Abstract:
An interactive electronic drum system and training techniques suitable for use in a coin-operated environment such as an arcade are described. Electronic drum pads, audio speakers, a visual display, training lights and an overall control system are combined to simulate the excitement of a live drum or inactive musical jam session for a user. Positive feedback and, as necessary, instructive aid are provided to make the experience a positive one for both the novice and the expert player. Learning and playing a musical instrument becomes an intuitive, exciting experience and not a boring chore to be endured. Players can simulate the experience of playing in a rock band before a live and appreciative audience. In short, this interactive electronic drum system makes drums and the jamming experience widely accessible to the public.

Description:
[0001]    The present invention relates generally to methods and apparatus for providing an exciting interactive audio visual musical experience which may readily be enjoyed by a wide range of users having a range of experience from little or none to those having extensive musical training. More particularly, the present invention relates to an interactive electronic drum and music training method which are suitable for use in a home video game or a coin-operated environment such as an arcade to simulate the excitement of a live jam session for a user.  
         THE BACKGROUND OF THE INVENTION  
         [0002]    A wide variety of learning and teaching aids for musical instruments have been known for some time. See, for example, U.S. Pat. No. 4,919,030 “Visual Indication of Temporal Accuracy of Compared Percussive Transmit Signals,” U.S. Pat. No. 5,036,742 “Tempo Monitoring Device and Associated Method,” U.S. Pat. No. 5,945,786 “Method and Apparatus for Controlling Scale Practice of Electronic Musical Instrument,” and U.S. Pat. No. 5,214,231 “Apparatus for Electronic Teaching Accompaniment and Practice of Music, Which is Independent of a Played Musical Instrument.” These and like approaches may suffer from a variety of drawbacks. By way of example, they may only be used by experienced musicians or those with a significant knowledge of music theory. Alternatively, they may not be readily intuitive in their operation, or they are not designed to be fun and provide a positive experience which helps keep the user eager to learn.  
           [0003]    For years, electronic drum pads have been available through music stores. Many patents describe a variety of aspects of such drum pads. See, for example, U.S. Pat. Nos. 4,781,097, 4,947,725, 4,932,303, 5,009,146, 5,177,313 and 5,233,658, all of which are incorporated by reference herein in their entirety. A first time user would have to purchase these relatively expensive pads and determine at a later date if he or she enjoyed playing drum pads, what is involved, and what the final outcome of their efforts would produce. After buying the pads, the user was typically left without guidance as to how to play them. Thus, the novice user did not have any formatted learning structure or any positive feedback to encourage continued learning. Further, typical musical instruction exercises are typically renowned for being dull and repetitious.  
           [0004]    Further, a variety of coin-operated audio visual musical devices are presently known. See, for example, U.S. Pat. No. 3,990,710 “Coin-Operated Recording Machine,” U.S. Pat. No. 4,695,903 “Audio Video Entertainment Module,” and U.S. Pat. No. 4,965,673 “Apparatus for a Video Recording Booth.” Additionally, a wide variety of action and adventure type video arcade games, such as auto race and various war or battle games in which the player fights against the machine or another player are known. None of these approaches provides a musical learning experience that is like a game or adventure encouraging a positive learning experience of a musical skill.  
           [0005]    Standard video arcade games are very popular but often are violent in nature and involve a complex combination of button activations and joystick movements that may be daunting to the novice. As a result, a need exists for a non-violent game which provides a positive experience for the novice and the expert alike, and which is exciting enough to replace the standard beat-em-up, shoot-em-up fare that many adults find unacceptable.  
         SUMMARY OF THE PRESENT INVENTION  
         [0006]    The present invention addresses needs, such as those outlined above, by providing a unique combination of features and suitably packaging them so they may be appropriately enjoyed in an arcade setting. Home use can also be envisioned.  
           [0007]    In one embodiment of the present invention, a money operated electronic drum system is provided in conjunction with audio-visual inputs to both help a user learn to jam on or play the drums and to enjoy the jamming experience. In this context, “jamming” may suitably be defined as free playing over music. That is to say not reading music, but rather intuitively and naturally playing and reacting to create music as the music proceeds. For example, a drum player may create suitable drum beats to match accompanying instruments such as a guitar or keyboard.  
