U.S. patent application number 10/961548 was filed with the patent office on 2005-11-10 for toy and card package.
Invention is credited to Barthold, Mark John.
Application Number | 20050250415 10/961548 |
Document ID | / |
Family ID | 35240029 |
Filed Date | 2005-11-10 |
United States Patent
Application |
20050250415 |
Kind Code |
A1 |
Barthold, Mark John |
November 10, 2005 |
Toy and card package
Abstract
Disclosed is a product comprising of a toy and at least one
collectible card configured to be used in a card game, said card
having features related to said toy, where said features have an
impact on said card game, said toy packaged with said at least one
collectible card.
Inventors: |
Barthold, Mark John;
(US) |
Correspondence
Address: |
ALLEMAN HALL MCCOY RUSSELL & TUTTLE LLP
806 SW BROADWAY
SUITE 600
PORTLAND
OR
97205-3335
US
|
Family ID: |
35240029 |
Appl. No.: |
10/961548 |
Filed: |
October 8, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60565197 |
Apr 23, 2004 |
|
|
|
Current U.S.
Class: |
446/465 |
Current CPC
Class: |
A63F 1/04 20130101; A63H
17/262 20130101; A63H 17/00 20130101; A63H 18/00 20130101; A63H
17/008 20130101 |
Class at
Publication: |
446/465 |
International
Class: |
A63H 017/00 |
Claims
1. A product comprising: a toy; and at least one collectible card
configured to be used in a card game, said card having features
related to said toy, where said features have an impact on said
card game, said toy packaged with said at least one collectible
card.
2. The product of claim 1 wherein said card is configured to be
used in an expandable deck card game.
3. The product of claim 1 wherein said card includes features
related to said toy, where said features have an impact on said
card game.
4. The product of claim 1 wherein said card game includes features
related to said toy.
5. The product of claim 1 wherein said toy further comprises a
human readable laser etched code.
6. The product of claim 5 wherein said code is used in an
electronic interactive interface to enable access to electronic
content.
7. The product of claim 5 wherein said packaging at least partially
conceals said code.
8. The product of claim 1 wherein said toy is a scale vehicle.
9. The product of claim 1 wherein said toy is a collectible scale
vehicle.
10. The product of claim 1 further comprising additional cards in
said packaging.
11. The product of claim 10 wherein at least one of said card
includes information related to one of said toy and said card
game.
12. The product of claim 10 wherein at least one of said cards is
hidden by packaging.
13. The product of claim 10 wherein at least one of said cards is
separately packaged with said package.
14. A product comprising: a toy vehicle having at a human readable
code located thereon; and at least one collectible card configured
to be used in a card game, said card having features related to
said toy, where said features have an impact on said card game,
where said features include numerical values, said toy packaged
with said at least one collectible card, where said at least one
collectible card is at least partially hidden by packaging.
15. The product of claim 14 wherein said code is used in an
electronic interactive interface to enable access to electronic
content.
16. The product of claim 15 wherein said electronic content is
related to said toy.
17. The product of claim 15 wherein said vehicle comprises a wheel
comprising a translucent or transparent material.
Description
PRIORITY
[0001] The present application claims priority to Provisional
Application No. 60/565,197, given a filing date of Apr. 23, 2004,
and Provisional Application No.______ filed Oct. 7, 2004, titled
"Car Racing Game" with Attorney Docket Number MAT 3N2P1, the entire
contents of each being incorporated herein by reference.
FIELD, BACKGROUND, AND SUMMARY
[0002] The present disclosure relates generally to methods, systems
and apparatus for features of an inter-related toy item.
BRIEF DESCRIPTION OF THE DRAWINGS
[0003] FIG. 1 shows an example toy vehicle;
[0004] FIG. 2 shows an example wheel and shaft assembly;
[0005] FIG. 3 shows an example wheel;
[0006] FIG. 4 shows an example part of the wheel of FIG. 3;
[0007] FIGS. 5A-B show example toy vehicle bodies, chassis, and
other components;
[0008] FIG. 6A-K shows an alternative example wheel;
[0009] FIG. 7A-D shows alternative embodiment example wheels;
[0010] FIG. 8 shows an example method of manufacturing wheels;
[0011] FIG. 9 shows an example method of manufacturing and painting
a plastic item;
[0012] FIGS. 10A-D show example packaging for a toy vehicle and
card(s);
[0013] FIG. 11 shows various example cards and related aspects for
a card game, as well as instructions;
[0014] FIG. 12 shows an alternative card that may be include in the
package of FIG 10;
[0015] FIGS. 13 and 13B show example carrier items;
[0016] FIGS. 14A and 14B shows a front section of a carrier vehicle
with a first example device for collecting and/or dispersing
items;
[0017] FIG. 14A shows additional details of an alternative paddle
wheel that may be used in a carrier;
[0018] FIG. 14B shows additional details of a paddle wheel that may
be used in a carrier;
[0019] FIG. 15 shows a front section of a carrier vehicle with a
second example device for collecting and/or dispersing items;
[0020] FIG. 15A shows an alternate embodiment of a collection
device;
[0021] FIG. 16 shows additional example features of a carrier;
[0022] FIG. 17 is a flowchart showing a range of steps associated
with an example system for playing an online game.
[0023] FIG. 18 is a flowchart showing an example game page for the
game of FIG. 17.
[0024] FIG. 19 is a flowchart showing example steps of a race for
the game of FIG. 17.
[0025] FIG. 20 is a graphical representation of an example game
page for the game of FIG. 17.
[0026] FIG. 21 is a graphical representation of an example activity
for the game of FIG. 17.
[0027] FIG. 22 is another graphical representation of the example
activity of FIG. 21.
[0028] FIG. 23 is another graphical representation of the example
activity of FIG. 21.
[0029] FIG. 24 is another graphical representation of the example
activity of FIG. 21.
[0030] FIG. 25 is another graphical representation of the example
activity of FIG. 21.
[0031] FIG. 26 is another graphical representation of the example
activity of FIG. 21.
[0032] FIG. 27 is an example pop through logo.
DETAILED DESCRIPTION
[0033] A set of interrelated items, such as toys, toy vehicles,
track sets, electronic games, interactive websites, cartoons, card
games, and more are described individually below, along with
examples of how the items may interact or interrelate to each
other. In one example, a common theme may be used that ties these
various products together, such as a racing theme. Such a theme may
enhance the experience of the interrelated items. Any suitable
theme may be applied to such items, including, but not limited to
dinosaur themes, movie, television, racing, book or character-based
themes, etc. Note that while individual items, systems, or methods
may be described, the present disclosure includes any combination
of the various items, systems, or methods.
[0034] For exemplary purposes, an example scale vehicle, which may
be a model and/or toy vehicle, and associated parts and
manufacturing processes are described with regard to FIGS. 1-9. The
model vehicle may be a toy vehicle which may have various features.
The features may enhance the playability with the vehicle, may
interrelate with other items, or may provide linkage and/or access
to games and the like. For example, the model vehicle may include
features, such as transparent or translucent regions, more exciting
looking wheels, improved body construction and performance, laser
etched codes, or combinations thereof. Further, the toy vehicle may
be shaped or include markings, components or other indicia, which
identify the vehicle as part of a family or team of vehicles. Also,
various features of the present disclosure are applicable to
products other than toys, and other than vehicles. For example, as
described below, laser etched codes may be used on dolls, action
figures, game pieces, or other toys or toy components.
[0035] FIGS. 1-7, 10, and 13-16 are drawn approximately to scale,
although different figures may have different scales.
Alternatively, the relative size, shape, and/or dimensions may be
modified.
[0036] Referring now specifically to FIG. 1A, it shows a model
vehicle 100, which in one example, may be a 1/64 scale toy vehicle.
However, various other scales may be used, such as 1/10, 1/50,
1/100, 1/120, 1/200, and therebetween. The model vehicle can be a
collectible item, and/or may be a performance vehicle that can be
configured to be used on associated tracks and/or other equipment.
While FIG. 1A shows an example toy truck, the vehicle may be of
various types, such as a car, a sports car, a station wagon, a
sport utility vehicle, a dune buggy, a motorcycle, a unicycle, an
18-wheeler, a dump truck, a sled, a snowmobile, a jet-ski, a boat,
a hovercraft, earthmoving equipment, bicycles, tricycles, a rocket,
a spaceship, fantasy vehicles, or any other suitable vehicles.
[0037] Toy vehicle 100 is shown in FIG. 1A having front wheels 110
and rear wheels 120. While two sets of wheels (with two wheels
each) are shown for an example toy car, the toy vehicle may have
more or less wheels, which may or may not be in sets. Further, the
sets may have more than two wheels, such as, for example, three,
four, etc. For example, the toy vehicle may be a motorcycle with a
front wheel and a rear wheel. Alternatively, it may be a vehicle
having three sets of two wheels. The vehicle may be a
remotely-controlled (RC) vehicle that includes a power source to
drive one or more wheels of the vehicle, or any other method of
propulsion. In such an example, a separate controller may be
provided to be operated by the user (either wired or wireless) to
control direction of travel, speed of travel, and/or other aspects
of the vehicle, or combinations thereof.
[0038] As described in more detail below, in some embodiments, it
may be desirable to utilize "see-through" aspects, such as
translucent or transparent wheels for toy vehicles. Various
alternative embodiments describing see-through wheels are included.
For example, one or more of the front and/or rear wheels may have
certain translucent or transparent aspects. Translucent or
transparent aspects may be in only front wheels, or in only back
wheels, or in only one side of the vehicle, or in only outer wheels
of sets having more than two wheels. Further, translucent or
transparent aspects may be in only portions of the wheels, such as
described in more detail below. Further still, different wheels may
have different translucent or transparent aspects, such as
described in more detail below.
[0039] Note that wheel, as used herein, may include any
substantially cylindrical or spherical device, including discs,
rings, rollers, etc. configured to roll or rotate along a surface,
or devices that appear to have such structure or function.
[0040] In some embodiments, a wheel with at least two parts,
portions, or sections, may be used which can provide the
see-through aspects, yet still enable efficient and cost-effective
manufacturing. In another example, a co-molding process may be used
to manufacture the wheel and obtain a desired translucent or
transparent look and function, while still providing acceptable
performance and manufacturability. Still other approaches as
described herein may be used.
[0041] While FIG. 1A shows vehicle 100 concealing at least a
portion of wheels 110 (or 120), in an alternative embodiment all of
wheels 110 (or 120) may be visible.
[0042] FIG. 1B shows a bottom view of vehicle 100 and the front and
rear wheels 110 and 120. FIG. 1B also shows how the wheel and shaft
assembly (see FIG. 2) is coupled to vehicle 100.
[0043] FIG. 1C shows an alternative side and bottom view of an
alternative vehicle 100 a having wheels 110 and 120. In this
example, a code block 130 is included on the bottom of the vehicle
chassis 140. A code 150 may be included within code block 130.
Although shown as a defined code block, in some embodiments, the
code may appear without a defined code block, or may be distributed
about various portions of the vehicle or chassis.
[0044] Any suitable code, symbols, image or message may be used for
code 150. In one example, a six-digit code 150 (represented by six
Xs) is used having a first portion of three digits and a second
portion of three digits. Although shown as having six digits, any
number of digits may be used and be within the scope of the
disclosure. Further, the code can include alphanumeric digits, in
upper and/or lower case, binary numbers, as well as other symbols,
such as, for example, <, >, /, +, -, {circumflex over ( )},
#, and/or .vertline. or fantastical, whimsical or imaginative
symbols, pictures, images, etc. In one example, symbols found on
keyboards may be used.
[0045] Code 150 may be linked with an inter-related item. For
example, code 150 may be used to provide access to or be used with
a game, an electronic game, a card game, a board game, a web-based
or Internet game or site, a prize, a lottery, a DVD, a CD-ROM, etc.
Thus, in some embodiments, a user may reproduce the code into an
electronic interface device, such as a computer or gaming device.
Reproduction of the code may result in a computer output based on
the code or based on a plurality of codes. In some embodiments, the
computer output may include theme-based content which is dependent
on the entered code or codes. For example, such codes may provide a
user with access privileges to special sites, boards or levels,
access to various powers or skill sets, access to previously
unavailable information, access to new characters, access to
historical or other factual information related to the vehicle from
which the code was entered, etc. For example, the codes may be
bonus content codes or game codes. The bonus codes may unlock bonus
content, such as vehicle specific or item specific downloadable
content or background information. As another example, such codes
may result in content related to the toy vehicle or inter-related
item upon which the code was provided, or enable electronic racing
or gaming with the vehicle upon which the code was provided.
[0046] In one embodiment, the code may unlock one or more features
that give a vehicle a personality. For example, the code may enable
a vehicle's personality to come to life during a computer or gaming
experience. Or, different codes may give a vehicle (or group of
vehicles) different personalities, and/or unlock further aspects of
a vehicle's personality and/or change a vehicle's personality,
permanently or temporarily. Still further, codes may enable access
to track layout designs, special track features so that more
exciting tracks may be desired, or other track features. Further
still, codes may enable the ability to design computer tracks that
can be used in computer and/or an on-line racing games.
[0047] In some situations, a user may select a vehicle or a set of
vehicles to obtain access to specific codes. A user may be desirous
of obtaining the codes in order to access games, sites, powers,
characters, etc. The codes may enhance the play experience for the
user. Additionally, such codes may enhance the collectibility
function of the vehicles.
[0048] While FIG. 1C shows a laser etched code applied to a
vehicle, such a code may be applied to numerous products, such as
toys, dolls, scale vehicles, or combinations thereof. Moreover,
codes may be promoted on movies, cartoons, websites, media
releases, emails, packages, etc. As discussed above, such a code
may enable access to various features through the Internet,
computers, networked computers, DVD, games, etc.
[0049] By applying or locating a human-readable code on a
collectible item, various issues may be addressed. For example, the
code may be less likely to be lost, or traded separately from the
item, and additional packing requirements (that might otherwise be
used to supply the code) may be reduced. Further, in the example
where a laser etching process is used to form the code on the item,
a large variety of codes may be used, if desired. Further, the
codes may be constantly changing, perhaps even different codes on
every single item produced, in some examples.
[0050] In one embodiment, to provide increased flexibility, an
approach that uses laser etching to add codes to collectible items,
such as vehicles, may be used. Since the laser can be reprogrammed
as often as necessary, changes to the mold are no longer required
to change codes on a given product. Further, more automated
manufacturing can be used since computer generated codes can be
used and fed to the laser etching machine during the manufacturing
process, thereby avoiding slow, time consuming, manual labor to
change codes. Further still, such an approach may be extremely cost
effective, and may be applied to a variety of different materials.
It also can produce codes that are more difficult to counterfeit,
thereby providing more security in the collection. Moreover, the
code may be more durable, and less likely to rub off or become
unreadable (which degrade long term collectible value of cars with
certain highly valued codes in the trading market). The laser
etching process may also be advantageous at it may be used on a
variety of surfaces, so that different items in a series (with
different materials) may have similarly formed codes, or the code
may be moved to different locations on an item with different parts
formed of different materials.
[0051] In one example, code may be applied to a bottom of a chassis
of a scale vehicle (such as a toy vehicle), although it may be
applied in various other locations, such as the side, top, on the
wheels, in the wheels, or inside the vehicle.
[0052] As noted above, the code may be laser etched onto plastic
and/or metal components, such as a chassis of a toy vehicle.
