Patent Publication Number: US-7594854-B2

Title: Video game system with data transmitting/receiving controller

Description:
This application is a Divisional of application Ser. No. 09/422,257, filed Oct. 21, 1999, now U.S. Pat. No. 6,497,618, which is a divisional of application Ser. No. 08/849,119, filed May 28, 1997, now U.S. Pat. No. 6,264,558, issued Jul. 24, 2001, the entire content of which is hereby incorporated by reference in this application. 

   FIELD OF THE INVENTION 
   This invention relates to a game machine system having an operating device or game controller. More particularly, this invention relates to a game machine system including a game machine, such as a personal computer or a video game apparatus, and an operating device (controller) for transmitting and receiving data to and from the game machine. 
   BACKGROUND OF THE INVENTION 
     FIG. 1  is a block diagram of a conventional electronic game machine  80  and a controller. In the figure CPU  81  (Central Processor Unit) writes data into a W-RAM  83 , reads data out of the W-RAM  83  and transmits data to a PPU  84  (Picture Processing Unit), in synchronism with a clock signal and according to program data stored in a ROM  82  (Read Only Memory). The game machine generates a picture image signal which is output by PPU  84  based on image data in V-RAM  85 . The CPU  81  also transmits a clock signal to a controller  90 A or  90 B to directly receive data in synchronism with the clock signal based upon switch actuation by an operator. The CPU  81  outputs data to PPU  84  so as to change the image signal in accordance with the data input from controller  90 A or  90 B. 
   The game machine  80  and controllers  90 A and  90 B are connected by a data line for receiving operating device data from the controllers  90 A and  90 B and a clock signal line for transmitting a clock signal to the controllers  90 A and  90 B for synchronizing timing of data transmission from the controller and timing of operation of the CPU  81 . The data line is connected directly to the CPU  81  via an interface (not shown). In other words, in the conventional game machine system, data from controllers  90 A and  90 B is read directly by the CPU  81  which performs image processing at timing based on the clock signal. CPU  81  has to directly read the signals from controllers  90 A and  90 B, thus increasing the amount of processing by CPU  81 . Furthermore, CPU  81  has to read the signal from the controller in synchronism with the clock, so that there needs to be a clock line, in addition to the data line for transmission and reception of data. To this end, there is increase in the number of pins of the connector for connecting between the controller cable and the game machine, raising manufacturing costs. Furthermore, the conventional controllers  90 A and  90 B each include a plurality of switches and transmission of data to the main-body game machine occurs depending upon whether or not an individual switch is depressed. 
   As the amount of controller data increases, the amount of time required for the CPU to read controller data also increases. Thus, the CPU has an increases processing burden as the amount of such data increases. 
   Moreover, conventionally, a clock signal line is required in addition to the data line for connection between a controller and the game machine. Thus, the number of pins of the connector connecting the controller and the game machine is increased, adding to manufacturing costs. 
   In addition, conventional controllers do not typically permit transmission and reception of data without regard to whether or not an individual switch is depressed. In conventional video game systems, it has been impossible to flexibly utilize a controller in a variety of methods of use by extending its use in various ways after purchasing. 
   SUMMARY OF THE INVENTION 
   It is therefore an object of a first invention to provide a game machine which is capable of reducing the amount of CPU processing to secure more time for image processing by the CPU. 
   It is an object of a second invention to provide a game machine system which is capable of reducing the amount of CPU processing time to secure more time for image processing in the CPU, and to reduce manufacturing costs by reducing the number of connector pins for connecting a controller and the game machine. Also, it is an object to provide a game machine system in which the controller uses may be extended in various ways. 
   In a first illustrative embodiment, a game machine is connected to a plurality of operation controlling or operating devices adapted to be operated by an operator and to output, by modulation, output device data representative of an operating state of the operating device in response to received command data. The game machine performs image processing based on the operating device data, and includes: a central processing means, an operation storing means, a receiving means, a temporary storing means, a further data processing means, and transmitting means. 
   The central processing means operates to perform image processing operations based on a predetermined stored program. The operation storing means is accessed by the central processing means and stores data required for advancing a game by the central processing means including data from the operating device. The receiving means receives, by demodulation, the operating device data from the operating device. The temporary storing means temporarily stores the operating device data. The further data processing means carries out predetermined data processing operations according to a command by the central processing means. The transmitting means transmits, by modulation, data output from the further data processing means to the operating device. The central processing means outputs command data for reading out the operating device data. The data processing means outputs the command data from the central processing means to the transmitting means, so that the operating device data received by the receiving means is stored in the temporary storing means to be transferred to the operation storing means. 
   The game machine system may be connected to a plurality of operating devices to be operated by an operator and a video game processing system carries out image processing based on operating device data from the operating devices. The game machine, includes: a central processing means, an operation storing means, a first receiving means, a temporary storing means, a first data processing means, a first transmitting means, and a connecting means; and the operating device includes: a second receiving means, a wide variety of operation controlling mechanisms including various switches, a second data processing means, and transmitting means. 
   According to the game machine of an illustrative embodiment of the present invention, the central processing means does not perform reading-in of operating device data each time it uses operating device data, but the operating device data is processed by a means other than the central processing means. It is accordingly possible to realize a game machine in which the amount of processing required by the central processing means is reduced to secure more time for game processing. 
   Also, operating device data is stored in a memory means that also stores other data required for advancing a game so that the central processing means is allowed to process operating device data similarly to other game data. Therefore the central processing means can perform game processing at high speed and with high freedom. 
   Furthermore, according to one aspect of the present invention, operating device data can be partially read and accordingly there is no necessity of reading operating device data in its entirety at one time. Therefore unwanted portions of operating device data can be left unread, shortening read-in speed. 
   According to another aspect, it is possible to store data to be processed by the central processing means into an expansion device such as extension memory connected to the operating device. The expansion device may alternatively be a liquid crystal display. 
   According to another aspect, it is possible to load the data stored in an extension memory connected to one of a plurality of operating devices into an extension memory connected to another operating device. This enables exchanging of data between players. 
   Furthermore, according to another aspect, the data in an external memory means is temporarily stored in the operation storing means so that data conversion and copying is possible by the central processing means. This enables data to be copied in a different format than respective external memory means. 
   The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings. 

