Source: http://www.google.com/patents/US6524187?dq=5,341,457
Timestamp: 2014-03-10 18:48:47
Document Index: 785213840

Matched Legal Cases: ['arts 210', 'arts 230', 'art 220', 'art 220', 'art 220', 'art 220', 'art 210', 'art 210', 'art 230', 'application No. 2000']

Patent US6524187 - Computer, method and recording medium for executing games using a pressure ... - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inAdvanced Patent SearchPatentsThe adjustment of hitting power or the like by pushing or continuous pushing of a simple ON/OFF switch by a user is provided by a computer which is able to execute a program that performs processing by taking as instructions an output from a controller which has a pressure-sensitive unit and a processing...http://www.google.com/patents/US6524187?utm_source=gb-gplus-sharePatent US6524187 - Computer, method and recording medium for executing games using a pressure-sensitive controllerAdvanced Patent SearchPublication numberUS6524187 B2Publication typeGrantApplication numberUS 09/758,045Publication dateFeb 25, 2003Filing dateJan 10, 2001Priority dateJan 14, 2000Fee statusPaidAlso published asEP1248667A2, US20010008851, WO2001051151A2, WO2001051151A3Publication number09758045, 758045, US 6524187 B2, US 6524187B2, US-B2-6524187, US6524187 B2, US6524187B2InventorsNobuhiro KomataOriginal AssigneeSony Computer Entertainment Inc.Export CitationBiBTeX, EndNote, RefManPatent Citations (13), Referenced by (6), Classifications (13), Legal Events (6) External Links: USPTO, USPTO Assignment, EspacenetComputer, method and recording medium for executing games using a pressure-sensitive controllerUS 6524187 B2Abstract The adjustment of hitting power or the like by pushing or continuous pushing of a simple ON/OFF switch by a user is provided by a computer which is able to execute a program that performs processing by taking as instructions an output from a controller which has a pressure-sensitive unit and a processing unit which applies force that acts on objects on a screen of the computer, depending on the output of the controller.
What is claimed is: 1. A computer which is able to execute a game program wherein characters perform stipulated actions by taking as instructions an output from a controller which has pressure-sensitive means, comprising:
means for sensing a pushing pressure of a user on the controller by said pressure-sensitive means and generating a pressure-sensing output corresponding to said pushing pressure; means for comparing the point in time at which the maximum value of said pressure-sensing signal was generated with a standard timing for said stipulated actions determined in advance in said game program, and generating a time differential, and means for evaluating a stipulated action that a character had performed from the maximum value of said pressure-sensing signal and said time differential. 2. A method, using a computer to execute a game program wherein characters perform stipulated actions by taking as instructions an output from a controller which has pressure-sensitive means, the method comprising the steps of:
sensing a pushing pressure of a user on the controller by said pressure-sensitive means and generating a pressure-sensing output corresponding to said pushing pressure; comparing the point in time at which the maximum value of said pressure-sensing signal was generated with a standard timing for said stipulated actions determined in advance in said game program, and generating a time differential; and evaluating a stipulated action that a character had performed from the maximum value of said pressure-sensing signal and said time differential.
FIELD OF THE INVENTION The present invention relates to a computer method and recording medium for executing games using a pressure-sensitive controller.
BACKGROUND OF THE INVENTION The so-called golf games, in the context of computer games, are games wherein one or more opponent players controlled by the CPU and a player character controlled by the player playing golf one after another upon a course generated within the screen of the computer. When the player uses a controller to manipulate the player character that the player controls, the character in question hits the ball with a club.
In order to create the magnitude of the hit, a circular gage is displayed and when the player pushes a button, the gage is colored in with a stipulated color at a stipulated ratio of the length and when the button is pushed by the player next, the character that the player controls hits the ball with an amount of force which depends on the ratio of the length of the colored portion to the entire length of the gage.
In the games that include this type of hitting actions, the hitting force or power is controlled by a combination of a button pushing action and some display. It is noted that there are also many games that do not control the hitting power, but rather make it constant.
