WO2013118691A1 - Game system - Google Patents

Game system Download PDF

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Publication number
WO2013118691A1
WO2013118691A1 PCT/JP2013/052529 JP2013052529W WO2013118691A1 WO 2013118691 A1 WO2013118691 A1 WO 2013118691A1 JP 2013052529 W JP2013052529 W JP 2013052529W WO 2013118691 A1 WO2013118691 A1 WO 2013118691A1
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WO
WIPO (PCT)
Prior art keywords
game
identification information
unit
information
information medium
Prior art date
Application number
PCT/JP2013/052529
Other languages
French (fr)
Japanese (ja)
Inventor
新井 昭彦
祐司 飯塚
究 中村
Original Assignee
株式会社バンダイナムコゲームス
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社バンダイナムコゲームス filed Critical 株式会社バンダイナムコゲームス
Publication of WO2013118691A1 publication Critical patent/WO2013118691A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/98Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8076Shooting
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/08Payment architectures
    • G06Q20/10Payment architectures specially adapted for electronic funds transfer [EFT] systems; specially adapted for home banking systems
    • G06Q20/108Remote banking, e.g. home banking
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]

Definitions

  • the present invention relates to a game system.
  • the present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game system in which the player can obtain the enjoyment of customizing the indicator used in the game. It is in.
  • a game system includes: An indicator that is gripped by the player and indicates a position on the game screen; An indication position detector for detecting an indication position by the indicator; A game processing unit that performs a game process based on the detected indication position; An information medium discharge unit for discharging the information medium with the identification information added thereto, The indicator is An identification information reading unit for reading the identification information added to the information medium; The game processing unit The present invention relates to a game system that performs a game process based on the detected indication position and the read identification information.
  • the present invention it is possible to realize a game in which the game content changes by causing the player to read the identification information of the information medium discharged from the information medium discharge unit by the identification information reading unit provided in the indicator.
  • the player can obtain the enjoyment of customizing the pointer that the player holds.
  • the indicator is It further comprises a slot into which the information medium is inserted,
  • the identification information reading unit is You may make it read the said identification information of the said information medium inserted in the said insertion port.
  • the present invention it is possible to realize a game in which the game content changes according to the identification information of the inserted information medium when the player himself inserts the information medium into the insertion port of the indicator. It is possible to provide a game system in which the player can enjoy the pleasure of customizing the pointer gripped by the player.
  • the indicator includes a plurality of the insertion ports
  • the identification information reading unit is Read the identification information of the information medium inserted into each of the plurality of insertion ports,
  • the game processing unit You may make it perform a game process based on the combination of the said several read identification information.
  • the player himself / herself inserts an information medium into each of the plurality of insertion ports of the indicator, thereby realizing a game in which the game content changes according to the combination of the plurality of inserted information media. It is possible to increase the degree of freedom for customization of the indicator.
  • the identification information reading unit is Read identification information of each of the plurality of information media
  • the game processing unit You may make it perform a game process based on the combination of the said several read identification information.
  • the identification information of a plurality of information media is read by the player with the identification information reading unit provided in the indicator, so that the game content changes according to the combination of the read information media.
  • a simple game can be realized, and the degree of freedom for customization of the indicator can be increased.
  • the indicator is A gun-shaped shape that may be gripped by a player and a trigger that is operated by a hand that grips the gripping part may be further provided.
  • the present invention it is possible to provide a game system in which the player can obtain the joy of customizing the gun-type controller (indicator having a gun-shaped shape) held by the player.
  • FIG. 1 is a schematic external view showing an example of the configuration of the game system of the present embodiment.
  • FIG. 2 is a side view showing an example of the configuration of the controller (indicator) of the present embodiment.
  • FIG. 3 is a cross-sectional view (cross-sectional view taken along the line AA in FIG. 2) showing the configuration of the storage unit.
  • FIG. 4 is a diagram illustrating an example of an information medium according to the present embodiment.
  • FIG. 5 is a partial cross-sectional view showing an example of the configuration of the identification information reading unit.
  • FIG. 6 is a diagram illustrating an example of a functional block diagram of the game system according to the present embodiment.
  • FIG. 7 is a diagram for explaining classification of information media.
  • FIG. 8 is a flowchart showing the processing flow of the present embodiment.
  • FIG. 1 is a schematic external view showing an example of a configuration of a game system 1 (game device) according to the present embodiment.
  • the game system 1 of the present embodiment is configured as a game system that performs a game of shooting a target object in a game space (for example, an object space) using a gun-type controller.
  • a game system 1 includes a housing 2 that stores a processing unit (computer) that performs game processing and the like, and a display 10 (display unit) that is provided on the top of the housing 2 and displays a game image including a target object. ), Two reflectors 12 and 14 provided on the upper portion of the display 10, and a gun-type controller 20 (an example of an indicator) that is held by the player to indicate a position on the display 10 (game screen) ).
  • the controller 20 is connected to the housing 2 (processing unit) via the communication cable 30.
  • a plurality of information medium storage units for storing an information medium to which identification information is added and an information medium stored in any of the plurality of information medium storage units are discharged inside the housing 2.
  • An information medium discharge unit (not shown) is provided, and the information medium discharged by the information medium discharge unit can be taken out from a discharge port 40 provided in the housing 2.
  • the processing unit in the housing 2 randomly determines from which of the plurality of information medium storage units the information medium is to be discharged, and the information medium stored in the determined information medium storage unit is discharged.
  • the housing 2 is provided with an insertion slot (not shown) for inserting coins. When the player inserts coins into the slot, the information medium is discharged from the information medium discharge unit, the game starts, and a game image is displayed on the display 10.
  • the reflectors 12 and 14 are fixedly installed with a distance of a predetermined interval with the direction of the front face aligned with the direction of the player's location.
  • the reflection plates 12 and 14 reflect the infrared light from the light emitting unit provided in the controller 20 to the front surface.
  • FIG. 2 is a side view showing an example of the configuration of the controller 20 of the present embodiment.
  • the controller 20 has a shape imitating the shape of a gun, and has a main body portion 21 and a grip portion 22 provided at the lower portion of the main body portion 21 and gripped by the player.
  • a trigger unit 23 that is operated by an index finger of a hand that grips the gripping part 22 is provided below the main body part 21 and in front of the gripping part 22.
  • the main body 21 is provided with a button 24 for inputting a special technique command to be described later.
  • a light emitting unit 26 having an infrared light source such as an infrared LED and an imaging unit 25 such as a CMOS sensor or a CCD sensor functioning as a pointing position detection unit are provided inside the tip of the main body 21. .
  • the light emitting unit 26 advances the infrared light from the infrared light source in a direction in which the tip of the controller 20 (a portion corresponding to the muzzle of the controller 20) is directed.
  • the imaging unit 25 captures (receives) light incident from the direction in which the tip of the controller 20 is directed, and acquires this as image information.
  • the process part (illustration omitted) provided in the main-body part 21 analyzes the image information acquired by the imaging part 25, and from the reflecting plates 12 and 14 (refer FIG. 1) which the imaging part 25 light-received.
  • the light receiving position information of the two infrared lights (reflected light) is calculated, and the information of the indicated position of the controller 20 on the display 10 (game screen) is calculated from the calculated light receiving position information and the preset reference position information.
  • the designated position information calculated by the designated position detection unit is output to the processing unit stored in the housing 2 via the communication cable 30.
  • the processing unit stored in the housing 2 determines whether or not the indicated position of the controller 20 when the trigger unit 23 of the controller 20 is pulled matches the position of the target object displayed on the display 10.
  • game processing such as game image display control processing and score calculation processing is performed.
  • an insertion port 50 into which the information medium IM is inserted is provided at the upper part of the main body 21, and a part of the information medium IM inserted into the insertion port 50 is stored (accommodated) in the main body 21. ) Is provided.
  • three insertion ports 50a, 50b, 50c and three storage units 51a, 51b, 51c capable of inserting and storing three information media IM are provided.
  • FIG. 2 shows a state in which the information medium IM is inserted into the insertion port 50a and the information medium IM is not inserted into the insertion ports 50b and 50c.
  • FIG. 3 is a cross-sectional view (cross-sectional view taken along the line AA in FIG. 2) showing the configuration of the storage unit 51. As shown in FIG. 3, a part of the bottom part 56 of the storage part 51 penetrates to the bottom part of the main body part 21. In this way, even if dust or the like enters the storage unit 51 from the insertion port 50a, it can be easily removed and the maintainability of the controller 20 can be improved.
  • FIG. 4 is a diagram illustrating an example of the information medium IM of the present embodiment.
  • the information medium IM of the present embodiment is a rectangular plate-shaped molded product, and characters and designs (not shown) illustrating the type of the information medium IM are printed on the surface SF thereof.
  • a dot code BC obtained by encoding the identification information added to the information medium IM is printed in the code print area PA below the surface SF of the information medium IM.
  • the dot code BC is a two-dimensionally developed one-dimensional dot code in which identification information is encoded at intervals between dots.
  • an identification information reading unit is provided for reading the identification information of the information medium IM inserted into the insertion port 50 (50a, 50b, 50c).
  • the identification information reading unit is provided corresponding to each of the three insertion ports 50a, 50b, and 50c.
  • FIG. 5 is a partial cross-sectional view showing an example of the configuration of the identification information reading unit.
  • the information medium IM inserted into the insertion port 50 of the controller 20 is guided by the guide plate 52 and stored in the storage unit 51.
  • a substrate 53 is arranged at a position facing the code printing area PA of the information medium IM inserted and stored in the insertion port 50.
  • a light emitting unit 54 that functions as an identification information reading unit and an image pickup device are arranged on the substrate 53.
  • a portion 55 is provided.
  • the light emitting unit 54 is an infrared light source such as an infrared LED, and irradiates the code printing area PA with infrared light.
  • the imaging unit 55 includes a CCD sensor or the like, receives reflected light (infrared light) from the code printing area PA, and acquires it as image information. As described above, since the dot code BC is printed in the code print area PA, the imaging unit 55 acquires an image of the dot code BC. Then, the processing unit provided inside the main body unit 21 analyzes the image acquired by the imaging unit 55 (decodes the dot code in the image), acquires the identification information of the information medium IM, and acquires the acquired identification information. The data is output to the processing unit stored in the housing 2 via the communication cable 30.
  • FIG. 6 shows an example of a functional block diagram of the game system 1 of the present embodiment. Note that the game system of the present embodiment may have a configuration in which some of the components (each unit) in FIG. 6 are omitted.
  • the controller 20 includes an operation detection unit 160, an indicated position detection unit 162, and an identification information reading unit 164.
  • the operation detection unit 160 detects that the trigger unit 23 has been pulled and detects that the button 24 has been pressed, and the function is realized by a switch for switching between an energized state and a non-energized state. can do.
  • the designated position detection unit 162 detects the designated position on the game screen designated by the controller 20, and functions as an imaging unit 25 that captures an infrared light image from the reflectors 12 and 14, and This can be realized by a processing unit (a processing unit provided inside the main body unit 21) that calculates an indicated position based on an image captured by the imaging unit 25. Note that the process of calculating the indicated position based on the image captured by the imaging unit 25 may be configured to be performed by the processing unit 100 provided in the housing 2.
  • the identification information reading unit 164 reads identification information of each information medium IM inserted into the insertion port 50 (50a, 50b, 50c), and its function is a dot code BC added to each information medium IM.
  • This can be realized by an image pickup unit 55 that picks up the image and a processing unit (a processing unit provided inside the main body unit 21) that performs processing for obtaining identification information from the image picked up by the image pickup unit 55.
  • a processing unit a processing unit provided inside the main body unit 21
  • the processing for obtaining the identification information from the image captured by the image capturing unit 55 may be performed by the processing unit 100 provided in the housing 2.
