[go: up one dir, main page]

US20140148077A1 - Game of retrieving selected objects from underwater environment - Google Patents

Game of retrieving selected objects from underwater environment Download PDF

Info

Publication number
US20140148077A1
US20140148077A1 US13/789,240 US201313789240A US2014148077A1 US 20140148077 A1 US20140148077 A1 US 20140148077A1 US 201313789240 A US201313789240 A US 201313789240A US 2014148077 A1 US2014148077 A1 US 2014148077A1
Authority
US
United States
Prior art keywords
environment
faux
game
items
water
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/789,240
Inventor
Daniel Hunter
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US13/789,240 priority Critical patent/US20140148077A1/en
Publication of US20140148077A1 publication Critical patent/US20140148077A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H23/00Toy boats; Floating toys; Other aquatic toy devices
    • A63H23/10Other water toys, floating toys, or like buoyant toys
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/42Toy models or toy scenery not otherwise covered
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H33/00Other toys
    • A63H33/26Magnetic or electric toys

Definitions

  • the present invention relates generally to games. More particularly, but not exclusively, the invention relates to an underwater retrieval game in which participants use a selection device to determine an object that must be retrieved from an underwater storage environment.
  • U.S. Pat. No. 5,810,364 discloses an underwater treasure chest game in which players swim to the bottom of the pool, open the chest, and retrieve one object at a time until all objects have been brought to the surface.
  • Another game disclosed in U.S. Pat. No. 7,278,637, utilizes disks, which sink with a certain side down, and players engage in an underwater memory matching game.
  • U.S. Pat. No. 5,281,144 discloses an underwater math game. In the '144 game, players are given a math problem, must determine the answer, and must scoop up underwater pieces that add to their previously solved answers.
  • Games disclosed in the '637 and '144 patents may not be appropriate for all age levels. Players must be able to use developed memory techniques or math skills in order to play. Furthermore, players who are capable of such tasks may not want to play a game that requires them to use such functions when they wish to be relaxing.
  • the '364 patent lacks an element that introduces luck or chance into the game, while also not providing a nature element to the game. Such an element may allow players of different abilities to more fairly compete with each other.
  • all discussed games fail to appeal to a real-life activity that is popular in modern culture. For example, many people wish to mimic outdoor water activities, such as fishing, hunting, noodling, or the like. However, many people may be scared or unnerved in normal conditions for such outdoor activities, and may instead want to participate in a similar activity while in the comfort of a more controlled environment.
  • a game for use with a body of water includes a faux environment configured to mimic a real life environment.
  • the faux environment may be a faux rock, log, stump, coral, grassy area, or ice environment.
  • the faux environment is positioned at least partially in the body of water.
  • a plurality of items is positioned at various characteristics of the faux environment, and the plurality of items is selected to mimic items associated with the real life environment to create a life-like interpretation of the real life environment.
  • a method of playing a game for use with a body of water includes providing a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water, and a plurality of items positioned at various characteristics of the faux environment.
  • a participant is selected to take a turn at playing the game.
  • One or more items are selected from the faux environment for the participant to retrieve, and the participant has to retrieve one or more of the items from the faux environment based upon a selection and within a predetermined amount of time.
  • a method of playing a game for use with a body of water includes providing a faux environment configured to mimic a real life environment and positioned at least partially in the body of water, and a plurality of items positioned at various locations of the faux environment, determining the order of participants playing the game, taking turns based on the selected order to try to retrieve as many items from the faux environment as possible within an allotted amount of time, and determining the winner of the game.
  • FIG. 1 is a sketch of an empty faux rock environment in which various objects may be placed in its contours and recesses.
  • FIG. 2 is a sketch of various items, specifically the animals turtle, lizard, snake, and fish, that may be placed in the faux environment's contours and recesses.
  • FIG. 3 is a sketch of the underwater faux rock environment with various items, specifically the animals turtle, lizard, snake, and fish, placed in its contours and recesses in anticipation of game play.
  • FIG. 4 is a sketch of an empty faux log environment in which various objects may be placed in its contours and recesses.
  • FIG. 5 is a sketch of the underwater faux log environment with various items, specifically the animals including a beaver, salmon, and turtle, placed in or on its contours and recesses in anticipation of game play.
  • FIG. 6 is a sketch of an empty faux coral reef and anemone environment in which various objects may be placed in its contours and recesses.
  • FIG. 7 is a sketch of the underwater faux coral reef and anemone environment with various items, specifically the animals including a flounder, eel, and seahorse, placed in its contours and recesses in anticipation of game play.
  • FIG. 8 is a schematic of the components of a game according to an aspect of the present invention.
  • FIG. 1 shows an empty faux environment 14 according to the present invention for use in a game 10 of retrieving selected items or objects 18 from an underwater environment 12 .
  • the faux environment 14 is meant to resemble a water environment in which various objects or animals 18 may reside in nature.
  • a faux underwater environment may take the form of a rock, stump, coral, log, ice or iceberg, or other environment mimicking realistic water habitats.
  • the faux environment 14 is a rock with various recesses and contours, which may be generally known as characteristics 16 of the environment 14 . It should be appreciated, however, that the faux environment 14 may take many different forms or different sizes.
  • the faux environment 14 in FIG. 1 is placed in a swimming pool 12 to prepare for game play.
  • the environment 14 may be placed at the bottom of the pool 12 to mimic an item that may rest at the bottom of a body of water, such as a lake, pond, or river.
  • the faux environment 14 may also be configured to be either partially submerged or even floating at or near the surface of the water 12 to mimic an environment that floats or partially floats.
  • the faux environment 14 may comprise a buoyant material. The material allows the environment 14 to float.
  • a weight may be attached to a rope, string, chain, or the like, with the rope 24 being shorter than the depth of the pool 12 such that the weight will cause the buoyant material to maintain partially submerged between the bottom of the pool and the surface of the water.
  • the faux environment 14 may be attracted and positioned by a magnet located on the bottom of the body of water or elsewhere.
