CA2204735A1 - An electronic shooting game apparatus - Google Patents

An electronic shooting game apparatus

Info

Publication number
CA2204735A1
CA2204735A1 CA002204735A CA2204735A CA2204735A1 CA 2204735 A1 CA2204735 A1 CA 2204735A1 CA 002204735 A CA002204735 A CA 002204735A CA 2204735 A CA2204735 A CA 2204735A CA 2204735 A1 CA2204735 A1 CA 2204735A1
Authority
CA
Canada
Prior art keywords
shooting game
game apparatus
zone
electronic shooting
communication
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
CA002204735A
Other languages
French (fr)
Inventor
Thomas Naughton
Fergal Meath
Daniel Gleeson
Peter Rusznyak
John Maloco
Ivano Cafolla
Keki Adi Ashburner
Daniel R. Nelson
Adrian Mchugh
Original Assignee
SIX GRID LIMITED
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by SIX GRID LIMITED filed Critical SIX GRID LIMITED
Publication of CA2204735A1 publication Critical patent/CA2204735A1/en
Abandoned legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0291Shooting or hurling games with a simulated projectile, e.g. an image on a screen

Abstract

The invention relates to an electronic shooting game apparatus. The apparatus (1) has a number of zone control units (5), each for defining a zone (6) within a game playing arena (7). Each zone control unit (5) transmitting location data to the mobile player unit (4) through an infrared transmitter (8) mounted on the zone control unit (5). The range and spread of the infrared field defining the boundaries of the zone (6), information received by the mobile player unit (4) as the player enters the zone (6) is communicated to a central processor (2) and other mobile player units (4) in real time using a communication time slot period unique to each mobile player unit (4).

Description

CA 02204735 1997-05-07 ~
WO~611S419 pcTnEssfwas7 nAn electronic shootina game ;~p~r;~tl-S~
The invention relates to an apparatus for an electronic shooting game played in an arena.
Possibly~ the most important aspects of such apparatus are firstly the ease with which players can familiarise S themselves with the g~ne, and secondly the pro~ision of challenging features which help maintain a players' interest over many games. The difficulty lies in addressing both aspects together - provision of either aspect alone is relatively simple.
Hereto~ore, most improvements in such apparatus have been quite speci~ic, ~or example, improving ~ccuracy of shootinq. They seldom a~ect the overall, general nature in which the game is played and are thus of limi~ed benefit in providing sufficient game challenges to maintain a player's interest.
It is therefore an object of the invention to pro~ide an apparatus which provides a major and general improvement in the manner in which games are played.
Statements of Invention Accordingly there is provided an electronic shooting game apparatus comprising:

a controller for controlling the course of a game in an arena;
at least one mo~ile player unit;
~5 a game communication means for communication of data in the apparatus; and means for sensing the position of a player unit in the arena.
Advantageously this allows for the introduction of location information into the qame. This information CA 02204735 1997-05-07 ~
wo s6rls4~s Pc~lEssJonr~7 may be used in a wide ~ariety of ways to add to user enjoyment of the game.
Preferably the apparatus comprises at least one zone control unit comprising means for defining a game S playing zone within the arena. Thus, game operators may assign special game attributes to ~arious zones throughout the arena. These attributes may apply to all or selected zone5 and given zones may be defined in different ways for d~fferent players. Therefore in addition to using the location information for player tracking throughout the arena the information may also be used to for player handicapping.
In one embodiment, the zone cantrol unit comprises a zone communication means for t~ansmitting data to define a zone, and each mobile player unit comprises means for receiving said data. This is a particularly effective means of defining a zone and combines the functions of defining a zone and communication in one operation. It is of course possible to keep these functions separate by, for example, providing a sensor which senses entry of a player unit into the zone and a transmitter to communicate sensing data to the game communication means.
In one embodimen~ the zone control unit comprises a ~one cont~oller. The zone control unit may comprise means for transmitting a unique zone identifier in said data under control of the zone controller. In one embodiment the zone communication means comprises a radiation transmitter activated by the zone controller. These features provide for simple and e~fective transmission of location data. ~urther, the size of the 20ne may be easily altered by changing the spread of the radiation ~ield.
In one embodiment a plura1ity o~ zone control units are pro~ided, each for de~ining a zone within the arena in which the game may be playe~ and for transmitting iocation information from each zone control unit to the - mobile player unit~ located within the zone associated with the zone control unit. This allows the system to CA 02204735 1997-05-07 ~
,wos6/15419 PCT~Eg5/~0~57 accur~ely record a players location during the course of a game, it further allows the apparatus to keep track of a player' 5 movements, this is useful for many game ~cenarios as well as providing a safety feature by determining if a player is moving too quickly.

Ideally the radiation transmitter is an infra-red transmitter. Thus, the zone is defined in a relati~7ely simple manner and may ~e readily altered by changing the spread of the infra-red field.
In one arrangement the zone communication means comprises mean~ for transmitting status data to each mobile player unit. Thus, the zone control unit may also be used to transmit game lnformation.
Prefera~ly the zone communication means has a status receiver for receiving status data ~rom a mo~ile player unit. Thus, the zone control unit may be used to receive game information.
Prefera~ly the zone communication means comprises a transceiver.
Preferably the zone identification ~eans is non-volatile and comprises a number of dip-switches for setting the zone identifier. This obviates the need for a specially programmed unit by allowing the code to ~e configured when the unit has been installed and a players location information may be updated as 500n as the zone is entered by receiving the zone identifier from the dedicated zone control unit.
Ideally the zone controller comprises a micr~controller with associated memory and timing means. Thus, the zone in~ormation may be transmitted in a pulse mode redu~ing power requirements by using the microcontroller tLmer.
In one arrangement the zone communication means has a data communication means for co~-~n i cation with t~e central processor. Thi~ allows information to be passed to and from the controller throuqh the zone unit.
Advantageously this allows ~or the provision of zones WO~11~19 PCT~E9~/OOQ~7 whc~se characteristics- may ~e changed as the game progresses. These might include no entry zones or safe ~ones for example.

Preferably the game communication means compri~es a mobile player unit communication means on the mo~ile player unit for wireless communication with the controller in real time during a unique time slot period for e~ch mobile player unit. In thi~ w~y the game information relating to shots and hits as well as the additional inform~tion relating to location within the arena may ~e efficiently communic~ted to the controller in real time. This communication i5 achieved without re~uiring multiple communication channels and without the necessity fsr the controller to poll each of the ~5 mobile player units advantageously, minimisins cost and permitting real time communic~tion of information without the risk of communication interference.
Preferably the controller comprises a central processor and at least one control device with an associated player unit communication means, the control device being mounted in the aren~ for controlling communication between the central processor and each mobile player unit. This allows the control devices to be strategically positioned throughout the game playing arena and if required to be easily moved.
Preferably the mobile player unit communication means has a receiver and a transmitter advantageously, allowing the player unit to receive and transmit game status information.
Ideally the re~eiver ha5 a zone receiver for receiving location data from the zone control unit. Thus, th~
game information recei~ed by the player unit is e~ficiently communicated to the mobile player unit processor.
Preferably the zone receiver has decoding means for decoding location data and for d-etectin~ a safe zone.

CA 02204735 l997-05-07 -WO96rl5419 PCT~E9S~OOOS7 In this way zones may be defined that are safe for players to rest in as they can neither shoot or be shot.
Ideally the decoding means incorporates disabling means for preventin~ changes in game information. Thus, the game status informa~ion of each player unit may not be chanqed while in the safe zone except by the controller.
Preferably the receiver is a two part radiation receiver ~ control receiver for receiving radio freq~ency signals and a zone rece~ver ~or receiving in~ra-red signals.
Thus, by combining common fea~ures of the two receivers the size and weight of the recei~er unit is reduced.
Preferably the apparatus comprises at least two mobile player units each having indepen~ently operable mobile player unit communication means for communication with the controller during a unique time 510t. Thus, each mobile player unit may transmit in turn obviating the need to be polled for game information by the controller thereby improving game response.
Preferably the mobile player unit incorporates an identification means for identifying the mo~ile player unit to the controller. Thus, the controller recognises source of the g~me information received and may compile it with information from other player units to provide team status information. Further is allows for a number of games between a number of teams to take plare in the same game arena simultaneously without interacting.
Preferably the mobile player unit incorporates a position indicating means ~or recei~ing location information from mobile player units in the arena and for displaying the relative positions of other mobile player units. Thus, a tracking device or player radar is provided to track fellow te~m members and or opposing ~eam members during the course o~ the game.
Ideally the position indicating means has a filter means for removing the location in~ormation of selected mobile player units. Thus information about players of a ~ ~ . .

CA 02204735 1997-05-07 ~~
WOq~tlS~I9 Pc~nE9~Do~s7 different qame happening in the same arena at the same time is not shown preventing unwanted interaction.

Preferably the position indicating means is provided by a liquid crystal display communicating with the mobile player uni~ communication means. Thus, the information received is displayed in a simple and efficient manner.
Ideally each control device comprises a sound emitter.

Thus, the control device may transmit to its associated player units in real time.

Preferably the player communication means has transmitter having an associated transmission ~ield within the arena in which the game may be played, for transmitting game information from the control device to each mobile player unit located within the transmission field. Thus, each mobile player unit will receive game information from the control device transmission field in which it is located.

Preferably each control device incorporates a timing means for determining a uni~u~ control device transmit period for the player communication means asso~iated with the control device. Thus, the control devices may trans~er information in turn without the risk of tr~nSmisSLOn interference between adjacent control de~ices. This feature further ~llows a number of mobile player units to communicate without requiring additional channels necessitating increased bandwidth.

Ideally a plurality of control devices are provided, each control device having an associated transmission ~ield for de~ining a transmission region within the arena and fcr transmitting ~ame information from the control de~ice to the mobile player units located within the transmission field of the control device. There~y, ensuring that all mobile player units within the arena will receive the game information in real time.

WOg6/1~19 pcTnE9s/oo~57 Pre~erably the tra~smitter is a radio frequency transmitter thus, the transmission is provided in a simple and efficient manner.
Preferably each player communLcation means has a player communication controller and a device identification means for controlling the player communication means.
Advantageously, allowing each individual control device to be configured to operate in a predef~ned manner and further allows the control device to be easily re-configured even during the course o~ a game.
Ideally the player communication means has a receiverfor receiving signals from the mobile player unit.
Thus, the control device may receive game status information from the mobile player unit, this lS information may be either be acted on locally or communicated to the central processor. In this way the shape or size of the game arena may be altered without adversely affecting game communications.
In one arrangement the transmitter and receiver are combined as a transceiver thereby reducing the number of components required.
Prefera~ly the control device has a host communication means for communicating with the central processor Thereby, allowing game status information to be communicated to the crntral processor.
Preferably the host communication means h2s a host communication controller, a data buffer and a co~munication 1ink for connection to the central processor and the ~ata buffer. Thus, constant access to 3~ the central processor is o~tained eliminating the possibility of delay in communlcations additionally ~he capabilities of the apparatus may be easily expanded to accommodate increasing numbers of players by increasing the processing power or number o~ central processors.
Preferably the host communication controller and the - player communication controller are integrally formed as WQ 961154~ PC~:95~00'~57 a device communication controller thereby reducing component requirements by combining functionality.
Ideally the device communication controller is a microcontroll~r with associated memory and timing means for controlling communication between the control device and the central processor and between the control device and the mobile player unit. ~eneficially, using standard components thereby reducing cost.

In one arrangement at least one of the control de~ices is remote from the central processor and i~ mounted in ~n arena in which the ~ame may be played. ~eneficially allo~ing obstacles to be used in the game arena without hinderin~ communication. These obstacles may be naturally occurring features of the game arena such as walls or obstacles included to enhance reality and player enjoyment.
Ideally each mobile player unit communication means has a processor with assocLated memory means for controlling the mobile player unit communication means.
Advantageously, this allows processin~ to be conducted locally within ~he player unit.
Pr~ferably the mobile player unit communication means has a player unit transmitter for transmitting game information from the mobile player unit to the control device. Thus, information may trans~erred in real time between the mobile player unit and the controller.

Ideally the player unit receiving means has a control receiver for receiving status data from the controller thereby, establishing a communications link with the ~O central processor.
Preferably the control receiver includes means for receiving status data from another mobile player unit.
Thus, team status information may be shared further enhancing the players enjoyment of the game by allowing the players to develop tactics.

CA 02204735 1997-05-07 ~~~~~~ ~~~~~~~
WO~6~15~19 PCT~E9SlOOOS~

In one arrangement t~e control receiver and the player uni~ transmitter are formed as a mobile player unit transceiver. Thus, the number of components required is reduced thereby minimising the weight and cost of the S unit.
Ideally each mobile player unit incorporates a timing means for determining a ~nique transmit period associated with the mobile player unit. Thus r each player unit may communicate game information within the arena without the risk of transmission in~erference.

In one arrangement the controller comprises means for assigning a unique time slot period to each mobile unit and control device node by storing relationships between fixed or real node identifiers and alias identifiers, the alias identifiers identifying the uni~ue time slot period.
Preferably the controller comprises means for transmitting signa~s re-configuring the apparatus ~y re-assigning alias identifiers with real identifiers in real time.
Ideally the controller comprises means for re-conf iguring the apparatus by transmitting a reconfiguration signal comprising a reference followed by a series of real identifiers in successive time slots, and each node comprises means for identifying its real identifier and storing an indication of the position of s~id identifier in the reconfiguration signal to set its alias identifier as a configuration.
Prefera~ly the controller comprises means for assigning alias identifiers to only a portion of the nodes of the apparatus at any particular time.
Preferably the controller comprises means for trans~i~ting synchronisation signals which include a cynchronisation frame for synchronisation of clocks in the nodes, followed by a series of time slots within which nodes can respond in the relevant appropriate time WQ~611~19 PcTnEss~o~s~

-- 10 _ slot, each node determining its time slot according to its current alias identifier.
In one em~odiment the controller comprises means for including an suxiliary time slot for random use by nodes such as de-acti~ated nodes.
Ideally each node comprises means for storing a configuration for lat~r retrieval, th~ configuration being identified by a unique reference.
In a preferred arrangement th~ apparatus comprises infra-red communication means comprising transmitters and receivers proqrammed to communicate at a high sequence change rate.
Ideally the rate has a frequency of greater than two seconds~

In a preferred embodiment the transmitter comprises means ~or encoding part of a transmitted signal, and changing the encoding method for a subsequent transmission.
Preferably the code is encoded by use o~ an encoding byte retrieved ~rom an indexed table, a successive byte in the table being used for each successive transmission.
Ideally the checksum of a transmit signal is encoded.
Ideally the mobile player unit includes an elec~ronic gun.
Ideally the player unit include~ a body unit.
Thus, the player unit may be worn by the player during the course of the game.
In a preferred arrangement the body unit has a body armour shell with integral indication mean~ to indicate that a player has been shot. Thus, in~ormation received loca-lly or from the game controller may be indicated to the player using lights, buzzers or solenoids.

CA 02204735 1997-05-07 . .
. wo g6~15419 ~ PCr~:9~JOOOS7 Preferably the co~troller includes a real time communication controller. Thus removing the need for the players to pass control pcints and allowin~
information to ~e dis~ributed in a fast and ~fficient ma nne r .
According to one aspect o~ the invention there is provided an electronic ~hooting game apparatus comprising:-a controller for controlling the course of a game in an arena;
at least one mobile player unit;
a plurality o~ zone controL units, each h~ingmeans for defining a unique zone within an arena in which the g~me may be played; and a game communication means for controlling communication between the zone control units, the mobile player units and the controller in real time.
Advantageously the electronic shooting game apparatus allows each mobile player unit to interact with the other mobile player units in real tLme. Real time in this context is taken to be less than one second being the maximum acceptable time in which responses to game events may issue without reducing game enjoyment.
Detailed Description The invention will be more clearly understood from the following description of some embodiments thereof, given by way of example only~ with reference to the accompanying drawings, in which;
Fig. 1 is a block diagram of an electronic shooting game apparatus according to the invention;

WO9~ 419 pCT~E9~OC57 Fig. 2 is a plan ~iew from above of a game arena divided into ~ones;
FLg. 3 is a side view of a zone identification unit in operation;

Fig. 4 is a block ~iagram of a single zone identification unit;
Fig. 5 i~ a elevational ~iew o~ a player unit;
Fig. 6 is a diaqrammatic view of a body unit shown in Fig 5;
Fig. 7 is a block diagram of a game arena control device forming part of the invention;
Fig. 8 is a timing diagram of an electronic shooting game apparatus according to the invention;
Fig. 9 is a block diagram of an alternative electronic shooting game apparatus according to the invention, and Fig. lO is a plan view of an alternative arena shown in Fig. 9, divided into zones.
Referring to the drawings and initially to Figs. 1 to 7 there is illustrated an electronic shooting game apparatus 1. The appar~tus 1 has a controller for controlling the cou~se of a game in an arena. The controller comprises a central processor 2 and n~mber of control devices 3. The apparatus 1 also has a number of mobile player units 4 worn ~y players, and means for sensing the position of a player unit 4 in the arena provided by ~ number of zone control units 5, each for defining a zone 6 within a game playing arena 7.
Each zone control unit S has a data transmitter for transmittinq location data within its zone 6 pro~ided by - an infra red transmltter 8 mounted on the zone control CA 02204735 1997-05-07 .
~O~6~15~19 PCT~E9S~000~7 uni~ 5. The zone control unit S ~lso has a zone identification me2ns provided by a bank of dip-~witches 9 ancl a zQne microcontroller 10 with an inte~ral timer ll for cont:collLng the infra red transmitter 8. The dip switches g of each control unit 5 define a unique binary location code which is transmitted through the inf~ra-red transmitter 8 to define each zone 6. The range and spread of the infra~
red field defines the boundaries of the 20ne 6 and the binary location code is received ~y the mobile player unit 4 as the player enters the zone 6.
Referring specificall ~F~ and 6, the mobile player unit 4 has an ~ ectronic gu~2 and a body unit 13. The body unit 13~-c ~ bo~y ~our shell 14 with an indicator lS to indicate a players game condition using a numbers of buzzers 15a and lights 15b. The body armour shell 14 also has communication means provided by a pLayer uni~ communicator 16 for communication with the central processor 2 in real time. The player unit ~0 communicator 16 has a memory chip 17 connected to a microprocessor 18 and associated timer 18(a) for controlling communication to and from the player unit communicator 16. The microprocessor 18 in turn is connected to an inf ra-red r~ceiver lg and a radio ~requency transceiver formed by a radio frequency r~ceiver 20, a radio frequency transmitter 21 and an aerial 22.
Referring specifically to Fig. 7, the con~rol device 3 has a device communication microcontroller 23 with ~O internal memory 24 and a timer 25. The device communica~ion microcontroller 23 is connected ~o the centr~l processor 2 through a data buffer 26 and a network cable 27. The device communication microcontroller 23 is also conne~ted to a de~ice transceiver 28 in turn connected to a device aerial 29.
Re~erring now to Pi~. 8 there is illustrated a timing diagram 30 showing the communication timing structure between the central processor 2, four control de~ices 3 and six mobile player units 4. The diagram 30 shows a synchronisatLon pulse ~1, four control :device tran~mit.

-6115419 PCT~E95/000~7 - 14 _ periods 3~a), 3~b), 3(-c), 3~d~, a system settle pulse 32 and six mo~ile player unit transmit periods 4(a), 4(b), 4(c)~ 4(d), 4(e) and 4(f).
In use, the central processor 2 sends a synchronisation pulse 31 on the networ~ cable 27 to each control device 3. Vpon receipt of the synchronisation pulse 31 through the data bu~fer 26, the device communication microcontroller 23 retrieves a value stored in internal memory 24 and sets the device timer Z5 with this value and initiates the coun~. ~hen tAe device ~imer 25 has completed this count the identity af the control d~vice 3 also stored in the in~ernal memory 24 is transmitted to the mobile pla~er units 4 through the transceiver 28 and the de~ice aerial 29.
The value stored in the internal memory 24 for each control unit 3 is different, beiny preset in the unit to corr~spond to one of the transmit periods 3(a) to 3(d).
This allows each control unit 3 to transmit in turn without transmission interference.
As the mobile player unit 4 moves around the arena 7 the signal containing the identity of the control device 3 is received through the radio fre~uency receiver 20 and aerial 22 and is passed to the microprocessor 18.
When th~ microprocessor 18 receives the signal it stores ~5 it in the timer 18(a). The microprocessor 18 then uses the information received to determine when the system settle pulse 32 occurs by counting down from the value received. When the system settle pulse 32 begins the microprocessor 18 resets the timer 18(a) to a pre-set value stored in the memory chip 17, to determine the correct transmit period as50ciated with that mobile player unit 4. Each mobile player unit 4 has a unique transmit period corresponding to one o~ the transmit periods 4~a) to 4(f). In this way each mobile player unit 4 may transmit the selected status information to the central processor 2 through the control devices 3 and the other mobile player units 4 in turn without transmission interference. The status information is received by the mobile player units 4 in the same way as w o 961~54~ PCT~E9~1OOOS7 timing information LS received from the control devices 3.
The status information transmitted in this way is received and prioritised by the microprocessor 18 before -heing stored in the memory chip 17 prior to transmission. The status information includes details of ~hots fire~ and hits received from other mobile player units. The player soores a hit by firing the electronic gun 12 at the body unit 13 of an opponent.
These hits are indicated to the player by activation of the bu~zers lS(a~ and lights 15(~).
In addition to the status information, location information is simllarly transmitted. The location i~formation is received ~rom the zone control units 5, The zone control unit 5 has a binary code encoded in the dip-switches 9. This code is transmitte~ through the infra-red transmitter 8 of each control unit to define Qach zone 6. The frequency of transmission of this binary code is determined by the value s~ored in the ~0 integral timer ll of the zone microcont~oller lO. The range and spread o~ the infra-red field defines the b~undaries of the zone 6. This location information is received by the infra red receiver l9 on ~he mobile player unit 4 as the player enters each zone. This location information is again passed to the microprocessor 18 prior to transmission in the next one of ~he transmit periods 4(a~ to 4~f3.
As the game progresses the inf~rmation ~eing transmitted in real time around the arena 7 in this way ma~ include hit status, remaining shots, location, timing signals and similar electronic shooting game related information.
In more detail, the real time communication between the various communication circuits is achieved using a ~echnique referred to in this specification as time slot multiplexing (TSM). Brie~ mention has already been made of the fact that each zone controller and mobile unit has a uni~ue time ~lot f or communication ~ there~y , . . . .

wo s6~1s~ls pc~Es~JooD~7 allowing a single channel to be used by a lar~e n~mber of nodes without any interference. It has also been mentioned that the micro-processor 18 of the player unit communicator 1~ retrieves a value from its memory 17 and that the microcontroller 2~ at each control device 3 also retrieves a value from its memory ~4. This value may be referred to as an alias identif ier or alias ID as it identifies the uni~ue time slot which any particular node has at any time. A very important aspect of the invention is the fact that each node ~player unit communicator 1~ or control device 3) has a fixed or real identifier, hereinafter re~erred to as a real ID. A
master node (the controller 2) dynamically relates an alias ID with ~he real ID of each node being utilised at any particular time. It transmits reconfiguration signals at the start of a sessiQn, which signals achieve the following:-(a) They set the number of nodes to be operational and therefore set the length of
2~ the cycle to cater ~or that number of nodes without any redundant or unused time slots.
~b) They set an alias ID for each operational node. Therefore, each operational node knows its alias ID, which as described above is the particular time slot for that session.
After the reconfiguration signal, the master node sends synchronisation signals at very fre~uent intervals, in one em~odi~ent every second. These synchronisation signals are used for synchronisation of the clocks in the nodes 50 that the t~ansmission of data ~rom the nodes is accurately located in the correct time slot.
To describe this in more detail, each node can determine its unique time slot according to the following formula:-TS~ slot tLme = (Slot_Period X Alias ID) -WO96~1~419 PCT~E95~0~57 .. .

. . . where TS~ slot time is a delay in time that occurs after the receipt of a TSM Re~uest "synchronisation signal" (i.e. base time O~
S Slot_Perio~ is a predefined time duration (can be dynamically redefined as needed).

Allas ID being a non-zero positive integer.
An initial configuration table stored in the master node (controller 2) may be as follows:-10Node Real I~ ALIAS ID
A

lS F 5 ~ lO
To b~oadcast this information to the nodes, the controller transmits a reconfiguratLon signal ~hich includes the real ID in each successive time slot according to the order given in the above ta~le. This order can be dynamically redefined at any time by the master node by transmitting a reconfiguration message prior to issuing information requested. ~or example, the order can be rever9ed by transmission of ~he following reconfiguration signal:-Alias 1 2 3 4 5 6 7 8 glO
Con~i~ J I H G ~ E D C BA
Upon receipt of such a signal, each node identifies its own real ID and its location in the reconfiguration ~ignal and therefore sets its alias ID ~in memory) according to the following table:--W~ 96flS4f9 PCrlIE95/OOOS7 - lB -Node Real ID AI~ ID

F S

J
Alternatively, the master node can activate a subset of no~es that are eligible ~or a particular session by transmitting a reconfiguration similar such as:-Alias 1 2 3 Config J A B
Upon receipt of such a signal, the nodes will changetheir memory contents to reflect the alias ID's of the ~ollowing table:-Node Real ID ALIAS_ID Cl -~t C - not active D . - not active ~5 E - not active F - not active G - not acti~e H - not active I - not active J
A very important point to note is that after this reconfiguration signal, nodes C to I inclusive are redundant as alias ID's have been assigned only for nodes A, B and J. Thereafter, each multiplexing cycle will involve only three time slots, thereby providing for a much f aster data capture.

WO g6/lS41g P~r/IEgS/000~7 From then on, the master node will transmit synchronisation signals every second to request information from the active nodes. ~ach active node reads the synchronisation 5iynal and uses the synchronisation frame to reset its clock. It then uses its aLias ID to count on each successive time slot until it recognises its own time slot and then transmits its information. This synchronisation woul~ take ~he following:-1 0 Re~
SYN Slot_J Slot_A Slot_B
O~ TIME-------------~
Please note that in the above signal each time slot ~ollowing the synchronisation frame represents a time period for transmission of information from a node to the master node. For example, node J transmits information in the first time slot. The notation SLOT_J
in the first time s1ot does not indicate that the real ID J appears in this time slot, it is simply a time ~O frame during which node J can transmit information.
Another important aspect of the communication system is that an additional time slot may be included for auxiliary or random use. In one embodiment, this may be referred to as slot O in the followin~ synchronisation signal:-ReqSYN SlotO Slot_J Slot_A Slot_B
0~ ---TIME----------------------->
Slot O (which is not a valid alias ID~ is shared with all nodes. The purpose of this slot is to allow during a single TSM sequence a de-activated node that has not been inadvertently or abnormally reset ID to dynamically request re-activation. For example, the response may be represented as follows:--WO96~1S419 PCTnE9~J~o~7 . - 20 -Node Req SYN F Slot_J Slot_A Slot_B
O-~ TIME---------------_-_~

It will be clear that node F responds during tLme slot 0 ~o request re-activation. Upon receipt of such a return signal, the master node immediately re-configures its table and transmits a reconfiguration signal as follows in order to give the following configuration:-Con~ig J A BF
Node Real ID ALIAS_ID Comment C - not active D - not active E - not active F 4 **Active**
G - not active H - not active I - not active J
Following this, subsequent synchronisation signals requesting information transmitted from the master node would be as follows:-Node Req SYN Slot_J Slot A Slot_B Slot F
O-------TIME----------------------------~
Another important aspe~t of the invention is the fact that each reconfiguration signal will include a unique header which may be used as a reference. The configuration settings instructed by the reconfiguration signal may be stored in non-volatile memory at each node and used su~se~uently if a re~uest is transmitted from the master node to use the configuration associated with that reference.

WOg~/15419 PCT~9~/OOOS7 Re~arding the hardware requirements to achieve the above operation, the communication circuits of the communicator 16 and the control devices 3 use an on-board microcontroller oscillator for timing. The timing S reference for ~his oscillator uses sn AT cut crystal oscill~tor which has the following chara~teristics:-sasic Frequency: +~-20 p~m (parts per million) @ 25 degree C
Fre~uency Drift: +/-50 ppm per degree change in tempe~ate ~C) Temperature Range: -lO to l60 degree C.
Base Frequency Tolerance Vs. Time: 40 uS / second Max Frequency Dri~t: 3ms ~ second Max From the characteristic above, any two crystal at 25~C
lS will be within 4Q ppm of one another ~worst case~.
Therefore, two stand-alone oscillators using 1 MH2 crystal could differ up ~o 4U uS (microseconds) in one second of time.
It is as~umed that the normal operating environment will be within the temperature range of between +l~ and +40~C.
Therefore, there is a maximum temperature swing of 30 degrees.
It is also assumed that all crystal will drift in the same direction ~up in frequency or down in frequency) 2S with respect to a change in temperature. Therefore, for a temperature range of 30~C, any two crystal could deviate a maximum of:

30 x lO0 = 30Q0 ppm ........ where 30 is degrees change in C and lO0 is the maximum ppm change per degree C.
~hen, any two stand-alone oscillators using 1 MHZ
crystals could diffe~ up to 3000 uS (microseconds) in one second of time. Hence, in t~e course of once second (assuming the crystal characteristics stated above any two crystal would ~e within:

W096/1541s P~ S/00GS7 - ~2 -Base Tolerance + ~aximum_Frequency Drift = 3040 uS ~ Sec or 0.304%.
(+/-0.152~ off centre fre~uency of the crystal).
The slot time for each node has a period of 15 ms. Up to 30 slot time periods follow each synchronisation signal. The maximum time to transmit an in~ormation requ~st signal is:-TSM_CYCLE time =
TCM_REQ tLme + 30 X slot_time period.

In the above formula, TSM_CY~LE time is the total time for transmission of a single information request signal.
TSM_REQ time represents a 15 m5 synchronisati~n frame.
Only 46.5% of time within the period of l second is required for a TSM cycle. Since crystals could deviate lS as much as 0.304 milliseconds in one second, it can be seen that the mA~i~.1m deviation, following TSM
synchronisation could be:-
3.04 ms or about l.414 ms This is to say that any two nodes, at the end of a TSM_Cycle would not have devia~ed more than +l.4 ms (see below).
Serialised radio data messages bein~ transmitted within slot time periods. This timing is initiated~
synchronised by a TSM REQ 'synchronising' radio frame.
Taking into account disto~tion of the synchronising sync signal ~en~elope and/or amplitude) and microcontroller software timing resolution, an added delay o~ about +50 microseconds is possi~le.
Therefore the maximum deviation during a TSM_CYCLE is about l.s65 ms or about p~us~minu5 0.~5 ms.
All serialised data that is sent within a slot time period i5 itself bit synchronised. By providing a preamble (header) at the beginning of a data frame ~ at CA 02204735 1997-05-07 . ..
WO~6~15419 PCT~E951O~S7 ~ 23 -least 3 characters at 4800 baud = 5ms) and assuring that the data frame time, in total, is:

Data Fram~ time is less than or equal to slo~ time_period minus 1. 465 ms.
At the end of a TS~-Cycle (last slot time period), a node's interpretation of the slot's start could be early or late by as much as Q.75 ms.

If early, 0.75 milliseconds of preamble data would be sent during the previous slots trailing edge (as discussed above). This trailing slot time period is not used and no corruption or interference between adjacent slots time period data frames will occur.
If late, the frame would fall within 0.75 ms of the unused time at the trailing edge of a slot.
If a data frame is 0.75 ms late and the next slot is 0.75 ms early, still there is time at the end and beginning (i.e. preamble) to tolerate this maximum deviation.
Regarding the communication of infra-r~d (IR) signals, the techniques used greatly assist in overcomlng the pro~lem posèd by possible use of universal learning IR
devices (ULIRD). Such devices learn codes by detecting and storing codes, typically during a 2-3 second period.
~ n the apparatus 1, the IR transmitters are programmed to change the I~ data transfer al least once every 2 seconds. A synchronising p~lse based on an external common timer or an onboard oscillator achieves this. By changing the IR sequence at this rate, a ULTRD would not be capable of capturing the code. Further, the transmitters are programmed to modify the checksum ~e~ore t~ansmission by l~se af an encoding byte. The checksum is in one embodiment modified by applying an encoding byte using an XOR operation. The checksum is decoded at th~ IR receive~.

