This invention relates to games.
In the traditional game of tag, a first player is given a status of Tag and tries to touch a second player. The status of Tag is transferred from the first player to the second player by the act of the first player touching the second player. There are also various games called manhunt, being variants of the traditional game of tag, in some of which there are more than one player with the status of Tag (or hunter) trying to touch at least one other player.
The present inventor has realised that the games can be made more interesting, especially as spectator games, by introducing scoring. He makes the score depend upon the length of time that players have the status of Tag and provides apparatus to do this. Preferably, his apparatus is constructed and arranged to aggregate such times. More particularly, according to one aspect of the invention, he provides:
Apparatus, for use in a game of tag, constructed and arranged to be responsive to the starting and ending of a period of time that a player has the status of Tag so as to determine the times of the start and end of that period and to associate these times to enable a determination of a value which is the length of that period or is a quantity dependent upon that length, for each of a plurality of such periods.
Thus, “the status of Tag” denotes any state of a player that is time-limited and detectable in the sense that actions associated with the start and end times of that state can be responded to by the apparatus.
The plurality of periods may be for a single player, in which case one embodiment of the invention could be apparatus carried by the player; or the plurality of periods could be for a plurality of players, in which case one embodiment of the invention could be apparatus which has a central unit in communication with the plurality of players.
Apparatus embodying the invention may be constructed and arranged to be carried by a player, and such as to transmit said data to a central unit at the end of a game and/or at one or more intermediate times which may be preset, or controlled by the central unit, e.g. when the apparatus is interrogated by the central unit, or consequent upon parameters of the game, e.g. consequent upon the ending of a period of tag status, e.g. for that player or another, which stored data may for example comprise data as to times of starting and/or ending of periods of tag status or values being the length of such periods or being quantities dependent upon such lengths or aggregates of such values, with or without the ID of the player.
Where there is ‘touching’ to start or end a tag period, actual touching is highly important in order to maintain the pace of the game as ‘fast and furious’. Sometimes a tag period may be started by an external non-touching act, e.g. at the start of the game, or may be ended by an external non-touching act, e.g. at the end of a game, e.g. by timeout.
While scoring may simply be dependent upon the length of time a player is Tag, the dependence may not be linear, e.g. the rate of scoring with the timing may decelerate (or accelerate) the longer the player is Tag; and the score may depend upon other factors, e.g. as exemplified below, e.g. historical or skill factors. Preferably, the score depends upon the aggregate of the periods of time that a player is Tag. Usually, the winner will be the player that has been Tag for the shortest aggregate time, possibly (in a variant game) excluding any players that have never been Tag. This requires means to evaluate the time that a player is Tag, preferably means to evaluate the duration of each occasion the player is Tag, e.g. means to time when a player starts and finishes being Tag on any one occasion. Such means may not note or measure the time as such but may e.g. evaluate the time, e.g. by an integrating method, e.g. as the charge on a capacitor that is continuously being charged/discharged (possibly not linearly) while the player is Tag. There may be respective score-evaluating means for each player, e.g. carried by each player. The scores may be consolidated and/or compared at the end of a game to determine the winner. Preferably, the evaluation, e.g. charging, on each said occasion starts or continues when a player is touched and stops or pauses when that player touches another player. The indication of touching may be by an electrostatic method, e.g. the players running in insulating (e.g. rubber) shoes, and carrying an electrostatic charge whereby upon their touching another player the charge of each suddenly changes and a detector carried by each player detects such changes of charge and starts or pauses respectively the aforementioned charging of each player's scoring capacitor. In addition, or alternatively, there may be central score evaluation, e.g. detection of the time events when each player starts and stops being Tag on any occasion. This would be used in conjunction with means to identify the player/s concerned. See below concerning teams. Preferably, the changeover of Tag from one player to another can then serve a double function as being a single time event which is both a stop for one player and a start for another player. The means to detect a touch may be remote, or may be worn or carried by each player, e.g. bibs one worn by each player and sensitive to being touched, as exemplified below. The touching event need be noted only in conjunction with the identity of the new Tag, since the previous Tag has already been identified. For this purpose, each player may carry a transmitter which, upon the player being touched (on the bib, or elsewhere, e.g. another designated place), will transmit the identity