The present invention relates, in general, to an action toy or a dynamic display and more particularly to an apparatus for at least a short duration suspending a plurality of light elements in midair, each element selectively given nonsymmetrical attachments to impart oscillatory or random movements.
Science demonstrations have long been known wherein a light-weight spherical object is placed over an upwardly blown air stream. Bernoulli's effect causes the light-weight spherical object to hover, perhaps with some vertical oscillation and rotation, over a source of the air stream. Toys have long incorporated this feature, such as U.S. Pat. No. 137,119 wherein a hand cranked fan was employed to cause a ball to hover.
Of course, the novelty of such motion is soon lost so a more interactive use of this effect has also been long recognized. In amusement games such as described in U.S. Pat. No. 2,129,489, players used long-handled baskets to capture a ball among many that hover over a funnel that directed the balls into an air nozzle.
As another example, in U.S. Pat. No. 4,345,765, a carnival shooting gallery includes a plurality of balls each hovering over a respective air nozzle. A volume rate of air dispensed from each nozzle is randomly varied to impart an ever changing height of the respective hovering ball to enhance the challenge in shooting the ball.
While such toys may have been successful in their day, it is desirable to find new types of game play to engage the imagination of children. Consequently, a significant need exists for a toy that provides an entertaining, interactive experience with an aerodynamically suspended light-weight object.
The invention overcomes the above-noted and other deficiencies of the prior art by providing a game based upon a small base suitable for placement on a floor or a table in a residential home that projects an air stream up through an enclosure to suspend one or more light-weight, generally-spherical objects. Each object may receive a projection that varies the movement of the object within the air stream such that a plurality of such adorned objects simulates battle.
These and other objects and advantages of the present invention shall be made apparent from the accompanying drawings and the description thereof.
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments of the invention, and, together with the general description of the invention given above, and the detailed description of the embodiments given below, serve to explain the principles of the present invention.
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The game apparatus 110 is adjusted for play by placing one warrior sphere 137 into the arena basket 124 and turning on the power switch 144, launching the warrior sphere 137 into the air. Adjustment of the throttle lever 113 controls the amount of air allowed into the main air unit 114, thereby adjusting the height of the warrior sphere 137, preferably about 3-4′ above an upper edge of the arena basket 124. Additional air flow that passes through a bottom aperture (not shown) in the arena basket, depicted by arrows 146, tends to shorten the time until battling warrior spheres 137 are ejected from the air flow and lower air flow tends to increase the time.
For instance, a plurality of generally spherical objects 137a-137d are formed of a light weight and/or hollow material such that each may be suspended within the air stream 18 by Bernoulli's effect. This shape may be varied by texture, roundness, etc. The bottom aperture in the arena basket 124 is sized and proximate to the upper opening in the main air unit 114 such that the generally spherical object 137a that has fallen out of the air stream 18 may be directed back into the air stream 146, continuing game play. One or more projections 150a-150d, which are retrieved from the gripping channels 138a-138c, may be inserted or affixed to a selected generally spherical object 137a-137b to add a degree of movement (
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After one Warrior 137 is Knocked Out, the winning Warrior 137 gets to DISARM him according to the winner's DISARM RATING number 257. For example, a winning Warrior 137 with a Disarm of “2” can choose any 2 weapons to remove from the losing Warrior. Disarming can be affected by Abilities and Special Rules, as listed in Table 1. An ability label 258 specifies a special power that a warrior possesses during battle or after a knockout. An ability color label 259 specifies that an associated ability must match a color of at least one attached weapon 150 in order to be active. Those abilities without a color label 259 are always active regardless of the color of attached weapons 150.
Part of game play may include a collector aspect, wherein the packaging and rarity of certain warrior types adds another preparatory element. For example, the game apparatus 110, 210 may initially be accompanied with a set of four warrior spheres comprising (name, clan ARM/DISARM, Attribute 1, Attribute 2): (a) Lott/Brattezan, 2•3, DEFEND, RE-ARM; (b) Urg/Gertazon, 4•1, COUNTER, RE-FIT; (c) Sektur/Sorom, 3•2, RAID; and (d) Fyn/Praag, 3•2, SACRIFICE, RUTHLESS. A team combat assembly that includes the launchers 202 may further include additional warrior spheres such as comprising (name, clan ARM/DISARM, Attribute 1, Attribute 2): (e) Niloc/Brattezan, 4•1, RAGE; and (f) Wirr/Praag, 2•3, SABOTAGE, RUTHLESS.
To further enhance the attraction of collecting warrior spheres 137, or to allow customizing with a preferred clan, two sets of three Brattezan warriors may be aesthetically adorned to go along with this description: Brattezans—REGION OF ORIGIN: Woodland. Brattezans are barbaric warriors with large, heavy weapons used to overpower the competition. Skilled in combat, these warriors are powerful but not very agile. When they strike, they strike big! WEAPON OF CHOICE: Battle-Axes. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Nivlem/Brattezan, 5•1, FEND; Avlis/Brattezan3•2, RAGE; Dellnar/Brattezan2•3, DEFEND, RUTHLESS; Teon/Brattezan3•2, RE-ARM; Killun/Brattezan, 4•2, RAGE, WEAK; Ergio/Brattezan, 2•3, RAID, RUTHLESS.
In addition, two sets of three Soroms warriors may be aesthetically adorned to go along with this description: Soroms—REGION OF ORIGIN: Rainforest. Sorom warriors are primitive and fierce. This clan uses much simpler weapons and paints them with symbols of their region. Although their weapons are not as advanced as other clans, Soroms move fast and have exceptional battle skills. WEAPON OF CHOICE: Skull Blades. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Naro/Soroms, 4•1, RAGE; Exil/Soroms, 2•3, RAID, SACRIFICE; Ezik/Soroms, 5•1, RAID; Helter/Soroms, 5•1, SABOTAGE; Nej/Soroms, 3•2, RAID, SACRIFICE; Maado/Soroms, 2•2, RAGE, SABOTAGE.
In addition, two sets of three Gertazons warriors may be aesthetically adorned to go along with this description: Gertazons—REGION OF ORIGIN: Desert Cliffs. Gertazon weapons are hook-shaped, double-edged and RAZOR-sharp! These fierce hooks are designed to slice through the air at an opponent—but be careful—if they get hooked on an edge, your warrior might get pinned! WEAPON OF CHOICE: Sickles. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Ollock/Gertazons, 4•1, RAID, RE-FIT; Krahz/Gertazons, 4•1, COUNTER, SUPPORT; Roc/Gertazons, 3•2, RAID; Herkon/Gertazons, 5•1, COUNTER; Oron/Gertazons, 3•1, RAGE, RE-FIT; Bram/Gertazons, 3•2, GRACE, RE-FIT, SUPPORT.
In addition, two sets of three Praags warriors may be aesthetically adorned to go along with this description: Praags—REGION OF ORIGIN: Ocean. Praag warriors are known for being fast. Living in the ocean has made them lanky and tall with stealth-like skills. They prefer to use specially-designed maces to sneak up on their opponent, strike fast, and slip away. WEAPON OF CHOICE: Maces. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Fesh/Praags, 3•1, COUNTER, SABOTAGE; Rill/Praags, 3•2, SACRIFICE, STEALTH; Zeerum/Praags, 2•3, COUNTER, STEALTH; Leach/Praags, 2•3, SABOTAGE, STEALTH; Wing/Praags, 3•2, COUNTER; Scoe/Praags, 3•2, SABOTAGE, SACRIFICE.
To further the collective appeal of the game, interspersed within the various sets or other collections, members of the four hidden tribes may be included. The available members within each clan may advantageously be listed in decreasing regularity of inclusion (e.g., uncommon, rare, ultra-rare). The first hidden clan Kaans may be aesthetically adorned to match the description: Kaans—REGION OF ORIGIN: Tropics. The Kaans are the most inventive warriors. Very mystical, they use hidden energy and mental strength to beat their opponents. They wield symbolic weapons crafted from the objects that surround them. WEAPON OF CHOICE: Horned Skulls. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Kane/Kaans, 3•2, RE-ARM; Odg/Kaans, 5•1, RE-FIT, SUPPORT; Brock/Kaans, 4•1, DEFEND, RE-FIT; Blork/Kaans, 2•3, DEFEND, RE-ARM; Rudge/Kaans, 4•1, DEFEND, STEALTH; and Gowan/Kaans, 3•3, STEALTH.
The second hidden clan Logons may be aesthetically adorned to match the description: Logons—REGION OF ORIGIN: Tundra. Logon warriors are small, lean and super fast! Even though they aren't as strong as some warriors, they rely on their technical abilities and strategic planning to overpower even their strongest opponents! WEAPON OF CHOICE: Ice Spikes. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Thur/Logons, 5•1, GRACE, RE-FIT; Holt/Logons, 5•1, RE-FIT, SACRIFICE; Etch/Logons, 4•1, RE-ARM, SUPPORT; Jorm 4•2, GRACE, SACRIFICE; Von/Logons, 5•1, RAID•RE-ARM, WEAK; and Skinner/Logons, 5•1, RAID, RE-FIT.
The third hidden clan Zhangcons may be aesthetically adorned to match the description: Zhangcons—REGION OF ORIGIN: Lava Pools. Zhangcon warriors are tough-minded and physically strong. Years of living in rough conditions has trained them to handle ANYTHING! They can last through the longest battle if they think through their moves. WEAPON OF CHOICE: Hook Blades. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Kurr/Zhangcons, 4•1, RAGE; Zurc/Zhangcons, 3•3, STEALTH; Goff/Zhangcons, 5•2, DEFEND, WEAK; Brank/Zhangcons, 5•2, RAGE, WEAK; Hoj/Zhangcons, 2•4, DEFEND, STEALTH; and Birn/Zhangcons, 4•2, RAGE.
The fourth hidden clan Citics may be aesthetically adorned to match the description: Citics—REGION OF ORIGIN: Urban Wastelands. The Citics are the most athletic and competitive of all the warrior clans. Their unique weapons and protective armor are created from objects scavenged from the ruins of once beautiful cities. WEAPON OF CHOICE: Iron Hammers. The clan members may include (name, clan ARM/DISARM, Attribute(s)): Clure/Citics, 4•1, COUNTER, SUPPORT; Rett/Citics, 3•2, COUNTER, SUPPORT, Ott/Citics, 4•2, RUTHLESS; Fitz/Citics, 2•4, COUNTER, RE-FIT, Gord/Citics, 3•3, RUTHLESS; and Yelib/Citics, 5•1, RUTHLESS, SUPPORT.
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In Table 2 below, the information contained in the illustrative Team Combat Map 260 is presented in tabular form, with territory 269a being the “start here” territory:
To prepare for play, (1) Each player chooses different markers to place on each Territory after the player has won it. For example, different coins or extra weapons (a different color for each player), etc.; (2) Players select an equal number of Warriors to make up their army for the game. Win the game by scoring Territory points equal to three times the size of your army (i.e., for two warriors, six points to win; for three warriors, nine points to win; for four warriors, twelve points to win; for five warriors, fifteen points to win; for six warriors, eighteen points to win; and for seven warriors, twenty one points to win); (3) If players have built their fighting forces ahead of time by picking up additional Warrior Packs (sold separately), each player selects the same number of his Warriors to fight against the enemy. If using only Warriors that came with the game, the player places all Warriors in the game box (or a bag, hat, etc.). Without looking, players take turns drawing out Warriors one at a time, until each has an equal number for his army (NOTE: If you have at least five Warriors of the same Clan in your army, you may add one extra Warrior from that Clan while the Territory points needed to win remains the same); (4) Players ARM their Warriors with weapons according to their ARM ratings, if necessary taking turns selecting weapons from a common pile until the warriors are fully armed or players can use weapons from their personal collection, with weapons selected in view of color attributes that apply (NOTE: A Warrior can be equipped with no more than two of the same weapon during battle).
For Team Combat, (1) Play begins in the Wasteland territory in the center of the map. Players choose a number of Warriors equal to the TEAM COMBAT number on the Territory (e.g., TEAM COMBAT: 2 Each player uses two Warriors). The first player to Knock Out both of his opponent's Warriors gets the Territory Points in that space. NOTE: If players have fewer Warriors than are required to play in a Territory, they use the number of Warriors they have remaining. (2) With power turned off, place the first two Warriors in the Arena. Place any other Warriors in the Launchers. (3) Switch on-the battle begins! (4) After one Warrior is Knocked Out, the player releases another Warrior from a Launcher to replace it. (5) Only two Warriors can be in the air at one time. If one Warrior is alone in the air and falls out before his next opponent is released, the player puts him back in the air stream. A Warrior cannot lose by knocking out himself. (6) The player who has a Warrior left in the air after all his opponents have been Knocked Out is the winner. He places his marker on that Territory and is awarded the Territory Points. (7) The winning Warrior can Disarm any ONE of his opponent's Warriors from that battle by using the Abilities of the final winning Warrior and the Abilities of the Warrior that is chosen to be disarmed. (8) When a Warrior's last weapon is removed, he is Eliminated, and removed from the game. Weapons removed are set aside and can only be reused if certain Abilities or Territory Special Rules apply. (9) The LOSER chooses the next unused adjacent Territory to fight in (adjacent means a Territory that is touching the present Territory). If there is no unused adjacent Territory, the loser can choose any other unused Territory on the board.
In Match Combat, in these Territories, each player selects only ONE Warrior to represent his army. The Warrior is armed according to his Arm rating. (1) With power turned off, the player places the two Warriors in the Arena. (2) Switch on-the battle begins! (3) After a Knockout, the winning Warrior can Disarm the loser. Abilities may apply. (4) As long as both Warriors still have weapons, they battle again. Both Warriors are placed in the Arena and the switch is turned on. (5) When one of the Warriors is Knocked Out and loses his last weapon, he is Eliminated. The Eliminated warrior is removed from the game and his weapons are set aside and can only be reused if certain Abilities or Territory Special Rules apply. (6) The winner places his marker on the Territory and scores the Territory Points. The LOSER chooses the next Territory. If there is no unused adjacent Territory, the loser can choose any other unused Territory on the board.
Winning the Game occurs when the first player earns the winning number of points specified at the beginning of the game. If one player Eliminates all Warriors in his opponent's army, he wins, no matter what the score is.
While the present invention has been illustrated by description of several embodiments and while the illustrative embodiments have been described in considerable detail, it is not the intention of the applicants to restrict or in any way limit the scope of the appended claims to such detail. Additional advantages and modifications may readily appear to those skilled in the art.
For example, although having a plurality of weapons for an individual to select and attach to a given generally spherical object may increase the enjoyment of game play, applications consistent with the present invention may include permanently fixed weapons/projects. Alternatively, such weapons/projects may be permanently attachable by the end user.
For another example, while a spherical enclosure is depicted in the illustrative version, it should be appreciated with the benefit of the present disclosure that additional interactive features may be included, such as the participants projecting an object laterally into the air stream (e.g., a dart gun, another generally spherical toy). For example, a base could contain two or more air stream producing nozzles that have a degree of rotation such that each participant may suspend their respective generally spherical toy over one nozzle and direct their generally spherical toy toward the others until interaction causes a “battle” to occur, and/or use their own controllable air stream to attempt to eject another player's object.
As another example, the participants may cause the single air stream to vary in intensity, direction, turbulence, narrowness, etc. by use of other styles of mechanical obstructions and/or electrical controls to impart even more unpredictability or variation into the game play. This variation may give certain types of generally spherical objects with selected attachments an advantage in certain scenarios with a disadvantage in others (e.g., heavier doing better in high volume, rotationally more stable one less perturbed by turbulent flow, off balance arrangement doing better to eject other more spherical objects in a steady state air flow). The clans or clan member types may be varied in accordance with a desired style of play.
As yet another example, although a circular enclosure is depicted in the illustrative version, it should be appreciated that an enclosure may be other shapes, such as square, rectangular, pentagon, oval, etc.
As yet another example, while a hollow sphere is depicted, it should be appreciated that solid (e.g., foam) objects may be used instead.
The present application claims the benefit of U.S. Pat. Appln. Ser. No. 60/719,274 “Airstream supported asymmetric battling spheres toy” to Brattesani, et al., filed on 21 Sep. 2005, the disclosure of which is hereby incorporated by reference in its entirety.
Number | Date | Country | |
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60719274 | Sep 2005 | US |