WO2006010945A1 - Game playing apparatus, and in particular apparatus for a shooting game incorporating electric shock means - Google Patents

Game playing apparatus, and in particular apparatus for a shooting game incorporating electric shock means Download PDF

Info

Publication number
WO2006010945A1
WO2006010945A1 PCT/GB2005/002992 GB2005002992W WO2006010945A1 WO 2006010945 A1 WO2006010945 A1 WO 2006010945A1 GB 2005002992 W GB2005002992 W GB 2005002992W WO 2006010945 A1 WO2006010945 A1 WO 2006010945A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
emission
target device
electric shock
target
Prior art date
Application number
PCT/GB2005/002992
Other languages
French (fr)
Inventor
Stuart Browning
Original Assignee
Blue Sky Designs 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 Blue Sky Designs Limited filed Critical Blue Sky Designs Limited
Publication of WO2006010945A1 publication Critical patent/WO2006010945A1/en
Priority to GB0701785A priority Critical patent/GB2431592A/en

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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
    • 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
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission
    • FMECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
    • F41WEAPONS
    • F41AFUNCTIONAL FEATURES OR DETAILS COMMON TO BOTH SMALLARMS AND ORDNANCE, e.g. CANNONS; MOUNTINGS FOR SMALLARMS OR ORDNANCE
    • F41A33/00Adaptations for training; Gun simulators
    • F41A33/02Light- or radiation-emitting guns ; Light- or radiation-sensitive guns; Cartridges carrying light emitting sources, e.g. laser

Definitions

  • Game playing apparatus and in particular apparatus for a shooting game incorporating electric shock means
  • the present invention relates to game playing apparatus, and in particular to game playing apparatus incorporating electric shock means.
  • game controllers for video gaming consoles including the provision for delivering an electric shock to players during game play have been proposed.
  • these controllers do not inflict pain; rather it is designed to induce low level muscle spasm to the player in order to create a tangible/tactile sensation during game play.
  • This controller by definition, requires the use of complex and expensive games consoles, additional related hardware, and software.
  • Further available apparatus includes an arcade machine that allows a player to test his or her tolerance of pain. Although such machines are often marketed as "electric chairs", they in fact use high frequency vibration to induce a sensation to the player similar to an electric shock. Typically this apparatus is for a single player, and generates increasing levels of pain until the player concedes. Although the level reached can be recorded, there is no element of direct competition between players.
  • Additional existing apparatus includes a form of roulette, in which up to four players insert fingers into sockets on an apparatus, with one player randomly chosen by the apparatus to receive an electric shock. This apparatus lacks an element of competition and skill.
  • the apparatus comprising: a target device having a detector for detecting an emission, emission means for directing an emission towards a detector, and means for administering a disincentive to one or more of said players adapted to be activated in response to a signal from the detector.
  • emission should be interpreted to include a projected, ejected or transmitted signal, beam, pulse, or body, and emission means should be interpreted accordingly.
  • the emission is an electromagnetic signal.
  • the electromagnetic signal may be infrared radiation.
  • the electromagnetic signal may be radio frequency radiation.
  • the disincentive is a tangible disincentive in the form of injury-free pain. More preferably, the disincentive is a measured electric shock.
  • the apparatus may include a plurality of contact elements adapted to be attached to or held by a player.
  • the contact elements may comprise a handle.
  • the apparatus is preferably adapted to administer a ⁇ disincentive via the contact elements.
  • the contact elements include an electrode for administering a measured electric shock to a player.
  • the emission means is an aiming device having control means operable to be activated by a player.
  • control means has a handheld portion, and the contact elements are disposed on the handheld portion.
  • the target device may be adapted to be carried or worn by a player.
  • the target device may be located remotely from the players.
  • the target device comprises transmission means for transmitting an activation signal to administer the disincentive to the one or more players.
  • the activation signal may be an electromagnetic signal.
  • the activation signal may be a provided through a cable or wire.
  • the aiming device may be a replica gun.
  • the replica gun has a handheld portion having contact elements thereon. More preferably, the contact elements are adapted to administer a measured electric shock to a player.
  • the emission means is operable to be activated by a first player, and the contact elements are adapted to provide a measured electric shock to a second player in response to a signal from the target device.
  • the apparatus includes a second emission means and a second target device, and second contact elements adapted to administer a disincentive to the first player.
  • apparatus for a toy shooting game for a plurality of players comprising: a first aiming device controlled by a first player, the first aiming device having means for firing an emission from the first aiming device; a second aiming device controlled by a second player, the second aiming device having means for firing an emission from the second aiming device; a first target device adapted to detect an emission from the second aiming device; a second target device adapted to detect an emission from the first aiming device; wherein the detection of an emission by the first target device causes an electric shock to be provided to the first player.
  • the first and/or second aiming devices may be replica guns .
  • first and/or second aiming devices may be vehicles or replica vehicles .
  • the first target device may be located on the first aiming device.
  • the second target device may be located on the second aiming device.
  • FIG. 1 is a block diagram showing schematically various components and their interaction in accordance with an example embodiment of the invention
  • FIG. 2 shows a vehicle in accordance with an embodiment of the invention
  • FIG. 3 shows a control unit in accordance with an embodiment of the invention
  • FIG. 4 shows a toy gun in accordance with an alternative embodiment of the invention
  • FIG. 5 shows a toy target in accordance with an alternative embodiment of the invention.
  • the system generally depicted at 10, comprises a first emitter 12a and a second emitter 12b, each capable of firing an emission to another component of the system.
  • Emission in this context should be interpreted to include a projected, ejected or transmitted signal, beam, pulse, or body, and the term emitter should be interpreted accordingly.
  • the emitter is an infra red radiation signal.
  • the system also includes a first target 15a and a second target 15b.
  • the targets are adapted to receive and detect emissions from the first and second emitters.
  • the first emitter 12 and first target 15 are operated by the first player, Player A, by control apparatus shown at 21a.
  • the second emitter 12b and second target 15b are operated by the second player, Player B by control apparatus 21b.
  • the system also comprises means for administering disincentives or punishments to the players.
  • the disincentive administrators are means adapted to provide the player with a measured electric shock via contacts 18a, 18b.
  • the Player A controls the position of the first emitter 12a, and determines when emissions are fired.
  • the object of Player A is to cause an emission to be detected by the receiver and detector of the second target 15b.
  • the second emitter 12b is controlled by Player B, who aims to cause emissions fired by the second emitter to be detected by the first target 15a.
  • the second target When the second target detects an emission from the first emitter, it is registered as a "hit”. This generates a signal l ⁇ b to the disincentive device, which causes an electric shock to be administered to Player B via' contacts 18b. Similarly, when the first target receives and detects an emission from the second emitter, it is registered as a "hit”. This generates a signal 16a received by the disincentive device, which administers an electric shock to Player A via the contact 18a. .
  • the system therefore forms the basis for a game played by two players, whereby successful aiming and shooting by Player A at a specified target causes his opponent, Player B, to be administered with a disincentive or punishment. Similarly, successful shooting by Player B will cause his opponent, Player A, to be punished.
  • Figure 2 shows one side of a remote controlled vehicle, which in this case is in the form of a toy tank, generally depicted at 20.
  • the vehicle includes a housing 22 enclosing the internal electronic components of the device, and driving means 24, which in this case are a pair of tracks driven by wheels.
  • the Figure showing the tank from one side only, shows only one of the tracks, although the other side is provided with an equivalent tank and wheel arrangement.
  • Within the housing is a toy gun barrel 23, into which is incorporated a light transmitter (not shown) .
  • An optical receiver 25 for receiving control signals is provided on the roof of the housing.
  • the housing also includes an optical receiver 26 located in the housing adjacent a window in the housing.
  • the internal components of the vehicle include an electric motor, a radio control transmitter unit, controlling circuitry and a power source.
  • FIG 3 shows a remote control unit for use with the vehicle shown in Figure 2.
  • the control unit 30 includes a housing 32, a pair of handles 33 adapted to be held by a user, a pair of control joysticks 34 for controlling movement of the vehicle 20, and a pair of triggers 35.
  • the handle also includes contacts 36, connected to internal components of the controller 30.
  • the internal components of the controller include a power source, an optical transmitter, a radio frequency receiver, and other control electronics.
  • the control units may also provide visual displays in the form of LED's indicating the number of hits received or inflicted on the opponent.
  • the remote control unit is adapted to transmit encoded infra red frequency signal to be received by a corresponding receiver within the vehicle housing.
  • the frequency band which the receiver and transmitter operate is specified so that other, similar devices can be used in the vicinity (as will be described below) without cross talk between respective controller-vehicle pairs.
  • the remote control unit includes a forward/reverse lever for controlling the forward and reverse movement of the vehicle.
  • a second lever controls steering of the vehicle. It will be appreciated that other movement control arrangements could be used, for example joystick control or a pistol grip controller.
  • control signal is selected as being an infra red signal, which requires the players to maintain a clear line of vision from the controller to the vehicle. Should the vehicle become positioned behind obstructions, the player will lose control of the vehicle until an optical path from the controller to the vehicle is re-established.
  • Triggers 35 are configured to transmit a signal which when received by the vehicle causes an emission to be fired from the optical source located within the barrel.
  • the optical source is located at a predetermined depth of the barrel such that the barrel provides a degree of collimation to the emitted beam.
  • divergent of the emitted beam will be required to be minimised in order that the signal emitted is directional and does not behave like a point source.
  • the optical source is an infra red signal encoded about a 38 kilohertz carrier frequency.
  • the optical source is any suitable light emitting diode or laser diode.
  • the optical detector 26 which is for example a photo diode, is adapted to receive and detect an optical signal emitted from another vehicle.
  • the controlling electronics within the vehicle registers a "hit" which is counted by electronics in the vehicle.
  • a radio frequency feedback transmitter (not shown) located within the vehicle is activated to provide a signal to a corresponding receiver on the control unit 30 to indicate that a hit has been detected.
  • the control unit in response administers a measured electric shock to the user via the contact located on the handset.
  • Radio frequency signals are selected for the feedback signals to the control unit, so that an optical path is not required for a Player to receive a shock.
  • the apparatus therefore functions as a vehicle and remote control handset, to allow a user to remotely control the movement of the vehicle and activate shots fired from the vehicle.
  • a hit is registered and causes an electric shock to be generated from the control unit.
  • the apparatus of Figures 2 and 3 are particularly suitable for use in a two player game, using two controller/vehicle pairs.
  • Player A controls tank 2OA and is able to manipulate the position and control the movement of tank 2OA.
  • Player A can cause a shot to be activated from tank 2OA, and his objective is to cause a shot to be detected by tank 20B.
  • Player B controls tank 2OB and his object is to cause an emission from the tank 2OB to be detected by tank 2OA, thereby registering a hit.
  • a feedback signal is provided to the control unit for that tank. This causes an electric shock to be given to the player responsible for the control of that tank by the discharge of a capacitor through electrical contacts placed on the control unit.
  • the winner of the game is the player to successfully score five hits of the opponent's tank.
  • the apparatus within the tank counts the number of hits received and signifies to the players a GAME OVER signal when the predetermined number of hits has been reached.
  • features of the apparatus include visual displays in the form of light emitting diodes protruding from the housing of the vehicle.
  • the vehicle includes a row of five LEDs which light sequentially when a hit is recorded in the apparatus.
  • the radio control units optionally include loud speakers for providing audible signals to the players.
  • the loud speaker can be used to provide "battle" sound effects in order to enhance game play.
  • the apparatus may also provide an audible signal when a hit has been received to coincide with the electric shock being administered.
  • the feedback signal provided from a tank when a hit has been received causes an electric shock to be administered to the controller of that tank, but also provides a signal to the control unit of the opponent, in order to indicate that a hit has been scored.
  • the shape of the handles and the positioning of the contacts may be such that the chances of a Player avoiding proper contact with the electrical contacts are reduced.
  • a hand strap may be provided to prevent the Player from dropping the controller to the ground on receiving an electric shock.
  • the senor 26 is provided at the rear of the vehicle in the embodiment described, it could be provided at any other location on the vehicle. However, at the rear of the vehicle it has a marked effect of game play, as the player must attempt to attack his opponent from behind.
  • radio control and tank game incorporates infra red frequency wireless control for the vehicles.
  • wired remote control apparatus can be used.
  • Figure 4 shows a toy gun, generally depicted at 50, comprising a housing 52 defining a barrel 53 and a handle 54.
  • the toy gun is provided with a trigger for activating an optical source contained within the barrel 53.
  • the handle of the gun is provided with a pair of electrical contacts 54 (only one shown) for administering an electric shock to a player.
  • the housing of the gun encloses other necessary internal components, such as control electronics.
  • a cable 55 is provided for connecting the gun to a target.
  • Hand' straps are therefore provided on the hand held apparatus in order to prevent it from being dropped to the ground on receiving an electric shock.
  • Figure 5 shows a toy target 60, adapted to be used with the toy gun shown in Figure 4.
  • the target 60 is connected to the gun by cable 55, and includes straps 63 for allowing the device to be worn on the chest of a player.
  • the target is coloured in order to define the area at which a player should aim.
  • an optical receiver 64 Positioned at the centre of the concentric circles on the target is an optical receiver 64 adapted to receive and detect an optical emission from a cooperating toy gun.
  • control electronics for registering and counting hits received by the target.
  • the target includes a power source, such as .a battery, which powers the components of the target and the gun, the latter via the cable 55.
  • the cable also acts as a feedback mechanism for providing a signal to the gun of the player wearing the target via the cable 55. When such a signal is received, a current is discharged across two contact points provided in the gun handle. This causes an electric shock to be administered to the player.
  • the cable 55 connects various internal components, and it will be appreciated that the electronics could be split between the target and the gun in any suitable manner.
  • the device is particularly well suited to use in a two- player game with two gun/target pairs.
  • Player A carries gun 5OA and wears target 60A.
  • Player B carries gun 5OB and wears target 6OB.
  • Player A's object is to fire emissions towards the chest target of Player B. If a hit is successfully recorded, a feedback signal will be provided from target 6OB to gun 5OB. This will cause an electric shock to be administered to Player B.
  • the object of Player B is to fire shots at the target of Player A, in order to cause Player A to be inflicted with an electric shock.
  • the gun and target game can be configured in a variety of different ways.
  • electronics housed within the chest target counts hits received and sequentially lights a series of LED's on the chest target. When a predetermined number of hits have been received, a game over signal is provided to all players.
  • a wireless feedback signal could be used instead of a connecting cable from the target to the gun.
  • contact electrodes may be provided on the target itself, positioned to contact the skin of the player. In this embodiment, when a hit is detected, an electric shock is administered directly through the target carried by the player, rather than through the handle of the gun.
  • the target at which a player aims need not be carried by his opponent.
  • the game could be implemented in a "shooting range" style with two players aiming at respective fixed targets. A successful shot at one of the target could initiate an electric shock to be experienced by the other player.
  • the targets at which the players aim may be moving targets controlled independently from either player.
  • Either set of apparatus may be provided with means for selecting to electric shock levels, one with a low voltage setting and a high voltage setting.
  • the gun and target embodiment may also include additional features such as loudspeakers or display for providing audible signals to the players.
  • Game playing apparatus for a plurality of players is described, comprising a target device having a detector for detecting an emission, emission means for directing an emission towards a detector, and means for administering a disincentive to one or more of said players in response to a signal from the detector.
  • the apparatus is a toy gun and target game where successful shots by one player trigger an electric shock to the second player, via contacts on the gun or target.
  • the apparatus has remotely controlled toy vehicles, and successful shots fired from one vehicle to a second vehicle triggers an electric shock, via the control unit of the second vehicle.
  • the present invention describes a novel game to be played by a number of players, and in an embodiment incorporates electric shock means in order to enhance game play and increase the competitiveness of the game. By providing a disincentive to unsuccessful players, enjoyment and playability of the game is increased.

Abstract

Game playing apparatus for a plurality of players is described, comprising a target device (15a, 15b) having a detector for detecting an emission, emission means for directing an emission towards a detector, and means for administering a disincentive to one or more of said players in response to a signal from the detector. In one embodiment, the apparatus is a toy gun (50) and target game where successful shots by one player trigger an electric shock to the second player, via contacts (18a, 18b) on the gun or target. In another embodiment, the apparatus has remotely controlled toy vehicles (20), and successful shots fired from one vehicle to a second vehicle triggers an electric shock, via the control unit (30) of the second vehicle.

Description

Game playing apparatus, and in particular apparatus for a shooting game incorporating electric shock means
The present invention relates to game playing apparatus, and in particular to game playing apparatus incorporating electric shock means.
Competitive games are extremely popular between friends or more serious competitors. Regardless of whether or not the game is played for fun, a competitive element enhances the playability of the game and indeed improves performance of the players. Pride of the players a contributing factor to the playability of competitive games, as the players will tend to prefer to win rather than lose. However, it is often desirable to provide an additional incentive for the player to win the game, in order to improve the element of competition and the rate of player improvement. Such an incentive can be a positive incentive in the form of a prize to the winner. Alternatively, the incentive can be negative, i.e. a disincentive in that the losing player is disadvantaged in some way. Typical examples of these incentives include dares or forfeits. In many situations, prizes or positive incentives are not readily available, and therefore disincentives are more often applied. This partially explains the popularity of games involving forfeits and dares.
It may be desirable to provide a physical or tangible disincentive to a player, rather than a psychological disincentive such as a forfeit. This is apparent from the nature of playground games such as "raps" during which the loser is subjected to blows on the knuckles with a pack of cards. However, such games typically involve little or no skill level and are based on chance alone. In addition, physical punishment of the type described is liable to cause injury and/permanent damage to the recipient of the punishment.
The popularity of shooting games and war games that involve hitting a target with a real or simulated projectile is evidenced by the sales of toy guns, catapults and other toy weapons. In addition, war games are played on a larger scale at paintball centres. Generally speaking, these target-based games either lack the application of a suitable disincentive to the players to improve competitiveness, or lack a sufficient degree of control to be considered reliable and safe for the users.
It would therefore be desirable to provide apparatus for a target game between two or more players, capable of applying a disincentive to one or more losing players in a manner that does not injure those players. The principle of using a measured electric shock to deliver injury free pain is well-known. For example, novelty products are available that deliver electric shocks . These include everyday items such as pens and lighters that may be armed by one person and later handled by a second person that receives an electric shock when touching the item.
In addition, game controllers for video gaming consoles including the provision for delivering an electric shock to players during game play have been proposed. However, these controllers do not inflict pain; rather it is designed to induce low level muscle spasm to the player in order to create a tangible/tactile sensation during game play. This controller, by definition, requires the use of complex and expensive games consoles, additional related hardware, and software.
Further available apparatus includes an arcade machine that allows a player to test his or her tolerance of pain. Although such machines are often marketed as "electric chairs", they in fact use high frequency vibration to induce a sensation to the player similar to an electric shock. Typically this apparatus is for a single player, and generates increasing levels of pain until the player concedes. Although the level reached can be recorded, there is no element of direct competition between players.
Additional existing apparatus includes a form of roulette, in which up to four players insert fingers into sockets on an apparatus, with one player randomly chosen by the apparatus to receive an electric shock. This apparatus lacks an element of competition and skill.
It is one aim of the invention to provide apparatus for playing a game that has improved playability when compared with existing games.
Other aims and objects of the invention will be apparent from the following description.
According to the first aspect of the invention there is provided gaining apparatus for a plurality of players, the apparatus comprising: a target device having a detector for detecting an emission, emission means for directing an emission towards a detector, and means for administering a disincentive to one or more of said players adapted to be activated in response to a signal from the detector.
Within the context of this specification, the word emission should be interpreted to include a projected, ejected or transmitted signal, beam, pulse, or body, and emission means should be interpreted accordingly.
Preferably, the emission is an electromagnetic signal. The electromagnetic signal may be infrared radiation. Alternatively, and the electromagnetic signal may be radio frequency radiation.
Preferably, the disincentive is a tangible disincentive in the form of injury-free pain. More preferably, the disincentive is a measured electric shock.
The apparatus may include a plurality of contact elements adapted to be attached to or held by a player. The contact elements may comprise a handle.
The apparatus is preferably adapted to administer a disincentive via the contact elements. Preferably, the contact elements include an electrode for administering a measured electric shock to a player.
Preferably, the emission means is an aiming device having control means operable to be activated by a player.
More preferably, the control means has a handheld portion, and the contact elements are disposed on the handheld portion.
The target device may be adapted to be carried or worn by a player.
Alternatively, the target device may be located remotely from the players.
Preferably, the target device comprises transmission means for transmitting an activation signal to administer the disincentive to the one or more players.
The activation signal may be an electromagnetic signal. Alternatively, the activation signal may be a provided through a cable or wire. The aiming device may be a replica gun.
Preferably, the replica gun has a handheld portion having contact elements thereon. More preferably, the contact elements are adapted to administer a measured electric shock to a player.
Preferably, the emission means is operable to be activated by a first player, and the contact elements are adapted to provide a measured electric shock to a second player in response to a signal from the target device.
More preferably, the apparatus includes a second emission means and a second target device, and second contact elements adapted to administer a disincentive to the first player.
According to a second aspect of the invention, there is provided apparatus for a toy shooting game for a plurality of players, the apparatus comprising: a first aiming device controlled by a first player, the first aiming device having means for firing an emission from the first aiming device; a second aiming device controlled by a second player, the second aiming device having means for firing an emission from the second aiming device; a first target device adapted to detect an emission from the second aiming device; a second target device adapted to detect an emission from the first aiming device; wherein the detection of an emission by the first target device causes an electric shock to be provided to the first player. The first and/or second aiming devices may be replica guns .
Alternatively, the first and/or second aiming devices may be vehicles or replica vehicles .
The first target device may be located on the first aiming device.
The second target device may be located on the second aiming device.
There will now be described, by way of example only, various embodiments of the invention with reference to the following drawings of which:
Figure 1 is a block diagram showing schematically various components and their interaction in accordance with an example embodiment of the invention;
Figure 2 shows a vehicle in accordance with an embodiment of the invention;
Figure 3 shows a control unit in accordance with an embodiment of the invention;
Figure 4 shows a toy gun in accordance with an alternative embodiment of the invention;
Figure 5 shows a toy target in accordance with an alternative embodiment of the invention. Referring firstly to Figure 1, the components of an embodiment of the invention are shown in schematic form in a block diagram. The system, generally depicted at 10, comprises a first emitter 12a and a second emitter 12b, each capable of firing an emission to another component of the system. Emission in this context should be interpreted to include a projected, ejected or transmitted signal, beam, pulse, or body, and the term emitter should be interpreted accordingly. In a preferred embodiment of the invention, the emitter is an infra red radiation signal.
The system also includes a first target 15a and a second target 15b. The targets are adapted to receive and detect emissions from the first and second emitters.
The first emitter 12 and first target 15 are operated by the first player, Player A, by control apparatus shown at 21a. The second emitter 12b and second target 15b are operated by the second player, Player B by control apparatus 21b.
The system also comprises means for administering disincentives or punishments to the players. In the preferred embodiment, the disincentive administrators are means adapted to provide the player with a measured electric shock via contacts 18a, 18b.
In use, the Player A controls the position of the first emitter 12a, and determines when emissions are fired. The object of Player A is to cause an emission to be detected by the receiver and detector of the second target 15b. Similarly, the second emitter 12b is controlled by Player B, who aims to cause emissions fired by the second emitter to be detected by the first target 15a.
When the second target detects an emission from the first emitter, it is registered as a "hit". This generates a signal lβb to the disincentive device, which causes an electric shock to be administered to Player B via' contacts 18b. Similarly, when the first target receives and detects an emission from the second emitter, it is registered as a "hit". This generates a signal 16a received by the disincentive device, which administers an electric shock to Player A via the contact 18a. . The system therefore forms the basis for a game played by two players, whereby successful aiming and shooting by Player A at a specified target causes his opponent, Player B, to be administered with a disincentive or punishment. Similarly, successful shooting by Player B will cause his opponent, Player A, to be punished.
With reference to Figures 2 and 3, a specific embodiment of the invention implemented as a remote controlled tank game will be described. Figure 2 shows one side of a remote controlled vehicle, which in this case is in the form of a toy tank, generally depicted at 20. The vehicle includes a housing 22 enclosing the internal electronic components of the device, and driving means 24, which in this case are a pair of tracks driven by wheels. The Figure, showing the tank from one side only, shows only one of the tracks, although the other side is provided with an equivalent tank and wheel arrangement. Within the housing is a toy gun barrel 23, into which is incorporated a light transmitter (not shown) . An optical receiver 25 for receiving control signals is provided on the roof of the housing. The housing also includes an optical receiver 26 located in the housing adjacent a window in the housing.
The internal components of the vehicle include an electric motor, a radio control transmitter unit, controlling circuitry and a power source.
Figure 3 shows a remote control unit for use with the vehicle shown in Figure 2. The control unit 30 includes a housing 32, a pair of handles 33 adapted to be held by a user, a pair of control joysticks 34 for controlling movement of the vehicle 20, and a pair of triggers 35. The handle also includes contacts 36, connected to internal components of the controller 30.
The internal components of the controller include a power source, an optical transmitter, a radio frequency receiver, and other control electronics. The control units may also provide visual displays in the form of LED's indicating the number of hits received or inflicted on the opponent.
The remote control unit is adapted to transmit encoded infra red frequency signal to be received by a corresponding receiver within the vehicle housing. The frequency band which the receiver and transmitter operate is specified so that other, similar devices can be used in the vicinity (as will be described below) without cross talk between respective controller-vehicle pairs. In the example shown, the remote control unit includes a forward/reverse lever for controlling the forward and reverse movement of the vehicle. A second lever controls steering of the vehicle. It will be appreciated that other movement control arrangements could be used, for example joystick control or a pistol grip controller.
In this embodiment, the control signal is selected as being an infra red signal, which requires the players to maintain a clear line of vision from the controller to the vehicle. Should the vehicle become positioned behind obstructions, the player will lose control of the vehicle until an optical path from the controller to the vehicle is re-established.
Triggers 35 are configured to transmit a signal which when received by the vehicle causes an emission to be fired from the optical source located within the barrel. In this example, the optical source is located at a predetermined depth of the barrel such that the barrel provides a degree of collimation to the emitted beam. Typically, divergent of the emitted beam will be required to be minimised in order that the signal emitted is directional and does not behave like a point source. The optical source is an infra red signal encoded about a 38 kilohertz carrier frequency. The optical source is any suitable light emitting diode or laser diode.
The optical detector 26, which is for example a photo diode, is adapted to receive and detect an optical signal emitted from another vehicle. When an appropriate optical signal is received, the controlling electronics within the vehicle registers a "hit" which is counted by electronics in the vehicle. Simultaneously, a radio frequency feedback transmitter (not shown) located within the vehicle is activated to provide a signal to a corresponding receiver on the control unit 30 to indicate that a hit has been detected. The control unit in response administers a measured electric shock to the user via the contact located on the handset.
Radio frequency signals are selected for the feedback signals to the control unit, so that an optical path is not required for a Player to receive a shock.
The apparatus therefore functions as a vehicle and remote control handset, to allow a user to remotely control the movement of the vehicle and activate shots fired from the vehicle. In addition, when the vehicle detects an incoming signal from a similar vehicle, a hit is registered and causes an electric shock to be generated from the control unit.
The apparatus of Figures 2 and 3 are particularly suitable for use in a two player game, using two controller/vehicle pairs. Player A controls tank 2OA and is able to manipulate the position and control the movement of tank 2OA. At appropriate times, Player A can cause a shot to be activated from tank 2OA, and his objective is to cause a shot to be detected by tank 20B.
Similarly, Player B controls tank 2OB and his object is to cause an emission from the tank 2OB to be detected by tank 2OA, thereby registering a hit. Should a hit should be registered in either tank, a feedback signal is provided to the control unit for that tank. This causes an electric shock to be given to the player responsible for the control of that tank by the discharge of a capacitor through electrical contacts placed on the control unit.
The manner in which the game is configured can be varied to provide different aspects to the game play. In one example, the winner of the game is the player to successfully score five hits of the opponent's tank. The apparatus within the tank counts the number of hits received and signifies to the players a GAME OVER signal when the predetermined number of hits has been reached.
Optional, but preferred, features of the apparatus include visual displays in the form of light emitting diodes protruding from the housing of the vehicle. In the example shown, the vehicle includes a row of five LEDs which light sequentially when a hit is recorded in the apparatus.
In addition, the radio control units optionally include loud speakers for providing audible signals to the players. For example, the loud speaker can be used to provide "battle" sound effects in order to enhance game play. The apparatus may also provide an audible signal when a hit has been received to coincide with the electric shock being administered.
In an alternative embodiment, the feedback signal provided from a tank when a hit has been received causes an electric shock to be administered to the controller of that tank, but also provides a signal to the control unit of the opponent, in order to indicate that a hit has been scored.
Further adaptations and modifications are possible within the scope of the invention. For example, the shape of the handles and the positioning of the contacts may be such that the chances of a Player avoiding proper contact with the electrical contacts are reduced. In addition, a hand strap may be provided to prevent the Player from dropping the controller to the ground on receiving an electric shock.
Although the sensor 26 is provided at the rear of the vehicle in the embodiment described, it could be provided at any other location on the vehicle. However, at the rear of the vehicle it has a marked effect of game play, as the player must attempt to attack his opponent from behind.
The above described radio control and tank game incorporates infra red frequency wireless control for the vehicles. However, it will be appreciated that on a smaller scale, wired remote control apparatus can be used.
An alternative specific embodiment of the invention will now be described with reference to Figures 4 and 5.
Figure 4 shows a toy gun, generally depicted at 50, comprising a housing 52 defining a barrel 53 and a handle 54. The toy gun is provided with a trigger for activating an optical source contained within the barrel 53. The handle of the gun is provided with a pair of electrical contacts 54 (only one shown) for administering an electric shock to a player. The housing of the gun encloses other necessary internal components, such as control electronics. A cable 55 is provided for connecting the gun to a target.
When a player receives an electric shock, the natural reflex will be to release the gun or control unit. Hand' straps are therefore provided on the hand held apparatus in order to prevent it from being dropped to the ground on receiving an electric shock.
Figure 5 shows a toy target 60, adapted to be used with the toy gun shown in Figure 4. The target 60 is connected to the gun by cable 55, and includes straps 63 for allowing the device to be worn on the chest of a player. The target is coloured in order to define the area at which a player should aim. Positioned at the centre of the concentric circles on the target is an optical receiver 64 adapted to receive and detect an optical emission from a cooperating toy gun.
Also provided in the chest target are control electronics for registering and counting hits received by the target. The target includes a power source, such as .a battery, which powers the components of the target and the gun, the latter via the cable 55. The cable also acts as a feedback mechanism for providing a signal to the gun of the player wearing the target via the cable 55. When such a signal is received, a current is discharged across two contact points provided in the gun handle. This causes an electric shock to be administered to the player. The cable 55 connects various internal components, and it will be appreciated that the electronics could be split between the target and the gun in any suitable manner.
The device is particularly well suited to use in a two- player game with two gun/target pairs. Player A carries gun 5OA and wears target 60A. Similarly, Player B carries gun 5OB and wears target 6OB. Player A's object is to fire emissions towards the chest target of Player B. If a hit is successfully recorded, a feedback signal will be provided from target 6OB to gun 5OB. This will cause an electric shock to be administered to Player B. Similarly, the object of Player B is to fire shots at the target of Player A, in order to cause Player A to be inflicted with an electric shock.
As with the above-described vehicle and remote control unit embodiment, the gun and target game can be configured in a variety of different ways. In one example, electronics housed within the chest target counts hits received and sequentially lights a series of LED's on the chest target. When a predetermined number of hits have been received, a game over signal is provided to all players.
It will be appreciated that other means of providing a feedback signal on the target to the player carrying that target are available. For example, instead of a connecting cable from the target to the gun, a wireless feedback signal could be used. Alternatively, or in addition, contact electrodes may be provided on the target itself, positioned to contact the skin of the player. In this embodiment, when a hit is detected, an electric shock is administered directly through the target carried by the player, rather than through the handle of the gun.
Other variations and modifications are envisaged within the scope of the invention. For example, in the gun and target embodiment shown with reference to Figures 5 to 7 , the target at which a player aims need not be carried by his opponent. For example, the game could be implemented in a "shooting range" style with two players aiming at respective fixed targets. A successful shot at one of the target could initiate an electric shock to be experienced by the other player. Alternatively, the targets at which the players aim may be moving targets controlled independently from either player.
Either set of apparatus may be provided with means for selecting to electric shock levels, one with a low voltage setting and a high voltage setting. The gun and target embodiment may also include additional features such as loudspeakers or display for providing audible signals to the players.
The above-described embodiments relate to two player games only, however by adapting the game configuration additional players may be involved. For example, three or more players could take part, each with their own set of apparatus and competing against one another. Alternatively^ the apparatus could be arranged in a way that the game can be played as a team game, with teams of players attempting to successfully hit tanks or targets of opposing teams. Game playing apparatus for a plurality of players is described, comprising a target device having a detector for detecting an emission, emission means for directing an emission towards a detector, and means for administering a disincentive to one or more of said players in response to a signal from the detector. In one embodiment, the apparatus is a toy gun and target game where successful shots by one player trigger an electric shock to the second player, via contacts on the gun or target. In another embodiment, the apparatus has remotely controlled toy vehicles, and successful shots fired from one vehicle to a second vehicle triggers an electric shock, via the control unit of the second vehicle.
The present invention describes a novel game to be played by a number of players, and in an embodiment incorporates electric shock means in order to enhance game play and increase the competitiveness of the game. By providing a disincentive to unsuccessful players, enjoyment and playability of the game is increased.

