TWI316867B - - Google Patents

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Publication number
TWI316867B
TWI316867B TW095141245A TW95141245A TWI316867B TW I316867 B TWI316867 B TW I316867B TW 095141245 A TW095141245 A TW 095141245A TW 95141245 A TW95141245 A TW 95141245A TW I316867 B TWI316867 B TW I316867B
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TW
Taiwan
Prior art keywords
data
speed
control unit
controller
vibration
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TW095141245A
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Chinese (zh)
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TW200738311A (en
Inventor
Katsuyoshi Endo
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Konami Digital Entertainment
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Publication of TWI316867B publication Critical patent/TWI316867B/zh

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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/1037Features 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 being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/105Features 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 using inertial sensors, e.g. accelerometers, gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8011Ball

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Description

1316867 (1) 九、發明說明 【發明所屬之技術領域】 本發明係關於視訊遊戲程式,尤其是關於用 實現在畫像顯示部顯示複數物件,依據在內藏有 測器及振動機構之控制器移動時而加速度感測器 加速度資料來使物件移動,並在移動之物件接觸 時,使控制器藉由振動機構振動之視訊遊戲。又 執行藉由該視訊遊戲程式所實現之視訊遊戲的視 置,及可藉由電腦控制藉由該遊戲程式所實現之 的視訊遊戲控制方法。 【先前技術】 習知已提案有各種視訊遊戲。該等視訊遊戲 裝置中所執行。例如,一般遊戲裝置係具有:監 監視器爲別體之遊戲機本體、及與遊戲機本體爲 入部(例如控制器)。於控制器係配置有輸入部 數輸入按鍵。於如此之遊戲裝置中係藉由操作輸 而可使顯示於監視器之物件動作。 而分析在如此之遊戲裝置中,執行對戰遊戲 棒球遊戲)之狀況。在棒球遊戲,係藉由操作控 入按鍵,而可使顯示於監視器之物件,(例如, 的球棒)動作(參考非專利文獻1 )。此時,首 下擊球游標選擇用按鍵,而擊球游標設定爲強擊 打擊用之任一方。然後,按下十字按鍵的上下 以使電腦 加速度感 所檢測之 其他物件 ,關於可 訊遊戲裝 視訊遊戲 係於遊戲 視器、與 別體之輸 ,例如複 入按鍵, (例如, 制器的輸 打者角色 先藉由按 用或通常 左右按鍵 -4 - (2) 1316867 時’擊球游標係往上下左右移動。接著,從投手角色投出 之球到達擊球面的通過位置時,如以球棒能擊中球物件般 地按下X按鍵’打者角色係開始揮擊球棒。於是,顯示於 監視器之球棒係以一定速度開始移動。然後,被投出之球 到達擊球面時,如可藉由於監視器中移動之球棒擊中球, 則被投出之球係藉由球棒被擊出。此時,以球棒的棒芯擊 中球之狀況’控制器係以較弱之振動型式而振動,而未以 球棒的棒芯擊中球之狀況,控制器係以較強之振動型式而 振動。 〔非專利文獻1〕 實況PAW AFURU職業棒球9決定版,科樂美股份有 限公司,P S 2版 【發明內容】 在習知的棒球遊戲,控制器係利用能以球棒的棒芯擊 中球時的振動型式及未能以球棒的棒芯擊中球時的振動型 式之任一來產生振動。藉此,玩家係可藉由控制器的振動 而模擬地體驗於現實棒球中打擊時打者之感覺。然而,於 現實棒球中打擊時打者的感覺係不僅爲是否以球棒的棒芯 擊中球,亦依據打者的揮棒速度之快慢而被明顯影響。對 於爲了可藉由控制器模擬地體驗如此之感覺,必須評估打 者的揮棒速度(例如,顯示於監視器之球棒的移動速 度),而依據該評估來作成使控制器振動的資料。然而, -5- (3) (3)1316867 在習知的棒球遊戲,因爲無法適切地評估球棒的移動速度 (即,打者的揮棒速度),故以球棒擊中球時,難以使控 制器的振動因應打者的揮棒速度而振動。 本發明的目的係可實現依據在內藏有加速度感測器及 振動機構之控制器移動時而加速度感測器所檢測之加速度 資料,使物件移動,並在移動之物件接觸其他物件時而使 控制器藉由振動機構振動。 關於申請專利範圍第1項的視訊遊戲程式,係用以使 可執行在畫像顯示部顯示複數物件,依據在內藏有加速度 感測器及振動機構之控制器移動時而加速度感測器所檢測 之加速度資料來使物件移動,並在移動之物件接觸其他物 件時,使控制器藉由振動機構振動之視訊遊戲的電腦,實 現以下功能的程式。 (1 )物件顯示功能,係使用對應物件之畫像資料而 在畫像顯示部顯示複數物件。 (2 )加速度資料辨識功能,係使控制部辨識從控制 器被連續地輸入至輸入部之加速度資料。 (3 )時間間隔資料辨識功能,係將從控制器被連續 地輸入至輸入部之加速度資料的時間間隔,作爲時間間隔 資料而使控制部辨識。 (4 )速度資料計算功能,係依據被控制部辨識之加 速度資料及時間間隔資料’使控制部計算出控制器的速度 之大小資料。 (5 )物件移動速度資料計算功能,係依據控制器的 -6 - (4) (4)1316867 速度之大小資料,使控制部計算出物件的速度之大小資 料。 (6 )物件移動狀態顯示功能,係將顯示於畫像顯示 部之複數物件的至少之一以藉由物件的速度之大小資料規 定之速度移動的狀態,使用對應物件之畫像資料而連續地 顯示於畫像顯示部。 (7 )範圍資料辨識功能,係使控制部辨識複數物件 的顯示範圍內之座標資料。 (8 )物件一致判斷功能,係使控制部判斷,以藉由 物件的速度之大小資料規定之速度移動之物件的顯示範圍 內之座標資料是否一致於其他物件的顯示範圍內之座標資 料。 (9 )振動控制資料計算功能,係在藉由控制部判斷 以藉由物件的速度之大小資料規定之速度移動之物件的顯 示範圍內之座標資料一致於其他物件的顯示範圍內之座標 資料時,則因應藉由物件的速度之大小資料規定之速度而 使控制部計算出用以控制控制器的振動之振動控制資料。 (1 〇 )振動控制資料發派功能,係使控制部發派將振 動控制資料輸出至控制器的命令。 在藉由該程式所實現之遊戲,於物件顯示功能中,複 數物件係使用對應物件之畫像資料而顯示於畫像顯示部。 於加速度資料辨識功能中,係藉由控制部辨識從控制器而 被連續地輸入至輸入部之加速度資料。於時間間隔資料辨 識功能中,係將從控制器被連續地輸入至輸入部之加速度 (5) (5)1316867 資料的時間間隔,作爲時間間隔資料而被控制部辨識。於 速度資料計算功能中,係依據被控制部辨識之加速度資料 及時間間隔資料,藉由控制部計算出控制器的速度之大小 資料。於物件移動速度資料計算功能中,係依據控制器的 速度之大小資料,藉由控制部計算出物件的速度之大小資 料。於物件移動狀態顯示功能中,顯示於畫像顯示部之複 數物件的至少之一以藉由物件的速度之大小資料規定之速 度移動的狀態係使用對應物件之畫像資料而連續地顯示於 畫像顯示部。於範圍資料辨識功能中,係藉由控制部辨識 複數物件的顯示範圍內之座標資料。於物件一致判斷功能 中,係藉由控制部判斷,以藉由物件的速度之大小資料規 定之速度移動之物件的顯示範圍內之座標資料是否一致於 其他物件的顯示範圍內之座標資料。於振動控制資料計算 功能中,係在藉由控制部判斷以藉由物件的速度之大小資 料規定之速度移動之物件的顯示範圍內之座標資料一致於 其他物件的顯示範圍內之座標資料時,則因應藉由物件的 速度之大小資料規定之速度而藉由控制部計算出用以控制 控制器的振動之振動控制資料。於振動控制資料發派功能 中,係藉由控制部發派將振動控制資料輸出至控制器的命 令。 以藉由該遊戲程式所實現之棒球遊戲爲例,首先,複 數物件(例如,打者角色(包含球棒角色)及球角色)係 使用對應各角色之畫像資料而顯示於畫像顯示部。又,藉 由控制部辨識從控制器被連續地輸入至輸入部之加速度資 -8 - (6) 1316867 料。然後’從控制器而被連續地輸入至輸入部之加速度資 料的時間間隔係作爲時間間隔資料而藉由控制部辨識。接 著,依據被控制部辨識之加速度資料及時間間隔資料,藉 由控制部計算出控制器的速度之大小資料。然後,依據控 制器的速度之大小資料,藉由控制部計算出球棒角色的速 度之大小資料。於是’顯不於畫像顯示部之球棒角色以藉 由球棒的速度之大小資料規定之速度移動的狀態係使用對 應球棒角色之畫像資料而連續地顯示於畫像顯示部。又, 藉由控制部辨識球棒角色及球角色的顯示範圍內之座標資 料。於是,藉由控制部判斷,以藉由球棒的速度之大小資 料規定之速度移動之球棒的顯示範圍內之座標資料是否一 致於球角色的顯示範圍內之座標資料。然後,在藉由控制 部判斷以藉由球棒的速度之大小資料規定之速度移動之球 棒的顯示範圍內之座標資料一致於球角色的顯示範圍內之 座標資料時(以球棒擊中球時),則藉由控制部計算出因 應藉由球棒的速度之大小資料規定之速度而用以控制控制 器的振動之振動控制資料。然後,藉由控制部送出將振動 控制資料輸出至控制器的命令。於是,藉由受理該振動控 制資料的振動機構,使控制器振動。 在該遊戲程式,可連動於內藏有加速度感測器及振動 機構的控制器之移動而使球棒角色移動。然後,在可藉由 球棒角色擊中球角色時,計算出因應球棒角色的速度之控 制器用振動控制資料,該控制器用振動控制資料係從控制 部輸出至控制器的振動機構。藉此,可因應球棒角色的速 -9 - (7) 1316867 度而使控制器振動。即,移動之物件(球棒)接觸其他物 件(球)時,可因應物件(球棒)的速度而使控制器藉由 振動機構振動。 在關於申請專利範圍第2項之視訊遊戲程式,係於第 1項所記載之遊戲程式中,更實現以下功能。 (1 1 )其他物件移動狀態顯示功能,係將其他物件以 藉由其他物件的速度之大小資料規定之速度移動的狀態, 使用對應其他物件之畫像資料而連續地顯示於畫像顯示 部。 在藉由該程式所實現之遊戲,於其他物件移動狀態顯 示功能中’其他物件以藉由其他物件的速度之大小資料規 定之速度移動的狀態係使用對應其他物件之畫像資料而連 續地顯示於畫像顯示部。於是,於振動控制資料計算功能 中’在藉由控制部判斷以藉由物件的速度之大小資料規定 之速度移動之物件的顯示範圍內之座標資料一致於其他物 件的顯示範圍內之座標資料時,則因應藉由物件的速度之 大小資料規定之速度及藉由其他物件的速度之大小資料規 定之速度而藉由控制部計算出用以控制控制器的振動之振 動控制資料。 以藉由該遊戲程式所實現之棒球遊戲爲例,球角色以 藉由球角色的速度之大小資料規定之速度移動的狀態係使 用對應球角色之畫像資料而連續地顯示於畫像顯示部。於 是’在藉由控制部判斷以藉由速度之大小資料規定之速度 移動之球棒角色的顯示範圍內之座標資料一致於以藉由速 •10- (8) 1316867 度之大小資料規定之速度移動之球角色的顯示範圍內之座 標資料時(以球棒擊中球時),則因應藉由球棒角色的速 度之大小資料規定之速度及藉由球角色的速度之大小資料 規定之速度而藉由控制部計算出用以控制控制器的振動之 振動控制資料。然後,藉由控制部送出將振動控制資料輸 出至控制器的命令,藉由受理該振動控制資料的振動機構 而使控制器振動。 在該遊戲程式,可連動於內藏有加速度感測器及振動 機構的控制器之移動而使球棒角色移動。然後,在可藉由 球棒角色擊中球角色時,計算出因應球棒角色的速度及球 角色的速度之控制器用振動控制資料,該控制器用振動控 制資料係從控制部輸出至控制器的振動機構。藉此,可因 應球棒角色的速度及球角色的速度而使控制器振動。即, 移動之物件(球棒)接觸其他物件(球)時,可因應物件 (球棒)的速度及其他物件(球)的速度而使控制器藉由 振動機構振動。 在關於申請專利範圍第3項之視訊遊戲程式,係於第 1項所記載之遊戲程式中,更實現以下功能。 (1 2 )物件硬度辨識功能,係使控制部辨識,對應以 藉由物件的速度之大小資料規定之速度移動之物件的硬度 及對應其他物件的硬度之至少任一方的硬度。 在藉由該程式所實現之遊戲,係於物件硬度辨識功能 中,藉由控制部辨識,對應以藉由物件的速度之大小資料 規定之速度移動之物件的硬度及對應其他物件的硬度之至 -11 - (9) 1316867 少任一方的硬度。於是,於振動控制資料計算功能中,在 藉由控制部判斷以藉由物件的速度之大小資料規定之速度 移動之物件的顯示範圍內之座標資料一致於其他物件的顯 示範圍內之座標資料時,則因應藉由物件的速度之大小資 料規定之速度,與藉由物件的速度之大小資料規定之速度 移動的物件之硬度及其他物件的硬度之至少任一方的硬度 而藉由控制部計算出用以控制控制器的振動之振動控制資 料。 如以藉由該遊戲程式實現之格鬥遊戲中持有劍之戰士 砍向對手戰士的狀況爲例,藉由使控制部辨識以藉由劍的 速度之大小資料規定之速度移動之劍角色的硬度與對手角 色的硬度(例如,對手戰士角色的盔甲之硬度),在藉由 控制部判斷以藉由速度之大小資料規定之速度移動之劍角 色的顯示範圍內之座標資料一致於對手戰士角色的顯示範 圍內之座標資料時,則因應藉由劍角色的速度之大小資料 規定之速度,與藉由劍角色的硬度及對手戰士角色的盔甲 之硬度而藉由控制部計算出用以控制控制器的振動之振動 控制資料。然後,藉由控制部送出將振動控制資料輸出至 控制器的命令,藉由受理該振動控制資料的振動機構而使 控制器振動。 在該遊戲程式,可連動於內藏有加速度感測器及振動 機構的控制器之移動而使劍角色移動。然後,在可藉由劍 角色砍中對手戰士角色時,計算出因應劍角色的速度、劍 角色的硬度及對手戰士角色的盔甲之硬度之控制器用振動 -12- (10) (10)1316867 控制資料’該控制器用振動控制資料係從控制部輸出至控 制器的振動機構。藉此,可使控制器振動。即,移動之物 件(劍)接觸其他物件(對手戰士)時,可因應物件 (劍)的硬度及其他物件(對手戰士)的硬度而使控制器 藉由振動機構振動。 在關於申請專利範圍第4項之視訊遊戲程式,係於第 1項所記載之遊戲程式中,更實現以下功能。 (1 1 )其他物件移動狀態顯示功能,係將其他物件以 藉由其他物件的速度之大小資料規定之速度移動的狀態, 使用對應其他物件之畫像資料而連續地顯示於畫像顯示 部。 (1 2 )物件硬度辨識功能,係使控制部辨識,對應以 藉由物件的速度之大小資料規定之速度移動之物件的硬度 及對應其他物件的硬度之至少任一方的硬度。 在藉由該程式所實現之遊戲,於其他物件移動狀態顯 示功能中,其他物件以藉由其他物件的速度之大小資料規 定之速度移動的狀態係使用對應其他物件之畫像資料而連 續地顯示於畫像顯示部。然後,於物件硬度辨識功能中, 藉由控制部辨識,對應以藉由物件的速度之大小資料規定 之速度移動之物件的硬度及對應其他物件的硬度之至少任 一方的硬度。於是,於振動控制資料計算功能中,在藉由 控制部判斷以藉由物件的速度之大小資料規定之速度移動 之物件的顯示範圍內之座標資料一致於其他物件的顯示範 圍內之座標資料時,則因應對應藉由物件的速度之大小資 -13- (11) (11)1316867 料規定之速度’與藉由其他物件的速度之大小資料規定之 速度’與對應以藉由物件的速度之大小資料規定之速度移 動的物件之硬度及其他物件的硬度之至少任一方的硬度而 藉由控制部計算出用以控制控制器的振動之振動控制資 料。 以藉由該遊戲程式所實現之格鬥遊戲中持有劍的第1 戰士與持有劍的第2戰士互砍之狀況爲例,藉由使控制部 辨識以藉由速度的大小資料規定之速度移動的第1戰士之 劍角色的硬度與以藉由速度的大小資料規定之速度移動的 第2戰士之劍角色的硬度,而在藉由控制部判斷以藉由速 度的大小資料規定之速度移動的第1戰士之劍角色的顯示 範圍內之座標資料一致於以藉由速度的大小資料規定之速 度移動的第2戰士之劍角色的顯示範圍內之座標資料時, 則因應藉由第1戰士之劍的速度之大小資料規定之速度, 與藉由第2戰士之劍的速度之大小資料規定之速度,與以 藉由速度之大小資料規定之速度移動的第1戰士之劍的硬 度,與以藉由速度之大小資料規定之速度移動的第2戰士 之劍的硬度,而藉由控制部計算出用以控制控制器的振動 之振動控制資料。然後,藉由控制部送出將振動控制資料 輸出至控制器的命令,藉由受理該振動控制資料的振動機 構而使控制器振動。 在該遊戲程式,可連動於內藏有加速度感測器及振動 機構的控制器之移動而使第1戰士的劍角色移動。此時, 第1戰士的劍角色係藉由AI控制並移動。然後,第i戰 -14- (12) (12)1316867 士與第2戰士互砍而第1戰士的劍角色與第2戰士的劍角 色接觸時,則計算出因應第1戰士的劍之速度、第2戰士 的劍之速度、第1戰士的劍之硬度及第2戰士的劍之硬度 的控制器用振動控制資料,該控制器用振動控制資料係從 控制部輸出至控制器的振動機構。藉此,可使控制器振 動。即,移動之物件(第1戰士的劍)接觸其他物件(第 2戰士的劍)時,可因應物件(第1戰士的劍)的速度、 其他物件((第2戰士的劍)的速度、物件(第1戰士的 劍)的硬度及其他物件((第2戰士的劍)的硬度而使控 制器藉由振動機構振動。 關於申請專利範圍第5項的視訊遊戲裝置,係用以使 可執行在畫像顯示部顯示複數物件,依據在內藏有加速度 感測器及振動機構之控制器移動時而加速度感測器所檢測 之加速度資料來使物件移動,並在移動之物件接觸其他物 件時’使控制器藉由振動機構振動之視訊遊戲的遊戲裝 置。該視訊遊戲裝置,係具備:物件顯示手段,係使用對 應物件之畫像資料而在畫像顯示部顯示複數物件;加速度 資料辨識手段,係使控制部辨識從控制器被連續地輸入至 輸入部之加速度資料:時間間隔資料辨識手段,係將從控 制器被連續地輸入至輸入部之加速度資料的時間間隔,作 爲時間間隔資料而使控制部辨識;速度資料計算手段,係 依據被控制部辨識之加速度資料及時間間隔資料,使控制 部計算出控制器的速度之大小資料;物件移動速度資料計 算手段,係依據控制器的速度之大小資料,使控制部計算 -15- (13) (13)1316867 出物件的速度之大小資料;物件移動狀態顯示手段,係將 顯示於畫像顯示部之複數物件的至少之一以藉由物件的速 度之大小資料規定之速度移動的狀態,使用對應物件之畫 像資料而連續地顯示於畫像顯示部;範圍資料辨識手段, 係使控制部辨識複數物件的顯示範圍內之座標資料;物件 一致判斷手段,係使控制部判斷,以藉由物件的速度之大 小資料規定之速度移動之物件的顯示範圍內之座標資料是 否一致於其他物件的顯示範圍內之座標資料;振動控制資 料計算手段,係在藉由控制部判斷以藉由物件的速度之大 小資料規定之速度移動之物件的顯示範圍內之座標資料一 致於其他物件的顯示範圍內之座標資料時,則因應藉由物 件的速度之大小資料規定之速度而使控制部計算出用以控 制控制器的振動之振動控制資料;及振動控制資料發派手 段’係使控制部發派將振動控制資料輸出至控制器的命 關於申請專利範圍第6項的視訊遊戲控制方法,係可 控制在畫像顯示部顯示複數物件,依據在內藏有加速度感 測器及振動機構之控制器移動時而加速度感測器所檢測之 加速度資料來使物件移動,並在移動之物件接觸其他物件 時,使控制器藉由振動機構振動之視訊遊戲的遊戲控制方 法。該視訊遊戲控制方法,係具備:物件顯示步驟,係使 用對應物件之畫像資料而在畫像顯示部顯示複數物件;加 速度資料辨識步驟,係使控制部辨識從控制器被連續地輸 入至輸入部之加速度資料;時間間隔資料辨識步驟,係將 -16- (14) (14)1316867 從控制器被連續地輸入至輸入部之加速度資料的時間間 隔’作爲時間間隔資料而使控制部辨識;速度資料計算步 驟’係依據被控制部辨識之加速度資料及時間間隔資料, 使控制部計算出控制器的速度之大小資料;物件移動速度 資料計算步驟,係依據控制器的速度之大小資料,使控制 部計算出物件的速度之大小資料;物件移動狀態顯示步 驟’係將顯示於畫像顯示部之複數物件的至少之一以藉由 物件的速度之大小資料規定之速度移動的狀態,使用對應 物件之畫像資料而連續地顯示於畫像顯示部;範圍資料辨 識步驟,係使控制部辨識複數物件的顯示範圍內之座標資 料;物件一致判斷步驟,係使控制部判斷,以藉由物件的 速度之大小資料規定之速度移動之物件的顯示範圍內之座 標資料是否一致於其他物件的顯示範圍內之座標資料;振 動控制資料計算步驟,係在藉由控制部判斷以藉由物件的 速度之大小資料規定之速度移動之物件的顯示範圍內之座 標資料一致於其他物件的顯示範圍內之座標資料時,則因 應藉由物件的速度之大小資料規定之速度而使控制部計算 出用以控制控制器的振動之振動控制資料;及振動控制資 料發派步驟,係使控制部發派將振動控制資料輸出至控制 器的命令。 【實施方式】 [遊戲裝置之構造與動作] 圖1係揭示利用本發明之一實施形態的視訊遊戲裝置 -17- (16) (16)1316867 算結果及處理結果’進行將應描繪之畫像資料寫入ram 的處理。 g己憶部2係主要爲了儲存程式資料及在程式資料所使 用之各種資料等而設置。記憶部2係例如由記錄媒體1 〇、 介面電路 11、及 RAM (Random Access Memory) 12 所構 成。於錄媒體10係連接有介面電路ii。然後,介面電 路1 1與R Α Μ 1 2係經由匯流排6而連接。記錄媒體丨〇係 用以記錄由作業系統的程式資料及畫像資料、聲音資料以 及各種程式資料所構成之遊戲資料等者。該記錄媒體1〇 係,例如有ROM (Read Only Memory)卡匣、光碟、及可 撓性碟等,記憶有作業系統的程式資料及遊戲資料等。再 者’於記錄媒體10又包含有卡片型記憶體,該卡片型記 憶體係主要在中斷遊戲時,用於爲了保存在中斷時之各種 遊戲參數。RAM12係用以暫時儲存從記錄媒體1〇所讀取 出之各種資料’或暫時記錄來自於控制部1的處理結果。 於該RAM1 2係儲存各種資料之同時,也儲存有表示各種 資料的記憶位置之位址資料,可指定任意之位址而讀寫。 畫像顯示部3係主要設置用以將藉由畫像處理處理器 9寫入於RAM 1 2的畫像資料、及從記錄媒體1 〇讀取出之 畫像資料等’作爲畫像而輸出。該畫像顯示部3係例如由 電視監視器20、介面電路21、及D/A轉換器(Digital 一 To — Analog轉換器)22所構成。於電視監視器2〇係連 接D/A轉換器22,於D/A轉換器22係連接介面電路 21°然後,於介面電路21係連接有匯流排6。在此,畫像 -19 - (18) (18)1316867 在此,聲音資料係經由介面電路16而供給至D/A轉換 器15’而在此轉換成類比聲音訊號。該類比聲音訊號係藉 由擴大電路I4擴大’從揚聲器13作爲聲音輸出。於聲音 資料係有例如 ADPCM( Adaptive Differential Pulse Code Modulation)資料及 PCM ( Pulse Code Modulation)資料 等。爲ADPCM資料時’以前述同樣之方法,可從揚聲器 1 3輸出聲音。爲PCM資料時,於RAM中將PCM資料轉 換成ADP CM資料’再以前述同樣之方法,可從揚聲器13 輸出聲音。 操作輸入部5係主要由操作資訊介面電路18及介面 電路1 9所構成。於操作資訊介面電路1 8係連接控制器 25,又於操作資訊介面電路18亦連接介面電路19。然 後,於介面電路1 9係連接有匯流排6。 控制器25係玩家爲了輸入各種操作命令所使用的操 作裝置,將因應玩家的操作之操作訊號發送至CPU7。於 控制器2 5係內藏有加速度感測器24及振動機構(例如, 振動電動機)。 加速度感測器24係例如有壓電阻抗型、靜電容型及 磁性感測器型等。如此之加速度感測器24係在控制器25 移動時,因應控制器25的移動而測定加速度的大小並輸 出。在此所使用之加速度感測器24係3軸加速度感測 器,因應控制器25的移動而測定3軸方向之加速度的大 小並輸出。即,控制器25移動時,從加速度感測器24,3 軸方向的加速度之大小係作爲加速度資料,從控制器2 5 -21 - (21) (21)1316867 複數物件,依據在內藏有加速度感測器24及振動電動機 26之控制器25移動時而加速度感測器24所檢測之加速度 資料來使物件移動,並在移動之物件接觸其他物件時,使 控制器25藉由振動電動機26振動之視訊遊戲。圖2係用 以說明在本發明達成主要之作用的功能區塊圖。 物件顯示手段5 0係具備使用對應物件之畫像資料而 在畫像顯示部3的電視監視器20顯示複數物件的功能。 在物件顯示手段50,複數物件係使用對應物件之畫像資料 而顯示於畫像顯示部3的電視監視器2 0。 加速度資料辨識手段5 1係具備使控制部1辨識從控 制器2 5被連續地輸入至輸入部之加速度資料的功能。在 加速度資料辨識手段5 1,係藉由控制部1辨識從控制器 2 5被連續地輸入至輸入部之加速度資料。如詳細說明,在 加速度資料辨識手段5 1,係使控制部1判斷被控制部1辨 識之加速度資料的値是否爲特定値以上,在控制部1判斷 被控制部1辨識之加速度資料的値爲特定値以上時,則藉 由控制部1辨識加速度資料。此時,因爲在藉由控制部判 斷被控制部辨識之加速度資料的値爲特定値以上時,加速 度資料係藉由控制部辨識,故即使玩家使控制器微妙地移 動,可防止與控制器之移動連動而發生物件(例如,球 棒)移動。即,可防止玩家不經意地使控制器移動時的錯 誤操作。 時間間隔資料辨識手段52係具備將從控制器25被連 續地輸入至輸入部之加速度資料的時間間隔作爲時間間隔 -24- (22) (22)1316867 資料而使控制部1辨識的功能。在時間間隔資料辨識手段 52 ’從控制器25被連續地輸入至輸入部之加速度資料的 時間間隔係作爲時間間隔資料而藉由控制部1辨識。 速度資料計算手段5 3係具備依據被控制部1辨識之 加速度資料及時間間隔資料’使控制部計算出控制器2 5 的速度之大小資料的功能。在速度資料計算手段5 3,係依 據被控制部1辨識之加速度資料及時間間隔資料,而藉由 控制部1計算出控制器2 5的速度之大小資料。又,速度 資料計算手段5 3係具備依據被控制部1辨識之加速度資 料及時間間隔資料,使控制部計算出控制器2 5的位置資 料的功能。在速度資料計算手段53,係依據被控制部〗辨 識之加速度資料及時間間隔資料,而藉由控制部1計算出 控制器2 5的位置資料。如詳細說明,在速度資料計算手 段5 3,藉由使用時間間隔資料來使控制部1積分計算被連 續地輸入至操作輸入部5之加速度資料,而藉由控制部1 計算出控制器25的速度之大小資料。然後,藉由使用時 間間隔資料來使控制部1積分計算速度的大小資料,而藉 由控制部1計算出控制器25的位置資料。 物件移動速度資料計算手段54係具備依據控制器25 的速度之大小資料,使控制部1計算出物件的速度之大小 資料。在物件移動速度資料計算手段54,係依據控制器 2 5的速度之大小資料,藉由控制部1計算出物件的速度之 大小資料。如詳細說明,在物件移動速度資料計算手段 54,係藉由控制部1計算出對應控制器25的速度之大小 -25- (23) (23)1316867 資料的物件的速度之大小資料。如更詳細說明,在物件移 動速度資料計算手段54,係藉由利用控制部1執行將控制 器25的速度之大小資料乘以畫像顯示用的修正係數之計 算’而藉由控制部1計算出物件的速度之大小資料。再 者’在本實施形態,揭示藉由將控制器25的速度之大小 資料乘以畫像顯示用的修正係數而計算出物件的速度之大 小資料之狀況的範例,但是,設定爲於遊戲程式中預先規 定,控制器25的速度之大小與畫像顯示部3的電視監視 器20之物件的速度之大小(速度的大小乘以修正係數之 速度)的對應表格,而依據在遊戲程式的載入時,從記錄 媒體10供給至記憶部2之對應表格,藉由控制部1選擇 對應速度之大小資料的物件之移動速度資料亦可。 其他物件速度資料辨識手段5 5係具備使控制部1辨 識其他物件的速度之大小資料的功能。在其他物件速度資 料辨識手段5 5,係藉由控制部1辨識其他物件的速度之大 小資料。在此,其他物件的速度之大小資料係於控制器2 5 中進行關於其他物件的速度之操作時,以與先前相同之方 法來藉由控制部1計算出速度之大小資料。 其他物件位置資料辨識手段56係具備使控制部1辨 識其他物件之位置資料的功能。在其他物件位置資料辨識 手段5 6 ’係藉由控制部1辨識其他物件的位置資料。 物件移動狀態顯示手段57係具備將顯示於畫像顯示 部3的電視監視器20之複數物件的至少之一以藉由物件 的速度之大小資料規定之速度移動的狀態,使用對應物件 -26- (24) (24)1316867 之畫像資料而連續地顯示於畫像顯示部3的電視監視器2 Ο 的功能。在物件移動狀態顯示手段5 7,顯示於畫像顯示部 3的電視監視器2 0之複數物件的至少之一以藉由物件的速 度之大小資料規定之速度移動的狀態係使用對應物件之畫 像資料而連續地顯示於畫像顯示部3的電視監視器20。 其他物件移動狀態顯示手段5 8係具備將其他物件以 藉由其他物件的速度之大小資料規定之速度移動的狀態, 使用對應其他物件之畫像資料而連續地顯示於畫像顯示部 3的電視監視器20的功能。在其他物件移動狀態顯示手段 5 8,其他物件以藉由其他物件的速度之大小資料規定之速 度移動的狀態係使用對應其他物件之畫像資料而連續地顯 示於畫像顯示部3的電視監視器20的功能。 範圍資料辨識手段59係具備使控制部1辨識複數物 件的顯示範圍內之座標資料的功能。在範圍資料辨識手段 59,係藉由控制部辨識複數物件的顯示範圍內之座標資 料。 物件一致判斷手段60係具備使控制部判斷,以藉由 物件的速度之大小資料規定之速度移動之物件的顯示範圍 內之座標資料是否一致於其他物件的顯示範圍內之座標資 料的功能。在物件一致判斷手段60,係藉由控制部1判 斷,以藉由物件的速度之大小資料規定之速度移動之物件 的顯示範圍內之座標資料是否一致於其他物件的顯示範圍 內之座標資料。 