Abstract:
A game has one or more remotely controlled game vehicles that are each controlled by an operator interface. The game includes a visually controlled computer that senses the remotely controlled game vehicle or vehicles visually and controls each remotely controlled game vehicle using visually sensed input and input from its operator interface.

Description:
REFERENCE TO RELATED APPLICATIONS 
       [0001]    This application claims the benefit of U.S. Provisional Ser. No. 60/673,290 filed on Apr. 20, 2005. 
     
    
     FIELD OF INVENTION  
       [0002]    This invention relates generally to games and more particularly to games with remotely controlled vehicles, to vehicles for such games, to recharging systems for such vehicles and to an arcade booth for such games. 
       BACKGROUND OF THE INVENTION  
       [0003]    Games with remotely controlled vehicles, such as the televised Battle Botts, are already known. These known games, however, do not include a central computer control that supervises the game process. 
       SUMMARY OF THE INVENTION  
       [0004]    In one aspect, this invention provides a game with remotely controlled game vehicles that includes a central computer control for supervising the game process. 
         [0005]    In another aspect, this invention provides a remotely controlled game vehicle. 
         [0006]    In still another aspect this invention provides a game with remotely controlled vehicles that have on-board batteries and with recharging stations for the on-board batteries. 
         [0007]    In still another aspect, this invention provides a game booth for a game having remotely controlled game vehicles and a central computer control for supervising the game process. 
         [0008]    In still yet another aspect this invention provides a method for playing a game having remotely controlled vehicles and a central computer control for supervising the game process. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0009]      FIGS. 1 and 2  are front and side views, respectively of an arcade booth for a game embodying the invention. 
           [0010]      FIGS. 3   a ,  3   b ,  3   c  and  3   d  are front, top, side and isometric views, respectively, of a remotely controlled vehicle for the game associated with the arcade booth shown in  FIGS. 1 and 2 . 
           [0011]      FIGS. 4   a  and  4   b  are front and side views of the remotely controlled vehicle shown in  FIGS. 3   a ,  3   b ,  3   c  and  3   d  showing the range of arm motion. 
           [0012]      FIGS. 5   a  and  5   b  are isometric and top views of the remotely controlled vehicle shown in  FIGS. 3   a ,  3   b ,  3   c ,  3   d ,  4   a  and  4   b  with an upper shell removed to shown internal detail. 
           [0013]      FIG. 5   c  is a diagram showing joint saver torque versus angle. 
           [0014]      FIG. 6  is an elevation schematic illustrating a game with remote control vehicles embodying the invention. 
           [0015]      FIG. 7  is a top schematic of the game shown in  FIG. 6 . 
           [0016]      FIG. 8  is a top schematic of the game shown in  FIG. 6  with an example of patterns for the remotely controlled vehicles. 
           [0017]      FIG. 9   a  is a legend for the pattern examples shown in  FIG. 8 . 
           [0018]      FIG. 9   b  is a vehicle identification table for the range of pattern examples shown in  FIG. 8 . 
           [0019]      FIG. 10  is a top schematic of the game shown in  FIG. 6  with another example of patterns for the remotely controlled vehicles. 
           [0020]      FIG. 11  is a partial elevation schematic of the game illustrated in  FIG. 6  showing possible external light sources. 
           [0021]      FIG. 12  is a partial elevation schematic of the game illustrated in  FIG. 6  showing remotely controlled vehicles with optional active lighting. 
           [0022]      FIG. 13  is a partial elevation schematic of the game illustrated in  FIG. 6  with an optional special stationary light source. 
           [0023]      FIG. 14  is a partial elevation schematic of the game illustrated in  FIG. 6  with optional retro-reflective surfaces on the remotely controlled vehicles and an optional stationary light source near a camera for sensing the remotely controlled vehicles visually. 
           [0024]      FIG. 15  is a top schematic of the game illustrated in  FIG. 6  with optional charging stations. 
           [0025]      FIG. 16  is a schematic of a simplified charging circuit for the charging stations shown in  FIG. 15 . 
           [0026]      FIG. 17  is a schematic of a more complex charging circuit for the charging stations shown in  FIG. 15 . 
           [0027]      FIGS. 18 and 19  are elevation schematics of a game of the invention having an optional lifting platform. 
           [0028]      FIGS. 20 and 21  are top and elevation schematics of the game shown in  FIGS. 18 and 19 . 
           [0029]      FIGS. 22 and 23  are top and elevation schematics of the game shown in  FIGS. 18 and 19  with the optional lifting platform in a storage position. 
       
    
    
     DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS 
     Arcade Booth for Game 
       [0030]    A typical arcade booth  10  for a game of the invention is shown in  FIGS. 1 and 2 . The arcade booth comprises a cabinet  12 , an elevated signage area  14  and a viewing area  16  between the cabinet and the signage area. The cabinet typically houses the controls for the arcade. It also provides space for a coin door or doors  18  that accept money or credits or tokens. A playing surface  20  for game vehicles  22  is on an upper surface of the cabinet. The cabinet  12  has operator interfaces  24  (game pads, joysticks, buttons) that allow the players of the game to provide inputs that allow the players to control the game vehicles remotely. The game vehicles drive on the playing surface  20  of the cabinet during the game. The playing surface  20  is sometimes referred to as the game field. 
         [0031]    The viewing area  16  is preferably covered by glass or clear plastic panels on several sides which prevent the game vehicles from leaving the playing surface of the cabinet and also prevent the game vehicles from being removed. There are typically doors or access panels in the side panels of the viewing area that allow for the vehicles to be serviced. 
         [0032]    The upper signage area  14  provides a place to have signs but also allows for a convenient place to mount lighting for the arcade booth as well as for mounting cameras, projectors, etc. that are needed for the game. The signage area is often backlit to attract users. 
       Game Vehicles 
       [0033]    The game typically has two remotely controlled game vehicles  22  but may include more or less than two remotely controlled game vehicles.  FIGS. 3   a ,  3   b ,  3   c  and  3   d  show four views of a typical game vehicle  22 , more specifically the front, top, side and isometric views of the typical game vehicle, respectively. The particular game vehicle shown is specialized for the purposes of playing a pushing game where the intent is to push an opponent vehicle or vehicles off the game field  20  in a “Sumo Wrestling” or “King of the Hill” style game. 
         [0034]    The typical vehicle  22  preferably has two non-marking drive wheels  26  generally near the center of the vehicle when viewed from the side and on the left and right of the center when viewed from the front. The drive wheels  26  have separate drive axles which are preferably collinear, however, the drive axles can be offset. The drive wheels  26  are powered by respective motors which allow the vehicles to be driven around the field. The steering is “tank style,” meaning the vehicle is turned to the left by driving the right drive wheel faster than the left drive wheel or to the right by driving the left drive wheel faster than the right one. This drive method is both simple and effective. It allows for good control of the vehicle. It also enables “zero turning radius” turns which enhances the drivability of the vehicle as well as the interest of the game. 
         [0035]    The typical game vehicle  22  also preferably has two undriven caster wheels  28  that reduce sliding friction. The caster wheels  28  can be replaced with a sliding pad if higher friction is acceptable. It is also possible to use four drive wheels or tracks similar to a tank. Both of these alternatives have the advantage of increasing drive force under certain conditions. However, these alternative may be more expensive and may make turning more difficult. 
         [0036]    The typical game vehicle  22  preferably has a generally round shape with a center of gravity below the “belt line” to provide a self righting feature. If the vehicle is not tipped beyond 90 degrees from upright, the vehicle will right itself automatically. The drive vehicle  22  is preferably equipped with two arms  30  that accommodate situations where the vehicle may get tipped far enough so that it will not automatically right itself. Arms  30  need only be long enough to get the vehicle partially upright, that is, close to the self righting angle of about 90 degrees. 
         [0037]    Each of the two arms  30  of the vehicle preferably has two joints that have two degrees of freedom, typically pivotal motion about two orthogonally related axes.  FIGS. 4   a  and  4   b  show the range of arm motion while  FIGS. 5   a  and  5   b  show the internal parts for the arm motion. The first typical joint range of pivotal motion of each arm  30  is about a lateral or X-axis as best shown in  FIGS. 4   b  and  5   b  while the second typical joint range of pivotal motion of each arm about a longitudinal or Z-axis, as best shown in  FIG. 4   a  and  5   b . Each of the two joints of each arm is powered by a motor/gearbox. The first joint motor/gearboxes  32  are stationary with respect to the chassis of the vehicle  22  while second joint motor/gearboxes  34  are mounted on the output of the first joint motor/gearboxes. The configuration of the joints and associated motor/gearboxes are cleverly arranged to hide the drives from the outside of the game vehicle  22  for both damage avoidance and for aesthetic appearance while still enabling the limited range of the motor/gearboxes  32 ,  34  to allow the arms  30  to be useful during a pushing contest and to help right the vehicle should self righting assistance be necessary. 
         [0038]      FIGS. 5   a  and  5   b  show the upper outer shell  36  of the game vehicle  22  removed so that it is clear that the first joint motor/gearboxes  32  are stationary with respect to the chassis of the vehicle and pivot the arms  30  about their respective lateral or X-axes. It is also clear that the second joint motor/gearboxes  34  are mounted on the output of the first joint motor/gearboxes  32  and pivot the arms  30  about their respective longitudinal or Z-axes. 
         [0039]    As shown in  FIGS. 3   a ,  3   b ,  3   c ,  3   d ,  4   a ,  4   b ,  5   a  and  5   b , arms  30  have upper arm parts  30   a  that pivot about their respective X-axes to move in respective planes that are perpendicular to their respective X-Axes. Arms  30  also have forearm parts  30   b  that are fixed at an angle with respect to their respective upper arm parts  30   a  so that the forearms  30   b  move in paths outside of these respective perpendicular planes when upper arm parts  30  pivot about their respective z-axis. 
         [0040]    Also, because small gear teeth are subject to damage via impact loads, each joint of each arm  30  is preferably protected via a “saver” joint. These savers are spring loaded self centering devices  38  (that are clearly shown in  FIGS. 5   a  and  5   b ) with joint saver torque versus angle, that is the torque transferred versus the relative angle shown in  FIG. 5   c . During normal operation, the torque output of the motor/gearbox is such that the torque is less than the torque needed to wind up the spring inside the coupling. But, when an impact load exceeds the “knee” of the Angle/Torque curve, the spring winds up, limiting the load that is transferred to the gear teeth inside the gearbox, thereby saving the gear teeth from damage. 
         [0041]    The typical game vehicle  22  preferably has a digital microprocessor  49  inside to manage control tasks and a communication link  40  with a main control computer  42  as schematically illustrated in  FIG. 6 . The communication link is preferably a radio link but other links are possible. 
         [0042]    The typical game vehicle  22  preferably has lights on its top side that cooperate with a vision system  46  to track its position and orientation as explained below. 
         [0043]    The typical game vehicle  22  also preferably has a “tilt sensor” inside (not shown). The tilt sensor may comprise two accelerometers mounted in the horizontal plane. By using well know methods, the two accelerometer readings can be used to calculate tilt angle. One alternative to sense tilt comprises a single accelerometer mounted vertically but this method is less sensitive to measuring tilt angle than the method using two horizontal accelerometer measurements). Another alternative is to use three acceleration measurements which is more expensive but can be effective. Additional method to sense tilt include mechanical g switches/sensors with 1D or 2D pendulums, “Standing Man”, Steel ball held in place by a magnet, and others. 
         [0044]    The motors of the game vehicle  22  are controlled by the main control computer  42 . These motors are controlled via well know techniques, for instance, using H-bridges and/or relays depending on the level of control needed. The first and second arm joints each have feedback circuits that allow the arms  30  to be accurately positioned. 
         [0045]    The typical game vehicle  22  draws power from an onboard battery or batteries  48  and thus have a connector or pad that enables the batteries to be charged. 
         [0046]    The battery circuit to engage zero, one or more batteries is explained below. Alternatively, a game vehicle could draw power via the floor as is well know from bumper cars or in a method similar to that shown in U.S. Pat. No. 6,044,767 entitled “Slotless electric track for vehicles”. 
         [0047]    The typical game vehicle  22  preferably has lights for “eyes” that can be turned under program control (for example the eye could “watch” opponent vehicle). These eyes help to aid in the fun of the game. The eyes also help to give the vehicles an anthropomorphic appeal, helping the drivers to associate personalities to the vehicles they are driving. 
       Game with Remote Control Vehicles 
       [0048]    The game comprises one, two or more remote control game vehicles  22  that are driven by players that operate one of the game vehicles.  FIGS. 6 and 7  show a game with three game vehicles  22  labeled A, B and C. There could be more or less game vehicles  22  depending on the particulars of the game being played. 
         [0049]    Players input their desired control inputs to their respective game vehicles  22  labeled A, B and C via operator interfaces  24  such as joysticks, switches, buttons, etc., that are also labeled A, B and C in  FIG. 6  to correspond to their respective game vehicles. The inputs from the operators are monitored by the main or central control computer  42 . 
         [0050]    A camera  50  is mounted generally above the game field  20 . For example, camera  50  can be mounted in the elevated signage portion  14  of an arcade booth  10  shown in  FIGS. 1 and 2 . Returning to  FIGS. 6 and 7 , camera  50  is part of a vision system  46  that provides the main control computer with images of the game field  20  and game vehicles  22 . The computer processes the image data to determine the positions (X and Y coordinates) and orientations (Θs) of the game vehicles and any additional game pieces (not shown) that might be used, such as balls, moveable goals, etc.) at each point in time. 
         [0051]    The vision system  46  provides the positions, (X and Y coordinates) and orientations (Θs) of the game vehicles  22  to the control computer  42 . This information is desirable because it allows the control computer  42  to make the game function more smoothly and more autonomously and ultimately more profitably. 
         [0052]    The information also allows for automatic scoring of games that require position detection (for example variations on games “King of the Hill” or “Musical Chairs”). 
         [0053]    The information also allows for “referee calls” like “three second lane violations” in basketball, “clipping” in football, and “off sides” as in soccer/hockey. 
         [0054]    Furthermore, the information allows for the control computer  42  to drive the game vehicles  22  from point to point which enables (among other things): automatic driving to charging stations, “Attract Mode” demonstration games to increase paid playing, playing against the computer when not enough paying players are available, and automatic field reset. 
         [0055]    This information also enables “Virtual Fences” (areas where vehicles are forbidden to drive) which can enhance play and protect game vehicles from damage. Among other things this enables damaged game vehicles to be protected from future hits or attacks, prevents malicious operators from driving vehicles into a “brick wall” or “off a cliff” with the intent of damaging vehicles, prevents “Demolition Derby” type behavior by operators, and allows computer  42  to aid novice operators by preventing them from driving too far astray. 
         [0056]    Computer  42  analyzes the operator inputs and the data from the vision system  46  to decide what commands to give the game vehicles  22 . 
         [0057]    Computer  42  may modify an operator&#39;s inputs based on the situation. For example, an operator may be requesting an input that will cause a game vehicle to run into a wall or other obstacle. In this case, the computer would perhaps modify the request to avoid the crash. 
         [0058]    Computer  42  has a communication link  52  with the game vehicles  22 . This communication link  52  is preferably a radio system, but it could be implemented in a number of ways, infrared light, ultraviolet light, sound waves, even potentially via a ground link through the floor as is done in U.S. Pat. No. 6,044,767 entitled “Slotless electric track for vehicles”. 
         [0059]    Communications link  52  could be one way, that is from a stationary computer transmitter to remote controlled vehicle receivers. However, a two way communications link with transceivers at each end is preferable so that the stationary computer  42  can have diagnostic information from the game vehicles, such as battery voltage, tilt information, motor currents, fault information, etc. 
         [0060]    The game vehicles  22  preferably each have an onboard computer  49 . The onboard computer helps to manage the local control tasks required for each vehicle (communications, motor control, battery monitoring/management, fault diagnostics, etc.). Alternatively all control tasks could be managed via the stationary main computer  42 . 
         [0061]      FIG. 7  shows a top schematic of the playing field  20 . The game vehicles  22  are playing on the field  20  on the left. Three game vehicles  22 , labeled A, B and C are shown but there could be more or less game vehicles. A storage area  54  is located to the right of the playing field  20 . It is desirable for the computer  42  to know the positions (X and Y coordinates) and orientations (Θs) of the game vehicles shown in this  FIG. 7 . 
         [0062]      FIG. 8  illustrates one example of a scheme for a vision system to determine the position and orientation of each of the game vehicles  22 . This scheme is based on a pattern of dots as shown in  FIG. 9   a  which is a legend for a possible pattern example. As shown in  FIG. 9   a  there are six dots with two shades of dots. The darker shade dot  56  is used to determine the position (coordinates X and Y) of each game vehicle. The other “near by” dots  58 ,  60 ,  62 ,  64  and  66  that are a lighter shade are used to determine each particular vehicle and the orientation of that particular vehicle. The “farthest away” nearby lighter shade dot  62  is used to determine orientation (Θ)). The four remaining nearby lighter shade dots are optional and used to identify the particular vehicle. For instance, game vehicles A, B and C in  FIG. 8 , each have a distinctive pattern of optional lighter shade dots. Vehicle A has only one lighter shade optional dot  58  while vehicle B has one optional lighter shade dot  60  in a different position. Vehicle C on the other hand has both lighter shade optional dots  58  and  60 .  FIG. 9   b  is a table showing how four optional lighter shade dots can be used to identify 16 different game vehicles or objects. It is to be understood that colors can be used in place of shades if a color camera is used. 
         [0063]      FIG. 10  illustrates another example of a scheme for a machine vision system to determine the position and orientation of each of the game vehicles. This scheme is based on combinations of shapes and sizes that can be used to provide position and orientation information rather that than the preferred method shown in  FIGS. 8 ,  9   a  and  9   b . In this example “house” shape indicia  68  provides location and orientation information while the shade of the “house” provides the particular vehicle identification information. 
         [0064]    There are a number of other possible characteristics that can be used by themselves or in combination to provide the position, orientation, and identification information including color/shade, size, perimeter, “Moments” (for example Ixx, Iyy, Ixy, Jzz, etc.) and other so called “hu invariant” properties (see any text on machine vision systems). 
         [0065]      FIG. 11  demonstrates the problem with uncontrolled external light sources. External light from the sun  71 , nearby lights  73  or other sources can reflect off the game field  20  and game vehicles  22  and reach the camera  50  of the vision system as indicated by arrows  75 . This uncontrolled light can cause great difficulty with machine vision algorithms used to track objects. Most machine vision applications require measures to prevent unwanted light sources from affecting the image seen by the camera. Uncontrollable light pollution from outside sources cause machine vision system problems. The problem in industrial machine vision systems requires controlled lighting conditions in order to robustly determine the location and orientation of objects. 
         [0066]    Games with remote controlled vehicles are likely to be played at different locations and in a variety of lighting conditions even for a single location, for example, sunlight entering from nearby windows may cover the entire game field  20  at times and different parts of the field at other times. Lighting variations from location to location may be significant, for example, a home recreation room setting vs. a neighborhood bar setting vs. a well lit entryway of a grocery store. These lighting variations require a unique solution for well know algorithms used in machine vision applications to be utilized in a machine vision controlled game with remote control vehicles that is used in many variable environments. 
         [0067]      FIG. 12  shows a unique solution in which active lighting is used to improve the performance of the vision system. Using active light sources  70  on the game vehicles  22 , for instance in the dot pattern explained above in connection with  FIGS. 8 ,  9   a  and  9   b  improves vision system performance. Thus, the image viewed by the computer can be simplified greatly. For instance the image exposure can be set so that only the brightest parts of the image are seen at all. This filtering can be done in many ways including iris control of the lens or by programmable exposure in the camera or by software filters during image processing. 
         [0068]    When active lighting is used, the exposure can be reduced to the point that essentially only the active lights remain in the image with all other light being filtered out, even light from strong nearby sources. 
         [0069]    This makes the tracking algorithm much more robust and it makes ambient lighting control unnecessary. The pattern example shown in  FIGS. 8 ,  9   a and  9   b  is easily implemented using active lighting. 
         [0070]    Another unique solution to deal with ambient light causing problems with the vision system is shown in  FIG. 13 . In this unique solution, a special light  72  is used to illuminate the game field  20  and game vehicles  22 . A filter  74  mounted in front of the lens of camera  50  blocks the reflected light from the sun  71  and light source  73  as indicated by the arrows  75  while allowing passage of the reflected light from the special light  72  as indicated by the arrows  77 . 
         [0071]    The features of the “special light” that make them useful in games of this type is that the “special light” is not present in large quantities in the ambient lighting that is the source of the pollution and that a filter is available to allow passage of this special light but not other light. Examples of possible special light sources include ultraviolet light, infrared light, and polarized light. 
         [0072]    The game vehicles  22  still need to have unique shapes and or patterns as already described in order for the computer determine the position, orientation and identification of each one of the multiple game vehicles. 
         [0073]    Another unique solution to deal with ambient light causing problems with the vision system is shown in  FIG. 14 . In this solution, a stationary light source  76  located near the lens of camera  50  is used to illuminate the playing field  20  and game vehicles  22  and “retro-reflective” surfaces  78  are mounted on the game vehicles  22 . Retro-reflective surfaces have the property that they reflect light back toward the source of the light. In this case, since the light source  76  is near the camera lens, the light will be reflected back toward the camera lens as indicated by arrow  77 . Light from any outside source, such as sun  71  or light source  73  will be reflected away from the camera lens as indicated by arrows  75 . In this way, this solution works very much like the active lighting solution. Due to the light source  76  near the lens of the camera  50 , the retro-reflective surfaces  78  appear very bright regardless of the ambient lighting conditions. Just as in the active lighting case described in the early preferred solution shown in  FIG. 12 , this relative brightness provides the opportunity to allow for filtering to remove the light from outside sources. The game vehicles  22  still need to have unique shapes and or patterns as already described in order for the computer determine the position, orientation and identification of each of the multiple game vehicles. 
         [0074]    Remote controlled vehicles require power to operate. The game vehicles may get power from the floor as in U.S. Pat. No. 6,044,767 entitled “Slotless electric track for vehicles” which requires a special floor surface and special features on the vehicles. Alternatively, the game vehicles  22  may get power from the air waves which is difficult to make both safe and powerful enough. 
         [0075]    However, the preferred method to provide power is an on-board battery or batteries  48  as shown in  FIG. 6 . Batteries, however, need to be re-charged or replaced periodically. This invention has optional special charging stations for that purpose. 
         [0076]    The game vehicles  22  are parked in the charging stations automatically. The preferred method is to use the vision system  46  to inform the main control computer  42  (or another central computer) of the locations of the various game vehicles  22  which then determines a path for a particular game vehicle to one of the charging stations and pilot the particular game vehicles to a particular charging station. Alternatively, there are methods where a beacon (IR, visible light, radio waves, etc.) provides the vehicles with information that allow them to pilot themselves into the charging station. Yet another alternative is to program the vehicles with “maze behaviors” that allow the vehicle to eventually wander into the charge station. 
         [0077]      FIG. 15  shows storage area  54  to the right of the playing field  20  which also serves as a plurality of charging stations where charging can take place. These charging stations provide a place where game vehicles  22  can be charged between competitions or when only a subset of the arcade&#39;s full number of vehicles are be used. For example in a game with three game vehicles, the 3 rd  vehicle can spend the entire match charging when only two game vehicles are being used in a match. 
         [0078]    While the storage/charging area  54  is illustrated as next to the playing field  20  in  FIG. 15 , the storage and charging stations can be “below deck” by using an elevator system to get the game vehicles  22  in place for charging. This has the benefit of allowing for the field to be as large as possible. 
         [0079]    A simplified charging circuit  80  is shown in  FIG. 16 . The charging circuit consists of a DC Voltage source that is higher than the battery that are being charged, a relay to start/stop charging, a current limiting resistor, a current sense resistor, the battery being charged, a thermister for sensing battery temperature, a computer to control the process, a drive transistor to activate the relay coil and a diode to protect the transistor from the voltage spike produced when the relay coils is turned off. 
         [0080]    The computer monitors battery voltage by means of an Analog to Digital Converter (ADC). The computer monitors battery charge current by measuring voltage drop across the sense resistor using its ADC and Ohm&#39;s Law (the known V=IR equation). Battery temperature is measured by using a reference voltage, a thermister (a resistor that changes its resistance with temperature) and a voltage divider resistor, R. 
         [0081]    The transistor, diode, and relay are used in very typical ways to allow the computer to start/stop the charging process by turning on/off the relay. 
         [0082]    Note, relays fail open circuit—fail safe with recovery method when on charging station. 
         [0083]    The current limiting resistor is used to keep the current an acceptable level for the battery being charged given the DC voltage and the characteristics of the batteries. It is possible that the current limiting resistor and the current sensing resistors can be combined into one unit. 
         [0084]    The Computer monitors current, voltage and, most importantly, battery temperature to charge the batteries safety and efficiently. By monitoring these three parameters, the best battery performance can be obtained in terms of longer battery life and in terms of maximum battery charging. 
         [0085]    There are other less sophisticated methods, in comparison to the method described above in connection with  FIG. 16 , for safely and effectively charging the game vehicle batteries as outlined below: 
         [0086]    Alternative: Variable Voltage Input (slightly above nominal battery voltage) Monitor Current, Voltage, Temp; Adjust input voltage to have appropriate current flow during charge; Stop charging when battery temp starts to increase above threshold temp over ambient temp. Safe, reliable maximize performance and life of batteries. Advantage: can charge different batteries types, voltages, etc. where inline resistor is more tied to specifics of battery. Disadvantage: cost 
         [0087]    Alternative: Do not monitor temp, have ability to remove charge voltage but measure battery voltage, stop when battery voltage peaks. Not as safe, not as good at maximizing life and performance of battery. 
         [0088]    Alternative: Use time only, no voltage, no current, no temp. Limit current by inline resistor. Cheap, but not good for battery life, full charging, not as safe. 
         [0089]    Alternative: Using combinations of time, current, temp and voltage measurements to charge the battery. 
         [0090]    Alternative Current Measurement: Hall Effect based current sensors (e.g. Allegro Micro ASC750 device) Inductive sensors 
         [0091]    Alternatively Battery Measurements: Temperature could be monitored in a number of ways including thermocouples, semiconductor based sensors, thermal switches (bi-metal, solid state, etc.) and many other well known methods. 
         [0092]    A more complicated system  82  of charging batteries in a remotely controlled vehicle is shown in  FIG. 17 . The system is very like what is shown in  FIG. 16  with some notable improvements. The system now shows the remote vehicles with a connector. This connection is made when the game vehicle arrives in the charging station. The system of  FIG. 17  shows is a remote computer and a stationary computer. The stationary and remote computers communicate via a communication link (preferably radio, but it could be IR, acoustic, etc.). Together they split many of the functions of the system shown in  FIG. 16 . 
         [0093]    A key feature of the system shown in  FIG. 17  is that it has the capacity to charge multiple batteries safely and effectively. It is shown with two batteries but it could easily be extended to many batteries. The system “wakes up” with no batteries engaged. The remote computer receives power via the charging system. After some preliminary checks, the remote and stationary computers can agree to engage one battery. If this battery is behaving well, the second battery can be engaged. At any point in the “power up” procedure, the stationary computer can deactivate the relay on its side of the connector to pull power to the remote computer. In this way, bad batteries can be isolated in a safe manner and many diagnostics can be implemented. 
         [0094]      FIG. 18  shows a game in which the playing field  20  is on a lifting platform  84  in which the object is to push opponent&#39;s vehicles off the platform.  FIG. 18  is a side view of the game vehicles  22  on the lifting platform  84  before a match. The platform  84  is raised to a mid-level position. Note, the signage portion  14  of the arcade booth  10  has been removed in  FIG. 18  to improve clarity. 
         [0095]    There are many possible methods to provide the lifting platform mechanism. It is important for the platform  84  to be stable (i.e. not tilt). One method comprises ball bearing drawer glides for the platform  84  and a typical electrically driven automotive window lift mechanism to raise and lower the platform. Switches are preferably used to indicate the position of the platform while the computer  42  controls the motor to position the platform appropriately (full up, full down or mid-level). 
         [0096]      FIG. 19  shows a side view of the game vehicles  22  on the lifting platform  84  after a match is over and vehicle  22 A has pushed vehicle  22 B off platform  84 . The platform is raised to the mid-level position. The raised platform adds excitement to the game as well as providing a very clear visual indication of the winning game vehicle. As before, the top of the arcade booth has been removed in  FIG. 18  to improve clarity. 
         [0097]      FIG. 20  shows a top view of the game vehicles  22  in positions outwardly of the lifting platform  84  where the game vehicles are ready to be driven into a storage and charging area  86  beneath platform  84 . The platform is then raised to a higher level position from the mid-level position so that the game vehicles can drive under the playing field of the platform  84  as shown in  FIG. 21 .  FIG. 21  shows a view from the corner of the arcade with the platform  84  raised and with game vehicles  22  in a position where they are ready to be drive into the storage and charging area  86 . Note also, the signage portion  14  of the arcade booth  10  has been removed in  FIGS. 20 and 21  to improve clarity. 
         [0098]    The game vehicles  22  are then driven under the raised platform  84  as shown in  FIGS. 22 and 23  which are top and side views, respectively, of the game vehicles  22  in positions in the storage and charging area  86  beneath the raised platform.  FIG. 23  shows a view from the corner of the arcade with the platform raised and with vehicles  22  in the storage and charging area  86 . Note, the signage portion  14  of the arcade booth  10  has been removed in  FIGS. 22 and 23  to improve clarity. The platform surface and/or the sides of the platform  84  are preferably transparent in order to show the game vehicles  22  in storage positions. 
         [0099]    It will be readily understood by those persons skilled in the art that the present invention is susceptible of broad utility and application. Many embodiments and adaptations of the present invention other than those described above, as well as many variations, modifications and equivalent arrangements, will be apparent from or reasonably suggested by the present invention and the foregoing description, without departing from the substance or scope of the present invention. Accordingly, while the present invention has been described herein in detail in relation to its preferred embodiment, it is to be understood that this disclosure is only illustrative and exemplary of the present invention and is made merely for purposes of providing a full and enabling disclosure of the invention. The foregoing disclosure is not intended or to be construed to limit the present invention or otherwise to exclude any such other embodiments, adaptations, variations, modifications and equivalent arrangements, the present invention being limited only by the following claims and the equivalents thereof.