Patent Publication Number: US-2011077065-A1

Title: Game set with wirelessly coupled game units

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims priority to Application No. 61/246,877, filed on Sep. 29, 2009. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to an electronic game with game units that wirelessly communicate with each other. 
     2. Prior Art 
     There have been marketed numerous electronic games that require input from a user. By way of example, there have been marketed video games that allow one or more users to play a simulated game of football, baseball, etc. These types of video games are typically operated with software that runs on a personal computer or a dedicated play station. The games provide graphics that are displayed by a monitor and simulate a game. Player input is implemented through a controller that is either wired or wirelessly coupled to the computer/station. 
     Nintendo of America, Inc. has marketed a video game under the name Wii that includes use of one or more hand held units. The hand held units are wirelessly coupled to a control station. The control station provides graphical images that are displayed by a monitor and simulate a game such as baseball or tennis. The hand held units include motion sensors that sense a motion of the unit. The units transmit signals to the control station that are then processed to determine an input to the simulated game. The hand held units are not wirelessly coupled to each other. 
     BRIEF SUMMARY OF THE INVENTION 
     A game set that includes a first unit and a second unit. The first unit includes a first controller that is coupled to a first motion sensor. The first controller causes the transmission of a wireless signal in response to movement of the first unit as sensed by the first motion sensor. The second unit includes a second controller that is coupled to an input device and a speaker The second controller causes the speaker to emit a sound that is a function of an input to the input device and the wireless signals. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an illustration showing a game set that includes a pair of units configured as toy tennis rackets; 
         FIG. 2  is an illustration showing components of the units; 
         FIG. 3  is a flowchart showing operation of the game set in accordance with one embodiment; 
         FIG. 4  is an illustration showing a game set with units configured as a baseball and a bat; 
         FIG. 5  is an illustration showing a game set with units configured as a football and a mat; and, 
         FIG. 6  is an illustration showing a game set wherein sound is transmitted through a network. 
     
    
    
