U.S. patent application number 11/266761 was filed with the patent office on 2006-05-25 for remote control.
Invention is credited to Peter Maclver.
Application Number | 20060111183 11/266761 |
Document ID | / |
Family ID | 36336996 |
Filed Date | 2006-05-25 |
United States Patent
Application |
20060111183 |
Kind Code |
A1 |
Maclver; Peter |
May 25, 2006 |
Remote control
Abstract
A remote control for use with a media player coupled to an
output device, where the media player is configured to receive
signals from the remote control, to read and execute information
stored on a game medium, and to cause the output device to transmit
one or more generated signals in response to reading and executing
portions of the information stored on the game medium. The remote
control includes a controller, an input coupled to the controller,
a transmitter coupled to the controller, and a receiver coupled to
the controller. The controller is configured to selectively operate
in a first mode that causes the transmitter to transmit a signal
upon user actuation of the input, and a second mode that causes the
transmitter to transmit no signal upon user actuation of the input.
The reception of a first generated signal by the receiver causes
the controller to operate in the first mode. The reception of a
second generated signal by the receiver causes the controller to
operate in the second mode.
Inventors: |
Maclver; Peter; (Huntington
Beach, CA) |
Correspondence
Address: |
KOLISCH HARTWELL, P.C.
200 PACIFIC BUILDING
520 SW YAMHILL STREET
PORTLAND
OR
97204
US
|
Family ID: |
36336996 |
Appl. No.: |
11/266761 |
Filed: |
November 2, 2005 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11199718 |
Aug 8, 2005 |
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11266761 |
Nov 2, 2005 |
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60625473 |
Nov 3, 2004 |
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60630709 |
Nov 23, 2004 |
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60668829 |
Apr 5, 2005 |
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60670777 |
Apr 12, 2005 |
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60683897 |
May 23, 2005 |
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Current U.S.
Class: |
463/36 |
Current CPC
Class: |
A63F 13/95 20140902;
A63F 2300/6045 20130101; A63F 2300/202 20130101; A63F 13/10
20130101; A63F 13/42 20140902 |
Class at
Publication: |
463/036 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A remote control for use with a media player coupled to an
output device, wherein the media player is configured to receive
signals from the remote control, to read and execute information
stored on a game medium, and to cause the output device to transmit
one or more generated signals in response to reading and executing
portions of the information stored on the game medium, the remote
control comprising: a controller; an input coupled to the
controller; a transmitter coupled to the controller; a receiver
coupled to the controller; wherein the controller is configured to
selectively operate in: a first mode that causes the transmitter to
transmit a signal upon user actuation of the input; and a second
mode that causes the transmitter to transmit no signal upon user
actuation of the input; and wherein reception of: a first generated
signal by the receiver causes the controller to operate in the
first mode; and a second generated signal by the receiver causes
the controller to operate in the second mode.
2. The remote control of claim 1, wherein the media player is a
digital video disc player, and the game medium is a digital video
disc.
3. The remote control of claim 2, wherein the remote control is a
universal remote control programmable for use with a plurality of
digital video disc players.
4. The remote control of claim 1, wherein the output device is a
speaker, the one or more generated signals are audio signals, and
the receiver is a microphone.
5. A remote control for use with a media player coupled to an
output device, wherein the media player is configured to receive
signals from the remote control, to read and execute information
stored on a game medium, and to cause the output device to transmit
one or more generated signals in response to reading and executing
portions of the information stored on the game medium, the remote
control comprising: a controller; an input coupled to the
controller; a transmitter coupled to the controller; a receiver
coupled to the controller; wherein the controller is configured to
selectively operate in: a first mode that causes the transmitter to
transmit a first signal upon user actuation of the input; and a
second mode that causes the transmitter to transmit a second signal
upon user actuation of the input; and wherein reception of: a first
generated signal by the receiver causes the controller to operate
in the first mode; and a second generated signal by the receiver
causes the controller to operate in the second mode.
6. The remote control of claim 5, wherein the media player is a
digital video disc player, and the game medium is a digital video
disc.
7. The remote control of claim 6, wherein the remote control is a
universal remote control programmable for use with a plurality of
digital video disc players.
8. The remote control of claim 5, wherein the output device is a
speaker, the one or more generated signals are audio signals, and
the receiver is a microphone.
9. The remote control of claim 5, wherein the controller is further
configured to operate in a third mode that that causes the
transmitter to transmit no signal upon user actuation of the input,
and wherein reception of a third generated signal by the receiver
causes the controller to operate in the third mode.
10. A remote control for use with a media player coupled to an
output device, wherein the media player is configured to receive
signals from the remote control, to read and execute information
stored on a game medium, and to produce a game in response to
reading and executing the information, and wherein upon reading and
executing portions of the information, the media player causes the
output device to transmit one or more generated signals that each
include information related to the progress of the game, the remote
control comprising: a controller; a receiver coupled to the
controller and configured to receive the one or more generated
signals; and a display device coupled to the controller; wherein
the controller is configured to cause the display device to
visually display the information related to the progress of the
game upon reception of the generated signal by the receiver.
11. The remote control of claim 10, wherein the media player is a
digital video disc player, and the game medium is a digital video
disc.
12. The remote control of claim 11, wherein the remote control is a
universal remote control programmable for use with a plurality of
digital video disc players.
13. The remote control of claim 10, wherein the signal generator is
a speaker, the generated signal is an audio signal, and the
receiver is a microphone.
14. The remote control of claim 10, wherein the information related
to the progress of the game includes a score of the game.
15. The remote control of claim 10, wherein the display device is
digital.
16. The remote control of claim 10, wherein the controller includes
a memory for temporarily storing the information related to the
progress of the game.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This is a continuation-in-part of U.S. patent application
Ser. No. 11/199,718 entitled "Interactive DVD Gaming Systems,"
filed Aug. 8, 2005. This application also claims, under 35 U.S.C.
.sctn. 119(e), the benefit of U.S. Provisional Patent Application
Ser. No. 60/625,473 entitled "Interactive DVD Gaming System," filed
Nov. 3, 2004; U.S. Provisional Patent Application Ser. No.
60/630,709 entitled "New Format Learning Platform," filed Nov. 23,
2004; U.S. Provisional Patent Application Ser. No. 60/668,829
entitled "Interactive DVD Gaming System," filed Apr. 5, 2005; U.S.
Provisional Patent Application Ser. No. 60/670,777 entitled
"Interactive DVD Gaming Systems," filed Apr. 12, 2005; and U.S.
Provisional Patent Application Ser. No. 60/683,897 entitled "DVD
Duo Tone LCD Text Device DVD Gaming System Remote Game Device,"
filed May 23, 2005. The complete disclosures of the above
applications are herein incorporated by reference for all
purposes.
BACKGROUND
[0002] A popular format of games is the "video game," in which a
player interacts with a system having a video display. While video
games are popular, they can be expensive. Arcades and other
commercial establishments provide such games on a pay-to-play
basis, so that a user must continually pay to play the game. Home
gaming consoles are manufactured and sold to consumers who wish to
enjoy unlimited usage of compatible video games at home. However,
such consoles and their compatible games are typically quite
expensive. Therefore, many consumers are attracted to games that
may be played on their existing home media players without the need
for a separate gaming console that may only be used with compatible
games.
[0003] Some commercially available gaming systems may be used in
conjunction with a consumer's home media player, such as a digital
video disc ("DVD") player, to create a home entertainment system.
Examples of gaming systems are found in: EP 1,400,267; WO
2004/010389; WO 2004/081765; U.S. Patent Application Nos.
2004/0048642; 2004/0054826; 2004/0140997; and 2004/0140998; and
U.S. Pat. No. 5,219,291 the disclosures of which are hereby
incorporated by reference in their entirety for all purposes.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] FIG. 1 shows a block diagram of an entertainment system,
including a media player, a game display, and a gaming system.
[0005] FIG. 2 shows a block diagram of an embodiment of game
information stored on a game medium of the gaming system shown in
FIG. 1.
[0006] FIG. 3 shows a block diagram of an embodiment of the game
information shown in FIG. 2.
[0007] FIG. 4 shows a block diagram of an embodiment of the remote
unit of the gaming system shown in FIG. 1.
[0008] FIG. 5 shows a block diagram of another embodiment of the
remote unit of the gaming system shown in FIG. 1.
[0009] FIG. 6 shows a block diagram of yet another embodiment of
the remote unit of the gaming system shown in FIG. 1
[0010] FIG. 7 shows a flow chart showing a method of playing a
multiplayer game.
[0011] FIG. 8A shows a screen shot of presentable information
associated with an embodiment of a puzzle scene.
[0012] FIG. 8B shows a screen shot of presentable information
associated with an embodiment of a default scene presented upon the
passage of a predetermined amount of time after presentation of the
information shown in FIG. 8B.
[0013] FIG. 9 shows a screen shot of presentable information
associated with another embodiment of a puzzle scene.
[0014] FIGS. 10A-C show screen shots of presentable information
associated with an embodiment of the one or more solution
scenes.
[0015] FIGS. 11A-C show screen shots of presentable information
associated with another embodiment of the one or more solution
scenes.
DETAILED DESCRIPTION
[0016] FIG. 1 shows a block diagram of an entertainment system 10.
The entertainment system may include: a media player 12; one or
more output devices 14; and a gaming system 16, including a game
medium 18 and one or more remote units 20 (also referred to as
"remote controls"). The media player may include any device for
reading and executing (i.e. processing) information from the game
medium, receiving and responding to user signals from the one or
more remote units, and transmitting portions of the information to
the one or more output devices. Each of the one or more output
devices may include any device for receiving information
transmitted by the media player, and presenting video, audio and/or
other types of perceivable/detectable signals that correspond to
the received information. The game medium may include any device
for storing information that causes the media player to produce a
game when read and/or executed (i.e. processed) by the media
player. Each of the one or more remote units may include any device
that enables a user to transmit user signals to the media player.
The particular embodiments of the entertainment system described
below should not be considered as limiting, but rather as providing
illustrative examples of the numerous possible configurations and
features of the entertainment system.
[0017] A. The Media Player
[0018] The media player may include any device for reading and
executing information from the game medium, receiving and
responding to user signals from the one or more remote units, and
transmitting portions of the information to the one or more output
devices. Specifically, the media player. 12 may include a processor
22, a reader 24, a memory 26, and a receiver 28. The processor may
be configured to execute information read by the reader, transmit
information to (i.e. present information on) the game display,
access and/or modify values stored in the memory, and process
signals received by the receiver. The reader (e.g. an optical
reader, such as a laser, or some other form of data reader) may be
configured to read data stored on a game medium 18. The memory may
include random access memory ("RAM"), and may be configured to
store game variables. The receiver may be configured to receive
signals transmitted by one or more remote units 20, such as
infrared signals ("IR signals"), radio-frequency signals ("RF
signals") or any other type of suitable wireless or wired
signal.
[0019] The media player 12 may be configured with varying amounts
of RAM. For example, the media player may include a typical gaming
console, such as a pay-to-play arcade gaming device, a personal
computer, or a home gaming console, or a hand-held gaming device.
Typical gaming consoles generally include sufficient RAM for
storing the large amounts of game information required to play most
video games. The media player may also include a conventional DVD
player, which, in contrast to typical gaming consoles, is not
specifically configured to play video games that require large
amounts of RAM. Rather, conventional DVD players are configured
with the minimum amount of resources needed to play encoded audio
and video content that does not require large amounts of RAM.
Conventional DVD players therefore generally include a minimal
amount of RAM that enables the DVD player to use the menuing
features encoded on some DVDs, to play one of several possible
audio tracks, and to display one of several possible subtitles,
etc. Most conventional DVD players, as the term is used in this
disclosure, generally include less than about 1 kilobyte (1,024
bytes, or 8,192 bits) of onboard memory. Accordingly, some
embodiments of the entertainment system may include media that uses
the minimal amount of a conventional DVD player's onboard RAM
memory to store game variables (e.g. information related to the
progress of a game), which in turn may be used to control game
flow.
[0020] B. The Output Device(s)
[0021] Each of the one or more output devices 14 may include any
device that receives information transmitted by the media player
12, and presents video, audio and/or other types of
perceivable/detectable signals corresponding to the received
information. The one or more output devices may include a display
screen 30, an audio system 32, and/or an auxiliary device 34. Each
of the one or more output devices may be coupled to the media
player in any manner known in the art. The display screen may
include a cathode ray tube ("CRT"), plasma, liquid crystal display
("LCD") or light emitting diode ("LED") screens, or any other
suitable display screens for presenting video signals. The audio
system may include the built-in speakers of the display screen, a
stand-alone audio system having an amplifier/receiver and speakers,
and/or any other suitable audio system for presenting audio
signals. The auxiliary device may include any device for generating
signals detectable by some type of receiver, such as IR or other
light signals, RF or other audio signals, etc.
[0022] The one or more output devices 14 may function as a signal
generator operably attached to the media player 12. Specifically,
one or more of the display screen 30, audio system 32, and/or
auxiliary device 34 may be used by the media player 12 to generate
and transmit signals, hereinafter referred to as generated signals
GS, to one or more remote units 20. As discussed below, some remote
units 20 may include a receiver 46 for receiving generated signals
GS. These remote controls may, in turn, be configured to respond to
the reception of generated signals GS, where a specific signal may
cause a specific response. Consequently, the media player may be
configured during game play to periodically transmit generated
signals GS via one or more output devices. The generated signals
may correspond to information stored on the game medium 18, or to
information stored in the memory 26 of the media player.
[0023] C. The Gaming System
[0024] 1. The Game Medium
[0025] The game medium 18 may include any device for storing
information readable and/or executable by the media player. The
game medium may include floppy discs, cartridges, SmartCards,
compact discs ("CDs"), digital video discs ("DVDs"), or any other
suitable data storage device containing data readable by the media
player. The information stored on the game medium, when read and
executed by the media player, may cause the media player to produce
a game, and to selectively respond to user signals transmitted by a
remote unit 20 and received by the media player 12.
[0026] FIG. 2 generally shows aspects of game information 100
stored on game medium 18. The game information may include a
plurality of scenes, such as scenes 102a-d. While only four scenes
are shown in FIG. 2, the game information may include any number of
scenes. Each scene may include presentable information 104,
corresponding to audio, video, and/or other types of
perceivable/detectable signals. When a scene is produced by the
media player 12, the scene's presentable information may be read by
the reader 24, processed and transmitted by the processor 22, and
presented with at least one of the one or more output devices 14.
Each scene may also include one or more sets of instructions,
hereinafter referred to as "scripts," that correspond to the
scene's presentable information, and that are executed by the
processor 22 when read by the reader 24. When a scene is produced,
the scene's scripts may cause the media player to selectively
respond to the occurrence of specific events, such as the reception
of a user signal transmitted by a remote unit and received by the
media player, the passage of a predetermined amount of time, the
achievement of a preprogrammed game objective, etc. For example,
scripts may cause the media player to respond to the occurrence of
an event, such as by: storing values in the memory of the media
player 106; modifying values stored in the memory of the media
player 108; performing calculations based on values stored in the
media player's memory 110; modifying the presentable information
based on values stored in the memory of the media player 112;
and/or reading and producing another scene 114.
[0027] The scenes may be used to control and/or record the progress
of a game. Initially, production of a scene may cause the media
player to read and transmit the presentable information associated
with that scene to the output device(s). As indicated above, the
presentable information may in part be modified based on one or
more values stored in the memory of the media player, such as by
including additional presentable information corresponding to the
progress of the game, to variable interactive elements, etc.
Scripts associated with the scene may cause the media player to
dynamically respond to the occurrence of one or more events. For
example, a first scene's scripts may cause the media player to
produce a second scene upon the reception of signal A, a third
scene upon the reception of signal B, a fourth scene upon the
passage of a predetermined amount of time, and/or a fifth scene
upon the achievement of a game objective. As yet another example, a
scene may include scripts that cause the media player to use values
stored in its memory to perform a first set of calculations upon
the reception of signal A, or a second set of calculations upon the
reception of signal B, whereby the results of those calculations
may be used to modify values stored in the media player's memory.
Finally, some scenes may include scripts that cause the media
player to periodically use the game display 14 to transmit
generated signals GS, as discussed above. The particular generated
signal GS transmitted by the game display may depend in part on
game variables stored in the media player's memory, and may include
information related to the progress of the game (e.g. the current
score, the current game round, etc.). These examples are intended
to be illustrative, and in no way constrain the possible
combinations of scripts that any particular scene may include.
[0028] Some scenes may specifically cause the media player to
disregard the reception of certain user signals. As discussed
below, some user signals may be associated with a specific player
or team (i.e. signal A may be associated with player A, while
signal B may be associated with player B). Also as discussed below,
some gaming systems may "lock out" one or more players for
predetermined portions of game play (i.e. locked out players may be
unable to interact with a game for a predetermined amount of time).
One way of accomplishing this is to provide a game medium 18 with:
(a) some scenes having scripts that cause the media player to
respond to the reception of certain user signals associated with
all of the players; and (b) other scenes having scripts that cause
the media player to respond to the reception of user signals
associated with one player, but lacking scripts that cause the
media player to respond to the reception of user signals associated
with the other players (i.e. scenes that cause the media player to
disregard the reception of user signals associated with the other
players). This concept is illustrated in FIG. 3, which shows game
information 200 including scenes 202, 204, 206, and 208.
[0029] Some scenes may cause the media player to respond to the
reception of user signals associated with all of the players. For
example, scene 202 shown in FIG. 3 may at least include presentable
information 202a, and scripts 202b and 202c. The presentable
information 202a may be read by the media player and presented on
the output device(s), whereby players A and B may both be prompted
to actuate buttons on one or more remote units 20 to interact with
the game. Script 202b may cause the media player to respond to the
reception of a signal A (associated with a player A), such as by
producing scene 204. Likewise, script 202c may cause the media
player to respond to the reception of a signal B (associated with a
player B), such as by producing scene 206.
[0030] Scene 204 may cause the media player to respond to the
reception of user signals associated with player A, but to
disregard the reception of remote control signals associated with
player B. For example, scene 204 may include presentable
information 204a and script 204b. The presentable information 204a
may be read by the media player and presented on the output
device(s), whereby player A alone may be prompted to interact with
the scene. Script 204b may cause the media player to respond to the
reception of one or more user signals associated with player A
(e.g. signal A and/or other signals), such as by producing scene
208. Scene 204 may, however, lack scripts that cause the media
player to respond to one or more, or even all, of the user signals
associated with player B (e.g. signal B and/or other signals).
Scene 204 may therefore specifically cause the media player to
disregard the reception of one or more of the user signals
associated with player B, and player B may be partially or
completely "locked out" of game play for at least the duration of
the scene.
[0031] Scene 206 may cause the media player to respond to the
reception of user signals associated with player B, but to
disregard the reception of user signals associated with player A.
For example, scene 206 may include presentable information 206a and
script 206b. The presentable information 206a may be read by the
media player and presented on the output device(s), whereby player
B alone may be prompted to interact with the scene. Script 206b may
cause the media player to respond to the reception of one or more
user signals associated with player B (e.g. signal B and/or other
signals), such as by producing scene 208. Scene 206 may, however,
lack scripts that cause the media player to respond to one or more,
or even all, of the user signals associated with player A (e.g.
signal A and/or other signals). Scene 206 may therefore
specifically cause the media player to disregard the reception of
one or more of the user signals associated with player A, and
player A may be partially or completely "locked out" of game play
for at least the duration of the scene.
[0032] Scene 208 may be substantially similar to scene 202, in that
it may cause the media player to respond to the reception of user
signals associated with all of the players.
[0033] 2. The Remote Unit(s)
[0034] As indicated above, the gaming system 16 may include one or
more remote units 20, each of which may include any device that
enables one or more users to interact with the game produced by the
media player 12 upon reading and executing the information stored
on the game medium 18. As shown in FIG. 1, each remote unit may
include a housing 36, a controller 39, a transmitter 42, a control
pad 44 having one or more buttons (i.e. inputs), a receiver 46,
and/or one or more display devices 48 and 50.
[0035] The controller 39 may include a memory 38 and a processor
40. The memory may store information that is readable by the
processor 40, and that configures the processor to respond to
inputs by providing pre-programmed outputs. Specifically, upon
receiving an input, the processor may access the information stored
in the memory to determine how to respond. The information stored
in the memory and/or the memory itself may be variable so as to
change the manner in which the processor, and therefore the
controller, is configured. The memory may include RAM and/or
read-only memory ("ROM"). Some memory may be fixedly attached to
the processor, while some memory may be removable and/or insertable
(e.g. floppy discs, cartridges, SmartCards, CDs, DVDs, etc.). The
processor may save/modify information in the memory, such as by
downloading/inputting data into the memory from a source external
to the remote control(s) 20. For example, one or more signals, such
as a generated signal GS, may be received by the receiver 46,
processed by the processor 40, and saved into the memory 38 by the
processor. The information saved into the memory may, in turn,
reconfigure the processor, and thus the controller. Some of the
information saved in the memory may also be displayed by the
controller on the one or more display devices 48 and 50.
[0036] The controller 39 may cause the transmitter 42 to transmit
different signals upon actuation of different buttons on the
control pad 44. Each button may thereby be "programmed" to cause
the transmitter to transmit a specific wireless signal. For
example, if the media player is a conventional DVD player, each
button may be programmed to cause the transmitter to transmit a
specific signal receivable by a conventional DVD player, such as
"Up," "Down," "Left," "Right," "Enter," "Menu," "Fast Forward,"
"Rewind," and/or various number signals, etc.
[0037] The controller 39 may be configured to selectively operate
in one or more modes. In some modes, each button on the control pad
44 may be programmed by the controller to cause the transmission of
a specific signal. In other modes, each button may be programmed by
the controller to cause the transmission of a different specific
signal. Changing the controller's mode may thereby reprogram a
particular button by changing the signal transmitted by the
transmitter upon actuation of that button. For example, the
controller may be configured to selectively operate in: a first
mode that causes the transmitter to transmit a first signal upon
actuation of a button; a second mode that causes the transmitter to
transmit a second signal upon actuation of the button; a third mode
that causes the transmitter not to transmit a signal upon actuation
of the button, etc.
[0038] The controller 39 may be configured to change modes upon the
occurrence of an event. More than one event may cause a controller
operating in a particular mode to change to another mode, such as
the actuation of one or more of the buttons on the control pad 44,
the passage of time, the reception of a signal (e.g. generated
signals GS) by the receiver 46, etc. Controllers operating in some
modes may be configured to change modes upon the occurrence of some
events, while controllers functioning in other modes may be
configured to change modes upon the occurrence of other events. For
example, the controller may be configured to change: from a first
mode to a second mode upon the actuation of a first button; and
from the second mode back to the first mode upon actuation of a
second button or upon the reception of a generated signal GS.
[0039] The controller 39 may be configured to cause the transmitter
42 to transmit signals, and/or change modes, in manners that
coordinate with the game being produced by the media player 12 upon
reading and executing the information stored on the game medium 18.
Specifically, the game medium may contain information that
appropriately causes the media player 12 to respond to user signals
transmitted by the gaming system's remote unit(s). The remote
unit(s) may be game specific, whereby only a single game medium
stores information that appropriately causes the media player to
respond to the remote unit(s)' user signals. Alternatively, the
remote unit(s) may be usable with a plurality of game media,
whereby each game medium stores information that appropriately
causes the media player to respond to the remote unit(s)' user
signals. The data stored in the remote unit(s)' memory may be
variable (such as by providing specific removable memory that
stores data corresponding to game information stored on specific
game medium), so as to enable a user to reconfigure the remote
unit(s) for use with a plurality of game media.
[0040] The controller 39 of some remote unit(s) 20 may be
configured to change modes in a manner that "locks out" one or more
players for predetermined portions of a game. As discussed above,
the controller may be configured to change modes upon the
occurrence of an event (such as the actuation of a button, the
passage of a predetermined amount of time, or the reception of a
signal, etc.). Also as discussed above, the controller may be
configured to change modes in manners that are consistent with the
game produced by the media player 12 upon reading and executing the
information stored on the game medium 18. At some point during a
game, an event may occur that causes the controller to change modes
in a manner that reprograms some or all of the buttons on the
remote unit(s), so that the transmitter transmits signals upon the
actuation of buttons associated with some players, and transmits no
signals upon the actuation of buttons associated with other
players. The other players may thereby be "locked out" of game play
for a predetermined amount of time, such as until the controller
changes modes at least one more time. During a subsequent portion
of game play, an event may occur that causes the controller to
change modes in a manner that reprograms some or all of the buttons
on the remote unit(s), so that the transmitter transmits signals
upon the actuation of buttons associated with all of the players.
The buttons may thereby be reprogrammed such that none of the
players are "locked out" of game play.
[0041] For example, the remote unit may include a button A
associated with a player A, and a button B associated with a player
B. The remote unit's controller may be configured to selectively
operate in: a first mode that causes the transmitter to transmit a
signal A upon actuation of button A, and a signal B upon actuation
of button B; and a second mode that causes the transmitter to
transmit signal A upon actuation of button A but does not cause the
transmitter to transmit any signal upon actuation of the button B.
The controller may also be configured to change from the first mode
to the second mode upon the occurrence of an event (e.g. the
actuation of button A or some other button, the reception of a
signal by the receiver 46, etc.), where the event is coordinated
with a predetermined portion of the game (e.g. the production of a
scene having presentable information that prompts player A to cause
the event that in turn causes the mode change). The controller may
be configured to change from the second mode back to the first mode
upon the occurrence of another event (e.g. the actuation of a reset
or other button, the reception of a generated signal GS by the
receiver 46, etc.).
[0042] Each remote unit 20 may be a remote control for use with a
particular type of media player. For example, each remote unit may
be a wireless remote control for use with a DVD player. Each remote
control may be a universal remote control, having a controller 39
that is reconfigurable for use with one of a plurality of media
players. For example, the memory 38 may store data that configures
the controller 39 to function in a plurality of selectable modes.
Selection of a particular mode, such as by entering a code
associated with a particular type of media player, may reconfigure
the controller to cause the transmitter to transmit signals that
are receivable by that particular type of media player upon
actuation of the buttons. Alternatively or additionally, each
button on the universal remote control(s) may be individually
programmable so as to cause the transmitter to transmit signals
receivable by a particular type of media player. For example, each
button may be individually programmed by: (1) selecting a
programming mode; (2) selecting a button to program; (3) receiving
at the receiver 46 a wireless signal transmitted by another remote
control (such as the remote control associated with a particular
type of media player); and (4) storing the received signal in the
controller's memory. The controller may thereafter be configured to
cause the transmitter to transmit the received signal upon
actuation of the selected button. As another example, the memory of
the universal remote control(s) may include data that permits a
user to program each button individually by: (1) selecting a
programming mode; (2) selecting a button to program, whereby the
controller automatically causes the transmitter to transmit a
series of different signals until a signal corresponding to a
particular media player is identified; and (3) storing the
identified signal in the memory. The controller may thereafter be
configured to cause the transmitter to transmit the identified
signal upon actuation of the selected button.
[0043] The controller 39 may be configured to cause the one or more
display devices 48 and 50 to display information stored in the
memory 38. As indicated above, the controller's processor 40 may
save/modify data in the controller's memory 38, such as data
received by the receiver 46. Some data may configure the controller
to display information on the display devices. This information may
be related to the progress of the game, as discussed in more detail
below.
[0044] The transmitter 42 may include any device operably coupled
to the controller for transmitting signals. The transmitter may
include a light emitting diode ("LED") for transmitting one or more
IR signals S, but may also include any other type of suitable
transmitter.
[0045] Each of the buttons (i.e. inputs) on the control pad 44 may
correspond to a specific game action. As discussed above, each
button may be "programmed" to cause the transmitter 42 to transmit
a specific wireless signal, such as "Up," "Down," "Left," "Right,"
"Enter," "Menu," etc. Also as discussed above, the game medium 18
may include information readable by the media player 12 that, when
executed, causes the media player to produce a game having a
plurality of scenes, where each scene may include one or more
scripts that cause the media player to respond in a specific manner
to the reception of a specific signal. The remote unit(s)' buttons
may therefore be programmed in a manner that corresponds to
specific game actions based on how a particular scene's scripts
configure the media player to respond. As discussed below,
different buttons may correspond to the same game actions performed
by different players. Different buttons may correspond: (1) to the
same game actions performed by different players; (2) to different
game actions performed by different players; or (3) to different
game actions performed by the same player.
[0046] Different buttons may correspond to the same game actions
performed by different players. For example, a first button may be
programmed to cause the transmitter to transmit an "Enter" signal
corresponding to a "player A game action A" signal. A second button
may be programmed to cause the transmitter to transmit a "Menu"
signal, corresponding to a "player B game action A" signal. Some
information stored on the game medium, when executed, may cause the
media player to produce an interactive scene. The interactive scene
may cause the media player to respond to the reception of the
"Enter" signal in a manner corresponding to "player A" performing
"game action A," or to respond to the reception of the "Menu"
signal in a manner corresponding to "player B" performing "game
action A". Each of these buttons may therefore correspond to the
same game action performed by a different player.
[0047] Different buttons may correspond to different game actions
performed by different players. For example, a first button may be
programmed to cause the transmitter to transmit an "Enter" signal
corresponding to a "player A game action A" signal. A second button
may be programmed to cause the transmitter to transmit a "Menu"
signal, corresponding to a "player B game action B" signal. Some
information stored on the game medium, when executed, may cause the
media player to produce an interactive scene. The interactive scene
may cause the media player to respond to the reception of the
"Enter" signal in a manner corresponding to "player A" performing
"game action A," or to respond to the reception of the "Menu"
signal in a manner corresponding to "player B" performing "game
action B". Each of these buttons may therefore correspond to a
different game action performed by a different player.
[0048] Different buttons may correspond to different game actions
performed by the same player. For example, a first button may be
programmed to cause the transmitter to transmit an "Enter" signal
corresponding to a "player A game action A" signal. A second button
may be programmed to cause the transmitter to transmit a "Menu"
signal, corresponding to a "player A game action B" signal. Some
information stored on the game medium, when executed, may cause the
media player to produce an interactive scene. The interactive scene
may cause the media player to respond to the reception of the
"Enter" signal in a manner corresponding to "player A" performing
"game action A," or to respond to the reception of the "Menu"
signal in a manner corresponding to "player A" performing "game
action B". Each of these buttons may therefore correspond to a
different game action performed by the same player.
[0049] FIG. 1 illustrates some of the buttons that may be provided
on the control pad 44 of a remote unit 20. As indicated above, each
of these buttons may correspond to a specific game action.
Specifically, each control pad 44 may include: a first "buzz in"
button 52 associated with a first player or team; a second "buzz
in" button 54 associated with a second player or team; an up button
56; a right button 58; a down button 60; a left button 62; a menu
or enter button 64; a yes/true button 66; a no/false button 68;
and/or a reset button 70. In the context of a game, "buzz in"
buttons 52 and 54 may be used by a player to indicate that they
would like to select an item presented on the display screen, or
that they know the solution to a puzzle presented by the game
display 14. The navigation buttons (i.e. the up, right, down, left
and/or enter buttons) may be used by a player to change a point of
view, or to move a cursor, selector and/or other object around the
display screen 30. The Boolean buttons (i.e. the yes/true and
no/false buttons) may be used by a player to provide an answer to a
yes/no or true/false question presented by the game display. The
reset button may be used by a player: to transmit a signal that
resets aspects of the game; to reset some aspect of the remote
control itself; and/or to change the mode of the remote unit's
controller (e.g., the controller 39 may be configured to change to
a base mode form a non-base mode upon actuation of the reset
button). These buttons are merely illustrative. More or fewer
buttons may be included that correspond to other common game
actions. Further, the buttons discussed above may include any type
of button, switch, input, dial, or equivalent structure for
receiving user input.
[0050] The receiver 46 may include any device operably coupled to
the controller 39 for receiving signals from a source external to
the remote unit 20. The receiver may be configured to receive IR or
other light signals, RF or other audio signals, or any other
suitable signal transmittable from an external source. For example,
the receiver may include a microphone for detecting audible signals
produced by the speakers of audio system 32. The receiver may be
operably attached to the remote unit's controller 39. As indicated
above, the controller may be configured to respond to the
occurrence of an event, such as the reception of a particular
signal at the receiver. This response may include saving/modifying
information in the controller's memory 38, changing modes, etc. For
example, the remote unit may be a universal remote control, where
the controller 39 is configured to respond to another remote
control's signal by storing information in the memory. This
information may in turn reconfigure the remote control to be a
universal remote control. The controller 39 may also be configured
to store information contained in one or more feedback signals
("GS") received by the receiver.
[0051] The display devices 48 and 50 may include any device
operably coupled to the controller 39 for displaying information
stored in the controller's memory 38. The display devices may
include CRTs, LCDs, LEDs, and/or any other type of suitable device
for visually displaying information. The display devices may be
analog or digital. Some display devices may be configured to
display information that corresponds to a specific player or team.
Some display devices may display information related to the
progress of the game (e.g. the current score, round, number of
players, etc.).
[0052] FIG. 4 shows an embodiment of remote unit(s) 20, including a
first remote unit 320a associated with a first player, and a second
remote unit 320b associated with a second player. More or fewer
remote units may be provided. As discussed above, each remote unit
may include: a housing 336a,b; a controller 339a,b with a memory
338a,b and a processor 340a,b; a transmitter 342a,b for
transmitting a signal Sa,b; a control pad 344a,b having a plurality
of buttons; a receiver 346a,b, and/or a display device 348 and 350.
Each of these structures may be configured in substantially the
same manner as generally indicated above, and as further described
below.
[0053] The remote units shown in FIG. 4 may include buttons
corresponding to specific game actions. The first remote unit 320a
may include: a first "buzz in" button 352 for transmitting a "buzz
in" signal associated with the first player; one or more
navigational buttons 356a-364a; Boolean buttons 366a and 368a;
and/or a reset button 370a. The second remote unit 320b may
include: a second "buzz in" button 354 for transmitting a "buzz in"
signal associated with the second player; one or more navigational
buttons 356b-364b; Boolean buttons 366b and 368b; and/or a reset
button 370b. The "buzz in" buttons may each be programmed to cause
their respective transmitters to produce a different user signal so
as to enable the game to determine which player transmitted the
signal. Each navigation button, Boolean button and/or reset button
may be programmed to cause their respective transmitters to produce
the same user signals as its counterpart on the opposite remote
unit.
[0054] FIG. 5 shows an embodiment 420 of the remote unit 20. The
remote unit 420 may include a base unit 436 including: a controller
439 having a memory 438 and a processor 440; a transmitter 442 for
transmitting a signal S; a receiver 446; one or more display
devices 448 and 450; and/or a reset button 470. The remote unit may
also include one or more control pads, such as handheld control
units 444a and 444b, operably attached to the base unit. The first
handheld control unit 444a and display device 448 may correspond to
a first player or team, while the second handheld control unit 444b
and display device 450 may correspond to a second player or team.
More or fewer handheld control units and/or display devices may be
provided. Each of these structures may be configured in
substantially the same manner as generally indicated above, and as
further described below.
[0055] Each handheld control unit shown in FIG. 5 may include
buttons corresponding to specific game actions. The first handheld
control unit 444a may include: a first "buzz in" button 452 for
transmitting a "buzz in" signal associated with a first player; one
or more navigational buttons 456a-464a; and/or Boolean buttons 466a
and 468a. The second handheld control unit 444b may include a
second "buzz in" button 454 for transmitting a "buzz in" signal
associated with a second player; one or more navigational buttons
456b-464b; and/or Boolean buttons 466b and 468b. The "buzz in"
buttons may each be programmed to cause the transmitter 442 to
produce a different user signal so as to enable the game to
determine which player transmitted the signal. However, each
navigation button and Boolean button may be programmed to cause the
transmitter to produce the same user signal as its counterpart on
the opposite handheld control unit.
[0056] Because remote unit 420 may include a common controller 439
and transmitter 442 for each of the handheld control units 444a,b,
the functionality of the handheld control units may be
interrelated. As discussed above, the controller 439 may be
configured to selectively operate in a plurality of modes, and to
change modes upon the occurrence of an event. A particular mode
change, affected by the occurrence of an event (such as actuating a
"buzz in" button, or other button), may affect a change in the
programming of some or all of the buttons on either one or both of
the handheld control units. For example, actuating a button on
handheld control unit 444a may cause the controller 439 to change
from a first mode to a second mode, whereby some or all of the
buttons on control pad 444b are reprogrammed. Likewise, pressing
reset button 470 may cause the controller to change to a base mode
from a non-base mode. Mode changes may also be used to "lock out"
one or more players for predetermined portions of a game, as
discussed both above and below.
[0057] FIG. 6 shows an embodiment 520 of the remote unit 20. The
remote unit 520 may include: a housing 536; a controller 539 having
a memory 538 and a processor 540; a transmitter 542 for
transmitting a signal S; a control pad 544; a receiver 546; and/or
one or more display devices 548 and 550. Display device 548 may
correspond to a first player or team, while display device 550 may
correspond to a second player or team. More or fewer display
devices may be provided. Each of these structures may be configured
in substantially the same manner as generally indicated above, and
as discussed further below.
[0058] The control pad 544 shown in FIG. 6 may include buttons
corresponding to specific game actions. The control pad may include
a first "buzz in" button 552 for transmitting a "buzz in" signal
associated with a first player; a second "buzz in" button 554 for
transmitting a "buzz in" signal associated with a second player;
one or more navigational buttons 556-564; Boolean buttons 566 and
568; and/or a reset button 570. More or fewer "buzz in" buttons may
be provided. The "buzz in" buttons may each be programmed to cause
the transmitter 542 to produce a different user signal so as to
enable the game to determine which player transmitted the
signal.
[0059] Because the remote unit 520 may include a common controller
539, transmitter 542, and control pad 544, the functionality of the
control pad's buttons may be interrelated. As discussed above, the
controller 539 may be configured to selectively operate in a
plurality of modes, and to change modes upon the occurrence of an
event. A particular mode change caused by the occurrence of an
event (such as actuating one of the "buzz in" buttons), may affect
a change in the programming of some or all of the buttons on the
control pad (such as the other "buzz in" button). Likewise,
pressing the reset button 570 may cause the controller to change to
a base mode from a non-base mode. Mode changes may also be used to
"lock out" one or more players for predetermined portions of a
game, as discussed both above and below.
[0060] 3. Games
[0061] Gaming system 16 may enable one or more users to play
various games. Variations may be effected: by providing different
game media 18 that each store different information; by changing
the information stored on a particular game medium 18; or by
changing the configurations of the remote unit(s) 20. Specifically,
the game information and/or remote units may each be varied as
described in detail above.
[0062] Multiplayer games may be played using the various
embodiments of gaming system 16. As generally shown in FIG. 7, the
gaming system may be used to play a game 600 with N players, where
each of the players is provided with a "buzz in" button. At some
point after a new game or game round has begun 602, the media
player may read and execute information on the game medium, whereby
the media player may produce a puzzle scene 604 that at least
causes the media player to present information on one or more
output devices, including a solvable puzzle. The players may be
instructed to actuate their "buzz in" button if they want to
attempt to solve the puzzle. Actuation of a "buzz in" button by one
of the players may cause a remote unit's transmitter to transmit a
user signal, corresponding to a "buzz in" signal, which is received
by the media player. If a predetermined amount of time passes after
presentation of the puzzle without the media player receiving a
"buzz in" signal 606, then the puzzle scene may cause the media
player: to first respond by producing a default scene that at least
causes the media player to present the correct solution on one or
more output devices; and to next produce a new puzzle scene 604,
either automatically, or in response to one or more events.
However, if the media player receives a "buzz in" signal from an
N.sup.th player before the passage of a predetermined amount of
time 610, then the puzzle scene may cause the media player to
respond by producing one or more corresponding solution scenes 612.
The N.sup.th player may then use user signals to interact with the
one or more solution scenes 614. After interacting with the one or
more solution scenes, the N.sup.th player's score may change to
reflect their performance during the one or more solution scenes
616. Information stored on the game medium, when executed, may also
cause the media player to determine whether a game objective has
been achieved 618. If so, the game or game round may end 620. If
not, then either the same, or a new puzzle scene may be produced by
the media player 604.
[0063] The game 600 may provide the players with a gaming
environment (e.g. a game show with a virtual game show host,
player's turns, a scoring scheme, game rounds, and/or other
game-related information) and a plurality of interactive scenes. As
described above, production of each scene by the media player may
cause the media player to present information on one or more output
devices, including information that prompts the players to provide
input via user signals. Each scene may also include one or more
scripts that cause the media player to respond to the occurrence of
one or more events (e.g. the reception of user signals, the passage
of time, etc.) thereby causing the game to progress. Scripts may
also cause the media player to record the progress of the game
(e.g. the score, the current round of the game, which player's turn
it is, the status of variable elements, or any other game-related
information) by storing game variables in the media player's
memory.
[0064] Upon using the media player to read the information stored
on the game medium, a new game or game round may be begun 602. At
the beginning of some games, players may be required to properly
configure the gaming system. For example, the game information
stored on the game medium may include one or more set-up scenes
that prompt the players to enter initial game variables, such as
the total number of players, the type of game, the difficulty level
for each or all of the players, etc. Scripts associated with the
set-up scenes may cause the media player to store these game
variables in the media player's memory, whereby the values may be
used to control the flow of the game. At the beginning of some
games, players may also be required to properly configure the
remote unit(s). For example, some games may use remote unit(s) with
controllers that selectively operate in more than one mode. These
remote unit(s) generally must be coordinated, or synchronized, with
the scenes being produced by the media player so that the remote
unit(s) is operating in the proper mode during the correct scenes.
Therefore, the game may be configured to cause the occurrence of an
event that sets the remote unit's controller to the correct
starting mode during the correct portion of the game. For example,
the media player may produce a scene that causes the media player
to present information on one or more output devices that prompts
the players to press a button (e.g. the reset button), which in
turn resets the mode of the remote unit's controller. Alternatively
or additionally, the media player may produce a scene that causes
the media player to generate a signal GS with one or more output
devices, which in turn resets the mode of the remote unit's
controller upon reception of the generated signal GS by the remote
unit's receiver.
[0065] The game 600 may include the production of a puzzle scene
604 by the media player. In order to select a particular puzzle
scene for production, the game information stored on the game
medium may cause the media player to randomly or deliberately
select from a plurality of puzzle scenes stored on the game medium.
Production of each puzzle scene may also be preceded by production
of another scene that prompts one or more of the players to select
a category, a difficulty level, a point value, or some other
variable element that provides for variable structure to the game.
The particular puzzle scene selected for production may cause the
media player to present information on the one or more output
devices, such as is shown in FIGS. 8 and 9.
[0066] FIG. 8 shows the presentable information 700 associated with
a puzzle scene that causes the media player to provide N players
with a limited amount of time to compete for a chance to solve a
puzzle. As shown in FIG. 8A, the presentable information may
include: a solvable puzzle 702; one or more instructions 704; a
timer 706, and/or a scoreboard 708. The solvable puzzle may include
a trivia question (presented in multiple-choice, complete-answer
and/or true/false formats), a matching game, a spatial game, a
charade, a game show question, or any other type of puzzle. The
instructions may prompt the players to "buzz in" when they would
like to attempt to solve the puzzle. The timer may reflect the
amount of time remaining for one of the players to "buzz in." The
scoreboard may include the current score for each player, as is
stored in the memory of the media player.
[0067] The presentable information shown in FIG. 8A may be
associated with scripts that cause the media player to respond to
the first of: the passage of a predetermined amount of time, or the
reception of a "buzz in" signal from one of the players. If a
predetermined amount of time (as indicated by the timer 706) passes
without the media player receiving a "buzz in" signal, then the
puzzle scene may cause the media player to respond by producing a
default scene that causes the media player to present information
710, as shown in FIG. 8B. However, if the media player receives a
"buzz in" signal from an N.sup.th player before the passage of a
predetermined amount of time, then the media player may respond by
producing one or more solution scenes, as discussed below. Further,
because each player's "buzz in" button may be programmed to cause
the remote unit's transmitter to produce a distinct user signal
(yet corresponding to the same game action), the scripts may
"recognize" which player was the first to "buzz in."
[0068] The default scene produced upon the passage of a
predetermined amount of time without the media player receiving a
"buzz in" signal, may include presentable information 710, as shown
in FIG. 8B. The presentable information may include the correct
solution to the puzzle 712, and/or a scoreboard 714 showing the
current score. The presentable information also may prompt the
players to send one or more user signals corresponding to an
indication that they are ready to interact with the next puzzle
scene 716. For example, one of the players may press a reset
button, an enter button, a "buzz in" button, a menu button, or any
other button designated to send the appropriate signal indicating
that the players are ready to proceed.
[0069] FIG. 9 shows the presentable information 800 associated with
a puzzle scene that causes the media player to sequentially present
a plurality of solutions/answers to N players before presenting a
corresponding puzzle/question. Specifically, the presentable
information 800 may include instructions 802; a scoreboard 804; and
one or more solutions/answers 806. The instructions may prompt the
players to "buzz in" when they would like to attempt to solve the
puzzle/question, which is not immediately disclosed upon production
of the puzzle scene. The scoreboard may include the current score
for each player, as is stored in the memory of the media player.
The one or more solutions/answers may include at least one correct
solution/answer to the as of yet undisclosed puzzle/question. Each
of the solutions/answers may be displayed in the form of a readable
text, a video clip, an audio clip, and/or a picture. After the
solutions/answers are displayed, the puzzle scene may then cause
the media player to present the corresponding puzzle, such as in
the form of a "voice over," or a progressively presented text,
drawing, picture, etc. At any time after the answers have been
displayed, such as before, during, or after presentment of the
puzzle/question, an N.sup.th player may transmit a "buzz in" signal
indicating they would like to attempt to select the correct
solution/answer.
[0070] The presentable information shown in FIG. 9 may be
associated with scripts that cause the media player to respond to
the reception of the "buzz in" signal by producing one or more
solution scenes that enable the N.sup.th player to select a
solution/answer. These scripts may cause the media player to
immediately respond to the reception of the "buzz in" signal,
whereby presentment of the puzzle/question may be interrupted. The
extent to which the puzzle/question is presented therefore may
depend on when the "buzz in" signal is received during production
of the puzzle scene. If the "buzz in" signal is received before
presentment of the puzzle/question, the puzzle scene's scripts may
cause the media player to prevent any of the puzzle/question from
being presented. If the "buzz in" signal is received during
presentment of the puzzle/question, the puzzle scene's scripts may
cause the media player to prevent the remaining unpresented portion
of the puzzle/question from being presented. Therefore, the risk of
"buzzing in" too early is that the puzzle scene may not have caused
the media player to completely present the puzzle/question, and the
nature of the complete puzzle/question may not be apparent based on
the solutions/answers shown.
[0071] FIGS. 10-11 show screen shots of presentable information
associated with various embodiments of the one or more solution
scenes. Each of the one or more solution scenes may correspond to
the preceding puzzle scene, and may be specific to the player that
"buzzed in" (i.e. the N.sup.th player). Each of the one or more
solution scenes may include presentable information, and one or
more scripts that enable the N.sup.th player to use the remote unit
to provide a solution to the puzzle. Specifically, the solution
scenes may cause the media player to selectively respond to some or
all of the user signals received from the N.sup.th player. Some
solution scenes may also include scripts that cause the media
player: to determine whether the N.sup.th player selected the
correct solution; to perform calculations; to store information in
the memory of the media player; to produce other scenes; and/or to
generate signals GS.
[0072] FIG. 10 shows presentable information 900, 908a and 908b
associated with solution scenes that enable the N.sup.th player to
select a solution to the puzzle with user signals. FIG. 10A shows
the presentable information 900 associated with a first solution
scene that, when presented on one or more output devices, directs
the N.sup.th player to select a solution from a plurality of
selectable solutions 902, at least one of which is a correct
solution. The N.sup.th player may then transmit user signals
corresponding to a selection of one of the plurality of solutions,
such as by pressing directional arrow keys to highlight the desired
answer, and/or an enter button to execute the selection. For
puzzles having two correct answers, such as true/false questions,
the first solution scene's presentable information may direct the
N.sup.th player to directly enter a solution to a question by
pressing a Boolean key (i.e. a yes/true button or a no/false
button). The presentable information also may include a timer 904
that reflects the amount of time remaining for the N.sup.th player
to select an answer, and/or a scoreboard 906 that includes the
current score for each player, as is stored in the memory of the
media player.
[0073] The first solution scene shown in FIG. 10A may be associated
with scripts that cause the media player to respond to the first
of: the passage of a predetermined amount of time; or the reception
of one or more signals from the N.sup.th player corresponding to a
selection of a solution. Specifically, if a predetermined amount of
time (as indicated by the timer 904) passes without the media
player receiving the N.sup.th player's selection, then one or more
scripts associated with the first solution scene may cause the
media player to respond by producing a second solution scene having
presentable information 908a, as shown in FIG. 10B. However, if the
media player receives a selection signal from the N.sup.th player
before the passage of a predetermined amount of time, then one or
more scripts may cause the media player to respond by producing a
second solution scene having presentable information 908b, as shown
in FIG. 10C. The first solution scene may also include scripts that
cause the media player to determine whether the solution selected
by the N.sup.th player is the correct solution. For example, if a
solution was not selected before the passage of a predetermined
amount of time, one or more scripts may cause the media player to
determine that the N.sup.th player failed to select the correct
solution. Finally, the first solution scene may include scripts
that cause the media player to adjust (i.e. recalculate) the
N.sup.th player's score based on the correctness of the answer, and
the N.sup.th players previous score. The N.sup.th player's adjusted
score in turn may be stored in the media player's memory.
[0074] The second solution scene(s) may cause the media player to
present information, such as information 908a and 908b shown in
FIGS. 10B and 10C, on one or more output devices. The information
associated with the second solution scenes may provide an
indication of how the N.sup.th player's performed during the first
solution scene 910a and 910b, and/or a scoreboard 912a and 912b
showing the current score. The information associated with the
second solution scenes also may prompt the N.sup.th player, or any
of the other player, to send one or more user signals indicating
that the players are ready to interact with the next puzzle scene.
For example, one or more of the players may press a reset button,
an enter button, a "buzz in" button, a menu button, or any other
button designated to send the appropriate signal indicating the
players are ready to proceed.
[0075] FIG. 11 shows presentable information 1000, 1008 and 1016
associated with solution scenes that enable the N.sup.th player to
indicate whether or not they correctly wrote, spoke or otherwise
expressed the solution to the puzzle. FIG. 11A shows the
presentable information 1000 associated with a first solution scene
that includes directions 1002 for the N.sup.th player to provide
(i.e. write, speak, sign, charade, etc.) an answer without sending
a signal to the media player. The presentable information may also
include a timer 1004 that reflects the amount of time remaining for
the N.sup.th player to provide an answer, and/or a scoreboard 1006
that includes the current score for each player, as is stored in
the memory of the media player. The first solution scene may also
include scripts that cause the media player to respond to the
passage of a predetermined amount of time (as shown by the timer
1004) by presenting a second solution scene.
[0076] FIG. 11B shows the presentable information 1008 associated
with a second solution scene. The presentable information may
include an indication of the correct answer 1010, one or more
selectable responses 1012 for indicating whether the N.sup.th
player provided the correct answer, and/or a scoreboard 1014. The
N.sup.th player may use user signals to indicate the correctness of
their solution, such as by pressing directional arrow keys and an
enter button, by pressing an appropriate Boolean key, etc. The
second solution scene may include scripts that cause the media
player to respond to the N.sup.th player's indication of whether
they provided the correct solution by: present a third solution
scene; and/or by recalculating the N.sup.th player's score based on
their previous score. The N.sup.th player's recalculated score in
turn may be stored in the media player's memory.
[0077] FIG. 11C shows the presentable information 1016 associated
with a third solution scene. The presentable information may
include an indication of the N.sup.th player's performance 1018,
and/or a scoreboard 1020 showing the current score. The third
solution scene's presentable information also may prompt the
N.sup.th player, or any of the other player, to send one or more
user signals indicating that the players are ready to interact with
the next puzzle scene. For example, one or more of the players may
press a reset button, an enter button, a "buzz in" button, a menu
button, or any other button designated to send the appropriate
signal indicating the players are ready to proceed.
[0078] Referring generally to FIG. 7, after the N.sup.th player
interacts with the one or more solution scenes 614, and their score
has changed to reflect their performance 616, one or more scripts
may be read and executed by the media player that cause the media
player to determine whether any game objective has been achieved
618. If so, the game or game round may end 616, and a new game or
game round optionally may be begun 602. If not, then the media
player may produce a new puzzle scene 604. The game objectives may
be based on the amount of time the game has been played, the number
of puzzles that have been presented, the score of the players,
etc., as indicated by the game variables stored in the media
player's memory. Further, one or more scripts may be read and
executed that cause the media player to transmit generated signals
GS via the output device(s). The generated signals may include
information related to the progress of the game (e.g. the current
score, the game round, etc.), as indicated by variables stored in
the media player's memory. As described above, these generated
signals may be received by the remote unit's receiver, whereby the
information may be stored in the remote unit's memory, and/or
displayed on the remote unit's display devices.
[0079] In some games, if a player incorrectly attempts to solve a
puzzle or answer a question, the remaining players may be provided
with an opportunity to "buzz in" and "steal" the puzzle or question
(i.e. to correctly solve the puzzle). For example, if a first
player "buzzes in" and incorrectly attempts to answer a question, a
solution scene may indicate that the first player's answer was
incorrect, and may re-calculate and store the first player's new
score, as described above. A solution scene may also prompt one or
more of the players to transmit a signal indicating that the
remaining players other than the first player are ready to "buzz
in" and "steal" the puzzle. The previously presented puzzle scene
may then be re-presented for the benefit of all of the players
other than the first player.
[0080] Some games may periodically "lock out" one or more players.
As described above, some scenes, when executed, may cause the media
player to disregard the reception of one or more user signals. For
example, puzzle scenes may cause the media player to respond to the
reception of every player's "buzz in" signal, while solution scenes
may cause the media player to only respond to the reception of
signals from the player that "buzzed in." Also as described above,
some remote unit's controllers may be configured to change modes
upon the actuation of a button, such as the "buzz in" button. For
example, the remote unit's controller may be configured to
selectively operate in: a first mode that causes the remote unit's
transmitter to transmit "buzz in" signals associated with all of
the players; and a second mode that enables the player that "buzzed
in" to transmit signals, but which prevents the remaining players
from transmitting signals. The gaming system may be configured to
cause the remote unit to function in the first mode during the
puzzle scenes, and to change to the second mode upon actuation of
the first "buzz in" button to be actuated during production of the
puzzle scene. The remaining players may thereby be "locked out" of
game play until the occurrence of a "mode resetting" event (i.e.
actuation of a button, such as a reset button, the passage of a
predetermined amount of time, and/or the reception of a generated
signal GS, etc.). The "mode resetting" event may occur at a time
that correlates with the end of the solution scene, or the
presentment of the next puzzle scene.
[0081] Some games may include interactive scenes that are
sequentially presented to each player, such that each player is
provided with their own turn. As game play proceeds, the occurrence
of various events may cause the remote unit's controller to change
modes in a manner that facilitates the sequential nature of game
play. For example, players that are waiting for their turn may be
"locked out," or may only be able to send limited signals until it
is their turn to interact with the game.
[0082] It is believed that this disclosure encompasses multiple
distinct inventions with independent utility. While each of these
inventions has been described in its best mode, numerous variations
are contemplated. All novel and non-obvious combinations and
subcombinations of the described and/or illustrated elements,
features, functions, and properties should be recognized as being
included within the scope of this disclosure. Applicant reserves
the right to claim one or more of the inventions in any application
related to this disclosure. Where the disclosure or claims recite
"a," "a first," or "another" element, or the equivalent thereof,
they should be interpreted to include one or more such elements,
neither requiring nor excluding two or more such elements.
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