U.S. patent application number 10/385544 was filed with the patent office on 2003-09-18 for generalized electronic game tool for board and parlor games.
Invention is credited to Chung, Andrew B..
Application Number | 20030176221 10/385544 |
Document ID | / |
Family ID | 28045380 |
Filed Date | 2003-09-18 |
United States Patent
Application |
20030176221 |
Kind Code |
A1 |
Chung, Andrew B. |
September 18, 2003 |
Generalized electronic game tool for board and parlor games
Abstract
A generalized game device may be used as any or all of a game
timing device, a game management device (e.g., scoring), and a game
randomization device. Internal memory includes programming that
allows user inputs of selectable parameters, such as time allowed
and number of dice to be simulated. In one embodiment, the device
is a "game tool" that features a display and various controls for
setting the selectable parameters. The device includes an
input/output arrangement to enable network connectivity with at
least one peer device, so that timing operations of the peer
devices are synchronized. In a second embodiment, the device is a
"game tool hub" that is better suited for games requiring a "Master
of Ceremonies." Any of a number of game tools may be connected to
the game tool hub, such as simple lock-in buttons and a "Master of
Ceremonies" keypad.
Inventors: |
Chung, Andrew B.;
(Cupertino, CA) |
Correspondence
Address: |
Terry McHugh
Law Offices of Terry McHugh
101 First Street - PMB 560
Los Altos
CA
94022
US
|
Family ID: |
28045380 |
Appl. No.: |
10/385544 |
Filed: |
March 11, 2003 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60364235 |
Mar 12, 2002 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2250/1063 20130101;
A63F 9/0468 20130101; A63F 1/18 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A game timing device for use with any of a plurality of games
comprising: a housing; memory having programming specific to
implementing game monitoring that includes game time tracking, said
programming being configured to enable variations in user
selectable parameters, said memory being dedicated to said housing;
a microprocessor embedded in said housing, said microprocessor
being operatively associated with said memory to execute said
programming; at least one control cooperative with said
microprocessor and said programming to enable user inputs for
dynamically setting said user selectable parameters; and an
input/output arrangement configured for network connectivity with
at least one peer game timing device, said input/output arrangement
being cooperative with said programming and said microprocessor to
implement a handshaking protocol in which timing operations
executed by said microprocessor are synchronized with timing
operations of each said peer game timing device currently active
within said network connectivity.
2. The game timing device of claim 1 further comprising a display
at an exterior of said housing and cooperative with said
microprocessor to visually display times indicative of said game
time tracking.
3. The game timing device of claim 2 further comprising a timer
within said housing, said timer being responsive to said
microprocessor and being coupled to said display such that said
display receives drive signals that are specific to said game time
tracking.
4. The game timing device of claim 3 wherein said programming and
microprocessor enable said game time tracking to include start,
stop, pause and reset capabilities for count continuity in
presenting game times via said display.
5. The game timing device of claim 4 wherein said at least one
control includes a plurality of user-manipulable electronic members
connected to enable control with respect to generating start
signals, stop signals, pause signals and reset signals.
6. The game timing device of claim 5 wherein said user-manipulable
electronic members are operatively associated with said
microprocessor and said programming to enable input of settings for
said user selectable parameters, including parameters relating to
time-expiration warnings.
7. The game timing device of claim 6 further comprising at least
one indicator that is time-triggered on a basis of said settings
related to said time-expiration warnings.
8. The game timing device of claim 6 wherein said memory is
non-volatile memory which stores said settings for said user
selectable parameters in response to a command signal to store said
settings.
9. The game timing device of claim 3 wherein said drive signals are
generated to enable sub-second display of said times.
10. The game timing device of claim 1 wherein said input/output
arrangement includes a port configured for connection to a central
hub to which each said peer game timing device is responsive in a
master/slave relationship.
11. The game timing device of claim 1 further comprising at least
one audio indicator that is responsive to said programming and said
microprocessor to provide audible time warnings.
12. A game device for tracking scoring within any of a plurality of
games comprising: a free-standing housing; at least one display
exposed at an exterior of said housing for dynamically exhibiting
player scores; a microprocessor contained within said housing for
processing data on a basis of generalized game-play programming and
user inputs that are specific to participation in a particular game
type; and a plurality of input/output ports for connection to input
devices that include electronic player input devices for use on a
per player basis, each said electronic player input device being
configured to transmit player input signals to one of said
input/output ports in response to manipulations by a player, said
microprocessor being accessed to sense and report at least a first
received said player input signal of a plurality of competitive
player input signals from said electronic player input devices;
wherein said generalized game-playing programming is repeatedly
adjustable to adapt to any of a variety of game types on a basis of
said user inputs and is cooperative with said microprocessor to
control presentation of said player scores via said display.
13. The game device of claim 12 wherein a plurality of said
input/output ports are connected to play push controls which
generate and transmit said competitive player input signals.
14. The game device of claim 13 wherein one of said input/output
ports is connected to a master of ceremonies input device for
providing said user inputs.
15. The game device of claim 12 wherein said display is configured
to present a separate current score for each of a plurality of
players in which each player has a dedicated said electronic player
input device.
16. The game device of claim 12 wherein said microprocessor has
computational capability to dynamically calculate and update said
player scores during participation in accordance with one of said
game types.
17. The game device of claim 12 further comprising an audible or
visible indicator on said housing to automatically indicate a
reception of said player input signals.
18. A game device for use with any of a plurality of games
comprising: a housing; a display for presenting random multi-digit
numerical values, said display being attached to said housing;
memory having programming for simulating number randomization
representative of a series of dice rolls, said programming being
configured to enable variations representative of user selectable
parameters, said memory being contained within said housing; a
microprocessor embedded within said housing, said microprocessor
being operatively associated with said memory to execute said
programming and to control said display to present numerical values
indicative of said simulating; at least one control cooperative
with said microprocessor and said programming to enable user inputs
for dynamically setting said user selectable parameters; and an
input/output arrangement configured for network connectivity with
at least one peer game device, said input/output arrangement being
cooperative with said microprocessor to implement a handshaking
protocol to enable game monitoring and game scoring after said
network connectivity is established.
19. The game device of claim 18 wherein said user selectable
parameters which may be dynamically set include number of dice to
be rolled and number of sides on each die.
20. The game device of claim 19 wherein said programming implements
a random number generator which executes to determine a random
number within a range determined by said user selectable
parameters.
21. The game device of claim 20 wherein said random number
generator is responsive to manipulation of a ROLL control connected
to said housing, said random number generator having an output that
is influenced by duration of said manipulation of said ROLL
control.
22. The game device of claim 18 wherein said programming includes a
rules base for a plurality of specific dice games, wherein said
monitoring and scoring is executed on the basis of said rules base
when one of said specific dice games is selected for play.
23. The game device of claim 18 wherein said microprocessor is
responsive to hold and re-roll functions for said multi-digit
numerical values presented on said display.
24. The game device of claim 18 wherein said programming provides a
timing function that can be executed without interruption by
activation of a dice roll function.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims priority from copending provisional
application Serial No. 60/364,235, filed Mar. 12, 2002.
TECHNICAL FIELD
[0002] The invention relates generally to devices for coordinating
game play and more particularly to devices which may be used to
manage game timing, game scoring and/or game play randomization for
any of a wide variety of board and parlor games.
BACKGROUND ART
[0003] Most games feature some combination of timing, scoring,
and/or randomness components in their rule base. This applies to
board games, parlor games, bar games and many athletic events.
Consequently, convenient tools that facilitate the tracking or
application of these components can enhance the enjoyment of
participating in the games. Timing devices that are used for games
range from a simple hourglass that may be included with a board
game to sophisticated electronic clocks with one or two distinct
displays for tracking head-to-head competition. Scorekeeping is
often manual, but may be performed by an electronic scoreboard. A
randomness component is often added to a game by activities such as
card shuffling, dice rolling, and use of a spinner.
[0004] For time tracking, hourglasses lack the ability to provide a
quick reset, so that players are sometimes required to stop play
while the hourglass "resets" itself. In games such as chess,
mechanical clocks that provide a dual timing system may be used,
but the clocks cannot be quickly reset to precise programmable
settings, other than a "zero time." Stopwatches and kitchen timers
are precise, but they typically are not readable beyond a short
distance. Digital game clocks which are currently available operate
well when used in certain games. However, the digital game clocks
have a limited functionality that restricts use to certain types of
games.
[0005] Similarly, existing electronic scoring devices and
electronic randomizers impose limitations on the types of games
with which the devices may be used. For example, a scoring system
may be limited to tracking only two players. As another example, a
randomizer may be unsuitable for certain types of games (e.g., dice
games) or may not provide some functionalities that are important
to the rules of a particular game.
[0006] One of the reasons that games which are popularized on
television do not make the successful transition to acceptable home
versions is that the electronic infrastructure is not available
within a home. Instead of a light indicator that responds to the
contestant who first pressed his or her trigger button, a
designated "Master of Ceremonies" is required to select the
competitor who provided the first indicator, which may be a simple
hand gesture or the sound from a board game "clicker" accessory.
Moreover, rather than a buzzer that indicates the expiration of a
session's time limitation, the home version of a game may merely
include an inexpensive hourglass. Unfortunately, the inexactness of
the techniques may result in disagreements.
[0007] Another concern with games designed to be played in a social
environment of friends and family is that game pieces that provide
the randomization component may be lost. As an example, some games
require specialized dice that are difficult to replace and are
important to proper play of the game.
[0008] What is needed is a portable device that may be used in
playing any of a wide variety of games.
SUMMARY OF THE INVENTION
[0009] A device in accordance with the invention may be used in the
(a) monitoring and/or tracking of at least one of a timing
component, (b) a scoring component and (c) a randomization
component of a game. The device may be specific to one of these
components, but preferably is applicable to all three
components.
[0010] As a game timing device, internal memory includes
programming that is specific to allowing timing parameters to be
monitored during a game. In order to enable the device to be used
for different game types having different rule bases, the
programming is configured to accommodate variations in user
selectable parameters. The device includes an embedded
microprocessor for executing the programming. Also included is at
least one control that is cooperative with the microprocessor and
the programming to enable a user to dynamically set the user
selectable parameters. An input/output arrangement is configured to
enable network connectivity with at least one peer game timing
device. After a handshaking protocol has been completed, timing
operations executed by the microprocessor of the device are
synchronized with timing operations of each peer game timing device
currently active within the network connectivity.
[0011] The device preferably includes a display that is driven by
the microprocessor to visually display times indicative of game
time tracking. The game time tracking includes start, stop, pause
and reset capabilities for maintaining the continuity of game
times, while enabling manipulations in the timing on the basis of
player activities and game rules. The device preferably includes
time indicators, such as a visible and/or audible indicator that
time will soon expire. For example, the programming may trigger a
speaker when there is a certain time remaining (e.g., 10 seconds).
While not critical, the display is preferably capable of showing
sub-second timings, which may be important in some games.
[0012] As a game device for score tracking, the microprocessor
contained within the housing processes data on the basis of
generalized game-play programming and on the basis of user inputs
that are specific to participation in a particular game type.
Input/output ports allow interconnection of a number of input
devices, which may be used by the players on a per player basis.
That is, each player has access to a particular input device, which
may merely be a trigger switch. The microprocessor is used in the
sensing and reporting of which input signal was received first, so
that the first responding player may be identified during play of a
game. Preferably, the order of all input signals is identifiable by
the device, since this may be important in some games. The device
includes generalized game-playing programming that is adjustable to
adapt to any of a variety of game types on the basis of user
inputs. After the user inputs have been entered during the setup
time for a game, the device controls the presentation of player
scores on the basis of the particular rules base of the game.
[0013] With regard to randomization capability, the programming may
be established to simulate number randomizations representative of
a series of dice rolls. Again, the programming is configured to
enable variations in user selectable parameters. A display is used
to present the random numerical values. For games in which multiple
dice are used, hold and re-roll functions are available. Thus, if
after a first roll of five dice, a player may hold the results of
three simulated dice and re-roll the other two simulated dice. As
in the game timing capability, the device includes an input/output
arrangement configured for network connectivity with at least one
peer device. The network connectivity may be a peer-to-peer
arrangement (such as a serial network configuration) or the devices
may be connected to a central hub in a master/slave(s)
configuration (such as a starfish network configuration).
[0014] In a first embodiment, the game device is a "game tool" that
features a digital elapsed time or countdown timer display with
single-key reset, pre-set or selectable audio warning/end-of-time
signals, indicator lights, a roll dice simulator based on a random
number generator function, a built-in electronic dice feature that
allows players to participate in dice games that use five six-sided
dice, and the ability to connect multiple devices so as to allow
synchronization of the attached game tools and to allow
communication with a "game tool hub" of the type described
immediately below.
[0015] In a second embodiment, the game device is a "game tool hub"
that offers the key features for enhancing participation in
popularized television game shows. This game device includes
lock-in button capability (wired or wireless) that allows the
device to identify the first player to press one of the buttons, a
display to track contestant scores, a built-in calculator to modify
the scores, indicators that identify the order in which the lock-in
buttons are pressed (rather than just the first), a microprocessor
that can manage the game play based on the rules and logic of
specific supported games, and the ability to communicate and share
data with connected add-on accessories, such as screens with
electronic pens for writing answers or values.
[0016] An advantage of the device is that it is not dedicated to a
single game or even a single game type (e.g., dice games).
Particularly in embodiments in which the device provides all three
components (i.e., timing, scoring, randomizing) of a rules base,
the invention may be used to enhance the game-playing experience
for a wide variety of games and game types.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. 1 is a top perspective view of a game device in
accordance with the invention.
[0018] FIG. 2 is a schematic view of external components of the
game device of FIG. 1.
[0019] FIG. 3 is a block diagram of electrical components of the
game device of FIG. 1.
[0020] FIG. 4 is a perspective view of a second embodiment of a
game device in accordance with the invention.
[0021] FIG. 5 is a front view of the display of the game device of
FIG. 4.
[0022] FIG. 6 is a block diagram of electrical components of the
game device of FIG. 4.
[0023] FIG. 7 is a process flow of steps for utilizing the
randomization functionality of the game device of FIG. 1.
DETAILED DESCRIPTION
[0024] With reference to FIGS. 1 and 2, the game device 10 in
accordance with a first embodiment may be referred to as a "game
tool." The components of the game tool are contained within a heavy
duty, free-standing housing. The game tool is a portable device,
such as a table-top member having a weight significantly less than
fifteen pounds. The game tool is an all-in-one device that combines
the various function features that enhance enjoyment of board games
and parlor games intended to be played in a home. However, the game
tool is not designed for any particular game. In fact, the game
tool is not designed for any particular game type, such as a board
game type or a dice game type ("Liars Dice").
[0025] The game tool 10 includes a display 14. As best seen in FIG.
2, the display may include five 7-segment LED (light emitting
diode) members 16, 18, 20, 22 and 24. The LEDs are arranged to
indicate time, but may also be used for indicating a score, such as
a point value or a monetary value, or may be used to indicate
separate values, such as a randomized die value in the range of one
to six. Below each of the five LEDs is a "hold" button 26, 28, 30,
32 and 34. The hold buttons may be used for games such as dice
games in which a player has an option of re-rolling a limited
number of dice after a first roll.
[0026] The game device 10 also includes a multi-function control
36. In the embodiment of FIGS. 1 and 2, the control 36 has six
positions, which are labeled "Single Play" 38, "Timed Match Play",
"Elapsed Time Play" 42, "Kitchen Timer" 44, "Dice Game" 46, and
"Program" 48. The Program position 48 is operatively associated
with activating a program setting slide switch 50. While not
critical, the slide switch is shown as having six positions, namely
"Countdown Time" position 52, "Warning Time" position 54, "End of
Time Chime" position 56, "Warning Chime" position 58, "Number of
Dice Sides" position 60, and "Number of Dice" position 62. In
operation, the slide switch 50 may be used to enable user inputs
for setting game time parameters for a particular game. Of course,
the game time parameters will vary significantly among the various
games for which the game device 10 may be used.
[0027] The Program position 48 is used when setting countdown
times, warning times and chimes, as well as dice configurations.
The Single Play position is used for standalone countdown times for
games in which players have isolated times of performance. On the
other hand, the Time Match Play position 40 is identified for
timing total playing time per contestant for games in which
multiple turns take place over a predetermined amount of time. The
Elapsed Time Play position 42 is used for tracking the amount of
time that has been taken since the start. The Kitchen Timer
position 44 is for use as an all-purpose elapsed time reminder.
Finally, the Dice Game position 46 is for use in multiple player
dice games using a number of six-sided dice, such as Liars Dice.
Possible additional settings may be used to suspend play without
losing time or status, such as a Stop Countdown Temporarily
position. When the multi-function control 36 is in the Program
position 48, the time indicated will determine which value will be
set. The control may be pulled upwardly to set and at least
temporarily store the value.
[0028] With the multi-function switch set to the Program position
48 and the program setting slide switch 50 set to one of its six
positions 52-60, an incrementing switch 64 may be used to adjust
the user input for varying the selected parameter. Other controls
which may be included are a start/reset switch 66, a stop/pause
time switch 68, and a roll switch 70.
[0029] An indicator light 72 and a beeper 74 may be used to provide
visible and audible warnings and play/stop indications. As one
possibility, the indicator light is an LED and the beeper is a
piezoelectric enunciator, but persons skilled in the art will
recognize that other possibilities are readily available, such as
the use of a speaker.
[0030] Another indicator light 76 is used to identify a condition
in which the game device 10 is connected to another unit, which may
be one or more peer game devices that are connected in a serial
configuration or may be a central hub that provides a starfish
configuration of network connectivity. The central hub will be
described below. An input/output port 78 for the network
connectivity may merely be a cable having an RJ-type connector at a
distant end. Alternatively, the input/output port 78 may be an
RJ-type connector to receive a cable having a compatible connector
at its end or may be a wireless transceiver (e.g., infrared).
[0031] Referring now to FIG. 3, some of the electrical components
will be described. Power may be provided by one or more batteries
80 and 82 or by an external direct current (DC) input 84. Merely as
one example, the external DC input may be an AC-to-DC converter
that connects to a conventional house power source. A power on/off
switch is used to regulate power to a converter 88 that is used to
establish the desired voltage level for powering anode drivers 90
and other components of the game device. The anode drivers may be
an array of drive transistors that separately regulate power to
each of the seven segments of each LED 16-24. Cathode drivers 92
are also provided.
[0032] A microprocessor 94 controls the various operations of the
game device. Thus, the microprocessor is connected to the anode
drivers 90 and the cathode drivers 92 to selectively activate or
deactivate each segment of each LED 16-24. The microprocessor also
sends the appropriate signals to the indicator LEDs 72 and 76, as
well as the signals to a driver 96 that is used in activating and
deactivating the piezoelectric enunciator 74.
[0033] A memory 98 is used to store the programming that is
executed by the microprocessor 94. The programming is universal
with respect to games and game types. The memory may be any
non-volatile storage arrangement. Optionally, the memory is able to
store user-selected parameters that have been input by an
individual who designates the selected parameters as being intended
for future use, was well as current use. In this preferred
embodiment, the individual can recall the selected parameters each
time that a particular game is to be played. A control matrix 100
represents the various switches and switch positions that were
described with reference to FIGS. 1 and 2 for enabling user
inputs.
[0034] A timer 102 is connected to the microprocessor to enable
timing functionality. The timer may merely be a conventional
crystal, such as used in personal computers, or may be a component
that is specifically designed for the game timer in order to
provide increased capabilities. Finally, a randomizer 104 functions
as a random number generator for use in dice games and the like.
Thus, the randomization component required for some games is
available. The scoring component for game play is provided by the
calculating power of the microprocessor 94.
[0035] An example of game programming and game play will be
described with reference to FIGS. 1, 2 and 3. The first sequence of
steps is to provide the user inputs for the rules base of the
particular game. This example of the programming follows the steps:
(a) Turn the multi-function control 36 to the "Program" position
48; (b) Move the program setting slide switch 50 to the "Countdown
Time" position 52; (c) Use the incrementing switch 64 to set the
desired time, which is displayed on the display 14; (d) Raise the
multi-function control 36 and provide a twist in order to set the
displayed time as a selected game time parameter; (e) If a warning
chime is desired, move the program setting slide switch 50 to the
"Warning Time" position 54; (f) Use the incrementing switch 64 or a
rotation of the multi-function control 36 to set the desired
warning time (e.g., ten seconds); (g) Again move the program
setting slide switch to the "End of Game Chime" position 56; (h)
Listen to different chimes by using the incrementing switch 64; (i)
Set the desired chime by depressing the multi-function control 36;
(j) Move the program setting slide switch to the "Warning Chime"
position 58; (k) Use the incrementing switch 64 as before in order
to listen to and set the warning chime; (l) Depress the
multifunction control 36 to save the selected parameters relating
to "countdown," "warning times," and "warning chimes;" and (m) Move
a warnings switch to the desired on/off setting. The warnings
switch is part of the control matrix 100 of FIG. 3 and may be a
function of the incrementing switch 64.
[0036] In the second sequence of steps, the game is played. The
game is played using the selected countdown time, which is
presented on the display 14. As an example, the process may follow
the steps: (a) Turn the multifunction control 36 to the "Single
Play" position 38; (b) Press the start/reset button 36 to ensure
that the countdown time is displayed; (c) Press the start/reset
button a second time in order to initiate the countdown; (d) Press
the stop/pause button 68 to stop the countdown, when appropriate;
(e) If time remains, the countdown can resume by again pressing the
stop/pause button 68; and (f) Press the start/reset button 66 again
in order to re-establish the programmed countdown time on the
display 14.
[0037] The single game device countdown from thirty seconds, for
example, can be accomplished by depressing the start/reset button
66 once in order to present the programmed countdown time and
depressing the button a second time in order to begin play. As
previously noted, the game device 10 may be entered into network
connectivity with other game devices of the same type and/or with a
central hub. The programming within the memory 98 of FIG. 3
includes the necessary program for allowing the microprocessor 94
to implement a handshaking protocol to allow all of the network
devices to have synchronized times. Thus, the multi-function
control 36 may be rotated to the "Timed Match Play" position 40
that allows the controls at each device to affect timing at the
other devices in the network.
[0038] In some games, the "Match Play" may have a different setup.
With multiple game devices 10 connected and the multi-function
control 36 set to the "Timed Match Play" position 40, only one
clock is actively controlling counting down at any one time. Then,
when the start/pause button 68 is depressed, the displayed clock is
paused and the next game device connected in the series of devices
is triggered to countdown. In this arrangement, if there are four
game devices connected in series and the second player is
eliminated during play, the first game device will bypass the
second game device automatically in order to trigger the third game
device in its countdown.
[0039] The network connectivity does not necessarily include
cabling, since light emissions (e.g., infrared) may be substituted.
The intelligent input/output ports 78 enable the microprocessor to
identify when another game device 10 is connected. Thus, as long as
the closed-loop circuit among multiple game devices is complete,
the Match Play mode is enabled. The indicator light 76 of FIG. 2
identifies when the handshake between devices has been completed.
The connections allow data communication among the devices, so that
user-selected game time parameters can be shared among the devices
on the network. For example, the countdown time can be entered into
one game device and can be automatically sent to the other game
devices in the network.
[0040] A second embodiment of the game device is shown in FIG. 4.
In this embodiment, the game device 106 may be referred to as a
"Game Tool Hub" or a "Master of Ceremonies Hub." In this
embodiment, the game device has the capability to connect a number
of game tools, including a number of game devices of the type shown
in FIG. 1. In FIG. 4, a pair of "Lock-in" buttons 108 and 110 are
shown as being connected to RJ ports 112 of the game device. An
alternative Lock-in button 114 is shown. The simple Lock-in buttons
may be used as alternatives to the more sophisticated game tool
described with reference to FIG. 1. The lock-in capability
establishes the order in which players respond. Preferably, the
entire order of responses is reportable when more than two players
are involved, but this is not necessary in most games in which only
the first to respond player must be identified.
[0041] A separate game tool 116 is designed for use by a designated
"Master of Ceremonies." In the embodiment of FIG. 4, the game tool
116 is a keypad which may be used to provide pre-game selections of
game time parameters and to enable the user to vary the dollar
scoring or other type of scoring suitable for the game.
[0042] The game device 106 is shown as including a pair of
identical displays 118 and 120. However, a single display may be
used. FIG. 5 illustrates an example of a display readout. The
display is divided into a time region 122, a current value region
124, and a current players' score region 126. A total of eight
players are represented. As one possibility, the game tool 116 may
be a limited set keyboard for entering values and adding the values
to the individual scores. During play, the operator of the game
tool 116 may enter the value of a next question within region 124,
press an "Enter" key, announce the question, and then poll the
participants for the answer to the question. The first player to
respond by depressing his or her lock-in button 108 and 110
qualifies to answer the question (of course, more buttons are
required if more than two players participate in a game). The game
hub 106 will automatically indicate which player has responded
first, and a time limit will be established within the time region
122 of the display 120 of FIG. 5. Depending upon whether a proper
answer is given within the time limit, the game tool 116 can be
used to award or subtract the answer value within the current value
region 124.
[0043] If a number of game devices 10 of FIG. 1 are connected to
the game device 106 of FIG. 4, a starfish configuration of network
connectivity is established. In the master/slave relationship, the
hub game device 106 can control the timing functions of each of the
slave game devices, can dictate play (e.g., order of play, score,
and monitor for illegal moves) and can receive information
regarding the displays of each slave game device.
[0044] A limited number of components of the game device 106 will
be identified with reference to FIG. 6. The device may be powered
by one or more batteries 128 and 130 or by an adaptor 132 that
connects to a standard source of AC power. A converter 134
regulates the voltage level. A microprocessor 136 receives user
inputs from a number of control input devices 138. The control
input devices are not shown in FIG. 4, but may be substantially the
same as those described with reference to FIG. 1. A keypad input
port 140 may be the port that is dedicated to connection to the
game tool 116. On the other hand, a number of communications ports
112 are provided and are interchangeable. An indicator lamp 142 is
shown in FIG. 6 and may be used for any of a number of purposes,
including warnings. While not shown in the drawing, the game device
preferably includes an audible indicator, as well as the visible
indicator.
[0045] FIG. 7 illustrates one possible embodiment of random number
generation for use in either the game device 10 of FIG. 1 or the
game device 106 of FIG. 4. Random number generation may be used in
dice games, as well as other types of games. The generation is
random, but is dependent upon factors such as the time during which
a user depresses or otherwise manipulates a control for continuing
the randomization. Thus, at the start of the random number
generation 144, there are steps 146 and 148 of determining the time
and storing the start time counts. Then, in step 150, the display
14 of FIGS. 1-3 is started and each single-digit display continues
to loop through its number sequence (step 152) until an interrupt
is detected at step 154. The detected interrupt may be the release
of a button by the user. The loop of the single-digit display will
be a range of one through six for game play which simulates the
roll of a single die having six sides.
[0046] When the user interrupt is detected at step 154, the time is
acquired at step 156 and the end time count is stored at step 158.
The start time count and the end time count allow the randomizer
104 to calculate the user's influence on the randomization, as
determined by the duration factor. This is represented by step 160.
The random generator ("RANGEN") is accessed at step 162 with the
calculation from step 160 in order to generate an output indicative
of the randomization result. The output of the random generator is
scaled to the time domain at step 164 and the result is displayed
at step 166. In the embodiment shown in FIG. 7, one digit is
generated and displayed at a time (as indicated by decision step
168), so that the process is repeated five times if the display 14
is of the type shown in FIGS. 1-3. In a "Hold-and-Re-Roll"
sequence, less than all of the five digits will need to be randomly
generated.
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