Multi-shooting game machine
The multi-shooting game machine addresses the limitations of conventional fishing game systems by enabling multiple players to participate simultaneously, with enhanced control and competitive elements, thereby improving the gaming experience.
Patent Information
- Application Number
- JP2023573479
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-06-15
- Filing Date
- 2022-05-10
- Publication Date
- 2025-05-22
- Estimated Expiration
- 2042-05-10
AI Technical Summary
Conventional fishing game systems are difficult to control and lack multi-player functionality, limiting their appeal and accessibility.
A multi-shooting game machine that allows multiple players to participate simultaneously by using a central monitor and game controllers with small monitors, enabling players to set targets, place bets, and engage in competitive gameplay.
Enables multiple players to enjoy a fishing game simultaneously, stimulating competition and interest while simplifying bet placement and target setting, thus enhancing the gaming experience.
Smart Images

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Figure 0007681351000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a shooting game machine, and more particularly to a multi-shooting game machine in which, when a player fires bullets or shells at characters of various shapes appearing on a screen and the characters win, the winning score is accumulated and displayed in a credit window, thereby stimulating interest in the game. [Background technology]
[0002] Generally, people who want to enjoy fishing must prepare various heavy and expensive fishing equipment, including fishing rods, dough bait, and scoop nets, and must travel a considerable distance and time away from urban areas to rivers, lakes, or the sea. Although there are many more people who want to enjoy fishing, these time and space constraints and economic burdens limit their ability to actively engage in fishing.
[0003] In addition, the paste bait used by fishing enthusiasts when enjoying fishing has serious adverse effects on water quality, and excessive fishing can lead to serious depletion of fish resources and damage to the ecosystem.
[0004] In order to solve such problems, fishing experience systems have been provided recently that provide an environment similar to that of actual fishing conveniently indoors without the need to go directly to an outdoor fishing facility.
[0005] The fishing experience system is a game in which a fish-like character appears on the screen and moves freely. When it finds bait (a float), it bites according to the biting probability specific to the fish species to which it belongs, and the user can then take action to catch the fish.
[0006] In such conventional fishing systems, the user would cast the float freely and then move on to the fight stage by taking action when a fish bit, which was determined randomly by probability.
[0007] The user then reels in the fish by controlling the reel in the fight stage, and an advantage or penalty is given depending on the success or failure of the fight, and fishing ends when the fish has been reeled in to the end.
[0008] However, such games are not only difficult to control the reels, but also very difficult to actually impart action.
[0009] Furthermore, since the fishing experience system allows only one player to proceed with the fishing, a game is required in which multiple players can participate at the same time and stimulate interest in the game through competition while having fun communicating with each other. Summary of the Invention [Problem to be solved by the invention]
[0010] In order to solve such problems, an object of the present invention is to provide a multi-shooting game machine that allows several people to enjoy a fishing game at the same time at one table.
[0011] Another object of the present invention is to provide a multi-shooting game machine in which a player can hit characters moving around on a screen by using a shooting machine.
[0012] It is yet another object of the present invention to provide a multi-shooting game machine in which characters swimming on the screen can be connected with lines and set as targets.
[0013] Another object of the present invention is to provide a multi-shooting game machine in which targets can be set using a target setting screen on a small monitor.
[0014] Another object of the present invention is to provide a multi-shooting game machine that allows players to easily place bets using a bet amount selection screen on a small monitor. [Means for solving the problem]
[0015] According to one embodiment of the present invention for achieving the above object, a multi-shooting game machine includes a central monitor, a control unit for controlling at least three characters of different shapes with different magnifications to appear from one side of the central monitor and disappear from the other side at a set time, and at least three game controllers, each of which has a small monitor installed outside the central monitor while displaying a launch pad on one side thereof, and a firing button for firing any one of bullets, shells, or weapons installed on the small monitor or outside the small monitor for each player, The control unit is When a character is hit by any one of the bullets, shells or weapons fired from the launch pad, the winning score is calculated by multiplying the winning bullet, shell or weapon bet amount by the winning character's multiplier, and the winning score is accumulated and displayed in a credit window; The small monitor is displaying at least one character appearing on the central monitor, displaying a target setting screen in which the displayed character can be set as a target, and when a character displayed on the target setting screen is clicked to set it as a target, a launch pad displayed on the central monitor and the corresponding character are connected by a line, and when a fire button is pressed, one of a bullet, a shell, or a weapon is fired only at the characters connected by the line; The game controller includes: When a bullet, shell or weapon is fired from the launch pad without connecting a line with a character, the bullet, shell or weapon is fired from among the characters displayed on the central monitor along the path along which the bullet, shell or weapon moves, and if the bullet does not hit the character, it is reflected off the wall of the central monitor until another character is hit. The line connected to the character at the launch pad is automatically removed when the character wins or leaves the central monitor, and the bullet, shell or weapon is fired at the character appearing on the central monitor.
