`Devecka
`
`USOO5739457A
`[11] Patent Number:
`[45] Date of Patent:
`
`5,739,457
`Apr. 14, 1998
`
`[54] METHOD AND APPARATUS FOR
`SIMULATING A JAM SESSION AND
`INSTRUCTING A USER IN now TO PLAY
`I
`THE DR
`_
`[76] mv?ntor'
`
`.
`R'lgfvggg‘gzs? Pmhmg Rd"
`°n~ '-
`
`{21] Appl. No.2 720,295
`
`'
`
`[22] P116111
`
`Sep- 26, 1996
`
`6
`
`.
`
`[52] US Cl
`
`------------------------------ n
`----- -- 84/743; 84/600; 84/477 R;
`434/307 A
`[58] Field of Search ............................ .. 84/600. 651. 667.
`84/743_ 464 R_ 464 A_ 477 R; 434/307 A
`
`[56]
`
`1,613,400
`3,420,135
`
`Refewnces Cited
`ENT
`U'S' PATENT DOCUM S
`l/l927 McAlleavey .
`1/1969 WOlf ........................................ .. 83/478
`
`n ....... u
`
`274” R
`34/101
`84/477R
`235/419
`84/485
`84/484
`34/1‘03
`358/335
`
`3’990’7l0 11/1976 Hughes
`4:012:93;
`3/1977
`4,080,867
`3/1978 Ratanangsu
`4,108,365
`8/1978 Hughes _________ __
`4,286,495
`9/1981 Roof ...... ..
`4,583,443
`4/1986 Senghaas ...... ..
`4,694,723
`9/ 1937 Shllwham BI 31-
`4731,33?! 1513/1987 is?!) at 31'
`4,791,848 12/133: Bfuhgaiim at 1
`84,314
`4’915’005
`4/1990 sha?ér e‘t
`84,470
`45191330 4/1990 Perm“ m
`34/621
`4,932,303
`6/1990 Kimpm
`34/723
`4,947,725
`3/1990 Nomum
`358/335
`4,965,673 10/1990 Bozzo et a1
`84/615
`5,009,146
`4/1991 Manabe ct a1
`5,027,687
`7/1991 lwamatsu ................................ .. 84/600
`
`u
`
`84/411
`84/723
`- Mgr/371;
`
`8/1991 Youakim
`5,036,742
`5,056,403 10/1991 Yamashita ..
`1
`BB1’? ---- ~-
`e1- .................................... ..
`8/1992 Segan et a1. .
`84/611
`l/1993 Mjyamoto ...................... ..
`434/277
`2/1993 Monte 6131.
`369/4
`4/1993 Spector ........ ..
`5/1993 Ernst et a1. ............................. .. 84/652
`6/1993 Okamura et a1. .
`
`,
`,
`5,140,889
`5,177,313
`5,183,398
`5,206,842
`5,214,231
`5,218,580
`
`5,223,658
`
`6/1993 Suzuki . . . . . . . . . . .
`
`. . . .. 84/663
`
`5,266,732 11/1993 Suzuki
`. 84/464 R x
`5,286909 2/1994 Shibukawa .
`....... .. 84/609
`’
`al- nun-n"
`.
`A
`4/1995 BI'BJ-IWGiS/EI‘, Jr. et a1, ......... .. 84/477 R
`5,408,914
`5,464,946 11/1995 Lewis ...................................... .. 84/609
`5481509 111996 Knowles
`5,484,291
`1/1996 Nakai et a1. ...................... .. 434/307 A
`5,495,786
`3/1996 C1101 .................................... .. 84/470R
`Primary Examiner—Wi1liam M. Shoop. Jr.
`Assistant Examiner—Jeffrey W. Donels
`Attomey, Agent, or Firm-Law O?ioes of Peter H. Priest
`
`[57]
`
`ABSTRACT
`
`An interactive electronic drum system and training tech
`niques suitable for use in a coin-operated environment such
`as an arcade are described. Electronic drum pads, audio
`SP¢=1keI$~ *1 visual di$Play~ training lights and an WEI/111
`control system are combined to simulate the excitement of
`8 live drum or inactive musical jam session for a user.