  • Other configurations may include adding fans, propellers, or other exhausts 26 that cause the faux environment 14 to move about the pool 12 , as a real life object may move in a river, lake, ocean, pond, or other body of water.
  • the movement of the faux environment 14 will also increase the difficulty of the underwater game 10 , while also adding a sense of realism to the game.
  • FIG. 2 shows various items or critters 18 , specifically animals, which may be placed in, around, and/or near the faux environment's 14 contours and recesses 16 .
  • items 18 shown are animals such as fish, snakes, frogs, lizards, turtles, penguins, seals, or other animals that may be found underwater or associated with the mimicked environment.
  • the faux environment 14 shown in FIG. 1 is a faux rock
  • the items 18 are selected that may be associated with such an environment.
  • the rock is found in a river, pond, lake, swamp, or the like, to which the above-mentioned animals may be located.
  • the animals be selected based upon the environment depicted.
  • the animals may be fish, snakes, frogs, or other animals that would be found associated with a rock in such a body of water.
  • the animals may be saltwater animals, such as saltwater fish, eels, sharks, crabs, lobsters, and the like which may be found at and around real life coral.
  • the items 18 shown in FIG. 2 are constructed of a molded dense resin or plastic material. However, one skilled in the art will appreciate that such items 18 may take a variety of forms of items or animals that may be found in the possible faux environments 14 . Such items 18 may also be in a variety of sizes and materials.
  • the animals 18 may also include moving parts 30 such that the animals can move in the water.
  • the animals 18 of any faux environment 14 may include proximity or other sensors 32 that initiate a movement for the animals as a player approaches the animal.
  • the environments 14 may also include launching devices or other areas that launch an item, either based upon tripping of a sensor or randomly. The launcher would move or release the item 18 relative to the environment 14 during play, which would increase the difficulty thereof. While the movement is not required in every embodiment, it will be appreciated that the movement of the animals can increase the difficulty of the game by removing the sedentary aspect.
  • animals 18 may be held in place relative the faux environment 14 by means 28 of magnets or easily detachable ropes, strings, chains, hooks, or the like. This will ensure the game setup is not disrupted prior to game play, especially in areas of moving water currents.
  • FIG. 3 shows the setup prior to game play.
  • the various items or animals 18 are placed in, around, at, and/or on the faux environment's recesses and contours 16 .
  • a player who may be selected by means of random chance, takes the first turn. That player uses a means 20 of random chance such as dice, spinner, card selection, pointer, or the like to determine which previously placed item 18 the player must retrieve from the water 12 at the faux environment 14 .
  • a stopwatch or other timing device 22 may be used to track the amount of time it takes the first player to retrieve the selected item from the faux environment 14 and bring the item out of the pool.
  • the second player After the first player has retrieved the specific item, the second player will use the means of random chance to determine which item they must remove from the faux environment 14 .
  • the game continues until all items are removed from the faux environment, and the winner is the player who took the least amount of time to retrieve his or her specific item or items.
  • the game could also be played by providing each player with an allotted amount of time, and determining how many of the items 18 they can retrieve from the environment 14 within that amount of time. The player with the most items 18 retrieved is the winner.
  • the present invention contemplated generally any methods or rules for using the faux environments 14 and/or items 18 to play a game in a swimming pool.
  • Using a means of random chance adds significant value to the game 10 . It may allow players of different abilities to more fairly compete with each other. For instance, one randomly selected item 18 to retrieve, such as a snake, may be more difficult to remove than another item 18 , such as a fish, if it is more intertwined with the faux environment 14 . Therefore, even a physically superior player may lose to a player who has more luck in the item they were randomly selected to retrieve.
  • FIG. 8 shows a schematic of the components of one aspect of the game 10 of the invention.
  • the game 10 will include a faux environment 14 .
  • the environment can include characteristics, such as nooks, holes, etc., items 18 , such as animals associated with the environment 14 , restraints 24 to hold the environment in place, and sensors 32 and propellants 26 to move the environment upon activation of the sensor.
  • the propellants 26 may be launching devices, springs, expulsion means, or the like, and can be set to propel an item 18 upon activation of a sensor or after a predetermined amount of time, or randomly as well.
  • the items 18 may also include restraints 28 , propellants 30 , and sensors 32 , such that the items 18 can move to make the game more challenging.
  • a selection means 20 is included to determine the order of participation, and the selection of items 18 for retrieval.
  • selection means 20 may include, but is not limited to, spinners, cards, dice, pointers, drawings, electronic random generating machines, or the like.
  • a timing device 22 for timing the play of the participants.
  • Such timing devices may include stopwatches, clocks/watches, hourglasses, electronic countdown machines, which may include speakers, or other devices capable of keeping time or counting down a predetermined amount of time.
  • each player may only have a predetermined amount of time to select the correct item from the faux environment. If he or she succeeds, they may be given a point or points determined by the type of animal and dependent upon the perceived difficulty of obtaining such animal. If the player is not able to retrieve the animal within the amount of time, if they are not able to retrieve the animal with one breath, or if they retrieve the wrong animal, the player may receive zero points or partial points. An unsuccessful retrieval would mean the replacement of the animal at the faux environment.
  • the winner of the game may be the first person to a predetermined amount of points, or the person with the highest point total once all of the items have been selected. Additional variations may be the removal of the random chance selection, with the player able to retrieve whichever animal they wish, and with each animal having varying point totals or point totals dependent on the time.
  • the game of retrieving selected objects from an underwater environment is meant to mimic the real-world sport of “noodling.”
  • Noodling consists of a person catching an animal, usually a fish, from its habitat with the person's hands.
  • Noodling has become widely known by being featured on television shows following real people who engage in the sport.
  • the game of retrieving selected objects from an underwater environment appeals to players' interest in a real world activity, namely, noodling.
  • Potential players who may have seen television shows about noodling may be more likely to engage in the game than other, more generic swimming pool activities.
  • the additional faux environments will mimic other types of fishing and/or hunting associated with the real life equivalents for the environments.

