The present disclosure generally relates to an electronic baseball game, and more particularly relates to an electronic baseball game which incorporates a color touch-screen scoreboard and is self-contained in a modular case.
According to one aspect, a method is provided for playing a baseball game between a first team and a second team using an electronic game unit. The baseball game is played in a plurality of innings, each of the plurality of innings having two half-innings with the first team and the second team taking alternating turns as an offense role team and a defense role team in each half-inning. Each of the half-innings played according to a method sequentially comprising an input value generating step, a game consequence determining step, and an updating step. The input value generating step includes generating an input value for the offense role team from among a plurality of possible input values. The game consequence determining step includes inputting the generated input value into the electronic game unit, which stores a unique game consequence associated with each of the plurality of possible input values, and matching the generated input value with an associated game consequence. The updating step includes updating a game status using the matched game consequence. The game status includes a status of base runners, a number of outs in a current half-inning, and a game score. Then, if the number of outs in the current half-inning is less than three, the method returns to the generating step; if the number of outs in the current half-inning equals three, the game advances to the next half-inning by updating the game status to advance the game by one half-inning and alternating the offense role team and the defense role team between the first team and the second team.
According to another aspect, an electronic game unit is provided for playing a baseball game. The electronic game unit comprises an input section, an input value game consequence determining section, and a game status section. The input section is configured to receive an input value generated from among a plurality of possible input values. The input value game consequence determining section is configured to store a unique game consequence associated with each of the plurality of possible game consequences and to match the input value received by the input section with the associated game consequence. The game status section is configured to receive the matched game consequence from the input value game consequence determining section and to update a game status based on the received game consequence. The game status includes a status of base runners, a number of outs in a current half-inning, and a game score.
According to still another aspect, a baseball game is provided. The baseball game comprises an electronic game unit and an input value generator provided separately from the electronic game unit and configured to generate an input value from among a plurality of possible input values. The electronic game unit comprises an input section, an input value game consequence determining section, and a game status section. The input section is configured to receive an input value generated from among a plurality of possible input values. The input value game consequence determining section is configured to store a unique game consequence associated with each of the plurality of possible game consequences and to match the input value received by the input section with the associated game consequence. The game status section is configured to receive the matched game consequence from the input value game consequence determining section and to update a game status based on the received game consequence. The game status includes a status of base runners, a number of outs in a current half-inning, and a game score.
The description and drawings herein are merely illustrative and various modifications and changes can be made in the structures disclosed without departing from what is defined in the appended claims. All references to direction and position, unless otherwise indicated, refer to the orientation of the structures and components illustrated in the drawings and should not be construed as limiting the claims appended hereto. Like numbers refer to like parts throughout the several views.
The input value generator 104 is provided to allow players to generate an input value which is used to play the electronic baseball game 100, as is described in detail below. The input value generator 104 may be provided separately from the electronic game unit 100, or may be incorporated therein (e.g., via a random number generator, etc.). As shown in
It is to be appreciated that one die or more than two dice may be used as the input value generator 104, in which case the number of possible input values is adjusted accordingly. Furthermore, the input value generator 104 may take a form other than dice, such as cards which are drawn by the players, etc. Moreover, the input value generated by the input value generator 104 need not be a numerical value. However, the input value generator 104 will only be described herein with reference to two dice. As such, this disclosure will reference dice 104 below (rather than input value generator 104).
The plurality of scoring bats 106 is provided to give players a manual or non-computerized mechanism for keeping a game score, tracking a current inning or half-inning of play, or tracking any other desired statistic (e.g., strike outs, home runs, etc.). The plurality of scoring bats 106 may be made of wood or plastic, and are shaped as baseball bats. A subset of the plurality of scoring bats 106 may be provided in a first color or design and another subset of the plurality of scoring bats 106 may be provided in a second color or design. As such, each subset of the plurality of scoring bats may be clearly associated with one of two teams playing the electronic baseball game 100.
The plurality of strategy cards 108 is provided to allow players an alternative manner in which to affect or cause a desired game consequence at a specified, strategically selected time. In this regard, each of the plurality of strategy cards 108 has a unique offensive game consequence and/or defensive game consequence associated therewith. In this regard, each of the plurality of strategy cards 108 may have only an offensive game consequence or a defensive game consequence associated therewith, or each of the plurality of strategy cards 108 may have both an offensive game consequence and a defensive game consequence associated therewith. Exemplary strategy card game consequences, as well as the manner of play for the plurality of strategy cards 108, are described below. It is herein noted that each of the plurality of strategy cards 108 has a shape of a home plate in an actual baseball game.
As noted above, the carrying case 110 is provided to serve as both a self-containing carrying unit for holding and transporting the electronic baseball game 100, as well as a play area for playing the electronic baseball game 100. The carrying case 110 is formed of a first portion 112 hingedly attached to a symmetrically identical second portion 114 via a hinge 116. The first portion 112 and second portion 114 are formed to be closable with one another so as to define an enclosed area in which the electronic game unit 102, the input value generator 104, the plurality of scoring bats 106, and the plurality of strategy cards 108 may be held. As is described in further detail below, the carrying case 110 serves as both a playing area for playing the electronic baseball game 100 and a self-containing unit for holding and carrying all parts associated with the electronic baseball game 100.
The carrying case 110 may be made of a molded plastic so as to have a shape of a baseball game home plate in a plan view (i.e., the home plate used in an actual baseball game) when the first portion 112 and second portion 114 are in a dosed position (shown in
The carrying case first portion 112 has a hinge side 118 disposed adjacent to the second portion 114, a pair of opposed and parallel sides 120 extending from opposing ends of the hinge side 118 in a direction away from the second portion 114 (when the carrying case 110 is in an opened position shown in
An outside surface of the carrying case first portion hinge side 118 is formed with a first hinge member 130. The first hinge member 130 may be molded into the first portion 112, or may be secured thereto. As will be described in further detail below, the first hinge member 130 forms a portion of the hinge 116 which hingedly attaches the first portion 112 and second portion 114.
The first portion 112 also includes an electronic game unit securing assembly 132 (“securing assembly 132”) which movably secures the electronic game unit 102 to the carrying case first portion 112. The securing assembly 132 includes a game unit hinge 134 and a kickstand 136. The game unit hinge 134, as illustrated, is secured to an inside surface of the carrying case first portion hinge side 118 and extends toward the first portion vertex 124 so as to define a hinge axis parallel to the first portion hinge side 118 and perpendicular to the first portion parallel sides 120. The game unit hinge 134 is secured to opposing sides of the electronic game unit 102. The electronic game unit 102 is described in further detail below, however it is herein noted that the electronic game unit 102 may have a rectilinear shape and be secured to the game unit hinge 102 along a lower edge thereof which is placed adjacent to the first portion hinge side 118.
The game unit hinge 134 may be provided in any suitable manner. For example, the game unit hinge 134 may provide a pivot post which extends through an opening defined in the electronic game unit 102, may rotatably engage outside edges of the electronic game unit 102 to allow for rotation of the electronic game unit 102 relative to the game unit hinge 134, or may provide rods fixedly secured to the opposing ends of the electronic game unit 102 which are rotatable relative to the first portion 112. The game unit hinge 134 may also provide a stopper mechanism for holding the electronic game unit 102 in one or more predetermined positions, such as a stored position (shown in
The kickstand 136 may be provided to hold the electronic game unit 102 in the game position. The kick stand 136 is a rod-shaped member which may be rotatably secured to one of the electronic game unit 102 and the first portion 112, and configured to engage the other. As shown in
The carrying case second portion 114 has a hinge side 138 disposed adjacent to the first portion 112, a pair of opposed and parallel sides 140 extending from opposing ends of the hinge side 138 in a direction away from the first portion 112 (when the carrying case 110 is in an opened position shown in
An outside surface of the carrying case second portion hinge side 138 is formed with a second hinge member 150. The second hinge member 150 may be molded into the second portion 114, or may be secured thereto. As will be described in further detail below, the second hinge member 150 forms a portion of the hinge 116 which hingedly attaches the first portion 112 and second portion 114.
The second portion 114 provides an input value generation play area 152 (“play area 152”), a scoring bat holding area 154, and a strategy card holding area 156. The play area 152 is formed in an area of the second portion 114 between the parallel sides 140, and may include four inset sidewalls 158 which encircle a play surface 160. The play area 152, particularly the play surface 160, may be covered in a play-facilitating material, such as rubber or felt.
The scoring bat holding area 154 is provided as a plurality of bat openings 162 defined in a height direction through the continuous upper edge 148 of the second portion 114 at the triangle sides 142. The plurality of bat openings 162 are each sized to receive one of the plurality of scoring bats 106, and may be numbered. It is noted that the upper edge 148 at the triangle sides 142 where the bat openings 162 are defined may have a thickness greater than that of the upper edge 148 at the parallel sides 140 and hinge side 138.
The strategy card holding area 156 is formed in an area of the second portion 114 between the triangle sides 142 and beyond the parallel sides 140 and play area 152. The strategy card holding area 156 is segregated from the play area 152 by a segregating wall 164 which extends between ends of the parallel sides 140. As such, the strategy card holding area 156 is formed in an area of the second portion 114 defined by inner surfaces of the triangle sides 142 (thickened) and an outer surface of the segregating wall 164. The strategy card holding area 156 is formed in a shape of home plate having dimensions greater than that of the strategy cards 108, and may be provided as an indent in the second portion planar bottom surface 146 so as to receive the similarly shaped strategy cards 108.
The hinge 116 which hingedly connects the first portion 112 to the second portion 114 is provided via an interaction between the first hinge member 130 and the second hinge member 150. Particularly, the first hinge member 130 and second hinge member 150 each include one or more pieces configured to each have side ends thereof press against adjacent pieces from the other hinge member 130, 150 when the outer surface of the first portion hinge side 118 is pressed into the outer surface of the second portion hinge side 138. Each of the pieces of the first and second hinge members 130, 150 may have a hole defined therethrough such that a continuous, linear hole is provided when the pieces are properly positioned with one another. The hinge 116 may then also provide a pivot post or rod which passes through and is secured within the first and second hinge members 130, 150 such that the first and second portions 112, 114 may rotate relative to each other about the hinge 116. It is to be appreciated that the hinge 116 may be alternatively provided to allow the first and second portions 112, 114 to move between the position shown in
The carrying case 100 may thereby be placed into the opened or playing position (
To facilitate secure closing of the carrying case 100, a latch 166 may be provided to lock the carrying case 100 in the closed position. The latch 166 may include a first latch member 168 secured to the first portion 112 and a second latch member 170 secured to the second portion 114. The first and second latch members 168, 170 may be configured to magnetically engage one another when the carrying case 100 is in the closed position so as to impede opening of the carrying case 100. It is to be appreciated that the latch may alternatively be configured to have one or more members which mechanically engage each other or a body of the carrying case 100 to secure the carrying case 100 in the closed position.
With respect to outside portions of the carrying case 100, a first outer planar surface 172 of the first portion 112 may be formed of a white plastic so as to have the appearance of home plate. The outer planar surface may be provided with a colored border or bevel, such as a black bevel. A second outer planar surface 174 of the second portion 114 may be formed of a green plastic or be covered by a grass-look material.
The electronic game unit 102 is used to play the electronic baseball game, and the operation thereof is described in further detail below. The electronic game unit 102 includes a game status section 176, a display 178, an input value game consequence determining section 180, a steal game consequence determining section 182, a strategy game consequence determining section 184, and a sound output section 186. The input value game consequence determining section 180 is provided with an input value game consequence memory 186 (“IVGC Memory 188”), the steal game consequence determining section 182 is provided with a steal game consequence memory 188 (“Steal GC Memory 188”), the strategy game consequence determining section 184 is provided with a strategy game consequence memory 190 (“Strategy GC Memory 190”), and the sound output section 186 is provided with a sound output memory 194. It is to be appreciated that the electronic game unit 102 may be implemented via a single processor, or via a plurality of processors corresponding to one or more of the display 178, the game status section 176, the input value game consequence determining section 180, the steal game consequence determining section 182, the strategy game consequence determining section 184, and the sound output section 186.
The game status section 176 maintains and updates game status information. Game status information may include a current half-inning, a game score, a status of base runners, and a number of outs. The game status section 176 receives inputs from the input value game consequence determining section 180, the steal game consequence determining section 182, and the strategy game consequence determining section 184, and updates the game status information based on the input game consequence. The game status section 176 outputs the game status information to the display 178 so that the game status information may be displayed thereon.
The display 178 may be a touch screen graphic display implemented via a touch screen monitor provided on a front surface of the electronic game unit 102. The display 178 includes an input section 192, a game status display section 194, and a playing field display section 196. An exemplary graphic display provided by the display 178 is shown in
With reference to
The game status display section 198 displays a current half-inning (or inning), a score, and a number of outs. The playing field display section 200 provides an image of a baseball field, including an infield, an outfield, a stadium area, and a scoreboard. The baseball field may display a batter at home plate, and will display a runner at each base currently occupied by a runner in the half-inning. The scoreboard may display certain game status information, or may display messages indicating certain game status updates or game consequences (e.g., “HOME RUM”).
Returning to
The input value game consequence determining section 180, the steal game consequence determining section 182, and the strategy game consequence determining section 184 also output the respective game consequences to the sound output section 186. The sound output memory 194 stores a sound output corresponding to each of the possible game consequences, and the sound output section 186 matches the received game consequence to the associated sound output and may output a sound indicating the game consequence. For example, the sound output section 186 may play a .WAV file of a baseball stadium announcer exclaiming “Home Run!”, or the like. As described herein, the sound output section 186 plays the sound output upon the determination of each game consequence. However, the sound output section 186 may only play a sound output for select game consequences, or may only selectively play the sound output. The sound output section 186 may be implemented via any known sound output mechanisms.
The above is a description of the pieces and elements of the electronic baseball game 100. A method for playing the electronic baseball game 100 will now be described.
The electronic baseball game 100 is played between a first team and a second team using the electronic game unit 102, the dice 104, the plurality of scoring bats 106, and the plurality of strategy cards 108. The electronic baseball game 100 is generally played according to the rules and conventions of baseball, especially as such rules apply to the advancement of base runners around each of a first base, second base, third base, and home plate, the terminology used in describing particular baseball events, and the conventional consequences associated with those baseball events.
In this regard, it is generally noted that the electronic baseball game 100 is played in a predetermined number of innings, with each inning having two half-innings. A first half of each inning may be referred to as a “top” of the inning (i.e., “top of the first” is the first half of the first inning), and a second half of each inning may be referred to as a “bottom” on the inning (i.e., “bottom of the first” is the second half of the first inning). For the purposes of this description, the top or first half of each inning may alternatively be demarcated with a “0.0” (e.g., inning 2.0 is the top of the second), and the bottom or second half of each inning may alternatively be demarcated with a “0.5” (e.g., inning 2.5 is the bottom of the second). The total number of innings in each game may be set to nine, as is the case in a Major League Baseball (“MLB”) game, though it is to be appreciated that the number of innings in a game may be altered as desired. For example, the number of innings in each game may be modified by the players after pressing the “Options” button in the display input section 196.
At the conclusion of the predetermined number of innings, which is set to nine for descriptive purposes, the team with the greatest score wins the game. If the score is tied at the conclusion of the nine innings, the game continues to a tenth inning (which also includes two half-innings). If the score is still tied after the tenth inning, the game continues to an eleventh inning, and so forth.
In playing the electronic baseball game 100, the first and second teams take alternating turns as one of an offense role team and a defense role team in each half-inning. This means that if the first team is the offense role team in the top of the first inning, the first team is the defense role team in the bottom of the first inning; correspondingly, the second team is the defense role team in the top of the first inning and the offense role team in the bottom of the first inning. Consistent with the conventions of baseball, the first team may be referred to as a “Visiting Team”, which is the offense role team in the top of each inning, and the second team may be referred to as a “Home Team”, which is the offense role team in the bottom of each inning.
With reference to the advancement of a batter and base runners in the electronic baseball game 100, the batter begins at home plate, and becomes a runner upon occupying one of first base, second base, and third base. There may be up to three runners on base, when one runner occupies first base, one runner occupies second base, and one runner occupies third base. The runners advance sequentially from home plate (as batter) to first base, to second base, to third base, and back to home plate. Upon returning to home plate, a run is scored, the offense role team's score increases by one, and the runner is removed from the playing field. When a batter or runner is out, that batter or runner is removed from the playing field and a number of outs in the half-inning increases by one. Once the number of outs in the half-inning reaches three, the half-inning concludes and the game advances to the next half-inning (unless the concluding half-inning is the bottom of the ninth and the score is not tied).
To begin playing the electronic baseball game 100, the carrying case 110 in the closed position (
Each half-inning is played according to a common method, so the method for playing the game will be described with reference to a method for playing each half-inning. At the beginning of each half-inning, one of the first team and second team is the offense role team and the other is the defense role team. There are no runners on base and there is a batter at home plate for the offense role team.
With reference to the flowchart shown in
With a batter at home plate, which is indicated on the playing field display section 200, the offense role team generates an input value (S6) by rolling the dice 104 in the play area 152 of the carrying case 110. The numbers indicated by the upward facing surfaces of the dice are summed, and the sum is used as the generated input value. The generated input value is then entered or input into the input section 196 of the electronic game unit display 178 by pressing the virtual button corresponding to the generated input value. For example, if the generated input value is “six”, the button marked “6” is pressed on the input section 196.
The input value entered or input into the input section 196 is then sent to the input value game consequence determining section 180 to determine a game consequence (S7) based on the input value. As noted above, the input value game consequence determining section 180 matches the input value with the unique input value game consequence associated with the input value, as stored in the IVGC memory 188, and the input value game consequence is determined as the matched input value game consequence. While the input value game consequences associated with each of the plurality of possible input values may be set in any manner, the described game sets the input value game consequences for each input value as discussed below. It is noted that each input value game consequence is described with a known baseball term, and the consequences associated therewith may be those associated with the playing of an actual baseball game.
For input value=2, the unique input value game consequence stored in the IVGC memory 188 is that the batter hits a triple. According to the triple input value game consequence, the batter advances to third base, and all runners on base advance to home plate and each score one run.
For input value=3, the unique input value game consequence stored in the IVGC memory 188 is that the batter is hit by a pitch. According to the hit by pitch input value game consequence, the batter advances to first base and: if there is a runner on first base and no runner on second base, the runner on first base advances to second base; if there is a runner on first base, a runner on second base, and no runner on third base, the runner on first base advances to second base and the runner on second base advances to third base; or if there is a runner on first base, a runner on second base, and a runner on third base, the runner on first base advances to second base, the runner on second base advances to third base, and the runner on third base advances to home plate and scores one run.
For input value=4, the unique input value game consequence stored in the IVGC memory 188 is that the batter has been walked. According to the walk input value game consequence, the batter advances to first base and: if there is a runner on first base and no runner on second base, the runner on first base advances to second base; if there is a runner on first base, a runner on second base, and no runner on third base, the runner on first base advances to second base and the runner on second base advances to third base; or if there is a runner on first base, a runner on second base, and a runner on third base, the runner on first base advances to second base, the runner on second base advances to third base, and the runner on third base advances to home plate and scores one run.
For input value=5, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit an infield line-out. According to the infield line-out input value game consequence, the batter is out and the number of outs in the current half-inning increases by one.
For input value=6, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit a single. According to the single input value game consequence, the batter advances to first base and: if there is a runner on first base, that runner advances to second base; if there is a runner on second base, that runner advances to home plate and scores one run; and if there is a runner on third base, that runner advances to home plate and scores one run.
For input value=7, the unique input value game consequence stored in the IVGC memory 188 is that the batter has struck-out. According to the strike-out input value game consequence, the batter is out and the number of outs in the current half-inning increases by one.
For input value=8, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit a ground-out. According to the ground-out input value game consequence, if there are no runners on base or the number of outs in the current half-inning equals two, the batter is out and the number of outs in the current half-inning increases by one. If there is a runner on third base, no runners on first and second base, and the number of outs in the current half-inning is less than two, the batter is out, the number of outs in the current half-inning increases by one, and the runner on third base advances to home plate and scores one run. If the number of outs in the current half-inning is less than two and there is a runner on first base or second base, a ground-out special method may be performed to determine the ground-out input value game consequence, and specifically whether the ground-out input value game consequence includes a double play, where more than one of the barter and base runner(s) are out.
In the ground-out special method, a double play value is generated by the defense role team and used to determine the ground-out input value game consequence. The double play value is generated by the defense role team rolling the dice 104 in the play area 152 of the carrying case, and summing the numbers shown by the upward facing surfaces of the dice 104. The generated double play value is then input into the display input section 196 by pressing the corresponding virtual button. The display input section 196 may prompt the players to generate and input the double play value.
The generated and input double play value is then sent to the input value game consequence determining section 180, which determines the ground-out input value game consequence. In this regard, the IVGC memory 188 stores a unique ground-out input value game consequence associated with each of a first predetermined range of double play values and a second predetermined range of double play values. For example, the first predetermined range of double play values may include a range from 2-7, and the second predetermined range of double play values may include a range from 8-12. The generated and input double play value is then matched with the corresponding one of the first and second predetermined ranges, and the ground-out input value game consequence is determined as the ground-out input value game consequence associated with that predetermined range. While the ground-out input value game consequences may be set in any desired manner, the ground-out input value game consequences for each of the first and second predetermined ranges are exemplarily described below.
For the first predetermined range of ground out input values, if there is a runner on first base, no runner on second base, and no runner on third base, the ground-out input value game consequence is that the batter advances to first base, runner on first base is our, and the number of outs in the current half-inning increases by one. If there is a runner on second base, no runner on first base, and no runner on third base, the ground-out input value game consequence is that the runner on second base advances to third base, the batter is our, and the number of outs in the current half-inning increases by one. If there is a runner on first base, a runner on second base, and no runner on third base, the ground-out input value game consequence is that the batter advances to first base, the runner on first base advances to second base, the runner on second base is out, and the number of outs in the current half-inning increases by one. If there is a runner on first base, a runner on third base, and no runner on second base, the ground-out input value game consequence is that the batter advances to first base, the runner on third base advances to home plate and scores one run, the runner on first base is out, and the number of outs in the current half-inning increases by one. If there is a runner on first base, a runner on second base, and a runner on third base, the ground-out input value game consequence is that the batter advances to first base, the runner on first base advances to second base, the runner on second base advances to third base, the runner on third base is out, and the number of outs in the current half-inning increases by one.
For the second predetermined range of ground out input values, if there is a runner on first base, no runner on second base, and no runner on third base, the ground-out input value game consequence is that the batter is out, the runner on first base is out, and the number of outs in the current half-inning increases by two. If there is a runner on second base, no runner on first base, and no runner on third base, the ground-out input value game consequence is that the batter is out, the runner on second base is out, and the number of outs in the current half-inning increases by two. If there is a runner on first base, a runner on second base, and no runner on third base, the ground-out input value game consequence is that the batter advances to first base, the runner on first base is out, the runner on second base is out, and the number of outs in the current half-inning increases by two. If there is a runner on first base and a runner on third base, the ground-out input value game consequence is that the batter is out, the runner on first base is out, the runner on third base is out, and number of outs in the current half-inning increases to 3.
For input value=9, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit a double. According to the double input value game consequence, the batter advances to second base and: if there is a runner on first base, that runner advances to third base; if there is a runner on second base, that runner advances to home plate and scores one run; and if there is a runner on third base, that runner advances to home plate and scores one run.
For input value=10, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit a fly-out. According to the fly-out input value game consequence, the batter is out and the number of outs in the current half-inning increases by one. If the number of outs in the current half-inning after the increase is less than 3 and there is a runner on at least one of first base, second base, and third base, a fly-out special method may be performed to determine the fly-out input value game consequence.
In the fly-out special method, a fly-out value is generated by the defense role team and used to determine the fly-out input value game consequence. The fly-out value is generated by the defense role team rolling the dice 104 in the play area 152 of the carrying case, and summing the numbers shown by the upward facing surfaces of the dice 104. The generated fly-out value is then input into the display input section 196 by pressing the corresponding virtual button. The display input section 196 may prompt the players to generate and input the fly-out value.
The generated and input fly-out value is then sent to the input value game consequence determining section 180, which determines the fly-out input value game consequence. In this regard, the IVGC memory 188 stores a unique fly-out input value game consequence associated with each of a first predetermined range of fly-out values and a second predetermined range of fly-out values. For example, the first predetermined range of fly-out values may include a range from 2-7, and the second predetermined range of fly-out values may include a range from 8-12. The generated and input fly-out value is then matched with the corresponding one of the first and second predetermined ranges, and the fly-out input value game consequence is determined as the fly-out input value game consequence associated with that predetermined range. While the fly-out input value game consequences may be set in any desired manner, the fly-our input value game consequences for each of the first and second predetermined ranges are exemplarily described below.
For the first predetermined range of fly-out values, if there is a runner on first base, no runner on second base, and no runner on third base, the fly-out input value game consequence is that the runner on first base advances to second base. If there is a runner on second base, no runner on first base, and no runner on third base; the fly-out input value game consequence is that the runner on second base advances to third base. If there is a runner on third base, no runner on first base, and no runner on second base, the fly-out input value game consequence is that the runner on third base advances to home plate and scores one run. If there is a runner on first base, a runner on second base, and no runner on third base, the fly-out input value game consequence is that the runner on first base stays on first base and the runner on second base advances to third base. If there is a runner on first base, a runner on third base, and no runner on second base, the fly-out input value game consequence is that the runner on first base stays on first base and the runner on third base advances to home plate and scores one run. If there is a runner on first base, a runner on second base, and a runner on third base, the fly-out input value game consequence is that the runner on first base stays on first base, the runner on second base stays on second base, and the runner on third base advances to home plate and scores one run.
For the second predetermined range of fly-out values, if there is a runner on first base, no runner on second base, and no runner on third base, the fly-out input value game consequence is that the runner on first base is out and the number of outs in the current haft-inning increases by one. If there is a runner on second base, no runner on first base, and no runner on third base, the fly-out input value game consequence is that the runner on second base is out and the number of outs in the current half-inning increases by one. If there is a runner on third base, no runner on first base, and no runner on second base, the fly-out input value game consequence is that the runner on third base is out and the number of outs in the current half-inning increases by one. If there is a runner on first base, a runner on second base, and no runner on third base, the fly-out input value game consequence is that the runner on first base stays on first base, the runner on second base is out, and number of outs in the current half-inning increases by one. If there is a runner on first base, a runner on third base, and no runner on second base, the fly-out input value game consequence is that the runner on first base stays on first base, the runner on third base is out, and the number of outs in the current half-inning increases by one. If there is a runner on first base, a runner on second base, and a runner on third base, the fly-out input value game consequence is that the runner on first base stays on first base, the runner on second base stays on second base, the runner on third base is out, and the number of outs in the current half-inning increases by one.
For input value=11, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit a pop-out. According to the pop-out input value game consequence, the batter is out and the number of outs in the current half-inning increases by one.
For input value=12, the unique input value game consequence stored in the IVGC memory 188 is that the batter has hit a home run. According to the home run input value game consequence, the batter and any runners on base advance to home plate and each score one run.
Accordingly, the input value generated by the offense role team using the dice 104 and entered or input into the display input section 196 is matched with one of the above unique input value game consequences associated with each of the possible input values. The matched input value game consequence is determined as the input value game consequence and is output to the game status section 176 and the sound output section 186.
At S8, the game status section 176 updates the game status according to the determined game consequence. Particularly, the batter and base runners are moved and/or removed, and the number of outs and game score is adjusted as dictated by the determined input value game consequence. Furthermore, the determined input value game consequence is sent to the sound output section 186, which may match the determined input value game consequence with an associated .WAV file and play the matched .WAV to indicate the input value game consequence (e.g., “It's a Home Run!”, “Three strikes and You're Out!”, etc.).
The method then determines whether the number of outs in the current half-inning is less than three (S9). If so (S9=YES), the method returns to the beginning. Otherwise (S9=NO), the game ends if the current inning is not less than 9.5 (e.g., bottom of the ninth) (S10=NO) and the team scores are not tied (S11=NO), or advances to the next half-inning (S10 or S11=YES, S12).
As noted above, when a batter is at the plate, the offense role team may elect to steal a base (S1) or play a strategy card (S3), or the defense role team may elect to play a strategy card (S4). Any of these elections will preempt the offense role team's generation of an input value at S6, and will be processed. Moreover, the order of precedence for these elections, as reflected in the flowchart of
With initial reference to the offense role team electing to steal a base (S1=YES), it is noted that for this election to be possible, the offense role team must have at least one runner on base (i.e., a runner on one of first, second, and third base), and the next base in that runners path must also be unoccupied (e.g., if the runner is on first base, there cannot be a runner on second base for the runner on first base to steal second base). As such, at the beginning of an inning, the offense role team cannot elect to steal. As noted above, if the “Steal Play” button is pressed when a runner is not on base, or if a runner on base is selected with the next base in that runner's path occupied, the input section displays a prompt notifying the player that the steal play is not available. Alternatively, the “Steal Play” button may be disabled when not available.
If the offense role team has a runner on base capable of stealing a base (i.e., the next base in that runner's path is unoccupied), and the offense role team elects to steal by pressing the “Steal Play” button on the display input section 196, the method proceeds to determine a steal game consequence (S2). Particularly, the input section 196 prompts the player controlling the offense role team to select the base runner that is to attempt to steal the next base in that base runner's path. The base runner to steal may be selected by pressing an area of the playing field display section 200 corresponding to the position of that base runner on the playing field display section 200. Once a base runner is selected, the input section then prompts the defense role team to generate and input a steal input value. The steal input value is generated by the defense role team by rolling the dice 104 in the play area 152 of the carrying case 110. The input value button displaying a number corresponding to the sum of the two dice on the input section 196 is then pressed by the defense role team to input the steal input value.
The steal input value and information about the selected runner attempting to steal a base is then sent to the steal game consequence determining section 182. The steal input value and the current base of the runner attempting to steal a base are matched to the associated steal game consequence stored in the steal GC memory 190. Generally, the steal game consequence is determined based on whether the steal input value falls within one of a first or second predetermined range, as well as based on which base is to be stolen. Particularly, the steal game consequences may be stored as follows for the following steal input values and the current base of the runner attempting to steal.
If the selected runner is on third base (attempting to steal home plate) and the steal input value is 2 or 12, the steal game consequence is that the runner successfully steals home plate, wherein the runner on third base advances to home plate and scores one run. If the selected runner is on third base (attempting to steal home plate) and the steal input value is 3-11, the steal game consequence is that the runner on third base is out and the number of outs in the current half-inning is increased by one.
If the selected runner is on second base (attempting to steal third base) and the steal input value is 2-8, the steal game consequence is that the runner successfully steals third base, wherein the runner on second base advances to third base. If the selected runner is on second base (attempting to stealthird base) and the steal input value is 9-12, the steal game consequence is that the runner on second base is out and the number of outs in the current half-inning is increased by one.
If the selected runner is on first base (attempting to steal second base) and the steal input value is 2-7, the steal game consequence is that the runner successfully steals second base, wherein the runner on first base advances to second base. If the selected runner is on first base (attempting to steal second base) and the steal input value is 8-12, the steal game consequence is that the runner on first base is out and the number of outs in the current half-inning is increased by one.
The determined steal game consequence is then sent to the game status section 176, which updates the game status information (S8) as dictated by the determined steal game consequence. Particularly, the status of base runners, the number of outs in the current half-inning, and the game score are updated as required. Furthermore, the determined steal game consequence is sent to the sound output section 186, which may match the determined steal game consequence with an associated .WAV file and play the matched .WAV file to indicate the steal game consequence (e.g., “He's stealing second and . . . he's safe!”, “He's caught trying to steal third!”, etc.).
As discussed above, the method then determines whether the number of outs in the current half-inning is less than three (S9). If so (S9=YES), the method returns to the beginning. Otherwise (S9=NO), the game ends if the current inning is not less than 9.5 (e.g., bottom of the ninth) (S10=NO) and the team scores are not tied (S11=NO), or advances to the next half-inning (S10 or S11=YES, S12).
If the offense role team does not elect to steal a base (S1=NO), the method proceeds to allowing the offense role team to elect to play a strategy card (S3). If the offense role team does not elect to play a strategy card (S3=NO), the method proceeds to allowing the defense role team to elect to play a strategy card (S4). If either of the offense role team or defense role team elects to play a strategy card (S3 or S4=YES), the method proceeds to determine a strategy game card consequence (S5). The strategy game consequence determination (S5) for offense role team played and defense role team played strategy cards are discussed together.
In this regard, it is initially noted that the electronic baseball game 100 is described herein with three strategy cards 108 distributed to each player. Each of the strategy cards 108 has an offensive game consequence and a defensive game consequence associated therewith. It is to be appreciated that the number of strategy cards 108 distributed to each player may be modified as desired, and that the game consequence associated with each of the strategy cards 108 may be modified. The following strategy cards 108 are exemplary of those which may be used to play the herein described electronic baseball game 100.
A wild pitch/foul ball out strategy card, having an offensive strategy game consequence of a wild pitch and a defensive strategy game consequence of a foul ball out. The wild pitch offensive strategy game consequence is that all runners on base advance to the next sequential base. The foul ball out defensive strategy game consequence is that the batter is out and the number of outs in the current half-inning increases by one. These game consequences are stored in the strategy GC memory 192.
A sacrifice bunt/double play strategy card, having an offensive strategy game consequence of a sacrifice bunt and a defensive strategy game consequence of a double play. The sacrifice bunt offensive strategy game consequence is that the batter is out, all runners on base advance to the next sequential base, and the number of outs in the current half-inning increases by one. The double play strategy game consequence is that the two runners on highest numbered bases are out and the number of outs in the current half-inning increases by two. These game consequences are stored in the strategy GC memory 192.
A steal/picked-off strategy card, having an offensive strategy game consequence of a stolen base and a defensive strategy game consequence of a picked-off runner. The stolen base strategy game consequence is that the offense role team selects a base runner which advances to the next sequential, unoccupied base. The picked-off strategy game consequence is that the runner on the highest number base is out and the number of outs in the current half-inning increases by one. These game consequences are stored in the strategy GC memory 192.
It is to be appreciated that other strategy cards may also be distributed, and that the strategy cards may be given different functions. For example, a hit-and-run strategy card may be provided and only played by the offense role team, with a game consequence of modifying (e.g., improving) the input value game consequences for the offense role team.
Accordingly, once a strategy card play election is made by either of the offense or defense role teams, the corresponding “Offense Strategy Card Play” or “Defense Strategy Card Play” buttons in the display input section 196 are pressed. The input section 178 then presents a prompt asking for the played strategy card to be selected from a list which may be provided by the input section 178. Once the played strategy card is selected, information regarding the played strategy card, including or as well as information regarding whether the strategy card is played by the offense or defense role team, is sent to the strategy game consequence determining section 184. The strategy game consequence determining section 184 matches the played strategy card 108 with the strategy game consequence stored in the strategy GC memory 192 to determine the strategy game consequence.
The determined strategy game consequence is then sent to the game status section 176 for updating of game status information (S8) as dictated by the strategy game consequence. Furthermore, the determined strategy game consequence is sent to the sound output section 186, which may match the determined strategy game consequence with an associated .WAV file and play the matched .WAV file to indicate the strategy game consequence (e.g., “He's picked-off!”, “Foul ball . . . . Caught!”, etc.).
As discussed above, the method then determines whether the number of outs in the current half-inning is less than three (S9). If so (89=YES), the method returns to the beginning. Otherwise (S9=NO), the game ends if the current inning is not less than 9.5 (e.g., bottom of the ninth) (810=NO) and the team scores are not tied (S11=NO), or advances to the next half-inning (S10 or S11=YES, S12).
It is noted that insofar as the electronic game unit 102 monitors and displays the game status information, this may also be done using the scoring bats 106. For example, the players may monitor a current half-inning or indicate a score by placing one of the scoring bats 106 into an appropriate opening 162. Alternatively, the players may monitor or track certain game statistics, such as home runs or strike-outs, by placing the scoring bats 106 into an appropriate opening 162.
It will be appreciated that various of the above-disclosed and other features and functions, or alternatives or varieties thereof, may be desirably combined into many other different systems or applications. Also that various presently unforeseen or unanticipated alternatives, modifications, variations or improvements therein may be subsequently made by those skilled in the art which are also intended to be encompassed by the following claims. For example, it is noted that the ground-out and fly-out special methods may only be selectively provided, rather than mandatory. In this regard, upon the entry of input value 8 or 10, the display input section 196 may present a prompt asking the offense role team whether the ground-out or fly-out special method should be pursued (e.g., “Tag-up? Yes/No”, “Advance Runner(s)? Yes/No”).
Number | Date | Country | |
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61388218 | Sep 2010 | US |