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Patent 2204735 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 2204735
(54) English Title: AN ELECTRONIC SHOOTING GAME APPARATUS
(54) French Title: APPAREIL DE JEU DE TIR ELECTRONIQUE
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • F41J 5/02 (2006.01)
  • A63F 9/02 (2006.01)
(72) Inventors :
  • NAUGHTON, THOMAS (Ireland)
  • MEATH, FERGAL (Ireland)
  • GLEESON, DANIEL (Ireland)
  • RUSZNYAK, PETER (Hungary)
  • MALOCO, JOHN (Ireland)
  • CAFOLLA, IVANO (Ireland)
  • ASHBURNER, KEKI ADI (Ireland)
  • NELSON, DANIEL R. (Ireland)
  • MCHUGH, ADRIAN (Ireland)
(73) Owners :
  • NAUGHTON, THOMAS (Not Available)
  • MEATH, FERGAL (Not Available)
  • GLEESON, DANIEL (Not Available)
  • RUSZNYAK, PETER (Not Available)
  • MALOCO, JOHN (Not Available)
  • CAFOLLA, IVANO (Not Available)
  • ASHBURNER, KEKI ADI (Not Available)
  • NELSON, DANIEL R. (Not Available)
  • MCHUGH, ADRIAN (Not Available)
(71) Applicants :
  • SIX GRID LIMITED (Ireland)
(74) Agent: MOFFAT & CO.
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 1995-11-10
(87) Open to Public Inspection: 1996-05-23
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/IE1995/000057
(87) International Publication Number: WO1996/015419
(85) National Entry: 1997-05-07

(30) Application Priority Data:
Application No. Country/Territory Date
940880 Ireland 1994-11-11
950567 Ireland 1995-07-24

Abstracts

English Abstract




The invention relates to an electronic shooting game apparatus. The apparatus
(1) has a number of zone control units (5), each for defining a zone (6)
within a game playing arena (7). Each zone control unit (5) transmitting
location data to the mobile player unit (4) through an infrared transmitter
(8) mounted on the zone control unit (5). The range and spread of the infrared
field defining the boundaries of the zone (6), information received by the
mobile player unit (4) as the player enters the zone (6) is communicated to a
central processor (2) and other mobile player units (4) in real time using a
communication time slot period unique to each mobile player unit (4).


French Abstract

L'invention se rapporte à un appareil de jeu de tir électronique. L'appareil (1) possède un nombre d'unités de commande (5) de zone, chacune définissant une zone (6) dans une surface (7) de jeu. Chaque unité de commande (5) de zone transmet des données de position au joueur mobile (4) par un émetteur infrarouge (8) monté sur l'unité de commande (5) de zone. La plage et l'étendue du champ infrarouge définissant les limites de la zone (6), et les informations reçues par le joueur mobile (4) au moment où celui-ci pénètre dans la zone (6) sont communiquées en temps réel à un processeur central (2) et à d'autres joueurs mobiles (4) par une période unique de tranche de temps de communication à chaque joueur mobile (4).

Claims

Note: Claims are shown in the official language in which they were submitted.


- 29 -

CLAIMS

1. An electronic shooting game apparatus comprising:
a controller for controlling the course of
a game in an arena;
at least one mobile player unit;
a game communication means for
communication of data in the apparatus; and
means for sensing the position of a player
unit in the arena.
2. An electronic shooting game apparatus as claimed
in claim 1 comprising at least one zone control
unit comprising means for defining a game-playing
zone within the arena.
3. An electronic shooting game apparatus as claimed
in claim 2, wherein the zone control unit
comprises a zone communication means for
transmitting data to define a zone, and each
mobile player unit comprises means for receiving
said data.
4. An electronic shooting game apparatus as claimed
in claim 2 or claim 3, wherein the zone control
unit comprises a zone controller.
5. An electronic shooting game apparatus as claimed
in claim 4 wherein the zone communication means
comprises means for transmitting a unique zone
identifier in said data under control of the zone
controller.
6. An electronic shooting game apparatus as claimed
in claims 4 or 5, wherein the zone communication
means comprises a radiation transmitter activated
by the zone controller.


- 30 -

7. An electronic shooting game apparatus as claimed
in claim 6 wherein a plurality of zone control
units are provided, each for defining a zone
within the arena in which the game may be played
and for transmitting location information from
each zone control unit to the mobile player units
located within the zone associated with the zone
control unit,
8. An electronic shooting game apparatus as claimed
in claim 6 or 7 wherein the radiation transmitter
is an infra-red transmitter.
9. An electronic shooting game apparatus as claimed
in any of claims 3 to 8 wherein the zone
communication means comprises means for
transmitting status data to each mobile player
unit.
10. An electronic shooting game apparatus as claimed
in any of claims 3 to 9 wherein the zone
communication means has a status receiver for
receiving status data from a mobile player unit.
11. An electronic shooting game apparatus as claimed
in claim 10 wherein the zone communication means
comprises a transceiver.
12. An electronic shooting game apparatus as claimed
in any of claims 5 to 11 wherein the zone
controller comprises a number of dip-switches for
setting the zone identifier.
13. An electronic shooting game apparatus as claimed
in any of claims 4 to 12 wherein the zone
controller comprises a microcontroller with
associated memory and timing means.
14. An electronic shooting game apparatus as claimed
in claims 3 to 13 wherein the zone communication
means has a data communication means for
communication with the central processor.


- 31 -


15. An electronic shooting game apparatus as claimed
in any preceding claim wherein the game
communication means comprises a mobile player
unit communication means on the mobile player
unit for wireless communication with the
controller in real time during a unique time slot
period for each mobile player unit.
16. An electronic shooting game apparatus as claimed
in claim 15, wherein the controller comprises a
central processor and at least one control device
with an associated player unit communication
means, the control device being mounted in the
arena for controlling communication between the
central processor and each mobile player unit.

17. An electronic shooting game apparatus as claimed
in claim 16 wherein the mobile player unit
communication means has a receiver and a
transmitter.
18. An electronic shooting game apparatus as claimed
in claim 17 wherein the player unit receiving
means has a zone receiver for receiving location
data from the zone control unit.
19. An electronic shooting game apparatus as claimed
in claim 18 wherein the zone receiver has
decoding means for decoding location data and for
detecting a safe zone.
20. An electronic shooting game apparatus as claimed
in claim 19 wherein the decoding means
incorporates disabling means for preventing
changes in game information.
21. An electronic shooting game apparatus as claimed
in claims 19 or 20 wherein the receiver is a two
part radiation receiver a control receiver for
receiving radio frequency signals and a zone
receiver for receiving infra-red signals.


