WO1994016381A1 - Dual mode portable game control device - Google Patents
Dual mode portable game control device Download PDFInfo
- Publication number
- WO1994016381A1 WO1994016381A1 PCT/JP1994/000009 JP9400009W WO9416381A1 WO 1994016381 A1 WO1994016381 A1 WO 1994016381A1 JP 9400009 W JP9400009 W JP 9400009W WO 9416381 A1 WO9416381 A1 WO 9416381A1
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- WIPO (PCT)
- Prior art keywords
- control device
- control
- scanning display
- input
- display device
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/0304—Detection arrangements using opto-electronic means
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0338—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1006—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals having additional degrees of freedom
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/205—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform for detecting the geographical location of the game platform
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
- A63F9/0291—Shooting or hurling games with a simulated projectile, e.g. an image on a screen
Definitions
- the present invention relates to an electronic game system, and more particularly to a microprocessor-controlled game system and a portable control device or control pad used in conjunction with a raster scan display device or a television related thereto.
- the Genesis System (trademark) manufactured by SEGA Enterprises Inc. is one of the most commercially successful game systems in modern times. As shown in FIG. 1, the Genesis system is located around a microprocessor-controlled gaming device 10, which is connected to a raster scanning display (ie, a standard television). ing.
- the game device 10 houses a game cartridge and has electronic plug input terminals 12, 13 for connection with two portable control pads.
- Figure 2 shows a conventional control pad.
- the game cartridge has an appropriate firmware and, when connected to the game device 10, processes the player's commands sent from the control pad 30 and displays a specific game variation on the television. Displays the action to take.
- a detailed description of the game device 10 is not necessary for understanding the present invention directed to the enhanced control pad, and will be omitted.
- FIG. 2 shows the appearance of a conventional control pad 30 currently available with the Genesis system.
- the conventional control pad 30 has a lever-shaped direction button (D button) on the left side and a plurality of control buttons (A, B, C and start) on the right side. ing.
- D button lever-shaped direction button
- A, B, C and start buttons A, B, C and start buttons
- a pseudo basket pole is taken as an example. Passing the ball from player to player is a necessary feature of such a game.
- the user instructs the player to move the ball using the D button, and simultaneously selects the player to receive the pass by pressing the A button from the remaining four players. I do.
- This may be a tedious operation for some people, but is a relatively high level of hand-eye coordination for many kids and adults playing a certain game.
- the conventional control pad 30 was an important step in responding to the demands of such fortunate players. However, returning to the basketball example above, the player cannot use the conventional control pad 30 to select a particular player to receive the pass immediately. As can be seen from this example, there is room for improvement in the game system, especially in terms of strengthening control capabilities and increasing complexity.
- the present invention is directed to solving the above-described problems with existing control pads, and to respond to the endless demands of consumers for increasingly complex games.
- the invention described in claim 1 is an input device used in combination with a raster scanning display device that displays a primary object and a secondary object, and is designed to be portable and A housing small enough to selectively point to a particular location on the display,
- a primary input means comprising a member operable on the housing and controlling a moving direction of the primary object
- secondary input means for simultaneously controlling the secondary object based on the specific position.
- the invention described in claim 2 is characterized in that the secondary input means controls a moving direction of the secondary object.
- the invention described in claim 3 is characterized in that the secondary input means controls an operation of selecting one from a plurality of potential secondary objects.
- the invention described in claim 4 is a portable control device used in combination with a microprocessor control game device and a raster scanning display device according to the invention
- An actuating member that is physically movable to identify a first desired direction, and is provided on the portable control device;
- First control means having means for supplying a first control signal corresponding to the first required direction to the game device;
- a second control unit having a unit for supplying a second control signal corresponding to the second desired direction to the game device
- the invention described in claim 5 is characterized in that the operating member of the first control means comprises a plurality of electromechanical switches.
- the instruction means includes: an optical focusing means for focusing a part of the raster scanning display device on an imaging device; and which part of the raster scanning display device captures the image. Means for determining whether the apparatus is focused on the apparatus.
- the invention according to claim 7 is characterized in that the means for determining which part of the raster scanning display device is in focus on the imaging device is constituted by an optical sensor circuit using an optical bias LED. It is characterized by being.
- FIG. 1 is a perspective view of a conventional game device 10 which is a basic unit in a game system known as a geneesis system.
- FIG. 2 is a plan view of a conventional control pad 30 used in combination with the conventional game device of FIG.
- FIG. 3a is a perspective view of a preferred dual mode portable control device 100 according to the present invention.
- 3b, 3c, 3d are a plan view, a front view, and a side view, respectively, of the preferred dual mode portable control of FIG. 3a.
- FIG. 4 is a perspective view of a preferred dual-mode portable control device 100 applied to a pseudo basketball game, in which a user uses a left thumb to move a first player 60 (a player dribbling a ball).
- FIG. 13 is a diagram showing a state of being selected by pointing to another player 62 (a player who will receive a pass from the first player) at the same time as moving.
- FIG. 5 is a schematic diagram of a circuit used in the preferred dual-mode portable control device 100 of FIG. 4 and disposed around a special-purpose integrated circuit (ASIC, ASIC) 200.
- ASIC special-purpose integrated circuit
- FIG. 5 is a schematic diagram of the communication and control logic performed within the ASIC 200 of FIG.
- FIG. 7 is a functional block diagram corresponding to the optical sensor circuit 300 shown in FIG. 8a and 8b are plan views respectively showing the relationship between the printed circuit board, the Fresnel lens, and the sensor (phototransistor 3222) used in the dual-mode portable control device 100 of the present invention. And a side view.
- 9a and 9b are plan views of a two-piece housing structure for a preferred portable control device 100, with a front Fresnel lens in one half of the housing and a PC board. The figure which showed the state in which the back Fresnel lens was provided.
- the dual-mode portable control device 100 includes various control buttons related to the conventional control device 30 shown in FIG. 2, that is, the D switch (lever), the A, B, and C buttons and the start button. Has buttons.
- the dual mode control device 100 of the present invention incorporates a light detection system 370 in addition to these conventional buttons, so that the control device can be used simultaneously as a lever and an optical pointer. I have to. With the dual mode control device 100, each user can simultaneously control two objects that can move independently of each other.
- the light detection system of the dual mode controller 100 is a lens system 370 (see FIG. 7) comprising one or more lenses, and in a preferred embodiment, the lens system comprises a pair of Fresnel lenses 12 Consists of 0, 1 2 2
- FIG. 3c shows the outermost lens 120
- FIGS. 8a and 8b show the relationship between the two lenses, the external printed circuit board, and the phototransistor 3222.
- two Fresnel lenses were used as shown.
- the dual-mode portable control device 100 is designed to be held by both hands of the player, as in the conventional control device 30.
- the dual mode control device 100 has a remarkable advantage over the conventional control device 30 in that one or more players can simultaneously control two game objects, respectively.
- the player operates the D switch with the left thumb 62 of the player to control the basket pole player 60 dribbling the ball 64.
- the player moves the entire control device 100 in any desired direction as shown by the solid lines 68 and 69, as indicated by the dashed line 67 and further optionally by the display cursor 65.
- Control device for specific players Can turn.
- another basketball player in this case player 62, may be selected to pass the ball to it.
- a symbol such as the symbol 65 is displayed on the display screen 70 to give the player visual feedback as to which direction the control device 100 is facing.
- the above-described pass procedure for the basketball game is merely an example.
- the dual mode portable control device 100 can also be used for various other games.
- two players can use two controllers simultaneously, each controlling two objects simultaneously. This is a particularly important advantage for two-player games that mimic competitive sports.
- the table below of possible games and related features is only an example.
- the block force is controlled by pointing the ball carrier with one D-switch.
- Control the pass by specifying the player to pass.
- FIG. 5 and 6 show a preferred circuit for implementing the dual mode portable control device 100 according to the present invention.
- FIG. 5 is a block diagram of a “forest” including an ASIC (ASIC, application specific IC) 200
- FIG. 6 is a diagram illustrating “trees” in the ASIC 200. It is.
- the portable control device 100 is connected to the electronic plug input terminal 12 or 13 of the game device 10 via the cable 112 and the 9-pin connector 110.
- Figure 5 shows, from left to right, an RZC (resistor) consisting of a 9-pin connector 110, a cable 112, an ASIC 200, a resistor 212 and a capacitor 214.
- RZC resistor
- a plurality of instantaneous contact switches up, down, left and right
- A, B, C, start buttons, and an optical sensor circuit 300 which collectively constitute a D switch, are shown. It is anticipated that future embodiments of the present invention will include more control buttons.
- the optical sensor circuit 300 of FIG. 5 monitors the image data 73 included in the target area 74 of the television screen 70 as shown in the corresponding block diagram of FIG.
- the image data 73 is converged through a lens system 370 on a phototransistor 322 sensitive to visible light.
- the phototransistor 322 each time the horizontal scan line 76 passes through the target area, the phototransistor 322 generates a pulse.
- the pulse is amplified by the amplifier 325 and output as a pulse signal 325a having a wide width.
- the resistance dividing circuit 326 generates a reference voltage applied as a reference signal 326a.
- the comparator 337 compares the amplified pulse signal 325 a with the reference signal 326 a, and outputs the horizontal scanning detection signal 327 a when the amplified pulse signal exceeds the reference signal. Output to pin 17 of 00.
- the light sensor circuit 300 features a light-biased LED (light emitting diode) 321, which is physically located in close proximity to the phototransistor 322 in the preferred embodiment.
- the gain of the phototransistor 3 22 is If it is zero. The gain generally increases as the base drive increases.
- the use of light-biased LEDs allows the use of a two-legged phototransistor instead of a standard three-legged phototransistor with an electrically-based drive input. A three-legged phototransistor is not preferred because attempting to increase the gain actually reduces the gain.
- the resistive network used to electrically bias the device functions as a low impedance shunt for the photocurrent generated by the device. It has been found that a 20: 1 increase in sensitivity can be obtained using the light-biased LED 32 1.
- the bias driver 32 3 drives the optical bias LED 32 1 and provides the current needed to brighten it sufficiently.
- the preferred bias LED 3 21 is red and is driven at 1 O mA. Amber or orange LEDs are generally preferred over red LEDs because of their higher quantum efficiency.
- the target area 74 includes approximately 16 scan lines 76 when the preferred portable control 100 is held an average distance from an average sized television. The purpose is to detect the centermost scan line that gives the longest and brightest pulse.
- the horizontal scan detection signal input to pin 17 3 2 7 a is the input pin CLK of the counter 210 configured as an up counter CLK It can be seen that is driven.
- the counter 210 counts up and its output Ql, Q2, Q3, Q4 is continuously binary 0 0 0 0
- the binary value 1 1 1 1 is obtained from The two inverters 2 1 1 and 2 1 2 are driven by the output Q 4.
- the inverters 2 1 1 and 2 1 2 go low.
- the output of the inverter 211 is supplied to the game device via the pin 5 as a scanning line detection signal.
- the game apparatus 10 can easily calculate the screen position where the detection is performed based on the time when the scanning line detection signal is received in response to the start of the vertical retrace.
- the output of the inverter 211 is supplied to the clock input terminal CLK, thereby stopping the counter 210. That is, the counter 210 stops counting at 8 until receiving the reset signal RST during the next vertical flyback.
- each vertical retrace of the TV display screen 70 as shown in Figure 2.
- the inventor of the present invention has proposed a new control apparatus which can function the dual mode control device 100 as a standard control device 30 or as a dual mode control device 100 without having to provide another line. Circuit was developed. Thus, the dual mode controller 100 can operate in a “conventional” mode or a “light” mode. Ports P0 and PI (lines 18 and 19) are always outputs from conventional controller 30 and port P6 is always a multiplexed control input to conventional controller 30. .
- ports P 0, P 1, and P 6 can be used as data output ports (in the conventional mode) or (after the controller is in the optical mode) Signal is given) It also functions as a command input port, and has two directions.
- the ASIC 200 includes multiple logic blocks 240, as shown in FIG.
- the multiplex logic block 240 causes the control device to function as the conventional control device.
- the dual mode controller is in optical mode, the multiplex logic block 240 causes the controller to function as follows. (Margins below this page)
- the ports P 0 and P 1 of the dual mode control device 100 are connected to the input terminal of the NOR gate 223.
- the dual mode control device 100 is set to the light mode by bringing the ports P 0, P 1 from the game device 10 low and substantially maintaining them.
- the reason for “abbreviated” low is that the counter 210 is reset between each vertical retrace (described above), and the button press data for the eight buttons is multiplexed via four lines. This is because ports P0 and PI are periodically spiked high (see Table 1).
- the dual mode control device 100 not be inadvertently switched from the light mode to the conventional mode by the relatively short high logic control signals input to P0 and P1 from the game device. It is.
- the ability to accommodate short duration high logic control spikes is achieved with the RZC network as follows.
- ports P 0, P 1 are dictated by game device 10
- the output of NOR gate 223 goes high and is inverted by inverter 224 to low at pin 15.
- pin 15 is connected to the top of the R / C network.
- the output of the RZC network between the resistor 2 12 and the capacitor 2 14 returns to the ASIC 200 and connects via pin 16 to the second input of the latch circuit 230. Have been.
- the capacitor 2 14 is sufficiently charged and the inverter 2
- the output of 224 bypasses pin 15 of ASIC 200 and sets latch circuit 230.
- the relatively short button push signal that occurs periodically at ports P 0 and P 1 does not sufficiently charge the capacitor 214 of the R / C network 210, so the latch 230 is applied Short-lived pulses do not inadvertently reset.
- the operating mode of the circuit of FIG. 6 depends on whether the game cartridge is a “conventional” game or an “light” game that can be operated by the dual mode controller 100 according to the present invention. different.
- the software for the optical game sends the port P0, PI low to the game device 10 first to tell the game device 10 what type of control device (conventional control device 30 or dual mode control device 100). Or) is connected. Next, the optical game software determines whether or not the control device is in the light mode by checking the data at ports P2 and P3, which are low in the case of the conventional control device.
- the dual mode controller 100 has an up-Z-down associated with ports P2, P3 when P1 is low.
- the up and down buttons cannot be pressed simultaneously due to physical restrictions on the D-switch.
- Both 2 and 3 cannot be low (as in the conventional controller 30) and the game software has a dual mode controller 100 Is determined. If both ports P2 and P3 are low, the game software determines that the conventional controller 30 has been installed.
- control device of the present invention is suitable as a portable control device for an electronic game system in which one or more players can simultaneously control two game objects at the same time.
Description
Claims
Priority Applications (6)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
DE69431346T DE69431346T2 (de) | 1993-01-06 | 1994-01-06 | Tragbare spielsteuerungsvorrichtung mit zwei modes |
JP51586894A JP3873287B2 (ja) | 1993-01-06 | 1994-01-06 | デュアルモード携帯ゲーム制御装置 |
BR9406150A BR9406150A (pt) | 1993-01-06 | 1994-01-06 | Controlador de jogo seguro pelas mãos de dupla ação |
EP94904002A EP0679986B1 (en) | 1993-01-06 | 1994-01-06 | Dual mode portable game control device |
KR1019950702776A KR100339969B1 (ko) | 1993-01-06 | 1994-01-06 | 듀얼 모드 휴대 게임 제어 장치 |
HK98116060A HK1014779A1 (en) | 1993-01-06 | 1998-12-28 | Dual mode portable game control device |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US08/001,057 US5394168A (en) | 1993-01-06 | 1993-01-06 | Dual-mode hand-held game controller |
US08/001,057 | 1993-01-06 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1994016381A1 true WO1994016381A1 (en) | 1994-07-21 |
Family
ID=21694180
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP1994/000009 WO1994016381A1 (en) | 1993-01-06 | 1994-01-06 | Dual mode portable game control device |
Country Status (11)
Country | Link |
---|---|
US (1) | US5394168A (ja) |
EP (2) | EP1244004A3 (ja) |
JP (1) | JP3873287B2 (ja) |
KR (1) | KR100339969B1 (ja) |
CN (1) | CN1096015C (ja) |
BR (1) | BR9406150A (ja) |
DE (1) | DE69431346T2 (ja) |
ES (1) | ES2182838T3 (ja) |
HK (1) | HK1014779A1 (ja) |
TW (1) | TW297106B (ja) |
WO (1) | WO1994016381A1 (ja) |
Cited By (1)
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Also Published As
Publication number | Publication date |
---|---|
EP0679986A4 (en) | 1996-05-01 |
JP3873287B2 (ja) | 2007-01-24 |
EP1244004A3 (en) | 2002-10-09 |
BR9406150A (pt) | 1996-01-02 |
CN1096015C (zh) | 2002-12-11 |
CN1116452A (zh) | 1996-02-07 |
KR960700472A (ko) | 1996-01-20 |
DE69431346T2 (de) | 2003-09-04 |
TW297106B (ja) | 1997-02-01 |
DE69431346D1 (de) | 2002-10-17 |
EP0679986B1 (en) | 2002-09-11 |
KR100339969B1 (ko) | 2002-10-11 |
US5394168A (en) | 1995-02-28 |
ES2182838T3 (es) | 2003-03-16 |
EP0679986A1 (en) | 1995-11-02 |
EP1244004A2 (en) | 2002-09-25 |
HK1014779A1 (en) | 1999-09-30 |
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