US20070178954A1 - Electronic image identification response game - Google Patents

Electronic image identification response game Download PDF

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Publication number
US20070178954A1
US20070178954A1 US11/345,077 US34507706A US2007178954A1 US 20070178954 A1 US20070178954 A1 US 20070178954A1 US 34507706 A US34507706 A US 34507706A US 2007178954 A1 US2007178954 A1 US 2007178954A1
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Prior art keywords
input
game
image
rock
paper
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Abandoned
Application number
US11/345,077
Inventor
Ian Osborne
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Individual
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Individual
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Priority to US11/345,077 priority Critical patent/US20070178954A1/en
Assigned to RUDELL, ELLIOT reassignment RUDELL, ELLIOT ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: OSBORNE, IAN
Publication of US20070178954A1 publication Critical patent/US20070178954A1/en
Abandoned legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • A63F2003/007Design of classical playing pieces, e.g. classical chess, draughts or go
    • A63F2003/00712Scissors, paper, stone or rock
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games

Definitions

  • the present invention relates to an electronic game.
  • Hasbro Games marketed a game under the name BOP-IT that required a user to pull, twist or press a button in response to a series of commands generated by a circuit within the toy.
  • the player's input had to correspond exactly with the commands generated by the toy.
  • the toy would vary the commands to increase the difficulty of providing successful user inputs.
  • the SIMON toy would generate a sequence of lights and sounds. The user would then depress a series of buttons to match the generated sequence. The SIMON toy allowed one user to create a sequence that had to be duplicated by an opposing player.
  • An electronic game that has a display and a plurality of inputs.
  • the display can display one of a plurality of images.
  • the game has a circuit that selects one of the images for display. The circuit counts a success if an input that trumps the selected image is timely selected.
  • FIG. 1 is an illustration of an electronic game
  • FIG. 2 is a schematic of the electronic game
  • FIG. 3 is an illustration of an alternate embodiment of the electronic game.
  • the game includes a display that can display either a ROCK, a SCISSOR or a PAPER.
  • the game further has three inputs. Each input corresponds to either a ROCK, a SCISSOR or a PAPER.
  • the user is successful if they timely select an input that trumps the displayed image. For example, if the displayed image is a ROCK, the user will be successful if they select an input that corresponds to PAPER.
  • FIG. 1 shows an embodiment of an electronic game 10 .
  • the game 10 includes a housing 12 .
  • the housing 12 may be constructed from a hard plastic material. Attached to the housing 12 is a display 14 .
  • the display 14 may be an LCD or other type of display device.
  • the display 14 displays an image 16 .
  • the image 16 may either be a ROCK, a SCISSOR or a PAPER.
  • the game 10 also includes three inputs 18 , 20 and 22 .
  • the inputs 18 , 20 and 22 may be buttons that can be depressed by a user.
  • Input 18 may correspond to a ROCK and have a corresponding ROCK image on the input button 18 .
  • Input 20 may have a corresponding SCISSOR image
  • input 22 may have a corresponding PAPER image.
  • each input button 18 , 20 and 22 may include a display screen that can display one of the ROCK, SCISSOR or PAPER images.
  • Each button 18 , 20 and 22 can be an LCD, or a translucent button that contains the ROCK, SCISSOR or PAPER image and is illuminated by one or more LEDs below the button.
  • FIG. 2 shows a circuit 30 of the game.
  • the circuit 30 may include a processor 32 and a memory 34 .
  • the memory 34 may store data and instructions that are processed by the processor 32 in accordance with a software/firmware routine.
  • the processor 32 may be connected to the display 14 and the inputs 18 , 20 and 22 .
  • the processor 32 can generate an output to create the image in the display 14 .
  • the processor 32 may also process input from the inputs 18 , 20 and 22 .
  • the circuit 30 may have various driver, A/D, D/A, etc. circuits to receive inputs and generate outputs.
  • the circuit 30 may include a speaker 36 to provide audio feedback.
  • the display 14 may also, or alternatively, provide visual feedback.
  • the circuit 30 may be powered by a battery 38 and/or a power cord plugged into a wall outlet (not shown).
  • the processor 32 creates an image in the display 14 .
  • the image may be a ROCK.
  • the user must select an input button 18 , 20 or 22 within a time interval. If the user selects the PAPER input 22 , the processor 32 will increment a success counter, because PAPER trumps ROCK. If the user selects either ROCK or SCISSOR then the success counter is not incremented and the processor can record an end of game due to the unsuccessful response of the player.
  • the processor 32 may then generate a new image, for example a SCISSOR. If the user timely selects the ROCK input button 18 , the processor increments the success counter. A subsequent PAPER image may be generated on the display 14 . If the user timely selects the SCISSOR input 20 , then the success counter is once again incremented.
  • the speaker 36 and/or display 14 may provide feedback to the user of the value in the success counter. For example, the speaker may generate a message “You have won three games”.
  • the input buttons 18 , 20 and 22 can display an image
  • the ROCK, SCISSOR, PAPER images for each button can be varied after each game to increase the complexity of game play.
  • the time interval for selecting an input can be varied to change the difficulty of game play.
  • FIG. 3 shows an alternate embodiment of the electronic game 10 ′, wherein the display contains permanent ROCK, SCISSOR and PAPER images 16 ′ in the display 14 ′.
  • One of the images is illuminated to indicate that the illuminated image is in play.
  • the game buttons 18 ′, 20 ′ and 22 ′ may each have input displays 40 .
  • Each button display 40 displays either a ROCK, a SCISSOR or a PAPER image.
  • the image for each button 18 ′, 20 ′ and 22 ′ changes after each play. The user must timely select a button that trumps the illuminated image in display 14 ′ to increment the success counter.
  • the processor may operate the game so that one player must provide a successful response to the response of another player. For example, if one player selects ROCK, a second player must select PAPER within a certain time limit to trump the first player.

Abstract

An electronic game that allows a user to play the game of ROCK, SCISSORS, PAPER. The game includes a display that can display either a ROCK, a SCISSOR or a PAPER. The game further has three inputs. Each input corresponding to either a ROCK, a SCISSOR or a PAPER. The user is successful if they timely select an input that trumps the displayed image. For example, if the displayed image is a ROCK, the user will be successful if they select an input that corresponds to PAPER.

Description

    BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to an electronic game.
  • 2. Prior Art
  • There have been marketed various electronic games that require some type of user input. For example, Hasbro Games marketed a game under the name BOP-IT that required a user to pull, twist or press a button in response to a series of commands generated by a circuit within the toy. The player's input had to correspond exactly with the commands generated by the toy. The toy would vary the commands to increase the difficulty of providing successful user inputs.
  • Milton Bradley Company marketed a product under the name SIMON. The SIMON toy would generate a sequence of lights and sounds. The user would then depress a series of buttons to match the generated sequence. The SIMON toy allowed one user to create a sequence that had to be duplicated by an opposing player.
  • BRIEF SUMMARY OF THE INVENTION
  • An electronic game that has a display and a plurality of inputs. The display can display one of a plurality of images. The game has a circuit that selects one of the images for display. The circuit counts a success if an input that trumps the selected image is timely selected.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is an illustration of an electronic game;
  • FIG. 2 is a schematic of the electronic game;
  • FIG. 3 is an illustration of an alternate embodiment of the electronic game.
  • DETAILED DESCRIPTION
  • Disclosed is an electronic game that allows a user to play a game of ROCK, SCISSORS, PAPER in various forms. The game includes a display that can display either a ROCK, a SCISSOR or a PAPER. The game further has three inputs. Each input corresponds to either a ROCK, a SCISSOR or a PAPER. The user is successful if they timely select an input that trumps the displayed image. For example, if the displayed image is a ROCK, the user will be successful if they select an input that corresponds to PAPER.
  • Referring to the drawings more particularly by reference numbers, FIG. 1 shows an embodiment of an electronic game 10. The game 10 includes a housing 12. The housing 12 may be constructed from a hard plastic material. Attached to the housing 12 is a display 14. The display 14 may be an LCD or other type of display device. The display 14 displays an image 16. The image 16 may either be a ROCK, a SCISSOR or a PAPER.
  • The game 10 also includes three inputs 18, 20 and 22. The inputs 18, 20 and 22 may be buttons that can be depressed by a user. Input 18 may correspond to a ROCK and have a corresponding ROCK image on the input button 18. Input 20 may have a corresponding SCISSOR image, and input 22 may have a corresponding PAPER image. Alternatively, each input button 18, 20 and 22 may include a display screen that can display one of the ROCK, SCISSOR or PAPER images. Each button 18, 20 and 22 can be an LCD, or a translucent button that contains the ROCK, SCISSOR or PAPER image and is illuminated by one or more LEDs below the button.
  • FIG. 2 shows a circuit 30 of the game. The circuit 30 may include a processor 32 and a memory 34. The memory 34 may store data and instructions that are processed by the processor 32 in accordance with a software/firmware routine. The processor 32 may be connected to the display 14 and the inputs 18, 20 and 22. The processor 32 can generate an output to create the image in the display 14. The processor 32 may also process input from the inputs 18, 20 and 22. The circuit 30 may have various driver, A/D, D/A, etc. circuits to receive inputs and generate outputs. The circuit 30 may include a speaker 36 to provide audio feedback. The display 14 may also, or alternatively, provide visual feedback. The circuit 30 may be powered by a battery 38 and/or a power cord plugged into a wall outlet (not shown).
  • In operation, the processor 32 creates an image in the display 14. By way of example, the image may be a ROCK. The user must select an input button 18, 20 or 22 within a time interval. If the user selects the PAPER input 22, the processor 32 will increment a success counter, because PAPER trumps ROCK. If the user selects either ROCK or SCISSOR then the success counter is not incremented and the processor can record an end of game due to the unsuccessful response of the player.
  • After a successful response, the processor 32 may then generate a new image, for example a SCISSOR. If the user timely selects the ROCK input button 18, the processor increments the success counter. A subsequent PAPER image may be generated on the display 14. If the user timely selects the SCISSOR input 20, then the success counter is once again incremented. The speaker 36 and/or display 14 may provide feedback to the user of the value in the success counter. For example, the speaker may generate a message “You have won three games”.
  • If the input buttons 18, 20 and 22 can display an image, the ROCK, SCISSOR, PAPER images for each button can be varied after each game to increase the complexity of game play. Likewise, the time interval for selecting an input can be varied to change the difficulty of game play.
  • FIG. 3 shows an alternate embodiment of the electronic game 10′, wherein the display contains permanent ROCK, SCISSOR and PAPER images 16′ in the display 14′. One of the images is illuminated to indicate that the illuminated image is in play. The game buttons 18′, 20′ and 22′ may each have input displays 40. Each button display 40 displays either a ROCK, a SCISSOR or a PAPER image. The image for each button 18′, 20′ and 22′ changes after each play. The user must timely select a button that trumps the illuminated image in display 14′ to increment the success counter.
  • While certain exemplary embodiments have been described and shown in the accompanying drawings, it is to be understood that such embodiments are merely illustrative of and not restrictive on the broad invention, and that this invention not be limited to the specific constructions and arrangements shown and described, since various other modifications may occur to those ordinarily skilled in the art.
  • The processor may operate the game so that one player must provide a successful response to the response of another player. For example, if one player selects ROCK, a second player must select PAPER within a certain time limit to trump the first player.

Claims (29)

1. An electronic game, comprising:
a housing;
a display that is coupled to said housing and displays one of a plurality of displayed images;
a first input that is coupled to said housing and corresponds to a first image;
a second input that is coupled to said housing and corresponds to a second image;
a third input that is coupled to said housing and corresponds to a third image; and,
a circuit that selects one of said displayed images and counts a success if one of said first, second or third inputs is timely selected and trumps said selected displayed image.
2. The game of claim 1, wherein said selected displayed image is either a ROCK, a SCISSOR or a PAPER.
3. The game of claim 2, wherein said first input is a ROCK, said second input is a SCISSOR and said third input is a PAPER.
4. The game of claim 3, wherein said circuit counts a success if said selected displayed image is a ROCK and said third input is selected.
5. The game of claim 3, wherein said circuit counts a success if said selected displayed image is a SCISSOR and said first input is selected.
6. The game of claim 3, wherein said circuit counts a success if said selected displayed image is PAPER and said second input is selected.
7. The game of claim 1, wherein said circuit varies said selected displayed image.
8. The game of claim 1, wherein said first, second and third inputs each have an input display, and said circuit can vary an image displayed by said input displays.
9. The game of claim 1, wherein said circuit generates an output to indicate a number of successful counts.
10. The game of claim 1, wherein said circuit varies a time interval for selecting one of said first, second or third inputs.
11. An electronic game, comprising:
a housing;
a display that is coupled to said housing and displays one of a plurality of displayed images;
a first input that is coupled to said housing and corresponds to a first image;
a second input that is coupled to said housing and corresponds to a second image;
a third input that is coupled to said housing and corresponds to a third image; and,
circuit means for selecting one of said images and counting a success if one of said first, second or third inputs is timely selected and trumps said displayed image.
12. The game of claim 11, wherein said selected displayed image is either a ROCK, a SCISSOR or a PAPER.
13. The game of claim 12, wherein said first input is a ROCK, said second input is a SCISSOR and said third input is a PAPER.
14. The game of claim 13, wherein said circuit means counts a success if said selected displayed image is a ROCK and said third input is selected.
15. The game of claim 13, wherein said circuit means counts a success if said selected displayed image is a SCISSOR and said first input is selected.
16. The game of claim 13, wherein said circuit means counts a success if said selected displayed image is PAPER and said second input is selected.
17. The game of claim 11, wherein said circuit means varies said selected displayed image.
18. The game of claim 11, wherein said first, second and third inputs each have an input display, and said circuit means varies an image displayed by said input displays.
19. The game of claim 11, wherein said circuit means generates an output to indicate a number of successful counts.
20. The game of claim 11, wherein said circuit means varies a time interval for selecting one of said first, second or third inputs.
21. A method for operating an electronic game, comprising:
displaying one of a plurality of displayed images in a display;
selecting one of a plurality of inputs; and, counting a success if the input is selected in a timely manner and trumps the displayed image.
22. The method of claim 21, wherein the displayed image is either a ROCK, a SCISSOR or a PAPER, and the input is either a ROCK, a SCISSOR or a PAPER.
23. The method of claim 22, wherein a success is counted if the displayed image is a ROCK and a PAPER input is selected.
24. The method of claim 22, wherein a success is counted if the displayed image is a SCISSOR and a ROCK input is selected.
25. The method of claim 22, wherein a success is counted if the displayed image is a PAPER and a SCISSOR input is selected.
26. The method of claim 21, further comprising varying the displayed image and selecting one of the inputs.
27. The method of claim 21, wherein the inputs display a plurality of input images and the input images are varied.
28. The method of claim 21, further comprising generating an output to indicate a number of successful counts.
29. The method of claim 21, further comprising varying a time interval for selecting one of the inputs.
US11/345,077 2006-01-31 2006-01-31 Electronic image identification response game Abandoned US20070178954A1 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080116643A1 (en) * 2006-07-20 2008-05-22 Miranda Gregory A Football playing piece
US20140106839A1 (en) * 2007-10-30 2014-04-17 Igt Gaming system, gaming device and method for providing an outcome enhancing feature

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4207087A (en) * 1977-09-19 1980-06-10 Marvin Glass & Associates Microcomputer controlled game
US5855513A (en) * 1996-08-26 1999-01-05 Tiger Electronics, Ltd. Electronic matching and position game
US5882258A (en) * 1997-09-08 1999-03-16 Rlt Acquisition, Inc. Skill-based card game
US20020042293A1 (en) * 2000-10-09 2002-04-11 Ubale Ajay Ganesh Net related interactive quiz game
US6843477B2 (en) * 2002-10-07 2005-01-18 Robert E. Simmons, Jr. Rock, paper, scissors card game and methods of play
US20050192082A1 (en) * 2004-01-30 2005-09-01 Richard Wilson Prize machine
US20050202869A1 (en) * 2003-12-10 2005-09-15 Nintendo Co., Ltd. Storage medium having stored therein game program
US7275746B2 (en) * 2004-07-30 2007-10-02 Jensen Richard L Crossword puzzle board game

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4207087A (en) * 1977-09-19 1980-06-10 Marvin Glass & Associates Microcomputer controlled game
US5855513A (en) * 1996-08-26 1999-01-05 Tiger Electronics, Ltd. Electronic matching and position game
US5882258A (en) * 1997-09-08 1999-03-16 Rlt Acquisition, Inc. Skill-based card game
US20020042293A1 (en) * 2000-10-09 2002-04-11 Ubale Ajay Ganesh Net related interactive quiz game
US6843477B2 (en) * 2002-10-07 2005-01-18 Robert E. Simmons, Jr. Rock, paper, scissors card game and methods of play
US20050202869A1 (en) * 2003-12-10 2005-09-15 Nintendo Co., Ltd. Storage medium having stored therein game program
US20050192082A1 (en) * 2004-01-30 2005-09-01 Richard Wilson Prize machine
US7275746B2 (en) * 2004-07-30 2007-10-02 Jensen Richard L Crossword puzzle board game

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080116643A1 (en) * 2006-07-20 2008-05-22 Miranda Gregory A Football playing piece
US20140106839A1 (en) * 2007-10-30 2014-04-17 Igt Gaming system, gaming device and method for providing an outcome enhancing feature
US9495842B2 (en) * 2007-10-30 2016-11-15 Igt Gaming system, gaming device and method for providing an outcome enhancing feature

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Owner name: RUDELL, ELLIOT, CALIFORNIA

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:OSBORNE, IAN;REEL/FRAME:017822/0757

Effective date: 20060316

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION