Abstract:
An educational game is shown which encourages learning while providing a novel and unique gaming experience. An array of unusual or unique features are combined in the game, such as the ability to move any game piece along a primary and a secondary game board, variable movement for different game pieces depending upon the characteristics of that game piece, the ability to obtain “equipment” to alter those characteristics, and an ultimate goal based upon the acquisition of a plurality of tokens. Other unusual or unique game playing features are disclosed.

Description:
CROSS-REFERENCE  
       [0001]     This application claims the priority of provisional application Ser. No. 60/551,554 filed Mar. 9, 2004. 
     
    
     FIELD OF THE INVENTION  
       [0002]     The present invention relates to educational games and, more particularly, to an educational science game and method of play thereof which is challenging and entertaining.  
       BACKGROUND OF THE INVENTION  
       [0003]     Board games and related software-implemented games in which a plurality of players play against opponents are generally known in the art. The players initially choose their game piece or character which is used to track the player&#39;s progress through the game. The game pieces or characters are advanced along predetermined paths according to the rules of the game. Often these games are entertaining but not educational or vice versa.  
       SUMMARY OF THE INVENTION  
       [0004]     The present invention and method of play provides an educational science game which includes a primary game board or universe and a secondary game board or parallel universe. The object of the game is to lead the player&#39;s game piece around the universe and back to the home planet first. The universe and parallel universe each have a plurality of spaces marked on the surface of the board. Each space includes instructions for the player landing on the space to follow. Players may be required to answer science-related questions to obtain game pieces or to advance in the game. Although the present invention is described hereinbelow with reference to game boards and game pieces, it is not limited thereto. It should be understood that the game and method of play may be implemented in software by one skilled in the art for play in a multiplayer environment such as the internet, for example. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0005]      FIG. 1  is a top plan view of the primary game board.  
         [0006]      FIG. 2  is a top plan view of the secondary game board  
         [0007]      FIG. 3  is a top plan view of a planet selector.  
         [0008]      FIGS. 4-11  are the front side views of the game piece cards.  
         [0009]      FIG. 12  is a back side of a game piece card.  
         [0010]      FIG. 13  is a back side of a chaos card.  
         [0011]      FIG. 14  is a perspective view of a fuel cell game piece  
         [0012]      FIGS. 15-18  are the front side view of gear-assisted survival game cards.  
         [0013]      FIGS. 19-23  are flow diagrams representing a method of playing the game on the primary game board.  
         [0014]      FIG. 24  is a flow diagram representing a method of playing the game on the secondary game board.  
     
    
     DETAILED DESCRIPTION  
       [0015]     Game Pieces  
         [0016]     Referring to  FIG. 1 , a primary game board or universe is generally indicated by reference numeral  50 . Universe  50  includes a plurality of spaces  52  marked on the surface of universe game board  50 . The spaces  52  include a home planet space  54  with a start space  56 , a first planet  58 , a second planet  60 , a third planet  62  and a fourth planet  64 . The spaces  52  may include instructions to be followed by any player whose game piece lands on the subject space. Further details regarding the instruction on individual spaces are provided hereinbelow. Connecting spaces  52  are a plurality of paths  66  which may generally be traversed in either direction. Certain paths  68  may only be traversed in the direction shown by the arrowhead.  
         [0017]     In approximately the center of  FIG. 1 , a Black Hole  72  is illustrated which leads to the secondary game board or parallel universe  74  illustrated in  FIG. 2 . Parallel universe game board  74  includes a plurality of spaces  76  arranged in a moebius strip with two twists to form a one-sided surface as illustrated in two dimensions. A player entering the parallel universe  72  begins at the start space  78 . From this space, the player may move in either direction. The spaces  76  on the parallel universe board  74  include instructions to be followed by any player whose game piece lands on the subject space. Further details regarding the instructions on individual spaces are provided hereinbelow.  
         [0018]     Referring to  FIGS. 4-11 , eight different alien game cards of the preferred embodiment are illustrated. The alien depictions or life forms are for illustrative purposes only and are not intended to limit the present invention to these depictions. Other game pieces may be used within the scope of the present invention. A small plastic stand (not shown) may be attached to the bottom of the alien cards to hold the cards in a vertical position.  
         [0019]     In the preferred embodiment, the alien character illustrated in  FIG. 4  is named Cogno. The alien character illustrated in  FIG. 5  is named Scribo. The alien character illustrated in  FIG. 6  is named Volo. The alien character illustrated in  FIG. 7  is named Gemini Twins. The alien character illustrated in  FIG. 8  is named Undula. The alien character illustrated in  FIG. 9  is named Phonica. The alien character illustrated in  FIG. 10  is named Quaestor. The alien character illustrated in  FIG. 11  is named Chrona. On the back of each alien card, as illustrated in  FIG. 12 , the capabilities of that particular alien is shown by the symbols  80 . Each alien breathes either methane or nitrogen, for example, as shown by the molecule symbol  82 . Each alien eats meat or plants as illustrated by the chicken leg or leaf  84 , for example. Each alien survives in either a hot or cold environment  86 , for example. Also included on the back of each alien character card is a brief description of the alien (descriptions for Scribo and Cogno are included in  FIG. 14 ) and three holes  88  to hold three fuel cells.  
         [0020]     Referring to  FIG. 3 , a planet generator spinner board is generally indicated by reference numeral  90 . Spinner board  90  is used to generate the characteristics of a mystery planet when a player lands on one of the mystery planets (see  FIG. 1 ). Each time a player lands on one of the mystery planets, the planet generator is used to change the characteristics of that mystery planet. A spinner  92  is pivotally attached to the center of the spinner board  90 . Spinner board  90  is divided into nine sections  94 . Each section  94  indicates temperature  96 , atmosphere  98 , and food supply  100  in the same symbols as shown on the back of the alien character card. Also included is an indication of the gravity as MyG  102  or HiG  104 . MyG  102  is the alien&#39;s natural gravity on its home planet (My Gravity). HiG  104  is a high gravity on the mystery planet. One of the sections  94  is a “just like home” section  106  which matches the alien&#39;s characteristics. The alien&#39;s characteristics must match the characteristics of the mystery planet for the alien to survive in the mystery planet&#39;s environment.  
         [0021]     Referring to  FIGS. 15-18 , four different gear cards are illustrated. A food converter card  108  may be used to convert meat to plants or vice versa, for example. An atmospheric converter  110  may be used to convert a methane atmosphere to a nitrogen atmosphere, for example. A thermal inverter card  112  may be used to invert the temperature from hot to cold or vice versa, for example. A gravity deflector card  114  may be used to deflect a HiG atmosphere, for example. Gear cards allow an alien to compensate for incompatible environments. These cards may be used when an alien lands on a mystery planet that does not have the same characteristics needed for the alien to survive. Using these cards, the alien may change the food supply from meat to plants, for example, if it survives on plants and the mystery planet only has meat.  
         [0022]     Referring to  FIG. 13 , a plurality of question cards  116  are included to be answered by a player landing on any of a plurality of designated spaces (see  FIG. 1 ). The designated spaces are referred to as Chaos spaces. The questions may include true/false questions such as “T or F: The Sun has no solid surface, so if you had a ship that could survive it, you could fly directly through the middle and come out the other side,” for example. The question may include multiple choice questions such as “If you pitched a baseball while floating in space, your body would: a) fall to pieces; b) start spinning around after you pitched it; c) not move at all; or d) stretch like a piece of spaghetti,” for example. Additionally, “no wrong answer” questions are included such as “If aliens from another planet visited us, would they be friendly to us or not?” for example.  
         [0023]     Use of the above-described game pieces and boards will be described in more detail hereinbelow.  
         [0024]     Playing a Game  
         [0025]     The object of the educational game of the present invention is to lead a player&#39;s alien game piece ( FIGS. 4-11 ) around the universe game board ( FIG. 1 ) and back to the home planet  54  first, while at the same time learning information related to science, for example. Each player chooses an alien game piece ( FIGS. 4-11 ) and places it on the home planet space  54  on the universe game board  50 . Each player takes a “Time Machine” card (not shown) which may be used later in the game. The “Time Machine” card, which may only be used once during the game by each player, allows the player to roll a die again or to make another player re-roll the die. A standard six-sided die having three numbers (1, 2, and 3 each twice) may be used in the game to advance an alien game piece. It should be noted that it is possible to play the game where a “player” is actually a team of persons playing the game. As used herein, “player” can mean an individual or a team.  
         [0026]     Referring to  FIGS. 1 and 9 , preferably the youngest player rolls the die first and moves that many spaces  52  on the universe game board  50  along path  200  or  202  from the start space  56  on the home planet  54 . Following path  200 , the initial space  204  indicates that the “Engine misfires. Roll again.” A player landing on this space gets to roll the die again. Continuing along this path, the next space encountered is a “Chaos” space  206 . If a player lands on a “Chaos” space  206 , the player to his or her right draws a Chaos card ( FIG. 13 ) and reads the question to the player who landed on the “Chaos” space  206 . Each Chaos card has three levels of questions of increasing difficulty. If the player rolled a 1, the Level 1 question will be asked. If the player rolled a 2, the Level 2 question will be asked. If the player rolled a 3, the Level 3, most difficult, question will be asked. If the player answers the question correctly, the player receives one fuel cell ( FIG. 14 ) and rolls again. If the player answers incorrectly, the player&#39;s turn is over and the next player to the player&#39;s left rolls the die. If the player is asked a “No Wrong Answer” question, as long as an answer is given, the player rolls again.  
         [0027]     If a player lands on the next space  208 , the player receives a free Atmospheric Converter Card  110  (see  FIG. 16 ). An Atmospheric Converter Card may be used to change the atmosphere on a Mystery Planet to allow a player&#39;s alien to survive. Use of this card is further described below. If a player lands on space  210 , the player receives a Gravity Deflector card  114  ( FIG. 18 ). The Gravity Deflector card may be used to change a HiG gravity on a Mystery Planet to MyG as described further below. Space  212  is a “Super Chaos” space. Super Chaos spaces play the same as a Chaos space except that a correctly answered question wins the player a fuel cell ( FIG. 14 ) another roll of the die, plus a free piece of gear ( FIGS. 15-18 ).  
         [0028]     When a player reaches the first Mystery Planet  58 , the player stops there even if the roll of the die would have taken the player to spaces past the Mystery Planet  58 . The characteristics of the Mystery Planet  58  are determined by spinning the planet generator spinner  92  on the spinner board  90  ( FIG. 3 ). The temperature, atmosphere, food supply and gravity for the planet for this term are as pointed to by the spinner  92 . An alien may survive on the Mystery Planet  58  either by natural survival or gear-assisted survival. If the capabilities of the alien (shown on the back of the alien card,  FIG. 12 , for example) match the atmosphere, food and temperature created by the Planet Generator  90 , and “MyG”  102  is indicated, the alien survives. If the alien does not match all the planet&#39;s characteristics, a match may still be possible using the right Gear Card ( FIGS. 15-18 ). If the alien cannot survive even with gear, the player&#39;s turn ends. On the next turn, the player rolls the die to leave the planet. If the alien survives naturally or with gear, the player rolls again and leaves the planet.  
         [0029]     A player leaving the first Mystery Planet  58  may follow path  214 ,  216  or  218 . If the player originally traversed path  200 , the player must declare that he or she is going to change directions and follow path  214  prior to rolling the die. A player may reverse direction along any of the paths any time during the game as long as it is announced prior to rolling the die.  
         [0030]     If the player had chosen path  202  at the start of the game, the first space encountered is a “Chaos” space  220 . If a player lands on Chaos space  220 , the player proceeds as described for space  206  hereinabove.  
         [0031]     If the player lands on space  222 , the player receives a free Thermal Insulator card  112  ( FIG. 17 ) which may be used on one of the Mystery Planets. A Thermal Insulator card may be used to change the temperature from hot to cold or from cold to hot.  
         [0032]     If a player lands on space  224 , the player rolls again. Space  226  is another Chaos space described hereinabove. Space  228  is a “Probability Pit # 3 ” space. If a player lands on this space the player rolls the die three times, if the player rolls a three each time, the player receives three pieces of gear of his or her choice ( FIGS. 15-18 ). If a player collects all four pieces of gear, the player&#39;s alien is invincible and can survive on any planet. When an invincible alien lands on a planet, the alien survives the planet and automatically rolls again. The next space is the first Mystery Planet  58  described hereinabove.  
         [0033]     Following path  218  and connector “A” to  FIG. 20  and space  230 , if a player lands on space  230 , the player rolls again. At the next space  232 , if the player has more than one fuel cell, the player enters a wormhole following path  234 . If the player rolls a one, the player moves to Chaos space  236 . On the next space  238 , the player must roll a one or a three to continue. If a two is rolled, the player returns to the last planet visited, which in this example is the first Mystery Planet  58 . From space  238  the player may follow path  240  or path  242 .  
         [0034]     If path  240  is followed to space  244 , the player visits the Black Hole Observation Station. At the station, if the player rolls a one  246 , the player&#39;s alien is sucked into the Black Hole  72  and travels down path  248  to the parallel universe  74  ( FIG. 2 ), unless the player&#39;s alien is invincible. If the alien is invincible as described hereinabove, it cannot be sucked into the Black Hole and remains at space  244  until the next turn. If a two is rolled  250 , the alien misses the Black Hole and follows path  252  to another space in the universe (space  300 ,  FIG. 21 ). If a three is rolled  254 , the alien travels along path  256  to the third Mystery Planet  62 .  
         [0035]     If the player passes by the Black Hole Observation Station and continues on to the Challenge Space  258 , the player draws a Chaos card and asks the player to his or her left a Level 3 question. If the player to the left answers the question incorrectly, that player moves his or her alien to space  258  from anywhere in either the universe  50  or parallel universe  74 .  
         [0036]     The next space is the Probability Pit # 2  space  260 . A player landing on space  260  rolls the die two times. If a two is rolled each time, the player receives two pieces of gear of his or her choice ( FIGS. 15-18 ). Landing on the next space  262  allows the player to move ahead two spaces.  
         [0037]     If path  242  is followed, the player&#39;s alien enters the “Time Tunnel” (spaces  266 - 280 ). At the first space  266  the alien experiences sudden acceleration and loses one fuel cell. At the next space  268  if the player rolled a three, the player to his or her right moves their alien to this space  268 . The next space is a “Double Chaos” space  270 . A Double Chaos space is played the same as a Chaos space described hereinabove except that a player correctly answering the question receives two fuel cells instead of one along with another roll of the die.  
         [0038]     If a player lands on space  274 , the alien contracts the “Angtogrophia Virus” and returns to the Home Planet  54  for treatment (following link F to  FIG. 1 ).  
         [0039]     If a player lands on space  276 , all other players with three fuel cells gives the player two of them. Landing on the next space  278  causes all of the players&#39; gear to be destroyed by Megnetar gamma rays.  
         [0040]     Landing on the final space  280  in the “Time Tunnel” results in a sudden deceleration and a loss of two fuel cells. A player following this path may continue along path  356  to  FIG. 23 , space  354  described hereinbelow.  
         [0041]     Continuing with the present example from space  262  and following connector E to  FIG. 21 , the next space  282  requires a visiting player to donate a piece of gear of his or her choice to charity. From space  282 , a player may follow path  284  or path  286 . If path  284  is followed, the second Mystery Planet  60  is encountered. Survival of the player&#39;s alien on the second Mystery Planet  60  is determined in the same way as described hereinabove for the first Mystery Planet  58 . The next space is a Chaos space  288  which is also described hereinabove.  
         [0042]     Landing on space  290  causes the player&#39;s alien to be sucked into a wormhole and into the parallel universe following connector B to  FIG. 24  described in detail below. The next space is the Probability Pit # 1  space  292 . If a player landing on this space rolls a one, the player receives one piece of gear ( FIGS. 15-18 ). The next space is a Super Chaos space  294  described hereinabove.  
         [0043]     If a player lands on space  296 , the player goes directly to the fourth Mystery Planet  64 , following link H to  FIG. 22 . However, if there are other aliens present on the fourth Mystery Planet  64 , those aliens go to the third Mystery Planet  62 .  
         [0044]     If the player follows path  286 , the next space is a Chaos space  298  described hereinabove. Landing on space  300 , the player is awarded a piece of survival gear (FIGS.  15 - 18 ). Space  300  may also be reached from the Black Hole Observation Station  244  following path  252  ( FIG. 20 ).  
         [0045]     If a player lands on the next space  302 , the ship is slowed by gravity waves and the player rolls again. Landing on space  304  sends the player&#39;s alien through a Wormhole along path  306  to space  338  ( FIG. 22 ).  
         [0046]     The next space is a Super Chaos space  308 , followed by space  310  where the player is directed to “stop to study an amazing plant that communicates”. Landing on space  312  results in the player receiving a Food Converter card  108 ,  FIG. 15 . Path  314  returns the player to space  290 .  
         [0047]     Following connector I to  FIG. 22 , another Black Hole Observation Station  316  is encountered. If the player rolls a one  318 , the player&#39;s alien is sucked into the Black Hole  72  along path  320  to the parallel universe  74 , unless the player&#39;s alien is invincible. If a two is rolled  322 , path  324  is followed to the fourth Mystery Planet  64 . Rolling a three  326  sends the player&#39;s alien along path  328  to space  350  in the Space Elevator ( FIG. 23 ) described hereinbelow.  
         [0048]     If the player moves past the Black Hole Observation Station  316 , the player&#39;s alien encounters the third Mystery Planet  62 , and survival is as described for the other Mystery Planets. The third Mystery Planet  62  may also be reached from the Black Hole Observation Station  244  along path  256  ( FIG. 20 ).  
         [0049]     Continuing along path  330  to space  332 , if a player lands here, the player along with the player to the left goes to the parallel universe  74  following connector B to  FIG. 24  described in detail hereinbelow.  
         [0050]     Landing on space  334  results in the player to the right joining the newly arrived player. If a player lands on space  336 , the player rolls again. If an even number is rolled, the player stays on space  336 . If a one is rolled, the player goes to the Challenge space  258  and follows the directions there as described hereinabove (following connector K to  FIG. 20 ).  
         [0051]     Space  338  is a Chaos space (described hereinabove) which may also be reached from space  304  following the Wormhole along path  306  ( FIG. 21 ). A player landing on space  340  is sucked into another Wormhole and follows path  342  to a space  346  in the Space Elevator as described in detail hereinbelow ( FIG. 23 ). The next stop is the fourth Mystery Planet  64  which may also be reached from space  322  along path  324  or from space  296  ( FIG. 21 ). Survival of the player&#39;s alien on the fourth Mystery Planet  64  is as described hereinabove for the other Mystery Planets.  
         [0052]     Following connector M to  FIG. 23 , a Chaos space  344  is next encountered and a Chaos question is given to the player as described hereinabove. If a player lands on space  346 , the player must roll the die. If the player rolls a one, the player&#39;s alien goes to the parallel universe  74  ( FIG. 2 ). Landing on the next space  348  results in the player rolling the die again. The next space  350  requires the player to “stop for a systems check”. Space  352  is a Chaos space followed by space  354 . If a player rolls a two while on space  354 , the player&#39;s alien trades places with the player&#39;s alien to his or her right. From space  354 , a player may follow path  356  to space  280  ( FIG. 20 ) or path  358  to the Refueling Station  360 . The game ends when the first alien with three fuel cells reaches the Refueling Station  360  and successfully rolls for fuel back to the Home Planet  54 .  
         [0053]     If a player has fewer than three fuel cells, the player must get more fuel cells by rolling the die and moving back away from the Refueling Station  360  to a Chaos space and correctly answering a Chaos question.  
         [0054]     If a player has three or more fuel cells when they reach the Refueling Station  360 , the player rolls the die to fill up the fuel cells. Each fuel cell holds two tons of fuel, so exactly six tons of fuel is needed for the trip to the Home Planet  54 . The player rolls the die until the sum of the rolls equals exactly six. If the sum exceeds six, such as seven or eight, the player&#39;s turn is over and the player has to wait until the next turn to start again to try to roll exactly six. As soon as a player rolls exactly six from the Refueling station  360 , the player returns to the Home Planet  54  and wins the game.  
         [0055]     Referring to  FIGS. 2 and 24 , the parallel universe board  74  is illustrated. When a player enters the parallel universe  74  from the universe board  50 , the player&#39;s alien is placed on the start space  78 . From the start space  78  the player may move in either direction on the player&#39;s next turn. Following the path to the left the first space encountered is the Gravity Slingshot space  370 . A player landing on this space rolls again.  
         [0056]     A player landing on the next space  372  “feels full before you eat” and loses a Food Converter card  108  ( FIG. 15 ). At the next space  374  “Time goes backwards here—stop to change your diaper,” and the player&#39;s turn is over.  
         [0057]     Landing in the next space  376  propels the player&#39;s alien from the parallel universe  74  through a Wormhole to the Challenge space  258  ( FIG. 20 ), on the universe board  50 . If a player lands on the next space  378  all players in the other universe  50  receive a piece of gear ( FIGS. 15-18 ). The next space is a Chaos space  380  which operates the same as the Chaos space on the universe board  50  described hereinabove.  
         [0058]     A player landing on space  382  has “discovered the connection between the universes” and must “stop to write down your theory” which ends his or her turn. If a player lands on the next space  384 , by rolling a three the player may go to any space in the game in either the universe  50  or parallel universe  74 .  
         [0059]     Continuing in the present direction, if a player lands on the next space  386 , gamma rays destroy one of the player&#39;s fuel cells. On the next space  388 , an “Anti-alien shows you the way out. Escape to the Double-Chaos space”. The player follows the P connector to the Double Chaos space  270  ( FIG. 20 ) in the universe  50 .  
         [0060]     If a player lands on the next space  390 , anti-matter hits the alien&#39;s ship. If the player rolls a three, the player to the left comes to this space  390  from anywhere in the game to repair the ship.  
         [0061]     The next space  392  is a Super Chaos space. If a player lands on the next space  394 , the player asks the player to his or her right any Chaos question. If the player to the right answers correctly, the answering player takes one of the questioning player&#39;s fuel cells. If a player lands on the next space  396 , a piece of the player&#39;s gear dissolves and is taken away. The final space  398  in the parallel universe  74  before reaching the start space  78  and starting over allows the player to roll again.  
         [0062]     Thus, the game has unique features which combine to provide players with fun and education. For instance, the planet generator  90  allows the board&#39;s mystery planets to change characteristics every time a player lands thereon, each alien game piece has different physical characteristics and to survive they must match the planet&#39;s characteristics, the gear cards allow an alien to compensate for incompatible environments, the parallel universe board  74  provides another board to and from which players travel and players may strategically more forward or backward at any time.  
         [0063]     Internet Application  
         [0064]     The game can be adapted for implementation into software or the internet. By adapting the above described concepts, players would build complex alien life forms, care for them and send them out into a virtual universe to encounter challenges, survive and to interact with other players&#39; aliens (or life forms). Thus, as used in this specification and in the claims, which follow, the terms “universe/parallel universe” “board,” and “game board” refer not only to a physical game board, but to a computerized virtual game board as well.  
         [0065]     Players could build one or many aliens. They would choose a species and register a unique name for each. They would design each alien&#39;s specifications, e.g., its body parts, size, skeleton type, general biology, food and digestive system, type of movement and locomotion and its natural environment. Virtually any physical characteristic of the alien could be selected.  
         [0066]     Body parts that could be chosen include legs, arms, eyes, ears, heads, skin, feet, hands, nose/smell, touch, brain type/size, heat and lungs, among others. Players could choose to give the alien a skeletal structure or not, assign a desired height, weight, build and bone density, choose whether the alien will walk upright, on “all fours” or even on “all eights” as well as the joint types (ball &amp; joint, lever, piston, etc.). Each alien&#39;s general biology design would involve choices as to whether the alien breathes air, is aquatic or an amphibian. Also, its strength, speed, body temperature, gender and intelligence could be chosen.  
         [0067]     Players would use their aliens to explore, and evaluate different worlds to understand how the alien&#39;s capabilities perform in each environment. The aliens could accomplish missions on worlds, encountering different atmospheres, gravities, terrain and dangers. Players could use their aliens to challenge other aliens to test each alien&#39;s capabilities. Players could group with other players&#39; aliens to accomplish a task or mission. Players and their aliens could react to surprises, such as performing systems repair, react to natural disasters (e.g., comet hit), or other space phenomenon (e.g., black holes). Players could share information about other&#39;s aliens via specification sharing. A custom trading card could be designed and printed for each alien.  
         [0068]     Additionally, players would provide their aliens with any necessary medical attention. For instance, each alien would have to be fed and medical attention administered as needed for injury or effects of hostile environments. In medical emergencies, an alien could be put into suspended animation while a player determines how to help the alien or transport the alien back to its home planet.  
         [0069]     The aliens could evolve over generations. Each trait could be given a weighted emphasis and a reproductive cycle assigned. Then, with random mutations pre-programmed, the aliens would evolve.  
         [0070]     It is to be understood that while certain forms of this invention have been illustrated and described, it is not limited thereto.