Patent Publication Number: US-6669563-B1

Title: Game system

Description:
The present invention relates to a signal generating device attachable to a game system in which a game is played in accordance with signals inputted from the outside and particularly to a signal generating device for generating signals in response to hitting and swinging motions made by a game player moving his hand. 
     BACKGROUND OF THE INVENTION AND RELATED ART STATEMENT 
     There have been various kinds of game systems. Particularly, as a game system with which a game player moves his hands as described above is known a game system for playing a so-called “Drum Game”, which game system includes a plurality of drums and light sources provided for the respective drums for instructing a drum to be beaten. This game is played by beating with sticks the drums whose light sources are turned on. 
     However, in the above “Drum Game”, when the drum is beaten with the stick, a detection sensor provided in each drum detects a beating motion and generates a signal. In other words, the signal generating members are fixed in the game system. Thus, it is difficult for the game player to play this game while relatively freely moving his body. 
     SUMMARY OF THE INVENTION 
     In view of the above problem residing in the prior art, an object of the present invention is to provide a signal generating device which enables a game player to play a game while relatively freely moving his body. 
     In order to fulfill the above object, a hand held signal generating device, according to this invention, is attachable to a game system and holdable in hand of a game player. The handy signal generating device comprises a signal generating means provided in the signal generating device for detecting a motion of the arm of the game player holding the signal generating device in hand and generating a signal corresponding to the motion. 
     With this signal generating device, the game player can play the game while relatively freely moving his body since the signal generating device is holdable in the player&#39;s hand and the signal generating means, provided in the signal generating device, detects the motion of the arm of the game player who is holding the device and generates a signal corresponding to the motions of the arm of the game player. 
     These and other objects, features and advantages of the present invention will become more apparent upon reading of the following detailed description and accompanying drawings. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a front view of a game system according to one embodiment of the invention, 
     FIG. 2 is a right side view of the game system, 
     FIG. 3 is a front view showing a switch operation unit provided in the game system, 
     FIG. 4 is a front view in section showing a woofer loudspeaker provided in the game system, 
     FIG. 5 is a plan view showing a signal generating device provided in the game system, 
     FIG. 6 is a section along  6 — 6  of FIG. 5, 
     FIG. 7 is a right side view of the signal generating device, 
     FIG. 8 is a block diagram showing the construction of a control system provided in the game system, 
     FIG. 9 is a diagram showing a content of an image (display content at the time of start) displayed on a monitor provided in the game system, 
     FIG. 10 is a list showing types of sound modulation and a selecting method of the sound modulation type by a slide switch provided in the game system, 
     FIG. 11 is a diagram showing a content of an image (display content representing a content of a selection mode for music numbers during a game) displayed on the monitor, 
     FIG. 12 is a diagram showing a content of an image (display content representing a content of instruction to shout at a microphone at the start of an introduction of a music number) displayed on the monitor, 
     FIG. 13A is a diagram showing a content of an image (display content after the start of the game) displayed on the monitor, FIG. 13B is a diagram showing instruction marks for a hitting motion, and FIG. 13C is a diagram showing instruction marks for a swinging motion, 
     FIG. 14 is a diagram showing a content of an image (display content representing completion of the music number) displayed on the monitor, 
     FIG. 15 is a diagram showing a content of an image (display content representing a game result) displayed on the monitor, 
     FIG. 16 is a diagram showing a content of an image (display content representing entry of a name) displayed on the monitor, 
     FIG. 17 is a diagram showing a content of an image (display content representing a ranking) displayed on the monitor, 
     FIG. 18 is a diagram showing a content of an image (display content representing an end of a series of game contents) displayed on the monitor, 
     FIG. 19 is a construction diagram showing the construction of a main controller provided in the game system, 
     FIG. 20 is a diagram showing storage area in a sound data storage provided in the game system, and how sound data are stored, 
     FIG. 21 is a table showing contents of sound modulations performed by a sound controller provided in the game system, and FIGS. 22 and 23 are a flow chart showing contents of controls executed in the game system. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS OF THE INVENTION 
     Hereinafter, one embodiment of the invention is specifically described. 
     FIGS. 1 and 2 are a front view and a right side view of a game system according to this embodiment, respectively. In this embodiment, description is given of an example in which two players compete with each other by hitting and swinging motions. 
     A game system  1  is provided with a base table  2 , a television (TV) monitor  3  provided on the base table  2  for displaying game contents, microphones  4  for inputting voices, four signal generating devices  5  placed on a placing portion  2   a  projecting forward at the top of the base table  2 , woofer loudspeaker units  6  provided inside the opposite side portions of the base table  2 , a loudspeaker  7  designed for the entire frequency band and provided above the TV monitor  3 , illumination-effect lamps  8  provided above the loudspeaker  7 , a coin inserting device  9  provided on a front surface  2   b  of the base table  2 , two switch operation units  14  provided in left and right positions of the front surface  2   b,  and a control system  40  to be described later which is provided inside the game system  1 . 
     Each switch operation unit  14  is, as shown in FIG. 3, comprised of three operation buttons  14   a,    14   b,    14   c  and one slide switch  14   d.  The triangular operation buttons  14   a  and  14   b  provided at the opposite sides of the rectangular operation button  14   c  are pressed to select a music number and a degree of difficulty of a game based on a sound output from the loudspeaker  7  and a content of an image displayed on the TV monitor  3 . The operation button  14   c  is also used to decide whether a single-player game or a dual-player game is to be played. For example, the single-player game is selected when the operation button  14   c  of the switch operation unit  14  provided at the left side of the front surface  2   b  is operated, whereas the dual-player game is selected when the operation button  14   c  of the switch operation unit  14  provided at the right side of the front surface  2   b  is operated. It is assumed that the operation buttons  14   a,    14   b  and  14   c  of the left switch operation unit  14  on the front surface  2   b  are operated in the case that the single-player game is selected, and the operation buttons  14   a,    14   b  and  14   c  of the left and right switch operation units  14  are operated in the case that the dual-player game is selected. The slide switch  14   d  provided at an upper part of each switch operation unit  14  is adapted to change types of sound modulation, to be described, by being slid to left and right, and a gauge portion  14   e  for measuring a sliding amount is provided around a slidable range of the slide switch  14   d.    
     Each loudspeaker unit  6  includes, as shown in FIG. 4, a box-shaped mount portion  10   b  which is mounted inside the front surface  2   b  of the base table  2  and has an entirely open ceiling surface and a bottom surface open in its center, a transparent tubular body  10  having a circular cross section and suspended from the mount portion  10   b  via L-shaped supporting members  10   e,  a woofer loudspeaker  11  which is so provided inside the tubular body  10  via a supporting member  11   a  as to face upward, and a mount portion  10   c  on which the supporting member  11   a  is mounted and which is mounted on a bottom plate  2   c  of the base table  2 . 
     The tubular body  10  is coupled to the mount portion  10   b  by mounting the L-shaped supporting members  10   e  in four positions of a bottom surface  10   d  of the mount portion  10   b  to support the tubular body  10 . A clearance  13  is formed between the upper edge of the tubular body  10  and the bottom surface  10   d  so as to cause sounds created by the speaker  11  to come out. A tubular member  12  having a circular cross section is mounted on the bottom surface  10   d  in such a manner as to surround an upper part of the tubular body  10 , and the sounds from the loudspeaker  11  coming out through the clearance  13  propagate downward inside the tubular member  12  to come outside. Inside the mount portion  10   b  is provided a light source mount portion  15 , in which a light source  16  is mounted. Light from this light source  16  is guided down through an opening in the center of the bottom wall of the mount portion  10   b  to illuminate the speaker  11  and its neighboring members. 
     In the game system  1  thus constructed, four signal generating devices  5  according to this embodiment are placed on the placing portion  2   a  projecting from the front upper end of the base table  2 . 
     FIG. 5 is a plan view showing the signal generating device  5 , FIG. 6 is a section along  6 — 6  of FIG. 5, and FIG. 7 is a right side view of the signal generating device  5 . 
     The signal generating device  5  includes a lower part  5 A, an upper part  5 B, a cord  5 C and a belt  5 D. A circular member comprised of four layers: i.e. first to third layers  20 ,  21 ,  22  placed one over another in this order, and a fourth layer  23  provided above the third layer  22  with a space  24  defined therebetween, is provided in the lower part  5 A. The second layer  21  is made of a metal plate, and tubular portions  21   a  projecting upward are formed in four positions of the upper surface thereof. The third layer  22  is made of, e.g. a resin circular plate and is formed with through holes  22   a  in four positions corresponding to the tubular portions  21   a.  The fourth layer  23  is made of, e.g. a metal plate, and is formed with through holes  23   a  min four positions corresponding to the tubular portions  21   a.  The tubular portions  21   a  penetrate through the through holes  22   a,    23   a,  and screws  25   a,  having heads of a larger diameter than the through holes  22   a,    23   a,  are mounted into the tubular portions  21   a  from above to make the second to fourth layers  21 ,  22  and  23  into a unit. Further, ring-shaped spacers  25 , for ensuring the space  24 , are provided between the third and fourth layers  22 ,  23  while having the tubular portions  21   a  inserted through holes formed inside them. The spacers  25  are preferably made of, e.g. a foamed urethane or like soft material which can be restored to its original shape. 
     The first layer  20  is fitted on such a disk-shaped unit of the second to fourth layers  21 ,  22 ,  23  while covering the upper periphery, the entire side and bottom surfaces thereof. The bottom surface of the first layer  20  serves as a hitting surface A for hitting a body of a game player, members near him or the like. The first layer  20  is made of rubber or like elastic material in order to alleviate an impact. 
     Four tubular members  26  stand on the upper surface of the fourth layer  23 . These tubular members  26  are mounted by inserting screws  27  into through holes formed inside the tubular members  26  from above and engaging the leading ends of the screws  27  into screw holes (not shown) formed in the fourth layer  23 . Four corners of a printed circuit board  28  are tightly held between the four tubular members  26  and the heads of the screws  27 . Specifically, through holes having a smaller diameter than the tubular members  26  and the heads of the screws  27  are formed at the four corners of the printed circuit board  28 , and the shafts of the screws  27  are inserted into these through holes to hold the printed circuit board  28 . An acceleration sensor  31  for detecting a swinging motion is provided on the upper surface of the printed circuit board  28 , whereas an impact sensor  30  for detecting a hitting motion is provided on the upper surface of the fourth layer  23 . 
     The upper part  5 B provided on the lower part  5 A includes a substantially semispherical cover  32 , and an upper portion of the cover  32  partly projects to form a projecting portion  32   a.  The cord  5 C is drawn out through the projecting portion  32   a.  Another end of the cord  5 C is coupled to the front surface  2   b  of the base table  2  (see FIG.  1 ). The cover  32  has its bottom surface held in contact with the upper end of the first layer  20  of the lower part  5 A and is coupled to the lower part  5 A via four screws  33 . It should be noted that the signal generating member (also referred to as a signal generating means), which is in a form of a casing, is formed by a circular member made of four layers (first layer  20  to fourth layer  23 ) and the cover  32 . 
     Belt fixing members  34  are provided in two positions of the cover  32 , and the belt  5 D is mounted in mount holes  34   a  formed in the belt fixing devices  34 . The belt  5 D includes a belt main body  35  and a so-called surface fastener  36  having hooks  36   a  at one side and loops  36   b  at the other side. The belt main body  35  is an elongated strip, and one side thereof is introduced through one mount hole  34   a  and folded and has its overlapping portion fastened by a locking member  37 , whereas the other side thereof is passed through the other mount hole  34   a  and folded and has the surface fastener  36  mounted on an overlapping portion. By adjusting an overlapping area of the surface fastener  36 , the signal generating device  5  can be securely fixed to a game player&#39;s hand regardless of the size of his hand, i.e. regardless of whether the game player is a child or an adult. The signal generating device  5  is attached by inserting the hand inside the belt  5 D from the side of the cord  5 C and is used such that the cord  5 C is located at the wrist. 
     The impact sensor  30  takes advantage of a piezoelectric effect of a piezoelectric material using a ferroelectric. Directions in which the piezoelectric material elongates and contracts are assumed to be detecting directions. The impact sensor  30  is provided such that the detecting directions are normal to the fourth layer  23  and a detecting surface is in contact with the fourth layer  23 . 
     On the other hand, the acceleration sensor  31  is adapted to output signals along an X-axis and a Y-axis and is provided such that directions of the X- and Y-axes which are detecting directions are parallel to the bottom surface of the first layer  20  which serves as the hitting surface A. Accordingly, the detecting directions of the acceleration sensor  31  are normal to the detecting directions of the impact sensor  30 . The detecting directions of the acceleration sensor  31  and those of the impact sensor  30  may not be necessarily normal to each other. In other words, the detecting directions of the impact sensor  30  may obliquely intersect with the fourth layer  23  or the directions of the X- and Y-axes which are the detecting directions of the acceleration sensor  31  may be inclined with respect to the bottom surface of the first layer  20 . 
     Detection signals of the impact and acceleration sensors  30 ,  31  are sent to the control system  40  provided in the game system  1  for executing a game via the cord  5 C. 
     FIG. 8 is a block diagram showing the construction of the control system  40  provided in the game system  1  including the signal generating devices  5  according to this embodiment. 
     The control system  40  executes the game in accordance with a game program stored in a CD-ROM  41  as a second storage medium and includes a microprocessor as a main component which provides a main controller  42 , an image controller  45 , a sound controller  47 , a main storage  43  as a storage for the main controller  42 , etc., an image data storage  46 , a sound data storage  48 , and a lamp driving device  44  for executing a processing necessary to turn on and off the lamps  8  in response to a command from the main controller  42 . 
     Image data stored in the CD-ROM  41  are stored in the image data storage  46 . The image controller  45  reads the image data from the image data storage  46  and outputs them to the monitor  3  at specified timings. FIGS. 9,  11  to  18  show contents of images displayed on the monitor  3 . 
     FIG. 9 shows a display content at the start. Identified by  50 A is a display showing a content of explanation given at the start of the game. It should be noted that gloves in FIG. 9 refer to the signal generating devices  5 . 
