![]() | AMUSEMENT DEVICES: GAMES |
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SECTION I - CLASS DEFINITION
This class includes:
A. Subject matter, relating to the type of amusement, recreation, or play activity commonly known as a game, wherein one or more players or participants engage in a competition or contest involving skill, ability, strategy, or chance--against either another player or players or against a device which is intended to function as a competitive player or players--in order to achieve an objective defined by a rule or rules specified for a particular competition or contest; whereby the ultimate outcome of said objective in such a competition or contest can be determined or indicated according to said specified rule or rules; the exception being that a game which includes or utilizes a tangible projectile--other than a propelled racing game or a chance device, classified herein--is classified elsewhere;
B. A chance device, whether or not a projectile is included therein, and even if it is not a game or subcombination element of a game defined in (A), above, by reason of its similarity to chance devices normally combined with or defining such a game; and a method for using such a chance device for which there is no provision elsewhere;
C. Subject matter relating to the type of amusement, recreation, or play activity commonly known as a puzzle, wherein a participant"s mind is tested or otherwise challenged in an exercise of cleverness, ingenuity, or other mental skill or ability in an attempt to accomplish a solution to a complex or perplexing problem;
D. Subject matter relating to the type of amusement, recreation, or play activity commonly known as fortune telling, wherein an attempt is made to predict the future of one or more persons or events;
E. Subject matter relating to a type of device used by a person (often involved in law enforcement) to electrically shock or strike a human being so as to control said being, (e.g., a police club, night stick, black jack, brass knuckles, martial-art-type striking device, electric prod, etc.), or a method of using such a device; and
F. Subject matter which is either ancillary to, appurtenant thereto, or a subcombination of the subject matter described in any one of (A) through (E) above, for which there is no provision elsewhere.
(1) Note. Although a game that uses a tangible projectile is excluded from this class--except for a propelled racing game or a chance device, as set forth in (A), above--a game which simulates a tangible projectile game, without actually using or intending to use a tangible projectile (e.g., a video game with projectile image, light-ray gun, etc.), is classified herein. |
(2) Note. Included in this class is a game, chance device, or puzzle, etc., in which a player or participant competes against a means which simulates at least some of the mental processes of another player or participant as, for example, a computer or other gaming machine. However, a general purpose computer in which software is provided so that it is useable to both play a game and to perform a function outside of this class (e.g., word processing, etc.) is classified elsewhere. See the SEARCH CLASS notes in References to Other Classes, below. |
(3) Note. Although not generally used during play of a game included in this class, a method or device used by a player to practice or train for such a game is provided for in this class. Since such a practice or training device is designed to enable a player to improve or perfect his or her physical skill or ability (e.g., motor skills, coordination, etc.) in playing the game for which it is designed, it is included in this class on the basis that it is ancillary or appurtenant to a game for which this class provides. |
(4) Note. This class does not provide for game scoring or indicating, per se (e.g., register, accumulator, totalizer, etc.), unless it combined with subject matter provided for in this class. In such a case, classification is proper in the subclass providing for the subject matter in this class. See the SEARCH CLASS notes in References to Other Classes, below. |
SECTION II - LINES WITH OTHER CLASSES AND WITHIN THIS CLASS
This class is the residual class for the subject matter of games, under which Class 473, Games Using Tangible Projectile, is specific; and which, together with Class 473, are specific under Class 472, Amusement Devices, the residual class for amusement devices.
Class 273, Amusement Devices: Games, is currently being reclassified through a series of stages. Upon completion of this reclassification, Class 273 will be abolished and replaced by either Class 463 or Class 473, Games Using Tangible Projectile. Until such reclassification is completed, portions of Class 273 which are relevant to this class (463) are to be considered an integral part of this class. That is, the portions of the Class 273 schedule of subclasses relating to a game which does not use a tangible projectile are to be considered as following in hierarchy after the last occurring subclass in the Class 463 schedule. Also, since Class 273 has not been completely screened for all patents properly classified in present subclasses of Class 463, appropriate subclass(es) in Class 273 should be considered for search purposes until such time that Class 273 is finally abolished.
The line between this class and Class 473 is that this class does not accept a game which includes or utilizes a tangible projectile, a subcombination thereof (e.g., bat, ball, etc.), or an accessory therefore (e.g., practice device, etc.), with the exception that a propelled racing game or a chance device is originally classified in this class despite a recitation of a projection or projectile, due to similarity of structure between games in which propelled objects are raced, and the similar function of various chance devices.
