The present invention relates generally to pay-for-play, self-scoring electronic dart games and, more particularly, to an electronic dart game having multiple play surfaces or targets.
Self-scoring, electronic, single target dart games typically remove the score keeping burden from players during game play so the majority of their attention can be directed to actual game play strategy, accomplishments, comradery and competition. However, one aspect of the game includes determining of who goes first, which is especially complicated when players are not physically playing on the same machine or at least in the same location. Remotely located player, which may be paired to play based on their skills or at random, must slow down play during a manual, visual inspection to determine who goes first.
Dart games which disclose electronic dart boards, score detectors and game computers are shown and described in U.S. Pat. No. 4,057,251 (Jones et al.); U.S. Pat. No. 4,516,781 (DeVale et al.); U.S. Pat. No. 4,793,618 (Tillery et al.); U.S. Pat. No. 4,881,744 (Hansen); U.S. Pat. No. 4,974,857 (Beall et al.); U.S. Pat. No. 5,116,063 (Harlan et al.); and U.S. Pat. No. 5,401,033 (Lychock, Jr.). These machines, however, are not capable or set up for facilitating remote gameplay, at least with respect to selecting which player goes first.
The present invention relates to multiple target dart games utilizing axial rotation of a game board that provides the players options as to the target on the gaming machine that is to be used for game play, where a predetermined target can be required for use at specific times during competitions to automate the decision making necessary for first player advantage. Further, certain embodiments of the present invention are for use in coin-operated industry environments where dart games are adapted with an automatic fee-for-play collection mechanism. Embodiments of the present invention also provide a robust multiple target electronic dart game with axial rotation that also reduces production costs through the use of shared electrical components.
Additionally, embodiments of the present invention also provide a user friendly mechanism to allow players to move and latch into place a player selected and/or preferred target, or to do so based on computer displayed instructions indicating this requirement must be met before play continues, or, in the case of a motor allowing for this active target transitioning, to have the computerized motor controller perform the necessary positioning, as, for example, in cases where handicapping is used. Further, according to certain embodiments, the present invention provides a robust and re-enforced dual purpose latch and release mechanism optimally positioned to withstand powerful physical blows to the invention by players, such as players frustrated or overzealous with their game play, before, during and after dart removal from a target. Additionally, embodiments of the present invention provide a contactless target positioning mechanism, such as, for example, a magnetic field detector, which is optimally positioned for reliable, consistent target position detection.
One aspect of the present invention is a gaming machine having a game controller that includes a cabinet having a front portion and a back portion. The gaming machine also includes a game board that is rotatably secured to the cabinet. The game board includes a first target side, a second target side, and a detector. The first target side is configured for game play of a first game, and the second target side is configured for game play of a second game. The game board is rotatable about the cabinet between at least a first position and a second position. The first target side faces the front portion of the cabinet when the game board is in a first position, while the second target side faces the front portion when the game board is in the second position. The detector is configured for the detection of a position of the game board relative to the cabinet. Further, the game controller is configured to determine whether the game board is in the first or second position based on the position of the game board detected by the detector. The gaming machine further includes a latch mechanism that is operably connected to the game board. The latch mechanism, which includes a handle and a bolt, is configured to engage the cabinet to releasably retain the game board in a first or second position.
According to another aspect of the present invention, a gaming machine includes a target assembly secured to a cabinet. The target assembly includes a multi-sided game board, a game controller, and a magnetic field detector. The multi-sided game board is rotatable about the cabinet between at least a first position and a second position. Further, the multi-sided game board also includes at least two target sides that are configured for play of electronic dart games. The magnetic field detector is configured to detect a magnetic field generated by one or more magnets positioned in the cabinet. The game controller is configured to determine whether the multi-sided game board is in a first or second position based on the polarity of the magnetic field detected by the magnetic field detector.
