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Patent 1325478 Summary

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Claims and Abstract availability

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(12) Patent: (11) CA 1325478
(21) Application Number: 1325478
(54) English Title: AUDIO QUIZ GAME
(54) French Title: JEU-QUESTIONNAIRE AUDIO
Status: Expired and beyond the Period of Reversal
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 09/18 (2006.01)
  • A63F 03/00 (2006.01)
  • A63F 09/00 (2006.01)
  • A63F 09/24 (2006.01)
  • G09B 07/00 (2006.01)
(72) Inventors :
  • LEVINE, BARRY (United States of America)
(73) Owners :
  • RYKODISC
(71) Applicants :
  • RYKODISC (United States of America)
(74) Agent: NORTON ROSE FULBRIGHT CANADA LLP/S.E.N.C.R.L., S.R.L.
(74) Associate agent:
(45) Issued: 1993-12-21
(22) Filed Date: 1989-07-11
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
07/217,886 (United States of America) 1988-07-12

Abstracts

English Abstract


Abstract
An audio quiz game wherein a player attempts
to answer a preselected written question after
listening to a corresponding audio clip provided on
a compact disc. The audio clips are arranged on the
disc and the written questions and answers are
provided in a form which allows immediate and random
access thereto.


Claims

Note: Claims are shown in the official language in which they were submitted.


- 24 -
The embodiments of the invention in which an
exclusive property or privilege is claimed are defined
as follows:
1. A method of playing a game wherein a player
provides an answer to a selected question after
listening to a related audio clip, the method compris-
ing the steps of:
providing a source of questions and answers,
each question and answer being selectively accessible
and provided with a related track-identifying means,
and a separate digital storage device having tracks,
each track having a track-identifying means and
containing information which relates to a specific
question;
selecting and reviewing a question;
accessing a specified track on the digital
storage device having the track-identifying means
corresponding to that of the selected question;
reviewing an audio clip on the specified
track;
attempting to answer the selected question
in view of the information provided in the audio clip;
and
comparing the answer to a correct answer
provided in the source of questions and answers.
2. The method of claim 1 further comprising,
providing serially arranged questions relating to a
given track and serially accessing the related audio
clips on the specified track.
3. The method of claim 1 further comprising,
providing audio cues between each clip on the track and
pausing when a cue is heard in order to select the next
question.
4. The method of claim 1 further comprising,
providing a game board and playing pieces wherein a

- 25 -
playing piece is advanced on the board when a question
is correctly answered.
5. Apparatus for playing an audio quiz game
wherein a player provides an answer to a question after
listening to an audio clip, the apparatus comprising:
a set of randomly accessible questions and
answers, each question having a different track-
identifying means;
a digital storage device having a plurality
of tracks for storing digital information, each track
being identified by one of the track-identifying means
and containing at least one audio clip; and
means for locating within the digital
storage device the audio clip corresponding to the
track-identifying means;
wherein the game is played by selecting a
question, locating the audio clip having the corres-
ponding track-identifying means of the selected
question, answering the question as it relates to the
audio clip, and comparing the player's answer to the
correct answer contained in the set of questions and
answers.
6. The apparatus of claim 5, wherein a
plurality of clips are provided on a track so that one
or more clips can be serially accessed by accessing a
given track.
7. The apparatus of claim 6, wherein the
plurality of clips on a given track relate to the same
subject matter.
8. The apparatus of claim 5, wherein the
digital storage device is an optical disc.
9. Apparatus for playing an audio quiz game
wherein a player provides an answer to a question after
listening to an audio clip, the apparatus comprising:

- 26 -
means for randomly obtaining a specific
track identifier from a set of track identifiers;
a source of questions wherein there is at
least one question corresponding to every track
identifier in the set;
means for locating within the source of
questions the question corresponding to the specific
track identifier;
a digital storage device having a plurality
of tracks for storing digital information, each track
being identified by a different track identifier in the
set and containing at least one audio clip;
means for locating within the digital
storage device the audio clip corresponding to the
specific track identifier;
a source of answers, each answer corres-
ponding to a specific question and audio clip;
means for locating within the source of
answers the answer corresponding to the related
question;
wherein the game is played by randomly
obtaining a specific track identifier, locating the
question and audio clip corresponding to the specific
track identifier, answering the question as it relates
to the audio clip, and comparing the player's answer to
the correct answer contained in the source of answers.
10. The apparatus of claim 9, wherein each track
contains a plurality of different audio clips and all
of the clips on one track relate to the same subject
matter.
11. The apparatus of claim 9, wherein the
digital storage device is an optical disc.
12. The apparatus of claim 9, further comprising
means for recording which questions have already been
played.

