WO1996015419A1 - Appareil de jeu de tir electronique - Google Patents

Appareil de jeu de tir electronique Download PDF

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Publication number
WO1996015419A1
WO1996015419A1 PCT/IE1995/000057 IE9500057W WO9615419A1 WO 1996015419 A1 WO1996015419 A1 WO 1996015419A1 IE 9500057 W IE9500057 W IE 9500057W WO 9615419 A1 WO9615419 A1 WO 9615419A1
Authority
WO
WIPO (PCT)
Prior art keywords
shooting game
game apparatus
electronic shooting
zone
communication
Prior art date
Application number
PCT/IE1995/000057
Other languages
English (en)
Inventor
Keki Adi Ashburner
Ivano Cafolla
Daniel R. Nelson
John Maloco
Adrian Mchugh
Fergal Meath
Thomas Naughton
Daniel Gleeson
Peter Rusznyak
Original Assignee
Six Grid Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Six Grid Limited filed Critical Six Grid Limited
Priority to AU38801/95A priority Critical patent/AU3880195A/en
Priority to JP8515888A priority patent/JPH10510172A/ja
Priority to BR9509637A priority patent/BR9509637A/pt
Priority to EP95938004A priority patent/EP0793797A1/fr
Publication of WO1996015419A1 publication Critical patent/WO1996015419A1/fr

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Classifications

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

Definitions

  • the invention relates to an apparatus for an electronic shooting game played in an arena.
  • an electronic shooting game apparatus comprising:
  • At least one mobile player unit At least one mobile player unit
  • this allows for the introduction of location information into the game.
  • This information may be used in a wide variety of ways to add to user enjoyment of the game.
  • the apparatus comprises at least one zone control unit comprising means for defining a game playing zone within the arena.
  • zone control unit comprising means for defining a game playing zone within the arena.
  • game operators may assign special game attributes to various zones throughout the arena. These attributes may apply to all or selected zones and given zones may be defined in different ways for different players. Therefore in addition to using the location information for player tracking throughout the arena the information may also be used to for player handicapping.
  • the zone control unit comprises a zone communication means for transmitting data to define a zone
  • each mobile player unit comprises means for receiving said data.
  • This is a particularly effective means of defining a zone and combines the functions of defining a zone and communication in one operation. It is of course possible to keep these functions separate by, for example, providing a sensor which senses entry of a player unit into the zone and a transmitter to communicate sensing data to the game communication means.
  • the zone control unit comprises a zone controller.
  • the zone control unit may comprise means for transmitting a unique zone identifier in said data under control of the zone controller.
  • the zone communication means comprises a radiation transmitter activated by the zone controller.
  • a plurality of zone control units are provided, each for defining a zone within the arena in which the game may be played and for transmitting location information from each zone control unit to the mobile player units located within the zone associated with the zone control unit.
  • the radiation transmitter is an infra-red transmitter.
  • the zone is defined in a relatively simple manner and may be readily altered by changing the spread of the infra-red field.
  • the zone communication means comprises means for transmitting status data to each mobile player unit.
  • the zone control unit may also be used to transmit game information.
  • the zone communication means has a status receiver for receiving status data from a mobile player unit.
  • the zone control unit may be used to receive game information.
  • the zone communication means comprises a transceiver.
  • the zone identification means is non-volatile and comprises a number of dip-switches for setting the zone identifier. This obviates the need for a specially programmed unit by allowing the code to be configured when the unit has been installed and a players location information may be updated as soon as the zone is entered by receiving the zone identifier from the dedicated zone control unit.
  • the zone controller comprises a microcontroller with associated memory and timing means.
  • the zone information may be transmitted in a pulse mode reducing power requirements by using the microcontroller timer.
  • the zone communication means has a data communication means for communication with the central processor. This allows information to be passed to and from the controller through the zone unit.
  • this allows for the provision of zones whose characteristics may be changed as the game progresses. These might include no entry zones or safe zones for example.
  • the game communication means comprises a mobile player unit communication means on the mobile player unit for wireless communication with the controller in real time during a unique time slot period for each mobile player unit.
  • the game information relating to shots and hits as well as the additional information relating to location within the arena may be efficiently communicated to the controller in real time.
  • This communication is achieved without requiring multiple communication channels and without the necessity for the controller to poll each of the mobile player units advantageously, minimising cost and permitting real time communication of information without the risk of communication interference.
  • the controller comprises a central processor and at least one control device with an associated player unit communication means, the control device being mounted in the arena for controlling communication between the central processor and each mobile player unit.
  • the control devices to be strategically positioned throughout the game playing arena and if required to be easily moved.
  • the mobile player unit communication means has a receiver and a transmitter advantageously, allowing the player unit to receive and transmit game status information.
  • the receiver has a zone receiver for receiving location data from the zone control unit.
  • the game information received by the player unit is efficiently communicated to the mobile player unit processor.
  • the zone receiver has decoding means for decoding location data and for detecting a safe zone.
  • zones may be defined that are safe for players to rest in as they can neither shoot or be shot.
  • the decoding means incorporates disabling means for preventing changes in game information.
  • the game status information of each player unit may not be changed while in the safe zone except by the controller.
  • the receiver is a two part radiation receiver a control receiver for receiving radio frequency signals and a zone receiver for receiving infra-red signals.
  • a control receiver for receiving radio frequency signals
  • a zone receiver for receiving infra-red signals.
  • the apparatus comprises at least two mobile player units each having independently operable mobile player unit communication means for communication with the controller during a unique time slot.
  • each mobile player unit may transmit in turn obviating the need to be polled for game information by the controller thereby improving game response.
  • the mobile player unit incorporates an identification means for identifying the mobile player unit to the controller.
  • the controller recognises source of the game information received and may compile it with information from other player units to provide team status information. Further is allows for a number of games between a number of teams to take place in the same game arena simultaneously without interacting.
  • the mobile player unit incorporates a position indicating means for receiving location information from mobile player units in the arena and for displaying the relative positions of other mobile player units.
  • a tracking device or player radar is provided to track fellow team members and or opposing team members during the course of the game.
  • the position indicating means has a filter means for removing the location information of selected mobile player units.
  • a filter means for removing the location information of selected mobile player units.
  • the position indicating means is provided by a liquid crystal display communicating with the mobile player unit communication means.
  • the information received is displayed in a simple and efficient manner.
  • each control device comprises a sound emitter.
  • control device may transmit to its associated player units in real time.
  • the player communication means has a transmitter having an associated transmission field within the arena in which the game may be played, for transmitting game information from the control device to each mobile player unit located within the transmission field.
  • each mobile player unit will receive game information from the control device transmission field in which it is located.
  • each control device incorporates a timing means for determining a unique control device transmit period for the player communication means associated with the control device.
  • the control devices may transfer information in turn without the risk of transmission interference between adjacent control devices. This feature further allows a number of mobile player units to communicate without requiring additional channels necessitating increased bandwidth.
  • each control device having an associated transmission field for defining a transmission region within the arena and for transmitting game information from the control device to the mobile player units located within the transmission field of the control device.
  • the transmitter is a radio frequency transmitter thus, the transmission is provided in a simple and efficient manner.
  • each player communication means has a player communication controller and a device identification means for controlling the player communication means.
  • a player communication controller for controlling the player communication means.
  • each individual control device allowing each individual control device to be configured to operate in a predefined manner and further allows the control device to be easily re- configured even during the course of a game.
  • the player communication means has a receiver for receiving signals from the mobile player unit.
  • the control device may receive game status information from the mobile player unit, this information may be either be acted on locally or communicated to the central processor. In this way the shape or size of the game arena may be altered without adversely affecting game communications.
  • the transmitter and receiver are combined as a transceiver thereby reducing the number of components required.
  • control device has a host communication means for communicating with the central processor. Thereby, allowing game status information to be communicated to the central processor.
  • the host communication means has a host communication controller, a data buffer and a communication link for connection to the central processor and the data buffer.
  • a host communication controller for connection to the central processor and the data buffer.
  • the capabilities of the apparatus may be easily expanded to accommodate increasing numbers of players by increasing the processing power or number of central processors.
  • the host communication controller and the player communication controller are integrally formed as a device communication controller thereby reducin component requirements by combining functionality.
  • the device communication controller is microcontroller with associated memory and timing mean for controlling communication between the control devic and the central processor and between the control devic and the mobile player unit.
  • the device communication controller is microcontroller with associated memory and timing mean for controlling communication between the control devic and the central processor and between the control devic and the mobile player unit.
  • usin standard components thereby reducing cost.
  • At least one of the control device is remote from the central processor and is mounted i an arena in which the game may be played.
  • Beneficiall allowing obstacles to be used in the game arena withou hindering communication. These obstacles may b naturally occurring features of the game arena such a walls or obstacles included to enhance reality an player enjoyment.
  • each mobile player unit communication means has a processor with associated memory means for controllin the mobile player unit communication means.
  • this allows processing to be conducted locally within the player unit.
  • the mobile player unit communication means has a player unit transmitter for transmitting game information from the mobile player unit to the control device.
  • information may transferred in real time between the mobile player unit and the controller.
  • the player unit receiving means has a control receiver for receiving status data from the controller thereby, establishing a communications link with the central processor.
  • control receiver includes means for receiving status data from another mobile player unit.
  • team status information may be shared further enhancing the players enjoyment of the game by allowing the players to develop tactics.
  • control receiver and the player unit transmitter are formed as a mobile player unit transceiver.
  • the number of components required is reduced thereby minimising the weight and cost of the unit.
  • each mobile player unit incorporates a timing means for determining a unique transmit period associated with the mobile player unit.
  • each player unit may communicate game information within the arena without the risk of transmission interference.
  • the controller comprises means for assigning a unique time slot period to each mobile unit and control device node by storing relationships between fixed or real node identifiers and alias identifiers, the alias identifiers identifying the unique time slot period.
  • the controller comprises means for transmitting signals re-configuring the apparatus by re ⁇ assigning alias identifiers with real identifiers in real time.
  • the controller comprises means for re ⁇ configuring the apparatus by transmitting a reconfiguration signal comprising a reference followed by a series of real identifiers in successive time slots, and each node comprises means for identifying its real identifier and storing an indication of the position of said identifier in the reconfiguration signal to set its alias identifier as a configuration.
  • the controller comprises means for assigning alias identifiers to only a portion of the nodes of the apparatus at any particular time.
  • the controller comprises means for transmitting synchronisation signals which include a synchronisation frame for synchronisation of clocks in the nodes, followed by a series of time slots within which nodes can respond in the relevant appropriate time 419 PCME95/00057
  • each node determining its time slot according t its current alias identifier.
  • the controller comprises means fo including an auxiliary time slot for random use by node such as de-activated nodes.
  • each node comprises means for storing configuration for later retrieval, the configuratio being identified by a unique reference.
  • the apparatus comprise infra-red communication means comprising transmitters and receivers programmed to communicate at a hig sequence change rate.
  • the rate has a frequency of greater than two seconds .
  • the transmitter comprises means for encoding part of a transmitted signal, and changing the encoding method for a subsequent transmission.
  • the code is encoded by use of an encoding byte retrieved from an indexed table, a successive byte in the table being used for each successive transmission.
