`Allard et al.
`
`[54] BOXING ARCADE GAME
`
`[75] Inventors: Scott Allard, Alamo; Phillip Yee, San
`Francisco; Matthew F. Kelly, San
`
`Ranlon; Bryan M. Kelly, Almo; M Orton Grosser M61110 Park, all of
`
`,
`’
`Cahf-
`
`, . _
`_
`[73] ASSlgIlCCI RLT Acquisition, 1118., PlC?S?lltOll,
`Calif-
`
`[21] APPL NO; 641,140
`
`||ll|llllllllllll||||ll|l|llllllllll|||l|llllllllllllllllllllllll|l|||ll|
`US005733 193A
`[11] Patent Number:
`5,733,193
`[45] Date of Patent:
`Mar. 31, 1998
`
`7/1989 Takezawa et a1. .................. .. 273/85 G
`4,850,591
`4,883,271 11/1989
`273/1 GC
`419931966 2/1990
`773/26 R
`4,938,478
`7/1990
`273,26 R
`
`--... 473/454
`
`Donohue ‘u 2/1991 Wit?eld
`
`4,995,607
`. 273/85 F
`2/1991 Paolettl
`4,995,610
`273/85 D
`4/1991 Harthetal.
`5,009,424
`272/76
`5,052,683 10/1991 Wang et al. ..
`‘ 27358 C
`5,135,222
`81/1992 Spector _______ u
`.. 2731413
`5,135,233
`8/1992 Leas et a1.
`482/87
`5,147,258
`9/1992 Donohue
`. . . .. 482/83
`5,221,243
`6/1993 Walker . . . . . .
`5,352,170 10/1994 Condo et a1. ........................... .. 482/83
`
`Apr. 25, 1996
`[22] Filed:
`& w
`[51] Int. GL6 ...................................................... .. A63F 9/22 22m” amm’tw-pqwrgihi‘dgi‘fl B
`[52] US. Cl.
`463/8
`omey, gen , 0r zrm— c
`n eyer
`eaver
`
`[58] Field of Search ................... .. 463/7, 8, 48; 473/417,
`473/419, 422, 423, 427, 431, 453, 454,
`455’ 442
`
`[56]
`
`References Cited
`
`U-S- PATENT DOCUMENTS
`3 845 956 11/1974 Goldfarb a a1. .................... .. 273/85 F
`3:856:30,‘ 12/1974 Matsumoto at 31
`_ 273,85 F
`4,027,535
`6/1977 Swanson ......... ..
`73/381
`4,223,474
`9/1980 Strauss . . . . . . .
`. . . . .. 46/87
`4,440,400 4/1984 Neuberger ..
`.. 273/411
`4,477,033 10/1934 Sowalds
`-- 273/411
`4’522’394
`6/1985 Bm‘lssard
`773/15 R
`45937901 6/1986 M°°re
`272/78
`4,720,095
`1/1988 Sowards .
`282/77
`4,763,275
`8/1988 Cadin
`.. 364/508
`4,763,284 8/1988 Carlin
`364/550
`4,834,376 5/1989 Steinberg ............................ .. 273/26 B
`
`[57]
`
`ABSTRACT
`_
`I
`_
`An arcade game lllCllldlllg a movable object such as a
`punching bag for a player to repetitively hit or strike during
`21 game. The bag is suspended from a frame structure that is
`adjustable in height to accommodate differently-sized play
`ers. A sensor is positioned to detect when the punching bag
`Swings in“) a “used Zone and imPacts the underside of a
`support surface. A score is increased each time the punching
`bag is dcted?d during a pr?d'ct?lminecl time p?riod- The
`punching bag is lowered to a playing position during a game
`and retracted when a game is over so that the punching bag
`may not be moved between games. An alternate embodi
`ment includes a display screen for displaying visual images
`such as an opponent that is updated in accordance with the
`Strikes from the playar on thc punching bag
`'
`
`43 Claims, 8 Drawing Sheets
`
`Yamaha Exhibit 1007 Page 1
`
`
`
`US. Patent
`
`Mar. 31, 1993
`
`Sheet 1 of 8
`
`5,733,193
`
`Yamaha Exhibit 1007 Page 2
`
`
`
`US. Patent
`
`Mar. 31, 1998
`
`Sheet 2 of 8
`
`5,733,193
`
`Yamaha Exhibit 1007 Page 3
`
`
`
`US. Patent
`
`Mar. 31, 1998
`
`Sheet 3 of 8
`
`5,733,193
`
`9019
`
`104
`
`101
`
`34
`
`Yamaha Exhibit 1007 Page 4
`
`
`
`US. Patent
`
`Mar. 31, 1998
`
`Sheet 4 of 8
`
`5,733,193
`
`Yamaha Exhibit 1007 Page 5
`
`
`
`U.S. Patent
`
`Mar’. 31, 1993
`
`Sheet 5 of 8
`
`5,733,193
`
`87
`
`
`
`
`
`2 I ifjigfjl ‘if
`
`1 00
`
`
`
`K) \ ~
`
`Yamaha Exhibit 1007 Page 6
`
`
`
`US. Patent
`
`Mar. 31, 1998
`
`Sheet 6 of 8
`
`5,733,193
`
`\ \\
`
`~v109
`
`108
`
`IT
`
`LI.
`
`Yamaha Exhibit 1007 Page 7
`
`
`
`US. Patent
`
`Mar. 31, 1998
`
`Sheet 7 of 8
`
`5,733,193
`
`110 K‘
`
`V100
`
`‘
`
`‘
`
`‘
`
`156
`/
`
`VIDEO DISPLAY
`
`BOARD
`\
`
`111
`
`
`
`(-146 DISPENSER 4
`
`I
`
`"- 'T' — “— — '"l
`
`(122
`DRIvERS
`I+
`
`IvIoToR
`100
`RETRACTICN
`IvIoToR
`
`1
`
`F16
`START
`BUTTON
`
`46
`OBJECT
`SENSOR
`
`124
`_ " K
`'
`
`v
`
`I
`
`—-J | BDFFERS
`TEST
`SWITCH
`|
`k
`140
`COIN
`SWITCH
`3
`142
`
`1116f
`
`114
`/
`RAM
`116
`D
`~<——- ROM
`
`112
`I
`
`UP
`
`<
`
`l
`1
`I
`
`I
`
`136
`I
`
`151
`/
`> LATCH
`150
`
`r“ JKI
`SOUND
`CHIP
`152“ +
`,
`L.P.F
`|
`154“ +
`AUDIO I
`AMP
`\
`
`1
`
`‘ SPEAKER
`
`24
`
`118“
`LATCH
`A
`
`Y 120“
`I
`126 J» LATCHES
`SWITCHES
`
`ii?‘ 138“
`
`128
`
`DRlVER
`
`LATCH J
`
`V
`
`’\ 52,54
`
`Yamaha Exhibit 1007 Page 8
`
`
`
`U.S. Patent
`
`Mar. 31, 1998
`
`Sheet 8 of 3
`
`5,733,193
`
`200
`
`/
`
`429.6
`
`206
`
`208
`
`220
`
`PROGRESSIVE
`GOAL ACHIEVED?
`
`NO
`
`222 i
`ADD PROGRESSIVE
`scoRE TO GAME
`scoRE
`
`4
`
`INCFIEMENT
`PROGRESSIVE scoRE
`_ AND REsET TIMER
`V
`MOVE PLAYER
`OBJECT TO PLAYER
`POSITION
`
`v
`
`210
`
`START BUTTON
`PUSHED OR TIME
`
`I START GAME TIMER
`
`224 “I
`
`Y
`
`_
`
`DISPENSE AWARD J
`
`BASED ON GAME
`SCORE
`l
`
`226 w
`WITHDRAW PLAYER
`OBJECT TO
`RETRACTED POSITION
`
`228
`
`I
`DONE
`
`DETECTED BY
`SENSOR?
`
`INCREMENT GAME
`scoRE
`+218
`
`Yamaha Exhibit 1007 Page 9
`
`
`
`1
`BOXING ARCADE GAME
`
`5,733,193
`
`BACKGROUND OF THE INVENTION
`
`1. Field of the Invention
`This invention relates to games normally played in an
`arcade or similar gaming environment, and more particu
`larly to games allowing a player to strike or hit an object to
`score points or achieve a goal during the game.
`2. Background of the Related Art
`Punching bags and other similar striking objects for
`boxing training and exercise have been in use for some time.
`A typical punching bag is suspended from a support and
`allows a player to repetitively strike the punching bag by
`hitting or punching the bag in one direction, after which the
`bag strikes a surface and returns to the player to be hit again.
`In the prior art, punching bags or striking objects have
`been developed which are meant for training and exercise
`purposes. Some striking objects have included sensors for
`detecting when strikes have landed on the object For
`example, in U.S. Pat. No. 4,440,400 of Neuberger, a ball,
`punching bag, and other objects are disclosed which include
`microswitches for detecting when the objects are struck by
`a player. Similarly, in U.S. Pat. No. 4,883,271 of French, a
`punching bag includes a strip of piezoelectric material or
`detecting changes in its length when a player punches the
`bag.
`In U.S. Pat. No. 5,221,243 of Walker, a sports training
`center is disclosed which provides several target objects for
`the player to strike and which detects hits on the objects
`using contact switches. A score is provided to the player
`based on his or her performance.
`A problem with the boxing and other striking apparatuses
`of the prior art is that the sensing devices for detecting
`strikes on an object are mechanical in nature and therefore
`subject to quick degradation when frequently used by play
`ers. In addition, the devices of the prior art are not very
`suitable for use as a game in an arcade or similar gaming
`environment, where supervision of the games may be mini
`mal. Players may make use of the prior art devices without
`paying for a game or otherwise gain unauthorized access to
`the device when supervision is low. This tends to discourage
`players from paying money to play the game and is unde
`sirable in an arcade environment where revenue is necessary
`to maintain the availability of the game.
`
`SUMMARY OF INVENTION
`The present invention provides a boxing game for use in
`an arcade or other gaming environment. The game reliably
`detects and scores a player’s strikes of an object and adjusts
`the position of the object to accommodate players’ particular
`needs and to prevent unauthorized use of the game. These
`improvements provide a more interesting boxing game that
`is suitable for an arcade environment.
`The game apparatus and method of the present invention
`includes a ?'ame for supporting a player object such as a
`punching bag. The punching bag is suspended from the
`frame support so that when the player hits or strikes the
`punching bag, the bag swings and returns to the player,
`thereby allowing the player to repetitively strike the punch
`ing bag. A scoring apparatus determines a game score based
`upon a skilled performance of the player in striking the
`punching bag. A feedback apparatus provides feedback in
`response to the strikes on the punching bag by the player.
`The punching bag is preferably coupled to the support by
`a ?exible hinge so that the bag can swing approximately into
`
`10
`
`15
`
`25
`
`35
`
`45
`
`SO
`
`55
`
`65
`
`2
`a predetermined zone. The bag swings from a rest position
`of the bag to a position where the bag impacts the support
`The game score is preferably based on a number of times
`that the punching bag has moved into a predetermined
`sensed zone when struck by the player. A sensor detects
`when the bag enters the sensed zone and thus indicates when
`to increase the game score. A preferred sensor is an emitter
`which emits a beam of electromagnetic energy detected by
`a detector, such that the punching bag is detected when it
`blocks the beam. Preferably, the sensor is positioned on the
`support to detect the object when it impacts the support. The
`bag is sensed during a game having a predetermined time
`period, where the time remaining in the game is displayed to
`the player. A progressive bonus score can also be added to
`the player’s score when the player achieves a progressive
`goal during a game. A coin slot is included for receiving a
`coin or other monetary input from a player to begin a game,
`and an award dispenser can be included to dispense a
`nonmonetary award to the player at the conclusion of a
`game.
`In an alternate embodiment, the feedback apparatus
`includes a display screen for displaying visual images of an
`opponent, for example, in a boxing match or arena. The
`visual images are updated in accordance with the strikes by
`the player on the punching bag. The visual images can also
`include a representation of the player of the game, such as
`a player’s boxing gloves or ?sts, striln'ng the image of the
`opponent when the player strikes the punching bag.
`In addition, an object retraction mechanism is included
`for retracting the punching bag into an aperture such that the
`object cannot swing freely from the support to prevent the
`player from swinging or moving the bag when a game is not
`in progress. The bag is extended out of the aperture when a
`game is in progress. Also, a mechanism is included to allow
`the player to adjust the punching bag to a desired height
`where the player can conveniently strike the bag.
`The game apparatus and method according to the present
`invention allows players to repetitively strike a punching
`bag or other object. The object is reliably detected and a
`score is increased based on a skilled performance of the
`player. A preferred emitter-detector sensor detects the bag
`reliably and does not degrade with use. In addition, the
`punching bag can be retracted to prevent players from using
`the punching bag between games to allow the game to
`effectively be used in an arcade or other environment with
`minimal supervision. These features add complexity and
`interest to arcade games and reduce operating and mainte
`nance costs of a boxing arcade game. Player involvement
`with the game and the revenue produced by the game are
`thus also increased.
`These and other advantages of the present invention will
`become apparent to those skilled in the art after reading the
`following descriptions and studying the various ?gures of
`the drawings.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`FIG. 1 is a perspective view of the game apparatus of the
`present invention;
`FIG. 2 is a sectional side view along line 2—2 of FIG. 1;
`FIG. 3a is an elevational side view of the retraction
`mechanism of the game apparatus of FIG. 1 in a playing
`position;
`FIG. 3b is a side elevational view of the retraction
`mechanism in an intermediate position;
`FIG. 30 is a side elevational view of the retraction
`mechanism in a fully retracted position;
`
`Yamaha Exhibit 1007 Page 10
`
`
`
`5,733,193
`
`3
`FIG. 4 is a front view of an alternate embodiment of the
`game apparatus of the present invention;
`FIG. 5 is a block diagram illustrating a game control
`system for the game apparatus of the present invention; and
`FIG. 6 is a ?ow diagram illustrating a method of playing
`and operating the game apparatus of the present invention.
`
`DETAILED DESCRIPTION OF THE
`PREFERRED ENIBODIMENTS
`
`10
`
`20
`
`25
`
`35
`
`FIG. 1 is a perspective view of a game apparatus in
`accordance with the present invention. The game apparatus
`10 includes a housing 11, a front panel section 12, a playing
`section 14, and a display section 16. Game apparatus 10 can
`be used in an arcade or similar gaming environment where
`players pay money to play the game. Alternatively, game
`apparatus can be used in more private environments (e.g., at
`home) for training or amusement purposes.
`Housing 11 provides support for game apparatus 10 and
`encloses various game components as described with refer
`ence to FIG. 2. Support bars 13 can be coupled to housing
`11 and extend in front of the game apparatus as rails for a
`player to rest his or her arms before or after a game and to
`indicate the area where the player should stand when playing
`the game apparatus 10.
`The front panel section 12 includes a coin deposit slot 18,
`bag position control 20. a ticket dispenser 22, start button 24,
`and a speaker 26. The ?ont panel section may also include
`one or more access doors, which can be opened by the
`operator to access the interior components of the game
`apparatus as shown in FIG. 2.
`Coin deposit slot 18 may accept standard currency coins,
`game tokens that are often available in an arcade
`environment. or any other monetary input (e.g., dollar bills,
`debit card. credit card. etc.). A game begins after a coin or
`other monetary input has been inserted by the player. The
`inserted coin is preferably routed to a coin box or other
`receptacle. A coin return slot is typically also included to
`return an inserted coin or token to the player in the event the
`coin becomes trapped in the coin slot mechanism, etc.
`Bag position control 20 preferably includes a handle 28
`and height indicia 30. Handle 28 can be grasped by the
`player and moved up or down to one of a number of
`elevation settings indicated by indicia 30. The movement of
`handle 28 causes playing section 14 to move up and down
`as well. as described in greater detail with respect to FIG. 2.
`Before a game begins, the player can thus adjust handle 20
`to move playing section 14 to a convenient height so that the
`player may easily strike the object 32. In alternate embodi
`ments of the present invention. dilferent position control
`mechanisms can be employed. For example. a lever, buttons,
`dials. or other types of controls can be used to adjust the
`elevation of playing section 14.
`Start button 24 is preferably a button, switch, or similar
`control which starts a game when pressed or activated by a
`player. Button 24 is functional to start a game after a coin has
`been deposited in coin slot 18. and can be provided on front
`panel 12. as shown in FIG. 1. or on a dilferent section of the
`game apparatus 10, such as the playing section 14. In an
`alternate embodiment. start button 26 is not provided. and a
`game starts as soon as a player inserts a coin in coin slot 18.
`Ticket dispenser 22 preferably dispenses a ticket award to
`the player based upon a game score. In this present
`embodiment. tickets may be accumulated to win various
`prizes. Other types of awards besides tickets can also be
`dispensed. For example, baseball or other sports cards, other
`
`4
`types of prizes or vouchers, or even coins or currency can be
`dispensed. Ticket dispensing mechanisms are well-known in
`the prior art. The awards are stored in a storage area behind
`the front panel 12 which is described in more detail with
`reference to FIG. 2.
`Speaker(s) 2A emits sounds based on game actions and
`other game states and is controlled by the game control
`system. The operation of the speaker will be discussed in
`greater detail subsequently. Various other types of buttons,
`switches, and the like can also be included to allow the
`player of the game to make various selections concerning
`game play. For example, a player could select a one- or
`two-player game, a preferred award type, a progressive
`option, a level of di?iculty, etc. using additional controls on
`front panel 12.
`Playing section 14 includes an object support structure 32,
`a player object 34, and a retraction mechanism 36. Support
`structure 32 preferably includes a support member 40 and a
`platform 42. Support member 40 is coupled to and/or
`extends from the top side of housing 11 of the game
`apparatus 10 and extends over and in front of the game
`apparatus. Platform 42 is coupled to support member 40 and
`is positioned approximately over the position of a player
`who is playing the game apparatus. Platform 42 includes an
`aperture 44 through which object 34 retracts and lowers, as
`described below.
`Platform 42 also includes a sensor 46 for detecting player
`object 32. In the described embodiment, sensor 46 includes
`an emitter 48 and detector 50 spaced apart on the underside
`of platform 42. Emitter 48 emits a beam of electromagnetic
`energy which is detected by detector 50. When the beam is
`broken, the detector detects the blockage of the beam and
`sends appropriate signals to the game control system. Other
`well-known types of sensors can be used in alternate
`embodiments in di?’erent locations, such as motion sensors,
`impact sensors (contact switches or piezo sensors for detect
`ing force of impact, acoustical sensors listening for sound of
`impact), potentiometers or encoders (rotation or pivot
`sensors) in hinge 85, etc.
`Player object 34 is an object for the player to strike during
`a game of the present invention. In the preferred
`embodiments, object 34 is a punching bag as used when
`exercising or training for the sport of boxing. The punching
`bag 34 is typically made of cloth, leather or other soft
`material and is stulfed with a soft and resilient padding or is
`otherwise in?ated to provide a pliable object to hit. Bag 34
`is suspended from support structure 32 by a hinge or other
`?exible joint and preferably is suspended freely during a
`game in a rest position. A player preferably stands in front
`of panel section 12 and bag 34, between support bars 13, and
`may hit or punch bag 34 with the player’s ?sts or gloves to
`cause the bag to swing on an are or path, preferably towards
`the front panel 12. The player may also hit the bag with
`his/her upper or lower arms or with another object. The
`swinging bag contacts the underside of platform 42, after
`which the bag rebounds (bounces) and swings back in the
`opposite direction and continues to swing under the in?u
`ence of gravity and inertia until coming to rest at the rest
`position if not contacted again by the player. Preferably, a
`player strikes the bag 34 repetitively (i.e., provides a volley
`of strikes) to cause the bag to continuously swing, impact
`platform 42, and fall back towards the player, where the
`player again strikes the bag. The faster the player strikes the
`bag, the greater the player’s score, as described below. The
`implementation of a punching bag and the required materials
`to provide the correct amount of bounce of the bag from the
`support is well known to those skilled in the art.
`
`45
`
`55
`
`65
`
`Yamaha Exhibit 1007 Page 11
`
`
`
`5,733,193
`
`15
`
`25
`
`35
`
`5
`When bag 34 has been hit towards front panel 12, the bag
`impacts platform 42 at an “impact position” and breaks the
`beam emitted by emitter 48. The detector 50 thus detects
`each time the bag 32 impacts platform 42, breaks the beam,
`and falls back towards the player. The bag thus is hit by the
`player into a sensed spatial “zone”, i.e., approximately
`toward front panel 12 and across the emitted beam, to be
`sensed by sensor 46. Alternatively, sensor 46 and thus the
`sensed zone can be placed at a different point along swing
`paths of bag 34 to detect when the bag 34 is struck by the
`player. For example, sensors can be placed closer to the rest
`position of bag 34 so that the movement of bag 34 can be
`detected even if it does not impact platform 42. In this way,
`weaker strikes or punches by the player can be detected even
`if bag 34 does not swing far enough to impact the underside
`of platform 42.
`Other embodiments can also include validation proce
`dures or devices to validate that the object sensed by sensor
`46 is bag 34. Since tickets or other awards can be dispensed
`in some embodiments, players may “cheat” by putting or
`moving a hand or other objects in the sensing zone of sensor
`46 to simulate bag 34 being hit and to receive a large award.
`Validation procedures/devices can reduce such player
`abuses. For example, bag 34 can be provided with a special
`characteristic, such as a special color, texture, material, etc.,
`that is rare and cannot be easily duplicated. Sensor 46 can be
`set up to detect that special characteristic so that the score
`will only be increased if that characteristic is detected by
`sensor 46. Alternatively, a second sensor can be included, for
`example in hinge 85, to verify that bag 34 is moving in
`coordination with the object sensed by sensor 46. '
`In alternate embodiments, other similar types of player
`objects 34 can be provided, such as stuffed balls, sacks, or
`?gures having recognizable likenesses. Thus, the term
`“player object” is intended to refer to any such object which
`can be hit or forced by a player repetitively during game.
`Player object 34 can also be supported from the ?oor or a
`side wall instead of being suspended from a support above
`a player. In other embodiments, multiple player objects 34
`can be provided in playing section 14 in a variety of
`arrangements, thus allowing two or more players to simul
`taneously play the game apparatus.
`Retraction mechanism 36 is included in playing section
`14 to move the player object 34 into and out of a playing
`position for a game. When a game is not in progress on game
`apparatus 10, punching bag 34 is preferably in a “retracted
`position” from which the bag 34 is prevented from moving
`in any swing paths by a player. In the described embodiment,
`the bag 34 is moved up into aperture 44 so that only a portion
`of bag 34 extends from the bottom of the aperture. In this
`position, the bag 34 is blocked by the edges of the aperture
`and thus cannot swing freely and will not move when struck
`by the player. When a player inserts a coin, retraction
`mechanism 36 is activated by the game control system to
`lower the bag 34 to its playing position or rest position,
`where the player may strike the bag during a game. This
`mechanism prevents players from hitting or otherwise amus
`ing themselves with the player object 34 without paying
`money to play the game. The operation of retraction mecha
`nism 36 is described in greater detail with respect to FIGS.
`3a-3c. Preferably, a cover 37 (shown in dotted lines) covers
`and protects the retraction mechanism 36.
`Display section 16 includes a game score display 52, a
`time display 54, and an optional progressive display 56. The
`game score display 52 is preferably an LED display that
`indicates a game score to the player based on the perfor
`mance of the player dining the game. In the described
`
`6
`embodiment, the game score is displayed as the number of
`“hits”, i.e., the number of times the object 34 has been
`detected by sensor 46, which typically corresponds to the
`number of times the player has hit or struck the player object
`34. The time display 54 is also preferably an LED display
`that indicates the amount of time that the player has left in
`a game, e.g. in seconds. Alternatively, the time display can
`be used to indicate a player’s score as the time it took the
`player to achieve a predetermined number of hits; the lower
`the amount of time required, the “greater” (i.e. the better) the
`score of the player.
`The displays 52 and/or 56 can also be used to display a
`high score or ranking achieved by the present and previous
`players of the game apparatus 10. In other embodiments,
`score display 52 and time display 54 can be positioned in
`other areas of game apparatus 10, such as on front panel 12.
`Other types of types of displays can also be used, such as
`LCD, video display, etc. An alternate embodiment of game
`apparatus 10 includes a display screen which can be used to
`display images during game play and can also be used to
`display score, time, and other information; this embodiment
`is described in greater detail with respect to FIG. 4.
`Optional progressive score display 56 can also be
`included in display section 16. Progressive display 56 is
`similar to game score display 52, except that an individual
`progressive score, separate from the game score, is dis
`played. The individual progressive score is accumulated
`from the current and previous games that have been played
`on the individual game apparatus 10 and is added to the
`game score if a progressive goal is achieved during a game.
`Aprogressive goal is a speci?c goal or task which the player
`performs during a game to receive an award. For example,
`the player might be required to achieve a score higher than
`a predetermined amount to achieve the progressive goal.
`When the progressive goal is achieved, the progressive score
`displayed by progressive display 56 can be added to the
`player’s game score on display 52, or can be provided as a
`separate award of tickets or other items dispensed from
`dispenser 22. The progressive score, for example, can be
`incremented with every coin inserted in coin slot 18, auto
`matically incremented over time at regular intervals, manu
`ally incremented by an operator, etc.
`In another embodiment, multiple game apparatuses can
`all be linked to a separate progressive bonus apparatus
`which stores a “collective” progressive score for the linked
`game apparatuses. Each individual game apparatus contrib
`utes to the collective progressive score that is displayed by
`the bonus apparatus. The display 56 of individual game
`apparatus 10 can alternatively display a collective progres
`sive score instead of or in addition to the individual pro
`gressive score described above. The collective progressive
`score can be awarded to the ?rst player of a linked game
`apparatus to achieve a progressive goal. Progressive goals,
`scores, and bonus apparatuses are described in greater detail
`in U.S. Pat. No. 5,292,127, by Kelly et al., entitled “Arcade
`Game”, and co-pending U.S. patent application Ser. No.
`08/374,490, by Kelly et al., entitled, “Redemption-type
`Arcade Game with Game Token Return,” which are both
`hereby incorporated by reference herein. Additional score
`displays can also be used to provide scores for multiple
`players of game apparatus 10 or provide other functions
`during game play.
`The game score displays, player controls, coin detection,
`award dispensing, and other functions of the game apparatus
`10 are preferably controlled by a game control system. This
`system is described in detail with respect to FIG. 5.
`FIG. 2 is a cross-sectional view of the game apparatus 10
`taken along line 2—2 of FIG. 1. Game cabinet 11 supports
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`45
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`55
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`65
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`Yamaha Exhibit 1007 Page 12
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`the front panel 12 and playing section 14 and includes a
`number of interior components.
`A player deposits a coin into coin slot 18 in front panel 12.
`The inserted coin is routed to a cash box 60 provided behind
`front panel 12 and which stores accumulated coins that
`players have deposited. The operator of game apparatus 10
`can periodically empty cash box 60 when it becomes full.
`Similarly, a receptacle 62 holds awards such as redemption
`tickets which can be dispensed to players in some embodi
`ments of game apparatus 10. A game control system 110 can
`be provided on a side or other support provided in housing
`11. The control system is described in greater detail with
`respect to FIG. 5.
`Referring back to the described embodiment of FIG. 2,
`the player may adjust the elevation of playing section 14 at
`any time. such as before or after inserting a coin in coin slot
`18. Support structure 32 includes a primary vertical member
`64 and a secondary vertical member 66, both of which are
`rigidly coupled to horizontal support member 40. Vertical
`member 64 extends from support member 40 into housing
`11 and down to handle 28. Vertical member 66 extends into
`housing 11 and provides leverage for the horizontal support
`beam 40. A vertical support beam 68 is provided within
`housing 11 and adjacent to vertical member 64 to provide a
`physically grounded member and support within the game
`apparatus 10. A rod 29 of handle 28 extends through front
`panel 12, through an aperture in support beam 68, and
`through an aperture in vertical member 64. An end plate 70
`is rigidly coupled to the end of rod 29, and a spring member
`72 is provided on rod 29 between vertical member 64 and
`plate. 70. A keyed plate 74 is rigidly coupled to rod 29
`between front panel 12 and support beam 68. Keyed plate 74
`includes a peg 76 which ?ts into one of a number of
`elevation holes 78 provided along the length of support
`beam 68.
`The mechanism for adjusting the elevation of playing
`section 14 operates as follows. The player grasps handle 28
`and pulls handle 28 and rod 29 towards the player, as shown
`by arrow 80. This also pulls peg 76 and keyed plate 74
`towards the player and out of the elevation hole 78a in which
`peg 76 was situated. In addition, spring member 72 com
`presses as plate 70 moves toward vertical member 64. The
`player then moves handle 28 up or down to the desired
`elevation. as indicated by arrows 82. When handle 28 and
`rod 29 are moved up or down, vertical member 64 and
`playing section 14 are also moved up or down in the same
`direction and distance, as shown by arrows 84. Support
`spring 88 is a heavy spring coupled between the moving
`vertical member 64 and the grounded beam 68 and assists
`the player in supporting and moving the playing section 14
`and support structure 32. When the player moves handle 28
`to the desired elevation indicia 30 on front panel 12, the
`player releases the handle. Spring member 72 then decom
`presses and forces the rod 29 and keyed plate '74 away from
`the player. thus inserting peg 76 into the appropriate eleva
`tion hole 78. The playing section 14 is then locked into
`position at the new height.
`In alternate embodiments. other elevation mechanisms
`can be used to adjust the height of playing section 14. For
`example, a motor or other actuator can be positioned in
`housing -11 and a button or other control can be provided on
`front panel 12 for the player to press. When the player
`activates the control, the motor can rotate a pulley, chain, or
`other mechanism to raise or lower playing section 14 to the
`desired height. Such mechanisms are well known to those
`skilled in the art.
`Player object 34 (e.g., a punching bag) is shown sus
`pended from platform 42. A ?exible hinge 85 allows the
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`punching bag 34 to swing approximately in two directions
`(or more), shown as paths 86a and 86b. Hinge can be a
`jointed hinge, a ball joint, or other type of hinge. In some
`embodiments, hinge 85 can prevent the bag 34 from swing
`ing in directions widely varying from paths 86a and 86b so
`that the bag 34 is detected in the zone sensed by sensor 46.
`The bag 34 can also be allowed to swing along several paths
`in the general direction toward front panel 12, so long as the
`bag can still be sensed by sensor 46, e.g., so long as bag 34
`impacts the underside of platform 42 between the emitter 48
`and detector 50. In this sense, sensor 46 of the described
`embodiment detects when the player object moves to the
`predetermined sensed “zone” in its swing path, e.g., sensor
`46 only detects a single spatial dimension of the movement
`of bag 34. Other sensors in other embodiments might detect
`the movement of bag 34 in two or more spatial dimensions.
`Alternatively, the bag might be allowed to swing in any
`direction or path, where multiple sensed zones are provided
`or a larger single sensed zone which extends fully or
`partially around the volume into which bag 34 may swing.
`A player preferably hits bag 34 so that the object moves
`approximately along path 86a in accordance with the force
`vector of the player’s hit, and impacts platform 42 near (or
`in line with) point 88. The bag then returns in the opposite
`direction along path 86a and continues to swing along path
`86b past the rest position, unles