US20100320682A1 - Flick and Jump Magnetic Games - Google Patents
Flick and Jump Magnetic Games Download PDFInfo
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- US20100320682A1 US20100320682A1 US12/488,678 US48867809A US2010320682A1 US 20100320682 A1 US20100320682 A1 US 20100320682A1 US 48867809 A US48867809 A US 48867809A US 2010320682 A1 US2010320682 A1 US 2010320682A1
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- vehicles
- self
- magnetic
- righting
- game according
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H7/00—Toy figures led or propelled by the user
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/0088—Indoor games using small moving playing bodies, e.g. balls, discs or blocks using magnetic power
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/14—Racing games, traffic games, or obstacle games characterised by figures moved by action of the players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00895—Accessories for board games
- A63F2003/00899—Instruments for handling a playing piece
- A63F2003/00927—Instruments for handling a playing piece magnetic
- A63F2003/0093—Instruments for handling a playing piece magnetic acting through a cover, e.g. transparent cover
Definitions
- the present invention has the ability to imitate real, full scale vehicles and rider's jumping techniques.
- the vehicles involved are non-motorized: skateboards, and motorized: dirt bikes, quad bikes, and monster trucks.
- the Long Runway Technique requires a long runway on flat ground approach to a ramp. This allows the vehicle to gain high speed on the flat then to shut off the throttle at the base of the ramp then roll over the ramp face and peak edge for a safe, direction controlled jump.
- the Short Runway Technique involves a short run-up to the jump face. This technique demands that you accelerate all the way up the jump face then shut off the power to the rear wheel or wheels at the last split second before the rear wheel or wheels pass the peaked edge of the ramp. This technique can result in amazing jump distances, especially if the rear suspension is compressed on the way up the jump face and then suddenly released as the rear wheel passes the ramps peaked edge. This springs the vehicle upward and outwards adding height and overall distance to the jump. The last minute shut-off of power to the rear wheel prevents an unwanted front wheel high jump or flip upon take off.
- the present invention allows the player to imitate a motorized and non-motorized vehicle's jumping techniques by the use of magnetic sticks and magnetic toy vehicles using flicking techniques assisted by jump plates.
- a full jump plate is placed under the take off ramp allowing a straight by-pass without having to flick the vehicle free from the magnetic pull.
- This jump plate automatically separates the magnetic stick from a magnetic vehicle allowing the vehicle to smoothly and evenly roll over the entire jump face and peaked edge.
- the vehicles can have spring loaded rear axles to further propel their jumping distance just like a real Moto X rider doing a seat bounce jump, or a monster truck doing a ramp blast take off.
- FIG. 1 is a side, overhead view of a miniature skatepark
- FIG. 2 is a side view of a magnetic bottomed skateboard being flicked off a jump without the use of a jump plate
- FIG. 3 is a side view of a magnetic bottomed skateboard being flicked off a jump with the use of a half-flick jump plate
- FIG. 4 is side view of a magnetic bottomed skateboard being flicked off a jump with the use of a full jump by-pass plate
- FIG. 5 is a side view of magnetic tipped stick
- FIG. 6 is a side view of magnetic tipped stick and magnet insert
- FIG. 7 is a side view of variable angle magnetic tipped stick
- FIG. 8 is a side view of variable angle magnetic tipped stick and magnet insert
- FIG. 9 is a side view of retractable magnetic tipped stick and magnet insert
- FIG. 10 is a side view of retractable magnetic tipped stick and retractable mechanism and magnet insert
- FIG. 11 is top view of miniature skateboard
- FIG. 12 is a side view of miniature skateboard and magnetic keel
- FIG. 13 is a bottom view of miniature skateboard and magnetic keel
- FIG. 14 is an end view of miniature skateboard and magnetic keel
- FIG. 15 is an end view of skateboard and rider arms spread
- FIG. 16 is an end view of skateboard and rider arms spread tipped over
- FIG. 17 is an overhead view of skateboard and rider arms spread with different angles
- FIG. 18 is a side, overhead view of a miniature monster truck stadium
- FIG. 19 is a side view of tongue and groove construction of running surface
- FIG. 20 is a side and exploded view of Rad Stop and magnet insert
- FIG. 21 is a side view of miniature monster truck and magnetic keel
- FIG. 22 is an end view of miniature monster truck and magnetic keel
- FIG. 23 is a side, overhead view of a miniature supercross stadium
- FIG. 24 is a side view of quad and rider
- FIG. 25 is an end view of quad and rider
- FIG. 26 is a side view of miniature quad and magnetic keel
- FIG. 27 is an end view of miniature quad and magnetic keel
- FIG. 28 is a side view of miniature dirt bike and magnetic keel
- FIG. 29 is an end view of miniature dirt bike and magnetic keel
- FIG. 30 is a top view of miniature dirt bike
- FIG. 31 is a side view of dirt bike and rider
- FIG. 32 is an end view of dirt bike and rider
- FIG. 33 is a side view of dirt bike and rider with magnetic stick and compressed suspension and extended suspension without magnetic stick
- FIG. 34 is an end view of four miniature, magnetic keeled vehicles
- FIG. 1 A first figure.