Landscapes

  • Toys (AREA)

Abstract

A swimming search and retrieval game is provided. The game includes the use of a faux environment in a body of water. The faux environment is configured to mimic a real life environment, such as a log, stump, coral, or ice environment. Items, such as replica animals associated with the real environment, are placed at and around the faux environment. Participants take turns retrieving the items from the faux environment based upon the type of play, such as most retrievals within an allotted time. The game difficulty can be increased by adding propellants for the environments and/or items to move the items during the retrieval.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims priority under 35 U.S.C. §119 to provisional application Ser. No. 61/730,590, filed Nov. 28, 2012, which is herein incorporated by reference in its entirety.
  • FIELD OF THE INVENTION
  • The present invention relates generally to games. More particularly, but not exclusively, the invention relates to an underwater retrieval game in which participants use a selection device to determine an object that must be retrieved from an underwater storage environment.
  • BACKGROUND OF THE INVENTION
  • Many people enjoy engaging in water sports and activities in public and private swimming pools, lakes, ponds, oceans, and other bodies of water. It can be desirable for people to own or play games while at the swimming locations. Such games engage players in competition and physical activity. A pool can be enjoyable for a greater amount of time when there are options for a variety of activities. A type of game frequently enjoyed in swimming pools is one that tests users' ability to hold their breath for a time while retrieving submerged objects. Such a game is attractive in that it is only an option for use in swimming pools, so users may not frequently have the chance to engage in competition of the type. However, a need exists in the field for a game that appeals to players' interests, tests their physical abilities, and incorporates an element of chance to continue to make the game entertaining Such a game should also appeal to a wide range of ages.
  • Games have been designed to allow swimmers in a social setting to engage in competitive underwater retrieval activities. For instance, U.S. Pat. No. 5,810,364 discloses an underwater treasure chest game in which players swim to the bottom of the pool, open the chest, and retrieve one object at a time until all objects have been brought to the surface. Another game, disclosed in U.S. Pat. No. 7,278,637, utilizes disks, which sink with a certain side down, and players engage in an underwater memory matching game. In addition, U.S. Pat. No. 5,281,144 discloses an underwater math game. In the '144 game, players are given a math problem, must determine the answer, and must scoop up underwater pieces that add to their previously solved answers. However, these games leave a gap in the water game field of invention. Games disclosed in the '637 and '144 patents may not be appropriate for all age levels. Players must be able to use developed memory techniques or math skills in order to play. Furthermore, players who are capable of such tasks may not want to play a game that requires them to use such functions when they wish to be relaxing. On the other hand, the '364 patent lacks an element that introduces luck or chance into the game, while also not providing a nature element to the game. Such an element may allow players of different abilities to more fairly compete with each other. Finally, all discussed games fail to appeal to a real-life activity that is popular in modern culture. For example, many people wish to mimic outdoor water activities, such as fishing, hunting, noodling, or the like. However, many people may be scared or unnerved in normal conditions for such outdoor activities, and may instead want to participate in a similar activity while in the comfort of a more controlled environment.
  • Therefore, there is a need in the art for an improved game that appeals to various aged players’ interests, tests their physical abilities, and incorporates an element of chance to continue to make the game entertaining, while also adding an element of an outdoor activity in a controlled environment.
  • SUMMARY OF THE INVENTION
  • It is therefore a primary object, feature, and/or advantage of the present invention to overcome or improve on deficiencies in the art.
  • It is another object, feature, and/or advantage of the present invention to provide a water game that appeals to various ages.
  • It is yet another object, feature, and/or advantage of the present invention to water game that appeals to a real-life activity well known in modern culture.
  • It is another object, feature, and/or advantage of the present invention to provide a water game that engages players in physical activity and competition.
  • It is still another object, feature, and/or advantage of the present invention to provide a water game that incorporates an element of chance to allow players of different abilities to fairly compete.
  • It is still another object, feature, and/or advantage of the present invention to provide a water game that allows players to engage in the activity of holding their breath for a time to retrieve objects at the bottom of a swimming pool.
  • These and/or other objects, features, and advantages of the present invention will be apparent to those skilled in the art. The present invention is not to be limited to or by these objects, features and advantages. No single embodiment need provide each and every object, feature, or advantage.
  • According to an embodiment of the invention, a game for use with a body of water is provided. The game includes a faux environment configured to mimic a real life environment. For example, the faux environment may be a faux rock, log, stump, coral, grassy area, or ice environment. The faux environment is positioned at least partially in the body of water. A plurality of items is positioned at various characteristics of the faux environment, and the plurality of items is selected to mimic items associated with the real life environment to create a life-like interpretation of the real life environment.
