US20010009866A1 - Hand held game - Google Patents

Hand held game Download PDF

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Publication number
US20010009866A1
US20010009866A1 US09/799,487 US79948701A US2001009866A1 US 20010009866 A1 US20010009866 A1 US 20010009866A1 US 79948701 A US79948701 A US 79948701A US 2001009866 A1 US2001009866 A1 US 2001009866A1
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United States
Prior art keywords
input device
actuated
time period
game apparatus
game
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US09/799,487
Inventor
Daniel Klitsner
Brian Clemens
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Hasbro Inc
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Individual
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Filing date
Publication date
Priority claimed from US08/933,994 external-priority patent/US6086478A/en
Priority claimed from US09/304,637 external-priority patent/US6210278B1/en
Application filed by Individual filed Critical Individual
Priority to US09/799,487 priority Critical patent/US20010009866A1/en
Assigned to HASBRO, INC. reassignment HASBRO, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: CLEMENS, BRIAN, KLITSNER, DANIEL
Publication of US20010009866A1 publication Critical patent/US20010009866A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • A63F2009/2476Speech or voice synthesisers, e.g. using a speech chip

Definitions

  • This invention relates to games, and more particularly to a hand-held games played by a single player or by multiple players.
  • Games that generate instructions or prompts are known. With such games, a player may perform an action in response to a sound or other prompt produced by a game apparatus.
  • a game apparatus for one or more users includes at least two input devices, each of which requires a mechanical action for actuation, and a controller coupled to the input devices.
  • the controller is operable to select at least one of the input devices and to send a command signal to the selected input device to de-actuate the selected input device thereby sending a visual signal to the one or more players to actuate the at least one selected input device.
  • the controller also is operable to define an actuation time period and to detect whether a selected input device is actuated within the actuation time period after the input device is de-actuated. If the selected input device is actuated within the actuation time period, the controller is operable to select at least one other input device and to send a command signal to the other input device to de-actuate the other input device.
  • Implementations may include one or more of the following features.
  • the game apparatus may include a memory coupled to the controller, and the controller may be operable to increase the value of a score stored in the memory only if the selected input device is actuated within the actuation time period.
  • the game apparatus may include an audible output device coupled to the controller and operable to provide an audible signal to the user.
  • the controller may be operable to generate a failure signal. If the at least one selected input device is not actuated within the actuation time period.
  • the controller also may be operable to cause the output device to output an audible approval signal if the selected input device is actuated within the actuation time period.
  • the mechanical actions required to actuate the input devices may include pushing actions and rotating actions.
  • the controller may be operable to perform operations in a specified sequence and to re-execute operations if the controller detects that the selected input devices are actuated within the actuation time period.
  • the controller also may be operable to re-define the actuation time period as a shorter actuation time period when the operations are re-executed.
  • the controller may be operable to send a pass command signal to the audible output device immediately after the controller detects that the selected input device has been actuated within the actuation time period.
  • the audible output device may output an audible message for a user to pass the game apparatus to another user.
  • the audible message may be a verbal message.
  • FIG. 1 is a schematic front view of a hand held game.
  • FIGS. 2 and 3 are schematic side views of the hand held game of FIG. 1.
  • FIG. 4 is a schematic front view of the hand held game of FIG. 1.
  • FIG. 5 is a schematic top view of the hand held game of FIG. 1.
  • FIG. 6 is a schematic side view of the hand held game of FIG. 1.
  • FIG. 7 is a block diagram of a computer system.
  • FIGS. 8 and 9 are flow charts of a method for operating the hand held game of FIG. 1.
  • FIG. 10 is a schematic front view of a hand held game.
  • FIG. 11 is a schematic side view of the hand held game of FIG. 10.
  • FIG. 12 is a block diagram of a computer system.
  • FIG. 13 is a schematic perspective view of a hand held game.
  • FIG. 14 is a block diagram of a computer system.
  • FIGS. 1 - 3 show a hand held game 100 .
  • Game 100 has a housing 110 , which may be in the shape of a head, and which permits holding game 100 by hand, resting game 100 in a player's lap, or resting game 100 on a stable platform.
  • Two different input devices are accessible at different locations on the housing 110 of game 100 .
  • Pop-out switches 120 , 122 , 124 , and 126 are located at the top, bottom, left, and right sides, respectively, of housing 110 , and are formed to represent the shape of the hair, chin, and ears, respectively, of a person.
  • a rotational switch 130 is located in the center of housing 110 and is formed to represent the shape of the nose of a person.
  • Pop-out switches 120 , 122 , 124 , and 126 and rotational switch 130 are shown in their actuated positions, in which they are closely held against housing 110 .
  • a start/stop switch 150 and a game selection switch 152 also are located on housing 110 .
  • FIGS. 4 - 6 show game 100 with its input devices in de-actuated positions, in which pop-out switches 120 , 122 , 124 , and 126 are linearly displaced from their actuated positions and are held in their de-actuated positions by connecting rods 140 , 142 , 144 , and 146 , respectively.
  • connecting rods 140 , 142 , 144 , and 146 are coupled to springs that push pop-out switches 120 , 122 , 124 , and 126 away from housing 110 to their de-actuated positions.
  • Pop-out switches 120 , 122 , 124 , and 126 may be pushed back to their actuated positions close to housing 110 by pressing the switches toward housing 110 and compressing the springs coupled to connecting rods 140 , 142 , 144 , and 146 .
  • Pop-out switches 120 , 122 , 124 , and 126 are held in their actuated positions by latch mechanisms, such that the springs coupled to connecting rods 140 , 142 , 144 , and 146 remain compressed when the corresponding switches are pressed into their actuated positions.
  • a latch mechanism for holding a pop-out switch in its actuated position automatically latches when the switch is pressed into its actuated position.
  • Rotational switch 130 is shown in its de-actuated position, in which it is rotated ninety degrees from its actuated position. Rotational switch 130 is held in its de-actuated position by a spring that prevents the switch from moving without player involvement. Rotational switch 130 may be returned to its actuated position by rotating it against the force of the spring.
  • a latch mechanism holds rotational switch 130 in its actuated position, and automatically latches when the switch is rotated into its actuated position to hold the switch in the actuated position.
  • FIG. 7 shows a block diagram of a controller 200 that is contained within housing 110 of hand held game 100 .
  • a processor 210 is coupled to memory 220 , a timer 230 , an output device 240 , rotational switch 130 , and pop-out switches 120 , 122 , 124 , and 126 .
  • Memory 220 stores instructions that are executable by processor 210 for providing the game formats used to play hand held game 100 .
  • Memory 220 also stores data generated while playing with hand held game 100 , such as, for example, scores of games that are played.
  • Timer 230 measures a time period in which a selected input device must be actuated for game play to progress. Timer 230 also controls a game tempo that may change as the game is played.
  • Output device 240 such as a speaker, receives command signals generated by processor 210 during the course of play and generates audible voice instructions or other prompts.
  • an output conditioning device may be used to condition the command signals in order to drive the output device.
  • processor 210 When hand held game 100 is being played, processor 210 sends a command signal to one or more of input devices 120 , 122 , 124 , 126 , and 130 , which causes the input device to be de-actuated from its actuated position.
  • the de-actuation of the input device serves as a visual prompt to a player to actuate the de-actuated input device.
  • Processor 210 receives actuation signals generated by each of input devices 120 , 122 , 124 , 126 , and 130 when an input device is actuated and determines whether the actuation signal corresponds to the selected input device that a player was instructed to actuate.
  • processor 210 selects another input device and generates a corresponding prompt to the user to actuate the selected input device. If a player does not actuate the correct input device within the predetermined time period, processor 210 generates a failure signal for output to output device 240 . Failure signals may include, for example, a scream and/or a drum tag, or another appropriate failure sound.
  • Hand held game 100 may be operated in either “practice mode” or “game mode.”
  • Game selection switch 152 is used for selecting between practice mode and game mode by sliding the switch to one of two positions. Start/stop switch 150 then is pressed by a player to begin the game.
  • controller 210 sends a command signal to cause output device 240 to play an audible message, such as, for example, “Practice! Keep up with me to get the high score!” (step 310 ).
  • controller 210 sends a command signal to a selected one of input devices 120 , 122 , 124 , 126 , and 130 to de-actuate the input device (step 320 ).
  • Timer 230 begins timing the player's response time when processor 210 sends the command signal to de-actuate one of the input devices (step 320 ).
