Abstract:
A game having a base structure including an array of lights with associated music. A player must respond to the illumination and music issued by the game by pressing a series of sensors located on the game at specific beats according to the rhythm and illumination of the game. A sequential linear illumination of the light displays can progress from the center outward to the sensor or progress from the sensor inward to the center.

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to electromechanical toys. More particularly, the invention relates to a game electromechanical game where a player must input commands in response to musical and visual cues. 
     2. Description of the Related Art 
     The toy industry is constantly attempting to provide users with more intricate and entertaining toys featuring new technology, while presenting the technology in user friendly and intuitive design. Traditionally, this consists of adapting new technology to classic games that are familiar to the users. 
     One such type of game, Simon Says, has been adapted in numerous electronic toys. U.S. Pat. No. 4,207,087 to Morrison discloses a game device with four colored-coated keys, each emitting a specific tone when depressed and representing a single color, which issues a series of commands for the player to follow. U.S. Pat. No. 4,285,517 to Morrison discloses a game device having visual output wherein players are required to estimate time intervals, a number of events, a tone frequency, or the like. U.S. Pat. No. 4,261,563 to Goldfarb discloses a similar device having linear arrays of lights thereon for use in score keeping. 
     While the aforementioned game did adapt new technology to a classic game, technology continues to improve and, therefore, these uses have become outdated. To adapt to the every changing and evolving world, new technology must be introduce that with capture the attention of the users. 
     SUMMARY OF THE INVENTION 
     The present invention solves the aforementioned needs by creating an electromechanical game where a player must input commands in response to musical and visual cues. 
     Briefly summarized, the present embodiment includes a game comprising a base structure having an array of LEDs and sensor such as mechanical or inputs thereon. The game includes LEDs of four different colors which are arranged in rows so that all the LEDs in each row are of the same color. The LEDs are arranged in four rows which extend outwardly from a center point and sensors are provided at the outer ends of the TOWS. 
     During the course of game play the LEDs are illuminated starting with the inner most LED in a particular row and then progressing outwardly to the outermost LED in the same row. The LEDs are illuminated based on beat detection derived from a music program played by an audio system of the game. Correct or incorrect presses of the sensors are further coordinated with sound effects. 
     During the course of game play a user is required to contact the sensor at the outer end of a row while the LED at the outer end of the same row is illuminated. Accordingly, the user can observe the progression of LEDs as the illumination advances outwardly in the respective row to anticipate the appropriate time for the user to contact the adjacent sensor. During the course of game play the degree of difficulty is increased by occasionally requiring a user to contact the sensors twice each time an outermost LED is illuminated or by changing the beat of the music which forms the basis of the LED program. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a perspective view of the game in closed mode; 
         FIG. 2  is a plan overhead view of the game in open mode; 
         FIG. 3  is a plan overhead view of the individual light elements and light displays; and 
         FIG. 4  is a perspective view of two game units connected to a single external music device. 
     
    
    
     DETAILED DESCRIPTION OF THE EMBODIMENTS 
     The described embodiment includes a game  10 , as seen in  FIG. 1  comprising a base structure or playing surface  12  having an array of individual light elements  18 , LED&#39;s (light emitting display) in the present embodiment, and sensors  14 A,  14 B,  14 C, and  14 D, four tactile, or tact, switches in the present embodiment, although the sensors may included capacitive sensors or mechanical inputs such as, but not limited to keys, switches, and buttons.  FIG. 2  shows the game  10  rotated along the vertical axis in the open position. In the open position, the concave element  30  is aligned with the audio system  16  to produce an amplification or horn effect. 
     The game  10 , of the present embodiment includes individual light elements  18  of four different colors which are arranged in light displays  20 A,  20 B,  20 C, and  20 D as individual rows so that all the individual element elements  18  in each row are of the same color as seen in  FIG. 3 . The light displays  20 A,  20 B,  20 C, and  20 D are arranged in four rows which extend outwardly from a center point, the location of an on/off button  28 , and sensors  14 A,  14 B,  14 C, and  14 D are provided at the outer ends of the rows. 
     During the course of game play the light displays  20 A,  20 B,  20 C, and  20 D are illuminated starting with the inner most individual light element  18  in a particular row and then progressing outwardly to the outermost individual light element  18  in the same row. The light displays  20 A,  20 B,  20 C, and  20 D are illuminated based on beat detection derived from a music program played during the game  10 . 
     While playing the game  10 , a user is required to contact the sensor  14 A,  14 B,  14 C, and  14 D at the outer end of a row while the individual light element  18  at the outer end of the same row is illuminated. Accordingly, the user can observe the progression of individual light elements  18  in the light display  20 A,  20 B,  20 C, or  20 D as the illumination advances outwardly in the respective row to anticipate the appropriate time for the user to contact the adjacent sensor  14 A,  14 B,  14 C, and  14 D. 
     The degree of difficulty is increased during game play by occasionally requiring a user to contact the sensors  14 A,  14 B,  14 C, and  14 D twice each time an outermost individual light element  18  is illuminated or by changing the beat of the music which forms the basis of the game  10 . 
     The game  10  includes an information processor housed within its base  12 . The information processor may or may not coordinate the illumination of the individual light elements  18  within the lights displays  20 A,  20 B,  20 C, and  20 D with sound effects from the sound files, shown in Table 1, and music and light samples from the music library, shown in Table 2. 
     
       
         
               
             
               
               
               
             
               
               
               
             
           
               
                 TABLE 1 
               
             
             
               
                   
               
               
                 Speech List 
               
             
          
           
               
                   
                   
                 Speech 
               
               
                 # 
                 File Name 
                 length (sec) 
               
               
                   
               
             
          
           
               
                   
                 Play List Sound FX 
                   
               
               
                 0 
                 1 kHz 
                 0.000 
               
               
                 1 
                 gamel.wav (playlist) 
                 141.904 
               
               
                 2 
                 Try me.wav (playlist) 
                 12.687 
               
               
                 3 
                 Sarcastic Slow Clap.wav 
                 2.129 
               
               
                   
                 (play list) 
                   
               
               
                 4 
                 Single Clap_a.wav  
                 1.655 
               
               
                   
                 (play list) 
                   
               
               
                 5 
                 Medium Clap.wav  
                 3.296 
               
               
                   
                 (play list) 
                   
               
               
                 6 
                 fast clap_a.wav (play list) 
                 3.146 
               
               
                 7 
                 startupl.wav 
                 1.415 
               
               
                 8 
                 Boo.wav 
                 2.362 
               
               
                 9 
                 large_applause.wav 
                 3.842 
               
               
                 10 
                 singleclap1.wav 
                 0.098 
               
               
                 11  
                 singleclap2.wav 
                 0.111 
               
               
                 12  
                 singleclap3.wav 
                 0.077 
               
               
                 13 
                 med_clap1.wav 
                 0.461 
               
               
                 14 
                 med_clap2.wav 
                 0.234 
               
               
                 15 
                 med_clap3.wav 
                 1.070 
               
               
                 16  
                 fastclap1a.wav 
                 0.306 
               
               
                 17  
                 fastclap2ax3.wav 
                 2.550 
               
               
                 18  
                 fastclap3a.wav 
                 0.290 
               
               
                 19-31 
                 Loop1a.wav-Loop5b.wav 
                 1.995-8.001 
               
               
                 32  
                 tryme2.wav 
                 2.691 
               
               
                   
               
             
          
         
       
     
     The speech system includes an information processor such as a microprocessor or controller to perform the speech function. The microprocessor would use a masked ROM, which includes the speech clips as listed above in Table 1 at a sampling rate of 16 K Hz. 
     
       
         
               
             
               
               
               
               
             
               
               
             
               
               
               
               
             
           
               
                 TABLE 2 
               
             
             
               
                   
               
               
                 Music Sound List 
               
             
          
           
               
                 No. 
                 Wave File 
                 seconds 
                 Usage 
               
               
                   
               
             
          
           
               
                 1 
                 1 KHz Test Tone 
               
               
                 2 
                 Whole music as  
               
               
                   
                 pre playlist beside 
               
               
                 3 
                 Try me play list 
               
               
                 4 
                 Sarcastic Slow  
               
               
                   
                 Clap play list 
               
               
                 5 
                 Single Clap play list 
               
               
                 6 
                 Medium Clap  
               
               
                   
                 play list 
               
               
                 7 
                 Fast Clap play list 
               
             
          
           
               
                 8 
                 startup1 
                 1.415 
                 Start Up 
               
               
                 9 
                 confirm1 
                 0.165 
                 Confirm 
               
               
                 10 
                 Boo 
                 2.362  
                 Score 1a 
               
               
                 11 
                 large_applause 
                 3.842 
                 Score 4b 
               
               
                 12 
                 singleclap1 
                 0.098  
                 Score 1a, 1b &amp; 2a 
               
               
                 13 
                 singleclap2 
                 0.111  
                 Score 1a, 1b &amp; 2a 
               
               
                 14 
                 singleclap3 
                 0.077  
                 Score 1a, 1b &amp; 2a 
               
               
                 15 
                 med_clap1 
                 0.461  
                 Score 2b &amp; 3a 
               
               
                 16 
                 med_clap2 
                 0.234  
                 Score 2b &amp; 3a 
               
               
                 17 
                 med_clap3 
                 1.070 
                 Score 2b &amp; 3a 
               
               
                 18 
                 fastclap1 
                 0.306  
                 Score 3b &amp; 4a 
               
               
                 19 
                 fastclap2 
                 0.850  
                 Score 3b &amp; 4a 
               
               
                 20 
                 fastclap3 
                 0.290 
                 Score 3b &amp; 4a 
               
               
                 21-33 
                 Loop1a-Loop5b 
                 1.995-8.001 
                 Game 1 
               
               
                 34 
                 tryme2 
                 2.691  
                 tryme 
               
               
                   
               
             
          
         
       
     
     The light processes as shown above in Table 2 are also performed by way of the information processor to occur at various durations and start times. 
     The sound effects and music are both issued from an audio system  16 , which is also responsive to the information processor. The audio system  16  can also be heard through the use of head phones connected through the head phone input  36 . 
     The game  10  also features an external data input  26  to stream, import or otherwise process external data files to be played through the audio system  16  in conjunction with the light displays  20 A,  20 B,  20 C, and  20 D and sound effects. 
     A method for playing the game includes several game modes. To start the game  10 , the player turns on the game with the center push on/off button  28 . The player must make sure the game  10  is not in “Try Me” mode by adjusting the difficulty switch  34 . The game  10  features three difficulty levels and the “Try Me” mode. In the present embodiment, the center button  28  will flash blue, if pressed again the on/off button  28  will start a game mode. In the present embodiment, there are two modes, game mode and light show mode. The light show mode will start in about 10 seconds after engaging an external data input  26 . 
     Upon the selection of Game mode that location will flash confirmation with its unique light display  20 A,  20 B,  20 C, or  20 D color and sound tone. The user may then select from the game modes. 
     In Dance Beat, the main game mode, the player must follow the light prompts  20 A,  20 B,  20 C, and  20 D to press the right input  14 A,  14 B,  14 C, or  14 D at the correct time to coincide with the beat. Players can compete with one selection of onboard music, a music library in the present embodiment, or supply their own with any audio source plugged into the unit at the external data input  26 . Upon the selection of Dance Beat the light prompt  20 A,  20 B,  20 C, or  20 D will flash confirmation. The Game starts out slowly and grows increasingly harder as the music progresses, with four levels of difficulty within each game level. The music and light prompts  20 A,  20 B,  20 C, and  20 D and sound effects will continue at the same speed and timing regardless of the players performance. At the end of the song the player will receive a readout of their score determined by how far into the song they were able to progress and how efficiently. The player&#39;s score will be displayed by a series of flashing lights  20 A,  20 B,  20 C, or  20 D and sound effects. 
     In a described embodiment, a player can select Dance mode. Upon the selection of Dance mode, the game  10  will give audio speech confirmation through the audio system  16  and the light display  20 A,  20 B,  20 C, or  20 D will flash confirmation. The user may select the dance and difficulty level they wish by pressing one of the four sensors  14 A,  14 B,  14 C, or  14 D again. Dance mode features  4  unique programmed dances of varying difficulties. 
     Dance mode is more or an activity than a game. The player may choose 1 of 4 unique song and dance combinations that are always the same. As they are always the same the player may play them repeatedly and practice them until they can get them perfect each time. At the end of each routine the player&#39;s performance score will be displayed by a series of flashing lights with one color representing the 1&#39;s 10&#39;s and 100&#39;s. If the player scores a complete 100 percent the player will receive a celebratory visual display through the light displays  20 A,  20 B,  20 C, and  20 D flashing, and a celebratory audio display through the audio system  16 . 
     Upon entry of the Light show mode, the game  10  may or may not give audio speech confirmation through the audio system  16  along with the light display  20 A,  20 B,  20 C, or  20 D confirmation found in the present embodiment when the user has their own music plugged into the device in the present embodiment. 
     In the present embodiment, the user can also plug an external music supply into multiple games  10  through the use of a “Y” cable  32  as seen in  FIG. 4 . During Light show mode the game  10  becomes a decorative “watch me” toy where light patterns through the light displays  20 A,  20 B,  20 C, and  20 D will be displayed to coincide with the music. The user will also be prompted to press the flashing button  14 A,  14 B,  14 C, or  14 D to indicate the length of time they wish to utilize the game in Light Show mode. The “Y” cable  32  is also used in the Game mode so two players can play at the same time. 
     In an alternative embodiment, a light pattern is displayed with a music riff to signify the activation of the device. The game surface  12  features four sensor selection points  14 A,  14 B,  14 C, and  14 D that are located at the clock locations  12 ,  3 ,  6  and  9 . Each location allows the user to select one of four play modes: Game, Dance, Light Show, and Freestyle. 
     While in Game mode, of an alternative embodiment, the user may select a Music type by pressing one of the four buttons  14 A,  14 B,  14 C, or  14 D again;  14 A is Rock,  14 B is Pop,  14 C is Hip hop and  14 D is used for external music plugged into the device. After selection, the game will continue until the user has performed too poorly, then the song and game  10  will end. The player&#39;s score will be displayed by a series of flashing lights  20 A,  20 B,  20 C, or  20 D and sound effects with one color representing the 1&#39;s, 10&#39;s, and 100&#39;s. Therefore, to display the score  123 , the 100 light  20 C will flash once followed by the 10 light  20 B, twice and finally the 1  20 A light three times. 
     In an alternative embodiment, the Game mode of game  10  will feature Repeater. In Repeater, the game  10  will prompt the user with a series of musical prompts and light displays  20 A,  20 B,  20 C, and  20 D that the user will need to repeat to advance. Unlike Dance Beat where the play will continue independent of the users input, Repeater will play a pattern of lights and tones requiring the user to repeat them correctly before advancing. The Repeater game will feature multiple prompts  20 A,  20 B,  20 C, and  20 D and the patterns will be much more musical and create a melody. Play will continue until the player fails to correctly repeat a pattern and will receive a readout of their score determined by how far into the song they were able to progress. The player&#39;s score will be displayed by a series of flashing lights  20 A,  20 B,  20 C, or  20 D with one color representing the 1&#39;s 10&#39;s and 100&#39;s. In the present embodiment, to display the score  123  the 100 light  20 C will flash once followed by the 10 light  20 B, twice and finally the 1  20 A light three times. The game  10  may generate a Repeater game with a finite number of moves so that the player has an opportunity to complete the whole song and be rewarded with it being replayed back to them with flashing lights. 
     Also in an alternative embodiment, the Game mode of game  10  will feature Quick React. The Quick React game challenges the user&#39;s responsiveness to be as quick and accurate as they can. This style of play will be more like the challenging mind puzzles where the user will be directed to input a set number of prompts  20 A,  20 B,  20 C, and  20 D and will get a readout between 1 and 100 depending on their performance. Upon selection of Quick React, the game  10  will play a brief confirmation/introduction melody followed by a 3-second pause before the start of game play. During this pause the players must ready themselves for the start of inputs at sensors  14 A,  14 B,  14 C, or  14 D which will begin suddenly and not stop until the challenge is over. The game rapidly displays a series of 20-25 light displays  20 A,  20 B,  20 C, and  20 D and sound prompts that that the user must duplicate as quickly and accurately as possible. Upon completion, the player&#39;s score will be displayed by a series of flashing lights  20 A,  20 B,  20 C, or  20 D with one color representing the 1&#39;s 10&#39;s and 100&#39;s. If the player scores a complete 100 percent then the player will receive a celebratory visual display through light displays  20 A,  20 B,  20 C, and  20 D and celebratory music through audio system  16 . 
     Alternative embodiments allow the user to select a Music type by pressing one of the four buttons  14 A,  14 B,  14 C, or  14 D again.  14 A is Rock,  14 B is Pop,  14 C is Hip hop and  14 D is used for external music during the Light Show mode. 
     In an alternative embodiment, the user can also select one of three preprogrammed music samples from the music library or allow the game to interpret any music source plugged into the device at the external data input  26 . The three preprogrammed songs will stop upon completion although the game  10  will remain in Light Show mode for another minute before timing out to the main menu again. During this minute the user may press any button  14 A,  14 B,  14 C, or  14 D to trigger another light show display. When the audio input option through external data input  26  is selected then the user will also be prompted to press the flashing button  14 A,  14 B,  14 C, or  14 D to indicate the length of time they wish to utilize the game in Light Show mode, understanding that it will affect battery life. Pressing it once will indicate 5 minutes, twice 10 and three times 15 minutes. Each time the button is pressed an individual light element  18  located at the sensor  14 A,  14 B,  14 C, or  14 D will illuminate as confirmation. Pressing the sensor  14 A,  14 B,  14 C, or  14 D a fourth time will loop back to only the 5-minute indicator being illuminated. 
     Another alternative embodiment of the game  10  features Freestyle mode. Upon the selection of Freestyle mode, the game  10  will give audio speech confirmation through the audio system  16  and the light display  20 A,  20 B,  20 C, or  20 D will flash confirmation and then the user may select a Music type by pressing one of the four buttons  14 A,  14 B,  14 C, or  14 D again.  14 A is Rock,  14 B is Pop,  14 C is Hip hop and  14 D is when the user has their own music plugged into the device at the external data input  26 . During Freestyle mode the player may press whatever buttons  14 A,  14 B,  14 C, or  14 D they wish in any order to trigger lights and sounds that correspond to the music. This is a free play activity where the user may press any button  14 A,  14 B,  14 C, or  14 D with no consequence and are just able to react to the music by finger dancing and triggering light displays  20 A,  20 B,  20 C, and  20 D and their corresponding sound effects through audio system  16  over top of the other music. The lights  18  will be unique in that where normally during game play the light patterns will travel towards the player&#39;s sensors  14 A,  14 B,  14 C, or  14 D, the pattern travels away on light displays  20 A,  20 B,  20 C, or  20 D after being triggered by the user to give a more demonstrative light show during play. 
     Although players may always play the other game modes individually and compete against one another with the comparison of their final score display, in an alternative embodiment the game  10  features Head to Head. Head to Head is the only game where up to 4 players can directly compete against one another. The play is similar to Dance Beat but must utilize the music provided in game  10  so that the game  10  may easily be passed around. Once this Head to Head is selected the user is prompted to enter the number of players. One sensor  14 A,  14 B,  14 C, or  14 D will flash prompting the input of players. Pressing this button  14 A,  14 B,  14 C, or  14 D repeatedly will determine how many players from 2 to 4 are playing with the corresponding light display  20 A,  20 B,  20 C, or  20 D illuminating to match with the quantity of players. The game  10  will then begin with player one needing to follow the game prompts  20 A,  20 B,  20 C, and  20 D correctly until they are prompted to switch to another player. Each player round features the same number of commands, through audio system  16  and visual displays  20 A,  20 B,  20 C, and  20 D and the player&#39;s performance will be compared against the others forcing elimination. Elimination is determined by the combination of the 2 most recent rounds allowing a player to potentially be saved from a poor or average performance by an exceptional one. Prompts  20 A,  20 B,  20 C, and  20 D will indicate which player the device should be passed to and which player is eliminated. During later stages if more than 2 players are still competing, the game  10  may randomize the selection of participants causing them to compete in a surprise order. The game  10  will display a series of light patterns, comprising  20 A,  20 B,  20 C, and  20 D, and celebratory music through audio system  16  when all players are eliminated and a winner is declared. 
     It should be appreciated that a wide range of changes and modifications may be made to the embodiments of the inventions as described herein. It is intended that the foregoing detailed description be regarded as illustrative rather than limiting. While there have been illustrated and described particular embodiments of the inventions, it will be appreciated that numerous changes and modifications will occur to those skilled in the art, and it is intended in the appended claims to cover those changes and modifications which fall within the true spirit and scope of the present invention.