  • According to another aspect of the invention, a method of playing a game for use with a body of water is provided. The method includes providing a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water, and a plurality of items positioned at various characteristics of the faux environment. A participant is selected to take a turn at playing the game. One or more items are selected from the faux environment for the participant to retrieve, and the participant has to retrieve one or more of the items from the faux environment based upon a selection and within a predetermined amount of time.
  • According to yet another aspect of the invention, a method of playing a game for use with a body of water is provided. The method includes providing a faux environment configured to mimic a real life environment and positioned at least partially in the body of water, and a plurality of items positioned at various locations of the faux environment, determining the order of participants playing the game, taking turns based on the selected order to try to retrieve as many items from the faux environment as possible within an allotted amount of time, and determining the winner of the game.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a sketch of an empty faux rock environment in which various objects may be placed in its contours and recesses.
  • FIG. 2 is a sketch of various items, specifically the animals turtle, lizard, snake, and fish, that may be placed in the faux environment's contours and recesses.
  • FIG. 3 is a sketch of the underwater faux rock environment with various items, specifically the animals turtle, lizard, snake, and fish, placed in its contours and recesses in anticipation of game play.
  • FIG. 4 is a sketch of an empty faux log environment in which various objects may be placed in its contours and recesses.
  • FIG. 5 is a sketch of the underwater faux log environment with various items, specifically the animals including a beaver, salmon, and turtle, placed in or on its contours and recesses in anticipation of game play.
  • FIG. 6 is a sketch of an empty faux coral reef and anemone environment in which various objects may be placed in its contours and recesses.
  • FIG. 7 is a sketch of the underwater faux coral reef and anemone environment with various items, specifically the animals including a flounder, eel, and seahorse, placed in its contours and recesses in anticipation of game play.
  • FIG. 8 is a schematic of the components of a game according to an aspect of the present invention.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • FIG. 1 shows an empty faux environment 14 according to the present invention for use in a game 10 of retrieving selected items or objects 18 from an underwater environment 12. The faux environment 14 is meant to resemble a water environment in which various objects or animals 18 may reside in nature. Such a faux underwater environment may take the form of a rock, stump, coral, log, ice or iceberg, or other environment mimicking realistic water habitats. In FIG. 1, the faux environment 14 is a rock with various recesses and contours, which may be generally known as characteristics 16 of the environment 14. It should be appreciated, however, that the faux environment 14 may take many different forms or different sizes. The faux environment 14 in FIG. 1 is placed in a swimming pool 12 to prepare for game play.
  • For example, the environment 14 may be placed at the bottom of the pool 12 to mimic an item that may rest at the bottom of a body of water, such as a lake, pond, or river. The faux environment 14 may also be configured to be either partially submerged or even floating at or near the surface of the water 12 to mimic an environment that floats or partially floats. For example, the faux environment 14 may comprise a buoyant material. The material allows the environment 14 to float. A weight may be attached to a rope, string, chain, or the like, with the rope 24 being shorter than the depth of the pool 12 such that the weight will cause the buoyant material to maintain partially submerged between the bottom of the pool and the surface of the water. Alternatively, the faux environment 14 may be attracted and positioned by a magnet located on the bottom of the body of water or elsewhere. Other configurations may include adding fans, propellers, or other exhausts 26 that cause the faux environment 14 to move about the pool 12, as a real life object may move in a river, lake, ocean, pond, or other body of water. As will be discussed below, the movement of the faux environment 14 will also increase the difficulty of the underwater game 10, while also adding a sense of realism to the game.
  • FIG. 2 shows various items or critters 18, specifically animals, which may be placed in, around, and/or near the faux environment's 14 contours and recesses 16. In FIG. 2, items 18 shown are animals such as fish, snakes, frogs, lizards, turtles, penguins, seals, or other animals that may be found underwater or associated with the mimicked environment. For example, as the faux environment 14 shown in FIG. 1 is a faux rock, the items 18 are selected that may be associated with such an environment. In this case, it may be suggested that the rock is found in a river, pond, lake, swamp, or the like, to which the above-mentioned animals may be located. However, it is preferred that the animals be selected based upon the environment depicted. Thus, the animals may be fish, snakes, frogs, or other animals that would be found associated with a rock in such a body of water. In addition, when the faux environment 14 resembles coral, the animals may be saltwater animals, such as saltwater fish, eels, sharks, crabs, lobsters, and the like which may be found at and around real life coral.
  • The items 18 shown in FIG. 2 are constructed of a molded dense resin or plastic material. However, one skilled in the art will appreciate that such items 18 may take a variety of forms of items or animals that may be found in the possible faux environments 14. Such items 18 may also be in a variety of sizes and materials. In addition, the animals 18 (also referred to as critters or items) may also include moving parts 30 such that the animals can move in the water. For example, the animals 18 of any faux environment 14 may include proximity or other sensors 32 that initiate a movement for the animals as a player approaches the animal. The environments 14 may also include launching devices or other areas that launch an item, either based upon tripping of a sensor or randomly. The launcher would move or release the item 18 relative to the environment 14 during play, which would increase the difficulty thereof. While the movement is not required in every embodiment, it will be appreciated that the movement of the animals can increase the difficulty of the game by removing the sedentary aspect.
