Battle Trampoline Game
20180133530 ยท 2018-05-17
Inventors
Cpc classification
F41A33/02
MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
A63F9/0291
HUMAN NECESSITIES
F41J5/02
MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
A63B2220/833
HUMAN NECESSITIES
A63B2225/50
HUMAN NECESSITIES
A63B2210/50
HUMAN NECESSITIES
A63B71/022
HUMAN NECESSITIES
A63B2220/80
HUMAN NECESSITIES
A63B71/0622
HUMAN NECESSITIES
International classification
Abstract
A trampoline game has a trampoline with a trampoline frame and a trampoline bed. The trampoline bed is connected to the trampoline frame by a plurality of springs. A gun has an infrared emitter emitting an infrared signal. A target has one or more infrared receivers capable of receiving a signal from the infrared emitter of the gun. A second gun also has an infrared emitter emitting an infrared signal, and the target is capable of receiving an infrared signal from the second gun. A bounce sensor can be used for sensing user bounces. The bounce sensor outputs data which could be sent to a microprocessor. Defined game parameters may be stored in memory programmed into a microprocessor that receives data.
Claims
1. A trampoline game comprising: a. a first trampoline having a first trampoline frame and a first trampoline bed, wherein the first trampoline bed is tensioned across the first trampoline frame, wherein the first trampoline bed forms a first play area; b. a first gun having a first beam emitter emitting a first beam signal, wherein the first beam signal is a radiant energy signal having infrared, ultraviolet or visible light; c. a first target having one or more receivers for receiving a first beam signal from the first beam emitter of the first gun, wherein the first target is on a first player; d. a second trampoline having a second trampoline frame and a second trampoline bed, wherein the second trampoline bed is tensioned across the second trampoline frame, wherein the second trampoline bed forms a second play area; e. a second gun having a second beam emitter emitting a second beam signal, wherein the second beam signal is a radiant energy signal having infrared, ultraviolet or visible light; f. a second target having one or more receivers for receiving a second beam signal from the second beam emitter of the second gun, wherein the second target is on a second player; and g. a screen separating the first play area from the second play area, wherein the first player is assigned the first play area and the second player is assigned the second play area, wherein the screen separates the first player from the second player.
2. The trampoline game of claim 1, further comprising: a bounce sensor for sensing user bounces; wherein the bounce sensor outputs data.
3. The trampoline game of claim 1, further comprising: defined game parameters programmed into a microprocessor that receives data.
4. The trampoline game of claim 3, further comprising: a boss target game parameter and underling target game parameters, wherein the boss target as greater hit points than underling targets.
5. The trampoline game of claim 3, further comprising: a game level game parameter defined as a round requiring a complete deactivation of every target.
6. The trampoline game of claim 3, further comprising: player attribute game parameters comprising: a gun cooldown time defined as a set delay time that the gun requires before a successive shot is initiated.
7. The trampoline game of claim 3, further comprising: player attribute game parameters comprising: a gun ammunition capacity defined as the number of shots that the gun stores such that when the gun ammunition reaches zero the gun can no longer hit targets.
8. The trampoline game of claim 4, further comprising: player attribute game parameters comprising: player hit points defined as a certain number of hit points required to eliminate the player.
9. The trampoline game of claim 4, further comprising: player attribute game parameters comprising: a charge per bounce defined as the number of bounces required to load a shot of ammunition to allow the gun to fire a single shot, wherein the bounce sensor senses the bounces and sends bounce signals to the microprocessor, wherein the microprocessor increments the shot of ammunition.
10. The trampoline game of claim 4, further comprising: a hit point visual indicator located on the target implemented by LED lighting.
11. The trampoline game of claim 1, further comprising: a bounce sensor for sensing user bounces; wherein the bounce sensor outputs data; and further comprising: defined game parameters programmed into a microprocessor that receives data.
12. The trampoline game of claim 12, further comprising: a boss target game parameter and underling target game parameters, wherein the boss target as greater hit points than underling targets.
13. The trampoline game of claim 12, further comprising: a game level game parameter defined as a round requiring a complete deactivation of every target.
14. The trampoline game of claim 12, further comprising: player attribute game parameters comprising: a gun cooldown time defined as a set delay time that the gun requires before a successive shot is initiated.
15. The trampoline game of claim 12, further comprising: player attribute game parameters comprising: a gun ammunition capacity defined as the number of shots that the gun stores such that when the gun ammunition reaches zero the gun can no longer hit targets.
16. The trampoline game of claim 12, further comprising: player attribute game parameters comprising: player hit points defined as a certain number of hit points required to eliminate the player.
17. The trampoline game of claim 12, further comprising: player attribute game parameters comprising: a charge per bounce defined as the number of bounces required to load a shot of ammunition to allow the gun to fire a single shot, wherein the bounce sensor senses the bounces and sends bounce signals to the microprocessor, wherein the microprocessor increments the shot of ammunition.
18. The trampoline game of claim 12, further comprising: a hit point visual indicator located on the target implemented by LED lighting.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0017]
[0018]
[0019]
[0020]
[0021] The following callout list of elements can be a useful guide in referencing the elements of the drawings. [0022] 21 Screen Frame [0023] 22 Screen Border [0024] 23 Non-Permeable Portion [0025] 24 Permeable Portion [0026] 25 Screen Base Connection [0027] 26 Upper Screen Connection [0028] 27 Screen Opening [0029] 28 Permeable Portion Interface [0030] 29 Screen Opening Edge [0031] 30 Trampoline Frame [0032] 31 Trampoline Pad [0033] 32 Trampoline Leg [0034] 33 Bed Border [0035] 34 Bed Play Area [0036] 35 Leg Vertical Portion [0037] 36 Leg Base [0038] 37 Horizontal Frame Section [0039] 40 Enclosure [0040] 41 Enclosure Pole [0041] 42 Enclosure Upper Ring [0042] 43 Enclosure Netting [0043] 44 Pole Connector [0044] 45 Pole Connection Area [0045] 50 Player [0046] 51 Pants [0047] 52 Shirt [0048] 53 Head Protection [0049] 54 Game Gun [0050] 55 Beam [0051] 56 Socks [0052] 57 Top Row [0053] 58 Bottom Row [0054] 59 Mesh Openings [0055] 101 First Trampoline [0056] 102 Second Trampoline [0057] 103 CPU [0058] 104 Beam Sensor [0059] 105 Beam Emitter Element [0060] 106 Wireless Connection [0061] 145 Plug [0062] 140 Bounce Sensor [0063] 148 Control Housing [0064] 170 Game Lights [0065] 220 Power Supply [0066] 240 Game Speakers
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0067] The present invention has a pair of playing areas, namely the bed play areas 32 where users can jump on the trampolines and battle each other in an infrared beam game of tag. The bed play areas 32 are on trampolines. A first trampoline 101 faces a second trampoline 102. The pair of trampolines are segmented by a screen 20. The screen 20 has a screen frame 21. The screen frame is a rigid frame that can be made of tubular steel. The screen frame has a screen border that can be a fabric retaining member that is flexible and elastic for maintaining a flat surface.
[0068] The assembly of the trampoline begins with the trampoline frame 30. The trampoline frame 30 generally includes a trampoline pad 31. The trampoline leg 32 supports the trampoline and has a leg base 36 that is generally horizontal in a U-shaped configuration. The trampoline leg 32 has a leg vertical portion 35 which attaches to a horizontal frame section 37 of the trampoline. The horizontal frame section 37 is formed as a square or pentagon or other regular polygon to provide a horizontal frame in a loop that allows the bed to stretch across the horizontal frame section 37. The horizontal frame section 37 generally has springs that can be coil or helical springs for connecting the trampoline bed to the horizontal frame section 37. The trampoline bed is thus drawn tight to allow a user to bound. Preferably, the bed play area 34 is of a contrasting color with the bed border 33.
[0069] After assembly of the trampoline frame, the screen 20 can be attached to the trampolines. Each trampoline has a horizontal frame section 37 in a loop to isolate the motion of the users. The screen 20 can be mounted to the ground, or can be mounted to the horizontal frame sections 37 of the first trampoline 101 and the second trampoline 102. The screen 20 has a screen base connection 25 which can be formed as brackets for securing to the horizontal frame sections 37.
[0070]
[0071] The screen 20 has a non-permeable portion 23 which is preferably transparent for allowing users to see each other. A permeable portions 24 are mounted to the non-permeable portion 23 on the screen openings 27. The permeable portion 24 allows infrared beams to pass through the screen while the non-permeable portions 23 do not allow infrared beams to pass through the screen. Therefore, there are certain areas that a user can fire the infrared gun 54 through the screen. A screen opening 27 can be closed for structural integrity and safety by mounting a mesh or netting to the be stretched across the opening. The screen opening 27 will have a mesh and the mesh has openings that are not covered to allow airflow through the mesh openings.
[0072] The screen openings 27 have a permeable portion interface 28 where the permeable portions 24 are connected to the non-permeable portions 23. The permeable portion interface 28 is along the screen opening edge 29. The screen opening edge 29 defines the location of the permeable portion interface 28. The permeable portion interface 28 can be formed by heat laminating, adhesive, or more preferably by stitching a permeable portion 24 to the non-permeable portion 23. The permeable portion 24 could be made as a fine screen or mesh and the non-permeable portion could be made as a transparent plastic sheet having infrared and ultraviolet resistance.
[0073] When not in use, the flexible portion of the screen 20 is preferably rolled up or otherwise stowed for protection from the environment. Alternatively, portions of the non-permeable portions 23 can be made reflective so that a beam 55 emitted from an infrared gun 54 may bounce back and score against the same user.
[0074] The screen openings 27 can be arranged in a row such as a top row 52 above a bottom row 53. The top row can have four openings and the bottom row can have three openings for example. The top row of openings allows the user to jump high to shoot through one of the openings in the top row of openings. The lower row of openings allows the user to shoot through the lower row. Vertical movement by jumping improves dodging capability.
[0075] The players 50 have a headwear 53 such as a helmet. The headwear 53 can be configured as an infrared receiver for receiving a beam. Infrared receivers can also be mounted on the gun 54, a shirt or vest 52 and pants 51. The players preferably wear socks 56 to provide additional grip. Infrared receivers have become small enough to be able to attach to clothing such as shirts and pants. The infrared receivers are in communication with an electronic game controller. The electronic game controller can have a microprocessor such as a computer with a central processing unit for processing shots fired, and shots hit.
[0076] The enclosure 40 includes enclosure poles 41 that support and enclosure upper structure such as an enclosure upper ring 42. The first trampoline 101 and the second trampoline 102 could have the same enclosure upper ring 42 or independent separate ones. The enclosure upper ring 42 can connect to the screen frame 21 at an upper screen connection 26. The enclosure upper ring 42 suspends an enclosure netting 43 that drapes downwardly to connect to an inside edge of the trampoline pad 31 between the trampoline pad 31 and the bed border 33. The enclosure netting 43 can be connected to the bed border 33 using a rope or cord. The enclosure netting 43 can be double layer or single-layer. The enclosure netting 43 is preferably a large net that can enclose the pair of trampolines.
[0077] The enclosure 40 has vertically oriented enclosure poles 41 attached to the trampoline frame 30 such as at areas like the leg vertical portion 35. A pole connector 44 can connect the enclosure pole 41 to the leg vertical portion 35 at a pole connection area 45 formed on the leg vertical portion 35. The pole connection area 45 can have a bracket such as a pole connection bracket for receiving a lower end of the enclosure pole 41. The pole connection bracket can be a polymer member secured by a screw for absorbing shock.
[0078] Preferably the total height of the screen frame 21 is high enough to retain users within the bounding area. However, a screen frame 21 can have a height that is lower to allow users to shoot over the top of the screen as well.
[0079] Multiple trampolines can be added with screens between them to provide multiple user participation. A variety of different game rules can be implemented for multiple player battle competitions. For example, the gun 54 can have a sensor that deactivates the gun temporarily for a set amount of time if the sensor is hit by a beam 55 such as an infrared beam from an opposing player.
[0080] For each trampoline, a control system can be added for controlling the game. For example, each trampoline can have a control housing 148 that may contain a microprocessor for controlling game lights 170 and one are more game speakers 240. Preferably, a power supply 220 provides power via household electric current from a plug 145. A bounce sensor 140 can connect between the trampoline bed 34 and the trampoline frame 30. The control housing 148 can include a game controller formed as a microprocessor that wirelessly connects to the gun and/or target. The control housing 148 can be put into both trampolines including the first trampoline 101 and the second trampoline 102. The first and second trampoline can be spaced apart from each other with a gap and the screen can be placed on the ground.
[0081] Alternatively, the control system can be placed entirely on the gun. For example, the microprocessor is stored in the gun. The microprocessor may be mounted in the gun and receive wireless signals from the bounce sensor, and receive and send wireless signals to and from the targets to provide a wireless connection 106 that acts as a wireless connection bridge for registering hits with a CPU 103. The microprocessor can be formed as a central processing unit 103. The central processing unit can receive signals from a beam sensor 104. The beam sensor 104 can be mounted to the target such as the target vest, the target hat or the target pants. The beam sensor 104 can be electrically or wirelessly connected to the CPU 103.
[0082] At least a pair of beam emitter elements 105 can aim at and hit a pair of beam sensors 104. The beam sensors 104 are beam receivers. The game speakers 240 can emit a sound when the beam sensors 104 are activated by the beam emitter elements 105. The game speakers 240 can be large speakers that are box style speakers that rest on the ground. Alternatively, the game speakers 240 can be mounted to a game gun 54. A variety of the related art discussed in the discussion related art can be implemented on the trampoline game field to transform the game into a player versus player trampoline game as described in the present invention.
[0083] To encourage users to jump, the game gun 54 can have an ammunition count that increases or increments when users jump and the jump is sensed by the bounce sensor 140. The bounce sensor 140 can sense the vibration from the trampoline limited to one trampoline. When a user jumps, the user can receive one shot per jump, or one shot per two jumps for example. The time between each jump can have a minimum delay, or the amplitude of the vibration can have a high required value so as to require a high jump to reload the game gun 54. An ammunition capacity of five or ten can be implemented for encouraging users to take shots instead of storing up a large number of shots. A cool down between shots can increase the difficulty of tagging an opponent.
[0084] A wide variety of different rule changes can be processed by the CPU 103 for assisting in this trampoline game. Therefore, while the presently preferred form of the system has been shown and described, and several modifications thereof discussed, persons skilled in this art will readily appreciate that various additional changes and modifications may be made without departing from the spirit of the invention, as defined and differentiated by the following claims.