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Title:
BRAINTEASER GAME HAVING MOVABLE PLAYING ELEMENT
Document Type and Number:
WIPO Patent Application WO/2013/057526
Kind Code:
A2
Abstract:
The invention is a physical brainteaser game and its electronic version, in which playing elements are movable from a disordered condition to an ordered condition. There are chambers in boxlike housings of the game. The chambers contain playing elements that are marked with identification means and they are movable under the force of gravity. When the player moves the box-like housings relative to each other, some of the chambers can be moved relative to other chambers and some of the playing elements can be transferred from some chambers to other chambers under the force of gravity.

Inventors:
BOGNAR JOZSEF (HU)
Application Number:
PCT/HU2012/000106
Publication Date:
April 25, 2013
Filing Date:
October 17, 2012
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
BOGNAR JOZSEF (HU)
Foreign References:
DE4130075A11992-01-23
SU1382484A11988-03-23
RU102285U12011-02-20
US20100273554A12010-10-28
US20090298596A12009-12-03
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Claims:
ις -

1. Brainteaser game having movable playing element, comprising

a, a box-like housing, the box-like housing comprising chambers, the chambers containing movable playing element or elements, the playing elements are preferably being marked with identification means,

characterized in that

b, at least one playing element is movable in the chambers under the force of gravity, and c, at least one of the chambers is movable relative to other chamber, and

d, at least one playing element is movable or slide-able from a chamber into other chamber.

2. The brainteaser game of claim 1 , characterized by that it comprises a chamber lock.

3. The brainteaser game according to any one of claims 1 -2, characterized in that it comprises a holey playing element.

4. The brainteaser game according to any one of claims 1-3, characterized in that it comprises a housing movable around an axis of rotation relative to other housing.

5. The brainteaser game according to any one of claims 1 -3, characterized in that it comprises a housing movable lengthways relative to other housing.

6. The brainteaser game according to any one of claims 1-5, characterized in that it comprises a holey chamber lock.

7. The brainteaser game according to claim 1-5, characterized in that the housing comprises housing windows that are disposed eccentrically or asymmetrically relative to the axis of rotation.

8. Brainteaser game having movable playing element,

a, comprising an electronic device, the electronic device comprising a touch-screen, a gravity- sensor, and a computer system, the computer system comprising a software,

b, the computer system further providing a video graphic on the touch-screen,

characterized in that

c, the computer system is adapted for simulating and displaying on the touch-screen the video graphic of the playing elements marked with identification means and placed in chambers of a boxlike housing and movable in the chambers under the control of the gravity-sensor, and d, the computer system is adapted for simulating and displaying on the touch-screen the video graphic of one or several chambers movable relative to other chamber under the control of the movement of the player's finger on the touch-screen, and e, the computer system is adapted for simulating and displaying on the touch-screen the video graphic of playing elements slide-able or movable from a chamber to other chamber, and f, the computer system is adapted for simulating and displaying on the touch-screen repeating rearranging playing elements steps until the identification means on the playing elements are positioned in a logical or sequential pattern or until one or more playing elements get to some defined place.

Description:
Brainteaser game having movable playing element

The present invention relates to the type of brainteaser games in which playing elements are movable from a disordered condition to an ordered condition or from some place to another determined place.

At the beginning of nineteen eighties Rubik's Cube became well-known worldwide and in the result a lot of newly developed brainteasers were published. The majority of these games was based upon the basic principles of the Rubik's Cube. The common attributes of these games were the regular spatial shape and that the component parts of the apparatus could be turned around spatial axles and the structure that allowed rearranging the component parts. The object of these games was to arrange the mixed playing elements into the original condition. Several versions of such games were developed and sold like, e.g. ball-shaped, cylindrical, pyramidal, dodecahedral ones. During those years logic games became very popular. However, some years later, similarly to the life of fashionable products, they became unfashionable; the interest in them decreased. In any case, the example of Rubik's Cube has proved that a new constructional-operational principle may provide good opportunity for the creation of diversified game-family.

One of the oldest popular brainteaser puzzles is the "fifteen puzzle" or Sam Lloyd's puzzle that has 15 slid-able square tiles in a 4x4 frame. The 4x4 frame is capable of containing altogether 16 tiles, therefore, always there is one empty place, and any neighboring tile can be slid onto that empty place. The tiles can be rearranged in the frame by sliding one tile after another in the frame. The most known version of this game contains numbered tiles from number one up to number 15. The object of the puzzle is to arrange the numbered mixed tiles in numerically ordered 1 -15.

