WO2008147820A1 - System and method for electronic projectile play - Google Patents

System and method for electronic projectile play Download PDF

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Publication number
WO2008147820A1
WO2008147820A1 PCT/US2008/064388 US2008064388W WO2008147820A1 WO 2008147820 A1 WO2008147820 A1 WO 2008147820A1 US 2008064388 W US2008064388 W US 2008064388W WO 2008147820 A1 WO2008147820 A1 WO 2008147820A1
Authority
WO
WIPO (PCT)
Prior art keywords
gun
target
projectile
player
signal receiver
Prior art date
Application number
PCT/US2008/064388
Other languages
French (fr)
Inventor
Lawrence J. Zadra
Luke Hooper
Original Assignee
S/R Industries, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by S/R Industries, Inc. filed Critical S/R Industries, Inc.
Publication of WO2008147820A1 publication Critical patent/WO2008147820A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0252Shooting devices therefor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0291Shooting or hurling games with a simulated projectile, e.g. an image on a screen
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41AFUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
    • F41A19/00Firing or trigger mechanisms; Cocking mechanisms
    • F41A19/01Counting means indicating the number of shots fired
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/04Electric hit-indicating systems; Detecting hits by actuation of electric contacts or switches
    • F41J5/056Switch actuation by hit-generated mechanical vibration of the target body, e.g. using shock or vibration transducers
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/06Acoustic hit-indicating systems, i.e. detecting of shock waves
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/14Apparatus for signalling hits or scores to the shooter, e.g. manually operated, or for communication between target and shooter; Apparatus for recording hits or scores

Definitions

  • the present application relates to an electronic shooting game and, more particularly, to a kit for electronic projectile play comprising a gun, a signal receiver apparatus, and a target.
  • kits for electronic projectile play comprising a gun, a signal receiver apparatus, and a target.
  • Other embodiments of the system comprise multiple guns, multiple headsets, multiple targets, and protective eyewear.
  • Air guns are pistols or rifles that fire a projectile by releasing compressed air or other high pressure gas as a propellant. Air guns represent the oldest pneumatic technology having existed since the 15 th century. During the 1890's, air rifles were used in Birmingham, England for competitive target shooting. Modern air guns are typically low-powered due to safety concerns, but high-powered air guns are often used for hunting and in the military. Most air guns can be used in a backyard, or even indoors, with proper equipment and precautions. Consequently, it is not uncommon to see low- powered air guns used as toys and in games.
  • Guns often used in toy or game applications take the form of a laser gun and can include an infrared ("IR") light projector (gun), an IR light detector (target), and a programmable data module that controls operation of the toy.
  • IR infrared
  • target IR light detector
  • programmable data module that controls operation of the toy.
  • the computer programmable interactive toy for a shooting game disclosed by Lebensfeld in U.S. Patent No. 6,261,180, discloses a shooting game similar to laser tag, wherein the gun shoots rays of light that strike a target.
  • the target often takes the form of a vest worn by another player or the form of a stationary target.
  • 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.
  • 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.
  • a shooting game apparatus using compressed air can include a housing, an air compressor installed in the housing, and a shooting apparatus for launching projectiles using compressed air generated by the air compressor.
  • an air gun can comprise an automatic projectile supplying mechanism, as disclosed by Keiichi in Application No. EP0909935.
  • the gun can take the form of a multi-barreled rapid fire gun capable of firing a plurality of projectiles contained within a container releasably connected to the gun, as disclosed by Piper in U.S. Patent No. 6,152,125.
  • Toy guns can be capable of emitting realistic weapon sounds.
  • a gun can include a speaker and a switch to activate the speaker to generate sounds, such as is disclosed by Small in U.S. Patent No. 6,752,238.
  • the sounds can simulate various real and/or imaginary weapons, such as machine guns, laser or other beam-type weapons, or other weapons of science fiction.
  • Other guns comprise a toy body having a configuration which comprises a directional light beam for target detection used in combination with directional sound, such as is disclosed by Norris in U.S. Patent No. 5,885,129.
  • the speaker allows the player to hear the sounds the weapon sends to the target. Additionally, the speaker can be used in conjunction with a microphone, allowing the player to send audio signals to the target.
  • the present application provides a system for electronic projectile play comprising a projectile firing gun.
  • a projectile firing gun comprising a projectile firing gun.
  • the term "gun” is used herein, that term is to be construed within the context of the present game system as referring to any device capable of shooting projectiles, generally in a non-lethal manner.
  • the gun can be configured to shoot light, such as visible or IR light, rather than projectiles.
  • the gun can include a chamber to hold projectiles.
  • the system can comprise a target including sensors configured to transmit signals upon impact by a projectile or light.
  • the sensors are shock sensors that sense the impact of projectiles.
  • the system can comprise a signal receiver that receives signals and delivers audio to a user of the system.
  • the signal receiver can take a variety of different forms, including a headset, a belt clip receiver, a hearing aid style micro-earpiece, or an attachment for eyeglasses.
  • the receiver can be kept anywhere on a player's body, and then coupled either wired or wirelessly to an earpiece or provided with a speaker.
  • the gun can transmit signals to the signal receiver upon being fired.
  • the gun can comprise a cock and transmit a signal to the signal receiver upon being cocked.
  • the gun can transmit a signal to the signal receiver that indicates the amount of projectiles remaining in the chamber.
  • the gun can comprise a radio transmitter.
  • the gun can comprise a sensor to indicate whether the device is cocked or fired and can transmit a signal to the signal receiver upon being cocked or fired.
  • the gun can comprise lights that indicate whether the device is cocked or fired.
  • the gun can be comprised of plastic.
  • the projectiles fired from the gun can be comprised of plastic.
  • the signal receiver can comprise a sound chip.
  • the signal receiver can further comprise speakers to play audio.
  • the front surface of the target can be covered by thick foam.
  • the foam can be made of a suitable polymer, such as polyurethane. In some embodiments, the foam is between 2 and 25 mm thick.
  • the target can be coated with a substance that facilitates the projectiles to adhere to the surface of the target.
  • the signals transmitted by the system are radio frequency signals.
  • the method can include providing a projectile firing gun, a target, and a signal receiver.
  • the method can further include firing at least one projectile from the projectile firing gun.
  • the method can further include transmitting signals from the target to the signal receiver upon impact by a projectile. Additionally, the method can further include delivering audio to the user of the system.
  • the method can further include transmitting signals from the projectile firing gun to the signal receiver.
  • the method can further comprise sensing whether the device is cocked or fired and further comprise transmitting a signal to the signal receiver upon being cocked or fired.
  • transmitting signals from the projectile firing gun to the signal receiver can occur when the gun is fired.
  • the projectile firing gun can comprise a cock; transmitting signals from the projectile firing gun to the signal receiver can occur when the gun is cocked.
  • the projectile firing gun can comprise a chamber to hold projectiles; and transmitting signals from the projectile firing gun to the signal receiver can occur when the chamber does not contain projectiles.
  • the method can further comprise using light sources to indicate whether the device is cocked or has fired.
  • Figure 1 is a right side perspective view of an embodiment of the air gun.
  • Figure 2 is a right side perspective view of a cock of the air gun of Figure 1.
  • Figure 3 is a left side perspective view of a grip located on the handle of the air gun of Figure 1.
  • Figure 4 is a perspective view of an embodiment of a headset used in conjunction with the air gun of Figure 1.
  • Figure 5 is a front side perspective view of an embodiment of a target used in conjunction with the air gun of Figure 1 and headset of Figure 4.
  • Figure 6 is a cross sectional view of the target of Figure 5 showing an embodiment of shock sensors used to sense vibrations from projectiles.
  • Figure 7 is a schematic diagram illustrating possible shapes and angles taken by embodiments of the target.
  • Figure 8 is a bottom, front, and right side perspective view of an embodiment of a signal receiver adapted to be worn on a player's body, such as on a belt clip.
  • Figure 9 is a top, front, and left side perspective view of the signal receiver of Figure 8.
  • Figure 10 is a perspective view of an embodiment of a signal receiver attached to an eyeglass frame.
  • the system for electronic projectile play can comprise a projectile firing device.
  • the projectile firing device can be a gun; however, any number of projectile weapons can be employed for use with embodiments discussed herein.
  • the sample embodiments discussed herein refer to air guns, other projectile weapons commonly used in non-military situations can be adapted and employed for use with certain embodiments discussed herein.
  • Such projectile weapons include, but are not limited to guns, such as infrared (“IR”) guns or paintball guns; bows, such as a bow and arrow or a cross-bow; pole weapons, such as spears, lances or pikes; darts; blowguns; slingshots; or any other projectile weapon that can be used safely in conjunction with a gaming apparatus.
  • guns such as infrared (“IR") guns or paintball guns
  • bows such as a bow and arrow or a cross-bow
  • pole weapons such as spears, lances or pikes
  • darts such as a bow and arrow or a cross-bow
  • pole weapons such as spears, lances or pikes
  • darts such as a bow and arrow or a cross-bow
  • pole weapons such as spears, lances or pikes
  • darts such as a bow and arrow or a cross-bow
  • pole weapons such as spears, lances or pikes
  • darts such as
  • the system can further comprise a signal receiver and a target.
  • a player of the electronic game wears the signal receiver, while holding the projectile firing device. By wearing the signal receiver, the player is able to listen to the sounds made by the gun as he cocks the gun and fires the gun. Additionally, after firing the gun, he is able to hear the sound of the projectile striking the target.
  • the player can play a multitude of games, using the gun, signal receiver, and target. Additional embodiments can include multiple projectile-firing devices, multiple signal receivers, and multiple targets, allowing more than one player to participate in the shooting game. In these embodiments, players are able to listen to the sounds generated by the other player. Additional accessories to the gaming apparatus can include protective eyewear.
  • the gun can comprise a multitude of components, namely a trigger 101, a barrel structure 102, a cock 103, and a right side grip 104.
  • a player can hold the gun by the grip 104. While holding the gun by the grip 104, a player can pull the trigger 101 with his finger, causing the gun to fire.
  • the gun can comprise a projectile chamber for holding projectiles, pellets, or BBs.
  • the projectile chamber is located in the hand grip; however, the projectile chamber can be located in any location on the gun known in the art.
  • the cock 103 can push the projectile into the projectile chamber, enabling the projectile to be fired out of the gun through the barrel structure 102.
  • the gun is comprised of a plastic frame.
  • the gun can be comprised of a metal frame.
  • the plastic frame can be transparent, allowing the inner wiring and components of the gun to be visible.
  • the plastic frame can be manufactured in a wide variety of colors. Using a clear plastic frame gives the instant impression that the gun is a toy and is not a real weapon.
  • the gun frame is comprised of steel, plated either with zinc or copper to resist corrosion.
  • the barrel of the gun can vary in size.
  • the gun can possess any caliber known in the art. However, air guns are most commonly found in the following calibers: .177" (4.5 mm), .20" (5.0 mm), .22” (5.5mm & 5.6 mm), and .25" (6.35 mm). Many BB guns have a smoothbore barrel.
  • a cock 103 can be located at the back end of the frame of the gun.
  • the cock 103 can be made of any material known in the art.
  • the cock can comprise a hammer 201.
  • the player to cock the gun, the player must pull the hammer 201 back to deliver a projectile to the projectile chamber in preparation for firing.
  • the cock 103 can include a portion of the top of the barrel of the gun configured to slide back and forth, such that a user can grip the top portion of the barrel of the gun, pull or slide the top portion back, and release to cock the gun.
  • the hammer 201 When cocked, the hammer 201 can strike a firing pin to fire a projectile from the barrel.
  • the gun can be cocked for each individual shot. In yet other embodiments, the gun can be cocked for the first shot, but subsequent shots are cocked automatically.
  • the gun frame can comprise a clip (not shown) to hold projectiles.
  • the clip can take the form of a detachable compartment for ammunition that is designed to rapidly load projectiles into the magazine.
  • the gun frame can also comprise a magazine that holds the projectiles.
  • a projectile can be fed from the magazine into the projectile chamber.
  • the clip can hold between twenty and thirty projectiles; however, the clip can accommodate any number of projectiles.
  • the projectiles can be fired by the user from the gun and can be directed at a target.
  • the projectiles can be fired at any velocity known in the art. For example, but without limitation, the projectiles can be fired at a velocity of HOOft/s (330 m/s), or at a velocity of 300 ft/s.
  • the projectiles can take the form of BBs, pellets, or any known projectile in the art.
  • a BB can take the form of a small ball, typically made of steel with a copper or zinc plating.
  • the projectiles can be made of any material known in the art. Some pellets are made of lead or steel. Steel BBs are very prone to ricochet, especially off of hard surfaces such as brick or concrete. In some embodiments, the BBs are made of plastic. Plastic BBs are often preferred to avoid high ricochet.
  • the projectiles are available in a variety of head styles. Some projectiles are so light that they are propelled at, or beyond, the speed of sound.
  • the projectiles can be propelled from the gun when the user pulls the trigger of the gun.
  • compressed air or other high pressure gas within the gun is used to force the projectile out.
  • the gun is an air gun.
  • the compressed air used in air guns is carbon dioxide.
  • the carbon dioxide can be stored in capsules or cylinders, and filled via a hand pump or dive tank.
  • the amount of recoil can be almost zero as there is no significant movement of mechanical parts during the firing cycle.
  • the gun can comprise a pneumatic or hydraulic shock absorber, capable of absorbing the shock when the gun is fired.
  • the gun frame houses sensing mechanisms.
  • the sensing mechanisms can detect a wide array of functions capable by the gun.
  • a sensor can detect when the player has cocked the gun.
  • a sensor can detect when a player has fired the gun.
  • a sensor can detect when the clip is empty, indicating that the gun must be reloaded.
  • the sensors located in the gun can detect other characteristics of the gun.
  • the gun comprises one sensor. In other embodiments, multiple sensors are present in the gun. In some embodiments, the gun comprises three sensors.
  • the position of the sensors can vary in the gun frame.
  • a sensor can be placed near a trigger post 105 of the gun, attached to the trigger and located directly above the trigger in the gun barrel.
  • a sensor can be located near the reload clip.
  • a sensor can be located adjacent to the trigger post 105 on the top of the gun.
  • a sensor can be located at the back end of the gun near the cock 103.
  • the sensors can be secured to the gun using metal clips.
  • the sensors can exist on the same circuit and can be physically connected by wires.
  • Guide holes can be cut in the frame of the gun at any location on the frame to run circuitry between the sensors. For example, guides holes can be cut to run circuitry from the back end of the gun to the trigger post. All wire connections can convene in the back end of the gun near the handle and can be soldered together.
  • a ground wire can be connected to the cock. The ground wire can be secured by a screw, tightened around the ground wire.
  • the gun can also include a left side grip 301 located on the handle of the gun frame.
  • the grips 104 and 301 comprise two grip covers.
  • One grip cover can be placed on each side of the gun to facilitate easy handling.
  • One grip cover covers the left side of the gun.
  • a second grip cover covers the right side of the gun.
  • the grip covers can be fastened to the handle of the frame of the gun by screws 302.
  • the grip cover can be made of plastic; however, the grip cover can be made of any material known in the art.
  • the grip cover can include small indentations on its surface in order to facilitate gripping of the gun.
  • the grip cover can be any of a range of colors, as well as black. In some embodiments, the grip cover can differ in color from the frame of the gun. Additionally, in some embodiments, holes 303 can be cut at the top of the grip cover.
  • the gun can comprise a safety.
  • the safety can be carried by the frame for movement between safe and fire positions.
  • the safety can prevent movement of the trigger when the safety element lies in a safe position, thus securing that the gun is not fired by mistake. Movement of the trigger can be enabled when the safety element lies in the fire position.
  • the gun can further comprise a painted or marked dot along the side of the gun. When the safety has been activated, the painted or marked dot can be covered by the safety device. When the safety is off, the marked dot can be exposed.
  • the holes 303 cut in the grip cover can be sized to allow light sources to protrude through the grip cover.
  • the function of the light sources can be to indicate whether the gun has been cocked or has been fired. Additionally, the light sources can indicate whether the clip is empty and whether the gun must be reloaded.
  • the light source that can be employed is an LED. Other light sources are also possible. The presence of the light sources makes obvious the nature of the gun as a toy, and not a weapon. While the wiring for the LED's or other light sources is located inside the plastic frame of the gun and hidden under the grip covers, the light sources can be visible from the outside of the gun and protrude through the holes at the top of the grip cover.
  • Some embodiments employ one light source, such as a single LED; however larger numbers of light sources can also be accommodated.
  • a single LED can emit more than one color.
  • Some such multi-color LED's can emit a different color depending on the direction of current.
  • the light sources can serve multiple purposes. For example, when lit, a red, or other color, LED can indicate that the user has cocked the gun or disengaged a safety.
  • the second LED can emit a green light. When lit, the green LED can indicate that projectiles are present in the clip; however, the gun has not been cocked and is not in position to be fired. When neither LED is lit, the clip can be completely empty, and the gun must be reloaded.
  • a multi-color LED is used, it can emit one color to identify one configuration and another color to identify another configuration. A multi-color LED that is unlit can identify still another configuration.
  • the light sources can also be part of the feedback responses when using the system.
  • the light sources can be configured to respond when the gun is aimed correctly at the target or whether another user is within a certain range. Sounds can also be delivered either with or without the light sources to indicate the same features that the light sources can indicate.
  • the holes 303 cut in the grip cover are sized to allow light sources to protrude through the grip cover.
  • the function of the light sources is to indicate whether the gun has been cocked or has been fired. Additionally, the light sources may indicate whether the clip is empty and whether the gun must be reloaded.
  • the presence of LED's makes obvious the nature of the gun as a toy, and not a weapon. While the wiring for the LED's is located inside the plastic frame of the gun and hidden under the grip covers, the LED's are visible from the outside of the gun and protrude through the holes at the top of the grip cover. Some embodiments employ one LED. Some embodiments employ more than one LED. In some embodiments, the LED emits a red light.
  • the LED's or other light sources can serve multiple purposes. For example, when lit, a red, or other color, LED can indicate that the user has cocked the gun or disengaged a safety. In some embodiments, the second LED can emit a green light. In such embodiments, when lit, the green, or other color, LED indicates that projectiles are present in the clip; however, the gun has not been cocked and is not in position to be fired. When neither LED is lit, in an exemplary embodiment, it can indicate that the clip is completely empty, and the gun must be reloaded.
  • a sighting device can be provided to assist the user in target alignment. Sights aid the eye in aiming the barrel of a firearm in the proper direction to hit a target.
  • the most common sights are iron and telescopic.
  • the sighting device can be aligned relative to the weapon to assure the accuracy of the weapon.
  • a chip can be inserted into the frame of the gun.
  • the chip is inserted into the back end of the gun near the handle.
  • the chip comprises a microprocessing element that processes information relayed from sensors located in the frame of the gun.
  • the chip can comprise a transmitter to transmit radio frequency waves from the gun to another component of the gaming apparatus, such as the signal receiver or target. The frequency transmitted is usually 23.3 or 40 Megahertz.
  • the gun can feature a display screen in order to facilitate use by the player.
  • the display screen can take any form well-known in the art, including but not limited to, a liquid crystal display ("LCD”), cathode ray tube (“CRT"), or a plasma display.
  • the display screen can show the current configuration of the gun, the status of the player, the rules of the game, or any other information relevant to use of the gun.
  • the information on the display can be accessed by controls located on the gun.
  • the gun can be configured using a touch-screen display located on the gun.
  • the air gun can feature a data port or other data accessing interface which allows the gun to interact with the play environment.
  • the data port can take the form of any data transmission system, including but not limited to a magnetic card reader for use with a magnetic stripe card; or a computer storage media reader and associated media, such as a CD-ROM, floppy disk, hard disk drive, or flash memory card (hereinafter "data card").
  • the gun can contain memory to store data.
  • the data port can instruct the gun as to the game to be played, and the gun can be configured accordingly.
  • a data card can be used to inform the gun that the player is participating in a game of "Sharpshooter" with several other players.
  • the gun can then play a set of rules for the game, as described above.
  • the data port can also be used to designate players on a team.
  • a data card for use with one team in a multi-team game can be used with each team member's gun in order to designate that gun as belonging to the team.
  • the memory card can be used to store data on the player, such as how many points a player has acquired.
  • the gun can advantageously be paired with a signal receiver.
  • the gun can be used by a player who wears the paired signal receiver.
  • a headset 400 can be used as a signal receiver for use with the gun according to one embodiment of the invention.
  • the signal receiver can use any style or take any form well- known in the art.
  • the signal receiver can include only speakers to provide an output audio signal to the player, or can also include a microphone 402 to input an audio signal from a player.
  • the signal receiver can include either one or two speakers located in earphones to provide the output audio signal to the player. If stereophonic sound is desired, then a speaker located in each of two earphones, or headphones, can be used. If monophonic sound is desired, then a single speaker in the signal receiver can be used.
  • the sample headset as shown in Figure 4 is a wireless monophonic headset because it has one speaker 401.
  • the signal receiver can take a variety of different forms, including but not limited to a headset, a belt clip receiver, a hearing aid style micro-earpiece, or an attachment for eyeglasses. In some embodiments, the receiver can be kept anywhere on a player's body and then coupled either wired or wirelessly to an earpiece or provided with a speaker.
  • an embodiment of the signal receiver 800 can be provided that is adapted to be worn on a belt clip.
  • the signal receiver 800 shown in Figures 8 and 9 can be operated using batteries or other alternative power sources.
  • an alternative embodiment of a signal receiver 803 can be adapted to be clipped onto an eyeglass stem.
  • the eyeglass-mounted signal receiver 803 can be provided with an audio output directed to the wearer's ear.
  • the eyeglass-mounted signal receiver 803 can be adapted to be attached to protective eyewear, as described herein below.
  • the protective eyewear and signal receiver can be produced as a single piece.
  • the air gun can send audio to the signal receiver, or otherwise cause the signal receiver to play audio.
  • the signal receiver can comprise a receiver that receives radio frequency waves from the chip located in the air gun and assigns a sound to the information transmitted from the sensors to the chip.
  • the receiver can be attached to the side of the signal receiver. For example, when the gun has been cocked, the sensing mechanisms in the gun can transmit this information to the chip in the gun, which then transmits the information to the receiver in the signal receiver.
