JPS58195577A - Isometric trainer - Google Patents

Isometric trainer

Info

Publication number
JPS58195577A
JPS58195577A JP57077727A JP7772782A JPS58195577A JP S58195577 A JPS58195577 A JP S58195577A JP 57077727 A JP57077727 A JP 57077727A JP 7772782 A JP7772782 A JP 7772782A JP S58195577 A JPS58195577 A JP S58195577A
Authority
JP
Japan
Prior art keywords
game
switch
isometric
spacecraft
score
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP57077727A
Other languages
Japanese (ja)
Inventor
服部 宅男
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to JP57077727A priority Critical patent/JPS58195577A/en
Publication of JPS58195577A publication Critical patent/JPS58195577A/en
Pending legal-status Critical Current

Links

Abstract

(57)【要約】本公報は電子出願前の出願データであるた
め要約のデータは記録されません。
(57) [Summary] This bulletin contains application data before electronic filing, so abstract data is not recorded.

Description

【発明の詳細な説明】 本発明は、主操作スイッチを具備したエキスパンダーで
ゲームを制御する鍛錬具です。
[Detailed Description of the Invention] The present invention is a training tool that controls the game with an expander equipped with a main operation switch.

目的と効果は、周期的にエキスパンダーに力を入れ伸ば
し、筋力発揮したまま、少しの間(約7秒位)十分力を
入れ保持しなければ、ゲームが進行しないような構成な
ので、筋肉を鍛えるのにもっとも効果的なアイソメトリ
ック運動をする事ができ、主操作スイッチのON、OF
Fの時間的長さが筋肉の緊張弛緩をする新規な作動原理
をもつ鍛錬具です。
The purpose and effect is to periodically apply force to the expander and stretch it, and the game will not progress unless you apply and hold the expander for a short period of time (about 7 seconds), so you can train your muscles. You can perform the most effective isometric exercise, and the main operation switch can be turned on and off.
This is a training tool with a new operating principle in which the time length of F relaxes muscle tension.

実施例を図面で説明すると、第1図は概略的ブロック図
で、表示素子の一例である液晶表示素子の表示装置1と
、マイクロプロセッサ等のゲーム論理を計算する制御装
置2と、入力装置3等とよりなり、入力装置3はエキス
パンダー主操作スイッチ5と副操作スイッチ類4とより
なる。
To explain the embodiment with drawings, FIG. 1 is a schematic block diagram showing a display device 1 of a liquid crystal display element as an example of a display element, a control device 2 such as a microprocessor that calculates game logic, and an input device 3. The input device 3 consists of an expander main operation switch 5 and sub-operation switches 4.

第2図は実施例の外観斜視図で、ケース6の上面には、
表示装置1と、副操作スイッチのゲーム選択スイッチ7
、速度可変スイッチ8等を有し、接続線9を介して主操
作スイッチ5と副操作スイッチのミサイル発射スイッチ
10を具備したエキスパンダー11を有す。
FIG. 2 is an external perspective view of the embodiment, and the upper surface of the case 6 includes:
Display device 1 and game selection switch 7 as a sub-operation switch
, a variable speed switch 8, etc., and an expander 11 equipped with a main operation switch 5 and a missile launch switch 10 as a sub-operation switch via a connection line 9.

ゲーム内容は、種々の変化変形が考えられるが一実施例
の宇宙船ゲームの表示パターン図を第3図に示す。12
は宇宙船、13は得点領域である宇宙船移動経路、14
は失敗領域である破損した宇宙船、15は障害体、16
は移動する失敗領域である障害体の移動経路、17は宇
宙船より発射されるミサイル、18は得点、19は地球
、20は月を表わすバック図柄です。
The content of the game can be varied in various ways, and FIG. 3 shows a display pattern diagram of a spaceship game according to an embodiment. 12
is a spaceship, 13 is a spaceship movement route which is a scoring area, and 14 is a spaceship.
is the failed spacecraft, 15 is the obstacle, and 16 is the failed spacecraft.
is the movement route of the obstacle which is the moving failure area, 17 is the missile launched from the spacecraft, 18 is the score, 19 is the earth, and 20 is the back pattern representing the moon.

ゲーム内容は、ゲーム選択スイッチを押すと、ゲームA
が選択される。宇宙船の月・地球間往復ゲームで、まず
宇宙船が地球に点灯する。エキスパンダーを引伸ばし主
操作スイッチをONにすると、予め設定された往路速度
で、月に向かって移動を開始する。月に到着するまでエ
キスパンダーを伸ばし続け、主操作スイッチをONの状
態に保持しなければならない。もし力を抜いてしまうと
主操作スイッチがOFFになり、地球に逆戻りしてしま
い得点に結びつかない。地球から月までの往路を主操作
スイッチONをミスなく持続し得点となる。月に到着し
たら失敗領域まで進まないうちに主操作スイッチをOF
Fし着地方向転換させ地球に戻る軌動にのせる。地球に
着くまでスイッチOFFの状態を続ける。地球まで復路
速度で通過する。往路は7秒、復路は3秒位で通過する
のが好ましく速度を固定設定してもよいが、使用者の体
力差により、エキスパンダーを伸ばしている時間をより
長くしたりより短くした方がよい場合速度可変スイッチ
で調整する。地球に着いたら失敗領域まで進まない前に
主操作スイッチをONして再び月に向かう事を繰り返し
得点アップを競う、基本構成のゲームAです。
The game content is displayed when you press the game selection switch.
is selected. In the game where a spaceship flies back and forth between the moon and the earth, the spaceship first lights up the earth. When the expander is extended and the main operation switch is turned on, it starts moving toward the moon at a preset forward speed. Until we reach the moon, we must continue to extend the expander and keep the main control switch in the ON state. If you loosen your grip, the main control switch will turn OFF and you will return to earth, meaning no points will be scored. Points are earned by keeping the main control switch ON on the outward journey from the Earth to the Moon without making any mistakes. When you arrive at the moon, turn off the main control switch before you reach the failure area.
F to change the landing direction and place it on a trajectory that returns to Earth. It will remain switched off until it reaches Earth. It will pass at return speed to Earth. It is preferable to pass in 7 seconds on the outbound trip and 3 seconds on the return trip, and the speed may be set to a fixed value, but depending on the physical strength of the user, it is better to lengthen or shorten the time the expander is extended. Adjust the speed with the variable speed switch. Game A has a basic structure in which players compete to increase their score by repeatedly turning on the main control switch and heading towards the moon again before reaching the failure zone after arriving at Earth.

ゲーム選択スイッチを押圧するたびに、次のゲームが選
択される。ゲームBはゲームAの変形したもので、ゲー
ムAの往路で複数個の障害体が表われ、宇宙船の移動経
路に接近する。宇宙船と衝突すると減点になるので、宇
宙船はミサイルを発射して、障害体を消滅させ衝突を避
ける。ミサイルは斜上方向に移動する。障害体の出方を
変える事によりゲームの難易度が変り幾通りものゲーム
を作る事ができ、予知できぬ敵との衝突をかわしプログ
ラムを読みとり対応出来る。
Each time the game selection switch is pressed, the next game is selected. Game B is a modification of Game A, in which a plurality of obstacles appear on the outward journey of Game A and approach the spaceship's travel path. If you collide with a spaceship, you will lose points, so the spaceship fires a missile to eliminate the obstacle and avoid the collision. The missile moves diagonally upward. By changing the way the obstacles appear, you can change the difficulty of the game and create many different games, and you can avoid collisions with unpredictable enemies and read the program and respond accordingly.

