Abstract
A maze game includes a rollable object (101) such as a marble, a tiltable base platform (102), and a plurality of tiles (110,112,114,116,120). Each tile has a respective tenon (300b,356) configured to be inserted into any mortise (124) of selectable positions on the base platform. Each tile has a top surface with a respective recess (304,312,322,332,342,352) or shape therein forming a path segment for the marble. An alignment of a first recess or shape on a first tile with a second recess or shape on a second tile adjacent to the first tile forms at least a portion of a continuous path (106) for rolling of the marble. A player can tilt the tiltable base platform (102) to guide the marble along the continuous path.
Claims
1. A maze game comprising: a rollable object; a tiltable base platform comprising a grid of selectable positions; and a plurality of tiles each being placeable on any one of the selectable positions, each tile having a top surface with a respective recess or shape therein forming a path segment for the rollable object, wherein an alignment of a first recess or shape on a first tile with a second recess or shape on a second tile adjacent to the first tile forms at least a portion of a continuous path for rolling of the rollable object, wherein tilting the tiltable base platform guides the rollable object along the continuous path, and wherein the plurality of tiles includes an ending tile designed to define an end of the continuous path, the ending tile being distinguishable from other tiles based on its shape or volume, particularly based on its unique height, color, or particular surface pattern.
2. The maze game of claim 1, wherein each of the selectable positions includes a respective mortise on the grid, and wherein each tile has a respective tenon configured to be inserted into any mortise of the selectable positions on the tiltable base platform, particularly wherein the tenons and mortises have a quadrilateral or square cross section.
3. The maze game of claim 1, wherein the plurality of tiles includes a starting tile designed to define a beginning of the continuous path.
4. The maze game of claim 3, wherein except for the starting and the ending tiles, the respective recess or shape in every tile extends in projections beyond multiple side walls of the tile, the side walls being non-parallel to the top surface of the tile.
5. The maze game of claim 1, wherein the ending tile includes an ending recess and the ending recess extends through only one of side walls of the ending tile, and optionally wherein ending recess extends through a tenon of the ending tile towards a mortise on a bottom surface of the ending tile, wherein the ending tile is configured such that a rollable object entering the ending tile can drop out of the ending tile through the mortise.
6. The maze game of claim 3, wherein at least one of the starting or the ending tiles has a height different from respective heights of other tiles in the plurality of tiles, a height for a tile being measured from the grid to the top surface of the tile when the tile is inserted into the grid.
7. The maze game of claim 1, wherein the recess or shape on a tile forms a path segment in form of a straight line, a right-angle turn, a three-way intersection, or a four-way intersection.
8. The maze game of claim 1, wherein the tiltable base platform comprises one or more handles positioned on a perimeter of the grid to allow a player tilt the grid.
9. The maze game of claim 2, wherein each mortise has a square shape.
10. The maze game of claim 1any of the above claims, wherein the base platform has a tiltable section and a stationary section that supports the tiltable section, particularly wherein the stationary section includes a pedestal extending upward from a base of the stationary station, the pedestal having a recess configured to receive a protrusion extending downward from the tiltable station.
11. The maze game of claim 1, wherein the grid forms a flat upper surface of the tiltable base platform, and/or further comprising one or more stencils removably positionable on the grid, each stencil including one or more marks that convey a suggested continuous path to be formed on the grid, wherein the suggested continuous path is constructable by placing on the grid tiles with respective path segments that follow the one or more marks on the stencil.
12-15. (canceled)
Description
DESCRIPTION OF DRAWINGS
[0017] FIG. 1 is a perspective view of an example maze game according to implementations of the present disclosure.
[0018] FIG. 2 is a perspective view of a base platform of the example maze game illustrated in FIG. 1.
[0019] FIGS. 3A-F are perspective views of example tiles of a maze game.
[0020] FIG. 4A is a perspective view of an example base platform.
