US20090298591A1 - Game machine - Google Patents

Game machine Download PDF

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Publication number
US20090298591A1
US20090298591A1 US12/472,895 US47289509A US2009298591A1 US 20090298591 A1 US20090298591 A1 US 20090298591A1 US 47289509 A US47289509 A US 47289509A US 2009298591 A1 US2009298591 A1 US 2009298591A1
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US
United States
Prior art keywords
input devices
game machine
instruction signals
display unit
machine according
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
Application number
US12/472,895
Inventor
Li-Te Mao
Fu-Yen Chu
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.)
International Games System Co Ltd
Original Assignee
International Games System 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 International Games System Co Ltd filed Critical International Games System Co Ltd
Assigned to INTERNATIONAL GAMES SYSTEM CO., LTD. reassignment INTERNATIONAL GAMES SYSTEM CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: CHU, FU-YEN, MAO, LI-TE
Publication of US20090298591A1 publication Critical patent/US20090298591A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3209Input means, e.g. buttons, touch screen

Definitions

  • the invention relates to a game machine, and more particularly to a drumming game machine.
  • Interactive electric games such as game machines with improved human-machine interface at entertainment playgrounds or home video game consoles are getting more and more popular and are one of the mainstreams of development of electric games.
  • Drumming games in the prior art are played by striking the input devices using sticks. When the player uses the stick to hit the drum in conformity with the notes or rhythm at screen, the player will score, and when the accuracy of playing the notes is higher, the score is higher.
  • rhythm game machines in the prior art are mainstreams in game industry and predominately popular before, and however, there is no further development of interactive manipulation of the rhythm game machines. Thus, the players seem to be uninterested in this kind of game machines.
  • the present invention provides an interactive game machine appealing to consumers, and the interactive game machine is equipped with a remarkable contents and novel peripherals so that the interactive game machine will become a mainstream in this industry once more.
  • rhythm game machine which is equipped with an interactive human-machine interface and visual effect so that a rhythm game machine is appealed to game players.
  • the rhythm game machine can entertain citizens.
  • the present invention provides a game machine including a storage memory unit, a plurality of input devices, a processing unit, and a display unit.
  • a game program is installed at the storage memory unit, and the input devices such as drum-shaped devices respectively generate corresponding instruction signals when a stick hits the input devices.
  • the processing unit is respectively coupled with the storage memory unit and the input devices, and the processing unit receives the instruction signals from the input devices and executes the game program which is installed at the storage memory unit.
  • the display unit is also connected with the processing unit and is used to display a primary image and a plurality of secondary images after the processing unit executes the game program.
  • Each of the secondary images corresponds to each of the instruction signals.
  • the instruction signal makes the processing unit execute the game program so that the primary image has a corresponding action with respect to the secondary image at the display unit.
  • the game machine of the present invention uses the stick to correctly and timely strike the input devices in response to the secondary images at the display unit so that players will score.
  • the players must both follow in conformity with rhythm and correctly strike the input devices in the same time.
  • the present invention provides an interactive game machine appealing to consumers, and the interactive game machine is equipped with a remarkable contents and novel peripherals so that the interactive game machine will become a mainstream in this industry once more.
  • FIG. 1 is a perspective view of a game machine according to the present invention
  • FIG. 2 is a block diagram of the game machine according to the present invention.
  • FIG. 3 is a first embodiment with the primary and secondary images shown at a display unit of the present invention
  • FIG. 4 is a second embodiment with the primary and secondary images shown at a display unit of the present invention.
  • FIG. 5 is a third embodiment with the primary and secondary images shown at a display unit of the present invention.
  • FIG. 1 it illustrates a perspective view of a game machine 30 according to the present invention.
  • the game machine 30 can be, for example, a rhythm game machine at entertainment playgrounds or a home video game console.
  • the game machine 30 has a plurality of input devices 32 that are drum-shaped, and a player uses a stick 34 to strike the input devices 32 .
  • the game machine 30 also has a display unit 36 which has appearance of a display monitor and is used to display game images.
  • the game machine 30 includes a storage memory unit 38 , a plurality of input devices 32 , a processing unit 40 , and a display unit 36 .
  • the storage memory unit 38 can be a flash memory, a magnetic storage device, or read-only nonvolatile memory, but not limited to these memory. And, the storage memory unit 38 stores game program such as game main program.
  • the game machine 30 When player uses the stick 34 to strike the input devices 32 , corresponding instruction signals are generates by the input devices 32 .
  • the game machine 30 includes three drum-shaped input devices (a first input device 32 a, a second input device 32 b, and a third input device 32 c ) which generate a first instruction signal, a second instruction signal, and a third instruction signal respectively.
  • the processing unit 40 is implemented at a processor of a circuit board 60 and associated chipsets, and the storage memory unit 38 is also positioned at the circuit board 60 .
  • the processing unit 40 implemented at the circuit board 60 is electrically connected with the storage memory unit 38 , and the processing unit 40 is electrically connected with the input devices 32 through a communication port 62 of the circuit board 60 .
  • the processing unit 40 receives instruction signals transmitted from the input devices 32 so as to execute the game program that is installed at the storage memory unit 38 .
  • the display unit 36 is a peripheral device so that the display unit 36 is electrically connected with the processing unit 40 through the communication port (video/audio terminal) 64 .
  • the display unit 36 co-operates with the processing unit 40 to execute the game program and display a primary image and a plurality of secondary images. Each of the secondary images corresponds to each of the instruction signals.
  • FIG. 3 illustrates a first embodiment with the primary and secondary images shown at a display unit 36 of the present invention
  • FIG. 4 illustrates a second embodiment with the primary and secondary images shown at a display unit 36 of the present invention.
  • the primary image is a monkey 50
  • the secondary images are fruits.
  • the secondary images are banana 52 a, grapefruits 52 d, and apple 52 e respectively.
  • the first instruction signals corresponds to the banana 52 a
  • the second instruction signals corresponds to the grapefruits 52 d
  • the third instruction signals corresponds to the apple 52 e.
  • the secondary images sequentially transverse from the right upper portion of the screen, and the primary image is kept at the same position.
  • the processing unit 40 receives one of the instruction signals, the secondary image corresponding to one the instruction signals appears at a predetermined position with respect to the primary image at the display unit 36 .
  • the third instruction signal is generated after striking the third input device 32 c, and the apple 52 e with respect to the monkey 50 appears at upper position of the display unit 36 .
  • the instruction signal makes the processing unit 40 execute the game program so that the primary image has a corresponding action with respect to the secondary image at the display unit 36 .
  • the animation showing that the monkey 50 picks up the apple 52 e is shown at the display unit 36
  • the animation showing that the monkey 50 jumps to pick up the apple 52 e is shown at the display unit 36 .
  • FIG. 5 it shows a third embodiment with the primary and secondary images shown at a display unit 36 of the present invention.
  • the monkey 50 will not jump, and if only a correct fruit image appears above the monkey 50 , that is, the player strikes a correct input device 32 , then the player will score.
  • the players continues to strike the first input device 32 a so that he will score.
  • three drum-shaped input devices 32 can be fruit-shaped. That is, the input devices 32 can be banana-shaped, grapefruit-shaped, and apple-shaped input devices so that the player can easily recognize these input devices 32 and feels a much more comfortable.
  • the game machine 30 of the present invention uses peripheral hardware such as the input devices 32 corresponding to a plurality of fruit images at the display unit 36 .
  • the players must both follow in conformity with rhythm and correctly strike the input devices 32 in the same time.
  • the present invention provides an interactive game machine appealing to consumers. In addition to promote industrial development, the rhythm game machine can entertain citizens.

Abstract

A game machine includes a plurality of drum-shaped input devices. The input devices are stricken so that corresponding instruction signals are generated, and each of instruction signals corresponds to a secondary image such as fruit. For example, banana, grapefruit, etc. In addition, the primary image is monkey. When the processing unit receives one of the instruction signals, and one of the secondary images corresponding to one of the instruction signals appears at a predetermined position with respect to the primary image at the display unit, the instruction signal makes the processing unit execute the game program so that the primary image has a corresponding action with respect to the secondary image at the display unit.

Description

  • This application claims the benefit of Taiwan Patent Application Serial No. 097119621, filed May 28, 2008, the subject matter of which is incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • (1) Field of the Invention
  • The invention relates to a game machine, and more particularly to a drumming game machine.
  • (2) Description of the Prior Art
  • Interactive electric games such as game machines with improved human-machine interface at entertainment playgrounds or home video game consoles are getting more and more popular and are one of the mainstreams of development of electric games.
  • Of all electric games, players hit targets to score and enjoy the gameplay implemented by the rhythm games such as drumming or squirrel-crushing etc. Drumming games in the prior art are played by striking the input devices using sticks. When the player uses the stick to hit the drum in conformity with the notes or rhythm at screen, the player will score, and when the accuracy of playing the notes is higher, the score is higher.
  • The rhythm game machines in the prior art are mainstreams in game industry and predominately popular before, and however, there is no further development of interactive manipulation of the rhythm game machines. Thus, the players seem to be uninterested in this kind of game machines.
  • In this regard, the present invention provides an interactive game machine appealing to consumers, and the interactive game machine is equipped with a marvelous contents and novel peripherals so that the interactive game machine will become a mainstream in this industry once more.
  • SUMMARY OF THE INVENTION
  • Accordingly, it is an object of the present invention to provide a rhythm game machine which is equipped with an interactive human-machine interface and visual effect so that a rhythm game machine is appealed to game players. In addition to promote industrial development, the rhythm game machine can entertain citizens.
  • The present invention provides a game machine including a storage memory unit, a plurality of input devices, a processing unit, and a display unit.
  • A game program is installed at the storage memory unit, and the input devices such as drum-shaped devices respectively generate corresponding instruction signals when a stick hits the input devices.
  • The processing unit is respectively coupled with the storage memory unit and the input devices, and the processing unit receives the instruction signals from the input devices and executes the game program which is installed at the storage memory unit.
  • The display unit is also connected with the processing unit and is used to display a primary image and a plurality of secondary images after the processing unit executes the game program. Each of the secondary images corresponds to each of the instruction signals.
  • When the processing unit receives one of the instruction signals, and one of the secondary images corresponding to one of the instruction signals appears at a predetermined position with respect to the primary image at the display unit, the instruction signal makes the processing unit execute the game program so that the primary image has a corresponding action with respect to the secondary image at the display unit.
  • Thus, the game machine of the present invention uses the stick to correctly and timely strike the input devices in response to the secondary images at the display unit so that players will score. In this regard, the players must both follow in conformity with rhythm and correctly strike the input devices in the same time. The present invention provides an interactive game machine appealing to consumers, and the interactive game machine is equipped with a marvelous contents and novel peripherals so that the interactive game machine will become a mainstream in this industry once more.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The present invention will now be specified with reference to its preferred embodiment illustrated in the drawings, in which:
  • FIG. 1 is a perspective view of a game machine according to the present invention;
  • FIG. 2 is a block diagram of the game machine according to the present invention;
  • FIG. 3 is a first embodiment with the primary and secondary images shown at a display unit of the present invention;
  • FIG. 4 is a second embodiment with the primary and secondary images shown at a display unit of the present invention; and
  • FIG. 5 is a third embodiment with the primary and secondary images shown at a display unit of the present invention.
  • DESCRIPTION OF THE PREFERRED EMBODIMENT
  • In the following description, numerous details are set forth in order to provide a thorough understanding of the present invention. It will be appreciated by one skilled in the art that variations of these specific details are possible while still achieving the results of the present invention. In other instance, well-known components are not described in detail in order not to unnecessarily obscure the present invention.
  • Referring to FIG. 1, it illustrates a perspective view of a game machine 30 according to the present invention. The game machine 30 can be, for example, a rhythm game machine at entertainment playgrounds or a home video game console. As shown in FIG. 1, the game machine 30 has a plurality of input devices 32 that are drum-shaped, and a player uses a stick 34 to strike the input devices 32. The game machine 30 also has a display unit 36 which has appearance of a display monitor and is used to display game images.
  • Referring to FIG. 2, it shows a block diagram of the game machine 30 according to the present invention. The game machine 30 includes a storage memory unit 38, a plurality of input devices 32, a processing unit 40, and a display unit 36.
  • The storage memory unit 38 can be a flash memory, a magnetic storage device, or read-only nonvolatile memory, but not limited to these memory. And, the storage memory unit 38 stores game program such as game main program.
  • When player uses the stick 34 to strike the input devices 32, corresponding instruction signals are generates by the input devices 32. As shown in FIG. 2, the game machine 30 includes three drum-shaped input devices (a first input device 32 a, a second input device 32 b, and a third input device 32 c) which generate a first instruction signal, a second instruction signal, and a third instruction signal respectively.
  • The processing unit 40 is implemented at a processor of a circuit board 60 and associated chipsets, and the storage memory unit 38 is also positioned at the circuit board 60. The processing unit 40 implemented at the circuit board 60 is electrically connected with the storage memory unit 38, and the processing unit 40 is electrically connected with the input devices 32 through a communication port 62 of the circuit board 60. The processing unit 40 receives instruction signals transmitted from the input devices 32 so as to execute the game program that is installed at the storage memory unit 38.
  • With regard to the circuit board 60, the display unit 36 is a peripheral device so that the display unit 36 is electrically connected with the processing unit 40 through the communication port (video/audio terminal) 64. The display unit 36 co-operates with the processing unit 40 to execute the game program and display a primary image and a plurality of secondary images. Each of the secondary images corresponds to each of the instruction signals.
  • Referring to FIGS. 3 and 4, FIG. 3 illustrates a first embodiment with the primary and secondary images shown at a display unit 36 of the present invention, and FIG. 4 illustrates a second embodiment with the primary and secondary images shown at a display unit 36 of the present invention. Further referring to FIG. 1, the primary image is a monkey 50, and the secondary images are fruits. According to this embodiment, the secondary images are banana 52 a, grapefruits 52 d, and apple 52 e respectively. The first instruction signals corresponds to the banana 52 a, the second instruction signals corresponds to the grapefruits 52 d, and the third instruction signals corresponds to the apple 52 e.
  • The secondary images sequentially transverse from the right upper portion of the screen, and the primary image is kept at the same position. When the processing unit 40 receives one of the instruction signals, the secondary image corresponding to one the instruction signals appears at a predetermined position with respect to the primary image at the display unit 36. As shown in FIG. 4, the third instruction signal is generated after striking the third input device 32 c, and the apple 52 e with respect to the monkey 50 appears at upper position of the display unit 36. Then, the instruction signal makes the processing unit 40 execute the game program so that the primary image has a corresponding action with respect to the secondary image at the display unit 36. For example, the animation showing that the monkey 50 picks up the apple 52 e is shown at the display unit 36, or the animation showing that the monkey 50 jumps to pick up the apple 52 e is shown at the display unit 36.
  • Referring to FIG. 5, it shows a third embodiment with the primary and secondary images shown at a display unit 36 of the present invention. As shown in FIG. 5, the monkey 50 will not jump, and if only a correct fruit image appears above the monkey 50, that is, the player strikes a correct input device 32, then the player will score. As also shown in FIG. 5, when a series of the bananas 52 a appear at the screen of the display unit 36, the players continues to strike the first input device 32 a so that he will score.
  • Additionally, three drum-shaped input devices 32 (a first input device 32 a, a second input device 32 b, and a third input device 32 c) can be fruit-shaped. That is, the input devices 32 can be banana-shaped, grapefruit-shaped, and apple-shaped input devices so that the player can easily recognize these input devices 32 and feels a much more comfortable.
  • Therefore, with the game machine 30 of the present invention uses peripheral hardware such as the input devices 32 corresponding to a plurality of fruit images at the display unit 36. The players must both follow in conformity with rhythm and correctly strike the input devices 32 in the same time. Moreover, the present invention provides an interactive game machine appealing to consumers. In addition to promote industrial development, the rhythm game machine can entertain citizens.
  • While the present invention has been particularly shown and described with reference to a preferred embodiment, it will be understood by those skilled in the art that various changes in form and detail may be without departing from the spirit and scope of the present invention.

Claims (9)

1. An game machine, comprising:
at least one input devices, generating corresponding instruction signals when being stricken;
a processing unit, connected with the input devices and executing a game program; and
a display unit, connected with the processing device and co-operating with the processing device to execute the game program so that a primary image and at least one secondary images are displayed and the secondary images corresponds to the instruction signals,
wherein when the processing unit receives one of the instruction signals, and one of the secondary images corresponding to one of the instruction signals appears at a predetermined position with respect to the primary image at the display unit, the instruction signal makes the processing unit execute the game program so that the primary image has a corresponding action with respect to the secondary image at the display unit.
2. The game machine according to claim 1, wherein the primary image is a monkey, the secondary images are fruits, and the corresponding action is an animation and shows that the monkey picks up the fruits at the display unit.
3. The game machine according to claim 2, wherein the predetermined position is a position above the monkey, and the corresponding action is an animation and shows that the monkey jumps to pick up the fruits at the display unit.
4. The game machine according to claim 1, wherein these input devices are drum-shaped.
5. The game machine according to claim 1, wherein these input devices are fruit-shaped.
6. The game machine according to claim 1, wherein the input devices generate corresponding instruction signals when a stick hits the input devices.
7. The game machine according to claim 1, wherein the input devices generate corresponding instruction signals when the input devices are stricken by hands.
8. The game machine according to claim 1, wherein the input devices generate corresponding instruction signals when the input devices are stricken by a hammer.
9. The game machine according to claim 1, further comprising
a storage memory unit, used to store the game program; and
a processing unit, connected with the storage memory unit and receiving the instruction signals from the input devices and executing the game program.
US12/472,895 2008-05-28 2009-05-27 Game machine Abandoned US20090298591A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
TW097119621 2008-05-28
TW097119621A TW200948432A (en) 2008-05-28 2008-05-28 Beating type game machine

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11450172B2 (en) 2019-03-19 2022-09-20 Keen Dog, Llc Amusement system for skill-based games and methods directed to the same

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060263751A1 (en) * 2003-10-03 2006-11-23 Scientific Learning Corporation Vocabulary skills, syntax skills, and sentence-level comprehension

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060263751A1 (en) * 2003-10-03 2006-11-23 Scientific Learning Corporation Vocabulary skills, syntax skills, and sentence-level comprehension

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11450172B2 (en) 2019-03-19 2022-09-20 Keen Dog, Llc Amusement system for skill-based games and methods directed to the same

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