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.
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.
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.
Preferred embodiments of the invention are shown in the drawings, wherein:
The video game terminal 2 shown in
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.
In the depiction 42 of
The depiction of
The depiction 44 of
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
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
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.
In
With the version of the game as show in
In
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
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
With the version of the game as discussed with respect to
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
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.
Number | Date | Country | Kind |
---|---|---|---|
2604416 | Sep 2007 | CA | national |
2608518 | Oct 2007 | CA | national |