U.S. patent application number 11/733418 was filed with the patent office on 2008-10-16 for game piece advancing skill game and methods.
This patent application is currently assigned to Hasbro, Inc.. Invention is credited to Ronald G. Magers, Jay Prabhakar, Aaron Weissblum.
Application Number | 20080254846 11/733418 |
Document ID | / |
Family ID | 39854204 |
Filed Date | 2008-10-16 |
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
|
Family ID: |
39854204 |
Appl. No.: |
11/733418 |
Filed: |
April 10, 2007 |
Current U.S.
Class: |
463/7 ;
273/129K |
Current CPC
Class: |
A63F 9/02 20130101 |
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; and a 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; and an 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; and determining 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 Powerup Proceed
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" button Indicator/Information processor 72 reaffirms
the game selected by announcing it:
Example 1
Indicator/Information Processor 72 Announces: <Route 66>
[0032] Player presses: "START" button Indicator/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
Bell Player 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 total
Indicator/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 total
If 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.
* * * * *