HANDHELD ELECTRONIC BUBBLE GAME

A handheld electronic game includes a housing assembly; resilient domes protruding from the housing assembly; and a programmable, interactive system and at least one light emitting diode mounted within the housing, electrically connected to the programmable, interactive system. The housing assembly has a front housing portion and a rear housing portion. Each of the domes has a first surface and a second surface. The domes can transition from a first position where the first surface is convex to a second position where the second surface is convex. The programmable, interactive system includes a microprocessor and a sensor. The sensor is electrically connected to the microprocessor and senses when one or more of the domes transitions from the first position to the second position or from the second position to the first position. The domes can be returned to their first position with a reset mechanism or manually.

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Description
CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of priority of U.S. provisional application No. 63/369,700, filed Jul. 28, 2022, the contents of which are herein incorporated by reference.

BACKGROUND OF THE INVENTION

The present invention relates to games and, more particularly, to a handheld electronic bubble game.

People appear to have been involved in the playing of games since the beginning of recorded history. The almost universal interest in games seems to be due to the excitement engendered by competition and chance. Competitive games are probably more exciting, other factors being equal; but they normally require that several persons be involved in each such game. Many competitive games are complex and require many players, large fields, and a substantial amount of equipment.

Recently, various improvements in electronic circuitry have allowed the reduction in size and cost of data processing circuitry. Handheld electronic games enable a player to compete with criteria set by the game software. Even so, a novel game has a distinct attractiveness to a player.

As can be seen, there is a need for a novel, simple, handheld electronic game.

SUMMARY OF THE INVENTION

In one aspect of the present invention, a handheld electronic game includes a housing assembly having a front housing portion and a rear housing portion; resilient domes protruding from the housing assembly, each of the resilient domes having a first surface and a second surface transitionable from a first position wherein the first surface is a convex surface of the dome to a second position wherein the second surface is the convex surface of the dome; a programmable, interactive system including a microprocessor and a sensor mounted within the housing, wherein the sensor is electrically connected to the microprocessor and is operative to sense when one or more of the elastomeric domes transitions from the first position to the second position or from the second position to the first position; and at least one light emitting diode mounted within the housing, electrically connected to the programmable, interactive system.

In another aspect of the present invention,

These and other features, aspects and advantages of the present invention will become better understood with reference to the following drawings, description, and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a handheld electronic bubble game according to a first embodiment of the present invention;

FIG. 2 is a front elevation view thereof;

FIG. 3 is a rear elevation view thereof;

FIG. 4 is a left side elevation view thereof, the right side elevation view being a mirror image thereof;

FIG. 5 is a top plan view thereof;

FIG. 6 is another top plan view thereof, illustrating movement of a rear button into a depressed position;

FIG. 7 is a sectional view thereof, with the rear button shown in a resting position;

FIG. 8 is another sectional view thereof, with the rear button shown in a depressed position;

FIG. 9 is another perspective view thereof, shown with a bubble dome shown in a depressed position;

FIG. 10 is another perspective view thereof, with an enlarged region illustrating movement of the bubble dome into the depressed position;

FIG. 11 is a flow chart of a method of playing the game of FIG. 1 according to a second embodiment of the present invention;

FIG. 12 is a perspective view of a handheld electronic bubble game according to a third embodiment of the present invention;

FIG. 13 is a front elevation view thereof;

FIG. 14 is a rear elevation view thereof;

FIG. 15 is a left side elevation view thereof, the right side elevation view being a mirror image thereof;

FIG. 16 is a top plan view thereof;

FIG. 17 is another top plan view thereof, illustrating movement of the rear button into a depressed position;

FIG. 18 is a sectional view thereof;

FIG. 19 is another perspective view thereof, shown with a bubble down in a depressed position;

FIG. 20 is another perspective view thereof, with an enlarged region illustrating movement of the bubble dome into the depressed position;

FIG. 21 is a flow chart illustrating a method of playing the of FIG. 12 according to a fourth embodiment of the present invention;

FIG. 22 is a perspective view of a handheld electronic bubble game according to a fifth embodiment of the present invention;

FIG. 23 is a front elevation view thereof;

FIG. 24 is a rear elevation view thereof;

