Abstract:
An interactive game includes a housing with a first part and a second part. The first part is moveable with respect to the second part and carries a liquid crystal display. Switches provide electrical signals indicating the position of the first part with respect to the second part. A microcomputer connected to both the display and the switches is programmed to generate electrical signals to produce a moving image on the display. Movement of the first part of the housing with respect to the second part moves the display and the images thereon in a consistent fashion. A manually operable switch is provided to generate hit indicating events under operator control. When the images enter a target region they may be obliterated from the display by a manually generated hit indicating event.

Description:
FIELD OF THE INVENTION 
     The present invention pertains to interactive video games. More particularly, the present invention pertains to an interactive video game having a physically moveable display and images that move on the display directionally in response to the player&#39;s body physical position and direction thereof. 
     BACKGROUND OF THE INVENTION 
     Video games have become well-known and are very popular. Such games usually include a video display which is driven by electronic control circuitry. Operator interaction with the game is provided by means of buttons, joysticks, steering wheels or similar types of manually operable devices. These devices are usually connected to the electrical control circuitry and provide play altering inputs to that circuitry. 
     Video games typically use a spatially fixed display. The images move on the display in response to preprogrammed play sequences which can be altered by the operator manipulatable controls. 
     Each type of video game has a different objective. For example, in some games, the objective is to move a selected indicium past obstacles and through a maze. In other games, the objective is to win points, and a greater score, by launching projectiles from a selected indicium. The projectiles, representative of rockets, or bullets, are directed at &#34;hostile&#34; indicia that may be approaching from a variety of directions. 
     There are two general classes of video games. One is the arcade-type. The other is the home-type. Arcade-type games usually have a coin box and require that a coin be deposited to initiate a play sequence. The home-type games usually do not have a coin box. A play sequence can be initiated merely by pushing a button. 
     Most arcade type video games tend to be fairly large free-standing units. Such games are usually equipped with a large display which enables a complex set of images to be projected and contributes to the enjoyment of the game player However, such displays by their nature tend to be spatially fixed. 
     Home-type video games are usually smaller physically. Home-type games often utilize a standard television set for the display. Such games usually include an electronic control unit with operator controls such as switches or joy sticks attachable thereto. The control unit is in turn coupled to the television set. The television set is usually stationary during the game. 
     Neither of the above-noted types of games are readily portable There continues to be a need for readily portable games of the video type which provide enhanced displays so as to increase the enjoyment of playing the game. 
     SUMMARY OF THE INVENTION 
     In accordance with the invention, an interactive apparatus is provided which includes a housing moveable in at least one direction. Switches are provided, coupled to the housing to sense movement of the housing 
     A display is carried by the housing for displaying a relatively moveable indicium or indicator. A control system is coupled to the sensing switches and the display to control the relative location and movement of the indicium on the display at least in part in response to the sensed movement, or position of the housing. 
     Further in accordance with the invention, the housing can be formed having a first part and a second part. The second part can be relatively moveable with respect to the first part The sensing switches can then sense the location of the first part with respect to the second part. 
     As the indicium is moved across the display by the control system, its location on the display can be altered by moving the housing in at least the one direction. Further, the control system can increase the size of the indicium so as to create an impression of an object moving from a first part of the display, relatively distant from the player, toward a second part of the display closer to the player. 
     A manually controllable switch is provided to enable an operator to generate an image obliterating event. That event takes place when the image enters a selected region of the second part of the display simultaneously with the event initiating switch being closed. The operator has an opportunity to move the housing so the image will move into the selected region of the display. The operator can then obliterate the image and receive a score increase by manually closing the provided switch. 
     Further in accordance with the invention, a plurality of images can be displayed simultaneously. The images move from the first part of the display toward the second part of the display. The control circuitry can simultaneously change the position of all of the displayed images in response to displacement of the housing. 
     The operator can displace the housing from one position to another thereby causing members of the group of images to be displayed, one at a time, in the selected region of the display. Once each member of the group of images has been moved into the selected region of the display, the operator can obliterate that image by manually closing the provided switch. 
     A success is indicated both visually and audibly. The player&#39;s score is also incremented. 
     The game keeps track of player failures to stop an approaching image. In a given play sequence, the player is permitted a predetermined number of failures. In the event that the operator is unable to move each image into the selected region and close the switch fast enough, a play failure occurs. The game sequence stops if the predetermined number of allowed failures is exceeded. In this event, the operator must initiate a new sequence to continue the game. 
     Further, in accordance with the invention a method is provided of controlling a visual image on display. The method includes the steps of: 
     displaying the image on a first part of the display; 
     moving the image toward a second part of the display; 
     detecting relative position of the display; and 
     altering the location of the image on the display in response to the detected relative position. 
     The method can also include altering the size of the image. As the image moves toward a selected region of the display its size can be increased. As the image moves away from the selected region, its size can be decreased. 
    
    
     Numerous other advantages and features of the present invention will become readily apparent from the following detailed description of the invention and the embodiments thereof, from the claims and from the accompanying drawings in which the details of the invention are fully and completely disclosed as a part of this specification. 
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is an overall perspective view of a game in accordance with the present invention; 
     FIG. 2 is a planar view illustrating the display of the game of FIG. 1; 
     FIG. 3 is a planar view of the display illustrating a portion of the play sequence; 
     FIG. 4 is a top plan view of a portion of the game of FIG. 1 with an alternate position illustrated in phantom. 
     FIGS. 5A, 5B and 5C taken together illustrate various steps in a play sequence; 
     FIGS. 6A, 6B, 6C and 6D taken together illustrate the steps of an alternate play sequence; 
     FIG. 7 illustrates a plurality of all of the images displayable on the display of FIG. 2; 
     FIG. 8A is a schematic diagram of an electronic circuit for controlling the game of FIG. 1; 
     FIG. 8B is a schematic diagram illustrating rotary switch positions of the supporting cylinder of the game of FIG. 1; 
     FIGS. 9A, 9B and 9C taken together are a flow diagram illustrating operation of software usable with the electronic circuitry of FIG. 8A; 
     FIG. 10 is an overall pictorial diagram illustrating, as an alternate embodiment, a driving game in accordance with the present invention; 
     FIG. 11 is a view of a plurality of images displayable on a display of the driving game of FIG. 10; 
     FIG. 12 is an overall pictorial diagram illustrating, as an alternate embodiment, a submarine game in accordance with the present invention; and 
     FIG. 13 is an overall pictorial diagram illustrating as an alternate embodiment, a flying game in accordance with the present invention. 
     FIG. 14 is an alternate plurality of images displayable on the display of the driving game of FIG. 10; and 
     FIG. 15 is a review of a plurality of images displayable on a display of the flying game of FIG. 13. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     While this invention is susceptible of embodiment in many different forms, there are shown in the drawing and will be described herein in detail specific embodiments thereof with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the invention to the specific embodiments illustrated. 
     FIG. 1 illustrates an overall view of a game 10 in accordance with the present invention. The game 10 has a pedestal or base portion 12. Supported by the pedestal or base portion 12 is a gun shaped housing 14. 
     The pedestal or base portion 12 includes a generally disk shaped cylindrical central region 20 which carries an elongated cylindrical tubing support member 22. The disk shaped base portion 20 is stabilized by three spaced-apart leg extensions 24a, 24b and 24c. 
     An upper end 22a of the cylindrical member 22 carries a connecting joint 26. The connecting joint 26 can assume a variety of shapes Its exact structure is not a limitation of the present invention. The connecting joint 26 moveably couples the gun member 14 to the base portion 12. 
     The gun 14 includes an elongated housing 30 which supports at a first end 32 an elongated generally cylindrical barrel portion 34. At a second end 36, the housing 30 carries an operator grippable handle and a manually moveable trigger member 40. 
     An operator or game player can grip the handle 38 and move the gun 14 along a first arc indicated by arrows 42a and 42b. The operator can also move the gun along a second arc indicated by arrows 44a and 44b. 
     The operator is thus able to move the gun 14 in three dimensions although that movement is constrained by the joint 26. In addition, the game 10 may be carried while a play sequence is under way. 
     The gun 14 has an upper surface 48 on the housing 30. A liquid crystal display 50, generally rectangular in shape, is carried on the surface 48 at a selected viewing angle. Adjacent the display 50 on a surface 52 is a plurality of operator actuatable switches 54. 
     It will be understood that within the context of the present invention, the shapes of the housing 30, the barrel 34 and the grip 38 are not limitations of the present invention. Similarly, the shape of the region of the surface 48 which carries the display 50 is also not a limitation of the present invention. 
     With respect to FIG. 2, the display 50 can be a liquid crystal display with a variety of differently shaped elements. The display 50 can include a plurality of displayable images 60. The members of the plurality 60a, 60b, 60c and 60d in accordance with one embodiment of the invention can be formed generally in the shape of moveable objects such as tanks. 
     As the images are displayed, startingfrom 60a, through 60b, 60c and 60d, the position of each of the images on display 50 varies along with the orientation of each image and along with the size thereof. A displayed image 60a which is near a region 62 of the display is of a relatively small size. A displayed image 60d near a middle region 64 of the display, is of a relatively larger size. The displayed images 60b and 60c are of an intermediate size between the small distant image 60a and the large close object 60d. 
     By alternately displaying different displayable images in a sequence it is possible using the display 50 to impart a feeling and an appearance that the image 60a is moving from an initial position in the region 62 to a final position in the region 64 corresponding to the image 60d. A game player is thus apparently viewing an approaching tank-like object. The increasing size of the image is consistent with daily experiences that most game players will have had. As images from a distance come closer, their apparent size increases. 
     In addition, the liquid crystal display 50 can also display a plurality of cloud shaped images 68. The plurality of cloud shaped images 68a, 68b, 68c and 68d can be associated with an adjacent member of the plurality of moveable images 60. The cloud shaped images of the plurality 62 can be displayed separately or in conjunction with the members of the plurality of moveable objects 60 to enhance the realism of and enjoyment of the game. 
     The display 50 can also provide an indicium of a horizon 70 from which the images move toward the region 64. Located on the horizon 70 are images of fixed objects such as a plurality of trees 72 and mountains 74. 
     In the region 64 of the display 50 is a permanently positioned and continuously viewable firing indicium 76. It is a primary object of the game to position the housing 50 such that the images 60a-60d of the plurality 60, sequentially move to the firing zone 76. 
     Once each member of the group of apparently approaching images, such as the members of the plurality 60, moves into the firing zone 76, the game player may obliterate it by depressing the trigger 40 in a timely fashion. If the closest displayed image, such as the image 60d in FIG. 2 is not obliterated quickly enough once it moves into the region 76, it can temporarily halt the game and terminate scoring. 
     Score can be kept in the game by means of a plurality of numerical digits 80 adjacent the firing zone 76. The region 80 can provide a play level indicator 80a as well as a set of score keeping digits 80b. An indicia 80c is provided for keeping track of the number of &#34;shots&#34; remaining for the player in each play sequence. 
     The manually operable buttons on the panel 52 include a start/on button 54a for the purpose of turning the game on and initiating a play sequence. A sound on/off button 54b alternately turns the play coordinated sound on and off during a game. An off button 54c terminates play and turns the game off. Finally, an accelerate button 54d is provided for the purpose of accelerating scrolling of the images on the display 50 during a game. 
     FIG. 3 illustrates a moveable object represented by the displayed image 60c. The displayed image 60c is oriented so as to appear to move in a direction 82. Apparent movement in the direction of 82 is accomplished by sequentially displaying images displaced along the line 82 having increasing size as the position of the respective image moves toward the region 64. 
     Various fixed elements 84 can be presented on the display to enhance the enjoyment of the game player. The game player succeed in obliterating an approaching object, such as the displayed image 60c by moving the display 50 in the direction 42a or 42b so as to superimpose the displayed image 60c closest to the region 64 on the firing region 76. 
     When the displayed image is so superimposed on the firing region 76 and the trigger member 40 is simultaneously depressed, the image will break apart in a realistically appearing fashion thereby displaying exploded members 86a and 86b. Simultaneously, audio circuitry within the housing 30 will generate an audio signal or sound corresponding to the explosion. At the same time the score keeping indicia 80b will be incremented indicating that a hit or a win has taken place. 
     The image 60c which is oriented in the direction 82 can be caused to be superimposed on the hit region 76 by movement of the housing 30 which in turn moves the display 50. FIG. 4 illustrates movement of the housing 30 in the direction 42a thereby moving the display 50 and causing the image 60c, best illustrated in FIG. 3, to appear to move in a direction 82a permitting the object to be superimposed on the firing region 76. 
     FIGS. 5A-5C illustrate three steps of the method of displaying an image of an object centrally located in the display 50. In FIG. 5A, an image 90a is illustrated centrally located in the region 62 of the display 50. In FIG. 5B, an image 90b of the same object, but larger is illustrated in a central region 63 of the display 50. 
     The transition between the position of the image 90a of the object in FIG. 5A and the position of the image 90b in FIG. 5B along with the increased size of the image 90b presents the appearance of an object moving in the direction 92 toward the firing region 76. Finally, in FIG. 5C, the image is displayed at the firing region 76 and is illustrated breaking into two parts 90c and 90d illustrating a successful response by the player in depressing the trigger 40. 
     FIGS. 6A-6D illustrate movement of images the display 50 as a result of movement of the housing 30 which carries the display 50 in a direction 42a or a direction 42b. The display of FIG. 6A includes an image 94a oriented in a direction 92a. 
     In FIG. 6B an image 94b, is displayed. The image 94b has the same general shape as the image 94a and is oriented, in the direction 92a. Image 94bis larger than is image 94a. The images 94a or 94b are shown on the display 50 relative to stationary images such as trees 96a, 96b and a plurality of trees 96c. 
     In FIG. 6C, the image 94c is displayed centrally located in the region 63 of the display in response to movement of the display 50 in the direction 42b. In this regard, the fixed objects, trees 96a, 96b and 96c have also moved laterally as generally indicated by a direction 92b. The image 94c of the object is bigger than the image 94b. 
     Finally, in FIG. 6D, the image is displayed at the firing zone 76. In response to the operator having depressed the trigger 40 the image is displayed has broken apart into sections 94d and 94e. The break up of the image into the sections 94d and 94e confirms a successful interaction on the part of the player and will result in an increase of the player&#39;s score. 
     FIG. 7 illustrates the display 50 with all of the images simultaneously illuminated. As is illustrated in FIG. 7, the display 50 can display a plurality of tank like images which can be scrolled to apparently advance an object along radially directed lines 98a, 98b, 98c, 98d and 98e. 
     Further as can be seen from FIG. 7, the images, such as the images 100a, 100b, 100c, 100d and 100e increase in size as they move along the radial 98a toward the firing region 76 Images which are displayed along the radials 98a or the radials 98b can be moved onto the radial 98c by moving the display 50 in the direction 42a. Similarly, images which are displayed on the radials 98e and 98d can be moved onto the radial 98c in response to movement of the display 50 in the direction 42b. The fixed objects such as trees 72 and mountains 74 are also illustrated in FIG. 7. 
     In addition to the images representative of moving objects, indicia 80d can be displayed illustrative of the skill level of the game player. 
     A plurality of chance indicia 80e indicate the number of chances or failures, described above, still available to a player in the present play sequence. After three failures, the current play sequence terminates. 
     FIG. 8A is an electronic schematic of an electronic system 102 usable to implement the previously described scrolling displays. The electronic system 102 includes a Sharp SM510 microcomputer 104. The microcomputer 104 includes both random access and read-only memory 
     The microcomputer 104 is coupled to the input lines 106 of the liquid crystal display 50 as is conventional. The microcomputer 104 can detect the relative position of the gun 14 with respect to the base 12 by means of a plurality of position identifying switches 108 indicated schematically in FIG. 8B. 
     Switch 108a, when closed, identifies the position of the gun 14 as being at location A with respect to the base 12. Similarly, each of switches 108b, 108c, 108d and 108e respectively when closed, identifies the position of the gun 14 with respect to the base 12 as being at locations B, C, D or E. The switches 108a through 108e are coupled to the processor 104 by means of four parallel input lines 110. In addition, a switch 108f which is mechanically operated by the trigger 40 is also coupled to the input lines 110. The switches 54a, 54b and 54c are also coupled to the processor 104 through the input lines 110. 
     It will be understood that while switches 108a through 108e can be used to specify the position of the gun 14 with respect to the base 12 in response to movement in the directions 42a and 42b, that a corresponding set of switches, not illustrated, could be used to specify the position of the gun 14 with respect to the base 12 in response to movement in the direction 44a and 44b. The additional set of switches could also be interfaced to the computer 104 via the lines 110. 
     An audio generator 112 is coupled to a set of parallel output lines 114 of the computer 104. The audio generator can be implemented as a type HT-88P sound generating ship from Holtek Semiconductor, Inc. The sound generator 112 can generate a variety of sounds including tones, booms, noise or explosions under control of the computer 104. The sound generator 112 is coupled to an audio output device such as a speaker 114. 
     The accelerate button 54d can be used to generate a reset signal to the computer 104 for the purpose of increasing the rate of scrolling the display 50. 
     FIGS. 9A, 9B and 9C are a flow diagram illustrating the steps of a computer program usable with the computer 104 for the purpose of detecting the position of the gun 14 with respect to the base 12, detecting the condition of the switches 54, as well as the position switches 108 and the trigger 40. In accordance with the flow diagram of FIGS. 9A, 9B and 9C, a player is given three opportunities or chances corresponding to indicia 86d, to obliterate or destroy approaching images. 
     Each time an approaching image is missed by the operator after it gets within a predetermined distance of the firing zone 76, the chance indicium is reduced by 1. When the chance indicium is reduced to zero, the game is over and needs to be restarted. 
     It will be understood with respect to the embodiment of the invention illustrated herein that a variety of other displays and games can be implemented without departing from the spirit and scope of the present invention. For example, instead of a plurality of approaching tank-like objects, the display 50 can be used for the purpose of displaying ships and torpedoes directed toward such ships. 
     Alternately, the display 50 could be used to implement a display of moving objects in lanes, such as vehicles, with the control being not a trigger but a form of steering mechanism so as to move, within the display, between moving vehicles. In yet another alternate, the display 50 can be used to display approaching or departing aircraft for purposes of safely landing on a selected site, for example. 
     Alternately, the display 50 could present the display from an airplane cockpit. Approaching or attacking an aircraft could be displayed. The control, which would be a three dimensional control such as a joy stick, could be used to control visual perspective viewed from the liquid crystal display. Horizon indication could be changed as well as distance or attitude with respect to attacking aircraft. 
     FIG. 10 is an overall pictorial diagram of a safe driving game 150 utilizing the principles of the previously described game 10. A base 150a supports the game 150. In FIG. 10 a steering wheel 152 is provided for control purposes. The steering wheel 152 can be rotated as is conventional with steering wheels. In addition, a velocity or speed lever 154 is also provided. The game 150 carries a housing 156 for a display 156a which is movable laterally in directions 158 in response to rotating the steering wheel 152. 
     As the steering wheel is rotated, the images on the display 156a. change in accordance with movement laterally of the housing 156. 
     FIG. 11 illustrates all of the images displayable on the display 156a as the game proceeds The images displayable on the display 156a include a plurality of vehicles oriented away from the surface of the display 156a. As the vehicles move away from the surface of the display they get smaller. 
     Hence, it&#39;s possible to create a scrolling display on the unit 156 which corresponds to a driver at the steering wheel 152 passing various vehicles. Provision is also included in the display elements of FIG. 11 also include score keeping elements. The score keeping elements can change dynamically as the driver safely avoids moving obstacles in the 4-lane highway. The images are scrolled toward the front edge of the display. 
     FIG. 12 is an overall pictorial view of a submarine game 170. The game 170 is a ship hunting game. 
     The game 170 has a base portion 170a on which is carried a vertically oriented supporting cylinder 172. The supporting cylinder carries a cylindrical periscope member 174 which can be moved in a rotary direction 176 or a vertical direction 178. The periscope member 174 carries laterally extending control handles 180a and 180b. 
     On control handle 180b is a firing control button 182. Further, the cylindrical member 174 carries a liquid crystal display 184 usable to display torpedos and/or ship images during a ship hunting game sequence. 
     A velocity lever 184 is also provided on the game 170. The display 186 can be used to display a plurality of ship images. Alternately, the display 186 can be used to display a plurality of torpedo images. 
     FIG. 13 is an overall view of a flying game 190. The flying game 190 has a base portion 190a. Carried on the base portion 190a is a directional lever 192 for control purposes. The directional lever 192 is usable to control the location of a display unit 194. 
     It will be understood that the lever 192 could have various shapes The exact shape thereof is not a limitation of the present invention. 
     The display unit 194 is rotatable in a generally horizontal plane 196 as well as simultaneously rotatable in a generally vertical plane 198. The display unit carries a displayable region 200 upon which images corresponding to images of the type previously discussed can be displayed. The images on the display 200 can be images of airplanes approaching and departing from the airplane cockpit represented by the game 190. 
     FIG. 14 is an alternate display usable with the driving game of FIG. 10. FIG. 15 is a display usable with the flying game of FIG. 13. 
     From the foregoing, it will be observed that numerous variations and modifications may be effected without departing from the spirit and scope of the novel concept of the invention. It is to be understood that no limitation with respect to the specific apparatus illustrated herein is intended or should be inferred. It is, of course, intended to cover by the appended claims all such modifications as fall within the scope of the claims.