Interactive game with action figure identification
A game board provided with multiple positions for placing different action figures. The base of each action figure has an arrangement of magnets that individually identify the particular figure, and each position on the game board includes a sensor for “reading” these action figure identities. When an action figure is placed in one of the positions, the corresponding position sensor identifies the figure and prompts an action appropriate to that action figure in that particular position on the board. Actions to be applied to each action figure vary depending upon game board position. Game players can also modify the magnet arrangement of each action figure to change its mood which, in turn, prompts the board to initiate a different action for that figure that suits its present mood.
This application is entitled to and hereby claims the priority of co-pending U.S. Provisional application, Ser. No. 60/519,617 filed Nov. 14, 2003.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention is related to the field of interactive games and, more particularly, to an interactive game with action figure identification.
2. Description of the Related Art
With the popularity of video and other interactive computer-based games, traditional board games having limited or no interactive components often seem outdated and less interesting. Accordingly, a need exists for improved board games having increased response and interactivity with the game players.
SUMMARY OF THE INVENTIONIn view of the foregoing, one object of the present invention is to provide an interactive board-based game having variable actions based on action figure identification and board position.
Another object of the present invention is to provide a game board having sensors for identifying a particular action figure from within a group of different figures and for providing a response on the basis of the identification.
Yet another object of the present invention is to provide a game board having multiple positions for receiving an action figure, each position having a sensor for initiating a plurality of action figure responses appropriate to the particular position on the board.
A further object of the present invention is to provide an individualized action figure having variable mood adjustability that modifies a corresponding game board response.
In accordance with these and other objects, the present invention is directed to a game board provided with multiple positions for placing action figures and having action figure identification capability. When an action figure is placed in one of the positions, a sensor in the board identifies the action figure and prompts an action appropriate to that action figure in that particular position on the board. At another position on the board the same figure gives a different line of speech appropriate to the story line of the game and to that location. The player of the game can modify the action figure to change its behavior, for example, from “happy” to “sad” and the sensor in the board will detect the altered “mood” of the action figure and prompt a different action for that figure that suits its present mood.
These together with other objects and advantages which will become subsequently apparent reside in the details of construction and operation as more fully hereinafter described and claimed, reference being had to the accompanying drawings forming a part hereof, wherein like numerals refer to like parts throughout.
BRIEF DESCRIPTION OF THE DRAWINGS
In describing a preferred embodiment of the invention illustrated in the drawings, specific terminology will be resorted to for the sake of clarity. However, the invention is not intended to be limited to the specific terms so selected, and it is to be understood that each specific term includes all technical equivalents which operate in a similar manner to accomplish a similar purpose.
As shown in
Each magnet can be placed with either a north (N) or a south (S) pole facing down towards the board 10, which is non-magnetic. When an action
More particularly, when an action
Hall effect sensors are suitable in this application because the sign of the voltage output by the Hall sensor depends on the orientation of the magnet adjacent to it. That is, a figure with a configuration of four north poles (NNNN) will produce the same sign of Hall voltage on all four Hall sensors, say (++++). If the Hall sensors are numbered sequentially from left to right, the output of the four Hall sensors can be used to identify sixteen different action figures. The magnet configurations are
The corresponding signs of Hall voltage from sensors 1, 2, 3 and 4 are:
The player of the game can also modify the action
-
- Neutral (NNNN)
- Happy (0NNN)
- Tired (N0NN)
- Angry (NN0N)
- Sad (NNN0)
where the zero, “0”, indicates the absence of a magnetic field at that sensor location. As an alternative to removing a magnet 20, a shielding material (not shown) can be interposed between the magnet and the Hall sensor in one of the four Hall sensor positions.
The mood alteration introduces some ambiguity in the identity of the action figure. For example, 0NNN could be the character NNNN or SNNN in its “happy” state. Removing the magnet in the “1” position produces the same magnet configuration, 0NNN.
A Hall sensor configuration appropriate for this game is shown by the two track Hall sensor 40.6 mm×16.4 mm) shown in
The Hall voltage contacts are connected by means of voltage leads to operational amplifiers (opamp) as shown in the circuit diagram of
Hall sensors AA, BB, CC and DD have a common DC power supply 30 so the same current flows through them. The voltage leads of sensor AA are connected to opamp A, BB to opamp B, CC to opamp C and DD to opamp D. The outputs of the opamps A and B are connected as inputs to opamp L. The outputs of the opamps C and D are connected as inputs to opamp R. The opamp power supply is not shown.
The game board can be replaced with a track and the action figure replaced with a toy car. Hall sensors are located in the track and magnets are attached to the car. As the car is moved along the track, the magnets in the car trigger appropriate actions, for example, opening a gate, sounding a horn or changing a traffic light from red to green. Alternatively, the Hall sensors can be located in a toy structure such as a castle or a pirate ship.
The foregoing descriptions and drawings should be considered as illustrative only of the principles of the invention. The invention may be configured in a variety of shapes and sizes and is not limited by the dimensions of the preferred embodiment. Numerous applications of the present invention will readily occur to those skilled in the art. Therefore, it is not desired to limit the invention to the specific examples disclosed or the exact construction and operation shown and described. Rather, all suitable modifications and equivalents may be resorted to, falling within the scope of the invention.
Claims
1. An interactive board game comprising:
- a board with a plurality of positions, each position having a sensing element;
- an action figure for placement on said board in at least one of said plurality of positions, said action figure including an identification element readable by said sensing element to indicate an identity of said action figure;
- said sensing element, upon reading said identification element, initiating an action based on the identity of said action figure.
2. The game as set forth in claim 1, wherein said sensing element initiates an action based on both the identity of the action figure and a particular one of said plurality of positions in which said action figure has been placed.
3. The game as set forth in claim 1, further comprising a plurality of action figures, each of said action figures having a different identity as indicated by a difference in a respective identification element.
4. The game as set forth in claim 1, wherein said identification element includes a plurality of magnets.
5. The game as set forth in claim 4, wherein said identity is set by a north-south orientation of each of said plurality of magnets.
6. The game as set forth in claim 5, wherein said plurality of magnets are arranged in a corresponding plurality of positions in a base of said action figure, an absence of magnetic field in one of said positions indicating a particular mood of said action figure.
7. The game as set forth in claim 6, wherein said sensing element initiates an action based on the identity and the mood of the action figure.
8. The game as set forth in claim 6, wherein said sensing element initiates an action based on the identity and the mood of the action figure and on a particular one of said plurality of positions in which said action figure has been placed.
9. The game as set forth in claim 8, wherein changing said identity, said mood or said board position changes the action to be initiated.
10. The game as set forth in claim 5, wherein said sensing element includes a Hall sensor.
11. The game as set forth in claim 10, wherein said Hall sensor is mounted under the board and generally aligned with one of said plurality of positions so as to read an action figure identity based on said north-south magnet orientation thereof when said figure is placed in said position.
12. An interactive board game comprising:
- a board with a plurality of positions, each position having a magnetic sensor;
- a plurality of action figures for placement on said board in said plurality of positions, each of said action figures having a base with a plurality of magnetic elements readable by said magnetic sensors to indicate a respective identity of said action figures; and
- each of said magnetic sensors, upon determining the identity of an action figure placed in a particular position, initiating an action based on the identity and position of said action figure.
13. The game as set forth in claim 12, wherein said identity is set by a north-south orientation of each of said plurality of magnetic elements.
14. The game as set forth in claim 13, wherein said plurality of magnets are arranged in a corresponding plurality of positions, an absence of magnetic field in one of said positions indicating a particular mood of said action figure.
15. The game as set forth in claim 14, wherein said action initiated by said magnetic sensors is adjusted according to the mood of the action figure.
16. The game as set forth in claim 15, wherein changing said identity, said mood or said board position changes the action to be initiated.
17. The game as set forth in claim 12, wherein said magnetic sensors include Hall sensors.
18. The game as set forth in claim 17, wherein said action figure identities are set by a north-south orientation of each of said plurality of magnetic elements, said Hall sensors being mounted under the board and generally aligned with respective positions so as to read the identities of action figures in said positions based on said north-south magnet orientations.
19. The game as set forth in claim 18, wherein said plurality of magnets are arranged in a corresponding plurality of positions, an absence of magnetic field in one of said positions indicating a particular mood of said action figure, said actions initiated by said magnetic sensors being adjusted according to said mood.
20. The game as set forth in claim 19, wherein said actions include playing a recorded line of speech.
Type: Application
Filed: Nov 12, 2004
Publication Date: Aug 4, 2005
Inventors: Alan Grant (Chevy Chase, MD), Richard Gambino (Stony Brook, NY)
Application Number: 10/986,172