GAME APPARATUSThe present invention relates to game apparatus.
In the past there is known a children's playground game in which two children stand face to face, each child having his or her two hands held flat together flat palm to palm, and the children advance their held-together hands towards each other until they touch fingertip to fingertip, with the aim that when the fingertips touch one child will react quickest and will slap the back of at least one of the held-together hands of the other child. The present invention builds on this concept.
The present invention provides game apparatus comprising:a pressure operable switch;indication means; andmeans for securing the game apparatus to a player which locates the pressure operable switch over the back of a hand of the player; wherein :the pressure operable switch is connected to the indication means and operation of the switch activates the indication means; wherebythe game apparatus can be used in a game in which two players face each other and each player holds his or her two hands together palm to palm and both players advance their held-together hands towards each other until the hands of the two players touch fingertip to fingertip and then a first player slaps the back of the hand of the second player, the game apparatus being used with the pressure operable switch located over a hand of a player and the indication means of the game apparatus giving an indication of a  successful slap when the pressure operable switch is operated during the slap.
The present invention provides in a second aspect game apparatus for use by two players in the form of a kit of at least two matched player units, each player unit comprising:a pressure operable switch;indication means; andmeans for securing the player unit to a player which locates the pressure operable switch over the back of a hand of the player; wherein:the pressure operable switch is connected to the indication means and operation of the switch activates the indication means; wherebythe game apparatus can be used by two players each wearing at least one of the player units in a game in which the two players face each other and each player holds his or her two hands together palm to palm and both players advance their held-together hands towards each other until the hands of the two players touch fingertip to fingertip and then a first player slaps the back of a hand of the second player and thereby applies pressure to the pressure operable switch located thereabove whereby the indication means of the relevant player unit gives an indication of a successful slap.
Preferred embodiments of game apparatus according to the present invention will now be described by way of example only with reference to the accompanying drawings, in which:Figure 1 is a schematic representation of a first embodiment of player unit of game apparatus according to the present invention;  Figure 2 is a schematic representation of the game apparatus of Figure 1 in use;Figure 3 is a schematic representation of a second embodiment of player unit of game apparatus according to the present invention;Figure 4 is a first detail view of the second embodiment of player unit shown in Figure 3;Figure 5 is a second detail view of the second embodiment of player unit shown in Figures 3 and 4;Figure 6 is a schematic representation of a third embodiment of player unit of game apparatus-according to the present invention;Figure 7 is a first detail view of the third embodiment of player unit shown in Figure 6;Figure 8 is a second detail view of the third embodiment of player unit shown in Figures 6 and 7;Figure 9 is a third detail view of the third embodiment of player unit shown in Figures 6 to 8;Figure 10 is a flow chart illustrating a first mode of play of the third embodiment of player unit shown in Figure 6 to 9;Figure 11 is a flow chart illustrating a second mode of play of the third embodiment of player unit shown in Figures 6 to 9;Figure 12 is a schematic representation of a fourth embodiment of player unit of game apparatus according to the present invention;Figure 13 is,-a first detail view of the fourth embodiment of player unit shown in Figure 12;Figure 14 is a second detail view of the fourth embodiment of player unit shown in Figures 12 and 13;Figure 15 is a third detail view of the fourth embodiment of player unit shown in Figures 12 to 14;Figure 16 is a fourth detail view of the fourth embodiment of player unit shown in Figures 12 to 15;  andFigure 17 is a fifth detail view of the fourth embodiment of player unit shown in Figures 12 to 16.
Referring first to Figure 1, a player unit 10 of game apparatus according to a first embodiment of the present invention can be seen to comprise a wrist strap 11 of a plastics material and a housing 12 mounted on the wrist strap 11.
A plastics material arm 13 formed integrally with the wrist strap 11 extends forwardly from a midpoint of the wrist strap 11 roughly perpendicular to the wrist strap 11. Mounted on the front end of the arm 13 is a sensor 14.
Matching connectors are provided at opposite ends of the wrist strap 11. In the illustrated embodiment a patch 15 of hook and loop fastening material (such as VELCRO') is provided at one end of the wrist strap 11 and a matching patch (not shown) is provided on the underside of the other end.
