Shooting video game machine and shooting result presentation method
First Claim
1. A shooting video game machine comprising:
- a mock gun with a trigger;
display means which presents characters on a monitor to form a game playing display while presenting a bullet traveling in a predetermined direction within the game playing display in synchronization with the pulling of the trigger;
hit determining means for determining whether the bullet hits a character on the game playing display;
proximity determining means for determining whether the bullet hits a proximity area juxtaposed to each character; and
shooting result display means;
for presenting a hit shooting result within the game playing display when the hit determining means determines that the bullet hits the target;
for presenting a proximity shooting result within the game playing display when the proximity determining means determines that the bullet hits the proximity area of the character and the hit determining means determines that the bullet hits no character; and
for presenting a hit shooting result within the game playing display when the proximity determining means determines that a predetermined plural number of bullets have hit the proximity area of the same character and the hit determining means determines that the last said plural number of bullets have not hit said same character.
2 Assignments
0 Petitions
Accused Products
Abstract
A shooting video game machine comprising a mock gun having a trigger, a monitor which presents flying characters and characters other than flying characters to form a game playing display while causing a bullet to travel in a predetermined direction in synchronization of the pulling of the trigger, and a controller module comprising a game controller and a graphic controller. The graphic controller comprises a graphic processor, a character control block, a bullet control block, a hit determining block, and a proximity determining block. The hit determining block determines whether the bullet hits each of the characters, and the proximity determining block determines whether the bullet hits the proximity area of each flying character, when the hit determining block determines that the bullet hits none of the characters. When the hit determining block determines that the bullet hits a character, a strike display is presented. When the proximity determining block determines that the bullet hits the proximity area of a flying character, a smoke screen display is presented.
73 Citations
15 Claims
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1. A shooting video game machine comprising:
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a mock gun with a trigger;
display means which presents characters on a monitor to form a game playing display while presenting a bullet traveling in a predetermined direction within the game playing display in synchronization with the pulling of the trigger;
hit determining means for determining whether the bullet hits a character on the game playing display;
proximity determining means for determining whether the bullet hits a proximity area juxtaposed to each character; and
shooting result display means;
for presenting a hit shooting result within the game playing display when the hit determining means determines that the bullet hits the target;
for presenting a proximity shooting result within the game playing display when the proximity determining means determines that the bullet hits the proximity area of the character and the hit determining means determines that the bullet hits no character; and
for presenting a hit shooting result within the game playing display when the proximity determining means determines that a predetermined plural number of bullets have hit the proximity area of the same character and the hit determining means determines that the last said plural number of bullets have not hit said same character. - View Dependent Claims (2, 3, 4, 5)
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6. A shooting result presentation method of a shooting video game machine which presents characters on a monitor to form a game playing display while presenting a bullet traveling in a predetermined direction within the game playing display in synchronization with the pulling of the trigger, the method comprising the steps of:
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determining if the bullet hits a character;
presenting a hit shooting result within the game playing display when it is determined that the bullet hits the character;
determining if the bullet hits a proximity area juxtaposed to the character;
presenting a proximity shooting result within the game playing display when it is determined that the bullet hits no character but hits the proximity area of the character; and
presenting a hit shooting result within the game playing display when it is determined that a predetermined plural number of propelled objects have hit the proximity area of the same character. - View Dependent Claims (7, 8, 9, 10)
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- 11. A video game machine comprising a mock simulated propelling device with a release operated by a video game player, display means which presents characters on a monitor to form a game playing display while presenting a propelled object traveling in a predetermined direction within the game playing display in synchronization with the operation of the release device by the video game player, proximity determining means for determining that the propelled object hits a predetermined proximity area juxtaposed to each character, result display means for presenting a proximity result within the game playing display when the proximity determining means determines that the propelled object hits the proximity area, a hit determining means for determining whether the propelled object hits the characters on the game playing display, wherein the proximity determining means determines whether the propelled object hits the proximity area of the character when the hit determining unit determines that the propelled object hits none of the characters, and wherein the result display means causes a strike display to be presented when the hit determining means determines that the propelled object hits any of the characters and causes a proximity screen display to be presented when the proximity determining means determines that the propelled object hits the proximity area of any of the characters, the result display means causing the character to change to a strike display when the proximity determining means determines that a predetermined plural number of propelled objects hit the proximity area of the same character.
- 13. A result presentation method of a video game machine which presents characters on a monitor to form a game playing display while presenting a propelled object traveling in a predetermined direction within the game playing display in synchronization with the release of the propelled object, the method comprising determining that the propelled object hits a predetermined proximity area juxtaposed to each character, presenting a proximity result within the game playing display when it is determined that the propelled object hits the proximity area, and presenting a strike display when it is determined that a predetermined plural number of propelled objects hit the proximity area of the same character.
Specification