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| United States Patent Application |
20080254846
|
| Kind Code
|
A1
|
|
Magers; Ronald G.
;   et al.
|
October 16, 2008
|
GAME PIECE ADVANCING SKILL GAME AND METHODS
Abstract
A game piece advancing skill game having a base with a mole figure that
extends upwardly through an opening in the base, and a tower having a
bell at its upper end. Another mole character is mounted on the tower and
the toy is adapted such that striking the mole character on the base
causes the mole character on the tower to be advanced upwardly toward the
bell by an amount proportional to the striking force applied to the
character on the base. A toy mallet is provided for striking the mole
character on the base. In addition, LEDs are provided at spaced intervals
on the tower as designated by numerals 1 through 9. The toy is adapted so
that during game play the LEDs on the tower are turned on or off by
striking the character on the base so that the mole character on the
tower is advanced upwardly to the level of a targeted LED. The targeted
LED is then either turned on or off based on game play rules and the
player achieves a pre-determined number of points. For example, if the
number 6 LED is targeted, a player must strike the mole figure on the
base with an appropriate amount of force to cause the mole figure on the
tower to be advanced upwardly to the number 6 LED without reaching the
number 7 LED. The apparatus includes game play for a number of different
games which are based on the concept of turning the LEDs either on or
off.
| Inventors: |
Magers; Ronald G.; (Essex, MA)
; Prabhakar; Jay; (Bedford, NH)
; Weissblum; Aaron; (Alna, ME)
|
| Correspondence Address:
|
PERRY HOFFMAN & ASSOCIATES P.C.
PO BOX 1649
DEERFIELD
IL
60015
US
|
| Assignee: |
Hasbro, Inc.
Pawtucket
RI
|
| Serial No.:
|
733418 |
| Series Code:
|
11
|
| Filed:
|
April 10, 2007 |
| Current U.S. Class: |
463/7; 273/129K |
| Class at Publication: |
463/7; 273/129.K |
| International Class: |
A63F 9/24 20060101 A63F009/24; A63F 7/24 20060101 A63F007/24 |
Claims
1. A player skill game apparatus, comprising:an elongated element
including a playing region intermediate a first end and a second end of
the elongated element with two or more designations thereon;a base
element for supporting the elongated element in a substantially vertical
orientation;an indicator for generating a player skill instruction with
reference to one or more of the designations;an actuator that is player
operable in response to the player skill instruction; anda game piece
disposed in relation to the playing region for being advanced in response
to the player operable actuator.
2. An apparatus as recited in claim 1 wherein the base element is integral
with the elongated element.
3. An apparatus as recited in claim 1 wherein the elongated element
comprises one or more hinges intermediate the first end and second end
thereof, with the first end of the elongated element being receivable in
the base element for supporting the playing region of the elongated
element in a substantially vertical orientation.
4. An apparatus as recited in claim 1 comprising a bell at the second end
of the elongated element.
5. An apparatus as recited in claim 1 wherein the game piece is provided
in relation to the playing region for being advanced to the one or more
of the designations in response to the player operable actuator.
6. An apparatus as recited in claim 1 wherein the game piece is advanced
to the one or more of the designations in response to the player skill
instruction.
7. An apparatus as recited in claim 6 wherein the game piece is advanced
to another one or more of the designations in response to a further
player skill instruction.
8. An apparatus as recited in claim 1 wherein the actuator imparts
movement for advancement of the game piece in the playing region to one
or more of the designations.
9. An apparatus as recited in claim 1 wherein the actuator is provided
with the base element for imparting movement to the game piece for being
advanced in the playing region intermediate a first end and a second end
of the elongated element to one or more of the designations.
10. An apparatus as recited in claim 1 wherein the actuator comprises a
lever assembly in the base element.
11. An apparatus as recited in claim 1 wherein the indicator for
generating the player skill instruction comprises a plurality of light
emitting elements positioned with reference to one or more of the
designations.
12. An apparatus as recited in claim 1 wherein the indicator comprises an
annunciator for generating an audible player skill instruction with
reference to one or more of the designations.
13. An apparatus as recited in claim 1, comprising a plurality of switch
elements at the playing region intermediate the first end and second end
of the elongated element associated with the two or more designations,
wherein the indicator comprises an information processor for generating
the player skill instruction, said information processor being
operatively coupled with the plurality of switch elements for determining
a position of the game piece disposed in relation to the playing region
with reference to the designations.
14. An apparatus as recited in claim 13 wherein the game piece comprises a
puck and a cam surface to dwell at one of the plurality of switch
elements when advanced in the playing region to the one or more of the
designations.