- FIG. 1 shows a side, overhead view of a miniature skatepark. It has a quarter pipe 13 , a vert ramp 11 , a half pipe 14 , a half pool 9 with a ride around platform 10 . It has a rip curl 8 that sends the skateboard and rider 18 across the park in a barrel roll. It also has a recovery gutter 12 that sends the riders 18 out thru a tunnel 16 on to the flats 15 where the skateboard and rider can be picked up again by the magnetic stick 17 to drag and flick into another ride. Also shown in FIG. 1 are out of the way legs 19 and a clear plastic fence 5 .
- FIG. 2 shows how a magnetic keel 35 bottomed vehicle 18 is dragged then flicked off at the base of a jump sending the vehicle 18 airborne. Note: the underside of the jump is fully open for a full flick send-off.
- FIG. 3 shows how a magnetic keel 35 bottomed vehicle 18 is flicked off with the assistance of a half-flick jump plate 2 .
- the half-flick plate 2 diminished the need to flick fully, making it easier to send a vehicle 18 strait off the ramp.
- FIG. 4 shows how a magnetic keel 35 bottomed vehicle 18 is flicked off with the assistance of a full jump by-pass plate 1 .
- the jump by-pass plate 1 allows the player to make a strait by-pass of the jump face without flicking, but requires a higher approach speed to equal the flicked jump's distance.
- FIG. 5 shows the magnetic tipped stick 17 with an angled magnet case tip 3 .
- FIG. 6 shows a see through view of the magnetic tipped stick 17 revealing the plastic encased rare earth magnet 22 .
- the rare earth magnet 22 is also shown by itself outside the magnetic tipped stick 17 and case 3 .
- FIG. 7 shows the variable angle magnetic stick 59 with the embossed hold-fast dial 60 and the adjustable angle magnet case tip 57 .
- FIG. 8 shows a see through view of the variable angle magnetic stick 59 revealing the plastic encased rare earth magnet 22 .
- the rare earth magnet 22 is also shown by itself outside the adjustable angle magnet case tip 57 .
- Also shown are the hold-fast guides 58 that work with the embossed hold-fast dial 60 .
- FIG. 9 shows the retractable magnetic tipped stick 20 with an angled, extended magnet case tube 30 , and a retractable magnetic case 21 .
- the case 21 is also shown outside the retractable stick 20 by itself.
- FIG. 10 shows a see through view of the retractable magnetic tipped stick 20 revealing the mechanisms that allow the magnetic case to retract and return.
- the magnetic case consists of an outer case 21 , an aluminum eyelet 24 , a rare earth magnet 22 , and some plastic filler 23 .
- the magnetic case is drawn down by an aluminum cable 27 attached to the eyelet 24 and guided by two roller pins 26 to a trigger 28 .
- the spring 25 ensures prompt return.
- FIG. 11 shows a top view of the self-righting miniature skateboard 18 and deck 32 .
- the wheels 33 are shown extending out-board of the skateboard deck 32 .
- FIG. 12 shows a see through view of the self-righting miniature skateboard 18 and deck 32 showing the rare earth magnet 22 that can be placed differently for different effects.
- the skateboard keel 35 is also shown, made of non-magnetic metal creating a low center of gravity.
- the stationary wheel hangers 34 are also shown providing strait-on steering into a maneuver.
- the wheels 33 have round corners to help the board and rider 18 to self-right.
- FIG. 8 also shows the plastic keel case 4 .
- FIG. 13 shows a see through view of the self-righting skateboard 18 , deck 32 and wheels 33 with hangers 34 . It shows the tapered shape of the skateboard keel 35 . The rare earth magnet 22 is shown in the forward position.
- FIG. 14 shows an end view of the self-righting skateboard 18 and deck 32 with wheels 33 , hangers 34 and tapered keel 35 .
- FIG. 15 shows an end view of the self-righting skateboard and rider 18 with arms spread out like outriggers. Notice how the rider is crouched for a low center of gravity and the arms are spread out and down.
- FIG. 16 shows an end view of the self-righting skateboard and rider 18 tipped over showing how the spread out arms keep the board and rider from falling past the recovery point, allowing the skateboard's keel 35 to tip the board and rider back on all four wheels.
- FIG. 17 shows an overhead view of the self-righting skateboard and rider 18 showing the arms spread and the dotted lines showing different angles that the arms can be set at and still be effective to self right the board and rider. This allows the manufacturer to produce a variety of different rider styles and looks.
- FIG. 18 shows a monster truck stadium. This stadium design allows two players to race against each other at the same time.
- the monster trucks 36 take off from equal starting lines then flick air off the junkyard jump 43 , drag around the banked turn 45 , then flick big air off the long jump 41 to the long jump down-side 44 into the recovery gutter 12 , out the return tunnel 16 where the player magnetically picks up the monster truck 36 to start another lap.
