Abstract:
The present invention relates to a game of skill requiring a user to match a predetermined set of characters. In one aspect of the invention, individual characters are displayed for a fixed period of time. An interface enables a user to select the correctly matching character within the fixed timeframe. In another aspect of the invention, each successive character in a series is displayed for a shorter period of time, further decreasing the likelihood the user will match the correct character. Indeed, one embodiment of the invention is implemented to aid children or illiterate individuals to read or spell. In another embodiment of the invention, the amusement game requires a user to match successive numbers within an increasingly smaller time frame.

Description:
TECHNICAL FIELD  
       [0001]     This invention relates to amusement devices, and more particularly, to an apparatus and methods relating to a character matching game.  
       BACKGROUND OF THE INVENTION  
       [0002]     The entertainment industry continues to flourish as the public ceaselessly demands an increasing array of talent and innovation to help relax from the tumultuous reality, or simply to satisfy their specific wants. Particularly in today&#39;s technological computer era, arcade games and other electronic devices have become very popular. Casino-type games and other entertainment forms that combine chance with skill have achieved a significant niche among a subset of society, both in the technological and traditional realm. Unfortunately, most redemption casino-type games rely almost entirely on chance to the extent that those who would otherwise have enjoyed the game concept are reluctant to subject themselves to these devices as they utilize no significant input from the player. Moreover, the public unsurprisingly desires new forms of entertainment devices to spark its interest and excitement.  
         [0003]     Thus there is a need for an amusement device that enables players to operate an amusement-type arcade game utilizing different skills and offering a new type of entertainment from prior art in this field. In addition, this device would successfully incorporate an element of skill without significantly sacrificing the element of amusement that many desire.  
       SUMMARY OF THE INVENTION  
       [0004]     The present invention relates to a game requiring a user to match a predetermined set of characters. As used herein, the term “character” includes numbers, letters, values, icons, or graphical symbols. Indeed, in computer-related embodiments, a character can include any graphical representation. In one aspect of the invention, individual characters are displayed for a fixed period of time. An interface enables a user to match the character within the fixed timeframe it is displayed. In another aspect of the invention, each successive group of characters is displayed for a shorter period of time, further decreasing the likelihood the user will match the correct character. It is contemplated, however, that each successive series displays the characters for time periods independently than the other series. In accordance with embodiments of the invention, a system and method for a skill-based amusement game requiring the user to match letters of a word is disclosed. Indeed, one embodiment of the invention is implemented to aid children or illiterate individuals to read or spell. In another embodiment of the invention, the amusement game requires a user to match successive numbers within an increasingly smaller time frame. Some or all of the foregoing embodiments can be implemented as computer-executable instructions stored on a computer-readable medium.  
         [0005]     Additional features and advantages of the invention will be apparent upon reviewing the following detailed description. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0006]      FIG. 1  depicts an exemplary arcade-style system in which embodiments of the invention may be implemented.  
         [0007]      FIG. 2  depicts an exemplary computer system in which embodiments of the invention may be implemented.  
         [0008]      FIG. 3  depicts one exemplary method in which embodiments of the invention may be implemented.  
         [0009]      FIG. 4  illustrates a series of screen displays of a matching game in accordance with the present invention.  
         [0010]      FIG. 5  illustrates a series of screen displays to inform a user the correct characters to be matched. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0000]     Introduction  
         [0011]     An exemplary arcade-style configuration of a character-matching game is illustrated in  FIG. 1 . The arcade video game  100  includes a control unit  105 , a user controller  110 , and a display  115 . Unlike a traditional home game display (see, e.g.,  242 ), the arcade game display  115  is not provided by the user, but rather may be housed in the same arcade game cabinet as the control unit  105  and the user controller  110 . Within this cabinet, the user controller  110  and the display  115  are connected to the control unit  105 . A central processing unit  120  in the control unit  105  executes a program in accordance with the present invention stored on a hard disk  125 , or other storage media, to create a visual representation on the display  115 , such as for example, when selecting a displayed character. The central processing unit  120  may also execute user-defined instructions stored in a random access memory  130 . During game play, the user controller  110  is operated by a user to cause the control unit  105  to vary the visual representation on the display  115 . Optionally, the configuration may include additional input/output sources (see, e.g.  135 ), such as, for example, LAN, WLAN, or interfaces as known in the art, for example, as illustrated in  FIG. 2 . While the exemplary embodiment illustrates an arcade-style configuration, the invention, however, may be configured for personal gaming systems, such as Sonya Playstation® or Microsoft® Xbox®, handheld systems such as a Palm® or Treo®, among others, for example, cellular-based applications. In still yet further embodiments, the invention is configured for web-based applications that may be incorporated within or independent of cellular-based applications.  
         [0000]     Exemplary Operating Environment  
         [0012]      FIG. 2  illustrates an exemplary computer system in which embodiments of the invention may be implemented. A computer  200  is connected to a local area network (LAN)  202  and a wide area network (WAN)  204 . Computer  200  includes a central processor  210  that controls the overall operation of the computer and a system bus  212  that connects central processor  210  to the components described below. System bus  212  may be implemented with any one of a variety of conventional bus architectures.  
         [0013]     Computer  200  can include a variety of interface units and drives for reading and writing data or files. In particular, computer  200  includes a local memory interface  214  and a removable memory interface  216  respectively coupling a hard disk drive  218  and a removable memory drive  220  to system bus  212 . Examples of removable memory drives include magnetic disk drives and optical disk drives. Hard disks generally include one or more read/write heads that convert bits to magnetic pulses when writing to a computer-readable medium and magnetic pulses to bits when reading data from the computer readable medium. A single hard disk drive  218  and a single removable memory drive  220  are shown for illustration purposes only and with the understanding that computer  200  may include several of such drives. Furthermore, computer  200  may include drives for interfacing with other types of computer readable media such as magneto-optical drives.  
         [0014]     Unlike hard disks, system memories, such as system memory  226 , generally read and write data electronically and do not include read/write heads. System memory  226  may be implemented with a conventional system memory having a read only memory section that stores a basic input/output system (BIOS) and a random access memory (RAM) that stores other data and files.  
         [0015]     A user can interact with computer  200  via a variety of input devices.  FIG. 2  shows a serial port interface  228  coupling a keyboard  230  and a pointing device  232  to system bus  212 . Pointing device  232  may be implemented with a hard-wired or wireless mouse, track ball, pen device, or similar device.  
         [0016]     Computer  200  may include additional interfaces for connecting peripheral devices to system bus  212 .  FIG. 2  shows a universal serial bus (USB) interface  234  coupling a video or digital camera  236  to system bus  212 . An IEEE 1394 interface  238  may be used to couple additional devices to computer  200 . Furthermore, interface  238  may configured to operate with particular manufacture interfaces such as FireWire developed by Apple Computer and i.Link developed by Sony. Peripheral devices may include touch sensitive screens, game pads scanners, printers, and other input and output devices and may be coupled to system bus  212  through parallel ports, game ports, PCI boards or any other interface used to couple peripheral devices to a computer.  
         [0017]     Computer  200  also includes a video adapter  140  coupling a display device  242  to system bus  212 . Display device  242  may include a cathode ray tube (CRT), liquid crystal display (LCD), field emission display (FED), plasma display or any other device that produces an image that is viewable by the user. Sound can be recorded and reproduced with a microphone  244  and a speaker  246 . A sound card  248  may be used to couple microphone  244  and speaker  246  to system bus  212 .  
         [0018]     One skilled in the art will appreciate that the device connections shown in  FIG. 2  are for illustration purposes only and that several of the peripheral devices could be coupled to system bus  212  via alternative interfaces. For example, video camera  236  could be connected to IEEE 1394 interface  238  and pointing device  232  could be connected to USB interface  234 .  
         [0019]     Computer  200  includes a network interface  250  that couples system bus  212  to LAN  202 . LAN  202  may have one or more of the well-known LAN topologies and may use a variety of different protocols, such as Ethernet. Computer  200  may communicate with other computers and devices connected to LAN  202 , such as computer  252  and printer  254 . Computers and other devices may be connected to LAN  202  via twisted pair wires, coaxial cable, fiber optics or other media. Alternatively, radio waves may be used to connect one or more computers or devices to LAN  202 .  
         [0020]     A wide area network  204 , such as the Internet, can also be accessed by computer  200 .  
         [0021]      FIG. 2  shows a modem unit  256  connected to serial port interface  228  and to WAN  204 . Modem unit  256  may be located within or external to computer  200  and may be any type of conventional modem, such as a cable modem or a satellite modem. LAN  202  may also be used to connect to WAN  204 .  FIG. 2  shows a router  258  that may connect LAN  202  to WAN  204  in a conventional manner. A server  260  is shown connected to WAN  204 . Of course, numerous additional servers, computers, handheld devices, personal digital assistants, telephones and other devices may also be connected to WAN  204 .  
         [0022]     The operation of computer  200  and server  260  can be controlled by computer-executable instructions stored on a computer-readable medium. For example, computer  200  may include computer-executable instructions for transmitting information to server  260 , receiving information from server  260  and displaying the received information on display device  242 . Furthermore, server  260  may include computer-executable instructions for transmitting hypertext markup language (HTML) or extensible markup language (XML) computer code to computer  200 .  
       EXAMPLES  
       [0023]      FIG. 3  depicts one exemplary method in which embodiments of the invention may be implemented. The method may be read on a computer readable medium, and may be used to operate a game, such as on systems shown in  FIGS. 1 and 2 . A computer system comprising a memory having the program is initialized. As part of the initialization (step  302 ), an arrangement or group of characters, such as a word, phrase, number set, or other series of graphical representations to display to the user is determined. As described in more detail below, the user is notified by sight, sound, or the combination thereof, of the characters to be matched.  
         [0024]     Upon initialization, step  304  initiates the sequential display of the group of characters, each character being displayed for a first time period. ( FIG. 4a  illustrates exemplary displays of step  304  on a display device). The time period that each character is displayed within each group may be determined at step  302 . Alternatively, time period differences among the groups may be determined or adjusted at a later moment, such as for example, being based on the user&#39;s success rate in matching the correct characters.  
         [0025]     In one embodiment, step  304  may further display characters not part of the group, and thus not initially displayed to the user, to increase the difficulty of the game. Step  306  determines if an input in the form of a selection command has been received by a user. Possible input mechanisms could include, for example, a touch screen, keyboard, mouse, joystick, or any apparatus configured to provide input to the program. If an input is not received at step  306 , step  304  may be repeated with each character being displayed for a first time period. The exemplary embodiment, however, requires the user to match the predetermined characters within a fixed time period. Optional step  308  may determine if the fixed time period has elapsed before receiving a selection command by the user. In the exemplary embodiment, elapsing of the time period will end the game (step  310 ). In further embodiments, the game may be considered finished if the user did not correctly match the character before all the characters in the series were displayed for a fixed number of repetitions. In other embodiments, step  310  may adjust the difficulty of the game, rather than initiating the ending of the game.  
         [0026]     If a selection command is received at step  306 , it is then determined whether the selected character (the displayed character when the selection command was received) matches the predetermined character (step  312 ). If the selected character does not match the predetermined character, step  304  may be repeated. In yet other embodiments, the time period each character is displayed is adjusted (step  314 ). This would be particularly useful in educational applications, where the time periods could be lengthened to increase the likelihood the user will correctly match the displayed character with the predetermined character. In such embodiments, if the selected character is determined not to be correct at step  312 , the program may be configured to re-initiate step  304  with a different time period, thereby allowing the user to re-attempt to match the same character. Optionally, the game could be programmed to allow a maximum number of mismatched characters to be selected before ending the game.  
         [0027]     In the exemplary embodiment, if it is determined at step  312  that the selected character matches the predetermined character, step  316  will sequentially display the group of characters, with each being displayed for a second time period. Step  320  determines if a selection command has been received by a user. If a selection command is received at step  320 , it is then determined whether the selected character matches the predetermined character (step  322 ). If the selected character does not match the predetermined character, step  316  may be repeated. In yet other embodiments, a step similar to step  314  may be invoked to adjust the time period in which the user may correctly match the predetermined character with the displayed character. The exemplary embodiment illustrates one embodiment in which the user gets to reattempt to match the last attempted character, however, in other embodiments the program may return to the initialization step  302 . In still yet further embodiments, the repetition of step  316  lowers the redemption or prize the user is able to receive.  
         [0028]     If the character is correct, however, step  324  will determine if there are characters to be matched. If there are more characters to be matched, step  326  will initiate, sequentially displaying the group of characters, with each being displayed for a third period of time. As in steps  304  and  316 , the user will provide a selection command in an attempt to match the displayed character with the predetermined character. When the final character to be matched is correctly matched, step  328  will determine the user won the game. In one embodiment, the user will receive a redemption or prize determined upon the length of time to complete the game. In other embodiments, the user may advance to a more difficult matching arrangement.  
         [0029]     In yet further embodiments, the absence of a selection command after a fixed time period or number of repetitions may initiate the selection of the correct character. This may be advantageous, for example, in embodiments directed towards a children&#39;s spelling game. In one embodiment, the game is configured to allot a predetermined amount of time for the child to make a selection. If a character is not selected or if the incorrect character is selected, the game is automatically configured to select the correct character, rather than represent a misspelling of the word to the child. In further embodiments, the game may allow the child to reattempt to match the correct character. In yet further embodiments, the game is configured to proceed to the next character in the sequence, allowing the child to continue spelling the word.  
         [0030]      FIGS. 4   a  and  4   b  illustrate a series of screen displays of a matching game in accordance with the present invention. In the exemplary embodiment displayed in  FIG. 4   a , the characters V-I-D-E-O are each scrolled or otherwise individually displayed to the user for a fixed time period in a repeating manner on a screen or display device. As illustrated in screen display  402 , the first character in the group is displayed. After a predetermined period of time has elapsed, the next character in that group will be displayed (screen display  404 ). Each successive character in the group will be displayed in sequential fashion (displays  406 ,  408 ,  410 ) until either the user selects a character as a possible match or the end of the group is reached. In the exemplary embodiment, once the last character of the group is displayed (display  410 ), the group is repeated, starting with the first character (display  402 ). Upon a user selecting the correct character for the first group (“V” in this exemplary instance) through a user input, the next group of characters comprising “V-I-D-E-O” will begin to scroll. As illustrated in  FIG. 4   b , correctly matching the character in a group will activate the next sequential group to scroll or otherwise display the characters. In the example illustrated in  FIG. 4   b , the first three characters (“V”-“I”-“D”) have been correctly matched, and the characters of the fourth group are scrolling according to a predetermined schedule. Alternatively, multiple groups could be scrolling upon activation of the game, but the user input would not affect a particular series until the preceding series were properly selected. In other embodiments, the groups may comprise numbers in a descending order wherein the user must match numbers in a count down process. The groups may be organized vertically, horizontally, or in a pattern. In further embodiments, individual groups may be displayed in a smaller font to increase the excitement or difficulty of the game. Still in yet further embodiments, the letters may comprise different colors to further change the level of difficulty.  
         [0031]     Aspects of the present invention comprise a system which provides a visual experience for learning the abstract concept of letters and letter patterns. For example, a child may not be able to spell V-I-D-E-O on his own without assistance, but may be able to pick the correct order of the presented letters to form the word VIDEO. Indeed, in one embodiment, the invention relates to an apparatus that monitors the child&#39;s performance. This information may be then used to determine the next series of characters presented to the child. For example, if the child demonstrates a proficiency in words having three characters, the child is then presented with a series having four characters. Conversely, if the child&#39;s performance begins to decline, series having less or easier characters may be presented. In yet further embodiments, an audio output of the pronunciation of the series of characters is initiated upon the successful completion of the series to further reinforce reading skills. Aspects of the present invention may also comprise a system which provides a visual experience for learning the abstract concept of number and number patterns. Similar to the embodiments having letters as characters, at least one embodiment of the present invention utilizes numbers as characters to teach children how to count, recognize numbers, and/or correctly pronounce a number.  
         [0032]      FIG. 5  illustrates one embodiment that may be utilized when teaching children how to spell or count.  FIG. 5  is a series of screen displays to inform a user the correct characters to be matched. In the exemplary embodiment, screen display  500  initially displays the entire word, phrase, number set, or graphical illustration to be matched. This can be done through any lighting means, including CRT, LCD, LED or any other device that produces an image that is viewable by the user. After a predetermined length of time, only the first character of the group may be illuminated (display  502 ). As illustrated in screen displays  504 - 510 , each character to be matched is then sequentially displayed upon the tolling of a fixed amount of time, until all the correct characters of the group have been illuminated. In other embodiments, all the characters are simultaneously presented to the user. To further aid the education of the user, the complete set of characters may then be lit and accompanied by sound (display  512 ). The sound may be a voice pronouncing the spelling of the word, or each character individually. Alternatively, to further increase the difficulty, the pronunciation of a character may be produced in place of displaying the character itself. In the exemplary embodiment, a signal is given to the user that the game has begun, such as the screen display  514 , illuminating “GO!” 
         [0033]     What has been described above is merely illustrative of the application of the principles of the invention. Indeed, the present invention is not limited to amusement or teaching games, but may be applied to a broad application of recognition and matching of characters. Those skilled in the art can implement other systems, configurations, arrangements, methods, and graphical user interfaces without departing from the spirit and scope of the invention.