U.S. PATENT AND TRADEMARK OFFICE
Information Products Division |
U.S. Patent Classification System - Classification Definitions
as of June 30, 2000
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(definitions have been obtained from the
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Electronic Products Branch)
Class 463
AMUSEMENT DEVICES: GAMES
Class Definition:
This 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 CLASS
This 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.
REFERENCES TO OTHER CLASSES
SEE OR SEARCH CLASS:
116, Signals and Indicators, subclasses 222-225 for 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 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, 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, 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, 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 825.3+ 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, Operator Interface
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 31
for operator-actuated remote control of selective addressing
of a storage medium in a novelty device (e.g., talking doll,
etc.), subclasses 63+ 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 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 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, 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, 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 91-93 for 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, 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, 300 for a game design.
SUBCLASSES
Subclass:
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 222-225 for 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 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, Operator Interface
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.
364, Electrical Computers and Data Processing Systems, 410.1
for data processing or computation, per se, for the purpose
of analyzing, monitoring, or scoring a contest or game, which
is not classifiable elsewhere.
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 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).
705, Data Processing: Financial, Business Practice,
Management, or Cost/Price Determination, 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.
Subclass:
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, 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 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.
Subclass:
3
Paddle-type game (e.g., pinball, tennis, baseball, golf,
hockey, etc.):
This subclass is indented under subclass 2. A
simulated-projectile application that includes the use of a
bat, stick, club, racket, or other similarly used striking
object or a representation (e.g., video, etc.) thereof to
intercept, redirect, or otherwise project a simulated
projectile.
SEE OR SEARCH CLASS:
473, Games Using Tangible Projectile, for a game in which an
implement (e.g., a bat, racket, paddle, club, combined
projector-catcher implement, etc.) or a mechanically operated
device is used to project or launch a tangible game
projectile, which game may use electronic data processing for
such purposes as monitoring for competition, practice, etc.,
or, for example, to create a visual environment.
Subclass:
4
Simulated court game or athletic event (e.g., soccer,
basketball, etc.):
This subclass is indented under subclass 2. A
simulated-projectile application that includes the use of a
simulated projectile (e.g., ball, etc.) in a
competitive-sports-type environment wherein (a) two or more
opposing contestants or teams of contestants move about a
defined playing area, field, or representation thereof while
attempting to manipulate or control the simulated projectile
in a defined task or (b) a contestant responds to or
interacts with the projectile or opponent while the opponent
is in control of the projectile.
(1) Note. The opposing contestant or team does not have to
involve or be otherwise controlled by a human participant.
The electronic data processing, under program control, etc.,
may perform the action of an opponent so that only one human
participant is required to play a contest.
SEE OR SEARCH THIS CLASS, SUBCLASS:
2 for a simulated-projectile game with electronic data
processing wherein a bowling-type contest is simulated.
3 for an athletic-type competition or court game involving
electronic data processing that includes the use of a
paddle-type projector (e.g., bat, club, racket, etc.).
6 for a race game with electronic data processing.
7 for an athletic-type competition or court game with
electronic data processing that does not include a simulated
projectile.
58 for a propelled racing game.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, for a game of sport or
athleticism that involves the use of a tangible projectile.
473, Amusement Devices: Games, appropriate subclasses for a
playing field or court game that utilizes a tangible
projectile.
Subclass:
5
Simulated projector with diverse interactive target:
This subclass is indented under subclass 2. A
simulated-projectile application including a means for
simulating a device for projecting a projectile (e.g., a gun,
etc.) and a separate and distinct structure (e.g., CRT
screen, etc.) arranged or intended to serve as a point-of-aim
(i.e., target) for the simulated projector, and further
including means for determining the coincidence between the
aim of the projector and the intended target.
SEE OR SEARCH THIS CLASS, SUBCLASS:
49 for a simulated-projectile game that does not include
electronic data processing, especially subclasses 53+ for
coincidence detection.
SEE OR SEARCH CLASS:
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.
348, Television, appropriate subclasses for television
structure.
Subclass:
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, 10 for portable railway track
structure.
273, Amusement Devices: Games, 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 17
and 71 for pavement or road structure.
446, Amusement Devices: Toys, 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, 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.
Subclass:
7
In a game requiring an element of a participant's physical
skill or ability (e.g., hand-eye coordination, reflex,
etc.):
This subclass is indented under subclass 1. An electronic
data processing application that includes as an element of
play, operation, or outcome thereof; a participant's speed,
strength, dexterity, or other bodily capacity; or a
simulation of a game or contest that requires such an
element.
(1) Note. Bodily capacity refers to the physical capacity
of a participant, as opposed to a mental capacity (e.g,
strategy or problem solving speed). While all voluntary
motion involves a mental element, it is a
contest-determinative, reflex-type action or other like
physical manifestation of a mental process that is required
for this subclass, which is to be distinguished from a mere
physical motion used to, for example, push an appropriate
button to indicate when a thought-provoking mental challenge
has been completed.
SEE OR SEARCH THIS CLASS, SUBCLASS:
2 for a game including electronic data processing that
requires physical skill or ability and also includes a
simulated projectile, especially subclasses 3+ for an
athletic-type game or amusement that includes a simulated
projectile.
6 for a race game including electronic data processing that
requires physical skill or ability to negotiate an object
through a race course.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 440 for a game that involves
physical skill or ability.
473, Amusement Devices: Games, for a tangible projectile
game that involves physical skill or ability.
482, Exercise Devices, for an exercise devise that includes
electronic data processing.
Subclass:
8
Martial-art type (e.g., boxing, fencing, wrestling, etc.):
This subclass is indented under subclass 7. A physical skill
or ability application including a fight- or war-type
scenario or competition, especially that of hand-to-hand
combat, with or without the use of a weapon.
SEE OR SEARCH THIS CLASS, SUBCLASS:
2 for a combat- or martial-art-type electronic game that
includes a simulated-projectile-type weapon.
47.1 for a fencing game.
47.2 for a striking type of weapon for use on a human being
(e.g., a police club, billy, electric prod, etc.).
SEE OR SEARCH CLASS:
482, Exercise Devices, subclass 12 for a fencing foil.
Subclass:
9
In a game requiring strategy or problem solving by a
participant (e.g., problem eliciting response, puzzle,
etc.):
This subclass is indented under subclass 1. An electronic
data processing application that requires from a participant
a decision making process in the management or planning of a
scheme, trick, or course of action, or the solution to a
puzzle, question, or other perplexing situation.
(1) Note. See the (1) Note in the subclass 7 definition for
the line between a mental process of that subclass and this
subclass.
SEE OR SEARCH THIS CLASS, SUBCLASS:
2 for a game including electronic data processing and an
element of mental strategy or problem solving ability that
further includes a simulated projectile.
6 for a race game including electronic data processing that
further includes an element of mental strategy or problem
solving ability.
7 for a game including electronic data processing and an
element of mental strategy or problem solving ability that
further requires an element of physical skill or ability.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 292 for a card or tile game,
subclasses 153+ for a puzzle, and subclasses 429+ for a
problem-eliciting-response game.
434, Education and Demonstration, 322 for subject matter
including a question or problem eliciting response for an
instructional or demonstration purpose.
Subclass:
10
With chance element or event (e.g., backgammon, Scrabble
(TM), etc.):
This subclass is indented under subclass 9. A strategy or
problem solving application wherein play, operation, or the
outcome thereof further depends from, or otherwise relies
upon, the happening of an event absent of any apparent cause
or design (i.e., an unpredictable or random event), or
includes a means (i.e., lot) to randomly determine a matter
or represent the outcome of a random event (e.g., dice,
cards, random number generator, etc.).
SEE OR SEARCH THIS CLASS, SUBCLASS:
16 for a game including electronic data processing wherein
the outcome is solely determined by chance.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 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.
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.
Subclass:
11
Card- or tile-type (e.g., bridge, dominoes, etc.):
This subclass is indented under subclass 10. A strategy or
problem solving application involving chance including an
indicia-bearing device (e.g., card, domino, etc.), or a
representation (e.g., video, etc.) thereof, wherein the
indicia-bearing device is intended to be combined
interactively with one or more additional indicia-bearing
devices in a competitive contest based upon their indicia,
and further wherein the chance happening involves a random
distribution of one or more indicia-bearing devices to a
participant or a random selection of one or more
indicia-bearing devices by a participant.
(1) Note. To be a proper card- or tile- type game for
classification in this and indented subclasses, there must be
some element of strategy or problem solving involved in the
contest--as opposed to mere chance--which strategy, however,
may be based upon chance odds of receiving a necessary card
or tile to move toward a better position to win, such as how
many cards to draw in poker, whether to ask for an additional
card in blackjack, wagering strength of position, etc. In
contrast, a card-type game (e.g., the card game "war," etc.);
a slot machine with card-type indicia, etc., involving mere
chance; or a subcombination chance device (random card
generator/distributor, etc.) is properly classified in chance
application. See search notes, below.
SEE OR SEARCH THIS CLASS, SUBCLASS:
16 for a game of chance or a chance element with electronic
data processing that includes a chance element with card- or
tile-type indicia wherein the outcome is solely determined by
chance, especially subclasses 17+ where the outcome is
determined by a comparison or match.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 292 for a card or tile game
that does not include electronic data processing.
Subclass:
12
Ultimate outcome dependent upon summation of plural card or
tile values (e.g., blackjack, etc.):
This subclass is indented under subclass 11. A card or tile
game wherein each card or tile has assigned thereto a
relative worth (i.e., value) represented by said indicia, and
further wherein a contest winner is determined by a
participant who is both in active competition at a time for
determining a winner and has either obtained, or has been
assigned, a group of more than one card or tile that, at said
time, has the greatest total amount of added individual
values.
Subclass:
13
Ultimate outcome dependent upon relative odds of a card or
tile combination (e.g., poker, etc.):
This subclass is indented under subclass 11. A card or tile
game wherein each card or tile has assigned thereto a
particular feature or features (e.g., number, suit, etc.)
represented by said indicia, and further wherein a contest
winner is determined by a participant who is both in active
competition at a time for determining a winner and has either
obtained or been assigned a set of more than one card or tile
that, at said time, has the lowest chance or probability of
association (e.g., pair, three-of-a-kind, etc.) of
predetermined individual features.
Subclass:
14
Chess- or checker-type:
This subclass is indented under subclass 9. A strategy or
problem solving application including a contest in which
opposing participants alternately control the movement of one
of a group of contest elements (e.g., checker, chessman,
etc.) initially equal in number for each player, about a game
area composed of an array or matrix of segments (e.g.,
squares) or positions wherein each segment can be occupied by
only one contest element at a time, the contest proceeding
until one participant captures all of the contest elements,
or a principle contest element, of the other, without losing
all or the principle contest element of his group; or
otherwise places the other participant in a position where he
cannot reposition one of his contest elements to another game
segment.
(1) Note. The contest does not require more than one human
participant. The electronic data processing, under program
control, etc., may perform the action of an opponent so that
only one human participant is required to play a contest.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, subclass es 236+ for a board
game, especially 260 for a chess- or checker-type board
game.
Subclass:
15
Geometric maze (e.g., labyrinth, etc.):
This subclass is indented under subclass 9. A strategy or
problem solving application that includes, as a contest goal,
negotiation through a network of complex alternative pathways
or courses, having or representing two or more dimensions,
under a set of rules for said negotiation.
SEE OR SEARCH THIS CLASS, SUBCLASS:
6 for a race that includes a course in the form of a
labyrinth or maze.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 236 for a board game with a
maze and subclasses 153+ for a puzzle that includes a maze.
Subclass:
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, 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, 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, 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.
Subclass:
17
Lot match or lot combination (e.g., roulette, lottery,
etc.):
This subclass is indented under subclass 16. A chance event
application wherein a particular characteristic of a lot is
compared to a characteristic of either another lot or some
other predetermined object, indicia or event, and further
wherein the chance event relied upon is a determination of a
substantial likeness in character (i.e., match) made by the
comparison according to a predetermined rule or rules, or a
determination that an ordered set or association is created
when more than one lot is compared.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 142 for a roulette game or
slot machine that does not include electronic data
processing.
283, Printed Matter, 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.
705, Data Processing: Financial, Business Practice,
Management, or Cost/Price Determination, 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.
Subclass:
18
Plural lots (e.g., keno, etc.):
This subclass is indented under subclass 17. Subject matter
wherein more than one lot is compared.
Subclass:
19
Plural matches create pattern (e.g., bingo, etc.):
This subclass is indented under subclass 18. Subject matter
wherein each of the plural lots is compared with a subset of
a design, picture, array--or an arrangement of form, color,
indicia or other predetermined characteristic--for a possible
match; and further wherein the outcome of the game or
amusement is determined by the attainment of a combination of
more than one lot/subset match such that the combination
establishes a particular arrangement of form, color, or other
chosen characteristic according to a predetermined rule or
rules.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 269 for a lotto- or bingo-
type board game that does not include electronic data
processing.
Subclass:
20
Lot-to-lot combination (e.g., slot machine, etc.):
This subclass is indented under subclass 18. Subject matter
wherein the chance event relied upon is a determination of a
match between a lot and one or more additional lots, or any
other ordered set or association of lots (e.g., numerical
order, royal flush, etc.) according to a predetermined set of
rules.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 143 for a slot machine that
does not include electronic data processing.
Subclass:
21
Having means to alter combination probability:
This subclass is indented under subclass 20. Lot-to-lot
combination further including means for adjusting the
likelihood of either a match between lots or a particular
combination of plural lots.
Subclass:
22
Lot generator (e.g., card distribution, simulated dice,
random number generator, etc.):
This subclass is indented under subclass 16. Subject matter
including means for creating or representing a random object
or event.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 144 for a lot mixer or
dispenser and subclass 146 for dice that do not include
electronic data processing or automatic control.
364, Electrical Computers and Data Processing Systems,
subclass 717, for a random-number generating computer.
Subclass:
23
Skill level adjustment (e.g., speed change, complexity,
etc.):
This subclass is indented under subclass 1. Electronic data
processing including means for altering the degree of
difficulty for a participant in performing or obtaining a
goal in a game or contest.
(1) Note. The alteration of the degree of difficulty may be
either manually selected by a participant or
program-controlled such as, for example, when a player
establishes a predetermined goal.
