WO2004080554A1 - ゲーム装置、ゲーム方法、プログラム、ならびに、情報記録媒体 - Google Patents
ゲーム装置、ゲーム方法、プログラム、ならびに、情報記録媒体 Download PDFInfo
- Publication number
- WO2004080554A1 WO2004080554A1 PCT/JP2004/003296 JP2004003296W WO2004080554A1 WO 2004080554 A1 WO2004080554 A1 WO 2004080554A1 JP 2004003296 W JP2004003296 W JP 2004003296W WO 2004080554 A1 WO2004080554 A1 WO 2004080554A1
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- Prior art keywords
- information
- lever
- unit
- repulsive force
- controller
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- Ceased
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B9/00—Simulators for teaching or training purposes
- G09B9/02—Simulators for teaching or training purposes for teaching control of vehicles or other craft
- G09B9/04—Simulators for teaching or training purposes for teaching control of vehicles or other craft for teaching control of land vehicles
- G09B9/05—Simulators for teaching or training purposes for teaching control of vehicles or other craft for teaching control of land vehicles the view from a vehicle being simulated
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
Definitions
- the present invention relates to a game device, a game method, and a computer that control repulsive force on a lever using information on a position of a leper. It is related to the program to be realized.
- BACKGROUND ART Conventionally, a racing game in which a player drives a car as a car driver, travels in a virtually set world, and enjoys competition with other players and players controlled by the computer. Are provided.
- the player operates the handle-shaped controller to determine the direction in which the vehicle will travel, and the accelerator controls the vehicle in the form of a brake. Acceleration and deceleration instructions are issued, and the virtual gear ratio of the vehicle is adjusted by operating the controller in the shape of a shift lever.
- the controller in the shape of a shift lever changes the position of the shift lever when the player moves the bar-shaped shift lever by hand. By detecting this with an optical sensor, etc., a signal indicating the position of the shift lever was output.
- the present invention is to solve the above-described problems, and
- a game device includes a connection unit, a storage unit, a reception unit, a generation unit, and a transmission unit, and is configured as follows.
- connection section is “a controller having a lever that can be moved along a predetermined route, and transmits the situation information specifying the current lever position, and the repulsive force applied to the lever.
- Directive information to specify It is possible to connect to those that receive information.
- the gear ratio can be changed by moving the shift lever of a normal car to a position such as low, second, third, or top.
- there is a position that connects the gears so as to reverse them also called “rear”. And to move from one position to another, you need to go through a position called neutral.
- the controller connected to the game device be similar to the actual shift lever of an automobile.
- the controller then sends information on the current lever position to the game device as situation information.
- the game device transmits command information for designating the repulsive force against the lever to the controller.
- the storage unit stores in advance repulsive force information that specifies the repulsive force to be applied to the lever in association with the game situation, the lever position, and the like.
- an actual automobile shift lever generates a large repulsive force when trying to move without stepping on the clutch pedal. Therefore, if you try to move the shift lever forcibly, you need to apply a large force. On the other hand, if you are stepping on the clutch pedal, the shift lever is moved to neutral. Since the repulsive force is small, the force that the driver gives to the shift lever can be small.
- the receiving unit receives status information from the controller via the connection unit.
- the status information received here specifies the lever position information.
- the generation unit obtains the repulsive force information stored in advance in association with the current game situation and the lever position specified in the received situation information, and Command information that specifies the repulsive force specified for this is generated.
- Current game situations include, for example, the speed, temperature, pressure, speed of the car, and the state of the clutch of the virtual car engine that is run in the game and operated by the player.
- the transmission unit transmits the command information generated by the generation unit to the controller via the connection unit.
- the controller receives the repulsive force information, the controller functions to give the repulsive force specified thereto to the shift lever.
- the generation unit designates the command information that is obtained by increasing or decreasing the repulsive force specified in the acquired repulsive force information at a predetermined cycle or at random. It can be configured as follows. That is, the repulsive force stored in advance corresponds to the average repulsive force that the player feels. In this case, the width of the increase / decrease, the period, and the characteristics of the random number may be changed according to the game situation and the lever position.
