Game unit with controller-determined characters

An electronic game apparatus. The apparatus may include at least a first player input device and a second player input device. Each player input device may have a plurality of buttons adapted to be manipulated by a player, thereby producing player input signals for moving one or more characters within the game environment. The apparatus may also include a base unit coupled to the player input devices. The base unit may include a game processor adapted to receive the plurality of player input signals and to determine therefrom a game simulation. The game processor may transmit output signals representative of the game simulation to a monitor device. Optionally the game simulation may include movements of at least one of the first player and the second player character based upon input signals from the corresponding player input device. Each player character may be selectable from different groups of player characters.

TECHNICAL FIELD

The present disclosure relates to electronic game apparatus, and more particularly to electronic game apparatus that are connected to an audio-video monitor such as a television set, in which one or more participants interact with one or more controllers to effect movements, within a game environment, of one or more characters that are selectable from a group of characters corresponding to each input controller, and to the methods of gameplay with these apparatus.

BACKGROUND OF THE DISCLOSURE

An electronic game apparatus may include one or more controller units that may be manipulated by one or more participants in order to simulate a game simulation such as an automobile race. Examples of electronic game assemblies using electronic inputs, input devices for video games or other computing devices, and/or mechanical racing games are found in U.S. Pat. Nos. 4,588,187; 4,695,953; 4,758,691; 4,846,693; 5,174,759; 5,178,545; 5,186,460; 5,239,464; 5,245,320; 5,311,207; 5,317,336; 5,370,536; 5,389,950; 5,396,267; 5,421,590; 5,453,758; 5,511,983; 5,593,350; 5,594,215; 5,668,574; 5,670,992; 5,692,956; 5,749,577; 5,820,462; 5,823,876; 5,829,745; 5,919,092; 5,963,199; 5,967,898; 5,976,018; 6,033,309; 6,050,897; 6,068,554; 6,159,099; 6,191,777; 6,200,219; 6,201,947; 6,364,771; 6,461,238; 6,544,124; 6,597,342; 6,607,437; 6,623,358; 6,645,070; 6,672,962; 6,692,333; 6,714,189; 6,805,631; 6,809,722; 6,878,062; and 6,929,543, in U.S. Reissue Pat. No. RE33662, in U.S. Design Pat. Nos. D316879; D328315; D375326; D379203; D380503; D395464; D410970; D420708; D435603; and D441028, and in U.S. Patent Application Publication Nos. 2001/0018359; 2002/0142838; 2003/0022717; 2003/0036417; 2004/0259638; 2005/0107145; 2005/0148389; 2005/0230230. The entire disclosures of each of the patents, patent applications, and patent application publications recited in this and in other paragraphs are all incorporated by reference herein in their entirety and for all purposes.

SUMMARY OF THE DISCLOSURE

An electronic game apparatus may include at least a first player input device and a second player input device. Each player input device may have a plurality of buttons adapted to be manipulated by a player, thereby producing player input signals for moving one or more characters within the game environment. The apparatus may also include a base unit coupled to the player input devices. The base unit may include a game processor adapted to receive the plurality of player input signals and to determine therefrom a game simulation. The game processor may transmit output signals representative of the game simulation to a monitor device. Optionally the game simulation may include movements of at least one of the first player and the second player character based upon input signals from the corresponding player input device. Each player character may be selectable from different groups of player characters.

DETAILED DESCRIPTION OF THE DISCLOSURE

Electronic game apparatus that simulate racing may be operated by one or more participants or users. These electronic game apparatus may include one or more controller units that are each adapted to be manipulated by a participant or player to provide control signals that are transmitted to a game processor to determine a game simulation that includes movements of one or more characters within a game environment. The game processor and/or an audio-video processor may be adapted to transmit output signals representative of the game simulation to a monitor device, such as a television set.

