Interactive projectile-discharging toy

Information

  • Patent Grant
  • 6244260
  • Patent Number
    6,244,260
  • Date Filed
    Friday, January 28, 2000
    24 years ago
  • Date Issued
    Tuesday, June 12, 2001
    23 years ago
Abstract
An electronic game includes a device that is held or worn by a player, and a housing. The device includes an emitter that emits a signal in response to player input. The housing includes a controller and a detector that detects the signal from the emitter and provides an electrical signal to the controller indicating the location of the emitter. The housing further includes a magazine for storing objects, and a fire mechanism coupled to the magazine and controlled by the controller to fire a stored object at the implement when the controller determines that the detector has detected an emitted signal from the emitter.
Description




TECHNICAL FIELD




This invention relates to an interactive projectile-discharging toy.




BACKGROUND




Projectile-discharging toys are well known. For example, in U.S. Pat. No. 5,471,967, a toy in the shape of a pistol discharges a disc when a player presses a trigger on the toy.




SUMMARY




In one general aspect, the invention provides an electronic game that includes a housing and device that is held or worn by a player. The device includes an emitter that emits a signal. Moreover, the housing includes a controller and a detector that detects the signal from the emitter and provides an electrical signal to the controller indicating the location of the emitter. The housing further includes a magazine for storing objects, and a fire mechanism coupled to the magazine and controlled by the controller to fire a stored object at the device when the controller determines that the detector has detected a signal from the emitter.




Embodiments may include one or more of the following features. For example, the device may include a speaker that emits one or more audio signals in response to player input. The emitter also may emit the signal in response to player input.




The emitter may include a light emitting diode, and the signal emitted from the emitter may be an electromagnetic signal. The emitter may be configured to emit the electromagnetic signal in the infrared wavelength region, and the detector may be configured to detect the electromagnetic signal emitted in the infrared wavelength region. To this end, the detector may include a photodiode detector. The detector also may be configured to detect a signal based on characteristics of the signal.




The electronic game may further include a supporting post on which the housing is mounted. When this is the case, the housing may include a mechanical rotator that is electrically controlled by the controller and is coupled to the post. The controller may determine that the emitted signal has been detected by causing the rotator to rotate the housing relative to the post and toward the signal. The controller may further determine whether a value of the electrical signal remains above a predetermined threshold for a predetermined period of time. When the controller determines that the detector has detected an emitted signal from the emitter, the controller may cause a speaker in the housing to emit an acoustic warning signal. The acoustic warning signal may be based on input from the player.




The housing may include a speaker controlled by the controller to emit an acoustic signal. The controller may thus cause the speaker to emit an acoustic game over signal when the controller determines that a predetermined number of objects have been fired from the magazine.




The object may be a sponge-like material and shaped in the form of a disc.




Other features and advantages will be apparent from the following description, including the drawings, and from the claims.











DESCRIPTION OF DRAWINGS





FIG. 1

is a perspective view of a game involving a toy body and a device held by a player.





FIG. 2

is a perspective view of the hand held device of FIG.


1


.





FIG. 3

is a block diagram of the hand held device of FIG.


2


.





FIGS. 4A and 4B

are, respectively, front and back perspective views of the toy body of FIG.


1


.





FIG. 4C

is a cross sectional back perspective view of the toy body of FIG.


1


.





FIG. 5A

is a side cross-sectional view of the toy body of

FIG. 1

, with portions removed to illustrate the interior.





FIG. 5B

is a top cross-sectional view of the toy body of

FIG. 1

, with portions removed to illustrate the interior.





FIG. 6

is a block diagram of the toy body of FIG.


1


.





FIG. 7

is a flow diagram showing player operation of the game of FIG.


1


.





FIG. 8

is a perspective view of the game of

FIG. 1

during game play.





FIG. 9

is a flow diagram showing operation of the hand held device of FIG.


2


.





FIG. 10

is a flow diagram showing operation of the toy body of FIG.


1


.











DETAILED DESCRIPTION




In

FIG. 1

, a player


100


holds and controls a device


105


. A toy


110


produces an output when it detects a signal emitted from the device


105


. For example, the device


105


may emit a signal that is detected by the toy


110


when the player presses a button on the device


105


. The toy


110


responds to the signal by emitting or shooting an object


115


toward the player


100


.