A further aspect of the present invention is a gaming machine having a cabinet having a first side and a second side. The gaming machine also includes a target assembly that is secured to the cabinet. The target assembly has a multi-sided game board, a game controller, and a magnetic field detector. The multi-sided game board is rotatable about the cabinet between at least a first position and a second position. Additionally, the multi-sided game board includes at least two target sides configured for play of electronic dart games. The magnetic field detector is configured to detect a first magnetic field that is generated by a first magnet positioned in proximity to the first side of the cabinet. The magnetic field detector is also configured to detect a second magnetic field generated by a second magnet positioned in proximity to the second side of the cabinet. Further the first and second magnetic fields have a different polarity. The game controller is configured to determine whether the multi-sided game board is in a first or second position based on the polarity of the magnetic field detected by the magnetic field detector. Additionally, the game controller used for score detection for the first target side is the same game controller used for score detection for the second target side.
The problem to be solved by this new invention pertains to computerized determination of who shoots/throws first in a dart match competition. Typically, within the soft-tipped, automatic scoring, electronic dart community, determination of who goes first is made after those involved throw a dart; the closest to the center of the bullseye being selected to begin. The determination of which player goes first has heretofore been performed manually and agreed to by the players involved. Even in automatically scoring dart machines, this determination must still be performed manually or visually by the players because the membrane switch sensor resolution with associated plastic segment activation mechanism of a typical score target lacks the resolution necessary to resolve a dart present at any particular hole. This has been the case since the introduction of this automatic scoring method using a 15″ target membrane switch.
A gaming machine in accordance with the present disclosure overcomes the shortcomings of the prior art and provides a system and method for automatically determining the score of the first dart thrown by players matched in a game, even if those players are using different machines located in different, locations and also for games in which all players are engaging in play at different times. In one embodiment, the machine in accordance with the disclosure temporarily switches or changes a sensor with a finer resolution than the normal play sensor, for example, by using a smaller target/membrane, thus allowing a machine controller to determine the order or play as between the players. Instead of throwing a single dart, the controller transforms the “diddle for the middle” precursor to a normal dart game into a micro-game, in which as few darts as feasible are thrown to the more sensitive target of the machine, and a best score is used for first shooter selection. In this way, a different target is first presented to the players in a first machine operating mode, either manually or automatically, and a single round game of count up (highest score) is played, and the winner is automatically assigned as the first shooter in the pending, “actual” game.
After the winner of the “diddle” round is determined, the machine is reconfigured either manually or automatically into a second mode for actual play, for example, by presenting a larger or standard dart board for the players to use. It is contemplated that, in the event of a tie during play in the first machine operating mode, the players may repeat the “diddle” round or alternate during normal play in the second machine operating mode, where the alternating is carried out automatically by the machine.
The foregoing summary, as well as the following detailed description of certain embodiments of the present invention, will be better understood when read in conjunction with the figures included. It should be understood, however, that the present invention is not limited to the arrangements and instrumentalities shown in these figures.
The player input device 18 of the gaming machine 10 may be used for a variety of game play related operations, including, for example, during game selection, game start, selection of number of players for game play, and/or switching identification of current player(s) playing the game, among other functions. The main game controller may also include memory that is used to store game play information. For example, the main game controller may store information regarding different types of games for game play on the gaming machine 10. The main game controller may also be configured to control the information and/or images displayed on the display 14, such as, for example, the score of the game, the number of players, and/or an indication of the type of game being played, among other information and/or images.
The cabinet 12 may also include a payment mechanism 20 that is configured to receive payment for game play on the gaming machine 10. According to certain embodiments, the payment mechanism 20 is a pay-for-play mechanism such that the payment mechanism receives payment for games that are about to be played on the gaming machine 10 without the need for a third-party attendant. Moreover, according to certain embodiments, the player may use the player input device 18 to make selections for game play, such as the game to be played and/or the number of players playing the game before and/or after inserting payment into the payment mechanism 20. The payment mechanism 20 may be operably connected to the main game controller of the gaming machine 10 such that the main game controller receives an indication of when payment for game play has been inputted into the payment mechanism 20. According to certain embodiments, the payment mechanism 20 may also be configured to indicate the type, amount, and/or denomination of the currency inserted into the payment mechanism 20. Additionally, according to certain embodiments, the main game controller may be configured to determine whether the payment received by the payment mechanism 20 is sufficient for the requested game play.
According to illustrated embodiments, the target assembly 16 includes a multi-sided game board 22. For example, referencing
According to certain embodiments, the first target side 24 may have a configuration, such as indicia, for example, that is used for play of at least one game that is different than the configuration of the second target side 26. For example, in embodiments in which the gaming machine 10 is at least used for the play of a dart game(s), the indicia on the first target side 24 may provide a standard dart board, such as shown in
If the player(s) desires to play a game on a target side 24, 26 of the game board 22 that is not presently positioned relative to the cabinet 12 for game play, the player may axially rotate the game board 22 until the desired target side 24, 26 is oriented for game play. For example, when game play is to commence using the first target side 24, the game board 22 may be moved (if needed) relative to the cabinet 12 such that the game board 22 is in a first position. In the illustrated embodiment, when the game board 22 is in the first position, the player may be able to simultaneously view both the display 14 and the first game target side 24, as shown in
The target assembly 16 may be configured for the game board 22 to be axially rotated in any number of directions, such as along an axis that is generally perpendicular, parallel, or at an angle to the floor, or any combination thereof. For example, the shaft 28 may extend through the game board 22 so as to be operably attached to the cabinet 12 both above and below the game board 22. Alternatively, the shaft 28 may include a lower shaft and/or an upper shaft, with the lower shaft extending from the bottom 30 of the game board 22 to the cabinet 16, and the upper shaft extending from the top 32 of the game board 22 to the cabinet 12. For example,
More specifically, as the game board 22 is being axially rotated to the first position and the user is not displacing the handle 38, the bolt 40 may be outwardly biased from the game board 22 by the spring. Therefore, when the bolt 40 initially engages the angled surface 50, the bolt 40 may be at or around its full outwardly extended locked position from the game board 22. As the game board 22 continues to be axially rotated, the angled configuration of the angled surface 50 may cause the bolt 40 to continue to be inwardly depressed into the game board 22, thereby further compressing the biasing spring of the latch mechanism 36. After the depressed bolt 40 reaches the end of the angled surface 50 of the strike plate 48 so that the angled surface 50 is no longer inwardly depressing the bolt 40, the spring is able to return the bolt 40 to its outwardly extended locked position in an area of the recess 46 behind the angled surface 50, thereby locking the position of the game board 22 relative to the cabinet 12.
Similarly, according to certain embodiments, when the game board 22 is to change positions, the user may inwardly displace the handle 38 so as to draw at least a portion of the bolt 40 toward the game board 22 so that the bolt 40 is withdrawn from the recess 46 and has sufficient clearance to pass over the angled surface 50 of the strike plate 48 The game board 22 may then be axially rotated to another position, such as being rotated from the first position to the second position. Thus, when the game board 22 in the illustrated embodiment is moved to the second position, the latch mechanism 36 may engage a similar strike plate 48 located at second side 35b of the cabinet 12 before the game board 22 is secured at the second position.
As shown in
The gaming machine 10 may also include a game controller involved with tracking player activity with respect to the target sides 24, 26 of the game board 22, such as, for example, the main game controller or a peripheral game controller 65. For example,
For example, according to embodiments in which the first and/or second target sides 24, 26 are configured to provide electronic dart game boards, the target sides 24, 26 may include a plurality of segments, such as scoring and non-scoring segments, which are positioned to provide an array of scoring locations for particular games to be played. In the customary fashion, a sensor or membrane may extend behind each segment of the game board such that impact detection information for a dart hitting that particular scoring or non-scoring segment can be provided to the game controller. This detection is communicated by an appropriate signal that is routed to the peripheral game controller 65, at which time the detection may be given a specific value or score in the context of the particular game that is in progress. In one embodiment, the score or raw signal may also be transmitted to a main game controller, where the value may be processed and applied to the current game being played. Accordingly, the peripheral game controller 65 may be used in the allocation of a score to a player(s) when the game play object is detected as having landed on and/or hits a portion of scoring target segment, such as, for example, a dart that lands on the bulls-eye of a dart board game. The peripheral game controller 65 may also be used in the determination of whether a game play object that has landed on a scoring target segment for sufficient time to be deemed a legitimate scoring event. Additionally, according to certain embodiments, the peripheral game controller 65 may perform required communications with the main game controller of the game machine 10, including transmitting and receiving as necessary all pertinent data to allow the electronic or automatic game play scoring activity to occur during game play.
In the illustrated embodiment, the peripheral game controller 65 is operably connected to a detector 64 that is used in the detection of the position of the game board 22 relative to the cabinet 12. For example, the detector 64 may be used in the detection of which target side 24, 26 is and/or is not facing the front portion 44 of the cabinet 12. Moreover, the detector 64 may provide a signal or other instruction that the peripheral game controller 65 uses to determine which target side 24, 26 is currently positioned in an orientation towards the front of the machine gameplay. Further, the detection or determination of the positioning of the game target sides 24, 26 may allow the peripheral game controller 65 to determine which target side 24, 26 is to be monitored during that period of game play for purposes of score detection. For example, if the first target side 24 is detected to be in a first, or front facing, position relative to the cabinet 12, then the peripheral game controller 65 may determine that detected scoring events during game play of the first target side 24 are to be recognized, while detected scoring or non-scoring events involving other target sides 26 are to be disregarded. According to certain embodiments, the peripheral game controller 65 may even deactivate target sides 24, 26 that the peripheral game controller 65 determines are not currently in a forward facing position. Such detection of position of the game board 22 and which target sides 24, 26 are to be monitored, ignored, and/or deactivated for purposes of game play activities allows for the same peripheral game controller 65 to be used for different games, such as games on different target sides 24, 26.
The detection of the orientation of the game board 22, such as whether the game board 22 is in the first or second position can be achieved by a variety of different ways, including passive and active determinations. For example, the positioning of the game board 22 relative to the cabinet 12 may be determined by the use of optical sensors (both reflective and interrupted beam), inductive sensors, capacitive sensors, ultra-sonic sensors, mechanical switches using an actuator and movable contact, and others. In the illustrated embodiment, the detector 64 may be a magnetic field detector, such as a linear Hall Effect sensor, that is configured to detect a magnetic field of at least one magnet or other magnetic material 66a, 66b that is mounted in or to the cabinet 12. Referencing
When the game board 22 is at the first position, the magnetic field detector is in relative close proximity to the first magnet 66a. The magnetic field detector may then be able to detect the polarity of the portion of the first magnet 66a that is facing the magnetic field detector. For example, the first magnet 66a may be oriented such that the north magnetic pole of the magnet 66a is facing toward the magnetic field detector, while the south magnetic pole of the magnet 66a is facing away from the magnetic field detector. With the first magnet 66a in this orientation, the magnetic field detector may detect the north polarity of the first magnet 66a.
Conversely, when in the game board 22 is moved to the second position in the illustrated embodiment, the magnetic field detector may be in proximity to a second magnet 66b. The second magnet 66b may have an orientation that is opposite of that of the first magnet 66a, such as having the south polarity facing the magnetic field detector. Therefore, the magnetic field detector may detect the south polarity of the second magnet 66b when the game board 22 is in the second position. Thus, the detection of a north or south polarity may be used to indicate whether the game board 22 is in the first or second position.
The VoutO level may be monitored by the game controller, for example, the peripheral game controller 65, to determine the position of the game board 22. In such an embodiment, the VoutO level may be used by the peripheral game controller 65 to determine which target side 24, 26 of the game board 22 to monitor for purposes of game play events, including, detection of scoring on the target side 24, 26 presently positioned for game play relative to the game cabinet 12, and knowing which target side is facing outwards and, thus, knowing when a change in target side is required during a game. For example, an indication that the VoutO level is at or within a predetermined range of the VsatL level may indicate to the peripheral game controller 65 that the game board 22 is at the first position, where the first target side 24 is in the first or forward facing position relative to the cabinet 12. The peripheral game controller 65 may then monitor game play on the first target side 24 of the game board 22, such, for example, detecting a scoring or non-scoring, events during game play of the first target side 24.
