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Home Lighting Shooting-video-game-machine-and-shooting-result-presentation-method

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 Shooting video game machine and shooting result presentation method

Details
Inventors: Yamazaki, Atsushi;
Assignee: Konami Co., Ltd. (Hyogo-ken, JP)
Primary Examiner: Harrison; Jessica J.
Assistant Examiner: Clayton; Sheila
Attorney, Agent or Firm: Jordan and Hamburg LLP

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.

DETAILED DESCRIPTION Accordingly, it is an object of the present invention to provide an exciting and thrilling shooting video game machine and shooting result presentation method.
According to a first aspect of the present invention, the shooting video game machine comprises a mock gun with a trigger, display means which presents characters on a monitor to form a game playing display while presenting a bullet travelling in a predetermined direction within the game playing display in synchronization with the pulling of the trigger, proximity determining means for determining that the bullet hits a proximity area of each character and shooting result display means for presenting a shooting result within the game playing display when the proximity determining means determines that the bullet hits the proximity area of the character.
With this arrangement, the characters are presented on the monitor to form the game playing display.
The mock gun is positioned in front of the monitor screen and its trigger is pulled with the mock gun aimed at the monitor screen.
When the trigger is pulled, the bullet is presented on the game playing display, and travels in the predetermined direction.
The direction of travel of the bullet on the game playing display is predetermined depending on the point of impact on the monitor screen as the display means.
In order to determine the point of impact, an area sensor arranged in the vicinity of the muzzle of the gun picks up light from a point light source arranged at a predetermined position near the game playing display and the position on the monitor screen where the gun is aimed at is computed from the image position of the point light source in the image pickup area of the sensor.
Alternatively, the point of impact may be determined by using a photosensitive device arranged at the muzzle of the gun to obtain the timing of a scanning line in raster scan.
A proximity determination is made concerning the bullet traveling on the game playing display to determine whether the bullet hits the proximity area of the character within the game playing display



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