  • the player must actuate the selected input device within a predetermined time period, based on the mode in which the game is being played and how far along in the game the player has proceeded.
  • the player generally has more time to respond and actuate the de-actuated input device early in the game, and has less time to respond later in the game. For example, at move one the player may have four seconds to respond, while at move the player may have three seconds to respond.
  • step 330 If the player successful actuates the selected input device by pushing or rotating the device back into position within the predetermined time period (step 330 ), the player receives one point in the game, which is recorded in memory 220 (step 340 ). Actuating the selected input device within the predetermined time period also causes the input device to send a completion signal to processor 210 (step 340 ). If the game is not over (step 350 ), upon receiving the completion signal, processor 210 immediately resets timer 230 and sends a new command signal to one or more newly selected input devices to de-actuate the newly selected input device(s) (step 360 ). The player then must actuate the de-actuated device(s) within a predetermined time period to receive a point in the game.
  • timer 230 sends a failure signal to processor 210 (step 365 ), which causes processor 210 to reset timer 230 and to send a new command signal to newly selected input devices to de-actuate the input devices (step 370 ).
  • the player does not receive a point unless all of the de-actuated input devices, regardless of when they were de-actuated, are re-actuated within the most recently determined time period.
  • Processor 210 may be programmed to control hand held game 100 in many different ways.
  • One or more of the input devices 120 , 122 , 124 , 126 , and 130 may be de-actuated each time the player successfully re-actuates one or more devices within an allotted time period or when timer 230 times out.
  • the particular input devices that are de-actuated during a move of the game may be predetermined or may be randomly selected.
  • a player may have varying amounts of time to perform an operation.
  • One programming routine is illustrated in the following table. Move Game Action Player's Required Response 1-9 One input device de-actuated. Must re-actuate all input devices within 4 seconds. 10-19 One input device de-actuated. Must re-actuate all input devices within 3 seconds.
  • step 390 The game ends (step 390 ) either when the player presses start/stop switch 150 , or when all the programmed moves have been completed.
  • controller 210 sends a score signal to output device 240 to cause the output device to announce the player's score for the game (step 380 ).
  • a group of players plays the game.
  • One player of the group is chosen by the group to be the active player (step 410 ) and must actuate input devices 120 , 122 , 124 , 126 , and 130 when they are de-actuated by signals sent from processor 210 (step 420 ).
  • the active player's response to the de-actuated input devices is monitored (step 430 ).
  • Successful re-actuation of the selected input devices within the allotted time period causes a completion signal to be sent to processor 210 (step 440 ).
  • processor 210 may immediately reset timer 230 (step 460 ) and send a new command signal to one or more input devices 120 , 122 , 124 , 126 , and 130 to de-actuate the input device(s) (step 420 ).
  • processor 210 may send a change player signal to output device 240 (step 455 ).
  • the change player signal may cause the output device to play a message (step 457 ), such as, for example, “Next Player!”, to indicate that the active player should pass hand held game 100 to another player of the group, newly designated as the active player (step 410 ).
  • the active player remains in the game as long as the active player actuates input devices 120 , 122 , 124 , and 126 within the allotted time period. If an active player fails to actuate the selected input devices in the allotted time period, controller 210 sends a failure signal to output device 240 to eliminate the active player from the game (step 465 ). The failure signal may be a buzz sound. If more than one player remains in the game (step 450 ), a change player message is played (step 457 ), the timer is reset (step 460 ), and a new player is designated as the active player (step 410 ). Hand held game 100 then is passed to the new active player of the group and the game proceeds after waiting a short period of time, such as, for example three seconds. The game continues until all players except the winner have been eliminated from the game (step 490 ).
  • the particular input devices 120 , 122 , 124 , 126 , and 130 that are de-actuated during a move of the game in game mode may be predetermined or may be randomly selected.
  • a player may have varying amounts of time to perform an operation.
  • One programming routine is illustrated in the following table. Move Game Action Player's Required Response 1-9 One input device de-actuated. At Must re-actuate all input active player's 5 th , 6 th , or 7 th move, devices within 4 seconds. selected at random, “Next Active player must pass Player” is announced. game to next player when “Next Player” is announced. 10-19 One input device de-actuated.
  • another hand held game 10 provides audible signals that instruct a player to actuate a particular input device, such as a pressure switch, a pull switch, or a rotational switch. If the particular input device is not actuated within a predetermined period of time, such as a second, the game outputs an audible error signal, stopping play and indicating that the player who failed to actuate the input device is eliminated from that round of play.
  • the audible signals instructing a player to actuate an input device can be selected to be either voice messages or musical sounds or prompts, corresponding to each input device.
  • game 10 has a housing 11 that is formed for providing a convenient gripping portion end 12 for holding game 10 in by hand.
  • Three different types of actuation devices are accessible at different locations on game 10 .
  • Two pressure switches 13 a and 13 b referred to herein as bop it buttons, are located at each end of a cylindrical portion 16 of housing 11 so that a player may actuate a bop it button at either of two locations by pressing the button.
  • a pull-switch 14 herein referred to as a pull knob, is located at the gripping portion end 12 of housing 11 . Pull knob 14 is actuated by pulling the knob along an axial axis 17 extending along gripping portion 12 .
  • a rotational switch 15 herein referred to as a twist knob, is located at the end of housing 11 that is opposite gripping portion end 12 . Twist knob 15 is actuated by rotating twist knob around axial axis 17 . Housing 11 provides an area of openings 18 so that sound produced by an audible output device, such as a speaker, can be heard during the course of play.
  • an audible output device such as a speaker
  • FIG. 12 shows a schematic block diagram 2 of the game 10 .
  • a processor or controller 21 is connected to a memory 22 , a timer 23 , an output device 24 , bop it buttons 13 a and 13 b , pull knob 14 , and twist knob 15 .
  • Memory 22 stores instructions that are executable by processor 21 for providing three different game formats described below.
  • Memory 22 also stores data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play.
  • Timer 23 is used for measuring a predetermined period of time, such as a second, in which a selected input device must be actuated for game play to progress and for generating a game tempo that may increase randomly or according to a predetermined algorithm as game play progresses.
  • Processor 21 , memory 22 , and timer 23 may be implemented using readily available integrated circuits that have operational capabilities that are suitable for providing the functions and techniques described above. Additionally, the functions and techniques may be performed by one or more application specific integrated circuits that have the operational capabilities to perform the functions and techniques.
  • Output device 24 such as a speaker, receives command signals generated by processor 21 during the course of play and generates audible voice instructions or musical prompts.
  • an output-conditioning device can be used for conditioning the command signals in a well-known manner for driving speaker 24 .
  • Processor 21 receives actuation signals generated by each of bop it buttons 13 a and 13 b , pull knob 14 , and twist knob 15 , and determines whether the actuation signal corresponds to the selected input device a player was instructed to actuate. If a player actuates the correct input device in response to an instruction within the predetermined period of time, processor selects another input device at random and generates corresponding command signals for output to speaker 24 . If a player actuates an incorrect input device, or does not actuate the correct input device within the predetermined period of time, as measured by timer 23 , processor 21 generates an error command signal for output to speaker 24 , such as a scream and/or a drum tag, or another appropriate error sound.
  • an error command signal for output to speaker 24 , such as a scream and/or a drum tag, or another appropriate error sound.
  • Pull knob 14 is used for selecting one of three different game formats for play by pulling the knob an appropriate number of times for each particular game format, and for repeating a player's score after a round in one of the game formats.
  • a bop it button is actuated to start a game once a particular game format has been selected, or to start a new round.
  • a first game format for two or more players, outputs audible voice messages instructing a player to “bob it”, “pull it”, or “twist it”, along with an audible underlying beat.
  • the first player hits a bop it button to start play and, after one measure of the underlying beat, must follow the voice instructions generated by the game in tempo with the underlying beat by performing an appropriate operation within a relatively short period of time, such as a second.
  • the game is passed the next player; such as to the player to the left, during a measure of pass it music.
