U.S. patent application number 09/772168 was filed with the patent office on 2002-03-14 for play structure with active targeting system.
Invention is credited to Barney, Jonathan A..
Application Number | 20020032067 09/772168 |
Document ID | / |
Family ID | 26874228 |
Filed Date | 2002-03-14 |
United States Patent
Application |
20020032067 |
Kind Code |
A1 |
Barney, Jonathan A. |
March 14, 2002 |
Play structure with active targeting system
Abstract
The present invention provides an interactive play structure
including an active targeting system for automatically sensing the
location of a play participant and spraying or propelling water or
other play media at the sensed location. Play participants race
against the clock to determine and enter a secret code to disable
the active targeting system or otherwise activate a desired
self-destruct sequence or other desired sequence of events. But the
active targeting system sprays water or shoots other play media at
play participants who attempt to approach the structure. The secret
code is periodically scrambled so that play participants must act
quickly and cooperate with one another to determine and enter the
correct code. These and other improvements increase the challenge
and enjoyment of interactive play structures incorporating such
improvements.
Inventors: |
Barney, Jonathan A.;
(Newport Beach, CA) |
Correspondence
Address: |
LAW OFFICES OF JONATHAN A. BARNEY, ESQ.
312 SIGNAL ROAD
SUITE 200
NEWPORT BEACH
CA
92663
US
|
Family ID: |
26874228 |
Appl. No.: |
09/772168 |
Filed: |
January 29, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60178353 |
Jan 27, 2000 |
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Current U.S.
Class: |
472/128 |
Current CPC
Class: |
A63B 2208/12 20130101;
A63B 2009/008 20130101; A63G 33/00 20130101 |
Class at
Publication: |
472/128 |
International
Class: |
A63G 031/00 |
Claims
What is claimed is:
1. An interactive play structure comprising a play media propelling
or spraying effect with an active targeting system for
automatically sensing the location of a play participant and
spraying or propelling water or other play media substantially at
the sensed location.
Description
RELATED APPLICATIONS
[0001] This application claims priority under 37 CFR .sctn.119 to
provisional application Ser. No. 60/178,353 filed Jan. 27,
2000.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to children's play attractions
and, in particular, to interactive play attractions for use in
family entertainment facilities, theme parks, water parks and the
like.
[0004] 2. Description of the Related Art
[0005] Interactive play attractions are known for use in family
entertainment facilities, theme parks, water parks and the like.
For example, U.S. Pat. No. 5,194,048 to Briggs discloses an
interactive water play structure for use in a "wet" play
environment, such as a water park or the like. U.S. Pat. No.
5,853,332 to Briggs discloses an interactive play structure for use
in a "dry" or "semi-dry" play environment. Each of these patents is
incorporated herein by reference as though fully reproduced
herein.
SUMMARY OF THE INVENTION
[0006] The present invention expands and improves upon the concept
of interactive play and interactive play structures by providing
additional interactive theming, play elements and targeting
features. In one embodiment the present invention provides an
interactive play structure comprising an active targeting system
for automatically sensing the location of a play participant and
spraying or propelling water or other play media at the sensed
location. Other embodiments of the invention include methods of
interactive play wherein play participants must race against the
clock to determine and enter a secret code to activate a desired
self-destruct sequence or other desired sequence of events. The
secret code is periodically scrambled so that play participants
must act quickly and cooperate with one another to determine and
enter the correct code. These and other improvements disclosed
herein increase the challenge and enjoyment of interactive play
structures incorporating such features and improvements.
[0007] For purposes of summarizing the invention and the advantages
achieved over the prior art, certain objects and advantages of the
invention have been described herein above. Of course, it is to be
understood that not necessarily all such objects or advantages may
be achieved in accordance with any particular embodiment of the
invention. Thus, for example, those skilled in the art will
recognize that the invention may be embodied or carried out in a
manner that achieves or optimizes one advantage or group of
advantages as taught herein without necessarily achieving other
objects or advantages as may be taught or suggested herein.
[0008] All of these embodiments are intended to be within the scope
of the invention herein disclosed. These and other embodiments of
the present invention will become readily apparent to those skilled
in the art from the following detailed description of the preferred
embodiments having reference to the attached figures, the invention
not being limited to any particular preferred embodiment(s)
disclosed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Having thus summarized the general nature of the invention
and its essential features and advantages, certain preferred
embodiments and modifications thereof will become apparent to those
skilled in the art from the detailed description herein having
reference to the figures that follow, of which:
[0010] FIG. 1 is top plan view of an interactive play system having
features and advantages in accordance with the present invention
comprising multiple themed space ship play structures disposed
around a central target;
[0011] FIG. 2 is front elevational view of one of the themed space
ship play structures of FIG. 1;
[0012] FIG. 3 is a front elevational view of a central target
structure incorporating an active targeting feature of the present
invention;
[0013] FIG. 4 is a front elevational view of an alternative
embodiment of a central target structure incorporating an active
targeting feature of the present invention;
[0014] FIG. 5 is a shematic elevation view of an automated water
curtain doorway having features and advantages in accordance with
the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] FIGS. 1 and 2 are top plan and front elevation views,
respectively, of an interactive play system 100 having features and
advantages in accordance with the present invention. This
particular play system 100 is provided in the theme of an outer
space battle comprising multiple themed space ship play structures
110, 120, 130 disposed around a central target 150. Thus, play
participants 160 can imagine they are aboard the Starship
Enterprise or any other similar imaginary or real space vessel. Of
course, any one of a number of alternative themes may be used with
efficacy, such as one or more fire engines, pirate ships, battle
ships, or the like.
[0016] In accordance with the particular "Star Trek.TM." theme
illustrated, for example, play participants 160 can imagine that
their ships 110, 120, 130 are locked in a face-to-face dual to the
death battle with one another. One or more of the ships may be
themed as Klingon battle cruisers or the like, as desired. Each
space ship is manned by a team of play participants 160, which
assume the imaginary roles of highly skilled technical personnel,
helmsmen and weapons systems operators and the like. As each ship
falls under increasing attack, critical systems begin to falter and
then fail. Play participants must think quickly and work
effectively with fellow shipmates in order to thwart the opposing
ships' attacks, execute necessary countermeasures, make appropriate
repairs, and launch counter-attacks, in order to avert ultimate
disaster. The mission may be to destroy (or incapacitate) the enemy
ships before they destroy (or incapacitate) your ship.
[0017] Basic Play Structure
[0018] Three multilevel play structures 110, 120, 130 themed as
space vessels are situated in a water play area and arranged in a
three-way face-off (e.g. FIG. 1). At least a portion of each play
structure is generally simulative of the bridge or command center
200 of a space vessel and contains various interactive play areas
simulating, for example, weapons systems controls 210, helm
controls 220, shields control 230, propulsion and maneuvering and
communications. An engineering section 240 might also be provided
in each play structure for allowing play participants to direct and
maintain operating power (water flow) to the various systems on
each ship (e.g. FIG. 2).
[0019] For example, the engineering section might allow play
participants to actuate various switches, valves, and/or the like
in order to divert power (water flow or other simulated power
source) away from failed systems or less critical systems and to
increase power (water flow) to more critical systems as appropriate
under the particular situation or scenario being played out. The
various interactive devices can be either wet or dry or both.
[0020] The primary resource for driving virtually all of the
various systems is preferably water, although various other play
media may be used, including foam balls, simulated crystals, or any
other tangible or intangible (e.g. created by software) play media.
If water is used, it can be pumped to the various system components
by play participants 160 in the engineering section or in a
particular portion of the bridge by actuating various pumping
devices and the like. Alternatively, water may be provided by a
central circulation pump. Water flow can be used to feed the weapon
systems, the shields, propulsion systems and the like.
[0021] Each play structure 110, 120, 130 may either be fixed or
movable (either up/down and/or rotationally). For example, each
play structure (or portion thereof) may be rotatable such that play
participants can rotate the angle of their ship in order to gain
strategic defensive or offensive advantage and also to simulate the
maneuvering of their craft. Optionally, hydraulic lifting up and
down of the ship or portion thereof may also be provided so that
the ships cannot only rotate back and forth but can also be lifted
hydraulically up and down from the ground in order to again
simulate maneuverability of the ship. This can be provided, for
example, by hydraulic cylinders or other means. Only a few feet of
maneuverability need be provided. The play structure 110 can be
connected to the ground surface or additional adjacent play surface
by a rope netting, cargo netting, or other kind of flexible
connector device that facilitates such movement. The hydraulic
cylinders can also be pulsed or periodically actuated to provide
vibration and/or other effects simulating the sound and vibration
of a large spacecraft under various power loading conditions.
Jolting or vibrations can also simulate impacts caused by enemy
fire.
[0022] A computer software program is preferably used to provide a
voice on each bridge continuously announcing various events as they
occur and the status of various shipboard systems and components.
The computer voice may announce, for example, "shield strength down
to 40%," "weapons down to 20%," "core containment field down to
15%," "core breach imminent," and the like. Sound can either be
provided using water-proof speakers and the like or using a remote
sound system with sound "piped in" using hollow pipes extending
down into each play structure, as is well-known in the art. One or
more computers and associated software can also be used to track
and announce the various events and operate additional interactive
effects.
[0023] Additional effects are also preferably provided to help
simulate the experience of being in a space ship battle. For
example, shields/deflectors 250 can be provided in the form of
water curtains that fall down over the front of certain targets
260. The targets are sized and arranged so as to be actuated by a
stream of water or other play media propelled from an opposing
ship. The shields can be created, for example, by pumping water to
a reservoir and over a weir to cause water to fall down in a
cascade of smooth sheet water flow which visually and/or physically
blocks associated target areas. There can be multiple shields
provided to help block access to various portions of the ship
and/or its occupants.
[0024] Optionally, the shields 250 can be rotated or transferred
from one area of the strip to another to help block access to those
target areas that are most critical. The operation of the shields
or other systems can be directed by a play panel control in the
bridge or engineering section of the ship. For example, various
valves/actuators may be provided so that play participants can
direct water resources to various shield effects, as warranted.
More sophisticated effects may also be provided. For example, each
shield on each ship may be assigned a code at random (e.g. by the
computer) and play participants on the other ships may attempt to
"crack" the code by pressing buttons in a certain order in order to
periodically effect or disrupt the operation of those shields on
the other ship to allow easier targeting of critical target areas
on that ship. Thus, play participants work together on one ship to
provide maximum effectiveness in their targeting of the other
ships.
[0025] Communication tubes 270 are preferably provided between
different areas of each ship so that play participants 160 may
communicate with one another. Optionally, communication tubes may
also be provided between adjacent ships so that two or more ships
can cooperate with another to attack the other ship or multiple
ships can cooperate with one another to achieve a mutually desired
result such as hitting a central target 150 to achieve a desired
effect and which requires the cooperation of all three ships (and
perhaps others) to achieve.
[0026] For example, the central target may comprise an
out-of-control "spraybot" 300 from the planet Zenon (e.g. FIG. 3).
Play participants can imagine, for example, that the spraybot has
commandeered a critical Earth defense weapons space station 305 and
attempting to crack the weapons launch code so that it can mount an
all-out attack against the planet Earth.
[0027] Optionally, the spraybot has one or more sensors on its head
or other parts of its body that can detect the presence and
location of play participants 160. Play participants attempt to
sneak up and disable the spraybot by entering a particular secret
"self-destruct" sequence into a console 310 on the space station
305. But as the play participants are detected, the spraybot
quickly turns his head/body around, aims and fires his water
cannons 320 directly at the would-be assailant while preferably
simultaneously scrambling the self-destruct sequence. Play
participants 160 must then figure out the new self-destruct
sequence and attempt to divert the robot's attention long enough to
allow one or more other play participants 160 to sneak up and enter
the correct sequence of buttons/targets that will ultimately "blow
up" or deactivate the robot.
[0028] A similar central themed target 400 is illustrated in FIG.
4. In this case, a "Spiderbot" 400 provides an exciting and
formidable opponent for play participants 160. The Spiderbot
preferably has eight legs 410, all independently movable. Each leg
410 is able to move toward play participants 160 as they are sensed
by various sensors 420. For example, the spiderbot 400 may be
configured to gnash its pinchers 430 at any play participants 160
who dare to come near the spider's web 440 and/or it sprays them
with a jet of "spider-web" water 450. Play participants 160 attempt
to reach and activate a kill-switch 470 while avoiding being
sprayed with water. The legs preferably remain safely elevated
above the play participants 160, however, so there is no danger of
injury to the play participants. Suitable sensors can be motion
sensors, heat/infrared sensors, ultrasonic sensors, beam sensors
and the like.
[0029] Another complimentary play effect in and/or around each
space ship play structure may be automated "doors" 500 (FIG. 5)
provided by a smooth sheet of water 510 which stream down in a
doorway. A sensor 520 mounted adjacent the door entry can sense
when a play participant 160 is near the door and the water curtain
510 can be automatically shut off to allow dry or semi-dry entry
and exiting through the door. Similarly, this effect can also be
used to provide a simulated force field containment system, for
example, for containing play-participant "prisoners" within a brig
on the ship. The force field can be activated or deactivated from
one side, but not from the other such that once a play participant
is locked in the brig, the force field cannot be deactivated from
inside. The play participant either stays in the brig or gets wet
walking through the "force-field."
[0030] While the play structures and elements described above are
discussed in the context of a wet play environment with, with water
being used as the primary play medium, those skilled in the art
will readily recognize that the various systems and components can
also be adapted for dry or semi-dry play environments using a
variety of play media, such as water, slime, foam balls, plastic
balls, Styrofoam and the like.
[0031] Example Simulation Sequence
[0032] The play simulation begins with each ship coming under
attack by the other ships (and/or other unseen ships). Weapons
systems are manned by play participants on each ship in order to
execute suitable counter measures and launch counter-attacks.
Weapons may include, for example, pump guns ("phasers"), water
bombs ("photon torpedoes"), spray guns, ball launchers, and the
like. The various weapon controls direct water and/or other
impact-safe projectiles to be launched at strategic targets located
on opposing ships. These strategic targets may include, for
example, critical weapons systems, shield/deflector systems,
thrusters and, most critical of all, the core containment field. As
each target is successfully struck, an impact event is simulated
(e.g. noise, vibration, flashing lights, etc.) and a damage report
is announced on the target ship (e.g. "phasers inoperable," "hull
damage," "forward shields down," etc.).
[0033] Simulated impact/damage effects may be provided by, for
example, sound effects, vibration, spraying/bursting pipe effects,
smoke (water or CO2 vapor), light flashes, simulated explosions,
and the like. The number and/or intensity of the damage effects may
escalate or progress from simple decreases in the available
strength, power or effectiveness of the affected system(s), to
complete depletion of the affected system(s) strength, power, or
effectiveness, to ultimate catastrophic failure, such as simulated
water explosions, dumping water and/or spraying of water/vapor from
pipes, and the like.
[0034] As successive attacks are launched and targets are
successfully hit, the affected systems and components sustain more
and more damage. Of course, the ultimate failure mode is a "core
breach." As this condition is approached by successive direct
target hits, the computer announces "core containment field
compromised" "core containment field unstable," "core containment
field down," and, the ultimate failure mode, "core breach
imminent." The same or similar effects may be provided for
individual weapons systems, various shield defenses, force fields,
propulsion systems, life support systems, and the like. Thus, a
contest is created between play participants on one ship versus
play participants on the other ship to see who can hit the targets
faster and better.
[0035] As damage is incurred to each ship, other play participants
(e.g., in an engineering portion of each ship) attempt to
counteract and repair the damage to the various critical systems by
turning cranks, flipping switches, pushing buttons and the like in
order to divert limited power resources (water flow) away from
failing or less critical systems to more critical components as
requested by other play participants on the bridge. Play
participants can make "repairs" to affected systems by carrying out
a predetermined sequence of steps, solving a puzzle, pumping a
handle, or the like to restore the system back to full-operational.
Anticipation and excitement builds as play participants race to
shut down and repair damaged systems while diverting precious water
resources to more critical operational systems.
[0036] Once the ultimate failure mode occurs (e.g., a core breach),
the entire ship is disabled while various catastrophic damage
effects take place, e.g., splashing/dumping water, spraying water,
smoke vapors, etc. After that, the ship shuts down for a
predetermined period while it recharges all of its necessary
systems to full capacity. Once it is recharged, it is allowed to
come online again as a fully charged ship ready to do battle. The
other ships can continue to operate on a continual basis, or all
three ships can be shut down and periodically recharged so as to
provide discrete play intervals as desired.
[0037] Although this invention has been disclosed in the context of
certain preferred embodiments and examples, it will be understood
by those skilled in the art that the present invention extends
beyond the specifically disclosed embodiments to other alternative
embodiments and/or uses of the invention and obvious modifications
and equivalents thereof. Thus, it is intended that the scope of the
present invention herein disclosed should not be limited by the
particular disclosed embodiments described above, but should be
determined only by a fair reading of the claims that follow.
* * * * *