[0021] FIG. 4B illustrates a stationary section of the base platform shown in FIG. 4A.
[0022] FIG. 4C illustrates a tiltable section of the base platform shown in FIG. 4A.
[0023] FIG. 4D illustrates another example base platform.
[0024] FIG. 5 illustrates an example stencil placed on a base platform of a maze game.
[0025] FIG. 6 illustrates an example maze game kit.
[0026] Like reference symbols in the various drawings indicate like elements.
DETAILED DESCRIPTION
[0027] While a number of examples have been described for illustration purposes, the foregoing description is not intended to limit the scope of the invention, which is defined by the scope of the appended claims. There are and will be other examples and modifications within the scope of the following claims.
[0028] A maze game is an entertainment tool that challenges a person's cognitive abilities and problem solving skills. While in a typical maze game predefined paths are carved or drawn on the game's base platform, the paths of the maze game presented in this disclosure are not predefined, and rather are to be built by a player.
[0029] The present maze game includes multiple tiles, each including a respective path segment defined in its top. As part of game play, a player arranges the tiles on a support surface such that path segments of adjacent tiles align with each other to form a longer continuous path. Constructing a variety of path designs improves the players'imagination skills.
[0030] Once a path is constructed, the player can test the continuity of the designed path by running an object, e.g., a rolling marble, through the path, for example, from a designated starting tile to a designated ending tile, such as by manually tilting the support surface in different directions. If the design fails and the object does not reach the intended end of the path, the player can redesign or modify the path by replacing or turning one or more tiles in the path.
[0031] FIG. 1 is a perspective view of an example maze game 100 according to implementations of the present disclosure. Maze game 100 includes a base platform 102, and a grid 104 formed on or as a top surface of the base platform 102. In some examples, like the one shown in FIG. 1, the grid is a flat planar surface. Grid 104 includes multiple selectable positions 108, and forms a support surface for arranging the tiles. Each selectable position 108 identifies a respective location a tile can be placed on grid 104. FIG. 2 illustrates a clearer view of the base platform 102, grid 104, and example selectable positions 108 of maze game 100 when no tile is placed on the grid.
[0032] Maze game 100 includes a variety of tiles 110, 112, 114, 116, 120 that when aligned together, form a continuous path, e.g., path 106. Each tile has a respective recess or shape on the top to form a path segment. To form a continuous path, the tiles are to be arranged such that an alignment of a first recess or shape on a first tile (e.g., tile 114), with a second recess or shape on a second tile (e.g., tile 116) adjacent to the first tile forms at least a portion of the continuous path. Continuous path 106, for example, is formed partly by aligning the recesses on tiles 114, 116, 118, 120, and 122.
[0033] In some implementations, the maze game also includes a rollable object, e.g., a marble, a rover, etc., that can be rolled on or through the path segment formed on each tile. A player can play with or test their designed path, e.g., path 106, by rolling the rollable object through or on the tile recesses that form the path.
[0034] In some implementations, such as the one shown in FIG. 1, each selectable position 108 defines or forms a respective aperture or mortise 124, and each tile has a respective tenon insertable into any mortise 124 of the selectable positions 108. FIG. 3A shows an example tile 300 with a top portion 300a formed on top of tenon 300b. When tenon 300b is inserted into a mortise 124, top portion 300a is held in selectable position 108 on grid 104. Inserting a tenon of a tile into the mortise 124 of a selectable position 108 results in removably fixing the tile in the selectable position 108, and limits or prevents a movement of the tile on grid 104 during the path construction or when the rollable object rolls in the path through the tile.
[0035] In some examples, each mortise 124 and/or tenon has a perimeter defining at least one angle, such as a square or quadrilateral perimeter like the ones shown in FIGS. 1 and 3A. In some examples, each mortise 124 has at least one indentation or rib configured to mate with a respective rib or indentation on the tenon (e.g., 300b) of any tile. The angles, indentations, or ribs limit or prevent a rotation of a tile when inserted in a mortise 124 of a selectable positions 108.
