`US 6,524,186 B2
`(10) Patent No.:
`*Feb. 25, 2003
`(45) Date of Patent:
`Takatsukaet al.
`
`US006524186B2
`
`(54) GAME INPUT MEANS TO REPLICATE HOW
`OBJECT IS HANDLED BY CHARACTER
`
`5,269,519 A * 12/1993 Malone
`5,288,078 A *
`2/1994 Capperet al.
`
`(75)
`
`Inventors: Susumu Takatsuka, Tokyo (JP);
`Kenkichi Shimooka, Tokyo (JP); Yuji
`Yamada, Tokyo (JP)
`
`(73) Assignee: Sony Computer Entertainment, Inc.,
`Tokyo (JP)
`
`(*) Notice:
`
`This patent issued on a continued pros-
`ecution application filed under 37 CFR
`1.53(d), and is subject to the twenty year
`patent
`term provisions of 35 U.S.C.
`154(a)(2).
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`US.C. 154(b) by 0 days.
`
`(21) Appl. No.: 09/322,776
`
`(22)
`(65)
`
`Filed:
`
`May28, 1999
`Prior Publication Data
`US 2002/0068628 Al Jun. 6, 2002
`
`AU
`AU
`CA
`JP
`JP
`JP
`
`(List continued on next page.)
`FOREIGN PATENT DOCUMENTS
`
`70018/96
`25220/97
`2184001
`4-156875
`9-24161
`9-50539
`
`4/1997
`5/1998
`2/1997
`5/1992
`1/1997
`2/1997
`
`OTHER PUBLICATIONS
`
`Virtual Pool instruction Manual, 1996.*
`Links 386 CD Players Manual, 1995.*
`Gamest Mook vol. 112 The Best Game 2 (Japan) K.K.
`Shinseisha, 17. 01. 98).
`
`Primary Examiner—Michael O’Neill
`(74) Attorney, Agent, or Firm—Katten Muchin Zavis
`Rosenman
`
`(57)
`
`ABSTRACT
`
`An entertainment system and a recording medium on which
`a system is recorded that makes it possible for a character in
`a game space to handle an object so that a player can make
`with respect to an operation device of the entertainment
`system a movementthatis related to the actual way an object
`is handled. A gameis played in the entertainment system in
`Tint. C17 eee ceeceeeeeeeeeeeeeeeeeseeeenenens A63F 13/00
`(SV)
`accordance with this program. Commandsbyaplayer are
`input from an input operation system. Mountedin an optical
`(52) U.S. C1. ce cneeneeeees 463/37; 463/31; 463/43
`disk device built
`into an optical disk controller of the
`entertainment system is a CD-ROM on whichis recorded a
`program by which, using his fingers,
`the player moves
`operation parts of the input operation device with move-
`ments which are related to the way in which objects are
`actually handled by characters in a game space, thereby
`analogously moving the object of the character in the game
`space in two directions. A control system controls the actions
`of player characters on a display screen based on the
`program from the CD-ROM and commandsfrom the input
`operation system.
`
`(30)
`
`Foreign Application Priority Data
`
`Jun. 1, 1998
`
`(IP) vee ceeccceseecseecnsseneeeene 10-151528
`
`(58) Field of Search... 463/1, 2, 4, 5,
`463/6, 7, 8, 23, 31, 35, 36, 37, 38, 39,
`40, 41, 42, 43, 44, 46, 50, 52; 434/21,
`22, 69
`
`(56)
`
`References Cited
`U.S. PATENT DOCUMENTS
`
`4,672,541 A *
`4,817,950 A *
`5,080,377 A *
`5,229,756 A *
`5,239,463 A *
`
`6/1987 Bromleyet al.
`4/1989 Goo
`1/1992 Stamperetal.
`7/1993 Kosugi etal.
`8/1993 Blair et al.
`
`19 Claims, 21 Drawing Sheets
`
`
`
`IRONBURG EX2011, Page 1
`
`IRONBURG EX2011, Page 1
`
`
`
`US 6,524,186 B2
`
`Page 2
`
`U.S. PATENT DOCUMENTS
`5,971,853 A * 10/1999 Kataokaet al. oo... 463/36
`.
`;
`5,989,123 A * 11/1999 Tosaki etal.
`3.435.554 AC 7/1995 Lipson
`6,010,405 A
`‘1/2000 _Morawiec
`oS A : hoon cumer cal
`6,028,593 A *
`2/2000 Rosenbergetal.
