Interactive quiz game system and method

Information

  • Patent Grant
  • 6322074
  • Patent Number
    6,322,074
  • Date Filed
    Tuesday, November 9, 1999
    25 years ago
  • Date Issued
    Tuesday, November 27, 2001
    23 years ago
Abstract
A game device includes a plurality of user-selectable cells extending between start and finish areas, where each of the cells is associated with a character performing an answer to a question or clue that may be provided in the form of a category. One or more participants move from the start to the finish area by selecting cells whose characters when taken in order form a valid answer. A number of valid answers or paths between the start and finish areas can exist. The participant is scored at least in part based on the characters forming the valid answer.
Description




TECHNICAL FIELD




The present invention relates to the field of interactive entertainment systems and methods for using such systems by at least one player.




BACKGROUND OF THE INVENTION




A large variety of games exists for entertainment and educational purposes. Some games involve the movement of a participant about a game area, for example hopscotch and the game sold under the trademark TWISTER. Other games require the spelling of words. For example, well-known games such as crossword puzzles require the participant to spell out the answer to a question or clue in a letter-by-letter fashion. The well-known game called “hangman” and the game produced under the trademark WHEEL OF FORTUNE require the participant to guess letters to fill in blanks, and to eventually make an answer attempt at a partially completed word or phrase. The well-known game sold under the trademark SCRABBLE takes a slightly different approach, providing the participant with a set of characters from which the participant forms words without consideration to any clue or question. In SCRABBLE, at least one letter of the participant's answer must make contact with at least one letter of a word already existing on the game board. The participant attempts to achieve a high score by incorporating letters that have relatively high point values, where the point values are assigned based on their frequency of use in the language of the game (e.g. English, Spanish, French). Another commonly known game is sold under the trademark BOGGLE. In BOGGLE, a number of cubes or die bearing letters are shaken in a container and randomly fall into a grid. The participant must then identify as many words as possible, where the words are formed by contiguous pairs of letters. Further, a large number of computer-based programs exists for teaching spelling, general knowledge, and trivia. While many of these games can be informative and entertaining, they lack the excitement associated with physical movement of the participant through a maze or game board.




SUMMARY OF THE INVENTION




Under one aspect of the invention, a game device includes a plurality of user-selectable cells extending between start and finish areas, where each of the cells is associated with a character for forming an answer to a question or clue that may be provided in the form of a category. One or more participants move from the start to the finish area by selecting cells where the characters associated with the cells form a valid answer when taken in order. A number of valid answers or paths between the start and finish areas can exist. The participant is scored at least in part based on the characters forming the valid answer.











BRIEF DESCRIPTION OF THE DRAWINGS




In the drawings, identical reference numbers identify similar elements or acts. The sizes and relative positions of elements in the drawings are not necessarily drawn to scale. For example, lateral sizes and thicknesses are not drawn to scale, and are arbitrarily enlarged and positioned to improve drawing legibility.





FIG. 1

is an isometric view of an integrated electronic game structure including a grid, a controller, and a display.





FIG. 2

is an exploded isometric view of a cell of the grid of FIG.


1


.





FIG. 3

is an isometric view of a manual game structure, including a grid formed on a flexible substrate, and a human game operator.





FIG. 4

is an isometric view of a cell of the grid of

FIG. 3

including an interchangeable character.





FIG. 5

is a computer implemented game structure including a grid formed as a display on a display monitor.





FIGS. 6A and 6B

is a flowchart of acts for operating the game.





FIG. 7

is an isometric view of an LED display including a matrix of dot shaped light emitters.











DETAILED DESCRIPTION OF THE INVENTION




In the following description, certain specific details are set forth in order to provide a thorough understanding of various embodiments of the invention. However, one skilled in the art will understand that the invention may be practiced without these details. In other instances, well-known structures associated with user-selectable switches, programmed computers and displays have not been shown or described in detail to avoid unnecessarily obscuring descriptions of the embodiments of the invention.




An electronic interactive game system will first be discussed, including a description of an electronic game cell suitable for such a game system. A manual interactive came structure will then be discussed, followed by a discussion of a computer-based interactive game system. Of course, other embodiments are possible. The headings provided herein are for convenience only and do not interpret the scope or meaning of the claimed invention.




