The invention relates to a game system in which lamps of a three-dimensional lamp array are successively illuminated or extinguished in response to player input.
Various prior art game systems produce periodic flashing lamps and sounds in response to player input, for example arcade games such as pin ball machines, and have been well known and very widely used world wide for many years. However, in general, in such arcade games systems, the lamps form an essentially two-dimensional display, while the entire system is relatively massive and must be kept stationary in operation or will abruptly shut down if the game system housing is tilted or jogged during play.
According to one aspect, an object of the invention is to provide a game system which contrasts with such prior game systems in providing individual lamps positioned in a three-dimensional array, which is hand-carried and manipulable by the player as by tilting or jogging to alter the visible operating states of the lamps in response to such player input.
According to one aspect, the invention comprise a light-displaying game apparatus/system comprising a 3 dimensional LED array driven by electronic control circuitry including a game programmable processor in response to player input to illuminate or extinguish one or more LEDs successively/continually according to rules of a selected game program.
Preferably, the game apparatus further comprises a hand-held housing containing the LED array and having one or more LED viewing windows with transversely extending portions, facets or panes enabling the LED array to be viewed from different angles.
The housing may comprise an opaque housing base portion containing control circuit elements responsive to hand produced position movement of the housing to select/initiate a game program, game move sequence or player's move to light or extinguish one or more LEDs.
For example, in the game apparatus individual lamps (LEDs in diffusers) of the array are strung in a wire matrix of interconnecting rows (forming layers) and columns; the housing is cubic having five upper sides of clear plastic upstanding from an opaque, hand-held base containing a 3-D inclinometer in the base; an integrated circuit including a combined sound chip and microprocessor, speaker, battery power supply and on/off switch are mounted in a second, separate housing (not seen) and, a ribbon cable is connected between the housings to power the inclinometer and LEDs and to relay tilt status signals from the inclinometer to the microprocessor and to power the LEDs, sound chip and speaker in response to signals therefrom.
In a preferred embodiment, the integrated circuit including a combined sound chip and microprocessor, speaker, battery power supply and on/off switch are all housed in the base instead of in a second housing, providing a compact, hand-held, self-contained single unit.
The game apparatus is known as Cubez (or with a phonetically similar spelling)
The array may be asymmetrical or symmetrical, for example, an n×n×n array where n>1 or n×n×y where n=2 and y>2.
The lamps can be all the same color, a mix of colors with each LED a single color, or could be bi-color or tri-color LEDs
Differentiating operating states of one or more LEDs may be flickering/blinking/flashing or dimming, or if using multi color LEDs by changing to different colors.
A diverse choice of games may be implemented including one or more combinations of the following:
The game system may enable player input from:
In order that the invention may be readily understood, embodiments thereof will now be describe with reference to the accompanying drawings in which:
a-5c are schematic views showing successive steps of a “Seek and Destroy” game;
a-6c are schematic views showing successive steps of a “Freestyle DJ” game/activity;
d identifies various faces/sides of the cubic housing for reference purposes in game explanation;
a-7c are schematic views showing successive steps of a “Follow the Path” game; and
a and 8b are perspective views of another embodiment of game apparatus.
The display apparatus 1 comprises a 3-D, 4×4×4 cubic array of LED lamps 2 supported by a lead/wire matrix 3 in connecting rows and columns in a upper transparent portion 4 of a cubic housing 5. The housing has five upper faces/sides or panes of clear plastic upstanding from an opaque, hand-held base 6 containing a 3-D inclinometer/tilt switch SW2 (
In a preferred alternative embodiment, all components are contained in the base.
The LEDs are wired, (by soldering leads together supplemented by 23 gage solid wire) as 4 layers, each of 16 LEDs, as best seen in shown in
Referring to the schematic circuit diagram
The processor U1 preferably, has sufficient current drive on outputs to provide approximately 30 ma of current source out of each of the 16 pins which are connected to the LEDs. In the event that a selected processor does not have enough drive capability, then an (optional) LED driver can be utilized. This can be either a single chip capable of having 16 bits of drive, or two 8 bit chips. It can also be implemented with 16 discrete transistors. The solution is dependant on the most cost effective design.
The processor has 8, 8 bit bytes assigned to hold the data (hereafter called “Data Bytes”) that is displayed on the LEDs. This is a total of 64 bits, one for each LED. A “1” indicates the LED should be On, and a “0” indicates the Off state. An interrupt driven routine runs the following in the background:
1. Sets outputs PC0, PC1, PC2, PC3 to “0”, thus turning off Q1, Q2, Q3, Q4 so no current can flow through any LEDs.
2. Outputs Display Data Byte 1 to PA0-PA7 and Data Byte 2 to PB0-PB7.
3. Sets PC3 to “1” thereby sending current through resistor R1, turning on transistor Q1 and enabling current to flow through any Layer1 LED (LED1-LED16) that has a “1” on it's associated PA or PB line, thereby illuminating it.
4. Waits 1/400 th of a second
5. Sets outputs PC0, PC1, PC2, PC3 to “0”, thus turning off Q1, Q2, Q3, Q4 so not current can flow through any LEDs.
6. Outputs Display Data Byte 3 to PA0-PA7 and Data Byte 4 to PB0-PB7.
7. Sets PC2 to “1” thereby sending current through resistor R2, turning on transistor Q2 and enabling current to flow through any Layer2 LED (LED17-LED32) that has a “1” on it's associated PA or PB line, thereby illuminating it.
8. Waits 1/400 th of a second
9. Sets outputs PC0, PC1, PC2, PC3 to “0”, thus turning off Q1, Q2, Q3, Q4 not current can flow through any LEDs.
10. Outputs Display Data Byte 5 to PA0-PA7 and Data Byte 6 to PB0-PB7.
11. Sets PC1 to “1” thereby sending current through resistor R3, turning on transistor Q3 and enabling current to flow through any Layer3 LED (LED33-LED48) that has a “1” on it's associated PA or PB line, thereby illuminating it.
12. Waits 1/400 th of a second
13. Sets outputs PC0, PC1, PC2, PC3 to “0”, thus turning off Q1, Q2, Q3, Q4 so not current can flow through any LEDs.
14. Outputs Display Data Byte 7 to PA0-PA7 and Data Byte 8 to PB0-PB7.
15. Sets PC0 to “1” thereby sending current through resistor R4, turning on transistor Q4 and enabling current to flow through any Layer4 LED (LED49-LED64) that has a “1” on it's associated PA or PB line, thereby illuminating it.
16. Waits 1/400 th of a second
17. Returns to #1
The main part of the software routine running in the chip U1, reads SW2, a six position tilt switch, which indicates the orientation/inclination of the cube as determined by the user. The routine uses that user input to modify the data in the Display Data Bytes thereby producing a desired game play.
In a Seek and Destroy game, shown in
At the start shown in
When the Player's position, as indicated by the flashing LED, has reached the bottom of the column (housing cube edge) in the direction it is commanded to move, no further movement/action occurs. Movement to an orthogonal row is produced by turning the cube to orientate an adjacent face downward, thereby altering the row into a column. As shown in
Sounds associated with the game action can be played by U1 through speaker SP1.
In another game called Freestyle DJ shown in
As shown in
Up to six RIFFs can be heard playing at the same time, when the cube is re-oriented sufficiently quickly.
As shown in
In yet another game called “Fill In The Gap”, in a first round, all but one LEDs are lit up for 1-2 seconds, after which all except the blinking cursor light turn off. The player tilts and manipulates the apparatus (cube housing) to maneuver the cursor light to that originally unlit lamp/LED location and remain for 1.5 seconds when the spot is registered and all other LEDS are lit up continuously. If the cursor remains in any other location for 1.5 seconds, the game ends.
In a second round, at the start, two lamps remain unlit when all others are lit and, the player is required to land the cursor on both those unlit, each for 1.5 seconds
In a third round, three spots remain unlit when all others are lit at the start and the player is required to land on all three.
In each successive round, one more remains unlit at the start, possibly up to 13 or so.
A subjective attraction of the game is the slight hint of RUBIK cube play.
Game selection can often be accomplished by assigning each game to a particular face, and tilting the cube in that direction at startup. (Not for Freestyle DJ)
Switch SW2 is, alternately, an accelerometer, responding to the initiation of movement (jerking, shaking, tapping) by the user.
Other input means could be used such as a joystick or push buttons.
Another embodiment of game apparatus, shown in
A similar construction employing half shells using hemispheres linked by hemi-cylindrical portions between them could be used for the spherical diffusers.
This approach affords reduced production costs in another embodiment shown in
It will be appreciated that the term operating state includes different levels and types of illumination including zero/no illumination, different shades, colors or frequencies of illumination such as blinking/flashing, etc.
This application claims priority from our provisional application 61/623,062 filed Apr. 11, 2012, the disclosure of which is incorporated herein by reference
Number | Name | Date | Kind |
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7862415 | Ghaly | Jan 2011 | B1 |
8651953 | Ritter et al. | Feb 2014 | B2 |
Number | Date | Country | |
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61623062 | Apr 2012 | US |