   
     BRIEF DESCRIPTION OF THE DRAWINGS 
       FIG. 1  is a block diagram showing an exemplary conventional video game system; 
       FIG. 2  is an illustrative external view showing one embodiment of an exemplary video game system; 
       FIG. 3  is an exemplary block diagram showing a game machine in the  FIG. 2  embodiment; 
       FIG. 4  is an illustrative view showing a CPU memory map of the  FIG. 3  embodiment, showing an external memory and a W-RAM address space incorporated in a cartridge; 
       FIG. 5  is a block diagram showing of an exemplary controller control circuit in the  FIG. 3  embodiment; 
       FIG. 6  is an illustrative view showing controller data illustrating a modulating/demodulating method for such data; 
       FIG. 7  is an illustrative view showing an exemplary memory map of a RAM in  FIG. 5 ; 
       FIG. 8  is a perspective view of a controller of  FIG. 3  embodiment as viewed from the top; 
       FIG. 9  is perspective view of the controller of  FIG. 3  embodiment as viewed from the bottom; 
       FIG. 10  is a perspective view of showing an analog joystick unit capable of being utilized in the embodiment; 
       FIG. 11  is a perspective view showing major portions of the  FIG. 10  unit; 
       FIG. 12  is an exploded perspective view showing major portions of the  FIG. 10  unit; 
       FIG. 13  is a sectional illustrative view showing major portions of the  FIG. 10  unit; 
       FIG. 14  is a block diagram showing in detail one example of the controller and an expansion device; 
       FIG. 15  shows illustrative data of the analog joystick and respective buttons of the controller; 
       FIG. 16  is a block diagram showing in detail another example of the controller and an expansion device; 
       FIG. 17  is a flowchart showing operation of the CPU of  FIG. 3  embodiment; 
       FIG. 18  is a flowchart showing operation of the bus control circuit of the  FIG. 3  embodiment; 
       FIG. 19  is a flowchart showing operation of the controller control circuit of  FIG. 3  embodiment; 
       FIG. 20  is flowchart showing operation of the controller circuit of  FIG. 3  embodiment; 
       FIG. 21  is an illustrative view of transmission and reception data by the control circuit when a command “0” is transmitted from the controller control circuit; 
       FIG. 22  is an illustrative view of transmission and reception data by the control circuit when a command “1” is transmitted from the controller control circuit; 
       FIG. 23  is an illustrative view of transmission and reception data by the control circuit when a command “2” is transmitted from the controller control circuit; 
       FIG. 24  is an illustrative view of transmission and reception data by the control circuit when a command “3” is transmitted from the controller control circuit; 
       FIG. 25  is an illustrative view of transmission and reception data by the control circuit when a command “255” is transmitted from the controller control circuit; 
       FIG. 26  is a flowchart showing a data copy operation; 
       FIG. 27  is a flowchart showing a first method of origin point resetting; 
       FIG. 28  is a flowchart showing a second method of origin point resetting; 
       FIG. 29  is an illustrative view showing the correspondence of a physical coordinate of the joystick to a display screen; 
       FIG. 30  is an illustrative view showing the correspondence of the physical coordinate of the joystick to the display screen when resetting an origin point. 
   

   EMBODIMENT 
     FIG. 2  is an exemplary illustration showing a game machine system according to one illustrative embodiment of the present invention. The game machine system is, for example, a video game machine system, which inclusively comprises a game machine  10 , a ROM cartridge  20  (as one example of an external memory device), a monitor  30  (as one example of a display means) connected to the game machine  10 , a controller  40  (as one example of a player controller operating device), and a RAM cartridge  50 , as one example of an extension device detachably attached to the controller  40 . The external memory device stores image data and program data for image processing for games, and audio data for music, sound effects, etc. A CD-ROM or a magnetic disc may alternatively be employed in place of the ROM cartridge. Where the game machine system of this example is applied to a personal computer, an input device such as a keyboard or a mouse is used as the player operating device. 
     FIG. 3  is a block diagram of the game machine system of this example. The game machine  10  incorporates therein a central processor unit (hereinafter “CPU”)  11  and a bus control processing circuit  12 . The bus control processing circuit  12  is connected to a cartridge connector  13  for detachably attaching the ROM cartridge  20 , as well as a working RAM  14 . The bus control processing circuit  12  is connected to an audio signal generating circuit  15  for outputting an audio signal processed by the CPU  11  and a video signal generating circuit  16  for outputting a video signal, and further with a controller control circuit  17  for serially transferring operating data of one or a plurality of controller(s)  40  and/or data from RAM cartridge(s)  50 . The controller control circuit  17  is connected with controller connectors (hereinafter abbreviated as “connectors”)  181 - 184  which are provided at a front face of the game machine  10 . To the connector  18  is detachably connected a connection jack  41  and the controller  40  through a cable  42 . Thus, the connection of the controller to the connector  181 - 184  places the controller  40  into electric connection to the game machine  10 , enabling transmission and reception of data therebetween. 
   More specifically, the bus control processing circuit  12  inputs commands output as parallel signals from CPU  11  via a bus, performs parallel to serial conversion, outputs command as serial signals to the controller control circuit  17 , and converts serial signal data input from the controller control circuit  17  into parallel signals and output such signals to the bus. The data output through the bus is subject to processing by CPU  11 , or is stored in W-RAM  14 . The W-RAM  14  is a memory temporary storing data to be processed by CPU  11 , wherein read-out and write-in of data is possible through the bus control circuit  12 . 
     FIG. 4  is a diagrammatic illustration showing memory regions assigned to respective memory spaces. The memory spaces accessible by the CPU via the bus control processing circuit  12  involves an external memory address space of the ROM cartridge  20  and a memory address space of the W-RAM  14 . The ROM cartridge  20  is structured by mounting on a board a ROM stored with data for game processing and accommodating the same board in a housing. The ROM storage data is shown by the external memory region shown in  FIG. 4 . The ROM includes an image data storage region  201  for storing image data required to cause the game machine  10  to generate image signals for the game, and a program data region  202  for storing program data required for predetermined operation of the CPU  11 . In the program data region  202 , there are stored an image display program for performing image display processing based on image data  201 , a time-measuring program for carrying out measurement of time, and a determination program for determining that the cartridge  20  and an extension expansion device  50 , are in a predetermined relationship. The details of the time-measuring program and the determination programs are described below. The memory region of W-RAM  14  includes a controller data region  141  for temporarily storing data representative of an operating state from a control panel. 