- 27 -
13. The apparatus of claim 9, further comprising
a means for recording a player's score as he correctly
answers a question.
14. The apparatus of claim 9, wherein the set of
questions and answers is written.
15. Apparatus for playing an audio quiz game
wherein a player provides the answer to a preselected
question after listening to a preselected audio clip,
the apparatus comprising:
means for generating a number from a set of
numbers;
a digital storage device having a plurality
of tracks for storing digital information, which tracks
contain different audio clips separated by audio cues
and the audio clips are disposed at predetermined
locations which correspond to the numbers of the set,
wherein each audio clip may be selectively accessed and
played in conjunction with a preselected question; and
a source containing a plurality of written
questions and answers wherein at least one question and
answer relates to each said audio clip, means for
identifying the number of the audio clip to which a
given question and answer relates, and means for
selectively accessing the answer to one question at a
time.
16. The apparatus of claim 15, wherein the
digital storage device is an optical disc.
17. The apparatus of claim 15, wherein the clips
are disposed on predetermined tracks so that one or
more clips can be accessed by accessing a given track.
18. The apparatus of claim 15, wherein each
track contains a plurality of different audio clips and
all of the clips on one track relate to the same
subject matter.

- 28 -
19. The apparatus of claim 15, wherein the
source is a book comprising a plurality of sheets
forming pages of the book, a plurality of dividers
disposed between the pages, binding means for holding
together the pages and dividers of the book, tab means
extending from the dividers with identifying labels to
facilitate selection of an adjacent page, each page
comprising a plurality of segments wherein each segment
can be turned separately from the other segments on the
page, each segment containing a question on its front
surface and an answer on its back surface, wherein all
of the questions and answers on the segments of one
page relate to one clip, the tab means on the divider
adjacent the one page identifying the number of the
corresponding one clip, and each divider permitting the
segments of the adjacent page to be turned over as a
group while masking the adjacent surfaces of the
segments.
20. The apparatus of claim 15, further compris-
ing a game board having a track with a plurality of
spaces between a starting point and a finishing point
wherein a player advances a token along the track when
he correctly answers a question.

- 29 -
CLAIMS SUPPORTED BY THE SUPPLEMENTARY DISCLOSURE
21. The method of claim 1, further comprising
betting on whether a question will be correctly
answered before the attempted answer is given.

Description

Note: Descriptions are shown in the official language in which they were submitted.


:
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: AUDIO QUIZ ~AM~
Bac~qrou~d of the ~nvention
Thi~ invention relates to an audio ~UîZ
game, and more 6pecifically to a game which provides
a serie~ of written guestions which correspond to
different audio clips contained on a compaat disc.
One of the most popular games on the mar~et
today is ~he game "TriYial Pursuit."* In that game
the players move their playing pieces around a bo~rd
a~d kry ~o collect s~x different colored pie-~haped
~: 6egments by correctly answering questio~ in six
~ 10 difsrent subject matter areas. The guestions and
^` an~wers are provided on a plurality of cards, with
': six guestions, one from each ~f the subject matter
areas, and their answers o~ each card. Whe~ a
O player lands on an appropriate board space by roll
of the die, a card from the top of the deck i~ ~a~e~
and the player selects the subject matter of the
guestion to be answered ro~ that card. Thus, the
, - di~ferent directions on the different board spaces
and ~he randomness by which cards are drawn from th~
~tack, generate the random manner in ~hich the
.j. questions are asked.
'.- * A trade-mark oF Horn-Abbot,
~ Downsview, Ontario, Canada.
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In order to keep the game "fresh," a number
of different card stacks may be purchased wi~h ~:
gues~ions directed to different subject ma~ters
which are of interest to different target
audiences. However, a basic limitation of the game
is that the subject matter of the given question
must be presented as a prin~ed question on a card.
It would be desirable to provide a guiz
game wherein the ~uestions correspond to information
presented in a no~-print for~at.
Summary of the Invention
l It is an object of the present inventio~ to
.~ provide a guiz game wherein the players interact
with audio clips.
i 15 Another object is to provide such a game
r~ which provides a series of written guestions which
correspond to audio clips.
Yet another object i~ to provide such a
game where the questions and audio clips may ~e
randomly accessed and played.
~ A further object is to provide such a game
~?i: whersin the series of questions and correspondi~g
au~io clips are broken down i~to specific ~ubject
~-' areas.
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A still further object is to provide ~uch a
game wherein questions wit~ different levels of
difficu}ty are provided for each audio clip.
Another object is to provide a source of
written questions and answers wherein ~he answer to
a single ~uestion may be displayed without gaining
access to any other answers.
I The invention concerns an audio ~uiz game
wherein a player provides an answer to a preselected
question after listening to a preselected audio
clip. The game includes a digital storage device,
1 such as a compact disc, having a plurality of tracks
;~ for storing digital information. The tracks contain
different audio clips disposed at predetermined
locations and se~arated by audio cues, wherein each
~; clip may be selectively accessed and played in
conjunction with a preselected guestion.
' The game also includes a source of writt~n
`~ questions and answer~ which relate to the audio
r! 20 clip. In the preferred embodimen~, a.book of
question~ and answers is provided which includes
means for identifying the number of the audio cl p
to which a given question and answer relates, and
;.~ me~ns for selectively accessing the answer to one
guestion at a time.
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In a preferred embodiment the game further
' includes means for randomly selecting t:he next clip
! to be played, which may constitute a spinner or a
~l random shuffle feature of a ~ompa~t disc player. A
:$ $ game board is provided with spaces on which playing
i pieces are advanced. The questions may be classified
~ by number as to the degree of difficulty and a
.~ correct answer t~ a given question enables the
player to advance a number of spaces on the playing
.. 1 10 board equal to the number degree of difficulty.
'~ Other features include a matrix form for keeping
~ï track o~ questions previously asked in a game so
~hat no question is repeated. Wild cards for
introducting an additional element of chance into
the game. Additional features of more advanced CD
players may also be utilized to further enhance the
speed or diversity of the game. Still further, ~he
game may be provided with an additional visual
i aspect by also providing di~play information on the
: compact disc for viewing on a video display screen
and as a further alternative the written g~lestions,
~'~ answers, ~nd game board may be provided in compu~er
:' !
~^.. ' memory.
~ Brief Descri~tion of the Drawin~s
:- 25 ~ig. 1 is a top perspective view of a
mpact disc t9 be used in the game of thi6 _.
invention.
.
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Fig. 2 is a schematic representation of one
track from the compact disc.
Fig. 3 is a top plan view of a book
containing written questions and answers to be used in
the game of this invention.
Fig. 4 is a top plan view of a selected page
in the book which corresponds to Track 11, Clip A.
Fig. 5 is a top plan view of the selected
page of Fig. 4, but wherein segment 3 of the page has
10 been turned over.
Fig. 6 is a top plan view of the game board.
Fig. 7 is a top plan view of the playing
pieces.
Fig. 8 is a top plan view of the spinner.
Fig. 9 is a top plan view of the wild cards.
Fig. 10 is a top plan view of the level pad
for keeping a record of the questions previously asked.
Fig. 11 is a front perspective view of a
compact disc player and related amplifier and speakers.
' 20 Fig. 1~ is a front perspective view of a
computer terminal for use in an alternative version of
the game.
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Detailed Description of
the Preferred Embodiments :
The preferred embodiment of the invention
set forth in the drawings ~onstitutes an audio quiz
game wherein ~he players are asked guestions about
short audio clips randomly accessed and played on a
compact disc player. The game may be played ~y one
or more players who randomly access the guestions
provided by a source of written guestions and
answers.
The game includes an op~ical disc, su~h as
