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

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