SECTION III - REFERENCES TO OTHER CLASSES
SEE OR SEARCH CLASS:
116, | Signals and Indicators, subclasses 222 through 225for a mechanical signal or indicator, per se, which is intended to form part of or to be used with a game device. |
124, | Mechanical Guns and Projectors, for a centrifugally or mechanically operated device, per se, for projecting or launching a tangible game projectile into the air. |
194, | Check-Actuated Control Mechanisms, for a game or chance device including a recited detail of a coin-controlled mechanism. |
200, | Electricity: Circuit Makers and Breakers, for an electrical switch, per se especially subclasses 61.1+ for a switch responsive to the action of a game or amusement piece, Digest 2 for a body attached switch, Digest 3 for a coin operated switch, and Digest 23 for a game switch. |
206, | Special Receptacle or Package, subclasses 315.1+ for a receptacle or package used for a sport implement, exercise device, or game. |
221, | Article Dispensing, appropriate subclass for an article dispenser, per se, such as might be used for or included as a subcombination of a chance device (e.g., lottery ticket dispenser, etc.). |
235, | Registers, for a register, per se, intended for use in a game, particularly subclass 1 for a miscellaneous game counter; subclass 61 for an odds computer; subclass 78 for a game calculator having concentric totalizing disks mounted upon a single axis; subclass 88 for a game calculator having tabular indicia placed upon disks which rotate about their centers; subclass 90 for a cribbage board; subclass 91 for a device for operating a register involving a billiard or pool game device; and subclasses 439+ for a coded record sensor structure (e.g., bar code reader, etc.). |
273, | Amusement Devices: Games, by reason of relevant portions of Class 273 being an integral part of Class 463. This class (463) is one of two classes which are intended to eventually replace Class 273, which is currently undergoing reclassification through a series of stages. See the (5) Note above for a further elaboration of the relationship between Classes 273 and 463, and the SEARCH CLASS notes below for the relationship between Classes 273 and 473. |
283, | Printed Matter, subclasses 72+ for printed matter having revealable concealed information, particularly subclass 94 for printed matter (e.g., a lottery ticket, etc.) with superposed layers; and cross-reference art collection 903 for a lottery ticket art collection. |
340, | Communications: Electrical, subclasses 4.1 through 4.14 for communication or control for the handicapped; subclasses 5.1 through 5.92for intelligence comparison such as used for authorization, access, identification, credit, etc.; subclass 323 for a game-reporting (e.g., scoreboard, indicator, etc.) electric signaling system, per se; and other appropriate subclasses for audible, visual, or tactile communication. |
345, | Computer Graphics Processing and Selective Visual Display Systems, appropriate subclass for a selectively controlled visual display system which may either form part of a game or not be limited to a game. However if the term "game" or equivalent is recited in a claim, or if the only disclosure is a game provided for in Class 463, then classification is in Class 463, Amusement Devices: Games, or its incorporated class (273, Amusement Devices: Games). |
368, | Horology: Time Measuring Systems or Devices, subclass 3 for a time measuring means controlled by a game. |
369, | Dynamic Information Storage or Retrieval, subclass 30.02 for operator-actuated remote control of selective addressing of a storage medium in a novelty device (e.g., talking doll, etc.), subclasses 63-68 for a sound reproduction means for a toy or novelty device, and other appropriate subclasses for memory structure and housings therefore. |
377, | Electrical Pulse Counters, Pulse Dividers, or Shift Registers: Circuits and Systems, subclass 4 for a counter or register, per se, which is adapted to be controlled to accumulate a total involved in betting on various possibilities involved in an event or to determine the odds involved in the payoff of the various possibilities, and subclass 5 for a counter or register, per se, which is intended to be used with, in, or for a game or sport. |
380, | Cryptography, subclass 251 for an electronic game utilizing cryptography. |
404, | Road Structure, Process, or Apparatus, particularly subclasses 17+ and 71 for pavement or road structure which may be usable for a game surface. |
428, | Stock Material or Miscellaneous Articles, for stock material in the form of a single or plural layer web or sheet which may be used in the fabrication of products provided for in this class (463). |
434, | Education and Demonstration, particularly subclasses 16+ for teaching or demonstration of shooting, subclasses 29+ for a vehicle simulator for instruction or demonstration purposes, subclasses 128+ for teaching or demonstration of a game of the board or table type, subclasses 247+ for a means specifically adapted to teach or instruct a person in some aspect of a game or sport which involves physical activity, and subclasses 322+ for question or problem eliciting response. Class 463 and its incorporated class (273, Amusement Devices: Games), contain devices which are to be used for practice by, or for perfecting the physical skill of, a person who already knows how to play the game, sport, or the like. Class 434 contains devices which are to be used for instructing an unknowledgeable person in some aspect of the game, sport, or the like. A device which is used for both instruction and for practice or perfection of game skills is originally placed into Class 434, and cross-referenced into the Class 463 group of game classes (i.e., Classes 463, 473, or 273). |
446, | Amusement Devices: Toys, for a device known as a toy whose principal purpose is for the amusement or recreation of a child. If the device is used for the amusement or recreation of a child and is also a game component (i.e., used in a competition or contest), then it is placed into the Class 463 group of game classes (i.e., 463, 473, or 273). |
472, | Amusement Devices, subclasses 1+ for a roundabout, subclasses 85+ for a racetrack, and subclasses 92+ for (a) the structure or composition of a playing surface, per se; (b) the structure or composition of a peripheral boundary marking or enclosure, per se, of such a playing surface; or (c) the combination of only a playing surface and a peripheral boundary marking or enclosure--where the above [i.e.,( a)-(c)] are limited to use for an athletic or exhibition event such as, for example, playing a game or sport thereon or therein. Also, see the search notes appended thereto. |
473, | Games Using Tangible Projectile, for a game in which a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) is used during play of a game or sport. The relationship between Class 463 and Class 473 is that Class 463 is the residual class for a game, while Class 473 provides only for a specific type of game in which a ball, missile, or other such tangible projectile is used during play thereof. (However, note those exceptions specified in the Class 463 definition and its appended notes.) Accordingly, if a game which uses a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) during play of the game is recited, then classification is in Class 473; otherwise, classification is in Class 463. Furthermore, a game apparatus or means which uses a simulation or representation of a game or sport projectile (e.g., a light-ray simulation of a projectile or a video-game representation of a projectile, etc.) is classified in Class 463, since such simulation or representation of a projectile is not an actual or physical object which can be touched and handled (i.e., tangible) as required by Class 473. |
602, | Surgery: Splint, Brace, or Bandage, subclasses 41+ for a bandaging device, even though specially adapted for use in supporting the body or body member of a person so as to function in a proper manner in playing a game. |
700, | Data Processing: Generic Control Systems or Specific Applications, subclasses 91 through 93for data processing or computation, per se, for the purpose of analyzing, monitoring, or scoring a contest or game, which is not classifiable elsewhere. |
705, | Data Processing: Financial, Business Practice, Management, or Cost/Price Determination, subclass 1.1 , especially subclass 14.1 for data processing used for financial or business practice where a promotional inducement is recited (e.g., awarding a coupon or price adjustment based upon a purchase, etc.), and subclass 16 for a point-of-sale terminal, (e.g., cash register, etc. ). |
902, | Electronic Funds Transfer, subclass 23 for an art collection of means for electronic transfer of funds for an entertainment, amusement, or gambling application. |
D21, | Games, Toys, and Sports Goods, subclasses 300+ for a game design. |
SUBCLASSES
![]() | INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (e.g., computer/video game, etc.): | ||||||||||||||||||||||||||||
This subclass is indented under the class definition. Subject matter including: (a) means
for systematically manipulating information in electronically coded
form in accordance with a program or other set of rules; (b) means
including or utilizing electronic logic or calculation; (c) electronically
self-acting or self-regulating means for producing
a desired response to a predetermined condition; or (d) a
subcombination thereof or accessory therefor that is unprovided
for elsewhere.
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![]() | In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.): | ||||||||||||||||||
This subclass is indented under subclass 1. An application of electronic data processing that includes
representing or imitating the shooting, hitting, throwing, hurling, or
redirecting of an intangible object (i.e., simulated
projectile) toward an intended direction or place.
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![]() | Paddle-type game (e.g., pinball, tennis, baseball, golf, hockey, etc.): | ||
This subclass is indented under subclass 2. A simulated-projectile application that includes the
use of a bat, stick, club, racket, or
other similarly used striking object or a representation (e.g., video, etc.) thereof
to intercept, redirect, or otherwise project a
simulated projectile.
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![]() | Simulated court game or athletic event (e.g., soccer, basketball, etc.): | ||||||||||||||||
This subclass is indented under subclass 2. A simulated-projectile application that includes the
use of a simulated projectile (e.g., ball, etc.) in
a competitive-sports-type environment wherein (a) two
or more opposing contestants or teams of contestants move about
a defined playing area, field, or representation
thereof while attempting to manipulate or control the simulated
projectile in a defined task or (b) a contestant
responds to or interacts with the projectile or opponent while the
opponent is in control of the projectile.
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![]() | Simulated projector with diverse interactive target: | ||||||
This subclass is indented under subclass 2. A simulated-projectile application including a means
for simulating a device for projecting a projectile (e.g., a
gun, etc.) and a separate and distinct
structure (e.g., CRT screen, etc.) arranged
or intended to serve as a point-of-aim (i.e., target) for
the simulated projector, and further including means for
determining the coincidence between the aim of the projector and
the intended target.
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![]() | In a race game: | ||||||||||||||||||||||||
This subclass is indented under subclass 1. An electronic data processing application that includes
a contest of speed commonly known as a race, wherein the
contest requires the movement of an object, or representation (e.g., video, etc.) thereof, through
a predetermined distance or defined course as fast as can be performed.
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![]() | In a game requiring an element of a participant"s physical skill or ability (e.g., hand-eye coordination, reflex, etc.): | ||||||||||||
This subclass is indented under subclass 1. An electronic data processing application that includes
as an element of play, operation, or outcome thereof; a
participant"s speed, strength, dexterity, or
other bodily capacity; or a simulation of a game or contest
that requires such an element.
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![]() | Martial-art type (e.g., boxing, fencing, wrestling, etc.): | ||||||||
This subclass is indented under subclass 7. A physical skill or ability application including a fight- or
war-type scenario or competition, especially that
of hand-to-hand combat, with or without
the use of a weapon.
