JPS5946988A - Television game machine - Google Patents

Television game machine

Info

Publication number
JPS5946988A
JPS5946988A JP57158672A JP15867282A JPS5946988A JP S5946988 A JPS5946988 A JP S5946988A JP 57158672 A JP57158672 A JP 57158672A JP 15867282 A JP15867282 A JP 15867282A JP S5946988 A JPS5946988 A JP S5946988A
Authority
JP
Japan
Prior art keywords
watchman
livestock
scene
button
game machine
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.)
Pending
Application number
JP57158672A
Other languages
Japanese (ja)
Inventor
川崎 英吉
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.)
SHINNIHON KIKAKU KK
Original Assignee
SHINNIHON KIKAKU KK
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 SHINNIHON KIKAKU KK filed Critical SHINNIHON KIKAKU KK
Priority to JP57158672A priority Critical patent/JPS5946988A/en
Publication of JPS5946988A publication Critical patent/JPS5946988A/en
Pending legal-status Critical Current

Links

Abstract

(57)【要約】本公報は電子出願前の出願データであるた
め要約のデータは記録されません。
(57) [Summary] This bulletin contains application data before electronic filing, so abstract data is not recorded.

Description

【発明の詳細な説明】 本発明は、テレビ遊戯機に関し、遊戯の進行に従って種
々のパターンをブラウン管上に順次映し出して、興趣に
優れたテレビ遊戯を行ない得るようにすることを目的と
したものであって、その特徴とするところは、柵よシ出
て動き回る家畜、ウォッチマン、狼、フロッグをブラウ
ン管上に映し出すと共に、十字方向操作レバーを操作し
た時にウォッチマンが十字方向に動き、スローボタンを
押した時に投縄を、ショットボタンを押した時に石をウ
ォッチマンが夫々投けるように制御する装置を備えた点
にある。
DETAILED DESCRIPTION OF THE INVENTION The present invention relates to a television game machine, and an object of the present invention is to sequentially project various patterns on a cathode ray tube as the game progresses, thereby making it possible to play highly entertaining television games. Its unique feature is that it projects livestock, a watchman, a wolf, and a frog that move around outside the fence on a cathode ray tube, and when the cross-direction control lever is operated, the watchman moves in a cross-direction and the slow button is pressed. It is equipped with a device that allows the watchman to throw a lasso at times and a stone when the shot button is pressed.

以下、図示の実施例について本発明を詳述すると、第1
図において、(1)はテーブル本体、(2)はその支持
脚である。テーブル本体(1)の天板部中央にブラウン
管(3)が配置されると共に、該テーブル本体(1)の
前後両側には操作盤(4)が夫々設けられている。各操
作盤(4)には選択ボタン(5)、十字方向操作レバー
+61 、スローボタン(71、ショットボタン(8)
が設けられている。操作レバー(6)は前後左右の十字
能 方向に操作扉?′ある。(9)はコイン投入口である。
Hereinafter, the present invention will be described in detail with reference to the illustrated embodiments.
In the figure, (1) is the table main body, and (2) is its support leg. A cathode ray tube (3) is disposed at the center of the top plate of the table body (1), and operation panels (4) are provided on both front and rear sides of the table body (1). Each control panel (4) has a selection button (5), a cross direction control lever +61, a slow button (71), and a shot button (8).
is provided. Is the operation lever (6) an operation door in the front, back, left, and right directions? 'be. (9) is a coin slot.

第2図は電気系のブロック図を示し、QO’はマイクロ
コンピュータ、口】)はその中央処理装置、(2)は半
導体記憶装置であり、これには後述するような画像をブ
ラウン管(3)上に発生させるための遊戯情報の一切が
プログラムされている。α3はインターフェース、04
)はコイン検出器である。
Figure 2 shows a block diagram of the electrical system, where QO' is a microcomputer, QO' is its central processing unit, and (2) is a semiconductor storage device, which stores images on a cathode ray tube (3), which will be described later. All of the game information to be generated on the screen is programmed. α3 is the interface, 04
) is a coin detector.

第3図(A)〜(G)はブラウン管(3)上に現われる
主な画像を示し、(A)はウォッチマン(15+ (B
)は愛馬00に捷だがるウォッチマン09、(C)は羊
旧、(功は牛叩、(E)は馬f19) 、(F)は狛の
)、(G)はフロッグf2]+である。
Figures 3 (A) to (G) show the main images appearing on the cathode ray tube (3), (A) is the Watchman (15+ (B)
) is Watchman 09 who is fighting his beloved horse 00, (C) is Hitsuji Kyu, (Isao is a cow striker, (E) is horse f19), (F) is Koma's), (G) is frog f2]+ .

第4図乃至第8図はゲーム中の主な場面を示す。Figures 4 to 8 show main scenes during the game.

次に第4図乃至第8図の各場面を参照しながらゲーム方
法を説明する。コイン投入口(91よりコインを投入し
、選択ボタン(5)を押すと、記憶装置(至)にプログ
ラムされた情報に従って第4図乃至第8図の各場面がブ
ラウン管(3)上に表示され、これに沿ってゲームが進
行する。このゲームは、ゲーム者が操作レバー(6)を
操作してウォッチマン09を画面上で縦横に動かすと共
に、適時、スローボタン(7)及びショットボタン(8
)を押し、投縄ので羊117)、牛(1B+、馬1I9
1等の家畜を捕え、投石で狼21を倒して、その得点を
競う。
Next, the game method will be explained with reference to the scenes shown in FIGS. 4 to 8. When a coin is inserted into the coin slot (91) and the selection button (5) is pressed, the scenes shown in Figures 4 to 8 are displayed on the cathode ray tube (3) according to the information programmed in the storage device (to). , the game progresses according to this. In this game, the gamer operates the control lever (6) to move Watchman 09 vertically and horizontally on the screen, and also presses the slow button (7) and shot button (8) at appropriate times.
) and use the rope to move sheep 117), cow (1B+, horse 1I9)
Capture the first prize livestock, defeat the wolf 21 with stones, and compete for the score.

第1場面では、第4同に示す如< La5soの文字と
共に、柵(23)、井戸の、フロッグ(21)及び愛馬
00Vcまたがるウォッチマンα9が表示され、この第
1場面から第2場面〔第5図〕であるWAAM工NG 
UPを経て第3場面〔第6図〕、第4場面〔第7図〕、
第5場面〔第8図〕と展開して行く。ゲームが開始する
と、柵のの中の家畜が柵c!3)より飛び出し、画面の
上半分をいっばいに広がって、夫々個々に動きまわる。
In the first scene, the fence (23), the well, the frog (21), and Watchman α9 astride the beloved horse 00Vc are displayed together with the characters ``La5so'' as shown in the 4th scene. Figure] WAAM Engineering NG
After UP, the third scene [Figure 6], the fourth scene [Figure 7],
The scene unfolds in the fifth scene [Figure 8]. When the game starts, the livestock inside the fence is fence c! 3) They jump out further, spread out across the top half of the screen, and move around individually.

その家畜け、第8場面では羊面、第4場面では牛止、第
5場面では馬(191である。そこで、スローボタン(
7)を押して投縄C2で家畜を捕訝る。スローボタン(
7)は押している間に投縄のが伸び続け、離した時に先
端が円形となって輪を作る。
The livestock is a sheep in the 8th scene, a cow in the 4th scene, and a horse (191) in the 5th scene.Therefore, the slow button (
7) Press to catch the livestock with lasso C2. Slow button (
7) The rope continues to stretch while being pushed, and when released, the tip becomes circular and forms a ring.

そして、その輪の中に家畜が入っていれば得点となる。If the livestock is in the circle, you get points.

ここで、投縄(2zが延びる方向は、ウォッチマンa9
の向きとなる。同時に数頭の家畜を捕えた時は、高得点
となる。例えば、1頭は800点、2頭は900点、8
頭は2700点、4頭は8100点となる。このように
してゲームを続けて行くと、画面左上から犯)がウォッ
チマン09を狙って追って来る。この狼のにはショット
ボタン(8)を使用する。
Here, the direction in which the lasso (2z) extends is Watchman a9
The direction will be . If you catch several livestock at the same time, you will get a high score. For example, 1 dog gets 800 points, 2 dogs gets 900 points, 8
The head is worth 2,700 points, and the fourth is 8,100 points. As you continue playing the game in this way, a criminal (criminal) will come after you from the top left of the screen, aiming for Watchman 09. Use the shot button (8) on this wolf.

ショットボタン(8)を押せば、ウォッチマン09から
投石することができる。そして、この石が狼のに当ると
、狼■を倒したことになり、この時の得点が120点で
ある。但し、家畜を8頭捕えた時、−匹の狼ωが家畜を
柵のから引出してくる場面があり、この引出している狼
のを倒した場合に限って1500点と高得点になる。こ
の他に井戸のから出る怪物としてフロッグT2】)がい
る。このフロッグf2]1は4個の井戸(24)から自
由に出現し、ウォッチマン09全狙ってガス煙呟を吹き
出す。ウォッチマン09けこのガス煙■に当れば倒れて
しまうので、狛ノの場合と同様にショットボタン(8)
を使用し、石を投げて倒してし甘う。フロッグc!1)
は1場面中KV14匹しかおらず、その4匹を倒せば次
の場面になる1で出ることはない。この時の得点は1匹
800点である。これら犯ノとフロッグ(21)を倒し
ながら家畜を捕乏て行き、狼耶をすべて倒すか、家畜を
すべて捕えた時に1場面が終了し、次の場面に移り、以
下、第8場面、第4場面、第5場面の各場面が繰返して
行く。得点が20000点、50000点以上となれば
、ボーナスとしてウォッチマン09が1人づつ追加され
る。
By pressing the shot button (8), Watchman 09 can throw stones. When this stone hits the wolf, it means that the wolf has been defeated, and the score at this time is 120 points. However, when you catch 8 livestock, there is a scene where - wolves ω pull the livestock out of the fence, and only if you defeat the wolves pulling out the livestock, you will get a high score of 1500 points. In addition to this, there is a monster that comes out of the well called Frog T2]). This frog f2]1 appears freely from the four wells (24) and blows out gas smoke at all of Watchman 09. Watchman 09 If you hit Keko's gas smoke, you will fall down, so press the shot button (8) like in the case of Komano.
Use it and throw a stone to knock it down. frog c! 1)
There are only 14 KVs in one scene, and if you defeat those four, they will not appear in the next scene. The score at this time is 800 points for each animal. Capture the livestock while defeating these criminals and Frog (21), and when you defeat all the wolfs or capture all the livestock, one scene ends and moves on to the next scene. The 4th and 5th scenes are repeated. If the score reaches 20,000 points or 50,000 points or more, one Watchman 09 will be added as a bonus.

以上実施例に詳述したように本発明によれば、十字方向
操作レバーを操作して画面上のウォッチマンを動かしな
がら、スローボタン及びショットボタンを適時に押し、
ウォッチマンから投げ出す投縄、石により家畜を捕獲し
、狼、フロッグを撃退するゲームが可能であり、興趣に
優ノまた遊戯機を提供できる。
As described in detail in the embodiments above, according to the present invention, while operating the cross direction control lever to move the watchman on the screen, press the slow button and the shot button at the appropriate time,
It is possible to play a game in which livestock are captured using ropes and stones thrown from the watchman, and wolves and frogs are repelled, providing a fun and entertaining game machine.

【図面の簡単な説明】 図面は本発明の一実施例を示し、第1図は外観を示す斜
視図、第2図は電気系のブロック図、第8図(A)〜(
G) Vi両画像説明図、第4図乃至第8図は各場面の
説明図である。 (31・・・ブラウン管、(6)・・・十字方向操作レ
バー、(7)・・・スローボタン、(8)・・・ショッ
トボタン。
[BRIEF DESCRIPTION OF THE DRAWINGS] The drawings show one embodiment of the present invention, with FIG. 1 being a perspective view showing the external appearance, FIG. 2 being a block diagram of the electrical system, and FIGS.
G) Vi image explanatory diagrams, FIGS. 4 to 8 are explanatory diagrams of each scene. (31...Cathode ray tube, (6)...Cross direction control lever, (7)...Slow button, (8)...Shot button.

Claims (1)

【特許請求の範囲】[Claims] 1、柵より出て動き回る家畜、ウォッチマン、狼、フロ
ッグをブラウン管上に映し出すと共に、十字方向操作レ
バーを操作した時にウォッチマンが十字方向に動き、ス
ローボタンを押した時に投縄を、ショットボタンを押し
た時に石をウォッチマンが夫々投け゛るように制御する
装置を備えたことを特徴とするテレビ遊戯機。
1. Livestock, watchmen, wolves, and frogs moving around outside the fence are projected on the cathode ray tube, and when the cross direction control lever is operated, the watchman moves in the cross direction, when the slow button is pressed, the throw rope is released, and when the shot button is pressed, the watchman moves in the cross direction. A television game machine characterized by being equipped with a device that controls watchmen to throw stones at each time.
JP57158672A 1982-09-10 1982-09-10 Television game machine Pending JPS5946988A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP57158672A JPS5946988A (en) 1982-09-10 1982-09-10 Television game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP57158672A JPS5946988A (en) 1982-09-10 1982-09-10 Television game machine

Publications (1)

Publication Number Publication Date
JPS5946988A true JPS5946988A (en) 1984-03-16

Family

ID=15676837

Family Applications (1)

Application Number Title Priority Date Filing Date
JP57158672A Pending JPS5946988A (en) 1982-09-10 1982-09-10 Television game machine

Country Status (1)

Country Link
JP (1) JPS5946988A (en)

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS54127746A (en) * 1978-03-24 1979-10-03 Toshiba Corp Information input processing apparatus for game equipment
JPS5657473A (en) * 1979-10-16 1981-05-19 Nintendo Co Ltd Game device

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS54127746A (en) * 1978-03-24 1979-10-03 Toshiba Corp Information input processing apparatus for game equipment
JPS5657473A (en) * 1979-10-16 1981-05-19 Nintendo Co Ltd Game device

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