`Us 6,524,186 B2
`(10) Patent N0.:
`Takatsuka et al.
`(45) Date of Patent:
`*Feb. 25, 2003
`
`U8006524186B2
`
`(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 Capper et 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
`U.S.C. 154(b) by 0 days.
`
`(21) Appl. No.: 09/322,776
`
`(22)
`
`(65)
`
`Filed:
`
`May 28, 1999
`
`Prior Publication Data
`US 2002/0068628 A1 Jun. 6, 2002
`
`(30)
`
`Foreign Application Priority Data
`
`Jun. 1, 1998
`
`(JP)
`
`........................................... 10—151528
`
`(51)
`
`Int. Cl.7 ................................................. A63F 13/00
`
`(52) US. Cl.
`
`.............................. 463/37; 463/31; 463/43
`
`(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 Bromley et al.
`4/1989 G00
`1/1992 Stamper et al.
`7/1993 Kosugi et al.
`8/1993 Blair et al.
`
`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 movement that is related to the actual way an object
`is handled. A game is played in the entertainment system in
`accordance with this program. Commands by a player are
`input from an input operation system. Mounted in an optical
`disk device built
`into an optical disk controller of the
`entertainment system is a CD-ROM on which is 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. Acontrol system controls the actions
`of player characters on a display screen based on the
`program from the CD-ROM and commands from the input
`operation system.
`
`19 Claims, 21 Drawing Sheets
`
`
`
`IRONBURG EX2011, Page 1
`
`IRONBURG EX2011, Page 1
`
`
`
`US 6,524,186 B2
`
`Page 2
`
`US. PATENT DOCUMENTS
`
`5,971,853 A * 10/1999 Kataoka et a1.
`
`............... 463/36
`
`.
`*
`7/1995 L1Pson
`59435554 A *
`31332 gurneretlaL
`39:37:33:
`*
`/
`0“) eta‘
`7
`7
`9/1996 Carter
`......................... 463/35
`5,556,107 A *
`4/1997 Oh
`5,616,078 A *
`7/1997 Marcus et a1.
`5,643,087 A *
`7/1997 Okano et a1.
`5,649,861 A *
`.
`.
`*
`12/1997 Rlflfln .
`5,692,956 A
`1/1998 Iwasakl et a1.
`5,704,837 A *
`*
`3/1998 Skodlar
`5,734,370 A
`5,833,549 A * 11/1998 Zur et a1.
`.
`5,853,327 A * 12/1998 Gllboa
`.
`.
`*
`.
`5,903,257 A
`5/1999 lehluml et a1.
`
`............... 463/38
`
`5,913,727 A *
`5,919,092 A *
`5,931,734 A *
`5,933,152 A *
`
`6/1999 Ahdoot
`.................. 463/37
`7/1999 Yokoi et a1.
`8/1999 Nakatani et a1.
`.............. 463/23
`8/1999 Naruki et a1.
`
`5,989,123 A * 11/1999 Tosaki et 211.
`6,010,405 A
`1/2000 Morawiec
`6,028,593 A *
`2/2000 Rosenberg et a1.
`6,030,290 A *
`2/2000 Powell
`.
`.
`6 132 314 A * 10/2000 A1k1
`’
`7
`6 162 123 A * 12/2000 Woolston
`’
`’
`6 171 187 B1 *
`1/2001 Audebert et 211.
`7
`7
`6,200,219 B1 *
`3/2001 Rudell et 211.
`6217 444 B1 *
`4/2001 Kataoka et 211.
`7
`7
`.
`6,220,963 B1 *
`4/2001 Meredlth
`.
`6227 968 B1 *
`5/2001 Suzukl et 211.
`7
`7
`.
`5/2001 Ellat et 211.
`6227974 B1 *
`7
`7
`.
`6,251,015 B1 *
`6/2001 Capral
`.
`6312 335 B1 * 11/2001 Tosalkl et 211.