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![]() | In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.): | ||||||||||||
This subclass is indented under subclass 1. An electronic data processing application that requires
from a participant a decision making process in the management or
planning of a scheme, trick, or course of action, or
the solution to a puzzle, question, or other perplexing situation.
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![]() | With chance element or event (e.g., backgammon, Scrabble&4121;, etc.): | ||||||
This subclass is indented under subclass 9. A strategy or problem solving application wherein play, operation, or
the outcome thereof further depends from, or otherwise
relies upon, the happening of an event absent of any apparent
cause or design (i.e., an unpredictable
or random event), or includes a means (i.e., lot) to randomly
determine a matter or represent the outcome of a random event (e.g., dice, cards, random
number generator, etc.).
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![]() | Card- or tile-type (e.g., bridge, dominoes, etc.): | ||||||
This subclass is indented under subclass 10. A strategy or problem solving application involving chance
including an indicia-bearing device (e.g., card, domino, etc.), or
a representation (e.g., video, etc.) thereof, wherein
the indicia-bearing device is intended to be combined interactively
with one or more additional indicia-bearing devices in
a competitive contest based upon their indicia, and further
wherein the chance happening involves a random distribution of one
or more indicia-bearing devices to a participant or a random
selection of one or more indicia-bearing devices by a participant.
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![]() | Ultimate outcome dependent upon summation of plural card or tile values (e.g., blackjack, etc.): |
This subclass is indented under subclass 11. A card or tile game wherein each card or tile has assigned thereto a relative worth (i.e., value) represented by said indicia, and further wherein a contest winner is determined by a participant who is both in active competition at a time for determining a winner and has either obtained, or has been assigned, a group of more than one card or tile that, at said time, has the greatest total amount of added individual values. | |
![]() | Ultimate outcome dependent upon relative odds of a card or tile combination (e.g., poker, etc.): |
This subclass is indented under subclass 11. A card or tile game wherein each card or tile has assigned thereto a particular feature or features (e.g., number, suit, etc.) represented by said indicia, and further wherein a contest winner is determined by a participant who is both in active competition at a time for determining a winner and has either obtained or been assigned a set of more than one card or tile that, at said time, has the lowest chance or probability of association (e.g., pair, three-of-a-kind, etc.) of predetermined individual features. | |
![]() | Chess- or checker-type: | ||||
This subclass is indented under subclass 9. A strategy or problem solving application including a contest
in which opposing participants alternately control the movement
of one of a group of contest elements (e.g., checker, chessman, etc.) initially
equal in number for each player, about a game area composed
of an array or matrix of segments (e.g., squares) or
positions wherein each segment can be occupied by only one contest
element at a time, the contest proceeding until one participant
captures all of the contest elements, or a principle contest
element, of the other, without losing all or the principle
contest element of his group; or otherwise places the other
participant in a position where he cannot reposition one of his
contest elements to another game segment.
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![]() | Geometric maze (e.g., labyrinth, etc.): | ||||
This subclass is indented under subclass 9. A strategy or problem solving application that includes, as
a contest goal, negotiation through a network of complex
alternative pathways or courses, having or representing
two or more dimensions, under a set of rules for said negotiation.
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![]() | In a game of chance (e.g., lot, etc.): | ||||||||||||
This subclass is indented under subclass 1. An electronic data processing application having an outcome
that relies solely upon a happening (i.e., event) absent
of any apparent cause or design (i.e., an
unpredictable or random event), or includes an
object (i.e., lot) used
to so randomly determine a matter or represent the outcome of a
random event (e.g., electronic
dice or random number generator, etc.).
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![]() | Lot match or lot combination (e.g., roulette, lottery, etc.): | ||||||
This subclass is indented under subclass 16. A chance event application wherein a particular characteristic
of a lot is compared to a characteristic of either another lot or
some other predetermined object, indicia or event, and
further wherein the chance event relied upon is a determination
of a substantial likeness in character (i.e., match) made
by the comparison according to a predetermined rule or rules, or
a determination that an ordered set or association is created when
more than one lot is compared.
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![]() | Plural lots (e.g., keno, etc.): |
This subclass is indented under subclass 17. Subject matter wherein more than one lot is compared. | |
![]() | Plural matches create pattern (e.g., bingo, etc.): | ||
This subclass is indented under subclass 18. Subject matter wherein each of the plural lots is compared
with a subset of a design, picture, array--or
an arrangement of form, color, indicia or other
predetermined characteristic--for a possible match; and
further wherein the outcome of the game or amusement is determined by
the attainment of a combination of more than one lot/subset
match such that the combination establishes a particular arrangement
of form, color, or other chosen characteristic according
to a predetermined rule or rules.
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![]() | Lot-to-lot combination (e.g., slot machine, etc.): | ||
This subclass is indented under subclass 18. Subject matter wherein the chance event relied upon is a
determination of a match between a lot and one or more additional
lots, or any other ordered set or association of lots (e.g., numerical
order, royal flush, etc.) according
to a predetermined set of rules.
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![]() | Having means to alter combination probability: |
This subclass is indented under subclass 20. Lot-to-lot combination further including means for adjusting the likelihood of either a match between lots or a particular combination of plural lots. | |
![]() | Lot generator (e.g., card distribution, simulated dice, random number generator, etc.): | ||||
This subclass is indented under subclass 16. Subject matter including means for creating or representing
a random object or event.
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![]() | Skill level adjustment (e.g., speed change, complexity, etc.): | ||||
This subclass is indented under subclass 1. Electronic data processing including means for altering
the degree of difficulty for a participant in performing or obtaining
a goal in a game or contest.
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![]() | Suspension or restoration (e.g., power failure resumption, etc.): |
This subclass is indented under subclass 1. Electronic data processing including means for (a) saving or preserving the status quo of a game upon its stoppage (e.g., stoppage due to power failure, stoppage by choice for resumption at a later time, etc.) for the purpose of resuming the game at a later time or (b) restarting a game with either the same status existing upon stoppage or another selectable status. | |
![]() | Credit/debit monitoring or manipulation (e.g., game entry, betting, prize level, etc.): | ||||||||||||||||||
This subclass is indented under subclass 1. Electronic data processing including means for providing
a monetary-type accounting for the purpose of: (a) payment
to start or continue a game; (b) wagering; or (c) determining
an award or payout amount.
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![]() | Pool amount (e.g., jackpot, etc.): | ||
This subclass is indented under subclass 25. Credit/debit monitoring or manipulation including
a means to account for the value of a sum (i.e., pool) of
money or money equivalent wagered by or collected from one or more
participants or gaming machines for the purpose of subsequent distribution
of an amount of said pool as an award or prize to a participant
that has reached or accomplished a defined goal in a contest; or
means for determining or causing the distribution of said amount
from said pool.
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![]() | Pool carryover (e.g., progressive jackpot, etc.): |
This subclass is indented under subclass 25. Pool accounting wherein the accounting means further includes means for retaining an amount of the pool unless or until a defined goal is attained in a game, the retained amount being successively added to the award amount for that goal in a subsequent game or games until said goal is attained. | |
![]() | Parimutuel pool: | ||
This subclass is indented under subclass 25. Pool accounting wherein the accounting means includes means
for determining an award amount to each winner by dividing, in
proportion to each winner"s wager, the entire amount of
the pool used for payout purposes (e.g., the amount
of the pool remaining after administrative costs, taxes, etc.).
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![]() | Access or authorization (e.g., game selection, security, etc.): | ||||||
This subclass is indented under subclass 1. Electronic data processing including: (a) means for
determining whether a participant has a right or privilege to input
into, acquire, or use the electronic data; (b) means
to allow or prevent such input, acquisition, or
use of said data based upon a right or privilege; or (c) means for
controlling acquisition, selection, or use of a
particular subset of data (e.g., particular game, etc.) in
a set of data (e.g., plural
games, etc).
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![]() | Perceptible output or display (e.g., tactile, etc.): | ||||||||||||
This subclass is indented under subclass 1. Electronic data processing including a recited detail of
a structural or procedural means for presenting information to a
participant in a manner that can be recognized in the mind of the
participant through one of the participant"s senses.
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![]() | Visual (e.g., enhanced graphics, etc.): | ||||||||
This subclass is indented under subclass 30. A perceptible output or display wherein the means for providing
information to a participant includes a structural detail of means
for presenting the information in a manner that is perceivable via
a retina of said participant.
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![]() | Three-dimensional characterization: | ||||
This subclass is indented under subclass 31. A visual output or display wherein the information is presented
to the eye(s) in such a manner that the information
is visually perceivable as an image having height, width, and
depth.
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![]() | Object priority or perspective: |
This subclass is indented under subclass 32. A visual output or display with a three-dimensional characterization wherein one dimension (e.g., depth, etc.) may be simulated or characterized by either the technique of covering the image of a first object by an image of a second object intended to be perceived in front of the first object, or via the technique of picturing an object by converging lines or shrinking size versus, for example, apparent depth. | |
![]() | Image projection: | ||||||||
This subclass is indented under subclass 31. A visual output or display wherein visually perceivable
information (i.e., an image) is
optically transmitted over a distance onto a surface or screen to
be viewed therefrom.
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![]() | Audible: | ||||
This subclass is indented under subclass 30. A perceptible output or display wherein the means for providing
information to a participant includes means for presenting the information
in a manner that is perceivable via an ear of said participant.
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![]() | Player-actuated control structure (e.g., brain-wave or body signal, bar-code wand, foot pedal, etc.): | ||||||||||||||||
This subclass is indented under subclass 1. Electronic data processing including means for generating, emitting, or
otherwise deriving an information signal from a participant to provide
data for introduction to the electronic data processing means.
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![]() | Hand manipulated (e.g., keyboard, mouse, touch panel, etc.): | ||||||||
This subclass is indented under subclass 36. Player-actuated control structure wherein the means
for deriving an information signal includes structure intended and
arranged to interact with that part of a participant"s arm beyond
the wrist (i.e., the hand, including
the palm, fingers, and thumb, etc.) so
as to derive an information signal in response to motion of any
part of the hand.
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![]() | Pivotally-translatable handle (e.g., joystick): | ||||
This subclass is indented under subclass 37. Hand-manipulated control structure including structure
intended and arranged to be grasped by the hand (i.e., handle) and
manually manipulated for rotation about a turning point or axis wherein
the information signal is derived in response to the angular position
of the handle with respect to a turning point or shaft.
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![]() | Wireless signal: | ||||
This subclass is indented under subclass 36. Player activated control structure wherein the information
signal from the participant is presented to the electronic data
processing means via a transmission path that includes a means other
than a means (e.g., metallic
wire, electrolyte, etc.) for
conducting electrons.
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![]() | With communication link (e.g., television broadcast, etc.): | ||||||||
This subclass is indented under subclass 1. Electronic data processing further including a recited detail
of a structure or protocol for transmitting or receiving electronic
data to or from a diverse operational location.
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![]() | Telephonic (e.g., modem, etc.): | ||||
This subclass is indented under subclass 40. An electronic data processing means with a communication
link wherein the communication link includes means commonly referred
to as a telephone capable of simultaneously transmitting speech
data in both directions over the link.
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![]() | Network type (e.g., computer network, etc.): |
This subclass is indented under subclass 40. A communication link including a recited detail of means intended and arranged to interconnect, for the purpose of communication of electronic data, more than one diverse means, complete in itself, for processing electronic data independently. | |
![]() | Data storage or retrieval (e.g., memory, video tape, etc.): | ||||||||
This subclass is indented under subclass 1. Subject matter including a structure or process for saving
electronic data in a form that can be accessed for later use, a
structure or process for acquiring said data from storage, or
a subcombination or accessory therefore that is unprovided for elsewhere.
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![]() | Cartridge: |
This subclass is indented under subclass 43. Data storage or retrieval wherein the means for storing data is self-contained in a housing arranged to be physically separable from the electronic data processing means, and further includes means for transmitting data in electronic form between the storage means within the housing and the exterior of the housing where it can be accessed by the electronic data processing means via a physically separable connector or data link. | |
![]() | Cartridge adaptor: |
This subclass is indented under subclass 43. Subject matter including structure arranged to be attached to a self-contained electronic data storage housing (i.e., cartridge) to either: (a) structurally alter the cartridge in a manner that would allow it to be functionally engaged with a processing structure other than that for which the cartridge is intended to be used; or (b) add to or otherwise alter an intended function of a cartridge. | |
![]() | Housing: | ||||||||||||
This subclass is indented under subclass 1. Subject matter including detailed structure for containing
or enclosing an electronic data processing element under the class
definition.
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![]() | Accessory: | ||||
This subclass is indented under subclass 1. Subject matter comprising a device particularly adapted
to be used with an electronic-data-processing
game or amusement under the class definition, wherein said
device constitutes an attachment or addition to the game or amusement
that aids in a secondary or subordinate way, and is unprovided
for elsewhere.
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![]() | FENCING: | ||||
This subclass is indented under the class definition. Subject matter comprising apparatus for (a) determining
the accuracy of a user in thrusting a long, pointed or
blade-type fighting weapon or (b) covering
the tip or edge of a long, pointed or blade-type
fighting weapon to render it harmless during practice or in the
use thereof, which tip-covering apparatus comprises
or includes at least one component of a contact indicating or detecting
mechanism; and wherein the apparatus is used to practice
or simulate combat between opponents bearing swordlike fighting
implements (e.g., fencing foils, sabres, swords, etc.).
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![]() | STRIKING WEAPON: | ||||
This subclass is indented under the class definition. Subject matter comprising a user held or carried blunt implement
for impacting, hitting, or prodding a human opponent
during a game, sport, fight, struggle, or
attack or to deter a fight, struggle, or attack.
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![]() | Having electric shock feature: | ||
This subclass is indented under subclass 47.2. Subject matter wherein the implement comprises means for
imparting a nonlethal electric shock to the opponent.
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![]() | Combined with antigrasping device or diverse art device (e.g., with light, knife, etc.): |
This subclass is indented under subclass 47.2. Subject matter wherein the implement is combined with either (a) a device from an art different therefrom (e.g., a light, knife, keychain, etc.), or (b) a means to deter an opponent from grasping the implement or a means to make the opponent release his or her grip upon the implement. | |
![]() | Having similar striking members flexibly tethered together: |
This subclass is indented under subclass 47.2. Subject matter in which the striking weapon comprises two or more substantially alike blunt implements connected together by a flexible element and wherein each of the implements have a configuration such that any one of them can be held or carried by the user whereby, when the user holds or carries only one of the implements, any other of the implements are free to move relative to the held or carried implement so as to impart the impacting or hitting force upon the human opponent whenever the held or carried implement is moved by the user. | |
![]() | Cross-handle type: |
This subclass is indented under subclass 47.2. Subject matter wherein the implement comprises an elongate (i.e., rodlike) impact imparting portion and a handgrip portion connected thereto and extending generally perpendicularly away therefrom. | |
![]() | Telescopic: |
This subclass is indented under subclass 47.2. Subject matter wherein the implement comprises at least two longitudinally aligned portions which are mounted for longitudinal sliding movement relative to each other so that the overall length of the implement may be adjusted. | |
![]() | COMBINED WITH OR CONVERTIBLE TO EXTERNAL ART DEVICE OR FUNCTION: | ||||
This subclass is indented under the class definition. A game including either: (a) subject
matter in addition to game subject matter wherein the additional
subject matter has utility both outside of the class definition
and independent of the game subject matter, and where neither the
utility of the game subject matter nor the utility of the additional
subject matter is destroyed by removal or separation of the additional
subject matter from the game subject matter; or (b) a
game under the class definition which may be altered to subject
matter having utility other than a game under the class definition.
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![]() | SIMULATED-PROJECTILE GAME, TARGET THEREFOR, OR ACCESSORY: | ||||||||||||||||||||
This subclass is indented under the class definition. Apparatus including either: (a) a
user-manipulated means for representing or imitating a
device (i.e., simulated projector) for shooting
or hurling (i.e., projecting) an
object (i.e., projectile) intended
to be projected from the simulated projector, combined
with means for representing or imitating the path of motion that
an intended projectile would traverse from the simulated projector
to a point-of-aim (i.e., target); (b) a
device particularly adapted for use as a point-of-aim (i.e., target) for
a simulated projector; or (c) a device (i.e., accessory) particularly
adapted to be used with a simulated projector of (a), or
a target of (b), respectively above, that
is an attachment or addition to same that helps either in a secondary
or subordinate way and is unprovided for elsewhere.
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![]() | Plural simulated projectors (e.g., tennis, shoot-out, dual, etc.): |
This subclass is indented under subclass 49. A simulated-projectile game which includes either: (a) two or more simulated projectors respectively operable by two or more game participants in a competitive contest between the participants, or (b) a simulated projector operable by a game participant combined with means to imitate or represent an opponent with a projector that can actively compete against the game participant in a game simulating a contest between two or more game participants. | |
![]() | Electromagnetic ray simulates projectile or its path, or utilized for coincidence detection (e.g., light-ray gun, infrared aim detector, etc.): | ||||||||||||||||||||||||||||
This subclass is indented under subclass 49. A simulated-projectile game including means for projecting
or receiving a light wave, infrared wave, radio
wave, or other like wave or beam in the electromagnetic
spectrum for the purpose of either: (a) appearing
as a projectile beam or aiming beam issued from a simulated projector; (b) imitating
or representing the track, line of movement, course
taken, etc. (i.e., path), of
a projectile intended to be issued from a simulated projector; or (c) determining
if the alignment (i.e., coincidence) between
a simulated projector and an intended target is such that a projectile
intended to be issued from the projector during the particular alignment
would strike the intended target if so projected.
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![]() | Having active target (e.g., moving target, "hit" responsive, etc.): | ||||||||
This subclass is indented under subclass 51. A simulated-projectile game including a device intended
to be used as a point-of-aim (i.e., target) for
a simulated-projectile game, wherein the target
includes either means to render the target mobile while being the
subject of aim, or means to alter the position, orientation, or physical
appearance of the target in response to a simulated striking of
the target due to correct aim of a simulated projector by a game
participant.
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![]() | Coincidence detection or indication means (e.g., aim detector, "hit"-indication, etc.): | ||
This subclass is indented under subclass 49. A simulated-projectile game including structure for: (a) determining
the positional relationship (i.e., coincidence) between
a simulated projector and a target for the purpose of determining whether
the simulated projector is properly positioned (i.e., aimed) with
respect to the target for an intended projectile to "strike" the
target, or (b) providing a display, signal, or
other representation of the ultimate destination of an intended
projectile (i.e., indication
means) based upon the position of a simulated projector
when the simulated projector simulates a projection (e.g, indicating
if or where an intended projectile would "strike" a
target).
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![]() | Having target or subtarget marker: |
This subclass is indented under subclass 53. A coincidence indication means including a means for placing a visible indication on a target--or on an additional means which represents and substantially duplicates the visual appearance of the target--at a position determined by the coincidence detector to be the point of aim of the simulated projector. | |
![]() | Perforator: |
This subclass is indented under subclass 54. A target or subtarget marker wherein the marker includes structure for placing a hole in the target or subtarget at a position determined to be the point of aim. | |
![]() | Having target deflector (e.g., "hit" indication): | ||
This subclass is indented under subclass 53. A coincidence indication means wherein indication is provided
by a means to cause a change in position of a target to simulate
a strike by a projectile.
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![]() | Coincidence detection via electrical contacts: | ||
A coincidence detector under 53 including a separable junction
comprising two electrically conductive terminals, and further
comprising structure arranged to cause the terminals to abut one
another and complete an electrical circuit used to determine or
indicate coincidence when a simulated projector is properly aimed toward
a target.
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![]() | PROPELLED RACING: | ||||||||||||||||||||||||||||||||
This subclass is indented under the class definition. Subject matter including an object to be placed in motion, and
means, other than that directly provided by a human or
animal, to apply mechanical force to the object to place
it in motion over or through a predetermined distance or defined
course in a competition of speed (i.e., a
race), wherein the outcome of the race is determined
by which one of a plurality of concurrently propelled objects takes
the least amount of time to complete, or is first to complete, the
distance or course.
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![]() | Having contest condition indicator (e.g., lap counter, timer, start indicator, etc.): | ||||||||||||||||
This subclass is indented under subclass 54. Subject matter including structure arranged to test, measure, or
display the status of a race.
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![]() | Winner or finish order: |
This subclass is indented under subclass 59. A contest condition indicator wherein the condition is that of the first object to complete the distance or course, or the relative positional succession of a plurality of objects that complete the distance or course. | |
![]() | Magnetically propelled object: | ||||||||||
This subclass is indented under subclass 58. Propelled racing wherein the object includes a magnet, electromagnet, or
magnetically attractive substance, and, further, wherein
the means to apply mechanical force to an object to be raced includes
means external to said object for causing a magnetic force of attraction
or repulsion between the object-carried magnet, electromagnet, or
magnetically attractive substance and the external means sufficient
to move the object.
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![]() | Electrically self-propelled object: | ||||||||||||||
This subclass is indented under subclass 58. Propelled racing wherein the means to apply mechanical force
to an object to be raced includes an object-carried electrodynamic motor
for transducing electric current into motive force which moves the
object.
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![]() | Having means to alter lateral position of object (e.g., steerable car, lane changer, etc.): | ||||||
This subclass is indented under subclass 62. Electrically self-propelled racing including means
to affect side-to-side movement of the object
with respect to its motion over or through the predetermined distance
or defined course.
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![]() | Object propelled by impact, projection, or reaction force (e.g., spring, fluid jet, wind, etc.): | ||||||||||
This subclass is indented under subclass 58. Propelled racing wherein the mechanical force to place an
object in motion includes either: (a) a
movable mass (e.g., projectile, wind, etc.) arranged
to hit or strike the object to transfer its momentum thereto in
a direction toward completion of a race (i.e., intended
direction); (b) a movable or
expandable mass (e.g., projector, spring, etc.) arranged
to throw, hurl, shoot, or otherwise push
the object in said intended direction; or (c) an
object-carried mass arranged to forcefully escape from
the object (e.g., jet, etc.) in
a direction opposite to said intended direction to cause the object
to be propelled along said intended direction.
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![]() | Object propelled by reciprocating or vibrating surface: | ||||||||
This subclass is indented under subclass 58. Propelled racing wherein the mechanical force to place an
object in motion includes a member having an exterior face (i.e., surface) and
a means for imparting a back-and-forth or oscillatory
motion to the surface whereby the object is caused to travel along
the surface due to the surface motion when the object is engaged
with the surface.
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![]() | Object pulled by reelable cord: | ||
This subclass is indented under subclass 58. Propelled racing wherein the means to apply mechanical force
to an object includes an elongated flexible member (e.g. string, wire, etc.) having
one end connected to the object and an opposite end connected to
a rotatable spool, whereby motion can be imparted to the
object by rotating the spool to wind the flexible member around
the spool to shorten the length of the flexible member between the
object and the spool.
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![]() | Object propelled by rotatable arm or disk: | ||||||
This subclass is indented under subclass 58. Propelled racing wherein the means to apply mechanical force
to place the object in motion includes either: (a) an
elongated bar having a pivot point along the bar and means for revolving
the bar about the pivot point such that the bar defines a turning
radius, and means on the bar, at a location spaced
from said pivot point, for interacting with the object
to propel the object along a circular path at a radial distance from
said pivot point; or (b) a generally
thin, flat, circular member (i.e., disk) having
a pivot point generally located at the center of the disk, means
for turning the disk about the pivot point, and means along
a radial line of the disk for interacting with the object to propel
the object along a circular path at a radial distance from said
pivot point.
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![]() | Object propelled by endless loop: | ||||||||
This subclass is indented under subclass 58. Propelled racing wherein the means to apply mechanical force
to place an object in motion includes an elongated flexible strip
of material (e.g., belt, string, chain, etc.) curved
back upon itself to form a closed, circlelike shape, means to
drive the strip along its length in a circuitous manner, and
means on the strip for engaging the object to impart movement to
the object.
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![]() | Gravity propelled object: | ||||
This subclass is indented under subclass 58. Propelled racing wherein the mechanical force to place an
object in motion results from the force of the object"s weight which
tends to pull a body toward the center of the Earth.
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