of the new Tag, and receiving means (which may be central for all the players and/or may be carried by individual players) can note this event and use it to pause the timing evaluation of the previous Tag and also to start or continue timing evaluation for the new Tag. The transmission mode may be any non-wired connection, e.g. by light, radio or ultrasonics. Reception is preferably by a central unit that will evaluate/keep score for each of the players and/or may be effected player-to-player by transmitting and/or receiving means carried by individual players. The central unit may also have transmitting means to transmit any kind of signals to the players, selectively or generally, to specific players (e.g. Tag) or to all players, possibly on different occasions during the game, for example any one or more of: signals to indicate that a touch has been successful (and perhaps that it has been recorded at the central unit); signals to indicate the identity of the touched player and/or the touching player; signals to indicate timing and/or scores; control signals used to control equipment carried by one or more players, e.g. to switch an indicating lamp that indicates that a player is Tag to on, off or intermittent flashing and/or to indicate such equipment that a period of Tag for the appertaining player is now ended. These scores may be put (preferably automatically) onto a public display to enhance the game as a spectator sport. The scoring may additionally depend upon skills, e.g. special moves that a player makes while Tag (or even while not Tag, e.g. while evading the tag and/or in a computerised version of the game), e.g. evaluated automatically or by a panel of judges and fed into the scoring. If there are teams, the identification of the new Tag may be simply of which team, so that “player” should be read as “team”. If there are only two teams, even the team may not need to be identified, since successive tagging events will relate to the two teams alternately in a straightforward game of Tag. In such case, there may be means to prevent a tagging event being signified if a player touches another of the same team, though it may be chosen to have the possibility of passing Tag from one player to another of the same team, e.g. for tactical purposes or to help in case of tiredness. For example, the bib may be associated with means to identify whether the touching player (the Tag) is of the same team, e.g. each player carrying a team-indicating means, e.g. a distinctively-coloured shirt, or a chip (e.g. a smart and/or radio chip) and a proximity device to detect the team of the Tag from the team-indicating means of the Tag. Other aspects of proximity means are discussed below. The device that the player wears does not necessarily need to know which team he is on because the central processor can determine that very easily by just adding up the ‘Tag Times’ of certain players. E.g. if there are 3 people in a team, the central processor just adds together the scores of Player A+Player B+Player C and shows that as Team 1's ‘Tag Time’.
Another variation, invented by the present inventor, is a variation of the game known as Manhunt, and has two teams, A and B. In this, there are usually two phases: in the first phase Team A is the hunting (Tag) team and Team B is the hunted team; in the second phase the roles of the teams are reversed. In the first phase, only one player from Team A and all the players from Team B are on the field; the A player chases the B players until one is caught (touched or tagged). That B player retires from the field and another A player joins the first A player to chase the remaining B players, and so on until all the B players have been caught. When the last one is caught, this ends the first phase. The second phase plays similarly. Scoring depends upon the aggregate or total time taken for each phase. For example, there are thus two time scores and each is allotted to the relevant hunting team, and the team with the lower score wins. (Alternatively, each of the two time scores may be allotted to the relevant hunted team, and the team with the higher score wins.) The time score may be an aggregate of time scores for the team as a whole or for each of the active (Tag) players in the team. For example, the (active) timing for all the hunters on the field stops upon any one hunter touching a hunted player, and in one form of the game timing is restarted by external means (e.g. a referee) when the touched hunted player has moved off the field and one of the hunting team's off-field players has been designated as an active (Tag) player and is ready to join the game. For this purpose, each team's active players may have predefined starting locations, e.g. at opposite ends of the field of play, to which they must return before the play can re-commence. In another form of the game, the off-going (just touched) player has immediately to touch one of the other team's off-field hunting players for that player thus touched to become a new one of that team's hunters, and that act of touching re-commences (active) Tag timing for all of the hunters then on the field. The aggregate may, in a first method, be simply the total active time of the team for a phase. Again, the aggregate may, in a second method, be the total active time for each of the individual players, these totals then being aggregated together. The difference is that if the first hunter took a long time to catch the first hunted player and then all the following hunted players were caught fairly quickly, the score would be lower by the second method than the first method, assuming the same time length for the whole phase by both methods.
Of course, it would be possible for the game to have only a single phase: for example, if the score for the hunting team counts down from an initial value and the score for the hunted team counts up from an initial value, which may for example be negative or zero, or the scores could be vice versa, possibly varying the scores by bonuses or penalties according to other actions by the players, e.g. as discussed herein. For example, if a game is timed for maximum five minutes (300 seconds) and counts one point (up or down) for each two seconds (giving initial values of 150 points for the hunted and zero points for the hunters), without any bonuses or penalties, the single-phase game would be won by the hunted if it lasted longer than halfway, or by the hunters if it terminated earlier by all of the hunted being tagged/caught; and if the game is played to a finish (until the last hunted player is touched) the difference in scores could indicate how much better one team is than the other.
Many variations of the inventive game and its rules will be apparent to those skilled in the art, possibly taking into account variations in games already known.
Another aspect of the invention provides means to facilitate scoring in a game of tag in dependence upon the duration for which each player is Tag, e.g. from one touching to the next touching, for example any article worn or carried by a player, e.g: a bib, possibly comprising a patch of material on the player's back and/or front; a tunic; a belt; any of these possibly with a button or marked pressure area/s to be touched. The term “article” as used herein may refer to a plurality of pieces of equipment carried by a player and inter-communicating by wire or non-wired connection.
Another aspect of the invention provides means to evaluate scoring in a game of tag in dependence upon the duration for which each player is Tag, e.g. by processing at a central receiver and computer.
Another aspect of the invention provides a computer game of Tag which involves scoring dependent upon timing, e.g. between touches of avatars on a screen whose positions and actions are controlled by respective players. This may have any one or more of the further features mentioned herein.
Another aspect of the invention provides a computer program or programming means, constructed and arranged to program a computer to operate such a game of Tag.
Another aspect of the invention provides apparatus providing a game of Tag which involves scoring dependent upon timing, e.g. between touches of physical avatars on a playing field in the form of robots whose positions and actions are remotely controlled by respective players.
Another aspect of the invention provides computer apparatus or programme, for simulating a game of Tag, comprising programme means adapted and/or arranged:
Such computer apparatus or programme may be adapted and/or arranged to aggregate said scores for an avatar or for a plurality of avatars.
Another aspect of the invention provides apparatus, for use in a game of tag, constructed and arranged to be responsive to the starting and ending of a period of time that a player has the status of Tag so as to determine the times of the start and end of that period and to associate these times to enable a determination of a value which is the length of that period or is a quantity dependent upon that length, for each of a plurality of such periods, wherein “the status of Tag” denotes any state of a player that is time-limited and detectable in the sense that actions associated with the start and end times of that state can be responded to by the apparatus.
Such apparatus may have any one or more of the following features:
Another aspect of the invention provides apparatus for use in a game of tag, comprising timing means responsive to an initiating event to determine an initiating time for a timing period for a player and responsive to a terminating event to determine a terminating time for that time period for that player, at least one of which events is a touching of or by that player by or of another player, the apparatus comprising means constructed and arranged to associate the two determinations to enable the determination of a value which is the length of said period or is a quantity dependent on such length, and the apparatus comprising means constructed and arranged to aggregate a plurality of such values for a player or for a group of players.
Another aspect of the invention provides apparatus for use in a game of tag, comprising timing means responsive to a first touching by a first player of a second player to determine a time for said first touching and responsive to a second touching by the second player of another player to determine a time for said second touching, the apparatus comprising means constructed and arranged to associate the two determinations to enable the determination of a value which is the length of the period between said first and second touchings or is a quantity dependent upon such length.
Another aspect of the invention provides a game of tag played on a computer which comprises means to score in dependence upon timing between touches of avatars on a screen whose positions and actions are controlled by respective players (considered individually or as team play).
Another aspect of the invention provides a computer program or programming means, constructed and arranged to program a computer to provide a game of tag as mentioned in the last preceding paragraph.
Another aspect of the invention provides apparatus providing a game of tag, constructed and arranged to score in dependence upon timing between touches between physical avatars on a playing field whose positions and actions are remotely controlled by respective players.
Another aspect of the invention provides programming means constructed and arranged for programming a computer to cause the computer to provide an on-screen or physical avatar version of a game of tag, the game being arranged for activity of the on-screen or physical avatars to be under the control of players, and for at least some of the avatars to undergo a period of tag status which is started and/or ended in consequence of one avatar touching another, such that the game includes the features of:
Such programming means may be constructed and arranged for programming the computer to cause the computer to provide said game with the feature of aggregating such values for an avatar or for a plurality of avatars.
Another aspect of the invention provides a computer programmed by any such programming means to provide said game of tag. Another aspect of the invention provides apparatus comprising such a computer and control means constructed and arranged for players to control the avatars.
Another aspect of the invention provides a game of tag in which scoring is made in dependence upon timing of the lengths of periods for which players remain Tag (and e.g. upon possibly skill). Another aspect of the invention provides such a game in which scoring is made up of aggregates of values depending upon the lengths of periods for which players remain tag.
Another aspect of the invention provides a variation of the game of manhunt on a field of play, comprising two teams, one of chasers, some active and some quiescent, one of hunted players, in which an active chaser chases and touches one of the hunted players who then has to leave the field of play, in consequence of which touching one of the quiescent chasers becomes another active chaser, the game continuing until all of the hunted players have been touched, with scoring being in dependence on the lengths of times of periods for which a player is an active chaser, for at least two such periods (which need not be for the same player).
Another aspect of the invention provides apparatus for use in a game of tag, comprising timing means constructed and arranged to determine a value dependent upon how long a player remains as Tag, i.e. between being touched and in turn next touching another player.
The apparatus is essentially for use in a game in which players are in a state of Tag on a succession of occasions and the apparatus just described is for an intermediate Tag period (i.e. not the first Tag period and not the last Tag period) and in its simplest form is an apparatus for timing the length of period that a player has the status of Tag (i.e. from being touched by a player until next touching another player). To this can be added a feature suitable for timing a first Tag period (initiated by an event which is not touching, e.g. by an external signal which starts the game and possibly selects which player is to be Tag first) and/or a feature suitable for timing a last Tag period (terminated by an event which is not touching, e.g. preset timing of the end of a game). Such additional feature/s can be included in apparatus for a game in which there is timing of a plurality of tagging periods, for example being additional features to the apparatus described above.
Another aspect of the invention provides apparatus for use in a game of tag, comprising means constructed and arranged to determine an aggregate of values dependent upon how long one or more players remain as Tag, i.e. between being touched and in turn next touching another player.
Another aspect of the invention provides apparatus for use in a game of tag, comprising timing means responsive to an initiating event to determine an initiating time for a timing period for a player and responsive to a terminating event to determine a terminating time for that time period for that player, at least one of which events is a touching of or by that player by or of another player, the apparatus comprising means constructed and arranged to associate the two determinations to enable the determination of a value which is the length of said period or is a quantity dependent on such length, and the apparatus comprising means constructed and arranged to aggregate a plurality of such values for a player or for a group of players.
Another aspect of the invention provides apparatus for use in a game of tag, comprising means responsive to an initiating event which initiates a period of tag for a player and responsive to a terminating event in which that player touches another player to terminate such period to determine a value which is the length of such period or a quantity dependent upon such length, and to aggregate such values for a player or for a group of players.
Another aspect of the invention provides apparatus for use in a game of tag, comprising means responsive to an initiating event in which a player is touched by another player to initiate a period of tag for the touched player and responsive to a terminating event to terminate such period to determine a value which is the length of such period or a quantity dependent upon such length, and to aggregate such values for a player or for a group of players.
Another aspect of the invention provides apparatus comprising display means constructed and arranged to display such values and/or aggregates as the case may be for a plurality of players in association with IDs of the respective players and/or IDs of a plurality of teams comprising the players.
Another aspect of the invention provides a game of tag or of a variation of tag in which values representing or dependent upon the lengths of periods for which players remain tag are detected, and preferably aggregated.
The apparatus described above may consist of an article worn by a player and provided with timing means responsive to a first event comprising the player being touched by another player to record and timestamp (to determine a time for) that first event and responsive to a second event comprising the touched player then touching another player to record and timestamp (to determine a time for) that second event. The two determinations are associated by both being carried by said touched player and thus enable the determination of a value which is the length of the period between said first and second events or as a quantity dependent upon such length. The two timestamps may be used immediately to determine such value or may be stored for use later to determine such value. The two timestamps may be transmitted immediately or later to a central unit to enable the central unit to determine such value; and/or the article may be provided with means to determine such value. The article may comprise means to aggregate a plurality of such values for the touched player; and may have means to transmit to the central unit such aggregate as it changes, or as a final aggregate; and/or the central unit may be provided with means to aggregate a plurality of such values for the touched player or for a group of such players, e.g. a team. The apparatuses (said articles) of such players may inter-communicate directly, e.g. to notify each player of his current ordinal position among the aggregates of various players, or simply to notify a player when he has made an effective touching of the next player, e.g. by a ping in an earphone triggered by a signal from said next player when touched. The central unit may comprise display means to display such aggregates, as they change, or as final aggregates. The apparatus may be adapted to include in the aggregates values for Tag periods that start or end with a non-touching event.
Further aspects and preferred or exemplary features of the invention may be as any of the following:
To create an electronic timing system to formalize the game ‘Chase Tag’ (also known as ‘You're it’, ‘Tag, you're it!’, ‘Tag’, ‘Tig’ etc.
The game requires at least two participants with potentially no upper limit on the number who can take part; however I envisage a maximum of about eight participants in any one game. The participants are contained within a designated playing area of approximately 150 square metres (the size of a tennis court). Each participant wears a bib that wirelessly transfers his or her ‘Tag-Time’ information back to a centralized computer scoreboard.
The game is essentially about avoiding being ‘The Tag’.
A participant who is ‘The Tag’ will try and chase opponents to pass ‘The Tag’ on to them. This is done simply by touching any of the touch-sensitive bibs worn by all of the opponents.
A participant will either chase opponents while they are ‘The Tag’ or, when they are not ‘The Tag’, (in which case they are an ‘Evader’), they will try and evade participant who is ‘The Tag’,
The amount of time that each player spends as ‘The Tag’ is recorded (in minutes and seconds), and is called the ‘Tag Time’. The winner is the participant with the lowest ‘Tag Time’.
After a 10 second countdown, a bell will sound to indicate the start of the game, which lasts for 5 minutes (300 seconds).
At the start of the game, the computer scoreboard randomly selects one of the participants to be ‘it’, i.e. ‘The Tag’. The selected participant's bib then lights-up (or flashes) and the computer scoreboard begins recording the amount of time that the selected participant remains on ‘it’ (i.e. spends as ‘The Tag’). This is known as their ‘Tag-Time’.
When the initially selected participant (‘The Tag’) touches or tags another participant's bib the computer scoreboard pauses tallying the amount of time that the initial participant has remained on ‘it’ and starts recording the amount of time that the newly selected participant remains on ‘it’ until that participant, in turn, touches or tags another participant.
For the collective benefit of the participants, the referee and the spectators, every time that the ‘it’ or ‘tag’ is transferred to another participant, the computer scoreboard generates an audible sound, e.g. a hooter.
After 5 minutes of open play a bell is sounded to indicate the end of the game. The computer scoreboard will indicate the Tag Times for each participant (i.e. the total amount of time that each participant remained on ‘it’ throughout the 5 minute period).
The product comprises three elements;
There are three distinct categories of end user contemplated:
Game Variations
Computer Game—According to embodiments of the invention a game such as ‘Chase Tag’ can be made into a computerised version of the same game. The computerised versions of the game described below include a time-related version, and that element distinguishes it greatly from the playground equivalent.
My concept concerns the use of (recording, indicating and/or scoring in dependence upon) ‘time information’ or ‘time-related information’.
This is an action chase game where players battle against opponents and the clock to achieve the lowest ‘Tag Time’.
The players are represented by avatars on a screen and the game can be adapted to operate from any joystick, hand-held control, or other control, e.g. by any other part of the body, e.g. by the eyes, e.g. by motion capture.
The game is essentially about avoiding being ‘The Tag’.
When a player is ‘The Tag’ he will try and chase opponents to pass the tag on to them.
A player will either chase opponents while they are ‘The Tag’ or, when they are not ‘The Tag’, they will try and evade ‘The Tag’, in which case they are an ‘Evader’. After a player has transferred the tag, they may later be tagged again.
The aggregate amount of time that each player spends as ‘The Tag’ is recorded (in minutes and seconds), and is called the ‘Tag Time’. The winner is the player with the lowest ‘Tag Time’.
The game lasts for a pre-determined amount of time (usually 3-10 minutes but can be longer or shorter) and is played over pre-determined landscapes.
The game can be played with any number of people from 2 upwards (or 1 person against the computer's own avatar), but the optimum number is 4-8 players per game (either playing through the same console or gaining remote access through a game website; or the game, possibly with individual preferences, may be local to the computer of one player, e.g. who purchased a copy of it, and made accessible to other players). A scoreboard display can be made available on each screen, throughout and/or upon request and/or at certain stages.
At the start of the game one participant is randomly selected to be ‘The Tag’ (i.e. the ‘chaser’), or perhaps the computer's own avatar will take the position as the initial ‘Tag’. His avatar will glow to indicate that he is ‘The Tag’ and his ‘Tag Time’ will begin counting while all of the other players' Tag Times' remain paused on zero.
The player (or computer avatar) selected as ‘The Tag’ is required to ‘tag’ any other player as quickly as possible by chasing them over the landscape and simply touching (or ‘tagging’) them.
When ‘The Tag’ successfully ‘tags’ a player, his ‘Tag Time’ is paused and the newly ‘tagged’ player's ‘Tag Time’ begins counting. The new player, who is now ‘The Tag’, chases all or any of the other players until he, in turn, touches or ‘tags’ another player, and ‘the tag’ is again transferred.
‘The Tag’ cannot ‘tag’ the player that he previously received the ‘tag’ from for a short, pre-determined interval (i.e. period of time, e.g. substantially 3, 2, 1, ½ or ¼ seconds, as desired).
Bonus points may be gained through ‘Style Manoeuvres’ (predefined manoeuvres for which there are predefined respective numbers of bonus points) while traversing obstacles, e.g. running, jumping or climbing over, under or through obstacles such as walls, rails, staircases, park benches, parked cars, pipes, low arches. The ‘Style Manoeuvre’ bonus points can be achieved when a player is either ‘The Tag’ or an ‘Evader’.
Bonus points are used to offset the ‘Tag Time’—In other words, the more bonus points that a player achieves, the more he reduces his ‘Tag Time’.
In order to keep the game exciting, the following limitation may be added to the rules built into the program. A player will only be awarded ‘Style Manoeuvre’ points if ‘The Tag’ is within a certain predefined proximity to the player, which may defined as appearing in the same frame (i.e. screen-shot) as the player. This stops somebody winning by just hiding and carrying out loads of ‘Style Manoeuvres.’ Obviously, if a player is ‘The Tag’ himself then he/she is continuously eligible for ‘Style Manoeuvre’ points.
Additional points may be achieved every time a player successfully ‘tags’ another player. This is called a ‘Tag Bonus’.
The game continues for a pre-determined amount of time and at the end of the game the player with the lowest ‘Tag Time’ wins.
The foregoing assumes that the score evaluation is linear with total time tagged, e.g. one point per second, but could be non-linear.
The computer avatar starts as ‘The Tag’ and when he/she touches or ‘Tags’ another player they will also become ‘The Tag’ IN ADDITION to the original ‘Tag’. The winner is the last player to get ‘Tagged’. However, this can be combined with a feature of the score evaluation being also dependent upon timing as further described herein.
In order to evade ‘The Tag’, on-screen avatars will have to climb walls, jump over obstacles and rooftops, and generally be agile, fast, and/or strong, and/or have other skills.
When choosing an avatar to represent them in the game, a player must decide which predetermined set of skills and abilities he feels are important as each avatar will have a different skillset. Alternatively, there may be used a method involving skill to choose a skillset, or random allotment.
Reference will now be made by way of example to the accompanying drawings, in which:
Referring to the drawings, identical references refer to the same item in the same Figure or different Figures or items that are identical or similar or have similar functions, and references with the same first two digits (or same first three digits) refer to items that are identical or similar or related or have similar or related functions.
Means 10 to enable scoring in a game of tag in dependence upon the time duration that a player remains Tag comprise means 12 constructed and arranged to detect the occurrence of a tagging event, being defined as an event at which tag passes from a first player 14 who is Tag until the event to a second player 16 who thereupon becomes Tag instead, and provide a signal 15 to indicate the detection. The signal 15 may be stored, together with the time of occurrence of the event, in a memory 36 carried by each player 14, 16 and/or may be transmitted to a memory 36 in central unit 38, described below. The means 12 to detect when a tagging event occurs comprise an article of wear 12 which is touch-sensitive and in this embodiment comprises a touch-sensitive bib 12, fastened in place by straps 13 interconnecting front and back parts 131, 132. The bib 12 of the second player 16 (just as for each other player) may have any suitable means 18 to sense when it is touched by the first player 14. For example, means 18 may be a touch-sensitive pad 18 that comprises a mosaic of independent small elements 20, e.g. piezoelectric elements, each of which is adapted to generate a current when touched, the bib 12 having means 22 connected to receive and detect any such current and thereupon generate the signal 15. Again, the small elements 20 may be such that adjacent elements 20 are of different electric potentials, or possibly of opposite electric polarity, such that touching two adjacent elements produces an electrical connection between them that causes a current to flow, again detected by means 22 to generate signal 15. For this purpose, player 14 is preferably provided with electrically conductive gloves 26. This alternative has the advantage that if player 16 accidentally touches a non-conductive object, e.g. a wall, no signal 15 will be generated. Again, to reduce or eradicate the possibility of a signal 15 being generated falsely, there may be proximity means 28 carried by each player, e.g. second player 16, adapted to cooperate with ID means 30 carried by each player, e.g. first player 14, and arranged to inhibit generation of the signal 15 unless simultaneously detecting a signal from a proximate ID means 30 carried by another player. Thus, generation of the signal 15 indicates a valid touching (i.e. tagging) event. Such ID means 30 can be very simple and indicate the same ID for all players, unless required to identify each player, e.g. to identify the players 14, 16 being the old Tag and the new Tag.
(Even without proximity means 28, ID means 30 of a touched player 16 may produce an ID signal 32 specifically indicative of that player and this signal 32 may be associated with the signal 15, and possibly with a timing signal 33 (from a timing means 331) indicating the time at which the tagging event took place.)
However, if the ID means 30 are distinctive of every player, or at least of the team identity of a player if the players are in designated teams, the proximity means 28 of a touched player 16 can be adapted to produce a signal 34 indicative of the distinctive ID (due to its distinctive signal 32) of the other player 14, the touching (previous) Tag.
Another possibility is to provide each player with a signal generator and receiver 28, which may be part of or replace proximity means 28, which generates one signal, say continuous 11 kHz, while a player (say, 14) is Tag and another signal, say continuous 10 kHz, when the player (say, 16) is not Tag. The bib 12 is electrically conductive. The output from signal generator 28 for each player 14, 16 is fed as an electrical signal to his bib 12. When Tag player 14 touches the bib 12 of not-Tag player 16, the receiver 28 of each player 14, 16 receives a combination of the two signals (i.e. a dual signal) and switches over its generator 28 to produce the other signal. This changeover upon touching is detected and used to terminate the Tag period for player 14 and to initiate a Tag period for player 16. Means included in receiver 28 can be used to obviate hunting, when Tag would pass from one player to the other repeatedly throughout the duration of a touching, e.g. a time delay of e.g. 5 seconds to allow a touch to be terminated before changing over the signals, or e.g. a delay in the changeover until the dual signal is no longer detected, which indicates that the touching has ceased. In such a case, it could be useful to enable a response immediately upon detecting the dual signal and before the changeover, e.g. by issuing a signal to indicate to either or each player that there has in fact been a touching. It will be in the Tag player's interest to terminate the touching as soon as possible, so as to minimise his time as Tag.
All of the equipment thus far described, being part of means 10 to enable scoring, could be carried by each player, as indicated, and produce a record in a recording means 36 carried by each player. At the end of a game, e.g. after a designated time, e.g. five minutes, the records of the different players can be collected and consolidated (aggregated) to determine the times at which each player became Tag and the duration that each such tag lasted, to enable a scoring to be evaluated as indicated above.
More conveniently (and interestingly, from the point of view of making this a spectator sport), the equipment 10 comprises a central unit 38, to which the signals 32 and 34 can be transmitted, that has central recording means 40 arranged to act in real time to record the time or times at which each player became Tag in conjunction with the ID of that player, possibly with a calculator 42 to perform a time subtraction between the time a player became Tag and the time that player succeeded in passing on the tag (or the time that another player became Tag, which would have the same effect but could be ascertained by different logical circuitry), possibly together with evaluation means 44 to evaluate a score for each player to include any non-linear dependence of score on time and/or to include any special points award (positive or negative) due to style manoeuvres or other point-scoring actions of a player, possibly in conjunction with display means 46, which preferably is arranged to present a running display 48 of the current score of each player, e.g. side-by-side for all the players.
Further to improve the game, as indicated above, means 50 which may be carried by the individual players or may preferably be arranged at the central unit 38, are constructed and arranged to make use of player-ID information signals as aforesaid to ensure a predetermined minimum interval before a newly tagged player can pass tag back to the previous player who tagged them.
Calculator 42 may also comprise means constructed and arranged to aggregate the times and/or scoring evaluations for a player or team.
The use of a central unit 38 presupposes means 52 constructed and arranged to transmit information denoting any such detection, time duration, score, aggregate, ID and/or tagging event, as the case may be. Such means 52 may be active and carried by each player, or again each player may have a device like an RFID device 52 which is passive and contains up-to-date information for the player carrying it and is interrogated (or read) at frequent intervals by the central unit 38, which does this in addition to serving as a central receiving means 38 adapted to receive such information.
As indicated, the central unit 38 preferably comprises a central processing means comprising calculator 42 and evaluation means 44 adapted to process such information, as well as display means 46 constructed and arranged to display by means of a running display 48 an indication of at least the players who have been tagged and the tagging score of each of them, and preferably also constructed and arranged to display the aggregates in a list in order of magnitude, preferably in order from lowest to highest.
Again, with a view to making this more interesting as a spectator sport, and also perhaps making it easier to play, the equipment 10 is provided with means 54, e.g. visual, e.g. LED means, to indicate which player is Tag, perhaps a cap or shoulder mounts 54 with a light, e.g. on top.
The signal units 36, 52, 331, 30, 28, 22 and 50 of bib 12 are contained in a control unit 121 fixed to a waist belt 13 of bib 12.
It will be seen that embodiments of the invention can provide a modified game of tag in which a score is made in dependence upon the time that a player is tag and provide means to enable scoring to put this into effect. As described above, the game preferably is made dependent also upon one or more defined features of skill exhibited by the Tag (or a player evading the Tag).
As also indicated above, there can be a computerised form of the game. This requires equipment and/or a computer programme for simulating a game of Tag comprising programme means 100 adapted and/or arranged:
The programme means 100 preferably comprises:
Thus, there can be provided equipment and/or a computer programme for simulating a game being a modified game of tag, as indicated above, adapted to provide a plurality of avatars 60 on a screen 62 representing players 64 of the game, adapted to respond to control means 641 to move the avatars 60 on the screen 62, adapted to ascertain when a designated one of the avatars 60 (herein called the Tag) touches another and thereby transfers the tag to the other, and adapted to time, or otherwise evaluate a score depending upon, the duration that one avatar is Tag until transferring the tag to another avatar.
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In a simple embodiment, the apparatus 12 carried by a player 16, is e.g. a tunic with one or more touchable buttons arranged to respond to being touched to operate a signal generator 22 of the apparatus to cause the apparatus to generate and transmit a multiplex-type signal 15 that contains one element which is the player's ID and another which is possibly the timestamp. The central unit 38 receives such signals in succession. It has a differencer (part of calculator 42) which subtracts the last previously received signal's timestamp from the currently received signal's timestamp to provide a value which is a measure of the length of the period for which the previous player 14, i.e. the player whose apparatus 12 transmitted the previous signal 15, continued to have the status of tag after that signal's timestamp. The central unit 38 has a register, counter or other aggregator (part of calculator 42) for each player, to which it feeds all such values for the relevant player identified by the ID to aggregate those relevant values for that player. The central unit 38 also has a display 46 connected to the aggregators 42 that displays a bar for each player, such that the length of each bar increases in accordance with each such value received by the aggregator, preferably on a current-time basis. This apparatus 12 can be applied to a game in which the players on a playing field 70 are real people 14, 16, or to a game in which the players 14, 16,
It will be apparent, to one skilled in the art, that features of the different embodiments disclosed herein may be omitted, selected, combined or exchanged and the invention is considered to extend to any new and inventive combination thus formed. Where a preference or particularisation is stated, there is implied the possibility of its negative, i.e. a case in which that preference or particularisation is absent.
Many variations of the invention and embodiments hereinbefore described will be apparent to people skilled in the art and all such variations are to be considered as falling within the scope of the invention.
Number | Date | Country | Kind |
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1415795.2 | Sep 2014 | GB | national |
Filing Document | Filing Date | Country | Kind |
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PCT/IB2015/056773 | 9/4/2015 | WO | 00 |