  • Game play continues in this manner until a player makes a mistake by either failing to perform the specified instructions with the set period of time or by performing the instruction incorrectly. When this occurs, the game generates a scream sound, indicating that the current player has been eliminated, and play stops. The remaining players continue play in the same manner until one player remains, who is the winner. The tempo of the game increases as the game progresses.
  • a second game format for two or more players, is similar to the first format, but rather than providing game play through verbal instructions, the second game format provides instructions in the form of musical sounds, or prompts, to which game players must respond. That is, when the game produces, for example, a drumming-type sound, a player must hit a bop it button 13 a or 13 b . When a pull sound is produced, such as a sliding scale of tones, a player must pull pull knob 14 . Similarly, when a twist sound, such as a ratcheting sound, is produced, a player must twist twist knob 15 .
  • the first player hits a bop button to start play and, after one measure of the underlying beat, must follow the musical prompts generated by the game in tempo with the underlying beat by performing an appropriate operation within a relatively short period of time.
  • the game is passed to the next player, such as to the player to the left, during a measure of pass it music.
  • Game play continues in this manner until a player makes a mistake by either failing to perform the specified action within the set period of time or by performing the action incorrectly. When this occurs, the game generates a scream sound, indicating that the current player has been eliminated, and play stops. The remaining players continue play in the same manner until one-player remains, who is the winner.
  • the tempo of the game randomly increases as the game progresses.
  • hand held game 10 is adapted for use by a solo game player or for one player at a time.
  • voice instructions are provided that must be followed by the game player.
  • a player hits a button to start play and, after one measure of the underlying beat, by performing an appropriate operation within a relatively short period of time.
  • Game play continues in this manner until the player makes a mistake by either failing to perform the specified action within the set period of time or by performing the action incorrectly.
  • an error sounds is first produced and then an indication of the player's score is audibly produced, such as by a count of drum beats.
  • the pull knob can be pulled before start of another game to hear the player's score again.
  • the tempo of the game randomly increases as the game progresses.
  • Game 30 is a hand held game of elimination 30 that can have, for example, four game formats and five different types of actuation devices.
  • Game 30 provides audible signals instructing a player to actuate a particular input device, such as a pressure switch, a pull switch, a rotational switch, a spin switch, or a lever switch. If the particular input device is not actuated within a predetermined time period, such as a second, the game outputs an audible error signal, stopping play and indicating that the player who failed to actuate the input device is eliminated from that round of play.
  • the audible signals instructing a player to actuate an input device can be selected to be either voice messages or musical sounds, or prompts, corresponding to each input device.
  • game 30 has a housing 32 that provides two handle portions 34 , for convenient gripping by hand.
  • Five different actuation types of input devices are accessible at different locations on game 30 .
  • Each of two bop it buttons 36 is located on each side of the housing 32 , so that a player may actuate a bop it button at either of two locations by a pushing action.
  • a pull knob 38 is actuated by pulling the knob 38 along its longitudinal axis parallel to the axis of curvature of the handle portion 34 where the pull knob 38 is fixed, by a pulling action.
  • a twist knob 40 is actuated by rotating the knob 40 about its longitudinal axis parallel to the axis of curvature of the handle portion 34 where the twist knob 40 is fixed, by a twisting action.
  • a spin switch herein referred to as a spin wheel 42
  • a lever switch herein referred to as a flick knob 44
  • Housing 32 provides an area of openings 46 so that sound produced by an audible output device, such as a speaker, can be heard during the course of play.
  • FIG. 14 shows a schematic block diagram of a system for operating game 30 .
  • a processor or controller 50 is connected to a memory 52 , a timer 54 , an output device 56 , bop it buttons 36 , pull knob 38 , a twist knob 40 , a spin wheel 42 , and flick knob 44 .
  • Memory 52 stores instructions that are executable by processor 50 for providing four different game formats described below.
  • Memory 52 also stores data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play.
  • Timer 54 is used for measuring a predetermined period of time, such as a second, in which a selected input device must be actuated for game play to progress and for generating a game tempo that increases as game play progresses.
  • Processor 50 , memory 52 and timer 54 may be readily available integrated circuits that have operational capabilities are suitable for providing the functions and techniques described above. Additionally, the functions and techniques may be performed by one or more application specific integrated circuits that have the operational capabilities to perform the functions and techniques
  • Output device 56 such as a speaker receives command signals generated by processor 50 during the course of play and generates audible voice instructions or musical prompts.
  • an output-conditioning device can be used for conditioning the command signals in a well-known manner for driving speaker 56 .
  • Processor 50 receives actuation signals generated by either bop it button 36 , pull knob 38 , twist knob 40 , flick knob 44 , or spin wheel 42 , and determined whether the actuation signal corresponds to the selected input device a player was instructed to actuate. If a player actuates the correct input device in response to an instruction within the predetermined period of time, as measured by timer 54 , processor 50 generates an error command signal for output to speaker 56 , such as a scream and/or a drum tag, or other appropriate error sound.
  • Pull knob 38 is used for selecting one of four different game formats for play by pulling the pull knob 38 an appropriate number of times for each particular game format, and for repeating a player's score after a round in one of the game formats.
  • a bop it button 3 is actuated to start a game once a particular game format has been selected, or to start a new round.
  • Vox Bop game one, herein referred to as Vox Bop, may be selected by pulling pull knob 38 once.
  • Vox Bop is a game format for more than one player.
  • the objective of Vox Bop is to be the last player “alive” by correctly reacting to commands output by speaker 56 .
  • “Alive” players are those who have not received an error prompt or message after failing to actuate the correct input device in a timely fashion.
  • processor 50 outputs a command signal to the speaker 56 and game voice prompts such as “bop it”, “pull it,” “twist it,” “spin it,” or “flick it” begin.
  • Players must actuate the button or knob that corresponds to the indicated prompt. Prompts can be called out randomly in tempo to the beat. If the player responds correctly and within the time period given to the prompt, the player will hear an audio response appropriate to that switch. If the player actuates the wrong switch or does not respond within the time period given, the game pauses and an error message or prompt is output by the speaker 56 in response to an error signal output by the processor 50 . The player who commits the error is out, and the game 30 is passed to the next player. Alternatively, a player may receive a “pass it” command. The “pass it” command may be generated randomly. The player must then pass game 30 to the next player. The tempo of the underlying beat may be increased during the course of play.
  • a second game can be, for example, similar to Vox Bop, but with command and error prompts announced with characteristic noises or musical sounds instead of voice prompts.
  • This game format be selected, for example, by pulling the pull it knob 38 twice, then started by pressing the bop it button 36 .
  • a third game can be designed for solo players, or for one player at a time.
  • This game format may be similar to the first game except that no “pass it” command is issued, the player's score is automatically announced after an error prompt, and the game is restarted.
  • a fourth game can be designed for solo players, or for one player at a time. This game may be similar to the second game except that no “pass it” command is issued, and the player's score is automatically announced after an error prompt and the game is restarted.
  • controller systems and game programming described here may be realized in digital electronic circuitry, computer hardware, firmware, software, or combinations thereof.
  • the controller may include one or more programmable processors that receive data and instructions from, and transmit data and instructions to, a data storage system, and suitable input and output devices.
  • Each game program may be implemented in a high-level procedural or object-oriented programming language, or in assembly or machine language if desired; and in any case, the language may be a compiled or interpreted language.
  • Suitable processors include, by way of example, both general and special purpose microprocessors.
  • a processor will receive instructions and data from a read-only memory and/or a random access memory.
  • Storage devices suitable for tangibly embodying computer instructions and data include all forms of non-volatile memory, including semiconductor memory devices, such as EPROM, EEPROM, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM disks.
  • ASICs application specific integrated circuits
  • the hand held game need not be made in the shape of a head.
  • Input devices may be actuated in ways other than the pushing and rotating method described, such as, for example, by pulling, pressing or toggling an input device.
  • the processor may be programmed to perform different operations on the input device and to respond to different ways to the actuation of input devices. Accordingly, other embodiments are within the scope of the following claims.

Abstract

A game apparatus for one or more users includes at least two input devices each of which requires a mechanical action for actuation, and a controller coupled to the input devices. The controller is operable to select at least one of the input devices and to send a command signal to the selected input device to de-actuate the selected input device. The controller also is operable to define an actuation time period and to detect whether a selected input device is actuated within the actuation time period after the input device is de-actuated. If the selected input device is actuated within the actuation time period, the controller is operable to select at least one other input device and to send a command signal to the other input device to de-actuate the other input device.

Description

    RELATED APPLICATIONS
  • This application is a continuation-in-part of U.S. application Ser. No. 09/304,637, filed May 4, 1999, which is a continuation-in-part of U.S. application Ser. No. 08/933,944, filed Sep. 19, 1997, both of which are incorporated by reference. [0001]
  • TECHNICAL FIELD
  • This invention relates to games, and more particularly to a hand-held games played by a single player or by multiple players. [0002]
  • BACKGROUND
  • Games that generate instructions or prompts are known. With such games, a player may perform an action in response to a sound or other prompt produced by a game apparatus. [0003]
  • SUMMARY
  • In one general aspect, a game apparatus for one or more users includes at least two input devices, each of which requires a mechanical action for actuation, and a controller coupled to the input devices. The controller is operable to select at least one of the input devices and to send a command signal to the selected input device to de-actuate the selected input device thereby sending a visual signal to the one or more players to actuate the at least one selected input device. The controller also is operable to define an actuation time period and to detect whether a selected input device is actuated within the actuation time period after the input device is de-actuated. If the selected input device is actuated within the actuation time period, the controller is operable to select at least one other input device and to send a command signal to the other input device to de-actuate the other input device. [0004]
  • Implementations may include one or more of the following features. For example, the game apparatus may include a memory coupled to the controller, and the controller may be operable to increase the value of a score stored in the memory only if the selected input device is actuated within the actuation time period. [0005]
  • The game apparatus may include an audible output device coupled to the controller and operable to provide an audible signal to the user. The controller may be operable to generate a failure signal. If the at least one selected input device is not actuated within the actuation time period. The controller also may be operable to cause the output device to output an audible approval signal if the selected input device is actuated within the actuation time period. [0006]
  • The mechanical actions required to actuate the input devices may include pushing actions and rotating actions. The controller may be operable to perform operations in a specified sequence and to re-execute operations if the controller detects that the selected input devices are actuated within the actuation time period. The controller also may be operable to re-define the actuation time period as a shorter actuation time period when the operations are re-executed. [0007]
  • The controller may be operable to send a pass command signal to the audible output device immediately after the controller detects that the selected input device has been actuated within the actuation time period. In response to the pass command signal, the audible output device may output an audible message for a user to pass the game apparatus to another user. The audible message may be a verbal message. [0008]
  • Other features and advantages will be apparent from the description and drawings, and from the claims. [0009]
  • DESCRIPTION OF DRAWINGS
  • FIG. 1 is a schematic front view of a hand held game. [0010]
  • FIGS. 2 and 3 are schematic side views of the hand held game of FIG. 1. [0011]
  • FIG. 4 is a schematic front view of the hand held game of FIG. 1. [0012]
  • FIG. 5 is a schematic top view of the hand held game of FIG. 1. [0013]
  • FIG. 6 is a schematic side view of the hand held game of FIG. 1. [0014]
  • FIG. 7 is a block diagram of a computer system. [0015]
  • FIGS. 8 and 9 are flow charts of a method for operating the hand held game of FIG. 1. [0016]
  • FIG. 10 is a schematic front view of a hand held game. [0017]
  • FIG. 11 is a schematic side view of the hand held game of FIG. 10. [0018]
  • FIG. 12 is a block diagram of a computer system. [0019]
  • FIG. 13 is a schematic perspective view of a hand held game. [0020]
  • FIG. 14 is a block diagram of a computer system. [0021]
  • Like reference symbols in the various drawings indicate like elements. [0022]
  • DETAILED DESCRIPTION
  • FIGS. [0023] 1-3 show a hand held game 100. Game 100 has a housing 110, which may be in the shape of a head, and which permits holding game 100 by hand, resting game 100 in a player's lap, or resting game 100 on a stable platform. Two different input devices are accessible at different locations on the housing 110 of game 100. Pop- out switches 120, 122, 124, and 126 are located at the top, bottom, left, and right sides, respectively, of housing 110, and are formed to represent the shape of the hair, chin, and ears, respectively, of a person. A rotational switch 130 is located in the center of housing 110 and is formed to represent the shape of the nose of a person. Pop- out switches 120, 122, 124, and 126 and rotational switch 130 are shown in their actuated positions, in which they are closely held against housing 110. A start/stop switch 150 and a game selection switch 152 also are located on housing 110.
  • FIGS. [0024] 4-6 show game 100 with its input devices in de-actuated positions, in which pop-out switches 120, 122, 124, and 126 are linearly displaced from their actuated positions and are held in their de-actuated positions by connecting rods 140, 142, 144, and 146, respectively. In the illustrated implementation, connecting rods 140, 142, 144, and 146 are coupled to springs that push pop-out switches 120, 122, 124, and 126 away from housing 110 to their de-actuated positions. Pop- out switches 120, 122, 124, and 126 may be pushed back to their actuated positions close to housing 110 by pressing the switches toward housing 110 and compressing the springs coupled to connecting rods 140, 142, 144, and 146. Pop- out switches 120, 122, 124, and 126 are held in their actuated positions by latch mechanisms, such that the springs coupled to connecting rods 140, 142, 144, and 146 remain compressed when the corresponding switches are pressed into their actuated positions. A latch mechanism for holding a pop-out switch in its actuated position automatically latches when the switch is pressed into its actuated position.
  • [0025] Rotational switch 130 is shown in its de-actuated position, in which it is rotated ninety degrees from its actuated position. Rotational switch 130 is held in its de-actuated position by a spring that prevents the switch from moving without player involvement. Rotational switch 130 may be returned to its actuated position by rotating it against the force of the spring. A latch mechanism holds rotational switch 130 in its actuated position, and automatically latches when the switch is rotated into its actuated position to hold the switch in the actuated position.
  • FIG. 7 shows a block diagram of a [0026] controller 200 that is contained within housing 110 of hand held game 100. A processor 210 is coupled to memory 220, a timer 230, an output device 240, rotational switch 130, and pop- out switches 120, 122, 124, and 126.
  • [0027] Memory 220 stores instructions that are executable by processor 210 for providing the game formats used to play hand held game 100. Memory 220 also stores data generated while playing with hand held game 100, such as, for example, scores of games that are played.
  • [0028] Timer 230 measures a time period in which a selected input device must be actuated for game play to progress. Timer 230 also controls a game tempo that may change as the game is played.
  • [0029] Output device 240, such as a speaker, receives command signals generated by processor 210 during the course of play and generates audible voice instructions or other prompts. Alternatively, if processor 210 does not have the capability to drive output device 240 directly, an output conditioning device may be used to condition the command signals in order to drive the output device.
  • When hand held [0030] game 100 is being played, processor 210 sends a command signal to one or more of input devices 120, 122, 124, 126, and 130, which causes the input device to be de-actuated from its actuated position. The de-actuation of the input device serves as a visual prompt to a player to actuate the de-actuated input device. Processor 210 receives actuation signals generated by each of input devices 120, 122, 124, 126, and 130 when an input device is actuated and determines whether the actuation signal corresponds to the selected input device that a player was instructed to actuate. If a player responds to a prompt by actuating the correct one of input devices 120, 122, 124, 126, and 130 within a predetermined time period, as measured by timer 230, processor 210 selects another input device and generates a corresponding prompt to the user to actuate the selected input device. If a player does not actuate the correct input device within the predetermined time period, processor 210 generates a failure signal for output to output device 240. Failure signals may include, for example, a scream and/or a drum tag, or another appropriate failure sound.
  • Hand held [0031] game 100 may be operated in either “practice mode” or “game mode.” Game selection switch 152 is used for selecting between practice mode and game mode by sliding the switch to one of two positions. Start/stop switch 150 then is pressed by a player to begin the game.
  • Referring to FIG. 8, in practice mode, when the game begins (step [0032] 300), controller 210 sends a command signal to cause output device 240 to play an audible message, such as, for example, “Practice! Keep up with me to get the high score!” (step 310). After the message is played, controller 210 sends a command signal to a selected one of input devices 120, 122, 124, 126, and 130 to de-actuate the input device (step 320). Once the selected one of input devices 120, 122, 124, 126, or 130 has been de-actuated, for example, by releasing the latch holding the input device in its actuated position, the spring coupled to the selected input device causes the input device to move to its de-actuated position. Timer 230 begins timing the player's response time when processor 210 sends the command signal to de-actuate one of the input devices (step 320). The player must actuate the selected input device within a predetermined time period, based on the mode in which the game is being played and how far along in the game the player has proceeded. The player generally has more time to respond and actuate the de-actuated input device early in the game, and has less time to respond later in the game. For example, at move one the player may have four seconds to respond, while at move the player may have three seconds to respond.
  • If the player successful actuates the selected input device by pushing or rotating the device back into position within the predetermined time period (step [0033] 330), the player receives one point in the game, which is recorded in memory 220 (step 340). Actuating the selected input device within the predetermined time period also causes the input device to send a completion signal to processor 210 (step 340). If the game is not over (step 350), upon receiving the completion signal, processor 210 immediately resets timer 230 and sends a new command signal to one or more newly selected input devices to de-actuate the newly selected input device(s) (step 360). The player then must actuate the de-actuated device(s) within a predetermined time period to receive a point in the game. If the player does not actuate the selected de-actuated device(s) within the predetermined time period, timer 230 sends a failure signal to processor 210 (step 365), which causes processor 210 to reset timer 230 and to send a new command signal to newly selected input devices to de-actuate the input devices (step 370). The player does not receive a point unless all of the de-actuated input devices, regardless of when they were de-actuated, are re-actuated within the most recently determined time period.
  • [0034] Processor 210 may be programmed to control hand held game 100 in many different ways. One or more of the input devices 120, 122, 124, 126, and 130 may be de-actuated each time the player successfully re-actuates one or more devices within an allotted time period or when timer 230 times out. The particular input devices that are de-actuated during a move of the game may be predetermined or may be randomly selected. A player may have varying amounts of time to perform an operation. One programming routine is illustrated in the following table.
    Move Game Action Player's Required Response
     1-9 One input device de-actuated. Must re-actuate all input devices
    within 4 seconds.
    10-19 One input device de-actuated. Must re-actuate all input devices
    within 3 seconds.
    20-29 Two input devices de-actuated. Must re-actuate all input devices
    within 3 seconds.
    30-39 Two input device de-actuated. Must re-actuate all input devices
    within 2 seconds.
    40-49 Three input device de-actuated. Must re-actuate all input devices
    within 4 seconds.
    50-59 Three input device de-actuated. Must re-actuate all input devices
    within 3 seconds.
    60-69 Three input device de-actuated. Must re-actuate all input devices
    within 2 seconds.
    70-79 Four input device de-actuated. Must re-actuate all input devices
    within 4 seconds.
    80-89 Four input device de-actuated. Must re-actuate all input devices
    within 3 seconds.
    90-99 Four input device de-actuated. Must re-actuate all input devices
    within 2 seconds.
  • The game ends (step [0035] 390) either when the player presses start/stop switch 150, or when all the programmed moves have been completed. Upon completion of the game, controller 210 sends a score signal to output device 240 to cause the output device to announce the player's score for the game (step 380).
  • Referring to FIG. 9, in game mode, a group of players plays the game. One player of the group is chosen by the group to be the active player (step [0036] 410) and must actuate input devices 120, 122, 124, 126, and 130 when they are de-actuated by signals sent from processor 210 (step 420). The active player's response to the de-actuated input devices is monitored (step 430). Successful re-actuation of the selected input devices within the allotted time period causes a completion signal to be sent to processor 210 (step 440). If the game is not over (step 450), upon receiving the completion signal, processor 210 may immediately reset timer 230 (step 460) and send a new command signal to one or more input devices 120, 122, 124, 126, and 130 to de-actuate the input device(s) (step 420). Alternatively, upon receiving a completion signal, and at a random, semi-random, or predetermined move number for an active player, processor 210 may send a change player signal to output device 240 (step 455). The change player signal may cause the output device to play a message (step 457), such as, for example, “Next Player!”, to indicate that the active player should pass hand held game 100 to another player of the group, newly designated as the active player (step 410).
  • The active player remains in the game as long as the active player actuates [0037] input devices 120, 122, 124, and 126 within the allotted time period. If an active player fails to actuate the selected input devices in the allotted time period, controller 210 sends a failure signal to output device 240 to eliminate the active player from the game (step 465). The failure signal may be a buzz sound. If more than one player remains in the game (step 450), a change player message is played (step 457), the timer is reset (step 460), and a new player is designated as the active player (step 410). Hand held game 100 then is passed to the new active player of the group and the game proceeds after waiting a short period of time, such as, for example three seconds. The game continues until all players except the winner have been eliminated from the game (step 490).
  • The [0038] particular input devices 120, 122, 124, 126, and 130 that are de-actuated during a move of the game in game mode may be predetermined or may be randomly selected. A player may have varying amounts of time to perform an operation. One programming routine is illustrated in the following table.
    Move Game Action Player's Required Response
     1-9 One input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 4 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    10-19 One input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 3 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    20-29 One input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 2 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    30-39 Two input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 3 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    40-49 Three input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 4 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    50-59 Three input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 3 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    60-69 Three input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 2 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    70-79 Four input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 4 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    80-89 Four input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 3 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
    90-99 Four input device de-actuated. At Must re-actuate all input
    active player's 5th, 6th, or 7th move, devices within 2 seconds.
    selected at random, “Next Active player must pass
    Player” is announced. game to next player when
    “Next Player” is
    announced.
  • Referring to FIGS. 10 and 11, another hand held [0039] game 10 provides audible signals that instruct a player to actuate a particular input device, such as a pressure switch, a pull switch, or a rotational switch. If the particular input device is not actuated within a predetermined period of time, such as a second, the game outputs an audible error signal, stopping play and indicating that the player who failed to actuate the input device is eliminated from that round of play. The audible signals instructing a player to actuate an input device can be selected to be either voice messages or musical sounds or prompts, corresponding to each input device.
  • In FIGS. 10 and 11, [0040] game 10 has a housing 11 that is formed for providing a convenient gripping portion end 12 for holding game 10 in by hand. Three different types of actuation devices are accessible at different locations on game 10. Two pressure switches 13 a and 13 b, referred to herein as bop it buttons, are located at each end of a cylindrical portion 16 of housing 11 so that a player may actuate a bop it button at either of two locations by pressing the button. A pull-switch 14, herein referred to as a pull knob, is located at the gripping portion end 12 of housing 11. Pull knob 14 is actuated by pulling the knob along an axial axis 17 extending along gripping portion 12. A rotational switch 15, herein referred to as a twist knob, is located at the end of housing 11 that is opposite gripping portion end 12. Twist knob 15 is actuated by rotating twist knob around axial axis 17. Housing 11 provides an area of openings 18 so that sound produced by an audible output device, such as a speaker, can be heard during the course of play.
  • FIG. 12 shows a schematic block diagram [0041] 2 of the game 10. A processor or controller 21 is connected to a memory 22, a timer 23, an output device 24, bop it buttons 13 a and 13 b, pull knob 14, and twist knob 15. Memory 22 stores instructions that are executable by processor 21 for providing three different game formats described below. Memory 22 also stores data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play. Timer 23 is used for measuring a predetermined period of time, such as a second, in which a selected input device must be actuated for game play to progress and for generating a game tempo that may increase randomly or according to a predetermined algorithm as game play progresses. Processor 21, memory 22, and timer 23 may be implemented using readily available integrated circuits that have operational capabilities that are suitable for providing the functions and techniques described above. Additionally, the functions and techniques may be performed by one or more application specific integrated circuits that have the operational capabilities to perform the functions and techniques.
  • Output device [0042] 24, such as a speaker, receives command signals generated by processor 21 during the course of play and generates audible voice instructions or musical prompts. Alternatively, if processor 21 does not have the capability to drive speaker 24 directly, an output-conditioning device can be used for conditioning the command signals in a well-known manner for driving speaker 24.
  • Processor [0043] 21 receives actuation signals generated by each of bop it buttons 13 a and 13 b, pull knob 14, and twist knob 15, and determines whether the actuation signal corresponds to the selected input device a player was instructed to actuate. If a player actuates the correct input device in response to an instruction within the predetermined period of time, processor selects another input device at random and generates corresponding command signals for output to speaker 24. If a player actuates an incorrect input device, or does not actuate the correct input device within the predetermined period of time, as measured by timer 23, processor 21 generates an error command signal for output to speaker 24, such as a scream and/or a drum tag, or another appropriate error sound. Pull knob 14 is used for selecting one of three different game formats for play by pulling the knob an appropriate number of times for each particular game format, and for repeating a player's score after a round in one of the game formats. A bop it button is actuated to start a game once a particular game format has been selected, or to start a new round.
  • A first game format, for two or more players, outputs audible voice messages instructing a player to “bob it”, “pull it”, or “twist it”, along with an audible underlying beat. The first player hits a bop it button to start play and, after one measure of the underlying beat, must follow the voice instructions generated by the game in tempo with the underlying beat by performing an appropriate operation within a relatively short period of time, such as a second. At the end of a player's turn, indicated by a voice instruction to “pass it”, the game is passed the next player; such as to the player to the left, during a measure of pass it music. Game play continues in this manner until a player makes a mistake by either failing to perform the specified instructions with the set period of time or by performing the instruction incorrectly. When this occurs, the game generates a scream sound, indicating that the current player has been eliminated, and play stops. The remaining players continue play in the same manner until one player remains, who is the winner. The tempo of the game increases as the game progresses. [0044]
  • A second game format, for two or more players, is similar to the first format, but rather than providing game play through verbal instructions, the second game format provides instructions in the form of musical sounds, or prompts, to which game players must respond. That is, when the game produces, for example, a drumming-type sound, a player must hit a bop it [0045] button 13 a or 13 b. When a pull sound is produced, such as a sliding scale of tones, a player must pull pull knob 14. Similarly, when a twist sound, such as a ratcheting sound, is produced, a player must twist twist knob 15.
  • In the second game format, the first player hits a bop button to start play and, after one measure of the underlying beat, must follow the musical prompts generated by the game in tempo with the underlying beat by performing an appropriate operation within a relatively short period of time. At the end of a player's turn, indicated by a musical prompt to pass it, the game is passed to the next player, such as to the player to the left, during a measure of pass it music. Game play continues in this manner until a player makes a mistake by either failing to perform the specified action within the set period of time or by performing the action incorrectly. When this occurs, the game generates a scream sound, indicating that the current player has been eliminated, and play stops. The remaining players continue play in the same manner until one-player remains, who is the winner. The tempo of the game randomly increases as the game progresses. [0046]
  • In a third game format, hand held [0047] game 10 is adapted for use by a solo game player or for one player at a time. In this format, voice instructions are provided that must be followed by the game player. A player hits a button to start play and, after one measure of the underlying beat, by performing an appropriate operation within a relatively short period of time. Game play continues in this manner until the player makes a mistake by either failing to perform the specified action within the set period of time or by performing the action incorrectly. When the player commits an error during play, an error sounds is first produced and then an indication of the player's score is audibly produced, such as by a count of drum beats. The pull knob can be pulled before start of another game to hear the player's score again. The tempo of the game randomly increases as the game progresses.
  • Referring to FIGS. 13 and 14, another hand held game [0048] 30 is shown. Game 30 is a hand held game of elimination 30 that can have, for example, four game formats and five different types of actuation devices. Game 30 provides audible signals instructing a player to actuate a particular input device, such as a pressure switch, a pull switch, a rotational switch, a spin switch, or a lever switch. If the particular input device is not actuated within a predetermined time period, such as a second, the game outputs an audible error signal, stopping play and indicating that the player who failed to actuate the input device is eliminated from that round of play. The audible signals instructing a player to actuate an input device can be selected to be either voice messages or musical sounds, or prompts, corresponding to each input device.
  • As shown in FIG. 13, game [0049] 30 has a housing 32 that provides two handle portions 34, for convenient gripping by hand. Five different actuation types of input devices are accessible at different locations on game 30. Each of two bop it buttons 36, is located on each side of the housing 32, so that a player may actuate a bop it button at either of two locations by a pushing action. A pull knob 38 is actuated by pulling the knob 38 along its longitudinal axis parallel to the axis of curvature of the handle portion 34 where the pull knob 38 is fixed, by a pulling action. A twist knob 40, is actuated by rotating the knob 40 about its longitudinal axis parallel to the axis of curvature of the handle portion 34 where the twist knob 40 is fixed, by a twisting action. A spin switch, herein referred to as a spin wheel 42, is rotatably connected at its center to the housing 32, and is actuated by a spinning action. A lever switch, herein referred to as a flick knob 44, is actuated by pushing the switch 44 perpendicularly to its longitudinal axis, by a flicking action. Housing 32 provides an area of openings 46 so that sound produced by an audible output device, such as a speaker, can be heard during the course of play.
  • FIG. 14 shows a schematic block diagram of a system for operating game [0050] 30. A processor or controller 50 is connected to a memory 52, a timer 54, an output device 56, bop it buttons 36, pull knob 38, a twist knob 40, a spin wheel 42, and flick knob 44. Memory 52 stores instructions that are executable by processor 50 for providing four different game formats described below. Memory 52 also stores data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play. Timer 54 is used for measuring a predetermined period of time, such as a second, in which a selected input device must be actuated for game play to progress and for generating a game tempo that increases as game play progresses. Processor 50, memory 52 and timer 54 may be readily available integrated circuits that have operational capabilities are suitable for providing the functions and techniques described above. Additionally, the functions and techniques may be performed by one or more application specific integrated circuits that have the operational capabilities to perform the functions and techniques.
  • [0051] Output device 56 such as a speaker receives command signals generated by processor 50 during the course of play and generates audible voice instructions or musical prompts. Alternatively, if processor 50 does not have the capability to drive speaker 56 directly, an output-conditioning device can be used for conditioning the command signals in a well-known manner for driving speaker 56.
  • Processor [0052] 50 receives actuation signals generated by either bop it button 36, pull knob 38, twist knob 40, flick knob 44, or spin wheel 42, and determined whether the actuation signal corresponds to the selected input device a player was instructed to actuate. If a player actuates the correct input device in response to an instruction within the predetermined period of time, as measured by timer 54, processor 50 generates an error command signal for output to speaker 56, such as a scream and/or a drum tag, or other appropriate error sound. Pull knob 38 is used for selecting one of four different game formats for play by pulling the pull knob 38 an appropriate number of times for each particular game format, and for repeating a player's score after a round in one of the game formats. A bop it button 3 is actuated to start a game once a particular game format has been selected, or to start a new round.
  • For example, game one, herein referred to as Vox Bop, may be selected by pulling [0053] pull knob 38 once. Vox Bop is a game format for more than one player. The objective of Vox Bop is to be the last player “alive” by correctly reacting to commands output by speaker 56. “Alive” players are those who have not received an error prompt or message after failing to actuate the correct input device in a timely fashion. Once game one is selected, a player may begin the game by pressing a bop it button. This will initiate and underlying beat. After one measure of beat, processor 50 outputs a command signal to the speaker 56 and game voice prompts such as “bop it”, “pull it,” “twist it,” “spin it,” or “flick it” begin. Players must actuate the button or knob that corresponds to the indicated prompt. Prompts can be called out randomly in tempo to the beat. If the player responds correctly and within the time period given to the prompt, the player will hear an audio response appropriate to that switch. If the player actuates the wrong switch or does not respond within the time period given, the game pauses and an error message or prompt is output by the speaker 56 in response to an error signal output by the processor 50. The player who commits the error is out, and the game 30 is passed to the next player. Alternatively, a player may receive a “pass it” command. The “pass it” command may be generated randomly. The player must then pass game 30 to the next player. The tempo of the underlying beat may be increased during the course of play.
  • A second game can be, for example, similar to Vox Bop, but with command and error prompts announced with characteristic noises or musical sounds instead of voice prompts. This game format be selected, for example, by pulling the pull it [0054] knob 38 twice, then started by pressing the bop it button 36.
  • A third game can be designed for solo players, or for one player at a time. This game format may be similar to the first game except that no “pass it” command is issued, the player's score is automatically announced after an error prompt, and the game is restarted. [0055]
  • A fourth game can be designed for solo players, or for one player at a time. This game may be similar to the second game except that no “pass it” command is issued, and the player's score is automatically announced after an error prompt and the game is restarted. [0056]
  • Various implementations of the controller systems and game programming described here may be realized in digital electronic circuitry, computer hardware, firmware, software, or combinations thereof. The controller may include one or more programmable processors that receive data and instructions from, and transmit data and instructions to, a data storage system, and suitable input and output devices. Each game program may be implemented in a high-level procedural or object-oriented programming language, or in assembly or machine language if desired; and in any case, the language may be a compiled or interpreted language. Suitable processors include, by way of example, both general and special purpose microprocessors. [0057]
  • Generally, a processor will receive instructions and data from a read-only memory and/or a random access memory. Storage devices suitable for tangibly embodying computer instructions and data include all forms of non-volatile memory, including semiconductor memory devices, such as EPROM, EEPROM, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM disks. [0058]
  • Any of the foregoing may be supplemented by, or implemented in, specially designed ASICs (application specific integrated circuits). [0059]
  • It should be understood that the above detailed description and specific examples are given by way of illustration only, since various changes and modifications will become apparent to those skilled in the art from this detailed description. [0060]
  • It will be understood that modifications may be made. For example, the hand held game need not be made in the shape of a head. Input devices may be actuated in ways other than the pushing and rotating method described, such as, for example, by pulling, pressing or toggling an input device. The processor may be programmed to perform different operations on the input device and to respond to different ways to the actuation of input devices. Accordingly, other embodiments are within the scope of the following claims. [0061]

Claims (21)

What is claimed is:
1. A game apparatus for one or more users comprising:
at least two input devices each requiring a mechanical action for actuation; and
a controller coupled to each of the input devices and operable to:
select at least one of the input devices;
send a command signal to the at least one selected input device to de-actuate the at least one selected input device thereby sending a visual signal to the one or more users to actuate the at least one selected input device;
define an actuation time period;
detect whether the at least one selected input device is actuated within the actuation time period after the at least one selected input device is de-actuated; and
if the at least one selected input device is actuated within the actuation time period, select at least one other input device and send a command signal to the selected at least one other input device to de-actuate the selected at least one other input device.
2. The game apparatus of
claim 1
further comprising a memory coupled to the controller, wherein the controller is further operable to increase the value of a score stored in the memory if the at least one selected input device is actuated within the actuation time period, and not to increase the value of a score in the memory if the at least one selected input device is not actuated within the actuation time period.
3. The game apparatus of
claim 1
further comprising an audible output device coupled to the controller and operable to provide an audible signal to the user.
4. The game apparatus of
claim 3
wherein the controller is further operable to generate a failure signal if the at least one selected input device is not actuated within the actuation time period.
5. The game apparatus of
claim 3
wherein the controller is further operable to cause the output device to output an audible approval signal if the at least one selected input device is actuated within the actuation time period.
6. The game apparatus of
claim 1
wherein the mechanical action comprises a pushing action.
7. The game apparatus of
claim 1
wherein the mechanical action comprises a rotating action.
8. The game apparatus of
claim 1
wherein the controller is further operable to perform operations in a specified sequence.
9. The game apparatus of
claim 8
wherein the controller is further operable to re-execute the operations if the controller detects that the at least one selected input device is actuated within the actuation time period.
10. The game apparatus of
claim 9
wherein the controller is operable to re-define the actuation time period as a shorter actuation time period when the operations are re-executed.
11. The game apparatus of
claim 3
wherein the controller is further operable to send a pass command signal to the audible output device immediately after the controller detects that the at least one selected input device has been actuated within the actuation time period, and the audible output device outputs, in response to the pass command signal, an audible message for a user to pass the game apparatus to another user.
12. The game apparatus of
claim 11
wherein the audible message comprises a verbal message.
13. A game apparatus for one or more users comprising:
at least two input devices each requiring a mechanical action for actuation;
means for selecting at least one of the input devices;
means for sending a command signal to the at least one selected input device to de-actuate the at least one selected input device thereby sending a visual signal to the one or more users to actuate the at least one selected input device;
means for defining an actuation time period;
means for detecting whether the at least one selected input device is actuated within the actuation time period after the selected input device is de-actuated;
means for selecting at least one other input device; and
means for sending a command signal to the selected at least one other input device to de-actuate the selected at least one other input device if the selected at least one input device is actuated within the actuation time period.
14. The game apparatus of
claim 13
further comprising:
means for storing a score; and
means for increasing the value of a stored score if the at least one selected input devices is actuated within the actuation time period and for not increasing the value of the stored score if the selected input devices are not actuated within the actuation time period.
15. The game apparatus of
claim 13
further comprising means for providing an audible signal to the user.
16. The game apparatus of
claim 15
further comprising means for generating a failure signal if the at least one selected input device is not actuated within the actuation time period.
17. The game apparatus of
claim 15
further comprising means for causing the audible signal means to output an audible approval signal if the at least one selected input device is actuated within the actuation time period.
18. The game apparatus of
claim 13
wherein the mechanical actions include pushing actions.
19. The game apparatus of
claim 13
wherein the mechanical actions include rotating actions.
20. The game apparatus of
claim 15
further comprising means for sending a pass command signal to the audible signal means immediately after detecting that the at least one selected input device has been actuated within the actuation time period, and the audible signal means outputs, in response to the pass command signal, an audible signal for a user to pass the game apparatus to another user.
21. The game apparatus of
claim 20
wherein the audible signal is a verbal message.
US09/799,487 1997-09-19 2001-03-07 Hand held game Abandoned US20010009866A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US09/799,487 US20010009866A1 (en) 1997-09-19 2001-03-07 Hand held game

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
US08/933,994 US6086478A (en) 1997-09-19 1997-09-19 Hand-held voice game
US09/304,637 US6210278B1 (en) 1997-09-19 1999-05-04 Hand-held voice game
US09/799,487 US20010009866A1 (en) 1997-09-19 2001-03-07 Hand held game

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
US09/304,637 Continuation-In-Part US6210278B1 (en) 1997-09-19 1999-05-04 Hand-held voice game

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US20010009866A1 true US20010009866A1 (en) 2001-07-26

Family

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Family Applications (1)

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US09/799,487 Abandoned US20010009866A1 (en) 1997-09-19 2001-03-07 Hand held game

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US (1) US20010009866A1 (en)

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050003733A1 (en) * 2003-05-01 2005-01-06 Janice Ritter Elastic sound-making toy with rotatable appendages
US7351148B1 (en) 2004-09-15 2008-04-01 Hasbro, Inc. Electronic sequence matching game and method of game play using same
US7410170B1 (en) 2006-06-26 2008-08-12 Hasbro, Inc. Game having an electronic instruction unit
US7780166B1 (en) 2006-06-01 2010-08-24 Big Monster Toys, Llc Game having an electronic instruction unit with a mechanical die agitator
US7985137B1 (en) 2005-07-13 2011-07-26 Klitsner Industrial Design, Inc Hand-held electronic game device
US8070162B1 (en) 2004-09-23 2011-12-06 Hasbro, Inc. Game having an electronic instruction unit
US20120064495A1 (en) * 2009-05-26 2012-03-15 Panther International Pty Ltd. training system
US8651953B2 (en) 2007-02-01 2014-02-18 Mattel, Inc. Electronic game device and method of using the same
US11278792B2 (en) * 2016-09-13 2022-03-22 Antsy Labs Llc Handheld touch apparatus with movable tactile features
US20220176235A1 (en) * 2016-09-13 2022-06-09 Antsy Labs Llc Handheld touch apparatus with movable tactile features

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050003733A1 (en) * 2003-05-01 2005-01-06 Janice Ritter Elastic sound-making toy with rotatable appendages
US7351148B1 (en) 2004-09-15 2008-04-01 Hasbro, Inc. Electronic sequence matching game and method of game play using same
US8070162B1 (en) 2004-09-23 2011-12-06 Hasbro, Inc. Game having an electronic instruction unit
US7985137B1 (en) 2005-07-13 2011-07-26 Klitsner Industrial Design, Inc Hand-held electronic game device
US7780166B1 (en) 2006-06-01 2010-08-24 Big Monster Toys, Llc Game having an electronic instruction unit with a mechanical die agitator
US7410170B1 (en) 2006-06-26 2008-08-12 Hasbro, Inc. Game having an electronic instruction unit
US8651953B2 (en) 2007-02-01 2014-02-18 Mattel, Inc. Electronic game device and method of using the same
US20120064495A1 (en) * 2009-05-26 2012-03-15 Panther International Pty Ltd. training system
US11278792B2 (en) * 2016-09-13 2022-03-22 Antsy Labs Llc Handheld touch apparatus with movable tactile features
US20220176235A1 (en) * 2016-09-13 2022-06-09 Antsy Labs Llc Handheld touch apparatus with movable tactile features
US11745091B2 (en) * 2016-09-13 2023-09-05 Antsy Labs Llc Handheld touch apparatus with movable tactile features

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Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:KLITSNER, DANIEL;CLEMENS, BRIAN;REEL/FRAME:011596/0852

Effective date: 20010302

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION