Multiple sequence video game

Abstract
A video game system includes a game that requires the multiple input of a single input device to provide a series of timed input signals relative to a start signal. The relative time of the input signal determines the result of a heat and the combined results of a series of heats provide game score. The game has a fast learning curve in combination with a player skill level that is not necessarily controlling. The game is based on timed player input that are sensitive about the optimal values to include a random or luck factor about the optimal values. In a preferred embodiment the game is a race theme game and requires the player to input shift signals. In a preferred embodiment of the game different levels are provided and points are awarded based on performance relative to a standard and relative to a variable standard determined by the player's performance in an earlier level.
Description
FIELD OF THE INVENTION

The present invention relates to video games and in particular to video games which are easy to play and require a series of inputs to complete a first event of a series of events.


BACKGROUND OF THE INVENTION

Video games are readily available that have a high degree of sophistication and require a player to gain experience with respect to the game and the strategies thereof in order to consistently achieve better results. These types of games are popular with respect to users who play frequently and often have extensive related game experience.


In some cases it is desirable to have a video game that is relatively simple to understand and easily played to achieve reasonable results. Our prior video game “Gone Fishing” is an example of a simplified video game that has had considerable commercial success. This type of game is preferably used in association with a pay to play video game terminal that is often provided in a bar or restaurant type environment. There is little or no reluctance to play the game as the learning curve is extremely short and reasonable results are easily obtained or poor results easily dismissed as bad luck. The game includes a timing element or skill element where the player has a single input and the timing of that input determines the result of a particular event. A series of events each having an independent score are combined to provide a game score. With this arrangement, if there are a sufficient number of events, some events will not be used as part of the combined score. For example, only the top five events may be used to determine the game score. Typically, there is a fixed time period for completing as many events as possible thereby increasing the possibility of a better game score.


Although, our game “Gone Fishing” has experienced considerable success, the element of skill or the ability for the player to use strategy in maximizing the game score requires improvement. The aspect that the game is easily understood and easily implemented makes it attractive to a very large group of players both serious game players as well as first time or infrequent users.


The present game system is designed to be easy to play while involving skill and strategy elements to improve scores.


The present game system in a preferred embodiment seeks to mitigate a number of these issues and provide a game format which is attractive to a large number of players while also having a significant skill factor where the skill of the player contributes to the game results.


SUMMARY OF THE INVENTION

A video game system according to the present invention includes a series of heats with each heat requiring multiple inputs of a single input device for determining the user's performance within each heat and providing a score for each heat. The game further includes a combined game score based on the performance within at least three of the heats.


According to an aspect of the invention, the game has a maximum time period for completing the series of heats and the maximum time period is of a sufficient duration to allow completion of a number of heats greater than the number of heats required for the combined game score.


In yet a further aspect of the invention, the maximum game time is less than three minutes and the average time to complete a heat and start a following heat is less than 30 seconds.


In a further aspect of the invention, the combined game score is based on the best five heats.


In a further aspect of the invention, the game includes a heat termination input to allow a player to selectively terminate a heat prior to completion thereof and allow earlier initiation of a following heat.


In yet a further aspect of the invention, each heat includes a visual start to finish display of the actual performance within the heat as it progresses relative to a desirable performance within the heat to allow assessment of whether a heat should be selectively terminated.


In a further aspect of the invention, the game includes multiple inputs for each heat including a start input and at least three shift inputs.


In a further aspect of the invention, each heat includes a countdown indicator associate with a starting time for each heat where the start input is not recognized before the start time.


In a further aspect of the invention, a visual display of an engine RPM meter and a speedometer are provided on a touch screen display and the timing of the series of inputs relative to a start signal determines the score for each heat.


A video game according to the invention comprises a series of heats with each heat requiring multiple inputs of a single signal input function for determining the user's performance within each heat and providing a score for each heat. The game further includes a combined game score based on the performance within at least three heats. The game includes a timing function for determining the time of each input of said series of inputs relative to a heat start signal and the time of each input is used to determine the score for each heat.


In a further aspect of the invention, each heat includes a visual display of the actual performance within the heat as it progresses relative to a desirable performance within the heat to allow assessment of whether a heat should be selectively terminated. The game includes a separate heat termination input to allow users to terminate a heat prior to completion thereof and allow earlier initiation of a following heat.


In a further aspect of the invention, the game has a maximum time period for completing the series of heats and the maximum time period is of a sufficient duration to allow completion of a number of heats greater than the number of heats required for the combined game score.





BRIEF DESCRIPTION OF THE DRAWINGS

Preferred embodiments of the invention are shown in the drawings, wherein:



FIG. 1 is an illustration of a game terminal and a touch screen of the game terminal with an initial screen explaining how to play the game;



FIG. 2 is the depiction provided on the touch screen upon initiation of a heat;



FIG. 3 is a depiction of the display provided on the touch screen during one of the heats;



FIG. 4 is a depiction of the screen shot provided on the touch screen when the heat has been completed;



FIG. 5 is a screen shot showing the results of a player having completed two heats where the game score requires completion of at least five heats;



FIG. 6 is a screen shot provided on the touch screen when the player has a combined game score greater than a particular value entitling him to participate in a bonus round;



FIG. 7 shows a screen shot announcing a Qualification Round;



FIG. 8 shows a screen shot announcing a Master Round;



FIG. 9 is a screen shot announcing the Nitro Boost Round;



FIG. 10 is a screen shot of the heat results where three heats have qualified to allow the player to advance to the Master Round;



FIG. 11 is a screen shot of an official result in the Master Round that qualify the player for proceeding to the Nitro Boost Round;



FIG. 12 is a screen shot of the player's final results including points for Qualification Round, Master Round and Nitro Boost Round; and



FIG. 13 is a screen shot announcing that the player did not shift in time during a particular heat and experienced engine damage.





DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The video game terminal 2 shown in FIG. 1 has a touch screen 4 with an initial screen shot that is presented to a user who is about to commence a game. The screen shot includes instructions with respect to how to play the game and the object of the particular game which, in this case, is a street racing game or drag racing game where the race is over a fixed distance. The player using the game touches a gear shift touch actuator 6 to start the game and touches the actuator to incrementally shift the transmission a further five times during the heat event.


The display screen includes the player's current time in box 10, the player's best time in box 12, a general record time in box 14 to provide actual results for a heat as well as the results to date in the heat. The current time is the time that has elapsed from the start of the heat, the best time indicated at item 12 is the player's best time for any given heat and box 14 is the record time for a heat achieved by any previous player.


The screen also provides a depiction of a speedometer shown as 24 as well as the depiction of an engine RPM gauge 26.



FIG. 2 shows a further screen shot that is provided when a heat is initiated. The depiction 40 includes a three light start system that generally corresponds to the light start system used in actual drag races. Basically, the lights are illuminated in sequence from the top light to an intermediate light to a bottom light shown as 44 and illuminated in FIG. 2. Prior to the start light 44 being illuminated, it is not possible for the user to initiate an initial input for the heat which would be a start input. Once the light has illuminated, the player is free to touch the gear shift touch actuator 6 to start the race. The game can include a false start penalty and force the user to reset if the initial input is too early. This false start penalty feature is optional. As shown, the motor RPM gauge 26 is at an appropriate RPM level to start the race. The speedometer 24 is shown at 0. In addition, an indication 34 between the motor RPM gauge 26 and the speedometer 24 shows that the transmission of the vehicle is in neutral. The exact level on the RPM gauge is controlled and determined by the program as a function of the input signal and the user has no independent input with respect to the RPM such as an accelerator. Once the race has been initiated, the user touches the gear shift touch actuator 6. This immediately instructs the game to effectively start the player's car with an indication being provided at the straight line depiction 50 provided at the right of the screen that includes the start and finish. There will be a certain time delay that occurs between the “go” indication and the user touching the gear shift actuator 6. The shorter this time delay the better the start for the user.


In the depiction 42 of FIG. 3, the user has completed a number of inputs by touching of the gear shift actuator 6. The gear shift actuator 6 is in the fourth gear and this is also shown at 34 in FIG. 3. The speedometer 24 shows a speed of 55 km/hr and an RPM of approximately 1800. The depiction 42 above the portion of the steering wheel, also provides a numerical output of these gauges. Also the current position indicator 50 shows that the player has only completed slightly more than a ¼ of the ¼ mile distance and his current elapsed time is 23.87 seconds. This is a relatively poor result given that in this particular game, a good result would be 15 to 20 seconds for the entire race.


The depiction of FIG. 3 also shows a heat termination input 60. Basically, if the player knows that he is having a relatively poor heat prior to the conclusion thereof he can actuate the heat termination actuator 60 by touching that portion of the screen to terminate the heat. A player may wish to do this in that he knows this particular heat will not be of assistance to him in providing a good game score and furthermore, he can save time to allow completion of further heats. Basically, the game is designed to operate over a fixed period of time and a user is free to complete as many heats as possible. The use of the actuator 60 allows a poor heat to be discarded before the completion thereof to save time.


The depiction 44 of FIG. 4 shows that the particular heat has been completed indicated by the FINISH acknowledgement 49. The time for that particular heat was 28.8 seconds with this user's best heat was completed in 22.175 seconds. In this case, the user has a heat point score of 1916 indicated at item 18 and this would be for his previous best time of 22.175.


After each heat, the summary of the heats completed to date that are contributing towards a game score requiring a multiple number of heats, is shown in the depiction 48 of FIG. 5. It can be seen that this particular player has completed a first heat with a race time of 22.175 and a score of 1916. He has completed a second heat in the time of 28.800 seconds and receives a score of 416. It is desirable for a player to have a score anywhere between 8000 and 11000. These point scores correspond to times of approximately 16 seconds and 14.5 seconds. The scores are calculated by the formula






P=1000×10((B−t)/A)


where t=time for the heat, A=10 and B=15.


One aspect of the present game is that the player is providing multiple inputs to the gear shift actuator 6. The first input of the gear shift actuator 6 affects start of the game and would correspond to the user shifting into first gear or perhaps releasing of a clutch at the start of the race where the transmission is already in first gear. There is a certain time delay between the initiation of the game and the user touching the gear touch actuator 6. The game then effectively uses a first known time/RPM function to provide RPM and a speed indication to the user. This is a fixed function or a predetermined known function. The user then chooses when to touch the shift actuator. As in a normal car, if the user touches the gear shift actuator at too early a point, the RPMs in the second gear will be quite low and this selection will not provide an optional result. If the user waits too long in first gear, then he will not achieve optimal speed. Each function associated with a gear generally has a fixed relationship of RPM to speed, however the relationship of RPM and time has an initial increasing rate of acceleration followed by a decreasing rate of acceleration. With this arrangement the timing of the decision to shift gears directly effects the results. Furthermore, preferably the final RPM in one gear effects the initial RPM in the following gear. This additional factor also effects the optimal shift points. The optimal shift points are learned through experience and with use of the gauges.


Once the user touches the gear shift actuator a second time, a shift in gear occurs and the present RPM and speed is used to determine how far the user has gone and to also enter a second function of the RPM and speed. The game as shown is a quarter mile race and the speeds achieved are used to determine the distance covered. Thus, the timing of the shifts determines the initial entry point of the next predetermined function. Basically, there is a predetermined function for gear 1, a predetermined function for gear 2, etc. up to the sixth gear. Therefore, it is the timing of the inputs relative to the start signal that determines the result. The player only has one input that is used multiple times to determine the outcome for the particular heat. The player learns through experience the timing of the better shift points. As can be appreciated, there will also be audible feedback provided through the speaker systems associated with the game of the engine RPM, etc. The comparison at the right side of the screen of the player's present performance relative to the record performance also provides feedback to determine whether the selected inputs are appropriate. This indication allows the player to make informed decisions whether to cancel the heat prior to the completion thereof.


This particular race game has been shown with respect to cars but is easily adapted to other vehicles such as bicycles, motorcycles, boats, planes, etc. It is most easily understood with respect to a vehicle that requires a transmission or shift in gears to vary the performance thereof. This general format can be used in association with other themes.


With this approach a simplified video game is realized where the user has multiple inputs of a single input signal or device to vary the performance within a particular heat or event. The game also uses the results of a number of events where the individual scores are combined to provide a game result. With this arrangement, the initial skill level to play the game is relatively low however, the player can achieve better results through practice and therefore the player can use his skill to improve game performance. The actual timing of the input associated with each shift is relatively precise and thus, small variations can significantly vary the results. With this arrangement, it is difficult to consistently repeat optimal results. Thus, there is significant variation relative to the optimal shift points providing a system that corresponds to many racing type events.


The game has been found to have the desirable features of simplicity and ease of use thus having a high appeal to a large number of players while also providing a system where player skill can significantly affect the results. This type of game is preferable for pay to play game terminals but also has application for games played on cell phones, etc.


In FIG. 6, a depiction 54 of a further screen is shown where a player has achieved certain game results that allow him to proceed to a bonus round. Basically, a particular point level for the combined game score is used to determine whether the player qualifies for the bonus round. In the bonus round, there is an additional control that can be used to provide a “nitro boost”. This allows the player to have a one time boost where the performance of the engine is significantly improved.


The game has been described and shown with respect to a single player playing the game, however the game can be player in an alternating format for player against player competition with players alternating between heats for example.


It is also possible to provide at the bottom of the screen effectively two different controls at opposite sides of the touch screen where two players can play the game in a head to head format. This head to head format has a common countdown indicator and each player will have their own RPM gauge and speedometer as well as a gear shift actuator. Typically because of the reduced space on the touch screen and the preferred embodiment to display both cars in side by side relationship, the termination input will be eliminated or moved to a different point.


With the side by side control, competition can be encouraged while still providing the increased appeal of a game having a fast learning curve. The point scoring for such a head to head system can include both a score for the number of wins of one player versus the other, and it can also use an overall event score. For example, some races can be very close with very small time differences therebetween where one player may win the actual head to head competition whereas the other player won based on the best accumulated time or points for his best five head to head events. This provides a further variation for scoring of the game and increasing competition. Competition between a player simulated by the game terminal is also possible. This mode provides more area of the touch screen that can be used by the actual player. In the alternating two person format the time and score of the first player and preferably the second player can be hidden until completion of the two heats whereafter the winner of the heats can be declared. This arrangement simplifies programming and allows the players to alternate.


The game system has been described as used with a touch screen input device where players use the touch screen to input signals. It is also possible to input the signal using other input devices.



FIGS. 7 through 13 show a further variation of the game that uses the multiple input concept as discussed in the earlier figures. In the game system as shown in FIGS. 7 through 13, the player initially participates in a Qualification Round consisting of a series of heats where the goal for each heat is to beat the predetermined time of 15 seconds as shown in the screen shot 100 of FIG. 7. In the Qualification Round, if the player has three heats where each heat has a time of 15 seconds or less, the player will then proceed to a Master Round. In the preferred embodiment, the player in the Qualification Round is also capable of being awarded a bonus game in the Nitro Boost Round if his first three heats in the Qualification Round each beat the predetermined time of 15 seconds. During the Qualification Round, the player continues to participate in heats until he has achieved three results which beat the predetermined time. Once the player has three heats that beat the required qualifying time, the player enters the Master Round.


In FIG. 8, the player has qualified for the Master Round and the screen shot 110 is presented to the player. In this embodiment of the game, a player entering the Master Round is presented with a further time to beat indicated as 112 that is determined based on the player's three qualifying races in the Qualification Round. The time 14.55 seconds as indicated in FIG. 8 was the average qualification time that the player achieved in the Qualification Round with respect to the three qualifying races. Therefore, in the Master Round, the player must beat his average time to qualify for the Nitro Boost Round. In the Master Round, the goal is to have three heats that beat the required time of the Master Round. If this goal is achieved, a further game in the Nitro Boost Round is awarded. If the player's first three heats in the Master Round qualify for the bonus Nitro Boost Round, a further game is awarded. The Nitro Boost Round is generally indicated in the screen shot 120 of FIG. 9.


With the version of the game as show in FIGS. 7 through 13 a player can be awarded one game in the Nitro Boost Round if the player's first three qualifying heats beat the required time and the player has the opportunity in the Master Round for qualifying for a further two races in the Nitro Boost Round. To achieve the additional two races in the Nitro Boost Round, the player in the Master Round must have his first three heats beat his average qualifying time in the Qualification Round. It is more likely that the player will require additional heats in the Master Round to qualify for the Nitro Boost Round and in that case, only one bonus game in the Nitro Boost Round is awarded.



FIG. 10 shows a screen shot 130 that provides a summary result of the player's performance in the Qualification Round. In this case, the player has three heats that beat the required 15 second maximum time. At 132 the player's average time for these three qualifying heats is determined as 14.705 seconds. This average qualifying time will be the player's time to beat in the Master Round which follows the announcement that the player has qualified for the Master Round as indicated in FIG. 10.


In FIG. 11, the results for the Master Round are shown in the screen shot 140. For this particular player, the time to beat of 14.783 seconds (identified as 142) is based on the player's performance in the qualifying round (his average qualifying time). In the Master Round, the player now has three qualifying heats with times that are less than the qualifying time of 14.783. These three heats have times of 14.548 seconds, 14.687 seconds and 14.694 seconds. You will note that the official results also include a start delay indicated as 144 in the screen shot 140 to allow the player to appreciate how fast he was able to start the game. A top speed for each qualifying race is also shown in screen shot 140 as 146.


In the Nitro Boost Round, the player is no longer on a fixed time basis, but has fixed number of races. In the Nitro Boost Round, the game is designed to simulate a faster car and the player must respond to these more demanding conditions. Basically, the particular functions that determine the rate of acceleration of the RPM's of the engine is increased and this causes a similar increase in the particular speeds that can be obtained earlier in each heat. The screen shot 150 of FIG. 12 provides a summary of the player's final results for his points in the Qualification Round, the Master Round and the Nitro Boost Round. It is clear that the Nitro Boost Round will allow a player to accumulate additional points as the points for the game are based on the three qualifying heats in the Qualification Round and the best three heats in the Master Round. If the best three heats in the Master Round beat the required time, the player is guaranteed at least one race in the Nitro Boost Round. This provides the opportunity to accumulate additional points. The Nitro Boost Round is available to the player if he achieves certain requirements in the Qualification Round as previously indicated and in the Master Round where one or two bonus heats are possible.


In the Nitro Boost Round as well as in the Qualification and Master Rounds, it is possible for a player to stay too long in a particular gear where the engine would be in an over-revving condition or what is typically referred to a “red zone condition”. The red zone condition is typically shown on the RPM meter. If a player has the engine stay in the red zone for more than a certain length of time (5 seconds) an over-revved condition occurs as indicated in the screen shot 160 of FIG. 13. Such an over-revved condition results in the heat being terminated and the Check Engine depiction 162 being presented to the player.


With the version of the game as discussed with respect to FIGS. 7 through 12, a player initially is required to beat the required time of 15 seconds and preferably wants to beat this time in each of the first three heats to obtain a bonus game in the Nitro Boost Round. To achieve the best results in the Master Round, the player would like his average time for the three qualifying heats in the Qualification Round to be close to 15 seconds as this will be the time he is required to beat in the Master Round. If the player performs exceedingly well in the Qualification Round, then the probability of beating his average time in the Master Round is reduced. With the particular arrangement, the player wants to do well in the Qualification Round, but still wants to leave some room so he can beat his average time that will be used in the Master Round. Therefore, with the preferred embodiment of FIGS. 7 through 12, the player is initially playing against a predetermined time that is presented to all players in the Qualification Round. He is then competing against his best times in the Qualification Round when he enters the Master Round. During each of these rounds, the player is trying to qualify for additional heats in the Nitro Boost Round.


In a first version of the game, the points awarded in the Master Round are calculated in the same manner as used in the Qualification Round. With this arrangement, the player's average time to beat in the Master Round only impacts the possibility of qualifying for the Bonus Round.


In a different version, the points awarded in the Master Round can be based on the player's average qualifying time i.e. the time to beat in the Master Round. With this arrangement, the player must exceed his average performance in the Qualifying Round to maximize points and qualify for the Bonus Round. A player is then trying to manage the Qualifying Round to maximize his opportunities in the Master Round.


The previous points formula used a fixed variable B equal to 15 that corresponds to the 15 seconds qualifying time to beat. In the Master Round, the player's actual average qualifying time could be used for the variable B.


In each of the Qualification and the Master Rounds, the time to beat is provided at the right hand side of the screen and a depiction of the car as it progresses in the heat is also provided at the right hand side. This acts much like a pace car and provides a visual indication how the player is performing during that particular heat. In the Master Round, the time to beat is the player's average qualifying time and the pace car is progressing according to this average qualifying time.


The preferred version of the game as described in FIGS. 7 through 13 has a fixed maximum time period for the Qualification Round. For example, this time period could be 180 seconds. If the player qualifies for the Master Round, an additional amount of time is added (preferably 60 seconds). Any time remaining in the Qualification Round is added to the time for the Master Round. For example, if 45 seconds remain in the Qualification Round when the player qualifies to enter the Master Round, this 45 seconds will be added to the time for the Master Round. The player upon successfully completing the Master Round or the time expiring in the Master Round then completes any races or heats awarded in the Nitro Boost Round.


Although preferred embodiments of the invention have been described in detail, it would be understood by those skilled in the art that variations may be made thereto and that departing from the spirit of the invention and the scope of the appended claims.

Claims
  • 1. A video game having a series of heats with each heat requiring multiple inputs of a single input device for determining the user's performance within each heat and providing a score for each heat, said game further including a combined game score based on the performance within at least 3 heats.
  • 2. A video game as claimed in claim 1 wherein said game has a maximum time period for completing said series of heats and said maximum time period is of a sufficient duration to allow completion of a number heats greater than the number of heats required for said combined game score.
  • 3. A video game as claimed in claim 2 wherein said maximum game time is less than 3 minutes and the average time to complete a heat and start a following heat is less than 30 seconds.
  • 4. A video game as claimed in claim 3 wherein said combined game score is based on the best 5 heats.
  • 5. A video game as claimed in claim 4 wherein said game includes a heat termination input to allow a player to selective terminate a heat prior to completion thereof and allow earlier initiation of a following heat.
  • 6. A video game as claimed in claim 3 wherein each heat includes a visual display of the actual performance within the heat as it progresses relative to a desirable performance within the heat to allow assessment of whether a heat should be selectively terminated.
  • 7. A video game as claimed in claim 6 wherein said multiple inputs for each heat include a start input and at least 3 shift inputs.
  • 8. A video game as claimed in claim 7 including for each heat a count down indicator associated with a starting time for each heat where said start input is not recognized before said start time.
  • 10. A video game as claimed in claim 9 including a visual display of an engine RPM meter and a speed meter and the timing of said series of inputs determines the score for each heat.
  • 11. A video game comprising a series of heats with each heat requiring a multiple inputs of a single input device for determining the user's performance within each heat and providing a score for each heat, said game further including a combined game score based on the performance within at least 3 heats;said game including a timing function for determining the time of each input of said series of inputs and using the time of each input to determine the score for each heat.
  • 12. A video game as claimed in claim 11 wherein each heat includes a visual display of the actual performance within the heat as it progresses relative to a desirable performance within the heat to allow assessment of whether a heat should be selectively terminated; said game including a separate heat termination input to allow a user to terminate a heat prior to completion thereof and allow earlier initiation of a following heat.
  • 13. A video game terminal as claimed in claim 11 wherein said game has a maximum time period for completing said series of heats and said maximum time period is of a sufficient duration to allow completion of a number heats greater than the number of heats required for said combined game score.
  • 14. A video game as claimed in claim 13 wherein said combined game score is based on the best 5 heats.
  • 15. A video game as claimed in claim 13 wherein each heat includes a visual display of a distance performance within the heat as it progresses relative to a desirable distance performance within the heat to allow assessment of whether a heat should be selectively terminated and each heat is completed when a certain distance is completed.
  • 16. A game as claimed in claim 15 wherein said multiple inputs for each heat include a start input and at least 3 shift inputs.
  • 17. A video game as claimed in claim 16 including for each heat a count down indicator associated with a starting time for each heat where said start input is not recognized before said start time.
  • 18. A video game as claimed in claim 17 including a visual display of an engine RPM meter and a speed meter and the timing of said series of inputs determines the score for each heat.
  • 19. A video game comprising a series of events with each events being similar and requiring a multiple inputs of a single input device representing a common game instruction; said game including a timing function for determining the relative timing of said multiple inputs and based thereon determining the user's performance within each event and providing a score for each event;said game further including a combined game score based on the performance within at least 2 events of a first level of said game and at least one event in a second level of said game, said game requiring the user to exceed a specified performance within said first level to advance to said second level.
  • 20. A video game as claimed in claim 19 wherein said game includes a fixed time period for a player to advance from said first level to said second level and provides additional time if a player advances to said second level.
  • 21. A video game as claimed in claim 19 or 20 wherein said first level has a common performance level for advancing to said second level and said second level has variable performance level based on the actual performance of said player in said first level, said variable performance level if exceeded by said player improving the combined game score.
  • 22. A video game as claimed in claim 21 including a bonus round comprising at least one event, said bonus round being awarded based on performance exceeding predetermined criteria in said first and second levels.
  • 23. A video game as claimed in claim 22 wherein said bonus round is completed after expiry of time in said levels.
  • 24. A video game as claimed in claim 23 wherein an event in said bonus round is awardable for a player qualifying for said second level in a predetermined manner and at least one additional event in said bonus round being awarded for a player exceeding said variable performance level.
  • 25. A video game as claimed in any one of claims 19 to 24 wherein said game has a maximum game time in said first level of 3 minutes or less and a maximum game time in said second level of 1 minute or less.
  • 26. A video game as claimed in claim 25 wherein said single input corresponds to a gear shift input and each event includes the capability for the player to input at least 4 gear shift inputs.
  • 27. A video game as claimed in claim 25 or 26 wherein said game includes a time measurement of the relative time of said inputs for the event and based thereon determines a score for each event.
  • 28. A video game as claimed in any one of claims 19 to 27 in combination with a pay to play video game terminal.
Priority Claims (2)
Number Date Country Kind
2604416 Sep 2007 CA national
2608518 Oct 2007 CA national