US20130267315A1 - Hand-Held Interactive Game - Google Patents
Hand-Held Interactive Game Download PDFInfo
- Publication number
- US20130267315A1 US20130267315A1 US13/910,884 US201313910884A US2013267315A1 US 20130267315 A1 US20130267315 A1 US 20130267315A1 US 201313910884 A US201313910884 A US 201313910884A US 2013267315 A1 US2013267315 A1 US 2013267315A1
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- United States
- Prior art keywords
- actuation
- actuation device
- processor
- speaker
- command signal
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B69/00—Training appliances or apparatus for special sports
- A63B69/0053—Apparatus generating random stimulus signals for reaction-time training involving a substantial physical effort
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B71/00—Games or sports accessories not covered in groups A63B1/00 - A63B69/00
- A63B71/06—Indicating or scoring devices for games or players, or for other sports activities
- A63B71/0619—Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
- A63B71/0622—Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2220/00—Measuring of physical parameters relating to sporting activity
- A63B2220/80—Special sensors, transducers or devices therefor
- A63B2220/83—Special sensors, transducers or devices therefor characterised by the position of the sensor
- A63B2220/833—Sensors arranged on the exercise apparatus or sports implement
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B2225/00—Miscellaneous features of sport apparatus, devices or equipment
- A63B2225/50—Wireless data transmission, e.g. by radio transmitters or telemetry
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
Definitions
- the present invention relates to an interactive system, and to an interactive game that can be played by a single player or by multiple players.
- U.S. Pat. No. 6,086,478 discloses a hand-held voice game that requires a player to select between different operations depending on the sound prompt generated by the game.
- Other examples are illustrated in U.S. Pat. Nos. 4,770,416 and 5,271,627.
- the present invention provides a game apparatus having a plurality of actuation devices in which at least two of the actuation devices require different mechanical actions for actuation.
- the apparatus further includes a speaker, a display screen, and a processor coupled to each of the actuation devices and to the display screen and the speaker.
- the processor outputs a first command signal to the speaker relating to a first actuation device, then outputs a second command signal to the speaker when the first actuation device is actuated, with the second command signal relating to a second actuation device.
- the processor outputs image signals to the display screen that are representative of the mechanical actions being taken.
- the processor can also output an error signal to the speaker if the first actuation device is not actuated within a predetermined period of time, or when an actuation device other than the first actuation device is actuated in response to the first command signal.
- FIG. 1 is a perspective view of an interactive game according to one embodiment of the present invention.
- FIG. 2 is a schematic block diagram of the electronics of the game of FIG. 1 .
- FIG. 3 is a perspective view of an interactive game according to another embodiment of the present invention.
- FIG. 4 is a schematic block diagram of the electronics of the game of FIG. 3 .
- FIG. 5 is a perspective view of an interactive game system according to another embodiment of the present invention.
- FIG. 6 is a perspective view of an interactive game system according to yet another embodiment of the present invention.
- the present invention provides an interactive game, and in some embodiments, a game system, which simulates a “live” experience for the user.
- the present invention can be embodied in the form of an interactive game that simulates a “live” experience associated with the tasks to be performed by the player.
- the present invention can be embodied in the form of an interactive game system.
- FIG. 1 illustrates an interactive game 10 according to one embodiment of the present invention.
- the game 10 includes a housing that includes a central body portion 12 , and two side handle portions 14 and 16 that can be gripped by the hands of a player.
- a variety of actuation devices are accessible at different locations of the housing.
- the actuation devices can include pressure switches 18 and 20 (also referred to herein as a bop it button) that can be provided on both handle portions 14 and 16 so that the player can actuate a bop it button 18 or 20 with either hand.
- the actuation devices can also include a pull switch 22 (also referred to herein as a pull knob) that is located at an end of a handle portion 14 .
- the pull knob 22 can be actuated by pulling the knob 22 along an axial axis 24 extending along the handle portion 14 .
- the actuation devices can also include a rotational switch 26 (also referred to herein as a twist knob) that is located at the other opposing end of the handle portion 14 , and is actuated by twisting the knob 26 .
- the actuation devices can further include lever switches 30 and 32 (also referred to herein as a pivot knob) that are located along the handle portion 16 , and are actuated by pivoting the knob 30 or 32 .
- the buttons 18 , 20 and knobs 22 , 26 , 30 , 32 are merely non-limiting examples, and other actuation devices can be provided on any of the handle portions 14 , 16 , or on the body portion 12 .
- a speaker 28 and a display screen 34 can be provided in the body portion 12 .
- the speaker 28 outputs audio sounds, instructions and prompts, while an image or streaming video can be simultaneously played on the screen 36 .
- the image or video can illustrate or represent features or characteristics of the game being played, thereby providing the player with a “live” environment associated with the game.
- FIG. 2 is a schematic block diagram of the electronics of the game 10 .
- a processor 40 is electrically coupled to a memory 42 , a timer 44 , the speaker 28 , the display screen 34 , the buttons 18 , 20 , and the knobs 22 , 26 , 30 , 32 .
- the processor 40 operates under the control of one or more programs stored in the memory 42 , which can be a ROM or a RAM.
- the memory 42 can also store data relating to the voice instructions and relating to sounds or prompts that are generated during the course of play.
- the memory 42 can also store data relating to the images or video to be displayed at the screen 34 .
- the timer 44 can be used for measuring a predetermined period of time in which the selected actuation device must be actuated for game play to progress, and for generating a game tempo that increases randomly as game play progresses.
- the processor 40 , the memory 42 and the timer 44 are readily available integrated circuits that have operational capabilities that are suitable for providing the functions of the present invention. In addition, these functions can be performed by an ASIC, dedicated logic circuits, or by a state machine.
- the processor 40 receives actuation signals generated by each of the buttons 18 , 20 and the knobs 22 , 26 , 30 , 32 , and determines whether it corresponds to the selected actuation device that the player was instructed to actuate. If a player actuates the correct actuation device in response to an instruction within the predetermined period of time, the processor 40 selects another (or even the same) actuation device at random and generates corresponding command signals that are output to both the speaker 28 and the screen 34 .
- the speaker 28 would output the voice instruction while the screen 34 would display images or a video that accompanies or enhances the action or command.
- buttons 18 , 20 or knobs 22 , 26 , 30 , 32 can be used to control the operation of the game 10 .
- the buttons 18 , 20 can also function as control buttons that allow a player to select options, games, formats, and to turn the game 10 on or off.
- a separate external memory 48 such as a compact disk or cartridge that accompanies (or is sold with) the game 10 , can be removably coupled to the body portion 12 of the housing.
- the external memory 48 can be coupled with the processor 40 via an input/output (I/O) interface 50 , which can be embodied in the form of a socket or port provided on the body portion 12 .
- the memory 48 can be used to store data and programs for different games that can be downloaded to the memory 42 for execution by the processor 40 .
- a power supply (not shown) can be provided in the housing and coupled to the electronics in FIG. 2 , and can be embodied in the form of any conventional power supply, including batteries.
- the user turns on the game 10 , and manipulates the buttons 18 , 20 to select a desired program for play.
- the program can be stored in either or both the Memories 42 and/or 48 .
- the processor 40 will then execute the selected program, with the speaker 28 broadcasting voice instructions and/or accompanying sounds or music, while the screen 34 is simultaneously displaying images or video associated with the game.
- FIGS. 3 and 4 illustrate a modification that can be made to the game 10 in FIG. 1 .
- the same numeral designations will be used to designate the same elements in FIGS. 1 and 2 , except that an “a” will be added to the numeral in FIGS. 3 and 4 .
- the body portion 12 a includes a hand-held unit 15 a that can be removably coupled to a receiving well 19 a in the body portion 12 a.
- the hand-held unit 15 a includes another processor 41 a and another speaker 29 a, with another memory 43 a, the screen 34 a, and other control buttons 46 a provided on the housing of the hand-held unit 15 a all being coupled to the processor 41 a.
- the port 50 a can be coupled to the processor 41 a to facilitate communication with the external memory 48 a, although the port 50 a can also be provided (see dotted lines in FIG. 4 ) on the body portion 12 a and coupled to the processor 40 a.
- An antenna 45 a is provided on the body portion 12 a, and coupled to the processor 40 a.
- an antenna 54 a is provided on the housing of the hand-held unit 15 a, and coupled to the processor 41 a.
- the antennas 45 a, 54 a communicate signals with each other to facilitate the exchange of information, data, and programs between the respective processors 40 a and 41 a.
- the embodiment 10 a in FIGS. 3 and 4 allow the game 10 a to be used as a multi-player game.
- a first player can hold the hand-held unit 15 a and manipulate the buttons 46 a to select the actuation device to be actuated, using the screen 34 a to see what he/she is selecting.
- a second player holds the handle portions 14 a, 16 a and attempts to actuate the actuation device selected by the first player.
- the processor 41 a communicates the appropriate command signals via the antennas 45 a, 54 a to the processor 40 a, which causes the speaker 28 a to broadcast the appropriate voice instructions. Alternatively, the processor 41 a can also cause the speaker 29 a to broadcast the appropriate voice instructions.
- the first player can select another (or even the same) actuation device at random and generates corresponding command signals that are output to the speaker(s) 28 a and/or 29 a, and the screen 34 a.
- the embodiment 10 a can even be coupled via the antenna 45 a to the Internet for communication with a remote user at a remote computer or a remote hand-held unit 15 a.
- FIG. 5 illustrates how the game 10 a in FIGS. 3 and 4 can be modified or extended to different applications.
- the body portion 12 a and handle portions 14 a, 16 a are replaced by a solid figure 12 b that can be essentially the same as the portions 12 a, 14 a, 16 a combined.
- the figure 12 b has a housing with a plurality of pressure switches 18 b and 20 b provided thereon, which can be the same as the switches 18 a, 20 a.
- the player holds a hand-held unit 15 b (which can be the same as 15 a ) and can engage in a number of different play modes.
- the processor (not shown, but can be the same as 40 a ) in the figure 12 b executes a program which broadcasts (via a speaker 28 b ) the name of the body part (e.g., chest) that needs to be struck. The player then attempts to strike the switch 18 b at that body part in a similar manner as actuating an actuation device in the game 10 a, with the screen (not shown, but can be the same as 34 a ) on the hand-held unit 15 b receiving signals from the processor at the figure 12 b to display images or a video associated with striking the appropriate body part.
- the processor not shown, but can be the same as 40 a
- the processor executes a program which broadcasts (via a speaker 28 b ) the name of the body part (e.g., chest) that needs to be struck.
- the player attempts to strike the switch 18 b at that body part in a similar manner as actuating an actuation device in the game 10 a, with the screen (not shown, but can
- the processor (not shown, but can be the same as 41 a ) in the hand-held unit 15 b executes a program which allows the player to select the body part to be struck.
- the processor in the hand-held unit 15 b communicates the information to the processor in the figure 12 b , which then causes the speaker 28 b to voice the appropriate instructions.
- the processor in the figure 12 b receives a signal from the struck switch 18 b or 20 b, and conveys the information to the processor in the hand-held unit 15 b which then determines whether the correct switch 18 b or 20 b has been struck.
- the figure 12 b can be modified to be a floor mat having floor switches that are similar to the switches 18 b, 20 b.
- the play pattern can be the same as described above in connection with striking selected switches 18 b , 20 b, except the player is now instructed to step on selected floor switches to actuate these switches in a manner which simulates a dance routine or other foot-stepping routine.
- FIG. 6 provides another illustration of how the game 10 a in FIGS. 3 and 4 can be modified or extended to different applications.
- the body portion 12 a and handle portions 14 a, 16 a are replaced by a chair 12 c that can be essentially the same as the portions 12 a, 14 a, 16 a combined.
- the chair 12 c has a plurality of pressure switches 18 c and 20 c, or other knobs 30 c, provided thereon, which can be the same as the switches 18 a, 20 a and knobs 30 a, 32 a.
- the player holds a hand-held unit 15 c (which can be the same as 15 a ) and can engage in a number of different play modes.
- the processor (not shown, but can be the same as 40 a ) in the chair 12 c executes a program which broadcasts via a speaker 28 c the part (e.g., arm-rest) of the chair 12 c that needs to be struck. The player then attempts to strike the switch 18 c at that part in a similar manner as actuating an actuation device in the game 10 a, with the screen 34 c (which can be the same as 34 a ) on the hand-held unit 15 c receiving signals from the processor at the chair 12 c to display images or a video associated with striking the appropriate part.
- the processor (not shown, but can be the same as 41 a ) in the hand-held unit 15 c executes a program which allows the player to select the part to be struck.
- the processor in the hand-held unit 15 c communicates the information to the processor in the chair 12 c, which then causes the speaker 28 c to voice the appropriate instructions.
- the processor in the chair 12 c receives a signal from the struck switch 18 c or pivoted knob 30 c, and conveys the information to the processor in the hand-held unit 15 c which then determines whether the correct switch 18 c or knob 30 c has been struck or pivoted.
Abstract
A game apparatus has a plurality of actuation devices in which at least two of the actuation devices require different mechanical actions for actuation. The apparatus further includes a speaker, a display screen, and a processor coupled to each of the actuation devices and to the display screen and the speaker. The processor outputs a first command signal to the speaker relating to a first actuation device, then outputs a second command signal to the speaker when the first actuation device is actuated, with the second command signal relating to a second actuation device. The processor outputs image signals to the display screen that are representative of the mechanical actions being taken.
Description
- 1. Field of the Invention
- The present invention relates to an interactive system, and to an interactive game that can be played by a single player or by multiple players.
- 2. Description of the Prior Art
- There currently exists hand-held games that generate voice instructions or sound prompts which require a player to perform an operation or otherwise respond to these instructions or prompts.
- As an example, U.S. Pat. No. 6,086,478 discloses a hand-held voice game that requires a player to select between different operations depending on the sound prompt generated by the game. Other examples are illustrated in U.S. Pat. Nos. 4,770,416 and 5,271,627.
- Most of these games provide only audio output for the voice instructions or sound prompts. Thus, the child or user only receives primarily an audio response, which is not always effective in creating or simulating a more “real” or “live” environment for the game.
- It is an object of the present invention to provide an interactive game that provides the user with a “live” experience.
- In order to accomplish the above-described and other objects of the present invention, the present invention provides a game apparatus having a plurality of actuation devices in which at least two of the actuation devices require different mechanical actions for actuation. The apparatus further includes a speaker, a display screen, and a processor coupled to each of the actuation devices and to the display screen and the speaker. The processor outputs a first command signal to the speaker relating to a first actuation device, then outputs a second command signal to the speaker when the first actuation device is actuated, with the second command signal relating to a second actuation device. The processor outputs image signals to the display screen that are representative of the mechanical actions being taken. The processor can also output an error signal to the speaker if the first actuation device is not actuated within a predetermined period of time, or when an actuation device other than the first actuation device is actuated in response to the first command signal.
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FIG. 1 is a perspective view of an interactive game according to one embodiment of the present invention. -
FIG. 2 is a schematic block diagram of the electronics of the game ofFIG. 1 . -
FIG. 3 is a perspective view of an interactive game according to another embodiment of the present invention. -
FIG. 4 is a schematic block diagram of the electronics of the game ofFIG. 3 . -
FIG. 5 is a perspective view of an interactive game system according to another embodiment of the present invention. -
FIG. 6 is a perspective view of an interactive game system according to yet another embodiment of the present invention. - The following detailed description is of the best presently contemplated modes of carrying out the invention. This description is not to be taken in a limiting sense, but is made merely for the purpose of illustrating general principles of embodiments of the invention. The scope of the invention is best defined by the appended claims.
- The present invention provides an interactive game, and in some embodiments, a game system, which simulates a “live” experience for the user. In one embodiment, the present invention can be embodied in the form of an interactive game that simulates a “live” experience associated with the tasks to be performed by the player. In another embodiment, the present invention can be embodied in the form of an interactive game system.
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FIG. 1 illustrates aninteractive game 10 according to one embodiment of the present invention. Thegame 10 includes a housing that includes acentral body portion 12, and twoside handle portions pressure switches 18 and 20 (also referred to herein as a bop it button) that can be provided on bothhandle portions button handle portion 14. Thepull knob 22 can be actuated by pulling theknob 22 along anaxial axis 24 extending along thehandle portion 14. The actuation devices can also include a rotational switch 26 (also referred to herein as a twist knob) that is located at the other opposing end of thehandle portion 14, and is actuated by twisting theknob 26. The actuation devices can further includelever switches 30 and 32 (also referred to herein as a pivot knob) that are located along thehandle portion 16, and are actuated by pivoting theknob buttons knobs handle portions body portion 12. - A
speaker 28 and adisplay screen 34 can be provided in thebody portion 12. Thespeaker 28 outputs audio sounds, instructions and prompts, while an image or streaming video can be simultaneously played on the screen 36. The image or video can illustrate or represent features or characteristics of the game being played, thereby providing the player with a “live” environment associated with the game. -
FIG. 2 is a schematic block diagram of the electronics of thegame 10. Aprocessor 40 is electrically coupled to amemory 42, atimer 44, thespeaker 28, thedisplay screen 34, thebuttons knobs processor 40 operates under the control of one or more programs stored in thememory 42, which can be a ROM or a RAM. Thememory 42 can also store data relating to the voice instructions and relating to sounds or prompts that are generated during the course of play. Thememory 42 can also store data relating to the images or video to be displayed at thescreen 34. Thetimer 44 can be used for measuring a predetermined period of time in which the selected actuation device must be actuated for game play to progress, and for generating a game tempo that increases randomly as game play progresses. Theprocessor 40, thememory 42 and thetimer 44 are readily available integrated circuits that have operational capabilities that are suitable for providing the functions of the present invention. In addition, these functions can be performed by an ASIC, dedicated logic circuits, or by a state machine. - The
processor 40 receives actuation signals generated by each of thebuttons knobs processor 40 selects another (or even the same) actuation device at random and generates corresponding command signals that are output to both thespeaker 28 and thescreen 34. Thespeaker 28 would output the voice instruction while thescreen 34 would display images or a video that accompanies or enhances the action or command. For example, bright colors or flashing lights can be displayed at thescreen 34, or a video showing a player pivoting a lever can accompany a command that instructs the player to pivot alever knob timer 44, theprocessor 40 generates an error signal to be output to either or both thespeaker 28 and/or thescreen 34. The signal can be output as an alarm, a beep, or flashing lights (accompanied by visual or voice instructions). Any of thesebuttons knobs game 10. For example, thebuttons game 10 on or off. - A separate
external memory 48, such as a compact disk or cartridge that accompanies (or is sold with) thegame 10, can be removably coupled to thebody portion 12 of the housing. Theexternal memory 48 can be coupled with theprocessor 40 via an input/output (I/O)interface 50, which can be embodied in the form of a socket or port provided on thebody portion 12. Thememory 48 can be used to store data and programs for different games that can be downloaded to thememory 42 for execution by theprocessor 40. - A power supply (not shown) can be provided in the housing and coupled to the electronics in
FIG. 2 , and can be embodied in the form of any conventional power supply, including batteries. - In use, the user turns on the
game 10, and manipulates thebuttons Memories 42 and/or 48. Theprocessor 40 will then execute the selected program, with thespeaker 28 broadcasting voice instructions and/or accompanying sounds or music, while thescreen 34 is simultaneously displaying images or video associated with the game. -
FIGS. 3 and 4 illustrate a modification that can be made to thegame 10 inFIG. 1 . In theembodiment 10 a ofFIGS. 3 and 4 , the same numeral designations will be used to designate the same elements inFIGS. 1 and 2 , except that an “a” will be added to the numeral inFIGS. 3 and 4 . InFIGS. 3 and 4 , thebody portion 12 a includes a hand-heldunit 15 a that can be removably coupled to a receiving well 19 a in thebody portion 12 a. The hand-heldunit 15 a includes anotherprocessor 41 a and anotherspeaker 29 a, with anothermemory 43 a, thescreen 34 a, andother control buttons 46 a provided on the housing of the hand-heldunit 15 a all being coupled to theprocessor 41 a. Theport 50 a can be coupled to theprocessor 41 a to facilitate communication with theexternal memory 48 a, although theport 50 a can also be provided (see dotted lines inFIG. 4 ) on thebody portion 12 a and coupled to theprocessor 40 a. Anantenna 45 a is provided on thebody portion 12 a, and coupled to theprocessor 40 a. Similarly, anantenna 54 a is provided on the housing of the hand-heldunit 15 a, and coupled to theprocessor 41 a. Theantennas respective processors - The
embodiment 10 a inFIGS. 3 and 4 allow thegame 10 a to be used as a multi-player game. In one example, a first player can hold the hand-heldunit 15 a and manipulate thebuttons 46 a to select the actuation device to be actuated, using thescreen 34 a to see what he/she is selecting. A second player holds thehandle portions processor 41 a communicates the appropriate command signals via theantennas processor 40 a, which causes thespeaker 28 a to broadcast the appropriate voice instructions. Alternatively, theprocessor 41 a can also cause thespeaker 29 a to broadcast the appropriate voice instructions. If the second player actuates the correct actuation device in response to an instruction within the predetermined period of time, the first player can select another (or even the same) actuation device at random and generates corresponding command signals that are output to the speaker(s) 28 a and/or 29 a, and thescreen 34 a. - The
embodiment 10 a can even be coupled via theantenna 45 a to the Internet for communication with a remote user at a remote computer or a remote hand-heldunit 15 a. -
FIG. 5 illustrates how thegame 10 a inFIGS. 3 and 4 can be modified or extended to different applications. InFIG. 5 , thebody portion 12 a and handleportions figure 12 b that can be essentially the same as theportions figure 12 b has a housing with a plurality of pressure switches 18 b and 20 b provided thereon, which can be the same as theswitches unit 15 b (which can be the same as 15 a) and can engage in a number of different play modes. - In one example, the processor (not shown, but can be the same as 40 a) in the
figure 12 b executes a program which broadcasts (via aspeaker 28 b) the name of the body part (e.g., chest) that needs to be struck. The player then attempts to strike theswitch 18 b at that body part in a similar manner as actuating an actuation device in thegame 10 a, with the screen (not shown, but can be the same as 34 a) on the hand-heldunit 15 b receiving signals from the processor at thefigure 12 b to display images or a video associated with striking the appropriate body part. - In another example, the processor (not shown, but can be the same as 41 a) in the hand-held
unit 15 b executes a program which allows the player to select the body part to be struck. The processor in the hand-heldunit 15 b communicates the information to the processor in thefigure 12 b, which then causes thespeaker 28 b to voice the appropriate instructions. When aswitch figure 12 b receives a signal from the struckswitch unit 15 b which then determines whether thecorrect switch - In yet a further example, the
figure 12 b can be modified to be a floor mat having floor switches that are similar to theswitches switches -
FIG. 6 provides another illustration of how thegame 10 a inFIGS. 3 and 4 can be modified or extended to different applications. InFIG. 6 , thebody portion 12 a and handleportions chair 12 c that can be essentially the same as theportions chair 12 c has a plurality of pressure switches 18 c and 20 c, orother knobs 30 c, provided thereon, which can be the same as theswitches unit 15 c (which can be the same as 15 a) and can engage in a number of different play modes. - In one example, the processor (not shown, but can be the same as 40 a) in the
chair 12 c executes a program which broadcasts via aspeaker 28 c the part (e.g., arm-rest) of thechair 12 c that needs to be struck. The player then attempts to strike theswitch 18 c at that part in a similar manner as actuating an actuation device in thegame 10 a, with the screen 34 c (which can be the same as 34 a) on the hand-heldunit 15 c receiving signals from the processor at thechair 12 c to display images or a video associated with striking the appropriate part. - In another example, the processor (not shown, but can be the same as 41 a) in the hand-held
unit 15 c executes a program which allows the player to select the part to be struck. The processor in the hand-heldunit 15 c communicates the information to the processor in thechair 12 c, which then causes thespeaker 28 c to voice the appropriate instructions. When aswitch 18 c is struck or aknob 30 c is pivoted, the processor in thechair 12 c receives a signal from the struckswitch 18 c or pivotedknob 30 c, and conveys the information to the processor in the hand-heldunit 15 c which then determines whether thecorrect switch 18 c orknob 30 c has been struck or pivoted. - While the description above refers to particular embodiments of the present invention, it will be understood that many modifications may be made without departing from the spirit thereof. The accompanying claims are intended to cover such modifications as would fall within the true scope and spirit of the present invention.
Claims (10)
1. A game apparatus, comprising:
a plurality of actuation devices in which at least two of the actuation devices require different mechanical actions for actuation;
a display screen; and
a processor coupled to each of the actuation devices and to the display screen, the processor outputting a first command signal to the display screen relating to a first actuation device, the processor outputting a second command signal to the display screen when the first actuation device is actuated, the second command signal relating to a second actuation device, and outputting an error signal to the display screen if the first actuation device is not actuated within a predetermined period of time;
wherein the processor outputs the error signal to the display screen when an actuation device otter than the first actuation device is actuated in response to the first command signal.
2. The apparatus of claim 1 , wherein the actuation devices include a pressure switch, pull switch, a lever switch, and a rotational switch.
3. The apparatus of claim 1 , further including an external memory coupled to the processor.
4. A game apparatus, comprising:
a plurality of actuation devices in which at least two of the actuation devices require different mechanical actions for actuation;
a speaker;
a display screen; and
a processor coupled to each of the actuation devices and to the display screen and the speaker, the processor outputting a first command signal to the speaker relating to a first actuation device, the processor outputting a second command signal to the speaker when the first actuation device is actuated, the second command signal relating to a second actuation device, and outputting an error signal to the speaker if the first actuation device is not actuated within a predetermined period of time;
wherein the processor outputs the error signal to the speaker when an actuation device other than the first actuation device is actuated in response to the first command signal; and
wherein the processor outputs image signals to the display screen that are representative of the mechanical actions being taken.
5. The apparatus of claim 4 , wherein the actuation devices include a pressure switch, a pull switch, a lever switch, and a rotational switch.
6. The apparatus of claim 4 , further including an external memory coupled to the processor.
7-10. (canceled)
11. A method of playing a game, comprising:
outputting a first command signal to a speaker relating to a first actuation device, the first actuation device being one of a plurality of actuation devices, with at least two of the actuation devices requiring different mechanical actions for actuation;
outputting a first image signal to a display screen, the first image signal relating to the first command signal;
outputting a second command signal to the speaker when the first actuation device is actuated within a predetermined period of time, the second command signal relating to a second actuation device; and
outputting a second image signal to a display screen, the second image signal relating to the second command signal.
12. The method of claim 11 , further including outputting an error signal to the speaker when an actuation device other than the first actuation device is actuated in response to the first command signal.
13. The method of claim 11 , further including outputting an error signal to the speaker if the first actuation device is not actuated within a predetermined period of time.
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US5728960A (en) * | 1996-07-10 | 1998-03-17 | Sitrick; David H. | Multi-dimensional transformation systems and display communication architecture for musical compositions |
US6227968B1 (en) * | 1998-07-24 | 2001-05-08 | Konami Co., Ltd. | Dance game apparatus and step-on base for dance game |
US6410835B2 (en) * | 1998-07-24 | 2002-06-25 | Konami Co., Ltd. | Dance game apparatus and step-on base for dance game |
US6450888B1 (en) * | 1999-02-16 | 2002-09-17 | Konami Co., Ltd. | Game system and program |
US6663491B2 (en) * | 2000-02-18 | 2003-12-16 | Namco Ltd. | Game apparatus, storage medium and computer program that adjust tempo of sound |
US6773325B1 (en) * | 2000-03-07 | 2004-08-10 | Hasbro, Inc. | Toy figure for use with multiple, different game systems |
US7081033B1 (en) * | 2000-03-07 | 2006-07-25 | Hasbro, Inc. | Toy figure for use with multiple, different game systems |
US20080004111A1 (en) * | 2006-06-30 | 2008-01-03 | Logitech Europe S.A. | Non Impact Video Game Controller for Dancing Games |
Also Published As
Publication number | Publication date |
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US8460102B2 (en) | 2013-06-11 |
WO2008130830A1 (en) | 2008-10-30 |
US20080261694A1 (en) | 2008-10-23 |
TW200900125A (en) | 2009-01-01 |
US7909697B2 (en) | 2011-03-22 |
US20110177864A1 (en) | 2011-07-21 |
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