Patent classifications
A63F2009/2442
EDUCATIONAL ILLUMINATION STACKER
An illumination stacker game is described having audiovisual signals for placing rings of different colors onto a central core. Upon placement, sensors determine which ring has been placed and provide audiovisual feedback as to whether the ring placed is the one which was requested in the game sequence. Different levels of difficulties and different audiovisual modes of communication are involved including multiple languages.
Two-wheel roulette game
Two modified roulette wheels are used to generate a pair of cards for a card game. Players may wager on one or more outcomes selected from a group of predetermined outcomes including one of the wheels producing a winning card value, the wheels producing equal card values, one or more of the wheels producing a card value below a first predetermined value, and one or more of the wheels producing a card value above a second predetermined value. The wheels are spun to produce one or more game outcomes from the group of predetermined outcomes, and the wagers are settled.
AUTOMATED CARD SHUFFLING AND DEALING DEVICE
An automated playing card, shuffling and dealing device in turn shuffles and in turn deals playing cards of two playing card sets, includes two card slot assemblies each disposed with a shuffled card box and a dealt card box. A control unit controls a dealing element to align with the playing card set in the shuffled card box of the card slot assembly at a card drawing position, sequentially draw the cards in the playing card set, and move the uncovered cards to the corresponding dealt card box. Meanwhile, the control unit controls a shuffling machine to align with the playing card set in the dealt card box of the card slot assembly at a card shuffling position. After the dealing process is complete, the control unit exchanges the positions of two card slot assemblies. Accordingly, shuffling and dealing in turn are completed in an uninterrupted and automated manner.
Interactive Projectile Gaming System
A projectile throwing game. The present system is a game that involves throwing a projectile into the interior of a receiving unit. The receiving unit is equipped with a sensor that detects when a projectile enters the receiving unit. The receiving unit additionally has a transceiver configured to relay information to a processor unit. The processor unit is connected to a visual output and displays virtual images representing the physical receiver units. The object of the game is to throw specific projectiles into specific receiver units, as instructed by the virtual images.
GAME OF CHANCE CLAW MACHINE
A claw machine including a cabinet adapted to hold multiple objects on a horizontal surface in a non-overlapping manner. Each one of the objects are visually marked with a unique identifier. A human machine interface adapted to identify a user or a player election held during a game event that is indicative of the multiple identifiers. A processing circuitry connected to a claw machine gantry assembly and adapted to instruct the claw machine gantry assembly to maneuver the claw according to a random or a pseudo random pattern until the claw grips one of the objects during the game event. A sensing mechanism adapted to identify which of the plurality of objects is gripped by the claw during the game event.
Target game device
A target game device for use in conjunction with a toilet includes a target portion with sensors to detect a urine stream and logic to allocate points based on accuracy. A user interface provides engaging and entertaining feedback to motivate users to improve their aim.
System and method for delivering playing cards
A method of delivering cards from a card housing unit during a card game including automatically detecting, using one or more processors, at least one of a card being held within an opening in the card housing unit for a period of time longer than a predetermined period of time or an attempt to manually draw a card from the opening after the card game ends, and based on the automatic detection, controlling, using one or more processors, operation of a lock member to restrict movement of the card relative to the opening in the card housing unit.
SMOG MACHINE, METHOD AND APPARATUS FOR PROMPTING STATE INFORMATION OF A PHYSICAL GAME CHARACTER, AND REMOTE-CONTROL FIGHTING VEHICLE
A prompting device for prompting state information of a physical game character includes a smog machine and a control circuit. The smog machine include a smog chamber, a heating element, and an air-blowing device. The smog chamber has a receiving cavity for receiving smog fluid, an inlet, and an outlet. The inlet and the outlet are in communication with the receiving cavity. The heating element is mourned within the receiving cavity and generates heat to vaporize the smog fluid after an electric current is applied. The air-blowing device is disposed corresponding to the outlet for blowing art air flow towards the receiving cavity. The air flow generated by the air-blowing device enters into the receiving cavity from the inlet and discharges smog within the receiving cavity from outlet. The control circuit is configured to control the smog machine to generate the smog that characterizes the state information.
Games played with robots
A robotic gaming system is provided that includes at least one sensor placed on a playing surface. At least one robot is controlled by a player to navigate on the playing surface and manipulate at least one target towards a gate. The sensor is operative for identifying when the target is moved to a scoring region of the playing surface.
ELECTRONIC PUZZLES
A computing system of an electronic puzzle includes a memory, an electronically controlled lock, and a plurality of sensors to generate sensor data. The computing system controls the electronically controlled lock to regulate access to an inner chamber of the electronic puzzle and monitors the sensor data generated by the plurality of sensors. The computing system generates an input password based on the monitored sensor data, compares the input password to a puzzle password stored in the memory, and unlocks the electronically controlled lock to permit access to the inner chamber in response to a determination that the input password matches the puzzle password.