US20220373305A1 - Target game - Google Patents

Target game Download PDF

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US20220373305A1
US20220373305A1 US17/749,062 US202217749062A US2022373305A1 US 20220373305 A1 US20220373305 A1 US 20220373305A1 US 202217749062 A US202217749062 A US 202217749062A US 2022373305 A1 US2022373305 A1 US 2022373305A1
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Prior art keywords
targets
score
distance
shot
distance markers
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US17/749,062
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Nathan J. Beiler
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Individual
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Individual
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    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J5/00Target indicating systems; Target-hit or score detecting systems
    • F41J5/14Apparatus for signalling hits or scores to the shooter, e.g. manually operated, or for communication between target and shooter; Apparatus for recording hits or scores
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0204Targets therefor
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41JTARGETS; TARGET RANGES; BULLET CATCHERS
    • F41J11/00Target ranges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • 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
    • 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
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker

Definitions

  • Games including games with targets and projectiles.
  • scoring is based on how close the player gets to a bullseye on the target and/or how far the player is from the target.
  • these games are generally highly repetitive and boring and do not have much opportunity for movement or change in scoring between shots.
  • the disclosed device is unique when compared with other known games because it provides a method of play where players can change distances between rounds to affect the potential for obtaining points. Further, the game rules allow for different shots to be worth different points so players can be strategic in the order at which they aim at targets to try to obtain the most points.
  • the game described herein is far more entertaining for players than traditional target games because of the difference in point values for different shots. The game also is not too complex for children and can help children develop hand eye coordination while shooting the shooter.
  • the method of play of the game includes: Players arrange the targets and distance markers. Each player selects a distance from which to shoot at the targets. Each player using the shooter shoots at the targets from the selected distance. Multiple rounds of shooting may be played. After all rounds of shooting have been completed, the points earned are tallied and the winner is determined. If necessary, the targets may be reset after each shooter's turn in each round.
  • FIG. 1 shows an example side view of components of a game.
  • FIG. 2 shows an example flowchart of gameplay for the game.
  • FIG. 3 shows an example of a first scoresheet.
  • FIG. 4 shows an example of a second scoresheet.
  • components A, B, and C can consist of (i.e., contain only) components A, B, and C, or can contain not only components A, B, and C but also contain one or more other components.
  • the defined steps can be carried out in any order or simultaneously (except where the context excludes that possibility), and the method can include one or more other steps which are carried out before any of the defined steps, between two of the defined steps, or after all the defined steps (except where the context excludes that possibility).
  • the term “at least” followed by a number is used herein to denote the start of a range including that number (which may be a range having an upper limit or no upper limit, depending on the variable being defined). For example, “at least 1” means 1 or more than 1.
  • the term “at most” followed by a number is used herein to denote the end of a range, including that number (which may be a range having 1 or 0 as its lower limit, or a range having no lower limit, depending upon the variable being defined). For example, “at most 4” means 4 or less than 4, and “at most 40%” means 40% or less than 40%.
  • a range is given as “(a first number) to (a second number)” or “(a first number)-(a second number),” this means a range whose limits include both numbers.
  • “25 to 100” means a range whose lower limit is 25 and upper limit is 100 and includes both 25 and 100.
  • FIG. 1 shows an example side view of components of a game.
  • the components may include a shooter 210 with projectiles 215 , distance markers 220 , and targets 230 .
  • the shooter 210 may be a dart gun with the projectiles 215 being darts.
  • the shooter 210 may also be a sling shot, a bow, a bb gun, or any other object that can cause a projectile to fly through the air.
  • the projectile 215 may similarly be any type of object (e.g., ball, arrow, bb, pellet, etc.) that can be sent through the air by the shooter 210 a sufficient distance to strike one of the targets 230 from distances marked by the distance markers 220 .
  • it is preferable that the projectiles 215 do not damage the targets 230 when the projectiles 215 impact the targets 230 .
  • the distance markers 220 may be cones, tape, ink, mats, or any other object that can be placed on the ground to indicate a location or distance.
  • the targets 230 may be objects that can be knocked over or otherwise moved when struck by the projectile 215 when shot by the shooter 210 at a distance marked by the distance marker 220 .
  • the targets 230 may be figurines of animals, figurines with other shapes, or any other type of object.
  • the targets 230 may each have a different shape and/or size. Some targets 230 may be easier to knock over than other targets 230 .
  • the targets 230 may each be a figurine of a different animal (including lions, tigers, zebras, giraffes, bears, etc.).
  • the targets 230 may be made of plastic, metal, ceramic, or other durable material that will not be substantially damaged by the projectile 215 striking the target 230 and the target 230 falling over whereby in some embodiments the material of targets 230 may differ or be sorted depending on the location.
  • FIG. 2 shows an example flowchart 1000 of gameplay for a game.
  • players, a referee, or others may arrange the distance markers 220 and the targets 230 .
  • the targets 230 may be arranged in an area so that not all of the targets will have the same distance to the distance markers 220 .
  • the targets 230 may be arranged in a line so each target 230 is the same distance from each distance marker 220 .
  • the distance markers 220 may be arranged at regular or irregular intervals from the targets.
  • the distance markers 220 may be placed at 2 feet, 4 feet, 6 feet, and 8 feet from the targets.
  • the distance markers 220 may be placed at 5 feet, 10 feet, 20 feet and 40 feet from the targets 230 .
  • a player selects a distance marker 230 from which to shoot the projectiles 215 .
  • the potential score a player can get from firing from each distance may be different (e.g., higher for greater distances). Accordingly, a player may decide to fire at a different position depending on his or her skill level, their own score, the score of other players, and the challenge of the distance.
  • the player shoots from his or her selected distance and records results.
  • a positive result that scores points may be hitting one of the targets 230 , knocking over one of the targets 230 , or moving one of the targets 230 with the projectile 215 .
  • Points may vary depending on if target 230 is hit or falls over or falls into a different landing spot whereby there may be one or more marked hot spots or zones.
  • the player may have a predetermined number of shots. For example, each player in each round may get four shots from his or her selected distance.
  • the score achieved by having a positive result with one of the shots may differ based on the order of the shot. For example, a potential score for a positive result may increase with each shot (e.g., first shot: 10; second shot: 30; third shot 60; and fourth shot: 100).
  • the player may only be able to have a positive result once for each target 230 per round. A player may not obtain any additional points for having a positive result with the same target 230 twice in a round. Knowing these rules, a player may strategize which target to aim at for each shot.
  • the player may decide to aim at that target for their last shot (and not for previous shots) that is worth more than the previous shots in an attempt to have a greater chance of obtaining a higher score.
  • the score may be recorded on a scorecard, or other similar device for recording scores.
  • the player, referee, or other person may reset the targets if any have been moved or knocked over by the player's shots.
  • the players may determine if all players have shot in the current round. If all players have shot, then the players may proceed to S 160 . If all players have not shot in the current round, then the game may proceed back to S 120 and the next player may select a distance marker 220 from which to shoot.
  • the players may determine if all rounds have been completed.
  • a game may include any number of rounds (e.g., 1 round, 3 rounds, 12 rounds, etc.). The number of rounds should generally be agreed upon before the game begins. If all rounds have been completed, then the game may proceed to S 170 . If all rounds have not been completed then a new round may be commenced by the game returning to S 120 and a player selecting a distance from which to shoot.
  • the players may tally scores and determine a winner of the game.
  • the winner may be the player with the highest score.
  • FIG. 3 shows an example of a first scoresheet 240 .
  • the first scoresheet 240 may include example distances for the distance markers 220 and example scores for a positive result with each shot.
  • Each distance marker 220 may be a cone and each distance marker 220 may have a table with scores for each shot.
  • a first table 242 for a first cone 220 (closest to the targets 230 ) may be labeled “cone 1” and be placed 2 feet away from the targets 230 .
  • the first table 242 may have scores for shots of shot 1: score 10; shot 2: score 30; shot 3: score 60; and shot 4: score 100.
  • a second table 244 for a second cone 220 may be labeled “cone 2” and be placed 4 feet away from the targets 230 .
  • the second table 244 may have scores for shots of shot 1: score 100; shot 2: score 300; shot 3: score 600; and shot 4: score 1000.
  • a third table 246 for a third cone 220 (third closest to the targets 230 ) may be labeled “cone 3” and be placed 6 feet away from the targets 230 .
  • the third table 246 may have scores for shots of shot 1: score 7,000; shot 2: score 15,000; shot 3: score 24,000; and shot 4: score 34,000.
  • a fourth table 248 for a fourth cone 220 (fourth closest to the targets 230 ) may be labeled “cone 4” and be placed 8 feet away from the targets 230 .
  • FIG. 4 shows an example of a second scoresheet 250 .
  • the second scoresheet 250 may include example distances for the distance markers 220 and example scores for a positive result with each shot as well as total scores if positive results are obtained.
  • the tables may also include a column for the added amount to the shot amount (which assumes a positive result and is the total score from the previous shot)
  • the second scoresheet 250 may include a table with scores and total scores (if positive results are obtained) for each shot.
  • a first table 252 for a first cone 220 (closest to the targets 230 ) may be labeled “cone 1” and be placed 2 feet away from the targets 230 .
  • the first table 252 may have scores for shots of shot 1: score 10: total score 10; shot 2: score 20: total score 30; shot 3: score 30: total score 60; and shot 4: score 40: total score 100.
  • a second table 254 for a second cone 220 (second closest to the targets 230 ) may be labeled “cone 2” and be placed 4 feet away from the targets 230 .
  • the second table 254 may have scores for shots of shot 1: score 100: total score 100; shot 2: score 200: total score 300; shot 3: score 300: total score 600; and shot 4: score 400: total score 1000.
  • a third table 256 for a third cone 220 (third closest to the targets 230 ) may be labeled “cone 3” and be placed 6 feet away from the targets 230 .
  • the third table 256 may have scores for shots of shot 1: score 7,000: total score 7,000; shot 2: score 8,000: total score 15,000; shot 3: score 9,000: total score 24,000; and shot 4: score 10,000: total score 34,000.
  • a fourth table 258 for a fourth cone 220 (fourth closest to the targets 230 ) may be labeled “cone 4” and be placed 8 feet away from the targets 230 .
  • the fourth table 258 may have scores for shots of shot 1: score 16,000: total score 16,000; shot 2: score 18,000: total score 34,000; shot 3: score 20,000: total score 54,000; and shot 4: score 22,000: total score 76,000.
  • the scoresheets may have a section for tallying the scores or this may be separate.
  • Targets 230 may have one or more impact or inertia sensors connected to or built in targets 230 . In other embodiments if targets 230 are placed on a surface, the surface may have similar sensors to determine where targets 230 have fallen. Sensor data may be received by one or more computing devices or remotely be received by a server, whereby sensor data is analyzed and the corresponding action or event is determined in response.
  • the sensors may be any type of sensor or combinations thereof. Examples of other sensors may include cameras, pressure sensors, GPS, Local Positioning System (LPS), altimeters, motion sensors (e.g., accelerometers), which can generate data associated with the orientation of targets 230 is moving in a specific direction.
  • the sensors may be affixed with adhesive to targets 230 , or otherwise connected to targets 230 .
  • Targets 230 may also include one or more sensor interface circuits as well as a wireless communication interface, a bus, and a microprocessor for storing one or more databases and connecting the other components in the control system.
  • the sensor interface circuit may be a digital, analog, or mixed-signal circuit to receive sensor signals in the form of voltage or current from the sensors. The sensors may generate sensor signals responsive to targets being shot at.
  • Targets 230 may include a circuit to provide electrical signals, such as voltage, to light sources to generate the electrical signals. Light sources emit the light responsive to receiving the electrical signals received.
  • Targets 230 may include wireless communication interface, which may be a digital, analog, or mixed-signal circuit to transmit wireless signals indicating user input received from interactive targets 230 .
  • the wireless signals may be transmitted to a computing device such as a video game console, a computer, a wearable device, tablet, mobile computing device, head-mounted display, a computer, a virtual reality system, etc.
  • Wireless communication interface may send and receive data via a wireless network without the need for connecting cables to targets 230 .
  • Tablet may have a user interface for presenting and tabulating the scores as well as selectable icons for designating which player's turn it is or automatically switches over after a predetermined number of shots.
  • game may have a speaker assembly that produces an audible sound when events such as to notify and alert users of events with targets 230 as determined from the one or more sensors.
  • targets When the targets are hit or fall over a produced sound corresponding to a data entry in the one or more database may come from the speaker or may be produced through the tablet.
  • the present invention provides several advantages over previously existing games. For example, the game is more exciting and engaging because the players can select distances to take shots from with different challenges and different points for the different distances. Also, with the potential score increasing with each shot, the excitement builds for the players. The game also allows for players to strategize which targets 230 to aim at for each shot if the targets have different shapes and sizes. Thus, this target game is much more engaging and more exciting than previous target games.
  • the present description provides for various embodiments for a game. Many uses and advantages are offered by the game as described above in one or more non-limiting embodiments in the present description.

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Aiming, Guidance, Guns With A Light Source, Armor, Camouflage, And Targets (AREA)

Abstract

The present invention is a game, which is useful for entertainment and improving hand eye coordination. The core components of the invention are a shooter, targets, and distance markers. Generally speaking, the method of play is as follows: Players arrange the targets and distance markers. Each player selects a distance from which to shoot at the targets. Each player using the shooter shoots at the targets from the selected distance. Multiple rounds of shooting may be played. After all rounds of shooting have been completed, the points earned are tallied and the winner is determined. If necessary, the targets may be reset after each shooter's turn in each round.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application is a non-provisional application that claims priority to U.S. Provisional Patent No. 63/190,740 filed on May 19, 2021.
  • BACKGROUND
  • Various forms of games exist, including games with targets and projectiles. Generally in these games, scoring is based on how close the player gets to a bullseye on the target and/or how far the player is from the target. However, these games are generally highly repetitive and boring and do not have much opportunity for movement or change in scoring between shots.
  • SUMMARY
  • The disclosed device is unique when compared with other known games because it provides a method of play where players can change distances between rounds to affect the potential for obtaining points. Further, the game rules allow for different shots to be worth different points so players can be strategic in the order at which they aim at targets to try to obtain the most points. The game described herein is far more entertaining for players than traditional target games because of the difference in point values for different shots. The game also is not too complex for children and can help children develop hand eye coordination while shooting the shooter.
  • The method of play of the game includes: Players arrange the targets and distance markers. Each player selects a distance from which to shoot at the targets. Each player using the shooter shoots at the targets from the selected distance. Multiple rounds of shooting may be played. After all rounds of shooting have been completed, the points earned are tallied and the winner is determined. If necessary, the targets may be reset after each shooter's turn in each round.
  • BRIEF DESCRIPTION OF DRAWINGS
  • FIG. 1 shows an example side view of components of a game.
  • FIG. 2 shows an example flowchart of gameplay for the game.
  • FIG. 3 shows an example of a first scoresheet.
  • FIG. 4 shows an example of a second scoresheet.
  • DETAILED DESCRIPTION
  • In the Summary above, in this Detailed Description, the claims below, and in the accompanying drawings, reference is made to particular features of the invention. It is to be understood that the disclosure of the invention in this specification includes all possible combinations of such particular features. For example, where a particular feature is disclosed in the context of a particular aspect or embodiment of the invention, or a particular claim, that feature can also be used—to the extent possible—in combination with and/or in the context of other particular aspects and embodiments of the invention, and in the invention generally.
  • The term “comprises” and grammatical equivalents thereof are used herein to mean that other components, ingredients, steps, etc. are optionally present. For example, an article “comprising” (or “which comprises”) components A, B, and C can consist of (i.e., contain only) components A, B, and C, or can contain not only components A, B, and C but also contain one or more other components.
  • Where reference is made herein to a method comprising two or more defined steps, the defined steps can be carried out in any order or simultaneously (except where the context excludes that possibility), and the method can include one or more other steps which are carried out before any of the defined steps, between two of the defined steps, or after all the defined steps (except where the context excludes that possibility).
  • The term “at least” followed by a number is used herein to denote the start of a range including that number (which may be a range having an upper limit or no upper limit, depending on the variable being defined). For example, “at least 1” means 1 or more than 1. The term “at most” followed by a number is used herein to denote the end of a range, including that number (which may be a range having 1 or 0 as its lower limit, or a range having no lower limit, depending upon the variable being defined). For example, “at most 4” means 4 or less than 4, and “at most 40%” means 40% or less than 40%. When, in this specification, a range is given as “(a first number) to (a second number)” or “(a first number)-(a second number),” this means a range whose limits include both numbers. For example, “25 to 100” means a range whose lower limit is 25 and upper limit is 100 and includes both 25 and 100.
  • FIG. 1 shows an example side view of components of a game. The components may include a shooter 210 with projectiles 215, distance markers 220, and targets 230. The shooter 210 may be a dart gun with the projectiles 215 being darts. The shooter 210 may also be a sling shot, a bow, a bb gun, or any other object that can cause a projectile to fly through the air. The projectile 215 may similarly be any type of object (e.g., ball, arrow, bb, pellet, etc.) that can be sent through the air by the shooter 210 a sufficient distance to strike one of the targets 230 from distances marked by the distance markers 220. In some embodiments, it is preferable that the projectiles 215 do not damage the targets 230 when the projectiles 215 impact the targets 230.
  • The distance markers 220 may be cones, tape, ink, mats, or any other object that can be placed on the ground to indicate a location or distance. The targets 230 may be objects that can be knocked over or otherwise moved when struck by the projectile 215 when shot by the shooter 210 at a distance marked by the distance marker 220. The targets 230 may be figurines of animals, figurines with other shapes, or any other type of object. The targets 230 may each have a different shape and/or size. Some targets 230 may be easier to knock over than other targets 230. For example, the targets 230 may each be a figurine of a different animal (including lions, tigers, zebras, giraffes, bears, etc.). The targets 230 may be made of plastic, metal, ceramic, or other durable material that will not be substantially damaged by the projectile 215 striking the target 230 and the target 230 falling over whereby in some embodiments the material of targets 230 may differ or be sorted depending on the location.
  • FIG. 2 shows an example flowchart 1000 of gameplay for a game. At S110, players, a referee, or others may arrange the distance markers 220 and the targets 230. The targets 230 may be arranged in an area so that not all of the targets will have the same distance to the distance markers 220. Alternatively, the targets 230 may be arranged in a line so each target 230 is the same distance from each distance marker 220. The distance markers 220 may be arranged at regular or irregular intervals from the targets. For example, the distance markers 220 may be placed at 2 feet, 4 feet, 6 feet, and 8 feet from the targets. As another example, the distance markers 220 may be placed at 5 feet, 10 feet, 20 feet and 40 feet from the targets 230.
  • At S120, a player selects a distance marker 230 from which to shoot the projectiles 215. The potential score a player can get from firing from each distance may be different (e.g., higher for greater distances). Accordingly, a player may decide to fire at a different position depending on his or her skill level, their own score, the score of other players, and the challenge of the distance.
  • At S130, the player shoots from his or her selected distance and records results. A positive result that scores points may be hitting one of the targets 230, knocking over one of the targets 230, or moving one of the targets 230 with the projectile 215. Points may vary depending on if target 230 is hit or falls over or falls into a different landing spot whereby there may be one or more marked hot spots or zones. The player may have a predetermined number of shots. For example, each player in each round may get four shots from his or her selected distance.
  • The score achieved by having a positive result with one of the shots may differ based on the order of the shot. For example, a potential score for a positive result may increase with each shot (e.g., first shot: 10; second shot: 30; third shot 60; and fourth shot: 100). The player may only be able to have a positive result once for each target 230 per round. A player may not obtain any additional points for having a positive result with the same target 230 twice in a round. Knowing these rules, a player may strategize which target to aim at for each shot. For example, if one target 230 is larger than other targets or otherwise easier to obtain a positive result, the player may decide to aim at that target for their last shot (and not for previous shots) that is worth more than the previous shots in an attempt to have a greater chance of obtaining a higher score. The score may be recorded on a scorecard, or other similar device for recording scores.
  • At S140, the player, referee, or other person may reset the targets if any have been moved or knocked over by the player's shots.
  • At S150, the players may determine if all players have shot in the current round. If all players have shot, then the players may proceed to S160. If all players have not shot in the current round, then the game may proceed back to S120 and the next player may select a distance marker 220 from which to shoot.
  • At S160, the players may determine if all rounds have been completed. A game may include any number of rounds (e.g., 1 round, 3 rounds, 12 rounds, etc.). The number of rounds should generally be agreed upon before the game begins. If all rounds have been completed, then the game may proceed to S170. If all rounds have not been completed then a new round may be commenced by the game returning to S120 and a player selecting a distance from which to shoot.
  • At S170 the players may tally scores and determine a winner of the game. The winner may be the player with the highest score.
  • FIG. 3 shows an example of a first scoresheet 240. The first scoresheet 240 may include example distances for the distance markers 220 and example scores for a positive result with each shot. Each distance marker 220 may be a cone and each distance marker 220 may have a table with scores for each shot. For example, a first table 242 for a first cone 220 (closest to the targets 230) may be labeled “cone 1” and be placed 2 feet away from the targets 230. The first table 242 may have scores for shots of shot 1: score 10; shot 2: score 30; shot 3: score 60; and shot 4: score 100. A second table 244 for a second cone 220 (second closest to the targets 230) may be labeled “cone 2” and be placed 4 feet away from the targets 230. The second table 244 may have scores for shots of shot 1: score 100; shot 2: score 300; shot 3: score 600; and shot 4: score 1000. A third table 246 for a third cone 220 (third closest to the targets 230) may be labeled “cone 3” and be placed 6 feet away from the targets 230. The third table 246 may have scores for shots of shot 1: score 7,000; shot 2: score 15,000; shot 3: score 24,000; and shot 4: score 34,000. A fourth table 248 for a fourth cone 220 (fourth closest to the targets 230) may be labeled “cone 4” and be placed 8 feet away from the targets 230. In one or more alternate embodiments there may be a fourth table 248 which may have scores for shots of shot 1: score 16,000; shot 2: score 34,000; shot 3: score 54,000; and shot 4: score 76,000.
  • FIG. 4 shows an example of a second scoresheet 250. The second scoresheet 250 may include example distances for the distance markers 220 and example scores for a positive result with each shot as well as total scores if positive results are obtained. The tables may also include a column for the added amount to the shot amount (which assumes a positive result and is the total score from the previous shot) The second scoresheet 250 may include a table with scores and total scores (if positive results are obtained) for each shot. For example, a first table 252 for a first cone 220 (closest to the targets 230) may be labeled “cone 1” and be placed 2 feet away from the targets 230. The first table 252 may have scores for shots of shot 1: score 10: total score 10; shot 2: score 20: total score 30; shot 3: score 30: total score 60; and shot 4: score 40: total score 100. A second table 254 for a second cone 220 (second closest to the targets 230) may be labeled “cone 2” and be placed 4 feet away from the targets 230. The second table 254 may have scores for shots of shot 1: score 100: total score 100; shot 2: score 200: total score 300; shot 3: score 300: total score 600; and shot 4: score 400: total score 1000. A third table 256 for a third cone 220 (third closest to the targets 230) may be labeled “cone 3” and be placed 6 feet away from the targets 230. The third table 256 may have scores for shots of shot 1: score 7,000: total score 7,000; shot 2: score 8,000: total score 15,000; shot 3: score 9,000: total score 24,000; and shot 4: score 10,000: total score 34,000. A fourth table 258 for a fourth cone 220 (fourth closest to the targets 230) may be labeled “cone 4” and be placed 8 feet away from the targets 230. The fourth table 258 may have scores for shots of shot 1: score 16,000: total score 16,000; shot 2: score 18,000: total score 34,000; shot 3: score 20,000: total score 54,000; and shot 4: score 22,000: total score 76,000. The scoresheets may have a section for tallying the scores or this may be separate.
  • Targets 230 may have one or more impact or inertia sensors connected to or built in targets 230. In other embodiments if targets 230 are placed on a surface, the surface may have similar sensors to determine where targets 230 have fallen. Sensor data may be received by one or more computing devices or remotely be received by a server, whereby sensor data is analyzed and the corresponding action or event is determined in response. The sensors may be any type of sensor or combinations thereof. Examples of other sensors may include cameras, pressure sensors, GPS, Local Positioning System (LPS), altimeters, motion sensors (e.g., accelerometers), which can generate data associated with the orientation of targets 230 is moving in a specific direction. The sensors may be affixed with adhesive to targets 230, or otherwise connected to targets 230.
  • Targets 230 may also include one or more sensor interface circuits as well as a wireless communication interface, a bus, and a microprocessor for storing one or more databases and connecting the other components in the control system. The sensor interface circuit may be a digital, analog, or mixed-signal circuit to receive sensor signals in the form of voltage or current from the sensors. The sensors may generate sensor signals responsive to targets being shot at.
  • Targets 230 may include a circuit to provide electrical signals, such as voltage, to light sources to generate the electrical signals. Light sources emit the light responsive to receiving the electrical signals received. Targets 230 may include wireless communication interface, which may be a digital, analog, or mixed-signal circuit to transmit wireless signals indicating user input received from interactive targets 230. The wireless signals may be transmitted to a computing device such as a video game console, a computer, a wearable device, tablet, mobile computing device, head-mounted display, a computer, a virtual reality system, etc. Wireless communication interface may send and receive data via a wireless network without the need for connecting cables to targets 230. Tablet may have a user interface for presenting and tabulating the scores as well as selectable icons for designating which player's turn it is or automatically switches over after a predetermined number of shots.
  • In other embodiments, game may have a speaker assembly that produces an audible sound when events such as to notify and alert users of events with targets 230 as determined from the one or more sensors. When the targets are hit or fall over a produced sound corresponding to a data entry in the one or more database may come from the speaker or may be produced through the tablet.
  • The present invention provides several advantages over previously existing games. For example, the game is more exciting and engaging because the players can select distances to take shots from with different challenges and different points for the different distances. Also, with the potential score increasing with each shot, the excitement builds for the players. The game also allows for players to strategize which targets 230 to aim at for each shot if the targets have different shapes and sizes. Thus, this target game is much more engaging and more exciting than previous target games.
  • Accordingly, the present description provides for various embodiments for a game. Many uses and advantages are offered by the game as described above in one or more non-limiting embodiments in the present description.
  • The corresponding structures, materials, acts, and equivalents of any means or step plus function elements in the claims below are intended to include any structure, material, or act for performing the function in combination with other claimed elements as specifically claimed. The description of the present invention has been presented for purposes of illustration and description but is not intended to be exhaustive or limited to the invention in the form disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the invention.
  • The embodiments were chosen and described in order to best explain the principles of the invention and the practical application, and to enable others of ordinary skill in the art to understand the invention for various embodiments with various modifications as are suited to the particular use contemplated. The present invention, according to one or more embodiments described in the present description, may be practiced with modification and alteration within the spirit and scope of the appended claims. Thus, the description is to be regarded as illustrative instead of restrictive of the present invention.

Claims (20)

What is claimed is:
1. A method of playing a game comprising:
arranging targets and distance markers, wherein the distance markers each have a different distance from the targets;
selecting a distance marker from which to shoot;
shooting projectiles at the targets; and
tallying a score, wherein a positive result scores points, wherein the positive result is obtained by hitting the target with the projectiles, and wherein the score obtained by the positive result depends on an order that the projectile is shot at the targets.
2. The method of claim 1, wherein the game includes a plurality of players and each player of the plurality of players:
determining a winner based on a tallied score for each of the plurality of players.
3. The method of claim 1, wherein the method further comprises:
setting up the distance markers at equal distances apart.
4. The method of claim 1, wherein the method further comprises:
setting up the distance markers at irregular distances apart.
5. The method of claim 1, wherein the method further comprises:
setting up a plurality of cones as the distance markers.
6. The method of claim 1, wherein the method further comprises:
labeling the distance markers.
7. The method of claim 2, wherein the method further comprises:
resetting the targets after each round.
8. The method of claim 2, wherein the method further comprises:
modifying a positive score if the targets were knocked over or the projectiles merely came into contact with target but not knocking it over.
9. The method of claim 2, wherein the method further comprises:
modifying a positive score depending on a location where the targets fall.
10. The method of claim 2, wherein the method further comprises:
designing the targets to be made of a durable material to not be damaged by the projectiles striking the targets.
11. The method of claim 2, wherein the method further comprises:
modifying a positive score depending on which number the shot was that hit the targets.
12. A system of playing a game comprising:
one or more targets;
one or more distance markers;
one or more projectiles; and
a calculation sheet, wherein a positive result scores points, wherein the positive result is obtained by hitting the one or more targets with the one or more projectiles, and wherein a score obtained by the positive result depends on an order that the one or more projectile is shot at the one or more targets.
13. The system of claim 12, wherein the one or more distance markers each have a different distance from the one or more targets.
14. The system of claim 12, further comprising a first scoresheet including distances for the one or more distance markers and example scores for the positive result with each shot, wherein each distance marker of the one or more distance markers has a table with scores for each shot.
15. The system of claim 14, wherein the one or more distance markers are cones.
16. The system of claim 12, wherein the cones are equal distances apart.
17. The system of claim 12, wherein the targets have one or more sensors, the one or more sensors connected to a wireless communication interface to display results on a tablet.
18. The system of claim 12, wherein the one or more targets are different animals with shapes of increasing difficulty, the one or more targets connected to a speaker to initiate sounds through the speaker.
19. The system of claim 12, wherein the one or more distance markers are labeled with identifiers.
20. The system of claim 12, further comprising zones where if the one or more targets fall into the zones the score is modified.
US17/749,062 2021-05-19 2022-05-19 Target game Pending US20220373305A1 (en)

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