Various types of lasers may be used, including commercially
available laser cutting machines. In another example, the code may
be applied to a painted metal surface. In a case where the metal is
painted a dark color (such as black), the laser etching may produce
a light color (such a silver or white) code. Further, in one
example, the laser etching can produce a code that is substantially
smooth with the surface of the material when felt by a human.
[0053] The thickness of the laser etched code may be on the order
of less than {fraction (1/32)} of an inch, and the size of the
letter and/or symbols may be on the order of {fraction (1/16)} of
an inch.
[0054] Turning now to FIG. 2A, it shows wheel and shaft assembly
200, which may be incorporated into vehicle 100 or 100a, for
example. In this example, assembly 200 includes wheels 110.
However, assembly 200 may be a front, rear, mid, or other wheel set
for vehicle 100. Assembly 200 further includes shaft 210, which in
one example, may be formed of metal, such as steel, aluminum, or
variations thereof. In one example, the diameter of shaft 210 is
approximately {fraction (1/16)} of an inch. In other examples it
may be less than 1/8 of an inch, or less than {fraction (1/16)} of
an inch. Shaft 210 may have a head 220 on each end to retain wheels
110. Wheels 110 may be configured to rotate about shaft 210
independently of each other, or in unison. In one example, the head
is formed by placing wheels 110 onto shaft 210, and then performing
a metal forming process that compresses or deforms the shaft to
form heads 220 on each end.
[0055] While FIG. 2A shows an example of a two wheel system,
various other options are possible. For example, the assembly may
have a single wheel or more than two wheels. Further details of
wheels 110 are described in more detail below with regard to FIG. 3
and others.
[0056] FIG. 2B shows an alternative wheel and shaft assembly 250
using alternative wheels 260 and metallic shaft 270. Further
details of wheels 260 are described in more detail below with
regard to FIG. 6.
[0057] Referring now to FIG. 3, an example wheel with see-through
aspects is described, where alternative embodiments are shown in
FIG. 6, for example. The translucent or transparent wheels can
provide an interesting and new look that can increase the
desirability of the vehicle for collection and play. However, it
may be difficult to construct a translucent or transparent wheel
that meets cost, durability, and manufacturing objectives, while
also maintaining other features, such as acceptable track
performance and the ability for decoration with a desired
appearance. These difficulties may be experienced with high volume
situations where cost and manufacturing concerns are of great
concern, or even in low volume production. Various embodiments
described below address these issues, as well as others.
[0058] Referring now specifically to FIG. 3A, it shows a three
dimensional view of an example wheel 300 that may be used in
assembly 200. Wheel 300 may be used for the wheels shown in FIGS.
1A or 2A, for example. Wheel 300 is shown in FIGS. 1A, 1B, and 2A,
for example. Wheel 300 is shown having at least two portions, an
inner portion 310 and an outer portion 320. In this example, outer
portion 320 is configured to interface a vehicle with a surface
(not shown), such as a floor, road, track, or other vehicle.
Therefore, outer portion 320, in one example, acts as a tire
section of the wheel. Inner portion 310, in one example, is
configured to interface the wheel 300 to a shaft, such as shaft
210. Therefore, inner portion 310, in one example, acts as a hub
section of the wheel that may include a bearing surface relative to
the shaft.
[0059] In one example, outer portion 320 includes translucent or
transparent materials (that may have higher friction), while inner
portion 310 includes materials that decrease friction at the
bearing surface. As such, by using translucent materials in
non-bearing sections of the wheel, translucent or transparent
wheels may be configured to maintain bearing performance. In this
way, at least a two-part wheel may be used to reduce, bearing
surface friction and potentially enabling improved vehicle
performance on tracks, while providing a desired see-through
appearance. Having increased track performance can increase a
vehicle's collectability, and increase the play experience.
[0060] Also, since some materials with a translucent or transparent
look may be difficult to form into a single wheel, by using at
least a two-part wheel, more efficient manufacturing may be
achieved.
[0061] Returning to FIG. 3, while the example of FIG. 3 shows only
two portions, additional portions may be used, such as intermediate
inner portions along a radius of the wheel, or additional and/or
separate portions along the width of wheel, such as described below
with regard to FIG. 7 below. In one example, inner and outer
portion 310 and 320 may form a single, unitary, wheel. Also, while
certain portions may be referred to as "inner" or "outer" portions,
this may only be a relative relationship to other portions or
components. For example, in one example, a third portion (not
shown) may be placed between portion 310 and 320, where the third
portion has certain features that are at least partially visible
through translucent or transparent sections of portion 320. In this
case, the third portion may be referred to as an inner portion,
since it is at least partially within portion 320. Likewise, a
fourth portion (not shown) may be placed outside portion 320, where
the third portion has certain features that are at least partially
visible through translucent or transparent sections of the fourth
portion. In this case, portion 320 may be referred to as an inner
portion, and the fourth portion may be referred to as an outer
portion since it is at least partially outside portion 320.
[0062] In the example of FIG. 3A, inner portion 310 includes five
spokes 330, creating five voids 332 that extend through wheel 300.
While five spokes are shown in this example, more or less spokes
may be used, such as six, for example. Spokes 330 are shown
extending from an inner cylinder 334, having a hole 335
therethrough configured to be coupled to a cylindrical shaft. An
outer protrusion 336 of spherical shape extends from cylinder 334.
Also, an outer cylinder 338 of shorter depth is positioned around
inner cylinder 334, and between spokes 330. Also, spokes 330 have a
curved outward facing surface 340, and flat sides 342.
[0063] Inner portion 310 also has an exterior surface 344, with
protrusion 346. In the example where outer portion 320 is at least
partially translucent or transparent, features, such as surface
features, of inner portion 310, such as stepped protrusion 346, may
be visible or partially visible through outer portion 320.
Specifically, as described in more detail below, a section of outer
portion 320 may have a different light transmissivity than a
section of inner portion 320, thereby creating a transparent or
translucent appearance of outer portion 320.
[0064] For example, outer portion 320 may have material properties
that transmit and/or diffuse light (or that diffuse light of
specific wavelengths to create certain color appearances) to a
greater extent than material properties of inner portion 310. In
one specific example, outer portion 320 diffuses visible light of
specific wavelengths to create a translucent colored effect, and
inner portion 310 reflects and/or absorbs visible light, or
combinations thereof.
[0065] In other words, transparent materials are able to transmit
light directly, while translucent, materials are able to transmit
light but also diffuse the light to some extent. For example, a
translucent appearance may include a semi-transparent appearance.
Transparent or translucent materials that appear to have a certain
color have properties that transmit light at a specific wavelength,
or range of wavelengths. Thus, by using material with different
light transmission and/or diffusion properties, features of inner
potion 310 may be visible or partially visible through outer
portion 320.
[0066] In one embodiment, the entire outer portion 320 is
translucent or transparent and the entire inner portion 310 is
opaque, thus giving the appearance that wheel 300 has a translucent
or transparent tire. However, in alternative embodiments, both
portions may be translucent or transparent or partially translucent
or transparent. For example, outer portion 320 may include at least
one material which has higher light transmissivity than a material
of inner portion 310. Alternatively, outer portion 320 may include
at least one material which has lower light diffusivity than a
material of inner portion 310. In still another embodiment, outer
portion 320 may include at least one material which has lower light
absorption than a material of inner portion 310. Still further,
various combinations of the above properties may be used, where,
for example, outer portion 320 may include at least one material
with different transmissivity, diffusivity, reflectivity,
refractivity, and/or light absorption, or combinations thereof,
than a material of inner portion 310. In yet another embodiment,
various combinations of the above properties may be used, where,
for example, outer portion 320 may include at least one material
with different transmissivity, diffusivity, reflectivity,
refractivity, and/or light absorption, or combinations thereof, for
a wavelength (e.g., color) or specific wavelengths (colors), than a
material of inner portion 310.
[0067] Returning to FIG. 3A, protrusion 346 includes five
extensions, or steps, 348 where the depth of protrusion 346 is
increased relative to un-extended region 352. While five extensions
are shown, more or less may be used. As shown in FIG. 3A,
extensions 348 extend outward toward the outer side of wheel 300,
and may be tapered to become narrower, thus having a trapezoidal
shape. Further details of the structure of protrusions 346 are
described in more detail below with regard to FIG. 4. Also,
different shaped protrusions, such as triangular or trapezoidal,
may be used, for example. Further, still other shapes of
protrusions may be used, if desired. The protrusions may also be of
a repeating shape nature, or may each be of different shapes. Such
protrusions may be shaped such as to be used as identifying indicia
for the vehicle. Further such protrusions may be shaped to include
messages, images, codes, or to imitate or make the wheels or
vehicles appear to be in motion.
[0068] In some example, protrusions 346 also may act as
interlocking grooves and steps with outer portion 320 to increase
friction between the two portions in the direction of rotation of
the wheel. In this way, potential slippage in the direction of
rotation is decreased. Also, the angular shape of extensions 348
may further provide for interlocking between the inner and outer
portion.
[0069] Further still, protrusions 346 may hold the outer portion
(which may include or be a tire section) during a wheel
manufacturing process, such as a co-molding process or other
process), thereby enabling improved manufacturability, while also
providing an interesting appearance that may increase item
collectibility and/or value.
[0070] Inner portion 310 may also include an outward outer face or
surface 356 that is substantially flat and is substantially planar
with exterior surface 344 of outer portion 320 (discussed below).
Outward outer face 356 may also be substantially parallel to flat
outer face 372 of outer portion 320 (discussed below). Inner
portion 310 may also include an inward facing surface 374 that is
substantially flat and is substantially planar with surface 372 of
outer portion 320 (discussed below). In an alternative embodiment,
outward outer face 356 and inward facing surface 374 of inner
portion 310 may extend past outer portion 320, or end within outer
portion 320.
[0071] In one example, outward outer face 356 may be marked or
stamped with a hot stamping process. The stamping may provide a
silver, chrome, or gold plating appearance, such as by a silver hot
stamping process. Note that other plating colors may also be used.
Such stamping may be used as identifying indicia or increase the
desirability of the vehicle for collection or play. It should be
appreciated that other decorations may be applied on outward outer
face 356, or no decoration may be applied.
[0072] Outer portion 320 may be translucent and/or transparent,
wholly or in part. In the drawings, the example translucent and/or
transparent aspects are indicated with the conventional drawing
designation for such a feature. While this example shows the entire
outer portion being a translucent and/or transparent material,
various other examples are described below with regard to FIG. 7.
Further, the level of transparency (or transmissivity, or
diffusivity) of the outer portion may vary, as well as the color of
outer portion 320 (by varying, for example, the wavelength of light
transmitted). Colors may include: green, blue, smoke, red, yellow,
clear, white, grey, or others. In some embodiments, the outer
portion of the wheels may be of a single color, while in others,
multiple colors may be used.
[0073] The various coloring of the wheels may be used to identify
the vehicle or a vehicle type. For example, vehicle 100 in FIG. 1
and vehicle 100a in FIG. 1A may both include
translucent/transparent wheels of the same color, e.g. green. By
providing wheels of the same color, it may be understood that such
vehicles are within the same set, team, or group. Further, as
another example, the wheels of vehicle 100 may be a first color,
e.g. red, and the wheels of vehicle 100a a second color, e.g. blue,
and the various wheel colors may be used to identify the vehicles,
or identify that the vehicles are of different sets, teams, or
groups. Additionally, the coloring of the wheels may correspond to
other interrelated items, such as track sets, games, cartoons,
carrier vehicles, etc. Further still, common coloring of a
vehicle's body and wheels, for example, may be used. For example,
color matching and/or coordination may be used to coordinate colors
of the wheel and vehicle (e.g., green translucent wheels may be
used with a vehicle having green coloring and/or details). Also,
different shades of the same color may be used for translucent
portions of the wheels and on the vehicle body.
[0074] Outer portion 320 may have a smooth outer cylinder surface
350 and smooth outer face surface 354, and may be mated physically
contiguous with exterior surface 344 and protrusions 346. However,
in an alternative embodiment, less contact between inner portion
310 and outer portion 320 may be used. Outer cylinder surface 350
may have a smooth finish to enhance the translucent or transparent
look of the wheels and enable physical structure features and/or
shapes of inner portion 310 to be visible (or at least partially
visible), such as protrusions 346, for example. Further, symbols,
pictures, text, radial steps, circumferential steps, recesses,
other decorations, and/or combinations thereof may be placed on
inner portion 310 so that they are visible through translucent or
transparent sections (if any) of outer portion 320. In one example,
the features may be located on exterior surface 344. For example,
writing, symbols, etc., may be disposed on exterior surface 344 of
inner portion 310, either on the protrusion 346 or not, so that it
(or at least some of the feature) may be visible through at least
some of outer portion 320.
[0075] In still another alternative example, outer cylinder surface
350 can have a sanded and/or more granular finish to obscure
features that may be visible through translucent or transparent
sections. In some embodiments, the rougher finish may provide
increased traction of the wheels on a track, and may improve
performance of the vehicle on the track.
[0076] In one example, inner portion 310 and outer portion 320 are
formed of similar plastics, such as acrylonitrile butadine styrene
(ABS). Other plastics or resins that may be used include delrin,
polyethylene terephthalate (PET), high-density polyethylene (HDPE),
polyvinyl chloride (PVC), low-density polyethylene (LDPE),
polypropylene (PP), or polystyrene (PS).
[0077] In another example, inner portion 310 and outer portion 320
are formed of dissimilar plastics, such as the following: delrin,
nylon, ABS, thermoplastics, or those listed above. In one example,
thermoplastics may be used for the outer portion and/or inner
portion to further facilitate insert molding and/or co-molding.
Note also that various coloring may be added to color the plastic
of the inner and/or outer portions. In one example, the inner
portion can have a silver color, while in other cases it may be
white, or black, for example.
[0078] Suitable thermoplastics may include, for example, polyvinyl
chloride, acrylonitrile-butadiene-styrene, polycarbonate,
polystyrene, polyethylene, polypropylene, polyethylene
tetrephthalate-glycol, nylon, and RIM urethanes. Polyolefin
homopolymers and copolymers (ionomers, etc.) may be inexpensive
thermoplastic resins which may have. suitable molding properties
and may also be suitable for use. Additionally, various
thermoplastic elastomers, such as the TPO's (thermoplastic olefin)
elastomers, may be employed. Also note that materials other than
plastics may also be used for the wheels, or wheel components.
[0079] As described above, costs of manufacturing a translucent or
transparent wheel may be reduced by manufacturing at least a
two-part wheel with at least one part comprising partially
translucent or transparent material. However, it is also possible
to manufacture a translucent or transparent wheel with the features
above in a single piece. However, by using at least a two-part
wheel, along with co-molding in one example, the desired
appearance, performance, cost, and manufacturability may be
achieved.
[0080] As described above, features of inner portion 310 may be at
least partially visible through an at least partially translucent
or transparent outer portion 320. The feature may include at least
one of texture, words, symbols, a flat surface, a ridge, a stepped
protrusion (such as 346), or combinations thereof.
[0081] Note that while FIG. 3A shows both inner portion 310 and
outer portion 320 each formed of a single piece, in an alternative
embodiment these may be divided into multiple pieces and separate
pieces that are formed together via insert molding, or co-molding,
for example. Further note that while many of the edges and comers
of FIG. 3A are shown as sharp, rounded edges may also be used.