`pel
`/
`oto etal.
`6,030,290 A *
`2/2000 Powell
`5,556,107 A *
`9/1996 Carter vieeccccseseeneens 463/35
`-
`6,132,314 A * 10/2000 Aiki
`5,616,078 A *
`4/1997 Oh
`vee
`6,162,123 A * 12/2000 Woolston
`5,643,087 A *
`7/1997 Marcusetal.
`a6,171,187 B1 *
`1/2001 Audebert etal.
`5,649,861 A *
`7/1997 Okano etal.
`ots
`*
`6,200,219 B1 *
`3/2001 Rudell et al.
`ve
`
`5,692,956 A*12/1997 Rifkin . 6,217,444 B1 * 4/2001 Kataoka etal.
`
`5,704,837 A *
`1/1998 Iwasaki et al. oo... 463/38
`ooh
`‘
`*
`6,220,963 B1 *
`4/2001 Meredith
`5,734,370 A
`3/1998 Skodlar
`}
`6,227,968 B1 *
`5/2001 Suzukietal.
`5,833,549 A * 11/1998 Zuretal.
`ey
`"
`;
`5/2001 Eilat etal.
`6,227,974 Bl *
`5,853,327 A * 12/1998 Gilboa
`oils
`°
`oa
`6,251,015 Bl *
`6/2001 Caprai
`.
`.
`5,903,257 A
`5/1999 Nishiumietal.
`6,312,335 B1 * 11/2001 Tosalki etal.
`5,913,727 A *
`6/1999 Ahdoot
`6368217 B2* 4/2002 K.
`al
`2908,
`f
`anno et al.
`5,919,092 A *
`7/1999 Yokoi et al. wo. 463/37
`5,931,734 A *
`8/1999 Nakataniet al. occ. 463/23
`5,933,152 A *
`8/1999 Naruki etal.
`
`* cited by examiner
`
`IRONBURG EX2011, Page 2
`
`IRONBURG EX2011, Page 2
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 1 of 21
`
`US 6,524,186 B2
`
`1 VIDEO GAME DEVICE
`
`° VIDEO OUTPUT !
`
`81
`
`|80
`
`
`S10 (BUFFER1 OPTICALDISK !'
`
`
`
`
`a7 BUFFER|83! DEVICE |
`
`PoNMrae
`\
`_
`.~ on
`'
`{COMMUNICATION "Tega, fe
`‘|
`CONTROL
`|
`;
`‘1
`INPUT OPERATION
`DEVICE
`!
`
`i
`
`IRONBURG EX2011, Page 3
`
`IRONBURG EX2011, Page 3
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 2 of 21
`
`US 6,524,186 B2
`
`101 GAME MACHINE
`
`1 VIDEO GAME DEVICE
`
`MAIN UNIT
`
`IRONBURG EX2011, Page 4
`
`IRONBURG EX2011, Page 4
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`US 6,524,186 B2
`
`Sheet 3 of 21
`
`IRONBURG EX2011, Page 5
`
`IRONBURG EX2011, Page 5
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 4 of 21
`
`US 6,524,186 B2
`
`KEY INPUT
`PROCESSING SYSTEM
`CHARACTER OPERATION
`
`PROCESSING SYSTEM
`
`
`
`Sf
`Sit
`
`
`
`
`KEY INPUT FOR
`ACQUISITION OF
` KEY DATA
`
`
`EACH FRAME
`KEY INPUT DATA
`
`
`
`UPDATING OF
`INPUT DATA
`
`S12
`
`
`
`
`
`CHANGE
`1/60-SECOND INTERVAL
`
`OF ACTION
`
`PATTERN?
`
`
`
`
`
`
`
`
`
`CHANGEOVER OF
`ACTION PATTERN
`
`ACTION PATTERN
`MOTION SETTING
`
`S14
`
`$15
`
`DRAWING
`PROCESSING
`
`FIG. 5
`
`IRONBURG EX2011, Page 6
`
`IRONBURG EX2011, Page 6
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 5 of 21
`
`US 6,524,186 B2
`
`
`
`IRONBURG EX2011, Page 7
`
`IRONBURG EX2011, Page 7
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 6 of 21
`
`US 6,524,186 B2
`
`
`
`IRONBURG EX2011, Page 8
`
`IRONBURG EX2011, Page 8
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 7 of 21
`
`US 6,524,186 B2
`
` LEFT STICK PUSH-
`
`IN SETTING ACTION
`
`$26&.
`
`RIGHT STICK
`SETTING ACTION
`
`
`IS
`
`RIGHT STICK
`PUSHED
`
`
`IN?
`
`
`RIGHT STICK PUSH-
`IN SETTING ACTION
`
`
`
`
`
`BUTTON SETTING $30
`
`COMMONBASIC
`
`FIG. 8
`
`IRONBURG EX2011, Page 9
`
`IRONBURG EX2011, Page 9
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 8 of 21
`
`US 6,524,186 B2
`
`FIG.9
`
`IRONBURG EX2011, Page 10
`
`IRONBURG EX2011, Page 10
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`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 9 of 21
`
`US 6,524,186 B2
`
`FIG.10
`
`IRONBURG EX2011, Page 11
`
`IRONBURG EX2011, Page 11
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 10 of 21
`
`US 6,524,186 B2
`
`P COORDINATE
`
`
`rpo\.™
`as
`
`L BOUNDARY
`LINE
`
`FIG. 11A
`
`FIG. 11B
`
`CASE OF MAGIC PUNCH
`
`MOTION
`EXTEND HAND PART
`
`FIG. 13A
`
`FIG. 13B
`
`MOTION
`[RETRACTHANDPART]
`
`IRONBURG EX2011, Page 12
`
`IRONBURG EX2011, Page 12
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 11 of 21
`
`US 6,524,186 B2
`
`
`
`“JHL-LV40LYVLS
`
`JONVLSAWS
`
`
`
`C3SVI13YSYMWOULSLHO
`
`
`
`JONVLSAGW3Y
`
`
`
`
`
`
`
`
`
`JONVLSACVSu"SHLLVG3NYNL(d007)SONVLSNOILISNVYL
`
`
`
`
`NISTIHMNOWLWLOUSVMAQVSYFONVLSAQVSY
`
`
`
`
`YALOVEVHOMOLLSLHOTE“SHL-LVONINNG“SHLIWOLONIMS|ON
`WINOZIMOHNIMSTWOILMSA}“97S
`
`
`
`ONIMS“HLLNYNLaYNOCNVEY
`
`
`
`CALLSVMMOLLSLHOIY
`
`dfONVLSWS
`
`IRONBURG EX2011, Page 13
`
`IRONBURG EX2011, Page 13
`
`
`
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 12 of 21
`
`US 6,524,186 B2
`
`FIG.14
`
`IRONBURG EX2011, Page 14
`
`IRONBURG EX2011, Page 14
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 13 of 21
`
`US 6,524,186 B2
`
`FIG.15
`
`IRONBURG EX2011, Page 15
`
`IRONBURG EX2011, Page 15
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`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 14 of 21
`
`US 6,524,186 B2
`
`CASE OF SLINGSHOT
`
`MOTION
`PULL T
`
`m
`
`RUBB
`
`rt
`
`7
`
`FIG. 16A|o
`
`=
`
`FIG. 16B|©a@|e =
`
`4
`
`=©= ©=
`AIM LEFT AND R
`
`MOTION
`SHOOT THE SLINGSHOT
`
`FIG. 16C|© an
`
`CASE OF FLYING DRAGONFLY
`MOTION
`TURN FLYING DRAGONFLY
`
`FIG. 19|©ceSe
`
`IRONBURG EX2011, Page 16
`
`IRONBURG EX2011, Page 16
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 15 of 21
`
`US 6,524,186 B2
`
`FIG.17
`
`IRONBURG EX2011, Page 17
`
`IRONBURG EX2011, Page 17
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 16 of 21
`
`US 6,524,186 B2
`
`FIG.18
`
`IRONBURG EX2011, Page 18
`
`IRONBURG EX2011, Page 18
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 17 of 21
`
`US 6,524,186 B2
`
`FIG.20
`
`IRONBURG EX2011, Page 19
`
`IRONBURG EX2011, Page 19
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 18 of 21
`
`US 6,524,186 B2
`
`CASE OF RADIO CONTROLLER
`
`MOTION
`MAKE THE RADIO CONTROLLER RUN
`
`FIG. 21A|o
`
`FIG. 21B|o
`
`ce>
`
`MOTION
`URN THE STEERING WHEEL
`—_-
`
`CASE OF HULA HOOP
`
`MOTION
`TURN THE HULA HOOP
`
`FIG.23|o
`
`CASE OF CLUB
`
`MOTION
`ST
`
`aNmi
`
`FIG. 24A|©
`
`ie
`
`by
`FIG. 24B|o
`
`MOTION
`SWING
`
`IRONBURG EX2011, Page 20
`
`IRONBURG EX2011, Page 20
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`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 19 of 21
`
`US 6,524,186 B2
`
`FIG.22
`
`IRONBURG EX2011, Page 21
`
`IRONBURG EX2011, Page 21
`
`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 20 of 21
`
`US 6,524,186 B2
`
`MOTION
`ROW THE BOAT
`
`FIG. 25
`
`MOTION
`ADVANCE
`
`MOTION
`RETREAT
`
`MOTION
`ROTATE
`
`FIG. 26A
`
`FIG. 26B
`
`FIG. 26C
`
`IRONBURG EX2011, Page 22
`
`IRONBURG EX2011, Page 22
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`
`
`U.S. Patent
`
`Feb. 25, 2003
`
`Sheet 21 of 21
`
`US 6,524,186 B2
`
`MOTION
`OKI STRAIGHT
`
`FIG.27A|6
`
`MOTION
`
`= RIGHT
`Oy
`
`MOTION
`
`— LEFT
`
`FIG. 27B
`
`FIG. 27C
`
`eFRE
`
`MOTION
`
`MAKE=—‘8
`
`FIG. 27D
`
`IRONBURG EX2011, Page 23
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`IRONBURG EX2011, Page 23
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`