           [0008]    In one aspect, the present invention provides an interactive series of menus to guide a user to select a desired mode of operation. A series of cuing LEDs or other light indicia on or associated with the drum pads, or alternatively a video representation on a display may guide the user in the correct sequence and striking of the drum pads, and a control system controlling audio and video devices will provide appropriate feedback to both encourage the user and to make the experience enjoyable.  
           [0009]    In one mode of the present invention, the user chooses to play along with his or her favorite type of music with the system including a source of music, such as a compact disk (“CD”) player which may be of a jukebox format, a tape player, a radio or the like. In another mode of operation, the user tries to play along with drum progression which increase, in difficulty. The control system monitors and scores the user&#39;s play, and also provides feedback to encourage the user.  
           [0010]    Other features and advantages of the present invention are described further below and will be readily apparent by reference to the following detailed description and accompanying drawings.  
       
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0011]    [0011]FIG. 1 illustrates one embodiment of drum apparatus in accordance with the present invention suitable for use in a money-operated arcade embodiment;  
         [0012]    [0012]FIG. 2 illustrates in block diagram form further details of control and processing circuitry suitable for use in conjunction with the apparatus of FIG. 1;  
         [0013]    [0013]FIG. 3 illustrates one overall flowchart of the operation of the drum apparatus of FIG. 1;  
         [0014]    FIGS.  4 - 4 C are more detailed flowcharts illustrating details of various possible play modes in accordance with the present invention;  
         [0015]    [0015]FIG. 5 illustrates a menu selection technique in accordance with the present invention which assists a user in learning the various drum pads and how to strike those pads; and  
         [0016]    [0016]FIG. 6 illustrates an embodiment of a suitable mounting arrangement for the mounting of drum pads of a drum apparatus, as in FIG. 1, in a small footprint cabinet suitable for use in an arcade environment.  
     
    
     DETAILED DESCRIPTION  
       [0017]    [0017]FIG. 1 shows an overall view of an audio-visual interactive drum studio system  100  in accordance with the present invention. System  100  preferably includes a cabinet  10  for housing, enclosing and mounting the various components of the system. The cabinet  10  will preferably consist of a sound and fire resistant frame which may be painted to emphasize the effectiveness of the system&#39;s lighting as further described below. The system  100  also includes a drum set layout  20  which may preferably include electronic drum pads for snare  21 , hi-hat cymbal  22 , crash cymbal  23 , ride cymbal  24 , and toms one through four  25 - 28 , as well as a bass drum foot activator or pedal  29 , a foot pedal or activator  30  for controlling the opening and closing of the hi-hat  22 , and an additional foot pedal or activator  32  which may be included to add a variety of additional sound effects, such as a “wa-wa” or the like. While it is presently preferred to utilize a standard electronic drum pad employing sensors, such as piezoelectric sensors, to produce an output indicative of the occurrence of a pad strike, as well as the force of the strike, it will be recognized that a simpler and less expensive arrangement may employ a user input sensor which merely senses a touch, strike, or any switch closure causing event initiated by the user. It will also be recognized that while a device looking like a drum pad is presently preferred, other form factors such as a device looking like a guitar, a keyboard or a simple switch arrangement may also be employed. By way of example, a joystick or other activator  33  and a button or buttons  34  may be employed to allow a second user or a younger, less coordinated user to enjoy the system. For example, a left to right or back and forth movement of the joystick  33  may allow a second user to make other sounds such as hi-hat, maraca, tambourine, or other sounds. The button or buttons  34  may allow the second user or a less advanced user to activate a sequence of drum rhythms or the like.  
         [0018]    Each of the drum pads or pedals preferably has one or more associated LEDs or other indicia  21 A and  21 B,  22 A-C,  23 A and  23 B,  24 A and  24 B,  25 A and  25 B,  26 A and  26 B,  27 A and  27 B,  28 A and  28 B, and  29 A, respectively, to guide the beginning user in learning how to use the system by cuing the user to strike the appropriate pads or pedals of the drum set layout at the appropriate time as more fully described below.  
         [0019]    The system  100  further includes an adjustable stool or seat  40  for the user to sit comfortably in front of the drum set layout  20 , a money validation unit  50 , such as a coin changer, bill validator or the like, and a series of audio speakers  60 , which may suitably include left and right midrange speakers  61  and  62 , and a subwoofer  63 . Additional speakers may be added as desired to improve the audio quality of the system.  
