Login| Sign Up| Help| Contact|

Patent Searching and Data


Title:
SHOOTING GAME TARGET WITH GRAPHIC AND MOVABLE SWITCH-ACTUATING DISPLAY DEVICE
Document Type and Number:
WIPO Patent Application WO/2001/049382
Kind Code:
A1
Abstract:
In a shooting game toy (100, 500), a target (100) includes a display device (110) that provides different image patterns to facilitate a communication of different states, or changes of state, of a shooting game or the toy. The display device (110) is an electro-luminescent display having a plurality of display elements (111-113) that are activated in a predefined sequence corresponding to each state or change of state of the shooting game. For example, a routine hit of the target (100) may be visually displayed as an image pattern representative of a conventional outward burst pattern, while a reset to a known state may be visually displayed as an inwardly contracting pattern, a destruction of the target (100) as yet another pattern, and so on. By providing different display patterns at each target (100), the state of the game, or change of state of the game, is visually communicated to each participant having a view of the target (100), thereby enhancing the enjoyment of the shooting game. A switch (152) is coupled to the display (110) which is movably mounted to the target (100a). Movement of the display (110) by a player activates the switch (152) to perform a game function.

Inventors:
CHU KI KWAN DAVID
TO SAMMY
Application Number:
PCT/US2000/035603
Publication Date:
July 12, 2001
Filing Date:
December 29, 2000
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
TOYMAX INC (US)
International Classes:
A63F9/02; (IPC1-7): A63F13/00
Foreign References:
US5741185A1998-04-21
Attorney, Agent or Firm:
Derosa, Frank J. (LLP 900 Third Avenue New York, NY, US)
Marquardt, Matthew J. (NY, US)
Download PDF:
Claims:
CLAIMS
1. A target for a shooting game comprising: a detector that is configured to detect a wireless communication from a shooter device; a display device responsive to the detector; and a movable element having a nonactuated position and an actuated position, the movable element, responsive to movement of the display device, for moving between the nonactuated and the actuated position to perform a switching operation.
2. The target of claim 1, wherein the display device includes at least one of : an electroluminescent device, a liquid crystal device, and a set of light emitting devices.
3. A target for a shooting game comprising: a switch including a movable element having a nonactuated position; and a display device, movably mounted to the target and coupled to the switch movable element to move the switch movable element in response to movement of the display device, the display device being exposed for manual press operation by a user.
4. The target of claim 3, wherein actuation of the switch causes the target to operate in a first mode of operation.
5. The target of claim 3, wherein the first mode of operation represents an invulnerability condition of a player wearing the target during play of the shooting game.
6. The target of claim 3, further comprising: a timing device for operating the target in the first mode of operation for a predetermined length of time.
7. The target of claim 3, further comprising: a detector configured to detect a wireless communication from a shooter device; and a controller, responsive to the wireless communication, for operating in a second mode representing a simulated hit on a player carrying the target.
8. The target of claim 7, wherein the controller, responsive to the first mode, does not operate in the second mode, thereby simulating a shielding of the player from the shooting device.
9. A target for a shooting game comprising: a detector that is configured to detect a coded communication from a shooter device, the coded communication comprising a selected code of a plurality of codes, and a display device that is configured to present a selected image pattern of a plurality of image patterns in dependence upon the detected code, thereby facilitating a visual communication of detection by the target of a coded communication.
10. The target of claim 9 including: an audio device controlled to present a selected audio sound or sounds in dependence upon the detected code.
11. The target of claim 9 wherein the display device includes at least one of : an electroluminescent device, a liquid crystal device, and a set of light emitting devices.
12. The target of claim 9 wherein the display device includes a set of display elements fixedly arranged relative to each other, and the selected image pattern includes a predefined sequence of activation signals that selectively activate one or more display elements of the set of display elements.
13. The target of claim 10 wherein the set of display elements include a set of concentrically arranged annular elements.
14. The target of claim 9 wherein the detector includes an infrared light detector, and the coded communication includes an encoded sequence of infrared light emissions corresponding to the selected code.
15. A shooting game toy comprising: a shooter device that is configured to emit a coded communication that includes a selected code of a plurality of codes, a target that is configured to detect the coded communication and to display a selected image pattern of a plural ty of image patterns in dependence upon the detected code.
16. The shooting game toy of claim 15 wherein the shooter device includes an infrared light emitter, the target includes an infrared light detector, and the coded communication includes an encoded sequence of infrared light emissions.
17. The shooting game toy of claim 15 wherein the shooter device includes: at least one switch that is configured to effect a selection of the selected code that is included in the coded communication, and an emitter that is configured to emit the coded communication for reception at the target.
18. A shooting game of claim 15 wherein the target includes a display device that includes at least one of : an electroluminescent device, a liquid crystal device, and a set of light emitting elements.
19. The shooting game of claim 15 wherein the target includes a display device that includes a set of display elements fixedly arranged relative to each other, and the selected image pattern includes a predefined sequence of activation signals that selectively activate one or more display elements of the set of display elements.
20. The shooting game toy of claim 15 wherein the target includes an audio device controlled to present a selected audio sound or sounds in dependence upon the detected code.
21. The shooting game toy of claim 15 wherein the target includes a display device that includes a set of concentrically arranged annular display elements.
22. A switch comprising: a display element having at least one segment capable of illumination; and a movable element having a nonactuated position and an actuated position, the movable element, responsive to movement of the display element, for moving between the nonactuated and the actuated position to perform a switching operation.
23. The switch of claim 22, wherein the display element is pivotally mounted to a body for allowing the movement thereof, wherein the body includes electronics responsive to the switching operations of the movable element.
24. The switch of claim 23, further comprising: a circuit mechanically coupled to the movable element, and electrically connected to the electronics of the body for translating the motion of the movable element into the electrical operations of the electronics as the switching operations of the movable element.
25. The switch of claim 22, wherein the display element is movable between a first position and a second position, with the first position corresponding to the nonactuated position of the movable element, and the second position corresponding to the actuated position of the movable element.
26. The switch of claim 22, wherein the display element has a circumferential portion substantially adjacent to an opening in a body; and the movable element is coupled to the circumferential portion.
27. The switch of claim 23, further comprising: a plunger switch having electrical contacts, wherein the movable element is a rod coupled to the movable element.
28. The switch of claim 22, wherein the display element is included in a display device of a target for a shooting game including: a detector that is configured to detect a coded communication from a shooter device; and wherein the display device is configured to present a selected image pattern of a plurality of image patterns in dependence upon the detected code, thereby facilitating a visual communication of detection by the target of the coded communication.
Description:
SHOOTING GAME TARGET WITH GRAPHIC AND MOVABLE SWITCH-ACTUATING DISPLAY DEVICE BACKGROUND OF THE INVENTION This invention relates to toy shooting games which include a shooter device and a target. The invention further relates to a target which includes a graphic display, and to a target which includes a switch actuated by a movable display.

U. S. Patent No. 5,741,185 and others disclose shooting game toys which include a shooter device and a target. Generally, in such toys, the shooter device resembles a weapon such as a pistol, a rifle, or other weapon shape can be aimed at a target. The shooter device typically includes an emitter that transmits a signal, such as a light beam, along a line of sight corresponding to the aiming of the device when a firing mechanism of the device such as a trigger is activated. The corresponding target includes a detector that detects the transmitted signal when the detector and the shooter device are registered along a line of sight between them. While in some toys the shooter device emits the signal, in other toys, the target emits the signal which is detected by the shooter device when the shooter device is aimed along the line of sight to the target and the shooter device's firing mechanism is activated to enable detection rather than firing. In both types of toys, upon detection, the target or the shooter device registers a"hit".

One or more persons may play with such toys, which may be used in competitive and non-competitive modes. In a competitive mode, two or more players wear or otherwise carry targets and each player accumulates points by successfully achieving hits between a shooter device carried by one player and a target worn or carried by another player.

In a non-competitive mode, the target is placed on a stationary or moving object, and the player scores points by successfully achieving hits between a shooter device and a target.

Toys of the above type may have different playing modes and associated sets of rules. See, for example, U. S. patent application nos.: 09/015,863, titled"Player Programmable, Interactive Toy for a Shooting Game"and 09/019,747, titled"Computer Programmable, Interactive Toy for a Shooting Game". The disclosures of these two patent applications and U. S. Patent No. 5,741,185 are incorporated herein by reference.

There is a need for shooting game toy which has a target that provides easily recognizable status information.

The"Laser Challenge Radar Extreme"shooting toy sold by Toymax Inc., which has been commercially available for less than one year prior to the filling date of this application, incorporates the invention disclosed herein.

OBJECTS AND SUMMARY OF THE INVENTION It is an object of the invention disclosed herein to enhance the communication of the state or status of a shooting game toy or the game among the participants of the game.

It is another object of the invention to enhance the play value of shooting game toys.

It is another object to provide a movable display actuated switch.

The above and other objects and others are achieved by a shooting game toy which provides status information graphically. Graphics can provide visual effects that are both easily recognizable and which add to the play value of the toy.

The toy includes a shooter and a target for the shooting game, with the target having a detector that is configured to detect a wireless communication from a shooter device and a display device responsive to the detector. In one embodiment, a graphic display is provided.

In another embodiment, a movable element is provided that is responsive to movement of the display device to perform a switching function. In this embodiment the movable element has a non-actuated position and an actuated position, with the movable element responding to movement of the display device, for moving between the non-actuated and the actuated position to perform the switching operation. The display device in this embodiment includes at least one of : an electro-luminescent device, a liquid crystal device, and a set of light emitting devices.

In the first embodiment, the graphic display device provides different image patterns (the term"pattern"encompasses sequences) to facilitate a communication of different states or statuses, or changes of state or status, of the toy or game. A movable switch connected to a display element is used in a target with the display device having the display element. The state or status of the shooting game or toy may include, a state or status

of a target device and/or a shooter device. For example, such states and statuses may include the number of hits scored at a target, a reset to known reset conditions, the type of shots fired by the shooter device, the current relationship of the shooter device to the target, the status of each target (active/inactive or destroyed), and so on.

For example, a routine hit of the target may be visually displayed as a first image pattern, e. g., representative of an"outward burst"pattern, while a hit of the target by a different form of ammunition may be visually displayed as a second image pattern, e. g., representative of multiple overlapping outward burst patterns. A reset to a known state may be visually displayed as a third image pattern, e. g., an inwardly contracting pattern. A destruction (virtual) of the target may be visually displayed as yet another image pattern, and so on. The image patterns may be defined by dynamic sequences of images or static images.

The various image patterns provided on the display are preferably relatively easily differentiated from each other so that a game participant or player need only glance at the target to understand the state or status information intended to be conveyed by the display.

Preferably, a unique sound or sounds (which encompass tones, sequences, patterns, etc.) accompany each unique image pattern. This facilitates a quick and easy understanding of the state or status intended to be conveyed, even under difficult or dynamic game or background conditions. For example, a sequence may be defined by illumination of elements in a given order (e. g., element 1, followed by element 2, followed by element 3) or by a state combination (e. g., elements 1 and 3 together).

In a preferred embodiment, the display device is an electro-luminescent display having a plurality of display elements that are activated in a predefined sequence or a preferred combination corresponding to each state or status or change thereof of the shooting game. By providing different display patterns at each target, the state or status of the game, or a change thereof, is visually communicated to each participant having a view of the target, thereby enhancing the play value of the shooting game. In a preferred embodiment, annular, concentrically arranged display elements (or sets of display elements) are provided.

In the second embodiment, a switch is provided which is actuated by movement of a display element having at least one segment capable of illumination. The movable element referred to above responds to movement of the display element, for moving

between the non-actuated and the actuated position to perform the switching operation. The display device may be pivotally and/or displaceably mounted to a body for allowing the movement thereof, wherein the bcdy includes electronics responsive to the switching operations of the movable element.

The display device includes an element movable between a first position and a second position, with the first position corresponding to the non-actuated position of the movable element, and the second position corresponding to the actuated position of the movable element. The display device may have a peripheral portion substantially adjacent to an opening in a body, with the movable element coupled to the peripheral portion.

In the preferred embodiment, the display element is disk-like and is movably received in a circular opening with the switch movable element adjacent to a circumferential portion of the display.

A plunger switch having electrical contacts may be used, with the movable element being a rod coupled to the movable element. The display element may be included in a display device of a target for a shooting game including: a detector that is configured to detect a wireless communication from a shooter device; and with the display device configured to present a selected image pattern of a plurality of image patterns in dependence upon the wireless communication, thereby facilitating a visual communication of detection by the target of the wireless communication.

BRIEF DESCRIPTION OF THE DRAWINGS The invention is illustrated in the figures of the accompanying drawings which are meant to be exemplary and not limiting, in which like references in the different figures refer to like or corresponding parts, and in which: FIG. 1 is a front view of target with a display device incorporating the invention ; FIG. 2 is a side view of a shooter device used with the target depicted in FIG.

1 ; FIG. 3 is a diagram illustrating a shooting game with a display device in accordance with this invention;

FIG. 4 is a block diagram of an electronic circuit of a target device depicted in FIG. 1; FIG. 5 illustrates a set of display patterns for a the display device depicted in FIG. 1 sequentially activated in accordance with this invention; FIG. 6 is a block diagram of an electronic circuit for shooter device represented in FIG. 2; FIG. 7 is a state diagram of a shooter device in accordance with the invention; FIG. 8 illustrates another embodiment of the target incorporating a movable display actuated switch; FIG. 9a illustrates a side cross-sectional view of the switch in a first non- actuated state; and FIG. 9b illustrates the switch of FIG. 9a in an actuated second state.

DESCRIPTION OF THE PREFERRED EMBODIMENTS A target 100 for a shooting game toy as depicted in Figs. 1 and 4 includes a display device 110 in accordance with this invention. The target 100 also includes a detector device 120, an audio device 130, and may include other devices. A game is played using a target 100 and a shooter device 500 (FIG. 2). The shooter device 500 provides communications to the target device 100, which detects and decodes the communications and provides appropriate image patterns on display device 110 in response thereto.

The display device 110 allows for the display of different image patterns, each image pattern or combination of image patterns being representative of a state or status of a game or the toy. The state or status, or change thereof of a shooting game or of the toy may include a variety of parameters, such as the status of the shooter device, the status of the target, the type or mode of game being played, hit or other parameter history, and so on.

As illustrated in FIG. 3, in a preferred embodiment, the display device 110 is mounted on the target 100 such that a wide field of view 210 is provided. For example, the display device field of view 210 may substantially overlap and/or substantially include the field of view 220 of the detector 120. The field of view 210 of the display device 110 is the angular span within which the pattern on the display 110 can be viewed; the field of view 220 of the detector 120 is the angular span within which an emission can be detected. By

substantially overlapping or including the field of view 220 of the detector 120 within the field of view 210 of the display 110, a user 501 of a shooter device 500 that is able to communicate a change of state or status (230) of the shooting game or a component thereof to the target is provided a view of the display 110. When the user 501 communicates a change of state 230, or communicates a message that conditionally effects a change of state 230, to the target 100, a confirmation of the change of state can be visually communicated from the target 100 to the user 501. For example, if the user 501 resets the game to an initial state, and communicates this to the target 100 via the shooter device 500, the target 100 in a preferred embodiment confirms that it has been reset to the initial state via a particular image pattern (which, as mentioned, encompass a sequence) on the display device 110. An image pattern can easily be discerned by a shooter, for example during active play while devoting little attention to the target, such as by simply glancing at the display device 110.

By visually communicating a change of state or status of the game from the target 100 to the user 501, the play value of the game is enhanced, because the user 501 may determine the proper game state or status without, for example, having to closely approach the target 501. Audio signaling may also be provided, as disclosed for example in the cited patent and patent applications, but the use of a display device 110 to provide graphic visual signaling facilitates a more reliable, more entertaining communication, particularly in dynamic and difficult game or background conditions such as high noise and poor visibility.

Additionally, distinctive visual patterns may be more discernible from a distance than distinctive audio patterns.

Any of a variety of techniques may be used to provide multiple image patterns corresponding to multiple game states. Conventional graphic display devices, such as CRTs, LCDs and LEDs may be used, however a CRT may not be suitable for a portable application, and an LCD may not present an image that is viewable at a significant distance, and LEDs may not present a pattern which is as continuous or uniform as they could be. In a preferred embodiment, the display 110 (Figs. 1 and 4) is an electro-luminescent display that contains multiple segments 111,112,113, etc., that are individually controllable. Such an embodiment has the advantages of light weight, low cost, and high visibility at a distance. Differing games

and applications may preferably employ alternative multiple-image display devices, each with its own advantages and disadvantages.

Elements that arranged in concentric circles, such as annular elements 111, 112, and 113, or sets of LEDs, etc., provide simple image patterns that are easily distinguishable at a distance. For example, by illuminating the center element 111, then the next-outer element 112, then the outer-most element 113, an expanding"burst"pattern is displayed. Repeatedly illuminating the three elements simultaneously provides a"flashing" pattern that is easy to distinguish from the expanding burst pattern, even at a substantial distance. Coupling the image pattern to a corresponding audio sound or sounds may also enhance the image recognition. These and other techniques of producing distinguishable image patterns on a display 110 will be evident to one of ordinary skill in the art, including variations of color, luminance, frequency, duty cycle, and so on.

FIG. 4 illustrates a block diagram of an electronic circuit 300 that may be employed in the target device 100. As illustrated, the detector 120 provides an input to a controller 320. Infrared emitters and detectors are preferably used in the shooter device and target device, respectively, so that detector 120 may comprise an infrared (IR) receiver. The cited U. S. patent and patent applications present techniques for producing a coded communication from the shooter device. Coding may be implemented using amplitude modulation, pulse code modulation, pulse width modulation, and others. The controller 320 determines the code being communicated from the shooter device, based on the received coded communication detected by the detector 120. In response to the received code, the controller 320 provides a signal to the display device 110 (through a driver circuit) corresponding to the received code, or corresponding to a change of state or status of the target 100 in response to the received code. These signals effect an illumination of corresponding segments 111, 112, and 113, of display 110, respectively. In a preferred embodiment, a memory, which may be embodied within the controller 320, stores the information necessary to provide the desired image patterns on the display 110, and also contains the appropriate mapping between communicated states or status, or changes thereof and the image patterns that are to be displayed.

FIG. 5 illustrates an illustrative a hypothetical set of display patterns 410,420, 430, etc., which may be stored in t ie memory of the controller 320 of FIG. 4 and which may be provided for a sequentially activated display. Each pattern includes a sequence of 0's (no- illumination) and 1's (illumination) associated with each of the stimuli A, B, and C. For example, pattern 410 comprises sequences 411,412, and 413. Sequence 411 ("10001000") indicates an illumination of the A element 111 at a first time interval, then a non-illumination for three time intervals, then another illumination interval, then another three illumination intervals. Similarly, sequence 412 ("01000100") indicates an illumination of element 112 on the second and sixth time intervals, and sequence 413 ("00100010") indicates an illumination of element 113 on the third and seventh time intervals. Thus, the application of the pattern 410 will effect two cycles of the aforementioned expanding burst pattern. In like manner, the sequences 421,422,423 of pattern 420 will effect a contracting pattern that contracts at half the rate of the expanding burst pattern 410, with an illumination of the center element 111 corresponding to sequence 411 ("00001111") during the last four time intervals. Pattern 430 illustrates a contracting-expanding-contracting pattern produced by sequences 431,432, and 433.

As would be evident to one of ordinary skill in the art, alternative patterns, including longer or shorter sequences can be defined, and the controller 320 of FIG. 4 can be configured to repeatedly apply a given pattern, apply combinations of patterns, and so on, to provide the desired visible effect.

FIG. 6 illustrates a block diagram of an electronic circuit 505 that may be employed in the shooter device 500. In this example block diagram, a controller 510 controls transmission of state information via an emitter 530. A memory in the controller 510 stores state information 515 and other information. The state information 515 generally includes the state of the shooter device 500, (. e. g., one shot/multiple hit) and an indication of an initial state of the target device. In a preferred embodiment of this invention, the shooter device 500 communicates an intended initial state to the target, and the target acknowledges receipt of this intended-state communication via a visual display of a particular image pattern and audio sound, tone, sequence or pattern. Other acknowledgements of communications, or changes of

states at the target are also communicated via the selection of particular image patterns, as discussed above.

The state of the shooter device 500 is determined by a number of factors, depending upon the complexity of the shooter device 500. Similar to an embodiment described in the aforementioned U. S. Patent 5,741,185, the shooter device 500 (FIGS. 2 and 6) includes a trigger switch 591 and a reset switch 599. The reset switch 599 is provided to reset the game state to an initial state. Other switches may be provided, as disclosed for example in the aforementioned U. S. patent applications and in the"Laser Challenge Radar Extreme". The trigger switch 591 is used to place the shooter device 500 into a"fire"state, and the controller 510 is configured to communicate a different code corresponding to this fire state than the code that is used to communicate the reset state. In accordance with this invention, the display device 100 is configured to render different image patterns (for example, images corresponding to patterns 410-450 of FIG. 5) in response to the receipt and processing of different codes from the shooter device 500.

The block diagram of the electronic circuit 505 of the shooter device 500 in FIG. 6 illustrates other switches included on the shooter device 500 in the"Laser Challenge Radar Extreme"embodiment that are used to modify the state of the game. Switches 591- 596,599 are illustrated in the circuit diagram of FIG. 6, although alternative switching means are common in the art, including for example, a download of information from a memory device, a presetting of the controller 510 to default values on power-up, and so on. (Some of the switches 591-596,599 are not shown in FIG. 2). A variety of features may be included in the shooter device 500 via the use of different shooter states. For example, switch 592 is labeled as the"Mega Blast"switch. When this switch 592 is activated, the controller 510 communicates a different state identification 515 to the emitter 530 upon a subsequent activation of the trigger 591. The controller 510 in a preferred embodiment also applies rules associated with the various states. In response to a receipt of this different code, signifying a hit with a"Mega Blast", the target 100 of FIG. 1 displays a different image pattern, letting the user of the shooter device, and other viewers, know that a Mega Blast hit had occurred. As mentioned above, apprising the participants of a game with an up-to-date status of the game can significantly enhance the enjoyment of the game. Other switches may effect other states.

FIG. 7 illustrates an example state diagram 600 of the shooter device 500 of FIG. 6 in accordance with this invention. When the device 500 is powered on, it enters a reset state S0, from which it enters one of two initialization states S l or S2 in dependence upon the setting of the game mode switches 593,594 of FIG. 6, signified by transfer conditions G 1 601 and G2 602 of FIG. 7. While in the reset state S0, the transmitter 520 is configured to transmit a coded communication, represented by transmission XO from the reset state SO in FIG. 7. In like manner, while in state S I or S2, a corresponding transmission XI or X2 is transmitted. As noted above, the reset transmission XO is intended to initialize the target, and different initialization transmissions XI, X2 may effect different initial conditions at the target, such as the amount of damage (hits) required to incapacitate the target, and so on. The shooter device then enters a standby state S3. Note that in accordance with the principles of this invention, the target 100 selectively displays different image patterns in response to these coded transmissions X0, XI, X2. If the user of the shooter device 500 does not perceive the expected image pattern at the target 100, the user immediately recognizes that the target 100 has not been initialized properly, and can reassert the reset button 599 as required to effect a restart transfer 634 to the reset state SO for a repeated transmission of the appropriate codes X0, XI, X2. Note that the state diagram of FIG. 7 is provided for illustration purposes, particular shooter devices 500 will have different state configurations, different transmission schemes, and so on. Note also that not all states effect a transmission from the shooter device 500, nor do all received transmissions from the shooter device effect a display at the target.

From the standby state S3, transitions 631,632,633 to alternative states S4, S5, S6 are effected based on the status of the trigger switch and other signals. A transfer 631 to state S4 occurs when the trigger is pressed (T) and the ammunition is of a first type (single shot/single hit) (Al). A transfer 632 to state S5 occurs when the trigger is pressed (T) and the ammunition is of a second type (single shot/single hit) (A2). At each state S4, S5 a different transmission X4, X5 occurs. As noted above, the target displays a different image in response to a receipt of each message, signaling a different level of inflicted damage for a hit with each type of ammunition. When the trigger is released (T'), the system returns to the standby state S3, at 641,651.

The foregoing merely illustrates the principles of the invention. It will thus be appreciated that those skilled in the art will be able to devise various arrangements which, although not explicitly described or shown herein, embody the principles of the invention and are thus within its spirit and scope. For example, the purpose of the display of select image patterns in response to the received coded communication has been presented as being primarily to provide visual feedback to participants in the shooting game. Other uses and benefits of providing select images in response to states or changes of state of the game may be determined in view of this invention.

The example embodiments of the figures are presented for illustration purposes. Alternative structures and arrangement of functions are also feasible. The principles of this invention may be embodied in hardware, software, or a combination of both. For example, the controller 320 of FIG. 4 or controller 510 of FIG. 6 may be embodied as a program that is operated on an embedded processor device, a programmed gate array, a custom designed integrated circuit, or a collection of discrete electronic devices. In like manner, a transmitter device may be provided separate from the controller 510.

In a second embodiment of the invention, a target 100a includes a movable display actuated switch 140 connected to the display device 110. The display device 110 is mounted in the target 100a so as to move upon receiving pressure from the user. In a preferred embodiment, the display device 110 is mounted on pivots 142 within a circumferential cut-out portion 144 of the front of the target 100, shown in FIG. 8, with a lower portion of the display device 110 engaging a switch contact 146 of the switch 140 movable between an actuated position and a non-actuated position, shown in FIGS. 9a-9b, respectively.

In the non-actuated position shown in FIG. 9a, the display device 110 operates in its current mode, as described herein. When any portion or segments 111-113 of the display device 110 is depressed by a user, for example, a finger of the user as shown in FIG.

9b, at least a portion of the display device 110 moves into the interior of the target 100. In the example embodiment shown in FIGS. 9a-9b, the inward motion is directed toward the left relative to the illustrated cross-sectional views. Such inward motion of a portion of the display device 110 causes the switch contact 146 to move a plunger switch 148 to move

either inward or outward to activate the switch 140, as shown in FIG. 9b, with the plunger switch 148 including electrical cor tacts therein. The switch contact 146 and/or the plunger 148 may include a spring or other omponents therein to provide restorative force to the switch 140 to return the switch 140 to the non-actuated position shown in FIG. 9a when the pressure from the user is removed.

In one embodiment shown in FIGS. 9a-9b, the display device 110 is pivotally and displaceably mounted in the target 100a such that pressure above or below the pivot line between the pivot points 142 causes a lower portion of the display device 110 to move to actuate the switch contact 146, as shown in FIG. 9b. In these embodiments, the display device 110 may only be movable into the interior of the target 100 or only be pivotable to actuate the switch contact 146. The switch 140 and/or the switch contact 146 may include a spring bias to restore the position of the switch contact 146 to the non-actuated position when the pressure from the user, for example, the user's hand, has been removed. Alternatively, resilient cushioning and/or a spring element (not shown) may be used for allowing the display device 110 to move into the interior in response to pressure from the user, and for moving the display device 110 outward in response to a release of the pressure from the user. An outer circumferential rim 150 then abuts the circumferential cut-out portion of the target 100, so as to prevent the display device 110 from being removed or exiting from the body of the target 100.

The switch 140 is connected to circuitry, such as a switch circuit board 152, for providing an electrical connection from the contacts in the plunger switch 148 to the electronics disposed in the interior of the target 100. For example, in one embodiment, the switch 140 may actuate the on/off switch of the target 100, as shown in FIG. 4, such that pressing the display device 110 turns the target 100 on or off. In another embodiment, the switch 140 may actuate a SHIELD function of the target 100 by switching the switch 154 labeled SHIELD in FIG. 4, for example, to connect pin INT2B of the controller 320 to ground as so to modify operation of the controller 320 and thus the target 100.

In operation, the controller 320 processes the wireless communications from shooters in a normal operating mode to represent and simulate"hits"on the first player.

When the first player actuates the SHIELD function, the controller 320 operates in another

mode to intentionally does not respond to"hits"from the shooter of another player, and so the first player is shielded and cannot be hit, and thus invulnerable during the play of the game. The SHIELD function may be temporarily activated, for example, for five seconds, and the SHIELD switch 154 is then reset to cause the first player to again be vulnerable to "hits"from the other players. In the limited time of invulnerability, the first player may"hit" the other players, or the first player may escape being"hit"until the SHIELD function de- activates.

The controller 320 may include or be connected to a timing circuit for timing and permitting such temporary changes in operation of the target in response to pressing the display device 110 and actuating the switch 140. In use, the SHIELD function permits the first player activating the switch 140 to activate a"Blast Shield"which simulates an invisible blast shield around the first player for the five second duration, as determined by the controller 320 and/or timing circuitry connected thereto. As the SHIELD function is being performed, the controller 320 causes the display 110 to flash a"blast shield"indicator light to indicate that the respective player is"protected". Optionally, as the SHIELD function is being performed, the controller 320 causes the speaker 130 to emit a blast shield sound, such as a voice message stating"Blast Shield On !" or a buzzing sound. In addition, after the five second interval of the SHIELD function, the regular game play operations are reset, and the controller 320 may also cause the speaker 130, after thirty seconds, to announce to the player that the regular game play operations have resumed, and so the blast shield is down and the player is no longer invulnerable. During a playing session when the target 100 is in operation, the blast shield function may only be activated, for example, three times per game.

These and other system configuration and optimization features will be evident to one of ordinary skill in the art in view of this disclosure, and are included within the scope of the following claims.