US20060068921A1 - [light gun] - Google Patents
[light gun] Download PDFInfo
- Publication number
- US20060068921A1 US20060068921A1 US11/160,291 US16029105A US2006068921A1 US 20060068921 A1 US20060068921 A1 US 20060068921A1 US 16029105 A US16029105 A US 16029105A US 2006068921 A1 US2006068921 A1 US 2006068921A1
- Authority
- US
- United States
- Prior art keywords
- light gun
- control circuit
- firing
- main unit
- machine main
- 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.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- the present invention relates to a light gun for use with a game machine main unit and a display screen to play a shooting game and more particularly, to such a light gun, which allows the user to set the number of bullets to be automatically reloaded for enabling the light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets.
- Video game providers have been continuously creating new video games to attract people to play and to increase market share.
- Shooting game is one of the most popularly invited video games in the market for the advantages of providing exciting and attractive adventures.
- a shooting game player can soon get into the virtual reality world of the game to become one of the characters in the game.
- an advanced game machine for shooting game uses a light gun instead of a joystick for firing control.
- FIG. 4 is a block diagram of a light gun according to the prior art.
- the light gun A comprises a control circuit A 1 , a photo receiver A 2 , a firing button A 3 , a communication interface A 4 , an autoloading switch A 5 , an autofiring switch A 6 , a semiauto firing switch A 7 , and an autofiring plus autoloading switch A 8 .
- the communication interface A 4 allows communication between the light gun A and a game machine main unit B.
- the photo receiver A 2 receives a signal from a display screen C indicative of the coordinates data of the impact point of the shot (bullet), and the control circuit A 1 immediately feeds back the impact point signal to the game machine main unit B, for enabling the game machine main unit B to calculate the coordinates of the impact point at the display screen C and to further proceed with further game program processing.
- the user can use the autoloading switch A 5 , the autofiring switch A 6 , the semiauto firing switch A 7 , and the autofiring plus autoloading switch A 8 to control the operation of the simulated gun in the game.
- the aforesaid autoloading switch A 5 , autofiring switch A 6 , semiauto firing switch A 7 and autofiring plus autoloading switch A 8 are respectively provided for on/off two positions selections.
- the light gun A when switched on the autoloading switch A 5 , the light gun A will automatically reload the bullets before empty; when switched off the autoloading switch A 5 , bullet reloading operation will be executed after the player achieves a particular operation control.
- different magazines for different guns carry different amount of bullets. For example, some magazines allow loading of 6 bullets, and some others allow loading of 15 bullets.
- the on/off autoloading switch A 5 is not highly compatible to different shooting game programs.
- the autofiring switch A 6 if the autofiring switch A 6 is “on” position, the light gun A will keep firing the bullets when pressed the firing button A 3 . On the contrary, if the autofiring switch A 6 is “off” position, the light gun A will fire only one bullet each time the player pressed the firing button A 3 .
- the firing speed varies with different game programs. In one game program, the simulated gun may be set to fire 3 bullets in one second. In another game program, the simulated gun may be set to fire 10 or more bullets in one second.
- the autofiring switch A 6 allows the light gun A to fire bullets at a constant speed. This is a compatibility problem.
- the sound effect to match the light gun A in a conventional shooting game comes from the audio output at the display screen C but not from the light gun A itself.
- the background music of the game disturbs the firing sound of the light gun A, causing the player unable to fully enjoy the virtual reality of the game.
- the present invention has been accomplished under the circumstances in view.
- the light gun comprises an autoloading control electrically connected to the control circuit thereof for setting the number of bullets to be automatically reloaded for enabling the light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets.
- the light gun comprises an autofiring speed control electrically connected to the control circuit thereof and adapted to let the player adjust the firing speed.
- the light gun further comprises a speaker electrically connected to the control circuit thereof for producing a sound corresponding to the operation of the light gun when firing/reloading a bullet.
- FIG. 1 is a system block diagram of a light gun according to the present invention.
- FIG. 2 is a system block diagram of an alternate form of the light gun according to the present invention.
- FIG. 3 is a system block diagram of another alternate form of the light gun according to the present invention.
- FIG. 4 is a system block diagram of a light gun according to the prior art.
- a light gun 10 in accordance with the present invention comprising a control circuit 110 , a communication interface 120 , a position sensor 130 , a firing button 10 , an autoloading control 150 , and a switch set 160 .
- the communication interface 120 , the position sensor 130 , the firing button 140 , the autoloading control 150 and the switch set 160 are respectively electrically connected to the control circuit 110 .
- the communication interface 120 allows communication between the control circuit 110 and a game machine main unit 20 .
- the position sensor 130 detects the aiming point of the light gun 10 at a display screen 30 , and sends the coordinates data of the aiming point to the game machine main unit 20 through the control circuit 110 .
- the firing button 140 is adapted to output a firing signal to the control circuit 110 when pressed by the user, causing the control circuit 110 to transmit this firing signal to the game machine main unit 20 .
- the autoloading control 150 is adapted to control automatic reloading of bullets after a predetermined number (the set amount) of bullets have been fired.
- the autoloading control 150 can control adjustment of the number of bullets to be 0 ⁇ 1+N. When adjusted to zero, the autoloading function is off.
- the switch set 160 includes an autofiring switch 1610 , a semiauto firing switch 1620 , and an autofiring plus autoloading switch 1630 .
- the user can operate the autoloading control 150 to set the autoloading mode, enabling the light gun 10 to automatically reload the bullets after the set amount of bullets have been fired.
- the firing button 140 After the aimed the light gun 10 at the object on the display screen 30 and pressed the firing button 140 , the firing button 140 outputs a firing signal to the control circuit 110 , and the control circuit 110 immediately transmits this firing signal to the game machine main unit 20 , causing the game machine main unit 20 to make a corresponding control.
- the control circuit 110 will immediately drives the game machine main unit 20 to reload the bullets for enabling the player to continue the shooting game.
- the autoloading control 150 when the user adjusts the autoloading control 150 to zero, the autoloading function of the light gun 10 is off, and the user must proceed with a particular control to have the light gun 10 reload the bullets after the light gun 10 is empty.
- the user can selectively the switch set 160 on the autofiring switch 1610 , the semiauto firing switch 1620 , or the autofiring plus autoloading switch 1630 to initiate an autofiring function, a semiauto firing function, or an autofiring plus autoloading function.
- FIG. 2 shows an alternate form of the present invention.
- the light gun 10 comprises a control circuit 110 , a communication interface 120 , a position sensor 130 , a firing button 140 , an autofiring speed control 170 , and a switch set 160 .
- the autofiring speed control 170 allows the user to adjust the firing speed so as to fit different shooting games.
- the autofiring speed control 170 can be set to autofiring zero speed mode, semiauto firing mode, or 1 ⁇ 1+N mode. When adjusted to semiauto firing mode, the player must release the firing button 140 after predetermined bullets have been fired before entering a next firing cycle.
- the switch set 160 includes an autofiring plus autoloading switch 1630 and an autoloading switch 1640 .
- the light gun 10 can automatically fire the bullets and automatically reload the bullets.
- the autoloading switch 1640 When switched on the autoloading switch 1640 , the light gun 10 can automatically reload the bullets, however the autofiring function is off.
- FIG. 3 shows another alternate form of the present invention. This embodiment is substantially similar to the embodiment shown in FIG. 2 with the exception of an addition speaker 180 .
- the speaker 180 is electrically connected to the control circuit 110 and adapted to output a corresponding sound when the user operates the light gun 10 to fire a bullet or to reload a bullet.
- the light gun of the present invention has the following characteristics.
- the autofiring speed control that is connected to the control circuit of the light gun allows the player to adjust the firing speed under the autofiring mode so as to fit different shooting games and to increase the compatibility of the light gun with the game being played.
- This autofiring speed control can substitute for the autofiring switch and semiauto firing switch of the prior art light gun to lower the manufacturing cost of the light gun.
- the autoloading control that is connected to the control circuit of the light gun allows the player to adjust automatic loading of bullets after a predetermined number (the set amount) of bullets have been fired, so as to increase the compatibility of the light gun with the game being played.
- This autoloading control can substitute for the autoloading switch of the prior art light gun to lower the manufacturing cost of the light gun.
- the speaker that is connected to the control circuit of the light gun enables the light gun to produce a corresponding sound when the user operates the light gun to fire a bullet or to reload a bullet, preventing interference of the music of the game being played with the sound simulating the firing or reloading of a bullet.
