BACKGROUND OF THE INVENTION
The present invention has the ability to imitate real, full scale vehicles and rider's jumping techniques. The vehicles involved are non-motorized: skateboards, and motorized: dirt bikes, quad bikes, and monster trucks.
One technique: The Long Runway Technique requires a long runway on flat ground approach to a ramp. This allows the vehicle to gain high speed on the flat then to shut off the throttle at the base of the ramp then roll over the ramp face and peak edge for a safe, direction controlled jump.
Another technique: The Short Runway Technique involves a short run-up to the jump face. This technique demands that you accelerate all the way up the jump face then shut off the power to the rear wheel or wheels at the last split second before the rear wheel or wheels pass the peaked edge of the ramp. This technique can result in amazing jump distances, especially if the rear suspension is compressed on the way up the jump face and then suddenly released as the rear wheel passes the ramps peaked edge. This springs the vehicle upward and outwards adding height and overall distance to the jump. The last minute shut-off of power to the rear wheel prevents an unwanted front wheel high jump or flip upon take off.
This short runway technique is the most difficult and requires the most skill. But on some tracks can mean the difference between jumping over obstacles and saving time or not jumping and losing precious seconds resulting in slow lap times.
SUMMARY OF THE INVENTION
The present invention allows the player to imitate a motorized and non-motorized vehicle's jumping techniques by the use of magnetic sticks and magnetic toy vehicles using flicking techniques assisted by jump plates.
For instance, involving the Long Runway Technique: a full jump plate is placed under the take off ramp allowing a straight by-pass without having to flick the vehicle free from the magnetic pull. This jump plate automatically separates the magnetic stick from a magnetic vehicle allowing the vehicle to smoothly and evenly roll over the entire jump face and peaked edge.
When imitating the Short Runway Jumping Technique there is no jump plate at all. The vehicle is flicked off at the last second at the peak of the jump face. This allows the vehicle to gain speed all the way up the jump face and then the stick twists at the last second as the vehicle reaches the peaked edge of the ramp as to flick the vehicle off giving a boosted send off.
The vehicles can have spring loaded rear axles to further propel their jumping distance just like a real Moto X rider doing a seat bounce jump, or a monster truck doing a ramp blast take off.
With the added variety offered by the skatepark's vert ramp hits and the quarter pipes non-vert hits that require their own flick off techniques, it becomes apparent that a wide array of action moves are possible with these magnetic sticks and magnet loaded vehicles.
For the most part this action is made possible by the exact magnetic pull formula allowing smooth action and enabling players to improve their skills at this toy action game.
Once a player has the feel for the magnetic pull and develops a skillful light touch, things start to happen. This sensitivity in “stick handling” is the breakthrough the player usually experiences by the second time he plays, and is able to achieve precise aim and controlled speed going into a move.
BRIEF DESCRIPTION OF DRAWINGS
FIG. 1 is a side, overhead view of a miniature skatepark
FIG. 2 is a side view of a magnetic bottomed skateboard being flicked off a jump without the use of a jump plate
FIG. 3 is a side view of a magnetic bottomed skateboard being flicked off a jump with the use of a half-flick jump plate
FIG. 4 is side view of a magnetic bottomed skateboard being flicked off a jump with the use of a full jump by-pass plate
FIG. 5 is a side view of magnetic tipped stick
FIG. 6 is a side view of magnetic tipped stick and magnet insert
FIG. 7 is a side view of variable angle magnetic tipped stick
FIG. 8 is a side view of variable angle magnetic tipped stick and magnet insert
FIG. 9 is a side view of retractable magnetic tipped stick and magnet insert
FIG. 10 is a side view of retractable magnetic tipped stick and retractable mechanism and magnet insert
FIG. 11 is top view of miniature skateboard
FIG. 12 is a side view of miniature skateboard and magnetic keel
FIG. 13 is a bottom view of miniature skateboard and magnetic keel
FIG. 14 is an end view of miniature skateboard and magnetic keel
FIG. 15 is an end view of skateboard and rider arms spread
FIG. 16 is an end view of skateboard and rider arms spread tipped over
FIG. 17 is an overhead view of skateboard and rider arms spread with different angles
FIG. 18 is a side, overhead view of a miniature monster truck stadium
FIG. 19 is a side view of tongue and groove construction of running surface
FIG. 20 is a side and exploded view of Rad Stop and magnet insert
FIG. 21 is a side view of miniature monster truck and magnetic keel
FIG. 22 is an end view of miniature monster truck and magnetic keel
FIG. 23 is a side, overhead view of a miniature supercross stadium
FIG. 24 is a side view of quad and rider
FIG. 25 is an end view of quad and rider
FIG. 26 is a side view of miniature quad and magnetic keel
FIG. 27 is an end view of miniature quad and magnetic keel
FIG. 28 is a side view of miniature dirt bike and magnetic keel
FIG. 29 is an end view of miniature dirt bike and magnetic keel
FIG. 30 is a top view of miniature dirt bike
FIG. 31 is a side view of dirt bike and rider
FIG. 32 is an end view of dirt bike and rider
FIG. 33 is a side view of dirt bike and rider with magnetic stick and compressed suspension and extended suspension without magnetic stick
FIG. 34 is an end view of four miniature, magnetic keeled vehicles
DETAILED DRAWING DESCRIPTIONS
FIG. 1
FIG. 1 shows a side, overhead view of a miniature skatepark. It has a quarter pipe 13, a vert ramp 11, a half pipe 14, a half pool 9 with a ride around platform 10. It has a rip curl 8 that sends the skateboard and rider 18 across the park in a barrel roll. It also has a recovery gutter 12 that sends the riders 18 out thru a tunnel 16 on to the flats 15 where the skateboard and rider can be picked up again by the magnetic stick 17 to drag and flick into another ride. Also shown in FIG. 1 are out of the way legs 19 and a clear plastic fence 5.