FIG. 25 is a left side elevation view thereof, with the right side elevation view being a mirror image thereof;

FIG. 26 is a top plan view thereof;

FIG. 27 is a sectional view thereof;

FIG. 28 is another perspective view thereof, shown with a bubble in a depressed position;

FIG. 29 is another perspective view thereof, with an enlarged region illustrating movement of the bubble dome into the depressed position;

FIG. 30 is a flowchart of a method of playing the game of FIG. 22 according to a sixth embodiment of the present invention;

FIG. 31 is a schematic view of a printed circuit board within the handheld electronic bubble game of FIG. 1; and

FIG. 32 is an enlarged detail wireframe view of the device of FIG. 23.

DETAILED DESCRIPTION OF THE INVENTION

The following detailed description is of the best currently contemplated modes of carrying out exemplary embodiments of the invention. The description is not to be taken in a limiting sense but is made merely for the purpose of illustrating the general principles of the invention, since the scope of the invention is best defined by the appended claims.

Broadly, one embodiment of the present invention is a handheld electronic game having a sheet of “bubbles”, i.e., convex domes, protruding from a housing. The bubbles may be “popped” by pressing down on them, which inverts them to concave.

The number of bubbles is not particularly limited and may be, for example, about 5 to about 10 bubbles.

In some embodiments, a light emitting diode (LED) and a touch or pressure sensitive input component are located directly under each of the bubbles, such that the bubbles are individually illuminated when the corresponding LED is activated. For example, in an embodiment having 10 bubbles, the game may also have 10 LEDs and 10 input sensors. The sensors may include, but are not limited to, proximity sensors, including capacitive sensors, or any other type of sensor operative to sense when a bubble has been depressed.

As used herein, the terms “pop” or “popped” refer to depressing a convex dome to a concave condition. The terms “unpop” or “unpopped” refer to resetting a dome from concave to convex condition.

The game may have a programmable and interactive system for illuminating and extinguishing LEDs for individual bubbles, detecting when they are popped, and detecting when they are reset. The system may comprise electronics including components selected from but not limited to a microprocessor, batteries to power the device, a speaker to produce sound, and a printed circuit board assembly (PCBA). The PCBA may be electrically connected to, among other components, the LEDs and the touch sensitive (e.g., capacitive) inputs. The inputs may alternatively be mechanical switches, activated by the bubble. The microprocessor may illuminate a pattern or sequence of LEDs and may track the player's success in successfully popping the bubbles according to the pattern or sequence. The microprocessor may provide increasingly difficult games for the player, which may include increasing the number of bubbles that must be popped and/or decreasing a predetermined amount of time in which the game may be played.

When a bubble is popped, the input under the bubble may sense pressure from the user's finger and sends a signal to the microprocessor, so the microprocessor knows the bubble has been popped. The microprocessor may perform an action based on this input, such as turning the LEDs on or off and playing sounds.

The game may comprise a reset mechanism that allows a player to “reset” or unpop some or all the popped bubbles. For example, a plastic reset button may be pressed or squeezed to activate electronic switches on the PCBA. Those inputs send a signal to the microprocessor, letting it know the user has reset the bubbles. The bubbles are physically reset (pushed into their original convex state) by plastic pins, one for each bubble, that move through the PCBA and push the bubbles upward. Preferably, the reset button is large, having a size sufficient so that the player may easily reset the bubbles. The reset button may be positioned on the back of the unit, opposite the bubbles.

The game may be powered by rechargeable or disposable batteries, such as AA, AAA, and the like.

In some embodiments, the device may comprise a sheet of 26 bubbles, each corresponding to a letter of the alphabet. In these embodiments, the player may be guided to spell a word by popping a predetermined set of bubbles in a predetermined sequence.

A method of playing the game may include a player “popping” illuminated bubbles to turn off or extinguish lights and/or play sounds.

The materials of manufacture are not particularly limited. The game may have a plastic housing. The sheet of bubbles may be manufactured from rubber, silicone, or resilient plastic. The reset button may be a resilient plastic or rigid plastic.

The method of manufacture is not particularly limited. The housing may be molded and/or tooled, for example.

The components may be fastened together using any suitable attachment means, such as attachment hardware. A non-limiting example may include screws.

Referring to FIGS. 1 through 30, FIGS. 1-10 illustrate a first embodiment of a handheld electronic bubble game; FIGS. 12-20 illustrate a second embodiment of a handheld electronic bubble game; and FIGS. 22-29 illustrate a third embodiment of a handheld electronic bubble game. FIG. 11 shows a method of using the game of FIGS. 1-10. FIG. 21 shows a method of using the game of FIGS. 12-20. FIG. 30 shows a method of using the game of FIGS. 21-29.

As shown in FIG. 1, the game 10 has a housing assembly 12 comprising a front housing component 14 and a rear housing component 16, with apertures 18, 20, 22 formed in the front housing component 14, the rear housing component 16, and formed between upper edges of the front and rear housing components 14, 16. A unitary elastomeric panel 30, with a plurality of domes or bubbles 32 formed in rows therein, is mounted within the front housing component 14 aperture 18. A reset actuator or button 40 is slidably mounted within the rear housing component 16 aperture 20; see FIG. 6. A speaker 50 is mounted in the aperture 22 formed between the front and rear housing components 14, 16. In the illustrated embodiment, a dome 32 in the top row may be depressed or “popped” to select a predetermined game algorithm (see FIGS. 9 and 10) and a dome 32 in the bottom row may be depressed to select the volume setting of the speaker 50, as indicated by indicia displayed on the front housing component 14.

As shown in FIG. 3, the rear housing component 16 is fastened to the front housing component 14 with screws 24. The button 40 also serves as a battery compartment (not shown) having a cover 42, secured with a screw 44.

Turning to FIG. 7, a microprocessor printed circuit board 34 mounted within the housing assembly 12 behind the unitary elastomeric panel 30 has apertures 35 configured to accommodate rods or posts 46 extending from an interior of the button 40, perpendicular to the plane formed by the battery compartment cover 42, with one of the rods 46 aligned behind each bubble 32. The printed circuit board 34 generally detects when a bubble 32 has been depressed with a capacitive sensor antenna 37 and has light emitting diodes 39 aligned with each of the bubbles 32, which are activated when the bubble is depressed. (See FIG. 31.) The printed circuit board 34 may also detect when the button 40 is depressed to reset the bubbles 32 and the gameplay. As shown in FIG. 8, when the button 40 is depressed, the rods 46 slidably pass through the printed circuit board 34, pressing an interior of the bubbles 32, resetting any depressed bubbles 32. The printed circuit board 34 is electronically connected with the battery compartment in the button 40 and is electronically connected to the speaker 50.

The game 10 may be used as shown in the flowchart in FIG. 11. The user may press one of three bubbles in the top row to select a game and may depress or squeeze the button 40 to start the game. Software on the microprocessor starts the game, sets a timer for the allowed time limit, turns on a certain number of LEDs and waits for user input. The user attempts to press bubbles to reconstruct the pattern of illuminated LEDs displayed at each level. If user pops the illuminated (LED on) bubbles within the time allowed, the level of play is complete, and the user may squeeze the reset button to reset the bubbles and continue to the next level of the game. If the user fails to reproduce the sequence displayed within the allotted time, the game ends, and the microprocessor displays the user's score, using a pattern and sequence of LEDs turning on/off. The printed circuit board 34 may be configured to enter a “sleep” mode when the game has been inactive for a predetermined period.

As seen in FIG. 12, a second embodiment of the game 110 according to an embodiment of the present invention has a substantially circular housing assembly 112 comprising a front housing component 114 coupled to a rear housing component 116, forming a handle 60 on its perimeter. An elastomeric panel 130 mounted within an aperture in the front housing component 114 has bubbles 32 arranged in a square configuration with an additional bubble 32 in the center.

FIG. 14 illustrates the rear housing component 116 with a button 140 slidably mounted in an aperture therethrough; see FIG. 15. The rear housing component 116 is fastened to the front housing component 114 with screws 24. The button 140 has a battery compartment formed therein, with a cover 142 fastened in place with a screw 44.

