The present Non-Provisional patent application claims priority and reference to the pending Provisional patent application, ‘Boxing Game,’ 63420199 by the Applicant Daniel Slade filed Oct. 28, 2022 expressly and implied in its entirety.
The viewing of professional competitions and leagues has been a favorite pastime for generations. However, there is a great deal of speculation among fans over whether a champion of present would triumph over a previous legend. There have been no products available as original equipment or as an aftermarket to address this market.
Boxing and MMA (mixed martial arts) training have become increasingly popular sports among individuals globally. The structure of modern training targets, however, have a great tendency of fracturing individual's joints and are unstable when users try emulating a real fight. The current targets used for this vigorous training frequently move, fall over and wing back and forth thus creating an unrealistic fight experience and leads to an inaccurate aim. There have been no products available as original equipment or as an aftermarket to address this problem.
An apparatus that lets a recent boxing champion compete against a champion from the past is not being met by any known device or system at present. There have been no products available as original equipment or as an aftermarket to address this problem either.
There exists a need for an apparatus that is not being met by any known or disclosed device or system of the present market for virtually fighting peers and past boxing legends.
The main purpose of the boxing game is to allow users to engage with the current and former sports champions and specifically, boxing legends within a gaming app. A mount supports springs to the boxing dummy. A frame is attached to the mount via the springs. The frame includes adjustable tracks for a height adjustment relative to the mount. The boxing dummy includes pads near a head and hands and optionally feet of the boxing dummy and is attached to the frame via the plates.
The boxing apparatus includes a boxing dummy with a head and shoulders and a speaker in the head and a left hand paddle and a right hand paddle each attached to the shoulders via a spring concentric to a rod with a variable penetration into the spring. The boxing apparatus also includes an attribute box configured to measure a player boxer attribute including a hand speed, a hand strength and a handedness and configured to electronically store, match and retrieve the hand speed, the hand strength and handedness. The boxing apparatus further includes a stepper motor in a mechanical connection with the rod and in an electrical connection with the attribute box and configured to cause the variable penetration based on the player boxer attribute.
Furthermore, a player boxer matches a remote player boxer through the boxing apparatus in a wireless communication with a remote boxing apparatus. Therefore, a match comprises the player boxer's hand speed vs. the remote player boxer's hand speed and the latter larger than the former indicated by a yell sound from the head speaker. Similarly, a match comprises the player boxer's hand strength vs. the remote player boxer's hand strength and the former larger than the latter indicated by a yell sound from the remote head speaker.
Applications of the present disclosure include a boxing dummy represented by an icon and the attribute box and connections there between are virtual and matches are managed by a cell phone application and non-transient computer circuits.
Throughout the description, similar reference numbers may be used to identify similar elements depicted in multiple embodiments. Although specific embodiments of the invention have been described and illustrated, the invention is not to be limited to the specific forms or arrangements of parts so described and illustrated. The scope of the invention is to be defined by the claims appended hereto and their equivalents.
Reference will now be made to exemplary embodiments illustrated in the drawings and specific language will be used herein to describe the same. It will nevertheless be understood that no limitation of the scope of the disclosure is thereby intended. Alterations and further modifications of the inventive features illustrated herein and additional applications of the principles of the inventions as illustrated herein, which would occur to one skilled in the relevant art and having possession of this disclosure, are to be considered within the scope of the invention.
The present disclosed boxing game also known as the “Professional Boxing Time Machine” solves the dilemma of sports fans pondering whether current names of the boxing or sports world would be capable of defeating the names of previous generations, via a programmed experience. Expanding upon the technology used to rank players, the professional boxing time machine allows the user to not only compete with active eligible players in applicable sports leagues but also grants the user the option to compete against players of the past via a digital representation. The representation of the sporting professionals features a comprehensive portrayal of the player's body structure, accumulated personal statistics, physical capabilities and attributes, hand and foot speed and handedness (left or right), technique, etc. —all of which are based on accurate metrics/performances of the athlete—and that are customizable to the user within the platform. Designed to be compatible with iPhones and Android smartphones, the professional boxing time machine permits one to create an account and incorporate his or her imagery and talents into an avatar capable of battling against professional athletes in various sporting leagues.
Furthermore, a player boxer matches a remote player boxer through the boxing apparatus in a wireless communication with a remote boxing apparatus. Therefore, a match comprises the player boxer's hand speed vs. the remote player boxer's hand speed and the latter larger than the former indicated by a yell sound from the head speaker. Similarly, a match comprises the player boxer's hand strength vs. the remote player boxer's hand strength and the former larger than the latter indicated by a yell sound from the remote head speaker.
The Boxing Dummy introduces a novel spring technology that creates a more lifelike boxing experience and therefore facilitates an accurate, intense striking response for the user. The boxing apparatus can be easily mounted on concrete, block, or stud walls and adjusted based on the user's height and reach offering options in height 6″ up or down, based on a user. The boxing apparatus has tension springs welded within to mimic a real strike motion as these highly flexible springs ensure the target moves in the direction the user is striking, whether a punching or kicking action, while simultaneously absorbing joint stress as the spring compresses and springs back. The Spring Impact primary body target is strategically designed in half round cylinder shape to ensure users are able to perform full body strikes in a variety of angles while adjustment pins on the frame rails will also enable multiple users to train on the same boxing target; thus, ensuring various people are capable of training simultaneously. This innovative, top quality product provides a versatile, authentic, method for boxing and other fighting training including mixed martial arts and kick boxing.
Although the operations of the method(s) herein are shown and described in a particular order, the order of the operations of each method may be altered so that certain operations may be performed in an inverse order or so that certain operations may be performed, at least in part, concurrently with other operations. In another embodiment, instructions or sub-operations of distinct operations may be implemented in an intermittent and/or alternating manner.
Number | Date | Country | |
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63420199 | Oct 2022 | US |