振動控制資料計算手段61係具備在藉由控制部1判 -27- (25) (25)1316867 (1) IX. [Technical Field] The present invention relates to a video game program, In particular, it is used to display a plurality of objects in the image display unit. The object is moved according to the acceleration sensor acceleration data when the controller of the detector and the vibration mechanism moves. And when the moving object touches, A video game that causes the controller to vibrate by a vibrating mechanism. Performing the view of the video game implemented by the video game program, And the video game control method implemented by the game program can be controlled by a computer.  [Prior Art] Various video games have been proposed by the prior art. Executed in these video game devices. E.g, The general game device has: The monitor is a separate game console body, And the game machine body is an input (such as a controller). The controller system is equipped with an input unit number input button. In such a game device, an object displayed on a monitor can be operated by an operation.  And in such a game device, The status of the battle game baseball game). In a baseball game, By operating the control button, And can display objects displayed on the monitor, (E.g,  The bat) action (refer to Non-Patent Document 1). at this time, First hit the ball cursor selection button, The hitting cursor is set to either one of the hitting strikes. then, Press the top and bottom of the cross button to make other objects detected by the computer's acceleration sense. About the game video game, the video game, Lose with the body, For example, reset the button,  (E.g,  The player's role is changed by pressing or pressing the left and right buttons -4 - (2) 1316867 when the hitting cursor system moves up, down, left, and right. then, When the ball thrown from the pitcher's character reaches the passing position of the ball striking face, If the bat can hit the ball object and press the X button, the hitter character begins to swing the bat. then, The bat displayed on the monitor starts moving at a certain speed. then, When the ball is thrown, when it reaches the hitting surface, If you hit the ball with a bat moving in the monitor,  The ball that is thrown is shot by the bat. at this time, The condition of hitting the ball with the core of the bat' controller is vibrating in a weaker vibration mode. Without hitting the ball with the core of the bat, The controller vibrates in a strong vibration mode.  [Non-Patent Document 1] Live PAW AFURU Professional Baseball 9 definitive version, Komemei Co., Ltd., P S 2 version [Summary content] In a conventional baseball game, The controller generates vibration by using either a vibration type in which the ball is hit by the core of the bat and a vibration pattern in which the ball is not hit by the core of the bat. With this, The player can simulate the feeling of hitting the player in real baseball by the vibration of the controller. however, When hitting in real baseball, the hitter's feeling is not only whether the ball is hit by the bat's core. It is also significantly affected by the speed of the hitter's swing. In order to experience this feeling in a simulated way by the controller, The player's swing speed must be assessed (for example, The speed of movement of the bat displayed on the monitor), Based on this evaluation, data is generated to vibrate the controller. however,  -5- (3) (3) 1316867 In the conventional baseball game, Because the speed at which the bat moves is not properly evaluated (ie, Hit the swing speed), So when hitting the ball with a bat, It is difficult to make the vibration of the controller vibrate in response to the swing speed of the hitter.  The object of the present invention is to realize acceleration data detected by an acceleration sensor when moving according to a controller in which the acceleration sensor and the vibration mechanism are moved. Move the object, And the controller vibrates by the vibration mechanism when the moving object contacts other objects.  About the video game program for applying for the patent scope, item 1, Used to enable the display of multiple objects in the image display portion. The object is moved according to the acceleration data detected by the acceleration sensor while the controller of the acceleration sensor and the vibration mechanism is moving, And when the moving object touches other objects, a computer that causes the controller to vibrate the video game by a vibrating mechanism, A program that implements the following functions.  (1) object display function, A plurality of objects are displayed on the image display portion using the image data of the corresponding object.  (2) Acceleration data identification function, The control unit is caused to recognize the acceleration data continuously input from the controller to the input unit.  (3) Time interval data identification function, The time interval from which the controller is continuously input to the acceleration data of the input unit, The control unit recognizes the time interval data.  (4) Speed data calculation function, The control unit calculates the magnitude of the controller based on the acceleration data and the time interval data identified by the control unit.  (5) Object movement speed data calculation function, According to the controller's -6 - (4) (4) 1316867 speed data, The control unit calculates the magnitude of the speed of the object.  (6) Object movement status display function, At least one of the plurality of objects displayed on the image display portion is moved at a speed specified by the speed of the object. The image display unit is continuously displayed on the image display unit using the image data of the corresponding object.  (7) Scope data identification function, The control unit is configured to identify coordinate data within the display range of the plurality of objects.  (8) Object consistent judgment function, Let the control department judge, Whether the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data in the display range of other objects.  (9) Vibration control data calculation function, When it is judged by the control unit that the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data in the display range of the other object, The control unit calculates the vibration control data for controlling the vibration of the controller in response to the speed specified by the speed of the object.  (1 〇) vibration control data dispatch function, The control unit sends a command to output the vibration control data to the controller.  In the game realized by the program, In the object display function, The plurality of objects are displayed on the image display portion using the image data of the corresponding object.  In the acceleration data identification function, The acceleration data continuously input to the input unit from the controller is recognized by the control unit. In the time interval data identification function, The time interval from which the controller is continuously input to the acceleration of the input (5) (5) 1316867 data. It is recognized by the control unit as time interval data. In the speed data calculation function, Based on the acceleration data and time interval data identified by the control department, The size of the controller's speed is calculated by the control unit. In the object movement speed data calculation function, Based on the speed of the controller, The size of the speed of the object is calculated by the control unit. In the object movement status display function, At least one of the plurality of objects displayed on the image display unit is continuously displayed on the image display unit using the image data of the corresponding object at a speed specified by the speed of the object. In the range data identification function, The coordinate data in the display range of the plurality of objects is identified by the control unit. In the object consistent judgment function, Determined by the control department, Whether the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data in the display range of other objects. In the vibration control data calculation function, When it is judged by the control unit that the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data in the display range of the other object, The vibration control data for controlling the vibration of the controller is calculated by the control unit in response to the speed specified by the speed of the object. In the vibration control data dispatch function, The command to output the vibration control data to the controller is sent by the control unit.  Take the baseball game realized by the game program as an example. First of all, Multiple objects (for example, The hitter character (including the bat character) and the ball character are displayed on the portrait display unit using the portrait data corresponding to each character. also, The acceleration unit -8 - (6) 1316867, which is continuously input from the controller to the input unit, is identified by the control unit. Then, the time interval of the acceleration information continuously input from the controller to the input unit is recognized as the time interval data by the control unit. Then, According to the acceleration data and time interval data identified by the control department, The size of the controller's speed is calculated by the control unit. then, According to the speed of the controller, The size of the speed of the bat character is calculated by the control unit. Then, the state in which the bat character which is not displayed in the image display portion is moved at a speed defined by the size of the bat's speed data is continuously displayed on the image display portion using the image data corresponding to the bat character. also,  The coordinate data in the display range of the bat character and the ball character is recognized by the control unit. then, Judging by the control department, Whether the coordinate data in the display range of the bat moved by the speed specified by the speed of the bat is consistent with the coordinate data within the display range of the ball character. then, When the coordinate data in the display range of the bat that is moved by the speed specified by the data of the speed of the bat is determined by the control unit to coincide with the coordinate data in the display range of the ball character (when the ball is hit by the bat) ), Then, the control unit calculates vibration control data for controlling the vibration of the controller by the speed specified by the data of the speed of the bat. then, A command to output vibration control data to the controller is sent by the control unit. then, By accepting the vibration mechanism of the vibration control data, Shake the controller.  In the game program, The movement of the bat can be moved by interlocking with the movement of the controller in which the acceleration sensor and the vibration mechanism are built. then, When the ball character is hit by the bat character, Calculate the vibration control data for the controller in response to the speed of the bat character. The controller uses the vibration control data to output the vibration mechanism from the control unit to the controller. With this, The controller can be vibrated in response to the speed of the bat character -9 - (7) 1316867 degrees. which is, When moving objects (bats) touch other objects (balls), The controller can be vibrated by the vibration mechanism in response to the speed of the object (bat).  In the video game program on the second application of the patent scope, In the game program described in item 1, More to achieve the following features.  (1 1 ) other object movement status display function, A state in which other objects are moved at a speed specified by the speed of other objects.  The image display portion is continuously displayed using image data corresponding to other objects.  In the game realized by the program, In the other object movement state display function, the state in which the other object moves at a speed specified by the speed of the other object is continuously displayed on the image display unit using the image data corresponding to the other object. then, In the vibration control data calculation function, when the coordinate data in the display range of the object moved by the speed determined by the speed of the object is determined by the control unit to coincide with the coordinate data in the display range of the other object, The vibration control data for controlling the vibration of the controller is calculated by the control unit by the speed specified by the data of the speed of the object and the speed specified by the speed of the other objects.  Take the baseball game realized by the game program as an example. The state in which the ball character moves at a speed defined by the size of the speed of the ball character is continuously displayed on the image display unit using the image data of the corresponding ball character. Then, the coordinate data in the display range of the bat character that is determined by the control unit to move at the speed specified by the speed data is consistent with the speed specified by the data of the speed of 10-(8) 1316867 degrees. When the coordinates of the ball character are displayed within the range of the coordinates (when the ball is hit by the bat), The vibration control data for controlling the vibration of the controller is calculated by the control unit by the speed specified by the speed of the bat character and the speed specified by the speed of the ball character. then, Sending a command to output vibration control data to the controller by the control unit, The controller is vibrated by receiving the vibration mechanism of the vibration control data.  