`Positive feedback and. as necessary. instructive aid are
`provided to make the experience a positive one for both the
`novice and the expert player. Learning and playing amusical
`instrument becomesanintuitive, exciting experience and not
`a boring chore to be endured Players can simulate the
`experience of playing in a rock band before a live and
`appreciative audience. In short. this interactive electronic
`drum system makes drums and the jamming experience
`Widely accessible to the public.
`
`36 Claims, 9 Drawing Sheets
`
`'7
`
`“5% F1
`
`:_____9_2 ____
`. CAMERA
`I
`
`100
`
`/
`
`10
`
`‘ 85 ,
`
`CONTROl:
`PANEL
`
`86/
`
`so»
`MONEY
`VALIDATION
`UNIT
`
`MlDR N21;
`A
`SPEAKER
`
`/—
`
`/
`
`/
`
`\
`
`
`
`i was" 32 KS
`?JJusTABLE
`3%
`12 I
`SEAT
`
`/ HOLDERS / n %é
`_;¢1/ QOLQEEQ$TA§§UQHPNGX
`“icABLEs
`‘81
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`SPEAKER
`‘ 1
`
`33 JOYSTICK,
`
`/ _1 1
`i
`
`34‘ A"
`
`1
`1 3
`'
`
`Yamaha Exhibit 1006 Page 1
`
`
`
`U.S. Patent
`
`Apr. 14, 1998
`
`Sheet 1 0f 9
`
`5,739,457
`
`00?
`
`o:
`
`mm mm
`
`mm
`
`LOMPZOO
`
`,. E
`
`wozégz
`
`aux/Elm
`
`Yamaha Exhibit 1006 Page 2
`
`
`
`U.S. Patent
`
`4|.LD.A
`
`89914,
`
`om._.30><.._
`Emssmo
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`Yamaha
`
`Exhibit1006
`
`Page3
`
`Yamaha Exhibit 1006 Page 3
`
`
`
`
`
`
`US. Patent
`
`Apr. 14, 1998
`
`Sheet 3 of 9
`
`5,739,457
`
`300
`
`301w
`
`DISPLAY GAME
`CAPABILITIES
`
`DETERMINE WHETHER
`302'” TO PLAY THE GAME
`
`l
`303~ ACTIVATE GAME
`
`v
`304W DISPLAY LIST OR MENU
`OF PLAY OPTIONS
`
`I
`
`305w SELECT MODE OF PLAY
`
`PLAY BEGINS AND
`306~ LASTS FOR PREDETERMINED
`TIME PERIOD
`
`I
`
`307"»
`
`USER FEEDBACK
`
`FIG. 3
`
`Yamaha Exhibit 1006 Page 4
`
`
`
`US. Patent
`
`Apr. 14, 1998
`
`Sheet 4 of 9
`
`5,739,457
`
`400
`
`403»
`
`404-»
`
`REST OR
`401~
`DEMONSTRATION MODE
`I
`INSERT MONEY IN
`MONEY VALIDATION UNIT
`I
`DETECT VALID MONEY
`INSERTION AND PRODUCE
`OUTPUT INDICATIVE OF SAME
`I
`DRIVE DISPLAY
`AND SPEAKERS
`I
`405~ DISPLAY MODES
`I
`SELECT MODE
`I
`407~ ENTER "JAM TO CD" MODE
`I
`REQUEST FURTHER
`USER INPUT
`I
`CUE USER WARMUP
`AND SOUNDCHECK
`I
`CUE BEGINNING OF
`ACTUAL PLAY
`I
`411~ SELECTED MUSIC
`BEGINS TO PLAY
`I
`USER PLAYS ALONG
`I
`DETECT END OF SONG
`413~
`AND SHUTDOWN
`I
`PROVIDE USER
`FEEDBACK
`
`40 8“
`
`409
`
`410~
`
`FIG. 4
`
`Yamaha Exhibit 1006 Page 5
`
`
`
`US. Patent
`
`Apr. 14, 1998
`
`Sheet 5 0f 9
`
`5,739,457
`
`FROM 406
`
`408" '
`
`409A~
`
`ENTER "JAM
`407A” AGAINST THE MACHINE"
`1'
`SELECT JAMMING 0R
`EXPERIENCE LEVEL
`I
`CU E WARMU P
`I
`N DIsPLAY USER
`410A
`PROFICIENCY
`l
`CuE usER T0
`411A“ FOLLOW THE MACHINE
`l
`PLAY BEGINS
`IL
`SEQUENCED DRuM TRACK
`WITH CuINC LIGHTS
`l
`INCREASE LEVEL OF
`414A'\' DIFFICuLTY AS PLAY PRoCEEDs
