U.S. patent application number 09/852667 was filed with the patent office on 2001-09-13 for fishing game device.
Invention is credited to Gouji, Kazuhiro, Sato, Junpei, Sugahara, Masaru, Suzuki, Yoshiharu, Yokoyama, Yutaka.
Application Number | 20010021665 09/852667 |
Document ID | / |
Family ID | 26393257 |
Filed Date | 2001-09-13 |
United States Patent
Application |
20010021665 |
Kind Code |
A1 |
Gouji, Kazuhiro ; et
al. |
September 13, 2001 |
Fishing game device
Abstract
Provides a fishing game device capable of sensing operation of a
fishing rod imparting action to a lure, affording more realistic
simulation of tugging by the fish. Comprises a fishing rod having
one end of a fishing line secured to the distal end thereof and a
securing end for securing the end of the fishing line to the
fishing game device, there being provided on the path of the
fishing line between the fishing rod and the securing end a first
slide table driven in the transverse direction such that pulling
force is exerted on the fishing line in the transverse direction, a
sensing unit provided to the first slide table for sensing the
vertical and sideways orientation of the fishing rod, a vibrating
unit for imparting finely graduated movements to the fishing line,
a fishing line slack take-up unit supporting in spring fashion a
fishing line guide so as the keep the fishing line constantly taut,
and a second slide table driven in the longitudinal direction such
that pulling force is exerted on the fishing line in the
longitudinal direction.
Inventors: |
Gouji, Kazuhiro; (Tokyo,
JP) ; Yokoyama, Yutaka; (Tokyo, JP) ;
Sugahara, Masaru; (Tokyo, JP) ; Sato, Junpei;
(Tokyo, JP) ; Suzuki, Yoshiharu; (Tokyo,
JP) |
Correspondence
Address: |
Thomas J. D'Amico
DICKSTEIN SHAPIRO MORIN & OSHINSKY LLP
2101 L Street NW
Washington
DC
20037-1526
US
|
Family ID: |
26393257 |
Appl. No.: |
09/852667 |
Filed: |
May 11, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
09852667 |
May 11, 2001 |
|
|
|
09180286 |
Mar 8, 1999 |
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Current U.S.
Class: |
463/7 |
Current CPC
Class: |
A63F 2300/65 20130101;
A63F 2300/6684 20130101; A63F 13/818 20140902; A63F 13/245
20140902; A63F 2300/8035 20130101; A63F 2300/6661 20130101; A63F
13/005 20130101; A63F 9/305 20130101; A63F 2300/8005 20130101; A63F
2300/303 20130101; A63F 13/10 20130101; A63F 13/28 20140902; A63F
13/06 20130101; A63F 13/525 20140902; A63F 2300/1062 20130101; A63F
2300/1037 20130101 |
Class at
Publication: |
463/7 |
International
Class: |
A63F 013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 7, 1997 |
JP |
9-52633 |
Sep 11, 1997 |
JP |
9-267930 |
Feb 13, 1998 |
JP |
PCT/JP98/00607 |
Claims
What is claimed is:
1. A fishing game device comprising: a fishing rod having one end
of a fishing line secured to the distal end thereof; a securing end
securing the other end of the fishing line; and a first drive
mechanism and a second drive mechanism for imparting pulling force
to the fishing line along the path of the fishing line between the
fishing rod and the securing end, wherein the first drive mechanism
imparts transverse imparting pulling force to the fishing line, and
the second drive mechanism imparts longitudinal pulling force to
the fishing line.
2. The fishing game device according to claim 1, further
comprising: a vibrating unit for imparting finely graduated motion
to the fishing line along the path of the fishing line between said
fishing rod and the securing end; and a slack uptake unit for
taking up slack in the fishing line.
3. The fishing game device according to claim 1, wherein: the first
and second drive mechanisms each include a slide table slidable in
a direction such that pulling force is exerted on the fishing line;
and a slide rail for regulating the direction of motion of the
slide table.
4. The fishing game device according to claim 3, wherein: the slide
table of the first drive mechanism further includes a sensing unit
for sensing motion of the fishing rod.
5. The fishing game device according to claim 4, wherein: the
sensing unit includes a slide plate provided in the center thereof
with a through-hole through which the fishing line is passed; and a
sensor, located in proximity to the slide plate, for sensing the
direction of movement and/or the amount of movement of the slide
plate.
6. The fishing game device according to claim 3, wherein: the slide
table of the second drive mechanism includes a pivoted rotating
member; a fishing line guide, attached to the other end of the
rotating member, through which is threaded the fishing line; and a
spring element, attached to the rotating member, for imparting
restoring force in opposition to pulling on the fishing line.
7. A fishing game device according to claim 2, wherein: the slack
uptake unit comprises a rotating member having a shaft secured to
the cabinet; a fishing line guide, attached to the other end of the
rotating member, through which is threaded the fishing line; and a
spring element, attached to the rotating member, for imparting
restoring force in opposition to pulling on the fishing line.
8. A fishing game device according to claim 2, wherein: the
vibrating unit includes two fishing line guides through which the
fishing line is threaded; an eccentric roller whose side face
contacts the fishing line stretched between the two fishing line
guides; and a motor for turning the eccentric roller.
9. A fishing game device according to claim 8, wherein the
rotational speed of the motor can be altered.
10. A fishing game device according to claim 8, further comprising
means for moving the eccentric roller in the transverse direction
with respect to the fishing line.
11. A fishing game device according to claim 8, further comprising
means for moving the fishing line guides in the transverse
direction with respect to the fishing line.
12. The fishing game device according to claim 8, further
comprising means for moving the fishing line guides in the
longitudinal direction with respect to the fishing line.
13. The fishing game device according to claim 2, wherein: the
slack uptake unit comprises stationary first and second fishing
line guides; and a moveable third fishing line guide for guiding
the fishing line along the path of the fishing line suspended
between the first and second fishing line guides.
14. The fishing game device according to claim 13, further
comprising: a rotating member having the third fishing line guide
attached to one end thereof and pivoted at the other end thereof;
and a spring element, attached to the rotating member, for
imparting restoring force to the rotating member in opposition to
pulling on the fishing line.
15. The fishing game device according to claim 13, wherein: the
rotating member is provided with an encoder or volume in the shaft
portion thereof.
16. The fishing game device according to claim 13, further
comprising: a slide table slidable in a direction such that pulling
force is exerted on the fishing line and having the third fishing
line guide attached thereto; a slide rail for regulating the
direction of motion of the slide table; and a spring element,
attached to the slide table, for imparting restoring force to the
rotating member in opposition to pulling on the fishing line.
17. A fishing game device comprising: a fishing rod having one end
of a fishing line secured to the distal end thereof; a securing end
securing the other end of the fishing line; a sensing unit,
arranged on the path of the fishing line between the fishing rod
and the securing end, for sensing motion of the fishing rod; and a
drive mechanism, arranged on the path of the fishing line between
the sensing unit and the securing end, for exerting longitudinal
pulling force on the fishing line.
18. A fishing game device comprising: a display unit, a control
unit for converting into two-dimensional coordinates data for
objects having three-dimensional coordinates in a three-dimensional
virtual space and controlling the display of images of these
objects on the display unit, and a simulated fishing rod
manipulated by the player, wherein images of the objects shown on
the display are updated in response to movements of the simulated
fishing rod, further comprising: a sensing element for sensing
movements of the simulated fishing rod manipulated by the player;
wherein the control unit establishes camera viewpoint on the basis
of a specific relationship to the coordinates of the object in a
three-dimensional coordinate system and controls the display unit
so as to display image data produced through projection of the
object, as viewed from the camera viewpoint, onto a two-dimensional
plane; and wherein the object coordinates and camera viewpoint
coordinates maintained in a specific relationship to the object
coordinates are updated in response to movements of the simulated
fishing rod sensed by the sensing element.
19. The fishing game device according to claim 18, wherein: the
object includes a fish; further comprising a memory component for
storing data for fish moving about within the three-dimensional
virtual space; and the control unit modifies the fish data over
time or in response to motion of the simulated fishing rod sensed
by the sensing element, storing the modified data in the memory
component.
20. The fishing game device according to claim 19, wherein: the
fish data includes three-dimensional coordinate data indicating the
position of fish moving about within the three-dimensional virtual
space; and the control unit modifies the three-dimensional
coordinate data in response to environmental data for the game
stage in the three-dimensional virtual space, storing the modified
data in the memory component.
21. The fishing game device according to claim 19, wherein: the
fish data includes data indicating the type of lure preferred by
fish moving about within the three-dimensional virtual space; and
this data differs depending on the three-dimensional coordinates of
the area of the game stage within the three-dimensional virtual
space.
22. The fishing game device according to claim 19, wherein: the
fish data includes data indicating the size and weight of fish
moving about within the three-dimensional virtual space; and the
control unit modifies the fish size and weight in a manner
dependent on operating time and the number of times the fish has
been caught, storing the modified data in the memory component.
23. The fishing game device according to claim 19, wherein: the
fish data includes activity value data for fish moving about within
the three-dimensional virtual space; and the control unit modifies
the motion patterns of the fish in a manner dependent on the fish
activity value data.
24. The fishing game device according to claim 23, wherein: the
fish activity value data is increased or decreased with reference
to signals from the sensing element sensing motion of the fishing
rod manipulated by the player, the modified values being stored in
the memory component.
25. The fishing game device according to claim 18, wherein: the
objects are a fish and lure; the control unit has a parameter for
deciding whether the fish captures the lure; and the value of this
parameter is increased or decreased with reference to signals from
the sensing element sensing motion of the fishing rod manipulated
by the player, the modified values being stored in the memory
component.