Abstract
A light gun, which includes a control circuit, which communicates with a game machine main unit through a communication interface provides the game machine main unit with the coordinates data of the aiming point at a display screen detected by a position sensor, a firing button, which outputs a firing signal to the game machine main unit through the control circuit, and an autoloading control for setting the number of bullets to be reloaded automatically for enabling the light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets.
Description
- This application claims the priority benefit of Taiwan patent application number 093214715 filed on Sep. 15, 2004.
- 1. Field of the Invention
- The present invention relates to a light gun for use with a game machine main unit and a display screen to play a shooting game and more particularly, to such a light gun, which allows the user to set the number of bullets to be automatically reloaded for enabling the light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets.
- 2. Description of the Related Art
- Video game providers have been continuously creating new video games to attract people to play and to increase market share. Shooting game is one of the most popularly invited video games in the market for the advantages of providing exciting and attractive adventures. A shooting game player can soon get into the virtual reality world of the game to become one of the characters in the game. Nowadays, an advanced game machine for shooting game uses a light gun instead of a joystick for firing control.
- In order to let the player enjoy the virtual reality, a variety of different guns may be simulated in a shooting game, such as automatic rifle, UZI, pistol, sniper rifle, etc. Further, in order to fit the characteristics of different guns, the light gun must provide added operation functions.
FIG. 4 is a block diagram of a light gun according to the prior art. According to this design, the light gun A comprises a control circuit A1, a photo receiver A2, a firing button A3, a communication interface A4, an autoloading switch A5, an autofiring switch A6, a semiauto firing switch A7, and an autofiring plus autoloading switch A8. The communication interface A4 allows communication between the light gun A and a game machine main unit B. When the player pressed the firing button A3, the photo receiver A2 receives a signal from a display screen C indicative of the coordinates data of the impact point of the shot (bullet), and the control circuit A1 immediately feeds back the impact point signal to the game machine main unit B, for enabling the game machine main unit B to calculate the coordinates of the impact point at the display screen C and to further proceed with further game program processing. When playing the game, the user can use the autoloading switch A5, the autofiring switch A6, the semiauto firing switch A7, and the autofiring plus autoloading switch A8 to control the operation of the simulated gun in the game. - However, the aforesaid autoloading switch A5, autofiring switch A6, semiauto firing switch A7 and autofiring plus autoloading switch A8 are respectively provided for on/off two positions selections. For example, when switched on the autoloading switch A5, the light gun A will automatically reload the bullets before empty; when switched off the autoloading switch A5, bullet reloading operation will be executed after the player achieves a particular operation control. However, different magazines for different guns carry different amount of bullets. For example, some magazines allow loading of 6 bullets, and some others allow loading of 15 bullets. The on/off autoloading switch A5 is not highly compatible to different shooting game programs.
- 8Further, if the autofiring switch A6 is “on” position, the light gun A will keep firing the bullets when pressed the firing button A3. On the contrary, if the autofiring switch A6 is “off” position, the light gun A will fire only one bullet each time the player pressed the firing button A3. However, the firing speed varies with different game programs. In one game program, the simulated gun may be set to fire 3 bullets in one second. In another game program, the simulated gun may be set to fire 10 or more bullets in one second. However, the autofiring switch A6 allows the light gun A to fire bullets at a constant speed. This is a compatibility problem.
- Further, the sound effect to match the light gun A in a conventional shooting game comes from the audio output at the display screen C but not from the light gun A itself. When playing the game, the background music of the game disturbs the firing sound of the light gun A, causing the player unable to fully enjoy the virtual reality of the game.
- The present invention has been accomplished under the circumstances in view.
- According to one aspect of the present invention, the light gun comprises an autoloading control electrically connected to the control circuit thereof for setting the number of bullets to be automatically reloaded for enabling the light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets.
- According to another aspect of the present invention, the light gun comprises an autofiring speed control electrically connected to the control circuit thereof and adapted to let the player adjust the firing speed.
- According to still another aspect of the present invention, the light gun further comprises a speaker electrically connected to the control circuit thereof for producing a sound corresponding to the operation of the light gun when firing/reloading a bullet.
-
FIG. 1 is a system block diagram of a light gun according to the present invention. -
FIG. 2 is a system block diagram of an alternate form of the light gun according to the present invention. -
FIG. 3 is a system block diagram of another alternate form of the light gun according to the present invention. -
FIG. 4 is a system block diagram of a light gun according to the prior art. - Referring to
FIG. 1 , alight gun 10 in accordance with the present invention is shown comprising acontrol circuit 110, acommunication interface 120, aposition sensor 130, afiring button 10, anautoloading control 150, and aswitch set 160. Thecommunication interface 120, theposition sensor 130, thefiring button 140, theautoloading control 150 and theswitch set 160 are respectively electrically connected to thecontrol circuit 110. - The
communication interface 120 allows communication between thecontrol circuit 110 and a game machinemain unit 20. - The
position sensor 130 detects the aiming point of thelight gun 10 at adisplay screen 30, and sends the coordinates data of the aiming point to the game machinemain unit 20 through thecontrol circuit 110. - The
firing button 140 is adapted to output a firing signal to thecontrol circuit 110 when pressed by the user, causing thecontrol circuit 110 to transmit this firing signal to the game machinemain unit 20. - The
autoloading control 150 is adapted to control automatic reloading of bullets after a predetermined number (the set amount) of bullets have been fired. Theautoloading control 150 can control adjustment of the number of bullets to be 0˜1+N. When adjusted to zero, the autoloading function is off. - The
switch set 160 includes anautofiring switch 1610, asemiauto firing switch 1620, and an autofiring plusautoloading switch 1630. - When using the
light gun 10 to proceed with the game executed by the game machinemain unit 20, the user can operate theautoloading control 150 to set the autoloading mode, enabling thelight gun 10 to automatically reload the bullets after the set amount of bullets have been fired. After the aimed thelight gun 10 at the object on thedisplay screen 30 and pressed thefiring button 140, thefiring button 140 outputs a firing signal to thecontrol circuit 110, and thecontrol circuit 110 immediately transmits this firing signal to the game machinemain unit 20, causing the game machinemain unit 20 to make a corresponding control. When the number of bullets fired reaches the number set predetermined theautoloading control 150, thecontrol circuit 110 will immediately drives the game machinemain unit 20 to reload the bullets for enabling the player to continue the shooting game. - Further, when the user adjusts the
autoloading control 150 to zero, the autoloading function of thelight gun 10 is off, and the user must proceed with a particular control to have thelight gun 10 reload the bullets after thelight gun 10 is empty. - Further, the user can selectively the switch set 160 on the
autofiring switch 1610, thesemiauto firing switch 1620, or the autofiring plusautoloading switch 1630 to initiate an autofiring function, a semiauto firing function, or an autofiring plus autoloading function. -
FIG. 2 shows an alternate form of the present invention. According to this embodiment, thelight gun 10 comprises acontrol circuit 110, acommunication interface 120, aposition sensor 130, afiring button 140, anautofiring speed control 170, and a switch set 160. Theautofiring speed control 170 allows the user to adjust the firing speed so as to fit different shooting games. Theautofiring speed control 170 can be set to autofiring zero speed mode, semiauto firing mode, or 1˜1+N mode. When adjusted to semiauto firing mode, the player must release thefiring button 140 after predetermined bullets have been fired before entering a next firing cycle. - Further, the switch set 160 according to this embodiment includes an autofiring plus
autoloading switch 1630 and anautoloading switch 1640. When switched on the autofiring plusautoloading switch 1630, thelight gun 10 can automatically fire the bullets and automatically reload the bullets. When switched on theautoloading switch 1640, thelight gun 10 can automatically reload the bullets, however the autofiring function is off. -
FIG. 3 shows another alternate form of the present invention. This embodiment is substantially similar to the embodiment shown inFIG. 2 with the exception of anaddition speaker 180. Thespeaker 180 is electrically connected to thecontrol circuit 110 and adapted to output a corresponding sound when the user operates thelight gun 10 to fire a bullet or to reload a bullet. - As indicated above, the light gun of the present invention has the following characteristics.
- 1. The autofiring speed control that is connected to the control circuit of the light gun allows the player to adjust the firing speed under the autofiring mode so as to fit different shooting games and to increase the compatibility of the light gun with the game being played. This autofiring speed control can substitute for the autofiring switch and semiauto firing switch of the prior art light gun to lower the manufacturing cost of the light gun.
- 2. The autoloading control that is connected to the control circuit of the light gun allows the player to adjust automatic loading of bullets after a predetermined number (the set amount) of bullets have been fired, so as to increase the compatibility of the light gun with the game being played. This autoloading control can substitute for the autoloading switch of the prior art light gun to lower the manufacturing cost of the light gun.
- 3. The speaker that is connected to the control circuit of the light gun enables the light gun to produce a corresponding sound when the user operates the light gun to fire a bullet or to reload a bullet, preventing interference of the music of the game being played with the sound simulating the firing or reloading of a bullet.
- Although particular embodiments of the invention have been described in detail for purposes of illustration, various modifications and enhancements may be made without departing from the spirit and scope of the invention. Accordingly, the invention is not to be limited except as by the appended claims.
Claims (13)
1. A light gun used with a game machine main unit and a display screen
to play a shooting game, the light gun comprising:
a control circuit;
a communication interface, which allows communication between said control circuit and said game machine main unit;
a position sensor, which detects the aiming point of said light gun at said display screen and sends the coordinates data of the aiming point to said game machine main unit through said control circuit;
a firing button adapted to output a firing signal to said game machine main unit through said control circuit;
wherein said control circuit has an autoloading control electrically connected thereto for setting the number of bullets to be automatically reloaded for enabling said light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets.
2. The light gun as claimed in claim 1 , wherein said autoloading control allows to set the number of bullets to be 0˜1+N, and the autoloading function is off when adjusted to 0.
3. The light gun as claimed in claim 1 , wherein said control circuit further has a switch set electrically connected thereto for function control.
4. The light gun as claimed in claim 3 , wherein said switch set includes an autofiring switch, which allows the light gun to fire bullets automatically when switched on.
5. The light gun as claimed in claim 3 , wherein said switch set includes a semiauto firing switch for initiating a semiauto firing function.
6. The light gun as claimed in claim 3 , wherein said switch set includes an autofiring plus autoloading switch for initiating an autofiring plus autoloading function.
7. A light gun used with a game machine main unit and a display screen to play a shooting game, the light gun comprising:
a control circuit;
a communication interface, which allows communication between said control circuit and said game machine main unit;
a position sensor, which detects the aiming point of said light gun at said display screen and sends the coordinates data of the aiming point to said game machine main unit through said control circuit;
a firing button adapted to output a firing signal to said game machine main unit through said control circuit;
wherein said control circuit has an autofiring speed control electrically connected thereto and adapted to let the player adjust the firing speed.
8. The light gun as claimed in claim 7 , wherein said autofiring speed control is settable to autofiring zero speed mode, semiauto firing mode, and 1˜1+N mode selectively, and the autofiring function of the light gun is off when adjusted said autofiring speed control to said autofiring zero speed mode.
9. The light gun as claimed in claim 7 , wherein said control circuit further has a switch set electrically connected thereto for function control.
10. The light gun as claimed in claim 9 , wherein said switch set includes an autoloading switch, which allows the light gun to reload bullets automatically.
11. The light gun as claimed in claim 9 , wherein said switch set includes an autofiring plus autoloading switch for initiating an autofiring plus autoloading function.
12. A light gun used with a game machine main unit and a display screen to play a shooting game, the light gun comprising:
a control circuit;
a communication interface, which allows communication between said control circuit and said game machine main unit;
a position sensor, which detects the aiming point of said light gun at said display screen and sends the coordinates data of the aiming point to said game machine main unit through said control circuit;
a firing button adapted to output a firing signal to said game machine main unit through said control circuit;
wherein said control circuit has an autoloading control electrically connected thereto for setting the number of bullets to be automatically reloaded for enabling said light gun to reload bullets automatically subject to the set number after firing of a predetermined number of bullets, and a speaker electrically connected thereto for producing a sound corresponding to the operation of the light gun when firing/reloading a bullet.
13. A light gun used with a game machine main unit and a display screen to play a shooting game, the light gun comprising:
a control circuit;
a communication interface, which allows communication between said control circuit and said game machine main unit;
a position sensor, which detects the aiming point of said light gun at said display screen and sends the coordinates data of the aiming point to said game machine main unit through said control circuit;
a firing button adapted to output a firing signal to said game machine main unit through said control circuit;
wherein said control circuit has an autofiring speed control electrically connected thereto and adapted to let the player adjust the firing speed, and a speaker electrically connected thereto for producing a sound corresponding to the operation of the light gun when firing/reloading a bullet.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW093214715 | 2004-09-15 | ||
TW093214715U TWM268089U (en) | 2004-09-15 | 2004-09-15 | Light gun device |
Publications (1)
Publication Number | Publication Date |
---|---|
US20060068921A1 true US20060068921A1 (en) | 2006-03-30 |
Family
ID=36099983
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/160,291 Abandoned US20060068921A1 (en) | 2004-09-15 | 2005-06-17 | [light gun] |
Country Status (2)
Country | Link |
---|---|
US (1) | US20060068921A1 (en) |
TW (1) | TWM268089U (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090131173A1 (en) * | 2007-11-20 | 2009-05-21 | Gurnsey Lori A | Electronic elimination game system and method |
US10819341B2 (en) * | 2017-01-27 | 2020-10-27 | Dell Products L.P. | Systems and methods for indicating real time availability of key assemblies for user input to an information handling system |
US10862482B2 (en) * | 2019-05-07 | 2020-12-08 | Dell Products, Lp | System and method for controlling an electro-permanent magnet key switch assembly |
Families Citing this family (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113069772A (en) * | 2021-03-31 | 2021-07-06 | 网易(杭州)网络有限公司 | Method and device for assembling virtual props in game and electronic equipment |
CN113476847A (en) * | 2021-07-23 | 2021-10-08 | 网易(杭州)网络有限公司 | Game control method, device, equipment and storage medium |
Citations (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5853324A (en) * | 1995-09-07 | 1998-12-29 | Namco Ltd. | Shooting game machine and method of computing the same |
US5904621A (en) * | 1997-06-25 | 1999-05-18 | Tiger Electronics, Ltd. | Electronic game with infrared emitter and sensor |
US5966226A (en) * | 1996-10-11 | 1999-10-12 | Oerlikon-Contraves Ag | Combat communication system |
US6012980A (en) * | 1995-12-01 | 2000-01-11 | Kabushiki Kaisha Sega Enterprises | Coordinates detecting device, method for same and game device |
US6019681A (en) * | 1996-11-20 | 2000-02-01 | Konami Co., Ltd. | Simulative quick-firing gun |
US6171190B1 (en) * | 1998-05-27 | 2001-01-09 | Act Labs, Ltd. | Photosensitive input peripheral device in a personal computer-based video gaming platform |
US6302796B1 (en) * | 1997-02-05 | 2001-10-16 | Toymax Inc. | Player programmable, interactive toy for a shooting game |
US6322365B1 (en) * | 1997-08-25 | 2001-11-27 | Beamhit, Llc | Network-linked laser target firearm training system |
US6328651B1 (en) * | 1999-02-03 | 2001-12-11 | Toymax Inc. | Projected image target shooting toy |
US20020051953A1 (en) * | 2000-06-09 | 2002-05-02 | John Clark | Firearm laser training system and method facilitating firearm training with various targets and visual feedback of simulated projectile impact locations |
US6458034B1 (en) * | 1999-08-27 | 2002-10-01 | Namco Ltd. | Game system and computer-usable information |
US20030027612A1 (en) * | 2001-07-31 | 2003-02-06 | Nec Corporation | Laser gun and shooting system for the same |
US6545661B1 (en) * | 1999-06-21 | 2003-04-08 | Midway Amusement Games, Llc | Video game system having a control unit with an accelerometer for controlling a video game |
US6582299B1 (en) * | 1998-12-17 | 2003-06-24 | Konami Corporation | Target shooting video game device, and method of displaying result of target shooting video game |
US20030199324A1 (en) * | 2002-04-23 | 2003-10-23 | Xiaoling Wang | Apparatus and a method for more realistic shooting video games on computers or similar devices using visible or invisible light |
US7140962B2 (en) * | 2002-07-12 | 2006-11-28 | Konami Corporation | Video game apparatus, image processing method and program |
-
2004
- 2004-09-15 TW TW093214715U patent/TWM268089U/en not_active IP Right Cessation
-
2005
- 2005-06-17 US US11/160,291 patent/US20060068921A1/en not_active Abandoned