In the game program, The movement of the bat can be moved by interlocking with the movement of the controller in which the acceleration sensor and the vibration mechanism are built. then, When the ball character is hit by the bat character, Calculate the vibration control data for the controller in response to the speed of the bat character and the speed of the ball character. The controller uses the vibration control data to output the vibration mechanism from the control unit to the controller. With this, The controller can be vibrated depending on the speed of the bat character and the speed of the ball character. which is,  When moving objects (bats) touch other objects (balls), The controller can be vibrated by the vibration mechanism in response to the speed of the object (bat) and the speed of other objects (balls).  In the video game program regarding the third application of the patent scope, In the game program described in item 1, More to achieve the following features.  (1 2) object hardness identification function, The control unit is identified, Corresponding to the hardness of at least one of the hardness of the object moved by the speed specified by the speed of the object and the hardness of the other object.  In the game realized by the program, Attached to the object hardness identification function, By the control part identification, Corresponding to the hardness of the object moving at a speed specified by the speed of the object and the hardness of the other object to -11 - (9) 1316867. then, In the vibration control data calculation function, When it is judged by the control unit that the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data within the display range of the other object, According to the speed specified by the speed of the object, The vibration control information for controlling the vibration of the controller is calculated by the control unit at least one of the hardness of the moving object and the hardness of the other object by the speed of the object.  For example, in the fighting game realized by the game program, the situation in which the sword warrior is hacked to the opponent warrior is taken as an example. By causing the control unit to recognize the hardness of the sword character and the hardness of the opponent's character by the speed specified by the speed of the sword's speed data (for example, The hardness of the armor of the opponent warrior character), When the coordinate data in the display range of the sword color which is determined by the control unit to determine the speed of the movement by the speed data is consistent with the coordinate data in the display range of the opponent warrior character, In response to the speed specified by the speed of the sword character, The vibration control data for controlling the vibration of the controller is calculated by the control unit by the hardness of the sword character and the hardness of the armor of the opponent warrior character. then, Sending a command to output vibration control data to the controller by the control unit, The controller is vibrated by receiving the vibration mechanism of the vibration control data.  In the game program, The sword character can be moved by interlocking with the movement of the controller in which the acceleration sensor and the vibration mechanism are built. then, When the opponent warrior character can be cut by the sword character, Calculate the speed of the role of the sword, Sword The hardness of the character and the vibration of the armor of the opponent's warrior character. -12- (10) (10) 1316867 Control data The vibration control data of the controller is output from the control unit to the vibration mechanism of the controller. With this, The controller can be vibrated. which is, When the moving object (sword) touches other objects (the opponent warrior), The controller can vibrate by the vibration mechanism in response to the hardness of the object (sword) and the hardness of other objects (the opponent's warrior).  In the video game program regarding the application of patent item 4, In the game program described in item 1, More to achieve the following features.  (1 1 ) other object movement status display function, A state in which other objects are moved at a speed specified by the speed of other objects.  The image display portion is continuously displayed using image data corresponding to other objects.  (1 2) object hardness identification function, The control unit is identified, Corresponding to the hardness of at least one of the hardness of the object moved by the speed specified by the speed of the object and the hardness of the other object.  In the game realized by the program, In other object movement status display functions, The state in which the other object moves at a speed specified by the speed of the other object is continuously displayed on the image display unit using the image data corresponding to the other object. then, In the object hardness identification function,  By the control part identification, Corresponding to the hardness of at least one of the hardness of the object moved at a speed specified by the speed of the object and the hardness of the other object. then, In the vibration control data calculation function, When the coordinate data in the display range of the object moved by the speed specified by the data of the speed of the object is judged by the control unit to coincide with the coordinate data in the display range of the other object, Then, according to the speed of the object, the speed specified by the material-13-(11) (11)1316867 and the speed specified by the speed of other objects' corresponds to the speed of the object. The vibration control data for controlling the vibration of the controller is calculated by the control unit by the hardness of at least one of the hardness of the object moving at a speed specified by the data and the hardness of the other object.  Take, for example, the situation in which the first warrior holding a sword and the second warrior holding a sword in the fighting game realized by the game program are cut together. By the control unit recognizing the hardness of the character of the sword of the first warrior moving at the speed specified by the size data of the speed and the hardness of the character of the second warrior who is moving at the speed specified by the size data of the speed, The coordinate data in the display range of the sword character of the first warrior that is determined by the control unit to move at the speed specified by the size data of the speed is consistent with the second warrior moving at the speed specified by the size data of the speed. When the coordinates of the sword character are displayed within the range,  Then, according to the speed specified by the speed of the sword of the 1st warrior,  With the speed specified by the size of the speed of the sword of the 2nd warrior, The hardness of the sword of the 1st warrior that moves at a speed specified by the speed data. The hardness of the 2nd Warrior Sword that moves at a speed specified by the speed data. The vibration control data for controlling the vibration of the controller is calculated by the control unit. then, Sending a command to output vibration control data to the controller by the control unit, The controller is vibrated by a vibration mechanism that accepts the vibration control data.  In the game program, The movement of the controller of the first warrior can be moved by the movement of the controller in which the acceleration sensor and the vibration mechanism are incorporated. at this time,  The sword character of the 1st Warrior is controlled and moved by the AI. then, The first battle -14- (12) (12)1316867 When the sword of the 1st warrior and the 2nd warrior are in contact with the sword of the 2nd warrior, Then calculate the speed of the sword in response to the 1st warrior, The speed of the sword of the 2nd Warrior, The vibration of the controller of the 1st warrior and the hardness of the sword of the 2nd warrior The controller uses the vibration control data to output the vibration mechanism from the control unit to the controller. With this, The controller can be activated. which is, When the moving object (the sword of the 1st warrior) touches other objects (the sword of the 2nd warrior), Can respond to the speed of the object (the sword of the 1st warrior),  The speed of other objects (the sword of the 2nd warrior), The hardness of the object (the sword of the 1st warrior) and the hardness of the other object (the sword of the 2nd warrior) cause the controller to vibrate by the vibration mechanism.  Regarding the video game device of claim 5, Used to enable the display of multiple objects in the image display portion. The object is moved according to the acceleration data detected by the acceleration sensor while the controller of the acceleration sensor and the vibration mechanism is moving, And when the moving object contacts other objects, the game device that causes the controller to vibrate by the vibration mechanism. The video game device, The system has: Object display means, Displaying a plurality of objects in the image display portion using the portrait material of the corresponding object; Acceleration data identification means, The control unit identifies the acceleration data continuously input from the controller to the input unit: Time interval data identification means, The time interval from which the controller is continuously input to the acceleration data of the input unit, Identifying the control unit as time interval data; Speed data calculation means, Based on the acceleration data and time interval data identified by the control department, Having the control unit calculate the magnitude of the speed of the controller; Object movement speed data calculation means, Based on the speed of the controller, Let the control unit calculate the speed of the object -15- (13) (13) 1316867; Object movement status display means, At least one of the plurality of objects displayed on the image display portion is moved at a speed specified by the speed of the object. Displaying continuously on the image display portion using the image data of the corresponding object; Range data identification means,  Causing the control unit to identify coordinate data within the display range of the plurality of objects; Object consistent judgment means, Let the control department judge, Whether the coordinate data within the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data within the display range of other objects; Vibration control data calculation means, When the coordinate data in the display range of the object moved by the speed specified by the size of the object is determined by the control unit, the coordinate data in the display range of the other object is determined. The control unit calculates the vibration control data for controlling the vibration of the controller according to the speed specified by the speed of the object; And the vibration control data dispatching means "to enable the control department to send out the vibration control data to the controller. The video game control method of the sixth application patent scope, The system can control the display of plural objects in the image display unit. The object is moved according to the acceleration data detected by the acceleration sensor while the controller of the acceleration sensor and the vibration mechanism is moving, And when the moving object touches other objects, A game control method for a video game in which a controller vibrates by a vibrating mechanism. The video game control method, The system has: Object display step, Displaying a plurality of objects in the image display portion using the portrait data of the corresponding object; Speed data identification step, And causing the control unit to recognize the acceleration data continuously input from the controller to the input unit; Time interval data identification step, The time interval between -16-(14)(14)1316867 from the controller being continuously input to the acceleration data of the input unit is recognized as the time interval data by the control unit; The speed data calculation step is based on the acceleration data and time interval data identified by the control unit.  