NL2003864C2 - Game device comprising a housing with a plurality of lights and depressable buttons. - Google Patents

Game device comprising a housing with a plurality of lights and depressable buttons. Download PDF

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Publication number
NL2003864C2
NL2003864C2 NL2003864A NL2003864A NL2003864C2 NL 2003864 C2 NL2003864 C2 NL 2003864C2 NL 2003864 A NL2003864 A NL 2003864A NL 2003864 A NL2003864 A NL 2003864A NL 2003864 C2 NL2003864 C2 NL 2003864C2
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NL
Netherlands
Prior art keywords
lights
buttons
game device
areas
light
Prior art date
Application number
NL2003864A
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Dutch (nl)
Inventor
Nicolaas Cornelis Petrus Jong
Original Assignee
Nilesk Group Ltd
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Publication date
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Priority to NL2003864A priority Critical patent/NL2003864C2/en
Application granted granted Critical
Publication of NL2003864C2 publication Critical patent/NL2003864C2/en

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Classifications

    • 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
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • 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
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps
    • A63F2009/2452Output devices visual using illumination, e.g. with lamps as a signal

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Push-Button Switches (AREA)

Description

GAME DEVICE COMPRISING A HOUSING WITH A PLURALITY OF LIGHTS
AND DEPRESSABLE BUTTONS
The invention relates to a game device comprising a housing with a plurality of 5 lights and depressable buttons.
In known game devices having a housing with a plurality of lights and buttons, a user presses a button and in response a processing unit in the game device will change the state of one or more lights on the housing. Such single-button / single-response game arrangements tend to result in relatively simplistic, and thus uninteresting, game 10 experiences for a user of such a game device. Furthermore, in known games pressing a button only results in an adjustment of the state of the lights in a direct vicinity of said button, for example, the adjustment of the states of all the neighboring lights. Such a fixed area of influence also tends to result in an uninteresting game experience.
It is an object of this invention to provide a game device providing a more 15 interesting game experience. Furthermore, it is an object of this invention to provide a game device providing a less simplistic game experience.
According to a first aspect of the invention at least one of the objects is achieved in a game device comprising: - a housing, the housing comprising an outer surface, the outer surface being 20 provided with a plurality of lights and depressable buttons, each light having a plurality of states and each button being configured to generate a signal representative of depression of the associated button; - a processing unit, electrically connected to the lights and to the buttons in order to control the state of the lights depending on signals received from the buttons; 25 wherein the outer surface is divided in a number of first areas arranged in a grid, wherein in each first area a plurality of lights and buttons are arranged in or at the outer surface of the housing, wherein the processing unit is arranged to adjust the state of the lights in a first area in response to a plurality of buttons in the first area being pressed.
30 By requiring a plurality of buttons to be depressed, either in sequence or substantially simultaneously, the number of unique inputs is vastly increased. For a device having N buttons, pushing a single button gives N different inputs, whereas pushing two different buttons gives N times N minus one different inputs.
2
Advantageously, this allows a more complex and thus more interesting game play experience.
According to an embodiment of the invention, the housing is substantially spherical. A drawback of game devices that are formed as an essentially two-5 dimensional (2D) arrangement, is that these arrangements have borders. By arranging the elements of a game on a spherical surface, there are no borders to the “playing field” of the game.
According to an embodiment of the invention, the lights have an off state and an on state. In a game having lights with multiple states, it is advantageous to let one of 10 these states be the “off’ state. The advantage is that in the off state essentially no power is consumed by the light, thus saving power in the power source (for example batteries). Furthermore, in case the lights have only two states, this allows the use of cost-effective single-color lights sources.
According to an embodiment of the invention, the first areas have a uniform 15 shape. When the whole playing field or surface of a game is made up of uniform shapes, defining rules for one such uniform shape means that rules for the entire playing field or surface are defined. Another advantage is that using uniform shapes can reduce manufacturing cost of the game device since multiple identical components can be used.
20 According to an embodiment of the invention, the first areas are substantially triangular, each triangular area preferably having three lights and three buttons.
According to an embodiment of the invention, buttons and/or lights are arranged in respective regular grids. These grids may be of an irregular type, but in other embodiments of the invention the grids are regular grids. In further embodiments the 25 grids overlap with the grid of the shaped areas.
According to an embodiment of the invention, the processor is arranged to invert the states of the lights within an area in response to two buttons in that area being pressed. When the goal of the game is to turn on all the light, this measure introduces an interesting element in the game play. Pressing two buttons in an area where most 30 lights are in the off state, will result in most lights becoming in the on state. The buttons may be pressed sequentially, and/or substantially simultaneously.
According to an embodiment of the invention, the outer surface is also divided in a number of second areas forming a regular second grid overlapping the grid of the first 3 areas, each second area having a plurality of lights and buttons at or in the outer surface of the housing, the shape of the second areas being substantially different from the shape of the first area, and wherein the processing unit is arranged to adjust the state of the lights in a second area 5 in response to a plurality of buttons in the second area being pressed. Advantageously, this allows for more complex and thus more interesting game play. Pressing two buttons can now have consequences for lights in two differently shaped areas.
According to an embodiment of the invention, the second areas have a uniform shape. The uniform shape makes the game symmetrical and thus enables a game 10 playing field without physical boundaries.
According to an embodiment of the invention, the second areas are substantially pentagons, each pentagon preferably having five lights and five buttons. The second areas can be advantageously distributed over the outer surface to effectively create a grid of pentagonal cells, said grid being offset with respect to the grid formed by the 15 first areas.
In an embodiment, there is no cell or area of the first grid that comprises more than one of the button-light elements of any of the cells or areas of the second grid. Vice versa, no cell of the second grid contains more than one light from any of the cells of the first grid. In other words, each pentagonal area (cell of the second grid) 20 comprises button-light elements from five different triangular areas (cells of the first grid), and each triangular area (cell of the first grid) comprises button-light elements from three different pentagonal areas (cells of the second grid). The advantageous consequence is that any two buttons depressed in sequence will never belong to both a pentagonal area (cell of the second grid) and a triangular area (cell of the first grid), 25 which allows for interesting gameplay elements.
According to an embodiment of the invention, the processor is arranged to rotate the states of the lights in a second area in response to two buttons in that second area being pressed. The rotation may be clockwise or counter-clockwise. The order of the buttons being depressed may determine the direction of the rotation. This arrangement 30 allows for interesting game play. When the goal of the game is to bring as many lights as possible to the “on” state, rotating states as such does not bring that goal nearer. However, combined with a gameplay ingredient such as the aforementioned inverting 4 of the lights, rotating the lights can be used as a tactical measure to advantageously prepare lights for inverting.
According to an embodiment of the invention, each button comprises a push-element, and substantially translucent covering material, the covering material covering 5 the push-element and a light. Advantageously, the covering material (or cover) thus appears to function as both a light source (since it diffusely spreads the light coming from the underlying light element or light) and a button (since depressing it can cause the underlying push-element to become depressed).
According to an embodiment of the invention, the push-element is a push-button 10 or a membrane switch. The membrane switch eliminates the need for a printed circuit board (PCB) that is otherwise needed to attach the push-button to. The light or light-element can be embedded into the membrane switch, resulting in less required parts and thus reduced costs.
According to an embodiment of the invention, in the housing a holder is arranged 15 for holding a power supply, preferably one or more batteries, more preferably one or more rechargeable batteries. Using batteries advantageously removes the need for a power cable, thus making the game device potentially portable. Using rechargeable batteries is more environment friendly than using disposable batteries.
According to an embodiment of the invention, the processing unit is of a 20 programmable type and is programmed to read the states of a plurality of lights, modify at least one of the states of the plurality of lights, and write each modified state to the respective light. With reading the state of a light is meant to set at least a bit, for example a bit of a register of the processing unit, to a state, say 1, if the light is on and to another state, say 0, if the light is off. Modifying a state means changing at least a bit 25 representing a (part of) a light’s state. Writing a state means changing the light’s state according to the value of at least a bit. For example, if a bit of a register of the processing unit is in state 1, the light is turned on, and if it is in state 0, the light is turned off. In case a light has more than two states (e.g. different colors), more bits are needed to store the state of a light.
30 5
BRIEF DESCRIPTION OF THE FIGURES
Further advantages, features and details of the present invention will become apparent when reading the following description of several embodiments of the invention. In the description reference is made to the annexed figures.
5 Figures la-lb schematically show a game device according the invention.
Figures 2a- 2d schematically show a game device with the lights having various states. Figure 3 schematically shows an opened game device.
Figures 4a-4c schematically shows interior parts of a game device.
Figures 5a-5b schematically shows interior parts of outer surface elements of a game 10 device.
DETAILED DESCRIPTION
Figure la shows a game device 10 according to an embodiment of the invention. The game device 10 is intended to be played or used by a user (not shown). The game 15 device 10 is substantially spherically shaped, having a substantially spherical outer surface. It has a power connector 11 for connecting an outside electrical power source. The power connecter 11 is connected to one or more rechargeable batteries in the house of the game device 10 (not shown). Said batteries can be recharged by connecting a suitable power source or supply to the power connector 11. When the batteries are at 20 least partially charged, the game device 10 can be operated without being connected to an external power supply.
On the outer surface are a number of button-light elements 1, 2, 3, 4, 5, 6, 7. A button-light element comprises a button and a light. The button is depressable, wherein the button is configured to generate a signal representative of depression of the button. 25 The light can have different states. In this example, the light may be in the on (emitting light) or off (not emitting light) state. In further examples, the light may have states with varying levels of light intensity or various colors. The light of a button-light element, when in the on state, will generally lit up a substantial part of the depressable area of the button-light element. However, alternative examples where the light and 30 button areas are more separated can be imagined. More details about button-light elements will be discussed in reference to figures 5a and 5b.
In the current example, the outer surface of game device 10 has 60 button-light elements (hereafter also indicated as “buttons” or “lights”), of which a part is visible in 6 figure 1. Buttons 1, 2, 3 form a substantially triangular area, the corresponding triangle being defined by three sides 8. The outer surface comprises 20 such triangular area forming a grid with triangular cells, each triangular area or cell having 3 buttons. Although the grid may be an irregular grid, in the embodiment shown the outer surface 5 comprises a regular grid. Buttons 3, 4, 5, 6, 7 form a substantially pentagonal area, the corresponding pentagon being defined by five sides 9. The outer surface of the game device 10 comprises 12 such substantially pentagonal areas or cells forming a regular grid, with each pentagon having 5 buttons.
Inside the game device 10 is a processing unit (not shown), for instance an 10 electronic microcontroller or similar device. The processing unit is electrically connected to the lights and to the buttons of each button-light element. The processing unit can process the signals generated by the buttons. The processing unit is arranged to store in memory (“remember”) data representing at least one signal generated by a button. The processing unit can furthermore control or adjust the state of each of the 15 lights. In particular, the processing unit is arranged to adjust the state of one or more lights depending on the last buttons that have been pressed. Examples of processing will be discussed in reference to figures 2a -2d.
Figure lb schematically shows a game device 10 that is positioned on a base 12. The base 12 can be connected to an external power supply, such as a domestic 20 electrical socket. The base 12 has a means, such as a male electrical connector, that connects to the electrical connector 11 of the game device (see figure la) to recharge the batteries of the game device 10. Thus placing the game device 10 on the base 12 so that the connecter 11 will connect with a connector of the base 12 will, when the base 12 is in turn connected to a suitable electrical power source, recharge the batteries of 25 the game device 10. In an alternative example, the game device 10 does not have a connector 11, but is provided with copper connection plates, that can make electrical contact with similar plates on the base.
Figures 2a-2d show a game device 20 wherein the lights are in various states. In figure 2a, all lights are off, except for the lights of button-light elements 2 and 3. Both 30 elements are in triangular area 8, which also comprises button or button-light element 1. When the user presses two buttons in triangular area 8 in sequence, for example 1 and 2, or 1 and 3, or 2 and 3, the processing unit will process the signals generated by the buttons, determine that both buttons belong to triangular area 8, and then invert the 7 states of all lights in triangular area 8. In some embodiments the Applied to the light states (hereafter also “configuration”) of figure 2a, the result is the configuration of figure 2b. Compared to the configuration of figure 2a, in figure 2b the states of all lights outside of triangle 8 is unchanged (still in off state). The states of all lights inside 5 triangle 8, however, are inverted. Lights 2 and 3 are off in figure 2b, and light 1 is on. The processing unit is arranged to perform similar processing for the other 19 triangular areas.
Figure 2c shows a game device with a configuration wherein all lights are off, except for lights 3 and 7.Both lights are in pentagonal area 9, which also comprises 10 button-light elements 4, 5, and 6. When the user presses two different buttons of the pentagon after each other (in sequence), for example buttons 3 and 4 or 7 and 5, the processing unit will "rotate" the states of the lights in the pentagon. In the current example of figures 2c and 2d, the rotation is in the clockwise direction: in figure 2d, which shows the configuration after the rotation is done, light 3 has the state of light 7 15 in figure 2c (on). Likewise, lights 4, 5, 6, and 7 in figure 2d have the states of lights 3, 4, 5, and 6 in figure 2c (on, off, off, off) respectively. In an alternative example, the rotation is done in the counter-clockwise direction. In yet another example, the direction of the orientation depends on the sequence of buttons being depressed (for example, first button 7 and then button 3 gives a clockwise rotation, and first 3 then 7 20 gives a counter-clockwise rotation).
It is clear that many variations of the mentioned examples are possible. For example, the lights in the triangle may be rotated when two buttons belonging to a triangular area are depressed, and the lights in the pentagons may be inverted when two buttons belonging to a pentagonal area are depressed.
25 Lights in other areas may be adjusted as well. In one example, the lights in a triangular area opposite the triangular area 8 are also inverted (or rotated) when the user presses two buttons of triangular area 8 as discussed in reference to figures 2a and 2b. Similarly, the lights in a pentagonal area opposite pentagonal area 9 may be rotated (or inverted) when the user presses two buttons of pentagonal area 9 as discussed in 30 reference to figures 2c and 2d.
Note that there is no triangular area that comprises more than one of the button-light elements of any of the pentagonal areas. Vice versa, no pentagonal area contains more than one light from any of the triangular areas. In other words, each pentagonal 8 area (cell of the second grid) comprises button-light elements from five different triangular areas (cells of the first grid), and each triangular area (cell of the first grid) comprises button-light elements from three different pentagonal areas (cells of the second grid). The consequence is that any two buttons depressed in sequence will never 5 belong to both a pentagonal area (cell of the second grid) and a triangular area (cell of the first grid).
In the current example, when the user depresses two buttons in sequence that do not belong to a single triangular or pentagonal area, the processing unit is arranged to effectively ignore the button depressions.
10 As an alternative to sequentially depressing buttons, in an exemplary embodiment the processing unit may be arranged to handle buttons being depressed substantially simultaneously.
In a further example, the lights of the button-light elements may have more than two states. For example, the lights may take on a number, say two, of colors. The 15 process of inverting (switching between states “on” and “off”) may then become the process of cycling through each available state (e.g. “off”, “color 1”, “color 2”, then “off’ again, etc)
In yet a further example there are six different light colors, and the buttons of two opposing pentagonal areas have to be the same color.
20 In a further example, the game has a random function where you press one or two buttons and some other buttons will invert which are not inside the pentagon or triangle of the pressed button but in another pentagon or triangle.
Figure 3 shows a game device 30 according to an embodiment of the invention. The game device has a lid 32 which is connected to the main housing via a hinge 25 connection 33. The lid has male connection members 34 that are connectable, when the lid is closed to female connection members 35 in the main housing. Opening the lid reveals a space for 4 batteries 31. The batteries are electrically connected to the processing unit and the lights, and thus conditionally provide power to said processing units and the lights. A main switch (not shown) controls the supply of power to the 30 processing unit. The processing unit is arranged to conditionally supply power to the lights of the game device. When the device is switched on, the processing unit may set the lights to a starting configuration. This may be a fixed configuration, for example 9 with all lights off, or a randomized configuration. A reset button may be provided to bring back the system to a known state.
Figures 4a, 4b, and 4c schematically show elements of a game device 40 according to an embodiment of the invention. Figure 4a schematically shows an 5 exploded view of a lid part 44, a top frame part 41, a tray part 42 for holding batteries and a main PCB with processing unit (not shown), and a bottom frame part 43. The tray part 42 is provided with an electrical connector 48 for connecting to an external power supply in order to recharge the batteries. The electrical connector 48 can be a DC power jack. In an alternative example, the tray part 42 has connection points (like small 10 copperplates) that can make contact with a charger when the game is put on its base.
These elements may be formed to be “snapped”, screwed, or glued together to form the frame shown in figure 4b. A skilled person will know of alternative ways to connect together parts 41, 42, and 43 as shown in figure 4b, in a way that prevents accidental or even deliberate attempts by the user to open the frame. The assembled 15 frame 41, 43 of figure 4b has 12 polygonal, for instance pentagonal openings. In an alternative example, a frame is made that has 20 triangular openings.
Figure 4c shows the assembled frame 41,43 where inside the pentagonal openings pentagonal frame parts 45, 46, 47 have been placed. Effectively each pentagonal frame part 45, 46, 47 transforms a single pentagonal opening of the 20 assembled frame 41, 43 into five openings for five button-light elements. The openings for button-light elements in the current examples have a quadrilateral or kite shape, but other shapes are possible. Advantageously, by starting from an assembled frame 41, 43, the outer surface having the button-light elements of the game device can thus be constructed using 12 identical pentagonal frame parts and 60 identical button-light 25 elements. By using as many identical elements as possible, the manufacturing costs of the game device are reduced.
Figure 5a schematically shows an exploded view of a pentagonal frame part 53 and components that form button-light elements of a pentagonal area. A pentagonal PCB 51 has five push-elements 52. These push-elements 52 can be push-buttons or, in 30 a further example, membrane switches. The PCB 51 is arranged to be electrically connected to a processing unit (not shown) in such a manner that the signals generated by the push-elements are processed by the processing unit. The PCB 51 also has five light-elements 55. These light-elements may be Light Emitting Diodes (LEDs) and are 10 electrically connected to the processing unit and, preferably via the processing unit, to a power source such as batteries.
The pentagonal frame part 53 has five openings, in which button-light element covers 54 fit. These covers 54 are preferably made of substantially translucent covering 5 material. The covers 54 can be snapped or clicked or moulded (for example using 2-shot moulding) into the openings of the pentagonal frame part 53. The covers are translucent to let the light coming from the underlying light elements through, and preferably the covers diffuse the light. The covers 54 are preferably flexible enough to allow a modest pressure on the cover 54 to cause a depression of the underlying push-10 element 54. In that manner, depressing a cover 54 causes a button depression which will trigger processing by the processing unit.
Because the cover 54 diffusely spreads the light it receives from the underlying light element 53 it looks like a light source. Because a push on the cover is translated into a depression of the underlying push-element, the cover 54 acts like a button.
15 Hence, a button-light element can comprise a push-element 52, a light element 55, and a cover 54.
Alternative arrangements to create a button-light element comprising a push-element 52, a light element 55, and an optional cover 54 are possible and will be known to a skilled person. In a further example, button-light elements comprise a touch screen. 20 This arrangement advantageously allows a wide variety of colors and even patterns or images to be shown on a button-light element. The touch-screen interface can be used to generate the depression signals for the processing unit.
Figure 5b shows a triangular frame part 57 and components for button-light elements. Triangular PCB 56 in this case has three push-elements 52 and three light 25 elements 55. The frame part 57 has three openings for three button-light element covers 54. The arrangements and electrical connections are similar to those discussed in reference to figure 5 a.
The mentioned examples have shown a game device with an outer surface, wherein the outer surface has a first grid of triangular areas or cells, and a second grid 30 of pentagonal areas or cells. However, the invention is not limited to these grids. Other shaped areas are possible as well, such as squares or quadrilaterals, hexagons, heptagons, octagons, nonagons, and decagons. Furthermore, areas may be circular or elliptical.
11
While preferred embodiments of this invention have been shown and described, modifications thereof can be made by one skilled in the art without departing from the spirit or teaching of this invention. The embodiments described herein are exemplary only and are not limiting. Many variations and modifications of the system and 5 apparatus are possible and are within the scope of the invention. Accordingly, the scope of protection is not limited to the embodiments described herein, but is essentially limited by the claims which follow, the scope of which shall include all equivalents of the subject matter of the claims.

Claims (22)

1. Spelinrichting, omvattende: - een huis, het huis omvattende een buitenoppervlak, waarbij het buitenoppervlak 5 voorzien is van een aantal lichten en indrukbare knoppen, waarbij elk licht een aantal toestanden heeft en elke knop ingericht is om een signaal te genereren dat het ingedrukt zijn van de knop representeert; - een verwerkingseenheid, elektrisch verbonden met de lichten en de knoppen om de toestand van de lichten te controleren afhankelijk van van de knoppen ontvangen 10 signalen; waarbij het buitenoppervlak verdeeld is in een aantal in een rooster gerangschikte eerste gebieden, waarbij in een eerste gebied een aantal lichten en knoppen is gerangschikt in of op het buitenoppervlak van het huis, en waarbij de verwerkingseenheid is ingericht om de toestand van de lichten in een eerste 15 gebied aan te passen in reactie op het ingedrukt worden van een aantal knoppen.A game device, comprising: - a housing, the housing comprising an outer surface, wherein the outer surface is provided with a number of lights and depressable buttons, wherein each light has a number of states and each button is adapted to generate a signal that it is pressed represents the button; a processing unit electrically connected to the lights and the buttons to check the state of the lights depending on signals received from the buttons; wherein the outer surface is divided into a number of first areas arranged in a grid, wherein in a first area a number of lights and buttons are arranged in or on the outer surface of the housing, and wherein the processing unit is arranged to monitor the condition of the lights in a adjust the first area in response to a number of buttons being pressed. 2. Spelinrichting volgens conclusie 1, waarbij het huis hoofdzakelijk bolvormig is.A game device according to claim 1, wherein the housing is substantially spherical. 3. Spelinrichting volgens conclusie 1 of 2, waarbij de lichten een uit en een aan 20 toestand hebben.3. Game device according to claim 1 or 2, wherein the lights have an off and an on state. 4. Spelinrichting volgens een van de voorgaande conclusies, waarbij de eerste gebieden een uniforme vorm hebben.Game device according to one of the preceding claims, wherein the first areas have a uniform shape. 5. Spelinrichting volgens conclusie 4, waarbij de eerste gebieden hoofdzakelijk driehoekig zijn, waarbij elk driehoekig gebied bij voorkeur drie lichten en drie knoppen heeft.The game device of claim 4, wherein the first regions are substantially triangular, each triangular region preferably having three lights and three buttons. 6. Spelinrichting volgens een van de voorgaande conclusies, waarbij knoppen en/of 30 lichten gerangschikt zijn in respectievelijke roosters, bij voorkeur overlappend met het rooster van de vormhebbende gebieden.6. Game device according to any of the preceding claims, wherein buttons and / or lights are arranged in respective grids, preferably overlapping with the grating of the shaping areas. 7. Spelinrichting volgens een van de voorgaande conclusies, waarbij de verwerker is ingericht om de toestanden van de lichten binnen een gebied te inverteren in reactie op het ingedrukt worden van twee knoppen in dat gebied.A gaming device according to any preceding claim, wherein the processor is arranged to invert the states of the lights within an area in response to two buttons being pressed in that area. 8. Spelinrichting volgens een van de voorgaande conclusies, waarbij het buitenoppervlak ook verdeeld is in een aantal tweede gebieden die een tweede rooster vormen, bij voorkeur een regelmatig tweede rooster, waarbij het tweede rooster het eerste rooster overlapt, en waarbij elk tweede gebied een aantal lichten en knoppen op of in het buitenoppervlak van het huis heeft, waarbij de tweede gebieden hoofdzakelijk 10 verschillen van de eerste gebieden, en waarbij de verwerkingseenheid is ingericht om de toestand van de lichten in een tweede gebied aan te passen in reactie op het ingedrukt worden van een aantal knoppen in het tweede gebied.A gaming device according to any one of the preceding claims, wherein the outer surface is also divided into a number of second areas forming a second grid, preferably a regular second grid, the second grid overlapping the first grid, and wherein each second area a plurality has lights and buttons on or in the outer surface of the housing, wherein the second areas are substantially different from the first areas, and wherein the processing unit is adapted to adjust the state of the lights in a second area in response to being depressed of a number of buttons in the second area. 9. Spelinrichting volgens conclusie 8, waarbij de tweede gebieden een uniforme vorm 15 hebben.9. Game device according to claim 8, wherein the second areas have a uniform shape. 10. Spelinrichting volgens conclusie 9, waarbij de tweede gebieden hoofdzakelijk vijfhoeken zijn, waarbij elke vijfhoek bij voorkeur vijf lichten en vijf knoppen heeft.The game device of claim 9, wherein the second areas are substantially pentagons, each pentagon preferably having five lights and five buttons. 11. Spelinrichting volgens een van de conclusies 8-10, waarbij de verwerker is ingericht om de toestanden van de lichten in een tweede gebied te roteren in reactie op het ingedrukt worden van twee knoppen in dat tweede gebied.A game device according to any of claims 8-10, wherein the processor is arranged to rotate the states of the lights in a second area in response to the pressing of two buttons in that second area. 12. Spelinrichting volgens een van de voorgaande conclusies, waarbij het oppervlak 25 - 20 hoofdzakelijk driehoekige gebieden, - 60 knoppen, en - 60 lichten heeft.12. A gaming device according to any one of the preceding claims, wherein the surface has 25 - 20 substantially triangular areas, - 60 buttons, and - 60 lights. 13. Spelinrichting volgens een van de voorgaande conclusies, waarbij de oppervlak - 12 hoofdzakelijk vijfhoekige gebieden, - 60 knoppen, en - 60 lichten heeftA game device according to any one of the preceding claims, wherein the surface has - 12 substantially pentagonal areas, - 60 buttons, and - 60 lights 14. Spelinrichting volgens een van de voorgaande conclusies, waarbij elke knop een drukelement omvat, en hoofdzakelijk doorschijnend bedekkingsmateriaal, waarbij het 5 bedekkingsmateriaal het drukelement en een licht bedekt.14. A gaming device according to any one of the preceding claims, wherein each button comprises a pressure element, and substantially translucent covering material, wherein the covering material covers the pressure element and a light. 15. Spelinrichting volgens conclusie 14, waarbij het drukelement een drukknop of een membraanschakelaar is.The gaming device of claim 14, wherein the push element is a push button or a membrane switch. 16. Spelinrichting volgens een van de voorgaande conclusies, waarbij in het huis een houder is gerangschikt voor het plaatsbieden aan een vermogenstoevoer, bij voorkeur één of meerdere batterijen, meer bij voorkeur één of meer oplaadbare batterijen.A gaming device according to any one of the preceding claims, wherein a holder is arranged in the housing for accommodating a power supply, preferably one or more batteries, more preferably one or more rechargeable batteries. 17. Spelinrichting volgens een van de voorgaande conclusies, waarbij de 15 verwerkingseenheid van een programmeerbaar type is, en geprogrammeerd is om de toestanden van een aantal lichten te lezen, tenminste een van die toestanden te wijzigen, en elke gewijzigde toestand naar het respectieve licht te schrijven.17. A gaming device according to any one of the preceding claims, wherein the processing unit is of a programmable type, and is programmed to read the states of a plurality of lights, change at least one of those states, and change each changed state to the respective light. write. 18. Spelinrichting volgens een van de voorgaande conclusies, waarbij de eerste 20 gebieden gerangschikt zijn in een regelmatig rooster.18. Game device according to any of the preceding claims, wherein the first 20 areas are arranged in a regular grid. 19. Spelinrichting volgens een van de voorgaande conclusies, waarbij het gestel een dekseldeel, een bovenste gesteldeel, een bakdeel voor het plaatsbieden aan batterijen, en een onderste gesteldeel omvat, waarbij het gestel, in geassembleerde toestand, 25 openingen bepaalt die een of meer veelhoekige vormen hebben.19. A gaming device according to any one of the preceding claims, wherein the frame comprises a cover part, an upper frame part, a bin part for accommodating batteries, and a lower frame part, wherein the frame, in the assembled state, defines openings which one or more polygonal have forms. 20. Spelinrichting volgens conclusie 19, waarbij het gestel ingericht is om in de openingen verdere gesteldelen te bevestigen, waarbij de verdere gesteldelen tenminste deels doorschijnend zijn en ingericht zijn voor het daarin ontvangen van één of meer 30 knop-licht elementen.20. Game device as claimed in claim 19, wherein the frame is adapted to fix further frame parts in the openings, wherein the further frame parts are at least partly translucent and are arranged for receiving one or more button-light elements therein. 21. Spelinrichting volgens conclusie 20, waarbij het doorschijnende gedeelte van de verdere gesteldelen ingericht is om het licht van de één of meer knop-licht elementen diffuus te maken.The game device of claim 20, wherein the translucent portion of the further frame members is adapted to make the light of the one or more button-light elements diffuse. 22. Spelinrichting volgens een van de conclusies 20-21, waarbij de verdere gesteldelen tenminste gedeeltelijk gemaakt zijn van flexibel materiaal, zodanig dat druk op het gesteldeel het indrukken van een onderliggend knop-licht kan veroorzaken.A gaming device according to any of claims 20-21, wherein the further frame parts are at least partially made of flexible material, such that pressure on the frame part can cause the pressing of an underlying button light.
NL2003864A 2009-11-25 2009-11-25 Game device comprising a housing with a plurality of lights and depressable buttons. NL2003864C2 (en)

Priority Applications (1)

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NL2003864A NL2003864C2 (en) 2009-11-25 2009-11-25 Game device comprising a housing with a plurality of lights and depressable buttons.

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NL2003864 2009-11-25
NL2003864A NL2003864C2 (en) 2009-11-25 2009-11-25 Game device comprising a housing with a plurality of lights and depressable buttons.

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US4124881A (en) * 1977-08-22 1978-11-07 Haber Terry M Dice with illuminating means
US4508511A (en) * 1984-05-08 1985-04-02 Mcqueen Wayne F Educational baby toy with lights
US4720789A (en) * 1985-10-31 1988-01-19 Bally Manufacturing Corporation Video exercise or game floor controller with position indicating foot pads
US20020025829A1 (en) * 2000-08-23 2002-02-28 Nec Corporation Mobile communication terminal and information displaying method on the terminal and storing medium of programs of the method

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