patent · US5516114
Jumpertops clipper disk game piece and game
14 May 1996
Page 1 — bibliographic record
IIII
United States Patent (19) 11 Patent Number: 5,516,114 Michlin et al. 45) Date of Patent: May 14, 1996 (54) JUMPERTOPS CLIPPER DISK GAME PIECE 4,361,935 12/1982 Paxton ............................. 24/30.5 S X AND GAME 4,877,256 10/1989 Falloon.
75 Inventors: Spencer Michlin; Mark A. Celeste; 5,231,735 8/1993 Paxton ................................. 24/30.5S Mark Domiteaux, all of Dallas, TeX. 5,318,307 6/1994 Bouchard et al..
73 Assignee: Lulirama, Inc., Dallas, Tex. FOREIGN PATENT DOCUMENTS
(21) Appl. No.: 395,318 716047 1/1942 Germany ............ ... 24f67.9 (22 Filed: Feb. 28, 1995 3345 of 1905 United Kingdom................... 273/.353 (51) Int. Cl." .................................. A63F 9/02; F41J 1/00 Primary Examiner-Paul E. Shapiro 52 U.S. Cl. ........................ 273/400; 24/30.5 S; 24/67.9; Attorney, Agent, or Firm-Charles C. Garner 24/545; 24/DIG. 9; 273/424; 273/428; D19/65 57) ABSTRACT 58) Field of Search ..................................... 273/400, 424, 273/353, 428; 24/545-547, 570, DIG. 8-10, A game board and plurality of game pieces, are provided, 67.9, 30.5 S; D19/65 called "jumpertop clipper disks'. Ajumpertop clipper disk is fun because it may be jump-flighted by flexing it between (56) References Cited thumb and forefinger, aiming, and quick-releasing, so that it will jump forth as an aimed, self propelled projectile, toward
D. 332,220 1/1993 Specht et al. ........................ D9/65 X requires skill in aiming and quick-releasing to hit targets and 2,341,121 2/1944 Schaaff ................................. 24f67.9 X avoid hazards. Clipper disks may be decorated with indicia 2,590,166 3/1952 Farrell ....... ... 24/DIG. 9 X and logo. They may be clipped onto clothes, hair, school 2,609,629 9/1952 Hubbard ... ... 24/DIG. 9 X books, and personal effects as decorations. They may be 3,822,441 7/1974 Paxton ................................. 24/30.5 S linked, one to another, to form a chain of identifiable, 3,959,915 6/1976 Kettlestrings. collectible disks, for team identity. Score is kept for each 4,011,673 3/1977 Levine ................................. 24f67.9 X jump-flight. The highest net score for player or for team, is 4,030,760 6/1977 Danowski. the winner.
4,354,326 10/1982 Mathews. 13 Claims, 5 Drawing Sheets

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JUMPERTOPS CLIPPER DISK GAME PIECE This invention provides a board game with a plurality of AND GAME game pieces adapted to jump-fly into target areas of the game board when skillfully flexed, aimed and quick-re leased between thumb and forefinger, for highest target
TECHNICAL FIELD score; and the game piece further comprises means for This invention relates to games and game pieces used in clipping said piece onto clothes, hair, school papers, books, board or table games, and more particularly to a board game and other personal effects so that it may be worn and used for game identity and adornment: and further comprises in which the game piece is manually launched toward scored means for linking one piece to another to form a chain; and targets and hazard areas for highest net total score. 10 likewise comprises means for employment for game identity BACKGROUND OF INVENTION and decoration of notebooks, papers, school paraphernalia, and other personal articles of the game player for team
Mankind continues to be fascinated with the play of recognition. The game board provides a selection of launch personal games, and particularly those involving manual pad areas from which individual jump-flights of game pieces skill and competition. Table games have been found in 15 may be directed toward positive targets and negative haz earliest cultured civilizations such as the Egyptians, Greeks ards.
and Romans, and in primitive civilizations as well. Games have ever been a part of developed societies. Such games BRIEF DESCRIPTION OF THE DRAWINGS have ranged from dice to dominoes, from backgammon to tiddlywinks, from shuffle board to hoops, to washers, to 20 An understanding of the Invention can be had by referring horseshoes. The love of games based on skill of hand and to the accompanying drawings, in cooperation with the later quickness of eye is universal. following Detailed Description, wherein: One of the most popular game fads of the decade has been In FIG. 1a, there is an enlarged scale plan of a game piece one called POGS, which evolved in Hawaii from the popu 25 10 of this invention known as the jumpertops clipper disk. larity of collecting milk caps, i.e. coin sized disks each FIG. 1b shows a perspective view, to approximate true bearing an identifiable color and indicia on a face thereof. scale, of the clipper disk 10 of FIG. 1a. Collectable milk caps, or so-called cap mans, or Pogs, of FIG. 1c is a cross-section, end view of the clipper disk 10 different sizes and shapes, colorfully decorated with logos of taken at a horizontal centerline of FIG. 1a. popular characters, evolved into a collection craze and into 30 FIGS. 2a through 2d show sequential illustrations of how the play of the lighter player disks being struck by the the jumpertops clipper disk 10 is held between the thumb heavier, hitter disks, in which a quantity of player disks are and forefinger, and the sequence of steps used to make the arranged in a vertical stack with faces down, and players jumpertops clipper disk 10 jump-fly by flexing, aiming, and take turns throwing the heavier hitter disk toward the stack, quick-releasing the jumpertops clipper disk between thumb knocking the stack over and toppling the player disks, in 35 and forefinger. Notice in FIGS. 2a through 2c, the hand is which some of them will be turned over with face up, with positioned with the forefinger placed on the table top surface the number of player disks turned over in a single hit and the thumb is the upper digit at the top of the jumpertops providing the winning score. From this developed various clipper disk 10.
games using the POGS hitter disk as the chance determining device. In variations, there evolved player disks with a 40 In FIGS. 3a through 3d, the hand is reversed, with the centrally depressed area concentrically formed in the center thumb placed on the table top surface while the forefinger is portion of the top face of a disk body, in which the stack of the upper digit, being an equivalent option at the choice or agreement of the players that the thumb may be equivalently disks with central depressions provide compressible air pockets between disks which are violently depressed when in the up position or down. Likewise it is equivalently at the the stack is struck by the impact of a hitter disk, providing 45 agreement of the players that any finger may be substituted expansion immediately thereafter which projects and pro and used for jump-flight launching in lieu of the forefinger. pels the upper player disks upward, over and away from the FIGS. 4–7 illustrate some of the many decorative, func stack. tional and novelty uses of the awesome jumpertops clipper In the play of games, there is ever the search for novelty disk 10, by way of example.
in skills and competition. Old games remain as favorites, but 50 In FIG. 4, the jumpertops clipper disk 10 is employed as there is a universal fascination and desire for novel games in a paper clip 10 to be clipped onto paper 21. which manual player skill is exhibited. FIG. 5 shows the clipper disk 10 of this invention clipped onto clothes 22 of the player as decoration or adornment of
SUMMARY OF THE INVENTION clothes 22 of a game player, in two alternate, equivalent Despite the fantastic popularity of Pogs, it is recognized 55 utilities, and being clipped onto the pocket of a player's shirt 22, equivalently clipped onto the sleeve.
that relatively little player skill can be developed or employed in the throw of a hitter disk against a stack. An In FIG. 6, the jumpertops clipper disk 10 is illustrated in objective of the instant invention is to provide a novel game utility as a hair clip 10, in which the disk is fitted onto the of skill wherein a collectible player disk can be skillfully hair 23 as a hair clip 10, first slipping the wings 14 of the aimed and caused to jump-fly toward selected targets. An 60 jumpertops clipper disk 10 under a lock of hair 23, and then objective of this invention will be to provide a novel, slipping the lock of hair 23 over the pointer 15, and may be collectible, jump-flying game disk which may be employed done equivalently in the opposite arrangement. for various utilities, decorations, adornments, and other In FIG. 7, a quantity of jumpertops clipper disks 10 are collectible attributes and fascinations, while providing a linked together as a chain, in which the wings 14 and pointer game of manual skill in which the more dexterous and 65 15 of a second disk 10 are linked into and over a first disk skilled player can demonstrate his prowess and win the 10; and the wings 14 and pointer 15 of a third disk 10 will game. be linked into and over the second 10; and so on in sequence

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until a chain is formed, as shown in FIG.7, and may be done cave recessed, or centrally depressed areas, or may be equivalently in the opposite arrangement. contoured for decorative purposes. Depressions will also be FIG. 8a shows a perspective view of the preferred found to vary the jump-flight characteristics and gamesman embodiment of a game board 80 of this disclosure, with 5 ship in play of the game, and thus may be especially launch pad areas 81, in which the target 82 and hazard 83 fabricated in contoured configuration if so ordered by the area is inclined at an angle from the horizontal; and FIG. 8b. players.
provides a side view of the same game board. In play, it has been found that the preferred diameter-to FIGS. 9a and 9b shows a perspective view and side view, thickness ratio of the jumpertops clipper disk 10 will be of an example of one of the many equivalent, alternate game within a range of about 35 to 50. That is to say, the diameter boards 80 within the purview of this disclosure, in which 10 of the jumpertops clipper disk will generally be about 35 or each would provide alternate launch areas 81, and an array more times greater than the thickness of the material from of positive targets 82, and an array of negative hazards 83. which the disk is made.
In a preferred embodiment, a jumpertops clipper disk 10
DETAILED DESCRIPTION is about 1.625 inches in diameter and about 0.040 inches
To follow the detailed description, please refer to the thick. It may be made of any flexible, resilient material, similar to that from which commercial credit cards are made.
accompanying drawings, wherein like reference numerals In a preferred configuration, the disk is made of plastic, but designate like or corresponding parts throughout the several may equivalently be of any selected resilient material having views.
the desired flexibility and resilience to achieve good jumper- .
Paraphernalia of The Game tops jump-flight characteristics.
The face of each jumpertops clipper disk 10 may display
The game is played with one game board 80 and a set of that player's game and team indicia. Equivalently the face one or more jump-flight clipper disks 10 for each player, may be colorfully decorated with logo of famous characters. preferably a plurality of ten (10) disks 10 per player. The 25 The cut-out pattern may be standardized for flight charac game board 80 will have one or more launch pads 81, an teristics, but in Some teams, the cut-out may be especially array of targets 82, being equivalently target areas, cups or designed on special order of the players to achieve different compartments, and likewise an array of hazards 83. The flight techniques.
jump-flight clipper disks 10 are used as jump-flying game pieces 10 as in FIGS.2d and 3d, launching each disk 10 into 30 Game Board preferred positive target areas 82, avoiding undesirable negative hazard areas 83, to achieve the best net total score. The game board 80 is a planar area on which is mounted Jump-flight clipper disks 10 are employed as adornment of the following:
player clothes, hair, School books, school paraphernalia, and one or more horizontal designated launch-pad-areas 81 from the like as in FIGS. 4–7, and for player identification and 35 which jump-flights of disks 10 will be selectively team recognition. launched, depending on choice of the player; To effect jump-flight characteristics, a clipper disk 10 will an array of one or more positive targets 82; and have a pattern cut-out 11, cut through the face to the back an array of one or more negative hazards 83. side of the disk 10, but in which the cut 11 is contained The launch-pad-areas 81 will be marked with a designated within the interior of the disk 10 and does not cut through the 40 ofmultiplier for each launch-pad 81, signifying the multiplier periphery, thus retaining the continuity of the outside cir score to be achieved for each jump-flight from that cumference. In the preferred embodiment, there will be left launch-pad 81.
remaining an uncut band or border 12 about the disk 10 that The positive targets 82, and likewise the negative hazards is about one-sixth of the disk diameter. In the preferred 83, will be marked with the score to be achieved, positively embodiment, the ends of the cuts or grooves which form the 45 and negatively, respectively, for acquisition of that particular target on a jump-flight. The sizes and shapes of the targets cut-out pattern 11 are each terminated by a small hole 13 for 82, and likewise the hazards 83, may be varied. The smaller minimizing stress concentration, approximately 0.08" targets, being more difficult to hit, would be scored higher inches in diameter, as seen in FIG. I. than the larger targets.
The pattern 11 may be of varying design, but in the The target 82 and hazard 83 area will preferably be preferred embodiment, will be in the approximate shape of 50 located on a portion of the game board which can be raised the letter "W", forming two wings 14a & b and a pointer 15. at an angle from the horizontal, to present an angular surface When the top edge 16 of the disk 10 is bent backwards of targets and hazards towards which jump-flights are between the thumb and finger, pulling the top edge 16 launched. The game board preferably will be portable, being toward the bottom edge 17, the central portion of the W will appropriately foldable as in FIGS. 8 & 9 and adapted for be forced to protrude forward forming, in the upper half, the 55 ease of erection for play of the game. shape of two wings 14a & b extending outwardly and downwardly, and in the lower half, the shape of a pointer 15 "Jumpertops Jump-Flight' extending outwardly and upwardly. The pointer 15 will be used to aim the direction of flight. Step One-FIG. 2a-Aligning disk so that "wings' 14 of A jump-flight clipper disk 10 is generally coin shaped, 60 cut-through jumper pattern 11 point downwardly and thc being preferably substantially round, and equivalently may pointer 15 points upwardly, hold top and bottom edges 16 & be octagonal, hexagonal, or any generally coin shaped disk, 17 of disk 10 between thumb and forefinger, and place similar in size and shape to a pokerchip, except the disk will forefinger with bottom edge 17 of disk 10 on table or other be flexible and resilient for jump-flight, being approximately surface;
0.040 inches thick, more or less, depending on flexibility of 65 Step Two-FIG.2b-Bend top edge 16 of disk 10 back the material. The two faces of the disk 10, while generally wardly and downwardly with thumb, while forefinger holds flat and substantially parallel, may optionally contain con bottom edge 17 of disk 10 in place;

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Step Three-FIG. 2c-Continue bending until "wings' of the game player, and will directly clip onto school papers 14 of disk 10 protrude forwardly and downwardly far as in FIG. 4, and books as a paperclip as in FIG. 4, and is enough to touch the table surface; designed so that a plurality of clipper disks 10 can be linked Step Four-FIG. 2d-As “wings' 14 touch table surface, together to form a chain as in FIG. 7 of colorful, identifiable allow top edge 16 of disk 10 to quick-release past thumbnail; collectible jumpertops clipper disks for novelty, for collec and tion, and for game and team identity. Step Five-Watch jumpertops clipper disk fly! With prac tice, a player will be able to aim the pointer 15, elevate the angle of the face, and vary the pressure and timing of Equivalent Embodiments Included quick-release in a manner to effect direction, height and 10 Other shapes and arrangements are equivalently covered distance of flight. With practice, a skill level will be achieved in this invention disclosure. While, the preferred embodi to direct the ballistics of jump-flight to hit a desired target ment of the clipper disk 10 has been disclosed as a substan 82. Thus the highest score will be achieved by the skilled player best able to manipulate and direct the jump-flight for 15 14 andround tially disk with a face cut-out which forms two wings a pointer 15, the game board 80 as a rectangular target acquisition. Some players may prefer to jump-fly with shape, shaped target cups 82, and shaped hazards 83, it will the thumb down as in FIG.3a–d, i.e. with the thumb holding be obvious that other body shapes can be equivalently used, the lower edge 17 on the table surface, and with the within the scope of this disclosure, with equivalent results. forefinger in the upper position, doing the bending and For example, the jump-flight clipper disk 10 may be made quick-release actions. Either position of the hand and thumb 20 in the shape of an octagon, or a hexagon; and the game board may be agreed upon by rules of the game. Likewise, at the 80 may be round, semi-circular, triangular, or irregular option and agreement of players, any finger may equiva shape, all being equivalently within the purview of this lently be used for launching as in FIGS. 2a-d and 3a-d in disclosure. Likewise, each target 82 and hazard 83 may be place of the forefinger. cups or compartments of any shape. The jump-flight release 25 may be performed with the thumb down, or optionally with
The Play of The Game the thumb up; and equivalently, any finger may be used for During Step One-FIG.2a, place finger with bottom edge launching in place of the forefinger, at players' agreement. 17 of disk 10 on selected launch pad 81 of the game board; While only the preferred and some typical embodiments During Steps 2 and 3-FIGS. 2b & c, "aim” the pointer of this invention, have been illustrated in the accompanying 15 towards preferred target cups 82, adjusting disposition of 30 drawings, and described in the Detailed Description, it will hand, thumb, fingers, azimuth direction and elevation of be understood that the invention is not limited to the position of jump-flight clipper disk 10, in best effort to direct embodiments disclosed, but is equally capable of numerous jump-flight path into preferred targets 82, and to avoid other equivalent arrangements, rearrangements, modifica hazards 83; tions and substitutions of parts and elements, equivalently to During quick-release of Step 4-FIG. 2d, continue aiming 35 achieve the functions, means, way and results disclosed in best effort to direct flight of disk 10 into preferred target herein, without departing from the spirit and teaching of the cup 82; invention, and are embodied in this invention. What we claim is:
Each player, in turn, repeats steps 1 through 4 with each of his or her quantity of disks, preferably a total often (10) 40 in 1.combination:
A jump-flight clipper disk and target game comprising
Practice in jump-flight launching provides means for the a game board and a plurality of jump-flight clipper disks; player to acquire skill in aiming, directing and controlling said game board comprising: one or more launch areas the flight of the clipper disk 10 to accomplish target 82 from which said clipper disks may be launched; an acquisition, and whereby the more skilled player will 45 array of one or more targets and one or more hazards achieve a higher score. where said clipper disks may land; each said clipper disk adapted to jump-fly toward target
Scoring areas of said game board when flexed, aimed and quick-released between thumb and finger of a player;
Selection of launch pad area 81 determines the multiplier that will be applied to the target 82 score for that jump-flight. 50 each said clipper disk further comprising: means for clipping on clothes for game identity and adornment;
A jump-flight from #2 launch-pad 81 will yield a score 2 means for holding school papers as a paper clip; means times whatever score is marked on the positive target 82, and for holding a lock of hair as a hair clip; and means for equivalently negative hazard 83, that is hit. The players linking a plurality of said disks in sequence to form a score each jump-flight in turn, positive or negative. chain of said disks.
Winning Score. 2. A game according to claim 1 in which said launch areas Player, or team, which achieves the highest net score, are in a generally horizontal plane. offsetting positive scores with negative scores, is winner. 3. A game according to claim 1 in which said array of one Collectible Attributes and Utilities. or more targets and one or more hazards is on plane which As shown in FIGS. 4-7, the jump-flight clipper disk 10 is 60 may be inclined at an angle from horizontal plane so as to adapted to utilities desirable to game players. Because of the face generally at an angle toward said launch areas. unique and novel design of the face pattern 11 forming two 4. A game according to claim 1 in which said jump-flight wings 14 and a pointer 15, the jump-flight clipper disk 10 clipper disks further comprise:
will directly clip onto clothes as in FIG. 5, onto hair as in a coin shaped disk having a lower edge, an upper edge, FIG. 6, and onto bluejeans, shirts, and dresses as in FIG. 5, 65 two lateral edges, and a diametrical centerline extend for game and team identity and adornment of clothes, hair, ing from said lower edge of said disk to said upper notebooks, school paraphermalia, and other personal effects edge;

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a pattern cut-through the thickness of the body of said portion to said lower peripheral portion, and cach said disk, located in the central portion of the face of said shaft comprising material of proper width, thickness disk, and flexibility to permit said disk to be flexed between said pattern being symmetrical about said centerline; thumb and finger backwardly a total of at least forty said pattern forming two wings, one on each side of said five degrees, displacing said upper edge toward Said centerline, extending toward said lower edge of Said lower edge, and said material of proper resilience to disk, and further forming a pointer shape between said store sufficient potential energy in said shaft during Said wings, extending symmetrically along said centerline flexing to cause said disk to Spring forward as a and pointing toward said upper edge of Said disk; self-propelled projectile when instantly released from said disk having an uninterrupted periphery, O said flexing.
said disk being adapted so that, when said disk is held 10. A game piece according to claim 8 wherein said means between finger and thumb of a player and said upper for aiming comprises;
edge is flexed between thumb and finger backwardly said lower central part shaped by said symmetrical cut to and downwardly in a position toward said lower edge, form a pointer, attached to said lower peripheral por deflection of said disk is in said two lateral edges of 15 tion, and extending upwardly along said vertical cen said periphery of said disk, said wings are extended terline toward said upper peripheral portion, wherein forwardly and downwardly, and said pointer shape is said pointer is aimed forwardly during said flexing; and extended forwardly and upwardly, and so that when said upper central part shaped by Said symmetrical cut to said upper edge is quick-released, allowing said disk to form a pair of wings attached to said upper peripheral return to a neutral position, said clipper disk will 20 portion, located one on each side of said pointer, and jump-fly through the air. extending downwardly toward said lower peripheral 5. Ajump-flight clipper disk according to claim 4 in which portion, wherein said wings are aimed forwardly during said clipper disk is made of homogeneous, flexible, resilient, said flexing.
plastic type material having substantially parallel top and 11. A game piece according to claim 7 further comprising bottom faces, and a diameter-to-thickness ratio of between 25 one or more ends of said cut terminating in a rounded
6. A jump-flight clipper disk according to claim 5 further opening wider than said cut wherein stress concentration in comprising a contoured thickness. said cut end is minimized.
7. A coin shaped game piece which, when flexed between 12. A game piece according to claim 7 further comprising thumb and finger, aimed and instantly released, jumps forth 30 at least one of said planar surfaces being contoured. as an aimed, self propelled projectile, comprising: 13. A coin shaped game piece which, when flexed a coin shaped disk; between thumb and finger, aimed and instantly released, said disk comprising flexible, resilient material having jumps forth as an aimed, self-propelled projectile, compris substantially parallel top and bottom planar surfaces; ing:
said disk comprising an uninterrupted periphery, a 35 a coin shaped disk;
vertical diameter, invisible vertical and horizontal said disk comprising flexible, resilient material having diametrical centerlines, upper and lower edges substantially parallel top and bottom planar surfaces; located on said periphery at upper and lower ends of said disk comprising an uninterrupted periphery, a said vertical centerline, an upper peripheral portion vertical diameter, invisible vertical and horizontal surrounding said upper edge, a lower peripheral 40 diametrical centerlines, upper and lower edges portion surrounding said lower edge, a central por located on said periphery at upper and lower ends of tion, a righthand lateral peripheral portion, and a said vertical centerline, an upper peripheral portion lefthand lateral peripheral portion; surrounding said upper edge, a lower peripheral a pattern cut through said disk and confined within said 45 portion surrounding said lower edge, a central por uninterrupted periphery; tion, a righthand lateral peripheral portion, and a said cut symmetrical about said vertical centerline, lefthand lateral peripheral portion; separating said righthand and lefthand lateral periph a pattern cut through said disk and confined within said eral portions from said central portion, and further uninterrupted periphery;
separating said central portion into an upper central 50 said cut symmetrical about said vertical centerline, part and a lower central part; separating said righthand and lefthand lateral periph said upper central part extending downwardly from eral portions from said central portion, and further said upper edge a distance of at least 60% of said separating said central portion into an upper central vertical diameter, and said lower central part extend part and a lower central part; ing upwardly from said lower edge a distance of at 55 said disk, except for said cut, symmetrical about said least 60% of said vertical diameter; vertical and horizontal centerlines; said disk, except for said cut, symmetrical about said said disk further comprising means for jumping forward, vertical and horizontal centerlines.
8. A game piece according to claim 7 further comprising: comprising;
each said lateral peripheral portion comprising a bend said disk comprising means for jumping forward; and 60 able, resilient shaft connecting said upper peripheral said disk further comprising means for aiming the direc portion to said lower peripheral portion, and each tion, elevation and distance of flight of said disk for said shaft comprising material of proper width, said jump as an aimed, self-propelled projectile. thickness and flexibility to permit said disk to be 9. A game piece according to claim 8 wherein said means flexed between thumb and finger backwardly a total for jumping forward comprises; 65 of at least forty-five degrees, displacing said upper each said lateral peripheral portion comprising a bend edge toward said lower edge, and said material of able, resilient shaft connecting said upper peripheral proper resilience to store sufficient energy in said

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shaft during said flexing to cause said disk to spring said upper central part shaped by said symmetrical cut forward as a self-propelled projectile when instantly to form a pair of wings attached to said upper released from said flexing, peripheral portion, located one on each side of said said disk further comprising means for aiming the direc- pointer, and extending downwardly toward said tion, elevation and distance of flight of said disk during 5 lower peripheral portion, wherein said wings are flexing for said jump as an aimed, self-propelled pro- aimed forwardly during said flexing, jectile, comprising, said wings extending downwardly from said upper said lower central part shaped by said symmetrical cut edge a distance of at least 60% of said vertical to form a pointer, attached to said lower peripheral diameter, and said pointer extending upwardly from portion, and extending upwardly along said vertical 10 said lower edge a distance of at least 60% of said centerline toward said upper peripheral portion, vertical diameter.
wherein said pointer is aimed forwardly during said flexing, and ck k k is k

Provenance
- Collection
- Cited prior art
- Original PDF
- patentimages.storage.googleapis.com →
- Filed
- 1995-02-28
- Pages
- 11
- Method
- pdftotext (the PDF's own text layer) + pdftoppm 300dpi page scans
- Source
- Google Patents bibliographic record
- Granted
- 1996-05-14
- Inventors
- Spencer Michlin; Mark A. Celeste; Mark Domiteaux; Lulirama Inc
- Transcribed from
- patentimages.storage.googleapis.com →