The puzzle game described in US 7,063,322 has a rigid housing, a matrix of chambers disposed within the housing, and square-shaped playing tiles in the chambers in several layers placed above each other. There is a spring in each chamber compressing the playing elements upwards and there is a button on the top having special shape preventing the playing elements from getting out from the chamber under the pressure of the spring. The shape of bottoms permits the player pushing the uppermost tile with one finger, while sliding over the upper tile from the neighboring chamber with a finger of the player's other hand. The task of the game (restoration of the original arrangement) can be solved by making series of such steps. The brainteaser invention described in the US 7,063,322 patent is more challenging than, e.g. the fifteen puzzle, but the apparatus of this game consists of many small parts. The consequence is high production cost. Another disadvantage is that this game cannot be developed in several varieties like, e.g. the Rubik's Cube.

The games developed on the principle of the Rubik's Cube usually have regular geometrical shape; therefore they are quite robust and uncomfortable to carry them in the pocket.

The fifteen puzzle has small size, but the disadvantage is that it is not a big challenge to solve the task of this game.

Therefore, the object of the present invention is to provide a brainteaser that is capable for having very different and differently challenging algorithms, is suitable for having different shape; can be operated well even if the brainteaser has small, portable size, the production cost of which can be low. Additional goals are that the brainteaser game should be entertaining and should be suitable for realization in electronic version as well.

Accordingly, the invention relates to a brainteaser game comprising chambers in a box-like housing containing movable playing elements advantageously marked with identification means. The brainteaser game of the present invention differs from that in the prior art in that as it has at least one playing element movable in the chamber under the force of gravity, and has at least one of the chambers that is movable relative to other chamber, and has at least one playing element slide-able or movable from one chamber into another chamber.

It is an important difference between the present invention and the US 7,063,322 patent that at the US invention the chambers are not movable relatively to each other. A further difference is that at the present invention several playing elements can be transferred from some chambers to several other chambers all at once, in one step. Due to this, it is possible to use various algorithms of different level of challenge. An additional difference is the usage of gravity that makes the solving process very interesting and challenging. According to the present invention the brainteaser game may also be realized as an electronic game. In another aspect of the invention, there is disclosed a brainteaser game. The brainteaser game comprises an electronic device; the electronic device comprises a computer system, a touch-screen, a gravity-sensor, software, and further providing a video graphic on a touchscreen. The computer system is adapted for simulating and displaying on the touch-screen: -the video graphic of playing elements placed in chambers of a box-like housing and marked with identification means and movable in the chambers under the control of gravity-sensor built in the electronic device, and

-the video graphic of one or several chambers movable relative to other chamber under the control of the movement of the player's finger on the touch-screen, and

-the video graphic of playing elements slid-able or movable from a chamber to other chamber, and

-repeating rearranging playing elements steps until the identification means on the playing elements are positioned in a logical or sequential pattern or until one or more playing elements get to some defined place.

The invention will now be explained in detail referring to the attached drawings where

Fig. 1 is a perspective view of an embodiment of the decomposed brainteaser apparatus where the first housing and the second housing are illustrated separately,

Figs. 2A, 2B, 2C are exploded perspective views of the first housing, of the groups of playing elements and of the second housing and how they are integrated for the brainteaser game embodiment of Fig. 1 ,

Fig. 3 is a perspective view of an embodiment of eight numbered playing elements,

Fig. 4 provides identification means on the rear sides of the playing elements of Fig. 3, Fig. 5 is a perspective view of eight holey playing elements,

Fig. 6 provides identification means on the rear sides of the playing elements of Fig. 5,

Fig. 7 is a perspective view of other seven holey playing elements,

Fig. 8 provides identification means on the rear sides of the playing elements of Fig. 7,

Fig. 9 is a perspective view of a game-piece-shaped chamber lock, which is fixed to the second housing,

Fig. 10 provides identification means on the rear sides of the game-piece-shaped chamber lock of Fig. 9, Fig. l 1 is a perspective view of a (false) playing element,

Fig. 12 is the view on the opposite sides of the (false) playing element of Fig. 1 1,

Fig. 13 is an illustration of manipulation of turning over the groups of playing elements of Fig.

