This invention relates to the field of toys. More particularly, this invention relates to the field of a toy race car with tactile reactivation.
Young children enjoy toy vehicles including toy race cars, and including cars that race other cars. Many toy race cars have been developed and sold including: race cars that rely on gravity to propel them along a track; cars that travel along a track through a “recharger” that increases the speed of the vehicles by propelling them mechanically, such as by the propulsion booster wheel shown in patent publication US 2012/0264350 by Ostendorff; slot cars that travel along a track and draw electricity from a metal rail buried in the track; and both fuel-powered cars and battery-powered cars that are remotely controlled such as by radio frequency (RF) control signals. Many of these toy race cars and toy race car kits are designed, or can be arranged, so that two cars race side-by-side, thus allowing children to race against each other via toy car proxies. Racing car sets, such as side-by-side slot car racing tracks and associated vehicles, are well known. Additionally, in the known line of cars called the Shake 'n Go Cars, children pick the toy race car up, shake it several times in order to “rev” the car up, and then place the car back down on the ground. The shaking action triggers a controller that, up to a point, increases the distance the car will go under battery power; the more the car is shaken, the farther it will travel.
The present invention is of a toy vehicle such as in the form of a race car that involves the child in a race in a novel way, making a race between cars more interactive for the children than with previous toy racing cars.
In the present invention, the car is reactivated for additional travel under power by an interaction between the child and the car which can take place while the car is still rolling along the ground. In the illustrative embodiment, the interaction between the child and the car is a physical or tactile action, namely, the child depressing a button that is located on the top of the car. The button is a momentary pushbutton that has a large surface area relative to the rest of the car, the pushbutton defines the uppermost extent of the car, and the pushbutton has a relatively large and gently rounded top surface. These characteristics make the button suitable for a small child to smash his fist or open palm down on the car in order to reactivate it.
When a child first activates the car such as by pressing down on the button and then lets the car go, the car will travel along the ground under battery power for a finite time and distance, such as for approximately 5 seconds and 10 feet before slowing down or stopping. The child can reactivate the car by smashing his fist down upon it, whereupon the car will travel for another finite time and distance, such as another approximately 5 seconds and 10 feet. The child can reactivate the car by pressing or smashing the button again while the car is still moving; the car does not need to stop, and the child does not need to pick the car up off the ground in order to smash the button again and thus reactivate the car via tactile interaction. The car will go the farthest distance within a given period of time, or alternatively will reach a defined finish line in the least amount of time, if the child never lets the car slow down before the child smashes the button again.
In a first novel play pattern enabled by the invention, two children can thus race their cars by initially activating and releasing their cars, then running behind and up to the cars and smashing their fists down on the reactivation buttons on their respective cars in order to keep their cars moving at top speed, and prevent them from ever slowing down significantly and stopping. The race between the cars thus includes both a race of sorts between the children and a physical interaction between the children and their cars during the course of the race. The children are thus physically involved in the race in a novel, highly interactive, and entertaining way, and in a way that also provides exercise for the children and involves eye-hand coordination.
In a second exemplary play pattern, a child erects a course which can be an indoor course for the car including tracks, turns, obstacles, and stunts, then activates the car by pressing the activation button. The car then travels for a limited time or distance such as 5 or 10 seconds through the course, crashing through barrels, tires, and other obstacles, then stops automatically. The child then reassembles and reconfigures the course, then activates the car again so that the car now traverses the same reconstructed course or a new and different course and then stops. In this way, once the car has completed the course the car stops automatically, preferably within the child's reach, so that the car does not keep traveling and eventually crash into a living room wall or continue into the next room requiring the child to go retrieve the car before he can use it again.
In one embodiment, the toy car includes a car body, two or more wheels attached to the car body for allowing the car to roll along the ground or other support surface, a power supply such as batteries that can be selectively coupled to an electric motor for providing power to the wheels, a depressible member such as a dome-shaped pushbutton suitable for being pressed and depressed by a child hitting the pushbutton with his open hand or fist. In response to the child depressing the pushbutton, a controller couples power to the wheels for a first duration of time. After that first duration of time has begun, the controller senses that the child has depressed the pushbutton again, and in response couples power to the wheels for an additional and second duration of time.
Exemplary embodiments of the invention will be further described below with reference to the drawings, in which like numbers refer to like parts. The drawing figures might not be to scale, and certain components may be shown in generalized or schematic form and identified by commercial designations in the interest of clarity and conciseness.
As used in this specification, for ease of discussion the term “car” will be used in its broadest sense to refer to any vehicle, such vehicles including but not limited to trucks of various kinds, three-wheeled vehicles, vehicles in the form of animals or other creatures, etc.
In this particular embodiment car 10 is approximately 5 inches long by 3 inches wide and thus has a total top projection area of about 15 square inches. The “top projection area” of smash button 20 refers to the area that the smash button occupies when car 10 is viewed from the top. Smash button 20 has a diameter of about 1.65 inches and thus a top projection area of about 2.14 inches. The top projection area of smash button 20 is preferably greater than 1 square inch. More generally, smash button 20 preferably has a diameter of at least 1 inch, and preferably has a total top projection area within the range of 2-3 square inches. The smash button therefore comprises at least 10% of a top-projection surface area of the car. In the example given, the smash button comprises approximately 14% of the top-projection surface area of the car.
Smash button 20 preferably must be pressed a particular distance in order to activate the electrical contact pair that is part of the pushbutton mechanism. Preferably smash button 20 has an activation travel distance of at least 3 mm. In this embodiment the activation travel distance is about 5 mm. More generally, the activation travel distance is preferably within the range of about 3-10 mm.
A spring bias or other bias mechanism provides a force that biases smash button 20 in a direction away from the car, making it necessary for the child to apply an activation force against smash button 20 in order to move smash button 20 downward and activate the switch. Preferably the activation force necessary to activate the electrical switch associated with smash button 20 is between 2 oz. and 2 lbs., and more preferably about 4 oz. In the claims appended hereto, the term “spring” is used in its broadest sense to include any resilient bias mechanism, including without limitation a metallic spring, or any bias mechanism such as an elastic or elastomeric member. The spring absorbs force when the child depresses the pushbutton, with the amount of force absorbed generally equaling the activation force times the travel distance of the pushbutton. Alternatively, activation/reactivation button 20 can be a tactile switch that does not move such as a capacitive touch switch.
Pushbutton 20 defines a sensor that is attached to the toy car body for detecting that a child has physically interacted with toy car 10 via a particular physical interaction, and for generating an output signal in response thereto.
If the child does not press the smash button 20 within 5 seconds, the car enters a Low Power Sleep Mode at step 530.
If, however, the child presses the smash button 20 at 512, the associated switch causes an Interrupt signal to be sent to the controller 56. If it has been less than 5 seconds since the last smash button press, the car stops playing any slam sound that had been playing, plays a random one of several digitally pre-recorded turbo sounds, and drives forward for 10 feet at step 518 before turning off output signal BP10 thus removing power from the motor and hence from the wheels. If it has been more than 5 seconds second the last Smash Button press, then the car plays a random one of several digitally pre-recorded slam sounds and drives forward 10 feet at step 516, and enters the wait loop 522.
After the car has driven forward 10 feet, the car allows the current audio file to finish playing at step 520.
If, after the car enters the Low Power Sleep Mode at step 530, the child then activates the Smash Button, the car wakes up at step 510 and proceeds to step 516.
In this way, provided that the child keeps smashing the smash button every 5 seconds, the car will not play a new smash sound but will instead play a turbo sound every time that the child activates the smash button and will continue to move forward.
On the other hand, if the child allows more than 5 seconds to have elapsed since he last activated the smash button, instead of a turbo sound the car will play a random smash sound when next activated.
Optionally, the car has controls for increasing or decreasing one or more of the speed at which the car travels and the distance the car travels between reactivations. These controls allow the car to be programmed or set in order to allow effective and engaging play for children of different ages and for different play patterns. Those parameters could be set by either hard toggle switches, DIP switches, or other multi-position switches on the car such as on its underside, or by programming of the car such as by using the smash button and possibly other buttons as “soft” switches that can be used to enter a programming mode, to program the car, and then to exit the programming mode.
In the embodiment described, the car travels for approximately 5 seconds and 10 feet between activations by the child. More generally, the car can travel for 2-10 seconds and 5-15 feet between activations, and more generally still can travel for 1-15 seconds and 2-50 feet between activations. Other activation times and distances are possible.
It will be appreciated that the term “present invention” as used herein should not be construed to mean that only a single invention having a single essential element or group of elements is presented. Similarly, it will also be appreciated that the term “present invention” encompasses a number of separate innovations which can each be considered separate inventions. Although the present invention has thus been described in detail with regard to the preferred embodiments and drawings thereof, it should be apparent to those skilled in the art that various adaptations and modifications of the present invention may be accomplished without departing from the spirit and the scope of the invention. For example, the car could take any form including of various cars or creatures, and could have different numbers of wheels. The reactivation could be accomplished in various ways including a tactile reactivation such as be pressing a physical switch in the illustrative embodiment, or wirelessly such as by successfully “shooting” the car using an infrared gun or laser gun. Accordingly, it is to be understood that the detailed description and the accompanying drawings as set forth hereinabove are not intended to limit the breadth of the present invention, which should be inferred only from the following claims and their appropriately construed legal equivalents.
This application claims priority from U.S. Provisional Patent Application No. 62/672,355 filed May 16, 2018, which is hereby incorporated by reference as if set forth fully herein.
Number | Date | Country | |
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62672355 | May 2018 | US |