TECHNICAL FIELD
[0001] The present invention relates to a game apparatus for enjoying a game by rolling
a ball with a stick to rotate a rotation bar.
BACKGROUND ART
[0002] A utility model application No. Hei 5-677613 "A physical strength measuring apparatus
for a rehabilitation" filed on December 20, 1993 has been proposed by the inventor
of the present invention. As shown in Fig. 1, in this apparatus, a mat 11 is laid
on the floor and a target 12 is positioned at one end of the mat 11. As shown in Fig.
2, in the target 12, props 13a and 13b are positioned on the both side edges of the
mat 11, an axis 14 is horizontally arranged between the props 13a and 13b and a plurality
of rotation bars 15 are rotatably mounted on the axis 14 such that the centroid of
the rotation bar 15 is below the axis 14. In this example, the rotation bar is a rectangular
plate shape and the rotation bar is pierced by the axis 14 through the width direction
and rotatably held by the axis 14. A tube shaped spacer 17 is provided co-axially
on the axis 14 for each rotation bar 15 so that the rotation bar 15 does not move
along the direction of the axis 14. Rotation detecting means 16 is provided to generate
a rotation signal for each rotation i.e., to detect each rotation when the rotation
bar rotates. In this example, a permanent magnet 18 is mounted on one end farther
from the axis 14 for each of the rotation bars 15 and a coupling rod 19 is fixed between
the upper ends of the props 13a and 13b. A magnetic sensor element 21 such as a Hall
element or a reed switch is mounted at each portion on the coupling rod 19 to which
each rotation bar 15 faces. When a rotation bar 15 rotates, a rotation detecting signal
is outputted from the magnetic sensor element 21 facing to the rotation bar 15 for
each rotation of the rotation bar 15. The target 12 comprises these rotation bars
15 and the rotation detecting means 16.
[0003] A ball 22 is placed on the other end portion of the mat 11 and the ball 22 is hit
with a stick 23 toward the target 12. The ball rolls toward the target 12 and reaches
thereto. A rotation bar is rotated by the ball 22. When the rotation bar is rotated,
a rotation detecting signal is outputted each time the permanent magnet passes near
the magnetic sensor element 21 facing to that rotation bar 15. The rotation detecting
signals from those magnetic sensor elements are supplied to the respective wires in
a cord 24 whose one end is fixed on one prop 13b via the wires positioned along the
coupling rod 19. The cord 24 is connected to a display unit 25 located outside close
to the mat 11 to display an indication of the rotated rotation bar and the number
of rotations.
[0004] S pole and N pole of permanent magnets may be mounted on the upper end and the lower
end of each rotation bar respectively to increase the sensitivity when a Hall element
is used as a magnetic sensor element 21.
[0005] The ball 22 is a spherical body whose diameter is approximately 45 mm consisting
of a plastic material and the stick 23 is made of a wooden or a plastic material.
The stick is T shaped hammer type and the ball is hit by a end surface or a side surface
of the top part of T shape. A mat is placed on a space of width 50 cm and length 3
m. The ball 22 is hit with the stick 23 and the ball rolls toward the rotation bar
15 and strikes the rotation bar 15. The more number of rotations indicates that the
ball 22 is hit stronger. Thus, the physical strength of the hitter can be known from
the number of rotations. A plurality of persons can compete the score such as the
number of rotations of the rotation bar 15 for a single hitting or the total number
of rotations of the rotation bar 15 for a predetermined number of hitting times. Therefore,
the apparatus can be used as a game apparatus.
[0006] However, the apparatus shown in Fig. 1 is not suitable for enjoying a game because
the display unit 25 is too simple as a game apparatus. Only a simple game can be played
using the apparatus shown in Fig. 1.
[0007] It is an object of the present invention to provide a game apparatus for displaying
an intermediate progress of a game using the target, the ball and the stick.
[0008] It is another object of the present invention to provide a game apparatus by which
a complex game can be enjoyed using the target, the ball and the stick.
DISCLOSURE OF THE INVENTION
[0009] According to the present invention, in a game apparatus wherein a target on which
a plurality of rotation bars are rotatably mounted on a horizontal axis is provided,
and a ball is hit with a stick to roll the ball, to strike the rotation bar and to
rotate the rotation bar, and a rotation detecting signal for each rotation is detected
by rotation detecting means, each rotation detecting signal is inputted to a computation
processing part from the rotation detecting means, and the computation processing
part calculates the score based on the rotated rotation bar or the number of rotations
of the rotation bar or the both as the parameter and outputs the result including
the intermediate progress as an image signal until a game completes, the image signal
being supplied to a display unit, and the game progress and the game result are displayed
as an image.
[0010] When the number of rotations is used as the parameter, the computation processing
part counts the number of detected rotation signals for each ball hitting to obtain
the number of rotations of the rotation bar and to identify the maximum value of the
number of rotations as a score during the time from game start to that time. In this
case, the counting of the number of rotations is performed only when one of the predetermined
rotation bars is rotated and the rotation bar for which the number of rotations is
counted is displayed by an image signal in the sequence of the ball hitting.
[0011] When the rotation bar is used as the parameter, the computation processing part accumulates
a weight value preassigned to the rotation bar for every input of the detected rotation
signal based on a ball hitting and displays the accumulated value as the score. Also,
the computation processing part displays in image which rotation bar is rotated.
[0012] When the rotation bar and the number of rotations are used as the parameters, the
computation processing part counts the detected rotation signals to obtain the number
of rotations for every input of the detected rotation signals by one ball hitting.