     FIG. 5  is a more detailed circuit diagram of a controller control circuit  17 . The controller control circuit  17  transmits and receives data in serial form to and from the bus control processing circuit  12  and the controller connectors  181 - 184 , and includes a data transfer control circuit  171 , a signal transmitting circuit  172 , a signal receiving circuit  173  and a RAM  174  for temporarily storing transmission and reception data. The data transfer control circuit  171  includes a parallel-serial conversion circuit and a serial-parallel conversion circuit for conversion of data format during data transfer, and also performs control of write-in and read-out of the RAM  174 . The above-mentioned serial-parallel conversion circuit converts serial data supplied from the bus control processing circuit  12  into parallel data to provide such data to the RAM  174  or the signal transmitting circuit  172 . The parallel-serial conversion circuit converts parallel data supplied from the RAM  174  or the signal receiving circuit  173  into serial data to provide such data to the bus control processing circuit  12 . The signal transmission circuit  172  converts parallel data for signal read-in control of the controller  40  supplied from the data transfer control circuit  171  and write-in data (parallel data) to the RAM cartridge  50  into serial data, which serial data is transmitted through a corresponding channel CH 1 -CH 4  to each of the plurality of controllers  40 . The signal receiving circuit  173  receives serial read-out data, representative of an operating state of each of the controller  40 , input through a corresponding channel CH 1 -CH 4  to each of the controller  40  as well as read-out data from the RAM cartridge  50 , to convert such data into parallel data to provide it to the data transfer control circuit  171 . 
   The signal transmitting circuit  172  and the signal receiving circuit  173  in the exemplary embodiment adopt a duty-cycle modulation and demodulation (hereinafter referred to as “modulation/demodulation”) method as one example of the modulation/demodulation method that may be employed here. The duty-cycle modulation/demodulation method, as shown in  FIG. 6 , is a modulation/demodulation method wherein “1” and “0” are represented by varying a Hi time period and a Lo time period for a signal at a certain interval. Explaining the modulation/demodulation method in more detail, when data to be transmitted in serial is a logical “1”, a signal having, within one cycle period T, a high-level period tH rendered longer than a low-level period tL (tH&gt;tL) is transmitted. When data to be transmitted is a logical “0”, a signal having, within one cycle period T, tH rendered shorter than tL (tH&lt;tL) is transmitted. 
   The demodulation method includes sampling on a serial signal received (bit transmission signal) to monitor at all times whether the received signal is at a high level or a low level, wherein one cycle is expressed as T=tL+tH, where the time period of low till change to high is tL and time period of high till change to low is tH. In this case, the relationship of tL and tH being tL&lt;tH is recognized as logical “1”, while tL&gt;tH is recognized as logical “0”, thereby achieving demodulation. If a duty-cycle modulation/demodulation method like this is employed, there is no necessity of transmitting data in synchronism with a clock signal, offering an advantage that transmission and reception of data are available with only one signal line. If two signal lines are available another modulation/demodulation method may be utilized. 
   The RAM  174  includes memory regions or memory areas  174   a - 174   h  as shown in a memory map of  FIG. 7 . Specifically, the area  174   a  stores a command for channel  1 , while the area  174   b  stores transmission data and reception data for channel  1 . The area  174   c  stores a command for channel  2 , while the area  174   d  stores transmission data and reception data for channel  2 . The area  174   e  stores a command for channel  3 , while the area  174   f  stores transmission data and reception data for channel  3 . The area  174   g  stores a command for channel  4 , while the area  174   h  stores transmission data and reception data for channel  4 . 
   Accordingly, the data transfer control circuit  171  operates to write-in control to the RAM  174  data transferred from the bus control processing circuit  12  or operating state data of the controller  40  received by the signal receiving circuit  173  or read-out data from the RAM cartridge  50 , and read data out of the data  174  based on a command from the bus control circuit  12  to transfer it to the bus control processing circuit  12 . 
   With referring to  FIG. 8  and  FIG. 9 , the controller of this embodiment shown includes a housing  401  consist of an upper half and a lower half At both left and right ends of the housing  401 , a left grip  402 L and a right grip  402 R are respectively formed in a manner that the same are protruded toward a front side. In an intermediate position between the left grip  402 L and the right grip  402 R, a center grip  402 C is formed in a manner that the same is protruded toward the front side. A cross-direction designation switch  403  which is a digital joystick is formed on a surface of the housing  401  in the vicinity of a base end of the left grip  402 L. Action designation switches  404 A,  404 B,  404 C,  404 D,  404 E and  404 F which designate six (6) kinds of actions are respectively formed on the surface of the housing  401  in the vicinity of a base end of the right grip  402 R. 
   An analog joystick  45  which is capable of designating all directions within 360 degrees is formed on the housing  401  in the vicinity of a base end of the center grip  402 C. At an approximately central position of the housing  401 , a start switch  405  which designates a start of a game is formed. Furthermore, the start switch  405  is positioned at an approximately center of an area surrounded by the switches  403  and  404 A to  404 F, and the analog joystick  45 . 
   Furthermore, a pair of side surface switches  406 L and  406 R are formed on a rear surface of the housing  401 , and a bottom surface switch  407  is formed at an approximately center of the lower half in the vicinity of the base end of the center grip  402 C. 
   A rear surface of the lower half is extended toward direction of a bottom surface, and an opening portion  408  is formed at a tip end thereof. In an interior of the opening portion  408 , a connector (not shown) to which an expansion cartridge  50  shown in  FIG. 4  is connected is provided. Furthermore, a lever  409  for discharging the cartridge  50  inserted into the opening portion  408  is formed at a position of the opening portion  408 . In addition, at a side opposite to the lever of the opening portion  408  to which the above described expansion cartridge  50  is inserted, a notch  410  is formed, and the notch  410  secures a space for withdrawing the expansion cartridge  50  in discharging the expansion cartridge  50  with utilizing the lever  409 . 
   Now, with referring to  FIG. 10  to  FIG. 13 , the analog joystick  45  will be described in detail. The analog joystick  45  is constructed as a joystick unit as shown in  FIGS. 10 to 13 . The joystick unit is sandwiched by the upper half and the lower half of the housing  401 . The joystick unit includes a housing formed by a case  451  and a cover  452 , and an inner case  453  are accommodated within the housing. 
   As shown in  FIG. 11  and  FIG. 12 , the inner case  453  includes a bowl-shaped recess portion  454  formed at a center of the inner case  453 , and two pairs of support plates  455   a  and  455   b , and  456   a  and  456   b  are provided around the recess portion  454  with angle-interval of 90 degrees, and semicircular bearings  457   a  and  457   b , and  458   a  and  458   b  are formed on the support plates  455   a  and  455   b , and  456   a  and  456   b , respectively. The bearings  457   a  and  457   b  or  458   a  and  458   b  are arranged on the same axis line, and axes of the bearings  457   a  and  457   b , and  458   a  and  458   b  are at the same height level, and orthogonally intersect each other. Wheels  459  and  460  having rotation shafts which orthogonally intersect each other are rotatably supported at a side surface of the inner case  453 , and gears  461  are uniformly formed on the respective wheels  459  and  460 . 