`
`US 6,524,186 B2
`
`1
`GAME INPUT MEANS TO REPLICATE HOW
`OBJECT IS HANDLED BY CHARACTER
`
`BACKGROUND OF THE INVENTION
`
`1. Field of the Invention
`
`The invention relates to a recording medium on which a
`program is recorded, which makesit possible for characters
`in a game space to handle objects, and an entertainment
`system that plays the game according to the program.
`2. Description of the Prior Art
`Conventionally, a game machine that employsa television
`receiver has a game machine main unit that is connected to
`the television receiver, which is used as a display device, and
`an operation device which is connected to the game machine
`main unit by a connection cable and controls the display
`characters displayed on the display screen of the television
`receiver.
`
`Built into the main unit that comprises the game machine
`are a disk drive unit which plays a recording medium,for
`example, an optical disk, on which the game program is
`recorded, and an image processing device, etc. for display-
`ing display characters, together with the background screen,
`on the screen of the television receiver in accordance with
`
`10
`
`15
`
`20
`
`25
`
`2
`to change the direction of its gaze while moving forward.
`This makes it difficult to construct game programs using
`display characters that perform a variety of actions.
`With the switches that constitute the direction instruction
`operation unit, by on/off operation by operating the direction
`instruction operation unit, one can only give instruction
`information that controls the movement of the display
`character, with the result that the movementof the display
`character is intermittent, and it
`is impossible to cause a
`continuous series of movements.
`
`Thus operation devices have been proposed that have an
`operation unit that makes it possible to input command
`signals that makeit possible for a display character to move
`while rotating, or to move while varying its speed, or to
`make movements in which its shape is made to change.
`One operation device of this type is described in unex-
`amined Japanese patent application publication H7-88252
`[1995].
`Recently there has been a desire to have games that
`simulate humanactions more closely, by allowing characters
`in game space to hold objects such as weaponsortools, and
`playing the game while allowing them to handle such
`objects with fine movements.
`But playing a game while allowing characters to handle
`objects is done by having the player manipulate the opera-
`tion device, which makes the user interface more compli-
`cated.
`
`SUMMARYOF THE INVENTION
`
`the game program recorded on the optical disk.
`Multiple operation parts are arranged on the operation
`device that is connected to the game machine main unit. By
`manipulating the multiple operation parts provided on the
`operation device, the user inputs to the image processing
`device instruction information concerning the actions of
`display characters to be displayed on the display screen of
`the television receiver, and controls the direction of move-
`ment of the display character, etc. according to the instruc-
`tion information, thereby playing the game.
`The operation device used in a game machineof this type
`is used held in the hands andfingers of the player. Arranged
`on one side of the device main unit is a direction instruction
`
`30
`
`35
`
`40
`
`It is an object of the present invention, to avoid disad-
`vantages of the above described prior art and provide a
`recording medium on which a program is recorded, which
`allows characters in a game space to handle objects by
`having the player perform on the operation device a move-
`ment that is related to the way in which the object would
`actually be handled, and an entertainment system that plays
`the game in accordance with the program recorded on the
`recording medium.
