WO1995028207A1 - Game machine - Google Patents
Game machine Download PDFInfo
- Publication number
- WO1995028207A1 WO1995028207A1 PCT/JP1995/000741 JP9500741W WO9528207A1 WO 1995028207 A1 WO1995028207 A1 WO 1995028207A1 JP 9500741 W JP9500741 W JP 9500741W WO 9528207 A1 WO9528207 A1 WO 9528207A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- rotation
- area
- game
- acquisition
- ball
- Prior art date
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B67/00—Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/0005—Indoor games using small moving playing bodies, e.g. balls, discs or blocks played on a table, the ball or other playing body being rolled or slid from one side of the table in more than one direction or having more than one entering position on this same side, e.g. shuffle boards
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
- A63F2003/00662—Electric board games; Electric features of board games with an electric sensor for playing pieces
- A63F2003/00668—Electric board games; Electric features of board games with an electric sensor for playing pieces using hall effect
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/22—Accessories; Details
- A63F7/24—Devices controlled by the player to project or roll-off the playing bodies
- A63F7/2409—Apparatus for projecting the balls
- A63F7/2436—Hand-held or connected to a finger, e.g. cues, clubs, sticks
- A63F2007/2445—Stick-shaped
- A63F2007/2454—Club, stick
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/22—Accessories; Details
- A63F7/30—Details of the playing surface, e.g. obstacles; Goal posts; Targets; Scoring or pocketing devices; Playing-body-actuated sensors, e.g. switches; Tilt indicators; Means for detecting misuse or errors
- A63F7/305—Goal posts; Winning posts for rolling-balls
- A63F7/3065—Electric
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/22—Accessories; Details
- A63F7/30—Details of the playing surface, e.g. obstacles; Goal posts; Targets; Scoring or pocketing devices; Playing-body-actuated sensors, e.g. switches; Tilt indicators; Means for detecting misuse or errors
- A63F7/305—Goal posts; Winning posts for rolling-balls
- A63F7/3065—Electric
- A63F7/307—Electric with a score counter
Definitions
- the present invention relates to a game device for enjoying by rolling a ball with a stick and rotating a rotating bar.
- the present invention proposed a "physical fitness measuring device for rehabilitation" dated February 20, 1993.
- the mat 1 1 is laid on the floor surface, and the target 1 2 is placed on one end of the mat 1 1.
- target 1 2 is located near the sides of the mat 1 1 and has columns 1 3 a and 1 3 b, and the stalks 1 3 a and 1 3 b are located between the columns 1 3 a and 1 3 b.
- 4 is mounted horizontally, with multiple rotating bars 1 5 on the ⁇ 1 4 and rotatably mounted so that its center of gravity is below the axis 1 4.
- the rotating bar 1 5 has a strip shape, and the worms 1 4 are pierced in the width direction of the rotating bar 1 5 and are rotatably held on the shaft 1 4.
- Each rotating bar 1 5 is coaxially provided with a tubular spacer 1 7 on the axis 1 4 so that the position in the direction along the axis 1 4 does not shift.
- Rotation detecting means such that each rotation bar 1 5 generates a rotation signal for each rotation, that is, when the rotation bar 1 5 rotates, the rotation is detected for each rotation. 1 6 is provided.
- a permanent magnet 1 8 is fixed at one end longer than the axis 1 4 of each rotating bar 1 5, and a connecting rod 1 9 is fixed between the upper ends of the columns 1 3 a and 1 3 b.
- a Hall element, a magnetic element 2 1 such as a lead switch is attached to the connecting rod 1 9 at a portion facing each rotating bar 1 5, and when the rotating bar 1 5 rotates, the magnetic sensitive element 2 1 facing the rotating bar 1 5 is attached.
- a rotation detection signal is output for each rotation of the rotation bar 1 5.
- the target 1 2 is composed of the image transfer bar 1 5 and the rotation detecting means 1 6.
- a ball 2 2 is placed on the other end of the mat 1 1, and the ball 2 2 is hit with a stick 2 3 toward the target 1 2, the ball 2 2 is rolled, and the ball 2 2 is rolled to reach the target 1 2.
- the ball 2 2 turns the rotating ball 1 5 on the surface. This rotation makes it eternal Kyu Magnet 1 8 force
- a detection rotation signal is output as it passes near the magnetic sensitive element 2 1 facing the rotation bar 1 5.
- the detection rotation signals from each of these magnetic sensitive elements 2 1 are passed through the wiring along the connecting rod 1 9 and further sent to the corresponding core wire in the cord 2 4 fixed at one end to one of the columns 1 3 b. NS.
- the code 2 4 is connected to the display device 2 5 located near the outside on one side of the mat 1 1, and the display device 2 5 displays a display showing the rotated rotation bar and the number of rotations.
- An S-pole permanent magnet and an N-pole permanent magnet can be attached to the upper and lower ends of each rotating bar 1 5 to increase the sensitivity when using a ball element as the magnetic sensitive element 21.
- the ball 2 2 is a sphere made of a synthetic resin material with a diameter of about 45 mm, for example, and the stick 2 3 is made of a wooden or synthetic resin material and has a T-shaped hammer shape. It is made to hit the ball on the end face or the side surface. Place the mat 1 1 in a space with a width of 50 cm and a depth of 3 m, hit the ball 2 2 with the stick 2 3, and hit the rotating bar 1 5 by the rolling of the ball 2 2 and hit the rotating bar 1 5 with the rotating bar. ⁇ ⁇ A high number of revolutions of 1 5 indicates that the ball 2 2 could be hit hard. Therefore, the physical strength of the hitter can be known from this number of rotations. In addition, multiple people can compete and enjoy the total number of rotations of the rotation bar 1 15 and the total number of rotations of the rotation bar 15 with respect to the predetermined number of hits, that is, it can be used as a game device.
- the device shown in Fig. 1 is not so suitable as a game device because the display 25 is simple and the game is enjoyed.
- the device shown in Fig. 1 can only play a simple game.
- An object of the present invention is to provide a game device that uses the target, the ball, and the stick, but also displays the progress of the game.
- Another object of the present invention is to provide a game device capable of enjoying a power-complex game using the target, the ball, and the stick.
- a plurality of rotating bars are rotatably mounted on a horizontal scabbard, and a ball is struck by a stick to roll it against the rotating bar, and the rotating bar is rotated, and each rotation is performed.
- each rotation detection signal is input to the arithmetic processing unit by the rotation detection means.
- the performance processing unit uses the number of rotations of the rotated rotation bar and / or rotation bar as a parameter to obtain a score, and outputs the result of the progress until the end of one game as an image signal.
- the image signal is supplied to the display, and the game progress and the result are displayed as an image.
- the arithmetic processing unit counts the number of input rotation detection signals for each stroke of the hit ball to obtain the rotation speed of the rotation bar, and the rotation speed from the start of the game to that time. The highest value of is calculated as a score. In this case, the number of rotations is counted only when the predetermined rotation bar is rotated, and the image signal indicates what the number of rotations was counted in the order of hitting the ball.
- the arithmetic processing unit When the image transfer bar is used as a parameter, the arithmetic processing unit cumulatively adds the weights attached to the rotation bar each time a rotation detection signal based on one hit ball is input, and adds the added value. Display as a score. In addition, which rotation bar is rotated in the order of hitting is displayed by an image signal.
- the arithmetic processing unit counts the rotation detection signal each time a rotation detection signal based on one hit ball is input to obtain the rotation speed, and obtains the rotation speed. Only, let the rotation bar acquire the unit area in the predetermined area, and obtain the total value of the acquired unit area of each area for each rotation bar as a score, and obtain the area of each rotation bar and its acquisition.
- the unit area, the above total value, and the number corresponding to the number of hits are displayed by an image signal.
- the highest value of the past score is obtained, this is displayed by an image signal, and the previous score is displayed by an image signal if necessary.
- the arithmetic processing unit advances the progress of the game by one step. This is displayed as an image signal in response to the step progress based on the foul.
- the arithmetic processing unit counts the rotation detection signal based on one hit ball to obtain the rotation speed, and the rotation speed is predetermined to the rotation bar.
- the unit area in the area is acquired by distinguishing between the odd number of hits (the ball hit by A) and the even number (the ball hit by B), and when the ball is acquired, it is taken in that area.
- the other unit area has already been acquired, and each area for each rotation bar, each odd-numbered acquisition unit area, and even-numbered unit area are displayed by image signals. Furthermore, if one area is only one and the entire unit area is acquired, the acquisition of the unit area by the other is prohibited for that area.
- each region is linear and arranged parallel to each other, each unit region is divided and formed at equal intervals in each region in the longitudinal direction, and the odd-numbered acquisition is performed from one end on the same side of each region.
- the even-numbered acquisition is performed from the other end on the same side of each region.
- the total value of the number of acquisition unit areas in the odd-numbered times and the total value of the number of acquisition unit areas in the even-numbered times may be obtained, and each total value may be used as a point and displayed by an image signal.
- each time a rotation detection signal based on one hit ball is input the rotation detection signal is counted to obtain the rotation speed, and the rotation speed is obtained.
- the mark is moved by a unit distance on the rotation bar in a predetermined direction by the number of times, and the movement path of the mark, the goal, and the number of hitting surfaces are displayed by an image signal.
- FIG. 1 is a perspective view showing the outer shape of the previously proposed game device.
- FIG. 2 is a front view showing a specific example of the target 1 2 and the rotation detecting means 16 in Fig. 1.
- FIG. 3 is a block diagram showing the arithmetic processing unit 31 which is the main part of the game device according to the present invention and its peripheral parts.
- Figure 4 is a flow chart showing the processing flow of the main program of the arithmetic processing unit 31.
- Fig. 5 is a diagram showing an example of image display of the main menu.
- FIG. 6 is a diagram showing an example of initial image display in a rotation game.
- Figure 7 is a flow chart showing the flow of processing examples of a game execution program for a rotating game.
- FIG. 8 is a diagram showing an example of image display in the middle of the rotation game.
- Figure 9 is a flow chart showing the flow of processing examples of the execution program in the score game.
- FIG. 10 is a diagram showing an example of an intermediate image display in a scoring game.
- Fig. 11 is a diagram showing an example of image display at the end of the capture 1 game.
- Fig. 12 is a flow chart showing an example of game execution program processing for the capture 1 game.
- Fig. 13 is a diagram showing an example of image display in the middle of the capture 2 game.
- Fig. 14 is a flow chart showing a processing example of the game execution program of the capture 2 game. It is a figure which shows.
- the target 1 2 is arranged at one end on the mat 1 1 and the ball 2 2 is targeted by the stick 2 3 from the other end of the mat 1 1.
- a rotation detection means 16 is provided for each rotation bar 1 5 of the rolling target 1 2 to rotate the rotation bar 1 5 of the rolling target 1 2 by striking toward the ball.
- the rotation detection signal of each rotation bar from the rotation detection means 16 is input to the arithmetic processing unit 31.
- the arithmetic processing unit 3 1 is on the bus 3 2, the arithmetic processing unit (CPU) 3 3, R OM 3 4, RAM 35, the interface with the rotation detection means 1 6, 3 6, and the game R OM 3 in which the game program is stored. 7, ⁇ 3 7 n , character generator 3 8, mouse 3 9 interface 4 1, keyboard with various switches 4 2 interface 4 3, video RAM 4 4 interface 4 5 are connected and configured.
- a display 4 7 is connected to the video RAM 4, and the image signal in the video RAM 4 4 is displayed as an image on the display 4 7.
- the image signal stored in the video RAM 4 4 is used as a TV signal generator.
- the carrier is modulated and used as a signal of one free channel of the television, which is supplied to the television set 49.
- the CPU 3 3 reads the basic program in R OM 3 4 and decrypts and executes it.
- the game names that can be used with this game device are displayed on the display surface 5 1 of the display 4 7 (main menu display: S,), and by moving the marker 5 2 with the mouse 3 9 prompting a game name selection (S z), the game name is selected, the game R OM 3 7 where the selected game name game program is stored, are stored in those corresponding to 3 7 n Games Read the program and move to decryption execution.
- a fixed image signal is generated, which is transferred to the video R AM4 4 and displayed on the display 4 7 (S 3 ).
- the rotation bar image 1 5 B , 1 5 ⁇ .'S 1 5 R ', 1 which shows the rotation bar 1 5 at the top of the screen 5 1 5 ⁇ 2'and 1 5 ⁇ 2'are arranged on the left and right, and below that, the number images 5 3 of the numbers "1" to "1 0" indicating the number of times the ball 2 2 is hit by the stick 2 3 are arranged on the left and right.
- images 5 4 yi , 5 4 R, 5 4 Y 2 showing the image transfer bars 1 5 ⁇ 1, 15 R , 1 5 Y 2 are arranged one above the other.
- the five rotating bars 1 5 in Fig. 1 are colored blue, yellow, red, yellow, and blue from the left end, respectively.
- the letters "yellow”, "red”, and “yellow” are represented as images 5 4 ⁇ 1 , 5 4 R , and 5 4 y 2, respectively.
- Various displays can be made by displaying a yellow square image, a red square image, or a yellow square image instead of these characters.
- the arithmetic processing unit 3 1 executes a game execution program that executes the selected game (S 4 ). For example, when the rotation game is selected as in the above example, the processing shown in Fig. 7 is performed. First, the initialization process is done (S)
- the power of the game device after turning on, or maximum speed since using this gate one beam device initially i.e. sets a historical maximum speed R M.
- R M For example, it is stored in the pre-stored area of RAM 35, the maximum number of rotations R mp in the previous game is set to 0, the maximum number of rotations R m in the current game is set to 0, and the number of strokes i. Is set to 0, and each is stored in a predetermined area of RAM 35.
- step S 10 the number of times i is rolled (hit ball) is +1 (S 10 ), and it is checked whether the i matches a predetermined number of times, for example, 10. If not, the process proceeds to step S 12 and the display is performed.
- the displayed contents on the screen of the device are updated.
- the current R M , R mP> R m are displayed in the frame image 58, 59, 6 1, respectively, and the rotation detection signal at that time is based on the rotation of which rotation bar, the detection element 2 1 know by any input from of the rotation bar, the number corresponding to the hitting times i, for example by displaying the image 65 of the double circle returns to step S 6.
- Figure 8 shows the display state of screen 5 1 after the fifth hit.
- the number of rotations is counted only when either the central rotation bar 1 5 R and the rotation bars 1 5 Y1 or 1 5 y 2 on both sides of it rotate, and the other rotation bars 1 5 B1 , 1 5 B2 is the case where even if this is rotated, the number of rotations is ignored. Therefore, when a rotation detection signal is input between steps S 6 and S 7 , whether the rotation detection signal is from the effective rotation bar -1 5 R, 15 ⁇ ., 15 yz. If it is examined and it is from the effective rotation bar, it moves to step S 7 , but if it is from another transfer bar 1 5 B1 , 15 BZ , it moves to Steno S 10.
- the rotation bar 1 5 Y1 rotates the second time
- 1 5 R and 1 It is displayed that 5 Y2 and Y2 have rotated at the same time.
- the image 65 is not displayed, and it can be read that the image has been rolled 5 times.
- step S 6 to step S, without clicking with the cursor. Proceed to.
- the rotation bar and the corresponding rotation bar image for example, 1 5 ⁇ 2 ', are rotated.
- the rotation of this rotating bar image is, for example, the state in which each surface rolling bar is rotated, which is taken by a video camera, stored in memory, read out, and the corresponding part in the video RAM. Just write in.
- step S 16 the number of times i is set to 0, the current maximum number R m is set to the previous maximum number R mP , the current maximum number R m is set to 0, and then the display is updated and stepped in step S 17. Return to S 6. On the screen 5 1 at this time, if the double circle image 65 and the X image 66 disappear completely in Fig.
- step S 15 the numerical value in the frame image 58 is changed in step S 15 , that value is not changed.
- the previous value is the value of R m in the frame image 59, and the number value in the frame image 6 1 is displayed as 0.
- the next game is started by hitting the ball 22 in step 23.
- the square frame image 6 1 the number of rotations due to the hit ball of the current image may be displayed. In this way, in the present invention, one person can enjoy how many rotation bars are rotated by one hit, or a plurality of people can compete and enjoy, and the progress in one game is displayed on the screen 51.
- the retrieved value S M be, the previous score S P be 0, and the current score Si be 0 (S 18 ). In this state, it waits for the input of the image change detection signal (S 6 ), and when the image change detection signal is input, it is given to the current score Si and to the rotated rotation bar that is the cause of the input of the rotation detection signal at that time.
- the display on screen 51 in this case is shown in Fig. 10, for example, and the same signal is attached to the part corresponding to Fig. 8.
- the character image 5 4 Y1 , 5 R, 5 4 Y2 instead of the character image 5 4 Y1 , 5 R, 5 4 Y2 , the framed number image "7" 6 7, ,, “3" 6 7 2 , "1” 6 7 3 is displayed, and the rotation speed image 5 Instead of 7, the letter “score” image 6 8 is displayed.
- the numeric images 6 7, 6, 6 7 ⁇ , and 6 7 3 red, yellow, and blue square images may be displayed, respectively.
- the character images "Rotate” 6 9, "Take 1" 7 1, and "Take 2" 7 2 are displayed at the bottom.
- Double circle image 6 5 is displayed in the place of point character image 6 7 ,, 6 7 2 , 6 7 3 , the highest score S M in the past is in the square frame image 5 8 and the previous time in the square frame image 5 9
- the score S P of is displayed in the square frame image 6 1 and the score S i up to the present of this game is displayed respectively.
- Step S z After the display is updated with, the number of hits i is 11 (S 10 ), it is checked whether the i is a predetermined number 10 (S ,,), and if it is not 10, the process returns to step S 6. , Has the input of the next rotation detection signal. If the ball 2 2 does not hit any of the turning interrupts in this game, click the character image "foul" 6 3 with the cursor 5 2 as in the previous case, but the foul click is performed. If there is an interrupt due to the cursor, step 3 6 to step S 2 . Move to. If the number of hits i is 10 in step SH, after waiting for a predetermined short period of time (S 13 ), the score Si in this game, S, in this example.
- step S 22 Is greater than the highest score S M in the past (S 22 ), if Si is greater, then that Si is S M (S Z3 ), and if Si is not greater, then step S moved to the Z4, and the current score Si before and HI score S P, the current score Si 0, performs each the number of times i 0 and (S Z4), returns to the step S 6 performs display update associated with this ( S 25 ).
- the double circle image 6 5 and the X image 6 6 (not shown in Fig. 10) are erased, and the inside of the square frame image 6 1 is set to 0. This state is automatically displayed by the fixed image generation program of this game program when this scoring game is selected.
- the "main menu" 6 4 is not displayed in the character image.
- the number of selectable games displayed in the main menu is four, and the game name other than the currently selected game is the character image 6 9 , 7 1, 7 2 is displayed, so if you want to play another type of game after the game you have selected, move Rikiichi Sol 5 2 onto the character image of that game name. Click to see a fixed image of the game It is displayed on the display screen 51, and you can move to another game with less operation than if you return to the main menu table and then select the game name.
- the area acquisition game 1 (game name: capture 1) will be described as an example of a game in which the rotation speed is used as a parameter and the rotation speed is used as a parameter and can be enjoyed by one person.
- a display example on the screen 5 1 in this case is shown in Fig. 11.
- the character images "Highest” 5 5, "Last time” 5 6, "Score” 6 8, "Remaining number of times” 7 4 are arranged on the left and right at the top of the screen 51, and these character images are displayed.
- Square frame images 5 8, 5 9, 6 1, 7 5 are displayed directly below, and below that, they correspond to the rotating bars 1 5 B1 , 1 5 ⁇ , 1 5 R, 1 5y Z> 1 5 ⁇ 2 , respectively.
- the rotation bar based on the rolling of the ball and the unit area 7 7 are acquired from one end (line 7 8 side) of the corresponding area according to the rotation speed, and the unit area 7 7 is acquired at the predetermined number of pitches. The number of all acquisition unit areas 7 7 is scored.
- Figure 12 shows an example of the processing procedure of the game execution program of this game.
- initialization step S 27 the number of times i is 0, the highest score A M in the past is 0 (or the value A M read from the rewritable RO M), the score A q of the previous image is 0, the score A i of this time is 0,
- Each acquisition unit in the region 7 6 B., 7 6 y ,, 7 6 R, 7 6 ⁇ ⁇ , 7 6 ⁇ 2 Number of regions 7 7 ⁇ ⁇ 1 , A Y1) AR, ⁇ ⁇ 2> ⁇ ⁇ ⁇ 0, respectively Let the score G from the start of the game to the current picture be 0, and the number of hits j from the start of the game to the end of the game be 5, for example.
- step S 10 If A q is not greater than 10 in step S 31 , and after step S Z 9 and step S 33 , R is added to the score G to give a new score G (S 34 ), and the number of strokes i is ten.
- the display is updated. This display is displayed, for example, as shown in Fig. 11.
- the acquired unit region 7 7 in each region is shown in that region 7 7 by the acquisition line 8 1 in the longitudinal direction of region 7 6 ⁇ ,.
- This acquisition line 8 1 is formed in a straight line within the same region 7 6 ⁇ ,.
- Area 7 6 B1 has acquired eight unit areas 7 7, and area 7 6 Y1 has acquired 10 unit areas, that is, the entire area.
- This acquisition that is, the acquisition line 8 1 is made from the line 7 8 on the pitching side.
- the entire unit area is acquired in the area 7 6 ⁇ 1 , and the acquisition line 8 1 is formed over the entire length of the area 7 6 ⁇ 1. It is shown that region 7 6 ⁇ 2 has not yet acquired any unit region 7 7.
- "0" is displayed, indicating that one game has ended.
- Number of unit areas 7 7 acquired in each area from the start of the game ⁇ ⁇ 1 , ⁇ ⁇ ,, A R, ⁇ ⁇ 2> ⁇ ⁇ 2 is the total score G. Is displayed in. In this example, the score G-3 5 is displayed.
- step S 35 After such a display update is performed in step S 35 , it is checked whether the number of strokes i hit so far has reached the predetermined number of 5 (SH;), and if it is not 5, the process returns to step So and the process returns to 5. If so, wait for a predetermined short period of time (S 13 ) to check whether the current score G is larger than the maximum score G (S 22 ), and if it is large, the past highest score is updated. After that (S Z3 ), the current score G is set as the previous score G P , the number of acquisitions A q in each area is set to 0, the number i is also set to 0 (S 36 ), and the corresponding display update is performed. It is done and returns to step S fc (S 37 ).
- the acquisition line 8 1 or the square color image 5 4 q can be blinked.
- the ball 2 2 hits the rotating bar corresponding to this blinking area, the process of reducing the number of acquisitions of the unit area of that area by the number of strokes R is performed in steps S 28 to S 33. The extinction is stopped. If the ball does not hit the rotation bar after hitting the ball, click the character image "Foul" 6 3 with the cursor 5 2 to interrupt step S 10.
- FIG. 13 A display example of screen 51 in this case is shown in Fig. 13, and the parts corresponding to those in Fig. 11 are given the same reference numerals.
- two players A and B hit the ball alternately, and the areas 7 6 B1 , 7 6 ⁇ ,, 7 6 7 6 y 2> 7 6 ⁇ 2 were decided at the beginning, for example, player ⁇ is on the left end.
- B get the unit area 7 7 from the right end.
- the acquisition area of the competitor is indicated by the acquisition line 81, and the acquisition area of the competitor B is indicated by the acquisition line 81, respectively.
- the winner is the one who has acquired all the areas first, or the one with the largest number of acquired areas when the number of hits is predetermined. At this time, when one area is acquired by one player, the acquisition of the entire unit area 7 7 is prohibited, and the acquisition of the area is prohibited on the rotating bar corresponding to the prohibited area. By applying, various conditions can be added, such as reducing the acquisition unit area by the number of rotations and lifting the prohibition. In Fig. 13, the number of unit areas in each area is set to 17.
- Fig. 14 shows an example of the procedure of the processing program of this game. Region 7 6 in the initialization step S 41 B1, 7 6 Y1> 7 6 R, 7 6 ⁇ , 7 6 region acquiring the number of contestants ⁇ in Betazeta A
- the display lines 8 1 A and 8 IB are formed and deleted according to the change in the number of acquisitions A q and B q. After this display change, a predetermined short time has elapsed. After waiting (S 13 ), it is judged whether the game is over (S 51 ), that is, whether all areas 7 6 and 6 are acquired by one of the competitors.
- step S 52 If the game is not over, flag F is switched and the line 7 8 is exchanged for the square color image 5 4 ⁇ , (S 52 ), returning to step S 6 by the replaced player.
- the input of the rotation detection signal based on the hit ball is obtained.
- the player with the most acquired area is taken as the winner, and 1 is added to the number of wins Gc (flag F is G A for A , B is G B) for that player.
- Update the display of the number of wins to be performed exchange the line 7 8 for the square color image 5 4 «, and move to step S 6 (S 53 ).
- step S 48 If it is determined in step S 48 that the players are not the same player, the process proceeds to step S 13 , and if the ball 2 2 does not hit any of the rolling bars, click the character image "foul" with the cursor 5 2. Then interrupt and move from step S 6 to step S 51.
- the square frame image 8 3 A is displayed on the display screen 5 1 to the upper left
- the square frame image 8 3 B is displayed to the right
- the character image "Number of wins" 8 4 is displayed in the center.
- the number of wins G A is displayed in the square frame image 8 3 A
- the number of wins G B of player B is displayed in the square frame image 8 3 B.
- the end of the game is defined as the state in which each of the areas has been acquired by one player, but the player who has acquired the majority of the areas first, in this example, the three areas may be the winner.
- the number of hits is given to each player for 10 strokes, and the balls are hit alternately.
- R is added to the score of the current hitter, and in step S 47 , this time. from the score of a person who is not a hitting person the (R- a s) is subtracted, for subtracting the R from the score of this hitting persons at step S 49.
- the winner is the player who has the larger score of player A and player B after hitting the ball a predetermined number of times. In this case, the scores of both parties will be displayed on the screen with the progress of the process.
- each area is not limited to a linear shape, but may be a square or other shape, and the acquisition area is not only displayed by an acquisition line.
- the acquisition unit area may be filled with a predetermined color.
- the area of each region, that is, the number of unit regions may not be the same but may be different from each other.
- a display example of screen 5 1 in this case is shown in Fig. 15.
- Screen 5 1 shows the mark movement area 9 1, its start point 9 2, goal 9 3, mark 9 4, and gates 9 5 provided at appropriate locations within the movement area 9 1.
- mark 9 4 is located at the starting point 92.
- Rotating bars 1 5 B1 , 1 5 Y1 , 1 5 R, 1 5 ⁇ > 1 5 ⁇ 2 are associated with downward, left, upward, facing, downward, respectively.
- the mark 9 4 is moved in the area 9 1 in the direction associated with the rotation bar by the number of rotations of the rotation bar.
- the movement of the mark 94 in one rotation of the rotation blade is about 5 mm.
- the mark 9 4 force will move 5 x 3 mm upward. In this way, the rotation bar is rotated by hitting the ball, and in this example, the mark 9 4 is reached at the goal 9 3 through the two gates 95 5.
- the number of hits from the start point 9 2 to the goal 9 3 to reach the mark 9 4 is displayed in the square frame image 9 6.
- the number of hits in the middle is displayed on the square frame image 96.
- the minimum number of strokes to the past goal is displayed in the frame image 58, and the previous number of strokes or the number of strokes in the frame image 5 9 is displayed.
- the route 9 7 taken from the starting point 9 2 to the mark 9 4 is also displayed.
- the progress of ⁇ is generated as an image signal by the arithmetic processing unit during the game, and this is displayed as an image on the display, so that the game can be further enjoyed. ..
- the type of game it is possible to play simple games and games that require advanced technology, and people of all ages, from children to the elderly, can enjoy this game device.
- a normal television receiver for the display all that is required is a ball and a stick, a target and an arithmetic processing unit, and it can be made inexpensively. Width 50 cm, depth 3 A flat space of about m is sufficient.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Health & Medical Sciences (AREA)
- General Health & Medical Sciences (AREA)
- Physical Education & Sports Medicine (AREA)
- Image Processing (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
- Display Devices Of Pinball Game Machines (AREA)
- Golf Clubs (AREA)
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP95915329A EP0704230A4 (en) | 1994-04-18 | 1995-04-17 | GAME MACHINE |
KR1019950705742A KR960703028A (ko) | 1994-04-18 | 1995-04-17 | 게임 장치(game machine) |
AU22242/95A AU2224295A (en) | 1994-04-18 | 1995-04-17 | Game machine |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP7840094 | 1994-04-18 | ||
JP6/78400 | 1994-04-18 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1995028207A1 true WO1995028207A1 (en) | 1995-10-26 |
Family
ID=13660982
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP1995/000741 WO1995028207A1 (en) | 1994-04-18 | 1995-04-17 | Game machine |
Country Status (6)
Country | Link |
---|---|
EP (1) | EP0704230A4 (ja) |
KR (1) | KR960703028A (ja) |
CN (1) | CN1129912A (ja) |
AU (1) | AU2224295A (ja) |
CA (1) | CA2165067C (ja) |
WO (1) | WO1995028207A1 (ja) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR100902069B1 (ko) * | 2008-12-30 | 2009-06-09 | 박기범 | 볼 게임장치 |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS5542675A (en) * | 1978-09-21 | 1980-03-26 | Tadahiko Hayashi | Golf game machine |
JPS606340U (ja) * | 1983-06-24 | 1985-01-17 | 株式会社日立製作所 | 小型化弾性表面波素子 |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE8606242U1 (de) * | 1986-03-07 | 1986-05-15 | Bleicher, Henry, 5120 Herzogenrath | Geschicklichkeitsspiel |
DE8811673U1 (ja) * | 1988-09-15 | 1988-10-27 | Auch, Dieter, 7250 Leonberg, De | |
US5110128A (en) * | 1991-02-21 | 1992-05-05 | Robbins Mark J | Air cushion table game |
-
1995
- 1995-04-17 AU AU22242/95A patent/AU2224295A/en not_active Abandoned
- 1995-04-17 EP EP95915329A patent/EP0704230A4/en not_active Withdrawn
- 1995-04-17 KR KR1019950705742A patent/KR960703028A/ko not_active Application Discontinuation
- 1995-04-17 CA CA002165067A patent/CA2165067C/en not_active Expired - Fee Related
- 1995-04-17 CN CN95190570A patent/CN1129912A/zh active Pending
- 1995-04-17 WO PCT/JP1995/000741 patent/WO1995028207A1/ja not_active Application Discontinuation
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS5542675A (en) * | 1978-09-21 | 1980-03-26 | Tadahiko Hayashi | Golf game machine |
JPS606340U (ja) * | 1983-06-24 | 1985-01-17 | 株式会社日立製作所 | 小型化弾性表面波素子 |
Non-Patent Citations (1)
Title |
---|
See also references of EP0704230A4 * |
Also Published As
Publication number | Publication date |
---|---|
CA2165067A1 (en) | 1995-10-26 |
KR960703028A (ko) | 1996-06-19 |
EP0704230A1 (en) | 1996-04-03 |
CN1129912A (zh) | 1996-08-28 |
AU2224295A (en) | 1995-11-10 |
CA2165067C (en) | 1999-03-30 |
EP0704230A4 (en) | 1997-03-26 |
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