Methods of play of a game and game apparatuses, for example involving competition among players, to identify words from a scrambled arrangement of visible indicia such as letters are described herein.
Referring to
In this example embodiment, the handle 104 includes an upper portion 118, a lower portion 120, and an end portion 122 which are fitted or secured together and to the housing 102 (e.g., detachably snap-fitted). In this example embodiment, the handle 104 includes a compartment 124 the boundaries of which are defined by inner surfaces of the upper portion 118, the lower portion 120, and the end portion 122, respectively. In an embodiment, the upper portion 118 and the lower portion 120 are secured together (e.g., with an adhesive or mechanically interlocked in some conventional fashion), or are integrally formed as a single component, with the end portion 122 being detachably secured thereto.
In this example embodiment, the game apparatus 100 includes a timer 126 sized to fit within the compartment 124. In this example embodiment, the timer 126 is an hourglass. However, it should be appreciated that the timer can be of a different type or shape, in which case the handle and/or its inner surfaces may be formed with a different shape to accommodate the shape of the timer. Moreover, the game apparatus 100 can be configured such that the timer 126 is secured in an alternate fashion (e.g., external to the housing 102 or handle 104), or not at all.
In this example embodiment, the game apparatus 100 includes a score keeping mechanism 128 that can be manually manipulated by a player. In this example embodiment, score keeping mechanism 128 includes a raised support structure 130 with parallel grooves 132 and 134 formed therein as shown. The score keeping mechanism 128 further includes score sliders 136 and 138 shaped to slide along the grooves 132 and 134, respectively. In an example embodiment, the grooves 132 and 134 are formed with evenly spaced notches (not shown) into which the score sliders 136 and 138 drop as they are moved from one end of the grooves to the other. The number of notches can vary depending upon the design of a particular game apparatus; it is generally contemplated that each of the grooves 132 and 134 will have an equal number of notches, although this is not necessarily the case. The raised support structure 130 is secured to the housing 102 (e.g., with an adhesive or mechanically interlocked in some conventional fashion). Alternately, the raised support structure 130 and the housing 102 are integrally formed as a single component.
In this example embodiment, the game apparatus 100 includes a structure for mechanically coupling the game pieces 110 to the housing 102 such that the game pieces 110 can be selectively set in a position for viewing and in a position for scrambling. For example, the game pieces can be fully seated within the receiving channels 114 and set in position when an engaging force is applied to the game pieces 110, and such that the game pieces 110 can be partially disengaged from the receiving channels 114 and free to rotate in relation to the windows 116 when the engaging force is removed. In this example embodiment, the structure for mechanically coupling includes a rod 140 that supports the game pieces 110. In this example embodiment, a recess 142 in the handle 104 supports one end of the rod 140 and another recess (not shown) in the end portion 106 supports the other end of the rod 140. In this example embodiment, the rod 140 is substantially cylindrical; alternately, the rod 140 can be flattened or have a number of flat surfaces or flat and rounded or other surface configurations.
In an example embodiment, a game apparatus includes a housing including or containing games pieces which are scrambled by repositioning (e.g., shaking) the housing, and a structure for setting a scrambled arrangement of the game pieces. Referring to
In an example embodiment, a game apparatus includes game pieces which are scrambled by operation of the game apparatus, and a structure, engaged by placing the game apparatus upon a surface, for automatically aligning the game pieces in an arrangement. In an example embodiment, the structure for automatically aligning the game pieces includes the rod 140. In an example embodiment, the rod 140 is positioned sufficiently far away from the receiving channels 114 and the apertures 142 (of the game pieces 110) are sufficiently large in size to permit the game pieces 110 to rotate about the rod 140 when the game apparatus 100 is lifted from the surface 152.
In an example embodiment, the arrangement facilitates ergonomic viewing of the game pieces. In an example embodiment, an improvement to a game apparatus that facilitates scrambling game pieces includes a structure that aligns the game pieces in an arrangement facilitating ergonomic viewing of the game pieces by a player when the game apparatus is placed upon a surface. Referring to
In an example embodiment, a game apparatus includes game pieces which are scrambled by operation of the game apparatus, and a structure for setting a scrambled arrangement of the game pieces providing dual simultaneous displays of visible indicia on the game pieces. Referring to
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In an example embodiment, the rod 140 is positioned a sufficient distance away from the display portion 186, and the game pieces 110 have a sufficiently large inner diameter, such that the game pieces 110 are fully seated within the receiving channels 114 and set in position when an engaging force is applied to the game pieces 110, and such that the game pieces 110 are partially disengaged from the receiving channels 114 and relatively free to rotate about the rod 140 when the engaging force is removed.
In an example embodiment, an improvement to a game apparatus in which multiple game pieces are scrambled includes a structure that sets the game pieces into positions resulting in multiple identical arrangements of visible indicia. In an example embodiment, the multiple identical arrangements of visible indicia are presented at different viewing perspectives, such as provided by the dual displays 160 and 162 (
In an example embodiment, the game pieces 110 and the housing 102 are configured such that the outer surfaces 112 that are visible through the windows 116 provide multiple presentations of identical combinations of the visible indicia. In an example embodiment, for each of the game pieces 110, two outer surfaces 112 are displayed. By way of example, in a sequence of outer surfaces 112 on a game piece 110, a first and third outer surface are displayed, while a second outer surface therebetween is not.
In an example embodiment, each of the outer surfaces 112 bearing visible indicia includes a pair of visible indicia elements. The visible indicia are of one or more types selected from a group including, but not limited to: letters, characters, numbers, symbols, and images.
In an example embodiment, the visible indicia exclude letters infrequently occurring in words, such as the letters “Q”, “X”, and “Z”. In an example embodiment, an individual game piece does not bear particular combinations of letters that frequently occur in words, such as “TR”, “CR”, “BR”, and “DR”. However, it may be desirable for such combinations to be possible for display by having one letter in such a combination on one game piece and the other letter in the combination on a next adjacent game piece or on a game piece other than an adjacent game piece.
In an example embodiment, a game apparatus includes a set of hexagonal rings for a scramble game. The hexagonal rings include outer surfaces that are blank or bear visible indicia which are arranged along the outer surfaces such that pairs of the visible indicia that are spaced a predetermined number (e.g., one) of outer surfaces apart are identical but inverted in orientation (as shown, for example, in
With respect to materials, in an example embodiment, the various components of the game apparatus 100 are made from a plastic such as styrene. Alternately, some or all of the components can be made from other materials such as wood or metal or materials different from each other.
Referring to
At 804, a player identifies a first word that can be formed from the letters and/or other visible indicia, the first word being a selected number or a minimum number of characters in length. In an example embodiment, the minimum number of characters is four. In other embodiments, the minimum number of characters is a smaller or larger number. In an example embodiment, the minimum number of characters varies between players. For example, a younger or less skilled player might be permitted to identify a first word that is three or more characters in length, while the first word for a competing player would be four or more characters in length. Various other schemes of providing “handicaps” can be provided. For example, an expert player might be required to identify a first word that is five or more characters in length.
At 806, a player attempts to identify a word that is longer than the first word. In an example embodiment, a different player (than the player who identified the first word) tries to identify a longer word. In an example embodiment, the player who identified the first word can also attempt to identify a longer word and gain an additional point if successful, (e.g., after the second player/team has exhausted their 30 second interval). In an example embodiment, a player is required to identify a longer word before a time interval expires. In an example embodiment, a player can request additional time at the risk of being penalized if he or she is still not able to identify a longer word when the additional time expires.
At 808, one or more points are awarded to a player who identifies a longest word that can be formed, such as the longest word in the allotted time. In an example embodiment, the method 800 is repeated until one of the players accumulates a particular number of points (e.g., 15 points). In an example embodiment, a player who was just awarded a point gets to set the arrangement (at 802) for the next round. Alternatively, another player has a turn at setting the arrangement, or a player with the lowest score gets to set the arrangement.
In an example embodiment, some or all plural forms of words are excluded from words that can be identified. In an example embodiment, only plurals forms of words ending in “S” or “ES” are excluded. In an example embodiment, “words” that can be identified include phrases, i.e., multiple words. For example, an element of visible indicia bearing an image might form part of a phrase in combination with other letters, numbers, symbols, and/or images. Also, an element of visible indicia bearing an image might represent a wild card.
In an example embodiment, a method of playing a game begins by scrambling letters, and then presenting identical sets of the letters in scrambled form in multiple display areas for viewing by multiple players of the game. A player communicates a first word having a minimum number of characters (e.g., four) from the scrambled letters. In an example embodiment, the method of playing a game further includes starting an interval of time (e.g., thirty seconds), and communicating before expiration of the interval of time a second word formed from the scrambled letters, the second word having more characters than the first word. In an example embodiment, the method of playing a game further includes awarding a point to the player who communicates a word longer than a word that of any of the other players can form from the scrambled letters, for example in the allotted time even though longer words are possible.
By way of example, communicating the first (or second) word includes calling out the first (or second) word, or providing one or more inputs representing the first (or second or further) word to a computing device. Thus, players not capable of articulating clearly enough are able to play when an electronic system for receiving player inputs is provided. For example, a keyboard or keypad can be used to type in an identified word.
In an example embodiment, a method of playing a game includes initiating a mechanical scrambling of game pieces within a game device (e.g., shaking the game device), and causing the mechanical scrambling of the game pieces to end by placing the game device on a surface which forces the game pieces upward into the game device and into stationary positions such that letters on the game pieces are aligned. The method of playing a game next includes communicating a long word that can be formed from letters that are visible on the game pieces. In an example embodiment, the long word is a minimum number of characters (e.g., four) in length. In an example embodiment, communicating a long word includes taking turns communicating successively longer words that can be formed from the letters. In an example embodiment, communicating a long word includes providing a time limit (e.g., thirty seconds) by which a player must communicate a next word. In an example embodiment, communicating includes (correctly) pronouncing the long word, and in another example communicating includes properly spelling and indicating the letters in the display that are relied upon to form the word. In an example embodiment, the method of playing a game further includes awarding a point to the player who communicates a longest word that players of the game can form from the letters, e.g., in the allotted time.
In another example embodiment, three or more players/teams play separately, for their own benefit. For example, a first player calls out a word (of a minimum length, such as four letters). Next, a timer is started and the other players/teams have, for example, thirty seconds to find a longer word which they write down (e.g., on paper); or a second player/team could yell out (or otherwise communicate) a five-letter word, and another player/team could yell out (or otherwise communicate) a six-letter word, etc. In either case, if all words are found within the time limit, then the player/team that found the longest word is awarded a point.
In various embodiments, a single player plays the game. In a first “solo play” example embodiment, the player is given ten rounds (e.g., shakes of the device) or some other number of rounds. For each round, after the letters are presented in scrambled form (e.g., by placing the device on the playing surface), the timer is started and the player attempts to find the longest word that he or she can find within the time limited provided by the timer (e.g., 30 seconds). For a game device that is placed on a surface, the player may wish to place the timer on top of the device to more readily notice when time is about to expire for a given round. When using the game apparatus 100 (
4 letter word=1 point
5 letter word=2 points
6 letter word=3 points
7 letter word=4 points
8 letter word=5 points
In this example embodiment, the slider 136 can be used to keep track of a total of twenty points; therefore, if the player gets to twenty points, the player can continue keeping score by resetting the slider 136 and remembering that he or she already has twenty points.
In a second “solo play” example embodiment, one point is awarded for every word that the player can find in a given scramble of letters within the time limit (e.g., 30 seconds) regardless of the length of the word(s), provided the word is a minimum number of letters (e.g., four letters) in length. Other “solo play” variations than those explicitly described herein are also possible.
Referring to
In an example embodiment, the graphical user interface 1000 (e.g., part of a video game) is controlled to present a randomly ordered arrangement 1002 of visible indicia. The indicia may be of one or more types selected from a group including letters, characters, numbers, symbols, and images. The graphical user interface in this example is controlled to present a timer 1004 in response to a start timer input 1006 provided by a player. It should be understood that the arrangement 1002 of visible indicia can be provided in other configurations, for example, in a two-dimensional array of indicia elements, or in some other grouping or haphazard arrangement to further challenge players. In a further example, the graphical user interface 1000 can be controlled to receive user input and if desired to present the user input representing the user's choice for a word that can be formed from the indicia. An electronic device can also be configured to start a timer, for example for a 30 second interval, during which another user can enter a choice for a longer word. Additionally, the electronic device can be configured to start the timer only when a player first inputs a word that represents a valid combination or arrangement of the visible indicia that comply with a set of the game rules.
In an example embodiment, the graphical user interface 1000 is controlled to present a new randomly ordered arrangement of the visible indicia in response to a next round input 1008 provided by the player. In an example embodiment, the graphical user interface 1000 is controlled to present a score 1010 and to provide a mechanism 1012 for allowing the player to change the score. For example, the mechanism allows each player to increment or decrement his or her score.
In an example embodiment, a computer-executable program presents the graphical user interface 1000 at multiple video displays. In an example embodiment, the computer-executable program is configured to receive player inputs from multiple players. In an example embodiment, the computer-executable program is configured to receive player inputs provided via a personal computer, a hand-held electronic game apparatus, and/or a mobile communications device. In an example embodiment, the computer-executable program controls a video game utilizing a network communications protocol. In an example embodiment, the computer-executable program controls a video game utilizing an instant messaging technique.
In an example embodiment, a method of playing an electronic game starts by causing a computer-executable program to control one or more video displays to present a randomly ordered arrangement of letters (e.g., eight letters). The method of playing an electronic game continues by identifying a first word that can be formed from the letters, the first word having a minimum number of characters (e.g., four), providing an input (e.g., start timer input 1006) that causes the computer-executable program to control the one or more video displays to present a timer 1004, and attempting to identify a word longer in length than the first word before a time interval (e.g., thirty seconds) presented by the timer 1004 expires. In an example embodiment, the randomly ordered arrangement of letters is identically presented at multiple video displays. In an example embodiment, the method of playing an electronic game further includes awarding one or more points to a player who identifies a longest word that can be formed by players of the game from the letters. In an example embodiment, the computer-executable program controls the one or more video displays to present the score 1010 and controls a system for allowing a player to change the score. For example, the system for allowing a player to change the score includes a system for selectively incrementing or decrementing the score. For example, the system for allowing a player to change the score is enabled after the timer 1004 expires. In an example embodiment, the computer-executable program controls a system (e.g., next round input 1008) for allowing a player to initiate a next round resulting in a new randomly ordered arrangement of letters being presented at the one or more video displays.
In an example embodiment, a game apparatus includes an electronic device with a display, such as one of the electronic devices shown in
Although the present inventions have been described in terms of the example embodiments above, numerous modifications and/or additions to the above-described embodiments would be readily apparent to one skilled in the art. It is intended that the scope of the present inventions extend to all such modifications and/or additions.