[0016] According to another embodiment of the present invention for achieving the above object, a multi-shooting game machine includes a control unit for controlling at least three characters of different shapes with different magnifications to appear from one side of the central monitor and disappear from the other side at a set time, at least three game controllers having a launch pad displayed on one side of the central monitor and a small monitor installed on the outside, and a launch button for firing any one of bullets, shells, or weapons installed on the small monitor or the outside of the small monitor for each player, and a bet amount selection screen for displaying at least three bet amount buttons on one side of the small monitor and displaying a selected bet amount around the launch pad or the game controller when a bet amount button "1" is selected, The control unit is A bullet, shell or weapon is fired at the bet amount selected on the bet amount selection screen, and when a character is hit, a winning score obtained by multiplying the winning bullet, shell or weapon bet amount by the winning character's multiplier is accumulated and displayed in a credit window; The game controller includes: When a bullet, shell or weapon is fired from the launch pad without connecting a line with a character, the bullet, shell or weapon is fired from among the characters displayed on the central monitor along the path of the bullet, shell or weapon that is closest to the launch pad, and if the bullet does not hit the character, it is reflected off the wall of the central monitor until another character is hit, and the line connected to the character at the launch pad is automatically removed when the character wins or leaves the central monitor, This may be achieved by configuring the central monitor to fire any one of a bullet, a shell or a weapon at a character appearing thereon. Effect of the Invention
[0017] Therefore, according to the multi-shooting game machine of the present invention, several people can play the fishing game at the same time at one table, stimulating interest in the game while competing with each other, thereby providing the effect of allowing the fishing game to be enjoyed in various ways.
[0018] In addition, according to the multi-shooting game machine of the present invention, players can set the characters swimming on the screen as targets and compete by comparing the scores they get by hitting them within a limited time, so that users from various classes can enjoy the game without being restricted by their physical condition and can simply enjoy the scores they get by hitting them.
[0019] In addition, according to the multi-shooting game machine of the present invention, the character set as the target among the multiple characters swimming on the central monitor is connected to the launch pad by a line, which makes it easy to check the character set as the target.
[0020] Furthermore, according to the multi-shooting game machine of the present invention, since a bet can be easily placed using a separate bet setting screen, the inconvenience of setting the bet amount can be eliminated, and the effect of allowing the player to be engrossed solely in the game can be achieved. [Brief description of the drawings]
[0021] [Figure 1] 1 is a diagram showing the main configuration of a multi-shooting game machine according to an embodiment of the present invention; [Diagram 2] 1 is an external perspective view of a multi-shooting game machine according to an embodiment of the present invention; [Diagram 3] A diagram showing a swimming character displayed on the central monitor. [Figure 4] 13A and 13B are diagrams showing examples of a menu screen and a bet amount setting screen of the small monitor. [Diagram 5] FIG. 13 is a view showing an example of a target setting screen of the small monitor. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] The terms and words used in this specification and the claims should not be interpreted in a limited manner to their ordinary or dictionary meanings, but should be interpreted in a manner that corresponds to the technical idea of the present invention, based on the principle that an inventor can appropriately define the concept of a term in order to best describe his / her invention.
[0023] Throughout the specification, when a part "includes" a certain component, this does not mean excluding other components, but means that the part may further include other components, unless otherwise specified. Furthermore, the terms "unit", "machine", "module", "apparatus", etc. in the specification mean a unit that processes at least one function or operation, which can be realized by a combination of hardware and / or software.
[0024] Throughout the specification, "and / or" should be construed to mean any combination of at least one of the associated items. For example, "a first item, a second item, and / or a third item" means not only the first item, the second item, or the third item, but also any combination of at least two of the first item, the second item, and the third item.
[0025] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0026] FIG. 1 is a diagram showing the main configuration of a multi-shooting game machine according to an embodiment of the present invention, and FIG. 2 is a perspective view showing the appearance of the multi-shooting game machine according to an embodiment of the present invention.
[0027] As shown in the figure, the multi-shooting game machine of the present invention is configured to include a central monitor 200 on one table 300, a central controller 20 including a control unit 220 for controlling the movements of characters appearing on the central monitor 200, and a plurality of game controllers 10 that can be assigned to individual USERs to control the game.