- 32 -

22. An electronic shooting game apparatus as claimed
in any preceding claim having at least two mobile
player units each having independently operable
mobile player unit communication means for
communication with the controller during a unique
time slot.
23. An electronic shooting game-apparatus as claimed
in claim 22 wherein a mobile player unit
incorporates an identification means for
identifying the mobile player unit to the
controller.
24. An electronic shooting game apparatus as claimed
in claims 22 or 23 wherein a mobile player unit
incorporates a position indicating means for
receiving location information from mobile player
units in the game arena and for displaying the
relative positions of other mobile player units.
25. An electronic shooting game apparatus as claimed
in claim 24 wherein the position indicating means
has a filter means for removing the location
information of selected mobile player units.
26. An electronic shooting game apparatus as claimed
in claims 24 or 25 wherein the position
indicating means is provided by a liquid crystal
display communicating with the mobile player unit
communication means.
27. An electronic shooting game apparatus as claimed
in claims 24 to 26 wherein the position
indicating means comprises a sound emitter.
28. An electronic shooting game apparatus as claimed
in any of claims 16 to 27 wherein the player
communication means has a transmitter having an
associated transmission field within the arena
for transmitting game information from the
control device to each mobile player unit located
within the transmission field.




- 33 -

29. An electronic shooting game apparatus as claimed
in claim 28 wherein each control device
incorporates a timing means for determining a
unique control device transmit period for the
player communication means associated with the
control device.

30. An electronic shooting game apparatus as claimed
in claim 29 wherein a plurality of control
devices are provided, each control device having
an associated transmission field for defining a
transmission region within the arena and for
transmitting game information from the control
device to the mobile player units located within
the transmission field of the control device.
31. An electronic shooting game apparatus as claimed
in claims 28 to 30 wherein the transmitter is a
radio frequency transmitter.
32. An electronic shooting game apparatus as claimed
in claims 27 to 31 wherein each player
communication means has a player communication
controller and a device identification means for
controlling the player communication means.
33. An electronic shooting game apparatus as claimed
in claims 27 to 32 wherein the player
communication means has a receiver for receiving
signals from the mobile player unit.
34. An electronic shooting game apparatus as claimed
in claim 33 wherein the transmitter and receiver
are combined as a transceiver.
35. An electronic shooting game apparatus as claimed
in claims 16 to 34 wherein the control device has
a host communication means for communicating with
the central processor.
36. An electronic shooting game apparatus as claimed
in claim 35 wherein the host communication means




- 34 -

has a host communication controller, a data
buffer and a communication link for connection to
the central processor and the data buffer.
37. An electronic shooting game apparatus as claimed
in claim 36 wherein the host communication
controller and the player communication
controller are integrally formed as a device
communication controller.

38. An electronic shooting game apparatus as claimed
in claim 37 wherein the device communication
controller is a microcontroller with associated
memory and timing means for controlling
communication between the control device and the
central processor and between the control device
and the mobile player unit.

35. An electronic shooting game apparatus as claimed
in any of claims 16 to 38 wherein at least one of
the control devices is remote from the central
processor and is mounted in the arena.
40. An electronic shooting game apparatus as claimed
in any preceding claim wherein the game
communication means has a processor with
associated memory means for controlling the
mobile player unit communication means.
41. An electronic shooting game apparatus as claimed
in claim 40 wherein the mobile player unit
communication means has a player unit transmitter
for transmitting game information from the mobile
player unit to the control device.

42. An electronic shooting game apparatus as claimed
in any of claims 17 to 41 wherein the player unit
receiving means has a control receiver for
receiving status data from the controller.
43. An electronic shooting game apparatus as claimed
in claim 42 wherein the control receiver includes


- 35 -

means for receiving status data from another
mobile player unit.
44. An electronic shooting game apparatus as claimed
in claim 43 wherein the control receiver and the
player unit transmitter are formed as a mobile
player unit transceiver.

45. An electronic shooting game apparatus as claimed
in any of claims 15 to 44 wherein each mobile
player unit incorporates a timing means for
determining a unique transmit period associated
with the mobile player unit.
46. An electronic shooting game apparatus as claimed
in claim 45 wherein the controller comprises
timing means for assigning a unique time slot
period to each mobile unit and control device
node by storing relationships between fixed or
real node identifiers and alias identifiers, the
alias identifiers identifying the unique time
slot period.
47. An apparatus as claimed in claim 46 wherein the
controller comprises means for transmitting
signals re-configuring the apparatus by
re-assigning alias identifiers with real identifiers
in real time.
48. An apparatus as claimed in claim 47 wherein the
controller comprises means for re-configuring the
apparatus by transmitting a reconfiguration
signal comprising a reference followed by a
series of real identifiers in successive time
slots, and each node comprises means for
identifying its real identifier and storing an
indication of the position of said identifier in
the reconfiguration signal to set its alias
identifier as a configuration.
49. An apparatus as claimed in claims 45 to 48
wherein the controller comprises means for




- 36 -

assigning alias identifiers to only a portion of
the nodes of the apparatus at any particular
time.

50. An apparatus as claimed in any of claims 46 to 49
wherein the controller comprises means for
transmitting synchronisation signals which
include a synchronisation frame for
synchronisation of clocks in the nodes, followed
by a series of time slots within which nodes can
respond in the relevant appropriate time slot,
each node determining its time slot according to
its current alias identifier.

51. An apparatus as claimed in any of claims 46 to 50
wherein the controller comprises means for
including an auxiliary time slot for random use
by nodes such as de-activated nodes.
52. An apparatus as claimed in any of claims 46 to 51
wherein each node comprises means for storing a
configuration for later retrieval, the
configuration being identified by a unique
reference.
53. An apparatus as claimed in any preceding claim
wherein the communication means comprises infrared
communication means comprising transmitters
and receivers programmed to communicate at a high
sequence change rate.
54. An apparatus as claimed in claim 53 wherein the
rate has a frequency of greater than two seconds.
55. An apparatus as claimed in claims 53 or 54
wherein a transmitter comprises means for
encoding part of a transmitted signal, and
changing the encoding method for a subsequent
transmission.
56. An apparatus as claimed in claim 55 wherein the
code is encoded by use of an encoding byte





- 37 -

retrieved from an indexed table, a successive
byte in the table being used for each successive
transmission.
5?. An apparatus as claimed in claims 55 or 56
wherein a checksum of a transmit signal is
encoded.

58. An electronic shooting game apparatus as claimed
in any preceding claim wherein the mobile player
unit includes an electronic gun.
59. An electronic shooting game apparatus as claimed
in any preceding claim wherein the mobile player
unit includes a body unit.
60. An electronic shooting game apparatus as claimed
in claim 59 wherein the body unit has a body
armour shell with integral indication means to
indicate that a player has been shot.
61. An electronic shooting game apparatus as claimed
in any preceding claim wherein the controller
includes a real time communication controller.
62. An electronic shooting game apparatus
comprising :-

a controller for controlling the course of
a game in an arena;
at least one mobile player unit;
means for sensing the position of a player
unit in the arena comprising a plurality of
zone control units, each having means for
defining a unique zone within an arena in
which the game may be played; and
a game communication means for controlling
communication between the zone control


- 38 -

units, the mobile player units and the
controller in real time.

63. An electronic shooting game apparatus
substantially as hereinbefore described with
reference to the accompanying drawings.

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 02204735 1997-05-07 ~
WO~611S419 pcTnEssfwas7

nAn electronic shootina game ;~p~r;~tl-S~
The invention relates to an apparatus for an electronic
shooting game played in an arena.
Possibly~ the most important aspects of such apparatus
are firstly the ease with which players can familiarise
S themselves with the g~ne, and secondly the pro~ision of
challenging features which help maintain a players'
interest over many games. The difficulty lies in
addressing both aspects together - provision of either
aspect alone is relatively simple.
Hereto~ore, most improvements in such apparatus have
been quite speci~ic, ~or example, improving ~ccuracy of
shootinq. They seldom a~ect the overall, general
nature in which the game is played and are thus of
limi~ed benefit in providing sufficient game challenges
to maintain a player's interest.
It is therefore an object of the invention to pro~ide an
apparatus which provides a major and general improvement
in the manner in which games are played.
Statements of Invention
Accordingly there is provided an electronic shooting
game apparatus comprising:

a controller for controlling the course of a game
in an arena;
at least one mo~ile player unit;
~5 a game communication means for communication of
data in the apparatus; and
means for sensing the position of a player unit
in the arena.
Advantageously this allows for the introduction of
location information into the qame. This information

CA 02204735 1997-05-07 ~
wo s6rls4~s Pc~lEssJonr~7

-- 2

may be used in a wide ~ariety of ways to add to user
enjoyment of the game.
Preferably the apparatus comprises at least one zone
control unit comprising means for defining a game
S playing zone within the arena. Thus, game operators may
assign special game attributes to ~arious zones
throughout the arena. These attributes may apply to all
or selected zone5 and given zones may be defined in
different ways for d~fferent players. Therefore in
addition to using the location information for player
tracking throughout the arena the information may also
be used to for player handicapping.
In one embodiment, the zone cantrol unit comprises a
zone communication means for t~ansmitting data to define
a zone, and each mobile player unit comprises means for
receiving said data. This is a particularly effective
means of defining a zone and combines the functions of
defining a zone and communication in one operation. It
is of course possible to keep these functions separate
by, for example, providing a sensor which senses entry
of a player unit into the zone and a transmitter to
communicate sensing data to the game communication
means.
In one embodimen~ the zone control unit comprises a ~one
cont~oller. The zone control unit may comprise means
for transmitting a unique zone identifier in said data
under control of the zone controller. In one embodiment
the zone communication means comprises a radiation
transmitter activated by the zone controller. These
features provide for simple and e~fective transmission
of location data. ~urther, the size of the 20ne may be
easily altered by changing the spread of the radiation
~ield.
In one embodiment a plura1ity o~ zone control units are
pro~ided, each for de~ining a zone within the arena in
which the game may be playe~ and for transmitting
iocation information from each zone control unit to the
- mobile player unit~ located within the zone associated
with the zone control unit. This allows the system to

CA 02204735 1997-05-07 ~
,wos6/15419 PCT~Eg5/~0~57


accur~ely record a players location during the course
of a game, it further allows the apparatus to keep track
of a player' 5 movements, this is useful for many game
~cenarios as well as providing a safety feature by
determining if a player is moving too quickly.

Ideally the radiation transmitter is an infra-red
transmitter. Thus, the zone is defined in a relati~7ely
simple manner and may ~e readily altered by changing the
spread of the infra-red field.
In one arrangement the zone communication means
comprises mean~ for transmitting status data to each
mobile player unit. Thus, the zone control unit may
also be used to transmit game lnformation.
Prefera~ly the zone communication means has a status
receiver for receiving status data ~rom a mo~ile player
unit. Thus, the zone control unit may be used to
receive game information.
Prefera~ly the zone communication means comprises a
transceiver.
Preferably the zone identification ~eans is non-volatile
and comprises a number of dip-switches for setting the
zone identifier. This obviates the need for a specially
programmed unit by allowing the code to ~e configured
when the unit has been installed and a players location
information may be updated as 500n as the zone is
entered by receiving the zone identifier from the
dedicated zone control unit.
Ideally the zone controller comprises a micr~controller
with associated memory and timing means. Thus, the zone
in~ormation may be transmitted in a pulse mode redu~ing
power requirements by using the microcontroller tLmer.
In one arrangement the zone communication means has a
data communication means for co~-~n i cation with t~e
central processor. Thi~ allows information to be passed
to and from the controller throuqh the zone unit.
Advantageously this allows ~or the provision of zones

CA 02204735 1997-05-07 -
WO~11~19 PCT~E9~/OOQ~7


whc~se characteristics- may ~e changed as the game
progresses. These might include no entry zones or safe
~ones for example.

Preferably the game communication means compri~es a
mobile player unit communication means on the mo~ile
player unit for wireless communication with the
controller in real time during a unique time slot period
for e~ch mobile player unit. In thi~ w~y the game
information relating to shots and hits as well as the
additional inform~tion relating to location within the
arena may ~e efficiently communic~ted to the controller
in real time. This communication i5 achieved without
re~uiring multiple communication channels and without
the necessity fsr the controller to poll each of the
~5 mobile player units advantageously, minimisins cost and
permitting real time communic~tion of information
without the risk of communication interference.
Preferably the controller comprises a central processor
and at least one control device with an associated
player unit communication means, the control device
being mounted in the aren~ for controlling communication
between the central processor and each mobile player
unit. This allows the control devices to be
strategically positioned throughout the game playing
arena and if required to be easily moved.
Preferably the mobile player unit communication means
has a receiver and a transmitter advantageously,
allowing the player unit to receive and transmit game
status information.
Ideally the re~eiver ha5 a zone receiver for receiving
location data from the zone control unit. Thus, th~
game information recei~ed by the player unit is
e~ficiently communicated to the mobile player unit
processor.
Preferably the zone receiver has decoding means for
decoding location data and for d-etectin~ a safe zone.

CA 02204735 l997-05-07 -
WO96rl5419 PCT~E9S~OOOS7


In this way zones may be defined that are safe for
players to rest in as they can neither shoot or be shot.
Ideally the decoding means incorporates disabling means
for preventin~ changes in game information. Thus, the
game status informa~ion of each player unit may not be
chanqed while in the safe zone except by the controller.
Preferably the receiver is a two part radiation receiver
~ control receiver for receiving radio freq~ency signals
and a zone rece~ver ~or receiving in~ra-red signals.
Thus, by combining common fea~ures of the two receivers
the size and weight of the recei~er unit is reduced.
Preferably the apparatus comprises at least two mobile
player units each having indepen~ently operable mobile
player unit communication means for communication with
the controller during a unique time 510t. Thus, each
mobile player unit may transmit in turn obviating the
need to be polled for game information by the controller
thereby improving game response.
Preferably the mobile player unit incorporates an
identification means for identifying the mo~ile player
unit to the controller. Thus, the controller recognises
source of the g~me information received and may compile
it with information from other player units to provide
team status information. Further is allows for a number
of games between a number of teams to take plare in the
same game arena simultaneously without interacting.
Preferably the mobile player unit incorporates a
position indicating means ~or recei~ing location
information from mobile player units in the arena and
for displaying the relative positions of other mobile
player units. Thus, a tracking device or player radar
is provided to track fellow te~m members and or opposing
~eam members during the course o~ the game.
Ideally the position indicating means has a filter means
for removing the location in~ormation of selected mobile
player units. Thus information about players of a


~ ~ . .

CA 02204735 1997-05-07 ~~
WOq~tlS~I9 Pc~nE9~Do~s7


different qame happening in the same arena at the same
time is not shown preventing unwanted interaction.

Preferably the position indicating means is provided by
a liquid crystal display communicating with the mobile
player uni~ communication means. Thus, the information
received is displayed in a simple and efficient manner.
Ideally each control device comprises a sound emitter.

Thus, the control device may transmit to its associated
player units in real time.

Preferably the player communication means has
transmitter having an associated transmission ~ield
within the arena in which the game may be played, for
transmitting game information from the control device to
each mobile player unit located within the transmission
field. Thus, each mobile player unit will receive game
information from the control device transmission field
in which it is located.

Preferably each control device incorporates a timing
means for determining a uni~u~ control device transmit
period for the player communication means asso~iated
with the control device. Thus, the control devices may
trans~er information in turn without the risk of
tr~nSmisSLOn interference between adjacent control
de~ices. This feature further ~llows a number of mobile
player units to communicate without requiring additional
channels necessitating increased bandwidth.

Ideally a plurality of control devices are provided,
each control device having an associated transmission
~ield for de~ining a transmission region within the
arena and fcr transmitting ~ame information from the
control de~ice to the mobile player units located within
the transmission field of the control device. There~y,
ensuring that all mobile player units within the arena
will receive the game information in real time.

CA 02204735 1997-05-07
WOg6/1~19 pcTnE9s/oo~57


Pre~erably the tra~smitter is a radio frequency
transmitter thus, the transmission is provided in a
simple and efficient manner.
Preferably each player communLcation means has a player
communication controller and a device identification
means for controlling the player communication means.
Advantageously, allowing each individual control device
to be configured to operate in a predef~ned manner and
further allows the control device to be easily re-
configured even during the course o~ a game.
Ideally the player communication means has a receiverfor receiving signals from the mobile player unit.
Thus, the control device may receive game status
information from the mobile player unit, this
lS information may be either be acted on locally or
communicated to the central processor. In this way the
shape or size of the game arena may be altered without
adversely affecting game communications.
In one arrangement the transmitter and receiver are
combined as a transceiver thereby reducing the number of
components required.
Prefera~ly the control device has a host communication
means for communicating with the central processor
Thereby, allowing game status information to be
communicated to the crntral processor.
Preferably the host communication means h2s a host
communication controller, a data buffer and a
co~munication 1ink for connection to the central
processor and the ~ata buffer. Thus, constant access to
3~ the central processor is o~tained eliminating the
possibility of delay in communlcations additionally ~he
capabilities of the apparatus may be easily expanded to
accommodate increasing numbers of players by increasing
the processing power or number o~ central processors.
Preferably the host communication controller and the
- player communication controller are integrally formed as

CA 02204735 1997-05-07
WQ 961154~ PC~:95~00'~57


a device communication controller thereby reducing
component requirements by combining functionality.
Ideally the device communication controller is a
microcontroll~r with associated memory and timing means
for controlling communication between the control device
and the central processor and between the control device
and the mobile player unit. ~eneficially, using
standard components thereby reducing cost.

In one arrangement at least one of the control de~ices
is remote from the central processor and i~ mounted in
~n arena in which the ~ame may be played. ~eneficially
allo~ing obstacles to be used in the game arena without
hinderin~ communication. These obstacles may be
naturally occurring features of the game arena such as
walls or obstacles included to enhance reality and
player enjoyment.
Ideally each mobile player unit communication means has
a processor with assocLated memory means for controlling
the mobile player unit communication means.
Advantageously, this allows processin~ to be conducted
locally within ~he player unit.
Pr~ferably the mobile player unit communication means
has a player unit transmitter for transmitting game
information from the mobile player unit to the control
device. Thus, information may trans~erred in real time
between the mobile player unit and the controller.

Ideally the player unit receiving means has a control
receiver for receiving status data from the controller
thereby, establishing a communications link with the
~O central processor.
Preferably the control receiver includes means for
receiving status data from another mobile player unit.
Thus, team status information may be shared further
enhancing the players enjoyment of the game by allowing
the players to develop tactics.

CA 02204735 1997-05-07 ~~~~~~ ~~~~~~~
WO~6~15~19 PCT~E9SlOOOS~


In one arrangement t~e control receiver and the player
uni~ transmitter are formed as a mobile player unit
transceiver. Thus, the number of components required is
reduced thereby minimising the weight and cost of the
S unit.
Ideally each mobile player unit incorporates a timing
means for determining a ~nique transmit period
associated with the mobile player unit. Thus r each
player unit may communicate game information within the
arena without the risk of transmission in~erference.

In one arrangement the controller comprises means for
assigning a unique time slot period to each mobile unit
and control device node by storing relationships between
fixed or real node identifiers and alias identifiers,
the alias identifiers identifying the uni~ue time slot
period.
Preferably the controller comprises means for
transmitting signa~s re-configuring the apparatus ~y re-
assigning alias identifiers with real identifiers in
real time.
Ideally the controller comprises means for re-
conf iguring the apparatus by transmitting a
reconfiguration signal comprising a reference followed
by a series of real identifiers in successive time
slots, and each node comprises means for identifying its
real identifier and storing an indication of the
position of s~id identifier in the reconfiguration
signal to set its alias identifier as a configuration.
Prefera~ly the controller comprises means for assigning
alias identifiers to only a portion of the nodes of the
apparatus at any particular time.
Preferably the controller comprises means for
trans~i~ting synchronisation signals which include a
cynchronisation frame for synchronisation of clocks in
the nodes, followed by a series of time slots within
which nodes can respond in the relevant appropriate time

CA 02204735 1997-05-07 - -

WQ~611~19 PcTnEss~o~s~

-- 10 _

slot, each node determining its time slot according to
its current alias identifier.
In one em~odiment the controller comprises means for
including an suxiliary time slot for random use by nodes
such as de-acti~ated nodes.
Ideally each node comprises means for storing a
configuration for lat~r retrieval, th~ configuration
being identified by a unique reference.
In a preferred arrangement th~ apparatus comprises
infra-red communication means comprising transmitters
and receivers proqrammed to communicate at a high
sequence change rate.
Ideally the rate has a frequency of greater than two
seconds~

In a preferred embodiment the transmitter comprises
means ~or encoding part of a transmitted signal, and
changing the encoding method for a subsequent
transmission.
Preferably the code is encoded by use o~ an encoding
byte retrieved ~rom an indexed table, a successive byte
in the table being used for each successive
transmission.
Ideally the checksum of a transmit signal is encoded.
Ideally the mobile player unit includes an elec~ronic
gun.
Ideally the player unit include~ a body unit.
Thus, the player unit may be worn by the player during
the course of the game.
In a preferred arrangement the body unit has a body
armour shell with integral indication mean~ to indicate
that a player has been shot. Thus, in~ormation received
loca-lly or from the game controller may be indicated to
the player using lights, buzzers or solenoids.

CA 02204735 1997-05-07 . .
. wo g6~15419 ~ PCr~:9~JOOOS7


Preferably the co~troller includes a real time
communication controller. Thus removing the need for
the players to pass control pcints and allowin~
information to ~e dis~ributed in a fast and ~fficient
ma nne r .
According to one aspect o~ the invention there is
provided an electronic ~hooting game apparatus
comprising:-

a controller for controlling the course of a game
in an arena;
at least one mobile player unit;
a plurality o~ zone controL units, each h~ingmeans for defining a unique zone within an arena
in which the g~me may be played; and
a game communication means for controlling
communication between the zone control units, the
mobile player units and the controller in real
time.
Advantageously the electronic shooting game apparatus
allows each mobile player unit to interact with the
other mobile player units in real tLme. Real time in
this context is taken to be less than one second being
the maximum acceptable time in which responses to game
events may issue without reducing game enjoyment.
Detailed Description
The invention will be more clearly understood from the
following description of some embodiments thereof, given
by way of example only~ with reference to the
accompanying drawings, in which;
Fig. 1 is a block diagram of an electronic
shooting game apparatus according to the
invention;

CA 02204735 1997-05-07
WO9~ 419 pCT~E9~OC57


Fig. 2 is a plan ~iew from above of a game arena
divided into ~ones;
FLg. 3 is a side view of a zone identification
unit in operation;

Fig. 4 is a block ~iagram of a single zone
identification unit;
Fig. 5 i~ a elevational ~iew o~ a player unit;
Fig. 6 is a diaqrammatic view of a body unit
shown in Fig 5;
Fig. 7 is a block diagram of a game arena control
device forming part of the invention;
Fig. 8 is a timing diagram of an electronic
shooting game apparatus according to the
invention;
Fig. 9 is a block diagram of an alternative
electronic shooting game apparatus according to
the invention, and
Fig. lO is a plan view of an alternative arena
shown in Fig. 9, divided into zones.
Referring to the drawings and initially to Figs. 1 to 7
there is illustrated an electronic shooting game
apparatus 1. The appar~tus 1 has a controller for
controlling the cou~se of a game in an arena. The
controller comprises a central processor 2 and n~mber of
control devices 3. The apparatus 1 also has a number of
mobile player units 4 worn ~y players, and means for
sensing the position of a player unit 4 in the arena
provided by ~ number of zone control units 5, each for
defining a zone 6 within a game playing arena 7.
Each zone control unit S has a data transmitter for
transmittinq location data within its zone 6 pro~ided by
- an infra red transmltter 8 mounted on the zone control

CA 02204735 1997-05-07 .
~O~6~15~19 PCT~E9S~000~7

- 13 -

uni~ 5. The zone control unit S ~lso has a zone
identification me2ns provided by a bank of
dip-~witches 9 ancl a zQne microcontroller 10 with an
inte~ral timer ll for cont:collLng the infra red
transmitter 8. The dip switches g of each control unit
5 define a unique binary location code which is
transmitted through the inf~ra-red transmitter 8 to
define each zone 6. The range and spread of the infra~
red field defines the boundaries of the 20ne 6 and the
binary location code is received ~y the mobile player
unit 4 as the player enters the zone 6.
Referring specificall ~F~ and 6, the mobile
player unit 4 has an ~ ectronic gu~2 and a body unit
13. The body unit 13~-c ~ bo~y ~our shell 14 with an
indicator lS to indicate a players game condition using
a numbers of buzzers 15a and lights 15b. The body
armour shell 14 also has communication means provided by
a pLayer uni~ communicator 16 for communication with the
central processor 2 in real time. The player unit
~0 communicator 16 has a memory chip 17 connected to a
microprocessor 18 and associated timer 18(a) for
controlling communication to and from the player unit
communicator 16. The microprocessor 18 in turn is
connected to an inf ra-red r~ceiver lg and a radio
~requency transceiver formed by a radio frequency
r~ceiver 20, a radio frequency transmitter 21 and an
aerial 22.
Referring specifically to Fig. 7, the con~rol device 3
has a device communication microcontroller 23 with
~O internal memory 24 and a timer 25. The device
communica~ion microcontroller 23 is connected ~o the
centr~l processor 2 through a data buffer 26 and a
network cable 27. The device communication
microcontroller 23 is also conne~ted to a de~ice
transceiver 28 in turn connected to a device aerial 29.
Re~erring now to Pi~. 8 there is illustrated a timing
diagram 30 showing the communication timing structure
between the central processor 2, four control de~ices 3
and six mobile player units 4. The diagram 30 shows a
synchronisatLon pulse ~1, four control :device tran~mit.


-

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6115419 PCT~E95/000~7

- 14 _

periods 3~a), 3~b), 3(-c), 3~d~, a system settle pulse 32
and six mo~ile player unit transmit periods 4(a), 4(b),
4(c)~ 4(d), 4(e) and 4(f).
In use, the central processor 2 sends a synchronisation
pulse 31 on the networ~ cable 27 to each control device
3. Vpon receipt of the synchronisation pulse 31 through
the data bu~fer 26, the device communication
microcontroller 23 retrieves a value stored in internal
memory 24 and sets the device timer Z5 with this value
and initiates the coun~. ~hen tAe device ~imer 25 has
completed this count the identity af the control d~vice
3 also stored in the in~ernal memory 24 is transmitted
to the mobile pla~er units 4 through the transceiver 28
and the de~ice aerial 29.
The value stored in the internal memory 24 for each
control unit 3 is different, beiny preset in the unit to
corr~spond to one of the transmit periods 3(a) to 3(d).
This allows each control unit 3 to transmit in turn
without transmission interference.
As the mobile player unit 4 moves around the arena 7 the
signal containing the identity of the control device 3
is received through the radio fre~uency receiver 20 and
aerial 22 and is passed to the microprocessor 18.
When th~ microprocessor 18 receives the signal it stores
~5 it in the timer 18(a). The microprocessor 18 then uses
the information received to determine when the system
settle pulse 32 occurs by counting down from the value
received. When the system settle pulse 32 begins the
microprocessor 18 resets the timer 18(a) to a pre-set
value stored in the memory chip 17, to determine the
correct transmit period as50ciated with that mobile
player unit 4. Each mobile player unit 4 has a unique
transmit period corresponding to one o~ the transmit
periods 4~a) to 4(f). In this way each mobile player
unit 4 may transmit the selected status information to
the central processor 2 through the control devices 3
and the other mobile player units 4 in turn without
transmission interference. The status information is
received by the mobile player units 4 in the same way as

CA 02204735 1997-05-07
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- 15 -

timing information LS received from the control devices
3.
The status information transmitted in this way is
received and prioritised by the microprocessor 18 before -
heing stored in the memory chip 17 prior to
transmission. The status information includes details
of ~hots fire~ and hits received from other mobile
player units. The player soores a hit by firing the
electronic gun 12 at the body unit 13 of an opponent.
These hits are indicated to the player by activation of
the bu~zers lS(a~ and lights 15(~).
In addition to the status information, location
information is simllarly transmitted. The location
i~formation is received ~rom the zone control units 5,
The zone control unit 5 has a binary code encoded in the
dip-switches 9. This code is transmitte~ through the
infra-red transmitter 8 of each control unit to define
Qach zone 6. The frequency of transmission of this
binary code is determined by the value s~ored in the
~0 integral timer ll of the zone microcont~oller lO. The
range and spread o~ the infra-red field defines the
b~undaries of the zone 6. This location information is
received by the infra red receiver l9 on ~he mobile
player unit 4 as the player enters each zone. This
location information is again passed to the
microprocessor 18 prior to transmission in the next one
of ~he transmit periods 4(a~ to 4~f3.
As the game progresses the inf~rmation ~eing transmitted
in real time around the arena 7 in this way ma~ include
hit status, remaining shots, location, timing signals
and similar electronic shooting game related
information.
In more detail, the real time communication between the
various communication circuits is achieved using a
~echnique referred to in this specification as time slot
multiplexing (TSM). Brie~ mention has already been made
of the fact that each zone controller and mobile unit
has a uni~ue time ~lot f or communication ~ there~y

, . . . .

CA 02204735 1997-05-07
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-- 15 --

allowing a single channel to be used by a lar~e n~mber
of nodes without any interference. It has also been
mentioned that the micro-processor 18 of the player unit
communicator 1~ retrieves a value from its memory 17 and
that the microcontroller 2~ at each control device 3
also retrieves a value from its memory ~4. This value
may be referred to as an alias identif ier or alias ID as
it identifies the uni~ue time slot which any particular
node has at any time. A very important aspect of the
invention is the fact that each node ~player unit
communicator 1~ or control device 3) has a fixed or real
identifier, hereinafter re~erred to as a real ID. A
master node (the controller 2) dynamically relates an
alias ID with ~he real ID of each node being utilised at
any particular time. It transmits reconfiguration
signals at the start of a sessiQn, which signals achieve
the following:-

(a) They set the number of nodes to be
operational and therefore set the length of
2~ the cycle to cater ~or that number of nodes
without any redundant or unused time slots.
~b) They set an alias ID for each operational
node. Therefore, each operational node
knows its alias ID, which as described
above is the particular time slot for that
session.
After the reconfiguration signal, the master node sends
synchronisation signals at very fre~uent intervals, in
one em~odi~ent every second. These synchronisation
signals are used for synchronisation of the clocks in
the nodes 50 that the t~ansmission of data ~rom the
nodes is accurately located in the correct time slot.
To describe this in more detail, each node can determine
its unique time slot according to the following
formula:-
TS~ slot tLme
= (Slot_Period X Alias ID)

-
CA 02204735 1997-05-07
WO96~1~419 PCT~E95~0~57
.. .

. . . where
TS~ slot time is a delay in time that
occurs after the receipt of a TSM Re~uest
"synchronisation signal" (i.e. base time O~
S Slot_Perio~ is a predefined time duration
(can be dynamically redefined as needed).

Allas ID being a non-zero positive integer.
An initial configuration table stored in the master node
(controller 2) may be as follows:-
10Node Real I~ ALIAS ID
A
B 2
C 3
E 4
lS F 5
G 6
H 7
I 8
J 9
~ lO
To b~oadcast this information to the nodes, the
controller transmits a reconfiguratLon signal ~hich
includes the real ID in each successive time slot
according to the order given in the above ta~le. This
order can be dynamically redefined at any time by the
master node by transmitting a reconfiguration message
prior to issuing information requested. ~or example,
the order can be rever9ed by transmission of ~he
following reconfiguration signal:-
Alias 1 2 3 4 5 6 7 8 glO
Con~i~ J I H G ~ E D C BA
Upon receipt of such a signal, each node identifies its
own real ID and its location in the reconfiguration
~ignal and therefore sets its alias ID ~in memory)
according to the following table:-




-

CA 02204735 1997-05-07
W~ 96flS4f9 PCrlIE95/OOOS7

- lB -

Node Real ID AI~ ID
A 10
B 9
C 8
D 7
E 6
F S
G 4
H 3
I 2
J
Alternatively, the master node can activate a subset of
no~es that are eligible ~or a particular session by
transmitting a reconfiguration similar such as:-

Alias 1 2 3
Config J A B
Upon receipt of such a signal, the nodes will changetheir memory contents to reflect the alias ID's of the
~ollowing table:-

Node Real ID ALIAS_ID Cl -~t
A 2
B 3
C - not active
D . - not active
~5 E - not active
F - not active
G - not acti~e
H - not active
I - not active
J
A very important point to note is that after this
reconfiguration signal, nodes C to I inclusive are
redundant as alias ID's have been assigned only for
nodes A, B and J. Thereafter, each multiplexing cycle
will involve only three time slots, thereby providing
for a much f aster data capture.

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-- 19 --

From then on, the master node will transmit
synchronisation signals every second to request
information from the active nodes. ~ach active node
reads the synchronisation 5iynal and uses the
synchronisation frame to reset its clock. It then uses
its aLias ID to count on each successive time slot until
it recognises its own time slot and then transmits its
information. This synchronisation woul~ take ~he
following:-

1 0 Re~
SYN Slot_J Slot_A Slot_B
O~ TIME-------------~
Please note that in the above signal each time slot
~ollowing the synchronisation frame represents a time
period for transmission of information from a node to
the master node. For example, node J transmits
information in the first time slot. The notation SLOT_J
in the first time s1ot does not indicate that the real
ID J appears in this time slot, it is simply a time
~O frame during which node J can transmit information.
Another important aspect of the communication system is
that an additional time slot may be included for
auxiliary or random use. In one embodiment, this may be
referred to as slot O in the followin~ synchronisation
signal:-

ReqSYN SlotO Slot_J Slot_A Slot_B
0~ ---TIME----------------------->
Slot O (which is not a valid alias ID~ is shared with
all nodes. The purpose of this slot is to allow during
a single TSM sequence a de-activated node that has not
been inadvertently or abnormally reset ID to dynamically
request re-activation. For example, the response may be
represented as follows:-


-
CA 02204735 1997-05-07
WO96~1S419 PCTnE9~J~o~7

. - 20 -
Node
Req
SYN F Slot_J Slot_A Slot_B
O-~ TIME---------------_-_~

It will be clear that node F responds during tLme slot 0
~o request re-activation. Upon receipt of such a return
signal, the master node immediately re-configures its
table and transmits a reconfiguration signal as follows
in order to give the following configuration:-

Con~ig J A BF
Node Real ID ALIAS_ID Comment
A 2
B 3
C - not active
D - not active
E - not active
F 4 **Active**
G - not active
H - not active
I - not active
J
Following this, subsequent synchronisation signals
requesting information transmitted from the master node
would be as follows:-
Node
Req
SYN Slot_J Slot A Slot_B Slot F
O-------TIME----------------------------~
Another important aspe~t of the invention is the fact
that each reconfiguration signal will include a unique
header which may be used as a reference. The
configuration settings instructed by the reconfiguration
signal may be stored in non-volatile memory at each node
and used su~se~uently if a re~uest is transmitted from
the master node to use the configuration associated with
that reference.

CA 02204735 1997-05-07

WOg~/15419 PCT~9~/OOOS7


Re~arding the hardware requirements to achieve the above
operation, the communication circuits of the
communicator 16 and the control devices 3 use an on-
board microcontroller oscillator for timing. The timing
S reference for ~his oscillator uses sn AT cut crystal
oscill~tor which has the following chara~teristics:-

sasic Frequency: +~-20 p~m (parts per million) @ 25
degree C
Fre~uency Drift: +/-50 ppm per degree change in
tempe~ate ~C)
Temperature Range: -lO to l60 degree C.
Base Frequency Tolerance Vs. Time: 40 uS / second Max
Frequency Dri~t: 3ms ~ second Max
From the characteristic above, any two crystal at 25~C
lS will be within 4Q ppm of one another ~worst case~.
Therefore, two stand-alone oscillators using 1 MH2
crystal could differ up ~o 4U uS (microseconds) in one
second of time.
It is as~umed that the normal operating environment will
be within the temperature range of between +l~ and +40~C.
Therefore, there is a maximum temperature swing of 30
degrees.
It is also assumed that all crystal will drift in the
same direction ~up in frequency or down in frequency)
2S with respect to a change in temperature. Therefore, for
a temperature range of 30~C, any two crystal could
deviate a maximum of:

30 x lO0 = 30Q0 ppm ........ where 30 is degrees change
in C and lO0 is the maximum
ppm change per degree C.
~hen, any two stand-alone oscillators using 1 MHZ
crystals could diffe~ up to 3000 uS (microseconds) in
one second of time. Hence, in t~e course of once second
(assuming the crystal characteristics stated above any
two crystal would ~e within:

CA 02204735 1997-05-07

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- ~2 -

Base Tolerance + ~aximum_Frequency Drift
= 3040 uS ~ Sec or 0.304%.
(+/-0.152~ off centre fre~uency of the crystal).
The slot time for each node has a period of 15 ms. Up
to 30 slot time periods follow each synchronisation
signal. The maximum time to transmit an in~ormation
requ~st signal is:-
TSM_CYCLE time =
TCM_REQ tLme + 30 X slot_time period.

In the above formula, TSM_CY~LE time is the total time
for transmission of a single information request signal.
TSM_REQ time represents a 15 m5 synchronisati~n frame.
Only 46.5% of time within the period of l second is
required for a TSM cycle. Since crystals could deviate
lS as much as 0.304 milliseconds in one second, it can be
seen that the mA~i~.1m deviation, following TSM
synchronisation could be:-
3.04 ms or about l.414 ms
This is to say that any two nodes, at the end of a
TSM_Cycle would not have devia~ed more than +l.4 ms (see
below).
Serialised radio data messages bein~ transmitted within
slot time periods. This timing is initiated~
synchronised by a TSM REQ 'synchronising' radio frame.
Taking into account disto~tion of the synchronising sync
signal ~en~elope and/or amplitude) and microcontroller
software timing resolution, an added delay o~ about +50
microseconds is possi~le.
Therefore the maximum deviation during a TSM_CYCLE is
about l.s65 ms or about p~us~minu5 0.~5 ms.
All serialised data that is sent within a slot time
period i5 itself bit synchronised. By providing a
preamble (header) at the beginning of a data frame ~ at

CA 02204735 1997-05-07 . ..
WO~6~15419 PCT~E951O~S7

~ 23 -

least 3 characters at 4800 baud = 5ms) and assuring that
the data frame time, in total, is:

Data Fram~ time is less than or equal to
slo~ time_period minus 1. 465 ms.
At the end of a TS~-Cycle (last slot time period), a
node's interpretation of the slot's start could be early
or late by as much as Q.75 ms.

If early, 0.75 milliseconds of preamble data would be
sent during the previous slots trailing edge (as
discussed above). This trailing slot time period is not
used and no corruption or interference between adjacent
slots time period data frames will occur.
If late, the frame would fall within 0.75 ms of the
unused time at the trailing edge of a slot.
If a data frame is 0.75 ms late and the next slot is
0.75 ms early, still there is time at the end and
beginning (i.e. preamble) to tolerate this maximum
deviation.
Regarding the communication of infra-r~d (IR) signals,
the techniques used greatly assist in overcomlng the
pro~lem posèd by possible use of universal learning IR
devices (ULIRD). Such devices learn codes by detecting
and storing codes, typically during a 2-3 second period.
~ n the apparatus 1, the IR transmitters are programmed
to change the I~ data transfer al least once every 2
seconds. A synchronising p~lse based on an external
common timer or an onboard oscillator achieves this. By
changing the IR sequence at this rate, a ULTRD would not
be capable of capturing the code. Further, the
transmitters are programmed to modify the checksum
~e~ore t~ansmission by l~se af an encoding byte. The
checksum is in one embodiment modified by applying an
encoding byte using an XOR operation. The checksum is
decoded at th~ IR receive~.

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- 24 -

In more detail, the method of encoding used is as
follows:
Data Frame
SOP, DATl, DAT2, ... DATn, C~IRSUM
where SOF - Start of frame byte
DATn - nth data byte
CH~SUM - sum of SOF and all data
bytes.
Transmitted ~rame
SOF,DATl,DAT2,~DATn,(CHKSUM xor CODE)
A tabLe of codes stored at both transmitting and
receiving devices is indexed each tlme the code is to be
changed. Until the next code chanqeover time, this code
is XORed with the checksum of data frames fcr
transmission, and the same code is XORed with the
checksum byte on reception.
Table of CODEs
Timel CODEl
Time~ CODE2

"
TimeN CODEN
The ULIRD will be able to learn one IR data transfer,
However, when the ULIRD transmits the learned data, the
encoding byte will have chan~ed and the learned data
transfer will be invalid.
On each changeover time the table index is incremented.
When the end o~ the table is reached, the index is reset
to the start of the table and the process is repeated.
Therefore if one data transfer is learne~ by the ULIRD,
this data will in time become valid again. The larger
the ~able of codes is the more effective the protection
against the ULIRD.
It will thus be appreciated that the electronic shooting
g~me apparatus provi~es ~or considerab~y improv d player

CA 02204735 1997-05-07
. WO9611541g PCTAE95/~OOS7
t



_ 25 -

interest as it represents a new dimension in the
interactivity of electronic shooting games. Role
playing scenarios may be introduced by the inclusion of
video walls or simLlarly interactive devices and ~y
transmission of ga~e instructions through the game
controller in response to player status or rertain game
conditions. ~andicapping systems may be introduced to
make the game as competiti~e as possible. Team playing
scenarios may be developed by ignoring the transmission
of certain pieces of in~ormation to certain players or
within parts of the arena. Players movement within the
arena may also be control led by punishing lack of
movement when the same location is reported a number of
time~.
It will be appreciated that the real time communication
features of the invention allow for very flexible
communic~tion with varying numbers of active nodes in a
real ~ime manner. This allows, for example, the team
set-ups in a laser shooting game to be changed very
frequently in a very simple manner. This is achieved by
a simple transmission of a single configuration signal
which resets all nodes, both hard-wired and wireless.
This method of communication Qvercomes the problems of
conventional time division multiplexing schemes whereby
the numbers of time slots and nodes are fixed ~nd there
is very little flexibility. It also provides a
consid~rable amount of flexibility by virtue of the fact
that nodes can become re-activated during a game or at
unusua~ times generally. This is achieved by ~~se of the
time slot O. Additionally the controller can use this
slot to broadcast game infonm~tion to all o~ the player
units using this time slot or to a single player unit or
group of player units. The game information to ~e
transmitted may be re-configuratinn information,
passive game information to be stored in the pl~yer unit
or active game information requiring immediate
processing and subsequent action by the player unit.

The invention is not limited to the embodiment
illustrated in Figs 1 to 8. Ref~rring now to Figs. 9
and lO there is illustrated an alternative construction

CA 02204735 1997-05-07
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- 26 -

of an electronic shootin~ game appar~tus, indicated
generally by the reference numeral 40. Parts similar to
those described with reference to Figs. 1 to 8 are
identified by the same re~erence numerals.
In this arrangement each alternate 70ne 6 is defined by
the absence of a zone control unit S and thus the
players movements m~y he monitored by storing the last
location information of a mobile player unit until a new
~one 6 is entered . Ad~antageously this reduces the
10 number of zone control units required.
It is envisaged that communication in the apparatus may
be by way of a polling or any other suitable system
instead of tLme slot multiplexing. The controller need
not have separate control devices.
15 It is en~isaged that the control unit microcontroller
could be replaced by a microprocessor allowing more
detailed processing to be carried out. It is further
envisaged that the transceiver arrangement in the mobile
player unit might be replaced by a transponder or
similar unit to respond to such a control unit. In
this way the transponder in the mobile player unit could
be activated by the control unit and the resulting game
response be determined by the microprocessor.
The apparatus of the invention need not necessarily
define zones in the arena. It could operate to sense
players locations without relating location to zones.
It is envisaged that the means for sensing player
position in the arena may ~e provided usiny any sùitable
sensing technique, whether the aren~ i5 di~ided into
zones or not. Pressure, light, movement or sound
sensitive devices may equally be used to sense a players
position and ~he transmission of the information
relating to the player may ~e achieved using any
suttable transmission technique or tr~nsmission media.
35 It ~nvisaqed that the zone control units could
incorporate a receiver for communication with the
central processor. It is also envisaged that the zone
control units could be conf igured to define a ~no entry~

CA 02204735 1997-05-07
W~g~J~s4~s pcTnE~ooo57

- 27 -

zone ~y transmitting a signal to adversely affect the
players status and that ~he location of such zones could
be changed during the course of a qame. One or more
zone control units could also be configured to transmit
a safe zone code to the mobile player u~its within the
20ne. A zone of this type could be used within the
context of th~ game to define a neutral zone where a
player could not shoot or be shot. Such a zone cou1d
also be moved by the central processor during the cours~
of a game. It is further envisaged that the zone
identification means either alone or in combination with
the central proces~or could maintain a location history
for the player to prevent the player re~isitinq a zone
or to track a players progress throughout the game
arena. In addition to tracking a players progress
through the game arena it is envisaged that the
in~ormation could be used to actuate a ~oice prompt
unit, a visual or alternative indicator to relay a
system message to the player. A unit of this type could
be used to tell the player that he / she has entered a
no entry zone and that a penalty was i in~nt or to warn
a player not to run through the zones. A warninq of
this type would greatly improve the safety of the game.

It is en~isaqed that the mobile player uni~s could be
pro~ided as powered vehicles such as ~attery or player
powered carts. It i5 al~o envisaged that these mobile
player units would have an appearance ~uLtable to the
electronic shooting game environment such as tanks or
armoured vehicles. It is further envLsaged that the
units could be provided ~s airplanes travelling on rails
above the game arena.
It is envisayed that the timing means of the player
units co~ld be located withln the control device
structure allowing the device contro~lers to request
player units to transmit information either in a polled
manner or randomly.
It is also envisaged that the central processor col~ld
control both mobile and stationary targets or hazards
and that mobile player unit~ could c~ n icate with ~uch
targets.
-


CA 02204735 1997-05-07
w~ g61~ 9 Pcrfn~slooos-

- 28 -

It is further envisaged that the unique identity of each
mobile player unit may ~e easily modified. This allows
for the minimum number of transmission periods to be
obtained without the necessity of knowing which player
unit transmits in which transmit period thus improving
communication speeds.

It is envisaged that additional communications channels
could be added, increasing band width. In this way a
channel could be re~erved for a partic~lar team or
additional players may be added without adversely
affecting the real time communication of the system. It
is further envisaged that certain communication channels
be reserved for certain types of information. It is
also en~isaged that the transmission media be of any
suitable type. It will be appreciated that the control
device may include an additional microprocessor or
microcontroller to control communication with the mobile
player units in an efficient manner
It is envisaqed that the controller could communicate
~Q interactively with slmilar controllers in remote
locations to form an arena network providing for inter
game playing area games. Similarly, it i5 envisaged
that the controller in a remote location could be
provided by a personal computer either with or without a
mobile player unit attarhed, allowing a remote player
unit to interact with the game in real time. This
remote player unit need not necessarily be located in an
arena. It is also envisaged that the controller could
incorporate elements of popular games or situations to
enhance the role playing aspect of the game.
It will be appreciated that the combination of any of
the aforementioned features may be used to sustain
player interest.
Many other variations on the specific em~odiments of the
invention described will be readily apparent and
accordingly the invention is no~ limited to the
embodiments hereinbefore described which may be ~aried
in both construction and detail.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 1995-11-10
(87) PCT Publication Date 1996-05-23
(85) National Entry 1997-05-07
Dead Application 1999-08-11

Abandonment History

Abandonment Date Reason Reinstatement Date
1998-08-11 FAILURE TO RESPOND TO OFFICE LETTER
1998-11-10 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $300.00 1997-05-07
Maintenance Fee - Application - New Act 2 1997-11-10 $100.00 1997-08-28
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
NAUGHTON, THOMAS
MEATH, FERGAL
GLEESON, DANIEL
RUSZNYAK, PETER
MALOCO, JOHN
CAFOLLA, IVANO
ASHBURNER, KEKI ADI
NELSON, DANIEL R.
MCHUGH, ADRIAN
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative Drawing 1997-09-12 1 6
Drawings 1997-05-07 8 131
Description 1997-05-07 28 1,161
Claims 1997-05-07 10 347
Abstract 1997-05-07 1 19
Cover Page 1997-09-12 1 49
Assignment 1997-05-07 3 127
Correspondence 1997-07-04 1 23
PCT 1997-05-07 60 2,057
Fees 1997-08-28 1 38