Claims
- 1. A game processing device which processes a simulated game wherein an input device operated by a player is modeled on an instrument required for a prescribed action in real-life, comprising:game developing means for developing a game simulating said real-life action and providing a display indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; acceleration means for measuring a magnitude of an acceleration of the input device; and instruction means for outputting an instruction signal to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received, wherein said game simulates fishing, said input device is modeled on a fishing rod and reel, and said game developing means determines that a fish nibbled at a bait when the reel is rotated or the rod is raised after a “bite”, and wherein the game developing means determines that the fish is reeled in when the reel is rotated above a threshold number of rotations after the fish has nibbled at the bait and has stopped moving.
- 2. The game processing device according to claim 1, wherein the game developing means determines that the fish is landed when the fish is reeled in and the rod is raised by at least a threshold amount.
- 3. The game processing device according to claim 1, wherein the game developing means determines that the fish is landed when the fish is reeled in and a trigger button is pressed.
- 4. A game processing method for processing a simulated game wherein an input device operated by a player is modeled on an instrument required for a prescribed action in real life, comprising:a game developing step in which a game simulating said real-life action is developed and a display is provided indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; an acceleration measuring step for measuring a magnitude of an acceleration of the input device; and an instruction step whereby an instruction signal is output to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received, wherein said game simulates fishing, said input device is modeled on a fishing rod and reel, and said game developing step determines that a fish nibbled at a bait when the reel is rotated or the rod is raised after a “bite”, and wherein the game developing step determines that the fish is reeled in when the reel is rotated above a threshold number of rotations after the fish has nibbled at the bait and has stopped moving.
- 5. The game processing method according to claim 4, wherein the game developing step determines that the fish is landed when the fish is reeled in and the rod is raised by at least a threshold amount.
- 6. The game processing device according to claim 5, wherein the game developing step determines that the fish is landed when the fish is reeled in and a trigger button is pressed.
- 7. A game processing device which processes a simulated game wherein an input device operated by a player is modeled on an instrument required for a prescribed action in real-life, comprising:game developing means for developing a game simulating said real-life action and providing a display indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; acceleration means for measuring a magnitude of an acceleration of the input device; and instruction means for outputting an instruction signal to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received, wherein the actions reproduced artificially by said game relate to fishing and said input device is modeled on a fishing rod and reel, wherein the game developing means determines that a fish has escaped when the rod is lowered after a “bite”.
- 8. A game processing method for processing a simulated game wherein an input device operated by a player is modeled on an instrument required for a prescribed action in real life, comprising:a game developing step in which a game simulating said real-life action is developed and a display is provided indicating that said instrument has received an impact at a timing during said game corresponding to a time when said instrument would receive an impact during said real-life action; an acceleration measuring step for measuring a magnitude of an acceleration of the input device; and an instruction step whereby an instruction signal is output to said input device indicating that said impact has been received at a timing during said game corresponding to a time when said impact would be received, wherein the actions reproduced artificially by said game relate to fishing and said input device is modeled on a fishing rod and reel, and wherein the game developing step determines that a fish has escaped when the rod is lowered after a “bite”.
Priority Claims (1)
Number |
Date |
Country |
Kind |
9-17223 |
Jan 1997 |
JP |
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Parent Case Info
This application is a continuation of U.S. Application Ser. No. 09/012,223 filed Jan. 23, 1998.
US Referenced Citations (8)
Continuations (1)
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Number |
Date |
Country |
Parent |
09/012223 |
Jan 1998 |
US |
Child |
09/938656 |
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US |