     DETAILED DESCRIPTION 
     Disclosed is a game set that includes a first unit and a second unit. The first unit includes a first controller that is coupled to a first motion sensor. The first controller causes the transmission of a wireless signal in response to movement of the first unit as sensed by the first motion sensor. The second unit includes a second controller that is coupled to an input device and a speaker The second controller causes the speaker to emit a sound that is a function of an input to the input device and the wireless signals. By way of example, the sound generated by the first unit may simulate a tennis ball hitting a surface. The sound generated by the second unit may simulate a racket hitting a tennis ball if the unit is moved within a certain time interval, and also with a certain motion. The game set allows the users to play a game of virtual tennis where response is based on sound and/or the visual observation of the other players movement of their unit. 
     Referring to the drawings by reference numbers,  FIG. 1  shows a game set  10 . The game set  10  includes a first unit  12  and a second unit  14 . The units  12  and  14  may be hand held devices that are configured as toy tennis rackets.  FIG. 2  shows various components of each unit  12  and  14 . The unit  12  or  14  includes a housing  16  shaped as a toy tennis racket. The housing  16  can be constructed from a molded plastic material. Within the housing  16  is a printed circuit board assembly  18 . The printed circuit board  18  includes a controller circuit  20  and associated memory (not shown). The controller  20  may operate in accordance with software routines that are stored in memory. 
     The controller  20  is coupled to a speaker  22 . The printed circuit board  18  may include driver circuitry (not shown) that is coupled to the speaker  22  and controller  20 . The controller  20  can cause the speaker  22  to generate sound, including words and phrases. By way of example, different sounds, words, phrases, etc. may be stored in a look-up table in memory. It is to be understood that only one racket may have a speaker  20 . 
     The controller  20  may also be coupled to a motion sensor  24  such as an accelerometer. The motion sensor  24  senses motion of the housing  16  and provides an input signal(s) to the controller  20 . The controller  20  can process the input signal in accordance with a software routine. 
     The printed circuit board assembly  18  may include a transceiver  26  that provides two-way wireless communication between the units  12  and  14 . By way of example, the wireless communication may be in the audio, radio, microwave or infrared frequency ranges. 
     The printed circuit board assembly  18 , speaker  22  and motion sensor  24  are all powered by a battery(ies)  28 . The housing  16  may include an ON/OFF button  30  and one or more input buttons  32  that can be manipulated by a user. The input buttons  32  can be coupled to the controller  20 . 
     The units  12  and  14  can be operated to play a virtual game of tennis wherein game play is based at least in part on sound. For example, a first player may move the first unit  12  in a motion that simulates serving a tennis ball. The motion sensor  24  senses this movement and provides an input to the controller  20 . The controller  20  causes the speaker  22  to emit a sound that simulates a ball traveling through air and striking a surface. The opposing player must time their swing so they move their unit and “hit” the ball in a certain time interval. The time interval is a function of the first player&#39;s swing. For example, if the first player timely makes a “hard” swing then the time interval for the second player to make a virtual return shot is shorter than if the first player has a softer swing. 
       FIG. 3  is a flowchart showing a game play with the first  12  and second  14  units. In step  100  each player turns on their units by manipulating the ON/OFF button of each unit. The first player to push the input button of their unit becomes player  1  in block  102 . In block  104  the first player&#39;s unit can generate a sound such as “YOU ARE PLAYER 1”. The game set may include a mode wherein a player can enter a practice subroutine if they hold the input button for longer than a predetermined time interval in step  106 . 
     After a first player is established, the unit of the first player transmits a signal to the unit of the second player in block  108 . In blocks  110  and  112  the second unit transmits a return tone to the first unit and may generate a sound such as “YOU ARE PLAYER 2”. If no tone is returned by the second unit the first unit may power off in block  114 . 
     The first unit receives the signal from the second unit in block  116  and may generate a sound such as “SERVE” in block  118 . Player 1 moves the first unit in a way that simulates tossing a tennis ball in block  120  and the unit may generate a sound that simulates the tossing of a ball in block  122 . The first player then moves the first unit to simulate hitting the virtual ball. The player must swing the unit in a predetermined time interval. If there is no swing, or the swing is late, then the unit determines this in block  124  and may generate sounds such as “FAULT” and “SECOND SERVE” in blocks  126  and  128 . If it is the second serve then the unit may determine this in block  130  and generate a “DOUBLE FAULT” message in block  132 . In block  134  the first unit may transmit a tone to the second unit. Both units may score a point for player  2  in block  136  and generate a sound for the current score in block  138 . 
     The first unit may determine that the first player has timely moved the unit in block  140 . The first unit will then generate a sound simulating hitting a ball in block  142 . In blocks  144  the first unit will generate a tone that is transmitted to the second unit. The tone will vary depending on the speed and timing of the first players movement of the first unit. For example, a fast swing in a certain time interval will generate a “fast swing” tone. An average swing will generate an “average swing” tone and a slow swing will generate a “slow swing” tone. Tones might also be generated relative to X,Y,Z axis movement of a game unit, so that a player&#39;s directional swing, to serve or respond to a serve, can effect game outcome. In an alternate embodiment a player can strategically move their racket to “place a shot” by pressing one of the buttons  32 , at which time a unique sound would be generated. The units may have stereo speakers so that sound emission cues hint at left or right attitude of the virtual ball. 
     The game set may be configured so that the different swings have to be performed within a certain interval. For example, after tossing the ball the unit may set a time interval in which the player must swing the unit. A slow swing may be performed at any time during the interval. An average swing must be performed within the first ⅔&#39;s of the interval and the fast swing must be accomplished within the first ⅓ of the interval. For example, a fast swing that is ½ of the set time interval will be classified as a missed swing. 
     In blocks  146  the first unit generates a sound that simulates a ball moving away from the player. In blocks  148  the second unit generates a sound that simulates the moving of the ball toward the second player. In block  150  the second unit generates a sound that simulates a ball hitting a surface. In block  152  the second unit determines that the second player did not timely move their unit in a motion that simulates hitting the ball. A tone is transmitted from the second unit to the first unit in block  154 . Both units may generate a sound that simulates crowd noise in block  156 . 
     In block  158  the second unit determines that the second player moved their unit in a timely manner to simulate hitting the virtual ball. The process returns to block  140  and the steps are repeated. A player may have a return shot that is determined to be a winner in block  160 . A tone is sent from the winner unit to the other unit and a sound is generated by both units such as “Winner” in block  162 . Likewise, a unit may determine that a player has made a perfect serve which causes a perfect hit tone to be transmitted to the other unit in block  164 . Both units may generate a sound “Ace” in block  166 . 
     In block  168  a point may be added to one of the players. The units can determine whether one of the players have reached a threshold of points in block  170 . If so, then the units may generate sounds to indicate a winner in blocks  172  and  174 . If not, the units generate sounds to indicate the score in block  176  and the process returns to block  116 . 
     Table I below provides different swing and time intervals in which an opposing player must make a timely swing. For example, if one player performs an average swing the ball “travels”  1 . 375  second before the other unit emits a sound simulating the ball hitting the court. The opposing player has 1.145 seconds to respond. If the opposing player has a fast swing, they must time the swing between 1.725-2.075 seconds after the first player&#39;s swing. Conversely, the opposing player is provided the full response interval, 1.375-2.52 seconds if they perform a slow swing. 
     
       
         
           
               
               
               
               
               
             
               
                   
                 TABLE I 
               
               
                   
                   
               
               
                   
                   
                 Average Approaching 
                 Fast Approaching 
                 Serve Timing 
               
               
                   
                 Slow Approaching Sound 
                 Sound 
                 Sound 
                 During the Toss 
               
               
                   
                   
               
             
            
               
                   
               
            
           
           
               
               
               
               
               
               
            
               
                 Total Duration 
                 3.150 
                 Seconds 
                 2.520 Seconds 
                 1.935 Seconds 
                 1.084 Seconds 
               
               
                 Ball Traveling Sound Before 
                 1.750 
                 Seconds 
                 1.375 Seconds 
                 1.000 Seconds 
                 N/A 
               
               
                 Player Responds 
               
               
                 Total Player Response Time 
                 1.400 
                 Seconds 
                 1.145 Seconds 
                 0.935 Seconds 
                 1.084 Seconds 
               
               
                 Receiving Player Fast 
                 at 2.200-2.600 
                 Seconds 
                 at 1.775-2.075 
                 at 1.350-1.550 
                 0.550-0.900 
               
               
                 Return Action 
                   
                   
                 Seconds 
                 Seconds 
                 Seconds 
               
               
                 Receiving Player Average 
                 at 1.750-2.600 
                 Seconds 
                 at 1.375-2.075 
                 at 1.000-1.550 
                 at 0.00-1.084 
               
               
                 Return Action 
                   
                   
                 Seconds 
                 Seconds 
                 Seconds 
               
               
                 Receiving Player Slow 
                 at 1.750-3.150 
                 Seconds 
                 at 1.375-2.520 
                 at 1.000-1.935 
                 at 0.00-1.084 
               
               
                 Return Action 
                   
                   
                 Seconds 
                 Seconds 
                 Seconds 
               
               
                 Special Return Possibilities 
                 at 2.440-2.600 
                 Seconds 
                 at 1.995-2.075 
                 at 1.525-1.550 
                 0.820-0.900 
               
               
                   
                   
                   
                 Seconds 
                 Seconds 
                 Seconds 
               
               
                   
               
            
           
         
       
     
       FIG. 4  shows another embodiment, wherein the units  12 ′ and  14 ′ are configured as a toy baseball and a toy bat. The toy baseball unit may include input buttons  32 ′ that can be selected by a user to select a type of pitch. For example, curve, fastball, slider, etc. One player can simulate throwing the ball, which could be tethered to their arm to avoid losing the ball. The ball may generate a sound simulating a ball leaving the player. The toy bat unit  14 ′ may generate a sound that simulates a ball coming toward the player. In an embodiment where the signal transmitted by the baseball is effected by the angle of the “pitch”, the position and attitude of the bat swing could also determine the efficacy of the result. The player with the bat unit  14 ′ must swing the bat in a timely manner. The time interval for timely swinging the bat can be a function of how hard the player with the baseball unit  12 ′ moves their arm. The bat unit  14 ′ can generate a sound that simulates hitting a ball. Depending on the speed and timing of swinging the bat, the bat unit may generate a sound that indicates the type of hit such as “Double”, “Home Run” or “Out”. The players can alternate use of the baseball and bat units to play a game of virtual baseball. Alternatively, the ball, instead of, or in concert with the bat unit, could generate the resultant sounds when the bat sends a signal back to the ball. 
       FIG. 5  shows another embodiment wherein the units  12 ″ and  14 ″ are configured as a toy football and a mat, respectively. The football unit  12 ″ can be moved by a player to simulate a hand-off or a pass. The mat unit  14 ″ may include pads  200  which contain pressure sensors (not shown). The opposing player can step on the pads to simulate running to the other player. By way of example, a player may move the football unit  12 ″ to simulate a hand-off. The player simulates running with the football, including changing direction, by moving the ball. Such movement is detected by a motion sensor within the ball. The opposing player steps on the mat pads  200  to simulate running toward the other player. The units  12 ″ and  14 ″ may exchange wireless signals such that the controller in one or both units determines whether the player operating the mat  14 ″ has “caught” the opposing player. The units may generate sounds that simulate passing, scoring, etc. Alternatively, two players may play on the same virtual team, against a virtual opponent, with the coordination of throwing the football and running and blocking as being cooperative elements against the virtual opponent. 
       FIG. 6  shows an embodiment wherein the sounds emitted by the units are transmitted through a network such that players can be remotely located. For example, each player may be located adjacent to a computer terminal  202  that includes a microphone/speaker unit  202  and a camera  206 . The sound generated by one unit is captured by the microphone at one computer station and transmitted through a network such as the Internet and then emitted by the speaker at the other computer station. By way of example, the players may establish a VoIP connection between the two computer stations. Although a computer station is shown and described, it is to be understood that other networks such as cell networks or PTSN networks can be used to transmit sound between remote players. 
     Although, virtual tennis, baseball and football games have been described, it is to be understood that the game set can be configured to perform other virtual game play. For example, the units can be configured as toy swords and the players can engage in a game of virtual sword play. The units may be configured as volleyballs so that the players can engage in a game of virtual volleyball. The units can be configured to be toy paintball guns. The guns may include IR emitters and detectors that are used to determine whether one player “hits” another player. The paintball gun units may generate sounds that simulate paintballs traveling through the air both away and towards the players. A player can utilize this audio clue to time the shooting of their gun, and to move their gun out of line-of-sight of the opponent&#39;s gun, to avoid a hit. Stereo speakers in the guns could assist players in determining direction of an incoming virtual paintball. The units can be configured to be toy steering wheels that contain gyroscopes that are utilized to create a simulated resistance. The units can generate sounds to simulate an opposing player approaching the other player. Each unit may have a screen with a graphical depiction of a track and vehicles moving around the track. The units may also have inputs to vary the speed of the graphical vehicle 
     While certain exemplary embodiments have been described and shown in the accompanying drawings, it is to be understood that such embodiments are merely illustrative of and not restrictive on the broad invention, and that this invention not be limited to the specific constructions and arrangements shown and described, since various other modifications may occur to those ordinarily skilled in the art.