`(10) Patent No.:
`US 6,524,187 B2
`
`Komata
`(45) Date of Patent:
`Feb. 25, 2003
`
`USOO6524187B2
`
`(54) COMPUTER, METHOD AND RECORDING
`MEDIUM FOR EXECUTING GAMES USING
`A PRESSURE-SENSITIVE CONTROLLER
`
`(75)
`
`.
`.
`Inventor’ NObuhlm Komata’ TOkyo (JP)
`.
`.
`.
`(73) ASSlgnee‘ Sony Computer Entmalnment Inc”
`Tokyo (JP)
`
`( * ) Notice:
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 22 days.
`
`(21) Appl. No.2 09/758,045
`
`(22)
`
`Filed:
`
`Jan. 10, 2001
`
`(65)
`
`Prior Publication Data
`US 2001/0008851 A1 Jul. 19, 2001
`
`(30)
`
`Foreign Application Priority Data
`
`Jan. 14, 2000
`
`(JP)
`
`....................................... 2000—040260
`
`Int. Cl.7 ................................................. A63F 13/00
`(51)
`(52) US. Cl.
`............................ 463/37; 463/36; 345/156
`(58) Field of Search ................................ 463/36, 37, 1,
`463/3—4, 7—8; 345/161, 162, 184
`
`(56)
`
`References Cited
`U.S. PATENT DOCUMENTS
`
`5,510,812 A
`............. 345/161
`4/1996 O’Mara et al.
`5,551,693 A *
`9/1996 Goto et al.
`................. 345/169
`5,624,117 A *
`4/1997 Ohkubo et al.
`......... 273/148 B
`5,999,084 A
`12/1999 Armstrong .............. 338/114
`
`6,135,886 A * 10/2000 Armstrong ............ 463/37
`
`..
`..... 434/252
`6,217,444 B1 *
`4/2001 Kataoka et al.
`
`2/2002 Armstrong ............ 463/37
`6,343,991 B1 *
`2/2002 Armstrong .................. 338/114
`6,344,791 B1 *
`FOREIGN PATENT DOCUMENTS
`
`EP
`EP
`TW
`WO
`
`0 302 158 A2
`0 830 881 A2
`413779
`97/30386
`
`2/1989
`3/1998
`12/2000
`8/1997
`
`* cited by examiner
`
`Primary Examiner—Michael O’Neill
`Assistant Examiner—Aaron L Enatsky
`(74) Attorney, Agent, or Firm—Katten Muchin ZaVis
`Rosenman
`
`(57)
`
`ABSTRACT
`
`The adjustment of hitting power or the like by pushing or
`continuous pushing of a simple ON/OFF switch by a user is
`provided by a computer Which is able to execute a program
`that performs processing by taking as instructions an output
`from a controller Which has a pressure-sensitive unit and a
`processing unit Which applies force that acts on objects on
`a screen of the computer, depending on the output of the
`controller.
`
`4,850,591 A *
`
`7/1989 Takezawa et al.
`
`............ 463/37
`
`2 Claims, 20 Drawing Sheets
`
`230
`\
`
`210
`
`231
`
`A
`
`211a
`211a
`
`<1
`
`
`
`
`3
`V
`
`241
`
`21121211
`211a 255
`
`254 221
`221
`
`[240 /200
`220
`
`
`
`SELECT
`
`START
`
`ANALOG
`
`
`
`
`1:]
`
`©x
`
`
`
`251
`
`252
`253
`
`
`251
`
`221
`
`221
`
`\201
`
`‘Vmax
`
`VOLTAGE
`
`---------
`
`
`
`Vmin
`
` p
`
`q
`PUSHlNG PRESSURE!’
`
`IRONBURG EX2010, Page 1
`
`IRONBURG EX2010, Page 1
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 1 0f 20
`
`US 6,524,187 B2
`
`FIG.1
`
`IRONBURG EX2010, Page 2
`
`CONTROLLER
`
`I...
`
`ZL
`
`U 2 Z<}
`
`....
`(I
`UJ
`i...—
`
`ZL
`
`LJ
`
`IRONBURG EX2010, Page 2
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 2 0f 20
`
`US 6,524,187 B2
`
`PRESSURE-SENSING VALUE
`
`SETTING
`
`
`
`
`2
`
`
`
`FIG. 2
`
`IRONBURG EX2010, Page 3
`
`IRONBURG EX2010, Page 3
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 3 0f 20
`
`US 6,524,187 B2
`
`Vs
`
`81
`
`
`A PRE-STAGE ACTION BUTTO
`PUSHED?