~ 10 compact disc 20, on which digital information i~i
i stored in a plurality of circumfere~tially arranged
~ tracks 36 (Fig. 1). For example, compact discs
I having 99 tracks and compact disc players (see Fig.
~ ll) for playing all tracks of Ciuch discs are widely
1 15 available on the marke~. ~
However, in the game of this invention, the
compact disc 20 contains a series of 6hort audio
clips specially arranged on the tracks ~o permit
random and immediate access ~hereto. In the
preferred embodiment each track 36 ha~ three or four
brief audio clips, ranging from one second to twenty
seconds. Thus, there are about ~Q0 sihor~ clips on
the disc . At the end of every clip, and at the end
and be~inning of every track, there i~ a~ audio ~one
or cue which, as described hereinaf~er, Eiigni~içs --
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tha~ the user should pause. Also, at the beginning
, of every clip there is a na~rrated voice which reads
an identifying clip letter number, e.g., ~'A" (then
the clip), tone; "8" (then the clip), tone; and so
on. Furthermore, at the end of each track a
narrated voice states "End of Track No. ," before
the last tone. Still further, all of the clips on a
given track relate to one subject matter, such ~hat
there are 99 subject matters on 99 different tracXs.
~/ 10 As shown schematically in ~ig. 2, track 21
I on disc 20 consists of four seguentially arranged
I audio clips 23, 25, 27, 29, iden~ified as Clips ~,
: B, C, and D, that are separated by audio cues 22,
24, 26, 28, 30. The narrated identification of the
clip letter is included a~ the beginning o each of
, the respective clips 23, 25, 27, 29 and the narrated
3 "End of Track ~o. ~ entifica~ion is included a~
:'l the end of clip 29.
' The subject areas for the various audio
; 20 clips may include, for e*ample, cartoo,ns and comi~ .
strips, classic flicks, comedians, speeches, land
; animals, birds, insects, musical in~trumen~s, and
3 radio programs. A further alternative is to provid~
a category of tongue twisters wherein the object is
` ~5 to repeat ~he tongue twister correctly.
The compact disc 20 is played on compact
d~sc player 50 which includes a front control p~nel -~
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51 with a slot 65 for inserting and rémoving disc 20
via open/close button 66 (Fig. 11). Panel 51
includes a "track skip forward" button 53 and a
"track skip reverse" button 52 for skipping
sequentially forward and backward between tracks. A
"search" button 56 is used in combination with a
numeric keyboard ~not shown), for skipping directly
to the track having the number entered on the
keyboard. A "play/pause" button 54 and a "stop"
button 55 are used for selectively playing, pausing
and stopping. A "Track N~./Index No." display 63 is .
provided which indicates the track number or, when ~ ~-
used, the index number. The other buttons 58-60 are
used for playing alterna~ive embodiments of the game
as described hereinafter. The player 50 co~tains a
laser beam head assembly for reading the ;nformation
on tracks 36 of disc 20 and the playsr is connected
to amplifier 70 and ~peakers 71 for converting this
~nformation into audîble form.
As shown in Figs. 3-5, a boo~,80 is
provided containing written guestions and the
correct answers. The book includes a front cover
sheet 81, a pl~rality of rectangular sheets of e~ual
~i~e cons~ituting pages 82, and a plurality of
Z5 rectangular sheet dividers 84 be~ore and after each
:- ~age wh;~h are of the same size as the pages 82, but
w~ïch have tabs 100 extending outwardly ~rom the --
righ~ marqin ~as viewed from the front). The pages
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82 and dividers 8~ are bound at their'lef~-hand
margin by metal spiral binding 83 which enables each
o the pages and dividers to be turned separately in
the book.
The tabs 100 provided on the right margin
of the dividers ~left margins as seen from the rear)
each identify one of ~he 99 tracks on the compact
disc 20 and the subject matter of that track. The
tabs facilitate quick access to selected pages in
the book, adjacent to the specific tab, which pages
bear the guestions relating to the track identified
on ~he tab. ~or example, as shown in Fig. 4, by
selecting the tab 102 for Track 11 the user gai~s
immediate access to the ~uestions and answers for
Track 11 which immediately follow the divider 101
with tab 102. Four pages, one or each of Clips A,
B, C, D, of Track 11, are provided directly behind
tab 102 in the letter order designated, with a
divider between each page.
One page 82 is provided for each clip on
disc 20 and contains five questions concerning that
clip. FurthPrmore, each of the questions are
provided on separate s~gments of the page. For
example, as shown in Fig. 4, page 85 has five
vertically-spaced segments 89, 90, 91, 9~, 93, each
containing a separate question identified by a level
nu~bfer as shown in column 98. All of the guestions -~
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relate to Track 11, Clip A, as designated by the
heading 88 on the top sesment ~9. The question
appears on the front side of the sesment and the
corresponding answer on the back side of the
s segment. Thus, for example, segment 91 has quiestion
96 on its front surface 94 and answer 97 on its back
sur4ace 95. The random accessibility to any
question, and limi~ed accessibil~ty to a single
answer as provided by book ~0, will be further
described hereinafter with regard to operation of
the game.
The other components of the game includ~
game board 130 (Fig. 6)~ playing pieces or tokens -
140 (Fig. 7), spinner 120 (Fig. 8), wild cards 170
: lS (Fig. 9), and lev~l pad 150 (Fig. 10). These ~-~
components will be described mor~ fully here;nafter
in regard ~o operation of ~he game.
Operation of the gam~ by teams A and B, for
example, will now be described.
Each team selects one of the,red, blue,
green or yellow playing pieces l~iO (Fig. 7). The
object of the game is to advance your team's playing
piece 140 around the seguential spaces 133 of spiral
track 132, on the top surface 131 of game board 130,
from the s~ar~ing space 134 to the finishing space
~- 135, by correctly answering a ~eries of questions
~lating to the audio clips on the compact disc.
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Assume team A has the f irst turn. Team ~
spins the needle }21 which rotates about pin 122 of
spinner 1~0 (Fig. 8). The needle will stop on one
of the pie-shaped segments 124 marked on the top
surface lZ3 of spinner 120. Each segment bears one
number 1~5 from the set of numbers 1-99, or a
question mark (7) 126. Each of the numbers 1~5
corresponds to one of the g9 track numbers on
compact disc 20. The question marks 126 correspond
to wild cards 170 shown in Fig. 9, and described
hereinafter.
For example, if team A spins to the segment
: bearing the number "11" on spinner 120, any one
play~r who has been designated the "CD jockey"
înserts compact disc 20 into slot 6S of compact disc
player 50 ~Fig. 11) and advances the player head to
Track No. ll by pushi~g dow~ ~he "~rack skip
forward" button S3. Alternatively, if the CD player
has a searching feature as shown schematically i~
~ig. 11 ~y "search" buttun 56, Track N,o. 11 can be
searched for directly (as opposed to sequentially),
by entering the track number in a numeric keyboard
provided with the CD player (not shown). Track No. ~ :
will appear in the "Track ~o./Tndex No." display
~creen 63 on the front panel 51 of CD player 50.
. A member of team B now turns to the s~ction
o~ book 80 relating to Track 11, which ~ollows the ~~
divider 101 with tab 102, labele~ "Track 11, Horror
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Movies." Thus, all of t~e four clips on Track ll
relate to horror movies. The first page following
the divider is page 85 identified by heading 88t and
bearing the five guestions for Track ll, Clip A.
There are five levels of questions for Clip A as
designated in the level column 98. Level 1 is the - -
easiest, and level 5 is the hardest. If the
question is answered correctly, the question level
equals the number o~ spaces moved by the player
(e.g., level l if answered correctly enti~les the
player to move one space). Suppose level 3 was
chosen by team A. The guestion for level 3 is asked
by team B: "Name the movie." The CD jockey ~hen
pushes the play/pause button 54 and plays Clip A ~f
l 15 Track ll on the CD player. At the beginning of Clip
i A a narrated voice identifies the clip as "A." A
short audio segment from a horror movie is then
1 played and when the audio cue at the e~d of Clip A
is heard, the CD jockey again hits the play/paus0
button 5~ to pause the player 50 at the end of Clip
A. Team A then attemp~s to ans~er the question
"Name the movie" as it relates to the audio clip
just heard. The correct answer is provided (to ~eam
i. B snly) by turning OVBr segment 91 in the book to
;l 25 reveal the answer on the bac~ surfa~e: "A. ~rank-
~:, enstein." ~ecause each of ~he segments on page 85
a~e separate, team B gains access only t~ the answer
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to the level 3 question, and not access ~o the
a~swers to th~ ~uestions for levels 1, 2, 4 and 5.
If team A has correctly answered the question, team
A advances its playing piece 140 three spaces on the
game board 130. The guestion played is recorded on
the level pad 150 as described hereinafter so tha~ a
question is only played once in each game. Team A
then continues onto the next clip, Clip B of Track
11, and as l~ng as team A continues to provide the
correct answer, it progresses serially through each
of ~he clips of Trac~ 1}. If all of the clips in
th~ tra~k are answered correctly, team A spins again
for another track. Team A continues until it does
no~ answer a question correetly. Because the clips
within one track ean be sPrially accessed by simp~y
pushing the "play/pause~' button 54, and because the
questions for all clips of a given track are
serially arranged in book 80, the speed of play is
increased.
Suppose team A has ~orrectly answered the
question for Clip ~, Track 11. Team 8 then turns
over divider 103 behind page 85, on which ea~h of
segments 89, 90, ~ and 93 i~ resting, ~o gai~
aocess to the following page for Clip B, Track 11.
By thus flipping divider 103, team B does not gain
açcess to any of the answers on segments 89, 90, 92,
9i; Team A then selects one sf the five levels for ~'
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Clip B, Track 11, team B reads the qu~stion, and the
disc jockey hits the "play/pause" button 54 and - .
plays clip B. At the end of the clip the CD jo~key
hi~s the ~'play/pause" bu~on 54 to pause at the end :
of clip B. Again, if team A answers correctly, it
moves its playing piece 140 the number o~ spaces
designated by the level of the question on the
playing board 130. Otherwise, team A loses its turn.
When a ~eam spins to a question mark (?)
sesment on spinner 120, it selects one of wild cards
1 170 provided in a stack of such cards. It then
follows the direction on th~ back side of the wild
' card. Good luck wild cards are provided, such as
! card 171 bearing the directions "Move ahead two
spaces!" Bad luck cards are also provided, such as
card 172 bearing the directio~s~"Lose your turn!"
Level pad 150, shown in Fig. 10, is
provided for making a record of the questions
previously played in a game so that no question is
asked twice in one game. Thus, af~er each attemp~
to answer a question, one player m~rks off with a
pencil or pen a space in pad 15Q relating to that
question. Pad 150 includes a left-hand column
dssignation 153 for each of tracks 1-99 and an upper
row designation 152 for each Gf ClipS A-F. The rows
~1 and the c~lumns provide a rectangular matrix and
sf w~thin each matrix position there are five ovals =-~
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'. corresponding t3 the five levels for ~ach clip o~i a
given track. Thus, following team A's first turn,
the oval marked "3" in column 11, clip A is checked
l o~f.
¦ 5 Alternative versions of the game ~ay be
obtained by utilizing additional features o~ higher-
priced compact disc players, such as indexing,
random shuffle, and programability.
As a first al~ernative, the use of one or
more program buttons 58 (shown schematically in Fig.
~, 11) may be used to selectively play a predetermined
,i sequence of tracks. The track seguence may be
programmed ahead of the game to speed up the pace of
~; the game and would eliminate the need for spinner
120.
As a second alternative, a random shuffle
feature provided by one or more buttons ~9 ~shown
schematically in Fig. 11~ creates a random sequence
of tracXs to be played. This would also eliminate
the need for sp;nner 120.
As a third alternative, an indexing fsature
- provided by one or more buttons 60 (shown
schematically in Fig. 11) enables specific clips
~.' w;thin a given track to be accessed immediately.
~~ 25 With this feature each clip is given an absolute
addr~ss, or index number, and by use of a numeric
, keyboard (not 6hown~ ~ specific Index No. (~lip) can ~'
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- 16 -
be immediately accessed. This also allows clip
repeatability, for example, if a player wishes to hear
a given audio clip repeated before providing an answer.
As a still further alternative, the game may
incorporate a video display along with the audio clips
(see, e.g., Fig. 12). Thus, the information stored on
the compact disc might include video as well as audio
information and by hooking the CD player up to a video
display screen, both the audio and video infoxmation
~o may be played simultaneously. For example, both video
and audio portions of a horror movie may be provided on
a specific clip.
A still further alternative is to provide
the questions and answers and the game board on a
display screen and store the same in computer memory.
Thus, for example, as shown in Fig. 12, a CD ROM drive
100 may be attached to a MacIntosh personal computer
101 wherein the drive accepts audio compact discs.
Alternatively, the drive 100 may be integral with the
20 computer terminal 101. The written questions and
answers and game board may he stored in the computer
101 and displayed on the computer screen 102 while the
audio clips on the disc are read by the computer and
sent to an amplifier 103 and speakers 104 for
broadcasting. -
Yet another alternative is to store the
audio clips on digital audio tape (DAT) and play the
same on a digital audio tape player. Generally, any
digital storage m~dium can be used on which short
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audio clips can be stored at predetermined locations
for selective acc~ss. Preferably, a given clip can
be accessed in no more than about 15-20 seconds,
~ . which corresponds ~v the time it takes ~o access the
s corresponding guestion in the book.
In yet another alternative embodiment, the
. game is adapted for use by blind persons wherein the
i question, audio clip, and answer are all provided on
the compact disc for audible playing. For example,
a given track number may con~ain an audio tone, a
narrated question, another audio tone, the audio
clip, another audio tone, a narrated answer, and
another audio tone.
I Although certain preferred embodiments of
i~ 15 this invention have hereinbefore been described, it -~:
will be appreciated that variations of this :~
invention will be perceived by those skilled in the
" art, which variations are nevertheless within ~he
scope of ~his invention as defined by the claims
appended hereto.
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- 18 -
SUPPLEMENTARY DISCLOSURE
In a second embodiment, instead of a book,
the questions, answers and related track numbers are
printed on playing cards. The cards are held in a card
holder which allows selective access to the cards.
ShufEling of the cards ensures random access to
specific tracks. A plurality of different card decks
are provided, one deck being used for each match, in
order to keep the playing "fresh". In addition,
10 challenges or bets can be placed on whether a team will
correctly answer a question which adds a further
element of chance and increases the amount of pOilltS
awarded for a correct answer. These and other aspects
of the game are more fully described hereinafter.
In the drawings
Fig. 13 is a top plan view of a game board
and playing pieces to be used in a second embodiment of
the game.
Fig. 14 is a top plan view of a playing card
20 with written questions and answers to be used in a
second embodiment of the game.
Fig. 15 is a front perspective view of a
card holder and deck of cards to ~e used in a second
~ embodiment of the game.
> In a second embodiment, illustrated by Figs.
13-15, the questions, answers and related track nos.
are provided on cards 200 (Fig. 14), instead of a book,
and shuffling the deck replaces use of the spinner.
The CD 20 of Figs. 1-2 and CD player 50 of Fig. 11 are
30 used, along with a game board 201 (Fig. 13) and card
holder 202 (Fig. 15). A description of the game
apparatus will be included with the following
description of how the game is played.
The object of th~ game is to be the first
team to reach the "Winner's Circle" 203, or to be the
first team to answer three questions in a row correctly
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-- 19 --
while in the "Home Stretch" 204, or to be ahead when
the cards run out.
The game pieces include: one CD 20; 300
double-sided cards 200, colour-coded for 24 separate
matches; card holder 202; and four scoring pegs 205.
The playing time i5 about 75 minutes to two
hours.
To set up the game, two players are selected
from any team for special roles--one person is the
10 scorekeeper and another is the CD jockey. The score-
keeper moves the scoring pegs and asks for any
challenges or bets before each question is read. Each
team selects a peg and places it at "Start".
The C~ jockey controls the CD player, and
presses "play", "pause" and "track select" buttons as
necessary.
The CD jockey loads the CD into the player,
presses "play" and, as soon as a tone is heard, presses
"pause".
Next, the scorekeeper selects a deck of
colour-coded cards--titled "game #l" along the top edge
of the colour band on the cards. There are 24 or 25
, cards for this and each successive match. The score-
keeper shuffles them once, and places them inside the
card holder 202, as shown in Fig. 15. The f-ip side of
these cards are colour-coded differently as the
questions/answers on that side are for another game.
When the game is over, the cards of this deck (game #l)
are returned to the back of the card pack, with the
~' 30 other side of the cards facing to the front. To play
; another match, a different deck of cards is selected~
~, Now the game is ready to be played. The
players use any method to decide which team will go
first. Play will then rotate to their left. Whichever
team has its turn is called the active team~ One
player on the team to their left is called the reader.
,,~
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3~78
- 20 -
; Step 1. Th~ reader holds the card holder
202 so he/she can see the front-most card's category,
but not any questions. The card behind the front-most
card is also raised so that only the category can also
be seen by the reader. The reacler announces both
categories. The active team then says which category
they would like. The reader then removes that card
from the holder while keeping the unselected card in
, the holder.
`-~. 10 Step 2. The reader announces the track
number on the selected card. ~he CD jockey immediately
uses the track button to advance to the correct track
and presses pause when the track is reached. The
scorekeeper then asks if there are any bets (see
description of betting hereinafter).
`j The reader now reads aloud any instructions
at the top of the card, and then the first question.
~ The CD jockey presses play, the first sound clip is
-~ heard, and the jockey presses pause at the tone after
the clip.
In this embodiment, the following features
are provided:
- There are three sound clips provided on each
track of the CD tclips A, B and C).
- Sometimes there are three short multiple-
~` choice sounds for each sound clip--the card
will tell the players when this applies.
- Generally, questions are read first, then
the sound clip is played, and the pause
button is pressed at the tone. Sometimes
the question is read _fter the sound clip--
if so, the card will tell the players.
~-l - All members of the active team participate
. .~
in answering questions, unless the card
requires one memher to answer "solo".
;. .,
- The other team(s) decide if an answer is
~ correct (compared to the correct answer 207
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21 ~2~78
provided on the card below the question
206), and when the -time to answer is up.
Step 3. The active team tries to answer the
question. If they answer correctly, they score one
point. The scorekeeper moves their peg 205 forward one
space. The active team continues to the next questiQn
on the card. If they answer incorrectly, theix turn is
over. The used card is put in a discard pile. The
next team--the team to their ]eft--now has a turn. It
~o becomes the active team and steps 1-3 are repeated. A
member on the team to the left of the new active team
becomes the reader. If a team answers correctly all
three questions on a card (A, B and C), it goes again
by repeating steps 1 through 3.
Other features of the game include:
- Each sound is heard only once. Everyone
must be quiet when a sound clip is played.
Questions can be read as many times as
~ necessary.
.1~ 20 - After a team reaches the home stretch, it no
3 longer has the privilege o~ choosing between
categories. Instead, the reader's team
decides which of the two cards the active
team must answer. The scorekeeper must let
each team know when it is in the home
stretch.
An additional aspect of the game is
~, "jumping'i. Only one peg 205 can be in a space 208
~designated 1-20) at a time, so if the next space or
30 spaces are occupied by pegs of other teams, the moving
i,~ peg is advanced to the next vacant space. Thus,
several spaces may be skipped on occasion. But, when a
~ team loses a bet (as described below), its peg is moved
,, back to the next vacant space--back over any other
pegs.
~; Another aspect of the game is "betting" or
i~ "challenging". Betting is almost as important as
i'~l
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32~78
- 22 -
answering correctly. A team can bet any number of
points they have for their team or against another
team, Up to two points. A team can only bet points
they have. With one-person teams, a limit of one point
for each bet may be provided.
A team can bet for itself only if it is
their turn--that is, if they are the active team. They
bet on getting the next question riaht. In addition, a
team can bet aqainst the opposing active team--betting
;10 they will get the next question wronq. One cannot bet
aqainst his own team, or for an opposing team.
The scorekeeper always asks for bets before
the reader reads the next question. The reader cannot
bet, since he/she can see the next question. However,
his or her teammates can bet, but they can not
communicate in any way with the reader. (If the
question comes after the sound clip, as noted on the
card, bets must be made before hearing cllp).
1If a team bets for itself and they win the
:~20 bet, they get the points bet plus one point for gettinq
~the question right.
.,,1!If a team bets aqainst another team and wins
the bet, they get only the points bet.
Either way, if the team loses their bet,
they lose the points bet.
~iWhen moving pegs the scorekeeper begins with
the acti~e team's, then moves the peg of the team on
its left, etc.
~There are three ways to win-
.,i 30 ( 1 ) be the first team to get to the "Winner's
;~ Circle" 203 or
(2) be the first team to enter the "Home
Stretch" 204 and answer three questions in a
row while in the stretch (sometimes, these
~ .
three questions will come from two different
cards); or
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- 23 -
(3) be the team ahead in points when the cards
: run out.
In the second embodiment, the 99 tracks are
divided into four "track sets" of 25 or 24 tracks each
in serial order (25 + 25 + 25 ~ 24 = 99). There are 24
decks of cards, 6 decks associated wlth each track set;
the first d~ck is associated with tracks 1-25, the
second with tracks 26-50, the third with tracks 51-75,
the fourth with tracks 76-99, and beginning again with
. 10 the first track set, the fifth deck with tracks 1-25,
etc. This is by way of example only as other track
set~ or the ab~ence of track sets =ay also be provided.
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Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Event History , Maintenance Fee  and Payment History  should be consulted.

