U.S. patent application number 10/986172 was filed with the patent office on 2005-08-04 for interactive game with action figure identification.
Invention is credited to Gambino, Richard J., Grant, Alan H..
Application Number | 20050167919 10/986172 |
Document ID | / |
Family ID | 34811272 |
Filed Date | 2005-08-04 |
United States Patent
Application |
20050167919 |
Kind Code |
A1 |
Grant, Alan H. ; et
al. |
August 4, 2005 |
Interactive game with action figure identification
Abstract
A game board provided with multiple positions for placing
different action figures. The base of each action figure has an
arrangement of magnets that individually identify the particular
figure, and each position on the game board includes a sensor for
"reading" these action figure identities. When an action figure is
placed in one of the positions, the corresponding position sensor
identifies the figure and prompts an action appropriate to that
action figure in that particular position on the board. Actions to
be applied to each action figure vary depending upon game board
position. Game players can also modify the magnet arrangement of
each action figure to change its mood which, in turn, prompts the
board to initiate a different action for that figure that suits its
present mood.
Inventors: |
Grant, Alan H.; (Chevy
Chase, MD) ; Gambino, Richard J.; (Stony Brook,
NY) |
Correspondence
Address: |
JACOBSON HOLMAN PLLC
400 SEVENTH STREET N.W.
SUITE 600
WASHINGTON
DC
20004
US
|
Family ID: |
34811272 |
Appl. No.: |
10/986172 |
Filed: |
November 12, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60519617 |
Nov 14, 2003 |
|
|
|
Current U.S.
Class: |
273/288 |
Current CPC
Class: |
A63F 3/00075 20130101;
A63F 2003/00668 20130101; A63F 3/00643 20130101; A63F 2003/00826
20130101; A63F 2009/2476 20130101 |
Class at
Publication: |
273/288 |
International
Class: |
A63F 003/00 |
Claims
What is claimed is:
1. An interactive board game comprising: a board with a plurality
of positions, each position having a sensing element; an action
figure for placement on said board in at least one of said
plurality of positions, said action figure including an
identification element readable by said sensing element to indicate
an identity of said action figure; said sensing element, upon
reading said identification element, initiating an action based on
the identity of said action figure.
2. The game as set forth in claim 1, wherein said sensing element
initiates an action based on both the identity of the action figure
and a particular one of said plurality of positions in which said
action figure has been placed.
3. The game as set forth in claim 1, further comprising a plurality
of action figures, each of said action figures having a different
identity as indicated by a difference in a respective
identification element.
4. The game as set forth in claim 1, wherein said identification
element includes a plurality of magnets.
5. The game as set forth in claim 4, wherein said identity is set
by a north-south orientation of each of said plurality of
magnets.
6. The game as set forth in claim 5, wherein said plurality of
magnets are arranged in a corresponding plurality of positions in a
base of said action figure, an absence of magnetic field in one of
said positions indicating a particular mood of said action
figure.
7. The game as set forth in claim 6, wherein said sensing element
initiates an action based on the identity and the mood of the
action figure.
8. The game as set forth in claim 6, wherein said sensing element
initiates an action based on the identity and the mood of the
action figure and on a particular one of said plurality of
positions in which said action figure has been placed.
9. The game as set forth in claim 8, wherein changing said
identity, said mood or said board position changes the action to be
initiated.
10. The game as set forth in claim 5, wherein said sensing element
includes a Hall sensor.
11. The game as set forth in claim 10, wherein said Hall sensor is
mounted under the board and generally aligned with one of said
plurality of positions so as to read an action figure identity
based on said north-south magnet orientation thereof when said
figure is placed in said position.
12. An interactive board game comprising: a board with a plurality
of positions, each position having a magnetic sensor; a plurality
of action figures for placement on said board in said plurality of
positions, each of said action figures having a base with a
plurality of magnetic elements readable by said magnetic sensors to
indicate a respective identity of said action figures; and each of
said magnetic sensors, upon determining the identity of an action
figure placed in a particular position, initiating an action based
on the identity and position of said action figure.
13. The game as set forth in claim 12, wherein said identity is set
by a north-south orientation of each of said plurality of magnetic
elements.
14. The game as set forth in claim 13, wherein said plurality of
magnets are arranged in a corresponding plurality of positions, an
absence of magnetic field in one of said positions indicating a
particular mood of said action figure.
15. The game as set forth in claim 14, wherein said action
initiated by said magnetic sensors is adjusted according to the
mood of the action figure.
16. The game as set forth in claim 15, wherein changing said
identity, said mood or said board position changes the action to be
initiated.
17. The game as set forth in claim 12, wherein said magnetic
sensors include Hall sensors.
18. The game as set forth in claim 17, wherein said action figure
identities are set by a north-south orientation of each of said
plurality of magnetic elements, said Hall sensors being mounted
under the board and generally aligned with respective positions so
as to read the identities of action figures in said positions based
on said north-south magnet orientations.
19. The game as set forth in claim 18, wherein said plurality of
magnets are arranged in a corresponding plurality of positions, an
absence of magnetic field in one of said positions indicating a
particular mood of said action figure, said actions initiated by
said magnetic sensors being adjusted according to said mood.
20. The game as set forth in claim 19, wherein said actions include
playing a recorded line of speech.
Description
[0001] This application is entitled to and hereby claims the
priority of co-pending U.S. Provisional application, Ser. No.
60/519,617 filed Nov. 14, 2003.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention is related to the field of interactive
games and, more particularly, to an interactive game with action
figure identification.
[0004] 2. Description of the Related Art
[0005] With the popularity of video and other interactive
computer-based games, traditional board games having limited or no
interactive components often seem outdated and less interesting.
Accordingly, a need exists for improved board games having
increased response and interactivity with the game players.
SUMMARY OF THE INVENTION
[0006] In view of the foregoing, one object of the present
invention is to provide an interactive board-based game having
variable actions based on action figure identification and board
position.
[0007] Another object of the present invention is to provide a game
board having sensors for identifying a particular action figure
from within a group of different figures and for providing a
response on the basis of the identification.
[0008] Yet another object of the present invention is to provide a
game board having multiple positions for receiving an action
figure, each position having a sensor for initiating a plurality of
action figure responses appropriate to the particular position on
the board.
[0009] A further object of the present invention is to provide an
individualized action figure having variable mood adjustability
that modifies a corresponding game board response.
[0010] In accordance with these and other objects, the present
invention is directed to a game board provided with multiple
positions for placing action figures and having action figure
identification capability. When an action figure is placed in one
of the positions, a sensor in the board identifies the action
figure and prompts an action appropriate to that action figure in
that particular position on the board. At another position on the
board the same figure gives a different line of speech appropriate
to the story line of the game and to that location. The player of
the game can modify the action figure to change its behavior, for
example, from "happy" to "sad" and the sensor in the board will
detect the altered "mood" of the action figure and prompt a
different action for that figure that suits its present mood.
[0011] These together with other objects and advantages which will
become subsequently apparent reside in the details of construction
and operation as more fully hereinafter described and claimed,
reference being had to the accompanying drawings forming a part
hereof, wherein like numerals refer to like parts throughout.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 shows an action figure in accordance with the present
invention.
[0013] FIG. 2 illustrates a bottom view of the base of the action
figure of FIG. 1.
[0014] FIG. 3 is a representative board position guide for
receiving the base of FIGS. 1 and 2.
[0015] FIG. 4 is a side cross-sectional view of the base of FIG. 2
on a board with underlying magnetic field sensors, in accordance
with the present invention.
[0016] FIG. 5 illustrates a Hall sensor configuration appropriate
for the game in accordance with the present invention.
[0017] FIG. 6 is a circuit diagram of the Hall sensor circuit for
use with the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] In describing a preferred embodiment of the invention
illustrated in the drawings, specific terminology will be resorted
to for the sake of clarity. However, the invention is not intended
to be limited to the specific terms so selected, and it is to be
understood that each specific term includes all technical
equivalents which operate in a similar manner to accomplish a
similar purpose.
[0019] As shown in FIG. 1, according to the present invention a
game board 10 is provided with multiple positions 12 for placing an
action FIG. 14. Each action figure has a base 16 with a plurality
of recesses 18 therein for receiving permanent magnets 20 as shown
in FIG. 2. According to the preferred embodiment, each base has
four recesses 18 spaced from the front 16a to the back 16b of the
base 16 for holding four magnets 20, although fewer or greater
numbers of recesses and magnets could also be implemented.
[0020] Each magnet can be placed with either a north (N) or a south
(S) pole facing down towards the board 10, which is non-magnetic.
When an action FIG. 14 is placed in one of the positions 12 on the
board, the orientation of the figure is fixed by ridges or guides
22 on the board, as shown in FIG. 3, so that the magnets 20 are
oriented approximately over magnetic field sensors 24 located under
each game board position 12, such as Hall sensors 26 on substrate
28 as shown in FIG. 4. The magnetic field configuration of the
action FIG. 14 is sensed by the magnetic field sensors 24 in or
under the board at each action figure position 12, and an action
appropriate to that particular action figure and board position is
initiated.
[0021] More particularly, when an action FIG. 14 is placed in one
of the positions 12, the sensor 24 in the board 10 identifies the
particular action figure and prompts an action appropriate to that
action figure in that particular position on the board; the action
may, for example, be the playing of a prerecorded line of speech.
At another position on the board the same figure gives a different
line of speech appropriate to the story line of the game and to
that location. For example, a pirate figure at the crow's nest
position would say "sail ho" but the same figure when placed near a
canon says "ready, aim, fire".
[0022] Hall effect sensors are suitable in this application because
the sign of the voltage output by the Hall sensor depends on the
orientation of the magnet adjacent to it. That is, a figure with a
configuration of four north poles (NNNN) will produce the same sign
of Hall voltage on all four Hall sensors, say (++++). If the Hall
sensors are numbered sequentially from left to right, the output of
the four Hall sensors can be used to identify sixteen different
action figures. The magnet configurations are
1 NNNN SNNN NSNN NNSN NNNS SSNN NSSN NNSS NSNS SNSN SNNS NSSS SNSS
SSNS SSSN SSSS
[0023] The corresponding signs of Hall voltage from sensors 1, 2, 3
and 4 are: 1
[0024] The player of the game can also modify the action FIG. 14 to
change its behavior, for example, from "happy" to "sad" and the
sensor 24 in the board 10 will detect the altered "mood" of the
action figure and prompt a different action for that figure that
suits its present mood. According to the preferred embodiment
having four magnets per base, each character can be put into one of
five moods by removing or retracting one of the magnets in its
base. For example, the action figure with the magnet configuration
NNNN could have any of the following five "moods":
[0025] Neutral (NNNN)
[0026] Happy (0NNN)
[0027] Tired (N0NN)
[0028] Angry (NN0N)
[0029] Sad (NNN0)
[0030] where the zero, "0", indicates the absence of a magnetic
field at that sensor location. As an alternative to removing a
magnet 20, a shielding material (not shown) can be interposed
between the magnet and the Hall sensor in one of the four Hall
sensor positions.
[0031] The mood alteration introduces some ambiguity in the
identity of the action figure. For example, 0NNN could be the
character NNNN or SNNN in its "happy" state. Removing the magnet in
the "1" position produces the same magnet configuration, 0NNN.
[0032] A Hall sensor configuration appropriate for this game is
shown by the two track Hall sensor 40.6 mm.times.16.4 mm) shown in
FIG. 5. The device consists of two rectangular patches of Hall
sensor material. A preferred Hall sensor material is an amorphous
alloy of gadolinium, zirconium and cobalt. Each rectangular patch
of Hall sensor material is connected to a current supply by means
of metallic conductor contacts. The conductor contacts are made of
a metal with low electrical resistivity such as copper, silver or
gold. A current supply is connected to the two end electrodes so
that an electrical current flows along the long axis of the
rectangular Hall sensor. Hall voltage contacts are connected to the
Hall sensor in pairs on either side of the Hall sensor. Two or more
pairs of Hall sensors are connected to each rectangular patch. When
a magnetic field is applied perpendicular to the surface of the
Hall sensor in the region between the Hall voltage contacts, a Hall
voltage, a potential difference, occurs at the Hall voltage
contacts under the applied magnetic field. The polarity (+ or - and
magnitude of the voltage at a particular pair of contacts depends
on the polarity (N or S) and magnitude of the magnetic field at
that pair of contacts.
[0033] The Hall voltage contacts are connected by means of voltage
leads to operational amplifiers (opamp) as shown in the circuit
diagram of FIG. 6. The output of the opamp depends on the sign and
magnitude of the Hall voltage. The opamps for Hall sensors AA and
BB are connected to a third opamp (L) that serves as a differential
amplifier. The Hall sensors CC and DD are similarly connected to a
differential amplifier (R). The sum of outputs L and R and the
difference of outputs L and R are sufficient to identify the
sixteen characters in their neutral state. The output of the opamps
is sent to a logic circuit that turns on an actuator for the
programmed action which may be, for example, speech from a
selection of digitally stored lines or action by a mechanical
actuator.
[0034] Hall sensors AA, BB, CC and DD have a common DC power supply
30 so the same current flows through them. The voltage leads of
sensor AA are connected to opamp A, BB to opamp B, CC to opamp C
and DD to opamp D. The outputs of the opamps A and B are connected
as inputs to opamp L. The outputs of the opamps C and D are
connected as inputs to opamp R. The opamp power supply is not
shown.
[0035] The game board can be replaced with a track and the action
figure replaced with a toy car. Hall sensors are located in the
track and magnets are attached to the car. As the car is moved
along the track, the magnets in the car trigger appropriate
actions, for example, opening a gate, sounding a horn or changing a
traffic light from red to green. Alternatively, the Hall sensors
can be located in a toy structure such as a castle or a pirate
ship.
[0036] The foregoing descriptions and drawings should be considered
as illustrative only of the principles of the invention. The
invention may be configured in a variety of shapes and sizes and is
not limited by the dimensions of the preferred embodiment. Numerous
applications of the present invention will readily occur to those
skilled in the art. Therefore, it is not desired to limit the
invention to the specific examples disclosed or the exact
construction and operation shown and described. Rather, all
suitable modifications and equivalents may be resorted to, falling
within the scope of the invention.
* * * * *