The VoutO level may also indicate to the peripheral game controller 65 which target side 24, 26 is not being played, such as which target side 24, 26 is currently in the second or rearward facing position relative to the cabinet 12 so as to prevent the award or allocation of points or prizes due to scoring on the rearward facing target side 24, 26. According to certain embodiments, the peripheral game controller 65 may deactivate the rearward facing target side 24, 26, such as, for example, by stopping the delivery of electricity needed for game play of the rearward facing target side 24, 26 and/or deactivating detection of scoring or non-scoring events on the rearward facing target side 24, 26. Such deactivation may prevent inadvertent or improper scoring or non-scoring activity when the opposite, forward facing target side 24, 26 is being played. Further, the peripheral game controller 65 may similarly deactivate both target sides 24, 26 when the indeterminate VoutO level indicates to the peripheral game controller 65 that the position of the game board 22 is being changed. Such deactivation while the position of the game board is being changed may prevent the peripheral game controller 65 from erroneously detecting a scoring or non-scoring game play event due to contact with a target side 24, 26 during rotation of the game board 22 by a player.
According to certain embodiments, the latch mechanism 36 may include a sensor that is used to provide a signal to the peripheral game controller 65 that indicates when the game board 22 is going to be rotated so that contact with the target side 24, 26 is not interpreted by the peripheral game controller 65 as a scoring or non-scoring game play event. For example, the latch mechanism 36 may include a capacitive sensor that senses when a player contacts the handle 38. A signal may then been provided to the peripheral game controller 65 that indicates that the player is in contact with the handle 38 and that the peripheral game controller 65 should at least temporarily suspend detection of scoring and non-scoring game play events.
The second or “right team” throws their darts at 206 on the same or a different target side of the game board at 22, and the game controller records the score. The game controller then compares the scores of the left and right time. When the game controller determines that the left team has a higher score than the right team at 208, the main game continues with the left team shooting first at 218. Similarly, when the right team is determined to have the higher score at 210, the main game commences with the right team shooting first at 216. For the main game, the game controller may keep the same target side or switch target sides on the machine, either manually or automatically, as previously described. If the first round ends in a tie, and while the game round variable count is less than 99 at 212, the round is incremented by one round at 214 and the diddle is repeated beginning with the first team throwing darts at 204.
In one embodiment, once a game or match has been established, communication may continue between the two machines 10A and 10B directly. Such an embodiment is shown in
In certain game circumstances, the machine can provide a handicap to one player when players of unmatched skills are paired for a game.
In accordance with the method shown in
In accordance with one embodiment, similar to switching between different sized targets for computer determination of who goes first in an actual game through a diddling process, switching between targets can also be used for making games easier for less experienced or less skilled players and/or making games harder for advanced players through a novel method of handicapping which this also allows.
“Handicapping” describes the process of creating an environment where players of different abilities can engage in balanced competition. This is usually accomplished by making the competition more difficult for players with advanced skills or by making the competition easier for players with lesser abilities.
The amount of handicapping may be adjusted by combining various features of the invention as well as adjusting the degree of effect of the features. As used herein, the term “advanced player” refers to a highly skilled player. The term “beginner player” refers to a less skilled player.
Differences in player capabilities, for example, could be based on a method for calculating the relative skill levels of players in competitor-versus-competitor games, where the difference in the ratings between two players serves as a predictor of the outcome of a match similar to the widely known, so called, Elo rating in the dart gaming industry.
A player's Elo rating is represented by a number which increases or decreases depending on the outcome of games between rated players. After every game, the winning player takes points from the losing one. The difference between the ratings of the winner and loser determines the total number of points gained or lost after a game. In a series of games between a high-rated player and a low-rated player, the high-rated player is expected to score more wins. If the high-rated player wins, then only a few rating points will be taken from the low-rated player. However, if the lower rated player wins many rating points will be transferred. The lower rated player will also gain a few points from the higher rated player in the event of a draw. This means that this rating system is self correcting. A player whose rating is too low should, in the long run, do better than the rating system predicts, and thus gain rating points until the rating reflects their true playing strength.
Advanced players often throw more accurately than beginning players due to factors such as greater experience, control, and/or eye-hand coordination. Beginning players, especially children and elderly participants or players, may find it difficult to hit what they aim at, and as a result find it hard to compete with more advanced players. More experienced or more skilled players have a distinct advantage over less experienced or less skilled players. Oftentimes, less experienced or less skilled players lack the accuracy, consistency, and/or other skill to continuously hit what they aim at, especially the smaller target areas leading to the higher scoring opportunities.
Due to this, players of varying skill levels, such as beginners and advanced players, may have a difficult time competing against one another where each uses the same target at all times, whereas players of different ability levels may start and finish a game and have similar scores using the handicap approach described herein.
The handicapping method provided for competition between players provided by the method of
The gaming system in accordance with the disclosure includes a target assembly incorporating multiple targets that can easily be selected for play, which selection allows players of differing skill sets, experiences and abilities to compete on a level playing field. This enables the beginning players to compete more evenly with advanced players who may be able to much more readily aim at, and hit their desired focus area on the dartboard target activated and properly positioned. These smaller segment areas may be very reasonable for an advanced player to aim at and hit, but many beginning players may struggle in doing so. By having a larger target that can be moved into and out of place to accommodate players as warranted, beginning players can have an easier time and more enjoyment when matched against those of more skill.
When used in combination, flipping between the different sized targets during game play between rounds may be used to further enhance any advantage a less skilled player may have because they are more likely to succeed at coming closer to the target area focused on, placing a beginning player on a more even playing field with an advanced player. The game may be designed to level the competition between players of different abilities. For example, it may include much shorter time frames on the larger target to minimize the size advantage of a more advanced player. For example, a game may include rounds where both a beginning player and an advanced player may each throw on the same sized target, but then be changeable from round to round, possibly even dart to dart, as necessary.
Player handicapping is important to ensure that opposing players in local, in-house, and/or remote dart leagues, tournaments and casual play are evenly matched in a way comparable to that of an advanced player, making a more even playing field between the players of different ability levels.
Accordingly, a handicapping scheme in accordance with the disclosure minimizes unfairness between players by configuring the game machine to decide on a selection of the target pad, either manually or automatically with a motor/gear mechanism, by effecting a transition between different target sensor sizes and/or types, based on player skill level.
While utilization of different sized targets is often sufficient to handicap a game, some embodiments may counteract this advantage between players of different ability levels by strictly using separate targets for players of different ability levels, and may include, and/or be combined with other commonly used handicapping approaches to further enhance competition between players of different skill levels, while at the same time providing utilization of commonly accepted approaches. Such other handicapping approaches may be used concomitantly as the basis for ascertaining optimal target transition times. For example, one game in a match may use both sized targets to accommodate players of different ability levels, while others may have each, the advanced players and beginners, shoot at the same sized target, to also use the more commonly accepted dart based or round based approach for that particular phase of the competition.
For example, in dart competitions, there are currently several methods of handicapping players, all of which are based upon player averages. The method depends upon the type of average used. Two types of averages are “points per dart” (hereafter, “PPD”) and “marks per round” (hereafter, “MPR”).
The PPD average is used in a variety of dart games, but primarily in '01 games, where a player begins with a first score (e.g., 301, 501, 701, 1001, etc.) and progresses downward to a second score (typically, zero) by hitting a dart board with darts. The game ends when a player reaches exactly the second score. In such games, a player normally throws three darts per turn. When a dart hits the board, a certain number of points are taken away from the player's score based upon which area of the target the dart lands. At the end of the game, the total number of points that a player has earned by hitting numbered areas is divided by the total number of darts that the player has thrown. The resulting number is the player's PPD average: Total Points Scored/Total Number of Darts Thrown.
The MPR average is typically used in Cricket games, where a player is required to hit certain targets on the dart board to score points. For example, the segments 15-20 on a dart board of a standard configuration, may be the designated scoring targets for marks. The first player to hit all of the required marks and who also has the highest point total wins the game. In such games, a player throws three darts each turn or round. The MPR average is calculated in two steps. First, the number of rounds played is calculated by taking the total number of darts thrown by the player and dividing by three (the number of darts per round). Next, the number of required marks that a player hit during the game is divided by the number of rounds. The resulting number is the player's MPR average: Total Marks Hit/(Total Darts Thrown/3).
The PPD car MPR averages can be calculated based on an individual game, a match (i.e., a series of games), or a player's lifetime history. All relevant parameters for a particular game, and also a particular player, may be stored in a database on a game server, as discussed above.
In some handicapping systems, players are divided into groups based on their PPD average, MPR average, or estimated skill level. Each group or level is assigned a certain number, usually from zero to six, which becomes the assignment of a “spot dart” handicap. When a player is assigned a spot dart handicap, the opponent is permitted to throw that number of darts to earn points or marks before the handicapped player gets a chance to throw any darts. For example, a scheme for assigning spot darts when using the PPD average may work as follows:
PPD=1-20 may result in 0 spot darts
PPD=21-40 may result in 1 spot dart
PPD=41-60 may result in 2 spot darts. In another spot dart scheme, the handicapped player must give the assigned number of darts to their opponent.
Other known handicapping schemes include “spot point” handicapping and “spot mark” handicapping. In these two methods, the handicapped player and the opposing player receive the same number of darts, but the goals that they need to achieve to win the game are different.
For example, when using spot point handicapping in the game of “301,” the object of the game is for each player to take their score from 301 points to exactly zero points. If a player has a higher PPD average than his or her opponent, then the higher average player will need to earn the full 301 points to reach zero. However, when using the spot point handicapping feature, the opposing player will start the game with a lower score, such as 235, and thus only needs to earn 235 points to win the game. Alternatively, spot point handicapping may be used to “increase” the point total that the higher average player starts the game with (e.g., 350, instead of 301), while the lesser skilled player begins play at 301 points. Regardless of whether the better skilled player's score is increased or the lesser skilled player's score is decreased, the formula used to calculate spot points is selected so that if each player performs according to their average, both players would reach zero on the same dart throw number (e.g., on the 12th dart thrown, 14th dart thrown, etc.),
Spot mark handicapping is used primarily with Cricket games, where a player needs to hit marks on specific targets. The player with the higher MPR average is required to hit all of the specified marks to win the game, whereas the player with the lower MPR average starts the game with marks already scored, and therefore does not need to hit all of the specified marks to win.
Actual handicapping establishment processing is conventional and thus is not described in further detail herein. Whatever the pre-established handicap process, the resulting ratings may be used readily with this invention to compute when transition between target sizes is warranted, where players can be notified to do so for game continuation manually, or the dartboard computer can initiate automatic target transition via an integrated motor/controller/gear mechanism if included with the dartboard. The particular type of handicap depends upon the type of dart game being played and depends upon the scheme selected by the league.
However, other schemes are within the scope of the disclosure. To further minimize any potential unfairness transitioning between targets can also be made gender specific, based upon skill differences between male and female players.
The present disclosure may also be used with a modification of the spot dart handicap scheme. In this scheme, the better player would have the number of darts that he or she can throw taken away automatically by the electronic dart board. The number of darts taken away would depend upon the skill level of the better player relative to the weaker player. The number of darts taken away would change for each game based on the floating average of the unranked player.
The present invention may also be used with other types of handicapping schemes, including player averages based upon “points per round” and “marks per dart.” The present invention may be used in other types of games which use handicaps, and the scope of the invention includes the use of the rolling or floating handicap schemes.
While the invention has been described with reference to certain embodiments, it will be understood by those skilled in the art that various changes may be made and equivalents may be substituted without departing from the scope of the invention, and that, in addition, many modifications may be made to adapt a particular situation or material to the teachings of the invention without departing from its scope. Therefore, it is intended that the invention not be limited to the particular embodiment disclosed, but that the invention will include all embodiments falling within the scope and modifications could be made without departing from the broad inventive concepts of the invention.
The instant application claims priority to U.S. Provisional Patent Application Ser. No. 62/424,935, which was filed on Nov. 21, 2016, and which is incorporated herein in its entirety by this reference.
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