US20120021811A1 - Sequence memory games - Google Patents

Sequence memory games Download PDF

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Publication number
US20120021811A1
US20120021811A1 US13/191,291 US201113191291A US2012021811A1 US 20120021811 A1 US20120021811 A1 US 20120021811A1 US 201113191291 A US201113191291 A US 201113191291A US 2012021811 A1 US2012021811 A1 US 2012021811A1
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United States
Prior art keywords
memory
triggers
game system
housing
sequence
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Abandoned
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US13/191,291
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Erich Weidetz
Susan Stanton
Stephen C. Hallaian
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Mattel Inc
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Mattel Inc
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Priority to US13/191,291 priority Critical patent/US20120021811A1/en
Assigned to MATTEL, INC. reassignment MATTEL, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: HALLAIAN, STEPHEN C, STANTON, SUSAN, WEIDETZ, ERICH
Publication of US20120021811A1 publication Critical patent/US20120021811A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H5/00Musical or noise- producing devices for additional toy effects other than acoustical
    • 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
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2404Keyboard
    • 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
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • A63F2009/2477Tone generators, oscillators

Definitions

  • the present disclosure is directed toward electronic memory game systems, and more particularly to electronic memory game systems including a base unit having a plurality of triggers, a housing having a plurality of illumination devices extending over the base unit and/or a wireless communication device.
  • Examples of handheld sequence matching games can be found in the disclosures of U.S. Pat. No. 5,672,131, U.S. Pat. No. 6,086,478, U.S. Pat. No. 6,210,278, and U.S. Pat. No. 7,351,148.
  • Examples of electronic sequence matching games can be found in the disclosures of U.S. Pat. No. 4,359,220, U.S. Pat. No. 4,207,087, U.S. Pat. No. 5,855,513 and the Milton Bradley game “Simon.”
  • Electronic games including competition mediated in part by wireless communications can be found in the disclosures of U.S. Pat. No. 5,618,045 and U.S. Pat. No. 6,540,606. The disclosures of all of the aforementioned references are incorporated herein by reference in their entirety for all purposes.
  • an electronic memory game system may include a base unit, a plurality of triggers disposed on the base unit, a housing mounted to the base unit and extending over a portion of the base unit, a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the plurality of triggers are actuated to generate a memory response sequence to the memory challenge sequence, and a wireless communication device configured to communicate with a remote wireless communication device.
  • the game system may further include an electronic processor configured to generate the memory challenge sequence displayed by the plurality of illumination devices, to record the memory response sequence generated by activation of the plurality of triggers, and/or to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
  • the plurality of illumination devices may be disposed as a generally linear array on the housing and the plurality of triggers may be disposed on the base as a generally linear array aligned with the illumination devices on the arcuate housing.
  • Some embodiments of the game system may further include a motion sensor.
  • the motion sensor may be disposed on a surface of the housing distal the base unit. Activation of the motion sensor may initiate the memory challenge sequence.
  • some embodiments of the game system may further include a first game apparatus including the base unit, the plurality of triggers, the housing, the plurality of illumination devices, and the wireless communication device and a second game apparatus containing a remote wireless communication device configured to communicate with the wireless communication device of the first game apparatus.
  • the game system may include a cylindrical base unit including a top cylindrical half and a bottom cylindrical half, a plurality of triggers disposed on the bottom cylindrical half, an arcuate housing mounted to a first end of the base unit, the housing extending over the top cylindrical half and a plurality of illumination devices on the housing for displaying a memory challenge sequence, wherein the plurality of illumination devices are aligned with the plurality of triggers.
  • the electronic memory game system may include a base unit, a plurality of triggers disposed on the base unit, an arcuate housing mounted to a first end of the base unit and extending over a portion of the base unit, a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the distribution of the plurality of illumination devices spatially correlates to the distribution of the plurality of triggers, an electronic processor configured to generate a memory challenge sequence displayed by the plurality of illumination devices, to record a memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence, a motion sensor disposed on an outside surface of the housing and a wireless communication device including an infrared radiation emitter and an infrared radiation detector, the wireless communication device configured to communicate game information with a remote game apparatus.
  • FIG. 1 is a perspective view of a nonexclusive illustrative example of an electronic memory game system including a base unit, a plurality of triggers, a housing and a plurality of illumination devices, according to the present disclosure.
  • FIG. 2 is a side view of the game system of FIG. 1 , showing a speaker disposed in an end of the base unit.
  • FIG. 3 shows a front view of the game system of FIG. 1 , showing the illumination devices disposed on the arcuate housing generally aligned with the triggers disposed on the base unit.
  • FIG. 4 shows a top view of the game system of FIG. 1 , showing a plurality of illumination devices and a motion sensor.
  • FIG. 5 depicts a back view of the game system of FIG. 1 , with a back portion of a housing removed to show inner components of the base unit and the housing according to the present disclosure.
  • FIGS. 6-9 show circuit diagrams of a game system including various electronic components according to the present disclosure.
  • FIG. 10 is a nonexclusive illustrative example of an electronic memory game system including a first game apparatus and a second game apparatus, both shown in a front view, according to the present disclosure.
  • FIG. 11 is a block diagram showing control sequences for activating and selecting alternative game modes for a memory game system according to the present disclosure.
  • FIGS. 12-15 are block diagrams showing nonexclusive examples of event progression for various exemplary modes of game play with a memory game system according to the present disclosure.
  • An electronic memory game system in accordance with the present disclosure may be configured to provide a memory game for a player and may be further configured to be grasped by the player's hand.
  • the game system may further include means for wireless communication, for example with a remote game apparatus and/or remote wireless communication device.
  • FIGS. 1-5 depict a nonexclusive illustrative example of a game system, shown generally at 10 .
  • Game system 10 may include a base unit 20 , a housing 30 , a plurality of manual input devices or triggers 40 disposed on base unit 20 , and a plurality of illumination devices 50 disposed on housing 30 .
  • a visual memory challenge sequence may be produced by illumination devices 50 and a player may respond by actuating triggers 40 in a corresponding memory response sequence.
  • game system 10 may but is not required to contain at least one of the structures, components, functionalities, concepts, and/or variations described, illustrated, and/or incorporated herein.
  • base unit 20 may include a cylindrical base unit 21 and/or a portion configured as a grip 22 to be grasped by either of a player's hands, either a left hand or a right hand.
  • One or both ends of grip 22 may include a flange 24 , which may form a further portion of base unit 20 and which may guide a player's hand grasping grip 22 .
  • Housing 30 may be mounted to a first end 25 of base unit 20 and may extend over a portion of base unit 20 .
  • FIG. 1 shows an arcuate housing 31 extending over a portion of base unit 20 .
  • housing 30 may include at least one arm 38 mountable to flange 24 of base unit 20 .
  • housing 30 may be mounted with a generally parallel alignment to base unit 20 , such that housing 30 may arch over a portion of base unit 20 , such as a portion of an upper surface 26 , or a dorsal surface of a player's grasping hand when base unit 20 is grasped along grip 22 .
  • game system 10 may be asymmetrically configured to include a front and a back, and various upward-oriented and downward oriented play surfaces.
  • Grip 22 may include upper surface 26 , also referred to as a top cylindrical half, oriented toward housing 30 , and a bottom surface 28 , also referred to as a bottom cylindrical half, oriented away from housing 30 .
  • Housing 30 may include a front surface 32 , a back surface 34 , and an upper surface 36 .
  • plurality of triggers 40 may be actuated to generate a memory response sequence to a memory challenge sequence.
  • Plurality of triggers 40 may be disposed on a bottom surface 28 of grip 22 , as shown in FIGS. 1 , 2 and 5 . More particularly, triggers 40 may be disposed on bottom surface 28 such that as a player grasps grip 22 , fingers of the grasping hand engage each of the four triggers 40 .
  • Triggers 40 may be disposed on a bottom surface 28 of grip 22 in a generally linear array. Additionally and/or alternatively, triggers 40 may be disposed on a bottom surface or half 28 of grip 22 with a rotational offset, such that triggers 40 are rotationally oriented toward front surface 32 of housing 30 .
  • a player's grasping hand may preferentially engage grip 22 with a wrist directed under back surface 34 and with the first phalanges of the grasping hand directed below front surface 32 , such that distal phalanges of the grasping hand engage triggers 40 .
  • triggers 40 may be more particularly disposed on grip 22 to facilitate engagement by each of the fingers of a player's grasping hand.
  • triggers 40 may include a first outer trigger 42 , second inner trigger 44 , third inner trigger 46 , and fourth outer trigger 48 , wherein outer triggers 42 , 48 may be rotated about grip 22 toward front surface 32 of housing and relative to inner triggers 44 , 46 , such that outer triggers 42 , 48 may engage the shorter first and last fingers of a player's hand while inner triggers 44 , 46 may best engage the longer second and third digits of a player's hand. It will be appreciated that the advantages of this relative trigger rotation extends in similar fashion to either a grasping left-hand or a grasping right-hand of a player.
  • Housing 30 may include a plurality of illuminated surfaces 50 , such as LED lights, disposed on upper surface 36 , for example as a generally linear array. As shown in FIGS. 1-5 , illuminated surfaces 50 may be disposed on upper surface 36 and along a corner with front surface 32 . For example, illuminated surfaces 50 may cover portions of both upper surface 36 and front surface 32 , such that illuminated surfaces 50 may be visible when game device is viewed substantially from either aspect.
  • illuminated surfaces 50 such as LED lights
  • the distribution of the plurality of illuminated surfaces 50 on housing 30 may spatially correlate with the distribution of the plurality of triggers 40 on base unit 20 .
  • plurality of illuminated surfaces 50 may be disposed on housing 30 in general alignment with a plurality of triggers 40 disposed on base unit 20 . Spatial correspondence between illuminated surfaces 50 and triggers 40 may correlate to a functional correspondence between the visual elements in a memory challenge sequence and the manual trigger actuation elements in a memory response by a player.
  • game system 10 may include triggers 42 , 44 , 46 , and 48 aligned with illuminated surfaces 52 , 54 , 56 , and 58 , respectively, wherein actuation of triggers 42 , 44 , 46 , and 48 in a memory response sequence may correspond to illumination by illuminated surfaces 52 , 54 , 56 , and 58 , respectively, in a memory challenge sequence.
  • plurality of illumination devices 50 may be aligned with plurality of triggers 40 .
  • Some examples of electronic memory game system 10 may include an audio transmitter, such as a speaker 80 , shown in FIG. 4 .
  • Speaker 80 may be disposed within base unit 20 , such as adjacent an end of base unit 20 , and may be covered by a speaker grill 82 .
  • Speaker 80 may be disposed within base unit 20 such that speaker 80 faces the body of a user during game play, for example speaker 80 may be disposed on a left side of a base unit when a game system is configured for use by a right handed player.
  • electronic game system 10 may also include a general electronic power switch 90 .
  • Power switch 90 may be an On/Off switch or more preferably a tri-prong On/Off/Try-Me power switch, and may be disposed on back surface 34 of housing 30 .
  • game play may include a single player using a single memory game system 10 .
  • game play may include head-to-head memory games between two or more game devices, used by two or more players, as explained in more detail with reference to FIGS. 10 and 15 .
  • game system 10 may include features to permit wireless communication, such as IR communication, between two or more game devices 10 during game play or for competitive scoring purposes between players.
  • game system 10 may include a wireless communication device 60 , preferably disposed on a front surface, such as surface 32 of housing 30 .
  • game system 10 may include a communication device 60 having a wireless transmitter, such as an infrared radiation emitter, also referred to as IR transmitter 62 , for transmitting information to a remote wireless communication device, such as a remote wireless communication device included in a remote game apparatus (not shown).
  • Wireless communication device 60 may also include a wireless receiver, such as an infrared radiation detector, also referred to as IR receiver 64 , for receiving information transmitted by the remote wireless communication device.
  • wireless communication device 60 may include infrared radiation emitter 62 and an infrared radiation detector 64 , wireless communication device 60 configured to communicate game information with a remote game apparatus.
  • game system 10 may include separate and/or additional communication devices, such as communication port 70 , as shown in FIGS. 1 , 2 and 5 .
  • communication port 70 may include a proximity sensor, also referred to as a motion sensor.
  • communication port 70 may include a wireless transmitter, such as an IR transmitter, and/or a sensor 72 for transmitting information between game devices.
  • communication port 70 may include a photosensor 74 capable of detecting changes in the intensity of visible light or IR radiation, which may be used as a proximity sensor for activating or controlling various aspects of game play.
  • Communication port 70 may be disposed symmetrically and/or near a middle portion of upper surface 36 , distal base unit 20 .
  • An IR transmitter and/or sensor 72 may be disposed on upper surface 36 proximate photosensor 74 relative to orientation of front surface 32 .
  • a transmitter and/or sensor 72 may be disposed on upper surface 36 distant from photosensor 74 .
  • communication port 70 may be disposed on an outside surface of housing 30 .
  • Electronic memory game system 10 may also include batteries (not shown) as a supply of electricity.
  • Base unit 20 may be configured to include a battery casement 88 ( FIG. 5 ) for holding batteries as a supply of electricity.
  • Base unit 20 may be further configured to permit a securable replacement of batteries.
  • base unit 20 may include a removable battery cover, which may be disposed at an end of base unit 20 opposite from a speaker grill 82 .
  • Game system 10 may include a variety of surface treatments for attractive coloring, for visual indication of active play surfaces, such as grip 22 , finger triggers 40 , and the like, and/or for permitting a transmission of visible and/or IR radiation, such as from illumination devices 50 , and through wireless communication device 60 , and through second communication port 70 .
  • FIG. 5 shows from a rear perspective view an electronic memory game system 10 including base unit 20 having grip 22 and flanges 24 , and housing 30 mounted to flanges 24 of base unit 20 by arms 38 , but lacking a back portion of both housing 30 and base unit 20 .
  • Base unit 20 may be configured to include speaker 80 , battery casement 88 , and an electronic control unit 100 , also referred to as an electronic processor, which may be disposed partly or entirely within grip 22 , as shown.
  • Control unit 100 may be disposed between speaker 80 and battery casement 88 .
  • Control unit 100 may be configured to generate a memory challenge sequence displayed by plurality of illumination devices 50 , to record a memory response sequence generated by activation of plurality of triggers 40 , and/or to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
  • second communication port 70 which may include an IR transmitter and/or sensor and a proximity photosensor, may be mounted to inside of upper surface 32 of housing 30 .
  • Base unit 20 and housing 30 may be configured to include sufficient space for electronic wiring (not shown) between at least control unit 100 , speaker 80 , battery casement 88 , finger triggers 40 , lights 52 , 54 , 56 , 58 , and a power switch 90 .
  • base unit 20 and housing 30 may include sufficient internal space for light piping between illumination devices 50 , such as lights 52 , 54 , 56 , 58 , and upper surface 36 .
  • Illumination devices 52 , 54 , 56 , 58 may be mounted inside and adjacent upper surface 36 .
  • Communication port 70 which may include an IR transmitter and/or sensor 72 and a proximity photosensor 74 , may be further mounted inside and adjacent upper surface 36 and generally behind the illumination devices 50 , such as adjacent a back edge of upper surface 36 .
  • a plurality of electrical pin connectors 120 and one or more of a wiring harness may be provided to distribute electrical activity to some components, such as illumination devices 50 including LED lights 52 , 54 , 56 , 68 , first communication device 60 (not shown), and second communication port 70 .
  • Electronic game system 10 may further include printed circuit boards (PCBs) and/or printed circuit board assemblies (PCBAs) to mechanically support and electrically connect electronic components.
  • FIG. 6 schematically shows a photosensor PCB board controlling at least a duty cycle including an “on time” of 12 ms and an “off time” of 4 ms (output pulse square), which may support an IR emitting diode.
  • the IR emitting diode may include an IR transmitter capable of operation in ambient light, for example ambient light having intensities of up to 2500 Lux.
  • the photosensor may include a motion detection range of about two inches.
  • FIG. 7 schematically shows a circuit which may control an audio output device, such as a speaker 80 .
  • FIG. 8 shows schematically a portion of an IR module, which may include an IR receiver module.
  • FIG. 9 shows schematically electronic circuits for at least a tri-prong power switch (ON, OFF, Try-Me), a plurality of LED lights (e.g., red LED, blue LED), which may correspond to LED lights 52 , 54 , 56 , 58 of game system 10 , and a plurality of finger keys, which may correspond to finger triggers 42 , 44 , 46 , 48 of game system 10 .
  • a tri-prong power switch ON, OFF, Try-Me
  • a plurality of LED lights e.g., red LED, blue LED
  • finger keys e.g., a plurality of finger keys
  • a memory game system 200 may include a first game apparatus 210 and a second game apparatus 280 .
  • First game apparatus 210 may include a base unit 220 and a housing 230 .
  • First game apparatus may further include a plurality of triggers 240 , including triggers 242 , 244 , 246 and 248 , a plurality of illumination devices 250 , also referred to as lights and/or LED's, including illumination devices 252 , 254 , 256 , and 258 , a proximity or motion sensor 270 and a wireless communication device 260 configured to communicate with a remote wireless communication device 290 .
  • Second game apparatus 280 may include remote wireless communication device 290 configured to communicate with wireless communication device 260 of first game apparatus 210 .
  • FIGS. 11-15 show non-exclusive examples of modes of game play for a memory game system in accordance with the present disclosure.
  • the non-exclusive examples of modes of game play are described below with reference to the embodiment of a game system shown in FIG. 10 , however, the modes of game play apply to all embodiments of game systems described herein.
  • FIG. 11 shows an example control sequence for activating memory game system and selecting alternative game modes.
  • a power switch for the game system may include a first “Try-Me” position, a second “power off” position and/or a third “unit on high volume” position.
  • a failure of the system to receive an input for a period of time, such as for 30 seconds continuous time, may result in an automatic power off.
  • Turning the power switch for game system to a “unit on” position may result in sound effects and/or light effects, such as flashing all LEDs in sequence then all together in repeated fashion.
  • a player may then be prompted to select a game mode in part through visual signals, such as through flashing a subset of the illumination devices, for example illumination devices 252 and 258 .
  • the player may then cycle through one or more options from a menu of available game modes, for example by actuating (pressing) a trigger, such as trigger 242 to cycle backward through available game modes or trigger 248 to cycle forward through available game modes.
  • the game menu may include multiple game modes, such as Repeat the Beat, Rhythm Hero, Freestyle DJ, and Versus Challenge. Additionally and/or alternatively, game modes may include Reflex Master and/or Versus Mode.
  • the player may select a particular game mode by activating proximity sensor 270 , also referred to as a motion detector.
  • the proximity sensor may include a photosensor having a detection range and the particular game mode may be selected by moving the player's free hand (the hand not holding game system 100 ) adjacent the photosensor within the detection range.
  • the player may squeeze and hold all four triggers 240 for three seconds. The game play may then be returned to the game menu.
  • To exit Versus Mode the player may turn the power switch off and then on. After 2-3 minutes of inactivity, the game system may enter sleep mode. Any button may be pressed to return to the game menu.
  • the player may be permitted to choose a difficulty level for game play, such as a Level 1 , which may include an Easy Speed and have only one trigger prompts; a Level 2 , which may include a Medium Speed and have 20% double trigger prompts and 80% single trigger prompts; a Level 3 , which may include a Max Speed and have 40% double trigger prompts and 60% single trigger prompts.
  • a difficulty level for game play such as a Level 1 , which may include an Easy Speed and have only one trigger prompts; a Level 2 , which may include a Medium Speed and have 20% double trigger prompts and 80% single trigger prompts; a Level 3 , which may include a Max Speed and have 40% double trigger prompts and 60% single trigger prompts.
  • the player may be permitted to choose a volume level.
  • the game system may include five volume settings, “5” being the loudest.
  • the player may change the volume by squeezing and holding all four triggers for three seconds, then using triggers 242 , 248 to cycle through the different volume settings.
  • the desired volume may be selected by waving the player's hand over proximity sensor 270 .
  • Game play performance may be scored by awarding “medals”, for example silver, gold and/or platinum, and scores in each medal category, silver- 1 being the lowest medal score, platinum- 5 being the highest. Additionally and/or alternatively, a player may hear an audio affirmation, such as “Unbelievable! You rocked every level!,” if the player completes the entire game.
  • the player may respond by activating the corresponding trigger and/or the trigger in substantial alignment with the illuminated light, for example light 252 and trigger 242 .
  • the player may respond by activating the corresponding two or three triggers.
  • the player may respond by waving the opposing hand over the proximity sensor within the detection range.
  • FIG. 12 shows a nonexclusive example of event progression for the repeat the beat memory mode of game play.
  • the game system may set an initial number, such as three, of permissible attempts or “Lives” for a player to match a memory challenge sequence after it is initially presented.
  • the game system may then audibly prompt a player, for example an audible “ready, go”, and then play a random-generated memory challenge sequence, such as a sequence order of illumination devices turned on/off.
  • the game system may then wait for player to actuate a corresponding sequence of manual inputs, such as corresponding finger triggers, as a memory response sequence, and then compare the input memory response sequence to the presented memory challenge sequence.
  • a player's “Lives” level may be reduced by one, and the memory challenge sequence may be re-played from the beginning, unless and until a player's “Lives” are depleted fully to zero.
  • the game system may present a player with an extended memory sequence by appending a further sequence onto the prior memory challenge sequence to increase the difficulty.
  • the memory challenge sequence may be progressively extended after each error free memory response sequence, unless or until a target memory challenge sequence length is achieved, such as for example a memory challenge sequence having ten sequence elements.
  • an initial memory challenge sequence may be presented having less than 10 elements, which after a correct memory response sequence may be increased by addition of further sequence elements up to a limited number of final elements, such as 10 sequence elements.
  • An error free memory response sequence to a maximum length memory challenge sequence may result in a new random memory challenge sequence.
  • a player achieving a memory challenge sequence length may be included in game play as the awarding of a badge of achievement such as Silver 1 - 5 , or Gold 1 - 5 , or Platinum 1 - 5 , an increase in a player's “Lives” and/or a graduation to a more difficult level of memory challenge sequence (e.g. Level 1 , Level 2 , Level 3 ).
  • An object of the game may be to correctly match a maximum memory challenge sequence length on every difficulty level. Each level may include the same memory challenge sequence length, however, the higher the level, the more complicated the pattern of the memory challenge sequence length.
  • a repeat the beat game play mode may be described as follows: an LED will light up and a player must press the corresponding trigger or button. If performed correctly, the beat game play mode may present the same light sequence, but add one more cue onto it. With each correct sequence completed, it will add one additional cue, growing on the existing sequence. Complete a long enough sequence to complete the level. If three mistakes (incorrect response sequences) are made on a level, the game ends. Complete all three levels. No matter how far the player gets, a medal may be awarded based on performance.
  • FIG. 13 shows a flowchart for a nonexclusive example of event progression for a rhythm game mode, also referred to as “rhythm hero” and/or “reflex master”, of game play in accordance with the present disclosure.
  • the game system may set an initial game difficulty level, visually and/or audibly prompt a player to get ready to play (for example “Ready, Go”), start a game time period (for example 30 seconds) and turn on at least one random illumination device and/or LED light.
  • the rhythm game mode may require a player to respond by actuating at least the finger triggers corresponding to the turned on LED light(s) within a pre-set response time.
  • the pre-set response time may vary depending on the level of difficulty, such as 1 second for a Level 1 , or 750 milliseconds for a Level 2 , or 500 milliseconds for a Level 3 .
  • a successful actuation of a corresponding trigger may be logged as an increase in a hit count, while a failure to actuate a corresponding trigger before a pre-set time may result in an LED timeout, each followed by repeated random illumination of one or more LED's until the game time period is completed and a total hit count is recorded.
  • An incorrect trigger response may result in an audio buzzer sound.
  • Music track may play twice as fast as a game time period approaches an end, such as after 10 seconds remaining in the game time period.
  • the game system may stop the music track and indicate a progression score.
  • the progression score may be based in part on the total correct hit count in the time period.
  • the progression score may be included in game play as a metric toward an achievement level, such Silver, or Gold, or Platinum.
  • Each achievement level may be subdivided (e.g. Silver 1 - 5 ; Gold 1 - 5 ; Platinum 1 - 5 ) based on the hit count achieved during a game period, such as Silver 1 (1-4), Silver 2 (5-8), Silver 3 (9-12), Silver 4 (13-15), Silver 5 (16+), wherein a player may be required to achieve a silver 5 (i.e.
  • An object of the game may be to achieve a high number of successful hits, for example 29 and above successful hits.
  • a rhythm game mode may be described as a fast paced game that tests how quick are a player's reflexes.
  • the rhythm game mode may include levels 1 - 5 and an object may include to “tag” as may lights as possible before time runs out. Each level may end after 30 seconds.
  • an LED will light up. Hold down the corresponding button (e.g., finger trigger) and/or wave a hand over the unit (to activate photosensor) if all LED's are lit up. If performed correctly, i.e. a “hit”, the LED will turn off and another LED will light up. If you hit an incorrect button, a negative sound will be given; a player may keep trying to activate the correct correspond trigger(s).
  • a player may have 30 seconds to get as many correct hits as possible.
  • the player may be required to score 40 hits to advance to the next level.
  • the mistakes or incorrect hits may not be recorded.
  • the player may receive a rank for comparison to with other players. Difficulty may increase for levels of play.
  • FIG. 14 shows a flowchart of a nonexclusive example of event progression for a free play or freestyle disc jockey mode of game play in accordance with the present disclosure.
  • a player may be prompted to select an audio track by a flashing of LED lights, after which a player may cycle alternatively backwards or forwards through available audio tracks by actuating one or more finger triggers.
  • actuating trigger 242 may cycle backwards through audio tracks and actuating trigger 248 may cycle forwards through audio tracks, and activating proximity photosensor 270 , such as by passing a player's free hand (non-grasping hand) adjacent the proximity sensor, may select a particular audio track to start.
  • the game system may start the selected track accompanied by illumination of one or more LEDs, and wait for a player's input by actuation of one or more finger triggers. There may be no “incorrect” input in disc jockey mode of game play.
  • a player may toggle or “turn” selected audio features of on and off, depending on which trigger or triggers are activated. Audio features may include for example, a Drums feature of a selected track by actuating a first finger trigger, and/or a Bass feature of a selected track by actuating a second finger trigger, and/or a Lead One feature of a selected track by actuating a third finger trigger, and/or a Lead Two feature of a selected track by actuating a fourth finger trigger.
  • the LED corresponding the activated trigger may be toggled on (lit) and off (un-lit) with actuation of the corresponding trigger.
  • actuation of proximity sensor 270 may result in a random disc jockey effect.
  • the random disc jockey effect may include randomly toggling one or more audio features of a track on and off in correspondence with illumination of one or more corresponding LEDs. Additionally and/or alternatively, the random disc jockey effect may include “scratches” or “yeahs!”. The same effect may be repeated or maintained by simultaneous and continuous activation of the selected trigger and the proximity sensor.
  • a free play disc jockey game mode may be described as a mode that lets a player explore music in a creative, non-competitive environment.
  • a player may choose from 1 or 4 tracks and the game system automatically comes to life (activates) by turning on the lights to all (four) quadrants and blasting a layered (audio) track.
  • Each quadrant represents a different musical element of the track that can be turned on or off by the user, allowing them to “mix” the music.
  • a left quadrant may be the drums; when the LED is lit up, the drum track is being mixed into the track.
  • Activating a proximity sensor may add disc jockey “scratching” sounds and/or audio sampled sounds. A large number of combinations may be tried to show a player's “DJ” mixing skills.
  • FIG. 15 presents diagrammatically a nonexclusive example of event progression for a head-to-head mode of game play, also referred to as a versus challenge or versus mode, which may be played between first game apparatus 210 and second game apparatus 280 in accordance with the present disclosure.
  • First game apparatus 210 having the head-to-head mode of game play selected by a player, may first attempt to communicate, or link, with second game apparatus 280 , by means of IR radiation transmitted through communication device 260 .
  • Failure by first game apparatus 210 to link with second game apparatus 280 in a head-to-head mode of game play may result in an audio prompt by first game apparatus 210 to initiate a wireless link, such as “connect to your friend to play verses mode”, followed by an event timer, such as 4 seconds, before first game apparatus 210 again prompts the player to initiate a wireless link.
  • a wireless link such as “connect to your friend to play verses mode”
  • an event timer such as 4 seconds
  • first game apparatus 210 may identify a first player status, by audio announcement, such as “player one”, and by visual signs, such as flashing one or more LEDs on first game apparatus 210 .
  • second game apparatus 280 may identify a second player status, by audio announcement, such as “player two”, and by visual signs, such as flashing one or more LEDs on second game apparatus 280 .
  • First game apparatus 210 may present a first memory challenge having a sequence of illuminated LEDs to the first player, and may prompt the first player to get ready to generate a memory response sequence, such as by an audio signal of “Player one, Ready, Go”.
  • the first player grasping first game apparatus 210 may generate a memory response sequence by actuating a corresponding sequence of finger triggers, followed by entering a prompt, such as activation of a proximity photosensor.
  • IR communication initiates second game apparatus 280 to prompt the second player, such as by an audio signal of “Player two, Ready, Go”, after which the second player grasping the second apparatus may generate a memory response sequence to a memory challenge sequence by actuating a corresponding sequence of finger triggers of second game apparatus 280 .
  • the first and second game apparatuses may record an initial number of permissible attempts or “Lives” for the first and second players to match a memory challenge sequence, such as three “Lives”, and may communicate by wireless link a status of “Lives” for each player during a head-to-head mode of game play.
  • the first and second game apparatuses may decrease a life count or “Lives” for the first and second game apparatuses after an incorrect memory response sequence is generated.
  • An object of the game in head-to-head or versus challenge mode of game play may include maintenance of a positive life count or “Lives” greater than zero.
  • the head-to-head or versus challenge game may be terminated when a life count or “Lives” of either of first game apparatus 210 or second game apparatus 280 is decreased to zero.
  • a terminated game may be announced by a game apparatus, such as “Player [#] Wins”, wherein Player [#] corresponds to a game apparatus maintaining a positive life count when an opposed game apparatus records an incorrect memory response that reduces a life count to zero.
  • a “versus challenge” mode may be described as about head-to-head competition, which will always operate as a two-player mode.
  • the first game apparatus may announce “Searching for challengers”.
  • the first and second game apparatuses may be within a predetermined range of one another, for example 3 feet. After the second game apparatus has selected versus challenge mode, both the first and second game apparatuses may announce “challenger found!” and/or the game will start.
  • the first game apparatus may be announced as Player 1 , and the challenger may be named as Player 2 .
  • the first game apparatus may flash LEDs and announce “Player 1 ” a short time before the second game apparatus may flash LEDs and announce “Player 2 ”.
  • Player 1 may be given a one-prompt sequence, and must then match that sequence by pulling or actuating the corresponding finger trigger, and then activate the proximity photosensor to signify his turn is completed. If Player 1 performed the sequence correctly, the first game apparatus sends a message to the second game apparatus that it is Player 2 's turn. Player 2 is then given a one-prompt sequence (random). There may be no limit to how high the sequence (length) can go.
  • Players may repeat until one player performs a sequence incorrectly.
  • their game apparatus may subtract one “life”, and then repeat the previous prompt, permitting the player another chance to perform the sequence correctly.
  • Whichever player is first to lose a certain number of lives, such as three lives, may be determined as the loser, and the apparatus will congratulate the winner and provide them with a ranking. Difficulty may increase for levels of play.
  • players may take turns trying to “tag” as many lights as they can. As different lights flash, the players must squeeze or activate the matching triggers or wave their hands over the proximity sensor before those lights go out. Each success scores a “hit”. It may not matter how many mistakes the player makes. In other words, only successful hits may be recorded.
  • An objective of the versus mode may include both the first and second game apparatuses having five turns. Medals may be awarded based on performance and a winner or a tie may be declared.
  • the versus mode may pause if the first and second game apparatuses lose connection with each other. Facing the first and second game apparatuses within the pre-determined distance may re-establish connection.
  • a power switch may be turned off then on to exit versus mode before the game is finished.
  • Some embodiments may include at least one handheld game device having a generally cylindrical base unit configured to be grasped by a player's hand, an arcuate housing mounted to the base and configured to cross a dorsal surface of the player's grasping hand, and means for wireless communication with at least a second handheld game device.
  • the game device may include a plurality of illumination devices, such as LED lights, which may be selectively activated to present a sequence of visual signals as an output template, or memory challenge, to a player.
  • the game device may further include a corresponding plurality of manually activated input devices, such as momentary contact switches configured as finger triggers, which may be selectively activated by individual digits of a player's grasping hand, wherein a sequence of activation may form a memory response to a memory challenge previously presented.
  • a corresponding plurality of manually activated input devices such as momentary contact switches configured as finger triggers, which may be selectively activated by individual digits of a player's grasping hand, wherein a sequence of activation may form a memory response to a memory challenge previously presented.
  • the plurality of illumination devices may be disposed as a generally linear array on the arcuate housing, and the corresponding plurality of manual input devices may be disposed on the cylindrical base as a generally linear array aligned with the illumination devices on the arcuate housing.
  • alignment between illumination devices on the arcuate housing and manual input devices on the cylindrical base may correspond to functional registration between the elements of a memory challenge sequence (e.g., illuminated LEDs) and the elements of an appropriate memory response sequence (e.g., actuated finger triggers).
  • the game device may further include an electronic processor configured to generate a memory challenge using the plurality of illumination devices, to record a memory response based on a sequence of input device actuation, and to generate a score based on a comparison of the memory response to the memory challenge. Correlation between a memory response and a memory challenge may determine game progression, status level (e.g., game lives), and game outcome.
  • an electronic processor configured to generate a memory challenge using the plurality of illumination devices, to record a memory response based on a sequence of input device actuation, and to generate a score based on a comparison of the memory response to the memory challenge. Correlation between a memory response and a memory challenge may determine game progression, status level (e.g., game lives), and game outcome.
  • the game device may include a proximity photosensor adapted to be actuated when an object, such as a player's opposite (i.e., non-grasping) hand, is passed over the housing.
  • Proximity photosensor actuation may control various aspects of game play, including but not limited to selecting a mode of game play, initiating a memory challenge, and/or terminating a memory response.
  • the game device may include at least one audio output device, such as a speaker, by which a player may be informed of game selection, direction, scores, progression, and status, and/or by which an audio track may be played.
  • Some embodiments may include two or more of the handheld game device further configured for wireless communication between game devices.
  • the game device may include an infrared (IR) radiation emitter and an IR radiation detector, wherein IR radiation may permit head-to-head competition between two or more players by conveying game information between game devices, such as mode of game play, direction, score, progression, and status.
  • IR radiation may permit head-to-head competition between two or more players by conveying game information between game devices, such as mode of game play, direction, score, progression, and status.
  • the game device may be configured to generate output signals using the LED lights in particular sequences to form a memory challenge.
  • the game device in such examples may be further configured to receive input signals from the finger-actuated triggers and/or photosensors in particular sequences which form a memory response.
  • the game device may be configured such that actuation of a proximity photosensor may initiate formation of a memory challenge sequence, and may also initiate recording and/or processing of a memory response sequence.
  • the game device may be configured to prompt the output devices to emit visual output signals, to record a sequence of manual input signals, determine whether input signals are received according to an output memory challenge or an alternative predetermined pattern, measure a duration of input time, and so forth.
  • Methods of game play suitable for use with such embodiments may involve one or more players attempting to emulate a memory challenge by actuating finger triggers and proximity sensors, such as by finger triggers and photosensors in a particular order.
  • the memory pattern may be presented by the game device, for example by a pattern of lights on the housing.
  • the memory pattern may be determined by the players of the game.
  • the device may generate a series of increasingly complex (for example, longer) memory challenges, and may extend a memory challenge sequence after a player's memory response matches the previously presented challenge, for example by adding one or more pattern elements (e.g., illuminated LEDs) to the sequence of the previously presented memory challenge.
  • pattern elements e.g., illuminated LEDs

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Abstract

An electronic memory game system including a base unit, a plurality of triggers disposed on the base unit, a housing mounted to the base unit and extending over a portion of the base unit, a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the plurality of triggers are actuated to generate a memory response sequence to the memory challenge sequence, and/or a wireless communication device configured to communicate with a remote wireless communication device.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims the benefit of the priority under 35 U.S.C. §119 of prior Provisional Patent Application Ser. No. 61/400,357, filed Jul. 26, 2010 and entitled HAND-MOUNTED ELECTRONIC MUSIC AND PATTERN GAME, the disclosure of which is being incorporated herein by reference in their entirety for all purposes.
  • BACKGROUND OF THE DISCLOSURE
  • The present disclosure is directed toward electronic memory game systems, and more particularly to electronic memory game systems including a base unit having a plurality of triggers, a housing having a plurality of illumination devices extending over the base unit and/or a wireless communication device.
  • Examples of handheld sequence matching games can be found in the disclosures of U.S. Pat. No. 5,672,131, U.S. Pat. No. 6,086,478, U.S. Pat. No. 6,210,278, and U.S. Pat. No. 7,351,148. Examples of electronic sequence matching games can be found in the disclosures of U.S. Pat. No. 4,359,220, U.S. Pat. No. 4,207,087, U.S. Pat. No. 5,855,513 and the Milton Bradley game “Simon.” Electronic games including competition mediated in part by wireless communications can be found in the disclosures of U.S. Pat. No. 5,618,045 and U.S. Pat. No. 6,540,606. The disclosures of all of the aforementioned references are incorporated herein by reference in their entirety for all purposes.
  • SUMMARY OF THE DISCLOSURE
  • In one example, an electronic memory game system is provided. The game system may include a base unit, a plurality of triggers disposed on the base unit, a housing mounted to the base unit and extending over a portion of the base unit, a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the plurality of triggers are actuated to generate a memory response sequence to the memory challenge sequence, and a wireless communication device configured to communicate with a remote wireless communication device.
  • Some embodiments of the game system may further include an electronic processor configured to generate the memory challenge sequence displayed by the plurality of illumination devices, to record the memory response sequence generated by activation of the plurality of triggers, and/or to generate a score based on a comparison of the memory response sequence to the memory challenge sequence. In some embodiments of the game system, the plurality of illumination devices may be disposed as a generally linear array on the housing and the plurality of triggers may be disposed on the base as a generally linear array aligned with the illumination devices on the arcuate housing.
  • Some embodiments of the game system may further include a motion sensor. The motion sensor may be disposed on a surface of the housing distal the base unit. Activation of the motion sensor may initiate the memory challenge sequence. Additionally and/or alternatively, some embodiments of the game system may further include a first game apparatus including the base unit, the plurality of triggers, the housing, the plurality of illumination devices, and the wireless communication device and a second game apparatus containing a remote wireless communication device configured to communicate with the wireless communication device of the first game apparatus.
  • Additionally and/or alternatively, a further example of an electronic memory game system is provided. The game system may include a cylindrical base unit including a top cylindrical half and a bottom cylindrical half, a plurality of triggers disposed on the bottom cylindrical half, an arcuate housing mounted to a first end of the base unit, the housing extending over the top cylindrical half and a plurality of illumination devices on the housing for displaying a memory challenge sequence, wherein the plurality of illumination devices are aligned with the plurality of triggers.
  • Additionally and/or alternatively, a further example of an electronic memory game system is provided. The electronic memory game system may include a base unit, a plurality of triggers disposed on the base unit, an arcuate housing mounted to a first end of the base unit and extending over a portion of the base unit, a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the distribution of the plurality of illumination devices spatially correlates to the distribution of the plurality of triggers, an electronic processor configured to generate a memory challenge sequence displayed by the plurality of illumination devices, to record a memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence, a motion sensor disposed on an outside surface of the housing and a wireless communication device including an infrared radiation emitter and an infrared radiation detector, the wireless communication device configured to communicate game information with a remote game apparatus.
  • The games of the present disclosure may be understood more readily after a consideration of the drawings and the Detailed Description.
  • BRIEF DESCRIPTION OF DRAWINGS
  • FIG. 1 is a perspective view of a nonexclusive illustrative example of an electronic memory game system including a base unit, a plurality of triggers, a housing and a plurality of illumination devices, according to the present disclosure.
  • FIG. 2 is a side view of the game system of FIG. 1, showing a speaker disposed in an end of the base unit.
  • FIG. 3 shows a front view of the game system of FIG. 1, showing the illumination devices disposed on the arcuate housing generally aligned with the triggers disposed on the base unit.
  • FIG. 4 shows a top view of the game system of FIG. 1, showing a plurality of illumination devices and a motion sensor.
  • FIG. 5 depicts a back view of the game system of FIG. 1, with a back portion of a housing removed to show inner components of the base unit and the housing according to the present disclosure.
  • FIGS. 6-9 show circuit diagrams of a game system including various electronic components according to the present disclosure.
  • FIG. 10 is a nonexclusive illustrative example of an electronic memory game system including a first game apparatus and a second game apparatus, both shown in a front view, according to the present disclosure.
  • FIG. 11 is a block diagram showing control sequences for activating and selecting alternative game modes for a memory game system according to the present disclosure.
  • FIGS. 12-15 are block diagrams showing nonexclusive examples of event progression for various exemplary modes of game play with a memory game system according to the present disclosure.
  • DETAILED DESCRIPTION OF THE DISCLOSURE
  • An electronic memory game system in accordance with the present disclosure may be configured to provide a memory game for a player and may be further configured to be grasped by the player's hand. The game system may further include means for wireless communication, for example with a remote game apparatus and/or remote wireless communication device.
  • FIGS. 1-5 depict a nonexclusive illustrative example of a game system, shown generally at 10. Game system 10 may include a base unit 20, a housing 30, a plurality of manual input devices or triggers 40 disposed on base unit 20, and a plurality of illumination devices 50 disposed on housing 30. A visual memory challenge sequence may be produced by illumination devices 50 and a player may respond by actuating triggers 40 in a corresponding memory response sequence. Unless otherwise specified, game system 10 may but is not required to contain at least one of the structures, components, functionalities, concepts, and/or variations described, illustrated, and/or incorporated herein.
  • As shown in FIG. 1, base unit 20 may include a cylindrical base unit 21 and/or a portion configured as a grip 22 to be grasped by either of a player's hands, either a left hand or a right hand. One or both ends of grip 22 may include a flange 24, which may form a further portion of base unit 20 and which may guide a player's hand grasping grip 22.
  • Housing 30 may be mounted to a first end 25 of base unit 20 and may extend over a portion of base unit 20. FIG. 1 shows an arcuate housing 31 extending over a portion of base unit 20. For example, housing 30 may include at least one arm 38 mountable to flange 24 of base unit 20. More particularly, housing 30 may be mounted with a generally parallel alignment to base unit 20, such that housing 30 may arch over a portion of base unit 20, such as a portion of an upper surface 26, or a dorsal surface of a player's grasping hand when base unit 20 is grasped along grip 22.
  • As further shown in FIGS. 1-5, game system 10 may be asymmetrically configured to include a front and a back, and various upward-oriented and downward oriented play surfaces. Grip 22 may include upper surface 26, also referred to as a top cylindrical half, oriented toward housing 30, and a bottom surface 28, also referred to as a bottom cylindrical half, oriented away from housing 30. Housing 30 may include a front surface 32, a back surface 34, and an upper surface 36.
  • In some embodiments, plurality of triggers 40 may be actuated to generate a memory response sequence to a memory challenge sequence. Plurality of triggers 40 may be disposed on a bottom surface 28 of grip 22, as shown in FIGS. 1, 2 and 5. More particularly, triggers 40 may be disposed on bottom surface 28 such that as a player grasps grip 22, fingers of the grasping hand engage each of the four triggers 40. Triggers 40 may be disposed on a bottom surface 28 of grip 22 in a generally linear array. Additionally and/or alternatively, triggers 40 may be disposed on a bottom surface or half 28 of grip 22 with a rotational offset, such that triggers 40 are rotationally oriented toward front surface 32 of housing 30. In this example, a player's grasping hand may preferentially engage grip 22 with a wrist directed under back surface 34 and with the first phalanges of the grasping hand directed below front surface 32, such that distal phalanges of the grasping hand engage triggers 40.
  • In addition, triggers 40 may be more particularly disposed on grip 22 to facilitate engagement by each of the fingers of a player's grasping hand. As shown in FIG. 2, triggers 40 may include a first outer trigger 42, second inner trigger 44, third inner trigger 46, and fourth outer trigger 48, wherein outer triggers 42, 48 may be rotated about grip 22 toward front surface 32 of housing and relative to inner triggers 44, 46, such that outer triggers 42, 48 may engage the shorter first and last fingers of a player's hand while inner triggers 44, 46 may best engage the longer second and third digits of a player's hand. It will be appreciated that the advantages of this relative trigger rotation extends in similar fashion to either a grasping left-hand or a grasping right-hand of a player.
  • Housing 30 may include a plurality of illuminated surfaces 50, such as LED lights, disposed on upper surface 36, for example as a generally linear array. As shown in FIGS. 1-5, illuminated surfaces 50 may be disposed on upper surface 36 and along a corner with front surface 32. For example, illuminated surfaces 50 may cover portions of both upper surface 36 and front surface 32, such that illuminated surfaces 50 may be visible when game device is viewed substantially from either aspect.
  • In some embodiments, the distribution of the plurality of illuminated surfaces 50 on housing 30 may spatially correlate with the distribution of the plurality of triggers 40 on base unit 20. As shown in FIGS. 1, 2 and 5, plurality of illuminated surfaces 50 may be disposed on housing 30 in general alignment with a plurality of triggers 40 disposed on base unit 20. Spatial correspondence between illuminated surfaces 50 and triggers 40 may correlate to a functional correspondence between the visual elements in a memory challenge sequence and the manual trigger actuation elements in a memory response by a player.
  • For example, as shown in FIG. 2, game system 10 may include triggers 42, 44, 46, and 48 aligned with illuminated surfaces 52, 54, 56, and 58, respectively, wherein actuation of triggers 42, 44, 46, and 48 in a memory response sequence may correspond to illumination by illuminated surfaces 52, 54, 56, and 58, respectively, in a memory challenge sequence. In other words, plurality of illumination devices 50 may be aligned with plurality of triggers 40.
  • Some examples of electronic memory game system 10 may include an audio transmitter, such as a speaker 80, shown in FIG. 4. Speaker 80 may be disposed within base unit 20, such as adjacent an end of base unit 20, and may be covered by a speaker grill 82. Speaker 80 may be disposed within base unit 20 such that speaker 80 faces the body of a user during game play, for example speaker 80 may be disposed on a left side of a base unit when a game system is configured for use by a right handed player.
  • As shown in FIG. 4, electronic game system 10 may also include a general electronic power switch 90. Power switch 90 may be an On/Off switch or more preferably a tri-prong On/Off/Try-Me power switch, and may be disposed on back surface 34 of housing 30.
  • In some embodiments, game play may include a single player using a single memory game system 10. Alternatively, game play may include head-to-head memory games between two or more game devices, used by two or more players, as explained in more detail with reference to FIGS. 10 and 15. As shown in FIGS. 1, 2 and 5, game system 10 may include features to permit wireless communication, such as IR communication, between two or more game devices 10 during game play or for competitive scoring purposes between players.
  • For example, game system 10 may include a wireless communication device 60, preferably disposed on a front surface, such as surface 32 of housing 30. In some examples, game system 10 may include a communication device 60 having a wireless transmitter, such as an infrared radiation emitter, also referred to as IR transmitter 62, for transmitting information to a remote wireless communication device, such as a remote wireless communication device included in a remote game apparatus (not shown). Wireless communication device 60 may also include a wireless receiver, such as an infrared radiation detector, also referred to as IR receiver 64, for receiving information transmitted by the remote wireless communication device. In other words, wireless communication device 60 may include infrared radiation emitter 62 and an infrared radiation detector 64, wireless communication device 60 configured to communicate game information with a remote game apparatus.
  • In some examples, game system 10 may include separate and/or additional communication devices, such as communication port 70, as shown in FIGS. 1, 2 and 5. In some embodiments, communication port 70 may include a proximity sensor, also referred to as a motion sensor. For example, in some embodiments, communication port 70 may include a wireless transmitter, such as an IR transmitter, and/or a sensor 72 for transmitting information between game devices. Additionally and/or alternatively, communication port 70 may include a photosensor 74 capable of detecting changes in the intensity of visible light or IR radiation, which may be used as a proximity sensor for activating or controlling various aspects of game play.
  • Communication port 70 may be disposed symmetrically and/or near a middle portion of upper surface 36, distal base unit 20. An IR transmitter and/or sensor 72 may be disposed on upper surface 36 proximate photosensor 74 relative to orientation of front surface 32. Alternatively, a transmitter and/or sensor 72 may be disposed on upper surface 36 distant from photosensor 74. Additionally and/or alternatively, communication port 70 may be disposed on an outside surface of housing 30.
  • Electronic memory game system 10 may also include batteries (not shown) as a supply of electricity. Base unit 20 may be configured to include a battery casement 88 (FIG. 5) for holding batteries as a supply of electricity. Base unit 20 may be further configured to permit a securable replacement of batteries. For example, base unit 20 may include a removable battery cover, which may be disposed at an end of base unit 20 opposite from a speaker grill 82.
  • Game system 10 may include a variety of surface treatments for attractive coloring, for visual indication of active play surfaces, such as grip 22, finger triggers 40, and the like, and/or for permitting a transmission of visible and/or IR radiation, such as from illumination devices 50, and through wireless communication device 60, and through second communication port 70.
  • FIG. 5 shows from a rear perspective view an electronic memory game system 10 including base unit 20 having grip 22 and flanges 24, and housing 30 mounted to flanges 24 of base unit 20 by arms 38, but lacking a back portion of both housing 30 and base unit 20. Base unit 20 may be configured to include speaker 80, battery casement 88, and an electronic control unit 100, also referred to as an electronic processor, which may be disposed partly or entirely within grip 22, as shown.
  • Control unit 100 may be disposed between speaker 80 and battery casement 88. Control unit 100 may be configured to generate a memory challenge sequence displayed by plurality of illumination devices 50, to record a memory response sequence generated by activation of plurality of triggers 40, and/or to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
  • As shown in FIG. 5, second communication port 70, which may include an IR transmitter and/or sensor and a proximity photosensor, may be mounted to inside of upper surface 32 of housing 30. Base unit 20 and housing 30 may be configured to include sufficient space for electronic wiring (not shown) between at least control unit 100, speaker 80, battery casement 88, finger triggers 40, lights 52, 54,56, 58, and a power switch 90. Further, base unit 20 and housing 30 may include sufficient internal space for light piping between illumination devices 50, such as lights 52, 54, 56, 58, and upper surface 36.
  • Illumination devices 52, 54, 56, 58 may be mounted inside and adjacent upper surface 36. Communication port 70, which may include an IR transmitter and/or sensor 72 and a proximity photosensor 74, may be further mounted inside and adjacent upper surface 36 and generally behind the illumination devices 50, such as adjacent a back edge of upper surface 36. A plurality of electrical pin connectors 120 and one or more of a wiring harness (not shown) may be provided to distribute electrical activity to some components, such as illumination devices 50 including LED lights 52, 54, 56, 68, first communication device 60 (not shown), and second communication port 70.
  • Electronic game system 10 may further include printed circuit boards (PCBs) and/or printed circuit board assemblies (PCBAs) to mechanically support and electrically connect electronic components. For example, FIG. 6 schematically shows a photosensor PCB board controlling at least a duty cycle including an “on time” of 12 ms and an “off time” of 4 ms (output pulse square), which may support an IR emitting diode. The IR emitting diode may include an IR transmitter capable of operation in ambient light, for example ambient light having intensities of up to 2500 Lux. In some embodiments, the photosensor may include a motion detection range of about two inches.
  • As a further example, FIG. 7 schematically shows a circuit which may control an audio output device, such as a speaker 80. As a further example, FIG. 8 shows schematically a portion of an IR module, which may include an IR receiver module. FIG. 9 shows schematically electronic circuits for at least a tri-prong power switch (ON, OFF, Try-Me), a plurality of LED lights (e.g., red LED, blue LED), which may correspond to LED lights 52, 54, 56, 58 of game system 10, and a plurality of finger keys, which may correspond to finger triggers 42, 44, 46, 48 of game system 10.
  • Turning now to FIG. 10, some embodiments of a memory game system 200 may include a first game apparatus 210 and a second game apparatus 280. First game apparatus 210 may include a base unit 220 and a housing 230. First game apparatus may further include a plurality of triggers 240, including triggers 242, 244, 246 and 248, a plurality of illumination devices 250, also referred to as lights and/or LED's, including illumination devices 252, 254, 256, and 258, a proximity or motion sensor 270 and a wireless communication device 260 configured to communicate with a remote wireless communication device 290. Second game apparatus 280 may include remote wireless communication device 290 configured to communicate with wireless communication device 260 of first game apparatus 210.
  • FIGS. 11-15 show non-exclusive examples of modes of game play for a memory game system in accordance with the present disclosure. The non-exclusive examples of modes of game play are described below with reference to the embodiment of a game system shown in FIG. 10, however, the modes of game play apply to all embodiments of game systems described herein.
  • FIG. 11 shows an example control sequence for activating memory game system and selecting alternative game modes. For example, a power switch for the game system may include a first “Try-Me” position, a second “power off” position and/or a third “unit on high volume” position. A failure of the system to receive an input for a period of time, such as for 30 seconds continuous time, may result in an automatic power off.
  • Turning the power switch for game system to a “unit on” position may result in sound effects and/or light effects, such as flashing all LEDs in sequence then all together in repeated fashion. A player may then be prompted to select a game mode in part through visual signals, such as through flashing a subset of the illumination devices, for example illumination devices 252 and 258. The player may then cycle through one or more options from a menu of available game modes, for example by actuating (pressing) a trigger, such as trigger 242 to cycle backward through available game modes or trigger 248 to cycle forward through available game modes.
  • The game menu may include multiple game modes, such as Repeat the Beat, Rhythm Hero, Freestyle DJ, and Versus Challenge. Additionally and/or alternatively, game modes may include Reflex Master and/or Versus Mode. The player may select a particular game mode by activating proximity sensor 270, also referred to as a motion detector. In some embodiments, the proximity sensor may include a photosensor having a detection range and the particular game mode may be selected by moving the player's free hand (the hand not holding game system 100) adjacent the photosensor within the detection range.
  • To exit a game mode, the player may squeeze and hold all four triggers 240 for three seconds. The game play may then be returned to the game menu. To exit Versus Mode, the player may turn the power switch off and then on. After 2-3 minutes of inactivity, the game system may enter sleep mode. Any button may be pressed to return to the game menu.
  • Additionally and/or alternatively, the player may be permitted to choose a difficulty level for game play, such as a Level 1, which may include an Easy Speed and have only one trigger prompts; a Level 2, which may include a Medium Speed and have 20% double trigger prompts and 80% single trigger prompts; a Level 3, which may include a Max Speed and have 40% double trigger prompts and 60% single trigger prompts.
  • Additionally and/or alternatively, the player may be permitted to choose a volume level. The game system may include five volume settings, “5” being the loudest. The player may change the volume by squeezing and holding all four triggers for three seconds, then using triggers 242, 248 to cycle through the different volume settings. When a desired volume is reached, the desired volume may be selected by waving the player's hand over proximity sensor 270.
  • Game play performance may be scored by awarding “medals”, for example silver, gold and/or platinum, and scores in each medal category, silver-1 being the lowest medal score, platinum-5 being the highest. Additionally and/or alternatively, a player may hear an audio affirmation, such as “Unbelievable! You rocked every level!,” if the player completes the entire game.
  • During game play, when a single light (illumination device) flashes, the player may respond by activating the corresponding trigger and/or the trigger in substantial alignment with the illuminated light, for example light 252 and trigger 242. When either two or three lights flash, the player may respond by activating the corresponding two or three triggers. When all of the lights flash, the player may respond by waving the opposing hand over the proximity sensor within the detection range.
  • FIG. 12 shows a nonexclusive example of event progression for the repeat the beat memory mode of game play. After the repeat the beat game mode is selected, the game system may set an initial number, such as three, of permissible attempts or “Lives” for a player to match a memory challenge sequence after it is initially presented. The game system may then audibly prompt a player, for example an audible “ready, go”, and then play a random-generated memory challenge sequence, such as a sequence order of illumination devices turned on/off. The game system may then wait for player to actuate a corresponding sequence of manual inputs, such as corresponding finger triggers, as a memory response sequence, and then compare the input memory response sequence to the presented memory challenge sequence.
  • After an erroneous memory response sequence, a player's “Lives” level may be reduced by one, and the memory challenge sequence may be re-played from the beginning, unless and until a player's “Lives” are depleted fully to zero. After a flawless memory response (e.g., no discrepancy between memory challenge sequence and memory response sequence), the game system may present a player with an extended memory sequence by appending a further sequence onto the prior memory challenge sequence to increase the difficulty. The memory challenge sequence may be progressively extended after each error free memory response sequence, unless or until a target memory challenge sequence length is achieved, such as for example a memory challenge sequence having ten sequence elements.
  • For example, an initial memory challenge sequence may be presented having less than 10 elements, which after a correct memory response sequence may be increased by addition of further sequence elements up to a limited number of final elements, such as 10 sequence elements. An error free memory response sequence to a maximum length memory challenge sequence may result in a new random memory challenge sequence.
  • A player achieving a memory challenge sequence length may be included in game play as the awarding of a badge of achievement such as Silver 1-5, or Gold 1-5, or Platinum 1-5, an increase in a player's “Lives” and/or a graduation to a more difficult level of memory challenge sequence (e.g. Level 1, Level 2, Level 3). An object of the game may be to correctly match a maximum memory challenge sequence length on every difficulty level. Each level may include the same memory challenge sequence length, however, the higher the level, the more complicated the pattern of the memory challenge sequence length.
  • Alternatively, a repeat the beat game play mode may be described as follows: an LED will light up and a player must press the corresponding trigger or button. If performed correctly, the beat game play mode may present the same light sequence, but add one more cue onto it. With each correct sequence completed, it will add one additional cue, growing on the existing sequence. Complete a long enough sequence to complete the level. If three mistakes (incorrect response sequences) are made on a level, the game ends. Complete all three levels. No matter how far the player gets, a medal may be awarded based on performance.
  • FIG. 13 shows a flowchart for a nonexclusive example of event progression for a rhythm game mode, also referred to as “rhythm hero” and/or “reflex master”, of game play in accordance with the present disclosure. The game system may set an initial game difficulty level, visually and/or audibly prompt a player to get ready to play (for example “Ready, Go”), start a game time period (for example 30 seconds) and turn on at least one random illumination device and/or LED light.
  • The rhythm game mode may require a player to respond by actuating at least the finger triggers corresponding to the turned on LED light(s) within a pre-set response time. The pre-set response time may vary depending on the level of difficulty, such as 1 second for a Level 1, or 750 milliseconds for a Level 2, or 500 milliseconds for a Level 3. A successful actuation of a corresponding trigger may be logged as an increase in a hit count, while a failure to actuate a corresponding trigger before a pre-set time may result in an LED timeout, each followed by repeated random illumination of one or more LED's until the game time period is completed and a total hit count is recorded. An incorrect trigger response may result in an audio buzzer sound. Music track may play twice as fast as a game time period approaches an end, such as after 10 seconds remaining in the game time period.
  • After the game time period ends, the game system may stop the music track and indicate a progression score. The progression score may be based in part on the total correct hit count in the time period. For example, the progression score may be included in game play as a metric toward an achievement level, such Silver, or Gold, or Platinum. Each achievement level may be subdivided (e.g. Silver 1-5; Gold 1-5; Platinum 1-5) based on the hit count achieved during a game period, such as Silver 1 (1-4), Silver 2 (5-8), Silver 3 (9-12), Silver 4 (13-15), Silver 5 (16+), wherein a player may be required to achieve a silver 5 (i.e. 16+ correct hits) to progress to a next level, and a minimal hit count may escalate for each advance in level (e.g. 13-15 for Silver 4 and 22-28 for Platinum 4). An object of the game may be to achieve a high number of successful hits, for example 29 and above successful hits.
  • Alternatively, a rhythm game mode may be described as a fast paced game that tests how quick are a player's reflexes. The rhythm game mode may include levels 1-5 and an object may include to “tag” as may lights as possible before time runs out. Each level may end after 30 seconds. At the start of the game, an LED will light up. Hold down the corresponding button (e.g., finger trigger) and/or wave a hand over the unit (to activate photosensor) if all LED's are lit up. If performed correctly, i.e. a “hit”, the LED will turn off and another LED will light up. If you hit an incorrect button, a negative sound will be given; a player may keep trying to activate the correct correspond trigger(s). A player may have 30 seconds to get as many correct hits as possible. The player may be required to score 40 hits to advance to the next level. The mistakes or incorrect hits may not be recorded. The player may receive a rank for comparison to with other players. Difficulty may increase for levels of play.
  • FIG. 14 shows a flowchart of a nonexclusive example of event progression for a free play or freestyle disc jockey mode of game play in accordance with the present disclosure. After selecting a disc jockey mode of game, a player may be prompted to select an audio track by a flashing of LED lights, after which a player may cycle alternatively backwards or forwards through available audio tracks by actuating one or more finger triggers. For example, actuating trigger 242 may cycle backwards through audio tracks and actuating trigger 248 may cycle forwards through audio tracks, and activating proximity photosensor 270, such as by passing a player's free hand (non-grasping hand) adjacent the proximity sensor, may select a particular audio track to start.
  • The game system may start the selected track accompanied by illumination of one or more LEDs, and wait for a player's input by actuation of one or more finger triggers. There may be no “incorrect” input in disc jockey mode of game play. A player may toggle or “turn” selected audio features of on and off, depending on which trigger or triggers are activated. Audio features may include for example, a Drums feature of a selected track by actuating a first finger trigger, and/or a Bass feature of a selected track by actuating a second finger trigger, and/or a Lead One feature of a selected track by actuating a third finger trigger, and/or a Lead Two feature of a selected track by actuating a fourth finger trigger. The LED corresponding the activated trigger may be toggled on (lit) and off (un-lit) with actuation of the corresponding trigger.
  • Alternatively, actuation of proximity sensor 270 may result in a random disc jockey effect. The random disc jockey effect may include randomly toggling one or more audio features of a track on and off in correspondence with illumination of one or more corresponding LEDs. Additionally and/or alternatively, the random disc jockey effect may include “scratches” or “yeahs!”. The same effect may be repeated or maintained by simultaneous and continuous activation of the selected trigger and the proximity sensor.
  • Alternatively, a free play disc jockey game mode may be described as a mode that lets a player explore music in a creative, non-competitive environment. A player may choose from 1 or 4 tracks and the game system automatically comes to life (activates) by turning on the lights to all (four) quadrants and blasting a layered (audio) track. Each quadrant represents a different musical element of the track that can be turned on or off by the user, allowing them to “mix” the music. For example, a left quadrant may be the drums; when the LED is lit up, the drum track is being mixed into the track. By pressing the corresponding button (e.g., finger trigger), a player can turn it on or off, giving a visual and auditory indicator of how a player is manipulating the track. Activating a proximity sensor may add disc jockey “scratching” sounds and/or audio sampled sounds. A large number of combinations may be tried to show a player's “DJ” mixing skills.
  • FIG. 15 presents diagrammatically a nonexclusive example of event progression for a head-to-head mode of game play, also referred to as a versus challenge or versus mode, which may be played between first game apparatus 210 and second game apparatus 280 in accordance with the present disclosure. First game apparatus 210, having the head-to-head mode of game play selected by a player, may first attempt to communicate, or link, with second game apparatus 280, by means of IR radiation transmitted through communication device 260. Failure by first game apparatus 210 to link with second game apparatus 280 in a head-to-head mode of game play may result in an audio prompt by first game apparatus 210 to initiate a wireless link, such as “connect to your friend to play verses mode”, followed by an event timer, such as 4 seconds, before first game apparatus 210 again prompts the player to initiate a wireless link.
  • After a head-to-head game play link is established, first game apparatus 210 may identify a first player status, by audio announcement, such as “player one”, and by visual signs, such as flashing one or more LEDs on first game apparatus 210. In addition, second game apparatus 280 may identify a second player status, by audio announcement, such as “player two”, and by visual signs, such as flashing one or more LEDs on second game apparatus 280.
  • In head-to-head game play, two or more players may take turns in attempting to accurately respond to a memory challenge sequence. In some embodiments, a head-to-head or versus challenge mode of game play may follow an event flow of a repeat the beat mode of game play, as generally described above. First game apparatus 210 may present a first memory challenge having a sequence of illuminated LEDs to the first player, and may prompt the first player to get ready to generate a memory response sequence, such as by an audio signal of “Player one, Ready, Go”. The first player grasping first game apparatus 210 may generate a memory response sequence by actuating a corresponding sequence of finger triggers, followed by entering a prompt, such as activation of a proximity photosensor.
  • After first game apparatus 210 determines that the memory response sequence correctly corresponds to the memory challenge sequence, IR communication initiates second game apparatus 280 to prompt the second player, such as by an audio signal of “Player two, Ready, Go”, after which the second player grasping the second apparatus may generate a memory response sequence to a memory challenge sequence by actuating a corresponding sequence of finger triggers of second game apparatus 280.
  • The first and second game apparatuses may record an initial number of permissible attempts or “Lives” for the first and second players to match a memory challenge sequence, such as three “Lives”, and may communicate by wireless link a status of “Lives” for each player during a head-to-head mode of game play. The first and second game apparatuses may decrease a life count or “Lives” for the first and second game apparatuses after an incorrect memory response sequence is generated.
  • An object of the game in head-to-head or versus challenge mode of game play may include maintenance of a positive life count or “Lives” greater than zero. The head-to-head or versus challenge game may be terminated when a life count or “Lives” of either of first game apparatus 210 or second game apparatus 280 is decreased to zero. A terminated game may be announced by a game apparatus, such as “Player [#] Wins”, wherein Player [#] corresponds to a game apparatus maintaining a positive life count when an opposed game apparatus records an incorrect memory response that reduces a life count to zero.
  • Alternatively, a “versus challenge” mode may be described as about head-to-head competition, which will always operate as a two-player mode. When a versus challenge game is selected, the first game apparatus may announce “Searching for challengers”. The first and second game apparatuses may be within a predetermined range of one another, for example 3 feet. After the second game apparatus has selected versus challenge mode, both the first and second game apparatuses may announce “challenger found!” and/or the game will start.
  • The first game apparatus may be announced as Player 1, and the challenger may be named as Player 2. The first game apparatus may flash LEDs and announce “Player 1” a short time before the second game apparatus may flash LEDs and announce “Player 2”. Player 1 may be given a one-prompt sequence, and must then match that sequence by pulling or actuating the corresponding finger trigger, and then activate the proximity photosensor to signify his turn is completed. If Player 1 performed the sequence correctly, the first game apparatus sends a message to the second game apparatus that it is Player 2's turn. Player 2 is then given a one-prompt sequence (random). There may be no limit to how high the sequence (length) can go.
  • Players may repeat until one player performs a sequence incorrectly. When a player performs a sequence incorrectly, their game apparatus may subtract one “life”, and then repeat the previous prompt, permitting the player another chance to perform the sequence correctly. Whichever player is first to lose a certain number of lives, such as three lives, may be determined as the loser, and the apparatus will congratulate the winner and provide them with a ranking. Difficulty may increase for levels of play.
  • Additionally and/or alternatively, players may take turns trying to “tag” as many lights as they can. As different lights flash, the players must squeeze or activate the matching triggers or wave their hands over the proximity sensor before those lights go out. Each success scores a “hit”. It may not matter how many mistakes the player makes. In other words, only successful hits may be recorded. An objective of the versus mode may include both the first and second game apparatuses having five turns. Medals may be awarded based on performance and a winner or a tie may be declared.
  • The versus mode may pause if the first and second game apparatuses lose connection with each other. Facing the first and second game apparatuses within the pre-determined distance may re-establish connection. A power switch may be turned off then on to exit versus mode before the game is finished.
  • Additionally and/or alternatively various embodiments of a game system in accordance with the present disclosure may be described as follows. Some embodiments may include at least one handheld game device having a generally cylindrical base unit configured to be grasped by a player's hand, an arcuate housing mounted to the base and configured to cross a dorsal surface of the player's grasping hand, and means for wireless communication with at least a second handheld game device. The game device may include a plurality of illumination devices, such as LED lights, which may be selectively activated to present a sequence of visual signals as an output template, or memory challenge, to a player. The game device may further include a corresponding plurality of manually activated input devices, such as momentary contact switches configured as finger triggers, which may be selectively activated by individual digits of a player's grasping hand, wherein a sequence of activation may form a memory response to a memory challenge previously presented.
  • In some examples, the plurality of illumination devices may be disposed as a generally linear array on the arcuate housing, and the corresponding plurality of manual input devices may be disposed on the cylindrical base as a generally linear array aligned with the illumination devices on the arcuate housing. In such examples, alignment between illumination devices on the arcuate housing and manual input devices on the cylindrical base may correspond to functional registration between the elements of a memory challenge sequence (e.g., illuminated LEDs) and the elements of an appropriate memory response sequence (e.g., actuated finger triggers). The game device may further include an electronic processor configured to generate a memory challenge using the plurality of illumination devices, to record a memory response based on a sequence of input device actuation, and to generate a score based on a comparison of the memory response to the memory challenge. Correlation between a memory response and a memory challenge may determine game progression, status level (e.g., game lives), and game outcome.
  • Some examples of the game device may include a proximity photosensor adapted to be actuated when an object, such as a player's opposite (i.e., non-grasping) hand, is passed over the housing. Proximity photosensor actuation may control various aspects of game play, including but not limited to selecting a mode of game play, initiating a memory challenge, and/or terminating a memory response. In some embodiments, the game device may include at least one audio output device, such as a speaker, by which a player may be informed of game selection, direction, scores, progression, and status, and/or by which an audio track may be played.
  • Some embodiments may include two or more of the handheld game device further configured for wireless communication between game devices. In such embodiments, the game device may include an infrared (IR) radiation emitter and an IR radiation detector, wherein IR radiation may permit head-to-head competition between two or more players by conveying game information between game devices, such as mode of game play, direction, score, progression, and status.
  • In some examples, the game device may be configured to generate output signals using the LED lights in particular sequences to form a memory challenge. The game device in such examples may be further configured to receive input signals from the finger-actuated triggers and/or photosensors in particular sequences which form a memory response. The game device may be configured such that actuation of a proximity photosensor may initiate formation of a memory challenge sequence, and may also initiate recording and/or processing of a memory response sequence. The game device may be configured to prompt the output devices to emit visual output signals, to record a sequence of manual input signals, determine whether input signals are received according to an output memory challenge or an alternative predetermined pattern, measure a duration of input time, and so forth.
  • Methods of game play suitable for use with such embodiments may involve one or more players attempting to emulate a memory challenge by actuating finger triggers and proximity sensors, such as by finger triggers and photosensors in a particular order. In some modes of game play, the memory pattern may be presented by the game device, for example by a pattern of lights on the housing. In some modes of game play, the memory pattern may be determined by the players of the game. In some modes of game play, the device may generate a series of increasingly complex (for example, longer) memory challenges, and may extend a memory challenge sequence after a player's memory response matches the previously presented challenge, for example by adding one or more pattern elements (e.g., illuminated LEDs) to the sequence of the previously presented memory challenge.
  • It is believed that the disclosure set forth above encompasses multiple distinct inventions with independent utility. While each of these inventions has been disclosed in its preferred form, the specific embodiments thereof as disclosed and illustrated herein are not to be considered in a limiting sense as numerous variations are possible. The subject matter of the inventions includes all novel and non-obvious combinations and subcombinations of the various elements, features, functions and/or properties disclosed herein. Similarly, where the claims recite “a” or “a first” element or the equivalent thereof, such claims should be understood to include incorporation of one or more such elements, neither requiring nor excluding two or more such elements.
  • Inventions embodied in various combinations and subcombinations of features, functions, elements, and/or properties may be claimed through presentation of new claims in a related application. Such new claims, whether they are directed to a different invention or directed to the same invention, whether different, broader, narrower or equal in scope to the original claims, are also regarded as included within the subject matter of the inventions of the present disclosure.

Claims (20)

1. An electronic memory game system, comprising:
a base unit;
a plurality of triggers disposed on the base unit;
a housing mounted to the base unit and extending over a portion of the base unit;
a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the plurality of triggers are actuated to generate a memory response sequence to the memory challenge sequence; and
a wireless communication device configured to communicate with a remote wireless communication device.
2. The electronic memory game system of claim 1, further comprising an electronic processor configured to generate the memory challenge sequence displayed by the plurality of illumination devices, to record the memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
3. The electronic memory game system of claim 1, wherein the plurality of illumination devices are disposed as a generally linear array on the housing and the plurality of triggers disposed on the base as a generally linear array aligned with the illumination devices on the arcuate housing.
4. The electronic memory game system of claim 3, wherein alignment between the plurality of illumination devices and the plurality of triggers correspond to functional registration between the elements of the memory challenge sequence and the elements of the memory response sequence.
5. The electronic memory game system of claim 1, further comprising a motion sensor.
6. The electronic memory game system of claim 5, wherein the motion sensor is disposed on a surface of the housing distal the base unit.
7. The electronic memory game system of claim 5, wherein activation of the motion sensor initiates the memory challenge sequence.
8. The electronic memory game system of claim 1, comprising:
a first game apparatus including the base unit, the plurality of triggers, the housing, the plurality of illumination devices, and the wireless communication device; and
a second game apparatus containing a remote wireless communication device configured to communicate with the wireless communication device of the first game apparatus.
9. An electronic memory game system, comprising:
a cylindrical base unit including a top cylindrical half and a bottom cylindrical half;
a plurality of triggers disposed on the bottom cylindrical half;
an arcuate housing mounted to a first end of the base unit, the housing extending over the top cylindrical half; and
a plurality of illumination devices on the housing for displaying a memory challenge sequence, wherein the plurality of illumination devices are aligned with the plurality of triggers.
10. The electronic memory game system of claim 9, further comprising a wireless communication device configured to communicate with a remote wireless communication device.
11. The electronic memory game system of claim 10, wherein the remote wireless communication device is disposed in a remote game apparatus.
12. The electronic memory game system of claim 9, further comprising a motion sensor, wherein activation of the motion sensor initiates the memory challenge sequence.
13. The electronic memory game system of claim 9, further comprising an electronic processor configured to generate a memory challenge sequence displayed by the plurality of illumination devices, to record a memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence.
14. The electronic memory game system of claim 9, wherein the plurality of illumination devices are disposed as a generally linear array on the arcuate housing and the plurality of triggers disposed on the base unit as a generally linear array aligned with the illumination devices on the arcuate housing.
15. The electronic memory game system of claim 14, wherein alignment between the plurality of illumination devices and the plurality of triggers correspond to functional registration between the elements of the memory challenge sequence and the elements of the memory response sequence.
16. The electronic memory game system of claim 9, wherein the plurality of triggers are disposed on the bottom cylindrical half with a rotational offset, such that the plurality of triggers are rotationally oriented toward a front surface of the housing.
17. The electronic memory game system of claim 9, wherein the outermost triggers are rotationally oriented closer to the front surface of the housing, relative to the innermost triggers.
18. An electronic memory game system, comprising:
a base unit;
a plurality of triggers disposed on the base unit;
an arcuate housing mounted to a first end of the base unit and extending over a portion of the base unit;
a plurality of illumination devices disposed on the housing for displaying a memory challenge sequence, wherein the distribution of the plurality of illumination devices spatially correlates to the distribution of the plurality of triggers;
an electronic processor configured to generate a memory challenge sequence displayed by the plurality of illumination devices, to record a memory response sequence generated by activation of the plurality of triggers, and to generate a score based on a comparison of the memory response sequence to the memory challenge sequence;
a motion sensor disposed on an outside surface of the housing; and
a wireless communication device including an infrared radiation emitter and an infrared radiation detector, the wireless communication device configured to communicate game information with a remote game apparatus.
19. The electronic memory game system of claim 18, wherein the housing extends over a top half of the base unit and the plurality of triggers are disposed on a bottom half of the base unit with a rotational offset, such that the plurality of triggers are rotationally oriented toward a front surface of the housing.
20. The electronic memory game system of claim 19, wherein the outermost triggers are rotationally oriented closer to the front surface of the housing, relative to the innermost triggers.
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