Having the control unit calculate the magnitude of the speed of the controller; Object moving speed data calculation step, Based on the speed of the controller, Having the control unit calculate the magnitude of the velocity of the object; The object moving state display step is a state in which at least one of the plurality of objects displayed on the image display portion is moved at a speed specified by the speed of the object. Continuously displayed on the image display portion using the image data of the corresponding object; Scope data identification steps, Causing the control unit to identify coordinate data within the display range of the plurality of objects; Object consistent judgment step, Let the control department judge, Whether the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data in the display range of other objects; Vibration control data calculation steps, When the coordinate data in the display range of the object moved by the speed specified by the data of the speed of the object is determined by the control unit to coincide with the coordinate data in the display range of the other object, The control unit calculates the vibration control data for controlling the vibration of the controller by the speed specified by the speed of the object; And the vibration control data dispatching steps, The command is sent to the control unit to output the vibration control data to the controller.  [Embodiment] [Structure and Operation of Game Device] FIG. 1 is a view showing an image of a video game device -17-(16)(16)1316867 according to an embodiment of the present invention and a result of processing. Write ram processing.  The main memory of the Department 2 is mainly for storing program data and various materials used in program data. The memory unit 2 is, for example, a recording medium 1  Interface circuit 11, And RAM (Random Access Memory) 12 is composed. The interface circuit ii is connected to the recording medium 10. then, The interface circuit 1 1 and the R Α Μ 1 2 are connected via the bus bar 6. Recording media is used to record program data and image data from the operating system. Sound data and game data composed of various program materials. The recording medium 1 is For example, there is a ROM (Read Only Memory) card, CD, And flexible discs, etc. Memory of program data and game data of the operating system. Furthermore, the recording medium 10 further includes card type memory. The card type memory system is mainly used when the game is interrupted. Used to save various game parameters at the time of the interruption. The RAM 12 is for temporarily storing various materials read from the recording medium 1 or temporarily recording the processing results from the control unit 1.  While the RAM1 2 system stores various materials, Address information indicating the memory location of various materials is also stored. You can specify any address to read and write.  The image display unit 3 is mainly provided with image data for writing to the RAM 1 by the image processing processor 9, And the image data and the like read from the recording medium 1 are output as an image. The image display unit 3 is, for example, a television monitor 20, Interface circuit 21, And a D/A converter (Digital One To - Analog Converter) 22 is constructed. Connected to the D/A converter 22 on the TV monitor 2, The D/A converter 22 is connected to the interface circuit 21°, then A bus bar 6 is connected to the interface circuit 21. here, Portrait -19 - (18) (18)1316867 Here, The sound data is supplied to the D/A converter 15' via the interface circuit 16 where it is converted into an analog sound signal. The analog sound signal is expanded by the expansion circuit I4 from the speaker 13 as a sound output. The sound data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data. For the ADPCM data, in the same way as described above, The sound can be output from the speaker 13. When using PCM data, Convert PCM data to ADP CM data in RAM' and in the same way as above, Sound can be output from the speaker 13.  The operation input unit 5 is mainly composed of an operation information interface circuit 18 and an interface circuit 19. The operating information interface circuit 8 is connected to the controller 25, The interface circuit 18 is also connected to the operation information interface circuit 18. Then, A bus bar 6 is connected to the interface circuit 19.  The controller 25 is an operating device used by the player to input various operational commands. The operation signal corresponding to the player's operation is sent to the CPU 7. The acceleration sensor 24 and the vibration mechanism are housed in the controller 2 5 (for example,  Vibration motor).  The acceleration sensor 24 is, for example, a piezoelectric impedance type, Static capacitance type and magnetic sensor type. Such an acceleration sensor 24 is when the controller 25 moves, The magnitude of the acceleration is measured in response to the movement of the controller 25 and output. The acceleration sensor 24 used herein is a 3-axis acceleration sensor, The magnitude of the acceleration in the three-axis direction is measured and output in response to the movement of the controller 25. which is, When the controller 25 moves, From the acceleration sensor 24, The magnitude of the acceleration in the 3 axis direction is used as the acceleration data. From the controller 2 5 -21 - (21) (21) 1316867 plural objects, The object is moved according to the acceleration data detected by the acceleration sensor 24 when the controller 25 of the acceleration sensor 24 and the vibration motor 26 moves therein. And when the moving object touches other objects, The video game of the controller 25 is vibrated by the vibration motor 26. Figure 2 is a functional block diagram for explaining the main effects achieved by the present invention.  The object display means 50 has a function of displaying a plurality of objects on the television monitor 20 of the image display unit 3 using the image data of the corresponding object.  In the object display means 50, The plurality of objects are displayed on the television monitor 20 of the portrait display unit 3 using the image data of the corresponding object.  The acceleration data identifying means 51 includes a function for causing the control unit 1 to recognize the acceleration data continuously input from the controller 25 to the input unit. Acceleration data identification means 5 1, The acceleration data continuously input from the controller 25 to the input unit is recognized by the control unit 1. As detailed, Acceleration data identification means 5 1, The control unit 1 determines whether or not the enthalpy of the acceleration data recognized by the control unit 1 is equal to or greater than a certain threshold. When the control unit 1 determines that the enthalpy of the acceleration data recognized by the control unit 1 is equal to or greater than a certain threshold, Then, the control unit 1 recognizes the acceleration data. at this time, When it is determined by the control unit that the acceleration data recognized by the control unit is more than or equal to a certain value, Acceleration data is identified by the control department. So even if the player moves the controller subtly, Prevents objects from happening in conjunction with the movement of the controller (for example, Ball stick) moves. which is, It prevents the player from inadvertently making the controller move incorrectly.  The time interval data identification means 52 has a function of recognizing the time interval of the acceleration data continuously input from the controller 25 to the input unit as the time interval -24 - (22) (22) 1316867 data to the control unit 1. The time interval in which the time interval data identifying means 52' is continuously input to the acceleration data of the input unit from the controller 25 is recognized as the time interval data by the control unit 1.  The speed data calculating means 531 has a function of causing the control unit to calculate the magnitude data of the speed of the controller 25 based on the acceleration data and the time interval data recognized by the control unit 1. In the speed data calculation means 5 3, According to the acceleration data and time interval data identified by the control unit 1, The size of the speed of the controller 25 is calculated by the control unit 1. also, The speed data calculation means 5 3 is provided with acceleration data and time interval data which are identified by the control unit 1. The function of the position information of the controller 25 is calculated by the control unit. In the speed data calculation means 53, Based on the acceleration data and time interval data identified by the Control Department. The position data of the controller 25 is calculated by the control unit 1. As detailed, In the speed data calculation section 5 3, The control unit 1 integrates the calculation of the acceleration data continuously input to the operation input unit 5 by using the time interval data. The size of the speed of the controller 25 is calculated by the control unit 1. then, By using the time interval data, the control unit 1 integrates the calculation of the magnitude of the speed data, The position data of the controller 25 is calculated by the control unit 1.  The object moving speed data calculating means 54 is provided with data according to the speed of the controller 25, The control unit 1 calculates the magnitude of the velocity of the object. In the object moving speed data calculation means 54, Based on the speed of the controller 25, The size of the velocity of the object is calculated by the control unit 1. As detailed, In the object movement speed data calculation means 54, The controller 1 calculates the magnitude of the speed of the object corresponding to the magnitude of the speed of the controller 25 -25-(23) (23) 1316867. As explained in more detail, In the object moving speed data calculation means 54, By the control unit 1 executing the calculation of the magnitude of the speed of the controller 25 by the calculation of the correction coefficient for image display, the control unit 1 calculates the magnitude information of the speed of the object. Furthermore, in this embodiment, An example of calculating the state of the size of the object by multiplying the magnitude of the speed of the controller 25 by the correction coefficient for the image display is disclosed. but, Set to be pre-defined in the game program, A table corresponding to the magnitude of the speed of the controller 25 and the speed of the object of the television monitor 20 of the image display unit 3 (the speed of the multiplied by the speed of the correction coefficient). And when the game program is loaded, The corresponding form is supplied from the recording medium 10 to the storage unit 2, The movement speed data of the object corresponding to the size data of the speed may be selected by the control unit 1.  The other object speed data identifying means 5 has a function of causing the control unit 1 to recognize the size of the speed of other objects. In other object speed data identification means 5 5, The size of the speed of other objects is recognized by the control unit 1. here, The speed data of other objects is used in the controller 25 to perform the operation on the speed of other objects. The magnitude of the velocity data is calculated by the control unit 1 in the same manner as before.  The other object position data identifying means 56 has a function of causing the control unit 1 to recognize the position data of other objects. The other object position data identifying means 5 6 ' identifies the position data of other objects by the control unit 1.  The object moving state display means 57 is provided with a state in which at least one of the plurality of objects of the television monitor 20 displayed on the image display unit 3 is moved at a speed defined by the size of the speed of the object. The function of the television monitor 2 画像 of the portrait display unit 3 is continuously displayed using the portrait data of the corresponding object -26-(24) (24) 1316867. In the object movement state display means 5 7, At least one of the plurality of objects of the television monitor 20 displayed on the image display unit 3 is continuously displayed on the image display unit 3 by using the image data of the corresponding object in a state where the speed is moved by the speed specified by the size of the object. TV monitor 20.  The other object movement state display means 580 has a state in which the other object is moved at a speed defined by the size of the speed of the other object.  The function of the television monitor 20 of the image display unit 3 is continuously displayed using image data corresponding to other objects. In other objects moving state display means 5 8, The state in which the other object moves at a speed specified by the size of the speed of the other object is a function of continuously displaying the image of the other object on the television monitor 20 of the image display unit 3.  The range data identifying means 59 has a function of causing the control unit 1 to recognize the coordinate data within the display range of the plurality of objects. In the scope of data identification means 59, The coordinate data in the display range of the plurality of objects is identified by the control unit.  The object matching determination means 60 is provided to cause the control unit to determine, Whether the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the function of the coordinate data in the display range of other objects. In the object matching judgment means 60, It is judged by the control unit 1, Whether the coordinate data in the display range of the object moved by the speed specified by the speed of the object is consistent with the coordinate data in the display range of other objects.  The vibration control data calculation means 61 is provided by the control unit 1 -27-(25) (25)

