Source: http://www.patentgenius.com/patent/8480490.html
Timestamp: 2018-08-19 21:00:54
Document Index: 326308956

Matched Legal Cases: ['art 30', 'art 30', 'art 30', 'art 86', 'art 88', 'art 86', 'art 88', 'art 88', 'art 88']

Sensing ball game machine - Patent # 8480490 - PatentGenius
8480490 Sensing ball game machine
Inventor: Ueshima, et al.
U.S. Class: 463/36; 463/3; 463/32
Field Of Search: 463/36; 463/3; 463/32
Abstract: A sensing baseball game apparatus (10) has a game machine (12) connected to a television monitor (18). A bat input device (32) is provided with an acceleration sensor. An acceleration signal is transmitted by an infrared-ray LED (34) to an infrared-ray receiving part of the game machine (12) whereby the game machine (12) determines a moving speed of the bat input device (32) to calculate a moving parameter of a ball to be batted. Accordingly, a batted ball is moved in the game scene according to the parameter.
1. A body-sensing game apparatus for playing by first and second game players a game by displaying a ball character on a screen of a television to which thebody-sensing game apparatus is connected, comprising: a first input device configured to be moved in a three-dimensional space by the first game player while being held in a hand of the first game player for imitative pitching; a second input deviceconfigured to be grasped and moved in the three-dimensional space by the second game player; a first signal-output unit incorporated in the first input device to output a first acceleration correlated signal according to an acceleration upon moving thefirst input device in the three-dimensional space; a second signal-output unit incorporated in the second input device to output a second acceleration correlated signal according to an acceleration upon moving the second input device in thethree-dimensional space; a processor configured to move the ball character pitched in a game scene on the screen in accordance with the first acceleration correlated signal, and hit back the pitched ball character, in accordance with the secondacceleration correlated signal wherein the processor determines, when the ball character thrown by a pitcher character according to the first input device reaches a catcher position, a strike or ball in accordance with a reach position of the ballcharacter and a strike zone being set, at a time it is determined based on the second acceleration correlated signal that the second input device has not been swung, thereby enabling the first and second game players to experience a competition baseballgame.
2. The body-sensing game apparatus according to claim 1, wherein the processor determines, in accordance with a position of the ball character that is thrown by the pitcher character and the second acceleration correlated signal, whether or nota swing is a missed swing.
3. The body-sensing game apparatus according to claim 1, wherein the first input device includes an external switch being operable by the first game player so as to determine a course of the ball character that is thrown by the pitchercharacter.
4. The body-sensing game apparatus according to claim 1, wherein the game is a baseball game, and the first input device is a ball-type input device and the second input device is a bat-type input device.
5. The body-sensing game apparatus according to claim 1, wherein the first signal-output unit includes a first acceleration detector, the first acceleration detector configured to detect an acceleration along a first axis; and a secondacceleration detector, the second acceleration detector configured to detect an acceleration along a second axis, the second axis being orthogonal to the first axis, wherein the processor is configured to determine a rotation by determining a differencebetween moving speeds along the first axis, responsive to the first acceleration detector, and to move the ball character in accordance with the determined rotation.
6. The body-sensing game apparatus according to claim 5, wherein the processor is configured to determine the rotation in response to detecting a peak moving speed of the first input device.
7. The body-sensing game apparatus according to claim 1, further including a signal line connecting the first signal-output unit to the processor.
8. The body-sensing game apparatus according to claim 1, wherein the first input device includes a housing formed in a hollow-sphere form.
9. The body-sensing game apparatus according to claim 1, wherein the first input device includes a cross-shaped switch.
10. The body-sensing game apparatus according to claim 9, wherein the cross-shaped switch is to determine a course of the ball character that is thrown by the pitcher character.
11. A method for controlling a body-sensing game played by first and second game players on a game apparatus for playing the body-sensing game by displaying a ball character on a screen of a television to which the game apparatus is connected,the game apparatus comprising a first input device configured to be moved in a three-dimensional space by the first game player while being held in a hand of the first game player for imitative pitching; a second input device configured to be graspedand moved in the three-dimensional space by the second game player; a first signal-output unit incorporated in the first input device to output a first acceleration correlated signal according to an acceleration upon moving the first input device in thethree-dimensional space; and a second signal-output unit incorporated in the second input device to output a second acceleration correlated signal according to an acceleration upon moving the second input device in the three-dimensional space,comprising the steps of: moving the ball character pitched in a game scene on the screen in accordance with the first acceleration correlated signal; hitting back the pitched ball character in accordance with the second acceleration correlated signal; and determining, when the ball character thrown by a pitcher character according to the first input device reaches a catcher position, a strike or ball in accordance with a reach position of the ball character and a strike zone being set, at a time it isdetermined based on the second acceleration correlated signal that the second input device has not been swung, thereby enabling the first and second game players to experience a competition baseball game.
12. The method according to claim 11, further comprising the step of: determining, in accordance with a position of the ball character that is thrown by the pitcher character and the second acceleration correlated signal, whether or not a swingis a missed swing.
13. A computer program embodied in a non-transitory computer-readable storage medium for executing a computer process in a game apparatus, the computer process including a method for controlling a body-sensing game played by first and secondgame players on the game apparatus for playing the body-sensing game by displaying a ball character on a screen of a television to which the game apparatus is connected, the game apparatus comprising a first input device configured to be moved in athree-dimensional space by the first game player while being held in a hand of the first game player for imitative pitching; a second input device configured to be grasped and moved in the three-dimensional space by the second game player; a firstsignal-output unit incorporated in the first input device to output a first acceleration correlated signal according to an acceleration upon moving the first input device in the three-dimensional space; and a second signal-output unit incorporated inthe second input device to output a second acceleration correlated signal according to an acceleration upon moving the second input device in the three-dimensional space, the method comprising the steps of: moving the ball character pitched in a gamescene on the screen in accordance with the first acceleration correlated signal; hitting back the pitched ball character in accordance with the second acceleration correlated signal; and determining, when the ball character thrown by a pitchercharacter according to the first input device reaches a catcher position, a strike or ball in accordance with a reach position of the ball character and a strike zone being set, at a time it is determined based on the second acceleration correlatedsignal that the second input device has not been swung, thereby enabling the first and second game players to experience a competition baseball game.
14. The computer program embodied in the computer-readable storage medium according to claim 13, further comprising the step of: determining, in accordance with a position of the ball character that is thrown by the pitcher character and thesecond acceleration correlated signal, whether or not a swing is a missed swing.
15. A body-sensing ball game apparatus for playing by a game player a game by displaying a ball character on a screen of a television display to which the body-sensing ball game apparatus is connected, comprising: a first input deviceconfigured to be moved in a three-dimensional space by the first game player while being held in a hand of the first game player for imitative pitching; a second input device configured to be grasped and moved in a three-dimensional space by the gameplayer; a first signal-output unit incorporated in the first input device to output a first acceleration correlated signal according to an acceleration upon moving the first input device in the three-dimensional space; a second signal-output unitincorporated in the input device to output a second acceleration correlated signal according to an acceleration upon moving the input device in the three dimensional space; and a processor operable to move the ball character pitched by a pitchercharacter in accordance with the first acceleration coordinated signal, and hit back the pitched ball character in accordance with the second acceleration correlated signal in a game scene on the screen, wherein the processor determines, when the ballcharacter thrown by the pitcher character reaches a catcher position, a strike or ball in accordance with a reach position of the ball character and a strike zone being set, at a time it is determined based on the second acceleration correlated signalthat the second input device has not been swung, thereby enabling the first and second game players to experience a competition baseball game.
16. The body-sensing ball game apparatus according to claim 15, wherein the game is a baseball game, and the input device is a bat-type input device.
17. The body-sensing ball game apparatus according to claim 15, wherein the processor determines, in accordance with a position of the ball character that is thrown by the pitcher character and the acceleration correlated signal, whether or nota swing is a missed swing.
18. A method for controlling a body-sensing game played by a game player on a game apparatus for playing the body-sensing game by displaying a ball character on a screen of a television to which the game apparatus is connected, the gameapparatus comprising a first input device configured to be moved in a three-dimensional space by the first game player while being held in a hand of the first game player for imitative pitching; a second input device configured to be grasped and movedin a three-dimensional space by the game player; a first signal-output unit incorporated in the first input device to output a first acceleration correlated signal according to an acceleration upon moving the first input device in the three-dimensionalspace; and a second signal-output unit incorporated in the second input device to output a second acceleration correlated signal according to an acceleration upon moving the second input device in the three dimensional space, comprising steps of: movingthe ball character in accordance with the first acceleration coordinated signal, the ball character being pitched by a pitcher character in a game scene on the screen; hitting back the pitched ball character in accordance with the second accelerationcorrelated signal; and determining, when the ball character thrown by the pitcher character reaches a catcher position, a strike or ball in accordance with a reach position of the ball character and a strike zone being set, at a time it is determinedbased on the second acceleration correlated signal that the second input device has not been swung, thereby enabling the first and second game players to experience a competition baseball game.
19. The method according to claim 18, further comprising the step of determining, in accordance with a position of the ball character that is thrown by the pitcher character and the acceleration correlated signal, whether or not a swing is amissed swing.
20. A computer program embodied in a non-transitory computer-readable storage medium for executing a computer process in a game apparatus, the computer process including a method for controlling a body-sensing game played by a game player onthe game apparatus for playing the body-sensing game by displaying a ball character on a screen of a television to which the game apparatus is connected, the game apparatus comprising a first input device configured to be moved in a three-dimensionalspace by the first game player while being held in a hand of the first game player for imitative pitching; a second input device configured to be grasped and moved in a three-dimensional space by the game player; a first signal-output unit incorporatedin the first input device to output a first acceleration correlated signal according to an acceleration upon moving the first input device in the three-dimensional space, and a second signal output unit incorporated in the second input device to output asecond acceleration correlated signal according to an acceleration upon moving the second input device in the three dimensional space, the method comprising the steps of: moving the ball character in accordance with the first acceleration coordinatedsignal, the ball character being pitched by a pitcher character in a game scene on the screen; hitting back the pitched ball character in accordance with the second acceleration correlated signal; and determining, when the ball character thrown by thepitcher character reaches a catcher position, a strike or ball in accordance with a reach position of the ball character and a strike zone being set, at a time it is determined based on the acceleration correlated signal that the second input device hasnot been swung, thereby enabling the first and second game players to experience a competition baseball game.
21. The computer program embodied in the computer-readable storage medium according to claim 20, further comprising the step of: determining, in accordance with a position of the ball character that is thrown by the pitcher character and theacceleration correlated signal, whether or not a swing is a missed swing.
This invention relates to sensing ball game apparatuses. More particularly, the invention relates to a novel sensing ball game apparatus to be played by using actual ball game tools, such as bats, balls and rackets, to cause a change in adisplay image, particularly in a ball character, on the television monitor due to the movement of such a tool.
On the other hand, ball games, such as baseball and soccer games, among television games, have been recently placed in practical use in order to offer ready enjoyment of the ball game. In the television game of this kind, a video game consoleloaded with game software is connected to a television monitor, to display a baseball or soccer ground on the monitor screen. The game player is allowed to manipulate the switches provided on a controller, in controlling a moving character on thescreen, e.g. a bat, ball and athlete.
Another object of the invention is to provide a sensing game apparatus having an actual game tool or the analogously formed game tool, to input an acceleration-correlated signal so that a game scene displayed on the monitor is changed on thebasis of that signal.
A sensing ball game apparatus according to the present invention is for playing a ball game by displaying at least a ball character on a screen of a television monitor, comprising: an input device to be moved in a three-dimensional space by agame player; signal output means incorporated in the input means to output an acceleration correlated signal according to an acceleration upon moving the input device in the three-dimensional space; and a game processor for receiving theacceleration-correlated signal and causing a change in the ball character displayed on the screen.
The input device is moved in the three-dimensional space by the game player. In the case of a bat input device or racket input device for example, the player holds and swings it. Meanwhile, in the case of a ball input device, the game playermakes a pitching action while holding it in the hand. The input device is provided with an acceleration sensor utilizing, for example, a piezoelectric buzzer. When the input device is moved, the acceleration sensor outputs an acceleration-correlatedsignal. The acceleration-correlated signal is transmitted to the game processor through a wire or wirelessly.
The game processor determines a moving speed of the input device on the basis of the acceleration-correlated signal, and computes parameters for a moving speed, direction and the like of a hit back ball on the basis of the computed speed,timing, ball course or the like. The ball is moved in the game scene according to the computed parameters.
According to the invention, the ball game can be played while displaying a game scene on the television monitor. Accordingly, the game can be readily enjoyed as in the television game. Moreover, because the game player actually moves the inputdevice in the three-dimensional space to cause any change in the ball on the screen, it is possible to provide the game player with a realistic feeling of playing an actual ball game.
A sensing baseball game apparatus 10 as an example of the present invention shown in FIG. 1 includes a game machine 12. This game machine 12 is supplied with a direct current power through an AC/DC adapter 14. This, however, may be replacedwith a battery 15. The game machine 12 is further connected to an AV terminal 16 of a television monitor 18 through an AV cable 20. The game machine 12 includes a housing having, thereon, a power switch 22 and three operation keys 24, 26 and 28. Thedirection key 24, e.g. a cross key, is used, for example, to instruct a direction of a game character on a display screen of the television monitor 18 or move a cursor for menu selection. The decision key 26 is used to determine an input to the gamemachine 12 while the cancel key 28 is used to cancel an input to the game machine 12. The game machine 12 is furthermore provided with an infrared-ray receiver 30. The infrared-ray receiving part 30 is to receive an infrared-ray signal from aninfrared-ray LED 42 on the bat input device 32.
The bat input device 32 is formed, for example, of plastic, and has a shape, size or weight analogous to a bat for use in actual baseball. This device is to be moved in the three-dimensional space by game player's actual swing. To play asensing baseball game of this embodiment, the game player holds the bat input device 32 at a grip part and swings the bat input device 32 just like in actual baseball. By detecting an acceleration or rotation speed of the but input device 32 at thattime, the game machine 12 causes a change in a game image being displayed on the television monitor 18.
It is noted that the shape, size or weight of the bat input device 32 may be desirably modified for safety in consideration of it as a toy. However, the bat input device 32 has an interior made hollow in at least one part thereof, toincorporate therein an acceleration switch, an acceleration sensor, etc. hereinafter referred.
In the sensing baseball game apparatus 10 of FIG. 1, a game scene for example shown in FIG. 2 is displayed on a screen of the television monitor 18. The game screen includes a still image (text screen) showing a baseball ground displayingtherein a pitcher character a41 and other athlete characters a42. The pitcher character a41 at least is displayed as a moving-image character (sprite). Instead, all the athlete characters on the screen may be displayed as sprite images.
In the game screen, a pitcher character a41 pitches a ball character (hereinafter, may be referred to merely as "ball") a43 toward a home base character a48. The ball a43 is also a sprite image that moves toward the home base character a48 inaccordance with a pitch action by the pitcher a41. The game player swings the bat input device 32 (FIG. 1) in a manner of hitting the ball a43. Note that the home base character a48 is displayed as a text screen.
In the game machine 12, when the player actually swings the bat input device 32, a signal from the acceleration switch or acceleration sensor (hereinafter referred) is transmitted as an infrared-ray signal from the infrared-ray LED 34 to theinfrared-ray receiver 30. The ball a43 is moved toward the pitcher a41 or another athlete a42 as if the ball a 43 was hit back by the bat, according to timing the bat input device 32 reaches a predetermined moving speed and a position of the ball a43 onthe screen. It is discriminated, according to a position where the ball a43 has moved to, whether gained is a hit (home run, three-base hit, two-base hit, one-base hit), foul, fly ball, grounder, out, safe or the like. However, where there is adeviation between the position of the bat when the bat input device 32 is swung and the position of the ball a43 on the screen, a missed swing for example is recognized.
As can be understood from a reference to FIG. 2, on the game screen, a ball speed display part a44, score display part a45, count display part a46 and runner display part a47 are further provided as required. The ball speed display part a44 isto display a speed of the ball a43 pitched by the pitcher character a41. This, however, displays a ball speed in accordance with a moving speed of a ball input device 64 (FIG. 9) pitched by the game player, in another embodiment hereinafter described. The score display part a45 displays game score in what innings in top or bottom. The count display part a46 is to display strike count, ball count and out count. The runner display part a47 is to display the runners now being on the bases.
FIG. 3 is a block diagram of the sensing baseball game apparatus 10 of FIG. 1. On the bat input device 32, the carrier (carrier wave) generated from a carrier generating circuit 36 is gated by an acceleration switch 38. Consequently, when theacceleration upon swinging the bat input device 32 is greater than a predetermined level, a carrier is supplied to the infrared-ray LED 34 to drive the same. The acceleration switch 38 may use a type which is turned on to output a signal when theacceleration of the bat input device 32 becomes greater than a certain level. For example, the acceleration switch may accommodate a weight for displacement within a cylindrical housing wherein the weight is elastically biased by a spring. When theinput device is swung, a centrifugal force acts upon and displaces the weight against the spring, turning on the switch. In this case, by properly providing an elastic force to the spring, it is possible to properly set whether to output an on signal atwhat degree of an acceleration applied.
An infrared-ray receiver 30 is provided on the game machine 12 to receive an infrared-ray signal from the infrared-ray LED 34. The infrared-ray light receiver 30 demodulates a received infrared-ray signal and inputs it as anacceleration-correlated signal to the game processor 40.
Although the game processor 40 may use an arbitrary kind of processor, this embodiment uses a high-speed processor having been developed and already applied for a patent by the present applicant. This high-speed processor is concretelydisclosed, for example, in Japanese Patent Laid-open No. 307790/1998 [G06F 13/36, 15/78] and the corresponding U.S. patent Ser. No. 09/019,277.
The game processor 40, although not shown, includes various processors such as a CPU, a graphic processor, a sound processor and a DMA processor. This also includes an A/D converter used in fetching analog signals, and an input/output controlcircuit to receive input signals such as key operation signal and infrared-ray signals and supplies output signals to an external apparatus. Consequently, the demodulation signal from the infrared-ray receiving part 30 and the input signal from theoperation key 24-28 are delivered to the CPU through the input/output control circuit. The CPU executes a required operation according to an input signal and supplies a result thereof to other processors. Accordingly, the graphic processor and soundprocessor execute an image process and sound process in accordance with the operation result.
The game processor 40 is provided with an internal memory 42. The internal memory 42 includes a ROM or RAM (SRAM and/or DRAM). The RAM is utilized as a temporary memory, a working memory or a register area and a flag area. Incidentally, anexternal memory (ROM and/or RAM) is connected to the game processor 40 through an external bus. The external memory 44 is previously set up with a game program.
The game processor 40 executes, utilizing the above processors, operation and graphic and sound processes according to an input signal from the infrared-ray receiver 30 and operation key 24-28, and outputs video and audio signals. The videosignal is a combination of a text screen shown in FIG. 2 and a sprite image. These video and audio signals are supplied to the television monitor 18 through the AV cable 20 and AV terminal 16. Consequently, a game image is displayed together withrequired sound (sound effect, game music) as shown in FIG. 2 on a screen of the television monitor 18.
With reference to FIG. 4 to FIG. 6, explanation is concretely made on the bat input device 32 as one feature of this embodiment. FIG. 4 shows a tip portion of the bat input device 32 together with its interior structure. In the interior of thetip of the bat input device 32, a printed circuit board 48 is fixedly attached parallel in plane with a tip surface 46 by a boss 50 vertically standing from an inner surface of the tip surface 46. The printed circuit board 48 has a piezoelectric buzzer52 mounted in one surface, and on the other surface an interconnect pattern constituting an electric circuit shown in FIG. 5 including the piezoelectric buzzer 52. The infrared-ray LED 34 is mounted on the printed circuit board 48 and placed facing to alight transmission part formed in a tip-periphery side surface of the bat input device 32. Accordingly, the infrared-ray signal from the infrared-ray LED 34 is outputted through the light transmission part and then received by the infrared-ray receivingpart 30 provided on the game machine 12, as was explained before.
The piezoelectric buzzer 52 is a piezoelectric ceramic plate 52 formed, for example, barium titanate or PZT having electrodes 52b and 52c respectively formed on the both main surfaces thereof, as well known or as shown in FIG. 5. Thisembodiment utilizes a piezoelectric buzzer 52 as an acceleration sensor. That is, in this embodiment the acceleration-correlated signal generating means utilizes an acceleration sensor in place of the acceleration switch explained before with referenceto FIG. 3.
More specifically, the piezoelectric buzzer 52 is attached parallel, in plane, with the tip surface 46 of the bat input device 32. When the bat input device 32 is swung by the game player, the tip is acted upon by a strongest centrifugal force. Consequently, the piezoelectric plate 52a of piezoelectric buzzer 52 is deformed by the centrifugal force, causing a potential difference between the opposite main surfaces of the piezoelectric plate 52a proportionally to the deformation. The potentialdifference varies depending upon a stress (centrifugal force) received by the piezoelectric plate 52a. If the stress is great, the strain, or potential difference, is great while if the stress is small, the strain, or potential difference, is small. Inother words, the potential difference caused on the piezoelectric buzzer 52 varies depending upon a speed or intensity of swing of the bat input device 32 by the player. Accordingly, it is possible for this embodiment to utilize the piezoelectric buzzer52 as an acceleration sensor.
The potential difference caused on the piezoelectric buzzer 52 is provided to a base of a transistor 54. Consequently, the transistor 54 conducts at a conductivity in accordance with a magnitude of the potential difference. Those of thepiezoelectric buzzer 52 shown at a left in FIG. 5, the accompanying circuit elements and the transistor 54 are referred to as an acceleration sensor 56.
The collector output of the transistor 54 is inputted to a modulation pulse generating circuit 58. The modulation pulse generating circuit 58 includes a capacitor 59. The capacitor 59 is charged with electric charges in amount corresponding tothe conductivity of the transistor 54. That is, because the transistor 54 and capacitor 59 form a common current route, the conductivity of the transistor 54 when great increases the current flowing through the transistor 54 and decreasing the chargecurrent flowing to the capacity 59. Conversely when the conductivity of the transistor 54 is small, the current flowing through the transistor 54 decreases and the charge current flowing in the capacitor 59 increases. The charge voltage on thecapacitor 59 is discriminated in level by a transistor 60. Consequently, the transistor 60 at an emitter outputs a pulse having a pulse width depending upon a magnitude of the charge voltage to the capacity 59.
The modulation pulse from the modulation pulse generating circuit 58 is applied to a carrier generating circuit 62. The carrier generating circuit 62 generates predetermined frequency of a carrier (carrier wave). Consequently, the carriergenerating circuit 62 has an output as a signal having the carrier modulated by a modulation pulse. The modulated signal acts to operate a switching transistor 63. In response, the infrared-ray LED 34 flickers according to the modulated signal, and theinfrared-ray LED 34 outputs an infrared-ray signal in accordance with that signal.
It is assumed with reference to FIG. 6 at the bat input device has an acceleration varying as shown in FIG. 6(A). Following the acceleration change, a voltage signal as shown in FIG. 6(B) is outputted from the piezoelectric buzzer 52. When thevoltage signal exceeds a determination level as determined by the transistor 54, the transistor 54 is placed in conduction, i.e. gate is opened. As was explained before, a modulation pulse having a pulse width nearly in reverse proportional to amagnitude of the acceleration, or a voltage signal from the piezoelectric buzzer 52, is outputted from the modulation pulse generating circuit 58, as shown in FIG. 6(C). Although the carrier generating circuit 62 generates a carrier as shown in FIG.6(D), the carrier is modulated by the modulation pulse. Accordingly, an infrared-ray signal as shown in FIG. 6(F) is outputted from the infrared-ray LED 34.
The infrared-ray receiver 30 (FIG. 3) provided on the game machine 12 receives such an infrared-ray signal and demodulate it to obtain a modulated signal as shown in FIG. 6(G). This demodulated signal is inputted to the game processor 40through the input/output control circuit (not shown). Consequently, the game processor 40 calculates a speed of a swing of the bat input device 32 by the game player, i.e. a rotation speed of the bat input device 30, on the basis of the demodulatedsignal of FIG. 6(G).
FIG. 7 is a flowchart for calculating a rotation speed. This flowchart shows an interrupt operation to be executed each time a front edge of a demodulated signal comes as shown in FIG. 6(G). When a demodulated signal front edge is detected,the CPU (not shown) included in the game processor 40 reads in a count value (timer value) of a not-shown timer circuit. Next, the CPU resets the timer circuit in response to a demodulated signal rear edge. Consequently, the CPU knows a timer valuebetween the front and rear edges of a demodulated signal pulse. Accordingly, a reciprocal of the timer value (1/timer value) is determined as a moving or rotation speed of the at input device 32.
The moving or rotation speed of the bat input device 32 thus determined is reflected in the movement of a batted ball, thereby causing a change in a distance or direction of the ball a43 (FIG. 2) in accordance with a swing speed of the bat inputdevice 32.
Referring to FIG. 8, in the first step Si the game processor 40 (FIG. 3) causes a change in the shape of a pitcher character a41 and the shape and position of a ball a43 such that, on the screen, the pitcher character a41 makes pitching to movethe ball in accordance therewith. At this time, because the game processor 40 naturally displays a text screen as well, a game scene shown in FIG. 2 is displayed on the television monitor 18. Such a game image is generated by the graphic processorincluded in the game processor 40.
Thereafter, the game processor 40 in step S3 takes in a rotation speed determined as in FIG. 7 and determines whether the taken rotation speed is "0" or not, i.e. whether the game player has swung the bat input device 32 or not. If the gameplayer has swung the bat input device 32, the rotation speed is not "0" and the process proceeds to the next step S4. When the rotation speed is "0", the process proceeds to step S6.
In the step S4, the game processor 40 determines whether the rotation speed taken in the step S3 is smaller than the value retained in the rotation speed register (rotation speed<retained value) or not. In the beginning of swing the batinput device 32, the rotation speed is low as can be understood from FIG. 6(A). The speed gradually increases with the progress of swing. Accordingly, in the step S4, "No" is determined. Consequently, game processor 40 replaces the retained value ofthe rotation speed register with the rotation speed at that time. That is, the retained value of the rotation speed register is updated.
The game processor 40 then determines whether the ball 43 has reached a catcher position, i.e. a home base a48 position, on the game screen or not. This can be determined by detecting whether the ball 43 in a depth position of the game screen(to be known by the CPU) has moved to a position assumed as a home base a48 or not. In this case, however, there is a need to take into consideration a speed of the ball a43 (displayed in the speed indicating area a44 in FIG. 2).
The fact "YES" has not been determined in step S4 before reaching the ball a43 to the catcher position means that a peak of the rotation speed has not detected in the duration between pitching of the ball a43 by the pitcher a41 and reaching theball a43 to the catcher position. In other words, this means a disagreement between the timing of swinging the bat input device 32 by the game player and the timing of moving the ball a43, i.e. swing has been made after catching of the ball a43 by thecatcher. In this case, game processor 40 determines as "missed swing". However, where the rotation speed remains "0" in the step S3, it means that the bat input device 32 has not been swung. In this case, the game processor 40 determines as to strikeor ball depending upon a ball a43 reach position and established strike zone.
The steps S3-S5 are repeatedly executed at a proper time interval until the ball a43 reaches the catcher position. In this course, if "YES" is determined in the step S4, it means that the rotation speed due to swing of the bat input device 32reaches a peak. In this case, the game processor 40 in step S7 determines parameters of moving speed, direction, etc. in a reverse direction of the ball a43 hit back by the bat, or batted ball a43, according to a rotation speed, ball a43 position(pitched-ball course), timing, etc. The ball a43 is moved according to the parameters thus determined. As a result, the game processor, for operating section, executes determinations of hit or foul as explained before and determination of out or safeand the like.
According to the FIG. 1 embodiment, when the game player swings the bat input device 32 to a ball movement on the game screen, a rotation speed of the input device 32 is detected. In accordance with the speed and timing, the ball is batted. Thus, the ball moves as a batted ball in the game scene. In compliance with a position the batted ball reaches, determined is out or safe just like in the usual baseball game. Accordingly, in this embodiment, the game player facing the screen of thetelevision monitor 18 may swing the bat input device 32. This provides enjoyment of a reality feeling that could not have been experienced in the conventional television game. Moreover, the game player may satisfactorily swing the bat input device 32while readily enjoying the game.
Incidentally, in the above explanation the acceleration sensor 56 (FIG. 5) was incorporated within the hat input device 32 whereby a signal varying in pulse width is outputted responsive to an acceleration from the sensor and, in the step S4, apeak is detected of a moving speed or rotation speed of the bat input device 32. However, where using the acceleration switch 38 of the type explained before with reference to FIG. 3, it is satisfactory to determine, in place of the step S4, whether ornot a signal has been outputted from the acceleration switch. In this case, it is natural to omit the process concerning the rotation-speed retained value as in the step S2 and S5. That is, when using the acceleration switch, a direction and distanceof a batted ball is determined according to timing the acceleration switch 38 (FIG. 3) turns on and ball a43 position.
FIG. 9 is a modification to the FIG. 1 embodiment. This modification uses a ball input device 64. When playing a sensing baseball game in this embodiment, the game player holding the ball input device 64 in the hand makes a pitching action(imitative pitching), to move the ball input device 64 in the three-dimensional space. The ball input device 64 is provided with a direction switch 66. The direction switch 66 is to determine a ball course, e.g. straight ball, curve ball, shoot or thelike. At a start of pitching action, one of direction instructing portions is turned on or none of the direction instructing portions are turned on. Furthermore, the ball input device 64 includes two switches 68 and 70. The switch 68 is to instruct astart of a pitching action. The ball input device 64 is connected to the game machine 12 through an input line 72. Consequently, the game machine 12 is inputted by a signal from an acceleration sensor 56 built-in the ball input device 64, similarly tothe bat input device 32. That is, a voltage signal is caused due to a movement of the ball input device 64 in the three-dimensional space by the acceleration sensor 56 according to an acceleration, and delivered through the input line 72 to the gameprocessor 40. The game processor 40 determines a moving speed from the acceleration, to displace or move the ball a43 (FIG. 2) pitched in the game scene on the television monitor 18, according to the moving speed.
FIG. 10 is a block diagram showing this embodiment, which is different from the FIG. 3 block diagram in the following point. That is, the ball input device 64 is connected to an A/D converter input of the game processor 40 by the input line 72. The input line 72, naturally, has a sufficient length for the game player to hold the ball input device 64 in the hand and make a pitching action (imitative pitching). Three input switches 66-70 provided on the ball input device 64 are connected to aresistor-ladder circuit 74. The resistor-ladder circuit 74 outputs a distinctive voltage signal, according to an operation of the switch 66-70. The resistor-ladder circuit 74 inputs a voltage signal to the game processor 40 through the A/D converter. Consequently, the game processor 40 is allowed to determine a switch or direction instructing part operated at that time by the game player, according to a voltage from the A/D converter.
The ball input device 64 further possesses an acceleration sensor 56. The acceleration sensor 56 includes six piezoelectric buzzers 52x1, 52x2, 52y1, 52y2, 54z1 and 52z2 in order to independently detect an acceleration in each of three axialdirections X, Y, and Z, as hereinafter explained with reference to FIG. 11. However, the piezoelectric buzzers 52x1, 52x2, 52y1, 52y2, 52z1 and 52z2 are similar to the piezoelectric buzzer 52 of the bat input device 32 shown in FIG. 4 and FIG. 5. Also,each piezoelectric buzzer 52x1, 52x2, 52y1, 52y2, 52z1 and 52z2 has a separate piezoelectric buzzer 52 and accompanying electric circuit including the transistor 54. In this embodiment, however, the acceleration signal (voltage signal) from theacceleration sensor 56 is supplied to the A/D converter input of the game processor 40 through the input line 72. Accordingly, the output of the transistor 54 of FIG. 5 will be inputted, without change, to the A/D converter of the game processor 40.
Referring to FIG. 11, the ball input device 64 has a housing 78 formed, for example, of plastic in a hollow-sphere form. Totally six piezoelectric buzzers, i.e. two per axis sandwiching the origin (center point of the ball input device), arefixedly provided, together with their accompanying circuits, within the housing 78. However, FIG. 11 shows only 52x1, 52x2, 52y1, 52y2 and 52z1 wherein it is impossible to show the piezoelectric buzzer 52z1 and the piezoelectric buzzer 52z2 providedopposite with respect to the origin.
A pitch determining routine of FIG. 12 is started when the game player turns on the input switch 68 of the ball input device 64. In the first step S11 of the routine, the game processor 40 initially sets a moving-speed register (not shown)formed in the internal memory 42. That is, the register is reset with a retaining value of a curtain moving speed.
In the next step S12, the game processor 40 determines moving speeds in X, Y, and Z axes directions, on the basis of the accelerations detected by the piezoelectric buzzers 52x1, 52x2, 52y1, 52y2, 52z1 and 52z2 provided two on each axis of theball input device 64. Incidentally, in order to determine a speed from an acceleration, the acceleration may be integrated as well known. Herein, an X-axis-direction moving speed is determined as "x1+x2", a Y-axis direction moving speed as "y1+y2", anda Z-axis-direction moving speed as "z1+z2". Incidentally, x1, y1 and z1 as well as x2, y2 and z2 are, respectively, on-axis moving speeds on the plus and minus sides with respect to the origin. These are detected respectively by the piezoelectricbuzzers 52x1, 52y1 and 52z1 as well as 52x2, 52y2 and 52z2. In the step S12, an inner product is determined from the moving speed on each axis thus determined, and rendered as a moving speed of the ball input device 64.
In step S13, it is determined whether the moving speed determined in the step S12 is "0" or not. That is, it is determined whether the game player has made an pitching action using the ball input device 64 or not. If "YES" is determined in thestep S13, the process returns to the step S12.
When "NO" is determined in the step S13, i.e. when the moving speed of the ball input device 64 is not "0", the game processor 40 in step S14 determines whether the moving speed is smaller than the value retained in the moving-speed register(not shown) (moving speed>retained value) or not. In a pitch action using the ball input device 64, the moving speed usually is low in the beginning of pitch action and gradually increased. Consequently, the determination "NO" in the step S14 meansthe moving speed has not reached a peak. In this case, the retained value of the moving-speed register in this step S15 is updated with a moving speed at that time, and then the process returns to the step S12. The determination "YES" in the step S14means that a peak of the moving speed has been detected. In this case, process proceeds to step S16.
More specifically, a rotation speed is determined on the basis of the moving speeds on each axis sandwiching the origin. For example, if there is a difference between the moving speeds z1 and z2 in the z-axis direction, it can be consideredthat the ball input device 64 is rotating about the x-axis. Similarly, if there is a difference between the moving speeds x1 and x2 in the x-axis direction, the ball input device 64 can be considered rotating about the y-axis. If there is a differencebetween moving speeds y1 and y2 in the y-axis direction, the ball input device 64 can be considered rotating about the z-axis. Consequently, an x-axis rotation speed is determined by "z1-z2", a y-axis rotation speed by "x1-x2", and a z-axis rotationspeed by "y1-y2". Furthermore, the moving speeds in the axial directions are retained in the moving-speed register. Also, a peak-reaching time can be determined by making reference to count value of a timer provided in the game processor 40.
According to the parameters determined in the step S16, the game processor 40 moves the ball a43 as a sprite image in the game scene of the television monitor 18 (FIG. 9). It is needless to say that the real-time position of the ball a43 can becomputed by integrating the moving speeds.
The use way and the operation accompanied therewith of the bat input device 32 in the FIG. 9 embodiment are similar to those of FIG. 1 embodiment. Accordingly, in the FIG. 9 embodiment, one game player is allowed to make a pitch action usingthe ball input device 64 while the other game player swings the bat input device 32, thereby enjoying a competition-type sensing baseball game.
Referring to FIG. 13, a sensing table-tennis game apparatus 100 as another embodiment of the invention includes a game machine 12, a television monitor 18 and an AV cable 20 for connecting between them, similarly to the sensing baseball gameapparatus 10 explained above. The game machine 12 is further provided with a power switch 22, a select key 24' and a decision key 26, and an infrared-ray receiver 30'. An external memory 44 is installed with a program for a sensing table-tennis game.
This embodiment uses two racket input devices 80. The racket input device 80 has an infrared-ray LED 34 and a serve switch 82. The switch 82 is operated when putting a serve ball. The infrared-ray signal from the infrared-ray LED 34 isreceived by the infrared-ray receiver 30' of the game machine 12. As explained later, the racket input device 80 has a piezoelectric buzzer or acceleration sensor, similarly to the foregoing input device 32 and 64. The game machine 12 receives anacceleration signal from the acceleration sensor, to cause a change in the ball a43 in the game scene shown in FIG. 14.
Referring to FIG. 14, the game screen displayed on the television monitor 18 of the sensing table-tennis game apparatus 100, when in a competition-type game, is split into upper-and-lower two screen portions. The upper screen portion displaysan image as viewed from one game player while the lower screen portion displays an image as viewed from the other game player. The upper and lower screens each display a ball a43 and athlete characters a491 and a492 as sprite images, and a net charactera50 and a ping-pong table character a51 as text screen. Score indicator areas a521 and a522 are formed, respectively, on the upper and lower portions to indicate score of the relevant game players.
Referring to FIG. 15, the racket input device 80 has an acceleration sensor 56 similar to that of the foregoing embodiment. The acceleration sensor 56 outputs an acceleration-correlated signal to an MCU 84. The MCU, e.g. single-chipmicrocontroller, converts the acceleration-correlated voltage signal inputted from the acceleration sensor into a digital signal and digital-modulates to be supplied to an infrared-ray LED 34. The digital-modulated infrared-ray signals from therespective infrared-ray LEDs 34 of the two racket input devices 80 are received by the infrared-ray receiver 30' of the game machine 12, and then digital-demodulated and inputted to the game processor 40. The digital signal in an amount of 1 bit istransmitted as "1" or "0" depending upon on or off of a switch 82. Consequently, the game processor 40 checks the bit, thereby determining which game player has put a serve ball.
In the sensing table-tennis game apparatus 100, in brief the game machine 12, or game processor 40, receives acceleration data contained in the infrared-ray signals from the two racket input devices 80 and determines a moving speed of the racketinput device 80. When the moving speed reaches a peak, the game processor 40 determines a parameter of ball a43 movement to move the ball a43 in the game scene according to the parameter.
The racket input device 80 includes a grip part 86 and a ball-hitting part 88 extending from a tip of the grip, as shown in FIG. 16. These grip part 86 and ball-hitting part 88 are integrally formed, for example, by a two-split plastic housing. Bosses 90 and 92 are formed in an interior of the ball-hitting part 88 of the plastic housing of the racket input device 80, to bond together the two-split housing parts. The boss 90 is further fixed with a piezoelectric buzzer 52 serving as anacceleration sensor 56 (FIG. 15). In the lower housing, a boss 94 is further formed to mount a printed circuit board 96 on the boss 94. A switch 82 and MCU 84 shown in FIG. 15 is attached on the printed board 96. In the lower housing, a boss 98 isfurther formed to fixed thereon an LED board 100. On the LED board 100, an infrared-ray LED 34 is attached. Incidentally, electrical connection is provided between the piezoelectric buzzer, or acceleration sensor 56, the MCU 84, the switch 82 and theinfrared-ray LED 34, as shown in FIG. 15.
Referring to FIG. 17, explanation is made on the operation that a moving speed of the racket input device 80 is detected to hit back the ball a43 (FIG. 14). In the first step S21, the game processor 40 resets a moving speed value for the racketinput device 80 retained in the moving speed register (not shown) formed in the internal memory 42 (FIG. 15).
Thereafter, the game processor 40 in step S22 fetches a moving speed as determined in FIG. 7 and determines whether the fetched moving speed is "0" or not, i.e. whether the game player has swung the racket input device 80 or not. If the gameplayer has swung the racket input device 80, the moving speed is not "0" and hence the process proceeds to the next step S23. When the moving speed is "0", the process proceeds to step S25.
In the step S23, the game processor 40 determines whether the fetched moving speed is smaller than the value retained in the moving speed register (moving speed<retained value) or not. In the beginning of swinging of the racket input device80, the moving speed gradually increases, and accordingly "NO" is determined in this step S23. Accordingly, the game processor 40 replaces the retained value in the moving speed register with a moving speed at that time. That is, the moving speed isupdated of its retained value.
Subsequently, the game processor 40 determines whether the ball a43 (FIG. 14) has reached a ball-return limit position or not. This determination can be made by detecting whether the ball a43 in depth position (known by the CPU) has moved to aposition assumed as a ball-return limit or not.
The fact of determination "YES" in the step S23 before the ball a43 has reached the ball-return limit position means that no peak of the moving speed has detected before reaching the ball-return limit position after hitting back of the ball a43or hitting a serve ball a43 by the opponent player. In other words, this means a disagreement between the timing of swinging the racket input device 80 by the game player and the timing of movement of the ball a43, i.e. the swing was after the ball a43has reached the ball-return limit position. In this case, the game processor 40 determines as "missed swing". However, the moving speed remaining "0" in the step S22 means that the racket input device 80 has not been swung. In this case, the gameprocessor 40 will determine as out ball or safe ball, by whether the ball a43 reach position is on the ping-pong table a51 (FIG. 14) or not.
The steps S22 to S24 are repeated until the ball a43 has reached the ball-return limit position. In this process, if "YES" is determined in step S23, then it means that the moving speed due to swing of the racket input device 80 has reached apeak. In this case, in step S26 game processor 40 determines the parameters of a moving speed in a reverse direction, a direction and the like of the ball a43 hit back by the racket. The ball a43 is moved according to the parameters thus determined.
According to the FIG. 13 embodiment, when the game player swings the racket input device 80 to a ball movement in the game scene, a moving speed of the input device 80 is detected to hit back the ball according to the speed and timing thereof,thereby moving the ball as a hit ball in the game scene. In accordance with a position to which the ball moves, etc., determination is made as out ball or safe ball just like in a usual table-tennis game. Accordingly, in this embodiment, the gameplayer is allowed to swing the racket input device 80, thereby enjoying a realistic feeling that could not have been experienced in the conventional television game.
Incidentally, the FIG. 13 embodiment showed the competition-type sensing table-tennis game apparatus using to racket input devices 80. However, it is possible to enjoy a "single play" using only one racket input device 80. The game screen inthis case displays, in the entire screen, one athlete a49, one ball a43, one net a50 and one ping-pong table, as shown in FIG. 18. However, background images such as spectator seats may be displayed if required. In the case of a "single play", hittingback by the athlete a49 will be under control of the game processor a40. Incidentally, although only one acceleration sensor was provided in the racket input device 80, the provision of four or at least three acceleration sensors enables detection of anX-axis (left and right) direction and a Y-axis (forward and backward) direction of the ball-hitting part 88. This will achieve higher level of control, thus making possible to make the game more interesting.
The foregoing embodiments concretely explained on the baseball and table-tennis games. However, this invention is also applicable to desired ball games that an input device to be moved or displaced in the three-dimensional space by the gameplayer is used to cause a change in the ball character on the game scene according to an acceleration (moving speed or displacing speed) of the input device.
Process kit parts and method for using same
Fast cycle time-low latency dynamic random access memories and systems and methods using the same
Feature identification for metrological analysis
Extendable auger conveyor
Coating agent, the manufacture and uses thereof