2B,

Fig. 14 is an exploded perspective view of the groups of playing elements after being turned over according to the Fig. 13,

Fig. 15 is a perspective view of the detached brainteaser apparatus,

Fig. 16 is a perspective view of the brainteaser apparatus,

Figs. 17-32 are schematic views of the brainteaser apparatus illustrating operational steps, Fig. 33 is an exploded perspective view of the first housing of another embodiment,

Fig. 34 is an exploded perspective view of the second housing,

Fig. 35 is an exploded perspective view of the third housing,

Fig. 36 is an exploded perspective view of the first housing, of the second housing, of the third housing and how they are integrated for the brainteaser game embodiment of Fig. 45,

Figs. 37, 38 are perspective views of the brainteaser apparatus illustrating the rotation of housings,

Figs.39-42 are perspective views of the arranged playing elements from different perspective sides,

Figs. 43-44 are perspective views of the brainteaser apparatus shown without the playing elements,

Fig. 45 is a perspective view of the complete brainteaser apparatus,

Figs. 46-48 are perspective views of components of another embodiment of the invention,

Figs. 49-65 are perspective views of components and of the operation phases of a matchbox type embodiment of the invention,

Fig. 66 is an exploded perspective view of another embodiment of the invention,

Figs. 67-69 are a top view and sections of the second housing of the embodiment shown in Fig.

66,

Fig. 70 is an exploded perspective view of another embodiment of the invention,

Figs. 71-73 are views of three different solutions (arrangements) of the embodiment shown in Fig.70,

Fig. 74 is an exploded perspective view of another embodiment of the invention,

Figs. 75A-76D are perspective views of a computerized embodiment of the invention. In the following detailed description of the invention of exemplary embodiments of the invention, reference is made to the accompanying drawings (where like numbers represent like elements), which form a part hereof, and in which is shown by way of illustration specific exemplary embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention, but other embodiments may be utilized and logical, mechanical, electronic, and other changes may be made without departing from the scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense.

In accordance with the present invention there is provided a brainteaser game and apparatus for providing a user with a challenging brainteaser to solve. The brainteaser game includes housings having a matrix of chambers disposed within the housing, and a plurality of generally interchangeable in the chambers and movable downward advantageously under the force of gravity playing elements. The playing elements advantageously marked with identification means like colors, numbers, symbols, themes or three-dimensional appearance. The slid-able or movable by another way playing elements are interchangeable and relatively arrange-able to produce a solution to the brainteaser. The solution includes a predetermined pattern as viewed by the user when looking generally toward the windows of the housing.

The present invention presents a challenging logic-based brainteaser wherein the user attempts to arrange playing elements until a particular predetermined pattern is achieved or until some playing element is getting to a defined place (the solution).

The scope of the invention extends to several types of electronic versions of brainteasers, especially to those having gravity-sensor and touch-screen and appropriate software built in the electronic device. Such devices can be for example computers, smart mobile phones, iPods, electronic games or digital cameras.

Many types of popular electronic devices come into general use that equipped with touchscreen, and gravity-sensor-controlled software. Users and manufacturers of such devices need to build in more and more challenging games. The present invention fits very much this demand since the hand-manipulation with the electronic device during the virtual game is very similar to that with the real brainteaser apparatus.

The brainteaser apparatus and the electronic brainteaser game will now be described in detail.

A preferred embodiment of the present invention is described herein and shown in exploded form on Figs. 1 , 2A, 2B, and 2C. A brainteaser apparatus 100 includes rigid housing 200. The housing 200 of this embodiment of the invention has two parts, a first housing 210 and a second housing 220. The first housing 210 and the second housing 220 have side portions 201 dividers 202 top portions 203 and transparent covers 204. The dividers 202 are inserted into the housing 200, 210, and 220 to create chambers 270. The first housing 210 contains the first housing chambers 271 the second housing 220 contains the second housing chambers 272. The inner sides of the top portions 203 are covered with transparent cover 204. The transparent cover 204 covers the housing 200 and serves also as housing windows 280, first housing window 281 and second housing window 282. In the embodiment shown on Fig. 2A, 2B, 2C there are two types of playing elements 300, the solid playing elements 310 shown on Fig. 3 and the holey playing elements 320 shown on Fig. 5, 7. According to the present invention the housing windows 280 should not necessarily be covered with transparent cover 204, these windows can simply be openings for window. In case when there are uncovered openings for window (without transparent cover) then the player generally has the opportunity to put through the window his/her ring finger into the chambers 270 to influence the rearrangement of the playing elements during the playing manipulation. Using such manipulation the player can solve the task easier.

