GB2216813A - Electronic shooting game - Google Patents

Electronic shooting game Download PDF

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Publication number
GB2216813A
GB2216813A GB8905430A GB8905430A GB2216813A GB 2216813 A GB2216813 A GB 2216813A GB 8905430 A GB8905430 A GB 8905430A GB 8905430 A GB8905430 A GB 8905430A GB 2216813 A GB2216813 A GB 2216813A
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United Kingdom
Prior art keywords
gun
player
team
game
hit
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GB8905430A
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GB8905430D0 (en
GB2216813B (en
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Geoffrey Clyde Haselhurst
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Individual
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Individual
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Classifications

    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41GWEAPON SIGHTS; AIMING
    • F41G3/00Aiming or laying means
    • F41G3/26Teaching or practice apparatus for gun-aiming or gun-laying
    • F41G3/2616Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device
    • F41G3/2622Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile
    • F41G3/2666Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile with means for selecting or varying PRF or time coding of the emitted beam
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41AFUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
    • F41A33/00Adaptations for training; Gun simulators
    • F41A33/02Light- or radiation-emitting guns ; Light- or radiation-sensitive guns; Cartridges carrying light emitting sources, e.g. laser
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41GWEAPON SIGHTS; AIMING
    • F41G3/00Aiming or laying means
    • F41G3/26Teaching or practice apparatus for gun-aiming or gun-laying
    • F41G3/2616Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device
    • F41G3/2622Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile
    • F41G3/2655Teaching or practice apparatus for gun-aiming or gun-laying using a light emitting device for simulating the firing of a gun or the trajectory of a projectile in which the light beam is sent from the weapon to the target
    • 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
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2442Sensors or detectors
    • A63F2009/2444Light detector

Abstract

The game is played between two teams of one or more players, the players competing in a battle environment and shooting at opponents while trying to avoid being shot at themselves. The game comprises an electronic score counter, and an electric body pack and infra red gun for each player, each gun being individually coded and having transmitting means which enables a narrow focussed beam of infra red to be emitted when the gun is fired. Each body pack has one or more receptors arranged to be de-activated when hit by a focussed beam. Preferably, an energiser is provided for each team which is electrically connected to the score counter, the arrangement being such that a player who has been de-activated must go to his team's energiser to re-activate, thereby enabling scoring to take place which is totally independent of radio signals. So that a player can feel as well as see and hear that he has been hit, a vibrator may be provided under each body pack which is arranged to be activated when the player is hit. <IMAGE>

