Patent Publication Number: US-2004048664-A1

Title: Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus

Description:
T CHNICAL FIELD  
       [0001] The present invention relates to a game apparatus, a game machine manipulation device, a game system, and an interactive communication method for a game apparatus, for example, which are suitably applied for the case in which either of various game machine manipulation devices is connected to a game apparatus so as to produce an appropriate presence in response to a particular signal from a game machine main body for reproducing a video r cording medium.  
       BACKGROUND ART  
       [0002] Conventionally, there has been a game system which reproduces information on a game from a video recording m dium in response to user&#39;s manipulation on a controll r to progress the game.  
       [0003] Specifically, as illustrated in FIG. 1, in this game system GS, a game machine main body  27  contains a CD-ROM driver having a function of reproducing a CD-ROM, which is a video r cording m dium. The gam machine main body  27  has, on a top surface thereof, a lid member  28  which is closed after a CD-ROM is accommodated; an open/close switch  29  for opening and closing the lid m mber  28 ; a power supply switch  30  for supplying electric power; a reset switch  31  for returning the operation of the game machine main body  27  to an initial state; and a connection port  32  capable of connecting two manipulation devices.  
       [0004] Connecting a connector  20  of a game machine manipulation device CT 1  to this connection port  32  makes it possible to perform interactive communications between the manipulation device CT 1  and the game machine main body  27 A.  
       [0005] The game machine manipulation device CT 1 , as illustrated in FIG. 2, is formed in the shape of eyeglasses, and has a housing body composed of an upper case  2  and a lower case  3  which can be separated. This housing body is formed at both longitudinal ends with first and second manipulation supports  4 ,  5  which outwardly protrude just like horns so that a user can grip them with both hands for supporting. In a narrower middle portion of the housing body, a start select unit  6  including switches is provided for use in starting a game, selecting one from games, and so on. Also, first and second manipulation units  7 ,  8  are formed in a circular shape at horizontally symmetric positions on both sides of the housing body and a plurality of switches are arranged in substantially a central portion of each of the manipulation units  7 ,  8 . Further, third and fourth manipulation units  9 ,  10  each comprising a plurality of switches, which allows the user to manipulate mainly with the index finger and middle finger, are disposed at horizontally symmetric positons on side wall surfaces in front portions of the housing body.  
       [0006] The start select unit  6  is a group of switches which include a start switch  11  and a select switch  12 , both positioned between the first manipulation unit  7  and the second manipulation unit  8 . The select switch  12  is provided for selecting the degree of difficulty or the like, for example, when a game is started, while the start switch  11  is a switch for actually starting the game.  
       [0007] The first manipulation unit  7  is structured to have a concavity  13  corresponding to a concave portion formed substantially in a cross shape in a central portion of the circular first manipulation unit  7 , which was an end portion of the housing body, and windows  15  formed in the concavity  13  to make four key tops  14   a ,  14   b ,  14   c ,  14   d  extend therethrough from the inside to the outside. The windows  15  are positioned in conformity with the concavity  13  substantially in a cross shap , such that th h ads of the four key tops  14   a ,  14   b ,  14   c ,  14   d  face each other in four directions.  
       [0008] The second manipulation unit  8  is formed with a concavity  16  corresponding to a concave portion formed substantially in a cross shape in a central portion of the circular second manipulation unit  8 . Also, the second manipulation unit  8  has four cylinders  17  at upper, lower, 1 ft and right positions, respectively, of the cross-shaped concavity  16 , each having an opening of a size that allows each of cylindrical key tops  16   a ,  16   b ,  16   c ,  16   d  to xtend therethrough from the inside to the outside.  
       [0009] The four top keys  16   a ,  16   b ,  16   c ,  16   d  have readily viewable recognition symbols on their top surfaces, for example, symbols (marks) representative of functions such as ◯, Δ, □, X or the like to allow the user to readily identify the functions of the respective switches. Also, these key tops  16   a ,  16   b ,  16   c ,  16   d  and the cylinders  17  are formed with unique protrusions or cut-outs at respective lower end portions thereof such that the key tops cannot b inserted into different cylinders  17  when assembly.  
       [0010] The third and fourth manipulation units  9 ,  10  are formed to protrude from the wall surfaces of front portions of the first and second manipulation units  7 ,  8 . The third and fourth manipulation units  9 ,  10  include op nings  18  which are two lin s of two slits formed through the protruding wall surfaces in parallel, one above the other, and operation support manipulation switches formed by protruding elongated key tops  19   a ,  19   b ,  19   c ,  19   d , which substantially fit into the openings  18 , from the inside to the outside.  
       [0011] The game machine manipulation device CT 1  having the structure as mentioned above is connected to the game machine main body  27 , described above with reference to FIG. 1, with a predetermined connector  20 . Further, the game machine main body  27  is connected to a monitor such as a television receiver or the like. In general, the user holds the manipulation device with both hands, manipulates manipulation buttons in the first to fourth manipulation units  7 ,  8 ,  9 ,  10  with fingers of both hands to instruct movements of an operation target such as a character or the like on the monitor screen for playing a game.  
       [0012] The game machine manipulation device CT 1 , having the structure as described above, is adapted to allow the user to manipulate the groups of buttons in the first to fourth manipulation units with fingers to instruct an operation target of a game to move on the screen of a monitor, thus advancing the game. During the play, the user experienc s bodily sensation of how the game is advancing, only with visual sense obtained by viewing characters on the monitor screen and with acoustic sense obtained by listening to sounds generated from a speaker of the monitor. However, it is not sufficient to fully satisfy the user with the bodily sensation of the game.  
       [0013] In addition, in the conventional game machine manipulation device CT 1 , when any of the manipulation buttons in the first to fourth manipulation units  7 ,  8 ,  9 ,  10  is depressed to operate the game machine, data indicative of either ON or OFF is transmitted in accordance with the depression of the button as manipulation data to the game machine main body. With such a game machine manipulation device like CT 1  adapted for digital control, it is difficult to provide a fine control such as an analog control.  
       DISCLOSURE OF THE INVENTION  
       [0014] The present invention has been made in view of the problems mentioned above, and is intended to propose a game apparatus, a game machine manipulation device, a game system, and an interactive communication method for a game apparatus, which are capable of performing an optimal control, when any of various game machine manipulation devices having a variety of functions is connected to the game machine main body, by recongnizing functions available from the connected game machine manipulation device by the game machine main body.  
       [0015] To solve the problems mentioned above, in the present invention, a game machine manipulation device has storing means for storing predetermined function information so as to transmit the function information to a game apparatus in response to an information request command from the game apparatus, while a game apparatus r trieves the function information possessed by the game machine manipulation device, selects predetermined function information from the retrieved function information to be set to the game machine manipulation d vice, thereby making it possible to perform an optimal control for the game machine manipulation device connected to the game apparatus.  
       [0016] Further, in the present invention, the game machine manipulation device has storing means for storing power consumption information of the response means so as to transmit the power consumption to the game apparatus in response to a information request command from the game apparatus, and moreover, the game apparatus transmits r sponse means control data to the game machine manipulation device based on the power consumption information for the response means of the game machine manipulation device, thereby making it possible to perform an optimal control for the respons means of the game machine manipulation device connected to the game apparatus. 
     
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
     [0017]FIG. 1 is a plan view illustrating a general configuration of a conventional game system.  
     [0018]FIG. 2 is a perspective view illustrating the structure of a conventional game machine manipulation device.  
     [0019]FIG. 3 is a plan view illustrating a general configuration of a game system according to the present invention.  
     [0020]FIG. 4 is a perspective view illustrating the structure of a game machine manipulation device.  
     [0021]FIG. 5 is a perspective view illustrating a motor of a response means.  
     [0022]FIG. 6 is a side view illustrating how a support is vibrated by a motor.  
     [0023]FIG. 7 is a perspective view illustrating the structure of a voice coil type response means.  
     [0024]FIG. 8 is a cross-sectional view illustrating the structure of a voice coil type response means.  
     [0025]FIGS. 9A and 9B are cross-sectional view illustrating how a vibrator vibrates.  
     [0026]FIGS. 10A and 10B are characteristic graphs each illustrating the waveform of a current for driving a vibrator.  
     [0027]FIGS. 11A and 11B are characteristic graphs illustrating the waveform of a current for driving a vibrator.  
     [0028]FIG. 12 is a side view illustrating how a manipulation device is vibrated by a vibrator.  
     [0029]FIG. 13 is a block diagram illustrating the configuration of a game machine main body and a game machine manipulation device.  
     [0030]FIG. 14 is a flow chart illustrating a communication processing procedure of a controller.  
     [0031]FIG. 15 is a table showing a parameter setting mode ON/OFF command.  
     [0032]FIG. 16 is a table showing a controller information acquisition command.  
     [0033]FIG. 17 is a table showing a controller mode acquisition command.  
     [0034]FIG. 18 is a table showing a controller mode setting command.  
     [0035]FIG. 19 is a table showing an actuator information acquisition command.  
     [0036]FIG. 20 is a table showing an actuator status acquisition command.  
     [0037]FIG. 21 is a tabl showing a communication continuation command.  
     [0038]FIG. 22 is a table showing a command for acquiring a list of simultaneously operable actuators.  
     [0039]FIG. 23 is a table showing a command for setting d tails of a parameter for an actuator.  
     [0040]FIG. 24 is a table showing a controller button information acquisition command.  
     [0041]FIG. 25 is a table showing an actuator parameter s tting command.  
     [0042]FIG. 26 is a table showing an actuator mode setting command.  