`
`YES
`
`DISPLAY PRE-STAGE ACTION
`
`
`
`
`TIMING T=T+1
`
`IS
`A PRESSURE-SENSING VALU
`PRESENT?
`
`84
`
`YES
`
`
`
`
`ACQUIRE PRESSURE-SENSING VALU:
`
`$6
`’3
`VALUE SMALLER THAN PREVIO V
`
`LU 7
`
`YES
`
`SET PARAMETER BASED ON THE
`PREVIOUS PRESSURE-SENSING VALUE
`AND TIMING VALUE T
`
`CALCULATIONS BASED
`ON PARAMETER
`
`DISPLAY
`
`i
`
`YES
`
`SID
`
`
`
`
`52
`
`S3
`
`$5
`
`37
`
`88
`
`39
`
`REFLECT RUSULTS
`
`5“
`
`END
`
`FIG. 3
`
`IRONBURG EX2010, Page 4
`
`IRONBURG EX2010, Page 4
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 4 0f 20
`
`US 6,524,187 B2
`
`
`
`Pa SETTING
`
`Cd RACETRACK DATA
`
`FIG. 4
`
`IRONBURG EX2010, Page 5
`
`IRONBURG EX2010, Page 5
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 5 0f 20
`
`US 6,524,187 B2
`
`V 31
`
`IS INPUT PRESENT?
`
`YES
`
`ACQUIRE PRESSURE~SENSING VALUE
`
`CHANGE POSITION DEPENDING ON
`SETTING BASED ON
`PRESSURE-SENSING VALUE
`
`DISPLAY DEPENDING ON POSITION
`
`IS LAP FINISHED?
`
`S5
`
`YES
`
`NEXT STAGE
`
`IS
`- THE STIPULATED VALUE.
`
`S7
`
`TIME DIFFERENCE WITH THE
`oprNENTvS HORSE
`
`IS
`HE fiflENT
`
`HORSE CROSSED TH N0
`7
`INISH LINE
`YES
`
`31
`
`GAME OVER
`
`FIG. 5
`
`IRONBURG EX2010, Page 6
`
`IRONBURG EX2010, Page 6
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 6 0f 20
`
`US 6,524,187 B2
`
`FIG. 6A
`
`FIG. GB
`
`FIG. 6C
`
`Ec
`
`Ba
`
`Pc
`
`Pc
`
`FIG. 6D
`
`IRONBURG EX2010, Page 7
`
`IRONBURG EX2010, Page 7
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 7 0f 20
`
`US 6,524,187 B2
`
`FIG. 7A
`
`FIG. 78
`
`FIG. 7C
`
`IRONBURG EX2010, Page 8
`
`IRONBURG EX2010, Page 8
`
`
`
`US. Patent
`
`Feb. 25 2003
`
`Sheet 8 0f 20
`
`
`
`IRONBURG EX2010, Page 9
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 9 0f 20
`
`US 6,524,187 B2
`
`401
`
`402
`
`CPU
`
`RAM
`
`404GPU
`
`407
`
`
`
`ENCODER
`
`409
`
`410
`
`411
`
`[@5
`
`412
`
`4‘3
`
`414
`
`‘>- '1
`
`1/0
`
`415
`
`EXTERNAL
`
`MEMORY
`
`200
`
`416
`
`ROM
`
`403
`
`fl
`
`FIG. 9
`
`IRONBURG EX2010, Page 10
`
`IRONBURG EX2010, Page 10
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 10 0f 20
`
`US 6,524,187 B2
`
`SN
`
`/
`
`IRONBURG EX2010, Page 11
`
`IRONBURG EX2010, Page 11
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 11 0f 20
`
`US 6,524,187 B2
`
`221
`
`221
`
`
`
`
`IRONBURG EX2010, Page 12
`
`IRONBURG EX2010, Page 12
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 12 0f 20
`
`US 6,524,187 B2
`
`
`
`
`204
`
`50
`
`FIG. 12C
`
`IRONBURG EX2010, Page 13
`
`IRONBURG EX2010, Page 13
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 13 0f 20
`
`US 6,524,187 B2
`
`V00
`
`13
`
`40
`
`40a
`
`400
`
`40b
`
`42
`
`41
`
`FIG. 13
`
`IRONBURG EX2010, Page 14
`
`IRONBURG EX2010, Page 14
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 14 0f 20
`
`US 6,524,187 B2
`
`500
`
`ENTERTAINMENT SYSTEM
`
`17
`
`INTERFACE
`
`.
`
`‘—
`_
`:2 o
`
`LL
`
`f3
`E
`w
`
`‘2
`
`2
`
`U
`
`s;
`
`I
`
`o:
`
`E >
`
`2
`8
`
`3
`
`I
`
`'
`
`l
`
`‘
`
`S-
`
`I
`
`>0
`
`“
`
`ll
`
`IRONBURG EX2010, Page 15
`
`IRONBURG EX2010, Page 15
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 15 0f 20
`
`US 6,524,187 B2
`
`201
`
`
`
`
`
`IRONBURG EX2010, Page 16
`
`IRONBURG EX2010, Page 16
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 16 0f 20
`
`US 6,524,187 B2
`
`omom2N
`IV’fil’lyl‘\".rd.\3"xs\‘w\ZIQV’2u‘?-,IIVA$\kl.li.‘‘r{4?Iv“
`
`3&7_
`
`IRONBURG EX2010, Page 17
`
`IRONBURG EX2010, Page 17
`
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 17 0f 20
`
`US 6,524,187 B2
`
`Vcc
`
`A
`V
`
`13
`
`408
`
`40
`r/
`
`4 I,
`’ 43
`
`400
`
`V
`
`«i ’
`
`/
`
`40b
`
`FIG. 17
`
`IRONBURG EX2010, Page 18
`
`IRONBURG EX2010, Page 18
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 18 0f 20
`
`US 6,524,187 B2
`
`VOLTAGE
`
`---------
`
` S
`
`q
`
`r
`
`0
`
`‘—
`
`PUSHING PRESSURE—>
`
`FIG. 18
`
`IRONBURG EX2010, Page 19
`
`IRONBURG EX2010, Page 19
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 19 0f 20
`
`US 6,524,187 B2
`
`§
`
`ENTERTAINMENT SYSTEM
`
`2
`
`INTERFACE
`
`Di
`LL]
`a
`
`LL]
`a
`
`O
`
`2
`
`1
`
`'
`l
`.
`
`-
`
`-
`
`-
`
`-~
`
`H;“T’Ji
`
`N
`
`43
`
`40
`
`o
`
`"
`
`C)
`0
`
`‘-
`.
`
`E
`
`E
`g
`
`I
`m
`5,3
`
`I
`I
`I
`
`I
`
`IRONBURG EX2010, Page 20
`
`IRONBURG EX2010, Page 20
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 20 0f 20
`
`US 6,524,187 B2
`
`
`
`FIG. 20
`
`IRONBURG EX2010, Page 21
`
`IRONBURG EX2010, Page 21
`
`
`
`US 6,524,187 B2
`
`1
`
`COMPUTER, METHOD AND RECORDING
`MEDIUM FOR EXECUTING GAMES USING
`A PRESSURE-SENSITIVE CONTROLLER
`
`FIELD OF THE INVENTION
`
`The present invention relates to a computer method and
`recording medium for executing games using a pressure-
`sensitive controller.
`
`BACKGROUND OF THE INVENTION
`
`The so-called golf games, in the context of computer
`games, are games wherein one or more opponent players
`controlled by the CPU and a player character controlled by
`the player playing golf one after another upon a course
`generated within the screen of the computer. When the
`player uses a controller to manipulate the player character
`that the player controls, the character in question hits the ball
`with a club.
`
`In order to create the magnitude of the hit, a circular gage
`is displayed and when the player pushes a button, the gage
`is colored in with a stipulated color at a stipulated ratio of the
`length and when the button is pushed by the player next, the
`character that the player controls hits the ball with an amount
`of force which depends on the ratio of the length of the
`colored portion to the entire length of the gage.
`In the games that include this type of hitting actions, the
`hitting force or power is controlled by a combination of a
`button pushing action and some display. It is noted that there
`are also many games that do not control the hitting power,
`but rather make it constant.
`
`Examples of games that include hitting include: pinball
`games (hitting the balls), pachinko games (hitting the
`pachinko balls), soccer games (hitting the soccer ball),
`baseball (hitting in batting), volleyball (hitting the
`volleyball) and tennis (hitting the tennis ball).