Patent Citations (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5853324A (en) * | 1995-09-07 | 1998-12-29 | Namco Ltd. | Shooting game machine and method of computing the same |
US6012980A (en) * | 1995-12-01 | 2000-01-11 | Kabushiki Kaisha Sega Enterprises | Coordinates detecting device, method for same and game device |
US5966226A (en) * | 1996-10-11 | 1999-10-12 | Oerlikon-Contraves Ag | Combat communication system |
US6019681A (en) * | 1996-11-20 | 2000-02-01 | Konami Co., Ltd. | Simulative quick-firing gun |
US6302796B1 (en) * | 1997-02-05 | 2001-10-16 | Toymax Inc. | Player programmable, interactive toy for a shooting game |
US5904621A (en) * | 1997-06-25 | 1999-05-18 | Tiger Electronics, Ltd. | Electronic game with infrared emitter and sensor |
US6322365B1 (en) * | 1997-08-25 | 2001-11-27 | Beamhit, Llc | Network-linked laser target firearm training system |
US6171190B1 (en) * | 1998-05-27 | 2001-01-09 | Act Labs, Ltd. | Photosensitive input peripheral device in a personal computer-based video gaming platform |
US6582299B1 (en) * | 1998-12-17 | 2003-06-24 | Konami Corporation | Target shooting video game device, and method of displaying result of target shooting video game |
US6328651B1 (en) * | 1999-02-03 | 2001-12-11 | Toymax Inc. | Projected image target shooting toy |
US6545661B1 (en) * | 1999-06-21 | 2003-04-08 | Midway Amusement Games, Llc | Video game system having a control unit with an accelerometer for controlling a video game |
US6458034B1 (en) * | 1999-08-27 | 2002-10-01 | Namco Ltd. | Game system and computer-usable information |
US20020051953A1 (en) * | 2000-06-09 | 2002-05-02 | John Clark | Firearm laser training system and method facilitating firearm training with various targets and visual feedback of simulated projectile impact locations |
US20030027612A1 (en) * | 2001-07-31 | 2003-02-06 | Nec Corporation | Laser gun and shooting system for the same |
US20030199324A1 (en) * | 2002-04-23 | 2003-10-23 | Xiaoling Wang | Apparatus and a method for more realistic shooting video games on computers or similar devices using visible or invisible light |
US7140962B2 (en) * | 2002-07-12 | 2006-11-28 | Konami Corporation | Video game apparatus, image processing method and program |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20090131173A1 (en) * | 2007-11-20 | 2009-05-21 | Gurnsey Lori A | Electronic elimination game system and method |
US10819341B2 (en) * | 2017-01-27 | 2020-10-27 | Dell Products L.P. | Systems and methods for indicating real time availability of key assemblies for user input to an information handling system |
US10862482B2 (en) * | 2019-05-07 | 2020-12-08 | Dell Products, Lp | System and method for controlling an electro-permanent magnet key switch assembly |
Also Published As
Publication number | Publication date |
---|---|
TWM268089U (en) | 2005-06-21 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US8469824B1 (en) | Device and method for an electronic tag game | |
US11320228B2 (en) | Simulated hunting devices and methods | |
US8303421B1 (en) | Device and method for an electronic tag game | |
CN201267713Y (en) | Gun type multifunctional game input handle | |
CN108310765B (en) | Image display method and device, storage medium and electronic device | |
EP2249117A1 (en) | Shooting training systems using an embedded photo sensing panel | |
US10957211B2 (en) | Method and apparatus for training a user of a software application | |
JP2010220784A (en) | Dart game apparatus, control program and control method of dart game apparatus | |
US20060068921A1 (en) | [light gun] | |
US10458758B2 (en) | Electronic audible feedback bullet targeting system | |
CN111437601B (en) | Game playback control method and device, electronic equipment and storage medium | |
US20100178967A1 (en) | Shooting game processing method | |
CN111001159B (en) | Virtual item control method, device, equipment and storage medium in virtual scene | |
JP2001046743A (en) | Shooting game method | |
US6501478B1 (en) | Image generation device and information storage medium | |
WO2022143142A1 (en) | Control method and apparatus for human-computer interaction interface, device, and medium | |
JP3708535B2 (en) | Shooting game equipment | |
US11707668B2 (en) | Screen shooting range and method of playing screen shooting game using artificial intelligence technology | |
KR101128259B1 (en) | Virtual shooting system | |
KR101239190B1 (en) | Shooting game service providing method using camera equipped on a smart phone | |
US9114312B2 (en) | Multi-functional device for a toy gun | |
JP2007289384A (en) | Shooting game apparatus | |
JPH10244073A (en) | Shooting video game device | |
JP2003190627A (en) | Arcade shooting game machine | |
CN2756279Y (en) | Light gun device |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |