ELECTRONIC WORD GAME AND METHOD OF PLAYING SAME
FIELD AND BACKGROUND OF THE INVENTION
The present invention relates to a word game. More particularly, the present invention relates to an electronic word game and to a method of playing the game.
Word games are well known games in which a player is to reveal a word or a phrase (i.e., at least two words) of known number of letters, wherein non or only some of the letters and their positions in the word or phrase are known (e.g., hangman).
There are different rules for playing word games. According to some versions, a category to which the word or phrase belongs to is known to the solving player. According to other versions the solving player is limited in the number of vowels he is allowed to guess. Prior art word games are played between at least two players using a piece of paper which serve as a display. One of the players, a "thinker", thinks of a word or phrase. Thereafter, the "thinker" marks a set of blanks on the paper, wherein each blank stands for a single letter in the word or phrase thought of. For example, the phrase "BLUE FROG" would be marked by two groups of four blanks each: " ". Alternatively, few of the letters are revealed by the "thinker": "_ L _ _ F _ O _". The "thinker" would then tell the other player, "a solver", the category to which the word or phrase belongs to, e.g., animals in this case. The "solver" has to reveal the word or phrase. This can be done in few ways. For example the "solver" may have a predetermined number of trials to guess letters comprising the word or phrase. Each time the "solver" guesses a letter comprising the word or phrase, the letter is added to replace its respective blank(s). At the end of trials the "solver" is to reveal the word
or phrase based on the letters present. This type of word game is sometimes played on TV shows.
There is, however, a great limitation inherently associated with the prior art word game since it requires at least two players: a "thinker" and a "solver", and therefore it cannot be played solitary.
An additional limitation is the degree of difficulty. When two players are competing for scores, each will have a tendency to think of words or phrases and categories which are more difficult to solve.
This subjective phenomenon can be solved by a non-playing and therefore objective "thinker", as done in TV shows by the production stuff.
However, this is not a good solution for home players. Nevertheless, the memory and computing devices of an electronic word game would provide either a single player or a plurality of players with an inherent "thinker".
There is thus a widely recognized need for, and it would be highly advantageous to have, an electronic word game which provides a "thinker" and is therefore devoid of the above limitations.
SUMMARY OF THE INVENTION
According to the present invention there is provided an electronic word game and to a method of playing the game.
According to further features in preferred embodiments of the invention described below, the game comprising the step of (a) providing a game apparatus including a computing device, a memory, an alphabet selecting device and a display including display units, the computing device, memory, alphabet selecting device and display being in electronic communication with one another; (b) operating the game apparatus for performing the following (i) automatically selecting at least one word having a number of letters of a known sequence, the at least one word being stored in the memory; and (ii) automatically displaying the number of letters of the at least one word; and (c) using the alphabet selecting device
for consciously revealing at least some of the letters of the at least one word.
According to still further features in the described preferred embodiments the automatic display is effected by highlighting a number equivalent to the number of letters of adjacent display units in the display with highlights.
According to still further features in the described preferred embodiments the operation of the game apparatus of step (b) is further for (iii) having the highlights, at least one at a time and apparently randomly, automatically replaced by their respective letters; whereas the usage of the alphabet selecting device is for consciously revealing yet un-revealed letters of the at least one word.
According to still further features in the described preferred embodiments the game apparatus further includes a freeze device electronically communicating with the computing device, the game further comprising the step of (d) following the operation of the game apparatus of step (b), and prior to the usage of the alphabet selecting device for consciously revealing at least some of the letters of the at least one word of step (c), consciously activating the freeze device for freezing the automatic replacement of the highlights by their respective letters of step (b)(iii).
According to still further features in the described preferred embodiments the conscious reveal of the at least some letters of the at least one word of step (c) is effected by consciously selecting the at least some letters by the alphabet selecting device. According to still further features in the described preferred embodiments the conscious activation of the freeze device for freezing the replacement of the highlights by their respective letters of step (d) is by a quickest player of a plurality of players, the quickest player is thereafter using the alphabet selecting device for revealing the yet un-revealed letters of the at least one word.
According to still further features in the described preferred embodiments the operation of the game apparatus of step (b) is further for (iii) automatically displaying a category associated with the at least one word. According to still further features in the described preferred embodiments the operation of the game apparatus of step (b) is further for (iii) displaying a score of a player.
According to still further features in the described preferred embodiments the score is automatically determined by attributing a value to each reveled letter and summing the values.
According to still further features in the described preferred embodiments the values are identical.