26. The fishing game device according to claim 25, wherein: in the
event that the value of the parameter exceeds a prescribed value,
and additionally the sensing element sense a prescribed movement of
the fishing rod manipulated by the player, the control unit
exercises control such that an image of the fish capturing the lure
is displayed on the display unit.
27. The fishing game device according to claim 18, wherein: the
object is a boat; and where the boat is to be shown by the camera
as cruising at high speed over a water surface established in the
three-dimensional virtual space, the camera viewpoint is controlled
by the control unit so as to rotate on a circle having a prescribed
radius centered on the boat, within a horizontal plane located a
prescribed height above the boat.
28. The fishing game device according to claim 18, wherein: where
the object is to be portrayed by the camera as rocking on a water
surface established in the three-dimensional virtual space, the
control unit exercises control such that the line of sight of the
camera moves repeatedly over a prescribed angle having the camera
viewpoint as the center.
29. The fishing game device according to claim 18, wherein: where
an object in water established in the three-dimensional virtual
space is to be portrayed by the camera, the control unit exercises
control such that the line of sight of the camera is positioned
between the player and the object, and is moved within a prescribed
range, centered on the object, in response to movements of the
object.
30. The fishing game device according to claim 29, wherein: the
control unit exercises control such that the line of sight of the
camera moves with a prescribed time delay in association with
movement of the object.
31. The fishing game device according to claim 29, wherein: in the
event that an object is being depicted by the camera and this
object becomes hidden by an obstacle, the control unit exercises
control such that the line of sight of the camera is shifted to a
location from which the object is visible.
32. The fishing game device according to claim 18, wherein: the
objects are a fish and lure; and where the lure and fish are to be
depicted by the camera in water established in the
three-dimensional virtual space, the control unit exercises control
such that the when the fish enters a prescribed range within an
area having a prescribed radius and centered on the lure, the
camera viewpoint is shifted to behind the fish with respect to the
lure.
33. The fishing game device according to claim 32, wherein: the
control unit further exercises control such that when the fish
enters a range other than the prescribed range within the
aforementioned area, the camera viewpoint is shifted to behind the
lure with respect to the fish.
34. A fishing game device according to claim 18, wherein: the
object includes a fish; and the control unit exercises control such
that when a fish swimming through water established in the
three-dimensional virtual space approaches the camera viewpoint,
the camera viewpoint is shifted, the motion thereof being limited
to a prescribed angle above the fish.
35. The fishing game device according to claim 18, wherein: the
objects comprise a lure and a fish; and the control unit exercises
control such that where the lure and fish are portrayed by the
camera in water established in the three-dimensional virtual space,
and where the fish additionally captures the lure, the viewpoint of
the camera, whose line of sight is oriented towards the lure, is
shifted to the side of the lure opposite that where the fish is
located, and the camera is zoomed in by a prescribed
magnification.
36. The fishing game device according to claim 18, wherein: the
object comprises a fish; and where a fish swimming through water
established in the three-dimensional virtual space is depicted by
the camera, and the fish additionally emerges above the surface of
the water, the control unit in response thereto exercises control
such that the camera viewpoint, whose line of sight is oriented
towards the fish, emerges above the surface of the water.
37. The fishing game device according to claim 18, wherein: the
objects comprise a fish and a fisherman; and where a fish swimming
through water established in the three-dimensional virtual space is
depicted by the camera, and this fish is hooked, the control unit
in response thereto exercises control such that the camera
viewpoint, whose line of sight is oriented towards the fish,
emerges above the surface of the water, and shows on the display
device an image of both fish and fisherman.
38. The fishing game device according to claim 18, wherein: the
objects comprise a fish and a lure; and in the event that the fish
captures the lure, the control unit exercises control such that an
indicator corresponding to the tensile force on the fishing line
sensed by the sensing portion is displayed on the display
device.
39. The fishing game device according to claim 18, wherein: the
object comprises a fish; and where an image of the fish swimming
through the water is displayed on the display device, the control
unit exercises control such that the fish is shown at a position
shifted a prescribed distance away from the center of the screen of
the display device, in the direction in which the fish
advances.
40. The fishing game device according to claim 39, wherein: the
control unit exercises control such that, when the fish suddenly
advances in the direction opposite the direction of advance, the
fish is shown at a location that does not diverge from the
substantial center of the screen of the display device.
41. The fishing game device according to claim 18, wherein: the
object comprises a fish; and the control unit exercises control
such that when a fish swimming through water established in the
three-dimensional virtual space approaches the camera viewpoint,
the position of the fish on the screen of the display device is
shown above the center of the screen.
42. The fishing game device according to claim 18, wherein: the
control unit exercises control such that when an object in the
water and the water surface as viewed from underwater are portrayed
from a camera viewpoint located underwater in water established in
the three-dimensional virtual space, a shadow of the object on the
surface of the water is displayed on the screen of the display
device.
43. The fishing game device according to claim 42, wherein: the
shadow of the object is shown at a location at which a line
connecting the camera viewpoint with a location symmetric with
respect the object on the water surface in the three-dimensional
virtual space intersects the surface of the water.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a fishing game device, and
more particularly to a fishing game device that allows the user to
readily enjoy a simulated fishing experience integrated with images
of fishing shown on a display unit.
[0003] 2. Description of the Related Art
[0004] Game devices that allow one to experience simulations of the
various little pleasures of life by means of electronic devices,
such as driving games, combat games, Japanese chess games, surfing
games, and other such game devices, are in widespread use. Fishing
games of various designs have also been proposed.
[0005] For example, Unexamined Patent Application Kokai 2-79892
teaches a simulated fishing game device. In the technology
disclosed therein, the experience of tugging by the fish is
simulated by drawing the end of a fishing line onto a reel attached
to a reel motor while using an orbiting arm driven by a motor to
simulate sideways motion of the fish, allowing one to experience
fishing indoors.
[0006] In actual fishing, particularly lure fishing, movement of
the fishing pole, which imparts the desired action to the lure, is
an extremely important element. Tugs produced by an actual fish
vary multidirectionally in timing. Selection of the proper lure for
the fishing location also has considerable impact on the fishing
outcome. Accordingly, it is important for a fishing game to allow
the player to vary the lure in accordance with the fishing location
environment.
[0007] Thus, any game device having a lure fishing theme must be
capable of sensing manipulation of the fishing pole with the intent
of imparting action to the lure so that more realistic fish
behavior can be simulated. The fishing simulator device taught in
Unexamined Patent Application Kokai 2-79892, however, employs only
two servo motors to simulate tugging by the fish.
[0008] Another important element of actual fishing is the subtle
motion produced by the fish nibbling on the bait before it actually
becomes caught on the hook. The reel motor taught in the
aforementioned publication, however, simply places load on the
fishing line.
[0009] Since the fishing device will be used by some large
unspecified number of players, the device should have simplicity of
design and ease of maintenance.
[0010] The simulated fishing device taught in the aforementioned
publication cannot reproduce the subtle motion produced by the fish
nibbling on the bait, simulated pulling by the fish becomes rather
monotonous. Pulling by the fish is simulated by attaching to a drum
a line that is not connected to the fishing rod and then turning
the drum, and thus when the line becomes slack around the outside
of the drum it can become entangled, possibly causing the line to
break.
[0011] Nor does the aforementioned publication teach selection of
bait, lure, or other elements, and accordingly lacks the interest
of real lure fishing. Game development in the conventional fishing
device progresses in substantially unvarying fashion, allowing the
player to anticipate the size and location of the fish after
playing the game a few times. The motivation to catch ever larger
fish is thus lost, so that the player loses interest in the fishing
game machine.
SUMMARY OF THE INVENTION
[0012] Accordingly, it is an object of the present invention to
provide a fishing game device that gives the player an experience
closely resembling actual lure fishing, and that has a simple
design accommodating use by a large unspecified number of
players.
[0013] It is a further object to provide a fishing game device that
allows the player to make proper selection of the lure for the
fishing location, and that provides to the player an experience
which closely resembles the actual fishing experience, in which
fish migrate in response to wind direction and water temperature at
real-world fishing locations and in which fish that are not caught
grow over time to become bigger fish.
[0014] According to the present invention, the aforementioned
objects are achieved through the following means.
[0015] Specifically the first composition of a game fishing device
according to the present invention comprises a fishing rod having
one end of a fishing line secured to the distal end thereof, a
securing end securing the other end of the fishing line, a first
drive mechanism for imparting transverse pulling force to the
fishing line along the path of the fishing line between the fishing
rod and the securing end, and a second drive mechanism for
imparting longitudinal pulling force to the fishing line along the
path of the fishing line between the fishing rod and the securing
end.
[0016] The side to side movement of the first drive mechanism and
the back and forth movement of the second drive mechanism impart to
fishing rod having the fishing line secured to the distal end
thereof fish pulling force that moves side to side and back and
forth.
[0017] The second composition of a game fishing device according to
the present invention, in addition to the first composition,
further comprises a vibrating unit for imparting finely graduated
motion to the fishing line along the path of the fishing line
between the first drive mechanism and the securing end, and a slack
uptake unit for taking up slack in the fishing line.
[0018] Accordingly, small vibrating motions are imparted to the
fishing line by the vibrating unit for imparting finely graduated
motion to the fishing line, providing a sensation which closely
approximates the real fishing experience. The slack uptake unit
keeps the fishing line constantly taut with respect to the fishing
rod, affording the player the simulated experience of manipulating
a lure.