         [0020]    The system  100  as further illustrated in FIG. 2 also preferably includes a central processing unit or control system  70 , suitable lighting  80  which may include colored stage lights  81 , overhead white and black lighting  82  and  83  respectively which will preferably be variably controlled by the control system  70  as described further below. A strobe light  84  which will preferably be mounted in the ceiling of the cabinet  10  may also be provided.  
         [0021]    The user may enter data and select modes of play using a control panel  85  with selection buttons  86 . A multi-disk CD player  90 , preferably of the jukebox type, or other music source will also preferably be employed to allow a user to select musical accompaniment allowing the user to play along with a favorite musical selection as more fully described below. A camera  92  and a VCR  94  may also be provided. The camera  92  may be used to record a part or parts of the user&#39;s session to be displayed on a screen or display  105 . By way of example, the user who achieves a high score may be allowed to choose to have his or her play sequence run on the screen  105  when the system  100  is not in use. As another alternative, the user&#39;s performance could be cut and pasted into a video of a live band playing the music that the user is playing. Many exciting possibilities exist.  
         [0022]    The display screen  105  may suitably be a CRT display, and this display will preferably be utilized to provide user cues and instructional information. As discussed further below, screen  105  may also be employed to show the user video images, such as video of a rock concert audience positively reacting to the music being played. Such video may be provided from memory in the control system  70  or alternatively from a videotape in the VCR  94 . Such a videotape may include, by way of example, instructional video of how to play the system with a variety of lessons which can be selected by the user or video of a professional drummer utilizing the system  100 .  
         [0023]    Finally, the control system  70  and other components such as the multi-disk CD player, the VCR  94  and the like will preferably be housed in a satellite cabinet  110  as shown in FIG. 1. This cabinet will be accessible by lock and key to the operator or service personnel.  
         [0024]    While the above described components are shown in the drawings and discussed in the context of a presently preferred embodiment of the invention, it will be recognized that similar and other components may be added to enhance the system or that certain of these components may be subtracted to reduce the cost of the system. As one example, while a money-operated arcade system is presently preferred, it will be recognized that the present invention may be readily adapted to the home environment in a system in which electronic drum pads would be suitably interfaced with a home computer or a video game controller and a television without the need for a money validation unite such as a coin or bill validator, or special cabinets. Additionally, a CD or radio might be connected in such a home system to provide player accompaniment. Further, while the present specific disclosure is made in the context of electronic drum pads and pedals which are presently preferred, it will be recognized that the present invention may be adapted to other formats in which button presses or switch closures are used by a user to perform or play. For example, a guitar-like device having a number of buttons could be utilized as the user&#39;s input device. Alternatively, a simple keypad or keyboard could be employed. Preferably, the aspects of the inventive arrangement described further below would be employed therewith to continue to make the unit accessible to the novice user.  
         [0025]    [0025]FIG. 2 illustrates further details of one suitable control system  70  for use in conjunction with the various devices to be monitored and controlled in system  100  of FIG. 1. While the control system  70  is presently preferred because it can be readily implemented with off the shelf components, it will be recognized that custom designed and different components may be readily used to achieve the desired functionality of the present invention.  
         [0026]    As shown in FIG. 2, the control system  70  may comprise a suitably programmed PC computer having a central processing unit  71  in a cabinet  72  which also may include a built in CD ROM drive  73 , which may be employed as an alternative to or in addition to the player  90 . The control system  70  will also include a standard or custom MIDI (“Musical Instrument Digital Interface”) driver  74  which may be an internal card or an external component. Driver  74  allows the system  70  to be readily programmed to drive sound speakers, such as the speakers  61 - 63  to provide appropriate sounds.  
         [0027]    The control system  70  will also typically be connected to various additional components such as the pads and pedals of drum set layout  20 , cuing LEDs  21 A- 29 A, joystick  34 , sound button or buttons  35 , a mixing board  75 , a power amplifier  76 , drum pad controller  77 , lighting system  80 , control panel  85  and control buttons  86 , multi-disk CD player  90 , camera  92 , VCR  94 , a monitor  102  whose CRT screen may be suitably employed as the display  105  and a keyboard  120 . The monitor  102  may be part of an integrated unit also including a microphone  107  for audio pickup and speakers  111  and  112 . These speakers may be utilized as the previously mentioned speakers  61  and  62 , or as speakers supplementing the audio outputs of the speakers  61 - 63 , or to provide software driven instructions to the user. It will be recognized, however, that larger and higher quality microphones or audio speakers may be desired to provide a superior experience for the user. This will be particularly true in the arcade environment. For example, a better microphone may be desired to provide a karaoke mode or to record the user&#39;s singing along with the user&#39;s playing.  
         [0028]    The keyboard  120  will preferably be a standard keyboard, and may be employed to allow a user to make selections or preferably to allow a service person to diagnose any malfunctions of and to perform routine maintenance on the system  100 . For example, keyboard  120  may be mounted on the cabinet  10  within easy reach of a user sitting on the stool  40 . It may have a protective cover that covers most of the keypad allowing user access to only a limited number of keys to make program selections as described below. A service person could be given a key to open the cover and gain access to the keyboard  120  to service the system  100 .  
         [0029]    While shown in FIG. 2 without any protective casing other than the standard cabinet  72  for ease of illustration, the control system  70  will preferably be housed in a protective casing such as the satellite cabinet  110  of FIG. 1 to prevent any damage to the unit in the somewhat rough and tumble environment of the typical arcade. This casing will limit system access to the owner or operator and authorized service personnel. Similarly, drumsticks  11  and  12  will be preferably connected to the cabinet  10  by strong, light and flexible cables  13  and  14 , such as steel stranded cable. When not in use, drumsticks  11  and  12  will preferably be placed in holders  15  and  16  mounted so that the drumsticks  11  and  12  will be readily seen and reached by users. In a home environment, such a protective casing and drumstick cable mounts should not be necessary.  
         [0030]    Turning to the operation of the system  100 , the system utilizes the cuing LEDs or other indicia  21 A- 29 A which are associated with their drum pads and pedals to provide visual guidance on which drum pad or pedal to play, which hand or foot to play it with, and when to play it. The speakers  60  may also be driven to provide audio cues to correct play. As described further below, this cuing or instruction is subject to suitable program control by the control system  70  which drives both the cuing LEDs and the speakers. Data on the users performance which is collected by the control system  70  may be fedback and displayed on the screen  105  to the user. Similarly, the correct order or rhythms of striking the drums and graduated steps of rhythmical sequences may also be displayed on the screen  105 . The user will thus be guided by visual and audio stimuli to use his or her hands and feet for certain repetitive drum sequences generated by the CPU of system  70 . Preferably, left and right lights, such as light  21 A (Left) and light  21 B (Right) for snare  21  indicate when the left and right hands should be playing. Similarly, the light  22 C indicates when the user&#39;s foot should activate foot pedal  30  to raise hi-hat  22 . As addressed further below, different sequences can be selected by the user via computer menu selection. Thus, as further described below, the inventive system provides an enjoyable opportunity to learn how to play an electronic drum set.  
         [0031]    A first level of play is to master certain basic skills, the user will then be able to move on to several more advanced playing scenarios. By way of example, one level or mode of play of the present invention is to play the electronic drums with visual indications of the rhythmical sequence provided to guide the user. In this option, the visual LEDs or indicia are illuminated to cue the appropriate rhythm and teach the desired audio sounds of the various pads. A second level of play is playing the electronic drum pads with the visual indicators along with an actual sequence of music, such as a prewritten song of the user&#39;s favorite type of music. A further level of play is to play against the visual indicators where the performance, may be rated. For example, the accuracy of the user&#39;s rhythm of play may be measured, and feedback in the form of scores or otherwise may be given. Another level of play is playing along with music generated from compact disks or the like where the user can try to play along with his or her preferred music. Another option is free play, giving the user the opportunity to hit the electronic drum pads  20  freely to get accustomed to the sounds and feel of the system. This mode also allows the player the chance to test the abilities that were learned via the illuminated displays without any guidance. Free play without any feedback is the normal and only mode of play with standard acoustic drums. As discussed in greater detail below, a variety of feedbacks are possible to enhance the learning or game experience to make it truly enjoyable.  
