DART BOARD WITH DIGITAL TARGET DISPLAY RING (DTDR)

The present invention features a dart board comprising a digital target display ring (DTDR) surrounding a target area. The DTDR is operatively connected to a controller with a microprocessor, wherein said microprocessor is configured to (a) receive an input signal from an input device when the input device is actuated, and (b) generate an output signal to the DTDR for the DTDR to display a unique graphic according to pre-programmed commands for the actuated input device.

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Description
BACKGROUND OF THE INVENTION

Various electronic dart boards are known, where the dart games are modified to enhance the playing experience. The one common feature that these electronic dart boards have is that the numerical values surrounding the target area remain static, i.e., the display arrangement is always the standard 20, 1, 18, 4, etc., going clockwise, where 20 is at the 12 o'clock position.

The present invention features an electronic dart board where the graphic display matching up with each segment in the target area may be varied.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a dart board comprising a digital target display ring (DTDR) surrounding a target area. The DTDR may display various graphic in various arrangements around the target area. The DTDR shows the various possible exemplary graphics that may be displayed, e.g., numerical values, pool balls having certain numbers, dice, etc.

FIG. 2 shows a block diagram of the electrical components, wherein the DTDR is operatively connected to a controller with a microprocessor and said microprocessor is configured to (a) receive an input signal from an input device when the input device is actuated, and (b) generate an output signal to the DTDR for the DTDR to display a unique graphic according to pre-programmed commands for the actuated input device.

FIG. 3 shows an enlarged visual presentation of the lower portion of the dart board shown in FIG. 1. The input device of the present invention includes a game option selection and a game level selection.

FIG. 4 shows a game menu for the game selection.

FIG. 5 shows a schematic diagram of how software may be used to initialize some or all of the dart board's parameters, e.g., set the displays such as the DTDR to display the default graphics, initialize all of the variables that will be stored in RAM 45, and request that the player select a game.

FIG. 6 shows a schematic diagram of how a software waits for an input from the user, to process the start of game.

DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention features a dart board comprising a digital target display ring (“DTDR”) for enhancing a player's playing experience. A dart board 10 in accordance with the present invention as shown in FIG. 1 comprises a target area 12 surrounded by a digital target display ring (DTDR) 20.

To initiate the game, a player enters various game parameters via the input device 46 (e.g., buttons and the like). Various parameters may be entered (discussed below), but the two main parameters are game type (e.g., Zen Cricket, 8-Ball, Pool, etc.) and game level. The input device 46 communicates with the controller 40, which comprises a microprocessor 42 and memory 43. The electrical components and communication of the present invention may be configured in any appropriate manner known to one of ordinary skill, see for example, U.S. Pat. No. 5,401,033, the entire disclosure of which is incorporated by reference herein.

The microprocessor 42 is configured to receive instructions from the input devices and execute software from the memory 43 (e.g., ROM) for the selected parameter (e.g., game type and game level). The memory 43 may include, but is not limited to both non-volatile, read only memory (ROM) 44 for storing software data, and random access memory (RAM) 45 for temporary storage during execution. It is possible that other types of memory may be included, such as flash memory, in addition to, or in replace of the previously mentioned technology. Once the dart board is switched on, the microprocessor 42 will begin executing the initialization code stored in ROM 44. In some embodiments, a commercial microcontroller is used to act as the controller, and the software may be written in either assembly, or a specialized high-level language designed specifically for the particular controller. For ease of use by the programmer, a controller whose programming language is based on a more common language, such as C, may be employed. This code may be used to initialize some or all of the dart board's parameters, e.g., set the displays such as the DTDR to display the default graphics, initialize all of the variables that will be stored in RAM 45, and request that the player select a game (FIG. 5). Once all initialization parameters have been set, the software would wait for player input.

