Input device, game device, and method and recording medium for same
Abstract
An input device and game processing device for simulating an instrument such as a fishing rod, sword, bat, golf club, or the like, are provided, without mechanical constraints. An input device 1 is moved as a whole by means of a player holding a holding section ( 19 ) thereof, and there are provided: detecting means ( 105 ) for detecting physical quantities corresponding to the movement of the input device as a whole, and vibration transmitting means ( 31, 10 ), fixed to the casing such that vibrations can be transmitted thereto, for inducing mechanical displacement corresponding to prescribed instruction signals. The game processing device processes a simulated game wherein this input device is modelled on an instrument required for a prescribed action in real life. This game processing device comprises game developing means for developing a game simulating said real-life action and providing a display indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; and instruction means for outputting an instruction signal to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received. When movement information indicating the movement of said input device and supplied by said input device reaches prescribed conditions, the development of the game by said game developing means is changed.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . An input device in which a player moves the whole of the input device by holding and manipulating a portion of the casing thereof, comprising:
detecting means for detecting physical quantities corresponding to the movement of said input device as a whole and converting said physical quantities to a detection signal which is output, and vibration transmitting means, fixed to said casing such that vibration can be transmitted, for inducing mechanical displacement corresponding to prescribed instruction signals.
2 . The input device according to claim 1 , wherein said vibration transmitting means comprising a motor which causes a rotating axle to rotate on the basis of said instruction signal; a weight which maintains a centre of gravity at a prescribed distance from said rotating axle and is fixed rotatably to said rotating axle; and a member which fixes said motor to said casing.
3 . The input device according to claim 1 , further comprising on the portion of said casing held by the player, a trigger button which outputs the timing at which it is operated by the player as an operating signal.
4 . The input device according to claim 1 , further comprising direction indicator keys which output the direction in which the player has wielded said input device as an operating signal.
5 . The input device according to claim 1 , further comprising, on said casing, a rod-shaped member which vibrates by a fixed amplitude or more, when vibration is transmitted to the casing by said vibration transmitting means.
6 . The input device according to claim 1 , further comprising a reel constructed such that the player can rotate it about a prescribed rotating axle by holding a handle, and number of revolutions output means for outputting information on the rotation of said reel in accordance with the rotation of said rotating axle.
7 . The input device according to claim 6 , wherein the rotating axle of said reel is provided with a ratchet wheel which rotates with said rotating axle, and an elastic hook provided on the non-rotating portion of said input device is placed adjacent to the indentations in said ratchet wheel in a position such that said hook engages with said indentation when said ratchet wheel rotates.
8 . The input device according to claim 1 , wherein the outer shape of the casing of said input device is modelled on a fishing rod.
9 . The input device according to claim 1 , wherein the outer shape of the casing of said input device is modelled on a sword.
10 . The input device according to claim 1 , wherein the outer shape of the casing of said input device is modelled on a baseball bat.
11 . The input device according to claim 1 , wherein the outer shape of the casing of said input device is modelled on a golf club.
12 . A game processing device which processes a simulated game wherein an input device operated by a player is modelled on an instrument required for a prescribed action in real-life, comprising:
game developing means for developing a game simulating said real-life action and providing a display indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; and instruction means for outputting an instruction signal to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received; wherein when movement information indicating the movement of said input device and supplied by said input device reaches prescribed conditions, the development of the game by said game developing means is changed.
13 . The game processing device wherein the actions reproduced artificially by said game relate to fishing and said input device is modelled on a fishing rod, the game processing device according to claim 12 , wherein said instruction means transmits vibrations to the player indicating that there is a “bite” at said input device, by outputting said instruction signal to said input device when it is judged that there has been a “bite” in the course of the game.
14 . The game processing device wherein the actions reproduced artificially by said game relate to fishing and said input device is modelled on a fishing rod, the game processing device according to claim 12 , wherein, when it is judged that there has been a “bite” in the course of the game, a fish is considered to have nibbled at the bait corresponding to this “bite” in the course of the game, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole display a change of or above a prescribed amount.
15 . The game processing device according to claim 12 , wherein, if it is judged that the fish is nibbling at the bait in the course of the game and the movement of said fish has stopped, said fish is taken as being reeled in in the course of the game, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole display a change of or above a prescribed amount.
16 . The game processing device according to claim 12 , wherein, if the operation of reeling in said fish in the course of the game is repeated a certain number of times or more, then said fish is taken as having been landed in the course of the game, if the physical quantities corresponding to the movement of said input device as a whole display a change of or above a prescribed amount.
17 . The game processing device according to claim 12 , wherein, if it is judged that there has been a “bite” in the course of the game, the action corresponding to said bite in the course of the game is taken as having failed, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole match certain conditions.
18 . A game processing method for processing a simulated game wherein an input device operated by a player is modelled on an instrument required for a prescribed action in real life, comprising:
a game developing step in which a game simulating said real-life action is developed and a display is provided indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; and an instruction step whereby an instruction signal is output to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received; wherein when movement information indicating the movement of said input device and supplied by said input device reaches prescribed conditions, said game developing step changes the development of the game by said game developing means.
19 . The game processing method wherein the actions reproduced artificially by said game relate to fishing and said input device is modelled on a fishing rod, the game processing method according to claim 18 , wherein said instruction step transmits vibrations to the player indicating that there is a “bite” at said input device, by outputting said instruction signal to said input device, when it is judged that there has been a “bite” in the course of the game.
20 . The game processing method wherein the actions reproduced artificially by said game relate to fishing and said input device is modelled on a fishing rod, the game processing method according to claim 18 , wherein, when it is judged that there has been a “bite” in the course of the game, said game developing step considers that a fish has nibbled at the bait corresponding to this “bite” in the course of the game, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole display a change of or above a prescribed amount.
21 . The game processing method according to claim 18 , wherein, if it is judged that the fish has nibbled at the bait in the course of the game and the movement of said fish has stopped, said fish is taken as being reeled in the course of the game, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole display a change of or above a prescribed amount.
22 . The game processing method according to claim 21 , wherein if the operation of reeling in said fish in the course of the game is repeated a certain number of times or more, then said fish is regarded as having been landed in the course of the game, if the physical quantities corresponding to movement of said input device as a whole display a change of or above a prescribed amount.
23 . The game processing method according to claim 18 , wherein, if it is judged that there has been a “bite” in the course of the game, the actions carried out corresponding to said bite in the course of the game are taken as having failed, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole match certain conditions.
24 . A mechanically readable recording medium on which programs for executing the steps according to any one of claims 18 to 23 in a computer are stored.
25 . An input device whereby a player moves the whole of the input device by holding and manipulating a portion of the casing thereof, comprising:
detecting means for detecting physical quantities corresponding to the movement of said input device as a whole and converting said physical quantities to a detection signal which is output; vibration transmitting means, fixed to said casing such that vibration can be transmitted thereto, for inducing mechanical displacement corresponding to prescribed instruction signals; a trigger button which outputs the timing at which it operated by the player as an operating signal; direction indicator keys which output the direction in which the player has wielded said input device as an operating signal; a rod-shaped member which vibrates by a fixed amplitude or more, when vibration is transmitted to the casing by said vibration transmitting means; a reel constructed such that the player can rotate it about a prescribed rotating axle by holding a handle; and number of revolutions output means for outputting information on the rotation of said reel in accordance with the rotation of said rotating axle.
26 . A game processing device which processes a simulated game wherein an input device operated by a player is modelled on an instrument required for a prescribed action in real-life, comprising:
game developing means for developing a game simulating said real-life action and providing a display indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; and instruction means for outputting an instruction signal to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received; wherein when it is determined that there has been a bite in the course of the game, said game developing means considers that a fish has nibbled at the bait corresponding to this “bite” in the course of the game, if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole display a change of or above a prescribed amount; considers that a fish has been reeled in in the course of the game, if it is judged that the fish has nibbled at the bait in the course of the game and the movement of said fish has stopped, and if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole display a change of or above a prescribed amount; considers that a fish has been landed in the course of the game, if the operation of reeling in said fish in the course of the game is repeated a certain number of times or more, and if the physical quantities corresponding to the movement of said input device as a whole display a change of or above a prescribed amount; and considers the action carried out corresponding to said bite in the course of the game to have failed, if it is judged that there has been a “bite” in the course of the game, and if the physical quantities corresponding to the rotation of the reel of said input device and the movement of said input device as a whole match certain conditions; and said instruction means transmits vibrations to the player indicating that there is a “bite” at said input device, by outputting said instruction signal to said input device when it is judged that there has been a “bite” in the course of the game.Join the waitlist — get patent alerts
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