JPH09271583A - Target hitting game machine having automatic difficulty changing function - Google Patents
Target hitting game machine having automatic difficulty changing functionInfo
- Publication number
- JPH09271583A JPH09271583A JP11046196A JP11046196A JPH09271583A JP H09271583 A JPH09271583 A JP H09271583A JP 11046196 A JP11046196 A JP 11046196A JP 11046196 A JP11046196 A JP 11046196A JP H09271583 A JPH09271583 A JP H09271583A
- Authority
- JP
- Japan
- Prior art keywords
- target
- score
- ball
- game machine
- added
- 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
Links
Abstract
Description
【0001】[0001]
【発明の属する技術分野】本発明は、ターゲットにボー
ルを当てて前記ターゲットを回転させる的当てゲーム
機、さらに詳しくいえば、ボールが当たったターゲット
の回転数に対し加える点数を、その時点の総得点に応じ
て変えるようにした的当てゲーム機に関する。BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a target hitting game machine for hitting a ball on a target and rotating the target, more specifically, the total number of points added to the hitting speed of the target hit by the ball at that time. The present invention relates to a target game machine that is changed according to the score.
【0002】[0002]
【従来の技術】本件出願人は、的当てゲーム機として異
なる種類の的当てゲームを組み合わせた複合カーニバル
ゲーム機(特願平7ー294751)を既に提案してい
る。この的当てゲーム機のターゲットの内の一種類は、
ボールが当たると回転し、加点されるように構成されて
いる。このとき、加えられる点数は単純にターゲットの
回転数に比例した得点が一律に加えられる。2. Description of the Related Art The applicant of the present application has already proposed a complex carnival game machine (Japanese Patent Application No. 7-294751) which is a combination of different kinds of target game as a target game. One of the targets of this targeting game machine is
When the ball hits, it is rotated and added points. At this time, the number of points added is simply added uniformly to the number of rotations of the target.
【0003】[0003]
【発明が解決しようとする課題】そのため、的当てに熟
練している者と初心者とでは大きく得点差がついてしま
い、興味がそがれてしまう場合があるという欠点があっ
た。本発明の課題は、ボールが当たって回転するターゲ
ットによって加算される点数を、その時点のプレイヤの
総得点に対応させた点数とすることにより初心者と熟練
者が対等に競うことができるようにした的当てゲーム機
を提供することにある。Therefore, there is a drawback that there is a large difference in points between a person who is skilled in hitting a target and a beginner, which may be distracting. An object of the present invention is to make it possible for beginners and skilled players to compete on an equal basis by setting the score added by the target that hits and rotates the ball as a score corresponding to the total score of the player at that time. It is to provide a hitting game machine.
【0004】[0004]
【課題を解決するための手段】前記目的を達成するため
に本発明による的当てゲーム機は、ターゲットにボール
を当てて前記ターゲットを回転させる的当てゲーム機に
おいて、前記ターゲットの回転数を検出する回転数検出
手段を設け、前記回転数検出手段によって検出された回
転数に応じて加算される得点をプレイヤの加算前の総得
点によって変化させるように構成してある。In order to achieve the above object, a target hitting game machine according to the present invention detects the number of rotations of the target in a target hitting game machine which hits a target with a ball to rotate the target. A rotation speed detection means is provided, and the score added according to the rotation speed detected by the rotation speed detection means is changed by the total score before addition by the player.
【0005】[0005]
【発明の実施の形態】以下図面を参照して本発明の実施
の形態を詳しく説明する。図1は、本発明による難易度
自動変更機能を有する的当てゲーム機の実施の形態を示
す斜視図である。図1において、ゲームフィールドFの
前面左右のボール飛び出し防止用のネットは、一部のみ
表示し、大部分は表示しないで向こう側が見えるように
してある。このゲーム機は一つのストーリーに沿ってゲ
ームが進められるものである。BEST MODE FOR CARRYING OUT THE INVENTION Embodiments of the present invention will be described in detail below with reference to the drawings. FIG. 1 is a perspective view showing an embodiment of a hitting game machine having an automatic difficulty changing function according to the present invention. In FIG. 1, the nets for preventing the balls from popping out on the left and right of the front surface of the game field F are displayed only partially and the other side is visible without displaying most of them. This game machine allows the game to proceed according to one story.
【0006】1はコイン投入口,2は7セグメントのタ
イム表示部である。3はゲーム中に的に向かって投げら
れるボールでこの実施形態ではテニスボール位のビニー
ル製のボールである。4はターゲット(的)の一つで、
この実施形態ではボスキャラクタのオババである。5は
他の種類のターゲット(的)の一つで、この実施形態で
はデビルである。6はさらに他の種類のターゲット
(的)で、この実施形態ではコウモリである。7は7セ
グメントのスコア表示部である。9はゲーム終了を知ら
せるゲームオーバ表示部である。10は景品排出を知ら
せる景品排出表示部である。11は景品表示窓12に見
えている景品の中から希望する景品を選択するための景
品選択(送出)ボタンである。Reference numeral 1 is a coin slot, and 2 is a 7-segment time display section. Reference numeral 3 denotes a ball thrown toward the target during the game, which is a tennis ball-like vinyl ball in this embodiment. 4 is one of the targets,
In this embodiment, it is the boss character Obaba. 5 is one of the other types of targets (targets), which is a devil in this embodiment. 6 is still another type of target, which is a bat in this embodiment. Reference numeral 7 is a score display unit of 7 segments. Reference numeral 9 is a game-over display portion for notifying the end of the game. Reference numeral 10 is a prize discharge display portion for notifying the discharge of prizes. Reference numeral 11 denotes a prize selection (sending) button for selecting a desired prize from the prizes displayed in the prize display window 12.
【0007】図2は、図1の的当てゲーム機のターゲッ
ト(コウモリ)6の詳細を示す図である。羽19にステ
ッカ18が貼付されたコウモリ6が軸6aに固定されて
いる。軸6aの先端には、スリット15が固定されてい
る。スリット15には3か所の切欠部があり、回転数セ
ンサ16はこのスリット15の切欠部の通過を検出する
ようになっている。コーモリ6は矢印17に示すように
いずれの方向にも回転可能である。右側の羽にボールが
当たれば反時計方向に、左側の羽に当たれば時計方向に
回る。FIG. 2 is a diagram showing the details of the target (bat) 6 of the target hitting game machine of FIG. A bat 6 having a sticker 18 attached to a wing 19 is fixed to a shaft 6a. A slit 15 is fixed to the tip of the shaft 6a. The slit 15 has three notches, and the rotation speed sensor 16 detects the passage of the notch of the slit 15. The awning 6 can be rotated in either direction as indicated by arrow 17. If the ball hits the right wing, it turns counterclockwise, and if it hits the left wing, it turns clockwise.
【0008】図3は、本発明による難易度自動変更機能
を有する的当てゲーム機の回路の実施の形態を示すブロ
ック図であり、CPU内の機能ブロックは本発明に直接
関係する部分のみを記載してある。CPU21に回転数
センサ16が接続されている。CPU21は、回転数セ
ンサ16の出力によりボールが当たったことを検知する
ボール検知部24,回転数に対し現時点の総得点から加
点する点数を決定する加算点判定部25および加算点判
定部から出力される点数をカウントするカウンタ26よ
り構成されている。ROM23はこの的当てゲーム機全
体の動作を司るプログラムを格納している。RAM22
はCPU21で演算するときに用いられる作業エリアで
ある。FIG. 3 is a block diagram showing an embodiment of a circuit of a target hitting game machine having an automatic difficulty changing function according to the present invention. Only functional parts in the CPU are directly related to the present invention. I am doing it. The rotation speed sensor 16 is connected to the CPU 21. The CPU 21 outputs from the ball detection unit 24 that detects that the ball has hit by the output of the rotation speed sensor 16, the addition point determination unit 25 and the addition point determination unit that determines the number of points to be added to the rotation speed from the current total score. The counter 26 is configured by a counter 26 that counts the number of points. The ROM 23 stores a program that controls the operation of the entire targeting game machine. RAM 22
Is a work area used when calculation is performed by the CPU 21.
【0009】図4は、ボールが当たってターゲットが回
転したときの加点動作を説明するためのフローチャート
である。ゲームがスタートし、回転数センサ16の出力
によりコウモリ6にボールが当たった(ステップ(以下
「S」という)401)ことをボール検知部24が検知
すると、加算点判定部25は現在までの総得点が所定の
点数A点またはB点(A<B)より大きくなっているか
否かを判断する(S402)。総得点がB点より大きい
場合には1回転につき1点を出力する。A点以上B点以
下の場合には1回転につき2点を出力する。A点未満の
場合には1回転につき3点を出力する。加算点判定部2
5から出力された点数はカウンタ26に加算される(S
403,S404,S405)。FIG. 4 is a flow chart for explaining the point addition operation when the ball hits and the target rotates. When the game starts and the ball detection unit 24 detects that the ball hits the bat 6 by the output of the rotation speed sensor 16 (step (hereinafter referred to as “S”) 401), the addition point determination unit 25 causes the total point determination unit 25 up to the present time. It is determined whether or not the score is larger than a predetermined score A or B (A <B) (S402). When the total score is larger than B point, 1 point is output per one rotation. When the number of points is A or more and B or less, 2 points are output per rotation. When the number of points is less than A, 3 points are output per rotation. Addition point determination unit 2
The points output from 5 are added to the counter 26 (S
403, S404, S405).
【0010】[0010]
【発明の効果】以上説明したように本発明は、ターゲッ
トにボールを当ててターゲットを回転させる的当てゲー
ム機において、ターゲットの回転数を検出する回転数検
出手段を設け、回転数検出手段によって検出された回転
数に応じて加算される得点をプレイヤの加算前の総得点
によって変化させるように構成してある。したがって、
ターゲットの回転数に応じて加算される得点が、例えば
総得点の低いプレイヤに対しては総得点の高いプレイヤ
に比べて2倍の得点が得られるようにすることにより、
初心者であっても、熟練者と対等に競うことが可能にな
るという効果がある。As described above, according to the present invention, in a target hitting game machine for hitting a ball on a target and rotating the target, a rotation speed detecting means for detecting the rotation speed of the target is provided and detected by the rotation speed detecting means. The score added according to the number of rotations is changed according to the total score of the player before addition. Therefore,
By making the score added according to the number of rotations of the target double, for example, for a player with a low total score as compared with a player with a high total score,
Even a beginner can compete with an expert evenly.
【図1】本発明による難易度自動変更機能を有する的当
てゲーム機の実施の形態を示す斜視図である。FIG. 1 is a perspective view showing an embodiment of a target hitting game machine having a difficulty level automatic changing function according to the present invention.
【図2】図1の回転するターゲットの詳細を示す図であ
る。FIG. 2 shows details of the rotating target of FIG.
【図3】本発明による難易度自動変更機能を有する的当
てゲーム機の回路の実施の形態を示すブロック図であ
る。FIG. 3 is a block diagram showing an embodiment of a circuit of a target hitting game machine having a difficulty level automatic changing function according to the present invention.
【図4】ボールが当たってターゲットが回転したときの
加点動作を説明するためのフローチャートである。FIG. 4 is a flowchart for explaining a point addition operation when a ball hits and a target rotates.
【符号の説明】 1…コイン投入口 2…7セグメントのタイム表示部 3…ボール 4…ターゲット(オババ) 5…ターゲット(デビル) 6…ターゲット(コウモリ) 7…スコア表示部 9…ゲームオーバ表示部 10…景品排出表示部 11…景品選択ボタン 12…景品表示窓 13…景品排出口 15…スリット 16…回転数センサ 18…ステッカ 19…羽 21…CPU 22…RAM 23…ROM 24…ボール検知部 25…加算点判定部[Explanation of Codes] 1 ... Coin slot 2 ... 7-segment time display section 3 ... Ball 4 ... Target (Obaba) 5 ... Target (Devil) 6 ... Target (Bat) 7 ... Score display section 9 ... Game over display section 10 ... Premium discharge display section 11 ... Premium selection button 12 ... Premium display window 13 ... Premium discharge port 15 ... Slit 16 ... Rotation sensor 18 ... Sticker 19 ... Wings 21 ... CPU 22 ... RAM 23 ... ROM 24 ... Ball detection section 25 ... Addition point determination unit
Claims (1)
ットを回転させる的当てゲーム機において、 前記ターゲットの回転数を検出する回転数検出手段を設
け、 前記回転数検出手段によって検出された回転数に応じて
加算される得点をプレイヤの加算前の総得点によって変
化させることを特徴とする的当てゲーム機。1. A hitting game machine for hitting a ball against a target to rotate the target, wherein a rotation speed detecting means for detecting the rotation speed of the target is provided, and the rotation speed detecting means is adapted to detect the rotation speed of the target. A hitting game machine characterized in that the score added by the player is changed according to the total score of the player before the addition.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP11046196A JP3705649B2 (en) | 1996-04-05 | 1996-04-05 | Target game machine with automatic difficulty changing function |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP11046196A JP3705649B2 (en) | 1996-04-05 | 1996-04-05 | Target game machine with automatic difficulty changing function |
Publications (2)
Publication Number | Publication Date |
---|---|
JPH09271583A true JPH09271583A (en) | 1997-10-21 |
JP3705649B2 JP3705649B2 (en) | 2005-10-12 |
Family
ID=14536307
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP11046196A Expired - Lifetime JP3705649B2 (en) | 1996-04-05 | 1996-04-05 | Target game machine with automatic difficulty changing function |
Country Status (1)
Country | Link |
---|---|
JP (1) | JP3705649B2 (en) |
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6467772B2 (en) | 2000-01-20 | 2002-10-22 | Konami Corporation | Shooting game machine |
US6481429B2 (en) | 2000-01-20 | 2002-11-19 | Konami Corporation | Simulated gun |
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 |
US6811494B2 (en) | 2000-09-25 | 2004-11-02 | Konami Corporation | Shooting game machine and shooting game system |
-
1996
- 1996-04-05 JP JP11046196A patent/JP3705649B2/en not_active Expired - Lifetime
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
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 |
US6467772B2 (en) | 2000-01-20 | 2002-10-22 | Konami Corporation | Shooting game machine |
US6481429B2 (en) | 2000-01-20 | 2002-11-19 | Konami Corporation | Simulated gun |
US6811494B2 (en) | 2000-09-25 | 2004-11-02 | Konami Corporation | Shooting game machine and shooting game system |
Also Published As
Publication number | Publication date |
---|---|
JP3705649B2 (en) | 2005-10-12 |
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