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Title:
COMPETITIVE TABLE-TOP GAME WITH ACTION-DISCHARGE
Document Type and Number:
WIPO Patent Application WO/1998/034694
Kind Code:
A1
Abstract:
This invention is a competitive table top type game having a 'fenced-in' playing surface (26) with opposed player ends (28), each with a target (32). Each player controls one or more strikers (34), and uses it to cause a play piece such as a ball (38) to hit the opponent's target. When a player's target is hit, a discharge such as a liquid spray to be discharged from a nozzle (40) is directed at that player for added play value and enjoyment. For simplicity and economy of construction, that player may actuate a mechanical stop (42) to stop the discharge and reset the target.

Inventors:
GOLDFARB ADOLPH E (US)
GOLDFARB MARTIN I (US)
Application Number:
PCT/US1997/017764
Publication Date:
August 13, 1998
Filing Date:
October 04, 1997
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
GOLDFARB ADOLPH E (US)
GOLDFARB MARTIN I (US)
International Classes:
A63D13/00; A63F7/00; A63F7/02; A63F7/04; A63F9/00; A63F9/30; A63B9/00; (IPC1-7): A63F7/02
Foreign References:
US5516102A1996-05-14
US5195751A1993-03-23
US3843127A1974-10-22
Other References:
See also references of EP 1011828A4
Attorney, Agent or Firm:
Ashen, Robert M. (Beverly Hills, CA, US)
Download PDF:
Claims:
What is claimed is:
1. A competitive table top type game for two or more players comprising: a) a generally horizontal playing surface that includes a plurality of player areas that each have an adjacent player position for a player to occupy while playing the game, b) at least one movable play piece disposed on the surface, c) a plurality of propelling mechanisms operatively located relative to the playing surface and each operable by one of the players for engaging and propelling the play piece over the playing surface, the propelling mechanism of each player being operable by that player from the player position adjacent to that player's player area, d) a plurality of targets operatively located relative to the playing surface for being engaged by the play piece, and e) a plurality of liquid discharging mechanisms each located adjacent to one or more of said player areas and operationally associated with one or more of said targets so as to discharge liquid toward one or more of player position adjacent to said one more player areas when an associated target is engaged by the play piece.
2. The game of Claim 1 further including a plurality of player actuatable stop mechanisms each operatively associated with a discharge mechanism for stopping further liquid discharge from that discharge means.
3. The game of Claim 2 wherein each of said stop mechanisms further acts, when it is activated, to automatically reset the associated target and associated liquid discharging mechanism so that when that target is again engaged by the play piece, that liquid discharging mechanism will be actuated.
4. The game of Claim 2 further including scoreindicating means for each player and wherein each of said stop mechanisms also serves to automatically advance the score indicating means of the other player.
5. The game of Claim 1 further including a single source of liquid under pressure, a plurality of hoses each extending from said source of liquid to a discharge nozzle positioned at one of said player areas and directed toward the adjacent player position, said game further including a plurality of mechanical arrangements for each selectively blocking discharge of liquid from one of said nozzles, each of said blocking arrangements being operatively associated with the target at the associated player area so that when that target is engaged by the play piece, the arrangement unblocks discharge from the associated nozzle.
6. The game of Claim 6 wherein said hoses are flexible and said mechanical blocking arrangements are each in the form of a clamping means that is operable to clamp shut one of the flexible hoses.
7. The game of Claim 1 when said play piece is a spherical ball and said playing surface is sloped toward said player areas.
8. The game of Claim 1 wherein there are a plurality of said targets at each of said player areas.
9. The game of Claim 1 wherein the playing surface is elongated and has opposite ends, one of said player areas being located at each of said ends, there being a single target generally in the center of each of said opposed player ends, each of said propelling mechanism being in the form of a pair of strikers at one end of said playing area, each striker of each pair being disposed at opposite sides of the associated target at the center of that end and including movable portions operable to limit access to that target.
10. The game of Claim 1 wherein each of said targets is movably mounted for movement between a set position and a release position, each hose being clamped shut between a pair of associated clamps arm which are releasibly held in that clamped position by the associated target in its set position, movement of the associated target from its set position to its release position upon impact by the player piece serving to release the associated clamp arm to allow said clamp arms to release the associated hose to allow flow through the hose to the associated nozzle.
11. The game of Claim 10 further including a pair of stop mechanisms that are each manually operable to return the associated clamp arms to the clamping position while also allowing the associated target to return to its set position to releasibly hold the clamp arms in the clamping position.
12. A competitive table top type game for two or more players comprising: a) a generally horizontal playing surface that includes a plurality of player areas that each have an adjacent player position for a player to occupy while playing the game, b) at least one movable play piece disposed on the surface, c) at least two targets located adjacent to said playing surface for being engaged by the play piece, and d) at least two liquid discharging mechanisms each operationally associated with at least one of said targets and designed and arranged to discharge liquid toward at least one of said player positions when a target associated with that discharge mechanism is engaged by a play piece.
13. The game of Claim 12 further including at least one player actuatable stop mechanism operatively associated with at least one discharge mechanism for stopping further discharge of liquid from that associated discharge mechanism.
14. The game of Claim 13 wherein said mechanism further acts, when it is activated operated, to automatically reset the associated target and associated liquid discharging mechanism so that, when that target is again engaged by the play piece, that liquid discharging mechanism will be actuated.
15. The game of Claim 12 wherein there are two or more play pieces.
16. The game of Claim 12 wherein there are three or more of said player areas.
17. The game of Claim 12 wherein there is at least one target at each player area.
18. The game of Claim 16 wherein at least one of said discharging means discharges liquid toward the player positions adjacent to at least two of said player areas.
19. The game of Claim 12 including at least one propelling mechanism operatively located and associated relative to the playing surface to engage the play piece on the playing surface and propel it over the playing surface.
20. The game of Claim 19 wherein there is a propelling mechanism at each of said player areas.
21. The game of Claim 19 wherein said propelling mechanism is positioned on the playing surface spaced apart from the player areas.
22. The game of Claim 21 wherein said propelling mechanism is located generally centrally on said playing surface.
23. The game of Claim 22 wherein said playing surface is inclined generally downwardly toward the propelling mechanism.
24. A competitive table top type game for two or more players comprising: a) a generally horizontal playing surface that includes a plurality of opposed player areas each defining an adjacent position for a player to occupy while playing the game, b) at least one movable play piece disposed on the surface, c) a plurality of propelling mechanisms operatively located relative to the playing surface and each operable by one of the players for engaging and propelling the play piece over the playing surface, the propelling mechanism of each player being operable by that player from the player position adjacent to that player's player area, d) a plurality of targets each operatively located adjacent to one of said player areas for being engaged by a play piece, and e) a plurality of discharging mechanisms each located adjacent to one of said player areas, each discharging mechanism being operationally associated with the target at that player area so as to discharge an object toward the adjacent player position when the associated target is engaged by the play piece.
25. The game of Claim 24 wherein said object is lightweight and without sharp edges or hard portions.
26. The game of Claim 24 wherein said object is from a group comprising foam plastic and foam rubber.
27. A method of playing a competitive table top type game for two or more players, comprising the steps of : a) providing a generally horizontal playing surface that includes a plurality of player areas that each have an adjacent player position for a player to occupy while playing the game, b) providing at least one movable play piece disposed on the surface, c) providing at least two targets located adjacent to said playing surface for being engaged by the play piece, and d) discharging liquid toward at least one player position when one of said targets is engaged by a play piece.
28. The method of Claim 27 further including the step of propelling a play piece toward a target.
29. A game apparatus comprising: At least one visually observable display that can be viewed by a player only when the head of the player is positioned in a predetermined player area, the display being changeable between at least two different visual conditions, at least one game response means operable by the player in response to the condition of the display as viewed by the player, and in accordance with a predetermined game requirement, and at least one game discharge means operatively associated with the response means to provide a discharge toward the player area dependent upon the operation of the response means.
30. The game apparatus of Claim 29 wherein said discharge is in the form of a liquid flow.
31. The game apparatus of Claim 30 wherein said liquid flow is in form of a defused spray.