   The analog joystick unit further includes swingable members  462  and  463 . One swingable member  462  is formed by an arc-like member which is provided with a long hole  464  being made long in a longitudinal direction of the arc-like member, and supporting shafts  465   a  and  465   b  are formed at both ends of the swingable member  462 , and shaft end portions  467   a  and  467   b  respectively having flat surfaces  466   a  and  466   b  are extended from the supporting shafts  465   a  and  465   b , and a sector gear  468  is provided on one shaft end portion  467   b . The other swingable member  463  is different from the one swingable member  462  in that the swingable member  463  is constructed by an arc-like member having a radius of curvature smaller than that of the swingable member  462 ; however, in other aspects, the swingable member  463  is constructed in a manner similar to or the same as the swingable member  462 . That is, a reference numeral  469  denotes a long hole, reference numerals  470   a  and  470   b  denote supporting shafts, reference numerals  471   a  and  471   b  denote flat surfaces, reference numerals  472   a  and  472   b  denote shaft end portions, and a reference numeral  473  denotes a sector gear. 
   The supporting shafts  465   a  and  465   b , and  470   a  and  470   b  are individually inserted into the two sets of bearings  457   a  and  457   b , and  458   a  and  458   b  of the inner case  453 , and therefore, the part of the swingable members  462  and  463  can be supported in a swing-free fashion, and the swingable members  462  and  463  are arranged so that the longitudinal directions of the long holes  464  and  469  orthogonally intersect each other and are overlaid with an interval or gap. In the pair of swingable members  462  and  463  thus attached to the inner case  453 , the sector gears  468  and  469  engage the above described gears  461 . Furthermore, respective ones of the above described flat surfaces  466   a  and  466   b , and  471   a  and  471   b  are included in the same horizontal plane in a neutral state of a lever  474  (described later). 
   As shown in  FIG. 12 , the lever  474  includes protrusions  475  which protrude toward outer radius directions at one end of the lever  474 , and a ball portion  476  at a middle portion of the lever  474 , and a connection portion  477  at the other end of the lever  474 . Grooves  478  which extend in a latitude direction at positions apart from each other by 180 degrees are formed on the above described ball portion  476 . The diameter of the lever  474  is selected at a size which is not larger than the sizes of the short directions of the long holes  464  and  469  formed on the swingable members  462  and  463 . Preferably, the diameter of the lever  474  is selected at a size by which the lever  474  can be slidably inserted into the long holes  464  and  469  without shaking. Then, the one end portion of the lever  474  penetrates through the long holes  464  and  469 , and the protrusions  475  fit into the long hole  464  of a lower side swingable member  462 . Therefore, the protrusions  475  of the lever  474  are arranged to be protruded in a direction orthogonally intersected to the longitudinal direction of the long hole  469  of an upper swingable member  463  being attached to the inner case  453 , and therefore, if the lever  474  is pulled-up, the protrusions  475  are prevented from-being slipped-off by the upper swingable member  463 . 
   A mechanical structure portion assembled as shown in  FIG. 11  is accommodated within the outer case  451  shown in  FIG. 10 . At this time, the inner case  453  is fixed to the outer case  451  by a suitable means such as screws (not shown). 
   Then, as well seen from  FIG. 12  there are provided on the inner case  453  photo-interrupters  479  and  480  which are opposite to the two wheels  459  and  460 . The photo-interrupters  479  and  480  respectively include light-emitting elements and light-receiving elements (both not shown), and lights emitted by the light-emitting elements are received by the light-receiving elements through slits  481  and  482  respectively formed on the wheels  459  and  460 . Therefore, the photo-interrupters  479  and  480  respectively detect the slits  481  and  482 , and in response to the slits  481  and  482 , outputs pulse signals according to rotations of the wheels  459  and  460 . 
   In addition, the height level of swing-shafts (supporting shafts  465  and  470 ) of the swingable members  462  and  463  are coincident with a height level of a center of the ball portion  476  of the lever  474 . Furthermore, a printed-circuit board (not shown) to which a flexible wiring plate  483  is connected is assembled in the outer case  451 , and the light-emitting elements and the light-receiving elements included in the photo-interrupters  479  and  480  are electrically connected to printed patterns of the board. 
   As shown in  FIG. 13 , a grooved ring  484  is supported above the flat surfaces  466  and  471  provided on the pair of swingable members  462  and  463 , and a coil spring  485  is arranged above the grooved ring  484 . The grooved ring  484  is one example of a pushing-down member, and in the neutral state of the lever  474 , a lower surface of the ring  484  becomes in horizon, and the lower surface of the ring  484  and the above described flat surfaces  466  and  471  are brought into surface-contact with each other. 
   As shown in  FIG. 13 , a guide ring  486  is attached to the cover  452 , and a circular hole  487  is formed at a center portion of the guide ring  486 . The guide ring  486  further includes a guide wall  488  which is a rising slope raised from an inner periphery defining the hole  487  toward an outer periphery of the guide ring  486 . That is, the guide wall  488  is formed as a whole in “an earthenware mortar” or “cone”-shape. Then, in viewing the guide wall  488  from above, the guide wall  488  has an outer edge  491  which becomes octagonal as seen from the above. 
   In addition, a diameter of the hole  487  is selected to a size that is the same or approximately the same as a diameter of an outer peripheral surface of the ball portion  476  of the above described lever  474 . Therefore, as shown in  FIG. 13 , the inner edge defining the hole  487  is brought into contact with the ball portion  476  of the lever  474 , and therefore, the lever  474  is supported by the ball portion  476  and the hole  487  in a manner that the lever  474  can be swung or inclined in any direction. Furthermore, circular bosses  489  are formed at two positions apart from each other by 180 degrees on the inner edge defining the hole  487  of the guide ring  486  in a manner that the bosses  489  protrude toward an inner radius direction of the hole  487 , and the bosses  489  individually fit into the grooves  478  formed in the latitude direction of the above described ball portion  476 . Therefore, the lever  474  can be swung around an axis of the bosses  489 , but the lever  474  can not be rotated around the axis of the lever  474  itself. Therefore, the lever  474  is prevented from being rotated around its axis by the grooves  478  of the ball portion  476  and the bosses  489 . 
   Furthermore, if the cover  452  is attached to the case  451 , a spring  490  is sandwiched and compressed between the grooved ring  484  and the cover  452 . Therefore, the flat surfaces  466  and  471  of the pair of swingable members  462  and  463  are always depressed by a force of the spring  490  via the grooved ring  484 , and by such a depression force, the pair of swingable members  462  and  463  are always elastically biased so that attitude of both members  462  and  463  is not in any direction, and therefore, the lever  474  has a vertical attitude, that is, the lever  474  is always elastically biased into its neutral state. 
