U.S. patent application number 13/404042 was filed with the patent office on 2012-08-02 for game system and game program medium.
This patent application is currently assigned to Nintendo Co., Ltd.. Invention is credited to Takeshi HAYAKAWA, Yoshiaki KOIZUMI, Takao Shimizu.
Application Number | 20120196681 13/404042 |
Document ID | / |
Family ID | 35187803 |
Filed Date | 2012-08-02 |
United States Patent
Application |
20120196681 |
Kind Code |
A1 |
Shimizu; Takao ; et
al. |
August 2, 2012 |
GAME SYSTEM AND GAME PROGRAM MEDIUM
Abstract
A game system is composed by connecting a game apparatus with a
monitor and a percussion type controller. A game player beats a
first beating operation surface or a second beating operation
surface to input an operation signal from the controller to the
game apparatus. In the game apparatus, in response to the operation
signal, a player character in a virtual world displayed on the
monitor is moved in a left or a right direction. Furthermore, when
a sound, input by clapping and so on in the vicinity of a
microphone of the controller, is present, the game apparatus
generates a shock wave from a position of the player character. By
the shock wave, a predetermined change occurs, such as returning an
enemy character to its initial position, gathering fairies in a
form of block, and so forth.
Inventors: |
Shimizu; Takao; (Kyoto,
JP) ; KOIZUMI; Yoshiaki; (Kyoto, JP) ;
HAYAKAWA; Takeshi; (Kyoto, JP) |
Assignee: |
Nintendo Co., Ltd.,
Kyoto
JP
|
Family ID: |
35187803 |
Appl. No.: |
13/404042 |
Filed: |
February 24, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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11117486 |
Apr 29, 2005 |
8142285 |
|
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13404042 |
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Current U.S.
Class: |
463/37 |
Current CPC
Class: |
A63F 13/215 20140902;
A63F 13/424 20140902; A63F 13/44 20140902; A63F 13/24 20140902;
A63F 13/214 20140902; A63F 2300/1043 20130101; A63F 13/06 20130101;
A63F 2300/8047 20130101; A63F 13/02 20130101 |
Class at
Publication: |
463/37 |
International
Class: |
A63F 13/06 20060101
A63F013/06 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 30, 2004 |
JP |
2004-135722 |
Claims
1. A game system for advancing a game in accordance with a player's
beating operation and a sound input by causing a player character
and a non-player character to appear in a virtual world on the
basis of a game program, comprising: a percussion-instrument-type
controller formed to imitate a percussion instrument and to have a
first operation surface and a second operation surface, each of
which is subjected to elastic deformation by a beating operation
with a hand of a player, wherein each of said first operation
surface and said second operation surface comprises plurality of
buttons, and said player activates one or more of said buttons by
the beating operation to generate operation signal; said
percussion-instrument-type controller outputting said operation
signal according to the beating operation; a first moving
programmed logic circuitry which moves said player character in a
first manner in response to said operation signal according to the
beating operation on said first operation surface of said
percussion-instrument-type controller; a second moving programmed
logic circuitry which moves said player character in a second
manner in response to said operation signal according to the
beating operation on said second operation surface of said
percussion-instrument-type controller, wherein moving speed and
moving acceleration of said player character within the virtual
world is determined by the beating operation on said first
operation surface and/or the beating operation on said second
operation surface, where a short beating time interval renders a
large movement acceleration and a long beating time interval
renders a small movement acceleration; a sound input device for
inputting a sound signal; a shock wave producing programmed logic
circuitry which produces a shock wave emanating from a position of
said player character in said virtual world in response to the
sound input from said sound input device; and a changing programmed
logic circuitry which changes an action of said non-player
character at a time that said non-player character is affected by
said shock wave in said virtual world.
2. The game system according to claim 1, wherein said first
operation surface and said second operation surface have a size
including a circle having a diameter of at least 3 cm when viewed
from above.
3. The game system according to claim 1, wherein said
percussion-instrument-type controller resembles a shape of a
percussion instrument.
4. The game system according to claim 1, wherein said first moving
programmed logic circuitry and said second moving programmed logic
circuitry ignores said operation signal from said
percussion-instrument-type controller if said operation signal is
continuous within a predetermined time interval.
5. The game system according to claim 1, wherein said sound input
device is provided on said percussion-instrument-type
controller.
6. The game system according to claim 5, wherein said sound input
device is provided in proximity to said first operation surface and
said second operation surface.
7. The game system according to claim 1, wherein said
percussion-instrument-type controller includes a first housing for
supporting the first operation surface, a second housing for
supporting the second operation surface, and a connecting portion
for connecting said first housing and said second housing; and said
sound input device includes a microphone provided on said
connecting portion.
8. The game system according to claim 5, wherein said shock wave
producing programmed logic circuitry ignores, when the operation
signal is present from said percussion-instrument-type controller,
a sound signal from said sound input device inputted within a
predetermined time period.
9. The game system according to claim 1, wherein said first moving
programmed logic circuitry moves said player character in a first
direction according to said operation signal from said beating
operation on said first operation surface; and said second movement
programmed logic circuitry moves said player character in a second
direction according to said operation signal from said beating
operation on said second operation surface.
10. The game system according to claim 1, further comprising: a
non-player character generator which causes said non-player
character to appear in a predetermined position of said virtual
world; wherein said shock wave producing programmed logic circuitry
generates a predetermined change according to a relative positional
relationship in the virtual world between said player character and
said non-player character in said virtual world when said sound
signal is present.
11. The game system according to claim 10, wherein said shock wave
producing programmed logic circuitry performs a predetermined
process in association with said non-player character existing
within a predetermined area, taking the position of said player
character in said virtual world as a reference when said sound
signal is present.
12. The game system according to claim 10, further comprising a
third moving programmed logic circuitry which controls movement of
said non-player character; wherein said shock wave producing
programmed logic circuitry changes the movement of said non-player
character by said third moving programmed logic circuitry in
association with said non-player character existing within said
predetermined area, taking the position of said player character in
said virtual world as a reference when said sound signal is
present.
13. The game system according to claim 12, wherein said non-player
character generator causes said non-player character to appear in
an initial position of said virtual world; said third moving
programmed logic circuitry moves said non-player character from
said initial position toward said player character; and said shock
wave producing programmed logic circuitry returns said non-player
character to said initial position, taking the position of said
player character in said virtual world as a reference when said
sound signal is present.
14. A non-transitory recording medium recording a game program
causing a game system, provided with a percussion-instrument-type
controller formed to imitate a percussion instrument for outputting
an operation signal according to a player's beating operation; said
percussion-instrument-type controller comprising elastically
deformable first operation surface and second operation surface,
wherein each of said first operation surface and said second
operation surface comprises plurality of buttons, and said player
activates one or more of said buttons by the beating operation to
generate operation signal; and a sound input device for generating
a sound signal, to execute a game in accordance with the player's
beating operation and the sound input where a player character and
a non-player character appear in a virtual world; wherein said game
program causes said game system to perform: first moving which
moves said player character in a first manner in response to said
operation signal according to the beating operation on said first
operation surface of said percussion-instrument-type controller;
second moving which moves said player character in a second manner
in response to said operation signal according to the beating
operation on said second operation surface of said
percussion-instrument-type controller, wherein moving speed and
moving acceleration of said player character within the virtual
world is determined by the beating operation on said first
operation surface and/or the beating operation on said second
operation surface, where a short beating time interval renders a
large movement acceleration and a long beating time interval
renders a small movement acceleration; shock wave producing which
produces a shock wave emanating from a position of said player
character in said virtual world in response to the sound input from
said sound input device; and changing an action of said non-player
character at a time that said non-player character is affected by
said shock wave in said virtual world.
15. The non-transitory recording medium according to claim 14,
wherein said game program further causes said game system to
perform: non-player character generating which causes said
non-player character to appear in a predetermined position of said
virtual world; and shock wave producing which generates a
predetermined change in said virtual world according to a relative
positional relationship between said player character and said
non-player character in said virtual world when said sound signal
is present.
16. A method for advancing a game in accordance with a player's
beating operation and a sound input by causing a player character
and a non-player character to appear in a virtual world on the
basis of a game program, the method comprising: subjecting elastic
deformation by a beating operation with a hand of a player to a
first operation surface and a second operation surface of a
percussion-instrument-type controller formed to imitate a
percussion instrument, wherein each of said first operation surface
and said second operation surface comprises plurality of buttons,
and said player activates one or more of said buttons by the
beating operation to generate operation signal; said
percussion-instrument-type controller outputting said operation
signal according to the beating operation, first moving, using a
microprocessor, for moving said player character in a first manner
in response to said operation signal according to the beating
operation on said first operation surface of said
percussion-instrument-type controller; second moving, using said
microprocessor, for moving said player character in a second manner
in response to said operation signal according to the beating
operation on said second operation surface of said
percussion-instrument-type controller, wherein moving speed and
moving acceleration of said player character within the virtual
world is determined by the beating operation on said first
operation surface and/or the beating operation on said second
operation surface, where a short beating time interval renders a
large movement acceleration and a long beating time interval
renders a small movement acceleration; inputting a sound signal
from a sound input device; producing, using said microprocessor, a
shock wave emanating from a position of said player character in
said virtual world in response to the sound input from said sound
input device; and changing, using said microprocessor, an action of
said non-player character at a time that said non-player character
is affected by said shock wave in said virtual world.
17. The method for advancing a game in accordance with a player's
beating operation and a sound input according to claim 16, said
method further comprising: non-player character generating which
causes said non-player character to appear in a predetermined
position of said virtual world; and shock wave producing which
generates a predetermined change in said virtual world according to
a relative positional relationship between said player character
and said non-player character in said virtual world when said sound
signal is present.
18. The method for advancing a game in accordance with a player's
beating operation and a sound input according to claim 17, wherein
said shock wave producing performs a predetermined process in
association with said non-player character existing within said
predetermined area, taking a position of said player character in
said virtual world as a reference when said sound signal is
present.
19. The method for advancing a game in accordance with a player's
beating operation and a sound input according to claim 17, further
comprising: third moving which controls a movement of said
non-player character; wherein said shock wave producing changes the
movement of said non-player character by said third moving in
association with said non-player character existing within said
predetermined area, taking a position of said player character in
said virtual world as a reference when said sound signal is
present.
20. The method for advancing a game in accordance with a player's
beating operation and a sound input according to claim 19, wherein
said non-player character generating causes said non-player
character to appear in an initial position of said virtual world;
said third moving moves said non-player character from said initial
position toward said player character; and said shock wave
producing returns said non-player character to said initial
position, taking a position of said player character in said
virtual world as a reference when said sound signal is present.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. application Ser.
No. 11/117,486, filed Apr. 29, 2005, which claims the benefit of
Japanese Patent Application No. 2004-135722, filed Apr. 30, 2004,
each of which is incorporated herein in its entirety.
FIELD OF THE TECHNOLOGY
[0002] The illustrative embodiments relate to a game system. More
specifically, the illustrative embodiments relate to a game system
utilizing a controller for outputting an operation signal according
to a drumming operation by an operator, and a game program
medium.
BACKGROUND AND SUMMARY
Description of the Prior Art
[0003] A conventional game apparatus adopts push-button switches
and a joystick operable by fingers. A game apparatus of this kind
is disclosed in a Japanese Patent Laying-open No. 2000-288245. The
game apparatus disclosed in the Japanese Patent Laying-open No.
2000-288245 is for controlling a movement of a character according
to an operation of the joystick and the push-button switches by a
player.
[0004] Furthermore, a game apparatus utilizing a sound input is
disclosed in a Japanese Patent Laying-open No. 2002-85834, and
"Picachu Genkidechu operation guide" published by Nintendo Co.
Ltd., on Dec. 12, 1998. In the Japanese Patent Laying-open No.
2002-85834, a game apparatus provided with a manual operating piece
such as a button, a lever, etc. and a microphone is disclosed. In
the game apparatus, a movement of the character is changed by an
operation of the manual operating piece, and a manner of executing
the game is changed by a sound input to the microphone. In the
"Picachu Genkidechu operation guide" published by Nintendo Co.
Ltd., on Dec. 12, 1998, a game apparatus is disclosed, recognizing
a sound input to the microphone to control a movement of the
character. In the game apparatus, an operation of the push-button
switch is utilized as a subsidiary.
[0005] Furthermore, a game utilizing a controller for outputting an
operation signal according to a drumming operation by an operator
is disclosed in "Donkey Conga operation guide" published by
Nintendo Co. Ltd., on Dec. 12, 2003. The game disclosed in the
"Donkey Conga operation guide" published by Nintendo Co. Ltd., on
Dec. 12, 2003 is a game called "Donkey Conga (product name)" being
on the market by the applicant of this invention, and the game is
advanced by drumming a beating surface of a percussion type
controller (called "taru-conga (product name)"), or clapping in the
vicinity of a microphone called as a clapping sensor provided in
the controller at timings when musical notes which come from the
right of a screen in synchronous with music are superposed on a
ring.
[0006] In the game apparatus disclosed in the Japanese Patent
Laying-open No. 2000-288245, the player performs game play by using
the joystick and the push-button switches operable with fingers,
thus cannot enjoy the operating action itself, and it becomes a
dreary game operation because the operating action itself is an act
like a work. This is true for the operation of the button, the
lever, the push-button switches of the game apparatus disclosed in
the Japanese Patent Laying-open No. 2002-85834 and the "Picachu
Genkidechu operation guide" published by Nintendo Co. Ltd., on Dec.
12, 1998.
[0007] In the game apparatus disclosed in the Japanese Patent
Laying-open No. 2002-85834 and the "Picachu Genkidechu operation
guide" published by Nintendo Co. Ltd., on Dec. 12, 1998, a sound
input to the microphone is utilized for the game. However, the game
operation to be operated with fingers by the button, the lever, the
push-button switch, etc. and the sound input to the microphone are
independent of each other, and are not associated with each
other.
[0008] In addition, the game disclosed in the "Donkey Conga
operation guide" published by Nintendo Co. Ltd., on Dec. 12, 2003
is merely a so-called "music game" for performing a beating
operation and clapping according to the flow of the musical notes
on the game screen. The so-called "music game" requires the player
to operate at an operation timing indicated by the flow of the
musical notes, and thus, the player operates in a determined
operating procedure, cannot freely move the character within the
virtual world. That is, a degree of freedom of the game operation
is low.
[0009] Therefore, it is an aspect of the illustrative embodiments
to provide a novel game system.
[0010] Another aspect of the illustrative embodiments is to provide
a game system capable of applying enjoyment in a game operation
itself.
[0011] A third aspect of the illustrative embodiments is to provide
a game system allowing a player to perform a game operation having
varieties and association with both hands.
[0012] A further aspect of the illustrative embodiments is to
provide a game system capable of advancing a game with an
unconventional new sense by controlling the movement of a game
character appearing in a virtual world by use of a percussion type
controller.
[0013] A game system for advancing a game by causing a first
character to appear in a virtual world on the basis of a game
program, comprising: a controller having a first operation surface
and a second operation surface, each of which is subjected to
elastic deformation by a beating operation by the hands of a
player, for outputting an operation signal according to the beating
operation, a first processing means for executing a first movement
of the first character in response to the operation signal from the
controller, a sound input means for input of a sound signal, and a
second processing means for generating a predetermined change in
the virtual world when the sound input from the sound input means
is present.
[0014] A game system is composed by connecting a monitor (30: a
reference numeral corresponding to a "preferred embodiment", and so
forth) and a percussion type controller (100) with a game apparatus
(12), for example. The controller has a first beating operation
surface (120) and a second beating operation surface (122), and
according to a beating operation of each of the beating operation
surfaces by the game player, the operation signal is input from the
controller to the game apparatus (12). In the game apparatus, the
first processing means (36, S3, S7, S11), for example, moves the
first character (player character 74 operable by the game player,
for example) in the virtual world displayed on the monitor in
response to the operation signal. Furthermore, when the sound input
is present, the second processing means (36, S23, S27) outputs a
shock wave from a position of the first character, for example, and
by the shock wave, a predetermined change is generated, such as
returning an enemy character to an initial position, or gathering
fairies in a form of block, and so forth.
[0015] According to an aspect of the illustrative embodiments, it
is possible to control the movement of a character in the virtual
world with a new sense, such as beating a beating operation surface
of the controller, dissimilar to the conventional controller
operation with fingers. Therefore, the player can perform a game
operation, enjoying an operating action itself, with a sense as if
he moves his body, dissimilar to the operation with fingers.
Furthermore, when the sound input is present, the change occurs in
the virtual world, and therefore, in a case of applying the sound
input by the beating operation and the clapping in succession
thereto, the above-described sense as if he moves his body is
further increased. That is, in order to perform a beating
operation, the player has to swing his hands down, and the player
can shift from this to a sound input by clapping. Thus, it is
possible to mix both the beating operation and the clapping
operation together, allowing an interesting game operation by
mixing both of the operations. Therefore, a the new aspect of the
game can be appreciated over the conventional system of controlling
a character by the operation with only the fingers and applying an
instruction to the character with only the sound.
[0016] It is noted that the clapping in the specification,
according to the illustrative embodiments, means an act of
outputting a sound by clapping both hands, and is not limited to
the act of continuously clapping the both hands a plurality of
times and includes an act of clapping once.
[0017] Another aspect of an illustrative embodiment is a game
system characterized in that the first operation surface and the
second operation surface have a size including a circle having a
diameter of 3 cm when viewed from a above.
[0018] In this aspect of the illustrative embodiments, the size of
the operation surface is a circle having a diameter of 3 cm, and
this allows the player to easily perform the beating operation,
surely causing the beating operation by the player.
[0019] Still another aspect of an illustrative embodiment is a game
system characterized in that the controller imitates a shape of a
percussion instrument.
[0020] In this aspect, it is also possible to ensure the beating
operation by the player.
[0021] A further aspect of the illustrative embodiments is
characterized in that the first processing means neglects a
continuous operation signal from the controller within a
predetermined time interval.
[0022] It is also possible in this aspect to ensure the beating
operation by the player. Because in the absence of this aspect, a
continuous depression of the operation surface enables an
acceleration of the character, for example, and therefore, the
player may not repeat the beating operation.
[0023] According to an additional aspect of the illustrative
embodiments a sound input means is provided on the controller.
[0024] In this aspect, the sound input is performed to the
controller having the beating operation surface, and this allows
the player to easily perform a game operation by mixing the beating
operation and the sound input (clapping). Thus, it is possible to
provide the player to an enjoyable game by allowing him to perform
the beating operation and the sound input with both hands
(clapping).
[0025] According to another aspect of the illustrative embodiments
the sound input means is provided in proximity to the first
operation surface and the second operation surface.
[0026] In this aspect it is possible to lead the player to an
enjoyable game by allowing him to perform the beating operation and
the sound input (clapping).
[0027] According to a further aspect of the illustrative
embodiments the controller includes a first housing (114) for
supporting the first operation surface, a second housing (116) for
supporting the second operation surface, and a connecting portion
(118) for connecting the first housing and the second housing, and
the sound input means includes a microphone (124) provided in the
connecting portion.
[0028] In this aspect it is possible to lead the player to an
enjoyable game by allowing him to perform the beating operation and
the sound input (clapping).
[0029] Another aspect of the illustrative embodiments is
characterized in that the second processing means neglects, when
the operation signal is present from the controller, a sound input
from the sound input means within a predetermined time period from
the operation signal from the controller.
[0030] According to this aspect, in a case that a sound is
generated by a beating operation of the controller, by neglecting
the sound input, it is possible to prevent an operation by an
unintended sound input by the player from occurring.
[0031] According to a further aspect of the illustrative
embodiments the second processing means includes a movement means
for executing a second movement relating to the first character
when the sound input is present.
[0032] According to this aspect, the second processing means (36,
S19) can perform the second movement, such as generating a shock
wave from the position of the first character (player character),
and so forth in response to the sound input.
[0033] According to a further aspect of the illustrative
embodiments the first processing means moves the first character in
the virtual world depending on at least an operation signal by a
beating operation on the first operation surface and an operation
signal by a beating operation on the second operation surface from
the controller.
[0034] According to this aspect, it is possible to provide a game
according to an unconventional fresh game operation capable of
moving the player character by the beating operation of the
operation surface of the controller.
[0035] According to a further aspect of the illustrative
embodiments the first processing means includes a first movement
means for moving the first character in a first direction according
to an operation signal by a beating operation on the first
operation surface, and a second movement means for moving the first
character in a second direction according to an operation signal by
a beating operation on the second operation surface.
[0036] According to this aspect, it is possible to provide a game
according to an unconventional novel game operation capable of
moving the player character to the right and left by the beating
operation on the operation surfaces of the controller.
[0037] Another aspect of the illustrative embodiments has a second
character generating means for causing a second character to appear
in a predetermined position of the virtual world, wherein a second
processing means generates a predetermined change in the virtual
world according to a relative positional relationship between the
first character and the second character in the virtual world when
the sound input is present.
[0038] According to this aspect, the second character generating
means (36) causes the second character (78, 80) to appear in a
predetermined position in the virtual world, and the second
processing means generates (S23, S27) a predetermined change in the
virtual world according to a relative positional relationship
between the first character and the second character in the virtual
world (S21, S25) when the sound input (clapping) is present. Thus,
the player performs a sound input by clapping while changing the
positional relationship according to the beating operation, and it
is necessary to rhythmically mix the beating operation and the
clapping operation, producing an interesting game operation.
[0039] It is noted that as the "predetermined change in the virtual
world" here, in addition to the examples of returning the enemy
character to the initial position and an example of the fairies
described in the embodiment, there are examples of allowing the
player to acquire an item (second character) satisfying a relative
positional relationship, and of damaging the enemy character
(second character) satisfying a relative positional relationship,
and so forth.
[0040] According to a further aspect of the illustrative
embodiments the first processing means includes a third movement
means for moving the first character when neither of the operation
signal by the beating operation on the first operation surface nor
the operation signal by the beating operation on the second
operation surface is present.
[0041] According to this embodiment, the first character (player
character) automatically moves by the third movement means (36,
S13) even when no beating operation from either of the first
operation surface or the second operation surface is present. That
is, since a relative positional relationship between the first
character and the second character is automatically changed,
without performing the beating operation, the player can perform a
sound input by clapping with a precise timing when a relative
positional relationship between the first character and the second
character becomes a predetermined state. Furthermore, especially,
in a case that a plurality of second characters successively
appear, a second character in a predetermined state satisfying a
relative positional relationship with the first character appears
one after another. Thus, the player has to rhythmically perform a
sound input by clapping, capable of realizing an interesting game
operation.
[0042] For example, the moving speed and moving acceleration, etc.
of the first character within the virtual world is determined by
the beating operation on the first operation surface or the beating
operation on the second operation surface. Then the third movement
means, even after no beating operation on the first operation
surface or the second operation surface is present, inertially
moves the first character on the basis of the determined moving
speed and moving acceleration for a predetermined time period. As
understood from this example, the third movement means is not
limited to one that moves the first character only if neither the
beating operation on the first operation surface nor the beating
operation on the second operation surface is present.
[0043] That is, although the first character is always moved
straight with constant velocity when no beating operation is
present in this embodiment, the third movement means is adequately
changeable such as inertially moving the first character even after
no beating operation input, and then, stopping it, and so
forth.
[0044] According to a further aspect of the illustrative
embodiments the second processing means performs a predetermined
process in association with the second character existing within
the predetermined area, taking a position of the first character in
the virtual world as a reference, when the sound input is
present.
[0045] According to this aspect, since the second processing means
performs the predetermined process on the second character within
the predetermined area when the sound input is present (S23, S27),
the player performs a sound input by clapping while changing the
positional relationship by the beating operation, and it is
necessary to rhythmically mix the beating operation and the
clapping operation, which produces an interesting game
operation.
[0046] Another aspect of the illustrative embodiments has a third
processing means for controlling a movement of the second
character, wherein the second processing means changes the movement
of the second character by the third processing means when a sound
input is present.
[0047] According to this aspect of the invention, the third
processing means (36, S17) controls the movement of the second
character. Since the second processing means (36, S21, S27) changes
the movement of the second character by the third processing means,
the movement of the second character can be changed by the sound
input.
[0048] According to a further aspect of the illustrative
embodiments the first movement is a movement for moving the first
character in the virtual world, the second character generating
means arranges the second character in the initial position of the
virtual world, the third processing means moves the second
character from the initial position toward the first character when
the first character exists in the predetermined area of the virtual
world, and the second processing means returns the second character
to the initial position when the sound input is present.