         [0032]    [0032]FIG. 3 shows a first overall flowchart of one method or process  300  in accordance with the present invention. FIGS.  4 - 4 C illustrate in greater detail various presently preferred modes of play. In step  301  of FIG. 3, a user may watch a display which displays the capabilities of the game, such as the display  105  of FIG. 1, to determine if the game is one which he or she chooses to play out of the many in an arcade. To this end, a control system such as the control system  70  should preferably be programmed to cause display  105  to engagingly display the capabilities of the system. Additionally, the control system  70  may also drive the speakers  60  to audibly explain the system capabilities, play music, drum jams, or otherwise attract potential users&#39; attention.  
         [0033]    In step  302 , a potential user decides whether to play the game. In step  303 , the user decides to try the game and activates the system. For example, the user inserts the necessary amount of money. To this end, the user may insert a dollar in coins or currency ($1) into a coin mechanism or bill validator  50  as shown in FIG. 1.  
         [0034]    Next, in step  304 , the display  105  displays a list or menu of play mode options. At the same time, audio instructions may be provided by the speakers  60 . In step  305 , a user selects a mode of play. The user preferably selects from a menu of options displayed on the display  105 . As addressed further below, a wide variety of other play type selections may also be made. For example, the user may enter a level of skill, select a choice of lights and sequenced music, the level of difficulty, the tempo and the like.  
         [0035]    In step  306 , play begins and lasts for a predetermined time period, such as three minutes. Alternatively, play time may vary. For example, if the user chooses to play along with a favorite song, the play time may last for the duration of the selected song. During this period, the user plays the drums in accordance with the mode selected as described in greater detail below. As the drumming session ends, feedback is provided to the user in step  307 . For example, a crowd may cheer, a score may be displayed, or the like.  
         [0036]    FIGS.  4 - 4 C illustrate further details of presently preferred modes of operation in accordance with the present invention. In step  401  of FIG. 4, the system, such as system  100 , is in a rest or demonstration mode waiting for a user to choose to use the system. In one presently preferred rest mode, a demonstration song is played. In this demonstration song, the drums are playing. As the drums play, the learning or cuing lights, such as the LEDs  21 A- 29 A associated with the drum pads  21 - 29  corresponding to the drum sounds heard by the user, are flashing in accordance with what is being played. The demonstration song may switch themes from a drum based demonstration to an instrument based demonstration, such as for example, keyboard sounds, orchestra sounds, or various other instruments. The demonstration mode illustrates the flexibility of the playing modes of the machine. Also, it may help to show how the instruments are played on the pads, and is intended to attract the interest of people wanting to play with the system  100 . A videotape of a professional drummer playing the system  100  or giving a quick lesson on how to use the system may also be played. To this end, a suitable videotape may be played on the VCR  94  and displayed on the display screen  105 .  
         [0037]    In step  402 , a person has decided that he or she wants to play. As a result, the person sits down, picks up the drum sticks and inserts money into a money validation unit, such as the coin or bill validator  50  of FIG. 1. A credit card, debit card, smart card or token reader might also be employed to provide the user with additional flexibility in making the required payment.  
         [0038]    In the FIG. 4 embodiment, each insertion of money preferably triggers a sound type, for example, a bass drum sound. Alternatively or additionally, a crowd scene may be displayed on a video display, such as the display  105 , and the sound of the crowd starting to clap and cheer just as it occurs before the beginning of an actual concert may be produced by audio speakers, such as speakers  60 .  
         [0039]    To this end, the money validation unit  50  detects each insertion of money and produces an output indicative of the recognition of valid money in step  403 . In step  404 , the control system  70  receives the output from the money validation unit  50  and drives the display  105  and speakers  60  as described above.  
         [0040]    In step  405 , a variety of playing modes may be displayed on a display such as the display  105 . For example, the following five modes may be displayed: “Jam to CD”, “Jam Against the Machine”, “Jamming Music”, “Jam Lessons” and “Jam Alone” for selection by the user. The user may make a selection in a variety of ways. For example, the display  105  may be a touch screen and the user may make a selection by touching the appropriate part of the screen. Alternatively, the display  105  may display five of the drum pads  20  as shown in FIG. 5 as well as the instruction to strike the appropriate pad to make a selection. Upon a pad being struck, the control system  70  will then drive the speakers to audibly give the same instruction. As shown in FIG. 5, pads  21 ,  22 ,  23 ,  25  and  26  are shown in solid lines and pads  24 ,  27  and  28  and foot pedals  29  and  30  are shown in dotted lines as only five pads are needed to select from the five menu items. A similar approach may be employed to respond “yes” or “no” or to enter other data. The user makes the selection by striking the appropriate pad. This approach has the advantage of immediately starting the learning process of the pad names, their function and their feel. Alternatively, the series of selection buttons  86  provided on the control panel  85  may be employed to make this selection.  