第4図は基本構成のブロック図でゲームAを行い、第5
図はその変形例のブロック図でゲームBを行う。概略的
にいって、表示装置1と制御装置2と入力装置3とより
なり、ゲーム選択スイッチ7は宇宙船表示制御部21を
態動化し、主操作スイッチ5からの入力により宇宙船1
2を移動させる。又宇宙船12は速度制御部22に予め
定められた往路復路別々の速度信号で移動する。又速度
可変スイッチ8からの信号により速度を可変する。得点
表示制御部23は宇宙船表示制御部21からの得点領域
の通過信号を判定し得点を加算し表示する。第5図で、
障害体表示制御部24は宇宙船表示制御部21からの往
路信号を受けて始動し、予め定められたプログラムによ
り複数個の障害体を移動する。衝突判定部25は宇宙船
12と障害体15の衝突を判定し得点表示制御部23を
介し減算表示し、衝突を報知する為、宇宙船を僅時間点
滅する為の信号を宇宙船表示制御部21におくる。ミサ
イル表示制御部26はミサイル発射スイッチ10からの
入力によりミサイル17を移動させる。爆破判定部27
はミサイル17が障害体15を爆破したかを判定し、障
害体表示制御部24を介して障害体15を消減させる。
Figure 4 is a block diagram of the basic configuration.
The figure shows a block diagram of a modified example in which game B is played. Roughly speaking, it consists of a display device 1, a control device 2, and an input device 3, the game selection switch 7 activates the spacecraft display control section 21, and the spacecraft 1 is activated by input from the main operation switch 5.
Move 2. In addition, the spacecraft 12 moves with separate speed signals for outward and return trips predetermined by the speed control unit 22. Also, the speed is varied by a signal from the speed variable switch 8. The score display control section 23 determines the passage signal of the score area from the spacecraft display control section 21, adds up the score, and displays the result. In Figure 5,
The obstacle display control section 24 is started upon receiving an outbound route signal from the spacecraft display control section 21, and moves a plurality of obstacles according to a predetermined program. The collision determination unit 25 determines a collision between the spacecraft 12 and the obstacle 15, displays the result by subtraction via the score display control unit 23, and sends a signal to the spacecraft display control unit to blink the spacecraft for a short time to notify the collision. I will send it on the 21st. The missile display control unit 26 moves the missile 17 based on input from the missile launch switch 10. Explosion judgment section 27
determines whether the missile 17 has blown up the obstacle 15, and causes the obstacle 15 to disappear via the obstacle display control unit 24.

ミサイル発射スイッチ10はワンショットスイッチなの
で、発射から一定時間たたないと次のミサイルが発射で
きない。
Since the missile launch switch 10 is a one-shot switch, the next missile cannot be launched until a certain period of time has elapsed since the launch.

ゲームAの場合だけだと比較的簡単なIC・リバーシブ
ルカウンターのアップダウンの切換を、操作スイッチの
持続的ON,OFFで行い宇宙船の移動・反転させるこ
とができるが、本実施例ではマイクロプロセッサを用い
操作スイッチの持続的ON,OFF信号を制御装置に伝
え宇宙船を移動・反転させるようにしたものです。
In the case of Game A, the spacecraft can be moved and reversed by performing relatively simple up/down switching of the IC/reversible counter by continuously turning on and off the operation switch, but in this embodiment, the microprocessor This is a device that transmits continuous ON/OFF signals from the operation switch to the control device to move and reverse the spacecraft.

又必要に応じて、最高得点記憶表示機能付にして最高得
点更新を競うようにしたり、圧電ブザーを設け定められ
た事象が生じた時音響効果を出すようにしたりするとよ
い。
Also, if necessary, it may be possible to have a highest score memory display function so that the highest score can be updated, or to have a piezoelectric buzzer so that a sound effect is produced when a predetermined event occurs.

第6図は主操作スイッチ5の一例で、ゴム等の弾性体2
8上の引伸方向に対して垂直方向に2個の端子29A,
29Bを近設し主操作スイッチ5を形成し、弾性体28
を引伸ばすと接触し戻すと■れる。弾性体28と一体成
型した角柱キノコ状突起部30A,30Bに端子29A
,29Bの角穴を嵌め込んだもので、その主操作スイッ
チ5をエキスパンダーの一例であるゴム紐等の弾性体3
1に重着したものです。
FIG. 6 shows an example of the main operation switch 5, and shows an elastic body 2 such as rubber.
two terminals 29A in the direction perpendicular to the stretching direction on 8;
29B is provided nearby to form the main operation switch 5, and the elastic body 28
If you stretch it out, it will touch, and if you put it back in, it will break. Terminals 29A are attached to the prismatic mushroom-shaped protrusions 30A and 30B integrally molded with the elastic body 28.
, 29B is fitted into a square hole, and its main operation switch 5 is connected to an elastic body 3 such as a rubber cord, which is an example of an expander.
It focuses on 1.

第7図は握持部32の一例で、エキスパンダーの弾性体
31の端を固着すると同時に円錐ラセン状の握持部32
を形成し、副操作スイッチのミサイル発射スイッチ10
を付設したもので、薬指や小指で押圧操作する。
FIG. 7 shows an example of the gripping part 32, in which the end of the elastic body 31 of the expander is fixed, and at the same time the gripping part 32 is shaped like a conical spiral.
and the missile launch switch 10 of the sub-operation switch.
It is attached and can be operated by pressing with the ring finger or little finger.

【図面の簡単な説明】[Brief explanation of the drawing]

第1図は概略ブロック図、第2図は外観斜視図、第3図
は表示装置のパターン図、第4図は基本構成のブロック
図、第5図はその変形例のブロック図、第6図は主操作
スイッチ部分の斜視図、第7図は握持部の正面図。 1・・・・表示装置,2・・・・制御装置,3・・・・
入力装置,5・・・・主操作スイッチ,7・・・・ゲー
ム選択スイッチ,8・・・・速度可変スイッチ,10・
・・・ミサイル発射スイッチ,12・・・・宇宙船,1
3・・・・得点領域,14・・・・失敗領域,15・・
・・障害体,16・・・・障害体移動絡路,17・・・
・ミサイル,18・・・・得点,19・・・・地球,2
0・・・月,21・・・・宇宙船表示制御部,22・・
・・速度制御部,23・・・・得点表示制御部,31・
・・・エキスパンダー弾性体,32・・・・握持部。 特許出願人 服 部 宅 ■
Fig. 1 is a schematic block diagram, Fig. 2 is an external perspective view, Fig. 3 is a pattern diagram of the display device, Fig. 4 is a block diagram of the basic configuration, Fig. 5 is a block diagram of a modification thereof, Fig. 6 FIG. 7 is a perspective view of the main operation switch, and FIG. 7 is a front view of the grip. 1...display device, 2...control device, 3...
Input device, 5... Main operation switch, 7... Game selection switch, 8... Speed variable switch, 10...
...Missile launch switch, 12...Spacecraft, 1
3...Score area, 14...Failure area, 15...
...Obstacle, 16...Obstacle moving linkage, 17...
・Missile, 18...Score, 19...Earth, 2
0...Moon, 21...Spacecraft display control unit, 22...
...Speed control section, 23...Score display control section, 31.
... Expander elastic body, 32... Grip portion. Patent applicant Taku Hattori ■

Claims (3)

【特許請求の範囲】[Claims] (1)表示装置と、それを駆動しゲーム論理を計算する
回路と、操作スイッチ等よりなるゲーム装置に於て、主
操作スイッチを具備したエキスパンダーと、その持続的
ON,OFFの周期的操作でゲームを進行させるゲーム
手段とを有するアイソメトリックトレーナー。
(1) In a game device consisting of a display device, a circuit that drives the display device and calculates game logic, and operation switches, an expander equipped with a main operation switch and its continuous ON/OFF periodic operation are used. An isometric trainer having a game means for progressing the game.
(2)失敗領域点灯を避けながら、得点領域点灯持続を
周期的に行うたびに、得点アップするゲーム手段を有す
る特許請求の範囲第1項記載のアイソメトリックトレー
ナー。
(2) The isometric trainer according to claim 1, further comprising a game means for increasing the score each time the score area is kept on periodically while avoiding the failure area on.
(3)持続的ON,OFFの周期的速度を可変できる回
路を有する特許請求の範囲第1項記載のアイソメトリッ
クトレーナー。
(3) The isometric trainer according to claim 1, which has a circuit that can vary the periodic speed of continuous ON and OFF.
JP57077727A 1982-05-10 1982-05-10 Isometric trainer Pending JPS58195577A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP57077727A JPS58195577A (en) 1982-05-10 1982-05-10 Isometric trainer

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP57077727A JPS58195577A (en) 1982-05-10 1982-05-10 Isometric trainer

Publications (1)

Publication Number Publication Date
JPS58195577A true JPS58195577A (en) 1983-11-14

Family

ID=13641925

Family Applications (1)

Application Number Title Priority Date Filing Date
JP57077727A Pending JPS58195577A (en) 1982-05-10 1982-05-10 Isometric trainer

Country Status (1)

Country Link
JP (1) JPS58195577A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8939831B2 (en) 2001-03-08 2015-01-27 Brian M. Dugan Systems and methods for improving fitness equipment and exercise
US8976007B2 (en) 2008-08-09 2015-03-10 Brian M. Dugan Systems and methods for providing biofeedback information to a cellular telephone and for using such information

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8939831B2 (en) 2001-03-08 2015-01-27 Brian M. Dugan Systems and methods for improving fitness equipment and exercise
US8976007B2 (en) 2008-08-09 2015-03-10 Brian M. Dugan Systems and methods for providing biofeedback information to a cellular telephone and for using such information

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