JPH07112073A - Video game machine - Google Patents
Video game machineInfo
- Publication number
- JPH07112073A JPH07112073A JP5258518A JP25851893A JPH07112073A JP H07112073 A JPH07112073 A JP H07112073A JP 5258518 A JP5258518 A JP 5258518A JP 25851893 A JP25851893 A JP 25851893A JP H07112073 A JPH07112073 A JP H07112073A
- Authority
- JP
- Japan
- Prior art keywords
- video game
- game machine
- piezoelectric element
- pressing
- character
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1056—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Landscapes
- Input From Keyboards Or The Like (AREA)
Abstract
Description
【0001】[0001]
【産業上の利用分野】本発明は、遊技者の操作に応じて
キャラクタに移動やシューティング等の動作に変化を与
えるテレビゲーム機に関するものである。BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a video game machine which gives a character a change in movement such as movement or shooting in response to an operation by a player.
【0002】[0002]
【従来の技術】従来のテレビゲーム機において、通常、
1回の操作で動作させられるキャラクタの動作量は一定
の場合が多かった。そのため、動作量を変化させること
が必要な場合、スイッチの押圧時間の長さを変える、あ
るいは予め動作量が設定されているスイッチを複数個取
り付け、どれかのスイッチを選択して押すことによって
動作量が変更されるような制御形式が採用されていた。2. Description of the Related Art In conventional video game machines,
In many cases, the amount of movement of the character that is operated by one operation is constant. Therefore, when it is necessary to change the operation amount, change the length of the pressing time of the switch, or attach a plurality of switches with the operation amount set in advance and select one of the switches to operate. A control format was adopted in which the amount was changed.
【0003】[0003]
【発明が解決しようとする課題】キャラクタのある動作
の変化量を複数のスイッチで変更する上記のような制御
形式においては、スイッチが装着される操作部取付スペ
ースを大きくすることが必要となる。また、上記の制御
形式においては、動作量を変更するのにスイッチの押圧
時間を長い目にする、あるいは所望の動作量に設定され
たスイッチを選択して押すなどの操作が必要となるた
め、余計な時間が掛かってキャラクタの素早い動作に合
わせて好適なタイミングで操作することが困難であっ
た。In the above-described control form in which the change amount of a certain action of the character is changed by a plurality of switches, it is necessary to increase the space for mounting the operation section in which the switches are mounted. Further, in the above control form, in order to change the operation amount, it is necessary to hold down the pressing time of the switch for a long time, or it is necessary to select and press the switch set to the desired operation amount. Since it takes extra time, it is difficult to operate the character at a suitable timing according to the quick motion of the character.
【0004】本発明は、上記のような問題点に鑑みてな
されたものであり、上記操作部の小型化と部品点数の軽
減を図ると共に、キャラクタに好適なタイミングで所望
量だけ動作変化を与えることができる操作性の良いテレ
ビゲーム機の提供を目的としている。The present invention has been made in view of the above problems, and aims to reduce the size of the operation unit and the number of parts, and at the same time, change the motion of the character by a desired amount. The purpose of the present invention is to provide a video game machine with good operability.
【0005】[0005]
【課題を解決するための手段】請求項1記載の発明は、
本体操作面に押圧操作可能に設けられ、押圧に応じて表
示画面上のキャラクタに動作変化を与えるテレビゲーム
機において、押圧操作に応じて変位する押圧部材と、上
記押圧部材へ付与される殴打力に対応したレベル電圧を
発生する圧電素子と、上記圧電素子の発生電圧から、操
作タイミングと電圧レベルを検出する検出手段と、上記
検出手段からの操作タイミングに同期して上記キャラク
タに動作変化を与えるとともに、上記電圧レベルに応じ
て上記動作変化の量を変更する動作制御手段とを備える
構成とした。The invention according to claim 1 is
In a video game machine which is provided on the operation surface of the main body so as to be able to perform a pressing operation and which changes a character on the display screen in response to the pressing operation, a pressing member which is displaced in response to the pressing operation and a striking force applied to the pressing member. , A detection means for detecting the operation timing and the voltage level from the generated voltage of the piezoelectric element, and a movement change to the character in synchronization with the operation timing from the detection means. At the same time, an operation control means for changing the amount of the operation change according to the voltage level is provided.
【0006】請求項2記載の発明は、上記圧電素子が上
記本体内であって、上記押圧部材の変位範囲内に固設さ
れる構成とした。According to a second aspect of the invention, the piezoelectric element is fixed in the main body and within the displacement range of the pressing member.
【0007】請求項3記載の発明は、流体が封入された
袋体からなる押圧力伝達部材が、上記圧電素子と上記押
圧部材との間に介設される構成とした。According to a third aspect of the present invention, the pressing force transmitting member formed of a bag body in which a fluid is sealed is provided between the piezoelectric element and the pressing member.
【0008】請求項4記載の発明は、上記動作制御手段
が、キャラクタの動作中、上記検出手段へ禁止信号を出
力し、上記検出手段はこの禁止信号が出力されている
間、電圧レベルの検出動作を行なわない構成とした。According to a fourth aspect of the invention, the motion control means outputs a prohibition signal to the detection means during the motion of the character, and the detection means detects the voltage level while the prohibition signal is being output. The configuration is such that no operation is performed.
【0009】[0009]
【作用】請求項1記載の発明によれば、押圧部材が押圧
されると、圧電素子がこの押圧力に応じてレベル電圧を
発生し、検出手段がこのレベル電圧から電圧レベル等を
検出するため、動作制御手段はこの電圧レベルに応じた
量でキャラクタを動作させる。According to the first aspect of the invention, when the pressing member is pressed, the piezoelectric element generates a level voltage according to the pressing force, and the detecting means detects the voltage level or the like from the level voltage. The motion control means moves the character in an amount according to this voltage level.
【0010】請求項2記載の発明によれば、押圧力によ
り押圧部材が変位されて圧電素子に当接し、この圧電素
子には押圧力が付与される。According to the second aspect of the invention, the pressing member is displaced by the pressing force and abuts against the piezoelectric element, and the pressing force is applied to the piezoelectric element.
【0011】請求項3記載の発明によれば、押圧力によ
り押圧部材が変位されると、この押圧力が押圧力伝達部
材によって多少緩和されて圧電素子に付与される。According to the third aspect of the present invention, when the pressing member is displaced by the pressing force, this pressing force is somewhat alleviated by the pressing force transmitting member and applied to the piezoelectric element.
【0012】請求項4記載の発明によれば、キャラクタ
の動作中には動作制御手段が禁止信号を出力するため、
検出手段はレベル信号の検出動作を行なわない。According to the invention of claim 4, the motion control means outputs the prohibition signal during the motion of the character.
The detecting means does not detect the level signal.
【0013】[0013]
【実施例】図4は、本発明に係るテレビゲーム機の概観
図である。このテレビゲーム機1は、本体2に、コイン
を投入する投入口3、各種操作部が取り付けられる中央
前部の操作パネル部4、ゲーム画面を表示するモニタ
5、ゲーム状況に応じて効果音を発するスピーカ6等を
備えている。上記操作パネル部4には、ゲームを開始す
るスタートボタン41、キャラクタの移動方向を選択す
るレバースイッチ部42、及び遊技者が押してキャラク
タにゲーム内容に応じた、例えば移動、ジャンプ、シュ
ート、射撃等の動作を行なわせる上記押ボタンスイッチ
部43が設けられている。DESCRIPTION OF THE PREFERRED EMBODIMENTS FIG. 4 is a schematic view of a video game machine according to the present invention. This video game machine 1 has a main body 2 into which a coin insertion slot 3 is inserted, a central front operation panel section 4 to which various operation sections are attached, a monitor 5 for displaying a game screen, and a sound effect depending on a game situation. It is provided with a speaker 6 for emitting sound. On the operation panel section 4, a start button 41 for starting a game, a lever switch section 42 for selecting a moving direction of the character, and a character pressed by the player according to the game content, for example, movement, jump, shoot, shooting, etc. The push button switch section 43 for performing the operation of is provided.
【0014】図1は、上記テレビゲーム機1のブロック
構成を示すものである。このテレビゲーム機1は、遊技
者によって押圧操作され、その押圧力に対応したレベル
の電圧を発生する押ボタンスイッチ部43、このレベル
電圧を波形整形する検出手段71、波形整形されたアナ
ログの信号を後述するINT信号に変換する変換部7
2、このINT信号と同期し、かつ対応した移動等の動
作変更をモニタ5上のキャラクタに行なわせる制御部7
3を備え、この変換部72と制御部73とで前記動作制
御手段が構成されている。FIG. 1 shows a block configuration of the video game machine 1. The video game machine 1 is pressed by a player and generates a voltage at a level corresponding to the pressing force, a push button switch section 43, a detection means 71 for waveform shaping the level voltage, and a waveform shaped analog signal. To a INT signal described later
2. A control unit 7 that synchronizes with the INT signal and causes the character on the monitor 5 to change the action such as the corresponding movement.
3, and the conversion unit 72 and the control unit 73 constitute the operation control means.
【0015】上記押ボタンスイッチ部43は、図2に示
すように、操作パネル部4を支持する本体2の操作支持
部21に形成された取付口211に嵌挿される筒状本体
430と、この筒状本体430内に遊技者により殴打乃
至押圧され、操作パネル4に対して出没可能に装着され
た押圧部材431、この押圧部材431に付与された押
圧力を多少緩和させる押圧力伝達部材432、この押圧
力伝達部材432から付与される押圧力に対応したレベ
ル電圧を発生する圧電素子433、及び操作される前の
初期位置に向けて押圧部材431を付勢するコイルスプ
リング434が設けられている。As shown in FIG. 2, the push button switch section 43 has a cylindrical main body 430 which is fitted into a mounting port 211 formed in the operation supporting section 21 of the main body 2 which supports the operation panel section 4, and a cylindrical main body 430. A pressing member 431 that is beaten or pressed by the player in the cylindrical main body 430 and is mounted so as to be retractable with respect to the operation panel 4, a pressing force transmission member 432 that slightly relaxes the pressing force applied to the pressing member 431, A piezoelectric element 433 that generates a level voltage corresponding to the pressing force applied from the pressing force transmission member 432, and a coil spring 434 that urges the pressing member 431 toward the initial position before being operated are provided. .
【0016】上記押圧部材431は柱状部材からなり、
頭部431aとその下部周縁の鍔部431bとからなっ
ており、筒状本体430から抜けないようにしてある。
押圧力伝達部材432は、液体や空気等の気体を合成樹
脂等からなる柱状の袋体内に封入されているもので鍔部
431bの下面に取り付けられ、この押圧力伝達部材4
32に上記コイルスプリング434が遊嵌されている。The pressing member 431 is a columnar member,
It is composed of a head portion 431a and a flange portion 431b at the lower peripheral edge thereof so as not to come off from the cylindrical main body 430.
The pressing force transmitting member 432 is one in which a gas such as liquid or air is enclosed in a columnar bag made of synthetic resin or the like, and is attached to the lower surface of the collar portion 431b.
The coil spring 434 is loosely fitted in the shaft 32.
【0017】上記筒状本体430にはその上端に口部4
30a、中間位置に押圧部材431の押し込み量を図2
の一点鎖線で示す位置に規制する規制部430b、及び
下端の圧電素子433の直ぐ上部にコイルスプリング4
34の抜けを防止する当接部430cが内面に突出して
形成されている。The cylindrical main body 430 has a mouth portion 4 at its upper end.
30a, the pressing amount of the pressing member 431 to the intermediate position is shown in FIG.
The restricting portion 430b that restricts the position of the coil spring 4 to the position shown by the alternate long and short dash line, and the coil spring 4 is provided just above the lower end piezoelectric element 433.
An abutting portion 430c that prevents the 34 from coming off is formed so as to project to the inner surface.
【0018】上記圧電素子433は平板形状を有し、そ
の両面に電極433a,433bを形成してなるもので
ある。この圧電素子433は、筒状本体430の底面4
30dにおいて上記押圧力伝達部材432と対向する位
置に多少の間隙を有し、あるいは接した状態で固定さ
れ、上記電極433a,433bにはそれぞれ信号線が
接続され、両電極433a,433b間に発生した電圧
を検出手段71に送出し得るようになっている。このよ
うに構成することで、押圧部材431への押圧力により
押圧力伝達部材432が下降して、その下端面が圧電素
子433の上面に当接(あるいは衝突)すると、このと
きの押圧力に対応したレベルの電圧が両電極433a,
433b間に取り出されるようになっている。なお、圧
電素子433からのレベル電圧は、圧電素子433の振
動と残響により発生する交流信号である。The piezoelectric element 433 has a flat plate shape and has electrodes 433a and 433b formed on both surfaces thereof. This piezoelectric element 433 has a bottom surface 4 of the cylindrical main body 430.
In 30d, it is fixed at a position facing the pressing force transmitting member 432 with a slight gap or in contact with the pressing force transmitting member 432, and signal lines are connected to the electrodes 433a and 433b, respectively, and generated between both electrodes 433a and 433b. The generated voltage can be sent to the detecting means 71. With this configuration, when the pressing force transmitting member 432 descends due to the pressing force applied to the pressing member 431 and the lower end surface of the pressing member 432 comes into contact with (or collides with) the upper surface of the piezoelectric element 433, the pressing force at this time is reduced. The voltage of the corresponding level is applied to both electrodes 433a,
It is designed to be taken out between 433b. The level voltage from the piezoelectric element 433 is an AC signal generated by the vibration and reverberation of the piezoelectric element 433.
【0019】上記検出手段71は、両波整流回路711
とピークホールド回路712とを備え、圧電素子433
のレベル電圧の信号がカップリングコンデンサCcを介
して両波整流回路711に入力されるようになってい
る。カップリングコンデンサCcは、入力側の直流成分
をカットするもので、これにより両波整流回路711に
は上記押圧力に対応したレベルの電圧成分のみが入力さ
れるようになっている。両波整流回路711はダイオー
ドブリッジ、またはオペアンプ等からなり、入力電圧信
号を整流して直流信号に変換するものである。The detecting means 71 is a double-wave rectifying circuit 711.
And a peak hold circuit 712, and a piezoelectric element 433.
The signal of the level voltage is input to the full-wave rectifier circuit 711 via the coupling capacitor Cc. The coupling capacitor Cc cuts off the DC component on the input side, so that only the voltage component of the level corresponding to the pressing force is input to the double-wave rectification circuit 711. The double wave rectifier circuit 711 is composed of a diode bridge, an operational amplifier or the like, and rectifies an input voltage signal and converts it into a DC signal.
【0020】ピークホールド回路712は、レベル電圧
の信号から最大レベルとなるピーク値をホールドするも
のである。The peak hold circuit 712 holds the peak value of the maximum level from the level voltage signal.
【0021】変換部72は、A/Dコンバータ721と
デコーダ722とを備えている。このA/Dコンバータ
721はアナログ信号をディジタル信号に変換するもの
で、上記のホールドされたピーク電圧をディジタル値に
変換して出力するようになっている。The conversion section 72 includes an A / D converter 721 and a decoder 722. The A / D converter 721 converts an analog signal into a digital signal, and converts the held peak voltage into a digital value and outputs it.
【0022】デコーダ722は、変換された上記ディジ
タル値をn段階に分割(デコード)し、この各段階に対
応付けられたINT信号を制御部73に出力するもので
ある。The decoder 722 divides (decodes) the converted digital value into n stages and outputs an INT signal corresponding to each stage to the control unit 73.
【0023】上記制御部73は、ゲームプログラムやゲ
ームのスコア等を記憶するROM、RAMを備え、ゲー
ム展開を制御するマイクロコンピュータ(以下CPUと
いう)731と、割込みにより読み出される各サブルー
チンプログラムPROG1〜PROGnを記憶するRO
M732を有している。これらのサブルーチンプログラ
ムPROG1〜PROGnは、モニタ5上の表示キャラ
クタの移動等、所定の動作変化量を制御するもので、上
記の各INT信号にそれぞれ対応付けられている。The control unit 73 is provided with a ROM and a RAM for storing a game program, a game score and the like, a microcomputer (hereinafter referred to as CPU) 731 for controlling the game development, and each of the subroutine programs PROG1 to PROGn read by interruption. RO to remember
It has M732. These subroutine programs PROG1 to PROGn control a predetermined amount of movement change such as movement of a display character on the monitor 5, and are associated with the INT signals.
【0024】また、制御部73は、サブルーチンプログ
ラムPROG1〜PROGnのいずれかが選定された場
合、そのプログラム内容に基づいて画像信号を生成する
と共に、サブルーチンプログラムPROG1〜PROG
nの実行中は、検出動作を禁止する禁止信号を上記ピー
クホールド回路712に出力するようになっている。こ
れにより、サブルーチンプログラムPROG1〜PRO
Gnの処理の実行中には、ピークホールド回路712の
動作を禁止し、その間に入力される次の押圧操作による
レベル電圧の信号を受け付けないようになっている。更
に、この制御部73はゲーム状況に応じてスピーカ6に
効果音信号を出力する。Further, when any one of the subroutine programs PROG1 to PROGn is selected, the control section 73 generates an image signal based on the contents of the program, and at the same time, the subroutine programs PROG1 to PROGn.
During execution of n, a prohibition signal for prohibiting the detection operation is output to the peak hold circuit 712. As a result, the subroutine programs PROG1 to PRO
During the execution of the Gn process, the operation of the peak hold circuit 712 is prohibited, and the signal of the level voltage by the next pressing operation input during that period is not accepted. Further, the control unit 73 outputs a sound effect signal to the speaker 6 according to the game situation.
【0025】次に、本発明に係るテレビゲーム機1でバ
スケットボールゲームを行なった場合の作用を図1,
2,3,4に基づいて説明する。なお、図3は主要部の
信号を示すタイムチャートである。この場合、レバース
イッチ部42は、プレーヤー(キャラクタ)を水平方向
に移動させ、押ボタンスイッチ部43は垂直方向に移
動、即ちジャンプを行なわせるものとし、またサブルー
チンプログラムPROG1〜PROGnは、INT信号
を介して大きな値のレベル領域に対応付けられているも
のほど、大きなジャンプ量となるように予め設定してお
く。Next, the operation when a basketball game is played on the video game machine 1 according to the present invention is shown in FIG.
It will be described based on 2, 3, and 4. Note that FIG. 3 is a time chart showing the signals of the main part. In this case, the lever switch unit 42 moves the player (character) in the horizontal direction, the push button switch unit 43 moves in the vertical direction, that is, the jump is performed, and the subroutine programs PROG1 to PROGn send the INT signal. It is set in advance so that the larger the value is associated with the level area having the larger value, the larger the jump amount becomes.
【0026】まず、遊技者がコインを投入口3から投入
し、スタートボタン41を押すことによりゲームが開始
される。遊技者が指や手で押圧部材431を強く押す
と、押圧部材431はコイルスプリング434の付勢力
に抗しながら図2に示す矢印F方向に移動する。その結
果、押圧力伝達部材432の下面が圧電素子433を押
圧することとなり、両電極433a,433b間には押
圧力の強さに対応したレベル電圧の交流信号が発生す
る。First, the game is started by the player inserting coins from the insertion slot 3 and pressing the start button 41. When the player strongly presses the pressing member 431 with a finger or hand, the pressing member 431 moves in the direction of arrow F shown in FIG. 2 while resisting the biasing force of the coil spring 434. As a result, the lower surface of the pressing force transmitting member 432 presses the piezoelectric element 433, and an AC signal having a level voltage corresponding to the strength of the pressing force is generated between the electrodes 433a and 433b.
【0027】この交流信号はカップリングコンデンサC
cを通過し、その波形が図3の(イ)に示される状態で
両波整流回路711に入力され、この出力側には同図の
(ロ)に示す直流信号が出力される。そして、この直流
信号のピーク値Vmがピークホールド回路712によっ
てホールドされて、同図の(ハ)に示すように電圧Vm
のレベル信号(以下、ピークホールド信号という)とな
る。このピークホールド信号はA/Dコンバータ721
によってディジタルの電圧値Vmに変換され、デコーダ
722は、この電圧値Vmを区分けすることにより図3
の(ニ)に示すレベル領域(1〜n)のいずれに該当す
るかを特定すると共に、そのレベル領域に対応付けられ
ているINT信号INTmを出力する。This AC signal is coupled to the coupling capacitor C.
After passing through c, the waveform is input to the full-wave rectifier circuit 711 in the state shown in FIG. 3A, and the DC signal shown in FIG. 3B is output to this output side. Then, the peak value Vm of this DC signal is held by the peak hold circuit 712, and the voltage Vm as shown in FIG.
Level signal (hereinafter referred to as a peak hold signal). This peak hold signal is sent to the A / D converter 721.
3 is converted into a digital voltage value Vm by the decoder 722, and the decoder 722 divides the voltage value Vm into the digital voltage value Vm shown in FIG.
It is specified which of the level areas (1 to n) shown in (d) corresponds to, and the INT signal INTm associated with the level area is output.
【0028】制御部73は、入力されたINT信号IN
Tmと対応付けられているサブルーチンプログラムPR
OGmをROM732から読み出し、このプログラムP
ROGmで定められた量だけプレイヤーをジャンプさせ
るように画像信号を生成する。モニタ5は、この画像信
号により図1に示すようにプレイヤーが高さHmで高く
ジャンプするのを表示する。The control unit 73 controls the input INT signal IN.
Subroutine program PR associated with Tm
OGm is read from ROM732 and this program P
An image signal is generated so that the player jumps by an amount determined by ROGm. The monitor 5 displays that the player jumps high at the height Hm by the image signal as shown in FIG.
【0029】このプレイヤーのジャンプ開始から着地ま
でのジャンプ動作の間、制御部73は禁止信号をピーク
ホールド回路712へ送出する。この禁止信号により、
ピークホールド回路712はレベル電圧Vmの出力を中
断して、次の操作による信号の入力待ちの状態となる。During the jump operation from the start of the player's jump to the landing, the control section 73 sends a prohibition signal to the peak hold circuit 712. By this prohibition signal,
The peak hold circuit 712 suspends the output of the level voltage Vm and waits for a signal input by the next operation.
【0030】次に、押圧部材431が軽く操作される
と、ピークホールド回路712でホールドされるピーク
値が小さい電圧値V1となり、この結果、デコーダ72
2から小さな電圧値に対応付けられた制御信号INT1
が出力される。この場合、制御部73はこの制御信号I
NT1に対応付けられているサブルーチンプログラムP
ROG1を呼び出して画像信号を生成するため、モニタ
5の画面にはプレイヤーが高さH1で小さくジャンプす
るのが表示される。Next, when the pressing member 431 is lightly operated, the peak value held by the peak hold circuit 712 becomes a small voltage value V1, and as a result, the decoder 72 is operated.
Control signal INT1 associated with a voltage value from 2 to a small value
Is output. In this case, the control unit 73 controls the control signal I
Subroutine program P associated with NT1
Since the ROG1 is called to generate the image signal, the screen of the monitor 5 displays that the player makes a small jump at the height H1.
【0031】なお、本発明に係るテレビゲーム機は、こ
のバスケットボールのゲームの他に、サッカーボール、
ボクシング、あるいは戦闘等のゲームにも適用可能であ
り、この場合、押圧力を調整してシュートの強さやパン
チ力を多段階に変更することが可能となる。更に、本発
明に係るテレビゲーム機をシューティングテレビゲーム
機に適用し、遊技者の押圧力の加減によってキャラクタ
の破壊力等が変更されるようにしてもよく、上記したよ
うなスポーツ関連のテレビゲームに限られるものではな
い。In addition to the basketball game, the video game machine according to the present invention has a soccer ball,
It can also be applied to a game such as boxing or fighting. In this case, the pressing force can be adjusted to change the strength of the shot and the punching force in multiple stages. Furthermore, the video game machine according to the present invention may be applied to a shooting video game machine so that the destructive force of the character is changed by adjusting the pressing force of the player. It is not limited to.
【0032】また、上記実施例では、圧電素子433を
筒状本体430の底面430dに固定する場合を示した
が、この圧電素子433を押圧部材431の下面に固定
し、押圧力伝達部材432を底面430dとの間に介在
させる構成としてもよい。この構成によると、遊技者が
押圧部材431を押して操作を行なうと、圧電素子43
3は下方に移動し、押圧力伝達部材432を介して筒状
本体430の底面430dに当接する。このため、圧電
素子433は底面430dから押圧力伝達部材432を
介して押圧力が付与され、上記実施例と同様にその電極
433a,433b間にレベル電圧が取り出される。圧
電素子433の取付位置をこのように設定した場合、押
圧部材431と圧電素子433との間の位置合わせが不
要となり、押ボタンスイッチ部43の組立が容易にな
る。In the above embodiment, the piezoelectric element 433 is fixed to the bottom surface 430d of the cylindrical main body 430. However, the piezoelectric element 433 is fixed to the lower surface of the pressing member 431 and the pressing force transmitting member 432 is fixed. It may be configured such that it is interposed between the bottom surface 430d. According to this configuration, when the player presses the pressing member 431 to perform an operation, the piezoelectric element 43
3 moves downward and contacts the bottom surface 430d of the cylindrical main body 430 via the pressing force transmission member 432. Therefore, a pressing force is applied to the piezoelectric element 433 from the bottom surface 430d via the pressing force transmission member 432, and a level voltage is taken out between the electrodes 433a and 433b thereof as in the above-described embodiment. When the mounting position of the piezoelectric element 433 is set in this way, the positioning between the pressing member 431 and the piezoelectric element 433 becomes unnecessary, and the push button switch part 43 can be easily assembled.
【0033】更に、前記の実施例では、デコーダ722
が制御部73と別に設けられる構成としたが、A/Dコ
ンバータ721のディジタルの出力信号を制御部73に
直接入力し、デコーダ722の機能を制御部73内のC
PU731で実現させるようにしてもよい。Further, in the above embodiment, the decoder 722
However, the digital output signal of the A / D converter 721 is directly input to the control unit 73 and the function of the decoder 722 is controlled by the C in the control unit 73.
You may make it implement | achieve by PU731.
【0034】なお、上記押圧力伝達部材432は押圧部
材431と圧電素子433の衝突による破損等を防止す
るもので、適度な弾力性を有するものであればよく、ゴ
ムや合成樹脂等の固形物でもよい。The pressing force transmitting member 432 prevents damage or the like due to the collision between the pressing member 431 and the piezoelectric element 433, and may be any one having appropriate elasticity, and may be a solid material such as rubber or synthetic resin. But it's okay.
【0035】[0035]
【発明の効果】請求項1記載の発明によれば、押圧部材
の押圧力に対応したレベル電圧を発生する圧電素子を設
けると共に、この圧電素子による電圧の電圧レベルに応
じてキャラクタの動作変化の量を変更する構成としした
め、遊技者の押圧力で所望する動作変化をキャラクタに
行なわせることができる。また、このように、ひとつの
押圧部材を押圧操作するだけでキャラクタに種々の動作
変化を与えることができるため、操作性を大いに向上し
得ると共に、本体操作面の省スペース化が図られる。According to the first aspect of the present invention, the piezoelectric element for generating the level voltage corresponding to the pressing force of the pressing member is provided, and the movement of the character changes according to the voltage level of the voltage by the piezoelectric element. Since the amount is changed, it is possible to cause the character to make a desired movement change by the pressing force of the player. Further, as described above, since various movement changes can be given to the character by merely pressing one pressing member, the operability can be greatly improved and the space for operating the main body can be reduced.
【0036】請求項2記載の発明は、圧電素子を押圧部
材の変位範囲内に固設する構成としたため、圧電素子か
らの信号線は移動せず、断線等の故障が抑制される。According to the second aspect of the present invention, since the piezoelectric element is fixed within the displacement range of the pressing member, the signal line from the piezoelectric element does not move, and failures such as disconnection are suppressed.
【0037】請求項3記載の発明は、押圧部材と圧電素
子との間に押圧力伝達部材を介設する構成としたため、
圧電素子に作用する押圧力が多少緩和されて圧電素子の
破損等が抑制される。According to the third aspect of the invention, the pressing force transmitting member is provided between the pressing member and the piezoelectric element.
The pressing force acting on the piezoelectric element is alleviated to some extent, and damage to the piezoelectric element is suppressed.
【0038】請求項4記載の発明は、キャラクタの動作
中、検出手段が検出動作を行なわない構成であるため、
前回の押圧操作に対するキャラクタの動作変化が終了す
るまで次回の押圧操作を受け付けず、キャラクタの動作
が正常に行なわれて遊技者に戸惑いを感じさせないテレ
ビゲーム機とすることができる。According to the invention of claim 4, the detecting means does not perform the detecting operation during the motion of the character.
It is possible to provide a video game machine in which the next pressing operation is not accepted until the character's motion change with respect to the previous pressing operation is completed, and the character's motion is normally performed so that the player does not feel confused.
【図1】本発明に係るテレビゲーム機のブロック構成図
である。FIG. 1 is a block configuration diagram of a video game machine according to the present invention.
【図2】押ボタンスイッチ部の要部断面図である。FIG. 2 is a cross-sectional view of a main part of a push button switch part.
【図3】図1の各部における波形、あるいは動作説明を
示すもので、(イ)は両波整流回路の入力波形、(ロ)
は両波整流回路の出力波形、(ハ)はピークホールド回
路の出力波形、(ニ)はデコーダの動作説明図である。FIG. 3 is a diagram showing waveforms in each part of FIG. 1 or an explanation of operation, where (a) is an input waveform of a double-wave rectification circuit, and (b) is
Is an output waveform of the double-wave rectifier circuit, (c) is an output waveform of the peak hold circuit, and (d) is an operation explanatory diagram of the decoder.
【図4】本発明に係るテレビゲーム機の概観図である。FIG. 4 is a schematic view of a video game machine according to the present invention.
1 テレビゲーム機 2 本体 3 投入口 4 操作パネル 5 モニタ 43 押ボタンスイッチ部 71 検出手段 72 変換部 73 制御部 431 押圧部材 433 圧電素子 DESCRIPTION OF SYMBOLS 1 Video game machine 2 Main body 3 Input port 4 Operation panel 5 Monitor 43 Push button switch section 71 Detection means 72 Conversion section 73 Control section 431 Pressing member 433 Piezoelectric element
Claims (4)
押圧に応じて表示画面上のキャラクタに動作変化を与え
るテレビゲーム機において、押圧操作に応じて変位する
押圧部材と、上記押圧部材へ付与される殴打力に対応し
たレベル電圧を発生する圧電素子と、上記圧電素子の発
生電圧から、操作タイミングと電圧レベルを検出する検
出手段と、上記検出手段からの操作タイミングに同期し
て上記キャラクタに動作変化を与えるとともに、上記電
圧レベルに応じて上記動作変化の量を変更する動作制御
手段とを備えたことを特徴とするテレビゲーム機。1. A body is provided on the operation surface so that it can be pressed.
In a video game machine that gives a motion change to a character on a display screen in response to pressing, a pressing member that is displaced in response to a pressing operation, and a piezoelectric element that generates a level voltage corresponding to the striking force applied to the pressing member. , Detecting means for detecting an operation timing and a voltage level from the voltage generated by the piezoelectric element, and giving a motion change to the character in synchronization with the operation timing from the detecting means, and changing the motion according to the voltage level. And a motion control means for changing the amount of the video game.
上記押圧部材の変位範囲内に固設されることを特徴とす
る請求項1記載のテレビゲーム機。2. The piezoelectric element in the main body,
The video game machine according to claim 1, wherein the video game machine is fixed within a displacement range of the pressing member.
て、流体が封入された袋体からなる押圧力伝達部材が、
上記圧電素子と上記押圧部材との間に介設されることを
特徴とするテレビゲーム機。3. The video game machine according to claim 2, wherein the pressing force transmitting member formed of a bag body in which a fluid is sealed,
A video game machine characterized by being interposed between the piezoelectric element and the pressing member.
中、上記検出手段へ禁止信号を出力し、上記検出手段は
この禁止信号が出力されている間、電圧レベルの検出動
作を行なわないことを特徴とする請求項1,2,または
3記載のテレビゲーム機。4. The motion control means outputs a prohibition signal to the detection means during the motion of the character, and the detection means does not perform the voltage level detection operation while the prohibition signal is being output. The video game machine according to claim 1, 2, or 3.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP5258518A JP2524475B2 (en) | 1993-10-15 | 1993-10-15 | TV game machine |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP5258518A JP2524475B2 (en) | 1993-10-15 | 1993-10-15 | TV game machine |
Publications (2)
Publication Number | Publication Date |
---|---|
JPH07112073A true JPH07112073A (en) | 1995-05-02 |
JP2524475B2 JP2524475B2 (en) | 1996-08-14 |
Family
ID=17321329
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP5258518A Expired - Lifetime JP2524475B2 (en) | 1993-10-15 | 1993-10-15 | TV game machine |
Country Status (1)
Country | Link |
---|---|
JP (1) | JP2524475B2 (en) |
Cited By (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH07249357A (en) * | 1994-03-09 | 1995-09-26 | Japan Aviation Electron Ind Ltd | Impact-sensing control button |
JPH0999174A (en) * | 1995-10-09 | 1997-04-15 | Namco Ltd | Operating method of game device, and game device |
WO2000044456A1 (en) * | 1999-01-29 | 2000-08-03 | Namco Ltd. | Game machine |
EP1155718A2 (en) | 2000-05-19 | 2001-11-21 | Konami Corporation | Readable storage medium storing action game program, and action game device and control method for same |
JP2003251069A (en) * | 2002-03-05 | 2003-09-09 | Konami Computer Entertainment Japan Inc | Game program |
FR2846782A1 (en) * | 2002-11-06 | 2004-05-07 | L Hocine Ifrek | Video game control device, has computer which determines user demand from button position in cylinder |
US6881176B2 (en) | 2002-01-11 | 2005-04-19 | Konami Sports Life Corporation | Exercise assistance apparatus |
JP2009279221A (en) * | 2008-05-23 | 2009-12-03 | Asama Seisakusho:Kk | Manual ball shooting device of game machine |
JP2017143879A (en) * | 2016-02-15 | 2017-08-24 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2017217176A (en) * | 2016-06-07 | 2017-12-14 | 任天堂株式会社 | Game device, game program, game system, and game processing method |
JP2019166338A (en) * | 2019-05-15 | 2019-10-03 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2020049268A (en) * | 2019-12-19 | 2020-04-02 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2021010776A (en) * | 2019-12-19 | 2021-02-04 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2022179550A (en) * | 2020-10-22 | 2022-12-02 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
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JPS63135188A (en) * | 1986-11-28 | 1988-06-07 | 三村 建治 | Punch detector and grapple game machine |
JPS6440080A (en) * | 1987-08-06 | 1989-02-10 | Capcom Co | Operating apparatus of game machine |
-
1993
- 1993-10-15 JP JP5258518A patent/JP2524475B2/en not_active Expired - Lifetime
Patent Citations (2)
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JPS63135188A (en) * | 1986-11-28 | 1988-06-07 | 三村 建治 | Punch detector and grapple game machine |
JPS6440080A (en) * | 1987-08-06 | 1989-02-10 | Capcom Co | Operating apparatus of game machine |
Cited By (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH07249357A (en) * | 1994-03-09 | 1995-09-26 | Japan Aviation Electron Ind Ltd | Impact-sensing control button |
JPH0999174A (en) * | 1995-10-09 | 1997-04-15 | Namco Ltd | Operating method of game device, and game device |
WO2000044456A1 (en) * | 1999-01-29 | 2000-08-03 | Namco Ltd. | Game machine |
EP1155718A2 (en) | 2000-05-19 | 2001-11-21 | Konami Corporation | Readable storage medium storing action game program, and action game device and control method for same |
US7063616B2 (en) | 2000-05-19 | 2006-06-20 | Konami Corporation | Readable storage medium storing action game program, and action game device and control method for same |
EP1155718A3 (en) * | 2000-05-19 | 2004-12-15 | Konami Corporation | Readable storage medium storing action game program, and action game device and control method for same |
US6881176B2 (en) | 2002-01-11 | 2005-04-19 | Konami Sports Life Corporation | Exercise assistance apparatus |
JP2003251069A (en) * | 2002-03-05 | 2003-09-09 | Konami Computer Entertainment Japan Inc | Game program |
FR2846782A1 (en) * | 2002-11-06 | 2004-05-07 | L Hocine Ifrek | Video game control device, has computer which determines user demand from button position in cylinder |
JP2009279221A (en) * | 2008-05-23 | 2009-12-03 | Asama Seisakusho:Kk | Manual ball shooting device of game machine |
JP2017143879A (en) * | 2016-02-15 | 2017-08-24 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2017217176A (en) * | 2016-06-07 | 2017-12-14 | 任天堂株式会社 | Game device, game program, game system, and game processing method |
JP2019166338A (en) * | 2019-05-15 | 2019-10-03 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2020049268A (en) * | 2019-12-19 | 2020-04-02 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2021010776A (en) * | 2019-12-19 | 2021-02-04 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
JP2022179550A (en) * | 2020-10-22 | 2022-12-02 | 株式会社コナミデジタルエンタテインメント | Game control device, game system, and program |
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