US PATENT SUBCLASS 463 / 49
SIMULATED-PROJECTILE GAME, TARGET THEREFOR, OR ACCESSORY


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

49SIMULATED-PROJECTILE GAME, TARGET THEREFOR, OR ACCESSORY {3}
50  DF  .~> Plural simulated projectors (e.g., tennis, shoot-out, dual, etc.)
51  DF  .~> Electromagnetic ray simulates projectile or its path, or utilized for coincidence detection (e.g., light-ray gun, infrared aim detector, etc.) {1}
53  DF  .~> Coindence detection or indication means (e.g., aim detector, "hit" -indicator, etc.) {3}


DEFINITION

Classification: 463/49

SIMULATED-PROJECTILE GAME, TARGET THEREFOR, OR ACCESSORY:

(under the class definition) Apparatus including either: (a) a user-manipulated means for representing or imitating a device (i.e., simulated projector) for shooting or hurling (i.e., projecting) an object (i.e., projectile) intended to be projected from the simulated projector, combined with means for representing or imitating the path of motion that an intended projectile would traverse from the simulated projector to a point-of-aim (i.e., target); (b) a device particularly adapted for use as a point-of-aim (i.e., target) for a simulated projector; or (c) a device (i.e., accessory) particularly adapted to be used with a simulated projector of (a), or a target of (b), respectively above, that is an attachment or addition to same that helps either in a secondary or subordinate way and is unprovided for elsewhere.

(1) Note. This class does not provide for a game involving the actual projection of a tangible object. Therefore, any projectile utilized with a projector of this definition can only be a phantom of a tangible projectile. As such, a nondestructive electromagnetic (e.g., a light, infrared, radio, etc.) or mechanical (e.g., sonic, ultrasonic, etc.) wave is not considered to be a tangible projectile for the purpose of this definition since this definition is intended to encompass the use of such waves to simulate a projectile or its path.

(2) Note. A game under this definition generally includes means for determining the correctness-of-aim (i.e., coincidence) of a simulated projector towards an intended target and means for indicating same as a hit or score.

SEE OR SEARCH THIS CLASS, SUBCLASS:

1+, especially subclass 5, for a game that simulates the projection or firing of a projectile that further includes the use of data processing, or that utilizes a cathode-ray tube for a target.

51+, for a target for a simulated-projectile game that utilizes an electromagnetic ray either for simulating a projectile or for coincidence detection.

53, for a target for a simulated-projectile game that further includes means for indicating a target strike. SEE OR SEARCH CLASS

124, Mechanical Guns and Projectors, for a centrifugally or mechanically operated device, per se, for projecting or launching a tangible game projectile into the air.

273, Amusement Devices: Games,

108+, for game apparatus (other than a game projectile, per se) in which a game projectile is intended to travel over a playing surface at all times in its course or for an implement or device for projecting such a projectile for movement upon a playing surface, and subclasses 317+ for game apparatus (other than a game projectile, per se, or a projector, per se) in which a game projectile is projected into the air.

434, Education and Demonstration,

11+, for a device utilized to teach or demonstrate to one how to operate or handle a firearm.

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 device or apparatus for the play of, or for practice for, a game or sport in which a tangible projectile is used.