`These and other objects of the invention are attained by
`recording medium on which a program is recorded that
`operation unit having a direction instruction operation but-
`advances a game by causing prescribed characters on a
`ton in a + or circular shape, and arranged on the other side
`display screen to perform actions according to wishes of a
`of the machine main unitis a function setting and execution
`player by an input operation device, wherein the recorded
`unit having multiple function setting and execution buttons
`program makes enables an object of a character to move in
`which set the action functions of the display character or
`a game space analogously in two dimensions by having the
`execute the actions. The direction instruction operation unit
`player movewith his fingers the operation parts of the input
`has four switches, arranged in mutually perpendicular
`operation device by movements that are related to how the
`directions, equipped with operation parts that connect and
`object is actually handled.
`disconnect with contacts. The display character is moved by
`The objects of the present invention are also attained by
`selectively turning these switches on and off by meansof a
`50
`
`direction instruction operation unit that has a + or circular an entertainment system in whichaplayer plays the game by
`shape. For example, among the four switches arranged in
`causing a prescribed character on a display screen of th e
`mutually perpendicular directions, the display character is
`entertainment system to act as intended, comprising an input
`made to movedigitally in the direction in which the switches
`operation means by which commands by the player are
`that are turned on are arranged. In the function setting and
`inputted; a memory medium for storing a program that
`execution unit, switches are arranged corresponding to mul-
`makes it possible to cause characters in a game space to
`tiple function setting and execution operation parts, and by
`handle objects by having the player make with his fingers on
`turning on the switch that corresponds to a function setting
`said input operation means movements that are related to
`and execution operation part,
`the function of the display
`how an objectis actually handled; and a control means for
`character assigned to each button is set, or the function that
`controlling the actions of player characters on the display
`the display character has is executed.
`screen based on said program stored in said memory
`medium and commandsfrom said input operation means.
`In a direction instruction operation unit of the above-
`The control means analogously moves said object. by
`described operation device, only instruction signals are
`detecting the amount of two-dimensional movement of an
`given that cause movement operations in the direction in
`operation part of the input operation means.
`which the switches that are turned on are arranged, among
`the four switches arranged in mutually perpendicular
`This ability to provide the operation of the input operation
`directions, and thus it
`is impossible to give command
`meansthatis related to the actual operation of the object can
`information that would cause a display character to rotate or
`improve the user interface.
`
`45
`
`55
`
`60
`
`65
`
`IRONBURG EX2011, Page 24
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`IRONBURG EX2011, Page 24
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`
`US 6,524,186 B2
`
`3
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 is a block diagram showing the configuration of a
`video game device as an embodiment of the entertainment
`system of the present invention;
`FIG. 2 is a plan view of the video gamedevice of FIG. 1;
`FIG. 3 is a perspective view of the input operation device
`that includes the video gamedevice of FIG. 1;
`FIG. 4 is a side view of the input operation device of FIG.
`
`3;
`
`10
`
`4
`FIGS. 24(a—b) show a diagram of the operation on the
`input operation device when a player character is made to
`handle a club;
`FIG. 25 is a diagram showing the operation on the input
`operation device when a player character is image to row a
`boat;
`FIGS. 26(a—-e) show a diagram of the operation on the
`input operation device when one movesa tank in which a
`player character is riding; and
`FIGS. 27(a—d) show a diagram of the operation on the
`input operation device when a player character is made to
`ski.
`
`DETAILED DESCRIPTION OF THE
`PREFERRED EMBODIMENTS
`
`IRONBURG EX2011, Page 25
`
`FIG. 5 is a flowchart for explaining the series of process-
`ing by the CPU which includes a control system of the video
`game device of FIG. 1;
`FIGS. 6(a—b) show an input operation device and a
`diagram of the movementof the rotation operation part of
`the input operation device for explaining the acquisition and
`Referring now to the drawings in detail, FIG. 1 shows an
`processing of key input data in the character operation
`embodimentof the present invention as a video game device
`processing system in the flowchart of FIG. 5;
`in which in playing a game the players use an operation
`FIG. 7 is a diagram showingthe pushing in of the rotation
`device to cause characters to handle objects, according to an
`operation part of the input operation device for describing
`application program recorded on the recording medium of
`the acquisition and processing of key input data in the
`this invention.
