TW487591B - Dart video game device and shooting result display method of dart video game - Google Patents
Dart video game device and shooting result display method of dart video game Download PDFInfo
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- TW487591B TW487591B TW89101747A TW89101747A TW487591B TW 487591 B TW487591 B TW 487591B TW 89101747 A TW89101747 A TW 89101747A TW 89101747 A TW89101747 A TW 89101747A TW 487591 B TW487591 B TW 487591B
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487591 A7 B7 五、發明說明(》 ) 〔技術領域〕 (請先閱讀背面之注意事項再填寫本頁) 本發明有關以模擬槍瞄準顯示在監視器畫面的敵對戲 角(character)的射靶電視遊戲裝置及作成爲在監視器畫 面內進行射擊結果之顯示的射靶電視遊戲之射擊結果顯示 方法。 〔背景技術〕 以往,例如在日本專利特開平1 0 — 2 3 0 0 8 1號 公報中揭示一種射靶電視遊戲裝置,該裝置具備藉由成爲 標的的敵對人物顯示在監視器上而構成遊戲畫面監視器畫 面,及具有朝向此監視畫面按擬似性地發射子彈的扳機 (t r i g g e 1·)的模擬槍,藉由扣模擬槍之扳機顯不爲子彈似乎在 監視器畫面往預定方向進行,並作成爲當此子彈命中敵戲 角時該敵戲角將在遊戲畫面內被破壞或從遊戲畫面消失等 變更敵戲角之顯示狀態者。 經濟部智慧財產局員工消費合作社印製 然而,實際的狙擊手由於在從遠距離的狙擊時使用具 備遠望鏡的槍、在此情形將有手震移之影響,在狙擊失敗 時將被反擊等特別的狀況下狙擊之故,如全然不考慮此等 狀況,則遊戲中缺少真實感且缺少趣味性。 〔發明之揭示〕 本發明係針對上述課題而開發者,係以提供一種藉由 使遊戲成爲充滿真實感者而更能提升有趣性的射靶電視遊 戲裝置及射靶電視遊戲之射擊結果顯示方法爲目的。 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -4 - 487591 A7 ____ B7 五、發明說明p ) --------------裝--- (請先閱讀背面之注意事項再填寫本頁) 本發明之主要要素,係一種使用模擬槍狙擊顯示在監 視器畫面的敵戲角色的射靶電視遊戲裝置,具備:在前述 監視器畫面顯示包含敵戲角的3度空間之遊戲賽場晝像的 畫像顯示裝置;及設置在前述模擬槍中的顯示構件上’放 大顯示前述畫像中對應朝向模擬槍的部份的小領域之畫像 的放大畫像顯示裝置者。 依照此構成,由於前述監視器畫面上藉由監視器裝置 顯示包含敵戲角的3度空間的遊戲賽場畫像,並在前述模 擬槍所設置的顯示構件上藉由望遠鏡裝置放大顯示前述畫 像中對應朝向模擬槍的部份的小領域之畫像之故,可使遊 戲作成爲更充滿真實感者,而更提升有趣性。 〔圖式之簡單說明〕 線. 第1圖:表示有關本發明之一實施形態的射靶電視遊 戲裝置之槪略構成的外觀斜視圖。 第2圖:表示射靶電視遊戲裝置之模擬槍之詳細構成 的剖面圖。 經濟部智慧財產局員工消費合作社印製 第3圖:表示射靶電視遊戲裝置之控制系統的方塊圖 〇 第4圖:說明射靶電視遊戲裝置之動作的流程圖。 第5圖:說明射靶電視遊戲裝置之動作的流程圖。 第6圖:說明射靶電視遊戲裝置之動作的流程圖。 第7圖:表示顯示在射靶電視遊戲裝置的遊戲畫面之 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -5 · 487591 A7 _B7 五、發明說明P ) 一例。 第8圖:表示顯示在射靶電視遊戲裝置的遊戲畫面之 一例。 第9圖:表示顯示在射靶電視遊戲裝置的遊戲畫面之 一例。 第1 0圖:表示顯示在射靶電視遊戲裝置的遊戲畫面 之一例。 第1 1圖:表示顯示在射靶電視遊戲裝置的遊戲畫面 之一例。 第12圖:表示顯示在射靶電視遊戲裝置的遊戲畫面 之一例。 第1 3圖:表示顯示在射靶電視遊戲裝置的遊戲畫面 之一例。 第14圖:表示顯示在射靶電視遊戲裝置的遊戲畫面 (請先閱讀背面之注意事項再填寫本頁) 經濟部智慧財產局員工消費合作社印製 之一例。 主要元件對照 10 遊戲裝置本身 · 12 監視器 13 控制部 16 位置演算部 20 模擬槍. 22 液晶單元(相當於顯示構件) 23 望遠鏡 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -6 - 487591 A7 B7 五、發明說明θ ) 經濟部智慧財產局員工消費合作社印製 25 26 31 31a 31b 32 130 131 132 132a 132b 132c 132d 132e 132f 132g 133 134 135 135a 135b 136 136a 136b 扳機 槍口方向感測器 唯讀記憶體(ROM) 戲角(character)資訊記憶裝置 遊戲家(player )資訊記憶裝置 隨機存取記憶體(R A Μ ) 遊戲控制部 描畫控制部 描畫處理部 畫像顯示裝置 放大畫像顯示裝置 震移防止裝置 子彈顯示裝置 命中處理裝置 再遊戲畫面顯示裝置 中彈顯示裝置 戲角控制部 子彈控制部 命中判定部 命中判定裝置 遊戲繼續進行指數演算裝置 近接判定部 近接判定裝置 反擊處理裝置 (請先閱讀背面之注意事項再填寫本頁) 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -7 487591 . A7 ----- B7 五、發明說明§ ) 〔本發明之實施最佳形態〕 (請先閱讀背面之注意事項再填寫本頁) 第1圖係表示有關本發明的射紀電視遊戲裝置之槪略 構成的圖’第2圖係表示模擬槍之詳細構成的圖,(a ) 爲部份側面剖面圖,(b )爲表示角度檢測裝置部分的圖 。如第1圖所示,射靶電視遊戲裝置係由遊戲裝置本體1 0及模擬槍2 〇所構成。487591 A7 B7 V. Description of the invention (") [Technical Field] (Please read the precautions on the back before filling out this page) The present invention relates to a target television with a simulated gun aimed at a hostile character displayed on a monitor screen A game device and a shooting result display method of a shooting target television game for displaying shooting results on a monitor screen. [Background Art] Conventionally, for example, Japanese Patent Application Laid-Open No. 10-2030 0 81 discloses a shooting target video game device that includes a target enemy character displayed on a monitor to constitute a game. The screen monitor screen, and a simulation gun with a trigger (trigge 1 ·) that fires a bullet similarly toward this monitoring screen. The trigger appears to be proceeding in the predetermined direction on the monitor screen by snapping the trigger of the simulation gun, and When the bullet hits the enemy theater corner, the enemy theater corner will be destroyed in the game screen or disappear from the game screen to change the display state of the enemy theater corner. Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs. However, since the actual sniper uses a telescope gun when sniping from a long distance, in this case there will be the effect of hand shake, and he will be counterattacked when the sniper fails. For snipers in special situations, if these situations are not considered at all, the game lacks realism and fun. [Disclosure of Invention] The present invention was developed in response to the above-mentioned problems, and aims to provide a shooting target television game device and a shooting result display method of the shooting target television game that can enhance the fun by making the game full of realism. for purpose. This paper size applies to China National Standard (CNS) A4 specification (210 X 297 mm) -4-487591 A7 ____ B7 V. Description of the invention p) -------------- Packing ----- (Please read the precautions on the back before filling out this page) The main element of the present invention is a shooting target video game device that uses an analog gun to snip enemy characters displayed on a monitor screen, and includes: An image display device for a daytime image of a game arena in a 3-degree space at a corner of an enemy theater; and an enlarged image display of a small-area image corresponding to a portion facing the simulated gun in the aforementioned image on a display member provided in the aforementioned simulated gun Installer. According to this configuration, a monitor device displays an image of a game field in a 3-degree space including an enemy play angle on a monitor device on the aforementioned monitor screen, and a corresponding telescopic device is displayed on the display member provided by the simulation gun to enlarge the corresponding image in the aforementioned picture. The portrait of the small field facing the part of the simulated gun can make the game more realistic and more interesting. [Brief Description of the Drawings] Line 1. FIG. 1 is a perspective view showing the outline of a schematic structure of a target-type television game device according to an embodiment of the present invention. Fig. 2 is a cross-sectional view showing the detailed structure of a simulation gun of a target-type video game device. Printed by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs. Figure 3: A block diagram showing the control system of the target video game device. Figure 4: A flowchart illustrating the operation of the target video game device. Fig. 5 is a flowchart illustrating the operation of the target video game device. FIG. 6 is a flowchart illustrating the operation of the target video game device. Fig. 7: The paper size of the game screen displayed on the target TV game device is in accordance with the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -5 · 487591 A7 _B7 V. Description of the invention P) An example. Fig. 8 shows an example of a game screen displayed on a target video game device. Fig. 9 shows an example of a game screen displayed on a target video game device. Fig. 10 shows an example of a game screen displayed on a target video game device. Fig. 11 shows an example of a game screen displayed on a target video game device. Fig. 12 shows an example of a game screen displayed on a target video game device. Fig. 13 shows an example of a game screen displayed on a target video game device. Figure 14: Shows the game screen displayed on the target TV game device (Please read the precautions on the back before filling out this page) An example printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs. Comparison of main components 10 Game device itself · 12 Monitor 13 Control unit 16 Position calculation unit 20 Analog gun. 22 Liquid crystal unit (equivalent to display member) 23 Telescope This paper size applies Chinese National Standard (CNS) A4 specification (210 X 297 male) %) -6-487591 A7 B7 V. Description of the invention θ) Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economy 25 26 31 31a 31b 32 130 131 132 132a 132b 132c 132d 132e 132f 132g 133 134 135 135a 135b 136 136a 136b Trigger gun Orientation sensor Read-only memory (ROM) Actor information memory device Player information memory device Random access memory (RA Μ) Game control section Drawing control section Drawing processing section Image display device zoom Image display device Shock prevention device Bullet display device Hit processing device Replay screen display device Bullet display device Play corner control section Bullet control section Hit determination section Hit determination device The game continues the index calculation device Proximity determination section Proximity determination device Counterattack processing device (Please read the notes on the back before filling in this Page) This paper size is in accordance with China National Standard (CNS) A4 (210 X 297 mm) -7 487591. A7 ----- B7 V. Description of the invention §) [The best form of the invention] (please first Read the notes on the back and fill in this page again.) Figure 1 is a diagram showing the general structure of a video game device of the present invention. Figure 2 is a diagram showing the detailed structure of a simulated gun. (A) is part (B) is a side sectional view showing a part of the angle detection device. As shown in FIG. 1, the shooting target video game device is composed of a game device body 10 and a simulation gun 200.
其中,遊戲裝置本體1〇,具備:由CRT (陰極射 線管)而成的監視器1 1 ;對應預先所設定的遊戲程式與 模擬槍2 0之射擊結果進行遊戲之同時,對上述監視器 1 1送出畫像信號的控制部1 3。又,遊戲機本體1 〇, 具備有當從模擬槍2 0之槍口 2 8按擬似性方式發射子彈 之情形其彈道將與監視器1 1之畫面上進行交叉的,所謂 演算交叉點位置的位置演算部1 6。另外,雖未圖示,遊 戲§^:置本體1 0再具備硬幣投入口及開始開關。 經濟部智慧財產局員工消費合作社印製 模擬槍2 0,係經高度設定爲監視器1 1之略中央高 的位置。又模擬槍2 0,在與監視器1 1離開預定距離的 位置上配設有對遊戲機本體1 〇經位置固定的基部2 〇 1 ,並將槍本體2 1在垂直方向按搖動可能之方式,且在水 平面內按旋轉可能之方式安裝在此基部2 0 1。又,如第 2圖(a )所示’在槍本體2 1之上部具備內藏顯示面朝 向後方的液晶單元(L C D單元;相當於顯示構件)2 2 的筒狀之望遠鏡2 3之同時,在槍本體2 1之下部具備有 能與微開關2 4頂接的扳機2 5。 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) _ 8 - 487591 A7 B7 五、發明說明@ ) (請先閱讀背面之注意事項再填寫本頁) 經濟部智慧財產局員工消費合作社印製 具體而言,槍本體2 1之最下部按搖動自如之方式安 裝在水平搖動軸2 0 2之周圍,而此水平搖動軸2 0 2按 旋轉自如之方式再安裝在垂直旋轉軸2 0 3之周圍。前述 搖動係作成爲其容許角度將被停止器2 0 4限制之同時, 並以緩衝橡膠2 0 5緩和因此限制所引起的衝撃。又,如 第2圖(b )所示,安裝在水平搖動軸2 0 2的扇形之齒 輪2 0 2 a上經咬合小直徑的齒輪2 0 2 b,並在此小直 徑齒輪2 0 2 b之旋轉軸安裝有作爲俯仰角感測器的旋轉 式之可變電阻器2 0 2 c。前述旋轉而言,其旋轉角度將 被未圖示的緩衝橡膠所限制之同時,進行此旋轉的垂直旋 轉軸2 0 3將藉由基部2 0 1之軸承2 0 6而被旋轉自如 之方式支撑軸,並在與安裝在此垂直旋轉軸2 0 3的齒輪 2 0 3 a咬合的小直徑之齒輪2 0 3 b之旋轉軸上,安裝 有作爲旋轉角感測器的旋.轉式之可變電壓器203c。亦 即,藉由從此等2個可變電阻器202c ,203c所輸 出的電壓値,構成有特定槍口所朝向的角度的槍口方向感 測器2 6。在此,可使用編碼器或其他能檢測角度的電位 計等以替代可變電阻器。 再者,液晶單元2 2,微開關2 4及槍口方向感測器 2 6分別以電纜2 7連結至遊戲裝置本身1 0之控制部 1 3及交叉點位置演算部1 6。 此模擬槍2 0,係作成爲當扣扳機2 5時,例如微開 關2 4成爲ON,則藉由夾介電纜2 7將屬於此ON信號 的扣扳機信號往控制部1 3送出,而每扣1次扳機,或繼 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-9 - 487591 A7 •___B7_ 五、發明說明(7 ) (請先閱讀背面之注意事項再填寫本頁) 續扣扳機當中在控制部1 3內按預定間隔並連續預定數( 例如5次)產生子彈發射信號之方式者。另外,在液晶單 元2 2之前面側,視必要,備有接目鏡2 9。 第3圖係表示上述射靶電視遊戲裝置的控制系統的方 塊。在此圖中,控制系統係由上述之控制部1 3,位置演 算部1 6,硬幣檢測部1 8,啓動開關1 9,唯讀記億體 (R〇Μ ) 3 1及隨機存取記憶體(R A Μ ) 3 2所構成 〇 控制部1 3,係由c P U (中央處理單位)等所構成 ,而具備遊戲控制部1 3 0及描畫控制部1 3 1之各功能 處理部。 遊戲控制部1 3 0,係根據記憶在R Ο Μ 3 1的程式 進行遊戲畫面之視點位置之變更或遊戲全體之控制動作者 。又,遊戲控制部1 3 0,依從硬幣檢測部1 8所送出的 檢測信之有無判定在硬幣投入口是否投入硬幣之同時,並 依從啓動開關1 9的信號之有無判斷是否遊戲開始。 經濟部智慧財產局員工消費合作社印製 又,R Ο Μ 3 1記憶有:進行遊戲全體之控制的遊戲 程式(遊戲畫面之視點位置之移動,各戲角之移動);控 制畫面的程式,各戲角之移等);控制畫面的程式;爲各 戲角顯示在監視器1 1及望遠鏡2 3之液晶單元2 2之用 的多角形之頂點座標資料或紋理之色彩資料;使射擊音, 近接命中等之效果音發生的聲音資料等。RAM3 2係爲 暫時保管處理中的資料等者。 描畫控制部1 3 1具備:描畫處理部1 3 2 ;角色控 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -1〇- 487591 Α7 Β7 五、發明說明$ ) 制部1 3 3 ;子彈控制部1 3 4 ;命中判定部1 3 5 ;以 及近接判疋部1 3 6之各功$部。 描畫處理部1 3 2係爲描畫:由靜止的戲角,建造物 等之戲角而成的固定戲角;由汽車等移動地上的戲角而成 的移動角色;由直升機或飛機等空中飛行的戲角而成的飛 行戲角;以及假裝從模擬槍2 0所發射的子彈等者,而由 :畫像顯示裝置132a ;放大畫面顯示裝置]_32b ; 防止不淸晰裝置1 3 2 c ;子彈顯示裝置1 3 2 d ;命中 處理裝置1 3 2 e ;再遊戲畫面顯示裝置1 3 2 f以及中 彈顯示裝置1 3 2 g而成。此描畫處理部1 3 2係根據來 自遊戲控制部1 3 0的描畫命令而進行預定之處理。 作爲描畫命令,有使用多角形而爲描畫立體性的3度 空間畫像之用的描畫命令’爲描畫通常之2次空間畫像之 用的描畫命令。在此,多角形(polygon )係指多角形之二 次空間畫像而在本實施形態中使用三角形或四角形 經濟部智慧財產局員工消費合作社印製 使用多角形而爲描畫立體性的畫像之用的描畫命令係 由:R〇Μ 3 1之多角形頂點位址資料;表示貼附在多角 形的紋理資料(texture data)之緩衝區上的記憶位置的紋理位 址資料;表示在顯示紋理資料之色彩的色彩調色資料之 R〇Μ 3 1上的記憶位置的色彩調色位址資料;以及顯示 紋理之亮度的亮度資料而成。 此等資料之中,多角形頂點位址資料可藉由將3度空 間上的多角形頂點座標資料,依據晝面本身(視點)之移 動量資料及旋轉量資料進行座標變標及透視投影變換而取 -11 - -------------裝--- (請先閱讀背面之注意事項再填寫本頁) -線· 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) A7Among them, the game device body 10 includes: a monitor 1 1 made of a CRT (cathode ray tube); while playing a game corresponding to a preset game program and a shooting result of the simulated gun 20, the monitor 1 1 Control unit for sending an image signal 1 3. In addition, the game machine body 10 is equipped with a so-called calculated intersection position when the bullet is fired from the muzzle 28 of the simulation gun 20 in a pseudo-like manner, and its ballistic crosses the screen of the monitor 11 Position calculation department 1 6. In addition, although not shown, the game § ^: the main body 10 is further provided with a coin insertion port and a start switch. The Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs printed a simulated gun 20, which is set to a position slightly higher than the center of the monitor 11. The gun 20 is simulated, and a base 2 〇1 fixed to the game machine body 10 is positioned at a predetermined distance from the monitor 1 1, and the gun body 2 1 is shaken in a vertical direction as possible. , And is installed on the base 2 0 1 in a manner possible to rotate in the horizontal plane. In addition, as shown in FIG. 2 (a), 'the upper part of the gun body 21 is provided with a cylindrical telescope 23 with a liquid crystal unit (LCD unit; equivalent to a display member) 2 2 with a display surface facing rearward, A trigger 25 is provided at the lower part of the gun body 21 and can be in contact with the micro switch 24. This paper size applies to China National Standard (CNS) A4 specifications (210 X 297 mm) _ 8-487591 A7 B7 V. Invention Description @) (Please read the precautions on the back before filling this page) Staff of the Intellectual Property Bureau of the Ministry of Economic Affairs Printed by the consumer cooperative. Specifically, the lowermost part of the gun body 21 is mounted around the horizontal swing shaft 2 0 in a freely swinging manner, and the horizontal swing shaft 2 2 is mounted in a freely rotating manner and then mounted on a vertical rotation shaft. Around 2 0 3. The aforementioned shaking system is such that the allowable angle will be limited by the stopper 2 04, and the shock caused by the limitation is alleviated with the buffer rubber 2 05. As shown in FIG. 2 (b), a small-diameter gear 2 0 2 b is engaged with a sector-shaped gear 2 0 2 a of the horizontal swing shaft 2 0 2, and the small-diameter gear 2 0 2 b A rotary variable resistor 2 0 2 c as a pitch angle sensor is mounted on the rotation axis. For the aforementioned rotation, while the rotation angle will be limited by the buffer rubber (not shown), the vertical rotation axis 2 0 3 which performs this rotation will be supported by the base 2 0 1 bearing 2 0 6 in a freely rotating manner. Shaft, and a small diameter gear 2 0 3 b meshing with a gear 2 0 3 a mounted on this vertical rotation shaft 2 0 3 is equipped with a rotation as a rotation angle sensor. Transformer 203c. That is, the muzzle direction sensor 26 having a specific muzzle angle is formed by the voltage 値 output from the two variable resistors 202c and 203c. Here, an encoder or other potentiometer that can detect the angle can be used instead of the variable resistor. Furthermore, the liquid crystal unit 22, the micro switch 24, and the muzzle direction sensor 26 are connected to the control unit 13 and the intersection position calculation unit 16 of the game device 10 by a cable 27, respectively. This analog gun 20 is used to trigger the trigger 25, for example, when the micro switch 24 is turned on, the trigger signal belonging to the ON signal is sent to the control section 13 through the clip cable 27, and every time Push the trigger once, or follow the Chinese standard (CNS) A4 specification (210 X 297 mm) -9-487591 A7 following this paper size. V. The description of the invention (7) (Please read the notes on the back before filling in This page) The method of generating a bullet launch signal at a predetermined interval and a predetermined number of consecutive times (for example, 5 times) among the triggers in the trigger of the trigger. In addition, an eyepiece 29 is provided on the front side of the liquid crystal cell 22 as necessary. Fig. 3 is a block diagram showing a control system of the above-mentioned target video game device. In this figure, the control system is composed of the above-mentioned control unit 13, position calculation unit 16, coin detection unit 18, start switch 19, read-only memory (ROM) 31, and random access memory. The control unit 13 is composed of a body (RA M) 3 2 and is composed of a cPU (Central Processing Unit) or the like, and includes each functional processing unit of a game control unit 130 and a drawing control unit 131. The game control unit 1 3 0 is a person who changes the position of the viewpoint of the game screen or controls the entire game according to the program stored in R OM 3 1. In addition, the game control unit 130 determines whether the game is started by determining whether or not a coin is inserted in the coin input port according to the presence or absence of a detection letter sent by the coin detection unit 18, and whether the game is started according to the presence or absence of a signal from the start switch 19. Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs, R OM 3 1 remembers: a game program that controls the entire game (movement of the position of the viewpoint of the game screen and movement of each corner); the program of the control screen, each The movement of the corners, etc.); the program of the control screen; the polygonal vertex coordinate data or texture color data for the corners displayed on the monitor 1 1 and the telescope 2 3 of the LCD 2 2; Close-up sounds of medium effect sounds. RAM3 2 is used for temporarily storing data and the like. The drawing control section 1 3 1 has: the drawing processing section 1 3 2; the character control paper size applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -10- 487591 Α7 Β7 V. Invention Description $) system Each of the parts 1 3 3; the bullet control part 1 3 4; the hit determination part 1 3 5; and the close determination part 1 36. The drawing processing section 1 3 2 is for drawing: fixed theater corners composed of stationary theater corners, construction corners, etc .; mobile characters composed of theater corners moved on the ground by cars, etc .; flying in the air by helicopters or airplanes, etc. A flying play corner made of a play corner; and pretending that the bullets and the like fired from the simulation gun 20 were made by: an image display device 132a; an enlarged screen display device] _32b; an ambiguous device 1 3 2c; a bullet The display device 1 3 2 d; the hit processing device 1 3 2 e; the game screen display device 1 3 2 f and the shot display device 13 2 g. This drawing processing section 1 3 2 performs predetermined processing in accordance with a drawing command from the game control section 130. As the drawing command, there is a drawing command for drawing a three-dimensional spatial image using a polygon to draw a three-dimensional image. The drawing command is a drawing command for drawing a normal two-dimensional spatial image. Here, a polygon refers to a secondary space portrait of a polygon. In this embodiment, a triangle or a quadrangle is used to print a three-dimensional image using a polygon to print a three-dimensional image. The drawing command is composed of: polygonal vertex address data of ROM 31; texture address data indicating the memory position pasted on the buffer of polygonal texture data; texture address data indicating the display of the texture data The color toning data of the color is stored in the ROM 31 of the color toning address data; and the brightness data showing the brightness of the texture. Among these data, the polygonal vertex address data can be coordinated and perspective-projected by transforming the polygonal vertex coordinate data in 3 degrees space according to the movement data and rotation data of the day surface (viewpoint). And take -11-------------- loading --- (Please read the precautions on the back before filling this page)-line · This paper size applies to China National Standard (CNS) A4 specifications (210 X 297 mm) A7
487591 五、發明說明P ) 代爲2次空間上的多角形頂點座標資料而得。描畫處理部 1 3 2 ’係寫入對應以3個或4個多角形頂點位址資料表 示的R A Μ 3 2之顯示區之範圍的紋理資料。 上述各角色係分別以多數個多角形所構成。描畫處理 部1 3 2係使各多角形之3度空間上的座標資料記憶在 RAM3 2上。並且,如在監視器上使戲角依照預定之程 式而動作之情形,則將進行如下列的處理。亦即,描畫處 理部1 3 2將藉由依據R A Μ 3 2內所保持的各多角形之 頂點之三度空間座標資料,各多角形之移動資料以及旋轉 量資料進行座標變換,而依次求出各多角形之移動後及旋 轉後之3度空間資料。如此所得的各多角形之3次空間座 標之中’將水平及垂直方向之座標資料在假想畫像平面上 進行透視投影變換’並將由此透視影變換所得的2次空間 座標資料作爲R A Μ 3 2之顯示區上之位址資料,亦即, 在上述2度空間上的多角形頂點位址資料。描畫處理部 1 3 2將在由3個或4個之多角形頂點位址資料所表示的 RAM 3 2之顯示區上寫入預光經分配的紋理位址資料表 示的紋理資料。據此,在監視器1 1.上面將顯示在多數個 多角形貼附有紋理資料的戲角(固定戲角、移動戲角、飛 行戲角等)。 通常之爲描畫2次空間畫像之用的描畫命令,係由: 頂點位址資料;紋理位址資料;表示在顯示紋理資料之色 彩的色彩調色資料之R〇Μ 3 1上的記憶位置的色彩調色 ίιι址資料;以及顯不紋理之壳度的売度而成。 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-12 - (請先閱讀背面之注音?事項再填寫本頁) -線· 經濟部智慧財產局員工消費合作社印製 487591 A7 B7 五、發明說明(10 ) (請先閱讀背面之注意事項再填寫本頁) 戲角控制部1 3 3,係讀出:記憶在R〇Μ 3 1的構 成固定戲角,移動戲角以及飛行戲角的各多角形之頂點座 標資料;移動量資料以及旋轉量資料並輸出至描畫處理部 1 3 2 者。 經濟部智慧財產局員工消費合作社印製 描畫處理部1 3 2之畫像顯示裝置1 3 2 a及放大畫 像顯示裝置1 3 2 b,將依據此等資料在監視器1 1及望 遠鏡2 3之液晶單元2 2上進行固定戲角,移動戲角以及 飛行戲角之顯示。此中,放大畫像顯示裝置1 3 2 b並非 僅將顯示在監視器1 1的畫像放大者,而係使用R〇Μ 3 1內之多角形,紋理而作成者,較監視器1 1之畫像爲 高精緻的放大畫像。隨著,較顯示在監視器1 1所顯示的 畫像,將液晶單元2 2所表示的放大畫像作成爲明亮者。 據此,玩家將可容易視認遠距離之目標的戲角。但,如使 用此種放大畫面之情形,手持模擬槍的玩家之微少的手震 移將被放大而狙擊之命中率即降低。於是,在本發明中, 爲減少此種手震移之影響起見,在相當於在望遠鏡2 3之 液晶單元2 2所顯示的放大畫像之中心的遊戲賽場內之位 置與敵戲角之間的距離如在預定範圍內時’則具備有設定 不使模擬槍2 0之朝向之震移連帶至放大畫面的不感帶的 震移防止裝置132c。具體而言,由於愈靠近戲角愈提 升在實際之計測角度之假想空間內的刻度之密集度程度’ 而愈接近該戲角愈放大畫面將難於動作’惟將作成爲隨著 離開該戲角使放大畫面易於動作。此外’可作成爲例如使 對放大畫面之遊戲畫面的連帶速度遲緩,或如上適當的過 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公爱1 ~- 13 - 487591 A7 B7 五、發明說明d1 ) 濾器使操作感度遲鈍化等。藉此,將使敵戲角之狙擊更爲 容易。 (請先閱讀背面之注意事項再填寫本頁) 又,戲角控制部1 3 3亦對命中判定部1 3 5及近接 判定部1 3 6輸出上述多角形之頂點座標資料、移動量資 料以及旋轉量資料。在此,上述之固定戲角、移動戲角以 及飛行戲角將係成爲模擬槍2 0之標的者。 子彈控制部1 3 4,係按預定間隔僅就連續預定數( 例如5發)讀出記憶在R〇Μ 3 1的構成子彈的多角形之 頂點座標資料等之同時,並依據在上述位置演算部1 6所 算出的模擬槍2 0之交叉點位置資料,對應交叉位置而預 先決定的子彈之進行.方向(例如記憶體中記億有以表( table)形式在交叉位置所對應的方位資料)、以及預先所 決定的子彈之速度(例如馬赫3 ),對每一個遊戲畫面( 框畫面)預先算出從模擬槍2 0所發射的子彈的彈道(彈 道模擬),並將其彈道資料輸出至描畫處理部1 3 2,命 中判定部1 3 5以及近接判定部1 3 6者。描畫處理部 經濟部智慧財產局員工消費合作社印製 1 3 2之子彈顯示裝置1 3 2 d,係進行預定之描畫處理 並對每一個遊戲畫面在監視器1 1上進行子彈之顯示,且 在望遠鏡2 3之液晶單元2 2上進行子彈之顯示。 來自槍口方向感測器2 6的各檢測信號將介由電纜 2 7輸出至位置演算部1 6。此位置演算部1 6,係依據 來自上述槍口方向感測器2 6的檢測信號算出上述交叉點 位置,並將其算出結果輸出控制部1 3者。此交叉點位置 之算出,無關子彈之發射之有無將在每次改換遊戲畫面( 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-14 - 487591 A7 B7 經濟部智慧財產局員工消費合作社印製 五、發明說明C2 ) 例如每3 0分之1秒)時實施。另一方面,作成爲當扣扳 機2 2而接受來自微開關2 4的檢測信號,則每按預定之 時間單位(例如每輸出上述子彈發射信號時,亦即,1 0 次/秒)上述交叉點位置資料將被置入控制部1 3內而在 監視器1 1上顯示子彈。此子彈,將在監視器1 1內按往 對應交叉點位置資料預先所設定的預定之方向進行之方式 顯示。 換言之,上述子彈之進行方向係設定爲按沿著連結上 述交叉點位置與槍之位置的線上往監視器1 1之遊戲畫像 之深度方向進行之方式。例如,在遊戲者將槍口對向監視 器1 1之中央之情形,子彈將設定爲從監視器.1 1之中央 的交叉點位置按原樣照直(在遊戲畫面內且水平方向)進 行的方式,又,如交叉點位置在監視器1 1之左側(或右 側),則子彈將設定爲從交叉點位置朝向監視器1 1之左 端(或右端)方向進行之方式。爲使子彈在監視器內的進 行狀態更具真實性起見,可作成爲加進上下方向之成份’ 較佳爲加進稍微下方向之成份。 上述交叉點位置係將設置在遊戲畫面近旁之預定位置 且由L E〇(發光二極體)等而成的點光線使用配置在槍 口近旁的區域感測器攝影,從其畫像區域內的點光源之攝 影位置算出槍口所朝向的監視器上之位置,或者,亦可作 成爲一方面在模擬槍上配設由光二.極體(Photo diode )等 而成的受光元件,一方面藉由因扣模擬槍的扳機而監視器 顯示亮線(b r i g h t 1 i n e )以形成白條畫面’使上述受光兀件 (請先間讀背面之注意事項再填寫本頁)487591 V. Description of the invention P) It is obtained by substituting the polygonal vertex coordinate data in the secondary space. The drawing processing unit 1 3 2 ′ writes texture data corresponding to the range of the display area of the R A M 3 2 represented by 3 or 4 polygonal vertex address data. Each of the above character systems is composed of a plurality of polygons. The drawing processing unit 1 3 2 stores the coordinate data in the 3 degree space of each polygon on the RAM 32. In addition, if the play corner is operated on the monitor according to a predetermined procedure, the following processing is performed. That is, the drawing processing unit 1 3 2 will perform coordinate transformation based on the three-dimensional spatial coordinate data of the vertices of each polygon held in the RA M 3 2, the movement data of each polygon, and the rotation amount data, and sequentially obtain The 3 degree space data of each polygon after moving and rotating are displayed. Among the three-dimensional spatial coordinates of each polygon obtained in this way, 'the horizontal and vertical coordinate data is subjected to perspective projection transformation on an imaginary image plane', and the second-dimensional spatial coordinate data obtained from the perspective shadow transformation is used as RA Μ 3 2 The address data on the display area, that is, the polygonal vertex address data on the above 2-degree space. The drawing processing unit 1 3 2 writes the texture data represented by the pre-allocated texture address data on the display area of the RAM 32 indicated by the polygon vertex address data of 3 or 4 polygons. According to this, on the monitor 1 1. The corners with fixed texture information (fixed corners, moving corners, flying corners, etc.) will be displayed on the polygons. Generally, the drawing command for drawing a two-dimensional space image is composed of: vertex address data; texture address data; indicating the memory position on ROM 31 of the color tone data showing the color of the texture data. Color toning data; and the appearance of the texture of the shell. This paper size applies to China National Standard (CNS) A4 (210 X 297 mm) -12-(Please read the note on the back? Matters before filling out this page)-Line · Printed by the Intellectual Property Bureau of the Ministry of Economic Affairs and Consumer Cooperatives 487591 A7 B7 V. Description of the invention (10) (Please read the precautions on the back before filling in this page) Play corner control unit 1 3 3, which reads out: the fixed corner, mobile corner is stored in ROM 3 1 And the vertex coordinate data of each polygon of the flying corner; the movement data and rotation data are output to the drawing processing unit 1 3 2. The image display device 1 3 2 a and the enlarged image display device 1 3 2 b printed and processed by the consumer cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs will be displayed on the LCD of the monitor 1 1 and the telescope 2 3 based on this information. The display of the fixed corner, the moving corner and the flying corner is performed on the unit 22. Here, the enlarged image display device 1 3 2 b is not only a person who enlarges an image displayed on the monitor 11, but a person who uses polygons and textures in the ROM 3 1 to create the image. For a high-precision enlarged portrait. As a result, the enlarged image represented by the liquid crystal cell 22 is made brighter than the image displayed on the monitor 11 1. Based on this, the player will be able to easily see the corner of the target at a long distance. However, if such an enlarged picture is used, a small hand shake of a player holding a simulated gun will be enlarged and the sniper hit rate will be reduced. Therefore, in the present invention, in order to reduce the effect of such hand shake, between the position in the game arena corresponding to the center of the enlarged image displayed on the liquid crystal cell 22 of the telescope 23 and the angle of the enemy's play When the distance is within a predetermined range, the device is provided with a vibration preventing device 132c which is set to prevent the vibration of the simulated gun 20 from moving to the non-sense zone of the enlarged screen. Specifically, the closer to the corner, the higher the density of the scale in the imaginary space of the actual measurement angle, and the closer to the corner, the larger the picture, the more difficult the action will be. Make the enlarged screen easy to move. In addition, it can be used, for example, to slow down the associative speed of game screens with enlarged screens, or to apply the Chinese National Standard (CNS) A4 specification (210 X 297 Public Love 1 ~-13-487591 A7 B7) as appropriate for this paper. 2. Description of the invention d1) The filter blunts the operation sensitivity. This will make the sniper's sniper easier. (Please read the precautions on the back before filling this page.) Also, the corner control unit 1 3 3 also outputs the above-mentioned polygonal vertex coordinate data, movement amount data, and hit determination unit 1 3 5 and proximity determination unit 1 3 6. Rotation data. Here, the above-mentioned fixed corners, moving corners, and flying corners will be the targets of the simulation gun 20. The bullet control unit 1 3 4 reads the coordinate data of the vertices of the polygons constituting the bullet memorized in ROM 3 1 at a predetermined interval (for example, 5 rounds) at predetermined intervals, and performs calculations based on the above positions. The position data of the cross point of the simulated gun 20 calculated by the Ministry 16 corresponds to the progress of the bullet corresponding to the cross position. Direction (for example, the memory records the position data corresponding to the cross position in the form of a table) ), And the predetermined bullet speed (for example, Mach 3), calculate the trajectory (ballistic simulation) of the bullet fired from the simulation gun 20 in advance for each game screen (frame screen), and output its ballistic data to The drawing processing unit 1 3 2, the hit determination unit 1 3 5 and the proximity determination unit 1 3 6. The Bullet Processing Department of the Intellectual Property Bureau of the Ministry of Economic Affairs and the Consumer Cooperatives printed a bullet display device 1 3 2 d, which performs a predetermined drawing process and displays a bullet on each monitor screen on the monitor 11 and A bullet is displayed on the liquid crystal cell 22 of the telescope 23. Each detection signal from the muzzle direction sensor 26 is output to the position calculation unit 16 through a cable 27. The position calculation unit 16 calculates the position of the intersection according to a detection signal from the muzzle direction sensor 26, and outputs the calculation result to the control unit 13. The calculation of the position of this intersection point, regardless of whether the bullet is fired or not, will change the game screen every time. (This paper size applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -14-487591 A7 B7 Ministry of Economic Affairs Intellectual Property Printed by the Bureau's Consumer Cooperatives 5. Invention Description C2) For example, every 1/30 of a second). On the other hand, when the trigger 22 is pulled and a detection signal from the micro switch 24 is received, the crossover is performed every predetermined time unit (for example, each time the bullet emission signal is output, that is, 10 times / second). The point position data will be placed in the control section 13 to display bullets on the monitor 11. This bullet will be displayed on the monitor 11 in a predetermined direction set in advance to the corresponding intersection position data. In other words, the direction in which the bullet is advanced is set to proceed in the depth direction of the game image of the monitor 11 along a line connecting the position of the intersection and the position of the gun. For example, in the case where the player points the muzzle toward the center of the monitor 11, the bullet will be set from the intersection of the center of the monitor. 1 1 as it is straight (in the game screen and horizontally). Also, if the position of the intersection is on the left (or right) side of the monitor 11, the bullet will be set to proceed from the position of the intersection toward the left (or right) end of the monitor 11. In order to make the progress of the bullet in the monitor more realistic, it can be used as a component added in the up-down direction ', preferably a component added in a slightly down-direction. The above-mentioned intersection position is a point light set at a predetermined position near the game screen and made of LE0 (light-emitting diode) or the like, and is photographed using an area sensor disposed near the muzzle, and points from the image area The photographic position of the light source is used to calculate the position on the monitor that the muzzle is facing, or it can be used as a light receiving element composed of a photo diode and the like on the simulation gun. The monitor shows a bright line (bright 1 ine) due to the trigger of the simulated gun to form a white bar picture 'make the above light receiving element (please read the precautions on the back before filling this page)
訂:Order:
本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-15 - 487591 A7 B7 五、發明說明(I3 ) (請先閱讀背面之注意事項再填寫本頁) 能受光其白條畫面之光柵掃描(raster scan)之光之方式 ’而從光柵掃描開始與受光時序(timing)止的時間差而得出 。特別是在槍口未經固定的情形下係有效的。 另外,在本實施形態中,由於作成爲在扣扳機2 2當 中能按預定間隔就預定數連續發射子彈之故,同一遊戲畫 面上將顯示複數個子彈。又,彈道模擬係在每次重寫遊戲 畫面時將就各子彈實施,並作成爲能特定先命中戲角的子 彈或近接的子彈. 經濟部智慧財產局員工消費合作社印製 命中判定部1 3 5之命中判定裝置1 3 5 a係判定上 述固定戲角,移動戲角或飛行戲角與上述各子彈之彈道是 否互相交叉,亦即,判定各子彈是否命中固定戲角,移動 戲角或飛行戲角者。換言之,可由計算判定畫面內之全多 角形之面與子彈之彈道資料在3度空間座標上之交叉之有 無並執行命中判定。並且,如判定爲有交叉時,將對描畫 處理部1 3 2輸出就其子彈的交叉信號。據此,描畫處理 部1 3 2將在監視器1 1及液晶單元2 2上顯示戲角控制 部1 3 3依據從R〇Μ 3 1讀出的多角形之頂點座標資料 而戲角仰身倒下等狙擊成功的情況,另一方面戲角控制部 1 3 3依據從R〇Μ 3 1讀出的多角形之頂點座標資料使 中子彈的戲角被打倒在地面的狀態,或從遊戲畫面消滅的 狀態。 亦即,因應子彈經已命中任一戲角之事實,並藉由在 子彈之命中前後變化遊戲畫面之顯示而進行射擊結果之顯 示。此種處理係由命中處理裝置1 3 2 e執行。並且,命 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-16 _ 487591 A7 B7 五、發明說明C4 ) (請先閱讀背面之注意事項再填寫本頁) 中戲角的瞬間之畫面將在監視器1 1上的例如在左上角作 成小畫面進行再遊戲顯示(參照第12圖)。前述命中處 理裝置1 3 2 e中,爲此再遊戲顯示具備有再遊戲顯示裝 置 1 3 2 f。 經濟部智慧財產局員工消費合作社印製 另外,當進行在命中判定部1 3 5中的命中判定時, 因應從子彈控制部1 3 4對命中判定部1 3 5輸出各遊戲 畫面中的各子彈之彈道資料,而從戲角控制部1 3 3對命 中判定部1 3 5輸出各遊戲畫面中的各戲角之位置資料。 命中判定部1 3 5就各子彈預先判定在任一遊戲畫面中有 否彈道與敵戲角之間的交叉,如判定爲有交叉,則在移動 戲角及飛行戲角時爲就持有事先經判定爲有交叉的彈道的 子彈,又在固定戲角時則就全部子彈,在其彈道與敵戲角 互相交叉的遊戲畫面,或在其彈道與敵戲角最接近時的狀 態之遊戲中,將交叉信號輸送至描畫處理部1 3 2。描畫 處理部1 3 2之命中處理裝置1 3 2 e即接受其交叉信號 而顯示當子彈命中敵戲角的情形之上述射擊結果。又, R〇M3 1具備戲角資訊記憶裝置3 1 a及遊戲者( player )資訊記憶裝置3 1 b /。其中戲角資訊記憶裝置 3 1 a預先記憶有頭領戲角或手下戲角等之扮演資料或敵 戲角之手腳,頭等部位資料等,按照此戲角資料而前述射 擊結果將變成不相同者。例如手下戲角之情形雖以1次之 打擊即可打倒,惟在頭領戲角之情形時,如僅對手腳打擊 次時不能將其打倒而必須打擊數次,如對頭部僅以1次之 打擊即可打倒等。遊戲者資訊記憶裝置3 1 b記憶有屬於 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-17- 487591 Α7 _ Β7 五、發明說明C5 ) (請先閱讀背面之注意事項再填寫本頁) 遊戲者之遊戲繼續進行的指數的遊戲者資訊。前述命中判 疋衣置1 3 5具備有使此指數按每狙擊(或每中彈)減少 預定量的遊戲繼續進行指數演算裝置1 3 5 b。 又,近接判定部1 3 6之近接判定裝置1 3 6 a係當 命中判定部1 3 5之命中判定裝置1 3 5 a判定爲無交叉 (無命中)時,判定包圍上述戲角之周圍的預定之範圍內 之空間位置(可以僅爲子彈飛來的側之空間位置。)與上 述各子彈之彈道有否交叉,亦即,各子彈之彈道有否近接 戲角者。另外,近接判定部1 3 6係依據上述敵戲角之位 置資料算出規定上述預定之範圍內之空間的位置資料之後 ’藉由其位置資料與上述子彈之彈道資料之比較而進行判 定。 經濟部智慧財產局員工消費合作社印製 接著,當經判定爲近接時,對反擊處理裝置1 3 6 b 輸出近接信號之同時,亦對描畫處理部1 3 2輸出。由此 ,描畫處理部1 3 2之畫像顯示裝置1 3 2 a及放大畫像 顯示裝置1 3 2 b將依據戲角控制部1 3 3從 R〇Μ 3 1讀出的多角形之頂點座標資料,將敵戲角往槍 所朝向之方向轉頭等,發覺狙擊時轉德反擊時之動作顯示 在監視器1 1及望遠鏡2 3之液晶單元2 2上(參照第8 圖)。另一方面,響應就預先所定的預定數的子彈連續近 接同一之戲角而因此近接信號將連續輸出’作成爲戲角倒 下地面的狀態之戲角畫面,或作成爲飛行戲角之機翼被打 斷等一部份經破損的狀態之戲角畫面,或作成爲飛行戲角 迴旋墜落的狀態之戲角畫面。又’響應近接信號之連續輸 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公爱)-18 - 487591 A7 B7 五、發明說明d6 ) 出,可作成爲飛行戲角依次改變色彩,或作成爲飛行戲角 之形狀慢慢改變。 (請先閱讀背面之注意事項再填寫本頁) 另外,亦可作成爲如扣扳機的同一期間內未能近接同 一飛行戲角,則使受損害的戲角復歸至未受損害前之原來 狀態之戲角。 亦即,響應子彈近接飛行戲角,藉由子彈近接戲角之 前後變化遊戲畫面之顯示,而進行射擊結果之顯示。 另外,當進行在近接判定部1 3 6的命中判定時,響 應各遊戲畫面中的各子彈之彈道資料從子彈控制部1 3 4 輸出至近接判定部1 3 6,各遊戲畫面中的飛行戲角之位 置資料將從戲角控制部1 3 3輸出至近接判定部1 3 6。 近接判定部1 3 6就各子彈預先判定是否在任一遊戲畫面 中子彈與飛行戲角近接,如經判定爲近接,則就先近接的 子彈在對其子彈與飛行戲角互相近接的遊戲畫面或最靠近 其子彈與飛行戲角互相近接的狀態的狀態之遊戲畫面中’ 將近接信號輸出至描畫處理部1 3 2。描畫處理部1 3 2 之命中處理裝置1 3 2 e將接受其近接信號並使之進行子 彈近接飛行戲角的情形之上述射擊結果之顯示。 經濟部智慧財產局員工消費合作社印製 又,如前述近接信號輸出至前述近接判定部1 3 6之 反擊處理裝置1 3 6 b,則敵戲角轉變爲反擊而作出朝向 畫面外之遊戲人發射子彈之動作,惟此時藉由命中判定部 1 3 5之命中判定裝置1 3 5 a,而進行敵戲角及遊戲者 所發射的子彈的命中判定。此判定方法係與上述的對敵戲 角的狙擊之情形相同。並且,經判定爲命中,則藉由描畫 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-19 - 487591 A7This paper size is in accordance with China National Standard (CNS) A4 (210 X 297 mm) -15-487591 A7 B7 V. Description of Invention (I3) (Please read the precautions on the back before filling this page) The white bar picture can be received The raster scan of the light mode 'is derived from the time difference between the start of raster scan and the timing of receiving light. It is effective especially when the muzzle is not fixed. In addition, in the present embodiment, since the bullets can be continuously fired at predetermined intervals during the trigger 22, a plurality of bullets can be displayed on the same game screen. In addition, the trajectory simulation system will implement each bullet each time the game screen is rewritten, and it will be a bullet that can hit the corner of the play or a close bullet. The Ministry of Economic Affairs, Intellectual Property Bureau, Employee Consumption Cooperative, Printed Hit Determination Department 1 3 The 5 hit determination device 1 3 5 a is to determine whether the above-mentioned fixed corner, moving corner or flying corner and the trajectory of each bullet cross each other, that is, whether each bullet hits the fixed corner, moving corner or flying. Horner. In other words, the presence or absence of the intersection of the full-polygonal surface and the ballistic data of the bullet in the 3-degree space coordinates can be determined by calculating the hit determination. When it is determined that there is a cross, a cross signal of the bullet is output to the drawing processing unit 1 2 2. Based on this, the drawing processing unit 1 3 2 will display the play angle control unit 1 3 3 on the monitor 11 and the liquid crystal cell 22 according to the vertex coordinate data of the polygon read from the ROM 3 1 and put the play angle on the back. On the other hand, when the sniper is successful, on the other hand, the play corner control unit 1 3 3 causes the play corner of the neutron bullet to be knocked down on the ground according to the polygonal vertex coordinate data read from ROM 3 1 or from the game screen. Extinction. That is, the shooting result is displayed in response to the fact that the bullet has hit any corner, and by changing the display of the game screen before and after the bullet's hit. This processing is performed by the hit processing device 1 3 2e. In addition, the size of the paper is applicable to the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -16 _487591 A7 B7 V. Description of the invention C4) (Please read the precautions on the back before filling this page) The momentary picture will be displayed on the monitor 11 as a small picture in the upper left corner, for example, and displayed again (see FIG. 12). In the hit processing device 1 3 2e, the replay display device is provided with a replay display device 1 3 2f. Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs. In addition, when the hit determination in the hit determination unit 1 3 5 is performed, the bullets in each game screen are output from the bullet control unit 1 3 4 to the hit determination unit 1 3 5 Ballistic data, the position data of each corner in each game screen is output from the corner control unit 133 to the hit determination unit 135. The hit determination unit 1 3 5 determines in advance whether there is a cross between the trajectory and the enemy play corner on any of the game screens. If it is determined that there is a cross, it will hold the prior experience when moving the play corner and the flying play corner. Bullets that are judged to have crossed trajectories, and all the bullets are fixed when the corner is fixed, in the game screen where the trajectory and the enemy corner intersect each other, or in the game where the trajectory is closest to the enemy corner, The cross signal is sent to the drawing processing unit 1 3 2. The hit processing device 1 3 2 e of the drawing processing unit 1 2 2 receives the cross signal and displays the above shooting result when the bullet hits the corner of the enemy. In addition, ROM3 1 includes a corner information storage device 3 1 a and a player information storage device 3 1 b /. Among them, the theater corner information storage device 3 1 a previously stores the play data of the leader ’s theater corner or the player ’s theater corner, or the hands and feet of the enemy ’s theater corner, the first-class location data, etc. According to the theater corner data, the aforementioned shooting results will be different. . For example, in the case of the corner of the player, you can knock it down with one blow, but in the case of the leader of the corner, if you can't knock down the opponent's foot only when you hit it twice, you must hit it several times. The blow can bring down and so on. The player's information memory device 3 1 b has a memory that belongs to this paper size and applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -17- 487591 Α7 _ Β7 V. Description of the invention C5) Please fill in this page again.) Player's information of the player's continued game index. The aforementioned hit judgment 1 3 5 is equipped with a game for reducing the index by a predetermined amount per sniper (or each shot) to continue the index calculation device 1 3 5 b. In addition, the proximity determination device 1 3 6 a of the proximity determination unit 1 3 6 is determined when the hit determination device 1 3 5 a of the determination unit 1 3 5 determines that there is no intersection (no hit), and determines the surrounding area surrounding the play corner. Whether the space position within the predetermined range (only the space position of the side where the bullets come from) crosses the trajectory of the above bullets, that is, whether the trajectory of each bullet is close to the corner. In addition, the proximity determination unit 136 calculates the position data defining the space within the predetermined range based on the position data of the above-mentioned enemy ’s corner, and performs the determination by comparing the position data with the ballistic data of the bullet. Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs. When it is judged that it is close, the proximity signal is output to the counter processing device 1 3 6 b, and it is also output to the drawing processing unit 1 3 2. Accordingly, the image display device 1 3 2 a and the enlarged image display device 1 3 2 b of the drawing processing unit 1 3 2 will read the polygonal vertex coordinate data of the polygon from the ROM 31 according to the play angle control unit 1 3 3. , Turn the enemy's corner in the direction of the gun, etc., and find that the action when turning back and attacking while sniping is displayed on the LCD unit 2 2 of the monitor 11 and the telescope 23 (see Figure 8). On the other hand, in response to a predetermined number of bullets approaching the same corner in succession, the proximity signal will be continuously output as a corner screen in which the corner is on the ground, or as a wing in flight corner. Some of the scenes in the broken state, such as being interrupted, or the scenes in the state where the flying corners fall and fall. Also, the paper size for continuous input in response to the proximity signal applies to the Chinese National Standard (CNS) A4 specification (210 X 297 public love) -18-487591 A7 B7 V. Description of the invention d6), can be used as a flying corner to change the color in turn , Or as the shape of a flying play corner slowly changes. (Please read the precautions on the back before filling in this page) In addition, it can also be used to restore the damaged corner to the original state before being damaged if the same flying corner cannot be approached within the same period of time when the trigger is pulled. Corner of play. That is, in response to the bullet approaching the play corner, the display of the shooting result is performed by changing the display of the game screen before and after the bullet approaches the play corner. In addition, when a hit determination is made in the proximity determination section 1 3 6, the ballistic data of each bullet in each game screen is output from the bullet control section 1 3 4 to the proximity determination section 1 3 6, and the flying scene in each game screen The corner position data will be output from the play corner control unit 1 3 3 to the proximity determination unit 1 3 6. The proximity determination unit 1 3 6 determines in advance for each bullet whether the bullet is close to the flying theater corner in any game screen. If it is determined to be close, the bullet that is closest to the front is in the game screen or the most close to the bullet and the flying theater corner. In the game screen in a state where the bullet and the flying corner are close to each other, the proximity signal is output to the drawing processing unit 1 2 2. The hit processing device 1 3 2 e of the drawing processing unit 1 2 2 e will receive its proximity signal and display the above shooting results in the case where the bullet is close to the flying corner. Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs, and if the aforementioned proximity signal is output to the counter-attack processing device 1 3 6 b of the aforementioned proximity determination unit 1 3 6, the enemy ’s corner is converted into a counter-attack and the player fires away from the screen. The action of the bullet, but at this time, the hit determination device 1 35 a of the hit determination unit 1 35 is used to perform the hit determination of the enemy play angle and the bullet fired by the player. This judgment method is the same as that of the above-mentioned sniper attack on the corner of the enemy. And, if it is judged to be a hit, by drawing, the paper size applies the Chinese National Standard (CNS) A4 (210 X 297 mm) -19-487591 A7
五、發明說明〇7 ) 處理部1 3 2之中彈顯示裝置1 3 2 g進行中彈顯示(參 照第9圖,第1 〇圖)。此種中彈顯示有例如畫面之色彩 將變化等,惟在圖中,爲方便起見加以影線。又,由此, 作成爲遊戲者之屬於遊戲繼續進行指數的壽命値將會減少 ◦另外,當因受敵戲角之反擊而遊戲者被擊中時,可作成 爲如同是本身爲遊戲者的狙擊手倒下之樣子,搖動畫面。 其次,參照第4圖至第6圖的流程圖之下,就上述射 靶電視遊戲裝置之動作說明之。 第4圖中,如接通電源,則藉由描畫處理部1 3 2將 在監視器上顯示示範畫面(步驟ST1)。示範畫面之內 谷爲預告’標題、遊戲、故事情節、%級(r a n k i n g )等。 其次,判定是否在硬幣投入口已經入硬幣(步驟S T 2 ) ,如尙未投入硬幣(在步驟S T 2爲N〇),則繼續步驟 S T 1之示範畫面之顯示,而如已經投入硬幣(在步驟 S T 2爲Y E S ),則藉由描畫處理部1 3 2顯示起始畫 面(步驟S T 3 )。 其次,判定是否按壓起始開關1 9 (步驟S T 4 ), 如尙未按壓起始開關1 9 (在步驟S T 4爲N〇),則繼 續顯示步驟S T 3之起始畫面,如已經按壓起始開關1 9 (在步驟S T 4爲Y E S ),則開始遊戲。 在此,如遊戲開始,則在監視器1 1及望遠鏡2 3之 液晶單元2 2上,顯示例如第7圖及第8圖所示的遊戲畫 面。 第7圖係將在高層大樓之屋頂上躲藏敵戲角P 1的狀 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)_ 20 - c請先閱讀背面之注意事項再填寫本頁) 裝 丨線· 經濟部智慧財產局員工消費合作社印製 487591 A7 _ B7 五、發明說明C8 ) 態顯示在監視器1 1上者,在此畫面中,由於模擬槍2〇 與敵戲角P 1之間的距離(考慮遊戲空間的計算上之距離 )離開相當遠之故,勉強能認識敵戲角p 1存在與否的程 度°另一方面,第8圖係在望遠鏡2 3之液晶單元2 2顯 示的該戲角P 1的放大畫面,在此放大畫面中可容易認識 該戲角P 1以槍瞄準這邊的狀態。 其次,就戲角開始後之處理說明之。亦即,當按第4 圖之步驟S T 4按壓起始開關1 9,則將顯示操作說明示 範畫面,而對玩家要求選擇故事情節模式或技藝攻擊模式 中的任一的模式選擇(步驟S T 5 )。在此,故事情節模 式係指新手等能娛樂的通常的模式,而技藝攻擊模式係指 需要高度技藝的模式之意。當然可設置此中間模式。又, 此步驟S T 5可以跨越不做(skip )。 依照遊戲者(player)·之選擇進行模式選擇(步驟 S T 6 ),如在此例如選擇,則將顯示故事情節示範畫面 (步驟ST7)。其內容爲序幕(opening)等。在此,此步 驟7可以跨越不做。接著,將顯示賦給本身爲狙擊者的任 務(mission)之說明示範畫面(步驟S T 8 ),並顯示狙擊 者到達狙擊位置的示範畫面(步驟S T 9 )。在此,在步 驟S T 9亦爲可以跨越不做。然後,開始故事情節模式遊 戲本體處理將開始(步驟S T 1 0 )。 其次,就故事情節模式遊戲本體處理說明如下。亦即 ,如開始故事情節模式遊戲本體處理,則如第5圖所示, 則開始計時,由與預先設定的時間的比較’將判定遊戲是 本紙張尺度適用中國國家標準(CNS)A4規格(210 x 297公釐)-21 - -------------片-- (請先閱讀背面之注意事項再填寫本頁) ί 經濟部智慧財產局員工消費合作社印製 487591 A7 B7 五、發明說明(19 ) (請先閱讀背面之注意事項再填寫本頁) 否已經時間到(步驟S τ 1 0 1 )。如判定爲時間到(在 步驟S τ 1 〇 1爲Y E S ),則訊問遊戲者有否續玩之意 願(步驟S Τ 1 〇 2 )。如無續玩之意願(在步驟 ST102爲NO),則成爲比賽結果(步驟ST1 03 )’並返回至前述步驟ST1之示範畫面顯示。另一方面 ’如有續玩之意願(在步驟S Τ 1 0 2爲Y E S ),則被 訊問是否任務達成不可能(步驟S Τ 1 0 4 )。如因尋找 不著敵戲角等原因而成爲任務達成不可能(在步驟s 丁 1 0 4爲Y E S ),則成爲淸場(stage clear )並返回至前 述步驟S T 1之示範畫面顯示。此淸場將會影響評分,時 間加減計算。另一方面,如非任務達成不可能(在步驟S Τ 1 0 4爲N〇),則進入中斷處理(interrupt handling )° 經濟部智慧財產局員工消費合作社印製 亦即,如中斷許可出現,則如第6圖所示,將在子彈 控制部1 3 4中輸入在交叉點位置演算部所算出的交叉點 位置資料(步驟S T 2 0 1 ),接著進行判定有否扣模擬 槍2 0之扳機2 5 (步驟S T 2 0 2 )。如經扣扳機2 5 (在步驟ST202爲YES),則在遊戲控制部13〇 中判定是否子彈發射時機(步驟S T 2 0 3 ),如判定爲 子彈發射時機(在步驟S T 2 0 3爲Y E S ),則將發射 新子彈(步驟S T 2 0 4 )。 其次,首先算出所發射子彈之各遊戲畫面(監視器 1 1及望遠鏡2 3之液晶單元2 2之各畫面)上的彈道( 步驟ST205)。在此,由於在各畫面上存在有所發射 本纸張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -22 - 487591 A7 _ B7 五、發明說明叫) 的子彈,故將預先算出就各子彈在各遊戲畫面中的彈道。 (請先閱讀背面之注意事項再填寫本頁) 並且進行各子彈有否直接打中(是否命中)例如第1 1圖 中的戲角,就各戲角(固定戲角,移動戲角,飛行戲角) 依序判定(步驟S T 2 0 6 ),如打中時(在步驟S T 2 0 6爲YE S )則進行就其打中的子彈的命中(hit )處 理(步驟S T 2 0 7 )。 經濟部智慧財產局員工消費合作社印製 此命中處理係指,子彈打中例如本身爲固定戲角的敵 戲角之情形,戲角控制部1 3 3從R〇Μ 3 1讀出爲顯示 敵將仰身而倒的情形之用的多角形之頂點座標資料的處理 之意。又,如第1 5圖所示,如打中本身爲飛行戲角的飛 機之情形,戲角控制部1 3 3從R〇Μ 3 1讀出爲顯示其 飛機墜落的狀態之用的多角形之頂點座標資料等的處理之 意,而如打中本身爲移動戲角的汽車之情形,戲角控制部 1 3 3從R〇Μ 3 1讀出爲顯示汽車被破壞的狀態之用的 多角形之頂點座標資料等的處理之意。又,在此命中處理 中,包含例如,響應子彈打中戲角而從R Ο Μ 3 1讀出效 果音等之音聲資料,或從R〇M3 1讀出爲在監視器畫面 上顯示得分之用的畫像資料的處理等。另外,亦可作成爲 如子彈打中屬於一般人的戲角時將會影響評分或時間加減 算之方式。 又,如子彈未擊中戲角時(在步驟ST2 0 6爲N〇 ),則將判定經判定未擊中的戲角是否敵戲角(步驟S T 208)。在此,圖中的本步驟之「戲角否?」係指「敵 戲角否?」之意。如係戲角,則進行判定子彈是否在近接 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-23 - 487591 A7 __ B7 五、發明說明(21 ) (請先閱讀背面之注意事項再填寫本頁) 敵戲角的位置(包圍該戲角之周圍的預定之範圍內之空間 位置(步驟s T 2 0 9 )。如子彈在近接敵戲角的位置時 (在步驟S T 2 0 9爲Y E S ),就所近接的子彈進行近 接命中處理(步驟ST2 10)。 此近接命中處理係指戲角控制部1 3 3從R Ο Μ 3 1 讀出例如爲顯示因子彈靠近敵戲角而該戲角發覺被狙擊的 情況等之用的多角形之頂點座標資料的處理之意。藉由近 命接中處理,而進行被經發覺狙擊的敵戲角反擊的反擊處 理(步驟S Τ 2 1 1 )。此反擊處理內容係如敵戲角命中 ’則遊戲者將依預定之或然率中彈之意。 經濟部智慧財產局員工消費合作社印製 在此,就第7至第15圖說明之。第7圖係在監視器 1 1上顯示被敵戲角反擊時之情況者。第8圖係其部份放 大圖’亦即將在望遠鏡2 3之液晶單元2 2顯示的畫面。 圖中在圓形畫面中顯示有十字,而以如此圖面表示其爲望 遠鏡2 3之液晶單元2 2之畫面(以下相同)。如此,使 用望遠鏡容易認識在監視器上難於視認的敵戲角Ρ 1。第 9圖及第1 0圖係敵戲角Ρ 1所發射的子彈命中遊戲者的 瞬間之畫面。如前述,該圖之影線表示其情況。第1 1圖 係子彈D命中敵戲角Ρ 2的瞬間之畫面。在圖中之中央十 字內可看見朝向敵戲角飛奔的子彈D。 第1 2圖係敵戲角Ρ 3中彈的瞬間之畫面。判定擊中 敵戲角之同時,在畫面之左上角將出現再遊戲(replay ) 用之小畫面R P,由此,遊戲者將可確實其瞬間並且遊戲 者以外者亦不致看漏此擊中。第1 3圖表示遊戲者瞄準飛 -24- 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 487591 A7 B7 五、發明說明π ) 行戲角Η時之從其視點所觀看的畫面。第1 4圖表示狙擊 上述飛行戲角Η成功時的‘畫面。 (請先閱讀背面之注意事項再填寫本頁) 並且,在執行步驟S Τ 2 0 7之命中處理後,執行步 驟S Τ 2 1 1之反擊處理後’在根據S Τ 2 0 8被判定非 敵戲角後,或者在步驟S Τ 2 0 9判定爲非近接之後,在 遊戲控制部1 3 0進行就所有子彈及戲角的判定是否終了 的判定(步驟S Τ 2 1 2 ),如尙未終了時(在步驟S 丁 2 1 2爲Ν〇),返回步驟S Τ 2 0 6反覆執行上述之判 定及處理。如已終了時(在步驟S Τ 2 1 2爲Y E S ), 則返回第5圖所示之流程圖。 以上之步驟S Τ 1 0 1至10 6之中斷處理時,將反 覆執行至標的成爲最終者爲止(步驟S Τ 1 〇 8 )。並且 ,如係最終標的者(在步驟S Τ 1 〇 8爲Y E S ),而成 爲淸場(步驟109),返回第4圖之流程圖並進至其步 驟S Τ 1 1。在此,如不執行中斷處理中之新子彈發射及 命中處理之情形,則可作成爲每逢其時返回至步驟S Τ 1〇1 〇 經濟部智慧財產局員工消費合作社印製 在第4圖之步驟ST 1 1中,進行再遊戲示範畫面顯 示。在此進行圖像映像式的示範。其次,移至結果評分示 範畫面顯示(步驟S Τ 1 1 2 )。在此,進行時間加減算 並出現作爲狙擊者的遊戲者之得分將出現在畫面上。以上 的故事情節模式下的遊戲(步驟S Τ 7至1 2 )將反覆進 行至最終舞台(stage)(步驟ST13)。 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-25 - 487591 A7 B7 五、發明說明?3 ) (請先閱讀背面之注意事項再填寫本頁) 如係最終舞台(在步驟s Τ 1 3爲Y E S ),則移至 結局(ending)示範畫面(步驟ST14)。在此準備有複數 個(2,3種)之結局。另外,此步驟S Τ 1 4亦可以跨 越不做。其次,進行登名處理(name entry)(步驟S Τ 1 5 )並進行獲得高分的遊戲者之名字被晉級的級位(ranking) 示範畫面顯示(步驟S Τ 1 6 )。由此,遊戲者可以自己 技倆與他人競爭,並且亦可以複數個人數玩耍遊戲。然後 進行遊戲結束(game over)畫面顯示(步驟ST1 7)並返 回前述步驟ST1之示範畫面。 惟在前述步驟S T 6中如選擇技藝模式的情形時,移 至射靶規定額說明示範畫面顯示(步驟S Τ 1 8 )。其次 ,開始技藝攻擊遊戲本體處理(步驟S Τ 1 9 )。其本上 ,此技藝攻撃遊戲本體處理係與前述的故事情節模式遊戲 相同,惟作成爲例如短縮給予遊戲者之持有時間,或加快 本身爲射靶的敵戲角之動作等要求作爲狙擊者更高度技倆 的內容。 經濟部智慧財產局員工消費合作社印製 在此,如經判定爲規定額達成(成功)未實現(在步 驟S T 2 1爲N〇),則不待最終端舞台而跨越至後述的 步驟S T 2 3,惟如經判爲規定額達成(成功)已實現( 在步驟ST21爲YES),則至最終舞台止反覆進行前 述步驟ST 1 8至2 1之技藝攻擊遊戲本體處理等(步驟 S T 2 2 )。 然後,如到達最終舞台,則進行登名處理(步驟S T 2 3),接著進行級位示範畫面顯示(步驟S T 2 4 ), 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-26 - 487591 A7 __ B7 五、發明說明?4 ) 並進行遊戲結束畫面顯示(步驟s T 2 5 )後返回前述步 驟S T 1之示範畫面。 (請先閱讀背面之注意事項再填寫本頁) 另外,本發明係不限定在上述實施形態而可採用如下 列的變形形態。 (1 )遊戲裝置本體1 0係作成爲使用CRT的監視 器1 1上直接顯示遊戲畫面的構成,亦可例如將C R τ改 變爲L C D (液晶顯示器)等,或作成爲在螢幕上從投影 機投影遊戲畫面的構成。又’模擬槍2 〇在扣扳機當中不 限定爲連續發射子彈的連發槍,而亦可爲每扣1次扳機發 射1發子彈的單發槍。當然,如連發槍的模擬槍之情形, 係較單發槍爲適合近接命中處理者。又,亦可作成爲經射 擊預定數後子彈射盡後顯示更換子彈鋏的畫面並使其在預 定時間內不能射擊之方式。 經濟部智慧財產局員工消費合作社印製 (2 )對敵戲角係採用命中判定及近接命中判定兩者 ,惟亦可作成爲僅採用近接命中判定以構成遊戲內容。即 使在此情形’亦可對同一戲角,藉由進行子彈按預先所決 定的預定次數連續近接飛行戲角即被墜落或被破壞等之上 述種種射擊結果之顯示,而作成爲富有趣味性者。反之, 對遊戲者係僅採用命中判定,惟亦可作成爲採用命中判定 及近接命中判定之兩者。在此情形,由於遊戲者可享受作 爲狙擊者的刺激感之故,可使遊戲作成爲更富有趣味性者 〇 (3 )敵戲角不限定於顯示在地上及空中者,亦可爲 例如顯示在海上或海中者,航行船隻亦可作成爲與航空器 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-27 - 487591 A7 B7 經濟部智慧財產局員工消費合作社印製 五、發明說明?5 ) 同樣處理。又,亦可作成爲遊戲者乘坐汽車或飛機而狙擊 地上之敵戲角之方式。在此情形,作成爲假裝遊戲者乘坐 2通工具之方式稍爲搖榥,則難於狙擊而提升遊戲之難易 度。 (4 )不限定於營業用之射靶電視遊戲裝置,亦能適 用於個人電腦或家庭用遊戲裝置等。亦即,如利用於個人 電腦或家庭用遊戲裝置等的情形,可將記錄有本發明之射 擊結果顯示程式的記錄媒體插入個人電腦或家庭用遊戲裝 置等之控制部所備的驅動機(dnve )內等以進行遊戲。 (5 )遊戲中,可作成爲敵戲角可使複數個人之手下 戲角及1人或預定人數之頭領戲角登場,並使各戲角持有 中彈耐久次數資訊,特別是頭領戲角即作成爲中彈預定發 數後始能打倒的方式以提升遊戲性。 如上說明,本發明之電視遊戲裝置,由於在監視器 1 1之畫面上藉由畫像顯不裝置1 3 2 a而顯不包含敵戲 角的3度空間之遊戲賽場畫像,並在設置在模擬槍2 0的 望遠鏡2 3之液晶單元上藉由放大畫像顯示裝置1 3 2 b 而放大顯示前述畫像中朝向模擬槍2 0的部分所對應的小 領域之畫像之故,可使遊戲成爲充滿真實感以提升趣味性 〇 另外,本發明之射靶電視遊戲之射結結果顯示方法, 可藉由上述射靶電視遊戲裝置之動作而具體實現。 如上述,本發明由於在監視器畫面上顯示包含敵戲角 的3度空間之遊戲賽場畫像,並在模擬槍所設置的顯示構 (請先閱讀背面之注意事項再填寫本頁)V. Description of the invention 0) The shot display device 13 2 g of the processing unit 13 2 performs shot display (refer to FIG. 9 and FIG. 10). This kind of shot display includes, for example, the color of the screen will change, but in the figure, it is hatched for convenience. In addition, as a player, the life expectancy of belonging to the game continues to decrease. In addition, when a player is hit by a counterattack from an enemy, he can act as a sniper as a player. With his hands falling down, he shakes his face. Next, the operation of the above-mentioned target video game device will be described with reference to the flowcharts in FIGS. 4 to 6. In Fig. 4, when the power is turned on, the drawing processing unit 1 2 2 will display a demonstration screen on the monitor (step ST1). Within the demonstration picture, the valley is a preview ’title, game, storyline,% grade (r a n k i n g), and so on. Next, it is determined whether a coin has been inserted at the coin input port (step ST 2). If the coin has not been inserted (NO at step ST 2), the display of the demonstration screen of step ST 1 is continued, and if the coin has been inserted (at If step ST2 is YES), the drawing processing unit 1 3 2 displays a start screen (step ST 3). Next, it is determined whether the start switch 19 is pressed (step ST 4). If the start switch 19 is not pressed (NO in step ST 4), the start screen of step ST 3 is continued to be displayed. Start switch 1 9 (YES in step ST4), and the game is started. Here, when the game is started, for example, the game screens shown in Figs. 7 and 8 are displayed on the liquid crystal cell 22 of the monitor 11 and the telescope 23. Figure 7 shows the situation where the corner of the playhouse P 1 will be hidden on the roof of the high-rise building. The paper size is applicable to China National Standard (CNS) A4 (210 X 297 mm) _ 20-c Please read the precautions on the back first (Fill in this page) Installation 丨 Printed by the Consumers ’Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs 487591 A7 _ B7 V. Invention Description C8) The status is displayed on the monitor 1 1. In this screen, due to the simulation gun 20 and the enemy The distance between the play angles P 1 (the calculation distance considering the game space) is quite far away, so I can barely recognize the existence of the enemy play angle p 1. On the other hand, Figure 8 is on the telescope 2 3 The enlarged picture of the play angle P 1 displayed on the liquid crystal cell 22 can be easily recognized in this enlarged picture. Secondly, it explains the processing after the start of the play corner. That is, when the start switch 19 is pressed according to step ST 4 in FIG. 4, an operation instruction demonstration screen is displayed, and the player is required to select one of a storyline mode or a skill attack mode (step ST 5 ). Here, the storyline mode refers to a normal mode that can be entertained by novices, and the skill attack mode refers to a mode that requires a high degree of skill. This intermediate mode can of course be set. In addition, this step S T 5 can be skipped. The mode is selected in accordance with the player's selection (step S T 6). If selected here, for example, a storyline demonstration screen will be displayed (step ST7). Its contents are opening and the like. Here, this step 7 can be skipped. Next, a demonstration screen explaining the mission assigned to itself as a sniper is displayed (step S T 8), and a demonstration screen reaching the sniper position is displayed (step S T 9). Here, step S T 9 can also be skipped. Then, the storyline mode game ontology processing will start (step S T 1 0). Secondly, the description of the game itself in storyline mode is as follows. That is, if the game body processing of the storyline mode is started, as shown in FIG. 5, the timing will be started, and the comparison with the preset time will determine that the game is the paper standard applicable to the Chinese National Standard (CNS) A4 specification ( 210 x 297 mm) -21-------------- Film-(Please read the notes on the back before filling out this page) ί Printed by the Employees' Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs 487591 A7 B7 V. Description of the invention (19) (Please read the notes on the back before filling in this page) No time has passed (step S τ 1 0 1). If it is determined that the time is up (Y ES in step S τ 1 〇 1), the player is asked if he wants to continue playing (step S T 1 〇 2). If there is no willingness to continue playing (NO in step ST102), it becomes the result of the game (step ST103) and returns to the example screen display of step ST1. On the other hand, if there is a willingness to continue playing (Y ES in step S T 102), it is questioned whether the task is impossible (step S T 104). If it is impossible to achieve the task due to reasons such as finding an enemy drama corner (Yes in step s104), it becomes stage clear and returns to the above-mentioned demonstration screen display of step ST1. This market will affect the score, and the time will be calculated. On the other hand, if it is impossible to achieve non-tasks (NO in step S T 104), then enter the interrupt handling ° printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs, ie if the interruption permission appears, Then, as shown in FIG. 6, the intersection position data calculated by the intersection position calculation unit (step ST 2 0 1) is input into the bullet control unit 1 3 4, and then it is determined whether the simulation gun 2 0 is detained. Trigger 2 5 (step ST 2 0 2). If the trigger 2 5 is pulled (YES in step ST202), the game control unit 13 determines whether the bullet firing timing is determined (step ST203), and if it is determined that the bullet firing timing is determined (YES in step ST203). ), A new bullet will be fired (step ST 2 0 4). Next, first calculate the trajectories on the game screens (the screens of the liquid crystal cell 22 of the monitor 11 and the telescope 23) of the fired bullets (step ST205). Here, because there are bullets firing on this screen that are in accordance with the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -22-487591 A7 _ B7, the bullet will be called). Calculate the trajectory of each bullet in each game screen in advance. (Please read the notes on the back before filling out this page) and check whether each bullet hits directly (whether it hits). For example, the corners in Figure 11 are the corners (fixed corners, moving corners, flying) The corners are determined in order (step ST 2 0 6). If a hit is made (YES at step ST 2 06), a hit process is performed on the bullets that were hit (step ST 2 0 7). . Printed by the Consumers' Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs, this hit processing refers to the case where a bullet hits an enemy theater corner that is a fixed theater corner, and the theater corner control unit 1 3 reads from the ROM 31 to display the enemy. The meaning of the polygonal vertex coordinate data used in the case of falling down. In addition, as shown in FIG. 15, in the case of hitting an airplane that is a flying corner, the corner control unit 1 3 reads from the ROM 3 1 to display a polygon shape for the state of the plane falling. The processing of the vertex coordinate data, etc., such as the case of hitting a car that is a moving corner, the corner control unit 1 3 reads from ROM 3 1 to show the broken state of the car. It means the processing of the vertex coordinate data of the angle. In addition, this hit processing includes, for example, reading sound data such as effect sounds from R OM 3 1 in response to a bullet hitting a play corner, or reading from ROM 3 1 to display a score on a monitor screen. Processing of portrait data. In addition, it can also be used as a way of adding or subtracting the score or time when a bullet hits a corner of a common person. Also, if the bullet has not hit the play corner (NO in step ST206), it is determined whether the play corner that has been judged to have missed is an enemy play corner (step ST208). Here, the phrase "theatrical corner?" In this step of the figure refers to the meaning of "the enemy's divine corner?" If it is a play corner, determine whether the bullet is close to this paper. The Chinese national standard (CNS) A4 specification (210 X 297 mm) is applicable. -23-487591 A7 __ B7 V. Description of the invention (21) (Please read the back first Please note that this page is to be completed on this page) The location of the opponent ’s corner (the space position within a predetermined range surrounding the corner of the corner (step s T 2 0 9). If the bullet is near the location of the enemy ’s corner (in step If ST 2 0 9 is YES), a close-in process is performed on the nearest bullet (step ST2 10). This close-up processing refers to the reading by the corner controller 1 3 3 from R 0 Μ 3 1, for example, to indicate that the bullet is approaching. The meaning of the processing of the vertices of the polygonal vertices used by the corner to detect the sniper, etc. The counter-attack processing of counterattack by the attacking corner of the attacked sniper is carried out by near hit processing ( Step S T 2 1 1). The content of this counter-attack processing is that if the enemy plays a corner, the player will be shot according to a predetermined probability. The Intellectual Property Bureau's Consumer Cooperatives of the Ministry of Economics printed it here. Figure 15 illustrates this. Figure 7 is on monitor 1 The situation when counterattacked by the enemy ’s corner is shown on 1. Figure 8 is a partial enlarged view of the picture 'also about to be displayed on the liquid crystal cell 2 2 of the telescope 23. In the figure, a cross is displayed on the circular screen, and This figure shows the picture of the liquid crystal cell 22 of the telescope 23 (the same applies hereinafter). In this way, it is easy to use the telescope to recognize the difficult angle P1 on the monitor. Figures 9 and 10 The moment when the bullet fired by the enemy play angle P 1 hits the player. As mentioned above, the hatched line in the figure shows the situation. Figure 11 shows the moment when the bullet D hits the enemy play angle P 2. In the figure In the center cross, you can see the bullet D running towards the corner of the enemy theater. Figure 12 is the moment when the enemy theater corner P 3 is shot. At the same time it is determined that the enemy theater corner will hit the upper corner of the screen. The small screen RP used by the game (replay), so that the player will be able to confirm its instant and other players will not miss this hit. Figure 13 shows that the player is aiming to fly-24. This paper scale applies to China National Standard (CNS) A4 specification (210 X 297 mm) 487591 A7 B7 V. Description of the invention π) The picture viewed from the viewpoint of the corner. Fig. 14 shows the ‘picture when the above-mentioned flying scene is successful. (Please read the precautions on the back before filling in this page) And after the hit processing of step S T 2 0 7 is performed, after the counter-attack processing of step S T 2 1 1 'is judged to be non-compliant according to S T 2 0 8 After the enemy corner, or after it is judged as non-close in step S T 2 0 9, the game control unit 130 determines whether all the bullets and corners have been judged (step S T 2 1 2). When it is not finished (NO in step S1 2 1 2), return to step S T 2 0 6 to repeatedly execute the above-mentioned determination and processing. If it is finished (Y ES in step ST 2 1 2), return to the flowchart shown in FIG. When the above steps S T 1 0 1 to 10 6 are interrupted, they will be repeatedly executed until the target becomes the final one (step S T 1 08). And, if it is the final target (Y ES in step S T 108), it becomes a market (step 109), return to the flowchart of FIG. 4 and proceed to its step S T 1 1. Here, if the new bullet firing and hit processing in the interruption processing is not performed, it can be returned to step S T 1010 every time the consumer cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs is printed in Figure 4 In step ST 1 1, a game replay demonstration screen is displayed. Here is an image mapping demonstration. Next, move to the result scoring demonstration screen display (step S T 1 1 2). Here, the score of the player who performs time addition and subtraction and appears as a sniper will appear on the screen. The game in the above storyline mode (steps ST 7 to 12) will be repeatedly performed to the final stage (step ST13). This paper size applies to Chinese National Standard (CNS) A4 (210 X 297 mm) -25-487591 A7 B7 V. Description of the invention? 3) (Please read the notes on the back before filling in this page) If it is the final stage (Y ES in step s T 1 3), move to the ending demonstration screen (step ST14). There are multiple (2, 3) endings here. In addition, this step S T 1 4 can also be skipped. Next, perform a name entry (step S T 1 5) and perform a ranking demonstration screen display (step S T 1 6) in which the name of the player who has obtained a high score is promoted. As a result, players can compete with others on their own, and they can also play games with multiple individuals. Then, the game over screen is displayed (step ST1 7), and the screen returns to the example screen of step ST1. However, in the case where the skill mode is selected in the aforementioned step S T 6, the display moves to the target amount specification demonstration screen display (step S T 1 8). Secondly, the art attack game processing is started (step S T 1 9). In essence, this skill attack game is the same as the previous storyline mode game, except that it is required to be a sniper, for example, to shorten the holding time given to the player, or to accelerate the action of the enemy's corner of the shooting target. More highly skilled content. It is printed here by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs. If it is determined that the prescribed amount has not been achieved (successful) (NO in step ST 2 1), then the process will proceed to step ST 2 3 without waiting for the final stage. However, if it is judged that the prescribed amount is reached (successful) has been achieved (YES in step ST21), until the final stage, the above-mentioned steps ST 1 8 to 2 1 are performed repeatedly to attack the game body processing (step ST 2 2). . Then, if the final stage is reached, the registration process is performed (step ST 2 3), and then the level demonstration screen is displayed (step ST 2 4). This paper size applies the Chinese National Standard (CNS) A4 specification (210 X 297 male) (Centi) -26-487591 A7 __ B7 5. Description of the invention? 4) After displaying the game ending screen (step s T 2 5), return to the demo screen of the previous step S T 1. (Please read the cautions on the back before filling out this page.) In addition, the present invention is not limited to the above-mentioned embodiments, but can adopt the following modified forms. (1) The main body of the game device 10 is configured to display the game screen directly on the monitor 11 using a CRT. For example, CR τ can be changed to LCD (liquid crystal display), or it can be used as a projector on the screen. The composition of the projected game screen. In addition, the "simulation gun 20" is not limited to a burst gun that continuously fires bullets, but a single-shot gun that fires one bullet per trigger. Of course, as in the case of a simulated gun with a series of shots, it is more suitable for a close hit handler than a single shot. In addition, it can also be used as a method to display a screen for changing the bullet after a predetermined number of shots have been fired, and to prevent it from firing for a predetermined time. Printed by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs (2) Both the hit judgment and the close hit judgment are used for the enemy drama system, but it can also be made to use only the close hit judgment to constitute the game content. Even in this case, it is possible to display the above-mentioned various shooting results for the same drama corner by successively flying bullets in close proximity to a predetermined number of times in advance, that is, the above-mentioned shooting results, such as being dropped or destroyed, become an interesting person. . On the other hand, only the hit judgment is used for the player, but it can also be used as both the hit judgment and the close hit judgment. In this case, because the player can enjoy the excitement of being a sniper, the game can be made more interesting. (3) The enemy's play angle is not limited to being displayed on the ground and in the air, but can also be displayed for example. At sea or in the sea, a sailing vessel can also be used as the paper size of the aircraft. Applicable to China National Standard (CNS) A4 (210 X 297 mm) -27-487591 A7 B7 Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs What is the invention? 5) Do the same. In addition, it can also be used as a way for players to snip enemy foes on the ground in cars or airplanes. In this case, as a way to pretend that the player is riding the 2-way tool a little, it is difficult to snip and increase the difficulty of the game. (4) It is not limited to shooting target video game devices for business use, but can also be applied to personal computers or home game devices. That is, if it is used in a personal computer or a home game device, a recording medium in which the shooting result display program of the present invention is recorded can be inserted into a driver (dnve) provided by a control unit of the personal computer or home game device. ) To wait for the game. (5) In the game, it can be used as an enemy drama corner, so that a number of individuals can play the drama corner, and one or a predetermined number of the leader drama corners appear, and each drama corner has the information of the number of shot durability, especially the leader drama corner. That is, it will be a way to be knocked down after a predetermined number of shots to improve gameplay. As described above, the video game device of the present invention displays an image of a game field in a 3-degree space that does not include a corner of the enemy through the image display device 1 3 2 a on the screen of the monitor 1 1, and is set in a simulation The magnifying image display device 1 3 2 b on the liquid crystal cell of the telescope 23 of the gun 20 enlarges and displays the portrait of the small area corresponding to the part facing the simulated gun 20 in the foregoing picture, which can make the game full of realism. In order to improve the fun. In addition, the method for displaying the shooting result of the shooting target video game of the present invention can be specifically implemented by the operation of the shooting target video game device. As described above, the present invention displays a game field portrait with a 3 degree space containing the enemy ’s angle on the monitor screen, and the display structure provided by the simulation gun (please read the precautions on the back before filling this page)
··
本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-28 - 487591 A7 B7 五、發明說明?6 ) 件上放大顯示前述畫像之中朝向模擬槍的部份所對應的小 領域之畫像之故,可使遊戲成爲充滿真實感以更提升趣味 性。 再者,如具備可檢測前述模擬槍之朝向方向的槍口方 向檢測裝置,則可確實進行狙擊敵戲角時的命中判定之故 ,可使遊戲成爲充滿真實感以更提升趣味性。 再者,如相當於顯示在前述顯示構件上的放大畫像之 中心的遊戲賽場內之位置及與敵戲角之間的距離在預定範 圍內,則可具備設定有不使前述模擬槍之朝向方向之震移 連帶至放大畫面的不感帶的震移防止裝置。具體上’作成 爲雖藉由使在實際之計測角度之假想空間的刻度之密集程 度愈靠近戲角愈提高而愈靠近該戲角放大畫面將愈難以動 ,惟愈離開該戲角放大畫面則愈易以動的方式。此外’例 如使放大畫面對遊戲畫面的連帶的速度遲延或加以適當的 過濾器而使操作感度鈍化等。由此,將容易狙擊敵戲角。 並且可作成爲防止使用望遠鏡的情形因手震移引起的射擊 命中率之降低而使遊戲充滿趣味性者。另外,如使前述震 移防止裝置僅在前述敵戲角至少在遊戲畫面內時始能動作 ,在使用望遠鏡之情形則可降低畫面之感度以防止因手震 移引起的射擊之命中率,另一方面,在不使用望遠鏡之情 形則可提升畫面之感度並作成遊戲爲充滿趣味性者。又’ 前述震移防止裝置亦能利用於射靶遊戲以外者’例如使用 望遠鏡等觀看遠方的情形之畫像處理。 再者,如將顯示在前述顯示構件的放大畫像作成爲比 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公爱)-29- --------------裝--- (請先閱讀背面之注意事項再填寫本頁) 訂: 經濟部智慧財產局員工消費合作社印製 487591 A7 B7 五、發明說明?7 ) 較顯示在前述監視器畫面的畫像爲明亮者,則可改善望遠 鏡之視認性。 (請先閱讀背面之注意事項再填寫本頁) 再者,如將前述放大畫像顯示裝置,按照前述模擬槍 與前述敵戲角之間的計算上之距離作成爲能夠動作之方式 ’則在望距離之狙擊時望遠鏡發生作用而遊戲者可享受充 滿真實感的遊戲。 再者,如具備同步於扣前述模擬槍之前述扳機而對前 述放大畫像內使子彈朝向預定方向進行之方式顯示的子彈 顯示裝置,則由於可放大顯示此子彈之故,遊戲者可享受 充滿真實感的遊戲。 再者,如具備判定是否對前述敵戲角命中前述子彈的 命中判定裝置,及由此命中判定裝置判定爲命中時至少在 前述遊戲賽場畫像中顯示狙擊成功的事實的命中處理裝置 ,則遊戲將成爲充滿真實感而富有趣味性者。 再者,如具備記憶表示敵戲角之特性的戲角資訊的戲 角資訊記憶裝置,並作成爲對應此戲角資訊前述命中判定 裝置進行前述判定,則因戲角而判定變成不同者以玫遊戲 變成富有變化者且富有趣味性者。· 經濟部智慧財產局員工消費合作社印製 再者,如作成爲前述戲角資訊爲前述戲角之中彈耐久 次數時’例如在頭領戲角及手下戲角中改變中彈耐久次數 ,則前述命中判定將在頭戲角及手下戲角即變成互爲不相 同者而遊戲將變成富有變化者且富有趣味性者。 再者’如作成爲前述戲角資訊爲前述敵戲角之部位資 料,則例如子彈打到手或腳時,與打到頭部時判定將變成 本紙張尺度適用中國國家標準(CNS)A4規格(21G X 297公餐)^30 - 487591 A7 B7 五、發明說明?8 ) 互爲不相同者而遊戲充滿真實感且富有趣味性者。 (請先閱讀背面之注意事項再填寫本頁) 再者,如前述命中處理裝置具備將對前述敵戲角的狙 擊成功時之畫像在前述監視器畫面之一部上能夠顯示再遊 戲的再遊戲畫面顯示裝置,則可確認狙擊成功時之畫面。 又,遊戲者以外的人亦可由此再遊戲畫面不致看漏狙擊畫 面。 再者,如作成爲由前述命中處理裝置經判定爲非命中 時具備判定是否在前述敵戲角之近旁領域之近接判定裝置 ,而由此近接判定裝置判定爲近旁時,對敵戲角作出發覺 狙擊的動作,則本身爲狙擊者的遊戲者可享受假想自己被 發現的刺激感。 再者,如由前述近接裝置經判定爲近旁時具備前述敵 戲角作出對遊戲者朝向槍口狙擊的動作,則本身爲狙擊者 的遊戲者可享受假想自己被狙擊的刺激感。 再者,具備前述反擊處理裝置有動作時,在前述放大 畫像內顯示被狙擊的事實的中彈顯示裝置,則遊戲充滿真 實感且富有趣味性者。 經濟部智慧財產局員工消費合作社印製 再者,如具備記憶遊戲者資訊的遊戲者資訊記憶裝置 ,而前述遊戲者資訊爲遊戲者之遊戲繼續進行的指數且具 備使此指數按每次狙擊即減少預定量的遊戲繼續進行指數 演算裝置,則本身爲狙擊者的遊戲者可享受刺激感。 再者,如具備記憶遊戲者資訊的遊戲者資訊記憶裝置 ,而前述遊戲者資訊爲使遊戲者之遊戲繼續進行的指數且 具備使此指數按每次中彈即減少預定量的遊戲繼續進行指 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)-31 - 487591 ' A7 _B7_ 五、發明說明(29 ) 數演算裝置,則本身爲狙擊者的遊戲者可享受刺激感。 〔產業上之利用可能性〕 本發明係藉由使射靶遊戲作成爲更充滿真實感,而提 供一種能更提升趣味性,更佳遊戲內容者。 (請先閱讀背面之注意事項再填寫本頁) 訂: -線· 經濟部智慧財產局員工消費合作社印製 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -32 -This paper size applies to China National Standard (CNS) A4 (210 X 297 mm) -28-487591 A7 B7 V. Description of the invention? 6) The small-area image corresponding to the part facing the simulated gun in the aforementioned image is enlarged and displayed on the piece, which can make the game full of realism and further enhance the fun. In addition, if a muzzle direction detection device capable of detecting the direction of the aforementioned simulated gun is provided, the hit determination when sniping enemy corners can be surely performed, which can make the game full of realism to further enhance the fun. Furthermore, if the position in the game arena corresponding to the center of the enlarged image displayed on the display member and the distance from the enemy's play angle are within a predetermined range, it may be set to prevent the orientation direction of the simulated gun. The vibration shift is connected to the vibration shift prevention device of the insensitive band of the enlarged screen. Specifically, although it is made by making the scale density of the imaginary space of the actual measurement angle closer to the drama corner, the closer the drama corner is, the harder it is to enlarge the picture. The easier it is to move. In addition, for example, the associative speed of the enlarged screen to the game screen is delayed or an appropriate filter is added to passivate the operation sensitivity. As a result, it will be easier to snipe enemy corners. And it can be used to prevent the use of telescopes due to the reduction in shooting hit rate caused by hand shake and make the game full of fun. In addition, if the aforementioned anti-vibration preventing device can only be operated when the aforementioned theatrical corner is at least in the game screen, in the case of using a telescope, the sensitivity of the screen can be reduced to prevent the shooting hit rate caused by hand-vibration. On the one hand, without using a telescope, you can enhance the sensitivity of the picture and make the game full of fun. It is also possible to use the aforementioned anti-vibration preventing device for image processing in a situation far away, for example, using a telescope or the like. In addition, if the enlarged image displayed on the aforementioned display member is applied to the Chinese paper standard (CNS) A4 specification (210 X 297 public love) than this paper size, 29 ------------- --Equipment --- (Please read the notes on the back before filling out this page) Order: Printed by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs 487591 A7 B7 5. Description of the invention? 7) If the image displayed on the monitor screen is brighter, the visibility of the telescope can be improved. (Please read the precautions on the back before filling in this page.) Furthermore, if you use the enlarged image display device according to the calculated distance between the simulated gun and the enemy ’s play angle as a way to operate, then look at the distance. The telescope works during the sniper and the player can enjoy the game full of realism. In addition, if a bullet display device is provided that synchronously locks the trigger of the simulation gun and displays the bullet in a predetermined direction in the enlarged picture, the player can enjoy full realism because the bullet can be enlarged and displayed. Sense of the game. Furthermore, if there is a hit determination means for determining whether the aforementioned bullet is hit by the enemy horn, and a hit processing means for displaying the fact that the sniper succeeded at least in the portrait of the game field when the hit determination means determines that the hit is made, the game will Become a real and entertaining person. Furthermore, if a theater corner information memory device that stores theater corner information representing the characteristics of an enemy theater corner is used as the aforementioned hit determination device corresponding to this theater corner information, the judgment is made. The game becomes a changeable and interesting person. · Printed by the Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economy. The hit judgment will be different in the head play corner and the sub play corner, and the game will become a changeable and interesting person. Furthermore, if the information of the aforementioned drama corner is the position data of the aforementioned enemy drama corner, for example, when the bullet hits the hands or feet, and when it hits the head, it will be determined that this paper will become the standard of China Paper (CNS) A4 ( 21G X 297) ^ 30-487591 A7 B7 V. Description of the invention? 8) Those who are different from each other and the game is full of realism and fun. (Please read the precautions on the back before filling in this page.) Furthermore, if the hit processing device is equipped with an image of a successful sniper attack on the aforementioned theatrical corner, the replay can be displayed on one of the monitor screens. The screen display device can confirm the screen when the sniper is successful. In addition, people other than the player can also play the game screen without missing the sniper screen. In addition, if the hit processing device is judged to be non-hit, it is equipped with a proximity determination device for determining whether it is in the vicinity of the aforementioned enemy play angle, and when the proximity determination device determines that it is near, it detects the enemy play angle. Sniper action, players who are snipers themselves can enjoy the thrill of imaginary being discovered. Furthermore, if the aforementioned proximity device is judged to be nearby, the player having the aforementioned enemy play corner makes a sniper action towards the muzzle of the player, the player who is himself a sniper can enjoy the stimulating imagination of being sniped. Furthermore, when the counter-attack processing device is in operation, and a shot display device is displayed in the enlarged image to show the fact that the attack was performed, the game is full of realism and interesting. The Consumer Cooperative of the Intellectual Property Bureau of the Ministry of Economic Affairs prints a second, such as a player information memory device that stores player information, and the aforementioned player information is an index for the player's game to continue and has the index for each sniper. If a predetermined amount of game is reduced and the index calculation device is continued, a player who is a sniper can enjoy a sense of excitement. Furthermore, if a player information memory device is provided for memorizing player information, the aforementioned player information is an index for continuing the player's game and is provided with instructions for reducing the index by a predetermined amount every time the player is hit. This paper size applies the Chinese National Standard (CNS) A4 specification (210 X 297 mm) -31-487591 'A7 _B7_ V. Description of the invention (29) The number calculation device, the player who is a sniper can enjoy the stimulus. [Industrial Possibility of Utilization] The present invention is to provide a gamer with a more realistic and realistic target game, and provide a person who can enhance the fun and the content of the game. (Please read the notes on the back before filling out this page) Order: -Line · Printed by the Consumer Cooperatives of the Intellectual Property Bureau of the Ministry of Economic Affairs This paper size applies to China National Standard (CNS) A4 (210 X 297 mm) -32-
Claims (1)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| TW89101747A TW487591B (en) | 2000-02-01 | 2000-02-01 | Dart video game device and shooting result display method of dart video game |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| TW89101747A TW487591B (en) | 2000-02-01 | 2000-02-01 | Dart video game device and shooting result display method of dart video game |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| TW487591B true TW487591B (en) | 2002-05-21 |
Family
ID=21658680
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| TW89101747A TW487591B (en) | 2000-02-01 | 2000-02-01 | Dart video game device and shooting result display method of dart video game |
Country Status (1)
| Country | Link |
|---|---|
| TW (1) | TW487591B (en) |
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2000
- 2000-02-01 TW TW89101747A patent/TW487591B/en not_active IP Right Cessation
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