US20080039168A1 - A digital device for displaying a game named kakuro - Google Patents
A digital device for displaying a game named kakuro Download PDFInfo
- Publication number
- US20080039168A1 US20080039168A1 US11/461,496 US46149606A US2008039168A1 US 20080039168 A1 US20080039168 A1 US 20080039168A1 US 46149606 A US46149606 A US 46149606A US 2008039168 A1 US2008039168 A1 US 2008039168A1
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- cell
- kakuro
- game
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- grid
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- 239000011159 matrix material Substances 0.000 claims abstract description 29
- 238000012986 modification Methods 0.000 description 3
- 230000004048 modification Effects 0.000 description 3
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
- A63F3/0421—Electric word or number games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
- A63F3/0415—Number games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
- A63F2003/00646—Electric board games; Electric features of board games with illumination of playing field or playing piece
- A63F2003/00659—LCD's
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
- A63F3/0415—Number games
- A63F2003/0418—Number games with a grid, e.g. 'Sudoku'-type games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
Definitions
- the present invention relates generally to a digital device for displaying a game, and more particularly to the digital device for displaying a game known as KAKURO.
- KAKURO is a puzzle resembles SODOKU in Japan and traditional crosswords with numbers. You have clues for inserting a number.
- the numbers can be used stipulated by the examiner, for instance, only the numbers 1-9 can be used or only the numbers 1-6 can be used. And the same number cannot be used more than once in each run. But a number may re-occur in the same row or column in a different run however.
- FIG. 1 and FIG. 2 illustrate an example of KAKURO.
- FIG. 1 represents the 6 ⁇ 6 KAKURO game's puzzle and the examinee can only use the numbers 1-6. It's appreciated that FIG. 1 is merely an example for illustrating briefly. KAKURO is not limited to this sample.
- the grid with a slash as the slash grid 140 indicates that the examinee should ignore and dodge. It means that the examinee only fills numbers to the blank grid as the grid 120 or the grid 130 . Owing to the numbers of the grid adds up to the total to the left or above, the number in the grid 120 and the number in the grid 130 add up to the clue number “3” in the lower region of the grid 110 above the grid 120 and 130 . And the number of the grid 120 and 130 must not be the same.
- the number in the grid 120 and the number in grid 150 add up to the clue number “3” in the upper region of the grid 180 left to the grid 120 and 150 . And the number in the grid 120 and 150 must be different. Accordingly, the number in the grid 150 , 160 and 170 add up to the clue number “9” in the lower region of the grid 190 above the grid 150 , 160 and 170 . Similarly, the number in the grid 150 , 160 and 170 should not be identical. And the rest may be deduced by analogy.
- FIG. 2 represents answering the result of the above-mentioned 6 ⁇ 6 KAKURO game's puzzle in FIG. 1 .
- the grid with a slash as the above-mentioned slash grid 140 indicates that the examinee should ignore and dodge.
- the grid 210 is considered the grid 120 in FIG. 1 and the grid 220 is considered the grid 130 in FIG. 2 .
- the number “2” in the grid 210 and the number “1” in the grid 220 add up to the top clue number “3” in the lower region of the grid 110 .
- the number “2” in the grid 210 differs from the number “1” in the grid 220 .
- the number “1” in the grid 240 (the grid 240 is considered the grid 150 in FIG. 1 ) and the number “2” in the grid 210 add up to the left clue number “3” in the upper region of the grid 180 .
- the number “1”, “3” and “5” in the grid 240 , 250 and 260 add up to the top clue number “9” in the lower region of the grid 190 .
- a device for appearing KAKURO has three regions with segment LED displays in the grid normally.
- An upper and lower region with segment LED displays in the grid could show the clue number and a middle region with segment LED displays in the grid could show the number answering to the puzzle.
- Each grid having three regions with LED displays would lead to squander the cost for product.
- the present invention would address such problems.
- the present invention provides a digital device for displaying a game named KAKURO.
- the digital device comprises a LCD panel for digital display, a X ⁇ Y matrix structure having X ⁇ Y cells on the LCD panel and wherein the X and the Y are the positive integers, and the cell could comprise at least one region having one set of segment led display device for appearing the numbers according to KAKURO on the LCD panel.
- the present invention provides a rule for arranging the region with the set of segment led display device of appearing the game named KAKURO.
- the cell on the LCD panel comprises one region for appearing the inserting answer of KAKURO.
- the cell when the cell located on the range of the matrix[1 ⁇ X ⁇ X-1, Y>Y-2](means the X is greater than 1 and smaller than X-1, and the Y is greater than Y-2), the cell comprises one region for appearing the inserting answer of KAKURO and one region situated in the lower position of the cell for appearing the clue numbers of the puzzle of KAKURO.
- the cell located on the range of the matrix[1 ⁇ X ⁇ X-1, 1 ⁇ Y ⁇ Y-1](means said X is greater than 1 and smaller than X-1, and said Y is greater than 1 and smaller than Y-1), the cell comprises one region for appearing the inserting answer of KAKURO and two regions situated in the upper and lower position of the cell for appearing the clue numbers of the puzzle of KAKURO.
- FIG. 1 represents the 6 ⁇ 6 KAKURO game's puzzle.
- FIG. 2 represents answering to the 6 ⁇ 6 KAKURO game's puzzle.
- FIG. 3 represents the initial digital displaying of the 6 ⁇ 6 KAKURO game of the digital device.
- FIG. 4 represents the digital displaying of the 6 ⁇ 6 KAKURO game's puzzle via the digital device.
- FIG. 5 represents the digital displaying for answering to the 6 ⁇ 6 KAKURO game's puzzle via the digital device.
- the present invention relates particularly to the digital device for displaying a game named KAKURO.
- FIG. 1 and FIG. 2 and the above explication illustrate KAKURO briefly.
- FIG. 3 , FIG. 4 and FIG. 5 represents the displaying of the KAKURO game in a digital way.
- FIG. 3 , FIG. 4 and FIG. 5 represents the initial digital displaying of the 6 ⁇ 6 KAKURO game of a digital device.
- the digital device for displaying a game named KAKURO comprising a LCD panel for digital display. And the LCD panel has a X ⁇ Y matrix configuration having X ⁇ Y cells (the X and the Y are the positive integers). In this instance, the X and Y set to be “6”. But it's merely an example instead of limitation for brief illustration.
- every cell comprises at least one region having one set of segment LED display device for appearing the numbers according to KAKURO on the LCD panel.
- the region could be placed in an upper or lower position of the cell.
- the grid 340 is an example of a cell having one region in the upper position and the grid 310 is a cell having one region in the lower position.
- the present invention provides a rule for arranging the region with the set of segment LED display device.
- the grid 330 in FIG. 3 Because of KAKURO regulations, numbers must add up to the clue number of the grid at the top or to the left.
- KAKURO shows the clue number at the top by means of putting this clue number on the lower region of a grid such as the number “3” in the lower region of the grid 110 in FIG. 1 . And the number in the grid 120 and the grid 130 sums total as the number “3” in the lower region of the grid 110 . Further, KAKURO shows the clue number to the left by means of putting this clue number on the upper region of a grid such as the number “3” in the upper region of the grid 180 in FIG. 1 . And the number in the grid 240 and the grid 210 sums total to the number “3” in the upper region of the grid 180 . Thus, at least two cells below or right to the clue number cells for summing up.
- the cells in this range don't have enough below or right cells near to themselves for summing up.
- the cells in this range could only be the cell for inserting an answer to KAKURO.
- the cell comprises only one region for appearing the inserting answer of KAKURO.
- the first column of the KAKURO matrix is arranged to the clue numbers for the other right grids.
- the cells in this range could only be the cell for the clue numbers of KAKURO.
- the cell comprises only one region in the upper position of the cell for appearing the clue numbers for the numbers in the other grids of the right columns adding up to.
- the first row of the KAKURO matrix is arranged to the clue numbers for the other grids of the below rows.
- the cells in this range could only be the cell for the clue numbers of KAKURO.
- the cell comprises only one region in the lower position of the cell for appearing the clue numbers for the numbers in the other below grids adding up to.
- the cell comprises one region for appearing the inserting answer of KAKURO and one region situated in the lower position of the cell for appearing the clue numbers of the puzzle of KAKURO when the cell located on the range of the matrix [1 ⁇ X ⁇ X-1, Y>Y-2] (means the X is greater than 1 and smaller than X-1, and the Y is greater than Y-2).
- the grid 320 in FIG. 3 Because of KAKURO regulations, at least two cells right to or below the clue number for summing up. The cells in this range have enough below cells but don't have enough right cells near to themselves.
- the cell in this region comprises one region situated in the lower position of the cell for appearing the clue numbers. More, the cell in this region could have one region for appearing the inserting answer according to the above or right clue grids.
- the grid 360 in FIG. 3 Because of KAKURO regulations, at least two cells right to or below the clue number for summing up. The cells in this range have enough right cells but don't have enough below cells near to themselves.
- the cell in this region comprises one region situated in the upper position of the cell for appearing the clue numbers. More, the cell in this region could have one region for appearing the inserting answer according to the above or right clue grids.
- the cell comprises one region for appearing the inserting answer of KAKURO and two regions situated in the upper and lower position of the cell for appearing the clue numbers of KAKURO when the cell located on the range of the matrix[1 ⁇ X ⁇ X-1, 1 ⁇ Y ⁇ Y-1](means the X is greater than 1 and smaller than X-1, and the Y is greater than 1 and smaller than Y-1).
- the grid 350 in FIG. 3 Because of KAKURO regulations, at least two cells right to or below the clue number for summing up. The cells in this range have enough right and below cells near to themselves.
- the cell in this region comprises two region situated in the upper and lower position of the cell for appearing the clue numbers. More, the cell in this region could have one region for appearing the inserting answer according to the above or right clue grids.
- FIG. 4 represents the digital displaying of the 6 ⁇ 6 KAKURO game's puzzle via the digital device of FIG. 3 .
- FIG. 4 adopts the puzzle of FIG. 1 .
- the grid 415 in FIG. 4 is the grid 120 in FIG. 1 for inserting an answer to the puzzle.
- the grid 410 in FIG. 4 as the grid 110 in FIG. 1 for appearing a clue number “3” via LED segment displays in the lower position of the cell.
- the grid 430 in FIG. 4 is the grid 180 in FIG. 1 for appearing a clue number “3” and “7” via LED segment displays in the lower and upper position of the cell.
- the grid 440 in FIG. 4 with a slash as the slash grid 140 in FIG. 1 indicates that the examinee should ignore and dodge.
- FIG. 5 represents the digital displaying for answering to the 6 ⁇ 6 KAKURO game's puzzle via the digital device. And FIG. 5 accords to the answer of FIG. 2 .
- the grid 510 in FIG. 5 is the grid 210 in FIG. 2 for appearing an answering number “2” via LED segment displays.
- the grid 520 in FIG. 5 is the grid 220 in FIG. 2 for appearing an answering number “1” via LED segment displays.
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Abstract
The present invention provides a digital device for displaying a game named KAKURO. The digital device comprises a LCD panel for digital display, a X×Y matrix structure having X×Y cells on the LCD panel and wherein the X and the Y are the positive integers, and the cell could comprise at least one region having one set of segment led display device for appearing the numbers according to KAKURO on the LCD panel. Furthermore, the present invention provides a rule for arranging the region with the set of segment led display device of appearing the game named KAKURO.
Description
- The present invention relates generally to a digital device for displaying a game, and more particularly to the digital device for displaying a game known as KAKURO.
- The present invention relates to the game named KAKURO. KAKURO is a puzzle resembles SODOKU in Japan and traditional crosswords with numbers. You have clues for inserting a number. KAKURO puzzle can come in various sizes from a simple 3×3 matrix through to a giant X×Y matrix(X, Y>=3). The idea is to fill in the grid so that each set of blank squares adds up to the total to the left or above. Further, the numbers can be used stipulated by the examiner, for instance, only the numbers 1-9 can be used or only the numbers 1-6 can be used. And the same number cannot be used more than once in each run. But a number may re-occur in the same row or column in a different run however.
FIG. 1 andFIG. 2 illustrate an example of KAKURO. - Please refer to
FIG. 1 .FIG. 1 represents the 6×6 KAKURO game's puzzle and the examinee can only use the numbers 1-6. It's appreciated thatFIG. 1 is merely an example for illustrating briefly. KAKURO is not limited to this sample. The grid with a slash as theslash grid 140 indicates that the examinee should ignore and dodge. It means that the examinee only fills numbers to the blank grid as thegrid 120 or thegrid 130. Owing to the numbers of the grid adds up to the total to the left or above, the number in thegrid 120 and the number in thegrid 130 add up to the clue number “3” in the lower region of thegrid 110 above thegrid grid grid 120 and the number ingrid 150 add up to the clue number “3” in the upper region of thegrid 180 left to thegrid grid grid grid 190 above thegrid grid -
FIG. 2 represents answering the result of the above-mentioned 6×6 KAKURO game's puzzle inFIG. 1 . The grid with a slash as the above-mentionedslash grid 140 indicates that the examinee should ignore and dodge. - The
grid 210 is considered thegrid 120 inFIG. 1 and thegrid 220 is considered thegrid 130 inFIG. 2 . The number “2” in thegrid 210 and the number “1” in thegrid 220 add up to the top clue number “3” in the lower region of thegrid 110. And the number “2” in thegrid 210 differs from the number “1” in thegrid 220. - In addition, the number “1” in the grid 240(the
grid 240 is considered thegrid 150 inFIG. 1 ) and the number “2” in thegrid 210 add up to the left clue number “3” in the upper region of thegrid 180. The number “1”, “3” and “5” in thegrid grid 190. - Consequently, a device for appearing KAKURO has three regions with segment LED displays in the grid normally. An upper and lower region with segment LED displays in the grid could show the clue number and a middle region with segment LED displays in the grid could show the number answering to the puzzle. Each grid having three regions with LED displays would lead to squander the cost for product. The present invention would address such problems.
- The present invention provides a digital device for displaying a game named KAKURO. The digital device comprises a LCD panel for digital display, a X×Y matrix structure having X×Y cells on the LCD panel and wherein the X and the Y are the positive integers, and the cell could comprise at least one region having one set of segment led display device for appearing the numbers according to KAKURO on the LCD panel.
- It is appreciated that the present invention provides a rule for arranging the region with the set of segment led display device of appearing the game named KAKURO. When the cell located on the range of the matrix[X-2<X<=X, Y-2<Y<=Y](means the X is greater than X-2 and smaller or equal to X, and the Y is greater than Y-2 and smaller or equal to Y), the cell on the LCD panel comprises one region for appearing the inserting answer of KAKURO.
- And when the cell located on the range of the matrix[1<=X<=X, Y=1](means the X is greater or equal to 1 and smaller or equal to X, and the Y is equal to 1), wherein the cell comprises one region situated in the upper position of the cell for appearing the clue numbers of the puzzle of KAKURO.
- Moreover, the cell comprises one region situated in the lower position of the cell for appearing the clue numbers of the puzzle of KAKURO when the cell located on the range of the matrix[X=1, 1=<Y<=Y](means the X is equal to 1, and the Y is greater or equal to 1 and smaller or equal to Y).
- In addition, when the cell located on the range of the matrix[1<X<X-1, Y>Y-2](means the X is greater than 1 and smaller than X-1, and the Y is greater than Y-2), the cell comprises one region for appearing the inserting answer of KAKURO and one region situated in the lower position of the cell for appearing the clue numbers of the puzzle of KAKURO.
- Further, the cell comprises one region for appearing the inserting answer of KAKURO and one region situated in the upper position of the cell for appearing the clue numbers of the puzzle KAKURO when the cell located on the range of the matrix[X-2<X<=X, 1<Y<Y-1](means the X is greater than X-2 and equal to X, and the Y is greater than 1 and smaller than Y-1).
- Furthermore, when the cell located on the range of the matrix[1<X<X-1, 1<Y<Y-1](means said X is greater than 1 and smaller than X-1, and said Y is greater than 1 and smaller than Y-1), the cell comprises one region for appearing the inserting answer of KAKURO and two regions situated in the upper and lower position of the cell for appearing the clue numbers of the puzzle of KAKURO.
-
FIG. 1 represents the 6×6 KAKURO game's puzzle. -
FIG. 2 represents answering to the 6×6 KAKURO game's puzzle. -
FIG. 3 represents the initial digital displaying of the 6×6 KAKURO game of the digital device. -
FIG. 4 represents the digital displaying of the 6×6 KAKURO game's puzzle via the digital device. -
FIG. 5 represents the digital displaying for answering to the 6×6 KAKURO game's puzzle via the digital device. - The present invention is described with the preferred embodiments and accompanying drawings. It should be appreciated that all the embodiments are merely used for illustration. Although the present invention has been described in terms of a preferred embodiment, the invention is not limited to this embodiment. The scope of the invention is defined by the claims. Modifications within the spirit of the invention will be apparent to those skilled in the art.
- The present invention relates particularly to the digital device for displaying a game named KAKURO.
FIG. 1 andFIG. 2 and the above explication illustrate KAKURO briefly.FIG. 3 ,FIG. 4 andFIG. 5 represents the displaying of the KAKURO game in a digital way.FIG. 3 ,FIG. 4 andFIG. 5 represents the initial digital displaying of the 6×6 KAKURO game of a digital device. The digital device for displaying a game named KAKURO comprising a LCD panel for digital display. And the LCD panel has a X×Y matrix configuration having X×Y cells (the X and the Y are the positive integers). In this instance, the X and Y set to be “6”. But it's merely an example instead of limitation for brief illustration. Accordingly there is a 6×6 matrix on the LCD panel in theFIG. 3 . As mentioned above, the matrix owns 6×6 (36) cells. In addition, every cell comprises at least one region having one set of segment LED display device for appearing the numbers according to KAKURO on the LCD panel. - For appearing the clue numbers of the puzzle of KAKURO, the region could be placed in an upper or lower position of the cell. Refers to
FIG. 3 , thegrid 340 is an example of a cell having one region in the upper position and thegrid 310 is a cell having one region in the lower position. - It is appreciated that the present invention provides a rule for arranging the region with the set of segment LED display device. Refers to
FIG. 3 , the cell comprises one region for appearing the inserting answer of KAKURO when the cell located on the range of the matrix[X-2<X<=X, Y-2<Y<=Y](means the X is greater than X-2 and smaller or equal to X, and the Y is greater than Y-2 and smaller or equal to Y). For instance, thegrid 330 inFIG. 3 . Because of KAKURO regulations, numbers must add up to the clue number of the grid at the top or to the left. KAKURO shows the clue number at the top by means of putting this clue number on the lower region of a grid such as the number “3” in the lower region of thegrid 110 inFIG. 1 . And the number in thegrid 120 and thegrid 130 sums total as the number “3” in the lower region of thegrid 110. Further, KAKURO shows the clue number to the left by means of putting this clue number on the upper region of a grid such as the number “3” in the upper region of thegrid 180 inFIG. 1 . And the number in thegrid 240 and thegrid 210 sums total to the number “3” in the upper region of thegrid 180. Thus, at least two cells below or right to the clue number cells for summing up. The cells in this range (the matrix [X-2<X<=X, Y-2<Y<=Y]) don't have enough below or right cells near to themselves for summing up. Thus, the cells in this range could only be the cell for inserting an answer to KAKURO. The cell comprises only one region for appearing the inserting answer of KAKURO. - And the cell comprises one region situated in the upper position of the cell for appearing the clue numbers of the puzzle of KAKURO when the cell located on the range of the matrix [1<=X<=X, Y=1] (means the X is greater or equal to 1 and smaller or equal to X, and the Y is equal to 1), for instance, the
grid 340 inFIG. 3 . In KAKURO game, the first column of the KAKURO matrix is arranged to the clue numbers for the other right grids. Thus, the cells in this range could only be the cell for the clue numbers of KAKURO. And the cell comprises only one region in the upper position of the cell for appearing the clue numbers for the numbers in the other grids of the right columns adding up to. - In addition, the cell comprises one region situated in the lower position of the cell for appearing the clue numbers of the puzzle of KAKURO when the cell located on the range of the matrix [X=1, 1=<Y<=Y] (means the X is equal to 1, and the Y is greater or equal to 1 and smaller or equal to Y), for instance, the
grid 310 inFIG. 3 . Similarly, in KAKURO game, the first row of the KAKURO matrix is arranged to the clue numbers for the other grids of the below rows. Thus, the cells in this range could only be the cell for the clue numbers of KAKURO. And the cell comprises only one region in the lower position of the cell for appearing the clue numbers for the numbers in the other below grids adding up to. - Moreover, the cell comprises one region for appearing the inserting answer of KAKURO and one region situated in the lower position of the cell for appearing the clue numbers of the puzzle of KAKURO when the cell located on the range of the matrix [1<X<X-1, Y>Y-2] (means the X is greater than 1 and smaller than X-1, and the Y is greater than Y-2). For example, the
grid 320 inFIG. 3 . Because of KAKURO regulations, at least two cells right to or below the clue number for summing up. The cells in this range have enough below cells but don't have enough right cells near to themselves. Thus, the cell in this region comprises one region situated in the lower position of the cell for appearing the clue numbers. More, the cell in this region could have one region for appearing the inserting answer according to the above or right clue grids. - Besides, the cell comprises one region for appearing the inserting answer of KAKURO and one region situated in the upper position of the cell for appearing the clue numbers of the puzzle of KAKURO when the cell located on the range of the matrix [X-2<X<=X, 1<Y<Y-1] (means the X is greater than X-2 and equal to X, and the Y is greater than 1 and smaller than Y-1). For example, the
grid 360 inFIG. 3 . Because of KAKURO regulations, at least two cells right to or below the clue number for summing up. The cells in this range have enough right cells but don't have enough below cells near to themselves. Thus, the cell in this region comprises one region situated in the upper position of the cell for appearing the clue numbers. More, the cell in this region could have one region for appearing the inserting answer according to the above or right clue grids. - Further, the cell comprises one region for appearing the inserting answer of KAKURO and two regions situated in the upper and lower position of the cell for appearing the clue numbers of KAKURO when the cell located on the range of the matrix[1<X<X-1, 1<Y<Y-1](means the X is greater than 1 and smaller than X-1, and the Y is greater than 1 and smaller than Y-1). For example, the
grid 350 inFIG. 3 . Because of KAKURO regulations, at least two cells right to or below the clue number for summing up. The cells in this range have enough right and below cells near to themselves. Thus, the cell in this region comprises two region situated in the upper and lower position of the cell for appearing the clue numbers. More, the cell in this region could have one region for appearing the inserting answer according to the above or right clue grids. -
FIG. 4 represents the digital displaying of the 6×6 KAKURO game's puzzle via the digital device ofFIG. 3 . AndFIG. 4 adopts the puzzle ofFIG. 1 . Thegrid 415 inFIG. 4 is thegrid 120 inFIG. 1 for inserting an answer to the puzzle. And thegrid 410 inFIG. 4 as thegrid 110 inFIG. 1 for appearing a clue number “3” via LED segment displays in the lower position of the cell. Thegrid 430 inFIG. 4 is thegrid 180 inFIG. 1 for appearing a clue number “3” and “7” via LED segment displays in the lower and upper position of the cell. Thegrid 440 inFIG. 4 with a slash as theslash grid 140 inFIG. 1 indicates that the examinee should ignore and dodge. -
FIG. 5 represents the digital displaying for answering to the 6×6 KAKURO game's puzzle via the digital device. AndFIG. 5 accords to the answer ofFIG. 2 . And the grid 510 inFIG. 5 is thegrid 210 inFIG. 2 for appearing an answering number “2” via LED segment displays. Thegrid 520 inFIG. 5 is thegrid 220 inFIG. 2 for appearing an answering number “1” via LED segment displays. - As is understood by a person skilled in the art, the foregoing preferred embodiments of the present invention are illustrated of the present invention rather than limiting of the present invention. It is intended to cover various modifications and similar arrangements included within the spirit and scope of the appended claims, and the scope of which should be accorded the broadest interpretation so as to encompass all such modifications and similar structure. While the preferred embodiment of the invention has been illustrated and described, it will be appreciated that various changes can be made therein without departing from the spirit and scope of the invention.
Claims (7)
1. A digital device for displaying a game named KAKURO comprising:
a LCD panel for digital display;
a X×Y matrix configuration having X×Y cells on said LCD panel and wherein
said X and said Y are the positive integers; and
wherein each cell of said X×Y cells comprises at least one region having one set of segment led display device for appearing the numbers according to said game on said LCD panel.
2. The digital device for displaying a game named KAKURO as set forth in claim 1 , wherein a cell of said X×Y cells comprises one said region for appearing the inserting answer of said game when said cell located on the range of said matrix [X-2<X<=X, Y-2<Y<=Y], wherein said X is greater than X-2 and smaller or equal to X, and said Y is greater than Y-2 and smaller or equal to Y.
3. The digital device for displaying a game named KAKURO as set forth in claim 1 , wherein a cell of said X×Y cells comprises one said region situated in the upper position of said cell for appearing the clue numbers of the puzzle of said game when said cell located on the range of said matrix [1<=X<=X, Y=1], wherein said X is greater or equal to 1 and smaller or equal to X, and said Y is equal to 1).
4. The digital device for displaying a game named KAKURO as set forth in claim 1 , wherein a cell of said X×Y cells comprises one said region situated in the lower position of said cell for appearing the clue numbers of the puzzle of said game when said cell located on the range of said matrix [X=1, 1=<Y<=Y], wherein said X is equal to 1, and said Y is greater or equal to 1 and smaller or equal to Y.
5. The digital device for displaying a game named KAKURO as set forth in claim 1 , wherein a cell of said X×Y cells comprises one said region for appearing the inserting answer of said game and one said region situated in the lower position of said cell for appearing the clue numbers of the puzzle of said game when said cell located on the range of said matrix [1<X<X-1, Y>Y-2], wherein said X is greater than 1 and smaller than X-1, and said Y is greater than Y-2.
6. The digital device for displaying a game named KAKURO as set forth in claim 1 , wherein a cell of said X×Y cells comprises one said region for appearing the inserting answer of said game and one said region situated in the upper position of said cell for appearing the clue numbers of the puzzle of said game when said cell located on the range of said matrix [X-2<X<=X, 1<Y<Y-1], wherein said X is greater than X-2 and equal to X, and said Y is greater than 1 and smaller than Y-1.
7. The digital device for displaying a game named KAKURO as set forth in claim 1 , wherein a cell of said X×Y cells comprises one said region for appearing the inserting answer of said game and two said regions situated in the upper and lower position of said cell for appearing the clue numbers of the puzzle of said game when said cell located on the range of said matrix [1<X<X-1, 1<Y<Y-1], wherein said X is greater than 1 and smaller than X-1, and said Y is greater than 1 and smaller than Y-1.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/461,496 US20080039168A1 (en) | 2006-08-01 | 2006-08-01 | A digital device for displaying a game named kakuro |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/461,496 US20080039168A1 (en) | 2006-08-01 | 2006-08-01 | A digital device for displaying a game named kakuro |
Publications (1)
Publication Number | Publication Date |
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US20080039168A1 true US20080039168A1 (en) | 2008-02-14 |
Family
ID=39051452
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/461,496 Abandoned US20080039168A1 (en) | 2006-08-01 | 2006-08-01 | A digital device for displaying a game named kakuro |
Country Status (1)
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US (1) | US20080039168A1 (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20150137449A1 (en) * | 2013-11-21 | 2015-05-21 | TMGCL IP Holdings Limited | System and method for generating and using solvable puzzle forms |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4747600A (en) * | 1986-01-17 | 1988-05-31 | Selectro-Vision, Ltd. | Electronic game board for bingo |
US20030109310A1 (en) * | 2001-12-12 | 2003-06-12 | Heaton Timothy H. | Systems and methods for assisting in game play and wagering |
US20040224772A1 (en) * | 2003-05-09 | 2004-11-11 | Microsoft Corporation | Instant messaging embedded games |
-
2006
- 2006-08-01 US US11/461,496 patent/US20080039168A1/en not_active Abandoned
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4747600A (en) * | 1986-01-17 | 1988-05-31 | Selectro-Vision, Ltd. | Electronic game board for bingo |
US20030109310A1 (en) * | 2001-12-12 | 2003-06-12 | Heaton Timothy H. | Systems and methods for assisting in game play and wagering |
US20040224772A1 (en) * | 2003-05-09 | 2004-11-11 | Microsoft Corporation | Instant messaging embedded games |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20150137449A1 (en) * | 2013-11-21 | 2015-05-21 | TMGCL IP Holdings Limited | System and method for generating and using solvable puzzle forms |
US9649552B2 (en) * | 2013-11-21 | 2017-05-16 | TMGCL IP Holdings Limited | System and method for generating and using solvable puzzle forms |
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Owner name: DAKA STUDIO, INC., TAIWAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:WU, SHAO-MING;LAI, CHEN-CHUN;CHEN, HSIEN-TANG;REEL/FRAME:018038/0359 Effective date: 20060718 |
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STCB | Information on status: application discontinuation |
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