The housing 12 includes a compartment for a battery or batteries (not shown) and a removable cover 16 allowing access to the compartment for insertion and removal of the battery or batteries. The battery or batteries are used to power a buzzer (not shown) housed in the housing 12 which is audible outside of the housing 12. The battery or batteries are also used to power a light 17 visible through an aperture in the housing 12.
The operation of both the buzzer and the light 17 is controlled by the switch 14 which is connected to  the buzzer and light 17 by a wire or wires extending through the arm 13 to electrically connect the switch 14 with the buzzer and light 17 in the housing 12.
The switch 14 comprises a round depressible button which can be depressed against the action of resilient means such as a spring (not shown).
The game apparatus is supplied as a kit comprising a pair of player units 10 each having a wrist strap 11 with its own-associated housing 12, arm 13 and switch 14. As can be seen in Figure 2, in use one of the pair of player units 10 is strapped around the wrist of a first player. The other of the player units 10 is strapped around the wrist of a second player.
It can be seen in Figure 2 that each arm 14 extends in use forwardly of the wrist of a player so as to locate switch 14 approximately centrally above the back of the hand of the player when the wrist is flat and stretched forwardly. When the game apparatus is used each player will hold his or her two hands flat together palm to palm, with the wrist strap 11 strapped securely around one wrist and housing 12 thus secured to his or her wrist and a switch 14 located approximately centrally over the back of his or her hand. The players will then advance their held together hands towards each other until they meet fingertip to fingertip. At this point, each player is assigned a role so that a first player is an attacker and a second player is a defender. The attacking player must attempt to strike the back of the hand of the defending player on which the player unit 10 is strapped before the defending player reacts to withdraw his or her held together hands from play. If  the attacking player is successful in striking the hand of the defender, the switch 14 connected to the buzzer and light 17 mounted on the wrist of the defending player will be depressed. Activation of the switch 14 will cause the buzzer to sound and the light 17 to illuminate, confirming a successful strike by the attacking player. If the attacking player is successful, he or she retains the role of attacker and play continues until the attacking player is unsuccessful or wins the game. When the attacking player is unsuccessful the roles are reversed and the defending player assumes the role of attacker and the attacking player assumes the role of defender. Play continues in this manner until the game is won by either player. It may be that the game is won when a preset number of strikes is achieved by a player, or alternatively the game may be won by the player who has achieved the highest number of strikes when a preset game time has elapsed.
In the first embodiment described above each player unit has both a buzzer and a light. However, each player unit need only have one of the buzzer or the light. Indeed, any means for indicating a successful slap may be substituted for the buzzer or light.
The player unit used by one player may be provided with a buzzer which emits a sound different to the buzzer of the player unit used by the other player so that the players can audibly differentiate between the player units during play so as to determine which of them has been successful.
Referring now to Figures 3 to 5 a player unit 20  of game apparatus according to a second embodiment of the present invention can be seen to comprise a fingerless glove 21 of neoprene material upon which a housing 22 and a switch 24 are mounted.
The housing 22 includes a compartment for a battery or batteries (not shown) and a removable cover (not shown) allowing access to the compartment for insertion and removal of the battery or batteries.
The battery or batteries are used to power an electrical or electronic circuit (not shown) of the player unit 20, a buzzer (not shown) housed below panel 28 of the housing 22 and a light or lights (not shown) which are visible through an aperture 27 in the housing 22.
The housing 22 includes a further compartment 36 in which buttons 30,31,32 and lights 33,34,35 are housed. Access to the compartment 36 is via a cover 26 which is hingedly attached to housing 22. The buttons 30,31,32 are used by a player to select a particular game format before a turn of play begins as discussed in more detail below. Lights 33,34,35 indicate which of the buttons 30,31,32 has been depressed by a player. Game information may be affixed to the underside of cover 26 which can be viewed by a player of a game when cover 26 is in the open position as illustrated in Figure 5.
The operation of both the buzzer and the lights is controlled by the switch 24 connected to the buzzer and lights by a wire or wires extending through a cover 23 to electrically connect the switch 24 with the electrical or electronic circuit contained within the housing 22. The switch 24 comprises a round  depressible button which can be depressed against the action of a resilient means such as a spring (not shown). The buttons 30,31,32 and lights 33,34,35 are in electrical communication with the electrical or electronic circuit contained within the housing 22, the electrical or electronic control circuit in turn being in electrical communication with the buzzer and lights via a wire or wires or via a printed circuit board.
The game apparatus is supplied as a kit comprising a pair of player units 20 each having a glove 21 and each with its own associated housing 22 and switch 24. As can be seen in Figure 3, in use one of the pair of player units 20 is worn on the hand and wrist of a first player. The other of the player units 20 will be worn on the hand and wrist of a second player.
Each glove 21 maintains the switch 24 in position approximately centrally on the back of the hand of the player when the wrist is flat and the hand stretched forwardly. The housing 22 mounted on the glove 21 is maintained in position on the lower arm of the player behind the joint of the player's wrist.
To play a game, each player must select via buttons 30,31,32 a particular game format to be played in that turn of play. Each player must access the buttons 30,31,32 contained in compartment 36 by opening the hingedly connected cover 26 as illustrated in Figure 5. On depressing one of the buttons 30,31, 32 the game unit 20 is switched on and a game format is selected for play. Further depression of any button 30,31,32 is ineffective until that turn of play is  completed. If a player unit 20 receives no external input for a period of thirty seconds, the electrical or electronic circuit automatically switches off to conserve battery power.
It can be seen in Figure 5 that there are three buttons 30,31,32 for a player to choose from. Each button 30,31,32 in this embodiment corresponds to a different level of perceived difficulty. When a player depresses a button 30,31,32 the corresponding light 33,34,35 associated with that button is illuminated by the electrical or electronic circuit so as to confirm the game format selected for that turn of play. The light 33,34,35 remains illuminated until that turn of play is complete. The buzzer generates an audible signal to acknowledge that a player has made his or her selection. For example, if a player chooses to depress the left hand button 30, the game format selected for that turn of play is NOV (i. e. novice) and requires thirteen strikes of the switch 24 by the second opposing player to win that game (as indicated on the cover 26). This selection is confirmed by the light 33 positioned in line with button 30 which remains illuminated during that turn of play of a game.
A player depressing button 31 selects game formatADV (i. e. advanced) which requires fifteen strikes of the switch 24 to win, whilst button 32 is for selecting game format PRO (i. e. professional) which requires seventeen strikes to win.
When both players have made their respective selections, each must hold his or her two hands flat together palm to palm and then advance their held  together hands towards each other until they meet fingertip to fingertip. At this point, each player is assigned a role so that a first player is an attacker and a second player is a defender. The attacking player must attempt to strike the back of the hand of the defending player on which the player unit 20 is worn before the defending player reacts to withdraw his or her held together hands from play. If the attacking player is successful in striking the hand of the defender, the switch 24 connected to the buzzer and light 17 mounted on the wrist of the defending player will be depressed. Activation of the switch 24 will cause the buzzer to sound and the light to illuminate, confirming a successful strike by the attacking player. If the attacking player is successful, he or she retains the role of attacker and play continues until the attacking player is unsuccessful or wins the game. When the attacking player is unsuccessful, the roles are reversed and the defending player assumes the role of attacker and the attacking player assumes the role of defender. Play continues in this manner until the requisite number of strikes has been recorded by a player unit 20. As soon as the final strike (determined by the preselected game format) has been acknowledged in the usual manner by a player unit 20, the player unit 20 in question sounds a game-over'tune via the buzzer and/or illuminates the lights in a fashion which indicates that a game is over.
It will be appreciated that each player must select via buttons 30,31,32 on his or her player unit 20 the game format to be played by the other player, since each of the player units 20 will indicate the number of strikes successfully registered  by an opposing player.
Both players may select the same game format (difficulty level) on each of the respective player units 20 for a turn of play (e. g. both players may select either NOV requiring thirteen strikes, ADV requiring fifteen strikes or PRO requiring seventeen strikes). This will be most suitable when both players are equally matched in terms of experience and/or skill.
However, if the competing players are not suitably matched in terms of skill and/or experience, then it is possible for this deferential to be compensated by way of the three differing game formats available on each of the player units 20. A first novice player should depress the right-hand button 32 on his or her player unit 20 to select the PRO level game format which requires the second opposing player to strike the switch 24 of the first player unit 20 seventeen times in order to secure a victory, whilst the more experienced player should depress the lefthand button 30 on his or her player unit 20 to select the NOV level game format which requires the first opposing novice player to strike the switch 24 of the second player unit 20 thirteen times in order to secure a victory in that turn of play.
Alternatively if the first player is slightly more experienced the second player should depress button 31 on his or her player unit 20 to select theADV level requiring fifteen strikes in order to secure a victory. It will be appreciated that any combination of the available game formats may be used in a turn of play.
Referring now to Figures 6 to 9, a player unit 40 of game apparatus according to a third embodiment of the present invention can be seen which is similar in design to that of the second embodiment. The player unit 40 again comprises a fingerless glove 41 of a neoprene material upon which a housing 42 and switch 44 are mounted.
However, this player unit 40 differs to that of the second embodiment in that the housing 42 comprises a visual display unit 49 which is a liquid crystal display (LCD) and replaces the indicating lights 33, 34,35 of the second embodiment. The housing 42 includes a compartment for a battery or batteries (not shown) and a removable cover (not shown) allowing access to the compartment for insertion and removal of the battery or batteries. The battery or batteries are used to power an electrical or electronic circuit (not shown) of the player unit 40, a buzzer (not shown) housed below panel 48 of the housing 42 and light or lights (not shown) which are visible through an aperture 47 in the housing 42.
The housing 42 includes a further compartment 55 in which buttons 50,51,52,53 and LCD 49 are housed.
Access to the compartment 55 is via a removable cover 46 which is hingedly attached to housing 42. The buttons 50,51,52,53 are used by a player to select both a mode of play and a particular game format before a turn of play begins, as is discussed in more detail below. The LCD 49 indicates the mode of play and game format selected for play by a player. Game information may be affixed to the underside of cover 46 which can be viewed by a player of a game when cover 46 is in the open position as illustrated in  Figure 8.
The operation of the buzzer, lights and LCD 49 is activated by the switch 44 connected to the buzzer, lights and LCD 49 by a wire or wires extending through a cover 43 to electrically connect the switch 44 with the electrical or electronic circuit contained within the housing 42. The switch 44 comprises a round depressible button which can be depressed against the action of a resilient means such as a spring (not shown). The buttons 50,51,52,53 and LCD 49 are in electrical communication with the electrical or electronic circuit contained within the housing 42, the electrical or electronic circuit in turn being in electrical communication with the buzzer, lights andLCD 49 via a wire or wires or via a printed circuit board.
The game apparatus is supplied as a kit comprising a pair of player units 40 each having a glove 41 with its own associated housing 42 and switch 44. As can be seen in Figure 6, in use one of the pair of player units 40 is worn on the hand and wrist of a first player. The other of the player units 40 will be worn on the hand and wrist of a second player.
Each glove 41 maintains the switch 24 approximately centrally on the back of the hand of the player when the wrist is flat and the hand stretched forwardly. The housing 42 mounted on the glove 41 is maintained in position on the lower arm of the player behind the joint of the player's wrist.
To play a game, each player must select via button 50 a mode of play and via buttons 51,52,53  must select a particular game format to be played in that turn of play. Each player must access the buttons 50,51,52,53 contained in compartment 55 by opening the hingedly connected cover 46 as illustrated in Figure 8.
On depressing one of the buttons 50,51,52,53 the game unit 40 is switched on and then depressing one of buttons 51,52,53 selects a game format for play. Further depression of any button 50,51,52,53 is ineffective until that turn of play is completed.
If a player unit 40 receives no external input for a period of thirty seconds, the electrical or electronic circuit automatically switches the player unit 40 off to conserve battery power.
The button 50 can be used to select a"MATCH" mode of play (see Figure 10) and the player units 40 will be used in a game identical to that described for the second embodiment illustrated in Figures 3 to 5.
Alternatively, the button 50 can be used to select a "STRIKE"mode of play (see Figure ll) and then the electrical or electronic circuit (not shown) will calculate a strike rate which is then displayed on theLCD 49 at the end of a turn of play. The electrical or electronic circuit calculates the strike rate by dividing the number of strikes by the time taken.
Button 50 enables a player to switch between a first and second mode of play as illustrated schematically in Figures 11 and 12. To select a first mode of play ("MATCH"), a player depresses button 50 once and the first mode"MATCH"is selected, this selection being confirmed on the LCD 49 as illustrated in Figure 10. The player then chooses a game format  to be played in the manner already described in the second embodiment and play continues in the manner previously described and illustrated in Figure 10.
In the alternative mode of play, the button 50 is depressed to switch from the first mode ("MATCH") to a second mode of play referred to as"STRIKE"as illustrated in Figure 11. The player then continues with the selection of one of buttons 51,52,53 to select a particular game format to be played in that turn of play. As can be seen in Figure 11, depression of button 52 selects game format ADV (i. e. advanced) which requires seventeen strikes for a player to win.
The selection of both the"STRIKE"mode and game format ADV is displayed on the LCD 49. Play commences as previously described and for each strike which is successfully registered player unit 40, the number of remaining strikes required to win a game displayed onLCD 49 is reduced by one. Play continues in this manner until the requisite number of strikes has been recorded by a player unit 40. After the final strike has been recorded, and the"game-over"tune has sounded, a strike rate is displayed on the LCD 49 as illustrated in Figure 11. The strike rate is a calculation of the time taken during that turn of play to successfully register the requisite number of strikes. The less time a turn of play takes for one player to record the requisite number of strikes, the higher the strike rate for that particular game.
The three buttons 51,52,53 allow a player to select the game format to be played. Each of buttons 51,52,53 in this embodiment corresponds to a different level of perceived difficulty, as with the second embodiment illustrated in Figures 3 to 5. When  a player depresses a button 51,52,53 the corresponding target number of strikes required to win that turn of play associated with that button is shown on the LCD 49. The buzzer generates an audible signal to acknowledge that a player has made his or her selection. For example, in this embodiment, if a player chooses to depress the button 51, the game of format selected for that turn of play is NOV (i. e. novice) and requires thirteen strikes of the switch 44 by the second player to win that game (indicated on the cover 46). During play, the number of strikes displayed on LCD 49 is incrementally decreased by one each time a successful strike is recorded by that player unit 40.
A player depressing button 52 selects game formatADV (i. e. advanced) which requires fifteen strikes of the switch 44 to win, whilst button 53 selects game format PRO (i. e. professional) which requires seventeen strikes to win.
This third embodiment of player unit 40 (illustrated in Figures 6 to 9) will be used in exactly the same way as the second embodiment (illustrated in Figures 3 to 5), except that the LCD screen 49 (see Figure 9) will show the game format selected (NOV, ADV, or PRO), will be used to show the count down of the number of strikes to victory, will be used to show the selection of the MATCH or STRIKE mode of play, and in the STRIKE mode of play will, at the end of a game, show a strike rate calculated by the electrical or electronic circuit.
Referring now to Figures 12 to 17, a player unit 60 of game apparatus according to a fourth embodiment  of the present invention can be seen which is similar in design to that of the third embodiment. The player unit 60 comprises a fingerless glove 61 of neoprene material upon which a housing 62 is mounted.
However, this player unit 60 differs to that of the third embodiment in that two switches 64,65 are provided and the game apparatus additionally comprises a socket 80 and a projection 81 mounted on the glove 61. The housing 62 includes a compartment for a battery or batteries (not shown) and a removable cover (not shown) allowing access to the compartment for insertion and removal of the battery or batteries.
The battery or batteries are used to power an electrical or electronic circuit (not shown) of the player unit 60, a buzzer (not shown) housed in the housing 62 and also light or lights (not shown) which are visible through an aperture in the housing 62.
The housing 62 includes a further compartment 67 in which buttons 70,71,72,73 and LCD 69 are housed.
Access to the compartment 67 is via a removable cover 66 which is hingedly attached to housing 62. The buttons 70,71,72,73 are used by a player in exactly the same way as in the third embodiment, i. e. to select both a mode of play and a particular game format before a turn of play begins. Game information may be affixed to the underside of cover 66 which can be viewed by a player of a game when cover 66 is in "the open position illustrated in Figure 17.
The operation of the buzzer, lights and LCD 69 is activated by the switches 64,65 connected to the buzzer, lights and LCD 69 by a wire or wires extending through a cover 63 to electrically connect the  switches 64,65 with the electrical or electronic circuit contained within the housing 62. Switches 64, 65 comprise a round depressible button which can be depressed against the action of a resilient means such a spring (not shown). The buttons 70,71,72,73 andLCD 69 are in electrical communication with the electrical or electronic circuit contained within the housing 62, the electrical or electronic circuit in turn being in electrical communication with the buzzer, lights and LCD 69 via a wire or wires or via a printed circuit board.
The socket 80 and projection 81 are mounted on the glove 61 via a wrist band emanating from both sides of the housing 62 so that the socket 80 and projection 81 may each be spacingly positioned at any point on the circumference of the wristband. One or both of the socket 80 and projection 81 are in electrical communication with the electrical or electronic circuit housed in housing 62. The socket 80 additionally comprises a pressure operable switch (not shown).
The game apparatus is supplied as a kit comprising a pair of player units 60 each having a glove 61 with is own associated housing 62 and switches 64, 65. As can be seen in Figure 12, in use one of the pair of player units 60 is worn on the hand and wrist of a first player. The other of the player units 60 will be worn on the hand and wrist of a second player.
Each glove 61 maintains the switches 64,65 approximately centrally on the back of the hand of the player when the wrist is flat and the hand stretched  forwardly. The housing 62 mounted on the glove 61 is maintained in position on the lower arm of the player behind the joint of the players wrist.
To play a game, each player must select via button 70 a mode of play and via buttons 71,72,73 must select a particular game format to be played in that turn of play. This is done in exactly the same way as is described earlier for the third embodiment of the present invention. The player units 60 are used in exactly the same way as the third embodiment (illustrated in Figures 6 to 11), except that in order for a strike to be successful, both of the switches 64,65 must be depressed by the opposing player's strike within a prescribed time delay. For instance, the game apparatus may require that both switches 64, 65 are activated within 0.5 of a second of each other in order for that strike to count.
The socket 80 and projection 81 provided on each of the player units 60 can te used by the players at the end of a game to record who has won that game. A winning player uses the socket 80 on his or her or electronic circuit may be provided with a memory for recording the number of wins even when a player unit 60 is switched off.
Socket 80 and projection 81 may be provided with certain geometrical or electronic features to prevent a player from cheating by activating the pressure operable switch provided in socket 80 for recording a win. For example, as can been seen in Figures 12 to 15, a player unit 60 may be provided with socket 80 having a tetrahedral recess and a projection 81 with a cylindrical projection so that the player can not use his or her player unit 60 alone to increment his or her own tally of winning games. Alternatively, socket 80 and projection 81 may both be in electrical communication with the electrical or electronic circuit of the player unit 60 in order that a particular electrical signal must be recorded by socket 80 in order for the circuit to accept and register a win. For instance, in a kit comprising two player units 60, the respective projections 81 may be provided with a transponder device within each projection, each of which emits a different signal to the other, the respective sockets 80 and electrical or electronic circuits recognising only one signal which is that of the transponder provided in the other player unit 60. The transponder may also have data storage capability to facilitate data transfer between player units 60 in order that a player history may be down loaded, uploaded or transferred between respective player units 60.
Whilst the present invention has been described as a kit comprising two player units 60, one for each of two players participating in a game, it will be  appreciated that each of the two players of a game may each be provided with two player units 60 so that one player unit 60 is worn on each hand and wrist of a player providing further scope for scoring in a turn of play. Also, it will be appreciated that the game apparatus need not be restricted to games between two players, and that any number of players or teams of players may be provided with player units 60 as described herein, so as to offer a variation of the game theme described.
Whilst the present invention has been described as having indication means comprising a combination of buzzer, lights and displays, it will be appreciated that the combination and the resulting effect of lights, sounds, their duration, their pitch or tune may be varied in accordance with a particular theme or game format. For example, in the second and third embodiments of the present invention the three game formats comprising NOV, ADV and PRO may be named according to a particular theme or format of a game as is the case in the fourth embodiment of the present invention where NOV has been replaced by MAS referring to Master, ADV has been replaced by GM which refers toGrandmaster and PRO has been replaced by WIZ referring to Wizard. Also, it will be appreciated that the number of strikes required to win a game is not restricted to the numbers 13,15 and 17 as in the second and third embodiment and that this may be altered to any number or indeed may be entered by a player of a game using the selection means.