  • Furthermore, the animals 18 may be held in place relative the faux environment 14 by means 28 of magnets or easily detachable ropes, strings, chains, hooks, or the like. This will ensure the game setup is not disrupted prior to game play, especially in areas of moving water currents.
  • FIG. 3 shows the setup prior to game play. After the faux environment 14 is placed in the swimming pool 12, the various items or animals 18 are placed in, around, at, and/or on the faux environment's recesses and contours 16. To begin the game 10, a player, who may be selected by means of random chance, takes the first turn. That player uses a means 20 of random chance such as dice, spinner, card selection, pointer, or the like to determine which previously placed item 18 the player must retrieve from the water 12 at the faux environment 14. Another player may use a stopwatch or other timing device 22 to track the amount of time it takes the first player to retrieve the selected item from the faux environment 14 and bring the item out of the pool.
  • After the first player has retrieved the specific item, the second player will use the means of random chance to determine which item they must remove from the faux environment 14. The game continues until all items are removed from the faux environment, and the winner is the player who took the least amount of time to retrieve his or her specific item or items. The game could also be played by providing each player with an allotted amount of time, and determining how many of the items 18 they can retrieve from the environment 14 within that amount of time. The player with the most items 18 retrieved is the winner. However, it is to be appreciated that these are not the only ways that the game could be played, and the present invention contemplated generally any methods or rules for using the faux environments 14 and/or items 18 to play a game in a swimming pool.
  • Using a means of random chance adds significant value to the game 10. It may allow players of different abilities to more fairly compete with each other. For instance, one randomly selected item 18 to retrieve, such as a snake, may be more difficult to remove than another item 18, such as a fish, if it is more intertwined with the faux environment 14. Therefore, even a physically superior player may lose to a player who has more luck in the item they were randomly selected to retrieve.
  • FIG. 8 shows a schematic of the components of one aspect of the game 10 of the invention. As mentioned, the game 10 will include a faux environment 14. The environment can include characteristics, such as nooks, holes, etc., items 18, such as animals associated with the environment 14, restraints 24 to hold the environment in place, and sensors 32 and propellants 26 to move the environment upon activation of the sensor. The propellants 26 may be launching devices, springs, expulsion means, or the like, and can be set to propel an item 18 upon activation of a sensor or after a predetermined amount of time, or randomly as well. The items 18 may also include restraints 28, propellants 30, and sensors 32, such that the items 18 can move to make the game more challenging.
  • A selection means 20 is included to determine the order of participation, and the selection of items 18 for retrieval. Examples of selection means 20 may include, but is not limited to, spinners, cards, dice, pointers, drawings, electronic random generating machines, or the like. Also shown in the figure is a timing device 22 for timing the play of the participants. Such timing devices may include stopwatches, clocks/watches, hourglasses, electronic countdown machines, which may include speakers, or other devices capable of keeping time or counting down a predetermined amount of time.
  • Other variations may be incorporated with the game. For example, each player may only have a predetermined amount of time to select the correct item from the faux environment. If he or she succeeds, they may be given a point or points determined by the type of animal and dependent upon the perceived difficulty of obtaining such animal. If the player is not able to retrieve the animal within the amount of time, if they are not able to retrieve the animal with one breath, or if they retrieve the wrong animal, the player may receive zero points or partial points. An unsuccessful retrieval would mean the replacement of the animal at the faux environment. The winner of the game may be the first person to a predetermined amount of points, or the person with the highest point total once all of the items have been selected. Additional variations may be the removal of the random chance selection, with the player able to retrieve whichever animal they wish, and with each animal having varying point totals or point totals dependent on the time.
  • The game of retrieving selected objects from an underwater environment is meant to mimic the real-world sport of “noodling.” Noodling consists of a person catching an animal, usually a fish, from its habitat with the person's hands. Noodling has become widely known by being featured on television shows following real people who engage in the sport. For this reason, the game of retrieving selected objects from an underwater environment appeals to players' interest in a real world activity, namely, noodling. Potential players who may have seen television shows about noodling may be more likely to engage in the game than other, more generic swimming pool activities. The additional faux environments will mimic other types of fishing and/or hunting associated with the real life equivalents for the environments.
  • The invention has been shown and described above with reference to the preferred embodiments, and it is understood that many modifications, substitutions, and additions may be made all within the intended spirit and scope of the invention. The invention is only to be limited by claims appended hereto.

Claims (20)

Exemplary claims:
1. A game for use with a body of water, comprising:
a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water;
a plurality of items positioned at various characteristics of the faux environment;
wherein the plurality of items is selected to mimic items associated with the real life environment to create a life-like interpretation of the real life environment.
2. The game of claim 1 wherein the faux environment comprises:
a. a faux rock;
b. a faux log;
c. a faux stump;
d. a faux coral;
e. a faux grassy area; or
f. a faux ice environment.
3. The game of claim 1 wherein the body of water comprises a swimming pool, lake, pond, or ocean.
4. The game of claim 1 wherein the plurality of items are animals.
5. The game of claim 1 wherein the plurality of items are inanimate objects found in nature.
6. The game of claim 1 further comprising a means of random chance such as dice, spinner, card selection, or pointer.
7. The game of claim 1 further comprising a timing device such as a stopwatch.
8. The game of claim 1 wherein the faux environment's position relative to the water level is secured by a weight, rope, string, chain, or magnet.
9. The game of claim 1 wherein faux environment is propelled by fans, propellers, or other exhausts.
10. The game of claim 1 wherein the plurality of items contains proximity or other sensors that initiate a movement for the items when the item is approached.
11. The game of claim 1 wherein the plurality of items is propelled by fans, propellers, launchers, or other exhausts.
12. The game of claim 1 wherein the plurality of items is secured relative the environment by a weight, rope, string, chain, or magnet.
13. A method of playing a game for use with a body of water, comprising:
providing a faux environment configured to mimic a real life environment, the faux environment positioned at least partially in the body of water, and a plurality of items positioned at various characteristics of the faux environment;
selecting a participant to take a turn at playing the game;
selecting one or more items from the faux environment for the participant to retrieve; and
having the participant retrieve one or more of the items from the faux environment based upon a selection and within a predetermined amount of time.
14. The method of claim 13 wherein the step of selecting a participant comprises using a means of random chance such as dice, spinner, card selection, or pointer to determine turn order for participants.
15. The method of claim 13 wherein the step of selecting one or more items comprises using a means of random chance such as dice, spinner, card selection, or pointer to determine item to be retrieved by participants.
16. The method of claim 13 further comprising timing the participant with a timing device to determine if he or she has retrieved the one or more items within the allotted time.
17. The method of claim 13 further comprising determining a winner by determining which participant retrieve the most items within the allotted amount of time.
18. A method of playing a game for use with a body of water, comprising:
providing a faux environment configured to mimic a real life environment and positioned at least partially in the body of water, and a plurality of items positioned at various locations of the faux environment;
determining the order of participants playing the game;
taking turns based on the selected order to try to retrieve as many items from the faux environment as possible within an allotted amount of time; and
determining the winner of the game.
19. The method of claim 18 wherein the winner is determined by determining the participant who retrieved the most number of items within the allotted time during the course of one rotation of the order of participants.
20. The method of claim 18 wherein the step of selecting a participant comprises using a means of random chance such as dice, spinner, card selection, or pointer to determine turn order for participants.
US13/789,240 2012-11-28 2013-03-07 Game of retrieving selected objects from underwater environment Abandoned US20140148077A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US13/789,240 US20140148077A1 (en) 2012-11-28 2013-03-07 Game of retrieving selected objects from underwater environment

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US201261730590P 2012-11-28 2012-11-28
US13/789,240 US20140148077A1 (en) 2012-11-28 2013-03-07 Game of retrieving selected objects from underwater environment

Publications (1)

Publication Number Publication Date
US20140148077A1 true US20140148077A1 (en) 2014-05-29

Family

ID=50773686

Family Applications (1)

Application Number Title Priority Date Filing Date
US13/789,240 Abandoned US20140148077A1 (en) 2012-11-28 2013-03-07 Game of retrieving selected objects from underwater environment

Country Status (1)

Country Link
US (1) US20140148077A1 (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105498241A (en) * 2015-12-22 2016-04-20 吴庆宇 Magnetomotive floating-rotating water spray water gyroscope
US20170282049A1 (en) * 2011-09-09 2017-10-05 Marion Octavia Sharon Moore Methods of improving respiratory effectiveness
US10610754B2 (en) 2016-07-27 2020-04-07 Colleen Marie HOFMANN Aquatic game apparatus and method of playing aquatic game
US11779854B1 (en) * 2021-02-01 2023-10-10 Fleischhacker Fix LLC Underwater retrieval game method employing a submersible target

Citations (23)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1617127A (en) * 1925-07-13 1927-02-08 Levay Eugene Hob of a quoit game
US1991626A (en) * 1934-02-08 1935-02-19 Charles R Rawdon Game apparatus
US3271897A (en) * 1964-01-07 1966-09-13 Ralph J Gelinas Aquatic display device
US3707289A (en) * 1970-11-27 1972-12-26 Carl Q Wicks Plurality of enclosures each containing a numerical indicia element
US3773015A (en) * 1972-03-27 1973-11-20 R Cruickshank Aquarium diver
US4318945A (en) * 1980-01-28 1982-03-09 Penn-Plax Plastics, Inc. Underwater aquarium decoration assembly
US4563161A (en) * 1983-10-11 1986-01-07 Zimmerman Jack I Submersible toy
US4622019A (en) * 1984-02-01 1986-11-11 Marvin Glass & Associates Toy figurine and environment playset
US4788938A (en) * 1987-10-13 1988-12-06 Davenport James S Floating shoreline and accessory holder for aquarium/terrarium
US4976439A (en) * 1989-11-21 1990-12-11 New Discovery Ventures, Ltd. Yard casting assembly
US5375849A (en) * 1993-07-02 1994-12-27 Sabourin; Guy Swimming pool game
US5549303A (en) * 1995-07-03 1996-08-27 Kastner; Thomas J. Liquid-shooting target game
US5810364A (en) * 1997-07-28 1998-09-22 Canion; Heidi Sunken treasure chest
US5896693A (en) * 1997-01-13 1999-04-27 Ray; Clyde Travis Spin cast and flipping target pad
US5924695A (en) * 1998-07-06 1999-07-20 Heykoop; Nancy Pirates treasure hunt game and method of playing same
US6328308B1 (en) * 1998-10-13 2001-12-11 Matthew A. Kirby Creative comparison card-game w/board-game variant
US20050012274A1 (en) * 2003-04-29 2005-01-20 Janice Ritter Fluid-filled game device
US20050090322A1 (en) * 2003-10-24 2005-04-28 Henry, Schooley & Associates, L.L.C. Method and system of participant identifiers for water amusement parks
US7059270B1 (en) * 2004-10-29 2006-06-13 Loginov Evan D In-tank feeder fish dispenser
US20070021028A1 (en) * 2005-07-25 2007-01-25 Elliot Rudell Water ID technology toys and toy playsets
US7527542B2 (en) * 2004-10-26 2009-05-05 Mattel, Inc. Toy play set
US20100139571A1 (en) * 2008-12-08 2010-06-10 Gary Wayne Bagnall Aquatic apparatus with mirror
US20120100775A1 (en) * 2010-10-26 2012-04-26 Marciano Ralph C Tpr aquatic toy

Patent Citations (23)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1617127A (en) * 1925-07-13 1927-02-08 Levay Eugene Hob of a quoit game
US1991626A (en) * 1934-02-08 1935-02-19 Charles R Rawdon Game apparatus
US3271897A (en) * 1964-01-07 1966-09-13 Ralph J Gelinas Aquatic display device
US3707289A (en) * 1970-11-27 1972-12-26 Carl Q Wicks Plurality of enclosures each containing a numerical indicia element
US3773015A (en) * 1972-03-27 1973-11-20 R Cruickshank Aquarium diver
US4318945A (en) * 1980-01-28 1982-03-09 Penn-Plax Plastics, Inc. Underwater aquarium decoration assembly
US4563161A (en) * 1983-10-11 1986-01-07 Zimmerman Jack I Submersible toy
US4622019A (en) * 1984-02-01 1986-11-11 Marvin Glass & Associates Toy figurine and environment playset
US4788938A (en) * 1987-10-13 1988-12-06 Davenport James S Floating shoreline and accessory holder for aquarium/terrarium
US4976439A (en) * 1989-11-21 1990-12-11 New Discovery Ventures, Ltd. Yard casting assembly
US5375849A (en) * 1993-07-02 1994-12-27 Sabourin; Guy Swimming pool game
US5549303A (en) * 1995-07-03 1996-08-27 Kastner; Thomas J. Liquid-shooting target game
US5896693A (en) * 1997-01-13 1999-04-27 Ray; Clyde Travis Spin cast and flipping target pad
US5810364A (en) * 1997-07-28 1998-09-22 Canion; Heidi Sunken treasure chest
US5924695A (en) * 1998-07-06 1999-07-20 Heykoop; Nancy Pirates treasure hunt game and method of playing same
US6328308B1 (en) * 1998-10-13 2001-12-11 Matthew A. Kirby Creative comparison card-game w/board-game variant
US20050012274A1 (en) * 2003-04-29 2005-01-20 Janice Ritter Fluid-filled game device
US20050090322A1 (en) * 2003-10-24 2005-04-28 Henry, Schooley & Associates, L.L.C. Method and system of participant identifiers for water amusement parks
US7527542B2 (en) * 2004-10-26 2009-05-05 Mattel, Inc. Toy play set
US7059270B1 (en) * 2004-10-29 2006-06-13 Loginov Evan D In-tank feeder fish dispenser
US20070021028A1 (en) * 2005-07-25 2007-01-25 Elliot Rudell Water ID technology toys and toy playsets
US20100139571A1 (en) * 2008-12-08 2010-06-10 Gary Wayne Bagnall Aquatic apparatus with mirror
US20120100775A1 (en) * 2010-10-26 2012-04-26 Marciano Ralph C Tpr aquatic toy

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20170282049A1 (en) * 2011-09-09 2017-10-05 Marion Octavia Sharon Moore Methods of improving respiratory effectiveness
US10864425B2 (en) * 2011-09-09 2020-12-15 Marion Octavia Sharon Moore Methods of improving respiratory effectiveness
CN105498241A (en) * 2015-12-22 2016-04-20 吴庆宇 Magnetomotive floating-rotating water spray water gyroscope
US10610754B2 (en) 2016-07-27 2020-04-07 Colleen Marie HOFMANN Aquatic game apparatus and method of playing aquatic game
US11779854B1 (en) * 2021-02-01 2023-10-10 Fleischhacker Fix LLC Underwater retrieval game method employing a submersible target

Similar Documents

Publication Publication Date Title
Finney et al. Surfing: A history of the ancient Hawaiian sport
Midwinter Fair Game (RLE Sports Studies): Myth and Reality in Sport
US20140148077A1 (en) Game of retrieving selected objects from underwater environment
Sherr Swim: Why we love the water
Means Splash!: 10,000 Years of Swimming
Back et al. eS Learning
Jaggard Chameleons in the surf
Lueras et al. Surfing Indonesia: A search for the world's most perfect waves
US7234703B1 (en) Diving game assembly and method
Barton Children's Games in British New Guinea
Carver The book of sports
Hidayati et al. Rethinking The Indonesian Local Wisdom: A Way Of Implanting Character Education Using Traditional Games
Macfarlan et al. Handbook of American Indian Games
Poirier Dancing the wave: Audacity, equilibrium, and other mysteries of surfing
Howell et al. Foundations Of: Physical Education
US20120058456A1 (en) Casting Training Aid Including A Target Board That Depicts An Aquatic Scene
Osborne et al. Dolphins and Sharks: A Nonfiction Companion to Magic Tree House# 9: Dolphins at Daybreak
Ambrose Surfer's Guide to Hawaii
Bell Play Life of the Tanga
Jaggard Bodysurfers and Australian beach culture
Osborne et al. Narwhals and Other Whales: A nonfiction companion to Magic Tree House# 33: Narwhal on a Sunny Night
Jenkins North Shore chronicles: Big-wave surfing in Hawaii
Stevens Warrior Monkeys and the Rescue Quest
Benchley Shark Life: True Stories About Sharks & the Sea
Rodomista 101 Cool Pool Games for Children: fun and fitness for swimmers of all levels

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION