U.S. patent application number 10/291535 was filed with the patent office on 2003-04-17 for input device, game device, and method and recording medium for same.
This patent application is currently assigned to Kabushiki Kaisha Sega Enterprises.. Invention is credited to Himoto, Atsunori, Oikawa, Akitoshi, Sugahara, Hisamichi, Tosaki, Kenji.
Application Number | 20030073492 10/291535 |
Document ID | / |
Family ID | 11937960 |
Filed Date | 2003-04-17 |
United States Patent
Application |
20030073492 |
Kind Code |
A1 |
Tosaki, Kenji ; et
al. |
April 17, 2003 |
Input device, game device, and method and recording medium for
same
Abstract
An input device and game processing device for simulating an
instrument such as a fishing rod, sword, bat, golf club, or the
like, are provided, without mechanical constraints. An input device
1 is moved as a whole by means of a player holding a holding
section (19) thereof, and there are provided: detecting means (105)
for detecting physical quantities corresponding to the movement of
the input device as a whole, and vibration transmitting means (31,
10), fixed to the casing such that vibrations can be transmitted
thereto, for inducing mechanical displacement corresponding to
prescribed instruction signals. The game processing device
processes a simulated game wherein this input device is modelled on
an instrument required for a prescribed action in real life. This
game processing device comprises game developing means for
developing a game simulating said real-life action and providing a
display indicating that said instrument has received an impact at a
timing during said game corresponding to a time when said
instrument would receive an impact during said real-life action;
and instruction means for outputting an instruction signal to said
input device indicating that said impact has been received at a
timing during said game corresponding to a time when said impact
would be received. When movement information indicating the
movement of said input device and supplied by said input device
reaches prescribed conditions, the development of the game by said
game developing means is changed.
Inventors: |
Tosaki, Kenji; (Tokyo,
JP) ; Himoto, Atsunori; (Tokyo, JP) ; Oikawa,
Akitoshi; (Tokyo, JP) ; Sugahara, Hisamichi;
(Tokyo, JP) |
Correspondence
Address: |
FINNEGAN, HENDERSON, FARABOW, GARRETT &
DUNNER LLP
1300 I STREET, NW
WASHINGTON
DC
20006
US
|
Assignee: |
Kabushiki Kaisha Sega
Enterprises.
|
Family ID: |
11937960 |
Appl. No.: |
10/291535 |
Filed: |
November 12, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10291535 |
Nov 12, 2002 |
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09938656 |
Aug 27, 2001 |
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6517438 |
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09938656 |
Aug 27, 2001 |
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09012223 |
Jan 23, 1998 |
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6312335 |
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Current U.S.
Class: |
463/37 |
Current CPC
Class: |
A63F 13/245 20140902;
A63F 2300/1062 20130101; A63F 13/211 20140902; A63F 2300/105
20130101; A63F 2300/8005 20130101; A63F 13/428 20140902; A63B
71/0622 20130101; A63F 2300/64 20130101; A63B 2071/0655 20130101;
A63F 2300/8035 20130101; A63B 2069/0008 20130101; A63B 2220/833
20130101; A63F 13/06 20130101; A63F 13/818 20140902; A63B 2220/40
20130101; A63F 13/285 20140902; A63B 24/0006 20130101; A63F
2300/8011 20130101; A63F 2300/1037 20130101; A63B 69/36
20130101 |
Class at
Publication: |
463/37 |
International
Class: |
A63F 013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 30, 1997 |
JP |
9-17223 |
Claims
What is claimed is:
1. An input device in which a player moves the whole of the input
device by holding and manipulating a portion of the casing thereof,
comprising: detecting means for detecting physical quantities
corresponding to the movement of said input device as a whole and
converting said physical quantities to a detection signal which is
output, and vibration transmitting means, fixed to said casing such
that vibration can be transmitted, for inducing mechanical
displacement corresponding to prescribed instruction signals.
2. The input device according to claim 1, wherein said vibration
transmitting means comprising a motor which causes a rotating axle
to rotate on the basis of said instruction signal; a weight which
maintains a centre of gravity at a prescribed distance from said
rotating axle and is fixed rotatably to said rotating axle; and a
member which fixes said motor to said casing.
3. The input device according to claim 1, further comprising on the
portion of said casing held by the player, a trigger button which
outputs the timing at which it is operated by the player as an
operating signal.
4. The input device according to claim 1, further comprising
direction indicator keys which output the direction in which the
player has wielded said input device as an operating signal.
5. The input device according to claim 1, further comprising, on
said casing, a rod-shaped member which vibrates by a fixed
amplitude or more, when vibration is transmitted to the casing by
said vibration transmitting means.
6. The input device according to claim 1, further comprising a reel
constructed such that the player can rotate it about a prescribed
rotating axle by holding a handle, and number of revolutions output
means for outputting information on the rotation of said reel in
accordance with the rotation of said rotating axle.
7. The input device according to claim 6, wherein the rotating axle
of said reel is provided with a ratchet wheel which rotates with
said rotating axle, and an elastic hook provided on the
non-rotating portion of said input device is placed adjacent to the
indentations in said ratchet wheel in a position such that said
hook engages with said indentation when said ratchet wheel
rotates.
8. The input device according to claim 1, wherein the outer shape
of the casing of said input device is modelled on a fishing
rod.
9. The input device according to claim 1, wherein the outer shape
of the casing of said input device is modelled on a sword.
10. The input device according to claim 1, wherein the outer shape
of the casing of said input device is modelled on a baseball
bat.
11. The input device according to claim 1, wherein the outer shape
of the casing of said input device is modelled on a golf club.
12. A game processing device which processes a simulated game
wherein an input device operated by a player is modelled on an
instrument required for a prescribed action in real-life,
comprising: game developing means for developing a game simulating
said real-life action and providing a display indicating that said
instrument has received an impact at a timing during said game
corresponding to a time when said instrument would receive an
impact during said real-life action; and instruction means for
outputting an instruction signal to said input device indicating
that said impact has been received at a timing during said game
corresponding to a time when said impact would be received; wherein
when movement information indicating the movement of said input
device and supplied by said input device reaches prescribed
conditions, the development of the game by said game developing
means is changed.
13. The game processing device wherein the actions reproduced
artificially by said game relate to fishing and said input device
is modelled on a fishing rod, the game processing device according
to claim 12, wherein said instruction means transmits vibrations to
the player indicating that there is a "bite" at said input device,
by outputting said instruction signal to said input device when it
is judged that there has been a "bite" in the course of the
game.
14. The game processing device wherein the actions reproduced
artificially by said game relate to fishing and said input device
is modelled on a fishing rod, the game processing device according
to claim 12, wherein, when it is judged that there has been a
"bite" in the course of the game, a fish is considered to have
nibbled at the bait corresponding to this "bite" in the course of
the game, if the physical quantities corresponding to the rotation
of the reel of said input device and the movement of said input
device as a whole display a change of or above a prescribed
amount.
15. The game processing device according to claim 12, wherein, if
it is judged that the fish is nibbling at the bait in the course of
the game and the movement of said fish has stopped, said fish is
taken as being reeled in in the course of the game, if the physical
quantities corresponding to the rotation of the reel of said input
device and the movement of said input device as a whole display a
change of or above a prescribed amount.
16. The game processing device according to claim 12, wherein, if
the operation of reeling in said fish in the course of the game is
repeated a certain number of times or more, then said fish is taken
as having been landed in the course of the game, if the physical
quantities corresponding to the movement of said input device as a
whole display a change of or above a prescribed amount.
17. The game processing device according to claim 12, wherein, if
it is judged that there has been a "bite" in the course of the
game, the action corresponding to said bite in the course of the
game is taken as having failed, if the physical quantities
corresponding to the rotation of the reel of said input device and
the movement of said input device as a whole match certain
conditions.
18. A game processing method for processing a simulated game
wherein an input device operated by a player is modelled on an
instrument required for a prescribed action in real life,
comprising: a game developing step in which a game simulating said
real-life action is developed and a display is provided indicating
that said instrument has received an impact at a timing during said
game corresponding to a time when said instrument would receive an
impact during said real-life action; and an instruction step
whereby an instruction signal is output to said input device
indicating that said impact has been received at a timing during
said game corresponding to a time when said impact would be
received; wherein when movement information indicating the movement
of said input device and supplied by said input device reaches
prescribed conditions, said game developing step changes the
development of the game by said game developing means.
