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MXPA98001431A - Interact game structure - Google Patents

Interact game structure

Info

Publication number
MXPA98001431A
MXPA98001431A MXPA/A/1998/001431A MX9801431A MXPA98001431A MX PA98001431 A MXPA98001431 A MX PA98001431A MX 9801431 A MX9801431 A MX 9801431A MX PA98001431 A MXPA98001431 A MX PA98001431A
Authority
MX
Mexico
Prior art keywords
game
interactive
participants
play
elements
Prior art date
Application number
MXPA/A/1998/001431A
Other languages
Spanish (es)
Inventor
A Briggs Rick
Original Assignee
A Briggs Rick
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by A Briggs Rick filed Critical A Briggs Rick
Publication of MXPA98001431A publication Critical patent/MXPA98001431A/en

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Abstract

An interactive game system (100) and an interactive game method are provided, wherein a plurality of interactive game elements (134, 250, 280) are provided, to create different desired effects, using soft foam balls (104) or other suitable game media. The interactive game system (100) comprises a multi-level support structure (102) on which the interactive game elements are arranged. This allows the participants in the game (105) to create desired game effects, using a fun and familiar half game. Some of the game elements can be game elements of multiple orders, in which they receive the game means from a first effect to create yet another effect. Transporters operated by the game participants (140, 170, 172) are provided throughout the structure (100), to transport the game media from one source to the different interacting game elements.

Description

INTERACTIVE GAME STRUCTURE BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates in general to the field of playgrounds for children, and in particular, to interactive play structures for entertaining and safely educating young and middle-aged children, and adults. 2. Description of Related Art There has been a recent proliferation of commercial play structures designed to meet the recreational needs of young families. These play structures can provide a safe and exciting alternative to the more traditional parks and playgrounds. Conventional commercial play structures can be adopted either for water games ("wet"), or for waterless ("dry") play as desired. The present invention relates in particular to interactive interactive game structures for use indoors or outdoors. A typical dry play structure may include a cushioned structure and padded floors that define a variety of elements or play areas. You can use slides, tunnels, network bridges, and scales, to interconnect the different game elements and play areas with each other, so that participants can move from one element or game area to the next. A popular game element is a pool of balls. Small hollow plastic balls, of light weight, fill an enclosed area of a previously determined depth. The children jump in the pool, and partially or completely submerge themselves in the balls. Children can also throw balls in the air or at each other. Other typical game elements may include watch towers, rope swings, soft hang bags, and rotating cushioned drums, and the like. One drawback of conventional dry play structures is that they are "passive". That is, they are usually static or react only to the forces imparted directly by the participants in the game. Although these passive play structures are modestly entertaining, they lack the creative stimulation and excitement of interactive play, which stimulates the imagination and creative inspiration of young people and middle-aged children.
COMPENDIUM OF THE INVENTION My U.S. Patent Number 5,194,048, and my related design patent number D330,579, first disclosed the concept of the "interactive water game", wherein the participants in the game can operate either of a number of valves to adjust the amount of water that is sprayed from one or more associated water effects. The participants in the game adjust the different valves, and can immediately observe the change in the speed of the water that flows from the different associated water effects. Interactive water play allows children to experiment with, and learn about, cause and effect reactions, using a means of family entertainment, ie water. Young children in particular can benefit from the fun learning experiences generated from this interactive game. Many successful commercial water parks on a large scale now incorporate interactive water play structures of the type disclosed in my United States Patent Number 5,194,048. The families that have sponsored these commercial water parks have discovered by themselves the valuable entertainment and educational benefits provided by the interactive game. Following the introduction of the new interactive water play structures, sales of admission tickets for many commercial water parks have emerged.
The present invention extends over my previous inventions, by extending the concept of the interactive game to a wide variety of other fun and exciting game media., which allow for an even greater variety of stimulating and entertaining play activities. These interactive play structures have a wide application, as they are not limited to parks with the theme of water or other similar play areas that have a capacity for containment, filtration, and water recirculation. Moreover, the use of different "dry" game media provides possibilities for game activities that incorporate a wide range of fun and exciting mechanisms, such as springs, cams, pulleys, gears, and the like, all of which can be employed - to provide an interactive gaming experience that is both fun and educational at the same time. In one embodiment, the present invention provides an interactive game structure, wherein various play means, such as foam balls or other items, are propelled, accelerated, or otherwise transported from one location to another in the game structure. , in response to different actuators controlled by the participant in the game. In another embodiment, the present invention provides a game structure to facilitate interactive play of multiple orders. A first interactive game element is provided that responds to an actuator activated by the participant in the corresponding game, to create a first desired effect. A second interactive game element receives the game medium from the first effect, to still create a second desired effect. By controlling the different interactive game elements, a participant in the game or a group of participants in the game, can observe and experiment with different cause and effect reactions involving multi-order game effects. In another embodiment, the present invention provides an interactive game structure to facilitate interaction between game participants that are remotely located from one another. A propulsion device can be mounted in the first place on the game structure, a play means for the device can be provided at an entrance in a second place on the structure, and an actuator for the device can be located in a third place. The game medium obtained from the second place can be fed to the device of the first place, and a participant in the game, in the third place, can activate the device to throw the game means towards a participant in the objective game or that does not. suspect In another embodiment, the present invention provides an exciting game effect comprising a giant bucket or container for collecting game media. The container is balanced and conditionally stable, so that it spills periodically when the level of its content reaches a predetermined level. This creates dramatic visual and tactile effects to surprise, entertain, and amuse the participants in the game. In another embodiment, the present invention provides an interactive conveyor system that can be operated by one or more participants in the game, to transport the game media from a location on a support frame to another location. The first place may be a discharge collection area of one or more interactive game elements, devices, and the second place may be a supply area for the same or other game elements. The game media can be recycled for use in different devices, using the efforts of the participants in the game. These and other features and advantages of the present invention will become more clear to those skilled in the art, from the following detailed description of the preferred embodiments, with reference to the accompanying drawings, the invention not being limited to any particular preferred embodiment. released.
BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 is a perspective view of an embodiment of an interactive game structure having the characteristics of the present invention. Figure 2 is a perspective view of another embodiment of an interactive game structure having the features of the present invention. Figure 3 is a schematic plan view of the interactive game structure of Figure 1. Figure 4 is a detailed plan view of a bucket drop game zone of the interactive game structure of Figure 1. Figures 5 to 7 are perspective views, in side elevation, and in front elevation, respectively, of a spring-loaded catapult accelerator having the features of the present invention. Figure 8 is a side elevational view of an alternative embodiment of a spring-loaded catapult accelerator having the features of the present invention. Figures 9 and 10 are views in lateral elevation and in perspective, respectively, of a catapult accelerator with counterweight, having the characteristics of the present invention. Figure 11 is a side elevational view of an alternative embodiment of a catapult accelerator with counterweight having the features of the present invention. Figures 12 and 13 are top plan and side elevation views, respectively, of a leaf spring accelerator having the characteristics of the present invention. Figures 14A and 14B are top plan and side elevation views, respectively, of a flywheel accelerator having the characteristics in accordance with the present invention. Figure 15 is a perspective view of the flywheel accelerator of Figures 14A and 14B, showing a possible mode of operation by multiple participants in the game. Figures 16 and 17 are top plan and side elevation views, respectively, of a flywheel accelerator having the features of the present invention. Figures 18 to 20 are perspective views, in lateral elevation, and in rear elevation, respectively, of a spring loaded piston accelerator, having the characteristics of the present invention. Figure 21 is a perspective view of a barrel accelerator having the features of the present invention. Figure 22 is a perspective view of a pump gun accelerator having the features of the present invention. Figure 23 is a perspective view of an alternative embodiment of a pump gun accelerator, having the features of the present invention. Figure 24 is a perspective view of another alternative embodiment of a pump gun accelerator, having the features of the present invention. Figures 25 and 26 are top plan and side elevation views, respectively, of a double cylinder pump gun accelerator, having the features of the present invention. Figure 27A is a perspective view of a solenoid activated accelerator, having the features of the present invention. Figure 27B is a perspective view of an alternative embodiment of a solenoid activated accelerator, having the features of the present invention. Figure 28 is a perspective view of an interactive lens having the features of the present invention. Figures 29 and 30 are front and right side elevation views, respectively, of a horizontal pipe conveyor, having the features of the present invention. Figure 31 is a perspective view of a tube conveyor of Figures 29 and 30, showing a possible mode of operation by multiple participants in the game. Figures 32 and 33 are front and right side elevation views, respectively, of a pallet wheel conveyor, which has the features of the present invention. Figure 34 is a side elevational view of a plunger conveyor, having the features of the present invention. Figure 35 is a front elevation of a vertical tube conveyor, having the features of the present invention. Figures 36 and 37 are front and left side elevation views, respectively, of a vertical belt conveyor, having the features of the present invention. Figures 38 and 39 are front and right side elevation views, respectively, of a flywheel conveyor having the features of the present invention. Figure 40 is a side elevational view of an Archimedes screw conveyor, having the features of the present invention. Figure 41 is a perspective view of another embodiment of an interactive game structure, having the characteristics of the present invention, provided in the theme of a medieval castle.
