Video game system providing physical sensation

Information

  • Patent Grant
  • 6676520
  • Patent Number
    6,676,520
  • Date Filed
    Friday, February 9, 2001
    23 years ago
  • Date Issued
    Tuesday, January 13, 2004
    20 years ago
Abstract
A video game system includes hand-held player controllers operable by players to generate video game control signals, each hand-held player controller having a selectively driven vibration source arranged to generate vibrations for vibrating a housing thereof. A video game program executing system executes a video game program. The video game program executing system includes controller connectors which, in use, connect to the hand-held player controllers and a controller control circuit including a transmission circuit which transmits data to hand-held player controllers connected to the controller connectors. The video game program executed by the video game program executing system includes video game instructions, the video game instructions including at least one instruction for causing the video game program executing system to transmit command data via the transmission circuit to drive the vibration source of one or more of the hand-held player controllers so as to generate vibrations for vibrating the housings thereof.
Description




FIELD OF THE INVENTION




The present invention relates to a video game system and, more particularly, a video game system providing physical sensation.




DESCRIPTION OF THE PRIOR ART




In the field of video game machines for business use, so-called bodily sensation game machines have been put into practical use, in which feelings of games are further increased by generating a vibration on a seat on which a player sits down or by inclining the seat.




Furthermore, computer games have been known, in which a vibration generating source is provided in a joy-stick, and a vibration is generated at the time of an attack to a player's own fighter from an enemy fighter in a shooting game, for example.




However, in the above described computer games, the vibration is generated on the joy-stick only, and therefore, a power is insufficient. Especially, in video game machines for home use such as “Super Family Computer” (“Super NES”), “NINTENDO 64” and the like, since a player plays games by grasping a controller using his or her hands, if the vibration is generated on the joy-stick only, it is difficult to transmit the vibration to the hands of the player grasping the controller.




Therefore, it is possible to consider that a vibration generating source be incorporated in a housing of the controller; however, in such a case, it is necessary to change the controller as a whole, and therefore, a person who intends to play games in which the vibration is generated must obtain a specific controller, and accordingly, it is not economical.




SUMMARY OF THE INVENTION




Therefore, a principal object of the present invention is to provide a novel controller pack capable of applying a bodily sensation to a player in a video game machine for home use.




The present invention is a controller pack detachably attached to a controller which is connected to a video game machine, comprising a case; a vibration source which is attached to the case and generates a vibration using electric power; and a driver circuit which applies the electric power to the vibration source in response to a command signal from the game machine.




The video game machine includes a game processor having a predetermined address space. If the game processor outputs the command signal to a specific address within the predetermined address space, a predetermined terminal provided on the controller pack receives the command signal. In response thereto, the driver circuit applies the electric power to the vibration source from a battery accommodated in the controller pack, for example. Therefore, the vibration source which is a motor, for example, generates the vibration. Since the vibration source is attached to the case of the controller pack, the vibration generated by the vibration source is conveyed to the controller to which the controller pack is attached. The controller is grasped by the hands of the player, and therefore, the vibration of the vibration source is conveyed to the hands.




In accordance with the present invention, it is possible to generate the vibration on the controller pack, i.e. the controller by the command signal from the game machine, and accordingly, in the video game machine for home use, it is possible to enjoy a so-called bodily sensation.




Furthermore, according to the present invention, if the vibration is to be generated in a specific game, it is possible to generate the vibration on the controller, simply by attaching the controller pack in which the vibration source is incorporated to the controller. Accordingly, it is not necessary to change the controller as a whole.




Furthermore, since the vibration generated on the controller pack is directly conveyed from the controller pack to the controller, it is possible to apply a relatively strong vibration to the hands of the player grasping the controller.




Also described herein is a video game system including hand-held player controllers operable by players to generate video game control signals, each hand-held player controller having a selectively driven vibration source arranged to generate vibrations for vibrating a housing thereof. A video game program executing system executes a video game program. The video game program executing system includes controller connectors which, in use, connect to the hand-held player controllers and a controller control circuit including a transmission circuit which transmits data to hand-held player controllers connected to the controller connectors. The video game program executed by the video game program executing system includes video game instructions, the video game instructions including at least one instruction for causing the video game program executing system to transmit command data via the transmission circuit to drive the vibration source of one or more of the hand-held player controllers so as to generate vibrations for vibrating the housings thereof.




The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is an illustrative view showing one example of a video game machine for home use to which a controller pack according to the present invention can be applied;





FIG. 2

is a block diagram showing in detail the video game machine of

FIG. 1

;





FIG. 3

is a block diagram showing in detail a bus control circuit in

FIG. 2

;





FIG. 4

is an illustrative view showing a memory map of a RAM of

FIG. 2

;





FIG. 5

is a block diagram showing in detail a controller control circuit of

FIG. 2

;





FIG. 6

is a illustrative view showing a memory map of a RAM of

FIG. 5

;





FIG. 7

is a perspective view showing a controller of

FIG. 2

while the controller is viewed from an upper portion;





FIG. 8

is a perspective view showing the controller of

FIG. 2

while the controller is viewed from a lower portion;





FIG. 9

is a block diagram showing in detail the controller and a controller pack;





FIG. 10

is an illustrative view showing data of an analog joy-stick and respective buttons on the controller;





FIG. 11

is a flowchart showing an operation of a CPU of

FIG. 2

;





FIG. 12

is a flowchart showing an operation of the bus control circuit of

FIG. 2

, i.e. a RCP (Reality Co-Processor) of

FIG. 3

;





FIG. 13

is a flowchart showing an operation of the controller control circuit of

FIG. 2

;





FIG. 14

is a fragmentary perspective view showing the controller pack which is one embodiment according to the present invention;





FIG. 15

is a circuit diagram showing one example of a driver circuit of

FIG. 14

;





FIG. 16

is a circuit diagram showing another example of the driver circuit of

FIG. 14

; and





FIG. 17

is an illustrative view showing timings that vibrations are generated by a vibration source in one example of games in which the controller pack according to the embodiment is used.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS





FIG. 1

is a view showing a system configuration of a 3-dimensional image processing system which is one example of a video game machine to which a controller pack according to the present invention can be applied. The image processing system is a video game system, for example, and constructed so as to include an image processor


10


, a ROM cartridge


20


which is one example of an external storage device, a monitor


30


which is one example of a display means connected to the image processor


10


, a controller


40


which is one example of an operation means, and a controller pack


50


(described later in detail) which is detachably attached to the controller


40


. In addition, the external storage device stores image data, program data for image processing in a game and etc., and sound data of music and effective sounds and the like as necessary. The external storage device may be a CD-ROM or a magnetic disc instead of the ROM cartridge. As the operation means, an input device such as a keyboard, mouse and the like may be used in a case where the image processing system according to the embodiment is applied to a personal computer.





FIG. 2

is a block diagram of the image processing system of the embodiment. The image processor


10


incorporates a central processing unit (hereinafter, called a “CPU”)


11


and a bus control circuit


12


. A cartridge connector


13


for detachably attaching the ROM cartridge


20


to the processor


10


is connected to the bus control circuit


12


, and a RAM


14


is further connected to the bus control circuit


12


. Furthermore, a music signal generating circuit


15


which outputs a music signal processed by the CPU


11


and an image signal generating circuit


16


which is for outputting an image signal are connected to the bus control circuit


12


. A controller control circuit


17


which transmits operation data of one or more controllers


40


and/or data of the controller pack


50


in a bit-serial fashion is connected to the bus control circuit


12


. Controller connectors (hereinafter, simply called “connectors”)


181


-


184


, which are provided on a front surface of the image processor


10


, are connected to the controller control circuit


17


. The controllers


40


are detachably connected to the connectors via connection jacks


41


and cables


42


. By connecting the controllers


40


to the connectors


181


-


184


, the controllers


40


are electrically connected to the image processor


10


, and therefore, it becomes possible to transmit or receive the data between the controllers


40


and the image processor


10


.




More specifically, the bus control circuit


12


receives a command outputted in a bit-parallel fashion from the CPU


11


via a bus, performs a parallel-to-serial conversion of the command, and outputs the command to the controller control circuit


17


in a bit-serial fashion. The bus control circuit


12


further converts serial data input from the controller control circuit


17


into parallel data and output the same to the bus. The data outputted to the bus is processed by the CPU


11


, or stored in the RAM


14


. That is, the RAM


14


is a memory for temporarily storing the data to be processed by the CPU


11


, and the data is read from or written into the RAM


14


via the bus control circuit


12


.




Furthermore, the bus control circuit


12


included in the image processor


10


shown in

FIG. 2

is specifically constructed as a RCP (Reality Co-Processor) which is a RISC processor as shown in

FIG. 3

, and includes an I/O controller


121


, a signal processor


122


and a drawing processor


123


. The I/O controller


121


controls not only data transfer between the CPU


11


and the RAM


14


but also data flow between the signal processor


122


and the drawing processor


123


and the RAM


14


and the CPU


11


. More specifically, the data from the CPU


11


is applied to the RAM


14


via the I/O controller


121


, and the data from the RAM


14


is further sent to the signal processor


122


and the drawing processor


123


so as to be processed therein. The signal processor


122


and the drawing processor


123


process the music signal data and the image signal data sent from the RAM


14


, and stores again the music signal data and the image signal data in the RAM


14


. Then, the I/O controller


121


reads-out the music signal data and the image signal data from the RAM


14


according to instructions from the CPU


11


, and applies the music signal data and the image signal data to the music signal generating circuit (D/A converter)


15


and the image signal generating the circuit (D/A converter)


16


. The music signal is applied to a speaker


31


included in the TV monitor


30


through a connector


195


. The image signal is applied to a display


32


included in the TV monitor


30


through a connector


196


.




In addition, as shown in

FIG. 3

, a disc drive


21


capable of reading-out data from an optical disc or a magnetic disc and writing data on the optical disc or the magnetic disc may be connected to the image processor


10


instead of the external ROM


20


or together with the external ROM


20


. In such a case, the disc drive


21


is connected to the RCP


12


, i.e. the I/O controller


121


via a connector


197


.





FIG. 4

is an illustrative view showing areas of memories assigned within a memory space of the CPU


11


. The RAM


14


which can be accessed by the CPU


11


via the bus control circuit, or RCP


12


includes an image data area


201


which stores image data necessary for making the image processor


10


generate the image signal for a game, and a program data area


202


which stores program data necessary for performing predetermined operations by the CPU


11


. In the program area


202


, an image display program for performing an image display on the basis of the image data, a clock program for counting a time, and a determination program for determining whether or not the cartridge


20


and an expansion device


50


(described later) have a predetermined relationship are fixedly stored. The RAM


14


further includes a controller data area


141


which temporarily stores data indicative of an operation status from the controller and a speed data area


142


for storing data of a moving speed of an object (a moving speed that the object is moved within one frame of the display).




The controller control circuit


17


is provided for receiving or transmitting the data in a bit-serial fashion between the bus control circuit or RCP


12


and the connectors


181


-


184


. As shown in

FIG. 5

, the controller control circuit


17


includes a data transfer control circuit


171


, a transmission circuit


172


, a reception circuit


173


and a RAM


174


for temporarily storing data to be transmitted or as received. The data transfer control circuit


171


includes a parallel-to-serial conversion circuit and a serial-to-parallel conversion circuit for converting data format in transmitting the data, and controls a writing or reading operation of the RAM


174


. The serial-to-parallel conversion circuit converts serial data supplied from the bus control circuit


12


into parallel data to apply the parallel data to the RAM


174


or the transmission circuit


172


. The parallel-to-serial conversion circuit converts parallel data supplied from the RAM


174


or the reception circuit


173


into serial data to apply the serial data to the bus control circuit


12


. The transmission circuit


172


converts parallel data for controlling a reading-in operation of the signals of the controller being supplied from the data transfer control circuit


171


and parallel data to be written in the RAM cartridge


50


, into serial data so as to transmit over channels CH


1


-CH


4


corresponding to the plurality of controllers


40


, respectively. The reception circuit


173


receives the data indicative of the operation status of the controllers


40


being inputted from the channels CH


1


-CH


4


corresponding to the controllers


40


and data read-out from the RAM cartridge or controller pack


50


in a bit-serial fashion, and converts the serial data into parallel data to be applied to the data transfer control circuit


171


.




The RAM


174


of the controller control circuit


17


includes storage areas


174




a


-


174




h


as shown in a memory map of FIG.


6


. More specifically, a command for a first channel is stored in the area


174




a


, and transmission data and reception data for the first channel are stored in the area


174




b.


In the area


174




c,


a command for a second channel is stored, and transmission data and reception data for the second channel are stored in the area


174




d.


A command for a third channel is stored in the area


174




e,


and in the area


174




f,


transmission data and reception data for the third channel are stored. In the area


174




g,


a command for a fourth channel is stored, and in the area


174




h,


transmission data and reception data for the fourth channel are stored.




Therefore, the data transfer control circuit


171


functions such that the data transferred from the bus control circuit


12


or the operation status data of the controller


40


received by the reception circuit


173


or the data read-out from the RAM cartridge or controller pack


50


is written in the RAM


174


, or the data of the RAM


174


is read-out in response to the instructions from the bus control circuit


12


to be transferred to the bus control circuit


12


.




FIG.


7


and

FIG. 8

are perspective views of a front surface and a rear surface of the controller


40


. The controller


40


has a shape capable of being grasped by both hands or a single hand of a player. An exterior of a housing of the controller includes a plurality of buttons which generates electric signals when depressed and an operation portion which projects in a vertical direction. More specifically, the controller


40


includes by an upper housing and a lower housing. On the housing of the controller


40


, an operation portion region is formed on an upper surface having a plain surface shape elongated in a horizontal direction. In the operation portion region of the controller


40


, there are a cross type digital direction designation switch (hereinafter, called a “cross switch”)


403


on the left side, and a plurality of button switches (hereinafter, simply called a “switches”)


404


A-


404


F on the right side, a start switch


405


at an approximately central portion between the cross-switch and the switches, and a joy-stick


45


capable of an analog input at a lower central portion. The cross switch


403


is a direction designation switch for designating a moving direction of an object character or a cursor, and has upper, lower, left and right pressing points. Therefore, the cross switch


403


is used for designating one of four moving directions. The switches


404


A-


404


F have in different functions according to game contents. In a shooting game, for example, the switches


404


A-


404


F are used as firing buttons of missiles. In an action game, for example, the switches


404


A-


404


F are used for designating a various kinds of operations such as a jump, a kick, taking goods and the like. The joy-stick


45


is used as an alternative to cross switch


403


for designating a moving direction and a moving speed of the object; however, it is possible to designate all directions within a range of 360 degrees, and therefore, the joy-stick


45


is utilized as an analog direction designation switch.




In the housing of the controller


40


, three grips


402


L,


402


C and


402


R are formed to project downward from three points of the operation portion region. Each of the grips


402


L,


402


C and


402


R has a stick-like shape formed by a palm and middle, third and little fingers of a hand grasping the same. More specifically, the grips


402


L,


402


C or


402


R have a shape that is slightly thinned at a root portion, is made thick at a center portion and is thinned again toward a free end (a lower side in FIG.


7


). At an upper central portion of the lower housing of the controller


40


, an insertion port


409


, to which the RAM cartridge or controller pack


50


which is the expansion device is detachably attached, is formed in a manner that the insertion port


409


projects from a rear surface of the lower housing. Button switches


406


L and


406


R are provided at the left and right upper side surfaces of the housing and are positioned to be within reach of the left and right index fingers of a player. On a rear surface of the base end portion of the center grip


402




c,


there is provided with a switch


407


having a function equal to a function of the switch


406


L in using the joy-stick


405


instead of the cross switch


403


.




A rear surface of the lower housing of the housing is extended toward a direction of a bottom surface, and at a tip end thereof, an opening portion


408


is formed. A connector (not shown) to which the controller pack


50


is connected is provided in the opening portion


408


. A lever for discharging the controller pack


50


inserted into the opening portion


408


is formed in the vicinity of the opening portion


408


. A notch is formed at an opposite side of the lever


409


in the vicinity of the opening portion


408


into which the control pack


50


is inserted. Notch


410


forms a space for withdrawing the controller pack


50


when the controller pack


50


is taken-out using the lever


409


.





FIG. 9

is a detailed circuit diagram showing the controller


40


and the controller pack


50


. In addition, in this embodiment shown, the controller pack


50


includes not only a vibration generating circuit


50


A that is a feature of this embodiment but also a RAM


51


which functions as an external storage device and a battery


52


for backing-up the RAM


51


.




Within the housing of the controller


40


, electronic circuits such as an operation signal processing circuit


44


and the like are incorporated, so that the operation status of the respective switches


403


-


407


or the joy-stick


45


can be detected and the detection data thereof can be transferred to the controller control circuit


17


. The operation signal processing circuit


44


includes a reception circuit


441


, a control circuit


442


, a switch signal detection circuit


443


, a counter circuit


444


, a transmission circuit


445


, a joy-port control circuit


446


, a reset circuit


447


and a NOR gate


448


.




The reception circuit


441


converts a serial signal such as a control signal transmitted from the controller control circuit


17


and data to be written into the controller pack


50


into a parallel signal which is then applied to the control circuit


442


. The control circuit


442


generates a reset signal when the control signal transmitted from the controller control circuit


17


is a reset signal for X-Y coordinates of the joy-stick


45


, and resets count values of an X-axis counter


444


X and a Y-axis counter


444


Y included in the counter circuit


444


via the NOR gate


448


. The joy-stick


45


includes photo-interrupters for an X-axis and a Y-axis such that the number of pulses in proportion to an inclined amount which is divided into the X-axis direction and the Y-axis direction are generated, and respective pulse signals are applied to the counter


444


X and the counter


444


Y. The counter


444


X counts the number of the pulses generated according to the inclined amount when the joy-stick


45


is inclined in the X-axis direction. The counter


444


Y counts the number of the pulses generated according to the inclined amount when the joy-stick


45


is inclined in the Y-axis direction. Therefore, as described later, the moving direction and the moving speed of the object or the cursor can be determined by a synthesized vector of amounts of the X-axis and the Y-axis respectively determined by the count values of the counter


444


X and the counter


444


Y.




In addition, the count values of the counter


444


X and the counter


444


Y can be reset by a reset signal applied from the reset signal generation circuit


447


when turning-on an electric power switch or a reset signal applied from the switch signal detection circuit


443


at a time that two predetermined switches are simultaneously depressed by the player.




The switch signal detection circuit


443


reads-in the signals which are changed by depressed states of the cross switch


403


, and the switches


404


A-


404


F,


405


,


406


L,


406


R and


407


in response to a command signal for outputting the switch status being applied from the control circuit


442


at predetermined intervals (for example, {fraction (1/30)} of a frame period of a standard television system), and applies the signals to the control circuit


442


.




The control circuit


442


applies the operation status data of the respective switches


403


-


407


and the count values of the counters


444


X and


444


Y in an order of a predetermined data format in response to a command signal for reading-out the operation status data from the controller control circuit


17


. The transmission circuit


445


converts these parallel signals being outputted from the control circuit


442


into serial data, and then, transfers the serial data to the controller control circuit


17


via the conversion circuit


43


and the signal line


42


.




Furthermore, the port control circuit


446


is connected to the control circuit


442


via an address bus and a data bus and a port connector


46


. The port control circuit


446


performs an input/output control (or a transmission/reception control) of the data according to instructions of the CPU


11


at a time that the controller pack


50


(which is one example of the expansion device) is connected to the port connector


46


. In the controller pack


50


, the RAM


51


is connected to the address bus and the data bus, and the controller pack


50


includes the battery


52


for supplying electric power to the RAM


51


. The RAM


51


is a RAM having a capacity less than a half of a maximum memory capacity capable of being accessed using the address bus, and having 256 kbits, for example. The RAM


51


stores back-up data associated with the game, and even if the controller pack


50


is taken-out from the port connector


46


, the RAM


51


holds the storage data by receiving the electric power supply from the battery


52


. In addition, the vibration generating circuit


50


A included in the controller pack


50


will be described later.





FIG. 10

is an illustrative view showing a data format that the image processor reads-out the data indicative of the operation status of the switches


403


-


407


and the joy-stick


45


from the controller


40


. The data generated by the controller


40


is constituted of


4


bytes. First byte data includes B, A, G, START, UP, DOWN, LEFT, RIGHT UP show that the switches


404


B,


404


A,


407


,


405


and respective depressing points of up, down, left and right of the cross switch


403


are depressed. If the B button, i.e. the switch


404


B is depressed, for example, a most significant bit of the first byte data becomes “1”. Second byte data includes JSRST, 0 (not used in this embodiment), L, R, E, D, C and F that show that the switches


409


,


406


L,


406


R,


404


E,


404


D,


404


C and


404


F are depressed. Third byte data indicates an X coordinate that is a value according to an inclined angle in the X-axis direction of the joy-stick


45


(i.e. the count value of the X counter


444


X) in a form of binary numbers. Fourth byte data indicates a Y coordinate that is a value according to an inclined angle in the Y-axis direction of the joy-stick


45


(i.e. the count value of the Y counter


444


Y) in a form of binary numbers. Since the X coordinate and the Y coordinate are respectively indicated by the binary numbers of 8 bits, if the X coordinate and the Y coordinate are converted into decimal numbers, it is possible to indicate the inclined angle of the joy-stick


45


by a numerical value from 0 to 255. Furthermore, if the most significant bit is utilized as a signature indicative of a negative value, the inclined angle of the joy-stick


45


can be represented by a numerical value from −128 to +127.




Next, operations concerning the data transmission/reception between the image processor


10


and the controller


40


, and a moving control of the object character according to the data from the controller


40


will be described. First referring to a flowchart that is shown in FIG.


11


and for the CPU


11


of the image processor


10


, an image processing operation will be described. In a step S


11


, the CPU


11


performs an initial setting on the basis of initial values (not shown) stored in the program data area


202


shown in FIG.


4


. In the step S


11


, the CPU


11


sets an initial value of the moving speed of the object into the speed data area


142


(

FIG. 4

) of the RAM


14


, for example.




Next, in a step S


12


, the CPU


11


outputs a control pad or controller data request command being stored in the program data area


202


to the RCP or bus control circuit


12


. Therefore, in the step S


12


, the CPU receives commands shown in

FIG. 10

from the controller


40


, and stores the commands in command storage locations


174




a


-


174




d


of the respective channels. Therefore, at this time, the count values of the X counter


444


X and the Y counter


444


Y are applied to the CPU


11


as the X-Y coordinates data.




Next, in a step S


13


, the CPU


11


performs a predetermined image processing operation on the basis of the program being stored in the program data area


202


and the data stored in the image data area


201


shown in FIG.


4


. Furthermore, during execution of the step S


13


by the CPU


11


, the bus control circuit


12


executes steps S


21


-S


24


shown in FIG.


12


. Next, in a step S


14


, the CPU


11


outputs the image data on the basis of the control pad or controller data being stored in the control pad or controller data area


141


shown in FIG.


4


. After the step S


14


, the CPU


11


repeatedly executes the steps S


12


to S


14


.




An operation of the RCP or bus control circuit


12


will be described referring to FIG.


12


. In the step S


21


, the bus control circuit


12


determines whether or not the controller data request command (a request instruction for the switch data of the controller


40


or the data of the controller pack


50


) is outputted by the CPU


11


. If no controller data request command is outputted, the bus control circuit


12


waits for the command. If the controller data request command is outputted, the process proceeds to the step S


22


wherein the bus control circuit


12


outputs a command for reading the data of the controller


40


into the controller control circuit


17


. Next, in the step S


23


, the bus control circuit


12


determines whether or not the data of the controller


40


is received by the controller control circuit


17


and stored in the RAM


174


. The bus control circuit


12


waits in the step S


23


if the controller control circuit


17


receives no data from the controller


40


and no data is stored in the RAM


174


. If the data from the controller


40


is received by the controller control circuit


17


and stored in the RAM


174


, the process proceeds to the step S


24


. In the step S


24


, the bus control circuit


12


transfers the data of the controller


40


being stored in the RAM


174


of the controller control circuit


17


to the RAM


14


. The bus control circuit


12


returns to the step S


21


after the data transfer to the RAM


14


, and repeatedly executes the steps S


21


-S


24


.




In addition, in the flowcharts of

FIGS. 11 and 12

, one example is that the CPU


11


processes the data stored in the RAM


14


after the data is transferred from the RAM


174


to the RAM


14


by the bus control circuit


12


; however, the data in the RAM


174


may be directly processed by the CPU


11


via the bus control circuit


12


.





FIG. 13

is a flowchart showing an operation of the controller control circuit


17


. In a step S


31


, it is determined whether or not the writing of the data from the bus control circuit


12


is waited-for. If there is no waiting state, the data transfer control circuit


171


waits for the data to be written from the bus control circuit


12


. If the data to be written from the bus control circuit


12


exists, in a next step S


32


, the data transfer control circuit


171


stores the commands and/or data (hereinafter, simply called “commands/data”) for the first to fourth channels in the RAM


174


. In a step S


33


, the commands/data of the first channel are transmitted to the controller


40


connected to the connector


181


. The control circuit


442


performs a predetermined operation on the basis of the commands/data, and outputs data to be transmitted to the image processor


10


. A content of the data will be described later in the description of an operation of the control circuit


442


. In a step S


34


, the data transfer control circuit


171


receives the data outputted from the control circuit


442


, and stores the data in the RAM


174


.




Thereafter, similar to the operation for the first channel in the steps S


33


and S


34


, in a step S


35


, the commands/data of the second channel are transmitted to the controller


40


. The control circuit


442


performs a predetermined operation on the basis of the commands/data, and outputs data to be transmitted to the image processor


10


. In a step S


36


, the transfer and writing operation of the data for the second channel are executed. Furthermore, in a step S


37


, the commands/data of the third channel are transmitted to the controller


40


. The control circuit


442


performs a predetermined operation on the basis of the commands/data to output data to be transmitted to the image processor


10


. In a step S


38


, the transfer and writing operation of the data for the third channel is performed. Furthermore, in a step S


39


, the commands/data of the fourth channel are transmitted to the controller


40


. The control circuit


442


of the controller


40


performs a predetermined operation on the basis of the commands/data, and then, outputs data to be transmitted to the image processor


10


. In a step S


40


, the transfer and writing operation of the data for the fourth channel is performed. In a succeeding step S


41


, the data transfer control circuit


171


transfers the data received in the steps S


34


, S


36


, S


38


and S


40


together to the bus control circuit


12


.




As described above, the data of the first channel to the fourth channel, that is, the commands for the respective controller


40


connected to the connectors


181


-


184


and the operation status data to be read-out from the controller


40


are transferred between the data transfer control circuit


171


and the control circuit


442


of the respective controllers


40


in a time-division process.




Referring to

FIG. 14

, the controller pack


50


will be described in detail. The controller pack


50


includes a case


501


and a lid


502


detachably attached to the case


501


. The controller pack


50


formed by the case


501


and the lid


502


is detachably attached to the opening portion


408


shown in FIG.


8


.




Within the case


501


, a printed circuit board


503


is accommodated. On the printed circuit board


503


, other than the aforementioned RAM


51


and back-up battery


52


, a battery


504


and a driver circuit


505


, both constituting a part of the vibration generating circuit


50


A shown in

FIG. 9

, are mounted. In addition, on a front edge of the printed circuit board


503


, a plurality of terminals


506


connected to the connector (not shown) formed on the opening portion


408


of the controller


40


shown in

FIG. 8

are provided. The terminals


506


receive the data and the address from the CPU


11


(

FIG. 2

) of the game machine


10


, i.e. from the controller control circuit


17


.




A vibration source


507


constituting a part of the vibration generating circuit


50


A is fixed to the lid


502


. In this embodiment shown, a vibration as the vibration source


507


generating motor is utilized. However, other than the motor, a solenoid or other elements which generate a vibration when receiving electric power may be utilized. In addition, one of the vibration generating motors, “FM16, FM23, FM25 or FM29” or “CM-5” manufactured by Tokyo Parts Industry can be utilized. In the “FM” motor, an eccentric member is attached to a rotation shaft incorporated in a cylindrical case, and the eccentric member is rotated according to a rotation of the rotation shaft, and therefore, the vibration is generated on the case. In the “CM” motor, an armature coil itself is mounted in an eccentric manner, and by rotating the armature, the vibration is generated. In addition, if the solenoid is utilized, a core within the solenoid is reciprocally moved, and accordingly, the vibration is generated.




In any cases, the vibration source


507


is driven by the driver circuit


505


when receiving the electric power from the battery


504


to generate the vibration. The consumption of electric power by the vibration source


507


is relatively large, and therefore, in this embodiment, the battery


504


is provided in addition to the back-up battery


52


for the RAM


51


. Therefore, if the battery


504


is consumed, by opening a battery lid


508


which is detachably attached to the lid


502


, the battery


504


can be exchanged by a new battery. However, it is possible to commonly use a single battery in place of the two batteries


52


and


504


.




Furthermore, by including an electric power supply line in the controller cable


42


(FIG.


2


), the electric power may be supplied to the vibration source


507


by the electric power supply line through the terminals


506


from the image processor or game machine


10


. In such a case, a capacity of the electric power supply line may be suitably determined by taking necessary electric power for the vibration source


507


.




Furthermore, in this embodiment shown, the vibration source


507


is attached to the lid


502


such that the vibration generated by the vibration source


507


can be easily conveyed to the hands of the player from the controller


40


without attenuation. That is, the vibration generated by the vibration source


507


is conveyed from the lid


502


to the opening portion


408


(

FIG. 8

) of the controller


40


with which the lid


502


is brought into contact, and therefore, the controller


40


itself is vibrated. Accordingly, the vibration generated by the vibration source


507


is conveyed to the hands of the player grasping the controller


40


. Therefore, if the vibration of the vibration source


507


can be conveyed to the hands of the player, it is possible to attach the vibration source


507


at an arbitrary position within the case


501


. However, it is preferable that the vibration source not be mounted on the printed circuit board


503


. This is because the vibration of the vibration source


507


affects components mounted on the printed circuit board


503


, and because the terminals


506


and the connector are brought into elastic contact with each other and there is a possibility that the vibration of the vibration source


507


is attenuated by such an elastic contact, and so on.




Next, referring to

FIG. 15

, the driver circuit


505


will be described in detail. The driver circuit


505


includes a decoder composed of a NAND gate


510


, and the NAND gate


510


receives address data A


2


-A


14


from the CPU


11


(

FIG. 2

) of the game machine


10


via the address bus and the terminals


506


(FIG.


14


). In the game system of this embodiment shown, since the address A


15


of the CPU


11


is not used normally, in a case where the address A


15


and the addresses A


2


-A


14


are all “1” that is, the CPU


11


designates a range of the addresses FFFC-FFFF, a vibration mode is set, and therefore, the data for driving the vibration source


507


is outputted from the CPU


11


. More specifically, if the CPU addresses FFFC-FFFF are designated, an output of the decoder or NAND gate


510


becomes “0”. The output of the NAND gate


510


is applied to a NAND gate


511


which is further supplied with a write signal -WE and a chip enable signal CE both from the CPU


11


. Therefore, the NAND gate


511


applies a latch signal to a latch


512


in response to the output of the NAND gate


510


and the signals—WE and CE. Accordingly, the latch


512


latches the CPU data D


0


-D


2


via the data bus and the terminals


506


at a time that the CPU


11


designates the addresses FFFC-FFFF.




The CPU data D


0


-D


2


is data for setting a strength of the vibration to be generated by the vibration source


507


, and it is possible to set strength levels of “1-8” with utilizing three bits of the data. That is, if the data D


0


-D


2


is “100”, the strength “1” is set, and if “111”, the strength “7” is set. That is, the latch


512


has three outputs, and respective outputs are connected to a base of a driver transistor


514


via resistors


513




a,




513




b


and


513




c.


Resistance values of the resistors


513




a,




513




b


and


513




c


are


4


R,


2


R and R, respectively. Therefore, if the “1” are outputted on all the three outputs, a maximum base voltage is applied to the transistor


514


, and if the three outputs are “1”, “0” and “0”, a minimum base voltage is applied to the transistor


514


. Accordingly, a controller-emitter current of the transistor


514


is changed, and in response thereto, a driving current flowing from the battery


504


to the vibration source


507


(vibration motor) is changed. That is, by suitably setting data on the data bits D


0


-D


2


of the data bus, it is possible to variably set the strength of the vibration generated by the vibration source


507


.




In addition, the

FIG. 15

embodiment can be modified as shown in FIG.


16


. The

FIG. 16

embodiment is different from the

FIG. 15

embodiment in that the decoder


510


of

FIG. 5

is not utilized. That is, in the

FIG. 16

embodiment, the address bit A


15


of the CPU


11


is directly applied to the NAND gate


511


. Therefore, the NAND gate


511


applies the latch signal to the latch


512


in response to the write signal—WE of the CPU


11


. Therefore, in the

FIG. 16

embodiment, the vibration mode is also set at a time that the address bit A


15


of the CPU


11


becomes “1”, and the CPU data bits D


0


-D


2


are latched by the latch


512


, and the driver transistor


514


is controlled by the data.




In addition, the vibration source


507


may be controlled utilizing the data bit D


0


of the data bus of the CPU


11


only, for example. In this case, the latch


512


shown in

FIG. 15

or

FIG. 16

latches the data of the data bit D


0


in the vibration mode. Then, the latch


512


has only a single output, and the output applies the voltage to the base of the transistor


514


. Therefore, in this case, the transistor


514


is simply turned-on or -off by “1” or “0” of the data bit D


0


, and therefore, the strength of the vibration by the vibration source


517


is constant.




In

FIG. 17

, one example of a vibration generating pattern in “Fishing Game” is shown. In “Fishing Game”, by generating the vibration in each scene such as “bait picking” that the fish picks the bait, “catching” that the fish is hooked by a fishing hook, or “boating” that the fish is boated, it is possible to apply further actual feeling of “Fishing Game” to the player.




During the times t


1


-t


4


in

FIG. 17

, a vibration pattern at a time of “bait picking” is shown. In “bait picking”, since the fish only picks the bait on the fishing hook, it is unnecessary to generate a large vibration. Therefore, in this embodiment, at the time t


1


the CPU


11


outputs “1” on its address A


15


and “110” on the data bits D


0


, D


1


and D


2


. In response to the data of “110”, “0” (0 volts, for example) is outputted at a lowest output of the latch


512


and “1” (3 volts, for example) is outputted at each of upper outputs. Therefore, the transistor


514


is turned-on at the time t


1


to apply a driving current having a magnitude equal to the vibration level “3” to the vibration source (motor)


507


. Therefore, the vibration of the level “3” is generated at the time t


1


, and the vibration is conveyed to the hands of the player as described above. Accordingly, it is possible for the player to actually feel by the vibration that “bait picking” is now being performed.




Then, the CPU


11


makes the address A


15


and the data bits D


1


-D


2


all “0” at the time t


2


. Therefore, the transistor


514


is turned-off, and the driving current for the vibration source


507


is also turned-off, and accordingly, the vibration of the controller pack, i.e. the vibration of the controller is stopped.




In order to notify that “bait picking” is performed again to the player, the CPU


11


outputs “1” on the address A


15


and “110” on the data bits D


0


-D


2


at the time t


3


. Therefore, at the time t


3


, the vibration of the level “3” is generated by the vibration source


507


, and the vibration is conveyed to the hands of the player. Therefore, the player can actual feel that “bait picking” is now being performed on the basis of the vibration.




Then, the CPU


11


makes the address A


15


and the data bits D


0


-D


2


all “0” at the time t


4


. Accordingly, the transistor


514


is turned-off, and the driving current to the vibration source


507


is turned-off, and the vibration on the controller pack or the controller is stopped.




Next time t


5


to t


1


indicate a vibration pattern of “catching”, and in this case, the CPU


11


outputs “1” on the address A


15


and “010” on the data bits D


0


-D


2


at the time t


5


. In response to the data of “010”, “1” (e.g. 3 volts) is outputted at a middle output of the latch


512


, and “0” (e.g. 0 volt) is outputted on each of the upper and lower outputs. Therefore, at the time t


5


, the transistor


514


is turned-on such that the driving current having a magnitude equal to the vibration level “2” can be applied to the vibration source (motor)


507


. Therefore, at the time t


5


, the vibration of the level “2” is generated by the vibration source


507


, and the vibration is conveyed to the hands of the player. Therefore, the player can actually feel that “catching” is now being performed. Similarly, the CPU


11


outputs “1” on the address A


15


and “101” on the data bits D


0


-D


2


at the time t


6


. In response to the data of “101”, “1” (3 volts, for example) is outputted at each of the upper and lower outputs of the latch


512


. Accordingly, at the time t


6


, the transistor


514


is turned-on so as to apply the driving current having a magnitude equal to the vibration level “4” to the vibration source (motor)


507


. Therefore, the vibration of the level “4” is generated by the vibration source


507


at the time t


6


, and the vibration is conveyed to the hands of the player. Furthermore, the CPU


11


, at the time t


7


, outputs “1” on the address A


15


and “111” on the data bits D


0


-D


2


. In response to the data of “111”, 3 volts, for example, are outputted at all the outputs of the latch


512


. Accordingly, at the time t


7


, the transistor


514


is turned-on such that the driving current having a magnitude equal to the vibration level “7” is applied to the vibration source (motor). Therefore, at the time t


7


, the vibration of the level “7” is generated by the vibration source


507


and the vibration is conveyed to the hands of the player.




Furthermore, the CPU


11


outputs “1” on the address A


15


and “011” on the data bits D


0


-D


2


at the time t


8


. In response to the data of “011”, 3 volts, for example, are outputted at upper two outputs of the latch


512


. Therefore, at the time t


8


, the transistor


514


applies the driving current having a magnitude of the vibration level “6” to the vibration source (motor)


507


. Accordingly, at the time t


8


, the vibration of the level “6” is generated from the vibration source


507


, and the vibration is then conveyed to the hands of the player. As similar to the above, during “catching”, the CPU


11


respectively outputs data “101”, “001”, “110”, “010” and “100” at the times t


9


, t


10


, t


11


, t


12


, t


13


and t


14


. Therefore, at the times t


9


, t


10


, t


1


, t


12


, t


13


and t


14


, the vibration source


507


generates the vibration at the level “5”, “4”, “3”, “2” and “1”, and the vibrations are conveyed to the player. Therefore, during the times t


5


-t


14


, the player can actually feel that “catching” is performed on the basis of the vibrations a level of which is gradually increased and decreased.




After a next time t


15


, a vibration pattern of “boating” is generated. In this case, the CPU


11


outputs “1” on the address A


15


and “010” on the data bits D


0


-D


2


at the time t


15


. In response to the data of “010”, “1” (e.g. 3 volts) is outputted at the middle output of the latch


512


, and “0” (e.g. 0 volt) is outputted at each of the upper and lower outputs. Therefore, at the time t


15


, the transistor


514


is turned-on so as to apply the driving current having a magnitude of the vibration level “2” to the vibration source (motor)


507


. Therefore, at the time t


15


, the vibration of the level “2” is generated by the vibration source


507


and the vibration is conveyed to the hands of the player. Similarly, the CPU


11


outputs “1” on the address A


15


and “101” on the data bits at a time t


16


. In response to the data of “001”, 3 volts, for example, are outputted the lowest output of the latch


512


. Therefore, at the time t


16


, the transistor


514


applies the driving current having a magnitude equal to the vibration level “4” to the vibration source


507


. Therefore, at the time t


16


, the vibration of the level “4” is generated by the vibration source


507


, and conveyed to the hands of the player. Furthermore, the CPU


11


outputs “1” on the address A


15


and “111” on the data bits D


0


-D


2


at a time t


17


. In response to the data of “111”, 3 volts, for example, are outputted all the outputs of the latch


512


. Accordingly, at the time t


16


, the transistor


514


is turned-on such that the driving current having a magnitude equal to the vibration level “7” is applied to the vibration source


507


. Therefore, at the time t


17


, the vibration having the level “7” is generated from the vibration source


507


, and then, conveyed to the hands of the player. Thus, the vibration is generated by the vibration source


507


according to the vibration pattern of “boating”, and therefore, the player can actually feel that “boating” is performed during that period.




In addition, the controls of the drive and the stop and the vibration strength of the vibration source


507


by the CPU


11


are performed according to the game program in the ROM cartridge


20


or the like. Therefore, if the game program is manufactured in a manner that the generation of the vibration, the stop of the vibration and the vibration strength change occur in response to the change of the image and the sound, it is possible to enjoy a game having extremely actual feeling with using the video game machine for home use.




Furthermore, other than the above described “Fishing Game”, in “Racing Game”, for example, at a time that “clash” occurs, a game programmer can arbitrarily set times and levels of the vibration strength in any game.




Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.