     [0043]FIG. 27 is a flow chart illustrating a controller mode setting processing procedure.  
     [0044]FIG. 28 is a flow chart illustrating an actuator information acquisition processing procedure.  
     [0045]FIG. 29 is a flow chart illustrating a current control processing procedure.  
     [0046]FIG. 30 is a flow chart illustrating an example of a communication in the protocol 2.0 mode.  
     [0047]FIGS. 31A to  31 F are state transition diagrams illustrating an example of a communication for acquiring controller information and so on.  
     [0048]FIGS. 32A to  32 F are state transition diagrams illustrating a mode switching procedure.  
     [0049]FIG. 33 is a flow chart illustrating a processing procedure executed by the game machine main body.  
     [0050]FIG. 34 is a flow chart illustrating a processing procedure executed by the game machine manipulation device. 
    
    
     BEST MODE FOR CARRYING OUT THE INVENTION  
     [0051] One embodiment of the present invention will h reinafter be described in detail with reference to the accompanying drawings.  
     [0052] In FIG. 3, a game system GS has a game machine main body  27 ; a game machine manipulation device (controll r) CT 10  for setting the contents of a game and inputting instructions according to the progress of the game to th game machine main body  27 ; and a monitor  33  for visually displaying how the game goes on.  
     [0053] The game machine main body  27  contains a CD-ROM driver having a function of reproducing a CD-ROM, which is a video recording medium. The top surface of the game machine main body  27  is provided with a lid member  28  for closing after a CD-ROM is accommodated; an open/close switch  29  for opening and closing the lid member  28 ; a power supply switch  30  for supplying electric power; a reset switch  31  for returning the operation of the game machine main body  27  to an initial state; and a connection port  32  capable of connecting two manipulation devic s.  
     [0054] Connecting a connector  20  of the game machine manipulation device CT 10  to this connection port  32  makes it possible to perform interactive communications betw n the manipulation device CT 10  and the game machine main body  27 .  
     [0055] The game machine manipulation device CT 10 , as illustrated in FIG. 4, is formed in the shape of yeglasses, and has a housing body composed of an upper case  2  and a lower case  3  which can be separated. Both longitudinal ends of this housing body is provided with first And second manipulation supports  4 ,  5  which outwardly protrude just like horns so that the user can grip them with both hands for supporting. In a narrower middle portion of the housing body, a start select unit  6  including switches is provided for use in starting a game, selecting one from games, and so on. Also, first and second manipulation units  7 ,  8  are formed in a circular shape at horizontally symmetric positions on both sides of the housing body, and a plurality of switches are arranged in substantially a central portion of each of the manipulation units  7 ,  8 . Further, third and fourth manipulation units  9 ,  10  each comprising a plurality of switches, which allows the user to manipulate mainly with the index finger and middle finger, are disposed at horizontally symmetric positions on side wall surfac s in the front of th housing body.  
     [0056] The start select unit  6  is as a group of switches which include a start switch  11  and a select switch  12 , both positioned between the first manipulation unit  7  and the second manipulation unit  8 . The select switch  12  is provided for selecting the degree of difficulty or the like, for example, when starting a game, while the start switch  11  is a switch for actually starting the game.  
     [0057] The first manipulation unit  7  is structured to hav a concavity  13  corresponding to a concave portion formed substantially in a cross shape in a central portion of th circular first manipulation unit  7 , which was an end portion of the housing body, and windows  15  formed in the concavity  13  for four key tops  14   a ,  14   b ,  14   c ,  14   d  to extend therethrough from the inside to the outside. The windows  15  are positioned in conformity with the concavity  13  substantially in a cross shape, such that the heads of the four key tops  14   a ,  14   b ,  14   c ,  14   d  face each other in four directions.  
     [0058] The second manipulation unit  8  is provided with a concavity  16  corresponding to a concave portion substantially in a cross shape in a central portion of the circular second manipulation unit  8 . Also, the second manipulation unit  8  has four cylinders  17  at upper, low r, left and right positions, respectively, of the cross-shap d concavity  16 , each having an opening of a size that allows each of cylindrical key tops  16   a ,  16   b ,  16   c ,  16   d  to extend therethrough from the inside to the outside.  
     [0059] The four top keys  16   a ,  16   b ,  16   c ,  16   d  have readily viewable recognition symbols on their top surfaces, for xample, symbols (marks) representative of functions such as ◯, Δ, □, X or the like so as to allow the user to r adily identify the functions of the respective switches. Also, these key tops  16   a ,  16   b ,  16   c ,  16   d  and the cylinders  17  are formed with unique protrusions or cut-outs in lower end portions thereof such that the key tops cannot be inserted into different cylinders  17  when assembly.  
     [0060] The third and fourth manipulation units  9 ,  10  ar formed to protrude from the wall surfaces of the front of the first and second manipulation units  7 ,  8 . The third and fourth manipulation units  9 ,  10  include openings  18  which are two lines of two slits formed through the protruding wall surfaces in parallel, one above the other, and operation support manipulation switches formed by protruding therethrough elongated key tops  19   a ,  19   b ,  19   c ,  19   d , which substantially fit into the openings  18 , from the inside to the outside.  
     [0061] The game machine manipulation device CT 10  having the structure as mentioned above is connected to the game machin main body  27 , described above in connection with FIG. 3, with a pred termined connector  20 . Further, the game machine main body  27  is connected to a monitor  33  such as a television receiver or the like. In general, the user holds the manipulation device with both hands, manipulates manipulation buttons of the first to fourth manipulation units  7 ,  8 ,  9 ,  10  with fingers of both hands to instruct movements of an operation target such as a character or the like on the monitor screen for playing a game.  
     [0062] Here, the game machine manipulation device CT 10  illustrated in FIG. 4 has response means  21  and  51  each in a predetermined space inside the housing body. The response means  21  is disposed on a response means positioning place  22  into a first manipulation support  4  of the lower case  3 . As illustrated in FIG. 5, the response means  21  comprises a motor  24 , and a cylindrical rotator  26  mounted to the rotating shaft  25  of the motor  24  at a position deviated from the center thereof, i.e., at an eccentric position. With this manner of mounting, as the motor  24  is rotated, the rotator  26  eccentrically rotates to generate vibrations.  
     [0063] The vibrations vibrate not only the first manipulation support  4  but also the housing comprising the lower case  3  and the upper case  2  to vibrate the entire manipulation device, as illustrated in FIG. 6. In this way, dynamic bodily sensation can be giv n to the user who is manipulating the game machine manipulation device CT 10 . The vibrations generated by the eccentric rotation of the rotator  26  can be arbitrarily varied by adjusting the rotating speed and torque of the motor  24 , thereby changing the magnitude of the response means  21 .  
     [0064] Also, in the game machine manipulation device CT 10  illustrated in FIG. 4, the response means  51  is disposed on a response means positioning place  52  into the second manipulation support  5  of the lower case  3 . This response m ans  51  has a vibrator  53  for linearly reciprocal movements. More specifically, as illustrated in FIG. 7, the response means  51  has a weight  63  fixed substantially at the center of an cylindrical coil bobbin  57  to form the vibrator  53 , and also has a stator  54  composed of two magnetic materials  55 ,  56  for reciprocally vibrating the vibrator  53  in the axial direction of the coil bobbin  57 .  
     [0065] Both ends of the coil bobbin are wound with conductive wires in opposite directions to each other to form a first coil  58  and a second coil  59 . The coil bobbin  57  thus provided with the coils  58  and  59  at th right and left ends thereof has both ends loosely fitt d in loose fit holes  55 E and  56 E, respectively, which are formed in the magnetic materials  55  and  56 , respectiv ly. The suspender  60  comprising the support member  61  and a l af spring  62  k ps a state capabl of performing reciprocal movements.  
     [0066]FIG. 8 illustrates a cross-section of the response means  51 . The two magnetic materials  55  and  56  forming the stator  54  each has the outer appearance substantially in a cylindrical shape. Cylindrical magnetic poles (S poles)  55 A and  56 A are protrusively formed along the central axial lines of the magnetic materials  55  and  56 , respectively. The magnetic materials  55  and  56  are connected by fixedly inserting a core  64  between the magnetic poles  55 A and  56 A. In this connection, a member for connecting the magnetic materials  55  and  56  is not limited to the core  64 , but any non-magnetic resin member may be used instead.  
     [0067] Annularly protruding magnetic poles (N poles)  55 B and  56 B are formed opposite to the peripheral surface of the respective magnetic poles  55 A and  55 B with a predetermined spacing therebetween. Therefore, in th magnetic material  55 , a magnetic flux density B exists in a gap (the loose fit hole  55 E) between the magnetic pole  55 A and the magnetic pole  55 B, while in the magnetic material  56 , the magnetic flux density B exists in a gap (the loose fit hole  56 E) between the magnetic pole  56 A and the magnetic pole  56 B. One end of the coil bobbin  57 , which forms part of the vibrator  53 , is loosely fitted in th loose fit hol  55 E of the magn tic material  55 , wherein the coil  58  wound around the end portion is positioned across the magnetic flux. Similarly, in the magnetic material  56 , the other end of the coil bobbin  57 , which forms part of the vibrator  53 , is loosely fitted in the loose fit hole  56 E of the magnetic material  56 , wherein the coil  59  wound around the other end is positioned across the magnetic flux.  
     [0068] Assume herein that an initial state of the vibrator  53  is such that its end at which the coil  58  is formed shift in the left direction so as to abut on the magnetic material  55 , as illustrated in FIG. 9A. When the coil  58  is applied with a driving current  158 , for example as illustrated in FIG. 10A, and the coil  59  is applied with a driving current I 59  as illustrated in FIG. 10B, the driving current I 58  flows through the coil  58 , while the driving current I 59  does not flow through the coil  59  at the initial state (time t=0).  
