JPH03139378A - Game equipment - Google Patents

Game equipment

Info

Publication number
JPH03139378A
JPH03139378A JP1276702A JP27670289A JPH03139378A JP H03139378 A JPH03139378 A JP H03139378A JP 1276702 A JP1276702 A JP 1276702A JP 27670289 A JP27670289 A JP 27670289A JP H03139378 A JPH03139378 A JP H03139378A
Authority
JP
Japan
Prior art keywords
attack
target
vehicle
attack signal
display section
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
JP1276702A
Other languages
Japanese (ja)
Other versions
JP2585109B2 (en
Inventor
Hiromi Kubo
久保 博美
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.)
Senyo Kogyo Co Ltd
Original Assignee
Senyo Kogyo 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 Senyo Kogyo Co Ltd filed Critical Senyo Kogyo Co Ltd
Priority to JP1276702A priority Critical patent/JP2585109B2/en
Publication of JPH03139378A publication Critical patent/JPH03139378A/en
Application granted granted Critical
Publication of JP2585109B2 publication Critical patent/JP2585109B2/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

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  • Aiming, Guidance, Guns With A Light Source, Armor, Camouflage, And Targets (AREA)

Abstract

PURPOSE:To give overflowingly a feeling of speed and to give considerably a feeling of fright by providing an attack confirming means for generating actions like destructive sounds on a vehicle detecting attack signals after the passage of a predetermined short time since the indication of the attack signal on an attack signal display section is started. CONSTITUTION:A player rides on a vehicle 2 travelling along an annular track 1 to be aimed by a target 3. An attack signal is projected from the target 3 to be detected by a detecting sensor on the vehicle 2 so that the detection of the attack signal is displayed on an attack signal display section 21 and the player grasps that he is aimed. When a reflected light beam is projected toward the target 3 from a gun 4 in a predetermined short time and hits the target 3, the attack from the target 3 is released. When the reflected light beam does not hit the target in the predetermined short time, actions like destructive sounds are generated on the vehicle 2 so that the player can make sure that the attack from the target 3 hits the vehicle 2.

Description

【発明の詳細な説明】 (産業上の利用分野〕 本発明は遊戯施設に関する。[Detailed description of the invention] (Industrial application field) The present invention relates to an amusement facility.

(従来の技術と発明が解決しようとする課題〕従来、円
環状軌道に沿って移動する乗物に乗って該軌道内に配設
される標的を、該乗物に付設された銃から狙う′t1戯
施設では、銃の引き金を引けば、レーザー光線等が発射
され、そして、各標的に設けられたセンサに、該レーザ
ー光線が当たって該センサがそのレーザー光線を検知す
れば、命中としていたものであり、標的への狙いはゆっ
くりと時間をかけて行なうことができ、しかも、相手(
標的)からの攻撃は無かった。
(Problems to be Solved by the Prior Art and the Invention) Conventionally, there has been a 't1 game in which a player rides on a vehicle moving along a circular track and aims at a target placed within the track using a gun attached to the vehicle. At the facility, when you pull the trigger of a gun, a laser beam, etc. is fired, and if the laser beam hits a sensor installed on each target and the sensor detects the laser beam, it is considered a hit, and the target has been hit. Aiming at the opponent can be done slowly and over time, and moreover, aiming at the opponent (
There was no attack from the target.

従って、従来では、あまりスピード感及びスリル惑を味
わうことができず、ゲームとしては、あまり面白味がな
かった。
Therefore, in the past, it was difficult to enjoy the sense of speed and thrill, and the game was not very interesting.

そこで、本発明では、スピード感にあふれ、しかもかな
りの恐怖感を味わうことができる遊戯施設を提供するこ
とを目的とする。
Therefore, it is an object of the present invention to provide an amusement facility that is full of speed and allows players to enjoy a considerable sense of fear.