Then the computation processing part gives the hitter the number of unit regions in
a region preassigned to the rotation bar based on the number of rotations so that
the hitter acquires the total value of the number of unit regions given to the hitter
in each region for each rotation bar as the score. As the result, each region for
each rotation bar, the acquired number of unit regions in each region, the total value
of the acquired unit regions and the number corresponding to the number of hitting
times are displayed in image.
[0013] In either case mentioned above, the highest value in the past is obtained to display
in image. Also, the previous score is displayed in image as required basis. Means
for inputting a foul signal is provided to input a foul when a ball does not strike
any one of the rotation bars or when a rotation bar does not rotate at all. When a
foul signal is inputted, the computation processing part advances the game progress
by one step and the step advance due to the foul play is displayed in image responsive
to the step advancement based on the foul play.
[0014] In the other case where a rotation bar and the number of rotations are used as the
parameters, the computation processing part counts the rotation detecting signals
by one ball hitting to obtain the number of rotations and gives the number of regions
in a region pre-assigned to the rotation bar to each of two hitters (a hitter A in
the odd order and a hitter B in the even order). When no remaining unit region exists,
a hitter acquires the unit regions which the other hitter has already acquired. As
the result, each region for each rotation bar, a region acquired by the hitter of
the odd order and a region acquired by the hitter in the even order are displayed
in image. Further, when a hitter acquires all the unit regions in a region, the other
hitter is prohibited to acquire any unit region in the region. When rotation detecting
signals of a rotation bar corresponding to the prohibited region are inputted, if
the signals are based on the hitter who has acquired all the unit regions in the region,
the acquired unit regions are released by the number corresponding to the number of
rotations. When all the regions are in the prohibited state, the hitter of the two
who has acquired more regions than the other is the winner and the game ends. Each
region is linear line shaped and arranged in parallel each other. Each unit region
is formed by diving each region in equal interval along the longer side direction.
The unit region acquisition by the odd order hitter starts from one end of each region
and the unit region acquisition by the even order hitter starts from the other end
of each region. Total value of the number of acquired unit regions by the odd order
hitter and total value of the number of acquired unit regions by the even order hitter
may be obtained to display each of the total values in image as a score.
[0015] In the other case where the rotation bar and the number of rotations are the parameters,
the rotation detecting signals are counted for every rotation detecting signal input
by one ball hitting to obtain the number of rotations and a mark is moved unit length
corresponding to the number of rotations to the direction predetermined to the rotation
bar. As the result, the moving path of the mark, the goal and the number of ball hitting
times are displayed in image.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016]
Fig. 1 is an oblique diagram showing an external shape of a previously proposed game
apparatus;
Fig. 2 is a diagram showing a front view of each specific example of a target 12 and
rotation detecting means 16 in Fig. 1;
Fig. 3 is a block diagram showing a computation processing part 31 which is a main
part of the game apparatus of the present invention and its peripheral portions;
Fig. 4 is a flow chart showing a process flow of the main program of the computation
processing part 31;
Fig. 5 is a diagram showing an example of the image display of the main menu;
Fig. 6 is a diagram showing an example of the initial image display in the rotation
game;
Fig. 7 is a flow chart showing a flow of a process example of the game execution program
of the rotation game;
Fig. 8 is a diagram showing an example of an intermediate image display in the rotation
game;
Fig. 9 is a flow chart showing a flow of a process example of the game execution program
of the score game;
Fig. 10 is a diagram showing an example of an intermediate image display in the score
game;
Fig. 11 is a diagram showing an image display example at the time of game end in the
region acquisition 1 game;
Fig. 12 is a flow chart showing a process example of the game execution program of
the region acquisition 1 game;
Fig. 13 is a diagram showing an example of an intermediate image display of the region
acquisition 2 game;
Fig. 14 is a flow chart showing a process example of the game execution program of
the region acquisition 2 game; and
Fig. 15 is a diagram showing an example of an image display of the goal game where
each rotation bar is correlated to a direction and the number of rotations is a parameter.
BEST MODE FOR IMPLEMENTING THE INVENTION
[0017] As shown in Fig. 1, in the present invention, a target 12 is positioned at one end
of a mat 11. A ball 22 is hit with a stick 23 and rolled toward the target 12 to rotate
a rotation bar 15 of the target 12. Rotation detecting means 16 is provided for each
rotation bar 15.
[0018] As shown in Fig. 3, in the present invention, rotation detecting signals from the
rotation detecting means 16 of each rotation bar are inputted to a computation processing
part 31. The computation processing part 31 is constructed by connecting a computation
processing unit (CPU) 33, a ROM 34, a RAM 35, an interface 36 to the rotation detecting
means 16, game ROMs 37₁-37
n where game programs are stored, a character generator 38, an interface 41 to a mouse
39, an interface 43 to a keyboard 42 having various switches and an interface 45 to
a video RAM 44 to a bus 32. A display device 47 is connected to the video RAM 44 and
an image signal stored in the video RAM 44 is displayed on the display device 47.
For example, a carrier wave is modulated by the image signal stored in the video RAM
44 in a TV signal generation part 48 and supplied to a television set 49 as an open
channel signal of the television system.
[0019] A basic program in the ROM 34 is read out and executed by the CPU 33. Namely, when
the power supply of this game apparatus is turned on as shown in Fig. 4, the game
names available in this game apparatus are displayed on a screen 51 of the display
device 47 (main menu display: S₁) and a game name selection by moving a marker 52
by the mouse 39 is prompted (S₂). When a game name is selected, the selected game
program stored in the corresponding one of the game ROMs 37₁- 37
n is read out and executed. In the execution of the game program, a fixed image signal
is generated first and transferred to the video RAM 44 for displaying on the display
device 47 (S₃). For example, when the rotation game is selected, as shown in Fig.
