Hand-held electronic game device

The invention is directed to a hand-held game apparatus and method providing an elimination game wherein audible and/or visual signals instruct players to manipulate particular input devices, such as a push button, a pull knob or a twist knob, to actuate a corresponding switch. If the particular input device is not manipulated within a predetermined period of time, such as one second, the game may output an audible and/or visual error signal, stopping play and indicating that the player who failed to manipulate the input device is eliminated from that round of play. The audible signals instructing a player to manipulate an input device can be selected to be voice messages, musical sounds, or other prompts corresponding to each input device. Similarly, the visual signals may correspond to each input device, and may comprise the illumination of lights disposed at each of the input devices. The game apparatus may further include moveable components allowing the players to rearrange the game apparatus into different physical configurations.

BACKGROUND OF THE INVENTION

The present invention relates to hand-held electronic games and, more particularly, to a game apparatus and a method for a hand-held voice and visual game of elimination played by a single player or by multiple players manipulating input devices of the game in response to audible and/or visual instructions provided by output devices of the game apparatus.

Apparatus are known for playing games that generate voice instructions or sound prompts at a game apparatus. Players listen to the voice instructions or sound prompts produced by the game apparatus and perform predetermined operations in accordance with the voice instructions or sound prompts. 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 et 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.

Apparatus are also known wherein players perform different actions in response to sound prompts during the course of play. For example, U.S. Pat. Nos. 6,086,478 and 6,210,278 to Klistner et al. and Klistner, respectively, disclose hand-held games that include 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 requires a different mechanical action for activation, 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.

U.S. Patent Appl. Pub. No. 2002/0111202 to Annis et al. discloses a hand-held electronic game with audio directions having a center with two connected elongated ends for bending and rotating relative to the center by a player. Position sensing switches provide input to a control module. Various pre-programmed games may be played according to directions from the control module. In one, players are given “hot”/“cold” directions as they attempt to transform the game into a predetermined, but undisclosed, configuration. For another, there are directions, such as “bend it,” which have a number of correct responses. There is a “bend it back” direction which requires recall of the prior “bend” move for the one correct response. Another variation gives a sound that must precede a direction to authorize the player to follow the direction. Each particular configuration may also be identified by a sound effect requiring the player to recall the shape associated with the sound.

SUMMARY OF THE INVENTION

In one aspect the invention is directed to a game apparatus for one or more users that may include a plurality of input devices each requiring a mechanical action for actuation, wherein at least two of the mechanical actions may be different, and wherein at least two input devices may require the same mechanical action for actuation, an output device, and a controller operatively connected to each of the input devices and to the output device. The controller may be programmed to cause the output device to output a command signal specific to the input devices requiring the same mechanical action, and to determine whether any of the input devices are actuated within a predetermined time period. The controller may further be programmed to cause the output device to output a race-winner signal corresponding to the first of the input devices requiring the same mechanical action actuated within the predetermined time period in response to determining that at least one of the two input devices requiring the same mechanical action was the first input device actuated within the predetermined time period.

In another aspect, the invention is directed to a game apparatus for one or more users that may include a plurality of input devices each requiring a mechanical action for actuation, wherein at least two of the mechanical actions are different, an audible output device, a visual output device and a controller operatively connected to each of the input devices, to the audible output device, and to the visual output device. The controller may be programmed to cause the audible output device to output an audible command signal specific to one of the input devices, to cause the visual output device to output a visual command signal specific to one of the input devices, and to determine whether any of the input devices are actuated within a predetermined time period. The controller may also be programmed to cause the audible output device to output an error signal in response to detecting the actuation of any of the input devices within the predetermined time period if the input device corresponding to the visual command signal is not the same as the input device corresponding to the audible command signal.

In a further aspect, the invention is directed to a game apparatus for one or more users that may include a center element, a first outwardly-extending arm connected to the center element, and a second outwardly-extending arm moveably connected to the center element, wherein the second arm may be moveable relative to the center element between a first position and a second position. The game apparatus may further include a plurality of input devices each requiring a mechanical action for actuation, wherein at least two of the mechanical actions may be different, and wherein each input device may be disposed on one of the center element, the first arm and the second arm, an audible output device, and a controller operatively coupled to each of the input devices and to the audible output device. The controller may be programmed to select one of the input devices, to cause the audible output device to output an audible command signal specific to the selected input device, and to determine whether the selected input device is actuated within a predetermined time period. The controller may also be programmed to cause the audible output device to output an error signal in response to detecting the actuation of an input device other than the selected input device, and to cause the audible output device to output an error signal in response to determining that the selected input device is not actuated within the predetermined time period.

