Embodiments of the present invention relate to the art of electronic word games, specifically a game that uses a plurality of electronic tiles to make one or more words on an electronic rack. The tiles are received in a plurality of slots formed in the rack, such that the tiles are in electronic communication with the rack. Each tile includes a display screen, a microprocessor, and means for communicating with the rack. The rack includes an on-off switch, a microprocessor, a speaker, a power source, and a means of communicating with each tile. A capacitor in each tile provides power to keep the display screen on temporarily after the tile is removed from the rack. The rack microprocessor includes a database of words, means for identifying each tile and selecting the letter to be displayed on each tile during a game, a means for selecting a word to be spelled based on the number of tiles selected to play the game, a means for determining whether a word has been formed, and a means to signal the player that a word has been formed. When all the tiles in the rack have been used to form a word, the game is over, a score is determined, and a new game, with a new word and new letters, can begin A game can be played with as few as three and as many as seven tiles.
Various types of word games are known, with word games involving the use of a board and tiles, and generally need more than one player. Certain of these games may be bulky, and require the use of a large playing space, such as a table top or floor, for game play to occur. Smaller and more portable versions of many of these games have been developed, and electronic versions developed for play utilizing computers, portable electronic devices, tablet computers, smart phones and the like.
Embodiments of the present invention comprise an electronic word game utilizing an electronic rack and set of game tiles with which a player can challenge his ability to make a word within a specified time period. All power for the game and the video display on the tiles comes from the rack; the tiles include a capacitor to enable the tiles' display to remain on while the tile has been removed from the rack as the player moves the tile during word formation.
An object of the present invention is to provide an electronic word game that utilizes a plurality of letter tiles and electronic rack for holding the letter tiles and for playing the game.
Another object of the present invention is to provide an electronic word game in which the tiles contain a Liquid Crystal Display (“LCD”) screen that displays a letter.
Another object of the present invention is to provide an electronic word game in which the letter displayed on the LCD screen is controlled by the electronic rack.
An electronic word game uses a plurality of tiles and electronic rack to make one or more words. The tiles are received in a plurality of receivers in the rack enabling electronic communication between the tiles and rack. Each tile includes a display screen, a microprocessor, and a means of communicating with the rack. The rack includes an on-off switch, microprocessor, speaker, power source, and a means of communicating with each tile. A capacitor in each tile provides power to keep the display screen on for a brief period after the tile is removed from the rack. The microprocessor includes a means for selecting a word to be spelled based on the number of tiles selected to play the game (between 3 and 7 tiles), a means for determining whether a word has been formed, and a means to signal the player that a word has been formed.
An embodiment of the electronic word game, reference numeral 10, is shown in
The rack 100 includes an on/off switch 152 which can be either a button or toggle switch. In the embodiment shown (
The sides 140 each include a trim piece 142, which provides a finished appearance to the rack 100. The sides 140 also hold the rack 100 together, the sides 140 being added to the rack after the circuitry (shown in
In the embodiment shown, the rack 100 comprises eight receiver surfaces 160, even though the game is provided with seven tiles 200. The eight receiver surfaces 160 provide an extra position for the player to insert a tile, for example, to act as a spacer, or allow the player to move tiles along the length of the rack while playing (see, for example,
The contacts 162, 164, and 166 in the receptor surfaces 160 function for grounding, data transmission, and a power transmission between the rack 100 and the tiles 200. The construction of the rack 100 is such that the contacts 232, 234, and 236 of the tiles 200 will mate with the corresponding contacts 162, 164 and 166 of the rack. The connection between the tiles 200 and the rack 100 should be firm, but not so strong that it becomes difficult for the tiles to be readily maneuvered by the player, especially in view of the game being a timed game. The construction of the receiver surfaces 160 in the rack 100 includes a means to help guide the tiles 200 into position on the rack 100.
The rack 100 could be manufactured from materials such as metal, wood, or plastic. In most embodiments, plastic is suitable because of the ease of manufacturing and assembling the rack.
Electronics:
The electronics of the rack are illustrated in
Another embodiment (not shown) could include an adapter to allow the game system 100 to operate off of the local current instead of or in addition to being powered by a battery. Such an adapter could allow for use of alternating current (“AC”), such as used in North America, or 220 volt operation or other power types used throughout the world. Such alternate embodiment would include a plug in the back or side of the rack, and an appropriate connection so that the plug is in electrical communication with the circuitry of the rack.
As shown in
The LCD 260 is programmed to display a letter in a 6×7 dot matrix pattern (see
In other embodiments, the tile 200 utilizes an LCD segment to form the rim 212, and the tile microprocessor 280 is programmed to cause the LCD segment in the rim (rather than the LCD screen 260) to flash when a correct word is formed.
Database:
The database 190, which is stored in the rack microprocessor 180, will include about 900 sets of 7 letters that will lead to the formation of about 900 seven-letter words (Main Word List). Depending upon the language used for the game (for example, English compared to Spanish), the words should be those that are considered as commonly known in that language. The database should also accommodate differences in the spelling of certain words, such as, for example only and not a limitation, “labor” in American English compared to “labour” as used in Canada, Britain and Europe, The database 190 will include most every 3 to 7 letter word that can be spelled from these 7 letter words.
The database 190 will also include about 600 well known (as described in the previous paragraph) 6 letter words that can be spelled with the letters from the main seven-letter word database (insuring that most all of the smaller words for the 6 letters will be in the database.). The database will also include about 850 well known (as described in the prior paragraph) 5 letter words, 950 well known (as described in the prior paragraph) 4 letter words and 350 well known (as described in the prior paragraph) 3 letter words. When a game is played with just 3 tiles, there will be no smaller words (2 letters or fewer) to look up in the database. Thus, in any 3 letter game the microprocessor 180 will only look for 3 letter words. When the game selects letters from the database for the player it should only select words from the Main Word List. The database is programmed to identify and separate the Main Words from the other words in the database. In embodiments, the number of words in the database can be increased, within the capacity of the microprocessor being employed.
Game Play:
To start the game, the player inserts a number of tiles 200, between 3 and 7 tiles, into the receptors 160 on rack 100, and depresses the on/off switch 152. The rack microprocessor 180 communicates with the tiles 200 and determines the number of tiles on the rack. Each tile 200 is assigned a unique identification code to enable the rack to know the location of any given tile on the rack. The rack microprocessor 180 randomly selects a set of letters from the Main Word List in the database 190 based on the number of tiles being used for the game. The rack microprocessor 180 scrambles the letters so that when they are displayed on the game tiles, they do not spell a valid word for that number of tiles when displayed. The scrambled letters are then assigned to the tiles 200, and communicated to the tiles 200 through the contacts 162, 164 and 166 in the receiver surfaces 160 and the corresponding contacts 232, 234 and 236 on the tiles, causing the LCD display 260 to display the assigned letters (see, for example,
The microprocessor 190 transmits a NEW LETTER signal to the tiles 200, causing the tiles' LCD 260 to flash twice to indicate that the game has been started, and that it is time to play. In embodiments, the game is a timed game and the player has a specified time period to spell a valid word before time expires and the game is over. The time period can range from about 15 seconds to about 5 minutes. In other embodiments, the time period can range from about 30 seconds to about 5 minutes. In other embodiments, the time period can range from about 30 seconds to about 2.5 minutes. In other embodiments, the time period can range from about 30 seconds to about 2 minutes. In other embodiments, the time period can range from about 30 seconds to about 1 minute. In yet another embodiment, the time period is about 30 seconds.
The player then moves one or more tiles 200 on the rack 100 to form a word, and each time a valid word is spelled, the microprocessor 190 signals the tiles to flash twice with a VALID WORD signal. The type of flash for a VALID WORD signal is different from that of a NEW LETTERS signal so the player will know that the VALID WORD flash indicates that a correct word has been formed, and not to be confused into thinking that either the game is over or new letters are being provided. Each valid word will score points based on the length of the word, as will be described in another section. If the timer expires (for example, 30 seconds without a word having been formed), the microprocessor will signal the tiles so that all of the tiles will flash with a TIME OUT signal. The TIME OUT signal may also include an audible signal through the speaker to signal the end of a game. (Again, the type of flash for a TIME OUT signal will be different from that of the NEW LETTERS or VALID WORD flash so as not confuse the player). In embodiments, an audible warning could also accompany either one or all of the NEW LETTERS, VALID WORD or TIME OUT signals.
A game will continue as long as a valid word has been spelled during the specified time period. Each time after a new valid word has been spelled, the timer will be reset by the microprocessor, and the game will continue. The exception to this timer reset is when that word was previously spelled from the same set of letters.
Once the game timer has expired, the rack microprocessor 190 will wait a specified period for the player to place the number of starting tiles 200 on the rack in consecutive receiver surfaces 160. The time period can range from about 15 seconds to about 5 minutes. In other embodiments, the time period can range from about 30 seconds to about 5 minutes. In other embodiments, the time period can range from about 45 seconds to about 2.5 minutes. In other embodiments, the time period can range from about 45 seconds to about 2 minutes. In other embodiments, the time period can range from about 45 seconds to about 1 minute. In yet another embodiment, the time period is about 45 seconds. Placing the starting tiles is consecutive slots on the rack enables the rack microprocessor to determine that tiles are in position and that a new game is ready to be started.
Once the tiles 200 are in place the rack microprocessor 190 will flash the main word from the database that can be spelled with the full number of letters (selected at the start of the game) five times with a MISSED WORD signal. The game will then display the player's score and flash it twice with a GAME OVER signal. The game will continue to display the score for about 45 seconds and then go into a sleep mode. If the on/off switch 152 is pressed, a new game will start. If, however, the on/off switch 152 is held for 2 seconds, the game will go into sleep mode.
Scoring:
Each time a new valid word is spelled, the player's score will be increased based on the number of letters in the word. A five letter word will receive a higher score than a three letter word. If a valid word is spelled a second time from the same set of letters, it will not be scored (the letters in the word will still flash to let the player know that a valid word has been spelled, but the game will play a NO SCORE signal).
Some examples of scoring are described below. These are representative for a single game, but the microprocessor 190 could be programmed to increase the score in arithmetic increments (such as shown in Example 1) or in, for example, a geometric or logarithmic increment. A four letter word may score twice that of a three letter word, a five letter word twice that of a four letter word, a six letter word twice that of a five letter sword, and a seven letter word twice that of a six letter word.
a. 3 letter words=1 point
b. 4 letter words=3 points
c. 5 letter words=6 points
d. 6 letter words=10 points
e. 7 letter words=15 points
1. 3 letter words=1 point
2. 4 letter words=2 points
3. 5 letter words=4 points
4. 6 letter words=8 points
5. 7 letter words=16 points
The microprocessor 190 will keep track of the score, and may cause the score to be announced through the speaker 195 at the end of the game. The game is ended either after all of the tiles have been used to form words, or after a specified time period has elapsed, as previously described. The time period can range from about 15 seconds to up to about 5 minutes or longer, as has been stated in a prior section of this specification. In one embodiment, the time period is about 30 seconds. Table 1 summarizes the various types of signals that may be displayed during the course of a game.
Game Modes
Sleep Mode:
If the on/off switch 152 (also referred to as the game button) is held down for 2 seconds or more when the game is in wake mode, then the game should go into sleep mode. When the of/off switch 152 is then pressed at a later time, the game goes into the wake mode and is ready for play.
Embodiments of the present invention are currently designed for a single player (Single Player mode).
An embodiment intended for use by one or more players (Multi-Player Mode) will enable communication between racks. These embodiments could include an infrared (“IR”) light emitting diode (“LED”) and an IR receiver for transmitting data to other game racks. In these embodiments, the IR components could be located on the back of the rack to allow communication between racks. If two players are facing each other, their racks should be oriented back to back, so that the racks' IR components will face each other and enable communication between the racks. The microprocessor will be programmed so that all of the tiles have unique identification codes, and means for identifying each player, so that scoring can be attributed to the appropriate player, and enabling the game to be played by two or more players. In other embodiments, an additional IR LED and IR receiver could be positioned on the sides of the rack to allow communication between racks being played side by side by a single player.
To place the game into Multi-Player Mode from the sleep mode, the on/off switch is depressed for about 2 seconds, and the microprocessor of that rack signals the tiles to place a dash symbol “-” on each of the tiles that are on the rack for the next game. The rack microprocessor would then communicate with the IR receiver to determine if the IR receiver has obtained data from other game racks, and check the position of the on/off switch. If the on/off switch has been pressed, then the rack microprocessor should select a random set of letters for a Main Word from the database, based on the number of tiles on the rack, and send that database entry number out to the other rack(s) through the IR LED. If the game receives a database entry number through the IR receiver, then the microprocessor should select the letters based on that database entry number. If the number of tiles do not match the database entry (for example, one player has 7 tiles on the rack and the other has 6), then each of the tiles should flash the number of tiles that should be placed on the rack (for example: if the database entry received was for a 6 letter word and the rack has 7 tiles, then all 7 tiles should flash 6 to indicate that the player should remove 1 tile from the end.). In multi-player mode, the next word selected for each player should be the next word in the database, rather than a word selected at random. Each player can start their game as soon as the letters have been displayed on the tiles.
Although embodiments of this invention have been described with a certain degree of particularity, it is to be understood that the present disclosure has been made only by the way of illustration, and that numerous changes in construction and arrangement of parts may be resorted to without departing from the spirit and scope of the invention.
This application claims the benefit of U.S. Provisional Application for Patent Ser. No. 62/236,971, filed 4 Oct. 2015, by these inventors, and whose content is incorporated by reference herein in its entirety.
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Number | Date | Country | |
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20170095729 A1 | Apr 2017 | US |
Number | Date | Country | |
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62236971 | Oct 2015 | US |