The advantage of holey playing elements 320 is that they allow for the user to see and check (through the housing window 280 and through the hole) the position and the identity of the solid playing element 310 in the chamber 270. The solid playing elements 310 have identification means 301 on their both sides.

Fig. 3, 5, 7 and Fig. 2B shows all identification means 301 on one side of all playing elements 300 used in this embodiment while Fig. 4, 6, 8 and Fig. 14 show all identification means 301 on the opposite side of all playing elements 300. Fig. 1 , 2B show the original arrangement of the playing elements 300 in the brainteaser apparatus 100. The Fig. 14 shows the rear sides of the playing elements 300 in original arrangements that can be seen turning them over in the way of Fig. 13. The Fig. 14 shows identification numbers as well written on the invisible lower sides (mirror view) of the solid playing elements 310.

When starting the game all playing elements 300 except the number three and the number eight are placed only in the lower housing, in other words only in the second housing chambers 272. The playing element numbered three and the playing element numbered eight are placed higher the upper edge of the second housing 220 Fig. 1. Therefore, these two playing elements are in the upper first housing chambers 271 at working condition of the game when the first and the second housings 210, 220 are not separated and the first housing 210 is directly placed on the top of the second housing 220 Fig. 16. One second housing chamber 272 contains a game piece shaped chamber lock 277 fixed to the wall of the second housing chamber 272 Fig. 2C. For this embodiment this chamber lock 277 looks exactly like a holey playing element 320. The role of the chamber lock 277 is to reduce the size of a chamber available for the playing elements 300. Reducing the size of one chamber smaller than the size of the other chambers makes the game more interesting because the algorithm of changing the positions of the playing elements in the game becomes more sophisticated. As a result of the game piece shape the user can hardly distinguish the chamber lock 277 from the holey playing element 320.

The first housing 210 and the second housing 220 are joined rotate-ably by a connector 205 Fig. 1 , 2A, 2C that is at this embodiment a bolt. The central chambers are covered with false playing elements 206 Fig. 1 , 2A, 2C, 1 1 , 12. They are not movable but they are part of the game solution.

The following steps illustrate an example of changing the arrangement of playing elements 300 in the housing 200 when the user plays with the game. The user can see the starting arrangement of the playing elements 300 through the first housing windows 281 Figs. 15, 16, 17. Next the user turns the housing 200 over Fig.19 to check the arrangement on the opposite side Fig.20, 21 . The Fig.18 and Fig.19 both show the turning over. Next the user makes a 90 degree clockwise rotation of the first housing 210 Fig. 22 where the numbered playing elements can be seen. Next the user turns the housing 200 over Fig. 23. During turning the housing 200 over the playing elements 300 are falling down in the chambers 270 under the force of gravity in direction from the upper chambers towards the lower chambers 270 of the other housing. In result, most of playing elements change housing. In chambers where we had playing elements only in the lower housing section of the chamber in those chambers all playing elements change housing during turning the game apparatus over. In the other chambers only some of playing elements changes housing during the turning. Next the user makes a 90 degree clockwise rotation of the second housing 220 Fig. 24 where the unnumbered playing elements can be seen. Next the user turns the housing 200 over Fig. 25. During this turning the playing elements 300 are falling down in the chambers 270. Part of them changes housing. Next the user makes a 90 degree anticlockwise rotation of the first housing 210 Fig. 26 where the numbered playing elements can be seen. Next the user turns the housing 200 over Fig. 27. Next the user makes a 90 degree clockwise rotation of the second housing 220 Fig. 28. Next the user turns the housing 200 over Fig. 29 to check the arrangement on the numbered side Fig. 30.

Similar rotating and turning over steps are repeated until the identification means 301 or designs on the playing elements 300 are positioned in a logical or sequential pattern determined by the object of the game. Rotational steps besides 90 degrees can be here 180 and 270 degrees in both directions. The Fig. 31 shows the change on the numbered side while Fig. 32 shows the change on the unnumbered side after the described steps of operation.

FIGS. 33-45 illustrate another embodiment of the invention. This embodiment Fig. 45 has quite similar shape and look like the famous Rubik's Cube. The housing 200 Fig. 45 of this embodiment of the invention has three parts, the first housing 210, the second housing 220 and the third housing 230 Fig. 36.

Fig. 33 is an exploded perspective view of the first housing 210, Fig.34 is an exploded perspective view of the second housing 220 and Fig. 35 is an exploded perspective view of the third housing 230. Fig. 36 is an exploded perspective view of the first housing 210, of the second housing 220 of the third housing 230 and how they are integrated for the brainteaser game embodiment of Fig. 45. The three housings are joined rotate-ably Fig. 37, 38 by a shaft-type connector which is quite similar to the one on the Fig. 2k, 2C. The shaft is not shown on Figs. 36-44. Figs. 33-38 and 43-44 illustrate this embodiment of the invention without playing elements 300. The first housing 210 and the third housing 230 have dividers 202, transparent side portions 201 and transparent top portions 203, the second housing 220 has dividers 202 and transparent side portions 201. The dividers 202 are inserted into the housing 200, 210, 220, and 230 to create chambers 270, 271 , 272, 273. The first housing 210 contains the first housing chambers 271 the second housing 220 contains the second housing chambers 272 and the third housing contains the third housing chambers 273.

The housings incorporate playing elements 300. The original arrangement of the playing elements 300 and the identification means 301 on them are shown from different perspective sides on Figs. 39-42. When starting the game the first housing 210 incorporates six movable playing elements 300, these are the ones in the upper floor on Figs. 39-42; the second housing 220 incorporates eight playing elements 300, these are the ones in the middle floor on Figs. 39- 42; the third housing 230 incorporates eight playing elements 300, these are the ones in the lower floor on Figs. 39-42.

When starting the game the first housing 210 has two empty chambers with no playing elements in them. These empty rooms allow the migration for the playing elements which are in the other chambers. These two empty chambers have false identification means 302 Fig. 44 painted on their outer sides for imitation of playing elements. The central chambers on the top and on the bottom sides are covered with false playing elements 206 Fig. 44, 45. They are not movable but they are part of the game solution.

The operation with this embodiment of the invention is quite similar with the operation illustrated on Figs. 17 -32. For changing the arrangement of the playing elements 300 the user makes clockwise or anticlockwise 90 degree- or 180 degree- or 270 degree-rotation of the upper or middle housing, next the user turns the game over, and next makes clockwise or anticlockwise 90 degree- or 180 degree- or 270 degree-rotation on the opposite side of the game. At every turning over some cubical playing elements in some chambers fall down and move from a higher housing into a lower housing. At this embodiment of the invention the user can observe and should arrange the playing elements 300 in all six sides of the brainteaser apparatus 100.

Figs. 46-48 illustrate another embodiment of the invention. At this embodiment the chambers 270, incorporate ball shape playing elements 340 Figs. 46, 48. The housing 200 of this embodiment of the invention has two parts, the first housing 210 and the second housing 220 Figs. 46, 48. The two housings are shown detached on the Fig. 46 and shown joined on the Fig. 48.

The first housing 210 and the second housing 220 have transparent cylindrical outer portions 207, dividers 202 and transparent top portions 203. The dividers 202 are inserted in the housing 200, 210, and 220 to create chambers 270. The first housing 210 contains the first housing chambers 271 the second housing 220 contains the second housing chambers 272.

The ball shape playing elements 340 have several colors for identification means 301 Fig. 46, 48. Playing elements of the same color are grouped in the same chambers 270 at the starting state Figs. 46, 48. This embodiment of the invention can be produced even of very small size, for example as part of ball pens Figs. 47, 48. The first housing 210 and the second housing 220 are joined rotate-ably with a shaft-type connector 205 Fig. 47. The shaft is not shown on the Fig. 46.

The operation with this embodiment differs just a little from the operation illustrated on Figs. 22-32. Here for changing the arrangement of the playing elements 300, 340 the user makes clockwise or anticlockwise 72 degree- or 144 degree- or 216 degree-rotation of the upper housing, next turns the vertical ball pen upside down, and next makes clockwise or anticlockwise 72 degree- or 144 degree- or 216 degree-rotation with the other housing 200. This is in case when the housing 200 has five chambers 270.

Another embodiment of the invention imitates the main components and the usage of a classic matchbox Figs. 49-67. A matchbox has a drawer serving as housing for the matches, and an envelope that contains and covers the drawer, the third housing 230 Fig.51. This embodiment of the invention similarly to a matchbox can be opened in four different ways: in left and right directions when the light cover is on the top side and in left and right directions when the dark cover is on the top side Fig. 49. At this embodiment these opening-closing operations are used for changing the positions of the playing elements 300 in the housings 200. The Fig. 50 shows the envelope 208 of the brainteaser game having nine housing windows 280 on its light cover side which are the first housing windows 281 , and nine housing windows 280 on its dark cover side which are the second housing windows 282 Figs. 49, 50. The three central windows on the light cover side and the three central windows on the dark cover side are stand out from the surface of the envelope 208 and they contain three first housing chambers 271 and three second housing chambers 272 in the envelope 208. In result the envelope 208 on its light side incorporates the first housing 210 and on its dark side incorporates the second housing 220. Therefore the envelope 208 serves as the first housing 210 and as the second housing 220. Each of six chambers 270 in housing windows 280 can contain only one playing element 300. The third housing 230 Figs. 5 1, 53 (which is actually a drawer) movable in the envelope 208 contains dividers 202 providing nine third housing chambers 273. Playing elements 300 are grouped in three horizontal tracks of playing elements 300 Figs.52, 55A and they have identification means 301 Fig. 52. Playing elements 300 cannot leave their track during the operation; they can be rearranged only within their own track. Fig. 53 illustrates the view of playing elements 300 in the third housing; Fig. 54 shows the view of playing elements 300 through the first housing windows.

Figs. 55A-63B illustrates steps of operation during the rearrangement of one track of playing elements 300. During the operation the user moves the third housing 230 in the envelope 208 (like moving a drawer in a matchbox envelope at opening and closing a matchbox). Figs. 55A- 63B shows schematically only the necessary parts of the components to explain the procedures.

On figures 55A-63B is not shown the third housing 230 itself (which is the drawer) and from the envelope 208 are shown only the chambers 270. Fig. 55A, 55B show the original state when the brainteaser apparatus 100 is closed Fig. 55B and the playing element 300 having identification means 301 named G is in the second housing chamber 272. Figs. 56A, 56B show the moment when the third housing 230 and their playing elements 300 named C, E, H, D, F, J (which are in the third housing) are moved halfway right. Figs. 57A, 57B show the moment the third housing with the playing elements 300 in it is moved fully right. Fig. 58A, 58B show the moment the brainteaser apparatus 100 is being turned over, the dark colored second housing 220 is already on the top side and all playing elements 300 are falling down and the playing element 300 which has identification means 301 C is going into the first housing chamber 271 . The next moment is shown on Figs. 59A, 59B with fully open brainteaser apparatus 100 and with already motionless playing elements 300 where the playing element 300 having identification means 301 C is in the first housing chamber 271. Next the user starts to close the brainteaser apparatus 100; the playing elements 300 which are in the third housing are being moved halfway right Figs. 60A, 60B. Fig. 61A, 61 B shows the moment when the brainteaser apparatus is closed again. Fig. 62A, 62B shows the moment when the brainteaser apparatus 100 is being turned over, the light colored first housing 210 is already on the top side and the playing elements 300 which are in the third housing 230 are falling down and the playing element 300 having identification means 301 F is going into the second housing chamber 272. The next moment is shown on Figs. 63A, 63B with fully closed brainteaser apparatus 100 and with already motionless playing elements 300. Fig. 64 shows the starting arrangement of the observed track of playing elements 300, while Fig. 65 shows the arrangement after the described steps of operations.

The algorithm of changing the position of playing elements depends on the amount of playing elements in the track. Here, Fig. 52 we have different amount of playing elements in different tracks, therefore, the playing elements in the different tracks are changing differently here during the operation; making good challenge for the user.

Figs. 66-69 show detailed illustration of an embodiment of the invention, which is very similar to the previous one. The only principal and aesthetic difference are that the first housing chambers 271 and the second housing chambers 272 are worked out within a regular brick- shape envelope (the three central windows are not stand out from the surface of the envelope).