32. The game apparatus of Claim 30 wherein said game discharge means comprises a refillable liquid holding tank, a liquid pump and a discharge nozzle.
33. The game apparatus of Claim 32 further including stop means for automatically stopping the discharge of the liquid flow after a relatively short time.
34. The game apparatus of Claim 29 wherein said visually observable display is physically blocked from the player's view except along a specific limited path.
35. The game apparatus of Claim 35 wherein said visually observable display is located within an elongated channel that has an open outer end, the display being positioned substantial distance from said outer end.
36. The game apparatus of Claim 29 wherein said visually observable display comprises at least one light emitting element that is changeable between at least two conditions of relatively different brightnesses.
37. The game apparatus of Claim 29 wherein said visually observable display is a light emitting element that is changeable between conditions where the element emits at least two different colors.
38. The game apparatus of Claim 29 wherein said visually observable display is a light emitting element that is changeable between on and off conditions.
39. The game apparatus of Claim 29 wherein said visually observable display is changeable between conditions wherein it displays at least two different visual images.
40. The game apparatus of Claim 29 wherein there are a plurality of said displays.
41. The game apparatus of Claim 41 wherein there is at least one game response means associated with each of said multiple visually observable displays.
42. The game apparatus of Claim 29 wherein said apparatus is in the form of a handholdable unit having a housing, and said visually observable display, game response means and said discharge means are all mounted on said housing.
43. The game apparatus of Claim 29 wherein said game response means is in the form of an element that undergoes movements, and said game discharge means provides a discharge which is determined, for each player turn, by a random or apparently random number of said element movements.
44. A game apparatus comprising: at least one visual game indicator that can be viewed by a player only when the head of the player is positioned in a predetermined player area, the indicator changing between at least two different visual conditions, the player's play of the game being dependent upon the player generally continuously viewing the condition of the indicator, and at least one game discharge means operable to provide a discharge toward the player area at random or apparently random time.
45. A method for playing a game, said method comprising the steps of : providing at least one visual game indicator that can be viewed by a player only when the head of the player is positioned in a predetermined player area, the indicator changing between at least two different visual conditions, providing at least one game response means operable by the player in response to the condition of the indicator as viewed by the player, and in accordance with a predetermined game requirement, providing at least one game discharge means operatively associated with the response means to provide a discharge toward the player area dependent upon the operation of the response means. having a player view the visual game indicator with her head in the predetermined player area. having the player operate the response means in response to the condition of the indicator as viewed by the player, and in accordance with the predetermined game requirement, and having the discharge means provide a discharge toward the player area in response to the operation of the response means.
46. The method of Claim 46 wherein the indicator changes rapidly between conditions.
47. The method of Claim 47 wherein to prevent a discharge, the player must operate the response means before the indicator changes to a new condition.
48. A game apparatus comprising: a) at least one liquid discharge mechanism for directing a liquid discharge toward a player area where a player of the game is positioned during play of the game associated with said game apparatus, and b) game means operatively connected to the liquid discharge mechanism for causing the mechanism to discharge liquid toward said player area, said game means being selectively operable by a player of the game in at least two different modes, said liquid discharge mechanism being caused to discharge by the operation of the game means in at least one of its modes but not in all of its modes.
49. A game apparatus comprising: a) at least one liquid discharge mechanism for directing a liquid discharge toward a player area where a player of the game is positioned during play of the game associated with said game apparatus, and b) a timer operatively connected to the liquid discharge mechanism to automatically operate the liquid discharge mechanism during each turn of a player playing the game, so as to cause the liquid discharge mechanism to discharge liquid toward said player area after a random or apparently random time period.
50. A game apparatus comprising: a) at least one liquiddischarging mechanism for directing a liquid discharge toward a player area where a player of the game is positioned during the play of the game associated with said game apparatus, and b) game means operatively connected to the liquid discharging mechanism for causing the mechanism to discharge liquid toward said player area, said game means including a movable element, movement of said element causing said game means to operate said mechanism, such movement of said element being dependent upon the play of said game.
51. A game apparatus comprising: a wall having a front side and a rear side and at least one opening there through, said opening having a peripheral edge at least a portion of which provides a first electrical contact, at least one visual display object disposed at least a sufficient distance from the rear side of said wall so that it is visible to a player of the game positioned at the front side of the wall and looking through said opening only when the eyes of the player are generally aligned with the opening and the object, the player's head being generally positioned in a player area, when her eyes are so aligned, a handling device for use by a player to extend through the opening, engage an object and manipulate that object, a second electrical contact on said handling device, electrical elements connected to said first and second contacts and to a source of electrical energy so as to complete a circuit whenever said second contact engages said first contact, a liquid discharging mechanism operable to direct a liquid discharge toward said player area, said discharging mechanism being operatively connected to said circuit elements so that whenever the circuit is completed, the discharge mechanism will provide such a discharge.
52. The game apparatus of Claim 52 wherein there are a plurality of said openings and a plurality of said objects.
53. The game apparatus of Claim 52 wherein the entire peripheral edge of said opening is an electrical contact.
54. The game apparatus of Claim 52 wherein said wall is generally upright.
55. The game apparatus of Claim 52 wherein said generally upright wall is tilted rearwardly from the horizontal.
56. The game apparatus of Claim 52 wherein said wall is generally opaque.
57. The game apparatus of Claim 57 wherein there are generally upright side wall portions generally surrounding the area at the rear of said wall where said objects are disposed and said side wall portions are generally transparent or translucent so as to admit light to the area where said objects are disposed.
58. The game apparatus of Claim 52 wherein said handling device comprises an elongated rod of electrically conductive material.
59. The game apparatus of Claim 52 wherein said liquid discharging mechanism includes a motor, a pump, a source of electrical energy and a discharge nozzle.
60. The game apparatus of Claim 52 wherein the minimum distance from said opening to said object is about 1.5 inch.
61. The apparatus of Claim 52 wherein said electrical elements includes an SCR and a player operable stop means, said elements being arranged so that, once the SCR is energized and closed, that SCR remains closed until it is opened by player operation of the stop means.
62. The game apparatus of Claim 52 wherein the electrical elements include a time delay element for maintaining the circuit closed for a predetermined time period after disengagement between such first and second contacts.
63. The game apparatus of Claim 52 wherein said handling device is releasibly connectable to said object for moving the object through the opening to the front side of the wall.
64. The game apparatus of Claim 52 wherein said handling device engages said object so as to manipulate said object in the area at the rear side of said wall.
65. A game method comprising: a) providing a wall having a front side and a rear side and at least one opening there through, said opening having a peripheral edge at least a portion of which provides a first electrical contact, b) providing at least one visual display object at the rear side of said wall, c) disposing said object at least a sufficient distance from the rear side of said wall so that it is visible to a player of the game positioned at the front side of the wall and looking through said opening only when the eyes of the player are generally aligned with the opening and the object, the player's head being generally positioned in a player area when her eyes are so aligned, d) providing a handling device with a second electrical contact thereon for use by a player, e) providing electrical elements connected to said first and second contacts and to a source of electrical energy so as to complete a circuit whenever said second contact engages said first contact, providing a liquid discharging mechanism operable to direct a liquid discharge toward said player area, said discharging mechanism being operatively connected to said circuit elements so that whenever the circuit is completed, the discharge mechanism will provide such a discharge, g) extending the handling device through the opening, h) engaging said object with the handling device and manipulating said object in accordance with an objective of the game.
66. The method of Claim 66 wherein the manipulation all takes place at the rear side of said wall.
67. The method of Claim 66 wherein the manipulation includes moving the object through the opening to the front side of said wall.
Description:
COMPETITIVE TABLE-TOP GAME WITH ACTION-DISCHARGE FIELD OF THE INVENTION Games having a physical action component directed at the players.

BACKGROUND OF INVENTION Children love competitive action games that involve a degree of suspense and excitement. Often in such games, at some point an action occurs such as a light going on or a siren going off or something falling down. Children also enjoy participating in and causing the action and/or trying to prevent the action. There is further play value in having to react or do something once the action takes place.

SUMMARY OF ILLUSTRATED APPARATUS EMBODYING THE PRESENT INVENTION The drawings illustrate several forms of the invention.

In one form there is a generally rectangular playing surface surrounded or fenced in by a peripheral rail or wall. The wall serves to maintain a play piece in the form of a ball on the playing surface. In this illustrated apparatus, a target is situated at each end of the playing surface to be engaged by the play piece to thereby initiate an action. At either side of each illustrated target there are two flippers operated by one of the competing players, both to protect the adjacent target from being hit by the play piece, and also to attempt to propel the play piece to the opposite end of the play surface to engage the opponent's target. In the illustrated device, the playing surface is elevated midway between the player ends and slopes slightly downwardly toward each end so the play piece will always roll back toward one or other set of flippers.

When the play piece engages a target, a stream or spray of liquid such as water is directed at the player at that end of the playing surface. That player can stop the liquid flow by operating a mechanical stop member. This also resets the target.

The apparatus provides a great deal of fun and play value. Each player tries to hit the other's target and to protect his or her own. When your target is struck you are

suddenly sprayed with water, you react as quickly as possible to stop the spray, and the game continues nonstop.

In one form of the apparatus, hitting the stop member to stop the spray also automatically increases the score of the opponent.

In another form, the game apparatus is so constructed and arranged as to require a desired portion of the player's body such as her face to be maintained in a player location or area in order for her to effectively play the game. At times dictated by the play of the game, the liquid or other discharge is directed to that player areas and thus at the player. The illustrated game apparatus has a housing with a front face. At least one elongated channel extends from the front face into the housing. Each channel has an open entrance at the front face and a visually observable display such as a light located a substantial distance down into the channel so that the player must align her line of sight with the channel to effectively see the condition (e. g., on or off) of the light. A discharge mechanism such as a spray nozzle operated by a pump is positioned on the front face adjacent to the channel entrance so that when a spray is discharged from the nozzle, it will necessarily strike the adjacent face of the player. In the play of the game, the lights sequentially go on and then off in a rapid but random or apparently random sequence.

The player must closely follow the condition of the lights and take action as by depressing a button when a light comes on and before it goes off. Otherwise, the player receives a spray in the face.

In a variation of the last described game apparatus where the player must maintain her face in a predetermined player area to effectively participate in the play of the game, the player tries to capture or manipulate visually observable displays which may be in the form of small discrete objects. In one version, the player manipulates a capturing tool to connect to and withdraw objects through small openings. The tool forms a first electrical contact and the edges of the openings form second electrical contacts. If the tool engages an opening edge, an electrical circuit is completed and a liquid discharge is directed toward the player's face in the player area.

IN THE DRAWINGS Figure 1 is a perspective view of a table top game embodying a presently preferred form of the invention.

Figure 2 is an enlarged side view, with portions broken away, of the pressurized liquid tank of the game of Figure 1.

Figure 3 is a sectional view taken generally along Line 3-3 of Figure 2 illustrating the pump mechanism.

Figure 4 is a schematic perspective view illustrating the portion of the apparatus for controlling flow from a spray nozzle.

Figure 5 is a further enlarged side sectional view illustrating a spray nozzle, a target and related portions of the game apparatus of Figure 1.

Figure 6 is a sectional view of the spray nozzle of the apparatus of Figure 1.

Figure 7 is a partial view illustrating a flipper and its activating lever.

Figure 8 is a schematic plan view of modified form of the invention with four player positions and a rotating center striker.

Figure 9 is a schematic perspective view of a play piece in the shape of a flat disk.

Figure 10 is a schematic perspective view of a mechanism for discharging foam balls in a modified form of the invention.

Figure 11 is a schematic perspective view of mechanism for advancing a player's score automatically when the opponent stops the spray discharge.

Figure 12 is a schematic perspective view of a player holding a hand-held alternative embodiment of the game apparatus.

Figure 13 is an enlarged front perspective view of the exterior of the game apparatus of Figure 12.

Figure 14 is a schematic and diagrammatic showing of components of the game apparatus of Figure 12, and of the connections between the components.

Figure 15 is a rear perspective view of the game apparatus of Figure 12 with portions broken away to reveal details of construction.

Figure 16 is a further enlarged side sectional view taken generally along line 16-16 of Figure 15.

Figure 17 is a flow chart showing the operation of the game apparatus of Figure 12.

Figure 18 is a schematic front perspective view of portions of an alternative embodiment of game apparatus.

Figure 19 is a flow chart showing the operation of the game apparatus of Figure 18.

Figure 20 is a flow chart showing the operation of the game apparatus of a further modified game apparatus.

Figure 21 is an enlarged schematic exploded view of an alternative visual display in the form of an LCD screen.

Figure 22 is a perspective view, with sections broken away, of another game apparatus which embodies a presently preferred form of the invention.

Figure 23 is a side sectional view of the game apparatus of Figure 1 taken generally along line 23 of Figure 22.

Figure 24 is a schematic diagrammatic illustration of various components of the game apparatus of Figure 22.

Figure 25 is a schematic diagrammatic illustration of components of a modified form of the apparatus of Figure 22.

Figure 26 is an enlarged perspective view of two play objects of the game apparatus of Figure 22.

Figure 27 is an enlarged view of an alternative form of object.

DETAILED DESCRIPTION OF THE DRAWINGS Figure 1 illustrates a presently preferred form of game apparatus 20 which embodies the present invention. Apparatus 20 includes a base 22 for resting on a table, the floor or other surface. The base 22 may be constructed or molded from any suitable material such as plastic which is reasonably strong and durable and resistant to water that is used with the apparatus.

The base 22 is generally rectangular having a generally flat bottom or support surface 24. The base 22 is formed with an upwardly facing generally horizontal generally

rectangular playing surface 26 having opposing player ends 28. The playing surface 26 is fenced in or enclosed along its periphery by upstanding side walls 30. The illustrated playing surface is shown as open, however, it might be provided with a transparent cover made of plastic, glass or the like.

At each player 28 end of the playing surface 26, a target or trigger 32 is provided at the center of the adjacent upright wall 30a. To either side of each centrally located target 32, one of a pair of manually operable strikers or flippers 34 is movably mounted on the playing surface 26. Manually operable actuating levers 36 for operators for the flippers 34 extend to either side from that end 28 of the apparatus.

At each end 28, the base 22 forms a housing 23 which contains mechanism to be described in detail below. Each end 28 of the illustrated apparatus 20 provides a player area or station for one of the opposing competing players. The player positions herself centrally at that end 28 and can use both hands to operate the associated flipper actuating levers 36.

One or more play pieces, such a ball 38, are disposed on the playing surface 26.

As noted above, the surface 26 is slightly elevated in the center and inclined downwardly toward either end. This causes the ball 38 to roll to one end or the other, where it can be struck by a player's flippers 34.

At each end 28 there is a discharge or spray nozzle 40 directed outwardly toward the location where the adjacent player is positioned. When the play piece 38 strikes a player's target 32, this activates a mechanism which causes a spray or stream of liquid such as water to be discharged from the nozzle 40 toward the player. The player can stop the stream by quickly pressing down a stop member in the form of a pressable button 42.

This also serves to reset the target 32 for the next hit.

The illustrated apparatus 20 is provided with a refillable liquid tank 44 along one side. The tank 44 has a pump mechanism 46 which the players actuate to apply pressure to the liquid in the tank. As shown in Figures 2,4 and 5, a pair of hoses or lines 48,49 respectively connect the tank 44 to each of the nozzles 40 at the ends 28 of the apparatus.

The hoses 48,49 are flexible and each normally closed by a clamp mechanism 50 (Figures 4 and 5) to prevent discharge from the nozzles 40. When the play piece 38 hits a target 32, the associated clamp mechanism 50 is released and the water under pressure is sprayed

from the nozzle 40 at the adjacent player. When the button 42 is depressed, the hose 48, 49 is again clamped shut by the associated clamp mechanism 50 to await the next hit of the target 32.

Figures 1,2 and 3 best illustrate the pressurized tank 44. The tank 44 is a generally elongated cylinder supported in a horizontally extending position at one side of the apparatus base 22 by a pair of brackets 52. An upwardly extending externally threaded cylindrical inlet port 54 (Figure 3) is provided at the top center of the tank 44 of refilling it with water. An internally threaded closure cap 56 normally screws onto and closes the inlet port 54. The cap 56 supports a conventional air pump mechanism 46, that extends down into the tank when the cap is mounted on the inlet port 54, for introducing air under pressure into the tank 44 to pressurize water in the tank.

As shown best in Figure 3, the pump mechanism 46 includes a vertically reciprocating plunger 58 with a handle 60 at its upper end which is operated by manually reciprocating it up and down repeatedly. The pump mechanism 46 is mounted on the closure cap 56 so that when the cap is screwed on the inlet port 54 the pump mechanism is held in place extending down into the tank 44. The plunger 58 is vertically movable up and down in an upright pump cylinder 59 to first force air in through a first one-way valve 61 into the cylinder and then through a second one way valve 63 into the tank 44. The players initially substantially fill the tank 44 to predetermined level, screw on the cap 56 with the pump mechanism 46, and pump the handle 60 to pressurize the water in the tank.

As shown in Figure 2, the hoses 48,49 join at a Y-connection 51 to a single hose 48c that extends into the tank 44 for receiving pressurized water. The free end of hose 48c may have a weight 62 to maintain that end near the bottom of the tank. The hose 48c extends through an end cap 64 that is securely fitted and sealed to an end port 66 of the tank. Each bracket 52 may be provided with an end dome 68.

