Shooting game machine and shooting game system

Information

  • Patent Grant
  • 6811494
  • Patent Number
    6,811,494
  • Date Filed
    Friday, September 21, 2001
    22 years ago
  • Date Issued
    Tuesday, November 2, 2004
    19 years ago
Abstract
A shooting game machine includes a target unit in which targets are arranged at four stages. A token discharge device faces the target unit and is operable by a game player to discharge a token while selectively aiming at any of the plurality of targets. Display units are provided in correspondence with the respective targets for displaying scores corresponding to the targets, and a target processor sets the scores to be displayed on the display units. A jackpot appearing position/time determining processor sets a special high score on one of the display units which is selectively changed over time. Impact sensor units detect when the token hits the corresponding target, and a dispenser pays tickets out to the game player corresponding to the score on the display unit corresponding to the hit target.
Description




BACKGROUND OF THE INVENTION




The present invention relates to a shooting game machine which is installed in a position facing a plurality of targets, that causes a game medium, such as a token, to be propelled while being aimed at any desired one of the plurality of targets, and gives a game player a valuable corresponding to a score set for the hit target, and to a shooting game system.




A medal game machine is known which is installed in a position facing a plurality of targets, that causes a token to be propelled while being aimed at any desired one of the plurality of targets, and which gives a game player a credit corresponding to a score set for the hit target. Some machines of this type are designed for a single player, and others are designed for multiple players. In the case of the machines for a single player, a score is cumulatively displayed in a jackpot upon insertion of a token, or a part of scores usually obtained upon hitting a target is accumulatively displayed therein as contribution points. The game player's desire to improve his skill is stimulated by enabling him to gain the accumulated points when a special spot set at one of the targets is hit thereafter. In the case of the machines for multiple players, the respective contribution points from a plurality of machines are centrally accumulated as jackpot points and, when a special spot is hit in any of these plurality of machines, all accumulated points are paid off to a player playing with this machine.




In the conventional medal game machines with a jackpot, players generally aim at the special spot for which the jackpot is set, and the meaning of existence of the other targets, i.e., targets for which low scores are set, is relatively weak. The players tend to challenge the special spot, whereas they tend to unnecessarily lose tokens since the special spot, i.e., the jackpot spot, is set at a position difficult to aim at, and to therefore, hit. Furthermore, although the game player's desire to shoot can be incited to gain the accumulated points when sufficient points are accommodated for the jackpot, the jackpot has little attraction, and the game player's interest is low while sufficient points have not yet been accumulated. Thus, the game player's interest in the game is markedly different depending on whether sufficient points have been accumulated or not.




SUMMARY OF THE INVENTION




In view of the above problems residing in the prior art, an object of the present invention is to provide a shooting game machine in which a specified jackpot value is set and a target corresponding to a jackpot is changed among a plurality of targets over time, thereby causing a game player's interest in a game to differ to a lesser degree, thereby stabilizing his desire to shoot.




In order to achieve the above object, a shooting game machine according to the present invention, comprises a target unit including a plurality of targets, a shooting unit provided at a position facing the target unit and operable by a game player to cause a game medium to fly while selectively aiming at any of the plurality of targets, display units provided in correspondence with the respective targets for displaying values corresponding to the targets by codes, value setting means for setting the values to be displayed on the display units, jackpot setting means for setting a jackpot value on one of the display units selectively changed over time, hit detecting means for detecting the hit of the game medium at the target, and a dispenser for paying out a material corresponding to the value displayed on the display unit corresponding to the hit target when the game medium hits one target.




With this construction, the game player can cause the game medium to be propelled by operating the discharging unit while aiming at a specific one of the plurality of targets arranged in front. When the aimed target or an other target is hit by the game medium, the value, for example, a specified score, displayed in correspondence with the hit target, can be obtained, and the corresponding valued material is paid out from the dispenser. When the target corresponding to the jackpot is hit, the jackpot value, for example, a special high score, can be obtained, thereby making the game player's interest in a game vary only to a small degree, thereby urging the game player to have a desire to shoot better.




These and other objects, features and advantages of the present invention will become more apparent upon a reading of the following detailed description and accompanying drawings.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a perspective view showing the external configuration of a shooting game machine according to one embodiment of the invention,





FIG. 2

is a side view of the shooting game machine of

FIG. 1

,





FIG. 3

is a front view of the shooting game machine of

FIG. 1

,





FIG. 4

is a detailed construction diagram of a token discharging device,





FIGS. 5A

to


5


D are diagrams showing four detectable angular positions of a detection piece,





FIG. 6

is a die view showing a structure of a target,





FIGS. 7A

,


7


B, and


7


C are a front view, a side view, and a perspective view showing the construction of a display unit and a presentation display unit,





FIG. 8

is a block construction diagram of the shooting game machine,





FIG. 9

is a diagram showing a summary of contents of various processings performed by a main control unit,





FIG. 10

is a flow chart showing a procedure of “Game Processing”,





FIG. 11

is a flow chart showing a procedure of “Token Discharge Processing”,





FIG. 12

is a flow chart showing a procedure of “Jackpot Appearing Position/Time Determining Processing”,





FIGS. 13 and 14

is a flow chart showing a procedure of “Target Processing”, and





FIG. 15

is a flow chart showing a procedure of “Ticket Dispensing”.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS





FIG. 1

is a perspective view showing the external configuration of a shooting game machine according to one embodiment of the invention,

FIG. 2

is a side view of the shooting game machine, and

FIG. 3

is a front view of the shooting game machine.




As shown in

FIGS. 1

to


3


, the shooting game machine has a casing


10


comprised of a portion forming a gaming plane and a projecting back portion projecting upward behind the game-surface forming portion. This shooting game machine is constructed as a dual-player machine by providing two token discharge units


20


as shooting devices for causing game mediums such as tokens to be propelled at the left and right sides of the front side of the casing


10


and providing two target units


30


at the left and right sides of the projecting back portion. Two dispensers


40


are provided side by side at the front surface of the casing


10


for the respective game players. The respective token discharge units


20


, the target units


30


and the dispensers


40


have identical constructions. Inside the casing


10


are provided a token collecting unit


50


as shown in

FIG. 2 and a

control unit (not shown) for controlling the progress of a shooting game. As shown in

FIG. 2

, this game machine is so designed that the target units


30


are reminiscent of windows of a building and the token discharge units


20


are reminiscent of fire engines.




The casing


10


has a ceiling portion


11


and window portions


12


at its left and right sides in which transparent resin plates are fitted so as to surround the gaming plane. A revolving light


13


as an electric decoration and loudspeakers


14


for acoustics are provided on the ceiling portion and at the left and right sides of the front wall surface, respectively.




Each token discharge unit


20


is comprised of a token inserting device


21


, a discharging device


22


and a discharge maneuvering device


23


. Hereinafter, the token discharge unit


20


is described with reference to a detailed construction diagram of FIG.


4


.




The token discharge unit


20


is such that the token inserting device


21


is provided atop the discharging device


22


, and the discharge maneuvering device


23


is provided behind, i.e., at the side of the discharging device


22


toward the game player. The token inserting device


21


is comprised of a slot


211


having such a width as to enable insertion of a vertically oriented token, and a token guiding portion


210


formed with a passage


212


communicating with the slot


211


, extending downward and defined by narrowly spaced opposing wall surfaces for guiding the inserted token downwardly. A genuineness detector


213


for detecting the genuineness of the inserted token is built in an intermediate position of the passage


212


of the token guiding portion


210


, and a mechanism (not shown) for discharging objects other than tokens, to be used to a return opening


214


, is provided. A token detector


215


is provided in the passage


212


for detecting the presence or absence of the token having passed the genuineness detector


213


, i.e., after insertion of the proper token.




The discharging device


22


includes a pair of frames


221


standing on the left and right sides (spaced apart in the depth direction of

FIG. 4

) of a base board


220


mounted on the gaming plane, a shaft


222


rotatably mounted about a horizontal axis at upper parts of the frames


221


, a frame


223


rotatable together with the shaft


222


, and upper and lower discharging mechanisms


224


,


225


supported on the frame


223


.




The discharging mechanism


224


includes a rotary solenoid


224




a


rotatable about a horizontal axis extending transverse direction, and a rod-shaped trigger (hammer)


224




c


is so secured near the bottom end of a rotary shaft


224




b


of the rotary solenoid


224




a


so as to be rotatable together therewith. The hammer


224




c


is biased in a direction toward the shooting position (counterclockwise direction in

FIG. 4

; reverse rotating direction) by a spring


224




d


mounted between the bottom end thereof and the frame


221


. A specified shooting force is obtained by biasing forces of the rotary solenoid


224




a


and the spring


224




d


. A hitting member


224




e


having a specified length and formed by an elastic member, such as a coil spring, is mounted on the upper end of the hammer


224




c


in such a manner as to circumferentially project when viewed from the rotary shaft


224




b


. The rotary solenoid


224




a


can be driven in forward and reverse rotating directions by supplying a drive voltage and a rotating direction signal. Thus, the hammer


224




c


can be actively driven both at the time of shooting (reverse rotation) and at the time of returning to a pulled position (forward rotation) and, particularly, a hitting force at the time of shooting by means of the hitting member


224




e


is secured. It should be noted that the spring


224




d


is adapted to stably bold the hammer


224




c


in the shooting position during suspension, during which power application to the rotary solenoid


224




a


is suspended.




A detection piece


224




f


projects in a vicinity of the bottom end of the hammer


224




c


, and the frame


221


is mounted with a hammer sensor


224




g


, such as, for example, a photointerrupter, for detecting this detection piece


224




f


when the hammer


224




c


is returned to pulled position by the rotary solenoid


224




a


. The hammer sensor


224




g


may be a non-contacting type sensor, such as, for example, an optical sensor and a magnetic sensor, or may be a mechanical contacting type sensor.




A discharging pad


225




f


is provided with a gunbarrel


225




a


having an elongated tubular body oriented forward, toward the target unit


30


. Inner walls of the gunbarrel


225




a


are so dimensioned as to define an inner space having a width and a height slightly larger than the width and diameter of the vertically oriented token, so that the shot token smoothly passes through the inside of the gunbarrel


225




a


and flies out at a specified speed, i.e., at a speed sufficient to at least reach the uppermost part of the target unit


30


from a muzzle


225




b


at the leading end.




A base end


225




c


of the gunbarrel


225




a


defines a shooting position. A notch


225




d


extending in longitudinal direction and having a specified width and a specified length is formed in the base end


225




c


. The notch


225




d


is so shaped as to permit entrance of the hitting member


224




e


provided at the leading end of the hammer


224




c


. The base end


225




c


of the gunbarrel


225




a


is bent upward, and is continuous with a token standby portion


225




e


having a communication path communicating an upper end opening of the base end


225




c


, and a token passage in the gunbarrel


225




a


is continuous with the base end


225




c.






A token locker


225




f


for enabling projection of a restricting pin for preventing the token set at the shooting position from rolling toward the muzzle


225




b


at a token passage surface is provided at a side wall immediately downstream from the shooting position where the base end


225




c


of the gunbarrel


225




a


is located. The token locker


225




f


is formed of an electromagnetic solenoid or the like which restricts a rolling movement of the token set at the shooting position by causing the restricting pin to appear in the token passage and retracted into the side wall upon receipt of a shooting instruction, to be described later.




The frame


223


is prevented from rotating any further in the returning direction at the pulled position by a stopper (not shown), and the gunbarrel


225




a


is set such that the muzzle


225




b


and the base end


225




c


are located substantially on a horizontal plane, or the former is slightly higher than the latter. However, if the token locker


225




f


is suitably adapted, the former may be located slightly lower than the latter.




A token hopper


225




g


is provided in a position facing an upper end opening of the token standby portion


225




e


. Further, a projecting piece


226


stands at the left or right side behind (right side in

FIG. 4

) the base board


220


, i.e., at a position not interfering with the discharging mechanism


224


and the discharging pad


225


. An intermediate guiding portion


227


for transferring tokens from the token guiding portion


210


to the token hopper


225




g


is mounted above the projecting piece


226


. The intermediate guiding portion


227


is arranged such that its receiving opening faces a downstream end opening of the token guiding portion


210


, and a path for the passage of the token is so formed as to communicate with the receiving opening, and its bottom end is open. The upper surface of the token hopper


225




a


is entirely open and the side surfaces thereof are surrounded by walls for preventing the token from falling. Further, an opening


225




h


having such a size as to permit the passage of the token is formed at the rear end of the bottom surface of the token hopper


225




g


. A mounting angle of the token hopper


225




g


is set in advance such that its rear end is constantly located lower than its front end within a rotatable range of a shaft


222


. Thus, the token from the intermediate guiding portion


227


never fails to fall onto the token standby portion


225




e


through the opening


225


at the rear end. By forming the token hopper


225




g


in this way, the token from the token guiding portion


210


can be always received by the opening in the upper surface of the token hopper


225




g


, even if a relative position of the token hopper


225




g


and the token guiding portion


210


is displaced by changing a discharging angle of the discharging pad


225


, as described later.




The discharge maneuvering device


23


(as also identified and shown in

FIG. 1

) is provided before (right side in

FIG. 4

) the discharging device


22


, and a lid-shaped casing


231


substantially in the form of a rectangular parallelepiped, is mounted on the base board


230


mounted on the gaming plane. A shaft


232


rotatable about a horizontal axis is mounted between the left and right walls of the casing


231


. One of the left and right sides of the shaft


232


is extended, and an operation lever


233


extending radially of the axis of the shaft


232


is mounted at the leading end of the extended portion of the shaft


232


. The operation lever


233


has a specified length suited to be rotated by the game player, and a grip


233




a


is mounted at the top thereof.




A large-diameter member


234


radially extending from the axis of the shaft


232


is mounted in a specified position of the shaft


232


with respect to its longitudinal direction in such a manner as to be rotatable with the shaft


232


. At a position of the shaft


222


of the discharging device


22


in alignment with the large-diameter member


234


in transverse direction (depth direction in FIG.


4


), a large-diameter member


222




a


is so mounted as to be rotatable with the shaft


222


. A coupling bar


235


is mounted between a position of the large-diameter member


234


displaced from the shaft


232


and located in the extending direction of the operation lever


233


and a specified position of the large-diameter member


222




a


displaced from the shaft


222


. The coupling bar


235


is so mounted as to be rotatable with respect to the large-diameter members


234


and


222




a


. A relationship of the mount positions of the coupling bar


235


and the large-diameter members


234


and


222




a


is such that the discharging pad


225


is returned to the pulled position with the operation lever


233


inclined by, for example, 15 (toward the game player, so that the game player's hand gripping the grip


233




a


does not contact a front glass or the like. If there is no such particular problem, the discharging pad


225


may be returned to the pulled position when the operation lever


233


is located at a position directly above.




Accordingly, if the game player rotates the operation lever


233


to pull it toward himself, the gunbarrel


225




a


is faced upward according to the rotation amount of the operation lever


233


.




A radially extending detection piece


236


is secured to the shaft


232


so as to be rotatable therewith, and a discharging direction sensor


237


comprised of two photointerrupters


237




a


,


237




b


for detecting a discharging angle is provided on a trajectory of rotation of the detection piece


236


. Four rotation positions with respect to the detection pieces


236


can be detected as shown in

FIG. 5. A

discharge button


238


is provided on the upper surface of the casing


231


.





FIG. 5A

shows a state where the outputs of the photointerrupters


237




a


,


237




b


are both HIGH and the discharging pad


225


is aimed at a target of the target unit


30


at the bottommost one of four stages to be described later.

FIG. 5B

shows a state where the output of the photointerrupter


237




a


is LOW, the output of the photointerrupter


237




b


is HIGH, and the discharging pad


225


is aimed at a target of the target unit


30


at the second lowest stage.

FIG. 5C

shows a state where the outputs of the photointerrupters


237




a


,


237




b


are both LOW, and the discharging pad


225


is aimed at a target of the target unit


30


at the second highest stage.

FIG. 5D

shows a state where the output of the photointerrupter


237




a


is HIGH, the output of the photointerrupter


237




b


is LOW, and the discharging pad


225


is aimed at a target of the target unit


30


at the uppermost stage. The detected state of the discharging direction sensor


237


and the target actually hit by the token are set in advance to coincide based on, for example, a speed of the rotary solenoid during reverse rotation and other factors. The target units


30


are constructed for the dual-player game machine as described above, and two target units


30


having an identical construction are arranged side by side in transverse direction. The target units


30


are provided on a board


300


standing at a position between the token discharge device


20


and the game board surface. In addition, four targets


31


,


32


,


33


and


34


are vertically arranged at specified intervals from the above. The constructions of the respective targets are described later. In the following description, these targets


31


,


32


,


33


and


34


are merely referred to as targets, except those at the specific stages which are mentioned.




The dispenser


40


pays tickets Ch, such as, for example, credits, out to a dispensing opening


41


and is internally provided with a dispensing mechanism. A known construction may be adapted for the dispensing mechanism. For example, a multitude of perforated credits connected in series and rolled up is mounted inside, and the credits are successively dispensed from the leading end from the dispensing opening


41


while being held between a pair of dispense rollers rotation-controlled by a drive motor and having their length detected one by one. An other known construction may also be adopted. As described later, when a plurality of tickets Ch are paid out, they may be done so by counting a necessary number using a dispensing counter. Alternatively, a total length of the plurality of tickets Ch to be paid out may be calculated in advance and a control may be executed to dispense the tickets corresponding to the calculated total length at once.




The length of one ticket Ch can be detected by measuring a rotation amount of the dispense rollers using a rotary encoder, and the number of tickets can be counted by detecting marks or the like affixed to specified positions of the tickets by means of an optical sensor. Further, a situation in which the tickets have been run out can be known by setting an initial value when the rolled tickets are mounted and by decreasing the initial value one by one every time the ticket is dispensed, or by detecting the absence of the ticket by means of an optical sensor provided at a dispensing end.




The token collecting mechanism


50


is provided with a collecting box


51


for collecting the tokens after having directly fallen onto the game board surface and having hit the targets, and a collecting guide


52


comprised of a hopper and a collecting path, the hopper extending from the token discharge devices


20


to the rear (back) side of the board


300


of the target units


30


, having an area extending in forward and backward directions and transverse direction to cover the entire game board surface, and being sloped downward toward the front below the game board surface.





FIG. 6

is a side view showing a structure of a target, and

FIGS. 7A

,


7


B, and


7


C are a front view, a side view, and a perspective view, respectively, showing the construction of a display unit and a presentation display unit.




As shown in

FIGS. 1 and 3

, two vertically elongated openings


301


are formed side by side in the transverse direction in the board


300


, and baffle plates


311


,


321


,


331


,


341


,


351


having a U-shaped cross section are vertically arranged at specified intervals from above on the front surface of the board


300


. Since the targets


31


to


34


are basically identically shaped, the target


31


is representatively described below. Further, as shown in

FIG. 3

, a picture simulating a helicopter is drawn at the top of the board


300


, and a jackpot score display unit


35


provided with three numerical value display units formed of 7-segment LEDs is provided in this picture.




The target


31


is formed between the baffle plates


311


and


321


. The baffle plate


311


has an upright front portion spaced apart from the opening


301


at least by the diameter of the token and covering the opening


301


. A transparent contact plate


312


extends obliquely downward to the back from the bottom end of the upright front portion. An angle of inclination of the contact plate


312


is set such that the discharge token securely falls toward the opening


301


after hitting the contact plate


312


. A mounting cover


312


is mounted on the board


300


at a position of the opening


301


right behind the target


31


. A display unit shown in

FIGS. 7A-7C

is mounted on this mounting cover


313


. The mounting cover


313


is mounted such that a specified wide clearance width is defined between an upper part thereof and the rear surface of the baffle plate


311


, and a specified narrow clearance is defined between a bottom part thereof and the rear surface of the board


300


. The contact plate


312


is mounted by fitting the upper and bottom parts thereof into these two clearances. For example, a sponge


314


as a cushioning member is mounted in the upper clearance, whereas the lower clearance is left as it is. An impact force given by the hit token is absorbed and alleviated by such a semi fixed supporting construction.




A duct


315


having an end corresponding to the width of the opening


301


and adapted to collect the hit tokens is provided at a position below the contact plate


312


and concealed by the baffle plate


321


located directly below. The duct


315


has an opening


315




a


formed in the upper surface of its leading end so as to securely collect the falling tokens. The duct


315


is sloped downward from its leading end to its downstream end, so that the collected token can be guided to the downward side by the action of gravity, caused to fall onto the collecting guide


52


through a downstream side opening


315




b


, and finally collected into the collecting box


51


.




An impact sensor device


316


is mounted at a specified position of a wall surface of the duct (an upper surface in this embodiment) between its leading end and its downstream end. The impact sensor device


316


is constructed such that a sensor


316




c


is mounted on a substrate


316




b


provided on the wall of the duct


315


via a spacer


316




a


. The sensor


316




c


is an impact detecting device formed by, for example, a piezoelectric device, and is adapted to detect an impact when the token having hit the contact plate


312


falls onto the duct


315


. The impact sensor device


316


is constructed as above in order to avoid an erroneous detection of an impact by the token having hit the baffle plate


311


or


312


, or the board


300


, i.e., having missed the target. In order to prevent such an erroneous detection, the baffle plate


321


and the duct


315


are mounted on the board


300


and the like using vibration-proof nuts. An impact caused only by the token having fallen onto the duct


315


can be securely detected by providing a filtering circuit for extracting only a natural frequency of the mounted duct


315


by causing only detection signals from the sensor


316


having such a frequency component to pass.




The display unit


317


is secured to the mounting cover


313


by screws, and a first substrate


317




a


and a second substrate


317




b


are arranged one over the other via a spacer


317




c


. The first substrate


317




a


functions as a flame presenting display unit and includes, for example, a multitude of red LEDs


317


R as right point light sources. In this embodiment, two blue LEDs


317


B as blue point light sources are also mounted in transversely symmetrical positions. In this embodiment, the red LEDs


317


R are dispersedly arranged to present a flame, and the blue LEDs


317


B are turned on to notify a jackpot. A resin plate


317




d


is formed of an acrylic plate which is provided above the second substrate


317




b


while being spaced apart therefrom by a specified distance, and formed with a rectangular notch at a lower part of its middle portion. Preferably, a resin plate having a light diffusing function is adopted. The light diffusing function may be given by surface processing or applying an opacifying agent or by adopting a plate member in which an opacifying agent is mixed.




A two-digit display unit


317




e


in which two numerical value display units formed of 7-segment LEDs are horizontally provided side by side is located in a position substantially in the center (slightly displaced toward the bottom end in this embodiment) of the target


31


while being mounted on the second substrate


317




b


and fitted into the notch of the resin plate


317




d


. The number of the digits of the display unit


317




e


is determined in relation to scores to be set. Three digits (or one digit) may be provided if score of three digits (or one digit) are adopted.

FIG. 7A

shows an example in which “JP” standing for jackpot, and meaning a special high score, is displayed.





FIG. 8

is a block construction diagram of this shooting game machine. This shooting game machine is provided with a main control unit


60


having a built-in CPU, and the operations of the respective elements are controlled by connecting the token discharge devices


20


, the target units


30


, the dispensers


40


, the loudspeakers


14


, the revolving light


13


, the jackpot score display unit


35


and a maintenance button


61


with the main control unit


60


. The maintenance button


61


is operated to give an instruction to temporarily suspend a dispensing processing to secure a time for maintenance in the case that an operation abnormality occurs in the dispensers


40


or the like. The maintenance button


61


is provided in a specified position of an outer surface of the dispenser


40


lest the game player should inadvertently operate it.





FIG. 9

is a construction diagram showing a summary of processings performed by the main control unit. These processings are performed in temporal decomposition.




A first and a second game processor


601


,


602


carry out a flow chart shown in

FIG. 10

, i.e., confirmation of the insertion of the token, confirmation of an operated state of a discharge button


238


, processing to the token discharge device


20


upon discharge of the token (flow chart shown in FIG.


11


), hit judgment, etc. A jackpot appearing position/time determining processor


603


carries out a flow chart shown in FIG.


12


and determines the target where the jackpot will appear and appearing times at the respective targets. A first and a second target processor


604


,


605


carry out a flow chart shown in

FIGS. 13 and 14

, i.e., making displays in the display unit


317


and the presentation display unit (


317




c


,


317


R,


317


B) of each target, determining the scores for the respective targets and performing a hit judgment. A first and a second ticket dispensing processor


606


,


607


carry out a flow chart shown in

FIG. 15

, i.e., ticket dispensing processing and maintenance of the dispensers


40


.




A first and a second sound processor carry out an acoustic processing. A jackpot score display processor


610


displays a numerical value in the score display unit


35


. An electric decoration controller


611


turns the revolving light


13


on and off and blinks it. The operations performed by the respective processors are described below.





FIG. 10

is a flow chat showing a procedure of “Game Processing”. First, a sound output processing for a main background music (BGM) and a title name are made and applied to the loudspeakers


14


(Step ST


1


). Then, the insertion of the token is judged based on a detection signal from the token insertion sensor


215


(Step ST


3


) and it is paused on standby for a specified time, for example, 5 min., until the token is inserted (Step ST


5


) if the token is judged not to have been inserted. This routine returns to Step ST


1


if 5 min. lapse without detecting the insertion of the token.




On the other hand, it is discriminated based on a state signal from the discharging direction sensor


237


whether the discharge button has been turned on (Step ST


7


) and whether the token discharge device


20


(GUN) has been rotated (Step ST


9


) during 5 min. during which the insertion of the token is detected. If the discrimination result of either Step ST


7


or ST


9


is affirmative, a sound guide urging the game player to insert a coin, i.e., the token, is made via the loudspeakers


14


(Step ST


11


).




If the insertion of the token is detected in Step ST


3


, a sound effect representative thereof is given via the loudspeakers


14


(Step ST


13


) and it is then discriminated whether the discharging button


238


has been turned on (Step ST


15


). Unless the discharging button


238


has been turned on, this routine waits on standby for a predetermined time, for example, 10 sec. (Step St


17


). Unless the discharging button


238


is turned on during this predetermined time, a sound guide urging the game player to discharge is given via the loudspeakers


14


(Step ST


19


).




On the other hand, a subroutine “Token Discharging Processing” is executed (Step ST


21


) and a discharging sound effect is given via the loudspeakers


14


(Step ST


23


). Subsequently, a hit judgment is made based on a detection signal from the impact sensor device


316


(Step ST


25


). If the hit judgment is affirmative, a hit sound effect is given via the loudspeakers


14


or the revolving light


13


is turned on (when the jackpot is hit), a score displayed in the display unit corresponding to the hit target (for example, display unit


317


in the case of the target


31


) is added to a current score, and an instruction is given to pay out tickets corresponding to a current accumulated score (Step ST


27


).





FIG. 11

is a flow chart showing a procedure of a subroutine “Token Discharge Processing”. When the discharging button


238


is turned on, the rotary solenoid


224




a


is rotated in forward direction (Step ST


31


) and it is discriminated whether the hammer


224




c


has been returned to the pulled position based on the presence or absence of an ON-signal from the hammer sensor


224




g


(Step ST


33


). If there is no ON-signal from the hammer sensor


224




g


, this subroutine waits on standby for a predetermined time, for example, 1 sec. (Step ST


35


). If the hammer sensor


224




g


is not turned on even after the lapse of 1 sec., the driving of the rotary solenoid


224




a


is stopped (Step ST


37


) and an error notification is given by, for example, making corresponding displays in the jackpot score display unit


35


and the display unit


317




e


and a corresponding sound guide via the loudspeakers


14


(Step ST


39


).




On the other hand, if the hammer sensor


224




g


is turned on, the rotary solenoid


224




a


is driven in a reverse direction (Step ST


41


) and the pin of the token locker


225




f


is retracted (Step ST


43


), thereby performing a token discharging operation. Subsequently, after the hammer


224




c


is caused to wait on standby at the shooting position by maintaining a power application to the rotary solenoid


224




a


for a predetermined time, for example, 0.2 sec. (Step ST


45


), the power application is stopped (Step ST


47


). If the power application to the rotary solenoid


224




a


is stopped, the hammer


224




c


is held at the shooting position by the biasing force of the spring


221


.




After waiting on standby for a predetermined time, for example, 0.5 sec. (Step ST


49


), the pin of the token locker


225




f


is caused to project into the discharge path in order to engage a token inserted next at the shooting position (Step ST


51


).





FIG. 12

is a flow chart showing a procedure of a subroutine “Jackpot Appearing Position/Time Determining Processing”. First, an appearing position of the jackpot is determined. The jackpot is randomly determined at any of a total of 8 targets of the first and second target units


30


(Step ST


61


). It is then discriminated based on the state signal from the discharging direction sensor


237


whether the target where the jackpot has appeared is at a position aimed by the gun


20


(Step ST


63


). If this target is aimed at, it is then discriminated whether the gun


20


is in a token dischargeable state where it can discharge the inserted token (Step ST


65


). Here, if the gun


20


is in the token dischargeable state, an appearing time of the jackpot is determined (Step ST


67


). This time is variably set between 0.5 sec. to 0.8 sec. at random by, for example, 0.1 sec. On the other hand, if the gun


20


is not in the token dischargeable state, the jackpot appearing time is variably set between 0.7 sec. to 1.2 sec. at random by, for example, 0.1 sec. (Step ST


69


). A degree of difficulty to hit the jackpot is adjusted, i.e., increased by setting the appearing time shorter when the gun


20


is aimed at the jackpot-appearing target and is in the token dischargeable state than otherwise.




Subsequently, the determined time is monitored by a built-in timer for measuring the jackpot appearing time at the target (Step ST


71


). Upon the lapse of the determined appearing time, this subroutine returns to Step S


61


to repeat similar operations.





FIGS. 13 and 14

are a flow chart showing a subroutine “Target Processing”. This processing is repeated for the targets


31


to


34


of the two target units


30


, i.e., 8 targets in this embodiment. Here, operations are described assuming that the first target processing is applied to the target


31


after the power application to the game machine.




First, the built-in timer for measuring the appearing time is set at an initial value, i.e., 0 sec. (Step ST


81


). It is then discriminated whether the target


31


is a jackpot-appearing target (Step ST


83


). This subroutine proceeds to Step ST


97


unless the target


31


is a jackpot-appearing target, whereas “JP” representing the jackpot is displayed in the display unit


317




e


comprised of two 7-segment LEDs (Step ST


85


) and the blue LEDs


317


B are controllably blinked (Step ST


87


).




Subsequently, it is discriminated whether the impact sensor


316




c


corresponding to the target


31


(where the jackpot is set) has been turned on (Step ST


89


). If this sensor


316




c


is on, an animation display representing the hit of the jackpot is made using the red LEDs


317


R and the blue LEDs


317


B (Step ST


91


). Specifically, from a state where a flame is expressed by turning some of the red LEDs


317


R as shown in

FIG. 7A

(or the flame is more realistically presented by turning different red LEDs


317


R on over time) before the hit judgment, the red LEDs


317


R are successively turned on in outward direction to represent scattering of the flame and finally all the red LED


317


R are turned off. In this way, a fire extinguishing activity is presented when the jackpot is hit. This subroutine returns to Step ST


81


after such an animation display is made for 3 sec. (Step ST


93


).




Conversely, if the impact sensor


316




c


is not on, it means that the token has missed the target


31


and accordingly this subroutine returns to Step ST


83


after making a flame display which is a usual animation display for the jackpot (Step ST


95


).




On the other hand, if the target


31


is discriminated not to be a jackpot-appearing target in Step ST


83


, it is discriminated whether the timer is set at 0 sec. (Step ST


97


). Since this is the first processing, the timer is set at 0 sec. Accordingly, it is discriminated whether the gun


20


is aimed at this target


31


(Step ST


99


) and whether the gun


20


is in the token dischargeable state (Step ST


101


). If the gun


20


is in the token dischargeable state, any desired value between 2 to 10 points is randomly determined as a score to be set for the target


31


(Step ST


103


). On the other hand, if the gun


20


is not aimed at the target


31


or not in the token dischargeable state, any desired value between 2 to 20 points is randomly determined as a score to be set for the target


31


(Step ST


105


). In this way, a degree of difficulty is adjusted, i.e., increased by setting the score at a smaller value when the gun


20


is aimed at a usual target which is not the jackpot-appearing target and is in the token dischargeable state than otherwise.




Subsequently, the timer is randomly set at a period between 1.5 to 3.0 sec. by, for example, 0.1 sec. (Step ST


107


), and the determined score is displayed in the display unit


317




e


comprised of the 7-segment LEDs (Step ST


109


).




Subsequently, it is discriminated whether the impact sensor


316




c


corresponding to the target


31


has been turned on (Step ST


111


). If this, sensor


316




c


is on, the animation display representing the normal hit of the target is made using the red LEDs


317


R (Step ST


113


). This subroutine returns to Step ST


81


after this animation display is made for 3 sec. (Step ST


115


). At this time, the timer is set at 0 sec. again, and a new score and a new appearing time are set. On the other hand, if the impact sensor


316




c


is not on, this subroutine returns to Step ST


83


after an animation display representing that the token has missed the target, for example, the aforementioned flame presentation display, is made (Step ST


117


).




If the subroutine returns to Step ST


83


, it is discriminated in view of the operation in Step ST


61


whether the target is a jackpot-appearing target. This subroutine proceeds to Step ST


97


unless the target


31


is a jackpot-appearing target. If the appearing time set by the previous appearing time determination has not been counted down to 0 sec. yet (NO in Step ST


97


), this routine proceeds to Step ST


109


to keep displaying the score in the display unit


317




e.






On the other hand, if the appearing time set by the previous appearing time determination has been counted down to 0 sec. (YES in Step ST


97


), this routine proceeds to Step ST


99


to perform a processing to determine a new score and a new appearing time (Steps ST


99


to ST


107


).





FIG. 15

is a flow chart showing a procedure of a subroutine “Ticket Dispensing Processing”. First, it is judged whether there is any unissued ticket (Step ST


121


). This subroutine waits on standby if there is no such ticket, whereas the dispenser


40


is activated (Step ST


123


) if there is. Subsequently, it is discriminated whether there is any response signal sent upon the start of the operation of the dispenser


40


(Step ST


125


). If there is a response, a count value of a ticket counter is incremented only by one after paying one ticket Ch out on the assumption that the dispenser


40


is properly operating (Step ST


127


). It is then discriminated whether the count value has reached a score stored in the storage, i.e., there is any unissued ticket (Step ST


129


). The operation of the dispenser


40


is stopped if there is no such ticket, whereas this routine returns to ST


125


to execute a processing to pay the unissued ticket out after confirming the proper operation of the dispenser


40


if there is such a ticket.




On the other hand, if there is no response in Step ST


125


, this subroutine waits on standby for 2 sec. (Step ST


133


), and proceeds to Step ST


127


if there is a response during a standby period. If there is no response even after the lapse of 2 sec., the operation of the dispenser


40


is stopped (Step ST


135


) upon judging that the tickets have run out and a sound guide urging replenishment of tickets is given via the loudspeakers


14


(Step ST


137


). Here, a game machine administrator replenishes the dispenser


40


with tickets and pushes a ticket replenishment completion button after completion of this operation. The dispenser


40


waits on standby until this ticket replenishment completion button is turned on and starts operating after returning to Step ST


123


upon the receipt of an ON-signal.




The present invention may be embodied as follows.




(1) The armed target may be changed and adjusted by adjusting a hitting power instead of adjusting an angle of discharging pad as in the foregoing embodiment. Alternatively, both adjustments may be adopted. The adjustment of the hitting power may be made, for example, by detecting a drive current applied to the rotary solenoid


224




a


through detection of a pushed amount of the discharging button


238


by means of a sensor and setting the hitting power to correspond to the detected level.




(2) The game mediums are not limited to tokens, and may be small balls or the like, or dice-shaped mediums. Further, besides being of the type hitting the game medium by the hammer simulating a gun, the discharge device may be of the type throwing the game medium (e.g. dart), releasing the game medium, or utilizing an approach run and gravity (inclination of an approach-run path is variable). Further, instead of using such instruments, the game player himself may throw or kick the game medium. The construction of the target units


30


is not limited to the one of the foregoing embodiment. A suitable construction can be adopted for the target units


30


depending to the kind and quality of the game to which the invention is applied.




(3) Not necessarily both the score appearing time and the jackpot appearing may be variably determined, but at least one of them may be fixed. Further, they may be randomly determined without including the aiming direction of the hammer as a determination condition.




(4) The scores set for the respective targets and the method for designating the jackpot may be randomly determined without including the aiming direction of the hammer


20


as a determination condition. Alternatively, they may be determined based on a specific rule. Further, instead of varying scores, a plurality of specific scores may be adopted or the fixed scores may be set for the respective targets. A special highest score set as a jackpot value may be randomly determined from a plurality of values prepared in advance or may be fixed.




(5) The jackpot-appearing target may be changed to the target in vicinity of the right previous one, for example, cyclically changed to the target one stage above (or below) in the foregoing embodiment.




Further, the hit of the token at the jackpot may be adopted as a condition in determining the next jackpot-appearing target. For example, if a first token hits the target (or if one of the first few tokens hits the target) after the jackpot is set, the next jackpot-appearing target may be set at an easily aimed position, i.e., at the target right adjacent to the previous one. Further, if a first token hits the jackpot-appearing target in one target unit (or if one of the first few tokens hits this target) during a dual-player game, the next jackpot may appear at the target of the same target unit.




(6) The presentation for the hit of the target corresponding to the jackpot is not limited the one in which the flame at this target is extinguished, but the flames of all the targets may be extinguished. Further, a plurality of sizes of flames may be prepared in advance, and a presentation display may be made according to the determined score. For instance, as the score gets higher, a data on the larger flame may be read for the presentation display.




(7) The presentation display is not limited to the fire extinguishing activity as in the foregoing embodiment, but various presentations may be adopted in relation to kinds of games to which the invention is applied.




(8) The contents to be displayed in the display unit of the target are not limited to the scores (points). In the case of rankable contents (values), various values may be expressed such as “Great Hit”, “Hit”, “Minor Hit” and “Miss”. What is paid out is not limited to tickets, but may be tokens.




(9) In

FIG. 6

, an opening between the baffle plates


311


,


321


defining the target


31


has the same shape as the other targets and this opening functions as a token receptacle. Since the token is discharged in an obliquely upward direction from the token discharge device


20


, the token does not horizontally enter any of the targets


31


to


34


, and an entering angle to the opening is larger or smaller depending on the height position of each target, i.e., the entering angle becomes smaller at the targets at the upper stages while becoming larger at the targets at the lower stages. Accordingly, by setting the jackpot-appearing targets at the upper stages in higher probability, a degree of difficulty can be adjusted. Conversely, spacing between the baffle plates may be widened toward the above so that the entering angle to every target is equal.




(10) Although the two shooting game machines are incorporated into one casing in the foregoing embodiment, they may be separate. The main control unit may execute a dispensing administration while adjusting some or all of the aforementioned degrees of difficulty in view of the number of inserted coins, the number of paid-out tickets and a difference in value between them lest the dispensing should be excessive.




As described above, according to the present invention, a shooting game machine comprises a target unit including a plurality of targets, a shooting unit provided at a position facing the target unit and operable by a game player to cause a game medium to fly while selectively aiming at any of the plurality of targets, display units provided in correspondence with the respective targets for displaying values corresponding to the targets by codes, value setting means for setting the values to be displayed on the display units, jackpot setting means for setting a jackpot value on one of the display units selectively changed over time, hit detecting means for detecting the hit of the game medium at the target, a dispenser for paying out a material corresponding to the value displayed on the display unit corresponding to the hit target when the game medium hits one target. With this construction, the game player can cause the game medium to fly by operating the discharging unit while aiming at a specific one of the plurality of targets arranged in front. When the aimed target or an other target is hit by the game medium, the value, for example, a specified score, displayed in correspondence with the hit target can be obtained, and the corresponding valued material is paid out from the dispenser. When the target corresponding to the jackpot is hit, the jackpot value, for example, a special high score can be obtained, thereby making the game player's interest in a game vary only to a small degree and stably urging the game player to have a desire to shoot better.




The aforementioned shooting game machine may further comprise presentation display units provided in correspondence with the display units for making a presentation display of a flame, and a presentation display control means for causing each presentation display unit to make the presentation display of the flame and causing it to stop the presentation display when the game medium hits the target corresponding to this presentation display unit. With this construction, such a fire extinguishing activity as to extinguish the flame can be presented when the token hits the target. Such a presentation is particularly effective if the casing of the game machine is designed to simulate a fire engine.




It may be possible that each display unit displays a score set by the value setting means and displays the jackpot value set by the jackpot setting means by a code representing a special high score. With this construction, the construction of the display unit can be effectively utilized since the code representing the jackpot can be displayed on a score display section.




The aforementioned shooting game machine may further comprise a jackpot score display unit for displaying the special high score as the jackpot value. With this construction, a desire to shoot can be roused since the special high score as the jackpot value can be recognizably displayed visually on the jackpot score display unit.




It may be preferable that the value setting means randomly displays a plurality of scores prepared in advance on the display units corresponding to the respective targets. With this construction, gaming nature can be improved since different scores are set for the same target.




It may also be possible that the value setting means randomly displays display times of the scores to be displayed on the display units corresponding to the respective targets. With this construction, a degree of difficulty can be adjusted merely by time.




The aforementioned shooting game machine may further comprise detecting means for detecting an aiming direction by the shooting unit, wherein the jackpot setting means determines the target where the special high score is to be set depending on a detection content of the detecting means. With this construction, a degree of difficulty to hit the jackpot can be made adjustable since the jackpot-appearing target is set in view of the aiming direction of the discharging unit.




In the aforementioned shooting game machine, it may be possible to set design parameters as follows. The plurality of targets are arrayed in vertical directions, game medium receptacles having openings of the same shapes as the targets are provided before the respective targets, the shooting unit discharges the game medium in an angle direction which is inclined upward than horizontal direction, and the value setting means sets a high probability of setting relatively higher scores for the upper targets. With this construction, a degree of difficulty can be substantially set since the entering angle of the game medium into the opening of the game medium receptacle differs according to the height position of the opening from the discharging unit.




Another form of the present invention relates to a shooting game system, which comprises a plurality of shooting game machines according to any one of the above forms in which a plurality of targets are arranged in vertical directions and incorporated into one casing, wherein the jackpot setting means sets the special high score at any one of all targets of the plurality of shooting game machines.




In the aforementioned shooting game system, the shooting game system may include two shooting game machines. With these constructions, a game can be developed in a more complicated manner due to, for example, an unknown factor about in which game machine the jackpot-appearing target is to be set, thereby further rousing a desire to shoot.




In the aforementioned shooting game system, when the target where the special high score is set is hit on a specific condition, the jackpot setting means may be configured to newly set the special high score at any one of the targets of the same target unit other than the target where the special high score was previously set. With this construction, the game player can cause the jackpot to be consecutively set in his game machine by hitting the target corresponding to the jackpot on the specific condition. Therefore, a game system having a more improved gaming nature can be provided.




The present invention is based on Japanese patent application serial No. 2000-290997 filed in Japanese Patent Office on Sep. 25, 2000, the contents of which are hereby incorporated by reference.




As this invention may be embodied in several forms without departing from the spirit of essential characteristics thereof, the present embodiment is therefore illustrative and not restrictive, since the scope of the invention is defined by the appended claims rather than by the description preceding them, and all changes that fall within metes and bounds of the claims, or equivalence of such metes and bounds, are therefore intended to embraced by the claims.



Claims
  • 1. A shooting game machine, comprising:a target unit including targets; a shooting unit provided at a position facing the target unit and operable by a game player to cause a game medium to fly while selectively aiming at any of the targets; display units each being provided in correspondence with a respective one of the targets; value setting means for setting the values to be displayed on the display units; jackpot setting means for setting a jackpot value on a particular one of the display units; hit detecting means for detecting a hit of the game medium at a given one of the targets; a dispenser for paying out a material corresponding to the value displayed on the display unit corresponding to the given one of the targets when the game medium hits said given one of the targets; and aim detecting means for detecting an aiming direction by the shooting unit, said jackpot setting means determining a one of the targets where the jackpot value is to be set depending on a detection content of the aim detecting means.
  • 2. A shooting game machine, comprising:a target unit including a plurality of targets to be aimed at by a game player; a shooting unit provided at a position facing the target unit and operable by a game player to cause a game medium to fly while selectively aiming at any of the targets; display units for displaying values corresponding to the targets by codes, each of the display units being provided adjacent to and in correspondence with a respective one of the targets; value setting means for setting the values to be displayed on the display units; jackpot setting means for setting: a jackpot position among the display units corresponding to the targets; a jackpot value on one of the display units; and a jackpot appearing time during which a jackpot appears with the set jackpot value at one of the display units; hit detecting means for detecting the hit of the game medium at the target; hit detecting means for detecting a hit of the game medium at a given one of the targets; aim detecting means for detecting an aiming direction of the shooting unit, the jackpot setting means determining the jackpot appearing time on one of the targets where a special high score corresponding to the jackpot value is to be set based on a detection result of the aim detecting means; and a dispenser for paying out a material corresponding to the value displayed on the display unit corresponding to the given one of the targets when the game medium hits said given one of the targets.
  • 3. A shooting game machine according to claim 2, wherein the jackpot setting means determines the jackpot appearing time on the one of the targets where the special high score is to be set based on a detection result of the aim detecting means regarding whether the shooting unit aims at the target on which the jackpot setting means determines the appearance of jackpot.
  • 4. A shooting game machine according to claim 2, wherein the jackpot sitting means determines the jackpot appearing time on the one of the targets where the special high score is to be set based on a detection result of the detecting means regarding whether the shooting unit aims at the target on which the jackpot setting means determines the appearance of jackpot and whether the shooting unit is loaded with the game medium.
  • 5. A shooting game machine according to claim 4, wherein the jackpot appearing time is set shorter when it is detected that the shooting unit is aiming at the target associated with jackpot and the shooting unit is loaded with the game medium than when the shooting unit is not aiming at the jackpot target.
  • 6. A shooting game machine according to claim 4, wherein the jackpot appearing time is set shorter when it is detected that the shooting unit is aiming at the target associated with jackpot and the shooting unit is loaded with the game medium than when the shooting unit is not loaded with the game medium.
Priority Claims (1)
Number Date Country Kind
2000-290997 Sep 2000 JP
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