Roll-down game with moving target and interactive assembly and method for playing a roll-down game

The present invention broadly comprises a game and method for playing the game. The game comprises at least one game station including at least one moving target operatively arranged to be actuated by a playing piece. The game further comprises an interactive assembly. The game may further comprise one or more secondary targets. In one aspect, the game comprises a roll-down type game, an oscillating target, an anthropomorphic interactive assembly, and a plurality of secondary targets.

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Description
CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of U.S. Provisional Application No. 60/551,212, filed Mar. 8, 2004, which application is incorporated herein by reference in its entirety.

FIELD OF THE INVENTION

The present invention relates generally to arcade games and more particularly to roll-down redemption type arcade games.

BACKGROUND OF THE INVENTION

Roll down type games are fairly well known in the art. For example, U.S. Pat. No. 2,010,213 (Bergoffen) and U.S. Pat. No. 2,806,701 (Durant) both describe roll-down type games. Typically, such games require a coin or token to play the game and provide an award of a non-monetary nature, such as redemption tickets, for accomplishing a specific task, such as obtaining a number of points. A problem with these types of game, however, is that the games are often not significantly challenging to game players, do not provide sufficient interaction between the game and the player, and/or do not sufficiently entice players to play the game in the first place.

Clearly, then, there is a long felt need for a game, and more particularly, a roll-down type game that is more challenging to a game player, more interactive with game players, and more likely to entice players to play the game when compared with traditional games.

BRIEF SUMMARY OF THE INVENTION

The present invention broadly comprises a game and method for playing the game. The game comprises at least one game station including at least one moving target operatively arranged to be actuated by a playing piece. The game further comprises at least one means for interactive with a game player. The game may further comprise one or more secondary targets. In one aspect, the game comprises a roll-down type game, an oscillating target, an anthropomorphic interactive assembly, and a plurality of secondary targets.

An aspect of the present invention is to provide a game, and more particularly, a roll-down type game that is more challenging than roll-down games currently available.

Another aspect of the invention is to provide a roll-down game that is more interactive.

A further aspect of the invention is to provide a roll-down game that is more likely to entice individuals to play the game, when compared with known roll-down games.

These and other aspects, features and advantages of the present invention will become readily apparent to those having ordinary skill in the art upon a reading of the following detailed description of the invention in view of the drawings and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

The nature and mode of operation of the present invention will now be more fully described in the following detailed description of the invention taken with the accompanying drawing figures, in which:

FIG. 1 is a perspective view of an embodiment according to the present invention;

FIG. 2 is a front perspective view of a game according to the present invention;

FIG. 3 is a front perspective view of the target area according to the present invention illustrating the interactive assembly (the “alien”) in an up position and primary oscillating target oscillating from side-to-side;

FIG. 4 is a front perspective view of the target area of the present invention illustrating a the interactive assembly (the “alien”) in a “dunked” position;

FIG. 5 is a side and cutaway view of the present invention illustrating the “alien”, the primary oscillating target and secondary targets;

FIG. 6 is a side view of a game according to the present invention taken generally along line 6-6 of FIG. 2 illustrating the “alien” in a first “up” position;

FIG. 7 is a side view of a game according to the present invention taken generally along line 6-6 of FIG. 2 illustrating the “alien” in a second lowered position;

FIG. 8 is close up side view of a primary oscillating target assembly according to the present invention;

FIG. 9 is a close up front view of a primary oscillating target assembly according to the present invention;

FIG. 10 is a close up side view of a primary target according to the present invention with its protective cover removed and in a non-actuated position;

FIG. 11 is a close up side view of a primary target according to the present invention with its protective cover removed and actuated by a game piece

FIG. 12 is a side view of structural elements of the interactive assembly according to the present invention;

FIGS. 13 and 14 are perspective and side views, respectively, of the jaw movement assembly of the interactive assembly according to the present invention;

FIG. 15 is a perspective view of the dunking assembly according to the present invention for raising and lowering the interactive assembly in response to a game player actuating the primary target;

FIG. 16 is a schematic diagram of a power supply section for an electronic control “mother board” circuit according to the invention;

FIG. 17 is a schematic diagram of a representative electronic control “mother board” circuit according to the invention;

FIGS. 17A-17D are respective portions of the “mother board” shown in FIG. 17;

FIG. 18 shows seven-segment LED displays for the score display;

FIG. 19 shows seven-segment LED displays for the balls remaining display; and,

FIG. 20 is a schematic diagram of a representative electronic circuit for sensors according to the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

It should be appreciated that, in the detailed description of the invention that follows, like reference numbers on different drawing views are intended to identify identical structural elements of the invention in the respective views. Additionally, while a preferred embodiment of the present invention comprises a roll-down type game, other games wherein a user directs a game piece toward a target are contemplated and intended to be encompassed by the present disclosure and claims. Additionally, as used herein “game piece” may refer to real game pieces such as balls, wheels, disks, light beams, pressurized air, or other physical means that may be detected by a target sensor. “Game piece” may also refer to simulated game pieces, for example, a game piece that may be displayed on a monitor, or one or more beams of light.

Adverting now to the figures, a game according to the present invention is broadly illustrated in FIGS. 1-22 and is generally referenced by numeral 10. As shown in FIGS. 1-4 and 1-15, a roll down game according to the present invention broadly comprises game cabinet 12, ball feed chute 14, balls 15, coin box 16, front panel 18, prize dispensing means 20, alley 22, game start button 24, and ramp 26, which structures are also generally described in U.S. patent application Ser. Nos. 10/696,457 and 10/696,461, which applications were filed on Oct. 29, 2003 and are incorporated herein by reference in their entireties. FIGS. 1-15 further illustrate that a game according to the present invention may be configured to comprise target area 27. Target area 27 generally includes that portion of the game cabinet furthest from a player positioned near front panel 18. Target area generally comprises ramp 26, ball chutes 28, primary target oscillating target assembly 30, primary oscillating target 32, target oscillating arm 33, transparent cover 34, interactive assembly 36, which in the embodiment illustrated comprises an anthropomorphically appearing “alien”, safety netting 42, and anti-cheating means 44. Disposed above the target area is display 37 which comprise score display 40 for displaying a player's score and ball display 38 for displaying the number of balls remaining for play.

An object of the game is to roll a game piece such as ball 15 down alley 22 between alley side rails 16 such that the ball becomes airborne after hitting ramp 26 to thereby strike primary oscillating target 32 to “dunk” interactive assembly 36 into tank 48 to receive points, credits or prizes. Where a player misses the primary oscillating target, points, credits or prizes may be awarded when ball 15 passes through ball chutes 28. It should be appreciated that by “dunk” it is meant that the interactive means is lowered into a “tank” of simulated liquid.

Primary oscillating target assembly 30 is best illustrated in FIGS. 3-11. The primary oscillating target assembly broadly comprises motor 54, which is, preferably, an electric motor, motor movement link 70, target movement link 68, oscillating target arm 33 and oscillating target 32, all connected to one another by appropriate means for allowing oscillating target 32 to oscillate side-to-side under power of motor 54. Oscillating target arm 33 includes target arm guide 72 for guiding the proper movement of the oscillating target arm. Primary oscillating target 32 may be illuminated and is adapted to “dunk” the alien upon being struck by ball 15 (see FIG. 11) Oscillating target 32 comprises target face plate 60, which is preferably transparent for allowing light from LED Board 64 to pass therethrough such that the target may be illuminated. LED board 64 comprises a plurality of LED's 66 for illuminating the primary target assembly 30 and is secured to oscillating target arm 33 by means of LED board support means 78. LED's 66 of LED Board 64 may be programmed using generally available methods to pulse, the target and/or to illuminate the target in a flashing/progressively illuminating bulls eye or zeroing in type fashion (illuminating LED's disposed about a greater circumference, then LED's disposed about lesser circumference and so forth). LED Board 64 and LED board support means 78 each comprise an aperture for allowing plunger 62 to pass to actuate switch 80. Plunger 62 is biased in a non-actuating state by means of spring 76. The movement of plunger 62 upon striking of target face plate 60 by ball 15 causes the movement of switch arm 82 to actuate switch 80 to cause the interactive assembly 36 to be dunked. Oscillating target 32 may further comprise protective cover 74 to protect the target electronics contained therein. While oscillating target 32 is illustrated as moving side-to-side, other movements, e.g., up down, frontward and rearward, etc., are intended to be encompassed by the present disclosure.

As illustrated more clearly in FIGS. 6-7, 12 and 15, chain assembly 58 is provided for vertically displacing interactive assembly 36 (the alien). Chain assembly 58 broadly comprises motor 56, which is preferably an electric motor, chain 94, sprocket 96, slide retaining covers 98, vertical slide bracket 100, to which the interactive assembly 36 may be secured and vertically slide, chain lift pins 102 for causing movement of the interactive assembly 36, and position sensor 104 for determining whether the interactive assembly 36 is in a raised or lowered position. It is understood that other locations of the chain assembly 58 are included within the spirit and scope of the invention as claimed. Additionally, other means and methods of raising and lowering the interactive assembly are intended to be encompassed by the present disclosure and claims. Moreover, the game may be configured for moving interactive assembly 36 in multiple directions, if desired.

Referring now to FIGS. 12-15, interactive assembly 36 (the alien), is illustrated as comprising a pair of slide brackets 106 disposed on its rearward side for allowing vertical movement of the interactive assembly 36 upon vertical slide bracket 100. Interactive assembly 36 is, preferably, anthropomorphic in nature and is adapted to interact with game players. By anthropomorphic, we mean that the interactive assembly 36 is capable of communication and does not necessarily mean that the interactive assembly 36 resembles a human or have a human form. The interactive assembly comprises jaw assembly 84, which may move when the “alien” heckles a player, for example, when a player misses the primary target 32. The jaw assembly 84, thus, comprises a hinged jaw 92 comprising a solenoid 86 and plunger 88. Plunger 88 is configured for actuating the hinged jaw 92 of the alien 36 such that it may appear that the alien 36 is speaking to a player. Alien sounds and/or exclamations may be stored on a computer contained in the game cabinet 12. Returning to FIGS. 3 and 4, the interactive assembly 36 (the alien) may also be configured to comprise LED boards, or other means, which form eyes 108. The LED boards may be programmed using generally available methods such that eyes 108 can be caused to blink, look in particular directions, show emotion, etc.

Referring now to FIGS. 3-4, 6-7 and 14-15, when a game player strikes oscillating target 32 with ball 15, the interactive assembly 36 may be “dunked”. Essentially, to cause “dunking”, target 32 is hit and a signal is sent to motor 56. Motor 56 causes the movement of chain 94 in the appropriate direction to lower the interactive assembly 36. After a period of time, a signal is sent to motor 56 to raise the interactive assembly 36 to the starting position. If a player fails to hit the primary oscillating target, they may obtain points when ball 15 passes through ball chutes 28 (secondary targets). After ball 15 has been played, it may b returned to for further play via ball return chute 52.

Electronic Circuit Diagrams

FIGS. 16-20 are Figures illustrating representative electronic circuits that may be adapted for controlling the various electromechanical components of the present invention, including but not limited to: power supply and control, game displays, ball release, game credits, game sounds and illumination means in various game modes (attract, play, target hit), target sensors (chutes (optical) and primary oscillating target actuation), scoring, oscillation of primary target, raising and lowering of the interactive assembly, ticket dispensing, operator programming, etc.

The electronic circuits shown in FIGS. 16-20 interface with each other and the electromechanical devices of the invention via leads and cables (not shown). A preferred embodiment of the electronic circuits is shown in FIGS. 16-20, however, it should be understood that other combinations of components and configurations of components are possible for the electronic circuits, and such combinations and configurations are included in the spirit and scope of the claims. Ancillary circuitry or devices that are well known in the art, such as coupling capacitors for integrated circuit chips, may not be shown in FIGS. 16-20. It is understood that a person skilled in the art would supply such circuitry or devices as required.

FIG. 16 is a schematic diagram of a power supply section for an electronic control “mother board” circuit according to the invention. The power supply broadly comprises three full-wave bridge rectifier circuits and three voltage regulators as described below. A multi-tap transformer (not shown) is connected to connector P1. The transformer generates a plurality of voltage levels (12 and 15 VAC) which enter the supply section at P1. The lines from P1 are connected to fusible links F1-F3 to the bridge rectifiers DB1-DB3 to produce pulsed DC voltages at two different DC voltage levels: namely, 12V unregulated source from bridge rectifiers DB1 and DB2 and 15V regulated source from bridge rectifier DB3. Each bridge rectifier includes a corresponding capacitor to filter and smooth the voltage waveform, as is well known in the art. DB1 and DB2 are connected to voltage regulators U1 and U2, respectively. DB3 is connected to VR1. U1 and U2 are switching regulators designed to provide a desired voltage output. Voltage regulators U1 and U2 are National model LP2975AIMM-12. VR1 is a model LM338K. Various capacitors and resistors are connected to U1, U2, and VR1, as is known in the art. Series shunt resistors R4 and R13 limit current output from U1 and U2, respectively. Pass field effect transistors (FETs) Q1 and Q2 pass or chop the output from U1 and U2, respectively, as needed. The outputs of U1 and U2 are fused and connected to LED1 and LED2, respectively. LED1 and LED2 are operatively arranged to indicate status (operation) of U1 and U2, respectively. D1 and D4 are transorbs that provide transient surge protection for the outputs of U1 and U2, respectively. The output of VR1 is fused and connected to LED3, which is operatively arranged to indicate status (operation) of VR1. C12 filters the DC component from the VR1 output. P3 connects the outputs of U1, U2, and VR1 to the mother board.

FIG. 17 is a schematic diagram of a representative electronic control “mother board” circuit according to the invention. Not all components shown on FIG. 17 are used in the preferred embodiment 10 and not all lines shown in FIG. 17 are connected in the preferred embodiment.

FIGS. 17A-17D are respective portions of the “mother board” shown in FIG. 17. The following should be viewed in light of FIGS. 17 and 17A-17D. The game is microprocessor controlled. Microprocessor U1 (FIGS. 17A and 17C) is Hitachi model XC95108-20PC84, or equivalent. U1 operates on 16 bits and accepts data on lines D0-D15. EPROMS U2-U5 and U15 and U16 (FIGS. 17A and 17B) contain the data and software for embodiment 10. U1 selects addresses in the EPROMS using lines A1-A20. U1 selects a respective EPROM using lines 48-51. The EPROMS are 8 bit, therefore, U1 addresses two EPROMs at a time with lines A1-A20. EPROMS U2-U5 and U15 and U16 are model 27CO80.

EPROMS U2-U5 and U15 and U16 are connected to complex programmable logic device (CPLD) U8 (FIGS. 17A and 17C). Data lines D0-D7 carry data from the EPROMs to U8. U8 selects EPROM addresses on lines A1-A4.

U1 accepts input from ball chutes 28 (not shown) and the ball counter (not shown) on pins PC0-P7. 5V pull-up resistor network RN10 (FIG. 17C) conditions the signals on lines SC0-SC7 and resistors RN6 and RN7 limit the current on lines SC0-SC7. U1 supplies signals to drive the self-testing aspects of the opto-sensors for ball chutes 28 and the ball counter on lines EScore0-Escore7. The signals from U1 drive transistors U12, which are connected to lines {overscore (ES0)}-{overscore (ES7)}. {overscore (ES0)}-{overscore (ES7)} are connected to P12 (FIG. 17B).

Lines 2, 107, 108, and 112 connect U1 to serial erasable EPROM (EEPROM) U9, used to store non-volatile data, such as options. U9 is a model 25CD80.

In U1, pins PA0-PA6 and PA10-PA 15 accept inputs. 5V pull up resistor network RN4 conditions the signals lines 53-57. Resistors RN1 and RN2 limit current on lines 53-57. Lines 53-57 accept input from buttons SW1-SW5 (FIG. 17C), respectively. Connector P10 provides the capability of connecting line 53-57 to remote buttons (not shown). The buttons are used to enter the programming mode and enter programming, in particular, programming for U9. 5V pull up resistor network RN 11 conditions the signals on lines 64-67. Resistors RN3 and RN4 limit current on lines 64-67. Lines 64 and 65 accept signals regarding the receipt of a coin, a bill, or a token to start the game. For the sake of brevity, the receipt of a coin is used in the descriptions that follow. Line 66 accepts a signal that embodiment 10 is dispensing tickets and line 67 accepts a signal that the number of tickets in ticket dispenser (not shown) is below a programmable value. U1 supplies enable signals to the ticket counter (not shown) and the coin counter (not shown) on lines 68 and 69, respectively. Additional circuitry on these lines monitors voltage on the lines. If the ticket or coin counter has been disconnected in an unauthorized manner, pins PA15 and PA14 detect a voltage loss on the respective lines. In response to detecting a voltage drop, U1 supplies a respect error signal.

Regarding U1, pins CD, EXTAL, and XTAL are configured as is known in the art. Pins MD0-MD2 are set according to the specifications for U1. Line 79 is connected to U10 (FIG. 17D), which monitors the power to U1. When U10 detects a loss of power, U10 pulls line 79. When U1 powers ups, U10 delays power input to U1 until the power has stabilized. Lines 76, 80, 81, 82, and 85 are configured as is known in the art. Lines 60, 62, 63, 78 and 86 are not connected.

The LCD pins on U8 (FIG. 17C) are for external use. U8 supplies a signal on line 77 to drive a solid state DC relay (not shown) to enable motor 56 (not shown). U8 supplies a miscellaneous output on line 10. U8 supplies a signal on line 12, which is connected to diagnostic LED D12, indicating whether U8 is properly programmed. U8 supplies signals on lines 70 and 71, respectively, to activate FETs Q17 and Q16, to enable motor 54 (not shown) and solenoid 86 (not shown), respectively. U8 supplies a signal on line 69 to U17 (FIG. 17C) to activate the ticket counter. U17 provides buffering for line 69.

U8 supplies audio data (retrieved from the EPROMs) on lines 52, 53, and 55. The audio data include representations of various sounds used throughout play of the game, such as, but not limited to: background sound and sounds made when a coin is inserted, when a prize is won, when a prize is lost, when the alien is talking, etc., as is well known in the art. The data is accepted by U8 as parallel data and sent on lines 52, 53, and 55 as serial data. Lines 52, 53, and 55 are connected to a digital to analog control (DAC) U14 (FIG. 17C), which creates the audio output signals. U6 and its associated support circuitry (resistors and capacitors) comprise an active low-pass filter which filters and smoothes the analog audio signals. The audio signals next pass to power amplifier U11 (Philips model TDA8563AQ, or equivalent). U11 includes an audio potentiometer, which enables the user of the game to adjust sound volume levels. U11 amplified the volume-adjusted audio signals for transmission to speakers (not shown) via P2. The clock pin is connected to U1. Pins D13-D15 are for data. Lines 28, 29, 30, and 59 are used to program U8. The {overscore (CS)} pin selects U8. Lines HB1-HB6 are not connected.

U8 supplies control signals for the LEDs in score display 40 (not shown) and balls remaining display 38 (not shown) on lines LEDDATA1-7. U8 supplies signals to select one of the LEDs on lines LSELECT1-3. U8 supplies a ticket counter enable signal on line 79, a coin lockout signal on line 72, a ball release signal on line 47, a ball enable signal on line 48, and a start light enable signal on line 51. U8 supplies a ticket status signal on line 82.

U8 supplies signals on lines 3, 5, and 7 to activate transistors Q1-Q3, which in turn enable LEDs 66 (not shown) on target 32 (not shown). U8 supplies signals on lines 32-34 for eyes 108 (not shown).

Connectors

The following describes connectors in FIG. 17B. P3 accepts input signals from the chutes 28 (not shown) and the ball counter (not shown) on lines SC0-SC7. These lines also are shown in FIGS. 17A and 17C. P5 accepts input on line Tsense showing that tickets are being dispensed. Lines Tlow and TLED accept signals that tickets are low or are out, respectively. Tsense and Tlow are also shown in FIG. 17A. Lines TRUN and TCHT correspond to the same lines shown in FIGS. 17A and 17C, respectively, Lines ES1-ES7 in P12 correspond to the same lines shown in FIG. 17A. In P4, lines Coin1, Coin2, and CCNT correspond to the same lines shown in FIG. 17A. Line {overscore (Lockout)} corresponds to the same line in FIG. 17D.

The following describes connectors in FIG. 17D. The lines for P1 correspond to the same lines from U8 in FIG. 17D. For P9, the Start line corresponds to the same line in FIG. 17A and the SLITE line corresponds to the same line in FIG. 17D. P10 is the connector for the power supply described in FIG. 35. For P13, the lines correspond to the same lines from U8 in FIG. 17D. For P16, the lines correspond to the same lines from U8 in FIG. 17D. For P17, lines Eball and BRELEASE correspond to the same lines from U8 in FIG. 17D. Line Ballrel corresponds to the same line to U1 in FIG. 17A.

Displays and Sensors

FIG. 18 shows seven-segment LED displays D1-D5 for score display 40 (not shown). The following should be viewed in light of FIGS. 17 and 18. D1-D5 are connected to the mother board via connector P1. U8 supplies signals to enable each segment of displays D1-D5 on lines 1-8 on P1. In FIG. 18, lines 1-8 are connected through inverters U1 to each of D1-D5. U8 supplies signals selecting which of the displays to enable on lines 9-11 of P1 in FIG. 18. In FIG. 18, lines 9-11 from P1 are inputs to one-of-ten controller U2. Line 11 resets (clears) U2 each time a new cycle begins. Output pins 0, 2-4, and 6 are clocked and are used to enable D1-D5 by turning on Q1-Q5, respectively. For each clock advance, a different output pin is selected. The clock operates at a cycle high enough to make D1-D5 to appear continuously illuminated to the human eye. 12V pull-up resistor network RN1 is necessary to operate Q1-Q5. VR1 supplies regulated 5V power for U2 and the 74HC inverters. Output pins 1 and 5 of U2 also are clocked and are used to enable Q6 and Q7, as further explained below. Lines sega-segh are connected to P2 along with EXT1 and EXT2 from Q6 and Q7, respectively.

FIG. 19 shows seven-segment LED displays D1 and D2 for balls remaining display 38 (not shown). Connector P1 in FIG. 19 corresponds to connector P2 in FIG. 18. Lines sega-segh are supplied to D1 and D2 as described in FIG. 18 for D1-D5. EXT1 and EXT2 are used to select D1 and D2, as described in FIG. 18 for Q1-Q5.

FIG. 20 shows an opto-sensor for ball chutes 28 (not shown) and the ball counter (not shown). The following should be viewed in light of FIGS. 17 and 20. Opto-sensors are used to detect a ball entering a ball chute and the movement of a ball being released for use by a player. P1 in FIG. 20 interfaces with P12 in FIG. 17. The microcontroller U1 grounds line 1 of P1 during normal operation of the opto-sensor and supplies an enable signal (12V) to line 1 during self-testing. Line 2 of P1 accepts power, line 3 accepts an output signal from comparator U2, and line 4 is grounded. The RN resistors form a voltage divider supplying 6V power to the (+) terminals on U1 and U2. Grounding line 1 during normal operation enables current flow through D1, which directs light to Q1. Q1 provides a voltage level responsive to the amount of light received from D1. If the light is sufficiently attenuated (e.g., a ball passes between D1 and Q1), the voltage level at the (−) terminals of U1 and U2 drops below 6V and a signal is supplied on lines 1 and 7 at the outputs of the U1 and U2 respectively. U1 supplies a signal to line 3 of P1 to indicate a score or ball release. For self-testing, U1 sends a 12V enable signal to line 1 of P1. The voltage levels on the leads for D1 are thus balanced and no current flows to D1, deactivating D1. If the system is operating properly, the signal at line 6 of U2 drops below 6V, causing U1 to enable D2, indicating that the opto-sensor is operating correctly. U1 supplies the enable signal at programmed intervals.

Electrical Operation During Game Play

The following should be viewed in light of FIGS. 1-20. Unless otherwise noted, all connectors referenced are shown in FIG. 17. When the game is powered up, a sequence of commands are performed. The self-testing of opto-sensors is performed as described for FIG. 20. Also, U8 in FIG. 17 supplies a signal on line 77 to drop alien 36. U8 supplies another signal on line 77 to raise alien 36. As the alien approaches the top position, sensor 104 is activated, supplying a signal to line 12 on P3. Microcontroller U1 in FIG. 17 confirms that the appropriate signal is received on line 12. U8 also supplies a signal on line 71 to activate solenoid 86 for jaw assembly 84.

To commence a game, a player inserts money or tokens into the coin box 16. When one coin is inserted, the coin box supplies a signal to line 2 of P4, if a second coin is inserted, the coin box supplies a signal to line 3 of P4. For those aspects in which only one coin at a time is allowed, U8 supplies an enable signal to the coin lock out on line 72. The lock out prevents any further coins from being inserted. A coin lock out is required in certain jurisdictions. When U1 receives the coin signal on line 64, U1 activates the game.

The following describes game activation. U8 supplies signals on lines LEDDATA1-8 to zero score display 40 and U2 in FIG. 19 supplies signals on lines 1 and 2 for the balls remaining display 38 corresponding to the number of balls supplied at the beginning of the game. Also, U8 supplies a signal on line 70 to activate the target. U8 retrieves appropriate audio data from the EPROMs in FIG. 17 and supplies audio signals on lines 52, 53, and 55. The audio data includes background music, noise associated with the balls, and verbiage from the alien. U8 supplies an enable signal on line 47 to open the ball relay. As the balls are released into ball chute 14, each ball triggers a respective signal from a ball release opto-sensor. The opto-sensor then supplies a signal to U1 via line 1 of P3 for each ball passing the sensor. When U1 detects the proper number of ball detection signals, U8 supplies a signal on line 47 to deactivate the ball release relay. Note that if the game has a sufficient supply of balls at the start of the game, the entire amount of balls allotted per game play is dispensed at one time. If the game does not have sufficient balls at the start of the game, the ball release relay remains active and balls that are played are released back to the player until the allotted number of balls has been released, at which time, U8 deactivates the ball release relay.

A properly played ball lands in one of chutes 28, activating a respective opto-sensor for the chute. The respective opto-sensor supplies a signal to one of lines 2-6 in P3. The signal is received by one of lines 88-94 in U1 and U1 determines the appropriate score. U8 then adjusts the score display 40 to reflect the new score by supplying signals on lines LEDDATA1-8. U2 in FIG. 19 supplies signals on lines 1 and 2 to decrement the ball count shown on balls remaining display 38.

If a player hits primary oscillating target 32, switch 80 supplies a signal to line 8 of P3. When U1 receives the signal, U8 is prompted to supply a signal on line 70 to stop arm 33, appropriate audio signals on lines 52, 53, and 55, and a signal on line 77 to activate the alien reset (motor 56), which “dunks” alien 36. The score displayed by score display 40 is increased as described above. U8 enables the alien reset again and alien 36 is raised. As alien 36 approaches the beginning position, sensor 104 is activated, supplying a signal on line 12 of P3. U1 initiates a timing sequence and at a predetermined time, U8 supplies a signal on line 77 to halt motor 56.

At the end of the game, the score remains displayed on display 40 and U8 provides a specified set of audio signals on lines 52, 53, and 55. After a predetermined period of time, the game enters the “attract” mode. In this mode, U8 supplies audio signals on lines 52, 53, and 55 for the alien and for background music and U8 supplies a signal on line 70 to activate motor 54.

Thus, it is seen that the objects of the present invention are efficiently obtained, although it should be readily apparent to those having ordinary skill in the art that changes and modifications can be made to the invention without departing from the spirit and scope of the invention as claimed. It should especially be appreciated that the subject game may be programmed, both by the manufacturer and by the user. Hence, variations of the game may be made, used and sold, and yet be within the spirit and scope of the claims, since the programmability of the game inherently invites such variation.

PARTS LIST

  • 10 Present invention
  • 12 Game Cabinet
  • 14 Ball Chute
  • 15 Ball
  • 16 Coin Box
  • 18 Front Access Panel
  • 20 Prize Dispenser
  • 22 Alley
  • 24 Start Button (Optional)
  • 26 Ramp
  • 27 Target area
  • 28 Ball Chute (Secondary Target)
  • 30 Primary Oscillating Target Assembly
  • 32 Primary Oscillating Target
  • 33 Oscillating Target Arm
  • 34 Transparent Protective Cover
  • 36 Interactive assembly (Alien)
  • 37 Display Area
  • 38 Balls Remaining Display
  • 40 Score Display
  • 42 Safety Netting
  • 44 Anti-cheating means
  • 46 Alley side rails
  • 48 Dunking “Tank” (Decorative Plexiglas)
  • 50 Marquee
  • 52 Ball Return Chute
  • 54 Electric Motor (Oscillating Movement of Target)
  • 56 Electric Motor (Vertical Movement of Interactive Assembly)
  • 58 Chain Assembly
  • 60 Target Face Plate
  • 62 Plunger
  • 64 LED Board
  • 66 LEDs
  • 68 Target Movement Link
  • 70 Motor Movement Link (Eccentric Arm)
  • 72 Target Arm Guide
  • 74 Protective Cover
  • 76 Target Face Plate Biasing Means (Helical Spring)
  • 78 LED Board Support Means
  • 80 Switch
  • 82 Switch Arm
  • 84 Jaw Assembly
  • 86 Solenoid
  • 88 Plunger
  • 90 Biasing Spring
  • 92 Hinged Jaw
  • 94 Chain
  • 96 Sprocket
  • 98 Slide Retaining Cover
  • 100 Interactive Assembly Vertical Slide Bracket
  • 102 Chain Lift Pin
  • 104 Interactive Assembly Position Sensor
  • 106 Slide brackets
  • 108 Interactive assembly (“alien”) eyes

Claims

1. A roll-down type game comprising:

an alley, a primary moving target, and at least one secondary target;
an interactive assembly configured for movement; and,
a game piece configured to be disposed along said alley.

2. The roll-down game of claim 1 wherein said primary moving target is configured for actuation by said game piece and said interactive assembly is configured for movement responsive to said actuation.

3. The roll-down game of claim 1 wherein said interactive assembly comprises a first jaw assembly, said at least one secondary target is configured for actuation by said game piece, and said first jaw assembly is configured for movement responsive to actuation of said at least one secondary target.

4. The roll-down game of claim 1 further comprising a first audio system and wherein said at least one secondary target is configured for actuation by said game piece, and said first audio system is configured to supply a first audio message responsive to actuation of said at least one secondary target.

5. The roll-down game of claim 1 further comprising a first game goal and wherein said interactive assembly is configured to move in response to achievement of said first game goal.

6. The roll-down game of claim 1 further comprising a second game goal and wherein said interactive assembly comprises a second jaw assembly and said second jaw assembly is configured to move responsive to achieving said second game goal.

7. The roll-down game of claim 1 further comprising a third game goal and a second audio system, wherein said at least one secondary target is configured for actuation by said game piece, and said second audio system is configured to supply a second audio message responsive to attempts to achieve said third game goal.

8. The roll down game of claim 1 wherein said game piece comprises a ball.

9. The roll-down game of claim 1 further comprising:

a light emitting diode (LED) with first and second terminals, said first terminal being held at an operational voltage level; a receptor arranged to receive light from said LED and to supply a signal responsive to said received light; and,
a test power supply controllably connected to said second terminal, said test power supply arranged to supply a test voltage substantially equal to said operational voltage, where said LED ceases emitting light in response to connecting said test voltage at said second terminal and the status of said LED and receptor is determined by a response of said receptor to said cessation of said light.

10. A roll-down type game comprising:

at least one game station comprising a playing field;
a primary target disposed at one end of said playing field, said primary target configured for movement; and,
a game piece configured to be disposed along said playing field.

11. The roll-down game of claim 10 wherein said playing field comprises an alley and a ramp and said primary target is configured to traverse said alley proximate said ramp.

12. The roll-down game of claim 10 further comprising a first interactive assembly wherein said primary target is configured for actuation by said game piece and said first interactive assembly is configured to move in response to said actuation of said primary target.

13. The roll-down game of claim 10 further comprising a second interactive assembly and a first audio system and wherein said primary target is configured for actuation by said game piece and said first audio system is configured to supply a first audio message in response to said actuation of said primary target.

14. The roll-down game of claim 10 further comprising at least one secondary target.

15. The roll-down game of claim 14 further comprising a third interactive assembly comprising a first jaw assembly, wherein said at least one secondary target is configured for actuation by said game piece and said first jaw assembly is configured to move in response to said actuation of said at least one secondary target.

16. The roll-down game of claim 14 further comprising a fourth interactive assembly and a second audio system and wherein said at least one secondary target is configured for actuation by said game piece and said second audio system is configured to supply a second audio message responsive to said actuation of said at least one secondary target.

17. The roll-down game of claim 14 further comprising a fifth interactive assembly configured for movement and a first pre-programmed game goal wherein said fifth interactive assembly is configured for movement responsive to attempts to achieve said first pre-programmed game goal.

18. The roll-down game of claim 14 comprising a sixth interactive assembly with a second jaw assembly and a second pre-programmed game goal, wherein said second jaw assembly is configured for movement in response to non-achievement of said second pre-programmed game goal.

19. The roll-down game of claim 14 further comprising a third audio system and a third pre-programmed game goal, wherein said third audio system is configured to supply a third audio message responsive to attempts to achieve said third goal.

20. The roll-down game of claim 10 further comprising:

a light emitting diode (LED) with first and second terminals, said first terminal being held at an operational voltage level;
a receptor arranged to receive light from said LED and to supply a signal responsive to said received light; and,
a test power supply controllably connected to said second terminal, said test power supply arranged to supply a test voltage substantially equal to said operational voltage, where said LED ceases emitting light in response to connecting said test voltage at said second terminal and the status of said LED and receptor is determined by a response of said receptor to said cessation of said light.

21. A method of playing a roll-down game, comprising:

disposing at least one primary moving target and at least one secondary target in at least one game station;
disposing a game piece along an alley in said at least one game station; and,
moving an interactive assembly.

22. The method recited in claim 21 further comprising actuating said primary moving target with said game piece and wherein moving said interactive assembly comprises moving said assembly responsive to said actuation.

23. The method recited in claim 21 wherein said interactive assembly comprises a first jaw assembly, said method further comprising activating said at least one secondary target with said game piece and moving said first jaw assembly responsive to actuation of said at least one secondary target.

24. The method recited in claim 21 wherein said at least one game station further comprises a first audio system, said method further comprising actuating said at least one secondary target with said game piece and supplying a first audio message from said first audio system responsive to actuation of said at least one secondary target.

25. The method recited in claim 21 wherein said at least one game station further comprises a first game goal and said method further comprising achieving said first goal and moving said interactive assembly in response to achieving said first game goal.

26. The method recited in claim 21 wherein said at least one game station further comprises a second game goal and said interactive assembly comprises a second jaw assembly, said method further comprising achieving said second game goal and moving said second jaw assembly responsive to said achieving.

27. The method recited in claim 21 wherein said at least one game station further comprises a third game goal and a second audio system, said method further comprising attempting to achieve said third game goal and supplying a second audio message using said second audio system responsive to said attempting.

28. The method recited in claim 21 wherein said game piece comprises a ball and said method further comprises rolling said ball along said alley toward said primary moving target and said secondary target.

29. The method recited in claim 21 further comprising:

emitting light from a light emitting diode (LED) in response to holding a first terminal of said LED at an operational voltage level;
receiving said light at a receptor;
supplying a signal from said receptor responsive to said received light;
controllably supplying a second terminal of said LED with a voltage level substantially equal to said operational voltage level;
ceasing to emit light from said LED in response to said supplied voltage; and,
determining a status of said LED and receptor responsive to said cessation of light.

30. A method of playing a roll-down game, comprising:

providing at least one game station with a playing field;
disposing at least one primary target at one end of said playing field;
moving said primary target; and,
disposing a game piece along said playing field.

31. The method recited in claim 30 further comprising disposing an alley and a ramp in said playing field and traversing said alley proximate said ramp with said primary target.

32. The method recited in claim 30 wherein said at least one game station further comprises a first interactive assembly, said method further comprising actuating said primary target with said game piece and moving said first interactive assembly in response to said actuating said primary target.

33. The method recited in claim 30 wherein said at least one game station further comprises a second interactive assembly and a first audio system, said method further comprising actuating said primary target with said game piece and supplying a first audio message using said first audio system in response to said actuating said primary target.

34. The method recited in claim 30 wherein said at least one game station further comprises at least one secondary target.

35. The method recited in claim 30 wherein said at least one game station further comprises a third interactive assembly comprising a first jaw assembly, said method further comprising actuating said at least one secondary target with said game piece and moving said first jaw assembly in response to said actuating said at least one secondary target.

36. The method recited in claim 30 wherein said at least one game station further comprises a fourth interactive assembly and a second audio system, said method further comprising actuating said at least one secondary target with said game piece and supplying a second audio message using said second audio system responsive to said actuating said at least one secondary target.

37. The method recited in claim 30 wherein said at least one game station further comprises a fifth interactive assembly and a first pre-programmed game goal, said method further comprising attempting to achieve said first game goal and moving said fifth interactive assembly responsive to said attempting.

38. The method recited in claim 30 wherein said at least one game station further comprises a sixth interactive assembly with a second jaw assembly and a second pre-programmed game goal, said method further comprising not achieving said second pre-programmed game goal and moving said second jaw assembly in response to said non-achievement of said second pre-programmed game goal.

39. The method recited in claim 30 wherein said at least one game station further comprises a third audio system and a third pre-programmed game goal, said method further comprising attempting to achieve said third goal and supplying a third audio message with said third audio system responsive to said attempting.

40. The method recited in claim 30 further comprising:

emitting light from a light emitting diode (LED) in response to holding a first terminal of said LED at an operational voltage level;
receiving said light at a receptor;
supplying a signal from said receptor responsive to said received light;
controllably supplying a second terminal of said LED with a voltage level substantially equal to said operational voltage level;
ceasing to emit light from said LED in response to said supplied voltage; and,
determining a status of said LED and receptor responsive to said cessation of light.
Patent History
Publication number: 20050206084
Type: Application
Filed: Mar 8, 2005
Publication Date: Sep 22, 2005
Applicant: Innovative Concepts in Entertainment, Inc. (Clarence, NY)
Inventors: Drew Krouse (Hamburg, NY), Edward Dluzen (Clarence, NY), Mark Sprenger (Elk Grove, IL)
Application Number: 11/074,854
Classifications
Current U.S. Class: 273/352.000