(2) Note. The alteration may take any form necessary
depending upon the goal to be accomplished, such as changing
the speed of presentation of data presented to a participant,
changing the quantity of data presented to a participant at a
given time, limiting the time for a response to a given task,
etc.
Subclass:
24
Suspension or restoration (e.g., power failure resumption,
etc.):
This subclass is indented under subclass 1. Electronic data
processing including means for (a) saving or preserving the
status quo of a game upon its stoppage (e.g., stoppage due to
power failure, stoppage by choice for resumption at a later
time, etc.) for the purpose of resuming the game at a later
time or (b) restarting a game with either the same status
existing upon stoppage or another selectable status.
Subclass:
25
Credit/debit monitoring or manipulation (e.g., game entry,
betting, prize level, etc.):
This subclass is indented under subclass 1. Electronic data
processing including means for providing a monetary-type
accounting for the purpose of: (a) payment to start or
continue a game; (b) wagering; or (c) determining an award or
payout amount.
(1) Note. To be proper for placement in this subclass, the
accounting must be in combination with a game element since
such accounting, per se, is provided for outside of this
class. See search notes, below.
(2) Note. While the accounting may superficially resemble a
scoring function, and may, in fact, be performed in the same
manner, it is the monetary-type prize or award aspect of the
accounting that is required for placement in this subclass.
SEE OR SEARCH CLASS:
194, Check-Actuated Control Mechanisms, appropriate subclass
for a game including a recited detail of a coin- or
check-actuated control system.
235, Registers, appropriate subclass for a cash register.
340, Communications: Electrical, 825.3 for intelligence
comparison such as used for authorization control by credit,
etc.
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.
700, Data Processing: Generic Control Systems or Specific
Applications, subclasses 91-93 for 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, 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.
Subclass:
26
Pool amount (e.g., jackpot, etc.):
This subclass is indented under subclass 25. Credit/debit
monitoring or manipulation including a means to account for
the value of a sum (i.e., pool) of money or money equivalent
wagered by or collected from one or more participants or
gaming machines for the purpose of subsequent distribution of
an amount of said pool as an award or prize to a participant
that has reached or accomplished a defined goal in a contest;
or means for determining or causing the distribution of said
amount from said pool.
SEE OR SEARCH THIS CLASS, SUBCLASS:
27 for a jackpot or accumulated award that is retained and
carried over to a subsequent game unless or until a defined
goal is attained.
Subclass:
27
Pool carryover (e.g., progressive jackpot, etc.):
This subclass is indented under subclass 25. Pool accounting
wherein the accounting means further includes means for
retaining an amount of the pool unless or until a defined
goal is attained in a game, the retained amount being
successively added to the award amount for that goal in a
subsequent game or games until said goal is attained.
Subclass:
28
Parimutuel pool:
This subclass is indented under subclass 25. Pool accounting
wherein the accounting means includes means for determining
an award amount to each winner by dividing, in proportion to
each winner's wager, the entire amount of the pool used for
payout purposes (e.g., the amount of the pool remaining after
administrative costs, taxes, etc.).
SEE OR SEARCH CLASS:
235, Registers, subclass 61 for an odds computer.
Subclass:
29
Access or authorization (e.g., game selection, security,
etc.):
This subclass is indented under subclass 1. Electronic data
processing including: (a) means for determining whether a
participant has a right or privilege to input into, acquire,
or use the electronic data; (b) means to allow or prevent
such input, acquisition, or use of said data based upon a
right or privilege; or (c) means for controlling acquisition,
selection, or use of a particular subset of data (e.g.,
particular game, etc.) in a set of data (e.g., plural games,
etc).
SEE OR SEARCH THIS CLASS, SUBCLASS:
25 for access or authorization determined or controlled by
available credit.
SEE OR SEARCH CLASS:
340, Communications: Electrical, 825.3 for authorization or
authentication (e.g., identity, etc.) control by intelligence
comparison.
705, Data Processing: Financial, Business Practice,
Management, or Cost/Price Determination, 1 for data
processing used for financial or business practice,
especially subclass 18 when there is a security or user
identification provision.
Subclass:
30
Perceptible output or display (e.g., tactile, etc.):
This subclass is indented under subclass 1. Electronic data
processing including a recited detail of a structural or
procedural means for presenting information to a participant
in a manner that can be recognized in the mind of the
participant through one of the participant's senses.
(1) Note. To be properly classified in this subclass, there
must be more than mere nominal recitation of an output or
display.
(2) Note. This subclass provides for hardware for actually
presenting sensory perceivable information, and for software
or other data creation, manipulation, or other methodology
for the specific purpose of presenting perceivable
information to a participant.
SEE OR SEARCH CLASS:
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.
340, Communications: Electrical, 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; subclasses 825.3+ 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, Operator Interface
Processing, and Selective Visual Display Systems, appropriate
subclass for pectoral display system structure.
348, Television, appropriate subclass, for a television
communication system.
Subclass:
31
Visual (e.g., enhanced s:graphics, etc.):
This subclass is indented under subclass 30. A perceptible
output or display wherein the means for providing information
to a participant includes a structural detail of means for
presenting the information in a manner that is perceivable
via a retina of said participant.
SEE OR SEARCH CLASS:
248, Supports, cross-reference art collections 917+ for a
video display screen support.
345, Computer Graphics Processing, Operator Interface
Processing, and Selective Visual Display Systems, appropriate
subclasses for a selectively controlled visual display system
or image data presentation 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 a television
communication system.
359, Optics: Systems (Including Communication) and Elements,
appropriate subclass for optical communication structure,
especially 1 for a holos:graphic system.
Subclass:
32
Three-dimensional characterization:
This subclass is indented under subclass 31. A visual output
or display wherein the information is presented to the eye(s)
in such a manner that the information is visually perceivable
as an image having height, width, and depth.
(1) Note. It is not a requirement that the image actually
include all three dimensions so long as the image, taken as a
whole, has a general character that is perceivable as such.
For example, depth perception may be simulated or perceived
from a flat image by utilizing the technique of perspective
or the technique of covering the image of a first object by
an image of a second object that is intended to be perceived
in front of the first object, etc.
SEE OR SEARCH CLASS:
345, Computer Graphics Processing, Operator Interface
Processing, and Selective Visual Display Systems, subclass
139 and 419+ for three-dimensional image presentation
processing.
Subclass:
33
Object priority or perspective:
This subclass is indented under subclass 32. A visual output
or display with a three-dimensional characterization wherein
one dimension (e.g., depth, etc.) may be simulated or
characterized by either the technique of covering the image
of a first object by an image of a second object intended to
be perceived in front of the first object, or via the
technique of picturing an object by converging lines or
shrinking size versus, for example, apparent depth.
Subclass:
34
Image projection:
This subclass is indented under subclass 31. A visual output
or display wherein visually perceivable information (i.e., an
image) is optically transmitted over a distance onto a
surface or screen to be viewed therefrom.
(1) Note. The purpose of the projection is usually to
enlarge or reduce the size of the image or to provide a more
convenient location of the image for viewing.
(2) Note. A cathode-ray tube (CRT), per se, is not
considered to be an image projector for this subclass because
raster scanning of an electron beam on a phosphorescent
screen is considered to be image formation rather than image
projection. In contrast, a CRT in combination with a lens or
other optical projection structure to project a CRT image is
proper for this subclass.
SEE OR SEARCH CLASS:
353, Optics: Image Projectors, appropriate subclass for
optical image projector structure.
359, Optics: Systems (Including Communication) and Elements,
appropriate subclass for an optical communication structure,
especially 1 for a holos:graphic system.
Subclass:
35
Audible:
This subclass is indented under subclass 30. A perceptible
output or display wherein the means for providing information
to a participant includes means for presenting the
information in a manner that is perceivable via an ear of
said participant.
SEE OR SEARCH CLASS:
369, Dynamic Information Storage or Retrieval, 63 for a
sound reproduction means for a toy or novelty device.
446, Amusements Devices: Toys, 397 for a sounding toy.
Subclass:
36
Player-actuated control structure (e.g., brain-wave or body
signal, bar-code wand, foot pedal, etc.):
This subclass is indented under subclass 1. Electronic data
processing including means for generating, emitting, or
otherwise deriving an information signal from a participant
to provide data for introduction to the electronic data
processing means.
(1) Note. The information signal from the participant may
either be actively created by the participant through a
conscious effort, or passively or subconsciously derived
from, for example, a brain-wave signal, a pulse-rate signal,
etc.
(2) Note. The information signal from the participant is
commonly regarded as an input signal to the electronic data
processor for the purpose of player interaction therewith.
SEE OR SEARCH CLASS:
200, Electricity: Circuit Makers and Breakers, for an
electrical switch, per se, especially 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.
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.
235, Registers, 439 for a coded record sensor structure
(e.g., bar code reader, etc.).
340, Communications: Electrical, 825 for a selective
control system (e.g., subclass 825.19 for communication or
control for the handicapped, etc.).
341, Coded Data Generation or Conversion, 20 for a bodily
actuated code generator (e.g., joystick, keyboard, etc.) of
general utility.
345, Computer Graphics Processing, Operator Interface
Processing, and Selective Visual Display Systems, 156 for a
display peripheral input device.
600, Surgery, 300 for subject matter for detecting a body
signal for diagnostic use, especially subclasses 544+ for
detecting a brain signal; subclass 546 for detecting a muscle
signal; and subclasses 587+ for measuring an anatomical
characteristic or body movement.
Subclass:
37
Hand manipulated (e.g., keyboard, mouse, touch panel, etc.):
This subclass is indented under subclass 36. Player-actuated
control structure wherein the means for deriving an
information signal includes structure intended and arranged
to interact with that part of a participant's arm beyond the
wrist (i.e., the hand, including the palm, fingers, and
thumb, etc.) so as to derive an information signal in
response to motion of any part of the hand.
(1) Note. This subclass definition requires that the
information signal be derived from hand motion. Thus, a
signal derived from the hand that is not responsive to hand
motion such as, for example, hand temperature or a
myoelectric (muscle electric) signal, is not proper for this
subclass.
SEE OR SEARCH THIS CLASS, SUBCLASS:
36 for structure for deriving an information signal from a
hand other than by motion of the hand.
41 for a telephonic communication link where the particulars
of the keypad are not recited.
SEE OR SEARCH CLASS:
341, Coded Data Generation or Conversion, 20 for a bodily
actuated code generator (e.g., joystick, keyboard, etc.) of
general utility.
Subclass:
38
Pivotally-translatable handle (e.g., joystick):
This subclass is indented under subclass 37.
Hand-manipulated control structure including structure
intended and arranged to be grasped by the hand (i.e.,
handle) and manually manipulated for rotation about a turning
point or axis wherein the information signal is derived in
response to the angular position of the handle with respect
to a turning point or shaft.
(1) Note. The control structure of this subclass is
commonly referred to as a "joystick," and quite commonly also
includes additional signal generators such as button-type
switches arranged on the handle to be activated by the
fingers when the handle is grasped by the hand.
SEE OR SEARCH CLASS:
341, Coded Data Generation or Conversion, 20 for a bodily
actuated code generator (e.g., joystick, keyboard, etc.) of
general utility.
Subclass:
39
Wireless signal:
This subclass is indented under subclass 36. Player
activated control structure wherein the information signal
from the participant is presented to the electronic data
processing means via a transmission path that includes a
means other than a means (e.g., metallic wire, electrolyte,
etc.) for conducting electrons.
(1) Note. Such transmission is commonly effected via an
electromagnetic wave such as a radio wave, infrared wave,
etc., but is not limited thereto.
SEE OR SEARCH THIS CLASS, SUBCLASS:
40 for a communication link combined with a game including
electronic data processing a communication purpose other than
presenting a player-controlled signal to an electronic data
processing means.
Subclass:
40
With communication link (e.g., television broadcast, etc.):
This subclass is indented under subclass 1. Electronic data
processing further including a recited detail of a structure
or protocol for transmitting or receiving electronic data to
or from a diverse operational location.
(1) Note. A remote location is loosely interpreted to be
any location outside of and distinct from the immediate
operational environment of the electronic data processing
structure.
SEE OR SEARCH THIS CLASS, SUBCLASS:
36 for a communication link combined with a player control
structure, especially subclass 39 for a player control
structure having a wireless link to an electronic data
processing means.
43 for a data storage means which may include a
communication link therein to transmit data between the
inside of the storage means and its exterior, especially
subclass 44 for a communication link in a data storage
cartridge.
SEE OR SEARCH CLASS:
455, Telecommunications, appropriate subclass for subject
matter for transmitting modulated carrier wave communication
between points.
Subclass:
41
Telephonic (e.g., modem, etc.):
This subclass is indented under subclass 40. An electronic
data processing means with a communication link wherein the
communication link includes means commonly referred to as a
telephone capable of simultaneously transmitting speech data
in both directions over the link.
SEE OR SEARCH THIS CLASS, SUBCLASS:
37 for a hand-manipulated input device wherein a particular
detail of a telephone keypad is recited.
SEE OR SEARCH CLASS:
379, Telephonic Communications, appropriate subclass for a
telephonic communication structure, especially 90.01 for a
telephone line or system combined with a diverse electrical
system or signalling..
Subclass:
42
Network type (e.g., computer network, etc.):
This subclass is indented under subclass 40. A communication
link including a recited detail of means intended and
arranged to interconnect, for the purpose of communication of
electronic data, more than one diverse means, complete in
itself, for processing electronic data independently.
Subclass:
43
Data storage or retrieval (e.g., memory, video tape, etc.):
This subclass is indented under subclass 1. Subject matter
including a structure or process for saving electronic data
in a form that can be accessed for later use, a structure or
process for acquiring said data from storage, or a
subcombination or accessory therefore that is unprovided for
elsewhere.
SEE OR SEARCH CLASS:
360, Dynamic Magnetic Information Storage or Retrieval,
appropriate subclass for electronic data storage or retrieval
that utilizes a magnetic recording medium, especially 131
for the recording medium, per se.
365, Static Information Storage or Retrieval, appropriate
subclass, especially 94 for a read only memory.
369, Dynamic Information Storage or Retrieval, appropriate
subclass for electronic data storage or retrieval, especially
63 for a sound reproduction device for a toy or novelty
device and subclasses 272+ for storage medium structure.
Subclass:
44
Cartridge:
This subclass is indented under subclass 43. Data storage or
retrieval wherein the means for storing data is
self-contained in a housing arranged to be physically
separable from the electronic data processing means, and
further includes means for transmitting data in electronic
form between the storage means within the housing and the
exterior of the housing where it can be accessed by the
electronic data processing means via a physically separable
connector or data link.
Subclass:
45
Cartridge adaptor:
This subclass is indented under subclass 43. Subject matter
including structure arranged to be attached to a
self-contained electronic data storage housing (i.e.,
cartridge) to either: (a) structurally alter the cartridge in
a manner that would allow it to be functionally engaged with
a processing structure other than that for which the
cartridge is intended to be used; or (b) add to or otherwise
alter an intended function of a cartridge.
Subclass:
46
Housing:
This subclass is indented under subclass 1. Subject matter
including detailed structure for containing or enclosing an
electronic data processing element under the class
definition.
(1) Note. Nominal recitation of housing structure is not
sufficient for placement in this subclass.
SEE OR SEARCH THIS CLASS, SUBCLASS:
44 for a cartridge for game memory storage.
SEE OR SEARCH CLASS:
206, Special Receptacle or Package, 315.1 for a receptacle
or package used for a sport implement, exercise device, or
game.
248, Supports, 917 for a video display screen support.
312, Supports: Cabinet Structure, subclass 223.1 for a
cabinet structure for a particular electrical device or
component; and
361, Electricity: Electrical Systems and Devices, 600 for a
housing for diverse electrical components, especially
subclasses 679+ for a housing for an electronic system.
Subclass:
47
Accessory:
This subclass is indented under subclass 1. Subject matter
comprising a device particularly adapted to be used with an
electronic-data-processing game or amusement under the class
definition, wherein said device constitutes an attachment or
addition to the game or amusement that aids in a secondary or
subordinate way, and is unprovided for elsewhere.
SEE OR SEARCH CLASS:
206, Special Receptacle or Package, 315.1 for a receptacle
or package used for a sport implement, exercise device, or
game.
273, Amusement Devices: Games, 148 for an accessory for a
game other than a game that includes electronic data
processing.
Subclass:
47.1
FENCING:
This subclass is indented under the class definition.
Subject matter comprising apparatus for (a) determining the
accuracy of a user in thrusting a long, pointed or blade-type
fighting weapon or (b) covering the tip or edge of a long,
pointed or blade-type fighting weapon to render it harmless
during practice or in the use thereof, which tip-covering
apparatus comprises or includes at least one component of a
contact indicating or detecting mechanism; and wherein the
apparatus is used to practice or simulate combat between
opponents bearing swordlike fighting implements (e.g.,
fencing foils, sabres, swords, etc.).
SEE OR SEARCH CLASS:
2, Apparel, 2 for protective clothing to be worn by a person
as, for example, a protective vest, mask, boxing glove, etc.
482, Exercise Devices, subclass 12 for an exercise device
designed for exercising the user's muscles in the use of
thrusting a long, pointed or blade-type weapon (e.g., a
fencing foil, etc.) or a simulation thereof.
Subclass:
47.2
STRIKING WEAPON:
This subclass is indented under the class definition.
Subject matter comprising a user held or carried blunt
implement for impacting, hitting, or prodding a human
opponent during a game, sport, fight, struggle, or attack or
to deter a fight, struggle, or attack.
SEE OR SEARCH CLASS:
2, Apparel, 2 for protective clothing to be worn by a person
as, for example, a protective vest, mask, boxing glove, etc.
231, Whips and Whip Apparatus, 2.1 for a device consisting
of a handle and a goad for controlling a nonhuman animal,
particularly subclass 7 for a goad which imparts an electric
shock to a nonhuman animal, and see the Search Class notes
appended to subclass 7.
Subclass:
47.3
Having electric shock feature:
This subclass is indented under subclass 47.2. Subject
matter wherein the implement comprises means for imparting a
nonlethal electric shock to the opponent.
SEE OR SEARCH CLASS:
231, Whips and Whip Apparatus, 2.1 for a device consisting
of a handle and a goad for controlling a nonhuman animal,
particularly subclass 7 for a goad which imparts an electric
shock to a nonhuman animal, and see the Search Class notes
appended to subclass 7.
Subclass:
47.4
Combined with antigrasping device or diverse art device
(e.g., with light, knife, etc.):
This subclass is indented under subclass 47.2. Subject
matter wherein the implement is combined with either (a) a
device from an art different therefrom (e.g., a light, knife,
keychain, etc.), or (b) a means to deter an opponent from
grasping the implement or a means to make the opponent
release his or her grip upon the implement.
Subclass:
47.5
Having similar striking members flexibly tethered together:
This subclass is indented under subclass 47.2. Subject
matter in which the striking weapon comprises two or more
substantially alike blunt implements connected together by a
flexible element and wherein each of the implements have a
configuration such that any one of them can be held or
carried by the user whereby, when the user holds or carries
only one of the implements, any other of the implements are
free to move relative to the held or carried implement so as
to impart the impacting or hitting force upon the human
opponent whenever the held or carried implement is moved by
the user.
Subclass:
47.6
Cross-handle type:
This subclass is indented under subclass 47.2. Subject
matter wherein the implement comprises an elongate (i.e.,
rodlike) impact imparting portion and a handgrip portion
connected thereto and extending generally perpendicularly
away therefrom.
Subclass:
47.7
Telescopic:
This subclass is indented under subclass 47.2. Subject
matter wherein the implement comprises at least two
longitudinally aligned portions which are mounted for
longitudinal sliding movement relative to each other so that
the overall length of the implement may be adjusted.
Subclass:
48
COMBINED WITH OR CONVERTIBLE TO EXTERNAL ART DEVICE OR
FUNCTION:
This subclass is indented under the class definition. A game
including either: (a) subject matter in addition to game
subject matter wherein the additional subject matter has
utility both outside of the class definition and independent
of the game subject matter, and where neither the utility of
the game subject matter nor the utility of the additional
subject matter is destroyed by removal or separation of the
additional subject matter from the game subject matter; or
(b) a game under the class definition which may be altered to
subject matter having utility other than a game under the
class definition.
(1) Note. The utility of the additional subject matter must
be both diverse and independent from game subject matter.
Thus, game scoring or reporting, which, per se, is
classifiable outside of this class, is not considered to be
independent from game subject matter and is therefore not
properly placed in this subclass. Such subject matter, when
combined with a game, is properly classified with the
particular game. Likewise, a game table combined with a game
board for supporting said board is considered not to be
independent of the game because it properly positions the
board for play, and it is therefore properly classified with
the game board, even though the table is inherently capable
of having another utility. However, if such a table has
positively recited means for altering the table to a function
independent from game utility or support (e.g., a table with
a work support), then classification is proper herein.
SEE OR SEARCH CLASS:
473, Games Using Tangible Projectile, for a device or
apparatus for play of, or practice for, a game or sport which
uses a tangible game projectile, which game or sport device
or apparatus may be combined with or convertible to a device
or function other than a game or sport device or apparatus.
Subclass:
49
SIMULATED-PROJECTILE GAME, TARGET THEREFOR, OR ACCESSORY:
This subclass is indented 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 subclass 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.
Subclass:
50
Plural simulated projectors (e.g., tennis, shoot-out, dual,
etc.):
This subclass is indented under subclass 49. A
simulated-projectile game which includes either: (a) two or
more simulated projectors respectively operable by two or
more game participants in a competitive contest between the
participants, or (b) a simulated projector operable by a game
participant combined with means to imitate or represent an
opponent with a projector that can actively compete against
the game participant in a game simulating a contest between
two or more game participants.
Subclass:
51
Electromagnetic ray simulates projectile or its path, or
utilized for coincidence detection (e.g., light-ray gun,
infrared aim detector, etc.):
This subclass is indented under subclass 49. A
simulated-projectile game including means for projecting or
receiving a light wave, infrared wave, radio wave, or other
like wave or beam in the electromagnetic spectrum for the
purpose of either: (a) appearing as a projectile beam or
aiming beam issued from a simulated projector; (b) imitating
or representing the track, line of movement, course taken,
etc. (i.e., path), of a projectile intended to be issued from
a simulated projector; or (c) determining if the alignment
(i.e., coincidence) between a simulated projector and an
intended target is such that a projectile intended to be
issued from the projector during the particular alignment
would strike the intended target if so projected.
(1) Note. If the intended use of a device which simulates a
firearm or other projector is to direct visible radiation
toward an object merely to render the object visible to an
observer, classification is proper elsewhere. However, if
the intended use of a device which simulates a firearm or
other projector is to illuminate an object and to simulate
the projection of a projectile toward a target device for a
purpose other than mere education or demonstration of the use
or operation of a firearm or projector, classification is
proper in this class. See the search notes, below.
(2) Note. It is not a requirement, for classification
herein, that the electromagnetic wave be issued from the
simulated projector at the same location (e.g., gun barrel)
that a tangible projectile would be projected or fired from
the actual projector that is simulated. The only requirement
is that the electromagnetic wave serve one of the purposes
listed in the definition, whether it be issued from the
simulated projector itself or some means (e.g., coincidence
detector, target, etc.) associated therewith. Generally, a
target under this definition interacts with a simulated
projector or an associated coincidence detector via an
electromagnetic wave or ray to enable determination of
correctness of aim. Usually the electromagnetic wave or ray
serves the dual function of simulating a projectile or its
path and the purpose of aim determination for the purpose of
scoring, but this definition is intended to encompass the use
of the ray or wave for either of these functions alone.
(3) Note. It is not a requirement, for classification
herein, that the electromagnetic wave be issued from the
projector or means physically attached thereto. For purpose
of aim determination, for example, the wave can issue from
the target or other apparatus and be reflected from the
simulated projector to a device for determining correctness
of aim.
SEE OR SEARCH THIS CLASS, SUBCLASS:
1 for a simulated projectile game including the use of an
electromagnetic wave where there is further use of electronic
data processing or a simulated projector that interacts with
a cathode ray tube.
50 for a simulated-projectile game having plural simulated
projectors.
53 for a coincidence detector for a simulated projectile
game that does not use electromagnetic radiation.
SEE OR SEARCH CLASS:
33, Geometrical Instruments, 233 for a gun sight.
42, Firearms, subclass 103 for a firearm with a sight device
including lights.
89, Ordnance, 41.01 for ordnance with an aiming device.
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.
353, Optics: Image Projectors, subclass 43 for an image
projector with a housing shaped like a pistol or gun.
362, Illumination, 110 for a device which is combined with
or simulates a firearm or other projector that functions
merely to direct visible radiation toward an object to render
it visible. See the (1) Note, above.
372, Coherent Light Generators, for a device for producing a
laser beam.
434, Education and Demonstration, 11 for a simulated
projector or firearm that utilizes an electromagnet beam to
teach or demonstrate how to operate or handle a firearm. See
the (1) Note above.
446, Amusement Devices: Toys, subclass 175 for a toy having
a light- or sound-responsive switch or control; subclass 219
for a toy having a chemiluminescent light source, optic
fiber, mirror, or lens; and subclass 473 for a simulated
weapon.
Subclass:
52
Having active target (e.g., moving target, "hit" responsive,
etc.):
This subclass is indented under subclass 51. A
simulated-projectile game including a device intended to be
used as a point-of-aim (i.e., target) for a
simulated-projectile game, wherein the target includes either
means to render the target mobile while being the subject of
aim, or means to alter the position, orientation, or physical
appearance of the target in response to a simulated striking
of the target due to correct aim of a simulated projector by
a game participant.
SEE OR SEARCH THIS CLASS, SUBCLASS:
1 for a simulated-projectile game that utilizes a
cathode-ray tube as a target.
49 for a simulated-projectile game target that does not use
an electromagnetic ray for simulating a projectile or for
coincidence detection, or is not hit responsive.
53 for a hit-responsive target for a simulated-projectile
game that does not use an electromagnetic ray for simulating
a projectile or for coincidence detection.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 348 for a target for an
aerial projectile, especially subclasses 359+ for a moving
target.
Subclass:
53
Coincidence detection or indication means (e.g., aim
detector, "hit"-indication, etc.):
This subclass is indented under subclass 49. A
simulated-projectile game including structure for: (a)
determining the positional relationship (i.e., coincidence)
between a simulated projector and a target for the purpose of
determining whether the simulated projector is properly
positioned (i.e., aimed) with respect to the target for an
intended projectile to "strike" the target, or (b) providing
a display, signal, or other representation of the ultimate
destination of an intended projectile (i.e., indication
means) based upon the position of a simulated projector when
the simulated projector simulates a projection (e.g,
indicating if or where an intended projectile would "strike"
a target).
SEE OR SEARCH THIS CLASS, SUBCLASS:
51 for a simulated-projector game that utilizes an
electromagnetic ray or wave to determine coincidence.
Subclass:
54
Having target or subtarget marker:
This subclass is indented under subclass 53. A coincidence
indication means including a means for placing a visible
indication on a target--or on an additional means which
represents and substantially duplicates the visual appearance
of the target--at a position determined by the coincidence
detector to be the point of aim of the simulated projector.
Subclass:
55
Perforator:
This subclass is indented under subclass 54. A target or
subtarget marker wherein the marker includes structure for
placing a hole in the target or subtarget at a position
determined to be the point of aim.
Subclass:
56
Having target deflector (e.g., "hit" indication):
This subclass is indented under subclass 53. A coincidence
indication means wherein indication is provided by a means to
cause a change in position of a target to simulate a strike
by a projectile.
SEE OR SEARCH THIS CLASS, SUBCLASS:
52 for an simulated-projector game that utilizes an
electromagnetic ray or wave to simulate a projectile or to
determine coincidence, wherein the target used therefor is a
moving target or is "hit" responsive.
Subclass:
57
Coincidence detection via electrical contacts:
A coincidence detector under 53 including a separable
junction comprising two electrically conductive terminals,
and further comprising structure arranged to cause the
terminals to abut one another and complete an electrical
circuit used to determine or indicate coincidence when a
simulated projector is properly aimed toward a target.
SEE OR SEARCH THIS CLASS, SUBCLASS:
51 for a simulated-projectile game that utilizes an
electromagnetic ray for coincidence detection.
Subclass:
58
PROPELLED RACING:
This subclass is indented under the class definition.
Subject matter including an object to be placed in motion,
and means, other than that directly provided by a human or
animal, to apply mechanical force to the object to place it
in motion over or through a predetermined distance or defined
course in a competition of speed (i.e., a race), wherein the
outcome of the race is determined by which one of a plurality
of concurrently propelled objects takes the least amount of
time to complete, or is first to complete, the distance or
course.
(1) Note. This subclass requires that there be a recitation
of structure that creates an element of competition such as,
for example, means to determine a winner of a competition
(e.g., a lap counter, clock, etc); means to simultaneously
start a plurality of objects in motion; or a course that
enables a plurality of cars to travel concurrently or a
plurality of individual controls for respective objects to be
raced, together with a disclosed intent to competitively race
said objects.
(2) Note. It is not a requirement, for placement in this
subclass, that participants in the competition have direct or
continuous control over objects to be raced. For example,
chance alone can govern the outcome of a race when, for
example, gravity is the sole source of propulsion, so long as
other aspects of competition are involved (e.g., simultaneous
start, concurrent travel, etc).
(3) Note. When there are means for propelling an object in
more than one direction, original placement is made in the
first occurring subclass providing for a means for propelling
the object in a direction toward the completion of the
distance or course, as opposed to a force applied laterally,
to overcome inertia, or to return the object to the starting
position, etc.
(4) Note. Excluded from this subclass is a race game that
utilizes mechanical force directly applied to the object by a
human or animal as the sole means to place an object to be
raced in motion. However, this should be distinguished from
human or animal forces utilized to affect control of a means
for applying mechanical force to an object, for example,
where a human throws or shoots a projectile at a target with
the intent to either control a mechanical force applied to an
indicator representing an object to be raced, or transfer the
momentum of the projectile to the object to place it in
motion; or where a human powers a stationary bicycle to
control power to a movable object that indicates a race
position with respect to others in a simulated race, etc.
(5) Note. Propelled racing is an exception to the
requirement under the class definition that a game which uses
a physical projectile be excluded from this class. See the
projectile example in Note (3), above.
SEE OR SEARCH THIS CLASS, SUBCLASS:
6 for a race or time determinative contest that includes
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, especially subclass 60 for amusement-park-type racing
where a participant is carried by a propelled object and
subclasses 295+ for a car-carried electric propulsion system
with external car control (e.g., slot car, etc.) which lacks
a competitive feature (e.g., lap counter, clock, etc.). See
the (1) Note, above.
119, Animal Husbandry, subclass 701 for a roundabout for a
live animal and subclasses 702+ for an exercise or amusement
device for a live animal.
198, Conveyors: Power-Driven, appropriate subclass for a
conveyor for moving an object.
238, Railways: Surface Track, 10 for a portable railway
track structure, per se.
273, Amusement Devices: Games, 236, especially subclass 246,
for a board game that simulates a race and subclasses 445+
for a game involving physical skill or ability that includes
a timed reaction or race to a finish.
404, Road Structure, Process, or Apparatus, particularly 17
and 71 for pavement or road structure.
434, Education and Demonstration, 29 for vehicle operator
instruction or testing using a simulated model of a vehicle.
446, Amusement Devices: Toys, for a toy vehicle of that class
powered by an infant or child, or otherwise powered for
amusement other than in a competitive game, especially
subclass 313 for a figure toy that simulates an animal and
rider; subclasses 444+ for a toy railway; subclasses 454+ for
a remotely controlled rolling or tumbling toy; and subclasses
465+ for a wheeled toy vehicle.
472, Amusement Devices, 1 for a roundabout, subclasses 85+
for a racetrack, and subclasses 92+ (a) for structure or
composition of a playing surface, per se; (b) for structure
or composition of a peripheral boundary marking or enclosure,
per se, of such a playing surface; or (c) for 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,
for playing a game or sport thereon or therein. Also, see
the search notes appended thereto.
482, Exercise Devices, for structure utilized for exercise
purposes that may involve body motion found in a typical race
between humans (e.g., swimming, running, bicycling, etc.).
Subclass:
59
Having contest condition indicator (e.g., lap counter, timer,
start indicator, etc.):
This subclass is indented under subclass 54. Subject matter
including structure arranged to test, measure, or display the
status of a race.
(1) Note. To be properly placed in this or the indented
subclass, the condition tested, measured, or displayed is a
conditional aspect of the contest, per se, as opposed to the
status of a peripheral structure associated with the game
structure that has no informational value to the contest.
SEE OR SEARCH CLASS:
73, Measuring and Testing, especially 488 for speed or
acceleration measurement.
116, Signals and Indicators, subclasses 222-225 for a
mechanical signal or indicator, per se, which is intended to
form part of or to be used with a game device.
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.).
340, Communications: Electrical, especially 323 for game
reporting, and 988+ for a vehicle position indicator.
368, Horology: Time Measuring Systems or Devices,
appropriate subclass for time measurement means, especially
subclass 3 for game controlled time measurement and
subclasses 89+ for time interval measurement.
377, Electrical Pulse Counters, Pulse Dividers, or Shift
Registers: Circuits and Systems, especially subclass 5 for
game or sport applications, subclass 9 for vehicle counting,
and subclasses 19+ for measuring or testing applications.
700, Data Processing: Generic Control Systems or Specific
Applications, subclasses 91-93 for data processing or
computation, per se, for the purpose of analyzing,
monitoring, or scoring a contest or game, which is not
classifiable elsewhere.
Subclass:
60
Winner or finish order:
This subclass is indented under subclass 59. A contest
condition indicator wherein the condition is that of the
first object to complete the distance or course, or the
relative positional succession of a plurality of objects that
complete the distance or course.
Subclass:
61
Magnetically propelled object:
This subclass is indented under subclass 58. Propelled
racing wherein the object includes a magnet, electromagnet,
or magnetically attractive substance, and, further, wherein
the means to apply mechanical force to an object to be raced
includes means external to said object for causing a magnetic
force of attraction or repulsion between the object-carried
magnet, electromagnet, or magnetically attractive substance
and the external means sufficient to move the object.
(1) Note. The means for applying a magnetic force to the
object commonly includes another magnet with additional means
to move the other magnet along a race course to move the
object along. However, this definition encompasses other
means for applying magnetic force such as, for example, a
plurality of stationary, separately energizable
electromagnets spaced along the race course.
(2) Note. Magnetic propulsion under this subclass is
intended to include only direct magnetic propulsion of an
entire object by magnetic forces acting between the object
and structure external to the object, as opposed to a magnet
force acting entirely within the object such as by, for
example, an object-carried electromagnetic rotary drive motor
for driving an axle or wheel.
SEE OR SEARCH THIS CLASS, SUBCLASS:
62 for propelled racing where a racing object is propelled
by an object-carried electromagnetic drive motor for driving
an axle or wheel.
SEE OR SEARCH CLASS:
104, Railways, for a magnetically suspended railway car.
446, Amusement Devices: Toys, 129 for a toy having a
permanent magnet, especially subclasses 133+ for a member
movable in spaced relation to a spaced magnet.
Subclass:
62
Electrically self-propelled object:
This subclass is indented under subclass 58. Propelled
racing wherein the means to apply mechanical force to an
object to be raced includes an object-carried electrodynamic
motor for transducing electric current into motive force
which moves the object.
(1) Note. The source of electric current may be carried by
the object (e.g., a battery, etc.) or collected from means
external to the object.
SEE OR SEARCH THIS CLASS, SUBCLASS:
6 for a race game including electronic data processing.
61 for a race game in which an object is propelled by an
electromagnetic drive means having a force acting between the
object and structure external to the object.
SEE OR SEARCH CLASS:
104, Railways, 287 for a car-carried electric propulsion
system.
310, Electrical Generator or Motor Structure, for structure
for converting electrical energy into motive power.
318, Electricity: Motive Power Systems, for a control system
for an electrodynamic motor.
446, Amusement Devices: Toys, especially 431 for an
electrically-propelled toy vehicle.
Subclass:
63
Having means to alter lateral position of object (e.g.,
steerable car, lane changer, etc.):
This subclass is indented under subclass 62. Electrically
self-propelled racing including means to affect side-to-side
movement of the object with respect to its motion over or
through the predetermined distance or defined course.
(1) Note. The lateral positioning can be controlled by any
means effective to laterally reposition the object (e.g.,
direct participant action to turn wheels on object,
redirecting obstruction on racetrack, etc.).
SEE OR SEARCH CLASS:
104, Railways, subclass 304 for a vehicle of that class
having a vehicle-carried electric propulsion system and a
steering control external to the vehicle.
446, Amusement Devices: Toys, 431, especially subclasses 460
and 468, for a steerable toy vehicle.
Subclass:
64
Object propelled by impact, projection, or reaction force
(e.g., spring, fluid jet, wind, etc.):
This subclass is indented under subclass 58. Propelled
racing wherein the mechanical force to place an object in
motion includes either: (a) a movable mass (e.g., projectile,
wind, etc.) arranged to hit or strike the object to transfer
its momentum thereto in a direction toward completion of a
race (i.e., intended direction); (b) a movable or expandable
mass (e.g., projector, spring, etc.) arranged to throw, hurl,
shoot, or otherwise push the object in said intended
direction; or (c) an object-carried mass arranged to
forcefully escape from the object (e.g., jet, etc.) in a
direction opposite to said intended direction to cause the
object to be propelled along said intended direction.
SEE OR SEARCH THIS CLASS, SUBCLASS:
2 for a game including electronic data processing that
includes a simulated projectile.
49 for a simulated projectile game.
58 for a propelled racing game where an object is solely
propelled by buoyant carriage on or in a flowing fluid.
SEE OR SEARCH CLASS:
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.
473, Games Using Tangible Projectile, for a game or sport
that uses a tangible projectile.
Subclass:
65
Object propelled by reciprocating or vibrating surface:
This subclass is indented under subclass 58. Propelled
racing wherein the mechanical force to place an object in
motion includes a member having an exterior face (i.e.,
surface) and a means for imparting a back-and-forth or
oscillatory motion to the surface whereby the object is
caused to travel along the surface due to the surface motion
when the object is engaged with the surface.
(1) Note. The shape of the surface is not limited to a
flat, roadlike surface, but may include such other shapes or
forms such as a string or wire, etc.
(2) Note. Vibration used for a reason other than propelling
an object toward a finish line, such as, for example, that
used to overcome an object's inertia at rest to allow gravity
propulsion thereafter, is not properly classified herein.
SEE OR SEARCH THIS CLASS, SUBCLASS:
69 for a gravity-propelled racing object with means to
vibrate the object or its support to overcome resting
inertia.
SEE OR SEARCH CLASS:
446, Amusement Devices: Toys, subclass 3 for a toy including
a vibrating support for a travelling object.
Subclass:
66
Object pulled by reelable cord:
This subclass is indented under subclass 58. Propelled
racing wherein the means to apply mechanical force to an
object includes an elongated flexible member (e.g. string,
wire, etc.) having one end connected to the object and an
opposite end connected to a rotatable spool, whereby motion
can be imparted to the object by rotating the spool to wind
the flexible member around the spool to shorten the length of
the flexible member between the object and the spool.
SEE OR SEARCH CLASS:
242, Winding, Tensioning, or Guiding, appropriate subclass
for reel structure.
Subclass:
67
Object propelled by rotatable arm or disk:
This subclass is indented under subclass 58. Propelled
racing wherein the means to apply mechanical force to place
the object in motion includes either: (a) an elongated bar
having a pivot point along the bar and means for revolving
the bar about the pivot point such that the bar defines a
turning radius, and means on the bar, at a location spaced
from said pivot point, for interacting with the object to
propel the object along a circular path at a radial distance
from said pivot point; or (b) a generally thin, flat,
circular member (i.e., disk) having a pivot point generally
located at the center of the disk, means for turning the disk
about the pivot point, and means along a radial line of the
disk for interacting with the object to propel the object
along a circular path at a radial distance from said pivot
point.
SEE OR SEARCH THIS CLASS, SUBCLASS:
61 for a rotatable arm that propels an object by a force of
magnetic attraction or repulsion between the arm and the
object.
64 for a rotatable arm that propels an object by striking or
projecting it.
SEE OR SEARCH CLASS:
472, Amusement Devices, 1 for a roundabout, especially
subclass 6 for a powered roundabout.
Subclass:
68
Object propelled by endless loop:
This subclass is indented under subclass 58. Propelled
racing wherein the means to apply mechanical force to place
an object in motion includes an elongated flexible strip of
material (e.g., belt, string, chain, etc.) curved back upon
itself to form a closed, circlelike shape, means to drive the
strip along its length in a circuitous manner, and means on
the strip for engaging the object to impart movement to the
object.
(1) Note. To be properly placed in this subclass, the
endless loop must directly propel or convey the object, as
distinguishable from, for example, a belt that indirectly
propels the object by rotating a pulley, gear, axle, etc.,
that in turn propels the object.
SEE OR SEARCH THIS CLASS, SUBCLASS:
61 for an endless loop that propels an object by a force of
magnetic attraction or repulsion between the loop and the
object.
64 for an endless loop including a mass arranged to strike
or project an object.
SEE OR SEARCH CLASS:
198, Conveyors: Power-Driven, 804 for an endless-conveyor
structure.
Subclass:
69
Gravity propelled object:
This subclass is indented under subclass 58. Propelled
racing wherein the mechanical force to place an object in
motion results from the force of the object's weight which
tends to pull a body toward the center of the Earth.
SEE OR SEARCH CLASS:
273, Amusement Devices: Games, 138.1, especially subclasses
138.3+, for a gravity-propelled object in a chance device.
446, Amusement Devices, Toys, 168 for a gravity-propelled
toy.
Information Products Division -- Contacts
Questions regarding this report should be directed to:
U.S. Patent and Trademark Office
Information Products Division
PK3- Suite 441
Washington, DC 20231
tel: (703) 306-2600
FAX: (703) 306-2737
email: oeip@uspto.gov
Last Modified: 6 October 2000