   The lever  474  is provided with an operating knob  492  which is attached to the lever  474  via the connection portion  477 . On an upper surface of the operating knob  492 , a recess portion  493  is formed such that a finger of the hand can easily put on the knob  492 . 
   In the above described analog joystick unit, according to an inclined direction and an inclined angle of the lever  474 , the swingable members  462  and/or  463  are swung, and then, the wheels  459  and/or  460  are rotated in accordance with the inclined angle of the swingable members  462  and/or  463 , and therefore, pulses according to rotation amounts of the wheels  459  and/or  460  are outputted, and the pulses are utilized as coordinate signals in an X axis and/or a Y axis directions. 
     FIG. 14  is a detailed circuit diagram of a controller  40  and a RAM cartridge  50  (as one example of an extension device). The controller  40  incorporates within its housing, electronic circuits such as an operation signal processing circuit  44 , etc. in order to detect operating states of the switches  403 - 407  or the joystick  45  or the like and transfer detected data to the controller control circuit  17 . The operation signal processing circuit  44  includes a signal receiving circuit  441 , a control circuit  442 , a switch signal detecting circuit  443 , a counter  444 , a signal transmitting circuit  445 , a joyport control circuit  446 , a reset circuit  447  and a NOR gate  448 . 
   The signal receiving circuit  441  converts a serial signal, such as a control signal transmitted from the controller control circuit  17 , write-in data to the RAM cartridge  50 , etc., into a parallel signal to supply it to the control circuit  442 . The control circuit  442  generates a reset signal to cause resetting (e.g., setting to 0) on measured values of an X-axis counter  444 X and a Y-axis counter  444 Y included in the counter  444 , when the control signal transmitted from the controller control circuit  17  is a reset signal for an X, Y coordinate of the joystick  45 . The joystick  45  includes photo-interrupters for the X-axis and Y-axis so as to generate the number of pulses proportional to the amount of inclination of a lever in directions of X-axis and Y-axis, providing respective pulse signals to the counters  444 X and  444 Y. The counter  444 X, when the joystick  45  is inclined in the X-axis direction, measures the number of pulses generated in proportion to the amount of inclination. The counter  444 Y measures the number of pulses generated in proportion to the amount of inclination, when the joystick  45  is inclined in the Y-axis direction. Accordingly, the resultant vector, determined by the measured values in X-axis and Y-axis of the counter  444 X and the  444 Y, determines the direction of movement and the coordinate position for the heroic character or the cursor. The counter  444 X and the counter  444 Y are also reset of their measured values by a reset signal supplied from the reset signal generating circuit  447  upon turning on the power supply, or a reset signal supplied from the switch signal detecting circuit  443  when the player depresses simultaneously two switches previously determined. 
   The switch signal detecting circuit  443  responds to an output command signal representing a switch state supplied at a constant period (e.g., at a 1/30-second interval as a frame period of a television), and reads a signal that is varied by the state of depression of the cross switch  403  and the switches  404 A- 404 F,  405 ,  406 L,  406 R and  407  to supply it to the control circuit  442 . 
   The control circuit  442  responds to a read-out command signal of operating state data from the controller control circuit  17 , and supplies the operating state data of the switches  403 - 407  and the measuring values of the counters  444 X,  444 Y to the signal transmitting circuit  445  in a predetermined data-format order. The signal transmitting circuit  445  converts these parallel signals output from the control circuit  442  into serial data to transfer them to the controller control circuit  17  via a conversion circuit  43  and a signal line  42 . 
   The control circuit  442  is connected to an address bus, a data bus, and a port control circuit  446  through a port connector. The port control circuit  446  performs input-output control (or signal transmission or reception control) on data according to commands by the CPU  11 , when the RAM cartridge  50  (as one example of an extension device) is connected to a port connector  46 . The RAM cartridge  50  includes a RAM  51  connected to the address bus and the data bus and a battery  52  connected thereto for supplying power source to the RAM  51 . The RAM  51  is a RAM that has a capacity lower than a half of a maximum memory capacity accessible by using an address bus, and is comprised, for example, of a 256 k-bit RAM. The RAM  51  stores backup data associated with a game, so that, if the RAM cartridge  50  is removed out the port connector  46 , the stored data is kept by receiving power supply from the battery  52 . 
     FIG. 15  is a graphical illustration of a data format by which the game machine or image processing apparatus reads out data representative of an operating state of switches  403 - 407  and joystick  45  from the controller  40 . The data generated by the controller  40  is configures as 4-byte data. The first-byte represents B, A, G, START, upper, lower, left and right, i.e., represents the depression of the switch  404 B,  404 A,  407 ,  405  and the four cross switch  403  directions. For example, when the button B, i.e., the switch  404 B, is depressed, the highest order bit of the first byte becomes “1”. Similarly, the second-byte represents JSRST, 0 (not employed in the embodiment), L, R, E, D, C and F, i.e., the depression of the switch  409 ,  406 L,  406 R,  404 E,  404 D,  404 C and  404 F. The third byte represents by binary digit the X coordinate value (the value measured by the X counter  444 X) dependent upon the inclination angle of the joystick  45  in the X direction. The fourth byte represents by binary digit the Y coordinate value (the value measured by the Y counter  444 Y) which value is dependent upon the inclination angle of the joystick  45  in the Y direction. Because the X and Y coordinate values are expressed by 8 bits of binary digits, the conversion into decimal digits makes it possible to represent the inclination of the joystick  45  by a numeral from 0-225. If the highest order bit is expressed by a signature denoting a negative value, the inclination angle of the joystick  45  can be expressed by a numeral between −128 and 127. 
     FIG. 16  shows an embodiment wherein an extension device  60  including an LCD (Liquid Crystal Display)  62  and an LCD controller  61  is connected to a controller  40 . In this embodiment, when the extension device  60  is connected to the connector  46 , the LCD controller  61  is electrically connected to the joy port control circuit  446  to be enabled to transmit and receive data. The LCD controller  61  outputs an image signal to the LCD  62  based on data outputted from the joy port control circuit  46 . The LCD  62  displays an image picture in accordance with the image signal from the LCD controller  61 . 
   Incidentally, although the extension device  50  including the RAM and the extension device  60  including the LCD  62  were employed, it is possible to utilize an arbitrary extension device that is adapted to transmit and/or receive data to operate. 
   Explanation is next made as to transmission and reception of data between the game machine  10  and the controller  40 . 
   Referring first to a flowchart for the CPU of the game machine  10  in  FIG. 17 , explanations will be made on image processing. At a step S 11 , the CPU  11  is initialized based on an initial value (not shown) stored in the program data area  202  in  FIG. 4 . Then, at a step S 12 , the CPU  11  outputs a control pad data request command stored in the program data area  202  to the bus control circuit  12 . At a step S 13 , the CPU  11  carries out the desired image processing based on the program stored in the program data area  202  and the image data area  201 . While the CPU  11  is executing step S 13 , the bus control processing circuit  12  is executing steps S 21 -S 24 . Then, at a step S 14 , the CPU  11  outputs image data based on the control pad data stored in the control-pad data area  141  in  FIG. 4 . After completing step S 14 , the CPU branches to steps S 12  and repeats the execution of steps S 12 -S 14 . 
   The operation of the bus control processing circuit  12  is explained in conjunction with  FIG. 18 . At a step S 21 , the bus control circuit  12  determines whether or not the CPU  11  has output a controller data request command (a request command for data relating to the switches of the controller  40  or data on the extension device  50 ). If a controller data request command has not been output, the processing circuit  12  waits until one is output. If a controller data request command has been outputted, the process proceeds to a step S 22 . At the step S 22 , the bus control circuit  12  outputs a command for reading in data of the controller  40  (command 1 or command 2 referred to above) to the controller control circuit  17 . Then, at a step S 23 , the bus control circuit  12  determines whether or not the controller control circuit  17  has received data from the controller  40  to store it in the RAM  174 . If the controller control circuit  17  has not received data from the controller  40  to store in the RAM  174 , the bus control circuit  12  waits at step S 23 . If the controller control circuit  17  has received data from the controller  40  to store in the RAM  174 , the process proceeds to a step S 24 . At step S 24 , the bus control circuit  12  transfers the data of the controller  40  stored in the RAM  174  to the W-RAM  14 . The bus control circuit  12 , when completing the data transfer to the W-RAM  14 , returns the process back to the step S 21  to repeat execution of the step S 21 —the step S 24 . 
   The  FIG. 17  and  FIG. 18  flowcharts show the example wherein, after the bus control circuit  12  has transferred data from the RAM  174  to the W-RAM  14 , the CPU  11  processes the data stored in the W-RAM  14 . However, the CPU  11  may directly process the data in the RAM  174  through the bus control circuit  12 . 
     FIG. 19  is a flowchart for explaining the operation of the controller control circuit  17 . At a step S 31 , it is determined whether there is data to be written by the bus control circuit  12 . If there is not, the data transfer control circuit  171  waits until there is data to write-in from the bus control circuit  12 . If there is data to be written, at a next step S 32  the data transfer control circuit  171  causes the RAM  174  to store commands for the first to the fourth channels and/or data (hereinafter abbreviated as “command/data”). At a step S 33 , the command/data for the first channel is transmitted to the controller  40  being connected to the connector  181 . The control circuit  442  performs a predetermined operation based on the command/data to output data to be transmitted to the game machine  10 . The content of the data will be described below in explaining the operation of the control circuit  442 . At a step S 34 , the data transfer control circuit  171  receives data output from the control circuit  442 , to cause the RAM to store the data. 
   At a step S 35  the command/data for the second channel is transmitted to the controller  40 , in a manner similar to the operation for the first channel at the steps S 33  and S 34 . The control circuit  442  performs a predetermined operation based on this command/data to output the data to be transmitted to the game machine  10 . At a step S 36  data transfer and write-in processes are carried out for the second channel. Meanwhile, at a step S 37 , the command/data for the fourth channel is transmitted to the controller  40 . The control circuit  442  performs a predetermined operation based on this command/data to output the data to be transmitted to the game machine  10 . At a step S 38  data transfer and write-in processes are carried out for the third channel. Furthermore, at a step S 39 , the command/data for the fourth channel is transmitted to the controller  40 . The control circuit  442  of the controller  40  performs a predetermined operation based on this command/data to output the data to be transmitted to the game machine  10 . At a step S 40  data transfer and write-in processes are carried out for the fourth channel. At a subsequent step S 41 , the data transfer circuit  171  transfer in batch the data which have received at the steps S 34 , S 36 , S 38  and S 40  to the bus control circuit  12 . 
   In the above-identified manner, the data for the first channel to the fourth channel, that is, the commands for the controllers  40  connected to the connectors  181 - 184  and the operating state data to be read out of the controllers  40 , are transferred by time-divisional processing between the data transfer control circuit  171  and the control circuit  442  respectively within the controllers  40 . 
     FIG. 20  is a flowchart explaining the operation of the controller circuit  44 . First, at a step S 51 , it is determined whether or not a command has been input from the image processing circuit  10  to the control circuit  442 . If no command has been inputted, the controller circuit waits for a command. If a command is input, at a step S 52  it is determined whether or not the command inputted to the control circuit  442  is a status request command (command “0”). If a command “0” is detected, the process proceeds to a step S 53 , wherein a status transmitting process is carried out. 
   At the step S 53 , where the CPU  11  outputs the command “0”, the data in the format as shown in  FIG. 13  is transmitted and received between the game machine  10  and the controller  40 . On this occasion, the control circuit  442 , when receiving the command “0” data configured by 1 byte (8 bits), transmits TYPE L (1 byte), TYPE H (1 byte) and the status. Here, TYPE L and TYPE H are data for identifying the function of a device or apparatus being connected to the joyport connector  46 , which are inherently recorded in the RAM cartridge  50 . This make possible recognition by the game machine  10  as to what extension device (e.g., a RAM cartridge  50  or other extension devices such as a liquid crystal display) is connected to the controller  40 . The status is data representative of whether or not an extension device such as a RAM cartridge  50  is connected to the port and whether or not the connection of the extension device is after resetting. 
   On the other hand, at the step S 52  if the determination reveals that there is not a command “0”, it is determined at a step S 54  whether or not the inputted command is a pad-data request command (command “1”). If it is a command “1”, the process proceeds to a step S 55  where the process of transmitting pad data is performed. Specifically, where the CPU  11  outputs a command “1”, the data in format as shown in  FIG. 14  is transmitted and received between the game machine  10  and the controller  40 . On this occasion, the control circuit  442 , if receiving command “1” data configured by 1 byte (8 bits), transmits the data of 14 switches (16 bits) of B, A, G, START, upper, lower, left, right, L, R, E, D, C and F, the data of JSRST (1 bit); and the data of the counter  444 X and the counter  444 Y (16 bits). By transmitting these data to the game machine  10 , the game machine  10  recognizes how the operator operated the controller  40 . Thus, these data are utilized for modifying the image by the game machine  10  in accordance with the operating state of the controller  40  as manipulated by the player. 
   At the foresaid step S 54 , if the determination reveals that there is not a command “1”, it is determined at step S 56  whether or not the input command is a read-out request command (command “2”) for data associated with the RAM cartridge  50  to be connected to the extension connector. If it is a command “2”, the process proceeds to a step S 57  where the process of reading out of the extension connector is performed. Specifically, where the CPU  11  outputs a command “2”, the data in format as shown in  FIG. 13  is transmitted and received between the game machine  10  and the controller  40 . On this occasion, when the control circuit  442  receives command “2” data configured by 1 byte (8 bits), address H representative of the higher-order bits (8 bits) of address, address L representative of the lower-order bits (3 bits) of address, and address CRC (5 bits) for checking for error in address data transmitted and received, the control circuit  442  transmits data stored in the RAM cartridge (32 bytes) and CRC (8 bits) for checking for data errors. In this manner, the connection of the RAM cartridge  50  (or other extension devices) and the game machine  10  enables the game machine  10  to process data from the RAM cartridge  50 , etc. 
   At the aforesaid step S 56 , if the determination is not a command “2”, it is determined at a subsequent step S 58  whether or not the inputted command is write-in request command (command “3”) for information associated with the RAM cartridge  50  being connected to the extension connector  46 . Where it is the command “3”, the process of data read-out is carried out at a step S 59  for the RAM cartridge  50  being connected to the extension connector  46 . Specifically, if the CPU  11  outputs a command “3”, the data shown in  FIG. 23  is transmitted and received, in response to the command “3”, between the game machine  10  and the controller  40 . 
   That is, when the control circuit  442  receives command “3” data configured by 1 byte (8 bits), address H representative of the higher-order bits of address (8 bits), address L representative of the lower-order bits of address (3 bits), address CRC for checking for error in address data transmitted and received (5 bits), and data to be transmitted to the RAM cartridge  50  (32 bytes), it transmits CRC for checking for error for data received (8 bits). In this manner, the connection of the extension device  50  and the game machine  10  enables the game machine  10  to control the extension device  50 . The connection of the extension device  50  and the game machine  10  also drastically improves the function of the controller  40 . 
   If at the aforesaid step S 58  the determination is not a command “3”, it is determined at a step S 60  whether or not it is a reset command (command  255 ). Where it is the reset command ( 255 ), the process of resetting the counter  444  for the joystick  45  is performed at step S 61 . 
   Where the CPU  11  outputs a reset command (command  255 ), the data shown in  FIG. 25  is transmitted and received between the game machine  10  and the controller  40 . That is, the control circuit  442  of the controller  40 , if receiving command  255  data configured by 1 byte (8 bits), outputs a reset signal to reset the X counter  444 X and counter  444 Y and transmits aforesaid TYPE L (1 byte), TYPE H (1 byte) and the status. 
   The operation by the controller control circuit  17  of transferring data will be explained using the flowchart in  FIG. 26 , wherein the data, stored in a RAM  51  within an extension device  50  connected to a joy port connector  46  of a controller  40  (controller A) having a connection jack  41  connected to the controller connector  181  is transferred to a RAM  51  within an extension device  50  connected to a joy port connector  46  of a controller (controller B) having a connection jack  41  connected to the controller connector  182 . 
   First, if the operator operates the controller  40  to determine commencement of backup or if the start of a copying operation is determined by the program, the data transfer control circuit  171  transmits a command “2” to the controller A at a step S 191 . The controller A performs a predetermined operation in accordance with the command “2” to transfer the data stored in the RAM  51  to the data transfer control circuit  171 . At a step S 193 , the data transfer control circuit  171  stores the data received from the controller A to the RAM  174 . At a step S 194  the data transfer control circuit  171  transfers the data stored in the RAM  174  to the W-RAM  14 . When the data format is different between the RAM  51  connected to the controller A and the RAM  51  connected to the controller B, the data stored in the W-RAM  14  is altered by the CPU  11 . At a step S 195  the data transfer control circuit  171  transfers the data stored in the W-RAM  14  to the RAM  174 . At a step S 197 , the data transfer control circuit  171  transmits a command “3” to the controller B. At a step S 196 , the data transfer control circuit  171  transmits the data stored in the RAM  174  to the controller B. At a step S 198 , it is determined whether or not the data to be transferred from the controller A to the controller B have all been transferred. If the transfer is completed, the backup operation is ended. Where the transfer is not completed, the step S 191  through the step S 198  are executed again. 
   By executing the step S 191  through the step S 198  in this manner, it is possible to store the data stored in the RAM  51  of the extension device  50  connected to the controller A to the RAM  51  of the extension device  50  connected to the controller B. 
   By so doing, it is possible to analyze a competition record of a competitor for future battle references. Even when a racing game or a baseball game is played alone, it is possible to compete with a competitor&#39;s machine or baseball team by using machine tuning data or baseball team data of a competitor. 
   A detailed operation for resetting the joystick  45  will be described next. 
   In order to reset the joystick  45  to determine an origin point thereof, there are three methods, i.e., a method through button operation, a method through turning-on/off the power source, and a method controlled by the image processor  10 . 
   (1) A reset operation by operating the buttons. 
   With reference to the flowchart shown in  FIG. 27 , a reset operation is shown for the counter  444  which stores data indicative of an inclined state of the joystick  45 , First, in a step S 432 , the switch signal detection circuit  443  detects whether or not the buttons  406 Lb  406 R and  405  are simultaneously depressed. Then, if the three buttons are not depressed, the detection of the switch signals is performed continuously. Furthermore, if the three buttons are simultaneously depressed, the reset signal is outputted. 
   In response to the reset signal, in a step S 434 , the count values of the X counter  444 X and the Y counter  444 Y are reset. Therefore, the origin point of the joystick is determined at every time that, for example, the buttons  406 L,  406 R and  405  are simultaneously depressed. 
   In this embodiment, at a time that the buttons  406 L,  406 R and  405  are simultaneously depressed by the operator, the reset signal is generated by the switch signal detection circuit  443 ; however, the number of the buttons is not limited to three (3), and may, for example, be two (2) or four (4). Furthermore, buttons simultaneously depressed are not limited to the above described buttons, and may be arbitrary buttons. 
   (2) A reset operation by turning-on/off the power source. 
   With referring to a flowchart shown in  FIG. 28 , another reset operation of the counter  444  will be described. A reset signal is output from a power-on reset circuit  447  in response to the power source switch (not shown) of the image processor  10  being turned-on by the operator when the controller  40  is connected to the image processor  10 , or in response to a fact that the power source is supplied to the controller  40  by inserting the connection jack of the controller  40  into one of the controller connectors  181 - 184  of the image processor  10  when no controller  40  is connected to the image processor  10 . In response to such a reset signal, in a step S 442 , the count values of the X counter  444 X and the Y counter  444 Y are reset. Therefore, the origin point of the joystick is determined at every time that the power source is supplied to the controller  40 . 
   (3) A reset operation by the image processor  10 . 
   The counter  444  is also reset by executing the steps S 60  and S 61  shown in the above described  FIG. 20 . Through such a reset operation, it is possible to freely determine the origin point of the joystick  45  by the program in accordance with a processing status of the image processor  10 . 
   According to the above described methods, it is possible to reset the X counter  444 X and the Y counter  444 Y. If the reset signal is output at a time that the lever  474  is in its neutral position, that is, at a time that the lever  474  is not operated by the operator, it is possible to prevent erroneous count values from being stored in the X counter  444 X and the Y counter  444 Y, and therefore, it is possible to prevent the erroneous count values from being transmitted to the image processor  10 . 
   Next, one example where the monitor screen is changed using the controller  40  will be described with referring to  FIG. 29 . A left illustration in  FIG. 29  shows the physically inclined amount of the lever  474  using orthogonal X-Y coordinates. More specifically, a circle illustrated at a center indicates the lever  474 , and in this illustration, a state where the operator does not operate the lever  474 , that is, a state where the lever  474  stands upright with respect to the housing. If the lever  474  is inclined toward a front side, the circle is moved in a +(positive) direction in the Y axis, and if the lever  474  is inclined toward a rear side, the circle is moved in a −(negative) direction of the Y axis. Furthermore, if the lever  474  is inclined toward a right direction, the circle is moved in a +(positive) direction of the X axis, and if the lever  474  is inclined toward a left side, the circle is moved in a −(negative) direction of the X axis. 
   A right illustration in  FIG. 29  shows a display screen of a game where an enemy  34  is aimed by inclining the lever  474  toward front, rear, left and right so as to move an aiming device  35  toward upper, lower, left and right. Clouds  31 , mountains  32  and buildings  33  constitute a background image which can be changed by, for example, scrolling, the enemy  34  is an object which can freely move within the screen. For example, when the enemy  34  is displayed in a right upper portion of the screen, if the operator inclines the lever  474  toward right and then front, the X counter  444 X and the Y counter  444 Y are both incremented, and thus, the count values thereof become larger. The count values are transmitted to the image processor  10  which changes a display position of the aiming device  35  thereby utilizing the data of the count values. Therefore, the aiming device  35  becomes to be super-positioned on the enemy  34 . Then, at a timing the aiming device  35  is just super-positioned on the enemy  34 , if the button such as the button  404 A is depressed, the switch data of the button is also transmitted to the image processor  10  similar to the counter data. Accordingly, the image processor  10  generates the image signal so as to display a missile (not shown) or the like which can attack the enemy  34  on the screen. 
   Next, one example of a case where the analog joystick is reset in a state where the lever  474  is deviated from the center, that is, the lever  474  is inclined will be described with reference to  FIG. 30 . 
   When the X counter  444 X and the Y counter  444 Y are reset at the coordinate position indicated by a solid circular line in a left illustration in  FIG. 30 , if the operator releases his or her hand from the lever  474 , the lever  474  returns to the center of the coordinate, i.e., a position indicated by a dotted circular line. A change of the image will be described with utilizing a right illustration in  FIG. 30 . First, when the X counter  444 X and the Y counter  444 Y are reset, as similar to the right illustration in  FIG. 29 , the aiming device  35  is displayed at the solid circular line because the count values of the X counter  444 X and the Y counter  444 Y are both “0” equal to the initial values. Next, if the operator releases his or her hand from the lever  474 , the lever  474  returns to the center position of the coordinate, and the X counter  444 X within the controller  40  is incremented and the Y counter  444 Y is decremented, and therefore, the count values of the counters  444 X and  444 Y become larger and smaller, respectively. The count values are transmitted to the image processor  10  which changes the display position of the aiming device  35  with utilizing the data of the count values to the position of an aiming device  35  indicated by a dotted line. 
   A description will be made of such a reset operation which is performed at a certain point in time. For example, if the operator presumes the position that the enemy  34  appears is the position of the aiming device  35  shown by the dotted line in the right illustration in  FIG. 30 , the operator wishes to super-position the aiming device  35  at the position of the dotted line aiming device  35  at an instance that the enemy  34  appears. However, if the aiming device  35  is continuously kept on the dotted line aiming device  35 , the operator who is a game player will be bored, and there is a further possibility that if the enemy  34  appears at a place not presumed, the operator cannot attack the enemy, and therefore, in order to super-position the aiming device  35  on the position of the dotted line aiming device  35  at an instance that the enemy  34  appears, and to freely move the aiming device  35  to other places, the above described reset function is used. In describing an action of the operator more specifically, the operator first inclines the lever  474  such that the aiming device  35  is displayed at a position symmetrically corresponding to the position presumed that the enemy  34  will appear (the position of the dotted line aiming device  35 ) with reference to the solid line aiming device  35 . At that time, the physical coordinate position of the lever  474  becomes the solid circular line in the left illustration in  FIG. 29 . Then, the operator, for example, simultaneously depresses the three buttons of the buttons  406 L,  406 R and  405 . In response to the depression, the X counter  444 X and the Y counter  444 Y are both reset, and the aiming device  35  is displayed at the position of the solid line aiming device  35 . Then, the operator freely moves the aiming device  35 , and waits for an appearance of the enemy  34 . If the enemy  34  appears at the position of the dotted line aiming device  35 , the operator releases the hand from the lever  474 . Therefore, the lever  474  returns to the physical coordinate position shown by the dotted circular line in the left illustration in  FIG. 29 . Resultingly, the aiming device  35  is displayed at the dotted line aiming device  35 . When the operator surely super-positions the aiming device  35  on the enemy  34 , and depresses the switch such as the button  404 A, a missile (not shown) or the like which attacks the enemy  34  is displayed on the screen. 
   Furthermore, if the reset operation is performed in the above described manner, it is possible to greatly move the lever  474  toward a right lower direction, and therefore, the above described reset operation is also effective at a time that the operator wishes to greatly move the lever  474  toward a right lower direction. 
   Although the present invention has 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.