US20070026919A1 - Electronic tag game and instruction unit - Google Patents

Electronic tag game and instruction unit Download PDF

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Publication number
US20070026919A1
US20070026919A1 US11/194,508 US19450805A US2007026919A1 US 20070026919 A1 US20070026919 A1 US 20070026919A1 US 19450805 A US19450805 A US 19450805A US 2007026919 A1 US2007026919 A1 US 2007026919A1
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United States
Prior art keywords
audible
game apparatus
targets
sequence
player
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Abandoned
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US11/194,508
Inventor
Daniel Klitsner
Gary Levenberg
Brian Clemens
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Kid Group LLC
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Kid Group LLC
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Priority to US11/194,508 priority Critical patent/US20070026919A1/en
Assigned to KID GROUP, LLC reassignment KID GROUP, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: CLEMENS, BRIAN, KLITSNER, DANIEL B., LEVENBERG, GARY
Publication of US20070026919A1 publication Critical patent/US20070026919A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2408Touch-sensitive buttons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/243Detail of input, input devices with other kinds of input
    • A63F2009/2432Detail of input, input devices with other kinds of input actuated by a sound, e.g. using a microphone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2439Characteristics of the input the input being a code, e.g. ID
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2442Sensors or detectors
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps
    • A63F2009/2454Output devices visual using illumination, e.g. with lamps with LED
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2457Display screens, e.g. monitors, video displays
    • A63F2009/2458LCD's
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/38Miscellaneous game characteristics shock damping

Definitions

  • Apparatus are known for detecting the impact of the apparatus with an target and, in some instances, for instructing players to strike targets of the apparatus in a particular sequence.
  • U.S. Pat. Nos. 5,672,131 and 5,816,580 to Osborn et al. disclose an electric paddle that requires a player to strike an object with a paddle in a certain sequence.
  • the electronic paddle includes a paddle that contains a game circuit and a speaker.
  • the game circuit is connected to a first pressure sensor located on a first side of the paddle, and a second pressure sensor located on a second side of the paddle.
  • the pressure sensors provide feedback signals to the game circuit when the paddle strikes the object.
  • a counting racket comprising a racket assembly defined by a handle, a throat and a racket face.
  • the throat extends from the handle to the racket face.
  • the racket assembly houses electronic components which comprise a controller, a memory, a power switch, an acoustic sensor, a speaker and at least one switch.
  • the electronic components are constructed in range to count a number of hits made when an object strikes the racket face.
  • the electronic components are further constructed in a range to audibly recite the number of hits made by the object against the racket face.
  • U.S. Patent Publication No. 2003/0032468 to Adams Jr. discloses an amusement device an method embodied in a hand-held assembly.
  • a plurality of contact targets are disposed on the hand-held assembly.
  • a microprocessor within the amusement device generates and displays a sequence in which the contact targets are to be struck. The player then attempts to strike the contact targets in a pattern that matches the sequence.
  • the contact targets are struck by manipulating the hand-held assembly so that the contact targets become the point of contact between the manipulated hand-held object and an external surface.
  • the microprocessor compares the pattern of contact target strikes to the previously displayed sequence. If there is a match, the sequence is complicated and the play cycle repeated. If there is no match, the game ends.
  • the invention is directed to a game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus.
  • the game apparatus may include an input device, an output device and a controller operatively connected to the input device and to the output device.
  • the controller may be programmed to determine a sequence of the targets to be contacted by the game apparatus, to cause the output device to output a first instruction to contact the first of the targets in the sequence, and to detect contact of the game apparatus with an object in response to actuation of the input device when the game apparatus contacts the object.
  • the invention is directed to a game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus.
  • the game apparatus may include an input device, an output device and a controller operatively connected to the input device and to the output device.
  • the controller may be programmed to determine a sequence of the targets to be contacted by the player, and to cause the output device to output an instruction to contact the targets in the order of the sequence, wherein the instruction includes the entire sequence.
  • the controller may further be programmed to detect contact of the game apparatus with objects in response to actuation of the input device until contacts with a number of objects corresponding to the number of targets in the sequence are detected.
  • the invention is directed to a game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus.
  • the game apparatus may include a first input device, a second input device comprising an audible input device, an audible output device, and a controller operatively connected to the first and second input devices and to the audible output device.
  • the controller may be programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the targets, to store the audible input, and to determine a sequence of the targets to be contacted by the player.
  • the controller may also be programmed to cause the audible output device to output an audible instruction to contact the one of the targets in the course of outputting audible instructions corresponding to the sequence, wherein the audible instruction includes the identification information of the audible input corresponding to the one of the targets, and to detect contact of the game apparatus with an object in response to actuation of the input device when the game apparatus contacts the object.
  • the invention is directed to a method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus.
  • the method may include determining at the game apparatus a sequence of the targets to be contacted by the player, outputting from the game apparatus a first instruction to contact the first of the targets in the sequence, and detecting at the game apparatus contact of the game apparatus with an object.
  • the method may further include outputting from the game apparatus a second instruction to contact the second of the targets in the sequence in response to detecting the contact of the game apparatus with the object, and outputting from the game apparatus subsequent instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an instruction corresponding to the last target in the sequence is output.
  • the invention is directed to a method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus.
  • the method may include receiving an audible input from a player with identification information for a corresponding one of the targets and storing the audible input at the game apparatus.
  • the method may further include determining at the game apparatus a sequence of the targets to be contacted by the player, and outputting from the game apparatus an audible instruction to contact the one of the targets in the course of outputting audible instructions corresponding to the sequence, wherein the audible instruction includes the identification information of the audible input corresponding to the one of the targets.
  • FIG. 1 is a front elevation of an embodiment of an electronic tag game instruction unit in accordance with the present invention
  • FIG. 2 is a side elevation view of the electronic tag game instruction unit of FIG. 1 ;
  • FIG. 3 is a rear elevation view of the electronic tag game instruction unit of FIG. 1 ;
  • FIG. 4 is a front elevation view of the electronic tag game and instruction unit of FIG. 1 with the front housing partially removed to show the tag switch actuation mechanism;
  • FIG. 5 is a block diagram of the electrical components of the electronic tag game instruction unit of FIG. 1 .
  • FIGS. 1-3 illustrate front, side and rear views, respectively, of an embodiment of an electronic tag game instruction unit 10 in accordance with the present invention.
  • the instruction unit 10 may be grasped by a player, and may provide audible and/or visual signals instructing a player to “tag” a plurality of targets in succession with an impact portion of the instruction unit 10 .
  • the instruction unit 10 may instruct the player to tag the targets one at a time, or provide the player with the entire sequence of targets to be tagged at the outset, and record the time required for the player to tag the specified targets.
  • the instruction unit 10 may provide multiple game options and multiple skill levels allowing the players to play a variety of games.
  • the instruction unit 10 may also allow the players to record their names and/or the names of the targets to be used during the tag game, with the names being stored within the instruction unit 10 .
  • the players may record “fence post” as the name for the first target, “swing set” as the name for the second target, “tree” as the name for the third target, and “shed” as the name for the fourth target.
  • the player and/or target names may be broadcast by the instruction unit 10 as part of the instructions during the tag game.
  • the tag game may include a plurality of target tags (not shown) having indicia thereon corresponding to the target identifies that may be broadcast by the instruction unit 10 during the game.
  • the target tags may each have a unique number and a unique color corresponding to numbers and colors that may be used by broadcast by the instruction unit 10 .
  • the tag corresponding to a first target broadcast by the instruction unit 10 may have the number one disposed thereon with a red background, the tag corresponding to the second target may have the number two disposed thereon with a blue background, and so on.
  • the players may affix one of the target tags on each of the targets to identify the target during the game.
  • the red tag may be affixed to the fence post, the blue tag may be affixed to the swing set, and so on.
  • the instruction unit 10 instructs a player to tag target one, the red target or the fence post, the player will know to run over and tag the fence post with the red tag.
  • the instruction unit 10 may include an outer housing 12 having a grip portion 14 and an impact portion 16 .
  • the grip portion 14 of the housing 12 may be configured to be comfortably grasped by a player for use during the tag game.
  • the grip portion 14 of the housing 12 may further include a battery compartment 18 including a cover 20 retaining batteries disposed therein that will provide power for the operation of the instruction unit 10 .