When the digital dart board is waiting for user input, the player will then be able to press the appropriate buttons on the input device 46 to select the appropriate game options (e.g., the game type and level; FIG. 6). Every time the controller 40 receives an input from the input device 46, it will update the appropriate variables in stored in RAM 45. If the game select button is pressed, the game will update the counter with the new index number of the next game type. It will then update the display with the new game name via the display driver circuit 47. If the level select button is pressed, the game will update the level counter with the new index number of the next level. It will then update the display via the display driver circuit 47 with the new level number. As part of its execution of the software from ROM 44, the microprocessor also obtains the appropriate graphic file from ROM 44, sends the information to a display driver circuit 47 which instructs the DTDR to display specific game characters (e.g., numbers, billiard balls, dice, cards, etc.) in accordance with the game parameter selected. Optionally, the display driver circuit 47 additionally instructs the information screen 110 to display relevant game information, e.g., game selected, scores, game level, etc. Once the player has selected the desired game type and level, the player may then select the start game button to begin play.

In some embodiments, the microprocessor obtains the appropriate sound file from ROM 44, sends the information to an audio driver circuit 48 which instructs the speakers to play specific game sounds associated with the selected game parameters.

The target area may have various scoring regions, wherein each scoring region has a sensor that can detect an impact of a dart when the dart is thrown and hits that region. In some embodiments, a sensor may be in the form of a switch that is depressed when a dart hits the scoring region. Examples of switches that may be used in accordance with the present invention may be found in U.S. Pat. No. 4,057,251, the entire disclosure of which is incorporated in its entirety herein by reference. When a sensor detects an impact of a dart (ie. a switch is depressed), it sends a signal to the controller. Once the controller receives this signal from the target area, it processes it in accordance with the software instructions for the selected game parameter, e.g., displaying a score, adding points, displaying a graphic, playing a sound, etc. In some embodiments, the target area remains static and does not have an altering graphic display. For example, as opposed to the DTDR which has an altering graphic display, the target area does not.

In some embodiments, the target area 12 comprises 20 pie sections, each pie section comprising a sensor to detect an impact of a dart. In some embodiments, the target area comprises scoring segments (each comprising a sensor to detect an impact of a dart), wherein the scoring segments may further comprise

    • (a) a bull's-eye 15,
    • (b) a first area 16 (single ring) surrounding the bull's-eye, wherein the first area comprises a plurality of scoring segments,
    • (c) a second area 17 (triple ring) surrounding the first area, wherein the second area comprises a plurality of scoring segments,
    • (d) a third area 18 (single ring) surrounding the second area, wherein the third area comprises a plurality of scoring segments,
    • (e) a fourth area 19 (double ring) surrounding the third area, wherein the fourth area comprises a plurality of scoring segments, and
    • (f) optionally, a fifth non-scoring area 14 surrounding the fourth area for miss thrown darts,
      wherein the scoring segments are radially aligned within twenty pie sections.

The target area 12 is operably coupled to a controller 40 which controls the play of the game as well as the scoring. The controller 40 comprises a microprocessor 42 that operates according to the software stored in memory 43. The controller 40 is responsive to input devices 46 such as buttons (or switches, and the like) on the device for controlling game being played.

Any game that is adaptable to a dart board may be played with the present dart board having a DTDR. Non-limiting examples of games are shown on game menu (FIG. 4).

Various player parameters and options may be set with the input device 46. In some embodiments, the input device comprises one or more of the following buttons shown in FIG. 4. The buttons shown in FIG. 4 are examples only and are not limiting, e.g., a dart board of the present invention may comprise fewer or more buttons shown in FIG. 4. In some embodiments, the buttons shown in FIG. 4 function as follows:

Power Button (ON/OFF)—Press to turn game on or off. Dartboard has an automatic suspend mode to conserve power and battery life. The automatic suspend mode will activate after 5 minutes of non-use. However, the scores are stored in memory and can be retrieved by pressing any button.

Game Menu—This button will activate the game menu function to allow the players to choose one of many games associated with the board

Game Options—Press this button to select varying options for each game played. After a game, number of players and level is selected; players may need to add options to a game. The options that come up when this button is pushed depends on the game and level selected. Options can include but are not limited to (1) “Clockwise”: which will rotate the images generated on the DTDR in a clockwise motion (e.g., rotating the individual images on the DTDR one space clockwise each time the option button is selected), (2) “Counter Clockwise”: which will rotate the images generated on the DTDR in a counter clockwise motion (e.g., moving the DTDR in a counter clockwise motion one space each time the option button is selected), (3) “Random”: which will rotate the images generated on the DTDR in a random motion (e.g., moving the DTDR in a clockwise or counter clockwise motion two spaces each time the option button is selected), (4) “Points”: which when playing games such as Cricket will allow for points to be added up by players against opponents. In some embodiments, to move through the Options menu, a player can press and release the Option button quickly (with each quick press bringing up a new option, e.g., “Clockwise”, “Counter Clockwise”, etc.). To choose an option (e.g. “Clockwise”) from the options menu, a player can press and hold the button for a longer duration, e.g., 2 seconds, when that particular option is visible.

Number of Players—This button is used at the beginning of each game to select the number of players that want to play the game. Up to 8 players able to play.

Manual Button—This button will allow the players to “Manually” place the numbers or graphics 1 through 20 inside of the DTDR. This feature, when pressed, will hold the “graphic segments for game” 1-20 in memory. When a player taps a scoring section with a dart, it registers on the IC board, which sends a signal to the memory; the first “graphic segment for game” in the series 1-20 (example 1) will be placed there and will be removed from the memory. Then the player will tap another scoring area of their choosing which will place the second “graphic segment for game” in the series 1-20 (example 2) in that area on the DTDR and so on until all 20 “graphic segments for game” have been chosen by the player. The game will then be played with the numbers in that order until another command is given to override that command,

Randomize Button—Each time this button is pressed it will automatically randomize the order in which the numbers, graphics and/or characters appear on the DTDR, which will then stay in their respective order until another command is given to the board.

Start Button—This multi-function button is used to START the game when all options have been selected and to CHANGE to the next player when one player is finished throwing their darts.

Missed Dart—If a dart misses the target area, it will not register on the board. Press this button to register that an additional dart hit the board so the board can move to the next task

Volume Control—UP—This button will raise the volume of the board's audio

Volume Control—DOWN—This button will lower the volume of the board's audio

Bounce Out—Sometimes darts do not remain in the scoring section and fall out but scores a successful hit due to hitting the target area. If a player does not want to have that score registered, they press the Bounce Out button immediately afterward to deduct that score.

Double Button—This button is used to activate the Double In/Double Out option for the games.

Trash Talk Button—Press this to activate different levels of interactive sound effects.

Record button—Press this button to activate the recording option, which allows a player to record their voice, for example up to 10 seconds of their voice, which is then placed into the Trash Talk memory.

Quick Buttons—These are buttons pre-programmed to bring up various games such as (Zen Cricket, 8-Ball, 9-Ball, Cricket, Straight Pool, 301, etc.)

Many different game levels can be created and played in accordance with the present invention. Each different level for the respective game has different rules for gameplay, and each of these different sets of rules would be coded in software and stored in ROM. In some embodiments, the various game level may be as follows:

Level One: DTDR remains fixed (Normal game display stays stationary through out game)—With this Level, players have the option of using the Randomize or Manual Set button which will allow them to place the graphics randomly or manually in a different order within the DTDR. This level can be used with any game on board.

Level Two: DTDR rotates after each round of play. If there are multiple players, this takes place after the final player has taken their turn. (Numbers or graphics will rotate “clockwise, counterclockwise or both”, uniformly in the “same colored” target segments). In the Game Options area, the players get to choose “clockwise”, “counter-clockwise”, 2 spaces, 4 spaces, 6 spaces, etc. or Random generation which will follow the rules for this level (“same colored” target segments).—e.g. Before game play, player chooses Zen Cricket in the Game Menu, chooses the Level of Difficulty with the Level button, then with the Game Options button the players choose “clockwise”, “2 Spaces”. After each round of play, the 20 (normally positioned at the top center of the board) will rotate 2 colored segments to the right “clockwise” to rest in the area normally reserved for the number 18 (same colored area), which will in turn rotate the placement of every number on the board 2 spaces to the right after each round of play. This level can be used with any game on board.

Level Three: DTDR rotates after each round of play. If there are multiple players, this takes place after the final player has taken their turn. (Numbers or graphics will rotate “clockwise, counterclockwise or both”, uniformly into any of the target segments). In the Game Options area the players get to choose “clockwise”, “counter-clockwise”, 1 spaces, 2 spaces, 3 spaces, etc. or Random generation—e.g. Before game play, player chooses Zen Cricket in the Game Menu, chooses the Level of Difficulty with the Level button, then with the Game Options button the players choose “clockwise”, “Random”. After 1st round of play, the 20 (normally positioned at the top center of the board) will rotate to the right “clockwise” to the position traditionally held by the number 6 which will in turn rotate the placement of every number on the board 5 spaces to the right after the 1st round of play. After the 2nd round of play, this procedure repeats itself and so on until the game is finished.

Level Four: DTDR varies numbers or graphics after each round of play described as; if there are multiple players, this takes place after the final player has taken their turn. (Numbers or graphics will reposition themselves randomly on any of the 20 target segments.) e.g. There are 3 players and The Game 8-Ball is chosen in the Game Menu, # of Players are chosen, and Level Four difficulty is chosen. After the 3rd player throws their darts, the DTDR will then display all of the billiard ball graphics in a new position within the DTDR before player 1 takes there turn for the 2nd round of play.

Level Five: DTDR rotates numbers or graphics after each player finishes their turn described as, when a player throws all three of their darts at the dartboard. (Numbers or graphics will rotate “clockwise, counterclockwise or both”, uniformly in the “same colored” target segments). In the Game Options area the players get to choose “clockwise”, “counter-clockwise”, 2 spaces, 4 spaces, 6 spaces, etc. or Random generation, as long as it remains in the same colored target segment area.—e.g. Before game play, player chooses Zen Cricket in the Game Menu, chooses the Level of Difficulty with the Level button, then with the Game Options button the players choose “clockwise”, “2 Spaces”. After each player finishes their turn, the 20 (normally positioned at the top center of the board) will rotate 2 colored segments to the right “clockwise” to rest in the area normally reserved for the number 18 (same colored area), which will in turn rotate the placement of every number on the board 2 spaces to the right after each player finishes their turn. This level can be used with any game on board.

Level Six: DTDR varies numbers or graphics after each player throws described as, when a player throws all three of their darts at the dartboard. (Numbers or graphics will rotate “clockwise, counterclockwise or both”, uniformly into any of the target segments). In the Game Options area the players get to choose “clockwise”, “counter-clockwise”, 1 spaces, 2 spaces, 3 spaces, etc. or Random generation—e.g. Before game play, player chooses Zen Cricket in the Game Menu, chooses the Level of Difficulty with the Level button, then with the Game Options button the players choose “clockwise”, “Random” After 1st player finishes their turn, the 20 (normally positioned at the top center of the board) will rotate to the right “clockwise” to the position traditionally held by the number 6 which will in turn rotate the placement of every number on the board 5 spaces to the right after the 1st player completes their turn. After the 2nd player completes their turn, this procedure repeats itself and so on until the game is finished.

Level Seven: DTDR varies numbers or graphics after each player throws described as; when a player throws all three of their darts at the dartboard. (Numbers or graphics will reposition themselves randomly on any of the 20 target segments.) e.g. There are 3 players and The Game 8-Ball is chosen in the Game Menu, # of Players are chosen, and Level Seven difficulty is chosen. After the 1st player throws their darts, the DTDR will then display all of the billiard ball graphics in a new position within the DTDR before player 2 takes their turn.

Level Eight: DTDR rotates after each dart thrown described as; Player 1 throws their first dart. (Numbers or graphics will rotate “clockwise, counterclockwise or both”, uniformly in the “same colored” target segments). In the Game Options area the players get to choose “clockwise”, “counter-clockwise”, 2 spaces, 4 spaces, 6 spaces, etc. or Random generation, as long as it remains in the same colored target segment area.—e.g. Before game play, player chooses Zen Cricket in the Game Menu, chooses the Level of Difficulty with the Level button, then with the Game Options button the players choose “clockwise”, “2 Spaces”. After each dart is thrown, the 20 (normally positioned at the top center of the board) will rotate 2 colored segments to the right “clockwise” to rest in the area normally reserved for the number 18 (same colored area), which will in turn rotate the placement of every number on the board 2 spaces to the right after each dart is thrown. This level can be used with any game on board.

Level Nine: DTDR rotates after each dart thrown described as; Player 1 throws their first dart. (Numbers or graphics will rotate “clockwise, counterclockwise or both”, uniformly into any of the target segments). In the Game Options area the players get to choose “clockwise”, “counter-clockwise”, 1 spaces, 2 spaces, 3 spaces, etc. or Random generation—e.g, Before game play, player chooses Zen Cricket in the Game Menu, chooses the Level of Difficulty with the Level button, then with the Game Options button the players choose “clockwise”, “Random”. After 1st dart is thrown and scores, the 20 (normally positioned at the top center of the board) will rotate to the right “clockwise” to the position traditionally held by the number 6 which will in turn rotate the placement of every number on the board 5 spaces to the right after the 1st dart is thrown and before the 2nd dart is thrown. After the 2nd dart is thrown, this procedure repeats itself and so on until the game is finished.

Level Ten: DTDR varies numbers or graphics after each dart thrown described as; Player 1 throws their first dart. (Numbers or graphics will reposition themselves randomly on any of the 20 target segments.) e.g. There are 3 players and The Game 8-Ball is chosen in the Game Menu, # of Players are chosen, and Level Ten difficulty is chosen. After the 1st player throws their first dart, the DTDR will then display all of the billiard ball graphics in a new position within the DTDR before the 2nd dart is thrown.

Zen-Master Level. This level allows for time settings to be applied to Levels Eight, Nine and Ten. Based on the time setting chosen (e.g. 1-10 second intervals), the player only has a set amount of time to throw their darts at the board before the DTDR changes the number and/or graphic positioning on the board depending on the Level chosen. The countdown happens after the first thrown dart for each player, e.g. The Game Zen Cricket is chosen for 2 players. The Master Level is added to difficulty level Ten and a 3-second interval is chosen. Once Player 1 throws their first dart at chosen target area, Player 1 then only has a maximum of 3 seconds to locate, aim, and throw their dart at chosen target area before the DTDR changes again. If dart is not thrown within that period of time the player will lose that throw.

Any appropriate display technologies may be employed to construct the DTDR 20 of the present invention. For example, the DTDR 20 of the present invention may be constructed using any of the following display technologies: liquid crystal display (LCD), thin film transistor liquid crystal display (TFT LCD), active matrix liquid crystal display (AMLCD), light emitting diode (LED), organic light emitting diode (OLED), active matrix organic light emitting diode (AMOLED), surface-conduction electron-emitter display (SED), field emission display (FED), electrophoretic display (ED), vacuum florescent display (VFD), interferometric modulation (IMOD), and Electronic Paper Display (EPD). The display driver circuit 47 may comprise two parts. One general driver circuit responsible for controlling each scoring bed's display as well as the scoring display, and a more specific, display specific driver circuit for handling any and all display specific processing. The display specific driver circuit would ultimately be responsible for updating its specific display. By breaking the display driver circuit into components, the display technology can easily be changed based on changing market conditions to decrease production costs. This DTDR 20 will likely initially be comprised of multiple smaller displays adjacent to form a ring. However, as market conditions change, it may become feasible to design one continuous display with a hole in the center for the dartboard. This continuous display would be ideal, so that there is no gap between displays, however since the display driver circuit is broken into separate components, even if the dart board initially utilizes separate displays, it can later be changed to accommodate one large display with minimal changes to the rest of the unit.

EXAMPLES Example 1 Playing Zen Cricket with Dart Board Having Digital Target Display Ring

Players can initiate and play Zen Cricket in accordance with the present invention as follows. Board is turned on with Power Button. Game Menu Button is pushed which brings up the ability to choose a pre-defined game. Player can scroll to the desired game, e.g., Zen Cricket, and then push the “enter” button. Zen Cricket is chosen from Game Menu. 4 Players are chosen from the # of Players Button—pressing this button consecutively 4 times will tell the board there are 4 players in the game. If the board allows for 8 players, pressing this button 9 times will begin the player selection all over from 1 player, 6 presses=6 players, etc.

Difficulty Level 8 is chosen by using the Level Button and pressing it 8 times—see Level Descriptions—if the Level Button is not pushed it will by default be placed on Difficulty Level 1. By pressing the Level Button 1 time—this will take it to Level 1 and so on. The Options of the game “Both (Clockwise/Counter Clockwise)”, “6 Spaces” and Points are chosen—this will rotate the numbers on the DTDR throughout the game either clockwise or counterclockwise 6 spaces after each dart is thrown. Start Button is pressed to begin game play. Player 1 throws Dart 1. (The object of the game Zen Cricket is similar to Traditional Cricket in that each player is attempting to score 3 darts in the following numbers 20, 19, 18, 17, 16, 15 and the Bull's-eye. This will “close out” that number. This can be done by scoring in the single, double and/or triple area of each scoring segment on the target area of the board.) After the 1st dart is thrown, Player 1's dart scores inside of the Double Ring of the 20, a score of 2 hits is registered on the monitor area of the board with an X in the 20 areas. (When a player closes out a number the graphic that displays is usually an X surrounded by a circle. 1 diagonal line for 1 hit, 1 diagonal line completing the X for a 2nd hit and the circle surrounding signifying 3 hits). Player 1 now needs only to hit the 20 once more to “close out” the 20's. After the 1st dart is thrown, the number graphics on the DTDR rotate to a pre-defined position as chosen by the Difficulty Level and Options, in effect moving the number 20 away from the original area, causing Player 1 to re-adjust the throw to hit another area of the board. Player 1 throws Dart 2 which scores a single hit on the 18. Since 20's and 19's are not closed out, this dart does not count as a score for 18. However, because the 2nd dart was thrown, the program of the Difficulty level takes over once again and the numerical graphics change position within the DTDR. Any prior darts that are still stuck in the target area after the DTDR changes and happen by chance to be in the intended target for next throw will be cancelled as a point(s) automatically by the game controller. Player 1 throws Dart 3 which scores a triple hit on the 20. This “closes out” Player 1's 20's and gives Player 1 40 points. After Dart 3 is thrown, the program changes the position of the numbers within the DTDR before Player 2 begins their turn. Game play continues this way throughout the entire game until all numbers 20, 19, 18, 17, 16, 15 and Bulls-eye are closed out by one of the players, which will win them the game.

Example 1 Playing 9-Ball with Dart Board Having Digital Target Display Ring

Player turns on board with Power Button. Game Menu Button is pushed which brings up the ability to choose a pre-defined game. 9-Ball is chosen from Game Menu. 2 Players are chosen from the # of Players Button—pressing this button consecutively 2 times will tell the board there are 2 players in the game. If the board allows for 8 players, pressing this button 9 times will begin the player selection all over from 1 player, 6 presses=6 players, etc. Difficulty Level 4 is chosen by using the Level Button and pressing it 4 times—see Level Descriptions—if the Level Button is not pushed it will by default be placed on the pre-determined level of difficulty for that game (This game is typically a level 8 game). By pressing the Level Button 1 time—this will take it to Level 1 and so on. Game options single, double, or triple to sink ball is chosen as “single”. Start Button is pressed to begin game play. Player 1 throws Dart 1. (The object of the game 9-Ball is similar to the traditional game Rotation “Around The World” where the players are attempting to hit each ball once to move onto the next ball in succession. If the player scores “sinks” each ball consecutively with their darts, they are able to retrieve their 3 darts and throw again until they miss the ball they are aiming for or a cue ball “scratch” which will then end their turn). After the 1st dart is thrown, Player 1's dart scores inside of the 1-Ball “sinking it”. The player 1 throws their second dart hitting the 8-Ball. Their turn is over since they did not hit the 2-Ball. Player 2 throws Dart 1 and hits the 2-Ball, Dart 2 and hits the 3-Ball, Dart 3 and hits the 4-Ball. Player 2 now retrieves their darts and begins again aiming for the 5-Ball. Player 2 misses and scores on the Cue Ball. Player 2's turn is now over. Because the Difficulty Level 4 was chosen, since it is the end of Round 1, all of the billiard balls move from their original position within the DTDR and now come to stop in a randomly generated position. Game play continues this way throughout the entire game until all 1, 2, 3, 4, 5, 6, 7, 8, and 9 are “sunk” by the players. The player that sinks the 9-ball is the player that wins the game.

Various modifications of the invention, in addition to those described herein, will be apparent to those skilled in the art from the foregoing description. Such modifications are also intended to fall within the scope of the appended claims. Each reference cited in the present application is incorporated herein by reference in its entirety.

Although there has been shown and described the preferred embodiment of the present invention, it will be readily apparent to those skilled in the art that modifications may be made thereto which do not exceed the scope of the appended claims. Therefore, the scope of the invention is only to be limited by the following claims.

Claims

1. A dart board comprising a digital target display ring (DTDR) surrounding a target area, said DTDR is operatively connected to a controller with a microprocessor, said microprocessor is configured to

(a) receive an input signal from an input device when the input device is actuated, and
(b) generate an output signal to the DTDR for the DTDR to display a unique graphic according to pre-programmed commands for the actuated input device.

2. The dart board of claim 1 wherein the target area comprises scoring segments, wherein the scoring segments comprises:

(a) a bull's-eye,
(b) a first area (single ring) surrounding the bull's-eye, wherein the first area comprises a plurality of scoring segments,
(c) a second area (triple ring) surrounding the first area, wherein the second area comprises a plurality of scoring segments,
(d) a third area (single ring) surrounding the second area, wherein the third area comprises a plurality of scoring segments,
(e) a fourth area (double ring) surrounding the third area, wherein the fourth area comprises a plurality of scoring segments, and
(f) optionally, a fifth non-scoring area surrounding the fourth area for miss thrown darts,
wherein the scoring segments are radially aligned within twenty pie sections.

3. The dart board of claim 2 wherein the DTDR displays twenty sectional graphics, wherein each sectional graphic corresponds to a pie section.

4. The dart board of claim 1 wherein the microprocessor receives a game selection input from the input device.

5. The dart board of claim 4 wherein the game selected is Zen Cricket, and each displayed sectional graphic corresponding to each pie section is a unique number selected from one through twenty, and wherein the microprocessor generates an output signal to the DTDR to display a random and unique number for each section.

6. The dart board of claim 4 wherein the game selected is billiards, and each displayed sectional graphic corresponding to each pie section is a billiard ball having a unique number selected from one to fifteen; and wherein the microprocessor generates an output signal to the DTDR to display a random and unique billiard ball for each section.

7. The dart board of claim 4 wherein the game selected is cards, and each displayed sectional graphic corresponding to each pie section is a card having a unique playing card, and wherein the microprocessor generates an output signal to the DTDR to display a random and unique playing card for each section.

8. The dart board of claim 4 wherein the game selected is dice, and each displayed sectional graphic corresponding to each pie section is a unique set of dice, and wherein the microprocessor generates an output signal to the DTDR to display a random and unique set of dice for each section.

Patent History
Publication number: 20090218769
Type: Application
Filed: Mar 1, 2008
Publication Date: Sep 3, 2009
Inventors: Robert Krzewicki (Sacramento, CA), David Allen Hopkins (Elk Grove, CA)
Application Number: 12/040,885
Classifications
Current U.S. Class: Element Moved By Projectile Impact To Actuate Circuitry (273/374); 340/323.00R
International Classification: F41J 5/04 (20060101);