Game system
The game system enhances hit detection accuracy and engagement by using RFID tags and strike sensors in battle equipment, ensuring accurate hit determination and controlled game effects.
Patent Information
- Application Number
- JP2024053266
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-09
AI Technical Summary
Conventional game systems using RFID for hit detection in simulated battles suffer from poor accuracy and lack of engagement, as hits can be falsely detected without actual contact.
A game system with battle equipment featuring first-type parts with RFID tags and readers, and second-type parts with strike sensors, uses a control system for double determination of hits based on RFID reading and strike detection, controlling game effects and rules to enhance accuracy and engagement.
Improves hit detection accuracy and increases game enjoyment by ensuring hits are accurately detected and game effects are appropriately controlled based on precise hit locations and intensities.
Smart Images

Figure 2025151712000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system. [Background technology]
[0002] 2. Description of the Related Art There are known game systems for competitive attractions in which players can experience simulated battles.
[0003] For example, Patent Document 1 shows a game system in which players compete against each other wearing game equipment with units for each body part: glove, shoulder, chest, back, and arm. The glove has a transmitter using RFID and a memory card reader that stores attack item data. Each unit for the shoulder, chest, back, and arm has a receiver using RFID. The unit on the back is equipped with a memory device that stores the player's stamina value data. Each unit is connected to each other via wireless communication.
[0004] Each player wears a game device and engages in a simulated battle by hitting their glove against the opponent's shoulder, chest, back, or arm units. When a glove hits any of the opponent's shoulder, chest, back, or arm units, attack item data is sent from the glove's transmitter to the receiver of the unit that was hit. The game device of the player who was attacked subtracts the player's strength value based on the received attack item data to determine the winner of the game. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295865 Summary of the Invention [Problem to be solved by the invention]
[0006] The conventional game systems described above rely on RFID (Radio Frequency Identification) to transmit and receive attack item data between the glove and the unit that made the hit, which can lead to poor accuracy in hit detection. For example, if the glove is positioned or passes within the RFID communication range without coming into contact with any of the units on the opponent's shoulder, chest, back, or arm, it can be determined to be a hit even if the punch does not land.
[0007] The first problem that the present invention aims to solve is to provide a technology for a game system with high hit detection accuracy, and the second problem is to provide a technology for increasing the enjoyment of the game in the game system. [Means for solving the problem]
[0008] The first invention for solving the above-mentioned problems is a game system comprising battle equipment equipped by players and a control system, which controls the presentation of battle play between players equipped with the battle equipment, wherein the battle equipment comprises first-type parts and second-type parts, the first-type parts have a tag that performs short-range wireless communication (e.g., RFID tag 33 in FIG. 2) and a reader (e.g., RFID reader 63 in FIG. 5), the second-type parts have the reader and a struck sensor, the control system has success / failure determination means (e.g., success / failure determination unit 202 in FIG. 9, steps S50 to S56 in FIG. 13) that determines whether the strike is successful based on whether both the reader detects reading and the struck sensor detect the strike, or whether only one of them is detected, and when the success / failure determination means determines that the strike is successful, the game system executes predetermined presentation control (e.g., damage light emission in FIG. 8, step S94 in FIG. 13).
[0009] According to the first aspect of the present invention, the game system determines whether a strike has been successful, i.e., whether a hit has been made, by a double determination: the reader of the second-type part reads the tag of the first-type part that has come close to the strike, and the strike sensor of the second-type part that has received the strike detects the strike. This makes it possible to improve the accuracy of hit determination compared to conventional methods.
[0010] A second invention is a game system in which the first type part has a plurality of tags discretely placed in an area for determining a valid hit (for example, area 39 in Figure 2).
[0011] According to the second aspect of the present invention, since tags are placed only in specific areas, the player must play a fighting game by hitting the opponent in the area. In other words, the game system has a configuration that realizes appropriate rules for obtaining effective attacks, making it possible to increase the interest of the game. Furthermore, by placing tags evenly throughout the area, the game system makes it possible to determine a hit regardless of where in the area the opponent is hit.
[0012] A third invention is a game system in which, in the above-mentioned game system, the tag transmits identification information associated with the type and / or part of the first type part to which the tag is attached (for example, the tag ID in Figure 7, the attack item name in the first type part registration data 514 in Figure 9, and the tag ID list by sub-part) via the short-range wireless communication, the reader reads the identification information via the short-range wireless communication and includes it in the read detection information, and the control system executes performance control based on the identification information included in the read detection information (for example, successful hit performance definition data 520 in Figure 10).
[0013] According to the third aspect of the present invention, the game system can control the effects depending on which first type part is hit and which part of the first type part is hit.
[0014] A fourth invention is a game system in which, in the above-mentioned game system, the second type parts exist for each part constituting the battle equipment (for example, the strike target part pod 14 in Figure 1), and the success / failure determination means determines the success / failure of the strike for each part by determining the success / failure of the strike against the part based on both the reading detection by the reader provided on the second type part of the same part and the strike detection by the strike sensor.
[0015] According to the fourth aspect of the present invention, the game system can determine which part of the second type part has received the blow.
[0016] A fifth invention is a game system in which, in the above-mentioned game system, the control system executes presentation control according to the part determined to be hit successfully by the success / failure determination means (for example, successful hit presentation definition data 520 in Figure 10).
[0017] According to the fifth invention, the game system can control the presentation depending on which part of the body is hit successfully.
[0018] The sixth invention is a game system in which, in the above-mentioned game system, the strike sensor is capable of detecting the physical quantity of the strike, and when the success / failure determination means determines that the strike is successful, the control system executes presentation control based on the physical quantity detected by the strike sensor (for example, successful strike presentation definition data 520 in Figure 10, damage value calculation standard data 552 in Figure 11).
[0019] According to the sixth aspect of the present invention, the game system can control the performance in accordance with the physical quantity related to the hit detected by the hit sensor.
[0020] A seventh invention is a game system in which, in the above-mentioned game system, the tag attached to the battle equipment of each player transmits identification information (e.g., a sensor ID) associated with information indicating that it is for that player via the short-range wireless communication, and the control system has a means (e.g., the battle equipment control board 50 in FIG. 5, the friend / foe determination unit 204 in FIG. 9, step S54 in FIG. 13) for determining whether or not a player has received a blow from themselves based on which player's battle equipment the reader that performed the reading detection belongs to and the identification information included in the information of the reading detection.
[0021] According to the seventh aspect of the present invention, the game system can distinguish between the player and the opponent, that is, whether the blow is made by the player himself or by the opponent.
[0022] An eighth invention is a game system in which, in the above-mentioned game system, the battle equipment is provided with a light-emitting unit (for example, the LED group 70 and the damage effect LED 82 in Figures 1 and 5), and the control system executes effect control to cause the light-emitting unit to emit light when the success / failure determination means determines that the hit is successful (for example, step S94 in Figure 13).
[0023] According to the eighth aspect of the present invention, the game system can execute a performance that utilizes light emission.
[0024] A ninth invention is a game system in which, in the above-mentioned game system, the battle equipment is equipped with a special effect section (e.g., special effect device 90 in FIG. 2), and the control system has a win / loss determination means (e.g., win / loss determination section 226 in FIG. 11, step S100 in FIG. 12) that determines the winning player or losing player in the battle play based on the determination result by the success / failure determination means, and activates an effect by the special effect section based on the determination result of the win / failure determination means (e.g., effect control section 206 in FIG. 9, step S114 in FIG. 13).