Turning now to the drawings, a schematic representation of an exemplary electronic game apparatus is shown inFIG. 1, and is indicated generally at20.FIG. 1shows an electronic racing game apparatus22as an example of electronic game apparatus20that may provide a simulation of an automobile race between one or more participant-operated characters and one or more computer-operated characters. Other embodiments may simulate other activities such as horse racing, dog racing, and the like. Electronic racing game apparatus22may include a base unit24and at least one player input device26. Base unit24may be operatively connected to the at least one player input device26via an inter-unit linkage28that may include an electrical connection30.

Electrical connection30may extend from a first end32to a second end34. In the example shown inFIG. 1, first end32is fixedly coupled to player input device26. Also in the example shown, second end34includes a connector36that may be adapted to removably couple with a port38disposed on a housing40of base unit24. Connector36and port38may be adapted to couple using any suitable connection, such as mating multiple-pin connectors. In other examples, the electrical connection may be fixedly coupled to both the base unit and the at least one player input device, or removably coupled with both. In still other examples, inter-unit linkage28may include a wireless connection.

Base unit24may also be operatively and electrically connected to a monitor device42to transport output signals44by way of a monitor linkage46. Monitor device42may include an audio-video monitor device48. In the present example, the monitor device includes a television set50, or a suitable alternative. Accordingly, output signals44may include an audio signal52and a video signal54that may be transmitted to the monitor device via a suitable wired or wireless communications link, such as a multi-conductor cable56.

For example, conventional RCA or phono cabling may operatively couple base unit24to monitor device42. Audio signal52may have one or more channels or tracks to produce, for example, either monophonic or stereophonic sound. Similarly, video signal54may be formatted using conventional composite video encoding, conventional RGB encoding, or S-Video encoding. Multi-conductor cable56may therefore include any appropriate number of conductors, according to the format of the output signals. In other embodiments, output signals44may be transmitted to television set50, or a suitable alternative, via a coaxial cable that is operatively connected to the antenna jack of the television set, or via any other connections known in the art.

Television set50may include an audio unit58having a left audio source60and a right audio source62, and a video unit64, which may include a cathode ray tube (CRT) display, an LCD display, or suitable alternative. Audio unit58and video unit64may be adapted to render audio signals52and video signals54, respectively, as audible sound and visual images representative of output signals44.

As particularly shown inFIG. 2, base unit24may include a power supply102, at least one base input device104, and a game processor106. Power supply102may include one or more batteries, an AC/DC converter, and the like. Base input devices104may include any combination of joysticks, trackballs, level switches, contact switches, and so forth, that are each adapted to produce a corresponding base input signal108. Base input devices104and base input signals108may each be included with a plurality of input devices110and a plurality of input signals112, respectively.

Game processor106may include one or more analog or digital circuits, logic units, or processors for operating programs stored as software in memory, and may include one or more distinct units in communication with each other. The game processor may be adapted to receive a plurality of input signals112from a plurality of input devices110, and-to determine the game simulation therefrom. For example, the game processor may be adapted to receive base input signals108from the at least one base input device104.

The game processor may include an audio-video processor114adapted to determine output signals44representative of the game simulation and to transmit the output signals to monitor device42along monitor linkage46. Output signals44may include audio signals52and/or video signals54that may be rendered into sound and/or a visual display by monitor device42, for example by television set50. In some examples, the audio-video processor may be included with a separate processor that is operatively coupled to game processor106.

Optionally, base unit24may include a computer readable medium116such as memory components to store game parameters. Computer readable medium116may each be either non-removable or removable in order to transfer parameters to other electronic game apparatus20, and may each be a read-only medium or a read-write medium. Additionally or alternatively, the computer readable media may include one or more sequences of instructions that, when executed by one or more processors such as game processor106, electronic game apparatus20may play alternatively themed games.

Base unit24may further include a plurality of linkages118that may include a combination of cables, wires, and/or wireless connections that are adapted to transmit input signals108, power, and/or other signals from other components of electronic game apparatus20to game processor106. Optionally, base unit24may include a plurality of base connections120.

Player input devices26may include a plurality of player input elements122operatively coupled to a plurality of player connections124by a plurality of conductors126. Each player input element may be adapted to transmit a player input signal128. The same number of player input elements122, conductors126, player connections124, and base connections120may be used. In the present example, each plurality may include five members. Accordingly, each player input signal may be transmitted from one of the plurality of player input elements122to one of the plurality of conductors126to one of the plurality of player connections124to one of the plurality of base connections120. Throughout this description, it is to be assumed that if an electronic signal is transmitted to and/or received by a selected component that is electrically connected to one or more other components, then the signal may be transmitted to and/or received by any of the other components to which the selected component is electrically connected.

Electronic game apparatus20includes at least a first player input device130and a second player input device132. First player input device130and second player input device132may be adapted to produce and/or transmit first player input signals134and second player input signals136, respectively. In some examples, base unit24may include a plurality of ports38that each may be adapted to be removably coupled to one of the player input devices. In other examples, the base unit may be removably coupled to a selected one of the player input devices. Optionally, the base unit may be fixedly coupled to one or more of the player input devices.

Referring specifically toFIG. 3, connector36of first player input device130is shown coupled to port38of base unit24, whereas connector36of second player input device132is shown separated from the port. Accordingly, first player input device130may be considered the selected player input device of electronic racing game apparatus22, as configured inFIG. 3. A player may disconnect first player input device130and connect second player input device132in its place. In this proposed configuration, the second player input device may now be considered the selected player input device. In other examples, base unit24may include a plurality of ports38that are each adapted to be removably coupled to a selected one of a group of one or more player input devices. Optionally, each port may be removably couplable to a selected one of a different group, with some or no overlap between members of each group.

Also shown specifically inFIGS. 1 and 3, each player input device26includes conductors126that extend externally from a housing138of the player input device. The plurality of conductors126may collectively form electrical connection30. In this example, the conductors may terminate in at connector36that is removably couplable to port38.

In other examples, conductors126may be internal to player input device26, with connector36disposed on housing138. The electronic game apparatus may optionally include a cable that is fixedly coupled to the base unit at one end, and that has port38at an opposite end. Optionally, the cable may be removably coupled to the base unit. Some embodiments may include a plurality of ports that each may be adapted to be removably couplable to all or some of the plurality of player input devices.

Optionally, each player input device26may include a power supply and/or one or more processors that are operatively coupled to the player input elements and are adapted to perform some or all of the functions described in reference to game processor106. In these examples, the one or more processors may transmit signals to and/or receive signals from the game processor.

Electronic racing game apparatus22may include play modes that allow any number of players to compete as one or more player-operated characters, or that allow play of a single player to compete as a player-operated character against any number and variety of computer-operated characters. In response to player input signals128created by manipulation of player input elements122by one or more players holding one or more player input devices, game processor106may determine a game simulation that includes movements of at least a first player character and/or a second player character.

The movements of the first player character may be based upon first player input signals134from first player input device130. The first player character may be selectable from a first group of player characters that correspond to the first player input device. Similarly, the movements of the second player character may be based upon second player input signals from second player input device132. The second player character may be selectable from a second group of player characters that correspond to the second player input device. In some examples, the first group of player characters may be different from the second group of player characters.FIG. 4shows a table202including an exemplary list of available vehicles corresponding to exemplary base units24and player input devices26. Optionally, at least one player character may be included in both the first group and the second group.

Player input signals128may include a plurality of direction signals140that each correspond to one of a plurality of directions. Player input elements122, as has been discussed, may be adapted to transmit the player input signals. Accordingly, the player input devices may each include one or more direction elements142that are adapted to transmit direction signals. In the present example, four directions may be used, corresponding to four of the player input elements, to four of the direction signals, to four of the player connections, and to four of the base connections.

One or more directions may be substantially opposite a different one of the plurality of directions. In an example in which four directions are used, the four directions may correspond to “up,” “down,” “left,” and “right.” The “up” direction may be substantially opposite the “down” direction. Similarly, the “left” direction may be substantially opposite the “right” direction.

Direction elements142may each include one or more buttons, switches, sliders, dials, and the like, that are disposed on housing138. Optionally, direction elements142may collectively form a direction button144that is adapted to pivot, relative to the player input device or housing138, along two axes A and B, thereby producing two pairs of direction signals corresponding to substantially opposite directions. In some examples, axis A may correspond to the substantially opposite directions of up and down, and axis B may correspond to the substantially opposite directions of left and right. Accordingly, one or more players146of electronic racing game apparatus22may grasp first player input device130and/or second player input device132and manipulate direction button144

Optionally, player input signals128may further include one or more speed input signals148. Accordingly, player input elements122may include one or more speed elements150that are adapted to transmit speed signals148. Speed elements150may each include one or more buttons, switches, sliders, dials, and the like that are disposed on housing138proximal to direction elements142, for example direction button144.

Game processor106, upon receiving various combinations of player input signals128including at least one direction signal140and/or at least one speed signal148, may determine the game simulation including various movements of the player character, corresponding to the received combination of player input signals, as will be discussed in greater detail hereinbelow.

The game simulation of electronic racing game apparatus22may include movements of only one of the first player character and the second player character. As has been discussed, base unit24may be adapted to be removably coupled to a selected one of first player input device130and second player input device132. Game processor106may receive an identification signal152transmitted from the selected one of the player input devices. For example, first player input device130may be adapted to transmit the identification signal on a first player connection124a, and second player input device may be adapted to transmit the identification signal on a second player connection124b.

The player input devices may be adapted to transmit the identification signal in response to receiving a polling signal154. When electronic game apparatus20, for example electronic racing game apparatus22, is powered on or when one or more components of base unit24detects that one or more player input device has been coupled, game processor106may transmit the polling signal to one or more base connections120. In some examples, player input devices26may include one or more circuit elements156, for example diode158, that may convert polling signal along one player connection to the identification signal along a different player connection.

It may be useful to transmit the identification signal along a specific one of the plurality of player connections124if the polling signal were received along one of the plurality of player connections corresponding to a direction that substantially opposite the direction corresponding to the direction signal transmitted along the first player connection. Accordingly, first player input device130may transmit the identification signal along first player connection124ain response to receiving the polling signal along a third player connection124c. Similarly, second player input device132may transmit the identification signal along second player connection124bin response to receiving the polling signal along a fourth player connection124d. Correspondingly, game processor106may transmit the polling signal along third base connection120cand/or fourth base connection120d.

Optionally, the game processor may be adapted to determine the game simulation further including movements of an opponent character within the game environment. The opponent character may be selectable from a group of opponent input characters. The movements of the opponent character may be based upon a plurality of opponent input signals160that may be transmitted by an opponent input device162. Opponent input signals160may be included with input signals112that are transmitted to game processor106.

In some examples, base unit24may be adapted to be held by an opponent163and manipulated in order to produce the opponent input signals. Accordingly, the opponent input device may be one or more of base input devices104. Similarly, the opponent input signals may be one or more of base input signals108.

Opponent input device162may include a plurality of opponent input elements164. The opponent input elements may include one or more opponent direction elements166that are each adapted to transmit opponent direction signals168, and/or one or more opponent speed elements170that are each adapted to transmit opponent speed signals172. Opponent direction elements166and/or opponent speed elements170may each include one or more buttons, switches, sliders, dials, and the like that are disposed on housing40.

Optionally, opponent direction elements166may collectively form an opponent direction button174that is adapted to pivot, relative to the base unit or housing40, along two axes C and D, thereby producing at least one direction signal corresponding to each of the two axes. In some examples, axis C may correspond to the substantially opposite directions of up and down, and axis D may correspond to the substantially opposite directions of left and right. Accordingly, opponent163of electronic racing game apparatus22may grasp base unit24and manipulate opponent direction button174and opponent speed element170.

Game processor106, upon receiving various combinations of opponent input signals160including at least one opponent direction signal168and/or at least one opponent speed signal172, may determine game the game simulation including various movements of the opponent character, corresponding to the received combination of player input signals, as will be discussed in greater detail hereinbelow.

As has been discussed, game processor106may determine the game simulation and may transmit output signals44, including video signals54, that are representative of the game simulation.FIG. 1shows television set50with a visual depiction178that may be a rendering of the video signals. Visual depiction178may include one or more vehicles180that may be racing within one or more lanes182on a race environment184. The race environment may also include one or more interactive features186. Some interactive features186, such as ramp188and oil spill190, may present challenges and/or advantages to the participants. Other exemplary interactive features may include shields, blasters, saws, boosters, potholes, animals, etc.

Other interactive features, such as bonus features192may provide one or more characters with bonus points, may benefit the one or more character to a health, speed, or other performance variable, and/or may enable the one or more character to perform “power” maneuvers, which will be described below. Accordingly, visual depiction178may include one or more performance indicators194that indicate values or icons representative of health, speed, or other performance variables and/or earned “power” maneuvers. Optionally, the visual depiction may include one or more markers196that appear at an end of a lane in which an interactive feature186may be present.

During gameplay, characters198, for example one or more computer-operated characters, one or more player characters, and/or one or more opponent characters, may engage in game activities responsive to one or more input signals that may be generated by the one or more players and/or the opponent. For example, during gameplay with electronic racing game apparatus22, characters198may include one or more vehicles164that engage in racing activities: Accordingly, base unit24and player input devices26may each depict vehicles. Direction button144and speed element150may form one or more wheels of the vehicles depicted by player input devices26. Similarly, opponent direction button174and opponent speed element170may form wheels of the vehicle depicted by base unit24.

Game processor106may provide each participant with the ability to select one character from a group or groups of characters that will be responsive to input signals from the participant. Optionally, the members of each group of characters that may be available to each participant may be reflective of the type of vehicle depicted by the base unit or the player input device each participant uses to generate the input signals. For example, base unit24and first player input device130shown inFIG. 3both depict vehicles that may be driven on solid surfaces such as streets or paved racetracks. Accordingly, the groups of vehicle available to the holders of base unit24and first player input device130may include vehicles that may be driven on solid surfaces such as streets or paved racetracks. Similarly, second player input device132shown inFIGS. 1 and 3depicts a vehicle that may be driven on off-road surfaces such as mud, snow, dirt, sand, and the like. Accordingly, the group of vehicles available to the holder of the second player input device may include off-road type vehicles.

Optionally, race environment184may be selectable by the participants of the electronic game apparatus. For example, one or more street racecourses, racetrack courses, and/or combinations of these racecourses may be available to be selected, corresponding to base unit24shown inFIGS. 1 and 3. Optionally, one or more off-road race environments may be available to be selected. Game processor106may provide a setup mode that may allow the participants to select the character or characters in play, including all participant-operated characters and all computer-operated characters, and/or the active race environment. The participants may navigate the setup mode with input devices110such as base input devices104and/or player input elements122. In some examples, game processor106may select one or more characters in play and/or the active race environment. The selection of characters and/or race environments may follow a predetermined pattern, may follow a random pattern, and/or may be in response to performance of one more characters in a previously completed game or game phase.

FIG. 5shows a table200that includes non-exclusive relationships between combinations of input signals112including direction signals140, speed signals148, opponent direction signals168, and opponent speed signals172. As indicated in table200, speed signals148and/or opponent speed signals172may include signals that are produced from one, two, three, four, or more rapid depressions or “taps” of the input device.

For example vehicles164corresponding to each character may move forward or backward within lanes182, or from one lane to an adjacent lane. Movements of a vehicle corresponding to each participant-operated character may be in response to combinations of player input signals128from the player input device26or base unit24of each participant, and may correspond to a group of maneuvers available to each character or group of characters. Each character or vehicle may be capable of performing a core group of maneuvers that may include lane changes, acceleration, deceleration, tricks, and/or battling. Optionally, each character or group of characters may be capable of performing one or more “special” maneuvers that may include lane changes, acceleration, deceleration, battling, and/or tricks. Prior to performing one or more “special” maneuver, each character may be required to achieve measures of game performance such as accrued points, vehicles passed, successful tricks performed, bonus features captured, etc.

As has been suggested, vehicles180may move forward or backward within lanes182, and/or may move from one lane to an adjacent lane. Similarly, visual depiction178may, in general, scroll from right to left. Optionally, a speed at which the visual depiction scrolls may correspond to a speed at one or more vehicles may be traveling in the game simulation, and may be indicated on one or more performance indicators194. Accordingly, the visual depiction may correspond to a racing game simulation in which the vehicles transverse an elongated race environment, with only a segment visible at a time. The visible segment changes as the characters, such as vehicles180, advance through the race environment.

Game simulations that include movements of a participant-operated character from one lane to an adjacent lane may be generated by manipulating input devices110on either base unit24or player input device26to generate input signals112corresponding to the “up” direction and/or the “down” direction. In some examples, characters may move freely between adjacent lanes if the location in the adjacent lane is not occupied by another vehicle. If the adjacent lane is occupied by another vehicle, then a battling maneuver may be performed, as will be described below.

Game simulations that include acceleration or deceleration of a participant-operated character, corresponding to advancing forward or backward within one lane182, may be generated by manipulating input devices110on either base unit24or player input device26to generate input signals112corresponding to the “right” direction and the “left” direction, respectively. In some examples, characters may move freely forward or backward if the forward or backward location in the lane is not occupied by another vehicle. If the forward or backward location in the lane is occupied by another vehicle, then a battling maneuver may be performed, as will be described below. Game simulations that include acceleration or deceleration may also be generated by manipulating input devices110on either base unit24or player input device26to generate input signals112corresponding to speed signal148and/or opponent speed signal172.

Adjacent vehicles may perform battling maneuvers to determine if one of the adjacent vehicles may “take over” a position from the other. For example, a participant may generate multiple repeating direction signals corresponding to the direction of the adjacent vehicle. Optionally, the participant corresponding to the adjacent vehicle may generate countering input signals. The timing and/or the frequency of the direction signals for each of the battling vehicles may determine a “winner” of the battle. As a result of the battling maneuvers, one or more of the vehicles involved may take on battle damage and/or may lose control. Participant-operated vehicles that lose control may lose the game.

Game simulations that include tricks may be generated by manipulating input devices110on either base unit24or player input device26to generate input signals112corresponding to speed signal148and/or opponent speed signal172as the vehicle traverses ramp188. Optionally, game simulations corresponding to different trick maneuvers such as back flips and corkscrews may be generated as a result of different values of the speed signals. In some examples, one or more trick maneuvers may be included in the “special” maneuvers discussed previously. Trick maneuvers may be executed successfully or unsuccessfully. Successful execution of a trick maneuver may enhance one or more performance variables, whereas unsuccessful execution of a trick maneuver degrade one or more performance variables, or may cause the vehicle to lose control and the player to lose the game.

Game simulations that include “power” maneuvers may be generated by manipulating input devices110on either base unit24or player input device26to generate input signals112corresponding to speed signal148and/or opponent speed signal172in game simulations other than those described previously. A non-exclusive example of one “power” maneuvers may include placing one or more oil spills190or other features that may be difficult for one or more groups of vehicles to pass. Other examples may provide the participant-operated vehicle more advanced capabilities during battling.

Each available race environment184may include different groups of interactive features188, particularly interactive features that impede progress of one or more groups of vehicles. One or more of these interactive features, as suggested previously, may result from previous actions of one or more characters or vehicles. Accordingly, each group of vehicle may experience difficulties, which may degrade one or more performance variables, while maneuvering within one or more race environments. Additionally or alternatively, each group of vehicle may be better able to perform specific maneuvers, which may enhance one or more performance variables, within one or more race environments. For example, one or more street vehicles may struggle to gain traction within race environments having sandy or rough terrain, but are able to travel in control at great speeds within street race environments.

Electronic game apparatus20, for example electronic racing game apparatus22, may provide a plurality of play modes for one or two participants, such as player146and opponent163. In the present example, electronic racing game apparatus22may include a “street circuit” mode in which the participant holds base unit24and manipulates opponent direction button174and opponent speed element170. Optionally, the participant may hold the selected one of first player input device130and second player input device132and may manipulate direction button144and speed element150.

In the “street circuit” one-participant mode, the game simulation may progress through a sequence of race situations that present varying challenges. Optionally, the sequence may progress from less challenging race situations to more challenging race situations. The participant may select from one or more available sequences. Each race situation in the selected may include a selected race environment in which the participant may guide the vehicle to perform one or more tasks.

For example, tasks may include “qualify,” “race,” “stunt,” and “elimination.” In a “qualify” task, the participant may guide the vehicle through the selected race environment in which no computer-operated vehicles are present. In a “race” task, the participant may guide the vehicle in a race against a team of computer-operated vehicles. To complete the “race” task successfully, the participant may attempt to beat each of the computer-operated vehicles to the finish line of the selected race environment, which may optionally include defeating or destroying one or more computer-operated vehicles in battles.

In a “stunt” task, the participant may guide the vehicle through the selected race environment with the goal of successfully completing a plurality of complex “trick” maneuvers. In an “elimination” task, the participant may guide the vehicle through the selected race environment against a team of computer-operated vehicles with the goal of defeating or destroying each of the computer-operated vehicles in battles. In either “race” or “elimination” tasks, the team of computer-operated vehicles may include any suitable number of members, which may be selectable by the participant, or may be selected by the game processor.

Similarly, electronic racing game apparatus22may provide one or more play modes for either one or two participants. For example, in a “quick race” mode, the one or two participants may each guide a selected vehicle through one race environment selected at random from the library of race environments to compete against a randomly selected team of computer-operated vehicles. In a “custom race' mode, the one or two participants may each guide a selected vehicle to complete a task from the “street circuit” mode against a selected team of computer-operated vehicles through a selected race environment.

This disclosure may include one or more independent or interdependent inventions directed to various combinations of features, functions, elements and/or properties. While examples of apparatus and methods are particularly shown and described, many variations may be made therein. Various combinations and sub-combinations of features, functions, elements and/or properties may be claimed in one or more related applications. Such variations, whether they are directed to different combinations or directed to the same combinations, whether different, broader, narrower or equal in scope, are regarded as included within the subject matter of the present disclosure.

The described examples are illustrative and directed to specific examples of apparatus and/or methods rather than a specific invention, and no single feature or element, or combination thereof, is essential to all possible combinations. Thus, any one of various inventions that may be claimed based on the disclosed example or examples does not necessarily encompass all or any particular features, characteristics or combinations, unless subsequently specifically claimed. Where “a” or “a first” element or the equivalent thereof is recited, such usage includes one or more such elements, neither requiring nor excluding two or more such elements. Further, ordinal indicators, such as first, second or third, for identified elements are used to distinguish between the elements, and do not indicate a required or limited number of such elements, and do not indicate a particular position or order of such elements unless otherwise specifically indicated.

INDUSTRIAL APPLICABILITY

The methods and apparatus described in the present disclosure are applicable to toys, games, and other devices, and industries in which amusement devices are used.