Toy Race Car with Tactical Reactivation

- MGA Entertainment, Inc.

A battery powered toy car has a large momentary pushbutton on its top surface that is suitable for a small child to smash down on the pushbutton with his fist thus activating the pushbutton. When the pushbutton is pressed, the car will drive forward for a given amount of time or distance such as 10 feet and then stop until the pushbutton is depressed again. When the pushbutton is depressed again, the car will again drive forward for another 10 feet. A race between two such cars thus involves children running behind or alongside of the cars and smashing down on the cars every 10 feet in order to keep the cars moving forward. In this way a race between the cars actively involves children as running participants in the race and involves eye-hand coordination.

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Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority from U.S. Provisional Patent Application No. 62/672,355 filed May 16, 2018, which is hereby incorporated by reference as if set forth fully herein.

BACKGROUND OF THE INVENTION 1. Field of the Invention

This invention relates to the field of toys. More particularly, this invention relates to the field of a toy race car with tactile reactivation.

2. Description of Related Art

Young children enjoy toy vehicles including toy race cars, and including cars that race other cars. Many toy race cars have been developed and sold including: race cars that rely on gravity to propel them along a track; cars that travel along a track through a “recharger” that increases the speed of the vehicles by propelling them mechanically, such as by the propulsion booster wheel shown in patent publication US 2012/0264350 by Ostendorff; slot cars that travel along a track and draw electricity from a metal rail buried in the track; and both fuel-powered cars and battery-powered cars that are remotely controlled such as by radio frequency (RF) control signals. Many of these toy race cars and toy race car kits are designed, or can be arranged, so that two cars race side-by-side, thus allowing children to race against each other via toy car proxies. Racing car sets, such as side-by-side slot car racing tracks and associated vehicles, are well known. Additionally, in the known line of cars called the Shake 'n Go Cars, children pick the toy race car up, shake it several times in order to “rev” the car up, and then place the car back down on the ground. The shaking action triggers a controller that, up to a point, increases the distance the car will go under battery power; the more the car is shaken, the farther it will travel.

SUMMARY OF THE INVENTION

The present invention is of a toy vehicle such as in the form of a race car that involves the child in a race in a novel way, making a race between cars more interactive for the children than with previous toy racing cars.

In the present invention, the car is reactivated for additional travel under power by an interaction between the child and the car which can take place while the car is still rolling along the ground. In the illustrative embodiment, the interaction between the child and the car is a physical or tactile action, namely, the child depressing a button that is located on the top of the car. The button is a momentary pushbutton that has a large surface area relative to the rest of the car, the pushbutton defines the uppermost extent of the car, and the pushbutton has a relatively large and gently rounded top surface. These characteristics make the button suitable for a small child to smash his fist or open palm down on the car in order to reactivate it.

When a child first activates the car such as by pressing down on the button and then lets the car go, the car will travel along the ground under battery power for a finite time and distance, such as for approximately 5 seconds and 10 feet before slowing down or stopping. The child can reactivate the car by smashing his fist down upon it, whereupon the car will travel for another finite time and distance, such as another approximately 5 seconds and 10 feet. The child can reactivate the car by pressing or smashing the button again while the car is still moving; the car does not need to stop, and the child does not need to pick the car up off the ground in order to smash the button again and thus reactivate the car via tactile interaction. The car will go the farthest distance within a given period of time, or alternatively will reach a defined finish line in the least amount of time, if the child never lets the car slow down before the child smashes the button again.

In a first novel play pattern enabled by the invention, two children can thus race their cars by initially activating and releasing their cars, then running behind and up to the cars and smashing their fists down on the reactivation buttons on their respective cars in order to keep their cars moving at top speed, and prevent them from ever slowing down significantly and stopping. The race between the cars thus includes both a race of sorts between the children and a physical interaction between the children and their cars during the course of the race. The children are thus physically involved in the race in a novel, highly interactive, and entertaining way, and in a way that also provides exercise for the children and involves eye-hand coordination.

In a second exemplary play pattern, a child erects a course which can be an indoor course for the car including tracks, turns, obstacles, and stunts, then activates the car by pressing the activation button. The car then travels for a limited time or distance such as 5 or 10 seconds through the course, crashing through barrels, tires, and other obstacles, then stops automatically. The child then reassembles and reconfigures the course, then activates the car again so that the car now traverses the same reconstructed course or a new and different course and then stops. In this way, once the car has completed the course the car stops automatically, preferably within the child's reach, so that the car does not keep traveling and eventually crash into a living room wall or continue into the next room requiring the child to go retrieve the car before he can use it again.

In one embodiment, the toy car includes a car body, two or more wheels attached to the car body for allowing the car to roll along the ground or other support surface, a power supply such as batteries that can be selectively coupled to an electric motor for providing power to the wheels, a depressible member such as a dome-shaped pushbutton suitable for being pressed and depressed by a child hitting the pushbutton with his open hand or fist. In response to the child depressing the pushbutton, a controller couples power to the wheels for a first duration of time. After that first duration of time has begun, the controller senses that the child has depressed the pushbutton again, and in response couples power to the wheels for an additional and second duration of time.

Exemplary embodiments of the invention will be further described below with reference to the drawings, in which like numbers refer to like parts. The drawing figures might not be to scale, and certain components may be shown in generalized or schematic form and identified by commercial designations in the interest of clarity and conciseness.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is perspective view of a toy race car according to an illustrative embodiment of the invention.

FIG. 2 is a perspective view of the toy race car of FIG. 1, showing a child's fist smashing down on the vehicle's activation/reactivation button.

FIG. 3A is a simplified side cutaway view of the toy race car of FIG. 1 showing the activation button in its quiescent (not depressed) position.

FIG. 3B is a simplified side cutaway view of the toy race car of FIG. 1 showing the activation button in its activated (depressed) position.

FIG. 4 is a system block diagram of the control system of the toy race car of FIG. 1.

FIG. 5 is an electrical schematic diagram of the electronics within the toy race car of FIG. 1.

FIG. 6 is a flowchart for the controller within the toy race car of FIG. 1.

FIG. 7 illustrates two children racing their toy race cars of FIG. 1 according to a first novel and exemplary play pattern of the invention.

FIGS. 8A and 8B illustrate a child using the toy race car of FIG. 1 according to a second exemplary play pattern.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

As used in this specification, for ease of discussion the term “car” will be used in its broadest sense to refer to any vehicle, such vehicles including but not limited to trucks of various kinds, three-wheeled vehicles, vehicles in the form of animals or other creatures, etc.

FIG. 1 is perspective view of a toy race car 10 according to an illustrative embodiment of the invention. Car 10 in this embodiment is in the form of a toy race car having battery(ies) 52 (FIG. 4), two rear wheels 12 contacting the ground and driven by a motor powered by the batteries, two front wheels 14, and a momentary pushbutton switch 20 whose apex 22 defines the highest point on the car 10. Momentary pushbutton switch 20 preferably has a gently rounded dome but could be flat, and is relatively large and prominent on the car such that it is suitable for a small child to smash his fist or palm down onto switch 20. Switch 20 can thus operate as a smash button that activates or reactivates car 10. Switch 20 can thus be considered to be a smash button, an activation button, or a reactivation button. The batteries 52 constitute a power source that provides power to drive wheels 12. The batteries and motor together can be considered to be a power source that provides power to the car's drive wheels 12.

In this particular embodiment car 10 is approximately 5 inches long by 3 inches wide and thus has a total top projection area of about 15 square inches. The “top projection area” of smash button 20 refers to the area that the smash button occupies when car 10 is viewed from the top. Smash button 20 has a diameter of about 1.65 inches and thus a top projection area of about 2.14 inches. The top projection area of smash button 20 is preferably greater than 1 square inch. More generally, smash button 20 preferably has a diameter of at least 1 inch, and preferably has a total top projection area within the range of 2-3 square inches. The smash button therefore comprises at least 10% of a top-projection surface area of the car. In the example given, the smash button comprises approximately 14% of the top-projection surface area of the car.

Smash button 20 preferably must be pressed a particular distance in order to activate the electrical contact pair that is part of the pushbutton mechanism. Preferably smash button 20 has an activation travel distance of at least 3 mm. In this embodiment the activation travel distance is about 5 mm. More generally, the activation travel distance is preferably within the range of about 3-10 mm.

A spring bias or other bias mechanism provides a force that biases smash button 20 in a direction away from the car, making it necessary for the child to apply an activation force against smash button 20 in order to move smash button 20 downward and activate the switch. Preferably the activation force necessary to activate the electrical switch associated with smash button 20 is between 2 oz. and 2 lbs., and more preferably about 4 oz. In the claims appended hereto, the term “spring” is used in its broadest sense to include any resilient bias mechanism, including without limitation a metallic spring, or any bias mechanism such as an elastic or elastomeric member. The spring absorbs force when the child depresses the pushbutton, with the amount of force absorbed generally equaling the activation force times the travel distance of the pushbutton. Alternatively, activation/reactivation button 20 can be a tactile switch that does not move such as a capacitive touch switch.

Pushbutton 20 defines a sensor that is attached to the toy car body for detecting that a child has physically interacted with toy car 10 via a particular physical interaction, and for generating an output signal in response thereto.

FIG. 2 is a perspective view of the toy race car 10 of FIG. 1 showing a person's fist 40 smashing down on the car's activation button 20. Button 20 is at or near the bottom of its travel in this drawing and has thus been activated.

FIG. 3A is a simplified side cutaway view of the toy race car of FIG. 1 revealing certain structural details of smash button 20. FIG. 3B shows the car with the activation button 20 in its activated (depressed) position. Spring 24 or other bias mechanism biases button 20 upward and away from the car body. When smash button 20 is pressed downward, spring 24 is compressed and plunger 26 is pushed downward thus activating lever switch 28. Lever switch 28 being activated sends an electrical signal to controller 56 which can be a circuit board or even a single integrated circuit. Smash button 20 thus defines a normally-open momentary switch whose electrical contacts are closed only when smash button 20 is depressed. Alternatively, smash button 20 could be a normally-closed momentary switch with appropriate minor circuit modifications that would be apparent to one of ordinary skill in the art of electrical circuit design.

FIG. 4 is a system block diagram of the control system of the toy race car of FIG. 1. The control system includes button 26 and plunger 26 that activate lever switch 26, which sends a signal to controller 56. Controller 56 allows current to flow to electrical motor 62 which drives wheels 12. Electronics 50 and/or controller 56 can include a relay or a power transistor, power switching circuit 60 in this embodiment, for driving motor 62. In this way controller 60 causes power to be coupled from the battery(ies) 52 to electric motor 62 and hence to drive wheels 12 to drive the car forward. Controller 56 also produces an audio signal to audio speaker 58 for producing sound effects.

FIG. 5 is an electrical schematic diagram of the electronics 50 within the illustrative embodiment of the toy race car 10 of FIG. 1. The electronics include batteries 52 which provides power, an ON/OFF switch (not shown) located on the bottom of the car, an optional reset switch 54 which can be a small momentary pushbutton switch located on the bottom of the car, a 5V step-up voltage converter circuit to provide Vdd of 5V, and a controller 56 for receiving an electrical input from smash button 20 and thus detecting that the child has pressed smash button 20. Integrated Circuit U1 implements controller 56. In this embodiment controller 56 is a Nuvoton N584H060 4-bit microcontroller having a built-in speech synthesizer that drivers speaker 58, and interrupt input signal labeled BP00. Power switching circuit 60 receives controller output BP10 and controls switching of Vdd to drive motor 62 which transmits drive power to rear wheels 14.

FIG. 6 is a flowchart for the programming of controller 56 within toy race car 10. After Power-On at step 500 such as by a child user moving a power switch on the bottom of car 10 to its ON position, a Power-On Sound plays at Step 502, then the car enters a wait loop for 5 seconds at step 522.

If the child does not press the smash button 20 within 5 seconds, the car enters a Low Power Sleep Mode at step 530.

If, however, the child presses the smash button 20 at 512, the associated switch causes an Interrupt signal to be sent to the controller 56. If it has been less than 5 seconds since the last smash button press, the car stops playing any slam sound that had been playing, plays a random one of several digitally pre-recorded turbo sounds, and drives forward for 10 feet at step 518 before turning off output signal BP10 thus removing power from the motor and hence from the wheels. If it has been more than 5 seconds second the last Smash Button press, then the car plays a random one of several digitally pre-recorded slam sounds and drives forward 10 feet at step 516, and enters the wait loop 522.

After the car has driven forward 10 feet, the car allows the current audio file to finish playing at step 520.

If, after the car enters the Low Power Sleep Mode at step 530, the child then activates the Smash Button, the car wakes up at step 510 and proceeds to step 516.

In this way, provided that the child keeps smashing the smash button every 5 seconds, the car will not play a new smash sound but will instead play a turbo sound every time that the child activates the smash button and will continue to move forward.

On the other hand, if the child allows more than 5 seconds to have elapsed since he last activated the smash button, instead of a turbo sound the car will play a random smash sound when next activated.

Optionally, the car has controls for increasing or decreasing one or more of the speed at which the car travels and the distance the car travels between reactivations. These controls allow the car to be programmed or set in order to allow effective and engaging play for children of different ages and for different play patterns. Those parameters could be set by either hard toggle switches, DIP switches, or other multi-position switches on the car such as on its underside, or by programming of the car such as by using the smash button and possibly other buttons as “soft” switches that can be used to enter a programming mode, to program the car, and then to exit the programming mode.

In the embodiment described, the car travels for approximately 5 seconds and 10 feet between activations by the child. More generally, the car can travel for 2-10 seconds and 5-15 feet between activations, and more generally still can travel for 1-15 seconds and 2-50 feet between activations. Other activation times and distances are possible.

FIG. 7 illustrates two children racing their cars according to a first novel play pattern made possible by the invention. The children have already activated and released their respective cars 110, 210 which are now rolling along the ground. A first child has caught up to his car 110 and is in the process of depressing the pushbutton on his car in order to reactivate the car, while the second child has not yet caught up to his car 210.

FIGS. 8A and 8B illustrates a child using the toy race car of FIG. 1 according to a second exemplary play pattern. In this play pattern a child erects a course which can be an indoor course for the car including tracks, gates, turns, obstacles, and stunts, then activates the car by pressing the activation button. The car then travels for a limited time or distance such as 5 or 10 seconds through the course, passing through gates, and crashing through barrels, tires, and other obstacles as erected by the child, then stops automatically, preferably within the child's reach if the track forms nearly a closed loop, or at least within a close distance to the child. The car does not keep traveling and eventually crash into a living room wall or continuing into the next room requiring the child to walk a long distance to retrieve the car before he can use it again. The child then reassembles and optionally reconfigures the course, then activates the car again so that the car now traverses the same course or a new course then stops. This minimizes the chances that the car will crash into a wall or furniture thus doing damage to the wall or to furniture, and also minimizes the time that the child spends retrieving the car. This increases the enjoyment value for the child and also for the parents.

It will be appreciated that the term “present invention” as used herein should not be construed to mean that only a single invention having a single essential element or group of elements is presented. Similarly, it will also be appreciated that the term “present invention” encompasses a number of separate innovations which can each be considered separate inventions. Although the present invention has thus been described in detail with regard to the preferred embodiments and drawings thereof, it should be apparent to those skilled in the art that various adaptations and modifications of the present invention may be accomplished without departing from the spirit and the scope of the invention. For example, the car could take any form including of various cars or creatures, and could have different numbers of wheels. The reactivation could be accomplished in various ways including a tactile reactivation such as be pressing a physical switch in the illustrative embodiment, or wirelessly such as by successfully “shooting” the car using an infrared gun or laser gun. Accordingly, it is to be understood that the detailed description and the accompanying drawings as set forth hereinabove are not intended to limit the breadth of the present invention, which should be inferred only from the following claims and their appropriately construed legal equivalents.

Claims

1. A toy vehicle comprising:

a vehicle body;
a plurality of wheels attached to the vehicle body, the wheels for contacting a support surface to allow the toy vehicle to roll along the support surface;
a power supply selectively coupled to a motor for providing power to the wheels;
a depressible member adapted for being depressed by a child; and
a controller for: controlling power to be coupled from the power supply to the motor for a first duration of time such that the vehicle is propelled under power for the first duration of time; and after the first duration of time has begun, receiving an indication that the depressible member has been depressed by the child, and in response thereto controlling power to be coupled to the motor for an additional duration of time.

2. The toy vehicle of claim 1 wherein an uppermost extent of the depressible member defines an uppermost extent of the vehicle.

3. The toy vehicle of claim 1 further comprising:

a spring operatively connected to the depressible member so as to bias the depressible member toward a position away from the vehicle body, and such that spring absorbs force when a child presses the depressible member.

4. The toy vehicle of claim 3 wherein the spring provides a sufficient bias force of at least 2 oz. against the depressible member in the depressible member's undepressed position.

5. The toy vehicle of claim 1 wherein the depressible member must be displaced by a distance of at least 3 mm before the controller will couple the power supply to the motor for said additional duration of time.

6. The toy vehicle of claim 1 wherein the depressible member comprises at least 10% of a top-projection surface area of the toy vehicle.

7. The toy vehicle of claim 1 wherein the depressible member has a top-projection surface area of greater than 1 inch2.

8. The toy vehicle of claim 1 wherein the depressible member has a dome shaped top having a top-projection surface area of greater than 1 inch2.

9. A toy vehicle comprising:

a vehicle body;
at least one ground contacting member attached to the body, the ground contacting member contacting a support surface to allow the toy vehicle to roll along the support surface;
a power source selectively coupled to the ground contacting member for providing power thereto;
a sensor attached to the vehicle body for detecting that a child has physically interacted with the toy vehicle via a physical interaction in a predetermined manner, and generating a first signal in response thereto; and
a controller for: directing power to the ground contacting member for a first duration of time such that the vehicle is propelled under power along the support surface for the first duration of time; and after the first duration of time has begun, receiving the first signal in response to the child interacting with the toy vehicle and in response thereto directing power to the ground contacting member for an additional duration of time.

10. The toy vehicle of claim 9 wherein:

said physical interaction comprises a physical interaction that can be performed by the child while the toy vehicle is traveling along the support surface under its own power.

11. The toy vehicle of claim 9 wherein said physical interaction comprises pressing a portion of the toy vehicle on a top end thereof.

12. The toy vehicle of claim 9 wherein said physical interaction comprises depressing a portion of the toy vehicle on a top end thereof.

13. The toy vehicle of claim 9 wherein the sensor is a touch sensor, and the physical interaction comprises touching the touch sensor.

14. A toy vehicle comprising:

a vehicle body;
at least one wheel attached to the body for rolling along a ground surface;
a motor for driving the wheel;
a power supply selectively coupled to the motor for providing power thereto;
means for allowing a child who is traveling on foot alongside the toy vehicle to interact with the vehicle as the vehicle is rolling along the ground surface in a predetermined manner defining a first interaction between the child and the toy vehicle, the first interaction causing the power supply to be coupled to the motor such that the motor drives the toy vehicle for a first distance of greater than 2 feet and less than 50 feet after the first interaction.

15. The toy vehicle of claim 14 wherein said first distance is between 5 and 15 feet.

16. The toy vehicle of claim 14 wherein additional interactions between the child and the vehicle in said predetermined manner each cause the power supply to be coupled to the motor such that the motor drives the toy vehicle for a second distance of greater than 2 feet and less than 50 feet after said additional interactions.

17. The toy vehicle of claim 14 wherein interaction between the child and the toy vehicle comprises a physical interaction.

18. The toy vehicle of claim 17 wherein said means comprises:

a momentary pushbutton switch that is suitable for a child to smash down upon with his fist as the vehicle is rolling along the ground surface; and
a controller for sensing that the momentary pushbutton switch has been activated and for directing power to the motor thereby driving the toy vehicle forward and thereafter automatically removing power from the motor.

19. The toy vehicle of claim 17 wherein said means comprises:

a switch whose uppermost surface defines an uppermost portion of the vehicle;
a controller for sensing that the switch has been activated and for directing power to the motor thereby driving the toy vehicle forward and thereafter automatically removing power from the motor.

20. The toy vehicle of claim 14 further comprising:

a sound generator that, upon an additional interaction between the child and the vehicle in said predetermined manner defining a second interaction, generates: a first sound if the second interaction occurred within a predetermined time limit after the first interaction; and a second sound different from the first sound, if the second interaction occurred after the predetermined time limit.
Patent History
Publication number: 20190351345
Type: Application
Filed: Apr 23, 2019
Publication Date: Nov 21, 2019
Applicant: MGA Entertainment, Inc. (Van Nuys, CA)
Inventor: Kevin Bloomfield (Castaic, CA)
Application Number: 16/392,001
Classifications
International Classification: A63H 29/24 (20060101); A63H 17/26 (20060101); A63H 29/22 (20060101);