15. A player skill game apparatus, comprising:an elongated element
including a playing region intermediate a first end and a second end of
the elongated element with two or more designations thereon;a base
element for supporting the elongated element in a substantially vertical
orientation;a game piece;an information processor for generating a player
skill instruction with reference to one or more of the designations;
andan actuator that is player operable in response to the player skill
instruction, said information processor determining a position of the
game piece disposed in relation to the playing region with reference to
the designations.
16. An apparatus as recited in claim 15, wherein said game piece is
advanced in relation to the playing region in response to the player
operable actuator.
17. An apparatus as recited in claim 16 wherein the game piece is advanced
to the one or more of the designations in response to the player skill
instruction.
18. An apparatus as recited in claim 17 wherein the game piece is advanced
to another one or more of the designations in response to a further
player skill instruction.
19. A player skill game method, comprising:providing two or more
designations on a playing region intermediate a first end and a second
end of an elongated element with a game piece disposed in relation to the
playing region;supporting the elongated element in a substantially
vertical orientation;generating a player skill instruction with reference
to one or more of the designations;operable player actuation for use in
response to the player skill instruction; anddetermining a position of
the game piece disposed in relation to the playing region with reference
to the designations in response to the player operable actuator.
20. A method as recited in claim 19 comprising information processing for
generating various modes of game play.
Description
FIELD OF THE INVENTION
[0001]The present invention relates generally to toys and more
particularly to skill activity toys in which the child performs an
activity or a series of activities responsive to generated player skill
instructions with reference to one or more goal designations.
BACKGROUND OF THE INVENTION
[0002]The strong man attraction that would be seen at a carnival or fair
where a player uses a mallet to hit a target which causes an object to
travel up a tower towards a bell is well known. At a carnival the goal is
always to hit the bell. Certain mechanisms have been employed in various
versions of the strong man attraction for adding entertainment value
including light displays and/or mechanical apparatus. It is also known to
detect the height of travel of the object. For example, as a variation on
this, U.S. Pat. No. 1,277,799 to Weber for "Mechanical Toy" issued Sep.
3, 1918 discloses a toy in which a player utilizes a mallet for engaging
a plunger on a base to cause a projectile or figure to be propelled
upwardly toward a target figure or bell. The Weber apparatus causes a
flag or an object similarly disposed to be revealed accompanying the
target figure or bell being hit.
[0003]However, the prior art fails to disclose a device providing a skill
game in which a player must apply an appropriate amount of force to
advance upwardly to target a pre-designated level on a tower, adapted for
a game play activity or a series of activities responsive to generated
player skill instructions, e.g., with reference to one or more goal
designations or in order to score points. Likewise skill games and
skill-based activity toys have not been provided in which a player must
apply an appropriate amount of force to a target figure using a mallet or
the like, in order to cause a second figure to be advanced upwardly to a
pre-designated level adapted for game play in which players attempt to
cause a character object to be advanced upwardly to a designated target,
a series of targets, or different areas on the tower according to
instructions.
[0004]While children have played with strong man attraction apparatus for
some time, a game piece advancing skill game has not been provided with
game play for children performing an activity or a series of activities
responsive to a generated player skill instruction with reference to one
or more goal designations. Accordingly it would be desirable to provide
toys in the form of game piece advancing skill games with methods
employing a player skill for applying an appropriate amount of force to a
target figure in order to cause a second figure to be advanced upwardly
to a pre-designated level on a tower.
SUMMARY OF THE INVENTION
[0005]In accordance with the present inventions, game piece advancing
skill games and methods facilitate use of a player skill for applying an
appropriate amount of force which may be used in connection with
associated game play.
[0006]The player skill game apparatus and methods provide two or more
designations on a playing region intermediate a first end and a second
end of an elongated element with a game piece disposed in relation to the
playing region. In a described embodiment the elongated element can be
provided in sections and is supported in a substantially vertical
orientation with a base element. An indicator is provided for generating
a player skill instruction with reference to one or more of the
designations. An actuator that is player operable in response to the
player skill instruction, and a game piece disposed in relation to the
playing region can be advanced in response to the player operable
actuator. The player skill game apparatus may determine a position of the
game piece disposed in relation to the playing region with reference to
the designations in response to the player operable actuator, and
information processing may be provided for generating various modes of
game play.
[0007]Briefly summarized, the inventions relate generally to game piece
advancing skill games and methods using a player skill for applying an
appropriate amount of force to an actuator that is player operable in
response to the player skill instruction, with a game piece disposed in
relation to the playing region for being advanced in response to the
player operable actuator. As is more specifically disclosed in the
detailed embodiments the actuator is provided as a lever assembly which
may include a first figure for use in connection with an applied striking
force, for example using a mallet or the like, and the game piece may be
provided as a puck or a second figure to be advanced upwardly to a
pre-designated level on an elongated element or tower.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008]For the purpose of facilitating an understanding of the inventions,
the accompanying drawings and description illustrate a preferred
embodiment thereof, from which the inventions, structure, construction
and operation, and many related advantages may be readily understood and
appreciated.
[0009]FIG. 1A is a front elevation view of a game piece advancing skill
game assembly embodiment according to the present invention, and FIGS. 1B
and 1C illustrate an operation thereof with a game piece disposed in
relation to the playing region for being advanced in response to the
player operable actuator from the base of the embodiment shown;
[0010]FIG. 2A is a front elevation view of an elongated tower element
including a playing region intermediate a first end and a second end of
the tower with designations on its playing region; and FIGS. 2B and 2C
are perspective views of a game piece showing a mole figure embodiment
comprising as a glamour cap puck and cam surface components respectively,
with FIG. 2D showing the game piece disposed in a track in relation to
the playing region for being advanced in accordance with the present
invention;
[0011]FIG. 2E is an electronics schematic diagram showing information
processor and related circuitry including light emitting elements and
switches for use in connection with the game piece disposed in the track,
with the information processor being operatively coupled with switch
elements for determining a position of the game piece disposed in
relation to the playing region for being advanced in accordance with the
present invention with reference to designations of the playing region;
[0012]FIGS. 3A and 3B illustrate perspective and sectional views of a base
element for use with the tower, the base element of the embodiment shown
incorporating an actuator that is player operable according to a player
skill for applying an appropriate amount of force to a target figure;
[0013]FIG. 4A illustrates assembly of the elongated tower element from
sections where the elongated element comprises one or more of the hinges
shown, and FIGS. 4B and 4C further illustrate the assembly of
intermediate first and second ends, with FIG. 4D showing the first end of
the elongated element being receivable with the base element for
supporting the elongated tower element in its substantially vertical
orientation in accordance with the present invention; and
[0014]FIGS. 5A-E are programming flow charts for the information processor
circuitry of FIG. 2E for operating an indicator generating player skill
instructions with reference to the designations of the game playing
region and the plurality of light emitting and associated switch elements
determining positions of the game piece disposed in relation to the
playing region in response to the actuator for a player skill applying
the appropriate amount of force to the target figure in order to cause
the second figure to be advanced upwardly to pre-designated levels on a
tower with reference to the designations of the game playing region.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015]The following description is provided to enable those skilled in the
art to make and use the described embodiments set forth in the best modes
contemplated for carrying out the invention. Various modifications,
however, will remain readily apparent to those skilled in the art. Any
and all such modifications, equivalents, and alternatives are intended to
fall within the spirit and scope of the present invention.
[0016]Referring now to the Figures, FIG. 1A shows a front elevation view
of a table-top version of the strong man attraction embodiment of a game
piece advancing skill game assembly 10 which includes a tower or
elongated element 12 having a playing region intermediate a first end and
a second end of the elongated element with two or more designations
thereon. Herein, the game assembly 10 employs a base 14 having a first
mole FIG. 20 thereon which extends upwardly through an opening 52 in the
base 14, as discussed in connection with FIG. 3A. As shown in FIGS. 1A
and 2A, the elongated tower element 12 has first and second ends of the
tower with designations on its playing region, and a track 32 for guiding
a game piece puck or (second) mole character 18. Basic operation and
control functions are provided through audible and lighted operations,
and further through a multiple button interface in which a start button
24 initiates play for selected games, select button 26 is pressed to
select one of multiple games available, and a power button switches power
on/off, e.g., hold for 0.5 seconds to turn off. The mole FIG. 20 also
provides an actuator which is player operable in response to the player
skill instruction, and a bell which is electronically activated can be
further used to confirm number of players for selected game activated
with puck or mole FIG. 18.
[0017]With reference to FIGS. 1B and 1C, the tower has the bell at its
upper end. In addition, LEDs are provided at spaced intervals on the
tower as designated by numerals 1 through 9, 16a, 16b, 16c, 16d, 16e,
16f, 16g, 16h, 16i respectively described further below in connection
with Indicator/Information processor 72. The tower is adapted so that
striking the mole character 20 on the base 14 causes the mole character
18 on the tower 12 to be advanced upwardly toward the bell by an amount
which is proportional to the striking force applied to the character on
the base. A toy mallet 30 is provided for striking the mole character on
the base. The toy is adapted so that during game play the LEDs on the
tower are turned on or off by striking the character on the base so that
the mole character on the tower is advanced upwardly to the level of a
targeted LED. The targeted LED is then either turned on or off based on
game play rules and the player achieves a pre-determined number of
points. For example, if the number 6 LED is targeted, a player must
strike the mole figure on the base with an appropriate amount of force to
cause the mole figure on the tower to be advanced upwardly to the number
6 LED without reaching the number 7 LED. The game assembly 10 includes
game play for a number of different games which are based on the concept
of turning the LEDs either on or off.
[0018]The game piece 18 is provided in relation to the playing region for
being advanced to the one or more of the designations in response to the
player operable actuator 20, and is advanced to the one or more of the
designations in response to the player skill instruction. FIGS. 1B and 1C
illustrate an operation of the game assembly 10 in which a puck or game
piece 18 disposed in relation to the playing region for being advanced in
response to the player operable actuator 20 from the base 12. As
described further below, in this game the player attempts to hit
different areas on the tower as instructed by the game via LEDs located
at different points on the tower, which includes a series of LED's along
the vertical member and which is adapted for game play in which a player
must attempt to cause a character to be advanced upwardly to a designated
target LED in order to score points. Players must apply an appropriate
amount of force to a target figure using mallet 30 or the like, in order
to cause a second figure to be advanced upwardly to a pre-designated
level adapted for game play in which players attempt to cause a character
object to be advanced upwardly to a designated target, a series of
targets, or different areas on the tower according to instructions.
[0019]FIGS. 2B and 2C are perspective views of a game piece showing a mole
figure embodiment comprising as a glamour cap puck 38 and cam surface 42
and puck 40 components respectively. The mole character 18 provides a
nylon or acrylic puck mounted on the tower of the toy, with FIG. 2D
showing the game piece disposed in a track 32 in relation to the playing
region for being advanced therein. The other components of the game
assembly are made of conventional PVC plastic or the like. A plurality of
switch elements 44, 46 at the playing region intermediate the first end
and second end of the elongated element 12 is associated with the two or
more designations, wherein the indicator/information processor 72
generates the player skill instruction, operatively coupled with the
plurality of switch elements 44, 46 for determining positions of the game
piece disposed in relation to the playing region with reference to the
designations. Apertures for LED openings 48, 50 are provided between the
tracks 32 of the elongated element for light emitting elements. The game
piece cam surface 42 also establishes a dwell time of several
microseconds at one or more of the plurality of switch elements when
advanced in the playing region to the one or more of the designations.
[0020]Referring to FIG. 2E an electronics schematic diagram shows
information processor 72 and related circuitry including driver 74 for
light emitting elements and switches 78 for use in connection with the
game piece disposed in the track 32, with the information processor 72
being operatively coupled with switch elements for determining a position
of the game piece 18 disposed in relation to the playing region for being
advanced with reference to designations of the playing region. Audible
sound output is provided with a speaker 76. The circuitry with
Indicator/Information processor 72 generates player skill instructions as
described with reference to one or more of the designations, etc.
[0021]The actuator 20 is player operable actuating element 34 coupled with
a lever 56 and spring 58 responsive to the actuator 20, and FIGS. 3A and
3B showing perspective and sectional views of the actuator 20 of the base
for use with the tower. The base element of the embodiment has shown
incorporates the actuator 20 as player operable according to a player
skill for applying an appropriate amount of force to a target figure.
[0022]With reference to FIG. 4A the elongated tower element 12 is provided
from sections where the elongated element 12 comprises one or more of the
hinges shown in FIG. 4A. FIGS. 4B and 4C further illustrate the assembly
of intermediate first and second ends 62, 64 in motions 66, 68 as
indicated with referenced arrows showing directions. FIG. 4D shows the
first end of the elongated element 12 being receivable at 36 with the
base element at 54 with, e.g., a ball and socket engagement or the like
for supporting the elongated tower element 12. As described, the base
element 14 supports the elongated element 12 in its substantially
vertical orientation. The base element 14 may be provided as integral
with the elongated element 12. In the described embodiment the elongated
element 12 comprises one or more hinges intermediate the first end and
second end thereof, with the first end of the elongated element being
receivable in the base element for supporting the playing region of the
elongated element in a substantially vertical orientation. The assembled
game assembly 10 could be approximately 30 to 40 inches high, with
components including a base that houses electromechanical components such
as batteries, circuit board, buttons and mole character; and vertical
sections that are hinged connected together using features of dual 90
degree sliding hinges to form the tower, designed into the column along
with the breakaway feature such that the entire game assembly 10 fits in
a small box acceptable to retailers. The batteries (C cells) also provide
a ballast weight for base 14 which others simply houses passive
electronic components. The mole (puck) shape game piece 18 is essentially
flat and can accept a label. The mallet or hammer may be constructed from
plastic and/or dense foam. The game assembly 10 as is described may
accommodate one or two players but multiple players are possible. Upon
power on, a light and sound show welcomes players. Players select a game,
and once a game is selected the unit will direct player one to take their
turn and let them know if they are successful or not. It will then direct
player two to take a turn. After each player has completed the determined
amount of turns the game will announce winner/best score and prompt
players to play again or choose another game.
[0023]With reference to FIGS. 5A-E, programming flow chart state diagrams
are shown for the information processor 72 circuitry of FIG. 2E for
operating an indicator generating player skill instructions with
reference to the designations of the game playing region and the
plurality of light emitting, LEDs 16a-16i and associated switch elements
44, 46 determining positions of the game piece 18 disposed in relation to
the playing region in response to the actuator 20. As described the
player skill applies the appropriate amount of force to the target figure
in order to cause the second figure to be advanced upwardly to
pre-designated levels on a tower with reference to the designations of
the game playing region.
[0024]The below Sound/Phrase Table, illustrates exemplary Sound effect
(SPX), SP (Speech) and Music audio samples generated using the
Indicator/Information processor 72 of the game assembly 10. Various skill
game/game play examples are illustrated herein and below. With reference
to FIG. 5A, the programming flow chart 80 provides a Power Up/Game choice
block 82 which proceeds to Game Select 82. From the game select control
states shown it is appreciated that the flow chart 80 state diagram
proceeds to select games, herein Hammer Time 86 (see FIG. 5B); Lights Out
(Super Striker below) 88 (see FIG. 5C); Hit 100 (Power Play below) 90
(see FIG. 5D); Zero to Sixty 92 (see FIG. 5E); otherwise Power off 94.
With reference to FIG. 5B Hammer Time 86 proceeds to Play High Score 96,
and a 60 second timer is started at block 98 from which decision logic
100 illustrated determines Regions 1-9 and Turns On respective light
emitting elements at blocks: LED1 102; LED2 104; LED3 106; LED4 108; LED5
110; LED6 112; LED7 114; LED8 116; LED9 118 respectively. After timeout,
the player user score is provided at block 120; update to the high score
is provided at block 122; the information processor 72 indicated "Wanna
play again?" speech; and a 2 minute timer is started at block 126 from
which the game state proceeds either to the Select Game 84 state or Power
Off 94.
[0025]With reference to FIG. 5C and Game example #2 (SUPER STRIKER) below,
the Lights Out game 88 or SUPER STRIKER game provides as an object of the
game to hit the striker with the hammer so that the puck puts out each
light as it appears as quickly as possible. The game ends when five
lights are lit at the same time. As the game progresses the lights come
on faster and faster. Periodically the game will ask the player to ring
the bell. The player must hit the bell to score a bonus hit and the top
light will go out. When lights are lit at the same time, the game ends
and the players will hear their total score in seconds. After timeout,
the player user score is provided at block 120; update to the high score
is provided at block 122; the information processor 72 indicated "Wanna
play again?" speech; and a 2 minute timer is started at block 126 from
which the game state proceeds either to the Select Game 84 state or Power
Off 94.
[0026]With reference to FIG. 5D and Game example #3 (POWER PLAY) below,
the Hit 100 game 90 or SUPER STRIKER game provides as an object of the
game to light up all nine targets in the least time possible. After all
the lights are lit and the bell at the top has been rung, the
Indicator/Information processor 72 will announce the players' time in
seconds. After timeout, the player user score is provided at block 120;
update to the high score is provided at block 122; the information
processor 72 indicated "Wanna play again?" speech; and a 2 minute timer
is started at block 126 from which the game state proceeds either to the
Select Game 84 state or Power Off 94.
[0027]With reference to FIG. 5E the Zero to Sixty game 92 provides as an
object of the game to score more point than an opposing player in a
series of games. After timeout, a 2 minute timer is started at block 126
from which the game state proceeds either to the Select Game 84 state or
Power Off 94. As described further below, other sill games are
contemplated such as a ROUTE 66 game in which the object of the game is
to score 66 points in the least amount of time. In the one player game
players try to beat their best time. A timer starts as soon as the player
hits the striker for the first time. Each target lit is worth 2 points.
SOUND/PHRASE TABLE for exemplary Sound effect (SPX), SP (Speech), Music:
TABLE-US-00001
TYPE Phrase 1 Phrase 2 Phrase 3
SFX Powerup
Speech Great to see `ya!
Speech Choose a game.
SFX Select/Start button sound
Speech Route 66!
Speech Super striker!
Speech Power play!
SFX Power/Select/Start button
sound
Speech How many players?
Speech Ring the bell to let me
know.
SFX Bell sound
Speech One player!
Speech Ready-go!
Music Background Music 1
SFX LED on/off
Speech Hit the bell!
SFX Bell sound
SFX Reward sound
Speech Your score is (.020) Ten (020) Seconds.
Speech Your score is (.020) Ten (020) Seconds.
Speech Your score is (.020) Ten (020) Seconds.
Speech Your score is (.020) Eleven (020) Seconds.
Speech Your score is (.020) Twelve (020) Seconds.
Speech Your score is (.020) Thirteen (020) Seconds.
Speech Your score is (.020) Fourteen (020) Seconds.
Speech Your score is (.020) Fifteen (020) Seconds.
Speech Your score is (.020) Sixteen (020) Seconds.
Speech Your score is (.020) Seventeen (020) Seconds.
Speech Your score is (.020) Eighteen (020) Seconds.
Speech Your score is (.020) Nineteen (020) Seconds.
Speech Your score is (.020) Twenty (020) Seconds.
Speech Your score is (.020) Twenty-one (020) Seconds.
Speech Your score is (.020) Twenty-two (020) Seconds.
Speech Your score is (.020) Twenty-three (020) Seconds.
Speech Your score is (.020) Twenty-four (020) Seconds.
Speech Your score is (.020) Twenty-five (020) Seconds.
Speech Your score is (.020) Twenty-six (020) Seconds.
Speech Your score is (.020) Twenty-seven (020) Seconds.
Speech Your score is (.020) Twewnty-eight (020) Seconds.
Speech Your score is (.020) Twenty-nine (020) Seconds.
Speech Your score is (.020) Thirty (020) Seconds.
Speech Wanna play again?
Speech Great job!
Music Background Music 2
Music Background Music 3
STARTING THE GAME:
[0028]Press the "POWER ON/OFF" button play: SFX PowerupProceed to:
Music+LED (random flashing) begin simultaneously.After approximately 4
seconds begin instruction below:SP: <Great to see ya!>SP:
<Choose a game!>Player presses "SELECT" button and players hear:
SP: <Route 66>
[0029]Player presses "SELECT" button and players hear:
SP: <Power Play>
[0030]Player presses "SELECT" button and players hear:
SP: <Super Striker>
[0031]When a player hears the game they wish to play:Player presses
"START" buttonIndicator/Information processor 72 reaffirms the game
selected by announcing it:
Example 1
Indicator/Information Processor 72 Announces: <Route 66>
[0032]Player presses: "START" buttonIndicator/Information processor 72
announces: <Route 66>If the player does not wish to play this game
player may press "SELECT" button again and Indicator/Information
processor 72 will announce next game. If player does not press "SELECT"
button again within 2 seconds the following occurs:Indicator/Information
processor 72 announces:SP: <How many players>SP: <Ring the bell
to let me know>Each time "puck" reaches bell on the top of the tower
play: SFX BellPlayer hits the target with the mallet to ring the bell--if
bell is rung one time game announces: SP+32SP: <one player>If bell
is rung two times game announces: SP+32SP: <two players>When a game
selection is confirmed (Route 66, Superstriker, Power Play) the
Indicator/Information processor 72 confirms the number of players.
GAME PLAY:
GAME #1: ROUTE 66
FOR ONE PLAYER:
[0033]The object of the game is to score 66 points in the least amount of
time. In the one player game players try to beat their best time. A timer
starts as soon as the player hits the striker for the first time. Each
target lit is worth 2 points.Player presses "START" button
(Indicator/Information processor 72 asks for number of players and player
confirms "STARTING GAME PLAY")SP+score+SP<High score is XXX
seconds>
SP+SP<Ready Go!>
Music
[0034]When an LED is activated (ON or OFF) play sound effect. Player
attempts to light up each section as quick as possible in order to score
66 points. Once a player scores 66 points the game will announce:
score+SP<XX seconds>SP<great job>If the player has not scored
66 points after 60 seconds have expired the Indicator/Information
processor 72 announces:SP<holey moley>SP<wanna play again>If
player pressed "START" button proceed to:SP+score+SP<High score is
XXX>
SP+SP<Ready Go!>
Music<SFX Music>
[0035]If player presses "SELECT" button proceed to game select sequence
under "START THE GAME". If player DOES NOT press "START" or "SELECT"
button after 120 seconds then proceed to SLEEP MODE while maintaining
game state memory (high scores).
FOR TWO PLAYERS:
[0036]Players play head to head. A timer starts as soon as the striker is
hit for the first time. The object of the game is to be the first player
to score 66 points or higher. Players have 20 seconds each turn to light
up as many targets as possible. Each target lit is worth 2 points. Should
player 1 score 66 points or higher during their turn, the game will
announce:SP+score+SP<High score is XXX seconds>SP+SP<Player
one>SP+SP<Ready go!>
Music
[0037]Timer does not begin until the mole is hit with the mallet for the
first time. Player one attempts to score as many points as possible for a
20 second duration.Indicator/Information processor 72 announces:
<SFX>
[0038]SP+SP<Player one>SP+score+SP<Your score is XXX
seconds>Indicator/Information processor 72 announces:SP+SP<Player
two>SP+SP<Ready go!>
Music
[0039]Timer does not begin until the mole is hit with the mallet for the
first time. Player two attempts to score as many points as possible for a
20 second duration.Turns continue until one player accumulates 66 or more
points. If Player 1 accumulates 66 points first then the following
occurs:Indicator/Information processor 72 announces:SP+SP+SP<Player
two last chance>Player 2 has an opportunity to out score player 1.If
Player 2 succeeds in scoring more points than player one then
Indicator/Information processor 72 announces:SP+SP<Player
two>SP<You win>In the event of a tie the game will
announce:SP<tie score>SP+SP<Player one>SP<Last
chance>SP+SP<Ready go>Player one attempts to score as many
points as possible during a 20 second duration. At end of turn
Indicator/Information processor 72 announces:SP+SP<Player
one>SP+score+SP<Your score is XXX points> these points are added
to players existing point totalIndicator/Information processor 72
announces:SP+SP<Player two>SP<Last chance>SP+SP<Ready
go>Player two attempts to score as many points as possible during a 20
second duration. At the end of turn Indicator/Information processor 72
announces:SP+SP<Player two>SP+score+SP<Your score is XXX
points> these points are added to players existing point totalIf
either player is winner game announces:SP+SP/SP<Player
one/two>SP<You win>In the event of a tie the game will
announce:SP<Tie game>SP<Wanna play again>
[0040]If player pressed "START" button proceed to: (Indicator/Information
processor 72 asks for number of players and player confirms "STARTING
GAME PLAY")
Proceed according to number of players identified. If player presses
"SELECT" button proceed to game select sequence under "STARTING THE
GAME". If player DOES NOT press "START" or "SELECT" button after 120
seconds then proceed to SLEEP MODE while maintaining game state memory
(high scores).
GAME #2: SUPER STRIKER
FOR ONE PLAYER:
[0041]The object of the game is to hit the striker with the hammer so that
the puck puts out each light as it appears as quickly as possible. The
game ends when five lights are lit at the same time. As the game
progresses the lights come on faster and faster. Periodically the game
will ask the player to ring the bell. The player must hit the bell to
score a bonus hit and the top light will go out. When 5 lights are lit at
the same time, the game ends and the players will hear their total score
in seconds.Player presses "START" button (Indicator/Information processor
72 asks for number of players and player confirms "STARTING GAME
PLAY")SP+score+SP<High score is XXX seconds>
SP+SP<Ready Go!>
Music
[0042]At (2 second intervals--as game progresses lights come on at a
faster pace) lights come on at random locations. Player attempts turn off
the lights by launching the puck to the appropriate section
(illuminated). If 5 lights become illuminated at the same time, game
ends. Periodically the game will call out: SP<ring it>When a player
hears this prompt they can launch the puck to hit the bell as a bonus. If
the player hits the bell within (2 seconds) of hearing the prompt then
the top most light illuminated at the time will go out. Upon the
condition of 5 lights being illuminated concurrently, the
Indicator/Information processor 72 will announce:
<SFX>
[0043]SP<Great job>SP+score+SP<Your score is XXX
seconds>SP<Wanna play again>If player pressed "START" button
proceed to: (Indicator/Information processor 72 asks for number of
players and player confirms "STARTING GAME PLAY") Proceed according to
number of players identified. If player presses "SELECT" button proceed
to game select sequence under "STARTING THE GAME". If player DOES NOT
press "START" or "SELECT" button after 120 seconds then proceed to SLEEP
MODE while maintaining game state memory (high scores).
FOR TWO PLAYERS:
[0044]Players play head to head. A timer starts as soon as the first light
is activated. The object of the game is to last the longest before the
game gets 5 lights on. If player pressed "START" button proceed to:
(Indicator/Information processor 72 asks for number of players and player
confirms "STARTING GAME PLAY"). Indicator/Information processor 72
announces:SP+score+SP<High score is XXX seconds>SP+SP<Player
one>SP+SP<Ready go>Lights begin random sequence.
[0045]Player one continues to "turn off" lights as they come on. Upon the
condition of 5 lights being illuminated concurrently, the
Indicator/Information processor 72 will announce:
<SFX>
[0046]SP<Great job>SP+score+SP<Your score is XXX seconds>Game
then announces:SP+SP<player two>SP+SP<ready go>Player two
continues to "turn off" lights as they come on. Upon the condition of 5
lights being illuminated concurrently, the Indicator/Information
processor 72 will announce:
<SFX>
[0047]SP<Great job>SP+score+SP<Your score is XXX seconds>Game
will then announce winner.SP+SP/SP<player one/two>SP<you
win>SP<wanna play again>If player pressed "START" button proceed
to: (Indicator/Information processor 72 asks for number of players and
player confirms "STARTING GAME PLAY")SP+score+SP<High score is XXX
seconds>
SP+SP<Ready Go!>
Music
[0048]In the event of a tie Indicator/Information processor 72 will
announce:SP<tie score>SP+SP<Player one>SP<Last
chance>SP+SP<Ready go>Lights begin random sequence.Player one
continues to "turn off" lights as they come on. Upon the condition of 5
lights being illuminated concurrently, the Indicator/Information
processor 72 will announce:
<SFX>
[0049]SP<Great job>SP+score+SP<Your score is XXX seconds>Game
then announces:SP+SP<Player two>SP<Last chance>SP+SP<Ready
go>Player one continues to "turn off" lights as they come on. Upon the
condition of 5 lights being illuminated concurrently, the
Indicator/Information processor 72 will announce:
<SFX>
[0050]SP<Great job>SP+score+SP<Your score is XXX
seconds>Indicator/Information processor 72 announces winner if
appropriate:SP+SP/SP<Player 1/2 you win>If score is still tied
Indicator/Information processor 72 announces:SP<Tie
score>SP<wanna play again>If player pressed "START" button
proceed to: (Indicator/Information processor 72 asks for number of
players and player confirms "STARTING GAME PLAY"). Proceed according to
number of players identified. If player presses "SELECT" button proceed
to game select sequence under "STARTING THE GAME". If player DOES NOT
press "START" or "SELECT" button after 120 seconds then proceed to SLEEP
MODE while maintaining game state memory (high scores).
GAME #3: POWER PLAY
FOR ONE PLAYER:
[0051]The object of the game is to light up all nine targets in the least
time possible. After all the lights are lit and the bell at the top has
been rung, the Indicator/Information processor 72 will announce the
players' time in seconds. Player presses "START" button
(Indicator/Information processor 72 asks for number of players and player
confirms "STARTING GAME PLAY")SP+score+SP<High score is XXX
seconds>
SP+SP<Ready Go!>
Music
[0052]Player attempts to light up each section of the tower by launching
the puck. After all sections are lit the game will announce:SP<hit the
bell>Player takes one last hit with the mallet to hit the bell. Game
then announces:SP+score+SP<your score is XXX seconds>SP<wanna
play again>If player pressed "START" button proceed to:
(Indicator/Information processor 72 asks for number of players and player
confirms "STARTING GAME PLAY"). Proceed according to number of players
identified. If player presses "SELECT" button proceed to game select
sequence under "STARTING THE GAME". If player DOES NOT press "START" or
"SELECT" button after 120 seconds then proceed to SLEEP MODE while
maintaining game state memory (high scores).
FOR TWO PLAYERS:
[0053]Player presses "START" button (Indicator/Information processor 72
asks for number of players and player confirms "STARTING GAME
PLAY")SP+score+SP<High score is XXX>SP+SP<Player one>
SP+SP<Ready Go!>
Music
[0054]Player one attempts to light up each section as quickly as possible
upon doing so the Indicator/Information processor 72 will
instruct:SP<hit the bell>Indicator/Information processor 72 will
then announce:SP+score+SP<your score is XX
seconds>Indicator/Information processor 72 will then proceed
to:SP+SP<player two>
SP+SP<Ready Go!>
Music
[0055]Player two attempts to light up each section as quickly as possible.
Upon doing so the Indicator/Information processor 72 will
announce:SP+score+SP<your score is XX seconds>SP+SP/SP+SP<player
1/2 you win>SP<wanna play again>
[0056]From the foregoing, it can be seen that there has been provided
features for improved game piece advancing skill games and methods. While
a particular embodiment of the present invention has been shown and
described, it will be obvious to those skilled in the art that changes
and modifications may be made without departing from the invention in its
broader aspects. Therefore, the aim is to cover all such changes and
modifications as fall within the true spirit and scope of the invention.
The matter set forth in the foregoing description and accompanying
drawings is offered by way of illustration only and not as a limitation.
The actual scope of the invention is intended to be defined by subsequent
claims when viewed in their proper perspective based on the prior art.
* * * * *