MXPA97005343A - Ju device - Google Patents

Ju device

Info

Publication number
MXPA97005343A
MXPA97005343A MXPA/A/1997/005343A MX9705343A MXPA97005343A MX PA97005343 A MXPA97005343 A MX PA97005343A MX 9705343 A MX9705343 A MX 9705343A MX PA97005343 A MXPA97005343 A MX PA97005343A
Authority
MX
Mexico
Prior art keywords
signal
shock
restitution
output
yew
Prior art date
Application number
MXPA/A/1997/005343A
Other languages
Spanish (es)
Other versions
MX9705343A (en
Inventor
Balva Claude
Original Assignee
Balva Claude
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
Priority claimed from FR9608819A external-priority patent/FR2750874B1/en
Application filed by Balva Claude filed Critical Balva Claude
Publication of MX9705343A publication Critical patent/MX9705343A/en
Publication of MXPA97005343A publication Critical patent/MXPA97005343A/en

Links

Abstract

A game device comprising at least two autonomous objects (OB) intended to collide with each other is described, each object (OB) comprises a box or case comprising a shock detector (DCH) capable of detecting a shock on the object and restitution means (BZ, LED1, LED3) capable of supplying at least one sensory signal to the exterior of the case in response to a shock on the object.

Description

GAME DEVICE Description of the invention The invention relates to a game device An object of the invention is to propose a game device that can be used by one or more players and that allows in particular the same or the same ones to exercise their direction According to a As a general feature of the invention, the steering game device comprises at least two portable autonomous objects that can be launched by one or several players and destined to collide with each other and preferably when the game device is intended for be used by several players, a plurality of autonomous objects distributed between each of the players Each object comprises a case or box comprising a shock detector capable of detecting a collision on an object and means of restitution capable of emitting at least one sensopal signal to the extenor of the box in response to a collision on the object This throwing of an object, by example in the form of a yew or ball, by a player can be done in different ways, in particular when throwing or throwing the object in such a way that its trajectory is at least partially in the air or when making the object slide or roll On the ground for example In a vanishing point of the inventory, in particular in which the objects, for example in the form of a yew or ball, are destined to be thrown, the means of restitution of each object are capable of emitting so minus two different sensory signals in case of collisions on the object and REF: 25221 the restitution means are able to consecutively emit two different sensory signals in response respectively to two consecutive shocks on the temporarily spaced object of at least one predetermined minimum duration. In other words, for example a first impact on one of the objects, for example when the object touches the ground, activates a first sensory signal, for example sound and light signals of a particular type. When another object, thrown in the direction of the first object, touches the latter, the impact on the first object triggers the emission of a second sensory signal which may consist of the absence of any sensory signal or of the emission of a signal bright different. On the other hand, the impact on the second object activates the same sensory signals as those emitted by the first object after its first shock. If another object, different from the second, comes into contact with the latter, the second object will emit the second sensory signals, while the third object will emit the first sensory signals. Although the predetermined minimum duration can be null, it is preferable to choose it non-zero, for example of the order of 3 seconds, in particular to avoid that the successive rebounds of an object thrown on the ground are not interpreted as consecutive shocks on this object. In order to avoid in particular a discharge of the electric feeding means contained in the box or case of each object, they are advantageously provided with actuatable activation means, capable of returning to the object suitable for the game and deactivation means capable of returning automatically to the object unfit for the game after a predetermined duration of time, for example of the order of 10 minutes, after activation of the activation means. In a second variant of the invention, which is not otherwise incompatible with the first variant and is more particularly intended to be used when the objects are intended to slide on the ground for example, the means of restitution of each object are capable of emitting in each collision the restitution signal for a predetermined restitution duration, for example for 3 seconds. After these 3 seconds, the object is ready to take into account another shock that will re-activate the same restitution signal. The sensory signals may comprise a sound signal and / or a light signal, for example a twinkling of electroluminescent diodes. According to an embodiment of the invention, the box or case of each object incorporates electronic means of treatment linked to the shock detector and the means of restitution. More particularly, the detector of each object is advantageously capable of emitting an electrical shock signal and the processing means of each object comprises comparison means capable of comparing the level of the shock signal with a predetermined threshold to provide a logical signal representative of a shock. The blocking means can then set the value of the logic signal for a chosen minimum duration, which makes it possible to avoid considering the successive rebounds of an object thrown on the ground as representative of two consecutive shocks that would be obtained after the launching of other objects on the ground. themselves. According to one embodiment of the invention, the means for restoring each object comprise an electroacoustic transducer, for example a piezoelectric sheet and at least one light indicator such as an electroluminescent diode. The box of each object may comprise fixing means capable of cooperating with a removable outer element. This makes it possible in particular to fix decorative elements on the box of each object, such as boxed pads, for example, which would be intended to be stored for the player from whom the yew would have collided with the one carrying the movable element. Other advantages and features of the invention will appear in the examination of the detailed description of a non-limiting embodiment and the accompanying drawings in which: Figure 1 is a schematic representation of an object of a device according to the invention; Figure 2 is a schematic exploded view of the object of Figure 1; and Figure 3 is a diagram of the treatment means of the object of Figure 1.As illustrated in FIG. 1, an object OB of a game device according to the invention has the shape of a yew that can be thrown on the ground or it could slide on the ground by means of its lower face similar to the upper face and preferably concave to offer a minimum of friction with the ground. This object comprises a box equipped on its periphery with 3 LEDs1, LED2, LED3, for example electroluminescent diodes. In a site on the upper face of the box BT is provided, to receive removably, an element EM, for example a magnet chip representing for example a drawing. As illustrated more particularly in Figure 2, the box comprises a lower cover 2 of translucent material of which the lower face is preferably concave. This lower cover supports electrical power means such as batteries 3 and 4, as well as an electroacoustic transducer, for example a piezoelectric or buzzer (or vibrator) BZ blade. This lower cover also supports a printed circuit Cl to which the transducer BZ is attached. This printed circuit comprises a classical shock detector DCH linked to an electronic integrated circuit (chip) incorporating MT treatment means. A pushbutton BP1, which forms in this case the activation means manually operable by the user of the object, is likewise connected to the treatment means MT. Finally, the three LEDs LED1-LED3 are fixed to the periphery of the printed circuit Cl. The BT box is closed by an upper cover 1 of translucent material comprising a recess that allows to fix a magnetic chip on a magnetic sheet 5 arranged in front of the cutout 6. It would also be possible to include an advertising object provided with a flexible plinth in specific recesses located on the upper face of the box in order to obtain a press fit (the specific recesses are not shown in the figure for simplicity) . Now, with reference in particular to FIG. 3, the structure of the means for processing an object according to the invention as well as its operation is described. Those skilled in the art could easily perform these means of treatment, for example in the form of an integrated circuit from the examination of this figure and from the description given hereinafter. For simplicity, certain elements and / or interconnections represented in this figure and classics for those skilled in the art will not however be described in detail. It is assumed, at first, that each object is equipped only with a single push button BP1 and that the object is intended to be thrown on the ground. The means MT, e comprise a block 98 comprising an oscillator as well as frequency dividers. The block 98 is thus capable of emitting clock signals of nominal frequency F (for example 1500 Hz and submultiple frequencies of the frequency F). A manual pressing on the push button BP1 through the recess 6 and the magnetic plate 5 causes the emission of a signal SBP1 in the direction of a conventional anti-rebound layer 30. This layer 30 conventionally comprises a weighing scale 301 operated by itself. means of a NOR300 logic gate. The purpose of the anti-rebound layer 30 is to eliminate all the bounces caused by the operation of the push button. The signal SBP1 is in zero state after the actuation of the push button BP1 and the output of this anti-debounce layer is thus in state 1 at each press on the push button. This state 1 of the output of the scale 301 is transmitted by means of an inverter 600 to a scale 601 from which the output C is locked in the state 1. The scale 601 is part of a block 60 that allows the detection of the version of the game used ("launched" version or "slipped" version). The state 1 of the output of the scale 301 causes the emission of a logic 1 in the terminal B of a block 50 formed of two logic gates 500 and 501 and intended to detect the oppression on the push button. The terminal B is in state 1 only during the pressing on the push button BP1. The rising edge on terminal B of block 50 acts on the clock input of a scale 960 of a timing block 96. More precisely, the output G of this scale 960 goes to state 1 and will remain for a predetermined timing duration chosen here of the order of 10 minutes. The block 96 thus forms the deactivation means able to automatically return to the object unfit to play after the course of the predetermined timing, except if a new rising front appears in terminal B of block 50, ie if a new oppression occurs on the push button. The output G of the scale 960 of the block 96, in the state 1 after pressing on the push button, leads to setting the two inputs B and G of an ET 801 logic gate of a logic block 80 of transmission sound. The output of this logic gate 801 is thus in state 1, which puts one of the inputs of the logic gate ET 802 in state 1. Thus, an oscillation of the output of this logic gate 802 is obtained. frequency equal to that injected on the other input of this logic gate 802, that is to say of frequency F. The output oscillations of the logic gate 802 are then transmitted in the form of two electrical signals SN1 and SN2 at the output of block 80 and in direction of the buzzer in order to vibrate the latter. If the shock detector detects a shock, a voltage SCH appears at the input of the comparator 100 of block 10. If the voltage SCH is greater than the voltage set by the resistive divider bridge connected to the input of the comparator 100, a logic state 1 then appears at the output of this comparator. This state 1 then appears in the output A of a logic gate ET 200 belonging to a block 20 which is really a timing block which serves to not consider as a shock, an oppression on the push button.
The ascending front on the terminal A is transmitted to the clock input of a scale 970 of a block 97, which blocks the output E of this scale in state 1 for a chosen minimum duration, of the order of approximately 3 seconds. This block 97 does not allow the successive rebounds of the yew to be considered on the ground as consecutive shocks on the yew. In other words, the rebounds of the yew on the ground spaced less than 3 seconds will be counted as a single shock. A first ascending front at the E exit of the scale 970 of the block 97 causes the rise to 1 of the output Q of the scale 901 of the block 90 which is a block for validation of scintillation of light indicators. The ascent to 1 of the output Q of the scale 901 causes an upward front at the output of the gate ET 902 and consequently a falling front on one of the inputs of the logic gate ÑOR 950 of a logic block 95 for scintillation of the light indicators. Consequently, an oscillation of frequency F / 128 appears at the output of this logic gate 950. This signal allows the integrated circuits 951 and 952 to be counted, which emit the signals LD1, LD2 and LD3 that allow the indicators LED1, LED2 and LED3. The signal from the output of logic gate 950 is also transmitted to the input of an ET gate 803 of block 80. The output of this logic gate 803 is therefore in state 1 in the presence of this signal on the one hand and when the output Q of the scale 804 of the block 80 is likewise 1, on the other hand.
Since in this case the output G of the scale 960 of the block 96 is at 1 and the output E of the scale 970 of the block 97 is also at 1 for 3 seconds, there are thus oscillations of frequency F / 128 at the output of the gate 805 of block 80 and thus also at the gate 802 input, which allows to obtain at the output of this gate 802 a signal of a frequency F all 128 / F seconds for 3 seconds. The signals SN1 and SN2 thus also emit to the buzzer BZ signals of a frequency F all 128 / F seconds for 3 seconds. In other words, the first shock on an object triggers a sharp intermittent 3-second sound and the flashing of the light sources. Upon the next shock on the object, a rising front reappears at the output E of the scale 970 of block 97, which blocks the output Q of the scale 901 of block 90 to zero. A zero state thus appears in the output of the logic gate 902, which blocks the output of logic gate 950 to zero. Accordingly, no counting is performed by the integrated circuits 951 and 952. The lights do not flash and are off. In addition, a zero state in the output Q of the scale 901 leads to obtain a state 1 in the output Q of this same scale. Since the output C of the scale 601 is in the state 1 as well as the output E of the scale 970 (for 3 seconds), a state 1 of the output of the logic gate 806 is thus obtained for 3 seconds. of the block 80 and consequently of the input of the logic gate 807. In this way, a frequency oscillation F / 4 is obtained in the output of the logical stop 807 and, consequently, in the output of the block 80, for 3 seconds. other terms, this second shock on the yew triggers a continuous continuous sound of 3 seconds and causes the cessation of the flashing of the light indicators. Of course, the next shock will put the yew back in the same state as during the first shock and so on. It has been seen above that an oppression on the push button BP1 activates the block 70 and causes the emission of a short, high-pitched sound. A zero state at the CLR input of the scale 700 of the block 70 for more than 2 seconds causes the emission of a rising front at the H output of the gate 702. There is thus a rising front at the entrance of the gate 807 of block 80, which corresponds to an oscillation of F / 4 Hertz of the output of this gate and consequently to the activation of the sound source by a short sound sound. A rising front at the outlet H of the gate 702 also acts on the block 96 and more particularly on the gate 9or 962, which blocks the output G of the scale 960 to zero. This corresponds to a state of low energy consumption, because the light and sound sources can not be activated. This is considered as a manual de-tensioning of the yew. Automatic de-energization is performed as seen for block 96 and more particularly by counter 964. In effect, approximately 10 minutes after activation of the pushbutton, a rising front appears at the output of counter 964, which causes, because the output C of the scale 601 is at 1, a zero state at the output G of the scale 960, which puts the yeast out of tension. Thus, this automatic out-of-voltage setting prevents battery discharge when the yew is at rest with the light sources on. The operation of the yew in its released version can thus be summarized as follows: Before each launching of a yew, it is necessary to press the push button BP1 in order to reset the timing of the start-up to initial values . This oppression is accompanied by a short, high-pitched sound. From this moment, the first shock, caused for example by the contact with the ground, triggers a sharp intermittent sound of 3 seconds and the twinkling of the light sources. The collision of this yew with a second yew thrown in its direction, triggers, as regards the first yew, a continuous continuous sound of 3 seconds and the cessation of the twinkling of the light sources. On the contrary, this shock causes on the second yew the same effects as those produced by the first shock on the first yew. In other words, the second yew that has hit the first yew causes the activation of an acute intermittent sound of 3 seconds and the twinkling of the light sources of the second yew.