Event History

Description Date
Inactive: IPC from MCD 2006-03-11
Inactive: IPC from MCD 2006-03-11
Inactive: IPC from MCD 2006-03-11
Time Limit for Reversal Expired 2003-12-22
Letter Sent 2002-12-23
Inactive: Late MF processed 1999-01-13
Letter Sent 1998-12-21
Grant by Issuance 1993-12-21

Abandonment History

There is no abandonment history.

Fee History

Fee Type Anniversary Year Due Date Paid Date
MF (category 1, 4th anniv.) - standard 1997-12-22 1997-11-12
Reversal of deemed expiry 1998-12-21 1999-01-13
MF (category 1, 5th anniv.) - standard 1998-12-21 1999-01-13
MF (category 1, 6th anniv.) - standard 1999-12-21 1999-12-20
MF (category 1, 7th anniv.) - standard 2000-12-21 2000-11-06
MF (category 1, 8th anniv.) - standard 2001-12-21 2001-11-20
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
RYKODISC
Past Owners on Record
BARRY LEVINE
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Claims 1994-07-15 6 231
Drawings 1994-07-15 8 341
Abstract 1994-07-15 1 18
Descriptions 1994-07-15 23 961
Representative drawing 2000-08-20 1 19
Maintenance Fee Notice 1999-01-17 1 177
Late Payment Acknowledgement 1999-01-24 1 170
Maintenance Fee Notice 2003-01-19 1 174
Fees 1999-12-19 1 30
Fees 2000-11-05 1 27
Fees 1995-11-15 1 41
Correspondence 1995-12-03 2 63
Fees 1996-12-11 1 156
Correspondence 1995-11-15 1 26
Courtesy - Office Letter 1992-08-23 1 37
PCT Correspondence 1993-06-28 1 31
Prosecution correspondence 1992-10-12 2 56
Prosecution correspondence 1992-06-01 3 109
Examiner Requisition 1992-07-20 2 73
Prosecution correspondence 1991-11-25 2 46
Examiner Requisition 1991-07-25 1 33
Prosecution correspondence 1990-01-09 1 24