[0019] The first and second drive mechanisms of the present
invention are provided with a slide table capable of moving in the
direction in which force will be applied to the fishing line, and
with a slide rail for regulating the direction of motion of the
slide table. Thus, the drive mechanism that produces the fish
tugging simulation moves in linear fashion, reducing the incidence
of line tangling compared to the rotating drum design of the prior
art.
[0020] The third composition of a game fishing device according to
the present invention further comprises a sensing unit provided to
the sliding table of the first drive mechanism for sensing the
vertical and sideways orientation of the fishing rod. Since the
fishing rod position can be sensed by the game device unit, the
fishing rod can be made lighter.
[0021] The design of the sensing unit specifically comprises a
sliding plate furnished with a hole in the center thereof through
which the fishing line passes, and a sensor disposed in proximity
to the slide plate for sensing the direction and/or the amount of
motion of the slide plate.
[0022] Accordingly, fishing line position and fishing pole
orientation can be determined through slide plate motion sensed by
the sensor.
[0023] This composition allows both vertical and sideways motion to
be sensed using a single sensing unit, affording simplicity of
design and ease of adjustment. Since motion detection takes place
at the location on the unit closest to the fishing rod, subtle
movements of the fishing rod can be detected.
[0024] The slide table of the second drive mechanism comprises a
pivoted rotating member, a fishing line guide attached to the other
end of the rotating member and engaging the fishing line, and a
spring member attached to the rotating member for imparting
restoring force in opposition to tugs on the fishing line. Thus,
snapping of the fishing pole and breaking of the fishing line are
prevented in the event that the fishing rod is vigorously swung
about.
[0025] The rotating member can be secured to the cabinet. This
allows the slide table to be made lighter and affords a simple
design, improving response characteristics.
[0026] The aforementioned vibrating unit specifically comprises two
fishing line guides which engage the fishing line, an eccentric
roller whose side face contacts the fishing line stretched between
the two fishing line guides, and a motor for turning the eccentric
roller. This makes it possible to produce subtle movements
simulating nibbling at the baited hook by the fish prior to
becoming caught on the hook.
[0027] By changing the speed of rotation of the eccentric roller,
the frequency of vibration imparted to the fishing line by the
vibrating unit can be altered. By controlling the intensity and
frequency of vibration applied to the fishing line, it is possible
to simulate the resistance produced by fish of different sizes and
to simulate different numbers of fish nibbling on the bait.
[0028] The vibrating unit can modify the stroke of fishing line
motion by moving the eccentric roller from side to side, making
possible simulation of the fish taking the bait and pulling on the
line, or simply nibbling at the bait.
[0029] The vibrating unit can also modify the stroke of fishing
line motion by moving from side to side the fishing line guide
through which the fishing line is passed. Thus, the effects
described above may be realized through a simple structure in which
the fishing line guide are simply moved from side to side.
[0030] The vibrating unit can also modify the stroke of fishing
line motion by moving one or two fishing line guides towards and
away from the eccentric roller. According to this invention, the
length of the fishing line drawn in by the eccentric roller and the
acceleration of fishing line movement can be varied, allowing
vibration to be modified according to numerous variations.
[0031] The aforementioned slack uptake unit comprises stationary
first and second fishing line guides, and a movable third fishing
line guide for guiding the fishing line along the path of the
fishing line suspended between the first and second-fishing line
guides. Slack in the fishing line can be taken up through the
constant application of pulling force to the fishing line by the
movably supported fishing line guide.
[0032] In lure fishing, the fishing rod is moved incrementally to
impart action to the lure; in the design described here the fishing
line is maintained constantly taut in response to movement of the
fishing rod, providing a more realistic simulation of the
experience of manipulating a lure.
[0033] The composition of the slack uptake unit specifically
comprises a rotating element having the third fishing line guide
attached to one end thereof and being pivoted at the other end, and
a spring member attached to the rotating member for imparting
restoring force to the spring member in opposition to pulling force
exerted on the fishing line. The fishing line is kept constantly
taut by the spring member, allowing slacking in the fishing line to
be taken up.
[0034] Providing the spindle of the rotating member with an encoder
or volume allows the slack uptake unit to ascertain through
displacement thereof the amount of motion of the fishing rod.
[0035] An alternative composition of the slack uptake unit
comprises a slide table, movable in the direction in which pulling
force is applied to the fishing line, on which the third fishing
line guide is mounted, a slide rail for limiting the direction of
motion of the slide table, and an a spring member attached to the
slide table for imparting restoring force to the slide table in
opposition to pulling force exerted on the fishing line.
[0036] This design allows slack in the fishing line to be taken up
in the manner described above, and since the component is similar
to the slide tables of the first and second drive mechanisms, parts
can be made interchangeable and maintenance can be facilitated.
[0037] According to the invention disclosed herein, the first drive
mechanism, which applies pulling force to the fishing line in the
transverse direction, can be optionally omitted. In this case, the
sensing unit will be stationary and it will not be possible to
simulate pulling by the fish in the transverse direction, but this
is compensated for by greatly simplified structure and greater ease
of maintenance.
[0038] In another aspect, the fishing game device of the present
invention provides a fishing game device comprising a display unit,
a control unit for converting into two-dimensional coordinates data
for objects having three-dimensional coordinates in a
three-dimensional virtual space and controlling the display of
images of these objects on the display unit, and a simulated
fishing rod manipulated by the player, wherein images of the
objects shown on the display are updated in response to movements
of the simulated fishing rod, further comprising a sensing element
for sensing movements of the simulated fishing rod manipulated by
the player, wherein the control unit establishes a camera viewpoint
on the basis of a specific relationship to the coordinates of the
object in a three-dimensional coordinate system and controls the
display unit so as to display image data produced through
projection of the object, as viewed from the camera viewpoint, onto
a two-dimensional plane, and wherein the object coordinates and
camera viewpoint coordinates maintained in a specific relationship
to the object coordinates are updated in response to movements of
the simulated fishing rod sensed by the sensing element.
[0039] Accordingly, fish movement during the game can be controlled
through detection of subtle movements of the fishing rod
manipulated by the player, fish data stored in a memory component
or the like within the device can be varied with time, and the
camera viewpoint from which images of the lure and the like shown
on the display unit are viewed can be altered in response to
movements of the fishing rod sensed by the sensing element, giving
the player an experience which closely approximates actual lure
fishing.
[0040] Other features and objects of the present invention will
become apparent from the following description of the preferred
embodiments referring to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0041] FIG. 1 is a simplified structural diagram of an embodiment
of the present invention in its entirety;
[0042] FIG. 2 is a simplified structural diagram of the transverse
mechanism of the embodiment of FIG. 1;
[0043] FIG. 3 is a simplified structural diagram of the sensing
unit of the embodiment of FIG. 1;
[0044] FIG. 4 is an alternative simplified structural diagram of
the sensing unit of the embodiment of FIG. 1;
[0045] FIG. 5 is a simplified structural diagram of the vibrating
unit of the embodiment of FIG. 1;
[0046] FIGS. 6A through 6C are simplified structural diagrams
depicting examples of practice of the vibrating unit of the
embodiment of FIG. 1;
[0047] FIG. 7 is a simplified structural diagram of the slack
uptake unit of the embodiment of FIG. 1;
[0048] FIG. 8 is a simplified structural diagram depicting an
example of practice of the slack uptake unit of the embodiment of
FIG. 1;
[0049] FIG. 9 is a simplified structural diagram of the
longitudinal mechanism of the embodiment of FIG. 1;
[0050] FIG. 10 is an alternative simplified structural diagram of
the longitudinal mechanism of the embodiment of FIG. 1;
[0051] FIG. 11 is an example of the sensing unit secured to the
cabinet in the embodiment of FIG. 1;
[0052] FIG. 12 is an exterior perspective view of the embodiment of
FIG. 1;
[0053] FIG. 13 is a circuit block diagram of an embodiment of the
fishing game device of the present invention;
[0054] FIG. 14 is an illustrative diagram of the coordinate system
of the embodiment of FIG. 13;
[0055] FIG. 15 is an operation flow chart for an example game in an
embodiment of the fishing game device of the present invention;
[0056] FIG. 16 depicts a map and stage selection screen in an
embodiment of the present invention;
[0057] FIGS. 17A and 17B depict casting point setting screens in an
embodiment of the present invention;
[0058] FIGS. 18A and 18B are illustrative diagrams of fish
locations within a stage in an embodiment of the present
invention;
[0059] FIG. 19 is a retrieve screen in an embodiment of the present
invention;
[0060] FIGS. 20A through 20D are illustrative diagrams of fish
activity in an embodiment of the present invention;
[0061] FIG. 21 is an illustrative diagram of fish attribute
parameters in an embodiment of the present invention;
[0062] FIGS. 22A and 22B are illustrative diagrams showing
relationships among lure action, activity values, and bite flags in
an embodiment of the present invention;
[0063] FIGS. 23A through 23C are fight screens in an embodiment of
the present invention;
[0064] FIGS. 24A through 24C are illustrative diagrams of camera
shot layout for a boat running at full speed in an embodiment of
the present invention;
[0065] FIGS. 25A through 25C are illustrative diagrams of camera
shot layout for boat arrival in an embodiment of the present
invention;
[0066] FIGS. 26A and 26B are illustrative diagrams of camera shot
layout for boat rocking in an embodiment of the present
invention;
[0067] FIGS. 27A through 27C are illustrative diagrams of
conventional camera shot layout for avoiding obstacles in the water
during retrieval in an embodiment of the present invention;
[0068] FIGS. 28A through 28C are illustrative diagrams of camera
shot layout in this embodiment for avoiding obstacles in the water
during retrieval in an embodiment of the present invention;
[0069] FIGS. 29A through 29C are illustrative diagrams of the line
of sight from the camera to the lure colliding with an obstacle in
an embodiment of the present invention;
[0070] FIGS. 30A and 30B are illustrative diagrams portraying lure
shadow on the water surface when the water surface is viewed from
underwater in an embodiment of the present invention;
[0071] FIGS. 31A through 31C are illustrative diagrams of camera
shot layout when the fish is located this side of lure during
retrieval in an embodiment of the present invention;
[0072] FIGS. 32A through 32C are illustrative diagrams of camera
shot layout when the fish is located on the far side of lure during
retrieval in an embodiment of the present invention;
[0073] FIGS. 33A through 33C are illustrative diagrams of a method
for representing fish movement through control of camera angle;
[0074] FIGS. 34A and 34B are illustrative diagrams of a method for
representing rapid fish movement through camera shot layout;
[0075] FIGS. 35A through 35C are illustrative diagrams of camera
shot layout for the moment that the fish bites in an embodiment of
the present invention; and
[0076] FIGS. 36A and 36B are illustrative diagrams of camera shot
layout for gill washing in an embodiment of the present
invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0077] Embodiments of the present invention will be described below
referring to the accompanying drawings. Identical or similar
elements in the drawings have been assigned identical reference
numbers and symbols. The embodiments described here should not be
construed to limit the technological scope of the invention.
