Adaptive microcomputer controlled game
First Claim
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1. A game device comprising:
- means for automatically generating a sensorially perceptible event, said event having a predetermined physical characteristic having a predetermined value;
means for automatically generating a plurality of values, one of which is a simulation of said value;
means actuable by a participant for entering into said device an estimate of when said predetermined value has been simulated by means of a single actuation of said participant actuable means; and
means coupled to said participant actuable means and to said event generating means for comparing said value and said estimate and for providing a first indication if said estimate corresponds to said value within a predetermined margin or error and for generating a second indication if said estimate does not correspond with said value within said predetermined margin of error.
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Abstract
An adaptive game utilizes a microprocessor for generating a random audible or visual stimulus which must be responded to by a plurality of players. The response generally requires the players to estimate a time interval, a number of events, a tone frequency or the like. The microprocessor then correlates play with one or more players by determining the appropriateness of a player'"'"'s response, assigning a score to the response and keeping score. In addition, the microprocessor senses the level of skill of the players by observing the score of the highest scoring player and adjusting the level of difficulty in accordance with the value of the highest score.
88 Citations
44 Claims
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1. A game device comprising:
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means for automatically generating a sensorially perceptible event, said event having a predetermined physical characteristic having a predetermined value; means for automatically generating a plurality of values, one of which is a simulation of said value; means actuable by a participant for entering into said device an estimate of when said predetermined value has been simulated by means of a single actuation of said participant actuable means; and means coupled to said participant actuable means and to said event generating means for comparing said value and said estimate and for providing a first indication if said estimate corresponds to said value within a predetermined margin or error and for generating a second indication if said estimate does not correspond with said value within said predetermined margin of error. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43)
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44. A microprocessor controlled portable game comprising:
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a generally rectangular, portable housing; a microprocessor within said portable housing; four pushbuttons disposed in a rectangular pattern on said portable housing defining a longitudinal and transverse axis therefor; means within said microprocessor for generating a sensorsially perceptible event, said event having a predetermined physical characteristic and a predetermined physical value; means connected to said four pushbuttons for actuation by a participant for entering into said microprocessor an estimate of said predetermined value by means of a single actuation thereof; comparator means for comparing the value of said estimate with said predetermined physical value; means coupled to said comparing means for providing a score as a function of said estimate relative to said predetermined physical value; and a seven-segment numeric display mounted on the housing so that each of the four pairs of cornermost segments of the seven-segment display forms an arrow which points generally outwardly toward one of said pushbuttons means within said microprocessor for independently illuminating at least one of said four pairs to identify a single player.
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Specification