U.S. patent application number 11/492190 was filed with the patent office on 2008-01-31 for structured gaming system.
Invention is credited to Jason McMaster.
Application Number | 20080026846 11/492190 |
Document ID | / |
Family ID | 38986998 |
Filed Date | 2008-01-31 |
United States Patent
Application |
20080026846 |
Kind Code |
A1 |
McMaster; Jason |
January 31, 2008 |
Structured gaming system
Abstract
An automated system is described for organizing and operating
multi-player and multi-game and/or multi-round competitions.
Players purchase game software and interact through their player
microprocessors PMP1 (103), PMP2 (105), PMP3 (107), PMP4 (109),
PMP5 (111), PMP6 (113) to connect to a master controller (MC)(101)
to register for game play. The players each player is uniquely
identified and receives instructions on how to proceed. MC (101)
matches players and sets up a schedule of time slots for each of
the players to play each other. Hosts are designated. MC (101)
notifies each of the players and the hosts of the schedule. The
hosts are notified of which players are authorized to play, and the
authorized time slots. The hosts only allow authorized players to
login and play during the authorized time slots. The host reports
the results of the games played. After playing a specified number
of games, MC 101 creates at least one additional round based upon
the results of the results of the prior games. The winners are
published and they are rewarded with a prize or other item of
value.
Inventors: |
McMaster; Jason; (Olyphant,
PA) |
Correspondence
Address: |
L. ZALE PATENT LAW OFFICE
334 SOUTH FRANKLIN ST.
WILKES-BARRE
PA
18702
US
|
Family ID: |
38986998 |
Appl. No.: |
11/492190 |
Filed: |
July 25, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3274 20130101;
G07F 17/3276 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An automated system for structuring and operating video game
competitions comprising: a) host microprocessor (MPH) adapted to:
i. operate a multi-player video game allowing more than one player
to play a game, ii. identify authorized players, iii. allow play by
authorized players during designated time slots; b) a master
controller (MC) (101) in communication with the MPH, adapted to: i.
interactively receive registrations of a plurality of players, ii.
uniquely identifying each player, iii. create a structured
competition matching at least one player against at least one
opponent player; iv. designating time slots when a player will play
an opponent player, v. authorizing players to play during
designated time slots; vi. communicate this information to the MPH
indicating the players authorized to play and times slots that they
are authorized to play; c) plurality of player microprocessors
(PMPs) each assigned to a player, each in communication with MPH
and the MC (101), each adapted to: i. identify themselves to the
MPH; ii. interact with their assigned player and the MPH allowing
the player to play the game against their opponent player during
the authorized time slots.
2. The automated system of claim 1 wherein the MC (101) performs
the functions of the MPH hosting the games.
3. The automated system of claim 1 wherein, one of the PMPs (105)
performs the functions of the MPH hosting the games.
4. The automated system of claim 1 wherein each player is uniquely
identified and authorized by providing a designated identification
number (ID) to the host.
5. The automated system of claim 1 wherein each player is uniquely
identified and authorized by a storing a unique file on at least
one of the players PMPs that is read by the host for identification
purposes.
6. The automated system of claim 1 wherein each player is uniquely
identified by providing a unique hardware ID on at least one PMP
used by a player that is later read by the host for identification
purposes.
7. A structured on-line gaming system for matching a plurality of
players against each other to play a video game over a network
comprising: a) a master controller (MC) adapted to receive
registration information from players who would like to play the
game, the MC adapted to: iv. create a round of play in which
registered players are matched together to play each other in a
game in a given time slot; v. notify the players of whom they are
matched against, and during which time slot they should play and
contact information allowing the player to contact the opponent
player; vi. receive results from the players of the games played;
vii. match players for at least one subsequent round based upon the
results of the games played; b) a plurality of player
microprocessor (PMP) each for interacting with one of the players,
at least one PMP being adapted to: viii. communicate with the MC to
receive information designating the player that they are matched
against, the time slot they should play; ix. login to a designated
host during the designated time slot; x. interact with the
designated host and the player to allow the matched players to play
a game during the designated time slot; and xi. report the results
of the game play to the MC.