Description

ELECTRONIC SHOOTING GAME This invention relates to electronic shooting games and specifically to an indoor game played in a battle environment between two sides. Each side can be between one and ten players and each player wears an electronic body pack and carries an infra red gun. The players score points for their team and for themseves by "shooting" their opponents, which points are registered on an electronic score counter, such as a computer.
With increased sophistication of electronics equipment along with decreasing size of components, it has become possible to build very complex electronic units which people can wear.
One known shooting game employs electronic packs which continuously emit coded infra red, while the guns act as receivers when fired. Although those players making a successful shot always register that they have hit an opponent, in this game the player being shot has to rely on receiving a coded radio signal to register that he has in fact been hit. With radio interference, this did not always occur. Also, the team and individual scores rely on a central computer picking up these radio signals and hence the scores can be inaccurate. An additional problem with the known game is that the continuous transmission of a large number of infra red pulses causes the life of the batteries for the body packs to be greatly reduced.
An object of the present invention is to provide a shooting game which gives players 100% accurate scoring without needing to rely on radio signals.
According to this invention, such a shooting game comprises an electronic score counter, and an electric body pack and infra red gun for each player, each gun being individually coded and having transmitting means which enables a narrow focussed beam of infra red to be emitted when the gun is fired, and each body pack having one or more receptors, which is or are arranged to be de-activated when hit by a focussed beam.
In accordance with the invention, the gun is made the transmitter and fires a coded infra red, focussed beam only when the trigger is pressed, hence avoiding the battery-life problem of the known shooting game.
To ensure reliable and efficient operation, preferably each gun incorporates a transmitter which can shoot a beam up to a distance of 20 metres.
In order to facilitate aiming the gun in a darkened playing area a focussed beam of visible light, eg a red beam is additionally emitted from the gun.
The body pack is preferably designed to be worn on the chest. Helmets have been used in the past, but have been found to be bulky and hot. However, with chest packs there is a problem of players cheating, since they can more easily cover receptors on their chest pack. To obviate this problem, receptors can be provided on the guns to make additional targets.
To make it easy for players to know when they have been hit, a vibrator can be provided under the chest pack, which is activated when a hit is registered.
To eliminate totally the need to depend on radio signals for the game when reckoning up at the end of the game to obtain each team's and player's final scores, an interface is provided between each body pack and the central computer, which is designed so that the computer can cross check all the data registered by the body packs and print out the scores with guaranteed accuracy.
1. TECHNICAL DATA (REFERS TO THE ORIGINAL GAME "ENERGISE") Each vest is coded individually as a RED or GREEN with a maximum of 10 on each team. There are 2 sets of vests for each team and each set is coded differently (A or B) to allow one game to be in operation and a second to be printed out and set up for the next game.This ensures a minimum turn around time between games.
The vests are put on the people ready to play and the batteries switched on. One of the team lights on the front and rear box glows at a low level to indicate the unit is turned on. The LCD display reads out the set (A or B), the team (Red or Green), the game type, (0,1,2,3) and the I.D number of the vest. This allows the setting of the switches on the side of the chest pack if necessary. Operating the gun trigger will turn on the display light for 10 seconds. This is designed to conserve battery life.
When it is time to play the whole team is energised at once by sending an energise code (radio) from the Master Energiser to that set of vests. This initial energise is not counted on their score and resets it to zero if it was not zeroed from the last game. Energising turns on all the front and the back team lights, and changes the display from reading out the Technical data to displaying the score. The gun can now be fired with 20 shots available in each life and this is read out on the display.
When fired the team light in the Gun is switched on for the period of the firing sound so people can see which team is firing. This light also flashes on for 0.25 seconds every 3 seconds.
After firing, a vest is able to receive a radio signal giving the code of the vest shot. If a signal is received the vest will beep to acknowledge a hit, and your shot counter will be reset to 20 as a bonljs for hitting an opposing team member. The number of the persons shot is stored for later printout. The base also has a radio so that it can confirm a hit. The base must be hit twice by the same person within 4 seconds before registering a hit, When the base is hit it outputs a score of 5 points to the score board. Also a siren is activated for 10 seconds and flashing light effects are activated for 30 seconds.During this time the base can not be shot again After the 30 seconds the flashing lights go off and the base can then be shot again.
