Player programmable, interactive toy for a shooting game

Abstract
The invention disclosed herein relates to a portable, player programmable, interactive toy for a shooting game played by radiating and appropriately detecting infrared light (or other radiated energy). Player sets of the toy include at least one IR emitter, at least one IR detector, and in the preferred embodiments, at least one audio or visual device. A keypad or other input device is provided for the entry of coded information to select from preprogrammed features and functions, including game modes, both prior to the start of a game and/or during a game. The interactivity includes at least two players interacting other than by detection of a hit, i.e., detection by one player of light shot by another player. The invention provides for information transfer between players to transfer or remotely activate features and functions or to remotely control another player's equipment. Programmed circuitry is provided which may be linked with other devices via an auxiliary connector or wirelessly for different purposes.
Description




BACKGROUND OF THE INVENTION




The invention disclosed herein relates to a portable, player programmable, interactive toy for a shooting game played by radiating energy, e.g., light, and detecting appropriately directed radiated energy. The programmability and interactivity include selection by a player or players, prior to the start of a game and/or during a game, of game functions and features including game modes, some or all of which are selected using preprogrammed codes entered by the player(s). The interactivity includes at least two players interacting other than by detection of a hit, i.e., detection by one player of light shot by another player.




In shooting games played by shooting some form of light and detecting when the shot light strikes a target, toys used in such games typically include a light emitter and a light detector. The light detector may be located with the target and detect light impinging on the target, or the light detector may be provided with the light emitter to detect light projected from a target. The target may be passive and simply reflect light impinging thereon, or active and incorporate a light emitter. Many remote control applications, including remote control of consumer electronics devices and toys, use transmitted and detected light. Some of the above toys and remote control devices pulse, modulate and/or code the light, which may be infrared (“IR”) light.




The “Photon” toy of Entertech includes a gun having an IR emitter, a vest having a speaker and hit indicators and a helmet having an IR detector and electronic sound transmitters, all tethered together. This toy also has a computerized target with an adjustable skill level.




The “Survivor Shot” toy of Hasbro includes a gun with an IR emitter and a head unit with an IR detector and a vibrator which vibrates when the head unit registers a hit. The gun and head unit are tethered. The gun is adjustable to project light for long range, short range, single shot and multiple shot.




The “Laser Challenge” toy of Toymax Inc. of Plainview, N. Y. has been on sale in the United States more than one year before the filing of this application. application Ser. No. 08/795,895 generally describes the “Laser Challenge” toy.




The following U.S. Pat. Nos. disclose light toys or remote control devices: 2,119,005, 2,404,653, 2,957,693, 3,202,425, 3,499,650, 3,508,751, 3,549,147, 3,870,305, 3,960,380, 3,995,376, 4,164,081, 4,171,811, 4,266,776, 4,267,606, 4,375,106, 4,426,662, 4,533,144, 4,586,715, 4,629,427, 4,718,593, 4,754,133, 4,802,675, 4,844,475, 4,898,391, 4,931,028, 5,029,872, 5,253,068, 5,375,847, 5,401,025, 5,437,463, 5,552,917, 5,656,907, 5,672,108 and 5,577,962.




There is a need for a portable, toy for use in a shooting game which provides for more interactivity, both between and among players and between a player and his equipment, than such toys provided in the past.




OBJECTS AND SUMMARY OF THE INVENTION




It is an object of the invention disclosed herein to increase the play value of toys used in shooting games by making them more interactive, and/or by providing them with more player selectable features, and/or by making them player programmable, and/or by linking them to cooperate, for example to transfer information which affects game play between or among players.




It is another object of the invention to provide novel features for toys used in shooting games, particularly features that can be programmed or selected by a player at the start of or during a game.




It is another object of the invention to provide toys for a shooting game in which the players may interact in ways in addition to shooting at an opposing player and registering and processing hits.




It is another object of the invention to provide toys for a shooting game in which interactivity between players is increased by the ability of one player to interact with another player other than by firing and registering hits.




It is another object of the invention to enable players in a shooting game to transfer information from one player's equipment to another player's toy equipment, preferably through a wireless link.




A toy for a shooting game which incorporates the invention includes at least one radiation emitter which may be configured as some type of toy gun and at least one radiation detector which may be incorporated into the toy gun or into another toy item carried by a player, or even into a self-propelled or stationary toy item. Preferred embodiments of toys incorporating the invention provide audio and/or visual effects, including sound effects and speech phrases, associated with one or more of the following: selection and/or activation of game functions and features; radiation of energy; and detection of radiated energy (“hits”) from another player's radiation emitter. In the preferred embodiment, the toy is comprises at least one light emitter, at least one light detector, and at least one audio device and/or visual device.




The at least one light emitter, light detector and audio and/or visual device may be combined into a player set which may comprise a single item of player toy equipment, or in two or more items coupled together. These items may be coupled by a wired or wireless link. “Wired link” is used herein in a broad sense and encompasses a link or coupling achieved through a tether (e.g., a cable which conducts electricity, light, sound, etc.). Similarly, “wireless link” is used herein in a broad sense and encompasses a link or coupling that does not require a tether, and includes links achieved through electromagnetic, optical (including IR), electrostatic, and acoustical (including ultrasonic) coupling.




A detector typically includes some type of sensor which senses wave energy and assists in detection thereof, although the terms detector and sensor are frequently used interchangeably. Typically a detector includes some type of circuitry which receives the output of a sensor.