1316867 斷以藉由物件的速度之大小資料規定之速度移圍 顯示範圍內之座標資料一致於其他物件的顯示氧 標資料時,則使控制部1計算出因應藉由物件把 小資料規定之速度而用以控制控制器2 5的振葡 制資料的功能。 在振動控制資料計算手段6 1,在藉由控制音丨 藉由物件的速度之大小資料規定之速度移動之杉 範圍內之座標資料一致於其他物件的顯示範圍户 料時,則因應藉由物件的速度之大小資料規定5 由控制部1計算出用以控制控制器25的振動二 資料。如詳細說明,在振動控制資料計算功能, 制部1判斷以藉由物件的速度之大小資料規定 之物件的顯示範圍內之座標資料一致於其他物 圍內之座標資料時,則因應藉由物件的速度之 定之速度及藉由其他物件的速度之大小資料規 藉由控制部1計算出用以控制控制器25的振 制資料。 振動控制資料發派手段62係具備使控制部 振動控制資料輸出至控制器25的命令之功能。 制資料發派手段62,振動控制資料輸出至控制| 令係藉由控制部1發派。 [棒球遊戲之打擊振動控制系統之槪要與各種處理 在此,針對棒球遊戲之打擊振動控制系統力口 之物件的 圍內之座 速度之大 之振動控 1判斷以 件的顯示 之座標資 速度而藉 振動控制 在藉由控 速度移動 的顯示範 小資料規 之速度而 之振動控 1發派將 在振動控 25的命 流程] 以說明。 -28- (26) 1316867 又,亦針對圖10及圖11所示之打擊振動控制系統的流 程,同時加以說明。 於本棒球遊戲中’在玩家操作打者角色時,如圖3所 示,投手角色71、具有球棒的打者角色72及基準狀態的 擊球游標區域8 0係顯示於電視監視器2 0 ( S 1 )。在此, 規定基準狀態的擊球游標區域之初始範圍資料係於遊戲程 式中被預先規定’該擊球游標區域80的初始範圍資料係 從記憶部2讀取出而被控制部1辨識。 此時’在按下控制器2 5的投球開始對應按鍵(未圖 示)時而從控制器25送出之訊號被控制部丨受理時,用 以使投手角色7 1開始投球之指令係依據遊戲程式而從控 制部1送出。於是,投手角色71投球動作之狀態係藉由 使對應投手角色71之畫像資料(例如,多邊形資料)連 續地移動,而顯示於電視監視器20(S2)。然後,投手 角色71的特定投球動作結束時,用以從投手角色71使球 釋出之指令係被控制部1辨識(S3 )。 於是’控制部1開始進行從投手角色71釋出之球的 速度之大小資料VB及位置資料的辨識(S 4 )。在此,球 角色74的位置資料係由表示球的中心點(基準點)Bml 之基準座標資料及球的顯示範圍內之座標資料所構成。然 後’從投手角色71釋出之球角色74由投手角色71移動 至打者角色72之狀態係依據表示球的中心點Bml之基準 座標資料而顯示於電視監視器20 (S5)。該狀態係藉由 使對應球角色74之畫像資料從投手角色71往打者角色73 -29- (27) (27)1316867 移動而實現,此時的球角色74之移動係以球的基準點 Bm 1爲基準而藉由控制部1控制。 在從投手角色71釋出之球角色74由投手角色71移 動至打者角色72之狀態顯示於電視監視器20時,如圖4 所示,玩家使控制器25移動時(例如,玩家在持有控制 器25之狀態下與控制器25 —起揮動手腕時:S6),內藏 於控制器2 5之加速度感測器24所檢測之加速度資料G係 從控制器25被連續地輸出至操作輸入部5而輸入至操作 輸入部5 ( S7 )。 於是,藉由控制部1判斷輸入致操作輸入部5之加速 度資料G的絕對値是否爲特定値以上(S8 ),在控制部1 判斷加速度資料G的絕對値爲特定値以上時(在S8爲 Yes),則藉由控制部1辨識加速度資料G(S9)。於 是,球棒與打者角色72 —起移動之狀態(即,打者角色 72揮擊球棒之狀態)的顯示開始指令係從控制部i發派至 畫像顯示部3。在此,被控制部1判斷輸入至操作輸入部 5之加速度資料G的絕對値未滿特定値時(在S 8爲 No) ’加速度資料G係不會藉由控制部i辨識(sl〇)。 即,球棒係不會與打者角色72 —起移動(打者角色72不 會揮擊球棒)。 藉由控制部1依序辨識加速度資料G時,連續地輸入 至操作輸入部5之加速度資料g的時間間隔係作爲時間間 隔資料d t而被控制部1辨識(s 1 1 )。於是,如圖5所 示’藉由使用時間間隔資料dt來使控制部1積分計算被 -30- (28) (28)1316867 控制部1辨識之加速度資料G,而藉由控制部1計算出控 制器25的速度之大小資料V ( S 1 2 )。又,藉由使用時間 間隔資料dt來使控制部1積分計算該控制器25的速度之 大小資料V,而藉由控制部1計算出控制器25的位置資 料(S 1 3 )。 於是,藉由控制部1執行將控制器25的速度之大小 資料V乘以畫像顯示用的修正係數α的計算,而藉由控制 部 1計算出球棒的速度之大小資料 VBT ( α · V ) (S 14 )。然後,藉由控制部1執行將控制器25的位置資 料X轉換爲畫像顯示部3之電視監視器20的位置資料X’ 之計算(參考圖6: S15)。於是,球棒於藉由位置資料 X’規定之位置中,以藉由球棒的速度之大小資料VBT規 定之速度移動的狀態(即,與打者角色72 —起移動之球 棒的移動狀態(揮擊球棒狀態)),係藉由使對應球棒之 畫像資料(例如,多邊形資料)於畫像顯示部3之電視監 視器20中移動而連續地顯示於電視監視器20 ( S 1 6 )。 此時’球棒角色73的位置資料亦藉由控制部1辨識 (s 1 7 )。在此’球棒角色73的位置資料係由表示球棒的 基準點Bm2之基準座標資料及球棒的顯示範圍內之座標 資料所構成。在此對於球棒角色的位置資料係有球棒角色 的顯示區域之擊球游標區域之位置資料對應。 該球棒角色顯示於電視監視器2 0的狀態,係以球棒 角色73以藉由球棒的速度之大小資料VBT規定之速度移 動的方式,使打者角色72及球棒角色73之畫像資料(例 -31 - (29) (29)1316867 如’多邊形資料)以藉由描繪時間間隔資料規定之描繪時 間間隔’連續地移動於電視監視器20而藉此實現。該描 繪時間間隔資料係因應速度的大小資料而藉由控制部1調 整。例如’於遊戲程式中預先規定關於遊戲畫面之球棒的 基準移動速度之大小與基準描繪時間間隔(例如,〇.〇2 秒)’以該基準狀態爲基準’在球棒的移動速度快於基準 移動速度時(即,球棒的移動速度之大小大於基準移動速 度之大小時)’以小於0 · 0 2秒間隔之時間間隔,使多邊 形資料顯不於電視監視器20。另一方面,球棒的移動速度 慢於基準移動速度時(即,球棒的移動速度之大小小於基 準移動速度之大小時),則以大於0 · 0 2秒間隔之時間間 隔,使多邊形資料顯示於電視監視器2 0。此時的描繪時間 間隔係藉由將相對於基準移動速度之計算出之球棒的速度 之大小的比例(比率)乘以描繪時間間隔而計算出。 如此球棒角色顯示於電視監視器後,藉由控制部判 斷,以藉由球棒的速度之大小資料規定之速度移動之球棒 的顯示範圍內之座標資料是否一致於球角色的顯示範圍內 之座標資料(S 1 8 )。具體來說,藉由控制部1判斷是否 以球棒擊中球。然後,如圖7所示,在藉由控制部1判斷 以藉由球棒的速度之大小資料規定之速度移動之球棒的顯 示範圍內(擊球游標80的區域內)之座標資料一致於球 角色74的顯示範圍內之座標資料時(在S18爲Yes ), 則藉由控制部1計算出球角色74的基準點Bml與球棒角 色的基準點Bm2之基準點間距離lm(Si9)。於是,因應 -32- (30) (30)1316867 該基準點間距離im、藉由球的速度之大小資料規定之速 度VB及藉由球棒的速度之大小資料規定之速度,而藉由 控制部1計算出用以控制控制器2 5的振動之振動控制資 料S ( S 2 0 )。於是’從控制部1發派將該振動控制資料s 輸出至控制器25的命令(S21 )。另一方面,藉由控制部 1判斷,以藉由球棒的速度之大小資料規定之速度移動之 球棒的顯示範圍內之座標資料不一致於球的顯示範圍內之 座標資料時(在S 1 8爲No ),基準點間距離I的計算係 並不藉由控制部1執行。 [棒球遊戲之打擊振動控制系統的各手段之處理內容及補 充說明] •速度資料計算手段 藉由控制部1辨識由3軸方向的加速度之大小所構成 之加速度資料G,且從控制器2 5被連續地輸入至操作輸 入部5的加速度資料G ( g X、g y、g z、t )之時間間隔作爲 時間間隔資料dt而藉由控制部1辨識時’如圖5所示’ 使用時間間隔資料dt而藉由控制部1積分計算從控制器 25被連續地輸入至操作輸入部5的加速度資料G ’並藉由 控制部1計算出控制器2 5的3軸方向之速度的大小資料 V ( v X、v y、v z、t )。例如,首先在時刻11被控制部1 辨識加速度資料G1 ( gx 1、gy1、gz 1、t1 ) ’接著在時刻 t2被控制部1辨識加速度資料62 ( gx2、gy2 ' gz2、t2 ) 時,藉由在時刻t2與時刻t1之間’使控制部1執行丨〔 -33- (31) 1316867 G2 ( gx2、gy2、gz2、t2 ) — G1 ( gx 1、gyl、gz 1、1316867 When the coordinate data specified by the data of the velocity of the object is consistent with the displayed oxygen data of other objects, the control unit 1 calculates the speed at which the small data is specified by the object. And the function of controlling the vibration data of the controller 25. In the vibration control data calculation means 161, when the coordinate data in the range of the cedar moving by the speed specified by the speed of the object is controlled to be consistent with the display range of other objects, the object is determined by the object The size of the speed data specification 5 is calculated by the control unit 1 to control the vibration data of the controller 25. As described in detail, in the vibration control data calculation function, the system 1 judges that the coordinate data in the display range of the object specified by the data of the speed of the object is consistent with the coordinate data in the other object, and the object is determined by the object The speed of the speed and the size of the speed of other objects are calculated by the control unit 1 to control the vibration data of the controller 25. The vibration control data dispatching means 62 has a function of outputting a control unit vibration control data to the controller 25. The data distribution means 62, the vibration control data output to the control | command is dispatched by the control unit 1. [The key to the vibration control system of the baseball game and the various treatments here. For the vibration control of the object of the baseball game, the vibration of the vibration control system is judged to be the speed of the display. The vibration control is controlled by the speed of the display of the small data gauge and the vibration control 1 dispatch will be in the life control process of the vibration control 25]. -28- (26) 1316867 Also, the flow of the striking vibration control system shown in Figs. 10 and 11 will be described. In the present baseball game, when the player operates the hitter character, as shown in FIG. 3, the pitcher character 71, the hitter character 72 having the bat, and the hitting cursor area 80 of the reference state are displayed on the television monitor 20 (S 1 ). Here, the initial range data of the hitting cursor region in the predetermined reference state is predetermined in the game program. The initial range data of the hitting cursor region 80 is read from the storage unit 2 and recognized by the control unit 1. At this time, when the signal sent from the controller 25 is received by the control unit when the corresponding start button (not shown) of the controller 25 is pressed, the command for the pitcher 7 1 to start pitching is based on the game. The program is sent from the control unit 1. Then, the state of the pitching action of the pitcher character 71 is displayed on the television monitor 20 by continuously moving the image data (e.g., polygon material) of the corresponding pitcher character 71 (S2). Then, when the specific pitching operation of the pitcher character 71 is completed, the command for releasing the ball from the pitcher character 71 is recognized by the control unit 1 (S3). Then, the control unit 1 starts the identification of the size data VB of the ball released from the pitcher character 71 and the position data (S 4 ). Here, the position data of the ball character 74 is composed of the coordinate data indicating the center point (reference point) Bml of the ball and the coordinate data within the display range of the ball. Then, the state in which the ball character 74 released from the pitcher character 71 is moved from the pitcher character 71 to the hitter character 72 is displayed on the television monitor 20 based on the reference coordinate data indicating the center point Bml of the ball (S5). This state is achieved by moving the portrait material of the corresponding ball character 74 from the pitcher character 71 to the hitter character 73 -29-(27) (27) 1316867, at which time the movement of the ball character 74 is the reference point Bm of the ball. 1 is controlled by the control unit 1 as a reference. When the ball character 74 released from the pitcher character 71 is moved by the pitcher character 71 to the player character 72, the state is displayed on the television monitor 20, as shown in FIG. 4, when the player causes the controller 25 to move (for example, the player is holding When the controller 25 swings the wrist with the controller 25: S6), the acceleration data G detected by the acceleration sensor 24 built in the controller 25 is continuously outputted from the controller 25 to the operation input. The part 5 is input to the operation input unit 5 (S7). Then, the control unit 1 determines whether or not the absolute value of the acceleration data G input to the operation input unit 5 is equal to or greater than a specific value (S8), and when the control unit 1 determines that the absolute value of the acceleration data G is equal to or greater than a certain value (in S8, Yes), the acceleration unit G is recognized by the control unit 1 (S9). Then, the display start command of the state in which the bat and the hitter character 72 move together (i.e., the state in which the hitter character 72 swings the bat) is dispatched from the control unit i to the portrait display unit 3. Here, when the control unit 1 determines that the absolute value of the acceleration data G input to the operation input unit 5 is less than the specific 値 (No at S 8), the acceleration data G is not recognized by the control unit i (s1〇). . That is, the bat system does not move with the hitter character 72 (the hitter character 72 does not swing the bat). When the control unit 1 sequentially recognizes the acceleration data G, the time interval continuously input to the acceleration data g of the operation input unit 5 is recognized as the time interval data d t by the control unit 1 (s 1 1 ). Then, as shown in FIG. 5, the control unit 1 integrates the acceleration data G recognized by the control unit 1 by the -30-(28) (28) 1316867 by using the time interval data dt, and is calculated by the control unit 1. The magnitude of the speed of the controller 25 is V (S 1 2 ). Further, by using the time interval data dt, the control unit 1 integrates the magnitude information V of the controller 25, and the control unit 1 calculates the position information of the controller 25 (S 1 3 ). Then, the control unit 1 performs calculation of multiplying the magnitude V of the speed of the controller 25 by the correction coefficient α for image display, and the control unit 1 calculates the magnitude of the velocity of the bat VBT (α · V). ) (S 14). Then, the control unit 1 performs calculation for converting the position information X of the controller 25 into the position data X' of the television monitor 20 of the portrait display unit 3 (refer to Fig. 6: S15). Then, in the position specified by the positional data X', the bat moves in a state of being moved by the speed specified by the speed of the bat VBT (i.e., the moving state of the bat moving with the hitter character 72 ( The swinging bat state () is continuously displayed on the television monitor 20 by moving the image data (for example, polygon data) of the corresponding bat on the television monitor 20 of the image display unit 3 (S 16 ) . At this time, the positional data of the bat character 73 is also recognized by the control unit 1 (s 1 7 ). The position data of the 'bat character 73' is composed of the reference coordinate data indicating the reference point Bm2 of the bat and the coordinate data within the display range of the bat. Here, the position data of the bat character corresponds to the position data of the hitting cursor area of the display area of the bat character. The bat character is displayed on the state of the television monitor 20, and the portrait character of the hitter character 72 and the bat character 73 is moved in such a manner that the bat character 73 moves at a speed defined by the speed of the bat speed data VBT. (Example-31 - (29) (29) 1316867 The "polygon data" is realized by continuously moving to the television monitor 20 by drawing the time interval defined by the time interval data. The drawing time interval data is adjusted by the control unit 1 in response to the magnitude data of the speed. For example, 'the size of the reference moving speed of the bat on the game screen is predetermined in the game program and the reference drawing time interval (for example, 〇.〇2 seconds) 'based on the reference state', the moving speed of the bat is faster than At the time of the reference moving speed (that is, when the moving speed of the bat is larger than the magnitude of the reference moving speed), the polygon data is not displayed on the television monitor 20 at intervals of less than 0. 