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Publication numberUS3531114 A
Publication typeGrant
Publication dateSep 29, 1970
Filing dateDec 6, 1967
Priority dateDec 6, 1967
Publication numberUS 3531114 A, US 3531114A, US-A-3531114, US3531114 A, US3531114A
InventorsLloyd Parks, Dwight C Brown
Original AssigneeLloyd Parks, Dwight C Brown
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Electrical matching game apparatus
US 3531114 A
Images(1)
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Description  (OCR text may contain errors)

United States Patent Brown, 414 Granada 22203, both of Arlington, Va. Filed Dec. 6, 1967, Ser. No. 688,591 Int. Cl. A631? 9/00 US. Cl. 273-11 6 Claims ABSTRACT OF THE DISCLOSURE An amusement device including a twin series of electrical switches. A player manually activates a switch in one series, and a second player attempts to match the selection by the manual actuation of a corresponding switch in the second series. There is a light for each player. As each player actuates one of his switches his light is activated, and when both lights are activated this indicates that both players have made their selections. If the selection is correct, an electric circuit is completed and a mechanical escapement device is activated to dispense a token or a coin from the device. Players alternate their turns at matching, and the player with the highest total of tokens is declared the winner, after all the tokens have been dispensed.

This invention relates to a game apparatus, and more particularly, to an amusement device which can be used to test a players aptitude in the phenomena commonly known as extra-sensory perception.

In order to achieve this goal, the apparatus consists of a housing or container having an electrical switch bank on each of its opposite sides, concealed from each other. A first player depresses an appropriately marked switch in one bank, and a second player attempts to match this selection, by depressing a second switch in the other bank. If the correct matching selection is made, an electric circuit is completed and a mechanical escapement is activated to dispense a token, coin, or some other appropriate tangible reward from the housing, which is indicative of the match. The tokens can be used to tally the highest percentage of correct guesses and indicate the player with stronger extra-sensory perception.

The electric circuit is also programmed to indicate when a selection is made by each player, advising the next player that it is his turn and preventing the selection of more than one matching switch per turn.

Further objects and advantages of the invention 'will become apparent from the following description and claims, and from the accompanying drawing, wherein:

FIG. 1 is a perspective view of the game apparatus comprising the subject matter of the instant invention;

FIG. 2 is a side view in elevation of the apparatus, as seen from the left-hand side of FIG. 1, with a portion broken away to illustrate the interior components, certain of which are shown in section; and

FIG. 3 is a schematic diagram of the electrical circuitry of the apparatus.

Referring now in detail to the drawing, wherein like numerals indicate like elements throughout the several views, the game apparatus of the present invention is generally indicated by the numeral 10.

The apparatus is portable, and includes a generally rectangular housing or container 12, having opposed side panels 14 and 16, opposed end panels 18 and 20, and opposed top and bottom panels 22 and 24. Secured to top panel 20 is a handle '26, for carrying the apparatus. Bottom panel 24 is fixed to a pair of parallel, spaced base supports 28 and 30, extending laterally from opposite side edges of bottom panel 24 to provide lateral stability for the apparatus. Supports 28 and 30 can be pivotably connected to bottom panel 24 so that they may be rotated, if desired, to a convenient storage position parallel to the longitudinal axis of panel 24.

Mounted upon the exterior surface of side panel 14 is a first switch bank 32, containing four manual switches, designated as switches 1-4, by suitable indicia 34 imprinted thereon. Similarly, side panel 16 mounts a second switch bank 36, containing four manual switches desig nated as switches 1-4, by indicia 38 imprinted thereon. A player is seated on opposite sides of the apparatus 10 adjacent a switch bank, and since the switch banks are on opposite side panels 14 and 16, a player adjacent one switch bank cannot see the other.

In playing with the amusement device, one player would start the game by selecting one of switches 1-4 on bank 32. He would depress the selected switch and activate a lamp 40 to indicate that he has made his selection of switches 14. Lamp 40 is mounted in a socket secured to side panel 14 or 16, behind a transparent sign 42 on each panel, which could carry suitable indicia 44 painted on the panel, indicating the object of the game. For example, if the object of the game is to guess which switch has been depressed on bank 32, the indicia 44, when illuminated by lamp 40, could carry the legend MATCH-IT.

As shown in FIG. 3, each of switches 1-4 in bank 32 and 36 are single-throw, two-pole switches. Therefore, closure of any of switches 14 in bank 32 will close a series circuit to activate lamp 40. The circuit is completed from a suitable electric power source at 46, which could be self-contained batteries or a conventional AC house circuit reached by a plug 48, through an electrical conductor 50 to lamp 40, electrical conductor 52 from lamp 40, through any of switches 1-4 in bank 32, and an electrical conductor 54 connected to the other side of any of switches 14 back to power source 46.

Once lamp 40 is activated, the second player guesses which of switches 14 in bank 32 has been activated by the first player. To make his selection interesting, the first player should concentrate on his selection, in an attempt to transfer the switch number he has selected, to the mind of the second player. The second player then makes his selection or guess, and depresses one of switches 14 on bank 36, corresponding in number to the switch he thinks was depressed by the first player.

If the guess is incorrect, nothing will happen, except a circuit is established to activate a second lamp 56 to visually indicate that the second player has made his selection.

Lamp 56 is mounted in a socket on either side panel 14 or 16 and is visible through sign 42.

For example assuming the first player depressed switch 3 on bank 32, if the second player depresses switch 2 on bank 36, an electrical series circuit is established from power source 46, through electric-a1 conductor 50, electrical conductor 58, electrical conductor 60, lamp 56, electrical conductor 62, electrical conductor 64, switch 2 on bank 36, electrical conductor 65, electrical conductor 3 67, electrical conductor 69, switch 3 on bank 32, and electrical conductor 54, back to power source 46.

However, if a match is made, in addition to actuation of lamp 56, an escapement device 66 is activated to dispense a token 68, coin, or other tangible reward from the apparatus.

Tokens 68 are dispensed from a chute 70, extending from top panel 20 to end panel 18 within housing 12. Chute 70 is secured to these panels in any convenient manner. Top panel 20 includes an opening 72 in communication with the interior of one end of chute 70, through which tokens 68 can be dropped to fill the chute. End panel 18 includes an opening 74 in communication with the interior of the other end of chute 70, through which tokens 68 are dispensed.

Escapement device 66 includes a link 76, pivoted at its center on chute 70. One end of link 76 is connected to the armature of a solenoid 78 or equivalent electromagnetic device. The other end of link 76 is connected to a coil spring 80, secured to the chute 70.

The end of link 76 adjacent spring 80, also mounts on arm 82, having a projection 84 extending through an opening 86 in the top of chute 70. The end of link 76 adjacent solenoid 78 mounts a longer arm 88, having a projection 90, extending through an opening 92 in the bottom of chute 70, downstream from projection 84.

Assuming that both switches 3 on bank 32 and bank 36 are closed, a series electric circuit is established from power source 46, through conductor 58, a solenoid 78, conductor 94, switch 3 on bank 36, switch 3 on bank 32, and conductor 54 back to power source 46, to actuate the solenoid 78. When actuated, solenoid 78 will retract its armature, and cause link 76 to pivot in a counterclockwise direction, as viewed in FIG. 2, against the tension of coil spring 80. Pivotal movement of link 76 in this direction will pivot arm 88, causing projection 90 to move out of slot 92, and allow free passage of a token 68 through opening 74. Simultaneously, arm 82 is pivoted, causing projection 84 to penetrate deeply into slot 86, where it makes contact with and blocks passage of the next token 68. In this manner, only a single token is dispensed.

When either switch 3 is deactivated, the circuit will open, and solenoid 78 will be deactivated. Coil spring 80 will then rotate link 76 in a clockwise direction, as viewed in FIG. 2, causing projection 90 on arm 88 to penetrate slot 92 to block the dispensing of the next token 68. Projection 84 on arm 82 will also be taken out of contact with this token, allowing it to drop against projection 90.

In order to continue the game, the position of the players can then be reversed. Tokens 68 are collected by the successful matching player, and the player with the greatest number of tokens after none are left in chute 70, can be declared the winner.

Many variations of the game are possible with the disclosed apparatus. Another possible scoring method would be to have a player continue to activate selection switches until he successfully matches his opponents selection. The matching player would be charged one point for each switch activated, and the player first reaching a designated quantity of points would be the loser.

Various accessories could be provided for use in conjunction with the apparatus 10. For example, a game board could be provided and the players would make progress along the board towards a fixed goal, in accordance with the number of tokens 68 they receive. The tokens may, alternatively, be assigned different numerical values, indicating the number of moves players may make.

Apparatus may also be used as a teaching or train ing aid. In this usage, question and multiple answer cards would be furnished, relating to a special field of knowledge. The number of multiple answers would correspond with the number of selection switches on each side panel.

One player would act as the teacher, ask the question, and depress the switch corresponding to the correct answer. The other player, or student, would study the possible answers and depress a numbered switch corresponding to what he feels is the correct answer. In the event a correct answer is selected, the apparatus will reward the student by dispensing a coin or token.

Of course, the invention is not limited to four switches in each bank, and any suitable number may be provided, depending upon the use of the apparatus. Also, the basic wiring shown in FIG. 3 could be modified to incorporate the use of a red or special type of lamp which would be activated in the event a player depressed more than one selection switch.

While a specific embodiment of our invention has been disclosed in the foregoing description, it will be understood that various modifications within the spirit of the invention may occur to those skilled in the art. Therefore, it is intended that no limitation be placed on the invention except as defined by the scope of the appended claims.

We claim:

1. Amusement apparatus comprising a housing, said housing having an opening through which an article is adapted to be dispensed, electromechanical dispensing means within said housing adjacent said opening for dispensing an article through said opening, two banks of manually operable electrical switch means having at least two switches each, said banks of switches being so disposed on opposite walls of said housing that each bank is concealed from a player facing the other bank, and electric circuit means electrically connecting said switch means to said dispensing means and a power source and operative to activate said dispensing means only in response to manual actuation of a preselected, corresponding switch in each of said banks, said electric circuit means including separate indicating means for each bank of switches operative upon actuation of any switch in its bank to signal that a switch has been actuated, the presence of said signal for both said banks serving as an announcement of failure to select and operate the corresponding switch by both players when said dispensing means remains unactivated.

2. Amusement apparatus in accordance with claim 1, wherein each switch of both banks has two pairs of makeand-break contacts, said indicating means includes first and second electric lamps, and said electric circuit means electrically connects the first pair of contacts of each switch of the first bank to said first lamp and power source, said dispensing means being connected in series with the power source through the second pair of contacts of each switch of the second bank through the second pair of contacts of the corresponding switch of the first bank.

3. Amusement apparatus in accordance with claim 2, wherein said second electric lamp is electrically connected through the first pair of contacts of each switch of the second bank and the first pair of contacts of each switch of the first bank to said power source.

4. Amusement apparatus in accordance with claim 1 wherein said dispensing means includes a chute within said housing contiguous with said opening and containing a number of articles to be dispensed, gate means associated with said chute for allowing only one article at a time to be dlspensed from said chute through said opening, soleno1d means for controlling the operation of said gate means, and said electric circuit means being electrically connected to said solenoid means for activating it to operate said gate means to dispense an article only in response to manual actuation of a preselected, corresponding switch in each of said banks.

5. Amusement apparatus in accordance with claim 4 wherein said gate means includes a link pivoted intermediate its ends on said chute, a first and second arm connected to said link, each arm including a projection, slot means in said chute for alternately receiving said projections in front of and behind an article contained therein upon pivotable movement of said link in opposite 2,442,014 5/1948 Myers. directions, said solenoid means being connected to one 2,881,892 4/ 1959 Ylinen. end of said link for pivoting it in one direction, and a coil 2,994,531 8/1961 Gberwein.

spring connected to the other end of said link for pivoting FOREIGN PATENTS it in an opposite d1rect1on upon deactivation of said solenoid means. 5 592,338 1934 Germany.

6. Amusement apparatus in accordance with claim 4 wherein said housing includes a second opening in com- ANTON OECHSLE Pnmary Exammer munication with the interior of said chute for feeding P, E SHAPIRO, A i t E i articles to be dispensed into the interior of said chute. 10

US. Cl. X.R. References Cited UNITED STATES PATENTS 1,868,261 7/1932 Spencer 273-201

Patent Citations
Cited PatentFiling datePublication dateApplicantTitle
US1868261 *Jun 25, 1930Jul 19, 1932Curtis Spencer ClydeApparatus for dispensing and teeing golf balls
US2442014 *Jan 6, 1947May 25, 1948David T MyersElectrical game board
US2881892 *Dec 4, 1956Apr 14, 1959Wicanders Korkfabriker AbGame apparatus
US2994531 *Jun 17, 1959Aug 1, 1961Thomas A EberweinElectrical guessing game
DE592338C *Aug 19, 1931Feb 7, 1934Kovacs & Zinner G M B HMagnetisches Geschicklichkeitsspiel
Referenced by
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US4300763 *Feb 21, 1980Nov 17, 1981Barr Samuel JPsychological game device
US5016879 *Dec 8, 1989May 21, 1991James And Rosemarie Parker Family TrustPachinko game
US5120060 *Sep 5, 1991Jun 9, 1992James And Rosemarie Parker Family TrustCasino game method and apparatus
US6047963 *Jun 17, 1998Apr 11, 2000Mikohn Gaming CorporationPachinko stand-alone and bonusing game
US6139013 *Nov 17, 1999Oct 31, 2000Mikohn Gaming CorporationPachinko stand-alone and bonusing game
US6220593Jul 14, 1999Apr 24, 2001Mikohn Gaming CorporationPachinko stand-alone and bonusing game
US6398219Aug 3, 2000Jun 4, 2002Jesse E. PiercePachinko stand-alone and bonusing game
US6851674Mar 25, 2004Feb 8, 2005Mikohn Gaming CorporationPachinko stand-alone and bonusing game with displayed targets
US6976676May 10, 2004Dec 20, 2005Adams Troy EGame apparatus
US7052011Jan 13, 2005May 30, 2006Mikohn Gaming CorporationCasino game having lanes with displayed targets
US7284756May 23, 2005Oct 23, 2007Progressive Gaming International CorporationMethod for operating mechanical casino bonus game in the presence of mechanical bias
US8496524Jun 20, 2011Jul 30, 2013Ags, LlcMethods of enhanced interaction and play for community-based bonusing on gaming machines
Classifications
U.S. Classification273/138.2, 273/460
International ClassificationA63F9/00
Cooperative ClassificationA63F2009/2451, A63F9/28, A63F9/24, A63F9/183, A63F2009/185
European ClassificationA63F9/24