US20080254846A1 - Game piece advancing skill game and methods - Google Patents

Game piece advancing skill game and methods Download PDF

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Publication number
US20080254846A1
US20080254846A1 US11/733,418 US73341807A US2008254846A1 US 20080254846 A1 US20080254846 A1 US 20080254846A1 US 73341807 A US73341807 A US 73341807A US 2008254846 A1 US2008254846 A1 US 2008254846A1
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player
game
designations
recited
game piece
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US11/733,418
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Ronald G. Magers
Jay Prabhakar
Aaron Weissblum
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Hasbro Inc
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Hasbro Inc
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Priority to US11/733,418 priority Critical patent/US20080254846A1/en
Assigned to HASBRO, INC. reassignment HASBRO, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MAGERS, RONALD G, PRABHAKAR, JAY, WEISSBLUM, AARON
Publication of US20080254846A1 publication Critical patent/US20080254846A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games

Definitions

  • the present invention relates generally to toys and more particularly to skill activity toys in which the child performs an activity or a series of activities responsive to generated player skill instructions with reference to one or more goal designations.
  • the prior art fails to disclose a device providing a skill game in which a player must apply an appropriate amount of force to advance upwardly to target a pre-designated level on a tower, adapted for a game play activity or a series of activities responsive to generated player skill instructions, e.g., with reference to one or more goal designations or in order to score points.
  • skill games and skill-based activity toys have not been provided in which a player must apply an appropriate amount of force to a target figure using a mallet or the like, in order to cause a second figure to be advanced upwardly to a pre-designated level adapted for game play in which players attempt to cause a character object to be advanced upwardly to a designated target, a series of targets, or different areas on the tower according to instructions.
  • a game piece advancing skill game has not been provided with game play for children performing an activity or a series of activities responsive to a generated player skill instruction with reference to one or more goal designations. Accordingly it would be desirable to provide toys in the form of game piece advancing skill games with methods employing a player skill for applying an appropriate amount of force to a target figure in order to cause a second figure to be advanced upwardly to a pre-designated level on a tower.
  • game piece advancing skill games and methods facilitate use of a player skill for applying an appropriate amount of force which may be used in connection with associated game play.
  • the player skill game apparatus and methods provide two or more designations on a playing region intermediate a first end and a second end of an elongated element with a game piece disposed in relation to the playing region.
  • the elongated element can be provided in sections and is supported in a substantially vertical orientation with a base element.
  • An indicator is provided for generating a player skill instruction with reference to one or more of the designations.
  • An actuator that is player operable in response to the player skill instruction, and a game piece disposed in relation to the playing region can be advanced in response to the player operable actuator.
  • the player skill game apparatus may determine a position of the game piece disposed in relation to the playing region with reference to the designations in response to the player operable actuator, and information processing may be provided for generating various modes of game play.
  • the inventions relate generally to game piece advancing skill games and methods using a player skill for applying an appropriate amount of force to an actuator that is player operable in response to the player skill instruction, with a game piece disposed in relation to the playing region for being advanced in response to the player operable actuator.
  • the actuator is provided as a lever assembly which may include a first figure for use in connection with an applied striking force, for example using a mallet or the like, and the game piece may be provided as a puck or a second figure to be advanced upwardly to a pre-designated level on an elongated element or tower.
  • FIG. 1A is a front elevation view of a game piece advancing skill game assembly embodiment according to the present invention
  • FIGS. 1B and 1C illustrate an operation thereof with a game piece disposed in relation to the playing region for being advanced in response to the player operable actuator from the base of the embodiment shown;
  • FIG. 2A is a front elevation view of an elongated tower element including a playing region intermediate a first end and a second end of the tower with designations on its playing region; and FIGS. 2B and 2C are perspective views of a game piece showing a mole figure embodiment comprising as a glamour cap puck and cam surface components respectively, with FIG. 2D showing the game piece disposed in a track in relation to the playing region for being advanced in accordance with the present invention;
  • FIG. 2E is an electronics schematic diagram showing information processor and related circuitry including light emitting elements and switches for use in connection with the game piece disposed in the track, with the information processor being operatively coupled with switch elements for determining a position of the game piece disposed in relation to the playing region for being advanced in accordance with the present invention with reference to designations of the playing region;
  • FIGS. 3A and 3B illustrate perspective and sectional views of a base element for use with the tower, the base element of the embodiment shown incorporating an actuator that is player operable according to a player skill for applying an appropriate amount of force to a target figure;
  • FIG. 4A illustrates assembly of the elongated tower element from sections where the elongated element comprises one or more of the hinges shown
  • FIGS. 4B and 4C further illustrate the assembly of intermediate first and second ends, with FIG. 4D showing the first end of the elongated element being receivable with the base element for supporting the elongated tower element in its substantially vertical orientation in accordance with the present invention
  • FIGS. 5A-E are programming flow charts for the information processor circuitry of FIG. 2E for operating an indicator generating player skill instructions with reference to the designations of the game playing region and the plurality of light emitting and associated switch elements determining positions of the game piece disposed in relation to the playing region in response to the actuator for a player skill applying the appropriate amount of force to the target figure in order to cause the second figure to be advanced upwardly to pre-designated levels on a tower with reference to the designations of the game playing region.
  • FIG. 1A shows a front elevation view of a table-top version of the strong man attraction embodiment of a game piece advancing skill game assembly 10 which includes a tower or elongated element 12 having a playing region intermediate a first end and a second end of the elongated element with two or more designations thereon.
  • the game assembly 10 employs a base 14 having a first mole FIG. 20 thereon which extends upwardly through an opening 52 in the base 14 , as discussed in connection with FIG. 3A .
  • the elongated tower element 12 has first and second ends of the tower with designations on its playing region, and a track 32 for guiding a game piece puck or (second) mole character 18 .
  • Basic operation and control functions are provided through audible and lighted operations, and further through a multiple button interface in which a start button 24 initiates play for selected games, select button 26 is pressed to select one of multiple games available, and a power button switches power on/off, e.g., hold for 0.5 seconds to turn off.
  • the mole FIG. 20 also provides an actuator which is player operable in response to the player skill instruction, and a bell which is electronically activated can be further used to confirm number of players for selected game activated with puck or mole FIG. 18 .
  • the tower has the bell at its upper end.
  • LEDs are provided at spaced intervals on the tower as designated by numerals 1 through 9 , 16 a , 16 b , 16 c , 16 d , 16 e , 16 f , 16 g , 16 h , 16 i respectively described further below in connection with Indicator/Information processor 72 .
  • the tower is adapted so that striking the mole character 20 on the base 14 causes the mole character 18 on the tower 12 to be advanced upwardly toward the bell by an amount which is proportional to the striking force applied to the character on the base.
  • a toy mallet 30 is provided for striking the mole character on the base.