The device


105


may be in the shape of a sword or a weapon that is used to block the object


115


shot at the player


100


. The device


105


is preferably made of a durable, safe, and inexpensively fabricated material, for example, plastic. To facilitate shipping, the device


105


may be formed into several pieces that may be easily assembled by the player without the aid of additional tools. The pieces may mate with each other using any suitable fastening mechanism, such as, for example, using matching threads formed on the pieces.




The toy


110


includes a base


117


that supports a post


120


that couples to a body


125


. The body


125


rotates relative to the post


120


during game play. The base


117


, post


120


, and body


125


are made of plastic, with individual smaller components made of rubber or plastic. To facilitate shipping, the body


125


may be made to detach from the post


120


, which also may be detached from the base


117


. These parts may mate with each other using various fastening mechanisms, including snap-fit features and mating threaded features.




The object


115


is preferably made of a resilient, compressible material, such as, for example, a sponge made of rubber, cellulose, or plastic, to prevent injury to the player


100


. In particular, the object


115


may be made of vinyl chloride, a blow-formed article of urethane foam, or a polyethylene foam. Moreover, to increase aerodynamics and facilitate shooting, the object


115


is shaped in the form of a toroidal disc.




Referring also to

FIG. 2

, the device


105


includes a handle


200


shaped to fit the player's hands. For example, a grooved side


205


may be shaped into the handle


200


to help the player grip the device


105


. The device


105


also includes an upper segment


210


connected to the handle


200


. An on button


215


is formed into the handle


200


to control electronics positioned within the device, such as a speaker, a power source, a controller, and one or more light emitters


220


.




The light emitters


220


are positioned along an outer perimeter of the device


105


at unobstructed positions. For example, a light emitter


220


may be placed at the top of the handle


200


and away from the player's hands. The light emitter


220


may be a light emitting diode (“LED”) that emits electromagnetic radiation in the infrared wavelength region. In this way, the light emitted from the device


105


is invisible to the player, which makes the game more entertaining.




The speaker may be positioned within the handle


200


. Holes or slots


225


are formed in the handle to permit sound from the speaker to emanate from the device without being muffled.




Referring also to

FIG. 3

, the handle


200


contains the power source


300


, which may be one or more batteries retained in a battery holder (not shown). The controller


305


is also housed within the handle


200


. The controller


305


receives input from the power source


300


and the on button


215


. In response to this input, the controller


305


operates the light emitters


220


and the speaker


310


. The electrical components—controller


305


, power source


300


, light emitters


220


, and speaker


310


—are retained in the handle


200


to enable the player to easily maneuver the device during play.




Referring also to

FIGS. 4A-C

, the body


125


includes a barrel


400


for launching the objects


115


, and a supply section or magazine


405


coupled to the barrel


400


through a firing mechanism. The magazine


405


is used for loading the objects


115


from the top of the body


125


and supplying the objects,


115


to the barrel


400


. When an object is fired, the fire mechanism seizes an object


115


from the magazine


405


and launches that object through the barrel


400


.




The body


125


also includes signal detectors


410


, such as, for example, photodiode detectors, for detecting the radiation emitted by the light emitters


220


of the device


105


. As such, the signal detectors


410


may be optimized based on the wavelength of the emitted light.




An on button


415


is used for turning on the body


125


. Additionally, a speaker, a power source, and a body controller are housed inside the body


125


. Slots


420


are formed on the body


125


to permit sound to freely emanate from the speaker in the body


125


.




A compartment


430


is formed on the bottom of the body


125


to house the power source. The compartment


430


may be opened and closed using, for example, a screwdriver or a snap-fit feature. A rotator


435


couples the body


125


to the post


120


. The rotator


435


grips the post


120


and causes the body


125


to rotate around the longitudinal axis of the post


120


.




Several exterior cosmetic features may be incorporated into the design of the body


125


as shown in

FIGS. 4A-C

. Such features contribute to an android-like appearance of the body


125


. For example, an antenna


440


, various knobs


445


, or wires


450


may be placed on the body


125


.




Referring also to

FIGS. 5A and 5B

, the magazine


405


is shaped to hold the objects


115


. For example, if the objects


115


are disc-shaped, then the magazine


405


may be a cylinder with a diameter somewhat wider than the diameter of the objects. The magazine


405


includes a top lid


500


that is pivotally opened using a knob


425


. When the top lid


500


is pivoted to an open position, the objects


115


can be loaded into the magazine


405


. When the top lid


500


is pivoted to a closed position, the objects


115


are retained in the magazine


405


.




Inside the toy body


125


, a trigger motor


505


couples to a trigger mechanism


510


which includes a four-joint rotational chain mechanism between links


515


,


520


and the toy body


125


. When the trigger motor


505


activates the trigger mechanism


510


, link


520


is caused to rotate via link


515


. As link


520


is rotated, the objects


115


held in the magazine


405


are forcibly fed to a discharging position.




Pawls


525


,


530


are provided on the surface of link


520


to help facilitate this feeding action. The pawls


525


,


530


both project into the upper compartment of the barrel


400


. Of the two pawls, the pawl


525


confronts a hole in the object


115


held at the bottom of a stack of the objects


115


and functions as a stop for that bottom-most object


115


. The pawl


530


is brought into contact with the rear portion of the bottom-most object


115


and functions to forcibly feed the object


115


to the discharging position when the trigger mechanism


510


is activated by the trigger motor


505


.




Inside the toy body


125


, a discharge or fire motor


535


couples to and rotatably drives a discharge mechanism that includes a driving roller


540


located near the barrel


400


. The discharge mechanism also includes an idler roller


545


located on the other side of the barrel


400


so as to hold the object


115


between the two rollers.




In operation, the object


115


located at a position of the magazine


405


(a position indicated by the letter “A” in

FIG. 5B

) is fed to the discharging position (a position indicated by the letter “B” in

FIG. 5B

) by the trigger mechanism


510


. The object


115


so fed is designed to be discharged forward by virtue of the rotation of the driving roller


545


.




Detail of design and implementation of the trigger and discharge operations may be found in U.S. Pat. No. 5,471,967 issued on Dec. 5, 1995 to Matsuzaki et al., which is incorporated herein by reference.




Referring also to

FIG. 6

, the body


125


contains the power source


600


, such as, for example, a battery that is retained in the compartment


430


. The controller


605


is housed within the body


125


and receives input from the on button


415


, the power source


600


, and the signal detectors


410


. Based on this input, the controller


605


controls the speaker


610


, motors


505


,


545


, and a motor


615


that mechanically controls movement of the rotator


435


. The controller


605


performs these tasks using additional information obtained from a processor


635


, memory


640


, a clock


645


, and a counter


650


.




Referring also to

FIG. 7

, the player


100


operates the game according to a procedure


700


. The player


100


loads the objects


115


into the magazine


405


(step


705


) and places the toy


110


in an open area (step


710


). This setup reduces the chances that signal reflections from the device


105


will reach the signal detectors


410


, which could potentially cause the toy body


125


to operate erratically.




After the player


100


turns on the toy body


125


using the on button


415


(step


715


), the player


100


selects a play level (step


720


) by pressing the on button


415


a preset number of times. For example, if the player


100


wishes to play at an easy play level, the player presses the on button


415


once, and if the player


100


wishes to play at a harder play level, the player presses the on button


415


twice. The play level indicates a level of difficulty in playing the game. At an easy play level, the toy body


125


may warn the player


100


with a preset number of sounds before shooting the object


115


at the player


100


. On the other hand, at a harder play level, the toy body


125


may provide a shorter-duration warning, or no warning at all, to the player


100


before shooting the object


115


at the player


100


.




Referring also to

FIG. 8

, the player


100


stands with the device


105


within a predetermined range ΔD


800


of distances from the body


125


(step


725


). The predetermined range ΔD is based on the wavelength of the radiation (shown as wavefront


805


) emitted from the device


105


, the signal detectors


410


in the toy body


125


, and the shape of the radiation from the emitter


220


. When the signal detector


410


is too close to the emitter


220


, the detector


410


may not be in the path of the emitted radiation. Whereas when the signal detector


410


is too far from the emitter


220


, the signal may be too weak for the detector


410


to detect.




The player


100


grips the handle


200


and presses the on button


215


to turn on the device


105


(step


730


). This activates the signal emitters


220


and the speaker


310


. If the player


100


requires a rest during game play, the player may release the on button


215


for a preset number of seconds before the device


105


turns off.




When the toy body


125


shoots an object


115


through the barrel, the player


100


moves the device


105


toward the object


115


to block or strike the object


115


(step


735


). When all of the objects


115


have been fired from the toy body's barrel


400


(that is, there are no objects


115


remaining in the magazine


405


), the player


100


determines the score based on the total number of objects blocked (step


740


).




Referring to

FIG. 9

, during game play, the device controller


305


performs a procedure


900


. First, the controller


305


determines whether the device is activated by, for example, detecting whether the player has pressed the on button


215


(step


905


). If the controller


305


determines that the device is activated, the controller


305


emits light or electromagnetic radiation from the light emitters


220


(step


910


), and emits one or more sounds from the speaker


310


(step


915


).




Referring to

FIG. 10

, the toy body controller


605


performed a procedure


1000


during game play. The controller


605


determines the play level input by the player


100


by counting the number of times the player presses the on button


415


(step


1005


). Based on the play level, the toy body controller


605


selects an acoustic warning signal to be emitted by the speaker


610


before firing of the object from the barrel (step


1010


). The acoustic warning signal may be set to include at least three beeps for an easy play level or at least two beeps for a harder play level.




The toy body controller


605


then scans the surrounding area for emitted electromagnetic radiation (step


1015


). The controller


605


scans the area by first activating the motor


515


. The motor


515


, under control of the controller


605


, moves the rotator


435


and causes the toy body


125


to rotate around the post


120


(shown as arrows


810


,


815


in FIG.


8


). In this way, the signal detectors


410


are able to scan a complete 360° around the post for the emitted light.




The toy body controller


605


determines whether light is emitted from the implement


105


(step


1020


) by analyzing the output from the detector


410


. The output from the detector


410


is an electrical signal that indicates energy of the detected electromagnetic radiation. If the controller


605


determines that the device


105


is emitting electromagnetic radiation (step


1020


), then the toy body controller


605


tracks the emitted radiation until it pinpoints the location of the implement


105


(step


1025


). The controller


605


tracks the emitted radiation by adjusting an output signal to the motor


615


. The motor


615


moves the toy body via the rotator


435


in response to the analyzed output signal from the detector


410


. In particular, the motor moves the toy body until a peak in the signal is detected, with the peak indicating that the toy body is facing the device. The controller


605


tracks the emitted radiation for a period of time before firing to reduce the possibility that stray light has been erroneously detected.




Once the controller


605


determines the location of the device


105


(step


1025


), the speaker


610


emits the acoustic warning signal based on an electrical signal it receives from the controller (step


1027


). The electrical signal depends on the play level determined at step


1005


.




After emitting the acoustic warning signal, the controller


605


sends a trigger signal to the motor


505


, which activates the trigger mechanism


510


to forcibly feed an object


115


into the discharge location. Then the controller


605


sends a fire signal to the discharge motor


535


, which activates the fire mechanism (driving roller


540


and idler roller


545


) to shoot an object


115


through the barrel


400


and toward the location of the emitted electromagnetic radiation (step


1030


).




After an object


115


has been fired, the controller


605


determines whether there are any more objects


115


left in the magazine


405


(step


1035


) by counting the number of objects


115


that have already been fired. Because a predetermined number of objects


115


can fit into the magazine


405


, the controller


605


counts the number of times that the fire mechanism has been activated.




If there are more objects remaining in the magazine, then the controller


605


continues to scan the surrounding area for emitted light from the device (step


1015


). If there are no more objects remaining in the magazine, then the controller


605


sends a game over signal to the speaker


610


. The speaker


610


then emits an acoustic game over signal (step


1040


) to indicate that all the objects have been fired. The acoustic game over signal may correspond to a voice of the android-like object. For example, the android-like object may give a speech when all objects have been fired. Once the player


100


hears the acoustic game over signal, the player can then count up the number of blocked objects to determine a score.




The toy


110


and device


105


may be used in a game in which the toy


110


represents a spy probe that locates the player. The spy probe, upon finding the player, releases a message disc (represented by the object) that informs the owner of the spy probe of the location of the player. The player's goal is therefore to block the message discs from ever reaching the owner of the spy probe. At the end of the game, the speaker


610


, under control of the controller


605


, would emit an acoustic game over signal that corresponds to the voice of the spy probe owner.




Other embodiments are within the scope of the following claims. For example, the LED or light emitter


220


may emit light of other wavelengths, for example, in the visible region. Likewise, the signal detectors


410


may detect light at wavelengths corresponding to the expected wavelength of light emitted from the light emitters


220


.




To facilitate game play, the objects


115


may be made of different colors. Each color may represent a different point value. For example, when the player blocks an object of a blue color, the player receives, 5 points, whereas when the player blocks a yellow object, the player receives 1 point. The object


115


may be shaped into any form that facilitates aerodynamics, for example, spherical or toroidal forms would be suitable shapes.




The player may press the on button


215


to turn on the device


105


and then press the on button


215


to turn off the device


105


.




The device may be designed to emit an acoustic signal and the toy body may be designed with acoustic detectors to detect the acoustic signal.




The rotator may cause the body to rotate around an axis other than the longitudinal axis of the post, giving the signal detectors the ability to scan through a wider range for the emitted light.



Claims
  • 1. An electronic game comprising:a device that is held or worn by a player, the device including an emitter that emits a signal; and a housing that includes: a controller, a detector that detects the signal from the emitter and provides an electrical signal to the controller indicating the location of the emitter, a magazine for storing objects, a fire mechanism coupled to the magazine and controlled by the controller to fire a stored object at the device when the controller determines that the detector has detected an emitted signal from the emitter.
  • 2. The electronic game of claim 1, wherein the device includes a speaker that emits one or more audio signals in response to player input.
  • 3. The electronic game of claim 1, wherein the emitter emits the signal in response to player input.
  • 4. The electronic game of claim 1, wherein the emitter includes a light emitting diode.
  • 5. The electronic game of claim 1, wherein the signal emitted from the emitter is an electromagnetic signal.
  • 6. The electronic game of claim 5, wherein the emitter is configured to emit the electromagnetic signal in the infrared wavelength region.
  • 7. The electronic game of claim 6, wherein the detector is configured to detect the electromagnetic signal emitted in the infrared wavelength region.
  • 8. The electronic game of claim 1, wherein the detector includes a photodiode detector.
  • 9. The electronic game of claim 1, wherein the detector is configured to detect a signal based on characteristics of the signal.
  • 10. The electronic game of claim 1, further comprising a post, wherein the housing includes a mechanical rotator that is electrically controlled by the controller and is coupled to the post.
  • 11. The electronic game of claim 10, wherein the controller determination that the emitted signal has been detected includes causing the rotator to rotate the housing relative to the post and toward a signal source.
  • 12. The electronic game of claim 11, wherein the controller determination that the emitted signal has been detected further includes determining whether a value of the electrical signal remains above a predetermined threshold for a predetermined period of time.
  • 13. The electronic game of claim 12, wherein the controller causes a speaker in the housing to emit an acoustic warning signal when the controller determines that the detector has detected an emitted signal from the emitter.
  • 14. The electronic game of claim 13, wherein the acoustic warning signal is predetermined and configured by the player.
  • 15. The electronic game of claim 1, wherein the housing includes a speaker controlled by the controller to emit an acoustic signal.
  • 16. The electronic game of claim 15, wherein the controller causes the speaker to emit an acoustic game over signal when the controller determines that a predetermined number of objects have been fired.
  • 17. The electronic game of claim 1, wherein the object is made of a sponge-like material and is disc-shaped.
  • 18. An electronic game comprising:a device that is held or worn by a player, the device including an emitter that emits an electromagnetic signal in response to player input; a post; a housing mounted on the post and including: a controller, a mechanical rotator coupled to the post and controlled by the controller to rotate the housing relative to the post and toward the emitter; a detector that detects the electromagnetic signal from the emitter and provides an electrical signal to the controller indicating the location of the emitter, a magazine for storing objects, a fire mechanism coupled to the magazine and controlled by the controller to fire a stored object at the device when the controller determines that the detector has detected an emitted signal from the emitter; wherein the controller determines that the detector has detected an emitted signal by determining whether a value of the electrical signal remains above a predetermined threshold for a predetermined period of time.
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Number Name Date Kind
3568199 Hartness Mar 1971
3589719 Glass et al. Jun 1971
3785358 D'Angelo et al. Jan 1974
3849931 Gulley, Jr. Nov 1974
4097917 McCaslin Jun 1978
4181911 Black Jan 1980
4915384 Bear Apr 1990
4938483 Yavetz Jul 1990
4973052 Conti Nov 1990
5271627 Russell et al. Dec 1993
5471967 Matsuzaki et al. Dec 1995
5505463 Hirose et al. Apr 1996
5611322 Matsuzaki et al. Mar 1997
5878956 Djukastein et al. Mar 1999