  • the checksum of a transmit signal is encoded.
  • the mobile player unit includes an electronic gun.
  • the player unit includes a body unit.
  • the player unit may be worn by the player during the course of the game.
  • the body unit has a body armour shell with integral indication means to indicate that a player has been shot.
  • information received locally or from the game controller may be indicated to the player using lights, buzzers or solenoids.
  • the controller includes a real time communication controller.
  • an electronic shooting game apparatus comprising:-
  • At least one mobile player unit At least one mobile player unit
  • zone control units each having means for defining a unique zone within an arena in which the game may be played;
  • a game communication means for controlling communication between the zone control units, the mobile player units and the controller in real time.
  • the electronic shooting game apparatus allows each mobile player unit to interact with the other mobile player units in real time.
  • Real time in this context is taken to be less than one second being the maximum acceptable time in which responses to game events may issue without reducing game enjoyment.
  • Fig. 1 is a block diagram of an electronic shooting game apparatus according to the invention
  • Fig. 2 is a plan view from above of a game aren divided into zones;
  • Fig. 3 is a side view of a zone identificatio unit in operation
  • Fig. 4 is a block diagram of a single zon identification unit
  • Fig. 5 is a elevational view of a player unit
  • Fig. 6 is a diagrammatic view of a body uni shown in Fig 5;
  • Fig. 7 is a block diagram of a game arena contro device forming part of the invention.
  • Fig. 8 is a timing diagram of an electroni shooting game apparatus according to th invention.
  • Fig. 9 is a block diagram of an undo electronic shooting game apparatus according t the invention.
  • Fig. 10 is a plan view of an alternative aren shown in Fig. 9, divided into zones.
  • the apparatus 1 has a controller for controlling the course of a game in an arena.
  • the controller comprises a central processor 2 and number of control devices 3.
  • the apparatus 1 also has a number of mobile player units 4 worn by players, and means for sensing the position of a player unit 4 in the arena provided by a number of zone control units 5, each for defining a zone 6 within a game playing arena 7.
  • Each zone control unit 5 has a data transmitter for transmitting location data within its zone 6 provided by an infra red transmitter 8 mounted on the zone control unit 5.
  • the zone control unit 5 also has a zone identification means provided by a bank of dip-switches 9 and a zone microcontroller 10 with an integral timer 11 for controlling the infra red transmitter 8.
  • the dip switches 9 of each control unit 5 define a unique binary location code which is transmitted through the infra-red transmitter 8 to define each zone 6.
  • the range and spread of the infra ⁇ red field defines the boundaries of the zone 6 and the binary location code is received by the mobile player unit 4 as the player enters the zone 6.
  • the mobile player unit 4 has an electronic gun 12 and a body unit 13.
  • the body unit 13 has a body armour shell 14 with an indicator 15 to indicate a players game condition using a numbers of buzzers 15a and lights 15b.
  • the body armour shell 14 also has communication means provided by a player unit communicator 16 for communication with the central processor 2 in real time.
  • the player unit communicator 16 has a memory chip 17 connected to a microprocessor 18 and associated timer 18(a) for controlling communication to and from the player unit communicator 16.
  • the microprocessor 18 in turn is connected to an infra-red receiver 19 and a radio frequency transceiver formed by a radio frequency receiver 20, a radio frequency transmitter 21 and an aerial 22.
  • the control device 3 has a device communication microcontroller 23 with internal memory 24 and a timer 25.
  • the device communication microcontroller 23 is connected to the central processor 2 through a data buffer 26 and a network cable 27.
  • the device communication microcontroller 23 is also connected to a device transceiver 28 in turn connected to a device aerial 29.
  • FIG. 8 there is illustrated a timing diagram 30 showing the communication timing structure between the central processor 2, four control devices 3 and six mobile player units 4.
  • the diagram 30 shows a synchronisation pulse 31, four control device transmit periods 3(a), 3(b), 3(c), 3(d), a system settle pulse 32 and six mobile player unit transmit periods 4(a), 4(b), 4(c), 4(d), 4(e) and 4(f).
  • the central processor 2 sends a synchronisation pulse 31 on the network cable 27 to each control device 3.
  • the device communication microcontroller 23 retrieves a value stored in internal memory 24 and sets the device timer 25 with this value and initiates the count.
  • the device timer 25 has completed this count the identity of the control device 3 also stored in the internal memory 24 is transmitted to the mobile player units 4 through the transceiver 28 and the device aerial 29.
  • the value stored in the internal memory 24 for each control unit 3 is different, being preset in the unit to correspond to one of the transmit periods 3(a) to 3(d) . This allows each control unit 3 to transmit in turn without transmission interference.
  • the signal containing the identity of the control device 3 is received through the radio frequency receiver 20 and aerial 22 and is passed to the microprocessor 18.
  • the microprocessor 18 When the microprocessor 18 receives the signal it stores it in the timer 18(a). The microprocessor 18 then uses the information received to determine when the system settle pulse 32 occurs by counting down from the value received. When the system settle pulse 32 begins the microprocessor 18 resets the timer 18(a) to a pre-set value stored in the memory chip 17, to determine the correct transmit period associated with that mobile player unit 4. Each mobile player unit 4 has a unique transmit period corresponding to one of the transmit periods 4(a) to 4(f). In this way each mobile player unit 4 may transmit the selected status information to the central processor 2 through the control devices 3 and the other mobile player units 4 in turn without transmission interference. The status information is received by the mobile player units 4 in the same way as timing information is received from the control devices 3.
  • the status information transmitted in this way is received and prioritised by the microprocessor 18 before being stored in the memory chip 17 prior to transmission.
  • the status information includes details of shots fired and hits received from other mobile player units .
  • the player scores a hit by firing the electronic gun 12 at the body unit 13 of an opponent. These hits are indicated to the player by activation of the buzzers 15(a) and lights 15(b).
  • location information is similarly transmitted.
  • the location information is received from the zone control units 5.
  • the zone control unit 5 has a binary code encoded in the dip-switches 9. This code is transmitted through the infra-red transmitter 8 of each control unit to define each zone 6. The frequency of transmission of this binary code is determined by the value stored in the integral timer 11 of the zone microcontroller 10. The range and spread of the infra-red field defines the boundaries of the zone 6. This location information is received by the infra red receiver 19 on the mobile player unit 4 as the player enters each zone. This location information is again passed to the microprocessor 18 prior to transmission in the next one of the transmit periods 4(a) to 4(f).
  • the information being transmitted in real time around the arena 7 in this way may include hit status, remaining shots, location, timing signals and similar electronic shooting game related information.
  • TSM time slot multiplexing
  • each zone controller and mobile unit has a unique time slot for communication, thereby allowing a single channel to be used by a large numbe of nodes without any interference.
  • the micro-processor 18 of the player uni communicator 16 retrieves a value from its memory 17 an that the microcontroller 23 at each control device also retrieves a value from its memory 24.
  • This valu may be referred to as an alias identifier or alias ID as it identifies the unique time slot which any particula node has at any time.
  • each node player unit communicator 16 or control device 3 has a fixed or real identifier, hereinafter referred to as a real ID.
  • a master node (the controller 2) dynamically relates an alias ID with the real ID of each node being utilised at any particular time. It transmits reconfiguration signals at the start of a session, which signals achieve the following:-
  • the master node After the reconfiguration signal, the master node sends synchronisation signals at very frequent intervals, in one embodiment every second. These synchronisation signals are used for synchronisation of the clocks in the nodes so that the transmission of data from the nodes is accurately located in the correct time slot.
  • each node can determine its unique time slot according to the following formula:-
  • TSM slot time is a delay in time that occurs after the receipt of a TSM Request "synchronisation signal" (i.e. base time 0)
  • Alias ID being a non-zero positive integer.
  • An initial configuration table stored in the master node may be as follows:- Node Real ID ALIAS ID
  • the controller transmits a reconfiguration signal which includes the real ID in each successive time slot according to the order given in the above table.
  • This order can be dynamically redefined at any time by the master node by transmitting a reconfiguration message prior to issuing information requested.
  • the order can be reversed by transmission of the following reconfiguration signal:- Alias 1 2 3 4 5 6 7 8 910 Config J I H G F E D C BA
  • each node Upon receipt of such a signal, each node identifies its own real ID and its location in the reconfiguration signal and therefore sets its alias ID (in memory) according to the following table:- Node Real ID ALIAS ID
  • the master node can activate a subset of nodes that are eligible for a particular session by transmitting a reconfiguration similar such as:-
  • the nodes Upon receipt of such a signal, the nodes will change their memory contents to reflect the alias ID'S of the following table:-
  • nodes C to I inclusive are redundant as alias ID's have been assigned only for nodes A, B and J. Thereafter, each multiplexing cycle will involve only three time slots, thereby providing for a much faster data capture.
  • the master node will transmit synchronisation signals every second to request information from the active nodes.
  • Each active node reads the synchronisation signal and uses the synchronisation frame to reset its clock. It then uses its alias ID to count on each successive time slot until it recognises its own time slot and then transmits its information. This synchronisation would take the following:-
  • each time slot following the synchronisation frame represents a time period for transmission of information from a node to the master node.
  • node J transmits information in the first time slot.
  • the notation SL0T_J in the first time slot does not indicate that the real ID J appears in this time slot, it is simply a time frame during which node J can transmit information.
  • an additional time slot may be included for auxiliary or random use. In one embodiment, this may be referred to as slot 0 in the following synchronisation signal :-
  • Slot 0 (which is not a valid alias ID) is shared with all nodes. The purpose of this slot is to allow during a single TSM sequence a de-activated node that has not been inadvertently or abnormally reset ID to dynamically request re-activation.
  • the response may be represented as follows:- Node
  • node F responds during time slot 0 to request re-activation. Upon receipt of such a return signal, the master node immediately re-configures its table and transmits a reconfiguration signal as follows in order to give the following configuration:-
  • each reconfiguration signal will include a unique header which may be used as a reference.
  • the configuration settings instructed by the reconfiguration signal may be stored in non-volatile memory at each node and used subsequently if a request is transmitted from the master node to use the configuration associated with that reference.
  • the communication circuits of the communicator 16 and the control devices 3 use an on ⁇ board microcontroller oscillator for timing.
  • the timing reference for this oscillator uses an AT cut crystal oscillator which has the following characteristics:-
  • any two crystal at 25°C will be within 40 ppm of one another (worst case) . Therefore, two stand-alone oscillators using 1 MHZ crystal could differ up to 40 uS (microseconds) in one second of time.
  • any two stand-alone oscillators using 1 MHZ crystals could differ up to 3000 uS (microseconds) in one second of time.
  • the slot time for each node has a period of 15 ms . Up to 30 slot time periods follow each synchronisation signal.
  • the maximum time to transmit an information request signal is:-
  • TSM_CYCLE time is the total time for transmission of a single information request signal.
  • TSM_REQ time represents a 15 ms synchronisation frame.
  • Serialised radio data messages being transmitted within slot time periods. This timing is initiated/ synchronised by a TSM_REQ 'synchronising' radio frame. Taking into account distortion of the synchronising sync signal (envelope and/or amplitude) and microcontroller software timing resolution, an added delay of about +50 microseconds is possible.
  • the maximum deviation during a TSM_CYCLE is about 1.465 ms or about plus/minus 0.75 ms .
  • All serialised data that is sent within a slot time period is itself bit synchronised.
  • Data_Frame time is less than or equal to slot_time_period minus 1 . 465 ms .
  • a node's interpretation of the slot's start could be early or late by as much as 0.75 ms.
  • the frame would fall within 0.75 ms of the unused time at the trailing edge of a slot.
  • IR infra-red
  • UIRD universal learning IR devices
  • the IR transmitters are programmed to change the IR data transfer at least once every 2 seconds.
  • a synchronising pulse based on an external common timer or an onboard oscillator achieves this.
  • the transmitters are programmed to modify the checksum before transmission by use of an encoding byte.
  • the checksum is in one embodiment modified by applying an encoding byte using an XOR operation.
  • the checksum is decoded at the IR receiver.
  • the method of encoding used is a follows:
  • a table of codes stored at both transmitting an receiving devices is indexed each time the code is to b changed. Until the next code changeover time, this cod is XORed with the checksum of data frames fo transmission, and the same code is XORed with th checksum byte on reception.
  • the ULIRD will be able to learn one IR data transfer. However, when the ULIRD transmits the learned data, the encoding byte will have changed and the learned data transfer will be invalid.
  • the table index is incremented.
  • the index is reset to the start of the table and the process is repeated. Therefore if one data transfer is learned by the ULIRD, this data will in time become valid again.
  • Role playing scenarios may be introduced by the inclusion of video walls or similarly interactive devices and by transmission of game instructions through the game controller in response to player status or certain game conditions.
  • Handicapping systems may be introduced to make the game as competitive as possible.
  • Team playing scenarios may be developed by ignoring the transmission of certain pieces of information to certain players or within parts of the arena.
  • Players movement within the arena may also be controlled by punishing lack of movement when the same location is reported a number of times .
  • the real time communication features of the invention allow for very flexible communication with varying numbers of active nodes in a real time manner. This allows, for example, the team set-ups in a laser shooting game to be changed very frequently in a very simple manner. This is achieved by a simple transmission of a single configuration signal which resets all nodes, both hard-wired and wireless.
  • This method of communication overcomes the problems of conventional time division multiplexing schemes whereby the numbers of time slots and nodes are fixed and there is very little flexibility. It also provides a considerable amount of flexibility by virtue of the fact that nodes can become re-activated during a game or at unusual times generally. This is achieved by use of the time slot 0.
  • the controller can use this slot to broadcast game information to all of the player units using this time slot or to a single player unit or group of player units .
  • the game information to be transmitted may be re-configuration information, passive game information to be stored in the player unit or active game information requiring immediate processing and subsequent action by the player unit.
  • Figs. 9 and 10 there is illustrated an alternative construction of an electronic shooting game apparatus, indicate generally by the reference numeral 40. Parts similar t those described with reference to Figs. 1 to 8 ar identified by the same reference numerals.
  • each alternate zone 6 is defined b the absence of a zone control unit 5 and thus th players movements may be monitored by storing the las location information of a mobile player unit until a ne zone 6 is entered.
  • this reduces th number of zone control units required.
  • communication in the apparatus may be by way of a polling or any other suitable syste instead of time slot multiplexing.
  • the controller nee not have separate control devices.
  • control unit microcontrolle could be replaced by a microprocessor allowing mor detailed processing to be carried out.
  • transceiver arrangement in the mobil player unit might be replaced by a transponder o similar unit to respond to such a control unit. In this way the transponder in the mobile player unit could be activated by the control unit and the resulting game response be determined by the microprocessor.
  • the apparatus of the invention need not necessarily define zones in the arena. It could operate to sense players locations without relating location to zones. It is envisaged that the means for sensing player position in the arena may be provided using any suitable sensing technique, whether the arena is divided into zones or not. Pressure, light, movement or sound sensitive devices may equally be used to sense a players position and the transmission of the information relating to the player may be achieved using any suitable transmission technique or transmission media.
  • zone control units could incorporate a receiver for communication with the central processor. It is also envisaged that the zone control units could be configured to define a "no entry" zone by transmitting a signal to adversely affect the players status and that the location of such zones could be changed during the course of a game. One or more zone control units could also be configured to transmit a safe zone code to the mobile player units within the zone. A zone of this type could be used within the context of the game to define a neutral zone where a player could not shoot or be shot. Such a zone could also be moved by the central processor during the course of a game.
  • the zone identification means either alone or in combination with the central processor could maintain a location history for the player to prevent the player revisiting a zone or to track a players progress throughout the game arena.
  • the information could be used to actuate a voice prompt unit, a visual or alternative indicator to relay a system message to the player.
  • a unit of this type could be used to tell the player that he / she has entered a no entry zone and that a penalty was imminent or to warn a player not to run through the zones. A warning of this type would greatly improve the safety of the game.
  • the mobile player units could be provided as powered vehicles such as battery or player powered carts. It is also envisaged that these mobile player units would have an appearance suitable to the electronic shooting game environment such as tanks or armoured vehicles. It is further envisaged that the units could be provided as airplanes travelling on rails above the game arena.
  • timing means of the player units could be located within the control device structure allowing the device controllers to request player units to transmit information either in a polled manner or randomly.
  • the central processor could control both mobile and stationary targets or hazards and that mobile player units could communicate with such targets. It is further envisaged that the unique identity of eac mobile player unit may be easily modified. This allows for the minimum number of transmission periods to b obtained without the necessity of knowing which playe unit transmits in which transmit period thus improvin communication speeds.
  • control device may include an additional microprocessor or microcontroller to control communication with the mobile player units in an efficient manner.
  • controller could communicate interactively with similar controllers in remote locations to form an arena network providing for inter game playing area games.
  • controller in a remote location could be provided by a personal computer either with or without a mobile player unit attached, allowing a remote player unit to interact with the game in real time. This remote player unit need not necessarily be located in an arena.
  • controller could incorporate elements of popular games or situations to enhance the role playing aspect of the game.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Mobile Radio Communication Systems (AREA)
  • Optical Communication System (AREA)
  • Toys (AREA)