[0049] According to this embodiment, the second character (enemy
character, for example) is arranged in the initial position in the
virtual world by the character arranging means (36, 70b), and the
third processing means (36, S27) controls the movement of the
second character, and moves the second character from the initial
position toward the first character when the first character exists
in the predetermined area of the virtual world. The second
character applies a minus game evaluation when contacting the first
character, and interrupts a movement of the first character. When
the player applies a sound input by clapping, for example, the
second processing means (36, S23) returns the second character to
the initial position, and therefore, it is possible to prevent the
above-described minus evaluation and interruption from occurring.
Accordingly, it is possible to realize a more enjoyable game
requiring both the beating operation and the sound input.
[0050] Another aspect of the illustrative embodiments causes a game
system, including a controller for outputting an operation signal
according to a beating operation and a sound input means to execute
a game in which a first character appears in a virtual world, to
function as a first processing means for executing a first movement
of the first character in response to the operation signal from the
controller, and as a second processing means for generating a
predetermined change in the virtual world when a sound input from
the sound input means is present.
[0051] According to a further aspect of the illustrative
embodiments the first processing means moves the first character
within the virtual world according to at least an operation signal
by a beating operation on the first operation surface and an
operation signal by a beating operation on the second operation
surface of the controller.
[0052] An additional aspect of the illustrative embodiments further
causes the game system to function as a second character generating
means for causing the second character to appear in a predetermined
position of the virtual world, and as a second processing means
generating a predetermined change in the virtual world according to
a relative positional relationship between the first character and
the second character in the virtual world when the sound input is
present.
[0053] According to the illustrative embodiments, it is possible to
control the game character with a new sense different from the
conventional controller operation with fingers by utilizing both of
the beating operation and the sound input.
[0054] The above described features and aspects of the illustrative
embodiments will become more apparent from the following detailed
description when taken in conjunction with the accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0055] FIG. 1 is an illustrative view showing a game system of one
embodiment of the present invention;
[0056] FIG. 2 is an exploded view showing a part of a percussion
type controller utilized in FIG. 1 embodiment;
[0057] FIG. 3 is a view from above of a part of the percussion type
controller;
[0058] FIG. 4 is a part of a cross-sectional view of the percussion
type controller at a line IV-IV in FIG. 3;
[0059] FIG. 5 is an illustrative view showing a state where a
beating operation by a player is present in the cross-sectional
view in FIG. 4;
[0060] FIG. 6 is a block diagram showing an electric configuration
of the percussion type controller;
[0061] FIG. 7 is an illustrative view showing a format of an
operation signal input from the percussion type controller to a
game apparatus;
[0062] FIG. 8 is a block diagram showing an electric configuration
of FIG. 1 embodiment;
[0063] FIG. 9 is an illustrative view showing one example of a
memory map of a main memory in FIG. 8 embodiment;
[0064] FIG. 10 is a flowchart showing one example of an operation
of FIG. 1 embodiment;
[0065] FIG. 11 is an illustrative view showing a movement of the
player character when a beating operation is performed on a right
beating operation surface in FIG. 1 embodiment;
[0066] FIG. 12 is an illustrative view showing a movement of the
player character when a beating operation is performed on a left
beating operation surface in FIG. 1 embodiment;
[0067] FIG. 13 is an illustrative view showing a generation of a
shock wave and a movement of an enemy character according thereto
as one example of a movement when a sound input is applied by
clapping in the vicinity of the controller in FIG. 1 embodiment;
and
[0068] FIG. 14 is an illustrative view showing generation of a
shock wave and a movement of fairy characters according thereto
when a sound input is applied by clapping in the vicinity of the
controller in FIG. 1 embodiment.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0069] Referring to FIG. 1, a video game system 10 of this
embodiment includes a video game apparatus 12. The video game
apparatus 12 includes an approximately cubic housing 14, and the
housing 14 is provided with an optical disk drive 16 on an upper
edge thereof. An optical disk 18 which is one example of an
information storage medium such as CD-ROM, DVD-ROM for storing a
game program, etc. is loaded on the optical disk drive 16. The
housing 14 is provided with a plurality of connectors 20 (four in
this embodiment) on a front surface thereof. These connectors 20
are for connecting a controller 100 to the video game apparatus 12
by a cable 22 integrated into the controller 100, and can connect
up to the four controllers 100 to the video game apparatus 12 in
this embodiment.
[0070] It is noted that the controller 100 is connected to the
video game apparatus 12 by the cable 22 integrated into the
controller 100 in this embodiment. However, the controller 100 may
be connected to the video game apparatus 12 by another method such
as a wireless manner via an electromagnetic wave (e.g., radio wave
or infrared ray).
[0071] At least one (two in this embodiment) memory slot 24 is
provided below the connectors 20 on the front surface of the
housing 14 of the video game apparatus 12. A memory card 26 is
inserted to this memory slot 24. The memory card 26 is utilized for
loading the game program and etc. read from the optical disk 18 so
as to temporarily store it, or storing (saving) game data (e.g.,
result of a game) of the game that the player plays by utilizing
the game system 10.
[0072] On a rear surface of the housing 14 of the video game
apparatus 12, an AV cable connector (not shown) is provided, and by
utilizing the connector, a monitor 30 is connected to the video
game apparatus 12 through an AV cable 28. The monitor 30 is
typically a color television receiver, and the AV cable 28 inputs a
video signal from the video game apparatus 12 to a video input
terminal of the color television, and applies a sound signal to a
sound input terminal. Accordingly, a game image of a
three-dimension (3D) video game, for example, is displayed on a
screen 32 of the color television (monitor) 30. A game sound such
as a game music, a sound effect and etc. is output from right and
left speakers 34, or in a case of causing a surround effect even if
two speakers, a game sound including a surround sound is
output.
[0073] In the game system 10, a user or a game player first turns
on an electric power supply of the game apparatus 12 in order to
play a game (or another application), and then selects a suitable
optical disk 18 storing a video game (or another application
intended to play), and loads the optical disk 18 on the disk drive
16 of the video game apparatus 12. In response thereto, the game
apparatus 12 starts to execute the video game or another
application on the basis of software stored in the optical disk 18.
The user operates the controller 100 for applying an input to the
game apparatus 12. In response thereto, the game or another
application is started, and a moving image character (player
character) can further be moved in different directions.
[0074] Here, referring to FIG. 1-FIG. 14, the conga-type controller
100 of this embodiment is described in detail. The controller 100
includes a body 112, and the body 112 consists of a first housing
114 in the form of a barrel, a second housing 116 having
approximately the same size and the same shape as the first housing
114, and a third housing 118 that couples the first housing 114 and
the second housing 116 and is formed in the form of quadratic prism
(a rectangular parallelepiped) smaller than the first housing 114
and the second housing 116.
[0075] Furthermore, on the upper surface (top surface) of the first
housing 114 and the second housing 116, covers 120 and 122 are
respectively provided. The areas covered by the covers 120 and 122
are areas (operating areas) or operation input surfaces to be
operated (beaten) by a player or a user. That is, the operation
apparatus or the controller 100 has two operation input surfaces on
the upper surface of the first housing 114 and on the upper surface
of the second housing 116. For example, the covers 120 and 122 are
made of rubber, and elastically changed in shape according to a
beating operation by the player or the user, and then restored to
an original shape. A size of the covers 120 and 122 when viewing it
from a plane (a size of the shape of the cover when viewing it from
above) is a size including a circle having at least a diameter of 3
cm. This allows the player to easily perform the beating operation.
It is noted that the shape of the covers 120 and 122 is not limited
to the circle, and any shape capable of including a circle such as
an oval, a rectangle, etc. is applicable.
[0076] It is noted that as shown in FIG. 1, on the upper surface of
the third housing 3, a microphone 124 is provided. In a case of
providing the hole for collecting sounds, the microphone 124 is set
inside of the third housing 118 or is set such that its sound
collecting portion is exposed from the hole. It is noted that
although the microphone 124 is provided on the third housing 118 in
this embodiment, it may be provided on the first housing 114 or the
second housing 116 except for its operating area to be operated by
the user (operation input portion).
[0077] FIG. 2 shows an exploded view of a part of the controller
100. That is, this is an exploded view as to the first housing 114,
and for the sake of simplicity, this is omitted as to the second
housing 116 and the third housing 118.
[0078] Referring to FIG. 2, the first housing 114 includes an upper
(ceiling) surface panel 126, and on the upper surface panel 126,
switch boards 130 and 132 having a different size are provided.
