METHOD OF OPERATING A RIDE AND A RIDE

20220233965 · 2022-07-28

    Inventors

    Cpc classification

    International classification

    Abstract

    The present invention relates to a method for operating a ride (1) on a terrain (10) having at least one vehicle (20), the at least one vehicle (20) having a drive device (22), at least one passenger receptacle (21) for at least one passenger (5), and a store (24) that can be filled with projectiles (15), the method being characterized in that the at least one vehicle (20) is moved on the terrain by means of the relevant drive device (22) and in that at least one projectile (15) can be removed from the store (24) can be fired at the instigation of the at least one passenger (5). In addition, the present invention relates to a ride (1).

    Claims

    1. A method for operating a ride (1) on a terrain (10) having at least one vehicle (20), the at least one vehicle (20) having a drive device (22), at least one passenger receptacle (21) for at least one passenger (5), and a store (24) that can be filled with projectiles (15), characterized by the method steps of: moving the at least one vehicle (20) on the terrain (10) by means of the drive device (22), and removing at least one projectile (15) from the store (24) and firing the at least one projectile (15) at the instigation of the at least one passenger (5).

    2. The method according to claim 1, characterized in that the firing of the at least one projectile (15) is carried out by a firing device (32) of the vehicle (20), and in that the firing device (32) can be triggered by the at least one passenger (5) by means of actuating means.

    3. The method according to claim 2, characterized in that the firing device (32) can be manually oriented by the at least one passenger (5) from at least one passenger receptacle (21), or in that the firing device (32) can be oriented by the at least one passenger by adjustment means.

    4. The method according to claim 1, characterized in that the at least one vehicle (20) has at least two passenger receptacles (21), it being possible to control the vehicle from a second of the at least two passenger receptacles (21) by means of a vehicle control device (25).

    5. The method according to claim 4, characterized in that at least one of the at least two passenger receptacles (21) is a standing space.

    6. The method according to claim 1, characterized in that the at least one vehicle (20) has a collecting device (28) for collecting projectiles (15), which device can preferably feed the projectiles (15) to the store (24).

    7. The method according to claim 1, characterized in that the at least one vehicle (20) is moved autonomously on the terrain (10).

    8. The method according to claim 1, characterized in that the at least one vehicle (20) can follow a course (11).

    9. The method according to claim 1, characterized in that the at least one vehicle (20) has environment monitoring means (30).

    10. The method according to claim 1, characterized in that at least one target element (60) is provided.

    11. The method according to claim 1, characterized in that the hit detection means (26) are provided, and in that a hit reaction is generated when the hit detection means (26) detect/s the impact of a projectile (15) on the at least one vehicle (20) and/or on the at least one target element (60).

    12. The method according to claim 11, characterized in that the hit reaction comprises a predetermined vehicle movement by the drive device (22).

    13. The method according to claim 11, characterized in that the hit reaction comprises an acoustic and/or optical signal.

    14. The method according to claim 11, characterized in that the hit detection means (26) detect a hit position.

    15. The method according to claim 11, characterized in that hit detection means (26) are used for determining a game result.

    16. The method according to claim 1, characterized in that the at least one vehicle (20) travels in water.

    17. The method according to claim 1, characterized in that absorbent projectiles (15), in particular balls, softballs, darts, foam bullets, or the like, are used.

    18. The method according to claim 1, characterized in that supply means are provided, and in that the supply means supply the at least one vehicle (20) with operating materials, in particular energy and/or projectiles (15).

    19. A ride (1), in particular for carrying out the method according to claim 1, for operation on a terrain (10), having at least one vehicle (20), wherein the at least vehicle (20) has a drive device (22), at least one passenger receptacle (21) for at least one passenger (5), and a store (24) that can be filled with projectiles (15), wherein at least one projectile (15) can be removed from the store (24) and can be fired at the instigation of the at least one passenger (5).

    Description

    [0064] Two exemplary embodiments of a ride are described in detail below with reference to the accompanying drawings, in which:

    [0065] FIG. 1 is a perspective representation of a ride having a plurality of vehicles,

    [0066] FIG. 2 is an enlarged representation of a vehicle according to FIG. 1 having two passenger receptacles and a store, a passenger being able to remove projectiles from the store, and

    [0067] FIG. 3 is a schematic and greatly simplified representation of the ride according to FIG. 1 and the vehicles according to FIG. 2,

    [0068] FIG. 4 is a schematic and greatly simplified representation of a second embodiment of the ride having a course.

    [0069] Identical or functionally identical components are identified below with the same reference symbols. For the sake of clarity, not all parts that are identical or functionally identical in the individual Figures are provided with a reference number.

    [0070] FIG. 1 is an exemplary representation of a ride 1, having a terrain 10 and a plurality of vehicles 20, which can be moved—preferably freely—on the terrain 10 by means of a drive device 22, which is not shown in detail. The ride 1 can also have a large number of projectiles 15.