WO96/1S~I9 PCT~EgS/00~57 In more detail, the method of encoding used is as follows:
Data Frame SOP, DATl, DAT2, ... DATn, C~IRSUM
where SOF - Start of frame byte DATn - nth data byte CH~SUM - sum of SOF and all data bytes.
Transmitted ~rame SOF,DATl,DAT2,~DATn,(CHKSUM xor CODE) A tabLe of codes stored at both transmitting and receiving devices is indexed each tlme the code is to be changed. Until the next code chanqeover time, this code is XORed with the checksum of data frames fcr transmission, and the same code is XORed with the checksum byte on reception.
Table of CODEs Timel CODEl Time~ CODE2 "
TimeN CODEN
The ULIRD will be able to learn one IR data transfer, However, when the ULIRD transmits the learned data, the encoding byte will have chan~ed and the learned data transfer will be invalid.
On each changeover time the table index is incremented.
When the end o~ the table is reached, the index is reset to the start of the table and the process is repeated.
Therefore if one data transfer is learne~ by the ULIRD, this data will in time become valid again. The larger the ~able of codes is the more effective the protection against the ULIRD.
It will thus be appreciated that the electronic shooting g~me apparatus provi~es ~or considerab~y improv d player . WO9611541g PCTAE95/~OOS7 t _ 25 -interest as it represents a new dimension in the interactivity of electronic shooting games. Role playing scenarios may be introduced by the inclusion of video walls or simLlarly interactive devices and ~y transmission of ga~e instructions through the game controller in response to player status or rertain game conditions. ~andicapping systems may be introduced to make the game as competiti~e as possible. Team playing scenarios may be developed by ignoring the transmission of certain pieces of in~ormation to certain players or within parts of the arena. Players movement within the arena may also be control led by punishing lack of movement when the same location is reported a number of time~.
It will be appreciated that the real time communication features of the invention allow for very flexible communic~tion with varying numbers of active nodes in a real ~ime manner. This allows, for example, the team set-ups in a laser shooting game to be changed very frequently in a very simple manner. This is achieved by a simple transmission of a single configuration signal which resets all nodes, both hard-wired and wireless.
This method of communication Qvercomes the problems of conventional time division multiplexing schemes whereby the numbers of time slots and nodes are fixed ~nd there is very little flexibility. It also provides a consid~rable amount of flexibility by virtue of the fact that nodes can become re-activated during a game or at unusua~ times generally. This is achieved by ~~se of the time slot O. Additionally the controller can use this slot to broadcast game infonm~tion to all o~ the player units using this time slot or to a single player unit or group of player units. The game information to ~e transmitted may be re-configuratinn information, passive game information to be stored in the pl~yer unit or active game information requiring immediate processing and subsequent action by the player unit.

The invention is not limited to the embodiment illustrated in Figs 1 to 8. Ref~rring now to Figs. 9 and lO there is illustrated an alternative construction WO9611~19 PCT~E9~/000~7 of an electronic shootin~ game appar~tus, indicated generally by the reference numeral 40. Parts similar to those described with reference to Figs. 1 to 8 are identified by the same re~erence numerals.
In this arrangement each alternate 70ne 6 is defined by the absence of a zone control unit S and thus the players movements m~y he monitored by storing the last location information of a mobile player unit until a new ~one 6 is entered . Ad~antageously this reduces the 10 number of zone control units required.
It is envisaged that communication in the apparatus may be by way of a polling or any other suitable system instead of tLme slot multiplexing. The controller need not have separate control devices.
15 It is en~isaged that the control unit microcontroller could be replaced by a microprocessor allowing more detailed processing to be carried out. It is further envisaged that the transceiver arrangement in the mobile player unit might be replaced by a transponder or similar unit to respond to such a control unit. In this way the transponder in the mobile player unit could be activated by the control unit and the resulting game response be determined by the microprocessor.
The apparatus of the invention need not necessarily define zones in the arena. It could operate to sense players locations without relating location to zones.
It is envisaged that the means for sensing player position in the arena may ~e provided usiny any sùitable sensing technique, whether the aren~ i5 di~ided into zones or not. Pressure, light, movement or sound sensitive devices may equally be used to sense a players position and ~he transmission of the information relating to the player may ~e achieved using any suttable transmission technique or tr~nsmission media.
35 It ~nvisaqed that the zone control units could incorporate a receiver for communication with the central processor. It is also envisaged that the zone control units could be conf igured to define a ~no entry~

W~g~J~s4~s pcTnE~ooo57 zone ~y transmitting a signal to adversely affect the players status and that ~he location of such zones could be changed during the course of a qame. One or more zone control units could also be configured to transmit a safe zone code to the mobile player u~its within the 20ne. A zone of this type could be used within the context of th~ game to define a neutral zone where a player could not shoot or be shot. Such a zone cou1d also be moved by the central processor during the cours~
of a game. It is further envisaged that the zone identification means either alone or in combination with the central proces~or could maintain a location history for the player to prevent the player re~isitinq a zone or to track a players progress throughout the game arena. In addition to tracking a players progress through the game arena it is envisaged that the in~ormation could be used to actuate a ~oice prompt unit, a visual or alternative indicator to relay a system message to the player. A unit of this type could be used to tell the player that he / she has entered a no entry zone and that a penalty was i in~nt or to warn a player not to run through the zones. A warninq of this type would greatly improve the safety of the game.

It is en~isaqed that the mobile player uni~s could be pro~ided as powered vehicles such as ~attery or player powered carts. It i5 al~o envisaged that these mobile player units would have an appearance ~uLtable to the electronic shooting game environment such as tanks or armoured vehicles. It is further envLsaged that the units could be provided ~s airplanes travelling on rails above the game arena.
It is envisayed that the timing means of the player units co~ld be located withln the control device structure allowing the device contro~lers to request player units to transmit information either in a polled manner or randomly.
It is also envisaged that the central processor col~ld control both mobile and stationary targets or hazards and that mobile player unit~ could c~ n icate with ~uch targets.
-w~ g61~ 9 Pcrfn~slooos-It is further envisaged that the unique identity of each mobile player unit may ~e easily modified. This allows for the minimum number of transmission periods to be obtained without the necessity of knowing which player unit transmits in which transmit period thus improving communication speeds.

It is envisaged that additional communications channels could be added, increasing band width. In this way a channel could be re~erved for a partic~lar team or additional players may be added without adversely affecting the real time communication of the system. It is further envisaged that certain communication channels be reserved for certain types of information. It is also en~isaged that the transmission media be of any suitable type. It will be appreciated that the control device may include an additional microprocessor or microcontroller to control communication with the mobile player units in an efficient manner It is envisaqed that the controller could communicate ~Q interactively with slmilar controllers in remote locations to form an arena network providing for inter game playing area games. Similarly, it i5 envisaged that the controller in a remote location could be provided by a personal computer either with or without a mobile player unit attarhed, allowing a remote player unit to interact with the game in real time. This remote player unit need not necessarily be located in an arena. It is also envisaged that the controller could incorporate elements of popular games or situations to enhance the role playing aspect of the game.
It will be appreciated that the combination of any of the aforementioned features may be used to sustain player interest.
Many other variations on the specific em~odiments of the invention described will be readily apparent and accordingly the invention is no~ limited to the embodiments hereinbefore described which may be ~aried in both construction and detail.

Claims (63)

1. An electronic shooting game apparatus comprising:
a controller for controlling the course of a game in an arena;
at least one mobile player unit;
a game communication means for communication of data in the apparatus; and means for sensing the position of a player unit in the arena.
2. An electronic shooting game apparatus as claimed in claim 1 comprising at least one zone control unit comprising means for defining a game-playing zone within the arena.
3. An electronic shooting game apparatus as claimed in claim 2, wherein the zone control unit comprises a zone communication means for transmitting data to define a zone, and each mobile player unit comprises means for receiving said data.
4. An electronic shooting game apparatus as claimed in claim 2 or claim 3, wherein the zone control unit comprises a zone controller.
5. An electronic shooting game apparatus as claimed in claim 4 wherein the zone communication means comprises means for transmitting a unique zone identifier in said data under control of the zone controller.
6. An electronic shooting game apparatus as claimed in claims 4 or 5, wherein the zone communication means comprises a radiation transmitter activated by the zone controller.
7. An electronic shooting game apparatus as claimed in claim 6 wherein a plurality of zone control units are provided, each for defining a zone within the arena in which the game may be played and for transmitting location information from each zone control unit to the mobile player units located within the zone associated with the zone control unit,
8. An electronic shooting game apparatus as claimed in claim 6 or 7 wherein the radiation transmitter is an infra-red transmitter.
9. An electronic shooting game apparatus as claimed in any of claims 3 to 8 wherein the zone communication means comprises means for transmitting status data to each mobile player unit.
10. An electronic shooting game apparatus as claimed in any of claims 3 to 9 wherein the zone communication means has a status receiver for receiving status data from a mobile player unit.
11. An electronic shooting game apparatus as claimed in claim 10 wherein the zone communication means comprises a transceiver.
12. An electronic shooting game apparatus as claimed in any of claims 5 to 11 wherein the zone controller comprises a number of dip-switches for setting the zone identifier.
13. An electronic shooting game apparatus as claimed in any of claims 4 to 12 wherein the zone controller comprises a microcontroller with associated memory and timing means.
14. An electronic shooting game apparatus as claimed in claims 3 to 13 wherein the zone communication means has a data communication means for communication with the central processor.
15. An electronic shooting game apparatus as claimed in any preceding claim wherein the game communication means comprises a mobile player unit communication means on the mobile player unit for wireless communication with the controller in real time during a unique time slot period for each mobile player unit.
16. An electronic shooting game apparatus as claimed in claim 15, wherein the controller comprises a central processor and at least one control device with an associated player unit communication means, the control device being mounted in the arena for controlling communication between the central processor and each mobile player unit.
17. An electronic shooting game apparatus as claimed in claim 16 wherein the mobile player unit communication means has a receiver and a transmitter.
18. An electronic shooting game apparatus as claimed in claim 17 wherein the player unit receiving means has a zone receiver for receiving location data from the zone control unit.
19. An electronic shooting game apparatus as claimed in claim 18 wherein the zone receiver has decoding means for decoding location data and for detecting a safe zone.
20. An electronic shooting game apparatus as claimed in claim 19 wherein the decoding means incorporates disabling means for preventing changes in game information.
21. An electronic shooting game apparatus as claimed in claims 19 or 20 wherein the receiver is a two part radiation receiver a control receiver for receiving radio frequency signals and a zone receiver for receiving infra-red signals.
22. An electronic shooting game apparatus as claimed in any preceding claim having at least two mobile player units each having independently operable mobile player unit communication means for communication with the controller during a unique time slot.
23. An electronic shooting game-apparatus as claimed in claim 22 wherein a mobile player unit incorporates an identification means for identifying the mobile player unit to the controller.
24. An electronic shooting game apparatus as claimed in claims 22 or 23 wherein a mobile player unit incorporates a position indicating means for receiving location information from mobile player units in the game arena and for displaying the relative positions of other mobile player units.
25. An electronic shooting game apparatus as claimed in claim 24 wherein the position indicating means has a filter means for removing the location information of selected mobile player units.
26. An electronic shooting game apparatus as claimed in claims 24 or 25 wherein the position indicating means is provided by a liquid crystal display communicating with the mobile player unit communication means.
27. An electronic shooting game apparatus as claimed in claims 24 to 26 wherein the position indicating means comprises a sound emitter.
28. An electronic shooting game apparatus as claimed in any of claims 16 to 27 wherein the player communication means has a transmitter having an associated transmission field within the arena for transmitting game information from the control device to each mobile player unit located within the transmission field.
29. An electronic shooting game apparatus as claimed in claim 28 wherein each control device incorporates a timing means for determining a unique control device transmit period for the player communication means associated with the control device.
30. An electronic shooting game apparatus as claimed in claim 29 wherein a plurality of control devices are provided, each control device having an associated transmission field for defining a transmission region within the arena and for transmitting game information from the control device to the mobile player units located within the transmission field of the control device.
31. An electronic shooting game apparatus as claimed in claims 28 to 30 wherein the transmitter is a radio frequency transmitter.
32. An electronic shooting game apparatus as claimed in claims 27 to 31 wherein each player communication means has a player communication controller and a device identification means for controlling the player communication means.
33. An electronic shooting game apparatus as claimed in claims 27 to 32 wherein the player communication means has a receiver for receiving signals from the mobile player unit.
34. An electronic shooting game apparatus as claimed in claim 33 wherein the transmitter and receiver are combined as a transceiver.
35. An electronic shooting game apparatus as claimed in claims 16 to 34 wherein the control device has a host communication means for communicating with the central processor.
36. An electronic shooting game apparatus as claimed in claim 35 wherein the host communication means has a host communication controller, a data buffer and a communication link for connection to the central processor and the data buffer.
37. An electronic shooting game apparatus as claimed in claim 36 wherein the host communication controller and the player communication controller are integrally formed as a device communication controller.
38. An electronic shooting game apparatus as claimed in claim 37 wherein the device communication controller is a microcontroller with associated memory and timing means for controlling communication between the control device and the central processor and between the control device and the mobile player unit.
35. An electronic shooting game apparatus as claimed in any of claims 16 to 38 wherein at least one of the control devices is remote from the central processor and is mounted in the arena.
40. An electronic shooting game apparatus as claimed in any preceding claim wherein the game communication means has a processor with associated memory means for controlling the mobile player unit communication means.
41. An electronic shooting game apparatus as claimed in claim 40 wherein the mobile player unit communication means has a player unit transmitter for transmitting game information from the mobile player unit to the control device.
42. An electronic shooting game apparatus as claimed in any of claims 17 to 41 wherein the player unit receiving means has a control receiver for receiving status data from the controller.
43. An electronic shooting game apparatus as claimed in claim 42 wherein the control receiver includes means for receiving status data from another mobile player unit.
44. An electronic shooting game apparatus as claimed in claim 43 wherein the control receiver and the player unit transmitter are formed as a mobile player unit transceiver.
45. An electronic shooting game apparatus as claimed in any of claims 15 to 44 wherein each mobile player unit incorporates a timing means for determining a unique transmit period associated with the mobile player unit.
46. An electronic shooting game apparatus as claimed in claim 45 wherein the controller comprises timing means for assigning a unique time slot period to each mobile unit and control device node by storing relationships between fixed or real node identifiers and alias identifiers, the alias identifiers identifying the unique time slot period.
47. An apparatus as claimed in claim 46 wherein the controller comprises means for transmitting signals re-configuring the apparatus by re-assigning alias identifiers with real identifiers in real time.
48. An apparatus as claimed in claim 47 wherein the controller comprises means for re-configuring the apparatus by transmitting a reconfiguration signal comprising a reference followed by a series of real identifiers in successive time slots, and each node comprises means for identifying its real identifier and storing an indication of the position of said identifier in the reconfiguration signal to set its alias identifier as a configuration.
49. An apparatus as claimed in claims 45 to 48 wherein the controller comprises means for assigning alias identifiers to only a portion of the nodes of the apparatus at any particular time.
50. An apparatus as claimed in any of claims 46 to 49 wherein the controller comprises means for transmitting synchronisation signals which include a synchronisation frame for synchronisation of clocks in the nodes, followed by a series of time slots within which nodes can respond in the relevant appropriate time slot, each node determining its time slot according to its current alias identifier.
51. An apparatus as claimed in any of claims 46 to 50 wherein the controller comprises means for including an auxiliary time slot for random use by nodes such as de-activated nodes.
52. An apparatus as claimed in any of claims 46 to 51 wherein each node comprises means for storing a configuration for later retrieval, the configuration being identified by a unique reference.
53. An apparatus as claimed in any preceding claim wherein the communication means comprises infrared communication means comprising transmitters and receivers programmed to communicate at a high sequence change rate.
54. An apparatus as claimed in claim 53 wherein the rate has a frequency of greater than two seconds.
55. An apparatus as claimed in claims 53 or 54 wherein a transmitter comprises means for encoding part of a transmitted signal, and changing the encoding method for a subsequent transmission.
56. An apparatus as claimed in claim 55 wherein the code is encoded by use of an encoding byte retrieved from an indexed table, a successive byte in the table being used for each successive transmission.
5?. An apparatus as claimed in claims 55 or 56 wherein a checksum of a transmit signal is encoded.
58. An electronic shooting game apparatus as claimed in any preceding claim wherein the mobile player unit includes an electronic gun.
59. An electronic shooting game apparatus as claimed in any preceding claim wherein the mobile player unit includes a body unit.
60. An electronic shooting game apparatus as claimed in claim 59 wherein the body unit has a body armour shell with integral indication means to indicate that a player has been shot.
61. An electronic shooting game apparatus as claimed in any preceding claim wherein the controller includes a real time communication controller.
62. An electronic shooting game apparatus comprising :-a controller for controlling the course of a game in an arena;
at least one mobile player unit;
means for sensing the position of a player unit in the arena comprising a plurality of zone control units, each having means for defining a unique zone within an arena in which the game may be played; and a game communication means for controlling communication between the zone control units, the mobile player units and the controller in real time.
63. An electronic shooting game apparatus substantially as hereinbefore described with reference to the accompanying drawings.
CA002204735A 1994-11-11 1995-11-10 An electronic shooting game apparatus Abandoned CA2204735A1 (en)

Applications Claiming Priority (4)

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IE950567 1995-07-24
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AU783018B2 (en) * 1997-08-25 2005-09-15 Beamhit, L.L.C. Network-linked laser target firearm training system
AU5995101A (en) * 2000-05-24 2001-12-03 Friedrich Karl John Bartsch A target shooting scoring and timing system
AUPQ771700A0 (en) * 2000-05-24 2000-06-15 Bartsch, Friedrich Karl John Integrated electronic target shooting, scoring and timing system for biathlon
JP3788590B2 (en) * 2001-09-28 2006-06-21 コナミ株式会社 Remote control system and driving device thereof
US7501945B2 (en) 2006-07-27 2009-03-10 Lockheed Martin Corporation System and method of simulation
CN101149246B (en) * 2006-09-20 2010-10-06 中国科学院自动化研究所 Multiple layer subdivision automatic target scoring system
GB2446637B (en) * 2007-02-13 2011-08-10 David Andrew Morris Range control for communications systems
US9964382B2 (en) 2015-11-15 2018-05-08 George Stantchev Target acquisition device and system thereof
CN112857144A (en) * 2021-01-25 2021-05-28 鼎电智能科技(江苏)有限公司 Red and blue confrontation shooting training system

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US4695058A (en) * 1984-01-31 1987-09-22 Photon Marketing Limited Simulated shooting game with continuous transmission of target identification signals
GB9009739D0 (en) * 1990-05-01 1990-06-20 Disys Inc Transponder system
DE69128683T2 (en) * 1990-10-10 1998-09-10 Denso Corp Responder for use in a system for identifying moving objects
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FZDE Discontinued