An embodiment of a player set incorporating the invention disclosed herein is currently available from Toymax Inc. of Plainview, N.Y. under the mark “Laser Challenge Pro”.




The invention disclosed herein provides a portable, programmed toy for a shooting game responsive to player input to select game features and functions from a relatively large number thereof prior to and/or during a shooting game. The invention provides for player input of coded information into a toy which allows a shooting game to include a large number of selectable features and functions, many of which are unique.




The invention also provides for information transfer between players (and other equipment) to transfer or remotely activate features and functions or to remotely control another player's equipment. The invention thus provides for remote control of many features and functions. In the preferred embodiment, such transfer is activated by player input of coded information, but may be preprogrammed to be activated by controls, time, sequences, or to respond to events, etc.




Play value is enhanced in two basic ways. The large number of features and functions which may be selected or used during a shooting game adds excitement because game play is less predictable. The ability to select features and functions prior to a game adds versatility so that over time the shooting game will not become repetitive and boring. Whether playing with only the same players time after time, or with one or more changing players, game features and functions may be selected to suit the particular players, play area, play time, etc., that are selected or used during any particular game. Further, the ability to transfer information adds another dimension to shooting games played with portable toys.




Player input may be achieved in any suitable way consistent with the large number of possible selections. Keypad entry is presently preferred, which may be wired or wirelessly coupled. Although keypad switches are typically momentary contact switches responsive to a pressing or push force, the switches may be a number of two position switches which together define a code. Also, player input may be by some form of machine reading, such as optical or magnetic scanning or wireless coupling, or by program loading, for example wirelessly or with removable media. Where player input involves entering codes assigned to the various features and functions, manual and mental dexterity is an asset and enhances play value. A player who has memorized all of the codes and can enter them quickly will have an advantage over a player who has difficulty remembering or entering the codes. The same generally applies where a player has to machine read or select media to load from a large selection thereof.




The ability to transfer information and to remotely control features and functions adds surprise to a shooting game and even more unpredictability. Since the transfer may be effected wirelessly, players can be unaware of the transfer and therefore taken by surprise by the immediate or delayed action caused by or reaction to the transferred information.




Among the many play and apparatus features and functions which are believed to be unique for a portable toy for a shooting game are the following, which may be implemented in a single or plural items, and with respect to play features and functions, may be selected or activated prior to the start of a game or during a game: the transfer of information from one player to another (other than one player's equipment registering a hit when it detects radiation from another player's equipment); data entry by keypad, machine reading or program loading; display of more than one parameter, with selection of a plurality of the parameters under control of the player with which the display is associated; assignment of players to teams and indication of team assignment discernible to opposing players; selection from more than two game modes and such selection using coded data entry; selection of more that two game features and functions, other than game mode, and such selection using coded data entry; selectable disabling of hit registration, referred to below as a “blast shield”; various reload game mode options including no reloads, limited reloads and unlimited reloads; various firing options, e.g., single shot, rapid single shots resembling semi-automatic fire while the trigger is squeezed (rapid fire), bursts of shots resembling automatic fire while the trigger is squeezed (super rapid fire) and continuous timed firing for a single trigger squeeze (autoblast); selection of audio and/or visual effects (e.g., lights out mode and temporary silent or mode); removal of a hit from a player's total; a false indication of a game ending audio or visual effect; where multiple detectors are employed, disabling one or more of them, e.g., temporarily; synchronized lighting on gun to simulate firing; the apparatus may comprise a player set made up of two or more parts, e.g., a gun, a front vest and a rear vest, and visual affects on the different parts are synchronized, and two or more of the parts may include a sensor or detector. Other unique features and functions are described below.




Using preselected codes, players may select game functions and features, including game modes, and during a game can select various game functions and features of the many available.




With respect to transferring information from one player to another, the information transfer may be between players on the same or opposing teams. Examples of transferrable information include transferring coded information to enable, disable, add to or subtract from a feature or function in the apparatus of another player. The transfer may involve a change in a feature or function of the transferring player. For example, where one player has a supply of a particular feature, the player may transfer one or more of the supply to another player. This results in decrementing the transferor player's supply as well as incrementing the transferee player's supply. The transfer may also involve uploading and downloading information. Many of the features and functions described above can be affected or implemented by the transfer of information described herein.




The toy may include connectors for connecting additional items to a player set and/or for connecting a cable to link player sets or a player set with other equipment such as a computer.











BRIEF DESCRIPTION OF THE DRAWINGS




The invention is illustrated in the figures of the accompanying drawings which are meant to be exemplary and not limiting, in which like numerals in the different figures refer to like or corresponding parts, and in which:





FIG. 1

is a perspective view of a player with a player set that incorporates the invention, including a toy light projector, or gun, and a vest having a front part and a back part, each a carrying a light sensor;





FIG. 2

is a plan view of the depicted in

FIG. 1

;





FIG. 3

is an enlarged plan view of a keypad of the gun depicted in

FIGS. 1 and 2

;





FIG. 4

is an enlarged plan view of auxiliary connectors on the front vest part depicted in

FIGS. 1 and 2

;





FIG. 5

is a top view of the gun depicted in

FIGS. 1 and 2

;





FIG. 6

is a plan view of the interior side of the front vest part depicted in

FIGS. 1 and 2

;





FIG. 7

is a section view of the nozzle end of the gun depicted in

FIGS. 1 and 2

taken along line


7





7


in

FIG. 5

; and





FIGS. 8-11

are schematic diagrams of the circuitry in the depicted in FIGS.


