US PATENT SUBCLASS 463 / 2
.~ In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.)


Current as of: June, 1999
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463 /   HD   AMUSEMENT DEVICES: GAMES

1  DF  INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (E.G., COMPUTER/VIDEO GAME, ETC.) {15}
2.~ In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.) {3}
3  DF  .~.~> Paddle-type game (e.g., pinball, tennis, baseball, golf, hockey, etc.)
4  DF  .~.~> Simulated court game or athletic event (e.g., soccer, basketball, etc.)
5  DF  .~.~> Simulated projector with diverse interactive target


DEFINITION

Classification: 463/2

In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.):

(under subclass 1) An application of electronic data processing that includes representing or imitating the shooting, hitting, throwing, hurling, or redirecting of an intangible object (i.e., simulated projectile) toward an intended direction or place.

(1) Note. Class 463 does not provide for a game--other than a propelled racing game or a chance device--that involves the actual projection of a tangible object. Therefore, any "projectile" under this definition can only be a phantom or simulation of a tangible projectile. Waves such as a mechanical wave (e.g., sonic, ultrasonic, etc.) or a nondestructive electromagnetic wave (e.g., a light, infrared, radio, etc.) are not considered to be a tangible projectile under this definition and are specifically provided for in this class. See the Class definition (463), the notes appended thereto, above, and the SEARCH CLASS note to Class 473, below.

(2) Note. A simulated firearm utilized for the purpose of contest, entertainment, or practice in order to become a better marksman is appropriate for this class. However, a simulated firearm utilized for the purpose of education or demonstration in its use or operation to one who is uneducated in its use or operation is considered to be an education or demonstration device classified elsewhere. See the SEARCH CLASS notes below.

SEE OR SEARCH THIS CLASS, SUBCLASS:

49+, for a simulated-projectile game that does not include electronic data processing.

SEE OR SEARCH CLASS

124, Mechanical Guns and Projectors, appropriate subclass for a mechanical projector, per se, which projects a tangible projectile.

250, Radiant Energy, 203.5, for cathode ray tube (target) scanning; subclasses 206+ for a photocell controlled circuit; subclass 227.13 for a light pen; and subclasses 222+ for an optical or prephotocell system controlled by an article, person, or animal.

273, Amusement Devices: Games,

108+, for a surface projectile game that utilizes a tangible projectile and subclasses 317+ for an aerial projectile game that utilizes a tangible projectile or a target therefor.

434, Education and Demonstration,

11+, for a device utilized to teach or demonstrate how to operate or handle a firearm to one who is not educated in its use or operation.

446, Amusement Devices: Toys, especially

473, for a toy projector or one that simulates a projector or weapon.

473, Games Using Tangible Projectile, for a game in which a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) is used during play of a game or sport. The relationship between Class 463 and Class 473 is that Class 463 is the residual class for a game, while Class 473 provides only for a specific type of game in which a ball, missile, or other such tangible projectile is used during play thereof. (However, note those exceptions specified in the Class 463 definition and its appended notes.) Accordingly, if a game which uses a ball, missile, or other such tangible game projectile (other than a simulation or representation thereof) during play of the game is recited, then classification is in Class 473; otherwise, classification is in Class 463. Furthermore, a game apparatus or means which uses a simulation or representation of a game or sport projectile (e.g., a light-ray simulation of a projectile or a video-game representation of a projectile, etc.) is classified in Class 463, since such simulation or representation of a projectile is not an actual or physical object which can be touched and handled (i.e., tangible) as required by Class 473.