These switch boards 130 and 132 are fixedly arranged (housed) at
predetermined positions of the upper surface panel 126. Although
omitted in FIG. 2, each of the switch boards 130 and 132 has two
contacts (only the contacts 132a, 132a of the switch board 132 are
illustrated in FIG. 4 and FIG. 5).
[0079] On each of the switch boards 130 and 132, two rubber
switches 134 are arranged, and the respective rubber switches 134
are joined to edges of depressing protrusions 150 and 154 described
later. Although omitted in FIG. 2, on a rear surface of the rubber
switch 134, a contact 134a is provided, and each rubber switch 134
is provided at a position opposed to each of the contacts of the
switch boards 130 and 132 (see FIG. 4).
[0080] On the respective rubber switches 134, a lid 136 of the
first housing 114 is provided, and this is attached on the first
housing 114 so as to cover the upper surface panel 126, the switch
boards 130, 132, and the rubber switches 134. The lid 136 is
provided with five holes 138 that engaging protrusions 148 and 152
described later penetrate, and four holes 140 that the rubber
switches 134 arranged at the positions opposed to the depressing
protrusions 150 and 154 penetrate.
[0081] On the lid 136, depressing members 142 and 144 having a
different size (shape) are provided, and over this, the cover 120
to be attached to the lid 136 is further provided. As shown in FIG.
3 and FIG. 4 being a part of a cross-sectional view IV-IV of FIG.
3, the depressing portion 142 has its main body 146 in the form of
a crescent, and is provided with three engaging protrusions 148 and
two depressing protrusions 150 that are downwardly protruded from
the main body 146. Furthermore, the depressing member 144 has its
main body 152 in the form of a dichotomy, and is provided with
three engaging protrusions 154 and two depressing protrusions 156
that are downwardly protruded from the main body 152.
[0082] FIG. 3 is a view when viewing the first housing 114 and the
cover 120 from directly above. The engaging protrusions 148, the
depressing protrusions 150, the engaging protrusions 154 and the
depressing protrusions 156 are arranged at positions shown in FIG.
3. As understood from FIG. 3, the three engaging protrusions 148
are provided at the edges (both right and left edges and lower
edge) of the main body 146 of the depressing member 142, and the
two depressing protrusions 150 are provided between the three
engaging protrusions 148. Furthermore, the three engaging
protrusions 154 are provided at the edges (both right and left
edges and upper edge) of the main body 152 of the depressing member
144, and the two depressing protrusions 156 are provided between
the three engaging protrusions 154. In addition, as shown in FIG.
4, the engaging protrusion 154 (this is true for the engaging
protrusion 148) penetrates the hole 138 on the lid 136 and the hole
on the upper surface panel 126 such that its engaging portion 158
provided at the tip end penetrates the upper surface panel 126 (the
inside of the first housing 114). It is noted that the lid 136 is
attached to the upper surface panel 126, and whereby, the holes of
the upper surface panel 126 are formed inside the holes 138.
Furthermore, the depressing protrusions 150 and the depressing
protrusions 154 are provided so as to depress the rubber switches
134 arranged within the holes 140 of the lid 136. That is, each of
the rubber switches 134 is housed within the first housing 114 such
that its surface (surface to be connected with the depressing
protrusion 150 and the depressing protrusion 154) is exposed from
the hole (140) of the first housing 114.
[0083] It is noted that the tip ends of the depressing protrusions
150 and 154 are arranged in such a manner as to be brought into
contact with the rubber switches 134 as shown in FIG. 4. Or, these
may be joined by a fitting structure or an adhesive or the both
thereof. Accordingly, the depressing members 142 and 144 are
supported by the rubber switches 134.
[0084] In addition, as shown in FIG. 3 and FIG. 4, the engaging
protrusion 154 (it is true for the engaging protrusion 148) is
provided with a notch (slit) 160, and thus, each of the engaging
protrusions 148 and 152 is reduced in diameter when penetrating the
hole of the upper surface panel 126, and then restored when having
penetrated the hole. Then, the engaging portion 158 is engaged with
the rear surface (inner wall of the first housing 114) of the upper
surface panel 126. This makes it possible to prevent the depressing
members 142 and 144 from being disengaged.
[0085] For example, as shown in FIG. 5 (A), when the player beats
the right side of the controller 100 (cover 120), the cover 120 is
elastically changed, and then the right side of the depressing
member 144 (this is true for the depressing member 142) is apt to
be depressed. At this time, the engaging portion 158 of the
engaging protrusion 152 provided at the left side of the depressing
member 144 is engaged with the rear surface of the upper surface
panel 126. This makes it possible to prevent the depressing member
144 from being upwardly actuated. Accordingly, the depressing
member 144 at the right side is downwardly actuated, and the rubber
switch 134 at the right side is depressed by the depressing member
144 so as to be brought into contact with the switch board 132.
That is, the contact 132a and the contact 134a are brought into
contact with each other.
[0086] Furthermore, as shown in FIG. 5 (B), when the player beats
the left side of the controller 100 (cover 120), the cover 120 is
elastically changed, and the left side of the depressing member 144
(this is true for the depressing member 142) is apt to be
depressed. At this time, the engaging portion 158 of the engaging
protrusion 152 provided at the right side of the depressing member
144 is engaged with the rear surface of the upper surface panel
126. This makes it possible to prevent the depressing member 144
from being upwardly actuated. Accordingly, when the depressing
member 144 at the left side is downwardly actuated, the rubber
switch 134 at the left side is depressed by the depressing member
144 so as to bring the contact 134a of the rubber switch 134 into
contact with the contact 132a of the switch board 132.
[0087] That is, even if the depressing member 144 (this is true for
the depressing member 142) is beaten at any position (area), at
least one engaging portion 158 of the engaging protrusion 154 (148)
except for the engaging protrusion 154 (148) provided at the beaten
area or in proximity thereto is engaged with the rear surface of
the upper surface panel 126. Due to this, when a beating operation
by the player is present, the depressing member 144 (142) is
depressed, a contact 134a of any rubber switch 134 is sure to be
brought into contact with the contact 132a of the switch board 132
(contact of the switch board 130).
[0088] More specifically, when the left half area of the controller
100 (cover 120) shown in FIG. 5 is beaten at any position, the
engaging portion 158 of the engaging protrusion 154 at the right
side of the depressing member 144 is engaged with the rear surface
of the upper surface panel 126, the left side of the depressing
member 144 is downwardly actuated, the rubber switch 134 at the
left side is depressed by the depressing member 144, and the
contact 134a of the rubber switch 134 is brought into contact with
the contact 132a of the switch board 132 at the left side. On the
contrary thereto, when the right half area of the controller 100
(cover 120) is beaten at any position, the engaging portion 158 of
the engaging protrusion 154 at the left side of the depressing
member 144 is engaged with the rear surface of the upper surface
panel 126, the right side of the depressing member 144 is
downwardly actuated, the rubber switch 134 at the right side is
depressed by the depressing member 144, and the contact 134a of the
rubber switch 134 is brought into contact with the contact 132a of
the switch board 132 at the right side. Furthermore, when the
center area of the controller 100 (cover 120) is beaten at any
position, the depressing member 144 is approximately uniformly
depressed at both the right and left sides, the rubber switches 134
at the right and the left sides are depressed by the depressing
members 144, and thus, both of the contacts 134a of the rubber
switches 134 are brought into contact with the contacts 132a of the
switch boards 132.
[0089] Thus, even if the controller 100 (cover 120) is beaten at
any place (area), any one of the rubber switches is sure to be
depressed to output the same operation signal.
[0090] FIG. 6 shows an electric configuration of the controller
100. Referring to FIG. 6, the controller 100 includes a controller
IC 162, and the controller IC 162 is connected with a first button
164, a second button 166, a third button 168, and a fourth button
170. The end of the cable 38 described above to which the plug 36
is not connected is connected to the controller IC 162.
Accordingly, as shown in FIG. 1, the cable 22 is inserted into the
connector 20 of the game apparatus 12, and whereby, the controller
IC 162 is electrically connected to the game apparatus 12 as shown
in FIG. 6. Furthermore, the controller IC 162 is connected with the
microphone 124 via an operational amplifier 172.
[0091] The first button 164 and the second button 166 are provided
within the first housing 114. In this embodiment, the first button
164 consists of the switch board 130 and the two rubber switches
134 provided on the switch board 130 (being opposed thereto). The
second button 166 consists of the switch board 132 and the two
rubber switches 134 provided to be opposed to the switch board
132.
[0092] The third button 168 and the fourth button 170 are provided
within the second housing 116. In this embodiment, the third button
168 is constructed similarly to the first button 164, and the
fourth button 170 is constructed similarly to the second button
166.
[0093] Thus, in this controller 100, the player can perform various
operations by use of any one of the first button 164-the fourth
button 170 or a combination of two or more thereof. The beating
operation by the player is input to the controller IC 162 as a
state signal indicative of an on/off state of the first button
164-the fourth button 170. Then, an operation signal corresponding
to the beating operation is output to the game apparatus 12 from
the controller IC 162.
[0094] In the controller 100, when the player generates a sound by
clapping or a voice, the sound is input to the microphone 124,
amplified in the operational amplifier 172, and then, input to the
controller IC 162. Thus, the operation signal according to the
generation of the sound is output from the controller IC 162 to the
game apparatus 100. For example, as shown in FIG. 1, when a
clapping is present in the vicinity of the microphone 124 of the
controller 100, a sound by the clapping is input to the microphone
124, and it is detected that a sound input is present when the
volume thereof is equal to or larger than a threshold value.
[0095] FIG. 7 shows one example of a format of the operation signal
output from the controller IC 162 to the game apparatus 12. It is
noted that the operation signal has a format corresponding to a
standard controller of the game apparatus 12 "GAME CUBE (trade
name)" that is manufactured/marketed by the assignee of the present
invention in this embodiment). Although not illustrated, the
controller is provided with two analog joysticks (control stick and
C stick), a cross key, an A button, a B button, an X button, a Y
button, a Z button, an L trigger button, an R trigger button, and a
START/PAUSE button, and so on.
[0096] As understood from FIG. 7, the operation signal consists of
8 bytes. As to the first byte (1st byte), data of "0", "0",
"ORG_CH", "START", "Y", "X", "B", and "A" are written to bit 7 (b7)
to bit 0 (b0), respectively. The bit 7 and the bit 6 are fixed
values of "0", and to the bit 5, the data indicative of an on/off
state of the setting mode "ORG_CH" is written. In this embodiment,
if the setting mode "ORG_CH" is turned on, "1" is written, and if
the setting mode "ORG_CH" is turned off, "0" is written. Here, the
"ORG_CH" is a variable for setting a mode (setting mode)
determining whether or not a standard position (original point
(neutral position) of the joystick) is reset. Into the bit 4-the
bit 0, data indicative of an on/off state of the START button, the
Y button, the X button, the B button, and the A button are
respectively written. In this embodiment, if the button is turned
on, "1" is written to the relevant bit, and if the button is turned
off, the "0" is written to the relevant bit.
[0097] As to the second byte (2nd byte), data of "FIN", "L", "R",
"Z", "UP", "DOWN", "RIGHT", and "LEFT" are written to bit 7
(b7)-bit 0 (b0), respectively. Into the bit 7, data indicative of
an on/off state of a mode "FIN" for identifying a controller is
written. In this embodiment, in a case of a standard controller,
"1" indicative of the on state is written, and in a case of the
controller 100 (percussion type controller), "0" indicative of the
off state is written. Into the bit 6-the bit 0, data indicative of
an on/off state of the L trigger button, the R trigger button, the
Z button, the UP button, the DOWN button, the RIGHT button, and the
LEFT button are respectively written. The data values to be written
to the respective bits are the same as in the above-described Y
button, and so on.
[0098] It is noted that the UP button, the DOWN button, the RIGHT
button, and the LEFT button correspond to the respective buttons of
the cross key.
[0099] To the third byte (3rd byte), data indicative of an amount
of inclination of the control stick toward an X direction is
written by binary data utilizing 8 bits in all. Accordingly, the
inclination toward the X direction is represented by numerals in
the "00000000" ("0" in a decimal numeral)-"11111111" ("255") range.
For example, if the control stick is inclined to the left, it is
close to "0", and if the control stick is inclined to the right, it
is close to "255".
[0100] It is noted that in a default setting, the neutral position
is represented by "128 (10000000)", and if the value is smaller
than this, it is shown that the control stick is inclined toward
the left direction, and if the value is greater than this, it is
shown that the control stick is inclined toward the right
direction. The amount of the inclination can be detected by a
difference between the obtained data value and the data value at
the neutral position.
[0101] To the fourth byte (4th byte), data indicative of an amount
of inclination of the control stick toward the Y direction is
written by binary data utilizing 8 bits in all. Accordingly, the
inclination toward the Y direction is also represented by the
numerals in the "00000000" ("0" in a decimal numeral) to "11111111"
("255") range. For example, if the control stick is downwardly
inclined, the value is close to "0", and if the control stick is
upwardly inclined, the value is close to "255".
[0102] It is noted that in a default setting, the neutral position
is represented by "128 (10000000)", and if the value is smaller
than this, it is shown that the control stick is downwardly
inclined, and if the value is greater than this, it is shown that
the control stick is upwardly inclined. The amount of the
inclination can be detected by a difference between the obtained
data value and the data value at the neutral position.
[0103] To the fifth byte (5th byte), data indicative of an amount
of inclination of the C stick toward the X direction is written by
binary data utilizing 8 bits in all. Furthermore, to the sixth byte
(6th byte), data indicative of an amount of inclination of the C
stick toward the Y direction is written by binary data utilizing 8
bits in all. These data value is decided similarly to the
above-described control stick.
[0104] To the seventh byte (7th byte), data indicative of an amount
of the depression of the L trigger button is written by binary data
utilizing 8 bits in all. The data value when the L trigger button
is not depressed is "00000000", and the data value is rendered
greater in accordance with the amount of the depression. That is,
the data value when depressed at the maximum is "11111111".
[0105] To the eighth byte (8th byte), data indicative of an amount
of the depression of the R trigger button is written by binary data
utilizing 8 bits in all. The data value is decided similarly to the
above-described L trigger button.
[0106] The format of the operation signal is shown like this. The
controller 100 is not provided with the joystick, the Y button, the
X button, the B button, and the A button, but outputs to the game
apparatus 12 an operation signal indicative of an on/off state of
the first button 164-the fourth button 170, an operation signal in
response to a generation of the sound to the microphone 124, and a
controller identifying mode, and therefore, the data of the first
byte to the third byte are utilized, for example. More
specifically, with respect to the first byte, data indicative of an
on/off state of the first button 164 is written to the bit 3, data
indicative of an on/off state of the second button 166 is written
to the bit 2, data indicative of an on/off state of the third
button 168 is written to the bit 1, and data indicative of an
on/off state of the fourth button 170 is written to the bit 0.
Furthermore, data "0" for identifying the controller 100
(percussion type controller) is written to the bit 7 of the second
byte. In addition, data indicative of the presence or absence
(on/off) of a sound input to the microphone 124 is written to the
third byte. It is noted that in a case of outputting volume data to
the game apparatus, the data value ("00000000"-"11111111")
corresponding to the volume is written to the third byte.
[0107] It is noted that as shown in FIG. 1, the controller 100 is
provided with a START/PAUSE button 174, and therefore, data
indicative of an on/off state is written to the bit 4 of the first
byte.
[0108] FIG. 8 is a block diagram showing an electrical
configuration of the video game system 10 of FIG. 1 embodiment. The
video game apparatus 12 is provided with a central processing unit
(hereinafter, may be referred to as "CPU") 36. The CPU 36 is called
a computer or a processor, and is in charge of governing overall
control of the video game apparatus 12. The CPU 36 or the computer
functions as a game processor, and is connected with a memory
controller 38 via a bus. The memory controller 38 mainly controls
writing to and reading from a main memory 40 connected via a bus
under control of the CPU 36. The memory controller 38 is coupled
with a GPU (Graphics Processing Unit) 42.
[0109] The GPU 42 forms a part of a rendering means, is constructed
by a single chip ASIC, for example, and receives a graphics command
(a construction command) from the CPU 36 via the memory controller
38 and then, in response to the command, generates the
three-dimension (3D) game image by a geometry unit 44 and a
rendering unit 46. Specifically, the geometry unit 44 performs a
coordinate operation process such as turn-around or rotation,
movement, transformation and etc. of a variety of characters and
objects (which is formed by a plurality of polygons, and the
polygon is a polygonal plane defined by at least three vertex
coordinates) in a three-dimension coordinates system. The rendering
unit 46 performs an image generating process such as pasting a
texture (pattern image) on each of polygons of the variety of
objects, and so on. Accordingly, three-dimension image data to be
displayed on the game screen is produced by the GPU 42, and the
image data is rendered (stored) in the frame buffer 48.
[0110] It is noted that data (primitive, polygon, texture and etc.)
required for executing the construction command by the GPU 42 is
acquired from the main memory 40 via the memory controller 38.
[0111] The frame buffer 48 is a memory for rendering (storing) one
frame of image data of the raster scan monitor 30, for example, and
is rewritten by the GPU 42 every frame. A video I/F 58 described
later reads the data stored in the frame buffer 48 via the memory
controller 38, and whereby the 3D game image is displayed on the
screen of the monitor 30.
[0112] Furthermore, a Z buffer 50 has a storage capacity equal to
the number of pixels (storing positions or addresses) corresponding
to the frame buffer 48.times. the number of bits of depth data per
one pixel, and stores depth information or depth data (Z value) of
dots corresponding to respective storing positions of the frame
buffer 48.
[0113] It is noted that the frame buffer 48 and the Z buffer 50 may
be constructed by utilizing a part of the main memory 40.
[0114] The memory controller 38 is also connected to an ARAM 54 via
a DSP (Digital Signal Processor) 52. Accordingly, the memory
controller 38 controls writing to and/or reading from the ARAM 54
as a sub memory in addition to the main memory 40.
[0115] The DSP 52 functions as a sound processor, and generates
audio data corresponding to a sound required for the game
(effective sound), a sound, or music (BGM) by use of sound wave
form data (see FIG. 5) written to the ARAM 54.
[0116] The memory controller 38 is further connected to respective
interfaces (I/F) 56, 58, 60, 62 and 64 by buses. The controller I/F
56 is an interface for the controller 100, and applies an operation
signal or data from the controller IC 162 (FIG. 6) of the
controller 100 to the CPU 36 through the memory controller 38. The
video I/F 58 accesses the frame buffer 48 to read the image data
formed by the GPU 42, and applies the image signal or the image
data (digital RGB pixel values) to the monitor 30 via the AV cable
28 (FIG. 1).
[0117] The external memory I/F 60 makes the memory card 26 (FIG. 1)
which is inserted into the front surface of the video game
apparatus 12 communicate to the memory controller 38. This allows
the CPU 36 to write and read the data to and from the memory card
26 via the memory controller 38. The audio I/F 62 receives audio
data applied from the DSP 52 through the memory controller 38 or an
audio stream read from the optical disk 18, and then applies an
audio signal (sound signal) corresponding thereto to the speaker 34
of the monitor 30.
[0118] In addition, in a case of a stereo sound, the speaker 34 is
provided at least one at left and right. Therefore, through a
surround process, it is possible to hear a sound in a manner that
the sound is generated from rear side of the player even if only
two front left and right speakers are provided.
[0119] The disk I/F 64 connects the disk drive 16 to the memory
controller 38, and whereby the CPU 36 controls the disk drive 16.
The disk drive 16 writes the program data, the texture data and
etc. read from the optical disk 18 to the main memory 40 under
control of the CPU 36.
[0120] FIG. 9 shows a memory map of the main memory 40. The main
memory 40 includes a program storing area 68, a program data
storing area 70 and a graphics data storing area 72. In the game
program storing area 68, the game program read from the optical
disk 18 is stored at a time or partially and sequentially.
[0121] In the program data storing area 70 also, the program data
read from the optical disk 18 is stored at a time or partially and
sequentially. The program data includes coordinates data of models
of a character and an object, for example. The program data storing
area 70 includes a player character coordinates data storing area
70a for storing coordinates data (coordinates data of an initial
position) of a character (player character or player object)
moveable within a game world and subjected to another arbitrary
operation according to an operation of the controller 100 by the
game player, and a non-player character coordinates data storing
area 70b storing coordinates data (coordinates data of an initial
position) of a character except for the player character
(non-player character:character not operable or controllable by the
game player) such as an enemy character, a fairy character, etc.
The program data storing area 70 includes a storing area 70c for
storing a map of displaying a virtual 3-dimensional game world
(virtual 3-dimensional space map), a storing area 70d for storing a
plane map representative of a plane obtained by viewing the virtual
3-dimensional game world from above, a storing area 70e for storing
sound data for a game music and a sound effect, and a storing area
70f for various flags and registers. It is noted that the
coordinates data is changed in correspondence with an advance of
the game.
[0122] In the graphics data storing area 72 also, the graphics data
read from the optical disk 18 is stored at a time or partially and
sequentially. The graphics data is data relating to rendering such
as a color, transparency, etc. The graphics data storing area 72
includes a storing area 72a for storing data (polygon list, etc.)
such as a polygon, and so on of the above-described player
character, a storing area 72b for storing data (polygon list, etc.)
of the polygon, and so on of the enemy character, a storing area
72c for storing data of a polygon, and so on of a still object
(wall object, ground object, etc.), and a storing area 72d for
storing texture data. Then, a texture data storing area 72d
includes a storing area 72da for storing a still object texture to
be pasted on each of the surfaces of the above-described still
object, a storing area 72db for storing a plane map texture to be
pasted on the above-described plane map, and a storing area 72dc
for storing a texture to be pasted on another object and
character.
[0123] Referring to FIG. 10, in the game system 10 of FIG. 1
embodiment, after a power supply of the game apparatus 12 is turned
on, and the start switch 118 of the controller 100 is depressed, a
game is started. Then, the CPU 36 (FIG. 8) watches an operation
signal or controller data shown in FIG. 7 input through the
controller I/F 56 (FIG. 8) from the controller IC 162 (FIG. 6).
[0124] As described above, when the player performs a beating
operation on the first operation surface 120, the first button 164
or the second button 166 (FIG. 6) is turned on, and whereby,
on-data of the first button 164 (left operation signal) is written
to the bit 3 of the first byte in FIG. 7, or on-data of the second
button 166 (left operation signal) is written to the bit 2.
[0125] Furthermore, when the player performs a beating operation on
the second operation surface 122, the third button 168 or the
fourth button 170 (FIG. 6) is turned on, and whereby, on-data of
the third button 168 (right operation signal) is written to the bit
1 of the first byte in FIG. 7, or on-data of the fourth button 170
(right operation signal) is written to the bit 0.
[0126] Then, when the player performs a beating operation on the
first operation surface, the CPU 36 detects a left operation signal
in a step S1, and moves to the left direction a player character
(first character) 74 appearing in the game world or the virtual
world displayed on the screen 32 of the monitor 30 (FIG. 1) as
shown in FIG. 11 in a step S3 that is one example of a first
processing means (first movement means). Similarly when the player
performs a beating operation on the second beating operation
surface 122, the CPU 36 detects a right operation signal in a step
S5, and moves the player character 74 appearing in the virtual
world to the right direction as shown in FIG. 12 in a step S7 that
is one example of the first processing means (second movement
means). Furthermore, when a left operation signal and a right
operation signal are simultaneously detected in a step S9, that is,
when the player simultaneously performs beating operations on the
first beating operation surface 120 and the second beating
operation surface122, the CPU 36 jumps the player character 74
appearing in the virtual world in a step S11 that is one example of
the first processing means.
[0127] Accordingly, the player performs a beating operation on the
first (left) beating operation surface120 or the second (right)
beating operation surface 122 of the percussion type controller
100, and whereby, the player character 74 is allowed to be moved in
the left direction or the right direction in the virtual world.
Furthermore, the player simultaneously performs beating operations
on the first beating operation surface 120 and the second beating
operation surface122, and whereby, the player character 74 is
allowed to be jumped (move in an upper direction) in the virtual
world. Thus, it is possible to realize a game to be played with an
unconventional and novel and fresh game operation.
[0128] It is noted that when the first beating operation surface
120 and the second beating operation surface122 are continuously
beaten, it is appropriate that in correspondence with a beating
speed, in a case of a high speed, that is, a short beating time
interval, a movement acceleration is rendered large, and
conversely, in a case of a long beating time interval, the movement
acceleration is rendered small.
[0129] When an operation signal according to the beating operation
is not included in the controller data of the controller 100, that
is, when the player performs no beating operation on the first
beating operation surface 120 and the second beating operation
surface122, the CPU 36 moves the first character 74 in a
predetermined direction at a predetermined speed, for example, in a
step S13 that is one example of the first processing means (third
movement means).
[0130] In the above-described step S13, a no-input movement control
is executed. Accordingly, while moving the character 74 by the
no-input movement control, the player can apply a sound input by
clapping his hands released from the operation surface.
[0131] It is noted that in the step S13, the third means is
adequately changeable such as not only moving the first character
74 with constant speed, but also inertially moving it after no
beating operation, and then stopping it, and so forth.
[0132] For example, according to a beating operation on the first
operation surface and a beating operation on the second operation
surface, a moving speed and moving acceleration, etc. of the first
character moving in the virtual world can be determined. Then, even
after the beating operation on the first operation surface and the
beating operation on the second operation surface are absent, the
third movement means (step S13) inertially moves the first
character on the basis of the determined moving speed and moving
acceleration for a fixed period of time. Then, after a lapse of the
fixed period of time, the first character is stopped. That is,
although at a time of no beating operation, the first character
always performs straight movement with a constant speed in this
embodiment, the movement of the first character 74 is changeable as
necessary such as inertially moving even after no beating
operation, and then being stopped, and so forth.
[0133] The CPU 36 further determines whether or not a sound input
is present in a step S15. Data of presence or absence (on/off) of a
sound input to the microphone 124 is written to the third byte in
FIG. 7, and data of loudness of the sound (volume) is similarly
written to the third byte as a volume data value
("00000000"-"11111111"). Accordingly, when watching the volume data
of the third byte of the controller data, and determining that each
of the data is equal to or more than the constant, that is,
determining that sound input equal to or more than a threshold
value is present, the CPU 36 determines "YES" in the step S15.
[0134] When the CPU 36 determines no sound input, "NO" is
determined in the step S15, then, the process proceeds to a step
S17. In the step S17 that is one example of the third processing
means, a movement control of the enemy character 78 (FIG. 13) and
the fairies 80 (FIG. 14) both being non-player characters is
performed.
[0135] More specifically, the enemy character 78 is arranged at its
initial position on the basis of the non-player character
coordinates data 70b (FIG. 9) by the CPU 36, for example. However,
in the step S17, the enemy character 78 is subjected to the
movement control toward the direction of the player character 74,
for example, at a predetermined speed. The enemy character 78 makes
an attack on the player character 74, and hinders its advance, and
causes a minus game evaluation such as decrease of the life of the
player, and so forth when the enemy character 78 contacts the
player character 74.
[0136] Furthermore, the fairy character 80 is similarly arranged at
its initial position on the basis of the non-player character
coordinates data 70b (FIG. 9) by the CPU 36, for example. However,
in the step S17, the fairy character 80 is subjected to the
movement control from right to left or up and down at a
predetermined speed near the player character 74 as shown in FIG.
14 (a) as if insects fly in the air, for example. In this
embodiment, the fairies 80 help the player character 74 as
described later rather than damages the player character 74.
[0137] Thus, in the state of no sound input, the enemy character
and other non-player characters are subjected to movement control
as necessary.
[0138] Then, when a sound input is detected to determine "YES" in
the step S15, the CPU 36 executes a movement relating to the first
character, that is, the player character in a step S19 that is one
example of the second processing means (movement means). More
specifically, a shock wave 76 is generated from a position of the
player character 74 as shown in FIG. 13. The shock wave 76 is
displayed such that it widens like a ripple with the position of
the character 74 taken as the center, and disappears. At this time,
when the enemy character 78 being the second character or the
non-player character exists within a predetermined range to be
influenced by the shock wave 76 (that is, a predetermined area
determined by taking a position of the player character 74 at a
certain point as a reference), the shock wave 76 hits the enemy
character 78.
[0139] Here, the CPU 36 determines whether or not the shock wave
hits the enemy character 78 in a step S21. More specifically, it is
determined whether or not a collision between the shock wave 76 and
the enemy character 78 is present. If "YES" is determined in the
step S21, the CPU 36 returns the enemy character 78 to its initial
position in a step S23 that is a second processing means as shown
in FIG. 13. Accordingly, it is possible to keep the enemy character
78 doing a bad thing to the player character 74 at a distance from
the player character 74 by a sound input.
[0140] Thus, when a sound input is applied by clapping, etc. near
the microphone 124 in FIG. 1 at a time that the enemy character 78
comes near to the player character 74, the enemy character 78 is
returned to the initial position, and therefore, the player
character 74 is never hindered by the enemy character 78. It is
noted that in a case of no sound input, the enemy character 78 is
moved to the direction of the player character 74 once again (step
S17).
[0141] It is noted that if "NO" is determined in the step S21, it
is determined whether or not the shock wave 76 generated in the
step S19 hits the fairies 80 in a succeeding step S25. More
specifically, it is determined whether or not the collision between
the shock wave 76 and the fairies 80 is present. If "YES" is
determined in the step S25, the CPU 36 consisting of the second
processing means changes the movement of the fairies 80 (in the
step S17) such that the fairies 80 gather in a form of block as
shown in FIG. 14 (B) for a fixed period of time in a step S27. When
the fairies 80 gather in the form of block as a group, the player
character 74 can ride on it by jumping, for example. Accordingly,
the player character 74 can easily jump over a wall 82 that cannot
be passed by itself by jumping up from the fairy block.
[0142] For example, when the second beating operation surface 122
is successively beaten to render the moving acceleration of the
player character 74 large, and a sound input (clapping) is made,
the shock wave 76 is generated so as to hit the fairies 80, which
changes the fairies 80 into the block form. Thus, by simultaneously
performing a right and left beating operation, the player character
74 is jumped (in the step S11) to stand on the block of the fairies
80, and is jumped once again to stand on the wall 82. That is, the
fairies 80 are helpful to the player character 74. That is, by
mixing a beating operation and a clapping operation in good timing,
the player character can ride on the wall 82.
[0143] It is noted that a description is made that the fairies 80
are hit by the shock wave to change into the footing in the form of
the block as an assistant of the player character. However, as such
the change of movement when the fairies or its similar character is
hit by the shock wave, the fairies may take shape of an arrow to
indicate a direction to which the player character 74 has to
proceed, or to indicate an existence of an important item, for
example.
[0144] Furthermore, in the above-described embodiment, when a left
operation signal or a right operation signal is input, the player
character is subjected to the movement control in the left
direction or the right direction at a set speed. However, depending
on whether a left operation signal from the first button 164 or a
left operation signal from the second button 166, a moving speed to
the left direction may be changed. Similarly, depending on whether
a right operation signal from the third button 168 or a right
operation signal from the fourth button 170, a moving speed to the
right direction may be changed. In this case, next to the step S1
in FIG. 10, whether the third button or the fourth button is
determined, or next to the step S5, whether the first button or the
second button is determined, and depending on these determinations,
different moving speeds may be set.
[0145] It is noted that in a case that the on-data of the first
button 164 is continuously detected, when an interval between each
of the signals is equal to or less than the predetermined time
period, it is determined that the first beating operation surface
120 is subjected to a continuous depressing operation without the
beating operation, the on-data in the second and successive
processing may be neglected. In this case, the process proceeds to
"NO" in the step S1. This is true for the on-data of the second
button 166. Thus, in a case that the first beating operation
surface and the second beating operation surface are subjected to a
depressing operation, an adequate game operation cannot be
performed, and therefore, it is possible to guide the player to the
beating operation.
[0146] Furthermore, in a case that a sound input is detected at the
same time that or directly before the on-data of the first button
164 or the second button 166 is detected, by determining that the
sound input is caused by the beating operation, the sound input may
be neglected. In this case, the process proceeds to "NO" in the
step S15.
[0147] In addition, in the above-described embodiment, when a sound
input is applied at a time that the second character appears, as a
"predetermined change in the virtual world", the enemy character
being the second character is returned to the initial position, the
fairies being the second character are arranged in the form of the
block, and so forth. However, the "predetermined change in the
virtual world" here includes, except for these examples, allowing
the player to acquire an item (second character) satisfying a
relative positional relationship, damaging the enemy character
(second character) satisfying a relative positional relationship,
and so forth.
[0148] Although the illustrative embodiments have been described
and illustrated in detail, it is clearly understood that the same
is by way of illustration and example only and is not to be taken
by way of limitation, the spirit and scope of the present invention
being limited only by the terms of the appended claims.
* * * * *