The present application relates to a game table for playing a game with a gamepiece and, more particularly, to a game table having virtual goals comprised of proximity sensors that may be actuated to on and off conditions to modify a size of the goal, handicap the game and/or play a number of alternate games that do not include goals. In addition, the present invention relates to a game table adapted for playing foosball including a continuous play goal mechanism that generally prevents the foosball from becoming stuck or trapped in the goal or along an endwall of the foosball game table.
Conventional game tables include goals having a fixed size and a fixed position. When playing such games, for example, table hockey or foosball, the object of the game is to direct a gamepiece into your opponent's goal. These conventional game tables are incapable of handicapping the game when a vastly superior player competes against a less skilled player and are limited to the specific game that the game table is configured to play.
The game table of the present invention includes goals having a size that may be altered to handicap a specific game or to make the game more challenging for players of different levels of skill. In addition, the same game table may be set up to play a plurality of different games without altering the table itself. The game table of the present invention provides a game table that may be adapted to play table games in a number of exciting configurations and to play a number of different games.
It would be desirable for the game table of the present invention to include a mechanism that generally prevents the game piece or ball from becoming lodged in a goal or along the endwall. Specifically, on a foosball table, the players are typically unable to reach into a goal area and, when utilizing the virtual goal of the present invention, the players or foosmen are specifically designed such that they are unable to reach into a goal area as they may set off a goal signal by moving into a sensor area of the goal. Accordingly, a foosball may become stuck or lodged in the goal if a mechanism is not provided for generally preventing the foosball from becoming stuck in the goal area without intervention from the user or foosmen.
Briefly stated, the present invention is directed to a game table for playing a game with a game piece. The game table includes a playing surface, a first endwall extending generally perpendicularly from the playing surface and a second endwall extending generally perpendicularly from the playing surface and located at an opposite side of the playing surface from the first endwall. The game piece is movable along the playing surface through the application of gaming forces. The first endwall has a first wall length and a first goal is located along the first endwall. The first goal is comprised of at least one proximity sensor and has a first goal length. A continuous play goal mechanism is mounted proximate the first goal and urges the game piece toward a center of the playing surface when the game piece enters the first goal.
The foregoing summary, as well as the following detailed description of preferred embodiments of the invention described in the present application, will be understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention of the present application, there are shown in the drawings embodiments which are presently preferred. It should be understood, however, that the invention is not limited to the precise arrangements and instrumentalities shown. In the drawings:
Certain terminology is used in the following description for convenience only and is not limiting. The words “right”, “left”, “lower”, and “upper” designate directions in the drawings to which references are made. The words “inwardly” and “outwardly” refer to directions toward and away from, respectively, the geometric center of the game table and designated parts thereof. The terminology uses the above-listed words, derivates thereof and words of similar import.
Referring to the drawings in detail, wherein like numerals indicate like elements throughout, there is shown in
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One having ordinary skill in the art will realize that any number of the plurality of sensors 22 may be actuated to the on or off condition. The sensors 22 along the first endwall 18 that are in the on condition comprise the first bank or first goal 26 and the first goal length G1. One having ordinary skill in the art will also realize that the sensors 22 in the on condition are not necessarily positioned immediately adjacent each other and may be comprised of a plurality of sensors 22 that are separated by another plurality of sensors 22, which are actuated to the off condition. The first goal length G1 in this situation would be comprised of a sum of the widths of the sensing area of each of the sensors 22 that are in the on condition (not shown).
In addition, the first goal 26 and first goal length G1 are adjustable and movable to various positions along the first wall length L1 by actuating specific sensors 22 along the first endwall 18 between the on and off conditions. For example, sensors 22 at first and second lateral ends of the first endwall 18 may be actuated to the on condition at an initial instant to define the first bank and first goal 26. After a predetermined amount of time, the lateral end sensors 22 may be actuated to the off condition and predetermined sensors 22 proximate the middle of the first endwall 18 may be actuated to the on condition such that the first goal 26 moves to a different location along the endwall 18 during game play. The sensors 22 along the second endwall 20 may be actuated in a similar or a different manner.
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In the preferred embodiments, power is provided to the game tables 10, 10′, the control circuit 28 and other related components from AC power that is directed to a game table 10, 10′ fan (not shown) or may be supplied by an AC to DC wall transformer. The AC power is preferably transformed to DC to operate the control circuit 28 and its related components. The game table 10, 10′ may also be battery powered or otherwise powered such that the control circuit 28 and its related components are able to control game play, as will be described in greater detail below.
The control circuit 28 is preferably comprised of a microcomputer that contains software, which is used to implement and control various features of the game tables 10, 10′. The control circuit 28 preferably includes software that is able to control the features of the game tables 10, 10′ for playing different games, as will be described in greater detail below. The control circuit 28 is not limited to being comprised of a microcomputer and may be comprised of a microprocessor, application specific integrated circuit (ASIC) or other control device that is able to control various features of the game tables 10, 10′ for playing different games.
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In the preferred embodiments, the proximity sensors 22 are comprised of an infrared diode 30 and a phototransistor 32 with infrared sensitivity mounted to a printed circuit board 34. The printed circuit board 34 is embedded in or mounted to the first endwall 18 adjacent the inner wall 18a. The preferred sensor 22 is mounted to the first endwall 18 such that the phototransistor 32 and infrared diode 30 are facing the playing surface 14 within the gap 24. Specifically, the phototransistor 32 and infrared diode 30 are preferably mounted approximately one half inch (½″) above the playing surface 14 within the gap 24. However, the phototransistor 32 and infrared diode 30 are not limited to being mounted one half inch above the playing surface 14 and may be mounted nearly any distance above the playing surface 14 that permits the gamepiece 12 to enter the gap 24 and, preferably, for the sensor area 22a of each of the plurality of sensors 22 to be located within the gap 24 outwardly from the inner surface 18a of the first endwall 18.
In the preferred embodiment, the phototransistor 32 and infrared diode 30 aim downwardly toward the playing surface 14. The gap 24 preferably not only allows a portion of the gamepiece 12 to enter therein but provides protection to the phototransistor 32 and infrared diode 30 from ambient light, which may impact the performance of the sensor 22, as is obvious to one having ordinary skill in the art. The preferred phototransistor 32 and infrared diode 30 are aimed at the playing surface 14 within the gap 24 at a sensor angle Δ slightly off normal and toward each other, which is preferably approximately five degrees (5°). The phototransistor 32 preferably senses reflected infrared light from the infrared diode 30 in normal operation in the on condition. When at least a portion of the gamepiece 12 enters the sensor area 22a of a sensor 22 in the on condition, the phototransistor 32 senses an absence or change in the reflected light from the infrared diode 30 and sends a signal to the control circuit 28 indicating that at least a portion of the gamepiece 12 has entered the sensing area 22a and a goal has therefore been scored. Black heat shrink tubing (not shown) may be fitted around the phototransistors 32 and infrared diodes 30 to aid in restricting the sensing area 22a, to minimize the change of interaction with nearby sensors 22 and to minimize the impact of ambient light on the sensing process, as will be understood by one having ordinary skill in the art. However, the sensors 22 are not limited to the inclusion of heat shrink tubing.
In the preferred embodiments, the sensing area 22a is comprised of a one inch (1″) diameter circle that projects downwardly from the associated sensor 22 onto the playing surface 14 within the gap 24. The sensing area 22a is not limited to being comprised of a one inch diameter circle on the playing surface 14 and may have nearly any size and take on nearly any shape depending upon the game being played and the various parameters of the game, as will be understood by one having ordinary skill in the art. Preferably, if any portion of the gamepiece 12 enters the sensing area 22a, the sensor 22 senses the presence of the gamepiece 12 and sends a signal to the control circuit 28. The sensor 22 preferably sends the signal to the control circuit 28 regardless of how long the portion of the gamepiece 12 is positioned in the sensing area 22a.
The plurality of sensors 22 are not limited to being comprised of the infrared diode 30 and phototransistor 32 mounted to the printed circuit board 34. For example, the sensors 22 may be comprised of mechanical switches, touch boards/force sensors, vibration sensors, capacitive sensors and/or optical sensors. In addition, the sensors 22 may be comprised of nearly any combination of the above-listed sensors. The sensors 22 may be comprised of nearly any proximity sensor that is able to provide nearly any type of signal, be it electrical or mechanical, indicating that a portion of the gamepiece 12 has entered the sensing area 22a.
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In the preferred embodiments, the game tables 10, 10′, 10″ include the first sidewall 38 and a second sidewall 40 that extend between second ends of the first and second endwalls 18, 20. The first and second sidewalls 38, 40 preferably extend perpendicularly (upwardly) from and above the playing surface 14 such that the gamepiece 12 is retained on the playing surface 14 and may be deflected off the sidewalls 38, 40 as the gamepiece 12 slides or rolls along the playing surface 14. A pair of side sensors 42 is also located along the sidewall 40, which are preferably able to sense the presence of at least a portion gamepiece 12 along the length of the sidewalls 38, 40. The game tables 10, 10′ of the preferred embodiments may be configured to include sensors 22 along each of the endwalls and sidewalls 18, 20, 38, 40 such that a goal or target may be positioned on any one of the endwalls and/or sidewalls 18, 20, 38, 40. The game tables 10, 10′, 10″ are not limited to having four walls 18, 20, 38, 40 and may include nearly any number of walls or a single circular or curving wall that permit game play on the playing surface 14 using a gamepiece 12. In addition, the individual walls 18, 20, 38, 40 are not limited to being straight and may be curving, arcuate, serrated or otherwise shaped to accommodate various types of games that may be played on the game tables 10, 10′. For example, a bumper pool table often has an octagonal-shape or is circular and the preferred game tables 10, 10′, 10″ may be adapted for these types of tables, as would be obvious to one having ordinary skill in the art.
In the preferred embodiments, the side sensors 42 are comprised of the IR transmitters 42 that are mounted to the ends of the sidewalls 38, 40. The IR transmitters 42 are preferably mounted as close to the playing surface 14 and ends of the sidewalls 38, 40 as possible and a line of sight is created between the opposing side sensors 42. Accordingly, when the line of sight is broken between the two opposing side sensors 42, preferably by a portion of the gamepiece 12, the side sensors 42 send a signal to the control circuit 28, indicating that the gamepiece 12 is proximate at least one of the sidewalls 38, 40.
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The control circuit 28 may direct the sound generator 44 to emit sounds randomly, as part of the game or in response to game activities and the sounds may be of nearly any time, for example, voices, recorded sounds or computer generated sounds. The random sounds may be played during inactive game periods to attract players to the game or may be played during game play to encourage, coach, cheer, discourage and/or heckle players. Sounds may also be emitted from the sound generator 44 to guide players through a game setup, to direct players during game play, to indicate the start of a game, to indicate that a goal has been scored, to indicate a shot has been taken but a goal has not been scored, to indicate that an object is moving close to the one of the sidewalls 38, 40, to indicate a penalty or other like events during or outside of the game. The preferred game tables 10, 10′ include a volume control or other sound control (not shown) that permits a user to reduce the volume of the sounds emitted by the sound generator 44 or to completely eliminate the sounds.
The amount of time that a line of sight between the side sensors 42 is broken may be utilized to measure the speed of the gamepiece 12 as the gamepiece 12 is propelled along the playing surface 14. The control circuit 28 may select, create or modify the sound that emanates from the sound generator 44 based upon the approximate speed of the gamepiece 12. For example, if the line of sight between the side sensors 42 is broken for a prolonged period of time, the sound generator 44 may emit a low frequency and/or low volume sound and if the line of sight between the side sensors 42 is broken for comparatively a short period of time, the sound generator 44 may emit a relatively high frequency or high volume sound. The side sensors 42 may also be utilized to add a scoring element to the game, for example, if a goal is scored in one of the first goal 26 by banking the gamepiece 12 off of one or both of the sidewalls 38, 40, a bonus value may be assigned to the goal by the control circuit 28 due to the degree of difficulty.
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The preferred game tables 10, 10′, 10″ include a plurality of sensors 22 mounted to the second endwall 20 that are actuable between the on and off conditions. Actuating one or more of the plurality of sensors 22 along the second endwall 20 to the on condition defines a second goal 48 and a second goal length G2. In the preferred table hockey game, a first player stands adjacent the first endwall 18 to protect the first goal 26 and a second player stands adjacent the second endwall 20 to protect the second goal 48. The first and second players attempt to drive the puck 12 into the first or second goals 26, 48. The players are able to identify the first and second goals 26, 48 by identifying the illuminated LED's 36 mounted to an opposing endwall 18, 20. In addition, the player is able to identify the location and size of their own goal 26, 48 by identifying the width of the illuminated LED's 36 on the endwall 18, 20 adjacent their playing position.
During game play with the preferred game tables 10, 10′, 10″, the sound generator 44 may emit sounds that are typically unique to hockey, table hockey or foosball games. For example, when a player shoots the puck or foosball 12 and misses the goal 26, the control circuit 28 may send a signal to the sound generator 44 to emit a heckling sound of a “clanging” sound indicating that the player has hit the post, as in a conventional hockey or soccer game. In addition, the sound generator 44 may be directed to emit a “clunka-clunk” sound when a goal is scored in the preferred table hockey game to give the virtual game a similar audible feel to the conventional table hockey game or the sound generator 44 may emit a net rippling sound and a crowd cheer when a goal is scored or a crowd chanting or singing in the preferred foosball game to give the virtual game a similar audible feel to the conventional soccer game.
In the preferred table hockey game table 10, 10′ configuration of the first and second preferred embodiments, the sensing area 22a is comprised of the preferred one inch diameter circle projected onto the playing surface 14, the gamepiece 12 is comprised of the puck 12 having a diameter of approximately two and one-half inches (2½″) and the sensors 22 are preferably mounted two inches (2″) apart along the first and second endwalls 18, 22. Accordingly, in the preferred table hockey game table 10, 10′ configuration, the puck 12 is typically unable to enter the gap 24 at a location between at least two sensors 22 that are in the on condition, without at least one of the sensors 22 sensing the presence of at least a portion of the puck 12 and sending a signal to the control circuit 28, indicating that a goal has been scored. Similarly, in the third through fifth embodiments of the foosball game table 10″, the sensors 22 may be located closer together to prevent a standard foosball 12 from entering a space between sensing areas 22a of adjacent sensors 22 due to the relatively smaller size of a typical foosball 12 when compared to a typical puck 12 for air hockey.
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Referring to FIGS. 1 and 4-6, in operation of the preferred embodiments of the game tables 10, 10′, 10″ the control circuit 28 activates a first bank or first goal 26 from the plurality of sensors 22 on the first endwall 18 and actuates the remainder of the sensors 22 on the first endwall 18 to the off condition, if they are not already off. A player is positioned adjacent the second endwall 20 or adjacent to the second sidewall 40 and applies a force to the gamepiece 12, propelling the gamepiece 12 toward the first endwall 18. If and when a portion of the gamepiece 12 enters the sensing area 22a of at least one of the sensors 22 of the first goal 26, a signal is transmitted to the control circuit 28.
In the preferred table hockey or foosball games, the control circuit 28 activates the second goal 48 on the second endwall 26 such that some of the sensors 22 of the second goal 26, 48 are in the on condition and the remainder of the sensors 22 on the second endwall 20 are in the off condition. A second player is positioned adjacent the first endwall 18 or the second sidewall 40 and the players utilize the paddles 16 or the foosmen 102 to direct the puck or foosball 12 toward the opposing goal 26, 48 and to defend their own goal 26, 48 in the usual manner. The players preferably score a goal by directing the puck or foosball 12 into their opponent's goal 26, 48. If and when at least a portion of the puck or foosball 12 enters the sensing area 22a of one of the goals 26, 48, a signal is sent to the control circuit 28, which records a goal or point for the appropriate player and may send a signal to the sound generator 44 to play a sound indicating that a goal was scored.
In a variation of the game of the preferred embodiments, when the player positioned adjacent the second endwall 20 scores a goal in the first goal 26, a signal is sent from the respective sensor 22 of the first goal 26 to the control circuit 28. The control circuit 28 in turn sends a signal to the sensor 22 that indicated a goal was scored to actuate the sensor 22 to the off condition. Accordingly, the game may be handicapped in this manner such that the player scored upon has a subsequent first goal 26 and first goal length G1 that is smaller than the first goal length G1 was before the goal is scored. Therefore, the opposing player has a smaller first goal 26 to aim at and the player that was scored upon has a smaller first goal 26 to defend.
In a similar game, the control circuit 28 actuates all of the sensors 22 associated with the first and second endwalls 18, 20 to the on condition at the beginning of the game. Therefore, the first goal 26 has a first goal length G1 that is equivalent to the first wall length L1 and the second goal 48 has a second goal length G2 that is equivalent to the second wall length L2 at the beginning of the game. Each time an opposing player scores a goal in the first or second goals 26, 48, the control circuit 28 sends a signal to actuate the sensor 22 within which the goal is scored to the off condition. The object of such a game may be to score a goal in each one of the sensors 22 in an opponent's endwall 18, 20 until all of the sensors 22 are actuated to the off condition by the control circuit 28. The preferred game tables 10, 10′, 10″ are not limited to including sensors 22 extending across the entire first and second wall lengths L1, L2 and may extend across only a portion of the first and second endwalls 18, 20 such that the first and second goals 26, 48 may only be extended to the width of a typical foosball goal, as would be apparent to one having ordinary skill in the art.
In another alternative game of the preferred embodiments, the first bank or first goal 26 may be modified after a predetermined time such that at least one of the sensors 22 of the first goal 26 that is in an on condition at an initial time is actuated to an off condition after a predetermined amount of time has elapsed. In addition, at the predetermined time, one of the sensors 22 on the first endwall 18 that is in the off condition is actuated by the control circuit 28 to the on condition such that the first goal length G1 does not change from the initial time to the predetermined time. Therefore, the first bank or first goal 26 moves along the first wall length L1 during game play. The first goal 26 may be actuated by the control circuit 28 to move in nearly any pattern along the first endwall 18 during game play or in a preselected or a random pattern on the first endwall 18. The sensors 22 and second goal 48 may be controlled by the control circuit 28 in a similar manner to the sensors 22 on the first endwall 18. Modifying the location of the first and second goals 26, 48 along the first and second endwalls 18, 20 may also be conducive to individual play or practice where an individual player attempts to strike a moving goal 26, 48 with the gamepiece 12 while standing at an opposite endwall 18, 20. Other ways to control the play of a game by variations to the goals 26, 48 will be apparent to those skilled in the art.
Referring to FIGS. 1 and 4-6, in the preferred embodiments, a user interface 56 is mounted to the game tables 10, 10′, 10″ and includes at least a score output 58 and a user input 60. From the user interface 56, the user or player may select a desired game to be played, the number of players, game options, the type of goals 26, 48 and may view a score of the game at the score output 58. The score output 58 may provide time status during play, the time left in a game, the time left in a segment of play, the number of players, the duration of a penalty, the score of the game or any number of variations related to the game being played. The user interface 56 may include control switches, control buttons and nearly any type of display as the score output 58. In the preferred embodiments, the user input 60 includes at least one momentary push button (not shown) and the score output 58 includes at least one output LED (not shown), but the user input 60 and score output 58 are not so limited. The game tables 10, 10′, 10″ are also not limited to the inclusion of the user interface 56, including the score output 58 and the user input 60, however, the user interface 56 is preferred such that the user or player may select various types of games, the number of players or other like options when utilizing the game tables 10, 10′, 10″. In addition, the score output 58 is preferred to visually display a score of the game being played, the amount of time remaining in a game, the number of players involved in the game or other like values related to game play.
The user interface 56 may be utilized by a user to specifically control the sensors 22 for creating and controlling the first and second goals 26, 48 of the preferred table hockey or foosball games. For example, the user may select a game option through the user interface 56 such that the first goal 26 is comprised of four sensors 22 and the first goal 26 will move in a smooth manner along the first endwall 18 during game play. When the user selects this type of game option, the user interface 56 may direct the control circuit 28 to actuate four of the centrally located sensors 22 along the first endwall 18 to the on condition, which comprise the first goal 26. The four LED's 36 associated with these sensors 22 would be actuated to illuminate and the players would be able to identify the size and location of the first goal 26. Once game play begins, the control circuit 28 would actuate one of the end sensors 22 of the first goal 26 to the off condition and actuate a sensor 22 adjacent the opposite end sensor 22 of the first goal 26 to the on condition such that the first goal 26 moves along the first endwall 18 as time elapses during the game. The first goal 26 would effectively move two inches (2″) along the first endwall 18 in the preferred table hockey table 10, 10′ configuration, based on the preferred sensors 22 being mounted at two inch (2″) increments along the first endwall 18. The control circuit 28 may continuously actuate the sensors 22 along the first endwall 18 in this manner until an end sensor 22 along the first endwall 18 is in the on condition and then actuate the first goal 26 to move in the opposite direction along the first endwall 18 or to cross over or transition incrementally to the opposite end of the first endwall 18. The sensors 22 mounted to the second endwall 20 could be similarly controlled by the control circuit 28 based upon inputs from the user at the user input 60 and user interface 56.
Based upon the above disclosure, one having ordinary skill in the art will realize that a significant number of combinations of the size, position and movement of the first and second goals 26, 48 may be developed to produce various games and situations in the games. The combinations may include small, medium, large and random sized goals 26, 48, smooth movement of the goals 26, 48, jumping movement of the goals 26, 48, random movement of the goals 26, 48 or other different sizes or movements of the goals 26, 48 resulting in various game types and variations. In addition, if the first or second goal 26, 48 is defined by at least two or more sensors 22 in the on condition, the sensor 22 that sends the signal to the control circuit 28 indicating that a goal has been scored may be actuated by the control circuit 28 to blink or flash its associated LED 36. The blinking or flashing of the LED 36 associated with the sensor 22 where the goal was scored provides a visual indication to a player where the goal was scored in the sometimes fast paced table games that are played using the preferred game tables 10, 10′, 10″.
The preferred game tables 10, 10′, 10″ also allow for convenient solitary or single play. For example, a single player may play an individual game of table hockey or foosball on the preferred game table 10, 10′, 10″ because the puck or foosball 12 is preferably, constantly contained on the playing surface 14 between the enwalls 18, 20, sidewalls 38, 40 and corners 46. The puck or foosball 12 typically deflects off of the walls 18, 20, 38, 40 and corners 46, eventually returning to the single player during game play. The preferred game tables 10, 10′, 10″ do not include exposed goals 50, 52 for the puck or foosball 12 to enter when a goal is scored, therefore, the puck or foosball 12 is retained on the playing surface 14 during game play. Because of this feature, game play can be continuous and allows for solitary play. In the typical solitary game, the object for the solo player may be to score a goal in the opposing goal 26, 48 as many times as possible in a given time period or to impact all of the sensors 22 on the opposing endwall 18, 20, as will be understood by one having ordinary skill in the art.
In the preferred game tables 10, 10′, 10″, the control circuit 28 is able to disallow certain goals that may be scored depending upon how and when the gamepiece 12 strikes one of the goals 26, 48. For example, in the typical table hockey game, the gamepiece 12 may move along the radius of one of the corners 46 and travel along the length of either of the endwalls 18, 20, potentially striking or entering into the sensor area 22a of each of the sensors 22 in the on condition along the respective endwall 18, 20. In a conventional table hockey game, a goal is typically not scored in this situation because the puck 12 slides in front of the open goal 50, 52 or deflects off of one of the posts on the goal 50, 52 and moves away from the goal 50, 52. Accordingly, the control circuit 28 may disallow a goal scored in this manner by detecting that a signal has been transmitted from a series of successive sensors 22 in a short period of time indicating that the gamepiece 12 is sliding horizontally along the endwall 18, 20 or by detecting the amount of time that the gamepiece 12 lingers in the sensor area 22a of the sensors 22.
In a preferred game, generally referred to as knock out, each of the sensors 22 on at least one of the endwalls 18, 20 is actuated to the on condition. A player then propels the gamepiece 12 toward the opposing endwall 18, 20 using the paddle 16, the foosmen 102 or their hand in an attempt to strike and knock out one of the sensors 22. When one of the sensors 22 that is in the on condition is struck or knocked out, a signal is sent to the control circuit 28 and the sensor 22 that was struck or knocked out is actuated to the off condition. The object of the knock out game is to strike or knock out each of the sensors 22 on the opposing endwall 18, 20 such that all of the sensors 22 are in the off condition. As will be understood by one having ordinary skill in the art, knock out may be played by one or two players and the sensors 22 may be actuated between the off and on conditions, depending upon user preferences and the game variation being played.
The side sensors 42 may be utilized to impact the scoring of various games played on the preferred game tables 10, 10′, 10″ depending upon signals that the side sensors 42 transmit to the control circuit 28. For example, the control circuit 28 may save the number of times that the side sensors 42 transmit a signal before the gamepiece 12 strikes one of the endwalls 18, 20. This calculation is an indication of the number of times that the gamepiece 12 deflects or banks off of the sidewalls 38, 40 before contacting one of the endwalls 18, 20. The control circuit 28 may enhance a game score depending upon the number of times that the gamepiece 12 deflects or banks off of the sidewalls 38, 40 before impacting one of the endwalls 18, 20, indicating a degree of difficulty for scoring in such a manner. That is, deflecting or banking the gamepiece off of the sidewalls 38, 40 numerous times before scoring at the endwalls 18, 20 is generally considered a more difficult manner to score and the control circuit 28 may enhance the score of a player when a goal is scored in this manner. For example, when playing the knockout game, if a player deflects or banks the gamepiece 12 numerous times off of the sidewalls 38, 40 prior to striking or knocking out on of the sensors 22 on an opposing endwall 18, 20, this manner of knocking out a sensor 22 is generally considered more difficult than sending the gamepiece 12 directly across the playing surface 14 to knock out a sensor 22. Therefore, the control circuit 28 may enhance the score when the sensor 22 is knocked out by deflecting or banking the gamepiece 12 off of the sidewalls 38, 40 one or more times. For example, the control circuit 28 may calculate a triple score if the side sensors 42 send three signals to the control circuit 28 before the gamepiece 12 strikes or knocks out one of the sensors 22, indicating that the gamepiece 12 deflected or banked off of the sidewalls 38, 40 three times prior to knocking out one of the sensors 22.
The game tables 10, 10′, 10″ are also conveniently configured for continuous play due to the lack of open goals 50, 52 that are typical in a conventional game table. For example, the user may have an option to play the game in a continuous play mode of a standard play mode. In the continuous play mode, the game continues after a goal has been scored as long as the gamepiece 12 remains in play on the playing surface 14, without pause. In this way, game play is never stopped while there is still time left in the game and multiple goals may be scored by each player or a single player during a short period of time. The continuous mode may potentially raise the game risk and excitement by not allowing each player to pause and gather themselves following each goal. In the standard mode, game play is typically stopped for a period of time after each goal is scored. The pause in game play allows each player time to gather themselves after each goal and is typically considered standard because this mode simulates standard ice hockey, soccer, football, field hockey and other games where play stops after a goal is scored while players moved into position for game play to continue. The game tables 10, 10′, 10″ are not limited to the continuous and standard modes and may be configured to operated in other modes or in a combination mode where game play is paused for a predetermined amount of time after a predetermined number of total goals are scored or a predetermined number of goals are scored in a specific goal 26, 48.
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The continuous play goal mechanism 110 of the third through fifth preferred embodiments is typically most useful for game tables utilizing the sensors 22 to define the goals G1, G2 on the game table 10″. When utilizing the game table 10″ having the adjustable goals G1, G2, which are defined by the sensors 22, it is desirable that the game piece or foosball 12 not leave the playing surface 14. Multiple scoring events typically detract from the enjoyment of the foosball game. If the foosball 12 is unable to leave the area of the first goal G1 or an area beneath the ledge 18a of the first endwall 18, the game is difficult to play as the foosmen 102 are typically unable to exert gaming forces on the foosball 12 when it is stuck beneath the ledge 18a. Accordingly, the preferred continuous play goal mechanisms 110 limit or prevent such occurrences.
The foosball table 10″ of the third through fifth preferred embodiments may be adapted to include an enclosure (not shown) mounted over the playing surface 14. The enclosure is preferably comprised of a transparent material that typically prevents the foosball 12 from leaving the playing surface 14 and is mounted to the first and second endwalls 18, 20 and the first and second sidewalls 38, 40. The transparent cover or enclosure also typically prevents a player from removing the foosball 12 from the game table 10″. The enclosure is typically utilized for a commercial game table where money is inserted into the foosball table 10″ and the players are allotted a predetermined amount of time of game play or a predetermined number of goals scored. Because of the transparent enclosure and the use of the sensors 22 to define the first and second goals G1, G2, the foosball 12 is preferably never released to the players outside of the enclosure and the potential of having a foosball 12 stolen from the game table 100 or lost by falling off of our out of the foosball table 10″ is greatly reduced. Further, the foosball or game piece 12 is generally unable to fly off of the playing surface 14 during game play, thereby improving safety, and game play is continuous. However, the foosball table 10″ is not limited to inclusion of the transparent cover and may be operated without the cover.
The continuous play goal mechanism 110 is not limited to the above-described third through fifth preferred embodiments shown in
It will be appreciated by those skilled in the art that changes could be made to the embodiment described above without departing from the broad inventive concept thereof. For example, there are innumerable games that may be developed and played on the preferred game table 10, 110′, as will be understood by one having ordinary skill in the art. It is understood, therefore, that the invention described in the present application is not limited to the particular embodiment disclosed, but is intended to cover modifications within the spirit and scope of the present invention, as defined by the appended claims.
This application claims the benefit of U.S. Provisional Patent Application No. 60/763,211, filed Jan. 30, 2006 and is a continuation-in-part application of U.S. patent application Ser. No. 11/001,284, filed Dec. 1, 2004, now U.S. Pat. No. 7,219,891 which claims the benefit of U.S. Provisional Patent Application No. 60/529,773, filed Dec. 16, 2003; each of the applications are entitled “Virtual Goal for a Game Table” and are incorporated herein by reference in their entirety.
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Number | Date | Country | |
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Number | Date | Country | |
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Parent | 11001284 | Dec 2004 | US |
Child | 11615448 | US |