DETAILED DESCRIPTION OF THE PREFERRED MODALITIES Figures 1 and 2 are perspective views of a preferred embodiment of an interactive game structure 100 having the features and advantages in accordance with the present invention. The particular interactive game structure shown is provided in the theme of a futuristic city with thousands of soft foam balls that provide a means of family play and entertainment. Of course, experts in this field will readily appreciate that the present invention can be implemented in accordance with a wide variety of other possible modalities and exciting game themes, using any combination of fun and familiar game media. For example, a medieval castle, a lost temple, a military fort, or a fire station, can each provide an exciting game theme for an interactive game structure that has the features and advantages taught in the present. The interactive game medium may include, without limitation, items as diverse as tennis balls, rubber balls, beach balls, balloon balls, flying dishes, darts / foam arrows, snow, mud, water balloons, mud, as well as a variety of other fun and exciting game media well known to experts in this field. The following table is provided for convenience in the description of the elements of the invention, as shown in Figures 1 to 4.
TABLE 1 Ref. Description Ref. Description 100 Play structure 120 Stairs 102 Support frame 122 Bridge 104 Game medium 124 Conduit 105 Participant in the game 126 Frame element 107 Play zone 128 Flexible hose 108 Net scale 130 Ceiling element 110 Slide 132 Rail 111 Pool of balls 134 Objective 112 Tunnel 136 First hose nozzle 116 Soil level 137 Shower nozzle 118 Platform lifted 138 Geiser Ref. Description Ref. Description 139 Bucket 210 Weight slingshot 140 Collector 220 Basket slingshot 142 Cuvette 230 Crossbow 150 Giant basket (left) 240 Machine gun 152 Giant basket (right) 250 Pump gun 154 Landfill 270 Plunger pistol 156 Giant bucket 280 Cannon 158 Crane 290 Compressed air gun 160 Archimedes screw 300 Bellows gun 162 Deviation shield 320 Air gun 164 Guard opening 420 Conveyor screw 166 Sump basin 430 Main drain 168 Containment tank 432 Collection lines. 170 Flexible Hose 172 Collector Reel 174 Actuator 178 Arquímedes Burst 182 Nozzle 184 Cylinder 200 Spring Catapult Support Structure As shown in Figures 1 to 4, the game structure 100 basically comprises a multi-level structure constructed using either a number of construction materials and techniques well known to those skilled in the art. The structure 100 may be suitable for use outdoors or indoors, as desired. Preferably, the structure 100 comprises a support structure 102 formed of a plurality of interconnected support members 126, comprising humps, piles, beams, connectors, and the like. The support members 126 may be formed of any combination of suitable materials having sufficient strength and durability for secure support of multiple participants in the game 105. For example, plastic or PVC pipes, steel pipes, beams may be used. I or channel beams, reinforced concrete beams / columns, and the like, to form the support structure 102. Preferably a number of modular platforms 118 are supported between the members of adjacent piles or columns at different desired elevations, with respect to the 116 ground level that define different areas of play. As best illustrated in Figure 3, the platforms are preferably of a similar shape and dimension such that they can be assembled in a modular form, as shown. Square 4 'x 4' (1.2 x 1.2 meter) 118a square platforms are used, and rectangular 4 'x 8' (1.2 x 2.4 meters) 118b platforms, in the preferred embodiment of Figures 1 to 4, for the purposes of providing a modular construction. Alternatively, it is envisaged that any of a number of other suitable modular or non-modular shapes and sizes will be used, including, without limitation, triangles, pentagons, hexagons, and / or trapezoids. Conveniently, the modular construction as taught herein allows for a wide variety of game structures to be formed from a collection of standard support elements 126 and platforms 118, which can be interconnected on-site to create a game structure of virtually any desired shape, size, or height. Adjacent platforms 118 are preferably at a stepped elevation, as shown, such that participants in game 105 can climb from one platform to the next. Ladders 120, trellis networks 108, crawling tunnels 112, or oscillating bridges 122 and / or slides 110 may also be provided to facilitate access to the different raised platforms 110 and play areas. The slides 110, which originate from the platforms of the highest level 118 of the game structure 100, can quickly take the participants in game 105 down to the lower levels. Optionally, one or more of the slides 110 may end up in a pool of balls 111, as shown, in order to increase the excitement and project the participants in the game 105 without accidents when they come out of the slide 110. visual appeal and additional security, optional decorative panels, rails can be provided 132, and / or ceiling elements 130, as desired, to shade the participants in game 105 of the sun (for outdoor play structures), to prevent participants in the game from falling off structure 100, or to complement a particular desired theme of the game structure 100. For example, in the preferred embodiment-shown in Figures 1 and 2, different roof elements 130 and rails 132 are provided for additional security, and to complement the theme of a futuristic city. Decorative panels of wood, fiberglass or other reinforced fiber, PVC, aluminum, steel, or a variety of other suitable materials may be formed, as desired. Corrosion resistant materials are preferred if the play structure 100 is to be used outdoors. Of course, experts in this field will readily appreciate that a wide variety of other decorative or thematic elements can be incorporated into the overall design of the game structure 100, in order to provide additional security, and / or to help transmit a particular game theme desired. Preferably, a number of ducts 124 are provided throughout the structure 102 for transporting the play means to and from the different play areas in the play structure 100. The ducts 124 may be formed from plastic or plastic tubes. PVC bonded together using commercially available connections, as is well known in the art. Ducts 124 can also be formed from a wide variety of suitable materials, such as steel tube, ceramic / clay tube, or can be formed as open and / or slidable channels, as desired. Particularly preferred are transparent or colored / transparent plastic tubes, having an internal diameter of approximately 2-l / 8"-6l / 2" (5.4-16.5 centimeters), and more preferably approximately 3"-4" (7.6 - 10.2 centimeters), for an aesthetic appeal and an additional emotion. Alternatively, larger or smaller diameter conduits 124, or conduits 124 having different colors or shapes may be used, as desired, to accommodate different sizes and shapes of balls or other play means 104. In the embodiment Particularly shown, twisted flexible hose ducts 128 are used in different selected locations throughout the play structure 100, to help complement the futuristic theme of the play structure 100, and to transport the balls or other play means 104 between the different interconnected play areas. The play means 104 can be transported by using pressurized air or other suitable element, as desired. It is also possible to employ different conveyors operated by the participants to circulate the balls or other play means 104 from one area of the structure 100 to another, as will be described in more detail below. Although a particular preferred structure has been described, it will be readily apparent to those skilled in the art that a wide variety of other possible frame designs and construction techniques may be used to create the support structure 102 for an interactive game structure. 100, while still enjoying the benefits and advantages of the present invention as taught herein. For example, support structure 102 can be constructed substantially entirely from molded or contoured concrete, glass fiber or plastic, as desired. Alternatively, the support structure can be constructed entirely or partially from conduits 124, which also convey the play means to and from different locations throughout the play structure 100.
Interactive Game Medium The particular preferred embodiment shown in Figures 1 and 2 uses thousands of soft foam balls as an interactive medium 104. These can be manipulated by the participants in the game., using different interactive game elements to create the desired effects. Soft foam balls, commonly known as Nerf ™ balls, are particularly preferred. These familiar balls are desirable for their texture and light weight, as well as for their appeal to young children who take delight in handling them. The balls may be of a size from about 1"to 12" (2.5 to 30.5 centimeters) in diameter or larger, as desired, and are preferably approximately 2-1 / 2"(6.4 centimeters) in diameter. Preferably, the balls are not so small as to present a shock hazard for young children, most balls can be of the same size, or a mix of ball sizes can be used as desired. of play, as described below, can use balls of a relatively large diameter of approximately 12"(30.5 centimeters) or more. Certain game elements may use only balls of a certain size, with filtering relays (not shown) in the ducts 124, which allow only balls of a certain size to roll into certain play areas. You can also use a range of colors for the balls, for visual appeal. Optionally, the sizes and / or types of balls can be color coded as desired, to indicate their use with particular game elements, or certain play areas, and / or to facilitate their return to the appropriate areas when they are removed. Other suitable play means 104 may include, without limitation, foam, plastic, or rubber balls, and similarly shaped articles such as buckets, plates, discs, tubes, cones, rubber / foam bullets / arrows, the present not being limited invention to any particular preferred game means. These can be used alone or in combination with each other. For example, flying discs, such as Frisbees ™, can be blown from one part of the game structure 100, while other participants in the game shoot the discs using foam balls or suction arrows. Wet or semi-wet play media such as mud, snow, mud, water guns and / or water balloons, as desired, may also be used to refresh and entertain the participants in the game. Durable plastic or rubber play means are preferable in an outdoor play structure, where exposure to the environment can prematurely destroy or degrade the quality of certain play media, such as foam balls.
