US2009318206A1PendingUtilityA1

Two-player game of skill where each player tries to be the first to press following a visual signal

Assignee: WARDLOW WILLIAM GLENNPriority: Jun 23, 2008Filed: Jun 15, 2009Published: Dec 24, 2009
Est. expiryJun 23, 2028(~1.9 yrs left)· nominal 20-yr term from priority
A63F 2009/2489A63F 2009/2452A63F 2009/2454A63F 9/24A63F 2009/2451A63F 2009/2408
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Claims

Abstract

A two-player game where each player tries to be the first to press an actuator following a visual signal which randomly appears for a random amount of time, and the player who is the first to press while the visual signal is visible scores a point, and the first player to reach a predetermined number of points wins the game, and said game also awards a point to the opposite player when one player presses at a time when the visual signal is not visible.

Claims

exact text as granted — not AI-modified
1 . Process
 A two-Player game comprising the steps of:   a. resetting the Indicator(s) and obtaining a random value for a Timer which controls the length of time the Indicator(s) are in the “reset” state.   b. determining whether or not a Player is Pressing his or her Actuator, and if so, awarding the opposing Player a point by recording same in Memory. then advancing to step (c) If not, advancing to step (d).   c. after a point is scored, comparing the scoring Player's cumulative score stored in Memory with a predetermined number of points necessary to win. If the scoring Player has not reached the predetermined number of points necessary to win, Indicating a point scored and looping back to step (a). If the scoring Player has reached the predetermined number of points necessary to win, Indicating that the scoring Player has won and ending the game.   d. decrementing the Timer and checking whether it has expired. If not, looping back to step (b). If so, advancing to step (e).   e. randomly changing the state of the Indicator(s) to Indicate either “Press” or “don't Press” and obtaining a random value for a Timer which controls the length of time the Indicator(s) are in this state.   f. determining whether or not a Player is Pressing his or her Actuator, and if so, determining whether the Indicator(s) are in the “Press” or “don't Press” state and awarding a Point to the Player that pressed if the Indicator(s) are in the “Press” state, or to the Player that was not pressing if the Indicator(s) are in the “don't Press” state, by recording same in Memory, thereafter looping back to step (c). If not, advancing to step (g).   g. decrementing the Timer and checking whether it has expired. If not, looping back to step (f). If so, looping back to step (a).   
     Machine:
 A gaming device comprising two or more Actuators and a means of visually displaying at least seven different states using one or more Indicators. The necessary states are as follows: 
 1) Reset 
 2) Don't press 
 3) Press immediately 
 4) Player  1  scored a point 
 5) Player  2  scored a point 
 6) Player  1  wins 
 7) Player  2  wins 
 
     whereby said gaming device follows these steps:
 a. reset the Indicator(s) and obtain a random value for a Timer which controls the length of time the Indicator(s) are in the “reset” state. 
 b. determine whether or not a Player is Pressing his or her Actuator, and if so, award the opposing Player a point by recording same in Memory, then advance to step (c) If not, advance to step (d). 
 c. after a point is scored, compare the scoring Player's cumulative score stored in Memory with a predetermined number of points necessary to win. If the scoring Player has not reached the predetermined number of points necessary to win, Indicate a point scored and loop back to step (a). If the scoring Player has reached the predetermined number of points necessary to win, Indicate that the scoring Player has won and end the game. 
 d. decrement the Timer and check whether it has expired. If not, loop back to step (b). If so, advance to step (e). 
 e. randomly change the state of the Indicator(s) to Indicate either “Press” or “don't Press” and obtain a random value for a Timer which controls the length of time the Indicator(s) are in this state. 
 f. determine whether or not a Player is Pressing his or her Actuator, and if so, determine whether the Indicator(s) are in the “Press” or “don't Press” state and award a Point to the Player that pressed if the Indicator(s) are in the “Press” state, or to the Player that was not pressing if the Indicator(s) are in the “don't Press” state, by recording same in Memory, thereafter loop back to step (c). If not, advance to step (g). 
 g. decrement the Timer and check whether it has expired. If not, loop back to step (f). If so, loop back to step (a).

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