Abstract:
An amusement device and method embodied in a hand-held assembly. A plurality of contact targets are disposed on the hand-held assembly. A microprocessor within the amusement device generates and displays a sequence in which the contact targets are to be struck. The player then attempts to strike the contact targets in a pattern that matches the sequence. The contact targets are struck by manipulating the hand-held assembly so that the contact targets become the point of contact between the manipulated hand-held object and an external surface. After the sequence is displayed and the contact targets struck, the microprocessor compares the pattern of contact target strikes to the previously displayed sequence. If there is a match, the sequence is complicated and the play cycle repeated. If there is no match, the game ends.

Description:
BACKGROUND OF THE INVENTION  
         [0001]    1. Field of the Invention  
           [0002]    The present invention relates to amusement devices of the type that contain a plurality of contact target points that must be contacted in a predetermined sequence in order to advance in the game. More particularly, the present invention game relates to sequenced target games that are controlled by a microprocessor.  
           [0003]    2. Prior Art Statement  
           [0004]    The prior art record is replete with different types of sequenced target games that present targets for limited periods of time and present players the opportunity to contact those targets within those periods of time. An example of such sequenced target game is the Wack-A-Mole         game, where plastic moles emerge briefly from burrows in a random pattern. To play the game, a player is supposed to strike the mole while it is out of its burrow. If the mole is struck, points are obtained.  
           [0005]    Other variations of such sequenced target games require that players memorize the sequenced pattern of the presented targets. In such memory-based sequenced target games, players are presented with a game structure having a plurality of different contact targets. The different contact targets are then identified in a predetermined sequence by a microprocessor. The different contact targets are most commonly identified by the use of internal lights that light up contact targets one at a time. Players must then remember the sequence presented by the microprocessor and touch the contact targets in the same sequence. Typically, as the game progresses, the sequence presented by the microprocessor becomes longer and longer, until the player can no longer remember the sequence and errs in touching the contact targets. Such games are exemplified by U.S. Patent No.  4 , 363 , 482  to Goldfarb, entitled Sound-Responsive Electronic Game.  
           [0006]    In the prior art, most all embodiments of sequenced target games contain a target field. The target field is typically a game structure that retains a plurality of contact targets in a fixed orientation. The contact targets can be mole heads, illuminated push buttons or the like. However, the positions of the contact targets do not change. In this manner a player can familiarize himself/herself with the location of the contact targets and be ready to touch the contact targets with his/her hand, fingers or a hand-held object.  
           [0007]    The present invention is an improvement to the field of sequenced target games. The present invention provides a variable target field, whereby a player does not know and cannot familiarize himself/herself with the location of the contact targets as those contact targets are not identified until the game is being played. As such, a player must not only touch the appropriate contact field at the right time, the player must also locate the contact targets and orient the contact targets so that they can be contacted.  
         SUMMARY OF THE INVENTION  
         [0008]    The present invention is an amusement device and its associated method of play. The amusement device includes a hand-held assembly. A plurality of contact targets are disposed on the hand-held assembly. A microprocessor within the amusement device generates and displays a sequence in which the contact targets are to be struck. The player then attempts to strike the contact targets in a pattern that matches the sequence. The contact targets are struck by manipulating the hand-held assembly so that the contact targets become the point of contact between the manipulated hand-held object and an external surface. After the sequence is displayed and the contact targets struck, the microprocessor compares the pattern of contact target strikes to the previously displayed sequence. If there is a match, the sequence is complicated and the play cycle repeated. If there is no match, the game ends. 
       
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0009]    For a better understanding of the present invention, reference is made to the following description of exemplary embodiments thereof, considered in conjunction with the accompanying drawings, in which:  
         [0010]    [0010]FIG. 1 is a perspective view of a novelty device in accordance with the present invention;  
         [0011]    [0011]FIG. 2 is a selectively cross-sectioned view of a contact target in accordance with the present invention;  
         [0012]    FOG.  3  is a schematic view of the circuitry contained within the present invention;  
         [0013]    [0013]FIG. 4 is a block diagram illustrating the method of play for the present invention; and  
         [0014]    [0014]FIG. 5 is a perspective view of an alternate embodiment of the present invention. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0015]    Referring to FIG. 1, an exemplary embodiment of the present invention amusement device  10  is shown. The amusement device  10  contains a shaft  12  having a first end and a second end. The shaft  12  has a length that is preferably between eight inches and three feet. Within the shaft  12  are contained electronics and batteries, as will later be illustrated and described.  
         [0016]    A section  14  of the shaft  12 , proximate the first end of the shaft  12 , is unobstructed so that the shaft  12  can be grasped by a player&#39;s hand. In the embodiment of FIG. 1, the section  14  of the handle  12  to be grasped by the player&#39;s hand is smooth. However, it should be understood that this section  14  of the shaft  12  can have a padded handle attached around it or can be ergonomically configured into a handle that better conforms to the form of a player&#39;s hand.  
         [0017]    A series of illuminated rings  16  are located on the shaft  12  between the handle section  14  and the second end of the shaft  12 . The illuminated rings  16  are translucent structures that are internally illuminated. The number of illuminated rings  16  corresponds to the number of contact targets  20  used on the amusement device  10 . Preferably, the illuminated rings  16  are different colors so as to be readily distinguishable from one another. The colors of the illuminated rings  16  are used to associate the rings  16  with the different contact targets  20 , as will later be explained.  
         [0018]    A plurality of contact targets  20  are connected to the shaft  12  proximate the second end of the shaft  12 . Although four contact targets  20  are shown, it should be understood that any plurality of contact targets can be used. The number of contact targets  20  corresponds to the number of illuminated rings  16  that exist on the shaft  12 . Furthermore, each of the contact targets  20  is preferably a different color, wherein the colors of the different contact targets  20  correspond to the color of the different illuminated rings  16 . The contact targets  20  need not be the same color as the illuminated rings  16 . However, some identifiable relationship has to be present between the illuminated rings  16  and the contact targets  20 . For instance, the contact targets  20  can be numbered one through four and the illuminated rings  16  can be numbered one through four. Alternatively, the contact targets  20  can be different shapes and the illuminated rings  16  can be different shapes. Alternatively, yet still, the contact targets  20  can have different names and these names can be written next to the various illuminated rings  16 . As such, it will be understood that some mechanism is provided that visually and/or audibly associates each of the illuminated rings  16  to each of the contact targets  20  and visa versa.  
         [0019]    Referring to FIG. 2, it can be seen that each of the contact targets  20  contains an outer structure  22  that is at least partially collapsible. In FIG. 2, the outer structure  22  is a thin molded plastic. The outer structure  22  has a flat top surface  24  and a conical base section  26 . The plastic of the sidewall  28  between the conical base section  26  and the top surface  24  is convoluted. As such, when a downward force is applied to the flat top surface  24 , the side surface  28  easily collapses. The sidewall  28  is resilient and returns to its fully extended position as soon as the compressing force is removed. If the material selected for the outer structure is not resilient, such as cloth, an internal spring can be provided that returns the outer structure to its fully extended position after being compressed.  
         [0020]    An impact sensor  32  is located within the outer structure  22  of the contact target  20 . The impact sensor  32  is located a predetermined distance below the top surface  24  of the outer structure  22 , when the outer structure  22  is in its fully extended position. In the shown embodiment, the impact sensor  32  is an electrical switch. The state of the switch is changed when the top of the switch is depressed. The switch is located in the contact target  20  at a point so that the switch is contacted when the sidewall  28  of the outer structure  22  collapses and the outer structure  22  is compressed into its fully collapsed position. As such, it will be understood that the state of the switch changes when the outer structure  22  of the contact target  20  collapses on impact. As the switch changes states, a readily detected triggering condition is created by the switch.  
         [0021]    The use of a switch is optional. Any electronic impact sensor capable of producing a triggering condition when compressed can be used. Such components include, but are not limited to, electrical switches, piezoelectric material, accelerometers and the like.  
         [0022]    In FIG. 2, optional lights  30  are also shown within the contact target  20 . The lights  30  are disposed near the base of the contact target  20  and are therefore not affected by the collapse of the contact target  20  when the contact target  20  is struck against an external object. The lights  30  can be used to internally illuminate the contact target  20 . This can be used to selectively identify a specific contact target, as will later be explained.  
         [0023]    Referring now to FIG. 3, a schematic of the amusement device  10  is shown. In the shaft  12  (FIG. 1) of the amusement device  10  is located a microprocessor  40  and batteries  42  to power the microprocessor  40 . The microprocessor  40  is coupled to impact sensors  32  in the different contact targets  20  (FIG. 2). As such, when any one of the contact targets is struck against an external object, the microprocessor  40  is sent a signal. The signal informs the microprocessor  40  of which contact target was struck and when that contact target was struck. The microprocessor  40  is also coupled to the lights contained in the amusement device  10 . The lights may be the illumination source of the illuminated rings  16 , shown in FIG. 1 and/or the lights  30  contained within the contact targets, as shown in FIG. 2.  
         [0024]    The microprocessor  40  lights the illumination rings  16  (FIG. 1) and/or the lights  30  (FIG. 2) in the contact targets in a predetermined or random pattern. The illumination rings  16  (FIG. 1) and/or contact target lights  30  (FIG. 2) are lit one at a time. The sequence may begin with the lighting of only one or two lights and can be increased to a sequence of many hundred. Referring now to FIG. 4, it will be understood that the method of play for the amusement device  10  is as follows. First, the microprocessor lights the lights in an initial sequence. The lights can be the lights of the illuminated rings  16  (FIG. 1) or the lights  30  (FIG. 2) within the contact targets. The purpose of lighting the lights is to identify different contact targets. Consequently, if lights  30  (FIG. 2) in different contact targets are lit, the contact targets are uniquely identified. However, if the lights of the illuminated rings  16  (FIG. 1) are lit, the contact heads are indirectly identified. This is so because each of the illuminated rings are associated with a different contact target by color, shape or indicia.  
         [0025]    As is indicated by Block  50 , once the microprocessor lights a sequence of lights that identifies a sequence of contact targets, a player is supposed to strike the identified contact targets in the same sequence as that identified by the lights. A player strikes the different contact targets by striking the entire amusement device against an external object. By orienting the amusement device, the different contact targets can be brought to bare against the external object. So to strike the different contact targets in a sequence that matches the sequence of lights, the amusement device constantly needs to be reoriented in the player&#39;s hand or struck against different objects at different positions relative the player.  
         [0026]    As is indicated by Block  52  and Block  54 , as the different contact targets are struck in a sequence, signals from the contact targets are received by the microprocessor  40  (FIG. 3) in that same sequence. The microprocessor compares the received sequence of strike signals to the previous sequence of contact target identifiers. As is indicated by Block  56 , if the sequence of strike signals from the contact targets matches the previous sequence of contact target identifiers, then the microprocessor complicates the sequence of contact target identifiers and reinitiates the sequence. To complicate the sequence of contact target identifiers, the microprocessor can create a new random sequence or add one more contact target identifier to the previous sequence, thereby making the sequence longer and harder to remember. The step of complicating the sequence is shown by Block  58 .  
         [0027]    If the sequence of the strike signals does not match the sequence of contact target identifiers, then the game ends.  
         [0028]    In the embodiment of FIG. 1, the contact targets  20  are rigidly affixed to the shaft  12 . As such, when a player wants to strike a specific contact target  20 , the position of that contact target  20  is known. The player just strikes that contact target  20  against an external surface. To make the amusement device  10  more challenging to play, a mechanism can be provided in the shaft that rotates the contact targets relative the shaft. In this manner the location of the contact targets is not immediately known by the player. An exemplary embodiment of such an embodiment is shown in FIG. 5.  
         [0029]    Referring to FIG. 5, it can be seen that the contact targets  20  rotate relative the shaft  12  during play. The rotation of the contact targets  20  can be constant or can be random, wherein periods of rotation are dispersed with periods of no motion. The rotation of the contact targets  20  would also be controlled by the microprocessor contained within the shaft  12 . Accordingly, when a player wants to strike a specific contact target  20 , that player has to locate that contact target  20  and time the striking of the amusement device  60  against an external surface so that the selected contact target is at the point of contact at the time of contact.  
         [0030]    It will be understood that the embodiments of the present invention described and illustrated are merely exemplary and a person skilled in the art can make many variations to the shown embodiments. For example, the number of contact targets can be varied, the appearance of the contact targets can be varied and the manner in which a sequence of contact targets is identified can also be varied. All such alternate embodiments and modifications are intended to be included within the scope of the present invention as defined below in the claims.