[0082] FIGS. 3B and 3C show front and side views, respectively, of
wheel 300, with like parts numbered with like numbers. FIG. 3D
shows a three dimensional rear view of wheel 300, and FIG. 3E shows
a rear view of wheel 300.
[0083] FIG. 3D shows additional details of the rear of wheel 300,
including inner cylinder 334 having a flat exterior face 360 which
is located facing the interior of the vehicle, for example.
Further, FIG. 3D shows flat exterior surface 370 of spokes 330.
[0084] FIG. 3E shows a rear view of wheel 300, showing details that
may face the vehicle, such as vehicle 100. Specifically, FIG. 3E
shows how in this example, spokes 340 taper outward toward the
outer portion, as well as voids 332.
[0085] While FIG. 3A-E are drawn approximately to scale, the
features and elements may be changed and altered to be of different
sizes and shapes. In the example shown, the scale of FIG. 3B is
approximately 5.4:1. In other words, in one example, wheel 300 has
an outer diameter of approximately 5/8 of an inch. Note that
various other sized wheels may be used, although the relative
sizing of the components may be consistent (or may be varied).
Also, in some examples, different sized wheels may be used in
different locations on a vehicle. For example, the front wheels may
be smaller (and/or narrower, thinner, etc.) than the rear wheels.
For example, the width of the wheel may be approximately {fraction
(3/16)} of an inch, {fraction (9/32)} of an inch, or other.
Likewise, the outer diameter of the wheel may also be approximately
{fraction (15/32)} of an inch, 1/2 of an inch, or others.
[0086] FIG. 4A shows inner portion 310 (which may be unitary, or
comprised of several separate sections) without outer portion 320.
While in one example, inner portion 310 is formed of a single
section, in other embodiments multiple pieces or sections may be
used.
[0087] FIG. 4A uses common reference numbers as used in FIG. 3. For
example, FIG. 4A shows an example substantially cylindrical outer
surface 350 with flat outer faces 354 and 372. FIG. 4B shows a
front view of inner portion 310, and FIG. 4C shows a side view of
inner portion 310.
[0088] Referring now to FIG. 4D, an alternative embodiment is shown
where exterior face 360 (which faces an inner side of a vehicle, in
one example) is replaced with a substantially rounded exterior
face, which may be spherical in shape. Such a structure may reduce
the contact surface between the wheel and the vehicle, thereby
reducing friction and improving vehicle performance.
[0089] FIG. 5 shows body section 510 and chassis section 520 of an
example vehicle. While these sections correspond to the example
vehicle of FIG. 1, various alternative types of vehicle may be used
as previously described. In one example, body section 510 comprises
a plastic, such as those listed above, and chassis section 520
comprises metal. However, other materials, or combinations of
materials, may be used. For example, body 510 may be plastic or
metal and chassis 520 may be plastic or metal. FIG. 5 also shows
front and rear holes 540 and 542 configured to hold a wheel, or set
of wheels (e.g., wheels 200 or 250), via a shaft, such as either of
shafts 210 or 270. In one specific example, the chassis may be die
cast of an alloy comprising zinc and plated, painted, or
combinations thereof.
[0090] In an alternative embodiment, chassis section 520 may be
configured to hold wheels-where each wheel has only a single shaft
coupling the wheel to the chassis. In other words, each wheel has a
separate shaft. Alternatively, some wheels may share a shaft, while
other shafts have a single wheel.
[0091] In one example, body section 510 is coupled to chassis
section 520 via a snap fit connection. However, other couplings can
be used in the alternative, or in addition, such as, for example,
screws, bolts, welds, rivets, combinations thereof, or others. For
example, holes 530 may be configured to mate with pegs (not shown)
of body section 510. When manufacturing, after coupling section 510
to chassis section 520, the pegs may be altered to secure a
connection. Alternatively, the pegs of body section 510 may be
configured to enable a snap-fit connection between body section 510
to chassis section 520. For example, the pegs of body section 510
may have one or more structural features, such as protrusions,
detents, or recesses with corresponding mating structures on the
chassis section, to enable coupling of the two sections.
[0092] In the example of a metal chassis and a plastic body, it may
be possible to obtain a vehicle with a lower center of gravity (CG)
and thereby obtain improved track performance, or improved
performance in other venues.
[0093] Note that decorations, markings, and/or painting may be
applied to one or both of the body and chassis, as discussed in
more detail below. Also, in this example, body and chassis 510 and
520 may each be a single, unitary piece. However in an alternative
embodiment, the body and the chassis may be formed of multiple
pieces, or may be formed in multiple sections.
[0094] As discussed in more detail below, a laser etched code, for
example a six-digit code of two three-digit sections, may be
applied to chassis 520, such as described above with regard to FIG.
1C. In one example, the code may be laser etched onto the bottom
side of chassis 520 so that it is visible (and/or human-readable)
when the chassis is upside-down. Note that additional features,
symbols, images, text and/or codes may also be applied to, or laser
etched on, chassis 520. Alternatively, codes may be laser etched on
body 510, or other parts of the vehicle, such as the wheels.
[0095] In still another example, body and chassis 510 and 520 may
be configured to enable a portion of body 510 to protrude through
chassis 520. The protrusion may be in various shapes, including
various designs or indicators, engine or powertrain parts, and/or
exhaust parts, or combinations thereof. In this way, such features
may be made to have more of a contrast when the bottom side of the
vehicle is viewed.
[0096] Referring now to FIG. 5B, an alternative embodiment of a
vehicle and its components is shown. In this example, exterior body
section 550 is shown, along with a window section 552, interior
body section 554, and chassis 556. Further, front and rear wheel
assemblies 558 and 560 are also shown, which may include assembly
110 or 250, for example. FIG. 5B shows an assembly view
illustrating how the components are assembled, with the vertical
direction illustrating relative component positioning.
[0097] In this example, body 550 comprises ABS plastic painted as
described below herein with regard to FIG. 9, window 552 comprises
a k-resin, interior section 554 comprises VUM (which may provide a
chrome appearance), and chassis 556 comprises metal (such as zinc,
or ZAMAC) which may be painted.
[0098] As shown in FIG. 5B, exterior body section 550 includes
several holes 570, 572, 574, 576 corresponding to a front
windshield, side window, rear windshield, and opposite side window,
respectively. Window section 552, which in this case is a single
piece to reduce manufacturing cost and complexity, is configured to
mate with these holes, and be at least partially held by clip 578.
Interior body section 554 is shown with various features to mimic
vehicle components, such as seats, a powertrain, exhaust, etc.
Further, interior body section 554 is configured to be coupled to
chassis 556 and hold wheel assemblies 558 and 554. In one example,
this is accomplished via the shaft locations 580 and 582, which
include a plurality of retaining clips 590 and a recess 592 to hold
and retain the shaft of the wheel assembly. Further, chassis 582
includes holes 594 and 596 configured to be coupled to one or more
of the body sections, as discussed above with regard to FIG. 5A. In
one example, one or more spin posts (not shown), may be included in
one or more of sections 554 and/or 550, which may be used to align
with hole 594 (and/or 596) during assembly.
[0099] FIGS. 6A-B show an alternative embodiment wheel 600, which
may be used with a toy vehicle, such as vehicle 100 or 100a, or
used to form a wheel assembly, such as in FIG. 2B, for example.
Specifically, FIG. 6A shows a 3-D perspective from the outer side
of the wheel, and FIG. 6B shows a 3-D perspective from the inner
side of the wheel (although the wheel may be mounted in either
direction, just as with regard to wheel 300). FIG. 6C shows a front
view of wheel 600. In this example, wheel 600 is unitary and formed
in a single piece. However, in alternative embodiments, it may be
formed of multiple pieces or portions that are formed separately,
or concurrently.
[0100] Wheel 600, which may be used as wheel 260, may have an inner
section 610 and an outer section 620. Inner section 610 may include
five spokes 612 which have inner surfaces 614 creating five voids
618. Although shown as having five spokes and five voids, the wheel
may include any number of spokes or voids without departing from
the scope of the disclosure. Further although the spokes and voids
are shown to be of equal size respectively, different sized spokes
and/or voids may be applied to the wheel.
[0101] Inner section 610 of wheel 600 also may include an inner
cylinder 670 with a flat outer end 672 and a rounded inner end 674,
which may be half-spherical in one example. Inner end 674 may
protrude outward from inner cylinder 670 (and extend inward past
the edge inward facing side surface 664, see below), thereby
reducing potential friction between the inner edge of the wheel or
tire and the vehicle. Inner cylinder 670 also may have a hole or
aperture 676 therethrough configured to receive a shaft, such as
shaft 270. Outer end 672 of inner cylinder 670 may also have a
recessed feature, such as the five-sided star shaped feature 678.
In one example embodiment, a head on a shaft, such as shaft 270, is
sized to fit into recess 678, thereby providing a possibility for
improved stability, and fit and finish appearance. While a five
sided shaped recess is shown in FIGS. 6A and C, various other
recess shapes may be used, such as circular, square, or others.
[0102] The outer section 620 of wheel 600 is cylindrical in shape,
with an outer, flat surface 660, outward facing side surface 662,
and inward facing side surface 664, relative to the vehicle. In the
example of FIGS. 6A and C, outward facing side surface 662 includes
a stepped inner surface 668. In one example, outward facing side
surface 662 and inward facing side surface 664 are substantially
parallel, and substantially perpendicular to surface 660.
[0103] In some embodiments, portions of wheel 600 may comprise an
opaque plastic, while other portions of wheel 600 may include at
least a translucent or transparent section. For example, wheel 600
may comprise at least an inner and outer portion (corresponding to
inner section 610 and outer section 620), where the outer portion
comprises a translucent or transparent plastic, and the inner
portion comprises a less translucent or less transparent material,
such as an opaque material.
[0104] As noted above, FIGS. 6A-C are drawn approximately to scale.
In one example embodiment, the outer diameter of wheel 600 is
approximately 5/8 of an inch, and the outer width is approximately
{fraction (11/16)} of inch. Further, the outer rim thickness of 662
may be approximately {fraction (1/16)} of an inch or 1/8 of an
inch, or less than 1/8 of an inch in some examples. The thickness
of spokes 612 may be approximately {fraction (1/16)} of an inch,
1/8 of an inch or less than 1/8 or {fraction (1/16)} of an inch in
some examples. In the example shown, the scale of FIG. 6A is
approximately 5.4:1, within approximately +-20%. Note also that the
relative sizing of the wheel features may also be adjusted.
[0105] While the above embodiment shows specific sizes and relative
proportions that may be desirable, various modifications may be
made. In other words, as noted above, the features and elements may
be changed and altered to be of different sizes and shapes, if
desired.
[0106] The configuration of wheel 600 may enable the wheel to
obtain a low profile appearance, while maintaining vehicle
performance during use on a track, and while still meeting cost and
manufacturability requirements. In other words, it may be possible
to achieve a desired relative sizing of various wheel aspects while
meeting other requirements.
[0107] Referring now to FIG. 6D, still another alternative
embodiment of a wheel that may include translucent or transparent
aspects is shown. In this example, a six spoked wheel 679 is shown,
although more or less spokes may be used, such as 2, 3, 4, 5, 7, 8,
or others. This wheel of FIG. 6D may be used in place of any of the
wheels disclosed herein, including the wheel of FIGS. 2-4 or 6A-C,
F-J, for example.
[0108] FIG. 6D shows inner portion 682 and outer portion 680, where
outer portion 680 may act as a tire section, and inner portion 682
may act as a hub section. Outer portion 680 is shown with a rounded
exterior (relative to a vehicle) edge, and a flat interior
(relative to a vehicle) edge. In this example, both inner and outer
portions 680 and 682 are opaque. However, in one example (see FIGS.
6F-G below) outer portion 680 (and/or inner portion 682) may
comprise translucent or transparent aspects, such as described
herein with regard to FIGS. 3-4, 6A-C, 6F-J, and 7, for example.
Specifically, any of the materials, features, etc. described above
with regard to FIGS. 3, 4, 6A-C, 6F-J or 7 may be used in wheel
679.
[0109] Continuing with FIG. 6D, inner portion 682 includes an outer
rim section 684 and an inner hub section 686, where the sections
are connected by six spokes 688. The spoke may have a depth
slightly less than the depth of the outer portion, as shown in FIG.
6E, or may be thinner in an alternative embodiment.
[0110] In this example, outer rim section 684 includes protruding
knobs 689 which may provide an appearance of rivets. In this
example, 12 knobs are shown, however, more or less may be used. The
knobs 689 are located on recessed area 690 of outer rim section
684. In this example, the knobs are cylindrical in shape, however
other shapes may be used if desired.
[0111] Spokes 688 are shown with a rectangular cross-section and a
curved shape between outer rim section 684 and an inner hub section
686. Also, spokes 688 contain a recess 691 at the interface between
the spokes and outer rim section 684, which continues partially
into outer rim section 684.
[0112] Inner hub section 686 is shown with a cylindrical shape, and
may include a spherical end facing a vehicle (see FIG. 6E) as
described above with regard to FIG. 4D. Further, as shown in FIG.
6D, the outward facing end 692. of inner hub section 686 may
include a hole 693 with an at least partially surrounding recess
694. In this example, the recess includes a 5-sided shape recesses,
although other shapes may be used, such as the star shape of FIG.
6A (see 678).
[0113] Also, as described above with regard to FIGS. 3-4, inner
portion 682 may include various features, such as features on its
exterior surface (that interfaces to outer portion 680) that may be
at least partially visible through outer portion 680 . For example,
protrusions with extended and non-extended regions may be used, if
desired.
[0114] Referring now to FIGS. 6F-G, an alternative embodiment shows
wheel 692 in FIGS. 6D-E, where outer portion 680 comprises
translucent aspects. In this example, an alternative protrusion 694
(compared with protrusion 346) is used, where a second, less wide
extension is added. Specifically, protrusion 694 includes five
wider extensions, or steps, 696 where the depth of protrusion 696
is increased relative to un-extended region 698. Protrusion 694
also includes five narrower extensions, or steps, 694 where the
depth of protrusion 694 is increased relative to un-extended region
698. While five extensions are shown of each width, more or less
may be used. Further, extensions 694 may be less extended than
extensions 696 (as shown), or equally extended (not shown).
[0115] Referring now to FIGS. 6H, J, and K, an alternative
embodiment of the wheel shown in FIGS. 6A-C is illustrated.
Specifically, wheel 698 is identical to the wheel of FIGS. 6A-C,
except that cylinder 670 is less deep, so that spokes 612 extend
outward past flat outer end 672. Further, a chamfer 699 is
included, which may reduce stress at the juncture of the spoke and
the hub.
[0116] Further, wheel 698 is shown with a translucent outer portion
620, and without any protrusions below surface 660. However,
protrusions such as those described herein may be used to improve
the juncture between the inner and out portions if desired. Also,
in an alternative embodiment, the outer portion of FIG. 6H may be
opaque, such as black.
[0117] FIG. 6J shows a partial cross-section, illustrating the
rounded edge 697 on the inner and outer edge of outer portion 620,
along with the angle of spokes 612.
[0118] Referring now to FIGS. 7A-D, exemplary alternative
embodiments of wheel configurations are shown with various examples
of translucent or transparent features that may be used on one or
more wheels of toy vehicle 100, or 100a, or with the wheels of
FIGS. 3 or 6, for example. Specifically, FIGS. 7A-D show various
combinations of translucent or transparent features and/or
materials to obtain different still and in-motion effects, and
therefore may increase play fun and excitement and collectibility,
among achieving other effects. Note also that any of the above
described wheels may be used on various other toys or products,
such as, for example, doll roller skates, doll skateboards,
spaceships, or others, as noted herein.
