Information
-
Patent Grant
-
6254485
-
Patent Number
6,254,485
-
Date Filed
Thursday, May 13, 199925 years ago
-
Date Issued
Tuesday, July 3, 200123 years ago
-
Inventors
-
Original Assignees
-
Examiners
- Sager; Mark
- Hotaling, II; John M
Agents
- Fitch, Even, Tabin & Flannery
-
CPC
-
US Classifications
Field of Search
US
- 463 7
- 463 30
- 463 36
- 463 47
- 273 371
- 273 1081
- 273 237
- 273 448
- 273 317
-
International Classifications
-
Abstract
To provide a game device utilizing light, which can carry out various operations by game players and utilizes lights and can play a game while keeping interest.This game device is characterized by the fact that it includes light output parts (5c, 5d, and 13) that substantially irradiate a projection light for forming an image and a function light, having a function which can be detected by a prescribed detection means, in the same direction, function light detection means, in the same direction, function light detection means (SW2 and 13) that can detect the above-mentioned function light, irradiating direction change means (50, 51, and 14) that change the irradiating direction of the light from the above-mentioned light output part, and a control means (30) that controls the irradiating direction change operation of the above-mentioned irradiating direction change means in accordance with the amount of function light detected by the above-mentioned function light detection part; that the above-mentioned function light detection means (SW2 and 13) detect a reflected function light reflected when the above-mentioned function light contacts a reflection plane (10).
Description
FIELD OF THE INVENTION
The present invention pertains to a game device utilizing lights.
BACKGROUND OF THE INVENTION
As a conventional game device utilizing lights, a game device shoots at a moving target using a light gun, etc., and reports hitting of the target with the shot light to a player by various means.
Using such a game machine, the player plays a game by shooting at the target with the gun. However, the interest of the player is simply whether or not the target is shot. Therefore, it was difficult to maintain the interest of the player.
A first purpose of the present invention is to provide a game device utilizing lights, which can carry out various operations by a player and can be played with maintained interest.
A further purpose of the present invention is to provide a game device that can play a game which returns an image moving like a ball game involving returning of a ball.
SUMMARY OF THE INVENTION
The game device of a first embodiment of the present invention is characterized by the fact that it includes a light output part that substantially irradiates a projection light for forming an image and a function light, having a function which can be detected by a prescribed detection means, in the same direction, a function light detection means that can detect the above-mentioned function light, an irradiating direction change means that changes the irradiating direction of the light from the above-mentioned light output part, and a control means that controls the irradiating direction change operation of the above-mentioned irradiating direction change means in accordance with the amount of function light detected by the above-mentioned function light detection part; that the above-mentioned function light detection means detects function light reflected when the above-mentioned function light contacts a reflection plane.
The projection light in the present invention is a light that can form images, light points, bright spots which can be observed by the eyes of a player, and as a general example, a condensed visual light can be mentioned.
The function light in the present invention is a light having a function that can be detected by a detection means or sensor which can be assembled into the device, and any light may be adopted as long as the detection result generates certain information.
The projection light irradiated from the light output part furnished in the projection unit forms a bright image of light. The function light is also irradiated from the substantially same position as the image of the projection light.
The player can detect the position at which the function light is irradiated by observing the image of the projection light, even if the irradiation position of the function light cannot be found out.
The function light detection means detects reflected function light when the function light contacts a reflection plane.
The irradiating direction change means changes the irradiating direction of the light from the light output part. In the change of the irradiating direction, a method that directly changes the irradiating direction from the light source and a method that changes the reflecting direction of a mirror surface for reflecting light from the light source are mentioned.
The control means controls the irradiating direction change operation of the irradiating direction change means in accordance with the amount of function light detected by the function light detection means.
As mentioned above, in the game device of the present invention, since the control means changes the irradiating direction of the light from the light output part in accordance with the amount of function light detected by the function light detection means, the reflection plane can be quickly operated in accordance with a moving image by a player.
In a second embodiment of the present invention, the above-mentioned projection unit is equipped with a report means and the above-mentioned control means controls the report operation of the above-mentioned report means in accordance with the amount of function light detected by the above-mentioned function light detection part.
The information being provided by the report means corresponds to the amount of function light. Therefore, it corresponds to the control of the irradiating change of the light output part. Referring to voice, sound effects, auditory reports by other sounds, or visual reports using light as the medium, the player can play an operation game of the reflection plane.
In a third embodiment of the present invention, the above-mentioned projection light and the above-mentioned function light are different lights, and the above-mentioned light output part is equipped with a projection light output part and a function light output part.
Although the projection light and the function light are different lights, the output direction of the two lights must be substantially the same.
In a fourth embodiment of the present invention, the above mentioned function light is infrared light, and the above-mentioned function light output part is infrared light output part.
A preferable example as the function light is infrared light that has the most general function light output part and function light detection means.
In a fifth embodiment of the present invention, the above-mentioned infrared output part intermittently outputs the infrared light, and the above-mentioned function light detection part generates a detection signal each time it detects infrared light. The above-mentioned control means adopts the number of said detected signals as the amount of infrared light detected.
The control means can measure the amount of infrared light detected by counting the number of detected signals generated by the function light detection part.
In a sixth embodiment of the present invention, the above-mentioned projection light and the above-mentioned function light are the same light.
Even if the projection light forms an image, if it is an effective means, it can be used as function light, and in this case, the light output part outputs one kind of light.
As a specific example in which the projection light is the detection light that can be easily detected by a detection means, a laser beam can be mentioned.
A seventh embodiment of the present invention is characterized by the fact that the change of the irradiation direction from the above-mentioned light output part is substantially a reciprocating change in the front and rear directions.
With the change of the irradiating direction in the front and rear directions, similar to a ball game such as tennis and table tennis, a match type game with an opponent can be played.
An eighth embodiment of the present invention is characterized by the fact that changes of the above-mentioned light output part include changes in the horizontal direction.
If the irradiating direction is also horizontally changed, it is difficult for the player to predict the projection position, technical ability in moving the reflection plane is required, and interest in the game is increased.
A ninth embodiment of the present invention is characterized by the fact that the above-mentioned control means changes the above-mentioned irradiation direction at a preset speed in accordance with the amount of said function light detected when the above-mentioned irradiating direction is in a prescribed angle range.
The change rate of the irradiating direction is controlled in accordance with the amount of function light detected in an angle range of a specific irradiating direction, so that the operation of the reflection plane by the player increases in difficulty, thereby increasing interest in the game.
A tenth embodiment of the present invention is characterized by the fact that the above-mentioned function light output part intermittently outputs the function light at a prescribed number of times in the above-mentioned prescribed angle range and that the above-mentioned control means changes the above-mentioned irradiating direction at a preset speed in accordance with the amount of detected signal when the output of the above-mentioned function light reaches the above-mentioned prescribed number of times.
The change rate of the irradiating direction, in which the output times are made correspondent to the number of times of the detected signal from the function light detection means, can be set by setting the intermittent output of the detection light to a prescribed number of times.
An eleventh embodiment of the present invention is characterized by the fact that the above-mentioned control means stops the change of the above-mentioned irradiating direction when the amount of said detected signal is less than a set value.
When the amount of detected signal does not reach a set value, the victory and defeat can be set in a game by stopping the change of the irradiating direction.
A twelfth embodiment of the present invention is characterized by the fact that the above-mentioned control means is equipped with counters that increment the number of stops to the front and rear each time the change of the above-mentioned irradiating direction is stopped in the front and in the rear; that the result of a game constituted by the change of the irradiating direction is reported from the above-mentioned report means when any of the counters reaches a prescribed number.
As mentioned above, if the counter, which increments the number of stops in the front and rear irradiating directions and stores them, reaches a prescribed number, a match similar to a tennis match, for instance, can be carried out by reporting the result to the report means.
A thirteenth embodiment of the present invention is characterized by the fact that the above-mentioned control means starts a game constituted by the change of the above-mentioned irradiating direction when the above-mentioned function light is detected in the front or in the rear.
As mentioned above, when the initial detection of the function light is set as the start condition of the game, the game is started by the operation of the reflection plane by the player, so that the game can be started in a manner similar to a serve in a tennis, for instance.
A fourteenth embodiment of the present invention is characterized by the fact that the above-mentioned reflection plane is installed in a racket-shaped body.
The reflection plane of the player is easily operated by installing the reflection plane in the racket-shaped body, so that the state as a ball game is further improved.
A fifteenth embodiment of the present invention is characterized by the fact that the above-mentioned reflection plane is a recursive reflection plane.
If the reflection plane is a recursive reflection plane, since the light contacting the reflection plane is reflected toward the light source, the above-mentioned light output part and the function light detection means in the projection unit can be integrated as a unit.
A sixteenth embodiment of the present invention is characterized by the fact that it includes a support member that sets the irradiating direction of the above-mentioned light output part downward and holds said light output part at a prescribed height.
Since images, light points, or light spots can be formed on a prescribed surface by the irradiation of the projecting light from the top, the player can send the reflection plane toward the upper light source, so that the function light can be reliably reflected.
BRIEF DESCRIPTION OF THE FIGURES
FIG. 1
is an external oblique view showing the game device of the application example of the present invention.
FIG. 2
is a partial plan view showing the main body of the game device of FIG.
1
.
FIG. 3
is an oblique view showing a movable unit of the game device of FIG.
1
.
FIG. 4
is an oblique view showing a projection unit constituting the movable unit of FIG.
3
.
FIG. 5
is an oblique view showing constitutional members constituting the projection unit of FIG.
4
.
FIG. 6
is an oblique view showing constitutional members of the driving unit constituting the movable unit of FIG.
3
.
FIG. 7
is an oblique view showing constitutional members of the upper constitution of the driving unit of FIG.
6
.
FIG. 8
is a plan view showing a function gear included in the upper constitution of FIG.
7
and the driving unit of FIG.
6
.
FIG. 9
is a plan view showing a function gear included in the upper constitution of FIG.
7
and the driving unit of FIG.
6
.
FIG. 10
is an oblique view showing constitutional members of the intermediate constitution of the driving unit of FIG.
6
.
FIG. 11
is an oblique view showing the arrangement of gears in the intermediate constitution of FIG.
10
and the mesh of the front and rear direction change gear included in the driving unit of FIG.
6
.
FIG. 12
is an oblique view showing constitutional members of the lower constitution of the driving unit of FIG.
6
and an arm member for holding the projection unit of FIG.
3
.
FIG. 13
is an oblique view showing a connection state of the arm member for holding the projection unit of FIG.
3
and gears included in the lower constitution of FIG.
12
.
FIG. 14
is an oblique view showing a connection state of the arm member for holding the projection unit of FIG.
3
and gears included in the lower constitution of FIG.
12
.
FIG. 15
is a partial plan view showing gears and the connecting member of FIG.
13
.
FIG. 16
is an electric circuit diagram showing the game toy of FIG.
1
.
FIG. 17
is a block diagram of FIG.
16
.
FIG. 18
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 19
is part of the circuit diagram of FIG.
17
.
FIG. 20
is part of the circuit diagram of FIG.
17
.
FIG. 21
is part of the circuit diagram of FIG.
17
.
FIG. 22
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 23
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 24
is a table showing the relationship between the value of the function light counter and the rotation speed of the motor.
FIG. 25
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 26
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 27
is a table showing the relationship between the value of the function light counter and the rotation speed of the motor.
FIG. 28
is a table showing the relationship among level, value of the hit counter, and rotation speed of the motor.
FIG. 29
is a flow chart showing the sequence of speed set processing.
FIG. 30
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 31
is a flow chart showing the game sequence of the game device of FIG.
1
.
FIG. 32
is a flow chart showing the game sequence of the game device of FIG.
1
.
Explanation of Symbols:
1
Game device
2
,
2
′ Stands
3
Body
4
Circular enlarged part
5
a
,
5
b
LEDs
5
c
Visible light output source
5
d
Function light output source
6
Speaker
7
Racket
8
Grip
9
,
9
′ Batteries
10
Reflection plane
11
Sheet
12
Movable unit
13
Projection unit
14
Driving unit
15
a
Upper housing
15
b
Intermediate housing
15
c
Lower housing
16
Motor
16
a
,
20
Pinions
17
,
18
Reduction gears
19
Vertically long reduction gear
21
,
22
,
23
Gears
24
Function gear
25
Fan-shaped gear
26
Front and rear direction change gear
30
Microcomputer
31
CPU
32
I/O port
33
ROM
34
RAM
36
Clock source
42
P
1
LED driving circuit
43
P
2
LED driving circuit
44
Sound signal generating circuit
45
Visible light output source driving circuit
46
Function light output source driving circuit
47
Motor driving circuit
50
First arm member
51
Second arm member
52
Support member
53
Tubular member
54
Long plate member
55
Bearing member
56
,
57
Shafts
SW
1
One-person game/two-person game decision switch
SW
2
Function light sensor
SW
3
Player
1
switch
SW
4
Player
2
switch
SW
5
Game select switch
SW
6
Level select switch
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
FIG. 1
is an oblique view showing an application example of the game device of the present invention.
The game device of the application example consists of projection unit
1
, at least one racket
7
, and perpendicularly long oblong sheet
11
for forming a court for a game.
The projection unit
1
consists of two bridge-shaped stands
2
and
2
′ arranged by interposing the sheet
11
so that the strands are located at the center of the longitudinal direction of the above-mentioned sheet
11
and a body
3
which is connected with the upper end of each stand
2
and
2
′ and horizontally held.
At the center of the body
3
, a circular enlarged part
4
is installed, and a projection unit
13
shown in
FIG. 3
is arranged in it. A driving unit
14
for changing and driving the projection direction of the projection unit
13
is arranged at the inside position near the stand
2
. The projection unit
13
and the driving unit
14
will be explained in detail.
On the upper surface near the other stand
2
′, as shown in detail by a plan view of
FIG. 2
, one-person game/two-person game decision switch SW
1
, which is a power source switch controlled by moving back and forth by a player to select a one-person or 2-person game, game number select switch SW
5
, which can select the number of games of one match upon pressing by a player, and level select switch SW
6
, which can select the degree of difficulty upon similar pressing by a player, are arranged. The above-mentioned game number select switch SW
5
and the level select switch SW
6
are arranged in parallel in a row in front and in the rear along with a player
1
LED
5
a
for stimulating the play of a player
1
near the front of the game number select switch SW
5
and a player
2
LED
5
b
for stimulating the play of a player
2
near the rear of the level select switch SW
6
.
A sound emission part
6
a
for sounds or voices being generated by a speaker
6
(
FIGS. 16 and 17
) is installed near the stand
2
′ at the position where the above-mentioned switches are installed.
In the position near the stand
2
′ of the body
3
, furthermore, a battery box (not shown in the figure) for housing batteries B
1
and B
2
(FIG.
16
), which are power sources, is installed, and an exchange port (not shown in the figure) for exchanging the batteries is installed on the bottom face. A lid (not shown in the figure), which is freely attached and detached, is installed.
At the inside position near the stand
2
′ of the body
3
, furthermore, a circuit substrate, on which a control means that will be mentioned later, is mounted, is housed, and required wiring is attached.
The racket
7
is equipped with a grip
8
for gripping it by the hands of a player and a reflection plane
10
installed on the racket surface. The reflection plane
10
is a recursive reflection plane and has a function that reflects a light toward the light source if the light contacts it.
A tennis court-simulated line is drawn on the sheet
11
.
FIG. 3
is an oblique view showing a movable unit
12
constituted by connecting the projection unit
13
with the driving unit
14
by two arm members
50
and
51
.
FIG. 4
is an oblique view observed from the lower side of the projection unit
13
.
FIG. 5
is an oblique view showing the constituent members of the projection unit
13
.
FIG. 6
is an oblique view showing a housing of a gear row included in the driving unit
14
with an upper constitution, intermediate constitution, and lower constitution.
FIG. 7
is an oblique view showing the constituent members of the upper constitution of the driving unit
14
.
FIGS. 8 and 9
are plain view showing ON/OFF condition of the
2
switches included in the upper constitution.
FIG. 10
is an oblique view of the constituent members of the intermediate constitution of the driving unit
14
.
FIG. 11
is an oblique view showing the driving mechanism included in the intermediate constitution.
FIG. 12
is an oblique view of the constituent members of the lower constitution of the driving unit
14
.
FIG. 13 and 14
are oblique view showing the driving mechanism included in the lower constitution.
FIG. 15
is its partial plain view.
The projection unit
13
, as shown in
FIG. 3
, is connected to the driving unit
14
at the first arm member
50
and the second arm member
51
.
The driving unit
14
is composed of a gear array arranged or stored in the upper housing
15
a
, the intermediate housing
15
b
, and the lower housing
15
c
, motor
16
that is a driving source which rotates and drives said gear array, and the player
1
SW
3
and player
2
SW
4
composed of leaf switches which turn ON/OFF by touching a protrusion set on the function gear in the aforementioned gear array.
The driving unit
14
enables the direction of the projection for the projection unit
13
to shift its movement forward and back and also shift its movement right and left as it draws an unpredictable path.
Signals generated by turning on and off player
1
switch SW
3
or player
2
switch SW
4
, as will be mentioned later, are the reference information for driving a function light output source by the control means.
The projection unit
13
, as shown in
FIGS. 4 and 5
, consists of vertically long tubular member
13
a
having a cavity corresponding to three vertically penetrating cylinders at equal angles, light source housing member
13
b
having three holes installed at the upper end of the tubular member at equal angles, super LED
5
c
which is a visible light output source being housed in the light source housing member
13
b
, infrared light LED
5
d
which is a function light output source, infrared sensor SW
2
which is a function light sensor, two sheets of spacers
13
c
and
13
d
for stably fixing the above-mentioned LED
5
c
and
5
d
and the infrared sensor SW
2
, and lens plate
13
e
in which three circular convex lens installed at the lower end of the tubular member
13
a
are arranged at equal angles.
The visible light generated by the super LED
5
c
is condensed by the convex lens of the lower end through the cavity of the tubular member
13
a,
and the projection of a circular light is formed at a prescribed focal distance from the lower position (on the sheet
11
in this application example). On the other hand, the infrared light generated by the infrared light LED
5
d
is also condensed by the convex lens of the lower end through the cavity of the tubular member
13
a,
and the infrared light is projected at the same position as the projection position of the above-mentioned light.
Therefore, if the player has the reflection plane
10
of the racket
7
at the projection position of the visible light, the projection of the infrared light can also be reflected from the reflection plane
10
of the racket
7
.
As mentioned above, the reflection plane
10
of the racket
7
is a recursive reflection plane. The infrared light contacting the reflection plane
10
is reflected in the light source direction, focused by the convex lens arranged in accordance with a tubular hole in which the above-mentioned infrared sensor SW
2
is located, and arrives at the infrared light sensor SW
2
.
In the arrangement of the visible light output source, function light output source, and function light sensor, as mentioned above, it is considered that the projection position of the visible light and the projection position of the function light are consistent and that the reflected function light can arrive at the function light sensor.
The driving unit
14
, as shown in
FIG. 8
, includes an upper constitution consisting of a motor
16
installed at the upper housing
15
a
and the player
1
switch SW
3
and the player
2
switch SW
4
, which are leaf switches.
The player
1
switch SW
3
is installed at a lower installation part
15
L formed by installing a step in the upper housing
15
a
, and the player
2
switch SW
4
is installed at an upper installation part
15
U of the upper surface of the upper housing
15
a.
On the other hand, a function gear
24
is arranged between the upper housing
15
a
and an intermediate housing
15
b
, and two projections
24
a
and
24
b
with different heights are installed on the upper surface of the function gear
24
.
The low projection
24
a
of the function gear
24
contacts the player
1
switch SW
3
installed at the lower installation part
15
L of the upper housing
15
a
and can press it, and the high projection
24
b
of the gear
24
contacts the player
2
switch SW
4
installed at the upper installation part
15
U of the upper housing
15
a
and can press it.
As shown in
FIG. 8
, when player
1
switch SW
3
contacts projection
24
a,
player
2
switch SW
4
and projection
24
b
are positioned on the diameter line, and as shown in
FIG. 9
, when player
2
switch SW
4
contacts projection
24
b
, player
1
switch SW
3
and projection
24
a
are positioned on the diameter line. Therefore, the time interval between each switch SW
3
and SW
4
contacting each projection
24
a
and
24
b
and having pressed and having an ON signal generated is the same. Furthermore, since each projection
24
a
and
24
b
has a contact surface with a prescribed width, each switch SW
3
and SW
4
continuously generate the ON signal for a prescribed time.
The control means, which will be mentioned later, outputs the function light by driving the function light output source
5
d
if the above-mentioned ON signal is generated.
Next, the intermediate constitution arranged between the intermediate housing
15
b
and the upper housing
15
a
is explained.
As shown in
FIG. 10
, between the intermediate housing
15
b
and the upper housing
15
a
, a gear train consists of a pinion
16
a
installed on the rotation shaft of the motor
16
, two reduction gears
17
and
18
that are arranged on shaft supports
17
′ and
18
′ that protrude from the upper surface of the intermediate housing
15
b
for reducing the rotation speed of the pinion
16
a
, a vertically long reduction gear
19
for further reducing the rotation speed of the reduction gear
18
, a gear
23
meshed with the vertically long reduction gear
19
, said function gear
24
meshed with the gear
23
, and a fan-shaped gear
25
arranged at the lower side of the function gear
24
.
In the above-mentioned fan-shaped gear
25
, as shown in
FIG. 10
, an axial hole
25
a
installed in the circular part is inserted into a shaft
25
′ vertically installed on the housing
15
b
and locked with a screw via a washer and the gear can be freely rotated.
The fan-shaped gear
25
has projection
25
b
at one end and has a long hole
25
d
paralleling teeth
25
c
of the gear from the vicinity of the projection
25
b.
The teeth
25
c
of the fan-shaped gear
25
are formed as part of a downward crown gear.
The function gear
24
, as shown in
FIG. 11
, has heart-shaped groove
24
c
, and axial hole
24
d
enclosed by a tubular part is formed at the circular center part which is the position leading into the heart-shaped groove
24
c.
A support shaft
24
′ formed at the housing
15
b
protrudes from the long hole
25
d
of the fan-shaped gear
25
, and is inserted into the axial hole
24
d
of the above-mentioned function gear
24
is inserted [into
24
′] and locked with a screw via a washer. At that time, the projection
25
b
of the above-mentioned fan-shaped gear
25
is inserted into the heart-shaped groove
24
c
of the lower surface of the function gear
24
. The function gear
24
can freely rotate round support shaft
24
′, the support point.
The above-mentioned vertically long reduction gear
19
penetrates vertically into the circular center part and is fixed to an axial rod
19
a
reaching the lower side of the central housing
15
b
. A pinion
20
, which will be mentioned later, is installed in the vicinity of the lower end of the axial rod
19
a
, and by this arrangement the rotation of the motor
16
is transferred to the lower constitution. The lower end of the axial rod
19
a
is inserted into a bearing hole
19
′ (
FIG. 12
) installed in the lower housing
15
c
such that it can be freely rotated.
The gear train constituted by the above-mentioned gears transfers rotation and reduces the rotation speed of the motor
16
. If the function gear
24
rotates, the projection of the upper surface of the fan-shaped gear
25
moves along the heart-shaped groove
24
c
of the lower surface of the function gear
24
, and the fan-shaped gear
25
reciprocates and rotates in the angle range of the long hole
25
d
round the shaft
24
′ as the support point.
The teeth
25
b
of the fan-shaped gear being reciprocated and rotated mesh with a front and rear direction change gear
26
(included in the lower constitution that will be mentioned later) fixed at the tip
50
b
of a shaft
50
a
protruded to the outside (to the right in
FIG. 12
) from the center of the above-mentioned first arm member
50
for inserting and holding the projection unit
13
by U-shaped upper arms, and the first arm member
50
is inclined about a prescribed angle, so that the projection direction of the projection unit
13
held by the first arm member
50
is reciprocated and varied in the front and rear direction as will be mentioned later.
Also, the shape of the first arm member
50
will be explained in detail later.
Next, the lower constitution arranged between the intermediate housing
15
b
and the lower housing
15
c
is explained.
As shown in
FIG. 12
, the train gear consisting of the pinion
20
installed in the vicinity of the lower end of the axial rod
19
a
fixed to the vertically long gear
19
rotated with the rotation of the motor
16
, gear
21
meshed and rotated with the pinion
20
, and gear
22
meshed and rotated, first arm member
50
, the front and rear direction change gear
26
attached to the first arm member
50
, and several members (shafts
56
and
57
, bearing member
55
, long plate member
54
, tubular member
53
, etc.) for transferring the movement generated by the rotation of the above-mentioned gears
21
and
22
to the first arm member
50
are arranged between intermediate housing
15
b
and the lower housing
15
c.
The shaft
50
a
of the first arm member
50
penetrates into a throughhole
52
a
installed at the center of the support member
52
being locked with screws in screw holes
52
′ installed at one end of the lower housing
15
c
, and the front and rear direction change gear
26
installed on the tip of the shaft
50
a
is stably supported on two semicircular concave bearings
26
′ vertically installed on the upper surface of the lower housing
15
c
(FIG.
6
).
The gears
21
and
22
are supported on bearings
21
′ and
22
′ installed at the lower housing
15
c
so that they can be respectively freely rotated.
Cylindrical bearings
21
a
and
22
a
are formed at eccentric positions on the upper surfaces of gears
21
and
22
. Short shafts
56
a
and
57
a
installed at one end of two shafts
56
and
57
are respectively inserted into these cylindrical bearings
21
a
and
22
a.
At the other end of shafts
56
and
57
, short shafts
56
b
and
57
b
are also installed.
On the upper surface of the lower housing
15
c
, the long plate member
54
is arranged so that it can be moved in the longitudinal direction. In the above-mentioned two bearings
26
′, a tunnel-shaped hole (not shown in the figure) for arranging the long plate member
54
is installed. The long plate member
54
has a short shaft
54
a
at one end.
In the bearing member
55
in which a bearing
55
a
fitted onto the short shaft
54
a
is formed at the center, two bearings
55
b
and
55
c
are formed on one straight line with interposed bearing
55
a.
Short shafts
56
b
and
57
b
on the other ends of the above-mentioned shafts
56
and
57
are respectively inserted into bearings
55
b
and
55
c.
At the other end of the long plate member
54
, a vertical plate part
54
c
has a semicircular notch
54
b
installed in the upper part.
The notch
54
b
of the vertical plate part
54
c
is inserted into a groove
53
a
between two projections installed on the outer peripheral surface of the tubular member
53
that is inserted onto the shaft
50
a
protruded to the outside (to the right in
FIG. 12
) from the center of the above-mentioned first arm member
50
so that it can freely slide.
If the gears
21
and
22
are rotated, as shown in
FIGS. 13-15
, the shafts
56
and
57
integrated with the shafts
56
a
and
57
a
inserted into the cylindrical bearings
21
a
and
22
a
move. The number of teeth of gear
21
is smaller than the number of teeth of gear
22
, and its radius is also shorter. Therefore, even if gear
21
is rotated once, gear
22
is not rotated once. The positions of shafts
56
a
and
57
a
of the shafts
56
and
57
are moved with the rotation of each gear
21
and
22
. Along with it, the long plate member
54
is also horizontally moved, however the movement is complicated and irregular.
If the long plate member
54
is horizontally moved, the tubular member
53
is also horizontally moved along the shaft
50
a
of the first arm member
50
.
The tubular member
53
is equipped with a shaft
53
b
perpendicular to the tube direction. In the shaft
53
b
, the axial hole
51
a
formed by penetration to the outside (to the right in
FIG. 12
) from the center of the second arm member
51
for inserting and holding the projection unit
13
by the U-shaped arm is inserted and locked with a screw. Therefore, if the tubular member
53
moves horizontally along the shaft
50
a
of the arm member
50
, the second arm member
51
also moves.
As shown in
FIGS. 13 and 14
, the projection unit
13
is inserted and held by the U-shaped first arm
50
. However as shown in
FIG. 12
, since the projection unit is locked with screws via washers in screw holes
50
c
which are installed in the vicinity of both ends of the arm so that the holes face the arm, the projection unit
13
can be freely horizontally rotated round the position locked with screws in first arm member
50
as a support point.
The arms of the above-mentioned second arm member
51
insert around projection unit
13
on the upper side of the arms of the above-mentioned first arm member
50
and lock onto it with screws via washers in screw holes
51
b
installed in the vicinity of each end of the arm so that the holes face the arm as shown in FIG.
12
.
Thus, since the projection unit
13
is connected to the second arm member at its upper end while being held by the first arm member
50
, if the second arm member
51
is moved along the shaft
50
a
of the first arm member
50
by the rotation of gears
21
and
22
, the upper part of the projection unit
13
is pressed away or drawn to the second arm member
51
as the projection unit is horizontally rotated round the position held by first arm member
50
as a support point, so that the projection direction is horizontally changed.
As mentioned above, the above-mentioned front and rear direction change gear
26
is fixed at the tip
50
b
of the shaft
50
a
of the first arm member
50
, and the shaft
50
a
of the first arm member
50
is rotated by the rotation of the fan-shaped gear
25
that meshes with the gear, so that the projection unit
13
held by the first arm member
50
is rotated in the front and rear direction.
Therefore, the projecting direction of the projection unit
13
is reciprocated and varied in the front and rear direction based on the movement of the first arm member
50
and the second arm member
51
, and at the same time, it is also changed in the horizontal direction on a complicated track that cannot be predicted.
The gear row of the driving unit
14
is adjusted so that when the rotation of the above-mentioned first arm member arrives at a front prescribed position, an ON signal of the above-mentioned player
1
switch SW
3
is generated and that when the rotation of the above-mentioned first arm member arrives at a rear prescribed position, an ON signal of the above-mentioned player
2
switch SW
4
is generated.
Next, the control means for controlling the operation of the projection unit
1
is explained based on the electric circuit diagram shown in FIG.
16
and the block diagram shown in FIG.
17
.
As mentioned above, on the circuit substrate (not shown in the figure) housed in the inside near the stand
2
′ of the body
3
, microcomputer
30
constituting the control means, motor driving circuit
47
for driving the motor
16
, sound signal generating circuit
44
for driving the speaker
6
, P
1
LED driving circuit
42
for driving the player
1
LED
5
a
, P
2
LED driving circuit
43
for driving the player
2
LED
5
b
, visible light output source driving circuit
45
for driving the visible light output source (super LED)
5
c
, function light output source driving circuit
46
for driving the function light output source (infrared light LED)
5
d
, one-person game/two-person game generating circuit
41
, constant-voltage circuit
48
for converting the voltage of 9 V of the battery
9
′ into the voltage of 5 V, and constant-voltage circuit
49
for converting the voltage of 6 V of the battery
9
and the voltage of 5 V from the constant-voltage circuit
48
to the voltage of 3 v are mounted.
The operation of the projection unit
1
is controlled by the microcomputer (hereinafter, called a micom)
30
. The micom
30
has central processing unit (CPU)
31
, input and output (I/O) port
32
that is input with a signal from the above-mentioned signal generation means and outputs by CPU
31
a driving signal to several driving circuits related to the projection unit, read-only memory (ROM)
33
for storing a program for game processing by the CPU
31
and several data tables extracted and used to advance the game by the CPU
31
, and random access memory (RAM)
34
that houses rewritable, renewable, or resettable game processing data at a time of game advance and continually renews random numbers used in game advance.
The above-mentioned signal generation means consists of a one-person game/two-person game signal generating circuit
41
that is the terminal in contact with the above-mentioned one-person game/two-person game decision switch SW
1
and generates a one-person game signal or two-person game signal, function light sensor SW
2
, player
1
switch SW
3
, player
2
switch SW
4
, game times select switch SW
5
, and level select switch SW
6
.
The above-mentioned driving circuit consists of P
1
LED driving circuit
42
for driving a P
1
LED, P
2
LED driving circuit
43
for driving a P
2
LED, sound signal generating circuit
44
for generating a sound from the speaker, visible light output source driving circuit
45
for driving a visible light output source (super LED in this application example) for outputting a visible light that is the projection light, function light output source driving circuit
46
for driving a function light output source (infrared light emission LED in this application example) for outputting a function light (infrared light in this application example), and motor driving circuit
47
for driving a motor.
A clock source
36
is connected to the CPU
31
.
In this application example, the RAM
34
is used as a random number renewal means being used in the advance of the above-mentioned game. However, a random number generator may also be housed in the micom
30
and used in the advance of the game.
As voice data stored in the ROM
33
, “play,” “fault,” “double fault,” “net,” “out,” “service change,” “game player
1
,” “game player
2
,” “game set,” “won player
1
,” “won player
2
,” game count call for two match players, which is the call voice of an umpire, “pon” (report of a service start), “poon” (report that a ball is hit at ordinary strength by a racket), “basshit” (report that a ball is smashed or hit strongly), “ton” (report that a ball is dropped in a court), “bassat” (report that a ball touches a net), which are sounds for reporting the state of the ball, fanfare sounds, regret sounds, cheering sounds, etc., which are effect sounds, report of set score, report of game score, etc., can be mentioned. The game sequence of the projection unit
1
with such a constitution is explained using flow charts, partial circuit diagrams, and tables showing reference values for selecting the driving speed of the motor housed in the ROM
33
in
FIGS. 18-32
.
As shown in the flow chart of
FIG. 18
, in order to operate the projection unit
1
, the one person-game/two-person game decision switch SW
1
is moved to the right or left from the central power source OFF position (step
1
).
FIG. 19
is a partial circuit diagram showing a state in which the one-person game/two-person game decision switch SW
1
is positioned at the center and the power source is turned off.
FIG. 20
is a partial circuit diagram showing a state in which the one-person game/two-person game decision switch SW
1
is positioned on the left and the one-person game/two-person game signal generating circuit
41
generates a one-person game signal.
FIG. 21
is a partial circuit diagram showing a state in which the one-person game/two-person game decision switch SW
1
is positioned on the right and the one-person game/two-person game signal generating circuit
41
generates a two-person game signal.
In the switch structure in which the one-person game/two-person game decision switch SW
1
can be slid, four contacts A
1
, A
2
, A
3
, and A
4
arranged in a row and contacts B
1
, B
2
, B
3
, and B
4
arranged parallel with the above-mentioned row and facing each other, are installed. The switch SW
1
has two sheets of electroconductive plate C
1
and C
2
running parallel with the longitudinal direction of an oblong moving member. The electroconductive plate C
1
can contact the above-mentioned contacts A
1
, A
2
, A
3
, and A
4
, and the electroconductive plate C
2
can contact the above-mentioned contacts B
1
, B
2
, B
3
, and B
4
.
The above-mentioned contacts A
2
and A
3
contact the battery
9
. The above-mentioned contacts A
1
and A
4
contact the above-mentioned contact-voltage circuit
48
and speaker driving circuit
44
(FIG.
16
). The above-mentioned contacts B
2
and B
3
are connected to the battery
9
′. The above-mentioned contacts B
1
and B
4
are connected to the above-mentioned constant-voltage circuit
49
, etc., and the contact B
4
is further connected to the one-person game/two-person game signal generating circuit
41
.
As shown in
FIG. 19
, when the above-mentioned switch SW
1
is positioned at the center, the electroconductive plate C
1
contacts the contacts A
2
and A
3
, and the current from the battery
9
does not flow to the circuit
48
. The electroconductive plate C
2
contacts the contacts B
2
and B
3
, and the current from the battery
9
′ does not flow to the circuit
49
. Therefore, the power source is turned off.
As shown in
FIG. 20
, if the above-mentioned switch SW
1
moves and the electroconductive plate C
1
contacts the contacts A
1
, A
2
, and A
3
, the current from the battery
9
flows to the circuit
48
. The electroconductive plate C
2
contacts the contacts B
1
, B
2
, and B
3
, and the current from the battery
9
′ flows to the circuit
49
. However, the current toward the one-person game/two-game person generating circuit
41
does not flow. In this state, the one-person game/two-person game signal generating circuit
41
generates a one-person game signal. Therefore, in
FIG. 2
, if the switch SW
1
is moved to the front, the power source is turned on, and a one-person game is started.
As shown in
FIG. 21
, if the above-mentioned switch SW
1
is moved and the electroconductive plate C
1
contacts the contacts A
2
, A
3
, and A
4
, the current from the battery
9
flows to the circuit
48
. The electroconductive plate C
2
contacts the contacts B
2
, B
3
, and B
4
, and the current from the battery
9
′ flows to the circuit
49
. The current also flows to the one-person game/two-person game signal generating circuit
41
. In this state, the one-person game/two-person game generating circuit
41
generates a two-person game signal. Therefore, in
FIG. 2
, if the switch SW
1
is moved to the rear, the power source is turned on, and a two-person game is started.
Thus, the player can select the one-person game or two-person game when a power source is input into the projection unit
1
.
The CPU
31
sets level set counter (LC) to 1 and game number set counter (GC) to 6 (step
2
). With the setup of the LC to 1, the slowest speed state of change of the light-projecting direction is changed to a game state in which a game is started, and with the setup of the game number set counter at 6, a match with a six-game score, which is the most typical number of games in a tennis match and used in this application example, is set. Thus, if the power source of the game device
1
is input, the level set counter is always 1, and the game number set counter is 6.
The CPU
31
further sets player
1
score counter (P
1
PC), player
2
(a computer that is the match opponent in the one-person game, and the second player in the two-person game) score counter (P
2
PC), player
1
games won counter (P
1
GC), player
2
(a computer that is the match opponent in the one-person game, and the second player in the two-person game) games won counter (P
2
GC) to 0 (step
3
). These counters, as will be mentioned later, are increased with the progress of the game, and even when the power source is turned off, the values of the counters remain. When the match starts, the counters are reset to 0.
The CPU
31
sets a serve flag (SF) to “0” (step
4
). The serve flag means that when the flag is “0”, player
1
has serve and that when the flag is “1,” the computer (in the one-person game), which is the player
2
, or the second player (in the two-person game) has serve. At the initial stage of the match in which the power source is input, the serve flag is always set to “0” so that the player
1
has the serve.
The above operation is carried out by the CPU
31
when the power source is input into toy
1
, and in this state, all the counters are reset.
Next, the game start sequence shown in
FIG. 22
is explained.
In the state in which all the counters are reset, the CPU
31
drives the motor at speed
1
(step
5
) and determines whether or not the P
1
switch (SW
3
) generates an ON signal (step
6
).
If a cam presses the P
1
switch SW
3
from driving the motor and the P
1
switch SW
3
generates the ON signal, the CPU
31
stops the rotation of the motor
16
(step
7
), emits the P
1
LED
5
a
(step
8
), and emits the super LED
5
c
which is visible light (step
9
). The projection position of the light of the super LED
5
c
is stopped on the side of the player
1
by the stopping of motor
16
of step
7
. In this application example, the projection of a circular bright light with a size similar to a tennis ball is formed on the game surface (FIG.
1
). The CPU
31
lights the P
1
LED
5
a
to report that the player
1
is a game player who strikes back the projection of the light.
Furthermore, the CPU
31
intermittently outputs the infrared light, which is a function light, by driving the infrared light emission LED
5
d
(step
10
). In this application example, the infrared light is intermittently output for about 0.5 msec at an interval of 5 msec. The projection position of the infrared light is substantially coincident with the projection position of the above-mentioned visible light.
In this state, the CPU
31
determines whether or not the game number select switch is turned on (step
11
). If the player operates the game number select switch SW
5
, “YES” is determined, and 1 is added to the game number set counter (step
12
). Next, the CPU
31
determines whether or not the value of the game number set counter is 7 (step
13
). When the value of the game number set counter is 7, “YES” is determined, and the game number set counter is set to 1 (step
14
).
In an ordinary tennis match, since a set with more than a six-game score is not played, the number of seven or more games is not set so when the number of games is seven, the counter is set to return to game number one.
If the game number set counter is not 7 at step
13
, “NO” is determined, and without implementing the sequence of step
14
, the value of the game number set counter is generated by a voice as the next sequence (step
15
). Then, the decision of step
11
is repeated.
On the other hand, if “NO” is determined in the decision of step
11
, next, whether or not level select switch is turned on is determined (step
16
). If the level select switch SW
6
is operated by the player, “YES” is determined, and 1 is added to the level set counter (step
17
). The CPU
31
determines whether or not the value of the level set counter is 4 (step
18
).
In the projection unit
1
, the driving speed of the motor can be set at several settings. Levels 1, 2, and 3 are the references of the speed selection by the CPU
31
. No level beyond those is set. Therefore, in case the speed is level 4, it is set to return to level 1.
In case the value of the level set counter is 4, “YES” is determined, and the level set counter is set to 1 (step
19
), and in case the value of the level set counter is not 4, “NO” is determined. Then, without implementing the sequence of step
19
, the value of the level set counter is generated by a voice as the next sequence (step
20
).
On the other hand, if “NO” is determined in the decision of step
16
, whether or not the infrared light is detected is determined (step
21
).
If the player does not operate the reflection plane
10
of the racket
7
in accordance with the projection position of the above-mentioned light, no reflected function light (reflected infrared light) is generated, and the result of the decision (step
21
) as to whether the function light is detected is “NO.” Again, the sequence after step
11
is repeated.
As mentioned above, when lighting of the P
1
LED
5
a
and projection of the light begin, if the player operates the game number select switch, the number of games of one match can be changed, and if the level select switch is operated, the level of the degree of difficulty of the game can be changed. In other words, with the repetition of the sequence of steps
11
-
20
, the player can set the desired level and number of games.
With the fitting operation of the reflection plane of the racket to the projection position of the light by the player, the function light contacts the reflection plane
10
of the racket
7
, and if the reflected function light (reflected infrared light) arrives at the function light sensor (infrared light sensor) SW
2
, the function light sensor SW
2
generates the detected signal.
If the detected signal is input, the CPU
31
determines “YES” in the decision (step
21
) as to whether the function light is detected, stops the output of the function light (step
22
), and starts a sequence similar to the serve in a tennis match as shown in FIG.
23
.
First, a ball hit sound “pon” of the serve is generated (step
23
), and a hit counter is set to 0 (step
24
).
The hit counter is a counter that records continuously the hits of the rally in a game, and the CPU
31
increments the hit counter at steps
77
and
95
, which will be mentioned later, and sets it to 0 at the above-mentioned step
24
. The CPU
31
refers the value of the hit counter, as the speed is set at steps
75
and
93
which are a set processing the ball return speed, in the ball return sequence shown in
FIGS. 26 and 30
that will be mentioned later.
Next, whether or not the value of the level counter is 1 is determined (step
25
). If the decision result is “NO,” an intermittent output of the function light is resumed (step
26
). At step
26
, similar to the above-mentioned step
10
, the function light is also intermittently output for 0.5 msec at an interval of 5 msec.
Next, whether or not the function light is detected is determined (step
27
). With the fitting operation of the reflection plane
10
of the racket to the projection position of the light by the player, the function light contacts the reflection plane
10
of the racket
7
, and if the reflected function light (reflected infrared light) arrives at the function light sensor (infrared light sensor) SW
2
, the function light sensor SW
2
generates the detected signal. If the detected signal from the function light sensor SW
2
is input, the CPU
31
determines “YES” and adds 1 to the function light counter (step
28
). If “NO” is determined, the function light counter is not incremented.
Next, the CPU
31
determines whether or not the function light has been output a prescribed number of times (in the present application example, 10 times) (step
29
). If “NO” is determined, the sequence of steps
27
and
28
is repeated.
If the intermittent output of the function light occurrences reach a prescribed number of times, the CPU
31
stops the output of the function light.
The sequence of steps
21
-
30
is carried out in a very short time and is finished when the player throws the reflection plane of the racket once to the projection position of the light. This means that the player has finished the serve.
In other words, if the player throws the reflection plane of the racket to the projection position of the light, the reflected function light is generated, and the function light sensor generates the detected signal. If the signal is input into CPU
31
, it stops the output of the function light. However, in case the player sets the level to numbers other than 1, it immediately resumes the output of the function light and intermittently outputs it 10 times. At that time, since the motor is not driven, the projection position of the visible light and the function light is not changed. As long as the racket position of the player is not changed, each time the reflected function light is generated and the function light sensor detects the reflected function light, the function light counter is incremented one by one, and the value of the function light counter will be 10 at maximum.
The value of the function light sensor is the reference in determining the change speed of the projection position of the light, that is, the rotation speed of the motor by the CPU
31
, and in this case, the serve speed is determined by the value of the detection light counter.
FIG. 24
is a table showing the relationship among the level, value of the function light counter, and rotation speed (speed of a served ball) of the motor.
Since level 1 is the easiest level, no service fault is caused, and a fast service is not generated. The slowest service is always generated, and the speed is set to the slowest
1
, regardless of the value of the function light counter.
At levels other than level 1, that is, at level 2 or 3, when the value of the function light sensor is 0-2, fault is set, and when the value of the function light counter is 3 or 4, the fastest speed
5
is set. When the value of the function light counter is 5 or more, the slowest speed
1
is set. Service faults, fast serves, and slow serves are thus generated.
Since the motor is stopped when the player serves a ball, the projection position of the function light is stopped. Therefore, if the player throws the reflection plane of the racket to the projection position and does not move it, the value of the function light counter easily becomes 5 or more. If it is arranged so that the higher the value of the function light counter, the faster the speed, as mentioned above, a fast serve is always generated if the racket is not moved, which is not exciting. Therefore, it is arranged so that when the value of the function light counter is 4 or 5, the fastest speed can be generated. As a result, since the fastest serve is generated only when the player moves the racket well, the technical ability of the player is required to generate a fast serve and interest is increased.
The CPU
31
determines whether or not the value of the function light counter is smaller than 3 (step
31
). If “YES” is determined, driving of the motor is started at speed
1
(step
32
), and the motor is stopped after 0.5 sec (step
33
). The fact that the value of the function light counter is smaller than 3 means that the player can contact the function light to the reflection plane of the racket only two times among the 10 outputs of the function light by shifting the position of the racket, so that the service fails.
The CPU
31
determines whether or not the fault flag is “1” (step
34
). The fault flag is “0” or “1,” and when the fault flag is “0,” if the serve is a fault, the CPU sets the fault flag to “1.” When the fault flag is “1,” if a fault is generated, so that a double fault is generated, the fault flag is set to “0.”
Therefore, if the decision result is “NO” in the decision of step
34
, the fault flag is set to “1” (step
35
), and a sound of “fault” is generated (step
36
). Then, the flow is moved to the preparation sequence of a service shown in FIG.
25
.
If the decision result is “YES” in the decision of step
34
, the fault flag is set to “0” (step
37
), and a sound of “double fault” is generated (step
38
). Then, the flow is moved to the score sequence of the player
2
that is the second player or computer shown in FIG.
31
.
On the other hand, the case where “NO” is determined in the decision of the above-mentioned step
31
is the case where the value of the function light counter is 3 or more. In this case, whether or not the value of the function light counter is less than 5 is then determined (step
39
).
If the decision result is “YES,” the motor is driven at the fastest speed
5
(step
40
). If the decision result is “NO,” the motor is driven at the slowest speed
1
(step
41
).
If the decision result is “YES” at the above-mentioned step
25
, the motor is driven at the slowest speed
1
without implementing the processing after the above-mentioned step
26
(step
41
).
The CPU
31
determines whether or not the serve flag is “0” (step
42
). In case the player
1
serves a ball and the serve flag is “0,” “YES” is determined, and the flow proceeds to the return sequence of the second player or computer that is the player
2
shown in FIG.
26
. In case the player
2
or computer serve a ball and the serve flag is “1,” “NO” is determined, and the flow proceeds to the return sequence of the player
1
shown in FIG.
30
.
Next, the sequence of the second serve after the generation of the sound of “fault” at the above-mentioned step
36
is explained based on FIG.
25
.
The CPU
31
stops the output of the above-mentioned visible light (step
43
) and determines whether or not the serve flag is “0” (step
44
). When the serve flag is “0,” “YES” is determined, and the player
1
LED is lit (step
45
). Next, the motor is driven at speed
1
, and whether or not the player
1
switch SW
3
is turned on is determined (step
47
). If “YES” is determined, the motor is stopped (step
48
).
Then, the output of the visible light is started (step
49
), and the output of the function light (infrared light) is also started (step
50
). In this case, the output of the function light is also an intermittent output similar to the above-mentioned step
10
. Similarly to the above-mentioned step
21
, whether or not the function light is detected is determined (step
51
), and if “YES” is determined, the output of the function light is stopped (step
52
). Then, a sequence similar to the serve in the tennis match shown in
FIG. 23
is repeated.
In case the decision result is “NO” in the decision as to whether or not the serve flag of step
44
is “0,” the player
2
or computer has the serve, and the player
2
LED is lit (step
53
).
The motor is driven at speed
1
(step
54
), and whether or not the player
2
switch SW
4
is turned on is determined (step
55
).
If the decision result of step
55
is “YES,” the motor is stopped (step
56
), and the output of the visible light is started (step
57
). Whether or not the game is a one-person game is determined (step
58
).
If the decision result is “NO,” the game is a two-person game in which the game is played by two players, and since the second player serves the ball, the serve sequence of the player after the above-mentioned step
50
is implemented.
If the decision result is “YES,” the game is a one-person game in which one player plays the game with the computer, and a serve sound caused by hitting a ball is generated after a prescribed time (1 sec in this application example) (step
59
). Then, whether or not the level is 1 is determined (step
60
).
If the decision result is “YES” and the level is 1, the motor is driven at speed
1
(step
61
), and if the decision result is “NO” and the level is 2 or 3, whether or not a high-speed serve will be generated by a random number sampling is determined (step
62
). If the decision result is “NO,” the motor is driven at speed
1
(step
61
), and in the case of “NO,” “YES,” the motor is driven at speed
5
(step
63
). Then, the ball return sequence of the player
1
shown in
FIG. 30
is implemented.
Next, the sequence in which the first player as the player
1
succeeds in serving and the second player or computer as the player
2
returns the ball is explained based on FIG.
26
.
The CPU
31
determines whether or not the player
2
switch SW
4
is turned on (step
64
). If the decision result is “YES,” the value of the function light counter is set to 0 (step
65
), and an intermittent output of the function light is started (step
66
). At step
66
, similar to the above-mentioned step
10
, the function light is also intermittently output for 0.5 msec at an interval of 5 msec.
Next, whether or not the function light is detected is determined (step
67
). With the fitting operation of the reflection plane of the racket to the projection position of the light by the player
2
as a game player, if the function light contacts the reflection plane of the racket and the reflected function light (reflected infrared light) arrives at the function light sensor (infrared light sensor) SW
2
, the function light sensor SW
2
generates the detection signal. If the detected signal from the function light sensor SW
2
is input, the CPU
31
determines “YES” and adds 1 to the function light counter (step
68
). If “NO” is determined, the function light counter is not incremented.
When the player
2
switch SW
4
is turned on, the CPU
31
repeats the above-mentioned sequence steps
67
and
68
, and if the player
2
switch SW
4
is turned off, “YES” is determined in the decision as to whether or not the player
2
switch of step
69
is turned off. Then, the output of the function light is stopped (step
70
).
Next, the CPU
31
determines whether or not the game is a one-person game (step
71
), and if “NO” is determined, that is, if the game is a two-person game, whether or not the value of the function light counter is 0 is determined (step
72
).
As shown in Table II of
FIG. 27
, the kind of ball return is preset by the value of the function light counter.
If the value of the function light counter is 0 and the decision result is “YES,” the game player, who is the player
2
, cannot fit the reflection plane of the racket to the projection position of the function light and fails to return the ball. Therefore, the game player, who is the player
1
, scores a point, and the sequence of the player
1
score shown in
FIG. 32
is implemented.
If the decision result is “NO,” the game player, who is the player
2
, can fit the reflection plane of the racket to the projection position of the function light, and the function light sensor SW
2
detects the reflected function light. The CPU
31
determines whether or not the level is 1 (step
73
), and if the level is 2 or 3 and the decision result “NO,” whether or not the value of the function light counter is less than 3, that is, 1 or 2, is determined (step
74
). If the result is “NO,” speed set processing, which will be explained later, is implemented (step
75
), and if the decision result of the above-mentioned step
73
is “YES,” that is, in the case of level 1, speed set processing is implemented without the decision of step
74
(step
75
). Then, driving of the motor is started at a set speed (step
76
), and the hit counter is incremented by 1 (step
77
).
On the other hand, if the decision result is “YES” in the decision of the above-mentioned step
74
, that is, if the value of the function light counter is 1 or 2, driving of the motor is started at speed
5
without implementing speed set processing (step
81
), and the hit counter is incremented by 1 (step
77
). Then, the ball return sequence of the player
1
shown in
FIG. 30
is implemented.
Next, the speed set processing of step
75
and step
93
, which will be mentioned later, is explained based on Table III shown in
FIG. 28 and a
flow chart shown in FIG.
29
.
The ball return speed is preset in accordance with the level and the value of the hit counter as shown in Table III.
First, the CPU
31
determines whether or not the level is 1 (step
201
). If “YES,” whether or not the hit counter is less than 6 is determined (step
202
). If the decision result is “YES,” speed
1
is set (step
203
). If the decision result is “NO,” whether or not the hit counter is less than 10 is determined (step
204
). If the decision result is “YES,” speed
2
is set (step
205
). If the decision result is “NO,” whether or not the hit counter is less than 14 is determined (step
206
). If the decision result is “YES,” speed
3
is set (step
207
). If the decision result is “NO,” speed
4
is set (step
208
).
If the level is not 1 in the decision of the above-mentioned step
201
and the decision result is “NO,” whether or not the level is 2 is determined (step
209
). If the decision result is “YES,” whether or not the hit counter is less than 4 is determined (step
210
). If the decision result is “YES,” speed
1
is set (step
211
). If the decision result is “NO,” whether or not the hit counter is less than 8 is determined (step
212
). If the decision result is “YES,” speed
2
is set (step
213
). If the decision result is “NO,” whether or not the hit counter is less than 12 is determined (step
214
). If the decision result is “YES,” speed
3
is set (step
215
). If the decision result is “NO,” speed
4
is set (step
216
).
If the level is not 2 in the decision of the above-mentioned step
209
and the decision result is “NO,” the level is 3. Whether or not the hit counter is less than 3 is determined (step
217
). If the decision result is “YES,” speed
1
is set (step
218
). If the decision result is “NO,” whether or not the hit counter is less than 6 is determined (step
219
). If the decision result is “YES,” speed
2
is set (step
220
). If the decision result is “NO,” whether or not the hit counter is less than 8 is determined (step
221
). If the decision result is “YES,” speed
3
is set (step
222
). If the decision result is “NO,” speed
4
is set (step
223
).
As mentioned above, the higher the value of the hit counter, that is, the larger the rally hits, the faster the ball return speed, and the higher the level, the more rapid the increase of the speed corresponding to the value of the hit counter. Since promptness is required in the racket operation of the player with increase of the ball return speed, it becomes difficult for the player to strike back the projection of the light from the ball return.
The case where the decision result is “YES” in the decision as to whether or not the game is a one-person game at step
71
is the case where the computer returns the ball. Therefore, the function light counter is not incremented.
In case the computer returns the ball, the CPU
31
determines whether or not the computer loses by random number sampling (step
78
), and if “YES,” the score sequence of the player
1
shown in
FIG. 32
is implemented.
In case “NO” is determined in the decision of step
78
, whether or not the level is 1 is determined (step
79
), and if “YES,” the sequence after the speed setting of the above-mentioned step
75
is implemented. If the level is 2 or 3 and the decision result of step
79
is “NO,” the CPU
31
determines whether or not the ball is returned at high speed by random number sampling (step
80
), and if “NO,” the sequence after the speed setting of the above-mentioned step
75
is implemented. If “YES,” the motor is driven at speed
5
in the above-mentioned step
81
, and the hit counter is incremented by 1 (step
77
). Then, the ball return sequence of the player
1
shown in
FIG. 30
is implemented.
Next, the return sequence of the player
1
is explained based on the flow chart of FIG.
30
.
The CPU
31
determines whether or not the player
1
switch SW
3
is turned on (step
82
). If the decision result is “YES,” the value of the function light counter is set to 0 (step
83
), and an intermittent output of the function light is started (step
84
). At step
84
, similar to the above-mentioned step
10
, the function light is also intermittently output for 0.5 msec at an interval of 5 msec.
Next, whether or not the function light is detected is determined (step
85
). With the fitting operation of the reflection plane of the racket to the projection position of the light by the player
1
who is a game player, if the function light contacts the reflection plane of the racket and the reflected function light (reflected infrared light) arrives at the function light sensor (infrared light sensor) SW
2
, the function light sensor SW
2
generates the detection signal. If the detected signal from the function light sensor SW
2
is input, the CPU
31
determines “YES” and increments the function light counter by 1 (step
86
). If “NO” is determined, the function light counter is not incremented.
While the player
1
switch SW is turned on, the CPU
31
repeats the above-mentioned sequence steps
85
and
86
, and if the player
1
switch SW
3
is turned off, “YES” is determined in the decision as to whether or not the player
1
switch of step
87
is turned off. Then, the output of the function light is stopped (step
88
).
Next, the CPU
31
determines whether or not the value of the function light counter is 0 (step
89
).
If the value of the function light counter is 0 and the decision result is “YES,” the game player, who is the player
1
, cannot fit the reflection plane of the racket to the projection position of the function light and fails to return the ball. Therefore, the game player, who is the player
2
, or computer scores a point, and the score sequence of the player
2
shown in
FIG. 31
is implemented.
The case where the decision result is “NO” is the case where the game player, who is the player
1
, can fit the reflection plane of the racket to the projection position of the function light and the function light sensor SW
2
detects the reflected function light. The CPU
31
determines whether or not the level is 1 (step
90
), and if the level is 2 or 3 and the decision result is “NO,” whether or not the value of the function light counter is less than 3, that is, 1 or 2, is determined (step
91
). If the result is “NO,” speed set processing, which has already been explained, is implemented (step
93
), and if the decision result of step
90
is “YES,” that is, level 1, speed set processing is implemented without the decision of step
91
(step
93
). Then, driving of the motor is started at a set speed (step
94
), and the hit counter is incremented by 1 (step
95
).
On the other hand, if the decision result is “YES” in the decision of the above-mentioned step
91
, that is, if the value of the function light counter is 1 or 2, driving of the motor is started at speed
5
without speed set processing (step
92
), and the hit counter is incremented by 1 (step
95
). Then, the return sequence of the player
2
(the second game player or computer) shown in
FIG. 26
, which has already been explained, is implemented.
Next, the score sequence of the second game player, who is the player
2
, or computer is explained based on FIG.
31
.
The CPU
31
flickers a visible light output (step
96
), generates a regret sound (step
97
), stops the motor (step
98
), and also stops the output of the visible light (step
99
).
The CPU
31
increments the player
2
score counter (P
2
PC) by 1 (step
100
) and determines whether or not the player
2
score counter is 4 (step
101
).
In this application example, since the setting of the game score is the same as that of a tennis match, if four points are scored, a game is won, and if the number of games set at steps
12
-
14
is attained, a match is won.
If the decision result is “NO,” since the score does not equal one game won, a sound similar to that for a tennis match is generated for the score of player
1
and the score of player
2
to announce the score attained by the game players (step
102
). Then, the flow proceeds to the preparation sequence for serve shown in FIG.
25
.
The case where the decision result is “YES” in the decision of step
101
is the case where the score reaches game, and the CPU
31
increments the player
2
games won counter (P
2
GC) by 1 (step
103
).
Next, whether or not the value of the player
2
games won counter is the same as the value of the game number set counter (GC) is determined (step
104
). Since the case where the decision result is “YES” is the case where the player
2
wins the match, the sound of “game set” and “player
2
won” is generated (step
105
). Then, the flow proceeds to the start sequence of a new match at step
3
.
If the decision result of step
104
is “NO,” a sound of “game player
2
” is generated (step
106
). Since the number of games won does not equal one match won, a sound similar to that of a tennis match is generated for the number of games won by the player
1
and the number of games won by the player
2
to announce the number of games attained by the players (step
107
). Then, a sound of “service change” is generated (step
108
), and whether or not the serve flag is “0” is determined (step
109
). If “NO,” the serve flag is set to “0” (step
110
), and if “YES,” the serve flag is set to “1” (step
111
). Then, the flow proceeds to the preparation sequence for serve shown in FIG.
25
.
Next, the score sequence of the first game player, who is the player
1
, is explained based on FIG.
32
.
The CPU
31
flickers a visible light output (step
112
), generates a regret sound (step
113
), stops the motor (step
114
), and also stops the output of visible light (step
115
).
The CPU
31
increments the player
1
score counter (P
1
PC) by 1 (step
116
) and determines whether or not the player
1
score counter is 4 (step
117
).
If the decision result is “NO,” since the score does not equal one game won, a sound similar to that of a tennis match is generated for the score of player
1
and the score of player
2
to announce the score attained by the players (step
118
). Then, the flow proceeds to the preparation sequence for serve shown in FIG. D
25
[sic;
25
].
The case where the decision result is “YES” in the decision of step
117
is the case where the score reaches game, and the CPU
31
increments the player
1
games won counter (PLGC) by 1 (step
119
).
Next, whether or not the value of the player
1
games won counter is the same as the value of the game number set counter (GC) is determined (step
120
). Since the case where the decision result is “YES” is the case where the player
1
wins the match, sounds of “game set” and “player
1
won” are generated (step
121
). Then, the flow proceeds to the start sequence of a new match at step
3
.
If the decision result of step
120
is “NO,” a sound of “game player
1
” is generated (step
122
). Since the number of games won has not reached the number required to win the match, a sound similar to that of a tennis match is generated for the number of games won by player
1
and the number of games won by player
2
to announce the number of games attained by the players (step
123
). Then, a sound of “service change” is generated (step
124
), and whether or not the serve flag is “0” is determined (step
125
). If “NO,” the serve flag is set to “0” (step
126
), and if “YES,” the serve flag is set to “1” (step
127
). Then, the flow proceeds to the preparation sequence for serve shown in FIG.
25
.
As mentioned above, since the game device of the present invention projects a light reciprocating back and forth and also projects a function light at the projection position of the light, the function light can be reflected by throwing the reflection plane of a racket to the projection position of the light by a game player.
If the function light detection means detects the reflected function light and generates a signal, since a control means varies the change speed of the projecting direction in accordance with the amount of signal generated, it is not simple for the game player to throw the reflection plane of the racket to the projection position of the light. Therefore, the game player can play a game of studying methods for moving the racket by chasing the projection of the light.
In the game device of the application example, the game player selects the projection of the light with the second game player, who is an opponent, or with a computer as a tennis ball, so that a rally similar to a tennis match is possible. At the same time, since a counter, which increments the score of the opponent assuming that the ball reception fails when the signal from the function light detection means is not generated in a prescribed amount, is installed, a competitive game with victory and defeat can be played.
Furthermore, since sound effects, sounds for reporting game status, and sounds from an umpire are timely generated, a feeling can be obtained as though a game such as tennis or table tennis were actually being played by moving the racket along with the movement of the lights.
Also, since the images of lights are exchanged with each other instead of a ball, it is not necessary to pick up a ball that is missed so the game can be played similarly to an actual game of tennis but in a limited place.
Claims
- 1. An electronic game for simulating playing of a conventional ball impacting game, the electronic game comprising:a signal transmitter for emitting signals representative of an incoming path of a ball relative to a player; a signal receiver for sensing signals representative of an outgoing path of a ball relative to a player; a housing of the signal transmitter; control circuitry for causing the signal transmitter to emit signals and for processing the signals sensed by the signed receiver; an actuator mechanism for shifting the housing via the control circuitry to change locations of the emitted signals from the signal transmitter, wherein the actuator mechanism pivots and translates the housing in a plurality of directions for varying the location of the emitted signal to provide a realistic game play experience; and a player manipulated implement to be moved by the player to the general location of the emitted signal for causing a signal to be transmitted to the signal receiver for continuing game play.
- 2. The electronic game of claim 1 wherein the signal transmitter includes a visible light source and an IR emitter for emitting IR signals, and the signal receiver includes an IR detector for detecting IR signals, anda reflective surface of the player manipulated implement for being moved into the path of light from the visible light source for causing IR signals from the IR emitter to be reflected to the IR detector.
- 3. The electronic game of claim 2 including a playing surface onto which the visible light source projects an image of a ball with shifting of the housing causing the image to move about the surface.
- 4. The electronic game of claim 1 including a switch for selecting one of a one-person game with the control circuitry generating a simulated opponent, and a two-person game with a second player responding to emitted signals from the transmitter that are generated by the control circuitry in response to movements of the player manipulated implement which cause signals to be sensed by the signal receiver.
- 5. The electronic game of claim 1 wherein the actuator mechanism includes a variable speed drive system whose speed is determined by the control circuitry, anda level select switch for allowing selections of different levels of game play difficulty with the actuator mechanism shifting the housing and signal transmitter therein via the drive system from slow speeds to faster speeds at higher rates at higher game play levels as game play continues.
- 6. The electronic game of claim 5 wherein the control circuitry includes a hit counter that is incremented each time the drive speed is determined by the control circuitry with the drive speed being predetermined based on the selected level of game play difficulty and the value of the hit counter.
- 7. The electronic game of claim 1 wherein the control circuitry includes a detection counter that is incremented each time a signal is sensed by the signal receiver while the signals from the signal transmitter are being transmitted toward a single general location and the actuator mechanism includes a variable speed drive system whose speed is determined by the control circuitry, andan optimum range for the value of the detection counter so that the control circuitry generates high speeds for the drive system with values outside the optimum range causing the causing the control circuitry to generate lower speeds for the drive system or to register a point for an opponent.
- 8. The electronic game of claim 7 wherein the values outside the optimum range include values of one or more sensed signals and values higher than the greatest number of sensed signals in the optimum range.
US Referenced Citations (13)