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. |
1 | 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.
| (1)
Note. Scoring, per se, is included
herein only if combined with other game structure. The
combination of electronic scoring means with nonelectronic game structure
is originally placed in this or indented subclasses according to
the game played when there is no provision for the electronic details
of the scoring means. See the SEARCH CLASS notes below
for scoring, per se, absent further game structure. |
| (2)
Note. A game that utilizes data processing via electromagnetically
operated relays or the like for binary logical operations is considered
to be electronic data processing for this and indented subclasses. |
| (3)
Note. Processing of data in electronic form is to
be distinguished from mere electrical control (e.g., on/off
actuation, etc.), or an electrical
source, supply, or energization. |
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. |
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. |
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.). |
250, | Radiant Energy,
subclass 203.5 for cathode ray tube (target) scanning; subclasses
206+ for a photocell controlled circuit; subclass
227.13 for a light pen; and subclasses 222+ for
an optical or prephotocell system controlled by an article, person, or
animal. |
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). |
348, | Television, appropriate subclass for television structure. |
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. |
434, | Education and Demonstration, for subject matter that utilizes electronic data processing
for instructional or demonstration purposes, 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 (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). |
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,
subclasses 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.). |
|
| |
2 | 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.
| (1)
Note. Class 463 does not provide for a game--other
than a propelled racing game or a chance device--that
involves the actual projection of a tangible object. Therefore, any "projectile" under
this definition can only be a phantom or simulation of a tangible
projectile. Waves such as a mechanical wave (e.g., sonic, ultrasonic, etc.) or
a nondestructive electromagnetic wave (e.g., a
light, infrared, radio, etc.) are
not considered to be a tangible projectile under this definition and
are specifically provided for in this class. See the Class
definition (463), the notes appended
thereto, above, and the SEARCH CLASS note to Class
473, below. |
| (2)
Note. A simulated firearm utilized for the purpose
of contest, entertainment, or practice in order
to become a better marksman is appropriate for this class. However, a
simulated firearm utilized for the purpose of education or demonstration
in its use or operation to one who is uneducated in its use or operation is
considered to be an education or demonstration device classified
elsewhere. See the SEARCH CLASS notes below. |
SEE OR SEARCH THIS CLASS, SUBCLASS:
49+, | for a simulated-projectile game that does
not include electronic data processing. |
SEE OR SEARCH CLASS:
124, | Mechanical Guns and Projectors, appropriate subclass for a mechanical projector, per
se, which projects a tangible projectile. |
250, | Radiant Energy,
subclass 203.5 for cathode ray tube (target) scanning; subclasses
206+ for a photocell controlled circuit; subclass
227.13 for a light pen; and subclasses 222+ for
an optical or prephotocell system controlled by an article, person, or
animal. |
273, | Amusement Devices: Games,
subclasses 108+ for a surface projectile game that utilizes a tangible
projectile and subclasses 317+ for an aerial projectile
game that utilizes a tangible projectile or a target therefor. |
434, | Education and Demonstration,
subclasses 11+ for a device utilized to teach or demonstrate how
to operate or handle a firearm to one who is not educated in its
use or operation. |
446, | Amusement Devices: Toys, especially
subclass 473 for a toy projector or one that simulates a projector
or weapon. |
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. |
|
| |
6 | 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.
| (1)
Note. It is not a requirement, for placement
herein, that there be a plurality of simultaneously raced
objects. Distinguish this from propelled racing, below. It
is merely a requirement that the game involve the movement of an
object over a given distance against time as a contestant. |
| (2)
Note. Racing against time or another moving object
should be distinguished from a time limit for performing a move (e.g., a
time limit for moving a chess piece). Only the
former is classified herein. Similarly, the movement
of an object over a distance versus time or another object should
be distinguished from other tasks that do not require the movement
of an object. |
SEE OR SEARCH THIS CLASS, SUBCLASS:
7+, | for a game including electronic data processing
that requires an element of physical skill or ability. |
15, | for a strategy or problem solving application that
may include the task of moving an object through a maze. |
25+, | for race wagering. |
58+, | for a propelled racing game that does not include
electronic data processing. |
SEE OR SEARCH CLASS:
104, | Railways, for railway rolling stock and track, each of which
is modified for interrelation and cooperation with each other; for
railway track other than normal surface track; and for railway
fixtures and appliances for use with railway track in which some combination
with a game feature (e.g., lap
counter, clock, etc.) is absent, especially
subclass 60 for amusement-park-type racing
and subclasses 295+ for a car-carried electric propulsion
system with external car control (e.g., slot
car, etc.). |
238, | Railways: Surface Track,
subclasses 10+ for portable railway track structure. |
273, | Amusement Devices: Games,
subclasses 236+ for a board game with a maze and subclasses 153+ for
a puzzle that includes a maze. |
404, | Road Structure, Process, or
Apparatus, particularly
subclasses 17+ and 71 for pavement or road structure. |
446, | Amusement Devices: Toys,
subclasses 444+ for a toy railway, subclasses 454+ for
a remotely controlled rolling or tumbling toy, and subclasses
465+ for a toy wheeled vehicle. |
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. |
|
| |
16 | 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.).
SEE OR SEARCH THIS CLASS, SUBCLASS:
10, | for a strategy or problem solving game with electronic
data processing that further includes a chance element or event. |
SEE OR SEARCH CLASS:
221, | Article Dispensing, for an article dispenser not otherwise provided
for. An article dispenser, per se, of
the type often included as a subcombination of a chance device is
classified in Class 221. |
273, | Amusement Devices: Games,
subclasses 236+ for a board game that includes a chance element, subclasses 138.1+ for
a chance device, and subclasses 292+ for a card
or tile game. |
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
subclass 903 for a lottery ticket art collection. |
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. |
705, | Data Processing: Financial, Business Practice, Management, or
Cost/Price Determination,
subclasses 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 ). |
|
| |
25 | 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.
| (1)
Note. To be proper for placement in this subclass, the
accounting must be in combination with a game element since such accounting, per
se, is provided for outside of this class. See
search notes, below. |
| (2)
Note. While the accounting may superficially resemble
a scoring function, and may, in fact, be
performed in the same manner, it is the monetary-type
prize or award aspect of the accounting that is required for placement
in this subclass. |
SEE OR SEARCH CLASS:
194, | Check-Actuated Control Mechanisms, appropriate subclass for a game including a recited
detail of a coin- or check-actuated control system. |
235, | Registers, appropriate subclass for a cash register. |
340, | Communications: Electrical,
subclasses 5.1 through 5.92for intelligence comparison such as used for authorization
control by credit, etc particularly subclasses 5.4 -5.42
for credit authorization control.. |
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. |
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,
subclasses 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. |
|
| |
49 | 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.
| (1)
Note. This class does not provide for a game involving
the actual projection of a tangible object. Therefore, any
projectile utilized with a projector of this definition can only
be a phantom of a tangible projectile. As such, a
nondestructive electromagnetic (e.g., a
light, infrared, radio, etc.) or
mechanical (e.g., sonic, ultrasonic, etc.) wave
is not considered to be a tangible projectile for the purpose of this
definition since this definition is intended to encompass the use
of such waves to simulate a projectile or its path. |
| (2)
Note. A game under this definition generally includes
means for determining the correctness-of-aim (i.e., coincidence) of
a simulated projector towards an intended target and means for indicating same
as a hit or score. |
SEE OR SEARCH THIS CLASS, SUBCLASS:
1+, | especially subclass 5, for a game that simulates
the projection or firing of a projectile that further includes the
use of data processing, or that utilizes a cathode-ray
tube for a target. |
51+, | for a target for a simulated-projectile game
that utilizes an electromagnetic ray either for simulating a projectile or
for coincidence detection. |
53, | for a target for a simulated-projectile game
that further includes means for indicating a target strike. |
SEE OR SEARCH CLASS:
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. |
273, | Amusement Devices: Games,
subclasses 108+ for game apparatus (other than a game
projectile, per se) in which a game projectile
is intended to travel over a playing surface at all times in its
course or for an implement or device for projecting such a projectile
for movement upon a playing surface, and subclasses 317+ for
game apparatus (other than a game projectile, per
se, or a projector, per se) in which
a game projectile is projected into the air. |
434, | Education and Demonstration,
subclasses 11+ for a device utilized to teach or demonstrate to
one how to operate or handle a firearm. |
446, | Amusement Devices: Toys, especially
subclass 473 for a toy projector or one that simulates a projector
or weapon. |
473, | Games Using Tangible Projectile, for a device or apparatus for the play of, or
for practice for, a game or sport in which a tangible projectile
is used. |
|
| |
51 | 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.
| (1)
Note. If the intended use of a device which simulates
a firearm or other projector is to direct visible radiation toward an
object merely to render the object visible to an observer, classification
is proper elsewhere. However, if the intended
use of a device which simulates a firearm or other projector is
to illuminate an object and to simulate the projection of a projectile
toward a target device for a purpose other than mere education or
demonstration of the use or operation of a firearm or projector, classification
is proper in this class. See the search notes, below. |
| (2)
Note. It is not a requirement, for classification
herein, that the electromagnetic wave be issued from the
simulated projector at the same location (e.g., gun
barrel) that a tangible projectile would be projected or
fired from the actual projector that is simulated. The
only requirement is that the electromagnetic wave serve one of the
purposes listed in the definition, whether it be issued
from the simulated projector itself or some means (e.g., coincidence
detector, target, etc.) associated
therewith. Generally, a target under this definition
interacts with a simulated projector or an associated coincidence
detector via an electromagnetic wave or ray to enable determination
of correctness of aim. Usually the electromagnetic wave
or ray serves the dual function of simulating a projectile or its path
and the purpose of aim determination for the purpose of scoring, but
this definition is intended to encompass the use of the ray or wave
for either of these functions alone. |
| (3)
Note. It is not a requirement, for classification
herein, that the electromagnetic wave be issued from the
projector or means physically attached thereto. For purpose
of aim determination, for example, the wave can
issue from the target or other apparatus and be reflected from the simulated
projector to a device for determining correctness of aim. |
SEE OR SEARCH THIS CLASS, SUBCLASS:
1+, | for a simulated projectile game including the use
of an electromagnetic wave where there is further use of electronic
data processing or a simulated projector that interacts with a cathode
ray tube. |
50, | for a simulated-projectile game having
plural simulated projectors. |
53+, | for a coincidence detector for a simulated projectile
game that does not use electromagnetic radiation. |
SEE OR SEARCH CLASS:
42, | Firearms,
subclass 114 for a firearm with a sight device including lights. |
89, | Ordnance,
subclasses 41.01+ for ordnance with an aiming device. |
250, | Radiant Energy,
subclass 203.5 for cathode-ray tube (target) scanning; subclasses
206+ for a photocell controlled circuit; subclass
227.13 for a light pen; and subclasses 222+ for
an optical or prephotocell system controlled by an article, person, or
animal. |
353, | Optics: Image Projectors,
subclass 43 for an image projector with a housing shaped like
a pistol or gun. |
362, | Illumination,
subclasses 110+ for a device which is combined with or simulates
a firearm or other projector that functions merely to direct visible radiation
toward an object to render it visible. See the (1) Note, above. |
372, | Coherent Light Generators, for a device for producing a laser beam. |
434, | Education and Demonstration,
subclasses 11+ for a simulated projector or firearm that utilizes
an electromagnet beam to teach or demonstrate how to operate or
handle a firearm. See the (1) Note above. |
446, | Amusement Devices: Toys,
subclass 175 for a toy having a light- or sound-responsive
switch or control; subclass 219 for a toy having a chemiluminescent
light source, optic fiber, mirror, or
lens; and subclass 473 for a simulated weapon. |
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58 | 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.
| (1)
Note. This subclass requires that there be a recitation
of structure that creates an element of competition such as, for example, means
to determine a winner of a competition (e.g., a
lap counter, clock, etc); means
to simultaneously start a plurality of objects in motion; or
a course that enables a plurality of cars to travel concurrently
or a plurality of individual controls for respective objects to
be raced, together with a disclosed intent to competitively
race said objects. |
| (2)
Note. It is not a requirement, for placement
in this subclass, that participants in the competition
have direct or continuous control over objects to be raced. For example, chance
alone can govern the outcome of a race when, for example, gravity
is the sole source of propulsion, so long as other aspects
of competition are involved (e.g., simultaneous
start, concurrent travel, etc). |
| (3)
Note. When there are means for propelling an object
in more than one direction, original placement is made
in the first occurring subclass providing for a means for propelling
the object in a direction toward the completion of the distance
or course, as opposed to a force applied laterally, to
overcome inertia, or to return the object to the starting
position, etc. |
| (4)
Note. Excluded from this subclass is a race game
that utilizes mechanical force directly applied to the object by
a human or animal as the sole means to place an object to be raced
in motion. However, this should be distinguished
from human or animal forces utilized to affect control of a means
for applying mechanical force to an object, for example, where
a human throws or shoots a projectile at a target with the intent
to either control a mechanical force applied to an indicator representing
an object to be raced, or transfer the momentum of the
projectile to the object to place it in motion; or where
a human powers a stationary bicycle to control power to a movable
object that indicates a race position with respect to others in
a simulated race, etc. |
| (5)
Note. Propelled racing is an exception to the requirement
under the class definition that a game which uses a physical projectile
be excluded from this class. See the projectile example
in Note (3), above. |
SEE OR SEARCH THIS CLASS, SUBCLASS:
6, | for a race or time determinative contest that includes
electronic data processing. |
SEE OR SEARCH CLASS:
104, | Railways, for railway rolling stock and track, each of which
is modified for interrelation and cooperation with each other; for
railway track other than normal surface track, and for railway
fixtures and appliances for use with railway track, especially
subclass 60 for amusement-park-type racing
where a participant is carried by a propelled object and subclasses 295+ for
a car-carried electric propulsion system with external
car control (e.g., slot car, etc.) which
lacks a competitive feature (e.g., lap
counter, clock, etc.).
See the (1) Note, above. |
119, | Animal Husbandry,
subclass 701 for a roundabout for a live animal and subclasses
702+ for an exercise or amusement device for a live animal. |
198, | Conveyors: Power-Driven, appropriate subclass for a conveyor for moving an
object. |
238, | Railways: Surface Track,
subclasses 10+ for a portable railway track structure, per
se. |
273, | Amusement Devices: Games,
subclasses 236+ , especially subclass 246, for
a board game that simulates a race and subclasses 445+ for
a game involving physical skill or ability that includes a timed
reaction or race to a finish. |
404, | Road Structure, Process, or
Apparatus, particularly
subclasses 17+ and 71 for pavement or road structure. |
434, | Education and Demonstration,
subclasses 29+ for vehicle operator instruction or testing using
a simulated model of a vehicle. |
446, | Amusement Devices: Toys, for a toy vehicle of that class powered by an infant or
child, or otherwise powered for amusement other than in
a competitive game, especially
subclass 313 for a figure toy that simulates an animal and rider; subclasses
444+ for a toy railway; subclasses 454+ for
a remotely controlled rolling or tumbling toy; and subclasses
465+ for a wheeled toy vehicle. |
472, | Amusement Devices,
subclasses 1+ for a roundabout, subclasses 85+ for
a racetrack, and subclasses 92+ (a) for structure
or composition of a playing surface, per se; (b) for
structure or composition of a peripheral boundary marking or enclosure, per
se, of such a playing surface; or (c) for
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, for playing a game or sport thereon or therein.
Also, see the search notes appended thereto. |
482, | Exercise Devices, for structure utilized for exercise purposes that
may involve body motion found in a typical race between humans (e.g., swimming, running, bicycling, etc.). |
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59 | 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.
| (1)
Note. To be properly placed in this or the indented
subclass, the condition tested, measured, or
displayed is a conditional aspect of the contest, per se, as opposed
to the status of a peripheral structure associated with the game
structure that has no informational value to the contest. |
SEE OR SEARCH CLASS:
73, | Measuring and Testing, especially
subclasses 488+ for speed or acceleration measurement. |
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. |
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.). |
340, | Communications: Electrical, especially
subclasses 323+ for game reporting, and 988+ for
a vehicle position indicator. |
368, | Horology: Time Measuring Systems or
Devices, appropriate subclass for time measurement means, especially
subclass 3 for game controlled time measurement and subclasses
89+ for time interval measurement. |
377, | Electrical Pulse Counters, Pulse Dividers, or
Shift Registers: Circuits and Systems, especially
subclass 5 for game or sport applications, subclass
9 for vehicle counting, and subclasses 19+ for
measuring or testing applications. |
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. |
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