In a still further aspect, the invention is directed to a method of playing an electronic elimination game having a game apparatus that may include at least three input devices each requiring a mechanical action for actuation, wherein at least two of the mechanical actions may be different. The method may include outputting from the game apparatus a first audible instruction to perform one of the mechanical actions, outputting from the game apparatus a first visual instruction to perform one of the mechanical actions, and determining at the game apparatus whether one of the input devices is actuated within a predetermined time period. The method may further include outputting from the game apparatus an error message in response to determining that at least one of the input devices was actuated within the predetermined time period if the mechanical action corresponding to the first visual instruction is different than the mechanical action corresponding to the first audible instruction.

In yet another aspect, the invention is directed to a method of playing an electronic elimination game having a game apparatus including at least three input devices each requiring a mechanical action for actuation, wherein at least two of the mechanical actions may be different, and wherein at least two of the input devices may require the same mechanical action for actuation. The method may include outputting from the game apparatus a first instruction to perform one of the mechanical actions, and determining at the game apparatus whether one of the input devices is actuated within a predetermined time period. The method may further include outputting from the game apparatus an error message in response to determining that an input device actuated within the predetermined time period is not an input device actuated by the mechanical action of the first instruction, outputting from the game apparatus an error message in response to determining that no input device was actuated within the predetermined time period, and outputting from the game apparatus a race-winning message corresponding to the first input device actuated within the predetermined time period in response to determining that an input device actuated by the mechanical action of the first instruction was actuated within the predetermined time period if the mechanical action of the first instruction is the mechanical action required to actuate the at least two of the input devices.

Additional aspects of the invention are defined by the claims of this patent.

DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS

FIGS. 1A and 1Bshow front and side views, respectively, of an embodiment of a hand-held game10of elimination in accordance with the present invention. The game10may provide audible and visual signals instructing a player to manipulate a particular input device, such as a push button, a pull knob or a twist knob, to actuate a corresponding switch. If the particular input device is not manipulated within a predetermined period of time, such as one second, the game may output an audible and/or visual error signal, stopping play and indicating that the player who failed to manipulate the input device is eliminated from that round of play. The audible signals instructing a player to manipulate an input device can be selected to be voice messages, musical sounds, or other prompts corresponding to each input device. Similarly, the visual signals may correspond to each input device. The game10may further include moveable components allowing the players to rearrange the game10into different physical configurations.

As shown inFIGS. 1A and 1B, the game10may include a spherical center element12, and a first outwardly extending arm14and a second outwardly extending arm16attached to the center element12. The arms14,16may be configured to provide convenient gripping of the arms14,16by the players. The center element12and the arms14,16may be fabricated with hollow compartments therein for housing the electronic components of the game10described more fully below.

The game10may further include different types of input devices that may be accessible at different locations on the game10, and may require different mechanical actions to actuate corresponding switches. In the illustrated embodiment, the game10may include push buttons18,20disposed on either side of the center element12that may be operatively connected to corresponding switches disposed within the center element12so that a player may actuate one of the switches by pressing the corresponding one of the push buttons18,20. The push button20may also provide an area of openings21so that sound produced by an audible output device, such as a speaker, can be heard during the course of play.

A pull knob22may be located at the end of the first arm14opposite the center element12and may be operatively connected to a switch disposed within the first arm14. The pull knob22may be slidable within an opening at the end of the first arm14and biased toward an inward normal position by a spring or by the switch to which the pull knob22is operatively connected. The switch may be actuated by pulling the pull knob22partially or fully outwardly from the first arm14. A twist knob24may be located at the end of second arm16opposite the center element12and may be operatively connected to a further switch disposed within the second arm16. The twist knob24may be rotatable within an opening at the end of the second arm16and biased toward a normal position by a spring or by the switch to which the twist knob24is operatively connected. The switch may be actuated by rotating twist knob24about a rotational axis. The game10may further include a game selection button25and a mode selection button26on the arm14that may be pressed by players to actuation corresponding game and mode selection switches to allow players to select the desired game as discussed further below.

The game10may further include visual output devices corresponding to each of the input devices18-24discussed above. In one embodiment, each of the input devices18-24may have a light disposed within the input device, and the input devices18-24may be configured so that the lights are perceptible by the players when the lights are illuminated. For example, in the illustrated embodiment, the push buttons18,20may each have an opening27,29, respectively, allowing light to be visible from the exterior of the push buttons18,20when the corresponding lights are illuminated. To protect the internal components from the environment, inserts30,32fabricated from a transparent or partially transparent material may be disposed in the openings27,29, respectively. If desired, the inserts30,32or the lights within the push buttons18,20may be colored for aesthetic purposes or for use in enhancing the game play offered by the game10. Similarly, the pull knob22and twist knob24may include similar openings34,36, respectively, and inserts38,40, respectively, such that the knobs22,24may be illuminated by lights disposed therein. As an alternative, the buttons18-24may be fabricated from a translucent or partially translucent material, and be coated with an opaque covering, such as paint coating, while leaving portions of the translucent material exposed and defining the openings27,29,34,36.

As previously mentioned, the components of the game10may be moveable to facilitate arranging the game10in different physical configurations by the players. Referring toFIG. 1B, the center element12may have a slot42through the outer surface, and the arm16may include an attachment portion44extending therefrom and being disposed within slot42. The attachment portion44of the arm16may be connected and rotatable within the center element12to pivotally mount the arm16to the center element12. The attachment portion44may be slidable within the slot42so that a player may rotate the arm16in a circular path between the position ofFIG. 1Agiving the game10a relatively straight configuration and the position ofFIG. 2giving the game10a horseshoe-shaped configuration. In one embodiment, the center element12may include a spring-biased detent engaging corresponding surfaces of the attachment portion44so the at the arm16may be moved to and retained in the positions shown inFIGS. 1A and 2and one or more intermediate positions if desired. Alternatively, the attachment portion44may be frictionally engaged by the center element12to retain the arm16in a given position until moved to a different position by a player.

While the illustrated embodiment shows the arm16being pivotally connected to the center element12, those skilled in the art will understand that the arm16and, if desired, the arm14may be connected such that the arm or arms may move along non-circular paths between first and second positions. Still further, those skilled in the art will understand that the center element12and moving arm16, and the electrical elements disposed therein, may be configured such that the electrical elements remain operatively connected as the arm16moves relative to the center element12between the first and second positions.

FIG. 3shows a schematic block diagram of the internal electrical components of the game10in accordance with the present invention. A processor or controller50may be operatively connected to a memory52, a timer54, an audio output device56, push button switches58,60, a pull knob switch62, a twist knob switch64, a game selection switch66, a mode selection switch68and lights70-76. The memory52may store instructions that are executable by processor50for providing a plurality of different game play formats, such as those described below. The memory52may also store data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play, and may further include logic for illuminating the lights70-76during game play. The timer54may be used for measuring a predetermined period of time, such as one second, in which a specified input device must be manipulated for game play to progress, and for generating a game tempo that may increase randomly as game play progresses. The processor50, memory52and timer54may be 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.

It should also be appreciated that the processor50, memory52and timer54may be implemented on the printed circuit boards, and more complex implementations of the game10may be implemented wherein the electrical components of the game10may comprise, among other components, a program memory, a microcontroller or microprocessor (MP), a random-access memory (RAM), read-only memory (ROM), and an input/output (I/O) circuit, all of which may be interconnected. It should be appreciated that the processor50may include multiple microprocessors. Similarly, the memory52may include multiple RAMs and multiple program memories, depending on the complexity and requirements of a specific implementation. It should also be appreciated that the I/O circuit may include a number of different types of I/O circuits, such as sound generation circuits, video generation circuit, odor generation circuitry, and the like. The RAM(s), ROM(s) and program memories may be implemented as semi-conductor memories, magnetically readable memories, and/or optically readable memories, for example.

The audible output device56, such as a speaker, receives command signals generated by processor50during the course of play and generates audible voice instructions or musical prompts. The memory52may store command signals corresponding to both male and female voices. Alternatively, if processor50does not have the capability to drive the speaker56directly, an output conditioning device can be used for conditioning the command signals in a well-known manner for driving the speaker56. The lights70-76may be operatively connected to the processor50such that the processor50may illuminate the lights70-76when necessary during the course of game play. The lights70-76may be any illumination source capable of producing the visual commands and/or graphics necessary for the game play of the game10, such as light bulbs, light emitting diodes (LEDs), multicolor LEDs, LED displays, and the like.