If a player is deactivated or wishes to be re-energised they enter an energiser. An infrared beam is broken which outputs a score of one point to the scoreboard and turns on a coded infrared transmitter for 2 seconds which re-energisers the vest.A strobe light is also activated for 2 seconds at this time for visual effects.If a player is in the other team's energiser both lives will be lost. After a player is energised they can not shoot or be shot for 3 seconds This prevents players from being shot as they leave the walk through energisers during the game.
The team lights are on and the gun lights flash during this period.
Each energise gives the player 2 lives. The first time that they are deactivated both the vest and gun lights flash quickly for 1.5 seconds and the dying sound is made along with the vibrator being activated (so that players can feel that they have been shot). One return shot is allowed in this time.
For the next three seconds the the vest lights are off.The red gun beam is on and the team light in the gun is on. You cannot shoot or be shot, during this stage.
For the final 3 seconds the team lights are on. The yellow hit lights are on, the red gun beam is on and the team light in the gun is on. You can be shot but cannot shoot. For the last second a re-energise sound is made and the vest returns to the play mode. The team lights now pulse at a 1 second on and half second off rate to inform people that the player now has only 1 life left. The shot counter is reset to 20 shots, If all 20 shots are used the player also loses a life as if they were shot, but there is no time delay to continue firing or being hit. When deactivated the second time the player is deemed to be "dead".
When a vest is "dead" the red gun beam is out along with the lights on the vest.
The different teams have different firing and hit sounds.
Another way of being deactivated is to be caught in the open by a bomb blast. This claims one life and is an I.R coded transmission. No radio reply is sent.
At the end of the game a radio signal is sent to de-energise all vests of that set to end the game. The players then return to the room where they place the gun in the unloading station and press the trigger to start the transfer of information to the printer using the infrared transmitter and receiver in the gun.
(The vest must be de-energised before placing in the unloading station). The red aiming light on the gun is illuminated and then goes off in approximately 2 seconds. When this happens the gun may be withdrawn. A printout of the number of the shots fired, the number of deactivations (and who you deactivated),the number of times enrgised, the hit ratio, and the players individual point score can then be obtained.
If a unit misses the radio de-energise signal or if someone is being a nuisance, a hand held infrared transmitter is used to deenergise the vest. The infrared transmitter can also energise a vest without re-setting the score if a person decides to behave.
This can also be used to test vests without the need to send radio signals which would destroy the game underpay.
2 QUASAR RULES 2A Game One "Energise" Quasar Energize is played in teams of up to ten aside. Each team wears a vest that when "energised" lights up in either green or red. The aim of the garne is to attack the opponents space station while protecting their own by de-activating opposing players with the infra-red phasar gun. The main points to remember when playing are: 1. When energised a player has two lives with 20 shots available in each. Their vest will either have 3 red or 3 green lights on the chest pack.
2. A player will lose a life (be de-activated! by either being shot in the phasar gun, front pack or back pack; or by using up their 20 shots.
3. Each time a player de-activates an opponent A) The vest will "Beep" to register the hit B) The vests shots will be reset to 20 C) A life taken will be registered on the display.
4. When shot, the vest emitts a dying sound and the lights flash for 1.5 seconds. During this time the player can fire one shot back.
5. If a player has a second life then they will re-energise automatically after 6 seconds but they can be shot again after 3 seconds while the yellow lights are on. In the second life the team lights (Red or Green) flash slowly.
6. When "dead" the vest lights and phasar lights are out.
7. To re-energise a player must walk through the re-energisers.
There is a 3 second SAFE period after energising where the player cannot shoot or be shot.
8. The space station must be shot twice by the same player within 4 seconds to "destroy" it. A siren will sound for 10 seconds and lights flash for 30 seconds during which time it cannot be shot again. After this it can be shot again.
2B GAME TWO "STUN" Quasar "STUN" is played in teams of up to ten aside. Each team wears a vest that when "energised" lights up in either green or red. The aim of the game is to attack the opponents space station while protecting your own by deactivating opponents with the infrared phasar gun.
The main points to remember are 1. Once energised a player will continue to automatically reenergise each time after being deactivated.There are 40 shots available in each life.
2. A player can be de-activated by either being shot in the phasar gun, front pack or back pack; or by using up their 40 shots.
3. Each time a player de-activates an opponent A) The vest will beep to register the hit.
8) The vest's shots will be reset to 40.
C) A lif taken will be registered on the display.
4. When shot, the vest emitts a dying sound and the lights flash for 1.5 seconds. During this time the player can fire one shot back.
