ATTENDANT-FREE GAME MACHINE
20230149800 · 2023-05-18
Inventors
Cpc classification
A63F9/0208
HUMAN NECESSITIES
A63F7/36
HUMAN NECESSITIES
A63F7/30
HUMAN NECESSITIES
F41J1/10
MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
F41J5/00
MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
International classification
A63F7/30
HUMAN NECESSITIES
Abstract
An attendant-free midway-style electronic game machine. The game machine includes a predetermined number of projectiles for game play during a user game play session, a lower cabinet or first structural portion, a target cabinet or second structural portion having a target, and at least one detector. The lower cabinet may include a counter section and an elongated ramp section ending proximal to a user play position. The target cabinet may be located on top of the ramp section and spaced a distance from the counter section. At least one detector, which may be in the form of a sensor array, is configured to detect when an interruption occurs in the array indicating a projectile has passed by the detection area. The game machine may be configured to detect when a projectile has been actuated towards the target or has ricocheted off the target and is traveling towards the counter section. An electronic controller in electronic communication with said detector, may be configured to automatically end a game play session once a predetermined number of said game projectiles have been detected as having been actuated by a user toward said target.
Claims
1. A game machine comprising: a lower cabinet comprising a counter section and an elongated ramp section, with the ramp section extending backwards relative to the counter section; a target cabinet located on top of the ramp section and spaced a distance from the counter section; at least one sensor array configured to detect interruptions in a detection area located between the counter section and the target cabinet.
2. The game machine of claim 1 further comprising a frame above the lower cabinet that defines a passing lane between the counter section and the target cabinet.
3. The game machine of claim 2 further comprising at least one of netting and caging that surrounds the passing lane and is attached to the frame.
4. The game machine of claim 3 further comprising a housing that houses a sensor array and attaches the sensor array to the frame.
5. The game machine of claim 1, wherein the at least one sensor array comprises an infrared sensor.
6. The game machine of claim 1, wherein: the at least sensor array comprises a first sensor array and a second sensor array; the first sensor array comprises a plurality of transmitters; the second sensor array comprises a plurality of receivers; the first sensor array and the second sensor array are configured to collectively detect when an interruption occurs in a detection area located between the first and second sensor array.
7. The game machine of claim 1 further comprising a gate between the counter section and the target cabinet, the gate being configured to prevent projectiles from traveling down the ramp section to the counter section.
8. The game machine of claim 7, wherein the gate is integrated into the ramp section.
9. The game machine of claim 1, wherein the target cabinet comprises a display configured to present information to a player.
10. The game machine of claim 1, wherein the counter section comprises a payment device configured to receive payment from a player.
11. The game machine of claim 1, wherein the counter section comprises a reward dispenser for dispensing rewards earned for playing the game machine.
12. A game machine comprising: a lower cabinet comprising a counter section and an elongated ramp section, with the ramp section extending backwards relative to the counter section; a target cabinet located on top of the ramp section and spaced a distance from the counter section; a first sensor array configured to detect when an interruption occurs in a first detection area located between the counter section and the target cabinet and; a second sensor array configured to detect when an interruption occurs in a second detection area located between the first detection plane and the target cabinet.
13. The game machine of claim 12 further comprising a control unit operatively connected to the first sensor and the second sensor, wherein the control circuit is configured to determine the sequence in which a projectile interrupts the first detection plane and the second detection plane.
14. The game machine of claim 13, wherein the control unit is further configured to count sequences where the first detection plane is interrupted before the second detection plane.
15. The game machine of claim 13, wherein the control unit is further configured to disregard sequences where first detection plane is interrupted after the second detection plane.
16. A game apparatus comprising: An interactive game machine, including a plurality of game projectiles; Said machine having a first structural portion, said first structural portion adapted to present a predetermined number of said projectiles proximal to a user play position for a game play session, said projectiles adapted to be individually actuated by a user; a second structural portion comprising a target distally located from a user play position, said target adapted for contact with said user actuated projectiles, and a success sensor operatively connected to the target for detecting when a user has made a successful attempt in getting one of said projectiles to successfully encounter said target; at least one detector located at said first structural portion between said target and said user player position, said detector configured to detect each of said projectiles passing by said detector; A controller in electronic communication with said detector, said controller adapted to count said number of projectiles detected by said detector that pass by said detector, and said controller is further adapted to automatically end said game play session once said predetermined number of projectiles is detected.
17. The game machine of claim 16, wherein the target comprises a basketball hoop.
18. The game machine of claim 16, wherein the target comprises a knock-down doll.
19. The game machine of claim 16, wherein the target comprises an opening in the target cabinet.
20. The game machine of claim 16, wherein said detector is comprised of a sensor array.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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DETAILED DESCRIPTION
[0028] The following detailed description refers to the accompanying drawings, which illustrate specific examples described by the disclosure. Other examples having different structures and operations do not depart from the scope of the present disclosure. Like reference numerals may refer to the same feature, element, or component in the different drawings.
[0029] Illustrative, non-exhaustive examples, which may be, but are not necessarily, claimed, of the subject matter according the present disclosure are provided below. Reference herein to “example” means that one or more feature, structure, element, component, characteristic and/or operational step described in connection with the example is included in at least one embodiment and/or implementation of the subject matter according to the present disclosure. Thus, the phrase “an example” and similar language throughout the present disclosure may, but do not necessarily, refer to the same example. Further, the subject matter characterizing any one example may, but does not necessarily, include the subject matter characterizing any other example.
[0030] Referring to
[0031] In exemplary embodiments, the machine 100 may define a gather area 42 on the ramp section 40 where projectiles can gather after a player has launched or thrown them through the passing lane 62. The gather area 42 may include a gate 44 that obstructs the flow of projectiles down the ramp section 40, thereby preventing them from reaching the counter section 30. The gate 44 may extend across the width of the ramp section 40. The gate 44 may be configured to pivot upwards to stop projectiles from traveling down the ramp section 40 (e.g., after a certain number of authorized attempts has been made or after a certain amount of time has elapsed), and may pivot downwards (until it is flush with the top surface of the ramp section 40) to permit gathered projectiles to travel to the counter section 30. The machine 100 may also include a guard 46 positioned above the gate 44 to prevent players from reaching in and taking projectiles out of the gather area 42.
[0032] Those skilled in the art will appreciate that although the gate 44 shown in
[0033] In exemplary embodiments, the counter section 30 of the machine 100 may include a payment device 32 for receiving payment from a player. The payment device 32 may be configured to verify if the correct amount has been presented. The payment device 32 is not limited to any particular type of currency and can be configured to operate with, for example, coins, bills, and/or cards. In a preferred embodiment, the payment mechanism 32 may include a card reader for receiving payment.
[0034] In exemplary embodiments, the counter section 30 of the machine 100 may include a game start device 36. The game start device 36 may comprise a user-actuatable means such as a push button or a touch screen. A player may engage the game start device 36 to begin play of the machine 100. In example, a player may engage the game start device 36 to cause the gate 44 to pivot downwards and release projectiles. A predetermined number of game projectiles for a game play session, may be provided to the user, and accessible at a user game play position to begin the game play session.
[0035] In exemplary embodiment, the counter section 30 of the machine 100 may include a reward dispenser for dispensing rewards earned for playing the game machine. For example, the reward dispenser may be a ticket dispenser that is configured to dispense tickets that the player can later redeem for prizes. These tickets can be of any size, shape, or variety. It is contemplated that the machine 100 does not need to be limited to any particular type of reward dispenser, and that different types of reward dispensers may be utilized without departing from the scope of the present disclosure.
