Game console
The gaming machine employs optical sensors to detect strikes without contact, improving durability and maintenance ease, and enabling diverse gameplay through accurate strike evaluation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- 株式会社コナミアーケードゲームス
- Filing Date
- 2025-09-17
- Publication Date
- 2026-06-26
AI Technical Summary
Existing gaming machines lack a durable and easy-to-maintain mechanism for detecting and evaluating user strikes, such as punches or kicks, which affects the longevity and usability of the device.
A gaming machine equipped with a striking unit that includes a detection unit using optical sensors to detect changes in position without direct contact, utilizing light-emitting and light-receiving units to accurately determine strike inputs, and a simple structure that allows for easy replacement of impact input units.
The solution enhances the durability and maintainability of the gaming machine by preventing damage to detection units and simplifying maintenance, while providing accurate strike detection and enabling a variety of game play scenarios.
Smart Images

Figure 0007880658000001_ABST
Abstract
Description
Technical Field
[0005] ,
[0001] The present invention relates to a gaming machine that provides a game in which a user inputs a strike.
Background Art
[0002] Patent Document 1 discloses boxing equipment to which a punching pad is attached. This punching pad includes an impact sensor. Further, when the punching pad receives a strike, it moves backward and is inserted into an arm. Then, various springs, foaming materials, and rubber compression materials bend, and the punching pad returns to its original position so that it can receive a strike again.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
[0006] [Figure 1] A schematic perspective view of a game console. [Figure 2] A schematic block diagram of a game console. [Figure 3] A schematic exploded view of the striking unit. [Figure 4] A schematic perspective view of a striking unit with the cover component omitted. [Figure 5] A schematic perspective view of the striking unit. [Figure 6] A schematic cross-sectional view of the striking unit. [Figure 7] A flowchart outlining the process. [Figure 8] An explanatory diagram of a modified example. [Modes for carrying out the invention]
[0007] Hereinafter, exemplary embodiments for carrying out the present invention will be described in detail with reference to the drawings. However, the dimensions, materials, shapes, and relative positions of components described in the following embodiments can be arbitrarily set and modified according to the configuration of the apparatus or method to which the present invention is applied, or according to various conditions. Furthermore, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below.
[0008] [Embodiment] The game machine 100 provides a game in which the user inputs a strike. For example, the game machine 100 provides a game in which the user inputs a strike such as a punch or a kick, and the game progresses according to the evaluation result of the strike. The game machine 100 is equipped with a strike input unit 11 that is displaced by the strike input by the user. In this specification, up and down correspond to the upward and downward directions in the direction of gravity, respectively. Also, in this specification, front and back correspond to the side closer to the user and the side opposite to it, respectively.
[0009] The game machine 100 is equipped with a striking unit 10, which has at least a striking input section 11 and a detection unit 30 (Figure 2). The striking unit 10 is mounted on the casing of the game machine 100. In the example in Figure 1, the striking units 10 on the left and right sides of the game machine 100 each have two striking input sections 11. Alternatively, the number of striking units 10 may be one or three or more. Also, the striking units 10 may be arranged vertically or front to back. Furthermore, a single striking unit 10 may have one striking input section 11 or three or more striking input sections 11.
[0010] As an example of a game in which the user inputs a punch or kick and the game progresses according to the evaluation result of this punch, the game machine 100 instructs the user on the timing to input a punch and the timing of the punch input unit 11. The game machine 100 then compares the input timing with the timing of the punch actually performed by the user. If the difference between the input timing and the punch timing is within a predetermined range, the game machine 100 gives a high evaluation and assigns a high score. For example, if the difference between the two timings is small, a higher score is assigned. On the other hand, if the difference between the input timing and the punch timing exceeds a predetermined range, the game machine 100 gives a low evaluation and assigns a low score. Alternatively, if the difference between the input timing and the punch timing exceeds a predetermined range, the game machine 100 does not assign any points.
[0011] Alternatively, the game machine 100 may instruct the player to input a predetermined number of hits within a predetermined time. In this case, the game machine 100 may instruct the input timing by indicating the target for inputting the hits. Or, the game machine 100 may instruct the input timing by indicating the number of hits to input, the timing for starting to accept hit inputs, or the remaining time during which hits can be input.
[0012] The user can advance to the next stage when they meet the stage clearing conditions, such as reaching a predetermined score. On the other hand, if the game termination conditions are met, the game machine 100 will end the game. For example, if the stage clearing conditions are not met, or if all stages are cleared, the game termination conditions are met. If the score at the end of the game is high, the game machine 100 will output a ticket as a reward (a so-called ticket redemption system). Alternatively, the game machine 100 may output tickets according to the score.
[0013] As another example, the game machine 100 may evaluate the strength of the hits, the number of hits, the accuracy of the hits, or the speed of the hits. The game machine 100 may also provide the user with rewards such as prizes or benefits in lieu of or in addition to tickets. Furthermore, the game machine 100 may simply display the strength of the hits, the number of hits, the accuracy of the hits, or the speed of the hits to the user.
[0014] The game machine 100 is equipped with a display device 51 such as an LCD panel, an organic EL panel, or a touch panel. For example, the game machine 100 displays the timing for punching and the target input unit 11 on the display device 51. The game machine 100 is also equipped with an audio output device 52 such as a speaker. The audio output device 52 outputs background music and sound effects. Alternatively, the game machine 100 may output the timing for punching and the target input unit 11 on the audio output device 52 as audio. The game machine 100 is also equipped with a ticket output device. The game machine 100 may also be equipped with an operation device for the user to select the stage to play, etc.
[0015] The game machine 100 allows the user to play a game to the extent corresponding to the payment of a predetermined consideration. For example, the consideration can be paid using money, information on card media such as credit or debit cards, substitute currency, virtual currency, crypto assets, electronic money, and consumable media such as points. However, the game machine 100 may also provide games without requiring payment of consideration.
[0016] [Principal part] Referring to FIGS. 2 and 3, the principal part of the game machine 100 will be described. The game machine 100 includes a game control unit 21 and a storage unit 22. The game control unit 21 is configured as a computer that combines at least one processor that executes various arithmetic processes and operation controls according to a predetermined program and other peripheral devices. The processor of the game control unit 21 is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit), and based on the program stored in the storage unit 22, it controls the entire device and also comprehensively controls various processes. Alternatively, the game control unit 21 can also perform control according to a program stored in a portable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, and a USB (Universal Serial Bus) memory, or an external storage medium such as a server on the Internet. Note that the game control unit 21 may have an integrated circuit such as an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a PLD (Programmable Logic Device).
[0017] The storage unit 22 is a computer-readable non-transitory storage medium. The storage unit 22 includes a RAM (Random Access Memory) that is a system work memory for the processor to operate, and storage devices such as a ROM (Read Only Memory), an HDD (Hard Disc Drive), and an SSD (Solid State Drive) that store programs and system software. However, the storage unit 22 is not limited to the example provided as a part of the game machine 100, and may be provided as a database that cooperates with the game machine 100.
[0018] The memory unit 22 stores the game program PG. The game program PG cooperates with the operating system that controls the basic operations of the game control unit 21 to cause the game control unit 21 to execute the arithmetic processing and operation control necessary for the game. For example, the processor executes processing operations such as various arithmetic operations, controls, and discriminations according to the game program PG stored in the memory unit 22. Then, the game program PG causes the computer to function as the game control unit 21. Also, the memory unit 22 stores game data used in the game. The game data includes, for example, music data, video data, and image data. Also, the game data is appropriately referred to in the control of the game by the game control unit 21. For example, the game data includes data of images of various objects to be displayed on the game screen, definition data of input timings, and the like.
[0019] The game control unit 21 is a logical device realized by the cooperation of computer hardware and software.
[0020] The game machine 100 includes a detection unit 30 that detects changes in the position of the strike input unit 11. The game machine 100 also includes a display device 51 and an audio output device 52. Then, a bus 23 connects the game control unit 21, the memory unit 22, the detection unit 30, the display device 51, and the audio output device 52. The bus 23 transmits signals exchanged between the respective parts of the game machine 100.
[0021] The detection unit 30 is located on the striking unit 10. The detection unit 30 detects changes in the position of the striking input unit 11 in a non-contact manner with respect to the striking input unit 11. As an example, the detection unit 30 is an optical detection device and has a light-emitting unit 31 that emits light and a light-receiving unit 32 that receives the light emitted by the light-emitting unit 31. This detection unit 30 can detect changes in the position of the striking input unit 11 without contacting it. Therefore, even if a strike is input, the detection unit 30 is not directly subjected to impact, and damage to the detection unit 30 can be suppressed, thus increasing the durability of the game machine 100. In addition, when the striking input unit 11 is replaced, it is not necessary to replace the detection unit 30. Therefore, connection processes for the detection unit 30 are unnecessary when replacing it, and a game machine 100 that is easy to maintain can be provided. In other words, the replacement work of the striking input unit 11 is easy, and maintenance is easy.
[0022] The light-emitting unit 31 is a part that emits light such as infrared light, visible light, or ultraviolet light. For example, the light-emitting unit 31 is a light-emitting element such as an LED (Light Emitting Diode). As another example, the light-emitting unit 31 may be an incandescent light bulb, fluorescent lamp, or halogen light bulb. The light-receiving unit 32 is a part that receives the light emitted by the light-emitting unit 31, converts it into an electrical signal, and transmits it to the game control unit 21. For example, the light-receiving unit 32 is a light-receiving element such as a photodiode, phototransistor, CMOS (Complementary Metal Oxide Semiconductor) sensor, or CCD (Charge Coupled Device) sensor. The detection unit 30 has one or more light-emitting units 31. The detection unit 30 also has one or more light-receiving units 32.
[0023] The detection unit 30 detects the position of the impact input unit 11 by detecting when the light emitted from the light-emitting unit 31 is blocked by the impact input unit 11. For example, the detection unit 30 shown in Figure 3, a schematic exploded view of the impact input unit 11, has a rectangular frame 33. The light-emitting unit 31 is located on the front side (i.e., the side closer to the user) and the top side of the impact unit 10. The light-receiving unit 32 is located on the rear side (i.e., the side further from the user) and the bottom side of the frame 33. The impact input unit 11 has an impact target member 11A that the user hits, and a movable member 11B that extends from the impact target member 11A toward the detection unit 30 and is displaced by the impact. The movable member 11B is attached to the casing of the game machine 100 by a fixed part 11C. Figure 3 shows the state in which the movable member 11B is in its initial position.
[0024] When a blow is applied, at least a portion of the movable member 11B changes position in the same direction as the blow, with the fixed portion 11C as the pivot point. For example, if the movable member 11B is a coil spring, it changes position so as to bend in the same direction as the blow. As another example, if the movable member 11B is a rigid rod, it changes position so as to tilt in the same direction as the blow. When the position of the movable member 11B changes from the initial position to the moved position by a distance corresponding to the blow force, light is blocked at the moved position.
[0025] As a result, the detection unit 30 can detect the change in position by detecting the movement coordinates, which are the coordinates indicating the position of the strike input unit 11 after displacement. The game control unit 21 can then determine that the user has input a strike based on the change in coordinates. The placement of the light-emitting unit 31 and the light-receiving unit 32 is arbitrary. For example, at least one of the light-emitting unit 31 and the light-receiving unit 32 may be placed at the corner of the frame 33. The light-receiving unit 32 may also be placed on the front and top sides of the strike unit 10. Furthermore, the light-emitting unit 31 may be placed on the rear and bottom sides of the strike unit 10.
[0026] Alternatively, the detection unit 30 may detect the striking unit 10 using a light-receiving unit 32, which is an infrared image sensor. In this case, the detection unit 30 has a light-emitting unit 31 and a light-receiving unit 32 positioned at both ends of one side (e.g., the top side) of the frame 33. Retroreflective tape that reflects incident light in the direction of incidence is attached to the other three sides (bottom side, left side, and right side) of the frame 33. The light-receiving unit 32 detects the shadow blocked by the striking unit 10. The coordinates of the striking unit 10 are then determined by triangulation.
[0027] As another example, the detection unit 30 may include a light guide member that guides the light emitted by the light-emitting unit 31. For example, the detection unit 30 may have one light-emitting unit 31, and the light emitted by the light-emitting unit 31 may be emitted linearly from the light guide member. In the following description, an example will be described in which the light-emitting unit 31 is an LED that emits infrared light, and the light-receiving unit 32 is a phototransistor that detects infrared light.
[0028] The game control unit 21 shown in Figure 2 determines that a hit has been input when a change in the position of the hit input unit 11 is detected. By determining the input of a hit based on the change in the position of the hit input unit 11, the input of a hit can be determined with a simple structure that does not use an acceleration sensor or the like. For example, the game control unit 21 determines that a hit has been input based on a signal transmitted from the detection unit 30. As an example, the detection unit 30 identifies the position of the moving member 11B by coordinates in a two-dimensional or three-dimensional coordinate system. In the example in Figure 3, the detection unit 30 identifies the position of the moving member 11B as coordinates in a matrix-like XY coordinate system determined by the Y direction indicated by the arrow Y along the long side of the frame 33 and the X direction indicated by the arrow X along the short side, as a two-dimensional coordinate system.
[0029] For example, the detection unit 30 identifies the initial coordinates corresponding to the initial position of the moving member 11B and the moving coordinates corresponding to the moving position of the moving member 11B. The detection unit 30 then transmits the identified initial coordinates and moving coordinates to the storage unit 22. The game control unit 21 determines that a hit has been input when the position of the moving member 11B changes from the initial coordinates to predetermined moving coordinates. The predetermined moving coordinates are coordinates that are a predetermined distance away from the initial coordinates in a coordinate system (e.g., an XY coordinate system). As an example, the predetermined distance is longer than the distance by which the moving member 11B may move due to factors other than the hit input, such as vibration. However, the game control unit 21 may determine that a hit has been input if the position has changed from the initial position. In this case, the predetermined distance corresponds to the smallest unit in the coordinate system. Alternatively, the predetermined moving coordinates may be coordinates within a predetermined range away from the initial coordinates in the coordinate system. In this case, the game control unit 21 determines that a hit has been input when the coordinates identified by the detection unit 30 reach the predetermined range. By detecting changes in the position of the strike input unit 11 based on the movement coordinates of the moving member 11B, changes in position can be detected with high accuracy. Alternatively, multiple sets of light-emitting units 31 and light-receiving units 32 may be arranged so that the detection unit 30 can determine the position of the moving member 11B by its coordinates in a three-dimensional coordinate system. As another example, the detection unit 30 may transmit a detection signal when it can no longer detect the strike input unit 11 at its initial position, or when it detects the strike input unit 11 at its moved position. In this case, when the game control unit 21 receives the detection signal, it determines that a strike has been input.
[0030] The game control unit 21 instructs the user on the timing for inputting a punch to the punch input unit 11. This allows the user to recognize the timing for inputting a punch by at least one of sight and hearing. For example, the game control unit 21 displays the punch input timing and the punch input unit 11 to be punched on the display device 51. Here, the instructed input timing is the timing at which the punch input unit 11 to be punched is displayed. When the display device 51 displays the punch input unit 11 to be punched, the user punches the punch input unit 11 shown on the display.
[0031] For example, the memory unit 22 stores definition data that defines the timing for displaying input timings after the start of each stage. The game control unit 21 then reads the definition data and instructs the user on the input timing. The game control unit 21 also determines that a hit has been input based on the signal received from the detection unit 30 and identifies the timing at which the hit was input. The game control unit 21 then evaluates the time difference between the input timing and the hit timing. For example, the game control unit 21 assigns a high evaluation when the time difference is small and a low evaluation when the time difference is large.
[0032] The game control unit 21 may determine the direction of movement of the strike input unit 11. For example, the game control unit 21 may determine that the position has changed from the initial position upward, downward, to the left, or to the right. This allows the game control unit 21 to determine the type of strike, such as an uppercut, hook, or straight punch. The game control unit 21 may also instruct the user on the type of punch to perform, thereby enabling the game machine 100 to provide a variety of games.
[0033] The game control unit 21 may calculate the movement speed or acceleration of the impact input unit 11. For example, the game control unit 21 determines the distance traveled from the initial position to the new position and the time taken to reach the new position based on the signal received from the detection unit 30 (e.g., a signal indicating coordinates). Then, the game control unit 21 calculates the movement speed or acceleration based on the determined distance traveled and time taken. The game control unit 21 may also evaluate the movement speed or acceleration, thereby enabling the game machine 100 to offer a variety of games.
[0034] The game control unit 21 may, instead of or in addition to determining changes in the position of the strike input unit 11, determine changes in the position of the strike input unit 11 and strike input based on changes in the movement speed or acceleration of the strike input unit 11. For example, the game control unit 21 may determine that a strike has been input when the movement speed or acceleration of the strike input unit 11 exceeds a predetermined value. This allows the game control unit 21 to determine strike input even if the strike input unit 11 is not stationary. Therefore, the game control unit 21 can instruct the user to input multiple strikes in quick succession. This allows the game machine 100 to provide a variety of games.
[0035] The game control unit 21 may determine the striking force based on the distance traveled by the moving member 11B. For example, the game control unit 21 identifies the distance traveled from the initial position to the moved position based on the signal received from the detection unit 30. The game control unit 21 then determines that the striking force is high if the identified distance traveled is long. On the other hand, it determines that the striking force is low if the identified distance traveled is short. The game control unit 21 may evaluate the striking force, thereby enabling the game machine 100 to offer a variety of games.
[0036] [Melee Unit] The striking unit 10 will be described with reference to Figures 3 to 6. Figure 3 is a schematic exploded view of the striking unit 10. Figure 4 is a schematic perspective view of the striking unit 10 with the cover member omitted. Figure 5 is a schematic perspective view of the striking unit 10. In Figure 5, for the sake of explanation, the illustration of the striking input section 11 located on the lower side is omitted. Figure 6 is a schematic cross-sectional view of the striking unit 10 shown in Figure 5. Figure 6 is a cross-section along the longitudinal direction of the detection unit 30, and shows a cross-section along the central axis of the striking input section 11.
[0037] As shown in Figure 3, the striking unit 10 includes a retaining frame 12, a detection unit 30, a striking input section 11, an inner cover 13 which is an example of a cover member, and an outer cover 14 which is another example of a cover member. The retaining frame 12 is fixed to the housing of the game machine 100 and holds the detection unit 30, the inner cover 13, and the outer cover 14. The striking input section 11 is also fixed to the housing of the game machine 100 via a fixing portion 11C. Alternatively, the striking input section 11 may be fixed to the retaining frame 12.
[0038] The impact input unit 11 has an impact target member 11A to which the user applies an impact. The impact input unit 11 also has a movable member 11B that extends from the impact target member 11A toward the detection unit 30 and is displaced by the impact. The movable member 11B extends through an opening 35 defined by the frame 33 of the detection unit 30. The detection unit 30 detects the change in position of the movable member 11B as a change in the position of the impact input unit 11. By determining the impact input based on the change in position of the movable member 11B, the change in position of the impact input unit 11 can be detected with high accuracy. In particular, the accuracy of detecting the change in position can be improved by configuring the movable member 11B so that the amount of movement during impact input is large. For example, by forming the movable member 11B from an elastic material, the movable member 11B becomes more easily deformable and the amount of movement increases. Also, the detection unit 30 can be positioned on the side of the detection unit 30 (for example, on the back side of the cover member) than the impact target member 11A. Therefore, it is possible to suppress the detection unit 30 from mistakenly detecting foreign objects or the user's hand, etc.
[0039] The striking target member 11A is made of cloth (for example, nylon). Furthermore, the inside of the striking target member 11A is filled with shock-absorbing material. This reduces the impact on the user's body when the user applies a strike. Examples of shock-absorbing materials include flexible materials such as polyurethane, cloth, cotton, cushioning material, rubber, or resin. Other examples of shock-absorbing materials include gases such as air, or liquids such as water. Also, because the striking target member 11A is filled with shock-absorbing material, no electrical components such as sensors are placed inside.
[0040] The outer surface of the striking target member 11A includes a curved surface. Therefore, by inputting a strike so that it hits the curved surface, the impact applied to the user's body is dispersed. For example, the striking target member 11A is approximately a sphere, and its outer surface, with some exceptions, is spherical. More specifically, the part of the outer surface to which the moving member 11B is not connected is spherical. However, it is sufficient that the part to which the strike is input is a curved surface; as another example, the striking target member 11A may have an approximately elliptical cross-sectional shape. Alternatively, the striking target member 11A may have the shape of a hemisphere, cone, frustocone, or disc. However, as long as the outer surface is spherical, the user can input strikes from various directions (for example, downwards).
[0041] The movable member 11B extends from the strike target member 11A toward the detection unit 30. For example, the strike target member 11A is fixed to the movable member 11B by methods such as sewing, bonding, welding, or screwing. The movable member 11B is an elastic member such as a coil spring, and its position changes to the movable position due to deformation. By using an elastic member, damage to the movable member 11B due to the impact of the strike can be suppressed.
[0042] Alternatively, the movable member 11B may be made of a material that is difficult to deform. For example, the movable member 11B may be a rod member connected to a fixed portion 11C including a ball joint or the like, and swinging around the fixed portion 11C. Furthermore, the movable member 11B may be supported by the inner cover 13. In this case, the movable member 11B swings around a support portion of the inner cover 13. Furthermore, the movable member 11B may be slidably supported by the inner cover 13. For example, the movable member 11B may slide along a rail formed in the inner cover 13. Even in these cases, the movable member 11B extends from the target member 11A to the detection unit 30 located on the back side of the cover. However, if the movable member 11B is made of a material that is difficult to deform, the fixed portion 11C will be prone to wear, so it is preferable that the movable member 11B is made of an elastic material.
[0043] The movable member 11B is covered with a cushioning material such as polyurethane. The cushioning material is also wrapped with cloth or leather. This seals the gap between the cover and the movable member 11B (for example, the hole 13C in Figure 3). This prevents the user from inserting their fingers into the gap and prevents foreign objects such as dust from entering the gap. Furthermore, it prevents external light from entering through the gap, suppressing a decrease in the accuracy of detecting changes in position.
[0044] The movable member 11B is formed of a light-shielding material that blocks light such as infrared rays emitted from the light-emitting unit 31. However, a part of the movable member 11B (for example, a part to which light from the light-emitting unit 31 does not enter) may be formed of a light-transmitting material. Alternatively, the movable member 11B may be formed of a reflective material that reflects infrared rays. However, if the movable member 11B is formed of a light-shielding material, the possibility of reflected light entering the light-receiving unit 32 can be reduced.
[0045] The impact input unit 11 has a simple structure consisting of an impact target member 11A and a moving member 11B. Because the impact target member 11A is made of a flexible material, the impact when inputting an impact can be reduced. Therefore, damage to the impact input unit 11 can be suppressed, and the durability of the game machine 100 can be increased. Furthermore, because of its simple structure, the impact input unit 11 is easy to replace, allowing for easy maintenance of the game machine 100. Specifically, since there are no sensors or the like on the impact target member 11A, the detection unit 30 can be used as is when replacing the impact input unit 11. This suppresses an increase in replacement costs. Also, because the impact target member 11A has a spherical surface, users can safely input impacts from various directions, improving the enjoyment of the game.
[0046] For example, when replacing the impact input unit 11, first remove the inner cover 13 and the outer cover 14. Then, remove the screws securing the fixing part 11C and remove the impact input unit 11 from the game machine 100's casing. After that, attach the new impact input unit 11 to the casing and reattach the inner cover 13 and the outer cover 14. In this way, the impact input unit 11 can be replaced with simple operations. As another example, the impact target member 11A may be detachably fixed to the movable member 11B. In this case, the impact target member 11A can also be removed and replaced.
[0047] [Detection Unit] The detection unit 30 has a frame 33 that holds the light-receiving unit 32 and the light-emitting unit 31. In the example shown in Figure 3, the detection unit 30 has a rectangular frame 33 in which the light-emitting unit 31 and the light-receiving unit 32 are housed. For example, multiple light-receiving units 32 and multiple light-emitting units 31 are arranged in a row along each side of the frame 33. However, in Figure 3, one light-emitting unit 31 or one light-receiving unit 32 in each row is virtually represented by an ellipse. Alternatively, the frame 33 may have other shapes such as a circle, parallelogram, or U-shape, as long as it defines an opening through which the movable member 11B passes.
[0048] The detection unit 30 has a frame 33 that holds the light-receiving unit 32 and the light-emitting unit 31, so that the light-receiving unit 32 and the light-emitting unit 31 are held together as a single unit. Therefore, there is no need to position the light-emitting unit 31 and the light-receiving unit 32 separately, making the positioning of the detection unit 30 easy. For example, the light-receiving unit 32 and the light-emitting unit 31 can be positioned simply by fixing the prepared detection unit 30 to the casing of the game machine 100 with the holding frame 12. In addition, there is no need to align each light-emitting unit 31 and each light-receiving unit 32.
[0049] The detection unit 30 detects impact input without contacting the impact input section 11. Therefore, even with prolonged use, wear and tear on the detection unit 30 and a decrease in the accuracy of impact input detection can be suppressed. Furthermore, there is no need to place the detection unit 30 on the impact input section 11. Therefore, even if the user inputs a strong impact, damage to the detection unit 30 can be prevented. This increases the durability of the game machine 100. In addition, because the game machine 100 is highly durable, it can provide games in which the user inputs many impacts. Therefore, the enjoyment of the game is improved.
[0050] The target component 11A does not need to have hard parts, such as electrical components like sensors. Therefore, the impact on the user's body when they input a strike can be reduced. Furthermore, the detection unit 30 can detect the movement position of the strike input unit 11, which changes position in various directions. As a result, the user can input strikes from various directions, improving the enjoyment of the game.
[0051] Furthermore, if the change in position can be detected without contact with the impact input section 11, the light-emitting section 31 and the light-receiving section 32 may be attached to the casing of the game machine 100 instead of the frame 33. In this case, the detection unit 30 is composed of the light-emitting section 31 and the light-receiving section 32 attached to the casing. As another example, the detection unit 30 may be composed of a pair of light-emitting sections 31 and light-receiving sections 32. In this case, the change in position of the impact input section 11 can be detected by detecting whether it is in a light-receiving state or a light-blocking state. Moreover, the change in position of the impact input section 11 may be detected by sequentially emitting light from the light-emitting sections 31 arranged in a row and detecting the change in the light-receiving intensity sensed by one or more light-receiving sections 32. However, by having a frame 33, the thickness of the detection unit 30 can be reduced. Therefore, the size of the game machine 100 can be suppressed, and the freedom of the external design of the game machine 100 is increased.
[0052] [Cover component] The striking unit 10 of the game machine 100 is equipped with a cover member that covers at least a portion of the gap G between the detection unit 30 and the striking input unit 11. Specifically, as shown in Figure 4, a gap G is formed between the detection unit 30 and the striking input unit 11. This gap G is formed in a plane parallel to the line connecting the light receiving unit 32 and the light emitting unit 31. That is, a gap G is formed between the opening 35 defined by the frame 33 and the striking input unit 11. Therefore, as shown in Figure 5, the striking unit 10 is equipped with an inner cover 13 and an outer cover 14 as an example of a cover member. As another example, the cover member may consist of only the inner cover 13. Furthermore, the cover member may be composed of three or more members.
[0053] The cover member is positioned further away from the housing than the detection unit 30, with reference to the surface of the housing to which the striking unit 10 is attached. As a result, the cover member is positioned so as not to obstruct the incidence of light to the light receiving unit 32. Therefore, while the cover member blocks ambient light, the light emitted by the light emitting unit 31 is incident on the light receiving unit 32 without being obstructed by the cover member. This prevents a decrease in the detection accuracy of position changes.
[0054] As shown in Figure 3, the inner cover 13 has a first cover 13A and a second cover 13B. The first cover 13A and the second cover 13B are fixed to the housing by a retaining frame 12. As a result, the first cover 13A and the second cover 13B define the hole 13C. The movable member 11B passes through the hole 13C. Alternatively, the inner cover 13 may be composed of one member or three or more members.
[0055] Except for the hole 13C, the gap G between the detection unit 30 and the impact input unit 11 is covered by the inner cover 13. This prevents the entry of the user's hand or foreign objects such as dust, and prevents the detection unit 30 from mistakenly detecting a change in the position of the impact input unit 11. Furthermore, it prevents the ingress of ambient light, suppressing a decrease in the detection accuracy of the detection unit 30 due to disturbances. Alternatively, the entire gap G between the detection unit 30 and the impact input unit 11, including the hole 13C, may be covered by the inner cover 13. Note that the hole 13C can be sealed with cushioning material wrapped around the movable member 11B. This more reliably prevents the ingress of the user's hand or foreign objects and the ingress of ambient light.
[0056] Furthermore, the inner cover 13 prevents foreign matter from accumulating on the lower edge of the frame 33. In particular, the lower edge of the frame 33 extends parallel to the mounting surface of the game machine 100. Therefore, if foreign matter enters from above and accumulates, the amount of light emitted from the light-emitting unit 31 or the amount of light received by the light-receiving unit 32 will decrease. By preventing the intrusion of foreign matter with the inner cover 13, the decrease in the detection accuracy of the detection unit 30 can be suppressed.
[0057] The cover member does not transmit light (e.g., infrared light). For example, the inner cover 13 is made of a material that blocks or reflects light. Alternatively, a light-blocking film or a light-reflecting film is formed on the surface of the inner cover 13. Or, a light-blocking film or a light-reflecting film may be attached to the surface of the inner cover 13. Furthermore, an anti-reflective film that suppresses light reflection may be formed on the back surface of the inner cover 13, or an anti-reflective film may be attached.
[0058] By providing a frame 33 that defines the opening 35, an inner cover 13 can be placed to cover the gap G. That is, even if the gap G is covered by the inner cover 13, the detection unit 30 can detect changes in the position of the impact input section 11 inside the opening 35. In this way, by being able to place the inner cover 13, it is possible to prevent the detection unit 30 from mistakenly detecting changes in position and to prevent a decrease in the detection accuracy of the detection unit 30.
[0059] [Placement position] The light-receiving unit 32 and the light-emitting unit 31 are positioned away from the fixed portion 11C of the movable member 11B in the direction in which the movable member 11B extends. In other words, the light-receiving unit 32 and the light-emitting unit 31 are positioned away from the fixed surface of the housing to which the fixed portion 11C is fixed. Specifically, as shown in Figure 6, the movable member 11B extends from the target member 11A in the direction 6A indicated by the arrow. In direction 6A, the distance from the fixed portion 11C to the frame 33 that holds the light-receiving unit 32 and the light-emitting unit 31 is 6B. Therefore, the light-receiving unit 32 and the light-emitting unit 31 are 6B away from the fixed portion 11C.
[0060] Near the fixed portion 11C, the travel distance of the movable member 11B may be short. Therefore, the light-receiving unit 32 and the light-emitting unit 31 are positioned away from the fixed portion 11C. As the distance from the fixed portion 11C increases, the distance from the pivot point increases, and the travel distance of the movable member 11B increases. As a result, the travel distance from the initial position to the moved position becomes longer, making it easier for the light-receiving unit 32 and the light-emitting unit 31 to detect changes in position.
[0061] [Game progress processing] Referring to Figure 7, the game progression process will be explained. This progression process includes all processes that occur from the time the user starts the game and is instructed to input a hit until the game ends. However, the end of the game includes situations where the game cannot be played again, when one stage is completed, or when a mini-game played during the main game has ended. In other words, the user may be able to continue playing the next game even after the game has ended. Figure 7 is a flowchart of the game progression process.
[0062] When the user starts the game, the game control unit 21 instructs the user on the timing of the punch input to the punch input unit 11 (S101). For example, the game control unit 21 displays the punch input timing and the punch input unit 11 to be punched on the display device 51. The detection unit 30 then detects the initial position of the punch input unit 11 (S102) and transmits it to the game control unit 21. If the position has not changed from the initial position to the moved position (NO in S103), the game control unit 21 waits for the punch input.
[0063] On the other hand, when the user inputs a strike to the strike input unit 11, the detection unit 30 detects the position of the movable member 11B, which is in the movable position, as a change in the position of the strike input unit 11 (S102). If the position has changed from the initial position to the movable position (YES in S103), the game control unit 21 determines that a strike has been input (S104). The game control unit 21 then evaluates the time difference between the input timing and the strike timing (S105). Subsequently, if the game termination conditions are met (YES in S106), the game control unit 21 terminates the game and the process ends. On the other hand, if the game termination conditions are not met (NO in S106), the game control unit 21 instructs the user on the timing of the strike input (S101).
[0064] According to the embodiments described above, a game machine 100 with high durability or ease of maintenance can be provided. That is, even if a blow is input, the detection unit 30 is not directly subjected to impact. Therefore, damage to the detection unit 30 can be suppressed, and the durability of the game machine 100 is increased. In addition, when the blow input unit 11 is replaced, it is not necessary to replace the detection unit 30. Therefore, connection processes for the detection unit 30 are unnecessary, and a game machine 100 that is easy to maintain can be provided. That is, the replacement work of the blow input unit 11 is easy, and maintenance is easy.
[0065] [Differentiation] A modified example will be described with reference to Figure 8. The modified example differs from the embodiment described above in that the orientation of the detection unit 30 is different. Specifically, the detection unit 30 is positioned at an angle with respect to the vertical direction. In other words, the detection unit 30 has its short side of the frame 33 tilted towards the front of the game machine 100.
[0066] In the description of the modified form, the differences from the embodiment will be explained, and components already described will be given the same reference numerals, and their descriptions will be omitted. Unless otherwise specified, components with the same reference numerals will perform substantially the same operation and function, and their effects will also be substantially the same.
[0067] Multiple impact input units 11 are arranged. That is, at least two impact input units 11 are arranged in the impact unit 10, and in the example of Figure 8, two impact input units 11 are arranged. The optical path 8A connecting the light receiving unit 32 and the light emitting unit 31 intersects with the arrangement direction 8B of any two of the multiple impact input units 11. For example, the arrangement direction 8B is the direction that coincides with the line connecting the central axes of the moving members 11B. In order to arrange them in this way, the detection unit 30 is positioned at an angle with respect to the vertical direction. As a result, the optical path 8A does not overlap with both of the impact input units 11. Therefore, the shadow of the upper impact input unit 11 affects the light reception of the light receiving unit 32, which can suppress a decrease in the detection accuracy of the position of the lower impact input unit 11. On the other hand, if the optical path 8A and the arrangement direction 8B are parallel and overlap, the shadow of the upper impact input unit 11U will decrease the detection accuracy of the position of the lower impact input unit 11L.
[0068] The arrangement pattern of the multiple impact input units 11 is arbitrary, and the multiple impact input units 11 may be arranged in a zigzag pattern, a random pattern, or a ring pattern, etc. In this case, the arrangement direction 8B is the direction in which any two impact input units 11 are arranged. Therefore, there are multiple arrangement directions 8B. Alternatively, the detection unit 30 may be arranged parallel to each other in the vertical direction, and the multiple impact input units 11 may be arranged diagonally so that the arrangement direction 8B intersects with the optical path 8A. Or, both the detection unit 30 and the multiple impact input units 11 may be arranged diagonally. In other words, it is sufficient that the arrangement direction 8B of the impact input units 11 intersects with the optical path 8A connecting the light receiving unit 32 and the light emitting unit 31.
[0069] Although the present invention has been described above with reference to the embodiments, the present invention is not limited to the embodiments described above. Inventions modified within the scope that does not contradict the present invention, and inventions equivalent to the present invention are also included in the present invention. Furthermore, each embodiment and each variation, as well as the technical means included in each embodiment or each variation, can be combined as appropriate within the scope that does not contradict the present invention. Moreover, the technical means included in each embodiment or each variation can be omitted as appropriate within the scope that does not contradict the present invention.
[0070] For example, instead of the detection unit 30, there may be an imaging device such as a CCD camera that captures the strike input unit 11. In this case, the game control unit 21 analyzes the video or image captured by the imaging device to extract the strike input unit 11. The game control unit 21 then determines the change in the position of the extracted strike input unit 11 and determines that a strike has been input if the position of the strike input unit 11 has changed. As an example, if the position of the strike input unit 11 in the video or image changes from its initial position, the game control unit 21 determines that a strike has been input. Known methods can be used for the analysis of the video and image.
[0071] However, if a camera is used, the impact input unit 11 must be within the field of view, which requires either using a wide-angle lens or positioning the camera at a distance from the impact input unit 11 so that it is within the field of view. In this case, the space required for detecting coordinates indicating a change in position may become larger. Also, when a camera is used, the game control unit 21 processes the captured image to convert it into "coordinates". Therefore, time is required for the conversion process to acquire the coordinates, which may delay the determination of whether an impact has been input. For these reasons, in this invention, the detection unit 30 is more preferable than a camera as a means for acquiring the coordinates of the impact input unit 11.
[0072] The following describes various embodiments derived from the above-described embodiments and modifications. Reference numerals shown in the accompanying drawings are included to facilitate understanding of each embodiment. However, these reference numerals are not intended to limit the present invention to the illustrated forms.
[0073] (Note 1) A game machine 100 that provides a game in which the user inputs hits, A striking input unit 11 that is displaced by the striking input by the user, The system includes a detection unit 30 that detects changes in the position of the impact input section, The detection unit is a game machine having a light-emitting section 31 that emits light and a light-receiving section 32 that receives the light.
[0074] (Note 2) The game machine according to Appendix 1, further comprising a computer 21 that determines that a strike has been input when a change in the position of the strike input unit 11 is detected.
[0075] (Note 3) The impact input unit 11 includes an impact target member 11A to which the user applies the impact, and a movable member 11B that extends from the impact target member toward the detection unit 30 and is displaced by the impact. The game machine according to Appendix 1 or 2, wherein the detection unit detects a change in the position of the moving member as a change in the position of the impact input section.
[0076] (Note 4) The game machine as described in Appendix 3, wherein the outer surface of the striking target member 11A includes a curved surface.
[0077] (Note 5) The game machine according to Appendix 3 or 4, wherein the inside of the impact target member 11A is filled with an impact-absorbing material.
[0078] (Note 6) The game machine according to any one of the appendices 3 to 5, wherein the light-receiving unit 32 and the light-emitting unit 31 are positioned away from the fixed portion 11C of the moving member in the direction 6A in which the moving member 11B extends.
[0079] (Note 7) The detection unit 30 identifies the position of the moving member 11B using coordinates in a two-dimensional coordinate system or a three-dimensional coordinate system. A game machine according to any one of the appendices 3 to 6, comprising a computer 21 that determines that a strike has been input when the position of the moving member changes from an initial coordinate to a predetermined moving coordinate.
[0080] (Note 8) The game machine according to any one of the appendices 1 to 7, further comprising cover members 13 and 14 that cover at least a portion of the gap G between the detection unit 30 and the impact input unit 11.
[0081] (Note 9) The game machine according to any one of the appendices 1 to 8, wherein the detection unit 30 has a frame 33 that holds the light receiving unit 32 and the light emitting unit 31.
[0082] (Note 10) A game machine according to any one of the appendices 1 to 9, comprising a computer 21 that instructs the user on the timing of the strike input to the strike input unit 11.
[0083] (Note 11) A game machine according to any one of the appendices 1 to 10, comprising a computer 21 that determines the direction of movement of the aforementioned impact input unit 11.
[0084] (Note 12) A game machine according to any one of the appendices 1 to 11, comprising a computer 21 that calculates the movement speed or acceleration of the impact input unit 11.
[0085] (Note 13) Multiple impact input units 11 are arranged, The game machine according to any one of the appendices 1 to 12, wherein the optical path 8A connecting the light receiving unit 32 and the light emitting unit 31 intersects with the arrangement direction 8B of at least two of the impact input units 11.
[0086] (Note 14) The light-emitting unit 31 is a light-emitting element that emits infrared light, The game machine according to any one of the appendices 1 to 13, wherein the light-receiving unit 32 is a light-receiving element that receives infrared light.
[0087] (Note 15) A control method for a game machine 100 that provides a game in which a user inputs a strike, and which includes a strike input unit 11 that is displaced by the strike input by the user, A detection unit 30 having a light-emitting unit 31 that emits light and a light-receiving unit 32 that receives the light detects changes in the position of the impact input unit. A control method in which, when a change in the position of the impact input unit 11 is detected, the computer 21 determines that an impact has been input.
[0088] (Note 16) A computer-readable non-temporary storage medium 22 that stores a game program PG for a game machine 100, which includes a game machine 100 that provides a game in which the user inputs a strike, and a strike input unit 11 that is displaced by the strike input by the user, and a computer 21, The game program PG is a computer-readable non-temporary storage medium in which a detection unit 30 having a light-emitting unit 31 that emits light and a light-receiving unit 32 that receives the light detects a change in the position of the strike input unit, causing the computer to determine that a strike has been input. [Explanation of Symbols]
[0089] 6A: Direction of extension 8A: Optical path 8B: Array direction 11: Impact Input Section 11A: Member to be struck 11B: Movable member 11C:Fixed part 13: Inner cover (cover component) 14: Outer cover (cover component) 21: Game Control Unit (Computer) 30: Detection Unit 31: Light-emitting part (luminescent element) 32: Light-receiving section (light-receiving element) 33:Frame body 100: Game console G: Gap
Claims
1. A game console that provides games in which the user inputs hits, A striking input unit that is displaced by the striking input by the user, The system includes a detection unit that detects changes in the position of the impact input section, The detection unit is a game machine having a light-emitting part that emits light, a light-receiving part that receives the light, and a frame that holds the light-receiving part and the light-emitting part.
2. The game machine according to claim 1, further comprising a computer that determines that a strike has been input when a change in the position of the strike input unit is detected.
3. The impact input unit includes a member to be struck by the user, and a movable member that extends from the member to be struck toward the detection unit and is displaced by the impact. The game machine according to claim 1, wherein the detection unit detects a change in the position of the moving member as a change in the position of the impact input section.
4. The game machine according to claim 3, wherein the outer surface of the member to be struck includes a curved surface.
5. The game machine according to claim 3, wherein the inside of the member to be struck is filled with an impact-absorbing material.
6. The game machine according to claim 3, wherein the light-receiving unit and the light-emitting unit are arranged at a position away from the fixed portion of the moving member in the direction in which the moving member extends.
7. The detection unit identifies the position of the moving member by coordinates in a two-dimensional coordinate system or a three-dimensional coordinate system. The game machine according to claim 3, further comprising a computer that determines that a strike has been input when the position of the moving member changes from an initial coordinate to a predetermined moving coordinate.
8. The game machine according to any one of claims 1 to 7, further comprising a cover member that covers at least a portion of the gap between the detection unit and the impact input unit.
9. The game machine according to any one of claims 1 to 7, further comprising a computer that instructs the user on the timing of the strike input to the strike input unit.
10. A game machine that provides a game in which the user inputs hits, A striking input unit that is displaced by the striking input by the user, A detection unit for detecting changes in the position of the impact input section, The system includes a computer that determines the direction of movement of the impact input unit, The detection unit is a game machine having a light-emitting part that emits light and a light-receiving part that receives the light.
11. The game machine according to any one of claims 1 to 7, further comprising a computer for calculating the movement speed or acceleration of the impact input unit.
12. A game machine that provides a game in which the user inputs hits, A striking input unit that is displaced by the striking input by the user, The system includes a detection unit that detects changes in the position of the impact input section, The detection unit has a light-emitting part that emits light and a light-receiving part that receives the light. Multiple impact input units are arranged, A game machine in which the optical path connecting the light-receiving unit and the light-emitting unit intersects with the arrangement direction of any two of the multiple impact input units.
13. The light-emitting part is a light-emitting element that emits infrared light, The game machine according to any one of claims 1 to 7, wherein the light receiving unit is a light receiving element that receives infrared light.