  • the toy is adapted so that during game play the LEDs on the tower are turned on or off by striking the character on the base so that the mole character on the tower is advanced upwardly to the level of a targeted LED.
  • the targeted LED is then either turned on or off based on game play rules and the player achieves a pre-determined number of points. For example, if the number 6 LED is targeted, a player must strike the mole figure on the base with an appropriate amount of force to cause the mole figure on the tower to be advanced upwardly to the number 6 LED without reaching the number 7 LED.
  • the game assembly 10 includes game play for a number of different games which are based on the concept of turning the LEDs either on or off.
  • the game piece 18 is provided in relation to the playing region for being advanced to the one or more of the designations in response to the player operable actuator 20 , and is advanced to the one or more of the designations in response to the player skill instruction.
  • FIGS. 1B and 1C illustrate an operation of the game assembly 10 in which a puck or game piece 18 disposed in relation to the playing region for being advanced in response to the player operable actuator 20 from the base 12 .
  • the player attempts to hit different areas on the tower as instructed by the game via LEDs located at different points on the tower, which includes a series of LED's along the vertical member and which is adapted for game play in which a player must attempt to cause a character to be advanced upwardly to a designated target LED in order to score points.
  • Players must apply an appropriate amount of force to a target figure using mallet 30 or the like, in order to cause a second figure to be advanced upwardly to a pre-designated level adapted for game play in which players attempt to cause a character object to be advanced upwardly to a designated target, a series of targets, or different areas on the tower according to instructions.
  • FIGS. 2B and 2C are perspective views of a game piece showing a mole figure embodiment comprising as a glamour cap puck 38 and cam surface 42 and puck 40 components respectively.
  • the mole character 18 provides a nylon or acrylic puck mounted on the tower of the toy, with FIG. 2D showing the game piece disposed in a track 32 in relation to the playing region for being advanced therein.
  • the other components of the game assembly are made of conventional PVC plastic or the like.
  • a plurality of switch elements 44 , 46 at the playing region intermediate the first end and second end of the elongated element 12 is associated with the two or more designations, wherein the indicator/information processor 72 generates the player skill instruction, operatively coupled with the plurality of switch elements 44 , 46 for determining positions of the game piece disposed in relation to the playing region with reference to the designations.
  • Apertures for LED openings 48 , 50 are provided between the tracks 32 of the elongated element for light emitting elements.
  • the game piece cam surface 42 also establishes a dwell time of several microseconds at one or more of the plurality of switch elements when advanced in the playing region to the one or more of the designations.
  • an electronics schematic diagram shows information processor 72 and related circuitry including driver 74 for light emitting elements and switches 78 for use in connection with the game piece disposed in the track 32 , with the information processor 72 being operatively coupled with switch elements for determining a position of the game piece 18 disposed in relation to the playing region for being advanced with reference to designations of the playing region.
  • Audible sound output is provided with a speaker 76 .
  • the circuitry with Indicator/Information processor 72 generates player skill instructions as described with reference to one or more of the designations, etc.
  • the actuator 20 is player operable actuating element 34 coupled with a lever 56 and spring 58 responsive to the actuator 20 , and FIGS. 3A and 3B showing perspective and sectional views of the actuator 20 of the base for use with the tower.
  • the base element of the embodiment has shown incorporates the actuator 20 as player operable according to a player skill for applying an appropriate amount of force to a target figure.
  • FIG. 4A the elongated tower element 12 is provided from sections where the elongated element 12 comprises one or more of the hinges shown in FIG. 4A .
  • FIGS. 4B and 4C further illustrate the assembly of intermediate first and second ends 62 , 64 in motions 66 , 68 as indicated with referenced arrows showing directions.
  • FIG. 4D shows the first end of the elongated element 12 being receivable at 36 with the base element at 54 with, e.g., a ball and socket engagement or the like for supporting the elongated tower element 12 .
  • the base element 14 supports the elongated element 12 in its substantially vertical orientation.
  • the base element 14 may be provided as integral with the elongated element 12 .
  • the elongated element 12 comprises one or more hinges intermediate the first end and second end thereof, with the first end of the elongated element being receivable in the base element for supporting the playing region of the elongated element in a substantially vertical orientation.
  • the assembled game assembly 10 could be approximately 30 to 40 inches high, with components including a base that houses electromechanical components such as batteries, circuit board, buttons and mole character; and vertical sections that are hinged connected together using features of dual 90 degree sliding hinges to form the tower, designed into the column along with the breakaway feature such that the entire game assembly 10 fits in a small box acceptable to retailers.
  • the batteries (C cells) also provide a ballast weight for base 14 which others simply houses passive electronic components.
  • the mole (puck) shape game piece 18 is essentially flat and can accept a label.
  • the mallet or hammer may be constructed from plastic and/or dense foam.
  • the game assembly 10 as is described may accommodate one or two players but multiple players are possible. Upon power on, a light and sound show welcomes players. Players select a game, and once a game is selected the unit will direct player one to take their turn and let them know if they are successful or not. It will then direct player two to take a turn. After each player has completed the determined amount of turns the game will announce winner/best score and prompt players to play again or choose another game.
  • programming flow chart state diagrams are shown for the information processor 72 circuitry of FIG. 2E for operating an indicator generating player skill instructions with reference to the designations of the game playing region and the plurality of light emitting, LEDs 16 a - 16 i and associated switch elements 44 , 46 determining positions of the game piece 18 disposed in relation to the playing region in response to the actuator 20 .
  • the player skill applies the appropriate amount of force to the target figure in order to cause the second figure to be advanced upwardly to pre-designated levels on a tower with reference to the designations of the game playing region.
  • the below Sound/Phrase Table illustrates exemplary Sound effect (SPX), SP (Speech) and Music audio samples generated using the Indicator/Information processor 72 of the game assembly 10 .
  • SPX Sound effect
  • SP Sound effect
  • SP Sound effect
  • SP Sound effect
  • SP Sound effect
  • Music Music audio samples generated using the Indicator/Information processor 72 of the game assembly 10 .
  • FIG. 5A the programming flow chart 80 provides a Power Up/Game choice block 82 which proceeds to Game Select 82 . From the game select control states shown it is appreciated that the flow chart 80 state diagram proceeds to select games, herein Hammer Time 86 (see FIG. 5B ); Lights Out (Super Striker below) 88 (see FIG. 5C ); Hit 100 (Power Play below) 90 (see FIG. 5D ); Zero to Sixty 92 (see FIG. 5E ); otherwise Power off 94 .
  • Hammer Time 86 see FIG. 5B
  • Lights Out Super Striker below
  • Hit 100 Power Play below
  • FIG. 5D Zero
  • the Lights Out game 88 or SUPER STRIKER game provides as an object of the game to hit the striker with the hammer so that the puck puts out each light as it appears as quickly as possible.
  • the game ends when five lights are lit at the same time. As the game progresses the lights come on faster and faster. Periodically the game will ask the player to ring the bell. The player must hit the bell to score a bonus hit and the top light will go out. When lights are lit at the same time, the game ends and the players will hear their total score in seconds.
  • the player user score is provided at block 120 ; update to the high score is provided at block 122 ; the information processor 72 indicated “Wanna play again?” speech; and a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94 .
  • the Hit 100 game 90 or SUPER STRIKER game provides as an object of the game to light up all nine targets in the least time possible. After all the lights are lit and the bell at the top has been rung, the Indicator/Information processor 72 will announce the players' time in seconds. After timeout, the player user score is provided at block 120 ; update to the high score is provided at block 122 ; the information processor 72 indicated “Wanna play again?” speech; and a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94 .
  • the Zero to Sixty game 92 provides as an object of the game to score more point than an opposing player in a series of games.
  • a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94 .
  • other sill games are contemplated such as a ROUTE 66 game in which the object of the game is to score 66 points in the least amount of time. In the one player game players try to beat their best time. A timer starts as soon as the player hits the striker for the first time. Each target lit is worth 2 points.
  • Speech Your score is (.020) Twelve (020) Seconds. Speech Your score is (.020) Thirteen (020) Seconds. Speech Your score is (.020) Fourteen (020) Seconds. Speech Your score is (.020) Fifteen (020) Seconds. Speech Your score is (.020) Sixteen (020) Seconds. Speech Your score is (.020) Seventeen (020) Seconds. Speech Your score is (.020) Eighteen (020) Seconds. Speech Your score is (.020) Nineteen (020) Seconds. Speech Your score is (.020) Twenty (020) Seconds. Speech Your score is (.020) Twenty-one (020) Seconds. Speech Your score is (.020) Twenty-two (020) Seconds.
  • Speech Your score is (.020) Twenty-three (020) Seconds. Speech Your score is (.020) Twenty-four (020) Seconds. Speech Your score is (.020) Twenty-five (020) Seconds. Speech Your score is (.020) Twenty-six (020) Seconds. Speech Your score is (.020) Twenty-seven (020) Seconds. Speech Your score is (.020) Twewnty-eight (020) Seconds. Speech Your score is (.020) Twenty-nine (020) Seconds. Speech Your score is (.020) Thirty (020) Seconds. Speech Wanna play again? Speech Great job! Music Background Music 2 Music Background Music 3
  • Indicator/Information processor 72 announces: ⁇ Route 66 > If the player does not wish to play this game player may press “SELECT” button again and Indicator/Information processor 72 will announce next game. If player does not press “SELECT” button again within 2 seconds the following occurs: Indicator/Information processor 72 announces: SP: ⁇ How many players> SP: ⁇ Ring the bell to let me know> Each time “puck” reaches bell on the top of the tower play: SFX Bell Player hits the target with the mallet to ring the bell—if bell is rung one time game announces: SP+32SP: ⁇ one player> If bell is rung two times game announces: SP+32SP: ⁇ two players> When a game selection is confirmed (Route 66 , Superstriker, Power Play) the Indicator/Information processor 72 confirms the number of players.
  • GAME #1 ROUTE 66
  • the object of the game is to score 66 points in the least amount of time. In the one player game players try to beat their best time. A timer starts as soon as the player hits the striker for the first time. Each target lit is worth 2 points. Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”) SP+score+SP ⁇ High score is XXX seconds>
  • Players play head to head.
  • a timer starts as soon as the striker is hit for the first time.
  • the object of the game is to be the first player to score 66 points or higher.
  • Players have 20 seconds each turn to light up as many targets as possible. Each target lit is worth 2 points. Should player 1 score 66 points or higher during their turn, the game will announce: SP+score+SP ⁇ High score is XXX seconds> SP+SP ⁇ Player one> SP+SP ⁇ Ready go!>
  • Timer does not begin until the mole is hit with the mallet for the first time. Player two attempts to score as many points as possible for a 20 second duration. Turns continue until one player accumulates 66 or more points. If Player 1 accumulates 66 points first then the following occurs: Indicator/Information processor 72 announces: SP+SP+SP ⁇ Player two last chance> Player 2 has an opportunity to out score player 1.
  • Indicator/Information processor 72 announces: SP+SP ⁇ Player two> SP ⁇ You win> In the event of a tie the game will announce: SP ⁇ tie score> SP+SP ⁇ Player one> SP ⁇ Last chance> SP+SP ⁇ Ready go> Player one attempts to score as many points as possible during a 20 second duration.
  • Indicator/Information processor 72 announces: SP+SP ⁇ Player one> SP+score+SP ⁇ Your score is XXX points> these points are added to players existing point total Indicator/Information processor 72 announces: SP+SP ⁇ Player two> SP ⁇ Last chance> SP+SP ⁇ Ready go> Player two attempts to score as many points as possible during a 20 second duration.
  • Indicator/Information processor 72 announces: SP+SP ⁇ Player two> SP+score+SP ⁇ Your score is XXX points> these points are added to players existing point total If either player is winner game announces: SP+SP/SP ⁇ Player one/two> SP ⁇ You win> In the event of a tie the game will announce: SP ⁇ Tie game> SP ⁇ Wanna play again>
  • the object of the game is to hit the striker with the hammer so that the puck puts out each light as it appears as quickly as possible.
  • the game ends when five lights are lit at the same time. As the game progresses the lights come on faster and faster. Periodically the game will ask the player to ring the bell. The player must hit the bell to score a bonus hit and the top light will go out. When 5 lights are lit at the same time, the game ends and the players will hear their total score in seconds. Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”) SP+score+SP ⁇ High score is XXX seconds>
  • Indicator/Information processor 72 announces winner if appropriate: SP+SP/SP ⁇ Player 1/2 you win> If score is still tied Indicator/Information processor 72 announces: SP ⁇ Tie score> SP ⁇ wanna play again> If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
  • the object of the game is to light up all nine targets in the least time possible. After all the lights are lit and the bell at the top has been rung, the Indicator/Information processor 72 will announce the players' time in seconds. Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”) SP+score+SP ⁇ High score is XXX seconds>

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Abstract

A game piece advancing skill game having a base with a mole figure that extends upwardly through an opening in the base, and a tower having a bell at its upper end. Another mole character is mounted on the tower and the toy is adapted such that striking the mole character on the base causes the mole character on the tower to be advanced upwardly toward the bell by an amount proportional to the striking force applied to the character on the base. A toy mallet is provided for striking the mole character on the base. In addition, LEDs are provided at spaced intervals on the tower as designated by numerals 1 through 9. The toy is adapted so that during game play the LEDs on the tower are turned on or off by striking the character on the base so that the mole character on the tower is advanced upwardly to the level of a targeted LED. The targeted LED is then either turned on or off based on game play rules and the player achieves a pre-determined number of points. For example, if the number 6 LED is targeted, a player must strike the mole figure on the base with an appropriate amount of force to cause the mole figure on the tower to be advanced upwardly to the number 6 LED without reaching the number 7 LED. The apparatus includes game play for a number of different games which are based on the concept of turning the LEDs either on or off.

Description

    FIELD OF THE INVENTION
  • The present invention relates generally to toys and more particularly to skill activity toys in which the child performs an activity or a series of activities responsive to generated player skill instructions with reference to one or more goal designations.
  • BACKGROUND OF THE INVENTION
  • The strong man attraction that would be seen at a carnival or fair where a player uses a mallet to hit a target which causes an object to travel up a tower towards a bell is well known. At a carnival the goal is always to hit the bell. Certain mechanisms have been employed in various versions of the strong man attraction for adding entertainment value including light displays and/or mechanical apparatus. It is also known to detect the height of travel of the object. For example, as a variation on this, U.S. Pat. No. 1,277,799 to Weber for “Mechanical Toy” issued Sep. 3, 1918 discloses a toy in which a player utilizes a mallet for engaging a plunger on a base to cause a projectile or figure to be propelled upwardly toward a target figure or bell. The Weber apparatus causes a flag or an object similarly disposed to be revealed accompanying the target figure or bell being hit.
  • However, the prior art fails to disclose a device providing a skill game in which a player must apply an appropriate amount of force to advance upwardly to target a pre-designated level on a tower, adapted for a game play activity or a series of activities responsive to generated player skill instructions, e.g., with reference to one or more goal designations or in order to score points. Likewise skill games and skill-based activity toys have not been provided in which a player must apply an appropriate amount of force to a target figure using a mallet or the like, in order to cause a second figure to be advanced upwardly to a pre-designated level adapted for game play in which players attempt to cause a character object to be advanced upwardly to a designated target, a series of targets, or different areas on the tower according to instructions.
  • While children have played with strong man attraction apparatus for some time, a game piece advancing skill game has not been provided with game play for children performing an activity or a series of activities responsive to a generated player skill instruction with reference to one or more goal designations. Accordingly it would be desirable to provide toys in the form of game piece advancing skill games with methods employing a player skill for applying an appropriate amount of force to a target figure in order to cause a second figure to be advanced upwardly to a pre-designated level on a tower.
  • SUMMARY OF THE INVENTION
  • In accordance with the present inventions, game piece advancing skill games and methods facilitate use of a player skill for applying an appropriate amount of force which may be used in connection with associated game play.
  • The player skill game apparatus and methods provide two or more designations on a playing region intermediate a first end and a second end of an elongated element with a game piece disposed in relation to the playing region. In a described embodiment the elongated element can be provided in sections and is supported in a substantially vertical orientation with a base element. An indicator is provided for generating a player skill instruction with reference to one or more of the designations. An actuator that is player operable in response to the player skill instruction, and a game piece disposed in relation to the playing region can be advanced in response to the player operable actuator. The player skill game apparatus may determine a position of the game piece disposed in relation to the playing region with reference to the designations in response to the player operable actuator, and information processing may be provided for generating various modes of game play.
  • Briefly summarized, the inventions relate generally to game piece advancing skill games and methods using a player skill for applying an appropriate amount of force to an actuator that is player operable in response to the player skill instruction, with a game piece disposed in relation to the playing region for being advanced in response to the player operable actuator. As is more specifically disclosed in the detailed embodiments the actuator is provided as a lever assembly which may include a first figure for use in connection with an applied striking force, for example using a mallet or the like, and the game piece may be provided as a puck or a second figure to be advanced upwardly to a pre-designated level on an elongated element or tower.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • For the purpose of facilitating an understanding of the inventions, the accompanying drawings and description illustrate a preferred embodiment thereof, from which the inventions, structure, construction and operation, and many related advantages may be readily understood and appreciated.
  • FIG. 1A is a front elevation view of a game piece advancing skill game assembly embodiment according to the present invention, and FIGS. 1B and 1C illustrate an operation thereof with a game piece disposed in relation to the playing region for being advanced in response to the player operable actuator from the base of the embodiment shown;
  • FIG. 2A is a front elevation view of an elongated tower element including a playing region intermediate a first end and a second end of the tower with designations on its playing region; and FIGS. 2B and 2C are perspective views of a game piece showing a mole figure embodiment comprising as a glamour cap puck and cam surface components respectively, with FIG. 2D showing the game piece disposed in a track in relation to the playing region for being advanced in accordance with the present invention;
  • FIG. 2E is an electronics schematic diagram showing information processor and related circuitry including light emitting elements and switches for use in connection with the game piece disposed in the track, with the information processor being operatively coupled with switch elements for determining a position of the game piece disposed in relation to the playing region for being advanced in accordance with the present invention with reference to designations of the playing region;
  • FIGS. 3A and 3B illustrate perspective and sectional views of a base element for use with the tower, the base element of the embodiment shown incorporating an actuator that is player operable according to a player skill for applying an appropriate amount of force to a target figure;
  • FIG. 4A illustrates assembly of the elongated tower element from sections where the elongated element comprises one or more of the hinges shown, and FIGS. 4B and 4C further illustrate the assembly of intermediate first and second ends, with FIG. 4D showing the first end of the elongated element being receivable with the base element for supporting the elongated tower element in its substantially vertical orientation in accordance with the present invention; and
  • FIGS. 5A-E are programming flow charts for the information processor circuitry of FIG. 2E for operating an indicator generating player skill instructions with reference to the designations of the game playing region and the plurality of light emitting and associated switch elements determining positions of the game piece disposed in relation to the playing region in response to the actuator for a player skill applying the appropriate amount of force to the target figure in order to cause the second figure to be advanced upwardly to pre-designated levels on a tower with reference to the designations of the game playing region.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • The following description is provided to enable those skilled in the art to make and use the described embodiments set forth in the best modes contemplated for carrying out the invention. Various modifications, however, will remain readily apparent to those skilled in the art. Any and all such modifications, equivalents, and alternatives are intended to fall within the spirit and scope of the present invention.
  • Referring now to the Figures, FIG. 1A shows a front elevation view of a table-top version of the strong man attraction embodiment of a game piece advancing skill game assembly 10 which includes a tower or elongated element 12 having a playing region intermediate a first end and a second end of the elongated element with two or more designations thereon. Herein, the game assembly 10 employs a base 14 having a first mole FIG. 20 thereon which extends upwardly through an opening 52 in the base 14, as discussed in connection with FIG. 3A. As shown in FIGS. 1A and 2A, the elongated tower element 12 has first and second ends of the tower with designations on its playing region, and a track 32 for guiding a game piece puck or (second) mole character 18. Basic operation and control functions are provided through audible and lighted operations, and further through a multiple button interface in which a start button 24 initiates play for selected games, select button 26 is pressed to select one of multiple games available, and a power button switches power on/off, e.g., hold for 0.5 seconds to turn off. The mole FIG. 20 also provides an actuator which is player operable in response to the player skill instruction, and a bell which is electronically activated can be further used to confirm number of players for selected game activated with puck or mole FIG. 18.
  • With reference to FIGS. 1B and 1C, the tower has the bell at its upper end. In addition, LEDs are provided at spaced intervals on the tower as designated by numerals 1 through 9, 16 a, 16 b, 16 c, 16 d, 16 e, 16 f, 16 g, 16 h, 16 i respectively described further below in connection with Indicator/Information processor 72. The tower is adapted so that striking the mole character 20 on the base 14 causes the mole character 18 on the tower 12 to be advanced upwardly toward the bell by an amount which is proportional to the striking force applied to the character on the base. A toy mallet 30 is provided for striking the mole character on the base. The toy is adapted so that during game play the LEDs on the tower are turned on or off by striking the character on the base so that the mole character on the tower is advanced upwardly to the level of a targeted LED. The targeted LED is then either turned on or off based on game play rules and the player achieves a pre-determined number of points. For example, if the number 6 LED is targeted, a player must strike the mole figure on the base with an appropriate amount of force to cause the mole figure on the tower to be advanced upwardly to the number 6 LED without reaching the number 7 LED. The game assembly 10 includes game play for a number of different games which are based on the concept of turning the LEDs either on or off.
  • The game piece 18 is provided in relation to the playing region for being advanced to the one or more of the designations in response to the player operable actuator 20, and is advanced to the one or more of the designations in response to the player skill instruction. FIGS. 1B and 1C illustrate an operation of the game assembly 10 in which a puck or game piece 18 disposed in relation to the playing region for being advanced in response to the player operable actuator 20 from the base 12. As described further below, in this game the player attempts to hit different areas on the tower as instructed by the game via LEDs located at different points on the tower, which includes a series of LED's along the vertical member and which is adapted for game play in which a player must attempt to cause a character to be advanced upwardly to a designated target LED in order to score points. Players must apply an appropriate amount of force to a target figure using mallet 30 or the like, in order to cause a second figure to be advanced upwardly to a pre-designated level adapted for game play in which players attempt to cause a character object to be advanced upwardly to a designated target, a series of targets, or different areas on the tower according to instructions.
  • FIGS. 2B and 2C are perspective views of a game piece showing a mole figure embodiment comprising as a glamour cap puck 38 and cam surface 42 and puck 40 components respectively. The mole character 18 provides a nylon or acrylic puck mounted on the tower of the toy, with FIG. 2D showing the game piece disposed in a track 32 in relation to the playing region for being advanced therein. The other components of the game assembly are made of conventional PVC plastic or the like. A plurality of switch elements 44, 46 at the playing region intermediate the first end and second end of the elongated element 12 is associated with the two or more designations, wherein the indicator/information processor 72 generates the player skill instruction, operatively coupled with the plurality of switch elements 44, 46 for determining positions of the game piece disposed in relation to the playing region with reference to the designations. Apertures for LED openings 48, 50 are provided between the tracks 32 of the elongated element for light emitting elements. The game piece cam surface 42 also establishes a dwell time of several microseconds at one or more of the plurality of switch elements when advanced in the playing region to the one or more of the designations.
  • Referring to FIG. 2E an electronics schematic diagram shows information processor 72 and related circuitry including driver 74 for light emitting elements and switches 78 for use in connection with the game piece disposed in the track 32, with the information processor 72 being operatively coupled with switch elements for determining a position of the game piece 18 disposed in relation to the playing region for being advanced with reference to designations of the playing region. Audible sound output is provided with a speaker 76. The circuitry with Indicator/Information processor 72 generates player skill instructions as described with reference to one or more of the designations, etc.
  • The actuator 20 is player operable actuating element 34 coupled with a lever 56 and spring 58 responsive to the actuator 20, and FIGS. 3A and 3B showing perspective and sectional views of the actuator 20 of the base for use with the tower. The base element of the embodiment has shown incorporates the actuator 20 as player operable according to a player skill for applying an appropriate amount of force to a target figure.
  • With reference to FIG. 4A the elongated tower element 12 is provided from sections where the elongated element 12 comprises one or more of the hinges shown in FIG. 4A. FIGS. 4B and 4C further illustrate the assembly of intermediate first and second ends 62, 64 in motions 66, 68 as indicated with referenced arrows showing directions. FIG. 4D shows the first end of the elongated element 12 being receivable at 36 with the base element at 54 with, e.g., a ball and socket engagement or the like for supporting the elongated tower element 12. As described, the base element 14 supports the elongated element 12 in its substantially vertical orientation. The base element 14 may be provided as integral with the elongated element 12. In the described embodiment the elongated element 12 comprises one or more hinges intermediate the first end and second end thereof, with the first end of the elongated element being receivable in the base element for supporting the playing region of the elongated element in a substantially vertical orientation. The assembled game assembly 10 could be approximately 30 to 40 inches high, with components including a base that houses electromechanical components such as batteries, circuit board, buttons and mole character; and vertical sections that are hinged connected together using features of dual 90 degree sliding hinges to form the tower, designed into the column along with the breakaway feature such that the entire game assembly 10 fits in a small box acceptable to retailers. The batteries (C cells) also provide a ballast weight for base 14 which others simply houses passive electronic components. The mole (puck) shape game piece 18 is essentially flat and can accept a label. The mallet or hammer may be constructed from plastic and/or dense foam. The game assembly 10 as is described may accommodate one or two players but multiple players are possible. Upon power on, a light and sound show welcomes players. Players select a game, and once a game is selected the unit will direct player one to take their turn and let them know if they are successful or not. It will then direct player two to take a turn. After each player has completed the determined amount of turns the game will announce winner/best score and prompt players to play again or choose another game.
  • With reference to FIGS. 5A-E, programming flow chart state diagrams are shown for the information processor 72 circuitry of FIG. 2E for operating an indicator generating player skill instructions with reference to the designations of the game playing region and the plurality of light emitting, LEDs 16 a-16 i and associated switch elements 44, 46 determining positions of the game piece 18 disposed in relation to the playing region in response to the actuator 20. As described the player skill applies the appropriate amount of force to the target figure in order to cause the second figure to be advanced upwardly to pre-designated levels on a tower with reference to the designations of the game playing region.
  • The below Sound/Phrase Table, illustrates exemplary Sound effect (SPX), SP (Speech) and Music audio samples generated using the Indicator/Information processor 72 of the game assembly 10. Various skill game/game play examples are illustrated herein and below. With reference to FIG. 5A, the programming flow chart 80 provides a Power Up/Game choice block 82 which proceeds to Game Select 82. From the game select control states shown it is appreciated that the flow chart 80 state diagram proceeds to select games, herein Hammer Time 86 (see FIG. 5B); Lights Out (Super Striker below) 88 (see FIG. 5C); Hit 100 (Power Play below) 90 (see FIG. 5D); Zero to Sixty 92 (see FIG. 5E); otherwise Power off 94. With reference to FIG. 5B Hammer Time 86 proceeds to Play High Score 96, and a 60 second timer is started at block 98 from which decision logic 100 illustrated determines Regions 1-9 and Turns On respective light emitting elements at blocks: LED1 102; LED2 104; LED3 106; LED4 108; LED5 110; LED6 112; LED7 114; LED8 116; LED9 118 respectively. After timeout, the player user score is provided at block 120; update to the high score is provided at block 122; the information processor 72 indicated “Wanna play again?” speech; and a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94.
  • With reference to FIG. 5C and Game example #2 (SUPER STRIKER) below, the Lights Out game 88 or SUPER STRIKER game provides as an object of the game to hit the striker with the hammer so that the puck puts out each light as it appears as quickly as possible. The game ends when five lights are lit at the same time. As the game progresses the lights come on faster and faster. Periodically the game will ask the player to ring the bell. The player must hit the bell to score a bonus hit and the top light will go out. When lights are lit at the same time, the game ends and the players will hear their total score in seconds. After timeout, the player user score is provided at block 120; update to the high score is provided at block 122; the information processor 72 indicated “Wanna play again?” speech; and a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94.
  • With reference to FIG. 5D and Game example #3 (POWER PLAY) below, the Hit 100 game 90 or SUPER STRIKER game provides as an object of the game to light up all nine targets in the least time possible. After all the lights are lit and the bell at the top has been rung, the Indicator/Information processor 72 will announce the players' time in seconds. After timeout, the player user score is provided at block 120; update to the high score is provided at block 122; the information processor 72 indicated “Wanna play again?” speech; and a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94.
  • With reference to FIG. 5E the Zero to Sixty game 92 provides as an object of the game to score more point than an opposing player in a series of games. After timeout, a 2 minute timer is started at block 126 from which the game state proceeds either to the Select Game 84 state or Power Off 94. As described further below, other sill games are contemplated such as a ROUTE 66 game in which the object of the game is to score 66 points in the least amount of time. In the one player game players try to beat their best time. A timer starts as soon as the player hits the striker for the first time. Each target lit is worth 2 points.
  • SOUND/PHRASE TABLE for exemplary Sound effect (SPX), SP (Speech), Music:
  • TYPE Phrase 1 Phrase 2 Phrase 3
    SFX Powerup
    Speech Great to see ‘ya!
    Speech Choose a game.
    SFX Select/Start button sound
    Speech Route
    66!
    Speech Super striker!
    Speech Power play!
    SFX Power/Select/Start button
    sound
    Speech How many players?
    Speech Ring the bell to let me
    know.
    SFX Bell sound
    Speech One player!
    Speech Ready-go!
    Music Background Music 1
    SFX LED on/off
    Speech Hit the bell!
    SFX Bell sound
    SFX Reward sound
    Speech Your score is (.020) Ten (020) Seconds.
    Speech Your score is (.020) Ten (020) Seconds.
    Speech Your score is (.020) Ten (020) Seconds.
    Speech Your score is (.020) Eleven (020) Seconds.
    Speech Your score is (.020) Twelve (020) Seconds.
    Speech Your score is (.020) Thirteen (020) Seconds.
    Speech Your score is (.020) Fourteen (020) Seconds.
    Speech Your score is (.020) Fifteen (020) Seconds.
    Speech Your score is (.020) Sixteen (020) Seconds.
    Speech Your score is (.020) Seventeen (020) Seconds.
    Speech Your score is (.020) Eighteen (020) Seconds.
    Speech Your score is (.020) Nineteen (020) Seconds.
    Speech Your score is (.020) Twenty (020) Seconds.
    Speech Your score is (.020) Twenty-one (020) Seconds.
    Speech Your score is (.020) Twenty-two (020) Seconds.
    Speech Your score is (.020) Twenty-three (020) Seconds.
    Speech Your score is (.020) Twenty-four (020) Seconds.
    Speech Your score is (.020) Twenty-five (020) Seconds.
    Speech Your score is (.020) Twenty-six (020) Seconds.
    Speech Your score is (.020) Twenty-seven (020) Seconds.
    Speech Your score is (.020) Twewnty-eight (020) Seconds.
    Speech Your score is (.020) Twenty-nine (020) Seconds.
    Speech Your score is (.020) Thirty (020) Seconds.
    Speech Wanna play again?
    Speech Great job!
    Music Background Music 2
    Music Background Music 3
  • STARTING THE GAME:
  • Press the “POWER ON/OFF” button play: SFX Powerup
    Proceed to: Music+LED (random flashing) begin simultaneously.
    After approximately 4 seconds begin instruction below:
    SP: <Great to see ya!>
    SP: <Choose a game!>
    Player presses “SELECT” button and players hear:
  • SP: <Route 66>
  • Player presses “SELECT” button and players hear:
  • SP: <Power Play>
  • Player presses “SELECT” button and players hear:
  • SP: <Super Striker>
  • When a player hears the game they wish to play:
    Player presses “START” button
    Indicator/Information processor 72 reaffirms the game selected by announcing it:
  • Example 1 Indicator/Information Processor 72 Announces: <Route 66>
  • Player presses: “START” button
    Indicator/Information processor 72 announces: <Route 66>
    If the player does not wish to play this game player may press “SELECT” button again and Indicator/Information processor 72 will announce next game. If player does not press “SELECT” button again within 2 seconds the following occurs:
    Indicator/Information processor 72 announces:
    SP: <How many players>
    SP: <Ring the bell to let me know>
    Each time “puck” reaches bell on the top of the tower play: SFX Bell
    Player hits the target with the mallet to ring the bell—if bell is rung one time game announces: SP+32SP: <one player>
    If bell is rung two times game announces: SP+32SP: <two players>
    When a game selection is confirmed (Route 66, Superstriker, Power Play) the Indicator/Information processor 72 confirms the number of players.
  • GAME PLAY: GAME #1: ROUTE 66 FOR ONE PLAYER:
  • The object of the game is to score 66 points in the least amount of time. In the one player game players try to beat their best time. A timer starts as soon as the player hits the striker for the first time. Each target lit is worth 2 points.
    Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
    SP+score+SP<High score is XXX seconds>
  • SP+SP<Ready Go!> Music
  • When an LED is activated (ON or OFF) play sound effect. Player attempts to light up each section as quick as possible in order to score 66 points. Once a player scores 66 points the game will announce:
  • score+SP<XX seconds>
    SP<great job>
    If the player has not scored 66 points after 60 seconds have expired the Indicator/Information processor 72 announces:
    SP<holey moley>
    SP<wanna play again>
    If player pressed “START” button proceed to:
    SP+score+SP<High score is XXX>
  • SP+SP<Ready Go!> Music<SFX Music>
  • If player presses “SELECT” button proceed to game select sequence under “START THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
  • FOR TWO PLAYERS:
  • Players play head to head. A timer starts as soon as the striker is hit for the first time. The object of the game is to be the first player to score 66 points or higher. Players have 20 seconds each turn to light up as many targets as possible. Each target lit is worth 2 points. Should player 1 score 66 points or higher during their turn, the game will announce:
    SP+score+SP<High score is XXX seconds>
    SP+SP<Player one>
    SP+SP<Ready go!>
  • Music
  • Timer does not begin until the mole is hit with the mallet for the first time. Player one attempts to score as many points as possible for a 20 second duration.
    Indicator/Information processor 72 announces:
  • <SFX>
  • SP+SP<Player one>
    SP+score+SP<Your score is XXX seconds>
    Indicator/Information processor 72 announces:
    SP+SP<Player two>
    SP+SP<Ready go!>
  • Music
  • Timer does not begin until the mole is hit with the mallet for the first time. Player two attempts to score as many points as possible for a 20 second duration.
    Turns continue until one player accumulates 66 or more points. If Player 1 accumulates 66 points first then the following occurs:
    Indicator/Information processor 72 announces:
    SP+SP+SP<Player two last chance>
    Player 2 has an opportunity to out score player 1.
    If Player 2 succeeds in scoring more points than player one then Indicator/Information processor 72 announces:
    SP+SP<Player two>
    SP<You win>
    In the event of a tie the game will announce:
    SP<tie score>
    SP+SP<Player one>
    SP<Last chance>
    SP+SP<Ready go>
    Player one attempts to score as many points as possible during a 20 second duration. At end of turn Indicator/Information processor 72 announces:
    SP+SP<Player one>
    SP+score+SP<Your score is XXX points> these points are added to players existing point total
    Indicator/Information processor 72 announces:
    SP+SP<Player two>
    SP<Last chance>
    SP+SP<Ready go>
    Player two attempts to score as many points as possible during a 20 second duration. At the end of turn Indicator/Information processor 72 announces:
    SP+SP<Player two>
    SP+score+SP<Your score is XXX points> these points are added to players existing point total
    If either player is winner game announces:
    SP+SP/SP<Player one/two>
    SP<You win>
    In the event of a tie the game will announce:
    SP<Tie game>
    SP<Wanna play again>
  • If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
  • Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
  • GAME #2: SUPER STRIKER FOR ONE PLAYER:
  • The object of the game is to hit the striker with the hammer so that the puck puts out each light as it appears as quickly as possible. The game ends when five lights are lit at the same time. As the game progresses the lights come on faster and faster. Periodically the game will ask the player to ring the bell. The player must hit the bell to score a bonus hit and the top light will go out. When 5 lights are lit at the same time, the game ends and the players will hear their total score in seconds.
    Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
    SP+score+SP<High score is XXX seconds>
  • SP+SP<Ready Go!> Music
  • At (2 second intervals—as game progresses lights come on at a faster pace) lights come on at random locations. Player attempts turn off the lights by launching the puck to the appropriate section (illuminated). If 5 lights become illuminated at the same time, game ends. Periodically the game will call out: SP<ring it>
    When a player hears this prompt they can launch the puck to hit the bell as a bonus. If the player hits the bell within (2 seconds) of hearing the prompt then the top most light illuminated at the time will go out. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
  • <SFX>
  • SP<Great job>
    SP+score+SP<Your score is XXX seconds>
    SP<Wanna play again>
    If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”) Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
  • FOR TWO PLAYERS:
  • Players play head to head. A timer starts as soon as the first light is activated. The object of the game is to last the longest before the game gets 5 lights on. If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Indicator/Information processor 72 announces:
    SP+score+SP<High score is XXX seconds>
    SP+SP<Player one>
    SP+SP<Ready go>
    Lights begin random sequence.
  • Player one continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
  • <SFX>
  • SP<Great job>
    SP+score+SP<Your score is XXX seconds>
    Game then announces:
    SP+SP<player two>
    SP+SP<ready go>
    Player two continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
  • <SFX>
  • SP<Great job>
    SP+score+SP<Your score is XXX seconds>
    Game will then announce winner.
    SP+SP/SP<player one/two>
    SP<you win>
    SP<wanna play again>
    If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
    SP+score+SP<High score is XXX seconds>
  • SP+SP<Ready Go!> Music
  • In the event of a tie Indicator/Information processor 72 will announce:
    SP<tie score>
    SP+SP<Player one>
    SP<Last chance>
    SP+SP<Ready go>
    Lights begin random sequence.
    Player one continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
  • <SFX>
  • SP<Great job>
    SP+score+SP<Your score is XXX seconds>
    Game then announces:
    SP+SP<Player two>
    SP<Last chance>
    SP+SP<Ready go>
    Player one continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
  • <SFX>
  • SP<Great job>
    SP+score+SP<Your score is XXX seconds>
    Indicator/Information processor 72 announces winner if appropriate:
    SP+SP/SP<Player 1/2 you win>
    If score is still tied Indicator/Information processor 72 announces:
    SP<Tie score>
    SP<wanna play again>
    If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
  • GAME #3: POWER PLAY FOR ONE PLAYER:
  • The object of the game is to light up all nine targets in the least time possible. After all the lights are lit and the bell at the top has been rung, the Indicator/Information processor 72 will announce the players' time in seconds. Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
    SP+score+SP<High score is XXX seconds>
  • SP+SP<Ready Go!> Music
  • Player attempts to light up each section of the tower by launching the puck. After all sections are lit the game will announce:
    SP<hit the bell>
    Player takes one last hit with the mallet to hit the bell. Game then announces:
    SP+score+SP<your score is XXX seconds>
    SP<wanna play again>
    If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
  • FOR TWO PLAYERS:
  • Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
    SP+score+SP<High score is XXX>
    SP+SP<Player one>
  • SP+SP<Ready Go!> Music
  • Player one attempts to light up each section as quickly as possible upon doing so the Indicator/Information processor 72 will instruct:
    SP<hit the bell>
    Indicator/Information processor 72 will then announce:
    SP+score+SP<your score is XX seconds>
    Indicator/Information processor 72 will then proceed to:
    SP+SP<player two>
  • SP+SP<Ready Go!> Music
  • Player two attempts to light up each section as quickly as possible. Upon doing so the Indicator/Information processor 72 will announce:
    SP+score+SP<your score is XX seconds>
    SP+SP/SP+SP<player 1/2 you win>
    SP<wanna play again>
  • From the foregoing, it can be seen that there has been provided features for improved game piece advancing skill games and methods. While a particular embodiment of the present invention has been shown and described, it will be obvious to those skilled in the art that changes and modifications may be made without departing from the invention in its broader aspects. Therefore, the aim is to cover all such changes and modifications as fall within the true spirit and scope of the invention. The matter set forth in the foregoing description and accompanying drawings is offered by way of illustration only and not as a limitation. The actual scope of the invention is intended to be defined by subsequent claims when viewed in their proper perspective based on the prior art.

Claims (20)

1. A player skill game apparatus, comprising:
an elongated element including a playing region intermediate a first end and a second end of the elongated element with two or more designations thereon;
a base element for supporting the elongated element in a substantially vertical orientation;
an indicator for generating a player skill instruction with reference to one or more of the designations;
an actuator that is player operable in response to the player skill instruction; and
a game piece disposed in relation to the playing region for being advanced in response to the player operable actuator.
2. An apparatus as recited in claim 1 wherein the base element is integral with the elongated element.
3. An apparatus as recited in claim 1 wherein the elongated element comprises one or more hinges intermediate the first end and second end thereof, with the first end of the elongated element being receivable in the base element for supporting the playing region of the elongated element in a substantially vertical orientation.
4. An apparatus as recited in claim 1 comprising a bell at the second end of the elongated element.
5. An apparatus as recited in claim 1 wherein the game piece is provided in relation to the playing region for being advanced to the one or more of the designations in response to the player operable actuator.
6. An apparatus as recited in claim 1 wherein the game piece is advanced to the one or more of the designations in response to the player skill instruction.
7. An apparatus as recited in claim 6 wherein the game piece is advanced to another one or more of the designations in response to a further player skill instruction.
8. An apparatus as recited in claim 1 wherein the actuator imparts movement for advancement of the game piece in the playing region to one or more of the designations.
9. An apparatus as recited in claim 1 wherein the actuator is provided with the base element for imparting movement to the game piece for being advanced in the playing region intermediate a first end and a second end of the elongated element to one or more of the designations.
10. An apparatus as recited in claim 1 wherein the actuator comprises a lever assembly in the base element.
11. An apparatus as recited in claim 1 wherein the indicator for generating the player skill instruction comprises a plurality of light emitting elements positioned with reference to one or more of the designations.
12. An apparatus as recited in claim 1 wherein the indicator comprises an annunciator for generating an audible player skill instruction with reference to one or more of the designations.
13. An apparatus as recited in claim 1, comprising a plurality of switch elements at the playing region intermediate the first end and second end of the elongated element associated with the two or more designations, wherein the indicator comprises an information processor for generating the player skill instruction, said information processor being operatively coupled with the plurality of switch elements for determining a position of the game piece disposed in relation to the playing region with reference to the designations.
14. An apparatus as recited in claim 13 wherein the game piece comprises a puck and a cam surface to dwell at one of the plurality of switch elements when advanced in the playing region to the one or more of the designations.
15. A player skill game apparatus, comprising:
an elongated element including a playing region intermediate a first end and a second end of the elongated element with two or more designations thereon;
a base element for supporting the elongated element in a substantially vertical orientation;
a game piece;
an information processor for generating a player skill instruction with reference to one or more of the designations; and
an actuator that is player operable in response to the player skill instruction, said information processor determining a position of the game piece disposed in relation to the playing region with reference to the designations.
16. An apparatus as recited in claim 15, wherein said game piece is advanced in relation to the playing region in response to the player operable actuator.
17. An apparatus as recited in claim 16 wherein the game piece is advanced to the one or more of the designations in response to the player skill instruction.
18. An apparatus as recited in claim 17 wherein the game piece is advanced to another one or more of the designations in response to a further player skill instruction.
19. A player skill game method, comprising:
providing two or more designations on a playing region intermediate a first end and a second end of an elongated element with a game piece disposed in relation to the playing region;
supporting the elongated element in a substantially vertical orientation;
generating a player skill instruction with reference to one or more of the designations;
operable player actuation for use in response to the player skill instruction; and
determining a position of the game piece disposed in relation to the playing region with reference to the designations in response to the player operable actuator.
20. A method as recited in claim 19 comprising information processing for generating various modes of game play.
US11/733,418 2007-04-10 2007-04-10 Game piece advancing skill game and methods Abandoned US20080254846A1 (en)

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Cited By (5)

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Publication number Priority date Publication date Assignee Title
US20110130202A1 (en) * 2009-12-02 2011-06-02 Jessica Smith Game apparatus
USD667064S1 (en) 2009-10-02 2012-09-11 Guyer Reynolds W Lawn game component
US20120298685A1 (en) * 2011-05-23 2012-11-29 Hoi Wai Fu Gumball machine with lights and sound
US8409035B1 (en) 2008-10-03 2013-04-02 Winsor Fun, LLC Method of playing a field game
US9186927B1 (en) * 2010-11-05 2015-11-17 American Greetings Corporation Greeting card with spring loaded slide track activated audio

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US1277799A (en) * 1918-07-13 1918-09-03 Isaac Newton Weber Mechanical toy.
US2609637A (en) * 1950-05-22 1952-09-09 John W Spence Pounding toy
US2821398A (en) * 1956-07-30 1958-01-28 Raymond E Armstrong Animated figure game
US2936546A (en) * 1957-04-29 1960-05-17 Marlin Toy Products Inc Toy with collapsible feature
US4319751A (en) * 1980-05-16 1982-03-16 Epoch Company, Ltd. Hammer game
US4531736A (en) * 1984-02-09 1985-07-30 The Quaker Oats Company Action croquet post
US5052967A (en) * 1990-08-30 1991-10-01 Slatter Gerry E Fly swatting device
USD406865S (en) * 1998-06-22 1999-03-16 Bally Gaming, Inc. Bell ringer for a gaming machine
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Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8409035B1 (en) 2008-10-03 2013-04-02 Winsor Fun, LLC Method of playing a field game
USD667064S1 (en) 2009-10-02 2012-09-11 Guyer Reynolds W Lawn game component
US20110130202A1 (en) * 2009-12-02 2011-06-02 Jessica Smith Game apparatus
US8585500B2 (en) 2009-12-02 2013-11-19 Mattel, Inc. Game apparatus
US9186927B1 (en) * 2010-11-05 2015-11-17 American Greetings Corporation Greeting card with spring loaded slide track activated audio
US20120298685A1 (en) * 2011-05-23 2012-11-29 Hoi Wai Fu Gumball machine with lights and sound
US8651321B2 (en) * 2011-05-23 2014-02-18 Sweet N Fun, Ltd. Gumball machine with lights and sound

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