Abstract: An electronic puzzle game for one or more players that combines skill and chance. The device includes a memory for storing codes corresponding to a plurality of sets of alphanumeric symbols, each set comprising a puzzle. A display is provided for visibly indicating a selected puzzle to the user(s), and a keypad permits a user to select a game, a topic within that game, and a category within the topic. Further, the keypad permits a user to ascertain a correct solution to the selected puzzle category. While skill is of value in playing a game with the device, a timer generates a signal at random times that calls an end to a game, the particular user of the device at this time being declared a loser. In the preferred embodiment, there is a second timer to establish a time duration for providing an answer by the user. Although significant memory exists within the device, additional or replacement memory can be plugged into the device.
Abstract: An electronic puzzle game device for players/students. The device includes a memory for storing code corresponding to a plurality of sets of alpha-numeric symbols, each set comprising a puzzle. A display is provided for visibly indicating a selected puzzle. In the preferred embodiment, a player can vary the degree of difficulty of the displayed puzzle which generally includes a topic together with a selected number of letter cues. A player or student will preferably list words which start with the randomly selected letter cues and correspond to the displayed topic. A timer serves to determine the length of the time period a player has to solve the puzzle. In one embodiment, audible signals, including the counting down of the timer and the ending of the timer cycle are provided.
Type:
Grant
Filed:
January 23, 1989
Date of Patent:
October 9, 1990
Assignee:
Tutor Toys, Inc.
Inventors:
Barbara J. Thompson, Russell D. Bingham, William Holmes, Jr.
Abstract: An electronic learning device (10) for teaching how to handle money is provided. A student provides input to the device, in a preferred embodiment, by a plurality of keys (40) which select the learning activity and its difficulty level. In certain activities, the device (10) requests (visually and/or auditorily) the student to engage in randomly selected currency identification/manipulation problems. The student's response is compared with the correct response, and the information concerning the appropriateness of the response is provided to the student. In the case of erroneous response, the correct response can be presented to the student both arally and visually. A speech synthesizer (28) (and/or visual display)) (20) serve to generate a reguest to the student concerning the student's response.