Subclasses list- 1 INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (E.G., COMPUTER/VIDEO GAME, ETC.)
Patents: 611 Patent Applications: 354 - 2 In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.)
Patents: 170 Patent Applications: 82 - 3 Paddle-type game (e.g., pinball, tennis, baseball, golf, hockey, etc.)
Patents: 170 Patent Applications: 61 - 4 Simulated court game or athletic event (e.g., soccer, basketball, etc.)
Patents: 135 Patent Applications: 75 - 5 Simulated projector with diverse interactive target
Patents: 124 Patent Applications: 25 - 6 In a race game
Patents: 214 Patent Applications: 113 - 7 In a game requiring an element of a participant`s physical skill or ability (e.g., hand-eye coordination, reflex, etc.)
Patents: 347 Patent Applications: 168 - 8 Martial-art type (e.g., boxing, fencing, wrestling, etc.)
Patents: 114 Patent Applications: 41 - 9 In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.)
Patents: 391 Patent Applications: 302 - 10 With chance element or event (e.g., backgammon, Scrabble, etc.)
Patents: 65 Patent Applications: 15 - 11 Card- or tile-type (e.g., bridge, dominoes, etc.)
Patents: 183 Patent Applications: 176 - 12 Ultimate outcome dependant upon summation of plural card or tile values (e.g., blackjack, etc.)
Patents: 303 Patent Applications: 128 - 13 Ultimate outcome dependant upon relative odds of a card or tile combination (e.g., poker, etc.)
Patents: 643 Patent Applications: 426 - 14 Chess- or checker-type
Patents: 21 Patent Applications: 20 - 15 Geometric maze
Patents: 25 Patent Applications: 6 - 16 In a chance application
Patents: 1380 Patent Applications: 1100 - 17 Lot match or lot combination (e.g., roulette, lottery, etc.)
Patents: 722 Patent Applications: 619 - 18 Plural lots (e.g., keno, etc.)
Patents: 276 Patent Applications: 77 - 19 Plural matches create pattern (e.g., bingo, etc.)
Patents: 284 Patent Applications: 152 - 20 Lot-to-lot combination (e.g., slot machine, etc.)
Patents: 1515 Patent Applications: 2090 - 21 Having means to alter combination probability
Patents: 209 Patent Applications: 56 - 22 Lot generator (e.g., card distribution, simulated dice, random number generator, etc.)
Patents: 374 Patent Applications: 180 - 23 Skill level adjustment (e.g., speed change, complexity, etc.)
Patents: 236 Patent Applications: 89 - 24 Suspension or restoration (e.g., power failure resumption, etc.)
Patents: 73 Patent Applications: 23 - 25 Credit/debit monitoring or manipulation (e.g., game entry, betting, prize level, etc.)
Patents: 1500 Patent Applications: 2039 - 26 Pool amount (e.g., jackpot, etc.)
Patents: 312 Patent Applications: 187 - 27 Pool carryover (e.g., progressive jackpot, etc.)
Patents: 312 Patent Applications: 312 - 28 Parimutuel pool
Patents: 64 Patent Applications: 31 - 29 Access or authorization (e.g., game selection, security, etc.)
Patents: 808 Patent Applications: 740 - 30 Perceptible output or display (e.g., tactile, etc.)
Patents: 510 Patent Applications: 835 - 31 Visual (e.g., enhanced graphics, etc.)
Patents: 838 Patent Applications: 768 - 32 Three-dimensional characterization
Patents: 276 Patent Applications: 136 - 33 Object priority or perspective
Patents: 160 Patent Applications: 29 - 34 Image projection
Patents: 107 Patent Applications: 34 - 35 Audible
Patents: 222 Patent Applications: 227 - 36 Player-actuated control structure (e.g., brain-wave or body signal, bar-code wand, foot pedal, etc.)
Patents: 560 Patent Applications: 519 - 37 Hand manipulated (e.g., keyboard, mouse, touch panel, etc.)
Patents: 634 Patent Applications: 514 - 38 Pivotally-translatable handle (e.g., joystick, etc.)