`l
`ACCUMULATE AND
`41 SAN
`DIsPLAY USER'S SCORE
`I,
`PLAY CoNTINuEs FoR
`416A~
`A PREDETERMINED TIME
`l
`GAMEEND
`SEQUENCE
`i
`418A~ GIVE FREE TIME OR FREE
`GAME IF THRESHOLD
`SCORE EXCEEDED
`
`412A~
`
`417A
`
`FIG. 4A
`
`Yamaha Exhibit 1006 Page 6
`
`
`
`US. Patent
`
`Apr. 14, 1998
`
`Sheet 6 0f 9
`
`5,739,457
`
`4075'»
`
`FROIl/I 406
`ENTER "JAMMING
`MUSIC MODE"
`I
`SELECT STYLE AND
`4085\1
`CUED OR NON-CUED PLAY
`I
`RETRIEVE AND PLAY
`SPECIALLY WRITTEN TRACK
`I
`CHANGE DRUM PADS TO
`DIFFERENT INSTRUMENT
`AS TRACK PROCEEDS
`I
`ALLOCATE PARTS OF SONG
`WAN TO PARTICULAR PAD
`
`412B\ "
`USER PLAYS PAD
`AT STEADY RATE
`
`412B'\ v
`USER STOPS
`PLAYING PAD
`
`‘
`412B"\
`PLAY PARTICULAR PAD FOR
`A PREDETERMINED TIME
`
`413B\
`PROGRESSION PLAYS
`IN ORDER WRITTEN
`I
`
`413B‘\ ‘
`PROGRESSION
`BEGINS OVER
`
`413B"\
`PROGRESSION CHANGES
`ORDER AND LENGTH
`J
`
`4148
`
`'
`LIGHTS ILLUSTRATE WHAT AND
`HOW TO PLAY IN CUING MODE
`
`FIG. 4B
`
`Yamaha Exhibit 1006 Page 7
`
`
`
`US. Patent
`
`Apr. 14, 1998
`
`Sheet 7 of 9
`
`5,739,457
`
`407C~
`
`F ROIl/I 406
`ENTER "JAM
`LESSONS" MODE
`I
`DISPLAY MENU OF
`PLAYING LEVELS
`I
`N SELECT STYLE
`4090
`OF MUSIC
`I
`BRIEF EXPLANATION OF
`410C~
`HOW TO PLAY SELECTED STYLE
`I
`4116*‘, USER IS LED THROUGH
`SIMPLE EXAMPLE
`I
`CONTROLLER PLAYS PAD OR
`412C~
`PADS NOT PLAYED BY USER
`I
`USER PRACTICES FOR
`413
`C” PREDETERMINED TIME
`I
`LESSON ENDS AND POSITIVE
`FEEDBACK IS PROVIDED
`
`414??"
`
`FIG. 4C
`
`Yamaha Exhibit 1006 Page 8
`
`
`
`U.S. Patent
`
`Apr. 14, 1993
`
`Sheet 8 of 9
`
`5,739,457
`
`9:
`
`m.0_..._
`
`
`
`o_w:s_0Z=>_S_<........._._20._.
`
`
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`
`m_ZO._<5?.........:w<mo
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`
`
`mz__._o<s_mI._.»m.z_<o<_>_<_.........._.<I_I
`
`
`
`
`
`
`
`
`
`00O._._2<_........mE<zm
`
`zofiomdm<m_x<s_O._.
`
`mx_Em
`
`Yamaha
`
`Exhibit1006
`
`Page9
`
`Yamaha Exhibit 1006 Page 9
`
`
`
`US. Patent
`
`Apr. 14, 1998
`
`Sheet 9 0f 9
`
`5 ,7 39,457
`
`10
`
`[117
`
`Yamaha Exhibit 1006 Page 10
`
`
`
`5,739,457
`
`1
`METHOD AND APPARATUS FOR
`SIMULATING A JAM SESSION AND
`INSTRUCTING A USER IN HOW TO PLAY
`THE DRUMS
`
`The present invention relates generally to methods and
`apparatus for providing an exciting interactive audio visual
`musical experience which may readily be enjoyed by a wide
`range of users having a range of experience from little or
`none to those having extensive musical training. More
`particularly. the present invention relates to an interactive
`electronic drum and music training method which are suit
`able for use in a home video game or a coin-operated
`environment such as an arcade to simulate the excitement of
`a live jam session for a user.
`
`10
`
`15
`
`20
`
`25
`
`35
`
`2
`the novice and the expert alike. and which is exciting enough
`to replace the standard beat-em-up. shoot-em-up fare that
`many adults ?nd unacceptable.
`SUMIVIARY OF THE PRESENT INVENTION
`The present invention addresses needs. such as those
`outlined above. by providing a unique combination of fea
`tures and suitably packaging them so they may be appro
`priately enjoyed in an arcade setting. Home use can also be
`envisioned.
`In one embodiment of the present invention. a money
`operated electronic drum system is provided in conjunction
`with audio-visual inputs to both help a user learn to jam on
`or play the drums and to enjoy the jamming experience. In
`this context. “jarnming" may suitably be de?ned as free
`playing over music. That is to say not reading music. but
`rather intuitively and naturally playing and reacting to create
`music as the music proceeds. For example. a drum player
`may create suitable drum beats to match accompanying
`instruments such as a guitar or keyboard.
`In one aspect. the present invention provides an interac
`tive series of menus to guide a user to select a desired mode
`of operation. A series of cuing LEDs or other light indicia on
`or associated with the drum pads. or alternatively a video
`representation on a display may guide the user in the correct
`sequence and striking of the drum pads. and a control system
`controlling audio and video devices will provide appropriate
`feedback to both encourage the user and to make the
`experience enjoyable.
`In one mode of the present invention. the user chooses to
`play along with his or her favorite type of music with the
`system including a source of music. such as a compact disk
`(“CD") player which may be of a jukebox format. a tape
`player. a radio or the like. In another mode of operation. the
`user tries to play along with drum progression which
`increase in di?iculty. The control system monitors and
`scores the user‘s play. and also provides feedback to encour
`age the user.
`Other features and advantages of the present invention are
`described further below and will be readily apparent by
`reference to the following detailed description and accom
`panying drawings.
`BRIEF DESCRIPTION OF THE DRAWINGS
`FIG. 1 illustrates one embodiment of drum apparatus in
`accordance with the present invention suitable for use in a
`money-operated arcade embodiment;
`FIG. 2 illustrates in block diagram form further details of
`control and processing circuitry suitable for use in conjunc
`tion with the apparatus of FIG. 1;
`FIG. 3 illustrates one overall ?owchart of the operation of
`the drum apparatus of FIG. 1;
`FIGS. 4-4C are more detailed ?owcharts illustrating
`details of various possible play modes in accordance with
`the present invention;
`FIG. 5 illustrates a menu selection technique in accor
`dance with the present invention which assists a user in
`learning the various drum pads and how to strike those pads;
`and
`FIG. 6 illustrates an embodiment of a suitable mounting
`arrangement for the mounting of drum pads of a drum
`apparatus. as in FIG. 1. in a small footprint cabinet suitable
`for use in an arcade environment.
`DETAILED DESCRIPTION
`FIG. 1 shows an overall view of an audio-visual interac
`tive drum studio system 100 in accordance with the present
`
`THE BACKGROUND OF THE INVENTION
`A wide variety of learning and teaching aids for musical
`instruments have been known for some time. See. for
`example. U.S. Pat. No. 4.919.030 “Visual Indication of
`Temporal Accuracy of Compared Percussive Transmit
`Signals." U.S. Pat. No. 5.036.742 "Tempo Monitoring
`Device and Associated Method.” U.S. Pat. No. 5.945.786
`“Method and Apparatus for Controlling Scale Practice of
`Electronic Musical Instrument.” and U.S. Pat. No. 5.214.23 1
`“Apparatus for Electronic Teaching Accompaniment and
`Practice of Music. Which is Independent of a Played Musi
`cal Instrument.” These and like approaches may su?’er from
`a variety of drawbacks. By way of example. they may only
`be used by experienced musicians or those with a signi?cant
`knowledge of music theory. Alternatively. they may not be
`readily intuitive in their operation.’ or they are not designed
`to be fun and provide a positive experience which helps keep
`the user eager to learn.
`For years. electronic drum pads have been available
`through music stores. Many patents describe a variety of
`aspects of such drum pads. See. for example. U.S. Pat. Nos.
`4.781.097. 4.947.725. 4.932.303. 5.009.146. 5.177.313 and
`5.233.658. all of which are incorporated by reference herein
`in their entirety. A ?rst time user would have to purchase
`these relatively expensive pads and determine at a later date
`if he or she enjoyed playing drum pads. what is involved.
`and what the ?nal outcome of their efforts would produce.
`After buying the pads. the user was typically left without
`guidance as to how to play them. Thus. the novice user did
`not have any formatted learning structure or any positive
`feedback to encourage continued learning. Further. typical
`musical instruction exercises are typically renowned for
`being dull and repetitious.
`Further. a variety of coin-operated audio visual musical
`devices are presently known. See. for example. U.S. Pat.
`Nos. 3.990.710 “Coin-Operated Recording Machine." U.S.
`Pat. No. 4.695.903 “Audio Video Entertainment Module.”
`and U.S. Pat. No. 4.965.673 “Apparatus for a Video Record
`ing Booth.” Additionally. a wide variety of action and
`adventure type video arcade games. such as auto race and
`various war or battle games in which the player ?ghts
`against the machine or another player are known. None of
`these approaches provides a musical learning experience
`that is like a game or adventure encouraging a positive
`learning experience of a musical skill.
`Standard video arcade games are very popular but often
`are violent in nature and involve a complex combination of
`button activations and joystick movements that may be
`daunting to the novice. As a result. a need exists for a
`non-violent game which provides a positive experience for
`
`45
`
`50
`
`55
`
`65
`
`Yamaha Exhibit 1006 Page 11
`
`
`
`3
`invention. System 100 preferably includes a cabinet 10 for
`housing. enclosing and mounting the various components of
`the system. The cabinet 10 will preferably consist of a sound
`and ?re resistant frame which may be painted to emphasize
`the effectiveness of the system’s lighting as further
`described below. The system 100 also includes a drum set
`layout 20 which may preferably include electronic drum
`pads for snare 21. hi-hat cymbal 22. crash cymbal 73. ride
`cymbal 24. and toms one through four 25-28. as well as a
`bass drum foot activator or pedal 29. a foot pedal or activator
`30 for controlling the opening and closing of the hi-hat 22.
`and an additional foot pedal or activator 32 which may be
`included to add a variety of additional sound effects. such as
`a “wa-wa” or the like. While it is presently preferred to
`utilize a standard electronic drum pad employing sensors.
`such as piezoelectric sensors. to produce an output indica
`tive of the occurrence of a pad strike. as well as the force of
`the strike. it will be recognized that a ‘simpler and less
`expensive arrangement may employ a user input sensor
`which merely senses a touch. strike. or any switch closure
`causing event initiated by the user. It will also be recognized
`that while a device looking like a drum pad is presently
`preferred. other form factors such as a device looking like a
`guitar. a keyboard or a simple switch arrangement may also
`be employed. By way of example. a joystick or other
`activator 33 and a button or buttons 34 may be employed to
`allow a second user or a younger. less coordinated user to
`enjoy the system. For example. a left to right or back and
`forth movement of the joystick 33 may allow a second user
`to make other sounds such as hi-hat. maraca. tambourine. or
`other sounds. The button or buttons 34 may allow the second
`user or a less advanced user to activate a sequence of drum
`rhythms or the like.
`Each of the drum pads or pedals preferably has one or
`more associated LEDs or other indicia 21A and 21B.
`22A—C. 23A and 23B. 24A and 24B. 25A and 2513. 26A and
`26B. 27A and 27B. 28A and 28B. and 29A. respectively. to
`guide the beginning user in learning how to use the system
`by cuing the user to strike the appropriate pads or pedals of
`the drum set layout at the appropriate time as more fully
`described below.
`The system 100 further includes an adjustable stool or
`seat 40 for the user to sit comfortably in front of the drum
`set layout 20. a money validation unit 50. such as a coin
`changer. bill validator or the like. and a series of audio
`speakers 60. which may suitably include left and right
`midrange speakers 61 and 62. and a subwoofer 63. Addi
`tional speakers may be added as desired to improve the
`audio quality of the system.
`The system 100 as further illustrated in FIG. 2 also
`preferably includes a central processing unit or control
`system 70. suitable lighting 80 which may include colored
`stage lights 81. overhead white and black lighting 82 and 83
`respectively which will preferably be variably controlled by
`the control system 70 as described further below. A strobe
`light 84 which will preferably be mounted in the ceiling of
`the cabinet 10 may also be provided.
`The user may enter data and select modes of play using a
`control panel 85 with selection buttons 86. A multi-disk CD
`player 90. preferably of the jukebox type. or other music
`source will also preferably be employed to allow a user to
`select musical accompaniment allowing the user to play
`along with a favorite musical selection as more fully
`described below. A camera 92 and a VCR 94 may also be
`provided. The camera 92 may be used to record a part or
`parts of the user’s session to be displayed on a screen or
`display 105. By way of example. the user who achieves a
`
`45
`
`50
`
`65
`
`5.739.457
`
`25
`
`35
`
`4
`high score may be allowed to choose to have his or her play
`sequence run on the screen 105 when the system 100 is not
`in use. As another alternative. the user’s performance could
`be cut and pasted into a video of a live band playing the
`music that the user is playing. Many exciting possibilities
`exist.
`The display screen 105 may suitably be a CHI‘ display.
`and this display will preferably be utilized to provide user
`cues and instructional information. As discussed further
`below. screen 105 may also be employed to show the user
`video images. such as video of a rock concert audience
`positively reacting to the music being played. Such video
`may be provided from memory in the conn'ol system 70 or
`alternatively from a videotape in the VCR 94. Such a
`videotape may include. by way of example. instructional
`video of how to play the system with a variety of lessons
`which can be selected by the user or video of a professional
`drummer utilizing the system 100.
`Finally. the control system 70 and other components such
`as the multi-disk CD player. the VCR 94 and the like will
`preferably be housed in a satellite cabinet 110 as shown in
`FIG. 1. This cabinet will be accessible by lock and key to the
`operator or service personnel.
`While the above described components are shown in the
`drawings and discussed in the context of a presently pre
`ferred embodiment of the invention. it will be recognized
`that similar and other components may be added to enhance
`the system or that certain of these components may be
`subtracted to reduce the cost of the system. As one example.
`while a money-operated arcade system is presently
`preferred. it will be recognized that the present invention
`may be readily adapted to the home environment in a system
`in which electronic drum pads would be suitably interfaced
`with a home computer or a video game controller and a
`television without the need for a money validation unit. such
`as a coin or bill validator. or special cabinets. Additionally.
`a CD or radio might be connected in such a home system to
`provide player accompaniment. Further. while the present
`speci?c disclosure is made in the context of electronic'drum
`pads and pedals which are presently preferred. it will be
`recognized that the present invention may be adapted to
`other formats in which button presses or switch closures are
`used by a user to perform or play. For example. a guitar-like
`device having a number of buttons could be utilized as the
`user’s input device. Alternatively. a simple keypad or key
`board could be employed. Preferably. the aspects of the
`inventive arrangement described further below would be
`employed therewith to continue to make the unit accessible
`to the novice user.
`FIG. 2 illustrates further details of one suitable control
`system 70 for use in conjunction with the various devices to
`be monitored and controlled in system 100 of FIG. 1. While
`the control system 70 is presently preferred because it can be
`readily implemented with 01? the shelf components. it will be
`recognized that custom designed and di?erent components
`may be readily used to achieve the desired functionality of
`the present invention.
`As shown in FIG. 2. the control system 70 may comprise
`a suitably programmed PC computer having a central pro
`cessing unit 71 in a cabinet 72 which also may include a built
`in CD ROM drive 73. which may be employed as an
`alternative to or in addition to the player 90. The control
`system 70 will also include a standard or custom MIDI
`(“Musical Instrument Digital Interface”) driver 74 which
`may be an internal card or an external component. Driver 74
`allows the system 70 to be readily programmed to drive
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`Yamaha Exhibit 1006 Page 12
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`sound speakers. such as the speakers 61-63 to provide
`appropriate sounds.
`The control system 70 will also typically be connected to
`various additional components such as the pads and pedals
`of drum set layout 20. cuing LEDs 21A-29A. joystick 34.
`sound button or buttons 35. a mixing board 75. a power
`ampli?er 76. drum pad controller 77. lighting system 80.
`control panel 85 and control buttons 86. multi-disk CD
`player 90. camera 92. VCR 94. a monitor 102 whose CK!‘
`screen may be suitably employed as the display 105 and a
`keyboard 120. The monitor 102 may be part of an integrated
`unit also including a microphone 107 for audio pickup and
`speakers 111 and 112. These speakers may be utilized as the
`previously mentioned speakers 61 and 62. or as speakers
`supplementing the audio outputs of the speakers 61-63. or
`to provide software driven instructions to the user. It will be
`recognized. however. that larger and higher quality micro
`phones or audio speakers may be desired to provide a
`superior experience for the user. This will be particularly
`true in the arcade environment. For example. a better
`microphone may be desired to provide a karaoke mode or to
`record the user’s singing along with the user’s playing.
`The keyboard 120 will preferably be a standard keyboard.
`and may be employed to allow a user to make selections or
`preferably to allow a service person to diagnose any mal
`functions of and to perform routine maintenance on the
`system 100. For example. keyboard 120 may be mounted on
`the cabinet 10 Within easy reach of a user sitting on the stool
`40. It may have a protective cover that covers most of the
`keypad allowing user access to only a limited number of
`30
`keys to make program selections as described below. A
`service person could be given a key to open the cover and
`gain access to the keyboard 120 to service the system 100.
`While shown in FIG. 2 without any protective casing
`other than the standard cabinet 72 for ease of illustration. the
`control system 70 will preferably be housed in a protective
`casing such as the satellite cabinet 110 of FIG. 1 to prevent
`any damage to the unit in the somewhat rough and tumble
`environment of the typical arcade. This casing will limit
`system access to the owner or operator and authorized
`service personnel. Similarly. drumsticks 11 and 12 will be
`preferably connected to the cabinet 10 by strong. light and
`?exible cables 13 and 14. such as steel stranded cable. When
`not in use. drumsticks 11 and 12 will preferably be placed in
`holders 15 and 16 mounted so that the drumsticks 11 and 12
`will be readily seen and reached by users. In a home
`environment. such a protective casing and drumstick cable
`mounts should not-be necessary.
`Turning to the operation of the system 100. the system
`utilizes the cuing LEDs or other indicia 21A—29A which are
`associated with their drum pads and pedals to provide visual
`guidance on which drum pad or pedal to play. which hand
`or foot to play it with. and when to play it. The speakers 60
`may also be driven to provide audio cues to correct play. As
`described further below. this cuing or instruction is subject
`to suitable program control by the control system 70 which
`drives both the cuing LEDs and the speakers. Data on the
`users performance which is collected by the control system
`70 may be fedback and displayed on the screen 105 to the
`user. Similarly. the correct order or rhythms of striking the
`drums and graduated steps of rhythmical sequences may
`also be displayed on the screen 105. The user will thus be
`guided by visual and audio stimuli to use his or her hands
`and feet for certain repetitive drum sequences generated by
`the CPU of system 70. Preferably. left and right lights. such
`as light 21A (Left) and light 21B (Right) for snare 21
`indicate when the left and right hands should be playing.
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`6
`Similarly. the light 22C indicates when the user’s foot
`should activate foot pedal 30 to raise hi-hat 22. As addressed
`further below. di?erent sequences can be selected by the
`user via computer menu selection. Thus. as further described
`below. the inventive system provides an enjoyable oppor
`tunity to learn how to play an electronic drum set.
`A ?rst level of play is to master certain basic skills. the
`user will then be able to move on to several more advanced
`playing scenarios. By way of example. one level or mode of
`play of the present invention is to play the electronic drums
`with visual indications of the rhythmical sequence provided
`to guide the user. In this option. the visual LEDs or indicia
`are illuminated to cue the appropriate rhythm and teach the
`desired audio sounds of the various pads. A second level of
`play is playing the electronic drum pads with the visual
`indicators along with an actual sequence of music. such as
`a prewritten song of the user’s favorite type of music. A
`further level of play is to play against the visual indicators
`where the performance. may be rated. For example. the
`accuracy of the user’s rhythm of play may be measured. and
`feedback in the form of scores or otherwise may be given.
`Another level of play is playing along with music generated
`from compact disks or the like where the user can try to play
`along with his or her preferred music. Another option is free
`play. giving the user the opportunity to hit the electronic
`drum pads 20 freely to get accustomed to the sounds and feel
`of the system. This mode also allows the player the chance
`to test the abilities that were learned via the illuminated
`displays without any guidance. Free play without any feed
`back is the normal and only mode of play with standard
`acoustic drums. As discussed in greater detail below. a
`variety of feedbacks are possible to enhance the learning or
`game experience to make it truly enjoyable.
`FIG. 3 shows a ?rst overall ?owchart of one method or
`process 300 in accordance with the present invention. FIGS.
`4-4C illustrate in greater detail various presently preferred
`modes of play. In step 301 of FIG. 3. a user may watch a
`display which displays the capabilities of the game. such as
`the display 105 of FIG. 1. to determine if the game is one
`which he or she chooses to play out of the many in an arcade.
`To this end. a control system such as the control system 70
`should preferably be programmed to cause display 105 to
`engagingly display the capabilities of the system.
`Additionally. the control system 70 may also drive the
`speakers 60 to audibly explain the system capabilities. play
`music. drum jams. or otherwise attract potential users’
`attention.
`In step 302. a potential user decides whether to play the
`game. In step 303. the user decides to try the game and
`activates the system. For example. the user inserts the
`necessary amount of money. To this end. the user may insert
`a dollar in coins or currency ($1) into a coin mechanism or
`bill validator 50 as shown in FIG. 1.
`Next. in step 304. the display 105 displays a list or menu
`of play mode options. At the same time. audio instructions
`may be provided by the speakers 60. In step 305. a user
`selects a mode of play. ‘The user preferably selects from a
`menu of options displayed on the display 105. As addressed
`further below. a wide variety of other play type selections
`may also be made. For example. the user may enter a level
`of skill. select a choice of lights and sequenced music. the
`level of di?iculty. the tempo and the like.
`In step 306. play begins and lasts for a predetermined time
`period. such as three minutes. Alternatively. play time may
`vary. For example. if the user chooses to play along with a
`favorite song. the play time may last for the duration of the
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`Yamaha Exhibit 1006 Page 13
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`selected song. During this period. the user plays the drums
`in accordance with the mode selected as described in greater
`detail below. As the drumming session ends. feedback is
`provided to the user in step 307. For example. a crowd may
`cheer. a score may be displayed. or the like.
`FIGS. 4-4C illustrate further details of presently preferred
`modes of operation in accordance with the present inven
`tion. In step 401 of FIG. 4. the system. such as system 100.
`is in a rest or demonstration mode waiting for a user to
`choose to use the system. In one presently preferred rest
`mode. a demonstration song is played. In this demonstration
`song. the drums are playing. As the drums play. the learning
`or cuing lights. such as the LEDs 21A-29A associated with
`the drum pads 21-29 corresponding to the drum sounds
`heard by the user. are ?ashing in accordance with what is
`being played. The demonstration song may switch themes
`from a drum based demonstration to an instrument based
`demonstration. such as for example. keyboard sounds.
`orchestra sounds. or various other instruments. The demon
`stration mode illustrates the ?exibility of the playing modes
`of the machine. Also. it may help to show how the instru
`ments are played on the pads. and is intended to attract the
`interest of people wanting to play with the system 100. A
`videotape of a professional drummer playing the system 100
`or giving a quick lesson on how to use the system may also
`be played. To this end. a suitable videotape may be played
`on the VCR 94 and displayed on the display screen 105.
`In step 402. a person has decided that he or she wants to
`play. As a result. the person sits down. picks up the drum
`sticks and inserts money into a money validation unit. such
`as the coin or bill validator 50 of FIG. 1. A credit card. debit
`card. smart card or token reader might also be employed to
`provide the user with additional ?exibility in making the
`required payment.
`In the FIG. 4 embodiment. each insertion of money
`preferably triggers a sound type. for example. a bass drum
`sound. Alternatively or additionally. a crowd scene may be
`displayed on a video display. such as the display 105. and the
`sound of the crowd starting to clap and cheer just as it occurs
`before the beginning of an actual concert may be produced
`by audio speakers. such as speakers 60.
`To this end. the money validation unit 50 detects each
`insertion of money and produces an output indicative of the
`recognition of valid money in step 403. In step 404. the
`control system 70 receives the output from the money
`validation unit 50 and drives the display 105 and speakers 60
`as described above.
`In step 405. a variety of playing modes may be displayed
`on a display such as the display 105. For example. the
`following ?ve modes may be displayed: “Jam to CD”. “Jam
`Against the Machine". “Jamm