A novel game is disclosed featuring a playing field having at least three lanes and divided into at least six rungs. A gamepiece representing the player may be positioned in any one of the three lanes and is free to move in a first direction from one rung to the next; randomly generated obstacles advance in the opposite direction from rung to rung; the object of the game is for the player to avoid collision with the obstacle or obstacles. Two embodiments of the game are disclosed, the first simulating an automobile race course wherein the player's playing piece represents an automobile in motion and the obstacles represent competitors' cars being passed, in which case the object of the game is to pass a predetermined number of obstacles; and a second embodiment simulating a football playing field, wherein the player's piece represents the running back of the offensive team and the obstacles represent defensive tackles advancing towards the running back, in which case the object is... |
Citations|
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Referenced by|
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Claims1. An electronic game comprising: - a display having segments operable within a playing field of at least three lanes and at least six rungs per lane, each of said segments being illuminatable for displaying indicia representative of the location of a player's piece and also that of obstacles;
- means for moving the player's piece indicium from one lane of the field to another lane of the field in response to a manual input;
- means internal to the game for automatically advancing the obstacle indicia on the playing field towards the player's piece indicium;
- means for providing a predetermined algorithm; and
- means for automatically determining whether or not the player's piece indicium and an obstacle indicia have collided, and, if a collision has occurred, for then automatically moving said player's piece indicium back one rung in response to the collision in accordance with said predetermined algorithm.
2. The game of claim 1 further comprising means for determining whether or not said player's piece indicium has successfully passed an obstacle and, if so, then advancing said indicium by one rung. 3. The game of claim 2 wherein said obstacles are generated in pairs having a randomly variable separation in the rung (Y) direction. 4. The game of claim 3 wherein the game further comprises: - a lap counter whereby games of more than one lap from the first rung to the last rung may be played; and
- a scoring display for indicating the total time required to negotiate a given number of laps.
5. The game of claim 2 further including manually operable means for controlling the rate at which obstacle indicia advance toward the player's piece indicium. 6. The game of claim 1 wherein said algorithm results in the stopping of a clock provided as part of said game. 7. An electronic game comprising: - a display having segments operable within a playing field of at least three lanes and at least six rungs per lane, each of said segments of each of said lanes being in aligned relation and each of said segments within a rung being in aligned relation, each of said segments being illuminatable for displaying indicia representative of the location of a player's piece and also that of obstacles;
- means for moving the player's piece indicium one lane at a time from one lane of the field to nother lane of the field in response to each actuation of a manual input;
- means for incrementing the player's piece indicium one rung at a time to another rung in the same lane in response to each actuation of the manual input;
- means internal to the game for automatically advancing the obstacle indicia on the playing field toward the player's piece indicium;
- means for providing a predetermined algorithm;
- means for automatically determining whether or not the player's piece indicium and an obstacle indicia have collided, and, if a collision has occurred, for then automatically terminating the play in progress in accordance with said predetermined algorithm;
- means internal to the game for determining "yardage" traversed by the player's piece indicium as a function of the number of rungs incremented; and
- means responsive to another manual input for displaying time remaining to the end of a game "period" and also "yardage".
8. The combination according to claim 7 wherein said game further includes clock means operable in response to the initial movement of the player's piece indicium, said clock means terminating in response to a collision and said means for displaying time remaining to the end of a game "period" is altered by said predetermined algorithm in accordance with said clock means. |