| Sudoku game device with speed challenge mode -> Monitor Keywords |
|
Sudoku game device with speed challenge modeRelated Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), In A Game Requiring Strategy Or Problem Solving By A Participant (e.g., Problem Eliciting Response, Puzzle, Etc.)Sudoku game device with speed challenge mode description/claimsThe Patent Description & Claims data below is from USPTO Patent Application 20070173305, Sudoku game device with speed challenge mode. Brief Patent Description - Full Patent Description - Patent Application Claims FIELD OF THE INVENTION [0001] The present invention relates to a number place game device, and more particularly, relates to a method for processing a Sudoku game in a device which may determine whether a symbol place is proper by Sudoku puzzle. BACKGROUND OF THE INVENTION Description of the Related Art [0002] Sudoku is a placement puzzle, also known as number place. Generally, the aim of the puzzle is to enter a numeral from 1 (one) through 9 (nine) in each cell of a grid, most frequently a 9.times.9 grid made up of 3.times.3 sub grids (called "regions"), shown in FIG. 1. Sudoku begins with some of the grid cells filled with numbers (the "givens"), shown in FIG. 2. Each row, column and region must contain only one instance of each number. Completing the puzzle requires patience and logical ability. [0003] Moreover, Sudoku will exercise the logical side of your brain, and though the puzzles are amazingly simple, solving these puzzles will definitely challenge you. As described above, every row and column contains the digits from 1 (one) through 9 (nine). Each of the nine 3.times.3 regions will also contain one of the digits. Knowing this, and with a few cells exposed, you can deduce the other cells until the entire grid is filled. [0004] FIG. 3a.about.3c shows a view of Sudoku puzzle. The object of Sudoku is to fill the other empty cells with numbers between 1 (one) through 9 (nine) (one number only in each cell) according to the following guidelines: 1. Number can appear only once on each row, shown in FIG. 3a; 2. Number can appear only once on each column, shown in FIG. 3b; and 3. Number can appear only once on each region, shown in FIG. 3c. The summary of these guidelines would be, that a number should appear only once on each row, column and a region. [0005] Currently, the method for playing Sudoku comprises the following steps: 1. drawing nine 3.times.3 sub grids on a paper by a pencil and a rubber; 2. placing some digits on the sub grids; 3. entering digits from 1 (one) through 9 (nine) into all blank cells on the grid until each row, column and 3.times.3 box contain the digits 1 through 9 once and only once. [0006] The playing method of the conventional Sudoku game needs many buttons, in general above nine buttons or more, to proceed the playing, and therefore it causes to waste material made of the Sudoku device and inconveniently control the buttons by the users. Moreover, the conventional Sudoku game is too simple lack of variation for playing. [0007] Therefore, in view of the above-mentioned of the prior art, a new method for playing Sudoku game may be provided to achieve a purpose for convenient and various playing method. SUMMARY OF THE INVENTION [0008] In view of the drawbacks of prior art, which is produced of inconveniently control the buttons by the users and lack of variation for playing, the present invention provides a new method for processing Sudoku game in a device. [0009] In accordance with the purpose of the present invention, the invention provides a method for processing a Sudoku game in a device, wherein the device has a Sudoku puzzle program for creating a challenge mode Sudoku puzzle, an input module, wherein a symbol may be entered into a blank cell on a grid by a directional button and an input button of the input module, the method comprising: creating a default symbol on some of the cells of the grid on a display; selecting a blank cell of the grid; and entering a symbol into the blank cell; wherein the challenge mode Sudoku game is completed in less a predetermined time and shown the outcome on the display, otherwise the challenge mode Sudoku game will fail. [0010] If the entered symbol fits the Sudoku puzzle in less the predetermined time, then the answer is correct shown on the display. If the entered symbol does not fit the Sudoku puzzle in less the predetermined time, then the answer is wrong shown on the display. [0011] The method further comprises a step of showing the complete time on the display after the step of finishing the Sudoku game. [0012] An action of short release of the directional button represents a signal of cursor forwarding and an action of pressing of the directional button to a predetermined time represents a signal of cursor backward until an action of releasing the cursor. [0013] An action of short release of the input button represents a signal of changing the selected symbol, and an action of pressing the input button to a predetermined time represents a signal of confirming the selected symbol. [0014] According to another aspect of the present invention, a four-buttons input module is coupled to the microprocessor, wherein a symbol may be entered into a blank cell on a grid by two-directional buttons and two-input buttons of the four-buttons input module. [0015] The two-directional buttons comprise a forward button for moving the cursor cell to a next forward cell, and a backward button for moving back the cursor to a previous cell, and wherein the two-input buttons comprises a symbol button for changing the symbol to be inserted into the cursor cell, and a confirmation button for confirming the symbol to be inserted into the cell. [0016] The directional button and the input button are substantially simultaneously pressed to erase the symbols on the grid such that Sudoku may be re-started. The pressed may be determined by substantially simultaneously pressing short release or pressing a predetermined time of the directional button and the input button. [0017] The above-mentioned grid comprises m.times.m cells, wherein the number of m is an integer from four to nine. The sub grids of the grid are asymmetric on 5.times.5 cells. BRIEF DESCRIPTION OF THE DRAWINGS [0018] For a better understanding of the present invention and to show how it may be carried into effect, reference will now be made to the following drawings, which show the preferred embodiments of the present invention, in which: [0019] FIG. 1 shows a view of a 9.times.9 grid made up of 3.times.3 sub grids. Continue reading about Sudoku game device with speed challenge mode... Full patent description for Sudoku game device with speed challenge mode Brief Patent Description - Full Patent Description - Patent Application Claims Click on the above for other options relating to this Sudoku game device with speed challenge mode patent application. ### 1. Sign up (takes 30 seconds). 2. Fill in the keywords to be monitored. 3. Each week you receive an email with patent applications related to your keywords. Start now! - Receive info on patent apps like Sudoku game device with speed challenge mode or other areas of interest. ### Previous Patent Application: Sudoku device with the function to input pussle and verify the puzzle Next Patent Application: Game machine Industry Class: Amusement devices: games ### FreshPatents.com Support Thank you for viewing the Sudoku game device with speed challenge mode patent info. IP-related news and info Results in 4.90285 seconds Other interesting Feshpatents.com categories: Novartis , Pfizer , Philips , Polaroid , Procter & Gamble , 174 |
* Protect your Inventions * US Patent Office filing
PATENT INFO |
|