INTERACTIVE THREE DIMENSIONAL GAMING DEVICE

20260091306 ยท 2026-04-02

Assignee

Inventors

Cpc classification

International classification

Abstract

A polyhedron gaming device having planar faces. Each face includes at least one opening. Response units are secured separately about each opening such that a top edge defined by the response unit is positioned in the openings and substantially flushed with a surface of the tiles adjacent the opening thereby maintaining a substantially planer face. A pair of side faces are able to twist in relation to a center dial. A processor with gaming content is stored on a memory and is in communication with lights, sounds, and switches. When activated, the processor activates or deactivates light sources and sounds prompting a user to respond by maneuvering the polyhedron housing such that the line of sight of a light source changes wherein the user is able to respond to the pre-programmed gaming content by pressing one or more switches or twisting the ends.

Claims

1. A gaming device comprising: a housing defining a central dial portion and a pair of opposed end faces; a plurality of chambers distributed about the housing, each chamber having a base and being configured to receive a portion of a users finger; a switch disposed at the base of each recessed chamber; a processor in electrical communication with the switches and configured to execute pre-programmed gaming content stored in a memory to receive signals from the switches; and a twist mechanism coupling the end faces to the central dial portion and constructed to permit the end faces to rotate relative to the central dial portion through a partial twist and to return to an aligned position under a spring bias, wherein the processor is further configured to prompt a user to respond to the gaming content by manipulating the housing to press one or more switches or by twisting at least one of the end faces relative to the central dial portion.

2. The gaming device of claim 1, further comprising a light source disposed in each chamber and in electrical communication with the processor, the processor being configured to selectively activate or deactivate the light sources.

3. The gaming device of claim 1, wherein the housing is generally spherical and includes a middle housing section and opposed end sections, the end sections being rotatable in opposite directions relative to the middle housing section through a partial twist and returnable to an aligned position under a spring bias.

4. The gaming device of claim 1, wherein the twist mechanism comprises at least one spring positioned between each end face and the central dial portion, the spring biasing the end faces toward an aligned orientation after a partial twist.

5. The gaming device of claim 1, wherein the processor is programmed to generate audio prompts through a speaker mounted within the housing to instruct a user when to twist at least one of the end faces.

6. The gaming device of claim 2, wherein the chambers are arranged so that each switch and light source is positioned substantially flush with surrounding surfaces of the housing to maintain a substantially planar outer surface.

7. A gaming device comprising: a housing defining a central dial portion and a pair of opposed end faces; a plurality of chambers distributed about the housing, each chamber having a base and being sized to receive a portion of a users finger; a switch and a light source disposed at the base of each chamber; a processor in electrical communication with the switches and light sources and configured to execute pre-programmed gaming content stored in a memory to selectively activate or deactivate the light sources and to receive signals from the switches; and a twist mechanism coupling the end faces to the central dial portion and constructed to permit the end faces to rotate relative to the central dial portion through a partial twist and to return to an aligned position under a spring bias, wherein the processor is further configured to prompt a user to respond to the gaming content by manipulating the housing to press one or more switches or by twisting at least one of the end faces relative to the central dial portion.

8. The gaming device of claim 7, wherein the housing is generally spherical and includes a middle housing section and opposed end sections, the end sections being rotatable in opposite directions relative to the middle housing section through a partial twist and returnable to an aligned position under a spring bias.

9. The gaming device of claim 7, wherein the twist mechanism comprises at least one spring positioned between each end face and the central dial portion, the spring biasing the end faces toward an aligned orientation after a partial twist.

10. The gaming device of claim 7, wherein the processor is programmed to generate audio prompts through a speaker mounted within the housing to instruct a user when to twist at least one of the end faces.

11. The gaming device of claim 7, wherein the recessed chambers are arranged so that each switch and light source is positioned substantially flush with surrounding external tiles of the housing to maintain a substantially planar outer surface.

12. The gaming device of claim 7, wherein the processor is configured to vary an illumination level of at least one light source and to end a game when the corresponding switch is not triggered before the illumination level decreases to a predetermined threshold.

13. The gaming device of claim 7, wherein each recessed chamber includes a lens covering the light source, the lens being colored to correspond to a color of the housing surface adjacent the recessed chamber.