Examples of games that include hitting include: pinball games (hitting the balls), pachinko games (hitting the pachinko balls), soccer games (hitting the soccer ball), baseball (hitting in batting), volleyball (hitting the volleyball) and tennis (hitting the tennis ball).
In addition, even if they do not involve hitting, there are also other games that require power such as fishing in which power is required to cast one's lure far away, for the throw-ins done in soccer games, and for shots made in basketball games, and the like.
As shown in FIG. 6A, in a golf game, the bar of the gage G extends as long as the button is pushed and when the button is released and pushed again, the player character Pc controlled by the player hits the ball Ba with the club C1 at a strength depending on the length of the bar of the gage G, and then the ball flies in the direction of the hole H.
As shown in FIG. 6B, a baseball game involves the player character Pc controlled by the player using a bat Bt to hit the ball Ba thrown by the pitcher Ec of the opposing team.
As shown in FIG. 6C, a volleyball game involves the player character Pc controlled by the player hitting a ball Ba, thus spiking the ball at the court where the characters Ec on the opposing team are.
As shown in FIG. 6D, a pachinko game involves using player operation to hit pachinko balls toward the pachinko machine.
As shown in FIG. 7A, a horseracing game involves having the player character Pc specified by the player race against other enemy characters Ec controlled by the CPU. Note that in conventional horseracing games, the racing is performed automatically, with the user participating by raising or specifying the horses.
As shown in FIG. 7B, a basketball game involves having the player character Pc throw the ball Ba toward the goal Na at the timing of the player pushing the button. As shown in FIG. 7C, a skiing game involves having the player character Pc jump from a ski jump Ja at the timing of the player pushing the button.
As specific examples, a golf game is disclosed in the publication of unexamined Japanese patent application No. JP-A-H10-063877, a volleyball game is disclosed in JP-A-H10-30517, a basketball game is disclosed in JP-A-H7-222865, a baseball game is disclosed in JP-A-H7-163755, an Olympic throwing event game is disclosed in JP-A-H10-52572, a horseracing game is disclosed in JP-A-H10-165644, a pachinko game is disclosed in JP-A-H10-165651, a soccer game is disclosed in JP-A-H10-201957 and a skiing game is disclosed in JP-A-H11-151381.
On the other hand, so-called pressure-sensitive type controllers are used as input devices for computers, and as input devices for entertainment systems represented by game machines, for example. The pressure-sensitive controller is a unit wherein, when pressure is applied with a finger of a user directly to a control element connected to a pressure-sensitive device in the controller the pushing pressure of the user is provided as an output as a pressure-sensing value. A specific example thereof is, for example, the disclosure in Japanese patent No. 2524475 of causing a character to jump in response to a pressure-sensing output.
In addition, a pressure-sensitive type controller is disclosed in the publication of examined Japanese utility model application No. JP-B-H1-40545, wherein pressure-sensitive output is provided as input to a VCO (variable control oscillator) and the output of the VCO is used for repeated fire in a game.
SUMMARY OF THE INVENTION It is an object of the present invention to make an adjustment of hitting power or the like by pushing or continuous pushing of a simple ON/OFF switch by a user into an easier-to-use interface for users.
This and other objects of the present invention are attained by a recording medium on which is recorded a computer-readable and executable game software program that includes an element of applying force that acts on objects, which includes a program that performs processing by taking as instructions an output from a controller which has pressure-sensitive means, wherein the software program includes a processing program that applies force that acts on objects depending on the output of the controller.
A computer according to the present invention which is able to execute a game program wherein characters perform stipulated actions by taking as instructions on output from a controller which has pressure-sensitive means, comprises said controller; means for sensing a pushing pressure of a user by the pressure-sensitive means and generating a pressure-sensing output corresponding to the pushing pressure, means for comparing the point in time at which the maximum value of said pressure-sensing signal was generated with a standard timing for said stipulated actions determined in advance in the game program, and generating a time differential; and means for evaluating said stipulated action that said character had performed from the maximum value of the pressure-sensing signal and the time differential.
A computer according to the present invention which is able to execute a game program wherein characters perform stipulated actions by taking as instructions an output from a controller which has pressure-sensitive means, comprises means for sensing the pushing pressure of a user by the pressure-sensitive means and generating a pressure-sensing output corresponding to the pushing pressure, means for comparing a setting position of a character, depending on the pressure-sensing signal with a current position parameter of said character determined in advance in said game program, and determining the advance position of the character, and means for advancing the character to the advance position.
A method, using a computer, according to the present invention, which is able to execute a game program wherein characters perform stipulated actions by taking as instructions an output from a controller which has pressure-sensitive means, comprises the steps of: sensing a pushing pressure of a user by the pressure-sensitive means and generating a pressure-sensing output corresponding to the pushing pressure, comparing the point in time at which the maximum value of said pressure-sensing signal was generated with a standard timing for said stipulated actions determined in advance in the game program and generating a time differential, and evaluating a stipulated action that a respective character had performed from the maximum value of the pressure-sensing signal and the time differential.
In an embodiment, a method using a computer according to the present invention which is able to execute a game program wherein characters perform stipulated actions by taking as instructions an output from a controller which has pressure-sensitive means, comprises the steps of: sensing a pushing pressure of a user by the pressure-sensitive means and generating a pressure-sensing output corresponding to the pushing pressure, comparing the setting position of a character depending on the pressure-sensing signal with the current position parameter of said character determined in advance in the game program, and determining the advance position of said character, and advancing said character to the advance position.
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 diagrammatically shows the connection of a controller to an entertainment system in order to enable a user to enjoy game software or videos;
FIG. 2 shows a table for selecting settings depending on pressure-sensing values;
FIG. 3 is a flowchart of the processing of a program for performing hitting, throwing, jumping or the like actions, depending on pressure-sensing values of a first embodiment;
FIG. 4 is a diagram used to show a horseracing game,
FIG. 5 is a flowchart illustrating the program for a horseracing game according to a second embodiment;
FIGS. 6A to 6D are diagrams showing on a screen various ball games, wherein;
FIG. 6A shows a golf game, FIG. 6B shows a baseball game, FIG. 6C shows a volleyball game and FIG. 6D shows a pachinko game;
FIGS. 7A to 7C show on a screen a horseracing game in FIG. 7A, a basketball game in FIG. 7B and a skiing game in FIG. 7C, respectively;
FIG. 8 is a perspective view of a controller connected to the entertainment system;
FIG. 9 is a block diagram of the entertainment system;
FIG. 10 is a top view of a controller;
FIG. 11 is an exploded perspective view of the second control part of the controller;
FIGS. 12A-12C are cross-sectional views of the second control part of FIG. 11;
FIG. 13 is a diagram showing an equivalent circuit for a pressure-sensitive device;
FIG. 14 is a block diagram of the main parts of the controller;
FIG. 15 is an exploded perspective view of the first control part of the controller;
FIG. 16 is a cross sectional view of the first control part of FIG. 15;
FIG. 17 is a diagram showing the circuit configuration of a resistor;
FIG. 18 is a graph showing the characteristics of a signal output;
FIG. 19 is a block diagram showing the overall constitution including the resistor; and
FIG. 20 is an exploded perspective view of the third control part of the controller.
DESCRIPTION OF THE PREFERRED EMBODIMENTS Here follows a detailed description of the computer for executing games using a pressure-sensitive controller, a method of using same and a recording medium of the present invention, made with reference to the appended drawings.
In a controller that has a pressure-sensitive device, when the button which is the control element of the controller is pushed by a user not only is the presence of pressure-sensing output detected, for example, as the ON/OFF of a switch, but also pressure-sensing value output which depends on the pushing pressure is also obtained.
On the other hand, in software or games that use a pressure-sensing value output, various processing or actions can be entered depending on the pressure-sensing value output. In this embodiment, even when causing objects on the screen to perform actions by operating a control element, it is possible to change the settings of parameters depending on the pressure-sensing values based on the pushing-pressure operation of various control elements.
With the present embodiment, in games that include hitting, throwing, jumping and other elements, settings are provided depending on the pressure-sensing value output from the pressure-sensitive switch at the time of the best hit, throw or jump timing. Thereby, it is possible to provide a system with a user interface that is improved in comparison to the repetition of the ON action of a simple ON/OFF switch or the duration thereof.
FIG. 1 is a schematic diagram showing an example of connecting controller 200 to an entertainment system 500 to enable a user of the game to enjoy game software or video. More specific structure is shown in FIG. 8.
As shown in FIG. 1, controller 200 which has buttons connected to pressure-sensitive devices of the controller is connected to entertainment system 500 used for playing games or enjoying DVD video or other types of video images, and the video output terminals are connected to a television monitor 408. Here, the analog output from the pressure-sensitive devices is converted by an A/D converter to digital values in the range 0-255 and provided to the entertainment system 500.
With reference to FIGS. 2-7, here follows a description of the case of performing hitting, throwing, jumping and the like by the operation of the controller 200 and reflecting same on the screen.
FIG. 2 shows a table for selecting settings corresponding to the pressure-sensing values. As shown in this table, the pressure-sensing values �0� through �255� are allocated to the settings �0�, �P1� through �P255�, respectively. Here a setting value corresponding to the pressure-sensing value is determined dependent on the contents, degree of progress and the like in game.
Next, with reference to FIG. 3, the method of performing hitting, throwing, jumping or the like based on pressure-sensing values will be described. The flowchart shown in FIG. 3 shows the processing of a program for performing hitting, throwing, jumping or the like based on pressure-sensing values.
In FIG. 3, in Step S1, a decision is made as to whether or not a pre-stage action button was pressed, and if �YES� then in Step S2 the pre-stage action is displayed. Here, the pre-stage action is, in a golf game (see FIG. 6A), equivalent to animation showing the take-back of the club Ba by the player character Pc, or in a baseball game (see FIG. 6B, equivalent to animation showing the player character Pc with the bat Bt in a ready stance, or in a volleyball game (see FIG. 6C), equivalent to animation showing the player character Pc jumping and swinging for the spike, or in a pachinko game, equivalent to animation showing a hitting member being moved toward the ball Ba, or in a basketball game (see FIG. 7B), equivalent to animation showing the player character Pc jumping and getting ready to shoot, or in a skiing game (see FIG. 7C), equivalent to animation showing the player character Pc skiing down the ski jump. While watching the aforementioned animation, the player tries to push the pressure-sensitive button at the point of impact, or namely just the right timing, to obtain the maximum pressure-sensing value.
In Step S3, the timing variable T is incremented by �1� and in Step S4, a decision is made as to whether or not a pressure-sensing value is present, and if �YES� then control procedure moves to Step S5, but if �NO� then control procedure moves back to Step S2.
In Step S5, the pressure-sensing value is acquired, and in Step S6, a decision is made as to whether or not the pressure-sensing value thus acquired is less than the previous value, and if �YES� then control processing moves to Step S7, but if �NO� then control procedure moves back to Step S2.
This decision in Step S6 is intended to detect if the finger of the user has released the pressure-sensitive switch or if it has lost strength. This is used as a decision as to whether or not to end the process of acquiring the pressure-sensing value from the pressure-sensitive switch.
In Step S7, a parameter based on the value of the previous pressure-sensing value and the value of the timing variable T is set. Here, the �previous pressure-sensing value� is defined to be, when the pressure-sensing value is determined to be smaller than the previous pressure-sensing value in Step S6, the previous pressure-sensing value of that pressure-sensing value, so it is the maximum pressure-sensing value when the player had pushed the pressure-sensitive switch. The timing when this maximum value was input is the impact timing that the player was aiming at. The best timing value is set differently in the various games, and it corresponds to the length of the swing or other pre-stage action in the individual games.
Moreover, the value of the timing variable T is compared against the standard timing value to determine how far the value of the timing variable T is offset from the standard timing value, and detect whether it is smaller or larger. Depending on this differential, a stipulated value is subtracted from or added to the maximum pressure-sensing value acquired, and the setting is found from the table shown in FIG. 2 based on the modified pressure-sensing value obtained as a result.
Assuming that the standard timing value is ST, the timing variable is T, the maximum pressure-sensing value is PMax and the stipulated value is M, the modified pressure-sensing value PModify is found as follows:
M=|ST−T|�k (k: a constant value)
PModify=PMax−M
In Step S8, calculation is performed depending on the settings. In a golf game (see FIG. 6A), the flight distance of the ball Ba one frame later for example is calculated depending on the setting, or in a baseball game (see FIG. 6B), the flight distance of the ball Ba one frame later for example is calculated depending on the setting, or in a volleyball game (see FIG. 6C), the dropping position and dropping velocity of the volleyball Ba for example are calculated depending on the angle, or in a pachinko game, the flight distance of the pachinko ball Ba and the dropping position one frame later for example are calculated, or in a basketball game (see FIG. 7B), the trajectory and flight distance of the basketball Ba one frame later for example are calculated, or in a skiing game (see FIG. 7C), the trajectory and flight distance of the player character Pc one frame later for example are found.
In Step S9, based on the aforementioned calculations, the appearance of the ball Ba or player character Pc flying through the air is displayed, and in Step S10, a decision is made as to whether or not the target has been reached, namely whether or not the ball Ba or character Pc has landed, and if �YES� then control procedure moves to Step S11, but if �NO� then control moves back to Step S8. Note that it is also possible for all positions until the target is reached or the object lands to be found by calculation in Step S8, and then the images are displayed sequentially.
In Step S11, the results are reflected in the form of an image display or score increase or the like. For example, in a basketball game, an image showing a goal and an increased score is shown.
As described above, with the present embodiment, hitting, throwing, jumping or the like is performed depending on the pressure-sensing value, so the game enjoyment can be increased and the user interface can be improved compared to the case of hitting, throwing, jumping or the like with a simple ON/OFF switch.
It is noted that it is also possible to allocate a small setting to a high pressure-sensing value, and a large setting to a low pressure-sensing value.
In addition, in a soccer game or the like, the aforementioned flow can also be used in taking shots, for example. Namely, the kicking action of a player taking a shot can be displayed as animation, and the distance of the ball is calculated depending on the strength with which the pressure-sensitive switch is pushed. In addition, even in games other than those given above, this is completely applicable to any game that includes hitting, throwing, jumping or any other sort of shooting process.
Next, with reference to FIGS. 4 and 5, a second embodiment will be described. In the second embodiment, a horseracing game will be described. In this example, the horse specified by a player is made to run by the continuous pushing of the player's own pressure-sensitive switch. The position of the horse changes depending on the pressure-sensing value at the time of each push, and the winner is the one whose horse gets to the finish line before the horses of the opponents.
As shown in FIG. 4, racetrack data Cd is read from disc in advance and stored in the entertainment system 500. This racetrack data Cd consists of a large number of settings Pa which indicate positions on the racetrack. For simplicity in explanation, the racetrack is shown as in this figure, but actually, it is a table in which is recorded a large amount of racetrack position data, with pointers which indicate the horse acting as the player character (hereinafter, simply referred to as the �player character�) Pc and the competitor's horse Ec placed at racetrack position data corresponding to the state of the race. Then, images corresponding to the state of this table are generated and displayed for each frame.
The processing of the aforementioned horseracing game is shown in FIG. 5 which is a flowchart showing the program for the horseracing game.
In Step S1, a decision is made as to whether or not input is present, and if �YES� then control moves to Step S2, where a pressure-sensing value is acquired in Step S2. In Step S3, the setting �P1�, . . . , �255� is selected from the table shown in FIG. 2 based on the pressure-sensing value thus acquired, and the pointer for the player character Pc is placed at the racetrack position data indicated by that setting.
Here, the setting indicates the racetrack position data. For example, when the value of the racetrack position data indicating the current position of the player character Pc is �10� then if the setting is �10� then the pointer to the updated player character Pc will be placed at the racetrack position data of �20�.
In Step S4, an image depending on the aforementioned racetrack position data is displayed. It is noted that trees and grass on the racetrack and the like are stored as polygon data corresponding to the racetrack position data, so these are rendered and displayed.
In Step S5, a decision is made as to whether or not one lap has been completed, and if �YES� then the control procedure moves to Step S6, but if �NO� then control moves back to Step S1. The decision of whether or not a lap has been completed is made based on whether or not the current racetrack position data is greater than the maximum value of the racetrack position data.
In Step S6, the variable R is incremented by �1� and in Step S7 a decision is made as to whether or not R is a stipulated value, and if �YES� then control procedure moves to Step S8, but if �NO� then control procedure moves to Step S11. Here, the stipulated value is a predetermined number of laps and if this is determined to be 5 laps, for example, then the victory in the race is determined when one of the horses has completed 5 laps.
In Step S8, the time difference with the opponent's horse is found, and in Step S9, a decision is made as to whether the opponent is first, and if �YES� then procedure control moves to Step S12, but if �NO� then control procedure moves to Step S10.
In Step S10, control moves to the next stage, namely the next race. In Step S11, a decision is made as to whether or not the opponent's horse has passed the finish line, and if �YES� then control procedure moves to Step S12, but if �NO� then control procedure moves back to Step S1.
In Step S12, a game over results and processing ends.
In this horseracing game, the horse controlled by the player runs at a speed that depends on the number of times per unit of time that the player pushes the pressure-sensitive switch and the pressure-sensing value at that time, so it is possible to provide a game that offers more of a feeling of being at a real race than the conventional horseracing games wherein the player enters in a race a horse s/he has trained, and the race occurs automatically depending on various parameters in that race.
FIG. 8 is a diagram showing controller 200 connected to entertainment system 500. The controller 200 is removably connected to the entertainment system 500, and the entertainment system 500 is connected to television monitor 408.
With reference to FIG. 9, here follows a description of the interior of the entertainment system 500 shown in FIG. 8. FIG. 9 is a block diagram of the entertainment system 500.
Here, the external memory 415 may be a card-type memory consisting of a CPU or a gate array and flash memory, which is removably connected via a connector 511 to the entertainment system 500 shown in FIG. 8. The controller 200 is configured such that, when a plurality of buttons provided thereupon are pushed by a user, the controller gives instructions to the entertainment system 500. In addition, the driver 410 is provided with a decoder for decoding images encoded based upon the MPEG standard.
FIG. 10 is a top view of controller 200. The controller 200 consists of a unit body 201 on the top surface of which are provided first and second control parts 210 and 220, and on the side surface of which are provided third and fourth control parts 230 and 240 of the controller 200.
The second control part 220 is provided with four cylindrical control buttons 221 (control elements) for pushing control. The individual control buttons 221 have identifying marks such as �∘� (circle), �ה (cross), �Δ� (triangle) and �≡� (quadrangle) on their tops, in order to easily identify the individual control buttons 221. The functions of the second control part 220 are set by the game program recorded upon the optical disc 411, and the individual control buttons 221 may be allocated functions that change the state of the game characters, for example. For example, the control buttons 221 may be allocated functions for moving the left arm, right arm, left leg and right leg of the character.
The controller 200 is held by the left hand and the right hand of the user and is operated by the other fingers of the user, and in particular the user's thumbs are able to operate most of the buttons on the top surface.
FIG. 11 and FIGS. 12A-12C are respectively, an exploded perspective view and cross-sectional views showing the second control part of the controller.
As shown in FIG. 11, the second control part 220 consists of four control buttons 221 which serve as the control elements, an elastic body 222, and a sheet member 223 provided with resistors 40. The individual control buttons 221 are inserted from behind through insertion holes 201 a formed on the upper surface of the unit body 201. The control buttons 221 inserted into the insertion holes 201 a are able to move freely in the axial direction.
The elastic body 222 is made of insulating rubber or the like and has elastic areas 222 a which protrude upward, and the lower ends of the control buttons 221 are supported upon the upper walls of the elastic areas 222 a. When the control buttons 221 are pressed, the inclined-surface portions of these elastic areas 222 a flex so that the upper walls move together with the control buttons 221. On the other hand, when the pushing pressure on the control buttons 221 is released, the flexed inclined-surface portions of elastic areas 222 a elastically return to their original shape, pushing up the control buttons 221. The elastic body 222 functions as a spring means whereby control buttons 221 which had been pushed in by a pushing action are returned to their original positions. As shown in FIGS. 12A-12C, conducting members 50 are attached to the rear surface of the elastic body 222.
To describe this in more detail, as shown in FIGS. 12A-12C, the second control part 220 is provided with control buttons 221 as control elements, an elastic body 222, conducting members 50 and resistors 40. Each conducting member 50 may be made of conductive rubber which has elasticity, for example, and has a conical shape with its center as a vertex. The conducting members 50 are adhered to the inside of the top surface of the elastic areas 222 a formed in the elastic body 222.
In addition, the resistors 40 may be provided on an internal board 204, for example, opposite the conducting members 50, so that the conducting members 50 come into contact with resistors 40 together with the pushing action of the control buttons 221. The conducting member 50 deforms, depending on the pushing force on the control button 221 (namely the contact pressure with the resistor 40), so as shown in FIG. 12B and 12C, the surface area in contact with the resistor 40 varies depending on the pressure. To wit, when the pressing force on the control button 221 is weak, as shown in FIG. 12B, only the area near the conical tip of the conducting member 50 is in contact. As the pressing force on the control button 221 becomes stronger, the tip of the conducting member 50 deforms gradually so the surface area in contact expands.
FIG. 13 is a diagram showing an equivalent circuit for a pressure-sensitive device consisting of a resistor 40 and conducting member 50. As shown in this diagram, the pressure-sensitive device is inserted in series in a power supply line 13, where the voltage Vcc is applied between the electrodes 40 a and 40 b. As shown in this diagram, the pressure-sensitive device is divided into a variable resistor 42 that has the relatively small resistance value of the conducting member 50, and a fixed resistor 41 that has the relatively large resistance value of the resistor 40. Among these, the portion of the variable resistor 42 is equivalent to the portion of resistance in the contact between the resistor 40 and the conducting member 50, so the resistance value of the pressure-sensitive device varies depending on the surface area of contact with the conducting member 50.
When the conducting member 50 comes into contact with the resistor 40, in the portion of contact, the conducting member 50 becomes a bridge instead of the resistor 40 and a current flows, so the resistance value becomes smaller in the portion of contact. Therefore, the greater the surface area of contact between the resistor 40 and conducting member 50, the lower the resistance value of the pressure-sensitive device becomes. In this manner, the entire pressure-sensitive device can be understood to be a variable resistor. It is noted that FIGS. 12A-12C show only the contact portion between the conducting member 50 and resistor 40 which forms the variable resistor 42 of FIG. 13, but the fixed resistor 41 of FIG. 13 is omitted from FIGS. 12A-12C.
FIG. 14 is a block diagram of the main parts of the controller 200.
FIGS. 15 and 16 show an example of the first control part of the controller.
As shown in FIG. 15, the first control part 210 includes a cruciform control unit 211, a spacer 212 that positions this control unit 211, and an elastic body 213 that elastically supports the control unit 211. Moreover, as shown in FIG. 16, a conducting member 50 is attached to the rear surface of the elastic body 213, and the configuration is such that resistors 40 are disposed at the positions facing the individual control keys 211 a (control elements) of the control unit 211 via the elastic body 213.
The overall structure of the first control part 210 has already been made public knowledge in the publication of unexamined Japanese patent application No. JP-A-H8-163672. However, control unit 211 uses a hemispherical projection 212 a formed in the center of the spacer 212 as a fulcrum, and the individual control keys 211 a (control elements) are assembled such that they can push on the resistor 40 side (see FIG. 16).
FIG. 17 is a diagram showing the circuit configuration of the resistor. As shown in this diagram, the resistor 40 is inserted in series in a power supply line 13, where a voltage is applied between the electrodes 40 a and 40 b. The resistance of this resistor 40 is illustrated schematically, as shown in this diagram; the resistor 40 is divided into first and second variable resistors 43 and 44. Among these, the portion of the first variable resistor 43 is in contact, respectively, with the conducting member 50 that moves together with the control key (up directional key) 211 a for moving the character in the up direction, and with the conducting member 50 that moves together with the control key (left directional key) 211 a for moving the character in the left direction, so its resistance value varies depending on the surface area in contact with these conducting members 50.
FIG. 18 is a graph showing the characteristics of the analog signal (voltage) outputted from the output terminal of the resistor.
As shown in FIG. 19, the analog signal (voltage) output from the output terminal 40 c of the resistor 40 is provided as input to an A/D converter 16 and converted to a digital signal. It is noted that the function of the A/D converter 16 is shown in FIG. 19 is as described previously based on FIG. 14, so a detailed description shall be omitted here.
The overall structure of the third control part 230 also already has been made public knowledge in the publication of unexamined Japanese patent application No. JP-A-H8-163672 so a detailed description thereof will be omitted. The individual control buttons 231 can be pushed in while being guided by the spacer 232, the pushing pressure when buttons 231 are pressed acts via the elastic body 234 on the pressure-sensitive device consisting of a conducting member 50 and resistor 40. The electrical resistance value of the pressure-sensitive device varies depending on the magnitude of the pushing pressure it receives.
Within the aforementioned description, FIGS. 3 and 5 show flowcharts for performing hitting, throwing and jumping depending on pressure-sensing values, and for the processing of a horseracing game. This program may be supplied either recorded alone upon an optical disc or other recording medium, or recorded upon said recording medium together with the game software as part of the game software. This program for performing hitting, throwing, jumping and the like depending on pressure-sensing values is run by the entertainment system 500 and executed by its CPU.
Here, the meaning of supplying the program for performing hitting, throwing, jumping and the like depending on pressure-sensing values recorded individually on a recording medium has the meaning of preparing it in advance as a library for software development. As is common knowledge, at the time of developing software, writing all functions requires an enormous amount of time.
However, if the software functions are divided by the type of functions, for example, for moving objects and the like, they can be used commonly by various types of software, so more functions can be included.
While an embodiment was described above, the present invention may also assume the following alternative embodiments. In the embodiment, the pressure-sensing value as pushed by the user is used as is. However, in order to correct for differences in the body weights of users or differences in how good their reflexes are, it is possible to correct the maximum value of the user pressure-sensing value to the maximum game pressure-sensing value set by the program, and intermediate values may be corrected proportionally and used. This type of correction is performed by preparing a correction table. In addition, the user pressure-sensing value can be corrected based upon a known function. Moreover, the maximum value of the user pressure-sensing value rate of change may be corrected to the maximum game pressure-sensing value rate of change set in the program, and intermediate values can be proportionally corrected and used. For more details about this method, refer to the present inventors' Japanese patent application No. 2000-40257 and the corresponding PCT application JP/(Applicant's file reference No. SC0097WO00).
Due to this invention, the adjustment of hitting power or the like by means of the pushing or continuous pushing of a simple ON/OFF switch can be made an easier-to-use interface for the user.
By means of the present invention, hitting, throwing, jumping or the like is performed depending on the pressure-sensing value, so the game enjoyment can be increased and the user interface can be improved compared to the case of hitting, throwing, jumping or the like with a simple ON/OFF switch.
Moreover, by means of the present invention, for example, in this horseracing game, the horse controlled by the player runs at a speed that depends on the number of times per unit of time that the player pushes the pressure-sensitive switch and the pressure-sensing value at that time, so it is possible to provide a game that offers more of a feeling of being at a real race than the conventional horseracing games.
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