ELECTRONIC INTERACTIVE GAME SYSTEM





FIG. 1

shows an interactive integrated electronic game system


10


in an interactive game area


12


including a game grid


14


, a game display


16


, and an electronic controller in the form of a programmed general purpose computer system


18


. The game grid


14


includes a number of user-selectable cells


20


extending between a start area


22


and a finish area


24


. (Only four of the cells


20


are enumerated in

FIG. 1

to improve drawing legibility.) Each cell


20


has a unique address corresponding to the row number R


1


-R


13


and column number C


1


-C


5


, (e.g., R


2


, C


3


corresponds to the cell containing the character “S” that is two cells from the left and one cell from the bottom of the game grid


14


). Each cell


20


is a switch that produces a unique code or signal for the computer, in a manner similar to a keyboard. While

FIG. 1

shows the cells


20


arranged in a rectangular grid of rows R


1


-R


13


and columns C


1


-C


5


, other arrangements are possible. For example, the cells


20


of the grid


14


can be arranged in other shapes and are not required to form a contiguous pattern. The grid


14


can include a greater or smaller number of cells


20


.




Each of the cells is associated with a character (e.g., letter, number, icon, or other human recognizable symbol). The cells


20


display the characters


26


so that a participant


28


can visually associate characters


26


and their respective cells


20


. For example, the letter “A” is associated with the cell R


1


C


1


such that activation of the cell R


1


C


1


by the participant


28


selects the letter “A.” The participant


28


may select a desired character


26


by stepping onto the cell


20


displaying the desired character


26


. A ramp


30


carries the grid


14


such that the finish


24


is relatively higher than the start


22


. This provides the participant


28


and spectators (not shown) a better view of the grid


14


. The ramp


30


may include suitable handrails


32


to prevent the participant


28


from falling from the ramp


30


. The participant


28


can also rely on the handrails


32


to maintain balance while moving from cell to cell


20


. The ramp


30


and/or handrails


32


can be omitted from some embodiments. In an alternative embodiment, some of the cells


20


may not be associated with a character


26


, the cell


20


serving as a blank, similar to a “blackened” space in a crossword puzzle. Additionally, or alternatively, the cell


20


can function as a “wild card” character


26


, permitting the participant


28


to decide what character


26


the cell


20


will represent, for example by announcing the desired character


26


to a game operator.




The game display


16


is located in the interactive game area


12


for ease of view by the participant


28


and spectators (not shown). The game display


16


may take the form of a projection display, a liquid crystal diode (“LCD”) display, a cathode ray tube (“CRT”) display, or any other displays adaptable to electronic control. The game display


16


displays a question


34


which can take the form of an interrogatory, clue, or category for which the participant


28


must form an answer. The game display


16


displays previously selected correct answers


36


and a current answer


38


as the participant


28


forms the current answer


38


through the selection of cells


20


. For example, a question


34


in the form of a category entitled Science Fiction Movies may have received an earlier valid answer


36


“Star Trek.” The cells R


2


C


3


, R


3


C


4


, R


5


C


4


, R


5


C


3


, R


7


C


3


, R


9


C


3


, R


10


C


2


, R


12


C


2


taken in order (as shown by the arrows extending between the cells) form the valid answer “Star Trek.” The cells R


2


C


3


, R


3


C


4


, R


5


C


4


, R


5


C


3


, R


7


C


3


, R


9


C


3


, R


10


C


2


, R


12


C


2


thus form a valid path between the start


22


and the finish


24


. Another valid path for the question


34


is formed from the cells R


2


C


3


, R


3


C


4


, R


5


C


4


, R


7


C


5


, R


9


C


4


, R


10


C


4


, R


12


C


4


, and R


13


C


3


, that spell “Star Wars” when taken in order. The game display


16


can display an identifier or name


40


and score


42


of a first participant (not shown) and the identifier or name


44


and score


46


of a second participant


28


. The display


16


can further include a chess clock providing a stop time


48


,


50


for the first and second participants, respectively. The game display


16


can further include speakers


52


for producing audio questions, music, and sound effects for providing a more stimulating game environment.




As is generally known, the general purpose computer system


18


includes a game computer


54


, an operator display


56


, an operator keyboard


58


, and other input devices such as a mouse


60


. The operator display


56


can be a touch-sensitive display to allow an operator to control the interactive electronic game structure


10


by directly selecting icons displayed on the operator display


56


. The operator (not shown) can use the operator keyboard


58


and mouse


60


for Generally controlling the game during play, or for configuring, the flame prior to play. For example, the operator can define questions such as categories, and define valid answers or paths prior to game play. During game play, the operator can use the touch-sensitive operator display


56


to select predefined answers and categories, and to override certain functions such as automatic scoring and automatic timing. The operator can also employ the touch-sensitive operator display


56


to select a particular game mode as described in detail below. The interactive operator display


56


further allows the operator to award or subtract points and/or time at the operator's discretion. The general purpose computer system


18


can permit the operator to reconfigure the grid


14


, by redefining the association between various letters


26


and cells


20


and by causing the cells


20


to display the appropriate letters


26


. The game computer


54


can employ a look-up table to related codes from the switches and the assigned characters


26


(e.g., alphanumeric values).




ELECTRONIC GAME CELL





FIG. 2

shows the components of one of the cells


20


. The cell


20


includes a rigid backing


62


capable of supporting the participant


28


as the participant moves about the grid


14


. The participant's movements can include running and jumping so a relatively strong material such as plywood flooring may be suitable. The backing


62


supports a display element, such as multi-element LED


64


that is selectively configurable by the game computer


54


to display desired characters


26


. The multi-element LED


64


includes a control line


66


extending to the general purpose computer system


18


. While the multi-element LED


64


shown in

FIG. 2

is a common electronic device having 16 distinct linear elements, other arrangements may be suitable. For example, the multi-element LED


128


shown in

FIG. 7

can form a matrix of distinct elements, for example a matrix


130


of 64 or 128 dot shaped light emitters


132


(only three are denominated for drawing legibility). Such a multi-element LED


132


may provide better resolution than the 16 element LED


64


. A portion of the multi-element LED


132


, such as an outer boarder of dot shaped light emitters


132


can provide a visual indication corresponding to certain actions, such as the selection of the cell


20


, or the entry of a correct or incorrect answer. Other arrangements of display elements are of course possible.




A protective covering, such as a plexiglass panel


68


overlies the multi-segment LED


64


and the backing


62


. The plexiglass panel


68


should be sufficiently clear to allow the participant


28


to view the character


26


formed by the multi-segment LED


64


. A biasing member, such as pair of leaf springs


70


bias the plexiglass panel


68


from the backing


62


. A pair of pressure sensitive contact switches


72


are engaged by the plexiglass panel


68


as the leaf springs


70


deform under the weight of the participant


28


stepping on the plexiglass panel


68


. Engagement by the panel


68


closes at least one of the pressure sensitive switches


72


, sending a signal alone switch signal line


74


to the game computer


54


. Thus, the game computer


54


can control the multi-segment LED


64


to display a desired character


26


, and can determine when the character


26


has been selected by the participant


28


. In an alternative embodiment, the pressure-sensitive switches


72


can be configured to support the weight of the plexiglass panel


68


without activating until additional force is applied, thereby avoiding the need for springs


70


.




The cell


20


can further include a visual cell indicator such as a series of color LEDs


76


. The set of color LEDs


76


can include LEDs of different colors, for example red and yellow LEDs. The yellow LEDs may be activated in the cells


20


that have yet to be selected by the participant


28


, while the red LEDs are activated on cells


20


that have already been selected by the participant


28


. Additionally, the LEDs


76


can be activated to provide an indication of a successful answer attempt, for example by marqueeing, the LEDs in a clockwise or counterclockwise fashion about the selected cells


20


. Such LED sets


76


are often available in a clear flexible tubing making the LEDs


76


easy to work with and providing some mechanical protection.




While the embodiment of

FIG. 2

shows the cells


20


having an electronically configurable character display (multi-segment LED


64


), the interactive game system


10


may employ simpler character display devices. For example, a stencil (e.g., a sheet having the outline of the character cut out) can be sandwiched between the backing


62


and the plexiglass panel


68


. In such an embodiment, the stencil can be backlit by a light source such as an incandescent bulb or LED (not shown) to act as the character display. The rid


14


can be reconfigured by simply interchanging the stencils between the various cells


20


and updating the association between the cells


20


and the characters


26


in the game computer


54


. The interactive game system


10


can employ other fixed or reconfigurable character displays. Alternatively, the characters


26


can be etched into the plexiglass panels


68


which can be held in place by clips or other fasteners that permit the characters


26


on the grid


14


to be manually rearranged.




MANUAL INTERACTIVE GAME STRUCTURE





FIG. 3

shows an alternative embodiment in which the game grid


14


is formed on a flexible sheet


80


. This alternative embodiment, and those alternative embodiments and other alternatives described herein, are substantially similar to previously embodiments, and common acts and structures are identified by the same reference numbers. Only significant differences in operation and structure are described in detail below.




The game structure


10


of

FIG. 3

has the advantage of being inexpensive to construct and highly portable since the flexible sheet


80


can be rolled or folded for easy transport and storage. The cells


20


containing the letters


26


are distributed about the grid


14


and rows and columns, similar to the embodiment of FIG.


1


. Other arrangements of the cells


20


are of course possible. A start area is defined at a first end


81


and a finish area at a second end


83


of the flexible mat


80


. The participant


28


can respond to vocal commands, questions or queries issued by a human operator


82


. The human operator


82


can visually monitor the participant


28


, to determine the order and characters


26


selected by the participant


28


in response to the query. The operator


82


can write the question or query on a board such as a whiteboard or blackboard


84


to provide a visual indication of the question to the participant


28


. The operator


82


can also monitor a clock


86


for timing the participant


28


. The operator


82


can record the scores


42


,


46


on the white or blackboard


84


. The characters


26


are printed directly onto the flexible sheet


80


.




In an alternative embodiment, the operator


82


can interact with a computer similar to the computer system


18


(FIG.


1


), to manually input the participant's character selections. The operator


82


can read the queries, time, scores and other information from the game computer display


56


.




In an alternative embodiment shown in

FIG. 4

, the flexible sheet


80


is formed by a backing sheet


88


and a transparent cover sheet


90


. Pockets


92


are formed between the backing sheet


88


and the cover sheet


90


. The pockets


92


have an opening


94


to allow the insertion and removal of a card


96


carrying the character


26


. Thus the layout of characters


26


on the grid


14


can be easily modified without significantly increasing the cost of the game


10


. The cover sheet


90


is transparent or semi-transparent such that the character


26


is clearly visible.




COMPUTER-BASED INTERACTIVE GAME SYSTEM





FIG. 5

shows a participant's computer system


100


including a computer


102


, a computer display


104


, a keyboard


106


, and other input device such as a mouse


108


. The computer display


104


displays the game grid


14


including the cells


20


and characters


26


. The computer display


104


also displays the start and finish areas


22


,


24


, that can be part of the rid


14


or can be separate from the grid


14


. Questions


34


can be displayed on the computer display


104


and/or provided through a speaker


110


.




The computer display


104


can also display answers


38


, as well as the score


42


, and remaining time


48


if the game mode is timed. Selected characters


20


can be highlighted, as shown by the darkened borders of cells such as the cells


112


. The participant


28


can select the desired cells


20


by moving the mouse


108


to position a cursor


114


over the desired cell


20


and clicking a mouse button


116


to select the cell


20


. One skilled in the art will recognize other methods of selecting the desired cells


20


. The software defining the game can reside in a computer-readable memory in the computer


102


, such as a hard disk, CD-ROM, or floppy disk, or can reside in a server (e.g., distant computer) (not shown). Where the software resides on a server, the appropriate data can be relayed over a network such as the Internet or World Wide Web.




INTERACTIVE GAMING METHOD





FIGS. 6A and 6B

show a method


200


for operating the interactive game


10


. As described, the method


200


includes some optional steps that can be used in operating the game


10


. While the method will generally be discussed with reference to the embodiment of

FIG. 1

, the method is generally applicable to other embodiments, for example, the embodiments of

FIGS. 3 and 5

.




In step


202


, the (game computer


54


starts up the game, for example initializing variables and loading instructions and data. The game computer


54


can start in response to an operator entry by way of the operator keyboard


58


, mouse


60


or turning on of the game computer


54


. In step


204


, the game computer


54


displays an operator interface to the game computer display


56


. The operator interface can cooperate with the touch-sensitive operator display


56


to allow the operator to quickly and easily configure and run the game. In step


206


, the operator selects a game mode, for example selecting between a variety of game formats, as will be explained below. In step


208


, the game computer


54


initializes the scores


42


,


46


.




In step


210


, the game computer


54


automatically selects a category from a set of predefined categories. The selection can be random, and the game computer


54


can be programmed such that the same category will not be repeated during a game. The sets of predefined categories can be arranged in groups, where all categories in the group are related, for example, by subject matter. A large number of groups of categories permits the game to be tailored to the interest of the particular participants


28


. This permits the operator to select an appropriate group of categories displayed on the operator display based on the common interest of the participants


28


, such as industry related trivia at a party for employees of a business.




For example, a generic group may include the following categories and some acceptable answers:




CANDY BARS: (“MILKY WAY,” “TWIX,” “PAYDAY”)




SHAKESPEARE PLAYS: (“HAMLET,” “MACBETH,” “ALLS WELL”)




Examples of industry specific groups can include:




ATTORNEYS:




FAMOUS CASES: (“ROE V. WADE,” “BROWN V. BOARD. OF ED.”)




LATIN PHRASES: (“RES IPSA,” “PRO SE,” “IN REM”)




SOFTWARE INDUSTRY:




LANGUAGES: (“COBOL,” “BASIC,” “PASCAL,” “FORTRAN”)




SEATTLE: (“MICROSOFT,” “REAL NETWORKS,” “VISIO”)




In step


212


, the game computer


54


selects a question or clue


34


. In step


214


, the same computer


54


configures the grid


14


by associating various characters


26


with cells


20


to provide a number of valid paths between the start


22


and finish


24


. While step


214


is shown following steps


210


and


212


, step


214


can be executed before or between these steps. In such a situation, the existence of valid paths between the start


22


and finish


24


positions is a function of the distribution of the characters


26


throughout the grid


14


, and the relative frequency of the characters


26


use in the language in which the game is played (e.g., English, Spanish, French). In this respect, the method


200


can include an additional step (not shown) permitting the operator to select an appropriate language.




In step


216


, if the selected game mode employs one or more timers, the game computer


54


resets the timers


48


,


50


. In step


218


, the came computer provides a clue or question to the participant


28


and starts the appropriate timer


46


,


50


. The game display


16


can visually provide the clue


34


to the participant


28


, and/or the speakers


52


can provide the clue aurally.




In step


220


, game computer


54


monitors the various cells


14


, to detect selection of the cells


20


by the participant


28


. Upon selection, the game computer


54


displays the participant's selection in step


222


. For example, the game computer


54


may cause lights


76


(

FIG. 2

) of the particular cell


20


selected by the participant


28


to light up, change color, flash, or otherwise indicate selection. Additionally, or alternatively, the game computer


54


can cause the selection to be displayed on the game display


16


. Other indications, for example an audible announcement, can be provided through the speakers


52


. The game computer


54


continues detecting and displaying the participant's selections


220


,


222


until the game computer


54


detects the completion of the answer entry in step


224


. Completion can, for example, be sensed using a pressure-sensitive switch located at the finish


24


. Upon detection of the completion, game computer


54


validates the answer attempt in step


226


. Game computer


54


can compare the answer to a predefined list of acceptable answers, and additionally can check the spelling of the answer. The game computer


54


can permit the operator to override a determination that an answer attempt is incorrect. In such a case, the game computer


54


can temporarily update the list of acceptable answers for the duration of the game, or can permanently update the database of answers.




If the answer attempt in step


226


is not valid, control passes to step


234


where the game computer


54


produces an indication that the answer


36


,


38


is incorrect, for example displaying a message to the game display


16


, or controlling the sets of LEDs


76


(

FIG. 2

) of the cells


20


to present some particular predefined pattern.




If the game computer


54


determines that the answer attempt is valid in step


226


, the game computer


54


passes control to step


288


, producing a congratulatory display for achieving a correct answer. Again, the game computer


54


can provide the indication such as a visual display on the game display


16


, an audio indication such as festive music played through the speakers


52


, and/or a visual indication through lights associated with the cells


20


such as the LEDs


76


. In step


230


, the game computer


54


calculates a score for the participant


28


. The game computer


54


can be programmed to include a number of different game modes that may include different methods of scoring. For example, the score can be based on letter values which are assigned to the characters


20


based on the frequency of the character's appearance in the language. The score can be based on the total number of characters


20


in the answer attempt, for example awarding a single point for each character in the answer attempt. Additionally, or alternatively, the score can be based on the value assigned to each valid answer based on the obscurity of the answer. Other methods of scoring would of course be possible.




In step


232


, the game computer


54


causes the game display


16


to display the score


42


,


46


. After displaying the score in step


232


or providing a wrong answer display in step


234


, the game computer


54


determines whether the game is at an end in step


236


. The condition associated with the end of a game may be different in different game modes. For example, the game may be at an end when the total time for any single participant


28


has expired, or alternatively only when the total time for each participant


28


has expired. Additionally, or alternatively, the came may end only after a set number of clues have been provided and/or a set number of categories have been provided.




A single participant


28


can play the game, for example attempting to spell as many valid answers as possible in a given time, or to score as many points as possible, based on character or word values in valid answer attempts, in the given time. In one game mode, the interactive game system


10


can require that a last selected cell


20


remain activated while a next selective cell is activated, thus requiring the participant


28


to step from cell to cell. In another game mode, the interactive game system


10


can require that only a single cell


20


is activated at a given time, thus requiring the participant


28


to jump or leap from cell to cell (e.g., both feet must leave the board at the same time prior to activating a next cell


20


).




Participants


28


can also play against each other. For example, each participant


28


can be given an amount of time to spell as many answers as possible. Participants


28


can alternate turns until one or more of their allotted times runs out. Teams of participants


28


can play together, for example taking alternative turns at answering respective questions. Teams of participants


28


can also play together by taking alternative turns at selecting characters


26


to spell out a single answer attempt to a question or clue. During team play, the interactive game system


10


can require that at last cell


20


remain activated while a next cell


20


is selected, thus ensuring that the team members


28


alternative turns. The interactive came system thus provides a fun, entertaining and educational game environment.




U.S. Pat. No. 5,679,075, issued Oct. 21, 1997 from application Ser. No. 08/554,578, filed Nov. 6, 1995, entitled “INTERACTIVE MULTI-MEDIA GAME SYSTEM AND METHOD” and U.S. patent application Ser. No. 09/001,739, filed Dec. 31, 1997, entitled “ELECTRONICALLY INTERACTIVE LOCATION BASED MULTIMEDIA GAME SYSTEM AND METHOD” each disclose other structures and methods of providing a fun, entertaining and educational game environment.




The various embodiments described above can be combined to provide further embodiments. All of the above U.S. patents, patent applications and publications referred to in the specification are incorporated by reference. Other alternative embodiments are possible by combining the embodiments taught herein with those taught in the incorporated patents and patent applications. Aspects of the invention can be modified, if necessary, to employ systems, circuits and concepts of the various patents, applications and publications to provide yet further embodiments of the invention.




These and other changes can be made to the invention in light of the above detailed description. In general, in the following claims, the terms used should not be construed to limit the invention to specific embodiments disclosed in the specification and the claims, but should be construed to include all interactive names and systems that operate in accordance with the claims. Accordingly, the invention is not limited by the disclosure, but instead its scope is to be determined entirely by the following claims.



Claims
  • 1. A foot activated game, comprisinga grid having a plurality of foot-activated switching cells, each of the foot-activated switching cells associable with one of a number of characters such that activation the foot-activated switching cell selects the associated character, at least a first one of the foot-activated switching cells spaced form at least second one of the foot-activated cells such that a participant cannot step from the first foot-activated switching cell to the second foot-activated switching cell; and an electronic controller coupled to detect activation of the foot-activated switching cells.
  • 2. The apparatus of claim 1, further comprising:a start position; and a finish position opposed to the start position where the cells are between the start position and the finish position.
  • 3. The apparatus of claim 1, further comprising:a character display physically associated with each of the foot-activated switching cells, each of the character displays coupled to the electronic controller for controlling the association of the characters with the foot-activated switching cells.
  • 4. The apparatus of claim 1 wherein at least a first one of the foot-activated switching cells is adjacent at least a second one of the foot-activated switching cells.
  • 5. The apparatus of claim 1 wherein at least a first one of the foot-activated switching is spaced from all of the other ones of the foot-activated switching cells.
  • 6. The apparatus of claim 1 wherein grid comprises a floor structure.
  • 7. A method of performing a game, comprising:receiving a question; determining an answer attempt in response to the question; selecting a path from a start position to a finish position spaced apart from the start position, the path comprising a number of cells selected from a plurality of cells, the plurality of cells each associated with a character, the characters associated with each of the number of cells comprising the path forming the answer attempt; and receiving a score based at least partially on whether the answer attempt is correct.
  • 8. The method of claim 7 wherein selecting a path from a start position to a finish position includes successively activating a number of switches, where each switch is associated with a respective one of the number of selected cells.
  • 9. The method of claim 7 wherein the plurality of cells are foot pads and selecting a path from a start position to a finish position includes successively stepping on each of the foot pads corresponding to each of the number of selected cells to activated a respective one of a number of switches.
  • 10. The method of claim 7 wherein the plurality of cells are foot pads and selecting a path from a start position to a finish position includes stepping on each of the foot pads corresponding to each of the number of selected cells to activated a respective one of a number of switches, such that only a single switch is activated at any single time.
  • 11. A method of operating a game, comprising:providing a question to a participant; monitoring a grid extending between a start and finish positions and comprising a plurality of cells for a participant selection of a number of the cells in response to the question, where each of the cells is associated with a respective one of a plurality of characters, the characters associated with the number of the selected cells forming an answer attempt; and checking the validity of the answer attempt in response to a participant selection of the finish position and scoring the participant based on the answer attempt.
  • 12. The method of claim 11 wherein providing a question to a participant includes displaying the question.
  • 13. The method of claim 11 wherein providing a question to a participant includes operating an electronic display screen to display the question.
  • 14. The method of claim 11 wherein providing a question to a participant includes producing sounds comprising the question.
  • 15. The method of claim 11 wherein providing a question to a participant includes operating a speaker to produce the question.
  • 16. The method of claim 11 wherein monitoring a grid includes visually determining the cells selected by the participant.
  • 17. The method of claim 11 wherein monitoring a grid includes determining a state of a number of switches, the switches associated with respective ones of the cells.
  • 18. The method of claim 11 wherein monitoring a grid includes determining a successive series of foot positions for the participant.
  • 19. The method of claim 11 wherein monitoring a grid includes determining a successive series of finger positions for the participant.
  • 20. The method of claim 11 wherein monitoring a grid includes determining a successive series of cursor positions for a cursor operated by the participant.
  • 21. A method of operating a game, comprising:providing one of several questions to a participant; validating a path extending between a starting position and a predefined finishing position, the path comprising a number of cells selected by the participant from a plurality of cells, each of the number of cells associated with a respective character, the characters associated with the number of selected cells forming an answer attempt in response to the question; and determining a score at least partially based on a validity of the path.
  • 22. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes visually determining a successive series of foot positions with respect to the cells for the participant.
  • 23. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes automatically determining a successive series of foot positions with respect to the cells for the participant.
  • 24. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes automatically determining a successive series of finger positions with respect to the cells for the participant.
  • 25. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes determining a successive series of cursor positions for a cursor operated by the participant.
  • 26. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes comparing the answer attempt to at least one correct answer.
  • 27. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes determining if the answer attempt is a correctly spelled word.
  • 28. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes determining a spacing between each pair of successively selected cells, and comparing the spacing to a maximum spacing.
  • 29. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes determining that the cells in each pair of successively selected cells are adjacent one another.
  • 30. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes determining that the cells in each pair of successively selected cells are physically within a maximum number of cells of one another.
  • 31. The method of claim 21 wherein validating a path extending between a starting position and a predefined finishing position includes comparing the number of characters forming the answer attempt to a predefined minimum number of characters.
  • 32. The method of claim 21 wherein determining a score at least partially based on a validity of the path includes awarding points when the answer attempt matches a correct answer.
  • 33. The method of claim 21 wherein determining a score at least partially based on a validity of the path includes awarding points when the answer attempt matches a correct answer within a time period.
  • 34. The method of claim 21 wherein determining a score at least partially based on a validity of the path includes awarding points for each of the characters forming the answer attempt when the answer attempt matches a correct answer.
  • 35. The method of claim 21 wherein determining a score at least partially based on a validity of the path includes awarding points based on a predefined difficulty for the answer attempt when the answer attempt matches a correct answer.
  • 36. The method of claim 21 wherein determining a score at least partially based on a validity of the path includes awarding points for each answer attempt in a time period that matches one of a number of correct answers.
  • 37. The method of claim 21, wherein the score is determined automatically, and further comprising:overriding the automatically determined score.
  • 38. The method of claim 21, further comprising:storing a number of valid answers in a memory for validating the answer attempt.
  • 39. The method of claim 21, further comprising:storing of cell identifiers for each of a number of valid answers, the cell identifiers corresponding to each of the cells associated with a respective one of the characters forming the valid answer.
  • 40. The method of claim 21, further comprising:updating a list of valid answers with the answer attempt in response to a signal indicating that the answer attempt is valid.
  • 41. A game apparatus, comprising:an input device having a plurality of participant selectable cells between a start area and a finish area, each of the cells displaying a respective character; a processor coupled to the input device to recognize the characters displayed by the cells as respective input values in response to a selection of the cells by a participant, the processor further configured to accept at least two valid paths between the start area and the finish area, each of the valid paths comprising at least three cells where the respective characters displayed by the at least three cells form a valid answer to a question provided to the participant; a memory coupled to the processor and storing the valid paths; and a visual display device coupled to, and controlled by the processor, for displaying at least a score.
  • 42. The apparatus of claim 41 wherein each of the cells includes at least one switch.
  • 43. The apparatus of claim 41, further comprising:a user configurable character display in each of the cells.
  • 44. The apparatus of claim 41, further comprising:a pocket formed in each of the cells sized and dimensioned to interchangeably receive media bearing character indicia.
  • 45. The apparatus of claim 41, further comprising:an electronic character display in each of the cells, the character display coupled to the processor to control the presentation of the respective character for the cell.
  • 46. The apparatus of claim 41 wherein each of the cells includes at least one foot activated switch and at least one light source.
  • 47. The apparatus of claim 41 wherein the finish area includes a participant selectable switch coupled to the processor to provide a signal indicating a completion of the selection of cells by the participant in response to the question.
  • 48. The apparatus of claim 41 wherein the memory stores the valid answer for each of the valid paths.
  • 49. A game apparatus, comprising:a plurality of user selectable switches between a start area and a finish area, each of the switches having a character associated therewith, wherein at least one group of at least two of the switches forms a valid path extending between the start and the finish areas, the characters associated with each of the switches in the valid path forming a valid answer to a question when taken in an order matching an order of the switches appearing in the valid path.
  • 50. The apparatus of claim 49 wherein the characters include at least one of alphabetic characters, numeric characters, and icons.
  • 51. The apparatus of claim 49 wherein switches are foot activated switches arranged in a grid for being stepped on by the participant.
  • 52. The apparatus of claim 49 wherein the switches are pressure sensitive switches.
  • 53. The apparatus of claim 49 wherein the switches are proximity sensitive switches.
  • 54. A computer readable medium whose contents cause a first computer system to perform a game, comprising:providing a question to a participant; monitoring a grid extending between start and finish positions and comprising a plurality of cells for a participant selection of a number of the cells in response to the question, where each of the cells is associated with a respective one of a plurality of characters the characters associated with the number of the selected cells forming an answer attempt; and checking the validity of the answer attempt in response to a participant selection of the finish position and scoring the participant based on the answer attempt.
US Referenced Citations (7)
Number Name Date Kind
4376538 Keehan Mar 1983
4850595 Sherman et al. Jul 1989
5312112 Cohen May 1994
5324040 Panda Jun 1994
5603504 Powell Feb 1997
5679075 Forrest et al. Oct 1997
5853327 Gilboa Dec 1998
Foreign Referenced Citations (1)
Number Date Country
2182572-A May 1987 GB
Non-Patent Literature Citations (6)
Entry
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