14. A handheld electronic gaming article comprising: a body having a central section and a pair of opposed end portions; multiple finger-receivable buttons distributed about the body, each button including a user-actuable switch; a controller with memory storing executable game instructions, the controller electrically coupled to the switches to register user inputs; and a rotation assembly mounting the end portions to the central section to enable each end portion to rotate through a limited angular range relative to the central section and to automatically return to an aligned position under spring bias, wherein the controller is configured to prompt a player to interact by pressing at least one switch or rotating at least one of the end portions according to the game instructions.

15. The gaming article of claim 14, wherein the body is substantially spherical and includes a middle housing segment and opposite end segments that counter-rotate relative to the middle housing segment.

16. The gaming article of claim 15, wherein the rotation assembly comprises at least one resilient spring member that urges each end portion back toward an aligned orientation after rotation.

17. The gaming article of claim 16, wherein each button further includes a light source positioned to emit light toward a surface of the article and the controller being electrically coupled to the light sources to illuminate selected light sources and register user inputs.

18. The gaming article of claim 17 further comprising an audio transducer coupled to the controller, the controller being programmed to output audible cues instructing a user when to twist one of the end portions.

Description

BRIEF DESCRIPTION OF THE DRAWINGS

[0006] A fuller understanding of the foregoing may be had by reference to the accompanying drawings, wherein:

[0007] FIG. 1 is an illustrative view of the interactive gaming device;

[0008] FIG. 2 is an exploded view of the components of the interactive gaming device;

[0009] FIG. 3a is an illustrative view of the internal components of the interactive gaming device;

[0010] FIG. 3b is an illustrative view of the internal components of the interactive gaming device;

[0011] FIG. 3c is an illustrative view of the internal components of the interactive gaming device;

[0012] FIG. 3d is an illustrative view of the internal components of the interactive gaming device;

[0013] FIG. 4 is a block diagram of the interactive gaming device for the first embodiment;

[0014] FIG. 5a is step one of an example of a play pattern for the first embodiment of the interactive gaming device;

[0015] FIG. 5b is step two of an example of a play pattern for the first embodiment of the interactive gaming device;

[0016] FIG. 5c is step three of an example of a play pattern for the first embodiment of the interactive gaming device;

[0017] FIG. 6A is a perspective view an improved interactive gaming device;

[0018] FIG. 6B is a perspective view of the interactive gaming device from FIG. 6A showing the twisting of the ends;

[0019] FIG. 7 is an exploded view of the interactive gaming device from FIG. 6A;

[0020] FIG. 8A is a perspective view of an improved interactive gaming device;

[0021] FIG. 8B is a bottom view of the interactive gaming device from FIG. 8A;

[0022] FIG. 8C is a perspective view of the interactive gaming device from FIG. 8A showing the twisting of the ends; and

[0023] FIG. 9 is an exploded view of the interactive gaming device from FIG. 8A

DETAILED DESCRIPTION OF THE EMBODIMENTS

[0024] While the invention is susceptible to embodiments in many different forms, there are shown in the drawings and will described herein, in detail, the preferred embodiments of the present invention. It should be understood, however, that the present disclosure is to be considered an exemplification of the principles of the invention and is not intended to limit the spirit or scope of the invention and/or the claims and embodiments illustrated.

[0025] Referring now to FIG. 1, in accordance to a first embodiment, there is illustrated an interactive gaming device 200 that includes an external housing 230 and a plurality of response units 30 that further include a plurality of button mechanisms 25. The button mechanisms 25 are preferably made up of a light emitting diode (LED), a lens and a switch positioned at the base of the response units 30. These LEDs may have any number of different colors, or, as in the first embodiment, include a white LED with a colored lens.

[0026] The external housing 15 may take on several different three-dimensional geometric shapes, such as a cube, sphere, or pyramid. Virtually any three-dimensional shape may be used. An aspect of the external housing 15 is that the faces defined by the three-dimensional shape each include a plurality of tiles 17 that may surround the response units 30.

[0027] Referring now to FIG. 2, the exploded view of FIG. 1 is shown. As illustrated, the housing 15, which may also be viewed as a polyhedron housing, has a number of external faces 16. Each face includes the plurality of tiles 17 and includes one or more openings 19 that are surrounded by two or more tiles depending upon its location. By placing the opening 19 in between tiles 17, the location of the button mechanism that needs to be pressed during game play is not visible from all lines of sight and increases the challenging aspects of the game.

[0028] Referring also to FIGS. 3a-3d, distributed throughout each opening 19 is the response unit 30. In one embodiment, each response unit 30 includes a recessed chamber 20 and a button mechanism 25. The button mechanism includes a lens 35, a switch 40, and an LED 45. The switch 40 and the LED 45 may be mounted to a switch plate 50. The response units 30 are further mounted to a mount plate 55 positioned within the housing 15. The response unites 30 are separately positioned in the openings 19 such that an edge 21 of the recessed chamber 20 is substantially flush with a surface plane of the surrounding tiles 17. Thus, when the button mechanisms 25 are positioned at the base of the recessed chambers, the button mechanisms 25 and the LEDs 45 are not visible from all lines of sight, which increases the level of difficulty of the game.

[0029] The button mechanisms 25, which are located at the base of the recessed chambers 20, are in communication with an integrated circuit (IC) 60 (described below) by an electrical connection that permits the transfer of power and information. The lens 35 would be positioned at the base of the recessed chamber 20 above the switch and LED, such that when the lens 35 is pressed by a user, the switch 40 is triggered.

[0030] The processor (described below) accesses game content (such as preprogrammed signals or audio content) stored on a memory internal or external to the IC 60. Further, the IC 60, amplifier (described below), switches 40 and LED drivers (described below) are in communication with a power source such as a battery pack.

[0031] In the first embodiment, the interactive gaming device 10 includes a means to trigger game play and responses. An example of the triggered game play and responses is included in a play pattern example and game play examples below.

[0032] Further, in accordance to the first embodiment, to play with the gaming device a user manually rotates and maneuvers the interactive gaming device to locate button mechanisms 25, which appear illuminated by activated LEDs 45 in accordance to gaming content. The gaming content is considered interactive or evolving with a play pattern designed in the programming. The gaming content may include audio information and/or data or LED activation. The audio information may be generated or converted into any type of signal or format needed for playing or transferring the gaming content, such as but not limited to digital, analog, wav, etc. As such, when a switch is triggered, the interactive gaming device responds based on the programming contained within the gaming content enabling a user to interact with the interactive gaming device in a variety of different capacities.

[0033] Referring now to FIG. 4, there is shown a block diagram provided for an embodiment of the interactive gaming device 10. The IC 60 communicates with a plurality of LED drivers 65 via an electrical connection 70. Utilizing the electrical connection 70, data (such as preprogrammed audio content, preprogrammed responses and/or randomly generated signals, etc.) can travel between the IC 60 and the plurality of LED drivers 65. The plurality of LED drivers 65 also receives an appropriate amount of power from the power source via an electrical connection 70. Utilizing control signals (such as randomly generated or preprogrammed) the IC 60 then directs the LED driver 65 to transfer the appropriate amount of power to the plurality of LEDs 45 to activate a desired state. Examples of a desired state include a light on, a light off, or a varying level of illumination for an LED 45. The power is obtained from a power source 75 while the data is obtained from a processor(s) 80. The processor(s) 80 is designed to run the program(s) stored on a memory 85.

[0034] When one of the plurality of switches 40 is triggered in response to a users input, a signal is sent via an electrical connection 70 to the IC 60. The IC 60 contains the processor(s) 80 and may include a memory 85. The IC 60 receives signals from the plurality of switches 40. The IC 60 further includes programming and electronic components to facilitate and direct audio content, control signals, and data within the interactive gaming device 10. The IC 60 is also in communication with the power source 75 and an amplifier 90. The memory 85 contains gaming content. The processor(s) 80 in the IC 60 accesses the gaming content based on a program and/or in accordance to the generated control signals received from the plurality of switches 40. The processor(s) 80 then generates a response that includes signals and may be in the form of audio or control signals. While the interactive gaming device 10 is preprogrammed to respond, the selection of the type of response may be randomly selected. From the processor(s) 80, audio signals are transferred to the speaker 95 while control signals are transferred to the plurality of LED drivers 65 via an electrical connection 70. The LED drivers 65 then direct the plurality of LEDs 45 to change to a desired state, based on a program and/or in accordance to a users input or preprogrammed response.

[0035] One illustrative example can be described in the following play pattern as show in FIGS. 5a-5c. Power switch 100 is turned on to activate the interactive gaming device 10. Once a game is selected, the processor 80 begins to change one or more of the plurality of LEDs 45 to a light on state, prompting the user to press one or more of the corresponding button mechanisms 25 illuminated by a the lit LED 45. Activating or trigging one of the switches 40 sends a signal to the processor 80. The processor 80 then accesses the gaming content to retrieve audio data to transfer to the speaker 95 and signals to control the state of the LEDs 45. For example and as illustrated in 5a, an LED 45 on the C-side will receive a control signal from the IC 60, directing the LED 45 on the C-side to change to the light on state, thus illuminating the button mechanism 25. When a user is looking at the interactive gaming device 10 from the A-side, they will not be able to see the button mechanism 25 illuminated on the C-side. A rotation of the interactive gaming device 10 in the direction of the arrow in 5a will also not place the LED 45 on the C-side in view as illustrated in 5b. However, another rotation of the interactive gaming device 10 in the direction of the arrow in 5b will take the user to the view in 5c. At this point, the user will be able to see the button mechanism 25 illuminated on the C-side. The user then presses the corresponding button mechanism 25 on the C-side, sending a response signal to the IC 60. The IC 60 receives this response signal and changes the state of a different, or the same LED 45. Since the LEDs 45 may be positioned at the bottom of the recessed chambers 20, a user must manually rotate and maneuver the interactive gaming device 10 to permit a users line of sight to view the LED 45 in the light on position. This creates a challenging interactive element because the LEDs 45 are not at the surface of the external housing 15, where they are easily visible and do not require additional user rotation of the external housing 15. The IC 60 will continue to receive input signals from the switches 40, and direct output signals to the speaker 95 and the LEDs 45. The resulting play pattern will direct a user to continuously rotate and manipulate the interactive gaming device to follow the ICs 60 direction, preferably with a time pattern variation to increase the difficulty of play as a user progresses through the play pattern.

[0036] Numerous games may be played with the interactive gaming device 10. These games are selected by a user pressing the appropriate button mechanisms 25. Several games are described below, however, the IC (described below) may be programmed to play any number of games.

[0037] Referring now to FIGS. 6A-7, there is an improvement to the present invention which includes a gaming device 200 that the electronics described above with the added aspect that a pair of end faces 210 and 220 can twist in relation to a middle dial 230. The middle dial is locked in place, however the end faces can twist in relation thereto. Springs 235 are incorporated to help keep the gaming device in a set configuration where all of the dials and faces are aligned. During game play the user can twist the end faces to a stopping point and then when the user relaxes the springs will bring the faces back in alignment with the middle dial. The twisting can only be done on one set of end faces. Unlike a true Rubicks cube, the present invention only permits a partial twist and only to one set of end faces. The game play would include sounds that instruct the user to twist the device to keep the game play going. If the user fails to twist in a certain time period, the game play would end. The twisting of the ends would include a limiter or stop to prevent the user from overtwisting. This permits the user to twist the ends in about a 25%-35% rotation. Just enough of a twist to trigger a twisting switch that the processor reads to indicate a proper motion.

[0038] Referring now to FIGS. 8A-9, in another embodiment of the twist gaming device 200, a spherical-like twist gaming device 300 is illustrated. The gaming device 300 has a middle housing section 305 and end 310 that twist in opposite directions as provided and explained above.

[0039] There is a virtually unlimited amount of play patterns that can be included in the gaming content. The examples above are meant to be but a few of the many and are not meant to limit the invention in any manner.

[0040] From the foregoing and as mentioned above, it will be observed that numerous variations and modifications may be effected without departing from the spirit and scope of the novel concept of the invention. It is to be understood that no limitation with respect to the specific methods and apparatus illustrated herein is intended or should be inferred.