In a general way, the following shock on a yew puts the latter back in the same state as before the previous shock. An oppression of more than 2 seconds on the push button activates a short sound sound that indicates the de-energization of the yew. If the putting out of manual tension of the yew at the end of the match has been forgotten, it will be done automatically after 10 minutes without action. Of course, each player or group of players can create their own rule of the game. As an example, it can be conceived that at the beginning of each game each player has an identical number of yew colors different from those of his opponents, on which he places an advertising support or card, for example magnetic. Each player then launches, in his turn of the game, one of his yews to try to illuminate his own and to turn off those of the other players. The winner will be the one with the largest number of illuminated yews at the end of the match. It then recovers its advertising supports and those of its adversaries that are fixed on a yew from which the light sources are off. In a version that uses a ball, which incorporates restitution means and the shock detector, it can be provided, in a manner analogous to the released version, that a first player has the ball in his hand and rubs it against the ground to make Blink the ball and then throw it on the ground and roll it. A second player, or the same, then throws and rolls on the ground, a second ball in the direction of the first. In the event of a collision with the latter, the first ball goes out and the second ball flashes. It is also possible to provide for the use of the object of the invention in a "sliding" version. In this regard, a second pushbutton (not shown in the figures for simplicity) can be provided from which the drive causes the emission of a signal SBP2 in the direction of an anti-rebound layer 40 analogous to the layer 30. The actuation of this second button The pushbutton causes a rising front in the output D of block 60 and consequently the appearance of a zero state in the output O This causes a block in the zero state of the output of the logic gate 961 of block 96. As the terminal H is it also finds itself in the zero state as long as it is not desired to manually turn off the tab, the output of the logic gate 962 remains blocked at 1. An initialization of the scale 960 is thus not possible under these conditions. In other words, after a short pressing on the second pushbutton, the output G of the scale 960 will thus remain at 1 while it is not desired to manually turn the yew off. The audible confirmation of this oppression on the push button is performed here in the same manner as that described above for the released version. A crash on the yew causes a rising front at the E exit of the scale 970 of block 97 for 3 seconds in a manner analogous to that described for the released version.
However, as in this case, the input D of the logic gate 900 of block 90 is at 1, a state 1 is obtained at the output of logic gate 900 and at the output of logic gate 902. Consequently, the light sources as well as the buzzer are operated as in the released version, that is to say that an acute intermittent sound signal is obtained and the flashing of the light sources for 3 seconds. However, when in the released version, the flashing of the light indicators is continued while a new shock is not obtained or while the 10 minutes of timing have not been reached, in this slipped version the light sources cease to flash at the end of 3 seconds. After these 3 seconds, the yew is ready to take into account another shock that carries out the same effects and so on. This version does not have a time delay because it is impossible to block the yew in a state where the light sources remain illuminated. However, it is possible to manually de-energize the yew, in the same way as described for the released version. The sliding version is played preferably with two players. As an example, it can be foreseen that the players each have a different colored yew in which the advertising support to be lost is fixed. With the help of his finger or a bar, each player slides his shuffle in his turn and tries to make the lights of the adversary's yew shine. The winner then recovers his advertising support and that of the loser.
Of course, when yew is not intended to be used in more than one version, the means provided for the other version that have been described hereinabove may be omitted in the realization of the yew. If, on the other hand, the same yew is destined to be used either in the released version, or in the sliding version, all the means that have been described herein are incorporated in the electronic chip (circuit) and it is then necessary to provide two different push buttons. It is noted that in relation to this date, the best method known by the applicant to carry out the aforementioned invention, is the conventional one for the manufacture of the objects to which it relates. Having described the invention as above, property is claimed as contained in the following

Claims (10)

  1. Claims 1. A gaming device, characterized in that it comprises at least two autonomous objects intended to collide with each other, each object comprises a case or box comprising a crash detector capable of detecting a crash on the object and means of restitution capable of emit at least one sensory signal to the outside of the box in response to a shock on the object.
  2. 2. The device according to claim 1, characterized in that the means for restoring each object are capable of emitting two different sensory signals in case of collisions on the object and because the restitution means are able to consecutively emit the two sensory signals in response respectively to two consecutive shocks on the object, temporarily spaced apart by at least one predetermined minimum duration.
  3. 3. The device according to claim 2, characterized in that the case of each object incorporates electric feeding means, actuatable activation means capable of returning the object fit to the game and deactivation means able to automatically return to the object unfit to play after a game. predetermined timing duration after actuation of the activation means.
  4. 4. The device according to claim 1, characterized in that the restitution means of each object are capable of emitting in each collision the restitution signal for a predetermined restitution duration.
  5. 5. The device according to any of the preceding claims, characterized in that the sensor signal (s) comprise a sound signal and / or a light signal.
  6. 6. The device according to any of the preceding claims, characterized in that the box of each object incorporates electronic treatment means linked to the shock detector and to the restitution means.
  7. 7. The device according to the indication r 6, characterized in that the shock detector of each object is capable of emitting an electrical shock signal and because the means of treatment of each object comprise means of comparison, capable of comparing the level of the signal with a predetermined threshold to provide a logical signal representative of a shock and blocking means to set the value of the logic signal for a chosen minimum duration.
  8. 8. The device according to any of the preceding claims, characterized in that the means for restoring each object comprise an electroacoustic transducer and at least one light indicator.
  9. 9. The device according to any of the preceding claims, characterized in that the case of each object comprises fixing means capable of cooperating with a removable outer element.
  10. 10. The device according to any of the preceding claims, characterized in that each object has the shape of a yew that can be thrown or is able to slide.
MXPA/A/1997/005343A 1996-07-15 1997-07-15 Ju device MXPA97005343A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
FR9608819 1996-07-15
FR9608819A FR2750874B1 (en) 1996-07-15 1996-07-15 GAME DEVICE

Publications (2)

Publication Number Publication Date
MX9705343A MX9705343A (en) 1998-07-31
MXPA97005343A true MXPA97005343A (en) 1998-11-09

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