- On the last lap the players are able to flick mega air off the long jump 41 to stick to the Rad Stops 6 on the T-Rex 56 .
- Magnetic sticks 17 are shown in action.
- the out of the way legs 19 are also shown as well as the see through fence 5 .
- FIG. 19 shows the tongue and groove construction possible on flick and jump parks, tracks, and stadiums. This allows the manufacturer to produce these large toys in sections for shipping in smaller boxes.
- FIG. 20 shows the plastic case surrounding a rare earth magnet 22 inside a Rad Stop 6 .
- FIG. 21 shows a side view of the self-righting miniature monster truck 36 , showing the non-magnetic metal keel 37 surrounding the rare earth magnet 22 . Both the keel 37 and magnet 22 are encased in plastic 4 .
- FIG. 22 shows a rear view of the self-righting miniature monster truck 36 showing the chassis 38 , the keel 37 and the rare earth magnet 22 .
- the truck body 42 is also shown with the roller bar 39 that works in conjunction with the round cornered monster wheels 40 and the keel 37 to return the truck on all four wheels after a crash.
- FIG. 23 shows a supercross stadium. This stadium design also allows two players to race against each other at the same time.
- the dirt bike and rider 47 and the quad rider 46 take off from equal starting lines then drag around the banked turn 45 , then flick off ramp 48 , then land on the down-side of the big triple landing ramp 49 , then drag around another banked turn 45 , then flick air off the double jump 59 , then drag through the whoop-de-doos 51 to start another lap.
- the magnetic sticks 17 are shown as well as the out of the way legs 19 .
- FIG. 24 shows a side view of the self-righting quad and rider 46 showing the quad keel 52 with a low proximity to the running surface.
- FIG. 25 shows an end view of the self-righting quad and rider 46 with the low center of gravity keel 52 .
- FIG. 26 shows the quad without the rider, with a see through view of the non-magnetic metal keel 52 surrounding the rare earth magnet 22 with the plastic case 4 .
- FIG. 27 shows an end view of the quad without the rider and a see through view of the non-magnetic metal keel 52 surrounding the rare earth magnet 22 with the plastic case 4 .
- FIG. 28 shows a side view of the self-righting dirt bike 53 without the rider. It shows a see through view of the dirt bike keel 54 showing the non-magnetic metal surrounding the rare earth magnet 22 with the plastic case 4 . Also shown is a side view of a flexible balance wheel 55 .
- FIG. 29 shows an end view of the self-righting dirt bike 53 without the rider. Also showing a see through view of the keel 54 and the metal surrounding the rare earth magnet 22 and plastic case 4 .
- the flexible balance wheels 55 are shown as well.
- FIG. 30 shows a top view of the self-righting dirt bike 53 and the flexible balance wheels 55 and the dirt bike keel 54 .
- FIG. 31 shows a side view of the self-righting dirt bike and rider 47 showing the keel's 54 low proximity to the running surface as well as a flexible balance wheel 55 touching the running surface. Note: this dirt bike does not have a sprung rear wheel and axle.
- FIG. 32 shows an end view of the self-righting dirt bike and rider 47 showing the keel's 54 low profile and shape and the balance wheels and flex mounts 55 touching the running surface.
- FIG. 33 shows a side view of the self-righting dirt bike and rider 47 with rear wheel suspension.
- the bike 47 on the left is shown with the magnetic stick 17 magnetically connected to the dirt bike and rider 47 through the thin walled track structure. This shows how the rear suspension is clamped all the way down while the bike 47 is being dragged around by the stick 17 .
- FIG. 34 shows an end view of all four magnetic keel bottomed vehicles.
- These keeled vehicles all share self-righting design attributes to keep them in play.
- the monster truck 36 has a roll bar and round edged wheels.
- the skateboarder 18 has arms spread and round edged wheels.
- the quad rider 46 has extended elbows and round edged wheels. They all have light weight yet durable upper construction with heavy weight lower construction.
Abstract
A toy action game where magnetic sticks work by maneuvering magnetic vehicles and riders from underneath a theme park constructed with minimal thickness, making the vehicles and riders look like they are moving under their own power. The vehicles and riders can be dragged around slowly and smoothly or can be flicked off a jump or towards a target with tremendous speed and are capable of launching over a hundred scale feet of air then landing and rolling it out. The magnetic sticks and jump plates are the key to the vehicle and rider's speed and accuracy.
Description
- The present invention has the ability to imitate real, full scale vehicles and rider's jumping techniques. The vehicles involved are non-motorized: skateboards, and motorized: dirt bikes, quad bikes, and monster trucks.
- One technique: The Long Runway Technique requires a long runway on flat ground approach to a ramp. This allows the vehicle to gain high speed on the flat then to shut off the throttle at the base of the ramp then roll over the ramp face and peak edge for a safe, direction controlled jump.
- Another technique: The Short Runway Technique involves a short run-up to the jump face. This technique demands that you accelerate all the way up the jump face then shut off the power to the rear wheel or wheels at the last split second before the rear wheel or wheels pass the peaked edge of the ramp. This technique can result in amazing jump distances, especially if the rear suspension is compressed on the way up the jump face and then suddenly released as the rear wheel passes the ramps peaked edge. This springs the vehicle upward and outwards adding height and overall distance to the jump. The last minute shut-off of power to the rear wheel prevents an unwanted front wheel high jump or flip upon take off.
- This short runway technique is the most difficult and requires the most skill. But on some tracks can mean the difference between jumping over obstacles and saving time or not jumping and losing precious seconds resulting in slow lap times.
- The present invention allows the player to imitate a motorized and non-motorized vehicle's jumping techniques by the use of magnetic sticks and magnetic toy vehicles using flicking techniques assisted by jump plates.
- For instance, involving the Long Runway Technique: a full jump plate is placed under the take off ramp allowing a straight by-pass without having to flick the vehicle free from the magnetic pull. This jump plate automatically separates the magnetic stick from a magnetic vehicle allowing the vehicle to smoothly and evenly roll over the entire jump face and peaked edge.
- When imitating the Short Runway Jumping Technique there is no jump plate at all. The vehicle is flicked off at the last second at the peak of the jump face. This allows the vehicle to gain speed all the way up the jump face and then the stick twists at the last second as the vehicle reaches the peaked edge of the ramp as to flick the vehicle off giving a boosted send off.
- The vehicles can have spring loaded rear axles to further propel their jumping distance just like a real Moto X rider doing a seat bounce jump, or a monster truck doing a ramp blast take off.
- With the added variety offered by the skatepark's vert ramp hits and the quarter pipes non-vert hits that require their own flick off techniques, it becomes apparent that a wide array of action moves are possible with these magnetic sticks and magnet loaded vehicles.
- For the most part this action is made possible by the exact magnetic pull formula allowing smooth action and enabling players to improve their skills at this toy action game.
- Once a player has the feel for the magnetic pull and develops a skillful light touch, things start to happen. This sensitivity in “stick handling” is the breakthrough the player usually experiences by the second time he plays, and is able to achieve precise aim and controlled speed going into a move.
-
FIG. 1 is a side, overhead view of a miniature skatepark -
FIG. 2 is a side view of a magnetic bottomed skateboard being flicked off a jump without the use of a jump plate -
FIG. 3 is a side view of a magnetic bottomed skateboard being flicked off a jump with the use of a half-flick jump plate -
FIG. 4 is side view of a magnetic bottomed skateboard being flicked off a jump with the use of a full jump by-pass plate -
FIG. 5 is a side view of magnetic tipped stick -
FIG. 6 is a side view of magnetic tipped stick and magnet insert -
FIG. 7 is a side view of variable angle magnetic tipped stick -
FIG. 8 is a side view of variable angle magnetic tipped stick and magnet insert -
FIG. 9 is a side view of retractable magnetic tipped stick and magnet insert -
FIG. 10 is a side view of retractable magnetic tipped stick and retractable mechanism and magnet insert -
FIG. 11 is top view of miniature skateboard -
FIG. 12 is a side view of miniature skateboard and magnetic keel -
FIG. 13 is a bottom view of miniature skateboard and magnetic keel -
FIG. 14 is an end view of miniature skateboard and magnetic keel -
FIG. 15 is an end view of skateboard and rider arms spread -
FIG. 16 is an end view of skateboard and rider arms spread tipped over -
FIG. 17 is an overhead view of skateboard and rider arms spread with different angles -
FIG. 18 is a side, overhead view of a miniature monster truck stadium -
FIG. 19 is a side view of tongue and groove construction of running surface -
FIG. 20 is a side and exploded view of Rad Stop and magnet insert -
FIG. 21 is a side view of miniature monster truck and magnetic keel -
FIG. 22 is an end view of miniature monster truck and magnetic keel -
FIG. 23 is a side, overhead view of a miniature supercross stadium -
FIG. 24 is a side view of quad and rider -
FIG. 25 is an end view of quad and rider -
FIG. 26 is a side view of miniature quad and magnetic keel -
FIG. 27 is an end view of miniature quad and magnetic keel -
FIG. 28 is a side view of miniature dirt bike and magnetic keel -
FIG. 29 is an end view of miniature dirt bike and magnetic keel -
