| 116, | Signals and Indicators,
subclasses 222 through 225for a mechanical signal or indicator, per se, which
is intended to form part of or to be used with a game device. |
| 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. |
| 194, | Check-Actuated Control Mechanisms, for a game or chance device including a recited detail
of a coin-controlled mechanism. |
| 200, | Electricity: Circuit Makers and Breakers, for an electrical switch, per se especially
subclasses 61.1+ for a switch responsive to the action of a game
or amusement piece, Digest 2 for a body attached switch, Digest
3 for a coin operated switch, and Digest 23 for a game switch. |
| 206, | Special Receptacle or Package,
subclasses 315.1+ for a receptacle or package used for a sport implement,
exercise device, or game. |
| 221, | Article Dispensing, appropriate subclass for an article dispenser, per
se, such as might be used for or included as a subcombination of
a chance device (e.g., lottery ticket dispenser, etc.). |
| 235, | Registers, for a register, per se, intended for use in a game, particularly
subclass 1 for a miscellaneous game counter; subclass 61 for
an odds computer; subclass 78 for a game calculator having concentric
totalizing disks mounted upon a single axis; subclass 88 for a game
calculator having tabular indicia placed upon disks which rotate
about their centers; subclass 90 for a cribbage board; subclass
91 for a device for operating a register involving a billiard or
pool game device; and subclasses 439+ for a coded record
sensor structure (e.g., bar code reader, etc.). |
| 273, | Amusement Devices: Games, by reason of relevant portions of Class 273 being
an integral part of Class 463. This class (463) is one of two classes
which are intended to eventually replace
Class 273, which is currently undergoing reclassification through
a series of stages. See the (5) Note above for a further elaboration of
the relationship between Classes 273 and 463, and the SEARCH CLASS
notes below for the relationship between Classes 273 and 473. |
| 283, | Printed Matter,
subclasses 72+ for printed matter having revealable concealed
information, particularly subclass 94 for printed matter (e.g., a
lottery ticket, etc.) with superposed layers; and cross-reference
art collection 903 for a lottery ticket art collection. |
| 340, | Communications: Electrical,
subclass 323 for a game-reporting (e.g., scoreboard, indicator, etc.)
electric signaling system, per se; subclass 825.19 for communication
or control for the handicapped; and subclasses 5.1-5.92 for intelligence
comparison such as used for authorization, access, identification,
credit, etc.; and other appropriate subclasses for audible, visual, or
tactile communication. |
| 345, | Computer Graphics Processing and Selective Visual
Display Systems, appropriate subclass for a selectively controlled
visual display system which may either form part of a game or not
be limited to a game. However if the term "game" or
equivalent is recited in a claim, or if the only disclosure is a
game provided for in Class 463, then classification is in Class
463, Amusement Devices: Games, or its incorporated class (273,
Amusement Devices: Games). |
| 368, | Horology: Time Measuring Systems or Devices,
subclass 3 for a time measuring means controlled by a game. |
| 369, | Dynamic Information Storage or Retrieval,
subclass 30.02 for operator-actuated remote control of selective
addressing of a storage medium in a novelty device (e.g., talking
doll, etc.), subclasses 63-68 for a sound reproduction means for
a toy or novelty device, and other appropriate subclasses for memory
structure and housings therefore. |
| 377, | Electrical Pulse Counters, Pulse Dividers, or Shift
Registers: Circuits and Systems,
subclass 4 for a counter or register, per se, which is adapted
to be controlled to accumulate a total involved in betting on various
possibilities involved in an event or to determine the odds involved
in the payoff of the various possibilities, and subclass 5 for a
counter or register, per se, which is intended to be used with,
in, or for a game or sport. |
| 380, | Cryptography,
subclass 251 for an electronic game utilizing cryptography. |
| 404, | Road Structure, Process, or Apparatus, particularly
subclasses 17+ and 71 for pavement or road structure which may
be usable for a game surface. |
| 428, | Stock Material or Miscellaneous Articles, for stock material in the form of a single or plural layer
web or sheet which may be used in the fabrication of products provided
for in this class (463). |
| 434, | Education and Demonstration, particularly
subclasses 16+ for teaching or demonstration of shooting, subclasses
29+ for a vehicle simulator for instruction or demonstration
purposes, subclasses 128+ for teaching or demonstration of
a game of the board or table type, subclasses 247+ for
a means specifically adapted to teach or instruct a person in some
aspect of a game or sport which involves physical activity, and
subclasses 322+ for question or problem eliciting response.
Class 463 and its incorporated class (273, Amusement Devices: Games),
contain devices which are to be used for practice by, or for perfecting
the physical skill of, a person who already knows how to play the
game, sport, or the like. Class 434 contains devices which are
to be used for instructing an unknowledgeable person in some aspect
of the game, sport, or the like. A device which is used for both
instruction and for practice or perfection of game skills is originally
placed into Class 434, and cross-referenced into the Class 463 group
of game classes (i.e., Classes 463, 473, or 273). |
| 446, | Amusement Devices: Toys, for a device known as a toy whose principal purpose
is for the amusement or recreation of a child. If the device is
used for the amusement or recreation of a child and is also a game
component (i.e., used in a competition or contest), then it is placed
into the Class 463 group of game classes (i.e., 463, 473, or 273). |
| 472, | Amusement Devices,
subclasses 1+ for a roundabout, subclasses 85+ for a
racetrack, and subclasses 92+ for (a) the structure or
composition of a playing surface, per se; (b) the structure or composition
of a peripheral boundary marking or enclosure, per se, of such a
playing surface; or (c) the combination of only a playing surface
and a peripheral boundary marking or enclosure--where the above [i.e.,(
a)-(c)] are limited to use for an athletic or exhibition
event such as, for example, playing a game or sport thereon or therein.
Also, see the search notes appended thereto. |
| 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. |
| 602, | Surgery: Splint, Brace, or Bandage,
subclasses 41+ for a bandaging device, even though specially adapted
for use in supporting the body or body member of a person so as
to function in a proper manner in playing a game. |
| 700, | Data Processing: Generic Control Systems or Specific
Applications,
subclasses 91 through 93for data processing or computation, per se, for
the purpose of analyzing, monitoring, or scoring a contest or game,
which is not classifiable elsewhere. |
| 705, | Data Processing: Financial, Business Practice, Management,
or Cost/Price Determination,
subclasses 1+ , especially subclass 14 for data processing used
for financial or business practice where a promotional inducement
is recited (e.g., awarding a coupon or price adjustment based upon
a purchase, etc.), and subclass 16, for a point-of-sale terminal,
e.g., cash register, etc. |
| 902, | Electronic Funds Transfer,
subclass 23 for an art collection of means for electronic transfer of
funds for an entertainment, amusement, or gambling application. |
| D21, | Games, Toys, and Sports Goods,
subclasses 300+ for a game design. |
1 | INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (e.g., computer/video
game, etc.): |
| | This subclass is indented under the class definition. Subject matter including: (a) means for systematically manipulating
information in electronically coded form in accordance with a program
or other set of rules; (b) means including or utilizing electronic
logic or calculation; (c) electronically self-acting or self-regulating means
for producing a desired response to a predetermined condition; or
(d) a subcombination thereof or accessory therefor that is unprovided
for elsewhere.
| | (1)
Note. Scoring, per se, is included herein only if combined
with other game structure. The combination of electronic scoring
means with nonelectronic game structure is originally placed in
this or indented subclasses according to the game played when there
is no provision for the electronic details of the scoring means.
See the SEARCH CLASS notes below for scoring, per se, absent further game
structure. |
| | (2)
Note. A game that utilizes data processing via electromagnetically
operated relays or the like for binary logical operations is considered
to be electronic data processing for this and indented subclasses. |
| | (3)
Note. Processing of data in electronic form is to be distinguished
from mere electrical control (e.g., on/off actuation, etc.),
or an electrical source, supply, or energization. |
SEE OR SEARCH CLASS:
| 116, | Signals and Indicators,
subclasses 222 through 225for a mechanical signal or indicator, per se, which
is intended to form part of or to be used with a game device. |
| 200, | Electricity: Circuit Makers and Breakers, for an electrical switch, per se, especially
subclasses 61.1+ for a switch responsive to the action of a game
or amusement piece, Digest 2 for a body attached switch, Digest
3 for a coin operated switch, and Digest 23 for a game switch. |
| 235, | Registers, for a register, per se, intended for use in a game, particularly
subclass 1 for a miscellaneous game counter; subclass 61 for
an odds computer; subclass 78 for a game calculator having concentric
totalizing disks mounted upon a single axis; subclass 88 for a game
calculator having tabular indicia placed upon disks which rotate
about their centers; subclass 90 for a cribbage board; subclass 91
for a device for operating a register involving a billiard or pool
game device; and subclasses 439+ for a coded record sensor
structure (e.g., bar code reader, etc.). |
| 250, | Radiant Energy,
subclass 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. |
| 345, | Computer Graphics Processing and Selective Visual
Display Systems, appropriate subclass for a selectively controlled
visual display system which may either form part of a game or not
be limited to a game. However if the term "game" or
equivalent is recited in a claim, or if the only disclosure is a
game provided for in Class 463, then classification is in Class
463, Amusement Devices: Games, or its incorporated class (273, Amusement
Devices: Games). |
| 348, | Television, appropriate subclass for television structure. |
| 377, | Electrical Pulse Counters, Pulse Dividers, or
Shift Registers: Circuits and Systems,
subclass 4 for a counter or register, per se, which is adapted
to be controlled to accumulate a total involved in betting on various
possibilities involved in an event or to determine the odds involved
in the payoff of the various possibilities, and subclass 5 for a
counter or register, per se, which is intended to be used with,
in, or for a game or sport. |
| 380, | Cryptography,
subclass 251 for an electronic game utilizing cryptography. |
| 434, | Education and Demonstration, for subject matter that utilizes electronic data processing
for instructional or demonstration purposes, particularly
subclasses 16+ for teaching or demonstration of shooting, subclasses
29+ for a vehicle simulator for instruction or demonstration
purposes, subclasses 128+ for teaching or demonstration
of a game of the board or table type, subclasses 247+ for
a means specifically adapted to teach or instruct a person in some
aspect of a game or sport which involves physical activity; and
subclasses 322+ for question or problem eliciting response.
Class 463 and its incorporated class (Class 273, Amusement Devices:
Games), contain devices which are to be used for practice by, or
for perfecting the physical skill of, a person who already knows
how to play the game, sport, or the like. Class 434 contains devices which
are to be used for instructing an unknowledgeable person in some aspect
of the game, sport, or the like. A device which is used for both instruction
and for practice or perfection of game skills is originally placed into
Class 434 and cross-referenced into the Class 463 group of game classes
(i.e., Classes 463, 473, or 273). |
| 700, | Data Processing: Generic Control Systems or Specific
Applications,
subclasses 91 through 93for data processing or computation, per se, for the
purpose of analyzing, monitoring, or scoring a contest or game,
which is not classifiable elsewhere. |
| 705, | Data Processing: Financial, Business Practice,
Management, or Cost/Price Determination,
subclasses 1+ , especially subclass 14 for data processing used
for financial or business practice where a promotional inducement
is recited (e.g., awarding a coupon or price adjustment based upon
a purchase, etc.), and subclass 16, for a point-of-sale terminal,
e.g., cash register, etc. |
|
| | |
2 | In a game including a simulated projectile (e.g., bullet,
missile, ball, puck, etc.): |
| | This subclass is indented 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,
subclass 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,
subclasses 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,
subclasses 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
subclass 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. |
|
| | |
6 | In a race game: |
| | This subclass is indented under subclass 1. An electronic data processing application that includes
a contest of speed commonly known as a race, wherein the contest
requires the movement of an object, or representation (e.g., video,
etc.) thereof, through a predetermined distance or defined course
as fast as can be performed.
| | (1)
Note. It is not a requirement, for placement herein, that
there be a plurality of simultaneously raced objects. Distinguish
this from propelled racing, below. It is merely a requirement that
the game involve the movement of an object over a given distance
against time as a contestant. |
| | (2)
Note. Racing against time or another moving object should
be distinguished from a time limit for performing a move (e.g.,
a time limit for moving a chess piece). Only the former is classified herein.
Similarly, the movement of an object over a distance versus time
or another object should be distinguished from other tasks that
do not require the movement of an object. |
SEE OR SEARCH THIS CLASS, SUBCLASS:
| 7+, | for a game including electronic data processing
that requires an element of physical skill or ability. |
| 15, | for a strategy or problem solving application that
may include the task of moving an object through a maze. |
| 25+, | for race wagering. |
| 58+, | for a propelled racing game that does not include
electronic data processing. |
SEE OR SEARCH CLASS:
| 104, | Railways, for railway rolling stock and track, each of which is modified for
interrelation and cooperation with each other; for railway track
other than normal surface track; and for railway fixtures and appliances
for use with railway track in which some combination with a game
feature (e.g., lap counter, clock, etc.) is absent, especially
subclass 60 for amusement-park-type racing and subclasses 295+ for
a car-carried electric propulsion system with external car control
(e.g., slot car, etc.). |
| 238, | Railways: Surface Track,
subclasses 10+ for portable railway track structure. |
| 273, | Amusement Devices: Games,
subclasses 236+ for a board game with a maze and subclasses 153+ for
a puzzle that includes a maze. |
| 404, | Road Structure, Process, or Apparatus, particularly
subclasses 17+ and 71 for pavement or road structure. |
| 446, | Amusement Devices: Toys,
subclasses 444+ for a toy railway, subclasses 454+ for
a remotely controlled rolling or tumbling toy, and subclasses 465+ for
a toy wheeled vehicle. |
| 472, | Amusement Devices,
subclasses 1+ , for a roundabout, subclasses 85+ for
a racetrack, and subclasses 92+ for (a) the structure
or composition of a playing surface, per se; (b) the structure or composition
of a peripheral boundary marking or enclosure, per se, of such a playing
surface; or (c) the combination of only a playing surface and a peripheral
boundary marking or enclosure--where the above [i.e., (a)-(c)] are
limited to use for an athletic or exhibition event such as, for
example, playing a game or sport thereon or therein. Also, see
the search notes appended thereto. |
|
| | |
16 | In a game of chance (e.g., lot, etc.): |
| | This subclass is indented under subclass 1. An electronic data processing application having an outcome
that relies solely upon a happening (i.e., event) absent of any
apparent cause or design (i.e., an unpredictable or random event), or
includes an object (i.e., lot) used to so randomly determine a matter
or represent the outcome of a random event (e.g., electronic dice or
random number generator, etc.).
SEE OR SEARCH THIS CLASS, SUBCLASS:
| 10, | for a strategy or problem solving game with electronic
data processing that further includes a chance element or event. |
SEE OR SEARCH CLASS:
| 221, | Article Dispensing, for an article dispenser not otherwise provided
for. An article dispenser, per se, of the type often included as
a subcombination of a chance device is classified in Class 221. |
| 273, | Amusement Devices: Games,
subclasses 236+ for a board game that includes a chance element,
subclasses 138.1+ for a chance device, and subclasses 292+ for
a card or tile game. |
| 283, | Printed Matter,
subclasses 72+ for printed matter having revealable concealed
information, particularly subclass 94 for printed matter (e.g.,
a lottery ticket, etc.) with superposed layers, and subclass 903
for a lottery ticket art collection. |
| 377, | Electrical Pulse Counters, Pulse Dividers, or
Shift Registers: Circuits and Systems,
subclass 4 for a counter or register, per se, which is adapted
to be controlled to accumulate a total involved in betting on various
possibilities involved in an event or to determine the odds involved
in the payoff of the various possibilities and subclass 5 for a
counter or register, per se, which is intended to be used with,
in, or for a game or sport. |
| 705, | Data Processing: Financial, Business Practice,
Management, or Cost/Price Determination,
subclasses 1+ , especially subclass 14 for data processing used
for financial or business practice where a promotional inducement
is recited (e.g., awarding a coupon or price adjustment based upon
a purchase, etc.), and subclass 16, for a point-of-sale terminal,
e.g., cash register, etc. |
|
| | |