  • the signal receiver can then process the information and play a "cocking" sound through the speakers of the signal receiver. Additionally, when the player pulls the trigger and the gun is fired, the signal receiver can play a gun powder ("firearm”) sound.
  • the signal receiver can play the sounds "last shot” or "one shot left.”
  • the signal receiver can play a sound indicating that the gun must be reloaded.
  • the gun can play the sound of human voice articulating the words “reload,” "chamber is empty,” or "empty.”
  • the audio can include sound effects, instructions, background music, or background noise.
  • Instructions can include a set of rules for games to be played using the air gun and signal receiver in order to instruct participants in the game. For example, a user can configure his gun to play a particular game as discussed below, such as "Rapid Fire Shootout"; and the gun can then play the instructions for the player through the signal receiver.
  • the gun can also feature the ability to play selected background music for the player, such as themes from famous movies or songs by popular artists.
  • the gun advantageously can loop certain background music so as to provide consistent music for the player.
  • the gun can also play background sound effects, such as common city sounds or jungle sounds, to increase the sense of realism for the player. The player can then feel as if he is in a city, jungle, or other setting.
  • the signal receiver according to certain embodiments of the invention can be wired or wireless.
  • Wireless signal receivers can connect to the air gun using any well-known method in the art, such as over radio frequency or via infrared waves, including but not limited to wireless standards such as Bluetooth, Dedicated Short Range Communications ("DSRC"), HIPERLAN, HIPERMAN, IEEE 802.11, IrDA, Radio Frequency Identification (RFID), WiFi, WiMax, xMax, or ZigBee.
  • DSRC Dedicated Short Range Communications
  • HIPERLAN HIPERMAN
  • IEEE 802.11, IrDA, Radio Frequency Identification (RFID), WiFi, WiMax, xMax, or ZigBee any well-known method in the art, such as over radio frequency or via infrared waves, including but not limited to wireless standards such as Bluetooth, Dedicated Short Range Communications ("DSRC"), HIPERLAN, HIPERMAN, IEEE 802.11, IrDA, Radio Frequency Identification (RFID), WiFi, WiMax, xMax, or ZigBee.
  • the signal receiver can also include a microphone.
  • the microphone can be used to provide an input source for sound from a player, and can be selected from any well-known existing microphone variety, including but not limited to capacitor microphones, electret condenser microphones, dynamic microphones, ribbon microphones, carbon microphones, piezo microphones or laser microphones.
  • the microphone can be attached to the player in a number of ways, such as a lavalier microphone or a parabolic microphone.
  • the microphone can be unidirectional, bidirectional or omnidirectional.
  • the air gun can feature the ability to communicate with other air guns in the area directly via wireless communication.
  • Guns can communicate with one another using any well-known method in the art, such as over radio frequency or via infrared waves, including but not limited to wireless standards such as Bluetooth, Dedicated Short Range Communications ("DSRC"), HIPERLAN, HIPERMAN, IEEE 802.11, IrDA, Radio Frequency Identification (RFID), WiFi, WiMax, xMax, or ZigBee.
  • DSRC Dedicated Short Range Communications
  • HIPERLAN HIPERLAN
  • HIPERMAN HIPERMAN
  • IEEE 802.11, IrDA Radio Frequency Identification
  • RFID Radio Frequency Identification
  • WiFi WiMax
  • xMax xMax
  • ZigBee ZigBee
  • additional components can be added to the system at different time periods. For example, once a system that incorporates multiple signal receivers and guns is set up, additional guns can be added to the system that transmit signals over the same wireless standard. Thus, it is not necessary to add a separate signal receiver or target for each gun. In addition, different models of guns can be configured to make the same or different sounds for the same actions.
  • a gun can send a broadcast signal to all other guns in range whenever an event occurs with that gun. All guns within range can thus be in a perpetual "listening" mode when turned on in order to receive broadcast signals. For example, if a player configures his gun to play instructions for a game, in addition to those instructions being played for the player, the instructions can also be transmitted to all other guns within range and then played in each of the guns' corresponding signal receivers for the players in the area. Similarly, in at least one embodiment, if a player pulls the trigger on his gun, the player can hear a firearm gunshot sound through his signal receiver.
  • the same firearm gunshot sound, or other "loud” sounds typically heard over large distances, can also be transmitted to all other guns in the area.
  • "quieter” sounds can not be broadcasted.
  • the system can be figured such that the cocking sound is only played for the player cocking the gun and not to other players.
  • the system can be configured to broadcast all sounds to all players.
  • the system can be adapted to transmit either the same or different content to the different players' signal receivers so that only certain players receive certain information or for all players to receive information. Such information can take the form of audio signals or language instructions.
  • the gun can also transmit audio from one player to another.
  • This audio transmission can advantageously be used to allow players to communicate with one another.
  • the audio transmission feature can be activated for a short period of time or can be activated at all times. For short periods of audio communication, the feature can be activated in many ways, including pressing a button to turn the feature on or off, or holding a button to open the audio communication channel, such as a walkie-talkie.
  • the gun can send an audio transmission from one player to select other players based on the configuration of their guns. This feature can use different frequencies or channels for audio transmission.
  • players can select to be on a team, and the gun can advantageously only broadcast audio communications from one player to their fellow team members by dedicating a certain communication channel to that team, and not to members on other teams who can have their own distinct communication channels.
  • the audio transmission between guns can be configured as a half-duplex system or as a full-duplex system.
  • the audio transmission can be used as a voice command source to configure or activate certain features in the gun. For example, if a player activates the audio transmission feature on his gun and states the command "silencer mode," the sounds from the gun can mimic a gun with a silencer attached. The player and other players who receive broadcast signal from the silenced gun can then hear sound effects based on a firearm gun with a silencer instead of a firearm gun without a silencer.
  • guns can communicate in a centralized way by communicating their information to a base station, which then communicates the appropriate data to all other guns participating in the game or in the area. Communication between the guns and the central base can take place by any of the wireless communication methods discussed above.
  • the central base can be used in place of any embodiment discussed herein which discusses peer-to-peer communication between guns.
  • the signal receiver can include a jack for input of audio signals from a digital music player, such as an MP3 player, including but not limited to those sold under the trademark IPOD.
  • signals can also be delivered wirelelessly from the digital music player. The use of the digital music player can deliver music on top of whatever sounds are being transmitted in the system.
  • a digital music player can serve to receive signals from the system.
  • the delivery of wireless signals to such devices can be accomplished in any of a number of manners.
  • the signal receiver described above can be simply inserted into the digital music player.
  • many such digital music players include the ability to receive wireless signals, which the system can be adapted to take advantage of.
  • the system can transmit signals via the wireless signals that digital music players are adapted to receive.
  • the signal receiver could simply be the earphones typically used with the digital music player.
  • An alternative to permit use of the native earphones would be to attach a signal receiver to the digital music player either through wires or wirelessly. Regardless of the particular mode used to deliver the signals, the signals can be configured to be delivered simultaneously with the music or other content being played by the digital music player.
  • dedicated content can be played on the digital music player during use of the system.
  • Such dedicated content can include music appropriate for the game or could also include instructions specific to the game being played.
  • the gun and signal receiver can be configured to be used with a target.
  • the gun is shot at a target, which receives the plastic bee bees from the gun.
  • the target can take any shape or size known in the art.
  • the target 500 can have the shape of a triangle.
  • the target can rest on a base, which can include a battery compartment.
  • the target can rest on a plastic base.
  • Figure 5 shows the target secured to a plastic base 501.
  • the base can take any size or shape.
  • the base also can be covered in foam or other soft material.
  • the target can be divided into shooting zones.
  • the target can be divided into three shooting zones.
  • Other configurations, shapes, or numbers of zones are also possible.
  • the zones can be differentiated from one another and can be painted or marked with different colors.
  • each zone has its own design.
  • each zone can be numbered and labeled with a number.
  • shooting zone 2 is labeled "Zone 2" or "2.
  • the three shooting sections can be shaped like triangles, and each triangle can constitute a shooting zone.
  • the three triangles can be of varying size: the smallest triangle can represent the smallest shooting zone located in the middle of the plastic target zone, as shown in Figure 5.
  • the smallest shooting zone 502 can labeled "Zone 3" or "3.”
  • a larger triangle can then be positioned around the small triangle.
  • the larger triangle can represent a second shooting zone 503 and can be labeled "Zone 2" or "2.”
  • a third larger triangle can represent a third shooting zone 504 and can be positioned to surround Zone 2.
  • the largest triangle can be labeled "Zone 1" or "1.”
  • the target can be comprised of three plastic or other material triangular target zones 602.
  • the target zones can correspond with the shooting zones of Figure 5, located on the exterior of the target.
  • the target zones can be connected by glue or epoxy to a base.
  • the target zones can be removable and replaceable.
  • a number of attachment mechanisms can be used for such removable target zones, including without limitation, magnets, snaps or Velcro.
  • the target can comprise a compartment, which collects the projectiles fired at the target.
  • the target can comprise a tray connected to the front surface of the target, whereby projectiles fired at the target slide down the front surface of the target into the tray.
  • the tray can be made of plastic or any other material known in the art.
  • the tray can take the form of any number of dimensions. In Figure 5, projectiles can be collected by the top of the plastic base 506.
  • the target can comprise shock sensors.
  • the shock sensors can be attached to the target using any method known in the art, for example by applying a thin layer of rubber cement or glue.
  • shock sensors 601 can be attached to the target.
  • the shock sensors can be separated from the target by a piece of plastic or other material.
  • the shock sensors can detect the vibrations that occur when a projectile strikes the surface of the target.
  • the shock sensors can take any size or shape. In Figure 6, the shock sensors are circular in shape.
  • the target can comprise any number of shock sensors.
  • the shock sensors can appear in many different configurations on the target. In at least one embodiment, one shock sensor can be attached to the smallest shooting zone (Zone 3); two shock sensors can be attached to Zone 2; and two shock sensors can be attached to the largest shooting zone (Zone 1).
  • the target can be comprised of a chip.
  • the chip can be comprised of a microprocessor and a transmitter.
  • the chip can be located in the base of the target; however, the chip can be located in any location on the target.
  • Sensors in the target can be wired to the chip, which can then transmit information to the receiver in the signal receiver. For instance, when a projectile hits the target, sensors in the target can sense if the target has been struck and what shooting zone has been struck. The sensors can then transmit this information to the transmitter in the chip, which then transmits the information to the receiver in the signal receiver.
  • the signal receiver can then play a sound indicating that the target has been hit (e.g., "thud") or a sound indicating the shooting zone that has been hit (e.g. "Zone 2").
  • the sound can be in the form of a human voice that articulates the words "Zone 2" or some other word or words.
  • the sound is in the form of a thump or thud.
  • the outside of the target can be covered by a layer of foam.
  • a layer of foam such as polyurethane foam, can be attached to the exterior of the target and placed over the shooting zones.
  • the foam can be used as a safety precaution: as the projectile strikes the target, the foam can absorb much of the energy from the fired projectile, thereby decreasing the possibility of ricochet back toward the direction of the player.
  • the foam can be between 2.5 and 3 mm thick. Other ranges are also possible. For example, but without limitation, the foam can be as thick as 25 mm or even thicker, depending on the particular foam used. By attaching foam to the target surface, as much as 90% of the energy from the fired projectile can be absorbed by the target.
  • the foam can be coated with a substance, such as a gel.
  • the gel can be adhesive in nature and can facilitate the fired projectile sticking to the target. Placement of the gel on the surface of the foam can further decrease the possibility of ricochet of a fired projectile off the target into the direction of the player.
  • a layer of Velcro can be attached to the surface of the target.
  • magnets can be attached to the surface of the target to facilitate the fired projectile adhering to the target.
  • the target itself can be designed such that the possibility of ricochet back toward the direction of the player is minimized.
  • the target can be positioned on an angle or slant, which results in a decrease in the possibility of ricochet.
  • Figure 7 displays top, front, and side views of a target, whereby no two sides of the target form a 90° angle.
  • the top view of Figure 7 shows the target angled at 60°.
  • the front view shows the side of the target angled at 28°.
  • the side view shows the front of the target angled backward at 77°.
  • the target can comprise a control panel by which a player can input data.
  • the target can include a control panel 505 located on the base 501 of the target 500.
  • the control panel can include several buttons and switches for user input.
  • the control panel can include an on/off button.
  • the control panel can include a button by which the player can input the time period during which he wishes to play the game.
  • the control panel includes a button by which the player can select the type of game he wishes to play.
  • the target can comprise a timer, by which time of play is accurately kept.
  • the timer can take the form of a clock or any other form known in the art and can be positioned in any location on the target.
  • the target can comprise a device by which the number of points scored by the player is recorded. For example, and with reference to Figure 5, the points scored by the player can be signified by lit red LED' s positioned on the front of the plastic base of the target.
  • Zone 3 is the smallest, and thus hardest to hit, shooting zone.
  • Hitting Zone 3 can reward a player with three points.
  • Hitting Zone 2 can reward a player with two points.
  • Hitting Zone 1 located on the periphery of the target, can reward the player with one point.
  • the number of points earned by a player can directly depend upon the type of game that he has selected to play.
  • a multitude of games can be played using the aforementioned gaming apparatus.
  • a player can opt to play "Rapid Fire Shootout.”
  • the goal of "Rapid Fire Shootout” is to score as many points as possible in the time period selected by the player. For example, the user can input a time period of ten minutes; in this amount of time, the player will attempt to fire the gun and hit the target as many times as possible. The user can hit any one of the shooting zones in order to score points.
  • the points scored can be recorded and prominently displayed on the target. For example, in Figure 5, red LED's can signify the number of points scored by the player.
  • a player could opt to play "Sharpshooter.”
  • the goal of "Sharpshooter” is to precisely hit the various shooting zones on the target in the time period selected by the player. For example, the user can input a time period of ten minutes. In order to earn points, the player must fire his gun and attempt to hit Zone 3, then Zone 2, and then Zone 1 in this particular order. In some versions of the game, each shooting zone must be hit by a projectile three times. Thus, a player will fire at and hopefully strike Zone 3, then Zone 2, and then Zone 1, and then repeat this firing sequence two additional times. At minimum, the player would have hit the target a total of nine times.
  • the timer freezes to signify the end of the game. If the player has won the game, the signal receiver can convey an audio message (e.g., "you win,” “winner,” “victory”) to the player informing him that he has won the game. If the player does not achieve his shooting goals within the time period selected and has lost the game, the signal receiver can convey an audio message (e.g., "you lose,” “loser,” “better luck next time”).
  • an audio message e.g., "you lose,” "loser,” “better luck next time”
  • the system can possess other components that facilitate playing additional games.
  • the gun can limit the rate of firing based on a player's progress.
  • the limitation can be configured in the gun through the data port of the gun.
  • the limitation can reduce the number of times the gun can fire in a certain time period. For example, players in a game can start out with 50% of their gun's maximum firing speed. As a player has more successful hits on the target, then the game can reward the player for his progress by increasing his rate of firing, such as increasing it closer to 100% of the gun's capability.
  • the gun can also deactivate a player for a certain period of time in order to mimic his temporary death or deactivation in the game. For instance, a player can find his gun deactivated for several seconds as a result of his failure to hit the target after a minute of play.
  • the gun or signal receiver display signals a player being active, such as a blue light for a blue team and a red light for a red team, then the light can be shut off to show that the player is no longer active.
  • the deactivated player's signal receiver can also play a countdown for the player to notify the player when he will be active again.
  • the system can require the player to reactivate himself, such as by going to a central base, and connecting the deactivated player's gun via the data port to the central base in order to be reactivated.
  • the system can give the player a certain amount of time to distance himself from the central base (which can be an easy target location for opposing team members) before he is activated back into the game and thus susceptible to being hit by another player. During that time, the signal receiver can play a countdown for the player to notify the player how much time is left before he is activated.
  • the system can require the player to reactivate himself, such as by going to a central base, and connecting the deactivated player's gun via the data port to the central base in order to be reactivated.
  • the system can give the player a certain amount of time to distance himself from the central base (which can be an easy target location for opposing team members) before he is activated back into the game and thus susceptible to being hit by another player.
  • the signal receiver can play a
  • the target can comprise additional components and features, allowing the user to play additional games.
  • the target can comprise moving parts.
  • the moving parts can be mechanized by a motor.
  • the electronic shooting game can take the form of a shooting gallery, whereby the player can open fire on multiple moving targets.
  • the targets can move about randomly and can take the size and shape of any target known in the art.
  • a target can take the shape of a human form that is capable of movement.
  • the player, wearing the signal receiver can fire the gun at the moving target and strive to strike a certain point on the target.
  • the shooting gallery-style version of the game can be used for training purposes for police officers, federal agents, and others in need of weapon training.
  • the system can be programmed to provide game instructions or scenarios that the players carry out.
  • Such instructions and/or scenarios can be provided in the form of voice provided to the signal receiver or as programming that configures the target to respond in a controlled manner.
  • One especially convenient way to provide the programming is in the form of "game cartridges" which can be inserted and/or removed easily. When cartridges are employed, they can be configured to be placed in either the gun or the target.
  • the target can take the form of a target vest.
  • the target vest can be used in combination with the gun to determine when a player has been hit.
  • the target vest can contain a number of target areas on its surface that are pressure sensitive; if a player fires a projectile that hits a target area then the vest will register the player as being hit.
  • the gaming system can then proceed in any number of ways to assess the hit player. For example, in one embodiment, if a first player is hit by a second player, the target vest can communicate with the gun of the first player according to the communications interfaces discussed above that the first player has been hit. The vest can also communicate to the gun of the second player that the second player has hit the first player.
  • the first player's vest can determine which player in a multiplayer environment to assess as the successful shooter by analyzing the relationship of which guns have recently fired a shot, when the vest was hit, and the distance of those guns from the vest.
  • the vest can then accurately determine the second player as the successful shooter.
  • the system can then note in the memory of the second shooter's gun that he has fired a successful shot and advantageously increase his rank or score, or even increase the rate at which his gun can fire, if that rate is limited by the game and not the hardware of the gun.
  • the gun can then broadcast a notification to all players that the first player has been hit by the second player.
  • certain accessories can be configured for use with the gun and signal receiver in order to enhance the game play.
  • eye protection is essential when handling firearms of any kind in order to protect a misdirected projectile from entering a player's eye. Eye protection is particularly essential when shooting BBs, more so than when shooting lead pellets, since a bouncing BB retains a very large portion of its initial energy and could easily cause serious eye damage. For this reason, plastic BB pellets are recommended to avoid ricochet.
  • the gun, signal receiver, and target are accompanied by protective eyewear.
  • the eyewear can take any form, such as plastic goggles, sunglasses, eyeglasses, shooting glasses, masks, or shields.
  • Shooting glasses can be lightweight and can be comprised of an adjustable frame as well as interchangeable lenses.
  • the lenses can be coated to resist fogging or scratching.
  • the protective eyewear can be connected to the signal receiver.
  • the gaming system does not require a signal receiver due to the fact that the protective eyewear includes speakers, by which audio messages are relayed to the player.

Abstract

A system and method for electronic projectile play are disclosed. The system comprises a projectile firing gun. The gun includes a chamber to hold projectiles. Additionally, the system comprises a target including shock sensors configured to transmit signals upon impact by a projectile. Additionally, the system comprises a signal receiver that receives signals and delivers audio to a user of the system. A method of implementing an electronic projectile play system is also disclosed. The method includes providing a projectile firing gun, a target, and a signal receiver. The method further includes firing at least one projectile from the projectile firing gun. The method further includes transmitting signals from the target to the signal receiver upon impact by a projectile. Additionally, the method can further include delivering audio to the user of the system.

Description

BEEMAN.002VPC PATENT
SYSTEM AND METHOD FOR ELECTRONIC PROJECTILE PLAY
BACKGROUND Field of the Invention
[0001] The present application relates to an electronic shooting game and, more particularly, to a kit for electronic projectile play comprising a gun, a signal receiver apparatus, and a target. Other embodiments of the system comprise multiple guns, multiple headsets, multiple targets, and protective eyewear. Description of the Related Art
[0002] Air guns are pistols or rifles that fire a projectile by releasing compressed air or other high pressure gas as a propellant. Air guns represent the oldest pneumatic technology having existed since the 15th century. During the 1890's, air rifles were used in Birmingham, England for competitive target shooting. Modern air guns are typically low-powered due to safety concerns, but high-powered air guns are often used for hunting and in the military. Most air guns can be used in a backyard, or even indoors, with proper equipment and precautions. Consequently, it is not uncommon to see low- powered air guns used as toys and in games.
[0003] Guns often used in toy or game applications take the form of a laser gun and can include an infrared ("IR") light projector (gun), an IR light detector (target), and a programmable data module that controls operation of the toy. For instance, the computer programmable interactive toy for a shooting game, disclosed by Lebensfeld in U.S. Patent No. 6,261,180, discloses a shooting game similar to laser tag, wherein the gun shoots rays of light that strike a target. The target often takes the form of a vest worn by another player or the form of a stationary target. Additionally, 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. 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.
[0004] Other types of shooting games include guns that shoot projectiles or BBs, instead of light, thereby providing a more realistic shooting experience. For instance, as Kim discloses in Application No. WO03Q06127, a shooting game apparatus using compressed air can include a housing, an air compressor installed in the housing, and a shooting apparatus for launching projectiles using compressed air generated by the air compressor. Additionally, an air gun can comprise an automatic projectile supplying mechanism, as disclosed by Keiichi in Application No. EP0909935. Additionally, the gun can take the form of a multi-barreled rapid fire gun capable of firing a plurality of projectiles contained within a container releasably connected to the gun, as disclosed by Piper in U.S. Patent No. 6,152,125.
[0005] While providing a more realistic and authentic shooting experience, the use of projectiles or BBs in air guns often proves hazardous as projectiles are misdirected as a result of poor aim. Additionally, it is possible that projectiles fired at high velocities at an intended target can ricochet off of the target, back toward the direction of the player. Safety precautions must be taken in order to assure a safe shooting environment. Safety precautions can take a variety of forms: for example, BBs can be manufactured using a safer material, such as plastic. Additionally, if the gun is paired with a target, the target can comprise a material that limits the possibility of ricochet.
[0006] In addition, shooting games can be accessorized to simulate a more realistic shooting atmosphere. Toy guns can be capable of emitting realistic weapon sounds. For example, a gun can include a speaker and a switch to activate the speaker to generate sounds, such as is disclosed by Small in U.S. Patent No. 6,752,238. The sounds can simulate various real and/or imaginary weapons, such as machine guns, laser or other beam-type weapons, or other weapons of science fiction. Other guns comprise a toy body having a configuration which comprises a directional light beam for target detection used in combination with directional sound, such as is disclosed by Norris in U.S. Patent No. 5,885,129. The speaker allows the player to hear the sounds the weapon sends to the target. Additionally, the speaker can be used in conjunction with a microphone, allowing the player to send audio signals to the target.
[0007] Shooting games are known in which sounds are produced that are broadcast externally. In these games, sounds similar to gunfire can be heard in public. These sounds can be construed as threatening by some members of the public.
SUMMARY OF THE INVENTION
[0008] Despite the vast array of electronic shooting games available, there is a need for an electronic shooting game which provides for a safer shooting environment for the player, while also providing a more realistic and lifelike shooting experience by allowing the player to hear the sounds emitted by the gun as well as the sounds emitted as the fired projectile strikes a target.
[0009] Thus, in accordance with at least one embodiment described herein, the present application provides a system for electronic projectile play comprising a projectile firing gun. Although the term "gun" is used herein, that term is to be construed within the context of the present game system as referring to any device capable of shooting projectiles, generally in a non-lethal manner. In certain embodiments, the gun can be configured to shoot light, such as visible or IR light, rather than projectiles. The gun can include a chamber to hold projectiles. Additionally, the system can comprise a target including sensors configured to transmit signals upon impact by a projectile or light. In some embodiments, the sensors are shock sensors that sense the impact of projectiles. Additionally, the system can comprise a signal receiver that receives signals and delivers audio to a user of the system.
[0010] In some embodiments, the signal receiver can take a variety of different forms, including a headset, a belt clip receiver, a hearing aid style micro-earpiece, or an attachment for eyeglasses. In some embodiments, the receiver can be kept anywhere on a player's body, and then coupled either wired or wirelessly to an earpiece or provided with a speaker.
[0011] In certain embodiments, the gun can transmit signals to the signal receiver upon being fired. The gun can comprise a cock and transmit a signal to the signal receiver upon being cocked. The gun can transmit a signal to the signal receiver that indicates the amount of projectiles remaining in the chamber. The gun can comprise a radio transmitter. The gun can comprise a sensor to indicate whether the device is cocked or fired and can transmit a signal to the signal receiver upon being cocked or fired.
[0012] In some embodiments, the gun can comprise lights that indicate whether the device is cocked or fired. The gun can be comprised of plastic. The projectiles fired from the gun can be comprised of plastic. The signal receiver can comprise a sound chip. The signal receiver can further comprise speakers to play audio. Additionally, the front surface of the target can be covered by thick foam. The foam can be made of a suitable polymer, such as polyurethane. In some embodiments, the foam is between 2 and 25 mm thick. Additionally, the target can be coated with a substance that facilitates the projectiles to adhere to the surface of the target. In some embodiments, the signals transmitted by the system are radio frequency signals. [0013] The present application still further provides a method of implementing an electronic projectile play system. The method can include providing a projectile firing gun, a target, and a signal receiver. The method can further include firing at least one projectile from the projectile firing gun. The method can further include transmitting signals from the target to the signal receiver upon impact by a projectile. Additionally, the method can further include delivering audio to the user of the system.
[0014] Additionally, the method can further include transmitting signals from the projectile firing gun to the signal receiver. The method can further comprise sensing whether the device is cocked or fired and further comprise transmitting a signal to the signal receiver upon being cocked or fired. In addition, transmitting signals from the projectile firing gun to the signal receiver can occur when the gun is fired. The projectile firing gun can comprise a cock; transmitting signals from the projectile firing gun to the signal receiver can occur when the gun is cocked. Additionally, the projectile firing gun can comprise a chamber to hold projectiles; and transmitting signals from the projectile firing gun to the signal receiver can occur when the chamber does not contain projectiles. The method can further comprise using light sources to indicate whether the device is cocked or has fired.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] These and other features, aspects and advantages of the present embodiments will become more apparent upon reading the following detailed description and with reference to the accompanying drawings of the embodiments, in which:
[0016] Figure 1 is a right side perspective view of an embodiment of the air gun.
[0017] Figure 2 is a right side perspective view of a cock of the air gun of Figure 1.
[0018] Figure 3 is a left side perspective view of a grip located on the handle of the air gun of Figure 1.
[0019] Figure 4 is a perspective view of an embodiment of a headset used in conjunction with the air gun of Figure 1.
[0020] Figure 5 is a front side perspective view of an embodiment of a target used in conjunction with the air gun of Figure 1 and headset of Figure 4.
[0021] Figure 6 is a cross sectional view of the target of Figure 5 showing an embodiment of shock sensors used to sense vibrations from projectiles. [0022] Figure 7 is a schematic diagram illustrating possible shapes and angles taken by embodiments of the target.
[0023] Figure 8 is a bottom, front, and right side perspective view of an embodiment of a signal receiver adapted to be worn on a player's body, such as on a belt clip.
[0024] Figure 9 is a top, front, and left side perspective view of the signal receiver of Figure 8.
[0025] Figure 10 is a perspective view of an embodiment of a signal receiver attached to an eyeglass frame.
DETAILED DESCRIPTION
[0026] With reference to Figure 1 , in at least one embodiment, the system for electronic projectile play can comprise a projectile firing device. The projectile firing device can be a gun; however, any number of projectile weapons can be employed for use with embodiments discussed herein. Although the sample embodiments discussed herein refer to air guns, other projectile weapons commonly used in non-military situations can be adapted and employed for use with certain embodiments discussed herein. Such projectile weapons include, but are not limited to guns, such as infrared ("IR") guns or paintball guns; bows, such as a bow and arrow or a cross-bow; pole weapons, such as spears, lances or pikes; darts; blowguns; slingshots; or any other projectile weapon that can be used safely in conjunction with a gaming apparatus.
[0027] The system can further comprise a signal receiver and a target. Generally, a player of the electronic game wears the signal receiver, while holding the projectile firing device. By wearing the signal receiver, the player is able to listen to the sounds made by the gun as he cocks the gun and fires the gun. Additionally, after firing the gun, he is able to hear the sound of the projectile striking the target. The player can play a multitude of games, using the gun, signal receiver, and target. Additional embodiments can include multiple projectile-firing devices, multiple signal receivers, and multiple targets, allowing more than one player to participate in the shooting game. In these embodiments, players are able to listen to the sounds generated by the other player. Additional accessories to the gaming apparatus can include protective eyewear.
[0028] With continued reference to Figure 1 , the gun can comprise a multitude of components, namely a trigger 101, a barrel structure 102, a cock 103, and a right side grip 104. [0029] A player can hold the gun by the grip 104. While holding the gun by the grip 104, a player can pull the trigger 101 with his finger, causing the gun to fire. The gun can comprise a projectile chamber for holding projectiles, pellets, or BBs. In some embodiments, the projectile chamber is located in the hand grip; however, the projectile chamber can be located in any location on the gun known in the art. The cock 103 can push the projectile into the projectile chamber, enabling the projectile to be fired out of the gun through the barrel structure 102.
[0030] In one embodiment, the gun is comprised of a plastic frame. In other embodiments, the gun can be comprised of a metal frame. The plastic frame can be transparent, allowing the inner wiring and components of the gun to be visible. The plastic frame can be manufactured in a wide variety of colors. Using a clear plastic frame gives the instant impression that the gun is a toy and is not a real weapon. In other embodiments, the gun frame is comprised of steel, plated either with zinc or copper to resist corrosion.
[0031] The barrel of the gun can vary in size. The gun can possess any caliber known in the art. However, air guns are most commonly found in the following calibers: .177" (4.5 mm), .20" (5.0 mm), .22" (5.5mm & 5.6 mm), and .25" (6.35 mm). Many BB guns have a smoothbore barrel.
[0032] With continued reference to Figure 1, a cock 103 can be located at the back end of the frame of the gun. The cock 103 can be made of any material known in the art. With reference to Figure 2, the cock can comprise a hammer 201. In some embodiments, to cock the gun, the player must pull the hammer 201 back to deliver a projectile to the projectile chamber in preparation for firing. Additionally, and in at least one embodiment, the cock 103 can include a portion of the top of the barrel of the gun configured to slide back and forth, such that a user can grip the top portion of the barrel of the gun, pull or slide the top portion back, and release to cock the gun. When cocked, the hammer 201 can strike a firing pin to fire a projectile from the barrel. In some embodiments, the gun can be cocked for each individual shot. In yet other embodiments, the gun can be cocked for the first shot, but subsequent shots are cocked automatically.
[0033] The gun frame can comprise a clip (not shown) to hold projectiles. The clip can take the form of a detachable compartment for ammunition that is designed to rapidly load projectiles into the magazine. The gun frame can also comprise a magazine that holds the projectiles. When the gun is cocked, a projectile can be fed from the magazine into the projectile chamber. In some embodiments, the clip can hold between twenty and thirty projectiles; however, the clip can accommodate any number of projectiles. The projectiles can be fired by the user from the gun and can be directed at a target. The projectiles can be fired at any velocity known in the art. For example, but without limitation, the projectiles can be fired at a velocity of HOOft/s (330 m/s), or at a velocity of 300 ft/s.
[0034] The projectiles can take the form of BBs, pellets, or any known projectile in the art. A BB can take the form of a small ball, typically made of steel with a copper or zinc plating. The projectiles can be made of any material known in the art. Some pellets are made of lead or steel. Steel BBs are very prone to ricochet, especially off of hard surfaces such as brick or concrete. In some embodiments, the BBs are made of plastic. Plastic BBs are often preferred to avoid high ricochet. The projectiles are available in a variety of head styles. Some projectiles are so light that they are propelled at, or beyond, the speed of sound.
[0035] The projectiles can be propelled from the gun when the user pulls the trigger of the gun. In some embodiments, when the gun is fired, compressed air or other high pressure gas within the gun is used to force the projectile out. In some embodiments, the gun is an air gun. In some embodiments, the compressed air used in air guns is carbon dioxide. The carbon dioxide can be stored in capsules or cylinders, and filled via a hand pump or dive tank. In some embodiments, the amount of recoil can be almost zero as there is no significant movement of mechanical parts during the firing cycle. However, the gun can comprise a pneumatic or hydraulic shock absorber, capable of absorbing the shock when the gun is fired.
[0036] In some embodiments, the gun frame houses sensing mechanisms. The sensing mechanisms can detect a wide array of functions capable by the gun. A sensor can detect when the player has cocked the gun. A sensor can detect when a player has fired the gun. A sensor can detect when the clip is empty, indicating that the gun must be reloaded. The sensors located in the gun can detect other characteristics of the gun. In some embodiments, the gun comprises one sensor. In other embodiments, multiple sensors are present in the gun. In some embodiments, the gun comprises three sensors.
[0037] The position of the sensors can vary in the gun frame. A sensor can be placed near a trigger post 105 of the gun, attached to the trigger and located directly above the trigger in the gun barrel. In some embodiments, a sensor can be located near the reload clip. In some embodiments, a sensor can be located adjacent to the trigger post 105 on the top of the gun. A sensor can be located at the back end of the gun near the cock 103. The sensors can be secured to the gun using metal clips. The sensors can exist on the same circuit and can be physically connected by wires.
[0038] Guide holes can be cut in the frame of the gun at any location on the frame to run circuitry between the sensors. For example, guides holes can be cut to run circuitry from the back end of the gun to the trigger post. All wire connections can convene in the back end of the gun near the handle and can be soldered together. A ground wire can be connected to the cock. The ground wire can be secured by a screw, tightened around the ground wire.
[0039] With reference to Figure 3, the gun can also include a left side grip 301 located on the handle of the gun frame. In some embodiments, the grips 104 and 301 comprise two grip covers. One grip cover can be placed on each side of the gun to facilitate easy handling. One grip cover covers the left side of the gun. A second grip cover covers the right side of the gun. The grip covers can be fastened to the handle of the frame of the gun by screws 302. In one embodiment, the grip cover can be made of plastic; however, the grip cover can be made of any material known in the art. The grip cover can include small indentations on its surface in order to facilitate gripping of the gun. The grip cover can be any of a range of colors, as well as black. In some embodiments, the grip cover can differ in color from the frame of the gun. Additionally, in some embodiments, holes 303 can be cut at the top of the grip cover.
[0040] In some embodiments, the gun can comprise a safety. The safety can be carried by the frame for movement between safe and fire positions. The safety can prevent movement of the trigger when the safety element lies in a safe position, thus securing that the gun is not fired by mistake. Movement of the trigger can be enabled when the safety element lies in the fire position. In at least one embodiment, the gun can further comprise a painted or marked dot along the side of the gun. When the safety has been activated, the painted or marked dot can be covered by the safety device. When the safety is off, the marked dot can be exposed.
[0041] The holes 303 cut in the grip cover can be sized to allow light sources to protrude through the grip cover. The function of the light sources can be to indicate whether the gun has been cocked or has been fired. Additionally, the light sources can indicate whether the clip is empty and whether the gun must be reloaded. In some embodiments, the light source that can be employed is an LED. Other light sources are also possible. The presence of the light sources makes obvious the nature of the gun as a toy, and not a weapon. While the wiring for the LED's or other light sources is located inside the plastic frame of the gun and hidden under the grip covers, the light sources can be visible from the outside of the gun and protrude through the holes at the top of the grip cover. Some embodiments employ one light source, such as a single LED; however larger numbers of light sources can also be accommodated. In some embodiments, a single LED can emit more than one color. Some such multi-color LED's can emit a different color depending on the direction of current.
[0042] The light sources can serve multiple purposes. For example, when lit, a red, or other color, LED can indicate that the user has cocked the gun or disengaged a safety. In some embodiments, the second LED can emit a green light. When lit, the green LED can indicate that projectiles are present in the clip; however, the gun has not been cocked and is not in position to be fired. When neither LED is lit, the clip can be completely empty, and the gun must be reloaded. When a multi-color LED is used, it can emit one color to identify one configuration and another color to identify another configuration. A multi-color LED that is unlit can identify still another configuration.
[0043] The light sources can also be part of the feedback responses when using the system. For example, the light sources can be configured to respond when the gun is aimed correctly at the target or whether another user is within a certain range. Sounds can also be delivered either with or without the light sources to indicate the same features that the light sources can indicate.
[0044] The holes 303 cut in the grip cover are sized to allow light sources to protrude through the grip cover. The function of the light sources is to indicate whether the gun has been cocked or has been fired. Additionally, the light sources may indicate whether the clip is empty and whether the gun must be reloaded. The presence of LED's makes obvious the nature of the gun as a toy, and not a weapon. While the wiring for the LED's is located inside the plastic frame of the gun and hidden under the grip covers, the LED's are visible from the outside of the gun and protrude through the holes at the top of the grip cover. Some embodiments employ one LED. Some embodiments employ more than one LED. In some embodiments, the LED emits a red light.
[0045] The LED's or other light sources can serve multiple purposes. For example, when lit, a red, or other color, LED can indicate that the user has cocked the gun or disengaged a safety. In some embodiments, the second LED can emit a green light. In such embodiments, when lit, the green, or other color, LED indicates that projectiles are present in the clip; however, the gun has not been cocked and is not in position to be fired. When neither LED is lit, in an exemplary embodiment, it can indicate that the clip is completely empty, and the gun must be reloaded.
[0046] In some embodiments, a sighting device can be provided to assist the user in target alignment. Sights aid the eye in aiming the barrel of a firearm in the proper direction to hit a target. The most common sights are iron and telescopic. The sighting device can be aligned relative to the weapon to assure the accuracy of the weapon.
[0047] In some embodiments, a chip can be inserted into the frame of the gun. In some embodiments, the chip is inserted into the back end of the gun near the handle. The chip comprises a microprocessing element that processes information relayed from sensors located in the frame of the gun. Additionally, the chip can comprise a transmitter to transmit radio frequency waves from the gun to another component of the gaming apparatus, such as the signal receiver or target. The frequency transmitted is usually 23.3 or 40 Megahertz.
[0048] In some embodiments, the gun can feature a display screen in order to facilitate use by the player. The display screen can take any form well-known in the art, including but not limited to, a liquid crystal display ("LCD"), cathode ray tube ("CRT"), or a plasma display. The display screen can show the current configuration of the gun, the status of the player, the rules of the game, or any other information relevant to use of the gun. Furthermore, in certain embodiments the information on the display can be accessed by controls located on the gun. In yet further embodiments, the gun can be configured using a touch-screen display located on the gun.
[0049] In some embodiments, the air gun can feature a data port or other data accessing interface which allows the gun to interact with the play environment. The data port can take the form of any data transmission system, including but not limited to a magnetic card reader for use with a magnetic stripe card; or a computer storage media reader and associated media, such as a CD-ROM, floppy disk, hard disk drive, or flash memory card (hereinafter "data card"). In certain embodiments, the gun can contain memory to store data.
[0050] The data port can instruct the gun as to the game to be played, and the gun can be configured accordingly. For example, a data card can be used to inform the gun that the player is participating in a game of "Sharpshooter" with several other players. The gun can then play a set of rules for the game, as described above. Furthermore, the data port can also be used to designate players on a team. For example, a data card for use with one team in a multi-team game can be used with each team member's gun in order to designate that gun as belonging to the team. In certain embodiments, the memory card can be used to store data on the player, such as how many points a player has acquired.
[0051] The gun can advantageously be paired with a signal receiver. The gun can be used by a player who wears the paired signal receiver. With reference to Figure 4, a headset 400 can be used as a signal receiver for use with the gun according to one embodiment of the invention. The signal receiver can use any style or take any form well- known in the art. In at least one embodiment, the signal receiver can include only speakers to provide an output audio signal to the player, or can also include a microphone 402 to input an audio signal from a player. In some embodiments, the signal receiver can include either one or two speakers located in earphones to provide the output audio signal to the player. If stereophonic sound is desired, then a speaker located in each of two earphones, or headphones, can be used. If monophonic sound is desired, then a single speaker in the signal receiver can be used. The sample headset as shown in Figure 4 is a wireless monophonic headset because it has one speaker 401.
[0052] The signal receiver can take a variety of different forms, including but not limited to a headset, a belt clip receiver, a hearing aid style micro-earpiece, or an attachment for eyeglasses. In some embodiments, the receiver can be kept anywhere on a player's body and then coupled either wired or wirelessly to an earpiece or provided with a speaker. For example, and with reference to Figures 8 and 9, an embodiment of the signal receiver 800 can be provided that is adapted to be worn on a belt clip. The signal receiver 800 shown in Figures 8 and 9 can be operated using batteries or other alternative power sources. With reference to Figure 10, an alternative embodiment of a signal receiver 803 can be adapted to be clipped onto an eyeglass stem. The eyeglass-mounted signal receiver 803 can be provided with an audio output directed to the wearer's ear. Conveniently, the eyeglass-mounted signal receiver 803 can be adapted to be attached to protective eyewear, as described herein below. Alternatively, the protective eyewear and signal receiver can be produced as a single piece.
[0053] The air gun can send audio to the signal receiver, or otherwise cause the signal receiver to play audio. In one embodiment, the signal receiver can comprise a receiver that receives radio frequency waves from the chip located in the air gun and assigns a sound to the information transmitted from the sensors to the chip. The receiver can be attached to the side of the signal receiver. For example, when the gun has been cocked, the sensing mechanisms in the gun can transmit this information to the chip in the gun, which then transmits the information to the receiver in the signal receiver. The signal receiver can then process the information and play a "cocking" sound through the speakers of the signal receiver. Additionally, when the player pulls the trigger and the gun is fired, the signal receiver can play a gun powder ("firearm") sound. When one projectile remains in the clip, the signal receiver can play the sounds "last shot" or "one shot left." When the clip is empty and the gun must be reloaded, the signal receiver can play a sound indicating that the gun must be reloaded. For example, the gun can play the sound of human voice articulating the words "reload," "chamber is empty," or "empty."
[0054] Further, the audio can include sound effects, instructions, background music, or background noise. Instructions can include a set of rules for games to be played using the air gun and signal receiver in order to instruct participants in the game. For example, a user can configure his gun to play a particular game as discussed below, such as "Rapid Fire Shootout"; and the gun can then play the instructions for the player through the signal receiver. The gun can also feature the ability to play selected background music for the player, such as themes from famous movies or songs by popular artists. The gun advantageously can loop certain background music so as to provide consistent music for the player. In addition to background music, the gun can also play background sound effects, such as common city sounds or jungle sounds, to increase the sense of realism for the player. The player can then feel as if he is in a city, jungle, or other setting.
[0055] The signal receiver according to certain embodiments of the invention can be wired or wireless. Wireless signal receivers can connect to the air gun using any well-known method in the art, such as over radio frequency or via infrared waves, including but not limited to wireless standards such as Bluetooth, Dedicated Short Range Communications ("DSRC"), HIPERLAN, HIPERMAN, IEEE 802.11, IrDA, Radio Frequency Identification (RFID), WiFi, WiMax, xMax, or ZigBee.
[0056] In some embodiments, the signal receiver can also include a microphone. The microphone can be used to provide an input source for sound from a player, and can be selected from any well-known existing microphone variety, including but not limited to capacitor microphones, electret condenser microphones, dynamic microphones, ribbon microphones, carbon microphones, piezo microphones or laser microphones. The microphone can be attached to the player in a number of ways, such as a lavalier microphone or a parabolic microphone. The microphone can be unidirectional, bidirectional or omnidirectional.
[0057] Certain embodiments can also enable peer-to-peer communication. In certain "peer-to-peer" embodiments, the air gun can feature the ability to communicate with other air guns in the area directly via wireless communication. Guns can communicate with one another using any well-known method in the art, such as over radio frequency or via infrared waves, including but not limited to wireless standards such as Bluetooth, Dedicated Short Range Communications ("DSRC"), HIPERLAN, HIPERMAN, IEEE 802.11, IrDA, Radio Frequency Identification (RFID), WiFi, WiMax, xMax, or ZigBee.
[0058] Because the system uses a definable standard, additional components can be added to the system at different time periods. For example, once a system that incorporates multiple signal receivers and guns is set up, additional guns can be added to the system that transmit signals over the same wireless standard. Thus, it is not necessary to add a separate signal receiver or target for each gun. In addition, different models of guns can be configured to make the same or different sounds for the same actions.
[0059] A gun according to certain embodiments discussed herein can send a broadcast signal to all other guns in range whenever an event occurs with that gun. All guns within range can thus be in a perpetual "listening" mode when turned on in order to receive broadcast signals. For example, if a player configures his gun to play instructions for a game, in addition to those instructions being played for the player, the instructions can also be transmitted to all other guns within range and then played in each of the guns' corresponding signal receivers for the players in the area. Similarly, in at least one embodiment, if a player pulls the trigger on his gun, the player can hear a firearm gunshot sound through his signal receiver. The same firearm gunshot sound, or other "loud" sounds typically heard over large distances, can also be transmitted to all other guns in the area. Alternatively, "quieter" sounds can not be broadcasted. For example, when a player prepares his gun for firing (or "cocks his gun"), then the system can be figured such that the cocking sound is only played for the player cocking the gun and not to other players. Alternatively, the system can be configured to broadcast all sounds to all players. Additionally, the system can be adapted to transmit either the same or different content to the different players' signal receivers so that only certain players receive certain information or for all players to receive information. Such information can take the form of audio signals or language instructions.
[0060] In certain embodiments where the signal receiver accompanying the gun also includes a microphone, as discussed above, then the gun can also transmit audio from one player to another. This audio transmission can advantageously be used to allow players to communicate with one another. The audio transmission feature can be activated for a short period of time or can be activated at all times. For short periods of audio communication, the feature can be activated in many ways, including pressing a button to turn the feature on or off, or holding a button to open the audio communication channel, such as a walkie-talkie. In certain embodiments, the gun can send an audio transmission from one player to select other players based on the configuration of their guns. This feature can use different frequencies or channels for audio transmission. For example, in a team game using certain gun and signal receiver embodiments, players can select to be on a team, and the gun can advantageously only broadcast audio communications from one player to their fellow team members by dedicating a certain communication channel to that team, and not to members on other teams who can have their own distinct communication channels. The audio transmission between guns can be configured as a half-duplex system or as a full-duplex system.
[0061] In certain embodiments, the audio transmission can be used as a voice command source to configure or activate certain features in the gun. For example, if a player activates the audio transmission feature on his gun and states the command "silencer mode," the sounds from the gun can mimic a gun with a silencer attached. The player and other players who receive broadcast signal from the silenced gun can then hear sound effects based on a firearm gun with a silencer instead of a firearm gun without a silencer.
[0062] In other embodiments of the invention, guns can communicate in a centralized way by communicating their information to a base station, which then communicates the appropriate data to all other guns participating in the game or in the area. Communication between the guns and the central base can take place by any of the wireless communication methods discussed above. The central base can be used in place of any embodiment discussed herein which discusses peer-to-peer communication between guns. [0063] In particular embodiments of the system, the signal receiver can include a jack for input of audio signals from a digital music player, such as an MP3 player, including but not limited to those sold under the trademark IPOD. One skilled in the art will also recognize that signals can also be delivered wirelelessly from the digital music player. The use of the digital music player can deliver music on top of whatever sounds are being transmitted in the system.
[0064] As an alternative, a digital music player can serve to receive signals from the system. The delivery of wireless signals to such devices can be accomplished in any of a number of manners. For example, the signal receiver described above can be simply inserted into the digital music player. Moreover, many such digital music players include the ability to receive wireless signals, which the system can be adapted to take advantage of. Thus, the system can transmit signals via the wireless signals that digital music players are adapted to receive. In that event, the signal receiver could simply be the earphones typically used with the digital music player. An alternative to permit use of the native earphones would be to attach a signal receiver to the digital music player either through wires or wirelessly. Regardless of the particular mode used to deliver the signals, the signals can be configured to be delivered simultaneously with the music or other content being played by the digital music player.
[0065] Whether the system is configured to send signals directly to the music player or whether the music player is simply added to the system, dedicated content can be played on the digital music player during use of the system. Such dedicated content can include music appropriate for the game or could also include instructions specific to the game being played.
[0066] The gun and signal receiver can be configured to be used with a target. In some embodiments, the gun is shot at a target, which receives the plastic bee bees from the gun. The target can take any shape or size known in the art. With reference to Figure 5, the target 500 can have the shape of a triangle. The target can rest on a base, which can include a battery compartment. In some embodiments, the target can rest on a plastic base. Other materials are also possible. Figure 5 shows the target secured to a plastic base 501. The base can take any size or shape. The base also can be covered in foam or other soft material.
[0067] In one embodiment, the target can be divided into shooting zones. With reference to Figure 5, the target can be divided into three shooting zones. Other configurations, shapes, or numbers of zones are also possible. The zones can be differentiated from one another and can be painted or marked with different colors. In some embodiments, each zone has its own design. In some embodiments, each zone can be numbered and labeled with a number. For example, shooting zone 2 is labeled "Zone 2" or "2. In some embodiments, the three shooting sections can be shaped like triangles, and each triangle can constitute a shooting zone. In some embodiments, the three triangles can be of varying size: the smallest triangle can represent the smallest shooting zone located in the middle of the plastic target zone, as shown in Figure 5. In some embodiments, the smallest shooting zone 502 can labeled "Zone 3" or "3." A larger triangle can then be positioned around the small triangle. The larger triangle can represent a second shooting zone 503 and can be labeled "Zone 2" or "2." A third larger triangle can represent a third shooting zone 504 and can be positioned to surround Zone 2. The largest triangle can be labeled "Zone 1" or "1."
[0068] With reference to Figure 6, the target can be comprised of three plastic or other material triangular target zones 602. The target zones can correspond with the shooting zones of Figure 5, located on the exterior of the target. In at least one embodiment, the target zones can be connected by glue or epoxy to a base. In some embodiments, the target zones can be removable and replaceable. A number of attachment mechanisms can be used for such removable target zones, including without limitation, magnets, snaps or Velcro. Thus, whenever a player so chooses, he can opt to remove a target zone riddled with projectiles from the target and replace the old target zone with a new target zone.
[0069] In some embodiments, the target can comprise a compartment, which collects the projectiles fired at the target. In some embodiments, the target can comprise a tray connected to the front surface of the target, whereby projectiles fired at the target slide down the front surface of the target into the tray. The tray can be made of plastic or any other material known in the art. The tray can take the form of any number of dimensions. In Figure 5, projectiles can be collected by the top of the plastic base 506.
[0070] In some embodiments, the target can comprise shock sensors. The shock sensors can be attached to the target using any method known in the art, for example by applying a thin layer of rubber cement or glue. With reference to Figure 6, shock sensors 601 can be attached to the target. The shock sensors can be separated from the target by a piece of plastic or other material. The shock sensors can detect the vibrations that occur when a projectile strikes the surface of the target. The shock sensors can take any size or shape. In Figure 6, the shock sensors are circular in shape. The target can comprise any number of shock sensors. The shock sensors can appear in many different configurations on the target. In at least one embodiment, one shock sensor can be attached to the smallest shooting zone (Zone 3); two shock sensors can be attached to Zone 2; and two shock sensors can be attached to the largest shooting zone (Zone 1).
[0071] The target can be comprised of a chip. The chip can be comprised of a microprocessor and a transmitter. In some embodiments, the chip can be located in the base of the target; however, the chip can be located in any location on the target. Sensors in the target can be wired to the chip, which can then transmit information to the receiver in the signal receiver. For instance, when a projectile hits the target, sensors in the target can sense if the target has been struck and what shooting zone has been struck. The sensors can then transmit this information to the transmitter in the chip, which then transmits the information to the receiver in the signal receiver. The signal receiver can then play a sound indicating that the target has been hit (e.g., "thud") or a sound indicating the shooting zone that has been hit (e.g. "Zone 2"). In some embodiments, the sound can be in the form of a human voice that articulates the words "Zone 2" or some other word or words. In other embodiments, the sound is in the form of a thump or thud.
[0072] Additionally, the outside of the target can be covered by a layer of foam. In some embodiments, a layer of foam, such as polyurethane foam, can be attached to the exterior of the target and placed over the shooting zones. The foam can be used as a safety precaution: as the projectile strikes the target, the foam can absorb much of the energy from the fired projectile, thereby decreasing the possibility of ricochet back toward the direction of the player. In some embodiments, the foam can be between 2.5 and 3 mm thick. Other ranges are also possible. For example, but without limitation, the foam can be as thick as 25 mm or even thicker, depending on the particular foam used. By attaching foam to the target surface, as much as 90% of the energy from the fired projectile can be absorbed by the target.
[0073] In some embodiments, the foam can be coated with a substance, such as a gel. The gel can be adhesive in nature and can facilitate the fired projectile sticking to the target. Placement of the gel on the surface of the foam can further decrease the possibility of ricochet of a fired projectile off the target into the direction of the player. In other embodiments, a layer of Velcro can be attached to the surface of the target. In other embodiments, magnets can be attached to the surface of the target to facilitate the fired projectile adhering to the target.
[0074] Additionally, the target itself can be designed such that the possibility of ricochet back toward the direction of the player is minimized. For example, the target can be positioned on an angle or slant, which results in a decrease in the possibility of ricochet. Figure 7 displays top, front, and side views of a target, whereby no two sides of the target form a 90° angle. The top view of Figure 7 shows the target angled at 60°. The front view shows the side of the target angled at 28°. The side view shows the front of the target angled backward at 77°. In the configuration shown, there is no 90° angle relative to the plane of the shooter from any vantage point when shooting the target because there is no flat surface facing the shooter. This optional feature can add excitement and interest to the game.
[0075] A player can input data into the electronic gaming device. Player input can be achieved in any suitable way consistent with the number of possible input selections. In some embodiments, the target can comprise a control panel by which a player can input data. With reference to Figure 5, the target can include a control panel 505 located on the base 501 of the target 500. The control panel can include several buttons and switches for user input. In some embodiments, the control panel can include an on/off button. In other embodiments, the control panel can include a button by which the player can input the time period during which he wishes to play the game. Additionally, the control panel includes a button by which the player can select the type of game he wishes to play.
[0076] Additionally, the target can comprise a timer, by which time of play is accurately kept. The timer can take the form of a clock or any other form known in the art and can be positioned in any location on the target. Additionally, the target can comprise a device by which the number of points scored by the player is recorded. For example, and with reference to Figure 5, the points scored by the player can be signified by lit red LED' s positioned on the front of the plastic base of the target.
[0077] The number of points a player accumulates can depend upon the number of times he hits a particular shooting zone. For example, in at least one embodiment, Zone 3 is the smallest, and thus hardest to hit, shooting zone. Hitting Zone 3 can reward a player with three points. Hitting Zone 2 can reward a player with two points. Hitting Zone 1 , located on the periphery of the target, can reward the player with one point. However, the number of points earned by a player can directly depend upon the type of game that he has selected to play.
[0078] A multitude of games can be played using the aforementioned gaming apparatus. A player can opt to play "Rapid Fire Shootout." The goal of "Rapid Fire Shootout" is to score as many points as possible in the time period selected by the player. For example, the user can input a time period of ten minutes; in this amount of time, the player will attempt to fire the gun and hit the target as many times as possible. The user can hit any one of the shooting zones in order to score points. As the player hits the target with a projectile fired from the gun, the points scored can be recorded and prominently displayed on the target. For example, in Figure 5, red LED's can signify the number of points scored by the player.
[0079] Additionally, a player could opt to play "Sharpshooter." The goal of "Sharpshooter" is to precisely hit the various shooting zones on the target in the time period selected by the player. For example, the user can input a time period of ten minutes. In order to earn points, the player must fire his gun and attempt to hit Zone 3, then Zone 2, and then Zone 1 in this particular order. In some versions of the game, each shooting zone must be hit by a projectile three times. Thus, a player will fire at and hopefully strike Zone 3, then Zone 2, and then Zone 1, and then repeat this firing sequence two additional times. At minimum, the player would have hit the target a total of nine times. If the player is successful in hitting each of the three shooting zones within the time period selected, the timer freezes to signify the end of the game. If the player has won the game, the signal receiver can convey an audio message (e.g., "you win," "winner," "victory") to the player informing him that he has won the game. If the player does not achieve his shooting goals within the time period selected and has lost the game, the signal receiver can convey an audio message (e.g., "you lose," "loser," "better luck next time").
[0080] The system can possess other components that facilitate playing additional games. In certain embodiments, the gun can limit the rate of firing based on a player's progress. The limitation can be configured in the gun through the data port of the gun. The limitation can reduce the number of times the gun can fire in a certain time period. For example, players in a game can start out with 50% of their gun's maximum firing speed. As a player has more successful hits on the target, then the game can reward the player for his progress by increasing his rate of firing, such as increasing it closer to 100% of the gun's capability.
[0081] The gun can also deactivate a player for a certain period of time in order to mimic his temporary death or deactivation in the game. For instance, a player can find his gun deactivated for several seconds as a result of his failure to hit the target after a minute of play. In certain embodiments where the gun or signal receiver display signals a player being active, such as a blue light for a blue team and a red light for a red team, then the light can be shut off to show that the player is no longer active. In certain embodiments, the deactivated player's signal receiver can also play a countdown for the player to notify the player when he will be active again. In other embodiments, the system can require the player to reactivate himself, such as by going to a central base, and connecting the deactivated player's gun via the data port to the central base in order to be reactivated. In order to facilitate the game, after the player connects to the central base to reactivate his gun, then the system can give the player a certain amount of time to distance himself from the central base (which can be an easy target location for opposing team members) before he is activated back into the game and thus susceptible to being hit by another player. During that time, the signal receiver can play a countdown for the player to notify the player how much time is left before he is activated. Alternatively, in certain embodiments, if a player is deactivated a certain number of times, then he can be permanently deactivated from the game and thus "lose" the game.
[0082] In other embodiments, the target can comprise additional components and features, allowing the user to play additional games. In some embodiments, the target can comprise moving parts. The moving parts can be mechanized by a motor. In some embodiments, the electronic shooting game can take the form of a shooting gallery, whereby the player can open fire on multiple moving targets. The targets can move about randomly and can take the size and shape of any target known in the art. For example, a target can take the shape of a human form that is capable of movement. The player, wearing the signal receiver, can fire the gun at the moving target and strive to strike a certain point on the target. The shooting gallery-style version of the game can be used for training purposes for police officers, federal agents, and others in need of weapon training.
[0083] In certain embodiments, the system can be programmed to provide game instructions or scenarios that the players carry out. Such instructions and/or scenarios can be provided in the form of voice provided to the signal receiver or as programming that configures the target to respond in a controlled manner. One especially convenient way to provide the programming is in the form of "game cartridges" which can be inserted and/or removed easily. When cartridges are employed, they can be configured to be placed in either the gun or the target.
[0084] The target can take the form of a target vest. The target vest can be used in combination with the gun to determine when a player has been hit. For example, the target vest can contain a number of target areas on its surface that are pressure sensitive; if a player fires a projectile that hits a target area then the vest will register the player as being hit. The gaming system can then proceed in any number of ways to assess the hit player. For example, in one embodiment, if a first player is hit by a second player, the target vest can communicate with the gun of the first player according to the communications interfaces discussed above that the first player has been hit. The vest can also communicate to the gun of the second player that the second player has hit the first player. If the guns being used are projectile guns, then the first player's vest can determine which player in a multiplayer environment to assess as the successful shooter by analyzing the relationship of which guns have recently fired a shot, when the vest was hit, and the distance of those guns from the vest. The vest can then accurately determine the second player as the successful shooter. The system can then note in the memory of the second shooter's gun that he has fired a successful shot and advantageously increase his rank or score, or even increase the rate at which his gun can fire, if that rate is limited by the game and not the hardware of the gun. The gun can then broadcast a notification to all players that the first player has been hit by the second player.
[0085] In yet further embodiments of the invention, certain accessories can be configured for use with the gun and signal receiver in order to enhance the game play. For instance, eye protection is essential when handling firearms of any kind in order to protect a misdirected projectile from entering a player's eye. Eye protection is particularly essential when shooting BBs, more so than when shooting lead pellets, since a bouncing BB retains a very large portion of its initial energy and could easily cause serious eye damage. For this reason, plastic BB pellets are recommended to avoid ricochet. In some embodiments, the gun, signal receiver, and target are accompanied by protective eyewear. The eyewear can take any form, such as plastic goggles, sunglasses, eyeglasses, shooting glasses, masks, or shields. Shooting glasses can be lightweight and can be comprised of an adjustable frame as well as interchangeable lenses. The lenses can be coated to resist fogging or scratching. In some embodiments, the protective eyewear can be connected to the signal receiver. In other embodiments, the gaming system does not require a signal receiver due to the fact that the protective eyewear includes speakers, by which audio messages are relayed to the player.
[0086] While certain embodiments of the inventions have been described, these embodiments have been presented by way of example only, and are not intended to limit the scope of the inventions. Indeed, the novel methods and systems described herein can be embodied in a variety of other forms. Furthermore, various omissions, substitutions and changes in the form of the methods and systems described herein can be made without departing from the spirit of the inventions. The accompanying claims and their equivalents are intended to cover such forms or modifications as would fall within the scope and spirit of the inventions.

Claims

WHAT IS CLAIMED IS:
1. An electronic projectile play system, the system comprising: a projectile firing gun, wherein the gun comprises a chamber to hold projectiles; a target comprising sensors configured to transmit signals upon impact by a projectile; and a signal receiver that receives said signals and delivers audio to a user of the system.
2. The system of Claim 1, wherein the sensor is a shock sensor.
3. The system of Claim 1, wherein the signal receiver is in the form of a headset or a micro ear piece.
4. The system of Claim 1, wherein the signal receiver is adapted to be clipped to the body or clothing of a user of the system, and connected via wires or wirelessly to an earpiece.
5. The system of Claim 1, wherein there is no 90° angle relative to the plane of a user of the system from any vantage point when shooting the target.
6. The system of Claim 1, wherein said gun transmits a signal to the signal receiver upon being fired.
7. The system of Claiml, wherein said gun comprises a cock and transmits a signal to the signal receiver upon being cocked.
8. The system of Claim 1, wherein the gun transmits a signal to the signal receiver that indicates the amount of projectiles remaining in the chamber.
9. The system of Claim 1 wherein the projectile firing device comprises light sources to indicate whether the device is cocked or has fired.
10. The system of Claim 1 wherein the front surface of the target is covered by foam from about 2 to about 25 mm in thickness.
11. The system of Claim 1 wherein the target is coated with a substance that facilitates the projectiles to adhere to the surface of the target.
12. The system of Claim 1 wherein the signals transmitted are radio frequency signals.
13. A method of playing a projectile shooting game, comprising: firing at least one projectile from a projectile firing gun towards a target; transmitting signals from the target to a signal receiver worn by a player of the game upon impact by the projectile with the target; and delivering audio to the player as a result of said signals.
14. The method of Claim 13, further comprising transmitting signals from the projectile firing gun to the signal receiver.
15. The method of Claim 14, further comprising sensing whether the gun is cocked or fired and transmitting a signal to the signal receiver upon being cocked or fired.
16. The method of Claim 15, wherein transmitting signals from the projectile firing gun to the signal receiver occurs when the gun is fired.
17. The method of Claim 14, wherein the projectile firing gun comprises a cock and wherein transmitting signals from the projectile firing gun to the signal receiver occurs when the gun is cocked.
18. The method of Claim 14, wherein the projectile firing gun comprises a chamber to hold projectiles and wherein transmitting signals from the projectile firing gun to the signal receiver occurs when the chamber does not contain projectiles.
19. The method of Claim 13, further comprising lighting at least one light source to indicate whether the device is cocked or has fired.
20. The method of Claim 13, further comprising firing multiple projectiles from the projectile firing gun toward the target within a time period.
21. The method of Claim 20, wherein the time period is selected by the player and input into the projectile shooting game.
22. The method of Claim 21, wherein the player scores points by hitting the target during the time period selected by the player.
23. The method of Claim 22, wherein the player scores points by hitting particular zones on the target during the time period selected by the player.
24. The method of Claim 13, wherein a plurality of players each fire at least one projectile and have audio delivered upon impact by the projectile with the target.
PCT/US2008/064388 2007-05-22 2008-05-21 System and method for electronic projectile play WO2008147820A1 (en)

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Cited By (13)

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Publication number Priority date Publication date Assignee Title
WO2011050990A1 (en) * 2009-11-02 2011-05-05 Spiller Juergen Shooting range system
GB2488319A (en) * 2011-02-22 2012-08-29 Suomen Biathlon Oy Weapon
GB2488319B (en) * 2011-02-22 2014-08-06 Suomen Biathlon Oy Weapon
ITBS20130029A1 (en) * 2013-03-08 2014-09-09 Arsenal Firearms Finance Ltd DEVICE TALK-HIT AND FIRE WEAPON INCLUDING SUCH DEVICE
US9004976B2 (en) 2013-08-01 2015-04-14 Eyespy Toys Ltd Toy projectile launching system
US9364741B2 (en) 2013-08-01 2016-06-14 Eyespy Toys Ltd Toy projectile launching system
US10338753B2 (en) 2015-11-03 2019-07-02 Microsoft Technology Licensing, Llc Flexible multi-layer sensing surface
US10649572B2 (en) 2015-11-03 2020-05-12 Microsoft Technology Licensing, Llc Multi-modal sensing surface
US10955977B2 (en) 2015-11-03 2021-03-23 Microsoft Technology Licensing, Llc Extender object for multi-modal sensing
US11953276B2 (en) 2017-01-27 2024-04-09 Armaments Research Company, Inc. Weapon usage monitoring system having discharge event monitoring based on movement speed
US11965704B2 (en) 2017-01-27 2024-04-23 Armaments Research Company, Inc. Weapon usage monitoring system having shot count monitoring and safety selector switch
USD975208S1 (en) 2021-07-13 2023-01-10 Gel Blaster LLC Polymer ball shooter
US11971230B2 (en) 2023-05-09 2024-04-30 Armaments Research Company, Inc. Weapon usage monitoring system having discharge event monitoring with digital signal processing

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