〔課題を解決するための手段〕[Means to solve the problem]

上述の目的を達成するために、本発明に係る遊戯施設は
、円環状軌道に沿って移動する乗物と、該円環状軌道内
に配設される標的と、該乗物に付設されて該標的に向か
って反撃用光線を発射する銃と、を備えた遊戯施設であ
って;上記標的から上記乗物に向かって攻撃信号を発射
する攻撃手段と;上記乗物に設けられると共に、該攻撃
手段からの攻撃信号を検知する検知センサと;上記銃に
設けられると共に、該検知センサの攻撃信号の検知を表
示する攻撃信号表示部と;該攻撃信号表示部の攻撃信号
表示開始から所定微小時刻経過後に、攻撃信号を検知し
ている乗物に、破壊音等のアクションを発生させる攻撃
確認手段と;所定微小時刻経過前のその標的に向かって
の適正な反撃により、攻撃信号表示を解除して上記攻撃
手段の作動を停止させる攻撃解除手段と;を備えたもの
である。
In order to achieve the above-mentioned object, an amusement facility according to the present invention includes a vehicle that moves along a circular orbit, a target disposed within the circular orbit, and a vehicle that is attached to the vehicle and that is attached to the target. An amusement facility comprising: a gun that fires a counterattack beam toward the vehicle; an attack means that fires an attack signal from the target toward the vehicle; a detection sensor that detects a signal; an attack signal display section that is provided on the gun and displays the detection of an attack signal by the detection sensor; Attack confirmation means that generates an action such as a destruction sound on the vehicle that is detecting the signal; and an appropriate counterattack toward the target before a predetermined minute period of time has elapsed, canceling the attack signal display and confirming the above attack method. It is equipped with an attack canceling means for stopping the operation.

〔作 用〕[For production]

円環状軌道に沿って移動する乗物にプレイヤーが乗り、
その乗物がある標的から狙われ、その標的から攻撃信号
が発射され、その信号を乗物の検知センサが検知すれば
、攻撃信号表示部に攻撃信号の検知を表示され、プレイ
ヤーは、狙われていることを把握することができるが、
所定微小時刻内に銃から標的に向かって反射用光線を発
射してその標的に命中すれば、該標的からの攻撃は解除
され、所定微小時刻内に反射用光線が命中しなければ、
乗物は破壊音等のアクションが発生し標的からの攻撃が
乗物に当たったことをプレイヤーは確認することができ
る。
The player rides a vehicle that moves along a circular orbit,
If the vehicle is targeted by a certain target, and an attack signal is emitted from that target, and the vehicle's detection sensor detects that signal, the detection of an attack signal will be displayed on the attack signal display section, and the player will be able to confirm that they are being targeted. Although it is possible to understand that
If a reflective beam is fired from a gun toward a target within a predetermined minute time and it hits the target, the attack from the target is cancelled, and if the reflective beam does not hit within a predetermined minute time,
The vehicle will generate actions such as destruction sounds, and the player can confirm that the target's attack has hit the vehicle.

〔実施例〕〔Example〕

以下、実施例を示す図面に基づいて本発明を詳説する。 Hereinafter, the present invention will be explained in detail based on drawings showing examples.

第8図は本発明に係る遊戯施設の簡略平面図を示し、こ
の施設は、円環状軌道1に沿って移動する乗物2・・・
と、円環状軌道1内に配設される複数の標的3・・・と
、該乗物2に付設される銃4と、を備え、線銃4による
攻撃により各種の標的3・・・を倒すものである。なお
、実施例では、第2図に示す様に、乗物2の冷部5は4
つであり、従って、銃4もそれに対応して4梃設けられ
ている。
FIG. 8 shows a simplified plan view of an amusement facility according to the present invention, which includes a vehicle 2...
, a plurality of targets 3 arranged in an annular orbit 1 , and a gun 4 attached to the vehicle 2 , and defeats various targets 3 by attacking with the line gun 4 . It is something. In addition, in the embodiment, as shown in FIG.
Therefore, the gun 4 is also provided with four levers correspondingly.

しかして、円環状軌道l内は複数の室に区画され、標的
3・・・が配設される攻撃ゾーン6・・・と、司令室7
と、試射室8と、ワープゾーン9と、トータルスコアマ
ーキング室IOと、が設けられる。そして、乗物2・・
・が矢印方向に移動し、プラットホーム11から乗った
プレイヤーは、順次各室に入ってゆく。
The inside of the annular orbit l is divided into a plurality of rooms, including an attack zone 6 where targets 3 are placed, and a command room 7.
, a sighting room 8, a warp zone 9, and a total score marking room IO are provided. And vehicle 2...
- moves in the direction of the arrow, and players who board from platform 11 enter each room one by one.

