Abstract:
An electronic game includes a device that is held or worn by a player, and a housing. The device includes an emitter that emits a signal in response to player input. The housing includes a controller and a detector that detects the signal from the emitter and provides an electrical signal to the controller indicating the location of the emitter. The housing further includes a magazine for storing objects, and a fire mechanism coupled to the magazine and controlled by the controller to fire a stored object at the implement when the controller determines that the detector has detected an emitted signal from the emitter.

Description:
TECHNICAL FIELD 
     This invention relates to an interactive projectile-discharging toy. 
     BACKGROUND 
     Projectile-discharging toys are well known. For example, in U.S. Pat. No. 5,471,967, a toy in the shape of a pistol discharges a disc when a player presses a trigger on the toy. 
     SUMMARY 
     In one general aspect, the invention provides an electronic game that includes a housing and device that is held or worn by a player. The device includes an emitter that emits a signal. Moreover, the housing includes a controller and a detector that detects the signal from the emitter and provides an electrical signal to the controller indicating the location of the emitter. The housing further includes a magazine for storing objects, and a fire mechanism coupled to the magazine and controlled by the controller to fire a stored object at the device when the controller determines that the detector has detected a signal from the emitter. 
     Embodiments may include one or more of the following features. For example, the device may include a speaker that emits one or more audio signals in response to player input. The emitter also may emit the signal in response to player input. 
     The emitter may include a light emitting diode, and the signal emitted from the emitter may be an electromagnetic signal. The emitter may be configured to emit the electromagnetic signal in the infrared wavelength region, and the detector may be configured to detect the electromagnetic signal emitted in the infrared wavelength region. To this end, the detector may include a photodiode detector. The detector also may be configured to detect a signal based on characteristics of the signal. 
     The electronic game may further include a supporting post on which the housing is mounted. When this is the case, the housing may include a mechanical rotator that is electrically controlled by the controller and is coupled to the post. The controller may determine that the emitted signal has been detected by causing the rotator to rotate the housing relative to the post and toward the signal. The controller may further determine whether a value of the electrical signal remains above a predetermined threshold for a predetermined period of time. When the controller determines that the detector has detected an emitted signal from the emitter, the controller may cause a speaker in the housing to emit an acoustic warning signal. The acoustic warning signal may be based on input from the player. 
     The housing may include a speaker controlled by the controller to emit an acoustic signal. The controller may thus cause the speaker to emit an acoustic game over signal when the controller determines that a predetermined number of objects have been fired from the magazine. 
     The object may be a sponge-like material and shaped in the form of a disc. 
     Other features and advantages will be apparent from the following description, including the drawings, and from the claims. 
    
    
     DESCRIPTION OF DRAWINGS 
     FIG. 1 is a perspective view of a game involving a toy body and a device held by a player. 
     FIG. 2 is a perspective view of the hand held device of FIG.  1 . 
     FIG. 3 is a block diagram of the hand held device of FIG.  2 . 
     FIGS. 4A and 4B are, respectively, front and back perspective views of the toy body of FIG.  1 . 
     FIG. 4C is a cross sectional back perspective view of the toy body of FIG.  1 . 
     FIG. 5A is a side cross-sectional view of the toy body of FIG. 1, with portions removed to illustrate the interior. 
     FIG. 5B is a top cross-sectional view of the toy body of FIG. 1, with portions removed to illustrate the interior. 
     FIG. 6 is a block diagram of the toy body of FIG.  1 . 
     FIG. 7 is a flow diagram showing player operation of the game of FIG.  1 . 
     FIG. 8 is a perspective view of the game of FIG. 1 during game play. 
     FIG. 9 is a flow diagram showing operation of the hand held device of FIG.  2 . 
     FIG. 10 is a flow diagram showing operation of the toy body of FIG.  1 . 
    
    
     DETAILED DESCRIPTION 
     In FIG. 1, a player  100  holds and controls a device  105 . A toy  110  produces an output when it detects a signal emitted from the device  105 . For example, the device  105  may emit a signal that is detected by the toy  110  when the player presses a button on the device  105 . The toy  110  responds to the signal by emitting or shooting an object  115  toward the player  100 . 
     The device  105  may be in the shape of a sword or a weapon that is used to block the object  115  shot at the player  100 . The device  105  is preferably made of a durable, safe, and inexpensively fabricated material, for example, plastic. To facilitate shipping, the device  105  may be formed into several pieces that may be easily assembled by the player without the aid of additional tools. The pieces may mate with each other using any suitable fastening mechanism, such as, for example, using matching threads formed on the pieces. 
     The toy  110  includes a base  117  that supports a post  120  that couples to a body  125 . The body  125  rotates relative to the post  120  during game play. The base  117 , post  120 , and body  125  are made of plastic, with individual smaller components made of rubber or plastic. To facilitate shipping, the body  125  may be made to detach from the post  120 , which also may be detached from the base  117 . These parts may mate with each other using various fastening mechanisms, including snap-fit features and mating threaded features. 
     The object  115  is preferably made of a resilient, compressible material, such as, for example, a sponge made of rubber, cellulose, or plastic, to prevent injury to the player  100 . In particular, the object  115  may be made of vinyl chloride, a blow-formed article of urethane foam, or a polyethylene foam. Moreover, to increase aerodynamics and facilitate shooting, the object  115  is shaped in the form of a toroidal disc. 
     Referring also to FIG. 2, the device  105  includes a handle  200  shaped to fit the player&#39;s hands. For example, a grooved side  205  may be shaped into the handle  200  to help the player grip the device  105 . The device  105  also includes an upper segment  210  connected to the handle  200 . An on button  215  is formed into the handle  200  to control electronics positioned within the device, such as a speaker, a power source, a controller, and one or more light emitters  220 . 
     The light emitters  220  are positioned along an outer perimeter of the device  105  at unobstructed positions. For example, a light emitter  220  may be placed at the top of the handle  200  and away from the player&#39;s hands. The light emitter  220  may be a light emitting diode (“LED”) that emits electromagnetic radiation in the infrared wavelength region. In this way, the light emitted from the device  105  is invisible to the player, which makes the game more entertaining. 
     The speaker may be positioned within the handle  200 . Holes or slots  225  are formed in the handle to permit sound from the speaker to emanate from the device without being muffled. 
     Referring also to FIG. 3, the handle  200  contains the power source  300 , which may be one or more batteries retained in a battery holder (not shown). The controller  305  is also housed within the handle  200 . The controller  305  receives input from the power source  300  and the on button  215 . In response to this input, the controller  305  operates the light emitters  220  and the speaker  310 . The electrical components—controller  305 , power source  300 , light emitters  220 , and speaker  310 —are retained in the handle  200  to enable the player to easily maneuver the device during play. 
     Referring also to FIGS. 4A-C, the body  125  includes a barrel  400  for launching the objects  115 , and a supply section or magazine  405  coupled to the barrel  400  through a firing mechanism. The magazine  405  is used for loading the objects  115  from the top of the body  125  and supplying the objects,  115  to the barrel  400 . When an object is fired, the fire mechanism seizes an object  115  from the magazine  405  and launches that object through the barrel  400 . 
     The body  125  also includes signal detectors  410 , such as, for example, photodiode detectors, for detecting the radiation emitted by the light emitters  220  of the device  105 . As such, the signal detectors  410  may be optimized based on the wavelength of the emitted light. 
     An on button  415  is used for turning on the body  125 . Additionally, a speaker, a power source, and a body controller are housed inside the body  125 . Slots  420  are formed on the body  125  to permit sound to freely emanate from the speaker in the body  125 . 
     A compartment  430  is formed on the bottom of the body  125  to house the power source. The compartment  430  may be opened and closed using, for example, a screwdriver or a snap-fit feature. A rotator  435  couples the body  125  to the post  120 . The rotator  435  grips the post  120  and causes the body  125  to rotate around the longitudinal axis of the post  120 . 
     Several exterior cosmetic features may be incorporated into the design of the body  125  as shown in FIGS. 4A-C. Such features contribute to an android-like appearance of the body  125 . For example, an antenna  440 , various knobs  445 , or wires  450  may be placed on the body  125 . 
     Referring also to FIGS. 5A and 5B, the magazine  405  is shaped to hold the objects  115 . For example, if the objects  115  are disc-shaped, then the magazine  405  may be a cylinder with a diameter somewhat wider than the diameter of the objects. The magazine  405  includes a top lid  500  that is pivotally opened using a knob  425 . When the top lid  500  is pivoted to an open position, the objects  115  can be loaded into the magazine  405 . When the top lid  500  is pivoted to a closed position, the objects  115  are retained in the magazine  405 . 
     Inside the toy body  125 , a trigger motor  505  couples to a trigger mechanism  510  which includes a four-joint rotational chain mechanism between links  515 ,  520  and the toy body  125 . When the trigger motor  505  activates the trigger mechanism  510 , link  520  is caused to rotate via link  515 . As link  520  is rotated, the objects  115  held in the magazine  405  are forcibly fed to a discharging position. 
     Pawls  525 ,  530  are provided on the surface of link  520  to help facilitate this feeding action. The pawls  525 ,  530  both project into the upper compartment of the barrel  400 . Of the two pawls, the pawl  525  confronts a hole in the object  115  held at the bottom of a stack of the objects  115  and functions as a stop for that bottom-most object  115 . The pawl  530  is brought into contact with the rear portion of the bottom-most object  115  and functions to forcibly feed the object  115  to the discharging position when the trigger mechanism  510  is activated by the trigger motor  505 . 
     Inside the toy body  125 , a discharge or fire motor  535  couples to and rotatably drives a discharge mechanism that includes a driving roller  540  located near the barrel  400 . The discharge mechanism also includes an idler roller  545  located on the other side of the barrel  400  so as to hold the object  115  between the two rollers. 
     In operation, the object  115  located at a position of the magazine  405  (a position indicated by the letter “A” in FIG. 5B) is fed to the discharging position (a position indicated by the letter “B” in FIG. 5B) by the trigger mechanism  510 . The object  115  so fed is designed to be discharged forward by virtue of the rotation of the driving roller  545 . 
     Detail of design and implementation of the trigger and discharge operations may be found in U.S. Pat. No. 5,471,967 issued on Dec. 5, 1995 to Matsuzaki et al., which is incorporated herein by reference. 
     Referring also to FIG. 6, the body  125  contains the power source  600 , such as, for example, a battery that is retained in the compartment  430 . The controller  605  is housed within the body  125  and receives input from the on button  415 , the power source  600 , and the signal detectors  410 . Based on this input, the controller  605  controls the speaker  610 , motors  505 ,  545 , and a motor  615  that mechanically controls movement of the rotator  435 . The controller  605  performs these tasks using additional information obtained from a processor  635 , memory  640 , a clock  645 , and a counter  650 . 
     Referring also to FIG. 7, the player  100  operates the game according to a procedure  700 . The player  100  loads the objects  115  into the magazine  405  (step  705 ) and places the toy  110  in an open area (step  710 ). This setup reduces the chances that signal reflections from the device  105  will reach the signal detectors  410 , which could potentially cause the toy body  125  to operate erratically. 
     After the player  100  turns on the toy body  125  using the on button  415  (step  715 ), the player  100  selects a play level (step  720 ) by pressing the on button  415  a preset number of times. For example, if the player  100  wishes to play at an easy play level, the player presses the on button  415  once, and if the player  100  wishes to play at a harder play level, the player presses the on button  415  twice. The play level indicates a level of difficulty in playing the game. At an easy play level, the toy body  125  may warn the player  100  with a preset number of sounds before shooting the object  115  at the player  100 . On the other hand, at a harder play level, the toy body  125  may provide a shorter-duration warning, or no warning at all, to the player  100  before shooting the object  115  at the player  100 . 
     Referring also to FIG. 8, the player  100  stands with the device  105  within a predetermined range ΔD  800  of distances from the body  125  (step  725 ). The predetermined range ΔD is based on the wavelength of the radiation (shown as wavefront  805 ) emitted from the device  105 , the signal detectors  410  in the toy body  125 , and the shape of the radiation from the emitter  220 . When the signal detector  410  is too close to the emitter  220 , the detector  410  may not be in the path of the emitted radiation. Whereas when the signal detector  410  is too far from the emitter  220 , the signal may be too weak for the detector  410  to detect. 
     The player  100  grips the handle  200  and presses the on button  215  to turn on the device  105  (step  730 ). This activates the signal emitters  220  and the speaker  310 . If the player  100  requires a rest during game play, the player may release the on button  215  for a preset number of seconds before the device  105  turns off. 
     When the toy body  125  shoots an object  115  through the barrel, the player  100  moves the device  105  toward the object  115  to block or strike the object  115  (step  735 ). When all of the objects  115  have been fired from the toy body&#39;s barrel  400  (that is, there are no objects  115  remaining in the magazine  405 ), the player  100  determines the score based on the total number of objects blocked (step  740 ). 
     Referring to FIG. 9, during game play, the device controller  305  performs a procedure  900 . First, the controller  305  determines whether the device is activated by, for example, detecting whether the player has pressed the on button  215  (step  905 ). If the controller  305  determines that the device is activated, the controller  305  emits light or electromagnetic radiation from the light emitters  220  (step  910 ), and emits one or more sounds from the speaker  310  (step  915 ). 
     Referring to FIG. 10, the toy body controller  605  performed a procedure  1000  during game play. The controller  605  determines the play level input by the player  100  by counting the number of times the player presses the on button  415  (step  1005 ). Based on the play level, the toy body controller  605  selects an acoustic warning signal to be emitted by the speaker  610  before firing of the object from the barrel (step  1010 ). The acoustic warning signal may be set to include at least three beeps for an easy play level or at least two beeps for a harder play level. 
     The toy body controller  605  then scans the surrounding area for emitted electromagnetic radiation (step  1015 ). The controller  605  scans the area by first activating the motor  515 . The motor  515 , under control of the controller  605 , moves the rotator  435  and causes the toy body  125  to rotate around the post  120  (shown as arrows  810 ,  815  in FIG.  8 ). In this way, the signal detectors  410  are able to scan a complete 360° around the post for the emitted light. 
     The toy body controller  605  determines whether light is emitted from the implement  105  (step  1020 ) by analyzing the output from the detector  410 . The output from the detector  410  is an electrical signal that indicates energy of the detected electromagnetic radiation. If the controller  605  determines that the device  105  is emitting electromagnetic radiation (step  1020 ), then the toy body controller  605  tracks the emitted radiation until it pinpoints the location of the implement  105  (step  1025 ). The controller  605  tracks the emitted radiation by adjusting an output signal to the motor  615 . The motor  615  moves the toy body via the rotator  435  in response to the analyzed output signal from the detector  410 . In particular, the motor moves the toy body until a peak in the signal is detected, with the peak indicating that the toy body is facing the device. The controller  605  tracks the emitted radiation for a period of time before firing to reduce the possibility that stray light has been erroneously detected. 
     Once the controller  605  determines the location of the device  105  (step  1025 ), the speaker  610  emits the acoustic warning signal based on an electrical signal it receives from the controller (step  1027 ). The electrical signal depends on the play level determined at step  1005 . 
     After emitting the acoustic warning signal, the controller  605  sends a trigger signal to the motor  505 , which activates the trigger mechanism  510  to forcibly feed an object  115  into the discharge location. Then the controller  605  sends a fire signal to the discharge motor  535 , which activates the fire mechanism (driving roller  540  and idler roller  545 ) to shoot an object  115  through the barrel  400  and toward the location of the emitted electromagnetic radiation (step  1030 ). 
     After an object  115  has been fired, the controller  605  determines whether there are any more objects  115  left in the magazine  405  (step  1035 ) by counting the number of objects  115  that have already been fired. Because a predetermined number of objects  115  can fit into the magazine  405 , the controller  605  counts the number of times that the fire mechanism has been activated. 
     If there are more objects remaining in the magazine, then the controller  605  continues to scan the surrounding area for emitted light from the device (step  1015 ). If there are no more objects remaining in the magazine, then the controller  605  sends a game over signal to the speaker  610 . The speaker  610  then emits an acoustic game over signal (step  1040 ) to indicate that all the objects have been fired. The acoustic game over signal may correspond to a voice of the android-like object. For example, the android-like object may give a speech when all objects have been fired. Once the player  100  hears the acoustic game over signal, the player can then count up the number of blocked objects to determine a score. 
     The toy  110  and device  105  may be used in a game in which the toy  110  represents a spy probe that locates the player. The spy probe, upon finding the player, releases a message disc (represented by the object) that informs the owner of the spy probe of the location of the player. The player&#39;s goal is therefore to block the message discs from ever reaching the owner of the spy probe. At the end of the game, the speaker  610 , under control of the controller  605 , would emit an acoustic game over signal that corresponds to the voice of the spy probe owner. 
     Other embodiments are within the scope of the following claims. For example, the LED or light emitter  220  may emit light of other wavelengths, for example, in the visible region. Likewise, the signal detectors  410  may detect light at wavelengths corresponding to the expected wavelength of light emitted from the light emitters  220 . 
     To facilitate game play, the objects  115  may be made of different colors. Each color may represent a different point value. For example, when the player blocks an object of a blue color, the player receives, 5 points, whereas when the player blocks a yellow object, the player receives 1 point. The object  115  may be shaped into any form that facilitates aerodynamics, for example, spherical or toroidal forms would be suitable shapes. 
     The player may press the on button  215  to turn on the device  105  and then press the on button  215  to turn off the device  105 . 
     The device may be designed to emit an acoustic signal and the toy body may be designed with acoustic detectors to detect the acoustic signal. 
     The rotator may cause the body to rotate around an axis other than the longitudinal axis of the post, giving the signal detectors the ability to scan through a wider range for the emitted light.