     FIG. 11 shows a display content representing a content of a selection mode of a music number played during the game. Identified by  52 A,  52 B,  52 C are displays representing the music number selection mode, explanation of the selecting operation, and the selected music number. 
     FIG. 12 shows a display content representing contents of instructions to shout at the microphone  4  after the start of an introduction. Identified by  53 A,  53 B and  53 G are displays representing contents of instructions and a display representing a shouting voice, e.g. “AAA”. At the time of this display, a disk jockey instructs a content of shouting and a shouting timing by voice. The shouting timing is instructed by temporarily changing the color of 5 letters, i.e. “HAAA” of the display  53 G of the display screen one by one at a specified speed from the left. The game player may shout following the color change. In this embodiment, two kinds of voices are inputted to the microphone  4 . However, in the case that the game player does not input his voice, sounds based on the sound data stored in the CD-ROM  41  are generated. 
     FIG. 13A shows a display content after the start of the game, FIG. 13B is a display showing instruction marks  53   a  for the hitting motion, and FIG. 13C is a display showing instruction marks  53   b  for the swinging motion. 
     L 1 , L 2 , L 3 , L 4  in FIG. 13A are virtual lines on which the instruction marks (timing notes)  53   a,    53   b  move. The instruction marks  53   a  for the hitting motion are so displayed as to move up straight on the respective virtual lines (scroll-display). On the other hand, the instruction marks  53   b  for the swinging motion are so displayed as to move up straight on the respective virtual lines (scroll-display) and to transversely swing. L 1 , L 2 , L 3 , L 4  are the virtual line for the left hand of the left player, the virtual line for the right hand of the left player, the virtual line for the left hand of the right player, and the virtual line for the right hand of the right player, respectively. In the case of the single-player game, the virtual lines L 1 , L 2  are used because the left switch operation unit  14  is used. 
     The signal generating device  5  is hit or swung during a specified period within which the instruction marks  53   a,    53   b  coincide with reference marks  53 A 1 ,  53 A 2 ,  53 A 3 ,  53 A 4  provided in reference positions  53 C on the respective virtual lines L 1 , L 2 , L 3 , L 4 . While this display is made, a background sound of the music number to be described later comes out through the loudspeakers  7  and  11 . If the signal generating device  5  makes a corresponding motion during the specified period within which the instruction marks  53   a,    53   b  coincide with the reference marks  53 A 1 ,  53 A 2 ,  53 A 3 ,  53 A 4 , either one kind of sound set in advance corresponding to each one of the instruction marks  52   a,    53   b  or the inputted voice comes out through the loudspeakers  7  and  11 . 
     FIG. 14 shows a display content representing the completion of the music number. 
     FIG. 15 shows a display content representing scores. The score at the left side of FIG. 15 is of the left player. The number of times of perfect coincidence is displayed in a display area  54 A; the number of times of great coincidence in a display area  54 B; the number of times of good coincidence in a display area  54 C; the number of times of bad coincidence in a display area  54 D; the number of times of miss coincidence in a display area  54 E; the number of maxcombo in a display area  54 F; the score in a display area  54 H; and a level of the game result in a display area  54 G. Classifications of perfect, great, good, bad and miss coincidences, the maxcombo, the score and the level of the game result are described later. 
     On the other hand, the score at the right side of FIG. 15 is of the right player. The number of times of perfect coincidence is displayed in a display area  55 A; the number of times of great coincidence in a display area  55 B; the number of times of good coincidence in a display area  55 C; the number of times of bad coincidence in a display area  55 D; the number of times of miss coincidence in a display area  55 E; the number of maxcombo in a display area  55 F; the score in a display area  55 H; and a level of the game result in a display area  55 G. 
     FIG. 16 shows a display content in the case that the name of the game player is entered in the ranking, wherein  56 A denotes a display representing an operation procedure and  56 C denotes a display representing the entered name. 
     FIG. 17 shows a display content representing an example of the ranking in which top  10  of the game players who played the game and their scores are listed from the best player. 
     FIG. 18 shows a display content after the completion of a series of game contents. The game ends when this display is made. 
     Data used to make the above displays are stored together with background images in the image data storage  46 , and the image controller  45  reads the image data from the image data storage  46  in the above sequence and contents of the control and cause the monitor  3  to display them. 
     An operating content as a program necessary to control the entire operation of the game system  1  is written in the main storage  43 , and the data stored in the CD-ROM  41  are also stored therein. The main storage  43  may be comprised of, e.g. a ROM and a RAM or of only a ROM. 
     Referring to FIG. 8, signals from the impact sensor  30  and the acceleration sensor  31 , sound data obtained by converting voices into electrical signals by the microphones  4  and further converting the electrical signals into digital signals by an unillustrated analog-to-digital converter, and a detection signal from an unillustrated coin detector provided in the coin inserting device  9  are inputted to the main controller  42  via an interface (I/O)  42   a.  The sound data inputted via the microphones  4  are sent to the sound data storage  48 . 
     The main controller  42  is, as shown in FIG. 19, provided with a signal judging section  42 A, a signal input timing judging section  42 B, an evaluating section  42 C and a coin number detecting section  42 D. 
     The signal judging section  42 A judges whether the respective detection signals from the impact sensor  30  and the acceleration sensor  31  are specified signals. In this embodiment, the signal judging section  42 A judges that a swinging motion has been made when only the detection signal from the acceleration sensor  31  is received, and a hitting motion has been made when the detection signal from the impact sensor  30  is received. This judgment is made because the signal is not outputted from the impact sensor  30  at the time of the swinging motion and both the impact sensor  30  and the acceleration sensor  31  may output detection signals at the time of the hitting motion. By making this judgment, detection error can be prevented. 
     The signal input timing judging section  42 B judges at which timings the respective detection signals from the impact sensor  30  and the acceleration sensor  31  were inputted. Four periods of, e.g. perfect, great, good and bad are set. These periods have such a specific construction that the good period is shorter than the bad period and is set inside the longest bad period, the great period is shorter than the good period and is set inside the good period, and the perfect period is shorter than the great period and is set inside the great period. The centers of the perfect, great, good and bad periods coincide with each other. The signal input timing judging section  42 B judges in which period the signal input timing falls and judges that the corresponding motion is perfect if the signal was inputted within the perfect period, great if the signal was inputted within the great period, good if the signal was inputted within the good period, and bad if the signal was inputted within the bad period. 
     The evaluating section  42 C estimates a game result based on a signal received from the signal input timing judging section  42 B. Specifically, the evaluating section  42 C calculates the numbers of the perfect, great, good and bad motions and judges a miss motion if a motion different from the instruction mark was made, no motion was made, i.e. no signal was inputted despite the fact that the instruction mark was displayed. Further, if the perfect motions continue, the largest of the numbers of continuous perfect motions is obtained as the maxcombo. In this example, SSS, SS, S, A, B, C, D, F are set as levels representing the game results. These numbers and letters are displayed on the monitor  3  (see FIG.  15 ). Here, the score and the level are determined based on a ratio of the number of the signals judged to be perfect, great or good by the signal input timing judging section  42 B to a total number of the marks  53   a,    53   b  set in the evaluating section  42 C. The marks  53   a,    53   b  may be those stored in the CD-ROM  41  beforehand. Alternatively, the evaluating section  42 C or the like may successively add the number of the marks  53   a,    53   b  in accordance with the program. 
     The coin number detecting section  42 D judges that a single-player game is possible in the case that one detection signal is detected by the coin detector (not shown) while judging that a dual-player game is possible in the case that two detection signals are detected by the coin detector. Whether the single-player game or the dual-player game is to be played is actually decided by operating the operation button  14   c  as described above. 
     The sound data storage  48  is so constructed as to store, for example, about 60 kinds of sound data in the respective storage areas. The sound data stored in the storage areas include the sound data stored in the CD-ROM  41  and signals (sound data) obtained by converting voices given by a game player into electrical signals by the microphones  4  and further converting the electrical signals into digital signals by the unillustrated analog-to-digital converter. Such sound data are set in one-to-one correspondence with the instruction marks  53   a,    53   b.    
     FIG. 20 is a diagram showing part of the storage areas of the sound data storage  48 . In this shown example, the sound data stored in the CD-ROM  41  are stored in the storage areas other than sound data blocks  3  and  5 , and the sound data relating to the voices sampled by the microphones  4  are stored in the sound data blocks  3  and  5 . In the case that no voice is inputted, the sound data set beforehand are stored. Here, the sound data blocks  3  and  5  are referred to as sound block data A and B, respectively. 
     In the sound data storage  48  are also stored number data relating to address numbers of the storage areas of the sound data storage  48  storing the respective sound data described above. If the signal judging section  42 A judges the detection signal inputted from the impact sensor  30  or the acceleration sensor  31  to the main controller  42  is a specified signal, the main controller sends a signal to the sound controller  47 , which in turn reads the sound data of the corresponding address number from the sound data storage  48  and outputs it to a sound mixing device  49 . This output is made based on a timing at which the sensor  30  or  31  generated the signal. However, in the case of the miss or bad motion, the sound output may not be performed. In other words, the sound data may be read from the sound data storage  48  and outputted if the signal has been inputted to the signal input timing judging section  42 B during the good, great or perfect period. 
     The sound controller  47  has a function of processing the sound data, e.g. a sound modulating function, and modulates the sound data read from the sound data storage  48  according to the preprogrammed type of modulation for the corresponding one of the instruction marks  53   a,    53   b  and outputs the modulated sound data to the sound mixing device  49 . The types of modulation include the type of changing the sound level of voices lying within at least part of frequency regions divided at specified intervals (hereinafter, modulation  1 ); the type of thinning out voices lying within part of the frequency regions (hereinafter, modulation  2 ); and the type of expanding and compressing at least part of sound waves with respect to a time axis (hereinafter, modulation  3 ). 
     The types of modulation by the sound modulating function of the sound controller  47  can be changed according to the operational position of the slide switch (referred also to as a slider)  14   d.  For instance, the types of sound modulation at the upper part of FIG. 10 are selected if the slide switch  14   d  is set at left-side positions, whereas those at the lower part of FIG. 10 are selected if the slide switch  14   d  is set at right-side positions. 
     FIG. 21 is a table showing an example of sound modulations applied to the voices sampled by the microphones  4 . 
     In this shown example, the sound data blocks  1 ,  4  are not modulated because being the sound data stored in the CD-ROM  41 , whereas the sound data blocks A and B storing the sound data relating to the voices sampled by the microphones  4  are subjected to the modulations  1  and  3  for the corresponding ones of the instruction marks  53   a,    53   b.  The modulation which can be changed according to a slid amount of the slide switch  14   d  can be applied to all the sound data read from the sound data storage  48 . Although the modulations  1  and  3  are performed in the example of FIG. 21, desired one(s) of the modulations  1  to  5  can be applied. 
     The sound mixing device  49  has a digital-to-analog converting function and is adapted to covert the sound data from the sound controller  47  into an analog signal and output it as a real sound through the loudspeakers  7  and  11 . The sound data of the background sound stored in the CD-ROM  41  is directly inputted to the sound mixing device  49 , which in turn converts the received sound data into an analog signal and outputs as a real sound through the loudspeakers  7  and  11 . 
     The CD-ROM  41  is detachably mounted in the game system  1 . The data and program stored in the CD-ROM  41  are read by an unillustrated data reading means, and image-relating ones of the read data and program are stored in the image data storage  46 , sound-relating ones thereof are stored in the sound data storage  47 , and the remainder is stored in the main storage  43 . 
     The image data stored in the CD-ROM  41  include, for example, the displays  50 A to  56 C displayed on the monitor  3  as shown in FIGS. 9 to  18 , and the image control programs stored in the CD-ROM  41  include, for example, the image data reading timings. The sound data stored in the CD-ROM  41  include, for example, the sound data to be stored in the sound data storage  48  (excluding the voices inputted through the microphones  4 ) and the background sounds, and the sound control programs stored in the CD-ROM  41  include, for example, the sound data reading timings. 
     The remaining data and programs stored in the CD-ROM  41  include, for example, a lamp turning program. The lamp turning program is inputted to the main controller  42  via the interface  42   a,  the main controller  42  sends a command signal based on this program to the lamp driving device  44 , and the lamp driving device  44  controllably turns on the corresponding one(s) of a plurality of lamps  8  in accordance with the received command signal from the main controller  42 . Since the CD-ROM  41  is detachably mounted as described above, another storage medium storing other music numbers and different positions of the instruction marks can be set in the game system  1 . 
     FIGS. 22 and 23 are a flow chart executed in the game system including the signal generating devices  5  according to this embodiment. 
     First, prior to the start of the game, in Step ST 1 , displays and sound output (demonstration) are made to introduce the contents of the game, operation procedure, ranking up to the present, etc., and the image shown in FIG. 9 is, for example, displayed on the monitor  3 , and how to play the game is explained through the loudspeakers  7  and  11 . Simultaneously, it is discriminated whether one or more coins have been inserted (Step ST 2 ). 
     If one or more coins have been inserted, a game title, e.g. Rap Freaks  is displayed on the monitor  3  for a predetermined time (Step ST 3 ), and a specified selection screen is then displayed on the monitor  3  (Step ST 4 ). 
     A game player selects a single-player game or a dual-player game. It is then successively discriminated whether the selection has been completed (Step ST 5 ) and whether a start button has been pushed (Step ST 6 ). When the start button is discriminated to have been pushed, a specified explanation screen is displayed (Step ST 9 ). 
     Subsequently, it is discriminated whether a predetermined time has elapsed (Step ST 10 ). If the discrimination result is affirmative, a multitude of selectable music numbers are displayed on the monitor  3  (Step ST 11 ). During this display, the game player selects a desired music number from the displayed music numbers. 
     It is then discriminated whether the selection of the music number has been completed (Step ST 12 ), and the name of the selected music number is displayed on the monitor  3  as shown in FIG. 11 (Step ST 13 ) if the selection has been completed. 
     Subsequently, it is discriminated whether another predetermined time has elapsed (Step ST 14 ). If the discrimination result is affirmative, an introduction is started and a voice sampling instruction is given by displaying the screen for the voice sampling shown in FIG.  12  and outputting the voice through the loudspeakers (Step ST 15 ). In accordance with this instruction, the game player speaks or shouts a sentence of the instructed content at the microphone  4 , and his voice is stored in the specified storage area of the sound data storage  48 . 
     It is then discriminated whether the voice sampling has been completed (Step ST 16 ), and the game is started (Step ST 17 ) if the voice sampling has been completed. As the game is started, the game content shown in FIG. 13A is displayed on the monitor  3 , and the game player moves the signal generating member (signal generating means)  5  in response to the instruction marks  53   a  for the hitting motion and the instruction marks  53   b  for the swinging motion. During the game, a life is administered by the accumulation of evaluations made by the main controller  42 . This life administration is such that a life gauge increases upon a good evaluation (perfect, great) and decreases upon a bad evaluation (bad, miss). If the life gauge runs short, the game is over. 
     Subsequently, it is discriminated whether the life still exists and whether the music number has ended (Steps ST 18 , ST 19 ). 
     If the life is discriminated to have ended (NO in Step ST 18 ) or if the music number is discriminated to have ended (YES in Step ST 19 ), a display is made to inform the end of the music number (Step ST 20 ). Specifically, a message CLEARED as shown in FIG. 14 is displayed on the monitor  3  if the music number is played to the end, whereas a message FAILURE is displayed if the music number is ended upon exhaustion of the life. Subsequently, it is discriminated whether a predetermined time has elapsed (Step ST 21 ). If the discrimination result is affirmative, a game result as shown in FIG. 15 is displayed on the monitor  3  (Step ST 22 ). This game result is a result of evaluation of the evaluating section  42 C as to whether the game player made the hitting motions and the swinging motions in response to the instruction marks  53   a,    53   b  within a predetermined period while holding the signal generating device  5 . 
     It is then discriminated whether the entry of the name is necessary (Step ST 23 ). This discrimination is made by the evaluating section  42 C by discriminating whether the score of the game player is equal to or above a reference value upon the end of the music number, i.e. whether this score satisfies a name entry condition. If the entry of the name is necessary, a name entry screen shown in FIG. 16 is displayed on the monitor  3  (Step ST 24 ), and the game player performs a name entry operation accordingly. 
     Subsequently, it is discriminated whether the entry of the name has been completed (Step ST 25 ), and a ranking as shown in FIG. 17 is displayed (Step ST 26 ) if the discrimination result is affirmative. If the entry of the name is not necessary (NO in Step ST 23 ), this routine directly proceeds to Step ST 26  to display the ranking. 
     Subsequently, it is discriminated whether a predetermined time has elapsed (Step ST 27 ). If the discrimination result is affirmative, the game is ended and a message “GAME OVER” shown in FIG. 18 is displayed on the monitor  3  (Step ST 28 ). 
     The present invention is not limited to the foregoing embodiment, and may be embodied as follows. 
     (1) In the foregoing embodiment, the main controller  42  provided in the game system  1  includes the signal judging section  42 A in order to prevent a detection error due to simultaneous signal generation of the impact sensor  30  and the acceleration sensor  30  at the time of the hitting motion. However, according to the present invention, it is preferable to provide the signal generating device  5  with the signal judging section  42 A to which output signals of the impact sensor  30  and the acceleration sensor  31  are inputted. 
     (2) Although the signal generating means has the hitting surface A in the foregoing embodiment, it may be a bar having no hitting surface such as a bat or may be something like a glove in which the game player&#39;s hand is insertable. The signal generating device may be fitted on the game player&#39;s wrist instead of being held in hand. 
     (3) Although the impact sensor is used for detecting the hitting motion in the foregoing embodiment, an other sensor, for example, a micro-switch or like switch for detecting an electrical conduction may be used therefor according to the present invention. 
     (4) Although the acceleration sensor is used for detecting the swinging motion in the foregoing embodiment, another sensor may be used therefor according to the present invention. 
     Further, the game systems to which the signal generating device according to the present invention is applicable are not limited to the aforementioned one, but may be those having other kinds of game contents. 
     These game systems include, for example, a game system in which instruction marks are arrayed in specified positions and a reference mark is scroll-displayed, and a game system in which the music number is outputted as sounds as it is, but sounds based on signals (or instruction marks) generated by the signal generating device (sensors  30  and  31 ) are not outputted. 
     As described in detail above, in the inventive signal generating device, the two sensors are provided in the signal generating means, the first sensor (also referred to as a first detecting member) generates the first signal when the signal generating means is hit while the second sensor (also referred to as a second detecting member) generates the second signal when it is swung, and the signal generating means is hand held. Therefore, the game player can play the game while relatively freely moving his body. 
     Summing up the aforementioned descriptions, a hand held signal generating device, according to this invention, is attachable to a game system and holdable in hand of a game player. The hand held signal generating device comprises a signal generating means for detecting a motion of the arm of the game player holding the hand held signal generating device in hand and generating a signal corresponding to the motion. 
     With this signal generating device, the game player can play the game while relatively freely moving his body since the signal generating device is hold in the player&#39;s hand and the signal generating means provided in the signal generating device detects the motion of the arm of the game player who is holding the device and generates a signal corresponding to the motions of the arm of the game player. 
     In the aforementioned signal generating device, the signal generating means may include a first signal detecting member for detecting a hitting motion of the arm of the game player holding the signal generating device with the hand and for generating a first signal corresponding to the hitting motion. 
     In addtion, the signal generating means may include a second signal detecting member for detecting a swing motion of the arm of the game player holding the signal generating device with the hand and for generating a second signal corresponding to the swing motion. 
     Furthermore, the signal generating means may include both of the first signal detecting member and the second signal detecting member as described in the above. 
     With this signal generating device, the game player can play the game while relatively freely moving his body since the first signal detecting member generates the first signal when the hitting motion of the game player is detected and the second signal detecting member generates the second signal when the swing motion of the game player is detected. 
     In the aforementioned signal generating device, the first signal detecting member may include an impact sensor and the second signal generating means may include an acceleration sensor. In addition, impact sensor may include a piezoelectric device. 
     Moreover, detecting directions of the motions by the impact sensor and the acceleration sensor can be set to intersect with each other. 
     In this construction, since the detecting directions of the impact sensor and the acceleration sensor differ, it is possible to cause one of the two sensors to generate a desired signal in response to a strict motion of the signal generating means in a specified direction. 
     Furthermore, the detecting directions of the motions by the impact sensor and the acceleration sensor can be set normal to each other. 
     With this construction, since an angle formed between the detecting directions of the two sensors becomes larger, a desired signal can be more reliably generated. More specifically, if the signal generating means is moved in a direction slightly displaced from the specified direction in the case that the detecting directions of the two sensors are only intersecting with each other, simultaneous generation of the signals by the two sensors is unavoidable. However, in the case of this construction, even if the signal generating means is moved in a direction slightly displaced from the specified direction, only a desired signal can be reliably generated since the angle formed between the detecting directions of the two sensors is large. 
     The aforementioned signal generating device may further comprise a judging means for judging which one of the hitting motion and the swing motion has been made based on ON-OFF states of the first and second signals received from the first and the second signal detecting members. 
     With this construction, the judging means judges that the swinging motion was made when only the detection signal of the second detecting member is ON while judging that the hitting motion was made when the detection signal of the first detecting member is ON. In other words, this judgment takes into consideration that the signal from the first detecting member is OFF at the time of the swinging motion and both the first and the second detecting members may output the detection signals at the time of the hitting motion. This judgment can prevent a detection error even if the signal generating means is moved in a direction slightly displaced from the specified direction. Further, the construction of the game system can be simplified as compared to a case where the judging means is provided in the game system. 
     In the aforementioned signal generating device, a belt is preferably provided outside the signal generating means to hold the hand between the outer surface of the signal generating means and the belt. 
     With this construction, the game player&#39;s hand can be more securely held between the signal generating means and the belt even if the signal generating means is so constructed as to be holdable. This prevents the signal generating means from leaving his hand during the motion. 
     Moreover, a surface fastener can be mounted on the belt so as to adjust the length of the belt. 
     With this construction, if the length of the belt is adjusted according to the size of the game player&#39;s hand, the signal generating means is prevented from leaving his hand during the motion regardless of whether he is a child or an adult. 
     The signal generating means may be provided with a hitting surface on its outer surface. 
     Moreover, the hitting surface is preferably a planar. 
     Further, the hitting surface can be made of a rubber material. 
     With such a hitting surface, a degree of an impact exerted on the signal generating means can be reduced. 
     In the aforementioned signal generating device, the signal generating device may be electrically connected with the game system via a cord. 
     Moreover, the signal generating means is preferably constructed such that the cord is located at or near the wrist of the game player while it is held in the hand of the game player. 
     Such a signal generating means can be easily operated. 
     This application is based on Japanese application serial no. HEI 11-253687 filed on Sep. 7, 1999, the contents of which are hereby incorporated by reference. 
     As this invention may be embodied in several forms without departing from the spirit of essential characteristics thereof, the present embodiment is therefore illustrative and not restrictive, since the scope of the invention is defined by the appended claims rather than by the description preceding them, and all changes that fall within metes and bounds of the claims, or equivalence of such metes and bounds are therefore intended to be embraced by the claims.