[0028] The central controller 20 may also include a number of speakers 230 with amplification capabilities.
[0029] The central monitor 200 is installed in the center of the table and is composed of a display window that displays a character swimming in a virtual three-dimensional space, and a launch pad 210 that fires either a bullet, a shell or a weapon is provided on one side of the central monitor for each player.
[0030] Weapon is a general term for any projectile other than a bullet or cannonball, and includes such projectiles as arrows, spears, or stones.
[0031] The control unit 220 controls the central monitor 200 so that at least three characters of different shapes and different magnifications appear from one side of the display and disappear from the other side at a set time.
[0032] In addition, when a character wins a prize by being hit by any one of the bullets, shells, or weapons fired from the launch pad 210, the control unit 220 operates to accumulate and display a winning score in a credit window, the winning score being calculated by multiplying the winning character's multiplier by the bet amount of the winning bullet, shell, or weapon.
[0033] That is, the control unit 220 calculates the winning score by multiplying the winning score by a multiplier assigned to each character that has been won according to the bet amount set for either bullets, shells, or weapons, and displays the calculated winning score in the credit window.
[0034] Such a credit window is displayed for each player near the launch pad 210 on the central monitor 200.
[0035] The game controller 10 is a game control device assigned to each player around the central monitor 200, and is composed of various control devices required for operating the game for each player. Three or more game controllers are installed on the table 300 so that several players can play the game at the same time.
[0036] For this purpose, the game controller 10 may be provided for each player with a launch pad 210 configured on a central monitor 200, a small monitor 100 provided for each player on the outer side of the credit window, a joystick 160 for connecting one of the characters swimming around the central monitor 200 with a line to set it as a target, or for adjusting the direction of the launch pad 210, and a firing button 170 installed at a position separated from the joystick 160 to fire one of bullets, shells, or weapons.
[0037] The joystick 160 may be moved upward or downward to set a target, and when a target is set, the character set as the target displayed on each player's launch pad 210 and the central monitor 200 may be connected by a line to indicate that the character has been set as a target.
[0038] Referring to FIG. 2, it can be seen that a central monitor 200 is provided in the center of a roughly oval-shaped table 300, and that a small monitor 100, a joystick 160, and a firing button 170 are assigned to each of the four players.
[0039] Of course, it can be seen that the central monitor 200 is provided with a separate launch pad 210 for each player.
[0040] In addition, the game controller 10 may include a coin inserter 150 necessary for a normal game, a ticket printer 140 capable of printing hit tickets or remaining tickets, and a speaker 130 that provides the sound necessary for game guidance or guides the sound necessary at the time of coin insertion or ticket output.
[0041] In addition, the game controller 10 operates to provide the information necessary for the game on the screen of the small monitor 100 and transfer the set information to the control unit 220.
[0042] In the following, for the sake of convenience of explanation, since it is based on the fact that the data set by the game controller is transmitted to the central controller and the data set by the central controller is transmitted to the game controller and data is automatically transmitted and received, the description that has to be repeated every time will be omitted.
[0043] First, the small monitor 100 provides the information necessary for game setting and progress as a GUI and is configured to operate as a touch screen.
[0044] That is, by simply touching each menu, the menu screen can be easily selected, and it is configured as a touch screen so that various setting operations can be performed.
[0045] Referring to the drawings illustrating the menu screen and the bet amount setting screen of the small monitor in FIG. 4, a menu screen 111 may be provided in the upper part of the screen on which buttons for selecting the menu displayed on the small monitor are displayed.
[0046] For example, the "BET SIZE" button provides a screen for selecting the amount of bet that can be made, the "TARGET" button provides a target setting screen for setting a target, and there are provided a "STAGE" button for displaying the game stage, a "TOP 200" button for displaying the cumulative top rankings up to now, and a "HELP" button for providing information necessary for progressing through the game.
[0047] When the "STAGE" button is pressed, the control unit 220 may display the winning time of the winning character for each stage and the bullets, shells, or weapons that were hit until the winning was achieved on one side of the small monitor, and provide information about the winning character.
[0048] First, when the "BET SIZE" button on the upper menu screen 111 is touched, the bet amount selection screen 110 as shown in FIG. 4 is displayed, and the touched "BET SIZE" button is displayed differently from the other unselected menu buttons to indicate that it has been selected.
[0049] In the drawings, the selected button is displayed with a double square border to distinguish it from the square borders of the other buttons.
[0050] The bet amount selection screen 110 displays three or more bet amount setting buttons 112 with different bet amounts displayed, and when a corresponding button is clicked, the bet amount displayed is selected, and one of bullets, shells, or weapons is fired for the clicked bet amount.
[0051] In the figure, bet amount setting buttons 112 are displayed as buttons that allow the selection of one of "10, 25, 50, 100, 200, 300, 400, 500", and when one of these is selected, the selected button is displayed differently from the unselected buttons, and an amount 113 displayed on the selected button is enlarged and displayed on the right screen of the small monitor, and above and below the corresponding amount there may be "+, -" increment / decrement keys 114 for increasing or decreasing the displayed bet amount above "1" or below "1".
[0052] In the figure, when the "BET SIZE" button and the "500" button are selected, the selected "BET SIZE" button and the "500" button are displayed with double square lines to distinguish them from the other unselected buttons, allowing the player to easily understand what they have selected.
[0053] Of course, such selection indication may be any method other than a double square line, such as blinking or thick Gothic font, or a difference in color or brightness, as long as it can be distinguished from unselected buttons.
[0054] Also, the "+,-" increment / decrement keys 114 have been described as an example of incrementing or decrementing the amount by more than "1" or less than "1", but the increment / decrement unit may be configured to vary depending on the amount of the selected amount.
[0055] For example, when the "10" button is pressed, the number will increase or decrease by ±1, but within the range of "0 to 24," and when the "25" button is pressed, the number will increase or decrease by ±1, but within the range of "10 to 50."
[0056] In other words, the amount is increased or decreased based on the selected amount, but the amount is selected within the range from the amount of the adjacent lower button to the amount of the adjacent higher button, and the unit of increase or decrease may be set artificially.
[0057] In other words, when the "400" button is pressed, the value will increase or decrease by ±10, but the increase or decrease will be within the range of "300 to 500."
[0058] Therefore, when the bet amount is selected on the bet amount selection screen in the above-mentioned manner, the selected bet amount is transmitted to the control unit 220, and the control unit 220 fires one of the bullets, shells or weapons at the selected bet amount when the fire button 170 is pressed, and when a character is hit, the winning score obtained by multiplying the winning bullet, shell or weapon bet amount by the winning character's multiplier is accumulated and displayed in the credit window.
[0059] When the "TARGET" button 121 is pressed on the menu screen of the small monitor 100, a screen related to target setting is displayed on the small monitor.
[0060] Referring to the diagram illustrating the target setting screen of the small monitor in FIG. 5, first, when the “TARGET” button 121 in the upper menu screen is touched, the target setting screen as shown in the diagram is displayed, and the touched “TARGET” button is displayed differently from the other menu buttons.
[0061] Furthermore, the target setting screen 120 displays at least one of the characters 124, 125, 126 appearing on the central monitor 200, and when a displayed character is touched, it is set as a target.
[0062] When a character displayed on the target setting screen 120 is clicked, the control unit 220 sets the corresponding character appearing on the central monitor as a target, and a line is connected between the launch pad 210 and the corresponding character displayed on the central monitor 200. When the fire button 170 is pressed, a bullet, shell or weapon is fired only at the character connected by the line to hit it.
[0063] Therefore, the target setting screen 120 displays all the shapes of the characters that may appear on the central monitor 200 and the magnification ratios set for each character, and the characters that appear on the central monitor are displayed so as to be distinguishable from the characters that do not appear.
[0064] In addition, when the character displayed on the target setting screen 120 is set as the target, the display of the character 126 set as the target is made different from the display of the characters not set as the target.
[0065] The character 126 set as the target means the character set as the target among the characters 125 that appear on the central monitor.
[0066] Referring to the figure, the character 126 set as the target, the character 125 that immediately appears on the central monitor 200, and the character 124 that may appear are displayed so as to be distinguishable from each other.
[0067] The character 124 that may appear means a character that does not currently appear on the central monitor but may appear in the future.
[0068] Such a distinguishing display is exemplified as an example, and of course, any method may be used as long as they can be distinguished from each other.
[0069] For example, such a distinguishing display may be made by distinguishing with a line, or any method may be used as long as it can be distinguished from the unselected buttons such as blinking or thick Gothic type, color, or difference in brightness.
[0070] It is preferable that the characters displayed on the target setting screen are the characters 126 set as the target, the characters 125 that have appeared on the central monitor 200, and all of the characters 124 that may potentially appear.
[0071] Furthermore, it is of course possible to give the player a hint as to which characters will soon appear on the central monitor by displaying them separately.
[0072] On the other hand, each character displayed on the central monitor 200 or the small monitor 100 may be displayed with at least one number indicating the number of bullets, shells, or weapons that have been hit.
[0073] In addition, at the bottom of the target setting screen 120, there is provided an AUTO 128 button for automatically firing any one of a bullet, a shell, or a weapon.
[0074] As described above, when a character displayed on the target setting screen is clicked to set it as a target, the character is connected to the launch pad 210 on the central monitor 200 by a line to indicate that the character is set as a target, and when the character is set as a target and the AUTO128 button, which acts as an automatic firing button, is operated, a bullet, shell or weapon is automatically fired from the launch pad 210 while the character connected by the line is moving within the central monitor 200, to hit the character.
[0075] In addition, the lower part of the target setting screen 120 is provided with a "STOP" button 127 that can stop the automatic firing function. If the automatic firing function is to be stopped while the automatic firing button is pressed and operating, the "STOP" button can be touched to stop the automatic firing function.
[0076] In the present invention, when setting a target, the target can be set on the target setting screen as described above, but the target may also be directly selected using the joystick 160.
[0077] When a target is selected using the joystick 160, a line connects the character set as the target to the launch pad 210. In this case, the launch button 170 may be used to hit the target.
[0078] Of course, even if a target is set on the target setting screen 120, pressing the fire button 170 will fire one of a bullet, shell or weapon at the target.
[0079] On the other hand, the character displayed on the central monitor 200 or the small monitor 100 displays at least one number of bullets, shells or weapons that have been hit during the progress of the game.
[0080] Referring to the figure, the small monitor 100 displays that the targeted character 126 has been hit by 731 bullets and 39 shells, and that one of the characters 125 to be introduced has been hit by 235 bullets and 0 shells, another character has been hit by 12 bullets and 5 shells, and yet another character has been hit by 52 bullets and 0 shells.
[0081] Referring to FIG. 3 showing the characters swimming on the central monitor, all the characters swimming on the central monitor 200 are shown with the number of bullets, shells or weapons that have hit them, and when viewed in enlarged view, it can be seen that 731 bullets and 39 shells have hit them.
[0082] Meanwhile, the bet amount selected on the bet setting screen may be displayed on one side of the target setting screen 120, and a ± button may be provided to increase or decrease the corresponding bet amount, allowing the bet amount to be easily changed.
[0083] In the figure, it can be seen that the amount 123 selected as the bet amount is "500", and ±increase / decrease buttons 124 are provided above and below the amount.
[0084] Also, the game controller 10 may display a bet amount selection screen 110 on the small monitor 100, and when the bet amount is set, the screen may change to a target setting screen 120 so that the player can easily set a target.
[0085] For example, when a player starts a game, a bet amount selection screen 110 may be displayed to allow the player to first select a bet, and once the bet amount is set, the screen may automatically switch to a target setting screen 120 to allow the player to easily set a target, so that a series of processes may be performed automatically, allowing the game to progress quickly.
[0086] In addition, the game controller 10 may fire any one of a bullet, shell, or weapon using the firing button 170 without connecting a line from the launch pad 210 to a character. In this case, when any one of a bullet, shell, or weapon is fired, it will hit the character closest to the launch pad 210 among the characters displayed on the path along which the bullet, shell, or weapon moves, and if the character is not hit, it will be reflected off the wall of the central monitor 200 until another character is hit.
[0087] In addition, the lines connected to the characters from the launch pad 210 are automatically removed when the corresponding character wins or disappears. When moving the joystick 160 upward or downward toward a character displayed on the central monitor 200 that is to be set as a target, and connecting the characters displayed on the launch pad 210 and the central monitor 200 with lines to set a target, the characters may be connected with lines in the order in which they first appeared on the central monitor 200, or the characters may be connected with lines in the reverse order in which they appeared later.
[0088] That is, the direction of the launch pad is moved left and right by moving the joystick 160 left and right, and then the target is set by moving the joystick up and down.
[0089] Furthermore, in order to allow many players to enjoy the game at the same time, the present invention is configured so that the character appearing on the central monitor can be set as a target by all game controllers at the same time.
[0090] That is, by allowing all players to simultaneously or sequentially target the same character, the game can be played in a tense atmosphere, competing to see who can hit the character.
[0091] In addition, the control unit 220 may be configured to, when connecting characters displayed on the central monitor 200 with a line and then hitting the winning character with a cannonball to win, retrieve the cannonballs remaining on the screen among the cannonballs fired at the winning character by connecting the line back to the launch pad.
[0092] In addition, when a character displayed on the central monitor 200 or the small monitor 100 wins, the control unit 220 displays the number of hits of the bullets, shells or weapons displayed on the character as "0" to indicate that a hit has been made.
[0093] The control unit 220 may then divide the shot score of each player by the winning score to calculate the winning probability, and then display the winning probability on one side of the small monitor 100.
[0094] Although specific examples of the present invention have been described in detail above, it will be apparent to those skilled in the art that various modifications and variations are possible within the scope of the technical concept of the present invention, and it goes without saying that such modifications and variations are also included in the present invention. [Industrial Applicability]
[0095] INDUSTRIAL APPLICABILITY The present invention relates to a gaming machine, which may be used for the purpose of promoting the entertainment industry, establishing a healthy entertainment culture for the people, developing the national economy, and improving the quality of the people's cultural life.
Claims
1. One central monitor, a control unit for controlling at least three characters having different shapes and different magnifications to appear from one side of the central monitor and disappear from the other side at a set time; At least three game controllers, each of which displays a launch pad on one side of the central monitor, has a small monitor installed on the outside, and has a launch button installed for each player on the small monitor or on the outside of the small monitor to fire any one of a bullet, a shell, or a weapon; The control unit is When a character is hit by any one of the bullets, shells or weapons fired from the launch pad, a winning score is calculated by multiplying the winning bullet, shell or weapon bet amount by the winning character's multiplier, and the winning score is accumulated and displayed in a credit window; The small monitor is displaying at least one character appearing on the central monitor, displaying characters appearing on the central monitor separately from characters not appearing, displaying a target setting screen in which the character appearing can be set as a target, and when a character displayed on the target setting screen is clicked to set it as a target, a launch pad displayed on the central monitor and the corresponding character are connected by a line, and when a launch button is pressed, any one of a bullet, a shell, or a weapon is fired at only the characters connected by the line; The game controller includes: When a bullet, shell or weapon is fired from the launch pad without a line connected to a character, the bullet, shell or weapon is aimed at a character displayed on the central monitor that is closest to the launch pad, and if the bullet, shell or weapon is not hit, the bullet is reflected off the wall of the central monitor until another character is hit. When the character wins or leaves the central monitor, the line connected to the character from the launch pad is automatically removed, and the bullet, shell or weapon is fired at the character displayed on the central monitor.
2. 2. The multi-shooting game machine according to claim 1, wherein the number of bullets, shells or weapons that have hit each character displayed on said central monitor or said small monitor is displayed.
3. 3. The multi-shooting game machine according to claim 2, wherein when a character displayed on the central monitor or the small monitor wins, the number of hits of the bullets, shells or weapons displayed on the character is displayed as "0".
4. 2. The multi-shooting game machine according to claim 1, wherein an automatic firing button is displayed on one side of the target setting screen, and when a character displayed on the target setting screen is clicked to set the character as a target, a launch pad displayed on the central monitor and the corresponding character are connected by a line, and when the automatic firing button is operated, any one of a bullet, shell or weapon is automatically fired and hits a target only while the character connected by the line moves on the central monitor.
5. 2. The multi-shooting game machine according to claim 1, wherein, when a character displayed on the central monitor is connected with a line and hit with a bullet or a weapon to win a prize, among the bullets or weapons fired at the character who connected the line and won, the bullets or weapons remaining on the screen are collected on a launch pad.
6. The small monitor is 2. The multi-shooting game machine according to claim 1, further comprising a bet amount selection screen in which at least three bet amount buttons each showing a different bet amount are displayed, and when a corresponding button is clicked, the bet amount is selected at the displayed bet amount, and one of bullets, shells, or weapons is fired at the selected bet amount.
7. 7. The multi-shooting game machine according to claim 6, wherein a selected bet amount button and a non-selected bet amount button are displayed differently on said bet amount selection screen.
8. The bet amount selection screen includes:
8. The multi-shooting game machine according to claim 7, further comprising "+, -" increment / decrement keys for incrementing / decrementing the selected bet amount to "1" or more or "1" or less.
9. 2. The multi-shooting game machine according to claim 1, wherein the control unit displays a winning probability on one side of the small monitor by dividing a bet score shot by each player by the winning score.
10. The control unit is 2. The multi-shooting game machine according to claim 1, wherein the winning time of a winning character in each stage and the bullets or shells hit until the winning are displayed on one side of the small monitor.
Citation Information
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