FIG. 30 is a top view of miniature dirt bike -
FIG. 31 is a side view of dirt bike and rider -
FIG. 32 is an end view of dirt bike and rider -
FIG. 33 is a side view of dirt bike and rider with magnetic stick and compressed suspension and extended suspension without magnetic stick -
FIG. 34 is an end view of four miniature, magnetic keeled vehicles -
FIG. 1 -
FIG. 1 shows a side, overhead view of a miniature skatepark. It has aquarter pipe 13, avert ramp 11, ahalf pipe 14, ahalf pool 9 with a ride aroundplatform 10. It has arip curl 8 that sends the skateboard and rider 18 across the park in a barrel roll. It also has arecovery gutter 12 that sends theriders 18 out thru atunnel 16 on to theflats 15 where the skateboard and rider can be picked up again by themagnetic stick 17 to drag and flick into another ride. Also shown inFIG. 1 are out of theway legs 19 and a clearplastic fence 5. -
FIG. 2 -
FIG. 2 shows how amagnetic keel 35 bottomedvehicle 18 is dragged then flicked off at the base of a jump sending thevehicle 18 airborne. Note: the underside of the jump is fully open for a full flick send-off. -
FIG. 3 -
FIG. 3 shows how amagnetic keel 35 bottomedvehicle 18 is flicked off with the assistance of a half-flick jump plate 2. The half-flick plate 2 diminished the need to flick fully, making it easier to send avehicle 18 strait off the ramp. -
FIG. 4 -
FIG. 4 shows how amagnetic keel 35 bottomedvehicle 18 is flicked off with the assistance of a full jump by-pass plate 1. The jump by-pass plate 1 allows the player to make a strait by-pass of the jump face without flicking, but requires a higher approach speed to equal the flicked jump's distance. -
FIG. 5 -
FIG. 5 shows the magnetic tippedstick 17 with an angledmagnet case tip 3. -
FIG. 6 -
FIG. 6 shows a see through view of the magnetic tippedstick 17 revealing the plastic encasedrare earth magnet 22. Therare earth magnet 22 is also shown by itself outside the magnetic tippedstick 17 andcase 3. -
FIG. 7 -
FIG. 7 shows the variable anglemagnetic stick 59 with the embossed hold-fast dial 60 and the adjustable anglemagnet case tip 57. -
FIG. 8 -
FIG. 8 shows a see through view of the variable anglemagnetic stick 59 revealing the plastic encasedrare earth magnet 22. Therare earth magnet 22 is also shown by itself outside the adjustable anglemagnet case tip 57. Also shown are the hold-fast guides 58 that work with the embossed hold-fast dial 60. -
FIG. 9 -
FIG. 9 shows the retractable magnetic tippedstick 20 with an angled, extendedmagnet case tube 30, and a retractablemagnetic case 21. Thecase 21 is also shown outside theretractable stick 20 by itself. -
FIG. 10 -
FIG. 10 shows a see through view of the retractable magnetic tippedstick 20 revealing the mechanisms that allow the magnetic case to retract and return. The magnetic case consists of anouter case 21, analuminum eyelet 24, arare earth magnet 22, and someplastic filler 23. The magnetic case is drawn down by analuminum cable 27 attached to theeyelet 24 and guided by tworoller pins 26 to atrigger 28. Thespring 25 ensures prompt return. -
FIG. 11 -
FIG. 11 shows a top view of the self-rightingminiature skateboard 18 anddeck 32. Thewheels 33 are shown extending out-board of theskateboard deck 32. -
FIG. 12 -
FIG. 12 shows a see through view of the self-rightingminiature skateboard 18 anddeck 32 showing therare earth magnet 22 that can be placed differently for different effects. Theskateboard keel 35 is also shown, made of non-magnetic metal creating a low center of gravity. Thestationary wheel hangers 34 are also shown providing strait-on steering into a maneuver. Thewheels 33 have round corners to help the board andrider 18 to self-right.FIG. 8 also shows theplastic keel case 4. -
FIG. 13 -
FIG. 13 shows a see through view of the self-rightingskateboard 18,deck 32 andwheels 33 withhangers 34. It shows the tapered shape of theskateboard keel 35. Therare earth magnet 22 is shown in the forward position. -
FIG. 14 -
FIG. 14 shows an end view of the self-rightingskateboard 18 anddeck 32 withwheels 33,hangers 34 and taperedkeel 35. -
FIG. 15 -
FIG. 15 shows an end view of the self-righting skateboard andrider 18 with arms spread out like outriggers. Notice how the rider is crouched for a low center of gravity and the arms are spread out and down. -
FIG. 16 -
FIG. 16 shows an end view of the self-righting skateboard andrider 18 tipped over showing how the spread out arms keep the board and rider from falling past the recovery point, allowing the skateboard'skeel 35 to tip the board and rider back on all four wheels. -
FIG. 17 -
FIG. 17 shows an overhead view of the self-righting skateboard andrider 18 showing the arms spread and the dotted lines showing different angles that the arms can be set at and still be effective to self right the board and rider. This allows the manufacturer to produce a variety of different rider styles and looks. -
FIG. 18 -
FIG. 18 shows a monster truck stadium. This stadium design allows two players to race against each other at the same time. Themonster trucks 36 take off from equal starting lines then flick air off thejunkyard jump 43, drag around the bankedturn 45, then flick big air off thelong jump 41 to the long jump down-side 44 into therecovery gutter 12, out thereturn tunnel 16 where the player magnetically picks up themonster truck 36 to start another lap. On the last lap the players are able to flick mega air off thelong jump 41 to stick to the Rad Stops 6 on the T-Rex 56.Magnetic sticks 17 are shown in action. The out of theway legs 19 are also shown as well as the see throughfence 5. -
FIG. 19 -
FIG. 19 shows the tongue and groove construction possible on flick and jump parks, tracks, and stadiums. This allows the manufacturer to produce these large toys in sections for shipping in smaller boxes. -
FIG. 20 -
FIG. 20 shows the plastic case surrounding arare earth magnet 22 inside aRad Stop 6. -
FIG. 21 -
FIG. 21 shows a side view of the self-rightingminiature monster truck 36, showing thenon-magnetic metal keel 37 surrounding therare earth magnet 22. Both thekeel 37 andmagnet 22 are encased inplastic 4. -
FIG. 22 -
FIG. 22 shows a rear view of the self-rightingminiature monster truck 36 showing thechassis 38, thekeel 37 and therare earth magnet 22. Thetruck body 42, is also shown with the roller bar 39 that works in conjunction with the round corneredmonster wheels 40 and thekeel 37 to return the truck on all four wheels after a crash. -
FIG. 23 -
FIG. 23 shows a supercross stadium. This stadium design also allows two players to race against each other at the same time. The dirt bike andrider 47 and thequad rider 46 take off from equal starting lines then drag around the bankedturn 45, then flick offramp 48, then land on the down-side of the bigtriple landing ramp 49, then drag around another bankedturn 45, then flick air off thedouble jump 59, then drag through the whoop-de-doos 51 to start another lap. Themagnetic sticks 17 are shown as well as the out of theway legs 19. -
FIG. 24 -
FIG. 24 shows a side view of the self-righting quad andrider 46 showing thequad keel 52 with a low proximity to the running surface. -
FIG. 25 -
FIG. 25 shows an end view of the self-righting quad andrider 46 with the low center ofgravity keel 52. -
FIG. 26 -
FIG. 26 shows the quad without the rider, with a see through view of thenon-magnetic metal keel 52 surrounding therare earth magnet 22 with theplastic case 4. -
FIG. 27 -
FIG. 27 shows an end view of the quad without the rider and a see through view of thenon-magnetic metal keel 52 surrounding therare earth magnet 22 with theplastic case 4. -
FIG. 28 -
FIG. 28 shows a side view of the self-rightingdirt bike 53 without the rider. It shows a see through view of thedirt bike keel 54 showing the non-magnetic metal surrounding therare earth magnet 22 with theplastic case 4. Also shown is a side view of aflexible balance wheel 55. -
FIG. 29 -
FIG. 29 shows an end view of the self-rightingdirt bike 53 without the rider. Also showing a see through view of thekeel 54 and the metal surrounding therare earth magnet 22 andplastic case 4. Theflexible balance wheels 55 are shown as well. -
FIG. 30 -
FIG. 30 shows a top view of the self-rightingdirt bike 53 and theflexible balance wheels 55 and thedirt bike keel 54. -
FIG. 31 -
FIG. 31 shows a side view of the self-righting dirt bike andrider 47 showing the keel's 54 low proximity to the running surface as well as aflexible balance wheel 55 touching the running surface. Note: this dirt bike does not have a sprung rear wheel and axle. -
FIG. 32 -
FIG. 32 shows an end view of the self-righting dirt bike andrider 47 showing the keel's 54 low profile and shape and the balance wheels and flex mounts 55 touching the running surface. -
FIG. 33 -
FIG. 33 shows a side view of the self-righting dirt bike andrider 47 with rear wheel suspension. Thebike 47 on the left is shown with themagnetic stick 17 magnetically connected to the dirt bike andrider 47 through the thin walled track structure. This shows how the rear suspension is clamped all the way down while thebike 47 is being dragged around by thestick 17. This requires that the rear wheel spring has a bottom-out-stop (not shown), and that thekeel 54 is set not to touch the running surface. But thebalance wheels 55 are set to touch and roll. -
- The bike and
rider 47 on the right shows thestick 17 disconnected and the rear suspension un-weighted, revealing the ground clearance built into thekeel 54 andbalance wheels 55 are set high but keeps the bike andrider 47 from tipping over when free rolling and lets the bike appear to be leaned into a turn. - This suspension loaded rear wheel (or wheels) concept can be built into all the
magnetic vehicles FIG. 34 and could be built into other toy vehicles as well. - This concept allows the player to imitate a dirt bike seat bounce jump, allowing the dirt bike and
rider 47 to jump higher and farther while keeping the front wheel down.