- the game device of the present invention further includes a calculation unit, a display unit, and can be configured as follows.
- the storage unit stores in advance the driving force information for specifying the driving force in association with the game situation and the lever position.
- the game situation includes information such as the current speed and output of the car engine, temperature, and pressure. This and the position of the lever
- the calculation unit displays the current game situation, the position of the lever designated in the received situation information, and the driving force designated in the driving force information previously stored in association with From this, the acceleration of the object moving in the virtual world is calculated. Specifically, if the road friction and braking force are subtracted from the obtained driving force and divided by the mass of the vehicle body, the acceleration of the car in the racing game can be obtained. Then, the display unit moves the object in the virtual world based on the calculated acceleration, and displays the object on the screen based on the moved position. For example, if the movement of an object in the virtual world is two-dimensional, the state of the entire virtual world is displayed and the object is obtained at the position of the object obtained by the above time integration. The project is displayed. Therefore, by applying the present invention, it is possible to notify the player of the movement of the object.
- the display unit can be configured to display the virtual world on the screen with the position of the moved object as a viewpoint.
- a 3D Daraffix image of the virtual world composed of various polygons as seen from the object will be displayed on the screen.
- the player feels as if he is driving a car and looking at the outside world such as a racing field from inside the car. Can be given.
- the game device of the present invention further includes an audio unit, and the storage unit stores audio information in advance in association with the game situation and the lever position.
- the unit can be configured to play back the voice information stored in advance in association with the current game situation, the lever position specified in the received situation information, and .
- the shift lever is moved from neutral to a gear ratio position that matches the current engine speed and load, and when it is moved to a gear ratio position that does not match, a different sound is generated. You can make it happen. Therefore, by applying the present invention, it becomes possible to make the player hear the sound similar to the sound generated when operating the actual shift lever, and a more realistic operation feeling can be obtained. Can be given.
- a game method includes a reception step, a generation step, and a transmission step, and is a controller having a lever that can be moved along a predetermined path. Communicates with the “sends the status information that specifies the current lever position and receives the command information that specifies the repulsive force applied to the lever”.
- the current game situation the position of the lever specified in the received situation information, and the repulsive force information stored in advance associated with the Command information that specifies force is generated.
- the generated command information is transmitted to the controller.
- the program according to another aspect of the present invention is as follows: "A controller having a lever that can be moved along a predetermined path, and specifying the current lever position and external force.
- a computer having a connection portion that can be connected to ⁇ communication capable of transmitting information and receiving command information '' functions as the above game device, or The computer is configured to execute the above game method.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing device in which a game device according to an embodiment of the present invention is realized.
- FIG. 2 is a schematic diagram showing a schematic configuration of a shift lever controller that can be connected to the game device of the present embodiment.
- FIG. 3 is an explanatory diagram showing the coordinate system of the lever position of the shift lever type controller.
- FIG. 4 is a schematic diagram showing a schematic configuration of the game device according to the present embodiment.
- FIG. 5 is a flowchart showing a flow of processing of the game method executed in the game device according to the embodiment.
- FIG. 6 is an explanatory diagram showing an outline of the repulsive force information stored in the storage unit.
- FIG. 7 is an explanatory diagram showing an outline of the repulsive force information stored in the storage unit.
- FIG. 8 is an explanatory diagram showing an example of the screen display of the racing game.
- BEST MODE FOR CARRYING OUT THE INVENTION Embodiments of the present invention will be described below.
- an embodiment in which the present invention is applied to an information processing apparatus dedicated to a game will be described, but various computers, PDAs (Personal Data As sistants),
- the present invention can be similarly applied to an information processing apparatus such as a mobile phone. That is, the embodiment described below is for explanation. Therefore, the scope of the present invention is not limited. Accordingly, those skilled in the art can adopt embodiments in which each of these elements or all of the elements are replaced with equivalent ones, but these embodiments are also included in the scope of the present invention. included.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing device in which a game device according to one embodiment of the present invention is realized.
- description will be given with reference to this figure.
