Abstract:
A reconfigurable air table hockey game includes at least one air puck and is designed to be set upon a flat, horizontal surface. The game comprises a perforated, bounded playing surface overlying a plenum chamber that is supplied with air under pressure, at least during game play. A score keeping mechanism receives signals indicative of scoring events. The game includes goals suitable for air hockey game play attached to and positioned at opposite ends of the playing surface to accept an air puck and to signal to the score keeping mechanism the passage of an air puck through a goal. The game further includes a control that, when actuated, reconfigures the game to at least one new and different physical configuration such that the game is no longer suited for air hockey but is well suited for the playing of at least one other type of air table game that also utilizes one or more air pucks.

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The invention relates generally to games where players cause game pieces to slide across horizontal playing surfaces, and more particularly to air table games where the game pieces float across the surface of a table on a thin cushion of air. 
     2. Description of the Related Art 
     Air table games are known to the prior art. For example, U.S. Pat. No. 3,954,267 (Richard Freeman, et al., issued on May 4, 1976) teaches the design of an air hockey game. The game includes a generally rectangular game table bounded by a sidewall, with two depressed goal areas positioned at opposite ends of the table. The surface of the table contains numerous regular perforations through which air flows from air conduits underneath the table. The air is forced into the conduits by a fan. A thin, circular puck, when placed upon the table&#39;s surface, floats upon a cushion of air. The players use circular hand paddles with upstanding central handles and flat bottoms to bat the puck towards the goals. The puck, driven by the paddles, bounces off the sidewall and off the paddles and moves about the surface at relatively high speed with very little frictional loss of velocity. U.S. Pat. No. 5,029,861 (John J. Driska, issued on Jul. 9, 1991) also discloses such a hockey game but also adds a small hole to the playing surface (which does not normally interfere with movement of the puck) into which a variety of obstacles may be inserted to add variety and excitement to the hockey game. Another similar game is disclosed in U.S. Pat. No. 5,110,128 (Mark J. Robbins, issued on May 5, 1992). This game also utilizes a perforated playing surface and circular pucks, but the game works more like a bowling game. Multiple targets are provided at one end of the sliding surface. The player, working from the other end of the sliding surface, slides the pucks towards the goals. As in the above hockey games, the pucks may bounce off the game&#39;s sidewalls, and the motion of the pucks is relatively free of friction. 
     U.S. Pat. No. 4,173,341 (William E. Olliges, issued on Nov. 6, 1979) teaches the design of an air pinball game. The game, in most respects, resembles a standard rolling-ball pinball game, with a floor-standing table supporting a glass cover through which a gently sloping playing surface can be viewed. The surface, however, contains numerous regular perforations through which air flows out of a box-like air plenum mounted beneath the surface, the air being forced into this plenum by a fan beneath the table. Instead of rolling balls, this game utilizes circular pucks that float upon the surface in a relatively friction-free manner upon a thin cushion of air. The pinball game includes bumpers both at the boundaries of the surface and also circular bumpers mounted in the central regions of the surface which, when struck by the circular pucks, light up and also signal scoring events. Flippers towards the lower end of the surface permit the player, by actuating electrical buttons, to impact the puck and drive it uphill towards the bumpers to gain scores. A display console mounted above the high end of the surface displays the score and adds to the entertainment aspects of the pinball game. 
     An object of the present invention is to provide an air table game such as those described above that can be reconfigured into a different air table game with very little effort on the part of a player. Another object is to design such a reconfigurable air table game so that may be disassembled for compact storage and shipment and then be reassembled with relative ease, yet that achieves a suitably smooth and rigid playing surface beneath which there lies a suitably leak-free plenum chamber. 
     SUMMARY OF THE INVENTION 
     In at least one of its described embodiments, the invention relates to a reconfigurable air table hockey game that includes at least one air puck and that is designed to be set upon a flat, horizontal surface. The game comprises a perforated, bounded playing surface overlying a plenum chamber that is supplied with air under pressure, at least during game play. A score keeping mechanism receives signals indicative of scoring events. The game includes goals suitable for air hockey game play attached to and positioned at opposite ends of the playing surface to accept an air puck and to signal to the score keeping mechanism the passage of an air puck through a goal. The game further includes a control that, when actuated, reconfigures the game to at least one new and different physical configuration such that the game is no longer suited for air hockey but is well suited for the playing of at least one other type of air table game that also utilizes one or more air pucks. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  presents an isometric view of an embodiment of an air hockey and pinball game, shown configured as an air hockey game, and designed in accordance with the present invention. 
         FIG. 2  is a top view of the air hockey and pinball game. 
         FIG. 3  is a bottom view of the air hockey and pinball game, configured as an air hockey game. 
         FIG. 4  is a front view of the air hockey and pinball game, configured as an air hockey game. 
         FIG. 5  is an exploded, isometric view of the air hockey and pinball game. 
         FIG. 6  presents a perspective view of the right side and bottom of the air hockey and pinball game, configured as an air hockey game, which illustrates how the right end of the game can be lowered and how the right-end goal can simultaneously be opened up when the game is transformed from an air pinball game into an air hockey game (compare to  FIG. 20 ). 
         FIG. 7  is a perspective, close-up view of the playing surface and goal at the right end of the air hockey and air pinball game, configured as an air hockey game (compare to  FIG. 26 ). 
         FIG. 8  is a side, cross-sectional view of the air hockey and pinball game, configured as a hockey game, with the section taken along the lines  8 - 8  in  FIG. 2 . 
         FIG. 9  is an enlarged, side, cross-sectional view of the left end of the air hockey and pinball game, with the section taken along the lines  9 - 9  in  FIG. 8 . 
         FIG. 10  is an enlarged, side, cross-sectional view of the right end of the air hockey and pinball game, configured as a hockey game, with the section taken along the lines  10 - 10  in  FIG. 8 . 
         FIG. 11  is an enlarged, side, cross-sectional view of the right end of the air hockey and pinball game, configured as a hockey game, with the section taken along the lines  11 - 11  in  FIG. 6 . 
         FIG. 12  is a first enlarged, bottom view of the left side of the air hockey and pinball game having the base  198  removed to reveal the flipper button locking rod which is shown in position to unlock the flipper buttons during an air pinball game. 
         FIG. 13  is a second enlarged, bottom view of the left side of the air hockey and pinball game having the base  198  removed to reveal the flipper button locking rod which is shown in position to lock the flipper buttons during an air hockey game. 
         FIG. 14  is a third, isometric bottom view having the base  198  removed, the view looking up from below towards the flopper button locking rod which is shown in position to unlock the flipper buttons during an air pinball game. 
         FIG. 15  is an enlarged, perspective view of the right half portion of the air hockey and pinball game that illustrates the arrangement of two stiffening members and orifices for two additional stiffening members which hold the game together and keep the playing surface rigid and level while minimizing plenum leaks. 
         FIG. 16  is a perspective view of a paddle/bumper configured as a paddle for an air hockey game, but which may be transformed into a passive bumper for use in an air pinball game, the paddle shown positioned on the game surface. 
         FIG. 17  is a side, sectional view of the paddle, the section taken along the lines  17 - 17  in  FIG. 16 . 
         FIG. 18  presents an isometric view of an embodiment of an air hockey and pinball game, this time shown configured as an air pinball game, and designed in accordance with the present invention. 
         FIG. 19  is a front view of the air hockey and pinball game, configured as an air pinball game. 
         FIG. 20  presents a perspective view of the right side and bottom of the air hockey and pinball game, configured as a pinball game, which illustrates how the right end of the game can be elevated and how the right-end goal can simultaneously be blocked when the game is transformed from an air hockey game into an air pinball game (compare to  FIG. 6 ). 
         FIG. 21  is an enlarged, side, cross-sectional view of the right end of the air hockey and pinball game, configured as a pinball game, with the section taken along the lines  21 - 21  in  FIG. 20 . 
         FIG. 22  is an enlarged, side, cross-sectional view of the right end of the air hockey and pinball game, configured as a pinball game, with the section taken along the lines  22 - 22  in  FIG. 20 . 
         FIG. 23  is a first, perspective view of the paddle/bumper configured as a passive bumper for use in an air pinball game, but which may be transformed into a paddle for use in an air hockey game. 
         FIG. 24  is a second, perspective view of the paddle/bumper configured as a passive bumper for use in an air pinball game and shown with its lower portion mounted in a hole in the game&#39;s playing surface. 
         FIG. 25  is a third, side, sectional view of the paddle/bumper configured as a passive bumper and shown mounted in a hole in the game&#39;s playing surface, the section taken along the lines  25 - 25  in  FIG. 24 . 
         FIG. 26  is a perspective, close-up view of the playing surface, bumpers, and goal at the right end of the air hockey and air pinball game which is configured as a pinball game, illustrating how the goal is blocked and revealing the impact members that actuate scoring switches when a puck strikes a bumper (compare to  FIG. 7 ). 
         FIG. 27  is an enlarged, left side, cross-sectional view of a typical pinball bumper assembly, taken along the lines  27 - 27  in  FIG. 26 , illustrating the light emitting diode which the bumper contains as well as the open contacts of a bumper switch shown in the position that the contacts occupy when no puck is present. 
         FIG. 28  is an enlarged, left side, cross-sectional view of a typical pinball bumper assembly, taken along the lines  27 - 27  in  FIG. 26 , illustrating the closed contacts of the bumper switch in the position that the contacts occupy when a puck is present and striking the impact member of the switch. 
         FIG. 29  is a front, sectional view, the section taken along the lines  29 - 29  in  FIG. 2 , revealing the way in which the slidable flipper locking rod  200 , shifted to the right, releases the two flipper buttons  120  and  122  when the game is configured for air pinball. 
         FIG. 30  is also a front, sectional view, the section taken along the lines  29 - 29  in  FIG. 2 , revealing the way in which the slidable flipper locking rod  200 , shifted to the left, prevents depression of the two flipper buttons  120  and  122  when the game is configured for air hockey. 
         FIG. 31  is an enlarged, left side view of  FIG. 29 . 
         FIG. 32  is an enlarged, left side view of  FIG. 30 . 
         FIG. 33  is a partly logical, partly schematic diagram of the electrical and electronic components of the air hockey and pinball game, including the microprocessor, with cross-references to other figures where some of the electrical switches and lights appear. 
     
    
    
     DETAILED DESCRIPTION OF THE EMBODIMENTS 
     A single embodiment of the invention is shown in all the drawings which present a variety of views of this one embodiment.  FIGS. 1 to 11  and  13  to  17  present the game configured for air hockey, while  FIG. 12  and  FIGS. 18 to 28  present the game configured for air pinball, and  FIGS. 2 ,  5 ,  9 , and  15  are also applicable to the air pinball configuration of the game (since they show no elements which change when the game is reconfigure). 
     An overview of the invention can be gained by comparing  FIGS. 1 ,  6 , and  7 , which depict the game configured for air hockey, with  FIGS. 18 ,  20 , and  26 , which depict the game configured for air pinball. 
     Mechanical Components of the Game 
       FIG. 1  presents the game  100  sitting on a horizontal surface  106  and configured for the game of air hockey. The game  100  is formed from two separable portions, an elevatable portion  102  and a flipper portion  104 , which portions are joined together at the line  105 . When joined together, the two separable portions  102  and  104  form a playing surface  112  which is perforated so that air may flow out and support pucks  117  for frictionless gliding across the surface  112 .  FIG. 3 , which presents a bottom view of the game  100 , shows the blower  162  which pressurizes air within a plenum chamber  206  (visible in  FIG. 15 ) beneath the playing surface  112 . A battery compartment  160  contains 4 standard batteries (not shown) that power the game  100 . 
     The flipper portion  104  of the game  100  appears to the lower left in  FIG. 1 . It includes slots where the pucks  116  (round) and  118  (square with rounded corners) may optionally reside when they are not in use. It includes a first open hockey goal  110  and a goal light  126  that lights up whenever a hockey goal is scored. It also includes a pushbutton switch and light  128  that may be depressed to start the game  100  or to switch from one game configuration to another. (This pushbutton switch and light  128  is called the game&#39;s “start button” in the game&#39;s audible instructions, described below.) It includes a mechanical slide switch  168  (shown in FIG.  3 —not visible in  FIG. 1  because it is underneath the flipper portion  104 ). This mechanical slide switch  168  switches the game  100  from its air hockey configuration to its air pinball configuration, as will be explained more fully below. 
     The flipper portion  104  further includes the two flippers  121  and  123  (shown in  FIG. 2 ), which are used only for pinball and thus are not shown in  FIG. 1 .  FIG. 1  does show the two flipper pushbuttons  120  and  122  which a player depresses to actuate the flippers  121  and  123  when the game is switched to the air pinball configuration. As will be explained below, when the game is in air hockey configuration, the flipper buttons  120  and  122  are locked and thus may not be depressed—they are unable to flip out and interfere with the hockey game. Each of the flipper buttons  120  and  122  has extending downwards from its lower surface a threaded screw with a very wide thread pitch (not shown) that engages a similarly-threaded hole (not shown) on the corresponding one of the two flippers  121  and  123 . Accordingly, when one of the flipper buttons  120  or  122  is depressed, the threads cause the corresponding flipper  121  or  123  to swing outwards and strike (or miss) the puck  117 . When a flipper button  120  or  122  is released, a spring returns the flipper button  120  or  122  to its rest position. The corresponding flipper  121  or  123  is forced back up the screw to its starting position during this process. 
     The flipper portion  104  rests on two non-elevatable feet  142  and  144  which keep the left (flipper) end of the game  100  a fixed height above the horizontal surface  106 . 
     The elevatable portion  102  of the game  100  appears in the upper right portion of  FIG. 1 . It also includes a goal  108  and a goal light  124 , but the goal  108  is blocked when the game is configured for air pinball, as will be explained below. A comparison of  FIG. 1 , where the game is configured for air hockey, with  FIG. 18 , where the game is configured for air pinball, reveals that with respect to the horizontal surface  106 , the elevatable portion  102  is slightly elevated in  FIG. 18  (with respect to the flipper portion  104 ) to tilt the playing surface  112  slightly and thereby to cause the puck  117  to slide to the left towards the flippers  121  and  123  and towards the goal  110 , which serves as an exit for pucks  117  from the air pinball game. In  FIG. 1 , the playing surface is level, and there is no tilt to cause the puck  117  to go preferentially towards either goal, as is essential for an air hockey game. 
     The elevatable portion  102  is also shown from underneath in  FIG. 6 , where it is shown lowered for air hockey, and in  FIG. 20 , where it is shown elevated for air pinball. A handle  152 , which a player may rotate from the non-elevated position shown in  FIG. 6  to the elevated position in  FIG. 20 , rotates an elevation adjusting shaft  150  which causes a pair of rotatable hemispheres  154  and  156  to rotate 90 degrees, either raising or lowering the elevatable portion  102  by extending its feet  146  and  148 . A comparison of  FIGS. 6 and 20  further reveals that the shaft  150  also rotates a goal barrier  158  into position blocking the goal  108  when the game is air pinball. When the game is air hockey, the shaft  150  rotates the goal barrier  158  downwards so as not to block the goal  158 . 
     The elevational portion  102  also includes four illuminated pinball bumpers  130 ,  132 ,  134 , and  136  which play no part in an air hockey game, when the goal of the game is to shoot the puck through one or the other of the two goals  108  and  110 . When the game is configured for air pinball, lights within the bumpers  130  to  136  and also the goal light  124  light up whenever a puck strikes one of the bumpers  130  to  136  or the goal  108 . The goal  108  is blocked by the goal barrier  158  so that the goal  108  functions just as if it were a fifth illuminated bumper. 
     When the game  100  is configured for air hockey, as shown in  FIG. 1 , two paddle/bumpers  114  and  115  are configured as paddles (see  FIGS. 16 and 17 ) and may be used by two players, as is shown in  FIG. 1 , to strike at the puck  117 , with each player trying to send the puck  117  through to the other player&#39;s goal  108  or  110 . When the game is configured for air pinball, as shown in  FIG. 18 , optionally the two paddle/bumpers may be adjusted and turned upside down to form passive pinball bumpers. To transform a paddle into a bumper, the shaft  220  is extended from the cylindrical hole  222  by pressure applied to the opposite surface  224 . The paddle is then turned upside down and is inserted into one of two passive bumper mounting holes  138  and  140  in the playing surface  112 . This adjustment is from the configuration shown in  FIGS. 16 and 18  (configured for use as paddles during air hockey) to the configuration shown in  FIGS. 23 ,  24 , and  25  (configured for use as passive bumpers during air pinball). As is shown in  FIG. 18 , the two paddle/bumpers  114  and  115  become passive bumpers on the playing surface  112  of the air pinball game  100  and cause the puck  117  to bounce around more. Different numbers and shapes of bumpers can be employed, and the bumpers can alternatively be designed to move and thus alter the movement of the puck  117 . These bumpers also can be equipped with lights and puck-sensing switches similar to those found on the four bumpers  130 - 136  so that striking the bumpers can add to a player&#39;s score. 
     When the game  100  is in air hockey configuration,  FIGS. 9 and 10  illustrate how the goals  108  and  110  function. As can be seen, the puck  117  is free to slide right through either goal  108  and  110  and to fall out of the game  100  onto the horizontal surface  106  that supports the game  100 . 
     As a puck  117  passes through the goal  108 , it cuts the path over which red light flows between a light emitting diode or LED  212  and a phototransistor  214 . A signal emitted by the phototransistor  214  is then amplified by a transistor  330  and passed on to the game  100 &#39;s microprocessor  302  (see  FIG. 33 ) which responds by registering the goal and also turning on the goal light  124 , which is a red LED. The microprocessor  302  may also make an appropriate noise (voice, music, cheers, etc.) to signal the goal. 
     Likewise, as a puck  117  passes through the goal  110 , it cuts the path over which red light flows between a light emitting diode or LED  208  and a phototransistor  210 . A signal emitted by the phototransistor  210  is then amplified by a transistor  328  and passed on to the game  100 &#39;s microprocessor  302  (see  FIG. 33 ) which responds as it did to a puck passing through the goal  108 , except it registers the score to the other player. 
     With reference to  FIG. 5 , the game  100  is shown in an exploded view which illustrates how it is assembled from its component parts. 
     The elevatable portion  102  and the flipper portion  104  have corresponding orifices  176 ,  178 ,  180 , and  182  (on the portion  102 ) and  184 ,  190 ,  188 , and  186  (on the portion  104 ). Four stiffening members  172 ,  166 ,  164 , and  174  are inserted into the corresponding ones of these orifices on both of the portions  102  and  104 , as shown in  FIG. 5 , and the two portions are pushed firmly together. Two cam locks (not shown) hold the assembly firmly together. The stiffening members  172  and  174  may optionally be provided with electrical contacts, as shown, which engage mating electrical contacts (not shown) within the orifices  176 ,  182 ,  184 , and  186  and which thereby connect the electrical and electronic elements of the game positioned in the two portions  102  and  104  together. The portion  104  contains the pushbutton switch and light  128  ( FIG. 1 ), the goal light  126  ( FIG. 1 ), a light-emitting diode  208  and phototransistor  210  (associated with the goal  110 —see  FIG. 8 ), and an electrical slide switch  170  (explained below). By studying the circuit diagram  300  presented in  FIG. 33 , it can be seen that eight wires are required leading from the portion  102  to the portion  104 : a ground wire, a V DD  (+4.5 volt) wire, two wires leading to the light and switch components of the light and switch  128  (these components being separately labelled in  FIG. 33  as light emitting diode  128 D and switch  128 S), and individual wires leading to the slide switch  170 , the goal light  126 , the goal light emitting diode  208 , and the goal phototransistor  210 . Hence, four wires are conveyed through each of the stiffening members  172  and  174 , as is shown in the various Figures. 
       FIG. 5  reveals that the elevatable portion  102  has snapped onto its underside an elevatable base  192  having two elevatable feet  146  and  148  which support the elevation adjusting shaft  150  and which connects to the shaft  150 &#39;s rotatable hemispheres  154  and  156 . These, and their function in raising the portion  102  of the game  100  for air pinball and lowering that portion  102  for air hockey, were described above in the discussion of  FIGS. 6 and 20 . 
       FIG. 5  also reveals that the flipper portion  104  has snapped onto its underside a non-elevatable base  198  that includes the two non-elevatable feet  142  and  144 . As is shown in  FIG. 5 , a slidable flipper button locking rod  200  is locked in between the base  198  and the portion  104  in such a manner that it is free to slide sideways (this will be explained more fully in the discussion presented below of  FIGS. 12 to 14  and  29  to  32 ). Positioned above this locking rod  200  and mounted on the underside of the flipper portion  104  is an electrical slide switch  170  which has a slidable member  171  that engages and sticks into the hollow, finger-actuatable, mechanical slide switch  168  that is attached to the slidable locking rod  200 . 
     A game participant may manually push the finger-actuatable, mechanical slide switch  168  in one direction (left) to lock (mechanically) the flipper buttons  120  and  122  to prepare for an air hockey game; and the mechanical slide switch  168  simultaneously pushes the slidable member  171  of the electrical slide switch  170  in that same direction, thereby informing the game&#39;s microprocessor  302  ( FIG. 33 ) that the current game is air hockey. 
     A game participant may later on manually push the finger-actuatable mechanical slide switch  168  in the other direction (right) to unlock (mechanically) the flipper buttons  120  and  122  to prepare for an air pinball game, and the mechanical slide switch  168  simultaneously pushes the slidable member  171  of the electrical slide switch  170  in that same direction, thereby informing the game&#39;s microprocessor  302  that the current game is air ping pong. In this simple manner, the microprocessor  302  is able to sense which game the game participant wishes to play and to then program all the game switches and lights and sounds accordingly. 
     Once the game  100  is assembled, a player wishing to play an air pinball game simply slides the slide switch  168  to the right to unlock the flippers  121  and  123  and to signal the microprocessor  302  to program the game  100  for several different games of air pinball; and then the player actuates the handle  152  to block the goal  108  and to rotate the hemispheres  146  and  148  out of the feet  146  and  148  so that they elevate the right end of the game  100 , tilting the playing surface for air pinball. A player later wishing to play an air hockey game simply slides the slide switch  168  to the left to lock the flippers  121  and  123  and to signal the microprocessor  302  to program the game  100  for several different games of air hockey; and then the player actuates the handle  152  in the opposite direction to open up the goal  108  and to level the playing surface  112  once again by rotating the hemispheres  146  and  148  back into the feet  146  and  148 . 
     A game is started by depressing the pushbutton switch and light  128 . The first push of the pushbutton switch and light  128  selects a first game, and subsequent pushes select different games. The cycle of games presented will vary depending upon whether the mechanical slide witch  168  has programmed the game  100  to present only air hockey games or to present only air pinball games. 
       FIGS. 26 ,  27 , and  28  present additional details concerning the operation of the game  100  when it is in air pinball configuration.  FIG. 26  focuses upon the right-hand, elevatable portion  102  of the game  100 , and in particular upon the goal  108 , the goal light  124 , and the four illuminatable bumpers  130  (the bumper  130  is not shown in  FIG. 26 ),  132 ,  134 , and  136 .  FIGS. 27 and 28  each present a cross-sectional view of the illuminatable bumper  136 , revealing its inner details when it is at rest ( FIG. 27 ) and also when a puck  117  strikes it ( FIG. 28 ). 
     With reference to  FIG. 1 , the goal lights  124  and  126  are actually red light emitting diodes or LEDs (this is shown in  FIG. 33 ). The bumper  130  contains a yellow LED  314  (shown in  FIG. 33 ); the bumper lights  132  and  134  contain green LEDs  316  and  318  (shown in  FIG. 33 ); and the bumper light  136  contains a yellow LED  226  (shown in  FIGS. 27 ,  28 , and  33 ). 
     When the game  100  is in air pinball configuration, if a puck strikes the goal barrier  158  of the goal  108  or strikes an impact member  228  ( FIGS. 27 and 28 ) is associated with one of the bumpers  130  to  136 , the corresponding goal light or bumper light goes on, and a score is registered. Depending upon the specifics of the game programming (described below), different sounds or musical effects may be associated with the striking of this goal or one of these bumpers. 
     Each of the illuminated bumpers is constructed in the same manner as the illustrative bumper  136  shown in cross-section in  FIGS. 27 and 28 . In  FIG. 27 , the bumper  136  is seen to contain a yellow LED  226  that is controlled by the microprocessor  302  (see  FIG. 33 ). Electrical contacts  230  and  232  (collectively referred to as switch contacts  326  in  FIG. 33 ) are shown open in  FIG. 27  (and also in  FIG. 33 ). This is the normal state of these contacts, which are held open by a spring  234 . The contact  232  is held stationary, and the contact  230  is mounted upon or attached to an impact member  228 , as is shown in  FIG. 27 . In  FIG. 28 , a puck  117  strikes the impact member  228 , forcing the contacts  230  and  232  into closure. As is shown in  FIG. 33 , this causes current to flow to the microprocessor  302  which then illuminates the LED  226 , causing it to flash, and also produces (through a speaker  312  shown in  FIG. 33 ) an appropriate sound or voice message to signal a score. The remaining three bumpers contain the LEDs  314 ,  316 , and  318  and the switch contacts  320 ,  322 , and  324 . 
     The goal  108  functions similarly. With reference to  FIGS. 21 and 26 , whenever a puck  117  bounces off of the goal barrier  158  which closes off the goal  108  during air pinball games, the puck  117  cuts the path of red light passing from an LED  212  to a phototransistor  210  (both shown in  FIG. 21 ) and a signal from the phototransistor  214  is amplified by the transistor  330  and flows into the microprocessor  302 , which illuminates the goal light  124  and produces an appropriate sound. 
     The details relating to how the slidable flipper button locking rod  200  locks and unlocks the flipper buttons  120  and  122  are best shown in the  FIGS. 29 through 32  ( FIGS. 12 ,  13 , and  14  may also be helpful). As is shown best in  FIG. 32 , extending downwards from the two flipper buttons  120  and  122  are two cylindrical rods  217  and  219 . The rods  217  and  219  are free to extend downward through holes  223  and  225  that penetrate the slidable flipper button locking rod  200  when the slidable rod  200  is slid to the right, as it is in  FIG. 29  (and also in  FIG. 31  and in  FIGS. 12 and 14 ), for the air pinball game configuration. The flipper buttons  120  and  122  are thus free for the player to depress. In  FIGS. 30 and 32 , the flipper button  122  is shown not depressed, and the flipper button  120  is shown in its depressed state. When a player uses the mechanical slide switch  168  to slide the slidable flipper button locking rod  200  to the left in preparation for an air hockey game, as in  FIGS. 30 and 32  and in  FIG. 13 , the holes  223  and  225  in the slidable rod  200  no longer line up with the rods  217  and  219 . Now the flipper buttons  120  and  122  can no longer be depressed, for the rods  217  and  219  are prevented from descending downwards by the slidable rod  200  which blocks their path of travel. The flippers  123  and  125  are thus locked during an air hockey game and may not interfere with game play. 
     The slidable rod  200  includes elongated holes  202  and  204  which engage screws  216  and  218  which together hold the slidable rod  200  in place and also define precisely its range of slidable motion, as is shown in  FIGS. 12 to 14  and  29  to  32 . 
     Electrical and Electronic Components of the Game 
       FIG. 33  presents a partly logical and partly schematic diagram of the electrical and electronic circuitry for the game  100 . 
     A block labelled batteries and filter  304  ( FIG. 33 ) represents four standard C or D cell batteries connected in series to provide power, with the negative end of the series of batteries being indicated by a negative ground potential symbol (downward pointing arrow) in the drawing. Three of the batteries connected in series provide +4.5 volts relative to ground for the electronic components, while all four batteries connected in series provide +6 volts relative to ground for the game  100 &#39;s blower  160 . The +4.5 volt power is passed through a standard R-C type power supply filter the output of which is labelled V DD  in  FIG. 33 . 
     The microprocessor  302  is of the standard type that can power itself down completely, drawing almost no current from the power supply when it is powered down. Actuation of the pushbutton switch  128 S (corresponding to the switch and light  128  shown in  FIG. 1 ) grounds a pin on the microprocessor which brings it up and into operation. As shown in  FIG. 33 , the microprocessor  302  then can sense signals from all of the game  100 &#39;s switches (all of which are shown in the upper-right of  FIG. 33 ), and it can also turn on and off all of the game&#39;s light emitting diodes (all of which are shown in the upper-left of  FIG. 33 ). The reference numbers of some of these elements appear in other drawing Figures, as  FIG. 33  indicates. 
     The microprocessor  302 , when ready to play a game, actuates a transistor switch  308  which supplies V DD  power to a bus  310  and thus supplies power both to the motor and motor control  306  for the blower  162  as well as to the goal&#39;s red emitting LEDs  208  and  212  and to the goal&#39;s phototransistors  210  and  214  and their respective amplifier transistors  328  and  330 . 
     The motor and motor control  306 , briefly described, contains several amplifiers for the signal  310  which switch on and off a power transistor that, when powered on, connects the blower  162 &#39;s motor across the source of +6 volts of DC. Inductors (not shown) in the wires leading to the motor prevent transients from reaching the logic elements, and capacitors to ground (not shown) also prevent RF interference from flowing to the logic elements from the speaker  312  leads. 
     When the slide switch  170  is positioned to the left to signal an air hockey game, the microprocessor  302  does not activate the LEDs  314 ,  316 ,  318 , and  226  that supply yellow and green light to the four pinball buffers  130 ,  132 ,  134 , and  136 , and it ignores signal inputs from the four buffer switches  320 ,  322 ,  324 , and  326 . The microprocessor actuates the bus  210  and thus actuates the blower  162  (to pressurize the plenum chamber  206 ), the goal red emitting LEDs  208  and  212 , and the goal light sensing phototransistors  210  and  214 . Hence, the game  100  responds to goals by illuminating the red goal lights  124  and  126  and by supplying sounds to the speaker  312 . 
     When the slide switch  170  is positioned to the right to signal an air pinball game, the microprocessor  302  actuates all of the switches and LEDs, signalling with sounds and lights and adding to the score whenever a bumper is hit (illuminating the hit bumper&#39;s LED) and signalling whenever the uphill, closed goal  108  is struck with sounds and light (generated through illumination of its red goal light  124 ). The microprocessor may ignore inputs from the phototransistor  210  that is associated with the downhill goal  110 , or it may respond to an input from the phototransistor  210  by signalling whenever a “pinball” puck  117  passes through the downhill goal and leaves the pinball game by flashing that goal&#39;s red goal light  126  and, for example, subtracting a penalty amount from the score. 
     Game Programming 
     There are many different ways in which the two games (air hockey and air pinball) may actually be programmed through programming of the microprocessor  203 . In this embodiment, the pushbutton switch and light  128  ( FIGS. 1 and 33 ) functions both as an ON switch and also as a “change game” switch that permits one to cycle between several different games. The mechanical slide switch  168 , which also drives the electrical slide switch  170 , signals whether all the games are to be air hockey type games or pinball type games. For example: 
     When the slide switch  168  shifted to the LEFT: 
     All the games are air hockey games. 
     The flippers are locked. 
     The handle  152  sets the playing field to level and opens the goal  108 , 
     The following games can be selected by pressing the switch  128 :
         5 point air hockey game   7 point air hockey game   10 point air hockey game   5 point air hockey game   (and so on)       

     When the slide switch  168  is shifted to the RIGHT: 
     All the games are pinball games. 
     The flippers are free to work. 
     The handle  152  tilts the playing field and closes off the goal  108 . 
     The following games can be selected by depressing the switch  128 :
         Practice   One Player High Score Challenge   Two Player High Score Challenge   Follow Me   Practice   (and so on)       

     The microprocessor  302  is equipped with a speaker  312 , so voice, music, and any desired sound may be added to any game to add to the fun of the game. Here is a description of the games listed above as implemented in one embodiment of the invention. 
     Air Hockey Games 
     A player starts a game by first setting the mechanical slide switch  168  and the handle  152  into positions that correspond to air hockey or to air pinball. Let us assume that the player selects air hockey. 
     The player next depresses the ON pushbutton switch and light  128  which flashes red to signal that the game  100  is starting up. Music corresponding to air hockey then starts playing and this music continues to play so long as the game  100  remains on and in air hockey configuration. However, the music gets softer whenever the game  100 &#39;s voice speaks. The game will time out if there is no action for a certain amount of time. 
     The game  100  says: “Hockey.” (Two second pause.) “Select a game to play.” 
     Each press of the pushbutton switch and light  128  then causes the game  100  to say the name of the next game, as follows: “5 point game.” “7 point game.” “10 point game.” “5 point game.” “7 point game.” (And so on.) 
     After the player selects a game, the game  100  waits two seconds and then says: “Are you ready to play?” (One second pause.) “Press the start button to begin.” (Note: the “start” button is the pushbutton switch and light  128 .) 
     If the player does not respond in 10 seconds, the game  100  says: “Players, are you still there?” (If there is no response in the following ten seconds, the game  100  shuts itself off.) 
     Once the player presses the start button, the microprocessor  302  applies power to the bus  210 , thus starting the blower motor and enabling the goal red LEDs  208  and  212  and the goal phototransistors  210  and  214  to function. The bus  210  remains powered until the game is over. (This is also done for all the games described below.) 
     The game  100  then says: “Are you ready . . . ” (One second pause.) “Get set . . . ” (One second pause.) “Begin . . . !” 
     Now game play begins. Every time a goal is scored, the game adds a point to the score of the corresponding player. The game  100  thus keeps track of the score. 
     Whenever a goal is scored, that goal&#39;s red goal light flashes, and the game  100  says: “Goal . . . !” (Siren sound and crowd cheering noise.) 
     The game  100  then selects and speaks one of the following messages, selecting them randomly: “Now, that was good . . . !” (Or) “Now, that was great . . . !” (Or) “Now, that was fantastic . . . !” (Or) “Now, that was awesome . . . !” (Or) “Now that was amazing . . . !” (Or) “Now, that was from waaayyy back . . . !” (Two second pause.) 
     Next, the game  100  says one of the following phrases, selecting them randomly: “What a great play . . . !” (Or) “What a great game . . . ! (Or) “What a great match-up . . . !” (Or) “What a great shot . . . !” (Or) What a great contest . . . !” 
     The game  100  then announces the total score: “The score is player one _ points, player two _ point(s).” (Two second pause.) “Are you ready to continue . . . ?” (One second pause.) “Get set . . . ” (One second pause.) “Begin . . . !” (and so on until the game is over.) 
     If, at any time, the game  100  receives no trigger inputs from the goals for three minutes, the game  100  asks: “Players, are you still there . . . ?” (One second pause.) “Press the start button to keep playing.” (The start button  128  starts flashing.) (Ten second pause.) “Press the start button to keep playing.” (Ten second pause.) “Players are you still there?” (One second pause.) “Press the start button to keep playing.” (Ten second pause.) (Then the game  100  shuts down.) 
     When a player scores the final goal of a game, a buzzer sound is produced, followed by the following dialogue: (One second pause.) “And it&#39;s all over . . . !” (One second pause.) (Crowd cheer sound.) (One second pause.) “Player (one/two) wins . . . !” (Red light adjacent the winning player&#39;s goal flashes.) (One second pause.) “The score is—player (one/two),_, player (two/one),_.” (Note: the winner&#39;s score is always announced first.) (Two second pause.) 
     The game  100  next speaks one or the other of the following two messages: “What a great game . . . !” (Or) “What a great match-up . . . !” (Three second pause.) 
     The following sequence is then repeated twice or until the pushbutton switch and light  128  is depressed: “Players, are you still there . . . ?” (Two second pause.) “Press the start button to play again.” (Pushbutton switch and light  128  begins flashing.) (Ten second pause, and then the game shuts down.) 
     If the pushbutton switch and light  128  has not yet been depressed, then the game  100  shuts down. 
     During air hockey game play, after the elapse of every 15 seconds without a goal being scored, one of the following messages are selected at random and played: “What a great game . . . !” (Or) “What a great match-up . . . !” (Or) “These players are really good . . . !” (Or) “These players are really great . . . !” (Or) “These players are really fantastic . . . !” (Or) “These players are really awesome . . . !” (Or) “These players are really amazing . . . !” (Or) “Did you see that . . . !” 
     Air Pinball Games 
     The mechanical slide switch  168  is thrown to the right to set up the game  100  for air pinball games. 
     To start up the games, a player presses the pushbutton switch and light  128 . The pinball music commences playing and plays continuously until the game  100  turns off or is put back into air hockey configuration by moving the slide switch  168  to the left. The volume of the music drops whenever the game speaks. 
     The game  100  says: “Pinball!” (Two second pause.) “Select a game to play . . . !” 
     Each press of the pushbutton switch and light  128  produces the play of one of the following game announcement message, in sequence: “Practice” “One player High Score Challenge.” “Two player High Score Challenge.” “Follow Me.” “Practice.” (And so on.) 
     When the player stops pressing the switch  128 , the game  100  pauses for two seconds and starts the selected game, as described below. 
     Air Pinball Game—Practice Game 
     The air pinball game&#39;s practice game does not keep score. It simply announces the score that you just achieved each time the puck  117  hits a bumper  130 ,  132 ,  134 , or  136  or strikes the barrier  158  at the rear of the goal  108 . There is no penalty when the puck slides out of the rear goal  110 , unlike during normal play. 
     The game  100  says: “Practice.” (Two second pause.) “Are you ready to play?” (One second pause.) “Press the start button to begin.” (Ten second pause.) “Press the start button to begin.” (Ten second pause.) “Players, are you still there?” (After ten more seconds, the game switches off.) 
     Once the switch  128  is depressed, the game  100 &#39;s microprocessor  302  powers up the bus  210  (which stays powered up for the remainder of practice) and says: “Are you ready . . . ” (One second pause.) “Get set . . . ” (One second pause.) “Begin . . . !” 
     Pinball practice then begins. The game  100  waits for the puck to hit one of the bumpers  130  to  136  or the goal  108 . Then the game responds as follows: 
     In response to striking one of the two yellow bumpers  130  or  136 , the game says: “25 points!!” (Generate 25 point score sound or music.) 
     In response to striking one of the two green bumpers  132  or  134 , the game says: “50 points!!” (Generate 50 point score sound or music.) 
     In response to striking the goal  108 , the game flashes the red goal light and says: “100 points!!” (Generate 100 point score sound or music.) 
     There is no time limit to practice, and the game  100  is not keeping track of score. If the game  100  receives no puck  117  hits for three minutes, it asks: “Player, are you still there?” (One second pause.) “Press the start button to keep playing.” (Pushbutton switch and light  128  starts flashing.) (Ten second pause.) “Press the start button to keep playing.” (Ten second pause.) “Player, are you still there?” (One second pause.) “Press the start button to keep playing.” (Ten second pause.) (The game  100  then shuts down.) 
     Of course, once the pushbutton switch and light  128 —the start button—is pressed or once a bumper  130  to  136  or the goal  108  is struck by the puck  117 , the practice resumes. 
     Air Pinball Game—One Player High Score Challange Game 
     After this game is selected, the pinball music begins to play, and the game  100  announces: “One player high score challenge.” (Two second pause.) “The high score is _points!!” (Two second pause.) “Are you ready to play?” 
     At this point, the game  100  executes the “Single Player Routine” (set forth below as a separate game subroutine). 
     If the high score stored in the microprocessor  302  has been beat, the game  100  plays a siren sound three times and, while the siren is sounding, it announces: “You set a new high score!” (One second pause.) “You&#39;ve got skills!” (Three second pause.) “Press the start button to play again.” 
     The pushbutton switch and light  128  commences to flash. If the pushbutton switch and light  128  is not depressed, then after a ten second delay the game  100  says: “Press the start button to play again.” (Ten second delay.) “Player, are you still there?” (One second delay.) “Press the start button to keep playing.” (Ten second delay.) (The game  100  then shuts down.) 
     If the switch  128  is depressed, the game  100  plays the game over from the beginning. 
     Air Pinball Game—Two Player High Score Challange Game 
     The play begins almost the same as in the one player air pinball game, except the game  100  announces: “Two player high score challenge” at the start of the game. The game  100  then announces: “Player  1 .” 
     At this point, the Single Player Routine (set forth below) is executed for Player  1 . 
     After a three second pause, the game  100  announces: “Player  2 .” 
     At this point, the Single Player Routine (set forth below) is executed for Player  2 . 
     After a two second pause, the game  100  announces: “And it&#39;s all over!” (One-half second pause.) (Crowd cheering sound.) (One second pause.) “Player (one/two) wins!” (One second pause.) “The score is—player (one/two)_, player (two/one)_.” (Note: the Winner&#39;s Score is Always Announced First) 
     After a two second pause, the game  100  then says one of the following, selected randomly: “What a great game!” (Or) “What a great match-up!” (Three second pause.) “Press the start button to play again.” (The pushbutton switch and light  128  begins to flash.) 
     The game then times out, as in the case of the single player game, if the pushbutton switch and light  128  is not depressed. 
     Air Pinball Game—Follow Me Game 
     This game also begins almost the same as the one player game. The only change is that the game  100  announces: “Follow me” at the start of this game. 
     The game  100  randomly selects one of the five LEDs within the buffers  130 ,  132 ,  134 , and  136  or within the goal light  124  (these are the five LEDs  124 ,  314 ,  316 ,  318 , or  226  in  FIG. 33 ). 
     The selected LED begins to flash, and the game  100  says: “Hit the flashing target!” (Two second pause.) “Are you ready . . . ?” (One second pause.) Begin . . . !” 
     If the puck  117  hits the goal  108  or a bumper  130  to  136  that is not flashing, the game  100  responds with one of the following messages: “Nice try!” (Or) “That was close!” (Or) “Almost!” 
     If the bumper or the goal associated with the flashing light is struck, the game  100  says one of the following messages, selected randomly: “Now, that was good . . . !” (Or) “Now, that was great . . . !” (Or) “Now, that was fantastic . . . !” (Or) “Now, that was awesome . . . !” (Or) “Now, that was amazing . . . !” 
     After a two-second pause, the game  100  randomly selects a different one of the five lights to flash, and the game then continues as above. 
     The game shuts itself off when it receives no input from any bumper switch or goal during two minutes. 
     Air Pinball Game—Single Player Routine 
     After a one second pause, the game  100  says: “Press the start button to begin.” (Pushbutton switch and light  128  starts to flash.) (Ten second pause.) “Press the start button to begin.” (Ten second pause.) “Players, are you still there?” (Ten second pause.) (Game  100  shuts down.) 
     Once the pushbutton switch and light  128  is depressed, the game  100  powers up the bus  210  and says: “Are you ready?” (One second pause.) “Get set . . . ” (One second pause.) “Begin!” 
     Game play now begins. There is a 45 second time limit on this game, and score is kept. 
     In response to striking one of the two yellow bumpers  130  or  136 , the game says: “25 points!!” (Generate 25 point sound or music.) 
     In response to striking one of the two green bumpers  132  or  134 , the game says: “50 points!!” (Generate 50 point sound or music.) 
     In response to striking the goal  108 , the game flashes the red goal light and says: “100 points!!” (Generate 100 point sound or music.) The game  100  then randomly selects and says one of the following: “Now, that was good!” (Or) “Now, that was great!” (Or) “Now, that was fantastic!” (Or) “Now, that was awesome!” (Or) “Now, that was fantastic!” (Or) “Now, that was amazing!” 
     If the puck  117  happens to slide out of the goal  110  at the lowest end of the game  100  (between the two flippers  121  and  123 ), the buzzer sound is played, and the game  100  announces: “Oh, Oh! Minus 25 points!” (25 points is subtracted from the player&#39;s score.) 
     When ten seconds remains in this 45-second game, a siren sound is produced, and the game  100  calls out: “Time&#39;s running out!” 
     After the 45 second time interval expires, the game  100  produces a buzzer sound and then says: “And it&#39;s all over!” (Two second pause.) 
     The game  100  then says one of the following: “Now, that was good!” (Or) “Now, that was great!” (Or) “Now, that was fantastic!” (Or) “Now, that was awesome!” (Or) “Now, that was fantastic!” (Or) “Now, that was amazing!” 
     After a two second pause, the game says: “Your score is _points!!” 
     Although just a single embodiment of the invention has been described, it should be understood that the invention is not limited to this precise embodiment, and that various changes and modifications may be made without departing from the scope or spirit of the invention as set forth in the claims annexed to and forming a part of this specification. For example, the disclosed embodiment teaches how a reconfigurable air hockey table game can be reconfigured into an air pinball game. Alternatively, an air hockey game can be reconfigured into an air bowling game or into a game where a puck is slid towards one or multiple goals that capture the puck and grant a score, or into other types and varieties of sliding puck games. Some alternative games may involve altering the tilt of the table while others may not. Some alternative games may involve blocking one of the goals while others may not. Some alternative games may involve adding bumpers along the edges or in the center of the playing field, while others may involve adding additional goals or additional sensors of some other type to the center or edges of the playing field. Some alternative games may add flippers, while others may not or may add some other mechanism whereby a player may add motional energy to the puck during play.