1


and


2


.











DESCRIPTION OF THE PREFERRED EMBODIMENTS




A shooting game played with a preferred embodiment of the inventive toy includes a plurality of inventive player sets


10


(FIGS.


1


and


2


), each of which includes a toy light projector or light gun


12


configured as a futuristic “ray” gun, and at least one player-carried light detector which includes at least one sensor, e.g.,


14


. Alternatively, a game may be played with at least one player set


10


and at least one other compatible toy light projector gun and one other compatible toy light detector, for example as disclosed in application Ser. No. 08/795,895. In the preferred embodiment, the player set


10


includes three player-carried light sensors, a front player-carried sensor


14


, and a back player-carried sensor


15


, and a sensor


16


incorporated in the gun


12


carried by a player, all shown in

FIGS. 1 and 2

.




The front and back sensors


14


and


15


are carried by a harness or vest


18


(

FIG. 2

) comprising a front vest section


20


and a back vest section


20


. The sensors


14


-


16


are linked by sets of conductors


22


and


23


to cooperate and share components, as discussed herein. While the preferred embodiment includes three player-carried light sensors, one, two or more than three player-carried sensors may be provided, and sensors and detectors may be provided that are not carried by a player.




The front and back vest sections


19


and


20


(

FIG. 2

) of the player-worn vest


18


are adjustably fastened together by shoulder straps


24


and a back strap


25


. Mounted to the vest front part


20


(in addition to the front sensor


14


) are: a speaker


30


(

FIG. 9

) within a sound transmitting enclosure


31


; three lamps


32


(Hit and “Blast Shield” indicators) covered by a light transmitting plate


33


, an LED


36


(“Team” indicator) covered by a light transmitting plate


35


, an On/Off switch


38


, a vibrator device not shown, driven by motor


40


shown in

FIG. 9

, and three auxiliary connectors


42




a


,


42




b


and


42




c


, which in the preferred embodiment are phone jacks each covered by a respective sliding door


43


(FIG.


4


).




The connectors


42




a


,


42




b


and


42




c


may be used for linking a player set to a computer, another player set, or accessories such as another sensor or gun. When a player set is coupled to a computer via a connector


42




a-c


, data concerning hits, statistics, etc. may be up loaded and down loaded. Also, the computer can program new features and functions into a player set. When two player sets are coupled via a connector


42




a-c


, features and functions may be transferred.




Mounted to the vest back part


20


(in addition to back sensor


15


) are two lamps


45


(Hit and Blast Shield lamps) covered by a light transmitting plate


46


.




The light sensors


14


and


15


in the front and back vest sections


29


and


20


, respectively, are positioned in optical alignment with a light transmitting aperture


50


mounted to the respective light transmitting plate


33


,


46


carried by the respective vest section. The respective lamps


32


and


45


are spaced about the periphery of the respective aperture


50


.




Referring to

FIG. 6

, a vibrator device


51


is mounted within the front vest section


19


so that the inside of a housing


52


, which contacts the chest of a player, vibrates with sufficient magnitude to be easily felt by the player. A removable cover


53


provides access to a battery compartment in the front vest section


19


. The inside of the back vest section


20


is similar to the inside of the front vest section


19


. However, the back vest section


20


does not include a vibrator device and other components included in the front vest section


19


, as discussed above.




The toy light gun


12


includes, in addition to the light sensor


16


, a housing


84


(

FIG. 7

, unreferenced in

FIGS. 1

,


2


and


5


), a data input device or keypad


60


having keys or push buttons


62


-


65


, a light emitter


70


(FIG.


7


), light emitting diodes (LEDs)


74


-


76


, a lamp


78


, a trigger


80


and a digital display


82


(e.g., LCD, LED, etc.,) (FIG.


5


), all carried by and visible from the exterior of the gun housing


84


. Mounted within the gun housing


84


are a micro-switch


86


(

FIG. 8

) activated by the trigger


80


, individual switches


88


-


91


(

FIG. 8

) of the keypad


60


, and a terminal PC board (not shown) for making electrical connections between components carried by the gun housing


84


and components carried by the vest


18


. The set of conductors


23


interconnects components carried by the gun housing


84


and the vest front part


20


, and the set of conductors


22


interconnects components carried by the front and back vest sections


19


and


20


of the vest


26


.




The gun housing


84


also carries an optical system


98


(

FIGS. 7

) which projects a beam of light emitted by the light emitter


70


from the toy gun


12


that can be detected by the front and back sensors


14


and


15


of the vest


18


of another player set


10


, and by the sensor


16


of the gun of another player set


10


. In the preferred embodiment, the gun light emitter


70


(

FIG. 5

) is an IR LED which emits IR light, and the light sensors


14


-


16


are IR light sensors which detect IR light. Also, in the preferred embodiment, IR light emitter


70


emits amplitude modulated IR light in short bursts or pulses, and the sensors of another receive such modulated IR light and provide it to a controller


75


(FIG.


8


), described below.




Many modulation schemes are known in the art, and the specific type used is not critical. Any known or new suitable modulation scheme may be used. In the preferred embodiment, circuitry described below encodes light bursts by amplitude modulating them (e.g., by chopping) at a preselected frequency, and by providing different length bursts for firing and for transmitting information from one player set to another. It is practical to operate with up to about 28 different length bursts, which would allow 27 different features and functions to be transmitted or remotely controlled, plus the firing function. In the preferred embodiment, the preselected frequency is 37.9 KHz., and two different length bursts may be 1.0 ms and 1.5 ms, for example. Other suitable modulation frequencies and burst lengths may be used. Also, other modulation schemes would allow for more than 28 different codes so that even more features and functions can be transferred or remotely controlled.




The trigger


80


is spring loaded as described in copending application Ser. No. 08/795,895, and fires a single shot (pulse) of light with each trigger squeeze. Because the light emitter


70


in the toy light gun


12


is an LED, which, unlike some prior art “flash” light emitters does not require high energy to “fire”, the light emitter


70


will rapidly fire in response to rapid trigger squeezes, or in rapid succession in one of the rapid fire modes described below.




Game Functions And Features




As discussed above, a player set


10


has a number of features and functions, including a plurality of operating modes, some of which may be selected prior to the start of or during a game. A specific embodiment is described in Tables 1-5 below. However, the invention disclosed herein encompasses additional features and functions supported by the disclosure herein or apparent therefrom, variations of the game modes, features and functions described herein and new modes, features and functions, and variations in combinations and permutations thereof.




A player set


10


operates with the general game functions defined in Table 1 below.












TABLE 1











GENERAL GAME FUNCTIONS














Function








Name




Function Description











Blast (s)




A single or rapid successive bursts or shots of








light projected from a player's gun upon








pressing the trigger 80, or from an accessory








light projector.







Hit




Detection by one player's player set of a light








burst projected from another player's gun or








from an accessory light projector.







Elimination




A player is eliminated from a game when the hits








detected by that player's player set reach a








given count, e.g., 5 or 10.















The code elements listed in Table 2 below are assigned to the data input buttons


62


-


65


of the keypad


60


, which are used to enter codes to program the game to operate in a desired game mode, or to activate a game feature or function.












TABLE 2











KEYPAD CODES














Button Number




Code Element











62




1







63




2







64




3







65




E















Player selectable game features and functions include but are not limited to those listed in Tables 3 and 4, which are meant to be exemplary. Player sets


10


may be programmed to operate with variants of the features and functions listed in




Tables 3 and 4, or with other features, or with less than all of the features and functions listed in Tables 3 and 4. Almost all of the features and functions are selected by entering a code using the keypad


60


. Using three keys to enter codes, which are determined by the particular key or keys pressed and the sequence in which they are pressed, allows for the entry of up to 39 different codes. One, two or three keys may be pressed, followed by enter (“E”). Identification of the particular codes used to select or activate particular features and functions is not necessary for an understanding of the invention. Therefore, they are not listed in Tables 3 and 4. However, as an example, the code 1+1+1+E (pressing the 1 key three times followed by the enter key) may be assigned to the Reload function, and the code 1+2+3+E to the Display Reloads feature, etc.












TABLE 3











PLAYER SELECTABLE






GAME FUNCTIONS AND FEATURES













Entry by




Feature or




Feature or Function






Keypad Code?




Function Name




Description









Yes




Reload




A player's gun is initially








charged with a given number of








Blasts set by the active








(selected) Game Mode. A








reload recharges the gun with








the number of blasts set by








the active Game Mode.






Yes




Display Reloads




Causes the number of Reloads








remaining in a game to be








displayed on gun display 82.






Yes




Reset




Resets downwardly compatible








targets not forming a part of








a player set 10. (Has no








effect on the operation of the








gun 12 and IR sensors 14-16 of








a player set 10.)






Yes




Rapid Fire




Multiple sequential Blasts








while the gun trigger 80 is








pressed. After reloading, the








gun fires regular Blasts.






Yes




Super Rapid




Faster multiple sequential







Fire




Blasts than in Rapid Fire. (A








Player can only activate Super








Rapid Fire a given number of








times per game, e.g., once.)






Yes




Max Blast




Causes a biast to be projected








from a gun which when detected








by another player's player set








will register as three Hits.






Yes




Blast Shield




Disables a player set from








registering a Hit for five








seconds.






Yes




Temporary




Turns all audio off for a







Silent Mode




given time period






Yes




Blast Shield




Programs a gun when next fired







Transfer




to transfer information to add








a Blast Shield to another








player's player set.






Yes




Hit Remover




Removes a hit from the player








set of the player entering the








code.






Yes




Fake Loss




Detection of the next Hit by a








player set will cause that








player set to falsely sound








the elimination sound effect,








even though that player set is








not eliminated






Yes




Eliminator




Programs a gun when next fired








to transfer information to








another player's player set to








condition it to be eliminated








upon detecting a given number








of consecutive Hits within a








given time period






Yes




Disabler




Programs a gun when next fired








to transfer information to








another player's player set to








cause it to sound one or more








sound effects, which disables








that player set from firing








while the sound effects are








sounded.






Yes




Reverso




Programs a gun when next fired








to transfer information to








another player's player set to








cause it to emit its next shot








coded to remove a Hit from the








player set that detects it.






Yes




Shot Transfer




Programs a gun when next fired








to transfer information to add








one or more shots to another








player's player set.






Yes




Remote Reload




Programs a gun when next fired








to transfer information to








reload another player's player








set.






Yes




Remote Hit




Programs a gun when next fired







Remover




to transfer information to add








a Hit removal to another








player's player set.






Yes




Accessory




Enables a player set to







Connector




receive or transmit via a







Activation




given accessory connector 42a-








42c, and conditions the player








set to cooperate for a data








transfer or any other function








indicated by the entered code.






No




Team Selection




Multiple players may be






(Trigger





arranged into opposing teams






status when





identified by the status of






player set





the team lamp 36 (continuous






On/Off





illumination for team A and






switch 38





strobed illumination for team






is turned to





B). Team selection is made






On)





when turning the toy player








set on. Team A is selected








for a player if the On/Off








switch 38 of that player's








player set 10 is turned on








with the gun trigger 80








pressed, and Team B is








selected if the On/Off switch








38 is turned on without the








trigger pressed.














A player set


10


is programmed to operate with the exemplary player selectable game modes listed in Table 4, but may have variants, others, or not all of those listed, as discussed above.












TABLE 4











PLAYER SELECTABLE GAME MODES













Entry by








Keypad Code?




Mode Name




Functions









Yes




Competition




10 Hits for elimination








10 blasts per load








3 Reloads








3 Blast Shields








2 Max Blasts






Yes




Pro




5 Hits for elimination








10 blasts per load








1 Reload








3 Blast Shields








2 Max Blasts






Yes




Timed




Same functions as Competition








Mode, including 10 hits for








elimination, except that the game








is timed to end in 10 minutes;








the surviving player (or team)








with the fewest number of hits








wins.






Yes




Silent




Same functions as Competition








Mode, except that each player set








10 is silent except for Blank,








Reload and Keypad sounds.






Yes




No Reload




10 hits for elimination








100 blasts with no Reload








3 Blast Shields








2 Max Blasts






Yes




Lights Out




Same functions as Competition








Mode, except that all lamps and








LEDs are off with the exception








of the Team lamp.














A player set


10


is programmed to operate with the exemplary audio/video/sensory features listed in Tables 5A, 5B and 5C below, but may have others, or not all of those listed.












TABLE 5A









AUDIO (SOUND EFFECTS) FEATURES

























Sound effect for each Hit.







Warning sound effect on the Hit before Elimination.







Elimination sound effect.







Out of shots (empty) sound effect.







Reload sound effect.







Max Blast sound effect.







Blast Shield sound effect.







Keypad activation sound effect.























TABLE 5A









AUDIO (SOUND EFFECTS) FEATURES

























Sound effect for each Hit.







Warning sound effect on the Hit before Elimination.







Elimination sound effect.







Out of shots (empty) sound effect.







Reload sound effect.







Max Blast sound effect.







Blast Shield sound effect.







Keypad activation sound effect.























TABLE 5A









AUDIO (SOUND EFFECTS) FEATURES

























Sound effect for each Hit.







Warning sound effect on the Hit before Elimination.







Elimination sound effect.







Out of shots (empty) sound effect.







Reload sound effect.







Max Blast sound effect.







Blast Shield sound effect.







Keypad activation sound effect.















Electronics




The electronic circuitry of the player set


10


is shown in

FIGS. 8-11

. In the preferred embodiment, the control and processing circuitry and the speaker are located in the vest front part, and the sensors, switches, display, lamp and LED indicators and the IR LED are located as described and illustrated. However, components may be suitably located, and suitably linked, other than as specifically described and illustrated.




The controller


75


(

FIG. 8

) controls overall operation and timing of the


10


, LEDs


36


,


74


-


76


and IR LED


70


illumination and operation of the display


82


, and controller


95


(

FIG. 9

) controls the sound effects (speaker


30


), bulb illumination (bulbs


32


,


45


and


78


) and vibrator action (motor


40


). Controllers


75


and


95


are computers programmed to carry out the functions described herein, and preferably are integrated circuits. Any suitable circuit may be used for controllers


75


and


95


. In the preferred embodiment, controller


75


is a 4-bit, series W741C250 microcontroller available from Winbond Electronics Corp., of Hsinchu, Taiwan, R.O.C., and controller


95


is an ADPCM voice synthesizer, series W52512, also available from WinBond Electronics Corp. The discussion below is based on use of the series W741C250 microcontroller and the series W52512 ADPCM voice synthesizer. Either or both of controllers


75


and


95


included structure and suitable programming to perform the computing functions described herein or necessary to support the features and functions described herein, including counting and timing.




Controller


75


receives signals from and provides signals to the gun


12


and the front and back vest sections


19


and


20


. Specifically, the outputs of the light sensors


14


-


16


(

FIG. 10

) in the front vest section


19


, the back vest section


20


and the gun


12


, respectively, are coupled together in OR fashion and supplied to the “sensor” input (terminal RC


0


of the RC input port) of the controller


75


. The outputs of the keypad switches


88


-


91


are supplied to terminals RA


0


through RA


3


of the RA input/output port. The trigger switch


86


of the gun


12


is coupled to terminals RC


1


and RC


2


of the RC input port. Terminal RC


3


of the RC input port is coupled to the phone jack


42




c


to receive data from a remote device. Signals are also coupled within the vest front part


19


between controller


75


and another controller


95


(FIG.


9


).




Controller


95


includes a voice synthesizer and controls the speaker


30


(SPK output), the bulbs


23


(TG


4


/LED


2


/STPC output) and the vibrator motor


40


(STPB/BUZ


2


output) in the vest front part


19


, the bulb


78


(LED


1


output) in the gun


12


, and the bulbs


45


(TG


4


/LED


2


/STPC output) in the vest back part


20


. Controller


75


receives on the RD


0


terminal of its RD input port a busy signal output on the STPA/BUZ


1


terminal of the controller


95


. The busy signal informs the controller


75


that the controller


95


is outputting signals to the speaker, bulbs or the motor driving the vibrator device, and in response the controller


75


does not process switch and sensor inputs.




Controller


75


outputs TG


1


and TG


2


signals (on terminals RB


0


and RB


1


of its RB input/output port) to controller


95


which controller


95


which define a code that identifies which of the speaker


30


, bulb(s)


78


,


32


and


45


and the motor


40


are to be driven and the driving signal sequence therefor. Controller


95


decodes and the TG


1


and TG


2


signals and controls speaker


30


, bulb(s)


78


,


32


and


45


and the motor


40


in response thereto.




Controller


75


also outputs the following signals: data and a clock signal (on terminals RB


2


and RB


3


of the RB input/output port) to the phone jack


42




a


located in the vest front part


19


to provide data and a clock signal to a remote device; display signals (on outputs SEG


0


-SEG


5


) to the display


82


located on the gun


12


; team identification signal (on output SEG


8


) to the Team LED


36


located on the vest front part


19


; synchronized shot illumination signals (on outputs RE


0


-RE


2


of the RE output port) to LEDs


74


-


76


in the gun


12


; and an IR firing signal (on the modulatable MFP output) to the IR LED


70


in the gun


12


. Illumination of the LEDs


74


-


76


and the lamp


78


in the gun


12


are synchronized to represent a laser being shot from the gun. In rapid succession, LED


74


, then LED


75


, then LED


76


and finally lamp


78


are illuminated in response to a trigger squeeze


80


.




The controller


75


modulates the IR LED


70


as follows. The MFP output is controlled to turn transistor


71


on and modulate it at the preselected frequency for a preselected length of time corresponding to activation of the trigger switch


86


or a code entered by the keypad switches


88


-


91


.




Programming




Programming for the controllers


75


and


95


to carry out the functions described herein can be constructed by one of skill in the art from the disclosure herein without undue experimentation.




Operation




A shooting game using the inventive toy is played as follows. The On/Off switch


38


of the player set


10


of each articipating player is switched on. If more than two players are playing and teams are to be formed, Team A members press the gun trigger


80


of their respective player set


10


at the same time that they turn the On/Off switch


38


of their respective player set


10


on, which causes the respective team LED


36


to be continuously illuminated, while Team B members simply turn the On/Off switch


38


of their respective player set


10


on without pressing the respective trigger


80


, which causes the respective Team LED


36


to strobe.




After the On/Off switch


38


of a player set


10


is turned on, the speaker


30


in the associated vest


18


sounds the prompt message “enter code”. One of the game mode codes described in Table 4 must then be entered using the keypad


60


for the player set


10


to be conditioned for use and for a game to proceed. If a code is not entered after the “enter code” prompt is sounded, the prompt will be repeated after a given delay. This can be repeated a given number of times. Unless a proper game mode code is timely entered, the player set


10


can not be operated, i.e., it will not shoot or detect shots.




All players coordinate to enter the same game code. Since in the disclosed embodiment the player sets


10


of different players are not networked, individual player sets can operate in different game modes and still interact. Also, since the player sets


10


are downwardly compatible with the light projectors and targets disclosed in copending application Ser. No. 08/795,895, games can be played where the equipment of one or more players does not operate in accordance with any of the game modes described in Table 4. Thus, variations of the game modes described in Table 4 may be fashioned by the players.




After programming a player set


10


to operate in a selected game mode before the start of a game, the game can proceed in accordance with the features and functions, including the audio/visual/sensory features described in the above tables. Squeezing the trigger


80


causes the electronics to supply a firing signal to the IR LED


70


, and illumination signals to LEDs


74


-


76


and lamp


78


as described above. The electronics determines a hit upon the receipt of appropriate IR light by a sensor


14


-


16


as described above. One player set


10


can remotely activate or transfer a feature or function to another player set


10


, as described above.




The player sets


10


provide several features which add to the play value of a shooting game. The toy light gun has a reload feature which requires that a player “reload” the gun after a given number of shots, i.e., light bursts, for example six. Appropriate sound effects are emitted when the gun runs out of shots and when it is reloaded.




Each player set


10


counts hits or detections of light from a another light gun


12


, and in response to a given count of hits, eliminates a player set from further participation in a game, or ends the game. Game duration may also be timed, rather than based on elimination of the or all of the opposing players. As mentioned, the hit count may be reset remotely in targets of the type described in application Ser. No. 08/795,895 to reactivate the target by light guns described herein and in application Ser. No. 08/795,895. In the preferred embodiment, entering the reset code using the keypad


60


causes the gun


12


of the associated player set


10


to emit a burst of light coded differently from bursts of light emitted in response to pressing the trigger


80


. Similarly, entering other information transfer codes using the keypad


60


causes the gun


12


of the associated player set


12


to emit a correspondingly coded burst of light.




Further operating details will be apparent from the above tables and other disclosure.




Optics




The game is operable under varying light conditions, from darkness, to dim lighting to bright daylight, and for distances up to 300 feet. Referring to

FIG. 7

, the optical system


98


includes a conical section


100


, a lens


102


and a cylindrical section


104


having a circular aperture


106


. The lens


102


has the following characteristics and dimensions: flat on the side facing the IR LED


70


and curved on the opposite side with a radius of curvature of 1.160 inch; a diameter of 0.9 inch, a clear aperture diameter of 0.8 inch and a maximum thickness of 0.150 inch; made of acrylic with surface quality of 20 rings of power and 8 rings of irregularity, and 80/50 scratch and dig. The lens


102


is positioned 1.540 inch from the IR LED


70


.




The sensors


14


-


16


are mounted to directionally receive IR light projected at them. In the vest front and back parts


19


and


20


, the sensors


14


and


15


are mounted in a bulbous or hemispherical projection


110


in alignment with a small aperture


50


(FIGS.


1


-


2


). In the gun


12


, the sensor


16


is mounted in a holder


112


in optical alignment with an aperture


114


, as shown in FIG.


7


.




While the invention has been described and illustrated in connection with preferred embodiments, many variations and modifications, as will be evident to those skilled in the art, may be made without departing from the spirit and scope of the invention. For example, as discussed above, information transferred from one player to another may be used to activate many features and functions, and variations thereof. Also, features and functions other than those described herein, and variations of the features and functions described herein are possible. Further, the different components of a player set may be wirelessly coupled, and a player set may comprise different components and variations of the components disclosed herein. Still further, information may be transferred from one player to another wirelessly or by a wired connection. In the preferred embodiments, certain functions are initiated or controlled by manual activation of a control such as a switch or from detection of transferred information (remote activation) which provide an input signal to circuitry which controls or provides the feature or function. However, input signals to initiate or control a feature or function may be provided in other ways. The invention as set forth in the appended claims is thus not limited to the precise details of construction set forth above as such variations and modifications are intended to be included within the spirit and scope of the invention as defined in the appended claims.



Claims
  • 1. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said energy sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change its status or operation; wherein said at least one circuit in response to a given code in coded information provided by said input device conditions said toy to operate in a game ending mode defined by the number of determinations of hits made by said at least one circuit.
  • 2. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said energy sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change its status or operation; wherein said at least one circuit includes means for measuring time, and in response to a given code provided by said input device conditions said toy to operate in a game ending mode defined by the expiration of a given time period.
  • 3. The toy of claim 2 comprising a display device coupled to said at least one circuit, said at least one circuit causing said display device to display a value relating to time remaining to the end of said period.
  • 4. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said energy sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change its status or operation; and at least one sound generating device coupled to said at least one circuit, said toy operating in a sound active mode in which said at least one circuit causes said sound generating device to produce one or more sounds in response to one or more given conditions and in a sound inactive mode in which said sound producing device does not produce said at least one of said sounds in response to at least one of said given conditions, wherein said at least one circuit in response to a given code in coded information provided by said input device causes said toy to change from a sound active or inactive mode to a sound inactive or active mode, respectively.
  • 5. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said energy sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change its status or operation; and one or more visual indicators coupled to said at least one circuit, said toy operating in a visual indicator active mode in which said at least one circuit causes at least one of said visual indicators to provide a visual indication in response to a given game condition and in a visual indicator inactive mode in which said at least one visual indicator device does not provide said visual indication in response to said given game condition, wherein said at least one circuit in response to a given code in coded information provided by said input device causes said toy to change from a visual indicator active or inactive mode to a visual indicator inactive or active mode, respectively.
  • 6. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change status or operation; a display device coupled to said at least one circuit, said at least one circuit being responsive to a code in coded information provided by said input device to cause said display to display selected information.
  • 7. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said energy sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change its status or operation; wherein said at least one circuit in response to a code in coded information provided by said input device causes said projector to project wave energy coded with information to be transferred to a toy of another player.
  • 8. The toy of claim 1,2,3,4,5,6,7 wherein said toy is operable in a plurality of selectable modes and said at least one circuit is responsive to codes in coded information provided by said input device to cause said toy to operate in a mode corresponding to a code in coded information provided, by said input device.
  • 9. The toy of claim 1,2,3,4,5,6,7 wherein said toy has a plurality of selectable features and/or functions, and said at least one circuit is responsive to codes in coded information provided by said input device to cause said toy to operate with or without a feature or function corresponding to a code in coded information provided by said input device.
  • 10. The toy of claim 1,2,3,4,5,6,7 wherein said wave energy source is a light source and said wave energy sensor is a light sensor.
  • 11. The toy of claim 1,2,3,4,5,6,7 wherein said wave energy source is an infrared (IR) light source and said wave energy sensor is an IR light sensor.
  • 12. The toy of claim 1,2,3,4,5,6,7 wherein said at least one circuit includes means for disabling said energy projector from projecting wave energy after a given number of energy projections, and in response to a given code in coded information provided by said input device enables said energy projector to project energy therefrom in response to said input signal.
  • 13. The toy of claim 1,2,3,4,5,6,7 wherein said at least one circuit controls energization of said energy projector, in response to a code in coded information provided by said input device, to project energy in a single burst or in multiple bursts in response to said input signal.
  • 14. The toy of claim 1,2,3,4,5,6,7 wherein said at least one circuit in response to a code in information provided by said input device disables determination of hits by said toy for a given time period.
  • 15. The toy of claim 1,2,3,4,5,6,7 wherein said at least one circuit in response to a code in coded information provided by said input device encodes the energy projected by said energy projector to represent multiple hits when another circuit of a toy of another player makes a determination that a hit has occurred.
  • 16. The toy of claim 1,2,3,4,5,6,7 wherein said at least one circuit causes said wave energy projector to project wave energy coded with a first code in response to said input signal, and wherein said at least one circuit is responsive to a code in coded information provided by said input device to cause said wave energy projector to project wave energy coded with a second code instead of said first code.
  • 17. The toy of claim 1,2,3,4,5,6,7 comprising a visual indicator, said at least one circuit controlling said visual indicator in a game start condition to provide and maintain a first indication for the duration of a game.
  • 18. A toy for a shooting game comprising:a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said energy source and said sensor which controls operation of said toy, including operation of said energy projector to project wave energy therefrom, processing said signals provided by said energy sensor and making a determination that a hit has occurred when energy received by said energy sensor has been emitted by another energy projector; an input device coupled to said at least one circuit; said at least one circuit being responsive to coded information provided by said input device to cause said toy to change its status or operation; wherein said at least one circuit includes means for disabling said energy projector from projecting wave energy after a given number of energy projections, and in response to a first code in coded information provided by said input device enables said energy projector to project energy therefrom in response to further input signals, and wherein said at least one circuit is responsive to a second code in coded information provided by said input device to cause said toy to operate in a mode in which said circuit does not respond to said first code.
  • 19. A toy for a shooting game comprising:at least one of a wave energy projector comprising a wave energy source which projects wave energy from said projector in response to an input signal, and a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by another energy projector having another energy source compatible with said energy source; at least one circuit coupled to said at least one of said energy source, if present, to and said projector, if present, which controls operation of said toy, including selectively providing said input signal to said projector, if present, and processing signals provided by said sensor, if present, to determine when said sensor receives wave energy from said another energy source; an input device coupled to said at least one circuit; said at least one circuit being responsive to given coded information provided by said input device to condition said toy for use in a game, and in the absence said given coded information prevent operation of at least one feature or function of said toy; wherein said at least one circuit in the absence of said given coded information prevents said input signal from being supplied to said projector, if present, and does not determine when said sensor, if present, receives wave energy from said another energy source, thereby effectively precluding said toy from being used in a shooting game until said given coded information is input.
  • 20. A toy for a shooting game comprising:a first wave energy projector comprising a first wave energy source which projects wave energy from said projector having first coded information in response to an input signal and second coded information in response to an input signal different from said input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by said first wave energy projector; a second wave energy projector which projects wave energy therefrom compatible with the wave energy projected by said first projector in response to an input signal supplied thereto; at least one circuit coupled to said sensor and said second projector which controls operation of said second projector to project wave energy therefrom, said at least one circuit processing said signals provided by said energy sensor and controlling operation of at least one feature or function of said second projector in response to said signals provided by said sensor corresponding to coded information in the wave energy from said first projector; wherein said circuit disables said second projector from projecting energy therefrom in response to said input signal supplied to said second projector after a given number of energy projections from said second projector, and wherein responsive to said signals provided by said sensor, enables said second projector to project energy therefrom in response to another said input signal supplied to said second projector.
  • 21. A toy for a shooting game comprising:a first wave energy projector comprising a first wave energy source which projects wave energy from said projector having first coded information in response to an input signal and second coded information in response to an input signal different from said input signal; a wave energy sensor providing signals responsive to wave energy received by said sensor emitted by said first projector; a second wave energy projector which projects wave energy therefrom compatible with the wave energy projected by said first projector in response to an input signal supplied thereto; at least one output device; at least one circuit coupled to said sensor, said second projector and said at least one output device, said at least one circuit controlling operation of said second projector to project wave energy therefrom, said at least one circuit processing said signals provided by said sensor and controlling operation of at least one feature or function of said at least one output device in response to said signals provided by said sensor corresponding to both the first and the second coded information in the wave energy from said first projector; wherein said circuit disables said second projector from projecting energy therefrom in response to said input signal supplied to said second projector after a given number of energy projections from said second projector, and wherein responsive to said signals provided by said sensor, enables said second projector to project energy therefrom in response to another said input signal supplied to said second projector; and wherein said at least one circuit also controls operation of at least one feature or function of both said at least one output device and said second projector.
  • 22. The toy of claim 20 or 21 wherein said circuit is operative, responsive to said signals provided by said sensor, to prevent said second projector from projecting wave energy therefrom in response to said input signal supplied to said second projector.
  • 23. The toy of claim 20 or 21 wherein said at least one circuit controls said second energy projector to project energy coded to represent multiple hits responsive to said input signal supplied to said second projector and to said signals provided by said sensor.
RELATED APPLICATIONS

The following U.S. patent applications, the disclosures of which are incorporated herein by reference, disclose subject matter related to the subject matter disclosed herein: application Ser. No.: 08/795,895, filed Feb. 5, 1997, titled “Interactive Light-Operated Toy Shooting Game, now U.S. Pat. No. 5,741,185”; and application Ser. No.: 08/871,248, filed Jun. 9, 1997, titled “Interactive Toy Shooting Game Having a Feelable Output, now U.S. Pat. No. 5,984,262”. This application is a continuation-in-part of application Ser. No. 08/795,895.

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Continuation in Parts (2)
Number Date Country
Parent 08/871248 Jun 1997 US
Child 09/015863 US
Parent 08/795895 Feb 1997 US
Child 08/871248 US