Figure 4 schematically illustrates a hose 48 extending to a spray nozzle 40. That Figure 4 also illustrates how the hose 48 is clamped between a stationary clamping element 70 and a movable clamping element 72. The movable clamping element 72 is attached to an elongated generally horizontally disposed lever 74 that is pivotally supported within the associated end housing 23. The lever 74 is pivotally supported at one end for pivotal movement about a generally horizontal axis that extends generally

end-to-end of the apparatus. When the lever 74 is pivoted to the downward or clamping position shown in Figure 4, a locking lip 76 on an arm 78 that carries the associated target 32 releasibly engages a locking area 79 on the lever 74 and thus holds the lever and the movable clamping element 72 in clamping position. This closes the hose 48 so no water can pass through it to the nozzle 40. A suitable spring 80 exerts upward pressure on the lever 74 to maintain the lever in contact with and latched with the locking lip 76 of the target arm 78.

The illustrated target arm 78 has a generally upright first portion 82 that carries the locking lip 76. This portion 82 is pivotally supported at its lower end in the end housing 23 for pivotable movement about a generally horizontal and transversely extending axis. The upper end of first portion 82 is connected to a generally horizontal forwardly extending second portion 84. The forward end of that second portion 84 is connected to an upwardly extending third portion 86 to which the target 32 is itself mounted. The illustrated target 32 is a generally circular disk disposed in a generally vertical upright position. As shown in Figure 1, the targets 32 are positioned just above the level of the playing surface 26 in position to be impacted by the play piece ball 38.

Returning to Figure 4, when the play piece 38 impacts the target 32 and moves it rearwardly, the target arm 78 is pivoted rearwardly and the locking lip 76 is moved away from the adjacent locking area 79 of the pivoted lever 74. A stop 85 is provided to limit the rearward pivot of the target arm 78. When the locking lip 76 disengages from the lever 74, the spring 80 pivots the lever upwardly to raise the upper clamping element 72 and release the hose 48 so that the water can flow through the hose and out the spray nozzle 40 at the adjacent player.

As noted above, to stop the spraying action, that player pushes the stop button 42 downwardly against the end of the lever 74 to return the lever to the locking position.

Gravity pivots the target arm 78 back forwardly to reposition the locking lip 76 over the locking area 79 of the lever to hold the lever in the clamping position again. Thus, the spraying action is stopped and the target 32 is reset for the next hit, all in one action by the player.

Figure 5 illustrates, in a side sectional view, the clamping of the hose 48, and the relative positions of the lever 74, the target arm 78 and the target 32 itself. That Figure

5 also illustrates the position of the spray nozzle 40 which is at about a forty-five degree angle upwardly and rearwardly from the horizontal.

Figure 6 is an enlarged detailed sectional view of the nozzle 40. Small arrows indicate water flow through the nozzle 40. The nozzle 40 is connected to and in liquid communication with the end of a hose 48. The nozzle 40 has a housing 90 with a lower entry chamber 92 that receives water from the hose 48, and an intermediate dividing chamber 94 that then receives and divides the flow of water. Next a transverse wall 96 has a pair of angled passages 98 (one shown in solid line and the other in broken line) that carry water from the dividing chamber 94 to an upper mixing chamber 100. The mixing chamber 100 communicates at its upper end with a discharge outlet 102. The flow from the angled passages 96 create a turbulent flow in the mixing chamber 100, which then emerges from the discharge outlet 102 as a diffuse spray rather than a stream.

Figure 7 illustrates schematically the mechanical arrangement between a squeezable activating lever 36 and an associated pivoted striker 34. This is a conventional arrangement where the striker 34 is pivoted at one of its ends 37 about a generally upright axis. The striker end 37 is fixed to a gear 39 that rotates with the striker. The gear 39 messes with a gear 35, which in turn messes with a segment of gear teeth 41 mounted on one end 43 of the associated lever 36. Rearward pivotal movement of the outer end 45 of the lever 36 produces rotary striking movement of the striker 34 as shown by the arrows. It will be noted that the arcs of the strikers 34 intersect some, but not all, of the routes to the adjacent target 32, particularly when the play piece bounces off of a side wall 30.

Score-keeping means may be provided in any desired form. In the illustrated apparatus 20 it is shown in Figure 1, a simple dial 69 is provided at each end to allow each player to progressively increase their score with each hit they make.

The play of the game is simple, fun and exciting.

The ball 38 may released around the center of the playing surface 26 and it will roll toward one end or the other. The player at that end will operate his or her strikers 34 to try to impel the ball against the target 32 at the opposite end. One or more balls may be used, and the play continued until one of the targets is struck. When that happens, a spray is directed at the player from the nozzle 40 at that end. That player then reacts quickly

by pushing down on her stop button 42, which stops the spray and also resets her target for further play. The other player advances her score-keeping dial 69 to show that she has scored a point. The play continues on until a determined time has elapsed or one or the other players reaches a predetermined score.

The tank 44 may be periodically refilled by unscrewing the cap 56 and filling the tank with water. The cap 56 is then removed and the pump mechanism 46 is used to pressurized the water in the tank.

Various alternative structures may be employed without departing from the spirit and scope of the present invention.

In this connection, Figure 8 shows an alternate from of apparatus 120 which embodies the invention. This apparatus 120 has a base 122 with four player positions 128. The players can have teams of two against two (or lesser numbers of players can also play). Each player position 128 is provided with a target 132. Instead of manually operable flippers, there is a single strike 134 in the form of a multi-sided block mounted at about the center of the playing surface 126 for rotation about a vertical axis. This striker may be powered by any suitable source of power such as a windup or battery motor 133. This rotating center striker 134 has a plurality of flat surfaces 139 for engaging playing piece balls 138 and driving them centrifically outwardly. The playing surface 126 may be sloped downwardly into the center so that the balls 138 return to the rotating center striker. Instead of having the flippers to use defensively, each player may be provided with a shiftable shield 135 which he or she may manually manipulate using a control handle 137 to protect his or her target from play pieces directed by the center striker 134. The shield 135 may each be mounted for side-to-side sliding movement in a slot 131. The shields 135 are each connected as by a connecting rod 129 to the associated control handle 137. To increase the excitement and pace of the game, there may be a plurality of play pieces rather than a single one. Further, when a target 132 is hit, a spray may be directed not only at the adjacent player position 128 but at an additional player position (i. e., the position of partner of the player whose target was hit).

In yet another embodiment of game apparatus shown in Figure 9, the play piece or pieces 238 may be a slidable disk which the players hand propel.

Figure 10 illustrates another modified form of apparatus 320 which embodies this invention. In apparatus 320, instead of discharging a liquid spray or stream, an object such as a foam ball 338 is discharged at the player whose target 332 has been hit. The ball 338 may be held in a seat formed at one end 339 of a thrower arm 341 that is pivotally mounted adjacent to its other end 343 for rotation about a shaft 345. Biasing means such as a spring 347 may be connected to the end 343 of the thrower arm 341. A pivoted latch arm 378 releasibly holds the thrower arm 341 against the force of the spring 347. The target 332 is mounted on the latch arm 378. The latch arm 378 is pivotally mounted at its lower end 379 and has a latch finger 381 at its upper end. The finger 381 normally engages a latching portion 383 of the thrower arm 341 to releasibly hold the thrower arm in the spring loaded or cocked position shown in Figure 10. When the target 332 is hit by a play piece, the latch arm 378 is pivoted to disengage the finger 381 from the latch portion 383. This allows the springer 347 to pull the rearward end 343 of the thrower arm 341 downwardly, which drives the forward end 339 upwardly about shaft 345 to propel the foam ball 338 toward the adjacent player.

Figure 11 illustrates another modified form of apparatus 220 embodying invention.

In apparatus 220, hitting either stop button 242 also automatically advances the opponent's score. This permits the game to continue at a somewhat faster pace since no time need be taken to manually advance a player score. This arrangement does add to the cost, however, for the additional mechanism.

More particularly, when either stop button 242 is pressed, it depresses the free end 243 of an associated generally horizontal pivoted arm 245. The end 243 carries a depending cam finger 245 which has an angled cam surface 247. When the end 243 is depressed, the cam surface 247 engages a second cam surface 249 at one end of an elongated horizontally extending rod 251. The rod 251 carries an elongated advancing element 253 at its opposite end 257. The advancing element 253 is positioned so that when the rod 251 is advanced by the cam finger 245, that element engages a gear wheel 255 and incrementally rotates that gear wheel. A control finger 257 engages the gear wheel 255 to limit its rotation to a predetermined increment and to prevent it from rotating back the other way. The gear wheel 255 meshes with a gear on the underside of a score-indicating disk or dial 269 that is rotatably supported in the top wall of the

housing 222. The top of the dial 269 is visible to the players. Thus, each time either stop button 242 is depressed, the score-indicating dial 269 at the opposite end of the game is rotated to increase the score of the player at that opposite end. When a stop button 242 is released, a suitable return mechanism such as a spring 271 may return the associated rod 251 to the set position.

While a liquid discharge in the form of a spray is generally preferred, it may be appropriate for some uses to provide more of a single or multi-faceted stream from the nozzle, particularly when it is desired to reach a greater distance then might be achieved with a spray.

Figures 12 through 17 illustrate another game apparatus 400 which embodies a presently preferred embodiment of the invention. This game apparatus 400 is so designed and configured that the user must generally continuously position her face at a particular player area or location to be able to effectively participate in the play of the game as by observing visually observable display or indicator means. This player location also positions the user's face adjacent to the discharge means so that a discharge will strike the user in her face. This ensures that a player participating in the play of the game cannot avoid the discharge when it occurs.

Figure 12 illustrates the game apparatus 400 being held by a player. Game apparatus 400 is in the form of a hand-held unit having a case or housing 402 having a front face 404. The housing 402 has is at least one elongated channel 408 that has an open outer end or entrance 409 at the front face 404 and extends a substantial distance into the housing. In each channel 408 a visually observable indicator or display 410 is positioned a substantial distance from the channel entrance 409. This construction requires that the player position her face with her eyes generally directly in line with the channel 408 to be able to effectively see and determine the condition, such as on or off, of the display 410. In the preferred embodiment 400 there are a plurality of channels 408.

A liquid discharge nozzle 412 is located on the housing front face 404 adjacent to the channel 408, so as to direct its discharge flow at the face of the player looking into the channel. The player may be given only a limited amount of time to respond to the condition of the display as by operating an associated response means such as a

depressable button 411 also on the housing front face. Failure to correctly respond in time causes a discharge from the nozzle against the player's face.

In the play of the illustrated game apparatus 400, the visual displays 410 sequentially and rapidly turn on and off in a random or apparently random order. When each display 410 goes on, the player attempts to quickly depress the associated button 411 before the display goes off. Whenever a button 411 is not depressed quickly enough or the wrong button is depressed, the player receives a spray in the face from the nozzle 412.

More particularly, as shown in Figures 13 through 16, the hand-held game apparatus 400 includes the generally rectangular casing or housing 402. Mounted on the front face 404 of the housing, in a line extending side by side at about the center of the face, are three response buttons 411. Also on the front face 404 and in a line side by side, each aligned with one of the buttons 411, are openings or entrances 409 to three channels 408. The channels 408 each extend a substantial distance into the housing. Each response button 411 is associated with the aligned channel 408. A visually observable display 410 in the form of a small light emitting element such as an LED is located within each of the three channels 408, a substantial distance from the associated channel entrance 409. LEDS are cheap and practical, and thus generally preferred, but other light emitting elements such as incandescent bulbs might be utilized. Using relatively narrow channels and positioning the LED a substantial distance from the channel entrances requires that the eyes of the player be kept generally aligned with the channels. Otherwise the player cannot effectively observe the changing condition of the LEDS within the channels. In practice, cylindrical channels each having a diameter of about one quarter of an inch and a length from entrance to LED of about one and one-half inches operates effectively to require the face of the player to be positioned closely adjacent to the channel entrances.

The liquid discharge nozzle 412 is located adjacent to and centrally above the channel entrances 409 so that when the player aligns the channels 408 with her line of sight as shown in Figure 12, the liquid discharge or spray from the nozzle 412 will be directed against the player's face such as her forehead. The position of the nozzle 412 ensures that it will not be covered over or obstructed by the player's hand that hold the unit.

As noted above, the LED 410 may go on and off rapidly in a different random or apparently random order for each player turn or round. Thus an individual LED 410 may turn on for a limited predetermined time period and then go off as another of the LED turns on for its limited predetermined time period, and so on. If the player does not successfully depress the associated button 411 (or depress a wrong button) before the LED 410 goes off, she will be sprayed from the nozzle 412.

It is important that the game be constructed and played so as to ensure the generally continuous need for the player to maintain observation of the visual display, which in turn maintains the player in position to be sprayed. In this connection and for this purpose, the randomness of the sequence of displays has been noted. If there were only a single display-and-button combination, the need for generally continuous observation could be ensured by varying the intervals between the displays being on and/or requiring that the response begin within a limited time after a display goes on and that it continue until the display goes off.

Figure 14 illustrates in a schematic and diagrammatic way the various components of the hand-held game apparatus 400, and the connections between the components.

The illustrated nozzle 412 is connected through a first conduit 414 to a standard liquid pump 416 mounted in the housing 402. The pump 416 may be operated by a standard electric motor 417 which may be powered by a set of replaceable batteries 430.

The pump 416 is in turn connected through a second conduit 418 to a liquid-holding tank or section 420 formed by the upper portion of the housing 402. The tank 420 is thus located above the pump 416. The tank 420 has a filling opening with a removable plug 424. The plug 424 can be accessed and removed from the outside of the housing 402 so that the tank 420 can be periodically filled and refilled by the player as needed. The tank 420 has an air vent 425.

The game apparatus 400 includes a circuit board 426 on which a preprogramed computer chip 428 is mounted. The chip 428 controls the operation of the game. The chip 428 may be powered by the set of batteries 430. The illustrated batteries 430 are mounted in a suitable compartment within the housing 402 and are accessible by removing a cover 431. The chip 428 may be electrically connected by suitable standard connections

to the LEDS 410, to the depressable buttons 411, and to a speaker 434. Further, the chip may be electrically connected to the pump motor 417.

When the game is turned on, as by an on/off switch 433, a player turn begins.

The chip 428 sends signals to the LEDS 410 to cause them to sequentially turn on and off in random or apparently random order, each for a predetermined time period. Whenever one of the lit LEDS 410 goes offbefore the associated button 411 has been depressed by the player (or the wrong button is depressed), the chip 428 turns on the motor 417. This operates the pump 416 to discharge liquid from the nozzle 412. As emphasized above, since the player must align her eyes with the channels 408 to effectively observed the condition (on or off) of the LEDS 410, the face of the player will necessarily be positioned in front of the nozzle 412 to so as to receive a spray from the nozzle when the player fails to depress the right button 411 in time or depresses the wrong button. In the illustrated apparatus 400, the chip 428 automatically shuts off the spray after a brief period. This arrangement is preferred to a manual stop or off switch as it avoids spraying excess liquid into the surrounding environment.

Alternatively, instead of responding to a single lit LED, the game may be arranged so that the player responds to a series or sequence of lit LEDS, attempting to press buttons corresponding to the sequence.

A player turn may end after a predetermined time period or number of lit LEDS.

A new player turn may then be commenced.

Figure 15 shows the placement of the components in the illustrated housing 402.

The pump 416 is in the lower end of the housing 402. The first conduit 418 extends down to the pump 416 from the tank 420 that is formed in the upper portion of the housing 402. The second conduit 414 extends from the pump 416 up to the nozzle 412, which is at the upper end of the housing at the housing front face 404. Three cylinders that each provide one of the channels 408 are supported with their entrances 409 at the housing front face 404. The entrances 409 are located a short distance below the nozzle 412. At the rear end of each channel 408 one of the LEDS 410 is supported. (See Figures 15 and 16). The batteries 430 are supported in the compartment that extends across the rear of the housing. The compartment has the openable cover 431. The on/off

switch 433 is at the side of the housing 402, as is a set of speaker openings 435 to facilitate emission of sound from the speaker 434.

Figure 17 is a flow chart showing in detail the steps in the operation of game 400.

Figure 21 illustrates an alternative visually observable display 410a in the form of an LCD screen capable of displaying various different images such as the numerals 1, 2 and 3. Using this display 410a, the player could be required to press buttons designated 1,2, or 3 in response to the numeral observed on the display.

Figure 18 schematically illustrates portions of an alternative embodiment of game apparatus 500 which operates on a random or apparently random basis, but utilizes game action undertaken by the player or players to determine when the spray nozzle 512 will be actuated. Such game apparatus 500 is similar to game apparatus 400 but it has only a single channel, LED and button combination. Further, the time of actuation of the spray nozzle 512 is made additionally dependent upon a predetermined physical game action such as the total number of times the player has depressed the response button 511. Thus, for each player turn, the chip 528 would establish, on a random or apparently random basis, a different total number of depressions that would actuate the spray. The player would be sprayed and lose points for failing to correctly respond as by pushing the correct button in time, and would also be sprayed when the predetermined total number of button depressions was reached. The player is not told the predetermined number of button depressions, and so she would have to guess when to stop with her accumulate points rather than continue and take the risk of being spray and losing points.

As noted above, the game apparatus 500 as shown in Figures 16 and 18 has only the single channel 508 with the single associated response button 511. To ensure generally continuous observation by the player, the intervals between displays 510 being on may be varied (randomly or apparently randomly). Thus, the player could not effectively anticipate and simply press the button 511 at regular intervals. Along the same lines, the duration of time that displays are on could also be varied and the player required to keep the button pressed until immediately after a display goes off.

Figure 19 is a flow chart showing in detail the steps in the operation of the game apparatus 500.

The game apparatus 500 may be further modified as shown by the flow chart of Figure 20. In this further modified game apparatus 600, for each player turn, a total time is established by the chip on a random or apparently random basis. This total time is unknown to the player. The play of the game continues as with game apparatus 500. The player can stop whenever she chooses. The longer the play continues, the more points the player can accumulate, but the greater the risk that the total time set for that turn will expire and she will be sprayed and lose her points.

As used in this patent application, the terms"operation"and"movement"as applied to a game response element or part includes non-operation or non-movement as well. For example, a player's failure to push a response button before the associated display goes out would be the requisite"operation"or"movement"that causes or provides a discharge.

Figures 22 through 24 illustrate another game apparatus 700 which embodies a presently preferred form of the invention. Game apparatus 700 includes a housing 702 that has a front wall or face 704. Front wall 704 has a plurality of openings or entrances 709 that extend through the wall. A plurality of visually observable displays in the form of discrete objects 710 are disposed a substantial distance from the rear side of the front wall 704. An elongated capturing or manipulating tool or rod 740 is used by the player to extend through one of the entrance openings 709 to engage and pick up one of the display objects 710. The illustrated rod 740 has a first connection means 742 at its outer end for releasibly connecting to second connecting means 713 on the object. Because of the substantial distance between the opening and the object, the player cannot position herself off to the side and still see the object and the rod end sufficiently to engage the connecting means 713,742 to connect the rod to the object. Rather, to have adequate visibility to so engage the rod with the object, the player must position her head so that her line of sight is through the opening and aligned with the object to be captured. This positions the player's head in the desired player area. A liquid discharge nozzle 712 is mounted on the housing 702 to direct a liquid discharge at that player area.

To ensure sufficient minimum distance between objects 710 and openings 709 that will require the player to position her head in the player area, a short upright transversely extending wall or barrier 715 may be provided across the forward portion of the housing

bottom wall 701. This barrier 715 maintains the objects a minimum distance from the closest opening. A minimum distance of about 1. 5"provides the desired results.

The rod 740 may be metal so as to provide or act as a first electrical contact. The entrance openings 709 may have edges that are at least in part metal to provide or act as a second electrical contact. The rod 740 and the opening edges may be connected to suitable electrical wiring that lead to and form an electrical circuit with a set of dry cell batteries 730 and a pump motor 717. Whenever the metal rod 740 engages a metal contact edge portion of an entrance opening 709, the circuit is completed and the motor 717 is energized to power a pump 716 to discharge a liquid discharge from the nozzle 712 toward the player area.

In the play with apparatus 700, the player aligns her sight with one of the entrance openings 709 and one of the display objects 710. She then inserts the capture rod 740 through that opening 709 and toward that object 710. She attempts to engage the connection means on the rod with the connection means on one of the objects and then to with draw the object that through that opening. If at any time the metal rod 740 engages a contact portion of the opening edge 707, the circuit will be completed and the player will receive a liquid discharge from the nozzle 712.

More particularly, the illustrated game housing 702 has a bottom wall 701, a rear wall 703, the front wall or face 704, and a curved intermediate wall 705 which provides a top and sides to the housing. The rear wall 703 is generally upright, while the front wall or face 704 is tilted or incline back from the vertical about 30 degrees. Rear compartments are attached to the rear wall 703 to provide a closed water tank section 720 and an area for the motor 717, pump 716 and batteries 730. The illustrated front wall 704 is made of electrically conductive material such as sheet metal.

The illustrated entrance openings 709 in the front wall 704 have various different shapes, as do the illustrated objects 710. Two of the objects 710 are illustrated in Fig. 26.

It is only necessary that, for each object 710, there is at least one opening 709 that is sized and shaped to allow passage of that object through the opening. Alternatively, all of the objects 710 may have the same single size and shape, for simplicity and low cost.

Similarly, all of the openings 709 could be the same single size and shape.

The illustrated display objects 710 are shown randomly dispose on the housing bottom wall 701. Such randomness may be achieved by placing all of the objects within the housing and shaking the housing. It would also be possible to eliminate the bottom wall 701 and allow the objects to the randomly dispose on a supporting surface such as a table or the floor. Each of the display objects 710 is provided with a first connection means such as an eyelet 713 for connecting to the rod 740.

The illustrated capture or pick-up rod 740 has a curved or hook portion 742 at its outer end that provides a second connection means for engaging and releasibly connecting to one of the objects 710 and lifting that object through a suitable opening 709. The metal rod 740 has an insulated hand grip 744 adjacent its other end. An electrical wire 746 is connected to that rod other end and to an electrical contact 747 that engages the batteries 730 (Fig 24). A second electrical contact 748 to the batteries is connected by a suitable electrical wire 752 to the motor 717 that drives the pump 716. A further electrical wire 754 goes from the motor 717 to an off/on switch 733. Another electrical wire 756 then connects the switch 733 to the sheet metal front wall 704. The wall 704 has the openings 709. The edges of the openings 709 provide the electrical contact edge portions described above. Each illustrated opening 709 provides a continuous electrical contact edge portion that extends completely around that opening. Alternatively the electrical contact portions could be limited to only certain portions of the opening edge (not shown).

Whenever a player, while trying to capture and extract an object 710, allows the metal rod 740 to engage any portion of the electrical contact edge of an opening 709, the electrical circuit is completed and the motor 717 is energized to operate the pump 716 to cause a liquid discharge from the nozzle 712 toward the player head position at the player area.

In this connection, the pump 716 is connected to the nozzle by a conduit 714. The pump 716 is also connected to a tank section 720 by a conduit 718. The tank section 720 may have a suitable filling entrance (not shown).

The remainder of the housing 702 (other than the front wall 704) may be constructed of any suitable material such as molded plastic. It is desirable that the front wall 704 be opaque (or at least translucent) to require the player to look through an opening 709 to observe and monitor the engagement of the rod hook 742 with an eyelet

713 of a selected object 710. To allow the player to observe the interior of the housing, it is desirable that at least some of the remaining top side and/or rear walls be transparent or translucent so that light is admitted to that interior. Alternatively an interior light could provided (not shown). The front wall 704 may be detachable or openable to provide access to the interior of the housing 702.

Referring to Figure 24, as soon as an electrical contact between the rod 740 and the opening edge 707 is ended, the circuit is broken and the pump 717 will immediately cease to deliver a liquid discharge.

Figure 25 illustrates an alternative game apparatus 800 which is generally like apparatus 700. Comparable parts are in the 800 series instead of the 700 series.

However, in game apparatus 800 the discharge continues until the player pushes a stop button 860. In this connection, apparatus 800 includes an SCR 862 and the stop button 860 in such an arrangement that whenever the circuit is completed, even momentarily, by engagement of the contacts 840,809, the SCR will remain closed to maintain the completed circuit so that there is continued power to the motor 817. This in turn operates the pump 816 to cause the discharge from the nozzle 812 to continue. The player must press the stop button 860 to open the SCR and end power to the motor, which stops the liquid discharge. Alternatively, the SCR could be replaced with a time-delay circuit (not shown) so that the circuit to the motor would be broken only after a predetermined time delay (such as 0.5 second) after engagement has ended between the contacts 840,809.

In another variation of the game, the tool 704 could be used to manipulate game objects inside the housing as, for example, by turning over or reorienting objects in accordance with game dictates or objectives. Figure 27 shows an elongated object 770 that has an eyelet 771 at one end and a flat base 772 at the other end. The tool 740 could be extending through a contact opening and used to engage the eyelets 771 of the objects 770 and stand them upright without the tool engaging the opening electrical contact edges. Similarly, the objects could be stacked or separated into designated groups.

Various modifications and changes may be made in the illustrated without departing from the spirit and scope of the present invention as set forth in the following claims.