Interactive Game Elements Different interactive game elements are arranged within, on, and / or around the game structure 100, to allow the participants in game 105 to create the desired effects, as illustrated in Figures 1 to 4. These may include interactive elements, such as projectile accelerators, cannons, interactive targets, fountains, geysers, cranes, filter relays, and the like, to amuse and entertain the participants in the game, and / or to produce different visual effects, aural, or desired tactile. Some interactive game elements may have immediate effects, while others may have delayed effects. Some game elements can produce local effects, while others can produce remote effects. Each participant in the game 105, or sometimes a group of game participants working together, must experiment with the different game elements and associated actuators, in order to discover which operated in which sequence they will create the desired effects. Once a group figures out how to do it, they can use the resulting game effect to surprise and entertain other participants in the game. Still other participants in the game will observe the activity, and will also try to figure out how to do it, in order to surprise the next group. A repeated game on a particular game element can increase the ability of the participants, to produce precisely the desired effects, or to increase the size or range of these effects. Optionally, the participants in the game can compete with each other using the different game elements, to see which participant or group of participants can create larger, more durable, more precise, or more spectacular effects. Starting in the field to the left of the Figure 1 shows an interactive game element in the form of "a geyser 138. The geyser 138 sprays a source of balls or other game means 104 into the air, dispersing them around the game structure 100, and / or over the surrounding game participants 105. An underground duct (not shown) can be used to feed the game means 104 to the geyser 138 from below ground level 116. The game means 104 can be sprayed either in a manner continuous or intermittent timed, as desired, or by direct or indirect activation by the participants in the game Preferably, a recess or basin 166 surrounds the geyser 138, in order to collect the balls or other means of play 104. For example, the game means 104 can be collected and maintained in a basin (not shown) below ground level 116. This can be periodically pressurized, so that, upon opening a release valve, the medium game is shot up under pressure. In an alternative embodiment, a series of pistons can be used to eject the play means 104 placed in corresponding cylinders. Again, the pistons can be time-controlled or sequenced, as desired. A flexible fire hose 170 and a nozzle 136 provide another possible interactive game element, which can be manipulated by a participant in the game 105 to selectively spray different play means 104 towards the air or towards other participants in the game 105. spherical plastic relay, preferably transparent 172, acts as a trap and / or filter, which selectively feeds the play means 104 towards a pressurized tank 168. This tank, in turn, provides the play means 104 under pressure to the flexible hose 170 and nozzle 136. Dramatic visual effects are created when multi-colored balls and / or other play means 104 bounce around the interior of relay 172, and spray out of nozzle 136. Relay 172 is also can be used to collect and / or filter the game means 104 for another transmission along the different conduits 124, 128, or to other elements ot game carriers, as desired.
A burst of Archimedes 178 (field to the right of Figure 1) provides yet another possible interactive game element, which can selectively activate the participants in the game 105 to cause the balls or other game media 104 to be transported upwards , along a vertical cylinder 180, and outwardly through a nozzle 182 at the top. The balls or other play means 105 are forced upward through the Archimedes burst 178, by means of a suitable element, such as pressurized air flowing along a spiral path upwards, to the nozzle 182. If If desired, the burst 178 can be configured in such a way that the participants in the game of the higher levels of the game structure 100 can siphon some or all of the game means 104 from the burst 178, by manipulating the different valves, gates, or the like. Preferably, the nozzle 182 can be rotated, such that the participants in the game 105 can selectively direct the nozzle 182 towards different targets, towards other participants in the game 105, or towards the giant baskets 150, 152, as desired . Alternatively, the nozzle 182 may be pre-programmed to rotate at a predetermined speed, or it may be controlled electromechanically remotely by the participants in the game 105.
The effects of multiple orders or delays provide an additional challenge and excitement for the participants in the game 105. For example, different projectile accelerators can be provided to allow the participants in the game 105 to accelerate the balls or other game means 104 from a basket or collection tray, to impact on a target or other participants in the game who do not suspect it. However, before an accelerator can be activated, it may first be necessary to provide the required "ammunition" by filling a corresponding basket or collection tray with balls or other play means 104 of a particular suitable size and shape. This can be done, for example, by collecting the game means in a bucket, or by operating an adjacent game element, such as a conveyor, to fill the collection tray. Alternatively, other participants in the game may form a bucket brigade, or use a system of ropes and pulleys to lift the balls or other means of play 104 from a lower collection basin, to fill the basket of ammunition that it supplies. the corresponding accelerator or other game elements. Some game elements may provide "second order" effects, on which they depend on at least one other game element to be supplied with balls or other game means 104. Still other game elements may provide "third order" effects, in which its operation depends on two or more different game elements operated either simultaneously or in succession. Higher-order effects, and / or different combinations of multi-order and / or delayed effects, can also be used to amuse and entertain the participants in the game, as desired. Those skilled in the art will appreciate that the number, variety, and combination of multiple or delayed effects that can be produced in accordance with the present invention is virtually unlimited. Other interactive game elements may include, for example, and without limitation, a top tank triggered by a chain to pull, to throw the balls or other game means 104 over the participants in the game, or a tray or channel to allow the balls or other means of play 104 roll down on a target or on other participants in the game, a bucket conveyor for lifting the balls or other play means 104 from a lower collection bowl to a raised bowl, to supply other elements of game, and different interactive objectives or activated by projectiles.
Giant Spill Bins In the particular preferred embodiment shown in Figures 1 to 4, a pair of tipping bowls or giant baskets 150, 152 are balanced on top of the game structure 100, as shown. The tilting giant baskets 150, 152, are adapted to periodically spill thousands of foam balls or other play means 104 over the participants in game 105 below, creating dramatic visual and tactile effects. Each basket 150, 152, preferably is from about 7.62 to 30.48 meters high, and more preferably about 9.14 meters high. Each basket is mounted pivotably on top of the game structure 100, as shown, and is adapted to turn over, periodically spilling a load of thousands of balls or other play means 104 on the participants in game 105 below. One or both of the giant baskets 150, 152 may operate as a delayed effect, where the participants in the game cooperate or compete to fill or empty the giant baskets, and thus induce or prevent their spill. Again, the possibilities for the effects of multiple orders or delays are virtually unlimited. Each giant basket 150, 152 is pivotably mounted, to be conditionally stable when emptying or filling up to less than full capacity. In its stable condition, the pivot axis of each basket 150, 152 is above the combined center of gravity of each basket 150, 152, and the balls or other play means 104 contained in the basket. When the level of each basket reaches a certain predetermined point, however, the combined center of gravity of the basket and its content becomes elevated above the pivot axis. This causes each basket 150, 152 to become unstable, and eventually spill. The conditions for the stability and direction of the spill, can be controlled by weighing each basket selectively to force it slightly forward or backward, as desired. In an alternative way, each basket may be mounted slightly off-axis, in order to force it in a particular desired direction. The particular shape of each basket 150, 152 may be varied, as desired, to accommodate different size game structures, and to convey a particular game theme. The size and capacity of the baskets can also be varied, as desired, to achieve the different desired effects of the benefits and advantages taught herein. A basket 150, 152, having a capacity of between approximately 500 and 5,000 foam balls of approximately 2-1 / 2"to 4" (6.4 to 10.2 centimeters) in diameter, should be suitable for most applications. As illustrated in Figures 1 and 3, the baskets 150, 152 can be filled with balls or other play means 104 supplied by a tube 154 (left) or by an Archimedes screw conveyor 160 (right). Depending on the desired effect, this flow of play means 104 may be passive-continuous, passive-intermittent, or partially or fully active (ie, controlled by the participants in the game). For the passive-continuous flow, the basket fills up and spills at regular intervals. In an alternative way, the game means 104 that fill the basket can be intermittent or random, in such a way that the spill of the giant baskets 150, 152 occurs at unpredictable intervals. The baskets 150, 152 can optionally be filled or emptied using a giant bucket 156 mounted on a crane 158. The crane 158 is selectively controlled by one or more participants in the game 105, to place the bucket 156 on a sump 430 (Figure 4 ) or other source of play means 104. The ladle 156 can be manipulated to pick up a load of balls or other play means 104, and deliver them to each basket 150, 152. To accommodate this operation, the bucket 156 and the crane 158 preferably can have a lateral and vertical movement, using motors and controls, such as are well known to those skilled in the art. Alternatively, one or more rope and pulley bucket elevators 142 (Figure 4) may be used to fill or assist in emptying one or both of the baskets 150, 152, as desired. When the baskets are turned over, the balls or other play means 104 contained in the baskets 150, 152, fall preferentially over the deflection shields 162, as shown in Figure 1. This causes the play means 104 to bounce back and forth. they are widely dispersed, creating dramatic visual and aural effects. The presence of the guards 162 also mitigates the direct impact of the play means 104 on the participants in the game 105. The size and shape of the deviation guards 162, the orientation angle, and the particular materials used to construct the Deflection guards can be varied to create particular desired effects. It has been found that sheet metal awnings provide adequate results for most applications. One or more optional openings 164 may be provided in the diversion guards 162, as shown, to allow at least a portion of the spreading play means 104 to directly impact the game participants 105 who are standing on a platform immediately below the opening. These openings 164 may be of a fixed size, or may be adjustable by means of a sliding door or similar device well known in the art. Preferably, the openings 164 are of a size and shape sufficient to allow significant amounts of play means 104 to enter and bounce around the game structure 100, but not as large as to allow accidents of the participants in the game 105 A single round opening 164, having an open area of between about 0.18 and 0.74 square meters, provides an adequate compromise for most applications. Of course, larger or smaller openings having different shapes and sizes may also be used, as desired. Optional screens (not shown) may also be provided in the path of the game media that is spilling through the aperture 164, in order to mitigate the direct impact of these items on the game participants who are immediately stopped. below the opening.
Accelerators The following table is provided for the convenience of identifying the different elements of the invention as shown and described in relation to Figures 5 to 28: TABLE 2 Ref. Description 220 Catapult basket 200 Spring catapult 221 Basket 201 Accommodation 222 Counterweight 202 Pedestal 223 Threaded portion 203 Swivel base 224 Catapult arm 204 Loading tube 225 Swivel base 205 Lever arm 226 Pivot arrow 206 Catapult arm 228 Bearings 207 Stop bar 208 Coiled spring 230 Crossbow 209 Arrow 231 Housing 214 Spring 232 Elastic band 233 Support bar 220 Counterweight slingshot 234 Handle 211 Support bar 235 Trigger 212 Catapult arm 236 Load tube 213 Cup 237 Hammer mechanism 216 Counterweight 217 Threaded portion 240,250 Steering wheel accelerators 218 Pivot arrow 241 Wheel crank 242 Driver 274 Loading tube 243 Housing 276 Embolo 244,252 Ruffles 277 Spring 245 Barrel 278 Plunger Arrow 246 Basket 279 Handle 247 Loading Tube 280 Cannon 253 Base 281 Air Bladder 254 Gear changer 282 Pneumatic hose 255 Handle 283 Barrel 256 Barrel 284 Revolving base 257 Hand crank 258 Cable actuator Pump guns 259 Gear housing 291 Trigger 260 Chain 292 Gun barrel 261 Degrinder 293 Charge tube 262 Gun sight 294 Handle 295 Pistons 270 Piston accelerator 296 Cylinders 211 Basket 297 Flexible tubes 272 Barrel. 298 Cargo depot 273 Control gate 299 Foot pump 301 Load funnel 302 Barrel of the gun 303 Bellows 304 Handle 312 Double barrels 313 Ring O 314 Compression chamber 315 Pistons 316 Piston handle 321 Pneumatic gun 322 Barrel 323 Loading basket 324 Supply line 325 Pneumatic hose 326 Power line 327 Actuator switch 328 PLC.
Various projectile accelerators, such as pistols, crossbows, catapults, and cannons, provide particularly exciting interactive game elements in accordance with the present invention. Several preferred embodiments of these interactive accelerators are described below by way of example only. Those skilled in the art will readily appreciate that a wide variety of other accelerator devices are possible, and are desirable to produce the benefits and advantages in accordance with the present invention. Referring to Figures 5 to 11, three types of catapult accelerators are shown, which correspond in general to the spring-loaded catapults 200, 210 and to the counterweight catapults 220, 220 J respectively. The spring-loaded catapult 200 of Figures 5 to 7 can be mounted on a rail 132 of the game structure 100 (Figures 1 and 2) or a pedestal 202, as shown. A housing 201, preferably formed of acrylic or other suitable material, is adapted to tilt and rotate about a base 203. A loading tube 204 on top of the housing 201, allows a participant in the game to load the catapult 200 with balls or other suitable play means 104. A lever arm 205 is provided, as shown, and is adapted to be traversed backwards to fire a catapult arm 206 against a torsion spring 208. The lever arm 205 is joins the catapult arm 206 by a common arrow 209 around which the torsion spring 208 is disposed. An adjustable force regulator is provided, as shown, comprising a stop bar 207 slidably fixed along a slot of adjustment. The stop bar 207 determines the maximum cocking angle of the catapult arm 206. This can be provided for safety purposes and / or to allow calibration of the catapult by the participants in the game, for greater accuracy, as desired . The catapult 200 is operated by loading one or more balls or other play means 104 into the loading tube 204, the lever arm 205 is pulled back, and then the lever arm 205 is released to propel the ball or other play means 104 in a desired direction. If desired, an optional ammunition clip (not shown) can be provided, comprising an extended tube adapted to contain several balls or other play means 104. This can be selectively attached to the loading tube 204, as desired, of such that recharging and launching can be carried out in rapid succession by the participants in game 105. A sliding tongue or the like can be mounted on the clip at the entrance to the catapult, to control the delivery of each ball or other game means in the 201 slot of the catapult 200, as needed. In a first position, for example, the tongue may obstruct the flow of balls or other play means 104 into the catapult housing 201. In a second position, the tongue may allow the balls or other play means 104 to fall. instead in the catapult housing 201. Alternatively, a wide variety of other methods and devices may be employed to supply the balls or other play means 104 to the catapult 200, as may be seen by the experts in this field. Figure 8 illustrates an alternative embodiment of a spring loaded catapult 210, particularly adapted for rail mounting. A U-shaped bar 211 serves as a support around which the catapult arm 212 is pivoted. A cup 213 on the upper end of the arm 212 contains a ball or other play means 104, which is to be launched or catapulted. A tension spring 214 is secured to the other end of the arm 212, to facilitate the storage of energy and be released to operate the catapult 210. Figures 9 and 10 show a possible variation of the catapult of Figure 10, where a counterweight 216 on a threaded portion 217 of the lower end of arm 212, to provide storage and release of energy to operate the catapult. When the arm-shaped end of the arm is cocked and released by the participant in the game 105, the gravity acting on the counterweight 216 at the other end of the arm causes the lighter end of the cup 213 to rotate about the arrow 211 by means of a bearing 218. The play means 104 is released when the arm 212 reaches the end of its travel in an almost vertical position, as shown. In Figure 11 another alternative embodiment of a counterweight catapult 220 J is shown and includes a basket 221 which may contain a plurality of balls or other play means 104 of uniform or mixed sizes. As the smaller counterweight catapult 220 illustrated in Figures 9 and 10, the catapult 220 'has a movable counterweight 222 mounted on a threaded portion 223 of the catapult arm 224. Preferably, the counterweight 222 is formed from a material dense, such as lead or steel, in order to provide enough weight to store and release energy. Preferably, a pedestal base 225 of the catapult is adapted to be able to rotate in the horizontal plane in accordance with conventional spinning designs, such that the catapult can be aimed in any desired direction. The arm 224 is mounted on an arrow 226 pivotably supported by the bearings 228. Alternatively, the participants in the game can use their own weight to propel the game means 104, by jumping on one end of a catapult arm. Figures 12 and 13 show a leaf spring or sling accelerator 230. Leaf spring 230 comprises a housing 231 within which an elastic band 232 is disposed, as shown. The housing 231 is preferably formed of a translucent plastic material, such as acrylic, in such a way that the internal workings of the device can be seen by the participants in the game. The elastic band 232 may be any type of elastic or rubber band suitable, such as the type available under the name "BungeeMR". The entire assembly is preferably mounted on a rotating support 233 secured to a rail or to another portion of the game structure, as desired. To load the leaf spring 230, a ball or other play means 104 is fed into a loading chamber 236 provided on the upper part of the housing 231. The elastic band 232 is stretched in a horizontal plane, using a suitable cocking mechanism 237. For example, a sliding handle 234 can be pulled back to coil the leaf spring 230. Once cocked, the trigger 235 can be depressed to release the band 232, accelerating the ball or other play means 104 when the elastic band 232 contracts. up to its original form. Figures 14A and 14B show an alternative embodiment of an interactive accelerator provided in the form of a steering wheel accelerator 240. In this embodiment, a participant in the game drives a generator 239 by turning a wheel crank 241. The generator 239 is connected by electrical wires or a pneumatic conduit 242, with a corresponding electric or pneumatic motor (not shown) located inside the housing 243. The motor activates a pair of opposed flyers 244 at one end of the housing 243. The flyers 244 are separated by a distance approximately equal to, or slightly less than, the diameter of the play means 104, such that the play means 104 enters the gap, the flyers 244 propel the play medium down the barrel 245 of the flyer accelerator 240, and out from its end, as shown. In accordance with a particularly preferred embodiment of the invention, any of the above-described accelerators or other interactive game elements may require the cooperative efforts of multiple game participants at multiple locations and / or levels of the game structure, for produce a desired game effect. For example, as shown in Figure 15, a participant in the game 105, at a distant location or at an elevation, may load the game means 104 into a basket 246 or another receptacle. This can be connected via a conduit 124 with a charging tube 247, in order to provide ammunition to the flywheel accelerator 240. Another participant in the game 105 turns the crank of the wheel 241 to generate the energy to run the accelerator 240. Still a third participant in the game points and shoots the accelerator 240, triggering a suitable trigger device. In this way, you get an interactive multi-level game. Alternatively, an upper hopper (not shown) can be used to collect the play means 104, for use in the flywheel accelerator 240. The hopper can be fed by several conveyor or conveyor systems of the play structure 100, the hopper having an outlet for supplying play means to the basket 246 and / or other interactive game elements, as desired. Another type of flywheel accelerator 250 is shown in Figures 17 and 16. The flywheel accelerator 250 generally comprises a housing 259 mounted on a base 253, which is adapted to be pivotably mounted on a rail of the game structure. A flywheel 252 is disposed inside the housing to propel the play means 104. The game participants provide power to the flywheel 252, by turning a hand crank 257 which rotates a group of impulse gears 264, which, in turn, drives at the wheel 252 using a chain or pulse band. A bicycle type de-icer 261 is provided to allow the participants in the game to change the ratio of the gears between the hand crank 257 and the handwheel 252, in order to obtain a range of desired flyer speeds. A corresponding gear changer 154 is mounted on a handle 255 at a proximal end of the housing 259, and operatively connected by means of a cable actuator 258 to the de-icer 261, in order to allow the participants in the game to switch between the gears as desired. In operation, balls or other play means 104 are fed into the loading chamber 263. The housing 259 is formed in such a manner that the balls or play means 104 are guided inwardly of the barrel 256 adjacent the flywheel 252. When the ball or other play means 104 enters the barrel 256, the flyer 252 engages the play means 104, propelling it down the barrel 256. The participants in the game can control the speed and acceleration of the game means, by means of the selective control of the speed of the steering wheel 252. An optional pistol sight 262 provides a targeting mechanism, in order to increase the accuracy of the flywheel accelerator 250. Figures 18 to 20 show a piston-type accelerator 270. The accelerator 270 generally comprises a barrel 272, preferably a suitable translucent material, such as acrylic, and a spring loaded plunger 276. The plunger 276 has a distal end which is placed close to the and the barrel inlet 272. A spring 277 is placed around an arrow 278 of the plunger 276, as shown. The plunger arrow 278 has a handle 279 on one end, which is placed outside the barrel 272. A participant in the game pulls the handle 279 to compress the spring 277. When the handle 279 is released, the spring 277 expands, making that the plunger 276 impacts the ball or other play means 104 in the barrel 272, propelling it out of the barrel 272. The accelerator 270 can be mounted on a pedestal or mounted on a rail, as desired. Preferably there is provided a basket 271 for containing balls or other play means 104, for feeding in the accelerator 270. The basket 271 is preferably mounted above the barrel 272 and to one side, such that the balls or the means of The game will fall into the barrel 272, and the basket 271 will not obstruct the line of sight of a participant in the game operating the accelerator 270. A rotating disc 273 can be provided, as shown, having at least one opening to admit selectively balls or other play means 104 in the loading tube 274 of the accelerator 270. Figure 21 illustrates another embodiment of an interactive game element provided in the form of a pneumatic barrel accelerator 280. The cannon accelerator 280 basically comprises a 283 barrel mounted on a rotating base 284.
The barrel of the barrel 283 is preferably formed of a suitable transparent or translucent material, such as acrylic or the like. One or more airbags or bladders 281 are arranged around the barrel accelerator 280, as shown, and are connected by flexible pneumatic hoses 282 to the barrel 283 of the barrel 280. Suitable one-way valves are provided for each hose 282, to prevent the return flow of air into the bags 281. In operation, the play means 104, in this case large foam balls, are loaded at the open end of the barrel 283. Then a participant in the game steps on or jumps over one or more of the air bags 281 to inject air into the base of the barrel 283, thereby ejecting the play means 104, as shown. In Figures 22 to 26 different types of pump gun accelerators having features and advantages in accordance with the present invention are shown. Figure 22 illustrates a dual piston pump gun accelerator 290 generally comprising a barrel 292, a cargo tank 298, and a pair of air pumps comprising pump pistons 295 that can operate inside the corresponding cylinders 296 The pump gun accelerator 290 can be rotatably mounted on a rail 132 of the game structure, or it can be mounted on a separate pedestal or the like, as desired. An optional gun sight 262 can be provided to assist when aiming the pump gun accelerator 290 in a desired direction. The pistons 295 are each adapted to be manually pumped by the participants in the kit, by forcing the air inside the cylinders 296, into the cargo tank 298, by means of hoses 297. Suitable one-way valves are provided (not shown) in the cargo tank 298 or in the corresponding tubes 297, to prevent the return flow of air. Once the cargo tank is charged to a desired pressure, a participant in the game presses a trigger 291 adjacent the handle 294. This opens a valve, and releases air under pressure into the barrel of the pistol 292, ejecting from this The play means 104. The air pressure in the cargo tank 298, as well as the relative diameters of the play means 104 and the barrel 292, determine the exit velocity of the projectile. Preferably, the barrel 292 is dimensioned and configured to have substantially the same diameter, or a slightly smaller diameter than the play means 104, in order to provide a suitable seal against the barrel 292, to prevent a substantial leakage of air around the play medium 104 that is being propelled. Optionally, the maximum pressure in the cargo tank 298 can be regulated by a release valve or the like, to maintain the pressure at safe levels at all times. Figure 23 illustrates a variation of the pump gun accelerator of Figure 22, where foot pumps 299 are used to provide compressed air to the loading tank 298 of the pump gun 290 '. All other material aspects of the pump gun accelerator 290 'are the same as those shown and described above in relation to Figure 22, and therefore, will not be repeated here. Figure 24 shows another embodiment of a pump gun accelerator 300, which has the features and advantages in accordance with the present invention. In this case, the pump gun accelerator 300 is provided in the form of a "bellows gun", wherein the bellows 303 are compressed by a participant in the game to inject air into the barrel 302, in order to propel the play means 104. Again, the accelerator of the bellows gun 300 may be rotatably mounted on a rail 132 of the game structure or on a separate pedestal or base, as desired. In operation, the game means 104 is loaded in a loading funnel 301, which guides the play means 104 towards the entrance of the barrel 302. Then a participant in the game compresses the bellows 303 using the handles 304, to force the compressed air into the barrel 302, thus expelling the play medium. 104 from the barrel 302 of the pump gun accelerator 300, as shown. Figures 25 and 26 illustrate another possible embodiment of an interactive game element provided in the form of a dual chamber pump gun accelerator 310. The pump gun accelerator 310 basically comprises a pair of tubular barrels 312, wherein the corresponding pump pistons 315 are disposed. In operation, the play means 104 is loaded at a distal end of one or both of the barrels 312. The play means 104 is held in place by one or more rings 0 313 or the like , as shown. For example, the O-rings 313 may be placed at the distal ends 311 of the barrels 312, and may have an internal diameter slightly smaller than the diameter of the play means 104, such that a seal is formed between the O-ring 313 and the play means 104, which substantially prevents the escape of air from each barrel 312. A proximal portion of each barrel 312 forms a compression chamber 314 between each piston 315 and the play means 104. The pistons 315 are each operated by means of a corresponding handle 316 located outside the barrel 312. When the play means 104 is inserted into the end of each barrel 312, the barrel 312 effectively closes. That is, the size of the play medium 104 and the inner diameter of the barrel 312 are substantially the same or are in slight interference. The optional rings 313 prevent the play means 104 from being sucked into the barrel 312 when the piston handle 316 is removed to place the "a", as shown. When the handle 316 is pushed to the "b" position, the piston 315 compresses the air between the piston 315 and the play means 104, finally ejecting the play means 104 outwardly at the end of the barrel 312, in a very Similar to how a cork gun ejects a cork. Figures 27A and 27B illustrate another possible embodiment of an interactive game element, in the form of a solenoid-activated pneumatic accelerator 320, 320 '. Again, these accelerating devices 320, 320 'can be rotatably mounted on a rail of the game structure, or on a separate pedestal or base, as desired. Each of the accelerators 320, 320 'uses a remote source of compressed air, which is controlled by a solenoid valve activated by switch 321, or another suitable element that can be selectively activated by the participants in the game to load the barrel 322 with compressed air, thereby propelling the play means 104. A first pneumatic line 325 provides compressed air from a source (not shown). A second pneumatic line 326 from the solenoid valve 321 relieves the compressed air to the barrel 322 of the accelerator. The accelerator 320 shown in Figure 27A is essentially a one-shot device, wherein the game means 104 must be loaded with one item at a time, and then fired. The accelerator 320 'shown in Figure 27B is a variation of that shown in Figure 27A, where an automatic or repetition operation is achieved. In this embodiment, the game means 104 can be automatically fed by a supply basket 323, which, in turn, is fed by a duct 324, or by other participants in the game. The solenoid valve 321 can be operated with the foot or can be operated with the finger, as desired, depending on where the switch 327 is placed. Optionally, the activation of the solenoid valve 321 can be supported, in part, in a logic controller Programmable (PLC) 328, to provide an automated, semi-automated trigger, or in accelerator sequence 320 ', as desired, to simulate a machine gun or other desired effect. The programmable logic controller 328 may comprise any of a number of microchip devices well known in the art, which may be programmed to provide a desired control of an associated device. Although not shown in the drawings, any of the above-described accelerators can be decorated, or a theme can be set, to convey a particular desired game theme or idea. For example, accelerators can be configured to simulate cannons, laser guns, machine guns, or the like. Accelerators can be mounted inside a hemisphere of plexiglass mounted below a floor of a higher level of the game structure, to simulate a gunman's turret from a World War II bomber. Other accelerators can still be mounted on a moving vehicle, such as a train or a steerable vehicle, that can transport one or more participants in the game. Moving vehicles, such as cars, trucks, tanks, or boats, can also provide an exciting complement to a particular desired subject. Of course, experts in this field will readily appreciate that a wide variety of other projectile accelerators and the like can be provided, and desirably provided, through the different levels of the game structure, in order to allow the participants In the game interact with each other using different game media and interactive game elements.
Interactive Targets The following table is provided for the convenience of identifying the different elements of the invention, as shown and described in relation to Figure 28: TABLE 3 Ref. Description 555 White pendant 500 Soft interactive 557 Medium swivel 503 White upper 559 Erect white 505 Medium white 561 Large funnel white 507 Lower white 562 Feed tubes 509 Top support 563 Small funnel white 511 Funnel target 565 Cross member 513 Opening aperture 567 Superior funnel 515 Rotating white 569 Output nozzle 516,518 Falling targets 591 Cross member 519 Duct 593 Fan 521-525 Valves 595 Fan cover. 527 Drop Ball 533 Exit Nozzle 529 Impact Surface 551 Support Wires 553 Pneumatic Accelerators Figure 28 shows a preferred embodiment of an interactive target 500, which has the features and advantages of the present invention. The blank 500 basically comprises three target components: a top white portion 503, a middle white portion ("mega target") 505, and a lower target portion ("mega fan") 507, as shown. Starting with the upper target portion 503, this target generally comprises a target or support structure 509 disposed within, on, or around the game structure 100. A variety of funnel targets 511, aperture blanks 513 are mounted, spinners 515, and the like ", on the support structure 509, as shown.The participants in the game activate the targets by causing a projectile to enter the open areas of the funnel or the opening targets 511, 513, or impact upon the palette surfaces of the rotating targets 515. In the particular embodiment shown, the funnel targets 511 are configured in such a way that the play means 104 entering the funnels 511, comes down on the rotators 515. Accordingly, if a participant in the game causes the play medium 104 to enter the funnel blank 511, it slips down onto the rotating target 515, causing it to rotate when the game means 504 hits one or more s rotator blades 515. Other targets 516 and 517 are configured along conduit 519, as shown, and operate to open or close valves 521 or other devices that release play means 104 from conduit 519 toward different ball drops 523, 525, 527. Ball drop 523 releases play means 104 substantially straight down as shown. The drop of ball 525 releases the play means 104 downward in a barrel that impacts a suspended conical impact surface 529, which disperses the play means within a radius of 360 ° from the fall of ball 525. The fall The ball 527 allows the play means 104 to flow into a flexible conduit 531, which can be remotely controlled such as by electromechanical actuators. The target 517 is actuated if the play medium is caused to land on top of the funnel-shaped inlet, and run down into the conduit 519. A sensor or other mechanism can detect the input of the play means 104, and trigger one or more different effects, as desired. The nature of the effects, the duration, and the number of elements involved, may vary depending on the difficulty of driving the different associated targets. For example, targets that are difficult to hit can produce more dramatic effects, to encourage game participants to trigger these effects by hitting the appropriate targets in the proper order. You can add different sound effects, blinking lights, or other effects related to emotion, or to help the participants in the game by informing them which targets need to be hit in which order to produce the desired effects. In this way, the participants in the game cooperate to activate the targets in the desired order to create the desired game effect. As a reward for activating a greater game effect, game media can be released from a central camera to still other game devices, to increase the level of emotion in the game structure. In an alternative way, the interactive game elements can change from a manual load to an automatic or semi-automatic operation as a reward for triggering certain targets. In turn, this can assist the participants in the game to activate even other targets, to reach the next level of reward. The intermediate white portion 505 or "mega target" is provided in the middle part of the upper target 503 and the lower target 507. Preferably, the intermediate target 505 is suspended by wires 551 that hang from the upper target or other structure of the target. necessary support. Alternatively, the target structure 503 may be mounted cantilevered, or may be supported in a number of other ways well known to those skilled in the art. The mega target 505 includes a plurality of pneumatically actuated accelerators 553, which are adapted to propel play means 104 toward the air or back to the game participants, in response to one or more of the targets 555, 557, 559, 561, or 563 that are triggered. The targets 555 may be of a type that is activated by switch or sensor, such that, when a projectile makes contact with the target surface, a switch is closed or opened to trigger an adjacent game effect, such as of the pneumatic accelerators 553. Alternatively, the whites 561 may be provided in the form of feed cones, such that, when the play medium enters the target 561, it flows downwardly down a line 562, and is automatically fired out from the corresponding accelerators 553. The rotating targets 557 can be activated by causing a projectile to make contact with a rotating target surface of the rotating target 557. In turn, this can activate any of a number of other effects on the 500 mega interactive target, or any of a variety of other interactive game elements or game effects arranged throughout the game structure. Preferably, the accelerators 553 are mounted in such a manner as to randomly oscillate up and down, and / or from side to side, such that the projectile path of the play means 104 exiting each accelerator 553, is unpredictable This adds to the level of excitement in and around the interactive target 500. A cylindrical or donut shaped 565 provides a secure platform for mounting different targets and accelerators. According to a particularly preferred embodiment of the present invention, a greater interactive target effect is triggered, for example, when the game medium enters target 513, and flows down through the central body of the upper target that exits towards the nozzle 553, to the cone-shaped funnel 567 of the mega target, and going down through the exit nozzle 569. This can trigger a wide variety of different effects, including interactive effects, bells, sounds, lights, whistles, and the like, in a way similar to the jackpot of a coin machine or a ball machine. White 513 is preferably adjusted or selected to provide some degree of difficulty in driving the target, such that the effects of the target are uncommon, and therefore, desirable. The lower target 507 is in the form of a "mega fan", comprising a disc-shaped or donut-shaped link assembly 591 that supports a fan 593. The fan has one or more rotating fan blades (not shown) wrapped in a cone-shaped protective cover 595. The fan can be energized by the participants in the game or by an internal energy source, as desired. The cover 595 may be in the form of a wire mesh or similar material, which admits air but prevents the fingers and arms from entering the fan area. The mega fan 507 blows an air jet upwards, to trap or insert different lightweight play means 104, as shown. These may include small foam balls, or larger size foam balls, balloons, or beach balls, as desired. The above interactive target has been described and shown for illustrative purposes only. Those skilled in the art will readily appreciate that a wide variety of different types, sizes, and forms of interactive targets can be provided that have the features and advantages in accordance with the present invention.
Interactive Transporters To provide the various interactive game elements and other effects with a game means 104, different devices are preferably provided for collecting and transporting the game media in and around the game structure. These can include, for example, passive collection and / or transport devices, such as collection basins, channels, and / or troughs, or may include active or interactive collection and transport devices. In the present, different conveyor systems are illustrated and described by way of illustration only. Those skilled in the art will readily appreciate that a wide variety of other collection and / or transport devices can be used, while still enjoying the advantages and benefits of the present invention as taught herein. provides for convenience in identifying the different elements of the invention as shown and described in relation to Figures 29 to 40: TABLE 4 Ref. Description 345 Spiral reels 330 Horizontal conveyor 331 Rotating tube 350 Pallet wheel conveyor 333,355 Base 351. Inlet tube 353 Housing 336 Hand crank 337 Impulse gear 354 Rotary vanes 355 Hand crank 338 Pipe impulse portion 339 Exercise 357 Exit tube 358 Exit point 341 Arrow 342 First bandwheel 360 Plunger conveyor 343 Band 344 Second Band wheel 361 Collection basket 362 Floor base 402 Handwheel 363 Food basket 403 Collection basket 364 Housing 405 Impulse chain 365 Handle 406 Impulse gear 366 Piston rod 407 Pedals 367 Embolus 408 Supply hopper 368 Exit tube 409 Housing 370 Vertical tube conveyor 420 Archimedes conveyor 371 Rope 421 Exit tube 372 Upper pulley 422 Ribbed inner surface 373 Lower pulley 423 Supply hopper 376 Supply hopper 424 Supply base 377 Collection basket 425 Collection basket 378 Vertical tube 426 Roller bearings 427 Brackets 380 Band conveyor 428 Band pulse 381 Collection basket 429 Hand crank. 382 Entry opening 383 Sloping floor 384 Housing 386 Handle 387 Drums 388 Band 390 Opening exit 400 Steering wheel conveyor 401 Exercise Figures 29 to 31 illustrate a possible embodiment of an interactive conveying device provided in the form of a horizontal tube conveyor 330. The tube conveyor 330 basically comprises a hollow tube 331, preferably formed of a material transparent or translucent suitable, such as acrylic. A manual crank 336 and the gears 337, 338, are provided to rotate the tube 331. The tube 331 preferably has spiral flanges 345 or the like, formed on its inner surface, to move the play means 104 axially along the length of the tube 331. The game medium is transported through a predetermined horizontal distance, as the tube is rotated in a desired direction. The tube 331 is rotatably supported at either end by a pair of base members 333, 335. The play means 104 can be fed to either end of the tube, and the tube can be rotated by the participants in the set, to transport the tube. game medium in a desired direction. In the particular preferred embodiment shown, a crank 336 is provided at one end 332 of the tube conveyor 330 to drive a gear 337 engaging-with a serrated portion 338 of the tube 331. A participant in the game turns the crank 336 , thereby making the tube 331 rotate, such that the play means 104 in the tube runs horizontally through the tube 331 in a desired direction. Optionally, a tube conveyor 330 '(Figure 31) can be rotated by a band, which is driven by a remotely located stationary bicycle 339, which may be at the same level or at a different level. An arrow 341 is driven by a wheel of the stationary bicycle 339, as shown. In turn, the arrow drives a first band wheel 342, which drives a second band wheel 344, which in turn rotates the tube 331. Accordingly, a participant in the game 105 on the bicycle 339, causes the tube 331 to rotate. The bicycle 339 can be placed as close or as far from the tube conveyor 330 'as desired. Alternatively, a treadmill (not shown) or any other type of device for producing energy from human effort can be used to replace the bicycle 339, or the manual crank 336, as desired. Figures 32 and 33 show another type of interactive conveyor device in the form of a pallet wheel conveyor 350. The pallet wheel conveyor basically comprises a housing 353, inside which a rotating vane wheel 354 is arranged. A crank 355 is adapted to allow the participants in the game to impart a desired amount of rotating speed to the vane wheel 354. Preferably, a stepped transmission ratio is provided. , such that a relatively slow rotating speed of the crank 355 causes a relatively rapid rotating speed of the paddlewheel 354, such that the paddlewheel 354 rotates fast enough to impart sufficient power to the play medium 104, to propel it upwards towards the outlet tube 357. The paddle wheel 354 accelerates the play means 104, such that the centrifugal force exerted by the play means 104 when it reaches a point 358 between the paddle wheel 354 and the outlet tube 357 is suitable for lifting the play means 104 upwards to the outlet tube 357. The outlet tube 357 can be pressurized negatively and n connection with the inlet tube 351, as desired, to prevent the play means 104 from falling back into the housing 353. Optionally, two or more centrifugal conveyors 350, driven by the same cranks, can be connected together, with the object of providing a parallel propulsion of the game means 104 between the different portions of the game structure. Figure 34 illustrates another possible interactive conveyor device provided in the form of a plunger conveyor 360. In this device, a tube housing 364 having an opening in the upper portion, for admitting to the play means 104, and a plunger 367 for compacting the play medium on a conveyor tube 368, as shown. The play means 104 leaves the conveyor tube 368 towards a collection basket 361 or other receptacle, as desired. This can be on the same level or on a different level of the game structure, as desired. The plunger conveyor 360 can be mounted on a rail, or it can be mounted on a base on the floor 362, as shown. In the operation, the participants in the game fill a feed basket 363 on top of a housing 364, with play means 104. Then a participant in the game pulls the handle 365 which is connected with an arrow 366, which the piston 367 operates. With the piston 367 retracted, the play means falls into the housing 364. When the participant in the game pushes on the handle 365, the plunger 367 forces the play means 104 into the tube 368. It can be a fixed or flexible tube, as desired. In order to prevent the play medium from rolling back from the tube 368 back into the housing 364, an optional clamp or ring may be mounted on the inner diameter of the tube 368 adjacent the housing 364, to prevent back flow. of the play means 104 into the housing 364. Figure 35 illustrates another possible embodiment of an interactive conveyor device provided in the form of a vertical pipe conveyor 370. The vertical pipe conveyor 370 basically comprises a hollow vertical pipe 378, of preferably formed of a suitable transparent or translucent material, having a rope or cable 371 passing axially therethrough. The rope 371 extends vertically upwards through the tube 378, and around the upper and lower pole 372, 373, to form a closed circuit. The rope 371 can be pulled down by one or more participants in the game, to cause the rope 371 to move up through the tube 378. When the rope 371 moves up into the tube 378, the game means 104 in the supply basket or hopper 376 frictionally engages between the cord 371 and the inner wall of the tube 378, such that the medium rolls upwardly through the tube 378, as shown. In the upper part of the tube 378, the game means 104 flows outward, to the collection basket 377. The game participants can observe when the game medium is taken up by the tube 378. Figures 36 and 37 illustrate a possible variation of the tube conveyor. vertical 370 shown in Figure 35. In this embodiment, a conveyor device is provided in the form of a vertical conveyor 380. The vertical conveyor 380 generally comprises a housing 384, within which a web system is disposed. vertical conveyor extending between a pair of band wheels 387. A crank handle 386 is adapted to be rotated by a participant in the game, to cause the band 388 to move in a desired direction. The band 388 and the housing 384 are separated by a distance at least slightly smaller than the diameter of the play means 104 (in this case, preferably foam or rubber balls). When a participant in the game rotates the crank 386, the play means flows down an inclined floor 387, to an opening 382 provided in the housing 384. The band 388 moves relative to the inner wall of the housing 384, trapping to play means 104 between band 388 and the inner surface of the housing. This causes the play means 104 to roll up through the housing against the moving band 388. Near the top of the housing 384, an exit opening 390 is provided which allows the play means of the housing 384 to exit. to an adjacent duct, over other participants in the game, or back to the collection basket 381, which supplies the vertical band conveyor 380, as desired. Figures 38 and 39 illustrate another possible interactive conveyor device provided in the form of a flywheel conveyor 400. This conveyor uses a stationary bicycle 401 to rotate a flywheel 402 at a relatively high speed in such a manner as to launch or fly to the play medium 104 from a lower pickup basket 408 to a raised pickup basket 403. The flywheel 402 is mounted on a common arrow 399, with the drive wheel of the stationary bicycle 401. The arrow 399 is driven by a system chain drive including a crank gear 406, pedals 407, and a chain 405. The flywheel 402 is disposed inside an elongate arcuate housing 409, which provides a deflection path for the play medium that flies from the flywheel 402. Preferably, the housing is formed at least partially from a transparent or translucent plastic material, such that the participants in the game they can observe the internal workings of the conveyor and the game means 104 that impacts and is flown from the steering wheel 402. If desired, the stationary bicycle 401 can be provided with a variable transmission system, in order to allow the participants in the game obtain different desired rotation speeds of the flywheel 402, and consequently, speeds of operation of the conveyor. Figure 40 illustrates another possible interactive conveyor device provided in the form of an Archimedes screw conveyor 420. The Archimedes screw conveyor 420 comprises an outer tube 421 rotatably supported by a plurality of roller bearings 426. The tube 421 is inclined at an angle of between about 30 and 60 °, and has at least one lip or helical groove 422 formed on its inner surface, as shown. The helical lip 422 is formed in such a way that, when the tube 421 is rotated in a previously selected direction, the play means 104 from a lower basket 423 is transported up the length of the tube 421, exiting towards an upper basket 425. The tube is rotated by the participants in the game using something suitable, such as a manual crank, a belt drive, a stationary bicycle, a treadmill, or the like, as described herein. For example, those skilled in the art will readily appreciate that a crank 429 can be adapted to rotate a chain 428, or a series of gears of other drive mechanisms to rotate the tube 421. Optionally, the Archimedes conveyor can be rotated. energize by a separate energy source, such as an electric motor or the like. The base of the Archimedes screw conveyor can be rotated in order to allow the participants in the game to direct their exit. The different conveyor systems described above can be linked to one another, or to other passive, active, semi-active, or interactive conveyor systems, to extend other different locations or levels of the game structure. Accordingly, for example, the Archimedes screw 420 can form only one part of a more complex interactive game effect that is comprised of a sequence of smaller effects, each operated by a number of different game participants cooperating between yes to create a desired overall effect. Passive collection devices and conveyors, such as collection basins, troughs, conveyor belts, pneumatic conduits, continuous belt elevators, and the like, can also be used to collect and transport the game media to the different areas of the game structure. , as necessary. For example, runoffs and traps 140 (Figure 4) can be provided in different places in and around play structure 100, to help collect used play means 104. Pickup lines 432 can be provided above or below the level from the ground, to direct the play means towards other collection areas, such as a sump 430. The game means may also be collected by a slightly inclined perimeter channel (not shown). A vacuum (not shown) can also be used to suck the game media and deliver it to a central accumulator. A control valve manifold (not shown) can be used to control the pressure and air flow, and the play means in the various pneumatic conduits 124 of the game structure 100, and to direct the number and size of the play means 104 that goes to each connecting duct and / or game element. Different gates and valves can be provided throughout the game structure, to allow the game participants to control the flow of game media to the different areas of the game structure, and for the different effects. Cleaning and / or decontamination devices may also be provided to continuously or periodically clean the play means circulated throughout the game structure. These can be passive or interactive, as desired. For example, a chlorine bath may be provided in combination with a brush or an ultrasonic cleaner, in order to remove dirt and contaminants from the used media, as necessary. The game participants can rotate a crank or other input device to operate an interactive cleaner, and observe how the balls or other play means 104 pass through the cleaner housing, which preferably is formed of a transparent material. The drying of the play means 104 can also be provided in a similar manner, as desired.
Passive Game Elements The game structure 100 also preferably incorporates a number of other conventional (passive) game elements, such as climbing nets 108, dragging tunnels 112, hanging bridges 122, slides 110, and the like, as shown. in Figures 1 through 3. These provide physical entertainment challenges, and allow game participants to safely negotiate their way through the different levels and platforms 118 of the game structure 100. Tunnels can be built to crawl 112 of any variety of suitable materials, such as clear plastic or fiberglass, or more preferably, can be constructed of a soft fabric or network material. The tunnels 112 can then end with a slide 110, or they can lead to another area of the structure 100, as desired. Throughout the game structure 100, closure panels and / or safety nets are preferably provided around the different entrances to the slides 110, to prevent the participants in the game 105 from falling out of the game structure 100, or to complement a particular topic. The suspension bridges 122 allow game participants to traverse between the right and left sides, or front and rear, of the game structure 100. The use of handrails 132, closure panels, and non-skid surfaces, provides additional security , in order to protect the participants in the game 105 from a possible accident. Slides 110 may be provided in the front, back, and / or sides of the game structure 100, and may be straight, curved, or spiral shaped, as desired. They may also be enclosed and in the form of a tube, or open and exposed to the flying game medium, as desired. Alternatively, those skilled in the art will appreciate that the size, number, and location of the various slides 110 may be varied, as desired, while still enjoying the benefits and advantages of the present invention. Multiple pool balls 111 can also be provided in different places throughout the game structure. The participants in game 105 can slide into the pool of balls 111 as shown in Figure 1, or they can jump into pool 111 from an elevated platform. Ball pools 111 may be different depths, as desired, taking into consideration the size of the participants in the game, and the need to facilitate the departure of pool 111 by the participants in game 105. The experts in this field they will readily appreciate that a wide variety of other passive game elements can be used, such as funny mirrors, spinning tunnels, trampolines, climbing rods, swings, etc., while still enjoying the features and advantages of the present invention as teach in the present. "By way of example, Figure 41 illustrates another embodiment of an interactive game structure 107 provided in the form of a medieval castle having catapults, mortars, crossbows, and the like The structure includes a central castle 440 having a tower 442 arranged in an area of "war zone." This game structure may include, for example, a series of crossbows or catapults to be used with moving or fixed targets, and may be adapted for an individual or team game. The present invention has been disclosed in the context of certain preferred embodiments, it will be understood by those skilled in the art that the present invention extends beyond the modalities specifically described, to other alternative embodiments. scope of the present invention disclosed herein, is not limited by the particular disclosed embodiments of the present, but will be Finished only by the following claims.

Claims (14)

  1. CLAIMS "1. An interactive game system for entertaining or entertaining one or more participants in the game, which comprises: a support framework adapted to safely support the participants in the game, and one or more desired game media; a plurality of interactive game elements disposed within, on, or around the support frame, adapted to create a desired effect, using the game means, and an element for moving or transporting the game means towards the interactive game elements.
  2. 2. An interactive game system according to claim 1, wherein the support frame is formed or decorated according to a predetermined game theme or game object
  3. 3. An interactive game system according to the claim 1, wherein the support frame is formed in the configuration or theme of a gambling house or fortress
  4. 4. An interactive game system according to claim 1, wherein the Support arch is formed in the configuration or theme of a futuristic city.
  5. 5. An interactive game system according to claim 1, wherein the support frame comprises multiple levels or elevations.
  6. 6. An interactive game system according to claim 1, wherein one or more support members comprises pneumatic conduits of a size and shape sufficient to carry the play means.
  7. 7. An interactive game system according to claim 1, wherein the play means comprise soft foam balls.
  8. An interactive game system according to claim 1, wherein at least one of the interactive game elements comprises a projectile accelerator for downloading the game means in a desired direction.
  9. An interactive game system according to claim 1, wherein at least one of the elements of the interactive game comprises a second-order game element adapted to receive the game medium from a first effect, in order to create a second effect.
  10. An interactive game system according to claim 1, which further comprises one or more actuators mounted within, on, or around the support frame, to allow the participants in the game to actuate or supply operative energy to the elements of corresponding interactive games.
  11. 11. An interactive game structure to entertain one or more participants in the game, which included: a support framework; an interactive first-order game element mounted on the support frame, adapted to receive the game medium from a source, to create a first effect; and an interactive second-order game element mounted on the support frame, adapted to receive the game medium from the first effect, to create a second effect; whereby, participants in the game can observe and experiment with different cause and effect reactions of multiple orders, using any of a number of fun and exciting game media.
  12. 12. An interactive game structure according to claim 11, wherein first-order game element comprises a spray nozzle adapted to fill a receptacle with play means, and the second-order interactive game element comprises an ac- celeration accelerator. projectiles adapted to receive the play means from the receptacle, and propel the play means in a desired direction.
  13. 13. An interactive game structure according to claim 11 or 12, wherein the second order game element comprises an interactive target adapted to produce one or more game effects in response to the game medium from the first effect. of game impact or enter different areas white on the interactive target.
  14. 14. An interactive game structure to entertain one or more participants in the game, which includes: a support framework; a source of game media; a plurality of interactive game elements operatively associated with the support frame in different places and elevations, the game elements being adapted to receive the game means from the source, to create desired game effects; a corresponding plurality of actuators adapted to allow the participants in the game to selectively activate or impart operative energy to the corresponding game elements; and a plurality of conveyors activated by the participants in the game, to transport the game media to the interactive game elements.
MXPA/A/1998/001431A 1995-08-21 1998-02-20 Interact game structure MXPA98001431A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US002605 1995-08-21
US08621173 1996-03-21

Publications (1)

Publication Number Publication Date
MXPA98001431A true MXPA98001431A (en) 2000-09-04

Family

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