- The bike and
-
FIG. 34 -
FIG. 34 shows an end view of all four magnetic keel bottomed vehicles. The self-rightingmonster truck 36 with it'skeel 37, the self-righting skateboard andrider 18 with it'skeel 35, the self-righting quad andrider 46 with it'skeel 52, and the self-righting dirt bike andrider 47 with it'skeel 54. These keeled vehicles all share self-righting design attributes to keep them in play. Themonster truck 36 has a roll bar and round edged wheels. Theskateboarder 18 has arms spread and round edged wheels. Thequad rider 46 has extended elbows and round edged wheels. They all have light weight yet durable upper construction with heavy weight lower construction.
Claims (19)
1. A toy action game that has miniature magnet bottomed vehicles with riders that can be maneuvered around by magnetic tipped sticks from underneath a theme park constructed with minimal thickness where the vehicles can be dragged around slowly and smoothly or can be dragged off a jump or towards a target with speed and accuracy and is comprised of: a control stick with a short, right angled tip that houses a plastic encased magnet at its end; a control stick with a short, variable angled tip that houses a plastic encased magnet at its end; a control stick with a retractable plastic encased magnetic tip; a theme park constructed with minimal thickness and utilizing out of the way support legs; a jump plate to assist in flicking off vehicles; a magnetic target “rad stop”; a self-righting skateboard and rider with arms spread and round edged wheels; a self-righting quad bike and rider with extended elbows and round edged wheels; a self-righting monster truck with a roll bar and rounded edged wheels; a self-righting dirt bike and rider with extended elbows and balance wheels; a group of self-righting vehicles with wheels that are free rolling, precision rolling and non-steering; a group of self-righting vehicles with keels and magnets encased in plastic; a group of self-righting vehicles with a sprung rear axle and calculated ground clearance; a precise magnetic pull from stick to vehicle; an exact magnetic pull formula; manageable directional control when flicking off vehicles; uniquely shaped theme park attractions; rules for a points tally competition.
2. A toy action game according to claim 1 wherein said control stick has a short right angled tip that houses a plastic encased permanent or rare earth magnet at its end encased to prevent the magnet from coming out of the tip.
3. A toy action game according to claim 1 wherein said control stick has a short variable angle tip that houses a plastic encased permanent or rare earth magnet at its end to accommodate player's different stances or game table heights.
4. A toy action game according to claim 1 wherein said control stick has a retractable plastic encased magnetic tip that releases the magnet bottomed vehicles by pulling the trigger.
5. A toy action game according to claim 1 wherein said theme parks are constructed with minimal thickness so as not to stifle magnetic pull and the out of the way support legs allow un-obstructed sticking action beneath the entire surface of the theme park.
6. A toy action game according to claim 1 wherein said jump plates are used to assist in making it easier to flick off vehicles by gradually easing the magnetic pull between the magnetic stick and the magnetic bottomed vehicles as they are separated, without flicking.
7. A toy action game according to claim 1 wherein said magnetic targets or “rad stops” are placed about the theme park to aim at and are included in a points tally competition.
8. A toy action game according to claim 1 wherein said self-righting skateboard and rider has crouched, low center of gravity stance, arms spread for balance to serve as tip over stops to aid in self-righting, and the skateboard's wheels have rounded edges.
9. A toy action game according to claim 1 wherein said self-righting quad bike and rider have extended elbows that serve as roll points and rounded wheel edges, both contributing to self-righting.
10. A toy action game according to claim 1 wherein said self-righting monster truck has a roll bar to make the truck roll over in a crash to allow the keel weight and magnet bottom to self-right truck with rounded wheel edges that contribute as well.
11. A toy action game according to claim 1 wherein said self-righting dirt bike and rider has extended elbows that serve as roll points in a crash and flexible legged, balance wheels to keep the two wheeled vehicle upright.
12. A toy action game according to claim 1 wherein said group of self-righting vehicles have wheels that are free rolling, precision rolling and non-steering, contributing to a smooth, fast directional controlled send off.
13. A toy action game according to claim 1 wherein said group of self-righting vehicles have heavy weight keels and permanent or rare earth magnets that are encased in plastic so they don't come loose, both placed at a close proximity to the running surface.
14. A toy action game according to claim 1 wherein said group of self-righting vehicles have a sprung rear axle and wheels to enable the vehicles to jump higher and farther while keeping the front end down for smooth landings.
15. A toy action game according to claim 1 wherein said precise magnetic pull is achieved between the magnetic stick and the magnet bottomed vehicles allowing firmly held dragging yet easy flicking.
16. A toy action game according to claim 1 wherein said exact magnetic pull formula is arrived at by manipulating four variables: weight of the vehicle and rider, strength of the magnets, thickness of the running surface, and the total distance between the control stick and the vehicles's plastic encased magnets.
17. A toy action game according to claim 1 wherein said magnet bottomed vehicles are able to be flicked away from the magnet tipped stick with manageable directional control due to the precision, free rolling and non-steering wheels, the exact magnetic pull formula and jump plates for novices.
18. A toy action game according to claim 1 wherein said theme parks have the following uniquely shaped attractions: vert ramp sends board and rider strait up to come strait down and roll out, quarter pipe ramp sends the board and rider off towards different targets, rip curl ramp allows the board and rider to do an about face and barrel roll at the same time, recovery gutter and the monster truck stadium's recovery turns are shaped to collect the keel bottomed vehicles and roll them out through a tunnel to be picked up by the magnetic stick beneath the park surface while moving to keep them in play for the next move, and the jumps on the monster truck stadium and supercross stadium are engineered to allow a high success rate of staying upright throughout the jump by way of a level, sharp edged take off ramp and a level, round edged down side ramp.
19. A toy action game according to claim 1 wherein said competitions are possible with rules supplied for a points tally from named moves and “rad stop” hits executed successfully.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US12/488,678 US20100320682A1 (en) | 2009-06-22 | 2009-06-22 | Flick and Jump Magnetic Games |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US12/488,678 US20100320682A1 (en) | 2009-06-22 | 2009-06-22 | Flick and Jump Magnetic Games |
Publications (1)
Publication Number | Publication Date |
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US20100320682A1 true US20100320682A1 (en) | 2010-12-23 |
Family
ID=43353582
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US12/488,678 Abandoned US20100320682A1 (en) | 2009-06-22 | 2009-06-22 | Flick and Jump Magnetic Games |
Country Status (1)
Country | Link |
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US (1) | US20100320682A1 (en) |
Cited By (18)
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CN109800047A (en) * | 2019-01-18 | 2019-05-24 | 网易(杭州)网络有限公司 | Switching method and device, the storage medium and electronic equipment of technical ability in game |
USD883389S1 (en) * | 2018-10-26 | 2020-05-05 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD884078S1 (en) * | 2018-10-26 | 2020-05-12 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD884797S1 (en) * | 2018-10-26 | 2020-05-19 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD900228S1 (en) * | 2019-08-30 | 2020-10-27 | Tomy Company Ltd. | Playing surface for spinning top toy |
USD904521S1 (en) * | 2019-08-30 | 2020-12-08 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD910759S1 (en) * | 2020-06-15 | 2021-02-16 | Jinhao Chen | Board game |
USD912157S1 (en) * | 2020-01-17 | 2021-03-02 | Tomy Company, Ltd. | Playing surface for spinning top toy |
US20210220724A1 (en) * | 2020-01-17 | 2021-07-22 | Hasbro, Inc. | Battling environment with multiple play level surfaces |
USD951357S1 (en) * | 2020-06-26 | 2022-05-10 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD952042S1 (en) * | 2020-04-01 | 2022-05-17 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD952265S1 (en) * | 2019-07-11 | 2022-05-17 | Francisco Javier Septien Prieto | Industrial food dispenser model for animals |
USD963753S1 (en) * | 2020-12-31 | 2022-09-13 | Sandstone Media, LLC | Game layout |
USD964466S1 (en) * | 2020-12-31 | 2022-09-20 | Sandstone Media, LLC | Game layout |
USD964465S1 (en) * | 2020-12-31 | 2022-09-20 | Sandstone Media, LLC | Game layout |
USD970635S1 (en) * | 2021-02-11 | 2022-11-22 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD1002736S1 (en) * | 2022-02-16 | 2023-10-24 | Tomy Company, Ltd. | Playing surface for spinning top toy |
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Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
USD883389S1 (en) * | 2018-10-26 | 2020-05-05 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD884078S1 (en) * | 2018-10-26 | 2020-05-12 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD884797S1 (en) * | 2018-10-26 | 2020-05-19 | Tomy Company, Ltd. | Playing surface for spinning top toy |
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USD912157S1 (en) * | 2020-01-17 | 2021-03-02 | Tomy Company, Ltd. | Playing surface for spinning top toy |
US11883754B2 (en) * | 2020-01-17 | 2024-01-30 | Tomy Company, Ltd. | Battling environment with multiple play level surfaces |
USD952042S1 (en) * | 2020-04-01 | 2022-05-17 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD910759S1 (en) * | 2020-06-15 | 2021-02-16 | Jinhao Chen | Board game |
USD951357S1 (en) * | 2020-06-26 | 2022-05-10 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD963753S1 (en) * | 2020-12-31 | 2022-09-13 | Sandstone Media, LLC | Game layout |
USD964466S1 (en) * | 2020-12-31 | 2022-09-20 | Sandstone Media, LLC | Game layout |
USD964465S1 (en) * | 2020-12-31 | 2022-09-20 | Sandstone Media, LLC | Game layout |
USD970635S1 (en) * | 2021-02-11 | 2022-11-22 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD1004000S1 (en) * | 2021-12-01 | 2023-11-07 | Tomy Company, Ltd. | Playing surface for spinning top toy |
USD1002736S1 (en) * | 2022-02-16 | 2023-10-24 | Tomy Company, Ltd. | Playing surface for spinning top toy |
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Legal Events
Date | Code | Title | Description |
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STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |