The present invention relates generally to toys and more particularly to skill activity toys in which the child performs an activity or a series of activities responsive to generated player skill instructions with reference to one or more goal designations.
The strong man attraction that would be seen at a carnival or fair where a player uses a mallet to hit a target which causes an object to travel up a tower towards a bell is well known. At a carnival the goal is always to hit the bell. Certain mechanisms have been employed in various versions of the strong man attraction for adding entertainment value including light displays and/or mechanical apparatus. It is also known to detect the height of travel of the object. For example, as a variation on this, U.S. Pat. No. 1,277,799 to Weber for “Mechanical Toy” issued Sep. 3, 1918 discloses a toy in which a player utilizes a mallet for engaging a plunger on a base to cause a projectile or figure to be propelled upwardly toward a target figure or bell. The Weber apparatus causes a flag or an object similarly disposed to be revealed accompanying the target figure or bell being hit.
However, the prior art fails to disclose a device providing a skill game in which a player must apply an appropriate amount of force to advance upwardly to target a pre-designated level on a tower, adapted for a game play activity or a series of activities responsive to generated player skill instructions, e.g., with reference to one or more goal designations or in order to score points. Likewise skill games and skill-based activity toys have not been provided in which a player must apply an appropriate amount of force to a target figure using a mallet or the like, in order to cause a second figure to be advanced upwardly to a pre-designated level adapted for game play in which players attempt to cause a character object to be advanced upwardly to a designated target, a series of targets, or different areas on the tower according to instructions.
While children have played with strong man attraction apparatus for some time, a game piece advancing skill game has not been provided with game play for children performing an activity or a series of activities responsive to a generated player skill instruction with reference to one or more goal designations. Accordingly it would be desirable to provide toys in the form of game piece advancing skill games with methods employing a player skill for applying an appropriate amount of force to a target figure in order to cause a second figure to be advanced upwardly to a pre-designated level on a tower.
In accordance with the present inventions, game piece advancing skill games and methods facilitate use of a player skill for applying an appropriate amount of force which may be used in connection with associated game play.
The player skill game apparatus and methods provide two or more designations on a playing region intermediate a first end and a second end of an elongated element with a game piece disposed in relation to the playing region. In a described embodiment the elongated element can be provided in sections and is supported in a substantially vertical orientation with a base element. An indicator is provided for generating a player skill instruction with reference to one or more of the designations. An actuator that is player operable in response to the player skill instruction, and a game piece disposed in relation to the playing region can be advanced in response to the player operable actuator. The player skill game apparatus may determine a position of the game piece disposed in relation to the playing region with reference to the designations in response to the player operable actuator, and information processing may be provided for generating various modes of game play.
Briefly summarized, the inventions relate generally to game piece advancing skill games and methods using a player skill for applying an appropriate amount of force to an actuator that is player operable in response to the player skill instruction, with a game piece disposed in relation to the playing region for being advanced in response to the player operable actuator. As is more specifically disclosed in the detailed embodiments the actuator is provided as a lever assembly which may include a first figure for use in connection with an applied striking force, for example using a mallet or the like, and the game piece may be provided as a puck or a second figure to be advanced upwardly to a pre-designated level on an elongated element or tower.
For the purpose of facilitating an understanding of the inventions, the accompanying drawings and description illustrate a preferred embodiment thereof, from which the inventions, structure, construction and operation, and many related advantages may be readily understood and appreciated.
The following description is provided to enable those skilled in the art to make and use the described embodiments set forth in the best modes contemplated for carrying out the invention. Various modifications, however, will remain readily apparent to those skilled in the art. Any and all such modifications, equivalents, and alternatives are intended to fall within the spirit and scope of the present invention.
Referring now to the Figures,
With reference to
The game piece 18 is provided in relation to the playing region for being advanced to the one or more of the designations in response to the player operable actuator 20, and is advanced to the one or more of the designations in response to the player skill instruction.
Referring to
The actuator 20 is player operable actuating element 34 coupled with a lever 56 and spring 58 responsive to the actuator 20, and
With reference to
With reference to
The below Sound/Phrase Table, illustrates exemplary Sound effect (SPX), SP (Speech) and Music audio samples generated using the Indicator/Information processor 72 of the game assembly 10. Various skill game/game play examples are illustrated herein and below. With reference to
With reference to
With reference to
With reference to
SOUND/PHRASE TABLE for exemplary Sound effect (SPX), SP (Speech), Music:
Press the “POWER ON/OFF” button play: SFX Powerup
Proceed to: Music+LED (random flashing) begin simultaneously.
After approximately 4 seconds begin instruction below:
SP: <Great to see ya!>
SP: <Choose a game!>
Player presses “SELECT” button and players hear:
Player presses “SELECT” button and players hear:
Player presses “SELECT” button and players hear:
When a player hears the game they wish to play:
Player presses “START” button
Indicator/Information processor 72 reaffirms the game selected by announcing it:
Player presses: “START” button
Indicator/Information processor 72 announces: <Route 66>
If the player does not wish to play this game player may press “SELECT” button again and Indicator/Information processor 72 will announce next game. If player does not press “SELECT” button again within 2 seconds the following occurs:
Indicator/Information processor 72 announces:
SP: <How many players>
SP: <Ring the bell to let me know>
Each time “puck” reaches bell on the top of the tower play: SFX Bell
Player hits the target with the mallet to ring the bell—if bell is rung one time game announces: SP+32SP: <one player>
If bell is rung two times game announces: SP+32SP: <two players>
When a game selection is confirmed (Route 66, Superstriker, Power Play) the Indicator/Information processor 72 confirms the number of players.
The object of the game is to score 66 points in the least amount of time. In the one player game players try to beat their best time. A timer starts as soon as the player hits the striker for the first time. Each target lit is worth 2 points.
Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
SP+score+SP<High score is XXX seconds>
When an LED is activated (ON or OFF) play sound effect. Player attempts to light up each section as quick as possible in order to score 66 points. Once a player scores 66 points the game will announce:
score+SP<XX seconds>
SP<great job>
If the player has not scored 66 points after 60 seconds have expired the Indicator/Information processor 72 announces:
SP<holey moley>
SP<wanna play again>
If player pressed “START” button proceed to:
SP+score+SP<High score is XXX>
If player presses “SELECT” button proceed to game select sequence under “START THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
Players play head to head. A timer starts as soon as the striker is hit for the first time. The object of the game is to be the first player to score 66 points or higher. Players have 20 seconds each turn to light up as many targets as possible. Each target lit is worth 2 points. Should player 1 score 66 points or higher during their turn, the game will announce:
SP+score+SP<High score is XXX seconds>
SP+SP<Player one>
SP+SP<Ready go!>
Timer does not begin until the mole is hit with the mallet for the first time. Player one attempts to score as many points as possible for a 20 second duration.
Indicator/Information processor 72 announces:
SP+SP<Player one>
SP+score+SP<Your score is XXX seconds>
Indicator/Information processor 72 announces:
SP+SP<Player two>
SP+SP<Ready go!>
Timer does not begin until the mole is hit with the mallet for the first time. Player two attempts to score as many points as possible for a 20 second duration.
Turns continue until one player accumulates 66 or more points. If Player 1 accumulates 66 points first then the following occurs:
Indicator/Information processor 72 announces:
SP+SP+SP<Player two last chance>
Player 2 has an opportunity to out score player 1.
If Player 2 succeeds in scoring more points than player one then Indicator/Information processor 72 announces:
SP+SP<Player two>
SP<You win>
In the event of a tie the game will announce:
SP<tie score>
SP+SP<Player one>
SP<Last chance>
SP+SP<Ready go>
Player one attempts to score as many points as possible during a 20 second duration. At end of turn Indicator/Information processor 72 announces:
SP+SP<Player one>
SP+score+SP<Your score is XXX points> these points are added to players existing point total
Indicator/Information processor 72 announces:
SP+SP<Player two>
SP<Last chance>
SP+SP<Ready go>
Player two attempts to score as many points as possible during a 20 second duration. At the end of turn Indicator/Information processor 72 announces:
SP+SP<Player two>
SP+score+SP<Your score is XXX points> these points are added to players existing point total
If either player is winner game announces:
SP+SP/SP<Player one/two>
SP<You win>
In the event of a tie the game will announce:
SP<Tie game>
SP<Wanna play again>
If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
The object of the game is to hit the striker with the hammer so that the puck puts out each light as it appears as quickly as possible. The game ends when five lights are lit at the same time. As the game progresses the lights come on faster and faster. Periodically the game will ask the player to ring the bell. The player must hit the bell to score a bonus hit and the top light will go out. When 5 lights are lit at the same time, the game ends and the players will hear their total score in seconds.
Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
SP+score+SP<High score is XXX seconds>
At (2 second intervals—as game progresses lights come on at a faster pace) lights come on at random locations. Player attempts turn off the lights by launching the puck to the appropriate section (illuminated). If 5 lights become illuminated at the same time, game ends. Periodically the game will call out: SP<ring it>
When a player hears this prompt they can launch the puck to hit the bell as a bonus. If the player hits the bell within (2 seconds) of hearing the prompt then the top most light illuminated at the time will go out. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
SP<Great job>
SP+score+SP<Your score is XXX seconds>
SP<Wanna play again>
If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”) Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
Players play head to head. A timer starts as soon as the first light is activated. The object of the game is to last the longest before the game gets 5 lights on. If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Indicator/Information processor 72 announces:
SP+score+SP<High score is XXX seconds>
SP+SP<Player one>
SP+SP<Ready go>
Lights begin random sequence.
Player one continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
SP<Great job>
SP+score+SP<Your score is XXX seconds>
Game then announces:
SP+SP<player two>
SP+SP<ready go>
Player two continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
SP<Great job>
SP+score+SP<Your score is XXX seconds>
Game will then announce winner.
SP+SP/SP<player one/two>
SP<you win>
SP<wanna play again>
If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
SP+score+SP<High score is XXX seconds>
In the event of a tie Indicator/Information processor 72 will announce:
SP<tie score>
SP+SP<Player one>
SP<Last chance>
SP+SP<Ready go>
Lights begin random sequence.
Player one continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
SP<Great job>
SP+score+SP<Your score is XXX seconds>
Game then announces:
SP+SP<Player two>
SP<Last chance>
SP+SP<Ready go>
Player one continues to “turn off” lights as they come on. Upon the condition of 5 lights being illuminated concurrently, the Indicator/Information processor 72 will announce:
SP<Great job>
SP+score+SP<Your score is XXX seconds>
Indicator/Information processor 72 announces winner if appropriate:
SP+SP/SP<Player 1/2 you win>
If score is still tied Indicator/Information processor 72 announces:
SP<Tie score>
SP<wanna play again>
If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
The object of the game is to light up all nine targets in the least time possible. After all the lights are lit and the bell at the top has been rung, the Indicator/Information processor 72 will announce the players' time in seconds. Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
SP+score+SP<High score is XXX seconds>
Player attempts to light up each section of the tower by launching the puck. After all sections are lit the game will announce:
SP<hit the bell>
Player takes one last hit with the mallet to hit the bell. Game then announces:
SP+score+SP<your score is XXX seconds>
SP<wanna play again>
If player pressed “START” button proceed to: (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”). Proceed according to number of players identified. If player presses “SELECT” button proceed to game select sequence under “STARTING THE GAME”. If player DOES NOT press “START” or “SELECT” button after 120 seconds then proceed to SLEEP MODE while maintaining game state memory (high scores).
Player presses “START” button (Indicator/Information processor 72 asks for number of players and player confirms “STARTING GAME PLAY”)
SP+score+SP<High score is XXX>
SP+SP<Player one>
Player one attempts to light up each section as quickly as possible upon doing so the Indicator/Information processor 72 will instruct:
SP<hit the bell>
Indicator/Information processor 72 will then announce:
SP+score+SP<your score is XX seconds>
Indicator/Information processor 72 will then proceed to:
SP+SP<player two>
Player two attempts to light up each section as quickly as possible. Upon doing so the Indicator/Information processor 72 will announce:
SP+score+SP<your score is XX seconds>
SP+SP/SP+SP<player 1/2 you win>
SP<wanna play again>
From the foregoing, it can be seen that there has been provided features for improved game piece advancing skill games and methods. While a particular embodiment of the present invention has been shown and described, it will be obvious to those skilled in the art that changes and modifications may be made without departing from the invention in its broader aspects. Therefore, the aim is to cover all such changes and modifications as fall within the true spirit and scope of the invention. The matter set forth in the foregoing description and accompanying drawings is offered by way of illustration only and not as a limitation. The actual scope of the invention is intended to be defined by subsequent claims when viewed in their proper perspective based on the prior art.