    [0071] The projectiles 15 can be balls, darts, or softballs, preferably made of a foam material. Furthermore, the projectiles can be buoyant and preferably absorbent at least in a covering region in order to be able to absorb water.

    [0072] The terrain 10 comprises a driving level 12 and preferably a wall 14 which surrounds the driving level 12. The wall 14 can also have padding in order to cushion collisions with a vehicle 20. Furthermore, the wall 14 can comprise a net 16.

    [0073] The ride 1 can comprise a plurality of vehicles 20 and, preferably, it is possible to divide the vehicles 20 into at least two teams or groups. Each team or each group of vehicles 20 can be differentiated visually, for example by the color of the vehicles 20. In addition, it may be advantageous if the vehicles 20 are identical in design.

    [0074] Each vehicle 20 has a front side area and a rear side area as well as at least one passenger receptacle 21 for a passenger 5, the above-mentioned drive device 22, a store 24, a vehicle control device 25, a firing device 32, and a collecting device 28.

    [0075] It can be seen in FIG. 2 that, in accordance with the exemplary embodiment shown, the vehicles 20 in the exemplary embodiment shown have two passenger receptacles 21, for one passenger 5 each. One of the two passenger receptacles 21 can be a standing space and can be arranged further centrally between the front side area and the rear side area of the vehicle 20, in particular adjacent to the vehicle control device 25, and allows the passenger 5 to control vehicle 20 from the passenger receptacle 21 with good all-around visibility and/or to operate the drive device 22. The drive device 22 can comprise a motor (not shown), in particular an electric motor, and further preferably comprises a caterpillar chassis driven by the drive. The drive device 22 is configured to move the relevant vehicle 20 by traction over the terrain 10 or over the driving level 12. Alternatively, the drive device 22 can have a wheel chassis, the respective wheels preferably being steerable and/or drivable, as a result of which the vehicle 20 can have a particularly high maneuverability.

    [0076] At least one vehicle 20 can have a firing device 32. The firing device 32 can fire at least one projectile 15 and accelerate the at least one projectile 15 in any desired manner to perform a free flight. For this purpose, the firing device 32 can accelerate the projectile 15 by spring means and/or by means of compressed air and impart a predefined kinetic energy on the projectile 15. The compressed air for the firing device 32 can be provided by a compressed air reservoir (not shown) in the vehicle.

    [0077] The firing device 32 can be loaded manually as well as semi or fully automatically. Manual loading is to be understood to mean that the at least one passenger 5 must remove each projectile 15 from the store 24 and insert the projectile 15 into the firing device 32. In the case of semi-automatic loading, the at least one passenger 5 must operate at least one mechanism in order to load a further projectile after a projectile has been fired. Fully automatic loading can take place after each shot, provided there is a projectile 15 in the store 24. A projectile 15 is reloaded into the firing device 32 without the passenger's 5 intervention.

    [0078] The firing device 32 can be oriented in a fixed manner on the vehicle 20 or can be manually oriented from the at least one passenger receptacle 21. The firing device 32 can also be actuated by the at least one passenger 5 using adjustment or targeting means. As can also be seen in FIG. 2, the firing device 32 can be arranged in the front side area of the vehicle 20, preferably together with the at least one passenger receptacle 21. These passenger receptacles 21 can be designed as a seat.

    [0079] The supply of electrical energy to each vehicle 20 can, to give examples, serve as a voltage source via a supplied power storage medium or can be provided by a current-carrying grid and a current collector. The grid can be arranged in the driving level or above the driving level 12 and is in electrical contact with the current collector of the vehicle 20.

    [0080] Furthermore, it can be seen with reference to FIG. 2 that the vehicle 20 preferably has the collecting device 28 in the front side area, which device can collect one or more projectiles 15 from the terrain 10 and feed it/them to the store 24. The collecting device 28 can comprise a slide (not shown) by means of which the projectiles are guided to an extruder or an intake while the vehicle 20 is driving in an intended main direction of travel, the collecting device 28 depositing or providing collected projectiles 15 in the store 24. The slide can preferably be funnel-shaped or V-shaped.

    [0081] The store 24 can be designed in the manner of a basket or container. The at least one passenger 5 can, from the passenger receptacle 21, remove projectiles 15 from the store 24 and convey them, for example by throwing, to the relevant other of the at least two vehicles.

    [0082] Hit detection means 26 can also be provided. The hit detection means 26 can comprise one or more sensors 27 and can detect projectiles 15 that impact the vehicle 20. The hit detection means 26 preferably detect the hit and more preferably also the hit position of the projectiles 15 at different positions on the vehicle 20. For example, the sensors 27 can be pressure-sensitive in order to be able to determine, for example, the impetus of the impacting projectile 15. As a result, it may be possible to make a quantitative statement about the hit quality of the hit.

