Interaction mechanism and game device
Patent Information
- Application Number
- CN202521845009.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- Filing Date
- 2025-08-27
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2035-08-27
AI Technical Summary
长此以往,这种单调的交互模式极易让玩家从心理上产厌倦感,导致游戏设备的吸引力下降
[0016] When applied to a gaming device, the technical solution of this invention involves a base fixed inside the device body. A track is formed on the base surface, on which attack items and target items slide. The attack items target the target items. Simultaneously, one end of a lever is connected to the target item, and the other end is used to pass through the gaming device. The player pulls the lever to move the target item away from the attack item, thus protecting it from attack. In this way, during gameplay, the player must counter the attacks from the attack items against the target item. The player pulls the lever based on the changing positions of the attack and target items, introducing the attack items as a dynamic element of combat. This breaks through the limitations of a single-target capture mode, effectively enhancing the attractiveness of the gaming device.
Smart Images

Figure CN224723618U_ABST
Abstract
Description
Technical Field
[0001] This utility model relates to the field of game device technology, and in particular to an interactive mechanism and a game device. Background Technology
[0002] To enhance the fun and immersion of physical games, various interactive gaming devices incorporating tangible elements have emerged on the market. For example, a typical "whack-a-mole" game involves multiple whack-a-mole props that pop out of holes; the player uses a physical hammer to strike these props, earning points by successfully hitting them. However, this interactive mode revolves entirely around capturing a single target (the whack-a-mole), allowing players to complete all challenges simply by staying in a specific location. Over time, this monotonous interaction can easily lead to player boredom, causing the gaming device to lose its appeal. Utility Model Content
[0003] The main purpose of this invention is to provide an interactive mechanism that breaks through the limitations of single-target capture mode and enhances the attractiveness of gaming devices.
[0004] To achieve the above objectives, the interactive mechanism proposed in this utility model includes:
[0005] A base, used for installation and fixation inside the machine body, has a track formed on its surface, on which an attack tool and a target tool are slidably mounted, the attack tool being used to attack the target tool; and
[0006] A lever, one end of which is connected to the target prop, and the other end of which is used to pass through the body of the machine. The lever is used to move the target prop away from the attacking prop so as to protect the target prop from the attacking prop.
[0007] Optionally, a return spring is connected between the base and the target prop, the length of which is set along the extension direction of the track, so that the target prop is reset by the action of the return spring when the pull rod is released.
[0008] Optionally, when the reset spring is in its natural state, the position of the target prop on the track is defined as the initial position, and the initial position is set at the first photodetector, which is used to detect the target prop.
[0009] Optionally, the track is equipped with a second and a third photoelectric sensor spaced apart, with the third photoelectric sensor located on the side of the second photoelectric sensor opposite to the first photoelectric sensor, so that the attack prop can move between the second and the third photoelectric sensor.
[0010] Optionally, a synchronous wheel is provided at the second and third optical eyes respectively, and a synchronous belt is sleeved between the synchronous wheels. The attack prop is placed on the synchronous belt so that the attack prop moves back and forth on the track with the synchronous belt.
[0011] Optionally, the target prop is provided with a fourth photocell on the side facing the attack prop, and the attack prop is provided with a detection plate on the side facing the target prop, and the fourth photocell detects the detection plate.
[0012] Optionally, a connecting rope is connected between the pull rod and the target prop. The connecting rope is connected to the pull rod via a coupling, so that the pull rod can drive the target prop through the connecting rope.
[0013] Optionally, the pull rod passes through the mounting block, the mounting block forms an installation channel, the pull rod movably passes through the installation channel and is connected to the target prop, and the mounting block is fixedly mounted to the machine body.
[0014] Optionally, a spring seat is provided through the pull rod between the mounting block and the target prop. One end of the spring seat is connected to the pull rod, and the other end of the spring seat faces the mounting block so that the spring seat is pressed against the mounting block.
[0015] This utility model also proposes a game device, including a body and a plurality of the above-mentioned interactive mechanisms, wherein the plurality of interactive mechanisms are arranged side by side on the body.
[0016] When applied to a gaming device, the technical solution of this invention involves a base fixed inside the device body. A track is formed on the base surface, on which attack items and target items slide. The attack items target the target items. Simultaneously, one end of a lever is connected to the target item, and the other end is used to pass through the gaming device. The player pulls the lever to move the target item away from the attack item, thus protecting it from attack. In this way, during gameplay, the player must counter the attacks from the attack items against the target item. The player pulls the lever based on the changing positions of the attack and target items, introducing the attack items as a dynamic element of combat. This breaks through the limitations of a single-target capture mode, effectively enhancing the attractiveness of the gaming device. Attached Figure Description
[0017] To more clearly illustrate the technical solutions in the embodiments of this utility model or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this utility model. For those skilled in the art, other drawings can be obtained based on the structures shown in these drawings without creative effort.
[0018] Figure 1 This is a schematic diagram of the structure of a game device according to an embodiment of the present invention;
[0019] Figure 2 for Figure 1 A schematic diagram of the structure of the interactive mechanism;
[0020] Figure 3 for Figure 2 A schematic diagram of the back of the central base;
[0021] Explanation of icon numbers:
[0022] Interactive mechanism 1000 Cheese-shaped items 320 base 100 Pull rod 400 track 110 Mounting Block 410 First Eye 120 Installation Channel 410a Second Eye 130 Spring seat 420 Third Eye 140 Return spring 500 Attack items 200 Drive structure 600 First body 210 motor 610 Test strip 211 Synchronous pulley 620 Mouse-shaped objects 220 Synchronous belt 630 Target item 300 Connecting rope 700 Second body 310 Coupling 800 Fourth Eye 311 body 2000
[0023] The realization of the purpose, functional features and advantages of this utility model will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation
[0024] The technical solutions of the present utility model will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present utility model, and not all embodiments. Based on the embodiments of the present utility model, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the protection scope of the present utility model.
[0025] It should be noted that all directional indicators (such as up, down, left, right, front, back, etc.) in this utility model embodiment are only used to explain the relative positional relationship and movement of each component in a certain specific posture (as shown in the figure). If the specific posture changes, the directional indicator will also change accordingly.
[0026] See Figures 1 to 3 As shown, in one embodiment of this utility model, an interactive mechanism 1000 includes: a base 100, which is used to install and fix inside the body 2000. A track 110 is formed on the surface of the base 100. An attack prop 200 and a target prop 300 are slidably arranged on the track 110. The attack prop 200 is used to attack the target prop 300. A lever 400 is also included. One end of the lever 400 is connected to the target prop 300, and the other end of the lever 400 is used to pass through the body 2000. The lever 400 is used to drive the target prop 300 to move away from the attack prop 200, so that the target prop 300 is protected from the attack prop 200.
[0027] When applied to a gaming device, the technical solution of this invention involves a base 100 fixed inside a body 2000. A track 110 is formed on the surface of the base 100, on which an attack item 200 and a target item 300 are slidably mounted. The attack item 200 attacks the target item 300. Simultaneously, one end of a lever 400 is connected to the target item 300, and the other end is used to pass through the gaming device. The player pulls the lever 400 to move the target item 300 away from the attack item 200, thus protecting the target item 300 from attack. In this way, during gameplay, the player must counter the attack item 200's attacks on the target item 300. The player pulls the lever 400 based on the changing positions of the attack item 200 and the target item 300, introducing the attack item 200 as a dynamic element of attack, breaking through the limitations of a single-target capture mode, and effectively enhancing the attractiveness of the gaming device.
[0028] It should be noted that in this embodiment, the attack prop 200 includes a first seat 210 and a mouse-shaped object 220. The mouse-shaped object 220 is slidably mounted on the track 110 via the first seat 210. The target prop 300 includes a second seat 310 and a cheese-shaped object 320. The cheese-shaped object 320 is slidably mounted on the track 110 via the second seat 310. The first seat 210 and the second seat 310 are positioned opposite each other on the track 110. During the game, if the player pulls the lever 400 before the mouse-shaped object 220 comes into contact with the cheese-shaped object 320, the lever 400 will cause the cheese-shaped object 320 to move backward and avoid the mouse-shaped object 220, thus avoiding the mouse-shaped object 220's attack, and the defense is successful; otherwise, the defense fails. In this way, this embodiment accumulates the player's game points by counting the number of times the player successfully defends the cheese-shaped object 320 within a set time limit, and rewards are redeemed based on the accumulated game points, thereby enhancing the game's fun and immersion. In addition, in this embodiment, a plurality of guide rods are installed on the surface of the base 100. The plurality of guide rods are arranged side by side on the base 100 to form a track 110. The first seat body 210 and the second seat body 310 are respectively slidably disposed at both ends of the guide rods, so that the attack prop 200 and the target prop 300 slide on the track 110 respectively. Of course, the number of guide rods can be set according to specific circumstances in this embodiment. This embodiment is not limited to this. All of the above are within the protection scope of this utility model.
[0029] See Figures 1 to 3As shown, in one embodiment of this utility model, a return spring 500 is connected between the base 100 and the target prop 300. The length of the return spring 500 is set along the extension direction of the track 110 so that the target prop 300 is reset by the action of the return spring 500 when the lever 400 is released. It should be noted that when the player pulls the lever 400, the cheese-shaped object 320 moves away from the mouse-shaped object 220, thus avoiding the attack of the mouse-shaped object 220 and successfully protecting the cheese-shaped object 320. During this process, the return spring 500 is stretched by the pulling force of the lever 400 and stores elastic potential energy. Thus, when the player releases the lever 400, the return spring 500 releases the stored elastic potential energy, thereby driving the cheese-shaped object 320 towards the mouse-shaped object 220, thereby automatically entering the next round of the game. In this embodiment, the cheese-shaped object 320 is automatically reset by setting a reset spring 500, which facilitates automatic entry into the next round of the game and thus enhances the immersive experience of the game.
[0030] See Figures 1 to 3 As shown, in one embodiment of this utility model, when the return spring 500 is in its natural state, the position of the target prop 300 on the track 110 is defined as the initial position. The initial position is set at the first photodetector 120, which is used to detect the target prop 300. It should be noted that the cheese-shaped object 320 is located on the surface of the second seat 310. In this embodiment, the first photodetector 120 is set at the initial position of the second seat 310 to detect the cheese-shaped object 320. If the first photodetector 120 detects the cheese-shaped object 320 moving backward before the mouse-shaped object 220 contacts the cheese-shaped object 320, then the protection is successful. In this embodiment, the first photodetector 120 transmits the detection signal of the cheese-shaped object 320 to the controller of the game device. The controller controls the drive structure 600 of the mouse-shaped object 220, causing the mouse-shaped object 220 to move in the opposite direction away from the cheese-shaped object 320, thus ending this round of attack and preparing for the next round. Further explanation: This utility model's photoelectric sensor includes a first photoelectric sensor 120, a second photoelectric sensor 130, a third photoelectric sensor 140, and a fourth photoelectric sensor 311. The photoelectric sensor, also known as a photoelectric sensor, operates on the principle of using the photoelectric effect to detect the presence, position, and state of an object. Simply put, the photoelectric sensor determines information about a target object by emitting light and receiving reflected or blocked light. When a target object enters the sensing range, it reflects, scatters, or blocks the light, thereby changing the intensity or path of the light. The photoelectric sensor detects these changes and converts them into electrical signals, thus enabling the detection of the object.
[0031] See Figures 1 to 3As shown, in one embodiment of this utility model, the track 110 is equipped with a second photocell 130 and a third photocell 140 spaced apart. The third photocell 140 is located on the side of the second photocell 130 opposite to the first photocell 120, so that the attack prop 200 can move between the second photocell 130 and the third photocell 140. It should be noted that the second photocell 130 and the third photocell 140 are used to detect the position of the first seat 210. The mouse-shaped object 220 is located on the first seat 210, thereby realizing the detection of the mouse-shaped object 220. The first photodetector 120, the second photodetector 130, and the third photodetector 140 are sequentially spaced along the extension direction of the track 110. When the third photodetector 140 detects the mouse-shaped object 220, its detection signal is transmitted to the controller of the game device. The controller then controls the drive structure 600 of the mouse-shaped object 220 to move it closer to the cheese-shaped object 320, thus starting the next round of the game. When the second photodetector 130 detects the mouse-shaped object 220, its detection signal is transmitted to the controller of the game device. The controller then controls the drive of the mouse-shaped object 220 to move it away from the cheese-shaped object 320, thus ending the attack. In this embodiment, the arrangement of the second photodetector 130 and the third photodetector 140 effectively controls the movement of the mouse-shaped object 220, allowing it to attack the cheese-shaped object 320 through reciprocating motion.
[0032] See Figures 1 to 3 As shown, in one embodiment of this utility model, synchronous pulleys 620 are respectively provided at the second photon 130 and the third photon 140, and a synchronous belt 630 is sleeved between the synchronous pulleys 620. The attack prop 200 is placed on the synchronous belt 630 so that the attack prop 200 moves back and forth on the track 110 with the synchronous belt 630. It should be noted that the drive structure 600 of this embodiment includes a motor 610, synchronous pulleys 620 and synchronous belt 630. The motor 610 is driven to the synchronous pulleys 620, and the motor 610 drives the synchronous pulleys 620 to rotate. The synchronous belt 630 is sleeved between the two synchronous pulleys 620, and the attack prop 200 is placed on the synchronous belt 630 so that the attack prop 200 moves with the synchronous belt 630. The controller of the game device in this embodiment is connected to the motor 610. The controller controls the motor 610 to rotate forward and backward according to the detection information of the second photon 130 and the third photon 140, so as to realize the reciprocating motion of the mouse-shaped object 220 between the second photon 130 and the third photon 140.
[0033] See Figures 1 to 3As shown, in one embodiment of this invention, the target prop 300 has a fourth photodetector 311 on the side facing the attack prop 200, and the attack prop 200 has a detection plate 211 on the side facing the target prop 300. The fourth photodetector 311 is used to detect the detection plate 211. It should be noted that if the fourth photodetector 311 detects the detection plate 211 and the mouse-shaped object 220 successfully attacks the cheese-shaped object 320, the defense fails. Furthermore, the fourth photodetector 311 transmits the detection signal to the controller of the game device. The controller controls the drive structure 600 of the mouse-shaped object 220 to make the mouse-shaped object 220 move in the opposite direction away from the cheese-shaped object 320, thereby ending the attack and starting the next round of the game.
[0034] See Figures 1 to 3 As shown, in one embodiment of this utility model, a connecting rope 700 connects the pull rod 400 and the target prop 300. The connecting rope 700 is connected to the pull rod 400 via a coupling 800, so that the pull rod 400 can transmit power to the target prop 300 through the connecting rope 700. It should be noted that in this embodiment, the end of the connecting rope 700 is connected to one end of the pull rod 400 via the coupling 800, so that the pull rod 400 synchronously drives the cheese-shaped object 320 to move through the connecting rope 700, thereby moving the cheese-shaped object 320 away from the mouse-shaped object 220. This allows the player to effectively protect the cheese-shaped object 320, thus ensuring the smooth progress of the game.
[0035] See Figures 1 to 3 As shown, in one embodiment of this utility model, the pull rod 400 passes through the mounting block 410, and the mounting block 410 forms a mounting channel 410a. The pull rod 400 movably passes through the mounting channel 410a and connects to the target prop 300. The mounting block 410 is fixedly mounted to the body 2000. It should be noted that in this embodiment, the mounting block 410 is located inside the body 2000, and the mounting block 410 forms a mounting channel 410a. The cross-sectional area of the mounting channel 410a is larger than the cross-sectional area of the pull rod 400, so that the pull rod 400 movably passes through the mounting channel 410a. In this way, when the pull rod 400 is pulled, the body 2000 is prevented from shaking due to interference from the pull rod 400, thereby avoiding damage caused by the shaking of the game device.
[0036] See Figures 1 to 3As shown, in one embodiment of this utility model, a spring seat 420 is provided through the pull rod 400 between the mounting block 410 and the target prop 300. One end of the spring seat 420 is connected to the pull rod 400, and the other end of the spring seat 420 faces the mounting block 410 so that the spring seat 420 abuts against the mounting block 410 when compressed. It should be noted that the spring seat 420 in this embodiment includes a spring and two fixed rings. The two fixed rings are respectively connected to the two ends of the spring. The pull rod 400 passes through the spring. The inner ring of one fixed ring is provided with a claw, which at least partially grips the pull rod 400. The other fixed ring is positioned facing the mounting block 410. In this way, during the process of stretching the pull rod 400, the mounting block 410 compresses the spring seat 420, so that the spring seat 420 is compressed and stores elastic potential energy, thereby playing a buffering role and reducing the impact force on the cheese-shaped object 320, thus avoiding damage to the game equipment due to excessive impact.
[0037] See Figures 1 to 3 As shown, in one embodiment of this utility model, a game device includes a body 2000 and multiple interactive mechanisms 1000 as described above, with the multiple interactive mechanisms 1000 arranged side by side on the body 2000. It should be noted that a base 100 is installed and fixed inside the body 2000, and a track 110 is formed on the surface of the base 100. An attack item 200 and a target item 300 are slidably disposed on the track 110, with the attack item 200 attacking the target item 300. Simultaneously, one end of a lever 400 is connected to the target item 300, and the other end of the lever 400 is used to pass through the game device. The player uses the lever 400 to move the target item 300 away from the attack item 200, thus protecting the target item 300 from the attack item 200. In this way, during the game, players need to defend against attacks from attack items 200 against target items 300. Players pull levers 400 according to the changing positions of attack items 200 and target items 300, thus introducing attack items 200 as a dynamic element of combat, breaking through the limitations of the single-target capture mode, and effectively enhancing the attractiveness of the game device. Specifically, this embodiment uses five interactive mechanisms 1000 arranged side by side on the main body 2000. Before the attack item 200 of the interactive mechanism 1000 comes into contact with the target item 300, the player pulls levers 400 to move the target item 300 away from the attack item 200 and avoid being attacked by it, thereby protecting the target item 300. In this way, players need to pull the corresponding levers 400 according to the changing positions of the target item 300 and attack items 200 of the five interactive mechanisms 1000, thereby accumulating points by simultaneously protecting the five target items 300, and thus striving to redeem more rewards.
[0038] The above description is only an optional embodiment of the present utility model and does not limit the patent scope of the present utility model. All equivalent structural transformations made under the inventive concept of the present utility model using the contents of the present utility model specification and drawings, or direct / indirect applications in other related technical fields, are included within the patent protection scope of the present utility model.
Claims
1. An interactive mechanism, characterized in that, include: A base for mounting and fixing inside the machine body, a track formed on the surface of the base, an attack tool and a target tool slidably mounted on the track, the attack tool being used to attack the target tool; and A lever, one end of which is connected to the target prop, and the other end of which is used to pass through the body of the machine. The lever is used to move the target prop away from the attacking prop so as to protect the target prop from the attacking prop.
2. The interactive mechanism as described in claim 1, characterized in that, A return spring is connected between the base and the target prop. The length of the return spring is set along the extension direction of the track so that the target prop is reset by the action of the return spring when the pull rod is released.
3. The interactive mechanism as described in claim 2, characterized in that, When the reset spring is in its natural state, the position of the target prop on the track is defined as the initial position. The initial position is set at the first photodetector, which is used to detect the target prop.
4. The interactive mechanism as described in claim 3, characterized in that, The track is equipped with a second and a third photoelectric sensor spaced apart. The third photoelectric sensor is located on the side of the second photoelectric sensor that is away from the first photoelectric sensor, so that the attack prop can move between the second and the third photoelectric sensor.
5. The interactive mechanism as described in claim 4, characterized in that, Synchronous wheels are respectively provided at the second and third photons, and a synchronous belt is sleeved between the synchronous wheels. The attack prop is placed on the synchronous belt so that the attack prop moves back and forth on the track with the synchronous belt.
6. The interactive mechanism as described in any one of claims 1 to 5, characterized in that, The target prop has a fourth photocell on the side facing the attack prop, and the attack prop has a detection plate on the side facing the target prop. The fourth photocell is used to detect the detection plate.
7. The interactive mechanism as described in any one of claims 1 to 5, characterized in that, A connecting rope is connected between the pull rod and the target prop. The connecting rope is connected to the pull rod via a coupling so that the pull rod can drive the target prop through the connecting rope.
8. The interactive mechanism as described in any one of claims 1 to 5, characterized in that, The pull rod passes through the mounting block, which forms an installation channel. The pull rod moves through the installation channel and connects to the target prop. The mounting block is fixed to the machine body.
9. The interactive mechanism as described in claim 8, characterized in that, A spring seat is provided through the pull rod between the mounting block and the target prop. One end of the spring seat is connected to the pull rod, and the other end of the spring seat faces the mounting block so that the spring seat is pressed against the mounting block.
10. A gaming device, characterized in that, It includes a body and a plurality of interactive mechanisms as described in any one of claims 1 to 9, wherein the plurality of interactive mechanisms are arranged side by side in the body.