[0036] Path 106 in FIG. 1 is formed by a variety of tiles, e.g., 114, 116, 120. A tile can have any shape or volume as long as its recess or shape can be aligned with the recesses or shapes of at least some other tiles. FIGS. 3A through 3F illustrate example tiles used in maze grid 100.
[0037] FIG. 3A shows an example straight-line tile 300. Top surface 302 of straight-line tile 300 includes a recess 304 that extends from a first side wall (306) of the tile to a second side wall (308) of the tile. The path segment formed by recess 304 is a straight line. Tiles 114, 118, and 122 in FIG. 1 are straight-line tiles.
[0038] FIG. 3B shows an example corner tile 310. The top surface of corner tile 310 has a recess 312 that extends from a first side wall (316) of the tile to a second side wall (318) of the tile, wherein the second side wall is adjacent the first wall side. The example corner tile 310 defines a right-angle turn because recess 312 formed on the top surface of turn tile 310 forms a right angle path segment. However, a skilled person in the art will understand that tiles defining turns of other amounts may be created as long as the path segment on the tile can be aligned with path segments of at least one other tile. Tile 120 in FIG. 1 is a corner tile.
[0039] FIG. 3C shows an example three-way intersection tile 320. The top surface of tile 320 has a recess 322 that extends from a first side wall (324) of the tile to two other side walls (326, 328) of the tile. Tile 320 can be used as form a path intersection in which an incoming marble can be made to take a selected one of either of two paths, based on the tilt input of the player. For example, tile 116 in FIG. 1 is a three-way intersection tile that forms a cross section of path 106 and path 126. While three-way intersection tile 320 has path segments with right-angles, three-way intersection tiles any other angles can also be created.
[0040] FIG. 3D shows an example four-way intersection tile 330. The top surface of tile 330 has a recess 332 that extends into four different walls side of the tile to form path segments extending in four different directions. Tile 330 can be used to form a three-way intersection in which an incoming marble can be made to take a selected one of three different paths, based on the tilt input of the player, or to enable two paths to cross each other.
[0041] As shown in FIG. 1, multiple tiles can have similar structures or outlines. In some implementations, the maze game includes at least two tiles that have different types of path segments, but also have the same general shape or volume. For example, while tiles 114, 116, and 120 in FIG. 1 have different types of path segments, they all have the same height, width, and lengths; they all have a square tenon with rounded corners, and a square upper portion, also with suitably rounded corners.
[0042] All the tiles shown in FIGS. 3A-3D have four side walls. Each tile has a top portion (e.g., 300a) on top of a respective tenon (e.g., 300b). Each tile has a respective recess carved from one side wall to another side wall of the top portion. In the example tiles shown in FIGS. 3A-3D, the top portion generally has a square perimeter. Other tiles with any other number of walls (not shown) can be created as long as the tiles can be arranged to have their respective path segments aligned to form a longer continuous path. The generally square shape of the tenons of the tiles and the mortises of the grid enables each tile to be placed in a selected position on the grid in any of multiple orientations, based on the user's desire intention of the resulting path.
[0043] As noted above, the recess on each of the tiles shown in FIGS. 3A-3D extends between at least two of the side walls of the tile. In some implementations, the recess extends beyond the corresponding side walls, in a projection extending laterally outward from those side walls. For example, in FIG. 3A, recess 304 in tile 300 extends in projections beyond side walls 306 and 308. Similarly, in FIG. 3B, recess 312 extends in projections beyond side walls 316 and 318. The indentations help in reducing a gap between the adjacent tiles when the tiles are placed on the grid (e.g., inserted into mortises 124 of selectable positions 108) to form a continuous path. A reduced gap reduces any bumps in the continuous path, and provides a smoother rolling path for the rollable object.
[0044] In some implementations, the maze game includes a starting tile designated to define a beginning point of a path, an ending tile designated to define an ending of a path, or both a starting tile and an ending tile. FIG. 3E shows an example starting tile 340, and FIG. 3F shows an example ending tile 350.
[0045] Starting tile 340 in FIG. 3E has a recess 342 that extends from a top surface 344 to side wall 346. Recess 342 forms a ramp 348. Ramp 348 is designed to give momentum to a rollable object, such as a marble, when the rollable object is dropped or inserted into the starting tile 342 from the top surface 344. Other variations of the starting tile may or may not have a corresponding ramp portion.
[0046] Ending tile 350 in FIG. 3F, too, has a recess (352) that extends through only one side wall 354 of the tile. In some implementations, recess 352 ends within ending tile 350, and therefore, after entering the tile, the rollable object may rest within the tile. In some implementations, recess 352 extends through tenon 356 towards a mortise on the bottom surface 358 of tile 350. A rollable object entering ending tile 350 can drop out of the tile through the mortise in direction 360. In such cases, the rollable object may drop below the grid (104) into the base platform (102).
[0047] In some implementations, unlike any other tile, the side recess on the starting and/or the ending tiles extends through only of the tile's side walls. In addition or alternatively, either or both the starting and the ending tiles can be distinguished from other tiles based on their general shape or volume, for example, based on their unique height, color, particular surface patterns, etc. Starting tile 340, for example, is taller (i.e., has a greater height) than ending tile 350 and any other tiles shown in FIGS. 3A-3D, such that the outlet aperture in the side of the starting tile has a full perimeter.
[0048] In some implementations, the base platform (or at least the grid) is tiltable. A player can tilt the base platform (or the grid), for example, to guide the rollable object along the continuous path. The base platform can have one or more handles positioned on a perimeter of the grid for the player to grasp to tilt the grid.
[0049] FIG. 4A shows a tiltable base platform 400 including an upper tiltable section 402 supported on a lower stationary section 404. Grid 408 forms the top surface of the tiltable section 402. Tiltable section 402 is mounted on and supported by the stationary section 404.
[0050] FIG. 4B shows a perspective view of stationary section 404 with the tiltable section removed. FIG. 4C shows a perspective view of tiltable section 402 removed from the stationary section 404.
[0051] Stationary section 404 is in form of a tray with a base 410 enclosed by four side walls, 411, 412, 413, 414. Stationary section 404, as shown in FIG. 4A, supports the tiltable section 402, for example, by its four side walls 411, 412, 413, 414. Stationary section 404 can also be used for storing pieces of the maze game, for example, the tiles, the rollable object, etc. Game pieces stored in the stationary section 404 will be protected from getting lost, particularly when stationary section 404 is covered by tiltable section 402.
[0052] Stationary section 404 includes a pedestal 415 (FIG. 4B) extending upward from base 410 and defining a recess 416 configured to receive a protrusion extending downward from the tiltable section 402. In the example implementation shown in FIG. 4C, the protrusion is in form of post 418 (FIG. 4C) projecting downward from the center of the bottom surface of tiltable section 402. Post 418 is insertable into recess 416. The recess 416 contains the post (or protrusion) to limit lateral movements or sliding of the tiltable section 402 over the stationary section.
[0053] When removed from the stationary section 404 and put on a surface (e.g., ground or table), tiltable section 402 is supported (at least partly) by post 418, and can be tilted in any direction with respect to the longitudinal axis of the post, which is a vertical axis through the center of the grid 408. FIG. 4C shows two example positions 406a and 406b resulted from tilting the stationary section 404 when supported on a surface by post 418.
[0054] In some implementations, the tiltable section includes one or more handles to let the user hold and/or tilt the titlable section in the desired direction. In FIG. 4C, for example, titlable section 402 includes handle 424 formed by a recess in side wall 422 of tiltable section 402.
[0055] The tillable section can include a bottom plate (428) configured to collect a rollable object that drops into any of the mortises of the grid (408). The Bottom plate can be a solid plate that continuously extends between side walls of the tiltable section. In FIG. 4C, post 418 extends downward from the bottom surface of the bottom plate 428.
[0056] Tiltable section 404 also includes a catch tray 426. Catch tray 426 extends from or is attached to the bottom plate 428 through a recess 430 in side wall 420 of the tiltable section 402. If the rollable object drops from a mortise of grid 408 into bottom plate 428, the player can tilt the tiltable section 402 to guide the rollable object to the catch tray 426, and retrieve the rollable object from there. The catch tray is enclosed by a perimeter wall 432. The perimeter wall 432 is configured to prevent the rollable object from rolling out of catch tray 426.
[0057] In some implementations, the tiltable section can also be tilted while supported on the stationary section. FIG. 4D shows an example of such implementation. In base platform 450 of FIG. 4D, stationary section 454 is identical to stationary section 404 shown in FIG. 4B. Like tiltable section 402 in FIG. 4C, tiltable section 442 in FIG. 4D has a post (not shown) extending downwardly from the tiltable section. The post of tiltable section 442 can move loosely within the recess of stationary section 454, allowing the tiltable section 442 to tilt on top of the stationary section 454 in any direction, at least within a working range of angles. In some examples, the post is longitudinally longer than the recess, causing a gap between the tiltable section 442 and stationary section 454 when the post is inserted into the recess. Tiltable section 442 is tiltable with respect to the stationary section 454 in any direction with respect to a vertical axis through the center of the grid 448, by manual manipulation. Alternatively, tiltability of the tiltable section can be limited to particular directions. Such particular directions can be along the directions of the continuous paths that can possibly be formable on the grid. For example, for continuous paths formed by the example tiles shown in FIGS. 3A-3F (e.g., paths 106, 126 in FIG. 1), such directions are parallel to side walls 420/440 and 422/452 of the tiltable section 402/442. Thus, for this example, tiltability of tiltable section 402/442 may be limited to tilting about axes parallel to each of the side walls 420/440, 422/452.
[0058] Like the configuration shown in FIG. 4C, tiltable section 442 in FIG. 4D can include one or more handles and/or catch trays. For example, in FIG. 4D, titlable section 442 includes handle 444 formed by a recess in the side wall 440. Handle 444 helps tilting the tiltable section 442 up and down relative to stationary section 454 to reach positions 436a and 436b.
[0059] The catch tray is not illustrated in FIG. 4D to simplify the figure. Alternatively, a catch tray can be implemented as part of the stationary section 454 instead of being part of the tiltable section 442. In some implementations, a rollable object that drops into a mortise of grid 448 can fall into the stationary section 454, and be collected from there. The stationary section may have an opening (not shown) on one of its side walls so that a player can retrieve the dropped rollable object from the opening. The stationary station can further include a catch tray that extends from the opening. Like the catch tray discussed above with respect to FIG. 4C, the catch tray on the stationary section may extend beyond the tiltable section 402 to make it easier for the player's hand to retrieve the dropped rollable object. The opening on the side walls or on the catch tray may be enclosed by a perimeter wall (similar to perimeter wall 432 in FIG. 4C). The perimeter wall is configured to prevent the rollable object from rolling out of the stationary station.
[0060] In some implementations, the maze game may include suggestions for one or more continuous paths that can be created on the grid. The suggestions can be provided as illustrations in a guiding booklet, or can be provided in form of stencils removably positionable on the grid. Each stencil includes one or more marks that convey a suggested continuous path to be formed on the grid. The suggested continuous path is then constructed by placing on the grid tiles with respective path segments that follow the one or more marks on the stencil.
[0061] FIG. 5 illustrates an example stencil 502 placed on top of base platform 102 of maze game 100. Stencil 502 includes marks 504 that covey a continuous path starting from selectable position 506 and ending at selectable position 510 on the stencil. The marks can be images printed on the stencil, grooves carved from the surface of the stencil, or marked selectable positions that convey which selectable positions 108 (FIG. 1) on the grid would be involved in the path that the stencil conveys.
[0062] Stencil 502 defines selectable positions (e.g., 506, 508) that are each associated with a respective selectable position 108 on the grid of the base platform 102. Like selectable positions 108 on the grid 104 (see FIG. 1), each selectable position on stencil 502 can define an aperture that aligns with mortise 124 of the associated selectable position 108 when the stencil is placed on the grid. In some implementations, only the selectable positions that are part of the suggested path on the stencil (e.g., 506, 508) define apertures.
[0063] In some implementations, the stencil also provides clues on what type(s) of tile to use in each position. Such clues may be presented through particular marks, patterns, shapes, color, outline, etc. printed or formed on top of respective selectable positions on the stencil. Each mark is associated with a respective type of tile (e.g., tiles shown in FIGS. 3A-3F). In FIG. 5, for example, selectable position 510 has a particular outline unique to that selectable position. That particular outline features curved marks that are not repeated in any other selectable positions shown on stencil 502. That particular outline indicates that an ending tile (e.g., tile 350) should be placed on selectable position 510 to present the end of the path suggested by marks 504.
[0064] In this example, stencil 502 has the same size as grid 104, and fits between the side walls of base platform 102. Stencil 502 completely covers grid 104. Alternatively, a stencil may cover only a portion of the grid, for example, to cover (or to leave open) only the selectable positions on the grid that would be involved in constructing the path marked on the stencil.
[0065] FIG. 6 shows a maze game kit 600. Maze game kit 600 includes multiple straight-line tiles 604, multiple corner tiles 606, multiple three-way tiles 608, multiple four-way tiles 610, a starting tile 614, and an ending tile 612. A maze game kit may be have more or less number of each tile type, e.g., more three-ways tiles, or may have more or less varieties of tiles, e.g., no four-ways tile, one or more bridge tiles, one or more tunnel tiles, etc.
[0066] As explained earlier, a player can play a maze game according to the present disclosure by placing multiple tiles (e.g., 128, 114, 116, 118 in FIG. 1) on respective selectable positions (108) on a base platform (102) of the maze game such that an alignment of a first recess or shape on a first tile with a second recess or shape on a second tile adjacent to the first tile forms at least a portion of a continuous path (e.g., 106, 126). The player can test their constructed path by inserting a rollable object, such as a marble, into a starting tile (e.g., 128) of the continuous path, and tilting the base platform to guide the rollable object through the continuous path and to an end of the path. An incomplete path can be an open-ended path that leads to the drop of the rollable object into a mortise, or can be a closed-ended path that ends somewhere other than the designated ending point of the path.
[0067] Placing the tiles on respective selectable positions can include inserting respective tenons (e.g., 300b in FIG. 3A) of the tiles into respective mortises (124) of the selectable positions (108) that are part of the path. Each mortise is sized to let the marble pass through. Therefore, if a path is open-ended, the rollable object falls from the last tile of the continuous-portion of the path onto the grid, and consequently, drops from a mortise of the grid into a tray (e.g., 404) below the grid. The player can retrieve the rollable object from the tray. Similarly, in implementations where the recess in the ending tile (e.g., 350) extends through the tenon of the tile, the rollable object drops from the bottom surface of the ending tile into the tray, and can be retrieved from there.
[0068] While the example tiles illustrated in the figures generally have four side walls, the tiles can be designed to have any number of side walls, e.g., three, six, etc., as long as their respective path segments can be aligned together to form longer continuous paths. Similarly, while the tile tenons and grid mortises illustrated in the figures are square, the mortises can be in any perimeter shape, e.g., circular, polygonal, hexagonal, etc., as long as the tenons are insertable into the mortises, and the mortises are wide enough to let the rollable object pass through.