`In addition, even if they do not involve hitting, there are
`also other games that require power such as fishing in which
`power is required to cast one’s lure far away,
`for the
`throw-ins done in soccer games, and for shots made in
`basketball games, and the like.
`As shown in FIG. 6A, in a golf game, the bar of the gage
`G extends as long as the button is pushed and when the
`button is released and pushed again, the player character Pc
`controlled by the player hits the ball Ba with the club C1 at
`a strength depending on the length of the bar of the gage G,
`and then the ball flies in the direction of the hole H.
`
`As shown in FIG. 6B, a baseball game involves the player
`character Pc controlled by the player using a bat Bt to hit the
`ball Ba thrown by the pitcher Ec of the opposing team.
`As shown in FIG. 6C, a volleyball game involves the
`player character Pc controlled by the player hitting a ball Ba,
`thus spiking the ball at the court where the characters Ec on
`the opposing team are.
`As shown in FIG. 6D, a pachinko game involves using
`player operation to hit pachinko balls toward the pachinko
`machine.
`
`As shown in FIG. 7A, a horseracing game involves
`having the player character Pc specified by the player race
`against other enemy characters Ec controlled by the CPU.
`Note that in conventional horseracing games, the racing is
`performed automatically, with the user participating by
`raising or specifying the horses.
`As shown in FIG. 7B, a basketball game involves having
`the player character Pc throw the ball Ba toward the goal Na
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`2
`at the timing of the player pushing the button. As shown in
`FIG. 7C, a skiing game involves having the player character
`Pc jump from a ski jump Ja at the timing of the player
`pushing the button.
`As specific examples, a golf game is disclosed in the
`publication of unexamined Japanese patent application No.
`JP-A-H10-063877, a volleyball game is disclosed in JP-A-
`H10-30517, a basketball game is disclosed in JP-A-H7-
`222865, a baseball game is disclosed in JP-A-H7-163755 , an
`Olympic throwing event game is disclosed in JP-A-H10-
`52572, a horseracing game is disclosed in JP-A-H10-
`165644, a pachinko game is disclosed in JP-A-H10-165651,
`a soccer game is disclosed in JP-A-H10-201957 and a skiing
`game is disclosed in JP-A-H11-151381.
`On the other hand, so-called pressure-sensitive type con-
`trollers are used as input devices for computers, and as input
`devices for entertainment systems represented by game
`machines, for example. The pressure-sensitive controller is
`a unit wherein, when pressure is applied with a finger of a
`user directly to a control element connected to a pressure-
`sensitive device in the controller the pushing pressure of the
`user is provided as an output as a pressure-sensing value. A
`specific example thereof is, for example, the disclosure in
`Japanese patent No. 2524475 of causing a character to jump
`in response to a pressure-sensing output.
`In addition, a pressure-sensitive type controller is dis-
`closed in the publication of examined Japanese utility model
`application No. JP-B-H1-40545, wherein pressure-sensitive
`output
`is provided as input
`to a VCO (variable control
`oscillator) and the output of the VCO is used for repeated fire
`in a game.
`
`SUMMARY OF THE INVENTION
`
`invention to make an
`is an object of the present
`It
`adjustment of hitting power or the like by pushing or
`continuous pushing of a simple ON/OFF switch by a user
`into an easier-to-use interface for users.
`
`invention are
`This and other objects of the present
`attained by a recording medium on which is recorded a
`computer-readable and executable game software program
`that includes an element of applying force that acts on
`objects, which includes a program that performs processing
`by taking as instructions an output from a controller which
`has pressure-sensitive means, wherein the software program
`includes a processing program that applies force that acts on
`objects depending on the output of the controller.
`A computer according to the present invention which is
`able to execute a game program wherein characters perform
`stipulated actions by taking as instructions on output from a
`controller which has pressure-sensitive means, comprises
`said controller; means for sensing a pushing pressure of a
`user by the pressure-sensitive means and generating a
`pressure-sensing output corresponding to the pushing
`pressure, means for comparing the point in time at which the
`maximum value of said pressure-sensing signal was gener-
`ated with a standard timing for said stipulated actions
`determined in advance in the game program, and generating
`a time differential; and means for evaluating said stipulated
`action that said character had performed from the maximum
`value of the pressure-sensing signal and the time differential.
`A computer according to the present invention which is
`able to execute a game program wherein characters perform
`stipulated actions by taking as instructions an output from a
`controller which has pressure-sensitive means, comprises
`means for sensing the pushing pressure of a user by the
`pressure-sensitive means and generating a pressure-sensing
`
`IRONBURG EX2010, Page 22
`
`IRONBURG EX2010, Page 22
`
`
`
`US 6,524,187 B2
`
`3
`output corresponding to the pushing pressure, means for
`comparing a setting position of a character, depending on the
`pressure-sensing signal with a current position parameter of
`said character determined in advance in said game program,
`and determining the advance position of the character, and
`means for advancing the character to the advance position.
`A method, using a computer, according to the present
`invention, which is able to execute a game program wherein
`characters perform stipulated actions by taking as instruc-
`tions an output
`from a controller which has pressure-
`sensitive means, comprises the steps of: sensing a pushing
`pressure of a user by the pressure-sensitive means and
`generating a pressure-sensing output corresponding to the
`pushing pressure, comparing the point in time at which the
`maximum value of said pressure-sensing signal was gener-
`ated with a standard timing for said stipulated actions
`determined in advance in the game program and generating
`a time differential, and evaluating a stipulated action that a
`respective character had performed from the maximum
`value of the pressure-sensing signal and the time differential.
`In an embodiment, a method using a computer according
`to the present invention which is able to execute a game
`program wherein characters perform stipulated actions by
`taking as instructions an output from a controller which has
`pressure-sensitive means, comprises the steps of: sensing a
`pushing pressure of a user by the pressure-sensitive means
`and generating a pressure-sensing output corresponding to
`the pushing pressure, comparing the setting position of a
`character depending on the pressure-sensing signal with the
`current position parameter of said character determined in
`advance in the game program, and determining the advance
`position of said character, and advancing said character to
`the advance position.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 diagrammatically shows the connection of a con-
`troller to an entertainment system in order to enable a user
`to enjoy game software or videos;
`FIG. 2 shows a table for selecting settings depending on
`pressure-sensing values;
`FIG. 3 is a flowchart of the processing of a program for
`performing hitting, throwing, jumping or the like actions,
`depending on pressure-sensing values of a first embodiment;
`FIG. 4 is a diagram used to show a horseracing game,
`FIG. 5 is a flowchart
`illustrating the program for a
`horseracing game according to a second embodiment;
`FIGS. 6A to 6D are diagrams showing on a screen various
`ball games, wherein;
`FIG. 6A shows a golf game, FIG. 6B shows a baseball
`game, FIG. 6C shows a volleyball game and FIG. 6D shows
`a pachinko game;
`FIGS. 7A to 7C show on a screen a horseracing game in
`FIG. 7A, a basketball game in FIG. 7B and a skiing game in
`FIG. 7C, respectively;
`FIG. 8 is a perspective view of a controller connected to
`the entertainment system;
`FIG. 9 is a block diagram of the entertainment system;
`FIG. 10 is a top view of a controller;
`FIG. 11 is an exploded perspective view of the second
`control part of the controller;
`FIGS. 12A—12C are cross-sectional views of the second
`
`control part of FIG. 11;
`FIG. 13 is a diagram showing an equivalent circuit for a
`pressure-sensitive device;
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`4
`FIG. 14 is a block diagram of the main parts of the
`controller;
`FIG. 15 is an exploded perspective view of the first
`control part of the controller;
`FIG. 16 is a cross sectional view of the first control part
`of FIG. 15;
`FIG. 17 is a diagram showing the circuit configuration of
`a resistor;
`FIG. 18 is a graph showing the characteristics of a signal
`output;
`FIG. 19 is a block diagram showing the overall constitu-
`tion including the resistor; and
`FIG. 20 is an exploded perspective view of the third
`control part of the controller.
`
`DESCRIPTION OF THE PREFERRED
`EMBODIMENTS
`
`Here follows a detailed description of the computer for
`executing games using a pressure-sensitive controller, a
`method of using same and a recording medium of the present
`invention, made with reference to the appended drawings.
`In a controller that has a pressure-sensitive device, when
`the button which is the control element of the controller is
`
`pushed by a user not only is the presence of pressure-sensing
`output detected, for example, as the ON/OFF of a switch, but
`also pressure-sensing value output which depends on the
`pushing pressure is also obtained.
`On the other hand,
`in software or games that use a
`pressure-sensing value output, various processing or actions
`can be entered depending on the pressure-sensing value
`output. In this embodiment, even when causing objects on
`the screen to perform actions by operating a control element,
`it is possible to change the settings of parameters depending
`on the pressure-sensing values based on the pushing-
`pressure operation of various control elements.
`include
`With the present embodiment,
`in games that
`hitting, throwing, jumping and other elements, settings are
`provided depending on the pressure-sensing value output
`from the pressure-sensitive switch at the time of the best hit,
`throw or jump timing. Thereby, it is possible to provide a
`system with a user interface that is improved in comparison
`to the repetition of the ON action of a simple ON/OFF
`switch or the duration thereof.
`
`FIG. 1 is a schematic diagram showing an example of
`connecting controller 200 to an entertainment system 500 to
`enable a user of the game to enjoy game software or video.
`More specific structure is shown in FIG. 8.
`As shown in FIG. 1, controller 200 which has buttons
`connected to pressure-sensitive devices of the controller is
`connected to entertainment system 500 used for playing
`games or enjoying DVD video or other types of video
`images, and the video output terminals are connected to a
`television monitor 408. Here, the analog output from the
`pressure-sensitive devices is converted by an A/D converter
`to digital values in the range 0—255 and provided to the
`entertainment system 500.
`With reference to FIGS. 2—7, here follows a description of
`the case of performing hitting, throwing, jumping and the
`like by the operation of the controller 200 and reflecting
`same on the screen.
`
`FIG. 2 shows a table for selecting settings corresponding
`to the pressure-sensing values. As shown in this table, the
`pressure-sensing values “0” through “255” are allocated to
`the settings “0”, “P1” through “P255”, respectively. Here a
`
`IRONBURG EX2010, Page 23
`
`IRONBURG EX2010, Page 23
`
`
`
`US 6,524,187 B2
`
`5
`setting value corresponding to the pressure-sensing value is
`determined dependent on the contents, degree of progress
`and the like in game.
`Next, with reference to FIG. 3, the method of performing
`hitting, throwing, jumping or the like based on pressure-
`sensing values will be described. The flowchart shown in
`FIG. 3 shows the processing of a program for performing
`hitting, throwing, jumping or the like based on pressure-
`sensing values.
`In FIG. 3, in Step $1, a decision is made as to whether or
`not a pre-stage action button was pressed, and if “YES” then
`in Step $2 the pre-stage action is displayed. Here,
`the
`pre-stage action is, in a golf game (see FIG. 6A), equivalent
`to animation showing the take-back of the club Ba by the
`player character Pc, or in a baseball game (see FIG. 6B,
`equivalent to animation showing the player character Pc
`with the bat Bt in a ready stance, or in a volleyball game (see
`FIG. 6C), equivalent to animation showing the player char-
`acter Pc jumping and swinging for the spike, or in a
`pachinko game, equivalent to animation showing a hitting
`member being moved toward the ball Ba, or in a basketball
`game (see FIG. 7B), equivalent to animation showing the
`player character Pc jumping and getting ready to shoot, or in
`a skiing game (see FIG. 7C), equivalent
`to animation
`showing the player character Pc skiing down the ski jump.
`While watching the aforementioned animation, the player
`tries to push the pressure-sensitive button at the point of
`impact, or namely just
`the right
`timing,
`to obtain the
`maximum pressure-sensing value.
`In Step S3, the timing variable T is incremented by “1”
`and in Step S4, a decision is made as to whether or not a
`pressure-sensing value is present, and if “YES” then control
`procedure moves to Step SS, but if “NO” then control
`procedure moves back to Step 82.
`In Step SS, the pressure-sensing value is acquired, and in
`Step S6, a decision is made as to whether or not
`the
`pressure-sensing value thus acquired is less than the previ-
`ous value, and if “YES” then control processing moves to
`Step S7, but if “NO” then control procedure moves back to
`Step 82.
`This decision in Step S6 is intended to detect if the finger
`of the user has released the pressure-sensitive switch or if it
`has lost strength. This is used as a decision as to whether or
`not to end the process of acquiring the pressure-sensing
`value from the pressure-sensitive switch.
`In Step S7, a parameter based on the value of the previous
`pressure-sensing value and the value of the timing variable
`T is set. Here,
`the “previous pressure-sensing value” is
`defined to be, when the pressure-sensing value is determined
`to be smaller than the previous pressure-sensing value in
`Step S6,
`the previous pressure-sensing value of that
`pressure-sensing value, so it
`is the maximum pressure-
`sensing value when the player had pushed the pressure-
`sensitive switch. The timing when this maximum value was
`input is the impact timing that the player was aiming at. The
`best timing value is set differently in the various games, and
`it corresponds to the length of the swing or other pre-stage
`action in the individual games.
`Moreover, the value of the timing variable T is compared
`against the standard timing value to determine how far the
`value of the timing variable T is offset from the standard
`timing value, and detect whether it
`is smaller or larger.
`Depending on this differential, a stipulated value is sub-
`tracted from or added to the maximum pressure-sensing
`value acquired, and the setting is found from the table shown
`in FIG. 2 based on the modified pressure-sensing value
`obtained as a result.
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`6
`Assuming that the standard timing value is ST, the timing
`variable is T, the maximum pressure-sensing value is PM“
`and the stipulated value is M, the modified pressure-sensing
`value PModlfy is found as follows:
`M=|ST—T|><k (k: a constant value)
`PModtfi=PMax_M
`In Step SS, calculation is performed depending on the
`settings. In a golf game (see FIG. 6A), the flight distance of
`the ball Ba one frame later for example is calculated
`depending on the setting, or in a baseball game (see FIG.
`6B), the flight distance of the ball Ba one frame later for
`example is calculated depending on the setting, or in a
`volleyball game (see FIG. 6C), the dropping position and
`dropping velocity of the volleyball Ba for example are
`calculated depending on the angle, or in a pachinko game,
`the flight distance of the pachinko ball Ba and the dropping
`position one frame later for example are calculated, or in a
`basketball game (see FIG. 7B),
`the trajectory and flight
`distance of the basketball Ba one frame later for example are
`calculated, or in a skiing game (see FIG. 7C), the trajectory
`and flight distance of the player character Pc one frame later
`for example are found.
`In Step S9, based on the aforementioned calculations, the
`appearance of the ball Ba or player character Pc flying
`through the air is displayed, and in Step $10, a decision is
`made as to whether or not the target has been reached,
`namely whether or not the ball Ba or character Pc has
`landed, and if “YES” then control procedure moves to Step
`$11, but if “NO” then control moves back to Step SS. Note
`that it is also possible for all positions until the target is
`reached or the object lands to be found by calculation in Step
`SS, and then the images are displayed sequentially.
`In Step $11, the results are reflected in the form of an
`image display or score increase or the like. For example, in
`a basketball game, an image showing a goal and an
`increased score is shown.
`
`As described above, with the present embodiment, hitting,
`throwing, jumping or the like is performed depending on the
`pressure-sensing value, so the game enjoyment can be
`increased and the user interface can be improved compared
`to the case of hitting, throwing, jumping or the like with a
`simple ON/OFF switch.
`It is noted that it is also possible to allocate a small setting
`to a high pressure-sensing value, and a large setting to a low
`pressure-sensing value.
`In addition, in a soccer game or the like, the aforemen-
`tioned flow can also be used in taking shots, for example.
`Namely, the kicking action of a player taking a shot can be
`displayed as animation, and the distance of the ball
`is
`calculated depending on the strength with which the
`pressure-sensitive switch is pushed. In addition, even in
`games other than those given above,
`this is completely
`applicable to any game that
`includes hitting,
`throwing,
`jumping or any other sort of shooting process.
`Next, with reference to FIGS. 4 and 5, a second embodi-
`ment will be described.
`In the second embodiment, a
`horseracing game will be described. In this example, the
`horse specified by a player is made to run by the continuous
`pushing of the player’s own pressure-sensitive switch. The
`position of the horse changes depending on the pressure-
`sensing value at the time of each push, and the winner is the
`one whose horse gets to the finish line before the horses of
`the opponents.
`As shown in FIG. 4, racetrack data Cd is read from disc
`in advance and stored in the entertainment system 500. This
`racetrack data Cd consists of a large number of settings Pa
`which indicate positions on the racetrack. For simplicity in
`
`IRONBURG EX2010, Page 24
`
`IRONBURG EX2010, Page 24
`
`
`
`US 6,524,187 B2
`
`7
`explanation, the racetrack is shown as in this figure, but
`actually, it is a table in which is recorded a large amount of
`racetrack position data, with pointers which indicate the
`horse acting as the player character (hereinafter, simply
`referred to as the “player character”) Pc and the competitor’s
`horse Ec placed at racetrack position data corresponding to
`the state of the race. Then, images corresponding to the state
`of this table are generated and displayed for each frame.
`The processing of the aforementioned horseracing game
`is shown in FIG. 5 which is a flowchart showing the program
`for the horseracing game.
`In Step 81, a decision is made as to whether or not input
`is present, and if “YES” then control moves to Step 82,
`where a pressure-sensing value is acquired in Step 82. In
`Step S3, the setting “P1”, .
`.
`.
`, “255” is selected from the
`table shown in FIG. 2 based on the pressure-sensing value
`thus acquired, and the pointer for the player character Pc is
`placed at the racetrack position data indicated by that setting.
`Here, the setting indicates the racetrack position data. For
`example, when the value of the racetrack position data
`indicating the current position of the player character Pc is
`“10” then if the setting is “10” then the pointer to the updated
`player character Pc will be placed at the racetrack position
`data of “20”.
`
`In Step S4, an image depending on the aforementioned
`racetrack position data is displayed. It is noted that trees and
`grass on the racetrack and the like are stored as polygon data
`corresponding to the racetrack position data, so these are
`rendered and displayed.
`In Step SS, a decision is made as to whether or not one lap
`has been completed, and if “YES” then the control proce-
`dure moves to Step S6, but if “NO” then control moves back
`to Step 81. The decision of whether or not a lap has been
`completed is made based on whether or not the current
`racetrack position data is greater than the maximum value of
`the racetrack position data.
`In Step S6, the variable R is incremented by “1” and in
`Step S7 a decision is made as to whether or not R is a
`stipulated value, and if “YES” then control procedure moves
`to Step S8, but if “NO” then control procedure moves to Step
`Sll. Here, the stipulated value is a predetermined number of
`laps and if this is determined to be 5 laps, for example, then
`the victory in the race is determined when one of the horses
`has completed 5 laps.
`In Step S8, the time difference with the opponent’s horse
`is found, and in Step S9, a decision is made as to whether the
`opponent is first, and if “YES” then procedure control moves
`to Step $12, but if “NO” then control procedure moves to
`Step $10.
`In Step 810, control moves to the next stage, namely the
`next race. In Step $11, a decision is made as to whether or
`not the opponent’s horse has passed the finish line, and if
`“YES” then control procedure moves to Step $12, but if
`“NO” then control procedure moves back to Step 81.
`In Step $12, a game over results and processing ends.
`In this horseracing game,
`the horse controlled by the
`player runs at a speed that depends on the number of times
`per unit of time that the player pushes the pressure-sensitive
`switch and the pressure-sensing value at that time, so it is
`possible to provide a game that offers more of a feeling of
`being at a real race than the conventional horseracing games
`wherein the player enters in a race a horse s/he has trained,
`and the race occurs automatically depending on various
`parameters in that race.
`FIG. 8 is a diagram showing controller 200 connected to
`entertainment system 500. The controller 200 is removably
`connected to the entertainment system 500, and the enter-
`tainment system 500 is connected to television monitor 408.
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`8
`The entertainment system 500 reads the program for a
`computer game from recording medium on which that
`program is recorded and by executing the program displays
`characters on the television monitor 408. The entertainment
`
`system 500 has various built-in functions for DVD (Digital
`Versatile Disc) playback, CDDA (compact disc digital
`audio) playback and the like. The signals from the controller
`200 are also processed as one of the aforementioned control
`functions within the entertainment system 500, and the
`content thereof may be reflected in the movement of char-
`acters and the like, on the television monitor 408.
`While this depends also on the content of the computer
`game program, controller 200 may be allocated functions for
`moving the characters displayed on the television monitor
`408 in the directions up, down, left or right.
`With reference to FIG. 9, here follows a description of the
`interior of the entertainment system 500 shown in FIG. 8.
`FIG. 9 is a block diagram of the entertainment system 500.
`A CPU 401 is connected to RAM 402 and a bus 403,
`respectively. Connected to bus 403 are a graphics processor
`unit (GPU) 404 and an input/output processor (1/0) 409,
`respectively. The GPU 404 is connected via an encoder 407
`for converting a digital RGB signal or the like into the NTSC
`standard television format, for example,
`to a television
`monitor (TV) 408 as a peripheral.
`Connected to the 1/0 409 are a driver (DRV) 410 used for
`the playback and decoding of data recorded upon an optical
`disc 411, a sound processor (SP) 412,