[0119] FIG. 7A shows a front and side view of an example of wheel
700a where the entire outer portion 720a of wheel 700a is made from
a translucent or transparent material. In this example, inner
portion 710a is opaque, and thus the protrusions 746a may be
visible in the front and side views.
[0120] FIG. 7B shows a front and side view of an example of wheel
700B where less than the entire outer portion 720b of wheel 700b is
made from a translucent or transparent material. Specifically,
three radial sections 780b (which may be translucent or transparent
or combinations thereof), and three opaque sections 782b of outer
portion 720b are shown. Note that any number of translucent or
transparent radial sections may be used, such as 1, 2, 3, 4, 5, 6,
7, . . . 20, for example. In this example, inner portion 710b is
also opaque, and thus at least some of the protrusions 746b may be
visible in the front and side views through sections 780b.
[0121] FIG. 7C shows a front and side view of an example of wheel
700c where less than the entire outer portion 720c of wheel 700c is
made from a translucent or transparent material. Specifically, two
sections 780C (which may be translucent or transparent) along the
width of the wheel, and two opaque sections 782c of outer portion
720c are shown. Note that any number of translucent depth sections
may be used, such as 1, 2, 3, 4, 5, 6, 7, . . . 20, for example. In
this example, inner portion 710c is also opaque, and thus at least
some of the protrusions 746c may be visible in the front and side
views through sections 780c.
[0122] FIG. 7D shows a front and side view of an example of wheel
700d where less than the entire outer portion 720d of wheel 700d is
made from a translucent material. Specifically, two circumferential
sections 780c (which may be translucent or transparent), and two
opaque circumferential sections 782d of outer portion 720D are
shown. Note that any number of translucent or transparent
circumferential sections may be used, such as 1, 2, 3, 4, 5, 6, 7,
. . . 20, for example. In this example, inner portion 710d is also
opaque, and however, due to outermost section 782d, none of the
protrusions 746d may be visible in the side view, while edges may
be visible in the front view.
[0123] While FIGS. 7A-7D show examples of translucent or
transparent aspects that may be included for various toy wheels,
various other translucent or transparent aspects may also be used.
Further, features may be combined between the various embodiments,
if desired.
[0124] Vehicles may have all wheels with the same or similar
features, or some wheels with different, or no, translucent or
transparent features. For example, all wheels may have translucent
or transparent features, or only some of the wheels (e.g., less
than all of the wheels) may have translucent or transparent
features. Also, some wheels may have different translucent or
transparent effects than other wheels. As an example, in a front
and rear wheeled vehicle, the front wheels may be substantially
opaque, while the rear wheels may have translucent or transparent
features, or vice versa.
[0125] FIG. 8 shows a flow chart illustrating an example
manufacturing process for forming at least a two-part wheel, which
may include the wheels of FIGS. 2-4, and 6, for example.
Specifically, the manufacturing process includes a method for
forming an inner portion and outer portion of a wheel in the
example where the inner portion includes a hub section and the
outer portion includes a tire section. As noted below, co-molding,
or insert molding, techniques may be used. For example, the inner
portion may be first formed, and then the outer portion may be
formed around the inner portion. Alternatively, the inner and outer
portions may be molded together. In still another alternative, the
outer portion may be first formed, and then the inner portion may
be formed within the outer portion. Also, while the process
described herein is for a single wheel, it may be expanded to
concurrently form a plurality of wheels. Further still, while the
process is described for a two-part wheel, it may be used on wheels
having more than two sections, or may be used to form only portions
of a wheel.
[0126] Referring now specifically to FIG. 8, in step 810, ABS
resin, or similar composition, for the inner and outer portions may
be pre-dried in machine hoppers. In one, example, as noted above,
the inner portion includes a hub section and the outer portion
includes a tire section. Next, in step 812, molten ABS for the
inner portion and outer portion may be injected through two
separated barrels into the mold designed to produce the forms
described above herein with regard to FIGS. 2-4, for example. Then,
in step 814, the first injection hub is formed, and the second
injection tire is formed over the hub into a wheel. Then, in step
816, the co-molded wheel is ejected. If desired, the wheel may be
decorated, such as via a hot silver stamp on an outer edge, as
described above herein.
[0127] As noted above, the outer portion may comprise translucent
or transparent ABS material. In this way, it may be possible to
co-mold a wheel, such as the wheel illustrated in FIG. 3A, for
example. Further, the co-molding process may affix the inner and
outer portions so that they may form a unitary structure. Also, the
process may be expanded for wheels having more than two portions or
sections, or for wheels where the hub and or tire sections comprise
multiple parts or portions.
[0128] FIG. 9 shows a flow chart illustrating an example
manufacturing and painting process for a plastic item, such as a
toy vehicle, a doll, accessories for toys, or other such items.
Such a process may be especially useful for toy vehicles having a
plastic body, where a high quality finished appearance may be
desired in some cases.
[0129] Further, as noted above, toy vehicle 100 may be used with
various track sets. As such, track performance may be a significant
characteristic as to whether the toy vehicle is desirable by
consumers. One approach to improve track play described herein is
to lower the vehicle's center of gravity (CG), which can be at
least partially achieved by using a plastic body. The plastic body
may be combined with a metal or plastic chassis. Plastic bodies may
also have the ability to show improved line details, due to
potentially lower forming temperatures (e.g., <200 C) compared
with die casting (e.g., >375 C).
[0130] While plastic bodies may have good definition, previous use
of plastic bodies resulted in perceived cheap or poor quality
vehicles in comparison to metal bodied vehicles. This perception
may be due, in part, to potential issues in achieving high quality
paint finish on plastics, when compared with metal. Specifically,
high quality paint finishes may be relatively cost effectively
obtained on metal surfaces via an electrostatic painting process,
where the metal body is charged, and the paint it oppositely
charged. Since most plastics are not conductive, such an
electrostatic process generally may not be applied to the plastic
bodies.
[0131] However, the approach described herein overcomes the above
obstacles and improves plastic body paint quality, while
maintaining cost effective manufacturing processes. As described in
more detail below, in one example, a spray having a suspension of
chargeable particles is applied to the body before painting. In
this way, the body can then be charged (e.g., given a negative
charge), so that charged (e.g., positively charged) paint can be
used, thus enabling an electrostatic painting process. In this way,
it is possible to obtain a high quality look to the painted
vehicle, with a low CG for improved track performance.
[0132] Turning now specifically to FIG. 9, a process is described
for manufacturing and painting a toy vehicle, such as vehicle 100
or 100a. In this example, an electrostatic painting process is
provided, even though the car body may be substantially
plastic.
[0133] Specifically, in one example, a car body may be molded from
ABS and a chassis may be die cast using a zinc alloy, for example.
As shown in block 910, the molded body may be placed on a rack via
a spindle used to hold the body for the painting process. Any
suitable rack or holding system may be used to support the molded
body during the painting process. In block 912, a base coat
application of an electro-conductive solution (Basecoat I) is
applied to the plastic body. In one example, the electroconductive
solution used is a commercially available product with a trade name
"Solad 20." In one example, the solution may comprise the product
and a solvent. Any suitable solvent may be used, such as, for
example, isopropyl alcohol. For example, the electro-conductive
solution may include Solad 20 and isopropyl alcohol.
[0134] After applying Basecoat I, in block 914, an air cure may be
performed. In one example, it may be performed at room temperature,
with still or motion air. Any other curing method may also be
used.
[0135] Once sufficiently cured, then, in block 916, a topcoat
application (Topcoat 1) of the desired paint may be applied. In one
example, a RANSBURG robotic painting booth may be used. However,
alternative paint application approaches may be used, if desired.
In one example, Topcoat I may be a plastic lacquer.
[0136] Topcoat I may be positively charged such that it reacts with
the negatively charged body (charged via the electro-conductive
solution), or vice versa. The use of the charged solutions enables
electro-static painting to be performed on the plastic body.
[0137] Next, in block 918, a cure is performed in an oven at
approximately 70-80 degrees C. for approximately 20 minutes. Note
that this may be varied depending on the type of paint used, the
color of paint used, the size of the plastic body, humidity, and
various other factors.
[0138] In some embodiments, a second layer may be applied to the
vehicle body. For example, in block 920, a repeat application of
the electro-conductive solution may be applied (Basecoat II). In
block 922, another topcoat (Topcoat II) may be applied with clear
acrylic lacquer. Again, positively charging the paint, and applying
the positively charged paint to the negatively charged
electrostatic layer on the body, may enable electro-static painting
to be performed on the plastic body.
[0139] Again curing may occur. For example, in block 924, another
oven cure may be performed at approximately 70-80 degrees C. for
approximately 20 minutes. Again the time and/or temperature may be
varied based on numerous factors. Finally, in block 926, the part
is de-racked.
[0140] Bringing together various of the manufacturing processes
described herein for manufacturing a scale vehicle, such as a toy
vehicle, the following steps (alone or in combination with these or
other step) may be used to generate a toy vehicle:
[0141] die cast a chassis;
[0142] laser etch a code onto a the chassis;
[0143] mold a plastic body;
[0144] paint plastic body via using an electroconductive solution
(see FIG. 9);
[0145] co-mold wheels;
[0146] couple plastic body and chassis;
[0147] add shaft to chassis;
[0148] add wheel(s) to shaft; and
[0149] press ends of shaft to capture wheel(s) by forming a
head.
[0150] As will be appreciated by one of ordinary skill in the art,
the specific routines and/or processes described herein may
represent one or more of any number of processing strategies. As
such, various acts, steps, and/or functions illustrated may be
performed in the sequence illustrated, in parallel, or in some
cases omitted. Further, additional steps may be added. Likewise,
the order of processing is not necessarily required to achieve the
features and advantages, but is provided for ease of illustration
and description. Although not explicitly illustrated, one or more
of the illustrated acts, steps, or functions may be repeatedly
performed depending on the particular strategy being used. Further,
these figures may graphically represent code to be programmed into
a computer readable storage medium in a controller used to control
the manufacturing, etching, painting processes, and/or combinations
thereof.
[0151] Referring now to FIG. 10A, an example package 1000 is
described in which a car and one or more cards for a card game are
packaged together for sale. Although described and discussed as
"cards", it should be appreciated that "cards" as used herein may
include any type of game piece, including, but not limited to
tokens, chips, player pieces, markers, etc. In one embodiment,
cardboard backing 1010 may be used, where various marketing and
other text and graphics may be applied, such as logo 1012. A
blister pack 1014 may be applied to cardboard backing 1010 and held
with an adhesive, or other connection substance, so that the
blister pack is removable by a purchaser. As shown in FIG. 10A,
blister pack 1014 holds a product, such as a toy vehicle 1016, and
a package of cards 1018. Toy vehicle 1016 may include any of the
features described herein, such as translucent or transparent
wheels, and/or a laser etched code. Package of cards 1018 includes
cards that may be used in an expandable deck card game, such as is
described below. However, the cards may also be collectable cards,
trading cards, lottery cards, informational cards, and/or cards for
use in a card game, board game or electronic game.
[0152] In one example, package of cards 1018 is a sealed package of
3 separate cards. In some embodiments, the content of the cards may
be at least partially concealed by at least one of the card package
1000, or vehicle 1016. In other embodiments, the content of the
cards may be available for viewing through the package. Moreover,
in alternative embodiments, more or less cards may be used. For
example, a deck of cards, or multiple decks of cards may be
included in package 1000. Also, the card(s) may be unpackaged, yet
still captured by blister pack 1014.
[0153] In one embodiment, at least one of the cards in package of
cards 1018 may used for a card game, such a fixed or expandable
deck race car game that also relates to toy vehicle 1016. For
example, the race car game may have cards that relate to vehicle
1016, even though the particular cards in 1018, or one of the cards
in 1018, do not necessary relate to vehicle 1016. Alternatively, at
least one of the cards in 1018 may specifically relate to vehicle
1016.
[0154] Referring now to FIGS. 10B-D, alternative packaging examples
that may be used are shown, along with example containers and
retail packaging.
[0155] Specifically, FIG. 10B shows an example container or case
1020 for holding cards for a card game, tokens, a toy product (such
as a toy vehicle, figure, etc.), instructions, or combinations
thereof. Further, additional game pieces, cards, etc. may also be
stored in container 1020. In this example, container 1020 has shape
aspects related to a game or product that may be stored in
container 1020. For example, in the case of a card game related to
vehicle racing, container 1020 may be configured to have a shape
related to the vehicle or racing, such as an engine part. For
example, container 1020 is shaped as an engine manifold. However,
other shapes may also be used, including a wheel, tire, steering
wheel, seat, accelerator or gas pedal, shift lever, trunk, turn
signal, windshield wiper, cylinder, piston, radiator, combinations
thereof, or others. Further, the container may have a shape related
to a part typically included in products that relate to the game,
which also applies to the case where the container is in the shape
of an engine part typically included in a vehicle, such as the
engine manifold.
[0156] Continuing with FIG. 10B, a top section 1022 is shown have a
shape related to an engine. Specifically, intake manifold runners
1024 and oil cap 1026 are shown as example shapes related to racing
vehicles. The top section 1022 may be removably coupled to lower
section 1028. In one example, top section 1022 is configured to fit
over lower section 1028, creating an interference fit to hold top
section 1022 to the bottom section 1028. In another example, a
clasp, lock, or other device may be used to couple the top and
bottom sections. Returning to top section 1022, it may include two
manifold cover sections 1032 and 1034, which may be of a rougher
surface finish than manifold runner section 1036.
[0157] In one example, a raised section 1030 is used, which may be
in the shape of a logo. Specifically, a raised section in the shape
of a logo may be used on the product. The raised logo section may
include additional marking or VUM to create contrast, if
desired.
[0158] Container 1020 may comprise plastic or other materials, such
as metal or cardboard. Further, it may be painted, such as by the
paint process described herein in the example, where a plastic
container is used.
[0159] Referring now to FIG. 10C, an example embodiment is
illustrated where container 1020 is shown in an open position
holding various items (showing the interior of the top and bottom
sections). Specifically, top section is shown removed from bottom
section 1028. In this example, bottom section 1028 may include tabs
1058 and 1060 to enable or improve removable coupling of the top
and bottom sections.
[0160] Bottom section 1028 may also include a plurality of internal
walls, such as wall 1040 and/or wall 1042. In this example, walls
1040 and 1042 create three container sections 1044, 1046, and 1048.
Section 1044 may be used and/or configured to hold a set of tokens
1050 (which may be originally packaged in a clear plastic bag 1052
so that they are not lost). Section 1044 may be used and/or
configured to hold a plurality of cards 1056 (such as two decks of
40 cards, or more, or less, which may be starter sets for an
expandable deck card game). Section 1046 may be used and/or
configured to hold a product related to the card game (such as a
toy vehicle 1053, which may be secured in a plastic retainer 1055
so that any damage to the vehicle during movement may be reduced).
In one example, retainer 1055 is shaped to receive vehicle 1053 and
securely hold vehicle 1053. Also, wall 1046 may comprise a cut-out
section 1051 so that a user may more easily remove one or more
cards 1056.
[0161] Also note that additional wall and/or container sections may
be used to hold other items, such as additional cards, other
products such as dolls, figures, etc., or other collectible
items.
[0162] Turning now to FIG. 10D, an example package 1070 is shown,
where the package may comprise a container 1020, toy vehicle 1053,
tokens 1040, and cards 1056. In one embodiment, cardboard backing
1072 may be used, where various marketing and other text and
graphics may be applied, such as a logo. A blister pack 1074 may be
applied to cardboard backing 1072 and held with an adhesive or
other connection substance, so that the blister pack is removable
by a purchaser. Alternative, a separate blister pack may be applied
to each item, or sub-groups of items, if desired. As shown in FIG.
10D, blister pack 1074 holds one or more products, such as a toy
vehicle 1053, package of cards 1056, tokens 1050, and/or container
1020.
[0163] Toy vehicle 1053 may include any of the features described
herein, such as translucent or transparent wheels, and/or a laser
etched code. Further, the vehicle may have special markings
different from the case where the vehicle is sold separately from
the game and container. For example, vehicle 1053 may have a body
with translucent and/or transparent sections, and/or wheels with
translucent aspects, such as described herein, for example. Thus,
in one example, the special decoration of the vehicle included may
be its translucent body, which enables viewing of internal
components, such as speakers.
[0164] As noted above, package of cards 1056 may include cards that
may be used in an expandable deck card game, such as is described
below. However, the cards may also be collectable cards, trading
cards, lottery cards, informational cards, and/or cards for use in
a card game, board game or electronic game.
[0165] In one example, package of cards 1056 includes two
separately sealed packages of 40 separate cards. In some
embodiments, the content of the cards may be at least partially
concealed. In other embodiments, the content of the cards may be
available for viewing through the package. Moreover, in alternative
embodiments, more or less cards may be used. For example, a single
card may be used. Also, the card(s) may be unpackaged, yet still
captured by blister pack 1074.
[0166] In one embodiment, at least one of the cards in package of
cards 1056 may used for a card game, such a fixed or expandable
deck race car game that also relates to toy vehicle 1053. For
example, the race car game may have cards that relate to vehicle
1053, even though the particular cards in 1056, or one of the cards
in 1056, do not necessary relate to vehicle 1053. Alternatively, at
least one of the cards in 1056 specifically relates to vehicle
1053.
[0167] In still another embodiment, container 1020 has a shape that
relates to vehicle 1053 and/or to the content of cards 1056, or the
game using cards 1056. Further, instructions may be included and
may or may not be visible through blister pack 1074.
[0168] In one example, container 1020 hold two decks of cards for
an expandable card racing game, as is described below herein.
[0169] In an alternative embodiment, the container, vehicle,
tokens, cards, and/or instructions may be packaged with the
container in the closed position, and the components held within
the container, and a clear wrapping around the container (as
opposed to the "packed-out" package of FIG. 10D).
[0170] An example card game that at least one of cards 1018 and/or
1056 may be used in is described below. An alternative embodiment
is shown via the instructions illustrated with regard to FIGS.
11A-N. Note that these are just examples, and various other card
games may be used. For example, the card game may be related to
figures or dolls, for example.
[0171] In one example, a card game playable by two or more players
is disclosed, where in one embodiment, the card game includes one
or more card decks. Each deck may comprise a plurality of game
cards. The game cards may be divided into numerous categories. A
first category of cards may be used to identify and/or build a card
game path. A second category of cards may be used to represent
objects intended to travel along the card game path. A third
category of cards may be used to modify or otherwise alter the
objects traveling the card game path. A fourth category of cards
may be used to thwart the efforts of a playing opponent. Each of
these categories of cards may be further subdivided into
subcategories differentiated by a number of factors including, but
not limited to, when or how the cards are played during the card
game. Note that cards from any of the above categories may be
included in the package of cards 1018 sold in package 1000
discussed above.
[0172] In one embodiment, players compete to be the first to
successfully maneuver objects along the entirety of the card game
path. As an example, the card game may take the form of a racing
car game as shown in FIG. 11. In this example, the card decks may
comprise a plurality of cards including realm cards, vehicle cards,
mod cards, shift cards, Accele-chargers cards and hazard cards. The
realm cards may be used to set up the racetrack, across which
players will compete to race their vehicle cards. Players' vehicles
may be modified or otherwise altered by mod cards, shift cards, and
Accele-chargers cards. Players may attempt to thwart the efforts of
their opponents by using hazard cards.
[0173] According to the presently described example, realm cards
may provide various types of information including speed, power, or
performance numbers and one or more terrain modifier indicators,
the functions of which will be explained in further detail below.
Realm cards may further include an area for the name of the card
and an area for miscellaneous information that may include
additional card game rules or information related to the world in
which the card game is based. The card may further include a
picture or other decorative item. In one example, a realm may be a
racing realm, such as a fantastic track set in an environment that
will test some aspect of a vehicle's abilities. Each realm may have
a speed, power or performance expectation in addition to some
terrain modifier.
[0174] Vehicle cards may include speed, power, or performance
numbers and a terrain modifier indicator. Vehicle cards may further
include a mod compatibility indicator, team logo, and an area for
the name of the card, an area for miscellaneous information, and a
picture or other decorative item. In one embodiment, the vehicle
may be selected from 4 race teams, each having a unique overall
attribute in regard to their speed, power, performance and ability
to be modified. Vehicles may also have an added terrain modifier
benefit.
[0175] Modification, or mod, cards may include speed, power, or
performance numbers and a terrain modifier indicator. Mod cards may
further include an area for the card name, an area for
miscellaneous information, and a picture or other decorative item.
The modifications may stay with vehicles from realm to realm.
Alternatively, the modification may be temporary.
[0176] Shift cards may include speed, power, or performance
numbers. Shift cards may further include an area for the card name,
an area for miscellaneous information, and a picture or other
decorative item. For example, a shift may be commendable aspects of
a drivers abilities, such as a positive modifier towards a vehicles
speed, power or performance.
[0177] Accele-chargers cards may include speed, power, or
performance numbers. Accele-chargers cards may further include an
area for the card name, an area for miscellaneous information, and
a picture or other decorative item. The benefit of Accele-chargers
cards may be only temporary in the card game, such as for a fixed
number of plays.
[0178] Hazard cards may include speed, power, or performance
numbers. Hazard cards may further include an area for the card
name, an area for miscellaneous information, and a picture or other
decorative item. Hazard cards may be negatively impact a vehicle
speed, power or performance, destroy a car, strip it of mods,
etc.
[0179] The card game may further include a plurality of tokens that
may be used to indicate various occurrences in the card game.
Specific exemplary uses of the tokens are discussed below.
[0180] According to one method of play, the players typically try
to win the card game by moving a predetermined number of vehicles
through a predetermined number of realms. A vehicle is considered
to have "passed through" or "successfully traversed" a realm when
the vehicle's speed, power and performance values meet or exceed
those posted on the realm card.
[0181] Each vehicle begins the card game with base speed, power,
and performance values. These base values are typically printed or
otherwise indicated on the card. The base values of the vehicle can
be altered, either increased or decreased, by playing mod,
Accele-chargers, shift, or hazard cards. Once a vehicle's speed,
power, and performance values meet or exceed the realm's speed,
power, and performance values, the realm is considered to have been
traversed and the vehicle moves on to the next realm.
[0182] Each player may play with their own deck of cards that
includes a combination of realm, vehicle, Accele-chargers, mod,
shift, and/or hazard cards. The number of cards in a deck may be
limited to a certain number of cards, i.e. forty. Alternatively, a
deck may include more or fewer than forty cards.
[0183] The card game may be packaged ready to play in the form of
two forty card pre-built decks. Alternatively or additionally,
cards may be available for individual purchase (singly or in
groups) so that players may create their own unique decks by
combining some or all of a pre-built deck with individually
purchased cards (or another pre-built deck) or combining numerous
individually purchased cards. For example, as noted above, one or
more or groups of cards may be packed with a toy, such as a toy
vehicle as described with regard to FIG. 10A above. For example, in
the presently disclosed embodiment, while players may have six
different card types from which to build their decks, each deck may
include varied numbers of each type of card. Any number and type of
such cards may be provided with the vehicle.
[0184] For exemplary purposes, the following play instructions are
provided for the example card game. It should be appreciated that
other instructions may be provided and that such instructions may
be varied without departing from the scope fo the disclosure.
Further other card games may be provided and included with the toy
vehicle.
[0185] Initially, each player removes three realm cards from his or
her deck. The players then alternate setting the realm cards out in
a line. For example, a total of six realm cards may be laid out to
form a racetrack. Player A places one of her realm cards (realm A1)
face down on the table. Player B then places one of his realm cards
(realm B1) face down on the table next to realm A1. Player A then
places another realm card (realm A2) face down next to realm B1,
and so on, until all six realm cards are laid out in a single
linear line.
[0186] After placing their realm cards on the table, the players
each shuffle their decks and draw a given number of cards to form
an initial hand. For example, each player may initially draw seven
cards. However, it will be appreciated that a hand may be comprised
of more or less than seven cards.
[0187] Players then take turns drawing cards and placing cards on
the table according to the rules of the game. According to the
presently described method of playing the game, each player is
given a certain number of action points at the beginning of each
turn. Typically, players begin with the same number of actions
points, for example, 3. However, as explained in further detail
below, the number of action points available to a player may be
altered by various events and circumstances during the play of the
game. Action points may be represented by a physical token or other
item. However, in many cases players may be able to remember the
number of action points available to them without the use of a
token, and therefore it may not be necessary to provide one.
[0188] During a turn, a player may draw a card and then place any
cards in his or her hand on the table so long as the player has
enough available action points in order to play the cards. For
example, vehicle cards typically require no points and may,
therefore, be placed on the table without reducing the number of
action points available to the player. In contrast, shift, mod,
Accele-chargers, and hazard cards typically each have a specific
action point value. A player may play one or more of these cards so
long as the number of action points the player has available is
higher than or equal to the total number of action points required
by the cards.
[0189] For example, player A may begin her turn with 3 action
points available. In player A's hand is a vehicle card (which
requires no action points), a 2 point mod card, a 3 point mod card,
a 4 point mod card, a 1 point hazard card, a 1 point shift card,
and a 2 point Accele-chargers card. Player A can play her vehicle
card, which requires no action points, and any combination of the
other cards in her hands so long as the cards total action point
requirement is less than or equal to 3. Therefore, player A may
chose to play the 2 point mod card and the 1 point shift card, or
only the 3 point mod card. Player A cannot play the 4 point mod
card or the 2 point mod card with the 2 point Accele-chargers
card.
[0190] The rules may further limit the number or type of card that
may be played during a turn. For example, while vehicle cards may
not require any action points to be played, players may be limited
to introducing only one vehicle card per turn into the game.
[0191] Furthermore, the rules may provide for methods by which a
player may increase the number of action points available at the
beginning of his or her turn. For example, each vehicle may include
a team logo indicating that the vehicle belongs to a particular
team, and a player may be awarded an additional action point if the
player has two or more vehicles from the same team "in play," i.e.,
placed on the table.
[0192] As stated above, the game may be played by 2 or more
players. Card decks may also be made available as starter sets. A
starter set typically comes with two 40 card decks that are
"prebuilt". This means that the same cards will always appear in
every starter set, they are not random.
[0193] The objective of the game may be to be the first player to
race 3 cars through a series of racing realms. Typically, players
alternate setting out in a line 3 racing realms each. As vehicles
come into play, players will equip them to meet or beat the speed,
power or performance expectation of each racing realm. Vehicles
will be "equipped" with mod, shift or Accele-chargers cards. A
player can thwart another by playing hazard cards; which blow off
these enhancements or the vehicles themselves.
[0194] As noted above, the card game may be packaged with two decks
of 40 cards packed out in clear wrap, a vehicle with unique starter
set decorations, 12 wheel of power tokens (which may be plastic or
paper), and instructions. In order to set up the game players may
be asked to punch out 12 racing wheel tokens from the token card,
or they may be contained in a plastic bag. In one example, such as
the example of FIG. 10B, a card game (such as described herein) may
be included with a toy product (that relates to the game, such as a
vehicle for a card racing game) in packaging, where the packaging
has an appearance related to the card game and/or the product. As
described above with regard to FIG. 10B, the appearance may be of
an engine, intake and/or exhaust manifold, wheel, tire, car,
steering wheel, wheel hub, and/or combinations thereof.
[0195] According to one method of initially playing the game, each
player takes one pre-built 40 card deck. Because the decks are
pre-built, the players may be encouraged not to shuffle the decks
together. Each player may remove the 3 racing realm card from each
of their decks. Players may then take turns setting up the racing
realms face down in a line between them. Each player may shuffle
the remainder of their decks and places it in front of them,
drawing seven cards. Alternatively, players may be allowed to draw
cards until they obtain a vehicle card. Additional cards may then
be drawn at the cost of an available action point per card. A
maximum and or minimum card limit may be set. Thus, a player who
had to draw ten cards in order to draw a vehicle card may be
required to discard down to seven cards after playing the vehicle
card.
[0196] At the start of each turn, players can draw a card, advance
any number of vehicles that have met the expectation speed, power
or performance value of the racing realm its in, and put into play
a vehicle card for no cost, if desired. According to some methods
of playing the game, players may be required to use one action
point per card in order to draw cards.
[0197] As stated above, some of the racing realms may have a
terrain modifier that provides a benefit to certain vehicles (such
as increased speed, power, and/or performance values or additional
abilities outlined on the cards or by the rules). In order to
identify those vehicles that are currently benefiting from the
terrain modifier in the current realm, players may place wheel of
power tokens on vehicles that may have entered racing realms that
allow them to use as terrain modifier. A player then has 3 Action
Points (AP) to play out their turn. The number of action points
available to a player during a turn may be increased by 1 AP for
every Team of vehicles you have in play. For example, if a player
has two racers from one team and two racers from another team in
play, that player will now have 5 AP available for use.
[0198] According to one exemplary embodiment of the game, the
number of AP needed to play each card may be determined by the card
type, for example, Accele-chargers cards and hazard cards may
require 3 points, mods 2 points, and shifts 1 point. Alternatively,
AP point requirements may be varied along card types, i.e.
different Accele-chargers cards may have different AP point
requirements.
[0199] The ability to play a card may be dictated by its AP
requirements, compatibility of a mod, card copy and/or the effects
of a hazard card played against the opponent.
[0200] According to one method of playing the game, the first
player to exit their third vehicle out of the 6th racing realm is
the winner. If a player runs out of cards from their draw pile, the
game stops and the winner maybe determined by a hierarchical list
of attributes such as, the player furthest along the race track,
the player with the most powerful vehicles, the player with the
most equipped vehicles, etc.
[0201] The Racing Realm cards are initially put into play face
down. Cards are laid out horizontally, end to end, separating the
two players. This forms the "race track". Each realm is named and
has its own color palette. There may be supporting copy on the card
that defines any associated game play. If a realm bears a terrain
modifier icon, any vehicle with a corresponding icon will receive a
+1 to its Speed, Power and Performance values. Place a Wheel of
Power token on that vehicle. Once that vehicle clears that realm
the token is removed, unless the next realm has the same terrain
modifier icon. Vehicles may progress to the next racing realm when
their corresponding speed, power or performance value meets or beat
the exit value of the realm.
[0202] Vehicle cards may be played horizontally. This allows
vehicle info to still be read off to the left side while it is
equipped with vertically played mods, shifts or Accele-chargers
cards. Vehicle cards are broken down into 4 "teams" in this
example. Every, or at least one, vehicle may have a speed, power
and performance value associated to it based off its vehicle type
and/or experience. More specialized vehicles may also have a
terrain modifier icon. Vehicles can also be "modified". Its ability
to be enhanced with a mod may be determined by its mod bar. In one
example, a player needs to have a corresponding icon/color on their
mod cards in order for it to be "equipped". Vehicle cards can be
brought into play for free at the beginning of a players turn. Only
one vehicle can be brought into play per each player's turn. If two
vehicles are brought into play that are on the same team, that
player receives an extra action point per turn. If a player has
multiple teams of vehicles out, they may receive an additional
Action Point. A maximum of 6 AP are allowed.
[0203] Typically, mods may or may not require AP's to bring in to
play. Mods may be thought of as a physical enhancement to a
vehicle. These cards may be put into play vertically, on top of a
vehicle with a corresponding mod bar. Their speed, power and
performance values are added to the vehicle they are played on mods
can also add a Terrain Modifier advantage to a vehicle as depicted
with an icon. Mods stay equipped to a vehicle as they teleport from
realm to realm. An exception to this would be any play copy such
as: Nitrox Boost, S (Speed), P (Power), P (Performance) values are
applied to your vehicle for 4 turns. You would place 4 Wheel of
Power tokens on the vehicle and remove one per turn. When all
tokens are removed, the mod must be unequipped.
[0204] Shift cards may or may not require AP points to bring into
play. Shift cards may be thought of as a driver advantage, i.e.
something a driver does with their vehicle to get them ahead in the
race. Shift cards are put into play vertically and placed on any
vehicle. Their S, P, P values are added to the vehicle they are
played on. Terrain modifiers if depicted, are also "added" to the
vehicles abilities. Shifts do not stay equipped from realm to
realm. Once a vehicle teleports to the next racing realm,
"equipped" shift cards are removed to the discard pile.
[0205] Accele-chargers cards may or may not require AP's to bring
in to play. These cards represent the power gained from winning
previous races. They are left as rewards from the Accelerons.
Accele-chargers cards are put into play vertically and placed on
any vehicle. Their super S, P, P values are added to the vehicle
they are played on. Terrain modifiers if depicted, are also "added"
to the vehicles abilities. Accele-chargers cards do not stay
equipped from realm to realm. Once a vehicle teleports to the next
racing realm, "equipped" Accele-chargers cards are removed to the
discard pile.
[0206] Hazards may or may not require AP's to bring in to play.
They are typically used to thwart the advance of the other players
through the racing realms. When a hazard is played, reading the
copy for the action is important. Action to be taken may be as
simple as comparing its negative values against the type of card it
is attacking. For example: If the hazard card effects a mod and has
-2 in its power value, and the mod has -2 in its power value or
less, the other player must remove the attacked mod. The exception
is if the other player has a 0 point shift card that can counter
the hazard played. Powerful hazards may cause an entire vehicle
with attached mods to be removed from play.
[0207] Exemplary cards that may be used to form play decks, along
with other elements of the example card game, are listed and
described in FIG. 11.
[0208] While the above description and the description in FIG. 11
may describe specific rules, various alternative embodiments may be
used where one or more rules is changed. For example, in an
alternative approach, a vehicle may have more than one
Accele-charger equipped on it at a time, or Accele-chargers may be
removed by hazard cards, or there may more than 2 ways to win the
race, or more than two plays may be allowed to play, if
desired.
[0209] Referring now to FIG. 12, an alternative embodiment card
1200 is described. In one example, card 1200 is one of a plurality
of cards that is a part of a card game, and may be used in a card
game. However, in some embodiments, card 1200 may be a trading
card, a collectable card, an informational card, etc.
[0210] In one embodiment, card 1200 includes one or more of various
values, symbols, clues, codes, or features, or combinations
thereof, such as in one or more of boxes 1210, 1212, 1214, 1216,
1218, 1220, 1222, and 1224, or combinations thereof. The
information in these boxes may be relevant to the card game or
trading value, and may be related to a vehicle depicted on the card
1200. Further, the information in these boxes may be related to a
toy, such as a toy vehicle, sold with the card.
[0211] In addition to the vehicles described above, other types of
vehicles may be provided which may be inter-related to the above
items. For example, referring now to FIG. 13A, a carrier 1310 is
described that is configured to receive a smaller vehicle 1320
(such as vehicle 100 or 100a) in a recess 1330. Further, carrier
1310 may be configured to interface with a track, as described in
more detail below. In one example, a track and the carrier are each
sized to cooperate so a car can travel from the track to the
carrier vehicle.
[0212] While this example shows carrier 1310 as a vehicle having 4
wheels, it may be a stationary object, a toy gun, a landing pad, or
an alternative vehicle, such as a truck, a car, a sports car, a
station wagon, a sport utility vehicle, a dune buggy, a motorcycle,
a unicycle, an 18-wheeler, a dump truck, earthmoving equipment,
bicycles, tricycles, a rocket, a spaceship, a fantasy vehicle, or
any other suitable vehicle.
[0213] In one example, recess 1330 is configured to be positionable
at an end of a racetrack so that vehicle 1320 may be able to travel
from the track to, and held in, recess 1330. Also, recess 1330 may
include a connection member, such as clip 1332 to removeably couple
vehicle 1320 to carrier 1310. Other connection members may be used,
or no connection member may be used.
[0214] In some embodiments, carrier 1310 may have an activation
switch (not shown), which may be coupled to recess 1330, that is
engaged when vehicle 1320 is properly located in recess 1330. The
switch can enable various functions performed by carrier 1310, such
as automatic movement, enablement of a trigger, combinations
thereof, or others.
[0215] In one example, vehicle 1320 may include various ones of the
features described above, such as translucent or transparent wheel
aspects, a code (such as a laser etched code), or be sold with one
or more cards. Alternatively, carrier 1310 may include various ones
of the features described above, such as translucent or transparent
wheel aspects, a code (such as a laser etched code), or be sold
with one or more cards.
[0216] In another example, carrier 1310 may be a vehicle that
corresponds to a character on a television show, website, game,
etc. For example, carrier 1310 may correspond to a character that
modifies the functionality of a vehicle is a racing game, or show,
or mod in the card game discussed above.
[0217] Referring now to FIG. 13B, an example carrier 1350 for use
with a smaller vehicle 1352 is shown. In one example carrier 1350
may have a body configured to be coupled to a track 1354. For
example, in one example track 1354 may lead a vehicle (such as
1352) to carrier 1350 and terminate adjacent to carrier 1350. For
example, carrier 1350 may be at a beginning or end of a track
segment. In another example, carrier 1350 may be configured to move
along track 1354, as shown in FIG. 13B. In still another example,
carrier 1350 may be operatively coupled to a track. For example,
the wheels and/or body of carrier 1350 may be configured so that
carrier 1350 may move atop and along track 1354, by having a
recessed bottom area that is configured to enable carrier 1350 to
remain coupled to the ground while moving along track 1354.
Alternatively, carrier 1350 may be configured to be removably
coupled to track 1354 (e.g., by internal wheels or clips). In this
way, in the case where carrier 1350 can collect and disperse items
(such as vehicle 1352), carrier 1350 may collect and/or disperse
items (such as vehicle 1352) from and/or onto track 1354. These
features, alone or in combination may increase play and excitement
for users of a vehicle track set, for example.
[0218] Referring now to FIG. 14A, a cut-away view of an example
internal mechanism of carrier 1350 is shown having a collection
and/or release device 1402. Specifically, an inner cylinder 1410
has a plurality of paddles 1412 extending radially from cylinder
1410, where the paddles may be rubber. While this figure shows 12
rubber paddles, more or less may be used. For example, in one
example, 2, 3, 4, 5, 6, 7, 8, 9, 10, 13, 14, 15, or 16 paddles may
be used, depending on the size and/or weight of the item being
collected and/or dispersed, or other factors. Also, while Figure
shows paddle 1412 being substantially rectangular, in an
alternative example paddle 1412 may be triangular shapes,
trapezoidal shaped, curved, and/or combinations thereof. The
thickness of the paddles may be varied, and in one example, may be
varied to vary the pliability of the paddles and thereby adjust
their performance. In one example, the surface of the paddles may
be smooth, while in another example raised sections may be used to
increase friction between the paddles and an item to be
collected/dispersed. Also some paddles may have a first feature or
shape, while other paddles have a different feature or shape.
Further, some of the paddles (e.g., a first paddle) may be of
different size (e.g., shorter, narrower, thinner) than other
paddles (e.g., a second paddle).
[0219] While this example shows paddles comprising rubber, various
other materials may be used in the alternative of, or in addition
to, rubber. For example, plastics or metals may be used, or plastic
covered foam may be used.
[0220] Also, in one example, additional inertia, such as in the
form of a metal disk mounted to one side of the paddles (e.g., so
as to avoid contacting an item during collection and/or dispersion)
may be used. Alternatively, additional inertia may be placed in
cylinder 1410, if desired.
[0221] Continuing with FIG. 14A, in this example mechanism 1402 may
be powered by motion of carrier 1350. Specifically, either or both
of wheels 1420 may be coupled to device 1402, directly or through a
gear mechanism 1422, to rotate cylinder and paddles 1410 and 1412
via rotation of the wheel(s).
[0222] For example, when a user pushes carrier 1350 along a
surface, motion may be transferred to rotate paddles 1412 in one
direction, or another, so that a vehicle 1352 positioned along the
path (which may be a track 1354) may be collected (following arrows
1430 and 1432 of FIG. 14A) and moved to the position of vehicle
1440 along an internal track 1442. In one example, internal track
1442 may be configured to rest on track 1354, or the surface on
which carrier 1350 is positioned. Alternatively, internal track
1442 may be configured to be operatively connected with an end of
track 1354.
[0223] Internal track 1442 may also include a separator to separate
collected vehicles along one or more paths. The separator may be a
separate plate that alternates between alternative positions to
direct collected vehicles along a specified path to a specified
location. In another example, the separator may be a magnet that
attracts metal components of collected vehicles along a specified
path to a specified location. Further still, the separator may be
angled track section that allow collected vehicles to move along
one path or another with a somewhat random pattern, depending on
how the vehicle was collected, its collection speed, its weight,
and/or various other factors.
[0224] In addition to collection action, opposite action can also
be performed. For example, a user may push carrier 1350 along a
surface creating motion which may cause a vehicle stored in carrier
1350 (e.g., a vehicle in a position of vehicle 1440) to be
dispersed or released (following a direction opposite to 1430 and
1432). For example, carrier 1350 may be free-wheeling, in one
example.
[0225] In one example, when carrier 1350 is moved in a first
direction, paddle 1412 rotates in a first direction, and when
carrier 1350 is moved in a second direction, paddle 1412 rotates in
a second direction. For example, when carrier 1350 moves forward,
an item in its path may be collected, and when carrier 1350 moves
backward, an item stored in carrier 1350 may be dispersed.
Alternatively, when carrier 1350 moves backward, an item in its
path may be collected, and when carrier 1350 moves forward, an item
stored in carrier 1350 may be dispersed.
[0226] While FIG. 14A shows mechanically driven paddles, electric
power may be used, such as via an electric motor and a battery
coupled to carrier 1350. However, in some cases, due to the paddle
wheel nature of the, collection/release device 1402, battery life
may be decreased since a significant amount of air may be pumped by
the paddle wheel.
[0227] Referring now to FIG. 14B, an alternative paddle wheel that
may be used in a carrier, such as carrier 1350, is shown. The
figure shows an alternative collection and/or release device 1450.
Specifically, an inner cylinder 1460 has a plurality of paddles
1462 extending radially from cylinder 1460, where the paddles may
be rubber, plastic, foam, or combinations thereof. While this
figure shows 10 rubber paddles, more or less may be used. For
example, in one example, 2, 3, 4, 5, 6, 7, 8, 9, 11, 12, 13, 14,
15, or 16 paddles may be used, depending on the size and/or weight
of the item being collected and/or dispersed, or other factors.
Also, Figure shows paddle 1462 being substantially rectangular,
with a tapered outer section. The paddles 1462 are also shown
having raised features, such as hexagons 1464, which may be on both
sides of the paddles, or only one side of the paddles. In one
example, three rows of raised features may be used. The thickness
of the paddles may vary, although in the example shown in FIG. 14B,
the paddles are of substantially uniform thickness. Further, while
FIG. 14B shows the paddles evenly spaced about the cylinder 1460,
in an alternative embodiment they may be unevenly spaced.
[0228] Also, as noted above, an optional metal inertia cylinder may
be used to increase the inertial of the collection device. In one
example, the metal inertia may be located on cylinder 1460, which
may be a hollow shaft.
[0229] Referring now to FIG. 15, a cut-away view of another example
internal mechanism of carrier 1350 is shown having a collection
and/or release device 1502. Specifically, an inner cylinder 1510
has a plurality of cylindrical extensions 1512 extending from said
cylinder, 1512 extending radially from cylinder 1510. Cylinder 1510
may be plastic or metal, for example. While this figure shows 3
cylindrical and parallel extensions, more or less may be used. For
example, in one example, 2, 4, 5, 6, 7, 8, 9, 10, 13, 14, 15, or 16
cylindrical radial extensions may be used, depending on the size
and/or weight of the item being collected and/or dispersed, or on
other factors. Also, while the figure shows extensions 1512 being
substantially cylindrical, parallel, and circular, in an
alternative example the outer radius of an extension may be varied
to form various alternative shapes. Further, the radial height of
the extensions may be varied. As shown in FIG. 15, the inner radial
extension may be shorter than one or both of an outer radial
extension. Alternatively, some of the extensions (e.g., a first
extension) may be of different size (e.g., narrower, thinner, more
pliable) than other extensions (e.g., a second extension). Thus,
some extensions may have a first feature or shape, while other
extensions have a different feature or shape.
[0230] While this example shows extensions comprising rubber,
various other materials may be used in the alternative of, or in
addition to, rubber. For example, plastics or metals may be used.
Alternatively, foam covered plastic disks may be used to form one,
or more of the extensions. In this way, less foam wear may be
obtained than compared with a single cylinder of foam.
[0231] Also, in one example, additional inertia, such as in the
form of a metal disk mounted to one side of the disks discussed
above (e.g., so as to avoid contacting an item during collection
and/or dispersion) may be used. Alternatively, additional inertia
may be placed in cylinder 1510, if desired, or in any other
location so as to be coupled to cylinder 1510 (for example, it may
be mounted to any of the gears). In this way, rotational speed may
be maintained to a better degree when encountering a vehicle to
collect or disperse.
[0232] In another example, the disks used in the Cyborg City
launching device may be used, including the foam disks and the
metal inertia disk.
[0233] Continuing with FIG. 15, in this example (similar to FIG.
14A) mechanism 1502 may be powered by motion of carrier 1350.
Specifically, either or both of wheels 1520 may be coupled to
device 1502, directly or through a gear mechanism 1522, to rotate
cylinder and extensions 1510 and 1512 via rotation of the
wheel(s).
[0234] Alternatively, cylinder and extensions 1510 and 1512 may be
rotated via a motor 1530, directly or through a gear mechanism
1522. The motor may be powered by a batter stored in carrier 1350,
for example. The motor 1530 may be engaged by an actuation switch
(see FIG. 16, for example) to rotate in a first direction to
collect items, or in a second direction to expel items. The
activation switch can be actuated by a user, or engaged
automatically by a vehicle (such as vehicle 1352) approaching (or
being approached) by carrier 1350 to cause rotation at a first
speed in a direction to collect a vehicle (such as vehicle 1352)
following the direction of arrows 1560 and 1562. Alternatively, an
activation switch may be engaged automatically by a vehicle (such
as vehicle 1540) being placed loaded into carrier 1350 to cause
rotation at a second speed in a direction opposite arrow 1560. In
one example, the collection speed may be slower than the dispersion
speed. In this way, features of potential actuation sources (such
as an electric motor) may be utilized, whereby lower speed, higher
torques are available to collect items, and higher speed, lower
torques are available to disperse vehicles. In this way, it may be
possible to collect larger and/or heavier items, while also being
able to disperse items at sufficient speed to create fun play.
[0235] Also, a separator may also be used in this embodiment
similar to that described above.
[0236] In an alternative embodiment, the collection device can have
an inner cylinder 1510 with a plurality of cylindrical extensions
1512 extending from said cylinder as shown in FIG. 15A. Here, the
cylindrical extensions 1512 extend radially from cylinder 1510, but
have a rounded outer edge, where the extension edge slopes inward
toward the cylinder on the inner side of the extension. In this
way, it may be able to center an incoming our outgoing item to
better grip and propel the item. While FIG. 15A shows two
extensions, a third, shorter extension can be added between them.
The third extension can have a flat, or rounded edge, if desired.
Further, more or less extensions can also be used.
[0237] Referring now to FIG. 16, addition details of an example
carrier are described. Specifically, FIG. 16 shows carrier 1350 in
an opened position, where the body has two hinged sections 1610 and
1612 that fold open to reveal internal tracks 1642 and/or 1642. In
one example, track 1642 is the track where collected items are
sent, while track 1644 is the track where items to be dispersed may
be positioned. In this way, it may be possible to collect and expel
different vehicle without requiring the user to physically
reposition vehicles in carrier 1350. However, in an alternative
example, a single internal track may be used, or more than two
tracks may be used.
[0238] When in the closed position, sections 1610 and 1612 may form
a handle for a user. Also, example actuation switch 1670 is shown
that may be used to cause rotation of a collection/dispersion
device, which may be operated when in either the open or the closed
position. FIG. 16 also shows wheel 1680 which may be configured to
hold a vehicle, such as vehicle 1682 via wheel clips, or
magnetically, for example.
[0239] Additional features may also be added to carrier 1350, such
as a vehicle crane 1690, a clear cylinder for rotating vehicles
16921, and others. For example, sounds and lights may also be
added, along with additional activation switches that may be
activated by a user, or automatically actuated.
[0240] As discussed above, the various disclosed items may be
interrelated. For example, toy vehicles, toy tracks, codes,
electronic media, games, cartoons, etc. may be theme-based, and
thus, interrelated through a theme. For example, a website may be
associated with one or more of the various items. The website or
similar computer output may include any number of various games
and/or informational pages linked with the toy vehicles, the toy
tracks, etc. In some embodiments, codes, such as vehicle codes 150,
may provide access to such interrelated items. Some codes may be
obtained by purchasing a toy vehicle and reading the code located
on the vehicle, while other codes may be obtained from web paged,
cartoons, etc. The codes may provide access to one or more of the
games, activities and/or informational pages, and code obtained
from different sources may provide different features. For example,
codes from toy vehicles may provide a first type of access (e.g.,
to an on-line racing game, or to a virtual world related to the car
from which the code was obtained), and codes from other sources may
provide a second type of access (e.g., codes from a T.V cartoon or
web cartoon may provide access to higher levels, additional powers,
etc.) Thus, sources of codes may comprise: products (such as toy
vehicles, toy carriers, toy figures, dolls, etc.), various on-line
locations, such as one or more websites of different companies
(such as toy companies, cartoon companies, TV network companies,
retail companies, and/or combinations thereof), newsletters, e-mail
newsletters, movies, fast foot restaurant kid meals, and/or
combinations thereof.
[0241] Additionally, and as described above, the codes may provide
a user with access privileges to special sites, boards or levels,
access to various powers or skill sets, access to previously
unavailable information, access to new characters, access to
historical or other factual information related to the vehicle from
which the code was entered, etc.
[0242] As an example, various aspects of an exemplary website and
inter-related electronic games, informational pages, activities,
and other computer output are described below. It should be
appreciated that such description is provided as an example and
other games, informational pages and the like may be provided
without departing from the scope of the disclosure.
[0243] Initially, in some embodiments a computer program may be
provided. The computer program may be an online site or website. A
user may be able to access the computer program via purchase, via
an entrance address, such as a web address, via input of one or
more codes, etc. Thus, in some embodiments, a user may reproduce
the code into an electronic interface device, such as a computer or
gaming device. Reproduction of the code into the computer program
may result in a computer output based on the code or based on a
plurality of codes. The computer output may include visual output,
video clips, audio output, audio files, printouts, etc.
[0244] In some embodiments, an initializing step may be provided
where the user inputs one or more codes into the program. In some
embodiments, the program may request identifying data from the user
after entry of the code. The identifying data may include personal
identification from a user such as name, address, age, education,
and other statistical personal data. The personal identification
may be stored in the computer program becoming part of a database
component and may be used to retrieve a prior computer output. The
program may also allow a password to be created by the user where
the user in subsequent games can store progress within the
program.
[0245] In some embodiments, all codes may be accepted at a single
entry call-out, for example, there may be universal code entry. The
universal code entry may accept different types of codes, such as
bonus content codes and/or game codes. In other embodiments,
specific types of codes may be required for entry into certain code
call-outs. For example, a game call-out may accept game codes and a
bonus-content code call-out may accept bonus-content codes.
[0246] After entry of the code, the computer program may associate
the entered code with a database of codes. Computer program may
have a field of available codes, which may include codes that are
being inputted for a first time. The availability field may
identify codes which are valid and operative. The database may also
contain a field of unavailable codes that are inoperative. For
example, the codes may be inoperative due to prior use.
[0247] The codes may be linked with associated computer output. For
example, If the computer game is a website, computer output may
provide access to a different web page within the website. In some
embodiments, the computer output may be associated with identifying
data, such that progress of the user within the computer game may
be tracked and stored. For example, these links are implemented
through hypertext linking on the Internet.
[0248] An example application of the program includes various
player games, such as racing games, scavenger hunts, search and
find games, mazes, etc. For example, the games may be based on the
concept of a scavenger hunt, where the player collects various
objects or discovers objects to complete a series. Further, the
games may be character-based online games, arcade-style games, race
games, customizable games, on-line puzzlers or teasers, etc. The
games may be single player games, multi-player games, head-on-head
competition games, etc. The program may be designed to extend and
enhance the appeal and value of a particular set of toy vehicles
while generating ongoing excitement about the manufacturer of the
toy vehicles and any line of associated goods or services. The site
may provide personalized Internet game play as a bonus for each
purchase of a particular toy vehicle or other interrelated
item.
[0249] In some applications, a user may be able to choose or be
assigned a password and choose a "personality" from a variety of
fun characters. For example, a user may select a toy vehicle as
their "character." All of this user information may be stored in a
user database. As noted herein, selection of personalities may be
linked to codes.
[0250] In an exemplary application, a visual map of the "world" may
be provided. A user may be able to see the map representing where
he has been and where he needs to go on his quest. All movement
within the site may be recorded in a transaction database for the
user and/or manufacturer. Game play may be random for each user,
thus users' experience on the site is unique unto themselves.
[0251] This theme provides a wide variety of graphical and
situational opportunities. The theme may be carried through all the
game pages.
[0252] To add dramatic tension, the program may include villains or
the like. In some programs, a user may be able to play the game
with other players logged onto the website. Each player may compete
against each other or aid each other in a quest.
[0253] For example, an online game play may be provided which may
be presented as an isometric racing game. For example, and not as a
limitation, the racing game may enable various players to join a
team which competes through various levels. The various levels may
be available based on codes, timing of release or play of the game,
etc. In some embodiments, it may be possible to create and develop
a personalized track for game play. Such personalized tracks may be
stored locally. In some embodiments, mini games or pit stops may be
available to improve a vehicle's performance or to repair damage to
the vehicle.
[0254] The vehicles for selection for game play may be vehicles
featured in shows, such as movies, mini-episodes or products, such
as toy products, etc. It may be possible to compete against other
vehicles from movies, mini-episodes, toy products, etc. The various
levels may correspond to environment and events presented in the
shows.
[0255] Upon completion of various levels or other type of game
performance and/or entry of various codes, bonus features may be
available. For example, bonus features may provide availability of
new tracks, competition against ghost cars, access to special
powers, access to new vehicles, etc. The special powers may provide
enhanced abilities to the vehicles, including steering
enhancements, acceleration enhancements, brake enhancements,
shooting enhancements, different weapon availability, jumping
enhancements, shields, boosters, etc. Additionally, rewards may be
provided for completion of various levels of game performance or
for code-entry, including music tracks, videos, wallpaper,
take-away posters, print-outs, etc. Various features may be
available during limited runs, or at different times.
[0256] In some embodiments, two or more websites may be linked
together. Codes from the vehicles may be used in one or more of the
websites to link to the other websites bonus content or game play.
In some embodiments, a user may be receiving the bonus content from
the other website regardless of where the code was entered. Other
embodiments may require specific codes to be entered in particular
sites. In even other embodiments, the codes may result in different
features, bonus content or game play, depending on where the code
is entered into one or more sites.
[0257] Referring now to FIG. 17, an exemplary online collection and
play activity, designed such that participants may collect and
customize virtual vehicles, and enter their virtual vehicles in a
variety of races and other activities is described. For example, in
one application, single-player activities may include arcade-style
game scenarios in which a virtual vehicle may participate, and in
which participants may be rewarded for their performance, and also
racing games in which a participant races a virtual vehicle against
a computer-controlled vehicle or against the clock. Multi-player
activities may include multi-player races of various types in which
a participant may enter their virtual vehicle and compete against
other participants, possibly in real time through a communications
network.
[0258] An exemplary system is disclosed in U.S. patent Ser. No.
10/361,157 to Kirby et. al, filed Oct. 22, 2003, the disclosure
which is hereby incorporated for all purposes and which various
parts are reproduced below.
[0259] Referring to FIG. 17, a system 1700 for playing an online
game is disclosed. System 1700 preferably comprises an off-server
component 1702, and a server 1704 that may be a web server.
Off-server component 1702 may include an actual toy vehicle 1706,
as well as a new user registration area 1708 and returning user
registration area 1710. Participants may connect to server 1704 via
a communications network such as the internet, although the
invention may also provide a server that is connected only to a
local intranet, or that resides on a single processor that is not
connected to a network.
[0260] Those skilled in the relevant arts will recognize that there
are many configurations through which a game with an online
component may be made available to participants. For instance,
registration areas 1708 and 1710 may be installed on individual
processors via a CD-ROM, DVD-ROM, other software storage media,
and/or via download from the internet. Alternatively, system 1700
may comprise a web server 1704 which itself includes registration
areas 1708 and 1710 in an integrated fashion. Or, the entire game
may be stored and/or installed on a processor via any storage
medium such as a CD-ROM, DVD-ROM, or any other medium suitable for
storing one or more application programs.
[0261] A user may register for the game and connect to server 1704
via either new user registration area 1708 or returning user
registration area 1710. New user registration 1708 for the online
game typically includes choosing a unique user name and password,
whereas returning user registration 1710 typically includes
entering an existing user name and password. At this point, a new
user may be assigned a virtual vehicle for participation in the
game, and a returning user may typically be re-associated with one
or more virtual vehicles assigned and/or acquired through previous
participation in the game.
[0262] Registration for the online game may be correlated to the
purchase of an actual toy vehicle 1706 or by viewing another
inter-related item, in which case registrations 1708 and/or 1710
may include entering a code provided in or on the packaging of toy
vehicle 1706 or from the other inter-related item. Entering such a
code may result in a user being assigned a virtual vehicle that
represents toy vehicle 1706 in various aspects, or it may result in
a user gaining new virtual parts or game credits that may be used
to customize virtual vehicles, as will be described in more detail
below. New user registration 1708 may also be configured to install
a desktop shortcut 1712 on a computer, providing quicker access to
returning user registration area 1710 when the game is played on
subsequent occasions.
[0263] Considering an overview of the game elements provided by
server 1704 and still referring to FIG. 17, system 1700 comprises
customization tutorial 1714, and the game may be configured so that
new users initially enter tutorial 1714 in order to practice
customizing a virtual vehicle before entering the remainder of the
online game system. From customization tutorial 1714, a user may
proceed to a town center 1716, which may function as a primary hub
for the logical architecture of the game. Returning users, who have
presumably already passed through customization tutorial 1714 at
least once, may be directed straight from registration 1710 to town
center 1716, without entering tutorial 1714.
[0264] Town center 1716 may be designed as a primary central
location from which many parts of the virtual game universe are
directly accessible. From town center 1716, a user may navigate to
racetrack entry 1718 in order to race a virtual vehicle against
either a computer-generated opponent or against one or more virtual
vehicles associated with other users. After passing through
racetrack entry 1718, a user may navigate to virtual lobby area
1720, from which various races 1722 may be joined. Further details
of these races will be discussed below.
[0265] Also from town center 1716, a user may navigate to a
single-player game entry 1724, from which a plurality of
single-player games 1726 may be chosen, including both vehicle
racing games and non-racing, arcade-style games.
[0266] From town center 1716, a user may also navigate to a
customization activity 1728. In customization activity 1728, a user
may customize a virtual vehicle in exchange for virtual game
credits. Specific components of customization activity 1728 include
the purchase of a new virtual vehicle body 1730, the purchase and
installation of paint and decals 1732, and the purchase of virtual
parts 1734. In addition, a user may navigate to a parts
installation area 1736, a parts sellback area 1738, and an engine
upgrade area 1740. The customization features of the game will be
described in greater detail below.
[0267] From town center 1716, a user may navigate to a records
entry area 1742, where records related to the performance of
various users and/or vehicles may be available. Area 1742 may
include a race records area 1744, providing the results of
multi-vehicle competitions; a profile search area 1746, from which
a user may search for records related to another user; and a player
profile area 1748, in which a user may update or alter their own
personal player profile, which may be accessible by other
users.
[0268] Also from town center 1716, a user may navigate to hometown
selection entry 1750, from which they may proceed to select new
hometown area 1752, and to enter new hometown area 1754. Exemplary
hometown features of system 1700 will be described in more detail
below.
[0269] An alternate embodiment of the logical structure of town
center is indicated in FIG. 18. In this embodiment, a user may
navigate from town center 1816 to racetrack entry 1818,
single-player game entry 1824, customization activity 1828, records
entry 1842, and hometown selection entry 1850, as in FIG. 1.
However, customization tutorial 1814 may be accessible from
customization activity 1828, allowing a user to easily pass back
and forth between customization activity 1828 and customization
tutorial 1814, so that skill in customizing a virtual vehicle may
be gained intermittently, while customization is underway.
[0270] An exemplary set of steps that may be part of race 1722 is
shown in FIG. 19. Components of race 1722 may include a pre-race
activity 1956 in which a user may become familiar with a racetrack
and may be given the opportunity to activate and/or deactivate
certain virtual parts for optimal performance for a particular
forthcoming race. Next, a user may be directed to a choose opponent
area 1958, in which characteristics of an opponent may be
specified. These characteristics may include, for example, whether
an opponent vehicle is human-controlled or entirely
computer-controlled, an opponent's racing skill and/or experience
level, and the amount of virtual credits that have been invested in
an opponent's virtual vehicle.
[0271] Once pre-race activities are complete and an opponent has
been selected, a race may begin with a first heat 1960, and then
may proceed to a second heat 1962. In an exemplary embodiment, the
race may continue to a third heat 1964 if the first two heats have
resulted in a 1-1 tie, but may continue to an end race area 1966 if
the first two heats have resulted in a 2-0 victory for one of the
opponents. End race area 1966 may include activities such as a
detailed review of the race statistics, or it may simply show a
summary of the race results. A rematch option may be provided after
the race ends, such that choosing to have a rematch leads to
another first heat 1960, and choosing not to have a rematch leads
to race area 1922, from which other aspects of the game may be
accessible.
[0272] As described above, the town center may serve as a
navigational hub for the online game. FIG. 20 shows an exemplary
graphical representation of town center 1716 including graphical
icons to represent many of the features previously described and
illustrated in FIGS. 17 and 18. In FIG. 20, racetrack entry 1718 is
represented by an icon resembling a racetrack, single-player game
entry 1724 is represented by an icon resembling a video arcade
game, customization activity 1728 is represented by an icon
resembling an auto mechanic's shop, records entry 1742 is
represented by an icon resembling a blimp, and hometown selection
entry 1750 is represented by an icon resembling a network of roads
and/or tunnels. FIG. 20 also shows a graphical representation of a
virtual vehicle 2068, which may be a virtual racecar. Town center
1716 may also include a video display unit 2070, which may display
information such as the current hometown and the hometown
population; an ocean cube 2072, providing a link to underwater
games; and a scrap yard 2074, which may be a location for the
storage of damaged or destroyed vehicles and/or spare parts.
[0273] Considering in greater detail various customization features
of the online game, FIGS. 21-25 show graphical representations of
customization activity 1728. Note that although FIGS. 21-25
represent aspects of customization activity 1728, the features and
descriptions represented therein apply equally well to
customization tutorial 1714, with exceptions that will be noted
below. FIG. 21 shows customization activity 1728, with virtual
vehicle 2068 resting on a rotatable platform 2176. Platform 2176 is
configured to rotate in response to a user command such as a mouse
movement, a mouse click, or a keystroke, so that a user may examine
vehicle 2068 from all angles during customization. For example, on
the base of platform 2176, there may be a means, such as a
graphical icon or rollover mechanism that will allow vehicle 2068
to be rotated in a full circle one time.
[0274] Also shown in FIG. 21 is a display screen 2178, which may be
located in an area either behind or to the side of vehicle 2068, so
that screen 2178 does not block other aspects of customization
activity 1728. Screen 2178 is configured to display information
about various vehicle parts, indicated at 2180. Information
displayed on screen 2178 may be for a particular part, and may
include a name; a price; a rarity; a power; an energy usage; and a
general description, all for that part. Screen 2178 may be
configured to display such information in "roll-over" fashion when
the cursor is located on or near a corresponding vehicle part on
the screen, in a manner familiar to those skilled in the art of web
page design.
[0275] Vehicle parts 2180 may include virtual engine parts, wheels,
brakes, and other conventional auto parts, as well as weapons,
defensive shields, and performance enhancers of various types, some
of which may have no real world analog. Parts 2180 may also include
paint, decals, and other components designed to augment the
appearance and/or performance of vehicle 2068. Once selected,
various parts may be installed in or on a virtual vehicle using
robotic arm 2182, which is configured to hold one of parts 2180 in
its robotic jaws and then to install that part into a virtual
vehicle. Upon selection of a type of part, preferably by clicking
on a corresponding icon with a mouse, a sliding shelf 2184 will
appear, holding specific and selectable individual parts. Selecting
a specific part from shelf 2184 results in the part being picked
from the shelf by robotic arm 2182, in preparation for installation
into vehicle 2168.
[0276] FIGS. 22 and 23 show alternate views of customization
activity 1728 during the installation of one of parts 2180,
including also inventory display 2286. Inventory display 2286 may
be configured to remain out of sight unless activated by a user
command or a cursor movement, for example a motion of the mouse
pointer over virtual vehicle 2068. Once activated, display 2286 may
slide upwards or otherwise appear, until it may completely
intervene between a user's line of sight and vehicle 2068. At this
point, display 2286 may be configured to display an x-ray or other
semi-transparent view of vehicle 2068, as is best seen in FIGS. 22
and 23.
[0277] If a specific vehicle part 2180 has been selected, it may
have been automatically procured by robotic arm 2182, as described
previously. In that event, clicking on a particular area of the
semi-transparent representation of vehicle 2068, such as on the
hood portion, will cause the selected part to be installed in the
vehicle. Clicking on another area of the semi-transparent
representation of vehicle 2068, such as on the trunk portion, will
cause the selected part to be stored in the vehicle for possible
future use.
[0278] In either case (installation or storage), the price of the
part may be subtracted from the user's total amount of virtual game
credits. If the user is merely practicing vehicle customization
through the use of customization tutorial 1714, then the purchased
part may be removed and the virtual game credits will be restored
to the user's account at the end of each operation, upon leaving
tutorial 1714, or at another suitable time, so that the
customization will be substantially reversible. However, if the
user is customizing a virtual vehicle in customization activity
1728, then the credits may not be restored and the customization
may be substantially irreversible.
[0279] On the other hand, if a specific vehicle part 2180 has not
been selected when inventory display 2286 is activated, then
clicking on a particular area of the semi-transparent
representation of vehicle 2068, such as the hood portion, will
cause an inventory of previously installed parts 2488 to be
displayed on inventory display 2286, as is indicated in FIG. 24.
Similarly, clicking on another area of the semi-transparent
representation of vehicle 2068, such as on the trunk portion, may
cause an inventory of purchased and stored parts 2590 to be
displayed on inventory display 2286, as is indicated in FIG.
25.
[0280] Addressing more particularly the subject of virtual game
credits, upon first entering system 1700, or a specific portion
thereof such as customization activity 1728 and/or customization
tutorial 1714, a user may receive an initial amount of virtual game
credits. These game credits are provided for the purpose of
customizing and/or upgrading virtual vehicles, and possibly for
purchasing new virtual vehicles and parts. In customization
activity 1728, parts and/or other customization features are
obtained by a user in return for a reduction in the amount of
virtual game credits, and this reduction and the corresponding
modifications made to a virtual vehicle are substantially
irreversible. In tutorial 1714, however, any reduction in the
amount of virtual game credits provided will be reversed before a
user leaves the tutorial, since a purpose of the tutorial is to
allow reversible customization of a virtual vehicle for practice
purposes. In this way, a user may determine how to add paint,
stickers, decals, car parts, weapons and other components to a
virtual vehicle using trial-and-error, in a substantially
reversible way. Also, a user may determine exactly which
combination of these various components they prefer to spend their
virtual game credits on, as the amount initially provided is
limited.
[0281] Increases in a user's amount of virtual game credits may
occur as a result of being declared a winner in a competition such
as a multi-player race, and for participation and/or performance in
various single-player activities. The amount of virtual game
credits available to a user will determine their ability to further
customize their virtual vehicles, to purchase and customize new
virtual vehicles, and thus to advance in skill and experience
within the virtual online game provided by system 1700.
[0282] Considering now more details regarding hometown selection
entry area 1750, recall that this area leads to hometown selection
area 1752 and new hometown entry area 1754. A graphical
representation of an embodiment of hometown selection area 1752 is
shown in FIG. 26. This selection area may include a display 2692
showing various information about a user such as a user name,
current hometown, player rank, available game credits, and so
forth, as well as a link back to town center 1716 and/or other
areas of system 1700. This information may be similar or identical
in content to information available in player profile area 1748,
which is reached through record entry area 1742. In addition,
hometown selection area 1752 may include a graphical representation
of a fork 2694 in a road, or other similar dividing point,
indicating that choices are available as to a next hometown
destination.
[0283] Selection of a new hometown may result simply from clicking
on a branch of fork 2694, or the various branches of fork 2694 may
be labeled with names or icons representing other hometowns (not
indicated in the figures). For example, a hometown selection window
2696 or other similar means is provided, possibly associated with a
"roll-over" feature, to facilitate selection of a new hometown. The
selection of a hometown may augment participation in the online
game as follows. In some embodiments, a user may compete in races
against other users associated with the same hometown, and receive
an individual performance ranking within their hometown as a result
of the outcomes of these competitions. On the other hand, members
of a given hometown may challenge members of another hometown to
competitive races, the outcomes of which may be used to determine a
hometown performance ranking relative to other hometowns. In this
manner, competition, teamwork and loyalty are all evoked within the
context of an online game experience.
[0284] As described above, codes may be used to enhance the play
appeal of the games. As described above, the codes may be provided
on vehicle cars or other inter-related items, including cartoons,
books, movies, etc. Moreover, it should be appreciated that
although the disclosure describes vehicle-related games and toys,
the games, the codes, etc. may be applied to, or be based, on other
types of toys, including vehicles, dolls, etc.
[0285] Multiple features of interrelated items are described above.
Each of the above items may be provided as stand-alone methods,
systems and/or devices. In some embodiments, one or more of the
methods, systems and/or device may be included within a theme-based
game set. The disclosed theme-based game set is provided for
illustrative purposes and is not intended as a limitation.
[0286] In an exemplary theme-based game set, a plurality of
vehicles are provided. The vehicles may be configured and grouped
such that multiple vehicles belong to the same team or group. The
vehicles may include marking indicia identifying the vehicles as
part of the team or group. For example, in some embodiments, the
vehicles may include translucent or transparent colored wheels
which, in addition to the above described functions, may identify a
team or group of vehicles.
[0287] In some embodiments, the vehicle may be configured to
enhance the play experience. For example, the vehicle may have
features that improve track performance of the vehicle, including a
low center of gravity, specially configured low profile wheels,
co-molded wheels, etc. Further, additional features may be provided
which increase playability and/or collectability of the cars,
including high paint quality, low profile wheels, translucent
and/or transparent wheels, etc.
[0288] Further, in some embodiments, the vehicles may include codes
which may be linked to inter-related items, including, but not
limited to toys, toy vehicles, track sets, electronic games,
interactive websites, cartoons, card games, magazines, books,
puzzles, etc. In some embodiments, the codes may be laser-etched or
otherwise applied to the vehicle body.
[0289] The codes may provide access to features within the
inter-related items, such as access to games within a website or
special information regarding the cars. Similarly, any one of the
interrelated items may further provide codes for use to provide
access to such features. For example, codes may be provided within
an inter-related cartoon or on track sections.
[0290] As discussed above, in some embodiments, the vehicles may be
packaged with an inter-related item, such as a card or plurality of
cards. The cards may be collectible cards or game cards. The
package and/or the vehicle within the package may partially obscure
the content of the cards.
[0291] In some embodiments, additional toys may be provided which
may be used with the vehicles described above. For example, a
carrier vehicle may be provided which is configured to collect a
vehicle or other toy from a first direction and disperse the toy in
a second direction. Other interactive toys may also be
provided.
[0292] Referring now to FIG. 27, an improved method of displaying a
logo on a product, such as a toy vehicle, is described.
Specifically, a "pop-through" appearance may be used to highlight
information (such as a product's logo, or other text or designs) so
that the attention of a purchaser or user is directed to the
information. For example, a cut-out logo display may be provided on
a toy or other object.
[0293] For example, a protrusion may be provided on a toy which may
be configured to at least partially extend into a frame of the toy.
The frame may include an opening to receive a portion of the
protrusion. By partially extending into the frame, the protrusion
may appear to pop-through the frame. The protrusion may be shaped
as a logo. As used herein, logo may include any name, indicia,
marking, etc. For example, the logo may be used to identify the
product or the product manufacturer. In some embodiments, the logo
may be a trademark.
[0294] Specifically, in this example, a bottom view of a toy
vehicle 2710 is shown, which may be any of the vehicles described
herein, or another type of vehicle. In this example, vehicle 2710
has four wheels 2714 and a bottom plate 2712. Bottom plate 2712 may
be part of a chassis or other undercarriage of the vehicle.
Further, a hole or opening 2720 (which may be considered to define
a frame) may be provided in bottom plate 2712. A logo section 2722
may extend though opening 2720. This is illustrated further in a
cross-sectional view along line 2730.
[0295] Logo section or logo 2722 may be an extension from the body.
For example, in some embodiments, logo section 2722 may extend from
the interior body section of the body. For example, in some
embodiments, the logo section may be molded with the body.
[0296] In one example, bottom plate 2712 is substantially flush
with logo section 2722 as shown by the cross-sectional view. In
another example, bottom plate 2712A may not be substantially flush
with logo section 2722A as shown by the alternative cross-sectional
view. Thus, without departing from the scope of the disclosure, the
logo section may be substantially coplanar with the surface of the
frame, may be below the surface of the frame, or may extend above
the surface of the frame.
[0297] As shown in FIG. 27, the shape of the opening is
substantially related to the shape of the logo section 2722, and
encircles the logo section. For example, the opening may
substantially correspond to the shape of the log section. However,
in an alternative embodiment, the shape of the logo section may be
dissimilar to the shape of the opening, even though the opening may
still encircle the logo section. In still another alternative
embodiment, the opening may only partially encircle the logo
section.
[0298] In one example, logo section 2722 includes a raised logo on
logo section 2722 (not shown), although it may be flat writing or a
flat design.
[0299] In one example, logo section 2722 and bottom plate 2720 may
be formed in separate pieces, although in an alternative embodiment
they may be formed of a single piece, or from separate pieces
coupled together. In one example, the coloring of logo section 2722
and bottom plate 2720 may be different so that the logo is more
easily seen. Further, logo section 2722 and bottom plate 2720 may
be formed of dissimilar materials to further highlight the logo.
Also note that many different logos may be used, and the approach
described herein is not limited to any one specific logo. Further,
one pop-through logo may be used, or several may be used on a
product. Further still, the logo maybe in various locations,
including the top, side, or other location of the product.
[0300] The combination of a frame and a protrusion as integrated
into the toy may operate to make the logo on the toy more
conspicuous to a viewer. Additionally, by using different materials
between the frame and the protrusion and/or using different colors
for the frame and the protrusion, the logo may be more prominent.
The contrast between the frame and the protrusion by using the
cut-out logo display described above may serve to highlight the
logo (or other select indicia) and direct the viewer's attention to
such markings.
[0301] By integrating the logo into the toy, such as the toy
vehicle example described above, the logo may be more resilient to
alteration. Moreover, the logo may be more wear resistant, such
that over time and use of the toy, the logo may remain visible to a
viewer.
[0302] The subject matter of the present disclosure includes all
novel and nonobvious combinations and subcombinations of the
various systems and configurations, and other features, functions,
and/or properties disclosed herein.
[0303] The following claims particularly point out certain
combinations and subcombinations regarded as novel and nonobvious.
These claims may refer to "an" element or "a first" element or the
equivalent thereof. Such claims should be understood to include
incorporation of one or more such elements, neither requiring nor
excluding two or more such elements. Other combinations and
subcombinations of the disclosed features, functions, elements,
and/or properties may be claimed through amendment of the present
claims or through presentation of new claims in this or a related
application. Such claims, whether broader, narrower, equal, or
different in scope to the original claims, also are regarded as
included within the subject matter of the present disclosure.
* * * * *