     [0069] Thereby, a force F=I 58 ×B is applied to the coil  58 , so that the vibrator  53  moves to the right (i.e., toward the magnetic material  56 ), and the vibrator  53  stops at the position at which the end of the vibrator  53  formed with the coil  59  abuts on the magnetic material  56 , as illustrated in FIG. 9B.  
     [0070] Then, at time t=T, the driving current I 59  flows through the coil  59  as illustrated in FIG. 10B, while th driving current I 58  does not flow through the coil  58  as illustrated in FIG. 10A. The coil  59  is therefore applied with a force −F because the coils  58  and  59  are wound in opposite directions to each other. As a result, the vibrator  53  moves to the left (i.e., toward the magnetic material  55 ), thus returning to the initial state illustrated in FIG. 9A.  
     [0071] Afterwards, the driving currents I 58  and I 59  are alternately conducted to be applied to the coil  58  and  59  in a similar manner, thereby causing the vibrator  53  to r ciprocally move, that is, vibrate between the magnetic materials  55  and  56 .  
     [0072] In this connection, changing the periods of the driving currents I 58  and I 59  can change the vibrating frequency of the vibrator  53 . Also, changing the current values of the driving currents I 58  and I 59  can change the force F (that is, acceleration) applied to the vibrator  53 .  
     [0073] Instead of the method of turning on and off constant current values as illustrated in FIGS. 10A and 10B, the waveforms of the driving currents I 58  and I 59  applied respectively to the coils  58  and  59  are changed in an analog manner as illustrated in FIGS. 11A and 11B. Specifically, for each of the driving current I 58  and I 59 , each period T in which the driving currents I 58  and I 59  ar conducted is furth r segment d into sub-periods, and a different current value is set for each sub-period. Then, these current values are transferred as packet data from the game machine main body  27  to the game machine manipulation device CT 10 , thereby allowing the vibrator  53  of the response means  51  to generate vibrations which have gradually increasing acceleration. In this way, it is possible to make the response means  51  generate a variety of vibrations having different magnitudes, amplitudes, vibration frequencies and so on.  
     [0074] For example, a variety of values can be set to current value data transferred to the game machine manipulation device CT 10  as the packet data, depending on the degree of impact applied to an operation target in a game under progress in the game machine main body  27 . In addition, the number of current value data allocated in one packet can be set to any of various values. Thus, by s tting a variety of driving current waveforms depending on how the game is progressing, large current values may be alternately applied to the coils  58  and  59  only for short time periods to generate large vibrations such as impacts in the game machine manipulation device CT 10 , for example, in a scene where an operation target is applied with a large impact. On the other hand, in a scene wh re an operation target generates small and continuous vibrations, for example, such as thos generated in an idling automobile, smaller current values may be alternately applied to the coils  58  and  59  for a long tim period, thereby generating vibrations in the game machine manipulation device CT 10  just like vibrations caused by an idling automobile.  
     [0075] As described above, vibrations generated by th r sponse means  51  is transmitted not only to the second manipulation support  5  but also to the housing including the lower case  3  and the upper case  2  to vibrate the entire device, as illustrated in FIG. 12, thereby making it possible to give dynamic bodily sensation to the user who is manipulating the game machine manipulation device CT 10 .  
     [0076] As a result of mounting the response means  21  and  51  into the first manipulation support  4  and the second manipulation support  5 , respectively, of the lower case  3 , the response means  21  and/or  51  are vibrated by a particular response signal from the game machine main body  27  to vibrate the entire game machine manipulation device CT 10  for a constant time period, depending on the type of game, when the game machine manipulation device CT 10  and the game machine main body  27  are connected to a monitor  33  such as a television receiver or the like to play a game as illustrated in FIG. 3. Such vibrations may be preferably accompanied when knocking down an opponent in a fighting game, when hitting the mark in a shooting game, when an aircraft being an operation target is attacked on the screen, and so on. In this way, the entire manipulation device vibrates in response to operations made by the user with the manipulation buttons, to fe d the contents of a game under progress back to the user playing the game, thereby making it possible to improv the presence.  
     [0077] For driving the response means  21  and  51  to vibrate the game machine manipulation device CT 10  as mentioned above, the game machine manipulation device CT 10  and the game machine main body  27  need an interactive communication capability. The interactive communication capability can be realized by connecting the game machin main body  27  to a connector  20  which provides interactive s rial communications with the game machine manipulation device CT 10 , as described in FIG. 13. It should be noted that this embodiment is described in connection with a configuration including only one game machine manipulation d vice CT 10  connected to the game machine main body  27 .  
     [0078] In the game machine manipulation device CT 10 , th interactive communication capability is implemented by an I/O interface S 10  for providing serial communications with the game machine main body  27 ; a parallel I/O interface PIO for inputting manipulation data from a plurality of manipulation buttons; a one-chip microcomputer (hereinafter, referred to as “the microcomputer”) including a CPU, a RAM and a ROM; and a driver  34  for vibrating the response means  21  and  51 . The motor  24  of the response means  21  is rotated by a voltage and a current supplied from the driver  34 . The coils  58  and  59  constituting the vibrator  53  of the response means  51  are vibrated by a voltage and a current supplied from the driver  34 .  
     [0079] The game machine main body  27  is provided with a serial I/O interface SIO for performing serial communications with the game machine manipulation device CT 10 . When the connector  20  of the game machine manipulation device CT 10  is connected to the game machin main body  27 , the serial I/O interface SIO of the game machine main body  27  is connected to the serial I/O interface SIO of the game machine manipulation device CT 10  through this connector  20 , thereby providing interactive communication means, i.e., interactive serial communications. Other details in the game machine main body  27  is omitted.  
     [0080] Signal lines and control lines for interactive serial communications include a data transmission signal line TXD (Transmit X′ for Data) for transmitting data from the gam machine main body  27  to the game machine manipulation device  10 ; a data transmission signal line RDX (Received X′ for Data) for transmitting data from the game machine manipulation device CT 10  to the game machine main body  27 ; a serial synchronization clock signal line SCK (Serial Clock) for extracting data from the respective data transmission signal lines TXD, RDX; a control line DTR (Date Terminal Ready) for establishment, interruption and so on of communications with the game machine manipulation device CT 10  being the terminal side; and a flow control line DSR (Data Set Ready) for transferring a large amount of data.  
     [0081] The cable constituting the signal lines and control lines for interactive serial communications also includes a power supply cable  35  which is directly extracted from a power supply of the game machine main body  27  in addition to the signal lines and control lines, as illustrated in FIG. 13. The power supply cable  35  is connected to a driver  34  in the game machine manipulation device CT 10  for supplying electric power for vibrating the response means  21  and  51 .  
     [0082] An interactive serial communication procedure for the configuration described above is started, for example, when the game machine main body  27  illustrated in FIG. 13 communicates with the game machine manipulation device CT 10 . For retrieving manipulation data (button information) associated with manipulation buttons of the first to fourth manipulation units  7 ,  8 ,  9 ,  10 , the game machine main body  27  first confirms by the control line DTR that it has been selected, and subsequently enters in a wait state for waiting for the reception of data on the signal line TXD. Subsequently, the game machine main body  27  sends an identification code indicative of the game machine manipulation device CT 10  onto the data transmission signal line TXD. This causes the game machine manipulation device CT 10  to receive this identification code from the signal line TXD.  
     [0083] Since the identification code indicates the gam machine manipulation device CT 10 , the game machine manipulation device CT 10  starts a communication with the game machine main body  27 . More specifically, control data and so on are transmitted from the game machine main body  27  through the data transmission signal line TXD to the game machine manipulation device CT 10 , whereas manipulation data and so on generated by manipulations with manipulation buttons are transmitted from the gam machine manipulation device CT 10  through the data transmission signal line RDX to the game machine main body  27 . In this way, an interactive serial communication is p rformed between the game machine main body  27  and the gam machin manipulation device CT 10 . Th communication is terminated when the game machine main body  27  outputs selection stop data through the control line DTR.  
     [0084] Thus, if the interactive serial communication capability is provided, manipulation data mainly associated with manipulation buttons can be transmitted from the game machine manipulation device CT 10  to the gam machine main body  27 , while dynamic transmission data for vibrating the response means  21  and  51  can be sent from the game machine main body  27  through the data transmission signal line TXD to the game machine manipulation apparatus CT 10 . The dynamic transmission data for vibrating the response means  21  and  51  has be n previously set depending on a game CD-ROM loaded in the game machine main body  27 , and is fed back from the game machine main body  27  to the game machine manipulation device CT 10  in accordance with movements of an operation target in a game manipulated by the user who is playing the game through dynamic transmission for a fixed tim .  
     [0085] Here, as a game manipulation device to be connected to the game machine main body  27 , for example, the game machine manipulation device CT 10  illustrated in FIG. 4 transmits digital control data generated by manipulating the manipulation buttons of the manipulation units  7 ,  8 ,  9  and  10  to the game machine main body  27 , and transmits analog control data gen rat d by manipulating analog joysticks  36 ,  37  to the game machine main body  27 . These modes can be selected by the user manipulating a mode switch button  38  of the game machine manipulation devic CT 10 . Alternatively, the modes may be selected by software in a CD-ROM loaded in the game machine main body  27 .  
     [0086] The game system GS is configured to be connectable with a variety of game machine manipulation devices such as a game machine manipulation device CT 1  (FIG. 2) having only a digital mode, other than the game machine manipulation device CT 10  which allows to select the digital mode and analog mode mentioned above.  
     [0087] Therefore, the game machine main body  27  can inquire certain functions of a game machine manipulation device (CT 10  or the like) connected to the game machine main body  27  and set a variety of parameters to the game machine manipulation device by transmitting a variety of commands to the game machine manipulation device.  
     [0088] In this case, the game machine manipulation d vice CT 10  communicates with the game machine main body  27  in accordance with a communication processing procedure illustrated in FIG. 14. Specifically, in FIG. 14, when the game machine main body  27  is powered on through the power supply switch under the state of being connected to the gam machin manipulation d vic CT 10 , the game machine main body  27  and the game machine manipulation d vice CT 10  enter a communication mode at step SP 11  for making a communication therebetween. Then, the game machine manipulation device CT 10  proceeds to step SP 12  to wait for a command from the game machine main body  27 .  
     [0089] Here, the game machine main body  27  can transmit a variety of commands to the game machine manipulation d vice CT 10  as packet data for each vertical period of a video signal. Then, as the power supply switch of th game machine main body  27  is turned on, the game machine main body  27  first transmits a command to instruct the game machine manipulation device to set ON a paramet r setting mode, which is a communication command betwe n itself and a controller (game manipulation device), to th game machine manipulation device as an initial setting.  
     [0090] This command comprises nine-byte packet data as shown in the upper column of FIG. 15. The command has a first byte allocated to data  0 × 01 (hereinafter, simply denoted as “ 01 ”, omitting “ 0 ×” representative of a hexadecimal number) indicative of a command for a game machine manipulation device; a second byte allocated to data “ 43 ” indicative of a command for set ON/OFF a parameter setting for the game machine control devic (controller); a third byte allocated to data “ 00 ” corresponding to the second data “ 43 ”; and a fourth byte allocated to “1” when the parameter setting mode is set ON for the controller (the game machine manipulation device). Note that, data in a fifth byte through a ninth byte are variable length data having a length in a range of two bytes to six bytes, so that a variety of data are allocated therein as required.  
     [0091] Thus, the CPU of the game machine manipulation device CT 10  proceeds from step SP 13  to step SP 20  in FIG. 14, upon receiving a parameter setting ON command shown in FIG. 15, to enter the parameter setting mode for the gam machine manipulation device CT 10 . At subsequent step SP 21 , the CPU determines a command subsequently received thereby.  
     [0092] In the parameter setting mode, the CPU of the game machine manipulation device CT 10  proceeds to step SP 23  in FIG. 14 to transmit information on the game machine manipulation device CT 10  to the game machine main body  27 , when data transmitted from the game machine main body  27  to the game machine manipulation device CT 10  is a controller (game machine manipulation device) information acquisition command shown in the upper column of FIG. 16.  
     [0093] More specifically, the controller information acquisition command transmitted from the game machine main body  27  to the game machine manipulation device CT 10  comprises nine-byte packet data, as shown in the upper column of FIG. 16, which has a first byte allocated to data “ 01 ” indicative of a command for the game machine manipulation device; a second byte allocated to data “ 45 ”, indicating that this command is a command for acquiring (r questing) information on the game machine manipulation d vice (controller); a third byte allocated to data “ 00 ” corresponding to data “ 45 ” in the second byte; and a fourth byte to a ninth byte loaded with tx 0 -tx 5  which are fixed-length data of six bytes. Data allocated to the fourth to ninth bytes are indefinite.  
     [0094] Thus, the CPU of the game machine manipulation d vice CT 10 , upon receiving the controller information acquisition command shown in the upper column of FIG. 16, proceeds from step SP 21  to step SP 23  in FIG. 14 to return information on the game machine manipulation device CT 10  to the game machine main body  27  as transmission data shown in the lower column of FIG. 16. Specifically, th r turned data comprises nine-byte fixed-length data which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT 10  and the lower four bits “ 3 ” indicative of one half of a data length (6 bytes) of data rx 0 -rx 5  after a fourth byte; a third byte allocated to data “in” indicating whether the game machine manipulation d vic CT 10  is not initialized; the fourth byte allocated to a revision code “rv” corresponding to the game machine manipulation device CT 10 ; a fifth byte allocated to available mode quantity data “mn” indicative of the number of modes which can be set by software from the game machine main body  27  (in this embodiment, two modes of an analog control mode and a digital control mode); a sixth byte allocated to data “cm” indicative of a currently valid mode in the game machine manipulation device CT 10 ; a seventh byte allocated to actuator quantity data “an” indicative of the number of actuators (for example, response means  21  and  51 ) equipped in the game machine manipulation device CT 10 ; and an eighth byte allocated to “on” indicative of a total number of actuators which can be operated simultaneously (response means  21  and  51 , or the like). Data in a ninth byte is indefinite.  
     [0095] Thus, the CPU of the game machine manipulation device CT 10  returns the controller information shown in the lower column of FIG. 16 to the game machine main body  27  at step SP 23  in FIG. 14, so that the CPU of the game machine main body  27  can acquire information on the game machine manipulation device CT 10  being connected to th game machine main body  27 . It should be noted that this information only indicates the number of modes which can be set by software, and the contents of the information are returned from the game machine manipulation device CT 10  to the game machine main body  27  correspondingly when the controller mode acquisition command is transmitted from the game machine main body  27  to the game machine manipulation device CT 10 .  
     [0096] Specifically, when the transmission of the controller information is terminated at the aforementioned step SP 23 , the CPU of the game machine manipulation device CT 10  returns to step SP 21  to wait for another command. At this time, if data transmitted from the game machine main body  27  to the game machine manipulation device CT 10  is a controller (game machine manipulation device) mode acquisition command shown in the upper column of FIG. 17, the CPU of the game machine manipulation device CT 10  proceeds to step SP 24  in FIG. 14 to transmit to the gam machine main body  27  the contents of information on modes of the game machine manipulation device CT 10  which can be s t by software.  
     [0097] In this event, the controller mode acquisition command transmitted from the game machine main body  27  to the game machine manipulation device CT 10 , as shown in the upper column of FIG. 17, comprises nine-byte fixed-length packet data which has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “ 4 C” indicating that this command is a command for r questing controller modes which can be set by software; a third byte allocated to data “ 00 ”, corresponding to-the data “ 4 C” in the second byte; a fourth byte allocated to list number data “ln” indicating a list number in the RAM of the game machine manipulation device CT 10  which stores a list of a variety of controller modes (controller IDs) r quired by the CPU of the game machine main body  27 ; and a fifth byte to a ninth byte loaded with indefinite data.  
     [0098] Thus, the CPU of the game machine manipulation d vice CT 10 , upon receiving the controller mode acquisition command shown in the upper column of FIG. 17, proceeds from step SP 21  to step SP 24  in FIG. 14 to r turn a controller ID (controller mode information) indicative of each controller mode in a list specified by a list number specified by the fourth byte of the controller mode acquisition mode (the upper column of FIG. 17), based on that list number, out of lists stored in the ROM of the game machine manipulation device CT 10 , to the game machine main body  27  as transmission data shown in the lower column of FIG. 17. Specifically, this returned data comprises nine-byte fixed-length data which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation devic CT 10  and the lower four bits “ 3 ” indicativ of one half of a data length (6 bytes) of data rx 0 -rx 5  after a fourth byte; a third byte allocated to data “in” indicating whether the game machine manipulation device CT 10  is not initialized; and a sixth byte and a seventh byte allocated to controller ID data “n 0 ” and “n 1 ” indicative of setting available modes read from the list. In this connection, data in fourth, fifth, eight and ninth bytes are indefinite.  
     [0099] Thus, the CPU of the game machine manipulation d vice CT 10  returns the controller mode information (controller ID) shown in the lower column of FIG. 17 to the game machine main body  27  at step SP 24  in FIG. 14, so that the CPU of the game machine main body  27  can d termine modes (analog control mode, digital control mode, and so on), which can be set to the game machine manipulation device CT 10  being connected thereto, from the controller ID data.  
     [0100] When the setting available mode return processing at step SP 24  in FIG. 14 is terminated as described above, the CPU of the game machine manipulation device CT 10  returns to the foregoing step SP 21  to wait for anoth r command. In this event, the game machine main body  27  transmits a mode to be set, out of the available modes acquired as the controller ID data, to the game machine manipulation device CT 10  as a controller mod s tting command shown in the upper column of FIG. 18 from the game machine manipulation device CT 10  by the foregoing processing at step SP 24 .  
     [0101] The controller mode setting command comprises nine-byte fixed-length packet data, as shown in the upper column of FIG. 18, which has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “ 44 ” indicating that this command is a command for setting a mode for the controller (game machine manipulation device); a third byte allocated to data “ 00 ” corresponding to the data “ 44 ” in the second byte; a fourth byte allocated to a controller mode (analog control mode, digital control mode, or the like) to be s t by the CPU of the game machine main body for the gam machine manipulation device CT 10  with a list number data “cm” in the ROM of the game machine manipulation device CT 10 , which stores the controller ID indicative of the controller mode; and a fifth byte allocated to data “ik” for setting the manipulation button  38  (FIG. 4) for switching modes disposed in the game machine manipulation device CT 10  in an inoperative state (lock) or an operative state (unlock). In this connection, data in a sixth byt to a ninth byte are indefinite.  
     [0102] Thus, the CPU of the gam machine manipulation d vice CT 10 , upon receiving the controller mode setting command shown in the upper column of FIG. 18, proceeds from step SP 21  to step SP 25  in FIG. 14 to read the controller ID in the ROM of the game machine manipulation device CT 10  based on the list number data “cm” of the controller ID assigned to the fourth byte of the controller mode setting command (in the upper column of FIG. 18), and to set the mode specified by the controller ID (analog control mode, digital control mode or the like) to the CPU of the game machine manipulation device CT 10 . In this event, the CPU of the game machine manipulation d vice CT 10  returns transmission data shown in the lower column of FIG. 18 to the game machine main body  27 . This returned data comprises nine-byte fixed-length data which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT 10  and the lower four bits “ 3 ” indicative of one half of a data length (6 bytes) of data rx 0 -rx 5  in a fourth and subsequent bytes; a third byte allocated to data “in” indicating whether or not the game machine manipulation device CT 10  is not initialized; and a fourth byte through a ninth byte loaded with indefinite data. The CPU of the game machine main body  27  can r cogniz that the setting (switching) of th control mode has been completed by receiving the data “F 3 ” in the second byte of the transmission data.  
     [0103] In this way, the CPU of the game machine manipulation device CT 10  returns to step SP 21  to wait for another command to be transmitted thereto from the game machine main body  27 , when the setting (switching) of the controller mode is completed at step SP 24  in FIG. 14.  
     [0104] At this time, the game machine main body  27  transmits an actuator (response means  21 ,  51  and so on) information acquisition command shown in the upper column of FIG. 19 to the game machine manipulation device CT 10  for requesting the CPU of the game machine manipulation d vice CT 10  to provide information on a single or a plurality of actuators (response means) disposed in the game machine manipulation device CT 10  being connected to the game machine main body  27 .  
     [0105] The actuator information acquisition command comprises nine-byte fixed-length packet data, as shown in the upper column of FIG. 19, which has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “ 46 ” indicating that this command is a command for requesting information on actuators in the controller (game machine manipulation device); a third byte allocated to data “ 00 ” corresponding to the data “ 46 ” in the second byte; and a fourth byte allocated to an actuator number data “an” indicative of a number of an actuator (response means) (for example, “1” or “2” when th number of response means is two). In this connection, data in a fifth byte to a ninth byte are indefinite.  
     [0106] Thus, the CPU of the game machine manipulation device CT 10 , upon receiving the actuator information acquisition command shown in the upper column of FIG. 19, proceeds from step SP 21  to step SP 26  in FIG. 14 to read data on the response means  21  or  51  having the actuator number allocated in the fourth byte of the actuator information acquisition command (in the upper column of FIG. 19) from the ROM of the game machine manipulation device CT 10 , and to return the data on the actuator (the type of the actuator, a data length of a parameter) to th game machine main body  27  as transmission data shown in the lower column of FIG. 19. This transmission data comprises nine-byte fixed-length data, which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation device CT 10  and the lower four bits “ 3 ” indicative of one half of a data length (6 bytes) of data rx 0 -rx 5  after a fourth byt ; a third byte allocated to data “in” indicating whether the game machin manipulation device CT 10  is not initialized; a sixth byte allocated to classification number data “fn” for a function of the actuator (response means); a seventh byte allocated to auxiliary number data “sb” for further classifying th actuator (response means) classified by the classification number data “fn” in the sixth byte; and an eighth byt allocated to data “ic” indicative of a consumed current required to drive the actuator (response means). In this connection, data in a fourth byte and a fifth byte ar indefinite.  
     [0107] The classification number data “fn” allocated in the sixth byte may classify actuators (response means), for example, into an actuator for generating continuous rotary vibrations, an actuator for generating continuous r ciprocal vibrations, an actuator for generating intermittent reciprocal vibrations, an actuator for g nerating rotary vibrations, an actuator for generating reciprocal vibrations, and so on, as classification items. In addition, items classified by the auxiliary number data “sb” allocated in the seventh byte may include low speed rotation, high speed rotation, vibrating direction (X-axis direction, Y-axis direction, Z-axis direction), and so on.  
     [0108] Consequently, when the CPU of the game machine manipulation device CT 10  finishes transmitting to the gam machine main body  27  the information on the actuator (response means) corresponding to the actuator number requested at this time from the game machine main body  27  at step SP 26  in FIG. 14, the CPU returns to the foregoing st p SP 21  to wait for another command to be transmitt d from the game machine main body  27 . At this time, the CPU of the game machine main body  27  detects the number of actuators (response means) in the game machine manipulation device CT 10  being connected thereto, in the controller information acquisition processing described above in connection with step SP 23 . Therefore, by r peatedly transmitting the actuator information acquisition command described above with reference to FIG. 19 to the game machine manipulation device CT 10  a number of times equal to the number of actuators (response means), the CPU of the game machine manipulation device CT 10  r peats the processing at step SP 26  for the number of times equal to the number of actuators (response means), and consequently, data on all the actuators (respons means) are transmitted to the game machine main body  27 .  
     [0109] When the CPU of the game machine manipulation device CT 10  finishes returning the information on all the actuators (response means  21  and  51 ) by repeating step SP 26  in FIG. 14 as described above, the CPU returns to the foregoing st p SP 21  to wait for another command to be transmitted from the game machine main body  27 .  
     [0110] In this event, the game machine main body  27  transmits an actuator (response means  21 ,  51  and so on) status acquisition command shown in the upper column of FIG. 20 to the game machine manipulation device CT 10  for requesting the CPU of the game machine manipulation d vice CT 10  to provide the value of parameter (i.e., data us d for controlling the driving of an actuator) set for the actuator (response means) in the game machine manipulation device CT 10  being connected to the game machine body  27 .  
     [0111] This actuator status acquisition command comprises nine-byte fixed-length packet data, as shown in the upper column of FIG. 20, which has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “ 48 ” indicating that this command is a command for requesting the status of the actuators in the controller (game machine manipulation device); a third byte allocated to data “ 00 ” corresponding to the data “ 48 ” in the second byte; and a fourth byte allocated to actuator number data “an” indicating a number of an actuator (response means) (for example, “1” or “2” when the number of the response means is two). In this connection, data in a fifth byte to a ninth byte are indefinite.  
     [0112] Thus, the CPU of the game machine manipulation device CT 10 , upon receiving the actuator status acquisition command shown in the upper column of FIG. 20, proceeds from step SP 21  to step SP 27  in FIG. 14 to read a parameter set for a response means  21  or  51  having the actuator number allocated in the fourth byte of the actuator status acquisition command (in the upper column of FIG. 20) from the RAM of the game machine manipulation d vice CT 10 , in order to return the parameter (i.e., data used for controlling the driving of the actuator) set for the actuator at this time to the game machine main body  27  as transmission data shown in the lower column of FIG. 20. This transmission data comprises nine-byte fixed-length data which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the gam machine manipulation device CT 10  and the lower four bits “ 3 ” indicative of one half of a data length (6 bytes) of data rx 0 -rx 5  in a fourth and subsequent bytes; a third byte allocated to data “in” indicating whether the gam machine manipulation device CT 10  is not initialized; a sixth byte and a seventh byte allocated to reserved data (spare data) “v 0 ,” “v 1 ”; an eighth byte allocated to data “sz” indicative of a data length (in bytes) set as a parameter for the actuator; and a ninth byte allocated to data “s 0 ” indicativ of the value of a first byt of the parameter for the actuator.  
     [0113] Thus, the game machine manipulation device CT 10  returns transmission data shown in the lower column of FIG. 20 to the game machine main body  27  at step SP 27  in FIG. 14, so that the CPU of the game machine main body  27  can recognize the parameter being set for the actuator.  
     [0114] More specifically, a parameter set for an actuator (response means) is defined such that the length of data usable for transmission (the ninth byte in the lower column of FIG. 20) is one byte. If the data length of a parameter being set for an actuator is longer than one byte of the ninth byte, the CPU of the game machine manipulation device CT 10  proceeds from step SP 21  to st p SP 28 , after the completion of the processing at step SP 27  in FIG. 14, to transmit to the game machine main body  27  data that has overflowed from the data transmitted to th game machine main body  27  at the preceding step SP 27 . This communication continuation data includes data to be continuously transmitted which have been allocated in the fourth byte to ninth byte, as illustrated in the lower column of FIG. 21. In this connection, data shown in the upper column of FIG. 21 are those used by the game machine main body  27  for continuously communicating with the game machine manipulation device CT 10 .  
     [0115] When the status of one actuator (response means) has been transmitted to the game machine main body  27  at step S 27  and step SP 28  in FIG. 12 as described above, the game machine main body  27  again transmits a command for acquiring the status of another actuator (response means) to the game machine manipulation device CT 10  subsequent to the completed transmission, in a manner similar to the case described above for the command shown in the upper column of FIG. 18. In this event, an actuator (response means) for which the status is to be acquired is specifi d by the actuator number data “an” in the fourth byte shown in the upper column of FIG. 18.  
     [0116] Consequently, when the game machine main body  27  finishes acquiring the status of all the actuators (response means  21  and  51 ) in the game machine manipulation device CT 10 , the game machine main body  27  subsequently transmits a command for acquiring a list of simultaneously operable actuators, shown in the upper column of FIG. 22, to the game machine manipulation devic CT 10  to request a list of simultaneously operable actuators (for example, the response means  21  and  51 ) in all the actuators disposed in the game machine manipulation device CT 10 .  
     [0117] This command for acquiring a list of simultaneously op rabl actuators comprises nine-byte fixed-length packet data, as shown in th upper column of FIG. 22, which has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “ 47 ”, indicating that this command is a command for requesting a list of simultaneously operable actuators in the controller (gam machine manipulation device); a third byte allocated to data “ 00 ” corresponding to the data “ 47 ” in the second byte; and a fourth byte allocated to a list number data “ls” indicative of a list of combinations of simultaneously operable actuators required at this time by the game machine main body  27 . In this connection, data in a fifth byte to a ninth byte are indefinite.  
     [0118] When the command for acquiring the simultaneously operable actuator list is transmitted from the game machine main body  27  to the game machine manipulation d vice CT 10  as described above, the CPU of the game machine manipulation device CT 10  proceeds from step SP 21  to step SP 29  in FIG. 14 to return a simultaneously operable actuator list, as shown in the lower column of FIG. 22, to the game machine main body  27 . This actuator list (in the lower column of FIG. 22) comprises nine-byt fixed-length data which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the gam machin manipulation device CT 10  and the lower four bits “ 3 ” indicative of one half of a data length (6 bytes) of data rx 0 -rx 5  in a fourth and subsequent bytes; a third byte allocated to data “in” indicating whether the game machine manipulation device CT 10  is not initialized; a sixth byte allocated to a data length “sz” of the actuator list in accordance with th number of actuators when one actuator number is represented in one byte; and a seventh byte to a ninth byte allocated to actuator numbers of simultaneously operable actuators, one number in one byte. In this connection, if the number of simultaneously operable actuators is four or more, the data length of the list is given by the data “sz” indicative of the data length in the sixth byte of the transmission data. Thus, in accordance with the data “sz”, a portion of the list which has overflowed in the first transmission of the actuator list is transmitted through the communication continuation data described above with reference to FIG. 21. In this way, the CPU of the game machine main body  27  can recognize simultaneously operable actuators in the game machine manipulation device CT 10 .  
     [0119] When the simultaneously operable actuator list finishes being returned at step SP 29  in FIG. 14, the CPU of the game machine manipulation device CT 10  returns to step SP 21  to wait for the r ception of another command.  
     [0120] Then, the CPU of the game machine main body  27  subsequently transmits a command for setting details of parameters for actuators to the game machine manipulation d vice CT 10 . This command for setting details of parameters for actuators is provided to set parameters for actuators in the game machine manipulation device CT 10  with a button acquisition command transmitted from th game machine main body  27  to the game machine manipulation device CT 10  during the progress of a game, when the game machine main body  27  is to acquire information on manipulations on the manipulation buttons ( 14 A- 14 D,  16   a - 16 D,  19   a - 19   d , and so on) in the game machine manipulation device CT 10  during the progress of the game by transmitting the button acquisition command from th game machine main body  27  to the game machine manipulation d vice CT 10 . This command comprises nine-byte fixed-length packet data, as shown in the upper column of FIG. 23, which has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a second byte allocated to data “ 4 D” indicating that this command is the command for s tting details of parameters for actuators; a third byte allocated to data “ 00 ” corresponding to the data “ 4 D” in th second byte; and a fourth byte through a ninth byte allocated to number data “s 0 ,” “s 1 ,” “s 2 ,” “s 3 ,” “s 4 ,” “s 5 ” of actuators for which parameters are to be set when a button acquisition command is transmitted from the game machine main body  27  to the game machine manipulation d vice CT 10  during the progress of a game.  
     [0121] Thus, when the CPU of the game machine manipulation d vice CT 10  receives the command for setting the details of the parameters for the actuators, the CPU proceeds from step SP 21  to step SP 30  in FIG. 14 to set actuators sp cified in the command for setting the details of the parameters for the actuators to the RAM of the game machine manipulation device CT 10 . Thus, when a button acquisition command is received from the game machine main body  27  during the progress of a game, associated parameters are set to the set actuators in synchronism therewith.  
     [0122] More specifically, when the details of the parameters are set for the associated parameters at step SP 30  in FIG. 14, the game machine manipulation device CT 10  r turns transmission data shown in the lower column of FIG. 23 to the game machine main body  27 . This transmission data comprises nine-byte fixed-length data which has a first byte allocated to dummy data “dm”; a second byte loaded with data “F 3 ” having the upper four bits “F” indicative of an identifier (ID) of the game machine manipulation d vice CT 10  and the low r four bits “ 3 ” indicative of one half of a data length (6 bytes) of data rx 0 -rx 5  in a fourth and subsequent bytes; a third byte allocated to data “in” indicating whether the game machine manipulation device CT 10  is not initialized; and a fourth byte through a ninth byte allocated to actuator parameter details setting data which have been set before the xecution of the command.  
     [0123] After completing the processing at step SP 30  in FIG. 14, the CPU of the game machine manipulation device CT 10  returns to step SP 21  in FIG. 14 to wait for another command transmitted from the game machine main body  27 .  
     [0124] Here, the game machine main body  27 , which has completely set details of parameters for the actuators in the game machine manipulation device CT 10 , subsequently transmits a command for instructing the game machine manipulation device CT 10  to set OFF the parameters to the game machine manipulation device CT 10 . This command allocates data “0” to the fourth byte in the transmission data previously shown in the upper column of FIG. 15 for instructing the game machine manipulation device CT 10  to set OFF the controller parameters. This causes the CPU of the game machine manipulation device CT 10 , which has received the command, to proceed from step SP 21  to step SP 22  in FIG. 14 to set OFF (or terminate) a parameter setting mode. Then, the CPU of the game machine manipulation device CT 10  returns to the foregoing step SP 11  to enter a controller communication mode.  
     [0125] In the controller communication mode, the CPU of the game machine manipulation device CT 10  gets in a stat of waiting for a command from the game machine main body  27  at subsequent step SP 12 . Here, the game machine main body  27  transmits a controller button acquisition command to the game machine manipulation device CT 10  for r questing the game machine manipulation device CT 10  to provide information indicative of manipulation states of respective buttons ( 14   a - 14   d ,  16   a - 16   d ,  19   a - 19   d , and so on) on the game machine manipulation device CT 10 .  
     [0126] This controller button acquisition command includ s data tx 0 -tx 5  which are variable-length data ranging from two to six bytes stored in a fourth byte through a ninth byte thereof, as shown in the upper column of FIG. 24. The controller button acquisition command also has a first byte allocated to data “ 01 ” indicating that this command is a command for the game machine manipulation device; a s cond byte allocated to “ 42 ”, indicating that this command is the controller button acquisition command; a third byte allocated to indefinite data corresponding to the data “ 42 ” in the second byte; and a fourth byte through a ninth byte allocated to data set to the parameters for the actuators (response means  21  and/or  51 ) which have b n set at step SP 30  in FIG. 14.  
     [0127] Thus, the CPU of the game machine manipulation device CT 10 , upon receiving the controller button acquisition command shown in the upper column of FIG. 24, proceeds from step SP 12  to step SP 14  in FIG. 14, to s t the parameters for the actuators (response means  21  and/or  51 ) with the parameter setting data in the fourth byte through the ninth byte (having variable lengths between two and six bytes) within the data received at this time, thereby vibrating these actuators (response means  21  and/or  51 ) based on the specified data. Also, the CPU of the game machine manipulation device CT 10  transmits its button manipulation information to the game machine main body  27  through transmission data shown in the middle column or the lower column of FIG. 24.  
     [0128] The transmission data shown in the middle column of FIG. 24 is data transmitted from the game machine manipulation device CT 10 , which is in the state where th controller parameter setting mode is OFF, to the gam machine main body  27 . The transmission data shown in the lower column of FIG. 24, on the other hand, is data transmitted from the game manipulation device CT 10 , which is in the state where the controller parameter setting mode is ON, to the game machine main body  27 . This transmission data has a fourth byte allocated to an upper byte “b 0 ” of manipulation button depress data; a fifth byte allocated to a lower byte “b 1 ” of the manipulation button depress data; and a sixth byte to a ninth byte allocated to, for example, analog level data “a 0 ,” “a 1 ,” “a 2 ,” “a 3 ” in accordance with manipulations on the joysticks  36 ,  37  previously described with reference to FIGS. 4 and 13.  
     [0129] Subsequently, when the game machine main body  27  receives the transmission data shown in FIG. 24, the CPU of the game machine main body  27  can detect how the manipulation buttons or the analog joy sticks are being manipulated on the game machine manipulation device CT 10 , so that the game can be advanced in accordance with the detected manipulations.  
     [0130] When the CPU of the game machine main body  27  is going to vibrate a required actuator(s) (response means  21  and/or  51 ) in accordance with the progress of a game, the CPU of the game machine main body  27  transmits a command d dicated to set a parameter(s) for the actuator(s), shown in the upper column of FIG. 25, to the game machine manipulation device CT 10 . This command has a second byte allocated to data “ 49 ” indicating that this command is the command for setting a parameter for an actuator; a fourth byt allocated to actuator number data “an” of an actuator to b set; a fifth byt allocat d to a data size “sz” which is set to a parameter for the actuator; and a sixth byte to a ninth byte allocated to actually set data.  
     [0131] Thus, when the game machine manipulation device CT 10  receives the transmission data, the CPU of the game machine manipulation device CT 10  proceeds from step SP 12  to step SP 15  in FIG. 14 to set the parameter for the actuator (response means  21  and/or  51 ) specified by th command, thereby vibrating the actuator. In this connection, at this time, transmission data shown in the lower column of FIG. 25 is returned from the game machine manipulation device CT 10 .  
     [0132] Also, the game machine main body  27  transmits an actuator mode setting command, as shown in the upper column of FIG. 26, to the game machine manipulation device CT 10 . This command is provided to set ON or OFF an actuator parameter synchronous update mode, and has a s cond byte allocated to data “ 4 A” indicating that this command is the actuator mode setting command. If synchronous update mode setting data “sg” in a fourth byte is set ON (i.e., set to “1”), the CPU of the game machine manipulation device CT 10  proceeds from step SP 12  to step SP 16  in FIG. 14 to set ON the synchronous update command, whereby the parameter specified by the actuator parameter setting command (“ 49 ”) shown in FIG. 25 is not immediately reflected as an op ration of the actuator but is buff r d in the RAM of the game machine manipulation device CT 10  for a time period until the actuator mode setting command (“ 4 A”) is next inputted. Then, at the time the actuator mode setting command (“ 4 A”) is next transmitted to th game machine manipulation device CT 10 , the parameters for associated actuators so far buffered in the RAM are outputted all at once to the corresponding actuators (response means  21  and/or  51 ) to vibrate them.  
     [0133] On the other had, when the synchronous update mode setting data “sg” allocated in a fourth byte of the transmission data shown in the upper column of FIG. 26 is s t OFF (i.e., set to “0”), the contents of parameters s t for actuators, generated during the synchronous update mode being ON, are all cleared. Whenever the actuator parameter setting command (“ 49 ”) described above with reference to the upper column of FIG. 25 is received by the game machine manipulation device CT 10 , an associated actuator is vibrated in response.  
     [0134] Thus, the game machine manipulation device CT 10  switches between the controller communication mode and the parameter setting mode in accordance with the processing procedure illustrated in FIG. 14. In a normal communication mode for a communication with the game machine main body  27 , when the game machine manipulation device CT 10  receiv s data of setting a parameter for an actuator (i.e., dynamic transmission data) in accordance with the progress of a game with the controller information acquisition command (controller button information acquisition command) or the actuator parameter s tting command from the game machine main body  27 , the game machine manipulation device CT 10  vibrates the specified actuator (response means  21  and/or  51 ) in response to the received data. Also, in the communication mode, data on manipulations on the manipulation buttons  14   a - 14   d ,  16   a - 16   d ,  19   a - 19   d  or the analog joysticks  36 ,  37  in the game machine manipulation device CT 10  are transmitted from the game machine manipulation device CT 10  to the game machine main body  27  in accordance with a mode set at this time (digital control mode or analog control mode), so that a game is advanced in response to manipulations of the user in the game machine main body  27  and the game machine manipulation device CT 10 .  
     [0135] In the parameter setting mode, in turn, the game machine main body  27  inquires the game machine manipulation device CT 10  about information on the gam machine manipulation device CT 10  (available modes, information on actuators, and so on), acquires such information from the ROM and RAM of the game machine manipulation device, and can set a variety of modes such as a mod for the gam machin manipulation device CT 10 , an actuator parameter setting mode, and so on based on the acquired information.  
     [0136]FIG. 27 illustrates a controller mode setting procedure executed by the game machine main body  27 . The CPU of the game machine main body  27  enters the processing procedure at step SP 50 , and transmits a command (FIG. 15) for setting ON the parameter setting mode to the game machine manipulation device CT 10  at step SP 51  to switch the game machine manipulation device CT 10  to the paramet r setting mode described above with reference to FIG. 14.  
     [0137] Then, the CPU of the game machine main body  27  proceeds to subsequent step SP 52  to acquire information on the controller (a total number of modes available to the game machine manipulation device CT 10 , a total number of actuators, and so on). Next, the CPU of the game machine main body  27  acquires a number of controller mode lists equal to the number of modes possessed by the game machine manipulation device CT 10  at subsequent step SP 53 . In this way, the CPU of the game machine main body  27  can acquire information (information on the modes, the actuators and so on) on the game machine manipulation device CT 10  b ing connected thereto, sets a mode suitable to the contents of a game played at this time in accordance with the acquir d information at step SP 54 , and proceeds to step SP 55  to switch OFF th param t r setting mod of the game machin manipulation device  10 .  
     [0138]FIG. 28 illustrates a controller actuator information acquisition procedure executed by the game machine main body  27 . The CPU of the game machine main body  27  enters the processing procedure at step SP 60 , and transmits a command (FIG. 15) for setting ON the parameter setting mode to the game machine manipulation device CT 10  at step SP 61  to switch the game machine manipulation d vice CT 10  to the parameter setting mode described above with reference to FIG. 14.  
     [0139] Then, the CPU of the game machine main body  27  proceeds to subsequent step SP 62  to acquire information on the controller (a total number of modes available to the game machine manipulation device CT 10 , a total number of actuators, and so on). Next, the CPU of the game machine main body  27  acquires a number of actuator information (including consumed current data) equal to the number of actuators possessed by the game machine manipulation device CT 10  with the actuator information acquisition command described above with reference to FIG. 19 at subsequent step SP 63 . In this way, the CPU of the game machine main body  27  can acquire the information on the actuators (response means  21 ,  51 ) disposed in the game machine manipulation device CT 10  being connected ther to, and then proceeds to step SP 64  to switch OFF the param ter setting mode of the game machine manipulation device CT 10 .  
     [0140]FIG. 29 illustrates an actuator (response means  21 ,  51 ) current limit processing procedure executed by the CPU of the game machine main body  27 . The CPU of the game machine main body  27  determines whether or not the valu of a current to be applied to each actuator is limited by the current limit processing, when it sets a parameter for ach actuator in the game machine manipulation device CT 10  (i.e., when it drives each actuator). More specifically, the CPU of the game machine main body  27 , which has acquired a consumed current required to each actuator (response means  21  and/or  51 ) in the game machine manipulation device CT 10  by the actuator information acquisition processing described above with reference to FIG. 28, calculates at step SP 71  the value of total currents possibly consumed by all the actuators (respons m ans  21 ,  51 ) to be driven in accordance with the cont nts of a game under progress, based on the consumed current data previously acquired thereby. Then, at subsequent step SP 72 , the CPU determines whether or not the value of total consumed current exceeds a predetermined value. If an affirmative result is obtained, this means that if all the actuators to be driven are actually driven with determined current values, most current is likely to be consumed by an actuator which essentially consumes mor current, with the result that an actuator which consum s less current would hardly be vibrated.  
     [0141] Therefore, the CPU of the game machine main body  27  proceeds to step SP 73  to execute processing for clipping a maximum value of a current to be applied to an actuator which consumes more current, in order to limit a total current consumed by all the actuators to the predetermined value or less. In this embodiment, the game machine manipulation device CT 10  has the response means  21  for g nerating vibrations by rotating the motor  24  serving as an actuator, and the response means  51  of voice coil type having a vibrator for generating reciprocal vibrations. In this case, a restriction is only conducted to clip a maximum value of a current applied to the response means  51  of voice coil type because the value of current applied to the response means  51  can be limited by the game machine main body  27 . As this current limit processing, the response means  51  may be applied with a current having a waveform (current value data) with a clipped maximum value, such as those described above with reference to FIGS. 10 and 11.  
     [0142] Thus, the CPU of the game machine main body  27  applies the current values determined at step SP 73  for the r sp ctive actuators in a parameter setting operation at following step SP 74 , thereby achi ving such a current limitation as to generate without fail intended vibrations from the actuator (response means  21 ), which essentially consumes less current and generates relatively weak vibrations, while only slightly reducing the strength and th amplitude of vibrations generated by the actuator (response means  51 ) which consumes more current and g nerates relatively strong vibrations.  
     [0143] Conversely, if a negative result is obtained at st p SP 72 , this means that the current need not be limited, so that the CPU of the game machine main body  27  appli s th respective actuators with the determined currents.  
     [0144] For limiting the current, a variety of methods may b used, such as a method of reducing the amplitude of an entire current waveform, instead of the method of applying a waveform having a clipped maximum current value. Also, when the game machine manipulation device CT 10  is provided with a plurality of current controllable response means (for example, response means of voice coil type), a variety of limiting methods may be used, such as liming currents to all response means, instead of the method of limiting a current to the response means which consum s the most current.  
     [0145]FIG. 30 illustrates a communication processing stat b twe n the game machine main body  27  and the game machine manipulation device CT 10  in a protocol 2.0 mode which permits the game machine main body  27  to transmit a command for inquiring the game machine manipulation device CT 10  for its functions and a command for setting a variety of modes in the game machine manipulation device CT 10 . After the game machine main body  27  is powered on, the game machine manipulation device CT 10  enters an initial setting mode from step SP 82  to step SP 88 , wherein information on modes and actuators in the game machine manipulation device CT 10  is transmitted to the game machine main body  27  in the parameter setting mode described above with reference to FIG. 14, and a mode and parameters for the actuators are set in accordance with a setting command from the game machine main body  27  bas d on such information.  
     [0146] After finishing the initial settings as above, the game machine manipulation device CT 10  enters a normal mode from step SP 91  to step SP 93 , wherein the game machine manipulation device CT 10  performs communication processing with the game machine main body  27  to set parameters for the actuators in accordance with the contents of a game under progress, transmit information on manipulations of manipulation buttons or analog joysticks, made by th user, to the game machine main body  27 , and perform other associated op rations. In this normal state, when a r quest for acquiring information on buttons and joysticks is transmitted from the game machine main body  27  to the game machine manipulation device CT 10 , data for setting parameters for actuators is transmitted together with the command to set parameters for predetermined actuators, so that the actuators can be vibrated.  
     [0147] In this normal mode, if a parameter is to be set for an arbitrary actuator, for example, by software associated with a game, a parameter setting command is transmitted from the game machine main body  27  to the gam machine manipulation device CT 10 , so that the game machin manipulation device CT 10  can set the parameter for the arbitrary actuator specified at this time.  
     [0148] Also, in the normal mode, if an operation mod (analog control mode or digital control mode) is specified for the game machine manipulation device CT 10 , for example, by software associated with a game, a parameter setting command is transmitted from the game machine main body  27  to the game machine manipulation device CT 10  to caus the game machine manipulation device CT 10  to be in a controller mode switch mode. Then, the game machine manipulation device CT 10  proceeds from step SP 82  to st p SP 89  to transmit a controller mode list to the game machine main body  27 , and switches the mode in accordance with a controller mode setting command transmitted back from th game machin main body  27  in response thereto. When manipulating the mode change-over switch  38  (FIG. 4) disposed on the game machine manipulation device CT 10 , the game machine main body  27  detects this and likewise enters the controller mode switch mode to switch the mode of th game machine manipulation device CT 10 .  
     [0149]FIG. 31 illustrates exemplary communications that are made to switch from a protocol 1.0 to the protocol 2.0 mode, to acquisition of controller information and so on, to acquisition of button information, and to setting of actuators. Here, the protocol 1.0 mode is a protocol mode in which the game machine main body  27  does not perform inquiry or the like to the game machine manipulation device CT 10  for its functions, in which case the controller button information acquisition command (FIG. 24) is only set as a command transmitted from the game machine main body  27  to the game machine manipulation device CT 10 . In this embodiment, protocol modes set for the game machine main body  27  and the game machine manipulation device CT 10  support both the protocol 1.0 mode and the protocol 2.0 mode, and the controller button acquisition command (FIG. 24) and the parameter setting command (FIG. 15) are both set as commands to be transmitted from the game machine main body  27  to the gam machine manipulation device CT 10 . Thus, when a request for switching to the protocol 2.0 mod as shown in FIG. 31B is transmitted to the game machine manipulation device CT 10  which is operating in the protocol 1.0 mode in FIG. 31A, the game machine manipulation device CT 10  enters a controller parameter setting mode as shown in FIG. 31C. Subsequently, as shown in FIG. 31D, a command for acquiring controller/actuator information is transmitted from the game machine main body  27  to the game machine manipulation device CT 10  in a controller setting mode, and controller mode/actuator parameters are set for the game machine manipulation device CT 10 .  
     [0150] Then, when a command for terminating the controller parameter setting mode is transmitted from the game machine main body  27  to the game machine manipulation device CT 10  as shown in FIG. 31E, the game machine manipulation device CT 10  continuously operates in the protocol 2.0 mode as shown in FIG. 31F.  
     [0151]FIG. 32 shows exemplary communications when th controller mode is&#39; switched. When the game machine manipulation device CT 10  is operating in a “0004” mode, which is one of controller modes, in FIG. 32A, a controller parameter setting command is transmitted from the game machine main body  27  as shown in FIG. 32B, and a controller mode switch command is subsequently transmitt d from the game machine main body  27  as shown in FIG. 32C, causing th gam machin manipulation device CT 10  to op rate in the controller parameter setting mode. Then, as a controller information acquisition command is transmitted from the game machine main body  27  in FIG. 32D, controller information is transmitted from the game machine manipulation device CT 10  to the game machine main body  27 . Finally, a command for setting OFF the controller parameter setting mode is transmitted from the game machine main body  27  to the game machine manipulation d vice CT 10  as illustrated in FIG. 32E, the game machine manipulation device CT 10  receives this command, and b gins to operate in a “0007” mode, which is a new controller mode, as shown in FIG. 32F. As a result, the controller has been switched from the “0004” mode to the “0007” mode.  
     [0152] In the foregoing configuration, when the game machine main body  27  receives at step SP 101  manipulation data of the game machine manipulation device CT 10 , which has been converted into serial data, as illustrated in FIG. 33, data on an operation target representative of the contents of a game is compared with the received serial data to determine whether the two data present a hit state at subsequent step SP 102 .  
     [0153] At step SP 103 , when the data on the operation target matches the serial data, i.e., when a hit occurs, the operation target, presenting the hit, is displayed on the monitor scre n at step SP 107 , dynamic transmission data is outputted at step SP 104 , and the dynamic transmission data is converted into serial data which is th n transmitted as a particular response signal to the game machine manipulation device CT 10  at step SP 105 . This response signal includes data for specifying one or both of the actuators (response means  21  and/or  51 ) disposed in th game machine manipulation device CT 10 , as well as a voltage and a current to be applied to each of the specified response means and an application time. For the r sponse means  51  out of the specified response means, th value of current applied thereto is limited as required in consideration of a total current consumed. This response signal is converted into serial data, and transmitted from the game machine main body  27  to the game machine manipulation device CT 10  as data in the fourth byte to the ninth byte previously shown in the upper column of FIG. 24.  
     [0154] Afterwards, the CPU of the game machine  27  waits for data from the game machine manipulation device CT 10  at step SP 106 .  
     [0155] The dynamic transmission data transmitted from the game machine main body  27  to the game machine manipulation d vice CT 10  is received by the CPU of the game machin manipulation device CT 10  at step SP 11  in FIG. 34. If it is determin d at step SP 112  that this data is the dynamic transmission data, th CPU of th gam machine manipulation device CT 10  proceeds to step SP 115  to driv the driver  34  (FIG. 13). Then, the CPU of the game machine manipulation device CT 10  supplies the then specified response means  21  and/or  51  with voltages and currents being supplied from the game machine main body  27  for a predetermined time at step SP 119 .  
     [0156] Conversely, if it is determined at step SP 112  that received data is not dynamic transmission data, the CPU of the game machine manipulation device CT 10  proceeds to step SP 113  to wait for an input or manipulation of a manipulation button or an analog joystick. If an affirmative result is obtained, the CPU of the game machine manipulation device CT 10  proceeds to step SP 114  to input manipulation data. Then, at step SP 115 , the microcomputer processing is performed (processing by the CPU). Specifically, in this microcomputer processing, manipulation data is returned from the game machine manipulation device CT 10  in response to a controller button information acquisition command (FIG. 24) transmitted from the game machine main body  27  to the game machine manipulation device CT 10 . The CPU of the game machine manipulation device CT 10  converts the manipulation data into serial data which is transmitted to the game machine main body  27  at step SP 116 , and then proceeds to the subsequent step SP 117  to wait for data from the game machine body  27 .  
     [0157] Also, when a parameter setting mode ON command (FIG. 15) is transmitted from the game machine main body  27 , th CPU of the game machine manipulation device CT 10  receives this command, and then transmits to the game machine main body  27  information on the game machine manipulation d vice CT 10  itself (information on available modes in the game machine manipulation device CT 10 , the actuators possessed by the game machine manipulation device CT 10 , and so on) in the microcomputer processing at step SP 115 . Further, the CPU of the game machine manipulation device CT 10  can set a variety of modes (digital control mod analog control mode) and parameters for the actuators in accordance with a mode setting request and a paramet r setting request from the game machine main body  27 .  
     [0158] Thus, according to the foregoing configuration, by transmitting a parameter setting command (FIG. 15) from the game machine main body  27  to the game machine manipulation device CT 10 , it is possible to inquire functions of the game machine manipulation device CT 10  connected to the game machine main body  27  and to set a mode in the game machine manipulation device CT 10  and parameters for the actuators. Therefore, when any of various game machine manipulation devices is connected to th game machine main body  27 , the game machine main body  27  can reliably determine functions of a game machin manipulation device being connected thereto, so that the game machine main body  27  can transmit commands suitable for the connected game machine manipulation device to correctly operate the respective actuators in the gam machine manipulation device.  
     [0159] While the foregoing embodiment has been describ d for the game machine manipulation device CT 10  which is equipped with the response means  21  for generating vibrations using a motor  24  and a response means  51  of voice coil type employed as actuators, the present invention is not limited to such particular means. Alternatively, any number of response means and a variety of combinations thereof can be applied for actuators. For example, a plurality of response means of voice coil type may be provided, a response means of motor type for g nerating low speed vibrations may be combined with a response means of motor type for generating high speed vibrations, and so on.  
     [0160] Also, in place of response means for generating vibrations, those for generating light and those for generating sound may be used.  
     [0161] Further, while the foregoing embodiment has been describ d for th singl game machine manipulation device CT 10  conn ct d to th game machin main body  27 , the present invention is not limited to the one-to-one connection. For example, a connection technique referred to as “multi-tap” may be used to connect a plurality of game machine manipulation devices (for example, four) to the game machine main body  27 , such that the game machine main body  27  may inquire functions for each of the connected manipulation devices and set a mode and parameters for each of the connected manipulation devices.  
     [0162] In this case, by using the communication continuation command described above with reference to FIG. 21, it is possible to transmit data which overflow in on communication session.  
     [0163] In this way, when a plurality of game machine manipulation devices are connected, a consumed current will be increased for driving actuators (response means) in all the game machine manipulation devices. In this case, however, the consumed current can be effectively limited without deteriorating vibrations of required actuators by limiting a current value to certain actuator(s) by the current limit processing described above with reference to FIG. 29.  
     [0164] Also, in the foregoing embodiment, a current consumed by the response means in the game machine manipulation device is fetched into the game machine main body  27  as consum d pow r information, such that the value of a current applied to a response means is limited in accordance with the information. The present invention is not limited to this particular manner of controlling a current value. Alternatively, a variety of forms such as a combination of a current and a voltage, voltage values, and so on may be applied as control parameters for electric power information and the response means.  
     INDUSTRIAL APPLICABILITY  
     [0165] In a game apparatus, game machine manipulation device, game system, and interactive communication method, the invention can be utilized for the case of connecting a variety of game machine manipulation devices having a variety of functions to a game machine main body.