5. The vest will energise automatically after 6 seconds but can he shot again after 3 seconds while the yellow lights are on.
6. The space station must be shot twice by the same player within 4 seconds to "destroy" it. A siren will sound for 1O seconds and lights flash for 30 seconds. After this it can be shot again.
7. Each player can only shoot the space station twice.
8. The walk through energisers are not used in this game.
2C GAME 3 "SOLO STUN" Quasar "SOLO STUN" is NOT played in teams but individually where you are against the rest. When energised, all players have three yellow lights on their chest pack. The aim of the game is to de-activate as many opponents as possible.
The main points to remember are 1. Once energised a player will continue to automatically reenergise each time after being de-activated.There are 40 shots available in each life.
2. A player can be de-activated by either being shot in the phasar gun,front pack, or back pack; or by using up their 40 shots.
3. Each time you de-activate an opponent A) The vest will beep to register the hit.
R) The vest's shots will be reset to 40.
C) A life taken will be registered on the display.
4. When shot, the vest emitts a dying sound and the lights flash for 1.5 seconds. There is NO shot back allowed.
5. The vest will energise automatically after 6 seconds but can be shot again after 3 seconds while the yellow and team lights are on.
6. The space stations and walk through energisers are not used in this game.
7. There are no team scores on the scoreboard and individual scores are awarded, 100 points for each opponent de-activated, and a loss of 30 points each time the player is de-activated.
2D GAME 4 : "ELIMINATOR" Quasar 'ELIMINATOR" is NOT played in teams but individually where you are against the rest. When energised all players have three yellow lights on their chest pack. The aim of the game is to deactivate as many opponents as possible with out being Eliminated from the game.
The main points to remember are 1. Once energised a player has TEN lives. But each time e play shoots an opponent they gain an extra life. If all of a player's lives are lost the player is "ELIMINATED" from the game.
2. A player can be de-activated by either being shot in the phasar gun, front pack, or back pack. There is no shot limit.
3. Each time a player de-activates an opponent A) The vest will beep to register the hit.
B) The player will gain an extra life.
C) A life taken will be registered on the display.
4 When shot, the vest emitts a dying sound and the lights flash for 1.5 seconds. During this time the player can fire one shot back.
5. The vest will energise automatically after 6 seconds (assuming the player has lives left) but can be shot again after 3 seconds while the yellow and team lights are on.
6. The space stations and walk through energisers are not used in this game.
7. There are no team scores and the player with the most lives left at the end of the game wins.
3(A) VESTS Refer to FIG.1,2,3.
(18 The vest consists of a front pack which contains the micro processor, a back pack which holds the removable power pack and a phasar gun which has a red sighting beam and fires a coded I.R beam that de-activates other vests.
(2) The vest is put on by reaching the left arm through and placing one's head between the two shoulder straps. The phasar gun should remain in the holster across the chest panel when not in use. The side straps are secured by fastening a buckle similar to most car seat belts; (3) When the battery is inserted the vest can be turned on by pushing a switch situated on the top right of the back unit to the right. When activated a distinct sound effect is emitted from the unit. The red phasar beam comes on as does the display and one light either red or green on the front and back box.
(4) The display indicates the vest's colour, code and number which the player should remember to obtain his performance print out at the end of the game. The light illuminating the display can be activated by pressing the phasar trigger. The dispaly light will stay on for 10 seconds.
(5) To energise point the hand held energiser at the front or back pack of each player or simply press the energis button of the Master Radio Energiser.
(6) An energised vest will have three lights in the front and two in the back. The diplay will nciw r! reading the performance data of that particualr vest. A small team light within the phasar will flash when the phasar is fired along with a firing noise.
(7) Always remember that after a vest is energised, there is a 3 second safe period when the vest cannot shoot or be shot. This prevents players being shot as they leave the walk through Energisers.
(8) At the end of the game vests must be de-energised by the hand held or radio energiser before its stored information can be relayed to the computer by firing the gun into the unloading module.
3(B) WALK THROUGH ENERGISERS (1) Each walk thru energiser is comprised of two distinct parts.
The beam breaker serves to activate the infrared transmitter when a person enters the energiser tunnel. When activated the transmitter sends out an infrared signal which will re-energise the de-activated vest.
(2) This unit also allows for a strobe light to be activated by the beam breaker component.(As a visual effect.) 3(C) MASTER RADIO ENERGISER This energiser is used to energise all players at the start of the game. Firstly set the code switch to either A or B depending on which set of vests are in use. Then press the careen Energize Button once. Three seconds later the vests will energise. For the first 3 seconds the unit will drive flashing light effects in the vesting room to enhance the energiser effect.
When vests are energised by the Master Radio Energiser their individual scores are set back to zero.
At the end of the game all the vests can be de-energised by depressing the Red Button of the Master Radio Energiser.
Players can no longer keep playing and are ready to unload their guns into the unloading stations.
3(D) HAND HELD ENERGISERS (1) The Hand Held Energisers should be held with the buttons closest to the operator. It should be aimed horizonally at the front or back pack from approximately 1 metre away. Press the energise button to energise players and the "Kill" button to deenergise players.
(2) Once the vest is de-activated by the Hand Held Energiser it can only be re-energised by the same means and not the walk thru energisers.
3(E) HEADQUARTER UNIT (1) This unit consist of a control box and three receptors which when hit by one individual twice within 4 seconds will activate a siren and a lighting effect. Once hit the unit is de-activated for 30 seconds indicated by a red light attached to the preceptor (2) Each time the headquarter unit is shot and "destroyed" a signal is sent to the score boar and the attacking team receives 5 points to their team score.
3(F) SCOREBOARD and RADIO RECEIVING MODULE (1) The Scoreboard displays t scores for the Red and Green teams. (p to 999 points) Also there is a game timer which counts down from 12 minutes (this can be adjusted from O t3 6 minutes). At the end of the 12 minute game the scoring stops and a buzzer sounds.
(2) The scoring is achieved as faiows When a space station (headquarters) is "destroyed" a signal is sent to the scoreboard which scores 5 points for the attacking team. The signal is a 12v pulse sent via a connecting wire.
In the game "Energise", each tIme a player walks through the energiser one point scores tor ne other team. (Hence there are wires which run from your headquartser unit to the scoreboard and from the walk through energisers to the scoreboard.) In the game "stun" which does not use the walk through energisers then a radio receiving module is connected to the scoreboard.
This receives the radio signals of a vest which has been shot and scores one point to the other team on the scoreboard.
In the other two game options "solo stun" and "eliminator", the scoreboard is only used as a timer as. these games are not team games requiring scoring.
3(G) COMPUTER, UNLOADING STATIONS AND DATA SHEET (1) COMPUTER At the end of each game, players unload their vest information into the main computer. The computer is an IBM compatable with key board, screen and dot matrix printer. The comptuer must be loaded with the software program "Attack" which is available on floppy disc and automatically boots up when the computer is turned on. The screen will display the vest numbers.
As each player unloads their gun into the unloading station a "YES" appears next to their vest number to confirm that they have unloaded correctly.
When all players have unloaded then the information is printd out onto the data sheets. This takes approximately 2 minutes for a full game of 20 players.
(2) UNLOADING STATIONS The unloading stations are 12cm x 15cm x 22corn metal boxes with a protruding tube which allows players to insert their gun and unload the vst's data.
When on, a red light will shine inside the module's receptacle.
(Assuming that the floppy disc with the programAttack" is loaded in the computer and the unloading module is correctly connected to the computer.) The player must place his de-activated phasar gun into the receptacle, press the trigger and wait for the green light before removing the gun. The player should then check the computer screen to confirm his data has been received. It takes about 2 seconds for each player to "unload" their gun.
3(H) BATTERIES Refer to FIG.2,4.
(1) The batteries must be charged to operate the vest and must be recharged for approximately 16 hours when used for periods of 5 - 10 hours. A flat battery is indicated when the vest starts beeping continuously and when this occurs the player is able to output the unit's stored information.
(2) The batteries slide into the back box it the gold plugs fitting snuggly into two receptacles on the top half of the box.
Once in place a small screwdriver is used to lock the battery into position. This is vital as batteries will otherwise fall out and very likely be damaged.
(3) It is important that the gold plugs are kept twisted up tightly, as there is a tendency for them to come loose. Make sure nothing shorts across the two plugs since any short will cause the battery to fuse.
(4) BATTERY CHARGER WITH BOARD (a) The charger can be plugged in and then left on permanently.
The switch should remain on high.
(b) Batteries should be removed from vests at the end of the night and pushed into the slots of the charging board. They are removed 16 hours later and can then be used.
SOFTWARE SPECIFICATIONS PORT DESIGNATION PAO-4 INPUT I.R. RX DATA PA5 INPUT VALID I.R. RX DATA AVAILABLE (HI WHEN VALID) PAS INPUT NORMALLY LO, HI TO FIRE GUN PBO-4 INPUT RADIO RX DATA PB5 INPUT VALID RADIO RX DATA AVAILABLE (HI WHEN VALID) PB6 INPUT LO VOLTS DETECTOR (HI ON LO VOLTS) PB7 INPUT SERILA I.R.RX DATA (SERIAL COMMS TO PRINTER) ADDRESSES 01-00 DISPLAY INSTRUCTION REGISTER 01-01 DISPLAY DATA REGISTER 01-02 WRITE TO O/P PORT 1 01-03 READ SWITCH DATA 01-04 WRITE TO O/P PORT 2 04-00 TO 1F-FF EPROM O/P PORT 1 ALL SET UP LOW DO HIGH TO TURN ON POWER TO GUN # AIMING LIGHT D1 HI TO TURN ON HIT LIGHTS D2 HI TO TURN ON HIT VIBRATOR D3 HI TO TURN ON GUN TEAM LED D4 HI TO TURN ON JACKET TEAM LEDS OS SPARE D6 HI TO TURN ON SPEAKER AMPLIFIER D7 HI PULSES TO MAKE NOISES O/P PORT 2 DO-3 ADDRESS OF DATA TO BE SENT OVER RADIO D4 TEAM COLOUR TO BE SENT OVER RADIO D5 LOW TO ENABLE TX OF I.R. (NORMALLY HI) D6 SERIAL I.R.TX TO PRINTER (MUST BE LOW WHEN NOT USED) D7 LOW TO ENABLE TS OF RADIO (NORMALLY HI) SWITCH INPUT PORT D0-3 ADDRESS OF UNIT (MUST BE IN RANGE OF 1-10) D4 TEAM COLOUR (LO FOR GREEN, HI FOR RED) OS SET A OR B (LO IS A, HI IS B) D6-? POSSIBILITY OF 4 DIFFERENT GAMES (THIS GAME BOTH LOW CODING USED: THESE APPLY TO I.R. AND RADIO DO-3: O BOMB BLAST, LOSE A LIFE, TEAM COLOUR IGNORED l-A TEAM NUMBERS, TEAM COLOUR USED.
B ENERGISE TO START GAME, RESET SCORE, TEAM COLOUR USED.
C DE-ENERGISE TO END GAME, LEAVE GUN POWERED UP, TEAM COLOUR USED D BASE STATION, TEAM COLOUR USED E NOT DESIGNATED F NOT DESIGNATED D4 TEAM COLOUR (LO FOR GREEN, HI FOR RED) SWITCH ON: SET ALL O/P PORT 1 LOW, SET ALL O/P PORT 2 LOW EXCEPT D5 # D7 HI.
READ SWITCHES AND DISPLAY INFORMATION ON DISPLAY AS: GREEN 10 GAME OA; TEAM COLOUR, TEAM NUMBER, GAME NUMBER AND SET A OR B.
LOOP READINGS SWITCHES AND DISPLAY ANY CHANGE, READ I.R. AND RADIO RX FOR AN ENERGISE TO START GAME COMMAND. ALSO CHECK LO BATTERY FOR A HI (PB6) AND IF SO BRING UP 'LOW BATTERY' ON DISPLAY AND BEEP SPEAKER WITH A 1KHZ TONE AT 0.5 SECOND ON AND 1 SECOND OF.
1) WHEN A RADIO ENERGISE IS RECEIVED TURN ON GUN, DO PORT 1, AND TaM JACKET LIGHTS, D4 PORT 1.
RESET SCORE TO ZERO AND DISPLAY SCORE ON LCD. SET NUMBER OF SHOTS TO 20 AND LIVES TO 2.
IF A I.R. ENERGISE IS RECEIVED AS ABOVE BUT DO NOT RESET SCORE, 2) LOOP MONITORING TRIGGER, LO BATTERY AND I.R. AND RADIO VALID DATA FLAGS AND PULSE THE GUN TEAM LIGHT ON FOR 250MS EVERY 3 SECONDS. THIS LIGHT IS CONTINUALLY PULSED UNLESS DEAD OR DE ENERGISED.
3) ENERGISE: INFRA RED CODE RECEIVED AND IF CORRECT ADD 1 TO ENERGISE COUNT ON DISPLAY AND RESET SHOTS TO 10 AND LIVES TO 2.
GENERATE ENERGISE NOISE. AFTER ENERGISE NOISE YOU CAN NOT FIRE OR BE KILLED FOR 3 SECONDS. GO BACK TO (2).
4) LO BATTERY INPUT GOES HIGH, DISPLAY LO BATTERY AND BEEP AS ABOVE. ALTERNATE DISPLAY BETWEEN LO BATTERY AND CURRENT SCORE.
DO NOT CONTINUE GAME.
S) TRIGGER GOES HIGH, SET PORT 2 D7 LO TO SEND I.R. CODE AND READ TEAM COLOUR SWITCH D4. IF GREEN MAKE FIRING NOISE 1, IF RED MAKE FIRING NOISE 2. SUBTRACT 1 FORM THE SHOT OCUNTER ON THE DISPLAY.
TURN ON THE GUN TEAM LIGHT FOR THE DURATION OF THE FIRING NOISE.
SWITCH OFF I.R. TX AFTER 0.15 SECONDS APPROX (THIS IS ABOUT 1/4 TIME OF THE FIRING NOISE.) DURING REMAINDER OF THE FIRING NOISE LOOP TESTING FOR A VALID I.R. OR RADIO SIGNAL AFTER A 25MS PAUSE TO ALLOW THE I.R. TX TO RECOVER FORM FIRING.
IF A VALID RADIO SIGNAL IS RECEIVED DURING THE REMAINDER OF THE FIRING NOISE THE ADDRESS AND TEAM IS THAT OF THE PERSON THAT YOU HAVE SUCCESSFULLY SHOT AND IS STORED. 1 IS ADDED TO THE KI' COUNT ON THE DISPLAY.
EMIT A 200MS BEEP OF 1 KHZ TO INDICATE THAT A HIT WAS SCORED. IF THE ADDRESS IS SOMEONE ON YOUR OWN TEAM THEN NO SCORE IS ADDED AND A 200MS BLURP IS MADE (50% LOWER).
IF THE SHOT COUNT IS NOW O YOU LOSE A LIFE AS IF YOU HAD BEEN SHOT.
IF A VALID R.I. RX IS RECEIVED AND IT IS NOT YOUR OWN ADDRESS DROP OUT OF FIRING NOISE ROUTINE AND GO TO (7).
6) VALID RADIO RX DATA, READ DATA AND CHECK FOR A SERO (BOMB BLAST), IF SO LOSE A LIFE, OR HEX 'C' (DE-ENERGISE, END OF GAME), OR HEX 'B' (ENERGISE). IGNORE ALL OTHER CODES AS THEY ARE OUTSIDE THE SHOOTING TIME WINDOW AND ARE INVALID. IF A 'C' AND CORRECT TEAM IS RECEIVED TURN OFF TEAM LIGHTS LOOP LOOKING FOR TRIGGER TO BE PULLED OR A RADIO OR I.R. HEX 'B' TO RE-ENERGISE, IF TRIGER THEN LOOK FOR SERIAL DATA FORM PRINTER ASKING FOR PRINTOUT. IF RECEIVED HANDSHAKE WITH PRINTER AND DOWNLOAD RESULTS OF GAME. IF NO HANDSHAKE, GO BACK AND WAIT FOR TRIGGER TO BE PRESSED AGAIN AS PEOPLE WILL PLAY WITH GUN WHILE WAITING FOR A PRINTOUT EVEN THOUGH IT IS EFFECTIVELY DEAD. IF A 'B' IS RECEIVED AND TEAM COLOUR CORRECT GO BACK TO (1).
7) VALID I.R. RX IS RECEIVED, IF IT IS A ZERO IT IS A BOMB BLAST (LOSE A LIFE). IF IT IS A HEX 'B' AND TEAM COLOUR IS CORRECT ENERGISE TO RE-START GAME, BUT DO NOT RESET SCORE. THIS ALLOWS AND INDIVIDUAL TO RE-ENERGISE WITHOUT EFFECTING THE SCORE. IF IT IS A 'C' DE-ENERGISE AND WAIT FOR PROINTOUT (AS ABOVE).
IF THE NUMBER IS BETWEEN 1 AND 'A' YOU HAVE BEEN SHOT. OUTPUT YOIJR ADDRESS TO THE RADIO TX AND TURN IT ON. THIS IS LEFT ON FOR APPROX 300MS. TURN ON HIT LIGHTS, READ WHETHER YOU ARE GREEN OR RED AND MAKE DYING NOISE 1 OR 2. CHECK HOW MANY LIVES YOU HAVE AND IF IT WAS 2 DECREMENT THIS TO 1 AND CONTINUE BLINKING THE HIT LIGHTS ON AND OFF AT 1/2 SECOND RATE FOR 3 SECONDS. DURING THIS TIME YOU CANNOT BE SHOT AGAIN AND YOU CAN FIRE 1 SHOT. FOR THE NEXT 3 SECONDS LEAVE THE HIT LIGHTS AND TEAM LIGHTS ON PERMANENTLY, DURING THIS PERIOD YOU CAN BE KILLED BUT YOU CANNOT FIRE.
AFTER THIS THE TEAM LIGHTS BLINK AT A 1 SECOND ON AND 1/2 SECOND OFF TO INDICATE THAT YOU HAVE ONLY 1 LIFE REMAINING. GO BACK TO (2).
8) WHEN YOU ARE KILLED A SCOND TIME THE HIT LIGHTS FLASH FOR 3 SECONDS AND YOU CAN GET AWAY 1 SHOT AND THEN ALL THE LIGHTS GOU OUT UNITL YOU ARE RE-ENERGISED. THIS INCLUDES THE GUN. LOOP MONITORING ENERGISE, LO BATTERY, RADIO AND I.R. RECEIVERS FOR THE NEXT COMMAND.
NOISES ENERGISE NOISE AS BEFORE FIRE 1 NOISE AS PREVIOUS FIRE FIRE 2 NOISE SIMILAR WITH FREQUENCY RAISED 30% KILLED 1 NOISE AS BEFORE KILLED 2 NOISE AS BEFORE WITH FREQUENCY RAISED 30% HARDWARE SPECIFICATIONS POWER SUPPLY: .6 V RECHARGEABLE BATTEY PACK; 1.2 AMP/HOURS CURRENT 100 MILLIAMPS, POWER 1 WATT RADIO TRANSMITTER/RECEIVER AT 304 MEGAHERZ 1 MILLIWATT INFRA RED: CODED TRANSMISSION, LOW LEVEL

