Amusement devices: games – Simulated-projectile game – target therefor – or accessory – Electromagnetic ray simulates projectile or its path – or...
Reexamination Certificate
1999-12-30
2001-09-25
O'Neill, Michael (Department: 3711)
Amusement devices: games
Simulated-projectile game, target therefor, or accessory
Electromagnetic ray simulates projectile or its path, or...
C463S053000, C273S371000, C434S033000
Reexamination Certificate
active
06293869
ABSTRACT:
BACKGROUND OF THE INVENTION
This invention relates to toy shooting games which include a shooter device and a target.
U.S. Pat. No. 5,741,185 and others disclose shooting game toys which include a shooter device and a target. Generally, in such toys, the shooter device resembles a weapon such as a pistol, a rifle, or other weapon shape can be aimed at a target. The shooter device typically includes an emitter that transmits a signal, such as a light beam, along a line of sight corresponding to the aiming of the device when a firing mechanism of the device such as a trigger is activated. The corresponding target includes a detector that detects the transmitted signal when the detector and the shooter device are registered along a line of sight between them. While in some toys the shooter device emits the signal, in other toys, the target emits the signal which is detected by the shooter device when the shooter device is aimed along the line of sight to the target and the shooter device's firing mechanism is activated to enable detection rather than firing. In both types of toys, upon detection, the target or the shooter device registers a “hit”.
One or more persons may play with such toys, which may be used in competitive and non-competitive modes. In a competitive mode, two or more players wear or otherwise carry targets and each player accumulates points by successfully achieving hits between a shooter device carried by one player and a target worn or carried by another player. In a non-competitive mode, the target is placed on a stationary or moving object, and the player scores points by successfully achieving hits between a shooter device and a target.
Toys of the above type may have different playing modes and associated sets of rules. See, for example, U.S. patent application Ser. No. 09/015,863, titled “Player Programmable, Interactive Toy for a Shooting Game” and Ser. No. 09/019,747, titled “Computer Programmable, Interactive Toy for a Shooting Game”. The disclosures of these two patent applications and U.S. Pat. No. 5,741,185 are incorporated herein by reference.
There is a need for shooting game toy which has a target that provides easily recognizable status information.
The “Laser Challenge Radar Extreme” shooting toy sold by Toymax Inc., which has been commercially available for less than one year prior to the filling date of this application, incorporates the invention disclosed herein.
OBJECTS AND SUMMARY OF TFIE INVENTION
It is an object of the invention disclosed herein to enhance the communication of the state or status of a shooting game toy or the game among the participants of the game.
It is another object of the invention to enhance the play value of shooting game toys.
The above and other objects and others are achieved by a shooting game toy which provides status information graphically. Graphics can provide visual effects that are both easily recognizable and which add to the play value of the toy.
A display device for a shooting game toy which incorporates the invention provides different image patterns (the term “pattern” encompasses sequences) to facilitate a communication of different states or statuses, or changes of state or status, of the toy or game. The state or status of the shooting game or toy may include, a state or status of a target device and/or a shooter device. For example, such states and statuses may include the number of hits scored at a target, a reset to known reset conditions, the type of shots fired by the shooter device, the current relationship of the shooter device to the target, the status of each target (active/inactive or destroyed), and so on.
For example, a routine hit of the target may be visually displayed as a first image pattern, e.g., representative of an “outward burst” pattern, while a hit of the target by a different form of ammunition may be visually displayed as a second image pattern, e.g., representative of multiple overlapping outward burst patterns. A reset to a known state may be visually displayed as a third image pattern, e.g., an inwardly contracting pattern. A destruction (virtual) of the target may be visually displayed as yet another image pattern, and so on. The image patterns may be defined by dynamic sequences of images or static images.
The various image patterns provided on the display are preferably relatively easily differentiated from each other so that a game participant or player need only glance at the target to understand the state or status information intended to be conveyed by the display. Preferably, a unique sound or sounds (which encompass tones, sequences, patterns, etc.) accompany each unique image pattern. This facilitates a quick and easy understanding of the state or status intended to be conveyed, even under difficult or dynamic game or background conditions. For example, a sequence may be defined by illumination of elements in a given order (e.g., element
1
, followed by element
2
, followed by element
3
) or by a state combination (e.g., elements
1
and
3
together).
In a preferred embodiment, the display device is an electroluminescent display having a plurality of display elements that are activated in a predefined sequence or a preferred combination corresponding to each state or status or change thereof of the shooting game. By providing different display patterns at each target, the state or status of the game, or a change thereof, is visually communicated to each participant having a view of the target, thereby enhancing the play value of the shooting game. In a preferred embodiment, annular, concentrically arranged display elements (or sets of display elements) are provided.
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patent: 4533144 (1985-08-01), Juarez et al.
patent: 4629427 (1986-12-01), Gallagher
patent: 4695058 (1987-09-01), Carter, III et al.
patent: 4802675 (1989-02-01), Wong et al.
patent: 4938483 (1990-07-01), Yavetz
patent: 5672108 (1997-09-01), Lam et al.
patent: 5741185 (1998-04-01), Kwan et al.
patent: 5984788 (1999-11-01), Lebensfeld et al.
patent: 6071166 (2000-06-01), Lebensfeld et al.
Instrcutions for Lazer Tag of Tiger Electronics Inc., 1997 Copyright.
Instructions for Sega “Lock On” 1993 Copyright.
Ki Kwan David Chu
To Sammy
Brown & Raysman Millstein Felder & Steiner LLP
O'Neill Michael
Toymax Inc.
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