Claims

Claims
1. Game playing apparatus for a plurality of players, the apparatus comprising: a target device having a detector for detecting an emission, emission means for directing an emission towards a detector, and means for administering a disincentive to one or more of said players adapted to be activated in response to a signal from the detector.
2. Apparatus as claimed in claim 1 wherein the emission is an electromagnetic signal.
3. Apparatus as claimed in claim 1 or claim 2 wherein the electromagnetic signal is infrared radiation.
4. Apparatus as claimed in claim 1 or claim 2 wherein the electromagnetic signal is radio frequency radiation.
5. Apparatus as claimed in any preceding claim wherein the disincentive is a tangible disincentive in the form of injury-free pain.
6. Apparatus as claimed in claim 5 wherein the disincentive is an electric shock.
7. Apparatus as claimed in any preceding claim comprising a contact element adapted to contact a player.
8. Apparatus as claimed in claim 7 wherein the contact element is provided on a handle.
9. Apparatus as claimed in claim 7 or claim 8 wherein the apparatus is adapted to administer a disincentive via the contact element.
10. Apparatus as claimed in claim 9 wherein the contact element includes an electrode for administering an electric shock to a player.
11. Apparatus as claimed in any preceding claim wherein the emission means is an aiming device having control means operable to be activated by a player.
12. Apparatus as claimed in claim 11 wherein the control means has a handheld portion, and the contact element is disposed on the handheld portion.
13. Apparatus as claimed in any preceding claim wherein the target device is adapted to be carried or worn by a player.
14. Apparatus as claimed in any of claims 1 to 12 wherein the target device is adapted to be located remotely from a player.
15. Apparatus as claimed in any preceding claim wherein the target device comprises transmission means for transmitting an activation signal to administer the disincentive to the one or more players.
16. Apparatus as claimed in claim 15 wherein the activation signal is an electromagnetic signal.
17. Apparatus as claimed in claim 15 wherein the activation signal is a provided via a cable or wire.
18. Apparatus as claimed in any preceding claim wherein the aiming device is a replica gun.
19. Apparatus as claimed in claim 18 wherein the replica gun has a handheld portion having a contact element thereon.
20. Apparatus as claimed in claim 19 wherein the contact elements are adapted to administer a measured electric shock to a player.
21. Apparatus as claimed in any preceding claim wherein the emission means is operable to be activated by a first player, and a contact element is adapted to provide a measured electric shock to a second player in response to a signal from the target device.
22. Apparatus as claimed in any preceding claim wherein the apparatus includes a second emission means, a second target device, and a second contact element adapted to administer a disincentive to the first player.
23. Apparatus for a toy shooting game for a plurality of players, the apparatus comprising: - a first aiming device controlled by a first player, the first aiming device having means . for firing an emission from the first aiming device; - a second aiming device controlled by a second player, the second aiming device having means for firing an emission from the second aiming device; - a first target device adapted to detect an emission from the second aiming device; - a second target device adapted to detect an emission from the first aiming device; wherein the detection of an emission by the first target device causes an electric shock to be provided to the first player.
24. Apparatus as claimed in claim 23 wherein the first aiming device and/or second aiming device is a replica gun.
25. Apparatus as claimed in claim 23 wherein the first aiming device and/or second aiming device is a vehicle or replica vehicle.
26. Apparatus as claimed in any of claims 23 to 25 wherein the first target device is located on the first aiming device.
27. Apparatus as claimed in any of claims 23 to 26 wherein the second target device is located on the second aiming device.
28. Apparatus as claimed in any of claims 23 to 27 wherein the detection of an emission by the second target device causes an electric shock to be provided to the second player.
29. Apparatus as claimed in of claims 23 to 28 comprising a contact element adapted to contact a player.
30. Apparatus as claimed in of claims 23 to 29 wherein • the emission means is an aiming device having control means operable to be activated by a player.
31. Apparatus as claimed in claim 30 wherein the control means has a handheld portion, and the contact element is disposed on the handheld portion.
32. Apparatus as claimed in any of claims 23 to 31 wherein the target device is adapted to be carried or worn by a player.
33. Apparatus as claimed in any of claims 23 to 31 wherein the target device is adapted to be located remotely from a player.
34. Apparatus as claimed in any of claims 23 to 33 wherein the target device comprises transmission means for transmitting an activation signal to administer the disincentive to the one or more players.
35. Apparatus as claimed in claim 34 wherein the activation signal is an electromagnetic signal.
36. Apparatus as claimed in claim 34 wherein the activation signal is a provided via a cable or wire.
PCT/GB2005/002992 2004-07-28 2005-07-28 Game playing apparatus, and in particular apparatus for a shooting game incorporating electric shock means WO2006010945A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB0701785A GB2431592A (en) 2004-07-28 2007-01-31 Game Playing Apparatus and in Particular Apparatus for a Shooting Game Incorporating Electric Shock Means

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Application Number Priority Date Filing Date Title
GB0416804A GB0416804D0 (en) 2004-07-28 2004-07-28 Gaming playing apparatus, and in particular apparatus for shooting game incorporating electric shock means
GB0416804.3 2004-07-28

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GB2484744A (en) * 2010-10-23 2012-04-25 Randip Singh Bhogal Skateboard laser tag
EP2649401A4 (en) * 2010-12-09 2016-03-09 Jeffrey James Quail Controller for electrical impulse stress exposure training

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EP0616188A1 (en) * 1993-03-02 1994-09-21 Golden Grid Limited An indicating system for an electronic shooting game
US5741185A (en) * 1997-02-05 1998-04-21 Toymax Inc. Interactive light-operated toy shooting game
US6302796B1 (en) * 1997-02-05 2001-10-16 Toymax Inc. Player programmable, interactive toy for a shooting game

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US2404653A (en) * 1944-05-08 1946-07-23 Charles J Strebel Electric target game
US4695058A (en) * 1984-01-31 1987-09-22 Photon Marketing Limited Simulated shooting game with continuous transmission of target identification signals
US4938483A (en) * 1987-11-04 1990-07-03 M. H. Segan & Company, Inc. Multi-vehicle interactive toy system
EP0616188A1 (en) * 1993-03-02 1994-09-21 Golden Grid Limited An indicating system for an electronic shooting game
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GB2484744A (en) * 2010-10-23 2012-04-25 Randip Singh Bhogal Skateboard laser tag
GB2484744B (en) * 2010-10-23 2016-04-20 Randip Singh Bhogal Skateboard laser tag
EP2649401A4 (en) * 2010-12-09 2016-03-09 Jeffrey James Quail Controller for electrical impulse stress exposure training

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GB2431592A (en) 2007-05-02
GB0701785D0 (en) 2007-03-14
GB0416804D0 (en) 2004-09-01

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