Game apparatus, preferably playing table

The gaming device enhances the 'Pong' principle by introducing player elements with variable impacts, a Monster Shot delay, and automatic elements, addressing the monotony of existing designs and increasing gameplay excitement.

WO2025209883A1PCT designated stage Publication Date: 2025-10-09VIOLETIX GBR (VERTRETUNGSBERECHTIGTER GESELLSCHAFTER MAAN RIDWAN 30880 LAATZEN)
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Patent Information

Application Number
PCT/EP2025/058113
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-05
Filing Date
2025-03-25
Publication Date
2025-10-09

AI Technical Summary

Technical Problem

Existing gaming devices based on the principle of table tennis or the video game 'Pong' have become monotonous due to the lack of innovation in game functions, failing to leverage modern technical possibilities such as sensors and actuators to enhance gameplay appeal and enjoyment.

Method used

The gaming device incorporates player elements that can exert impacts with two different forces, a control unit to manage these impacts, and optional features like a Monster Shot with a time delay, along with automatic impact elements to introduce unpredictability and tactical depth.

Benefits of technology

This design increases gameplay unpredictability and enjoyment by allowing varied impacts, tactical considerations, and integration of automatic elements, making the game more engaging and dynamic.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure EP2025058113_09102025_PF_FP_ABST
Patent Text Reader

Abstract

The invention relates to a game apparatus (1) having a playing surface (11) for receiving a playing element (14) in the horizontal (X, Y), the playing surface (11) being at least substantially enclosed in the horizontal (X, Y) by a playing surface edge (12), the playing surface edge (12) having at least one first target surface (12a) and one second target surface (12b), which extend parallel to each other along the transverse axis (Y) and face each other along the longitudinal axis (X) of the playing surface (12), having at least one first player element (15), which at least along the transverse axis (Y) is movable parallel to the first target surface (12a) by means of a drive element (15f) and along the longitudinal axis (X) is arranged in front of at least a portion of the first target surface (12a), and having a second player element (16), which at least along the transverse axis (Y) is movable parallel to the second target surface (12b) by means of a drive element (16f) and along the longitudinal axis (X) is arranged in front of at least a portion of the second target surface (12b), the player elements (15; 16) each being designed and configured to hit the playing element (14) towards each other along the longitudinal axis (X) by means of a respective striking body (15b; 16b). The game apparatus (1) is characterized in that the player elements (15; 16) are each designed and configured to selectively strike the playing element with a first, relatively low force or with a second, relatively high force.
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Description

[0001] DESCRIPTION

[0002] Play equipment, preferably a game table

[0003] The present invention relates to a gaming device, preferably a gaming table.

[0004] Games and corresponding gaming devices have long been known to serve the personal entertainment and pastime of one or more players, usually competing against each other. However, these games and the use of such gaming devices can also be of interest to other people as spectators, especially in tournaments.

[0005] Since electronics, and especially since computers have existed, electronics and computers, or their electronic elements, have been used to create gaming devices.

[0006] This is how pinball machines, for example, came about, which are also simply called flippers and are skill-based gaming machines. In a pinball machine, at least one metal ball rolls along an inclined surface that acts as the playing surface towards the player. By touching the metal ball on the contact surface, the player collects points. Near the bottom end of the inclined surface and usually in the middle across the surface there is an opening through which the metal ball can leave the playing surface, thus ending the game. To prevent this from happening for as long as possible, there is a flipper lever on at least both sides of the opening. These can be operated by the player by pressing a button in order to throw the metal ball back up onto the playing surface, thus continuing the game and allowing more points to be collected.These essentially mechanical gaming devices are still widely used today.

[0007] Game consoles, also known as video game consoles, originated as essentially electronic gaming devices and are special computers specifically designed to run video games. Game consoles are usually connected to the television as the output medium. Video games are usually, or originally, controlled using a handheld controller, also called a handheld console or controller, which is held by the player in at least one hand. If the particular video game allows several people to play simultaneously or together, each player has their own handheld controller. Initially, video games were comparatively simple in terms of both their graphics and the game content. This was due to the low performance of game consoles at the time.

[0008] This also includes the 1972 video game "Pong" by Atari, whose gameplay is similar to that of table tennis. The point is represented as a "ball" that moves left or right until it hits a vertical line or bar, representing a "tennis racket," and thereby reverses its direction. Each player moves the two bars up and down to keep the point or ball in play and return it to the opponent. If the point or ball passes the bar or tennis racket, the ball behind it goes "into the goal," the other player scores, and the next round begins. The game "Pong" is a classic video game. The gameplay is still used today, for example, as an app version for smartphones.

[0009] For these reasons, Atari revived the "Pong" game principle a few years ago, also as the "Atari PONG Table" or "Atari PONG Retro Table." This table features a low-friction rectangular playing surface on which a dice can glide as a "ball." On each of the two short, diametrically opposite sides of the playing surface, there is a bar that can be moved back and forth by the player using a wheel turned by hand along the transverse axis. The playing field is covered by a glass plate. The dice are guided or moved from below the playing surface by means of a magnetic coupling. The score is displayed directly on the edge of the playing surface.

[0010] The more or purely mechanically implemented skill game "Air Hockey" is based on a similar game principle. It is played on a billiard-sized table whose playing field has numerous holes through which air is blown, creating an air cushion under the puck, on which the puck can glide very quickly with virtually no friction. Each player has a special stick, which resembles a small, palm-sized plastic sombrero. The player holds it with one hand from above and guides or moves it horizontally. Using the stick, the puck can be stopped, kept away from one's own goal, or shot toward the opponent's goal. The hard, elastic outer surface of the stick allows for high acceleration of the puck. This, along with the hard, elastic outer sides, allows the puck to reach a high playing speed.

[0011] US 2010 201067 A1 describes an air hockey table top with bumpers. A structure for an air hockey table top is provided, including a surface and a plurality of bumper units surrounding the surface. The bumper units form a frame surrounding the surface with two openings located in the center of two opposite sides of the surface to form goals. The bumper units surrounding the surface are made of strong, resilient material to bounce the puck and maintain the speed of play. Furthermore, the bumpers can be concealed beneath a rim surrounding the surface to prevent players from interfering with the movement of the sliders. Since no air generation and exhaust mechanism is used, this represents a cost-effective and simple air hockey table top structure for later maintenance.

[0012] The "Hyperlaps Legacy" product is a game table for two, three, or four players. It features an octagonal playing field with a surface as smooth and low-friction as possible. Each player's goal is rotated 90° to each other. This goal can be protected from the ball by a semicircular player element that acts as a "goalkeeper" and can be moved sideways by hand. To shoot a ball toward one of the opponent's goals, the player can pull the semicircular side of the player element facing the playing field toward themselves with their other hand, tensioning the spring and releasing it to trigger the shot.

[0013] As a "Hyperlaps Initial" variant, this game table can be moved sideways by any player using a hand control unit. The shot can also be triggered using an actuator on the player element.

[0014] WO 2008 / 052316 A1 describes a game that uses a source of compressed gas, such as compressed air, to provide gas to move a game object across a playing surface. The source of compressed gas is capable of delivering compressed gas to nozzles connected to the playing surface to direct the gas to move the game object across the playing surface. A triggering device allows the player to select one or more nozzles and selectively trigger the gas flow from a selected nozzle.

[0015] US 2018 / 093171 A1 describes an arena comprising a porous surface through which an airflow flows, lifting an unmanned aerial vehicle (UAV) to push it away from the porous surface. The airflow can also generate thrust to push the UAV in a direction parallel to the porous surface. The UAV can contain one or more propellers that can provide lift, thrust, or both to the UAV. The airflow can be modified over a period of time to change the lift or thrust for the drone. The airflow can be modified based on regions of the arena to change the lift or thrust in different regions of the arena. The arena can contain a scoreboard that displays a score that can be changed as a result of actions performed by the drone. Two or more UAVs can play a game over the arena.It can therefore be concluded that the basic principle of table tennis or the video game "Pong" is still used today to play against each other on a tabletop game device, at least in pairs.

[0016] The familiar game functions are implemented differently, as shown by the video game version of "Pong" compared to hardware-based versions such as "Air Hockey", the "Atari PONG Table", and the game tables "Hyperlaps Legacy" and "Hyperlaps Initial". The hardware-based versions also exhibit differences in their actual implementation. In any case, however, the familiar game functions have not changed significantly over time, i.e. the game functions of moving the player elements sideways to block one's own goal and shooting the puck forward towards the opponent's goal have remained the same and have always been decisive in the game.

[0017] An object of the present invention is to provide a gaming device, preferably a gaming table, of the type described above, so that the basic game principle of table tennis or the video game "Pong" can be expanded and / or improved with regard to the game functions. In particular, the game functions are to be expanded and / or improved through the use of sensors and / or actuators. Additionally or alternatively, the use of the gaming device by a player is to be enabled compared to a so-called computer player. Additionally or alternatively, at least one game function that is independent of the players and thus unpredictable for the players is to be provided. In any case, this should preferably be implemented as simply, compactly, inexpensively, and / or intuitively usable as possible. At the very least, an alternative to the known gaming devices or gaming tables described above is to be created.

[0018] The object is achieved according to the invention by the gaming devices having the features of the independent claims. Advantageous further developments are described in the subclaims.

[0019] Thus, the present invention relates to a gaming device, preferably a gaming table, with a playing surface for receiving at least one game element, preferably a puck, in the horizontal direction, wherein the playing surface is at least substantially, preferably completely, enclosed horizontally by a playing surface edge, wherein the playing surface edge has at least a first target surface and a second target surface, which extend parallel to one another along the transverse axis and face the playing surface along the longitudinal axis, with at least one first player element, which is movable at least along the transverse axis parallel to the first target surface by means of a drive element and is arranged at least partially in front of the first target surface along the longitudinal axis, and with a second player element,which is movable at least along the transverse axis parallel to the second target surface by means of a drive element and is arranged at least partially in front of the second target surface along the longitudinal axis, wherein the player elements are each designed and configured to exert a shock on the game element by means of a respective impact body along the longitudinal axis toward each other. Such a game device is known, for example, in a similar form with regard to its game functions through the "Hyperlaps Initial" game table. The game device can also be referred to as a sports game device, a game table, or a sports game table.

[0020] The gaming device according to the invention is characterized, firstly, in that the player elements are each designed and configured to exert the impact selectively with a first, lower force or with a second, higher force. Force refers to the magnitude or speed of the impact or the momentum caused by the impact. The two forces are lower or higher relative to each other.

[0021] The present invention is based on the finding that previously known games and their gaming devices, which are based on the principle of table tennis or the well-known video game "Pong", are comparatively simple to implement and have long been based on the same game principle. This therefore no longer represents anything new for the players or users, which dampens the appeal or enjoyment of the game. In particular, the technical possibilities available today through sensors, actuators and data processing, even at low cost, with little required installation space and low power consumption, are not exploited to add new or further game elements or game functions to the above-mentioned game principle, which could increase the appeal or enjoyment of the game.

[0022] According to the invention, the well-known game principle of table tennis or the video game "Pong" is therefore expanded to include the game function that the players not only push the shot, which can move the game element such as preferably a puck but also a small ball or the like, from their own player element back onto the playing surface towards the opposing player's target area, away from themselves with a single predetermined force as previously known, but that this can be done with two different predetermined strong forces. For this purpose, two different mechanisms can be used by the player elements, which can be used alternatively or triggered by the player to exert either the shot with the first predetermined lower force or the shot with the second predetermined higher force.Alternatively, a drive element such as, in particular, an actuator can be used, as will be described in more detail below, which can be controlled or operated differently in order to carry out the two impacts with different predetermined, ie defined and always equal, strengths.

[0023] In any case, the player can basically choose between the two pushes of different strengths to push or shoot the game element towards the other player's target area. The resulting movement of the game element can thus be generated by means of two pushes of different strengths, whereby the game element also moves at two different speeds. It can be assumed that a push of the second, greater strength will be more difficult for the opposing player to block and counter with their own game element due to the higher speed than a game element that was pushed with a push of the first, lower strength. This makes the movement of the game element less predictable for the other player, which adds another game function to the game principle, which can increase the appeal and enjoyment of the game.

[0024] This idea can also be implemented in such a way that, as with the "Hyperlaps Initial" game table, a maximum of four players can play together, each with their own player element. By blocking a target area, this can also be done for three players on a T-shaped playing surface. Alternatively, the playing surfaces of three players could be arranged offset by 120° from each other around the playing surface in order to distribute the three players evenly and align them evenly with each other. It is also conceivable to expand the game device according to the invention to accommodate more than four players.

[0025] In any case, a third strength can also be chosen, which can be between the two previously described strengths, or below the lower or above the higher strength. This can further increase the unpredictability or unpredictability of one player's shots for the other.

[0026] In any case, the game flow and / or the game functions can be controlled and implemented by a control unit of the gaming device. This particularly applies to any sensory and actuator elements of the gaming device.

[0027] In any case, the respective player can operate their own player element on the gaming device itself, for example, using a rotary knob for lateral movement along the transverse axis of the player element and two push buttons for triggering the respective shot, particularly on the front or side of the device, similar to a pinball machine. Alternatively or additionally, a wired or wireless handheld control unit can be used for each player, which can have similar control elements, as described in more detail below. The latter can increase the flexibility of use and operation.

[0028] In any case, the target areas can be designed as solid elements of the playing surface's edge, whose contact can be detected, for example, by pressure sensors, capacitive sensors, infrared sensors, or the like, without the playing element leaving the playing surface. However, the target areas can also be designed as recesses in the playing surface's edge, into which the playing element can move or leave the playing surface, similar to a goal in soccer. These recesses can also be recessed so that the playing element can fall into them.

[0029] According to one aspect of the invention, the player elements each have an actuator which is designed and configured to move the impact body in an impact-like manner along the longitudinal axis at a first, lower speed or at a second, higher speed.

[0030] An actuator is a drive unit that generates a mechanical movement in response to an electrical signal from a control unit. In the present application, the actuator can preferably be implemented as a linearly acting electromagnet in order to generate a short linear movement with a sufficient impulse as a shock. The different intensities of the two previously described shocks can be achieved by the control unit controlling the actuator accordingly. For this purpose, the solenoid valve can be supplied with a low operating voltage to execute the shock with the first, lower intensity. To execute the shock with the second, higher intensity, the solenoid valve can be supplied with a multiple of the operating voltage.

[0031] This could represent a concrete implementation option, which can be comparatively compact, which can facilitate the design possibilities of the game elements. Changing or predetermining the strength of the impacts or impulses can also be done very easily and precisely in this way. Furthermore, the strength of the impacts can be adjusted during the game or from game to game, and thus easily changed, for example, to enable a beginner mode with two impacts of different strengths but overall relatively low impacts, and an advanced or professional mode with two impacts of different strengths but overall relatively strong impacts.

[0032] In any case, the impact bodies are preferably curved at least in sections, particularly preferably semi-curved. This can enable or cause the play element to be pushed away from the play element with a linear movement at an angle to the direction of the linear movement, which can increase the variety of possible movements of the play element and thus enhance the appeal and enjoyment of the game.

[0033] According to a further aspect of the invention, the gaming device, preferably a control unit of the gaming device, is designed and configured to delay the execution of the shot with the second, greater strength by a predetermined period of time, preferably 30 seconds, which begins with the preceding execution of the shot with the second, greater strength. In other words, in this case, the second, stronger shot, which leads to a game element with higher speed, which may be more difficult for the opposing player to block and counter with their own player element than a game element that was shot with the first, lower strength, cannot be used arbitrarily or exclusively, which could increase the fun of the game comparatively little.Rather, the second, stronger shot, which can be referred to as the "monster shot", is only available again after the predetermined time has elapsed, so that the corresponding player has to make do with the "normal" first, weaker shot in the meantime. A player can also deliberately save up or store up his available monster shot in order to push the game element towards the opposing player at a suitable time in the game at a higher speed than with the normal shot. This can lead to tactical considerations on both sides - the other player has to be accordingly prepared for the monster shot if it is currently available to the player "in possession of the ball". If the monster shot has been used and is temporarily blocked, i.e. not yet available again, this can have a relaxing effect on the other player. This can give the game device a special appeal oroffer a special game feature that is not yet known.

[0034] According to a further aspect of the invention, the playing surface is divided along the transverse axis into at least two equally sized areas, each of which is located in front of the player element. The gaming device, preferably the control unit of the gaming device, is designed and configured to detect by sensor whether the gaming element is located either in the section of the playing surface in front of the first player element or in the section of the playing surface in front of the second player element. The gaming device, preferably the control unit of the gaming device, is designed and configured to interrupt the expiration of the predetermined time period of the first player element when the gaming element is located in the section of the playing surface in front of the first player element. The gaming device, preferably the control unit of the gaming device, is designed and configured to interrupt the expiration of the predetermined time period of the second player element.when the play element is located in the section of the playing area in front of the second player element. The sensory implementation can be carried out as described in more detail below.

[0035] This can represent a further increase in the excitement and enjoyment of the game, which can be achieved with the time-locked Monster Shot described above. The sensory detection of where the game element is currently located on the playing area can be used to interrupt the so-called "charging" of the Monster Shot for the player in whose section or half of the playing area the game element is currently located. Conversely, the time delay before the next Monster Shot is available for the other player can continue to run during this time, i.e. the charging of the Monster Shot continues for this player. This can make it advantageous for the players to "get rid of" the game element as quickly as possible and push it out of their own playing area or half of the playing area in order to stop the time delay from running.This allows the player to recharge their own Monster Shot and simultaneously prevent the opponent's Monster Shot from continuing to run. This can further increase the appeal and, in particular, the dynamics of the game on the game device according to the invention.

[0036] According to a further aspect of the invention, the gaming device further comprises a respective impact charging indicator which is designed and configured to display the remaining predetermined time period until the expiration of the delay in the execution of the impact with the second, greater strength.

[0037] This can provide players with information about how long the Monster Shot will be delayed or when it will be available again. This can further increase the excitement of the game for players.

[0038] According to a further aspect of the invention, the charging indicators are each arranged in a bar-like manner on at least one side of the playing surface, preferably on both sides of the playing surface, on top, preferably along the transverse axis laterally to the respective player element. This can be achieved, for example, by means of preferably colored LEDs and the like.

[0039] In any case, this can be a simple and intuitive way of presenting this information. This type of presentation can be quickly perceived by players, so as not to distract them or disrupt the flow of the game.

[0040] According to a further aspect of the invention, the gaming device, preferably a control unit of the gaming device, is designed and configured to exert the impacts of the player elements optionally with the same strengths or with different strengths.

[0041] Thus, on the one hand, both players can be treated equally in order to let them compete against each other under equal conditions, so that the result of the game depends at least essentially on the skill of the players, which can represent the norm of the settings of the gaming device.

[0042] On the other hand, a distinction can be made between the two players, or one player can be given preferential treatment - and the other player disadvantaged accordingly - by setting the strengths of both shots of one player lower than the strengths of both shots of the other player. This can be used to compensate for differences in experience or skill levels in the game between two unequal players. This means that for a more experienced player, the strengths of both shots can be reduced, or for a less experienced player, the strengths of both shots can be increased in order to at least partially compensate for the difference in experience. This can increase the possible uses of the game equipment and the design options of the game, and thus also increase its appeal, especially for less experienced players.

[0043] According to a further aspect of the invention, the gaming device further comprises a hand-held control unit, each of which is designed to be used by a person to control one of the player elements. This can represent one possible operation, as already described above.

[0044] According to a further aspect of the invention, each hand control unit comprises:

[0045] • a first control element for moving the respective player element back and forth along the transverse axis by means of the drive element,

[0046] • a second control element for applying the impact with the first, lower strength and

[0047] • a third control element for applying the impact with the second, greater strength.

[0048] This can represent a concrete possibility of implementing the operation of the respective player element by the respective person as a player, as already described above.

[0049] According to a further aspect of the invention, the gaming device, preferably a control unit of the gaming device, is designed and configured, preferably for a limited time and / or in alternating time,

[0050] • to delay the execution of the movement of a player element, preferably both player elements, by a predetermined period of time,

[0051] • to reverse the direction of movement of a player element, preferably both player elements,

[0052] • to reduce or increase the movement speed of one player element, preferably both player elements,

[0053] • to delay the execution of the first, lower strength shot and / or the second, higher strength shot of a player element, preferably both player elements, by a predetermined period of time and / or

[0054] • to reduce or increase the strength of the first, lower strength shot and / or the second, higher strength shot of a player element, preferably both player elements. In this way, the game's appeal can be further increased or additional game functions can be created. The use of individual functions or of several or all of these functions together can further increase the unpredictability of the game or create additional difficulties for one or both players. This can also at least partially compensate for differences in experience between beginners, i.e. less experienced players, and "professionals", i.e. more experienced players.

[0055] The time delay in executing the lateral movement of the respective game element or both player elements can hinder the respective player from blocking the opponent's push of the game element with their own player element, as the operation of their own player element results in the desired movement with a time delay. This can lead to the player being unable to correctly estimate the extent of the lateral movement, as the player performs the corresponding operation, but the reaction to it or the implementation of the lateral movement does not occur immediately. This can tempt the player to continue the operation and thereby move their player element laterally further or more than intended.

[0056] This time delay can be constant, preferably within a second or less, or random, preferably within a second or less, which can make the game even more unpredictable. If this game feature is applied to both players, the time delay can be the same for both players to increase the difficulty equally for both players, or it can be different, which can also serve to compensate for the less experienced player, who experiences a smaller or no time delay, compared to a more experienced player, who experiences a larger or even no time delay.

[0057] As an additional difficulty, the direction of movement of the respective player element of one or both players can be reversed, which requires a corresponding rethinking on the part of the player and thus increases the difficulty of keeping the player element pushed by the opposing player from reaching the target area with the player element moving in the opposite direction. This game feature can also be used to compensate for the lack of experience of a less experienced player compared to a more experienced player by only applying the reversal of the direction of movement to the more experienced player.

[0058] Additionally or alternatively, the movement speed of a player element of one or both players can optionally be reduced or increased. This can increase the difficulty for the player(s), as the player(s) can become accustomed to the movement speed of the player element with each game, making the game easier. If the movement speed of the player element changes from the usual speed, the player(s) must adjust, which represents additional effort.

[0059] This can be made particularly difficult by the player element sometimes having a slower and sometimes a faster movement speed, for example randomly from game to game or from round to round of the same game. These relatively slower or relatively faster movement speeds of the player element can always be the same or different. In any case, this additional game function can also be used to compensate for the lower gaming experience of a less experienced player compared to a more experienced player by reducing the movement speed of the player element of the more experienced player, possibly gradually increasing it in stages depending on the experience, and / or increasing the movement speed of the player element of the less experienced player, possibly gradually increasing it in stages depending on the lack of experience.Conversely, the movement speed of the player element of the more experienced player can be deliberately increased to such an extent that it becomes more difficult to position the player element laterally.

[0060] Additionally or alternatively, the execution of the shot with the first, lower strength and / or the shot with the second, higher strength of a player element, preferably both player elements, can be delayed by a predetermined period of time, which can make the shot more uncontrolled for the respective player and the resulting movement of the game element more unpredictable. This can also increase the difficulty for the respective player. Accordingly, this additional game function can also be used to compensate for the less gaming experience of a less experienced player compared to a more experienced player by simply delaying the execution of the shot for the more experienced player. The degree of the delay in the execution of the shot can be greater or longer, the more experienced the player is.

[0061] Additionally or alternatively, the strength of the shot with the first, lower strength and / or the shot with the second, higher strength of a player element, preferably both player elements, can be reduced or increased. In this case, too, the player or players can get used to the strength of the player element's shots with each game, which makes playing easier. If the strength of one or both shots is changed, the player must also adjust to this, which can increase the difficulty of the game. Accordingly, this additional game function can also be used to compensate for the less experience of a less experienced player compared to a more experienced player by reducing the strength of one shot, particularly the monster shot, or both shots for the more experienced player.Alternatively or additionally, the strength of one shot, especially the monster shot, or both shots of the less experienced player can be increased. The degree of reduction or increase in the strength of the shot can be greater, the more experienced or inexperienced the player is.

[0062] In any case, one, several, or all of these additional game functions can be selected for the duration of a game and used with the same settings to apply this game function(s) consistently throughout the game. However, it is also possible to switch between these game functions in a predetermined or random manner during the course of a game, which can be referred to as "chaos mode," e.g., after a certain period of time, for example, one minute, and / or with each point or goal scored by a player, and thus starting with the next game round. Their parameters can be changed with regard to the respective predetermined duration, impact strength, and the like. This can make it possible to apply several of these game functions in one game. In any case, this can further increase the excitement and enjoyment of the game.

[0063] On the other hand, the gaming device according to the invention, preferably the gaming table according to the invention, is characterized by at least one first impact element, which is designed and configured to automatically exert an impact on the gaming element by means of an impact body in the horizontal, wherein the gaming device, preferably a control unit of the gaming device, is designed and configured to detect by sensors when the gaming element is located within a predetermined distance from the first impact element, wherein the gaming device, preferably the control unit of the gaming device, is designed and configured to exert the impact on the gaming element by means of the impact body of the first impact element when the predetermined distance between the gaming element and the first impact element is undershot.

[0064] According to the invention, in addition to or as an alternative to the previously described player elements with impacts of varying strengths, the well-known game principle of table tennis or the video game "Pong" can also be expanded by adding at least one automatically acting impact element to include a game function, which can also or further increase the appeal and enjoyment of the game.

[0065] In this case, the gaming device or its control unit can use sensors to detect when the moving game element has come sufficiently close to or past the striking element. If a certain predetermined distance, which includes zero or no distance at all, is detected, a push from the striking element can be automatically triggered to push the game element indefinitely or randomly away from the striking element, which makes the movement or direction of movement and / or the speed of movement of the game element more unpredictable for the player. This can also further increase the excitement and enjoyment of the game. The predetermined distance can be the distance by which a striking body of the striking element can move away from the base body in order to execute the strike. However, the distance can also be smaller. This distance can always remain constant, i.e.be used every time a game is played, or can be adjusted to influence the difficulty of the game in this way. Accordingly, the striking element can push the game element more actively or more frequently and thus intervene in the course of the game if a greater distance is chosen to trigger the pushing function of the striking element, which can increase the difficulty for the players. If a smaller distance or a distance of zero is chosen, the striking element behaves more passively, triggers its pushing function less often and thus intervenes in the game less often, which makes the movement of the game element more calculable and predictable for the players and therefore easier to play.

[0066] However, the striking element can also be deactivated so that the game device can be used without this additional game function.

[0067] The functional principle of the striking element can fundamentally correspond to the striking function of the player elements, so that the respective impact can also be exerted by a drive element, such as an actuator. A striking body of the striking element can also be designed to be comparable, but preferably larger, to a striking body of the player elements. This can enable the implementation and utilization of the corresponding properties and advantages described above in the striking element as well.

[0068] According to one aspect of the invention, the playing surface edge further comprises at least a first playing surface side and a second playing surface side, which extend parallel to one another along the longitudinal axis and face the playing surface along the transverse axis, wherein the first playing surface side comprises at least the first striking element.

[0069] This could represent a practical implementation option. This allows the function of the self-propelled striking element to be implemented and utilized, especially on a rectangular playing surface.

[0070] The striking element can preferably be arranged centrally along the longitudinal axis between the two player elements in order to make the game equally difficult for both players. The striking element can also be arranged offset from one of the player elements in order to have a greater influence on the player to whose player element the striking element is arranged closer. In any case, the striking element can be fixed, i.e. structurally permanently designed there, on the first side of the playing surface. Alternatively, the striking element can also be movable, in particular shiftable along the longitudinal axis, so that the positioning and thus use of the striking element can be flexible. This also allows, as previously described, a balance of experience between two players to be achieved in order to increase the difficulty for the more experienced player, on whose section orOn which side of the playing surface the striking element can be placed. The degree to which the striking element is positioned close to the target area of ​​the more experienced player can also increase the difficulty of the game for the more experienced player.

[0071] Furthermore, the striking element can be designed to be removable, which can also allow for flexible positioning along the longitudinal axis as described above. In this case, the striking element can also be swapped between the sides of the playing surface or even removed to allow the play equipment to be used without the striking element.

[0072] According to a further aspect of the invention, the second playing surface side has at least one second striking element which corresponds to the first striking element.

[0073] This can allow the application and use of a striking element as described above on the second side of the playing surface. This can further increase the random or automatic influence on the game, as described above.

[0074] If both striking elements are designed to be movable or removable along the longitudinal axis, allowing for flexible positioning, the corresponding properties described above can be achieved. In particular, the difficulty of playing the game for a more experienced player can be further increased by positioning both striking elements toward the player element of the more experienced player.

[0075] According to a further aspect of the invention, the two striking elements are each arranged centrally along the longitudinal axis and opposite each other along the transverse axis.

[0076] This may be a preferred arrangement, as in this case both striking elements can increase the difficulty of the game equally for both players.

[0077] According to a further aspect of the invention, the game device further comprises a plurality of sensors, preferably time-of-flight sensors, which are designed and configured to detect the game element on the playing surface, wherein the game device, preferably a control unit of the game device, is designed and configured to determine the current position of the game element on the playing surface at any time based on the information detected by the sensors. This can enable the game device or its control unit to determine the current position of the game element. In relation to predetermined areas or positions of the playing surface, such as the target areas or the striking element(s), a hit or a goal can be detected and counted, or the striking body of the striking element can be triggered. A hit orHowever, a goal can also be detected by one or more sensors of the respective target area, in particular as an infrared sensor.

[0078] According to a further aspect of the invention, the gaming device, preferably a control unit of the gaming device, is designed and configured to operate one of the player elements automatically, preferably in at least two different, optional difficulty levels.

[0079] This allows for a single-player mode to be implemented, allowing one player to play against the gaming device or its control unit as an opponent. The corresponding information for the gaming device or its control unit to automatically operate one of the player elements can be obtained from the previously described sensors, so that, based on knowledge of the current position, direction of movement, and speed of movement of the gaming element, its further movement can be determined and automatically reacted to. Thus, the gaming device according to the invention can also be used by one person as a player for playing alone.

[0080] According to a further aspect of the invention, the gaming device further comprises a gaming element dispenser which is designed and configured to dispense at least one gaming element, preferably two gaming elements for simultaneous use, onto the playing surface.

[0081] The game element release can be implemented via an opening in the edge of the playing surface or above the edge of the playing surface, so that a game element stored there or placed there by a player can be automatically released from the game device or its control unit onto the playing surface by means of an actuator, a releasable, tensioned spring mechanism, or the like, to begin the next round of the game. This can relieve the players of having to perform this task themselves. It can also ensure equal opportunities for the players, since the player who has to release the game element onto the playing surface can be distracted and disadvantaged by this, or can influence the initial movement of the game element to their advantage.

[0082] Preferably, the game element output is directed toward the first striking element, so that the first striking element can be actuated or triggered by the game element, thereby randomly moving the game element toward one of the two player elements. This can improve or ensure equal opportunities for the players. According to a further aspect of the invention, the playing surface is designed as an air cushion surface.

[0083] Such playing surfaces are known, for example, from "air hockey" and allow friction between the playing element and the playing surface or its surface to be avoided, so that the playing element can glide very quickly across the playing surface with virtually no friction losses. This can increase the dynamics of the game and thus its enjoyment.

[0084] According to a further aspect of the invention, the gaming device further comprises a score display, which is preferably arranged centrally along the longitudinal axis and above the playing surface. Additionally or alternatively, an acoustic output of the current score can also be provided.

[0085] The score display can be designed to display any number of points next to each other. The display element of the score display can be single-coloured or two-coloured, particularly using LEDs or the like, the latter making it easier to assign points to a particular player or player element. In any case, the points scored can be spatially assigned to the relevant player along the longitudinal axis, i.e. displayed on or in their part or half of the playing surface. Arranging the score display above the playing surface can improve the visibility of the score, particularly for spectators. The score displays can extend the same distance along the longitudinal axis, particularly as LED strips. The longitudinal extent of the score displays can each cover half of the playing surface or half of the playing surface.cover the entire playing area of ​​the respective player or even less.

[0086] An embodiment and further advantages of the invention are illustrated and explained in more detail below in conjunction with the following figures.

[0087] Figure 1 is a perspective schematic representation of a gaming device according to the invention as a gaming table, viewed obliquely from above;

[0088] Figure 2 is a perspective schematic representation of a hand control unit of the game device according to the invention, viewed obliquely from above;

[0089] Figure 3 is a detailed view of Figure 1;

[0090] Figure 4 is a plan view of the game device according to the invention of Figure 1;

[0091] Figure 5 is a further detailed view of Figure 1, more from a player's perspective; and Figure 6 is a further detailed view of Figure 1, more from the side.

[0092] The above figures are viewed in Cartesian coordinates. There is a longitudinal axis X, which can also be referred to as depth X or length X. Perpendicular to the longitudinal axis X extends a transverse axis Y, which can also be referred to as width Y. Perpendicular to both the longitudinal axis X and the transverse axis Y extends a vertical axis Z, which can also be referred to as height Z and corresponds to the direction of gravity or gravitational force. The longitudinal axis X and the transverse axis Y together form the horizontal X, Y, which can also be referred to as the horizontal plane X, Y.

[0093] A gaming device 1 according to the invention is considered as a gaming table 1, see for example Figure 1. The gaming device 1 can also be referred to as a sports gaming device 1 or as a sports gaming table 1.

[0094] The gaming table 1 according to the invention has a frame 10, which can also be referred to as a frame 10. The frame 10 rests on a base (not shown) with four feet (not designated) at the four corners of the essentially cuboid-shaped gaming table 1. The frame 10 provides stability to the gaming table 1 and accommodates additional elements, components, or assemblies of the gaming table 1.

[0095] A horizontally oriented rectangular playing surface 11 is arranged along the vertical axis Z on top of the frame 10, see for example Figure 4, the upwardly oriented surface of which is designed to be as smooth or flat and low-friction as possible. The playing surface 11 can also be referred to as a playing field 11. By means of a compressed air supply (not shown) arranged below the playing surface 11 and small holes (not shown) distributed in the playing surface 11, the playing surface 11 is designed as an air cushion surface 11 like an air hockey table in order to completely eliminate the friction of the surface of the playing surface 11. Thus, a playing element 14 in the form of a puck 14 can glide across the surface of the playing surface 11 on the created air cushion, which, due to the lack of friction, increases the speed of the puck 14 and thus the dynamics of the game.

[0096] The playing surface 11 is enclosed in the horizontal X, Y by a rectangular playing surface edge 12, see for example Figure 4. A first target area 12a of a first player and a second target area 12b of a second player extend along the transverse direction Y parallel to one another and spaced from one another along the longitudinal axis X. The first target area 12a can also be referred to as the first point area 12a or the first goal area 12a. The second target area 12b can also be referred to as the second point area 12b or the second goal area 12b. A first playing surface side 12c and a second playing surface side 12d extend perpendicular to the two target areas 12a and end with them along the longitudinal axis X parallel to one another and spaced from one another along the transverse direction Y. The first playing surface side 12c can also be referred to as the first side cushion 12c and the second playing surface side 12d can also be referred to as the second side cushion 12d.

[0097] At the top of each of the two playing surface sides 12c, 12d, a pair of charging indicators 12e, 12f is arranged (see, for example, Figures 3 and 4), which are formed by colored LEDs. The two pairs of charging indicators 12e, 12f are each arranged directly on the respective target surface 12a, 12b and extend from there toward each other along the longitudinal axis X for approximately one-fifth of the elongated extent of the playing surface sides 12c, 12d.

[0098] A score display 13 in the form of a colored point display is arranged on the first playing surface side 12c along the longitudinal axis X in the middle and along the transverse axis Y outside the playing surface edge 12 along the vertical axis Z above the playing surface edge 12, which serves to display the respective point or goal score of both players.

[0099] Along the longitudinal axis X immediately in front of the first target area 12a of the first player, a first player element 15 is arranged on top of the playing area 11, which can also be regarded as the first goalkeeper 15.

[0100] The first player element 15 has a base body 15a, which is movable along the transverse axis Y in a lateral guide 15e between the two playing surface sides 12c, 12d, so that the first player element 15 can reach both playing surface sides 12c, 12d. For this purpose, a drive element 15f (indicated by dashed lines) in the form of a DC motor 15f is arranged within the first target area 12a, which can move along the transverse axis Y and thus move and position the base body 15a of the first player element 15 along the transverse axis Y. The output side of the DC motor 15f is fixedly connected to the base body 15a along the longitudinal axis X by means of a connecting element 15g in order to transmit the lateral movement of the output side of the DC motor 15f to the base body 15a.

[0101] The first player element 15 further comprises a striking body 15b, which is arranged on the base body 15a, facing away from the first target surface 12a along the longitudinal axis X. The striking element 15b is connected to an actuator 15c (indicated by dashed lines) by means of a connecting element 15d, so that an impulse-like movement of the actuator 15c can be converted via the connecting element 15d into an impulse-like movement of the striking body 15b away from the base body 15a along the longitudinal axis X, see, for example, Figure 4.

