US3207513A - Electromagnetic game - Google Patents
Electromagnetic game Download PDFInfo
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- US3207513A US3207513A US232785A US23278562A US3207513A US 3207513 A US3207513 A US 3207513A US 232785 A US232785 A US 232785A US 23278562 A US23278562 A US 23278562A US 3207513 A US3207513 A US 3207513A
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- permanent magnet
- game
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- push
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Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/34—Games using magnetically moved or magnetically held pieces, not provided for in other subgroups of group A63F9/00
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H33/00—Other toys
- A63H33/26—Magnetic or electric toys
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/34—Games using magnetically moved or magnetically held pieces, not provided for in other subgroups of group A63F9/00
- A63F2009/345—Electromagnetically
Definitions
- This invention relates to a game of skill requiring a coordination of visual and muscular reactions.
- the game has many forms, some of which will be described below but all have the common feature of moving a permanent magnet toward a magnetic field with manual means for energizing the source of the magnetic field. More specifically, the objective in the playing of the game is to energize the source at such time during the motion of the magnetic object as to add the energy of the field to the kinetic energy of the object and to de-energize the source or destroy the field at the precise moment that the energy of the field changes from being additive to being subtractive in respect to the kinetic energy of the object.
- the object of the invention is to provide a direct current motor, not necessarily rotary, the motor having a manual commutator.
- the game requires an indicator to show the relative position of the field and magnetic object so that a player can make his own determination as to when to energize and de-energize the field, or commutate the motor.
- the energy imparted to the permanent magnet by the field created through energizing the coil should be insufficient to swing the permanent magnet fully into alignment with the flux lines of the field but should be sufficient to move the magnet toward alignment. De-energization of the coil will remove the magnet force on the magnet and gravitational force will swing the magnet to its original position. Its inertia will cause the magnet to rock back and forth.
- the coil is repeatedly energized in such a way that the magnetic energy adds to the kinetic energy of the rocking magnet and is de-energized before the rocking magnetic field has a tendency to subtract from the kinetic energy of the magnet or decelerate the magnet, then the oscillatory swings become increasingly great until the magnet makes a full revolution about its pivotal axis.
- the game can be played by employing two separate independently operated systems, the winner being that person who first causes his magnet to rotate.
- the length of time required to effect rotary motion in a single system can be measured.
- Still another alternative would be to count the number of times each player was required to energize the coil to effect rotary motion.
- An indicator which shows that a certain length of swinging has been attained by each object is associated with each object. The winner of the game is that player who has first caused his magnetic object to swing until it operates the indicator.
- Still another objective of the invention is to provide a ski-jumping game employing an inclined slide, a permanent magnet movable down the slide and a conductive coil surrounding a portion of the slide.
- the objective in this game is to energize the coil as the object approaches the coil and to tie-energize the coil when its maximum force is in additive relation to the permanent magnet.
- the winner of the game is that person who can cause the permanent magnet to move through the greatest distance beyond the coil.
- An indicator is provided so that the angular relationship between the pole faces and the north and south poles of the permanent magnet can be perceived by the operator.
- Manual means are provided for selectively energizing and deenergizing the coil to establish a magnetic field between the pole faces.
- the broad objective of the use of this motor is to cause the rotary member to attain the greatest possible speed.
- Such a motor has many possibilities as a game of skill.
- the motor can be mounted in a wheeled vehicle and races can be had between two or more such identical wheeled vehicles.
- FIG. 1 is a front elevational view of a game embodying the invention
- FIG. 2 is a cross-sectional View taken along lines 2--2 of FIG. 1,
- FIG. 3 is a circuit diagram of the electrical system for the game
- FIG. 4 is a perspective view of an alternative game embodying the invention.
- FIG. 5 is a circuit diagram of the electrical system for the game of FIG. 4,
- FIG. 6 is a perspective view of still another alternative game embodying the invention.
- FIG. 7 is a circuit diagram of the electrical system for the game of FIG. 6,
- FIG. 8 is a perspective view of a racer constructed in accordance with the invention.
- FIG. 9 is a cross-sectional view taken along lines 9--9 of FIG. 8, and
- FIG. 10 is a cross-sectional view taken along lines 10-10 of FIG. 8.
- a permanent magnet having a high energy to weight ratio In all of the games constructed in accordance with the invention it is desirable to employ a permanent magnet having a high energy to weight ratio.
- a magnet having a low energy to weight ratio would have so much inertia as to be comparatively insensitive to the energy impartable to it by one or two dry celled batteries as to reduce the utility as an exciting game of skill.
- the movable object is a permanent magnet, and the coil with respect to which it moves is fixed but that in most of the games the coil and permanent magnet could be conveniently interchanged without departing from the scope of the invention.
- the important consideration is that the coil and permanent magnet be so oriented with respect to each other as to impart relative movement of a magnetic field created by the coil and the permanent magnet upon energization of the coil.
- an oscillating game is indicated at 15.
- the game has a base 16 upon which a conductive coil 17 is horizontally mounted.
- the coil is connected by a conductive circuit 18 in series with a battery 19 and a push-button switch 20.
- the push-button switch operates a leaf spring contact 22 which engages a fixed contact 23.
- the leaf spring contact 22 resiliently urges the push-button switch 20 into an upper position in which the contacts 22 and 23 are out of engagement. Depressing the push-button switch connects the coil 17 to the battery 19 and causes the coil to be energized. Release of the push-button 20 deenergizes the coil.
- a pair of posts 25 are mounted to project above the coil and have a pivot pin 26 mounted between their upper ends.
- a permanent magnet 27 having a north pole at one end and a south pole at the other end is mounted onthe pivot pin with its center of gravity below the axis of the pivot pin.
- a pair of objects 28 and 29 resembling human beings may be mounted on the ends of the permanent magnets to simulate playing on a teeter-totter.
- the center of gravity of the combined permanent magnet and objects.28 and 29 should be below the pivot axis of pin 26 so that the force of gravity urges the permanent magnet toward a position of equilibrium in which it is parallel to the plane of the coil, or perpendicular to the axis through the coil.
- the magnetic flux lines created through the energization of the coil provide a major component of magnetic force parallel to the axis through the coil and cause the permanent magnet to tend to align itself with that axis.
- the force of the magnetic field on the permanent magnet should not be so great as to effect vertical alignment of the permanent magnet with the axis of the coil when the coil is energized. Rather, it is desirable that the force of the magnetic field on the permanent magnet be, for example, A of the force required to swing the permanent magnet from a horizontal position to a vertical position.
- the push-button 20 would have to be operated no less than ten times to cause the permanent magnet to swing through a vertical position and make one revolution about the axis of pin 26.
- the actual number, of strokes of the push-button or pulses of energy required to effect one revolution of the permanent magnet depend upon the skill of the operator.
- a timer 30 is mounted on the base 16 to indicate the length of time required to bring the permanent magnet 27 from a horizontal position of rest to at least one revolution.
- a timer may be as simple a device as an hourglass having graduations indicated at 31 by which the quantity of sand passing through the restricted portion 32 of the hourglass can be determined.
- the hourglass is turned to a position in which all sand is in the upper end of the hourglass.
- the push-button 20 is then operated by one of the players repeatedly to cause the permanent magnet to oscillate through an increasingly greater arc.
- the field created by the coil will cause the permanent magnet to swing through an angle of 20 counterclockwise, for example.
- the player releases the push-button and then waits until the permanent magnet has swung counterclockwise to its fullest extent.
- the push-button is again operated to re-create the magnetic field which imparts additional energy to the kinetic energy of the moving magnet so as to cause the permanent magnet to swing through an angle of 30 from the horizontal position, for example.
- the distance through which the permanent magnet swings will be dependent upon the exact timing of the closing and opening of the push-button.
- the push-button should be closed at that time when the energy created by the field will add to the kinetic energy of the magnet and opened at the precise time that the field can no longer add to the kinetic energy of the magnet.
- the operation of the push-button is repeated until the kinetic energy of the object becomes so great that the device swings through a full revolution.
- the time required to cause the permanent magnet to swing through a complete revolution is recorded, and another player attempts to better the first players performance.
- the score may also be kept by recording the numher of operations of the push-button required to effect the complete revolution of the permanent magnet. It should be noted too, that considerable amusement can be found in continuing to rotate the object and to attain greater and greater speeds.
- a base 35 has a support 36 mounted to provide a cross-bar 37 extending horizontally across the base.
- a pair of swings 38 are pivotally mounted at 39 to the horizontal bar 37.
- a magnetic core 40 having a coil 41 surrounding it is mounted beneath the base adjacent each swing with only the pole-faces 42 projecting above the surface of the base. The pole faces are in alignment with the path which the swings take as they swing back and forth on the horizontal rod 37.
- Mounted on each swing is a permanent magnet 43 formed as a human being.
- the permanent magnet may be molded in such a way that the feet of the object form a north pole and the hips a south pole.
- an unobstrusive bar magnet could be fixed below the swing seat so that the poles are aligned with the direction of movement of the swing and the predominant direction of the flux lines extending between the two pole faces.
- Each coil 41 has a battery 44 and push-button switch 45 in series with it whereby each coil can be energized by depressing the push-button.
- I In front of each object and in line with it as it swings is a ring 46 mounted on a post 47. Engagement of the feet of the object will cause the ring to be dislodged from its upper position on the post and slided down the post.
- each player operates a push-button.
- a field is created between the two pole faces which causes the swing to move slightly in a forward direction.
- the player then releases the push-button and permits gravity to force the swing rearwardly and energize the push-button as the swing begins to move forward again.
- the player times his operation of the push-button so that the magnetic energy only adds to the kinetic energy of the moving object.
- Repeated operations of the push-button will cause the swing to move through an arc sufiicient to bring the feet of the object into engagement with the ring 46 causing it to slide off the post 47.
- the player whose object first knocks the ring off the post is the winner of the game.
- a slide 50 in the form of a ski jump is mounted on a supporting base 51 so that it is inclined to the horizontal position.
- the lower end 52 of the slide is slightly upwardly inclined.
- An object 53 has a pair of skis 54 in the form of permanent bar magnets mounted on its feet.
- the bar magnets have rollers 55 or other suitable anti-friction means spacing the bar magnets from the slide.
- the slide is formed with plastic or other non-magnetic material so that the object can roll freely down the slide.
- a conductive coil 56 surrounds the lower ends of the slide and has an opening sufficient to permit the passage of the object 53. As illustrated in FIG. 7, the coil is connected in series with a battery 58 and a push-button switch 59.
- the figure is set at the top of the slide and released.
- the push-button switch is depressed creating an electric field designed to attract the permanent magnet.
- the push-button is released to let the object coast off the inclined lower end of the chute.
- the objective of this game is to release the push-button at that precise moment before the field tends to decelerate the object so that the object flies through the air the greatest possible distance.
- the winner of the game is that player who can cause the object to fly the farthest.
- a manually commutated rotary motor indicated at is mounted on a racer vehicle 66 having wheels 67.
- the motor drives a pulley 68 which has a belt 69 connecting it to a pulley 70 fixed to a shaft 71 in driving engagement with wheels 67.
- the motor includes an iron core frame 72 having pole faces 73.
- One or more coils 74 surround the core to create a magnetic field in the air space between the pole faces 73.
- a permanent magnet 75 is mounted on shaft 76 between the pole faces. The shaft 76 is connected to the pulley 68 referred to above.
- a battery 77 is connected in series by a double pole double throw switch 78 to a coil 74 so as to energize the coils upon depressing the push-button 78.
- the pulley 68 should have an arrow or other indicia to indicate to the operator the angular position of the permanent magnet with respect to the pole faces so that the operator can determine when to operate the switch.
- two or more racers are used in races against each other.
- the operator depresses the switch 78 to create a magnetic field extending between the pole faces 73.
- the permanent magnet is driven by the energy of the field to a position of alignment with the pole faces.
- the switch should be released to open the circuit and permit the magnet to swing.
- the switch should be reversed to cause the magnet to be driven magnetically through another angle of 180, at which point the switch should be returned to its original position.
- the switch is moved back and forth until the racer has crossed the finish line. The player whose racer first crosses the finish line wins.
- a game of skill comprising,
- circuit means including a switch connecting said source of power to said coil for selectively manually energizing said coil to create a magnetic field around said coil, resilient means normally urging said switch to an open position,
- said magnet field and said coil field being of insufficient strength to swing said permanent magnet through its maximum possible angle
- said coil must be energized during relative movement of said coil and said permanent magnet to accelerate the relative movement and increase the angular distance of its movement.
- a game of skill comprising,
- a permanent magnet mounted on said base above said coil for free rotary movement relative to said coil
- circuit means including a switch connecting said source of power to said coil for selectively manually energizing said coil to create a magnetic field around said coil, resilient means normally urging said switch to an open position,
- said magnet field and said coil field being of insufficient strength to swing said permanent magnet through its maximum possible angle
- said coil must be energized during relative movement of said coil and said permanent magnet to accelerate the relative movement and increase the angular distance of its movement.
- a game of skill comprising,
- circuit means including a switch connecting said source of power to said coil for selectively manually energizing said coil to create a magnetic field around said coil, resilient means normally urging said switch to an open position,
- said magnet field and said coil field being of insuf ficient strength to swing said permanent magnet through its maximum possible angle
- said coil must be energized during relative movement of said coil and said permanent magnet to accelerate the relative movement and increase the angular distance of its movement.
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Description
Sept. 21, 1965 w. H. MIDDENDORF 3,207,513
ELECTROMAGNETIC GAME Filed Oqt. 24, 1962 4 Sheets-Sheet 1 Sept. 21, 1965 w. H. MIDDENDORF ELECTROMAGNETIC GAME 4 Sheets-Sheet 2.
Filed Oct. 24, 1962 P 21, 1965 w. H. MIDDENDORF 3,207,513
ELEO'IROMAGNET I C GAME Filed Oct. 24, 1962 4 Sheets-Sheet 3 INVENTOR.
P 21, 1965 w. H. MIDDENDORF 3,207,513
ELECTROMAGNETIC GAME Filed Oct. 24, 1962 4 Sheets-Sheet 4 INVENTOR United States Patent 3,207,513 ELECTROMAGNETIC GAME William H. Mirldendorf, 467 Kentucky Drive, Covington, Ky.
Filed Oct. 24, 1962, Ser. No. 232,785 3 Claims. (Cl. 2731) This invention relates to a game of skill requiring a coordination of visual and muscular reactions.
The game has many forms, some of which will be described below but all have the common feature of moving a permanent magnet toward a magnetic field with manual means for energizing the source of the magnetic field. More specifically, the objective in the playing of the game is to energize the source at such time during the motion of the magnetic object as to add the energy of the field to the kinetic energy of the object and to de-energize the source or destroy the field at the precise moment that the energy of the field changes from being additive to being subtractive in respect to the kinetic energy of the object.
In one sense, the object of the invention is to provide a direct current motor, not necessarily rotary, the motor having a manual commutator. The game requires an indicator to show the relative position of the field and magnetic object so that a player can make his own determination as to when to energize and de-energize the field, or commutate the motor.
It has been another objective of the invention to provide a game in which a permanent bar magnet is pivotally mounted in its center perpendicular to the axis of a conductive coil and to provide manual means for energizing the conductive coil. The energy imparted to the permanent magnet by the field created through energizing the coil should be insufficient to swing the permanent magnet fully into alignment with the flux lines of the field but should be sufficient to move the magnet toward alignment. De-energization of the coil will remove the magnet force on the magnet and gravitational force will swing the magnet to its original position. Its inertia will cause the magnet to rock back and forth. If the coil is repeatedly energized in such a way that the magnetic energy adds to the kinetic energy of the rocking magnet and is de-energized before the rocking magnetic field has a tendency to subtract from the kinetic energy of the magnet or decelerate the magnet, then the oscillatory swings become increasingly great until the magnet makes a full revolution about its pivotal axis.
The game can be played by employing two separate independently operated systems, the winner being that person who first causes his magnet to rotate. Alternatively, the length of time required to effect rotary motion in a single system can be measured. Still another alternative would be to count the number of times each player was required to energize the coil to effect rotary motion.
It has been another objective of the invention to provide an alternative game employing the same basic principle wherein a pair of permanent magnet objects are mounted on swings between two pole faces of a magnetizable core having an energizable coil wrapped about it. By properly energizing and de-energizing the coil the permanent magnet can be caused to swing back and forth between the two pole faces. An indicator which shows that a certain length of swinging has been attained by each object is associated with each object. The winner of the game is that player who has first caused his magnetic object to swing until it operates the indicator.
Still another objective of the invention is to provide a ski-jumping game employing an inclined slide, a permanent magnet movable down the slide and a conductive coil surrounding a portion of the slide. The objective in this game is to energize the coil as the object approaches the coil and to tie-energize the coil when its maximum force is in additive relation to the permanent magnet. The winner of the game is that person who can cause the permanent magnet to move through the greatest distance beyond the coil.
It has been still another objective of the invention to provide a rotary motor having a permanent magnet rotatably mounted between two pole faces of a magnetic core having a conductive coil surrounding it. An indicator is provided so that the angular relationship between the pole faces and the north and south poles of the permanent magnet can be perceived by the operator. Manual means are provided for selectively energizing and deenergizing the coil to establish a magnetic field between the pole faces. The broad objective of the use of this motor is to cause the rotary member to attain the greatest possible speed. Such a motor has many possibilities as a game of skill. For example, the motor can be mounted in a wheeled vehicle and races can be had between two or more such identical wheeled vehicles.
The several objectives of the invention will become more readily apparent from the following detailed description taken in conjunction with the accompanying drawings in which:
FIG. 1 is a front elevational view of a game embodying the invention,
FIG. 2 is a cross-sectional View taken along lines 2--2 of FIG. 1,
FIG. 3 is a circuit diagram of the electrical system for the game,
FIG. 4 is a perspective view of an alternative game embodying the invention,
FIG. 5 is a circuit diagram of the electrical system for the game of FIG. 4,
FIG. 6 is a perspective view of still another alternative game embodying the invention,
FIG. 7 is a circuit diagram of the electrical system for the game of FIG. 6,
FIG. 8 is a perspective view of a racer constructed in accordance with the invention,
FIG. 9 is a cross-sectional view taken along lines 9--9 of FIG. 8, and
FIG. 10 is a cross-sectional view taken along lines 10-10 of FIG. 8.
In all of the games constructed in accordance with the invention it is desirable to employ a permanent magnet having a high energy to weight ratio. A magnet having a low energy to weight ratio would have so much inertia as to be comparatively insensitive to the energy impartable to it by one or two dry celled batteries as to reduce the utility as an exciting game of skill. It should also be understood that, in the games to be described below, the movable object is a permanent magnet, and the coil with respect to which it moves is fixed but that in most of the games the coil and permanent magnet could be conveniently interchanged without departing from the scope of the invention. The important consideration is that the coil and permanent magnet be so oriented with respect to each other as to impart relative movement of a magnetic field created by the coil and the permanent magnet upon energization of the coil.
Referring to FIGS. 1 to 3, an oscillating game is indicated at 15. The game has a base 16 upon which a conductive coil 17 is horizontally mounted. The coil is connected by a conductive circuit 18 in series with a battery 19 and a push-button switch 20. The push-button switch operates a leaf spring contact 22 which engages a fixed contact 23. The leaf spring contact 22 resiliently urges the push-button switch 20 into an upper position in which the contacts 22 and 23 are out of engagement. Depressing the push-button switch connects the coil 17 to the battery 19 and causes the coil to be energized. Release of the push-button 20 deenergizes the coil.
A pair of posts 25 are mounted to project above the coil and have a pivot pin 26 mounted between their upper ends. A permanent magnet 27 having a north pole at one end and a south pole at the other end is mounted onthe pivot pin with its center of gravity below the axis of the pivot pin. A pair of objects 28 and 29 resembling human beings may be mounted on the ends of the permanent magnets to simulate playing on a teeter-totter. The center of gravity of the combined permanent magnet and objects.28 and 29 should be below the pivot axis of pin 26 so that the force of gravity urges the permanent magnet toward a position of equilibrium in which it is parallel to the plane of the coil, or perpendicular to the axis through the coil.
The magnetic flux lines created through the energization of the coil provide a major component of magnetic force parallel to the axis through the coil and cause the permanent magnet to tend to align itself with that axis. The force of the magnetic field on the permanent magnet should not be so great as to effect vertical alignment of the permanent magnet with the axis of the coil when the coil is energized. Rather, it is desirable that the force of the magnetic field on the permanent magnet be, for example, A of the force required to swing the permanent magnet from a horizontal position to a vertical position. Thus, ignoring friction losses, theoretically the push-button 20 would have to be operated no less than ten times to cause the permanent magnet to swing through a vertical position and make one revolution about the axis of pin 26. The actual number, of strokes of the push-button or pulses of energy required to effect one revolution of the permanent magnet, depend upon the skill of the operator.
A timer 30 is mounted on the base 16 to indicate the length of time required to bring the permanent magnet 27 from a horizontal position of rest to at least one revolution. In the illustrated embodiment, a timer may be as simple a device as an hourglass having graduations indicated at 31 by which the quantity of sand passing through the restricted portion 32 of the hourglass can be determined.
In the operation of the embodiment of the invention illustrated in FIGS. 1 to 3, the hourglass is turned to a position in which all sand is in the upper end of the hourglass. The push-button 20 is then operated by one of the players repeatedly to cause the permanent magnet to oscillate through an increasingly greater arc. In the first operation of the push-button, the field created by the coil will cause the permanent magnet to swing through an angle of 20 counterclockwise, for example. The player releases the push-button and then waits until the permanent magnet has swung counterclockwise to its fullest extent. As the potential energy thus stored is released as kinetic energy to drive the permanent magnet again in a clockwise direction, the push-button is again operated to re-create the magnetic field which imparts additional energy to the kinetic energy of the moving magnet so as to cause the permanent magnet to swing through an angle of 30 from the horizontal position, for example. The distance through which the permanent magnet swings will be dependent upon the exact timing of the closing and opening of the push-button. Ideally, the push-button should be closed at that time when the energy created by the field will add to the kinetic energy of the magnet and opened at the precise time that the field can no longer add to the kinetic energy of the magnet.
The operation of the push-button is repeated until the kinetic energy of the object becomes so great that the device swings through a full revolution. The time required to cause the permanent magnet to swing through a complete revolution is recorded, and another player attempts to better the first players performance. As indicated above, the score may also be kept by recording the numher of operations of the push-button required to effect the complete revolution of the permanent magnet. It should be noted too, that considerable amusement can be found in continuing to rotate the object and to attain greater and greater speeds.
In the alternative game of FIGS. 4 and 5, a base 35 has a support 36 mounted to provide a cross-bar 37 extending horizontally across the base. A pair of swings 38 are pivotally mounted at 39 to the horizontal bar 37. A magnetic core 40 having a coil 41 surrounding it is mounted beneath the base adjacent each swing with only the pole-faces 42 projecting above the surface of the base. The pole faces are in alignment with the path which the swings take as they swing back and forth on the horizontal rod 37. Mounted on each swing is a permanent magnet 43 formed as a human being. The permanent magnet may be molded in such a way that the feet of the object form a north pole and the hips a south pole. Alternatively, an unobstrusive bar magnet could be fixed below the swing seat so that the poles are aligned with the direction of movement of the swing and the predominant direction of the flux lines extending between the two pole faces.
Each coil 41 has a battery 44 and push-button switch 45 in series with it whereby each coil can be energized by depressing the push-button. I In front of each object and in line with it as it swings is a ring 46 mounted on a post 47. Engagement of the feet of the object will cause the ring to be dislodged from its upper position on the post and slided down the post.
In the operation of this game, each player operates a push-button. Upon depressing the push-button a field is created between the two pole faces which causes the swing to move slightly in a forward direction. The player then releases the push-button and permits gravity to force the swing rearwardly and energize the push-button as the swing begins to move forward again. Ideally the player times his operation of the push-button so that the magnetic energy only adds to the kinetic energy of the moving object. Repeated operations of the push-button will cause the swing to move through an arc sufiicient to bring the feet of the object into engagement with the ring 46 causing it to slide off the post 47. The player whose object first knocks the ring off the post is the winner of the game.
In the embodiment of FIGS-6 and 7 a slide 50 in the form of a ski jump is mounted on a supporting base 51 so that it is inclined to the horizontal position. The lower end 52 of the slide is slightly upwardly inclined. An object 53 has a pair of skis 54 in the form of permanent bar magnets mounted on its feet. The bar magnets have rollers 55 or other suitable anti-friction means spacing the bar magnets from the slide. Preferably, the slide is formed with plastic or other non-magnetic material so that the object can roll freely down the slide. A conductive coil 56 surrounds the lower ends of the slide and has an opening sufficient to permit the passage of the object 53. As illustrated in FIG. 7, the coil is connected in series with a battery 58 and a push-button switch 59.
v In the operation of the game of FIGS. 6 and 7, the figure is set at the top of the slide and released. As the figure approaches the coil 56, the push-button switch is depressed creating an electric field designed to attract the permanent magnet. As the object approaches the center of the coil, the push-button is released to let the object coast off the inclined lower end of the chute. The objective of this game is to release the push-button at that precise moment before the field tends to decelerate the object so that the object flies through the air the greatest possible distance. The winner of the game is that player who can cause the object to fly the farthest.
In the embodiment of FIGS. 8, 9 and 10, a manually commutated rotary motor indicated at is mounted on a racer vehicle 66 having wheels 67. The motor drives a pulley 68 which has a belt 69 connecting it to a pulley 70 fixed to a shaft 71 in driving engagement with wheels 67. As illustrated in FIG. 9, the motor includes an iron core frame 72 having pole faces 73. One or more coils 74 surround the core to create a magnetic field in the air space between the pole faces 73. A permanent magnet 75 is mounted on shaft 76 between the pole faces. The shaft 76 is connected to the pulley 68 referred to above. A battery 77 is connected in series by a double pole double throw switch 78 to a coil 74 so as to energize the coils upon depressing the push-button 78. The pulley 68 should have an arrow or other indicia to indicate to the operator the angular position of the permanent magnet with respect to the pole faces so that the operator can determine when to operate the switch.
In this game, two or more racers are used in races against each other. The operator depresses the switch 78 to create a magnetic field extending between the pole faces 73. The permanent magnet is driven by the energy of the field to a position of alignment with the pole faces. When the force of the field no longer accelerates the permanent magnet toward the aligned position, the switch should be released to open the circuit and permit the magnet to swing. As the magnet passes a position of alignment with the pole faces, the switch should be reversed to cause the magnet to be driven magnetically through another angle of 180, at which point the switch should be returned to its original position. The switch is moved back and forth until the racer has crossed the finish line. The player whose racer first crosses the finish line wins.
I claim:
1. A game of skill comprising,
a supporting structure,
a coil and a permanent magnet mounted on said sup porting structure for free rotary movement relative to said coil,
a source of power,
circuit means including a switch connecting said source of power to said coil for selectively manually energizing said coil to create a magnetic field around said coil, resilient means normally urging said switch to an open position,
said magnet field and said coil field being of insufficient strength to swing said permanent magnet through its maximum possible angle,
whereby said coil must be energized during relative movement of said coil and said permanent magnet to accelerate the relative movement and increase the angular distance of its movement.
2. A game of skill comprising,
a base,
a coil fixedly mounted on said base,
a permanent magnet mounted on said base above said coil for free rotary movement relative to said coil,
a source of power,
circuit means including a switch connecting said source of power to said coil for selectively manually energizing said coil to create a magnetic field around said coil, resilient means normally urging said switch to an open position,
said magnet field and said coil field being of insufficient strength to swing said permanent magnet through its maximum possible angle,
whereby said coil must be energized during relative movement of said coil and said permanent magnet to accelerate the relative movement and increase the angular distance of its movement.
3. A game of skill comprising,
a base,
a core and a coil surrounding said core fixedly mounted on said base, said core having ends spaced apart,
a permanent magnet suspended above said core between its ends for swinging movement with respect to said base,
a source of power,
circuit means including a switch connecting said source of power to said coil for selectively manually energizing said coil to create a magnetic field around said coil, resilient means normally urging said switch to an open position,
said magnet field and said coil field being of insuf ficient strength to swing said permanent magnet through its maximum possible angle,
whereby said coil must be energized during relative movement of said coil and said permanent magnet to accelerate the relative movement and increase the angular distance of its movement.
References Cited by the Examiner UNITED STATES PATENTS 1,966,686 7/34 Russ 46235 XR 2,218,164 10/40 Carpenter 27386 2,519,919 8/50 Merrill 31036 XR 2,521,500 9/50 Braund.
2,623,326 12/52 Kinney 46-235 2,922,901 1/60 Wengel 310-36 XR RICHARD C. PINKHAM, Primary Examiner. DELBERT B. LOWE, Examiner.
Claims (1)
1. A GAME OF SKILL COMPRISING, A SUPPORTING STRUCTURE, A COIL AND A PERMANENT MAGNET MOUNTED ON SAID SUPPORTION STRUCTURE FOR FREE ROTARY MOVEMENT RELATIVE TO SAID COIL, A SOURCE OF POWER, CIRCUIT MEANS INCLUDING A SWITCH CONNECTING SAID SOURCE OF POWER TO SAID COIL FOR SELECTIVELY MANUALLY ENERGIZING SAID COIL TO CREATE A MAGNETIC FIELD AROUND SAID COIL, RESILIENT MEANS NORMALLY URGING SAID SWITCH TO AN OPEN POSITION, SAID MAGNET FIELD AND SAID COIL FIELD BEING OF INSUFFICIENT STRENGTH TO SWING SAID PERMANENT MAGNET THROUGH ITS MAXIMUM POSSIBLE ANGLE, WHEREBY SAID COIL MUST BE ENERGIZED DURING RELATIVE MOVEMENT OF SAID COIL AND SAID PERMANENT MAGNET TO ACCELERATE THE RELATIVE MOVEMENT AND INCREASE THE ANGULAR DISTANCE OF ITS MOVEMENT.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US232785A US3207513A (en) | 1962-10-24 | 1962-10-24 | Electromagnetic game |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US232785A US3207513A (en) | 1962-10-24 | 1962-10-24 | Electromagnetic game |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| US3207513A true US3207513A (en) | 1965-09-21 |
Family
ID=22874570
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US232785A Expired - Lifetime US3207513A (en) | 1962-10-24 | 1962-10-24 | Electromagnetic game |
Country Status (1)
| Country | Link |
|---|---|
| US (1) | US3207513A (en) |
Citations (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US1966686A (en) * | 1932-02-20 | 1934-07-17 | George H Bruce | Electric toy or the like |
| US2218164A (en) * | 1938-10-15 | 1940-10-15 | Paul D Carpenter | Game apparatus |
| US2519919A (en) * | 1949-06-17 | 1950-08-22 | Gen Electric | Dynamoelectric machine |
| US2521500A (en) * | 1947-05-12 | 1950-09-05 | John J Braund | Simulated baseball game |
| US2623326A (en) * | 1949-06-06 | 1952-12-30 | Judson S Kinney | Magnetic toy |
| US2922901A (en) * | 1956-03-07 | 1960-01-26 | Sheldon M Wengel | Display motors |
-
1962
- 1962-10-24 US US232785A patent/US3207513A/en not_active Expired - Lifetime
Patent Citations (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US1966686A (en) * | 1932-02-20 | 1934-07-17 | George H Bruce | Electric toy or the like |
| US2218164A (en) * | 1938-10-15 | 1940-10-15 | Paul D Carpenter | Game apparatus |
| US2521500A (en) * | 1947-05-12 | 1950-09-05 | John J Braund | Simulated baseball game |
| US2623326A (en) * | 1949-06-06 | 1952-12-30 | Judson S Kinney | Magnetic toy |
| US2519919A (en) * | 1949-06-17 | 1950-08-22 | Gen Electric | Dynamoelectric machine |
| US2922901A (en) * | 1956-03-07 | 1960-01-26 | Sheldon M Wengel | Display motors |
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