Abstract:
A hand-held game that includes a plurality of input devices, an audible output device, and a controller coupled to each of the input devices and to the audible output device. Preferably, each of the input devices require a different mechanical action for action, such as a pressure switch, a pull switch or a rotational switch. The controller outputs a first command signal to the audible output device that relates to a first selected input device. The controller then outputs a second command signal to the audible output device relating to a second selected input device when the first selected input device is actuated within a predetermined period of time. When the first selected input device is not actuated within the predetermined period of time, or when an input device other than the selected input device is actuated in response to the first command signal, the controller outputs an error command signal to the audible output device. The controller then ceases to output command signals to the audible output device after outputting the error command signal. According to the invention, the second command can relate to a second selected input device or can be an audible indication, such as a voice message, for a user to pass the game apparatus to another user.

Description:
RELATED APPLICATIONS 
     This application is a continuation in part of U.S. patent application Ser. No. 08/933,994, filed Sep. 19, 1997 now U.S. Pat. No. 6,086,478. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to the field of games. More particularly, the present invention relates to an apparatus and a method for a hand-held voice game of elimination played by a single player or by multiple players. 
     2. Description of the Related Art 
     Apparatuses are known for playing a game that generates voice instructions or sound prompts by the game apparatus. A player listens to a voice or sound prompt produced by the game apparatus and performs a predetermined operation in accordance with the voice or sound prompt. 
     For example, U.S. Pat. No. 4,770,416 to Shimizu et al. discloses a vocal game device in which players record voice commands corresponding to selected operations that are to be performed by the players. The Shimizu et al. device includes four input switches that are each a different color and contain a lamp for lighting. Players respond to the voice commands generated by the device and the lighting of the lamps during the course of play. 
     Another device, disclosed by U.S. Pat. No. 5,271,627 to Russell e al., provides audible sounds indicating particular targets that are active for a player to strike. The targets are spatially located around a player and when a target becomes active, a sound prompt is generated and the target is lighted so that the player can quickly identify and strike the active target. 
     While both of the devices provide sound prompts for instructing a player to perform a specified action, the player does not need to decide between actions of a different nature during the course of play. For the Shimizu et al. device a player presses a specific key or sequence of keys. For the Russell et al. device, a player strikes an active target. Neither game device requires a player to select between different operations depending upon the sound prompt. Consequently, what is needed is a game that requires a player to select between different operations depending on the sound prompt generated by the game. 
     SUMMARY OF THE INVENTION 
     The present invention provides a game that requires a player to select between different operations depending on the sound prompt generated by the game. In that regard, the present invention provides a hand-held game that includes a plurality of input devices, an audible output device, and a controller coupled to each of the input devices and to the audible output device. Preferably, each of the input devices require a different mechanical action for action, such as a pressure switch, a pull switch or a rotational switch. The controller outputs a first command signal to the audible output device that relates to a first selected input device. The controller then outputs a second command signal to the audible output device relating to a second selected input device when the first selected input device is actuated within a predetermined period of time. When the first selected input device is not actuated within the predetermined period of time, or when an input device other than the selected input device is actuated in response to the first command signal, the controller outputs an error command signal to the audible output device. The controller then ceases to output command signals to the audible output device after outputting the error command signal. According to the invention, the second command can relate to a second selected input device or can be an audible indication such as a voice message, for a user to pass the game apparatus to another user. 
     Preferably, the audible output device outputs a different voice message corresponding to each respective command signal. For example, the voice message corresponding to a command signal relating to the pressure switch instructs a user to press the pressure switch. Similarly, the voice message corresponding to a command signal relating to the pull switch instructs the user to pull the pull switch, and the voice message corresponding to a command signal relating to the rotational switch instructs the user to rotate the rotational switch. 
     The audible output device also can output a different musical sound or prompt corresponding to each respective command signal. For example, the music sound corresponding to a command signal relating to the pressure switch indicates for a user to press the pressure switch, while the musical sound corresponding to a command signal relating to the pull switch indicates for the user to pull the pull switch, and the musical sound corresponding to a command signal relating to the rotational switch indicates for the user to rotate the rotational switch. 
    
    
     BRIEF DESCRIPTION OF THE DRAWING 
     The present invention is illustrated by way of example and not limitation in the accompanying figures in which like reference numerals indicate similar elements and in which: 
     FIGS. 1A and 1B respectively show a front and a side view of a first preferred embodiment of the present invention; and 
     FIG. 2 shows a schematic block diagram of a first preferred embodiment of the present invention. 
     FIG. 3 shows a perspective view of a second preferred embodiment of the present invention. 
     FIG. 4 shows a schematic block diagram of a second preferred embodiment of the present invention. 
    
    
     DETAILED DESCRIPTION 
     FIGS. 1A and 1B respectively show a front and a side view of a first preferred embodiment of the hand-held game  10  of elimination according to the present invention. According to the invention, the game provides audible signals instructing 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. 
     In FIGS. 1A and 1B, 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 a 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. 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. 
     FIG. 2 shows a schematic block diagram  20  of the present invention. 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 the 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 increases randomly as game play progresses. Processor  21 , memory  22  and timer  23  are readily available integrated circuits that have operational capabilities that are suitable for providing the functions of the present invention. Additionally, the functions of the present invention can be performed by an application specific integrated circuit (ASIC), by dedicated logic circuits or by a state machine. 
     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 . 
     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 other 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 players 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. 
     The first game format, for 2 or more players, outputs audible voice messages instructing a player to “bop it”, “pull it”, or “twist it”, along with an audible underlying beat. The first player hits a bop 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 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 instructions within 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 randomly as the game progresses. 
     The second game format, for 2 or more players, is essentially the same as the first format, but rather than providing game play through verbal instructions, the present invention provides instructions in the form of musical sounds, or prompts, to which game players must respond. That is, when the present invention 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 . 
     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. 
     In the third game format, the present invention is adapted for use by a solo game player or for one player at a time. In this format, the present invention provides voice instructions that must be followed by the game player. A player hits a bop 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. 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 perfoming the action incorrectly. When the player commits an error during play, an error sound 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. 
     A second preferred embodiment of the present invention, game  30  is shown in FIGS. 3 and 4. 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. According to this embodiment of the invention, the 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 period of time, such as a second, the game outputs an audible error signal, stopping play and indicating that the player who failed to actuated 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. 
     In FIG. 3, 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 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. 
     FIG. 4 shows a schematic block diagram of the second preferred embodiment of the present invention. 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 a 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 randomly as game play progresses. Processor  50 , memory  52  and timer  54  are readily available integrated circuits that have operational capabilities that can be suitable for providing the functions of the present invention. Additionally, the functions of the present invention can be performed by an application specific integrated circuit (ASIC), by dedicated logic circuit. 
     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 will-known manner for driving speaker  56 . 
     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 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  50  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 actuated the correct input device 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  36  is actuated to start a game once a particular game format has been selected, or to start a new round. 
     For example, game format 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 Vox Bop is selected a player may begin the game by pressing a bop it button  36 . 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. Player 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 . While Vox Bop is paused, the underlying beat stops. The player who commits the error is out and the game  30  is passed to the next player. The Vox Bop continues when the next player actuates or presses the bop it button  36 . Alternatively while playing the game, 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, such as by random increments during the course of play. The Vox Bop ends when only one player remains “alive”. 
     A second game format can be, for example, similar to Vox Bop, but instead of voice prompts command and error prompts may be announced with characteristic noises or musical sounds instead of voice prompts in a commonly known language. This game format may be selected, for example, by pulling the pull it knob  38  twice, then started by pressing the bop it button  36 . 
     A third game format can be designed for solo players, or for one player at a time. The game format may be selected, for example, by pulling the pull it knob  38  three times. This game format may be similar to the first game format except that no “pass it” command is issued, and the player&#39;s score is automatically announced after an error prompt. 
     A fourth game format can be designed for solo players, or for one player at a time. The game format may be selected, for example, by pulling the pull it knob  38  four times. This game format may be similar to the second game format except that no “pass it” command is issued, and the player&#39;s score is automatically announced after an error prompt. 
     At the end of a game format the high score for that game  30  may be accessed by actuating, for example, the twist knob  40 . The high score is the highest score achieved a player on that game  30 . The high score may be announced by the output device  56  in response to a signal from the processor  50 . 
     While the present invention has been described in connection with the illustrated embodiments, it will be appreciated and understood that modifications may be made without departing from the true spirit and scope of the invention.