The patent is directed to a multi-player game, and more particularly to a multi-player game having an electronic instruction unit providing game instructions to the players during the course of gameplay, and including a mechanical die agitator and an electronic randomizer with colored LEDs for controlling gameplay.
Various games having mechanical die agitators for randomly designating numbers and colors have been previously described. For example, U.S. Pat. No. 4,323,248 to Zingale discloses a board game including a board and a chance-taking means for determining and random manner the play of game cards. Four separate chance-taking means are included as part of the game apparatus, each chance-taking means dealing with a separate category such as shape, color, number or letter. A plurality of directional cards are placed at the center of the game board and, when drawn, control the direction of player movements about the board. The board includes indicia indicative of various directions in which player movements can be made. Each player is dealt a plurality of play cards having indicia on their faces representative of different shapes, colors, numbers and letters. The basic objective of the game is to rid oneself of all play cards. By sequential activation of the separate chance-taking means, each player moves to different positions on the board where the taking or discarding of additional cards is required. Inactive players may gamble on whether an active player will succeed in discarding a particular card. If the gamble is successful, the gambling players are permitted to discard gambled cards.
U.S. Pat. No. 3,450,408 to Hagerman discloses a randomizer die assembly which is operative for randomly designating a color. An electrically illuminated educational toy takes the form of a hollow die. A light bulb is provided in a discrete compartment behind each face, and the die encloses a battery and conductive means for causing only the die face which is on top to be illuminated in any at rest position of the die. The bulbs may be distinctively colored and each die face desirably has printed on it the name of the color which it displays. A composite mercury switch located within the die includes a hollow sphere of non-conductive plastic material having six protruding mercury switch wells corresponding to each of the faces of the die. The light for the corresponding face is illuminated when a small body of mercury within the composite switch is disposed within one of the wells.
Various games having electronic randomizers have also been previously described. For example, U.S. Pat. No. 4,669,728 to Carden discloses an electronic base game apparatus including an internally powered electronic playing piece containing a random number generator that drives a visual display within the playing piece for displaying one or more numbers or dot patterns corresponding to the dots displayed by one or two dice which have been rolled. A magnetic field sensor within the playing pieces responsive to a magnetic field-producing element within a base forming part of the apparatus in causing a high-frequency oscillator within the playing piece to stop, causing a counter connected to the output of the oscillator to transfer random numbers based upon the accumulated count to the display input drive lines, and causing the display, which is dark in the absence of a magnetic field energizing the playing a piece of sensor, to display the numbers.
In one aspect, the present invention is directed to a game for multiple players having an instruction unit and a plurality of game cards each having gameplay indicia disposed thereon. The instruction unit includes a mechanical number selection device configured to randomly select one of a plurality of available numbers for the game, a first input device operatively connected to the mechanical number selection device and responsive to actuation of the mechanical number selection device, and a first output device. The instruction unit is actuated by a player actuating the mechanical number selection device and the detection of the actuation of the mechanical number selection device by the first input device. The instruction unit selects one of a plurality of colors associated with the game in response to the actuation of the mechanical number selection device, and causes the first output device to provide a sensory perceptible output corresponding to the color selected by the instruction unit.
In another aspect, the present invention is directed to an instruction unit for a game having a mechanical number selection device configured to randomly select one of a plurality of available numbers for the game, a first input device operatively coupled to the mechanical number selection device such that actuation of the mechanical number selection device actuates the first input device, a first output device, and a controller operatively coupled to the first input device and the first output device. The controller is programmed to select one of a plurality of colors associated with the game in response to detecting the actuation of the first input device, and to cause the first output device to provide a sensory perceptible output corresponding to the color selected by the controller.
In a further aspect, the present invention is directed to a method of gameplay for a game for a plurality of players. The method includes providing an instruction unit and a deck of game cards, wherein each game card has game indicia disposed thereon, and wherein the instruction unit has a mechanical number selection mechanism and is configured to select one of a plurality of available colors in response to actuation of the mechanical number selection mechanism. The method further includes distributing a plurality of the game cards to each participant of the game, and each player in turn actuating the mechanical number selection mechanism to randomly select one of the available numbers and to cause the instruction unit to select one of the available colors. Additionally, the method includes providing at the instruction unit a sensory perceptible indication of the color selected by the instruction unit; and discarding game cards distributed to the player and having colored indicia disposed thereon matching the color selected and indicated by the instruction unit onto a discard pile up to the number indicated by the mechanical number selection mechanism.
In yet another aspect, the present invention is directed to an instruction unit for a game including a mechanical selection device configured to randomly select one item from a first group of items that are relevant to the gameplay of the game, a first input device operatively coupled to the mechanical selection device such that actuation of the mechanical selection device actuates the first input device, a first output device, and a controller operatively coupled to the first input device and the first output device. The controller is programmed to select one item from a second group of items that are relevant to the gameplay of the game in response to detecting the actuation of the first input device, and to cause the first output device to provide a sensory perceptible output corresponding to the item selected from the second group of items by the controller.
Additional aspects of the invention are defined by the claims of this patent.
Although the following text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
It should also be understood that, unless a term is expressly defined in this patent using the sentence “As used herein, the term ‘——————’ is hereby defined to mean . . . ” or a similar sentence, there is no intent to limit the meaning of that term, either expressly or by implication, beyond its plain or ordinary meaning, and such term should not be interpreted to be limited in scope based on any statement made in any section of this patent (other than the language of the claims). To the extent that any term recited in the claims at the end of this patent is referred to in this patent in a manner consistent with a single meaning, that is done for sake of clarity only so as to not confuse the reader, and it is not intended that such claim term by limited, by implication or otherwise, to that single meaning. Finally, unless a claim element is defined by reciting the word “means” and a function without the recital of any structure, it is not intended that the scope of any claim element be interpreted based on the application of 35 U.S.C. §112, sixth paragraph.
This embodiment and the drawing figures herein are exemplary only, and are not intended to limit the scope of the claims to this particular embodiment. Other configurations of the game 10 are contemplated having, for example, different configurations of the game cards, different electronic instruction units, different agitator devices, and other variations that are within the scope of the claims defining the invention. Furthermore, it is contemplated that the game 10, in addition to the electronic instruction unit 12, may be implemented partially or entirely through electronic and/or graphic means such that the game layout, game pieces, game cards and audio portions of the game are presented via video or audio technology.
Referring now to
The die agitator 14 may be a standard Pop-O-Matic type die agitator having a translucent dome 38 that is pressed downwardly and released to randomly reorient a die 40 disposed therein. The die agitator 14 may further include a support structure 42 disposed within the dome 40 and defining a recess or well 44 in which the die 40 rests after reorientation. The support structure 42 also supports a plurality of colored LEDs 46-60 that are operatively connected to the internal components of the electronic instruction unit 12. In the illustrated embodiment, LEDs 46-52 and LEDs 54-60 may be disposed within opposite recesses 62, 64, respectively, of the support structure 42 and covered by wholly or partially translucent LED covers 66, 68 such that the light from the LEDs 46-60 is visible through the dome 38 when they are illuminated.
When a force is applied to the dome 38 as shown in
Those skilled in the art will understand that the illustrated embodiment is but one example of a combination of a die agitator and a switch that may randomly reorient a die and detect the operation of the die agitator to cause a response by the electronic instruction unit 12. Moreover, other mechanical random number selection devices may be implemented in the instruction unit 12 that may make a random selection from a plurality of available numbers that are relevant to the gameplay of the game 10, and the actuation of which may be detected by an input device of the instruction unit 12 such as the switch 70. For example, selection devices implementing wheels, dials and other rotatable elements may be implemented in the instruction unit 12. Other configurations of randomizing devices and corresponding switches or other input devices are contemplated by the inventors is having used in a game 10 in accordance with the invention.
Returning to
As the card 28 is inserted through the opening 86 of the card slot 36, the leading edge of the card 28 engages the switch arm 96 of the card switch 92 to close the card switch 92. As will be discussed more fully below, the closing of the card switch 92 in response to the insertion of the card 28 causes the electronic instruction unit 12 to perform processing to control the gameplay of the game 10. When the card 28 is removed from the card slot 36, the switch arm 96 is disengaged by the card 28 to open the card switch 92, thereby indicating to the electronic instruction unit 12 that the card 28 has been removed. Those skilled in the art will understand that the illustrated embodiment is but one example of a card slot and switch arrangement that may detect the placement and removal of a card in a particular location with respect to the electronic instruction unit 12 to cause a response by the electronic instruction unit 12, and such arrangements are contemplated by the inventors as having used in a game 10 in accordance with the invention.
Referring back to
The cards 18-24 are colored red, green, yellow and blue, respectively, to correspond to the colors of the LEDs 46-60. The players will pick up or discard the number of cards 18-24 appearing on the die and matching the color of the illuminated LEDs 46-60 according to the rules described more fully below. It should be noted that the particular colors, the number of colors, and the display devices for the colors (LEDs 46-60) are exemplary only, and may be varied based on the needs of a particular implementation of an instruction unit 12 and gameplay of game 10. For example, more or fewer differing colors may be implemented. Further, other electrical or electro-mechanical output devices capable of providing a visually perceptible output corresponding to a color selected by instruction unit 12 from a plurality of available color selections for the game 10 may be substituted for the LEDs 46-60. Consequently, the instruction unit 12 could include multicolor LEDs, colored incandescent lights, LCD displays, motor-driven wheels or dials or other output devices that may be operated to display a selected one of a plurality of colors or other items available for selection by the instruction unit 12.
The wild cards 26 are also dealt to the players from the deck of cards 16, and may be discarded at the player's discretion in lieu of a colored card 18-24 matching the illuminated LEDs 46-60. Finally, the Big Trouble cards 28 include distinct identifying indicia distinguishing the cards 28 from the other cards 18-26. A Big Trouble card 28 in a player's hand may be played at an appropriate time by inserting the card 28 into the card slot 36 to actuate the card switch 92 as described above. In response to the actuation of the card switch 92, the electronic instruction unit 12 will select and play an instruction to select another player to press the die agitator 14 and to follow a subsequent instruction played by the electronic instruction unit 12.
The base 30 of the game 10 may be configured as an open-ended hollow tray having an outer wall 100 and a bottom wall 102. The outer wall 100 may be dimensioned to correspond to the outer circumference of the instruction unit 12, and to provide sufficient space to receive the deck of cards 16 therein. The base 30 may further include inner walls 104 defining card storage areas adapted to receive all or a portion of the stacked deck of cards 16 and to maintain the deck of cards 16 in substantial vertical alignment. To facilitate removal of the deck of cards 16, the inner walls 104 may include cutout portions or gaps therebetween allowing a player to reach into the base 30, grasp the deck of cards 16 from the sides, and lift the deck of cards 16 out of the base 30. In order to secure the electronic instruction unit 12 to the base 30, the base 30 may further include oppositely disposed tabs 106 adapted to receive corresponding fingers 108 on the bottom of the electronic instruction unit 12 and to retentively engage the fingers 108 to demountably attach the electronic instruction unit 12 to the base 30 and enclose the deck of cards 16 therein.
At the start of the game 10, the instruction unit 12 may be placed in the center of the playing area, the deck of cards 16 may be shuffled, and an equal number of the cards 16 may be dealt out to each player. The remaining cards 16 in the deck may be placed face down in the middle of the playing area. The game may begin by turning on the instruction unit 12 and actuating the unit 12 in a manner described more fully below to start the game. On each player's turn, the player may either press the dome 38 of the die agitator 14 and attempt to discard the cards 16 in the player's hand according to the roll of the die 40 and the color(s) down 10 lines of the illuminated LEDs 46-60, or the player can insert a Big Trouble card 28 into the card slot 36 and select another player to draw cards 16 from the deck according to the instructions from the electronic instruction unit 12. Play may proceed with each player in turn either actuating the die agitator 14 or inserting a Big Trouble card 28 into the card slot 36 until one of the players discards all of cards 16 in their hand and presses the win button 34.
The structure of the instruction unit 12 will now be discussed with reference to
When the three-way mode switch 114 is set to either the “DEMO” position or the “ON” position, the controller 110 may be connected to the power source 118, which may be batteries inserted into a battery compartment of the instruction unit 12, an external battery, a power cord connected to a wall outlet, or any other appropriate source of electrical power, such that the power source 118 may provide power to the controller 110, circuitry and other components 46-60, 70, 92 and 112-116. Input signals produced by the switches 70, 92, 112 are output to the controller 110 for processing by the game execution logic in both the demonstration and the gameplay modes. Depending on the processing performed, the circuitry of the controller 110 generates and outputs sound generation signals to the speaker 116, wherein the speaker 116 translates the output signals into sounds that are broadcast through holes in the housing 32 of the instruction unit 12 such that the sounds may be heard by the participants of the game 10. The general and specific technologies relating to electronic sound generation circuitry, and the software required to run such devices, are well known to those skilled in the electronic and software arts, and therefore the specific details of the digital processing and memory portions of such circuitry, and the specific details of any software required for this specific application will not be described further herein.
While the output device or mechanism for the instruction unit 12 is illustrated herein as the speaker 116 which may broadcast game instructions that may be audibly perceptible to the players, those skilled in the art will understand that the instruction unit 12 may be implemented with an desired output device capable of conveying the game instructions in any manner that may be perceptible to the players. For example, in an alternative embodiment, the output device for the instruction unit 12 may be a visual display for the game instructions that may be viewable by the players to convey the game instructions. As a further alternative, the output device may be a printer to which the controller 110 may output signals causing the printer to print and dispense game instructions when a player actuates one of the switches 70, 92, 112. Other output devices or mechanisms may be implemented in the instruction unit 12 as desired, and are contemplated by the inventors as having use with the game 10 and instruction unit 12 of the present invention.
As previously discussed, the controller 110 receives input signals from the switches 70, 92, 112, and the input signals cause the controller 110 to process the game execution logic in the demonstration and gameplay modes. In one embodiment of the instruction unit 12 wherein the switches 70, 92, 112 may be micro switches disposed within the housing 32 of the instruction unit 12 and configured to be actuated in response to displacement of the die agitator 14, insertion of a card 16 in the card slot 36 and movement of the win button 34, respectively. When the die agitator 14 and win button 34 are in their normal positions, and no card 16 is inserted in the card slot 36, the micro switches 70, 92, 112 are not actuated and do not transmit input signals to the controller 110. During the course of the game 10, the player may actuate the micro switches 70, 92, 112 and, correspondingly, activate the instruction unit 12. With the micro switches 70, 92, 112 actuated, input signals are transmitted to the controller 110 to thereby cause the controller 110 to process the demonstration or game execution logic stored thereon.
While the micro switches 70, 92, 112 are discussed herein as transmitting input signals to the controller 110 indicating the actuation of the micro switches 70, 92, 112, those skilled in the art will understand that the micro switches 70, 92, 112 may be configured to transmit a continuous input signal when the micro switches 70, 92, 112 are in their normal positions, and discontinue the input signals when the micro switches 70, 92, 112 are actuated, thereby informing the controller 110 of the input from the players by the absence of input signals from the micro switches 70, 92, 112. Further, while the switches 70, 92, 112 are described herein as micro switches, the switches 70, 92, may be implemented via any type of switch or other input mechanism that may detect input at the instruction unit 12 by a player. For example, the card switch 92 may be an optical sensor configured to transmit input signals to the controller 110 indicating the proximity of a card 16 to the instruction unit 12 when the card 16 covers the optical sensor. Further, if desired, the sensor and controller 110 may be configured with recognition capabilities and software to ensure that a Big Trouble card 28 has been played by the player and not one of the other types of cards 16. As a further alternative, the win switch 112 may be implemented via a switch that detects the pressure from the player on the win button 34, either directly or via some other mechanism capable of applying pressure to the switch 112 in response to an input by the player. Those skilled in the art will understand that other mechanisms for detecting an input by the player and causing an input signal or otherwise activating the controller 110 to process the game execution logic may be implemented in an instruction unit 100, and are contemplated as having use with the present invention.
As previously discussed, the instruction unit 12 may operate in either a demonstration mode or a gameplay mode. In order to activate the instruction unit in the demonstration mode, the three-way switch 114 may be moved the “DEMO” position, thereby causing the controller 110 to execute the demonstration mode logic programmed therein. While in the demonstration mode, the controller 110 may be programmed to transmit one of a plurality of available sound generation signals to the speaker 116 in response to detecting the activation of the agitator switch 70 or the win switch 112. The controller 110 may store sound generation signals corresponding to a plurality of phrases and other sounds that may be broadcast from the instruction unit 12 in the demonstration and gameplay modes.
Once the actuation of the agitator switch 70 is detected at block 204, control passes to a block 206 wherein the controller 110 outputs sound generation signals for an introductory message, such as a combination of phrase numbers 1 and 2 (“Deal out the cards then the first player should just popped bubble”) of table 120, along with introductory music. At the same time, the controller 110 may cause the LEDs 46-60 to be illuminated in a pre-programmed order to produce an introductory light display to accompany the introductory message. After the introduction, the controller 110 may output sound generation signals for idle music to be output from the speaker 116 while the controller 110 waits for the player to actuate one of the switches 70, 92, 112. At the same time, the controller 110 causes the LEDs 46-60 to illuminate in a light display that may be synchronized to the idle music.
While the idle music and accompanying light display are output by the instruction unit 12, control passes to a block 208 to wait for one of the switches 70, 92, 112 to be actuated in response to a player pressing the die agitator 14, inserting a card 16 into the card slot 36 or pressing the win button 34, respectively. If none of the switches 70, 92, 112 are actuated, the controller 110 continues to wait for the players while the idle music and light display are output by the instruction unit 12. As with the block 204, the controller 110 may include time out logic and reminder prompts for the players that are executed by the controller 110 while the controller 110 waits for input from the players. After a predetermined period of time elapses without input from the players and the controller 110 enters the sleep mode, the controller 110 may stop the output of the idle music and LED display at the instruction unit 12, and pass control back to block 204 to wait for the agitator switch 70 to be actuated to start a new game.
Once the controller 110 detects the actuation of any of the switches 70, 92, 112 at block 208, the processing performed by the controller 110 is determined based on the switches 70, 92, 112 that was actuated by the player. If the controller 110 determines that the win switch 112 was actuated at a blocked 210, control passes to a blocked 212 were the controller 110 outputs sound generation signals to the speaker of 116 for a winner message, such as that formed by the combination of phrase numbers 18 (“Yeah! We have a winner”) and 19 (“Pop up the bubble to play again”) of table 120. At the same time, the controller 110 outputs sound generation signals to the speaker 116 for accompanying win music, and causes the LEDs 46-60 to be illuminated in a predetermined win display. After the win message, music and display are output at the instruction unit 12, the controller 110 may again cause the control unit 12 to output the idle music and LED display, and pass control back to block 204 to wait for a player to actuate the agitator switch 70 and begin the next game.
If the controller 110 determines that the win switch 112 was not actuated at block 210, controlled passes to a blocked 214 to determine if the card switch 92 was actuated in response to a Big Trouble card 28 being inserted into the card slot 36. If the card switch 92 is actuated, control passes to a Big Trouble routine 250 of
After the instruction phrase and color(s) are selected by the controller 110, control passes to a blocked 218 wherein the controller 110 outputs sound generation signals for the selected phrases to the speaker 116. At the same time, the controller 110 causes the LEDs 46-60 corresponding to the selected color(s) to be illuminated as the instruction message is broadcast by the speaker 160. After the instruction is output, the controller 110 again causes the speaker 116 to output the idle music while the LEDs 46-60 for the selected color(s) remain illuminated. After the instruction is played, the player discards a combination of cards 16 from the player's hand that match the illuminated color(s), or are wildcards 26, up to the number shown on the top face of the die 40. The instruction unit 12 continues to output the idle music, and control passes back to block 208 to wait for one of the switches 70, 96, 112 to be actuated by one of the players.
If during a players turn the player discards the last card in the player's hand, the player presses the win button 34 to end the game. As discussed above, when the win button 34 is pressed and the win switch 112 is actuated, control passes to block 212 to output the win message, music and display, and then back to block 204 to wait for the die agitator 14 to be pressed to start a new game. If the player has a Big Trouble card 28, the player may insert the card 28 into the card slot 36 to actuate the card switch 92. Depending on the rules of the game, the player may be able to use the card 28 at any time during the player's turn, or may only be allowed to use the card 28 at the end of the player's turn after discarding a number of cards equal to the number on the top face of the die 40. When actuation of one of the switches 70, 92, 112 is detected at block 208 and actuation of the win switch 112 is not detected at block 210, a determination that the card switch 92 is actuated at block 214 causes control to pass to the Big Trouble routine 250 of
The opponent selected by the player playing the Big Trouble card 28 presses the die agitator 14 to continue the turn and to actuate the agitator switch 70. Upon detection of the actuation of the agitator switch 70 at block 254, control passes to a block 256 to play a Big Trouble instruction. The controller 110 outputs sound generation signals to the speaker 116 corresponding to phrase number 14 (“You have to take this many cards”), and selects one of phrase numbers 27 (“How do you like me now?”) and 28 (“That's what I'm talking about”) and outputs sound generation signals corresponding to the selected phrase to the speaker 116. Control passes to a blocked 258 to determine if a second part of a Big Trouble instruction will be output from the instruction unit 12. The controller 110 may be program to output a two-part Big Trouble instruction a predetermined percentage of the occurrences of the Big Trouble routine 250, such as 40% of the occurrences, or have some alternate algorithm or strategy for determining when the instruction should include a second part.
If the controller 110 determines that the Big Trouble instruction will not be a two-part instruction at block 258, control passes to a block 260 wherein the controller 110 evaluates whether the Big Trouble card 28 has been removed from the card slot 36 by determining whether the card switch 92 is actuated. After the opposing player has received the Big Trouble instruction from the instruction unit 12, the card 28 must be removed from the card slot 36 to continue the game. If the card 28 is removed from the card slot 36 and, correspondingly, the card switch 92 is no longer actuated, control passes to a block 262 wherein the controller 110 outputs sound generation signals to the speaker 116 to play an acknowledgment message, such as phrase number 17 (“Alright”) of table 120, indicating that the instruction unit 12 has detected the removal of the card 28. After the acknowledgment message is output, control passes back to block 208 of the main gameplay routine 200 to wait for the next player to actuate one of the switches 70, 92, 112. If the card 28 has not been removed, control passes to a blocked 264 for determination of whether the agitator switch 70 is actuated while the card 28 is still actuating the card switch 92. If the agitator switch 70 is not actuated, control passes back to block 260 to wait for the card 28 to be removed from the card slot 36. If the agitator switch 70 is actuated while the card 28 is still in the card slot 36, control passes to a block 266 wherein the controller 110 outputs sound generation signals to the speaker 116 to broadcast a reminder message to the players to remove the card 28 from the card slot 36, such as phrase numbers 15 (“Slow down here”) and 16 (“Take the card out”). After the instruction unit 12 outputs the reminder message, control passes back to block 260 to wait for the card 28 to be removed from the card slot 36.
If the controller 110 determines that the Big Trouble instruction is a two-part instruction at block 258, control passes to a block 268 for selection by the controller 110 of the second part of the instruction from the available instruction phrases 122 in the table 120. In the illustrated example, phrase number 25 instructs the opposing player to draw additional cards 16 from the deck and add them to the player's hand (“And take those cards too!”), and phrase number 26 instructs the opposing player to draw additional cards 16 from the deck and pass them on to another player (“And give those cards to another player”). The controller 110 may be configured to select one of the available instruction phrases randomly, sequentially, based on a fixed percentage, or based on some other method. After the second part of the instruction is selected, control passes to a block 270 wherein the controller 110 outputs sound generation signals to the speaker 116 to output a second part of the Big Trouble instruction including the selected second part of the instruction. As with the previous instructions and messages, the second part of the instruction may be a combination of multiple phrases 122 from the table 120. For example, the controller 110 may select and output one of phrase numbers 20 (“Hold up!”), 21 (“But wait!”) and 22 (“Wait up!”), followed by phrase numbers 23 (“Time for some double trouble”) and 24 (“Pop the bubble again”), and concluding with the selected one of phrase numbers 25 and 26. After the second part of the instruction is output by the instruction unit 12, the opposing player presses the die agitator 14 a second time to determine the number of cards 16 to be drawn from the deck and either kept in the player's hands or passed to another player as instructed. At the same time, control passes to a block 272 wherein the controller 110 waits for the agitator switch 70 to be actuated in response to the opposing player pressing the die agitator 14. When the controller 110 detects actuation of the agitator switch 70, control passes to a block 274 to replay the second part of the instruction as a reminder to the player. Control then passes to the block 260 to wait for the card 28 to be removed from the card slot 36 and to subsequently return to the primary gameplay routine 200 at block 208 as discussed above.
The flowcharts illustrate one embodiment of main gameplay and Big Trouble routines that may be programmed into the controller 110 or other memory of the instruction unit 12, and executed by the controller 110. Those skilled in the art will understand that other routines may be implemented in the instruction unit 12 to provide a desired gameplay for the game 10. For example, phrases other than those illustrated in table 120 of
Additional configurations of the instruction unit 12 and, correspondingly, the gameplay of the game 10 are contemplated by the inventors. As previously discussed, alternative mechanical random selection mechanisms may be implemented for selecting numbers during the course of the game 10, and other visual output devices may be implemented for providing a visually perceptible output corresponding to the color or other item selected by the controller 110 of the instruction unit 12. As a further alternative, the functions of the mechanical selection mechanism and the electronic selection mechanism may be switched such that the mechanical selection mechanism randomly selects and displays one of the available colors, and the controller 110 is programmed to randomly or otherwise select from the numbers that are utilized in the gameplay of the game 10. Additionally, the game 10 may be configured to utilize groups of items that are relevant to the gameplay of the implemented game other than numbers and colors, such as geometric shapes, plants, animals, characters or any other class of items that may be integrated in the gameplay of the game 10 and selected by mechanical and electrical selection mechanisms implemented in the instruction unit 12.
While the preceding text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
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