A63F2009/2442

Automated runway loop for aerial projectile
11911706 · 2024-02-27 ·

An automated runway loop including a u-shaped runway, wherein the runway is configured to support an aerial projectile with the runway having a discharging end and a receiving end. The runway has a support attached to the runway and to a motor capable of extending and retracting the runway along an axis. At least one sensor is positioned along the runway and configured to provide at least one output indicative of at least one parameter of the aerial projectile. A computer is connected to the sensors and the motor, the computer controlling energization of the motor based at least in part on an indicated parameter of the aerial projectile, where the energization of the motor causes the aerial projectile to be discharged from one end of the runway and to be received at the other end of the runway.

BALL THROWING GAME MACHINE
20240050842 · 2024-02-15 · ·

Disclosed is a ball throwing game machine in which, when a ball is hit by a hitting device whose hitting force is controlled by a handle, the ball is thrown to fly toward a game operation part and enters the game operation part, and here, a control device, which has received a light emission color signal and a ball entry signal from the game operation part, outputs a score signal to a score display device that corresponds to the light emission color signal from the game operation part to display a predetermined score on the score display device corresponding to the light emission color signal from the game operation part at the time the ball enters.

SYSTEMS AND METHODS FOR PROVIDING SELF-RESTTING GAMES IN INTERACTIVE PHYSICAL ENVIRONMENTS
20240042329 · 2024-02-08 · ·

A self-resetting game provided by an interactive physical environment includes a plurality of game components, a room sensor, a control system and an indicator. The plurality of game components are repositionable within a game room provided by the interactive physical environment. The room sensor detects a first positon of at least some of the plurality of game components. The control system receives, from the room sensors, the detected position and selects, responsive to the received position information, one of a plurality of game solutions requiring the plurality of game components to be rearranged into a second position different from the first positon. The indicator detects the selected one of the game solutions.

Drone-passing multiple detection sensor gate and drone game system using same

The present invention provides a drone-passing multiple detection sensor gate comprising: a gate having a ring-like structure through which a drone can pass during flight; a first sensor, disposed on the front or the inner front of the gate, for detecting whether the drone approaches the gate or passes through the front side of the gate; a second sensor, disposed on the inner rear of the gate, for detecting whether the drone sensed by the first sensor passes through the rear side of the gate; a detection signal transmitter, disposed inside or on a surface of the gate, for receiving, from the first sensor and the second sensor, the detection signal indicating whether the drone approaches or passes through the gate, and wirelessly transmitting the detection signal. In addition, the present invention provides a drone game system using a multiple detection sensor gate.

ELECTRONIC GAMING DEVICE
20190374849 · 2019-12-12 ·

Presented herein is an electronic gaming device comprising a first axel with a first center cubelet rotatably coupled to the first axel, a first sensor operatively coupled to the first axel to detect rotation of the first cubelet, and responsive to detecting rotation of the first cubelet, transmit a first signal, a second axel with a second center cubelet rotatably coupled to the second axel, a second sensor operatively coupled to the second axel to detect rotation of the second cubelet, and responsive to detecting rotation of the second cubelet, transmit a second signal, a third axel with a third center cubelet rotatably coupled to the third axel, a third sensor operatively coupled to the third axel to detect rotation of the third cubelet, and responsive to detecting rotation of the third cubelet, transmit a third signal, a plurality of interchangeable cubelets positioned about the first, second, and third axel such that mechanical rotation of a set of the interchangeable cubelets having a common plane causes one of the first, second, and third sensors to transmit one of the first, second, and third signals, storage for storing a position of each of the plurality of interchangeable cubelets, and a processor configured to receive signals from one of the first, second, and third sensors, determine changes in the position of the some of the cubelets, and write the changed positions for the some of the cubelets in the storage.

Random mechanical generator with feedback adjustment for dice gaming system

Methods, systems, and devices are described herein for calibrating displacement of a platform for throwing dice in a dice gaming system. In one aspect, a method may include obtaining a configured platform displacement during a throw of one or more dice by the dice gaming system. The throw of the dice may be associated with at least one dice throw parameter. The method may also include measuring an actual platform displacement during the throw of dice by the dice gaming system, and comparing the configured platform displacement with the measured actual platform displacement to determine a displacement delta. The method may additionally include adjusting at least one dice throw parameter based on the comparison to decrease the displacement delta for future throws of the one or more dice.

Competitive escape rooms
10486057 · 2019-11-26 ·

Apparatuses, systems, methods, and computer program products are presented for competitive escape rooms. A first room has a predetermined method to accomplish a task within the first room. A second room has a same predetermined method to accomplish a same task within the second room as in a first room. A hardware controller device determines in which of a first room and a second room a task is completed first by one of a plurality of competing sets of users.

PUNCHING GAME APPARATUS
20190351318 · 2019-11-21 · ·

Disclosed is a punching game apparatus and, more particularly, a punching game apparatus which converts a moving time of a hitting part into a score and outputs the score to a scoreboard. The present disclosure may increase the interest in a game by converting the moving time of a shift at the time of hitting by means of a sensor to accurately score the hitting power of a user. The present disclosure can increase the interest by accumulating the score converted from the hitting power and allowing users to compete for the highest score through score recording. In addition, as the present disclosure allows a game to be played with the hitting power of a finger, unlike conventional punching game apparatuses, the punching game apparatus is small in size and thus easy to carry. A restart button is provided, thereby allowing users to easily restart a game.

Augmented reality and physical games

Augmented reality and physical game techniques are described. In one or more implementations, an indication is received by a computing device of a location of a physical gaming piece of a game. An augmentation is computed based on the indication by the computing device to be displayed as part of the game. The augmentation is displayed by the computing device on a display device that is at least partially transparent such that a physical portion of the game is viewable through the display device concurrently with the augmentation.

Track based play systems

Track based play systems are described which comprise a set of physical play pieces and an associated computer game. In an embodiment, a user may arrange some or all of the play pieces in the set to form a path. The computer game is arranged to infer a virtual model of the path defined by the user-created arrangement of the play pieces. The inference may be based on data communicated by one or more the play pieces to the game or based on data from a local sensing device such as a camera which views the relative positions of the play pieces. Having inferred the path, the game constrains a virtual or physical object to the path within the game play and renders a graphical user interface showing at least a portion of the path.