Nozzles, nozzle assemblies, and blaster assemblies featuring interchangeable nozzles having externally powered electrical components or accessories. A nozzle assembly may include a body. The body may have a projectile opening defined therethrough. The nozzle assembly may further include an electrical component that is attachable to the body. The nozzle assembly may further include an electrical connection member coupled to the body and the electrical component. The electrical connection member may be configured to electrically connect the electrical component to the blaster.
F41B 11/52 - Magazines for compressed-gas gunsArrangements for feeding or loading projectiles from magazines the projectiles being loosely held in a magazine above the gun housing, e.g. in a hopper
G02B 27/20 - Optical systems or apparatus not provided for by any of the groups , for optical projection, e.g. combination of mirror and condenser and objective for imaging minute objects, e.g. light-pointer
Ammunition for a toy blaster may be infused with or otherwise contain a bittering agent, such as denatonium benzoate. Addition of denatonium benzoate to ammunition formulations may reduce the likelihood that the ammunition may be ingested by children. Ammunition may be formed of a superabsorbent polymer or hydrogel. By introducing a non-toxic bittering agent into the superabsorbent polymer or hydrogel that may form the ammunition, it may be more likely that children may spit out the ammunition instead of swallowing the ammunition. Denatonium benzoate may comprise approximately 50 parts per billion of the superabsorbent polymer or hydrogel, but may comprise approximately 1 to 100 ppb. When used in these low concentrations, the ammunition may be safe for a child to put in his/her mouth, but given the taste of denatonium benzoate, its inclusion as part of the ammunition formulation may act as an aversive agent.
An extended-reality projectile-firing gaming system includes a projectile-firing device that includes a projectile repository, a battlefield object, a network configured to provide communication and control connectivity in accordance with at least one protocol to the projectile-firing device and the battlefield object, an extended-reality gaming application, and an extended-reality device. The extended-reality device includes at least one display and is configured to provide computer-aided vision of real and virtual objects and a computer-aided interface for interaction with the real and virtual objects, the computer-aided interface configured to receive commands or instructions associated with the real and virtual objects and corresponding to the gameplay configuration.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
4.
TOY PROJECTILE SHOOTER FIRING MODE ASSEMBLY AND SYSTEM
A toy projectile shooter that includes a housing defining a housing interior, a barrel, a trigger movable between a firing position and a non-firing position, a firing motor, a plunger sensor, a plunger disposed in the housing interior, and a shot firing mode system configured to activate the firing motor when the trigger is moved from the non-firing position to the firing position, move the plunger from a first plunger position to a second plunger position when the firing motor is activated, actuate the plunger sensor when the plunger is moved from the first plunger position to the second plunger position, bias the plunger from the second plunger position to the first plunger position after the plunger sensor is actuated, and deactivate the firing motor after the plunger sensor has been actuated a predetermined number of times.
F41B 11/643 - Compressed-gas guns, e.g. air gunsSteam guns characterised by the supply of compressed gas having a piston effecting a compressor stroke during the firing of each shot the piston being spring operated the piston being arranged concentrically with the barrel
F41B 11/52 - Magazines for compressed-gas gunsArrangements for feeding or loading projectiles from magazines the projectiles being loosely held in a magazine above the gun housing, e.g. in a hopper
F41B 11/71 - Electric or electronic control systems, e.g. for safety purposes
F41B 11/89 - Compressed-gas guns, e.g. air gunsSteam guns specially adapted for particular purposes for toys
A toy projectile shooter that includes a housing defining a housing interior, a barrel, a trigger movable between a firing position and a non-firing position, a firing motor, a plunger sensor, a plunger disposed in the housing interior, and a shot firing mode system configured to activate the firing motor when the trigger is moved from the non-firing position to the firing position, move the plunger from a first plunger position to a second plunger position when the firing motor is activated, actuate the plunger sensor when the plunger is moved from the first plunger position to the second plunger position, bias the plunger from the second plunger position to the first plunger position after the plunger sensor is actuated, and deactivate the firing motor after the plunger sensor has been actuated a predetermined number of times.
F41B 11/643 - Compressed-gas guns, e.g. air gunsSteam guns characterised by the supply of compressed gas having a piston effecting a compressor stroke during the firing of each shot the piston being spring operated the piston being arranged concentrically with the barrel
F41B 11/52 - Magazines for compressed-gas gunsArrangements for feeding or loading projectiles from magazines the projectiles being loosely held in a magazine above the gun housing, e.g. in a hopper
F41B 11/71 - Electric or electronic control systems, e.g. for safety purposes
F41B 11/89 - Compressed-gas guns, e.g. air gunsSteam guns specially adapted for particular purposes for toys
A blaster for shooting projectiles that includes a housing that defines a housing interior, and a variable velocity barrel assembly positioned in the housing interior. The variable velocity barrel assembly includes a barrel that defines a barrel axis and a barrel interior. The barrel includes an exit opening at a distal end thereof. At least a first opening communicates the barrel interior with an exterior of the barrel. The first opening is defined through a side wall of the barrel. A slider member that includes a cylindrical portion that surrounds the barrel is movable axially along the barrel between a maximum velocity position where the cylindrical portion covers the first opening and a minimum velocity position where the slider member does not cover the first opening.
An extended-reality projectile-firing gaming system includes a projectile-firing device that includes a projectile repository, a battlefield object, a network configured to provide communication and control connectivity in accordance with at least one protocol to the projectile-firing device and the battlefield object, an extended-reality gaming application, and an extended-reality device. The extended-reality device includes at least one display and is configured to provide computer-aided vision of real and virtual objects and a computer-aided interface for interaction with the real and virtual objects, the computer-aided interface configured to receive commands or instructions associated with the real and virtual objects and corresponding to the gameplay configuration.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
An illuminated feedneck may be utilized in a toy blaster, laser tag gun, airsoft or other toy gun, and the like to illuminate ammunition, such as Gellets, for use in non-daylight hours or indoors. A feedneck may be illuminated through ultraviolet light that may be powered through batteries and/or one or more other forms of power. The illuminated feedneck may charge ammunition through a series of specialty UVA (˜400 nM) wavelength light emitting diodes (LEDs) that safely become illuminated with a long-lasting and bright green glow. The ammunition may be infused to create a glow-in-the dark tracer effect as they are powered and pass through the illuminated feedneck.
F41B 11/52 - Magazines for compressed-gas gunsArrangements for feeding or loading projectiles from magazines the projectiles being loosely held in a magazine above the gun housing, e.g. in a hopper
A smart target co-witnessing hit attribution system includes a network, a projectile-firing device that includes a projectile repository and an infrared emitter, a smart target that includes a piezoelectric sensor, an infrared sensor, and control circuitry, and an extended-reality gaming application. After confirming a successful hit on the smart target, the application receives target state data and updates gaming metric data to attribute a successful impact on the smart target by the projectile-firing device.
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
An extended-reality projectile-firing gaming system includes a projectile-firing device, a battlefield object configured to detect impact of projectiles thereon, a network configured to provide communication and control connectivity in accordance with at least one protocol to the projectile-firing device and the wearable device, and an extended-reality gaming application. The application controls the projectile-firing device and the wearable device, receives projectile-firing device data from the projectile-firing device, receives battlefield object data from a battlefield object, the battlefield object data indicating that an impact occurred on the battlefield object, and the time the battlefield object was impacted, and updates gaming metric data to indicate a successful impact of the fired projectile on the battlefield object and a successful hit by the projectile-firing device on the battlefield object when the time the impact occurred on the battlefield object and the time the projectile was fired occur within a predetermined time period.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
13.
GELLETS PRO: MICROPLASTICS AND SUPER ABSORBENT POLYMER FREE
Nozzles, nozzle assemblies, and blaster assemblies featuring interchangeable nozzles having externally powered electrical components or accessories. A nozzle assembly may include a body. The body may have a projectile opening defined therethrough. The nozzle assembly may further include an electrical component that is attachable to the body. The nozzle assembly may further include an electrical connection member coupled to the body and the electrical component. The electrical connection member may be configured to electrically connect the electrical component to the blaster.
F41G 1/35 - Night sights, e.g. luminescent combined with light source, e.g. spot light for illuminating the target
F41B 11/52 - Magazines for compressed-gas gunsArrangements for feeding or loading projectiles from magazines the projectiles being loosely held in a magazine above the gun housing, e.g. in a hopper
G02B 27/20 - Optical systems or apparatus not provided for by any of the groups , for optical projection, e.g. combination of mirror and condenser and objective for imaging minute objects, e.g. light-pointer
A blaster for shooting projectiles that includes a housing that defines a housing interior, and a variable velocity barrel assembly positioned in the housing interior. The variable velocity barrel assembly includes a barrel that defines a barrel axis and a barrel interior. The barrel includes an exit opening at a distal end thereof. At least a first opening communicates the barrel interior with an exterior of the barrel. The first opening is defined through a side wall of the barrel. A slider member that includes a cylindrical portion that surrounds the barrel is movable axially along the barrel between a maximum velocity position where the cylindrical portion covers the first opening and a minimum velocity position where the slider member does not cover the first opening.
An illuminated feedneck may be utilized in a toy blaster, laser tag gun, airsoft or other toy gun, and the like to illuminate ammunition, such as Gellets, for use in non-daylight hours or indoors. A feedneck may be illuminated through ultraviolet light that may be powered through batteries and/or one or more other forms of power. The illuminated feedneck may charge ammunition through a series of specialty UVA (˜400 nM) wavelength light emitting diodes (LEDs) that safely become illuminated with a long-lasting and bright green glow. The ammunition may be infused to create a glow-in-the dark tracer effect as they are powered and pass through the illuminated feedneck.
F41B 11/52 - Magazines for compressed-gas gunsArrangements for feeding or loading projectiles from magazines the projectiles being loosely held in a magazine above the gun housing, e.g. in a hopper
F42B 12/38 - Projectiles, missiles or mines characterised by the warhead, the intended effect, or the material characterised by the warhead or the intended effect for dispensing materialsProjectiles, missiles or mines characterised by the warhead, the intended effect, or the material characterised by the warhead or the intended effect for producing chemical or physical reactionProjectiles, missiles or mines characterised by the warhead, the intended effect, or the material characterised by the warhead or the intended effect for signalling of tracer type
H02J 50/30 - Circuit arrangements or systems for wireless supply or distribution of electric power using light, e.g. lasers
F42B 12/42 - Projectiles, missiles or mines characterised by the warhead, the intended effect, or the material characterised by the warhead or the intended effect for dispensing materialsProjectiles, missiles or mines characterised by the warhead, the intended effect, or the material characterised by the warhead or the intended effect for producing chemical or physical reactionProjectiles, missiles or mines characterised by the warhead, the intended effect, or the material characterised by the warhead or the intended effect for signalling of illuminating type, e.g. carrying flares
17.
Extended-reality projectile-firing gaming system and method
An extended-reality projectile-firing gaming system includes a projectile-firing device, a battlefield object configured to detect impact of projectiles thereon, a network configured to provide communication and control connectivity in accordance with at least one protocol to the projectile-firing device and the wearable device, and an extended-reality gaming application. The application controls the projectile-firing device and the wearable device, receives projectile-firing device data from the projectile-firing device, receives battlefield object data from a battlefield object, the battlefield object data indicating that an impact occurred on the battlefield object, and the time the battlefield object was impacted, and updates gaming metric data to indicate a successful impact of the fired projectile on the battlefield object and a successful hit by the projectile-firing device on the battlefield object when the time the impact occurred on the battlefield object and the time the projectile was fired occur within a predetermined time period.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
An ammunition bucket may be provided for preparation of ammunition for toy blasters having greater ease of use with less mess. The bucket may be collapsible having sides that collapse in an accordion style, and the bucket may include a carrying handle. The lid may be sealed and resistant to splashing and leakage. A lower recessed port area may be provided at the lowest portion of the bucket body. This port may be a three-way drain and strain port. The lower recessed port area may include a dispensing valve with a primary control notch and a flap that provides rate control for the valve. The dispensing valve also may include a secondary control notch that limits an opening of the dispensing valve to prevent ammunition from leaving the bucket.