19. The game processing method wherein the actions reproduced
artificially by said game relate to fishing and said input device
is modelled on a fishing rod, the game processing method according
to claim 18, wherein said instruction step transmits vibrations to
the player indicating that there is a "bite" at said input device,
by outputting said instruction signal to said input device, when it
is judged that there has been a "bite" in the course of the
game.
20. The game processing method wherein the actions reproduced
artificially by said game relate to fishing and said input device
is modelled on a fishing rod, the game processing method according
to claim 18, wherein, when it is judged that there has been a
"bite" in the course of the game, said game developing step
considers that a fish has nibbled at the bait corresponding to this
"bite" in the course of the game, if the physical quantities
corresponding to the rotation of the reel of said input device and
the movement of said input device as a whole display a change of or
above a prescribed amount.
21. The game processing method according to claim 18, wherein, if
it is judged that the fish has nibbled at the bait in the course of
the game and the movement of said fish has stopped, said fish is
taken as being reeled in the course of the game, if the physical
quantities corresponding to the rotation of the reel of said input
device and the movement of said input device as a whole display a
change of or above a prescribed amount.
22. The game processing method according to claim 21, wherein if
the operation of reeling in said fish in the course of the game is
repeated a certain number of times or more, then said fish is
regarded as having been landed in the course of the game, if the
physical quantities corresponding to movement of said input device
as a whole display a change of or above a prescribed amount.
23. The game processing method according to claim 18, wherein, if
it is judged that there has been a "bite" in the course of the
game, the actions carried out corresponding to said bite in the
course of the game are taken as having failed, if the physical
quantities corresponding to the rotation of the reel of said input
device and the movement of said input device as a whole match
certain conditions.
24. A mechanically readable recording medium on which programs for
executing the steps according to any one of claims 18 to 23 in a
computer are stored.
25. An input device whereby a player moves the whole of the input
device by holding and manipulating a portion of the casing thereof,
comprising: detecting means for detecting physical quantities
corresponding to the movement of said input device as a whole and
converting said physical quantities to a detection signal which is
output; vibration transmitting means, fixed to said casing such
that vibration can be transmitted thereto, for inducing mechanical
displacement corresponding to prescribed instruction signals; a
trigger button which outputs the timing at which it operated by the
player as an operating signal; direction indicator keys which
output the direction in which the player has wielded said input
device as an operating signal; a rod-shaped member which vibrates
by a fixed amplitude or more, when vibration is transmitted to the
casing by said vibration transmitting means; a reel constructed
such that the player can rotate it about a prescribed rotating axle
by holding a handle; and number of revolutions output means for
outputting information on the rotation of said reel in accordance
with the rotation of said rotating axle.
26. A game processing device which processes a simulated game
wherein an input device operated by a player is modelled on an
instrument required for a prescribed action in real-life,
comprising: game developing means for developing a game simulating
said real-life action and providing a display indicating that said
instrument has received an impact at a timing during said game
corresponding to a time when said instrument would receive an
impact during said real-life action; and instruction means for
outputting an instruction signal to said input device indicating
that said impact has been received at a timing during said game
corresponding to a time when said impact would be received; wherein
when it is determined that there has been a bite in the course of
the game, said game developing means considers that a fish has
nibbled at the bait corresponding to this "bite" in the course of
the game, if the physical quantities corresponding to the rotation
of the reel of said input device and the movement of said input
device as a whole display a change of or above a prescribed amount;
considers that a fish has been reeled in in the course of the game,
if it is judged that the fish has nibbled at the bait in the course
of the game and the movement of said fish has stopped, and if the
physical quantities corresponding to the rotation of the reel of
said input device and the movement of said input device as a whole
display a change of or above a prescribed amount; considers that a
fish has been landed in the course of the game, if the operation of
reeling in said fish in the course of the game is repeated a
certain number of times or more, and if the physical quantities
corresponding to the movement of said input device as a whole
display a change of or above a prescribed amount; and considers the
action carried out corresponding to said bite in the course of the
game to have failed, if it is judged that there has been a "bite"
in the course of the game, and if the physical quantities
corresponding to the rotation of the reel of said input device and
the movement of said input device as a whole match certain
conditions; and said instruction means transmits vibrations to the
player indicating that there is a "bite" at said input device, by
outputting said instruction signal to said input device when it is
judged that there has been a "bite" in the course of the game.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to an input device used in a
game which simulates fishing, or the like, and more particularly,
to an input device and processing technology for same which
simulates a fishing rod, or the like, without the mechanical
constraints associated with a fishing line, or the like.
[0003] 2. Description of the Related Art
[0004] Game devices known as "fishing games" have been manufactured
commercially in amusement arcades, and hence they have a large
casing. The overall shape of this type of game device is modelled
on the deck of a boat, and it is provided with an input device
resembling an actual fishing rod. A fishing line hangs down from
the end of the fishing rod and the end of this line is connected to
means for detecting the tension in the fishing line or a device
which applies tension to the fishing line. A large display is
provided on the front face of the input device.
[0005] During the game, the player watches an image of sea-fishing
shown on a display in front of the fishing rod. The player operates
the input device modelled on a fishing rod and senses a "bite"
(when the fish is caught or touches the food) by means of the
tension applied to the rod, or by a sudden pull on the rod. In
other words, when there is a "bite", this is indicated to the
player by applying tension to the fishing rod. To reel the fish in,
the player raises the input device and winds in the fishing line by
means of a reel, and the game device processes the game by
detecting the amount of line reeled in and the tension in the
line.
[0006] The game device described above is in commercial use, and
since it has a relatively large casing, it is simple to provide an
input device modelled on a fishing rod and a device for applying
tension to the fishing rod, or the like.
[0007] However, this commercial game device is too large to apply
to a domestic game device, and this leads to increased costs.
[0008] Moreover, if there are mechanical constraints due to the
fishing line etc., is it not possible to provide the action of
casting the line, which is a characteristic action in actual
fishing.
[0009] Therefore, if a fishing game or the like is implemented in a
domestic game device, it is necessary to remove the mechanical
constraints of the fishing line, etc. and to detect complex
movements applied to the fishing rod, and the like.
[0010] Furthermore, by detecting the movement of an input device
simulating a bat or a golf club, instead of a fishing rod, operated
by the player in a baseball game or golf game, it is possible to
provide new games.
SUMMARY OF THE INVENTION
[0011] Therefore, a first object of the present invention is to
provide an input device, game processing device and a method and
recording medium for same, whereby an instrument such as a fishing
rod, sword, bat, golf club, or the like can be simulated without
mechanical constraints.
[0012] A second object of the present invention is to provide an
input device, game processing device and a method and recording
medium for same, which are suited to a fishing game in
particular.
[0013] In an input device whereby a player moves the whole of the
input device by holding and manipulating a portion of the casing
thereof, the present invention comprises detecting means for
detecting physical quantities corresponding to the movement of the
input device as a whole and converting the physical quantities to a
detection signal which is output, and vibration transmitting means,
fixed to the casing such that vibration can be transmitted thereto,
for inducing mechanical displacement corresponding to prescribed
instruction signals.
[0014] Here, "physical quantity" may refer to any physical quantity
such as distance, speed, acceleration, angle, angular speed,
angular acceleration, etc. Therefore, the detecting means should be
capable of converting the detected physical quantities into
prescribed electrical signals.
[0015] The vibration transmitting means may comprise, for example,
a motor which causes a rotating axle to rotate on the basis of the
instruction signal, a weight which maintains a centre of gravity at
a prescribed distance from the rotating axle and is fixed rotatably
to the rotating axle, and a member which fixes the motor to the
casing.
[0016] The input device according to the present invention further
comprises, on the portion of the casing held by the player, a
trigger button which outputs the timing at which it is operated by
the player as an operating signal.
[0017] The input device according to the present invention further
comprises direction indicator keys which output the direction in
which the player has wielded the input device as an operating
signal.
[0018] The input device according to the present invention
comprises, on the casing, a rod-shaped member which vibrates by a
fixed amplitude or more, when vibration is transmitted to the
casing by the vibration transmitting means.
[0019] The input device according to the present invention
comprises a reel constructed such that the player can rotate it
about a prescribed rotating axle by holding a handle, and number of
revolutions output means for outputting information on the rotation
of the reel in accordance with the rotation of the rotating
axle.
[0020] In the input device according to the present invention, the
rotating axle of the reel is provided with a ratchet wheel which
rotates with the rotating axle, and an elastic hook provided on the
non-rotating portion of the input device is placed adjacent to the
indentations in the ratchet wheel in a position such that the hook
engages with the indentations when the ratchet wheel rotates.
[0021] Here, the outer shape of the casing of the input device may
be modelled on a fishing rod, for example.
[0022] Furthermore, the outer shape of the casing of the input
device may be modelled on a sword.
[0023] The outer shape of the casing of the input device may also
be modelled on a baseball bat.
[0024] The outer shape of the casing of the input device may also
be modelled on a golf club.
[0025] In a game processing device which processes a simulated game
wherein an input device operated by a player is modelled on an
instrument required for a prescribed action in real-life, the game
processing device according to the present invention comprises game
developing means for developing a game simulating the real-life
action and providing a display indicating that the instrument has
received an impact at a timing during the game corresponding to a
time when the instrument would receive an impact during the
real-life action; and instruction means for outputting an
instruction signal to the input device indicating that the impact
has been received at a timing during the game corresponding to a
time when the impact would be received. When movement information
indicating the movement of the input device and supplied by the
input device reaches prescribed conditions, the development of the
game by the game developing means is changed.
[0026] In a game processing device wherein the actions reproduced
artificially by the game relate to fishing and the input device is
modelled on a fishing rod, the instruction means of the game
processing device according to the present invention transmits
vibrations to the player indicating that there is a "bite" at the
input device, by outputting the instruction signal to the input
device when it is judged that there has been a "bite" in the course
of the game.
[0027] In a game processing device wherein the actions reproduced
artificially by the game relate to fishing and the input device is
modelled on a fishing rod, in the present invention, when it is
judged that there has been a "bite" in the course of the game, a
fish is considered to have nibbled at the bait corresponding to
this "bite" in the course of the game, if the physical quantities
corresponding to the rotation of the reel of the input device and
the movement of the input device as a whole display a change of or
above a prescribed amount.
[0028] In the game processing device according to the present
invention, if it is judged that the fish has nibbled at the bait in
the course of the game and the movement of the fish has stopped,
the fish is taken as being reeled in in the course of the game, if
the physical quantities corresponding to the rotation of the reel
of the input device and the movement of the input device as a whole
display a change of or above a prescribed amount.
[0029] In the game processing device according to the present
invention, if the operation of reeling in the fish in the course of
the game is repeated a certain number of times or more, then the
fish is taken as having been landed in the course of the game, if
the physical quantities corresponding to the movement of the input
device as a whole display a change of or above a prescribed
amount.
[0030] In the game processing device according to the present
invention, if it is judged that there has been a "bite" in the
course of the game, the action carried out corresponding to the
bite in the course of the game is taken as having failed, if the
physical quantities corresponding to the rotation of the reel of
the input device and the movement of the input device as a whole
match certain conditions.
[0031] In a game processing method for processing a simulated game
wherein an input device operated by a player is modelled on an
instrument required for a prescribed action in real life, the game
processing method according to the present invention comprises: a
game developing step whereby a game simulating the real-life action
is developed and a display is provided indicating that the
instrument has received an impact at a timing during the game
corresponding to a time when the instrument would receive an impact
during the real-life action; and an instruction step whereby an
instruction signal is output to the input device indicating that
the impact has been received at a timing during the game
corresponding to a time when the impact would be received. When
movement information indicating the movement of the input device
and supplied by the input device reaches prescribed conditions, the
game developing step changes the development of the game by the
game developing means.
[0032] In the game processing method according to the present
invention, the actions reproduced artificially by the game relate
to fishing, and in a game processing method wherein the input
device is modelled on a fishing rod, the instruction step transmits
vibrations to the player indicating that there is a "bite" at the
input device, by outputting the instruction signal to the input
device, when it is judged that there has been a "bite" in the
course of the game.
[0033] In the game processing method according to the present
invention, the actions reproduced artificially by the game relate
to fishing, and in a game processing method wherein the input
device is modelled on a fishing rod, when it is judged that there
has been a "bite" in the course of the game, the game developing
step considers that a fish has nibbled at the bait corresponding to
this "bite" in the course of the game, if the physical quantities
corresponding to the rotation of the reel of the input device and
the movement of the input device as a whole display a change of or
above a prescribed amount.
[0034] In the game processing method according to the present
invention, if it is judged that the fish has nibbled at the bait in
the course of the game and the movement of the fish has stopped,
the fish is taken as being reeled in the course of the game, if the
physical quantities corresponding to the rotation of the reel of
the input device and the movement of the input device as a whole
display a change of or above a prescribed amount.
[0035] In the game processing method according to the present
invention, if the operation of reeling in the fish in the course of
the game is repeated a certain number of times or more, then the
fish is regarded as having been landed in the course of the game,
if the physical quantities corresponding to movement of the input
device as a whole display a change of or above a prescribed
amount.
[0036] In the game processing method according to the present
invention, if it is judged that there has been a "bite" in the
course of the game, the actions carried out corresponding to the
bite in the course of the game are taken as having failed, if the
physical quantities corresponding to the rotation of the reel of
the input device and the movement of the input device as a whole
match certain conditions.
[0037] The recording medium according to the present invention is a
mechanically readable recording medium on which programs for
executing each step of the game processing method according to the
present invention are stored.
[0038] Also, the recording media for the present invention are
media on which information (primarily, digital data and programs)
are recorded by some physical means, and which are capable of
executing specified functions on computers, dedicated processors
and other processing devices. In other words, this can be any media
that downloads programs to a computer by some means of another, and
which executes specified functions. For example, this includes
floppy disks, hard disks, magnetic tape, magneto-optical disks,
CD-ROM, DVD, ROM cartridges, RAM memory cartridges equipped with
back-up batteries, flash memory cartridges and non-volatile RAM
cartridges.
[0039] Systems that receive data transmitted by a host computer via
wired or radio communications circuits (public telephone lines,
dedicated data communications circuits, satellite circuits) are
also included. The so-called Internet is included among the
recording media referred to here.
BRIEF DESCRIPTION OF THE DRAWINGS
[0040] FIG. 1 is an oblique view of an input device and a game
processing device according to a first mode for implementing the
present invention;
[0041] FIG. 2 is an exploded view of an input device according to a
first mode for implementing the present invention;
[0042] FIG. 3 is a sectional view of an input device according to a
first mode for implementing the present invention;
[0043] FIG. 4 is a block diagram describing electrical connections
in a first mode for implementing the present invention;
[0044] FIG. 5 is a flowchart describing overall processing
according to a first mode for implementing the present
invention;
[0045] FIG. 6 is a flowchart describing a casting process according
to a first mode for implementing the present invention;
[0046] FIG. 7 is an approximate view of an input device according
to a second mode for implementing the present invention;
[0047] FIG. 8 is an approximate vies of an input device according
to a third mode for implementing the present invention;
[0048] FIG. 9 is an approximate view of an input device according
to a fourth mode for implementing the present invention; and
[0049] FIG. 10 is a functional block diagram of the present
invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0050] Next, preferred modes for implementing the present invention
are described with reference to the drawings.
[0051] (First Mode of Implementation)
[0052] In a first mode of implementation, the present invention is
applied to a fishing game.
[0053] (Composition)
[0054] The composition of the first mode of implementation is shown
in FIG. 1-FIG. 3. FIG. 1 is an oblique view of an input device and
game processing device; FIG. 2 is an exploded oblique view of the
input device; and FIG. 3 is a sectional view of the input
device.
[0055] As shown in FIG. 1 and FIG. 2, the input device 1 comprises
a holding section 19, a reel section 16, an end section 12 and a
rod 10. The holding section 19, reel section 16 and end section 12
form one portion of a casing, and as shown in FIG. 2, they can be
separated into half members 1A and 1B.
[0056] The holding section 19 is the part held by the player, and a
trigger button 35a is provided on a projection 21 thereof. An
encoding circuit 100 is housed inside the holding section 19, and a
trigger button circuit 120 is housed inside the projection 21. The
trigger circuit 120 is connected to the encoding circuit 100 via a
connector CN3. One end of a cable 6 is connected to the encoding
circuit 100 via a connector CN1A. The other end of the cable 6 is
connected to a game processing device 2 via a connector CN1B. A
phototransistor 101 (see FIG. 4) is located on the encoding circuit
100. This phototransistor 101 is positioned such that the slitted
portion of an encoder plate 26 fixed to the rotating axle 24 of a
reel section 16 passes through a detecting notch therein, as
indicated in the partial enlargement in FIG. 2.
[0057] The reel section 16 comprises reel handles 13A,B, a reel bar
14, an operating panel 19, and the like. The reel handles 13A, 13B
are held by the player and used to rotate the reel. The reel
handles 13A,B are fixed rotatably to the reel bar 14. The reel bar
14 is fixed to the rotating axle 24 by means of a screw 15 (see
FIG. 2). The reel bar 14 is held against a truncated cone 17 which
raises it above the reel bar installation surface of the reel
section 16 in order to prevent friction between this installation
surface and the reel bar 14. The operating panel 18 is provided
with operating buttons 18a-18c, a direction indicator key 18d and a
start button 18e. An operating button circuit 110 is provided on
the rear face of the operating panel 18 and is connected via cable
34 and connector CN2 to the encoding circuit 100.
[0058] A rotating axle 24 is provided rotatably inside the reel
section 16 and the reel bar 14 is fixed thereto by means of screw
15. A ratchet wheel 25 and encoder plate 26 are also fixed to this
rotating axle 24. A hook 28, which is an elastic member, is fixed
inside the reel section 16 by a screw 29, and as shown in FIG. 3,
the end of hook 28 is positioned such that it engages with the
indentations on the ratchet wheel 25.
[0059] A rod 10 base section, which is a bar-shaped member, is held
in the end section 12. This rod 10 is provided with a projection 23
to prevent it being removed, which couples with the end section 12.
The rod is fitted in place by inserting it through a hole provided
in a cap 11 at the tip of the end section 12. An eccentric motor 31
is positioned at the end of the rod 10 such that vibrations
generated by the action of this eccentric motor 31 are transmitted
to the rod 10. The eccentric motor 31 is connected to an encoding
circuit 100.
[0060] The game processing device 2 comprises a connector CN1B for
connecting cable 6 from the input device 1, and a housing section 2
for accommodating removably a CD-ROM 9, which is the recording
medium according to the present invention. The game processing
device 2 supplies video signals and sound signals to a monitor
device 3 via cables 4 and 5.
[0061] The eccentric motor 31 may be located in the holding section
19 or other part of the input device, rather than in the base
section of the rod as described above. It may also be constructed
such that it supplies plural types of vibration and various
different intensities of vibration, depending on the contents of
the instruction signal for supplying vibration. For example, to
change the type of vibration, the pulse waveform and pulse priod
contained in the instruction signal should be changed. To change
the intensity of the vibration, the amplitude of the pulses
contained in the instruction signal should be changed.
[0062] Furthermore, the vibration transmitting means is not limited
to an eccentric motor, and a different composition may be applied,
provided that it generates mechanical displacement on the basis of
an electrical signal which can be transmitted to the casing.
[0063] (Electrical Connections)
[0064] 1. Input Device Side
[0065] FIG. 4 is a block diagram illustrating connections between
the present input device and game processing device. The electrical
circuitry in the input device 1 comprises an encoding circuit 100,
operating button circuit 110 and a trigger button circuit 120.
[0066] The encoding circuit 100 comprises: phototransistors 101A,
B, a latch circuit 102, counter circuit 103, direction determining
circuit 104, acceleration sensor 105, encoder 106, multiplexer 107,
driver circuit 108 and oscillator 109.
[0067] The composition for detecting the number of revolutions of
the reel is now described. The oscillator 109 supplies a reset
signal to each circuit at a prescribed frequency. This frequency
corresponds to the data updating cycle. Phototransistors 101A, B
output detection signals corresponding to the absence or presence
of slits provided on the encoder plate 26, in accordance with the
rotation of the encoder plate 26. Two phototransistors are required
in order to detect the direction of rotation of the encoder plate
26. The counter circuit 103 counts the number of edges of this
detection signal from the input of one reset signal by the
oscillator 109 until the next reset signal is supplied. The counted
number of edges is proportional to the speed of rotation of the
encoder plate 26. The direction determining circuit 104 detects the
direction of rotation of the encoder plate 26 from the order of the
detection signals from the two phototransistors 101A, B. Different,
commonly known systems for detecting the number of revolutions may
be used instead of detecting the number of revolutions by means of
an encoder plate.
[0068] The composition for detecting movement of the input device 1
is described below. The acceleration sensor 105 outputs an analogue
signal which is directly proportional to the acceleration acting on
the input device 1. The encoder 106 converts the value of the
analogue signal output by the acceleration sensor 105 when a reset
signal is input from the oscillator 109 to digital data.
[0069] The acceleration sensor 105 always detects acceleration, but
by selecting the program processing method for the game processing
device 2, it can be set to operate as movement detecting means
which detects the strength of movement, or to operate as movement
detecting means which detects the orientation of the input device
(the angle of elevation of the rod 10 from a horizontal position
when viewed from the holding section 19, or the angle to which the
input device 1 is inclined to left or right from a horizontal
position). The method of changing between the two detection modes
can be set and altered according to the aims of the program. For
example, it may be set such that whilst the trigger button is being
depressed 35a, or for a prescribed period of time after the trigger
button 35a has been depressed, the strength of movement is
detected, and at other times, the inclination of the input device
is detected. Furthermore, it may also be set such that, if a
message requesting an action, such as "please shake rod", or the
like, is displayed whilst awaiting a "bite", the strength of
movement is detected for a prescribed period of time after this
message has been displayed, and at other times, the inclination of
the input device is detected.
[0070] This clear distinction between an acceleration detection
mode and an inclination detection mode is made in order to
eliminate the instability arising when the system detects
inclination at all times, whereby even the smallest movements made
by the player holding the rod are detected and these are reflected
in the game processing, leading to processing that is not intended
by the player.
[0071] Desirably, data should be detected only at the beginning and
end of a movement, and the motion inbetween simulated by
calculation. This is in order to reduce the data storage load, etc.
on the CPU.
[0072] In the mode for detecting the strength of movement, the
magnitude of the digital data output by the acceleration sensor 105
indicates the strength of centrifugal force, and this data may be
treated directly as the strength of acceleration, or in other
words, the strength of movement. In the mode for detecting the
inclination of the input device, the value of the acceleration
detected when the input device is in a horizontal position (usual
holding position wherein rod is pointing forwards and reel handle
is exactly horizontal) is taken as the acceleration due to gravity,
the ratio between this value for acceleration due to gravity and a
subsequently detected acceleration value is determined, and the
angle of inclination is calculated by taking this ratio as the
cosine of the angle of inclination. If the acceleration sensor has
no capacity for detecting the direction of inclination, the
directional indicator keys should be used to indicate whether it is
inclined in a leftward or rightward direction.
[0073] Signals from the operating buttons 18a, 18b, 18c, direction
indicator key 18d and start button 18e provided in the operating
button circuit 110 are input to the latch circuit 102 via connector
CN2. Signals from the trigger button 35a provided in the trigger
button circuit 120 are input to the latch circuit 102 via connector
CN3. Upon receiving a reset signal from the oscillator 109, the
latch circuit 102 latches the input operational states of the
operating buttons 18a, 18b, 18c, direction indicator key 18d, start
button 18e, and trigger button 35a.
[0074] The multiplexer 107 latches the bit data representing
operational states from the latch circuit 102, byte data
representing the count value from the counter circuit 103, bit data
representing the direction of rotation from the direction
determining circuit 104, and byte data representing acceleration
from the encoder 105, upon receiving the reset signal from the
oscillator 109, and outputs this data as time-division multiplexed
data. The driver circuit 108 amplifies the current of this output
to a suitable level for communications, and then outputs it via
connector CN1A to the game processing device 2.
[0075] The game processing device 2 supplies an instruction signal
for driving the eccentric motor 31, which is supplied to the
eccentric motor 31.
[0076] 2. Game Processing
[0077] As shown in FIG. 4, the game processing device 2 comprises a
CPU 201, RAM 202, ROM 203, interface circuit (I/O) 204, video block
205, audio block 206 and auxiliary block 207.
[0078] The CPU 201 conducts processing corresponding to the game
developing means and instruction means according to the present
invention, by executing game program data read from the CD-ROM 9.
The RAM 202 is used to store program data and image data, and also
serves as a work area for the CPU 201. The ROM 203 stores
initialization programs for when the power is switched on, and
image data. The interface circuit 204 outputs and inputs data to
and from the input device 1. The video block 205 conducts image
processing on the basis of video data transferred from the ROM 203
or CD-ROM 9, in accordance with commands from the CPU 201. The
generated video signal is supplied via a cable 4 to a display 301
in the monitor device 3, where it is displayed. The audio block 206
conducts sound processing on the basis of sound data transferred
from the CD-ROM 9. The generated audio signal is supplied via a
cable 5 to speakers 302 in the monitor device 3, where it is
reproduced as sound. The auxiliary block 207 reads out program data
and image data from the CD-ROM 9 and supplies it to a bus 208. The
bus 208 provides mutual connection between each of the constituent
elements.
[0079] The form and configuration, etc. of the components in the
input device 1 may be changed freely, regardless of the
aforementioned drawings. Furthermore, instead of a dedicated game
device as shown in FIG. 1, the game processing device 2 may also be
a general computer.
[0080] (Action of Input Device)
[0081] The action of this input device is now described. The player
holds the holding section 19 and manipulates the input device 1.
The player indicates the start and end of the game by means of the
start button 18e, and can determine or delete details of the game
by means of the operating buttons 18a-18c. The player uses the
direction indicator key 18d to select game contents and indicate
the direction in which the input device 1 is operated. The details
of the operating buttons are transmitted to the game processing
device 2 via the latch circuit 102, multiplexer 107 and driver
circuit 108.
[0082] When the player moves the input device 1, the acceleration
acting on the input device 1 is detected by the acceleration sensor
105. This data is converted to digital data by the encoder 106 and
then transmitted to the game processing device 2 via the
multiplexer 107.
[0083] As stated previously, the data detected by the acceleration
sensor 105 can be set by means of the program of the game
processing device 2 such that it operates as movement detection
means for detecting the strength of movement or as movement
detection means for detecting the inclination of the input device.
Furthermore, instead of selecting between an acceleration detection
mode or an inclination detection mode by means of the program, it
is also possible to devise movement detection means whereby the
acceleration is detected when the size of the data detected by the
acceleration sensor 105, in other words, the strength of movement,
is greater than the acceleration due to gravity, and the
inclination is detected when the size of the data is smaller than
the acceleration due to gravity.
[0084] Moreover, if the game processing device 2 gives an
instruction signal, the eccentric motor 31 rotates. Since a weight
31b is attached to the rotating axle 31a of the eccentric motor 31,
it has an eccentric centre of gravity, as illustrated in FIG. 3.
when coil 31c rotates, the weight 31b vibrates and this vibration
is transmitted to the rod 10 and end section 12 fixed to the
eccentric motor 31. The vibration transmitted to the rod 10 has an
amplitude corresponding to the elasticity of the end section 12 and
rod 10 itself. The vibration transmitted to the end section 12 is
transmitted to the holding section 19 which forms the same casing
and hence it is transmitted to the player holding the holding
section 19.
[0085] Furthermore, since the hook 28 engages with the indentations
in the ratchet wheel 25, if the player rotates the reel 16 by
holding the reel handle 13A, B, the ratchet wheel 25 rotates and
the indentation pulls the hook 28. When the hook 28 is pulled, the
vibrations caused by the elasticity of the hook generate a
"tick-tock" clicking sound similar to that in actual reel fishing,
thereby providing the player with a sense of realism.
[0086] (Description of Functional Block)
[0087] FIG. 10 shows a functional block according to the present
invention. In this diagram, the whole system comprises an input
device 400 and a game processing device 500.
[0088] The input device 400 comprises detecting means 401,
vibration transmitting means 402 and button keys 403. The detecting
means 401 corresponds to the acceleration sensor 105, and it
detects movement of the input device as a whole and outputs this
physical quantity as a detection signal. The vibration transmitting
means 402 corresponds to the eccentric motor 31, and the like, and
it generates mechanical displacement on the basis of instruction
signals, which is transmitted to the player. The buttons and keys
403 correspond to the buttons 18a, b, c, e, 35a and direction
indicator key 18d, and are composed such that they can output
operating signals corresponding to the players' operation of the
buttons.
[0089] The game processing device 500 comprises game developing
means 501 and instruction means 502. The game developing means 501
corresponds to the CPU 201 and is composed such that it can
implement a fishing game by executing a program stored in the
recording medium 503. The game developing means 501 develops the
game and displays images on a display 301 on the basis of the
detecting signals input from the detecting means 401 of the input
device and the operating signals supplied by the buttons and keys
403. If it is judged that there has been a "bite" in the course of
the game, a signal to this effect is output to the instruction
means. The instruction means 502 corresponds to the CPU 201,
interface circuit 204, and the like, and is composed such that is
can output instruction signals to the input device 400 on the basis
of commands from the game developing means 501.
[0090] (Description of Operation)
[0091] Next, the operation of the first mode for implementing the
present invention is described.
[0092] 1. Overall Process
[0093] FIG. 5 shows a flowchart describing the overall operation of
the present mode.
[0094] Step S1: When the power is switched on, the CPU 201 reads
and implements program data from the CD-ROM 9 via the auxiliary
block 207. When the start button 18e of the input device 1 is
pressed, the game starts (S1; YES). When the game starts, a game
contents selection screen is shown on the display 301.
[0095] Step S2: The game contents selection screen suggests
selections of the type of fishing, fishing gear, and other fishing
conditions, etc. The player selects desired game contents by
operating the direction indicator key 18d of the input device 1,
and indicates his or her confirmation of the selected contents
using one of the operating buttons 18a-c. The game mode can also be
selected. The game mode determines whether the game will involve a
normal sea fishing mode, or a fishing competition mode.
[0096] Step S3: A bait selection screen is also displayed, such
that the player can select the type of bait to use, similarly to
the foregoing. The type of fish to be caught can be set such that
it is different for different types of bait.
[0097] When this selection has been made, the game starts. A water
surface is shown on the display 301 on the basis of game program
and image data read from the CD-ROM 9. Initially, the image
displayed does not show a fishing rod.
[0098] In the initial state, various different flags used in the
present game are reset.
[0099] Step S4: Thereupon, it is determined whether or not a
casting flag indicating that the fishing rod has been cast is ON or
OFF. If it is ON (S4; YES), then the casting processing described
below is implemented, and if it is OFF (S4; NO), then the device
advances to step S5.
[0100] Step 5: The player moves the input device 1 in the direction
in which he or she wishes the fishing line to hang by an action
similar to that of casting a real fishing rod. The trigger button
35a is pressed when casting. When the trigger button 35a is
pressed, this is detected by the CPU 201 (S5). If the trigger
button 35a has not been pressed (S5; NO), then it is determined
that the fishing rod has not yet been cast. If the trigger button
35a has been pressed, in other words, in a state where the fishing
line has taken as having been cast, an image for awaiting a bite is
displayed (S11) if the bite flag indicating that a fish has nibbled
at the bait is OFF, and an image showing that there has been a bite
is displayed (S12) if the bite flag is ON (S12).
[0101] Instead of a casting operation, by moving the input device 1
gently, the player may also indicate a hook casting operation
corresponding to gently lowering the fishing rod towards the
surface of the water. In this case also, the trigger button 35a is
operated similarly to the casting operation.
[0102] In FIG. 5, if the casting flag is OFF and the trigger button
35a has not been pressed, a display for awaiting a bite (S11) is
shown, but since it can be assumed in this state that the player
has not made any substantial action, rather than displaying an
image for awaiting a bite, such as a fishing rod or a water
surface, a display encouraging the player to cast the rod may also
be shown.
[0103] Step S6: When the player casts the rod, he or she points the
rod in the direction in which it is to be cast, presses the
direction indicator key 18d, and then cast the rod. Therefore, the
casting operation may involve, for example, the player moving the
whole input device 1 forwards from behind him or herself, whilst
pressing down the trigger button 35a with the index finger of his
or her left hand and operating the direction indicator key 18d with
his or her right hand. This casting operation has not been possible
using a conventional input device.
[0104] Step S7: Thereupon, digital data indicating the magnitude of
the acceleration during casting as detected by the acceleration
sensor 105 is gathered. This data indicates the strength of the rod
casting action. Accordingly, the program calculates the data
detected by the acceleration sensor 105 as the acceleration
indicating the strength of the cast. However, the acceleration
sensor 105 may also be set such that if the magnitude of the data
detected by the acceleration sensor 105, namely, the data
indicating the strength of the cast, is smaller than the
acceleration due to gravity, then it is made to detect the
inclination of the fishing rod. The fact that the strength of the
cast is smaller than the acceleration due to gravity is processed
as meaning that the line will hang straight down from the rod, as
in so-called "bottom fishing".
[0105] In all the processing including this step, the CPU can be
set freely by the program such that the data detected by the
acceleration sensor 105 is treated as an acceleration indicating
the strength of the cast or it can be treated as an acceleration
indicating the inclination of the rod. Furthermore, the CPU can
also be set freely such that the detection mode is switched
depending on whether or not the data detected by the acceleration
sensor is greater than the acceleration due to gravity.
[0106] Step S8: The casting flag is set to ON to indicate in the
subsequent program steps that the fishing rod has been cast.
[0107] Steps S11 to S14: A corresponding image is selected and
displayed according to whether or not each flag is ON or OFF. This
image displays an artificial scene of sea fishing, or the like,
that the person fishing might see. The series of processing steps
from step S4 to step S15 is repeated in accordance with the image
display timing, for instance, the vertical synchronization time.
The display processes from step S11 to step S14 are selected by
determining the flag states immediately prior to display. These
various flags are set by the casting process (Sub) described
below.
[0108] Step S11 (Display awaiting bite): If the display flag is
OFF, then it is indicated that no fish has nibbled at the hook, as
described below. For example, this corresponds to the stage before
the rod has been cast, and to the stage where the rod has been cast
(or the line has been dropped) and there has been no bite yet. In
this case, a display for awaiting a bite is shown. This "display
for awaiting a bite" shows the "fishing rod and the fishing line
hanging down to the water surface". Here, the "fishing rod" is
displayed in the casting direction read at step S6. The water
surface position of the "float attached to the fishing line"
(hereafter, "water surface position" refers to the position on the
water surface of a float displayed artificially in the scene,) is
determined on the basis of the acceleration read at step S7. In
specific terms, it is supposed that a weight of a prescribed mass
is cast at the acceleration indicated by the data detected by the
acceleration sensor 105 in the direction indicated by the direction
indicator key 18d, the path of travel of this weight is calculated,
its water surface position is determined, and a float is displayed
in this water surface position.
[0109] Furthermore, if "bottom fishing", or the like is selected at
step S7, then the inclination of the input device 1 (angle of
elevation of the rod) is calculated on the basis of the data from
the acceleration sensor, the water surface position of fishing line
is calculated, assuming that the fishing rod has been cast at the
calculated angle, and the image of a hanging line is displayed at
this water surface position.
[0110] The probability of achieving a bite and the type of fish
that can be caught are set such that they differ depending on this
water surface position, and a display to this effect may be
provided.
[0111] When the fishing rod has been cast, if the player wishes to
move the position of the fishing rod to the left or right, he or
she presses down the direction indicator key 18d in the desired
direction. This is detected by the CPU 201, and the display
position of the float may be moved to the left or right on the
water surface, accordingly. The distance travelled (speed) of the
fishing rod may also be changed according to the angle at which the
input device 1 is inclined. In this case, the angle of inclination
to left or right is detected by the acceleration sensor 105, the
distance of travel in the left or rightward direction indicated by
the direction indicator key 18d is determined according to the size
of the angle of inclination, and a corresponding image is
displayed.
[0112] After the rod has been cast, if the player slowly raises the
rod 10 in the input device 1, this is detected by the acceleration
sensor 105 which supplies corresponding digital data. The angle of
elevation of the fishing rod is calculated on this basis, and the
display position of the float shown on the screen may be moved
towards the player over the water surface.
[0113] Step S12 (Bite display): If the bite flag is ON, it is
indicated that a fish is nibbling at the hook, as described below.
In this case, a bite display is provided. The "bite display" varies
depending on how the player operates the input device 1.
[0114] For example, at the point that the fish starts to bite, the
float is displayed as rising and falling. Corresponding to this, an
instruction signal is output causing the eccentric motor 31 in the
input device 1 to be driven.
[0115] If the player raises the rod 10 of the input device 1, the
instruction signal to the eccentric motor 31 steps and the
vibration of the rod 10 also stops. If the player turns the reel
handle 13 at this point, it is indicated that the fishing line has
been reeled in by an amount corresponding to the number of
revolutions of the reel. Therefore, the position of the float is
displayed as moving towards the front of the water surface (towards
the player) in accordance with this action.
[0116] In order to simulate the appearance of a real fish swimming
around, the position of the float is displayed as changing with the
movement of the fish, or a leaping fish is displayed.
[0117] Step S13 (Failure display): As described below, if there has
been a bite but the player lowers the input device 1, of if the
fish has stopped moving but the player does not turn the reel
enough times, the player s action is regarded to be unskilled and
the failure flag switches ON. In this case, a failure display is
shown.
[0118] The "failure display" may comprise, for example, a display
indicating that the fish has escaped, along with production of a
noise indicating a failure, or the like.
[0119] Step S14 (success display): As described below, once the
action of raising the input device 1 and turning the reel has been
carried out a prescribed number of times or more, if the input
device 1 is then raised suddenly, the success flag indicating that
a fish has been caught switches to ON (S37). In this case, a
success display is shown.
[0120] A "success display" may involve displaying an image of a
fish suddenly pulled up above the surface of the water, followed by
an indication that a fish has been caught accompanied by a sound.
In this case, the size and type etc. of the fish caught are
displayed. The contents of this profile display can be selected by
means of the direction indicator key 18d, or the like. If the game
mode has been set to a fishing competition, then the competition
rankings etc. are shown. The rankings are determined on the basis
of the size and type of fish caught by the player, the amount of
time taken to catch the fish, and the like. Rankings which relate
to the results of past players of the game may also be
displayed.
[0121] The game can be made to end if the player indicates the end
of the game by means of any of the operating buttons 18a-e during
the game, or if is there is a successful or failed catch.
[0122] Furthermore, in addition to the processing described above,
a database of the fish caught by the player may also be displayed.
The profiles of fish that the player wishes to catch, or guidance
for a competition, or the like, may also be displayed.
[0123] 2. Casting Subroutine: (Sub)
[0124] If the player carries out a casting action, or the like,
whilst depressing the trigger button 35a and the direction
indicator key 18d, the casting flag will be set to ON at step S8.
When the casting flag switches to ON, the processing follows the
YES path at step S4 and a casting subroutine (Sub) is
implemented.
[0125] FIG. 6 shows a flowchart describing the casting action
according to the present mode.
[0126] Step S20: In the casting subroutine, the operational states
of the operating buttons and direction indicator key as transmitted
by the input device 1 are read.
[0127] Step S21: Digital data from the acceleration sensor 105 is
also read such that the strength of movement and the left and
rightward inclination of the fishing rod are detected.
[0128] Step S22: The rotational state of the reel is also read. The
"rotational state" is determined on the basis of byte data
indicating the count value reached by the counter 103, and the
direction of rotation is determined on the basis of bit data output
from the direction determining circuit 104.
[0129] Step S23: It is determined whether or not a timing for
indicating a bite on the basis of the program has been reached. The
CPU 201 is able to determine that there has been a bite once a
prescribed period of time has elapsed after the casting flag
switches to ON. Furthermore the CPU 201 is also able to determine
that there has been a bite, after a period of time corresponding to
an appropriate random number specified by the CPU 201 has
elapsed.
[0130] Step S24: If a timing for a bite has been reached (S23;
YES), an instruction signal is transmitted to the input device 1.
The eccentric motor 31 is rotated by this signal, and therefore the
vibration it produces is transmitted to the rod 10 and holding
section 19, so that the player can tell that a fish is biting.
[0131] The acceleration sensor 105 detects the acceleration
independently, even whilst the eccentric motor 31 is rotating, so
movement of the input device 1 can be detected regardless of
whether or not the eccentric motor 31 is operating.
[0132] Step S25: In actual fishing, if a fish bites, then it is
possible to make the fish nibble at the hook by winding up the
reel. To simulate this, it is determined whether or not the number
of rotations of the reel at that time is greater than a prescribed
number n, and it is it greater (YES), a bite flag indicating that
the fish has nibbled at the hook is switched to ON (S28).
[0133] Step S26: In actual fishing, if a fish bites, then it is
also possible to make the fish nibble at the hook by raising the
fishing rod, without winding up the reel. Therefore, it is
determined whether or not the player has performed the action of
raising the rod 10 of the input device 1 by a certain amount or
more, by referring to the digital data indicating acceleration. If
it has been raised by this certain amount or more (YES), the bite
flag is switched to ON (S28). In this process, "YES" is selected if
the acceleration is over a prescribed value.
[0134] Step S27: If, in addition to determining the number of
revolutions of the reel and the raising action, it is also set as a
condition that the trigger button should be depressed when the rod
is raised, then it is possible to confirm that the player clearly
intends to raise the rod. Therefore, it is determined whether or
not the trigger button 35a is in a depressed state. If it is
depressed (YES), the bite flag is set to ON (S28). If it is not
depressed (NO), no action is regarded to have occurred, and the
subroutine proceeds to step S29.
[0135] Step S29: If the bite flag is ON, this indicates that a fish
has nibbled at the bait, and therefore the subroutine transfers to
the corresponding processing steps (S30-S37). If the bite flag is
OFF, then this indicates that no fish is nibbling at the bait, and
therefore an instruction signal halting the eccentric motor 31 is
output (S38).
[0136] Steps S30-S37: In an actual fishing scene, if the fish is
moving about wildly and the fisherman raises the rod too
vigorously, or turns the reel too violently, the fishing line may
break and the fish may escape. Therefore, he or she turns the reel
and winds in the fish when the fish has got tired and has stopped
moving. When the fish has been reeled in sufficiently by repeating
this action, the fisherman raises the rod suddenly whilst turning
the reel, and the fish is landed. In the processing routine
described below, steps for simulating the aforementioned conditions
in an actual fishing situation are followed. The eccentric motor 31
is driven in order to represent the movement of a fish. When the
eccentric motor 31 is driven more intensely by means of the
instruction signal, this represents a situation where the fish is
moving about wildly.
[0137] If the fish has not stopped moving (S30; NO), in other
words, if the eccentric motor 31 is being driven, and the digital
data representing acceleration is greater than a prescribed value
(S31: YES), in other words, the fishing rod (input device 1) is
raised suddenly against the movement of the fish, then the failure
flag switches to ON, indicating that the fishing line has broken or
the fish has escaped.
[0138] If the digital data indicating acceleration is at or below
the prescribed value (S31; NO), then if the number of revolutions
of the reel is greater than a prescribed value m (S32; YES), this
is considered to be an impossible reel winding against the movement
of the fish, and the failure flag switches to ON.
[0139] If, on the other hand, the movement of the fist stops (S30;
YES), in other words, the movement of the eccentric motor 31 stops,
the number of revolutions of the reel wound in whilst the motor is
stopped is recorded (S34). It is then investigated whether or not
the total number of revolutions of the reel is over a prescribed
value 1 (S35). This is in order to determine whether or not the
length of the line wound in indicates conditions where the rod can
be raised, since the total number of revolutions of the reel is
proportional to the length of line wound in.
[0140] If the total number of revolutions of the reel is at or
below the prescribed value 1 (S35; NO), then the subroutine returns
directly, whereas if it is greater than the prescribed value 1
(S35; YES), it is determined whether or not the trigger button 35a
is in a depressed state (S36). The fact that the trigger button is
depressed is taken as indicating the player's intention to raise up
the fishing rod.
[0141] If the trigger button 35a is pressed down (S36; YES), then a
success flag indicating that a fish has been caught is switched ON,
and an instruction signal causing the eccentric motor 31 to step is
output. If the trigger button 35a is not pressed down (S36; NO),
the subroutine returns.
[0142] During the processing described above, a gauge indicating
the magnitude of the tension in the fishing rod is shown on the
display 301. The device may be set such that if this gauge reaches
or exceeds a prescribed value, the game is lost. The strength of
the tension pulling on the fishing line is reflected in the size of
the instruction signal, and is ultimately transmitted to the player
as the intensity of vibration of the eccentric motor 31. In this
case, the force pulling on the fishing line can be changed
continuously. If the variation in tension pulling on a fishing line
can be represented in this way, it is possible to provide a
realistic game, which is similar to catching a real fish.
[0143] Moreover, as well as judging whether the rod has been raised
according to whether or not the trigger button 35a is depressed, it
is also possible to judge whether the rod has been raised on the
basis of the digital data representing acceleration input in
response to the raising of the input device 1 or digital data
representing the angle of the input device 1.
[0144] Furthermore, whilst awaiting a bite, if the action of
letting out the fishing line is assigned to the operating buttons
18a-c or the direction indicator key 18d, then it is possible to
implement so-called "trolling", where the line is let out whilst
awaiting a bite, or an operation whereby a fish is allowed to swim
out by letting out the line once there has been a bite. For
example, if the up arrow on the direction indicator key 18d is
assigned to the action of letting out the fishing line, then when
this key is pressed, the fishing line is regarded as being let out
whilst the key is held down, up to a maximum length of the fishing
line.
[0145] As described above, according to the present first mode of
implementation, since the input device is provided with an
acceleration sensor, and means for detecting the number of
revolutions of the reel, it is possible to provide an input device
suitable for a fishing game without any mechanical constraints,
such as a fishing line, or the like. Furthermore, since vibration
transmitting means, such as the eccentric motor, is provided, it is
possible to reproduce the sensation of a fish biting or moving
about wildly, and the like, with a high degree of realism.
[0146] Furthermore, since the aforementioned game processing device
conducts a game simulating the actions of actual fishing in
response to the player's operation of an input device, it is
possible to provide a game which is highly realistic for the
player.
[0147] (Second Mode of Implementation)
[0148] The second mode for implementing the present invention
provides an input device which simulates a sword used in an actual
fight.
[0149] FIG. 7 shows an approximate view of an input device
according to the present mode. In this diagram, the input device
(sword) 40 of the present mode comprises a holding section 41 which
is held by the player and an end section 42. A trigger switch SW
which the player presses at the instant of impact, for instance,
when he or she brings the input device 40 downwards, and an
eccentric motor M which forms vibration transmitting means for
transmitting vibrations to the player, are provided in the holding
section 41. An acceleration sensor S for detecting the acceleration
induced in the input device 40 is provided in the end section
42.
[0150] The details of these constituent elements are the same as in
the first mode of implementation described above.
[0151] A direction indicator key may also be provided to indicate
the direction in which the input device is wielded, similarly to
the first mode of implementation described above.
[0152] By supplying instruction signals to the eccentric motor M on
the basis of detection signals from the acceleration sensor S in
the input device 40 and press signals from the trigger button SW,
the processing implemented using this input device should conform
to the processing in the first mode of implementation. In other
words, in a fighting game, the force with which a sword is wielded
should be determined on the basis of detection signals from the
acceleration sensor S, and the angle of the sword should be
determined by detecting the acceleration due to gravity when it is
being moved slowly. Furthermore, the timing for attacking an
opponent should be taken as the timing at which a press signal is
input from the trigger button SW. By supplying a momentary
instruction signal to the eccentric motor M when the opponent is
attacked, it is possible to transmit the impact of the sword
cutting the opponent to the player in the form of a vibration.
[0153] According to the second mode of implementation described
above, it is possible to provide an input device suitable for a
fighting game device modelled on a fight, or the like.
[0154] (Third Mode for Implementing the Present Invention)
[0155] A third mode for implementing the present invention provides
an input device modelled on a bat used when actually playing
baseball.
[0156] FIG. 8 shows an approximate view of an input device
according to the present mode. As shown in the diagram, the input
device (bat) 50 of the present mode comprises a holding section 51
which is held by the player and an end section 52. A trigger switch
SW which the player presses at the instant he or she swings the
input device 50, and an eccentric motor M which forms vibration
transmitting means for transmitting vibrations to the player, are
provided in the holding section 51. An acceleration sensor S for
detecting the acceleration induced in the input device 50 is
provided in the end section 52.
[0157] The details of these constituent elements are the same as in
the first mode of implementation described above.
[0158] A direction indicator key may also be provided to indicate
the direction in which the input device is wielded, similarly to
the first mode of implementation described above.
[0159] By supplying instruction signals to the eccentric motor M on
the basis of detection signals from the acceleration sensor S in
the input device 50 and press signals from the trigger button SW,
the processing implemented using this input device should conform
to the processing in the first mode of implementation. In other
words, in a baseball game, the force of the bat swing should be
determined on the basis of detection signals from the acceleration
sensor S. Furthermore, the path of the swing should be determined
by detecting the angle of the bat before the start of the swing and
after the end of the swing, and then finding the general path of
the bat by referring to a table or the like which converts these
angles to a path of travel. Also, the timing of the impact of the
ball should be taken as the timing at which a press signal is input
from the trigger button SW. By supplying a momentary instruction
signal to the eccentric motor M at the timing of the ball impact,
it is possible to transmit a vibration to the player similar to the
impact of a ball on the bat.
[0160] According to the third mode of implementation described
above, it is possible to provide an input device suitable for a
baseball game modelled on baseball.
[0161] (Fourth Mode for Implementing the Present Invention)
[0162] The fourth mode for implementing the present invention
provides an input device simulating a golf club used when actually
playing golf.
[0163] FIG. 9 shows an approximate view of an input device
according to the present mode. As shown in the diagram, the input
device (golf club) 60 of the present mode comprises a holding
section 61 which is held by the player and an end section 62. A
trigger switch SW which the player presses at the instant he or she
swings the input device 60, and an eccentric motor M which forms
vibration transmitting means for transmitting vibrations to the
player, are provided in the holding section 61. An acceleration
sensor S for detecting the acceleration induced in the input device
60 is provided in the end section 62.
[0164] The details of these constituent elements are the same as in
the first mode of implementation described above.
[0165] A direction indicator key may also be provided to indicate
the direction in which the input device is swung, similarly to the
first mode of implementation described above.
[0166] By supplying instruction signals to the eccentric motor M on
the basis of detection signals from the acceleration sensor S in
the input device 60 and press signals from the trigger button SW,
the processing implemented using this input device should conform
to the processing in the third mode of implementation, and hence
description thereof is omitted here.
[0167] According to the fourth mode of implementation described
above, it is possible to provide an input device suitable for a
golf game modelled on golf, or the like.
[0168] Furthermore, in the modes of implementation described above,
the moment of impact was determined by the depressed state of the
trigger button, but this may also be determined by means of the
detection signal from the acceleration sensor alone, without using
the trigger button. In other words, the player is judged to have
expressed this intention if an acceleration greater than a
prescribed value is detected.
[0169] (Other Modification Examples)
[0170] Furthermore, in the first mode of implementation, the
direction of the cast was determined by the direction indicator
keys, but this need not be used. If, for example, acceleration
sensors are provided for a plurality of co-ordinate axes, then the
direction of the cast can be determined by the relative magnitudes
of the detection signals from each acceleration sensor.
[0171] The input device according to the present invention can be
applied to a variety of applications, regardless of the
aforementioned modes of implementation. For example, it may be
applied to a racket for tennis, table tennis, ice hockey, or the
like, and used an input device for a game simulating these sports,
or it may be applied to a game such as volleyball in the form of a
globe-shaped input device which the player touches with his or her
hands.
[0172] Furthermore, if the input device according to the present
invention is used as the control of a car or plane in a car race or
fighter plane game, then the left or rightward inclination of the
input device is detected by the acceleration sensor and this can be
reflected in the image display and game contents. Also, if the
input device according to the present invention is used as a shift
lever for changing gear in a vehicle, the angle of the input device
is detected by an acceleration sensor and this is reflected in the
speed of the car and also in the image display and game contents
based thereupon.
[0173] Moreover, the input device according to the present
invention is not limited to an input device for a game device, but
rather can be used for a variety of applications. For example, it
can be used as in put device for a simulator, or as a sensor in a
device for measuring sports abilities, or the like.
[0174] In the aforementioned mode of implementations, an
acceleration sensor was used in the input device, but any detecting
means capable of detecting physical quantities, such as position,
velocity, angle, angular velocity, angular acceleration, etc. as
parameters, may be used, provided that it is capable of detecting
the movement of the input device as a whole. In this case, the
control circuit in the game processing device is programmed such
that it can apprehend the relative movement of the input device
from these detectable physical quantities.
[0175] The entire disclosure of Japanese Patent Application No.
09-17223 filed on Jan. 30, 1997, including specification, claims,
drawings and summary are incorporated herein by reference in its
entirety.
[0176] Industrial Applicability
[0177] Since the present invention comprises movement detecting
means for detecting the movement of the input device, it is
possible to detect the movement of an input device simulating an
instrument such as a fishing rod, sword, bat, golf club, or the
like, without mechanical constraints.
[0178] Since the present invention comprises vibration transmitting
means for transmitting vibrations to a player holding a portion of
the casing, it is possible to transmit vibrations that are to be
conveyed to an input device simulating an instrument such as a
fishing rod, sword, bat, golf club, or the like, without mechanical
constraints.
[0179] Since the present invention comprises, on a portion of the
casing, a trigger button for indicating the timing at which it is
operated by the player, it is possible to transmit the moment of
impact within the movement of an input device simulating an
instrument such as a fishing rod, sword, bat, golf club, or the
like, without mechanical constraints.
[0180] Since the present invention comprises a direction indicator
key for indicating the direction in which the player wields the
input device, it is possible to transmit the direction in which an
input device simulating an instrument such as a fishing rod, sword,
bat, golf club, or the like, is operated.
[0181] Since the present invention comprises a rod-shaped member
which vibrates at or above a prescribed amplitude by vibration from
a vibration transmitting means being transmitted thereto, it is
possible to simulate the shaking of a rod when a fish bites, and
the present invention is particularly suitable for a fishing
game.
[0182] Since the present invention comprises a reel which the
player can rotate about a prescribed rotating axle by holding a
handle, and revolution number outputting means for outputting
information indicating the number of revolutions of the reel, it is
possible to simulate a mechanism for winding up a reel when a fish
bites, and thus the present invention is particularly suitable for
a fishing game.
[0183] In the present invention, since a ratchet wheel is provided
on the rotating axle of the reel and a flexible hook engages with
the ratchet wheel and generates a clicking noise when the ratchet
wheel is rotated, it is possible to simulate very realistically the
winding noise in reel fishing when the reel is wound up when a fish
bites, and the present invention is particularly suited for a
fishing game.
[0184] In the present invention, the input device is modelled on an
instrument required for a prescribed real-life action, a game
artificially reproducing this action is implemented, a display
indicating that the instrument has received an impact is shown at a
timing during the game corresponding to a time when an impact would
be exerted on the instrument during the real-life action, an
instruction signal indicating that the instrument is to be operated
is output to the input device at a timing during the game when the
instrument would be operated, and when the movement information
indicating the movement of the input device supplied by the input
device reaches prescribed conditions, the game development by the
game developing means is changed, and therefore game processing
simulating fishing, sword fighting, baseball, golf, or the like,
can be implemented, without mechanical constraints.
[0185] In a game processing device wherein the input device is
modelled on a fishing rod, since the instruction means of the
present invention outputs the instruction signal when it is judged
that there has been a bite in the course of the game, and the input
device transmits a vibration to the player indicating that there
has been a bite in response to the instruction signal, it is
possible to simulate very realistically the vibration of a fish
biting in actual fishing, and therefore the present invention is
particularly suited to a fishing game.
[0186] In a game processing device wherein the input device is
modelled on a fishing rod, in the present invention, when it is
judged that there has been a "bite" in the course of the game, a
fish is considered to have nibbled at the bait corresponding to
this "bite" in the course of the game, if the physical quantities
corresponding to the rotation of the reel of the input device and
the movement of the input device as a whole display a change of or
above a prescribed amount, and therefore it is possible to simulate
very realistically the movement of a fish biting and catching on
the hook in actual fishing, and the present invention is
particularly suited to a fishing game.
[0187] In the present invention, when it is judged that the fish
has nibbled at the bait in the course of the game and the movement
of the fish has stopped, the fish is taken as being reeled in in
the course of the game, if the physical quantities corresponding to
the rotation of the reel of the input device and the movement of
the input device as a whole display a change of or above a
prescribed amount, and therefore it is possible to simulate very
realistically the movement of a fish being caught and reeled in in
actual fishing, and the present invention is particularly suited to
a fishing game.
[0188] In the present invention, if the operation of reeling in the
fish in the course of the game is repeated a certain number of
times or more, then the fish is taken as having been landed in the
course of the game, if the physical quantities corresponding to
movement of the input device as a whole display a change of or
above a prescribed amount, and therefore it is possible to simulate
very realistically the movement of reeling in and landing a fish in
actual fishing, and the present invention is particularly suited to
a fishing game.
[0189] In the present invention, if it is judged that there has
been a "bites" in the course of the game, the action carried out
corresponding to the bite in the course of the game is taken as
having failed, if the physical quantities corresponding to the
rotation of the reel of the input device and the movement of the
input device as a whole match certain conditions, and therefore it
is possible to simulate very realistically the movement of a fish
being caught, reeled in, and then escaping whilst being landed, or
the like, in actual fishing, and the present invention is
particularly suited to a fishing game.
* * * * *