Shooting game target with graphic image display device

Information

  • Patent Grant
  • 6293869
  • Patent Number
    6,293,869
  • Date Filed
    Thursday, December 30, 1999
    25 years ago
  • Date Issued
    Tuesday, September 25, 2001
    23 years ago
Abstract
In a shooting game toy, a target includes a display device that provides different image patterns to facilitate a communication of different states, or changes of state, of a shooting game or the toy. In a preferred embodiment, the display device is an electroluminescent display having a plurality of display elements that are activated in a predefined sequence corresponding to each state or change of state of the shooting game. For example, a routine hit of the target may be visually displayed as an image pattern representative of a conventional “outward burst” pattern, while a reset to a known state may be visually displayed as an inwardly contracting pattern, a destruction of the target as yet another visual pattern, and so on. By providing different display patterns at each target, the state of the game, or a change of state of the Game, is visually communicated to each participant having a view of the target, thereby enhancing the enjoyment of the shooting game.
Description




BACKGROUND OF THE INVENTION




This invention relates to toy shooting games which include a shooter device and a target.




U.S. Pat. No. 5,741,185 and others disclose shooting game toys which include a shooter device and a target. Generally, in such toys, the shooter device resembles a weapon such as a pistol, a rifle, or other weapon shape can be aimed at a target. The shooter device typically includes an emitter that transmits a signal, such as a light beam, along a line of sight corresponding to the aiming of the device when a firing mechanism of the device such as a trigger is activated. The corresponding target includes a detector that detects the transmitted signal when the detector and the shooter device are registered along a line of sight between them. While in some toys the shooter device emits the signal, in other toys, the target emits the signal which is detected by the shooter device when the shooter device is aimed along the line of sight to the target and the shooter device's firing mechanism is activated to enable detection rather than firing. In both types of toys, upon detection, the target or the shooter device registers a “hit”.




One or more persons may play with such toys, which may be used in competitive and non-competitive modes. In a competitive mode, two or more players wear or otherwise carry targets and each player accumulates points by successfully achieving hits between a shooter device carried by one player and a target worn or carried by another player. In a non-competitive mode, the target is placed on a stationary or moving object, and the player scores points by successfully achieving hits between a shooter device and a target.




Toys of the above type may have different playing modes and associated sets of rules. See, for example, U.S. patent application Ser. No. 09/015,863, titled “Player Programmable, Interactive Toy for a Shooting Game” and Ser. No. 09/019,747, titled “Computer Programmable, Interactive Toy for a Shooting Game”. The disclosures of these two patent applications and U.S. Pat. No. 5,741,185 are incorporated herein by reference.




There is a need for shooting game toy which has a target that provides easily recognizable status information.




The “Laser Challenge Radar Extreme” shooting toy sold by Toymax Inc., which has been commercially available for less than one year prior to the filling date of this application, incorporates the invention disclosed herein.




OBJECTS AND SUMMARY OF TFIE INVENTION




It is an object of the invention disclosed herein to enhance the communication of the state or status of a shooting game toy or the game among the participants of the game.




It is another object of the invention to enhance the play value of shooting game toys.




The above and other objects and others are achieved by a shooting game toy which provides status information graphically. Graphics can provide visual effects that are both easily recognizable and which add to the play value of the toy.




A display device for a shooting game toy which incorporates the invention provides different image patterns (the term “pattern” encompasses sequences) to facilitate a communication of different states or statuses, or changes of state or status, of the toy or game. The state or status of the shooting game or toy may include, a state or status of a target device and/or a shooter device. For example, such states and statuses may include the number of hits scored at a target, a reset to known reset conditions, the type of shots fired by the shooter device, the current relationship of the shooter device to the target, the status of each target (active/inactive or destroyed), and so on.




For example, a routine hit of the target may be visually displayed as a first image pattern, e.g., representative of an “outward burst” pattern, while a hit of the target by a different form of ammunition may be visually displayed as a second image pattern, e.g., representative of multiple overlapping outward burst patterns. A reset to a known state may be visually displayed as a third image pattern, e.g., an inwardly contracting pattern. A destruction (virtual) of the target may be visually displayed as yet another image pattern, and so on. The image patterns may be defined by dynamic sequences of images or static images.




The various image patterns provided on the display are preferably relatively easily differentiated from each other so that a game participant or player need only glance at the target to understand the state or status information intended to be conveyed by the display. Preferably, a unique sound or sounds (which encompass tones, sequences, patterns, etc.) accompany each unique image pattern. This facilitates a quick and easy understanding of the state or status intended to be conveyed, even under difficult or dynamic game or background conditions. For example, a sequence may be defined by illumination of elements in a given order (e.g., element


1


, followed by element


2


, followed by element


3


) or by a state combination (e.g., elements


1


and


3


together).




In a preferred embodiment, the display device is an electroluminescent display having a plurality of display elements that are activated in a predefined sequence or a preferred combination corresponding to each state or status or change thereof of the shooting game. By providing different display patterns at each target, the state or status of the game, or a change thereof, is visually communicated to each participant having a view of the target, thereby enhancing the play value of the shooting game. In a preferred embodiment, annular, concentrically arranged display elements (or sets of display elements) are provided.











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 references in the different figures refer to like or corresponding parts, and in which:





FIG. 1

is a front view of target with a display device incorporating the invention;





FIG. 2

is a side view of a shooter device used with the target depicted in

FIG. 1

;





FIG. 3

is a diagram illustrating a shooting game with a display device in accordance with this invention;





FIG. 4

is a block diagram of an electronic circuit of a target device depicted in

FIG. 1

;





FIG. 5

illustrates a set of display patterns for a the display device depicted in

FIG. 1

sequentially activated in accordance with this invention;





FIG. 6

is a block diagram of an electronic circuit for shooter device represented in

FIG. 2

; and





FIG. 7

is a state diagram of a shooter device in accordance with the invention.











DESCRIPTION OF THE PREFFERED EMBODIMENTS




A target


100


for a shooting game toy as depicted in

FIGS. 1 and 4

includes a display device


110


in accordance with this invention. The target


100


also includes a detector device


120


, an audio device


130


, and may include other devices. A game is played using a target


100


and a shooter device


500


(FIG.


2


). The shooter device


500


provides communications to the target device


100


, which detects and decodes the communications and provides appropriate image patterns on display device


110


in response thereto.




The display device


110


allows for the display of different image patterns, each image pattern or combination of image patterns being representative of a state or status of a game or the toy. The state or status, or change thereof of a shooting game or of the toy may include a variety of parameters, such as the status of the shooter device, the status of the target, the type or mode of game being played, hit or other parameter history, and so on.




As illustrated in

FIG. 3

, in a preferred embodiment, the display device


110


is mounted on the target


100


such that a wide field of view


210


is provided. For example, the display device field of view


210


may substantially overlap and/or substantially include the field of view


220


of the detector


120


. The field of view


210


of the display device


110


is the angular span within which the pattern on the display


110


can be viewed; the field of view


220


of the detector


120


is the angular span within which an emission can be detected. By substantially overlapping or including the field of view


220


of the detector


120


within the field of view


210


of the display


110


, a user


501


of a shooter device


500


that is able to communicate a change of state or status (


230


) of the shooting game or a component thereof to the target is provided a view of the display


110


. When the user


501


communicates a change of state


230


, or communicates a message that conditionally effects a change of state


230


, to the target


100


, a confirmation of the change of state can be visually communicated from the target


100


to the user


501


. For example, if the user


501


resets the game to an initial state, and communicates this to the target


100


via the shooter device


500


, the target


100


in a preferred embodiment confirms that it has been reset to the initial state via a particular image pattern (which, as mentioned, encompass a sequence) on the display device


110


. An image pattern can easily be discerned by a shooter, for example during active play while devoting little attention to the target, such as by simply glancing at the display device


110


.




By visually communicating a change of state or status of the game from the target


100


to the user


501


, the play value of the game is enhanced, because the user


501


may determine the proper game state or status without, for example, having to closely approach the target


501


. Audio signaling may also be provided, as disclosed for example in the cited patent and patent applications, but the use of a display device


110


to provide graphic visual signaling facilitates a more reliable, more entertaining communication, particularly in dynamic and difficult game or background conditions such as high noise and poor visibility. Additionally, distinctive visual patterns may be more discernible from a distance than distinctive audio patterns.




Any of a variety of techniques may be used to provide multiple image patterns corresponding to multiple game states. Conventional graphic display devices, such as CRTs, LCDs and LEDs may be used, however a CRT may not be suitable for a portable application, and an LCD may not present an image that is viewable at a significant distance, and LEDs may not present a pattern which is as continuous or uniform as they could be. In a preferred embodiment, the display


110


(

FIGS. 1 and 4

) is an electroluminescent display that contains multiple segments


111


,


112


,


113


, etc., that are individually controllable. Such an embodiment has the advantages of light weight, low cost, and high visibility at a distance. Differing games and applications may preferably employ alternative multiple-image display devices, each with its own advantages and disadvantages.




Elements that arranged in concentric circles, such as annular elements


111


,


112


, and


113


, or sets of LEDs, etc., provide simple image patterns that are easily distinguishable at a distance. For example, by illuminating the center element


111


, then the next-outer element


112


, then the outer-most element


113


, an expanding “burst” pattern is displayed. Repeatedly illuminating the three elements simultaneously provides a “flashing” pattern that is easy to distinguish from the expanding burst pattern, even at a substantial distance. Coupling the image pattern to a corresponding audio sound or sounds may also enhance the image recognition. These and other techniques of producing distinguishable image patterns on a display


110


will be evident to one of ordinary skill in the art, including variations of color, luminance, frequency, duty cycle, and so on.





FIG. 4

illustrates a block diagram of an electronic circuit


300


that may be employed in the target device


100


. As illustrated, the detector


120


provides an input to a controller


320


. Infrared emitters and detectors are preferably used in the shooter device and target device, respectively, so that detector


120


may comprise an IR receiver. The cited U.S. patent and patent applications present techniques for producing a coded communication from the shooter device. Coding may be implemented using amplitude modulation, pulse code modulation, pulse width modulation, and others. The controller


320


determines the code being communicated from the shooter device, based on the received coded communication detected by the detector


120


. In response to the received code, the controller


320


provides a signal to the display device


110


(through a driver circuit) corresponding to the received code, or corresponding to a change of state or status of the target


100


in response to the received code. These signals effect an illumination of corresponding segments


111


,


112


, and


113


, of display


110


, respectively. In a preferred embodiment, a memory, which may be embodied within the controller


320


, stores the information necessary to provide the desired image patterns on the display


110


, and also contains the appropriate mapping between communicated states or status, or changes thereof and the image patterns that are to be displayed.





FIG. 5

illustrates an illustrative a hypothetical set of display patterns


410


,


420


,


430


, etc., which may be stored in the memory of the controller


320


of FIG.


4


and which may be provided for a sequentially activated display. Each pattern includes a sequence of 0's (no-illumination) and 1's (illumination) associated with each of the stimuli A, B, and C. For example, pattern


410


comprises sequences


411


,


412


, and


413


. Sequence


411


(“10001000”) indicates an illumination of the A element


111


at a first time interval, then a non-illumination for three time intervals, then another illumination interval, then another three illumination intervals. Similarly, sequence


412


(“01000100”) indicates an illumination of element


112


on the second and sixth time intervals, and sequence


413


(“00100010”) indicates an illumination of element


113


on the third and seventh time intervals. Thus, the application of the pattern


410


will effect two cycles of the aforementioned expanding burst pattern. In like manner, the sequences


421


,


422


,


423


of pattern


420


will effect a contracting pattern that contracts at half the rate of the expanding burst pattern


410


, with an illumination of the center element


111


corresponding to sequence


411


(“00001111”) during the last four time intervals. Pattern


430


illustrates a contracting-expanding-contracting pattern produced by sequences


431


,


432


, and


433


.




As would be evident to one of ordinary skill in the art, alternative patterns, including longer or shorter sequences can be defined, and the controller


320


of

FIG. 4

can be configured to repeatedly apply a given pattern, apply combinations of patterns, and so on, to provide the desired visible effect.





FIG. 6

illustrates a block diagram of an electronic circuit


505


that may be employed in the shooter device


500


. In this example block diagram, a controller


510


controls transmission of state information via an emitter


530


. A memory in the controller


510


stores state information


515


and other information. The state information


515


generally includes the state of the shooter device


500


, (.e.g., one shot/multiple hit) and an indication of an initial state of the target device. In a preferred embodiment of this invention, the shooter device


500


communicates an intended initial state to the target, and the target acknowledges receipt of this intended-state communication via a visual display of a particular image pattern and audio sound, tone, sequence or pattern. Other acknowledgements of communications, or changes of states at the target are also communicated via the selection of particular image patterns, as discussed above.




The state of the shooter device


500


is determined by a number of factors, depending upon the complexity of the shooter device


500


. Similar to an embodiment described in the aforementioned U.S. Pat. No. 5,741,185, the shooter device


500


(

FIGS. 2 and 6

) includes a trigger switch


591


and a reset switch


599


. The reset switch


599


is provided to reset the game state to an initial state. Other switches may be provided, as disclosed for example in the aforementioned U.S. patent applications and in the “Laser Challenge Radar Extreme”. The trigger switch


591


is used to place the shooter device


500


into a “fire” state, and the controller


510


is configured to communicate a different code corresponding to this fire state than the code that is used to communicate the reset state. In accordance with this invention, the display device


100


is configured to render different image patterns (for example, images corresponding to patterns


410


-


450


of

FIG. 5

) in response to the receipt and processing of different codes from the shooter device


500


.




The block diagram of the electronic circuit


505


of the shooter device


500


in

FIG. 6

illustrates other switches included on the shooter device


500


in the “Laser Challenge Radar Extreme” embodiment that are used to modify the state of the game. Switches


591


-


596


,


599


are illustrated in the circuit diagram of

FIG. 6

, although alternative switching means are common in the art, including for example, a download of information from a memory device, a presetting of the controller


510


to default values on power-up, and so on. (Some of the switches


591


-


596


,


599


are not shown in FIG.


2


). A variety of features may be included in the shooter device


500


via the use of different shooter states. For example, switch


592


is labeled as the “Mega Blast” switch. When this switch


592


is activated, the controller


510


communicates a different state identification


515


to the emitter


530


upon a subsequent activation of the trigger


591


. The controller


510


in a preferred embodiment also applies rules associated with the various states. In response to a receipt of this different code, signifying a hit with a “Mega Blast”, the target


100


of

FIG. 1

displays a different image pattern, letting the user of the shooter device, and other viewers, know that a Mega Blast hit had occurred. As mentioned above, apprising the participants of a game with an up-to-date status of the game can significantly enhance the enjoyment of the game. Other switches may effect other states.





FIG. 7

illustrates an example state diagram


600


of the shooter device


500


of

FIG. 6

in accordance with this invention. When the device


500


is powered on, it enters a reset state S


0


, from which it enters one of two initialization states S


1


or S


2


in dependence upon the setting of the game mode switches


593


,


594


of

FIG. 6

, signified by transfer conditions G1


601


and G2


602


of FIG.


7


. While in the reset state S


0


, the transmitter


520


is configured to transmit a coded communication, represented by transmission X


0


from the reset state S


0


in FIG.


7


. In like manner, while in state S


1


or S


2


, a corresponding transmission X


1


or X


2


is transmitted. As noted above, the reset transmission X


0


is intended to initialize the target, and different initialization transmissions X


1


, X


2


may effect different initial conditions at the target, such as the amount of damage (hits) required to incapacitate the target, and so on. The shooter device then enters a standby state S


3


. Note that in accordance with the principles of this invention, the target


100


selectively displays different image patterns in response to these coded transmissions X


0


, X


1


, X


2


. If the user of the shooter device


500


does not perceive the expected image pattern at the target


100


, the user immediately recognizes that the target


100


has not been initialized properly, and can reassert the reset button


599


as required to effect a restart transfer


634


to the reset state SO for a repeated transmission of the appropriate codes X


0


, X


1


, X


2


. Note that the state diagram of

FIG. 7

is provided for illustration purposes, particular shooter devices


500


will have different state configurations, different transmission schemes, and so on. Note also that not all states effect a transmission from the shooter device


500


, nor do all received transmissions from the shooter device effect a display at the target.




From the standby state S


3


, transitions


631


,


632


,


633


to alternative states S


4


, S


5


, S


6


are effected based on the status of the trigger switch and other signals. A transfer


631


to state S


4


occurs when the trigger is pressed (T) and the ammunition is of a first type (single shot/single hit) (A


1


). A transfer


632


to state S


5


occurs when the trigger is pressed (T) and the ammunition is of a second type (single shot/single hit) (A


2


). At each state S


4


, S


5


a different transmission X


4


, X


5


occurs. As noted above, the target displays a different image in response to a receipt of each message, signaling a different level of inflicted damage for a hit with each type of ammunition. When the trigger is released (T′), the system returns to the standby state S


3


, at


641


,


651


.




The foregoing merely illustrates the principles of the invention. It will thus be appreciated that those skilled in the art will be able to devise various arrangements which, although not explicitly described or shown herein, embody the principles of the invention and are thus within its spirit and scope. For example, the purpose of the display of select image patterns in response to the received coded communication has been presented as being primarily to provide visual feedback to participants in the shooting game. Other uses and benefits of providing select images in response to states or changes of state of the game may be determined in view of this invention.




The example embodiments of the figures are presented for illustration purposes. Alternative structures and arrangement of functions are also feasible. The principles of this invention may be embodied in hardware, software, or a combination of both. For example, the controller


320


of

FIG. 4

or controller


510


of

FIG. 6

may be embodied as a program that is operated on an embedded processor device, a programmed gate array, a custom designed integrated circuit, or a collection of discrete electronic devices. In like manner, a transmitter device may be provided separate from the controller


510


. These and other system configuration and optimization features will be evident to one of ordinary skill in the art in view of this disclosure, and are included within the scope of the following claims.



Claims
  • 1. A target for a shooting game comprising:a detector that is configured to detect a coded communication from a shooter device, the coded communication comprising a selected code of a plurality of codes, and a display device that is configured to present a selected image pattern of a plurality of image patterns in dependence upon the detected code, thereby facilitating a visual communication of detection by the target of a coded communication.
  • 2. The target of claim 1 including:an audio device controlled to present a selected audio sound or sounds in dependence upon the detected code.
  • 3. The target of claim 1 whereinthe display device includes at least one of: an electroluminescent device, a liquid crystal device, and a set of light emitting devices.
  • 4. The target of claim 1 whereinthe display device includes a set of display elements fixedly arranged relative to each other, and the selected image pattern includes a predefined sequence of activation signals that selectively activate one or more display elements of the set of display elements.
  • 5. The target of claim 4 whereinthe set of display elements include a set of concentrically arranged annular elements.
  • 6. The target of claim 1 whereinthe detector includes an infrared light detector, and the coded communication includes an encoded sequence of infrared light emissions corresponding to the selected code.
  • 7. A shooting game toy comprising:a shooter device that is configured to emit a coded communication that includes a selected code of a plurality of codes, a target that is configured to detect the coded communication and to display a selected image pattern of a plurality of image patterns in dependence upon the detected code.
  • 8. The shooting game toy of claim 7 whereinthe shooter device includes an infrared light emitter, the target includes an infrared light detector, and the coded communication includes an encoded sequence of infrared light emissions.
  • 9. The shooting game toy of claim 7 whereinthe shooter device includes: at least one switch that is configured to effect a selection of the selected code that is included in the coded communication, and an emitter that is configured to emit the coded communication for reception at the target.
  • 10. A shooting game of claim 7 whereinthe target includes a display device that includes at least one of: an electroluminescent device, a liquid crystal device, and a set of light emitting elements.
  • 11. The shooting game of claim 7 whereinthe target includes a display device that includes a set of display elements fixedly arranged relative to each other, and the selected image pattern includes a predefined sequence of activation signals that selectively activate one or more display elements of the set of display elements.
  • 12. The shooting game toy of claim 7 whereinthe target includes an audio device controlled to present a selected audio sound or sounds in dependence upon the detected code.
  • 13. The shooting game toy of claim 7 whereinthe target includes a display device that includes a set of concentrically arranged annular display elements.
US Referenced Citations (11)
Number Name Date Kind
4363484 Breslow et al. Dec 1982
4487583 Brucker et al. Dec 1984
4533144 Juarez et al. Aug 1985
4629427 Gallagher Dec 1986
4695058 Carter, III et al. Sep 1987
4802675 Wong et al. Feb 1989
4938483 Yavetz Jul 1990
5672108 Lam et al. Sep 1997
5741185 Kwan et al. Apr 1998
5984788 Lebensfeld et al. Nov 1999
6071166 Lebensfeld et al. Jun 2000
Non-Patent Literature Citations (2)
Entry
Instrcutions for Lazer Tag of Tiger Electronics Inc., 1997 Copyright.
Instructions for Sega “Lock On” 1993 Copyright.