Abstract:
A catching game that is challenging even when played by one player. The catching game is a paddle-sized hand-held device that preferably incorporates an automatic launcher and an adjustable aperture catcher on the same hand-held device. The automatic launcher incorporates randomness into the launching mechanism, in order to increase the challenge to the player(s). The game also incorporates an electronic sensor to determine when a catch has been made.

Description:
FIELD OF THE INVENTION 
     The invention lies in the field of toys and games. 
     BACKGROUND 
     Throwing and catching games have long been a popular form of exercise and entertainment. They are also an excellent method for developing hand and eye coordination. Throwing and catching games typically require more than one player if they are to be played in a challenging and entertaining manner. This is because a person playing catch alone is limited to a small radius in which they can feasibly run after throwing the ball alone, and because there is little challenge in catching a ball when you know where you have thrown it. Thus, a solo-player throw and catch game is not usually expected to be very challenging or entertaining. 
     SUMMARY 
     The claimed device seeks to provide a throw and catch game that can be entertainingly played by one person. It is a further object to provide a game that automates the throwing and scoring parts of the game, allowing one or multiple players to focus on the challenge of catching. 
     The Applicant herein describes a game that launches balls automatically and at unpredictable directions and speeds. The launching and catching are incorporated into a single handheld device, making it fully entertaining and challenging even when played by only one person. The claimed device also comprises a hand-held target with a variable-size aperture for catching the ball. The size of the opening can be made large or small to change the difficulty of the game. Thus, the game features two types of difficulty to entertain the single player: variation in ball-launching, and variation in catching difficulty. The game can be played by multiple players who catch balls from the other player&#39;s launching device, and another embodiment of the game comprises a standalone automatic launcher from which one or more players can catch launched balls. 
     The claimed device incorporates electronic scorekeeping, including electronic detection of scores and electronic display of scores. As such, the game facilitates score-tracking and competing with other players. It can also incorporate speakers and LED to add sound and visual reward factors when the player makes successful catches. Finally, the game is convenient for storage and play, by incorporating ball storage and launching in one handheld unit. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a top plan view of the handheld game. 
         FIG. 2  is a side view of the handheld game. 
         FIG. 3  is a top plan view of a horizontal cross-section of the handheld game. 
         FIG. 4  is front view of a cross-section of a standalone ball launcher. 
     
    
    
     DETAILED DESCRIPTION 
     This is a paddle-type catching game that is playable by a single player, easy to store, and incorporates randomness into the game play. The game is a handheld device comprising a handle  11  and a target frame  1 . The frame holds an adjustable target  10 , such that the goal of the game is to catch balls through the target  10 . The balls are launched directly from the handheld game itself by an automatic launcher  6 , and moreover the frame is hollow to facilitate storage of the balls and also to feed the balls directly to the automatic launcher. The automatic launcher, described in more detail below, incorporates randomness into the game play, such as by varying the direction of launch, the number of balls launched, and the speed of launch. 
     The handheld game also comprises electronic scoring and control, including, but not limited to, a sensor  12  to detect catches through the target  10  and a display  8  showing the score. Display  8  may show any additional information readily programmable by one of ordinary skill in the art given the electronic functionalities herein described, and may be located anywhere on the handheld device. Catch information can also be recorded and uploaded to a server via a Bluetooth or wireless controller, allowing the user to track their progress. The sensor  12  may include one or more sensors including infrared sensors located on the underside of the handheld apparatus in order to sense a projectile passing through the target area, piezoelectric sensors for detecting additional weight within a net  13 , and may also include touch sensors and motion sensors such as gyroscopes. The handheld device may also comprise readily programmable elements such as LEDs and/or speakers to light up and/or make noises on player “misses,” such as the ball hitting the frame and missing the target. These electronic additions can also be used to show and/or play rewarding visuals and/or music when the balls are successfully caught. LEDs can also be used to decorate the frame, or the frame may have glow-in-the-dark elements. 
     The frame  1  may be circular, as depicted, to exemplify a paddle-type game, but may be any shape of frame. The frame encircles or holds a target  10  whose aperture diameter is adjustable, thus changing the difficulty of the game. The target may comprise a plate that is insertable into the frame, the plate comprising one or more openings of different shapes and/or diameters. Multiple interchangeable, insertable targets allow customization for different levels of difficulty and entertainment. The target may also comprise an adjustable diameter aperture constructed as a mechanical iris. For instance, as in typical mechanical irises, the target may comprise a set of blades  19  that are pivotable and anchored to the frame, and an actuating ring disposed within the frame that causes the blades to rotate and thereby open and close the target aperture  10 . 
     The frame is hollow to facilitate the storage of balls, which can be inserted directly into the frame via window  2 . Furthermore, this storage lane facilitates the feeding of balls directly to the automatic launcher via launching area  5 , as illustrated in  FIG. 3 . Balls fall into launching area  5  whenever it is empty, such as when the automatic launcher is loaded. Launching area  5  may be located anywhere on the device but is optimally located where handle  11  meets frame  1 , particularly when automatic launcher  6  is incorporated into the handle. The automatic launcher may be spring-loaded, as described below, but may rely on other types of force, including, but not limited to, mechanical, pneumatic or hydraulic. The game does not require specially constructed projectiles and can be used with existing balls such as ping pong balls. 
     As illustrated in  FIG. 3 , a cross-sectional view from the top of the handheld game, the automatic launcher  6  may be implemented with a spring driven plunger  7 . Catch areas such as notch  16  allow for the plunger to be loaded and held in place by trigger release  18 , which is released when trigger  15  is activated. Multiple catch areas may be built into the plunger to allow the automatic launcher to be activated at differing amounts of force. In another embodiment, the automatic launcher releases one ball first, then another ball moments later, increasing the challenge and unpredictability of the game. 
     Additional variation and randomness may be incorporated into the automatic launcher. In the mechanical version depicted in  FIG. 3 , a wedge-shaped head  4  is coupled to spring  14  causing the wedge to bobble or rotate. When automatic launcher is activated, the bobbling wedge causes the ball to be launched in unpredictable directions. The wedge design of the head furthermore causes the ball to be launched at unpredictable angles. In another embodiment, the game is also supplied with balls of different weights and sizes, resulting in variable launch speeds. 
     In another embodiment, depicted in  FIG. 4 , the automatic launcher may be separate from the hand-held catcher. Ball storage unit  60  can be used to store balls and cause them to automatically fall into position when automatic launcher  70  is loaded. As noted previously, the automatic launcher may be spring-loaded, as described below, but may rely on other types of force, including, but not limited to, mechanical, pneumatic or hydraulic. As previously described, the automatic launcher  70  may be implemented with a spring driven plunger  20 . Catch areas such as notch  90  allow for the plunger to be loaded and held in place by trigger  30 , such that the plunger launches the ball into the air when the trigger is activated. Multiple catch areas may be built into the plunger to allow the automatic launcher to be activated at differing amounts of force. Additional variation and randomness may be incorporated using a wedge-shaped head  4  coupled to spring  14  causing the wedge to bobble or rotate. When automatic launcher is activated, the bobbling wedge causes the ball to be launched in unpredictable angles and directions. The standalone embodiment enables a multi-player version of the game in which players, each using a personal hand-held catcher, compete to catch randomly launched balls.