Claims (8)

  1. CLAIMS 1. An electronic shooting game to be played between two teams of one or more players, in which the players compete in a battle environment and shoot at opponents while trying to avoid being shot at themselves, comprising an electronic score counter, and an electric body pack and infra red gun for each player, each gun being individually coded and having tranmitting means which enables a narrow focussed bea. of infra rec t be emitted en the gun is fired, and each body pack having one or more receptors, which is cr are arranged t be de-activeted when hit b a focussed beam.
  2. 2. A cern according to Claim 1, wherein an eneroser is provided for each team which is electrically connected to the score counter, the arrangement being such that a clever who has been de-activated must go to his team's energiser to re-activate, thereby enabling scoring to take place which is totally independent of radio signals.
  3. 3. A game according to Claim 1 or 2, wherein the body packs are designed to fit over the chest and an additional receptor(s) is incorporated in each gun to increase the number of targets.
  4. 4. A game according to any one of Claims 1 to 3, wherein a vibrator is provided under each body pack which is arranged to be activated when the player is hit, whereby he can feel as well as see and hear that he has been hit.
  5. 5. A game according to any ony cf Claims 1 to 4, wherein each gun has two barrels, one barrel being used to focus the infra red beam and the other barrel being used to focus a visable, focussed sighting beam.
  6. 6. A game according to any one of Claims 1 to 5, wherein an LCD display is included in each bod pack, which is illuminated for a short period ate the gun is fired to enable te player t see if his sot has registered and gi;e h-m his individual score.
  7. 7. A game according to any one of Claims 1 to 6 , wherein ac unloading static. is associated with the score counter into which each player can unload his personal data and transfer it, via the infra red transmitter in the gun, to sac score counter so that, when all the players have unloaded, a print-out of the team's and each player's score can be obtained without reliance upon any radio signals.
  8. 8. A shooting game substantially as hereinbefore described with reference to, and as shown in, the accompanying drawings.
GB8905430A 1988-03-18 1989-03-09 Electronic shooting game Expired - Lifetime GB2216813B (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
AUPI732288 1988-03-18

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Publication Number Publication Date
GB8905430D0 GB8905430D0 (en) 1989-04-19
GB2216813A true GB2216813A (en) 1989-10-18
GB2216813B GB2216813B (en) 1992-03-18

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Link
AU (1) AU2996389A (en)
GB (1) GB2216813B (en)

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0572284A2 (en) * 1992-05-29 1993-12-01 Sega Enterprises, Ltd. Head-up display apparatus
GB2269655A (en) * 1992-08-10 1994-02-16 Golden Grid Ltd Gun apparatus for an electronic shooting game
WO1994003770A1 (en) * 1992-08-10 1994-02-17 Golden Grid Limited Light-emitting gun for an electronic shooting game
WO1994020812A1 (en) * 1993-03-02 1994-09-15 Q-Zar Technology Limited A target system for an electronic shooting game
EP0616188A1 (en) * 1993-03-02 1994-09-21 Golden Grid Limited An indicating system for an electronic shooting game
EP0825409A2 (en) * 1996-08-13 1998-02-25 Motorola, Inc. Method and apparatus for simulating the effects of precision-guided munitions
EP0836068A1 (en) * 1996-10-11 1998-04-15 Oerlikon Contraves AG System for communication during a battle
WO2006040089A1 (en) * 2004-10-08 2006-04-20 Rheinmetall Defence Electronics Gmbh Sensor module for detecting hits for battle field simulations

Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5805120A (en) * 1992-05-29 1998-09-08 Sega Enterprises, Ltd. Head-up display apparatus
EP0572284A2 (en) * 1992-05-29 1993-12-01 Sega Enterprises, Ltd. Head-up display apparatus
EP0572284A3 (en) * 1992-05-29 1995-01-18 Sega Enterprises Kk Head-up display apparatus.
EP0770414A1 (en) * 1992-05-29 1997-05-02 Sega Enterprises, Ltd. Head-up display apparatus
GB2269655B (en) * 1992-08-10 1996-06-19 Golden Grid Ltd Gun apparatus for an electronic shooting game
GB2269655A (en) * 1992-08-10 1994-02-16 Golden Grid Ltd Gun apparatus for an electronic shooting game
WO1994003770A1 (en) * 1992-08-10 1994-02-17 Golden Grid Limited Light-emitting gun for an electronic shooting game
AU680424B2 (en) * 1992-08-10 1997-07-31 Golden Grid Limited Light-emitting gun for an electronic shooting game
EP0616188A1 (en) * 1993-03-02 1994-09-21 Golden Grid Limited An indicating system for an electronic shooting game
GB2290980B (en) * 1993-03-02 1996-06-19 Q Zar Tech Ltd A target system for an electronic shooting game
GB2290980A (en) * 1993-03-02 1996-01-17 Q Zar Tech Ltd A target system for an electronic shooting game
WO1994020812A1 (en) * 1993-03-02 1994-09-15 Q-Zar Technology Limited A target system for an electronic shooting game
EP0825409A2 (en) * 1996-08-13 1998-02-25 Motorola, Inc. Method and apparatus for simulating the effects of precision-guided munitions
EP0825409A3 (en) * 1996-08-13 1999-12-22 Motorola, Inc. Method and apparatus for simulating the effects of precision-guided munitions
EP0836068A1 (en) * 1996-10-11 1998-04-15 Oerlikon Contraves AG System for communication during a battle
US5966226A (en) * 1996-10-11 1999-10-12 Oerlikon-Contraves Ag Combat communication system
WO2006040089A1 (en) * 2004-10-08 2006-04-20 Rheinmetall Defence Electronics Gmbh Sensor module for detecting hits for battle field simulations
US7652580B2 (en) 2004-10-08 2010-01-26 Rheinmetall Defence Electronics Gmbh Hit detection sensor module for battlefield simulations

Also Published As

Publication number Publication date
GB8905430D0 (en) 1989-04-19
AU2996389A (en) 1989-09-21
GB2216813B (en) 1992-03-18

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PCNP Patent ceased through non-payment of renewal fee

Effective date: 19980309