Claims
  • 1. A video game system comprising:one or more hand-held player controllers operable by players to generate video game control signals, each hand-held player controller having a selectively driven vibration source arranged to generate vibrations for vibrating a housing thereof; and a video game program executing system which executes a video game program, the video game program executing system comprising controller connectors which connect to the hand-held player controllers and a controller control circuit including a transmission circuit which transmits data to hand-held player controllers connected to the controller connectors, wherein the video game program executed by the video game program executing system comprises video game instructions, the video game instructions including at least one instruction for causing the video game program executing system to transmit command data via the transmission circuit to drive the vibration source of one or more of the hand-held player controllers so as to generate vibrations for vibrating the housings thereof.
  • 2. The video game system according to claim 1, wherein the controller control circuit further comprises a reception circuit for receiving data from the hand-held player controllers.
  • 3. The video game system according to claim 2, wherein the controller control circuit further comprises a memory which temporarily stores data transmitted to and received from the hand-held player controllers.
  • 4. The video game system according to claim 3, wherein the controller control circuit further comprises a data transfer control circuit which controls read/write operations of the memory.
  • 5. The video game system according to claim 1, wherein the command data to drive the vibration sources is on/off command data.
  • 6. The video game system according to claim 1, wherein the video game program executing system further comprises a connector which connects to a read only memory (ROM) cartridge storing the video game program.
  • 7. The video game system according to claim 1, wherein the video game program executing system further comprises a connector which connects to an optical disc storing the video game program.
  • 8. The video game system according to claim 1, wherein the video game program executing system further comprises a connector which connects to a magnetic disk storing the video game program.
  • 9. The video game system according to claim 1, wherein the vibration sources are each operable to generate vibrations of different strength levels.
  • 10. The video game system according to claim 1, wherein the controller connectors supply power to the vibration sources of hand-held player controllers connected thereto.
  • 11. The video game system according to claim 1, wherein first and second operating devices are formed on the surface of the housing of said hand-held player controller, one of said first operating device and said second operating device being operable for use as a first moving direction designation input device which designates a moving direction of a game character and the other being operable for use as an action designation input device which designates other actions of a game character.
  • 12. The video game system according to claim 1, wherein the housing of each hand-held controller includes two or more protruding portions that protrude from a main body portion, each protruding portion configured to be grasped by a hand.
  • 13. The video game system according to claim 12, wherein each hand-held controller further comprises at least one operating device operable by a thumb of a hand grasping one of the protruding portions.
  • 14. A video game system comprising:one or more hand-held controllers operable by players to generate video game control signals, each hand-held player controller having a selectively driven vibration source arranged to generate vibrations for vibrating a housing thereof; and a video game program executing system which executes a video game program, the video game program executing system comprising controller connectors which connect to the hand-held player controllers and a controller control circuit including a transmission circuit which transmits data to hand-held player controllers connected to the controller connectors, wherein the video game program executed by the video game program executing system comprises video game instructions, the video game instructions including at least one instruction for causing the video game program executing system to transmit command data via the transmission circuit to drive the vibration source of one or more of the hand-held player controllers so as to generate vibrations for vibrating the housings thereof; wherein the controller control circuit further comprises a reception circuit for receiving data from the hand-held player controllers, wherein the controller control circuit further comprises a memory which temporarily stores data transmitted to and received from the hand-held player controllers, wherein the controller control circuit further comprises a data transfer control circuit which controls read/write operations of the memory, and wherein the data transfer control circuit comprises a parallel-to-serial conversion circuit and a serial-to-parallel conversion circuit.
  • 15. A video game system comprising:one or more hand-held player controllers operable by players to generate video game control signals, each hand-held player controller having a selectively driven vibration source arranged to generate vibrations for vibrating a housing thereof; and a video game program executing system which executes a video game program, the video game program executing system comprising controller connectors which connect to the hand-held player controllers and a controller control circuit including a transmission circuit which transmits data to hand-held player controllers connected to the controller connectors, wherein the video game program executed by the video game program executing system comprises video game instructions, the video game instructions including instructions for causing the video game program executing system to transmit command data via the transmission circuit to drive the vibration source of one or more of the hand-held player controllers in accordance with vibration patterns for vibrating the housings thereof.
  • 16. The video game system according to claim 15, wherein the video game program executing system further comprises a connector which connects to a magnetic disk storing the video game program.
  • 17. The video game system according to claim 15, wherein the controller connectors supply power to the vibration sources of hand-held player controllers connected thereto.
  • 18. The video game system according to claim 15, wherein the video game program executing system further comprises a connector which connects to a read only memory (ROM) cartridge storing the video game program.
  • 19. The video game system according to claim 15, wherein the video game program executing system further comprises a connector which connects to an optical disc storing the video game program.
  • 20. The video game system according to claim 15, wherein the housing of each hand-held controller includes two or more protruding portions that protrude from a main body portion, each protruding portion configured to be grasped by a hand.
  • 21. The video game system according to claim 20, wherein each hand-held controller further comprises at least one operating device operable by a thumb of a hand grasping one of the protruding portions.
  • 22. A video game system comprising:a video game program executing system for executing video game programs in which commands are generated for providing physical sensations to a player; and at least one hand-held controller operatively connected to the video game program executing system for generating video game control signals, the hand-held controller comprising a housing having two or more protruding portions that protrude from a main body portion, each protruding portion configured to be grasped by a hand, and a vibration source arranged to generate vibrations for vibrating a housing of the hand-held controller in response to the commands generated by the video game program executing system.
  • 23. The video game system according to claim 22, wherein each hand-held controller further comprises at least one operating device operable by a thumb of a hand grasping one of the protruding portions.
  • 24. A hand-held controller for use with a video game program executing system that executes video game programs of the type in which commands are generated for providing physical sensations to a player, the hand-held controller comprising:a housing having two or more protruding portions that protrude from a main body portion, each protruding portion configured to be grasped by a hand; a vibration source arranged to generate vibrations for vibrating a housing of the hand-held controller in response to the commands generated by the video game program executing system.
  • 25. The hand-held controller according to claim 24, further comprising at least one operating device operable by a thumb of a hand grasping one of the protruding portions.
Priority Claims (1)
Number Date Country Kind
7-288006 Oct 1995 JP
RELATED APPLICATIONS

This application is a continuation of application Ser. No. 09/250,160, filed Feb. 16, 1999, now U.S. Pat. No. 6,200,253 which is a continuation of application Ser. No. 08/727,239, filed Oct. 8, 1996, now U.S. Pat. No. 5,897,437. The contents of the prior applications are incorporated by reference herein.

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Continuations (2)
Number Date Country
Parent 09/250160 Feb 1999 US
Child 09/779830 US
Parent 08/727239 Oct 1996 US
Child 09/250160 US