FIG. 2
FIG. 2 shows how a magnetic keel 35 bottomed vehicle 18 is dragged then flicked off at the base of a jump sending the vehicle 18 airborne. Note: the underside of the jump is fully open for a full flick send-off.
FIG. 3
FIG. 3 shows how a magnetic keel 35 bottomed vehicle 18 is flicked off with the assistance of a half-flick jump plate 2. The half-flick plate 2 diminished the need to flick fully, making it easier to send a vehicle 18 strait off the ramp.
FIG. 4
FIG. 4 shows how a magnetic keel 35 bottomed vehicle 18 is flicked off with the assistance of a full jump by-pass plate 1. The jump by-pass plate 1 allows the player to make a strait by-pass of the jump face without flicking, but requires a higher approach speed to equal the flicked jump's distance.
FIG. 5
FIG. 5 shows the magnetic tipped stick 17 with an angled magnet case tip 3.
FIG. 6
FIG. 6 shows a see through view of the magnetic tipped stick 17 revealing the plastic encased rare earth magnet 22. The rare earth magnet 22 is also shown by itself outside the magnetic tipped stick 17 and case 3.
FIG. 7
FIG. 7 shows the variable angle magnetic stick 59 with the embossed hold-fast dial 60 and the adjustable angle magnet case tip 57.
FIG. 8
FIG. 8 shows a see through view of the variable angle magnetic stick 59 revealing the plastic encased rare earth magnet 22. The rare earth magnet 22 is also shown by itself outside the adjustable angle magnet case tip 57. Also shown are the hold-fast guides 58 that work with the embossed hold-fast dial 60.
FIG. 9
FIG. 9 shows the retractable magnetic tipped stick 20 with an angled, extended magnet case tube 30, and a retractable magnetic case 21. The case 21 is also shown outside the retractable stick 20 by itself.
FIG. 10
FIG. 10 shows a see through view of the retractable magnetic tipped stick 20 revealing the mechanisms that allow the magnetic case to retract and return. The magnetic case consists of an outer case 21, an aluminum eyelet 24, a rare earth magnet 22, and some plastic filler 23. The magnetic case is drawn down by an aluminum cable 27 attached to the eyelet 24 and guided by two roller pins 26 to a trigger 28. The spring 25 ensures prompt return.
FIG. 11
FIG. 11 shows a top view of the self-righting miniature skateboard 18 and deck 32. The wheels 33 are shown extending out-board of the skateboard deck 32.
FIG. 12
FIG. 12 shows a see through view of the self-righting miniature skateboard 18 and deck 32 showing the rare earth magnet 22 that can be placed differently for different effects. The skateboard keel 35 is also shown, made of non-magnetic metal creating a low center of gravity. The stationary wheel hangers 34 are also shown providing strait-on steering into a maneuver. The wheels 33 have round corners to help the board and rider 18 to self-right. FIG. 8 also shows the plastic keel case 4.
FIG. 13
FIG. 13 shows a see through view of the self-righting skateboard 18, deck 32 and wheels 33 with hangers 34. It shows the tapered shape of the skateboard keel 35. The rare earth magnet 22 is shown in the forward position.
FIG. 14
FIG. 14 shows an end view of the self-righting skateboard 18 and deck 32 with wheels 33, hangers 34 and tapered keel 35.
FIG. 15
FIG. 15 shows an end view of the self-righting skateboard and rider 18 with arms spread out like outriggers. Notice how the rider is crouched for a low center of gravity and the arms are spread out and down.
FIG. 16
FIG. 16 shows an end view of the self-righting skateboard and rider 18 tipped over showing how the spread out arms keep the board and rider from falling past the recovery point, allowing the skateboard's keel 35 to tip the board and rider back on all four wheels.
FIG. 17
FIG. 17 shows an overhead view of the self-righting skateboard and rider 18 showing the arms spread and the dotted lines showing different angles that the arms can be set at and still be effective to self right the board and rider. This allows the manufacturer to produce a variety of different rider styles and looks.
FIG. 18
FIG. 18 shows a monster truck stadium. This stadium design allows two players to race against each other at the same time. The monster trucks 36 take off from equal starting lines then flick air off the junkyard jump 43, drag around the banked turn 45, then flick big air off the long jump 41 to the long jump down-side 44 into the recovery gutter 12, out the return tunnel 16 where the player magnetically picks up the monster truck 36 to start another lap. On the last lap the players are able to flick mega air off the long jump 41 to stick to the Rad Stops 6 on the T-Rex 56. Magnetic sticks 17 are shown in action. The out of the way legs 19 are also shown as well as the see through fence 5.
FIG. 19
FIG. 19 shows the tongue and groove construction possible on flick and jump parks, tracks, and stadiums. This allows the manufacturer to produce these large toys in sections for shipping in smaller boxes.
FIG. 20
FIG. 20 shows the plastic case surrounding a rare earth magnet 22 inside a Rad Stop 6.
FIG. 21
FIG. 21 shows a side view of the self-righting miniature monster truck 36, showing the non-magnetic metal keel 37 surrounding the rare earth magnet 22. Both the keel 37 and magnet 22 are encased in plastic 4.
FIG. 22
FIG. 22 shows a rear view of the self-righting miniature monster truck 36 showing the chassis 38, the keel 37 and the rare earth magnet 22. The truck body 42, is also shown with the roller bar 39 that works in conjunction with the round cornered monster wheels 40 and the keel 37 to return the truck on all four wheels after a crash.
FIG. 23
FIG. 23 shows a supercross stadium. This stadium design also allows two players to race against each other at the same time. The dirt bike and rider 47 and the quad rider 46 take off from equal starting lines then drag around the banked turn 45, then flick off ramp 48, then land on the down-side of the big triple landing ramp 49, then drag around another banked turn 45, then flick air off the double jump 59, then drag through the whoop-de-doos 51 to start another lap. The magnetic sticks 17 are shown as well as the out of the way legs 19.
FIG. 24
FIG. 24 shows a side view of the self-righting quad and rider 46 showing the quad keel 52 with a low proximity to the running surface.
FIG. 25
FIG. 25 shows an end view of the self-righting quad and rider 46 with the low center of gravity keel 52.
FIG. 26
FIG. 26 shows the quad without the rider, with a see through view of the non-magnetic metal keel 52 surrounding the rare earth magnet 22 with the plastic case 4.
FIG. 27
FIG. 27 shows an end view of the quad without the rider and a see through view of the non-magnetic metal keel 52 surrounding the rare earth magnet 22 with the plastic case 4.
FIG. 28
FIG. 28 shows a side view of the self-righting dirt bike 53 without the rider. It shows a see through view of the dirt bike keel 54 showing the non-magnetic metal surrounding the rare earth magnet 22 with the plastic case 4. Also shown is a side view of a flexible balance wheel 55.
FIG. 29
FIG. 29 shows an end view of the self-righting dirt bike 53 without the rider. Also showing a see through view of the keel 54 and the metal surrounding the rare earth magnet 22 and plastic case 4. The flexible balance wheels 55 are shown as well.
FIG. 30
FIG. 30 shows a top view of the self-righting dirt bike 53 and the flexible balance wheels 55 and the dirt bike keel 54.
FIG. 31
FIG. 31 shows a side view of the self-righting dirt bike and rider 47 showing the keel's 54 low proximity to the running surface as well as a flexible balance wheel 55 touching the running surface. Note: this dirt bike does not have a sprung rear wheel and axle.
FIG. 32
FIG. 32 shows an end view of the self-righting dirt bike and rider 47 showing the keel's 54 low profile and shape and the balance wheels and flex mounts 55 touching the running surface.
FIG. 33
FIG. 33 shows a side view of the self-righting dirt bike and rider 47 with rear wheel suspension. The bike 47 on the left is shown with the magnetic stick 17 magnetically connected to the dirt bike and rider 47 through the thin walled track structure. This shows how the rear suspension is clamped all the way down while the bike 47 is being dragged around by the stick 17. This requires that the rear wheel spring has a bottom-out-stop (not shown), and that the keel 54 is set not to touch the running surface. But the balance wheels 55 are set to touch and roll.
- The bike and rider 47 on the right shows the stick 17 disconnected and the rear suspension un-weighted, revealing the ground clearance built into the keel 54 and balance wheels 55 are set high but keeps the bike and rider 47 from tipping over when free rolling and lets the bike appear to be leaned into a turn.
- This suspension loaded rear wheel (or wheels) concept can be built into all the magnetic vehicles 36, 18, 46, 47 shown in the drawings in FIG. 34 and could be built into other toy vehicles as well.
- This concept allows the player to imitate a dirt bike seat bounce jump, allowing the dirt bike and rider 47 to jump higher and farther while keeping the front wheel down.
FIG. 34
FIG. 34 shows an end view of all four magnetic keel bottomed vehicles. The self-righting monster truck 36 with it's keel 37, the self-righting skateboard and rider 18 with it's keel 35, the self-righting quad and rider 46 with it's keel 52, and the self-righting dirt bike and rider 47 with it's keel 54. These keeled vehicles all share self-righting design attributes to keep them in play. The monster truck 36 has a roll bar and round edged wheels. The skateboarder 18 has arms spread and round edged wheels. The quad rider 46 has extended elbows and round edged wheels. They all have light weight yet durable upper construction with heavy weight lower construction.