         [0041]    If in step  406  the user selects the Jam to CD mode, the system  70  enters that mode in step  407 . Both the display and speakers may be utilized to request further user input in step  408 . For example, the speakers  61 - 63  may be used to say: “Enter your choice of CD” or “Enter CD Jam Number” which corresponds to the CD and music which the user wishes to play along with. By way example, the CD selection information may be provided by a simple selection list or displayed on the display  105 . After that choice is made, the user may next be asked “Would you like a quick lesson?” with the user being given the option to select “Yes” or “No”. The same information will preferably be displayed on the display  105 . Next, the user may be cued through a warm-up in step  409 . For example, the user is told to “Hold your sticks like this” and a picture illustrating the proper way to hold the drumsticks is displayed on the screen  105 . Next, the unit may say “Let&#39;s do a sound check.” At this point, the lights  21 A- 29 A indicate and a voice says through speakers  61 - 63 : “Hit the snare, hi-hat, hi-hat pedal, bass pedal, tom 1, tom 2, tom 3, tom 4, ride cymbal, and crash cymbal.” On the display, as shown in FIG. 5, both the name of the pad or pedal and the shape and location of the drum pad or pedal with relation to the other pads may be displayed in the correct sequence to illustrate the desired warm up sequence. If during the sound check  409  the user is hitting the drum too lightly, a signal measuring device in drum pad controller  77  will produce an output signal which is then provided as an input to the system control  70  which will drive the speakers to say “Strike the drum harder.” Next, a standard 4/4 beat may be played by the system  100  with lights  21 A- 29 A flashing on and off in the correct sequence to illustrate the correct timing and the correct striking hand or foot to the user. A voice may also say “Most beats are played using the snare, hi-hat and kick pedal. Basic fill is played. Fills are usually played on the toms and end with a cymbal crash. Relax, listen to the music and try to play along or bang around and just have fun. You can&#39;t make a mistake. If you want more lessons choose the ‘jam lessons’ mode from the menu next jam. It&#39;s time now to begin.” As such a warmup may take a moderate amount of time, an operator may choose to leave out the quick lesson to increase the turnover of the system. Leaving out the warm up may be particularly appealing to an operator where potential users are often lined up waiting to play the game.  
         [0042]    At this point, the beginning of actual play is cued in step  410 . For example, a screaming, foot-stomping, hand-clapping crowd may be heard on the speakers  61 - 63 . Normal room white lights  82  may be lowered. Colored stage lights  81  may be turned on to appropriate levels and begin syncopating to simulate a live concert atmosphere. Also, black lights  83  may be pulsed on and off. Also, strobe  84  may begin flashing with all the above lights preferably controlled by the controller  70 . The display  105  may show an enthusiastic crowd. It will be recognized that the lights  81 ,  82 ,  83  and  84  may be controlled in a variety of manners. One presently preferred control option is to control them in response to the user&#39;s activity. For example, if a user plays faster, the strobe may flash more quickly.  
         [0043]    In step  411  the selected CD song is cued by the control system  70 . In step  412 , the user plays along to the song. As the song plays, the user can change to any one of several different pad sounds during the song that are preprogrammed when the CD is programmed. For this mode, the operator will code the music, Rock 01, Rap 02, Jazz 03 and the like, and the control system  70  will generate the drum sets that match the music style.  
         [0044]    The user can also preferably change the volume levels of the drums or music to be louder or softer. For example, song volume may be varied via a volume knob on the control panel  85 . Alternatively, the unit  100  may ask the user “Do you want to play louder?” and if the user shouts above a certain threshold as detected by microphone  107 , the system control  70  will crank up the volume. Alternatively, the operator may preset a fixed level or the user may select the level as part of a setup menu.  
         [0045]    When the song is over, the control system  70  detects that the song is over by sensing the lack of DC signals coming from the output of the CD unit  90  in step  413  and shuts the game down. In step  414 , positive user feedback is provided. For example, a long crowd roar may be triggered and a voice may announce “great jam” loudly! 
         [0046]    If the user selects the “jam against the machine” mode in step  406  as illustrated in FIG. 4 then that mode is entered in step  407 A as further illustrated in FIG. 4A. A second menu is preferably displayed in step  408 A to allow the user to select a jamming level matched to his or her level of skill, for example, beginner 1, advanced beginner 2, intermediate 3 or expert 4. Next, a warmup is cued in step  409 A. For example, a voice may say “let&#39;s warm up, give me a drum roll, come on speed it up”. Simultaneously, on screen  105 , the user&#39;s speed of striking the pads, for example, a speed level of 0-100 beats per a predetermined time interval, such as fifteen seconds, shows the user the speed of the drum roll. Next, the voice may say, “not bad, not bad at all.” It will be recognized that different warmup exercises may be employed, as well as, different measures of the user&#39;s proficiency. For example, the user&#39;s proficiency in correctly following the correct rhythm or tempo may be measured.  
         [0047]    In step  411 A, the user is cued to follow the machine. For example, the machine may start to play a steady bass drum beat indicative of the proper tempo. Next, the user may be told “Now play what I play.” For example, two hand drum riffs or rhythms. In this context, a “riff” may be defined as a set of notes or rhythms in a pattern. In step  412 A, play begins with an announcement, “We&#39;re ready to go”, for example. In step  413 A, a sequenced drum track starts with cuing lights indicating what the user should play over the music. Alternatively or additionally, a videotape of an instruction lesson of similar content may be displayed. The user then may initiate the actions of a videotape instructor. A display such as that discussed in the context of FIG. 5 may also be used to highlight the correct pad or pedal and striking had or foot. As time passes, the level of difficulty increases in step  414 A. At the lower difficulty level, the unit desirably has more flexibility in scoring. In the present example, the user&#39;s score is preferably based on repetition, accuracy and speed. Scoring may be based on a point system with a value for each correct strike and increasing points for each advancement in difficulty. The display  105  may show a constantly updated jam score as the jam proceeds. In step  416 A, a timer allows play to proceed for a predetermined time, such as 3 minutes, and a final score is given at the end of play. In step  417 A, the game end sequence begins. The song ends. The game is over, the crowd cheers, and the unit says “great jam.” 
         [0048]    If the “jamming music” mode is selected as illustrated in FIG. 4B, a specially written track of background music, written for drum and instrument soloing is preprogrammed in the control system  70 . After entering the jamming music mode, the user is provided the options of selecting a preferred style of music and selecting a light indicia, display or videotape cued mode of play or a free play mode in step  409 B. Then the specially written track is retrieved and begun in step  409 B. When the cuing lights have been chosen and activated, the lights will illustrate to the player what, when and how to play the pads. If jamming with lights, a slow stage light progression of the stage lights  81  is activated to dim the lights  81  prior to the beginning of the specially written track to allow better clarity of viewing of the cuing lights. Crowd cheers also accompany the start of the special jam music track. An enhanced drum set is activated and basic fill progressions synchronized with the cuing lights are started. “Enhanced drum set” as used herein may be defined as a specially programmed drum set to provide special effects, such as echoing or accenting by combining bass drum activation with cymbal activation, or the like for the purpose of improving the sound of inexperienced players. The first part of the song ends, and part two begins. The pads are now activated to become music pads, and cuing lights are activated. Finally, the song ends, and the crowd cheers.  
         [0049]    If no visual indicia is selected in step  408 B, the user intuitively plays with the unit. In both non-light cued and light cued modes, drum pads and pedals  20  will change to different instruments as the song proceeds in step  410 B. First, the control system  70  will activate the standard enhanced drum set  20 . As the song theme proceeds and changes, instrument sounds will be sent to the pads by the control system  70 . Riffs, progressions, chords and other sounds are contained on a particular pad, step  411 B. A variety of programmable variations of the progression or alternate progressions may be employed. For example, a five note bass progression in the key of the music may be assigned to a particular pad. By playing this particular pad at a particular rate, step  412 B, the progression is played in the order it was written, with the player&#39;s strikes of pads and pedals determining the output or outcome in step  413 B. For example, if the player stops at any time during the sequence, step  412 B′ the progression may begin over in step  413 B′. If the particular pad is played for a predetermined time in step  412 B ″, the progression of sound may change order and length in step  413 B″. Other methods may be employed to keep the pad sounds appealing or unpredictable to the user. To this end, the control system can readily be set up to vary the pad set up.  
         [0050]    If the “jam lesson” mode is selected in step  406  as illustrated in step  407 C of FIG. 4C, a menu is displayed cuing the user to enter a playing level ranging from Beginner 1 to Expert 4 in step  408 C. The user next enters a style of music, for example, 1 Rock, 2 Dance/Rap, 3 Country, 4 Heavy Metal, 5 Jazz in step  409 C. Next, in step  410 C, a voice gives a short explanation of the style of music and the basics of how it is played. In step  411 C, if the user selected 1 Rock, then he or she is encouraged to “Try a simple example, this is a basic rock beat.” The light indicia  22 A-C,  21 A and  21 B, and  29 A cue the proper activation for the hi-hat  22 , snare  21  and base drum, respectively. The control system  70  next switches the hi-hat rhythm  24  to the ride cymbal and then snare  21 : “Beats can be played on the ride cymbal  24  and snare drum  21  also. The base drum  29  will be added later, for now we will play it for you. The system  70  then activates the bass drum rhythm. System  70  then activates a short background rock style music piece saying “Notice how the beat keeps the music in time.” The user practices for a predetermined time, step  413 C. “Practice these beats over and over and it will be automatic.” When the lesson is over, positive feedback is provided in step  414 C, for example, the voice says, “Good job”. Subsequent levels may provide more advanced lesson plans building on previous lessons. While the above discussion describes an exemplary lesson, it will be understood many other lessons may be readily programmed.  
         [0051]    Finally, in the “jam alone” mode, the user can play the drums with no instruction or cuing. This mode allows the user to test his or ability to play what he or she has learned in previous lessons or on his or her own.  
         [0052]    Turning to FIG. 6, this figure shows a presently preferred embodiment for constructing cabinet  10  and mounting drum pads  2128  in a compact manner particularly well-suited to the tight space requirements of the typical arcade. The presently preferred depth of cabinet  10  is 31 inches, the preferred width is 42 inches and the preferred height is 72 inches. Cabinet  10  as shown in FIG. 6 comprises a base  17 , sidewalls  18  and  19 , top  117  and left and right front side panels  118  and  119 . The front side panels  118  and  119  are shown cutaway in FIG. 6 to better illustrate the presently preferred mounting of the drum pads  21 - 28 . The open space between the side panels  118  and  119  may be filled with a sliding, sound-dampening curtain which may be drawn closed when the unit  100  is in use and opened when the unit is not in use. The curtain may be simply manually opened or shut, or an automatic control arrangement may be employed to sense whether a user is sitting in seat  40  or not, or to sense the begin or end of play, and then to automatically open and shut the curtain.  
         [0053]    The cabinet  10  also includes a desk or counter top  120  on which drum pads  22 - 28  are mounted. In the presently preferred mounting technique these pads  22 - 28  are mounted on top of varying lengths of hollow plastic pipe  122 - 128  respectively. The tops of the plastic pipes  122 - 128  are preferably beveled at an angle to allow their corresponding pads to be readily mounted at a desired angle for playing. The opposite ends of pipes  122 - 128  extend through cutouts in the counter top  120  and are secured to the counter top  120 . The pad  21  is preferably mounted using three pieces  121 A-C, two straight lengths  121 A and  121 C, and an elbow joint  121 B. One end of the piece  121 A is secured to side  19  of cabinet  10 . One end of piece  121 C is beveled at an angle to properly support the pad  21 .  
         [0054]    While the above discussion has been made in the context of presently preferred constructions, components, modes of operation and the like, it will be recognized that the teachings of the present invention may be widely modified to include larger or smaller physical embodiments, greater or smaller numbers of components, different components, and different modes subject only to the limitations of the claims. By way of example, while specific user lessons and specific user feedbacks are described, it will be recognized that such lessons and feedback may vary widely consistent with the present teachings which provide the impetus to provide such functions in the context of a highly user friendly drum jamming system.