- the information processing apparatus 10 0 includes a CPU (Central Processing Unit) 1 0 1, a ROM (Read Only Memory) 1 0 2, a RAM (Random Access Memory) 1 0 3, an interface 1 0 4, Controller 10, External memory 10 6, Image processor 1 0 7, DVD (Digital Versatile Disk) 1 ROM drive 1 0 8, NIC (Network Interface Card) 1 0 9 Prepare.
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- Controller 10 External memory
- Image processor 1 0 7 Digital Versatile Disk
- DVD Digital Versatile Disk
- NIC Network Interface Card
- the program is executed by inserting the DVD—ROM containing the game program and data into the DVD—ROM drive 1 0 8 and turning on the information processing device 1 0 0.
- the game device of this embodiment is realized.
- the C P U 1 0 1 controls the overall operation of the information processing apparatus 1 100 and is connected to each component to exchange control signals and data.
- C P U 1 0 1 acquires data from each component, processes the data by various operations, and gives it to each component as data and control signals.
- various data are stored in the cache provided by the CPU 1 0 1 and stored in the register provided by the CPU 1 0 1, and then, four arithmetic operations, bit operations, Various operations such as logical operations are performed.
- the ROM 10 2 records the IPL (Initial Program Loader) that is executed immediately after the power is turned on. By executing this, the program recorded on the DVD 1 ROM is stored in the RAM 10 Read to 3 and CP Execution by U 1 0 1 is started. In addition, the ROM 10 0 2 stores an operating system program and various data necessary for operation control of the entire information processing apparatus 10.
- IPL Initial Program Loader
- R A M 1 0 3 ' is for temporarily storing data and programs, and holds programs and data read from DV D- R O M, and other data necessary for game progress and communication.
- various information transmitted from various devices connected to the information processing apparatus 100 such as a shifter type controller described later, and various information to be transmitted to various devices, Stored temporarily.
- FIG. 2 is a schematic diagram showing one schematic configuration of such an embodiment of the shift lever type controller. Hereinafter, description will be given with reference to this figure.
- the shift lever type controller 20 0 1 is roughly divided into a base part 20 2, a guide part 20 3, a lever part 2 0 4, and a sensor part 2 0 5, an applied part 2 0 6. It is divided into.
- the base portion 202 is a portion that serves as a base for installing the shift lever type controller 20 1 on the floor.
- the base portion 20 2 and the guide portion 20 3 are shown as independent members, but there is actually a member that connects them. That is, both are configured in a box shape, the base portion 20 2 corresponds to the bottom surface thereof, and the guide portion 20 3 corresponds to the ceiling surface thereof.
- the force applied to the player is usually increased when the player gets excited, so even if it is handled a little roughly, it should have a weight that does not cause it to fall or move.
- a suction lever or other member that can be adsorbed to the floor is placed on the bottom of the base 20 2, and the entire shift lever controller 2 0 1 To the floor.
- the rod-shaped lever portion 204 is connected to the base portion 20 2 by a universal joint, and penetrates the groove of the guide portion 20 3.
- the guide part 20 3 includes
- the vertical bar for “king” corresponds to neutral, and the other vertices correspond to low, second, third, top, upper top, and back, respectively.
- the sensor unit 20 5 irradiates the reflector of the lever unit 20 4 with a light beam, and detects the posture of the lever unit 20 4 by the reflection.
- the lever part 20 4 moves along the groove of the guide part 20 3 with the universal joint as a fulcrum. As a result, the position of 15 can be known when the lever portion 204 is viewed as a shift lever.
- the lever part 20 4 is connected to the outer wall of the lever part 20 4 and the box-like body (the box state including the base part 20 2 and the guide part 20 3) with If it is, keep it in the middle of the neutral position (the center of the “king” character). Then, the inclination of the lever portion 20 4 is detected by detecting the force applied to the panel with a force sensor or a strain gauge.
- lever part 20 4 and the base part 202 are connected by a flexible body 25 that can be moved in any direction, not a universal joint. Then, by attaching a strain gauge to the flexible body, it is possible to know the posture of the lever portion 20 4. In other words, it has the same configuration as the analog joystick that is currently widely used in controllers for game machines.