8. The structured on-line gaming system of claim 7 wherein the PMPs
are further adapted to: interact directly with other PMPs of the
system.
9. The structured on-line gaming system of claim 7 wherein: a) the
MC is adapted to communicate contact information of each of the
matched player to the other matched player; and b) the PMPs of each
of the matched players are adapted to interact with each other to
designate a host for the game.
10. The structured on-line gaming system of claim 7 wherein the MC
is further adapted to: a) designate the host for the game; and b)
the MC communicates this information to the PMPs of each of the
matched players.
11. The structured on-line gaming system of claim 7 wherein the
PMPs are further adapted to: send registration information from the
players to the MC.
12. The structured on-line gaming system of claim 7 wherein the
PMPs are further adapted to: directly receive information from the
MC of the player whom they are matched against, the time slot
scheduled for play.
13. A method of organizing and running structured multi-player game
competitions comprising the steps of: a) identifying a game to be
played; b) identifying players desiring to compete in the
identified multi-player game; c) setting up a round of play in
which a plurality of players desiring to play are matched with
designated opponent players and authorized to play at designated
time slots; d) notifying players of their designated opponent
players and designated time slots to play each of these players; e)
identifying at least one host capable of allowing the players to
play the identified game during designated time slots; f)
connecting authorized players to the identified host and allowing
the players to play the identified games during the designated time
slots to arrive at results of each game; i) repeating steps "c"
through "f" for at least one additional round.
14. The method of claim 13, wherein the step of "identifying
players" comprises the step of: creating a unique login for each
player and notifying the host of the unique logins.
15. The method of claim 13, wherein the step of "setting up a
round" comprises the step of: employing a master controller to set
up rounds and send the information regarding the rounds to each
player by a network connection.
16. The method of claim 13, wherein the step of "setting up a
round" comprises the step of: employing a master controller to set
up rounds and e-mail information regarding the rounds to each
player.
17. The method of claim 13, wherein the step of "identifying at
least one host" includes the step of: employing a master controller
to identify the host.
18. The method of claim 13, wherein the step of "identifying at
least one host" includes the step of: having the players
interactively identify the host.
19. The method of claim 13, wherein the step of "connecting
authorized players" comprises the step of: a) providing a unique
login for each player, for a designated hosts during designated
time slots; b) providing the same login and designated time slots
to the designated hosts; c) allowing connection to a host by a
player during designated time slots for player logins matching
those received by the host.
20. The method of claim 13, further comprising the step of:
reporting the results of the games.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Fields of the Invention
[0002] The invention relates to an automated system for structuring
and operating multi-player, multi-game, multi-level video game
competitions.
[0003] 2. Description of Related Art
[0004] Video games are available which allow multiple players to
play the same game. These may be sports games, such as simulated
basketball, football, hockey and baseball, fighting games, role
playing games, strategy games, racing games, war games and other
games. These may also be set up for the player to join other
players on different teams in which the teams compete against each
other.
[0005] The players typically enter and exit games with little or no
outside control. These games are not designed to provide an overall
structure or competition. Therefore, there can be no eliminations
and playoffs, or games to qualify players for later rounds.
[0006] Therefore, there is a current need for a multiple-player
system which provides an organized structure for video game
competition.
SUMMARY OF THE INVENTION
[0007] The present invention relates to an automated system for
structuring and operating video game competitions comprising:
[0008] a) host microprocessor (MPH) adapted to: [0009] i. operate a
multi-player video game allowing more than one player to play a
game, [0010] ii. identify authorized players, [0011] iii. allow
play by authorized players during designated time slots; [0012] b)
a master controller (MC) (101) in communication with the MPH,
adapted to: [0013] i. interactively receive registrations of a
plurality of players, [0014] ii. uniquely identifying each player,
[0015] iii. create a structured competition matching at least one
player against at least one opponent player; [0016] iv. designating
time slots when a player will play an opponent player, [0017] v.
authorizing players to play during designated time slots; [0018]
vi. communicate this information to the MPH indicating the players
authorized to play and times slots that they are authorized to
play; [0019] c) plurality of player microprocessors (PMPs) each
assigned to a player, each in communication with MPH and the MC
(101), each adapted to: [0020] i. identify themselves to the MPH;
[0021] ii. interact with their assigned player and the MPH allowing
the player to play the game against their opponent player during
the authorized time slots.
[0022] The present invention may also be embodied as a structured
on-line gaming system for matching a plurality of players against
each other to play a video game over a network comprising: [0023]
a) a master controller (MC) adapted to receive registration
information from players who would like to play the game, the MC
adapted to: [0024] i. create a round of play in which registered
players are matched together to play each other in a game in a
given time slot; [0025] ii. notify the players of whom they are
matched against, and during which time slot they should play and
contact information allowing the player to contact the opponent
player; [0026] iii. receive results from the players of the games
played; [0027] iv. match players for at least one subsequent round
based upon the results of the games played; [0028] b) a plurality
of player microprocessor (PMP) each for interacting with one of the
players, at least one PMP being adapted to: [0029] i. communicate
with the MC to receive information designating the player that they
are matched against, the time slot they should play; [0030] ii.
login to a designated host during the designated time slot; [0031]
iii. interact with the designated host and the player to allow the
matched players to play a game during the designated time slot; and
report the results of the game play to the MC.
[0032] The present invention may also be embodied as a method of
organizing and running structured multi-player game competitions
comprising the steps of: [0033] a) identifying a game to be played;
[0034] b) identifying players desiring to compete in the identified
multi-player game; [0035] c) setting up a round of play in which a
plurality of players desiring to play are matched with designated
opponent players and authorized to play at designated time slots;
[0036] d) notifying players of their designated opponent players
and designated time slots to play each of these players; [0037] e)
identifying at least one host capable of allowing the players to
play the identified game during designated time slots; [0038] f)
connecting authorized players to the identified host and allowing
the players to play the identified games during the designated time
slots to arrive at results of each game; [0039] g) repeating steps
"c" through "f" for at least one additional round.
[0040] In one embodiment, the MC (101) performs the functions of
the MPH hosting the games. In another embodiment, one of the MPs
(105) performs the functions of the MPH hosting the games.
BRIEF DESCRIPTION OF THE DRAWINGS
[0041] The features and advantages of the apparatus of the
invention are highlighted by the following description of some
preferred embodiments of same, illustrated by way of non-limiting
examples in the accompanying drawings, in which:
[0042] FIG. 1 is a schematic illustration of a multi-game playoff
system consistent with one embodiment of the present invention.
[0043] FIGS. 2 through 5 are a flowchart which illustrates the
functioning of the embodiment of the present invention shown in
FIG. 1.
DETAILED DESCRIPTION OF A PREFERRED EMBODIMENT
[0044] The present invention relates to a gaming system which
provides structured competition to multi-player and multi-game
and/or multi-round competitions.
[0045] As discussed above, prior art games are usually set up on an
ad hoc basis in which players join and leave multi-player games
randomly. Even those which require play for an entire game do not
have structured eliminations or a game schedule. Typically, a
winner of a single multi-player game is determined and/or the
scores are displayed to the players. A listing of the past high
scores may be displayed. These games lack a structured organization
and lack competitions based upon multiple games, eliminations based
upon performance, and multi-level (multi-game) competition.
General Overall Design
[0046] The present invention employs elements lacking in the prior
art and are required for structured competition. For example, one
embodiment of the present invention employs a 1. Registration
Stage; 2. Qualification Stage; 3. Regular Season Stage; and 4.
Playoff Stage.
[0047] In order to structure the competitions, players register,
select teams they plan to join and are provided an indication of
when and where (which host) to play, and are provided a unique
login allowing the host to identify the proper players and
teams.
[0048] Play may be set that eliminations of players/teams may occur
after a set number of games or rounds are completed. Eliminations
are based upon performance. Based upon the results of one (single
elimination) or more games played (a double elimination or a
complete regular season), players/teams are eliminated to result in
a final winner for each class.
[0049] After a player/team is beaten for a specified number of
games, they are dropped from the competition. Eliminations may be
made, for example, after one game, two games or an entire regular
season of play. Players/teams that have not been eliminated
continue on to playoffs which results in a single winning
player/team. The present invention provides an automated system for
setting up tournaments and for accomplishing these and other
objectives.
[0050] It is envisioned that a tournament would be advertised for a
specific game well in advance of the first game played. It is
advertised when the game software will first be offered for sale
and when the tournament will begin. For example, the tournament may
start one month after the game goes on sale. Players buy the game
software and are allowed to practice until the first scheduled
game. This then allows a maximum amount of time for practice,
placing most players on the same level.
[0051] One embodiment of the present invention is described below,
for exemplary purposes. It includes several stages of play.
[0052] 1. Registration Stage
[0053] A player buys the game software and is provided with
instructions on how to register to enter structured competition.
For example, one may register at the store where the game software
was purchased, or login to an on-line server and register.
Alternatively, one may register on the telephone. A code written on
the game software instructions is entered by the player and sent to
the server during registration, and a username and/or password
(login) is provided back to the player. Alternatively, the code
itself may suffice as the login. This login is used later to enter
the competitions.
[0054] The on-line server may alternatively employ other known
technologies to uniquely identify each player, such as cookie
technology.
[0055] If the players register on-line, the server may make note of
the speed and capacity of the computer and connection used to
register. This may be useful later in designating computers to host
the games. Alternate methods of determining the host may also be
employed, with or without the use of the on-line server.
[0056] Registrations may be categorized into classes based upon
some factor identified during registration, such as age, gender,
and/or ability.
[0057] Registration continues a fixed period of time or number of
registrations, or registrations per class. Then play may continue
into a Qualification Stage.
[0058] 2. Qualification Stage
[0059] In this stage, if present, players join a team of their
choice. For example, a player would like to qualify for the
Philadelphia Eagles team. Since many more players in a class would
like to be on the Philadelphia Eagles team than are allowable, the
number would have to be reduced. Therefore they join tryout teams.
Teams in the same or similar classes are paired to play each
other.
[0060] A host for the game is selected, such as a server (master
controller, MC), or one of the machines the players are operating.
Faster machines having the proper capacity, with a fast connection
will be chosen as a host machine.
[0061] A time slot is also designated in which to play each game.
The time slot is defined as a maximum time period to play the game.
The total of all games scheduled for a time slot is considered a
"round". In typical play, all players are expected to play the same
number of games. In certain cases there is an exception, such as an
uneven number of players in a class or division. In this case, the
unopposed player receives an automatic win.
[0062] In the Qualification Stage, all teams are set to play. There
may be eliminations after a single game, or eliminations after
several games based upon the records of the teams. The games are
played at the designated time slots. In team play, if less than a
minimum number of players login to play during an allocated time
slot and the competing team has more than the minimum amount of
logged in players, it is determined to be a forfeit.
[0063] After the time slots for all scheduled games, for all rounds
of play have expired, the Qualification Stage has ended.
[0064] The results of the games are collected and the teams are
reduced to a desired number based upon their performance during the
rounds of play.
[0065] Alternatively, eliminations may occur after a single game.
When the number of teams is reduced to a desired number, the
Qualification Stage is over.
[0066] 3. Regular Season Play Stage
[0067] The teams/individuals surviving the Qualification Stage are
now scheduled against each other in the Regular season of play. A
schedule of a predetermined number of games for a regular season in
which the teams are paired for games, the time slots and the hosts
for each game are determined and sent to the hosts and the players.
Alternatively, the players may interact to determine the times to
play and the hosts to play upon.
[0068] The regular season games are played as described above, and
the game results collected.
[0069] The game results are then used to eliminate teams and allow
the remaining teams to continue onto the Playoff stage.
[0070] 4. Playoff Stage
[0071] After the Regular Season Play Stage, the teams advance to
the Playoff Stage. Playoffs reduce the teams down to a single
winning team. Eliminations may be made based upon the game results
of any number of games played.
[0072] For example, a team may be eliminated after a single loss,
as in single-elimination playoffs. A schedule is determined for the
remaining regular teams after teams have been eliminated. The games
are played again and more teams are eliminated until there is only
one team.
[0073] There may be alternate embodiments where teams play a number
of games and the winner is determined by the game results.
Hardware--FIG. 1
[0074] Referring now to the Figures, FIG. 1 is a schematic
illustration of a structured gaming system I consistent with one
embodiment of the present invention. In this embodiment, a
plurality of players (player1, player2, player3, player4, player5,
player6) each purchases game software either in person or on-line.
The players load their game onto their respective player
microprocessor devices (PMP1, PMP2, . . . PMP6). PMP1, PM2, . . .
PMP6 may be a typical desktop computer, or a device specifically
designed to play video games having the ability to connect to a
local network, wide-area network, and/or the Internet.
[0075] The PMPs may be used to login to a master controller MC 101
and register for structured game play as specified above.
[0076] The PMPs also may be allowed to communicate via e-mail,
instant messaging, or other means with each other through MC 101
which routes signals between the PMPs. For example, in FIG. 1, PMP1
103 can send signals to PMP2 105 through MC 101. In this
arrangement, MC 101 may also function to filter out inappropriate
or destructive content, such as viruses, worms, Trojan Horses,
spyware, etc.
[0077] In an alternative and potentially faster configuration, PMP2
105 connects directly to PMP1 103 via a LAN connection or through
the Internet. This becomes important when one of the PMPs is
selected to host a game.
Flowchart--FIGS. 2-5
[0078] FIGS. 2 through 5 show a flowchart of the functioning of the
embodiment shown in FIG. 1. The process starts at step 200. In step
201, the same electronic game is purchased by the players.
[0079] The registration stage occurs in the block designated
210.
[0080] In step 203, the players receive the instructions to
register a code or other identification (ID) allowing them to
become part of the structured competition.
[0081] In step 205 each of the players contacts MC 101 (FIG. 1) and
provides information including their IDs to indicate that they
would like to enter the structured competition.
[0082] In step 207, MC 101 publishes to each player the
competitions available to each player, based upon the passwords
entered. This is because MC 101 may be controlling more than one
competition, and the game software purchased may offer several
different types of competition. The logins may indicate players'
abilities. For example, a player who paid more for a deluxe version
of the game may be given additional strength, endurance, weapons,
etc.
[0083] In step 209, each player selects one of the competitions,
such as "Double Elimination NFL Football". Players may make further
choices, such as selecting the team for which the player would like
to qualify, the number of previous competitions in which the player
has participated, the skill level of the player, and other
preferences. These choices may be used to place a player in a
specific class and allow MC 101 to match comparable opponents
against each other.
[0084] MC 101 also requests input as to the best time slots for
competition. This may be done by selecting the 1.sup.st, 2.sup.nd
and 3.sup.rd choices of many possible choices listed. MC 101 stores
all player input.
[0085] For example, the player may want to qualify for the
"Philadelphia Eagles" team. The player provides a means to be
contacted when the schedule is set, such as an email address.
Alternative contact means such as instant messaging may also be
employed inside of the game. MC 101 then provides a unique login to
each player for use when logging into the host to play the
game.
[0086] In step 211, it is determined if there are more players to
process. If so, ("yes") then steps 201 through 209 are repeated for
additional players. Players may be signed up during a pre-defined
sign-up period coinciding with dates of a tournament indicated when
the game was purchased.
[0087] In step 211, if there are no other players to be processed
(or the sign-up period has ended) ("no"), then the Registration
Stage has been completed, and the Qualification Stage begins at
step 213.
[0088] In the Qualification Stage (220), players or groups notify
MC 101 for which team they are trying to qualify, in step 213.
[0089] MC 101 then matches teams/individuals against opponents,
sets time slots for each game and identifies computers to host each
game. MC 101 may host games, or delegate hosting to one of the
player's microprocessors in step 215. If MC 101 is to delegate
hosting, then one of the most robust microprocessors, and/or the
one having the fastest network connection is selected as the
host.
[0090] In step 215, MC 101 indicates to each of the players the
schedule of play and the time slots for the play. MC 101 also
indicates the host of each game and the address of the host. MC 101
also indicates the unique identification number (ID) and/or
password to login to the host for the game play.
[0091] Alternatively, other methods may be used to uniquely
identify players/PMPs. Also, as stated before, the players/PMPs may
interact to determine the exact time within the slot to play and
the host to host the game. This may be the MC, or any of the PMPs,
most probably, one currently being used by the players matched to
compete.
[0092] For example, in FIG. 1, PMP2 105 is selected to host a game
(MPH 105), and player1, PMP1 103 and player2, PMP2 105 are placed
on a first team 115 for their next game on the MPH 105, having an
IP address of 3.1.4.24 at a time slot of 4-6 pm, Saturday Jul. 30,
2005. Player1 and player2 are placed on a team 115 by MC 101.
Player3 and player4 are placed on a second team 117 by MC 101. MC
101 selects a time slot of Sunday, Jul. 31, 2005 from 8 p-10 p for
the game.
[0093] In step 217, the players are notified of their unique player
logins. The logins are also sent from MC 101 to host MPH 105. Also,
MC 101 sends identification of the players on each team allowed to
play during each time slot to MPH 105.
[0094] The program running in PMP2 MPH 105 is designed to receive
the output from MC 101 and enable game play for the specified
players having the specified logins at the specified time period as
shown in step 219. Host MPH 105 runs the game and keeps score of
the game.
[0095] Upon completion of the game or expiration of a maximum time
period (time slot), the scores are sent to MC 101 as shown in step
321. If a player fails to log on in time to play, this will be
considered a loss. A predetermined score will be sent to MC 101. In
step 323, either MC 101 or host MPH 105 publishes the results of
the first round of play.
[0096] In step 325, if it is not the end of the Qualification Stage
("no"), steps 219 through 325 are executed.
[0097] In step 325 it is determined if the Qualification Stage has
ended. If so ("yes"), then teams/individuals are identified by MC
101, and appropriate teams/individuals are deactivated in step 327.
In some types of multiple eliminations, it is possible that no
team/individuals are eliminated after a given round.
[0098] Processing continues wherein a Regular Season Stage 330
begins.
[0099] In step 329, the players/teams which have not been
deactivated, continue to play in the regular season as a regular
team.
[0100] In step 331, MC 101 sets a regular season schedule for all
of the teams/individuals. As before, this includes a matching of
the remaining regular teams, setting time slots for each game, and
identifying an MPH to host the competition. Since this is a regular
season schedule, there will be several rounds of games. One example
is a fourteen-week season with all teams playing a game a week
(round). Also since this is regular season play, there are no
eliminations until after the last game of the regular season has
been played.
[0101] In step 333, MC 101 notifies the players and MPHs of the
ladder, including the team an individual has qualified for, teams
they are scheduled to play, identification of the members of the
teams they are scheduled to play, time slots they are to play. The
hosts may be identified by MC 101 or, as stated above,
interactively determined by the teams/individuals playing. MC 101
may also send logins and matching logins to the hosts, if
designated. Teams/individuals may also be identified automatically
by cookies or MAC addresses of their PMPs. These alternate types of
identification may require that the players use the PMPs that they
used for registration since they are hardware-specific.
[0102] Please note that each player only receives their own secret
login(s) for the games and does not receive that of the other
players.
[0103] In step 335, the players login to the appropriate host
during the appropriate time slot with the correct login to play the
game.
[0104] In step 437, the results of the games are provided to MC
101.
[0105] In step 439, the results of the games played are published
to all players.
[0106] In step 441 it is determined if the regular season has
ended. If it has not ("no") then steps 335 through 441 are executed
again.
[0107] In step 441 if it has been determined that the regular
season has ended, ("yes"), and then teams/individuals are
deactivated in step 443. This is done by notifying MPHs that the
logins tied to the individuals are no longer active. When one of
these deactivated individuals tries to log on to a MPH for a game,
it is denied access.
[0108] The winning teams/individuals (those which have not been
deactivated) advance to another round of competition (the Playoff
Stage 440).
[0109] Processing continues at step 445 in which the MC 101 sets up
the next round. The playoff schedule is defined identifying teams
playing, their time slots and the hosts MPHs.
[0110] In the playoffs, teams may be eliminated after a predefined
number of losses and deactivated. A single elimination structure
would deactivate a team after a single loss. A double elimination
structure would deactivate a team after two losses.
[0111] In step 447, MC 101 notifies the players and MPHs of the
schedule and their logins.
[0112] In step 449, hosts MPHs allow valid players to login and run
the game during the proper time slot.
[0113] In alternative embodiments, the actual video game
competition may be broadcasted `live` to all interested spectators,
including future opponents. Also, these may be archived for later
viewing, like NFL tape archives.
[0114] In step 451, the results of the games are forwarded to MC
101.
[0115] In step 553, the results of the games are published to all
players.
[0116] In step 555, MC notifies MPHs of which teams/individuals are
still active and may compete. If a player is not on the list or the
login does not match that of an active player, they are not allowed
to compete and are deactivated.
[0117] Setting up the elimination structure may be done by
adjusting the number of games to be played, or the number of losses
in step 555, before deactivating teams.
[0118] In step 557 it is determined if additional games must be
played. If so, ("yes"), then another round of Playoff games is
scheduled and played in steps 445 through 557.
[0119] If no additional games are required ("no"), then processing
continues at step 559.
[0120] Upon reaching step 559, one or more ultimate winning teams
for each class is determined and published to all participating
players.
[0121] In step 561, the winning team for each class is provided
with an award which may be credit for additional play, or gift
certificates from participating sponsors. The competition ends in
step 563.
[0122] The type of eliminations, number of rounds, number of
regular season games, number of classes, etc. are adjustable to
simulate a variety of types of competition.
[0123] The present invention could easily be used to automate game
competition similar to fantasy football. Players can compete to be
on one of several NFL teams. The teams will have a schedule set up
by the MC 101 for an entire season, possibly having playoffs after
normal season play. This will closely resemble the current NFL
competition.
[0124] The example above was described for team competition;
however the teams may be replaced with an individual competing in
place of a team.
[0125] The present invention will work equally well on other types
of games such as war games, role playing games, and racing games.
Competitions may be battles, events, or races with eliminations
based upon points accrued over one or more competitions.
[0126] The competitions may also be segmented into several classes
based upon a parameter, such as age of the player. There may also
be one or more winners decided per class.
[0127] The examples, flowcharts and diagrams provided are intended
to be illustrative of the inventions. However, other variations,
embodiments and methods which will be obvious to one of one skilled
in the art are also deemed to be within the scope of the
invention.
[0128] Any number of known types of electronic game may be
automated and simulated for structured competition by the present
invention thereby bringing the excitement of tournament competition
to on-line gaming. The competition may be structured in many ways,
being individual, team, single elimination, double elimination,
regular season play, etc.
[0129] In alternative embodiments of the present invention, the
PMPs may employ a standard game controller that is provided with
the system. Alternatively, the system may employ a universal game
controller which resembles existing game controllers from
X-Box.RTM. produced by the Microsoft Corporation, PlayStation.RTM.
produced by the Sony Corporation or GameCube.RTM. produced by
Nintendo Corporation.
[0130] In larger systems, more than one MC may be employed such as
a dedicated MC to handle all football gaming, a separate MC to
handle basketball gaming, etc. The functions performed by the MC
may be broken across class lines, where one MC handles all gaming
for competition of the 6-12 year old player class, one for 13-16
year old player class, etc.
[0131] The system may also be used in a conventional multi-player
mode. Having thus described the invention, what is desired to be
protected by a Letters Patent is presented in the appended
claims.
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