BACKGROUND OF THE INVENTION
The amusement game and video game industry is constantly in need of new game concepts to maintain consumer interest and demand. Both video and arcade games, whether the home or arcade variety, have provided player input and controlled using a number of different methods including buttons, joysticks, trackballs and other devices that can be manipulated by the hands. In addition, there have been a number of games and amusement devices that are controlled by the player's feet. For example, U.S. Pat. No. 4,488,017 discloses a multi-directional control unit that is in effect a joystick operated by the operator's feet. There are other devices that use a “foot pad” or foot sensor to detect a player's foot position to activate switches in a pad to effect control of a game or device.
For example, a popular game, Dance Dance Revolutions, is a music video game series that was produced by Konami and first introduced in Japan in 1998. The game was sold in North America and Europe in 1999. The Dance Dance Revolution (DDR) game is regarded as a pioneering rhythm and dance genre in video games. Players stand on a “dance platform” or stage and hit colored arrows laid out in a grid with their feet to musical and visual cues. The grid includes sensors or switches that are activated by foot pressure. Players are scored by how well they time their dance to the patterns presented to them on the floor display. The game has been released as arcade-based games and home video game console releases. DDR has inspired similar games such as “Pump it Up” by Andamiro and “In the Groove” by Roxor Games.
The core gameplay of DDR involves the player stepping their feet to correspond with the arrows that appears on screen and the beat. During normal gameplay, arrows scroll upwards from the bottom of an upright display screen and pass over a set of stationary arrows near the top (referred to as the “guide arrows” or “receptors”, officially known as the Step Zone). When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrows on the dance platform, and the player is given a score for their accuracy of the steps.
Another relevant device is disclosed in U.S. Application Ser. No. 06/794,161 (the “'161 Application”) that was filed by Bally Manufacturing Corp. and is directed to a floor controller for a video game or an exercise system utilizing a video display. The floor controller in the '161 Application uses weight sensitive pads that allow a player to input information into the system by locating his or her feet at specific portions or locations on the floor controller. The system includes an interface circuit which obtains foot location signals from the floor controller and transmits this information to a system microprocessor which in turn is used to control a video display. Optionally, the system includes light segments in the floor device that are under control of the microprocessor and which are associated with each of the weight sensitive pads.
Another prior art foot control device is used with the Wii home video game console sold by Nintendo of America, Inc. The device, which is compatible with several exercise games and activities, is referred to as the Balance Board peripheral. The Balance Board is a platform peripheral on which. the player can stand during games play or exercise. The device tracks the user's center of balance and has sensors to detect changes in the player's weight as they stand on the unit.
The Power Pad, also known as Family Fun Fitness, is another game controller sold by Nintendo of America, Inc. and used with the Nintendo Entertainment System. The Power Pad is a mat with twelve pressure-sensors embedded between two layers of flexible plastic. The peripheral was developed by Bandai and first introduced in 1986 as the Family Trainer pack. Nintendo of America, Inc. acquired the rights to the game and released a product in the US in 1988 as the Power Pad along with the game World Class Track Meet. The game features an Olympics-style competition with events such as the 100 m dash, 110 m hurdles, long jump, and triple jump.
A further arcade game that used a foot activated sensor pad, branded as “Jumpin' Jackpot” was introduced by Bandi-Namco Amusement America, Inc. The concept for this game involves players jumping over an LED virtual jump rope, and as players jump over the virtual rope, the speed of the rope increases over time. As play progresses, letters that spell “jackpot” are sequentially illuminated and, when all of the letters are lit, the player can win a ticket jackpot. The game uses a floor plate to sense the player's jump.
SUMMARY AND OBJECTS OF THE INVENTION
It is object of the invention to provide an arcade game controller in which a game play is controlled by a player's feet, and more particularly, to a player repeatedly jumping on a device provided on the floor.
It is a further object of the game to control game play by jumping on a hollow resilient pad or vessel that displaces air from an interior void which in turn generates a signal.
It is a further object of the invention to provide a game that includes: a display, a processor, an input interface connected to the processor and a floor controller connected to the input interface for producing signals to control game elements.
An additional object of the invention is to provide a video floor controller composed of an array of weight sensitive pads and the signal from said pads is interpreted to keep an object within a range or zone.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a perspective view of a first embodiment of the invention
FIG. 2 is a is a close-up front view of the front top panel assembly of the embodiment of FIG. 1.
FIG. 3 is a side view of the of the left top panel assembly of the embodiment of FIG. 1 showing a lift mechanism.
FIG. 4 is an isometric view of the of the left top panel assembly of the embodiment of FIG. 1 showing the lift mechanism.
FIG. 5 is a close-up view of connection between the top section and the console.
FIG. 6 is a side view of the jump sensor of FIG. 11 shown adjacent to the jump pad.
FIG. 7 is a front fragmentary view of the floor unit showing the internal springs of the jump pad.
FIG. 8 is a side view of the floor unit.
FIG. 9 is a magnified view of the jump sensor associated with the floor unit.
FIG. 10 is a second magnified view of the jump sensor associated with the floor unit.
FIG. 11 is a side view in elevation of the jump sensor in resting position.
FIG. 12 is a side view of the jump sensor of FIG. 11 shown adjacent to the jump pad.
FIG. 13 is side view of the jump sensor associated with the floor unit shown interfering with the path of an optical beam.
FIG. 14 is a side view of the jump sensor of FIG. 13 shown adjacent to the jump pad.
FIG. 15 is an isometric view of the jump pad and jump sensor unit of the floor unit.
FIG. 16 is a schematic illustration of the electronic communications of components of an embodiment of the invention.
DETAILED DESCRIPTION
Now referring to FIG. 1 an amusement device 101 is depicted that includes top display section 102, a stand 105, a console 107 and a lower section 109 that includes a jump pad 111 and opposite stabilizing handles 113 and 114. The concept behind the game is to jump on the jump pad 111 to activate a stepper motor that drives an object 120 upwards into a prize zone displayed in the upper section 102. The player can hold handles 114 and 114 during operation for increased stabilization during the jumping action.
Game play is initiated by activation of a credit sensor 150 which detects sufficient player credit. When the credit switch 150 is engaged, the systems of the device are activated including the jump pad sensor.
Referring now to FIG. 2, a series of prize zones 200, 201, 203, 205, 207, 209, 210and 211 are depicted and which extend vertically up the front surface of panel 102. A movable element 120 representing a spaceship is attached to a drive belt that responds to signals from a controller. As the player jumps, a jump sensor is activated that transmits signals to the controller that activate a stepper motor that drives a belt to which element 120 is attached. The moving element 120 has an extension arm 125 that indicates the scoring location. After a predetermined tine, when no power is applied to the motor, and with the assistance of a counterweight, the movable element travels in the reverse direction down the channel, reversing the direction of the stepper motor. The object of the game is to jump on the jump pad to advance the movable element so that the arm 125 aligns with the bonus ticket zone(or other desired location) and continue to jump to maintain the designator arm at this location, or other desired location, so that when the game is over as reflected by a timer, designator arm is within a high score zone.
Alternative embodiments include game play where a first target is designated by illumination (or an equivalent manner) and a player jumps on the jump pad to align the arm 125 with a designated first target, next, a second target is illuminated and the player jumps (or pauses his or her jumps) to cause the arm 125 to align with a second target. Play progresses to additional targets that are illuminated in sequence. In order to successfully be sensed, the arm 125 must be maintained in the corresponding target zone for a predetermined time. In another embodiment the player is provided with a limited predetermined time to successfully locate the arm 25 in the designated time zone for the requisite time.
Referring now to FIG. 3, game piece sled 5 and counterweight 1 are attached timing belt 3. A controller runs stepper motor 7 to locate a home switch location on game initialization. As discussed above, the jump pad has a jump pad sensor that provides a signal a controller to run stepper motor 7. The controller also tracks the score zone by tracking the steps of the stepper motor, both clockwise and counterclockwise. In an embodiment, after a predetermined time has elapsed, the game ends and the player is awarded the value of score zone to which the designator arm 125 is directed, the jump sensor is deactivated, and the sled returns to near or at a home position. Depicted in FIG. 3 is counterweight 1, a vertical rail 2 on which the movable element travels up and down the panel 102. Depicted in FIG. 3 are timing drive belt 3 and wire chain 4, game piece sled 5. A home switch 8 is provided to send a signal to the control the home location of the game piece sled 5 and related moveable element 120. A timer display 9 is provided on the moveable element 120 that is represented as a space ship which counts down and inform the player how much time is left to complete the designated task before the power to the motor is deactivated and the sled will return to the home position by gravity.
FIG. 5 depicts the control panel 107 that includes a credit button 150, game instructions display 515, a credit acceptor 520 and a ticket dispenser 525. When sufficient credit is detected, the credit switch or bottom 150 is illuminated. Hitting the button or switch initiates game play and actives the jump pad sensor.
Now referring to FIG. 6, the jump pad 601 has stabilizing arms 113 and 114 that are attached to console 107 by connector element 615. Centered on the bottom plate 109 is jump pad 111. FIG. 7 is a sectional view taken along line A-B as depicted in FIG. 8. As seen in sectional view, the top surface 715 of jump pad 111 is suspended on springs 720 and 725. A jump pad detector 750 is provided on the rear side of the jump pad assembly 601.
FIG. 9 shows the jump pad detector 750 that includes a pivotable arm 905 that pivots on pivot 907 that is attached to support member 909. Through support member 909 is air exit portal 911 through which a stream of air is directed to the rear surface of arm 905. When air is forced through portal 911 by a puff of air caused by down stroke of player jumping on spring pad 715, flange 920 on the arm interrupts an optical beam to create a signal. The air is moved from the jump pad elements to portal 911 by passage 975.
FIG. 10 is a magnified view of the optical sensor which includes an emitter 990 a receiver 995 and a controller 997. The light emitter 990 and light receiver 995 are installed opposite each other to enable the light from the emitter to enter the receiver. When the flange element 920 of arm 905 passes between the emitter and receiver, it interrupts the emitted light, it reduces or temporarily stops the amount of light that enters the receiver. This reduction in light intensity is used to detects the presences an object, and controller 997 sends a signal to a central controller located in the consol. The arm is displaced by puff of air caused by down stroke of player jumping on spring pad that generates air pressure in the jump chamber which is relieved by exiting though air passage 975. The arm is reset to a home position by gravity as its top sleeve section 940 pivots about axis 907.
Side views of the jump pad detector is provided in FIGS. 11 and FIG. 13. FIG. 11 shows arm 905 in a first position where the arm element does not intersect the light beam between emitter 990 and receiver 995. FIG. 13 depicts the same detector when a puff of air has displaced arm 976 so that the flange 920 interrupts the light beam between emitter 990 and receiver 997.
FIG. 12 depicts the detector 919 adjacent to the jump pad assembly 1250. The jump pad assembly includes top surface 111 of top section 1205 which cooperates with bottom section 1207 that is enclosed with the base to 130 and base bottom 109. Also depicted is the passage 975 which connects an interior chamber of the jumping pad assembly to the portal 911 adjacent to the arm 905. FIG. 14 is another side view that show the flange of arm 905 interrupting the beam between the emitter 990 and beam receiver 997.
FIG. 15 depicts jump pad 1250 assembly wherein the top section 1510 is elevated over bottom section 1512 by four springs, including spring 1515, 1516, 1517. Top section 1510 is also connected to the bottom section 1512 by stabilizer linkage 1520 that uses a hinge and helps maintains the motion of jump pat to a vertical direction. The interior surface of sidewalls such as 1550 have a slightly larger dimension than the exterior sidewall 1552 of the bottom section so that upper part 1510 will slide over the lower part 1512 and closely fits together. When pressure is applied on the top surface 1525, the springs compress, the top section and bottom section come together, and air pressure is increased in a chamber formed by top section 1510 and bottom section 1512. Air is forced out of hole (not shown) through the sidewalls 1552 and is guided through a passage (not shown) to an exit portal 1530 that interacts with the jump sensor. Accordingly, the pump pad acts as an air pump.
FIG. 16 is a schematic that shows central controller 1600 that received signals from opto-sensor controller 1601. The controller is also in communication with the credit detector 1605, credit activation switch 1607 and ticket dispenser 1608. Alternatively, the amusement device may receive and provide credits to a user by using a magnetic card reader. Central controller 1600 also activates a light display 1620 on the front panel and a countdown timer 1625 that is located on the moving element attached to the sled. Central controller 1600 also controls a stepper motor 1630 that drives the sled and tracks the location of the moving element based upon the number of steps the motor takes. A home position sensor 1635 is also provided that detects the sled at a home position The sensor may be a mechanical sensor or an optical sensor that provides a signal to central controller 1600 when the sled is at specific location to enable to central controller 1600 to detect the location of the sled during play as the motor 1630 is advanced.
In a further embodiment the jump pad assembly and jump pad detector send a signal to a central controller and an output is proved to an LED display that provides a virtual simulation of a moving element in response to output from the jump pad sensor. In a further embodiment the target segments are also displayed on an LED display and may be illuminated in different sequences to create different game play. In embodiment the stepper motor will reverse directions after a predetermined time has elapsed. A memory in communication with the central controller counts the steps of the motor so the location of the sled and movable display are known.
In a further embodiment of the invention, a signal from a jump pad sensor is sent to a controller that sends an output signal to a digital or LED display.
In contemplated embodiments of the invention, a trampoline device may be used as part of an input sensor wherein a flexible fabric is suspended by springs or elastic members. An output signal may be generated by air displacement caused crated by jumping on the device, or detecting the force applied to the springs or elastic members. In other embodiments, the player may stand and jump on an air-filled cushion. It yet further contemplated embodiments the player's jumping action may be detected by switches or sensor in a flexible floor pad.
Even though numerous characteristics and advantages of the embodiment have been set forth in the foregoing description, together with details of the methods and systems and function of the embodiment, the disclosure is illustrative only, and changes may be made in detail, especially in the matters of the options, and for example, arrangement of scoring zones within the principles of the present disclosure to the full extent indicated by the broad general meaning of the terms in which the appended claims are expressed.