed to the reference moving speed.
- the coordinate data within the display range of the bat that moves at the speed defined by the magnitude data of the speed of the bat is within the display range of the ball. It is determined by the control unit 1 whether or not the coordinate data match (S 18). Specifically, the control unit 1 determines whether or not the ball is caught by the bat. As shown in FIG. 7, the coordinate data within the display range of the bat (in the area of the meat cursor 80) that moves at the speed defined by the speed data of the bat is within the display range of the ball character 74.
- the control unit 1 determines that the coordinate data matches the coordinate data (Yes in S18), the control unit 1 calculates the distance lm between the reference point Bml of the ball character 74 and the reference point Bm2 of the bat character. (S19). Then, the vibration for controlling the vibration of the controller 25 according to the distance lm between the reference points, the speed VB defined by the velocity data of the ball, and the speed defined by the velocity data of the bat.
- the control data S is calculated by the control unit 1 (S20). Then, a command for outputting the vibration control data S to the controller 25 is issued from the control unit 1 (S21).
- control unit 1 determines that the coordinate data in the display range of the bat moving at the speed defined by the speed data of the bat does not match the coordinate data in the ball display range (S The calculation of the distance lm between the reference points is not executed by the control unit 1.
- the time of acceleration data G (gx, gy, gz, t) that is continuously input from the controller 25 to the operation input unit 5 is recognized by the control unit 1 as the acceleration data G consisting of the magnitude of acceleration in three axes.
- the control unit 1 uses the interval data dt to perform integral calculation, and the controller 25 calculates velocity magnitude data V (vx, vy, vz, t) in the three-axis directions.
- the acceleration data Gl (gxl, gyl, gzl, tl) is first recognized by the control unit 1 at time tl, and then the acceleration data G2 (gx2, gy2, gz2, t2) is recognized by the control unit 1 at time t2.
- J [G2 (gx2, gy2, gz2, t2) -Gl (gxl, gyl, gzl, tl)]
- the control unit 1 calculates speed magnitude data VI (vxl, vyl, vzl, tl) of the controller 25.
- acceleration data G3 (gx3, gy3, gz3, t3) is recognized by the control unit 1 at time t3 following time t2, J (G3 (gx3, gy3, gz3, t3) -G2 (gx2, gy2 , gz2, t2)] 'dt is executed by the control unit 1 between time t3 and time t2, and the speed magnitude data V2 (vx2, vy2, vz2, t 2) of the controller 25 is controlled. Calculated by Part 1.
- acceleration data G4 (gx4, gy4, gz4, t4) is recognized by the control unit 1 at time t4 following time t3, J [G4 (gx4, gy4, gz4, t4) — G3 (gx3, gy3 , gz3, t3)] 'dt is executed by the control unit 1 between time t4 and time t3, so that the speed magnitude data V3 (vx3, vy3, vz3, t3) of the controller 25 is Is calculated by
- the position data X of the controller 25 is calculated by the control unit 1. Is done. For example, by causing the controller 1 to execute the calculation J [V2 (vx2, vy2, vz2, t2) -Vl (vxl, vyl, v zl, tl)] 'dt between time t2 and time tl, The controller 1 calculates position data XI (xl, yl, zl, tl) of the controller 25.
- control unit 1 When the control unit 1 recognizes the acceleration data G of the controller 25, the control unit 1 executes a series of calculations as described above, so that each time of day is determined based on the acceleration data G of the controller 25. The speed magnitude data and position data of the controller 25 can be calculated.
- the speed magnitude data V and the position data X of the controller 25 are calculated.
- the time ts when the acceleration data G of the controller 25 is first recognized by the control unit is the calculation start time. Further, when the coordinates defined by the in-region coordinate data of the range data of the corrected meat cursor region 80 coincide with at least one of the coordinate data in the display range of the ball defined by the in-coordinate data of the ball, the control unit 1 The time te when the ball is caught by the bat is determined as the calculation end time.
- the bat velocity magnitude data VBT is calculated by causing the control unit 1 to execute a calculation by multiplying the velocity magnitude data V of the controller 25 by the correction coefficient ⁇ for image display. This processing is performed to correct the velocity magnitude data calculated based on the acceleration data G of the controller 25 actually moved to the moving velocity of the bat used in the game.
- the controller 25 speed magnitude data VI, V2 calculated as described above may be used as the correction coefficient ⁇ (constant) or the controller 25 speed magnitude data VI, V2 may be the correction coefficient, ie, the controller 25 speed.
- the control unit 1 calculates the bat velocity magnitude data VBT by causing the control unit 1 to execute a calculation by multiplying the correction coefficient ⁇ (V) with the magnitude data V of the variable as a variable.
- the position data XI, ⁇ 2 of the controller 25 calculated as described above is converted into position data X, l, X, 2 for the television monitor 20, as shown in FIG. Since the position data XI, ⁇ 2 of the controller 25 is a coordinate in the 3D real space (the space where the player swings his arm together with the controller 25), here the position data XI, ⁇ 2 of the controller 25 is the TV in the 3D game space.
- the calculation to convert the position data X, 1, X, 2 for the John monitor 20 is executed by the control unit 1. This conversion is performed by causing the control unit i to perform mapping conversion from the 3D real space to the 3D game space.
- the coordinates in the display range of the bat that moves at the speed VBT specified by the velocity data of the bat are within the display range of the ball that moves at the speed VB specified by the velocity data of the ball.
- the control unit 1 determines whether the force matches at least one of the coordinates. Specifically, the control unit 1 determines whether or not there is an overlapping portion between a predetermined area of the bat character 73 and the display area of the ball character 74, that is, whether or not the ball is captured by the bat. If the control unit 1 determines that the coordinates in the display range of the bat coincide with at least one of the coordinates in the display range of the ball, as shown in FIG.
- the control unit 1 calculates the distance lm between the reference points between Bml and the reference point Bm2 of the bat character 73. Then, the control unit 1 is caused to execute a calculation for synthesizing the velocity VBT defined by the bat velocity magnitude data and the velocity VB defined by the ball velocity magnitude data, as shown in FIG.
- the composite speed data that defines the composite speed VG is calculated by the control unit 1.
- a calculation for inverting the direction of the vector data of the ball is executed by the control unit 1. Then, the control unit 1 is caused to execute a calculation for moving the base point of the bat vector data from the bat reference point Bm2 to the ball reference point Bml. Then, the control unit 1 executes a calculation for combining the bat and ball vector data at the ball reference point Bml. In this way, the control unit 1 calculates a composite beta that defines the speed and direction of the ball hit by the notch. Each vector is calculated by the control unit 1 on the basis of the speed magnitude and the coordinates between the two points in the moving direction of the ball character 74 and the bat character 73 when the ball is captured by the bat.
- the control unit 1 selects the first parameter ⁇ 1 corresponding to the reference point distance lm based on the first correspondence table.
- the second parameter ⁇ 2 is selected by the control unit 1 based on the second correspondence table in accordance with the combination of the composite speed VG and the first parameter ⁇ 1.
- the vibration control data S is selected by the control unit 1.
- the vibration control data S has values from 1 to 7. These vibrations
- the control data S is an index indicating the degree to which the vibration motor 26 is vibrated. The greater the value of the vibration control data S, the greater the rotation speed of the vibration motor 26.
- the operation input unit 5 converts the vibration control data S into a motor signal corresponding to the vibration control data S, and the rotation corresponding to the motor signal.
- the vibration motor 26 rotates by the number. That is, the controller 25 vibrates.
- the power game device showing an example in which a home video game device as an example of a computer to which the game program can be applied is used is not limited to the above embodiment, and a monitor is separately
- the present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
- the present invention includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded.
- a computer-readable flexible disk for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
- the force corresponding to the force object and the hardness corresponding to another object are shown as examples in which the degree of vibration of the controller 25 changes according to the magnitude of the combined speed.
- the game program further includes an object hardness recognition function for causing the control unit 1 to recognize the hardness of one of the deviations of the moving object. If the control unit 1 determines that the coordinate data in the display range matches the coordinate data in the display range of another object, the velocity of the object, the hardness corresponding to the object, and the hardness corresponding to the other object The control unit 1 may be made to calculate vibration control data for controlling the vibration of the controller 25 in accordance with at least one of the hardnesses.
- the sword character was moved in conjunction with the movement of the controller 25 with the built-in acceleration sensor 24 and vibration motor 26, and the opponent warrior character could be cut by the sword character.
- the vibration control data for the controller is calculated according to the speed of the sword character, the hardness of the sword character, and the hardness of the opponent's armor.
- the controller vibration control data is output from the control unit 1 to the vibration mechanism of the controller 25, such as the vibration motor 26. Thereby, the controller 25 can be vibrated.
- force indicating an example in which the degree of vibration of the controller 25 changes according to the magnitude of the combined speed.
- the other object is defined by the speed magnitude data of the other object.
- Other object movement state display function that continuously displays on the image display unit using the image data corresponding to the other object, and the speed specified by the speed data of the object.
- a game program further comprising an object hardness recognition function that causes the control unit 1 to recognize at least one of the hardness corresponding to the moving object and the hardness corresponding to the other object, within the display range of the moving object. Control unit 1 determines that the coordinate data matches the coordinate data within the display range of another object.
- control unit 1 may calculate vibration control data for controlling the vibration of the controller 25. .
- the first warrior sword character and the second warrior are moved in conjunction with the movement of the controller 25 incorporating the acceleration sensor 24 and the vibration motor 26.
- Vibration control data for the controller according to the speed of the 1st warrior's sword, the speed of the 2nd warrior's sword, the hardness of the 1st warrior's sword, and the hardness of the 2nd warrior's sword Data is calculated.
- the controller vibration control data is output from the control unit 1 to the vibration mechanism of the controller 25, such as the vibration motor 26. Thereby, the controller 25 can be vibrated.
- the object is moved based on the acceleration data detected by the acceleration sensor when the controller incorporating the acceleration sensor and the vibration mechanism is moved, and the vibration control is performed when the moved object comes into contact with another object.
- the controller can be vibrated by the vibration mechanism by causing the control unit to calculate the data.
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Priority Applications (1)
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|---|---|---|---|
| US12/139,929 US20080248872A1 (en) | 2005-12-26 | 2008-06-16 | Video game program, video game device, and video game control method |
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|---|---|---|---|
| JP2005-372072 | 2005-12-26 | ||
| JP2005372072A JP3986535B2 (ja) | 2005-12-26 | 2005-12-26 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 |
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| US12/139,929 Continuation US20080248872A1 (en) | 2005-12-26 | 2008-06-16 | Video game program, video game device, and video game control method |
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| WO2007074572A1 true WO2007074572A1 (ja) | 2007-07-05 |
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| PCT/JP2006/321230 Ceased WO2007074572A1 (ja) | 2005-12-26 | 2006-10-25 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 |
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| US (1) | US20080248872A1 (https=) |
| JP (1) | JP3986535B2 (https=) |
| KR (1) | KR100994406B1 (https=) |
| TW (1) | TW200738311A (https=) |
| WO (1) | WO2007074572A1 (https=) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2009284992A (ja) * | 2008-05-27 | 2009-12-10 | Bandai Co Ltd | 擬似刀剣玩具 |
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| JP4916390B2 (ja) * | 2007-06-20 | 2012-04-11 | 任天堂株式会社 | 情報処理プログラム、情報処理装置、情報処理システム、および情報処理方法 |
| US20100292007A1 (en) * | 2007-06-26 | 2010-11-18 | Nintendo Of America Inc. | Systems and methods for control device including a movement detector |
| JP5100324B2 (ja) * | 2007-11-16 | 2012-12-19 | 株式会社ソニー・コンピュータエンタテインメント | ゲームシステムおよびゲームコントローラ |
| CN101496954B (zh) * | 2008-01-28 | 2012-11-21 | 联想(北京)有限公司 | 一种游戏控制器及其游戏处理方法 |
| US8303412B2 (en) * | 2009-03-31 | 2012-11-06 | Nintendo Co., Ltd. | Game apparatus and game program |
| KR101607476B1 (ko) * | 2009-06-12 | 2016-03-31 | 삼성전자주식회사 | 휴대용 단말기에서 모션 인식 장치 및 방법 |
| JP5396212B2 (ja) * | 2009-09-14 | 2014-01-22 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
| JP5174123B2 (ja) * | 2010-10-28 | 2013-04-03 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム制御方法及びプログラム |
| JP2015166890A (ja) * | 2014-03-03 | 2015-09-24 | ソニー株式会社 | 情報処理装置、情報処理システム、情報処理方法及びプログラム |
| JP6670768B2 (ja) | 2017-01-05 | 2020-03-25 | 任天堂株式会社 | ゲームシステム、ゲームプログラム、情報処理装置、および、情報処理方法 |
| JP6893417B2 (ja) * | 2017-01-05 | 2021-06-23 | 任天堂株式会社 | ゲームシステム、ゲームプログラム、情報処理装置、および、情報処理方法 |
| KR20190136606A (ko) * | 2018-05-31 | 2019-12-10 | 주식회사 피닉스다트 | 엔터테인먼트 요소가 적용되는 게임을 제공하기 위한 다트 게임 장치, 방법 및 컴퓨터 판독 가능 매체에 저장된 컴퓨터 프로그램 |
| US10682572B2 (en) | 2018-07-25 | 2020-06-16 | Cameron Wilson | Video game reticle |
| WO2023192423A1 (en) * | 2022-03-30 | 2023-10-05 | Universal City Studios Llc | Systems and methods for producing responses to interactions within an interactive environment |
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- 2006-10-25 WO PCT/JP2006/321230 patent/WO2007074572A1/ja not_active Ceased
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Also Published As
| Publication number | Publication date |
|---|---|
| KR20080080661A (ko) | 2008-09-04 |
| JP3986535B2 (ja) | 2007-10-03 |
| TWI316867B (https=) | 2009-11-11 |
| TW200738311A (en) | 2007-10-16 |
| KR100994406B1 (ko) | 2010-11-16 |
| US20080248872A1 (en) | 2008-10-09 |
| JP2007167532A (ja) | 2007-07-05 |
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