[0102] Along the longitudinal axis X directly in front of the second target area 12b of the second player and the first player element 15 opposite and facing each other, a second player element 16 is arranged on top of the playing area 11, which can also be regarded as a second goalkeeper 16.

[0103] The second player element 16 has a base body 16a, which is also movable along the transverse axis Y in a lateral guide 16e between the two playing surface sides 12c, 12d, so that the second player element 16 can also reach both playing surface sides 12c, 12d. For this purpose, a drive element 16f (indicated by dashed lines) in the form of a DC motor 16f is arranged within the second target area 12b, which can move along the transverse axis Y and thus also move and position the base body 16a of the second player element 16 along the transverse axis Y. The output side of the DC motor 16f is fixedly connected to the base body 16a along the longitudinal axis X by means of a connecting element 16g in order to transmit the lateral movement of the output side of the DC motor 16f to the base body 16a.

[0104] The second player element 16 further comprises a striking body 16b, which is arranged on the base body 16a, facing away from the second target surface 12b along the longitudinal axis X. The striking element 16b is connected to an actuator 16c (indicated by dashed lines) by means of a connecting element (not shown), so that an impulse-like movement of the actuator 16c can be converted via the connecting element into an impulse-like movement of the striking body 16b away from the base body 16a along the longitudinal axis X.

[0105] The two player elements 15, 16 can each be operated or controlled by a player or by the respective player using a handheld control unit 19 (see, for example, Figure 2), which can also be referred to as handheld consoles 19 or as controllers 19, as in video games. Each handheld control unit 19 has a housing 19a that accommodates and essentially encloses the elements, components, or assemblies of the handheld control unit 19. The housing 19a simultaneously forms a handle 19a, which can be grasped or gripped by the respective player in order to hold the handheld control unit 19 in that hand.The hand control units 19 are each connected to a control unit (not shown) of the gaming table 1 via a connecting cable 19e in a signal-transmitting manner, so that the operations of the players on the respective hand control unit 19 can be detected and transmitted to the control unit in order to be implemented by the control unit.

[0106] Each hand control unit 19 has a first control element 19b in the form of a movement control element 19b, which is designed as an analog stick to be operated by the player with the thumb of the hand. Using the first control element 19b, the direction and speed of rotation of the respective DC motor 15f, 16f of the player elements 15, 16 can be controlled by the respective player in order to change the positioning of the player element 15, 16 along the transverse axis Y.

[0107] Each hand control unit 19 also has a second control element 19c in the form of a first trigger element 19c and a third control element 19d in the form of a second trigger element 19d, each of which can be operated or pressed with a finger of the hand, in particular with the index finger and the middle finger. Both trigger elements 19c, 19d cause the respective actuator 15c, 16c of the corresponding player element 15, 16 to trigger an impulse or trigger.

[0108] The first shot trigger element 19c of each hand control unit 19 is used by the respective player to trigger a shot with a first, lower intensity, and the second shot trigger element 19d of each hand control unit 19 is used by the respective player to trigger a shot with a second, higher intensity, whereby the lower and higher intensity of the shots are relative to each other. The respective actuator 15c, 16c of the corresponding player element 15, 16 is controlled accordingly by the control unit to move slower or faster, thereby exerting an impulse or shot of varying intensity. The shot with the first, lower intensity can be considered a normal shot, and the shot with the second, higher intensity can be considered a special shot and referred to as a "monster shot."

[0109] A first impact element 17 in the form of a first bumper 17 is arranged centrally on the first playing surface side 12c along the longitudinal axis X and is approximately semicircular, see Figures 5 and 6. The first impact element 17 has an approximately semicircular base body 17a, which is arranged stationary on the first playing surface side 12c. An actuator (not shown) is provided in the base body 17a, which is connected via a connecting element (not shown) to a likewise approximately semicircular impact body 17b in order to move the impact body in a pulsed manner along the transverse axis Y away from the base body 17a. As a result, an impact can be exerted on the puck 14 by the first impact element 17.

[0110] Likewise, a second impact element 18 in the form of a second bumper 18 is arranged centrally on the second playing surface side 12d along the longitudinal axis X and is also approximately semicircular, see also Figures 5 and 6. The second impact element 18 also has an approximately semicircular base body 18a, which is fixedly arranged on the second playing surface side 12d. An actuator (not shown) is also provided in the base body 18a, which is connected via a connecting element (not shown) to a likewise approximately semicircular impact body 18b in order to move the impact body away from the base body 18a in a pulse-like manner along the transverse axis Y. As a result, the second impact element 18 can also exert an impact on the puck 14. The two impact elements 17, 18 are located exactly opposite each other along the transverse axis Y, so that they, in turn, can execute impacts towards each other.

[0111] In order to detect the puck 14 for this purpose, as well as for other game functions, which will be explained in more detail below, the game table 1 has a plurality of sensors 17c of the first striking element 17 or its striking body 17b, as well as a plurality of sensors 18c of the second striking element 18 or its striking body 18b, which are directed towards the playing surface 11 in order to detect the puck 14 at any time and in any position on the playing surface 11. The sensors 17c, 18c are each designed as time-of-flight (TOF) sensors 17c, 18c. The control unit can then determine the current position of the puck 14 on the playing surface 11 from the detected sensor signals of the TOF sensors 17c, 18c and react to this if necessary, as described in more detail below.

[0112] The game table 1 according to the invention can now be used by two people as players to play a game that basically corresponds to the principle of table tennis or the well-known video game "Pong." Accordingly, each player can move and position their player element 15, 16 back and forth along the transverse direction Y using their hand control unit 19 or its movement control element 19b in order to keep the puck 14, which slides across the playing surface 11, away from their own target area 12a, 12b.

[0113] If the player fails to do so and the puck 14 reaches the respective target area 12a, 12b, which can be detected by the target area 12a, 12b via sensors, in particular by means of infrared sensors, or by the control unit from the determined current position of the puck 14, the other player has scored a point or closed a goal, which can be displayed on the score display 13. The puck 14 can then be removed by the players from the playing area 11 and placed in a game element dispenser (not shown) to be returned to the playing area 11 by the control unit via the game element dispenser, thus starting a new round of the game.

[0114] In order to move or shoot the puck 14 into or onto the opposing player's target area 12a, 12b, each player can, as already mentioned, execute shots with his player element 15, 16 away from his own target area 12a, 12b and essentially along the longitudinal axis X towards the opposing player's target area 12a, 12b, which the other player can then block and respond with his player element 15, 16.

[0115] In order to increase the excitement of the game and increase the dynamics of the game, this shot can be made either with a first, lower strength as a normal shot, by the respective player pressing the first shot trigger element 19c as a push button on the hand control unit 19, or with a second, greater strength as a monster shot, by the respective player pressing the second shot trigger element 19c as a push button on the hand control unit 19. The control unit then controls the corresponding actuator of the player element 15, 16 of the player accordingly in order to generate shots of varying strengths. The puck 14 is moved accordingly slower or faster due to the respective different strengths of the shot, which makes it easier or more difficult for the opposing player to block the puck 14. In order to prevent the players from exclusively or entirelyIf the Monster Shot is used with every shot, which could make this function of the game boring again, the control unit can, for a predetermined period of time, for example 30 seconds since the previous Monster Shot, only implement this comparatively strong shot again after this time period has elapsed. This means that during this period, actuation of the second shot trigger element 19d of the hand control unit 19 by the control unit has no effect. This can be viewed or described in gameplay as charging the Monster Shot. Thus, players must generally use the normal shot with the first, lower strength and can only use the Monster Shot every 30 seconds at the earliest in order to have an advantage.

[0116] This game function can be expanded by using the knowledge of the current position of the puck 14, which, as previously described, is always available from the control unit, to interrupt the expiration of this predetermined time period for the respective player when the puck 14 is in their own half of the playing area 11. At this time, only the other player's predetermined time period continues to run. This can be clearly and intuitively visualized via the respective pair of charging indicators 12e, 12f, for example, by the individual LEDs of the bar-shaped charging indicators 12e, 12f beginning to light up one after the other, for example every 2 seconds, over the predetermined time period starting from the own player element 15, 16, thus indicating the amount of the predetermined time period, for example 30 seconds, that has already elapsed.Once the preset time has elapsed and your Monster Shot is available again, all LEDs light up. The LEDs of the respective charge indicators 12e, 12f can also flash and / or change color to more clearly indicate the Monster Shot's availability.

[0117] In this case, each player has an interest in keeping the puck 14 away from their own half of the playing area 11, as this prevents their own monster shot from charging. At the same time, this leads to each player's interest in moving the puck 14 back into the opposing player's half of the playing area 11 as quickly as possible in order to interrupt and thus prevent the opponent's monster shot from charging. This can add additional dynamics to the game, as both players have an interest in "getting rid of" the puck 14 quickly. This game feature can further enhance the excitement and enjoyment of the game.

[0118] Additional game functions can be implemented by the control unit, which can supplement or modify the previously described game functions.

[0119] For example, the control unit can delay the execution of the lateral movement of the player elements 15, 16, which can make blocking more difficult for the players. Additionally or alternatively, the control unit can reverse the direction in which the respective player element 15, 16 is supposed to move, forcing the players to rethink their approach.

[0120] Additionally or alternatively, the speed of this lateral movement can be reduced or increased, so players must adjust accordingly. A particularly high speed of the lateral movement of player elements 15, 16 can make blocking particularly difficult.

[0121] Additionally or alternatively, the execution of the shots may be delayed in time, which may make the shot more difficult because the puck 14 may have moved further between the time the player presses the respective shot trigger element 19c, 19d of his hand control unit 19 and the time the control unit actuates the corresponding actuator, so that the shot is not executed as desired by the player.

[0122] Additionally or alternatively, the control unit can execute the shots at lower or higher speeds than normal, so players have to adjust to this.

[0123] In any case, one or more or all of these functions can be set for the duration of an entire game, ensuring that the game continues under these modified conditions until the end. These functions can also be set for each round of the game and then changed for the next round, particularly without the players knowing how, which can surprise players. This can also be done for a limited time, meaning that a change can occur after a predetermined period of time, for example, one minute. This can also be referred to as "Chaos Mode."

[0124] These features can also be used only for one player, so that this player is irritated at all or more severely than the other player, who is irritated by fewer or none of these game features. This can be used to compensate for a difference in experience between two players by irritating the inexperienced player completely or more "normally," i.e., with fewer or none of these irritating game features, while the other, more experienced player is irritated. This can also be graded, with more or more pronounced irritants being used for the more experienced player, the more experienced the player is.

[0125] The dynamics of the game can be further enhanced and a random element created by using the two impact elements 17, 18 as described above. These act independently when the puck 14 is sufficiently close to them to be impacted by the respective impact body 17b, 18b, allowing the puck 14 to be impacted in an unpredictable manner for the players, thus influencing its movement.

[0126] The difficulty of the game can also be adjusted to a certain extent by adjusting the distance between the impact bodies 17b, 18b of the impact elements 17, 18 and the puck 14, which triggers the impact. If the impact elements 17, 18 react to every puck 14 that comes within range of their impact bodies 17b, 18b, the impact elements 17, 18 will intervene comparatively frequently and aggressively. If the distance between the impact bodies 17b, 18b of the impact elements 17, 18 and the puck 14, which triggers the impact, is kept comparatively small, an additional impact by one of the impact elements 17, 18 on the puck 14 occurs less frequently, causing the impact elements 17, 18 to behave more passively.

[0127] In this way, a gaming device 1 according to the invention can be provided as a game table 1, so that the basic game principle of table tennis or the video game "Pong" can be expanded and / or improved with regard to the game functions. In particular, the game functions are expanded and / or improved through the use of sensors and / or actuators. Game functions that are independent of the players and thus unpredictable for the players can also be provided.

[0128] Due to the sensory detection of the position and movement of the puck 14 on the one hand and the movement of the player elements 15, 16 by means of DC drives as well as the pushing by means of an actuator by the control unit on the other hand, it is also possible for the control unit to actuate one of the player elements 15, 16 itself and thus function as a "computer game opponent." Accordingly, the game table 1 according to the invention can also be used by a single person as a player to play against the control unit as an opponent, preferably in at least two different, selectable difficulty levels.

[0129] LIST OF REFERENCE SYMBOLS (part of the description)

[0130] X Longitudinal axis; Depth; Length

[0131] Y transverse axis; width

[0132] Z vertical axis; height

[0133] X, Y Horizontal; horizontal plane

[0134] I Play equipment; game table; sports game equipment; sports game table

[0135] 10 frame; frame

[0136] II Playing area; playing field; air cushion area

[0137] 12 Playing area edge

[0138] 12a first target area; first point area; first goal area

[0139] 12b second target area; second point area; second goal area

[0140] 12c first side of the playing surface; first side rail

[0141] 12d second side of the playing surface; second side rail

[0142] 12e Shock charge indicators of the first player element 15

[0143] 12f Shock charge indicators of the second player element 16

[0144] 13 Score display

[0145] 14 game element; puck

[0146] 15 first player element; first goalkeeper

[0147] 15a Basic body of the first player element 15

[0148] 15b Impact body of the first player element 15

[0149] 15c Actuator of the impact body 15b

[0150] 15d Connecting element of the drive element 15c and the impact body 15b

[0151] 15e lateral guidance of the first player element 15

[0152] 15f Drive element or DC motor of the first player element 15

[0153] 15g Connecting element between drive element 15f and base body 15a

[0154] 16 second player element; second goalkeeper

[0155] 16a Base body of the second player element 16 16b Impact body of the second player element 16

[0156] 16c Actuator of the impact body 16b

[0157] Connecting element of the drive element 16c and the impact body 16b

[0158] 16e lateral guidance of the second player element 16

[0159] 16f Drive element or DC motor of the second player element 16

[0160] 16g Connecting element between drive element 16f and base body 16a

[0161] 17 first impact element; first bumper

[0162] 17a Base body of the first impact element 17

[0163] 17b Impact body of the first impact element 17

[0164] 17c Sensors of the first impact element 17; Time-of-Flight sensors (TOF sensors) of the first impact element 17

[0165] 18 second impact element; second bumper

[0166] 18a Base body of the second impact element 18

[0167] 18b Impact body of the second impact element 18

[0168] 18c Sensors of the second impact element 18; Time-of-Flight sensors (TOF sensors) of the second impact element 18

[0169] 19 hand control units; hand consoles; controllers

[0170] 19a Housing; handle

[0171] 19b first control element; movement control element; analog stick

[0172] 19c second operating element; first shock trigger element

[0173] 19d third control element; second shock trigger element

[0174] 19e connecting cable

Claims

PATENT CLAIMS 1. A game device (!)_, preferably a game table (1), with a playing surface (11) for receiving at least one game element (14), preferably a puck (14), in the horizontal (X, Y), wherein the playing surface (11) is at least substantially, preferably completely, enclosed in the horizontal (X, Y) by a playing surface edge (12), wherein the playing surface edge (12) has at least a first target surface (12a) and a second target surface (12b), which extend parallel to one another along the transverse axis (Y) and face the playing surface (12) along the longitudinal axis (X), with at least one first player element (15), which is movable at least along the transverse axis (Y) parallel to the first target surface (12a) by means of a drive element (15f) and is arranged at least partially in front of the first target surface (12a) along the longitudinal axis (X), and with a second player element (16),which is movable at least along the transverse axis (Y) parallel to the second target surface (12b) by means of a drive element (16f) and is arranged at least partially in front of the second target surface (12b) along the longitudinal axis (X), wherein the player elements (15; 16) are each designed and configured to exert an impact on the game element (14) towards one another along the longitudinal axis (X) by means of a respective impact body (15b; 16b), characterized in that the player elements (15; 16) are each designed and configured to exert the impact selectively with a first, lower strength or with a second, higher strength.

2. Game device (1) according to claim 1, wherein the player elements (15; 16) each have an actuator (15c; 16c) which is designed and configured to move the impact body (15b; 16b) in an impact-like manner along the longitudinal axis (X) at a first, lower speed or at a second, higher speed, wherein the impact bodies (15b; 16b) are each preferably curved at least in sections, particularly preferably semi-arc-shaped.

3. Game device (1) according to claim 1 or 2, wherein the game device (1), preferably a control unit of the game device (1), is designed and configured to delay the execution of the shot with the second, greater strength by a predetermined period of time, preferably 30 seconds, which begins with the preceding execution of the shot with the second, greater strength.

4. Game device (1) according to claim 3, wherein the playing surface (11) is divided along the transverse axis (Y) into at least two equal-sized surfaces, each of which is located in front of the player element (15;16), wherein the gaming device (1), preferably the control unit of the gaming device (1), is designed and configured to detect by sensor whether the gaming element (14) is located either in the section of the playing surface (11) in front of the first player element (15) or in the section of the playing surface (11) in front of the second player element (16), wherein the gaming device (1), preferably the control unit of the gaming device (1), is designed and configured to interrupt the expiration of the predetermined time period of the first player element (15) when the gaming element (14) is located in the section of the playing surface (11) in front of the first player element (15), and wherein the gaming device (1), preferably the control unit of the gaming device (1), is designed and configured to interrupt the expiration of the predetermined time period of the second player element (16) when the gaming element (14) is located in the section of the playing surface (11) in front of the second player element (16).

5. Game device (1) according to claim 3 or 4, further comprising a respective impact charging indicator (12e; 12f) which is designed and arranged to display the remaining predetermined time period until the expiration of the delay in the execution of the impact with the second, greater strength.

6. Game device (1) according to claim 5, wherein the shock charging indicators (12e; 12f) are each arranged in a bar shape on at least one playing surface side (12c, 12d), preferably on both playing surface sides (12c, 12d), on top, preferably along the transverse axis (Y) laterally to the respective player element (15; 16).

7. Game device (1) according to one of the preceding claims, wherein the game device (1), preferably a control unit of the game device (1), is designed and configured to exert the impacts of the player elements (15; 16) optionally with the same strengths or with different strengths.

8. Game device (1) according to one of the preceding claims, further comprising a hand control unit (19) each adapted to be used by a person to control one of the player elements (15; 16).

9. Game device (1) according to claim 8, wherein each hand control unit (19) comprises: • a first operating element (19b) for moving the respective player element (15; 16) back and forth along the transverse axis (Y) by means of the drive element (15f; 16f), • a second operating element (19c) for exerting the impact with the first, lower strength and • a third control element (19d) for exerting the impact with the second, greater strength.

10. Gaming device (1) according to one of the preceding claims, wherein the gaming device (1), preferably a control unit of the gaming device (1), is designed and configured, preferably in a time-limited and / or time-alternating manner, • to delay the execution of the movement of a player element (15; 16), preferably both player elements (15, 16), by a predetermined period of time, • to reverse the direction of movement of a player element (15; 16), preferably both player elements (15, 16), • to reduce or increase the movement speed of a player element (15; 16), preferably both player elements (15, 16), • to delay the execution of the shot with the first, lower strength and / or the shot with the second, higher strength of a player element (15; 16), preferably of both player elements (15, 16), by a predetermined period of time and / or • to reduce or increase the strength of the impact with the first, lower strength and / or the impact with the second, higher strength of a player element (15; 16), preferably of both player elements (15, 16).

11. A game device (1), preferably a game table (1), with a playing surface (11) for receiving at least one game element (14), preferably a puck (14), in the horizontal (X, Y), wherein the playing surface (11) is at least substantially, preferably completely, enclosed in the horizontal (X, Y) by a playing surface edge (12), wherein the playing surface edge (12) has at least a first target surface (12a) and a second target surface (12b), which extend parallel to one another along the transverse axis (Y) and face the playing surface (12) along the longitudinal axis (X), with at least one first player element (15), which is movable at least along the transverse axis (Y) parallel to the first target surface (12a) by means of a drive element (15f) and is arranged at least partially in front of the first target surface (12a) along the longitudinal axis (X), and with a second player element (16),which is movable at least along the transverse axis (Y) parallel to the second target surface (12b) by means of a drive element (16f) and is arranged at least partially in front of the second target surface (12b) along the longitudinal axis (X), wherein the player elements (15; 16) are each designed and configured to exert an impact on the game element (14) towards one another along the longitudinal axis (X) by means of a respective impact body (15b; 16b), characterized by at least one first impact element (17) which is designed and configured to automatically exert an impact on the game element (14) in the horizontal (X, Y) by means of an impact body (17b), wherein the game device (1), preferably a control unit of the game device (1), is designed and configured to detect by sensors when the game element (14) is within a predetermined distance from the first impact element (17), wherein the game device (1),preferably the control unit of the game device (1), is designed and arranged to transmit the impact to the game element (14) by means of the impact body (17b) of the first, impact element (17) when the predetermined distance of the play element (14) to the first impact element (17) is undershot.

12. Game device (1) according to claim 11, wherein the playing surface edge (12) further comprises at least a first playing surface side (12c) and a second playing surface side (12d) which extend parallel to one another along the longitudinal axis (X) and face the playing surface (12) along the transverse axis (Y), wherein the first playing surface side (12c) comprises at least the first striking element (17).

13. Game device (1) according to claim 12, wherein the second playing surface side (12d) has at least one second striking element (18) which corresponds to the first striking element (17).

14. Game device (1) according to claim 13, wherein the two striking elements (17, 18) are each arranged centrally along the longitudinal axis (X) and opposite one another along the transverse axis (Y).

15. Game device (1) according to one of the preceding claims, further comprising a plurality of sensors (17d), preferably time-of-flight sensors (17d), which are designed and configured to detect the game element (14) on the playing surface (11), wherein the game device (1), preferably a control unit of the game device (1), is designed and configured to determine the current position of the game element (14) on the playing surface (11) at any time based on the information detected by the sensors (17d).

16. Gaming device (1) according to claim 15, wherein the gaming device (1), preferably a control unit of the gaming device (1), is designed and configured to operate one of the player elements (15; 16) automatically, preferably in at least two different optional difficulty levels.

17. Game device (1) according to one of the preceding claims, further comprising a game element dispenser which is designed and configured to dispense at least one game element (14), preferably two game elements (14) for simultaneous use, onto the playing surface (11).

18. Game device (1) according to one of the preceding claims, wherein the playing surface (11) is designed as an air cushion surface (11).

19. Game device (1) according to one of the preceding claims, further comprising a score display (13), which is preferably arranged centrally along the longitudinal axis (X) and above the playing surface (11).

Citation Information

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