  • a lanyard 22 may be connected the housing 12 proximate the grip portion 14 and may be configured to receive a player's hand and to suspend the instruction unit 10 from the player's wrist if the player releases the grip portion 14 .
  • the impact portion 16 of the instruction unit 10 may be configured to allow the player to impact a target from any of multiple sides of the instruction unit 10 , and to detect the impact via the actuation of switches disposed within the impact portion 16 of the instruction unit 10 as discussed further below.
  • the impact portion 16 may have a circular or semi-circular ring or bumper attached thereto via a support structure 26 .
  • the ring 24 may be fabricated from a flexible material, such a rubber, that may cushion the impact with a target while transmitting the force of the impact through the support structure 26 to actuate the switch or switches within the impact portion 16 .
  • the instruction unit 10 may include one or more output devices that may be actuated during game play or in response to input provided by the players at input devices that will be described more fully below.
  • the instruction unit 10 may include a light omitting diode (LED) 28 or other illumination device disposed within the impact portion 16 of the housing 12 , and visible through a translucent or partially translucent cover portion or window 30 of the housing 12 .
  • the instruction unit 10 may be configured to illuminate the LED 28 at predetermined times to signify the occurrence of triggering events during the tag game, such as the impact of the ring 24 with a target and the corresponding actuation of an impact switch.
  • the instruction unit 10 may further include a liquid crystal display (LCD) screen or other visual display device to display information relating to the setup and execution of the tag game.
  • the LCD screen 32 may display information related to the game selected by the player, the skill level selected for the game, and the number of players for the game.
  • the LCD screen 32 may also display the top scores and best times that have been recorded for players during the execution of the various games.
  • the LCD screen 32 may display information during the execution of the game, such as a running timer with the elapsed time for a player during the player's turn.
  • the instruction unit 10 may further include a speaker or other audible output device (not shown) disposed proximate an area of openings 34 provided in the housing 12 so that the sound produced by the speaker or other audible output device can be heard during the course of play.
  • the audible output device may output voice, musical or other output signals corresponding to input selections made by the player at the instruction unit 10 , and instructions controlling the game play during the occurrence of the various games provided by the instruction unit 10 .
  • the instruction unit 10 may include additional input devices for setting up the tag game, and causing the instruction unit 10 to initiate the tag game and to provide other information to the players via the output devices discussed above.
  • the instruction unit 10 may include a power button 36 allowing a player to alternately turn the instruction unit 10 on and off as desired, and a volume button 38 that may control the volume level for the signals output at the audible output device.
  • the instruction unit 10 may further include a plurality of game selection buttons 40 - 46 allowing the players to select one of a plurality available game options for the tag game offered by the instruction unit 10 .
  • pressing one of the game selection buttons 40 - 46 one time may cause the instruction unit 10 to execute the corresponding tag game, and pressing the game selection button 40 - 46 repeatedly may allow the player to cycle through and select a desired one of a plurality of skill levels of the particular game that may be available to the players. Available tag games and skill levels that may be offered by the instruction unit 10 are discussed further below.
  • the instruction unit 10 may further include a player selection button 48 that may allow a player to cycle through and select a desired number of players for the occurrence of the tag game, and an automatic game selection button 50 that may initiate a particular one of the available tag games with a predetermined configuration. In one embodiment, pressing the automatic selection button 50 may cause the instruction unit 10 to initiate play of the currently selected one of the available tag games for two players at the lowest skill level. Additionally, a top score button 52 may be provided that, when pressed by a player, may cause the output devices to display and/or broadcast the top score that has been achieved by a player for the selected tag game and stored in the instruction unit 10 . Referring to FIG.
  • the instruction unit 10 may further include a reset button 54 that may allow a player to reset the instruction unit 10 to predetermined default settings.
  • the instruction unit 10 may be configured to perform a full hardware reset to the factory settings for the instruction unit 10 , which may include setting the instruction unit 10 to a default tag game and clear any scores or other stored information from the memory of the instruction unit 10 .
  • the ring 24 and support structure 26 are illustrated in greater detail with the front of the housing 12 partially removed to expose the interior of the impact portion 16 .
  • the support structure 26 may be partially embedded within the ring 24 , and may have a plurality of support arms 60 extending inwardly into the impact portion 16 of the housing 12 through corresponding recesses 62 through the outer wall of the housing 12 .
  • the ring 24 may be further secured to the support structure 26 with inwardly extending flaps 64 attached to corresponding support arms 60 of the support structure 26 .
  • the flaps 64 are partially removed to expose the underlying support arms 60 .
  • the support structure 26 may include a plurality of fingers 66 extending from corresponding ones of the support arms 60 and disposed proximate corresponding impact switches 68 such that the displacement of one of the fingers 66 may actuate the corresponding impact switch 68 .
  • the impact switches 68 may be operatively connected to each and/or to a controller of the instruction unit 10 by a plurality of wires 70 , and may be secured in place relative to the housing 12 . As illustrated, the impact switches are connected in series such that a processor of the instruction unit 10 receives the same signal indicating that a target has been tagged when any one of the impact switches 68 is actuated.
  • each impact switch 68 may be connected directly to the processor of the instruction unit 10 , with the processor receiving a different input signal depending on the particular one of the impact switches 68 that is actuated, but still indicating to the process that the target was tagged.
  • a player impacts a target specified by the instruction unit 10 with the ring 24 to signify to the instruction unit 10 the completion of the instructed task.
  • the portion of the ring 24 impacting the target may compress and, if the impact force with the target is sufficient, cause the ring 24 and support structure 26 to move inwardly towards the impact portion 16 to actuate at least one of the impact switches 68 .
  • the recesses 62 may be configured such that the support arms 60 and corresponding flap 64 are slidable inwardly and laterally relative to the impact portion 16 such that the fingers 66 may move to compress buttons 72 of the impact switches 68 to actuate the impact switches 68 .
  • the ring 24 and support structure 26 may move downwardly such that the finger 66 proximate the top of the instruction unit 10 presses downwardly on the button 72 of the corresponding impact switch 68 to actuate switch 68 and communicate the impact with the target to the instruction unit 10 .
  • the ring 24 and support structure 26 may move laterally with respect to the impact portion 16 of the housing 12 in response to impacts with the targets on the sides of the ring 24 to actuate the corresponding impact switches 68 on the left and right sides of the instruction unit 10 .
  • the illustrated embodiment is one mechanism for detecting impacts of the instruction unit 10 with targets during the course of the tag game, and that other mechanisms for detecting impacts may be substituted therefore and are contemplated by the inventors as having use in a tag game and instruction unit 10 in accordance with the present invention.
  • FIG. 5 shows a schematic block diagram of the internal electrical components of the instruction unit 10 in accordance with the present invention.
  • a processor or controller 100 may be operatively connected to a memory 102 , a timer 104 , output devices (LED 28 , LCD screen 32 and speaker 106 ), a power switch 108 , a volume switch 110 , game switches 112 - 118 , a player selection switch 120 , an automatic game selection switch 122 , a top score switch 124 and a reset switch 126 .
  • the processor 100 may also be operatively connected to a microphone 128 , a player name record switch 130 , and a target name record switch 132 that are described in more detail below.
  • the memory 102 may store instructions that are executable by processor 100 for providing a plurality of different game play formats, such as those described below.
  • the memory 102 may also store data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play, and may further include logic for illuminating the LED 28 and LCD screen 32 during game play.
  • the timer 104 may be used for measuring predetermined periods of time, such as time periods within which input devices must be manipulated for game play to progress or to establish a desired game setting, and for determining the elapsed time for a player to tag the specified targets.
  • the processor 100 , memory 102 and timer 104 may be readily available integrated circuits that have operational capabilities that are suitable for providing the functions of the present invention. Additionally, the functions of the present invention can be performed by an application specific integrated circuit (ASIC), by dedicated logic circuits or by a state machine.
  • ASIC application specific integrated circuit
  • processor 100 may be implemented on the printed circuit boards, and more complex implementations of the instruction unit 10 may be implemented wherein the electrical components of the instruction unit 10 may comprise, among other components, a program memory, a microcontroller or microprocessor (MP), a random-access memory (RAM), read-only memory (ROM), and an input/output (I/O) circuit, all of which may be interconnected.
  • processor 100 may include multiple microprocessors.
  • memory 102 may include multiple RAMs and multiple program memories, depending on the complexity and requirements of a specific implementation.
  • the I/O circuit may include a number of different types of I/O circuits, such as sound generation circuits, video generation circuit, odor generation circuitry, and the like.
  • the RAM(s), ROM(s) and program memories may be implemented as semi-conductor memories, magnetically readable memories, and/or optically readable memories, for example.
  • the audible output device receives command signals generated by processor 100 during the course of play and generates audible voice instructions and/or musical prompts.
  • an output conditioning device can be used for conditioning the command signals in a well-known manner for driving the speaker 106 .
  • the processor 100 may be configured to detect multiple actuations of the player name record switch 130 to cycle through multiple locations within the memory 102 in which player names may be stored.
  • the processor may cause the timer 104 to count down a brief period of time, such as one second, within which a player may actuate the switch 130 a second time to cause the processor 100 to record a player's name that may correspond to a second player of the tag game. Similar brief periods of time may be provided for subsequent actuations of the switch 130 to continue cycling through the number of player names that may be recorded.
  • the processor 100 may be configured to detect actuations of the target name record switch 132 to allow a player to record a plurality of target names in memory 102 for use during the tag game.
  • the processor 100 may be configured to insert the recorded names into the command signals for the speaker 106 where player names and/or target names are recorded and stored in the memory 102 such that the instructions broadcast through the speaker 106 include the recorded player and/or target names. If names are not recorded in memory 102 , the processor 100 may transmit command signals to the speaker 106 containing default player and target names, such as players 1 - 4 and targets A-H.
  • the game play associated with the instruction unit 10 includes the processor 100 causing commands to be output to the players via the speaker 106 and/or the LCD screen 32 specifying one or more of the targets to be tagged by a player, the processor 100 receiving actuation signals generated by the switches 68 when a player tags a target, and the processor 100 tracking the elapsed time for the player to tag the targets. Once all the targets have been tagged, the processor may calculate a score for the player and announce the player's time and score at the speaker 106 and display the information at the LCD screen 32 .
  • the instruction unit 10 may be programmed with the plurality of game play formats.
  • a first game play format the present invention may be adapted for use by one or more players, with the instruction unit 10 creating a course from selected targets and providing the players with a target from which to start. Once a player tags the starting target as instructed, the instruction unit 10 may call out subsequent targets to which the player must run and tag with the impact portion 16 of the instruction unit 10 . As each target is tagged, the instruction unit 10 calls out the next target to be tagged with the instruction unit 10 . The player or players attempt to tag all of the targets in the sequence in the fastest time. In a solo game, the instruction unit 10 may provide the solo player with a time to beat based on the number of targets to be tagged, with the number of targets increasing as the skill level increases.
  • the first game play format may be implemented in the instruction unit 10 of the illustrated embodiment as follows.
  • the button 40 may be pressed to actuate the switch 112 one or more times to select the first game with a desired skill level.
  • the processor 100 may use a relatively small amount of the available targets, such as four targets, to define the course.
  • a plurality of preprogrammed courses may be stored in memory 102 , with the processor 100 being programmed to randomly, sequentially or otherwise select one of the available courses from memory 102 for use in the game.
  • the processor 100 may be programmed with selection logic for dynamically creating a course when a player selects the first game.
  • the processor 100 may have more of the available targets from which to choose, and may create a longer course requiring the player to tag more targets to complete the course.
  • a further skill level may utilize a longer course and include more of the available targets, and may refer to different targets within the course by different identifiers.
  • the processor 100 may store and use both numbers and colors corresponding to the available targets, as well as target names that may have been recorded by the player.
  • the processor 100 may transmit command signals to the speaker 106 containing any one of the available identifiers for the target.
  • the player may push button 48 to actuate switch 120 to select the number of players to participate in the occurrence of the game.
  • the processor 100 may output command signals to the speaker 106 instructing the player to touch a specified one of the targets to start the game.
  • the processor 100 may output command signals to the speaker 106 instructing the player to tag the first target on the course.
  • the processor 100 may transmit additional command signals to the speaker 106 instructing the player to tag additional targets on the course until all of the targets on the course have been tagged. Concurrently, the processor 100 may cause the timer 104 to determine the elapsed time for the player to tag the targets on the course.
  • the processor 100 may receive the elapsed time for the player from the timer 104 , and may be programmed to use the elapsed time to calculate the player's score for the occurrence of the tag game.
  • the processor 100 may be programmed with any desired algorithm for determining a score for a player based on the elapsed time to complete the course.
  • the processor 100 may be configured to calculate a score based solely on the total elapsed time for the player to complete the course, such as by having a score that varies from a maximum number of points at a minimum elapsed time to zero points if the elapsed time is greater than or equal to a maximum allowable elapsed time.
  • the algorithm may vary the player's score in inverse proportion to the elapsed time, based on a step function that varies indiscrete increments of the elapsed time, or by any other desired function.
  • a players score may be determined partially or wholly based on the elapsed time required for the player to tag the targets on individual legs of the course.
  • Those skilled in the art will understand that other algorithms for determining a player's score based on the elapsed time for the player to tag the targets on the course may be implemented in the instruction unit 10 , and are contemplated by the inventors as having use in the tag game in accordance with the present invention.
  • the processor 100 may transmit command signals to the LCD screen 32 and/or the speaker 106 to display and/or broadcast the player's elapsed time and calculated score. If multiple players are selected for the occurrence of the first game, the processor 100 may then repeat the process for the subsequent player(s) utilizing either the same course or a different course with different targets or with a different sequence for tagging the targets. If the processor 100 is so configured, the processor 100 may determine the fastest time or score of the multiple players, and transmit command signals to the LCD screen 32 and/or the speaker 106 for displaying and/or broadcasting the information for the player winning the race.
  • the players may be required to run back and forth between two targets a specified number of times.
  • the number of times the players may be required to shuttle between the targets may be based on the skill level of the second game selected by the players. For example, the first skill level may require the player to shuttle between the targets twice, the second skill level may require the player to shuttle between the targets six times, and the third skill level may require the player to shuttle between the targets ten times.
  • the player successfully tagging the targets the required number of times in the fastest time is the winner.
  • a solo player may be provided with a time to beat by the instruction unit 10 based on the selected skill level.
  • the second game may be selected by the player in a similar manner as described for the first game using the buttons 42 , 48 to actuate the switches 114 , 120 , respectively.
  • the processor 100 may transmit command signals to the speaker 106 instructing the player to tag the first target of the relay.
  • the processor 100 may transmit command signals to the speaker 106 instructing the player to tag the other target of the relay, and to cause the timer 104 to begin tracking the elapsed time for the player to complete the relay.
  • the processor 100 transmits command signals to the speaker 106 instructing the player to tag the opposite target until the player completes the relay.
  • the processor 100 may use the elapsed time recorded by the timer 104 to determine a score for the player using an algorithm such as those discussed above, and transmit command signals to the LCD screen 32 and/or speaker 106 causing the players elapsed time and calculated score to be displayed and/or broadcast to the player.
  • the processor 100 may repeat the process for the relay for each subsequent player until all players have completed the relay course, at which time the processor 100 may determine the fastest time and transmit command signals to the LCD screen 32 and/or the speaker 106 for displaying and/or broadcasting the information for the winner of the relay in a similar manner as described above.
  • the instruction unit 10 may select or create a course of targets for the player to tag and broadcast instructions corresponding to the sequence of targets for the course.
  • the instruction unit 10 may broadcast the entire sequence of targets in the course prior to the player beginning to run the course and tagging the targets on the course. Configured in this manner, the player must remember the sequence of targets on the course and tag the targets accordingly without further prompting from the instruction unit 10 .
  • the game play format may be initiated by the players by pressing the buttons 44 , 48 to actuate the switches 116 , 120 , respectively.
  • the processor 100 may transmit command signals to the speaker 106 to instruct the player regarding the entire sequence of the course, and then detect the actuation of the impact switches 68 as the targets are tagged without providing the player with additional instructions as the player completes the course.
  • the processor 100 may determine the course or courses, cycle through the players, calculate scores and determine a winner among multiple players in a similar manner as described above for the first game play format.
  • the instruction unit 10 may be configured to provide a team game having similar aspects to the individual game provided by the first game play format.
  • the processor 100 may select a particular one of the players that will be responsible for tagging a particular target along the course. For example, the third player may be required to tag the first target on the course, the first player may be required to tag the second target on the course, the fourth player may be required to tag the third target on the course, and the second player may be required to tag the fourth target on the course.
  • the processor 100 may transmit commands signals to the speaker 106 specifying which of the targets is to be tagged next.
  • the command signals specify which of the players is to tag the specified target.
  • the specified player must take the instruction unit 10 and tag the specified target with the remaining team members running along with the specified player.
  • the processor 100 transmits the next command signal to the speaker 106 instructing a particular one of the players to tag a specified one of the targets, with the sequence continuing until the last target on the course is tagged.

Abstract

The present invention relates to hand-held electronic games and, more particularly, to an electronic tag game and instruction unit for a tag game played by a single player or by multiple players. The instruction unit may instruct the player or players to tag multiple game targets in a particular sequence. The instruction unit may instruct the player to tag one target of the sequence at a time, or may broadcast the entire sequence at the outset of the players turn. Other game player formats are described further herein. In alternate embodiments, the instruction unit may allow players to record their names and/or the names of the targets in the instruction unit, with the instructions broadcast by the instruction unit containing the names recorded by the players.

Description

    BACKGROUND OF THE INVENTION
  • The present invention relates to hand-held electronic games and, more particularly, to an electronic tag game and instruction unit for a tag game played by a single player or by multiple players wherein the instruction unit instructs the player or players to tag multiple game targets, and may instruct the player or players using names or other identifiers of the players and targets recorded by the player or players and stored in the instruction unit.
  • Apparatus are known for detecting the impact of the apparatus with an target and, in some instances, for instructing players to strike targets of the apparatus in a particular sequence. For example, U.S. Pat. Nos. 5,672,131 and 5,816,580 to Osborn et al. disclose an electric paddle that requires a player to strike an object with a paddle in a certain sequence. The electronic paddle includes a paddle that contains a game circuit and a speaker. The game circuit is connected to a first pressure sensor located on a first side of the paddle, and a second pressure sensor located on a second side of the paddle. The pressure sensors provide feedback signals to the game circuit when the paddle strikes the object. The game circuit and speaker generate a first sound when the object strikes the first side of the paddle, and a second sound when the object strikes the second side of the paddle. To play a game the player strikes the object with the first and second sides of the paddle in a pattern that is compared to the game circuit with a predetermined sequence. The game circuit and speaker can omit one sound to indicate a successful matching of the sequence, or another sound to indicate that the player did not strike the object in the correct sequence. The sequence can be either generated by the game circuit, or a pre-existing pattern created by another player striking the object with the first and second sides of the paddle.
  • Another device, disclosed by U.S. Pat. No. 6,527,655 to Sims et al. discloses a counting racket comprising a racket assembly defined by a handle, a throat and a racket face. The throat extends from the handle to the racket face. The racket assembly houses electronic components which comprise a controller, a memory, a power switch, an acoustic sensor, a speaker and at least one switch. The electronic components are constructed in range to count a number of hits made when an object strikes the racket face. The electronic components are further constructed in a range to audibly recite the number of hits made by the object against the racket face.
  • U.S. Patent Publication No. 2003/0032468 to Adams Jr. discloses an amusement device an method embodied in a hand-held assembly. A plurality of contact targets are disposed on the hand-held assembly. A microprocessor within the amusement device generates and displays a sequence in which the contact targets are to be struck. The player then attempts to strike the contact targets in a pattern that matches the sequence. The contact targets are struck by manipulating the hand-held assembly so that the contact targets become the point of contact between the manipulated hand-held object and an external surface. After the sequence is displayed and the contact targets struck, the microprocessor compares the pattern of contact target strikes to the previously displayed sequence. If there is a match, the sequence is complicated and the play cycle repeated. If there is no match, the game ends.
  • SUMMARY OF THE INVENTION
  • In one aspect the invention is directed to a game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus. The game apparatus may include an input device, an output device and a controller operatively connected to the input device and to the output device. The controller may be programmed to determine a sequence of the targets to be contacted by the game apparatus, to cause the output device to output a first instruction to contact the first of the targets in the sequence, and to detect contact of the game apparatus with an object in response to actuation of the input device when the game apparatus contacts the object. The controller may also be programmed to cause the output device to output a second instruction to contact the second of the targets in the sequence in response to detecting contact of the game apparatus with the object, and to cause the output device to output subsequent instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an instruction corresponding to the last target in the sequence is output.
  • In another aspect, the invention is directed to a game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus. The game apparatus may include an input device, an output device and a controller operatively connected to the input device and to the output device. The controller may be programmed to determine a sequence of the targets to be contacted by the player, and to cause the output device to output an instruction to contact the targets in the order of the sequence, wherein the instruction includes the entire sequence. The controller may further be programmed to detect contact of the game apparatus with objects in response to actuation of the input device until contacts with a number of objects corresponding to the number of targets in the sequence are detected.
  • In a further aspect, the invention is directed to a game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus. The game apparatus may include a first input device, a second input device comprising an audible input device, an audible output device, and a controller operatively connected to the first and second input devices and to the audible output device. The controller may be programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the targets, to store the audible input, and to determine a sequence of the targets to be contacted by the player. The controller may also be programmed to cause the audible output device to output an audible instruction to contact the one of the targets in the course of outputting audible instructions corresponding to the sequence, wherein the audible instruction includes the identification information of the audible input corresponding to the one of the targets, and to detect contact of the game apparatus with an object in response to actuation of the input device when the game apparatus contacts the object.
  • In a still further aspect, the invention is directed to a method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus. The method may include determining at the game apparatus a sequence of the targets to be contacted by the player, outputting from the game apparatus a first instruction to contact the first of the targets in the sequence, and detecting at the game apparatus contact of the game apparatus with an object. The method may further include outputting from the game apparatus a second instruction to contact the second of the targets in the sequence in response to detecting the contact of the game apparatus with the object, and outputting from the game apparatus subsequent instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an instruction corresponding to the last target in the sequence is output.
  • In yet another aspect, the invention is directed to a method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus. The method may include determining at the game apparatus a sequence of the targets to be contacted by the player, outputting from the game apparatus an instruction to contact the targets in the sequence, wherein the instruction includes the entire sequence, and detecting at the game apparatus contact of the game apparatus with objects until contacts with a number of objects corresponding to the number of targets in the sequence are detected.
  • In an additional aspect, the invention is directed to a method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus. The method may include receiving an audible input from a player with identification information for a corresponding one of the targets and storing the audible input at the game apparatus. The method may further include determining at the game apparatus a sequence of the targets to be contacted by the player, and outputting from the game apparatus an audible instruction to contact the one of the targets in the course of outputting audible instructions corresponding to the sequence, wherein the audible instruction includes the identification information of the audible input corresponding to the one of the targets.
  • Additional aspects of the invention are defined by the claims of this patent.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a front elevation of an embodiment of an electronic tag game instruction unit in accordance with the present invention;
  • FIG. 2 is a side elevation view of the electronic tag game instruction unit of FIG. 1;
  • FIG. 3 is a rear elevation view of the electronic tag game instruction unit of FIG. 1;
  • FIG. 4 is a front elevation view of the electronic tag game and instruction unit of FIG. 1 with the front housing partially removed to show the tag switch actuation mechanism; and
  • FIG. 5 is a block diagram of the electrical components of the electronic tag game instruction unit of FIG. 1.
  • DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
  • 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.
  • FIGS. 1-3 illustrate front, side and rear views, respectively, of an embodiment of an electronic tag game instruction unit 10 in accordance with the present invention. The instruction unit 10 may be grasped by a player, and may provide audible and/or visual signals instructing a player to “tag” a plurality of targets in succession with an impact portion of the instruction unit 10. The instruction unit 10 may instruct the player to tag the targets one at a time, or provide the player with the entire sequence of targets to be tagged at the outset, and record the time required for the player to tag the specified targets. The instruction unit 10 may provide multiple game options and multiple skill levels allowing the players to play a variety of games. The instruction unit 10 may also allow the players to record their names and/or the names of the targets to be used during the tag game, with the names being stored within the instruction unit 10. For example, if the players are playing the tag game in a backyard and are using a fence post, a swing set, a tree and a shed as targets, the players may record “fence post” as the name for the first target, “swing set” as the name for the second target, “tree” as the name for the third target, and “shed” as the name for the fourth target. Once recorded, the player and/or target names may be broadcast by the instruction unit 10 as part of the instructions during the tag game.
  • In addition to the instruction unit 10, the tag game may include a plurality of target tags (not shown) having indicia thereon corresponding to the target identifies that may be broadcast by the instruction unit 10 during the game. For example, the target tags may each have a unique number and a unique color corresponding to numbers and colors that may be used by broadcast by the instruction unit 10. The tag corresponding to a first target broadcast by the instruction unit 10 may have the number one disposed thereon with a red background, the tag corresponding to the second target may have the number two disposed thereon with a blue background, and so on. In the example above, in lieu of or in addition to recording the name of the targets, the players may affix one of the target tags on each of the targets to identify the target during the game. Consequently, the red tag may be affixed to the fence post, the blue tag may be affixed to the swing set, and so on. When the instruction unit 10 instructs a player to tag target one, the red target or the fence post, the player will know to run over and tag the fence post with the red tag.
  • As shown in FIGS. 1-3, the instruction unit 10 may include an outer housing 12 having a grip portion 14 and an impact portion 16. The grip portion 14 of the housing 12 may be configured to be comfortably grasped by a player for use during the tag game. The grip portion 14 of the housing 12 may further include a battery compartment 18 including a cover 20 retaining batteries disposed therein that will provide power for the operation of the instruction unit 10. In order to prevent the instruction unit 10 from being dropped by the players as they move from target to target, a lanyard 22 may be connected the housing 12 proximate the grip portion 14 and may be configured to receive a player's hand and to suspend the instruction unit 10 from the player's wrist if the player releases the grip portion 14.
  • The impact portion 16 of the instruction unit 10 may be configured to allow the player to impact a target from any of multiple sides of the instruction unit 10, and to detect the impact via the actuation of switches disposed within the impact portion 16 of the instruction unit 10 as discussed further below. The impact portion 16 may have a circular or semi-circular ring or bumper attached thereto via a support structure 26. The ring 24 may be fabricated from a flexible material, such a rubber, that may cushion the impact with a target while transmitting the force of the impact through the support structure 26 to actuate the switch or switches within the impact portion 16.
  • In order to control the game play of the electronic tag game and to enhance the players game play experience, the instruction unit 10 may include one or more output devices that may be actuated during game play or in response to input provided by the players at input devices that will be described more fully below. The instruction unit 10 may include a light omitting diode (LED) 28 or other illumination device disposed within the impact portion 16 of the housing 12, and visible through a translucent or partially translucent cover portion or window 30 of the housing 12. The instruction unit 10 may be configured to illuminate the LED 28 at predetermined times to signify the occurrence of triggering events during the tag game, such as the impact of the ring 24 with a target and the corresponding actuation of an impact switch. The instruction unit 10 may further include a liquid crystal display (LCD) screen or other visual display device to display information relating to the setup and execution of the tag game. For example, the LCD screen 32 may display information related to the game selected by the player, the skill level selected for the game, and the number of players for the game. The LCD screen 32 may also display the top scores and best times that have been recorded for players during the execution of the various games. Still further, the LCD screen 32 may display information during the execution of the game, such as a running timer with the elapsed time for a player during the player's turn. The instruction unit 10 may further include a speaker or other audible output device (not shown) disposed proximate an area of openings 34 provided in the housing 12 so that the sound produced by the speaker or other audible output device can be heard during the course of play. The audible output device may output voice, musical or other output signals corresponding to input selections made by the player at the instruction unit 10, and instructions controlling the game play during the occurrence of the various games provided by the instruction unit 10.
  • In addition to the ring 24 and corresponding impact switches, the instruction unit 10 may include additional input devices for setting up the tag game, and causing the instruction unit 10 to initiate the tag game and to provide other information to the players via the output devices discussed above. In the illustrated embodiment, the instruction unit 10 may include a power button 36 allowing a player to alternately turn the instruction unit 10 on and off as desired, and a volume button 38 that may control the volume level for the signals output at the audible output device. The instruction unit 10 may further include a plurality of game selection buttons 40-46 allowing the players to select one of a plurality available game options for the tag game offered by the instruction unit 10. In one embodiment, pressing one of the game selection buttons 40-46 one time may cause the instruction unit 10 to execute the corresponding tag game, and pressing the game selection button 40-46 repeatedly may allow the player to cycle through and select a desired one of a plurality of skill levels of the particular game that may be available to the players. Available tag games and skill levels that may be offered by the instruction unit 10 are discussed further below.
  • To further control the tag game, the instruction unit 10 may further include a player selection button 48 that may allow a player to cycle through and select a desired number of players for the occurrence of the tag game, and an automatic game selection button 50 that may initiate a particular one of the available tag games with a predetermined configuration. In one embodiment, pressing the automatic selection button 50 may cause the instruction unit 10 to initiate play of the currently selected one of the available tag games for two players at the lowest skill level. Additionally, a top score button 52 may be provided that, when pressed by a player, may cause the output devices to display and/or broadcast the top score that has been achieved by a player for the selected tag game and stored in the instruction unit 10. Referring to FIG. 3, the instruction unit 10 may further include a reset button 54 that may allow a player to reset the instruction unit 10 to predetermined default settings. For example, the instruction unit 10 may be configured to perform a full hardware reset to the factory settings for the instruction unit 10, which may include setting the instruction unit 10 to a default tag game and clear any scores or other stored information from the memory of the instruction unit 10.
  • Referring to FIG. 4, the ring 24 and support structure 26 are illustrated in greater detail with the front of the housing 12 partially removed to expose the interior of the impact portion 16. In this embodiment, the support structure 26 may be partially embedded within the ring 24, and may have a plurality of support arms 60 extending inwardly into the impact portion 16 of the housing 12 through corresponding recesses 62 through the outer wall of the housing 12. The ring 24 may be further secured to the support structure 26 with inwardly extending flaps 64 attached to corresponding support arms 60 of the support structure 26. For purposes of illustration, the flaps 64 are partially removed to expose the underlying support arms 60. The support structure 26 may include a plurality of fingers 66 extending from corresponding ones of the support arms 60 and disposed proximate corresponding impact switches 68 such that the displacement of one of the fingers 66 may actuate the corresponding impact switch 68. The impact switches 68 may be operatively connected to each and/or to a controller of the instruction unit 10 by a plurality of wires 70, and may be secured in place relative to the housing 12. As illustrated, the impact switches are connected in series such that a processor of the instruction unit 10 receives the same signal indicating that a target has been tagged when any one of the impact switches 68 is actuated. Alternatively, each impact switch 68 may be connected directly to the processor of the instruction unit 10, with the processor receiving a different input signal depending on the particular one of the impact switches 68 that is actuated, but still indicating to the process that the target was tagged.
  • As previously discussed, during the tag game, a player impacts a target specified by the instruction unit 10 with the ring 24 to signify to the instruction unit 10 the completion of the instructed task. When the target is impacted, the portion of the ring 24 impacting the target may compress and, if the impact force with the target is sufficient, cause the ring 24 and support structure 26 to move inwardly towards the impact portion 16 to actuate at least one of the impact switches 68. The recesses 62 may be configured such that the support arms 60 and corresponding flap 64 are slidable inwardly and laterally relative to the impact portion 16 such that the fingers 66 may move to compress buttons 72 of the impact switches 68 to actuate the impact switches 68. For example, if a sufficient impact force is applied downwardly on the ring 24 as signified by arrow F, the ring 24 and support structure 26 may move downwardly such that the finger 66 proximate the top of the instruction unit 10 presses downwardly on the button 72 of the corresponding impact switch 68 to actuate switch 68 and communicate the impact with the target to the instruction unit 10. In a similar manner, the ring 24 and support structure 26 may move laterally with respect to the impact portion 16 of the housing 12 in response to impacts with the targets on the sides of the ring 24 to actuate the corresponding impact switches 68 on the left and right sides of the instruction unit 10. Those skilled in the art will understand that the illustrated embodiment is one mechanism for detecting impacts of the instruction unit 10 with targets during the course of the tag game, and that other mechanisms for detecting impacts may be substituted therefore and are contemplated by the inventors as having use in a tag game and instruction unit 10 in accordance with the present invention.
  • FIG. 5 shows a schematic block diagram of the internal electrical components of the instruction unit 10 in accordance with the present invention. A processor or controller 100 may be operatively connected to a memory 102, a timer 104, output devices (LED 28, LCD screen 32 and speaker 106), a power switch 108, a volume switch 110, game switches 112-118, a player selection switch 120, an automatic game selection switch 122, a top score switch 124 and a reset switch 126. In some embodiments, the processor 100 may also be operatively connected to a microphone 128, a player name record switch 130, and a target name record switch 132 that are described in more detail below. The memory 102 may store instructions that are executable by processor 100 for providing a plurality of different game play formats, such as those described below. The memory 102 may also store data relating to voice instructions and relating to musical sounds or prompts that are generated during the course of play, and may further include logic for illuminating the LED 28 and LCD screen 32 during game play. The timer 104 may be used for measuring predetermined periods of time, such as time periods within which input devices must be manipulated for game play to progress or to establish a desired game setting, and for determining the elapsed time for a player to tag the specified targets. The processor 100, memory 102 and timer 104 may be readily available integrated circuits that have operational capabilities that are suitable for providing the functions of the present invention. Additionally, the functions of the present invention can be performed by an application specific integrated circuit (ASIC), by dedicated logic circuits or by a state machine.
  • It should also be appreciated that the processor 100, memory 102 and timer 104 may be implemented on the printed circuit boards, and more complex implementations of the instruction unit 10 may be implemented wherein the electrical components of the instruction unit 10 may comprise, among other components, a program memory, a microcontroller or microprocessor (MP), a random-access memory (RAM), read-only memory (ROM), and an input/output (I/O) circuit, all of which may be interconnected. It should be appreciated that the processor 100 may include multiple microprocessors. Similarly, the memory 102 may include multiple RAMs and multiple program memories, depending on the complexity and requirements of a specific implementation. It should also be appreciated that the I/O circuit may include a number of different types of I/O circuits, such as sound generation circuits, video generation circuit, odor generation circuitry, and the like. The RAM(s), ROM(s) and program memories may be implemented as semi-conductor memories, magnetically readable memories, and/or optically readable memories, for example.
  • The LED 28 may be operatively connected to the processor 100 such that the processor 100 may illuminate the LED 28 when necessary during the course of game play. Of course, light bulbs at any other appropriate illumination source may be used in the alternative if desired. The LED screen 28 may also be operatively connected to the processor 100, and may receive command signals generated by processor 100 during the course of play and generates visual indications of letters, numbers and other symbols. Alternatively, any illumination source capable of producing the visual commands and/or graphics necessary for the game play of the instruction unit 10, such as light bulbs, light emitting diodes (LEDs), multicolor LEDs, LED displays, and the like. The audible output device (e.g., speaker 106) receives command signals generated by processor 100 during the course of play and generates audible voice instructions and/or musical prompts. Alternatively, if processor 100 does not have the capability to drive the speaker 106 directly, an output conditioning device can be used for conditioning the command signals in a well-known manner for driving the speaker 106.
  • FIG. 5 illustrates that the processor 100 may be operatively coupled to various electronic components corresponding to the exterior components of the instruction unit discussed in relation to FIGS. 1-4, with each of those components being so coupled to the processor 100 via a respective direct line or conductor. However, different connection schemes may be used if desired. Input signals produced by the switches 108-126 are output to the processor 100 for processing the game execution logic, and the switches 108-126 may correspond to the buttons 36-54, respectively. Those skilled in the art will understand that the switches 108-126 may be operatively coupled to the corresponding buttons 36-54 in any appropriate manner such that the manipulation of the buttons 36-54 may be translated into the actuation of the corresponding switches 108-126. Further, the switches 108-126 may be any type of electronic or electromechanical switch that can detect the manipulation of the corresponding buttons 36-54, and may include contact switches, pressure switches, and/or optical sensors and the like.
  • As discussed above, in alternate embodiments the instruction unit 10 may provide the capability for players to record the names of the players and/or the targets to be used during the tag game such that the instruction unit 10 may insert the recorded names into the instructions broadcast by the unit 10 to enhance the players' game play experience. In such embodiments, the instruction unit 10 may include microphone 128 operatively connected to the processor 100 and configured to receive sounds when activated by the processor 100, and to transmit the sounds to the processor 100 for processing. Alternatively, if the processor 100 does not have the capability to process the sounds coming directly from the microphone 128, a sound input conditioning device can be used for conditioning the input sounds and outputting corresponding sound signals capable of being processed by the processor 100 in a well-known manner for processing sounds received at a microphone. The player name record switch 130 and target name record switch 132 may also be operatively connected to the processor 100 such that the processor 100 may detect the actuation of the switches 130, 132 in response to the manipulation of a corresponding button or buttons on the exterior of the instruction unit 10. In response to detecting the actuation of the player name record switch 130, the processor 100 may be configured to transmit command signals to the speaker 106 prompting the player to state the player's name to be recorded in the memory 102, and actuate the microphone 128 to detect the sound when the player states the player's name. In order to facilitate reception of the sound of the player's voice, the microphone 128 may be disposed proximate the openings 34 of the housing 12 such that the player's voice is audible in the interior of the instruction unit 10. The processor 100 may also be configured to cause the timer 104 to count down a predetermined period of time for the microphone 128 to be actuated and within which the player may state the player's name. At the conclusion of the predetermined period of time, the processor 100 may cause the input sound signals to be recorded in the memory 102.
  • In order to store multiple player names, the processor 100 may be configured to detect multiple actuations of the player name record switch 130 to cycle through multiple locations within the memory 102 in which player names may be stored. When an initial actuation of the player name record switch 130 is detected by the processor 100, the processor may cause the timer 104 to count down a brief period of time, such as one second, within which a player may actuate the switch 130 a second time to cause the processor 100 to record a player's name that may correspond to a second player of the tag game. Similar brief periods of time may be provided for subsequent actuations of the switch 130 to continue cycling through the number of player names that may be recorded. In a similar manner, the processor 100 may be configured to detect actuations of the target name record switch 132 to allow a player to record a plurality of target names in memory 102 for use during the tag game. The processor 100 may be configured to insert the recorded names into the command signals for the speaker 106 where player names and/or target names are recorded and stored in the memory 102 such that the instructions broadcast through the speaker 106 include the recorded player and/or target names. If names are not recorded in memory 102, the processor 100 may transmit command signals to the speaker 106 containing default player and target names, such as players 1-4 and targets A-H.
  • In general, the game play associated with the instruction unit 10 includes the processor 100 causing commands to be output to the players via the speaker 106 and/or the LCD screen 32 specifying one or more of the targets to be tagged by a player, the processor 100 receiving actuation signals generated by the switches 68 when a player tags a target, and the processor 100 tracking the elapsed time for the player to tag the targets. Once all the targets have been tagged, the processor may calculate a score for the player and announce the player's time and score at the speaker 106 and display the information at the LCD screen 32.
  • The instruction unit 10 may be programmed with the plurality of game play formats. In a first game play format, the present invention may be adapted for use by one or more players, with the instruction unit 10 creating a course from selected targets and providing the players with a target from which to start. Once a player tags the starting target as instructed, the instruction unit 10 may call out subsequent targets to which the player must run and tag with the impact portion 16 of the instruction unit 10. As each target is tagged, the instruction unit 10 calls out the next target to be tagged with the instruction unit 10. The player or players attempt to tag all of the targets in the sequence in the fastest time. In a solo game, the instruction unit 10 may provide the solo player with a time to beat based on the number of targets to be tagged, with the number of targets increasing as the skill level increases.
  • The first game play format may be implemented in the instruction unit 10 of the illustrated embodiment as follows. The button 40 may be pressed to actuate the switch 112 one or more times to select the first game with a desired skill level. In the first skill level, the processor 100 may use a relatively small amount of the available targets, such as four targets, to define the course. In one embodiment, a plurality of preprogrammed courses may be stored in memory 102, with the processor 100 being programmed to randomly, sequentially or otherwise select one of the available courses from memory 102 for use in the game. Alternatively, the processor 100 may be programmed with selection logic for dynamically creating a course when a player selects the first game. In a second skill level, the processor 100 may have more of the available targets from which to choose, and may create a longer course requiring the player to tag more targets to complete the course. A further skill level may utilize a longer course and include more of the available targets, and may refer to different targets within the course by different identifiers. For example, the processor 100 may store and use both numbers and colors corresponding to the available targets, as well as target names that may have been recorded by the player. When the player is instructed to hit a target during the course of the game, the processor 100 may transmit command signals to the speaker 106 containing any one of the available identifiers for the target.
  • Once the desired skill level for the first game is selected, the player may push button 48 to actuate switch 120 to select the number of players to participate in the occurrence of the game. After a predetermined period of time as determined by the timer 104 in which none of the switches are actuated, the processor 100 may output command signals to the speaker 106 instructing the player to touch a specified one of the targets to start the game. Once the processor 100 detects the actuation of one of the impact switches 68 in response to the player tagging the specified target, the processor 100 may output command signals to the speaker 106 instructing the player to tag the first target on the course. Each time the processor 100 detects the actuation of one of the impact switches 68, the processor 100 may transmit additional command signals to the speaker 106 instructing the player to tag additional targets on the course until all of the targets on the course have been tagged. Concurrently, the processor 100 may cause the timer 104 to determine the elapsed time for the player to tag the targets on the course.
  • After the last target is tagged, the processor 100 may receive the elapsed time for the player from the timer 104, and may be programmed to use the elapsed time to calculate the player's score for the occurrence of the tag game. The processor 100 may be programmed with any desired algorithm for determining a score for a player based on the elapsed time to complete the course. For example, the processor 100 may be configured to calculate a score based solely on the total elapsed time for the player to complete the course, such as by having a score that varies from a maximum number of points at a minimum elapsed time to zero points if the elapsed time is greater than or equal to a maximum allowable elapsed time. The algorithm may vary the player's score in inverse proportion to the elapsed time, based on a step function that varies indiscrete increments of the elapsed time, or by any other desired function. Alternatively, a players score may be determined partially or wholly based on the elapsed time required for the player to tag the targets on individual legs of the course. Those skilled in the art will understand that other algorithms for determining a player's score based on the elapsed time for the player to tag the targets on the course may be implemented in the instruction unit 10, and are contemplated by the inventors as having use in the tag game in accordance with the present invention.
  • Once the player's score is calculated, the processor 100 may transmit command signals to the LCD screen 32 and/or the speaker 106 to display and/or broadcast the player's elapsed time and calculated score. If multiple players are selected for the occurrence of the first game, the processor 100 may then repeat the process for the subsequent player(s) utilizing either the same course or a different course with different targets or with a different sequence for tagging the targets. If the processor 100 is so configured, the processor 100 may determine the fastest time or score of the multiple players, and transmit command signals to the LCD screen 32 and/or the speaker 106 for displaying and/or broadcasting the information for the player winning the race.
  • In a second game play format, the players may be required to run back and forth between two targets a specified number of times. The number of times the players may be required to shuttle between the targets may be based on the skill level of the second game selected by the players. For example, the first skill level may require the player to shuttle between the targets twice, the second skill level may require the player to shuttle between the targets six times, and the third skill level may require the player to shuttle between the targets ten times. The player successfully tagging the targets the required number of times in the fastest time is the winner. A solo player may be provided with a time to beat by the instruction unit 10 based on the selected skill level.
  • Referring back to the illustrated embodiment, the second game may be selected by the player in a similar manner as described for the first game using the buttons 42, 48 to actuate the switches 114, 120, respectively. After the game is selected, the processor 100 may transmit command signals to the speaker 106 instructing the player to tag the first target of the relay. After detecting the actuation of one of the impact switches 68 in response to the player tagging the first target, the processor 100 may transmit command signals to the speaker 106 instructing the player to tag the other target of the relay, and to cause the timer 104 to begin tracking the elapsed time for the player to complete the relay. Each time the processor 100 detects the actuation of the impact switches 68 as the player tags the targets, the processor 100 transmits command signals to the speaker 106 instructing the player to tag the opposite target until the player completes the relay. Once the last target is tagged, the processor 100 may use the elapsed time recorded by the timer 104 to determine a score for the player using an algorithm such as those discussed above, and transmit command signals to the LCD screen 32 and/or speaker 106 causing the players elapsed time and calculated score to be displayed and/or broadcast to the player. If multiple players have been selected, the processor 100 may repeat the process for the relay for each subsequent player until all players have completed the relay course, at which time the processor 100 may determine the fastest time and transmit command signals to the LCD screen 32 and/or the speaker 106 for displaying and/or broadcasting the information for the winner of the relay in a similar manner as described above.
  • In another alternate game play format similar to the first format, wherein the instruction unit 10 may select or create a course of targets for the player to tag and broadcast instructions corresponding to the sequence of targets for the course. In this game play format, the instruction unit 10 may broadcast the entire sequence of targets in the course prior to the player beginning to run the course and tagging the targets on the course. Configured in this manner, the player must remember the sequence of targets on the course and tag the targets accordingly without further prompting from the instruction unit 10. The game play format may be initiated by the players by pressing the buttons 44, 48 to actuate the switches 116, 120, respectively. During each player's turn, the processor 100 may transmit command signals to the speaker 106 to instruct the player regarding the entire sequence of the course, and then detect the actuation of the impact switches 68 as the targets are tagged without providing the player with additional instructions as the player completes the course. The processor 100 may determine the course or courses, cycle through the players, calculate scores and determine a winner among multiple players in a similar manner as described above for the first game play format.
  • In yet another alternate game play format, the instruction unit 10 may be configured to provide a team game having similar aspects to the individual game provided by the first game play format. In this format, in addition to selecting a course of targets to be tagged, the processor 100 may select a particular one of the players that will be responsible for tagging a particular target along the course. For example, the third player may be required to tag the first target on the course, the first player may be required to tag the second target on the course, the fourth player may be required to tag the third target on the course, and the second player may be required to tag the fourth target on the course. As with the first game play format, the processor 100 may transmit commands signals to the speaker 106 specifying which of the targets is to be tagged next. However, in this game play format, the command signals specify which of the players is to tag the specified target. The specified player must take the instruction unit 10 and tag the specified target with the remaining team members running along with the specified player. After the target is tagged, the processor 100 transmits the next command signal to the speaker 106 instructing a particular one of the players to tag a specified one of the targets, with the sequence continuing until the last target on the course is tagged.
  • 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.

Claims (38)

1. A game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus, comprising:
an input device;
an output device; and
a controller operatively connected to the input device and to the output device,
the controller being programmed to determine a sequence of the targets to be contacted by the game apparatus,
the controller being programmed to cause the output device to output a first instruction to contact the first of the targets in the sequence,
the controller being programmed to detect contact of the game apparatus with an object in response to actuation of the input device when the game apparatus contacts the object,
the controller being programmed, to cause the output device to output a second instruction to contact the second of the targets in the sequence in response to detecting contact of the game apparatus with the object, and
the controller being programmed to cause the output device to output subsequent instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an instruction corresponding to the last target in the sequence is output.
2. The game apparatus according to claim 1, wherein the controller is programmed to determine an elapsed time from the outputting of the first instruction to the detection of contact with an object after the outputting of the instruction corresponding to the last target in the sequence.
3. The game apparatus according to claim 2, wherein the controller is programmed to calculate a score for the player corresponding to the elapsed time.
4. The game apparatus according to claim 1, wherein the output device comprises an audible output device and the game apparatus comprises an audible input device operatively connected to the controller,
the controller being programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the targets,
the controller being programmed to store the audible input, and
the controller being programmed to cause the audible output device to output an audible instruction corresponding to the one of the targets, wherein the audible instruction includes the identification information of the audible input.
5. The game apparatus according to claim 1, wherein the controller is programmed to determine one of a plurality of players to correspond to each of the targets of the sequence, and wherein the controller is programmed to cause the output device to output instructions including an indication of the one of the plurality of players determined to correspond to the target.
6. The game apparatus according to claim 5, wherein the output device comprises an audible output device and the game apparatus comprises an audible input device operatively connected to the controller,
the controller being programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the players,
the controller being programmed to store the audible input, and
the controller being programmed to cause the audible output device to output an audible instruction corresponding to the one of the targets, wherein the audible instruction includes the identification information of the audible input.
7. A game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus, comprising:
an input device;
an output device; and
a controller operatively connected to the input device and to the output device,
the controller being programmed to determine a sequence of the targets to be contacted by the player,
the controller being programmed to cause the output device to output an instruction to contact the targets in the order of the sequence, wherein the instruction includes the entire sequence, and
the controller being programmed to detect contact of the game apparatus with objects in response to actuation of the input device until contacts with a number of objects corresponding to the number of targets in the sequence are detected.
8. The game apparatus according to claim 7, wherein the controller is programmed to determine an elapsed time from the outputting of the instruction to the detection of contacts with the number of objects corresponding to the number of targets in the sequence.
9. The game apparatus according to claim 8, wherein the controller is programmed to calculate a score for the player corresponding to the elapsed time.
10. The game apparatus according to claim 7, wherein the output device comprises an audible output device and the game apparatus comprises an audible input device operatively connected to the controller,
the controller being programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the targets,
the controller being programmed to store the audible input, and
the controller being programmed to cause the audible output device to output an audible instruction to contact the targets in the sequence, wherein the audible instruction includes the identification information of the audible input for the corresponding one of the targets.
11. The game apparatus according to claim 7, wherein the controller is programmed to determine one of a plurality of players to correspond to each of the targets of the sequence, and wherein the instruction output from the output device includes an indication of the one of the plurality of players determined to correspond to each target of the sequence.
12. The game apparatus according to claim 11, wherein the output device comprises an audible output device and the game apparatus comprises an audible input device operatively connected to the controller,
the controller being programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the players,
the controller being programmed to store the audible input, and
the controller being programmed to cause the audible output device to output an audible instruction to contact the targets in the order of the sequence, wherein the audible instruction includes the identification information of the audible input for the corresponding one of the players.
13. A game apparatus for an electronic tag game for one or more users having a plurality of targets that may be contacted by a player with the game apparatus, comprising:
a first input device;
a second input device comprising an audible input device;
an audible output device; and
a controller operatively connected to the first and second input devices and to the audible output device,
the controller being programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the targets,
the controller being programmed to store the audible input,
the controller being programmed to determine a sequence of the targets to be contacted by the player,
the controller being programmed to cause the audible output device to output an audible instruction to contact the one of the targets in the course of outputting audible instructions corresponding to the sequence, wherein the audible instruction includes the identification information of the audible input corresponding to the one of the targets, and
the controller being programmed to detect contact of the game apparatus with an object in response to actuation of the input device when the game apparatus contacts the object.
14. The game apparatus according to claim 13, wherein the controller is programmed to cause the audible output device to output subsequent audible instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an audible instruction corresponding to the last target in the sequence is output.
15. The game apparatus according to claim 14, wherein the controller is programmed to determine an elapsed time from the outputting of a first audible instruction to the detection of contact with an object after the outputting of the audible instruction corresponding to the last target in the sequence.
16. The game apparatus according to claim 15, wherein the controller is programmed to calculate a score for the player corresponding to the elapsed time.
17. The game apparatus according to claim 14, wherein the controller is programmed to determine one of a plurality of players to correspond to each of the targets of the sequence, and wherein the controller is programmed to cause the output device to output instructions including an indication of the one of the plurality of players determined to correspond to the target.
18. The game apparatus according to claim 17, wherein
the controller is programmed to cause the audible input device to receive an audible input from a player with identification information for a corresponding one of the players,
the controller is programmed to store the audible input, and
the controller is programmed to cause the audible output device to output an audible instruction corresponding to the one of the targets, wherein the audible instruction includes the identification information of the audible input for the corresponding one of the players.
19. A method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus, the method comprising:
determining at the game apparatus a sequence of the targets to be contacted by the player;
outputting from the game apparatus a first instruction to contact the first of the targets in the sequence;
detecting at the game apparatus contact of the game apparatus with an object;
outputting from the game apparatus a second instruction to contact the second of the targets in the sequence in response to detecting the contact of the game apparatus with the object; and
outputting from the game apparatus subsequent instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an instruction corresponding to the last target in the sequence is output.
20. The method according to claim 19, comprising determining at the game apparatus an elapsed time from the outputting of the first instruction to the detection of contact with an object after the outputting of the instruction corresponding to the last target in the sequence.
21. The method according to claim 20, comprising calculating at the game apparatus a score for the player corresponding to the elapsed time.
22. The method according to claim 19, wherein the instructions output by the game apparatus are audible instructions, the method comprising:
receiving an audible input from a player with identification information for a corresponding one of the targets;
storing the audible input at the game apparatus; and
outputting from the game apparatus an audible instruction corresponding to the one of the targets, wherein the audible instruction includes the identification information of the audible input.
23. The method according to claim 19, comprising determining at the game apparatus one of a plurality of players to correspond to each of the targets of the sequence, wherein each of the instructions output from the game apparatus includes an indication of the one of the plurality of players determined to correspond to the target of the sequence.
24. The method according to claim 23, wherein the instructions output by the game apparatus are audible instructions, the method comprising:
receiving an audible input from a player with identification information for a corresponding one of the players;
storing the audible input at the game apparatus; and
outputting from the game apparatus an audible instruction corresponding to the one of the targets, wherein the audible instruction includes the identification information of the audible input.
25. The method according to claim 19, wherein outputting subsequent instructions comprises alternately outputting the first instruction and the second instruction in response to detecting subsequent contacts with objects a predetermined number of times.
26. A method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus, the method comprising:
determining at the game apparatus a sequence of the targets to be contacted by the player;
outputting from the game apparatus an instruction to contact the targets in the sequence, wherein the instruction includes the entire sequence; and
detecting at the game apparatus contact of the game apparatus with objects until contacts with a number of objects corresponding to the number of targets in the sequence are detected.
27. The method according to claim 26, comprising determining at the game apparatus an elapsed time from the outputting of the instruction to the detection of contacts with the number of objects corresponding to the number of targets in the sequence.
28. The method according to claim 27, comprising calculating at the game apparatus a score for the player corresponding to the elapsed time.
29. The method according to claim 26, wherein the instruction output by the game apparatus is an audible instruction, the method comprising:
receiving an audible input from a player with identification information for a corresponding one of the targets;
storing the audible input at the game apparatus; and
outputting from the game apparatus in the audible instruction the identification information of the audible input for the corresponding one of the targets.
30. The method according to claim 26, comprising determining at the game apparatus one of a plurality of players to correspond to each of the targets of the sequence, wherein the instruction output from the game apparatus includes an indication of the one of the plurality of players determined to correspond to each target of the sequence.
31. The method according to claim 30, wherein the instruction output by the game apparatus is an audible instruction, the method comprising:
receiving an audible input from a player with identification information for a corresponding one of the players;
storing the audible input at the game apparatus; and
outputting from the game apparatus in the audible instruction the identification information of the audible input for the corresponding one of the players.
32. A method of playing an electronic tag game having a game apparatus and a plurality of targets that may be contacted by a player with the game apparatus, the method comprising:
receiving an audible input from a player with identification information for a corresponding one of the targets;
storing the audible input at the game apparatus;
determining at the game apparatus a sequence of the targets to be contacted by the player; and
outputting from the game apparatus an audible instruction to contact the one of the targets in the course of outputting audible instructions corresponding to the sequence, wherein the audible instruction includes the identification information of the audible input corresponding to the one of the targets.
33. The method according to claim 32, comprising:
detecting at the game apparatus contact of the game apparatus with an object after outputting the audible instruction; and
outputting from the game apparatus subsequent audible instructions corresponding to each of the targets in the sequence in the order of the sequence in response to detecting subsequent contacts with objects until an audible instruction corresponding to the last target in the sequence is output.
34. The method according to claim 33, comprising determining at the game apparatus an elapsed time from the outputting of a first audible instruction to the detection of contact with an object after the outputting of the audible instruction corresponding to the last target in the sequence.
35. The method according to claim 34, comprising calculating at the game apparatus a score for the player corresponding to the elapsed time.
36. The method according to claim 33, comprising determining at the game apparatus one of a plurality of players to correspond to each of the targets of the sequence, wherein each of the audible instructions output from the game apparatus includes an indication of the one of the plurality of players determined to correspond to the target of the sequence.
37. The method according to claim 36, comprising:
receiving an audible input from a player for identification information for a corresponding one of the players;
storing the audible input at the game apparatus; and
outputting from the game apparatus an audible instruction corresponding to the one of the targets, wherein the audible instruction includes the identification information of the audible input.
38. The method according to claim 33, wherein outputting subsequent audible instructions comprises alternately outputting a first audible instruction corresponding to a first target and a second audible instruction corresponding to a second target in response to detecting subsequent contacts with objects a predetermined number of times.
US11/194,508 2005-08-01 2005-08-01 Electronic tag game and instruction unit Abandoned US20070026919A1 (en)

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