    [0083] Furthermore, the vehicle 20 can have a controller 23, communication means 29, signal generation means 40, and/or environment monitoring means 30.

    [0084] Using the communication means 29, the vehicle 20 can communicate, as shown in FIG. 3, with another vehicle 20, a higher-level controller 50 of the ride 1, and/or a target element 60, it being possible for state information to be transmitted. For example, data of the hit detection means 26, position data, or the like can be transmitted. The communication means 29 can also receive control commands of the higher-level controller 50. For example, the higher-level controller 50 and/or the controller 23 of each vehicle 20 can send control commands to the drive device 22.

    [0085] The signal generation means 40 can generate an acoustic, haptic, and/or optical hit reaction. The signal generation means 40 can comprise a sound generator, lamps, a mist generator, and/or a pulse or vibration generator for generating a haptic effect. The signal generation means 40 can generate the hit reaction if a hit has been detected by the hit detection means 26. It is also possible for the hit detection means 26 to send control commands to the drive device 22. For example, in the event of a hit, the drive device 22 can be controlled in such a way that the vehicle 20 rotates about the vertical axis thereof on the driving level.

    [0086] The environment monitoring means 30 monitor the surroundings of the relevant vehicle 20 and are intended to avoid collisions, in particular with other vehicles 20, passengers 5, and/or the wall 14.

    [0087] The ride 1 can allow a communal experience for a plurality of passengers 5. Passengers 5 are divided into at least two teams or groups, the objective of the communal experience or the communal game being to throw as many projectiles 15 as possible at, and to hit, the vehicle 20 of the other group or the other team. During the communal experience or communal game, a method for operating the ride 1 is carried out as described below.

    [0088] The ride 1 is operated intermittently or in phases, the method being interrupted between the phases so that passengers 5 can get in/out of the vehicles 20 or the passenger receptacles 21.

    [0089] To carry out the method for operating the ride 1, at least two vehicles 20 are provided on the terrain. The passengers 5 can board the vehicles 20 either in the intended initial position or in an arbitrary position on the terrain 10. The initial positions are preferably arranged adjacent to an entrance or exit of the ride, the initial positions for the at least two groups or teams being arranged preferably on opposite sides of the terrain 10.

    [0090] The stores 24 of the vehicles 20 can initially either be empty, partially filled, or fully filled.

    [0091] During the communal game or the method, the vehicles 20 can move over the terrain 10. The vehicles 20 can be controlled on the terrain 10 either by a passenger 5 by means of the vehicle control device 25 or alternatively at least one of the at least two vehicles 20 can move autonomously over the terrain 10, for example as a “trackless vehicle”.

    [0092] The relevant at least one passenger 5 can remove projectiles 15 from the store 24 and convey them to or throw them at the relevant other of the at least two vehicles 20. If a projectile 15 hits the relevant vehicle 20, the hit is detected by hit detection means 26 and a hit reaction is generated.

    [0093] The hit reaction can comprise a predetermined vehicle movement by means of the drive device 22 and/or one or more signals generated by the signal generation means 40. The hit reaction signals a hit.

    [0094] The hit detection means 26 can detect both the hit position and/or the hit intensity or the impetus and can also be used to determine a game result, the game result preferably being dependent on the hit position and/or the hit intensity. The hit detection means 26 can transmit the hits to the higher-level controller 50 of the ride 1 using the communication means of the vehicle and the game result can be illustrated or displayed in a suitable manner.

    [0095] While driving over the terrain 10, each vehicle 20 can collect projectiles 15 and provide or store them in the store 24 for the at least one passenger 5. To ensure that the store 24 is always sufficiently filled, the passenger 5 must move with their vehicle 20 over the terrain 10 in order to have a sufficient number of projectiles 15 in stock. The projectiles 15 can be picked up from the terrain 10 or the driving level 12 by the collecting device 28, which collecting device 28 can preferably pick up the projectiles 15 by means of an intake or an extruder.

    [0096] Each vehicle 20 can be steered or moved on the terrain either by means of a vehicle control device 25 or autonomously. Environment monitoring means 30 preferably monitor a vicinity of the vehicle 20 and detect obstacles, other vehicles, or passengers on the terrain 10. The environment monitoring means 30 can be used to control the vehicle 20 and are intended to prevent collisions.

    [0097] The communal experience ends preferably after a predefined time or when a predefined game result is achieved. As soon as the communal experience has ended, hits are no longer counted. The vehicles 20 either remain in place or are moved back to the relevant boarding zone autonomously or by the passenger 5.

    [0098] According to a development (not shown) of the ride 1, the vehicles 20 move in water. For example, the terrain 10 or the driving level 12 can be flooded with water, the driving level 12 preferably being perforated or grid-like, it being possible for the driving level to be lowered below a water surface and raised above the water surface by a lifting device.

    [0099] When the driving level 12 is in the raised state, each passenger 5 can get in and out of the relevant vehicle 20 with getting their feet wet, while the driving level 12 can be lowered during the communal game. When the driving level 12 is in the lowered state, the vehicles 20 preferably do not float. The vehicles 20 are still moved by traction, as a result of which the ride 1 can be operated both as a “dry” and as a “water” ride. The vehicles are always firmly on the driving level 12 and can be controlled or steered dynamically and directly. There is no risk of capsizing or overturning, rocking, or the like.

    [0100] FIG. 4 shows a further embodiment of a ride 1. The ride 1 comprises a terrain 10, the terrain 10 comprising a course 11 which the at least one vehicle 20 can follow.

    [0101] The course 11 can be formed by markings, a corresponding wall, and/or a geofence or the at least one vehicle 20 can follow the course 11 autonomously. The course 11 is preferably designed as a closed driving route, whereby continuous mass operation is possible and, additionally, a risk of collision between multiple vehicles 20 can be reduced. The journey can, for example, start and end at the initial position at a station 34, and supply means for the vehicle 20 can also be provided at the initial position. For better visitor flow control, the station 34 can have an entrance A and an exit E, which are preferably separate.

    [0102] One or more target elements 60 can be arranged along the course 11 and the target elements 60 can have, for example, a basketball hoop, a folding target, a gate, a can tower, or any other design in order to form a suitable target at which to throw or fire at least one projectile 15. A target element 60, which is indicated by the reference sign 60′, is designed to be movable and can be moved back and forth, swing, and/or perform abrupt movements by means of a movement device in order to increase the entertainment value and the degree of difficulty. The movement is indicated with double arrows. A further target element 60, which is indicated by the reference symbol 60″, is arranged on the course 11 and can fire projectiles 15 in the direction of the course 11 or the passing vehicle 20.

    [0103] The target elements 60 can, as shown by way of example in FIG. 3, comprise hit detection means 26, and detect a corresponding hit of the at least one target element 60. When a projectile 15 impacts the at least one target element 60, a corresponding hit reaction can be generated by the signal generation means 40, by means of which the hit can be perceived optically, haptically, and/or acoustically. To this end, the target element can comprise signal generation means 40. The hit detection means 26 can provide an objective assessment or identification of a hit of the target element 60 and a game result for the relevant vehicle 20 can be determined.

    [0104] As indicated in FIG. 3 by means of double arrows, the vehicles 20 can communicate with each other, the vehicles 20 can communicate with the higher-level controller 50, the vehicles 20 can communicate with the target elements 60, and/or the target elements 60 can communicate with the higher-level controller 50.

    [0105] The vehicle 20 can be designed analogously to the vehicle according to the first exemplary embodiment and can comprise a drive device 22 by means of which the vehicle 20 can be driven and moved along the course 11. The vehicle 20 can therefore either be an autonomous vehicle 20 or be controlled by a vehicle control device 25. The vehicle 20 preferably has two or more passenger receptacles 21. The vehicle control device 25 can be actuated from one of the two passenger receptacles 21 and the projectiles 15 can be fired from the other passenger receptacle 21.

    [0106] The at least one projectile 15 can either be thrown by the at least one passenger 5 while traveling along the course 11 and/or be fired by the firing device 32 at the instigation of the passenger 5.

    [0107] In this exemplary embodiment, a plurality of different game modes can be realized. For example, the aim of a journey on the ride can either be to score as many hits at the target elements 60 as possible while traveling along the course 11 or to drive through the course 11 as quickly as possible with a prescribed number of hits.

    [0108] One of the challenges in these games can be, inter alia, that it is made more difficult to aim at the target elements 60 due to the fact that the vehicle 20 makes unforeseen movements. These vehicle movements can result either from control or steering movements or due to additional movements generated by the vehicle 20 that cannot be foreseen by the at least one passenger 5.

    LIST OF REFERENCE SIGNS

    [0109] 5 Passenger [0110] 11 Course [0111] 15 Projectiles [0112] 20 Vehicles [0113] 20 Vehicle [0114] 20 Vehicles [0115] 21 Passenger receptacle [0116] 21 Passenger receptacles [0117] 22 Drive device [0118] 23 Controller [0119] 24 Store [0120] 25 Vehicle control device [0121] 26 Hit detection means [0122] 27 Sensors [0123] 28 Collecting device [0124] 29 Communication means [0125] 30 Environment monitoring means [0126] 32 Firing device [0127] 34 Station [0128] 40 Signal generation means [0129] 50 Controller [0130] 60 Target element [0131] A Entrance [0132] E Exit