`In particular,
`in the video game device,
`character operation processing system in the flowchart
`characters in a game space can be madeto handle objects by
`shown in the above FIG. 5;
`having the player make movements with respect
`to the
`FIG. 8 is a flowchart for explaining the motion setting of
`operation device that are related to the actual ways in which
`moving picture patterns in the character operation process-
`objects are handled.
`ing system in the flowchart shown of FIG. 5;
`As shownin FIG. 1, in the video game, device 1, a graphic
`FIG. 9 is a diagram showingthe display screen displaying
`generation system 40, a sound generation system 50, an
`how a player character holds a light saber at the ready;
`optical disk controller 80, and an input operation system 70
`FIG. 10 is a diagram showingthe display screen display-
`are connected to a control system 30 via system a bus (BUS)
`20.
`ing howaplayer character is made to brandishalight saber;
`FIGS. 11(a—b) show a coordinate diagram for explaining
`Here, commandsby players are input from input opera-
`the decision operation by the CPU from the time when a
`tion system 70. Mounted in optical disk device inside optical
`disk controller 80 is a CD-ROM. on which is recorded a
`character player is made to hold a light saber in an at-the-
`ready stance until he is made to swing it;
`program by which objects of characters in game space can
`FIG. 12 is a flowchart for explaining detailed processing
`be moved analogously in two dimensions by having the
`routines of the CPU whena player character is made to hold
`player use his fingers to move the operation parts of said
`a light saberin an at-the-ready stance as shownin FIG. 9 and
`input operation device with movements that are related to
`is made to swing it downward as shown in FIG. 10;
`the way in which the objects are actually handled. Control
`FIGS. 13(a—b) show a diagram showing the operation on
`system 30 controls the actions of player characters on the
`display screen based on said program from said CD-ROM
`the input operation device when a player character is made
`to handle a magic punch;
`and commandsfrom said input operation system 70.
`FIG. 14 is a diagram showing howaplayer characteris
`Control system 30 has central a processing unit (CPU) 31,
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`made to hold a magic punch in an at-the-ready stance;
`a peripheral device controller 32, which performs interrupt
`control and control
`including a direct memory access
`FIG. 15 is a diagram showing howaplayer characteris
`(DMA)transfer, a RAM 33, which serves as the main
`made to extend a magic punch;
`memory, and a read-only memory (ROM)34,in which are
`FIGS. 16(a—c) show the operation on the input operation
`stored programs for the so-called operating system,etc.,
`device whena player character is madeto handle a slingshot;
`50
`which manages graphic generation system 40, a sound
`FIG. 17 is a diagram showing howaplayer characteris
`generation system 50,etc.
`made to hold a slingshot in an at-the-ready stance;
`CPU 31, which controls this entire video game device 1
`FIG. 18 is a diagram showing a scene in which a player
`by executing programs of the operating system stored in
`character has finished shooting a slingshot;
`ROM34,consists of, for example, a 32-bit RISC CPU. The
`FIG. 19 is a diagram showing the operation on the input
`composition and operation of this CPU 31 are described in
`operation device when a player character is made to handle
`detail below.
`a flying dragonfly;
`When the poweris turned on in this video game device 1,
`FIG. 20 is a diagram showing howaplayer characterflies
`CPU 31 of control system 30 controls graphic generation
`through the air using a flying dragonfly;
`system 40, sound generation system 50, etc. by executing
`FIGS. 21(a—b) diagrammatically show the operation on
`operating system programs stored in ROM 34. When the
`the input operation device when a player character is made
`operating system programsare executed, CPU 31 initializes
`to handle a radio controller;
`the entire video game device 1,
`including operation
`FIG. 22 is a diagram showing howaplayer character
`confirmation, then controls optical disk controller 80 and
`moves a radio-controlled car using a radio controller;
`executes the game or other application program stored on
`FIG. 23 is a diagram showing the operation on the input
`the optical disk. By execution of this game or other appli-
`operation device when a player character is made to turn a
`cation program, CPU 31 controls graphic generation system
`hula hoop;
`40, sound generation system 50, etc. and controls the display
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`of images and the generation of sound effects and tones in
`accordance with the input from the player.
`Graphic generation system 40 has a geometry transfer
`engine (GTE) 41, which performs coordinate conversion
`and other processing, a graphic processing unit (GPU) 42,
`which draws in accordance with drawing instructions from
`CPU 31, a frame buffer 43, which records the image drawn
`by this GPU 42, and an image decoder 44, which decodes
`image data compressed and encoded by an orthogonal
`transform such as a discrete cosine transform.