- the force applying part 2 06 is a lever.
- Four parts are prepared around the part 20 4, arranged so as to apply a force that is opposite to the ⁇ king '' in the vertical and horizontal directions, and push the lever part 20 4 from the surroundings. Applying an appropriate command signal to the force applying part 2 06 6 does not apply any force to the lever 2 0 4 5 (freely It is also possible to change the posture.
- Various forces such as a magnetic force using a solenoid can be used as the force applied by the applied portion 2 06 in addition to hydraulic pressure, air pressure, and atmospheric pressure.
- the force applying unit 20 6 has a built-in pump and electromagnet. 10
- the power applied to the lever unit 20 4 is adjusted by increasing or decreasing the electric power applied to them. ⁇
- the state in which the lever part 20 4 moves is obtained by the sensor part 2 0 5. Therefore, the position of the lever portion 20 4, the moving speed, the moving angular acceleration, and the acceleration and angular acceleration can be obtained from the output of the sensor portion 20 5.
- the force that each applied portion 2 0 6 applies to the lever portion 2 0 4 is a repulsive force against the external force that the player applies to the lever portion 2 0 4, and the lever portion 2 0 0 4 is stationary These are the same size and reverse direction (law of action / reaction).
- the shift lever controller 20 1 has an interface 2 0 7 for connecting to the information processing apparatus 1 0 0, a cable 2 0 8 connected to the interface, And a connector 2 0 9 for connecting to the interface 25 1 0 4 of the information processing apparatus 1 0 0.
- the shift lever type controller 20 0 1 transmits information on the current lever position (posture, angle) and external force to the information processing device 1 0 0, through which information is transmitted.
- Command information specifying the repulsive force of the lever is received from the processing device 1 0 0.
- the communication with the shift lever controller 20 0 1 is preferably exchanged with data in byte units or word units. For example, the following Perform value conversion.
- the output of the sensor unit 205 is appropriately converted, and the position of the lever unit 204 is expressed by corresponding to the coordinate system as shown in FIG.
- the neutral center corresponds to (0, 0)
- the direction in which the shift lever moves freely in the neutral corresponds to the horizontal axis
- the shift ratio is set for each gear ratio.
- the direction in which the lever is operated corresponds to the vertical axis.
- Each coordinate value is represented by a 1-byte integer (1 1 2 8 to 1 2 7).
- the position of the lever portion 204 is expressed by 2-byte data.
- each direction component is a 2-byte integer (one 3 2 7 6
- the position of the shift lever is (-128, 1) to (-12
- the external memory 106 stores rewritable data indicating game progress. The user can appropriately record these data in the external memory 10 6 by inputting instructions through the controller 1 0 5.
- the DVD-ROM installed in the DVD-ROM drive 10 8 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 1 0 1, the DVD-ROM drive 1 0 8 reads the DVD-ROM installed in the DVD-ROM and reads out necessary programs and data. These are RAM 1 0 3 etc. Temporarily stored.
- the image processing unit 10 7 processes the data read from the DVD-ROM by the CPU 10 1 or an image arithmetic processor (not shown) included in the image processing unit 10 7, and then processes the processed data. Recorded in frame memory (not shown) provided in part 1 07. The image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 107. This makes it possible to display various images.
- the image calculation processor can perform two-dimensional image overlay calculation, transparency calculation such as ⁇ -predating, and various saturation calculations at high speed.
- Polygon information placed in a virtual 3D space and rendered with various texture information is rendered by the ⁇ buffer method, and a polygon placed in the virtual 3D space from a predetermined viewpoint position is rendered.
- High-speed execution of operations to obtain a bird's eye view of the rendered image is also possible.
- the ability to calculate the degree to which a polygon is illuminated by a typical (positive) light source, such as a point light source, a parallel light source, or a cone light source can be calculated as a library or hardware so that it can be calculated at high speed. It is summer.
- the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory according to the font information that defines the character shape. Drawing on polygon surface It is possible to draw. Font information is recorded in ROM OM102, but exclusive font information recorded in DVD—ROM can also be used.
- N I C 1 0 9 is for connecting the information processing apparatus 1 0 0 to a computer communication network (not shown) such as the Internet.
- BASE—T 100 BASE—T standard used for configuring (Local Area Network), analog modem for connecting to the Internet using a telephone line, ISDN (Integrated Services Digital Network), AD SL (Asymmetric Digita 10 1 Subscriber Line) modem, Cape Norre television, cable modem to connect to the Internet using ⁇ , etc. It consists of an interface (not shown) that mediates with 1 0 1.
- the audio processing unit 110 converts the audio data read from the DVD-ROM into an I 5 analog audio signal and outputs it from a speaker (not shown) connected thereto.
- a speaker not shown
- sound effects and music data that should be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
- the noise generated when trying to operate the shift lever 20- to a gear ratio that does not fit, or the clutch is connected. This is the sound that occurs at times.
- the information processing device 100 uses a large-capacity external storage device such as a hard disk, and uses a ROM 10 2, a RAM 10 3, an external memory 1 0 6, a DVD-ROM drive 1 It may be configured to perform the same function as DVD-ROM 25 installed in 08.
- FIG. 4 is an explanatory diagram showing a schematic configuration relating to the function of each unit of the game device according to the present embodiment.
- FIG. 5 is a flowchart showing a process flow of the game method executed in the game device according to the embodiment.
- the game device 40 1 includes a connection unit 4 0 2, a storage unit 4 0 3, a reception unit 4 0 4, a generation unit 4 0 5, a transmission unit 4 0 6, A calculation unit 40 7, a display unit 40 8, and an audio unit 40 09 are provided and configured as follows.
- connection unit 40 2 transmits “status information that designates the current lever position”, which is a controller having a wrapper that can be moved along a predetermined route, and It is possible to connect to those that receive command information that specifies the repulsive force applied to the That is, since it is connected to the shift lever type controller 20.sub.1, the interface 10.sub.4 of the information processing apparatus 10.sub.0 functions as the connection unit 4.sub.2. ⁇
- the storage unit 40 3 stores in advance repulsive force information specifying the repulsive force to be applied to the lever in association with the game situation and the lever position. Accordingly, the DV D- ROM installed in the DV ROM driver 10 8, the RAM 10 3 storing the data read out from this, etc. function as the storage unit 4 0 3.
- FIGS. 6 and 7 are explanatory diagrams illustrating the position of the lever, the magnitude of the repulsive force applied to the lever, and the direction of the repulsive force applied to the lever in a certain game situation.
- Figure 6 is a three-dimensional representation of the lever position, the magnitude of the repulsive force, and. The direction of repulsive force is indicated by the arrows in the figure. This figure shows the case where the speed of the car is getting higher to some extent, the gear ratio should be shifted from second to third, and the clutch is not turned off.
- Fig. 7 shows the same situation as Fig. 6 and shows the case where the clutch is cut.
- the lever becomes easy to enter any gear ratio, but once it moves to the end.
- you try to move to another place you will feel responsive.
- the magnitude and direction of the repulsive force is set according to the game situation so that the same operational feeling as in a real car can be obtained. For example, by measuring the repulsive force applied to the shift lever in various situations in an actual car, basic data on the repulsive force can be obtained. In the case of a racing game, the following game situations are considered.
- the receiving unit 40 4 receives status information from the controller via the connection unit 40 2 (step S 5 0 1).
- the status information received here specifies the lever position information. Therefore, C P U 1 0 1 functions as the receiving unit 4 0 4 in cooperation with the interface 1 0 4.
- the generation unit 4 0 5 acquires the repulsive force information stored in advance in association with the current game situation and the position of the lever specified in the received situation information. (Step S 5 0 2). As described above, if the game situation and the current lever position are determined, the magnitude and direction of the repulsive force (or these two-dimensional vector representations) are stored in the storage unit 40 3. You can get it.
- the generation unit 4 0 5 generates command information for specifying the repulsive force specified for this (step S 5 0 3).
- the command information is expressed by a 4-byte numerical value corresponding to a two-dimensional vector indicating the magnitude and direction of the repulsive force when the data format as described above is adopted. Therefore, C P U 1 0 1 functions as the generator 4 0 5 in cooperation with R A M 1 0 3 and the like.
- the value of the repulsive force is not specified as it is, but it is generated periodically or randomly. Therefore, a method of generating command information after increasing or decreasing the magnitude of the repulsive force may be adopted.
- the shift lever of an automobile has a phenomenon that the automobile body vibrates at a predetermined natural frequency because the automobile body resonates with the rotation of the engine.Therefore, the repulsive force is made minute at such natural frequency. By increasing or decreasing the frequency, the vibration of the shift lever in an actual car can be reproduced.
- a method of determining increase / decrease by random numbers may be adopted.
- a random tremor is transmitted to the player instead of a vibration due to the natural frequency.
- the natural frequency may be changed, the method of generating random numbers may be changed, or the range of increase / decrease may be changed.
- the value acquired from the storage unit 40 3 has a meaning as an average value of the repulsive force specified in the repulsive force information.
- the transmission unit 40 6 transmits the repulsive force information generated through the connection unit 40 2 to the controller (step S 50 4). Therefore, C P U 1 0 1 functions as the transmitter 4 0 6 in cooperation with the interface 1 0 4 ′.
- the shift lever type controller 20 1 that has received this repulsive force information controls the repulsive force applied to the lever 2 0 3 according to the specified value. In this way, it is possible to give the player who operates the lever-type controller connected to the game device a feeling similar to that of a real vehicle shift lever. Become.
- the calculation unit 4 07 refers to the storage unit 4 0 3 and designates the driving force associated with the current game situation and the lever position designated in the received situation information.
- the driving force information to be obtained is obtained (step S 5 0 5).
- the storage unit 4 0 3 is associated with the game situation, lever position, and Driving force information for specifying the driving force is stored in advance. In particular, the position of the shift lever and the engine speed are closely related. If an appropriate gear ratio is not selected, a so-called “entrance” (engine stop) occurs, and the driving force becomes zero. On the other hand, when no engine stall occurs, the driving force varies depending on the gear ratio (shift lever position). Therefore, driving information is simulated by preparing such driving force information in the same way as the above repulsive force information.
- the calculation unit 40 7 calculates the acceleration of the object moving in the virtual world from the obtained driving force (step S 5 0 6). Specifically, the acceleration of a car in a racing game can be obtained by subtracting the road frictional force or braking force from the brake from the obtained driving force and dividing by the mass of the vehicle body. Therefore, C P U 1 0 1 functions as the calculation unit 4 0 7.
- the display unit 40 8 moves the object in the virtual world based on the calculated acceleration (step S 5 0 7), and displays the object on the screen according to the moved position (step S 5 0 7). S 5 0 8). Therefore, C P U 1 0 1 functions as the display unit 4 0 8 in cooperation with the image processing unit 1 0 7.
- FIG. 8 is an explanatory diagram showing an example of the screen display of such a racing game. Hereinafter, description will be given with reference to this figure.
- map information 7 0 2 indicating the position of the car in the course is displayed superimposed on a background 7 0 3 showing the appearance of the outside world 70 4 from the driver's seat of the car.
- the map information 70 2 is a two-dimensional illustration of the course shape set in advance in the virtual world and the position of the car in the course. You can know the power of where the car you drive is on the course.
- Background 7 0 3 shows the exterior 7 0 4 seen from the driver's seat of the car. It is.
- the external world 70 4 consists of roads in the course of the virtual world and various objects arranged around them, and the polygons are viewed from the position of the automobile. This is displayed in 3D graphics with a bird's eye view of the speed of the eye. As described above, various techniques can be applied to image generation using such '3D graphics.
- the screen 7 0 1 displays a speed indicator 7 0 5 that displays the speed of the car, a lever display 7 0 6 that displays the current position of the shift lever, and the like.
- a different color may be assigned for each predetermined value range, and the display color may change as the value increases.
- the numerical value is displayed on the screen 70 1, such information may be provided to the player by a bar graph, a pie graph, or a meter type graph as used in a real car.
- the audio unit 40 9 refers to the storage unit 40 3 and acquires the audio information stored in advance in association with the game situation and the lever position (step S 5 0 9), the audio information is reproduced (step S 5 1 0), other game processes are executed (step S 5 1 1), and the process returns to step S 5 0 1.
- C P U 1 0 1 functions as the audio unit 4 0 9 in cooperation with the audio processing unit 1 1 0.
- the lever repulsive force is controlled based on the lever position and external force information to be transmitted from now on using the shift lever type controller. It can give the player the feeling of driving a real car.
- Industrial Applicability As described above, according to the present invention, a game device, a game method, and a computer that control the repulsive force using information on the position and external force of a lever, and those using a computer. Ability to provide programs that it can.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- Aviation & Aerospace Engineering (AREA)
- Business, Economics & Management (AREA)
- Physics & Mathematics (AREA)
- Educational Administration (AREA)
- Educational Technology (AREA)
- General Physics & Mathematics (AREA)
- Position Input By Displaying (AREA)
- Mechanical Control Devices (AREA)
Abstract
Description
Claims
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| EP04720174A EP1557210A4 (en) | 2003-03-13 | 2004-03-12 | GAME DEVICE, GAME METHOD, PROGRAM, AND INFORMATION MEDIUM |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2003067828A JP3579041B2 (ja) | 2003-03-13 | 2003-03-13 | ゲームシステム、ゲーム装置、ゲーム制御方法、ならびに、プログラム |
| JP2003-67828 | 2003-03-13 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2004080554A1 true WO2004080554A1 (ja) | 2004-09-23 |
Family
ID=32984570
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2004/003296 Ceased WO2004080554A1 (ja) | 2003-03-13 | 2004-03-12 | ゲーム装置、ゲーム方法、プログラム、ならびに、情報記録媒体 |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US7601064B2 (ja) |
| EP (1) | EP1557210A4 (ja) |
| JP (1) | JP3579041B2 (ja) |
| WO (1) | WO2004080554A1 (ja) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| EP2722561A1 (fr) * | 2010-06-03 | 2014-04-23 | Guillemot Corporation | Contrôleur de vitesses multi-mode pour jeu vidéo |
Families Citing this family (9)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP3765422B2 (ja) * | 2004-04-28 | 2006-04-12 | コナミ株式会社 | 画像生成装置、加速度表示方法、および、プログラム |
| WO2006088182A1 (ja) * | 2005-02-21 | 2006-08-24 | Fujiwork Co., Ltd. | ハンドル装置、その操作方法およびそのハンドル装置を用いたコントローラ |
| US8145382B2 (en) * | 2005-06-17 | 2012-03-27 | Greycell, Llc | Entertainment system including a vehicle |
| US20080060861A1 (en) * | 2006-09-12 | 2008-03-13 | Andrew Baur | Entertainment vehicle that simulates a vehicle with an internal combustion engine and multiple gear ratios |
| JP2008200140A (ja) * | 2007-02-16 | 2008-09-04 | Taito Corp | 操作入力装置用プログラム及び操作入力装置 |
| US9177486B2 (en) * | 2009-09-29 | 2015-11-03 | Advanced Training System Llc | Shifter force detection |
| JP6374904B2 (ja) * | 2016-04-13 | 2018-08-15 | 任天堂株式会社 | 振動制御システム、振動出力装置、振動出力プログラム、および振動出力方法 |
| JP6382880B2 (ja) * | 2016-04-13 | 2018-08-29 | 任天堂株式会社 | 振動制御システム、振動制御方法、振動出力装置、ゲームコントローラ、振動出力プログラム、および振動出力方法 |
| JP6717553B2 (ja) * | 2018-08-02 | 2020-07-01 | 任天堂株式会社 | 振動制御システム、振動制御方法、振動出力装置、ゲームコントローラ、振動出力プログラム、および振動出力方法 |
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| US5197003A (en) | 1990-08-01 | 1993-03-23 | Atari Games Corporation | Gearshift for a vehicle simulator having a solenoid for imposing a resistance force |
| JPH07213740A (ja) * | 1994-01-28 | 1995-08-15 | Namco Ltd | 操作体を用いたゲーム機械 |
| JP2564093B2 (ja) * | 1993-10-29 | 1996-12-18 | コナミ株式会社 | ドライビングテレビゲーム機のブレーキ部機構 |
| US6030291A (en) | 1996-05-31 | 2000-02-29 | Konami Co., Ltd. | Manual control device for use with amusement machine |
| JP2001187268A (ja) * | 2000-11-06 | 2001-07-10 | Mitsui Eng & Shipbuild Co Ltd | ジョイスティックコントロール方法および装置 |
| JP2002202820A (ja) * | 2000-12-28 | 2002-07-19 | Kawada Kogyo Kk | 反力制御システム |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4817948A (en) * | 1983-09-06 | 1989-04-04 | Louise Simonelli | Reduced-scale racing system |
| US4949119A (en) | 1989-01-12 | 1990-08-14 | Atari Games Corporation | Gearshift for a vehicle simulator using computer controlled realistic real world forces |
| US5734373A (en) * | 1993-07-16 | 1998-03-31 | Immersion Human Interface Corporation | Method and apparatus for controlling force feedback interface systems utilizing a host computer |
| US5749268A (en) | 1994-02-21 | 1998-05-12 | Sega Enterprises, Ltd. | Simulating multi-stage speed change shift lever operating device |
| US6422941B1 (en) * | 1994-09-21 | 2002-07-23 | Craig Thorner | Universal tactile feedback system for computer video games and simulations |
| JP3167958B2 (ja) | 1997-05-08 | 2001-05-21 | コナミ株式会社 | 多方向切替操作装置 |
| US6088019A (en) * | 1998-06-23 | 2000-07-11 | Immersion Corporation | Low cost force feedback device with actuator for non-primary axis |
-
2003
- 2003-03-13 JP JP2003067828A patent/JP3579041B2/ja not_active Expired - Fee Related
-
2004
- 2004-03-12 US US10/799,452 patent/US7601064B2/en not_active Expired - Fee Related
- 2004-03-12 WO PCT/JP2004/003296 patent/WO2004080554A1/ja not_active Ceased
- 2004-03-12 EP EP04720174A patent/EP1557210A4/en not_active Withdrawn
Patent Citations (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US5197003A (en) | 1990-08-01 | 1993-03-23 | Atari Games Corporation | Gearshift for a vehicle simulator having a solenoid for imposing a resistance force |
| JP2564093B2 (ja) * | 1993-10-29 | 1996-12-18 | コナミ株式会社 | ドライビングテレビゲーム機のブレーキ部機構 |
| JPH07213740A (ja) * | 1994-01-28 | 1995-08-15 | Namco Ltd | 操作体を用いたゲーム機械 |
| US6030291A (en) | 1996-05-31 | 2000-02-29 | Konami Co., Ltd. | Manual control device for use with amusement machine |
| JP2001187268A (ja) * | 2000-11-06 | 2001-07-10 | Mitsui Eng & Shipbuild Co Ltd | ジョイスティックコントロール方法および装置 |
| JP2002202820A (ja) * | 2000-12-28 | 2002-07-19 | Kawada Kogyo Kk | 反力制御システム |
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| Title |
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| See also references of EP1557210A4 |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| EP2722561A1 (fr) * | 2010-06-03 | 2014-04-23 | Guillemot Corporation | Contrôleur de vitesses multi-mode pour jeu vidéo |
| US9517408B2 (en) | 2010-06-03 | 2016-12-13 | Guillemot Corporation S.A. | Multimode controller for video games |
Also Published As
| Publication number | Publication date |
|---|---|
| JP2004275253A (ja) | 2004-10-07 |
| EP1557210A4 (en) | 2008-05-07 |
| US20040198492A1 (en) | 2004-10-07 |
| EP1557210A1 (en) | 2005-07-27 |
| US7601064B2 (en) | 2009-10-13 |
| JP3579041B2 (ja) | 2004-10-20 |
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