Patent application title: TWO-PLAYER GAME OF SKILL WHERE EACH PLAYER TRIES TO BE THE FIRST TO PRESS FOLLOWING A VISUAL SIGNAL
Inventors:
William Glenn Wardlow (Sunriver, OR, US)
IPC8 Class: AA63F924FI
USPC Class:
463 1
Class name: Amusement devices: games including means for processing electronic data (e.g., computer/video game, etc.)
Publication date: 2009-12-24
Patent application number: 20090318206
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Patent application title: TWO-PLAYER GAME OF SKILL WHERE EACH PLAYER TRIES TO BE THE FIRST TO PRESS FOLLOWING A VISUAL SIGNAL
Inventors:
WILLIAM GLENN WARDLOW
Agents:
WILLIAM G. WARDLOW
Assignees:
Origin: SUNRIVER, OR US
IPC8 Class: AA63F924FI
USPC Class:
463 1
Patent application number: 20090318206
Abstract:
A two-player game where each player tries to be the first to press an
actuator following a visual signal which randomly appears for a random
amount of time, and the player who is the first to press while the visual
signal is visible scores a point, and the first player to reach a
predetermined number of points wins the game, and said game also awards a
point to the opposite player when one player presses at a time when the
visual signal is not visible.Claims:
1. ProcessA two-Player game comprising the steps of:a. resetting the
Indicator(s) and obtaining a random value for a Timer which controls the
length of time the Indicator(s) are in the "reset" state.b. determining
whether or not a Player is Pressing his or her Actuator, and if so,
awarding the opposing Player a point by recording same in Memory. then
advancing to step (c) If not, advancing to step (d).c. after a point is
scored, comparing the scoring Player's cumulative score stored in Memory
with a predetermined number of points necessary to win. If the scoring
Player has not reached the predetermined number of points necessary to
win, Indicating a point scored and looping back to step (a). If the
scoring Player has reached the predetermined number of points necessary
to win, Indicating that the scoring Player has won and ending the game.d.
decrementing the Timer and checking whether it has expired. If not,
looping back to step (b). If so, advancing to step (e).e. randomly
changing the state of the Indicator(s) to Indicate either "Press" or
"don't Press" and obtaining a random value for a Timer which controls the
length of time the Indicator(s) are in this state.f. determining whether
or not a Player is Pressing his or her Actuator, and if so, determining
whether the Indicator(s) are in the "Press" or "don't Press" state and
awarding a Point to the Player that pressed if the Indicator(s) are in
the "Press" state, or to the Player that was not pressing if the
Indicator(s) are in the "don't Press" state, by recording same in Memory,
thereafter looping back to step (c). If not, advancing to step (g).g.
decrementing the Timer and checking whether it has expired. If not,
looping back to step (f). If so, looping back to step (a).Machine:A
gaming device comprising two or more Actuators and a means of visually
displaying at least seven different states using one or more Indicators.
The necessary states are as follows:1) Reset2) Don't press3) Press
immediately4) Player 1 scored a point5) Player 2 scored a point6) Player
1 wins7) Player 2 winswhereby said gaming device follows these steps:a.
reset the Indicator(s) and obtain a random value for a Timer which
controls the length of time the Indicator(s) are in the "reset" state.b.
determine whether or not a Player is Pressing his or her Actuator, and if
so, award the opposing Player a point by recording same in Memory, then
advance to step (c) If not, advance to step (d).c. after a point is
scored, compare the scoring Player's cumulative score stored in Memory
with a predetermined number of points necessary to win. If the scoring
Player has not reached the predetermined number of points necessary to
win, Indicate a point scored and loop back to step (a). If the scoring
Player has reached the predetermined number of points necessary to win,
Indicate that the scoring Player has won and end the game.d. decrement
the Timer and check whether it has expired. If not, loop back to step
(b). If so, advance to step (e).e. randomly change the state of the
Indicator(s) to Indicate either "Press" or "don't Press" and obtain a
random value for a Timer which controls the length of time the
Indicator(s) are in this state.f. determine whether or not a Player is
Pressing his or her Actuator, and if so, determine whether the
Indicator(s) are in the "Press" or "don't Press" state and award a Point
to the Player that pressed if the Indicator(s) are in the "Press" state,
or to the Player that was not pressing if the Indicator(s) are in the
"don't Press" state, by recording same in Memory, thereafter loop back to
step (c). If not, advance to step (g).g. decrement the Timer and check
whether it has expired. If not, loop back to step (f). If so, loop back
to step (a).Description:
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001]This application is related to Provisional Patent Application No. 61/132,728, filed Jun. 23, 2008. The invention claimed herein is one part of said Provisional Patent Application. The inventor is separately filing and claiming other inventions included in said Provisional Patent Application.
BACKGROUND OF THE INVENTION
Field of the Invention
[0002]This application relates to two-player games of skill, specifically those using actuators and indicators.
[0003]This application uses the following defined terms:
[0004]Actuator--a physical means of sending a signal to the device embodying the invention.
[0005]Press--to activate an Actuator by physical means.
[0006]Indicator--a visually observable device capable of changing state
[0007]Indicate--to change the state of an Indicator
[0008]Player--one of the two participants in the game
[0009]Memory--a means of recording each player's cumulative score
[0010]Timer--a means of measuring and signaling the end of a given time interval
DRAWINGS
[0011]FIG. 1 is a flowchart showing the steps described in the First Embodiment.
[0012]FIG. 2 is a photograph of the gaming device which plays a number of games, including the First Embodiment of the invention
DETAILED DESCRIPTION
[0013]The First Embodiment of the invention that is currently being sold by various retailers is a hand-held electronic game unit with two tactile switche Actuators (one for each Player), an LED Indicator for each player (one gren, one red), a 2-color red/green center LED Indicator, a microcontroller, and power supply. See FIG. 2.
[0014]The microcontroller is pre-programmed to accept input from the tactile switches, display information using the LEDs and to perform the other functions shown in FIG. 1.
[0015]The center LED is off for a random amount of time, then turns either red or green for a random amount of time, then turns off for a random amount of time, repeating this cycle until a Player Presses.
[0016]The object of the game is for each Player to try to be the first to Press his or her Actuator when the center LED turns green. If a Player does so, he or she is awarded a point which is stored in Memory.
[0017]If a Player presses when the Indicator(s) are not in the "Press" state, the other Player is awarded a point which is stored in Memory.
[0018]A point is Indicated by flashing the LEDs that correspond to the color of the scoring Player.
[0019]The microcontroller determines whether a point has been scored and by whom, and keeps track of each Player's cumulative score. When one Player's score reaches a predetermined limit, the center LED turns solid and the winning Player's LED flashes, ending the game.
[0020]Although the First Embodiment uses the aforementioned design, the invention is equally well-suited to countless other embodiments. One could easily utilize Actuators consisting of touch-sensitive switches, light sensors, wireless controls, or any other type of physical means of control. The invention is equally well-suited to countless other types of visual cues and Indicators such as LCD screens, or any type of electrical or mechanical apparatus that is capable of being seen by the Players and changing state.
[0021]Similarly, there are countless different methods of visually Indicating the various states of the game. Those in the First Embodiment were chosen for their simplicity and low cost.
[0022]The steps in Figure One are shown in their approximate order, but certain steps can precede different steps without altering the fundamental game. For example, the boxes that say "Obtain random value for Timer Counter" and "Randomly change the Indicator(s) to Indicate `Press` or `don't Press`" could just as well be in the opposite order.
[0023]Additional embodiments that are planned include, but are in no way limited to, the following: [0024]Mobile Phone application [0025]Internet application [0026]Video game [0027]Electro-Mechanical toy
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