throbber
January 2011 CLASSIFICATION DEFINITIONS 463 - 1
`
`CLASS 463, AMUSEMENT DEVICES: GAMES
`
`SECTION I - 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 com-
`petitive player or players--in order to achieve an objec-
`tive 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 subcom-
`bination element of a game defined in (A), above, by
`reason of its similarity to chance devices normally com-
`bined with or defining such a game; and a method for
`using such a chance device for which there is no provi-
`sion elsewhere;
`
`C. Subject matter relating to the type of amusement,
`recreation, or play activity commonly known as a puz-
`zle, 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 electri-
`cally 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, appurte-
`nant 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 par-
`ticipant as, for example, a computer or
`other gaming machine. However, a general
`purpose computer in which software is pro-
`vided 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 prac-
`tice or train for such a game is provided for
`in this class. Since such a practice or train-
`ing 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 com-
`bined 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.
`
`SECTION II - LINES WITH OTHER CLASSES
`AND WITHIN THIS CLASS
`
`This class is the residual class for the subject matter of
`
`January 2011
`
`
`

`

`463 - 2 CLASSIFICATION DEFINITIONS January 2011
`
`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 com-
`pletion of this reclassification, Class 273 will be abol-
`ished and replaced by either Class 463 or Class 473,
`Games Using Tangible Projectile. Until such reclassifi-
`cation is completed, portions of Class 273 which are rel-
`evant 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 fol-
`lowing 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 classi-
`fied in present subclasses of Class 463, appropriate sub-
`class(es) in Class 273 should be considered for search
`purposes until such time that Class 273 is finally abol-
`ished.
`
`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.
`
`SECTION III
`CLASSES
`
`- REFERENCES TO OTHER
`
`124,
`
`SEE OR SEARCH CLASS:
`116,
`Signals and Indicators, subclasses 222 through
`225 for a mechanical signal or indicator, per
`se, which is intended to form part of or to be
`used with a game device.
`Mechanical Guns and Projectors, for a centrif-
`ugally or mechanically operated device, per se,
`for projecting or launching a tangible game
`projectile into the air.
`a
`Check-Actuated Control Mechanisms, for
`game or chance device including a recited
`detail of a coin-controlled mechanism.
`Electricity: Circuit Makers and Breakers, for
`an electrical switch, per se especially sub-
`classes 61.1+ for a switch responsive to the
`action of a game or amusement piece, Digest 2
`
`194,
`
`200,
`
`1January 2011
`
`206,
`
`221,
`
`235,
`
`273,
`
`283,
`
`340,
`
`345,
`
`for a body attached switch, Digest 3 for a coin
`operated switch, and Digest 23 for a game
`switch.
`Special Receptacle or Package, subclasses
`315.1+ for a receptacle or package used for a
`sport implement, exercise device, or game.
`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.).
`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 calcula-
`tor having concentric totalizing disks mounted
`upon a single axis; subclass 88 for a game cal-
`culator 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 bil-
`liard or pool game device; and subclasses 439+
`for a coded record sensor structure (e.g., bar
`code reader, etc.).
`Amusement Devices: Games, by reason of rel-
`evant 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 undergo-
`ing 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.
`Printed Matter, subclasses 72+ for printed mat-
`ter 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 lot-
`tery ticket art collection.
`4.1
`Communications: Electrical, subclasses
`through 4.14 for communication or control
`for the handicapped; subclasses 5.1
`through
`5.92 for intelligence comparison such as used
`for authorization, access, identification, credit,
`etc.; subclass 323 for a game-reporting (e.g.,
`scoreboard, indicator, etc.) electric signaling
`system, per se; and other appropriate sub-
`classes for audible, visual, or tactile communi-
`cation.
`Computer Graphics Processing and Selective
`Visual Display Systems, appropriate subclass
`for a selectively controlled visual display sys-
`tem which may either form part of a game or
`
`

`

`January 2011 CLASSIFICATION DEFINITIONS 463 - 3
`
`446,
`
`472,
`
`473,
`
`368,
`
`369,
`
`377,
`
`380,
`
`404,
`
`428,
`
`434,
`
`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 incorpo-
`rated class (273, Amusement Devices: Games).
`Horology:
` Time Measuring Systems or
`Devices, subclass 3 for a
`time measuring
`means controlled by a game.
`Dynamic Information Storage or Retrieval,
`subclass 30.02 for operator-actuated remote
`control of selective addressing of a storage
`medium in a novelty device (e.g., talking doll,
`etc.), subclasses 63-68 for a sound reproduc-
`tion means for a toy or novelty device, and
`other appropriate subclasses for memory struc-
`ture and housings therefore.
`Electrical Pulse Counters, Pulse Dividers, or
`Shift Registers: Circuits and Systems, sub-
`class 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 possibili-
`ties, and subclass 5 for a counter or register, per
`se, which is intended to be used with, in, or for
`a game or sport.
`Cryptography, subclass 251 for an electronic
`game utilizing cryptography.
`Road Structure, Process, or Apparatus, particu-
`larly subclasses 17+ and 71 for pavement or
`road structure which may be usable for a game
`surface.
`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).
`Education and Demonstration, particularly
`subclasses 16+ for teaching or demonstration
`of shooting, subclasses 29+ for a vehicle simu-
`lator 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 sub-
`classes 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).
`device
`a
`Amusement Devices: Toys, for
`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).
`a
`for
`Amusement Devices, subclasses 1+
`roundabout, subclasses 85+ for a racetrack, and
`subclasses 92+ for (a) the structure or composi-
`tion of a playing surface, per se; (b) the struc-
`ture or composition of a peripheral boundary
`marking or enclosure, per se, of such a playing
`surface; or (c) the combination of only a play-
`ing 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.
`Games Using Tangible Projectile, for a game
`in which a ball, missile, or other such tangible
`game projectile (other than a simulation or rep-
`resentation thereof) is used during play of a
`game or sport. The relationship between Class
`463 and Class 473 is that Class 463 is the resid-
`ual 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 simula-
`tion 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 simu-
`lation of a projectile or a video-game represen-
`tation of a projectile, etc.) is classified in Class
`463, since such simulation or representation of
`a projectile is not an actual or physical object
`
`January 2011
`
`
`

`

`463 - 4 CLASSIFICATION DEFINITIONS January 2011
`
`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 process-
`ing via electromagnetically operated
`relays or the like for binary logical oper-
`ations is considered to be electronic data
`processing for this and indented sub-
`classes.
`
`(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.
`
`which can be touched and handled (i.e., tangi-
`ble) as required by Class 473.
`Surgery: Splint, Brace, or Bandage, sub-
`classes 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.
`Data Processing: Generic Control Systems or
`Specific Applications, subclasses 91
`through
`93 for data processing or computation, per se,
`for the purpose of analyzing, monitoring, or
`scoring a contest or game, which is not classifi-
`able elsewhere.
`Data Processing: Financial, Business Practice,
`Management, or Cost/Price Determination,
`subclass 1.1, especially subclass 14.1 for data
`processing used for financial or business prac-
`tice 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. ).
`Electronic Funds Transfer, subclass 23 for an
`art collection of means for electronic transfer
`of funds for an entertainment, amusement, or
`gambling application.
`Games, Toys, and Sports Goods, subclasses
`300+ for a game design.
`
`602,
`
`700,
`
`705,
`
`902,
`
`D21,
`
` SUBCLASSES
`
`1
`
`INCLUDING MEANS FOR PROCESS-
`ING ELECTRONIC DATA (e.g., computer/
`video game, etc.):
`This subclass is indented under the class defini-
`tion. 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 includ-
`ing 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 subcombina-
`tion thereof or accessory therefor that is unpro-
`vided for elsewhere.
`
`(1) Note. Scoring, per se, is included herein
`only if combined with other game struc-
`ture. The combination of electronic
`scoring means with nonelectronic game
`structure is originally placed in this or
`indented subclasses according to the
`
`1January 2011
`
`200,
`
`235,
`
`SEE OR SEARCH CLASS:
`116,
`Signals and Indicators, subclasses 222
`through 225 for a mechanical signal
`or indicator, per se, which is intended
`to form part of or to be used with a
`game device.
`Electricity: Circuit Makers and Break-
`ers, for an electrical switch, per se,
`especially subclasses 61.1+
`for
`a
`switch responsive to the action of a
`game or amusement piece, Digest 2
`for a body attached switch, Digest 3
`for a coin operated switch, and Digest
`23 for a game switch.
`Registers, for a
`register, per se,
`intended for use in a game, particu-
`larly subclass 1 for a miscellaneous
`game counter; subclass 61 for an odds
`computer; subclass 78 for a game cal-
`culator having concentric totalizing
`disks mounted upon a single axis;
`subclass 88 for a game calculator hav-
`ing tabular indicia placed upon disks
`which rotate about their centers; sub-
`class 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.).
`for
`Radiant Energy, subclass 203.5
`cathode ray tube (target) scanning;
`subclasses 206+ for a photocell con-
`trolled circuit; subclass 227.13 for a
`light pen; and subclasses 222+ for an
`
`250,
`
`

`

`January 2011 CLASSIFICATION DEFINITIONS 463 - 5
`
`345,
`
`348,
`
`377,
`
`380,
`
`434,
`
`optical or prephotocell system con-
`trolled by an article, person, or ani-
`mal.
`Computer Graphics Processing and
`Selective Visual Display Systems,
`appropriate subclass for a selectively
`controlled visual display
`system
`which may either form part of a game
`or not be limited to a game. However
`if the term “game” or equivalent is
`recited in a claim, or if the only dis-
`closure 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).
`Television, appropriate subclass for
`television structure.
`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 possi-
`bilities 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.
`Cryptography, subclass 251
`for an
`electronic game utilizing cryptogra-
`phy.
`Education and Demonstration, for
`subject matter that utilizes electronic
`data processing for instructional or
`demonstration purposes, particularly
`subclasses 16+ for teaching or dem-
`onstration 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, sub-
`classes 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 sub-
`classes 322+ for question or problem
`eliciting response. Class 463 and its
`incorporated
`class
`(Class
`273,
`Amusement Devices: Games), con-
`tain devices which are to be used for
`practice by, or for perfecting the phys-
`ical skill of, a person who already
`
`2
`
`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 perfec-
`tion 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).
`Data Processing: Generic Control
`Systems or Specific Applications,
`subclasses 91 through 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.
`Data Processing: Financial, Business
`Practice, Management, or Cost/Price
`Determination, subclasses 1.1, espe-
`cially subclass 14.1 for data process-
`ing used for financial or business
`practice where a promotional induce-
`ment is recited (e.g., awarding a cou-
`pon or price adjustment based upon a
`purchase, etc.), and subclass 16 for a
`point-of-sale terminal, (e.g., cash reg-
`ister, etc.).
`
`700,
`
`705,
`
`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 sim-
`ulation of a tangible projectile. Waves
`such as a mechanical wave (e.g., sonic,
`ultrasonic, etc.) or a nondestructive elec-
`tromagnetic 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
`
`January 2011
`
`
`

`

`463 - 6 CLASSIFICATION DEFINITIONS January 2011
`
`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 demon-
`stration in its use or operation to one
`who is uneducated in its use or operation
`is considered to be an education or dem-
`onstration device classified elsewhere.
`See the SEARCH CLASS notes below.
`
`SEE OR SEARCH THIS CLASS, SUB-
`CLASS:
`49+,
`
`for a simulated-projectile game that
`does not include electronic data pro-
`cessing.
`
`tion 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 excep-
`tions specified in the Class 463 defini-
`tion
`and
`its
`appended notes.)
`Accordingly, if a game which uses a
`ball, missile, or other such tangible
`game projectile (other than a simula-
`tion or representation thereof) during
`play of the game is recited, then clas-
`sification is in Class 473; otherwise,
`classification is in Class 463. Further-
`more, a game apparatus or means
`which uses a simulation or representa-
`tion 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 repre-
`sentation of a projectile is not an
`actual or physical object which can be
`touched and handled (i.e., tangible) as
`required by Class 473.
`
`3
`
`Paddle-type game (e.g., pinball, tennis, base-
`ball, 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 representa-
`tion (e.g., video, etc.) thereof to intercept, redi-
`rect, 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 elec-
`tronic data processing for such pur-
`poses as monitoring for competition,
`practice, etc., or, for example, to cre-
`ate a visual environment.
`
`250,
`
`273,
`
`434,
`
`SEE OR SEARCH CLASS:
`124,
`Mechanical Guns and Projectors,
`appropriate subclass for a mechanical
`projector, per se, which projects a tan-
`gible projectile.
`for
`Radiant Energy, subclass 203.5
`cathode ray tube (target) scanning;
`subclasses 206+ for a photocell con-
`trolled circuit; subclass 227.13 for a
`light pen; and subclasses 222+ for an
`optical or prephotocell system con-
`trolled by an article, person, or ani-
`mal.
`Amusement Devices: Games, sub-
`classes 108+ for a surface projectile
`game that utilizes a tangible projectile
`and subclasses 317+ for an aerial pro-
`jectile game that utilizes a tangible
`projectile or a target therefor.
`Education and Demonstration, sub-
`classes 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.
`Amusement Devices: Toys, espe-
`cially subclass 473 for a toy projector
`or one that simulates a projector or
`weapon.
`Games Using Tangible Projectile, for
`a game in which a ball, missile, or
`other such tangible game projectile
`(other than a simulation or representa-
`
`446,
`
`473,
`
`1January 2011
`
`

`

`January 2011 CLASSIFICATION DEFINITIONS 463 - 7
`
`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 pro-
`jectile 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 pro-
`gram 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, SUB-
`CLASS:
`2,
`
`for a simulated-projectile game with
`electronic data processing wherein a
`bowling-type contest is simulated.
`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.).
`for a race game with electronic data
`processing.
`for an athletic-type competition or
`court game with electronic data pro-
`cessing that does not include a simu-
`lated projectile.
`for a propelled racing game.
`
`3,
`
`6,
`
`7+,
`
`58+,
`
`SEE OR SEARCH CLASS:
`a
`273,
`Amusement Devices: Games, for
`game of sport or athleticism that
`involves the use of a tangible projec-
`tile.
`Amusement Devices: Games, appro-
`priate subclasses for a playing field or
`court game that utilizes a tangible pro-
`jectile.
`
`473,
`
`5
`
`6
`
`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, SUB-
`CLASS:
`49+,
`
`for a simulated-projectile game that
`does not include electronic data pro-
`cessing, especially subclasses 53+ for
`coincidence detection.
`
`SEE OR SEARCH CLASS:
`for
`250,
`Radiant Energy, subclass 203.5
`cathode ray tube (target) scanning;
`subclasses 206+ for a photocell con-
`trolled circuit; subclass 227.13 for a
`light pen; and subclasses 222+ for an
`optical or prephotocell system con-
`trolled by an article, person, or ani-
`mal.
`Television, appropriate subclasses for
`television structure.
`
`348,
`
`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 per-
`formed.
`
`(1) Note. It is not a requirement, for place-
`ment herein, that there be a plurality of
`simultaneously raced objects. Distin-
`guish 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 contes-
`tant.
`
`(2) Note. Racing against time or another
`moving object should be distinguished
`
`January 2011
`
`
`

`

`463 - 8 CLASSIFICATION DEFINITIONS January 2011
`
`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, SUB-
`CLASS:
`7+,
`
`for a game including electronic data
`processing that requires an element of
`physical skill or ability.
`for a strategy or problem solving
`application that may include the task
`of moving an object through a maze.
`for race wagering.
`for a propelled racing game that does
`not include electronic data processing.
`
`15,
`
`25+,
`58+,
`
`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 sub-
`classes 295+ for a car-carried electric
`propulsion system with external car
`control (e.g., slot car, etc.).
`Railways: Surface Track, subclasses
`10+ for portable railway track struc-
`ture.
`Amusement Devices: Games, sub-
`classes 236+ for a board game with a
`maze and subclasses 153+ for a puz-
`zle that includes a maze.
`Road Structure, Process, or Appara-
`tus, particularly subclasses 17+
`and
`71 for pavement or road structure.
`Amusement Devices: Toys, sub-
`classes 444+ for a toy railway, sub-
`classes 454+ for a remotely controlled
`rolling or tumbling toy, and sub-
`classes 465+ for a toy wheeled vehi-
`cle.
`Amusement Devices, subclasses 1+,
`for a roundabout, subclasses 85+ for a
`
`404,
`
`446,
`
`472,
`
`238,
`
`273,
`
`1January 2011
`
`7
`
`racetrack, and subclasses 92+ for (a)
`the structure or composition of a play-
`ing 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 combina-
`tion 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.
`
`In a game requiring an element of a partici-
`pant'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

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