[0078] Embodiments of fishing game devices in accordance with the
present invention are of the type intended for installation in game
arcades and the like, and comprise a monitor device for displaying
images of fishing and a cabinet for accommodating the control
boards that control the whole fishing game. First, a description of
the mechanical components of embodiments of the present invention
will be provided.
[0079] FIG. 1 is a simplified structural diagram of an embodiment
of the present invention in its entirety. The fishing rod 1 is not
affixed to the game device, allowing it to be freely manipulated by
the player in a manner similar to actual fishing. A fishing line 2
is secured to the distal end of the fishing rod 1, the fishing line
2 being inserted into a sensing unit 20 that will be described
shortly. A transverse mechanism 10-20 simulates transverse movement
by the fish. A slide table 11 is driven along a slide rail 10 by a
motor 12.
[0080] A sensing unit 20 capable of sensing the vertical and
sideways orientation of the fishing rod 1 is mounted on the first
sliding table 1.
[0081] A vibrating unit 30-33 provides fine incremental motion to
the fishing line 2. An eccentric roller 30 contacts the fishing
line 2 stretched between fishing line guides 31 and 32, the
eccentric roller 30 being driven by a motor 33. This will be
discussed in greater detail shortly.
[0082] Fishing line guides 3-5 deflect the path of the fishing line
2. A slack uptake unit 40-45 is secured in a manner described in
detail shortly. Between fishing line guides 44 and 45 there is
provided a fishing line guide 43 for imparting pulling force to the
fishing line 2. The fishing line guide 43 is secured to one end of
a bar element 40 movably supported at the other end thereof about a
fulcrum 41 and urged by spring force provided by a spring 42.
[0083] Also provided is a longitudinal mechanism 50-54, described
in detail later, for simulating longitudinal movement by the fish.
The mechanism comprises a second slide table 51 driven along a
second slide rail 50 by means of a motor 54, and a roller member 52
attached to the second slide table 51 for dissipating strong tugs
on the fishing line 2. A fishing line guide 53 is secured to the
roller member 52, and the end of the fishing line 2 tied to a
securing component 6 located on the device.
[0084] For a fishing game device, particularly a fishing game with
a lure fishing theme, it is important that manipulation of the
fishing rod to produce lure action be sensed rapidly in order that
reproduction of pulling by the fish can be made more realistic.
[0085] In the fishing game device of the present invention, the
position of the fishing rod 1 is readily sensed by the sensing unit
20, allowing vertical and sideways motion of a fish to be simulated
by means of the transverse and longitudinal mechanisms. The subtle
vibration imparted to the fishing line 2 by the vibrating unit 30
conveys to the hands grasping the fishing rod a sensation similar
to the resistance encountered with a swimming fish. The fishing
line 2 is kept constantly taut with respect to the fishing rod 1 by
means of the slack uptake unit 40, providing a more realistic
sensation of manipulating lure movement.
[0086] FIG. 2 is a simplified structural diagram of the transverse
mechanism. The first slide table 11 is movably mounted on a first
slide rail 10 and is driven in the transverse direction through the
agency of a belt 13 by means of a motor 12 attached to the end of
the slide rail 10. The first slide table 11 has mounted thereon a
sensing unit 20, described in detail shortly. The fishing line 2
enters the sensing unit 20 through a hole 25 on the front face
thereof and emerges from a hole 26 located on the bottom face
thereof. The transverse mechanism is capable of simulating motion
of a fish in the transverse direction. While the present embodiment
describes a motor belt drive employed as the drive mechanism, a
ball-screw drive, linear motor drive, or an air mechanism employing
a rodless cylinder would also be possible.
[0087] FIG. 3 is a simplified structural diagram of the sensing
unit. The direction of motion of a slide plate 21 is limited to
vertical and sideways motion with reference to the sensing unit 20
by means not depicted in the figure. In the central portion of the
slide plate 21 there is provided a hole 28 of a diameter slightly
larger than the diameter of the fishing line 2. Thus, the fishing
line 2 can pass freely through the slide plate 21. A fishing line
guide A23 and a fishing line guide B24 are arranged at the front
and back of the slide plate 21, with the fishing line guide B24
located on the side facing the fishing rod 1 grasped by the player.
Fishing line guide A23 and a fishing line guide B24 are fastened
securely to the sensing unit.
[0088] Fishing line guide B24 has a square shape allowing the
fishing line 2 to move vertically and sideways. The size thereof is
selected with reference to the scope of vertical and sideways
motion of the fishing rod 1 and the distance from the fishing rod 1
to the sensing unit 20. Fishing line guide A23, on the other hand,
has a hole with a diameter slightly larger than the diameter of the
fishing line 2 so that the fishing line 2 can pass freely through
it. Thus, when the player swings the fishing rod 1 to the right,
the fishing line 2 moves to the right side of the fishing line
guide B24, causing the slide palter 21 to move to the right.
[0089] Position sensors 22a are arranged above and below and to the
sides of the slide plate 21; by sensing the motion of the slide
plate 21, the position of the fishing line 2 and the orientation of
the fishing rod 1 can be ascertained.
[0090] By means of the sensing unit 20 according to the present
invention, vertical and sideways motion can be detected by means of
a simple slide plate 21, affording a simple mechanism and easy
maintenance. The position sensors 22a may comprise optical position
sensors or the like, as shown in FIG. 3.
[0091] Microswitches 22b can also be used as the position sensors
22a, as shown in FIG. 4. In this design the slide plate 21 is
centered by the microswitches 22b themselves, providing an even
more simple sensing unit mechanism.
[0092] FIG. 5 is a simplified structural diagram of the vibrating
unit. The fishing line 2 passing between fishing line guides 31 and
32 secured to the fishing game device is maintained in a taut state
by the aforementioned longitudinal mechanism. The eccentric roller
30 has a rod-shaped projection 34 that contacts the fishing line 2,
and is turned by a motor 33.
[0093] Thus, by turning the eccentric roller 30, the fishing line 2
can be made to move incrementally in the vertical direction. This
motion, when transmitted to the fishing rod 1, provides an
experience similar to the sensation of hooking a fish.
[0094] In this design, variation can be introduced into the
vibration mode by varying the speed of rotation of the motor 33.
This allows for simulation of differences in resistance by fish of
different sizes, and of the sensation of a "bite" as the fish takes
the bait.
[0095] FIGS. 6A through 6C depict examples of practice of the
vibrating unit. In the design shown in FIG. 6A, the eccentric
roller 30 is moved sideways by a motor or solenoid (not shown),
allowing the stroke of motion of the fishing line 2 to be varied.
Specifically, by establishing small sideways displacement for the
eccentric roller 30 so that the rod-shaped projection 34 of the
eccentric roller 30 contacts the fishing line 2 exclusively at the
point closest to the fishing line 2, a short stroke of motion of
the fishing line 2 can be produced. Conversely, by moving the
eccentric roller 30 to the left so that the rod-shaped projection
34 contacts the fishing line 2 over most angles during rotation of
the eccentric roller 30, a long stroke of motion of the fishing
line 2 can be produced.
[0096] This makes it possible to control the intensity of sensation
transmitted to the hands grasping the fishing rod, creating the
impression of fish of different sizes taking the bait or simulating
the sensation produced by the lure hitting an obstacle.
[0097] In FIG. 6B, the position of the eccentric roller 30 is
stationary, while fishing line guides 31 and 32 move sideways. The
effect is analogous to that described above.
[0098] In FIG. 6C, the position of the eccentric roller 30 is
stationary, while one or both of the fishing line guides 31 and 32
move closer to or away from the eccentric roller 30. This allows
the stroke of motion of the fishing line to be varied, producing a
effect analogous to that described above.
[0099] FIG. 7 is a simplified structural diagram of the slack
uptake unit. It comprises stationary fishing line guides 44 and 45
and a bar-shaped element 40, one of which is movable about a
fulcrum 41 and the other end of which has a fishing line guide 43
secured thereto. The bar-shaped element 40 is supported at its
center by a spring 42 or similar spring element. As shown in the
drawing, the fishing line 2 is threaded through the fishing line
guides 43, 44, and 45 and is thus constantly maintained in a taut
state.
[0100] In lure fishing, the fishing rod 1 is moved incrementally to
impart action to the lure. In the fishing game device according to
the present invention, the fishing line 2 is maintained constantly
taut in response to movement of the fishing rod 1, thereby allowing
slight movements of the lure to be transmitted to the hands
grasping the fishing rod 1 and providing a more realistic
simulation of the experience of manipulating a lure.
[0101] By providing the fulcrum 41 with an encoder or volume, the
amount of motion of the fishing rod 1 can be ascertained through
the displacement thereof.
[0102] FIG. 8 depicts another specific example of the slack uptake
unit. Positional relationships of the fishing line guides 43, 44,
and 45 are analogous to those in the example of FIG. 7. A third
slide table 47 is arranged movably along a third slide rail 46, and
the fishing line guide 43 is secured to the third slide table 47.
Since the third slide table 47 is linked to a spring element such
as a spring 48, the fishing line 2 is constantly maintained in a
taut state.
[0103] This linear design provides effects analogous to those of
the example of FIG. 7. By using as the slide rail 46 and the slide
table 47 parts that are interchangeable with those of the
longitudinal mechanism, the mechanism can be simplified and
maintenance can be facilitated.
[0104] FIG. 9 is a simplified structural diagram of the
longitudinal mechanism. A second slide table 51 is driven along a
second slide rail 50 by a motor 54. The second slide table 51 has a
roller member 52 that is rotatably attached thereto about a fulcrum
56 and that is urged against the second slide table by a spring 55
or other spring element. A fishing line guide 53 is attached to one
end of the roller member 52. The fishing line 2 is threaded around
the fishing line guide 53 and is then secured to the securing
component 6 of the fishing game device.
[0105] The longitudinal mechanism employs a direct drive system
analogous to that of the transverse mechanism and is capable of
simulating tugging by a fish. The roller member 52 around which the
fishing line 2 is threaded is urged against the second slide table
51 by a spring 55, but will rotate about the fulcrum 56 when
tensile force exceeding the spring force of the spring 55 is
applied. This prevents snapping of the fishing rod 1 when swung
vigorously or breaking of the fishing line 2.
[0106] FIG. 10 depicts an embodiment in which the roller member 52
is secured to the cabinet wall 58. In this design, the roller
member 52 functions analogously to the design depicted in FIG. 9.
The slide table 51, which bears the fishing line guide 53, is
lightweight and is of simple construction, improving the response
to fish pulling force.
[0107] FIG. 11 depicts an embodiment of the invention wherein the
sensing unit 20 is affixed to the cabinet of the fishing game
device. In this design, pulling by the fish in the transverse
direction cannot be simulated, but the simpler mechanism affords
easier adjustment and maintenance.
[0108] The control operation employed in an embodiment of a fishing
game device of the present invention that including the structural
elements depicted in FIGS. 1 through 11 will be described referring
to FIGS. 12 through 36. FIGS. 1 through 11 will be referred to
where necessary.
[0109] FIG. 12 is an exterior perspective view of a fishing game
device 60 pertaining to an embodiment of the present invention. A
fishing line 2 secured to the distal end of a fishing rod 1 is
passed through a sensing unit 20 provided to the cabinet 64 (see
FIG. 1), with motion simulating pulling force by a fish being
applied thereto by the aforementioned transverse mechanism 10 and
longitudinal mechanism 50. A dummy fishing line extends between the
distal end of the fishing rod 1 and the reel 61 to give the player
the visual impression that the fishing line 2 can be reeled in by
turning the reel 61.
[0110] The fishing rod 1 and the cabinet 65 are connected by a
cable 62 for transmitting signals indicating the number of turns of
the reel 61 and signals for applying resistance to the reel 61 to
simulate that a fish has been caught. The cabinet 65 is also
provided with a coin slot 63. The fishing game begins when a player
inserts a coin through the coin slot 63. To play the fishing game,
the player operated the fishing rod 1 and the reel 61 while viewing
a projection television 65.
[0111] FIG. 13 is a control block diagram of an embodiment of the
fishing game device of the present invention. The alternating
current from an alternating current power source 70 is converted to
direct current voltage by a power supply 71 and delivered to the
various components.
[0112] In the present embodiment, a CPU 72, RAM 73, ROM 74, image
processor 75, sound processor 76, and I/O 79 80 and 81 are
connected via a bus 90 enabling them to send and receive signals in
both directions. The image processor 75 is connected to the
projection television 65, and the sound processor 76 is connected
to speakers 77.
[0113] To the I/O interface circuit 79 is connected the cabinet 65,
which is equipped with the coin insertion slot and setting buttons
for setting the level of game difficulty, for example. To the I/O
interface circuit 80 are connected a reel encoder 82 for sensing
winding rotation by the reel 61, a powder clutch 83 for regulating
the winding torque of the reel 61, a cross-shaped key 84 for moving
the cursor on the game screen, and a reel controller 86 for
exchanging signals with game lure input button 85 and the like.
[0114] To the I/O interface circuit 81 are connected a transverse
mechanism 10 equipped with a motor 12 and sensing unit 20 for
sensing motion of the aforementioned fishing line 2; a vibrating
unit 30 equipped with a motor 33 and sensor 87 for sensing the
zero-position of the eccentric roller; a slack take-up unit 40
equipped with a volume 88 for regulating the tension of the fishing
line 2; and a longitudinal mechanism 50 equipped with a motor 54
and a limit position sensor 89 for the slide table.
[0115] ROM 74 stores the game program, data for characters
appearing in the game, system programs for the device,
initialization data, and the like. The control means, here the CPU
72, refers to the game program stored in ROM 74 and to signals from
the reel controller 86, transverse mechanism 10, and other
components input through the I/O interface circuits 80, 81, and so
on to execute and control the fishing game program for the entire
fishing game device.
[0116] RAM 73 stores data computed by the CPU 72 as needed. Ranking
data indicating the weight of fish caught by players and the like
is stored in a backed up area of RAM 73.
[0117] The image processor 75 performs projection conversion on
data, such as position coordinates for game characters in the
virtual three-dimensional game space which has been processed by
the CPU 72, to transform it into screen coordinates for display on
the projection television 65. The sound processor 76 uses data
stored in an external memory 78 or the like to synthesize signals
for game music, sound effects, and so on synchronized with
execution of the program by the CPU 72. Music and other such sounds
are output through the speakers 77.
[0118] FIG. 14 is an illustrative diagram of the coordinate system
of an embodiment of the present invention. The virtual
three-dimensional game space is represented by world coordinates
(Xw, Yw, Zw). Objects such as a boat 105, fisherman 212, lure 142,
fish 143, and the like move about freely within these world
coordinates. Polygon data and position coordinate data within the
world coordinate system for these objects is stored in ROM 74, for
example. As it executes the game, the CPU 72 calls the position
coordinate data and the like and processes this data together with
motion data for the fishing line 2 sensed by the sensing unit 20,
for example, and updates movement of the objects through the lake
101 and background scenery of the world coordinate system.
[0119] In order to display objects within the world coordinate
system on the screen of the projection television 65, position
coordinates for the lure 142, fish 143, and other objects within
the world coordinate system are converted to viewpoint coordinates
(Xv, Yv, Zv) having as the origin the viewpoint of a camera 201.
Processes such as clipping are executed with reference to the
orientation of the line of sight and the field of view from the
camera 201, and projection conversion to produce two-dimensional
screen coordinates (Xs, Ys) are performed. The image created
through projection conversion into screen coordinates is displayed
on the projection television 65 screen.
[0120] FIG. 15 is an operation flow chart for a fishing game in an
embodiment of the present invention. The control flow for game
execution will be described referring to this flow chart, taking
the example of fishing for black bass. In the following
description, the operation flow depicted in FIG. 15 is assumed to
be accomplished through execution, under to control of the CPU 72
that constitutes the control means, of a game program stored in ROM
74, this process also reflecting input signals input through player
control.
[0121] First, a coin is inserted in the coin slot 63 provided to
the cabinet depicted in FIG. 12, and a setting button is used to
set the degree of difficulty of the game, whereupon the game begins
and an initial screen is shown on the projection television 65
(STEP S1).
[0122] This initial screen allows the game mode to be set to
beginner mode, advanced mode, or tournament mode, for example.
Where beginner mode is selected, an explanation of the game,
scoring, and the like are displayed on the screen.
[0123] Next, a map and a stage select screen are displayed (STEP
S2). The map and stage select screen comprise the display screen
100 depicted in FIG. 16, for example. An area of the lake 101 or
other location that is the fishing field is shown enlarged. A
number of fishing location stages in the lake 101 differing in
terms of the specifics of the game are shown; in the example
depicted in FIG. 16, three stages are shown, a "reed" stage 102, a
"lodge" stage 103, and a "standing tree" stage 104. A boat 105 is
shown on the lake, and the player is depicted riding in the boat to
the selected fishing location stage.
[0124] From the screen display shown in FIG. 16 the player is
allowed to select the lure to be used in fishing for black bass. In
the example depicted in FIG. 16, the choices are spinner 106, crank
107, and pencil 108. In the fishing game pertaining to the present
embodiment of the invention, the location of the fish will change
depending on wind direction over the lake 101 and the water
temperature in the lake 101; accordingly, the player chooses the
fishing location stage where the fish are most likely to be
referring to the wind direction and water temperature shown on the
screen 100, and then selects the lure preferred by the fish that
are located in the selected fishing location stage.
[0125] Once the player has selected the fishing location stage and
the lure, a screen showing the boat 105 sailing over the lake 101
to the selected fishing location stage is displayed. Superimposed
over the screen are a message indicating the minimum weight in
grams of the fish that must be caught in order to beat the stage,
for example.
[0126] The next screen shown depicts the boat 105 slowing down as
it arrives at the fishing location stage selected by the player. At
this point, the cast point for the lure is set (STEP S3). FIG. 17A
depicts an example of the cast point setting screen 110. When the
boat 105 arrives at the selected fishing location stage, the player
uses the cross-shaped key 84 provided to the reel 61 to move a
cursor 112 in directions 111 and 113, for example, in order to
select the cast point. Once this cast point setting screen 110 is
shown, there begins a countdown over a limited time interval
established for the particular game mode, for example. The
remaining time being shown on the screen. The cross-shaped key 84
and reel 61 are shown on the screen in FIG. 17A to facilitate
operation of the cross-shaped key 84 and reel 61 by the player.
[0127] Referring now to FIG. 17B, fish icons 116-118 indicating
that fish are present in the lake 101 are also shown on the cast
point setting screen 110, allow the player to set the cast point
115 to a location where a fish is present. Once the cast point has
been selected, the player pushes a button 85 provided to the reel
61, whereupon a screen depicting the lure being cast to the
selected cast point is displayed.
[0128] Specifically, when the button 85 is depressed, this is
detected by the CPU 72, which displays the screen corresponding to
the game program. Subsequent processes are basically the same, with
the CPU 72 executing the fishing game program while causing any
input signals resulting from player control inputs to be reflected
in the game program.
[0129] FIGS. 18A and 18B are illustrative diagrams of fish
locations within a fishing location stage in the present embodiment
of the invention. A fishing location stage 120 is shown as an
example in FIG. 18A; this fishing location stage 120 is composed of
lake 101 and land 121. The fishing location stage 120 is further
divided up into a plurality of areas 122-128, with movement of any
fish in an area being limited to within that area. As mentioned
earlier, the area in which fish are present is determined by wind
direction over the lake 101 and the water temperature, and settings
are controlled such that the lure selected for fishing in a
particular area is one resembling an organism eaten as food by the
fish in that area. This allows the player, through selection of the
proper lure and the like, to enjoy an experience similar to that of
actual fishing.
[0130] This settings control is made possible by updating of fish
data performed by the CPU 72 with reference to the parameters of
wind direction over the lake 101 and water temperature.
[0131] Program settings also enable fish larger than a certain
prescribed size to move between different fishing location stages
within each game. This creates variation in the fishing location
stages in which big fish appear, increasing the motivation to "land
the big one." Control is also performed in such a way that
parameter data for individual fish is updated so as to allow fish
to grow in size during operation of the game device, with the
extent of growth depending on factors such as the number of times
the fish has been hooked. By having fish that have never been
hooked grow to especially large size, the motivation to find a
"surefire spot" where a "big one" is present is stimulated.
[0132] Data for fish that have grown to different extents depending
on operation time and the number of times the fish has been hooked,
weight ranking data for the fish caught by a player, and the like
is stored by being written to RAM 73 shown in FIG. 13, for example.
This allows the player to be presented with a new impression each
time the game is played, causing the player to desire to play the
fishing game repeatedly.
[0133] FIG. 18B depicts one area 129 within the fishing location
stage 120. Within the area 129, a number of structures 130-132,
such as rocks, are present and the point at which the fish 131 is
present is set. Here, fish can be classified in terms of behavior
into four broad types. The first type of fish simply stays in
place. The second type of fish swims around and around a single
structure, while the third type of fish swims back and forth among
a plurality of structures. A fourth type of fish swims around in a
wide area. Differentiating fish attributes in this way provides to
the player the interest of deciding which type of fish to
target.
[0134] Next, a retrieve screen in which the fishing line 2 is
retrieved is displayed (STEP S4). An example of a retrieve screen
140 is depicted in FIG. 19. The fish 143 is shown approaching the
lure 143. Also shown in the retrieve screen 140 are a small display
141 that displays a vertical cross section of the lake 101,
including the fish 143 and the boat 105 in which the player is
riding, as well as the distance from the player to the fish. This
allows the player to grasp the overall situation in the lake 101,
further enhancing the enjoyment of fishing.
[0135] Since the direction of movement of the fishing line 2 is
sensed by the sensing device described earlier, lure motion
reflecting with high sensitivity the motions of the fishing rod 1
manipulated by the player can be simulated.
[0136] FIGS. 20A through 20D are illustrative diagrams of fish
parameters in an embodiment of the present invention. Fish activity
is a parameter determining fish personality, behavior, and the
like, and is modified in response the action of the lure
manipulated by the player. Specifically, the activity value for a
particular fish indicates the extent to which the fish will react
to the lure. A fish with a high activity value will tend to react
to slow lure or to a lure of any time. These parameters are defined
in the game program.
[0137] In the present embodiment of the invention, fish activity is
expressed as a numerical value from 0 to 100, and the fish are
grouped into five activity groupings, as shown in FIG. 20A. For
example, a fish with an activity value of 0 to 20 would fall into
activity grouping 1. Differentiation of the extent to which fish
respond to the lure by fish activity value is shown
diagrammatically in FIG. 20B. FIG. 20B shows different threshold
fish swimming speeds established for fish belonging to different
activity groupings. Under program control, the activity value of a
particular fish is increased where a proper lure and proper lure
action for that fish have been selected, and is conversely lowered
where an improper lure and improper lure action have been selected.
Thus, the activity value of a fish having a low activity value can
be increased through manipulation of lure action by the player,
making the fish easier to catch.
[0138] In the present embodiment of the invention, each fish has a
different character, thereby increasing the player's interest. Fish
are classified by shape as jumbo, large, medium, and small, for
example. Fish expressions are differentiated so as to appear
nervous, cautious, hungry, jittery, excited, panicked, or the like,
and the motion of the dorsal fins and gills are varied in response
to the expression.
[0139] From the expression and movement of a fish, a player can
make a decision as to the most appropriate lure action for catching
the fish, providing enhanced enjoyment that cannot be experienced
in actual fishing. Fish status by activity value is tabulated in
FIG. 20D.
[0140] An example of fish attribute parameters in an embodiment of
the present invention is shown in FIG. 21. Fish registered in the
game are assigned fish numbers. For a fish having a fish number of
1, for example, attribute parameters such as the following could be
defined as initial values: activity number=5; proper lures for
catching=A, B; improper lure=D; proper lure action for catching=a,
improper lure action for catching=d.
[0141] This attribute parameter data is stored in ROM 74 in the
game device, for example, and is called by the CPU 72 as the game
proceeds. The CPU 72 processes this data together with signals
reflecting lure action caused by the player and input through the
I/O interfaces 80 and 81, and outputs the results to the image
processor 75 and the sound processor 76. At the same time, fish
attributes are updated where the aforementioned conditions have
been met.
[0142] Next, control turns to the hooking biting the lure sequence
(STEP S5). The determination as to whether a fish has bitten the
lure is made in the following way. Illustrative diagrams showing
relationships among lure action, activity value, and bite flag
value are given in FIGS. 22A and 22B. The bite flag value is a
parameter for deciding whether a fish has bitten the lure; it is
computed by the CPU 72 and is stored in RAM 73. The bite flag value
is increased or decreased with reference to the lure action
produced by the player.
[0143] FIG. 22A is a table showing, in the case of a spinner lure,
how the fish will behave in response to particular lure actions,
and how the activity value and bite flag value will increase or
decrease. The table in FIG. 22A is for a spinner lure; similar
tables are provided for crank, pencil, and other lures. The data
shown in the table is stored in ROM 75, for example, and as the
game proceeds is called and processed by the CPU 72.
[0144] Turing now to a more detailed description referring to FIG.
22A, where the lure cast by the player reaches the surface of the
lake, the behavior of a nervous fish having an activity value of 0
to 30 will be to ignore the lure or swim away from the lure in a
probability ratio of 5:5. The activity value of the fish decreases
by two ".DELTA." and the bite flag decreases by one ".DELTA.".
[0145] In the case of an excited fish having an activity value of
71 to 100, the response of the fish when the lure hits the water
will be to swim towards the lure; the activity value and the bite
flag of the fish both increase by one ".smallcircle.". The ".star."
appearing in the bite flag value column indicates that when the
player produces a prescribed lure action to attract an excited fish
having an activity value of 71 to 100, the fish will bite the hook.
Fish behavior in response to various lure actions such as pose,
fast retrieve, and the like are predetermined.
[0146] FIG. 22B is an explanatory diagram of bite flag value. The
bite flag value held in the CPU 72 is increased or decreased
depending on the lure action produced by the player; when the value
exceeds 10, bite setup is complete. In this state, the application
of a trigger action to the lure by the player will cause the fish
to bite the lure.
[0147] The system now proceeds to a fight struggle with the fish
that has bitten the lure sequence (STEP S6). An example of a fight
screen 150 in a working example is shown in FIG. 23A. The pulling
force exerted on the fishing line 2 when the fish bites on the lure
is sensed by the vibrating unit 30 and the sensors 87 and 89 of the
longitudinal mechanism 50 (see FIG. 13) in the manner described
earlier, and an indicator 151 indicating the pulling force on the
fishing line 2 is displayed on the fight screen 150. Where the
pulling force is too strong, a message or hint to this effect is
displayed.
[0148] FIG. 23B depicts a screen showing the fish in close-up to
the camera during the fight. The camera viewpoint is manipulated in
such a way that the fish stays just above the vertical center of
screen. The camera viewpoint moves upward as it approaches the
fish. As shown in FIG. 23, display control during this sequence
limits to a maximum of 45.degree. the angle formed by the line of
sight of the camera 201 and the plane XL ZL defined by local
coordinates (X1, Y1, Z1) having the fish 143 as the origin. This
facilitates viewing of the movements of the fish and intensifies
the feeling of hooking a fish.
[0149] The system now proceeds to a reel-in sequence (STEP S7). The
contents of the reel-in screen differ depending on the size of the
fish caught, creating a more elegant atmosphere for larger fish. At
the same time a voice message such as "good fish!" is issued from
the speakers 77. The CPU 72 computes the weight of the caught fish
and the total weight of fish caught in the particular fishing
location stage, comparing these with condition data, and indicates
on-screen whether the norm for the particular fishing location
stage has been reached.
[0150] Next, a check is performed to ascertain if the time limit
for the game has expired (STEP S8). If there is time remaining, the
system returns to STEP S3; if no time remains it proceeds to STEP
S9.
[0151] In STEP S9, the skill level of the player, as determined
from information such as the size of the fish, the time elapsed in
catching it, and so on are displayed along with tips and pointers.
The weight of the largest fish caught by the player is shown; this
value is also compared with the weight of fish caught in the past
stored in RAM 73 and the ranking displayed. This fuels the
competitive urge of the player to catch larger fish. The game ends
once the prescribed time has elapsed.
[0152] The fishing game of the fishing game device of the present
invention proceeds according to the operation flowchart described
above. The camera shot layout used to render the fishing images in
computer graphics is crucial in terms of providing the player with
the excitement of actual fishing.
[0153] The camera viewpoint used to portray objects in the world
coordinate system moves according to various algorithms. The
following movement is used to track the lure through the water. In
STEP S3 in FIG. 15, when the lure hits the water the lure is
projected on the screen. As the lure is moved within the world
coordinates through manipulation of the fishing rod 1 and the reel
61 by the player, its direction of movement and position are
computed by the CPU 72 by sensing the movements of the fishing rod
1 and the reel 61 manipulated by the player. Thus, the camera
viewpoint angle moves in response to movement of the lure. In other
words, movement of the lure is displayed in response to movement of
the camera viewpoint angle.
[0154] The camera viewpoint angle moves in tandem with the lure,
maintaining a prescribed distance and angle in front of the moving
lure. Where a rock or other obstacle appears in the water, a course
detouring around the obstacle is selected in order to prevent the
lure from being hidden from view. This is accomplished by placing
in ROM 74 coordinate data for obstacles and collision data
indicating prescribed ranges that include the obstacles. In the
event that the camera viewpoint coordinates collide with collision
data, a detour route is created according to a prescribed
algorithm. The calculations are performed by the CPU 72.
[0155] FIGS. 24A through 24C are illustrative diagrams of camera
shot layout for the boat running at full speed after the player has
selected the fishing location stage in STEP 2 in FIG. 15. An
example of a boat cruising screen 200 projected on the projection
television 65 is depicted in FIG. 24A. The boat 105 is depicted
travelling over the surface of the lake 101 leaving a wake.
[0156] FIGS. 24B and 24C are illustrative diagrams of camera shot
layout for the boat cruising screen 200. The boat 105 cruises
through a world coordinate system in the virtual three-dimensional
game space; the background is converted into a viewpoint coordinate
system having as the origin the viewpoint of the camera 201. The
viewpoint coordinate system is further projection converted into a
two-dimensional screen coordinate system for display on the
projection television 65 screen.
[0157] As the boat cruises along, the camera 210 continues to move
over a circle having a radius r centered on the boat and within a
horizontal plane located a height h above the lake 101 in the world
coordinate system. Through proper manipulation of the height h and
the radius r, it is possible to vary the angle 0 of the line of
sight 202 of the camera 201 with respect to the lake 101, allowing
the entire lake 101 and the boat 105 speeding over the surface of
the lake to be portrayed in a dynamic way.
[0158] FIGS. 25A through 25C are illustrative diagrams of camera
shot layout for the boat reaching the fishing location stage that
has been selected by the player. As depicted in FIGS. 25B and 25C,
as the boat 105 approaches the fishing location stage at reduced
speed, the camera 201 circles the air above the boat 105 while
descending from height h1 to h2 and moving from r1 to a smaller
radius r2. In the screen 210 depicting arrival of the boat 105 at
the fishing location stage, the camera 201 comes to a halt at a
camera angle showing the boat 105 and part of the fisherman 212 in
the bottom portion of the screen, as shown in FIG. 25A. This camera
shot layout provides the player with a sense of anticipation that
fishing is about to begin.
[0159] FIGS. 26A and 26B are illustrative diagrams of camera shot
layout for depicting rocking of the boat. In the camera shot
showing a rear shot of the fisherman 212 in the boat, the extent of
vertical bobbing of the boat 105 on the lake 101 is about 5 cm;
this is depicted in FIG. 26A through vertical motion of the line of
sight direction 300 of the camera 201 by Az about 2 cm in the
z-direction within the world coordinate system in association with
this movement. With this camera shot, the fisherman 212 located
close to the camera 201 moves up and down in the game screen by an
extent about equal to .DELTA.z, while the position in the screen of
background situated further away from the camera, such as the land
121, trees, and the like changes hardly at all. This makes it
difficult to properly depict the rocking motion of the boat
105.
[0160] Therefore, according to the method of FIG. 26B, the
viewpoint position of the camera 201 is kept stationary, and
vertical motion of the boat 105 carrying the fisherman 212 is
depicted through vertical oscillation of the line of sight
direction 300 of the camera over the angle .DELTA..theta.. With
this approach, the fisherman 212 located close to the camera 201
does not move to an appreciable degree, while background elements,
such as the land 121 and trees situated further away from the
camera move to a significant extent in the vertical direction in
the screen, providing the impression of rocking motion by the boat
105.
[0161] FIGS. 27A through 27C are illustrative diagrams of an
algorithm for having the camera avoid obstacles in the water during
retrieval. FIG. 27A depicts movement of the lure 142 and the camera
201 in the absence of any obstacles in the water. When the player
turns the reel 61 to retrieve the fishing line 2, the lure 142
moves towards the fisherman in the direction indicated by arrow 310
in the world coordinate system. In conjunction with the movement of
the lure 142 the camera 201 moves in the direction indicated by
arrow 311, all the while showing the lure 142 from a prescribed
distance in front of the lure 142.
[0162] FIG. 27B depicts the track 315 followed by the camera 201 in
the event that obstacles such as a wall 312, tree trunk 313, and
driftwood 314 are present in the water. As the camera 201 moves it
maintains a prescribed distance in front of the lure 142
manipulated by the player; thus collisions will occur with the
obstacles at the locations indicated by the Xs 316, 317, and
318.
[0163] In the event of a projected collision with an obstacle, the
camera 201 performs some systematic movement such as circling
around the side of the obstacle. However, as shown in FIG. 27C,
this will cause the lure to disappear behind the obstacle 312 in
the game screen 319.
[0164] Accordingly, in the present embodiment of the invention
there is employed an evasion technique which takes into account the
shape of the obstacle when the camera is projected to collide with
an obstacle. An analogous evasion technique is employed where the
line of sight from the camera to the lure collides with an
obstacle. This allows the lure to kept within the field of view of
the camera at all time, enhancing the realism of lure manipulation.
This will be described referring to FIGS. 28A through 28C.
[0165] FIG. 28A depicts an evasion technique for avoiding an
obstacle having small vertical extension and wide lateral
extension, such as a piece of driftwood 314. The CPU 72, which
computes the position of the camera 201 within the world
coordinates, predicts on the basis of comparison with coordinates
for the obstacle 314 that a collision will occur at location X 320.
To prevent this, the camera is moved along a path indicated by
201a, b, c, and d that goes over the obstacle 314, all the while
keeping the lure 142a, b, c, and d in view. In order to enhance the
impression that the lure is moving, motion of the camera is
controlled in such a way that it appears to lag slightly behind the
motion of the lure, creating the impression of chasing after the
lure. An analogous evasion technique is employed where the line of
sight from the camera to the lure is predicted to be blocked by an
obstacle.
[0166] FIG. 28B depicts the camera 201e avoiding an obstacle having
high vertical extension and narrow lateral extension, such as a
tree 313, by following the path f, g, h, i, thereby circling
laterally around the obstacle 313 to avoid collision with it. FIG.
28C depicts the camera 201j confronted with an obstacle that is not
easily avoided by going vertically or sideways, which it avoids by
following path k back around in the reverse direction.
[0167] FIGS. 29A through 29C are illustrative diagrams of the
camera shots used when the line of sight from the camera to the
lure is predicted to collide with an obstacle. In the example
depicted in FIG. 29A, the obstacle 313 is a tree or the like. If
the line of sight from the camera 201m to the lure 142m is
predicted to collide with the obstacle 313 at point X 326, the
camera 201 swings around laterally in the manner denoted by n so
that the lure 142o is viewed from the back by the camera 201o, and
then returns to the original camera track after passing point
201p.
[0168] FIG. 29B depicts a scenario in which it is predicted that
the line of sight from the camera 201r to the lure 142r will
collide at point X 327 with an obstacle 324 having considerable
lengthwise extension, such as a piece of driftwood. In this
scenario, the camera circles over the obstacle 324 as indicated by
s and t, and then returns to the original camera track, as
indicated by u.
[0169] FIG. 29C depicts a scenario in which it is predicted that
the line of sight from the camera 201v to the lure 142v will
collide at point X 328 with an obstacle 325 having considerable
lengthwise extension, such as a wall. In this scenario, the camera
circles around to the opposite side of the lure 142w, as indicated
by w, and after avoiding the obstacle 325 returns to the original
camera track, as indicated by x.
[0170] FIGS. 30A and 30B are illustrative diagrams portraying the
shadow cast by an object located in the water, such as a lure, on
the water surface. The lure is manipulated in proximity to the
surface of the water through lure action produced by the player. In
some cases, the game screen for this is created by the camera
looking up at the surface of the water from underwater. FIG. 30A
depicts a game screen showing the shadow 142'0 or the lure 142 in
the water 331 being cast on the water surface 330. By depicting the
shadow of the lure being cast on the water surface, the player can
be given an idea of the depth of lure, providing a sense of realism
to lure action by the player.
[0171] FIG. 30B depicts the method for determining the position C
of the lure shadow. From the position coordinates A for the lure
142 and the water surface 333 in the world coordinates, position
coordinates D for the shadow 142' of the lure on the surface of the
water are computed. Specifically, a vertical line is drawn from A
to the water surface 333, and the point on the prolonged line
thereof where AB=BD is designated as D. The point at which the line
connecting D with the position coordinates E for the camera 201
intersects the water surface 333 is designated C, and this serves
at the location at which the shadow is projected onto the surface
of the water.
[0172] FIGS. 31A through 31C are illustrative diagrams of camera
shot layout when the fish is located this side of lure, as viewed
from the fisherman, during retrieval. FIG. 31A depicts positional
relationships among the camera 201a, 201b and the fish 220 in a
local coordinate system having the lure 142 as the origin, the
x-axis as the direction of the fisherman, and the vertical
direction as the z-axis.
[0173] Camera 201a denotes the camera position when the fish is not
within an area having a prescribed radius R centered on the lure
142. At this time, only the lure is shown, located substantially in
the center on the screen of the projection television 65, as
depicted in FIG. 31B.
[0174] In the event that the fish 220 enters the aforementioned
area of prescribed radius R within an area of about .+-.45.degree.
in the XZ plane, the camera 201a swings around to position 201b
located behind the fish. At this time, the lure 142 is shown
located substantially in the center on the screen of the projection
television 65, and the fish 220 is shows in the left area of the
screen, as depicted in FIG. 31C.
[0175] In FIGS. 31A through 31C the fish 220 is shown approaching
the lure 142 from the left, as seen by the fisherman. If the fish
220 should approach the lure 142 from the right, the scene would be
flipped around to the rear left of the fish 220 so that the fish
220 would be shown in the right area of the screen.
[0176] In this way the approach of the fish 220 to the lure 142 can
be rendered in a realistic manner.
[0177] FIGS. 32A through 32C are illustrative diagrams of camera
shot layout when the fish is located to the far side of the lure
during retrieval. FIG. 32A depicts camera shot layout when the fish
220 enters an area having a prescribed radius R and having the lure
142 as the origin, arriving through an area of about .+-.45.degree.
to about .+-.315.degree. in the XZ plane.
[0178] When the fish 220 is not within an area having a prescribed
radius R centered on the lure 142, only the lure 142 as viewed from
camera 201c is rendered, producing the screen depicted in FIG. 32B.
When the fish 220 enters through an area of about .+-.45.degree. to
about .+-.315.degree., camera 201c moves to position 201d from
which both the lure 142 and the fish 220 are visible, producing the
screen depicted in FIG. 32C.
[0179] FIGS. 33A through 33C are illustrative diagrams of a method
for representing fish movement through control of camera angle.
FIG. 33A depicts a screen in which the fish 220 is shown staying in
place. The fish 220 can swim freely about in the world coordinate
system that constitutes the virtual three-dimensional game space.
In the camera viewpoint coordinate system for portraying the fish
220, the line of sight of the camera is directed towards the fish
220. When this camera viewpoint coordinate system is subjected to
projection conversion into a two-dimensional screen coordinate
system for display on the projection television 65, the fish 220 is
shown located essentially in the center of the screen regardless of
how it moves about.
[0180] Accordingly, in this example, if the fish 220 should swim
further to the right, as viewed by the fisherman, it will be shown
correspondingly closer to the right edge of the screen, as depicted
in FIG. 33B. If the fish 220 which has been swimming towards the
right should suddenly dart in the opposite direction, it will be
shown going slightly toward the left from a position in the right
half of the screen, as depicted in FIG. 33C. Movements of the fish
220 can thus be simulated more realistically.
[0181] FIGS. 34A and 34B are illustrative diagrams of a method for
representing rapid fish movement through camera shot layout. As
described earlier, in the camera viewpoint coordinate system the
line of sight is oriented towards the fish. Thus, in the event the
fish should move suddenly, the line of sight of the camera
simultaneously reorients towards the fish, and this makes it
impossible to portray sudden motion by fish since the fish is
always displayed in the center of the screen.
[0182] In order to portray sudden motion by fish, control is
performed in such a way that the speed of motion of the line of
sight of the camera pointed toward the fish is limited, producing a
delay in reorientation of the line of sight of the camera towards a
fish which has suddenly moved. FIG. 34A depicts the screens
displayed when the fish darts suddenly to the right. In display
screen {circle over (1)}, a fish which has been staying in place
suddenly darts to the right, producing screen {circle over (2)}.
{circle over (2)} shows a portion of the tail fin of the fish, but
it would be possible to have the fish momentarily disappear as
well. Once a prescribed period of time has elapsed, the fish is
again shown in the center of the screen, as depicted in screen
{circle over (3)}.
[0183] The screens displayed when the fish suddenly swims far away
are depicted in FIG. 34B. Motion of the camera to catch up with the
fish is delayed, so the fish is momentarily shown very small, as
depicted in screen {circle over (2)}. This makes it possible to
enhance to impression of rapid movement by a fish.
[0184] FIGS. 35A through 35C are illustrative diagrams of camera
shot layout for the moment that the fish bites the lure. As
depicted in FIG. 35A, prior to the fish biting, the lure 142 and
the fish 220e are shown from position 201e, producing the screen
depicted in FIG. 35B.
[0185] When the fish 220e circles around and bites the lure 142,
the camera zooms in while swinging around to position 201f located
on the opposite side of the lure 142 from the fish 220f, and then
zooms out once the fish has bitten the lure. FIG. 35C depicts the
screen shown just prior to zoom-in on the biting sequence. In the
manner described earlier, a critical speed is established and the
speed of camera motion during this time is controlled so as not to
be excessively rapid. The fish may disappear momentarily from the
screen. This enhances the force of the instant of biting, arousing
the interest of the player.
[0186] FIGS. 36A and 36B are illustrative diagrams of camera shot
layout for gill washing by the fish. As depicted in FIG. 36A, the
camera ordinarily shows the fish 220g viewed from position 201g
located underwater in the lake. However, when the fish emerges
above the surface of the water to wash its gills, as indicated by
220h, the camera also emerges to position 201h located above the
surface of the water while zooming in on the fish 220h, producing
the screen shown in FIG. 36B.
[0187] When a fish has been caught by the fisherman, the camera
emerges above the surface of the water and moves to a viewpoint
form which both fish and fisherman can be accommodated within the
same screen. This enhances the impact of fishing and enhances the
sense of realism experienced by the player.
[0188] According to the invention disclosed herein, the position of
the fishing rod is sensed by a sensing unit provided to the main
unit of the device, allowing the fishing rod to be made lighter.
More realistic fish movements can be simulated by the longitudinal
and transverse sensing mechanisms.
[0189] Small vibrating motions are imparted to the fishing line by
the vibrating unit for imparting finely graduated motion to the
fishing line, thereby transmitting to the hands grasping the
fishing rod a sensation which closely approximates the resistance
felt when the fish swims. By controlling the intensity and
frequency of vibration, it is possible to simulate differences in
resistance with fish size, the sensation of pulling a lure, the
lure hitting an obstacle, or the fish biting.
[0190] Since slack is taken up by the slack uptake unit, the
fishing line is kept constantly taut with respect to the fishing
rod even though the fishing line is not actually attached to the
reel, i.e., even though the fishing line cannot be reeled in,
thereby providing a sensation simulation manipulation of lure
movement.
[0191] Thus, according to the present invention, there is now
provided a fishing game device, particularly a game device with a
lure fishing theme, wherein manipulation of the fishing rod to
impart action to the lure is sensed and tugging by the fish can be
simulated more realistically, and that has a simple structure that
is easy to maintain, allowing it to withstand play by a large
unspecified number of players.
[0192] According to the fishing game device of the present
invention, fish in the game grow day by day, with fish that have
not been caught growing to become big fish. Since weight rankings
for fish caught are indicated, players can enjoy beating previously
established records over extended periods of time.
[0193] In the game, wind direction and water temperature in the
lake vary day to day, and the place in which the fish are present
changes accordingly. Thus, players do not become bored. Fish are
endowed with various traits such as personality, activity, and lure
preference, providing to the player excitement similar to actual
fishing.
[0194] Movements of the fishing rod manipulated by the player are
detected and are used to modify computer graphic screens showing
in-water images, thereby providing the experience of lure fishing
while allowing the player to see things not possible in reality,
such as the lure and the fish underwater.
[0195] Examples of the invention were illustrated above with
reference to the drawings, but these examples are merely
illustrative and imply no limitation of the invention, the scope of
the invention being that set forth in the Claims, with elements
similar to those set forth in the accompanying Claims falling
within the scope of the invention.
* * * * *