ここで、標的3とは、第3図1.n、mに示す様に、ロ
ボット、怪獣等であり、第1図に示す欅に、乗物2・・
・に向かって不可視光線Fを照射している。そして、不
可視光線Fは、その波長が標的設けられている。
Here, target 3 refers to FIG. As shown in n and m, there are robots, monsters, etc., and on the keyaki shown in Figure 1, there are vehicles 2...
・The invisible light F is irradiated towards the target. The wavelength of the invisible light F is set as a target.

次に、銃4は、レーザー光線等の反撃用光線(ダミー光
線)の発射が可能とされるものであって、第4図〜第7
図に示す様に、標的3からの不可視光線Fを導入する指
向性導入路12と、該導入路12内に導入された不可視
光線Fを検出するセンサ13と、該センサ13の不可視
光線F検出中において該不可視光線Fを照射している標
的の射撃可を表示する表示部14と、該表示部14の射
撃可表示中のダミー光線発射を標的命中としてその命中
回数を表示する点数表示部15と、を有するものである
Next, the gun 4 is capable of emitting a counterattack beam (dummy beam) such as a laser beam, and is shown in FIGS. 4 to 7.
As shown in the figure, there is a directional introduction path 12 that introduces the invisible light F from the target 3, a sensor 13 that detects the invisible light F introduced into the introduction path 12, and a sensor 13 that detects the invisible light F. Therein, there is a display section 14 that displays whether the target that is being irradiated with the invisible light beam F can be shot, and a score display section 15 that displays the number of hits when the dummy light beam that is displayed on the display section 14 is considered to be a target hit. It has the following.

即ち、銃4は、導入路12の上方にダミー光線発射路1
6が設けられ、基端面上方に表示部14.15が設けら
れている。また、表示部14は、第7図に示す様に、照
準部17内に設けられる。なお、表示部14の表示とは
、この表示部14の点灯をいい、実施例では、回倒の如
(、LOCK ONが表示される。従って、プレイヤー
は、照準部17を見ながらこの銃4を簗つと銃口18か
らダミー光線が発射される。
That is, the gun 4 has a dummy beam emitting path 1 above the introduction path 12.
6 is provided, and a display portion 14.15 is provided above the proximal end surface. Further, the display section 14 is provided within the aiming section 17, as shown in FIG. Note that the display on the display section 14 refers to the lighting of the display section 14, and in the embodiment, LOCK ON is displayed.Therefore, the player, while looking at the sight section 17, can turn on the gun 4. A dummy beam is fired from the muzzle 18.

そして、導入路12は第4図に示す様に、その導入口1
9の内径は極めて小とされ、標的3の不可視光線Fが導
入されて、該導入路I2内のセンサ13にその光線が達
するように設定される。
As shown in FIG. 4, the introduction path 12 is
9 has an extremely small inner diameter, and is set so that the invisible light F from the target 3 is introduced and reaches the sensor 13 within the introduction path I2.

また、各冷部5には、第2図に示す様に、スピーカ20
が付設され、該スピーカ20からは、ダミー光線(レー
ザー)発射音、表示部14の射撃可表示音(ロック信号
音)、ロボット(標的3)破壊音等が発せられる。
In addition, each cold section 5 has a speaker 20 as shown in FIG.
The speaker 20 emits a dummy beam (laser) firing sound, a sound indicating that the display unit 14 can shoot (lock signal sound), a robot (target 3) destruction sound, etc.

しかして、第2図に示す様に、乗物2の前面には、該攻
撃信号Aを検知する検知センサ26が設けられている。
As shown in FIG. 2, a detection sensor 26 for detecting the attack signal A is provided at the front of the vehicle 2.

そして、第7図に示す様に、照串部17には、攻撃信号
Aを検出するセンサ26がその信号へを検出すれば、攻
撃されていることを表示する攻撃信号表示部21が設け
られている。なお、攻撃信号表示部21の表示とは、こ
の表示部21の点灯をいい、実施例では回倒の如< D
ANGERが表示される。そして、表示部21の表示か
ら所定微小時刻内にその標的3を上述の如く攻撃しなけ
れば、点数表示部15の点数が減点されると共に、スピ
ーカ20からの音響や、乗物2を振動させるアクション
を攻撃確認手段27(第9図参照)にて発生させる。
As shown in FIG. 7, the light skewer section 17 is provided with an attack signal display section 21 that displays that the attack signal A is being attacked when the sensor 26 detects the attack signal A. ing. Note that the display on the attack signal display section 21 refers to the lighting of this display section 21, and in the embodiment, when the rotation is
ANGER is displayed. If the target 3 is not attacked as described above within a predetermined minute time from the display on the display section 21, the points on the score display section 15 will be deducted, and the sound from the speaker 20 and the action to vibrate the vehicle 2 will be deducted. is generated by the attack confirmation means 27 (see FIG. 9).

また、この施設には、命中した場合、その標的3が、倒
れる、光る等のアクションを起こさせるアクション作動
手段22及び攻撃信号表示を解除して上記攻撃手段25
の作動を停止させる攻撃解除手段28が設けられる(第
9図参照)、即ち、攻撃解除手段28とは、所定微小時
刻経過前のその標的3に向かっての適正な反撃(命中)
により、攻撃信号表示を解除して攻撃手段25の作動を
停止させるものである。ここで、攻撃bl t=手段2
7、アクション作動手段22及び攻撃解除手段28とは
、第9図に示す本発明に係るシステム構成図で示す様に
、指令室側と乗物2側との双方向データー通信にて構成
される。
In addition, this facility also includes an action activation means 22 that causes the target 3 to take an action such as falling down or glowing when hit, and an attack means 25 that cancels the attack signal display and causes the target 3 to take an action such as falling or glowing.
An attack canceling means 28 is provided for stopping the operation of the target 3 (see FIG. 9). In other words, the attack canceling means 28 is an attack canceling means 28 that stops the operation of the target 3 before a predetermined minute time elapses.
Accordingly, the attack signal display is canceled and the operation of the attack means 25 is stopped. Here, attack bl t = means 2
7. The action activation means 22 and the attack release means 28 are configured by two-way data communication between the command room side and the vehicle 2 side, as shown in the system configuration diagram according to the present invention shown in FIG.

即ち、指令室側には、ホス)CPUと、サブCPU(シ
ーン1,2,3.4)と、得点表示装置と、音源装置と
、スモークマシンと、赤外線受光部と、等を備え、また
、乗物2側には、ライドメインCPUと、4つのサブC
PUと、赤外線受光部と、等を備え、標的命中(センサ
13の不可視光線F検出中においてダミー光線を照射し
た場合)した場合、この指令室側と乗物2側との双方向
データー通信により、スモークマシンを作動させ、標的
3にアクションさせる。また、所定微小時刻内にダミー
光線を発射しなければ、標的3からの攻撃が命中したこ
とになり、乗物2はアクションを起こす。
That is, the control room side is equipped with a host CPU, a sub CPU (scenes 1, 2, 3.4), a score display device, a sound source device, a smoke machine, an infrared receiver, etc. , On the vehicle 2 side, there is a ride main CPU and four sub-C
It is equipped with a PU, an infrared receiver, etc., and when the target is hit (when the dummy light beam is irradiated while the sensor 13 is detecting the invisible light F), the two-way data communication between the control room side and the vehicle 2 side allows Activate the smoke machine and make target 3 take action. Furthermore, if the dummy beam is not emitted within a predetermined minute time, it means that the attack from the target 3 has hit, and the vehicle 2 takes an action.

次に、上述の如く構成された施設を使用してプレイする
方法を述べる。
Next, a method of playing using the facility configured as described above will be described.

まず、プレイヤーが乗物2に乗り込んで、攻撃ゾーン6
 (この実施例では、4シーン設けられている。)に達
すれば、各プレイヤーは、夫々の銃4の照卓部17をの
ぞき込みながら銃4を狙いを付けた標的3に向ける。そ
して、導入路12がその標的3に向けられて、その標的
3から照射している不可視光線Fが導入路12内に導入
されれば、ロック信号音が発すると共に、表示部14は
、射撃可を表示するので、その状態で、ダミー光線を発
射すれば、レーザー発射音が発生して命中したことにな
り、点数表示部15に命中回数が表示されると共に、ス
モークマシンが作動して煙を発生するアクションを該標
的3は起こす。
First, the player gets into vehicle 2 and attacks zone 6.
(In this embodiment, four scenes are provided.) When the player reaches the scene, each player points the gun 4 at the target 3 while looking into the viewing table 17 of the respective gun 4. Then, when the introduction path 12 is directed toward the target 3 and the invisible light beam F emitted from the target 3 is introduced into the introduction path 12, a lock signal sound is emitted and the display unit 14 indicates that shooting is possible. If you fire a dummy beam in that state, a laser firing sound will be generated, indicating a hit, the number of hits will be displayed on the score display 15, and the smoke machine will operate to emit smoke. The target 3 causes the action to occur.

また、表示部14の表示中に、ダミー光線を発射せずに
、表示していない状態でダミー光線を発射すれば、命中
したことにならず、点数は加算されない。
Further, if the dummy light beam is not emitted while the display unit 14 is displaying, and the dummy light beam is emitted while the display is not displayed, it will not be considered as a hit, and no points will be added.

しかして、ある標的3からの攻撃信号Aを攻撃信号用の
センサ26が検出すれば、攻撃信号表示部21が表示し
、所定微小時刻内に、その標的3をその乗物2側から攻
撃しなければ、該乗物2はその標的3により攻撃された
ことになり、ライダー(乗物2)破壊音等が発生すると
共に、点数表示部15の点数がその分減点されるが、所
定微小時刻内に反撃用光線によってその標的3に命中さ
せれば、攻撃が解除される。なお、第9図の乗物2側サ
イト表示装置とは、表示部14、点数表示部15、攻撃
信号表示部21の表示を行なう装置である。
When the attack signal sensor 26 detects an attack signal A from a certain target 3, the attack signal display unit 21 displays the message, and the target 3 must be attacked from the vehicle 2 side within a predetermined minute time. For example, the vehicle 2 will be attacked by the target 3, and the rider (vehicle 2) will make a destruction sound, etc., and the points on the score display section 15 will be deducted accordingly, but it will not be possible to counterattack within a predetermined minute time. If the target 3 is hit with the ray of light, the attack is canceled. The vehicle 2 side site display device in FIG. 9 is a device that displays the display section 14, score display section 15, and attack signal display section 21.

しかして、各攻撃ゾーン6・・・にて各種の標的3・・
・を攻撃した後、トータルスコアマーキング室】0に達
すれば、例えば、場内の大型テレビモニターに各人の得
点が表示され、最高得点が場外のモニターに表示される
However, in each attack zone 6, various targets 3...
If the total score reaches 0 after attacking, for example, each person's score will be displayed on a large TV monitor in the arena, and the highest score will be displayed on a monitor outside the arena.

次に、第10図は、標的3を攻撃する場合のフローチャ
ート図を示し、この場合不可視光線Fを検出したかを判
断して、検出していれば、表示部14に射撃可を表示さ
せ、検出していなければ、また標的を狙わせる。そして
、射撃可表示されれば、射撃可表示中にダミー光線を発
射したかを判断して、発射していれば、点数表示部15
に点数を表示させ、発射していなければ、また標的3を
狙わせる。
Next, FIG. 10 shows a flowchart for attacking the target 3. In this case, it is determined whether the invisible light F is detected, and if it is detected, the display section 14 displays a message indicating that shooting is possible. If it is not detected, it will target the target again. If it is displayed that shooting is possible, it is determined whether the dummy beam was fired while shooting is possible, and if it was fired, the point display section 15
Display the score, and if it has not fired, have it aim at target 3 again.

また、第11図は、標的3がアクションを起こすか否か
のフローチャート図を示し、この場合、不可視光線Fを
検出したかを判断して、検出していれば、表示部14に
射撃可を表示させ、検出していなければ、また、標的3
を狙わせる。そして、射撃可表示されれば、射撃可表示
中に反撃用光線を発射したかを判断して、発射していれ
ば、命中した標的3がアクションを起こし、発射してい
なければ、また、標的3を狙わせる。
Further, FIG. 11 shows a flowchart of whether or not the target 3 takes an action. In this case, it is determined whether the invisible light F is detected, and if it is detected, the display unit 14 indicates that shooting is possible. If it is not detected, target 3 is displayed.
Make them aim. If it is displayed that it is possible to shoot, it is determined whether or not the counterattack beam was fired while the shooting is possible. Aim for 3.

次に、第12図は標的3からの攻撃を示すフローチャー
ト図であり、この場合、攻撃信号Aを検知したかを判断
して、検知していれば、攻撃信号Aを表示させ、検知し
ていなければ、また、標的3から乗物2に向けて攻撃信
号Aを発射させる。そして、攻撃信号表示されれば、所
定微小時刻経過前にプレイヤーが反撃光線を発射したか
を判断して、発射していれば、命中したかを判断させて
、発射していなければ、乗物2にアクションを起こさせ
る。さらに、命中していれば、攻撃解除され、命中して
いなければ、乗物2にアクションを起こさせる。
Next, FIG. 12 is a flowchart showing an attack from target 3. In this case, it is determined whether attack signal A has been detected, and if detected, attack signal A is displayed and the attack signal A is displayed. If not, the attack signal A is also emitted from the target 3 toward the vehicle 2. If the attack signal is displayed, it is determined whether the player fired a counterattack beam before the elapse of a predetermined minute time, and if it was fired, it is determined whether it hit, and if it was not fired, the vehicle 2 to take action. Furthermore, if the hit is a hit, the attack is cancelled, and if the hit is not hit, the vehicle 2 is caused to take an action.

なお、本発明は上述の実施例に限定されず、本発明の要
旨を逸脱しない範囲で設計変更自由であり、例えば、乗
物2及び該乗物2の冷部5の数の増減は自由であると共
に、攻撃ゾーン6の増減も自由である。
Note that the present invention is not limited to the above-described embodiments, and the design may be changed without departing from the gist of the present invention. For example, the number of the vehicle 2 and the number of cold parts 5 of the vehicle 2 may be freely increased or decreased. , the attack zone 6 can be increased or decreased as desired.

〔発明の効果〕〔Effect of the invention〕

本発明は上述の如く構成されているので、次に記載する
効果を奏する。
Since the present invention is configured as described above, it produces the effects described below.

乗物2に乗ったプレイヤーは、ある標的3がその乗物2
を狙えば、直ちにそのことを確認することができ、しか
も、所定微小時刻内に反撃してその標的3を倒さなけれ
ば、こちらが倒されるので、各プレイヤーには、素早さ
が要求され、こちらが倒されれば、乗物2はアクション
を起こすので恐怖感をも味わうことができ、極めて娯楽
性に優れたものとなる。
A player riding vehicle 2 can see that a certain target 3 is riding on vehicle 2.
If you aim at the target, you can immediately confirm that it is the target, and if you do not counterattack and defeat the target 3 within a predetermined minute time, you will be defeated, so each player is required to be quick. When the vehicle 2 is defeated, the vehicle 2 takes an action, so the user can experience a sense of fear, making it extremely entertaining.

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

第1図は本発明の一実施例の要部拡大平面図、第2図は
乗物の拡大斜視図、第3図は標的の拡大斜視図、第4図
は銃の要部拡大簡略断面図、第5図と第6図は銃の拡大
斜視図、第7図は攻撃信号表示部の拡大図、第8図は全
体の簡略平面図、第9図はシステム構成図、第1O図と
第1f図は標的への反撃を示すフローチャート図、第1
2図は乗物への攻撃を示すフローチャート図である。 1・・・円環状軌道、2・・・乗物、3・・・標的、4
・・・銃、21・・・攻撃信号表示部、25・・・攻撃
手段、26・・・検知センサ、27・・・攻撃確認手段
、28・・・攻撃解除手段、A・・・攻撃信号。 5 第 1 図 第2図 第4図 図 第10図 第11 図
FIG. 1 is an enlarged plan view of essential parts of an embodiment of the present invention, FIG. 2 is an enlarged perspective view of a vehicle, FIG. 3 is an enlarged perspective view of a target, and FIG. 4 is an enlarged simplified sectional view of essential parts of a gun. Figures 5 and 6 are enlarged perspective views of the gun, Figure 7 is an enlarged view of the attack signal display section, Figure 8 is a simplified plan view of the whole, Figure 9 is a system configuration diagram, Figures 1O and 1F. Figure 1 is a flowchart diagram showing a counterattack on a target.
FIG. 2 is a flowchart showing an attack on a vehicle. 1... Circular orbit, 2... Vehicle, 3... Target, 4
...Gun, 21...Attack signal display section, 25...Attack means, 26...Detection sensor, 27...Attack confirmation means, 28...Attack cancellation means, A...Attack signal . 5 Figure 1 Figure 2 Figure 4 Figure 10 Figure 11

Claims (1)

【特許請求の範囲】 1、円環状軌道1に沿って移動する乗物2・・・と、該
円環状軌道1内に配設される標的3・・・と、該乗物2
に付設されて該標的3に向かって反撃用光線を発射する
銃4と、を備えた遊戯施設であって、 上記標的3から上記乗物2に向かって攻撃信号Aを発射
する攻撃手段25と、 上記乗物2に設けられると共に、該攻撃手段25からの
攻撃信号Aを検知する検知センサ26と、上記銃4に設
けられると共に、該検知センサ26の攻撃信号Aの検知
を表示する攻撃信号表示部21と、 該攻撃信号表示部21の攻撃信号表示開始から所定微小
時刻経過後に、攻撃信号Aを検知している乗物2に、破
壊音等のアクションを発生させる攻撃確認手段27と、 所定微小時刻経過前のその標的3に向かっての適正な反
撃により、攻撃信号表示を解除して上記攻撃手段25の
作動を停止させる攻撃解除手段28と、 を備えたことを特徴とする遊戯施設。
[Claims] 1. A vehicle 2 that moves along an annular orbit 1, a target 3 disposed within the annular orbit 1, and the vehicle 2.
A gun 4 that is attached to a gun 4 that fires a counterattack beam toward the target 3; and an attack means 25 that fires an attack signal A from the target 3 toward the vehicle 2; A detection sensor 26 is provided on the vehicle 2 and detects the attack signal A from the attack means 25; and an attack signal display section is provided on the gun 4 and displays the detection of the attack signal A by the detection sensor 26. 21, an attack confirmation means 27 that causes the vehicle 2 detecting the attack signal A to generate an action such as a destruction sound after a predetermined minute time has elapsed from the start of displaying the attack signal on the attack signal display section 21; and a predetermined minute time. An amusement facility characterized by comprising: attack canceling means 28 for canceling the attack signal display and stopping the operation of the attack means 25 by a proper counterattack toward the target 3 before the elapse of time.
JP1276702A 1989-10-24 1989-10-24 Amusement facilities Expired - Lifetime JP2585109B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP1276702A JP2585109B2 (en) 1989-10-24 1989-10-24 Amusement facilities

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP1276702A JP2585109B2 (en) 1989-10-24 1989-10-24 Amusement facilities

Publications (2)

Publication Number Publication Date
JPH03139378A true JPH03139378A (en) 1991-06-13
JP2585109B2 JP2585109B2 (en) 1997-02-26

Family

ID=17573140

Family Applications (1)

Application Number Title Priority Date Filing Date
JP1276702A Expired - Lifetime JP2585109B2 (en) 1989-10-24 1989-10-24 Amusement facilities

Country Status (1)

Country Link
JP (1) JP2585109B2 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH07275511A (en) * 1994-04-06 1995-10-24 Sega Enterp Ltd Attraction development method for shooting game system
CN106075914A (en) * 2016-02-25 2016-11-09 昆山祥维电子科技有限公司 A kind of shooting game interactive system

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH07275511A (en) * 1994-04-06 1995-10-24 Sega Enterp Ltd Attraction development method for shooting game system
CN106075914A (en) * 2016-02-25 2016-11-09 昆山祥维电子科技有限公司 A kind of shooting game interactive system
CN106075914B (en) * 2016-02-25 2023-07-11 昆山祥维电子科技有限公司 Shooting game interaction system

Also Published As

Publication number Publication date
JP2585109B2 (en) 1997-02-26

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