6 for example, the rotation bar images 15
B1', 15
Y1', 15
R', 15
Y2' and 15
B2' indicating the rotation bar 15 are displayed on the upper portion of the screen
in the left to right arrangement. Numerals "1" through "10" indicating the hitting
times of the ball 22 with the stick 23 are displayed as the image 53 just below the
rotation bar images in the left to right arrangement. Images 54
Y1, 54
R and 54
Y2 indicating the rotation bars 15
Y1, 15
R and 15
Y2 respectively are displayed on the left side of the screen below the image 53 in up-down
arrangement. Incidentally, in this example, the five rotation bars 15 in Fig, 1 are
colored in blue, yellow, red, yellow and blue respectively from left to right. When
a specific rotation bar of the rotation bars 15 is talked about, each rotation bar
is indicated as 15
B1, 15
Y1, 15
R, 15
Y2 and 15
B2 from left to right. The images 54
Y1, 54
R and 54
Y2 represent the characters "YELLOW", "RED" and "YELLOW" respectively. Instead of these
characters, a yellow rectangle image, a red rectangle image and a yellow rectangle
image respectively may be displayed.
[0020] Character images "HIGHEST" 55, "PREVIOUS" 56 and "NUMBER OF ROTATIONS" 57 are displayed
below the image 54
Y2 in the arrangement left to right. Rectangle frame images 58, 59 and 61 are displayed
below the character images 55, 56 and 57 respectively. In addition, character images
"TERMINATION" 62, "FOUL" 63 and "MAIN MENU" 64 contained in the respective rectangle
frames are displayed below the rectangle frame images 58, 59 and 61 in the left to
right arrangement. The character generator 38 is used for this fixed image signal
generation as necessary basis. The cursor 52 is always positioned close to ,e.g. immediately
below, the character image "FOUL" 63.
[0021] After displaying such a fixed image, the computation processing part 31 executes
the game execution program which executes the selected game (S₄). For example, when
a rotation game is selected as in the above example, the process shown in Fig. 7 is
performed. First, an initialization process is performed (S₅) to set the highest number
of rotations after the power on of the game apparatus or after the game apparatus
is first used, namely the highest number of rotations R
M in the past. When R
M is set as the highest number of rotations after the power on, R
M is initialized to R
M=0. When R
M is set as the highest number of rotations after the game apparatus is first used,
the highest number of rotations R
M stored in, for example, a electrically programmable ROM is stored in the predetermined
area of, for example, the RAM 35 as R
M=R
M. Also, the highest number of rotations in the previous game R
mp is set to zero, the highest number of rotations up to that point in time in the current
game R
m is set to zero and the number of hitting times is set to zero and then those initialized
values are stored in the respective predetermined areas of the RAM 35.
[0022] An input of a rotation detecting signal is awaited in this state (S₆). When a person
who uses the game apparatus (referred to as a player) hits a ball 22 with a stick
23 to roll the ball, the ball strikes one of the rotation bars, the rotation bar rotates
and the rotation detecting signals are inputted, the rotation detecting signals are
counted to count the number of rotations R
i of the rotation bar by one ball rolling (S₇). This number of rotations R
i is checked to see if R
i is greater than the current highest number of rotations R
m (S₈). If R
i is greater than R
m, the number of rotations R
i is stored as the highest number of rotations up to that point in time (S₉). If R
i is not greater than R
m, the number of rolling times (ball hitting times) is incremented by 1 (S₁₀). A check
is made to see if i matches a predetermined number of rolling times, for example 10
(S₁₁). If i does not match the predetermined number, the process moves to step S₁₂
to update the display contents of the display screen. Namely, the current R
M, R
mp and R
m are displayed in the frame images 58, 59 and 61 respectively. Also, the rotated rotation
bar can be identified based on the detecting element 21 which the rotation detecting
signals come from and a double circle image 65, for example, is displayed at the location
corresponding to the rotated rotation bar and the number of hitting times (round number)
i, and then the process returns to step S₆. Fig. 8 shows a display screen 51 at the
time when fifth hitting round is finished. In this example, the number of rotations
is counted only when either one of the central rotation bar 15
R and the adjacent rotation bars 15
Y1 and 15
Y2 is rotated. The number of rotations of the other rotation bars 15
B1 and 15
B2 is ignored. Therefore, when the rotation detecting signals are inputted between steps
S₆ and step S₇, a check is made to see if the rotation detecting signals are from
either one of the valid rotation bars 15
R, 15
Y1 and 15
Y2. If these are from the valid rotation bars, the process moves to step S₇ but if these
are from the other rotation bars 15
B1 and 15
B2, the process moves to step S₁₀.
[0023] In Fig. 8, it is displayed that the rotation bar 15
R is rotated in the first hitting round (the number of hitting times i=1), the rotation
bar 15
Y1 is rotated in the second hitting round and the rotation bars 15
R and 15
Y2 are rotated at the same time in the fifth hitting round (i=5). There is no image
display 65 for sixth round and after and thus it could be understood that the screen
indicates the state that fifth round is finished. In addition, the screen indicates
that, for example, the highest number of rotations R
M after the power on is 15, the highest number of rotations R
mp in 10 hitting rounds of the previous game is 12 and the highest number of rotations
R
m up to that point in time (i=5) in the current game is 10. When two rotation bars
15
R and 15
Y2 are rotated at the same time as in fifth round (i=5), the sum of the number of rotations
of both rotation bars is counted as the number of rotations in fifth round. An X image
66 is displayed for fourth round. The X image indicates that when a ball 22 is hit
with a stick 23, the ball 22 does not strike any of the rotation bars or the ball
22 strikes the invalid bar 15
B1 or 15
B2. In this case, when the player clicks the "FOUL" image 63 with the cursor 52, namely
when the player makes an input operation after moving the cursor 52 on the "FOUL"
image 63, the computation processing part 31 identifies the interruption of the foul,
the process moves to step S₁₀ from step S₆ in Fig. 7. When the ball strikes the rotation
bar 15
B1 or 15
B2, the process moves to step S₁₀ from step S₆ without clicking with the cursor. In
addition, in this example, when rotation detecting signals are inputted, a rotation
bar image corresponding to the rotated rotation bar, for example, 15
Y2' is rotated. The rotation of the rotation bar image is performed, for example, by
taking the picture of rotating image of each rotation bar with a video camera, by
storing each video image in a memory, by reading out the video image from the memory
and by writing the video image in the corresponding portion of the video RAM.
[0024] When i=10 in step S₁₁, after a properly determined short period of time (S₁₂), a
check is made to see if the highest value R
m of current game is greater than the highest value R
M in the past (S₁₄). If R
m is greater than R
M, the R
m is stored as the new R
M (S₁₅). If R
m is not greater than R
M, the process moves to step S₁₆. In step S₁₆, the number of hitting times i is set
to zero, the highest number R
m in the current game is set in the highest number R
mp of the previous game and then the highest number R
m in the current game is set to zero. And then in step S₁₇, the display is updated
and the process returns to step S₆. At this time, on the screen 51 in Fig. 8, all
the double circle images 65 and all the X images are erased. In addition, if the value
in the frame image 58 is changed in step S₁₅, the updated value is displayed therein,
and if not changed, the previous value is displayed. Also, the value R
m is displayed in the frame image 59 and zero value is displayed in the frame image
61. In this state, the next game is started by hitting a ball 22 with a stick 23.
Incidentally, the number of rotations by the current ball hitting may be displayed
in the rectangle frame image 61.
[0025] As mentioned above, in the present invention, a single player can enjoy how many
rotations of the rotation bar are achieved by one ball hitting or a plurality of players
can compete the number of rotations of the rotation bar. Since an intermediate state
of a game is displayed on the screen 51, players can enjoy the game more than in the
conventional game apparatus.
[0026] In Fig. 8, when the character image "TERMINATION" 62 is clicked by the cursor 52,
the screen 51 returns to the initial state i.e., the state shown in Fig. 6. When the
character image "MAIN MANU" 64 is clicked by the cursor 52, the screen 51 is changed
to the state where the main menu shown in Fig. 5 is displayed.
[0027] Next, an embodiment of a game (game name: score game) in which the rotation bar is
the parameter will be explained. In this example, when the ball 22 strikes the rotation
bar 15
R, seven points are given, when the ball 22 strikes the rotation bar 15
Y1 or 15
Y2, three points are given and when the ball 22 strikes the rotation bar 15
B1 or 15
B2, one point is given. In this case, players compete (enjoy) the total point value
acquired in a game. As shown in Fig. 9 for example, in the process flow of the game
execution program, an initialization is performed to set the number of hitting times
(round number) i to zero, the highest score S
M in the past to zero or to the value S
M read out from the programmable ROM, the previous score S
p to zero and the current score S
i to zero (S₁₈). An input of the rotation detecting signals is awaited in this state
(S₆). When the rotation detecting signals are inputted, the points S (weight) given
to the rotated rotation bar which has caused the input of the rotation detecting signals
is added to the current score S
i to obtain the new current score S
i (S₁₉). For example, if the rotation detecting signals caused by the rotation of the
rotation bar 15
R are inputted, S=7 is added to S
i and if the rotation detecting signals caused by the rotation of the rotation bar
15
Y1 are inputted, S=3 is added to S
i. Then, the display is updated (S₂₀). Namely, the display of the screen 51 in this
case is, for example, shown in Fig. 10, and the same reference symbols are assigned
to the portions corresponding to those in Fig. 8. In this case, numeral images "7"
67₁, "3" 67₂ and "1" 67₃ contained in the respective frames are displayed instead
of the character images 54
Y1, 54
R and 54
Y2 and a character image "SCORE" 68 is displayed instead of the character image "NUMBER
OF ROTATIONS" 57.
[0028] Red, yellow and blue rectangle images may also be displayed instead of the respective
numeral images 67₁, 67₂ and 67₃. In this example, character images "ROTATION" 69,
"REGION ACQUISITION 1" 71 and "REGION ACQUISITION 2" 72 are displayed on the bottom
line of the screen instead of the character image "MAIN MENU" 64.
[0029] In this example where the acquired score in each ball hitting time (round number)
image 53 corresponds to the rotated rotation bar at that time, double circle images
65 are displayed at the positions corresponding to the round number and point images
67₁, 67₂ and 67₃. In this case, the highest score S
M in the past is displayed in the rectangle frame image 58, the score S
p in the previous game is displayed in the rectangle frame image 59 and the current
score S
i in the current game is displayed in the rectangle frame image 61. In the example
of Fig. 10, the state where sixth (i=6) ball rolling is finished is shown. In this
case, it is displayed that the ball 22 has struck the rotation bar 16
R and the rotation bar 16
Y1 or 16
Y2. This score S=10 is added to the current score S₅=25 in the current game to obtain
the new score S₆=35 and the new current score S₆=35 in the current game is displayed
in the frame image 61. The highest score S
M in the past and the score S
p in the previous game are also displayed in 58 and 59 respectively.
[0030] After the display update in step S₂₀, the number of ball hitting times i is incremented
by one (S₁₀). Then, a check is made to see if i is a predetermined number 10 (S₁₁).
If i is not 10, the process returns to step S₆ to await next input of the rotation
detecting signals. In this game, if the ball 22 does not strike any one of the rotation
bars, the character image "FOUL" 63 is clicked by the cursor 52 as in the previous
example. When an interruption by the FOUL click occurs, the process moves from step
S₆ to step S₂₀. If the number of ball hitting times i is 10 in step S₁₁, the process
waits for the passage of the predetermined short time period (S₁₃). Then a check is
made to see if the score S
i in the current game i.e., S₁₀ in this example, is greater than the highest score
S
M in the past (S₂₂). If S
i is greater than S
M, the S
i is set in S
M (S₂₃). If S
i is not greater than S
M, the process moves to step S₂₄. Then, the score S
i in the current game is set in the score S
p in the previous game, and both current score S
i in the current game and the round number i are set to zero (S₂₄). Then the process
returns to step S₆ (S₂₅) after the associated display updates. Namely, the double
circle images 65 and the X images (not shown in Fig. 10) are erased and a zero value
is set in the rectangle frame image 61. This state is the display state which is automatically
displayed by the fixed image generation program of this game program when this score
game is selected. Incidentally, in Fig. 10, the aforementioned character image "MAIN
MENU" 64 is not displayed. However, as shown in Fig. 5, the number of games selectable
in the main menu in this embodiment is four. The game names other than currently selected
game are already displayed as the character images 69, 71 and 72. Therefore, when
the currently selected game is finished, the cursor 52 is moved onto the character
image of the desired game name if any of the other games are desired. When a click
is made on the game name, the fixed image of the game is displayed on the display
screen 51. In this way, the game switching can be made with less operations than the
case where the screen is returned to the main menu and a game name is selected.
[0031] Next, an embodiment of a region acquisition game 1 (game name: REGION ACQUISITION
1) in which a rotation bar and its number of rotations are the parameters and a single
player can play will be explained. Fig. 11 shows a display example of the screen 51
in this case. In this example, character images "HIGHEST" 55, "PREVIOUS" 56, "SCORE"
68 and "REMAINING ROUNDS" 74 are displayed in the arrangement from left to right on
the uppermost portion of the screen 51. At the immediate below portions of these character
images, the respective rectangle frame images 58, 59, 61 and 75 are displayed. Regions
76
B1, 76
Y1, 76
R, 76
Y2 and 76
B2 of the same size (the same length in this example) corresponding to the rotation
bars 15
B1, 15
Y1, 15
R, 15
Y2 and 15
B2 respectively are displayed in the up-down arrangement below those rectangle frame
images. Those regions extend from left to right in long and narrow shape and are equally
divided along the extending direction to form unit regions 77. Each one end of the
regions 76
B1-76
B2 is aligned and blue, yellow, red, yellow and blue rectangle images 54
B1, 54
Y1, 54
R, 54
Y2 and 54
B2 corresponding to the respective rotation bars are positioned at the ends of the regions
respectively and a vertically extended line 78 indicating the player's side is displayed
adjacent to the other ends of the regions. In this game, the unit regions are acquired
in each region corresponding to the rotated bar in accordance with the number of rotations
caused by the ball rolling and the acquisition is indicated from the end (line 78's
side) of each region. The number of all the acquired unit regions 77 in predetermined
number of ball hitting is the score of the player.
[0032] Fig. 12 shows an example of the process flow of this game execution program. In the
initialization step S₂₇, the number of rounds i is set to zero, the highest score
A
M in the past is set to zero (or to a value A
M read out from the programmable ROM), the score A
q up to the previous round, the score R
i in the current round, the numbers of acquired unit regions A
B1, A
Y1, A
R, A
Y2 and A
B2 in the respective regions 76
B1, 76
Y1, 76
R, 76
Y2 and 76
B2, and the total score G up to the current round from the game start are all set to
zero and the total number of rounds j to the game end is set to, for example, 5. After
these initializations, an input of the rotation detecting signals is awaited (S₆).
When the rotation detecting signals are inputted, the rotation detecting signals are
counted to obtain the number of rotations R of the rotation bar by one hitting (round)
(S₇). A check is made to see if the acquisition of unit regions 77 in the region 76
q (q: one of B1, Y1, R, Y2 and B2) corresponding to the rotated rotation bar 15
q is first time. If first time, the player acquires the unit regions 77 in the region
76
q by the number rotations R (S₂₉). Namely, the acquisition of the unit regions 77 in
the region 76
q is A
q. For example, if the rotation bar 15
R rotates R=7 rotations, the acquisition A
R of the unit regions 77 in the region 76
R is A
R=7.
[0033] On the other hand, if the acquisition of the unit regions 77 in the region 76
q is not first time and some unit regions have been already acquired therein, the number
of rotations R is added to the number of acquired unit regions A
q in the region 76
q to obtain a new A
q (S₃₀). Then a check is made to see if the new A
q is greater than the number of unit regions 77 forming the region 76
q (10 in this example) (S₃₁). If the A
q is greater than 10, the excess number (e.g. 3 if A
q is 13) is subtracted from the maximum number of unit regions 10 to make the remainder
a new acquired number A
q (S₃₂). Namely, if the number of acquired unit regions exceeds the maximum value,
the number of acquisition is reduced by the excess number. The new A
q is subtracted from the old A
q to obtain R (S₃₃).
[0034] If A
q is not greater than 10 in step S₃₁, and also after steps S₂₉ and S₃₃, R is added
to the score G to obtain a new score G (S₃₄). Then after i is incremented by one (S₁₀),
the display is updated. For example, this display is shown in Fig. 11. That is, in
addition to the explanation above, the acquired unit regions 77 in each region are
indicated by an acquisition line 81 extending along the longer direction of the region
76
q. This acquisition line 81 is formed on a linear line in the region 76
q. Eight unit regions are acquired in the region 76
B1 and 10 unit regions, i.e., the entire region, are acquired in the region 76
Y1. This acquisition, i.e., the acquisition line 81 is drawn from the line 78 of player's
side. All the unit regions are acquired in the region 76
Y1 and the acquisition line 81 is formed through the entire length of the region 76
Y1. It is shown that no unit region is acquired in the region 76
Y2.
[0035] The number of ball hitting times in one game is 5 for example, and the remaining
number of ball hitting times

to the end of the game is displayed in the rectangle frame image 75. In Fig. 11,
"0" is displayed to indicate that one game has been finished. The total of the number
of acquired unit regions 77 in the respective regions A
B1, A
Y1, A
R, A
Y2 and A
B2 from the game start is displayed in the rectangle frame image 61 positioned below
the character image "SCORE" as the score G. In this example, the score G=35 is displayed.
The highest score G
M=50 in the past and the score G
p=45 in the previous game are displayed in the rectangle frame images 58 and 59 respectively.
[0036] After such a display update is performed in step S₃₅, a check is made to see if the
number of ball hitting i is the predetermined number 5 (S₁₁). If i is not 5, the process
returns to step S₆. If i is 5, the process awaits the passage of a predetermined short
time period (S₁₃) and then a check is made to see if the current score G is greater
than the highest score G
M in the past (S₂₂). If the current score G is greater than G
M, the highest score G
M in the past is updated (S₂₃). Then, the current score G is set in the previous score
G
P and then the number of acquired unit regions A
q in each region and the number of rounds i are all set to zero (S₃₆). Then, the display
update corresponding to this process is performed to return to step S₆ (S₃₇). Incidentally,
when all the unit regions 77 in a region have been acquired, its acquisition line
81 or the rectangle color image 54
q may be blinked. When the ball 22 strikes the rotation bar corresponding to the blinking
region and the rotation bar rotates R rotations, the acquired number of unit regions
in that region is reduced by the number of rotations R. This process is performed
in steps S₂₈-S₃₃ and blinking is stopped. When the ball 22 does not strike any one
of the rotation bars upon the ball hitting, the character image "FOUL" 63 is clicked
by the cursor 52 to interrupt into step S₁₀.
[0037] Next, an example of a game (game name: REGION ACQUISITION 2) in which a rotation
bar and its number of rotations are the parameters and two players can play will be
explained. The display example of the screen 51 in this case is shown in Fig. 13 and
the same reference symbols are assigned to the portions corresponding to those of
Fig. 11. In this example, players A and B alternately hit the ball and each player
acquires the unit regions 77 in the regions 76
B1, 76
Y1, 76
R, 76
Y2 and 76
B2 from a predetermined side, for example, from left end for the player A and from right
end for the player B. The unit regions acquired by the players A and B are indicated
by the acquisition lines 81
A and 81
B respectively. The winner is a player who acquires all the regions first or a player
whose acquired regions are more than the other in the predetermined number of ball
hitting times. In this case , some conditions could be given, for example, when all
the unit regions 77 in a region are acquired by a player, the acquisition in that
region is inhibited, and when the player who has acquired all the unit regions in
the region strikes and rotates the rotation bar corresponding to the inhibited region,
the number of acquired regions is reduced by the number of rotations and the inhibition
is canceled, etc.. In Fig. 13, the number of unit regions in each region is 17.
[0038] Fig. 14 shows an example of the process flow of the process program of this game.
In the initialization step S₄₁, the number of acquired unit regions A
B1, A
Y1, A
R, A
Y2 and A
B2 of the player A and the number of acquired unit regions B
B1, B
Y1, B
R, B
Y2 and B
B2 of the player B are all set to zero. The score G
A of the player A and the score G
B of the player B are also set to zero. And then, a flag F for indicating which player
is playing is set to A to indicate that the player A (for example, zero) is playing.
At the beginning of the game, the first player is decided by, for example, JANKEN
(a kind of mora, toss-up). If the player B is the first player, the cursor 52 is moved
onto the line 78 and clicked to move the line 78 to the right end of the region 76
q and to move the rectangle color image 54
q to the left end of the region 76
q. That is, after the initialization, a judgement is made to see if the first player
is the player A based on the presence or absence of a click on the line 78 (S₄₂).
If the click is made and thus the first player is judged to be the player B, the line
78 is swapped with the rectangle color image 54
q on the screen and the flag F is set to B (one in the above example) (S₄₃). Then the
process enters the state awaiting the rotation detecting signals (S₆). If the first
player is the player A, the rotation detecting signals are inputted without clicking
the line 78. When the rotation detecting signals are inputted, the signals are counted
to obtain the number of rotations R (S₇). When all the unit regions in the region
corresponding to the rotation bar by which the rotation detection signals are generated
are acquired, a check is made to see if one player has acquired all the unit regions
in the region (S₄₄). When all the unit regions in the region are not acquired, the
number of rotations R is added to the current player's number of acquired unit regions
C
q (C
q represents A
q when the flag is A or B
q when the flag is B) (S₄₅). A check is made to see if the number of rotations R is
greater than the number

, which is the number of unit regions not yet acquired by either of the player A or
the player B in the region 76
q (S₄₆). If R is greater than A
S, the acquisition D
q of the other player (B
q if F is A or A
q if F is B) is reduced by the excess number (R-A
S) (S₄₇).
[0039] When it is judged that all the unit regions in the region have been acquired by one
player, a further check is made to see if the player who has acquired all the unit
regions in the region 76
q is the player who hit the ball this time. Namely, for example, when the flag F is
A (or B), a check is made to see if the acquired number A
q (or B
q) in the region 76
q is A
q (or B
q)=17 (S₄₈). If it is judged that the player is the same player, the number of rotations
R is subtracted from A
q (=17) of the region 76
q, i.e., R unit regions out of previous acquired number are released (S₄₉). When R
is not greater than A
q in step S₄₆, and after steps S₄₇ and S₄₉, the display is updated to display updated
display lines 81A and 81B in accordance with the changes of the acquired numbers A
q and B
q. After this display update, the process waits for a passage of predetermined short
time period (S₁₃). Then a check is made to see if the game is finished (S₅₁). That
is, a check is made to see if each of the regions 76
q has been acquired by either one of the players.
[0040] If the game is not finished, the flag F is switched and the swapping of the line
78 and the rectangle color images 54
q is performed (S₅₂). Then, the process returns to step S₆ and receives the rotation
detecting signals caused by the ball hitting of the alternate player. When the game
is finished, the player who has acquired more regions is defined as a winner. The
number of wins G
C (G
A if the flag F is A or G
B if the flag F is B) of the player is incremented by 1 and then, the display of the
corresponding number of wins is updated and the swapping of the line 78 and the rectangle
color image 54
q is performed. Then, the process moves to step S₆ (S₅₃). Incidentally, if it is judged
that the player is not the same player in step S₄₈, the process moves to step S₁₃.
When the ball 22 does not strike any one of the rotation bars, the character image
"FOUL" is clicked by the cursor 52 to cause an interruption so that the process moves
from step S₆ to step S₅₁. In this case, on the screen 51, a rectangle frame image
83A is displayed at the upper left position, a rectangle frame image 83B is displayed
at the upper right position and a character image "NUMBER OF WINS" 84 is displayed
at the upper central position. The number of wins G
A of the player A and the number of wins G
B of the player B are displayed in the rectangle frame images 83A and 83B respectively.
[0041] In the above example, end of the game is defined as the state where each of the regions
has been acquired by either of the players. However, end of the game may also be defined
as the state where one player has acquired more than half number of regions first
(in this example, three regions) and the player becomes the winner. Alternatively,
each player alternately hits the ball 10 times. For each ball hitting, R is added
to the score of the current player in step S₄₅, (R-A
s) is subtracted from the other player's score in step S₄₇, and R is subtracted from
the current player's score in step S₄₉. After the predetermined number of ball hitting
times, the player whose score is greater than the other, of the player A's score and
the player B's score, is the winner. In this case, the scores of both players are
displayed including inter mediate progresses of those scores.
[0042] In the region acquisition games shown in Figs. 11 and 13, the acquired regions could
be indicated in rectangle or other shape instead of line shape. Also, the acquired
regions could be indicated not only by an acquisition line but also by, for example,
painting the acquired unit regions in a predetermined color. Further, the area, i.e.,
the number of unit regions of each region could be different region by region rather
than the same number for all the regions.
[0043] Next, a further different game whose parameters are the rotation bar and the number
of rotations will be explained. A display example of the screen 51 in this case is
shown in Fig. 15. On the screen 51, a mark moving area 91, a mark starting point 92,
a goal 93, a mark 94 and gates 95 provided at appropriate positions in the moving
area 91 are displayed. The mark 94 is positioned at the starting point 92 in the initial
state. The rotation bars 15
B1, 15
Y1, 15
R, 15
Y2 and 15
B2 correspond to down direction, left direction, upper direction, right direction and
down direction respectively. When a rotation bar is rotated by a ball hitting, the
mark 94 moves within the area 91 the length corresponding to the number of rotations
of the rotation bar in the direction corresponding to the rotation bar. For example,
the mark 94 is moved about 5 mm by one rotation of the rotation bar. For example,
if the rotated rotation is 15
R and the number of rotations is 3, the mark 94 is moved 5*3 mm in upper direction.
In such a way, the rotation bars are rotated by the ball hitting so that, in this
example, the mark 94 reaches the goal 93 via the two gates 95. The number of ball
hitting times by which the mark 94 moves from the starting point 92 to the gaol 93
is displayed in a rectangle frame image 96. During the game, the intermediate number
of ball hitting times is displayed in the rectangle frame image 96. The least number
of ball hitting times in the past and the number of ball hitting times in the previous
game are displayed in frame images 58 and 59 respectively. The path 97 on which the
mark 94 has moved from the starting point 92 is also displayed. When the mark 94 moves
and reaches the boundary of the moving area 91, the mark returns the remaining moving
length to the opposite direction.
[0044] In the above description, a game selection, a foul interruption etc. are performed
by the cursor movement and the clicking by a mouse, like a foul is inputted by a cursor
clicking. However, a keyboard 42 may also be used to perform the game selection, the
foul interruption etc. by the operation of the keyboard 42 by providing various key
switches on the keyboard 42. Each program of various games may also be provided in
a cassette to use a program by changing the cassette as required basis.
[0045] The game progress can also be printed if necessary.
[0046] As mentioned above, according to the present invention, since the intermediate progress
of the game is generated by the computation processing part and displayed on a display
device during the game, the game is more enjoyable. In addition, a simple game and
a game requiring high skills can be played by selecting the games, and thus people
of various generations from children to old people can enjoy this game apparatus.
Since a usual television receiver can be used as the display device, the required
facilities are a ball, a stick, a target and a computation processing part. Thus,
the apparatus can be constructed in low cost and can be played if a flat space of
approximately 50 cm width and 3 m length is available.
Amended claims under Art. 19.1 PCT
1. (ONCE AMENDED) A game apparatus comprising:
a target having a common horizontal axis on which a plurality of rotation bars
are rotatably mounted;
a ball for rolling to strike said rotation bars and to rotate said rotation bars;
a stick for hitting and rolling said ball toward said target;
rotation detecting means for generating a rotation detecting signal for every one
rotation of each said rotation bar;
a computation processing part for receiving each rotation detecting signal from
said rotation detecting means to obtain a score based on both of the rotated rotation
bar and the number of rotations of the rotation bar as the parameters and for outputting
the result including the intermediate progress as image signals until a game is finished;
and
display means for displaying the image signals of the intermediate progress and
the result from said computation processing part.
2. The game apparatus according to claim 1 wherein said computation processing part comprises:
means for counting the received rotation detecting signals to obtain the number
of rotations of the rotation bar caused by each ball hitting; and
means for obtaining the highest value of said number of rotations from the start
of one game as a score.
3. The game apparatus according to claim 2, further including means for counting said
number of rotations only when a predetermined rotation bar is rotated and for displaying
by said image signals which rotation bar's rotations are counted, in the order of
the ball hitting.
4. (DELETED)
5. (DELETED)
6. The apparatus according to claim 1 wherein said computation processing part comprises:
means for counting the rotation detecting signals to obtain the number of rotations
for every rotation detecting signal input caused by a ball hitting and for causing
a ball hitter to acquire unit regions by the number of rotations in a region pre-assigned
to the rotation bar;
means for obtaining the total number of unit regions acquired in each region of
each rotation bar; and
means for displaying by said image signals the region of each rotation bar, the
acquired unit regions in each region and the number corresponding to the number of
ball hitting times.
7. The game apparatus according to any one of claims 2 to 6 wherein said computation
processing part includes:
means for obtaining the highest value of the past score; and
means for displaying said highest value by said image signals.
8. The game apparatus according to claim 7 wherein said computation processing part includes
means for displaying the previous score by said image signals.
9. The game apparatus according to any one of claims 1 to 6 further including:
means for inputting as a foul that said ball does not strike any one of said rotation
bars upon the ball hitting;
means for causing said computation processing part to advance the game progress
by one step upon the input of said foul; and
means for displaying said step advance by said image signals in accordance with
the game progress based on said foul.
10. The game apparatus according to claim 6 wherein said computation processing part includes
means for releasing the acquired unit regions by the excess number when the acquisition
of the unit regions in said region exceeds the region.
11. The game apparatus according to claim 1 wherein said computation processing part comprises:
means for counting the rotation detecting signals to obtain the number of rotations
for every rotation detecting signal input caused by a ball hitting and for causing
a ball hitter in odd order and a ball hitter in even order to acquire unit regions
separately by the number of rotations in a region pre-assigned to the rotation bar;
means for causing the ball hitter to acquire the unit regions which the other hitter
has already acquired, at said acquisition time when no remaining unit region exists
in the region; and
means for displaying by said image signals each region for each of said rotation
bars, the acquired unit regions of each odd order and the acquired unit regions of
each even order.
12. The game apparatus according to claim 11 wherein said computation processing part
includes means for inhibiting the other player to acquire the unit regions in the
region when one player has acquired all the unit regions in the region.
13. The game apparatus according to claim 12 wherein said computation processing part
includes means for releasing the acquired unit regions by the number of rotations
when the rotation detecting signals of the rotation bar corresponding to said inhibited
region are detected and the signals are based on the ball hitting by the player who
has acquired all the unit regions in the inhibited region.
14. The game apparatus according to claim 12 or 13 wherein said computation processing
part includes means for detecting that all said regions are in the inhibited state
of the acquisition, and for ending the game defining the player as the winner who
has acquired more regions, of the acquired regions of the odd order player and the
acquired regions of the even order player.
15. The game apparatus according to claim 14 wherein each said region is linear line shaped
and is arranged in parallel each other, and each said region is equally divided along
its longer direction to form unit regions, and said acquisition means is means for
acquiring the unit regions from one end of each region for odd order acquisition and
for acquiring from the other end of each region for even order acquisition.
16. The game apparatus according to any one of claims 11 to 13 wherein said computation
processing part includes:
means for obtaining a total value of the number of acquired unit regions in said
odd order and a total value of the number of acquired unit regions in said even order;
and
means for displaying each total value as a score by said image signals.
17. The game apparatus according to claim 1 wherein said computation processing part comprises:
means for counting the rotation detecting signals to obtain the number of rotations
for every rotation detecting signal input and for moving a mark unit length to the
direction pre-assigned to the rotation bar by the number of rotations: and
means for displaying by said image signals the moving path of said mark, the goal
and said number of hitting times.
Statement under Art. 19.1 PCT
In claim 1, it has been made clear that the score is obtained using both of the rotated
rotation bar and the number of rotations of the rotation bar as the parameters.
In the citation JP60-180472U (Keiko Watanabe), each target blade represents different
number of points and the players compete the number of points of the target blade
struck by a ball.
The present invention has made possible to enjoy a game of higher grade by using both
of the distinction of the rotated rotation bar and the number of rotations.
Claims 4 and 5 have been deleted since there are some similarities between those claims
and the above citation. The above amendment does not go beyond the extent of the disclosure
of an international application at the time of application.