  • the information medium discharge unit 150 is a device that stores a plurality of information media IM and discharges the information media IM stored in the information medium storage unit one by one to the discharge port 40 in accordance with a control signal from the processing unit 100. is there.
  • the storage unit 170 is a work area such as the processing unit 100 or the communication unit 196, and its function can be realized by a RAM (VRAM) or the like.
  • the storage unit 170 includes a main storage unit 172 that is used as a work area, a drawing buffer 174 that stores final display images and the like, an object data storage unit that stores object model data, and each object data A texture storage unit for storing the texture and a Z buffer for storing the Z value during the object image generation process. Note that some of these may be omitted.
  • the information storage medium 180 (computer-readable medium) stores programs, data, and the like, and functions as an optical disk (CD, DVD), magneto-optical disk (MO), magnetic disk, hard disk, and magnetic tape. Alternatively, it can be realized by a memory (ROM).
  • the processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180.
  • the information storage medium 180 can store a program for causing a computer to function as each unit of the processing unit 100 according to the present embodiment (a program for causing a computer to execute the processing of each unit).
  • the display unit 190 (display 10) outputs a game image generated by the processing unit 100 (an image obtained by viewing the object space from a given viewpoint), and its function is a CRT, LCD, or touch panel display. It can be realized by.
  • the sound output unit 192 outputs the sound generated by the processing unit 100, and its function can be realized by a speaker or headphones.
  • the communication unit 196 performs various controls for communicating with other game systems and servers, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
  • a program and data for causing the computer to function as each unit of the processing unit 100 stored in the information storage medium and storage unit of the server are received via the network, and the received program and data are received in the information storage medium 180. Or may be stored in the storage unit 170.
  • the case where the game system is functioned by receiving the program or data as described above is also included in the scope of the present invention.
  • the processing unit 100 performs processing such as game processing, image generation processing, and sound generation processing based on data, programs, and the like from the operation detection unit 160, the indicated position detection unit 162, and the identification information reading unit 164. .
  • the processing unit 100 performs various processes using the main storage unit 172 as a work area.
  • the functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs.
  • the processing unit 100 includes a game processing unit 110, an information medium discharge control unit 118, an image generation unit 120, and a sound generation unit 130.
  • the game processing unit 110 starts the game on the condition that coins are inserted, detects the detection signal from the operation detection unit 160, the indication position detected by the indication position detection unit 162, and the identification acquired by the identification information reading unit 164. Based on the information, a game process for attacking (shooting) the target object in the game space is performed. For example, the game processing unit 110 determines whether or not the indicated position detected when the trigger unit 23 is pulled matches the position where the target object such as an enemy character is displayed (hit or land). When it is determined that they match, a process of displaying an effect image indicating that the target object has hit a bullet, a process of calculating a score, and the like are performed.
  • the game processing unit 110 includes a game parameter setting unit 112. Based on the identification information acquired by the identification information reading unit 164 (that is, the identification information of the information medium IM inserted into the insertion port 50), the game parameter setting unit 112 determines the game parameter (for example, the attack power of the player character). Processing for setting (game parameters representing the power of bullets), defense power, physical strength values, or game parameters representing the types of special effects and special attacks (special attacks) is performed. The game processing unit 110 performs game processing based on the game parameters set by the game parameter setting unit 112.
  • the game parameter setting unit 112 Based on the identification information acquired by the identification information reading unit 164 (that is, the identification information of the information medium IM inserted into the insertion port 50), the game parameter setting unit 112 determines the game parameter (for example, the attack power of the player character). Processing for setting (game parameters representing the power of bullets), defense power, physical strength values, or game parameters representing the types of special effects and special attacks (special attacks) is performed. The game processing unit 110 performs game processing
  • the game parameter setting unit 112 is acquired when a plurality of pieces of identification information are acquired by the identification information reading unit 164 (that is, when the information medium IM is inserted into each of the plurality of insertion ports 50). A process for setting a game parameter according to a combination of a plurality of identification information is performed.
  • the information medium discharge control unit 118 When the information medium discharge control unit 118 detects the insertion of a coin, the information medium discharge control unit 118 randomly determines which of the plurality of information medium storage units to discharge the information medium IM, generates a control signal, and generates the information medium discharge unit 150. The information medium IM stored in the determined information medium storage unit is discharged. Further, the information medium discharge control unit 118 may perform control to discharge the information medium IM not at the time of coin insertion but at the end of the game.
  • the game processing unit 110 includes an object space setting unit.
  • the object space setting unit performs a process of arranging and setting various objects (objects composed of primitives such as polygons, free-form surfaces or subdivision surfaces) representing display objects such as target objects, bullets, and maps (terrain) in the object space.
  • objects composed of primitives such as polygons, free-form surfaces or subdivision surfaces
  • display objects such as target objects, bullets, and maps (terrain) in the object space.
  • the position and rotation angle (synonymous with the direction and direction of the object in the world coordinate system, for example, rotation when rotating clockwise when viewed from the positive direction of each axis of the X, Y, and Z axes in the world coordinate system. The angle is determined, and the object is arranged at the position (X, Y, Z) at the rotation angle (rotation angle about the X, Y, Z axis).
  • the game processing unit 110 includes a movement / motion processing unit.
  • the movement / motion processing unit performs a movement / motion calculation (movement / motion simulation) of the object. That is, based on data from the controller 20, a program (movement / motion algorithm), various data (motion data), a physical law, etc., the object is moved in the object space (game space) or the object is moved (motion , Animation). Specifically, object movement information (position, rotation angle, speed, or acceleration) and motion information (position or rotation angle of each part constituting the object) are stored in one frame (1/60 seconds or 1/30). The simulation process is sequentially performed every second). A frame is a unit of time for performing object movement / motion processing (simulation processing) and image generation processing.
  • the game processing unit 110 includes a virtual camera control unit.
  • the virtual camera control unit performs control processing of the virtual camera (viewpoint) for generating an image that can be seen from a given (arbitrary) viewpoint in the object space. Specifically, based on data from the controller 20 or a program (movement / motion algorithm) or the like, the position (X, Y, Z) of the virtual camera in the world coordinate system or the direction of the optical axis (for example, X, Y, A process of controlling a rotation angle when rotating clockwise as viewed from the positive direction of each axis of the Z axis is performed. In short, processing for controlling the viewpoint position, the orientation of the virtual camera, and the angle of view is performed.
  • the image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190.
  • object data model data
  • vertex data vertex position coordinates, texture coordinates, color data, normal vector, ⁇ value, etc.
  • vertex processing shading by a vertex shader
  • vertex generation processing for re-dividing the polygon may be performed as necessary.
  • vertex processing according to the vertex processing program (vertex shader program, first shader program), vertex movement processing, coordinate transformation, for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing are performed, and based on the processing results, the vertex data given to the vertex group constituting the object is changed (updated, adjusted).
  • coordinate transformation for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing
  • coordinate transformation for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing
  • coordinate transformation for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspect
  • rasterization scan conversion
  • pixel processing shading or fragment processing by a pixel shader for drawing pixels (fragments forming a display screen) constituting an image is performed.
  • pixel processing In the pixel processing, according to the pixel processing program (pixel shader program, second shader program), various processes such as texture reading (texture mapping), color data setting / changing, translucent composition, anti-aliasing, etc. are performed.
  • the final drawing color of the constituent pixels is determined, and the drawing color of the perspective-transformed object is output (drawn) to a drawing buffer 174 (a buffer capable of storing image information in units of pixels; VRAM). That is, in pixel processing, per-pixel processing for setting or changing image information (color, normal, luminance, ⁇ value, etc.) in units of pixels is performed. Thereby, an image that can be seen from the virtual camera (given viewpoint) in the object space is generated. Also.
  • the image generation unit 120 performs texture mapping, hidden surface removal processing, ⁇ blending, and the like when drawing an object.
  • the sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, and voices, and outputs them to the sound output unit 192.
  • identification information is read from the information medium IM inserted into the insertion port 50 of the controller 20, and game processing is performed by setting game parameters based on the read identification information.
  • the information medium IM of this embodiment is roughly classified into three types (three types), and different game parameters are set depending on the type (type) of the inserted information medium IM.
  • the information medium IM is classified into three types of “gun type”, “magic type”, and “deadly skill type”.
  • 30 information media IM whose identification information (identification numbers) is 1 to 30 are “gun type”
  • 30 information media IM whose identification information is 31 to 60 are “magic type”.
  • ”And 30 information media IM having identification information 61 to 90 are designated as“ deadly skill type ”.
  • the “gun type” information medium IM is an information medium IM for increasing the attack power, and when the identification information of this type of information medium IM is read, the game parameter relating to the attack power is changed. For example, in accordance with the identification information, game parameters that define the power of bullets and game parameters that enable the use of special bullets are changed.
  • the “magic type” information medium IM is an information medium IM for using a special effect (such as magic).
  • a special effect such as magic
  • game parameters relating to the special effect are set. change. For example, in accordance with the identification information, a game parameter that enables use of a special effect for neutralizing the attack of the enemy character (target object) or a special effect for converting the attack of the enemy character into the physical strength value of the player character is changed. .
  • the information medium IM of the “special technique” is an information medium IM for using the special technique.
  • a game parameter that defines the type of the special technique is read.
  • the setting is changed, and the special technique determined according to the identification information is set as a usable special technique.
  • the player can input a special technique command by pressing the button 24 of the controller 20, and when the special technique command is input, the identification information of the “magic type” information medium IM inserted into the insertion port 50 is displayed.
  • a corresponding kind of monster is summoned, and the summoned monster changes to a player, and a game process is performed in which the enemy character is attacked.
  • two or more information media IM of the same type cannot be inserted into the insertion port 50 to read the identification information, and two or more information media IM of the same type can be inserted into the insertion port 50.
  • only the identification information of the information medium IM inserted first is read.
  • the player can read the identification information of each information medium IM by inserting a maximum of three information media IM selected from each type into the three insertion ports 50.
  • each type of information medium IM is further classified into three types of attributes of “fire”, “water”, and “thunder”, and according to the attributes of the information medium IM.
  • Game parameters are set.
  • the attributes of 10 information media IM whose identification information (identification numbers) are 1 to 10 are “fire”, and the identification information is 11
  • the attributes of 10 information media IM up to 20 are “water”, and the attributes of 10 information media IM whose identification information is from 21 to 30 are “lightning”.
  • the capability values are set to be different depending on the identification information. For example, among the information media IM having the “gun type” and the attribute “fire”, the information medium IM having the identification information “1” and the information medium IM having the identification information “10” increase the attack power ( (Capability values) are set differently.
  • the game parameter is set according to the combination of the plurality of read identification information. Specifically, when the attributes of the plurality of information media IM inserted into the insertion port 50 are the same, the original ability value (attack power, physical strength value, effectiveness of special effects, The game parameters are set and changed so that the effectiveness of the special technique is further increased. For example, the player inserts three information media IM, each of which is selected from the information media IM having the attribute “fire”, into the three insertion ports 50, so that the capability value of each information media IM is obtained. Can be raised.
  • the player can increase the capability value such as the attack power according to the inserted information medium IM by inserting the information medium IM into the insertion port 50 of the controller 20, and the desired information medium
  • the pleasure of customizing (modifying) the controller 20 by inserting the IM into the controller 20 can be obtained.
  • the capability value changes according to the combination of the plurality of information media IM inserted into the controller 20, it is possible to obtain the pleasure of selecting the combination of the information media IM inserted into the controller 20.
  • the processing unit 100 determines whether or not a coin has been inserted into the insertion slot (step S10). If it is determined that a coin has been inserted (“Y” in step S10), the information medium discharge control unit 118 transmits a control signal to the information medium discharge unit 150, and the information medium IM is output to the discharge port 40. Control to discharge is performed (step S12).
  • the processing unit determines whether or not the information medium IM is inserted into the insertion port 50 of the controller 20 (step S14). For example, when the identification information reading unit 164 reads the identification information of at least one information medium IM within a predetermined time, it is determined that the information medium IM has been inserted.
  • the processing unit 100 reads one or more pieces of identification information read by the identification information reading unit 164. Is acquired (step S16).
  • the game parameter setting unit 112 performs a process of setting game parameters related to ability values such as attack power, physical strength value, special effect effectiveness, and deadly skill effectiveness based on the identification information acquired in step S16. This is performed (step S18).
  • a process for setting a game parameter based on a combination of the plurality of acquired pieces of identification information is performed. For example, based on a plurality of acquired identification information, it is determined whether or not the attributes of the plurality of information media IM inserted into the insertion port 50 are the same. Game parameters are changed so as to increase further.
  • step S14 if it is determined in step S14 that the information medium IM has not been inserted, the game parameter relating to each ability value is set to a predetermined initial value, and the process proceeds to step S20.
  • the game processing unit 110 starts a game process (step S20), and acquires the designated position detected by the designated position detection unit 162 (step S22).
  • the game processing unit 110 performs a game process based on the detection signal from the operation detection unit 160, the indicated position acquired in step S22, and the game parameter set in step S18 (step S24). That is, when it is detected that the trigger unit 23 is pulled, the game processing unit 110 determines whether or not the acquired instruction position matches the display position of the target object, and determines that they match. In this case, a game process is performed in which a bullet (a bullet having an attack power (power) set in the game parameter) is applied to the target object. In addition, the game processing unit 110 performs a game process that activates a special effect with a predetermined probability according to the set game parameter. In addition, when it is detected that the button 24 has been pressed, the game processing unit 110 performs a game process for invoking a special technique according to the set game parameter.
  • a bullet a bullet having an attack power (power) set in the game parameter
  • the image generation unit 120 performs a process of generating an image (game image) that can be seen from the virtual camera in the object space (step S26).
  • the processing unit 100 determines whether or not to continue the process (step S28). When the process is continued, the process proceeds to the process of step S22, and the processes after step S22 are repeated for each frame.
  • the present invention is not limited to this.
  • the present invention can be applied to a game system that executes a game that attacks a target object using a sword-shaped controller (indicator), or a magic is activated on a target object using a wand-type controller (indicator).
  • the present invention can be applied to a game system that executes a game to attack and a game system that executes a game to fish a fish object using a fishing rod type controller (indicator).
  • the dot code printed on the information medium is imaged by the imaging unit provided in the indicator (controller), so that the identification added to the information medium
  • the present invention is not limited to this.
  • one-dimensional barcode or two-dimensional barcode printed on the information medium may be imaged by the imaging unit to read the identification information of the information medium.
  • the identification information of the information medium is read by an RFID receiver (identification information reading unit) provided on the indicator. You may do it.
  • the said embodiment demonstrated the case where the identification information of the information medium inserted in the insertion port provided in the indicator was read, the identification information of an information medium is read without providing an insertion port in the indicator.
  • You may comprise as follows.
  • the said embodiment demonstrated the case where the identification information of a some information medium was read with the some imaging part (identification information reading part) provided in the indicator, it is one imaging part provided in the indicator. You may comprise so that the identification information of a some information medium may be read.
  • an image of infrared light from two reflecting plates provided in the vicinity of the display is captured by an imaging unit provided on the pointing body, whereby the pointing body
  • an imaging unit provided on the pointing body
  • the present invention is not limited to this.
  • an indicator that is rotatably supported by the support unit is used as the indicator, and the indication position by the indicator is detected by detecting the rotation angle of the indicator around a predetermined axis with a variable resistor or the like. You may comprise.
  • 1 game system 2 housing, 10 display, 12 reflector, 14 reflector, 20 controller, 21 body part, 22 grip part, 23 trigger part, 24 buttons, 25 imaging part, 26 light emitting part, 30 communication cable, 40 Ejection port, 50 insertion port, 51 storage unit, 52 guide plate, 53 substrate, 54 light emitting unit, 55 imaging unit, 100 processing unit, 110 game processing unit, 112 game parameter setting unit, 118 information medium discharge control unit, 120 Image generation unit, 130 sound generation unit, 150 information medium discharge unit, 160 operation detection unit, 162 indication position detection unit, 164 identification information reading unit, 170 storage unit, 172 main storage unit, 174 drawing buffer, 180 information storage medium, 190 Display unit, 192 Sound output unit, 196 Communication unit

Abstract

A game system including: an instruction body grasped by a player, for instructing a position on a game screen; an instructed position detection unit that detects the position instructed by the instruction body; a game processing unit that performs game processing on the basis of the detected instructed position; and an information medium discharge unit that discharges an information medium having identification information added thereto. The instruction body comprises an insertion port to which the information medium is inserted; and an identification information reading unit that reads the identification information added to the information medium inserted into the insertion port. The game processing unit performs game processing on the basis of the detected instructed position and the read identification information.

Description

ゲームシステムGame system
 本発明は、ゲームシステムに関する。 The present invention relates to a game system.
 従来から、銃型コントローラ(指示体)を用いたシューティングゲームシステムなどのように、指示面における指示体の指示位置を検出し、検出した指示位置に基づいてゲーム処理を行うゲームシステムが知られている(例えば、特許第2961097号公報)。 2. Description of the Related Art Conventionally, there has been known a game system that detects an indication position of an indicator on an indication surface and performs game processing based on the detected indication position, such as a shooting game system using a gun-type controller (indicator). (For example, Japanese Patent No. 2961097).
 従来のゲームシステムでは、ゲームシステムで払い出された情報媒体の識別情報を指示体で読み取らせて、指示体で読み取った識別情報によってゲーム内容が変化するような仕組みがなかった。 In the conventional game system, there is no mechanism in which the identification information of the information medium paid out by the game system is read by the indicator and the game content is changed by the identification information read by the indicator.
 本発明は、以上のような課題に鑑みてなされたものであり、その目的とするところは、ゲームで用いる指示体をプレーヤが自らカスタマイズする楽しさを得ることが可能なゲームシステムを提供することにある。 The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game system in which the player can obtain the enjoyment of customizing the indicator used in the game. It is in.
 (1)本発明に係るゲームシステムは、
 プレーヤによって把持され、ゲーム画面上の位置を指示するための指示体と、
 前記指示体による指示位置を検出する指示位置検出部と、
 前記検出された指示位置に基づいてゲーム処理を行うゲーム処理部と、
 識別情報が付加された情報媒体を排出する情報媒体排出部とを含み、
 前記指示体が、
 前記情報媒体に付加された識別情報を読み取る識別情報読取部を備え、
 前記ゲーム処理部が、
 前記検出された指示位置と、前記読み取られた識別情報とに基づいてゲーム処理を行うことを特徴とするゲームシステムに関する。
(1) A game system according to the present invention includes:
An indicator that is gripped by the player and indicates a position on the game screen;
An indication position detector for detecting an indication position by the indicator;
A game processing unit that performs a game process based on the detected indication position;
An information medium discharge unit for discharging the information medium with the identification information added thereto,
The indicator is
An identification information reading unit for reading the identification information added to the information medium;
The game processing unit
The present invention relates to a game system that performs a game process based on the detected indication position and the read identification information.
 本発明によれば、情報媒体排出部から排出された情報媒体の識別情報を、プレーヤ自身が指示体に備わる識別情報読取部で読み取らせることでゲーム内容が変化するようなゲームを実現することができ、プレーヤが把持する指示体を、プレーヤが自らカスタマイズする楽しさを得ることが可能なゲームシステムを提供することができる。 According to the present invention, it is possible to realize a game in which the game content changes by causing the player to read the identification information of the information medium discharged from the information medium discharge unit by the identification information reading unit provided in the indicator. In addition, it is possible to provide a game system in which the player can obtain the enjoyment of customizing the pointer that the player holds.
 (2)また本発明に係るゲームシステムでは、
 前記指示体が、
 前記情報媒体が差し込まれる差込口を更に備え、
 前記識別情報読取部が、
 前記差込口に差し込まれた前記情報媒体の前記識別情報を読み取るようにしてもよい。
(2) In the game system according to the present invention,
The indicator is
It further comprises a slot into which the information medium is inserted,
The identification information reading unit is
You may make it read the said identification information of the said information medium inserted in the said insertion port.
 本発明によれば、プレーヤ自身が指示体の差込口に情報媒体を差し込むことで、差し込まれた情報媒体の識別情報に応じてゲーム内容が変化するようなゲームを実現することができ、プレーヤが把持する指示体を、プレーヤが自らカスタマイズする楽しさを得ることが可能なゲームシステムを提供することができる。 According to the present invention, it is possible to realize a game in which the game content changes according to the identification information of the inserted information medium when the player himself inserts the information medium into the insertion port of the indicator. It is possible to provide a game system in which the player can enjoy the pleasure of customizing the pointer gripped by the player.
 (3)また本発明に係るゲームシステムでは、
 前記指示体が、複数の前記差込口を備え、
 前記識別情報読取部が、
 複数の前記差込口のそれぞれに差し込まれた前記情報媒体の識別情報を読み取り、
 前記ゲーム処理部が、
 前記読み取られた複数の識別情報の組み合わせに基づいてゲーム処理を行うようにしてもよい。
(3) In the game system according to the present invention,
The indicator includes a plurality of the insertion ports,
The identification information reading unit is
Read the identification information of the information medium inserted into each of the plurality of insertion ports,
The game processing unit
You may make it perform a game process based on the combination of the said several read identification information.
 本発明によれば、プレーヤ自身が指示体の複数の差込口のそれぞれに情報媒体を差し込むことで、差し込まれた複数の情報媒体の組み合わせに応じてゲーム内容が変化するようなゲームを実現することができ、指示体に対するカスタマイズの自由度を高くすることができる。 According to the present invention, the player himself / herself inserts an information medium into each of the plurality of insertion ports of the indicator, thereby realizing a game in which the game content changes according to the combination of the plurality of inserted information media. It is possible to increase the degree of freedom for customization of the indicator.
 (4)また本発明に係るゲームシステムでは、
 前記識別情報読取部が、
 複数の前記情報媒体のそれぞれの識別情報を読み取り、
 前記ゲーム処理部が、
 前記読み取られた複数の識別情報の組み合わせに基づいてゲーム処理を行うようにしてもよい。
(4) In the game system according to the present invention,
The identification information reading unit is
Read identification information of each of the plurality of information media,
The game processing unit
You may make it perform a game process based on the combination of the said several read identification information.
 本発明によれば、複数の情報媒体の識別情報を、プレーヤ自身が指示体に備わる識別情報読取部で読み取らせることで、読み取られた複数の情報媒体の組み合わせに応じてゲーム内容が変化するようなゲームを実現することができ、指示体に対するカスタマイズの自由度を高くすることができる。 According to the present invention, the identification information of a plurality of information media is read by the player with the identification information reading unit provided in the indicator, so that the game content changes according to the combination of the read information media. A simple game can be realized, and the degree of freedom for customization of the indicator can be increased.
 (5)また本発明に係るゲームシステムでは、
 前記指示体が、
 銃型の形状を有し、プレーヤに把持される把持部と、前記把持部を把持する手で操作されるトリガを更に備えてもよい。
(5) In the game system according to the present invention,
The indicator is
A gun-shaped shape that may be gripped by a player and a trigger that is operated by a hand that grips the gripping part may be further provided.
 本発明によれば、プレーヤが把持する銃型コントローラ(銃型の形状を有する指示体)を、プレーヤが自らカスタマイズする楽しさを得ることが可能なゲームシステムを提供することができる。 According to the present invention, it is possible to provide a game system in which the player can obtain the joy of customizing the gun-type controller (indicator having a gun-shaped shape) held by the player.
図1は、本実施形態のゲームシステムの構成の一例を示す概略外観図である。FIG. 1 is a schematic external view showing an example of the configuration of the game system of the present embodiment. 図2は、本実施形態のコントローラ(指示体)の構成の一例を示す側面図である。FIG. 2 is a side view showing an example of the configuration of the controller (indicator) of the present embodiment. 図3は、格納部の構成を示す断面図(図2のA-A断面図)である。FIG. 3 is a cross-sectional view (cross-sectional view taken along the line AA in FIG. 2) showing the configuration of the storage unit. 図4は、本実施形態の情報媒体の一例を示す図である。FIG. 4 is a diagram illustrating an example of an information medium according to the present embodiment. 図5は、識別情報読取部の構成の一例を示す部分断面図である。FIG. 5 is a partial cross-sectional view showing an example of the configuration of the identification information reading unit. 図6は、本実施形態のゲームシステムの機能ブロック図の一例を示す図である。FIG. 6 is a diagram illustrating an example of a functional block diagram of the game system according to the present embodiment. 図7は、情報媒体の分類について説明するための図である。FIG. 7 is a diagram for explaining classification of information media. 図8は、本実施形態の処理の流れを示すフローチャート図である。FIG. 8 is a flowchart showing the processing flow of the present embodiment.
 以下、本実施形態について説明する。なお、以下に説明する本実施形態は、特許請求の範囲に記載された本発明の内容を不当に限定するものではない。また本実施形態で説明される構成の全てが、本発明の必須構成要件であるとは限らない。 Hereinafter, this embodiment will be described. In addition, this embodiment demonstrated below does not unduly limit the content of this invention described in the claim. In addition, all the configurations described in the present embodiment are not necessarily essential configuration requirements of the present invention.
 1.ゲームシステムの構成
 図1は、本実施形態のゲームシステム1(ゲーム装置)の構成の一例を示す概略外観図である。本実施形態のゲームシステム1は、銃型コントローラを用いてゲーム空間(例えば、オブジェクト空間)の標的オブジェクトを射撃するゲームを行うゲームシステムとして構成されている。
1. Configuration of Game System FIG. 1 is a schematic external view showing an example of a configuration of a game system 1 (game device) according to the present embodiment. The game system 1 of the present embodiment is configured as a game system that performs a game of shooting a target object in a game space (for example, an object space) using a gun-type controller.
 本実施形態のゲームシステム1は、ゲーム処理等を行う処理部(コンピュータ)を格納する筐体2と、筐体2の上部に設けられ、標的オブジェクトを含むゲーム画像を表示するディスプレイ10(表示部)と、ディスプレイ10の上部に設けられた2個の反射板12、14と、プレーヤが把持してディスプレイ10(ゲーム画面)上の位置を指示するための銃型のコントローラ20(指示体の一例)とを有している。コントローラ20は、通信ケーブル30を介して筐体2(処理部)に接続されている。 A game system 1 according to this embodiment includes a housing 2 that stores a processing unit (computer) that performs game processing and the like, and a display 10 (display unit) that is provided on the top of the housing 2 and displays a game image including a target object. ), Two reflectors 12 and 14 provided on the upper portion of the display 10, and a gun-type controller 20 (an example of an indicator) that is held by the player to indicate a position on the display 10 (game screen) ). The controller 20 is connected to the housing 2 (processing unit) via the communication cable 30.
 また、筐体2内部には、識別情報が付加された情報媒体を格納する複数の情報媒体格納部(図示省略)と、前記複数の情報媒体格納部のいずれかに格納された情報媒体を排出する情報媒体排出部(図示省略)が設けられ、情報媒体排出部により排出された情報媒体は、筐体2に設けられた排出口40から取り出すことができる。筐体2内部の処理部は、前記複数の情報媒体格納部のいずれから情報媒体を排出するかをランダムに決定し、決定された情報媒体格納部に格納された情報媒体が排出される。また、筐体2には、コインを投入するための投入口(図示省略)が設けられている。プレーヤが、コインを投入口に投入すると、情報媒体排出部から情報媒体が排出されてゲームが開始し、ディスプレイ10にゲーム画像が表示される。 In addition, a plurality of information medium storage units (not shown) for storing an information medium to which identification information is added and an information medium stored in any of the plurality of information medium storage units are discharged inside the housing 2. An information medium discharge unit (not shown) is provided, and the information medium discharged by the information medium discharge unit can be taken out from a discharge port 40 provided in the housing 2. The processing unit in the housing 2 randomly determines from which of the plurality of information medium storage units the information medium is to be discharged, and the information medium stored in the determined information medium storage unit is discharged. The housing 2 is provided with an insertion slot (not shown) for inserting coins. When the player inserts coins into the slot, the information medium is discharged from the information medium discharge unit, the game starts, and a game image is displayed on the display 10.
 反射板12、14は、前面の向きをプレーヤの存在位置方向に合わせ、所定間隔の距離をおいて固定設置される。そして反射板12、14は、コントローラ20に設けられた発光部からの赤外光を前面に反射する。 The reflectors 12 and 14 are fixedly installed with a distance of a predetermined interval with the direction of the front face aligned with the direction of the player's location. The reflection plates 12 and 14 reflect the infrared light from the light emitting unit provided in the controller 20 to the front surface.
 図2は、本実施形態のコントローラ20の構成の一例を示す側面図である。 FIG. 2 is a side view showing an example of the configuration of the controller 20 of the present embodiment.
 コントローラ20は、銃の形状を模した形状をしており、本体部21と、本体部21の下部に設けられ、プレーヤに把持される把持部22とを有している。また本体部21の下部であって把持部22の前方には、把持部22を把持する手の人差し指で操作されるトリガ部23が設けられている。また、本体部21には、後述する必殺技コマンドを入力するためのボタン24が設けられている。 The controller 20 has a shape imitating the shape of a gun, and has a main body portion 21 and a grip portion 22 provided at the lower portion of the main body portion 21 and gripped by the player. In addition, a trigger unit 23 that is operated by an index finger of a hand that grips the gripping part 22 is provided below the main body part 21 and in front of the gripping part 22. The main body 21 is provided with a button 24 for inputting a special technique command to be described later.
 また、本体部21の先端内部には、赤外光LED等の赤外光源を有する発光部26と、指示位置検出部として機能する、CMOSセンサ、CCDセンサ等の撮像部25が設けられている。発光部26は、赤外光源から赤外光をコントローラ20の先端(コントローラ20の銃口に相当する部分)を向けた方向に進行させる。撮像部25は、コントローラ20の先端を向けた方向から入射する光を撮像(受光)して、これを画像情報として取得する。そして、本体部21内部に設けられた処理部(図示省略)は、撮像部25で取得された画像情報を解析して、撮像部25が受光した反射板12、14(図1参照)からの2つの赤外光(反射光)の受光位置情報を演算し、演算した受光位置情報と、予め設定された基準位置情報とから、ディスプレイ10(ゲーム画面)上におけるコントローラ20の指示位置の情報を演算する。指示位置検出部が演算した指示位置情報は、通信ケーブル30を介して筐体2に格納された処理部に出力される。そして筐体2に格納された処理部は、コントローラ20のトリガ部23が引かれたときのコントローラ20の指示位置が、ディスプレイ10に表示させた標的オブジェクトの位置と一致するか否かを判定して、ゲーム画像の表示制御処理や得点演算処理などのゲーム処理を行う。 In addition, a light emitting unit 26 having an infrared light source such as an infrared LED and an imaging unit 25 such as a CMOS sensor or a CCD sensor functioning as a pointing position detection unit are provided inside the tip of the main body 21. . The light emitting unit 26 advances the infrared light from the infrared light source in a direction in which the tip of the controller 20 (a portion corresponding to the muzzle of the controller 20) is directed. The imaging unit 25 captures (receives) light incident from the direction in which the tip of the controller 20 is directed, and acquires this as image information. And the process part (illustration omitted) provided in the main-body part 21 analyzes the image information acquired by the imaging part 25, and from the reflecting plates 12 and 14 (refer FIG. 1) which the imaging part 25 light-received. The light receiving position information of the two infrared lights (reflected light) is calculated, and the information of the indicated position of the controller 20 on the display 10 (game screen) is calculated from the calculated light receiving position information and the preset reference position information. Calculate. The designated position information calculated by the designated position detection unit is output to the processing unit stored in the housing 2 via the communication cable 30. Then, the processing unit stored in the housing 2 determines whether or not the indicated position of the controller 20 when the trigger unit 23 of the controller 20 is pulled matches the position of the target object displayed on the display 10. Thus, game processing such as game image display control processing and score calculation processing is performed.
 また、本体部21の上部には、情報媒体IMが差し込まれる差込口50が設けられ、本体部21の内部には、差込口50に差し込まれた情報媒体IMの一部を格納(収容)する格納部51が設けられている。ここでは、3個の情報媒体IMを差し込み・格納可能な、3つの差込口50a、50b、50c及び3つの格納部51a、51b、51cが設けられている。なお、図2は、差込口50aに情報媒体IMが差し込まれており、差込口50b、50cには情報媒体IMが差し込まれていない状態を示している。 In addition, an insertion port 50 into which the information medium IM is inserted is provided at the upper part of the main body 21, and a part of the information medium IM inserted into the insertion port 50 is stored (accommodated) in the main body 21. ) Is provided. Here, three insertion ports 50a, 50b, 50c and three storage units 51a, 51b, 51c capable of inserting and storing three information media IM are provided. FIG. 2 shows a state in which the information medium IM is inserted into the insertion port 50a and the information medium IM is not inserted into the insertion ports 50b and 50c.
 図3は、格納部51の構成を示す断面図(図2のA-A断面図)である。図3に示すように、格納部51の底部56は、その一部が本体部21の底部まで貫通している。このようにすると、差込口50aからゴミ等が格納部51に入り込んだとしても、容易にこれを取り除くことができ、コントローラ20のメンテナンス性を向上させることができる。 FIG. 3 is a cross-sectional view (cross-sectional view taken along the line AA in FIG. 2) showing the configuration of the storage unit 51. As shown in FIG. 3, a part of the bottom part 56 of the storage part 51 penetrates to the bottom part of the main body part 21. In this way, even if dust or the like enters the storage unit 51 from the insertion port 50a, it can be easily removed and the maintainability of the controller 20 can be improved.
 図4は、本実施形態の情報媒体IMの一例を示す図である。本実施形態の情報媒体IMは、長方形の板状の成型物であり、その表面SFには、当該情報媒体IMの種類を図示する文字や図柄(図示省略)が印刷されている。また、情報媒体IMの表面SF下部のコード印刷領域PAには、当該情報媒体IMに付加された識別情報をコード化したドットコードBCが印刷されている。ドットコードBCは、識別情報をドット間の間隔でコード化した1次元ドットコードを2次元上に展開したものである。 FIG. 4 is a diagram illustrating an example of the information medium IM of the present embodiment. The information medium IM of the present embodiment is a rectangular plate-shaped molded product, and characters and designs (not shown) illustrating the type of the information medium IM are printed on the surface SF thereof. In addition, a dot code BC obtained by encoding the identification information added to the information medium IM is printed in the code print area PA below the surface SF of the information medium IM. The dot code BC is a two-dimensionally developed one-dimensional dot code in which identification information is encoded at intervals between dots.
 コントローラ20内部には、差込口50(50a、50b、50c)に差し込まれた情報媒体IMの識別情報を読み取る識別情報読取部が設けられている。識別情報読取部は、3個の差込口50a、50b、50cのそれぞれに対応して設けられている。 Inside the controller 20, an identification information reading unit is provided for reading the identification information of the information medium IM inserted into the insertion port 50 (50a, 50b, 50c). The identification information reading unit is provided corresponding to each of the three insertion ports 50a, 50b, and 50c.
 図5は、識別情報読取部の構成の一例を示す部分断面図である。図5に示すように、コントローラ20の差込口50に差し込まれた情報媒体IMは、ガイド板52にガイドされて格納部51に格納される。差込口50に差し込まれ格納された情報媒体IMのコード印刷領域PAに対向する位置には基板53が配置されており、基板53上には、識別情報読取部として機能する発光部54と撮像部55が設けられている。 FIG. 5 is a partial cross-sectional view showing an example of the configuration of the identification information reading unit. As shown in FIG. 5, the information medium IM inserted into the insertion port 50 of the controller 20 is guided by the guide plate 52 and stored in the storage unit 51. A substrate 53 is arranged at a position facing the code printing area PA of the information medium IM inserted and stored in the insertion port 50. On the substrate 53, a light emitting unit 54 that functions as an identification information reading unit and an image pickup device are arranged. A portion 55 is provided.
 発光部54は、赤外光LED等の赤外光源であり、赤外光をコード印刷領域PAに照射する。撮像部55は、CCDセンサ等で構成され、コード印刷領域PAからの反射光(赤外光)を受光して画像情報として取得する。上述したように、コード印刷領域PAにはドットコードBCが印刷されているため、撮像部55は、ドットコードBCの画像を取得する。そして、本体部21内部に設けられた処理部は、撮像部55で取得された画像を解析(画像中のドットコードをデコード)して情報媒体IMの識別情報を取得し、取得した識別情報を通信ケーブル30を介して筐体2に格納された処理部に出力する。 The light emitting unit 54 is an infrared light source such as an infrared LED, and irradiates the code printing area PA with infrared light. The imaging unit 55 includes a CCD sensor or the like, receives reflected light (infrared light) from the code printing area PA, and acquires it as image information. As described above, since the dot code BC is printed in the code print area PA, the imaging unit 55 acquires an image of the dot code BC. Then, the processing unit provided inside the main body unit 21 analyzes the image acquired by the imaging unit 55 (decodes the dot code in the image), acquires the identification information of the information medium IM, and acquires the acquired identification information. The data is output to the processing unit stored in the housing 2 via the communication cable 30.
 2.機能ブロック図
 図6に本実施形態のゲームシステム1の機能ブロック図の一例を示す。なお本実施形態のゲームシステムは図6の構成要素(各部)の一部を省略した構成としてもよい。
2. Functional Block Diagram FIG. 6 shows an example of a functional block diagram of the game system 1 of the present embodiment. Note that the game system of the present embodiment may have a configuration in which some of the components (each unit) in FIG. 6 are omitted.
 コントローラ20は、操作検出部160と、指示位置検出部162と、識別情報読取部164とを含む。 The controller 20 includes an operation detection unit 160, an indicated position detection unit 162, and an identification information reading unit 164.
 操作検出部160は、トリガ部23が引かれたことを検出し、また、ボタン24が押下されたことを検出するものであり、その機能は通電状態と非通電状態とを切り替えるスイッチなどにより実現することができる。 The operation detection unit 160 detects that the trigger unit 23 has been pulled and detects that the button 24 has been pressed, and the function is realized by a switch for switching between an energized state and a non-energized state. can do.
 指示位置検出部162は、コントローラ20によって指示されるゲーム画面上の指示位置を検出するものであり、その機能は、反射板12、14からの赤外光の画像を撮像する撮像部25と、撮像部25で撮像された画像に基づき指示位置を演算する処理部(本体部21内部に設けられた処理部)によって実現することができる。なお、撮像部25で撮像された画像に基づき指示位置を演算する処理は、筐体2に設けられた処理部100で行うように構成してもよい。 The designated position detection unit 162 detects the designated position on the game screen designated by the controller 20, and functions as an imaging unit 25 that captures an infrared light image from the reflectors 12 and 14, and This can be realized by a processing unit (a processing unit provided inside the main body unit 21) that calculates an indicated position based on an image captured by the imaging unit 25. Note that the process of calculating the indicated position based on the image captured by the imaging unit 25 may be configured to be performed by the processing unit 100 provided in the housing 2.
 識別情報読取部164は、差込口50(50a、50b、50c)に差し込まれた各情報媒体IMの識別情報を読み取るものであり、その機能は、各情報媒体IMに付加されたドットコードBCの画像を撮像する撮像部55と、撮像部55で撮像された画像から識別情報を取得する処理を行う処理部(本体部21内部に設けられた処理部)によって実現することができる。なお、撮像部55で撮像された画像から識別情報を取得する処理は、筐体2に設けられた処理部100で行うように構成してもよい。 The identification information reading unit 164 reads identification information of each information medium IM inserted into the insertion port 50 (50a, 50b, 50c), and its function is a dot code BC added to each information medium IM. This can be realized by an image pickup unit 55 that picks up the image and a processing unit (a processing unit provided inside the main body unit 21) that performs processing for obtaining identification information from the image picked up by the image pickup unit 55. Note that the processing for obtaining the identification information from the image captured by the image capturing unit 55 may be performed by the processing unit 100 provided in the housing 2.
 情報媒体排出部150は、複数の情報媒体IMを格納し、処理部100からの制御信号に応じて、情報媒体格納部に格納された情報媒体IMを1個づつ排出口40に排出する装置である。 The information medium discharge unit 150 is a device that stores a plurality of information media IM and discharges the information media IM stored in the information medium storage unit one by one to the discharge port 40 in accordance with a control signal from the processing unit 100. is there.
 記憶部170は、処理部100や通信部196などのワーク領域となるもので、その機能はRAM(VRAM)などにより実現できる。記憶部170は、ワーク領域として使用される主記憶部172と、最終的な表示画像等が記憶される描画バッファ174と、オブジェクトのモデルデータが記憶されるオブジェクトデータ記憶部と、各オブジェクトデータ用のテクスチャが記憶されるテクスチャ記憶部と、オブジェクトの画像の生成処理時にZ値が記憶されるZバッファとを含む。なお、これらの一部を省略する構成としてもよい。 The storage unit 170 is a work area such as the processing unit 100 or the communication unit 196, and its function can be realized by a RAM (VRAM) or the like. The storage unit 170 includes a main storage unit 172 that is used as a work area, a drawing buffer 174 that stores final display images and the like, an object data storage unit that stores object model data, and each object data A texture storage unit for storing the texture and a Z buffer for storing the Z value during the object image generation process. Note that some of these may be omitted.
 情報記憶媒体180(コンピュータにより読み取り可能な媒体)は、プログラムやデータなどを格納するものであり、その機能は、光ディスク(CD、DVD)、光磁気ディスク(MO)、磁気ディスク、ハードディスク、磁気テープ、或いはメモリ(ROM)などにより実現できる。処理部100は、情報記憶媒体180に格納されるプログラム(データ)に基づいて本実施形態の種々の処理を行う。情報記憶媒体180には、本実施形態の処理部100の各部としてコンピュータを機能させるためのプログラム(各部の処理をコンピュータに実行させるためのプログラム)を記憶することができる。 The information storage medium 180 (computer-readable medium) stores programs, data, and the like, and functions as an optical disk (CD, DVD), magneto-optical disk (MO), magnetic disk, hard disk, and magnetic tape. Alternatively, it can be realized by a memory (ROM). The processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180. The information storage medium 180 can store a program for causing a computer to function as each unit of the processing unit 100 according to the present embodiment (a program for causing a computer to execute the processing of each unit).
 表示部190(ディスプレイ10)は、処理部100で生成されたゲーム画像(オブジェクト空間を所与の視点から見た画像)を出力するものであり、その機能は、CRT、LCD、或いはタッチパネル型ディスプレイなどにより実現できる。 The display unit 190 (display 10) outputs a game image generated by the processing unit 100 (an image obtained by viewing the object space from a given viewpoint), and its function is a CRT, LCD, or touch panel display. It can be realized by.
 音出力部192は、処理部100で生成された音を出力するものであり、その機能は、スピーカ、或いはヘッドフォンなどにより実現できる。 The sound output unit 192 outputs the sound generated by the processing unit 100, and its function can be realized by a speaker or headphones.
 通信部196は他のゲームシステムやサーバとの間で通信を行うための各種制御を行うものであり、その機能は、各種プロセッサ又は通信用ASICなどのハードウェアや、プログラムなどにより実現できる。 The communication unit 196 performs various controls for communicating with other game systems and servers, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
 なお、サーバが有する情報記憶媒体や記憶部に記憶されている処理部100の各部としてコンピュータを機能させるためのプログラムやデータを、ネットワークを介して受信し、受信したプログラムやデータを情報記憶媒体180や記憶部170に記憶してもよい。このようにプログラムやデータを受信してゲームシステムを機能させる場合も本発明の範囲内に含む。 Note that a program and data for causing the computer to function as each unit of the processing unit 100 stored in the information storage medium and storage unit of the server are received via the network, and the received program and data are received in the information storage medium 180. Or may be stored in the storage unit 170. The case where the game system is functioned by receiving the program or data as described above is also included in the scope of the present invention.
 処理部100(プロセッサ)は、操作検出部160や指示位置検出部162、識別情報読取部164からのデータ、プログラムなどに基づいて、ゲーム処理、画像生成処理、音生成処理、などの処理を行う。処理部100は主記憶部172をワーク領域として各種処理を行う。処理部100の機能は各種プロセッサ(CPU、DSP等)、ASIC(ゲートアレイ等)などのハードウェアや、プログラムにより実現できる。 The processing unit 100 (processor) performs processing such as game processing, image generation processing, and sound generation processing based on data, programs, and the like from the operation detection unit 160, the indicated position detection unit 162, and the identification information reading unit 164. . The processing unit 100 performs various processes using the main storage unit 172 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs.
 処理部100は、ゲーム処理部110、情報媒体排出制御部118、画像生成部120、音生成部130を含む。 The processing unit 100 includes a game processing unit 110, an information medium discharge control unit 118, an image generation unit 120, and a sound generation unit 130.
 ゲーム処理部110は、コインの投入を条件としてゲームを開始し、操作検出部160からの検出信号と、指示位置検出部162で検出された指示位置と、識別情報読取部164で取得された識別情報とに基づいて、ゲーム空間において標的オブジェクトを攻撃(射撃)するゲーム処理等を行う。例えば、ゲーム処理部110は、トリガ部23が引かれたときに検出された指示位置が、敵キャラクタなどの標的オブジェクトを表示させている位置と一致(ヒット、着弾)するか否かを判定し、一致していると判定した場合に、当該標的オブジェクトに銃弾が当たったことを示す演出画像を表示させる処理及び得点を演算する処理等を行う。 The game processing unit 110 starts the game on the condition that coins are inserted, detects the detection signal from the operation detection unit 160, the indication position detected by the indication position detection unit 162, and the identification acquired by the identification information reading unit 164. Based on the information, a game process for attacking (shooting) the target object in the game space is performed. For example, the game processing unit 110 determines whether or not the indicated position detected when the trigger unit 23 is pulled matches the position where the target object such as an enemy character is displayed (hit or land). When it is determined that they match, a process of displaying an effect image indicating that the target object has hit a bullet, a process of calculating a score, and the like are performed.
 ゲーム処理部110は、ゲームパラメータ設定部112を含む。ゲームパラメータ設定部112は、識別情報読取部164で取得された識別情報(すなわち、差込口50に差し込まれた情報媒体IMの識別情報)に基づいて、ゲームパラメータ(例えば、プレーヤキャラクタの攻撃力(銃弾の威力)や防御力、体力値を表すゲームパラメータ、或いは特殊効果や特殊攻撃(必殺技)の種別を表すゲームパラメータ)を設定する処理を行う。そして、ゲーム処理部110は、ゲームパラメータ設定部112で設定されたゲームパラメータに基づきゲーム処理を行う。 The game processing unit 110 includes a game parameter setting unit 112. Based on the identification information acquired by the identification information reading unit 164 (that is, the identification information of the information medium IM inserted into the insertion port 50), the game parameter setting unit 112 determines the game parameter (for example, the attack power of the player character). Processing for setting (game parameters representing the power of bullets), defense power, physical strength values, or game parameters representing the types of special effects and special attacks (special attacks) is performed. The game processing unit 110 performs game processing based on the game parameters set by the game parameter setting unit 112.
 また、ゲームパラメータ設定部112は、複数の識別情報が識別情報読取部164で取得された場合(すなわち、複数の差込口50のそれぞれに情報媒体IMが差し込まれた場合)には、取得された複数の識別情報の組み合わせに応じてゲームパラメータを設定する処理を行う。 The game parameter setting unit 112 is acquired when a plurality of pieces of identification information are acquired by the identification information reading unit 164 (that is, when the information medium IM is inserted into each of the plurality of insertion ports 50). A process for setting a game parameter according to a combination of a plurality of identification information is performed.
 情報媒体排出制御部118は、コインの投入を検出した場合に、複数の情報媒体格納部のいずれから情報媒体IMを排出するかをランダムに決定し、制御信号を生成して情報媒体排出部150に出力し、決定された情報媒体格納部に格納された情報媒体IMを排出させる制御を行う。また、情報媒体排出制御部118は、コイン投入時ではなく、ゲーム終了時に、情報媒体IMを排出させる制御を行うようにしてもよい。 When the information medium discharge control unit 118 detects the insertion of a coin, the information medium discharge control unit 118 randomly determines which of the plurality of information medium storage units to discharge the information medium IM, generates a control signal, and generates the information medium discharge unit 150. The information medium IM stored in the determined information medium storage unit is discharged. Further, the information medium discharge control unit 118 may perform control to discharge the information medium IM not at the time of coin insertion but at the end of the game.
 またゲーム処理部110は、オブジェクト空間設定部を含む。オブジェクト空間設定部は、標的オブジェクト、銃弾、マップ(地形)などの表示物を表す各種オブジェクト(ポリゴン、自由曲面又はサブディビジョンサーフェスなどのプリミティブで構成されるオブジェクト)をオブジェクト空間に配置設定する処理を行う。例えば、ワールド座標系でのオブジェクトの位置や回転角度(向き、方向と同義であり、例えば、ワールド座標系でのX、Y、Z軸の各軸の正方向からみて時計回りに回る場合における回転角度)を決定し、その位置(X、Y、Z)にその回転角度(X、Y、Z軸回りでの回転角度)でオブジェクトを配置する。 Further, the game processing unit 110 includes an object space setting unit. The object space setting unit performs a process of arranging and setting various objects (objects composed of primitives such as polygons, free-form surfaces or subdivision surfaces) representing display objects such as target objects, bullets, and maps (terrain) in the object space. Do. For example, the position and rotation angle (synonymous with the direction and direction of the object in the world coordinate system, for example, rotation when rotating clockwise when viewed from the positive direction of each axis of the X, Y, and Z axes in the world coordinate system. The angle is determined, and the object is arranged at the position (X, Y, Z) at the rotation angle (rotation angle about the X, Y, Z axis).
 またゲーム処理部110は、移動・動作処理部を含む。移動・動作処理部は、オブジェクトの移動・動作演算(移動・動作シミュレーション)を行う。すなわちコントローラ20からのデータや、プログラム(移動・動作アルゴリズム)や、各種データ(モーションデータ)、物理法則などに基づいて、オブジェクトをオブジェクト空間(ゲーム空間)内で移動させたり、オブジェクトを動作(モーション、アニメーション)させたりする処理を行う。具体的には、オブジェクトの移動情報(位置、回転角度、速度、或いは加速度)や動作情報(オブジェクトを構成する各パーツの位置、或いは回転角度)を、1フレーム(1/60秒又は1/30秒)毎に順次求めるシミュレーション処理を行う。なおフレームは、オブジェクトの移動・動作処理(シミュレーション処理)や画像生成処理を行う時間の単位である。 The game processing unit 110 includes a movement / motion processing unit. The movement / motion processing unit performs a movement / motion calculation (movement / motion simulation) of the object. That is, based on data from the controller 20, a program (movement / motion algorithm), various data (motion data), a physical law, etc., the object is moved in the object space (game space) or the object is moved (motion , Animation). Specifically, object movement information (position, rotation angle, speed, or acceleration) and motion information (position or rotation angle of each part constituting the object) are stored in one frame (1/60 seconds or 1/30). The simulation process is sequentially performed every second). A frame is a unit of time for performing object movement / motion processing (simulation processing) and image generation processing.
 またゲーム処理部110は、仮想カメラ制御部を含む。仮想カメラ制御部は、オブジェクト空間内の所与(任意)の視点から見える画像を生成するための仮想カメラ(視点)の制御処理を行う。具体的には、コントローラ20からのデータ或いはプログラム(移動・動作アルゴリズム)等に基づいて、ワールド座標系における仮想カメラの位置(X、Y、Z)又は光軸の方向(例えば、X、Y、Z軸の各軸の正方向からみて時計回りに回る場合における回転角度等)を制御する処理を行う。要するに、視点位置、仮想カメラの向き、画角を制御する処理を行う。 The game processing unit 110 includes a virtual camera control unit. The virtual camera control unit performs control processing of the virtual camera (viewpoint) for generating an image that can be seen from a given (arbitrary) viewpoint in the object space. Specifically, based on data from the controller 20 or a program (movement / motion algorithm) or the like, the position (X, Y, Z) of the virtual camera in the world coordinate system or the direction of the optical axis (for example, X, Y, A process of controlling a rotation angle when rotating clockwise as viewed from the positive direction of each axis of the Z axis is performed. In short, processing for controlling the viewpoint position, the orientation of the virtual camera, and the angle of view is performed.
 画像生成部120は、処理部100で行われる種々の処理の結果に基づいて描画処理を行い、これにより画像を生成し、表示部190に出力する。 The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190.
 いわゆる3次元画像を生成する場合には、まずオブジェクトの各頂点の頂点データ(頂点の位置座標、テクスチャ座標、色データ、法線ベクトル或いはα値等)を含むオブジェクトデータ(モデルデータ)が入力され、入力されたオブジェクトデータに含まれる頂点データに基づいて、頂点処理(頂点シェーダによるシェーディング)が行われる。なお頂点処理を行うに際して、必要に応じてポリゴンを再分割するための頂点生成処理(テッセレーション、曲面分割、ポリゴン分割)を行うようにしてもよい。 When generating a so-called three-dimensional image, first, object data (model data) including vertex data (vertex position coordinates, texture coordinates, color data, normal vector, α value, etc.) of each vertex of the object is input. Based on the vertex data included in the input object data, vertex processing (shading by a vertex shader) is performed. When performing the vertex processing, vertex generation processing (tessellation, curved surface division, polygon division) for re-dividing the polygon may be performed as necessary.
 頂点処理では、頂点処理プログラム(頂点シェーダプログラム、第1のシェーダプログラム)に従って、頂点の移動処理や、座標変換、例えばワールド座標変換、視野変換(カメラ座標変換)、クリッピング処理、射影変換(透視変換、投影変換)、ビューポート変換(スクリーン座標変換)、光源計算等のジオメトリ処理が行われ、その処理結果に基づいて、オブジェクトを構成する頂点群について与えられた頂点データを変更(更新、調整)する。ジオメトリ処理後のオブジェクトデータ(オブジェクトの頂点の位置座標、テクスチャ座標、色データ(輝度データ)、法線ベクトル、或いはα値等)は、記憶部170に保存される。 In the vertex processing, according to the vertex processing program (vertex shader program, first shader program), vertex movement processing, coordinate transformation, for example, world coordinate transformation, visual field transformation (camera coordinate transformation), clipping processing, projective transformation (perspective transformation) , Projection conversion), viewport conversion (screen coordinate conversion), light source calculation, and other geometric processing are performed, and based on the processing results, the vertex data given to the vertex group constituting the object is changed (updated, adjusted). To do. Object data after geometry processing (position coordinates of object vertices, texture coordinates, color data (luminance data), normal vector, α value, etc.) is stored in the storage unit 170.
 そして、頂点処理後の頂点データに基づいてラスタライズ(走査変換)が行われ、ポリゴン(プリミティブ)の面とピクセルとが対応づけられる。そしてラスタライズに続いて、画像を構成するピクセル(表示画面を構成するフラグメント)を描画するピクセル処理(ピクセルシェーダによるシェーディング、フラグメント処理)が行われる。 Then, rasterization (scan conversion) is performed based on the vertex data after the vertex processing, and the surface of the polygon (primitive) is associated with the pixel. Subsequent to rasterization, pixel processing (shading or fragment processing by a pixel shader) for drawing pixels (fragments forming a display screen) constituting an image is performed.
 ピクセル処理では、ピクセル処理プログラム(ピクセルシェーダプログラム、第2のシェーダプログラム)に従って、テクスチャの読出し(テクスチャマッピング)、色データの設定/変更、半透明合成、アンチエイリアス等の各種処理を行って、画像を構成するピクセルの最終的な描画色を決定し、透視変換されたオブジェクトの描画色を描画バッファ174(ピクセル単位で画像情報を記憶できるバッファ。VRAM)に出力(描画)する。すなわち、ピクセル処理では、画像情報(色、法線、輝度、α値等)をピクセル単位で設定あるいは変更するパーピクセル処理を行う。これにより、オブジェクト空間内において仮想カメラ(所与の視点)から見える画像が生成される。また。画像生成部120は、オブジェクトを描画する際に、テクスチャマッピング、隠面消去処理、αブレンディング等を行う。 In the pixel processing, according to the pixel processing program (pixel shader program, second shader program), various processes such as texture reading (texture mapping), color data setting / changing, translucent composition, anti-aliasing, etc. are performed. The final drawing color of the constituent pixels is determined, and the drawing color of the perspective-transformed object is output (drawn) to a drawing buffer 174 (a buffer capable of storing image information in units of pixels; VRAM). That is, in pixel processing, per-pixel processing for setting or changing image information (color, normal, luminance, α value, etc.) in units of pixels is performed. Thereby, an image that can be seen from the virtual camera (given viewpoint) in the object space is generated. Also. The image generation unit 120 performs texture mapping, hidden surface removal processing, α blending, and the like when drawing an object.
 音生成部130は、処理部100で行われる種々の処理の結果に基づいて音処理を行い、BGM、効果音、又は音声などのゲーム音を生成し、音出力部192に出力する。 The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, and voices, and outputs them to the sound output unit 192.
 3.ゲームパラメータの設定
 本実施形態では、コントローラ20の差込口50に差し込まれた情報媒体IMから識別情報を読み取り、読み取られた識別情報に基づきゲームパラメータを設定してゲーム処理を行う。本実施形態の情報媒体IMは大別して3種類(3タイプ)に分類され、差し込まれた情報媒体IMの種類(タイプ)によって異なるゲームパラメータを設定している。
3. Setting Game Parameters In this embodiment, identification information is read from the information medium IM inserted into the insertion port 50 of the controller 20, and game processing is performed by setting game parameters based on the read identification information. The information medium IM of this embodiment is roughly classified into three types (three types), and different game parameters are set depending on the type (type) of the inserted information medium IM.
 図7に示すように、本実施形態では、情報媒体IMを「ガンタイプ」、「マジックタイプ」、「必殺技タイプ」の3タイプに分類している。図7に示す例では、識別情報(識別番号)が1から30までの30個の情報媒体IMを「ガンタイプ」とし、識別情報が31から60までの30個の情報媒体IMを「マジックタイプ」とし、識別情報が61から90までの30個の情報媒体IMを「必殺技タイプ」としている。 As shown in FIG. 7, in the present embodiment, the information medium IM is classified into three types of “gun type”, “magic type”, and “deadly skill type”. In the example shown in FIG. 7, 30 information media IM whose identification information (identification numbers) is 1 to 30 are “gun type”, and 30 information media IM whose identification information is 31 to 60 are “magic type”. ”And 30 information media IM having identification information 61 to 90 are designated as“ deadly skill type ”.
 「ガンタイプ」の情報媒体IMは、攻撃力を高めるための情報媒体IMであり、このタイプの情報媒体IMの識別情報を読み取った場合には、攻撃力に関するゲームパラメータを設定変更する。例えば、識別情報に応じて、銃弾の威力を規定するゲームパラメータや、特殊な銃弾を使用可能にするゲームパラメータを設定変更する。 The “gun type” information medium IM is an information medium IM for increasing the attack power, and when the identification information of this type of information medium IM is read, the game parameter relating to the attack power is changed. For example, in accordance with the identification information, game parameters that define the power of bullets and game parameters that enable the use of special bullets are changed.
 「マジックタイプ」の情報媒体IMは、特殊効果(魔法等)を使用するための情報媒体IMであり、このタイプの情報媒体IMの識別情報を読み取った場合には、特殊効果に関するゲームパラメータを設定変更する。例えば、識別情報に応じて、敵キャラクタ(標的オブジェクト)の攻撃を無力化する特殊効果や、敵キャラクタの攻撃をプレーヤキャラクタの体力値に変換する特殊効果を使用可能にするゲームパラメータを設定変更する。 The “magic type” information medium IM is an information medium IM for using a special effect (such as magic). When the identification information of this type of information medium IM is read, game parameters relating to the special effect are set. change. For example, in accordance with the identification information, a game parameter that enables use of a special effect for neutralizing the attack of the enemy character (target object) or a special effect for converting the attack of the enemy character into the physical strength value of the player character is changed. .
 「必殺技タイプ」の情報媒体IMは、必殺技を使用するための情報媒体IMであり、このタイプの情報媒体IMの識別情報を読み取った場合には、必殺技の種別を規定するゲームパラメータを設定変更して、識別情報に応じて決定される必殺技を使用可能な必殺技として設定する。プレーヤは、コントローラ20のボタン24を押すことで必殺技コマンドを入力することができ、必殺技コマンドが入力されると、差込口50に差し込んだ「マジックタイプ」の情報媒体IMの識別情報に応じた種類の魔獣が召喚され、召喚された魔獣がプレーヤに変わって敵キャラクタを攻撃するゲーム処理が行われる。 The information medium IM of the “special technique” is an information medium IM for using the special technique. When the identification information of the information medium IM of this type is read, a game parameter that defines the type of the special technique is read. The setting is changed, and the special technique determined according to the identification information is set as a usable special technique. The player can input a special technique command by pressing the button 24 of the controller 20, and when the special technique command is input, the identification information of the “magic type” information medium IM inserted into the insertion port 50 is displayed. A corresponding kind of monster is summoned, and the summoned monster changes to a player, and a game process is performed in which the enemy character is attacked.
 本実施形態では、同一タイプの2個以上の情報媒体IMを差込口50に差し込んで識別情報を読み取らせることはできず、同一タイプの2個以上の情報媒体IMを差込口50に差し込んだ場合には、最初に差し込まれた情報媒体IMの識別情報のみを読み取るようにしている。プレーヤは、各タイプから1個ずつ選択した最大3個の情報媒体IMを3個の差込口50に差し込んで各情報媒体IMの識別情報を読み取らせることができる。 In the present embodiment, two or more information media IM of the same type cannot be inserted into the insertion port 50 to read the identification information, and two or more information media IM of the same type can be inserted into the insertion port 50. In this case, only the identification information of the information medium IM inserted first is read. The player can read the identification information of each information medium IM by inserting a maximum of three information media IM selected from each type into the three insertion ports 50.
 また、図7に示すように、本実施形態では、各タイプの情報媒体IMを、更に「火」、「水」、「雷」の3種類の属性で分類し、情報媒体IMの属性に応じてゲームパラメータを設定している。図7に示す例では、例えば「ガンタイプ」の情報媒体IMのうち、識別情報(識別番号)が1から10までの10個の情報媒体IMの属性を「火」とし、識別情報が11から20までの10個の情報媒体IMの属性を「水」とし、識別情報が21から30までの10個の情報媒体IMの属性を「雷」としている。 Further, as shown in FIG. 7, in this embodiment, each type of information medium IM is further classified into three types of attributes of “fire”, “water”, and “thunder”, and according to the attributes of the information medium IM. Game parameters are set. In the example shown in FIG. 7, for example, among the information media IM of “Gun Type”, the attributes of 10 information media IM whose identification information (identification numbers) are 1 to 10 are “fire”, and the identification information is 11 The attributes of 10 information media IM up to 20 are “water”, and the attributes of 10 information media IM whose identification information is from 21 to 30 are “lightning”.
 なお、同一タイプ、同一属性の情報媒体IMの中でも、識別情報に応じて能力値が異なるように設定している。例えば、「ガンタイプ」で属性が「火」である情報媒体IMのうち、識別情報が「1」の情報媒体IMと、識別情報が「10」の情報媒体IMでは、攻撃力を高める度合い(能力値)が異なるように設定している。 Note that, among the information media IM of the same type and the same attribute, the capability values are set to be different depending on the identification information. For example, among the information media IM having the “gun type” and the attribute “fire”, the information medium IM having the identification information “1” and the information medium IM having the identification information “10” increase the attack power ( (Capability values) are set differently.
 また、本実施形態では、複数の差込口50に差し込まれた複数の情報媒体IMの識別情報を読み取った場合に、読み取られた複数の識別情報の組み合わせに応じてゲームパラメータを設定する。具体的には、差込口50に差し込まれた複数の情報媒体IMの属性が同一である場合には、各情報媒体IMの元々の能力値(攻撃力や体力値、特殊効果の有効度、必殺技の有効度等)が更に高まるようにゲームパラメータを設定変更する。プレーヤは、例えば各タイプからそれぞれ「火」の属性を有する情報媒体IMを1個ずつ選択した3個の情報媒体IMを3個の差込口50に差し込むことで、各情報媒体IMの能力値を底上げすることができる。 In this embodiment, when the identification information of the plurality of information media IM inserted into the plurality of insertion ports 50 is read, the game parameter is set according to the combination of the plurality of read identification information. Specifically, when the attributes of the plurality of information media IM inserted into the insertion port 50 are the same, the original ability value (attack power, physical strength value, effectiveness of special effects, The game parameters are set and changed so that the effectiveness of the special technique is further increased. For example, the player inserts three information media IM, each of which is selected from the information media IM having the attribute “fire”, into the three insertion ports 50, so that the capability value of each information media IM is obtained. Can be raised.
 本実施形態によれば、プレーヤは、コントローラ20の差込口50に情報媒体IMを差し込むことで、差し込んだ情報媒体IMに応じて攻撃力等の能力値を高めることができ、所望の情報媒体IMをコントローラ20に差し込んでコントローラ20をカスタマイズ(改造)する楽しさを得ることができる。また、コントローラ20に差し込む複数の情報媒体IMの組み合わせに応じて能力値が変化するため、コントローラ20に差し込む情報媒体IMの組み合わせを考えて選択する楽しさを得ることができる。 According to the present embodiment, the player can increase the capability value such as the attack power according to the inserted information medium IM by inserting the information medium IM into the insertion port 50 of the controller 20, and the desired information medium The pleasure of customizing (modifying) the controller 20 by inserting the IM into the controller 20 can be obtained. In addition, since the capability value changes according to the combination of the plurality of information media IM inserted into the controller 20, it is possible to obtain the pleasure of selecting the combination of the information media IM inserted into the controller 20.
 4.処理
 次に、本実施形態のゲームシステムの処理の一例について図8のフローチャートを用いて説明する。
4). Processing Next, an example of processing of the game system of the present embodiment will be described with reference to the flowchart of FIG.
 まず、処理部100は、コインが投入口に投入されたか否かを判断する(ステップS10)。コインが投入されたと判断した場合には(ステップS10の「Y」)には、情報媒体排出制御部118は、情報媒体排出部150に制御信号を送信して、情報媒体IMを排出口40に排出させる制御を行う(ステップS12)。 First, the processing unit 100 determines whether or not a coin has been inserted into the insertion slot (step S10). If it is determined that a coin has been inserted (“Y” in step S10), the information medium discharge control unit 118 transmits a control signal to the information medium discharge unit 150, and the information medium IM is output to the discharge port 40. Control to discharge is performed (step S12).
 次に、処理部は、コントローラ20の差込口50に情報媒体IMが差し込まれたか否かを判断する(ステップS14)。例えば、所定時間内に、識別情報読取部164において少なくとも1個の情報媒体IMの識別情報が読み取られた場合に、情報媒体IMが差し込まれたと判断する。 Next, the processing unit determines whether or not the information medium IM is inserted into the insertion port 50 of the controller 20 (step S14). For example, when the identification information reading unit 164 reads the identification information of at least one information medium IM within a predetermined time, it is determined that the information medium IM has been inserted.
 差込口50に少なくとも1個の情報媒体IMが差し込まれたと判断した場合(ステップS14の「Y」)には、処理部100は、識別情報読取部164で読み取られた1又は複数の識別情報を取得する(ステップS16)。 When it is determined that at least one information medium IM is inserted into the insertion port 50 (“Y” in step S14), the processing unit 100 reads one or more pieces of identification information read by the identification information reading unit 164. Is acquired (step S16).
 次に、ゲームパラメータ設定部112は、ステップS16で取得した識別情報に基づいて、攻撃力や体力値、特殊効果の有効度、必殺技の有効度等の能力値に関するゲームパラメータを設定する処理を行う(ステップS18)。ここで、複数の識別情報を取得した場合には、取得した複数の識別情報の組み合わせに基づきゲームパラメータを設定する処理を行う。例えば、取得した複数の識別情報に基づいて、差込口50差し込まれた複数の情報媒体IMの属性が同一であるか否かを判断し、同一であると判断した場合に、各能力値が更に高まるようにゲームパラメータを変更する。 Next, the game parameter setting unit 112 performs a process of setting game parameters related to ability values such as attack power, physical strength value, special effect effectiveness, and deadly skill effectiveness based on the identification information acquired in step S16. This is performed (step S18). Here, when a plurality of pieces of identification information are acquired, a process for setting a game parameter based on a combination of the plurality of acquired pieces of identification information is performed. For example, based on a plurality of acquired identification information, it is determined whether or not the attributes of the plurality of information media IM inserted into the insertion port 50 are the same. Game parameters are changed so as to increase further.
 一方、ステップS14において、情報媒体IMが差し込まれていないと判断した場合には、各能力値に関するゲームパラメータを所定の初期値に設定し、ステップS20の処理に進む。 On the other hand, if it is determined in step S14 that the information medium IM has not been inserted, the game parameter relating to each ability value is set to a predetermined initial value, and the process proceeds to step S20.
 次に、ゲーム処理部110は、ゲーム処理を開始し(ステップS20)、指示位置検出部162で検出された指示位置を取得する(ステップS22)。 Next, the game processing unit 110 starts a game process (step S20), and acquires the designated position detected by the designated position detection unit 162 (step S22).
 次に、ゲーム処理部110は、操作検出部160からの検出信号と、ステップS22で取得した指示位置と、ステップS18で設定したゲームパラメータとに基づきゲーム処理を行う(ステップS24)。すなわち、ゲーム処理部110は、トリガ部23が引かれたことが検出された場合に、取得した指示位置が標的オブジェクトの表示位置と一致しているか否かを判断し、一致していると判断した場合に、当該標的オブジェクトに銃弾(ゲームパラメータに設定された攻撃力(威力)を持つ銃弾)を当てるゲーム処理を行う。また、ゲーム処理部110は、設定されたゲームパラメータに従って、所定の確率で特殊効果を発動するゲーム処理を行う。また、ゲーム処理部110は、ボタン24が押されたことが検出された場合に、設定されたゲームパラメータに従って必殺技を発動するゲーム処理を行う。 Next, the game processing unit 110 performs a game process based on the detection signal from the operation detection unit 160, the indicated position acquired in step S22, and the game parameter set in step S18 (step S24). That is, when it is detected that the trigger unit 23 is pulled, the game processing unit 110 determines whether or not the acquired instruction position matches the display position of the target object, and determines that they match. In this case, a game process is performed in which a bullet (a bullet having an attack power (power) set in the game parameter) is applied to the target object. In addition, the game processing unit 110 performs a game process that activates a special effect with a predetermined probability according to the set game parameter. In addition, when it is detected that the button 24 has been pressed, the game processing unit 110 performs a game process for invoking a special technique according to the set game parameter.
 次に、画像生成部120は、オブジェクト空間内において仮想カメラから見える画像(ゲーム画像)を生成する処理を行う(ステップS26)。次に、処理部100は、処理を継続するか否かを判断し(ステップS28)、処理を継続する場合には、ステップS22の処理に進み、ステップS22以下の処理を1フレーム毎に繰り返す。 Next, the image generation unit 120 performs a process of generating an image (game image) that can be seen from the virtual camera in the object space (step S26). Next, the processing unit 100 determines whether or not to continue the process (step S28). When the process is continued, the process proceeds to the process of step S22, and the processes after step S22 are repeated for each frame.
 5.変形例
 本発明は、上記実施形態で説明したものに限らず、種々の変形実施が可能である。例えば、明細書又は図面中の記載において広義や同義な用語として引用された用語は、明細書又は図面中の他の記載においても広義や同義な用語に置き換えることができる。
5. Modifications The present invention is not limited to that described in the above embodiment, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced by broad or synonymous terms in other descriptions in the specification or drawings.
 例えば、上記実施形態では、本発明を、銃型のコントローラ(指示体)を用いて標的オブジェクトを射撃するゲームを実行するゲームシステムに適用する場合について説明したが、本発明はこれに限られない。例えば、本発明を、剣型のコントローラ(指示体)を用いて標的オブジェクトを攻撃するゲームを実行するゲームシステムや、杖型のコントローラ(指示体)を用いて標的オブジェクトに対して魔法を発動して攻撃するゲームを実行するゲームシステムや、釣竿型のコントローラ(指示体)を用いて魚オブジェクトを釣り上げるゲームを実行するゲームシステムに適用することができる。 For example, in the above embodiment, the case where the present invention is applied to a game system that executes a game of shooting a target object using a gun-type controller (indicator) has been described, but the present invention is not limited to this. . For example, the present invention can be applied to a game system that executes a game that attacks a target object using a sword-shaped controller (indicator), or a magic is activated on a target object using a wand-type controller (indicator). The present invention can be applied to a game system that executes a game to attack and a game system that executes a game to fish a fish object using a fishing rod type controller (indicator).
 また、上記実施形態では、識別情報読取部の構成の一例として、情報媒体に印刷されたドットコードを指示体(コントローラ)に設けられた撮像部で撮像することで、情報媒体に付加された識別情報を読み取る場合について説明したが、本発明はこれに限られない。例えば、情報媒体に印刷された1次元バーコード或いは2次元バーコードを撮像部で撮像して情報媒体の識別情報を読み取るようにしてもよい。また、情報媒体として、識別情報を埋め込んだICタグ(RFIDタグ)が付加された情報媒体を用いて、指示体に設けたRFID受信機(識別情報読取部)によって、情報媒体の識別情報を読み取るようにしてもよい。また、指示体の差込口に差し込まれた情報媒体の接点の抵抗値を情報媒体の識別情報として読み取るように構成してもよい。 In the above-described embodiment, as an example of the configuration of the identification information reading unit, the dot code printed on the information medium is imaged by the imaging unit provided in the indicator (controller), so that the identification added to the information medium Although the case of reading information has been described, the present invention is not limited to this. For example, one-dimensional barcode or two-dimensional barcode printed on the information medium may be imaged by the imaging unit to read the identification information of the information medium. Further, using an information medium to which an IC tag (RFID tag) embedded with identification information is added as an information medium, the identification information of the information medium is read by an RFID receiver (identification information reading unit) provided on the indicator. You may do it. Moreover, you may comprise so that the resistance value of the contact of the information medium inserted in the insertion port of the indicator may be read as identification information of an information medium.
 また、上記実施形態では、指示体に設けられた差込口に差し込まれた情報媒体の識別情報を読み取る場合について説明したが、指示体に差込口を設けずに情報媒体の識別情報を読み取るように構成してもよい。 Moreover, although the said embodiment demonstrated the case where the identification information of the information medium inserted in the insertion port provided in the indicator was read, the identification information of an information medium is read without providing an insertion port in the indicator. You may comprise as follows.
 また、上記実施形態では、指示体に設けられた複数の撮像部(識別情報読取部)で複数の情報媒体の識別情報を読み取る場合について説明したが、指示体に設けられた1つの撮像部で複数の情報媒体の識別情報を読み取るように構成してもよい。 Moreover, although the said embodiment demonstrated the case where the identification information of a some information medium was read with the some imaging part (identification information reading part) provided in the indicator, it is one imaging part provided in the indicator. You may comprise so that the identification information of a some information medium may be read.
 また、上記実施形態では、指示位置検出部の構成の一例として、ディスプレイ近傍に設けた2個の反射板からの赤外光の画像を指示体に設けた撮像部で撮像することで、指示体による指示位置を検出する場合について説明したが、本発明はこれに限られない。例えば、指示体として、支持部に回転可能に支持される指示体を用いて、この指示体の所定軸回りの回転角度を可変抵抗等で検出することで、指示体による指示位置を検出するように構成してもよい。 In the above-described embodiment, as an example of the configuration of the pointing position detection unit, an image of infrared light from two reflecting plates provided in the vicinity of the display is captured by an imaging unit provided on the pointing body, whereby the pointing body Although the case where the indicated position is detected has been described, the present invention is not limited to this. For example, an indicator that is rotatably supported by the support unit is used as the indicator, and the indication position by the indicator is detected by detecting the rotation angle of the indicator around a predetermined axis with a variable resistor or the like. You may comprise.
1 ゲームシステム、2 筐体、10 ディスプレイ、12 反射板、14 反射板、20 コントローラ、21 本体部、22 把持部、23 トリガ部、24 ボタン、25 撮像部、26 発光部、30 通信ケーブル、40 排出口、50 差込口、51 格納部、52 ガイド板、53 基板、54 発光部、55 撮像部、100 処理部、110 ゲーム処理部、112 ゲームパラメータ設定部、118 情報媒体排出制御部、120 画像生成部、130 音生成部、150 情報媒体排出部、160 操作検出部、162 指示位置検出部、164 識別情報読取部、170 記憶部、172 主記憶部、174 描画バッファ、180 情報記憶媒体、190 表示部、192 音出力部、196 通信部 1 game system, 2 housing, 10 display, 12 reflector, 14 reflector, 20 controller, 21 body part, 22 grip part, 23 trigger part, 24 buttons, 25 imaging part, 26 light emitting part, 30 communication cable, 40 Ejection port, 50 insertion port, 51 storage unit, 52 guide plate, 53 substrate, 54 light emitting unit, 55 imaging unit, 100 processing unit, 110 game processing unit, 112 game parameter setting unit, 118 information medium discharge control unit, 120 Image generation unit, 130 sound generation unit, 150 information medium discharge unit, 160 operation detection unit, 162 indication position detection unit, 164 identification information reading unit, 170 storage unit, 172 main storage unit, 174 drawing buffer, 180 information storage medium, 190 Display unit, 192 Sound output unit, 196 Communication unit

Claims (5)

  1.  プレーヤによって把持され、ゲーム画面上の位置を指示するための指示体と、
     前記指示体による指示位置を検出する指示位置検出部と、
     前記検出された指示位置に基づいてゲーム処理を行うゲーム処理部と、
     識別情報が付加された情報媒体を排出する情報媒体排出部とを含み、
     前記指示体が、
     前記情報媒体に付加された識別情報を読み取る識別情報読取部を備え、
     前記ゲーム処理部が、
     前記検出された指示位置と、前記読み取られた識別情報とに基づいてゲーム処理を行うことを特徴とするゲームシステム。
    An indicator that is gripped by the player and indicates a position on the game screen;
    An indication position detector for detecting an indication position by the indicator;
    A game processing unit that performs a game process based on the detected indication position;
    An information medium discharge unit for discharging the information medium with the identification information added thereto,
    The indicator is
    An identification information reading unit for reading the identification information added to the information medium;
    The game processing unit
    A game system that performs a game process based on the detected indication position and the read identification information.
  2.  請求項1において、
     前記指示体が、
     前記情報媒体が差し込まれる差込口を更に備え、
     前記識別情報読取部が、
     前記差込口に差し込まれた前記情報媒体の前記識別情報を読み取ることを特徴とするゲームシステム。
    In claim 1,
    The indicator is
    It further comprises a slot into which the information medium is inserted,
    The identification information reading unit is
    A game system that reads the identification information of the information medium inserted into the insertion slot.
  3.  請求項2において、
     前記指示体が、複数の前記差込口を備え、
     前記識別情報読取部が、
     複数の前記差込口のそれぞれに差し込まれた前記情報媒体の識別情報を読み取り、
     前記ゲーム処理部が、
     前記読み取られた複数の識別情報の組み合わせに基づいてゲーム処理を行うことを特徴とするゲームシステム。
    In claim 2,
    The indicator includes a plurality of the insertion ports,
    The identification information reading unit is
    Read the identification information of the information medium inserted into each of the plurality of insertion ports,
    The game processing unit
    A game system for performing a game process based on a combination of the plurality of read identification information.
  4.  請求項1において、
     前記識別情報読取部が、
     複数の前記情報媒体のそれぞれの識別情報を読み取り、
     前記ゲーム処理部が、
     前記読み取られた複数の識別情報の組み合わせに基づいてゲーム処理を行うことを特徴とするゲームシステム。
    In claim 1,
    The identification information reading unit is
    Read identification information of each of the plurality of information media,
    The game processing unit
    A game system for performing a game process based on a combination of the plurality of read identification information.
  5.  請求項1乃至4のいずれかにおいて、
     前記指示体が、
     銃型の形状を有し、プレーヤに把持される把持部と、前記把持部を把持する手で操作されるトリガを更に備えることを特徴とするゲームシステム。
    In any one of Claims 1 thru | or 4,
    The indicator is
    A game system having a gun shape and further comprising a gripping part gripped by a player and a trigger operated by a hand gripping the gripping part.
PCT/JP2013/052529 2012-02-08 2013-02-05 Game system WO2013118691A1 (en)

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