`693687217 B2 *
`42002 K
`t
`1
`,
`,
`/
`am" e a'
`
`* cited by examiner
`
`IRONBURG EX2011, Page 2
`
`IRONBURG EX2011, Page 2
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 1 0f 21
`
`US 6,524,186 B2
`
`1 VIDEO GAME DEVICE
`
`20 BUS
`
`:19
`
`GTE
`41
`E
`________________
`
`VIDEO OUTPUT
`
`8$ 0g(230%mgAF“?of05m30Pm<mEm[— 34
`
`i
`96 m :
`
`5/80
`5
`
`36
`
`“IO
`
`97
`
`OPT|CAL DISK i
`5
`BUFFER
`DEVICE
`i - 83
`5
`E-----------7—2_______________3073
`I COMMUNICATION ' uznmgo I
`;
`CONTROL
`5
`5
`I
`TI
`:
`INPUTOPERATION i
`L-
`DEVICE
`E
`
`IRONBURG EX2011, Page 3
`
`IRONBURG EX2011, Page 3
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 2 0f 21
`
`US 6,524,186 B2
`
`1VIDEO GAME DEVICE
`
`101 GAME MACHINE
`MAIN UNIT
`
` V
`
`Y‘V‘V‘V‘V‘V‘V‘V‘V‘Y‘V‘V‘VAY‘V‘Y‘V‘V‘V‘VAV‘V‘V‘V‘V‘V‘Y‘V‘V‘V‘V‘V‘V‘V‘Y ’A'AVAVAVAVAVA'AVA'A'A'A'A'AVAVA'AVAVA'AVA'A'A'A'A'AVA'A
`
`IRONBURG EX2011, Page 4
`
`IRONBURG EX2011, Page 4
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 3 0f 21
`
`US 6,524,186 B2
`
`
`
`
`'dl’i‘W—dlgl
`
`
`
`\vggpeL-Qj
`
`
`
`
`
`IRONBURG EX2011, Page 5
`
`IRONBURG EX2011, Page 5
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 4 0f 21
`
`US 6,524,186 B2
`
`KEY INPUT
`PROCESSING SYSTEM
`CHARACTER OPERATION
`
`PROCESSING SYSTEM
`
`
`
`KEY INPUT FOR
`EACH FRAME
`
`
`
`
`
`UPDATING OF
`
`KEY DATA
`
`ACQUISITION OF
`KEY INPUT DATA
`
`811
`
`
`
`312
`
`USO-SECOND INTERVAL
`
`
`
`
`
`CHANGE
`OF ACTION
`PATTERN?
`
`
`
`NO
`
`$14
`
`815
`
`
`INPUT DATA
`
`
`
`
`
`
`CHANGEOVER OF
`ACTION PATTERN
`
`ACTION PATTERN
`MOTION SETTING
`
`
`
`
`
`DRAWING
`PROCESSING
`
`FIG. 5
`
`IRONBURG EX2011, Page 6
`
`IRONBURG EX2011, Page 6
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 5 0f 21
`
`US 6,524,186 B2
`
`
`
`IRONBURG EX2011, Page 7
`
`IRONBURG EX2011, Page 7
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 6 0f 21
`
`US 6,524,186 B2
`
`
`
`IRONBURG EX2011, Page 8
`
`IRONBURG EX2011, Page 8
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 7 0f 21
`
`US 6,524,186 132
`
`
`
`821
`
`KEY INPUT DATA
`ANALYSIS
`
`822
`
`2 L
`
`EFT STICK
`SETTING ACTION
`
`
`
`824
`
`
`
`LEFT STICK PUSH-
`IN SETTING ACTION
`
`326
`
`
`
`RIGHT STICK
`SETTING ACTION
`
`
`
`NO
`
`NO
`
`NO
`
`NO
`
`
`
`
`
`
`$30
`
`FIG. 8
`
`
`
`828
`
`IS
`RIGHT STICK
`PUSHED
`IN?
`
`
`
`
`
`RIGHT STICK PUSH-
`IN SETTING ACTION
`
`COMMON BASIC
`BUTTON SETTING
`
`IRONBURG EX2011, Page 9
`
`IRONBURG EX2011, Page 9
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 8 0f 21
`
`US 6,524,186 B2
`
`FIG.9
`
`IRONBURG EX2011, Page 10
`
`IRONBURG EX2011, Page 10
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 9 0f 21
`
`US 6,524,186 B2
`
`FIG.10
`
`IRONBURG EX2011, Page 11
`
`IRONBURG EX2011, Page 11
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 10 0f 21
`
`US 6,524,186 B2
`
`Y
`
`1
`
`POINT
`
`
`145;,
`
`D
`
`L BOUNDARY
`
`LINE
`
`FIG. 11A
`
`FIG. 118
`
`CASE OF MAGIC PUNCH
`
`MOTION
`
`EXTEND HAND PART
`
`FIG. 13A
`
`FIG. 13B
`
`MOTION
`
`RETRACT HAND PART
`
`IRONBURG EX2011, Page 12
`
`IRONBURG EX2011, Page 12
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 11 0f 21
`
`US 6,524,186 B2
`
`mm:mo
`
`08
`
`5%10823mm23v555%
`
`52%5555.208$5728sz3830725295%:E35
`
`
`
`2_52;ESE5%2s5%.37.55%55
`
`EOE?323555%$.20on.mE.zoSz_>>moz
`
`:62
`
`32820:wzéflgég3
`oz_>>m.mEuEzooz<m<zmamm
`
`
`
`
`
`
`
`moz<._.mE<mm
`
`n5ozfim
`
`2%
`
`NF.o_n_
`
`IRONBURG EX2011, Page 13
`
`
`
`02_>>m._<o_Em>
`
`m5
`
`.mI._.._.<“6E425
`
`
`
`moz<._.mExam
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`8.5:m<>>xofim.592
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`
`IRONBURG EX2011, Page 13
`
`
`
`
`
`
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 12 0f 21
`
`US 6,524,186 B2
`
`FIG.14
`
`IRONBURG EX2011, Page 14
`
`IRONBURG EX2011, Page 14
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 13 0f 21
`
`US 6,524,186 B2
`
`FIG.15
`
`IRONBURG EX2011, Page 15
`
`IRONBURG EX2011, Page 15
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 14 0f 21
`
`US 6,524,186 B2
`
`CASE OF SLINGSHOT
`
`MOTION
`
`FIG. 16A
`
`FIG. 168
`
`FIG. 160
`
`PULL TH
`
`rn RUBBER5'
`
`«:3
`
`MOTION
`
`AIM LEFT AND RIGH
`
`—|
`
`©
`
`Ia
`
`MOTION
`
`SHOOT THE SLINGSHOT
`
`© E
`
`CASE OF FLYING DRAGONFLY
`
`MOTION
`
`TURN FLYING DRAGONFLY
`
`FIG. 19 EE
`
`IRONBURG EX2011, Page 16
`
`IRONBURG EX2011, Page 16
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 15 0f 21
`
`US 6,524,186 B2
`
`FIG.17
`
`IRONBURG EX2011, Page 17
`
`IRONBURG EX2011, Page 17
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 16 0f 21
`
`US 6,524,186 B2
`
`FIG.18
`
`IRONBURG EX2011, Page 18
`
`IRONBURG EX2011, Page 18
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 17 0f 21
`
`US 6,524,186 B2
`
`FIG.20
`
`IRONBURG EX2011, Page 19
`
`IRONBURG EX2011, Page 19
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 18 0f 21
`
`US 6,524,186 B2
`
`CASE OF RADIO CONTROLLER
`
`MOTION
`
`MAKE THE RADIO CONTROLLER RUN
`
`FIG. 21A
`
`©
`
`@A
`
`MOTION
`
`TURN THE STEERING WHEEL
`
`FIG.21B
`
`@
`
`CASE OF HULA HOOP
`
`MOTION
`
`TURN THE HULA HOOP
`
`FIG. 23
`
`@
`
`CASE OF CLUB
`
`MOTION
`H7:I'Tl
`ST
`
`@
`
`E
`
`FIG. 24A
`
`MOTION
`
`SWING
`
`FIG. 248 5IE
`
`IRONBURG EX2011, Page 20
`
`IRONBURG EX2011, Page 20
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 19 0f 21
`
`US 6,524,186 B2
`
`FIG.22
`
`IRONBURG EX2011, Page 21
`
`IRONBURG EX2011, Page 21
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 20 0f 21
`
`US 6,524,186 B2
`
`MOTION
`
`ROW THE BOAT
`
`FIG. 25
`
`MOTION
`
`ADVANCE
`
`MOTION
`
`RETREAT
`
`MOTION
`
`ROTATE
`
`FIG. 26A
`
`FIG. 26B
`
`FIG. 260
`
`IRONBURG EX2011, Page 22
`
`IRONBURG EX2011, Page 22
`
`
`
`US. Patent
`
`Feb. 25, 2003
`
`Sheet 21 0f 21
`
`US 6,524,186 B2
`
`MOTION
`
`SKI STRAIGHT
`
`FIG. 27A
`
`MOTION
`
`TURN RIGHT
`
`FIG. 27B
`
`«5'
`
`R\
`
`MOTION
`
`TURN LEFT
`
`FIG. 27C ‘@
`
`‘2)
`
`MOTION
`
`MAKE A CURVE
`
`FIG. 27D
`
`6'
`
`2»
`
`IRONBURG EX2011, Page 23
`
`IRONBURG EX2011, Page 23
`
`
`
`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 makes it 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 employs a 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
`
`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 machine of this type
`is used held in the hands and fingers of the player. Arranged
`on one side of the device main unit is a direction instruction
`
`operation unit having a direction instruction operation but-
`ton in a + or circular shape, and arranged on the other side
`of the machine main unit is a function setting and execution
`unit having multiple function setting and execution buttons
`which set the action functions of the display character or
`execute the actions. The direction instruction operation unit
`has four switches, arranged in mutually perpendicular
`directions, equipped with operation parts that connect and
`disconnect with contacts. The display character is moved by
`selectively turning these switches on and off by means of a
`direction instruction operation unit that has a + or circular
`shape. For example, among the four switches arranged in
`mutually perpendicular directions, the display character is
`made to move digitally in the direction in which the switches
`that are turned on are arranged. In the function setting and
`execution unit, switches are arranged corresponding to mul-
`tiple function setting and execution operation parts, and by
`turning on the switch that corresponds to a function setting
`and execution operation part,
`the function of the display
`character assigned to each button is set, or the function that
`the display character has is executed.
`In a direction instruction operation unit of the above-
`described operation device, only instruction signals are
`given that cause movement operations in the direction in
`which the switches that are turned on are arranged, among
`the four switches arranged in mutually perpendicular
`directions, and thus it
`is impossible to give command
`information that would cause a display character to rotate or
`
`10
`
`15
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`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 movement of 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 make it 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 human actions more closely, by allowing characters
`in game space to hold objects such as weapons or tools, 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.
`
`SUMMARY OF THE INVENTION
`
`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
`advances a game by causing prescribed characters on a
`display screen to perform actions according to wishes of a
`player by an input operation device, wherein the recorded
`program makes enables an object of a character to move in
`a game space analogously in two dimensions by having the
`player move with his fingers the operation parts of the input
`operation device by movements that are related to how the
`object is actually handled.
`The objects of the present invention are also attained by
`an entertainment system in which a player plays the game by
`causing a prescribed character on a display screen of th e
`entertainment system to act as intended, comprising an input
`operation means by which commands by the player are
`inputted; a memory medium for storing a program that
`makes it possible to cause characters in a game space to
`handle objects by having the player make with his fingers on
`said input operation means movements that are related to
`how an object is actually handled; and a control means for
`controlling the actions of player characters on the display
`screen based on said program stored in said memory
`medium and commands from said input operation means.
`The control means analogously moves said object. by
`detecting the amount of two-dimensional movement of an
`operation part of the input operation means.
`This ability to provide the operation of the input operation
`means that is related to the actual operation of the object can
`improve the user interface.
`
`IRONBURG EX2011, Page 24
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`IRONBURG EX2011, Page 24
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`
`US 6,524,186 B2
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`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 game device of FIG. 1;
`FIG. 3 is a perspective view of the input operation device
`that includes the video game device of FIG. 1;
`FIG. 4 is a side view of the input operation device of FIG.
`
`3;
`
`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 movement of the rotation operation part of
`the input operation device for explaining the acquisition and
`processing of key input data in the character operation
`processing system in the flowchart of FIG. 5;
`FIG. 7 is a diagram showing the pushing in of the rotation
`operation part of the input operation device for describing
`the acquisition and processing of key input data in the
`character operation processing system in the flowchart
`shown in the above FIG. 5;
`FIG. 8 is a flowchart for explaining the motion setting of
`moving picture patterns in the character operation process-
`ing system in the flowchart shown of FIG. 5;
`FIG. 9 is a diagram showing the display screen displaying
`how a player character holds a light saber at the ready;
`FIG. 10 is a diagram showing the display screen display-
`ing how a player character is made to brandish a light saber;
`FIGS. 11(a—b) show a coordinate diagram for explaining
`the decision operation by the CPU from the time when a
`character player is made to hold a light saber in an at-the-
`ready stance until he is made to swing it;
`FIG. 12 is a flowchart for explaining detailed processing
`routines of the CPU when a player character is made to hold
`a light saber in an at-the-ready stance as shown in FIG. 9 and
`is made to swing it downward as shown in FIG. 10;
`FIGS. 13(a—b) show a diagram showing the operation on
`the input operation device when a player character is made
`to handle a magic punch;
`FIG. 14 is a diagram showing how a player character is
`made to hold a magic punch in an at-the-ready stance;
`FIG. 15 is a diagram showing how a player character is
`made to extend a magic punch;
`FIGS. 16(a—c) show the operation on the input operation
`device when a player character is made to handle a slingshot;
`FIG. 17 is a diagram showing how a player character is
`made to hold a slingshot in an at-the-ready stance;
`FIG. 18 is a diagram showing a scene in which a player
`character has finished shooting a slingshot;
`FIG. 19 is a diagram showing the operation on the input
`operation device when a player character is made to handle
`a flying dragonfly;
`FIG. 20 is a diagram showing how a player character flies
`through the air using a flying dragonfly;
`FIGS. 21(a—b) diagrammatically show the operation on
`the input operation device when a player character is made
`to handle a radio controller;
`FIG. 22 is a diagram showing how a player character
`moves a radio-controlled car using a radio controller;
`FIG. 23 is a diagram showing the operation on the input
`operation device when a player character is made to turn a
`hula hoop;
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`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
`boau
`
`FIGS. 26(a—e) show a diagram of the operation on the
`input operation device when one moves a 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
`
`Referring now to the drawings in detail, FIG. 1 shows an
`embodiment of the present invention as a video game device
`in which in playing a game the players use an operation
`device to cause characters to handle objects, according to an
`application program recorded on the recording medium of
`this invention.
`In particular,
`in the video game device,
`characters in a game space can be made to handle objects by
`having the player make movements with respect
`to the
`operation device that are related to the actual ways in which
`objects are handled.
`As shown in FIG. 1, in the video game, device 1, a graphic
`generation system 40, a sound generation system 50, an
`optical disk controller 80, and an input operation system 70
`are connected to a control system 30 via system a bus (BUS)
`20.
`
`Here, commands by players are input from input opera-
`tion system 70. Mounted in optical disk device inside optical
`disk controller 80 is a CD-ROM. on which is recorded a
`
`program by which objects of characters in game space can
`be moved analogously in two dimensions by having the
`player use his fingers to move the operation parts of said
`input operation device with movements that are related to
`the way in which the objects are actually handled. Control
`system 30 controls the actions of player characters on the
`display screen based on said program from said CD-ROM
`and commands from said input operation system 70.
`Control system 30 has central a processing unit (CPU) 31,
`a peripheral device controller 32, which performs interrupt
`control and control
`including a direct memory access
`(DMA) transfer, a RAM 33, which serves as the main
`memory, and a read-only memory (ROM) 34, in which are
`stored programs for the so-called operating system, etc.,
`which manages graphic generation system 40, a sound
`generation system 50, etc.
`CPU 31, which controls this entire video game device 1
`by executing programs of the operating system stored in
`ROM 34, consists of, for example, a 32-bit RISC CPU. The
`composition and operation of this CPU 31 are described in
`detail below.
`
`When the power is turned on in this video game device 1,
`CPU 31 of control system 30 controls graphic generation
`system 40, sound generation system 50, etc. by executing
`operating system programs stored in ROM 34. When the
`operating system programs are executed, CPU 31 initializes
`the entire video game device 1,
`including operation
`confirmation, then controls optical disk controller 80 and
`executes the game or other application program stored on
`the optical disk. By execution of this game or other appli-
`cation program, CPU 31 controls graphic generation system
`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 GTE 41 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
`which fiat shading is drawn with the same color in 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 CLUT region in which is
`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
`CLUT and texture regions change dynamically in accor-
`dance with changes in the display region.
`Besides the above-described fiat shading, said GPU 42
`can do Gouraud shading, in which the 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 region is 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.
`By storing 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 on instructions 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 decoding function 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 sound effects, 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 makes it 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, that is, to
`use them as sampling sound sources.
`The optical disk controller 80 has an optical disk device
`81, which plays back programs or data stored on an optical
`disk, a decoder 82, which decodes programs or data stored
`with, for example, an error correction code (ECC) added to
`them, and a buffer 83, which makes it 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 decoder 82, 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 and is 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 lever or a set of
`pushbuttons. In the field that deals with game devices, the
`input operation device 73 is generally known as 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 images of the
`background and the player characters and objects are dis-
`played on the display screen of the monitor.
`By start of execution of said application program, sound
`generation system 50 generates tones and sound effects, 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 command is 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 sound effects 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 game device 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 -ROM or other optical disk that is
`the recording medium for supplying the aforesaid applica-
`tion program, a reset switch 106 for arbitrarily resetting the
`game, a power switch 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 shown in FIG. 3, input operation device 73 includes a
`device main unit 4 in which an upper half 2 and a lower half
`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 palms of the left
`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,