02 seconds. On the other hand, when the moving speed of the bat is slower than the reference moving speed (that is, when the moving speed of the bat is smaller than the reference moving speed), the polygon data is made at intervals greater than 0 · 0 2 seconds. Displayed on TV monitor 2 0. The drawing time interval at this time is calculated by multiplying the ratio (ratio) of the magnitude of the bat's speed calculated with respect to the reference moving speed by the drawing time interval. After the bat character is displayed on the television monitor, the control unit determines whether the coordinate data in the display range of the bat that moves at the speed specified by the speed of the bat is consistent with the display range of the ball character. The coordinate data (S 18). Specifically, the control unit 1 determines whether or not the ball is hit by the bat. Then, as shown in FIG. 7, the coordinate data in the display range of the bat (in the region of the hitting cursor 80) which is determined by the control unit 1 to move at the speed specified by the size of the bat speed data is identical to When the coordinate data in the display range of the ball character 74 (Yes in S18), the control unit 1 calculates the distance lm between the reference point Bml of the ball character 74 and the reference point of the bat character Bm2 (Si9). . Therefore, in response to -32-(30) (30)1316867, the distance between the reference points im, the velocity VB specified by the velocity of the ball, and the velocity specified by the velocity of the bat are controlled by The section 1 calculates vibration control data S (S 2 0 ) for controlling the vibration of the controller 25. Then, the command to output the vibration control data s to the controller 25 is dispatched from the control unit 1 (S21). On the other hand, when the control unit 1 determines that the coordinate data in the display range of the bat that is moved by the speed specified by the speed of the bat is inconsistent with the coordinate data in the display range of the ball (at S 1 8 is No), and the calculation of the distance I between the reference points is not performed by the control unit 1. [Processing Contents and Supplementary Description of Each Means of the Baseball Game's Combat Vibration Control System] • The speed data calculation means recognizes the acceleration data G composed of the magnitude of the acceleration in the three-axis direction by the control unit 1, and the slave controller 25 When the time interval of the acceleration data G ( g X, gy, gz, t ) continuously input to the operation input unit 5 is recognized as the time interval data dt by the control unit 1 'as shown in FIG. 5 ' use time interval data Dt, the acceleration data G' continuously input from the controller 25 to the operation input unit 5 is calculated by the control unit 1 and the magnitude information V of the speed of the controller 25 in the three-axis direction is calculated by the control unit 1 ( v X, vy, vz, t). For example, first, the acceleration unit G1 (gx1, gy1, gz1, t1) is recognized by the control unit 1 at time 11 and then the acceleration unit 62 (gx2, gy2 'gz2, t2) is recognized by the control unit 1 at time t2. By the control unit 1 between the time t2 and the time t1, 控制[ -33-(31) 1316867 G2 (gx2, gy2, gz2, t2) - G1 (gx 1, gyl, gz 1,

tl)]_dt之計算,而藉由控制部1計算出控制器25的速 度之大小資料 VI ( vxl、vyl、vzl、tl )。相同地,在時 刻t2之後的時刻t3被控制部1辨識加速度資料G3 (gx3、gy3、gz3、t3 )時,則藉由在時刻t3與時刻t2之 間,使控制部 1 執行 S 〔 G3 ( gx3、gy3、gz3、t3 ) — G2 (gx2、gy2、gz2、t2 ) ] · dt之計算,而藉由控制部1計 算出控制器25的速度之大小資料V2 ( vx2、vy2、VZ2、 t2)。又,在時刻t3之後的時刻t4被控制部1辨識加速 度資料G4 ( gx4、gy4、gz4、t4 )時,則藉由在時刻t4與 時刻t3之間,使控制部1執行S 〔 G4 ( gx4、gy4、gZ4、 t4 ) - G3 ( gx3、gy3、gz3、t3 ) ] . dt 之計算,而藉由控 制部1計算出控制器25的速度之大小資料 V3 ( vx3、 vy3 、 vz3 、 t3)。 如此計算出之控制器25的速度之大小資料V係使用 時間間隔資料dt而藉由控制部1更進而積分計算時,而 藉由控制部1計算出控制器2 5的位置資料X。例如,藉 由在時刻t2與時刻tl之間使控制部1執行丨〔V2 (vx2 ' vy2、vz2、t2 ) — VI (vxl、vyl、vzl、11 ) ]· dt 之計算,而藉由控制部1計算出控制器25的位置資料XI (X1、y 1、z 1、11 )。相同地,藉由在時刻13與時刻t2 之間使控制部1執行S 〔 V3 ( vx3、vy3、vz3、t3 ) — V2 (vx2、Vy2、vz2、t2 ) ] · dt之計算,而藉由控制部1計 算出控制器25的位置資料X2 ( χ2、y2、z2、t2)。 -34- (32) (32)1316867 在控制器25的加速度資料G被控制部1辨識時,藉 由使控制部1執行前述之一·連串的計算,而依據控制器2 5 的加速度資料G,可計算出各時刻的控制器25的速度之 大小資料及位置資料。 再者’於計算前述控制器25的速度之大小資料V及 位置資料X之際,控制器2 5的加速度資料G被控制部1 初始辨識之時刻ts係爲計算開始時刻。又,藉由控制部1 判斷,藉由已修正之擊球游標區域8 0的範圍資料之範圍 內座標資料規定之座標一致於藉由球的範圍內座標資料規 定之球的顯示範圍內座標資料的至少之一時,即,以球棒 擊中球時的時刻te爲計算結束時刻。 •物件移動速度資料計算手段 球棒的速度之大小資料VBT係藉由使控制部1執行 將控制器25的速度之大小資料V乘以畫像顯示用之修正 係數α的計算而計算出。該處理係爲了將依據實際移動之 控制器25的加速度資料G所計算出之速度的大小資料, 修正爲於遊戲中所使用之球棒的移動速度而進行的處理。 例如,藉由使控制部1執行將前述計算出之控制器25的 速度之大小資料VI、V2乘以修正係數α (定數)或因應 控制器25的速度之大小資料VI、V2的修正係數(即, 以控制器2 5的速度之大小資料V作爲變數之修正係數α (V))的計算,而藉由控制部1計算出球棒的速度之大 小資料VBT。 -35- (34) 1316867 顯示範圍內之座標的至少之一時,則藉由控制 角色74的基準點Bml與球棒角色73的基準丨 準點間距離lm。於是,使控制部1執行合成 速度之大小資料規定之速度VBT與藉由球的 資料規定之速度VB的計算,如圖8所示,藉 計算出規定合成速度VG的合成速度資料。 在此,控制部1執行反轉球的向量資料 算。然後,使控制部1執行將球棒的向量資料 棒的基準點Bm2移動至球的基準點Bml之計 使控制部1執行合成球棒的基準點Bm 1之球 量資料之計算。如此,藉由控制部1計算出規 擊出之球的速度與方向之合成向量。再者,各 以球棒擊中球時的球角色74及球棒角色73個 小及移動方向的兩點間座標,而藉由控制部1 於是,如圖9所示,對應基準點間距離1 數7 1係依據第1對應表格而藉由控制部1選 因應合成速度VG與第1參數71的組合,穿 係依據第2對應表格而藉由控制部1選擇。然 2參數r2與振動控制資料S之對應表格(在 應表格),藉由控制部1選擇振動控制資料S 動控制資料S係具有1至7之値。該等振動控 爲表示使振動電動機26振動時的程度之指標 資料S之値越大則振動電動機26的旋轉數越 控制資料S從控制部1被供給至操作輸入部5 部計算出球 黏Bm2與基 藉由球棒的 速度之大小 丨由控制部1 的方向之計 之基點從球 _算。然後, 棒及球的向 定利用球棒 向量係依據 別速度之大 計算出。 m的第1參 擇。然後, ί 2參數7 2 後,依據第 此爲第2對 ;。在此,振 制資料係成 ,振動控制 大。該振動 時,於操作 -37- (35) 1316867 輸入部5中被轉換爲對應振動控制資料S的電 號,而振動電動機26係以對應電動機用訊號之 即,控制器25將會振動。 具體來說,基準點間距離lm爲0時,則爲 棒芯擊中球。爲此,無關於合成速度VG之大小 25的振動將變小。又,基準點間距離lm越比0 未以球棒的棒芯擊中球,因應合成速度VG之大 器25的振動將會變大。 [其他實施形態] (a)在前述實施形態,揭示使用作爲可適 式之電腦之一例的家庭用視訊遊戲裝置之狀況的 是,遊戲裝置係並不限定於前述實施形態,也可 於監視器爲另外構成之遊戲裝置、監視器爲一體 戲裝置、及藉由執行遊戲程式可作爲遊戲裝置而 人電腦及工作站等。 (b )於本發明,亦包含執行如前述之遊戲 記錄該程式並電腦可讀取的記錄媒體。作爲該記 卡匣以外可舉出,例如,電腦可讀取之可撓性碟 記憶體、CD — ROM、DVD、MO、ROM 卡匣、其 (c)在前述實施形態,係已揭示因應基準 lm及合成速度之大小而控制器25的振動程度產 的範例,但是,控制器25的振動之程度係不使 間距離lm而僅因應球棒的速度之大小及合成速 動機用訊 旋轉數。 以球棒的 ,控制器 大,則爲 小,控制 用遊戲程 範例,但 同樣適用 構成之遊 作用之個 的程式及 錄媒體, 、半導體 也者。 點間距離 生變化時 用基準點 度之大小 -38- (36) (36)1316867 而變化亦可。 (d )在前述實施形態,係已揭示因應合成速度之大 小而控制器2 5的振動之程度產生變化時的範例,但是’ 藉由更具備使控制部1辨識,對應物件的硬度及對應其他 物件的硬度之至少任一方的硬度之物件硬度辨識功能的遊 戲程式,在藉由控制部1判斷移動之物件的座標資料一致 於其他物件的顯示範圍內之座標資料時,則因應物件的速 度與對應物件的硬度及對應其他物件之至少任一方的硬度 而使控制部1計算出用以控制控制器25的振動之振動控 制資料亦可。 此時,例如於格鬥遊戲中,連動於內藏有加速度感測 器24及振動電動機26的控制器25之移動而使劍角色移 動,在可藉由劍角色砍對手戰士時,則計算出因應劍角色 的速度、劍角色的硬度及對手戰士的盗甲之硬度的控制器 用振動控制資料。然後,該控制器用振動控制資料係從控 制部1輸出至控制器25的振動機構(例如,振動電動機 26)。藉此,可使控制器25振動。 (e)在前述實施形態,係已揭示因應合成速度之大 小而控制器2 5的振動之程度變化時的範例,但是,更藉 由具備將其他物件以藉由其他物件的速度之大小資料規定 之速度移動的狀態,使用對應其他物件之畫像資料而連續 地顯示於畫像顯示部之其他物件移動狀態顯示功能;及使 控制部1辨識,對應以藉由物件的速度之大小資料規定之 速度移動之物件的硬度及對應其他物件的硬度之至少彳壬_ -39- (37) (37)1316867 方的硬度之物件硬度辨識功能的程式,在藉由控制部1判 斷物件的顯示範圍內之座標資料一致於其他物件的顯示範 圍內之座標資料時,則因應藉由物件的速度之大小資料規 定之速度,與藉由其他物件的速度之大小資料規定之速 度,與對應以藉由物件的速度之大小資料規定之速度移動 之物件的硬度及對應以藉由其他物件的速度之大小資料規 定之速度移動之物件的硬度至少任一方的硬度而使控制部 1計算出用以控制控制器25的振動之振動控制資料。 此時,連動於內藏有加速度感測器24及振動電動機 26的控制器25之移動而使第1戰士的劍角色移動,在第 1戰士的劍角色與第2戰士的劍角色接觸時,則計算出因 應第1戰士的劍之速度、第2戰士的劍之速度、第1戰士 的劍之硬度及第2戰士的劍之硬度的控制器用振動控制資 料。然後,該控制器用振動控制資料係從控制部1輸出至 控制器25的振動機構(例如,振動電動機26 )。藉此, 可使控制器25振動。 〔產業上之利用可能性〕 在本發明係依據在內藏有加速度感測器及振動機構之 控制器移動時而加速度感測器所檢測之加速度資料,使物 件移動,並在移動之物件接觸其他物件時而使控制部計算 出振動控制資料,藉此可使控制器藉由振動機構振動。 【圖式簡單說明】 -40 - (38) (38)1316867 〔圖1〕利用本發明之一實施形態的視訊遊戲裝置之 基本構成圖。 〔圖2〕作爲前述視訊遊戲裝置之一例的功能區塊 圖。 〔圖3〕用以說明顯示於電視監視器的角色之圖。 〔圖4〕用以說明控制器的移動狀態與球棒的移動狀 態之對應之圖。 〔圖5〕用以說明加速度資料、速度資料及位置資料 的關係之圖。 〔圖6〕用以說明將控制器的位置資料轉換至電視監 視器用的位置資料時的映像關係之圖。 〔圖7〕用以說明球與球棒之基準點間距離的計算方 法之圖。 〔圖8〕用以說明球與球棒之速度的合成方法之圖。 〔圖9〕用以說明計算振動控制資料的方法之圖。 〔圖1 0〕用以說明打擊振動控制系統之流程圖。 〔圖1 1〕用以說明打擊振動控制系統之流程圖。 【主要元件符號說明】 1 :控制部 5:操作輸入部 2〇 :電視監視器 24 :加速度感測器 25 :控制器 -41 - (39) (39)1316867 5 Ο ·物件顯不手段 5 1 :加速度資料辨識手段 52 :時間間隔資料辨識手段 5 3 :速度資料計算手段 54 :物件移動速度資料計算手段 5 5 :其他物件速度資料辨識手段 56 :其他物件位置資料辨識手段 57 :物件移動狀態顯示手段 5 8 :其他物件移動狀態顯示手段 59 :範圍資料辨識手段 60 ·‘物件一致判斷手段 6 1 :振動控制資料計算手段 62 :振動控制資料發派手段 7 1 :投手角色 72 :打者角色 7 3 :球棒角色 7 4 :球角色The calculation of the speed of the controller 25 is calculated by the control unit 1 (vxl, vyl, vzl, t1). Similarly, when the control unit 1 recognizes the acceleration data G3 (gx3, gy3, gz3, t3) at the time t3 after the time t2, the control unit 1 causes the control unit 1 to execute S [G3 (between the time t3 and the time t2). Gx3, gy3, gz3, t3) - G2 (gx2, gy2, gz2, t2)] · dt is calculated, and the magnitude of the speed of the controller 25 is calculated by the control unit 1 (vx2, vy2, VZ2, t2) ). When the control unit 1 recognizes the acceleration data G4 (gx4, gy4, gz4, t4) at time t4 after time t3, the control unit 1 executes S [G4 (gx4) between time t4 and time t3. , gy4, gZ4, t4) - G3 (gx3, gy3, gz3, t3)]. The calculation of dt, and the magnitude of the speed of the controller 25 is calculated by the control unit 1 (vx3, vy3, vz3, t3) . The magnitude V of the speed of the controller 25 thus calculated is calculated by the control unit 1 using the time interval data dt, and the position data X of the controller 25 is calculated by the control unit 1. For example, by causing the control unit 1 to perform the calculation of 丨[V2 (vx2 ' vy2, vz2, t2 ) - VI (vxl, vyl, vzl, 11)]·dt between time t2 and time t1, by controlling The part 1 calculates the position data XI (X1, y 1, z 1 , 11 ) of the controller 25. Similarly, by the control unit 1 performing the calculation of S [ V3 ( vx3, vy3, vz3, t3 ) - V2 (vx2, Vy2, vz2, t2)] · dt between time 13 and time t2, The control unit 1 calculates the position data X2 (χ2, y2, z2, t2) of the controller 25. -34- (32) (32) 1316867 When the acceleration data G of the controller 25 is recognized by the control unit 1, the control unit 1 executes the aforementioned one-to-one series calculation, and according to the acceleration data of the controller 25. G, the magnitude and position data of the speed of the controller 25 at each moment can be calculated. Further, when calculating the magnitude data V and the position data X of the controller 25, the time ts at which the acceleration data G of the controller 25 is initially recognized by the control unit 1 is the calculation start time. Further, the control unit 1 determines that the coordinates defined by the coordinate data in the range of the range data of the corrected hitting cursor area 80 are the same as the coordinate data in the display range of the ball specified by the coordinate data in the range of the sphere. At least one of them, that is, the time te when the bat hits the ball is the calculation end time. • Object movement speed data calculation means The size of the speed of the bat is calculated by the control unit 1 by multiplying the magnitude V of the speed of the controller 25 by the correction coefficient α for image display. This processing is performed to correct the size data of the speed calculated based on the acceleration data G of the controller 25 actually moved to the moving speed of the bat used in the game. For example, by causing the control unit 1 to perform multiplication of the magnitude information VI, V2 of the previously calculated controller 25 by the correction coefficient α (constant) or the correction coefficient of the magnitude VI, V2 in response to the speed of the controller 25 (That is, the magnitude V of the speed of the controller 25 is used as the correction coefficient α (V) of the variable), and the magnitude of the velocity of the bat VBT is calculated by the control unit 1. -35- (34) 1316867 When at least one of the coordinates in the range is displayed, the distance lm between the reference point Bml of the character 74 and the reference point of the bat character 73 is controlled. Then, the control unit 1 calculates the speed VBT defined by the size of the combined speed data and the speed VB defined by the data of the ball, and calculates the combined speed data of the predetermined combined speed VG as shown in Fig. 8 . Here, the control unit 1 performs vector data calculation of the reverse ball. Then, the control unit 1 executes the calculation of the reference point Bm2 of the vector data bar of the bat to the reference point Bml of the ball, and causes the control unit 1 to calculate the spherical amount data of the reference point Bm 1 of the synthetic bat. In this manner, the control unit 1 calculates a composite vector of the speed and direction of the ball that is being measured. Furthermore, the ball character 74 and the bat character 73 are small and the coordinates of the two points in the moving direction when the bat hits the ball, and the distance between the reference points is as shown in FIG. In the first correspondence table, the control unit 1 selects the combination of the combined speed VG and the first parameter 71, and the number is based on the second correspondence table and is selected by the control unit 1. However, the correspondence table of the parameter r2 and the vibration control data S (in the form) is selected by the control unit 1 to select the vibration control data S. The motion control data S has a range of 1 to 7. When the vibration control is such that the degree of the index data S when the vibration motor 26 is vibrated is larger, the number of rotations of the vibration motor 26 is controlled. The data S is supplied from the control unit 1 to the operation input unit 5 to calculate the ball viscosity Bm2. The base point from the direction of the control unit 1 by the speed of the bat is calculated from the ball. Then, the rod and the ball are calculated using the bat vector based on the speed of the other. The first choice of m. Then, after ί 2 parameter 7 2, the second pair is based on this; Here, the vibration data is formed and the vibration control is large. This vibration is converted into an electric signal corresponding to the vibration control data S in the operation portion -37-(35) 1316867, and the vibration motor 26 is in response to the motor signal, that is, the controller 25 vibrates. Specifically, when the distance lm between the reference points is 0, the rod hits the ball. For this reason, the vibration of the size 25 of the synthesizing speed VG will become small. Further, the distance lm between the reference points is smaller than 0. The ball is not hit by the core of the bat, and the vibration of the large unit 25 of the combined speed VG is increased. [Other Embodiments] (a) In the above-described embodiment, a state in which a video game device for a home is used as an example of a suitable computer is disclosed. The game device is not limited to the above-described embodiment, and may be a monitor. The game device, the monitor, and the like, and the game program can be used as a game device, such as a computer and a workstation. (b) The present invention also includes a recording medium that executes the program as described above and records the program and is readable by a computer. Examples of the card cartridge include, for example, a computer-readable flexible disk memory, a CD-ROM, a DVD, an MO, and a ROM cartridge. (c) In the above embodiment, the reference standard has been disclosed. An example of the degree of vibration of the controller 25 by the magnitude of the lm and the speed of the synthesis, however, the degree of vibration of the controller 25 is such that the distance lm is not determined and only the magnitude of the speed of the bat and the number of revolutions of the composite speed are used. For the bat, the controller is large, it is small, and the control game example is used, but the same applies to the programs and recording media that make up the tour, and the semiconductor. When the distance between points is changed, the size of the reference point is -38- (36) (36) 1316867 and the change is also possible. (d) In the above-described embodiment, an example has been disclosed in which the degree of vibration of the controller 25 changes in accordance with the magnitude of the combined speed, but the hardness of the corresponding object and the corresponding other are further included by the control unit 1. The game program for the hardness identification function of the object having the hardness of at least one of the hardness of the object is determined by the control unit 1 when the coordinate data of the moving object is consistent with the coordinate data in the display range of the other object, and the speed of the object is determined. The control unit 1 may calculate the vibration control data for controlling the vibration of the controller 25 in accordance with the hardness of the object and the hardness of at least one of the other objects. At this time, for example, in a fighting game, the movement of the controller 25, which incorporates the acceleration sensor 24 and the vibration motor 26, moves the sword character, and when the opponent is warned by the sword character, the response is calculated. The controller uses the vibration control data for the speed of the sword character, the hardness of the sword character, and the hardness of the opponent's pirate. Then, the controller outputs the vibration mechanism (e.g., the vibration motor 26) from the control unit 1 to the controller 25 using the vibration control data. Thereby, the controller 25 can be vibrated. (e) In the above embodiment, an example in which the degree of vibration of the controller 25 is changed in response to the magnitude of the combined speed has been disclosed, but it is also provided by providing data on the size of other objects by the speed of other objects. The state in which the speed is moved is displayed in the other object moving state display function continuously displayed on the image display unit using the image data corresponding to the other object; and the control unit 1 recognizes that the speed is shifted by the speed specified by the speed of the object. The hardness of the object and the hardness of the object corresponding to at least 彳壬 - -39- (37) (37) 1316867 square hardness of the object hardness identification function, the coordinates of the display within the display range of the object by the control unit 1 When the data is consistent with the coordinate data in the display range of other objects, the speed specified by the data of the speed of the object, the speed specified by the data of the speed of other objects, and the speed of the object by the speed of the object The size of the data specified by the size of the data to move the hardness of the object and the corresponding speed specified by the speed of other objects The hardness of the mobile object according to any one of the hardness of at least controls the vibration controller 25 for controlling the vibration of the control unit 1 calculates information. At this time, the movement of the controller 25 in which the acceleration sensor 24 and the vibration motor 26 are incorporated is moved to move the sword character of the first warrior, and when the sword character of the first warrior comes into contact with the sword character of the second warrior, Then, the controller vibration control data of the controller is calculated according to the speed of the sword of the first warrior, the speed of the sword of the second warrior, the hardness of the sword of the first warrior, and the hardness of the sword of the second warrior. Then, the controller outputs a vibration mechanism (for example, the vibration motor 26) from the control unit 1 to the controller 25 using the vibration control data. Thereby, the controller 25 can be vibrated. [Industrial Applicability] In the present invention, the acceleration data detected by the acceleration sensor is moved according to the controller in which the acceleration sensor and the vibration mechanism are moved, so that the object moves and contacts the moving object. Other items sometimes cause the control unit to calculate the vibration control data, whereby the controller can be vibrated by the vibration mechanism. [Brief Description of the Drawings] - 40 - (38) (38) 1316867 [Fig. 1] A basic configuration diagram of a video game device according to an embodiment of the present invention. Fig. 2 is a functional block diagram showing an example of the video game device. [Fig. 3] A diagram for explaining the character displayed on the television monitor. Fig. 4 is a view for explaining the correspondence between the movement state of the controller and the movement state of the bat. [Fig. 5] A diagram for explaining the relationship between acceleration data, velocity data, and position data. Fig. 6 is a view for explaining the mapping relationship when the position data of the controller is converted to the position data for the television monitor. [Fig. 7] A diagram for explaining a method of calculating the distance between the reference point of the ball and the bat. Fig. 8 is a view for explaining a method of synthesizing the speed of the ball and the bat. [Fig. 9] A diagram for explaining a method of calculating vibration control data. [Fig. 10] A flow chart for explaining the vibration control system. [Fig. 1 1] A flow chart for explaining the vibration control system. [Description of main component symbols] 1: Control section 5: Operation input section 2: TV monitor 24: Acceleration sensor 25: Controller-41 - (39) (39) 1316867 5 Ο · Object display means 5 1 : Acceleration data identification means 52 : Time interval data identification means 5 3 : Speed data calculation means 54 : Object movement speed data calculation means 5 5 : Other object speed data identification means 56 : Other object position data identification means 57 : Object movement status display Means 5 8 : Other object movement state display means 59 : Range data identification means 60 - 'object matching determination means 6 1 : Vibration control data calculation means 62 : Vibration control data distribution means 7 1 : Pitcher role 72 : Hitler role 7 3 : Bat Character 7 4 : Ball Character

Bml :球的基準點 Bm2 :球棒的基準點 dt :時間間隔 f =映像函數 G :控制器的加速度資料 V :控制器的速度之大小資料 X :控制器的位置資料 -42- (40) (40)1316867 VB :球的速度之大小資料 VBT :球棒的速度之大小資料 α :修正係數 r 1 :第1參數 r 2 :第2參數 S :振動控制資料 1 m :基準點間距離Bml: ball reference point Bm2: bat benchmark point dt: time interval f = mapping function G: controller acceleration data V: controller speed size data X: controller position data - 42- (40) (40) 1316867 VB: The speed of the ball. VBT: The speed of the bat. Data α: Correction factor r 1 : 1st parameter r 2 : 2nd parameter S : Vibration control data 1 m : Distance between reference points

Claims (1)

1316867 月沿修(患)正替換頁 十、申請專利範圍 第95 1 4 1 245號專利申請案 中文申請專利範圍修正本 民國98年6月25曰修正 1.—種記錄視訊遊戲程式的記錄媒體,其特徵爲用以 使可實現在畫像顯示部顯示複數物件,依據在內藏有加速 度感測器及振動機構之控制器移動時而前述加速度感測器 φ 所檢測之加速度資料來使物件移動,並在移動之前述物件 接觸其他物件時,使前述控制器藉由前述振動機構振動之 視訊遊戲的電腦,實現以下功能: 物件顯示功能,係使用對應前述物件之畫像資料而在 ' 前述畫像顯示部顯示複數前述物件; ' 加速度資料辨識功能,係使控制部辨識從前述控制器 連續輸出之前述加速度資料; 時間間隔資料辨識功能,係將從前述控制器連續輸出 Φ 之前述加速度資料的時間間隔,作爲時間間隔資料而使控 制部辨識; 速度資料計算功能,係依據被控制部辨識之前述加速 度資料及前述時間間隔資料,使控制部計算出控制器的速 度之大小資料; 物件移動速度資料計算功能,係依據前述控制器的速 度之大小資料,使控制部計算出前述物件的速度之大小資 料; 物件移動狀態顯示功能,係因應用以規定顯示於前述 1316867 p—-- 0年厶月抑修(惠)正替換頁 畫像顯示部之複數前述物件中至少1個物件之基準移動速 度的基準移動速度資料所相對之前述至少1個物件的速度 之大小資料的比例,算定將規定前述至少1個物件之基準 描繪時間間隔的基準描繪用時間間隔資料設爲基準的描繪 時間間隔,並以被算定之前述描繪時間間隔,將前述至少 1個物件於3維遊戲空間中以藉由前述至少1個物件的速 度之大小資料規定之速度移動之狀態,使用對應前述物件 的畫像資料,連續地顯示於前述畫像顯示部; $ 範圍資料辨識功能,係使控制部辨識3維遊戲空間之 複數前述物件的顯示範圍內之座標資料; 物件一致判斷功能,係使控制部判斷於3維遊戲空間 中以藉由前述物件的速度之大小資料規定之速度移動之前 ^ 述物件的顯示範圍內之座標資料是否一致於其他前述物件 - 的顯示範圍內之座標資料; 振動控制資料計算功能,係在藉由控制部判斷於3維 遊戲空間中以藉由前述物件的速度之大小資料規定之速度 φ 移動之前述物件的顯示範圍內之座標資料一致於其他物件 的顯示範圍內之座標資料時,則因應藉由前述物件的速度 之大小資料規定之速度而使控制部計算出用以控制前述控 制器的振動之振動控制資料;及 振動控制資料發派功能,係在藉由控制部計算出前述 振動控制資料時,使控制部發派將前述振動控制資料輸出 至前述控制器的命令。 2.如申請專利範圍第1項所記載之記錄視訊遊戲程式 -2 - 1316867 r———™- 你年修波)正替換t: 的記錄媒體,其中,更使前述電腦實現以下功能: 其他物件移動狀態顯示功能,係將於3維遊戲空間中 前述其他物件以藉由其他物件的速度之大小資料規定之速 度移動的狀態,使用對應前述其他物件之畫像資料而連續 地顯示於前述畫像顯示部, 在前述振動控制資料計算功能,係在藉由控制部判斷 於3維遊戲空間中以藉由前述物件的速度之大小資料規定 φ 之速度移動之前述物件的顯示範圍內之座標資料一致於其 他前述物件的顯示範圍內之座標資料時,則因應藉由前述 物件的速度之大小資料規定之速度及藉由前述其他物件的 速度之大小資料規定之速度而使控制部計算出用以控制前 _ 述控制器的振動之振動控制資料。 • 3 .如申請專利範圍第1項所記載之記錄視訊遊戲程式 的記錄媒體,其中,更使前述電腦實現以下功能: 物件硬度辨識功能,係使控制部辨識,對應於3維遊 φ 戲空間中以藉由前述物件的速度之大小資料規定之速度移 動之前述物件的藉由儲存記憶部之前述物件用的硬度資料 規定之硬度及對應前述其他物件的藉由儲存記憶部之前述 其他物件用的硬度資料規定之硬度之至少任一方的硬度, 在前述振動控制資料計算功能,係在藉由控制部判斷 於3維遊戲空間中以藉由前述物件的速度之大小資料規定 之速度移動之前述物件的顯示範圍內之座標資料一致於其 他物件的顯示範圍內之座標資料時,則因應藉由前述物件 的速度之大小資料規定之速度與前述至少任一方的硬度而 -3- 1316867 牌修(Cui替換頁 使控制部計算出用以控制前述控制器的振動之振動控制資 料。 4.如申請專利範圍第1項所記載之記錄視訊遊戲程式 的記錄媒體,其中,更使前述電腦實現以下功能: 其他物件移動狀態顯示功能,係將於3維遊戲空間中 前述其他物件以藉由其他物件的速度之大小資料規定之速 度移動的狀態,使用對應前述其他物件之畫像資料而連續 地顯示於前述畫像顯示部;及 物件硬度辨識功能,係使控制部辨識,對應於3維遊 戲空間中以藉由前述物件的速度之大小資料規定之速度移 動之前述物件的藉由儲存記憶部之前述物件用的硬度資料 規定之硬度及對應前述其他物件的藉由儲存記憶部之前述 其他物件用的硬度資料規定之硬度之至少任一方的硬度, 在前述振動控制資料計算功能,係在藉由控制部判斷 於3維遊戲空間中以藉由前述物件的速度之大小資料規定 之速度移動之前述物件的顯示範圍內之座標資料一致於其 他前述物件的顯示範圍內之座標資料時,則因應藉由前述 物件的速度之大小資料規定之速度與藉由前述其他物件的 速度之大小資料規定之速度與前述至少任一方的硬度而使 控制部計算出用以控制前述控制器的振動之振動控制資 料。 5·—種遊戲裝置,係可執行在畫像顯示部顯示複數物 件,依據在內藏有加速度感測器及振動機構之控制器移動 時而前述加速度感測器所檢測之加速度資料來使物件移 -4- 1316867 ——·—- 月疋日修(義}正替換頁 動,並在移動之前述物件接觸其他物件時,使前 藉由前述振動機構振動之視訊遊戲的遊戲裝置, 具備: 物件顯示手段,係使用對應前述物件之畫像 前述畫像顯不部顯示複數前述物件; 加速度資料辨識手段,係使控制部辨識從前 連續輸出之前述加速度資料; Φ 時間間隔資料辨識手段,係將從前述控制器 之前述加速度資料的時間間隔,作爲時間間隔資 制部辨識: 速度資料計算手段,係依據被控制部辨識之 _ 度資料及前述時間間隔資料,使控制部計算出控 • 度之大小資料; 物件移動速度資料計算手段,係依據前述控 度之大小資料,使控制部計算出前述物件的速度 Φ 料; 物件移動狀態顯示手段,係因應用以規定顯 畫像顯示部之複數前述物件中至少1個物件之基 度的基準移動速度資料所相對之前述至少1個物 之大小資料的比例,算定將規定前述至少1個物 描繪時間間隔的基準描繪用時間間隔資料設爲基 時間間隔’並以被算定之前述描繪時間間隔,將 1個物件於3維遊戲空間中以藉由前述至少1個 度之大小資料規定之速度移動之狀態,使用對應 述控制器 其特徵爲 資料而在 述控制器 連續輸出 料而使控 前述加速 制器的速 制器的速 之大小資 示於前述 準移動速 件的速度 件之基準 準的描繪 前述至少 物件的速 前述物件 -5- 13168671316867 Yue Yan repair (affected) is replacing page 10, the scope of application for patents 95 1 4 1 245 Patent application Chinese patent application scope amendments. Amendment of the Republic of China on June 25, 1998 1. Recording media for recording video game programs The feature is that the plurality of objects can be displayed on the image display portion, and the object is moved according to the acceleration data detected by the acceleration sensor φ when the controller of the acceleration sensor and the vibration mechanism is moved. And when the moving object touches the other object, the controller performs the following functions by the computer of the video game vibrating by the vibration mechanism: The object display function is displayed on the image of the image by using the image data corresponding to the object The portion displays the plurality of objects; the acceleration data identification function causes the control unit to recognize the acceleration data continuously outputted from the controller; the time interval data identification function is a time interval for continuously outputting the acceleration data of Φ from the controller , the control unit is identified as the time interval data; the speed data meter The function is based on the acceleration data identified by the control unit and the time interval data, so that the control unit calculates the speed data of the controller; and the object movement speed data calculation function is based on the speed of the controller. The control unit calculates the size information of the speed of the object; the object movement state display function is displayed in the above-mentioned 1316867 p--- 0 year 抑月抑修修 (惠) is replacing the plurality of objects of the page image display portion The ratio of the reference moving speed data of the reference moving speed of at least one of the objects to the speed of the at least one object is calculated, and the reference drawing time interval data defining the reference drawing time interval of the at least one object is determined a drawing time interval of the reference, and a state in which the at least one object is moved in a speed defined by the size of the speed of the at least one object in the three-dimensional game space at the estimated drawing time interval, Using the image data corresponding to the above objects, continuously displayed in the aforementioned image display The range data identification function is configured to enable the control unit to recognize the coordinate data in the display range of the plurality of objects in the 3-dimensional game space; the object consistency determination function causes the control unit to determine in the 3-dimensional game space by using the foregoing The speed of the object is determined by the speed specified by the data before moving. The coordinate data in the display range of the object is consistent with the coordinate data in the display range of the other objects. The vibration control data calculation function is judged by the control unit. In the 3D game space, when the coordinate data in the display range of the object moving by the speed φ specified by the speed of the object is consistent with the coordinate data in the display range of other objects, the object is The speed is determined by the data, and the control unit calculates the vibration control data for controlling the vibration of the controller; and the vibration control data dispatching function controls the vibration control data by the control unit. The department sends a command to output the aforementioned vibration control data to the aforementioned controller. 2. Recording video game program as described in item 1 of the patent application scope - 2 - 1316867 r - TM - You are repairing the recording medium, which is to replace the t: recording medium, which enables the aforementioned computer to realize the following functions: The object movement state display function is continuously displayed on the image display in a state in which the other objects are moved at a speed specified by the size of the speed of the other objects in the three-dimensional game space, using the image data corresponding to the other objects. In the vibration control data calculation function, the coordinate data in the display range of the object that is determined by the control unit to move at a speed of φ by the speed of the object in the three-dimensional game space is determined by the control unit. In the case of coordinate data within the display range of the other objects, the control unit calculates the speed before the control is determined by the speed specified by the speed of the object and the speed specified by the speed of the other objects. _ The vibration control data of the vibration of the controller. • 3. For the recording media of the recorded video game program described in the first paragraph of the patent application, the computer realizes the following functions: The object hardness identification function is used to identify the control unit, corresponding to the 3-dimensional game space. The hardness of the object to be moved by the speed specified by the speed of the object, and the hardness specified by the hardness data of the object stored in the memory portion and the other objects corresponding to the other objects stored in the memory portion The hardness control data calculation function is the aforementioned vibration control data calculation function, which is determined by the control unit to move at a speed defined by the magnitude of the speed of the object in the three-dimensional game space. When the coordinate data in the display range of the object is consistent with the coordinate data in the display range of other objects, the speed specified by the speed of the object is determined by the speed of at least one of the above-mentioned -3- 1316867 cards ( The Cui replacement page causes the control unit to calculate a vibration control resource for controlling the vibration of the aforementioned controller 4. The recording medium for recording a video game program as described in claim 1 of the patent application, wherein the computer realizes the following functions: other object movement state display function, which is the other object in the 3D game space. The state of moving at a speed defined by the size of the speed of the other object is continuously displayed on the image display unit using the image data corresponding to the other object; and the object hardness recognition function is identified by the control unit, corresponding to 3 The hardness of the object in the dimension of the game space that is moved by the speed specified by the speed of the object, and the hardness specified by the hardness data of the object stored in the memory portion and the storage of the memory portion corresponding to the other object The hardness of at least one of the hardness specified by the hardness data of the other object is determined by the control unit in the 3D game space by the speed specified by the speed of the object. The coordinate data within the display range of the aforementioned moving object is consistent with the other When the coordinate data in the display range of the object is described, the control unit is caused by the speed specified by the speed of the object and the speed specified by the magnitude of the speed of the other object and the hardness of at least one of the aforementioned The vibration control data for controlling the vibration of the controller is calculated. 5. The game device is capable of displaying a plurality of objects in the image display unit, and moving according to the controller including the acceleration sensor and the vibration mechanism. The acceleration data detected by the acceleration sensor is used to move the object -4- 1316867 ——·-- 疋 疋 修 义 义 义 义 正 正 正 正 正 正 正 正 正 正 正 正 正 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换 替换The game device of the video game that vibrates by the vibration mechanism includes: an object display means for displaying the plurality of objects by using the image display portion corresponding to the image of the object; and the acceleration data identification means for causing the control unit to recognize the continuous output from the front Acceleration data; Φ time interval data identification means, which will be from the aforementioned controller The time interval of the acceleration data is identified as the time interval by the Ministry of Capital: The speed data calculation means is based on the data of the degree of identification and the time interval data identified by the control unit, so that the control unit calculates the size of the control and the degree; The data calculation means is configured to cause the control unit to calculate the speed Φ material of the object according to the size of the control, and the object moving state display means is to apply at least one of the plurality of objects in the plurality of objects of the specified image display portion. The ratio of the reference moving speed data of the base degree to the size data of the at least one object is determined by setting the reference drawing time interval data of the at least one object drawing time interval as the base time interval 'and calculating In the drawing time interval, one object is moved in a three-dimensional game space at a speed defined by the size data of at least one degree, and the controller is continuously outputted by using the feature of the corresponding controller as data. And the speed of the speed controller that controls the aforementioned accelerator is shown in the aforementioned quasi-shift The speed of the moving parts is the basis of the standard. The above-mentioned at least the speed of the object The aforementioned object -5 - 1316867 的畫像資料’連續地顯示於前述畫像顯示部; 範圍資料辨識手段,係使控制部辨識3維遊戲空間之 複數前述物件的顯示範圍內之座標資料; 物件一致判斷手段,係使控制部判斷於3維遊戲空間 中以藉由前述物件的速度之大小資料規定之速度移動之前 述物件的顯示範圍內之座標資料是否一致於其他前述物件 的顯示範圍內之座標資料; 振動控制資料計算手段,係在藉由控制部判斷於3維 遊戲空間中以藉由前述物件的速度之大小資料規定之速度 移動之前述物件的顯示範圍內之座標資料一致於其他物件 的顯示範圍內之座標資料時,則因應藉由前述物件的速度 之大小資料規定之速度而使控制部計算出用以控制前述控 制器的振動之振動控制資料;及 振動控制資料發派手段,係在藉由控制部計算出前述 振動控制資料時,使控制部發派將前述振動控制資料輸出 至前述控制器的命令。 6 · —種遊戲控制方法,係可控制在畫像顯示部顯示複 數物件,依據在內藏有加速度感測器及振動機構之控制器 移動時而前述加速度感測器所檢測之加速度資料來使物件 移動,並在移動之前述物件接觸其他物件時,使前述控制 器藉由前述振動機構振動之視訊遊戲的遊戲控制方法,其 特徵爲具備: 物件顯示步驟,係使用對應前述物件之畫像資料而在 前述畫像顯示部顯示複數前述物件; -6- 1316867 q獅月《日修(處)正替換頁 加速度資料辨識步驟,係使控制部辨識從前述控制器 連續輸出之前述加速度資料; 時間間隔資料辨識步驟,係將從前述控制器連續輸出 之前述加速度資料的時間間隔,作爲時間間隔資料而使控 制部辨識; 速度資料計算步驟,係依據被控制部辨識之前述加速 度資料及前述時間間隔資料,使控制部計算出控制器的速 Φ 度之大小資料; 物件移動速度資料計算步驟,係依據前述控制器的速 度之大小資料,使控制部計算出前述物件的速度之大小資 料; ' 物件移動狀態顯示步驟,係因應用以規定顯示於前述 - 畫像顯示部之複數前述物件中至少1個物件之基準移動速 度的基準移動速度資料所相對之前述至少1個物件的速度 之大小資料的比例,算定將規定前述至少1個物件之基準 φ 描繪時間間隔的基準描繪用時間間隔資料設爲基準的描繪 時間間隔,並以被算定之前述描繪時間間隔,將前述至少 1個物件於3維遊戲空間中以藉由前述至少1個物件的速 度之大小資料規定之速度移動之狀態,使用對應前述物件 的畫像資料,連續地顯示於前述畫像顯示部; 範圍資料辨識步驟,係使控制部辨識3維遊戲空間之 複數前述物件的顯示範圍內之座標資料; 物件一致判斷步驟,係使控制部判斷於3維遊戲空間 1316867 齡匕月6日修(政)正替換頁 ------- , _— 述物件的顯示範圍內之座標資料是否—致於其他前述物件 的顯示範圍內之座標資料; 振動控制資料計算步驟,係在藉由控制部判斷於3維 遊戲空間中以藉由前述物件的速度之大小資料規定之速度 移動之前述物件的顯示範圍內之座標資料一致於其他物件 的顯示範圍內之座標資料時,則因應藉由前述物件的速度 之大小資料規定之速度而使控制部計算出用以控制前述控 制器的振動之振動控制資料;及 振動控制資料發派步驟,係在藉由控制部計算出前述 振動控制資料時,使控制部發派將前述振動控制資料輸出 至前述控制器的命令。The image data is continuously displayed on the image display unit; the range data identification means causes the control unit to recognize the coordinate data in the display range of the plurality of objects in the three-dimensional game space; and the object matching determination means causes the control unit to determine Whether the coordinate data in the display range of the object moved by the speed specified by the speed of the object speed in the 3D game space is consistent with the coordinate data in the display range of the other objects; the vibration control data calculation means When it is determined by the control unit that the coordinate data in the display range of the object moved at the speed specified by the size of the speed of the object in the three-dimensional game space coincides with the coordinate data in the display range of the other object, The control unit calculates the vibration control data for controlling the vibration of the controller by the speed specified by the speed of the object, and the vibration control data dispatching means calculates the vibration by the control unit. When the data is controlled, the control unit sends the aforementioned vibration control data A command to the controller. 6 - a game control method for controlling the display of a plurality of objects in the image display portion, and causing the object based on the acceleration data detected by the acceleration sensor when the controller of the acceleration sensor and the vibration mechanism is moved therein a game control method for moving a video game in which the aforementioned controller is vibrated by the vibration mechanism when the moving object contacts the other object, and is characterized in that: the object display step is performed by using the image data corresponding to the object The image display unit displays a plurality of the foregoing objects; -6- 1316867 q Shiyue "Routing" replaces the page acceleration data identification step, and causes the control unit to recognize the aforementioned acceleration data continuously outputted from the controller; time interval data identification The step of identifying the time interval of the acceleration data continuously outputted from the controller as the time interval data is made by the control unit; the speed data calculation step is based on the acceleration data identified by the control unit and the time interval data. The control unit calculates the speed Φ of the controller The data moving speed data calculation step is based on the speed information of the controller, so that the control unit calculates the speed data of the object; the object moving state display step is displayed in the foregoing by the application. The ratio of the reference moving speed data of the reference moving speed of the at least one of the plurality of objects of the display unit to the speed of the at least one object is calculated to determine the reference φ drawing time interval of the at least one object. The reference drawing time interval data is set as a reference drawing time interval, and the at least one object in the three-dimensional game space is determined by the speed of the at least one object by the calculated drawing time interval. The state of the predetermined speed movement is continuously displayed on the image display unit using the image data corresponding to the object; the range data identification step is such that the control unit recognizes the coordinate data in the display range of the plurality of objects in the three-dimensional game space; The object consistent judgment step is such that the control unit judges 3D game space 1316867 Ageing 6th day repair (political) is replacing page -------, _ - Whether the coordinate data in the display range of the object is the coordinate data in the display range of other aforementioned objects; The vibration control data calculation step is performed by the control unit determining that the coordinate data in the display range of the object moved at a speed specified by the speed of the object in the three-dimensional game space is consistent with the display range of the other object. In the internal coordinate data, the control unit calculates the vibration control data for controlling the vibration of the controller by the speed specified by the speed of the object; and the vibration control data dispatching step is borrowed When the control unit calculates the vibration control data, the control unit issues a command to output the vibration control data to the controller. -8--8-
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