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JPH048381A - Body feeling game machine - Google Patents

Body feeling game machine

Info

Publication number
JPH048381A
JPH048381A JP2109714A JP10971490A JPH048381A JP H048381 A JPH048381 A JP H048381A JP 2109714 A JP2109714 A JP 2109714A JP 10971490 A JP10971490 A JP 10971490A JP H048381 A JPH048381 A JP H048381A
Authority
JP
Japan
Prior art keywords
vibration
lever
body feeling
unit
amplitude
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
JP2109714A
Other languages
Japanese (ja)
Other versions
JPH0685820B2 (en
Inventor
Yoshiyuki Endo
義行 遠藤
Kenji Itai
板井 健二
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
EPOTSUKUSHIYA KK
KII PLANNING KK
Epoch Co Ltd
Original Assignee
EPOTSUKUSHIYA KK
KII PLANNING KK
Epoch Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by EPOTSUKUSHIYA KK, KII PLANNING KK, Epoch Co Ltd filed Critical EPOTSUKUSHIYA KK
Priority to JP2109714A priority Critical patent/JPH0685820B2/en
Publication of JPH048381A publication Critical patent/JPH048381A/en
Publication of JPH0685820B2 publication Critical patent/JPH0685820B2/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

Links

Abstract

PURPOSE:To generate a colorful vibration mode with a simplified mechanism by changing vibratory amplitude of a body feeling lever at launch tine and hit time by an amplitude variable means. CONSTITUTION:A body feeling lever 10 is a holding member for transmitting a sound and vibration to a user at the time of launching and hitting a missile, and the lever is provided in both sides of a control unit 7 simulated to a control stick of a fighter. That is, the body feeling lever 10, in which a holding part 10a is protruded to the outside of an outer casing unit 100 and, on the other hand a vibration variable cam 12 of a vibration generating part 11 provided in the inside of the outer casing main unit 100 is fitted to a long hole N3 provided in a point end part of the unit 100, can be swiveled with a shaft J3 serving as the center. Here, the vibration generating part 11, formed by providing an angular cylindrical unit having a drive motor in the inside, is provided along a depth direction of a fixed barrel 2 in a central part of the control unit 7. The vibration variable cam 12, comprising a fan-shaped drive piece 13 and a driven rotary unit 14, can vibrate the body feeling levers 10, 10 in different amplitude in accordance with normal and reverse rotation of the drive piece 13. In this way, a simplified, cheap and further colorful real body feeling mode can be created.

Description

【発明の詳細な説明】 〔産業上の利用分野〕 この発明は、宇宙戦闘機や自動車などの操縦操作をシミ
ュレートし、その操H5覚を楽しむ体感ゲーム機に関す
るものである。
DETAILED DESCRIPTION OF THE INVENTION [Field of Industrial Application] The present invention relates to a hands-on game machine that simulates the operation of a space fighter, a car, etc., and allows the user to enjoy the H5 sensation of operating the same.

〔従来の技術〕[Conventional technology]

体感ゲーム機は、例えば、高速ドライブや宇宙戦争に擬
して変化する画面に対応しつつ所定の操作を行い、操縦
テクニックや射撃怒覚などを楽しむもので、近年、子供
から大人まで楽しめるゲーム機として普及している。
Experience game machines, for example, allow players to enjoy maneuvering techniques and the thrill of shooting by performing predetermined operations while responding to a changing screen that simulates high-speed driving or a space war.In recent years, game machines that can be enjoyed by both children and adults have become popular. It is popular as

この種の体感ゲーム機では、操縦操作や射撃の際に、操
縦レバー、ハンドル、ステアリングなど(以下、体感部
材という)を介して伝わる機械的振動が、画面に応じた
臨場感を得る上で重要ファクタになっている。そこで、
いわゆるゲームセンターなどでは、はぼ実物大スケール
のコクピットに大型の画面を組み込み、大型モータや油
圧装置で体感振動を与える装置が実用に供されている。
In this type of sensory game machine, mechanical vibrations transmitted through control levers, handles, steering wheels, etc. (hereinafter referred to as sensory components) are important in obtaining a sense of realism that corresponds to the screen when operating or shooting. It has become a factor. Therefore,
In so-called game arcades, devices have been put into practical use that incorporate large screens into life-sized cockpits and use large motors and hydraulic equipment to generate bodily sensations of vibration.

一方、日常的な玩具分野では、机上にて臨場感にあふれ
たゲームを楽しむことができる体感ゲーム機が拡大しつ
つある。この場合、特に、1闘シーンを盛り込んだ宇宙
戦争ゲームなどでは、重量感やスピード感を伝える体感
振動の特性が、ゲーム機としての興趣を決定づける場合
もあるほどである。
On the other hand, in the field of everyday toys, the number of hands-on game machines that allow users to enjoy realistic games on their desks is expanding. In this case, especially in space war games that include single battle scenes, the characteristics of the bodily vibrations that convey the sense of weight and speed may determine the interest of the game machine.

このため、機械的振動に変化を与える様々な手段が提案
されている。例えば、体感部材に複数個のモータを連動
させ、操縦モードの変更時に、体感部材の振動特性を適
宜切り替え、よりリアルな体感振動を発生させるなどの
改良が考えられている。
For this reason, various means for changing mechanical vibration have been proposed. For example, improvements are being considered in which a plurality of motors are linked to the sensory member, and when the operating mode is changed, the vibration characteristics of the sensory member are appropriately switched to generate more realistic bodily vibrations.

〔発明が解決しようとする課題〕[Problem to be solved by the invention]

しかしながら、上記従来の体感ゲーム機では、体感振動
モードの種類毎に、モータと該モータに連動する振動発
生部材からなる機構が別個に必要となり、装置の大型化
、複雑化、及び高価格化を招く虞れがあった。
However, in the above-mentioned conventional sensory game machines, a separate mechanism consisting of a motor and a vibration generating member linked to the motor is required for each type of sensory vibration mode, making the device larger, more complicated, and more expensive. There was a risk of being invited.

この発明は上記の点に鑑み、簡潔な機構で、多彩な振動
モードを発生させることができる振動発生手段を備えた
体感ゲーム機を提供するとを目的としている。
In view of the above points, it is an object of the present invention to provide a sensory game machine equipped with a vibration generating means capable of generating various vibration modes with a simple mechanism.

(課題を解決するための手段] 上記の目的を達成するため、この発明は、外側球面の固
定胴内に固設された基体の前面に目標映像面を、後面に
命中時の振動を発生させる命中スイッチを、それぞれ上
下左右に揺動可能に設け、かつ該固定胴の外側球面に沿
って揺動可能な操継体に、前記目標映像面に対応する追
尾スコープと、前記スイッチに連動するトリガ部材を備
えた体感レバーをそれぞれ設け、振幅可変手段により発
射時と命中時で該体感レバーの振動振幅が変わるよう構
成し、単一の振動発生手段で複数の体感振動を発生し、
小型・簡潔な体感ゲーム機を実現できるようにしたもの
である。
(Means for Solving the Problems) In order to achieve the above object, the present invention generates a target image plane on the front surface of a base body fixedly installed in an outer spherical fixed barrel, and generates vibrations at the time of a hit on the rear surface. A hit switch is provided to be able to swing vertically and horizontally, and a control body that is swingable along the outer spherical surface of the fixed barrel includes a tracking scope that corresponds to the target image plane, and a trigger member that is linked to the switch. Each of the sensory levers is provided with a sensory lever, and the vibration amplitude of the sensory lever is changed depending on the firing and the hit by the amplitude variable means, and the single vibration generating means generates a plurality of sensory vibrations,
This makes it possible to realize a compact and simple hands-on game machine.

〔実施例] 以下、この発明を添付図面に示す一実施例に基づいて説
明する。
[Example] The present invention will be described below based on an example shown in the accompanying drawings.

第1図は本願体感ゲーム機の全体斜視図、第2図は同じ
く一部切り欠き斜視図、第3図は基体と揺動機構の構成
を示す斜視図、第4図は体感振動スイッチの押圧手段の
構成を示す斜視図、第5図は基体と追尾体の関係を示す
断面図、第6図は体感振動スイッチの押圧手段と基体の
関係を示す断面図、第7図は振幅可変手段の構成を示す
斜視図、第8図(a)、(b)は同カムの振幅可変原理
を示す説明図である。
Fig. 1 is an overall perspective view of the sensory game machine of the present application, Fig. 2 is a partially cutaway perspective view, Fig. 3 is a perspective view showing the structure of the base and swing mechanism, and Fig. 4 is a pressing of the sensory vibration switch. FIG. 5 is a sectional view showing the relationship between the base and the tracking body, FIG. 6 is a sectional view showing the relationship between the pressing means of the sensory vibration switch and the base, and FIG. A perspective view showing the configuration, and FIGS. 8(a) and 8(b) are explanatory diagrams showing the principle of varying the amplitude of the cam.

図において、1は台座で、該台座1は電池収納室や発音
回路など(図示せず)を内蔵してなり、両側に支柱1a
を備えている。該台座1は、本願ゲーム機の本体100
を机上にて安定支持するためのものである。
In the figure, 1 is a pedestal, and the pedestal 1 has a built-in battery storage chamber, a sound generation circuit, etc. (not shown), and supports 1a on both sides.
It is equipped with The pedestal 1 is the main body 100 of the game machine of the present application.
This is to stably support the machine on a desk.

2は固定胴で、該固定胴2は、前部と後部に開口2a、
2bを有する外側球面の殻体からなり、その両端が前記
台座lの支柱1aに固設されている。
2 is a fixed barrel, and the fixed barrel 2 has openings 2a in the front and rear parts;
2b, and both ends thereof are fixed to the pillars 1a of the pedestal l.

