TWM394171U - Game machine for training response - Google Patents

Game machine for training response Download PDF

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Publication number
TWM394171U
TWM394171U TW99206019U TW99206019U TWM394171U TW M394171 U TWM394171 U TW M394171U TW 99206019 U TW99206019 U TW 99206019U TW 99206019 U TW99206019 U TW 99206019U TW M394171 U TWM394171 U TW M394171U
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Taiwan
Prior art keywords
game
game machine
sensor
machine according
panel
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TW99206019U
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Chinese (zh)
Inventor
qi-ming Cai
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Feiloli Electronic Co Ltd
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Priority to TW99206019U priority Critical patent/TWM394171U/en
Publication of TWM394171U publication Critical patent/TWM394171U/en

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M394171 五、新型說明: 【新型所屬之技術領域】 本創作係關於一種遊戲機,尤指一種可訓練反應之裝 置。 【先前技術】 由於現代人工作繁忙,所以一般家庭常在放假時一起 " 出門遊玩,藉此讓大人們可以纾解平時的工作壓力,也可 Φ 與家裡的小孩子同樂以增進家庭情感。一般家庭在選擇遊 玩場所時,大人們通常會選擇到戶外踏青休閒,不過為滿 足小孩子的遊樂慾望,偶爾也會選擇到有多種遊樂機台的 室内遊戲場。 遊戲場内的遊戲機台種類繁多,例如最常見的投籃 機、打地鼠機、跳舞機、抓娃娃機…等不勝牧舉,然而大 多數的遊戲機必須具有相當程度的力氣以及判斷力才能遊 • 戲,對於年紀太小的小孩子並不適合。以打地鼠機為例, 如要將擊槌舉起並用力敲擊地鼠而言,對年紀在4〜1 0 歲之間的小孩子並不容易,所以小孩子常因力氣或技巧不 足而無法真正地融入遊戲中,故難以達到預期的娛樂效果。 有鑑於此,本創作人乃針對上述之問題,本著鍥而不 捨的精神與精益求精之目的,積極不斷的加以研究改良, 並經長期之努力與試驗,終於開發設計出本創作。 【新型内容】 3 M394171 本創作之主要目的,在於解決上述的問題而提供一種 反應訓練遊戲機,藉由遊戲進行時可訓練反應能力,且能 達到休閒娛樂之效果。 為達上述目的,本創作係於一本體設有一遊戲面板, 此遊戲面板分散地設有若干可變換顯示内容之螢幕,本體 並設有若干可於遊戲面板上游移之遊戲感應器,遊戲面板 鄰近於各螢幕係對應設有一於遊戲感應器靠近時配對感應 之感應區,且各該遊戲感應器預設一與螢幕之顯示内容相 互對應之配對内容。 本創作之上述及其他目的與優點,不難從下述所選用 實施例之詳細說明與附圖中,獲得深入了解。 當然,本創作在某些另件上,或另件之安排上容許有 所不同,但所選用之實施例,則於本說明書中,予以詳細 說明,並於附圖中展示其構造。 【實施方式】 請參閱第1圖至第6圖,圖中所示者為本創作所選用 之第一實施例結構,此僅供說明之用,在專利申請上並不 受此種結構之限制。 本創作係有關於一種反應訓練遊戲機,其係包括: 一本體(1 ),其於本實施例中為直立結構,且以適合小朋 友遊戲之高度設計,且可設置搭配的投幣器、彩票機、以 及紙鈔機。 M394171 上述之本體(1 )設有一遊戲面板(2 ),此遊戲面板 (2 )分散地設有若干螢幕(3 ),各個螢幕(3 )之顯示 内谷可依§又疋皮換。本體(1 )並設有若干遊戲感應哭 (4 )’各遊戲感應器(4 )可於遊戲面板(2 )上游移, 且各該遊戲感應器(4)預設一配對内容。遊戲面板(2) 鄰近於各螢幕(3 )係對應設有一感應區(5 )。本體(1 ) 内並設有一處理單元(於圖中未示),以此處理單元設定遊 • 戲進行之順序以及相關參數控制,各感應區(5)於遊戲 感應器(4)靠近配對感應時,產生訊號回饋至此處理單 元。 本實施例之遊戲面板(2)上具有預設圖樣(2丄), 此預設圖樣(2 1 )係於遊戲面板(2)上繪製為可愛風 格之惡魔城堡圖案。如2圖所示,此預設圖樣(2丄)係 於惡魔城堡圖案上具有一大門(2丄i)以及三個窗口(2 • 1 2 )。由圖中可見,此預設圖樣(2 1 )上設有四螢幕 (3 ),此四螢幕(3)分別位於預設圖樣(2丄)之大門 (21 1)以及各窗口(212)位置,且各螢幕(3) 於大門(2 1 1 )及窗口( 2 1 2)為關閉狀態時之顯示 内容為對應之門景及窗景,且於大門(2丄丄)及窗口(2 1 2 )為開啟狀態時,各螢幕(3)可各別顯示嬰兒(3 1 )、幽靈(3 2 )、吸血鬼(3 3 )、以及木乃伊(3 4 ) 等四個可愛圖像之顯示内容。 5 M394171 於本實施例中,該本體(1 )於遊戲面板(2)下方 設有一操作台(6 )’於此操作台(6 )上設有四組遊戲感 應器(4 ),各組遊戲感應器(4 )之配對内容分別對廣久 螢幕(3)在大門(211)及各窗口(212)開啟狀 態時之顯示内容’於本實施例中各遊戲感應器(4)之配 對内容分別標示為奶嘴(4 1 )、糖果(4 2 )、蒜頭(4 3 )、以及匕首(4 4 )專圖像’如弟3圖所示依序與嬰兒 (31)、幽靈(32)、吸血鬼(3 3 )、以及木乃伊(3 4)等螢幕(3)之顯示内容配對。各遊戲感應器(4) 連結於一握把(4 5)上,便於玩家於遊戲進行時握持。 該遊戲感應器(4)與感應區(5)二者係以無線射 頻識別系統「RFID,Radio Frequency Identification」感 應,意即該遊戲感應器(4)與感應區(5)其中一者設 有讀取器「Reader」,另一者則設有標籤rRFID Tag」,當 標籤「RFID Tag」位於讀取器「Reader」之發射電波範圍 内時感應。該遊戲感應器(4)與感應區(5)二者除以 上述無線射頻谶別系、贼應之外,亦可透過紅外線感應裝 置感應或者以磁感應裝置感應,相同可達到配對感應之 功效。 各感應區(5)係對應設置於各螢幕(3)下方,且 於預叹圖樣(2 1 )上以標乾圖案表示。此外,本實施例 之遊戲面板(2)於預設圖樣(2 1 )上方設有一時間顯 M394171 « « • 不。。(7 )、一知·分顯不器(8 )、以及一記錄顯示器(g ) 0 本創作之反應訓練遊戲機,其遊戲於本實施例中之年 齡層主要設定以1 〇歲以下之小朋友為主,也可供親子一 同遊戲。當反應訓練機在待機狀態時’遊戲面板(2 )上 之各螢幕(3)分別與預設圖樣(2 1 )之大門(2丄工) 及肉口( 2 1 2)對應顯示為門景及窗景,此時配合待機 -時之音效及口白吸引玩家。玩家開始進行遊戲時,由該時 φ間"'員示态(7 )可見遊戲時間開始倒數,於各個螢幕(3 ) 之顯不内谷則如第4圖分別由門景與窗景隨機轉換為各種 可愛圖像’玩家必須依據各該螢幕(3)顯示之圖像選擇 具有對應圖像之遊戲感應器(4 )。如第5圖所示,例如某 勞幕(3)出現嬰兒(3 圖像時,必須拿起具有奶嘴 (4 1 ) ®像之遊戲感應II (4)靠近該螢幕(3)下方 之感應區(5)配對感應;又如第6圖所示,當另一營幕 • (3)又出現幽靈(3 2)圖案時,再拿起具有糖果(4 .2)圖像之遊戲感應器(4)靠近該螢幕(3)下方之感 應區(5)配對感應,以此類推。