`
`The GTE41 has, for example, a parallel operation mecha-
`nism that executes multiple operations in parallel, and can
`perform at high speed such operations as coordinate
`conversion, light source calculations, and matrix or vector
`operations in response to operation requests from the CPU
`31. Specifically, in the case, for example, of an operation in
`whichflat shading is drawn with the same colorin a polygon
`in the shape of one triangle, GTE 41 can do coordinate
`calculations for up to 1.5 million polygons per second, and
`thus with this video game device the load on CPU 31 can be
`reduced and high-speed coordinate operations can be done.
`The GPU 42 draws polygons to frame buffer 43 in
`accordance with drawing commands from CPU 31. The
`GPU 42 can draw up to 360,000 polygons per second.
`The frame buffer 43 consists of a so-called dual-port
`RAM and can simultaneously perform transfer from the
`drawing from GPU 42 or from the main memory, and
`reading for display. The frame buffer 43 has a capacity of,
`for example, 1 Mbyte, and is handled as a matrix consisting
`of 1024 pixels horizontally and 512 pixels vertically, each of
`16 bits. Provided in the frame buffer 43 are a display region
`that is displayed as video output, a CLUTregion in whichis
`stored a color look-up table (CLUT)that is referenced when
`GPU 42 draws polygons, and a texture region in which is
`stored the texture mapped into the polygons, etc. drawn by
`GPU 42, coordinate-converted at the time of drawing. These
`CLUTand texture regions change dynamically in accor-
`dance with changes in the display region.
`Besides the above-described flat shading, said GPU 42
`can do Gouraud shading, in whichthe color inside a polygon
`is determined by interpolation from the colors of the poly-
`gon vertices, and texture mapping,
`in which the texture
`stored in the aforesaid texture regionis laid onto a polygon.
`If such Gouraud shading or texture mapping is done, said
`GTE 41 can perform coordinate operations for up to 500,000
`polygons per second.
`Image decoder 44, under control from said CPU 31,
`decodes still picture data or moving picture data stored in
`main memory 33 and stores it into main memory 33.
`Bystoring the played-back image data in frame buffer 43
`via GPU 42, it can be used as background for the image
`drawn by the aforesaid GPU 42.
`Sound generation system 50 includes a sound processing
`unit (SPU) 51, which generates tones and sound effects
`based oninstructions from CPU 31, a sound buffer 52, which
`stores the tones and sound effects generated by the SPU 51,
`and a speaker 53, which outputs (emits) the tones and sound
`effects generated by SPU 51.
`SPU 51 has an ADPCM decodingfunction that plays back
`audio data in which, for example, 16-bit audio data is
`subjected to adaptive differential pulse coded modulation
`(ADPCM)as 4-bit difference signals, a playback function
`that generates soundeffects, etc. by playing back the wave-
`form data stored in sound buffer 52, and a modulation
`function that modulates and plays back waveform data
`stored in sound buffer 52.
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`this sound generation
`Equipped with such functions,
`system 50 makesit possible to play back tones and sound
`effects, etc. based on the waveform data stored in sound
`buffer 52 according to instructions from CPU 31, thatis, to
`use them as sampling sound sources.
`The optical disk controller 80 has an optical disk device
`81, which plays back programsor data stored on an optical
`disk, a decoder 82, which decodes programsor data stored
`with, for example, an error correction code (ECC) added to
`them, and a buffer 83, which makesit possible to read data
`from the optical disk at high speed by temporarily storing the
`data from optical disk device 81. Connected to the decoder
`82 is sub CPU 84.
`
`The audio data stored on optical disk that is read by
`optical disk device 81 includes, besides the aforesaid
`ADPCM data, so-called PCM data, in which an audio signal
`is subjected to analog/digital conversion.
`As ADPCM data, audio data in which the difference of,
`for example, 16-bit digital data is expressed and recorded by
`4 bits is decoded by decoder82, then is supplied to aforesaid
`SPU 51, and after digital/analog conversion or other pro-
`cessing is done on it by SPU 51, it is used for driving speaker
`53.
`
`As PCM data, audio data recorded as, say, 16-bit digital
`data is decoded by decoder 82 andis then used for driving
`speaker 53.
`Optical disk device 81 reads from a CD-ROM, which
`serves as a specific example of the recording medium of this
`invention, an application program that allows characters in
`game space to wield objects by having the player make on
`the operation device a motion that is associated with the
`actual way the object would be handled. Then decoder 82
`decodes the application program.
`Input operation system 70, which is an input means by
`which the player inputs instructions,
`includes an input
`operation device 73, which has an operation leveror a set of
`pushbuttons. In the field that deals with game devices, the
`input operation device 73 is generally knownas a controller.
`Also, input operation system 70 includes a communication
`controller 71, which controls communication with CPU 31
`via bus BUS 20, and a connection unit 72, to which input
`operation device 73 is connected.
`In order to input instructions from the user, input opera-
`tion device 73, which is connected to the connection unit 72,
`has, for example, 16 instruction keys, and the state of these
`instruction keys is transmitted by synchronous communica-
`tion to communication controller 71 about 60 times per
`second. Communication controller 71 transmits the state of
`
`the instruction keys of input operation device 73 to CPU 31.
`When the video game device 1 is activated by a player
`operation via the input operation device 73, CPU 31 of
`control system 30 reads the application: program from
`optical disk device 81 of optical disk controller 80 via
`system bus 20, stores it in main memory 33, and begins
`execution.
`
`When execution of the application program is begun,
`graphic generation system 40 generates a video signal for
`this game’s background and player characters, and the
`objects that player characters will manipulate. This video
`signal is output to a monitor not shown, and imagesof the
`background and the player characters and objects are dis-
`played on the display screen of the monitor.
`Bystart of execution of said application program, sound
`generation system 50 generates tones and soundeffects, etc.
`and emits them from speaker 53.
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`When the player operates the operation lever or set of
`pushbuttons on input operation device 73 of input operation
`system 70, the corresponding commandis input to CPU 31
`via system bus 20, and CPU 31 controls graphic generation
`system 40 so that the player character on the display screen
`of the monitor carries out actions corresponding to the
`player operations. Also, CPU 31 controls sound generation
`system 50 and causes various soundeffects and tones, etc. to
`be emitted from speaker 53.
`FIG. 2 is a view, from above, of the state of connection
`between the game machine main unit 101 and the input
`operation device 73 in the video game device 1.
`The connection of input operation device 73 to game
`machine main unit 101 is done via a connection cord 102,
`which is pulled out from the middle of the front side of
`device main unit 101. The connection cord 102 has a
`
`connector 103 on its end, and input operation device 73 is
`connected to game machine main unit 101 by connecting
`connector 103 to a jack 104, which is provided on the one
`side of game machine main unit 101.
`Game machine main unit 101 of video gamedevice 1 is
`housed in a roughly rectangular cabinet, and is equipped
`with and consists of, in its middle, a disk mounting unit 105
`in which is mounted a CD-ROMorotheroptical diskthat is
`the recording medium for supplying the aforesaid applica-
`tion program,a reset switch 106 for arbitrarily resetting the
`game, a powerswitch 107, a cover 108 of disk mounting unit
`105, a cover opening switch 109 for opening the cover 108,
`and,
`for example,
`two jacks 104. Two input operation
`devices 73 can be connected to jacks 104, allowing two
`users to play games,etc.
`As shownin FIG. 3, input operation device 73 includes a
`device main unit 4 in which an upperhalf 2 and a lowerhalf
`3 abut each other and are joined using screws or other
`fastening means. Protruding from one side of each end of
`device main unit 4 are a first holding part 5 and a second
`holding part 6, which are held between the palmsoftheleft
`and right hands when this input operation device 73 is
`connected to the game machine main unit 101 and the game
`is executed. The first and second holding parts 5 and 6 are
`separated from each other facing toward the ends and
`protrude so that they face downward in device main unit 4.
`In order to make it possible to hold first and second holding
`parts 5 and 6 over a long period of time, they are shaped so
`as to narrow from the side of the part that connects with
`device main unit 4 to the end side,
`the circumferential
`surface is an arc surface, and the end side is shaped like an
`are,
`
`Arranged on one end of device main unit 4 is a first
`operation unit 9, in which the four, first through fourth, push
`operation parts 8a, 8b, 8c, 8d, which protrude on the upper
`surface of device main unit 4, are arranged mutually per-
`pendicularly. Push operation parts 8a, 8b, 8c, 8d that con-
`stitute the first operation unit 9 are formed integrally on a
`rotation operation member so that
`the center portion is
`supported rotatably, and are arranged in mutually perpen-
`dicular directions about the center of rotation ofthe rotation
`operation member. Thatis, first through fourth push opera-
`tion parts