Abstract

L'invention se rapporte à un appareil de jeu de tir électronique. L'appareil (1) possède un nombre d'unités de commande (5) de zone, chacune définissant une zone (6) dans une surface (7) de jeu. Chaque unité de commande (5) de zone transmet des données de position au joueur mobile (4) par un émetteur infrarouge (8) monté sur l'unité de commande (5) de zone. La plage et l'étendue du champ infrarouge définissant les limites de la zone (6), et les informations reçues par le joueur mobile (4) au moment où celui-ci pénètre dans la zone (6) sont communiquées en temps réel à un processeur central (2) et à d'autres joueurs mobiles (4) par une période unique de tranche de temps de communication à chaque joueur mobile (4).
PCT/IE1995/000057 1994-11-11 1995-11-10 Appareil de jeu de tir electronique WO1996015419A1 (fr)

Priority Applications (4)

Application Number Priority Date Filing Date Title
AU38801/95A AU3880195A (en) 1994-11-11 1995-11-10 An electronic shooting game apparatus
JP8515888A JPH10510172A (ja) 1994-11-11 1995-11-10 電子射撃ゲーム装置
BR9509637A BR9509637A (pt) 1994-11-11 1995-11-10 Aparelho de jogo de tiro eletronico
EP95938004A EP0793797A1 (fr) 1994-11-11 1995-11-10 Appareil de jeu de tir electronique

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
IE940880 1994-11-11
IE950567 1995-07-24
IE940880 1995-07-24
IE950567 1995-07-24

Publications (1)

Publication Number Publication Date
WO1996015419A1 true WO1996015419A1 (fr) 1996-05-23

Family

ID=26319769

Family Applications (2)

Application Number Title Priority Date Filing Date
PCT/IE1995/000058 WO1996015420A1 (fr) 1994-11-11 1995-11-10 Communication dans un jeu de tir electronique
PCT/IE1995/000057 WO1996015419A1 (fr) 1994-11-11 1995-11-10 Appareil de jeu de tir electronique

Family Applications Before (1)

Application Number Title Priority Date Filing Date
PCT/IE1995/000058 WO1996015420A1 (fr) 1994-11-11 1995-11-10 Communication dans un jeu de tir electronique

Country Status (9)

Country Link
EP (2) EP0793797A1 (fr)
JP (2) JPH10509506A (fr)
CN (2) CN1170458A (fr)
AU (2) AU3880195A (fr)
BR (1) BR9509637A (fr)
CA (2) CA2204735A1 (fr)
IL (1) IL115954A0 (fr)
TW (1) TW318225B (fr)
WO (2) WO1996015420A1 (fr)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7501945B2 (en) 2006-07-27 2009-03-10 Lockheed Martin Corporation System and method of simulation

Families Citing this family (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU783018B2 (en) * 1997-08-25 2005-09-15 Beamhit, L.L.C. Network-linked laser target firearm training system
AUPQ771700A0 (en) * 2000-05-24 2000-06-15 Bartsch, Friedrich Karl John Integrated electronic target shooting, scoring and timing system for biathlon
AU2001259951B2 (en) * 2000-05-24 2005-12-08 Friedrich Karl John Bartsch A target shooting scoring and timing system
JP3788590B2 (ja) * 2001-09-28 2006-06-21 コナミ株式会社 遠隔操作システム及びその駆動機器
CN101149246B (zh) * 2006-09-20 2010-10-06 中国科学院自动化研究所 一种复层细分自动报靶系统
GB2446637B (en) * 2007-02-13 2011-08-10 David Andrew Morris Range control for communications systems
US9964382B2 (en) 2015-11-15 2018-05-08 George Stantchev Target acquisition device and system thereof
CN112857144A (zh) * 2021-01-25 2021-05-28 鼎电智能科技(江苏)有限公司 红蓝对抗射击训练系统

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4695058A (en) * 1984-01-31 1987-09-22 Photon Marketing Limited Simulated shooting game with continuous transmission of target identification signals
WO1991017515A1 (fr) * 1990-05-01 1991-11-14 Disys Inc. Systeme de transpondeur
EP0480413A2 (fr) * 1990-10-10 1992-04-15 Nippondenso Co., Ltd. Répondeur pour l'utilisation dans un système d'identification d'objets mobiles
US5320358A (en) * 1993-04-27 1994-06-14 Rpb, Inc. Shooting game having programmable targets and course for use therewith
US5354057A (en) * 1992-09-28 1994-10-11 Pruitt Ralph T Simulated combat entertainment system

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4695058A (en) * 1984-01-31 1987-09-22 Photon Marketing Limited Simulated shooting game with continuous transmission of target identification signals
WO1991017515A1 (fr) * 1990-05-01 1991-11-14 Disys Inc. Systeme de transpondeur
EP0480413A2 (fr) * 1990-10-10 1992-04-15 Nippondenso Co., Ltd. Répondeur pour l'utilisation dans un système d'identification d'objets mobiles
US5354057A (en) * 1992-09-28 1994-10-11 Pruitt Ralph T Simulated combat entertainment system
US5320358A (en) * 1993-04-27 1994-06-14 Rpb, Inc. Shooting game having programmable targets and course for use therewith

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7501945B2 (en) 2006-07-27 2009-03-10 Lockheed Martin Corporation System and method of simulation
US8098154B2 (en) 2006-07-27 2012-01-17 Lockheed Martin Corporation System and method of simulation

Also Published As

Publication number Publication date
IL115954A0 (en) 1996-01-31
MX9703479A (es) 1998-07-31
CN1170458A (zh) 1998-01-14
BR9509637A (pt) 1998-11-03
AU3880295A (en) 1996-06-06
CN1171152A (zh) 1998-01-21
CA2204725A1 (fr) 1996-05-23
JPH10509506A (ja) 1998-09-14
WO1996015420A1 (fr) 1996-05-23
AU3880195A (en) 1996-06-06
EP0792436A1 (fr) 1997-09-03
EP0793797A1 (fr) 1997-09-10
CA2204735A1 (fr) 1996-05-23
JPH10510172A (ja) 1998-10-06
TW318225B (fr) 1997-10-21

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