As shown in FIG. 18, a printed circuit board/processor 134 is mounted within the housing behind the bubbles 32. A speaker is mounted within the housing, offset from the button 140. The button 140 has a rod 146 aligned with each bubble 32. The printed circuit board 146 has apertures formed therethrough, operative to slidably accommodate the rods 146, which may be used to reset “popped” bubbles 32. The printed circuit board 146 operates LEDs (not shown) aligned behind each bubble 32. Volume may be controlled by a bubble 32 indicated by indicia on the panel 130, while another bubble 32 may be used to obtain the current high score.

The method of operation, illustrated in FIG. 21, is comparable to the method of operating the first embodiment of the game.

In some embodiments, the LEDs may emit multiple colors in a pattern. The printed circuit board 134 may be configured to operate multiple games, such as a game that illuminates a predetermined pattern of colors which may be randomly reset from use to use and monitors whether the user depresses the bubbles 32 associated with colors predetermined to be correct in the predetermined pattern, while avoiding bubbles associated with colors predetermined to be incorrect, such as red.

FIG. 22 illustrates an electronic handheld bubble game 210 according to another embodiment of the present invention. The game 210 comprises a housing assembly 212 having a lobed circumference, including a front housing component 214 and a rear housing component 216, fastened together with screws 24 (see FIG. 24). The housing components 214, 216 have colocated apertures 218, 220 formed therethrough spaced around the perimeter of the housing 212, with an individual resilient dome or bubble 232 mounted in each aperture. Each bubble 232 has a first marking disposed on a first surface and a second marking disposed on a second surface opposite the first surface. In the illustrated example, which is not intended to limit the invention, the first marking on each bubble 232 is a number, each number being distinct from the others, and the second marking is an animal icon, each animal icon being distinct from the others. A control panel 215 is displayed on the front housing component 214, housing switches 217 enabling the user to select operational features of the game 210, a speaker 250, and a centrally positioned LED (not shown) visible through a window 219. While the invention is not limited thereto, the LED housed within the illustrated housing assembly 212 is visible from both the front and the rear of the device 210 and may emit multiple colors of illumination in predetermined or random patterns.

As shown in FIG. 24, a battery compartment 221 is formed in the rear housing component 216, with a battery compartment lid 242 fastened thereon with a screw 44. Each bubble 232 has a protrusion 233 on its second surface aligned with a notch in the housing (not shown), activating a sensor 231 (see FIG. 32) when the bubble is depressed.

The housing assembly 212 houses a microprocessor having a printed circuit board 234 electronically connected to the sensors (not shown), the LED (not shown), the speaker 250, and the battery compartment 221.

The game 210 may be operated as described in FIG. 30. The user slides switches to select game features and depresses a bubble to start the game. The user may continue to pop bubbles to activate other sounds (e.g., “ONE!”) associated with the first surface of each of the bubbles. The game 210 detects if it is inverted and the microprocessor emits a sound and illuminates the LED. As the user depresses bubbles, the microprocessor emits a sound (e.g., “ROAR!”) associated with the second surface of the bubble and illuminates the LED.

As shown in FIG. 31, the printed circuit board 34 of FIGS. 7 and 8 has a height 301 and a width 302, with rows of holes 35 spaced center-to-center by a first distance 303, while individual holes 35 in each row are spaced center-to-center by a second distance 304. Each hole 35 is encircled with a capacitive sensor antenna 37, which senses when an immediately adjacent bubble 32 is “popped”. Adjacent to each hole is a light-emitting diode (LED), which is selectively illuminated by the microprocessor.

FIG. 32 illustrates the location of a sensor 231 of FIG. 23, adjacent to a flange or protrusion 233 extending from the bubble 232.

It should be understood, of course, that the foregoing relates to exemplary embodiments of the invention and that modifications may be made without departing from the spirit and scope of the invention as set forth in the following claims.

Claims

1. A handheld electronic game comprising:

a housing assembly having a front housing portion and a rear housing portion;
resilient domes protruding from the housing assembly, each of the resilient domes having a first surface and a second surface transitionable from a first position wherein the first surface is a convex surface of the resilient dome to a second position wherein the second surface is the convex surface of the resilient dome;
a programmable, interactive system including a microprocessor and a sensor mounted within the housing assembly, wherein the sensor is electrically connected to the microprocessor and is operative to sense when one or more of the elastomeric domes transitions from the first position to the second position or from the second position to the first position; and
at least one light emitting diode mounted within the housing, electrically connected to the programmable, interactive system.

2. The handheld electronic game of claim 1, wherein the programmable, interactive system further comprises electronic components, electrically connected to the microprocessor, selected from the group consisting of a battery compartment, batteries, a speaker, a printed circuit board assembly, and any combination thereof.

3. The handheld electronic game of claim 1, wherein the resilient domes are integrally formed in an elastomeric panel mounted within an aperture in the front housing portion.

4. The handheld electronic game of claim 1, wherein the light emitting diode is one of a plurality of light emitting diodes located directly behind each of the resilient domes that are each operative to individually illuminate the respective one of the resilient domes.

5. The handheld electronic game of claim 1, wherein the sensor is one of a plurality of proximity sensors located proximal to each of the resilient domes, such that the sensor is directly behind one of the resilient domes or is adjacent to a perimeter of the one of the resilient domes.

6. The handheld electronic game of claim 1, wherein the microprocessor is operative to track a player's success in transitioning the first position to the second position of a series of the resilient domes according to a predetermined sequential pattern.

7. The handheld electronic game of claim 1, wherein each of the resilient domes has indicia for a discrete letter of the English alphabet.

8. The handheld electronic game of claim 1, wherein an aperture is formed between edges of the front and rear housing portions that accommodates a speaker; and wherein the speaker electrically communicates with the microprocessor.

9. The handheld electronic game of claim 1, wherein the programmable, interactive system activates the light emitting diode when any of the resilient domes transitions from the first position to the second position.

10. The handheld electronic game of claim 1, wherein the housing assembly further comprises a handle, a front portion of which is integrally formed in the front housing portion, and a rear portion of which is integrally formed in the rear housing portion.

11. The handheld electronic game of claim 1, wherein the light emitting diode is operative to emit multiple colors in a pattern determined by the programmable, interactive system.

12. The handheld electronic game of claim 1, wherein the housing assembly has a lobed circumference, with an aperture formed through each lobe to form a circular frame; and one of the resilient domes is mounted in each aperture; and wherein each of the resilient domes has discrete indicia on each of the first surface and the second surface.

13. The handheld electronic game of claim 1, wherein a control panel is formed in the front housing portion, having game operation switches laterally slidable therein, wherein the game operation switches electronically communicate with the microprocessor.

14. The handheld electronic game of claim 1, wherein the front housing portion and the rear housing portion have a centrally located window with the light emitting diode mounted therebetween.

15. The handheld electronic game of claim 1, wherein each of the resilient domes has a protrusion extending from its second surface operative to activate the sensor when the respective resilient dome transitions from the first position to the second position or from the second position to the first position.

16. The handheld electronic game of claim 1, further comprising an orientation sensor mounted within the housing assembly operative to detect inversion of the housing assembly and electrically connected to the microprocessor.

17. The handheld electronic game of claim 1, further comprising a spring biased reset mechanism having integrally formed pins slidably mounted within an aperture in the rear housing portion and slidably accommodated by an element of the programmable, interactive system, wherein the spring biased reset mechanism is operative to urge the resilient domes into the first position when the spring biased reset mechanism is urged into the housing assembly, and wherein the first position is a default position in which the resilient domes protrude convexly from the housing assembly.

18. The handheld electronic game of claim 17, wherein programmable, interactive system further comprises electronic switches operative to send a signal to the microprocessor indicating reset of the resilient domes to the first position upon activation by the spring biased reset mechanism.

19. The handheld electronic game of claim 17, wherein the spring biased reset mechanism has a battery compartment formed therein with a cover screwably secured to the spring biased reset mechanism; and where the battery compartment electrically communicates with the programmable, interactive system.

Patent History
Publication number: 20240033612
Type: Application
Filed: Jul 28, 2023
Publication Date: Feb 1, 2024
Inventors: Dan Klitsner (Larkspur, CA), Gary Levenberg (San Francisco, CA), Brian Clemens (Solana Beach, CA)
Application Number: 18/361,739
Classifications
International Classification: A63F 9/24 (20060101); A63F 9/00 (20060101);