[0025] According to the ninth aspect of the present invention, the game system can execute special effects depending on the outcome of the game. [Brief explanation of the drawings]
[0026] [Figure 1] FIG. 1 is a side view showing an example of the configuration of a game system. [Figure 2] A right side view of the battle equipment in the worn state, viewed from the right as viewed from the front. [Figure 3] Front view of the basic structure of the battle equipment. [Figure 4] Right side view of the basic structure of the battle equipment. [Figure 5] FIG. 10 is a diagram for explaining the electrical equipment installed in the battle equipment. [Figure 6] FIG. 10 is a diagram showing a display example of a remaining HP indicator. [Figure 7] FIG. 10 is a diagram for explaining a hit success determination (hit determination). [Figure 8] FIG. 10 is a diagram for explaining light emission control of an LED group. [Figure 9] 1 is a diagram for explaining examples of programs and data stored in a battle tool and functional units realized by the battle tool. [Figure 10] FIG. 10 is a diagram showing an example of the data configuration of successful hit effect definition data. [Figure 11] 3A and 3B are diagrams for explaining examples of programs and data stored in the progress control computer and functional units realized by the progress control computer. [Figure 12] 10 is a flowchart illustrating the flow of a progress control process executed by a progress control computer. [Figure 13] 10 is a flowchart illustrating the flow of a battle tool control process executed by a battle tool. [Figure 14] FIG. 10 is a diagram showing a modified example of the first type part. [Figure 15] FIG. 10 is a diagram showing a modified example of the first type part. [Figure 16] 10A and 10B are diagrams for explaining a modified example of the determination of a successful hit (hit determination). DETAILED DESCRIPTION OF THE INVENTION
[0027] Hereinafter, examples of embodiments of the present invention will be described with reference to the drawings, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0028] FIG. 1 is a side view showing an example of the configuration of a game system 1000 according to this embodiment. The game system 1000 realizes a battle-type attraction game in which a plurality of players 2 (2a, 2b) wear battle equipment 10 (10a, 10b) assigned to them, and enjoy simulated combat.
[0029] The game system 1000 has battle equipment 10 (10a, 10b; in the example of FIG. 1, the number of participants is two) for the number of participants, and a progress control computer 1100 that controls the progress of the game.
[0030] The progress control computer 1100 is a computer system that controls the progress of the game. The progress control computer 1100 is equipped with a control board 1150 mounted on a main unit 1101. The progress control computer 1100 reads a control program from an IC memory 1152 mounted on the control board 1150 and performs calculations using a CPU 1151 to realize various functions related to the progress of the game.
[0031] That is, the progress control computer 1100 is connected to the battle equipment 10 (10a, 10b) via a communication device 1153 mounted on a control board 1150, either wired or wirelessly, so as to enable data communication. The progress control computer 1100 controls the game progress based on signals transmitted from the battle equipment 10 (10a, 10b). The progress control computer 1100 also transmits information on the control of the game progress to the battle equipment 10 (10a, 10b). The progress control computer 1100 displays various information related to the game progress (e.g., remaining game play time, remaining HP (hit points) for each battle equipment 10, win / loss results, etc.) on a monitor 1160.
[0032] Next, the battle equipment 10 will be described. Fig. 1 shows a front view of the battle equipment 10 in a worn state, and Fig. 2 shows a right side view of the battle equipment 10 in a worn state, as seen from the right when facing the front.
[0033] The battle equipment 10 (10a, 10b) is designed to resemble an exoskeleton worn on a person's upper body. The battle equipment 10 (10a, 10b) is designed to have different color schemes and partial shapes for the purpose of individual identification, but they basically have the same structure.
[0034] The battle equipment 10 has a basic structure 20 corresponding to a skeleton connected to the player 2, and a plurality of cushions 12 and hitting target portion pods 14 detachably fixed to the basic structure 20.
[0035] The cushion 12 is made of an elastic material such as an air cushion, urethane foam material, polyethylene foam material, etc. The cushion 12 protects the player 2 from collisions and falls that may occur during the simulated fighting.
[0036] The cushion 12 can be fixed to the basic structure 20 by any suitable method, such as hook-and-loop fasteners or band fastening. Also, the player 2 may wear individual body armor such as a helmet before putting on the battle equipment 10.
[0037] The number and locations of the cushions 12 can be set as appropriate. The cushions 12 include, for example, upper arm cushions 12a on each side, forearm cushions 12b on each side, an upper back cushion 12c, and a lower back cushion 12d. Additionally, the cushions 12 include a fist cushion 12g attached to the tip of one of the left and right arms, and a rod cushion 12p attached to the tip of the other of the left and right arms.
[0038] The fist cushion 12g and the stick cushion 12p are first-type parts 31 that correspond to attack items to hit an opponent with to attack.
[0039] The fist cushion 12g serves as a clenched fist, which is the first offensive item. A region 39 (see FIG. 2) for determining a valid strike is provided on the tip side of the fist cushion 12g, and multiple RFID tags 33 (small ellipses indicated by dashed lines in the figure) are attached evenly and discretely.
[0040] The rod cushion 12p serves as a sword, which is the second attack item. A region 39 (see FIG. 2) for determining a valid hit is provided at the tip of the rod cushion 12p, and multiple RFID tags 33 are attached evenly and discretely in the region 39 (see FIG. 2) for determining a valid hit.
[0041] Either the fist cushion 12g or the stick cushion 12p is equipped on the dominant hand side of player 2. The difficulty of playing changes depending on which of the fist cushion 12g and the stick cushion 12p is equipped on the dominant hand side, so players 2 should agree on this and set it appropriately.
[0042] Depending on the type of first-type part 31, sub-regions 34 (34a, 34b, ...) are set, and RFID tags 33 are affixed and registered for each sub-region 34. The tag ID of which RFID tag 33 is read is used to determine which part of the first-type part 31 has been hit. In the example of Fig. 2, the RFID tag 33 of the rod cushion 12p is provided in a first sub-region 34a at the tip and a second sub-region 34b on the side slightly closer to the handle than the tip.
[0043] The impact target pod 14 is a second-type part 32 that is a defensive part for the player and indicates the impact target for the opponent. The impact target pod 14 is made of a relatively hard plastic material that can adequately transmit external impacts to the inside, and is detachably fixed to the basic structure 20. The fixing method can be selected appropriately, such as hook-and-loop fasteners or band fastening.
[0044] The number and locations of the hitting target part pods 14 are set appropriately according to the number of second-type parts 32 to be provided and the parts created by the design of the battle equipment 10. In the example of Figures 1 and 2, there are four second-type parts 32: the head, the right shoulder that corresponds to the right shoulder of the player 2 wearing the battle equipment 10, the left shoulder that corresponds to the left shoulder of the player 2 wearing the battle equipment 10, and the abdomen. The hitting target part pod 14 has a head pod 14a, a right shoulder pod 14b, a left shoulder pod 14c, and an abdomen pod 14d, with one second-type part 32 constituting one pod.
[0045] Fig. 3 is a front view of the basic structure of the battle equipment 10, with the player 2, cushion 12, and hitting target pod 14 omitted from Fig. 1. Fig. 4 is a right side view of the basic structure of the battle equipment 10, with the player 2, cushion 12, and hitting target pod 14 omitted from Fig. 2.
[0046] The basic structure 20 comprises a carrier frame 21, an arm support frame 22, and a front protection frame 23. These frames are made lightweight using materials such as aluminum tubes, extruded aluminum, reinforced plastic, and FRP. The carrier frame 21 is also made highly rigid so that it will not be damaged or deformed even if it is hit, hit, or falls during play.
[0047] The carrier frame 21 is a base on which the player 2 is fastened to the carrier frame 21 by the strap 5 and carried on the player's back. The strap 5 includes, for example, a back pad 5a, a waist belt 5b, and a shoulder harness 5c.
[0048] The upper back cushion 12c is fixed to the upper part of the carrier frame 21, and the lower back cushion 12d is fixed to the lower part of the carrier frame 21 (see FIG. 2).
[0049] The arm support frames 22 extend from the upper part of the carrier frame 21 to the left and right. Arm support frame 22 has a right arm frame 24R at the end that is to the right of player 2 when worn by player 2, and a left arm frame 24L at the end that is to the left of player 2 when worn by player 2. Right shoulder pod 14b is fixed to the right end of arm support frame 22, and left shoulder pod 14c is fixed to the left end (see FIG. 1).
[0050] The right arm frame 24R and the left arm frame 24L have basically the same structure except that they are bilaterally symmetrical. For example, from top to bottom, the right arm frame 24R and the left arm frame 24L each have a shoulder joint 24a, an upper arm frame 24b, an elbow joint 24c, and a forearm frame 24d.
[0051] The shoulder joint section 24a is a structure that can trace the movement of the shoulder joint of the player 2 wearing the battle equipment 10, and is connected to the arm support frame 22. The shoulder joint section 24a may be realized by, for example, a ball joint, an elastic body (such as a coil spring or rubber cord), a cord-like body, a string, or a link structure in which multiple links are connected.
[0052] The upper arm cushion 12a is fixed to the upper arm frame 24b (see FIG. 1). The fixing method can be selected appropriately from hook-and-loop fasteners, band fastening, and the like.
[0053] The elbow joint 24c is a structural part that can trace the movement of the elbow joint of the player 2 wearing the battle equipment 10. The elbow joint 24c may be realized, for example, by a ball joint, an elastic body, a cord-like body, a string body, a link structure in which multiple links are connected, or the like.
[0054] The forearm frame 24d has a fixing belt 6 that fixes the forearm of the player 2. Two cushions, a forearm cushion 12b and a fist cushion 12g or a bar cushion 12p, are fixed to the forearm frame 24d (see FIG. 1). The fixing method can be selected appropriately from hook-and-loop fasteners, band fastening, and the like.
[0055] The front protection frame 23 starts at the top end of the carrier frame 21, passes over the head of the player 2 wearing the battle equipment 10, wraps around to the front, and hangs down in front of the chest. The front protection frame 23 defines a space between the carrier frame 21 and the front protection frame 23 in which the upper body of the player 2 can fit.
[0056] The head pod 14a is fixed to the upper surface of the front protection frame 23, and the abdominal pod 14d is fixed to the front surface of the lower end (see FIG. 1). The fixing method can be selected appropriately from hook-and-loop fasteners, band fastening, and the like.
[0057] The entire front surface of the front protection frame 23 is covered with a transparent protection plate 25. The transparent protection plate 25 may be a transparent resin plate such as an acrylic plate.
[0058] FIG. 5 is a diagram for explaining the electrical equipment mounted on the battle equipment 10. As shown in FIG. The battle equipment 10 has a battle equipment control board 50, a battery 59, and detection boards 60 (60a, 60b, ...) associated with each of the second-type parts 32. It also has a plurality of LED groups 70 (70a, 70b, ...) that are light-emitting units associated with each of the second-type parts 32, a status indicator 80, and a special effect device 90.
[0059] The battle equipment control board 50 and the battery 59 are housed in the back case 26 fixed to the back of the carrier frame 21 (see FIG. 4).
[0060] The battle equipment control board 50 has a CPU 51, an IC memory 52, an interface IC 53, a first communication module 54, and a second communication module 56. The CPU 51 reads a program stored in the IC memory 52 and executes calculations while using the IC memory 52 as a temporary storage area, thereby enabling the battle equipment 10 to function as a game controller for each player.
[0061] The interface IC 53 controls the output of signals from the board to the LED group 70, the status indicator 80, and the special effect device 90.
[0062] The first communication module 54 realizes data communication between the substrate and the detection substrate 60 by wired communication or wireless communication. When wireless communication is employed, for example, a short-range wireless communication module is used.
[0063] The second communication module 56 realizes data communication between the battle equipment 10 and the progress control computer 1100, and data communication between the battle equipment 10 and other battle equipment 10, by wired or wireless communication. When wireless communication is employed, the second communication module 56 is, for example, a short-range wireless communication module. The first communication module 54 and the second communication module 56 may be a common module.
[0064] The detection boards 60 (60a, 60b, ...) are prepared separately for the second-type parts 32 and are fixed to the basic structure 20 or the strike target portion pod 14 (see Figures 3 and 4). In other words, the second-type parts 32 have the detection boards 60.
[0065] For example, in a configuration in which the detection board 60 is fixed to the basic structure 20, the detection board 60a for the head pod 14a is fixed to the base that fixes the head pod 14a inside the head pod 14a. The detection board 60b for the right shoulder pod 14b is fixed to the right end of the arm support frame 22, and the detection board 60c for the left shoulder pod 14c is fixed to the left end of the arm support frame 22. The detection board 60d for the abdominal pod 14d is fixed to the rear side of the lower end of the forward protection frame 23.
[0066] For example, in a configuration in which the detection board 60 is fixed to the striking target pod 14, it is fixed to the inner surface of the striking target pod 14 or to a support structure that supports the striking target pod 14 on a frame.
[0067] One detection board 60 includes an MCU (Micro Controller Unit) 61 , an impact sensor 62 , an RFID reader 63 , a battery 64 , and a third communication module 65 .
[0068] The impact sensor 62 is a sensor that detects an impact that acts on the second-type part 32 corresponding to the board. The impact sensor 62 can be realized using, for example, an acceleration sensor or a vibration sensor.
[0069] The impact sensor 62 monitors acceleration values and acceleration changes, and when it detects an acceleration value equal to or greater than a predetermined reference value, it may determine that it has detected a physical quantity (acceleration or vibration) caused by an impact. In other words, it "detects an impact." The impact sensor 62 then outputs a unique sensor ID and the detected acceleration value (or vibration value) to the MCU 61.
[0070] Alternatively, the detection signal from the impact sensor 62 may be constantly output to the MCU 61, which monitors the acceleration value and acceleration change, and when it detects an acceleration value greater than a predetermined reference value, it may "detect an impact."
[0071] The struck sensor 62 is not limited to being mounted on the detection board 60. For example, the struck sensor 62 may be attached to the inner surface of the struck target portion pod 14 and connected to the detection board 60 by a signal line.
[0072] The RFID reader 63 communicates with an approaching RFID tag 33 (see FIG. 2) within a predetermined communication distance, acquires the tag ID of the tag, and outputs the tag ID as read information to the MCU 61. The communication distance is preferably set so as not to overlap with the communication distances of the RFID readers 63 of other detection boards 60. For example, a distance of several centimeters to 10 cm is preferable.
[0073] The third communication module 65 realizes wired or wireless communication with the first communication module 54 of the battle equipment control board 50. In the case of wireless communication, short-range wireless communication may be used.
[0074] One LED group 70 is a light-emitting unit that is composed of multiple LEDs (Light Emitting Diodes) and whose light emission is controlled as a whole by the battle equipment control board 50. The LED group 70 is preferably configured to emit light in multiple colors. The LED groups 70 (70a, 70b, ...) are installed in positions that are visible to the opponent and that make it easy to see the one-to-one relationship with the corresponding type 2 parts 32 (see Figures 1 and 3).
[0075] For example, the head pod LED group 70a corresponding to the head pod 14a is installed facing forward on the upper edge of the forward protection frame 23. The right shoulder pod LED group 70b corresponding to the right shoulder pod 14b is installed on the left edge of the forward protection frame 23 when facing the front. The left shoulder pod LED group 70c corresponding to the left shoulder pod 14c is installed on the right edge of the forward protection frame 23 when facing the front. The abdominal pod LED group 70d corresponding to the abdominal pod 14d is installed on the lower edge of the forward protection frame 23.
[0076] It should be noted that other light emitting elements or light emitting devices may be used instead of the LED group 70. For example, instead of LEDs, a small light emitting display device such as an OLED (Organic Electro Luminescence Display) may be used.
[0077] The status indicator 80 is fixed to the upper end of the forward protection frame 23 (see Figures 3 and 4), and notifies the player 2 wearing the battle equipment 10 of the parameter values set for that player 2 in the game.
[0078] For example, the status indicator 80 includes a speaker 81, a damage effect LED 82, a remaining time indicator 83, and a remaining HP indicator 84.
[0079] The speaker 81 emits various voices and sound effects. For example, the speaker 81 may emit music announcing the start of the game, audio explaining the game, sound effects announcing that damage has been received, sound effects announcing that damage has been inflicted, sound effects announcing that the remaining time is running low, and the like.
[0080] The damage effect LED 82 is controlled to emit light when the battle equipment 10 is damaged by an attack from an opponent during game play, to notify the player of this. The light emission is controlled to gradually express the magnitude of the damage by changing the light emission color, light emission duration, and blinking pattern.
[0081] The remaining time indicator 83 displays the remaining time of a predetermined game play period.
[0082] The remaining HP indicator 84 displays the state of the remaining HP set in the battle equipment 10. FIG. 6 is a diagram showing an example of the remaining HP indicator 84. At the start of the game, an initial HP is set for each of the second-type parts 32 of the battle equipment 10, and the remaining HP is determined by subtracting a damage value determined each time a hit is judged to be successful (hit judgment) based on the initial HP. If the remaining HP of all second-type parts 32 reaches "0," or if the remaining HP of a specific second-type part 32 (for example, the head) reaches "0," the game is lost.
[0083] The remaining HP indicator 84 has a plurality of indicator LEDs 85 (85a, 85b, ...) corresponding to the plurality of second-type parts 32, respectively. The indicator LEDs 85 (85a, 85b, ...) are controlled to light up or down depending on the ratio of the remaining HP of the corresponding second-type part 32 to the initial HP. For example, the remaining HP is notified to the player 2 by whether or not they are lit, by different light emission colors, or by different light blinking patterns.
[0084] Returning to FIG. 5, the special effect device 90 is a device that realizes a special effect when the outcome of the battle play game is decided, and is activated and controlled by the battle equipment control board 50. The special effect device 90 may be, for example, a smoke generating device, a cherry blossom storm generating device, or a mechanism for removing or tilting the head pod 14a. The attachment position of the special effect device 90 can also be set appropriately. For example, it may be fixed near the head pod 14a (see FIG. 2).
[0085] 7 is a diagram for explaining the success determination of a strike, i.e., a hit determination, illustrating the state in which the fist cushion 12g (first type part 31) of the first battle equipment 10a hits the abdominal pod 14d (second type part 32) of the second battle equipment 10b.
[0086] The strike sensor 62 (see FIG. 5) of the detection board 60d for the abdominal pod detects the strike when the physical amount of the strike on the abdominal pod 14d by the fist cushion 12g exceeds a predetermined standard, and outputs a unique sensor ID and a detected acceleration value to the MCU 61. Alternatively, the MCU 61 constantly monitors the detected acceleration of the strike sensor 62, and detects the strike when it exceeds a predetermined standard.
[0087] Furthermore, when the RFID tag 33 of the fist cushion 12g comes within the communication distance, the RFID reader 63 of the detection board 60d for the abdominal pod reads the tag ID of the tag and outputs this to the MCU 61 as “read detection information.”
[0088] When a hit is detected and a tag ID is input from the RFID reader 63, the MCU 61 transmits a primary hit notification to the battle equipment control board 50. In other words, the MCU 61 recognizes (detects) that a hit has occurred based on both a) the detection of a hit and b) the input of a tag ID from the RFID reader 63. It does not recognize (detect) that a hit has occurred based on only one of a) the detection of a hit and b) the input of a tag ID from the RFID reader 63.
[0089] When the MCU 61 recognizes (detects) that a hit has been made, it notifies the battle equipment control board 50 of this fact. This is the "primary hit notification." In the "primary hit notification," the hit sensor 62 transmits a sensor ID unique to the hit sensor 62, a detected acceleration value (for example, a peak acceleration value), a reader ID unique to the RFID reader 63, and the tag ID input from the RFID reader 63.
[0090] If the struck sensor 62 is configured to be unable to output a unique sensor ID or if the RFID reader 63 is configured to be unable to output a unique reader ID, these may be stored in advance in the MCU 61 or a separately installed IC memory and included in the primary struck notification as appropriate. The sensor ID of the struck sensor 62 or the reader ID of the RFID reader 63 may be substituted by a predetermined board ID set in the detection board 60.
[0091] Returning to FIG. 5, when the battle equipment control board 50 receives the primary hit notification from the detection board 60, it recognizes that it has been hit, but it performs a "hit" / "me / other" determination to determine whether the hit was caused by an opponent's attack or a hit caused by the player's own attack (the player's first-type part 31 hitting the second-type part 32). That is, it determines whether the tag ID included in the primary hit notification corresponds to the RFID tag 33 of the battle equipment 10 (hereinafter referred to as the player's equipment) on which the board is mounted. If it does, it means that the hit was caused by the player's own attack. Therefore, if it determines that it does not correspond, it determines that the hit was caused by the opponent's attack, i.e., a "successful hit." More specifically, it determines that the "successful hit" was caused by the first-type part 31 of the opponent's battle equipment 10 (hereinafter referred to as the opponent's equipment) hitting the second-type part 32 corresponding to the sensor ID included in the primary hit notification. In other words, it performs a "hit determination" to determine that the second-type part 32 was hit.
[0092] The battle equipment control board 50 that has determined a hit transmits a secondary hit notification to the progress control computer 1100. The "second hit notification" transmits the battle equipment ID unique to the equipment, the hit second type part ID indicating the hit second type part 32, the tag ID related to the hit detection, and the detected acceleration value related to the hit detection. The hit second type part ID is obtained by comparing the sensor ID of the primary hit notification with predetermined registered data that associates the hit sensor 62 with the second type part 32.
[0093] The progress control computer 1100 together with the battle equipment control board 50 constitutes the control system 1002. The progress control computer 1100 sets initial remaining HP as initial HP (Hit Point) for each battle equipment 10 and for each second-type part 32, and starts controlling the progress of the game. When the progress control computer 1100 receives a secondary hit notification from a battle equipment 10, it determines a damage value based on the information in the secondary hit notification. Then, it subtracts the damage value from the remaining HP of the hit second-type part of the battle equipment 10 that has been determined to have been hit. Finally, the progress control computer 1100 progresses the game based on the remaining HP of each battle equipment 10, and determines the outcome of the game.
[0094] The progress control computer 1100 returns the determined damage value and remaining HP information for each second type part 32 (for example, the value of remaining HP or the ratio of remaining HP to initial HP) to the battle equipment 10 that sent the secondary hit notification.
[0095] The battle equipment control board 50 of the battle equipment 10 temporarily stores the damage value and remaining HP information when it receives it from the progress control computer 1100. The battle equipment control board 50 then performs damage light emission control according to the damage value on the LED groups 70 corresponding to the struck second-type parts for a certain period of time, and then performs remaining HP light emission control to indicate the remaining HP of each second-type part 32 on the corresponding LED groups 70.
[0096] FIG. 8 is a diagram for explaining the light emission control of the LED group 70, in which FIG. 8(1) shows an example of damage light emission and FIG. 8(2) shows an example of remaining HP light emission.
[0097] The damage illumination visually expresses the magnitude of the damage value by appropriately combining the illumination positions, number of illuminating LEDs, illumination colors, and illumination blinking patterns of the multiple LEDs included in one LED group 70. The opponent can confirm the effectiveness of their attack by looking at this damage illumination.
[0098] The remaining HP illumination visually represents the ratio of remaining HP to initial HP by the number of illuminating LEDs and the ratio of illuminating colors. The opponent can know from this remaining HP illumination how much HP is remaining in each type 2 part 32. Naturally, further attacking a type 2 part 32 with 0% remaining HP will not affect the outcome of the match, so the opponent must selectively attack type 2 parts 32 with HP less than 0% based on the remaining HP illumination.
[0099] FIG. 9 is a diagram for explaining examples of programs and data stored in the battle equipment 10 and functional units realized by the battle equipment 10. As shown in FIG. The battle equipment 10 stores in the IC memory 52 a battle equipment control program 501, battle equipment registration data 510, successful hit performance definition data 520, special performance definition data 530, second type part-specific HP management data 540, and the current date and time 900.
[0100] The battle equipment control program 501 is executed and processed by the CPU 51 to realize the function of the battle equipment control unit 200t. The battle equipment control unit 200t performs part of the functions of the control system 1002. Specifically, the battle equipment control unit 200t has a success / failure determination unit 202, a friend / friend determination unit 204, a performance control unit 206, a status notification control unit 208, and a timing unit 280t.
[0101] The success / failure determination unit 202 determines whether a strike is successful or not based on whether both the reading detection by the RFID reader 63 and the hit detection by the hit sensor 62 are performed, or whether only one of them is performed. The determination of whether a strike is successful is a "hit determination." As described above, the four body parts of the head, left shoulder, right shoulder, and abdomen are considered to be second-type parts 32, and a detection board 60 is provided for each second-type part 32. Therefore, the success / failure determination unit 202 can be said to determine the success / failure of a strike for each body part by determining whether a strike is successful or not for that body part based on both the reading detection by the RFID reader 63 provided on the second-type part 32 of the same body part and the hit detection by the hit sensor 62.
[0102] The opponent / player determination unit 204 determines whether the player received the hit based on which player's battle equipment 10 the RFID reader 63 that was detected as having read the RFID belongs to and the tag ID (identification information) included in the information of the detected read. In other words, it determines whether the hit that caused the determination of a successful hit was a self-inflicted hit or a hit from the opponent.
[0103] The effect control unit 206 executes predetermined effect control when it is determined that the strike is successful, that is, when it is determined that the attack from the opponent has hit. This includes control of the emission of damage sound effects from the speaker 81 (see FIG. 5), control of the light emission of the damage effect LED 82 (see FIG. 5), control of the light emission of damage effect by the LED group 70 (see FIG. 8), etc. If the special effect device 90 is a smoke generating device, the effect control may include control of the short-term emission of a small amount of smoke corresponding to the damage.
[0104] Furthermore, the effect control unit 206 activates an effect by the special effect device 90 (see FIG. 2) based on the outcome of the battle play. Specifically, the special effect device 90 generates smoke.
[0105] The status notification control unit 208 controls the notification of information related to the game progress associated with the battle equipment to the player, such as the display control of the remaining time indicator 83, the display control of the remaining HP indicator 84, and the display control of the remaining HP for each second type part 32 on the LED group 70 (see FIG. 5).
[0106] The timekeeping unit 280t uses the system clock to measure various times such as the current date and time 900 and time limits.
[0107] The battle equipment registration data 510 is the registration data for the battle equipment 10 (personal equipment). The battle equipment registration data 510 includes a unique battle equipment ID 512, first type part registration data 514, and second type part registration data 516. Of course, data other than these may also be included as appropriate.
[0108] The first type part registration data 514 is prepared for each first type part 31 and stores information related to that part. For example, the first type part registration data 514 stores a first type part ID, an attack item name, and a tag ID list of the RFID tags 33 affixed to that part. If a sub-part 34 (see FIG. 2) is set for that first type part 31, the tag ID list is a sub-part tag ID list that associates the sub-part name with the tag ID.
[0109] The second type part registration data 516 is prepared for each second type part 32 and stores information related to that part. For example, it stores a second type part ID, a part ID indicating which part of the battle equipment 10 the part corresponds to (for example, one of the four parts: head, left shoulder, right shoulder, or abdomen), and the board ID of the detection board 60 corresponding to that part. It also stores the sensor ID of the struck sensor 62 mounted on that detection board 60, and the reader ID of the RFID reader 63 mounted on that detection board 60. Of course, data other than these may also be stored as appropriate.
[0110] The successful hit effect definition data 520 is prepared for each type of effect to be executed when a successful hit is determined (hit determination), and stores various data related to the execution of the effect. One successful hit effect definition data 520 includes, for example, as shown in FIG. 10, application requirements 522, light emission effect pattern data 524, and sound effect pattern data 526.
[0111] The application requirement 522 indicates a condition that must be met in order for the definition data to be selected and applied. The application requirement 522 is written as a combination of one or more sub-conditions 523 using AND or OR. Examples of the sub-conditions 523 include a second type of struck part condition 523a, a struck part condition 523b, an attack item condition 523c, a struck sub-part condition 523d, a remaining HP condition 523e, and a damage value condition 523f.
[0112] The hit second-type part condition 523a is a condition that must be met regarding which second-type part 32 has been hit, and is written as a list of second-type part IDs.
[0113] The struck part condition 523b is a condition that must be met regarding which part of the battle equipment 10 has been struck, and is written as a list of part names.
[0114] The attack item condition 523c is a condition that must be met regarding which type of first-type part 31 was hit, and is written as a list of first-type part IDs and attack item names. Whether the attack item condition 523c is met is determined by searching the first-type part registration data 514, which includes the tag ID of the RFID tag 33 read at the time of the hit, and referring to the first-type part ID and attack item name.
[0115] The hit sub-part condition 523d is a condition that must be met regarding which sub-part 34 (see FIG. 2) of the first-type part 31 has received a hit, and is written as a list of sub-parts 34 set in the first-type part 31 indicated by the attack item condition 523c. Whether the hit sub-part condition 523d is met is determined by searching the first-type part registration data 514, which includes the tag ID of the RFID tag 33 read at the time of the hit, and by referring to the sub-part tag ID list.
[0116] The remaining HP condition 523e is a condition that must be met for the remaining HP of the struck second-type part 32, and is described as a range or threshold of the remaining HP. If a configuration is configured in which multiple second-type parts 32 are associated with one part of the battle equipment 10, the remaining HP condition 523e may be a condition that must be met for the remaining HP of the struck part.
[0117] The damage value condition 523f is a condition that must be met for the damage value received, and is described as a range or threshold value of the damage value.
[0118] Note that one or more of the sub-conditions 523 may be set to be essentially unset or without restrictions. Also, sub-conditions 523 written using parameter values other than these may be used.
[0119] The light emitting effect pattern data 524 is data for realizing a light emitting effect using the LED group 70 and the damage effect LEDs 82 (see FIG. 5), and specifies the position of the emitting LED, the light emitting time, the light emitting color, and the like.
[0120] The sound effect pattern data 526 is sound data such as sound effects to be emitted from the speaker 81 (see FIG. 5).
[0121] 9, the special effect definition data 530 is prepared for each effect to be executed when the outcome of the game is decided, and stores various data related to the effect. One special effect definition data 530 includes application requirements, special effect device operation pattern data, and light emission effect pattern data.
[0122] The application requirements define the conditions that must be met in order for the definition data to be selected and applied. For example, they indicate whether the player 2 of the battle equipment 10 is the winning player or the losing player. In addition, a condition that must be met regarding the elapsed time from the start of play until the outcome is determined may be added.
[0123] The special effect device operation pattern data is data for operating the special effect device 90 (see FIG. 5) in a predetermined pattern.
[0124] The second-type part-specific HP management data 540 is prepared for each second-type part 32 of the battle equipment 10, and stores the second-type part ID, initial HP, and remaining HP. The initial HP is a value determined by the progress control computer 1100 before the start of the game and is stored. The remaining HP is the value remaining after subtracting the damage value determined by the progress control computer 1100 from the initial HP.
[0125] FIG. 11 is a diagram for explaining examples of programs and data stored in the progress control computer 1100 and the functional units realized by the progress control computer 1100. As shown in FIG. The progress control computer 1100 stores in the IC memory 1152 the game program 503, battle equipment registration data 510pc, initial HP definition data 550, damage value calculation reference data 552, play data 700, and current date and time 900. Of course, other items may also be stored as appropriate.
[0126] The game program 503 is executed and processed by the CPU 1151 to realize the function of the progress control unit 200pc. The progress control unit 200pc performs part of the functions of the control system 1002. Specifically, the progress control unit 200pc has an initial HP setting unit 220, a damage value determination unit 222, a remaining HP management unit 224, a win / loss determination unit 226, and a timing unit 280pc.
[0127] The initial HP setting unit 220 receives input of the age of each player 2 before the start of the game, and sets the initial HP of each second type part 32 of the battle equipment 10 used by the player 2 according to the input age by referring to the initial HP definition data 550.
[0128] The damage value determination unit 222 calculates a damage value based on the secondary hit notification from the battle equipment 10.
[0129] The remaining HP management unit 224 manages the remaining HP of the battle equipment 10 used by the player 2.
[0130] The win / loss determination unit 226 determines the winner or loser of the battle play based on the determination result of the hit success. For example, the player whose remaining HP of all of the battle equipment 10 reaches "0" first before the game play time reaches "0" may be determined to be the loser. Alternatively, the player whose remaining HP reaches the fewest number of second-type parts 32 reaching "0" or whose total remaining HP is the greatest when the game play time reaches "0" may be determined to be the winner.
[0131] The timekeeping unit 280pc uses the system clock to measure various times such as the current date and time 900 and time limits.
[0132] The battle equipment registration data 510pc has the same content as the battle equipment registration data 510 (see FIG. 9) stored in each battle equipment 10, and is stored in the same number as the number of battle equipment 10 used in the game. In this embodiment, since a one-on-one battle format between two players 2 (2a, 2b) is assumed, only two battle equipment registration data 510pc are shown in the figure, but in the case of a many-on-many team battle format, battle equipment registration data 510pc for the number of players will be stored.
[0133] Multiple types of initial HP definition data 550 are prepared for different age ranges. Each set of initial HP definition data 550 includes an applicable age range and an initial HP list for each second type of part. In this embodiment, the second type of parts 32 are set in a one-to-one correspondence with the body parts of the battle equipment 10, so the initial HP list for each second type of part may also be read as an initial HP list for each body part.
[0134] The damage value calculation standard data 552 is prepared for each combination of a first type part ID (or attack item name) indicating a first type part 31, a sub-part ID of the first type part 31, and a second type part ID (or struck part) indicating a struck second type part.
[0135] One damage value calculation standard data 552 stores application requirements and a calculation function.
[0136] The application requirements of the damage value calculation standard data 552 are written to indicate "which part (sub-part 34) of which type of first type part 31 was judged to have been hit successfully (hit judged) by which second type part 32."
[0137] Specifically, the application requirements for the damage value calculation standard data 552 are as follows: (1) a first-type part ID (or attack item name) indicating the first-type part 31 that was the origin of the hit success determination; (2) The sub-part ID of the sub-part 34 (see FIG. 2) set in the first type part 31 that was the origin of the hit success determination, (3) a second-type part ID indicating the second-type part 32 that received the hit; It is described by a combination of The sub-part ID of the applicable requirement can also be set to be essentially undetermined or unspecified.
[0138] The calculation function of the damage value calculation reference data 552 is set to include the detected acceleration value (for example, the peak acceleration value when a hit is detected) as a variable, and is basically set so that the larger the detected acceleration value, the larger the calculated damage value. An upper limit may be set for the calculated damage value as appropriate.
[0139] The play data 700 includes a game play time 702 indicating the remaining time available for playing the game, and player data 710 for each player. In this embodiment, a one-on-one battle between two players 2 (2a, 2b) is assumed, so only two pieces of player data 710 are shown, but in the case of a many-on-many team battle, as many pieces of player data 710 as there are players will be stored.
[0140] One piece of player data 710 includes a used battle equipment ID 712, a player name 714, a player age 716, and second type part-specific HP management data 718. Of course, data other than these may also be included as appropriate.
[0141] The second type part-specific HP management data 718 is prepared for each second type part 32 of the battle equipment 10 to be used, and stores the second type part ID, initial HP, and remaining HP.
[0142] Next, the flow of processing executed by the progress control computer 1100 and the battle equipment 10 will be described. 12 is a flowchart illustrating the flow of the progress control process executed by the progress control computer 1100. FIG. 13 is a flowchart illustrating the flow of the battle equipment control process executed by the battle equipment 10.
[0143] As shown in FIG. 12, the progress control computer 1100 receives inputs for setting the player name and player age for each player (step S10). Next, the progress control computer 1100 sets the initial HP and remaining HP of the second type part-specific HP management data 718 for each battle equipment 10 based on the initial HP definition data 550 (step S12), and transmits them to each battle equipment 10 (step S14; communication A).
[0144] Next, the progress control computer 1100 starts controlling the progress of game play (step S16) and transmits a predetermined play start signal to each battle tool 10 (step S18; communication B). The progress control computer 1100 starts progress control, sets the game play time 702 to an initial value, and starts counting down.
[0145] In FIG. 13, when the battle equipment 10 receives the initial HP for each second type part 32 from the progress control computer 1100 (communication A), it sets and stores the HP management data 540 for each second type part (see FIG. 9) (step S30).
[0146] Furthermore, when the battle equipment 10 receives a play start signal (communication B) from the progress control computer 1100 (step S32), it starts display control of the status indicator 80 (see FIG. 5) (step S34), starts light emission control of the remaining HP on the LED group 70 (step S36), and starts monitoring the hits received (step S38).
[0147] When the first type part 31 hits the second type part 32, the hit battle equipment 10 determines that a hit has been detected if the physical quantity measured by the hit sensor 62 exceeds a predetermined standard (step S50).
[0148] Furthermore, when a first-type part 31 hits a second-type part 32, the RFID tag 33 of the first-type part 31 comes within communication distance of the RFID reader 63 of the second-type part 32. In the struck second-type part 32, the RFID reader 63 of the detection board 60 automatically reads the RFID tag 33 of the first-type part 31 (YES in step S52).
[0149] The hit battle equipment 10 compares the read tag ID with the second type part registration data 516 (see Figure 9) stored in the own equipment and determines whether the read tag ID is that of the RFID tag 33 of the first type part 31 of the own equipment.
[0150] If the result of the comparison shows that the corresponding tag ID is not registered, it is determined that the hit detected in step S50 was not caused by the first type part 31 of one's own equipment hitting oneself, but by the first type part 31 of another equipment (opponent) (YES in step S54).
[0151] The battle equipment 10 that has been hit determines that the hit is successful, i.e., a hit, if the detection of the hit and the reading and detection of the tag ID are established within a predetermined simultaneous recognition time difference, and if the detected hit is from the opponent (step S56).
[0152] Then, a secondary hit notification is sent to the progress control computer 1100 (step S58; communication C). The secondary hit notification includes the battle tool ID of the hit battle tool 10, the hit second type part ID indicating the hit second type part 32, the tag ID related to the hit detection, and the detected acceleration value related to the hit detection. The hit second type part ID is obtained by comparing the sensor ID of the hit sensor 62 related to the hit detection with the second type part registration data 516.
[0153] 12, when the progress control computer 1100 receives a secondary hit notification from the battle equipment 10 (YES in step S70), it calculates a damage value in accordance with the reference data that satisfies the applicable requirements among the damage value calculation reference data 552 (step S72).The progress control computer 1100 then returns the calculated damage value to the battle equipment 10 that sent the secondary hit notification (step S74; communication D).
[0154] Next, the progress control computer 1100 manages the remaining HP of the battle equipment 10 that has received the secondary hit notification (step S76). That is, the remaining HP of the second-type part HP management data 718 of the second-type hit part (hit area) of the battle equipment 10 that has received the secondary hit notification in the player data 710 (see FIG. 11) is updated by subtracting the calculated damage value.
[0155] 13, the battle tool 10 that has sent the secondary hit notification receives a damage value from the progress control computer 1100 (step S90; communication D). Then, it subtracts the received damage value from the remaining HP of the hit second type part in the second type part HP management data 540 (see FIG. 9) (step S92).
[0156] Next, the battle equipment 10 that has sent the secondary hit notification executes a successful hit effect (step S94). Specifically, it searches for definition data that satisfies the application requirements 522 from the successful hit effect definition data 520 (see FIG. 10) and references its light-emitting effect pattern data 524. It then controls the damage light emission of the LED group 70 corresponding to the second type of hit part (the hit detection site) and controls the light emission of the damage effect LED 82 of the status indicator 80 (see FIG. 5). It also references the sound effect pattern data 526 of the definition data that satisfies the application requirements 522 and emits sound from the speaker 81.
[0157] In a configuration in which the successful hit effect includes the generation of smoke by the special effect device 90 (see FIG. 5), the smoke may be generated for a shorter period of time and in a smaller amount than the regular special effect when the win or loss is determined.
[0158] 12, the progress control computer 1100 executes a win / loss determination at a given timing (step S100). Once the outcome is determined (YES in step S102), the outcome is transmitted to all battle equipment 10 (step S104; communication E), and the outcome is displayed on the monitor 1160 (step S106), thereby completing the series of processes.
[0159] In FIG. 13, the battle equipment 10 repeats steps S50 to S106 in FIG. 13 until it receives the result of winning or losing (NO in step S112).
[0160] When the result of the win or loss is received (YES in step S112), a special effect is executed (step S114). Specifically, the battle equipment 10 searches the special effect definition data 530 (see FIG. 9) for definition data that satisfies the application requirements. Then, the battle equipment 10 operates the special effect device 90 by referring to the special effect device operation pattern data in the searched definition data, and controls the light emission of the LED group 70 and the damage effect LED 82 by referring to the light emission effect pattern data. Then, the series of processes ends.
[0161] As described above, according to this embodiment, a game system for fighting-type attractions with high hit detection accuracy can be realized, and the entertainment value of the game in this game system can be increased.
[0162] That is, the game system 1000 determines whether a hit has been successful (hit determination) by double determination: reading the RFID tag 33 of the first-type part 31 that has come close due to the hit, and detecting the hit by the hit sensor 62 of the second-type part 32 that has been hit. This makes it possible to improve the accuracy of hit determination compared to conventional methods.
[0163] Furthermore, since the RFID tags 33 of the first-type parts 31 are installed only in a specific area 39 (see FIG. 2), the player must play the fighting game by hitting the opponent in that area. In other words, by setting appropriate "restrictions" for effective attacks, it is possible to increase the interest of the game.
[0164] In addition, the game system 1000 can control the effects depending on (1) which part of which first-type part 31 was hit, (2) which part of the second-type part or which part was hit, and (3) how strong the hit was. Therefore, various effects are executed depending on the hit situation, increasing the interest of the game. And once the outcome is decided, special effects are executed according to the outcome, which also increases the interest of the game.
[0165] [Modification] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and constituent elements can be added, omitted, or modified as appropriate.
[0166] (Variation 1) For example, an example has been shown in which the functions of the control system 1002 are shared between a battle equipment control unit 200t (see Figure 9) and a progress control unit 200pc (see Figure 11), but the way in which the functions are shared is not limited to the example of the above embodiment and can be changed as appropriate.
[0167] For example, in the above embodiment, the functions of the initial HP setting unit 220, damage value determination unit 222, remaining HP management unit 224, and win / loss determination unit 226, which were performed by the progress control unit 200pc, may be realized by the battle equipment control unit 200t. In this case, the progress control computer 1100 may be omitted.
[0168] In addition, for example, the functions of the success / failure determination unit 202, the friend / friend determination unit 204, the performance control unit 206, and the status notification control unit 208, which were previously performed by the battle equipment control unit 200t in the above embodiment, may be integrated and realized by the progress control unit 200pc. In this case, the battle equipment control board 50 may be positioned as a data relay between the progress control computer 1100 and the electrical components of the battle equipment 10, such as the detection board 60, LED group 70, status indicator 80, and special performance device 90 (see FIG. 5).
[0169] Of course, the functions of the control system 1002 may be realized by a division of functions that is intermediate between a configuration in which functions are realized collectively in the battle equipment control unit 200t and a configuration in which functions are realized collectively in the progress control unit 200pc.
[0170] (Variation 2) Furthermore, although the fist cushion 12g and the rod cushion 12p are given as examples of the first type parts 31, the types of the first type parts 31 are not limited to these.
[0171] For example, as shown in Fig. 14, an axe cushion 12ax modeled after a double-edged axe may be set as the first type part 31. In this case, each blade may be set as a sub-section 34 (34e, 34f). As a similar design, a first type part 31 modeled after a hammer may be set.
[0172] Also, for example, as shown in FIG. 15, a gun cushion 12gn modeled after a gun and a hand holding the gun may be used as the first type part 31. The gun cushion 12gn has sponge bullets 35 and a sponge gun 36 that fires the bullets using compressed air. In this case, an RFID tag 33 is built into or attached to the sponge bullets 35. An area 39 is also set in the sponge gun 36, and an RFID tag 33 is built into or attached to the sponge bullets 35. The sponge bullets 35 and the sponge gun 36 may each be different sub-parts 34 (34g, 34h). The number of bullets is set appropriately.
[0173] Of course, these first-type parts 31 are also detachable from the forearm frame 24d (see FIG. 3) in the same manner as the first-type parts 31 in the above embodiment. The player 2 may be able to select and replace the first-type parts 31 to be used before the start of the game.
[0174] (Variation 3) In the above embodiment, the explanation is based on the assumption that two players are competing individually, but a team battle may also be used. In this case, the opponent / me judgment in step S54 is made between the player's own team (me) and the other team (the other). In other words, even if a player is hit by a first-type part 31 of a battle tool 10 of the same team, this may be excluded from the judgment of a successful hit.
[0175] (Variation 4) In the above embodiment, an acceleration sensor was used as the impact sensor 62 (see FIG. 5), but other sensors may be used. For example, if the impact target portion pod 14 is implemented as an air-filled body (e.g., a vinyl balloon) along with the cushion 12, an air pressure sensor may be attached to the air filling port to detect an impact based on a sudden change in air pressure at the time of impact. Alternatively, in a configuration in which the second-type part 32 is held by a support that comes off upon impact, a switch may be provided on the support, and the detachment of the second-type part 32 due to impact may be detected by the switch being turned off.
[0176] (Variation 5) In the above embodiment, a second type part 32 is set for each part of the battle equipment 10 (four parts: head, right shoulder, left shoulder, and abdomen), but a configuration in which multiple second type parts 32 are set for one part of the battle equipment 10 is also possible. For example, a second type part 32 for the front of the head and a second type part 32 for the back of the head may be set for one head.
[0177] (Variation 6) As shown in Figure 16, a detection board 60 (60g) equipped with a collision sensor 69 that uses acceleration detection may be provided on the first type part 31 (fist cushion 12g in the example of Figure 16), and the collision detection by the collision sensor 69 may be used to determine whether the strike was successful (hit determination).
[0178] Specifically, when a collision is detected by the collision sensor 69 of the detection board 60 (60g) of the first type part 31, the detection board 60 (60g) transmits the sensor ID of the collision sensor 69 to the battle equipment control board 50 (50a) as a primary hit notification.
[0179] The battle equipment control board 50 (50a) stores the sensor ID of the collision sensor 69 of the detection board 60 of the first type part in the first type part registration data 514. Then, upon receiving the primary hit notification, the battle equipment control board 50 (50a) transmits the battle equipment ID to the other battle equipment 10 (10b) as a secondary hit notification.
[0180] After making a positive judgment in step S54 (see Figure 13), the battle equipment control board 50 (50b) of the battle equipment 10 (10b) that detected the hit checks whether a secondary hit notification has been received, and if so, determines that the hit was successful (corresponding to step S56).
[0181] In this configuration, the conditions for determining whether a hit is successful can be further multiplied, thereby increasing the accuracy of determining whether a hit is successful (hit determination).
[0182] (Variation 7) In the above embodiment, the battle equipment 10 is designed to look like an exoskeleton, and is worn by the player 2 on his back, but the battle equipment 10 may have a different design.
[0183] For example, shin cushions that cover the shins of player 2 may be added to the battle equipment 10 and may also be considered as second-type parts 32. [Explanation of symbols]
[0184] 2...Player 10...Battle Equipment 12...Cushion 12g...fist cushion 12p...Stick cushion 14...Strike target pod 20…Basic structure part 25...Transparent protection plate 31...Type 1 parts 32...Type 2 parts 33...RFID tag 39…Area 50...Battle equipment control board 60...Detection board 62...Impact sensor 63...RFID reader 70…LED group 80...Status indicator 90…Special performance device 200pc...Progress control unit 200t...Battle equipment control unit 202...Success / failure determination section 204…Ego Judgment Department 206...Production control unit 226…Win / Loss Judgment Department 501...Battle equipment control program 503...Game Program 510...Battle equipment registration data 514...Type 1 Parts Registration Data 516...Type 2 parts registration data 520...Successful hit performance definition data 523a... 2nd class hit part conditions 523b…Battered part conditions 523c...Attack item conditions 523d... Strike sub-part conditions 523e…Remaining HP condition 523f…Damage value conditions 524...Lighting effect pattern data 530...Special performance definition data 540...HP management data for second-class parts 552...Damage value calculation standard data 700...Play data 716...Player age 718...HP management data for second-class parts 1000...Game System 1002...Control system 1100...Progress control computer
Claims
1. A game system comprising a battle tool equipped by a player and a control system, the game system controlling the performance of a battle play between players equipped with the battle tool, the battle equipment includes a first type part and a second type part; the first type part has a tag among a tag and a reader that perform short-range wireless communication, the second type part has the reader and a struck sensor, The control system has a success / failure determination means for determining whether the strike is successful or not based on whether both the reading detection by the reader and the hit detection by the hit sensor are performed or whether only one of them is performed, and executes a predetermined performance control when the success / failure determination means determines that the strike is successful. Game system.
2. the first type part has a plurality of tags discretely placed in an area for determining a valid hit; The game system according to claim 1 .
3. the tag transmits, via the short-range wireless communication, identification information associated with the type and / or location of the first type part to which the tag is attached; the reader reads the identification information through the short-range wireless communication and includes the identification information in the read detection information; The control system executes performance control based on the identification information included in the read detection information. The game system according to claim 1 .
4. The second type parts exist for each part constituting the battle equipment, the success / failure determination means determines the success / failure of the strike for each part by determining the success / failure of the strike for that part based on both the reading detection by the reader provided on the second type part of the same part and the strike detection by the strike sensor; The game system according to claim 1 .
5. The control system executes performance control according to the part of the body determined to be hit successfully by the success / failure determination means. The game system according to claim 4.
6. the impact sensor is capable of detecting a physical quantity of an impact; When the success / failure determination means determines that the hit is successful, the control system executes performance control based on the physical quantity detected by the hit sensor. The game system according to claim 1 .
7. the tag attached to the battle equipment of each player transmits, via the short-range wireless communication, identification information associated with information indicating that the equipment is for that player; The control system has a means for determining whether or not a player has received a blow from the battle equipment, based on which player's battle equipment the reader that has performed the reading detection belongs to and the identification information included in the information of the reading detection. The game system according to claim 1 .
8. The battle equipment includes a light-emitting unit, The control system executes a performance control to cause the light emitting unit to emit light when the hit is determined to be successful by the success / failure determination means.
8. A game system according to any one of claims 1 to 7.
9. The battle equipment includes a special performance unit, The control system has a win / loss determination means for determining a winning player or a losing player in the battle play based on the determination result by the success / failure determination means, and activates an effect by the special effect unit based on the determination result of the win / failure determination means.
8. A game system according to any one of claims 1 to 7.
Citation Information
Patent Citations
Game system and game device
JP2008295865A