Patents: 327 Patent Applications: 61 - 39 Wireless signal
Patents: 255 Patent Applications: 153 - 40 With communication link (e.g., television broadcast, etc.)
Patents: 698 Patent Applications: 333 - 41 Telephonic (e.g., modem, etc.)
Patents: 305 Patent Applications: 76 - 42 Network type (e.g., computer network, etc.)
Patents: 1485 Patent Applications: 2494 - 43 Data storage or retrieval (e.g., memory, video tape, etc.)
Patents: 679 Patent Applications: 1425 - 44 Cartridge
Patents: 219 Patent Applications: 41 - 45 Cartridge adaptor
Patents: 53 Patent Applications: 4 - 46 Housing
Patents: 366 Patent Applications: 278 - 47 Accessory
Patents: 242 Patent Applications: 161 - 47.1 FENCING
Patents: 21 Patent Applications: 6 - 47.2 STRIKING WEAPON
Patents: 68 Patent Applications: 17 - 47.3 Having electric shock feature
Patents: 43 Patent Applications: 4 - 47.4 Combined with antigrasping device or diverse art device (e.g., with light, knife, etc.)
Patents: 72 Patent Applications: 5 - 47.5 Having similar striking members flexibly tethered together
Patents: 31 Patent Applications: 1 - 47.6 Cross-handle type
Patents: 36 Patent Applications: 3 - 47.7 Telescopic
Patents: 57 Patent Applications: 8 - 48 COMBINED WITH OR CONVERTIBLE TO EXTERNAL ART DEVICE OR FUNCTION
Patents: 72 Patent Applications: 12 - 49 SIMULATED-PROJECTILE GAME, TARGET THEREFOR, OR ACCESSORY
Patents: 52 Patent Applications: 16 - 50 Plural simulated projectors (e.g., tennis, shoot-out, dual, etc.)
Patents: 45 Patent Applications: 0 - 51 Electromagnetic ray simulates projectile or its path, or utilized for coincidence detection (e.g., light-ray gun, infrared aim detector, etc.)
Patents: 108 Patent Applications: 14 - 52 Having active target (e.g., moving target, "hit" responsive, etc.)
Patents: 91 Patent Applications: 4 - 53 Coindence detection or indication means (e.g., aim detector, "hit" -indicator, etc.)
Patents: 43 Patent Applications: 2 - 54 Having target or subtarget marker
Patents: 11 Patent Applications: 0 - 55 Perforator
Patents: 4 Patent Applications: 0 - 56 Having target deflector (e.g., "hit" indication)
Patents: 10 Patent Applications: 0 - 57 Coincidence detection via electrical contacts
Patents: 6 Patent Applications: 1 - 58 PROPELLED RACING
Patents: 37 Patent Applications: 7 - 59 Having contest condition indicator (e.g., lap counter, timer, start indicator, etc.)
Patents: 49 Patent Applications: 0 - 60 Winner or finish order
Patents: 30 Patent Applications: 1 - 61 Magnetically propelled object
Patents: 26 Patent Applications: 2 - 62 Electrically self-propelled object
Patents: 48 Patent Applications: 3 - 63 Having means to alter lateral position of object (e.g., steerable car, lane changer, etc.)
Patents: 49 Patent Applications: 1 - 64 Object propelled by impact, projection, or reaction force (e.g., spring, fluid jet, wind, etc.)
Patents: 35 Patent Applications: 0 - 65 Object propelled along reciprocating or vibrating surface
Patents: 7 Patent Applications: 0 - 66 Object pulled by reelable cord
Patents: 4 Patent Applications: 0 - 67 Object propelled by rotatable arm or disk
Patents: 6 Patent Applications: 0 - 68 Object propelled by endless loop
Patents: 17 Patent Applications: 1 - 69 Gravity propelled object
Patents: 21 Patent Applications: 1
| DefinitionThis class includes: A. Subject matter, relating to the type of amusement, recreation, or play activity commonly known as a game, wherein one or more players or participants engage in a competition or contest involving skill, ability, strategy, or chance--against either another player or players or against a device which is intended to function as a competitive player or players--in order to achieve an objective defined by a rule or rules specified for a particular competition or contest; whereby the ultimate outcome of said objective in such a competition or contest can be determined or indicated according to said specified rule or rules; the exception being that a game which includes or utilizes a tangible projectile--other than a propelled racing game or a chance device, classified herein--is classified elsewhere; B. A chance device, whether or not a projectile is included therein, and even if it is not a game or subcombination element of a game defined in (A), above, by reason of its similarity to chance devices normally combined with or defining such a game; and a method for using such a chance device for which there is no provision elsewhere; C. Subject matter relating to the type of amusement, recreation, or play activity commonly known as a puzzle, wherein a participant"s mind is tested or otherwise challenged in an exercise of cleverness, ingenuity, or other mental skill or ability in an attempt to accomplish a solution to a complex or perplexing problem; D. Subject matter relating to the type of amusement, recreation, or play activity commonly known as fortune telling, wherein an attempt is made to predict the future of one or more persons or events; E. Subject matter relating to a type of device used by a person (often involved in law enforcement) to electrically shock or strike a human being so as to control said being, (e.g., a police club, night stick, black jack, brass knuckles, martial-art-type striking device, electric prod, etc.), or a method of using such a device; and F. Subject matter which is either ancillary to, appurtenant thereto, or a subcombination of the subject matter described in any one of (A) through (E) above, for which there is no provision elsewhere. (1) Note. Although a game that uses a tangible projectile is excluded from this class--except for a propelled racing game or a chance device, as set forth in (A), above--a game which simulates a tangible projectile game, without actually using or intending to use a tangible projectile (e.g., a video game with projectile image, light-ray gun, etc.), is classified herein. (2) Note. Included in this class is a game, chance device, or puzzle, etc., in which a player or participant competes against a means which simulates at least some of the mental processes of another player or participant as, for example, a computer or other gaming machine. However, a general purpose computer in which software is provided so that it is useable to both play a game and to perform a function outside of this class (e.g., word processing, etc.) is classified elsewhere. See the SEARCH CLASS notes in References to Other Classes, below. (3) Note. Although not generally used during play of a game included in this class, a method or device used by a player to practice or train for such a game is provided for in this class. Since such a practice or training device is designed to enable a player to improve or perfect his or her physical skill or ability (e.g., motor skills, coordination, etc.) in playing the game for which it is designed, it is included in this class on the basis that it is ancillary or appurtenant to a game for which this class provides. (4) Note. This class does not provide for game scoring or indicating, per se (e.g., register, accumulator, totalizer, etc.), unless it combined with subject matter provided for in this class. In such a case, classification is proper in the subclass providing for the subject matter in this class. See the SEARCH CLASS notes in References to Other Classes, below. | Lines with other classes and within this classThis class is the residual class for the subject matter of games, under which Class 473, Games Using Tangible Projectile, is specific; and which, together with Class 473, are specific under Class 472, Amusement Devices, the residual class for amusement devices. Class 273, Amusement Devices: Games, is currently being reclassified through a series of stages. Upon completion of this reclassification, Class 273 will be abolished and replaced by either Class 463 or Class 473, Games Using Tangible Projectile. Until such reclassification is completed, portions of Class 273 which are relevant to this class (463) are to be considered an integral part of this class. That is, the portions of the Class 273 schedule of subclasses relating to a game which does not use a tangible projectile are to be considered as following in hierarchy after the last occurring subclass in the Class 463 schedule. Also, since Class 273 has not been completely screened for all patents properly classified in present subclasses of Class 463, appropriate subclass(es) in Class 273 should be considered for search purposes until such time that Class 273 is finally abolished. The line between this class and Class 473 is that this class does not accept a game which includes or utilizes a tangible projectile, a subcombination thereof (e.g., bat, ball, etc.), or an accessory therefore (e.g., practice device, etc.), with the exception that a propelled racing game or a chance device is originally classified in this class despite a recitation of a projection or projectile, due to similarity of structure between games in which propelled objects are raced, and the similar function of various chance devices. |
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