According to still further features in the described preferred embodiments the score is commulative over a plurality of rounds. According to still further features in the described preferred embodiments there is provided an electronic word game apparatus comprising a housing including (a) a computing device; (b) a memory; (c) an alphabet selecting device; and (d) a display including display units, the computing device, memory, alphabet selecting device and display being in electronic communication with one another and serve for (i) automatically selecting at least one word having a number of letters of a known sequence, the at least one word being stored in the memory; (ii) displaying the number of letters of the at least one word by automatically highlighting a number equivalent to the number of letters of adjacent display units in the display with highlights; and (iii) having the highlights, at least one at a time and apparently randomly, automatically replaced by their respective letters; (iv) consciously selecting letters for consciously revealing yet un-revealed letters of the at least one word and displaying the letters; (e) a freeze device electronically communicating with the computing device, when consciously
activated the freeze device freezes the automatic replacement of the highlights by their respective letters.
According to still further features in the described preferred embodiments the game further comprising game chips, the game chips being for scoring results when playing with the game apparatus.
According to still further features in the described preferred embodiments the alphabet selecting device is an alphabet keyboard.
According to still further features in the described preferred embodiments the housing is formed with a casing for accepting the freeze device, whereas the freeze device is removable from the housing.
According to still further features in the described preferred embodiments the communication between the freeze device and the computing device is effected via a dataline.
According to still further features in the described preferred embodiments the communication between the freeze device and the computing device is effected via a cordless data transfer.
According to still further features in the described preferred embodiments the cordless data transfer if effected via a communication medium selected from the group consisting of infrared, ultrasound and radio communication media.
According to still further features in the described preferred embodiments provided is an electronic word game comprising the step of (a) providing a game apparatus including a computing device, a memory, a display including display units, and a display unit selecting device, the computing device, memory, display and display unit selecting device being in electronic communication with one another; (b) operating the game apparatus for performing the following (i) automatically selecting at least one word having a number of letters of a known sequence, the at least one word being stored in the memory; and (ii) automatically displaying the letters of the at least one word on the display in a scrambled fashion, such
that each of the display units displays a single letter of the at least one word; and (c) consciously using the display unit selecting device for unscrambling at least some of the letters of the at least one word.
According to still further features in the described preferred embodiments the game apparatus further includes game chips, the game chips serve for scoring the game's results.
According to still further features in the described preferred embodiments the operation of the game apparatus of step (b) is further for (iii) having the scrambled letters, at least one at a time, automatically unscrambled into the known sequence; whereas the conscious usage of the display unit selecting device is for consciously unscrambling yet scrambled letters of the at least one word.
According to still further features in the described preferred embodiments the game apparatus further includes a freeze device electronically communicating with the computing device, the game further comprising the step of (d) following the operation of the game apparatus of step (b), and prior to the conscious usage of the display unit selecting device for consciously unscrambling at least some of the letters of the at least one word of step (c), consciously activating the freeze device for freezing the automatic unscrambling of the scrambled letters of step (b)(iii).
According to still further features in the described preferred embodiments the display unit selecting device includes keys, each of the keys is for consciously selecting a single display unit of the display units.
According to still further features in the described preferred embodiments the conscious unscrambling of at least some of the letters of the at least one word of step (c) is effected by consciously selecting the display units by the display unit selecting device.
According to still further features in the described preferred embodiments the conscious activation of the freeze device of step (d) is by a quickest player of a plurality of players, the quickest player is thereafter
using the display unit selecting device for unscrambling the yet scrambled letters of the at least one word.
According to still further features in the described preferred embodiments the operation of the game apparatus of step (b) is further for (iii) automatically displaying a category associated with the at least one word.
According to still further features in the described preferred embodiments the operation of the game apparatus of step (b) is further for (iii) displaying a score of a player. According to still further features in the described preferred embodiments the score is determined by attributing a value to each letter correctly unscrambled by a player and summing the values, provided that all letters are correctly unscrambled by that player.
According to still further features in the described preferred embodiments the values are identical.
According to still further features in the described preferred embodiments the score is commulative over a plurality of rounds.
According to still further features in the described preferred embodiments provided is an electronic word game apparatus comprising a housing including (a) a computing device; (b) a memory; (c) a display including display units; and (d) a display unit selecting device, the computing device, memory, display and display unit selecting device being in electronic communication with one another and serve for (i) automatically selecting at least one word having a number of letters of a known sequence, the at least one word being stored in the memory; (ii) automatically displaying the letters of the at least one word in a scrambled fashion, each letter being displayed by a single display unit; and (iii) having the scrambled letters, at least one at a time, automatically rearranged according to the known sequence; and (iv) consciously selecting display
units for consciously unscrambling yet scrambled letters of the at least one word.
According to still further features in the described preferred embodiments the game further comprising (e) a freeze device electronically communicating with the computing device, when activated by a player the freeze device freezes the rearrangement of the scrambled letters.
According to still further features in the described preferred embodiments the game, further comprising game chips, the game chips being for scoring results when playing with the game apparatus. According to still further features in the described preferred embodiments the display unit selecting device includes keys, each of the keys is for selecting a single display unit of the display units.
According to still further features in the described preferred embodiments the housing is formed with a casing for accepting the freeze device, whereas the freeze device is removable from the housing.
According to still further features in the described preferred embodiments the communication between the freeze device and the computing device is effected via a dataline.
According to still further features in the described preferred embodiments the communication between the freeze device and the computing device is effected via a cordless data transfer.
According to still further features in the described preferred embodiments the cordless data transfer if effected via a communication medium selected from the group consisting of infrared, ultrasound and radio communication media.
The present invention successfully addresses the shortcomings of the presently known configurations by providing an electronic word game which provides a "thinker" for selecting categories and words and displaying the words on the display. Therefore, (i) the game can be played solitary and (ii) when multiple competing players participate in the game,
the degree of difficulty for any of the players is determined objectively by the game.
BRIEF DESCRIPTION OF THE DRAWINGS The invention herein described, by way of example only, with reference to the accompanying drawings, wherein:
FIG. 1 is a block diagram presentation of the basic hardware components of a first embodiment of the game according to the present invention; FIG. 2 is a schematic presentation of one version of the game according to the first embodiment;
FIG. 3 is a schematic presentation of another variation of the game according to the first embodiment;
FIG. 4 is a block diagram presentation of the basic hardware components of a second embodiment of the game according to the present invention; and
FIG. 5 is a schematic presentation of a version of the game according to the second embodiment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
The present invention is of an electronic word game and a method of playing the game which can be used for educating and fun. Specifically, the present invention can be used to play a solitaire word game and a multiple players game wherein the computer serves as the words selector or "thinker".
The principles and operation of the game according to the present invention may be better understood with reference to the drawing and accompanying descriptions.
Figure 1 presents a block diagram presenting the main electronic components of the first embodiment of electronic word game according to
the present invention, referred to hereinbelow as game 20. Figure 2 schematically presents the construction of game 20 according to one of its versions. Figure 3 schematically presents the construction of game 20 according to another version. Thus, game 20 includes a housing 13 which serves for holding together a computing device 14, a memory 16, an alphabet selecting device 18, a display 22 including display units 1-12, and a freeze device 24.
The number of display units may vary. No physical separation of groups of display elements (e.g., pixels) is required to form the units, which may be simply defined as separate or non-overlapping groups of display elements. The units may be arranged in a single line or few lines.
Game 20 preferably further includes operation keys 26 and a sound generating device 28. The sound generating device serves for instructing the player(s), as further detailed in the examples section below, and to provide succeeding, winning and/or failing associated sound effect(s).
In a preferred embodiment of the invention, operation keys 26 include an on/off key 32 for operating game 20; players number key or keys 34 for selecting between solitaire and a variety of a plurality of players modes of game 20 (the solitaire mode is preferably the default choice); and a sound key 36 for activation or deactivation or for controlling the loudness of sounds which may accompany game 20, as well known in the art of game-boys. Game 20 may further include additional keys, such as, but not limited to, a score presenting key 37, a start key 40 and a difficulty level key, using which enables to select among levels of difficulties. Furthermore, additional functions may be activated by simultaneously selecting two of the operation keys.
The computing device, memory, alphabet selecting device, display, freeze device and operation keys are in direct or indirect electronic communication with one another.
In a preferred embodiment of the invention housing 13 is formed with a casing 30 for accepting freeze device 24, whereas freeze device 24 is removable from housing 13. The communication between freeze device 24 and computing device 14 is therefore preferably effected via a dataline (e.g., cord 31). According to one embodiment, the communication between freeze device 24 and computing device 14 is effected via cordless data transfer. The cordless data transfer if preferably effected via a communication medium selected from the group consisting of infrared, ultrasound and radio communication media. Should cord 31 be used for communication, game 20 preferably further includes a reel 21, preferably a thumb operated reel, for accepting the cord when device 24 is placed in its casing 30. The reel is preferably, at least partially, internally located within housing 13.
In the version of Figure 3, game 20 is equipped with play chips 47. Chips 47, preferably sixty- four in number, are provided with the game and are used for scoring as further detailed below. Chips 47 are preferably stored in dedicated casings 49 formed in housing 13.
The terms "automatically" or "automatic" and "consciously" or "conscious" are used herein in the specification and claims to describe various actions taken by the game apparatus or a player, respectively, wherever ambiguity with respect to the entity taking a specific action may arise.
According to the present invention, game 20 serves for automatically selecting at least one word (a single word or a phrase including two or more words) having a number of letters of a known sequence. The word or phrase is automatically selected from a reservoir stored in the memory and preferably according to a category.
Further according to the present invention, game 20 further serves for displaying the number of letters of the word or phrase by automatically highlighting a number of adjacent display units equivalent to the number of
letters in the word or phrase selected. In the example shown in Figure 2, a phrase of two words, four letters each, is displayed by highlighting units 1-4 and units 6-9 of the display with hyphens.
Yet further according to the present invention, game 20 further serves for having the highlights, at least one at a time and apparently randomly (i.e., randomly, or what would appear to be randomly) automatically replaced by their respective letters.
Still according to the present invention, game 20 further serves to enable player(s) to consciously select letters for consciously revealing yet un-revealed letters of the word or phrase and for displaying the revealed letters on the display. Selecting letters is effected by the alphabet selecting device, which, in a preferred embodiment of the invention, is an alphabet keyboard. The keyboards presented in Figures 2 and 3 present Latin letters.
However, according to the present invention, game 20 may be played in any language. Therefore, depending on the language of choice the letters may be Arabic letters, Hebrew letters, Cyrillic letters, etc.
In addition, game 20 further serves to enable player(s) to consciously freeze the replacement of the highlights by their respective letters. A freeze command is effected by actuating or operating the freezing device. One ordinarily skilled in the art would know how to design and assemble the above hardware and to design and provide the required software for the operation of game 20 according to the present invention as hereindescribed.
Following is a description of a method of playing a word game according to the present invention. Thus, the method includes the following steps. First, a game apparatus, such as game 20, which includes a computing device, a memory, an alphabet selecting device and a display including display units is provided.
Second, the game apparatus is operated, such that the game performs at least the following: (i) automatically selecting a word or phrase stored in
the memory of the game, which word or phase has a number of letters of a known sequence; and (ii) automatically displaying the number of letters of the word or phrase.
Third, consciously using the alphabet selecting device for consciously revealing at least some of the letters of the word or phrase.
In a preferred embodiment of the invention the automatic display of the second step is effected by automatically highlighting a number of adjacent display units in the display with highlights, that number is selected equivalent to the number of letters. According to another preferred embodiment of the invention, the operation of the game apparatus as described under the second step above is further for (iii) having the highlights, preferably one at a time and apparently randomly, automatically replaced by their respective letters. In this case, the conscious usage of the alphabet selecting device, as described under the third step above, is for consciously revealing yet un-revealed letters of the word or phrase.
In a preferred embodiment of the method according to the present invention the game apparatus further includes a freeze device electronically communicating with the computing device and the method further includes a fourth step, in which, following the operation of the game apparatus as described under the second step above, and prior to the conscious usage of the alphabet selecting device for consciously revealing at least some of the letters of the word or phrase, as described with respect to the third step above, a player activates the freeze device for consciously freezing the automatic replacement of the highlights by their respective letters, as described under stage (iii) of the second step.
According to preferred embodiment, the conscious reveal of at least some of the letters of the word or phrase is effected by consciously selecting letters using the alphabet selecting device.
If the game is played by more than a single player, the activation of the freeze device for consciously freezing the automatic replacement of the highlights by their respective letters, of the fourth step above, is by a quickest player of a plurality of players. The quickest player is thereafter using the alphabet selecting device for consciously revealing the yet un- revealed letters of the word or phrase.
According to a preferred embodiment of the invention, the operation of the game apparatus of the second step above is further for (iv) automatically displaying a category associated with the word or phrase. According to another preferred embodiment of the invention, the operation of the game apparatus of the second step above is further for (v) displaying a score of a player. The score may be displayed either automatically at a certain point during the game, e.g., following a predetermined number of rounds, or upon request using the score key. The score is preferably determined by attributing a value to each reveled letter and summing the values. Typically the values are selected to be identical. Preferably the score is commulative over a plurality (e.g., ten) of rounds of the game.
A game apparatus which is suitable for playing a word game as hereinabove described may acquire various forms. For example, any personal computer (PC) provided with a suitable software may adequately perform.
In this case the software will define one of the keyboard keys (e.g., ENTER, F10, etc.) as the freezing device. Preferably, one of the mouse keys will be defined as the freezing device by the software. However, in a preferred embodiment of the invention the game apparatus is dedicated to that game. In this case some sections of the software can be replaced by hardware, all as well known in the art of software and hardware design.
The following description provides two presently preferred playing modes for game 20.
Solitaire Mode:
A player turns game 20 on and the word "FREEZE", "READY", or the like, shows on the display, and is preferably blinked a predetermined number of times (e.g., three times) to indicate to the player that game apparatus 20 is ready to play with.
In a preferred embodiment the default is a solitaire game and therefore the player selects (e.g., presses, touches) the START key to start game 20.
As a response the category according to which at least the first word or phrase is to be revealed is displayed on the display, preferably scrolling away from left to right (English, Cyrillic) or right to left (Hebrew, Arabic) depending on the language of choice. The category may be, for example, animals, countries, cities, movies, songs, stars, etc.
The computing device then selects a word or phrase stored in the memory and displays the number of letters comprising the word or phrase selected. Preferably, the display is effected by highlighting (e.g., hyphenating) an equivalent number of display units. At this stage the sound device is activated to buzz, such that the player knows that a countdown of time has started, and that he is to start revealing the word or phrase, if he can do so.
Immediately after, or following a predetermined time interval (e.g., twenty seconds) letters of the word or phrase are randomly automatically positioned in their respective position, replacing the respective hyphens. The letters are positioned one after one with a time interval (e.g., six seconds, depending on the level of difficulty) therebetween. As the number of automatically revealed letters increases the player is more likely to solve the word or phrase.
When the player thinks he solved the word or phrase, he activates the freeze device. As a result, the automatic replacement of hyphens by letters ceases. At this stage, few of the letters of the word or phrase are displayed in their respective positions, whereas the other letters are still un-revealed and hyphenated.
The first hyphenated letter is indicated to the player by blinking its respective hyphen. The player has to select the appropriate letter from the keyboard. Selecting the appropriate letter within a defined time interval
(e.g., ten seconds) results in (i) replacing the respective hyphen with that letter; and (ii) indicating to the player the second hyphenated letter.
This process is repeated until all the hyphens are replaced with the appropriate letters. In case the player succeeds replacing all the hyphens with the appropriate letters, he receives a score proportional to the number of letters replaced by him (as opposed to those replaced automatically by game apparatus 20, as described above).
If the player fails to do so, i.e., either the player has a mistake in selecting an appropriate letter, or the automatic letters replacement process described above continues until all the hyphens are replaced with appropriate letters by game apparatus 20, than the player is either not attributed a score, or attributed a negative score. The highest scoring is determined by the sum of scores achieved in a predetermined number of rounds of game 20 (e.g., ten rounds).
A Plurality of Players Mode:
One of the players turns game 20 on and the word "FREEZE", "READY", or the like, shows on the display, and is preferably blinked a predetermined number of times (e.g., three times) to indicate to the players that game apparatus 20 is ready to play with.
In a preferred embodiment the default is a solitaire game and therefore one of the players selects (e.g., presses, touches) the appropriate
players number key, according to the number of participants. Thereafter one of the players selects the START key to start game 20.
As a response, the category to which at least the first word or phrase to be revealed by any of the players is displayed on the display, preferably scrolling away from left to right (English, Cyrillic) or right to left (Hebrew, Arabic) depending on the language of choice.
The computing device then selects a word or phrase stored in the memory and displays the number of letters comprising the word or phrase selected. Preferably, the display is effected by highlighting (e.g., hyphenating) an equivalent number of display units. At this stage the sound device is activated to buzz, such that each of the players knows that a countdown of time has started, and that he is to start revealing the word or phrase, if he can. Immediately after, or after a predetermined time interval, letters of the word or phrase are randomly positioned in their respective position, replacing the respective hyphens. The letters are positioned one after the other with a time interval (e.g., six seconds) therebetween.
As the number of revealed letters increases any of the players is more likely to solve the word or phrase.
When one of the players thinks he had solved the word or phrase, he activates the freeze device. That player is the quickest player. In this mode of game 20 the freeze device is preferably dissociated from its casing on the housing of game apparatus 20 and is placed is a position easy to reach by any of the players .
As a result of the activation of the freeze device, the automatic replacement of hyphens by letters ceases. At this stage, few of the letters of the word or phrase are displayed in their respective positions, whereas the other letters are still un-revealed and hyphenated.
Since a number of players participate in the game, for scoring purpose the game apparatus is to be informed of the identity of the quickest player. To this end, in a preferred embodiment of the invention, the display displays an inquiring or ordering phrase concerning the identity of the quickest player. The phrase may, for example, be: "player number?" (inquiry), or: "enter player number" (ordering). The quickest player's number may be entered using for example the players number key(s).
The first hyphenated letter is indicated to the quickest player by blinking its respective hyphen. The quickest player has to select the appropriate letter from the keyboard.
Selecting the appropriate letter within a defined time interval (e.g., ten seconds) results in (i) replacing the respective hyphen with that letter; and (ii) indicating the second hyphenated letter. This process is repeated by the quickest player until all the hyphens are replaced with the appropriate letters. In case the quickest player succeeds replacing the hyphens with the appropriate letters, he receives a score proportional to the number of letters replaced by him (as opposed to those replaced automatically by game apparatus 20, as described above). If, on the other hand, the player fails to do so, i.e., the quickest player has a mistake in selecting an appropriate letter, than the quickest player is either not attributed score, or attribute a negative score. In this case, one of the other players may try and solve the word or phrase. The highest scoring is determined by the sum of scores achieved in a predetermined number of rounds of game 20 (e.g., ten rounds for each of the players).
Alternatively, game 20 is played by more than one player following the rules of the solitaire game described above, applied this time to each of the players. It is clear that variations to the rules may be made.
Figure 4 presents a block diagram presenting the main electronic components of the second embodiment of electronic word game according to the present invention, referred to hereinbelow as game 120. Figure 5 schematically presents the construction of game 120 according to its preferred embodiments.
Thus, game 120 includes a housing 113 which serves for holding together a computing device 117, a memory 116, a display 122 including display units 101-115, a display unit selecting device 118, and a freeze device 124. As for game 20 described hereinabove, the number of display units may vary. The units may be arranged in a single line or few lines. No physical separation of groups of display elements (e.g., pixels) is required to form the units, which may be simply defined as separate or non-overlapping groups of display elements. Game 120 preferably further includes operation keys 126 and a sound generating device 128. The sound generating device serves for instructing the player(s), as further detailed in the examples section below, and to provide succeeding, winning and/or failing associated sound effect(s). In a preferred embodiment, operation keys 126 include an on/off key
132 for operating game 120; a players number key 134 for selecting between solitaire and a variety of a plurality of players modes of game 120, e.g., by pressing the key a successive number of times which equals the number of players (the solitaire mode is preferably the default choice); and a sound key 136 for activation or deactivation and/or for controlling the loudness of sounds which may accompany game 120, as well known in the art of game-boys.
Game 120 may further include additional keys, such as, but not limited to, a score presenting key 135, a start key 140 and a difficulty level key, using which enables to select among levels of difficulties.
Furthermore, additional functions may be activated by simultaneously selecting two of the operation keys.
The computing device, memory, display, display unit selecting device, freeze device and operation keys are in direct or indirect electronic communication with one another.
In a preferred embodiment of the invention housing 113 is formed with a casing 130 for accepting freeze device 124, whereas freeze device 124 is removable from housing 113. The communication between freeze device 124 and computing device 117 is, therefore, preferably effected via a dataline. According to one embodiment, the communication between freeze device 124 and computing device 114 is effected via cordless data transfer. The cordless data transfer if preferably effected via a communication medium selected from the group consisting of infrared, ultrasound and radio communication media. Should a cord be used for communication, game 120 preferably further includes a reel 121, preferably a thumb operated reel, for accepting the cord when device 124 is placed in its casing 130. The reel is preferably, at least partially, internally located within housing 113.
Similar to game 20, game 120 is preferably equipped with play chips 147. Chips 147, preferably sixty-four in number, are provided with the game and are used for scoring as further detailed below. Chips 147 are preferably stored in dedicated casing 149 formed in housing 113.
According to the present invention, similar to game 20, game 120 serves for automatically selecting at least one word (a single word or a phrase including two or more words) having a number of letters of a known sequence. The word or phrase is selected from a reservoir stored in the memory and preferably according to a category.
Further according to the present invention, game 120 further serves for automatically displaying the letters of the word or phrase in a scrambled fashion.
For example the first and surnames of the movie star Brad Pitt can be displayed as "TTID PARB", wherein all letters are scrambled even between the two words comprising Pitt's name, or it can be displayed as "DARB TIPP", wherein letters of each word comprising Pitt's name are all scrambled, yet no scrambling of letters between the words is involved, or it can be displayed as "BRAP DIPP", wherein only some of the letters are scrambled, in this case between the words.
Thus, when the term "scrambled" or "scrambling" is used herein in the specification and claims below it refers to a situation wherein at least one letter of a word or phrase is incorrectly positioned with respect to the other letters comprising the word or phrase.
Yet further according to the present invention, game 120 further serves for having the scrambled letters, at least one at a time, automatically unscrambled according to their correct sequence. Still according to the present invention, game 120 further serves to enable player(s) to consciously select display units for further unscrambling yet scrambled letters of the word or phrase and for displaying the letters unscrambled by the player(s) on the display. Consciously unscrambling yet scrambled letters is effected by the display unit selecting device, which, in a preferred embodiment of the invention, is a set of keys, one for each display unit present.
In addition, game 120 further serves to enable player(s) to consciously freeze the automatic rearrangement of the scrambled letters by the game, as hereinabove described. A freeze command is effected by actuating the freezing device.
One ordinarily skilled in the art would know how to design and assemble the above hardware and to design and provide the required software for the operation of game 120 according to the present invention as hereindescribed.
Following is a description of a method of playing game 120 according to the present invention. Thus, the method includes the following steps.
First, a game apparatus such as game 120, which includes a computing device, a memory, a display including display units, and a display unit selecting device is provided.
Second, the game apparatus is operated for performing at least the following: (i) automatically selecting a word or phrase stored in the memory of the game, which word or phase has a number of letters of a known sequence; and (ii) automatically displaying the letters of the word or phrase in a scrambled fashion.
Third, using the display unit selecting device for consciously unscrambling at least some of the letters of the word or phrase.
According to a preferred embodiment of the invention, the operation of the game apparatus as described under the second step above is further for (iii) having the scrambled letters, preferably one at a time, automatically rearranged according to their correct sequence in the word or phrase selected by the game apparatus. In this case, the usage of the display unit selecting device by the player, as described under the third step above, is for
The term "unscrambling", as used herein, preferably also refers to a situation where a letter is in place, i.e., displayed by the appropriate display unit, yet a display unit selection action is taken by the player to determine that this is the case. In a preferred embodiment of the method according to the present invention the game apparatus further includes a freeze device electronically communicating with the computing device and the method further includes a fourth step, in which, following the operation of the game apparatus, as described under the second step above, and prior to the usage of the display unit selecting device for consciously unscrambling the scrambled letters of
the word or phrase, as described with respect to the third step above, a player activates the freeze device for consciously freezing the automatic rearrangement of the scrambled letters, as described under stage (iii) of the second step above. According to a preferred embodiment, the rearrangement of at least some letters of the word or phrase is effected by selecting appropriate display units with the display unit selecting device.
If the game is played by more than a single player, the activation of the freeze device for consciously freezing the automatic unscrambling process, of the fourth step above, is by a quickest player of a plurality of players. The quickest player is thereafter using the display unit selecting device for further unscrambling yet scrambled letters of the word or phrase. According to a preferred embodiment of the invention, the operation of the game apparatus of the second step above is further for (iv) automatically displaying a category associated with the word or phrase.
According to another preferred embodiment of the invention, the operation of the game apparatus of the second step above is further for (v) displaying a score of a player.
Score displaying may be automatic, e.g., following a number of rounds, or according to a player's command, e.g., by selecting the score key.
The score is preferably determined by attributing a value to each consciously unscrambled letter and summing the values. Typically the values are selected identical. Preferably the score is commulative over a plurality (e.g., ten) of rounds of the game. A game apparatus which is suitable for playing a word game according to the second embodiment of the invention, as hereinabove described, may acquire various forms.
For example, any personal computer provided with a suitable software may adequately perform. In this case the software will define one of the keyboard keys (e.g., ENTER, etc.) as the freezing device. Preferably,
one of the mouse keys will be defined as the freezing device by the software. Other keys (e.g., FI through F12) or combinations of keys may serve as the display unit selection device.
However, in a preferred embodiment of the invention the game apparatus is dedicated to that game. In this case some sections of the software can be replaced by hardware, all as well known in the art of software and hardware design.
The following description provides two presently preferred playing modes for game 120. Solitaire Mode:
A player turns game 120 on and the word "FREEZE", "READY", or the like, shows on the display, and is preferably blinked a predetermined number of times (e.g., three times) to indicate to the player that game apparatus 120 is ready to play with. In a preferred embodiment the default is a solitaire game and therefore the player selects (e.g., presses, touches) the START key to start game 120.
As a response the category to which at least the first word or phrase to be revealed is displayed on the display, preferably scrolling away from left to right (English, Cyrillic) or right to left (Hebrew, Arabic) depending on the language of choice. The category may be, for example, animals, countries, cities, movies, songs, stars, etc.
The computing device then selects a word or phrase stored in the memory and displays the word or phrase selected in a scrambled fashion, as described above.
At this stage the sound device is activated to buzz such that the player knows that a countdown of time has started, and that he is to start unscrambling the letters to reveal the word or phrase, if he can do so.
Immediately after, or following a time period (e.g., thirty seconds) letters of the word or phrase are automatically unscrambled and are repositioned in their appropriate positions.
The letters are unscrambled by, for example, replacing one letter with another, pausing (e.g., for six seconds, depending on the level of difficulty) and replacing the positions of another pair of letters. In each such replacement either one or two letters are automatically unscrambled by the game.
As the number of automatically unscrambled letters increases, the player is more likely to solve the word or phrase.
When the player thinks he had solved the word or phrase, he activates the freeze device.
As a result, the automatic unscrambling process described above ceases. At this stage, few of the letters of the word or phrase are displayed in their respective positions, whereas the other letters are still scrambled.
Now, one of the letters of the word or phrase to be unscrambled is indicated to the player by blinking it. In order to unscramble that letter, the player has to select the appropriate display unit from the display unit keys, and thereby determine the position of the blinking letter. If the letter needs to be repositioned, the player selects a key associated with the new position. On the other hand, if the letter is appropriately positioned, the player preferably has to select the key associated with the unit displaying the blinking letter.
Alternatively, for conscious unscrambling one of the display units is indicated to the player (e.g., by blinking its displayed letter), and the player is to select a display unit key associated with a display unit displaying a letter which, following unscrambling, is to be displayed in the indicated unit. If the letter in the indicated unit is correctly positioned, then the key would be that associated with that unit.
Either way, selecting the appropriate display unit within a defined time interval (e.g., ten seconds) results in (i) unscrambling at least one letter; and (ii) indicating another letter or unit for further unscrambling. This process is repeated until all the letters are correctly arranged. In case the player succeeds in arranging all the letters correctly, he receives a score proportional to the number of letters unscrambled by him (as opposed to those unscrambled automatically by game apparatus 120, as described above).
On the other hand, if the player fails to do so, i.e., either the player has a mistake in selecting an appropriate display unit or letter, or the automatic letters unscrambling process described above continues until all the letters are automatically unscrambled by game apparatus 120, than the player is either not attributed a score, or attributed a negative score.
The highest scoring is determined by the sum of scores achieved in a predetermined number of rounds of game 120 (e.g., ten rounds).
A Plurality of Players Mode:
One of the players turns game 120 on and the word "FREEZE", "READY", or the like, shows on the display, and is preferably blinked a predetermined number of times (e.g., three times) to indicate to the players that game apparatus 120 is ready to play with.
In a preferred embodiment the default is a solitaire game and therefore one of the players selects (e.g., presses, touches) the players number key, according to the number of participants. Thereafter one of the players selects the START key to start game 120.
As a response the category to which at least the first word or phrase to be revealed by any of the players is displayed on the display, preferably scrolling away from left to right (English, Cyrillic) or right to left (Hebrew, Arabic) depending on the language of choice.
The computing device then selects a word or phrase stored in the memory and displays the word or phrase in a scrambled fashion. At this stage the sound device is activated to buzz, such that each of the players knows that a countdown of time has started, and that he is to start revealing the word or phrase, if he can do so.
Immediately after, or following a predetermined time period, letters of the word or phrase start to automatically unscramble as described above.
As the number of unscrambled letters increases, any of the players is more likely to solve the word or phrase. When one of the players thinks he had solved the word or phrase, he activates the freeze device. That player is the quickest player. In this mode of game 120 the freeze device is dissociated from its casing on the housing of game apparatus 120 and is placed is a position easy to reach by any of the players. As a result of the activation of the freeze device, the automatic unscrambling process ceases. At this stage, typically few of the letters of the word or phrase are displayed in their appropriate positions, whereas the other letters are still scrambled.
Since a number of players participate in the game, for scoring purpose the game apparatus is to be informed of the identity of the quickest player. To this end, in a preferred embodiment of the invention, the display displays an inquiring or ordering phrase concerning the identity of the quickest player. The phrase may, for example, be: "player number?" (inquiry), or: "enter player number" (ordering). The quickest player's player number may be entered using for example the players number key.
One of the letters is indicated to the quickest player by blinking it. The quickest player has to select the appropriate display unit key to determine that letter's position.
Alternatively, for conscious unscrambling, one of the display units is indicated to the quickest player (e.g., by blinking its displayed letter) and
the player is to select a display unit key associated with a display unit displaying a letter which, following unscrambling, is to be displayed in the indicated unit. If the letter in the indicated unit is correctly positioned, then the key would be that associated with that unit. Either way, selecting the appropriate display unit within a defined time interval (e.g., ten seconds) results in (i) unscrambling at least one letter; and (ii) indicating another letter or unit for further unscrambling. This process is repeated until all the letters are correctly arranged.
In case the quickest player succeeds in unscrambling all the letters, he receives a score proportional to the number of letters unscrambled by him (as opposed to those unscrambled automatically by game apparatus 120, as described above).
If the player fails to do so, i.e., the quickest player has a mistake in selecting an appropriate display unit or letter (by selecting a display unit), than the quickest player is either not attributed a score, or attributed a negative score. In this case, one of the other players may press the freeze device and thereafter solve the word or phrase.
The highest scoring is determined by the sum of scores achieved in a predetermined number of rounds of game 120 (e.g., ten rounds for each of the players).
Alternatively, game 120 is played by more than one player following the rules of the solitaire game described above for each of the players. It is clear that variations to the rules may be applied.
In the embodiments described hereinabove, scoring is monitored by the game apparatus itself. In addition, or as an alternative, scoring may be monitored by the players, using the game chips. This is especially the case when multiple adult players are to play the game. To this end, as described, the game of the present invention, according to any of its embodiments, is preferably provided with game chips.
Before playing the chips (or at least some of them) are divided between the players and the starting bet for each or a specific round is determined, e.g., by the players or by the game apparatus (e.g., by displaying it). When the quickest player freezes the automatic revealing or unscrambling process, the game apparatus informs the players of a raze to the starting bet. The raze in bet is determined by the game apparatus preferably according to the number of letters yet to be revealed or unscrambled, and/or according to the difficulty of the word or phrase to be solved.
Thus, if the quickest player is real quick in actuating the freeze device, and, as a result, the number of letters he is to reveal or unscramble is high, and should he succeed in correctly revealing or unscrambling all the letters of the word or phrase, that player would collect a bigger bet as compared with a somewhat slower quickest player, under otherwise a similar situation (word length, etc.).
The game according to the present invention has a major advantage as compared with the prior art. Being electronic, the game provides a "thinker" for selecting categories and words and displaying the words on the display. Therefore, (i) the game can be played solitary and (ii) when multiple competing players participate in the game, the degree of difficulty for any of the players is determined objectively by the game.
While the invention has been described with respect to a limited number of embodiments, it will be appreciated that many variations, modifications and other applications of the invention may be made.