Individually Trippable Drop Target Bank for Pinball Machines
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Solution Overview
Problem
Existing drop target systems in pinball machines lack the complexity and interactivity needed to sustain player interest, as they often require multiple coil activations to simulate desired target movements, leading to inefficient operations and unattractive intermediate states.
Innovation Solution
A drop target bank assembly with individually trippable and resettable units, each equipped with a trip mechanism, reset mechanism, and sensor, allowing for independent activation and control via a processor and drive circuit to simulate dynamic target movements with fewer coil activations and avoid intermediate states.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional drop target systems are used with multiple coil activations to simulate desired target movements, then complex target movement scenarios can be achieved, but the number of coil activations increases leading to inefficient operations
Solution Approach 1:
The drop target system is divided into individually controllable units, each with its own trip mechanism and reset mechanism. This segmentation allows each target to be independently activated and reset without requiring multiple coil activations across the entire bank, thereby reducing overall coil activation count while maintaining complex movement scenario capabilities
Solution Approach 2:
The system implements dynamic control where trip mechanisms and reset mechanisms can be activated independently based on real-time game conditions. This dynamic activation allows the system to achieve complex target movements efficiently by only activating the specific mechanisms needed for current game scenarios, rather than using fixed multiple coil activation sequences
2Adaptability or versatility
If traditional drop target systems use multiple coil activations to simulate desired target movements, then complex scenarios can be achieved, but unattractive intermediate states appear during transitions
Solution Approach 1:
By segmenting the drop target bank into individually controllable units with separate trip and reset mechanisms, the system can transition targets through intermediate states more cleanly. Each unit can be independently managed, allowing for controlled transitions that avoid unattractive intermediate states while maintaining scenario complexity
Solution Approach 2:
The reset mechanisms can be pre-positioned or pre-configured to ensure targets are in the desired state before the next action sequence begins. This preliminary preparation eliminates unattractive intermediate states by ensuring smooth transitions and proper target positioning before complex scenarios unfold
3Reliability
If individual trippable coils are used to remember previous targets, then target memory functionality is achieved, but interactive features are limited and player interest is not sustained
Solution Approach 1:
Each drop target unit is equipped with both trip mechanisms and reset mechanisms that can be independently activated, making the system multi-functional. This universality allows the same basic unit to serve multiple purposes: remembering previous targets, enabling interactive features, and supporting various game modes, thereby sustaining player interest while maintaining reliable target memory functionality
Solution Approach 2:
The system implements dynamic control where trip and reset mechanisms can be activated independently based on real-time game conditions. This dynamic capability allows the system to transition between different operational modes (memory function, interactive features, various game scenarios), thereby sustaining player interest while maintaining reliable target memory functionality
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This solution enables more efficient and interactive target movements, reducing the number of coil activations required to simulate complex scenarios, thereby enhancing player engagement and eliminating unattractive intermediate states.
Implementation Method 1
a sensor; wherein the sensor is configured to detect whether the target is at the first or second position
Implementation Method 2
the trip mechanism is configured to move the target from a first position to a second position
Implementation Method 3
the reset mechanism is configured to move the target from the second position to the first position
Data Source
AI summary
A drop target bank assembly including: a plurality of drop target units mounted next to each other on a drop target bank bracket; wherein each of the plurality of drop target units includes: a target; a trip mechanism; a reset mechanism; and a sensor; wherein the trip mechanism is configured to move the target from a first position to a second position; wherein the reset mechanism is configured to move the target from the second position to the first position; wherein the sensor is configured to detect whether the target is at the first or second position; and wherein the trip mechanism and the reset mechanism in a drop target unit are individually activated independent of other drop target units.