FIG. 3illustrates that the processor50may be operatively coupled to various electronic components corresponding to the exterior components of the center element12and arms14,16discussed in relation toFIGS. 1A and 1B, with each of those components being so coupled to the processor50via a respective direct line or conductor. Different connection schemes may be used. Input signals produced by the switches58-68are output to the processor50for processing the game execution logic, and the switches58-64and the lights70-76may correspond to the push buttons18,20, pull knob22and twist knob24, respectively. Consequently, the push buttons18, may be operatively connected to the switches58,60, respectively, and have the push button lights70,72, respectively, disposed therein, the pull knob22may be operatively connected to the switch62and have the pull knob light74disposed therein, and the twist knob24may be operatively connected to the switch64and have the twist knob light76disposed therein.

After a predetermined period of inactivity of the game10, such as five minutes, the processor50may enter a sleep mode to conserve power. The processor50may be configured to detect the actuation of one of the switches58-68when the processor50is in the sleep mode, and to switch to an active game mode in response. The processor50may turn on the game10, with the processor50drawing power from a power source, such as batteries stored within a battery compartment of the center element12or one of the arms14,16. When the processor50initiates the active mode of the game10, the players may be able to select a desired one of the available games by pressing the game button25, and a desired mode for the selected game by actuating the switch68by pressing the mode button26.

In alternate embodiments, the game10may omit the buttons25,26and switches66,68, and be configured to allow selection of games and modes using the input devices18-24and switches58-64. For example, in one embodiment players may press one of the push buttons18,20to actuate the corresponding switch58,60, respectively, to cycle through the available games, turn the twist knob24to actuate the switch64and cycle through the available game modes and, once the desired game and mode are selected, pull the pull knob22to actuate the switch62and begin the selected game. The available game modes may include game play with voice commands, game play with musical commands, game play controlled by illumination of the lights70-76, and game play controlled by a combination of audio and visual commands. The voice commands may be provided in a male voice, a female voice or a combination of male and female voices, with the voice mode being selected via a voice selection input device, such as by pulling the pull knob22after selecting the voice command mode. Once the game and mode are selected, a player may start the game by pressing one of the push buttons18,20. Of course, those skilled in the art may configure the processor50as desired to allow selection of the available games, modes and voices, and start the game based on the manipulation of particular ones of the input devices18-24.

In general, the game play associated with the game10includes the processor50causing commands to be output to the players via the speaker56and/or the lights70-76specifying one or more of the push buttons18,20, pull knob22and twist knob24to be manipulated by a player, the processor50receiving actuation signals generated by the switches58-68when a player manipulates the corresponding push buttons18,20, pull knob22and twist knob24, and the processor50determining whether the actuation signal or signals correspond to the specified input device or devices the player was instructed to manipulate by the output commands. If a player manipulates the correct input device or devices in response to an instruction within the predetermined period of time, the processor50may select another or an additional input device to be manipulated at random and generate corresponding command signals for output to the speaker56and/or the lights70-76. If a player manipulates an incorrect input device, or does not manipulate the correct input device within the predetermined period of time, as measured by the timer54, the processor50may generate an error command signal for output to the speaker56, such as a scream and/or a drum tag, or other appropriate error sound, and/or an appropriate visual error indication, such as flashing the lights70-76.

The game10may be programmed with a plurality of game play formats. In a first game play format, the present invention may be adapted for use by a solo game player or for one player at a time in turn. In this format, the present invention may provide voice instructions that must be followed by the game player. After actuating the designated switches58-64to select the solo game play format, a player may press one of the push buttons18,20to start play. The processor50may be programmed to cause the speaker to generate one measure of an underlying beat, followed by a voice instruction to manipulate one of the input devices18-24. For example, the speaker56may broadcast the instruction “Bop It” to indicate that one of the push buttons18,20must be pressed, may broadcast the instruction “Pull It” to indicate that the pull knob22must be pulled, and may broadcast the instruction “Twist It” to indicate that the twist knob24must be turned. As discussed above, depending on the mode selected by the player, the instructions may be in the form of musical instructions or visual instructions. In an embodiment of musical instructions, a bass drum sound may correspond to the “Bop It” instruction, a low-pitched ratchet sound may correspond to the “Twist It” instruction, and an upwards whistle sound may correspond to the “Pull It” instruction. In the visual instruction mode, the processor50may illuminate one of the lights70-76to specify to the player which of the input device18-24to manipulate.

The player must follow the voice instruction generated by the game10in tempo with the underlying beat by manipulating the specified input device18-24within a relatively short period of time. If the player successfully manipulates the specified input device18-24and, consequently, actuates the corresponding switch58-64, the processor50may continue to select input devices18-24to be manipulated and cause the speaker56to broadcast the corresponding instruction that must be executed by the player. The solo game play may continue in this manner until the player makes a mistake either by failing to manipulate the specified input device18-24within the set period of time or by manipulating the wrong input device18-24. Also during the game, the processor50may randomly increase the tempo of the underlying beat as the game progresses. When the player commits an error during play, an error signal or sound may be produced followed by an audible indication of the player's score, such as a count of drum beats or a verbal indication of the number of correct manipulations of the specified input devices18-24by the player.

A second game player format may be similar to the solo game play format but may be configured for two or more players. As with the solo game play format, the game10may output audible or visual messages instructing a player to manipulate the input devices18-24, along with an audible underlying beat, with the player following the instructions generated by the game10in tempo with the underlying beat by performing an appropriate operation within a relatively short period of time, such as one second. In this game play format, the end of a player's turn may be indicated by a voice instruction to “pass it” output by the game10instructing the player to pass the game10to the next player, such as to the player to the left, as the game10outputs a measure of “pass it” music. The game play may continue in this manner with the players passing the game10until a player makes a mistake either by failing to perform the specified instructions within the set period of time or by performing the instruction incorrectly. When a player makes a mistake, the game10may generate a scream sound, indicating that the current player has been eliminated, and play stops. The remaining players may continue playing the game in the same manner until one player remains, who is the winner. As with the solo game play format, the processor50may increase the tempo of the game randomly as the game progresses.

In another alternate game play format for two players, the players may be required to keep up with the sequence of instructions output by the game10, and attempt to be the first player to score a predetermined number of points by responding to commands correctly and racing to press a designated one of the push buttons18,20. In this embodiment, the input devices18-24may be color-coded, such as by using colored lights70-76or by having a distinctive coloring, to designate which input devices18-24are to be manipulated by each player. For example, the lights70,74corresponding to the push button18and pull knob22, respectively, may be red, and the lights72,76correspond to the push button20and twist knob24, respectively, may be yellow. At the beginning of the game, one player may grasp the arm14and may be responsible for manipulating the push button18and pull knob22when instructed, and the other player may grasp the arm16and may be responsible for manipulating the push button20and twist knob24when instructed.

Once the two-player game is initiated, the game10may output audible or visual messages instructing the players to manipulate the input devices18-24, along with an audible underlying beat. When instructed to manipulate the pull knob22, the player grasping the arm14must pull the pull knob22within the allowed time period in order to continue the round. Similarly, the player grasping the arm16must rotate the twist knob24within the time period when instructed to do so. If a player fails to manipulate their input device22,24within the time limit, the other player may be declared the winner of the two-player game. If the player successfully manipulates their knob22,24, the game continues with the game10broadcasting subsequent instructions. When the players are instructed to manipulate the push buttons18,20, such as when the game10verbally instructs the players to “Bop It,” the players race to be the first one to manipulate their push button18,20. Consequently, the player grasping the arm14attempts to press the red push button18first, and the player grasping the arm16attempts to press the yellow push button20first. The first player to press their push button18,20as determined by the processor50may be awarded a point, and the game10may output a race-winner signal announcing which color player won the race. The processor50may be programmed to store the number of points awarded to each player via point counters in the memory52, and may compare the points awarded to each player to a predetermined winning number of points. The two-player game may end when either one player reaches the winning number of points, or one player does not successfully manipulate their knob22,24within the time limit, and the game10may announce the winning player of the two-person game.

In another alternate game play format, the game10may provide both audio and visual commands instructing the player or players as to which input device18-24to manipulate. As with the other game play formats, the game10may output verbal or musical messages instructing a player to manipulate the input devices18-24, along with an audible underlying beat. The game10may additionally illuminate one of the lights70-76each time an audible instruction is issued. In this game play format, the player may be required to perform the specified action only if the illuminated light70-76corresponds to the input device18-24specified by the audible instruction. For example, if the game issue a verbal instruction to “Pull It” and illuminates the light74of the pull knob22, the player must pull the pull knob22within the time limit to successfully respond to the instruction. If, however, the verbal instruction to “Pull It” is accompanied by the illumination of the light76of the twist knob24, the player is not required to perform an action and waits until the next instruction is issued by the game10. If the player manipulates an input device18-24when the illuminated light70-76does not match the audible instruction, the game is over. In one embodiment, the player may press either of the push buttons18,20in response to an audible instruction to “Bop It” and the illumination of either or both of the lights66,68. Alternatively, the processor50may illuminate only one of the lights18,20along with the instruction to “Bop It,” and the player may be required to press the push button18,20corresponding to the illuminated light66,68.