當遊戲感應器(4)之 配對内容與螢幕(3)之顯示内容配對成功時,即回饋配 對成功之矾號至處理單元,並由得分顯示器(8 )上累記 付分數,反之,當遊戲感應器(4)之配對内容與螢幕(3 ) 之顯示内容配對失敗時,即回饋一配對失敗訊號至處理單 元。玩家於遊戲時間内依上述玩法進行配對,遊戲時間結 7 M394171 束後則由該得分顯示器(8)上得知總分數,如為最高記 錄者,則會顯示於該記錄顯示器(9 )上。 由上述之說明不難發現本創作之優點,在於遊戲的操 作淺顯易懂,僅須簡單地記憶顯示内容與配對内容間之對 應關係,玩家即可透過此遊戲感應器(4 )在遊戲面板(2 ) 上游移配對以訓練反應,有助於幼兒年齡的小朋友在記憶 力以及反應力的訓練,且可親子共同遊戲而達到親子關係 增進的效果。 以上所述實施例之揭示係用以說明本創作,並非用以 限制本創作,故舉凡數值之變更或等效元件之置換仍應隸 屬本創作之範疇。 由以上詳細說明,可使熟知本項技藝者明瞭本創作的 確可達成前述目的,並且在同類製程或產品中均未見有類 似之發表,實已符合專利法之規定,爰依法倶文提出專利 申請。 【圖式簡單說明】 第1圖係本創作之遊戲機立體外觀圖。 第2圖係本創作之遊戲面板於待機時平面狀態圖。 第3圖係本創作之顯示内容與配對内容對應示意圖。 第4圖係本創作之遊戲面板於遊戲時平面狀態圖。 第5圖係本創作於遊戲時之其一感應狀態示意圖。 第6圖係本創作於遊戲時之另一感應狀態示意圖。 M394171 【主要元件符號說明】 (習用部分) 〇»、 (本創作部分) 本體(1 ) 預設圖樣(2 1 ) 窗口( 2 1 2 ) 嬰兒(3 1 ) 吸血鬼(3 3 ) 遊戲感應器(4) 糖果(4 2 ) 匕首(4 4) 感應區(5 ) 時間顯示器(7) 記錄顯示器(9 ) 遊戲面板(2) 大門(2 1 1 ) 螢幕(3 ) 幽靈(3 2) 木乃伊(3 4) 奶嘴(4 1 ) 蒜頭(4 3) 握把(4 5) 操作台(6) 得分顯示器(8) 9M394171 V. New description: [New technical field] This creation is about a game machine, especially a device that can train the reaction. [Prior Art] Due to the busy work of modern people, the average family often goes out together during the holiday, so that adults can understand the usual work pressure, or Φ with the children at home to enhance family emotions. . When the average family chooses to play, adults usually choose to go out and relax, but in order to satisfy the children's desire to play, occasionally choose an indoor playground with a variety of amusement machines. There are a wide variety of game consoles in the game field, such as the most common shooting machines, hamsters, dance machines, and doll machines. However, most game consoles must have considerable strength and judgment to swim. • The play is not suitable for young children who are too young. Take the hamster as an example. If you want to lift the sniper and hit the hamster hard, it is not easy for children between the ages of 4 and 10, so the children often have insufficient strength or skill. It can't really be integrated into the game, so it is difficult to achieve the desired entertainment effect. In view of this, the creator has been actively researching and improving in response to the above-mentioned problems, in the spirit of perseverance and the purpose of excellence, and through long-term efforts and experiments, finally developed and designed this creation. [New Content] 3 M394171 The main purpose of this creation is to solve the above problems and provide a reaction training game machine that can train the reaction ability while playing, and can achieve the effect of leisure and entertainment. In order to achieve the above objective, the present invention is provided with a game panel on a body, the game panel is provided with a plurality of screens for transforming display content, and the body is provided with a plurality of game sensors that can be moved upstream of the game panel, and the game panel is adjacent to the game panel. Corresponding to each of the screens is a sensing area that is paired and sensed when the game sensor is approaching, and each of the game sensors presets a pairing content corresponding to the display content of the screen. The above and other objects and advantages of the present invention will become more apparent from the detailed description and the accompanying drawings. Of course, the present invention may be different in some of the parts, or the arrangement of the parts, but the selected embodiments are described in detail in the present specification, and the construction thereof is shown in the drawings. [Embodiment] Please refer to Fig. 1 to Fig. 6. The figure shows the structure of the first embodiment selected for the creation. This is for illustrative purposes only and is not limited by this structure in patent application. . The present invention relates to a reaction training game machine, which comprises: a body (1), which is an upright structure in the embodiment, and is designed to suit the height of a child game, and can be equipped with a coin acceptor and a lottery ticket. Machines, as well as banknote machines. M394171 The above-mentioned body (1) is provided with a game panel (2). The game panel (2) is discretely provided with a plurality of screens (3), and the display valleys of the respective screens (3) can be changed according to §. The body (1) is provided with a plurality of game sensors to cry (4). Each game sensor (4) is movable upstream of the game panel (2), and each of the game sensors (4) presets a paired content. The game panel (2) is provided with a sensing area (5) adjacent to each screen (3). A processing unit (not shown) is disposed in the body (1), and the processing unit sets the sequence of the game and related parameter control, and each sensing area (5) is close to the pairing sensor in the game sensor (4). At the same time, a signal is generated and fed back to the processing unit. The game panel (2) of this embodiment has a preset pattern (2丄), which is drawn on the game panel (2) as a demon castle pattern of a cute style. As shown in Figure 2, this preset pattern (2丄) has a large door (2丄i) and three windows (2 • 1 2) on the Devil Castle pattern. As can be seen from the figure, the preset pattern (2 1 ) is provided with four screens (3), which are respectively located at the gate (21 1) of the preset pattern (2丄) and the position of each window (212). And the display content of each screen (3) when the gate (2 1 1) and the window (2 1 2) are off is the corresponding gate and window, and at the gate (2丄丄) and the window (2 1 2) When the screen is on, each screen (3) can display the display contents of four cute images such as baby (3 1 ), ghost (3 2 ), vampire (3 3 ), and mummies (3 4 ). 5 M394171 In this embodiment, the body (1) is provided with a console (6) under the game panel (2). There are four sets of game sensors (4) on the console (6), each group of games. The paired content of the sensor (4) respectively displays the content of the display of the game sensor (4) in the open state (211) and the window (212) of the long screen (3) respectively. Labeled as pacifier (4 1 ), candy (4 2 ), garlic (4 3 ), and dagger (4 4 ) special image ', as shown in Figure 3, with baby (31), ghost (32), vampire (3 3 ), and the display content of the screen (3) such as the mummies (3 4). Each game sensor (4) is attached to a grip (45) to allow the player to hold while the game is in progress. The game sensor (4) and the sensing area (5) are sensed by a radio frequency identification system "RFID, Radio Frequency Identification", that is, one of the game sensor (4) and the sensing area (5) is provided. The reader "Reader", the other has the tag rRFID Tag", which is sensed when the tag "RFID Tag" is within the range of the transmitting wave of the reader "Reader". The game sensor (4) and the sensing area (5) are divided into the above-mentioned radio frequency discrimination system and the thief, and can also be sensed by the infrared sensing device or sensed by the magnetic induction device, and the same effect can be achieved by the pairing sensing. Each sensing area (5) is correspondingly disposed under each screen (3), and is represented by a dry pattern on the pre-saw pattern (2 1 ). In addition, the game panel (2) of the present embodiment is provided with a time display M394171 « « no above the preset pattern (2 1 ). . (7), one knows the sub-display (8), and a record display (g) 0 The reaction training game machine of the present creation, the game in the embodiment of the age layer is mainly set to children under 1 year old For the main, it is also available for parents to play together. When the reaction training machine is in the standby state, the screens (3) on the game panel (2) are respectively displayed as gates corresponding to the gates (2 completions) and meat mouths (2 1 2) of the preset pattern (2 1 ). And the window view, at this time with the standby - the sound and mouth white to attract players. When the player starts to play the game, the game time starts to count down from the φ position "' member state (7), and the display screen of each screen (3) is randomly selected from the door view and the window view as shown in Fig. 4 Converted to various cute images 'The player must select the game sensor (4) with the corresponding image according to the image displayed on each screen (3). As shown in Figure 5, for example, a baby appears in a screen (3) (3 images must be picked up with a pacifier (4 1 ) ® like game sensor II (4) close to the sensor area under the screen (3) (5) Pairing induction; as shown in Fig. 6, when another screen (3) has a ghost (3 2) pattern, pick up the game sensor with the candy (4.2 image) ( 4) Close to the sensing area (5) under the screen (3), and so on. When the matching content of the game sensor (4) is successfully paired with the display content of the screen (3), the feedback is successful. Number to the processing unit, and the score is accumulated by the score display (8). Conversely, when the paired content of the game sensor (4) fails to match the display content of the screen (3), a pairing failure signal is returned to the processing. The player is paired according to the above gameplay during the game time. After the game time is 7 M394171, the total score is known from the score display (8). If it is the highest record, it will be displayed on the record display (9). From the above description, it is not difficult to find that the advantages of this creation are in the game. It is easy to understand, just simply remember the correspondence between the display content and the paired content, the player can use the game sensor (4) to move the pairing upstream of the game panel (2) to train the reaction, which is helpful for the age of the child. The children are trained in memory and responsiveness, and can play the game together to achieve the effect of parent-child relationship improvement. The above description of the embodiments is used to illustrate the creation, not to limit the creation, so the value changes or the like. The replacement of the effect component should still belong to the scope of this creation. From the above detailed description, it can be made clear to the skilled person that the creation can achieve the above purpose, and no similar publication is found in the same process or product. In accordance with the provisions of the Patent Law, the patent application is filed in accordance with the law. [Simplified illustration of the drawing] Figure 1 is a three-dimensional appearance of the game machine of the present creation. Figure 2 is a plan view of the game panel in standby mode. The figure 3 corresponds to the display content of the creation and the matching content. The fourth picture shows the plane state diagram of the game panel of the creation during the game. Figure 5 is a schematic diagram of one of the sensing states of the game in the game. Figure 6 is a schematic diagram of another sensing state of the game in the game. M394171 [Description of main component symbols] (customized part) 〇», (this part of the creation ) Body (1) Preset pattern (2 1 ) Window ( 2 1 2 ) Baby (3 1 ) Vampire (3 3 ) Game sensor (4) Candy (4 2 ) Dagger (4 4) Sensing area (5) Time Display (7) Recording display (9) Game panel (2) Gate (2 1 1) Screen (3) Ghost (3 2) Mummy (3 4) Pacifier (4 1) Garlic (4 3) Grip (4 5) Operator Station (6) Score Display (8) 9

Claims (1)

M394171 六、申請專利範圍: 1、 一種反應訓練遊戲機,其於一本體設有一遊戲面板, 此遊戲面板分散地設有若干可變換顯示内容之螢幕, 本體並設有若干可於遊戲面板上游移之 1戲1應器, 遊戲面板鄰近於各螢幕係對應設有一於遊戲感應器靠 近時配對感應之感應區,且各該遊戲感應器預設一與 螢幕之顯示内容相互對應之配對内容。 2、 依據申請專利範圍第1項所述之反應訓練遊戲機,其 中,該本體於控制面板下方設有一供各遊戲感應器放 置之操作台。 3、 依據申請專利範圍第1項所述之反應訓練遊戲機,其 中,該本體中設有一設定遊戲進行順序以及相關參數 控制之處理單元。 4、 依據申請專利範圍第1項所述之反應訓練遊戲機,其 中,該遊戲面板上設有若干顯示器,且至少一顯示遊 戲時間、一顯示遊戲得分數、以及一最高記錄分數。 5、 依據申請專利範圍第1項所述之反應訓練遊戲機,其 中,該遊戲面板上具有預設圖樣。 6、 依據申請專利範圍第1項所述之反應訓練遊戲機,其 中,該遊戲感應器與感應區二者係以無線射頻識別糸 統「RFID, Radio Frequency Identification」感應。 7、 依據申請專利範圍第1項所述之反應訓練遊戲機,其 10 M394171 中,該遊戲感應器與感應區二者係以紅外線感應裝置 感應。 8、依據申請專利範圍第1項所述之反應訓練遊戲機,其 中,該遊戲感應器與感應區二者係以磁感應裝置感應。M394171 VI. Patent application scope: 1. A reaction training game machine, which is provided with a game panel on a body, the game panel is provided with a plurality of screens for transforming display contents, and the body is provided with a plurality of movable panels. The game panel is adjacent to each screen system and has a sensing area corresponding to the pairing sensing when the game sensor is close, and each of the game sensors presets a pairing content corresponding to the display content of the screen. 2. The reaction training game machine according to claim 1, wherein the body is provided with a console for each game sensor under the control panel. 3. The training game machine according to the first aspect of the patent application scope, wherein the body is provided with a processing unit for setting a game sequence and controlling related parameters. 4. The reaction training game machine according to claim 1, wherein the game panel is provided with a plurality of displays, and at least one displays a game time, a display game score, and a highest record score. 5. The training game machine according to the first aspect of the patent application scope, wherein the game panel has a preset pattern. 6. The reaction training game machine according to the first application of the patent application scope, wherein the game sensor and the sensing area are detected by a radio frequency identification system "RFID, Radio Frequency Identification". 7. According to the reaction training game machine described in claim 1 of the patent application, in the 10 M394171, both the game sensor and the sensing area are sensed by an infrared sensing device. 8. The reaction training game machine according to claim 1, wherein the game sensor and the sensing area are sensed by a magnetic induction device.
TW99206019U 2010-04-06 2010-04-06 Game machine for training response TWM394171U (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI423834B (en) * 2011-02-21 2014-01-21 Univ Nat Taiwan Normal Corresponding to game methods, electronic devices, game servers and computer programs

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI423834B (en) * 2011-02-21 2014-01-21 Univ Nat Taiwan Normal Corresponding to game methods, electronic devices, game servers and computer programs

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