3は基体で、該基体3は前記固定胴2内に固設された「
コJ字型枠体31を備え、該部材31の前端に目標映像
面4、後端に命中スイッチ5が、それぞれ揺動機構6を
介して設けられている。該目標映像面4は、透明プラス
チック製の回転円板からなり、ゲーム内容に応じた映像
、例えば、編隊飛行する戦闘機の機影などのターゲツト
像M。
3 is a base body, and the base body 3 is fixedly installed in the fixed cylinder 2.
A U-J-shaped frame body 31 is provided, and a target image plane 4 is provided at the front end of the member 31, and a hit switch 5 is provided at the rear end via a swing mechanism 6, respectively. The target image plane 4 consists of a rotating disc made of transparent plastic, and displays an image corresponding to the game content, for example, a target image M such as images of fighter planes flying in formation.

を印刷しである。該命中スイッチ5は、命中時の音と振
動発生回路を作動させるためのものであるが、基体3に
対して上下左右に揺動しているため、後述のトリガ部材
9と同一直線状に一致した時だけ、オンするようになっ
ている。
It is printed. The hit switch 5 is used to activate the sound and vibration generation circuit upon a hit, but since it swings vertically and horizontally with respect to the base 3, it aligns in the same straight line as a trigger member 9, which will be described later. It is set to turn on only when

前記揺動機構6は、2個の揺動アームと2個の駆動カム
を備え、前記目標映像面4と命中スイッチ5を揺動でき
るよう構成されている。即ち、第3図において、61は
第1揺動アームで、該第1揺動アーム61は、上片61
aが下−片61bより長い略「コ」字型の枠体からなり
、前記「コ」字型枠体の基体3と入子状に配され、軸J
、、J。
The swing mechanism 6 includes two swing arms and two drive cams, and is configured to swing the target image plane 4 and the hit switch 5. That is, in FIG. 3, 61 is a first swinging arm, and the first swinging arm 61 is connected to the upper piece 61.
It consists of a substantially U-shaped frame body with a longer length than the lower piece 61b, and is nested with the base body 3 of the U-shaped frame body, and the axis J
,,J.

で揺動可能に軸支されている。該該揺動アーム61の上
片61aは、前部に長穴N1を備え、該長穴N1には偏
心回転円板62が嵌入されている。
It is pivotally supported so that it can swing. The upper piece 61a of the swing arm 61 has an elongated hole N1 in the front part, and an eccentric rotating disk 62 is fitted into the elongated hole N1.

しかして、該偏心回転円板620回転に応じて、該第1
揺動アーム61は左右方向に揺動するよう構成されてい
る。
Therefore, in response to the rotation of the eccentric rotating disk 620, the first
The swing arm 61 is configured to swing in the left-right direction.

63は第2揺動アームで、該第2揺動アーム63も略「
コ」字型の枠体からなり、前記第1揺動アーム61の中
柱61cに軸J、で揺動可能に軸支されている。該第2
揺動アーム63は、前端に前記目標映像面4を、後端に
ビンP、と長穴N2を介して前記命中スイッチ5を、中
柱61cの側部には前記軸J2に平行なビンP!をそれ
ぞれ備えている。該ビンP2は、該第2揺動アーム63
を駆動するためのもので、前記軸J1により基体3の上
部に軸支されたカムフォロア64の凹部64aに嵌合し
ている。該カムフォロア64は、複雑な揺動パターンを
形成可能な雲形カム65に係合している。ここで、該雲
形カム65は、ギアG1と一体に軸支されており、前記
偏心回転円板62一体で該ギアG、に噛合するギアGz
を介して駆動されるようになっている。しかして、偏心
回転円板62とともに回転するギアG2により、ギアG
1と置型カム65が回転し、それに伴って、カムフォロ
ア64が不規則に揺動、さらに該カムフォロア64の凹
部64aを介してビンPtが(基体3に対して)前後方
向に駆動される。このため、該第2揺動アーム63は、
軸J2を中心として基体3に対して上下方向に、不規則
に揺動するようになっている。
63 is a second swinging arm, and the second swinging arm 63 is also approximately "
It consists of a U-shaped frame body, and is pivotally supported by a center column 61c of the first swing arm 61 about a shaft J, so as to be swingable. The second
The swinging arm 63 has the target image plane 4 at the front end, the bottle P at the rear end, the hit switch 5 via the elongated hole N2, and the bottle P parallel to the axis J2 on the side of the middle pillar 61c. ! Each is equipped with The bin P2 is attached to the second swing arm 63
The cam follower 64 is fitted into a recess 64a of a cam follower 64 which is pivotally supported on the upper part of the base body 3 by the shaft J1. The cam follower 64 engages a cloud-shaped cam 65 that can form a complex rocking pattern. Here, the cloud-shaped cam 65 is pivotally supported integrally with the gear G1, and the gear Gz meshes with the gear G integrally with the eccentric rotating disk 62.
It is designed to be driven through. Therefore, the gear G2 rotating together with the eccentric rotating disk 62 causes the gear G
1 and the stationary cam 65 rotate, the cam follower 64 swings irregularly, and the bin Pt is driven in the front-rear direction (with respect to the base body 3) via the recess 64a of the cam follower 64. Therefore, the second swing arm 63
It swings irregularly in the vertical direction with respect to the base body 3 about the axis J2.

二のように、第1揺動アーム61の左右方向の揺動と、
第2揺動アーム63の上下方向の揺動が合成されること
により、第2揺動アーム63の前端の目標映像面4は、
上下・左右いずれの方向にも不規則に揺動するよう構成
されている。
2, the first swing arm 61 swings in the left-right direction;
By combining the vertical swings of the second swing arm 63, the target image plane 4 at the front end of the second swing arm 63 is
It is configured to swing irregularly in both the vertical and horizontal directions.

尚、該目標映像面4の後方(前記基体3の内側)には発
光ランプLが設けられ、該発光ランプLにより映像面4
を照明できるよう構成されている。
A light emitting lamp L is provided behind the target image plane 4 (inside the base 3), and the light emitting lamp L illuminates the image plane 4.
It is constructed so that it can be illuminated.

また、該目標映像面4と発光ランプLの間には、例えば
、宇宙都市の全景などが背景映像として印刷された透明
円板Tが設けられ、一定速度で回転して時々刻々変わる
背景を作り出せるようになっている。
Further, between the target image plane 4 and the light-emitting lamp L, a transparent disk T is provided on which, for example, a panoramic view of the space city is printed as a background image, and it rotates at a constant speed to create a background that changes from time to time. It looks like this.

前記命中スイッチ5は、命中時の音と振動を発生させる
ためのもので、前記第2揺動アーム63の後端にビンP
1と長穴N2を介して設けられた板状部材51からなり
、その後端に押圧部5a、前端に反射ミラー5bを備え
ている。該スイッチ5は、前述のように、第1揺動アー
ム61と第2揺動アーム63の合成揺動により、上下・
左右に不規則揺動するため、後述の押圧部材9fが同一
線上にセットできた時にのみ作動可能に構成されている
。そして、被押圧時は、音と振動の発生回路(図示せず
)を所定モードに接続するとともに、前記反射ミラー5
bを発光ランプLに近接させ、目標映像面4の背光を急
峻に明るくできるようになっている。Bは部材51を突
出方向に付勢するバネである。
The hit switch 5 is for generating sound and vibration when hitting a hit, and a bottle P is attached to the rear end of the second swing arm 63.
1 and a plate member 51 provided through an elongated hole N2, and has a pressing portion 5a at its rear end and a reflecting mirror 5b at its front end. As described above, the switch 5 can be moved up and down by the combined swing of the first swing arm 61 and the second swing arm 63.
Since it swings irregularly from side to side, it is configured to be operable only when a pressing member 9f, which will be described later, can be set on the same line. When pressed, a sound and vibration generation circuit (not shown) is connected to a predetermined mode, and the reflection mirror 5 is connected to a predetermined mode.
b is placed close to the light-emitting lamp L, so that the backlight of the target image plane 4 can be sharply brightened. B is a spring that urges the member 51 in the projecting direction.

7は操縦体で、該操縦体7は、前記固定胴2の外側球面
に沿うガイド部7aを備え、かつ固定胴2の外部を覆う
ことのできる殻体71からなり、該ガイド部7aを介し
て、固定屓2に対して任意の方向へ(極座標的に)揺動
できるようになっている(第4.5.6図)。また、該
操縦体7の殻体71は、前記目標映像面4に対応する追
尾スコープ8と、前記スイッチ5に連動可能なトリガ部
材9を有する体感レバー10、及び振動発生部11をそ
れぞれ備え、発射時と命中時で該体感レバー10の振動
が変わるようになっている。
Reference numeral 7 denotes a control body, and the control body 7 includes a shell body 71 that includes a guide portion 7a along the outer spherical surface of the fixed body 2 and can cover the outside of the fixed body 2. 4.5.6). Further, the shell body 71 of the control body 7 includes a tracking scope 8 corresponding to the target image plane 4, a sensory lever 10 having a trigger member 9 that can be linked to the switch 5, and a vibration generator 11, The vibration of the sensation lever 10 changes depending on whether the ball is fired or when it hits.

前記追尾スコープ8は、ゲーム機本体の前面に位置し、
中心部に照準マークM2を刻した態形の半透明板からな
り、前記操縦体7と一体に自在揺動できるよう構成され
ている。該スコープ8の照準マークM2は、操縦体7の
後面の前記トリガ部材9と前記体感スイッチ5が同一直
線上に一致した時、前記目標映像面4のターゲツト像M
1と重なるようになっている。
The tracking scope 8 is located at the front of the game machine main body,
It consists of a semi-transparent plate with an aiming mark M2 engraved in the center, and is configured to be able to swing freely together with the control body 7. The aiming mark M2 of the scope 8 is aligned with the target image M on the target image plane 4 when the trigger member 9 on the rear surface of the control body 7 and the sensory switch 5 are aligned on the same straight line.
It overlaps with 1.

前記トリガ部材9は、前記体感レバー10の前面に設け
られた発射ボタン9aの押圧動作を順次連係して、後面
の押圧部材9fで前記スイッチ5の押圧部5aを押圧で
きるようになっている。即ち、右側の体感レバー10の
前面に出没自在に設けられた発射ボタン9aを押圧する
と、■該しバー10内を挿通する湾曲部材9bは奥へ押
し込まれ、 ■これにより、その終端部に立設されたビンP3が揺動
片9cを軸J、に対して回転させ、■これにより、該揺
動片9cのビンP4が板状部材9dをゲーム機の後方へ
移動させ、■これにより、板状部材9dが可動板9eを
軸J4に対し揺動させ、 ■これにより、押圧部材9fを手前(ゲーム機の前面方
向)へ移動させて 前記押圧部5aを押圧することとなるよう構成されてい
る。
The trigger member 9 is adapted to press the pressing portion 5a of the switch 5 with the pressing member 9f on the rear side by sequentially linking the pressing operation of the firing button 9a provided on the front side of the sensory lever 10. That is, when the firing button 9a provided on the front surface of the right sensory lever 10 is pressed, (1) the curved member 9b passing through the bar 10 is pushed inwards, (2) the terminal end of the curved member 9b is pushed inwards; The installed bin P3 rotates the swinging piece 9c about the axis J, and (2) the bin P4 of the swinging piece 9c moves the plate member 9d to the rear of the game machine; The plate-like member 9d swings the movable plate 9e about the axis J4, thereby moving the pressing member 9f toward the front (towards the front of the game machine) and pressing the pressing portion 5a. ing.

前記体感レバー10.10は、ミサイル発射時の音と振
動、及び命中時の音と振動をゲーム機の使用者に伝える
ため把持部材で、戦闘機の操樅レバーに擬して前記操縦
体7の両サイドに設けられている。即ち、該体感レバー
10.10は、把持部10a、10aが外装体100の
外側に突出する一方、その先端部に設けられた長穴N3
、N3に、本体100の外装体の内側に設けられた前記
振動発生部11の振幅可変カム12(振幅可変手段)が
嵌入され、該振幅可変カム12の回転に応じて、軸J3
を中心に揺動できるようになっている。ここで、該振動
発生部11は、内部に駆動モータ(図示せず)を有する
角筒体11aを備えてなり、操縦体7の中央部で前記固
定胴2の奥行き方向に沿って設けられている。
The sensory lever 10.10 is a gripping member for transmitting the sound and vibration when the missile is launched and the sound and vibration when the missile hits to the user of the game machine, and is similar to the control lever of a fighter jet. are provided on both sides. That is, the sensory lever 10.10 has gripping parts 10a, 10a protruding to the outside of the exterior body 100, and a long hole N3 provided at the tip thereof.
, N3, the variable amplitude cam 12 (amplitude variable means) of the vibration generating section 11 provided inside the exterior body of the main body 100 is fitted, and according to the rotation of the variable amplitude cam 12, the shaft J3
It is designed to be able to swing around the center. Here, the vibration generating section 11 includes a rectangular cylinder body 11a having a drive motor (not shown) inside, and is provided along the depth direction of the fixed body 2 at the center of the control body 7. There is.

ここで、該振幅可変カム12は、第7.8図示のように
、扇形駆動片13と従動回転体14とからなり、該駆動
片13の正逆転に応じ、異なる振幅で前記体感レバー1
0.10を振動させることができるようになっている。
Here, the variable amplitude cam 12 is made up of a fan-shaped drive piece 13 and a driven rotary body 14, as shown in Figure 7.8, and according to the forward and reverse rotation of the drive piece 13, the sensory lever 12 is moved with different amplitudes.
It is designed to be able to vibrate 0.10.

該扇形駆動片13は、扇の「がなめ」に相当する偏心位
置に、前記振動発生部11の角筒体11a内のモータに
連動する駆動ピンP、を立設してなり、該モータにより
正転または逆転できるよう構成されている0図では、正
方向をa方向、逆方向をb方向とする)。これに対し、
従動回転体14は、各端部で異なる偏心量を確定する長
穴N。
The fan-shaped drive piece 13 has a drive pin P, which is interlocked with the motor in the rectangular cylinder body 11a of the vibration generating section 11, erected at an eccentric position corresponding to the "angle" of the fan. In Figure 0, which is configured to allow forward or reverse rotation, the forward direction is the direction a and the reverse direction is the direction b). On the other hand,
The driven rotating body 14 has an elongated hole N that determines a different amount of eccentricity at each end.

に該駆動片13の駆動ピンP、を貫通させるとともに、
駆動片13が正逆いずれの方向に回転しても、その回転
方向前部と保合可能な「コ」字形の受は部材Uを備えて
いる。ここで、該長穴N4と受は部材Uは、従動回転体
14の中心に対して偏心して設けられている。このため
、第8図示(a)のように、正回転(a方向)する時は
、駆動片13のピンP3の中心と従動回転体14の中心
は、長穴N4の一方の端部に対応する偏心量S、が確定
され、逆回転(b方向)する時は、駆動片13のピンP
3の中心と従動回転体14の中心は、長穴N4の他方の
端部に対応する偏心量S2が確定するよう構成されてい
る(但し、Sl <St )。
The drive pin P of the drive piece 13 is penetrated through the drive piece 13, and
A member U is provided with a U-shaped receiver that can be secured to the front portion in the rotating direction of the drive piece 13, regardless of whether it rotates in the forward or reverse direction. Here, the elongated hole N4 and the receiving member U are provided eccentrically with respect to the center of the driven rotary body 14. Therefore, as shown in FIG. 8 (a), when rotating forward (in the direction a), the center of the pin P3 of the drive piece 13 and the center of the driven rotating body 14 correspond to one end of the elongated hole N4. When the amount of eccentricity S to be
3 and the center of the driven rotating body 14 are configured such that an eccentric amount S2 corresponding to the other end of the elongated hole N4 is determined (Sl<St).

即ち、正回転時は小さな偏心量S、に対応した小振幅の
振動、逆回転時は大きな偏心量Slに対応した大振幅の
振動を発生し、前記体感レバー10.10に伝達できる
ようになっている。
That is, during forward rotation, a small amplitude vibration corresponding to a small eccentricity S, and during reverse rotation, a large amplitude vibration corresponding to a large eccentricity Sl is generated, and can be transmitted to the sensory lever 10.10. ing.

21は撃墜数カウンタで、該カウンタ21はゲーム機本
体100の前面、前記振動発生部11の近傍に設けられ
、振動発生部11内のモータに、爪片20を介して連動
できるよう構成されている。
Reference numeral 21 denotes a shot-down number counter, and the counter 21 is provided on the front of the game machine main body 100, near the vibration generating section 11, and is configured to be interlocked with the motor in the vibration generating section 11 via the claw piece 20. There is.

該カウンタ21は、該爪片20を介してモータの逆転時
のみ回転可能で、しかも一定角度だけ回転できるように
なっている。即ち、本願ゲーム機が命中モード切り替わ
る毎に作動して、命中数を1づつ増加させて本体100
の前面に表示できるよう構成されている。
The counter 21 can be rotated via the claw piece 20 only when the motor is reversed, and moreover, can be rotated by a certain angle. That is, each time the game machine of the present application switches to the hit mode, it operates and increases the number of hits by 1, and the main body 100
It is configured so that it can be displayed on the front of the screen.

尚、本実施例では、正回転時の小振動はミサイル発射時
の射撃振動、逆回転時の大振動は命中時の衝撃振動を模
擬しており、模擬音も同時に発するよう構成されている
が、この振動や音響の特性がゲーム内容に応じて適宜変
更されるものであることはもちろんである。
In this example, the small vibration during forward rotation simulates the shooting vibration during missile launch, and the large vibration during reverse rotation simulates the shock vibration at the time of a hit, and the system is configured to emit a simulated sound at the same time. Of course, the characteristics of this vibration and sound are changed as appropriate depending on the content of the game.

上記実施例において、台座1を机上にセットすると、遊
戯者の正面手前の見やすい角度に追尾スコープ8が位置
する。電源スィッチ15をオンすると、宇宙ゲームにふ
されしいBG音が発生するとともに、一定速度で回転す
る背景映像Tの前面で、目標映像4が、揺動手段6によ
って上下左右に不規則揺動する。ここで、遊戯者は体感
レバー10.10を両手で把持し、追尾スコープ8の照
準マークM、と目標映像4のターゲットマークM2が一
致するよう、追尾体7を適宜揺動させる。
In the above embodiment, when the pedestal 1 is set on the desk, the tracking scope 8 is located at an angle that is easy to see in front of the player. When the power switch 15 is turned on, a BG sound suitable for a space game is generated, and the target image 4 is irregularly swung vertically and horizontally by the oscillating means 6 in front of the background image T rotating at a constant speed. . Here, the player grasps the sensory lever 10.10 with both hands and swings the tracking body 7 appropriately so that the aiming mark M of the tracking scope 8 and the target mark M2 of the target image 4 coincide.

そして、マークM1とマークM2が一致しそうになった
ら、右手親指でトリガ部材9の発射ボタン9aを押圧す
ると、部材9b、9c、9d、9e、を介して、部材9
fがスイッチ5の押圧部材5aに向けて押圧される。
When the marks M1 and M2 are about to match, when the firing button 9a of the trigger member 9 is pressed with the thumb of the right hand, the member 9
f is pressed toward the pressing member 5a of the switch 5.

この時、部材9fと部材5aの中心線が不一致であると
、ミサイル発射音が生じるとともに、振動発生部11の
モータが正転し、扇状回転部材13が受は部材Uにより
長穴N1の一方の端部に片寄せされた駆動ビンP、を介
して従動回転体14を回転させ、偏心量S1の小振幅振
動を体感レバー10,10に伝達する。
At this time, if the center lines of the member 9f and the member 5a do not match, a missile firing sound will be generated, and the motor of the vibration generator 11 will rotate in the normal direction, and the fan-shaped rotating member 13 will be moved to one side of the elongated hole N1 by the member U. The driven rotating body 14 is rotated via the driving pin P, which is biased toward the end of the shaft, and a small amplitude vibration having an eccentric amount S1 is transmitted to the sensory levers 10, 10.

一方、部材9fと部材5aの中心線が首尾よく一致する
と、部材51が前面に向けて移動して命中モードにスイ
ッチオンするとともに、反射ミラー5bが発光ランプし
に近接するため、背景映像T及び目標映像4が急峻に明
るくなると同時に爆発音を生じる。そして、振動発生部
11内のモータが逆転し、偏心量S2で従動回転体14
が回転して、長穴N1の他方の端部に片寄せされた駆動
ピンP4を介して体感レバー10.10に大振幅を伝達
する。さらに、逆回転を開始する毎に、撃墜マーカー2
0がカウンタ21を所定角度だけ回転させ、撃墜数を1
づつ増加させる。
On the other hand, when the center lines of the member 9f and the member 5a successfully match, the member 51 moves toward the front and switches on to the hit mode, and the reflecting mirror 5b approaches the light emitting lamp, so that the background image T and The target image 4 suddenly becomes brighter and at the same time an explosion sound is generated. Then, the motor in the vibration generating section 11 rotates in reverse, and the driven rotary body 14 rotates with eccentricity S2.
rotates and transmits a large amplitude to the sensory lever 10.10 via the drive pin P4, which is offset to the other end of the elongated hole N1. Furthermore, every time you start a reverse rotation, you will receive 2 shot down markers.
0 rotates the counter 21 by a predetermined angle and increases the number of shots down by 1.
Increase by increments.

〔発明の効果〕〔Effect of the invention〕

上記のようにこの発明は、外側球面の固定胴内に固設さ
れた基体の前面に目標映像面を、後面に命中時の振動を
発生させる命中スイッチを、それぞれ上下左右に揺動可
能に設け、かつ該固定胴の外側球面に沿って揺動可能な
操紺体に、前記目標映像面に対応する追尾スコープと、
前記スインチに連動するトリガ部材を備えた体感レバー
をそれぞれ設け、振幅可変手段により発射時と命中時で
該体感レバーの振動振幅が変わるよう構成したことを特
徴としているので、追跡時、射撃時、及び命中時の各モ
ードで、体感振動を変更でき、ゲーム機としての興趣を
増大することができる。しかも、振幅可変手段は偏心部
材とカムからなる簡潔構成であるから、装置構成も簡潔
となる。
As described above, this invention has a target image plane on the front side of a base body fixedly installed in an outer spherical fixed barrel, and a hit switch that generates vibrations at the time of a hit on the rear side, each of which is movable vertically and horizontally. , and a tracking scope corresponding to the target image plane on a steering body that is swingable along the outer spherical surface of the fixed body;
The invention is characterized in that a sensory lever is provided with a trigger member that is linked to the swing, and the vibration amplitude of the sensory lever is changed depending on the time of firing and the time of a hit by means of an amplitude variable means. And in each mode at the time of a hit, the bodily sensation vibration can be changed, making it possible to increase the interest of the game machine. Furthermore, since the amplitude variable means has a simple structure consisting of an eccentric member and a cam, the device structure is also simple.

この結果、簡潔−安価な装置構成でありながら、多彩で
リアルな体感モードを造出できる体感ゲーム機を提供で
きるという優れた効果を奏するものである。
As a result, it is possible to provide an experience game machine that can create a variety of realistic experience modes while having a simple and inexpensive device configuration.

【図面の簡単な説明】[Brief explanation of drawings]

第1図は本願体感ゲーム機の全体斜視図、第2図は同じ
く一部切り欠き斜視図、第3図は基体と揺動機構の構成
を示す斜視図、第4図は体感振動スイッチの押圧手段の
構成を示す斜視図、第5図は基体と追尾体の関係を示す
断面図、第6図は体感振動スイッチの押圧手段と基体の
関係を示す断面図、第7図は振幅可変カムの構成を示す
斜視図、第8図(a)、(b)は同カムの振幅可変原理
を示す説明図である。 1−・台座 2−固定胴 3−基体 4−目標映像面 5・・・命中スイッチ 5a−押圧部 5b−反射ミラー 6・−・揺動機構 7−操縦体 8−追尾スコープ 9−)リガ部材 1〇一体感レバー 11−揺動発生手段 11 a−角筒体 12−振幅可変カム(振動可変手段) 13−扇形可動片 14−従動回転体 15−電源スィッチ 2〇−爪片 21−カウンタ 31−枠体 61−第1揺動アーム 62−偏心回転円板 63−第2揺動アーム 64−カムフォロア 65−雲形カム 71−殻体 L・・−発光ランプ P、 、P、 、P3、P、−ピン N、 、N、 、N3、N、−長穴 J、  Jt、J、、J、−軸 S8、S2−偏心量 Ml・−ターゲツト像 M2−照準マーク U−・−受は部材 G、 、G、−ギア B−ハネ T−透明円板 第 図 つn 第 図 一6図 第 図
Fig. 1 is an overall perspective view of the sensory game machine of the present application, Fig. 2 is a partially cutaway perspective view, Fig. 3 is a perspective view showing the structure of the base and swing mechanism, and Fig. 4 is a pressing of the sensory vibration switch. FIG. 5 is a sectional view showing the relationship between the base and the tracking body; FIG. 6 is a sectional view showing the relationship between the pressing means of the sensory vibration switch and the base; FIG. 7 is a cross-sectional view showing the relationship between the pressing means of the sensory vibration switch and the base; A perspective view showing the configuration, and FIGS. 8(a) and 8(b) are explanatory diagrams showing the principle of varying the amplitude of the cam. 1--Pedestal 2-Fixed trunk 3-Base 4-Target image plane 5...Hit switch 5a-Pushing part 5b-Reflection mirror 6--Swing mechanism 7-Control body 8-Tracking scope 9-) Rigging member 10 Integrity lever 11 - Oscillation generating means 11 a - Rectangular cylinder 12 - Variable amplitude cam (variable vibration means) 13 - Sector-shaped movable piece 14 - Followed rotating body 15 - Power switch 20 - Claw piece 21 - Counter 31 - Frame 61 - First swinging arm 62 - Eccentric rotating disk 63 - Second swinging arm 64 - Cam follower 65 - Cloud cam 71 - Shell L... - Light emitting lamp P, , P, , P3, P, - Pin N, , N, , N3, N, - Elongated hole J, Jt, J, , J, - Axis S8, S2 - Eccentricity Ml - Target image M2 - Aiming mark U - - Receiver is member G, , G, - Gear B - Hanging T - Transparent disk Fig. 16 Fig.

Claims (1)

【特許請求の範囲】[Claims] 外側球面の固定胴内に固設された基体の前面に目標映像
面を、後面に命中時の振動を発生させる命中スイッチを
、それぞれ上下左右に揺動可能に設け、かつ該固定胴の
外側球面に沿って揺動可能な操縦体に、前記目標映像面
に対応する追尾スコープと、前記スイッチに連動するト
リガ部材を備えた体感レバーをそれぞれ設け、振幅可変
手段により発射時と命中時で該体感レバーの振動振幅が
変わるよう構成したことを特徴とする体感ゲーム機。
A target image plane is provided on the front surface of a base body fixedly installed in a fixed shell with an outer spherical surface, and a hit switch that generates vibrations when a hit is provided on the rear surface of the base body, which is movable vertically and horizontally, and the outer spherical surface of the fixed shell. A tracking scope that corresponds to the target image plane and a sensory lever equipped with a trigger member linked to the switch are installed on the control body that can swing along the target image plane, and the amplitude variable means allows the user to experience the sensation at the time of firing and at the time of hitting the target. A hands-on game machine characterized by being configured so that the vibration amplitude of a lever changes.
JP2109714A 1990-04-25 1990-04-25 Experience game machine Expired - Lifetime JPH0685820B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2109714A JPH0685820B2 (en) 1990-04-25 1990-04-25 Experience game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2109714A JPH0685820B2 (en) 1990-04-25 1990-04-25 Experience game machine

Publications (2)

Publication Number Publication Date
JPH048381A true JPH048381A (en) 1992-01-13
JPH0685820B2 JPH0685820B2 (en) 1994-11-02

Family

ID=14517366

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2109714A Expired - Lifetime JPH0685820B2 (en) 1990-04-25 1990-04-25 Experience game machine

Country Status (1)

Country Link
JP (1) JPH0685820B2 (en)

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