The sight and the operation of the game can be more spectacular when the housing windows 280 are placed on the housing in a way that the center of each housing window 280 is not coincided with the center of the chamber 270 and with the center of the playing elements 300, which are located under the particular housing window; i.e. the housing windows are placed eccentrically relatively to the shaft of the coupling element. An example for this is the embodiment shown on Figs. 70-73. An image of a butterfly for example can be arranged from playing elements showing very various and nice shape-motives Fig. 71 -73. The walls of chambers 270 do not necessarily must uninterruptedly surround each playing element; it is enough to prevent each playing element 300 from sliding through into the neighboring chamber 270 (for example due to their shapes). An embodiment Fig. 74 shows an example for this. Here, the rooms of chambers 270 are open towards each other; nevertheless they perform their function.

The scope of the invention is extended to several types of technical solution, construction and game. The scope of the invention is not limited to the puzzle type brainteaser. A general sample that can be realized in many ways can be for example games where there are drawerlike housings placed in a common box (e.g. like drawers in file cabinets). These drawers are placed next to each other and beneath each other and they have here and there windows (openings for window) on their walls. At some positioning of the neighboring drawers (with open or closed drawers) a playing element (for example a ball) or elements can go from one drawer into another through the windows. A task can be to carry a playing element from one place into another defined place with opening and closing different drawers and turning the apparatus over and over for using the gravity to move the ball. At this example the drawers play the role of chambers.

Figs. 75A-76D show an example and embodiment of the computerized versions of the invention. These figures show an electronic device 400 (for example an iPhone) that has touchscreen and built-in gravity-sensor and a software, which is adapted for the simulation of the game which was illustrated on Figs. 1-32. Figs. 75A-75C illustrate the operation of turning over the brainteaser from the numbered side (which was described for the brainteaser apparatus in Figs. 16-21). To do this operation the user tilts the electronic device 400 down to the left Figs. 75A-75B. When the device reaches a certain angle Fig. 75B the gravity-sensor acts. As a result the numbered side on the touch-screen 401 disappears and the non-numbered side appears. Next the user moves the device back to horizontal position Fig. 75C. Figs. 75D-75F illustrates (and simulates) reverse turning. Figs. 76A- 76D show the operation of a 90 degree rotation that is similar to the one which was illustrated on Fig. 22 for the brainteaser apparatus. The user rotates the upper housing moving the finger 402 on the touch-screen 401.

The software may allow for the user to make settings of the game conditions. Thanks to this the user can play the game on different level of difficulty. The user can change for example the amount of playing elements in chambers. He also can get tips or the whole solution of operational steps from his electronic game in his iPhone for rearranging the playing elements in the user's real (3D) plastic brainteaser apparatus that the player bought earlier in the store.

For skillful experts of information-technology and information-programming the tasks of the simulation of manual manipulative operations on the brainteaser apparatus are just routine tasks. Such operations are for example: showing the turning the apparatus upside down; displaying the 90 degree rotation of the upper housing under the influence and control of the slide of player's finger on the touch-screen; the graphical realization of rearrangements of playing elements as the result of different movement-manipulations on the touch-screen, calculated and visualized by using mathematical methods and formulas. Thus, it is a real expectation that those skilled in the art can realize (on the basis of Figs. 75A-76D and the knowledge and instructions given in the present invention-specification) the electronic version of any of described 3D embodiments of the invention.

According to the present invention the electronic game (that typically simulates the 3D game apparatus and its operation) can be played similarly and with the same rules like the above described 3D brainteaser game.

The scope of the invention is extended to several versions of electronic brainteaser games, which have gravity-sensor and touch-screen and appropriate software in the electronic device. All embodiments of the invention, which are described above and most of the other versions, which can be worked out on the basis of the claims of the invention can be computerized.

An electronic game that visually reproduces the described brainteaser game is considered to be within the scope of the invention.

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LIST OF COMPONENTS

100 brainteaser apparatus

200 housing

201 side portion

202 dividers

203 top portion

204 transparent cover

205 connector

206 false playing elements

207 cylindrical outer portion

208 envelope

210 first housing

220 second housing

230 third housing

270 chamber

271 first housing chamber

272 second housing chamber

273 third housing chamber

277 chamber lock

280 housing window

281 first housing window

282 second housing window

300 playing element

301 identification means

302 false identification means

310 solid playing element

320 holey playing element

340 ball shape playing element

400 electronic device

401 touch-screen

402 finger