[0036] In exemplary embodiments, the machine 100 may be provided with netting or caging 64 attached to the frame 60 that surrounds the target cabinet 50 and the passing lane 62 (e.g.,
[0037] The machine 100 is not limited to any particular kind of game projectile. Rather, it is contemplated that there may be a wide variety of projectiles that are suitable for use with the machine 100. Exemplary projectiles may include, balls, basketballs, darts, bean bags, and/ any other kind of projectile that is typically used in carnival or arcade games.
[0038] Referring to
[0039] In exemplary embodiments, the machine 100 may also include one or more made-shot sensors integrated into the target cabinet 50 and connected to a target 52. These made-shot sensors (or more broadly, “success sensors”, meaning any sensor known to those of ordinary skill in the art that detects a successful encounter by a user actuated game projectile with a target) may be configured to detect when a player successfully causes a game projectile to pass through a target opening, or successfully hit a target 52 (e.g., when a dart hits a balloon, or when a basketball passes through a hoop, or other carnival or arcade game contests known to those of ordinary skill in the art).
[0040] In exemplary embodiments, the machine 100 may include a display 54 integrated into the target cabinet 50 to convey information to the player. For example, the display 54 may present information such as number of attempts remaining, number of successful attempts, amount of time remaining, high scores, and the like.
[0041] In exemplary embodiments, the machine 100 may include speakers 56 integrated into the target cabinet 52 for playing audio (e.g., music and/or sounds) to enhance the interactive aspect of the machine (e.g., by providing audio feedback).
[0042] As shown in
[0043] One issue with midway-style games, both here with the machine 100 and in traditional midway-style games, is the issue of players taking unauthorized attempts. This can occur if a player “rebound” (i.e., recaptures) a projectile that ricochets back to the player (e.g., through the passing lane) after an unsuccessful attempt and the player tries again. This can also occur if the player somehow secures an extra projectile, for instance, through underhanded means. Preventing such illicit player behavior is one reason why an attendant is usually required for midway-style games.
[0044] It is an object of the present invention to remove the need for an attendant. Towards that end, the machine 100 includes one or more detectors that may be in the form of sensor arrays 66 positioned near the passing lane 52 that are configured to detect the presence, movement, and direction of game projectiles passing through a detection area (e.g., passing lane 52).
[0045] Referring to
[0046] Referring to
[0047] Referring to
[0048] Each sensor array 90 comprises a printed circuit board (PCB) 92 with a plurality of sensor components 94 (e.g., transmitters and receivers) installed on it. It is generally contemplated that the sensor arrays need not be limited to any particular type of sensing technology, and that any suitable type of sensor component may be installed. In a preferred embodiment, the sensor array may include infrared sensor components.
[0049] The sensor array PCB can be a single PCB or a collection of several smaller PCBs. In the embodiment shown, the sensor array includes three sensor array units 96 aligned in a row, each having eight equally spaced sensor components 94 attached thereto. It is contemplated that the length of any sensor array can be lengthened or shortened as needed by either adding or removing one or more of these sensor array units 96.
[0050] Referring back to
[0051] In exemplary embodiments, the sensor array(s) 66 may be operatively connected to a control unit 67 (or electronic controller) in communication with the detector(s), which may be configured to count the number of projectiles that pass though the passing lane 52 and automatically end a game play session once a user has actuated the predetermined number of game projectiles toward the target. This can be for either direction (i.e., either from the counter section 30 to the target cabinet 50 or from the target cabinet 50 to the counter section 30). In a preferred embodiment, however, the sensor array(s) 66 and a control unit may be configured to count the projectiles moving in the direction of the player to the target cabinet 50, and not count the projectiles that move in the reverse direction (from the target cabinet 50 back to the player). It is contemplated that this functionality may enable the machine 100 to detect and recognize a correct number of attempts that a player is authorized to make, while disregarding any unauthorized attempts. It is contemplated that by this functionally, an attendant is no longer need for the administration of midway-style games.
[0052] In the embodiment of
[0053] The embodiment of
[0054] The embodiment of
[0055] Referring to
[0056] Referring to