U.S. patent application number 11/627938 was filed with the patent office on 2008-07-31 for games promoting cooperative and interactive play.
This patent application is currently assigned to Winster, Inc.. Invention is credited to Gregory S. Berry, S. Jerrold Kaplan, Eric A. Raymond, Scott Shih-Chung Wang, Franklin L. Yien.
Application Number | 20080182664 11/627938 |
Document ID | / |
Family ID | 39668628 |
Filed Date | 2008-07-31 |
United States Patent
Application |
20080182664 |
Kind Code |
A1 |
Kaplan; S. Jerrold ; et
al. |
July 31, 2008 |
Games Promoting Cooperative And Interactive Play
Abstract
Games in which players cooperate to help each other score points
or win prizes are described. In a game, players are grouped into
rooms where they can collect puzzle pieces using a random selection
technique, such as a spinner. The spinner can provide puzzle
pieces, points, additional spins, and/or loss of spins. The player
can position a puzzle piece on a game board, offer to give a puzzle
piece to another player in the room, and/or offer to trade a puzzle
piece for another player's puzzle piece. The other players can
accept or reject proposed gifts and/or trades. The player can
collect and use the puzzle pieces to complete the puzzle. The
player can earn points for completing the puzzle, which may be used
to win a prize.
Inventors: |
Kaplan; S. Jerrold;
(Burlingame, CA) ; Raymond; Eric A.; (Palo Alto,
CA) ; Yien; Franklin L.; (San Ramon, CA) ;
Berry; Gregory S.; (San Francisco, CA) ; Wang; Scott
Shih-Chung; (San Francisco, CA) |
Correspondence
Address: |
BEVER HOFFMAN & HARMS, LLP;2099 Gateway Place
Suite 320
San Jose
CA
95110
US
|
Assignee: |
Winster, Inc.
San Mateo
CA
|
Family ID: |
39668628 |
Appl. No.: |
11/627938 |
Filed: |
January 26, 2007 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3274 20130101;
A63F 9/10 20130101; A63F 3/00 20130101; A63F 2011/0016 20130101;
G07F 17/32 20130101; G07F 17/3276 20130101; A63F 2009/2486
20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A game that promotes cooperative and interactive play to
complete a puzzle, the game comprising: entering a room of the
game; collecting a puzzle piece using a random selection technique;
using any puzzle piece, wherein using any puzzle piece includes
selectively performing at least one of positioning a puzzle piece
on a game board, offering to give a puzzle piece to another player
in the room, and offering to trade a puzzle piece for another
puzzle piece of another player in the room; accepting/rejecting a
proposed gift of a puzzle piece from another player;
accepting/rejecting a proposed trade of a puzzle piece from another
player; repeating at least collecting and using puzzle pieces until
completing the puzzle; and earning points for completing the
puzzle.
2. The game of claim 1, further including selecting a prize.
3. The game of claim 2, further including claiming the prize based
on points earned.
4. The game of claim 1, wherein the puzzle piece is a wild
card.
5. The game of claim 1 wherein wild cards affect the number of
points earned for completing the puzzle.
6. The game of claim 1, wherein the random selection technique
provides one of a puzzle piece, additional points, at least one
additional random selection opportunity, and a loss of a random
selection opportunity.
7. The game of claim 1, wherein the random selection technique is a
spinner.
8. The game of claim 1, wherein the puzzle piece is a chain segment
and a completed puzzle forms a completed chain.
9. The game of claim 8, wherein the completed chain includes one of
at least two end pieces and a loop.
10. The game of claim 9, wherein the points for completing the
chain correspond to a number of links in the completed chain.
11. The game of claim 1, wherein the puzzle piece is a picture
piece and a completed puzzle forms a picture.
12. The game of claim 1, wherein the puzzle piece is a tile piece
and a completed puzzle forms a tile pattern.
13. The game of claim 12, wherein the points for completing the
tile pattern correspond to a number of background colors.
14. The game of claim 1, wherein the puzzle piece is a card and a
completed puzzle forms a card hand.
15. The game of claim 14, wherein the points for completing the
card hand corresponds to patterns of cards in the card hand.
16. The game of claim 1, wherein the puzzle piece is a layer of a
layered arrangement and a completed puzzle forms an arrangement
with proper placement of layers.
17. The game of claim 16, wherein the layered arrangement is a food
item.
18. The game of claim 1, wherein the puzzle piece is a letter and a
completed puzzle forms a word.
19. The game of claim 18, wherein the game board includes a
plurality of rows and the word includes all letters from at least
one adjacent row.
20. The game of claim 19, wherein the points for completing the
word correspond to a number of letters in the word.
21. The game of claim 1, wherein each player has a different and
potentially inconsistent view of at least one of the room,
arrangement of players, game boards, and puzzle pieces.
22. A computer-readable medium comprising instructions that, when
run on a computer, generate signals to control the steps of a game,
the game promoting cooperative and interactive play to complete a
puzzle, the instructions comprising: instructions for a player to
enter a room of the game; instructions for the player to collect a
puzzle piece using a random selection technique; instructions for
the player to use any puzzle piece, wherein using any puzzle piece
includes selectively performing at least one of positioning a
puzzle piece on a game board, offering to give a puzzle piece to
another player in the room, and offering to trade a puzzle piece
for another puzzle piece of another player in the room;
instructions for the player to accept/reject a proposed gift of a
puzzle piece from another player; instructions for the player to
accept/reject a proposed trade of a puzzle piece from another
player; instructions for the player to repeat at least collecting
and using puzzle pieces until completing the puzzle; and
instructions for the player to earn points for completing the
puzzle.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to games and particularly to
games that encourage positive social interaction through
cooperative play in real-time multiplayer online environments.
[0003] 2. Related Art
[0004] Typical online games targeted to casual players (often
called "casual games") are strongly influenced in their design by
console or arcade games. Consequently, most casual games adopt a
competitive, challenge-oriented, or `beat the clock` format.
Further, most casual games provide for little or no interaction
between players other than chat windows or relative rankings of
scores. Many casual game players, however, prefer to engage in
less-pressured leisure activities, often in small social groups
where they can make new friends or enhance existing
relationships.
SUMMARY OF THE INVENTION
[0005] In accordance with one aspect of the invention, various
design concepts for games in which players cooperate to help each
other score points or win prizes are described. Cooperative game
play creates a different social experience than games that offer
zero-sum, winner take all, or negative consequences. Cooperative
game play can deliver a more positive social experience for the
players, e.g. by providing a structured format in which to help
(and be helped) by others, through altruistic and mutually
beneficial behavior.
[0006] In order to play in a game, the player first enters a
"room". That is, at any point in time, each player is assigned to a
specific room, usually with other players. Once in the room, the
player can collect a puzzle piece using a random selection
technique. In one embodiment, the random selection technique can be
a spinner that provides puzzle pieces, points, additional spins,
and/or loss of spins.
[0007] At this point, the player can "use" any puzzle piece, i.e.
positioning a puzzle piece on his/her game board, offering to give
a puzzle piece to another player in the room, and/or offering to
trade a puzzle piece for another puzzle piece of another player in
the room. The other player can accept or reject the gift/trade.
Similarly, the player can accept or reject gifts or trades proposed
by other players. The player can repeat the steps of collecting and
using puzzle pieces until the player completes the puzzle. The
player can earn points for completing the puzzle, and points can be
used to claim prizes.
[0008] In one game, the puzzle piece is a chain segment and a
completed puzzle forms a chain having at least two end pieces or
forming a loop. In this game, the points for completing the chain
correspond to the number of links in the chain.
[0009] In another game, the puzzle piece is a picture piece and a
completed puzzle forms a picture.
[0010] In yet another game, the puzzle piece is a tile piece and a
completed puzzle forms a tile pattern. In this game, the points for
completing the tile pattern correspond to a number of background
colors. For example, in one embodiment, the fewer the number of
colors in the background, the higher the points earned.
[0011] In yet another game, the puzzle piece is a card and a
completed puzzle forms a card hand. In this game, the points for
completing the card hand corresponds to patterns of cards in the
hand (e.g. "Royal Flush", "Two Queens", "Three Eights", etc.).
[0012] In yet another game, the puzzle piece is a layer of a
layered stack (e.g. a food item, such as a hamburger or bun) and
the completed puzzle forms a stack (e.g. a double cheeseburger with
lettuce, tomato, and onion) with proper placement of layers.
[0013] In yet another game, the puzzle piece is a letter and a
completed puzzle forms a word. In this game, the game board can
contain slots into which letters are placed, and a sequence of
adjacent letters that spell a proper word is a completed puzzle. In
this game, the longer the word formed, the more points earned by
the player.
[0014] The above-described games can be stored on a
computer-readable medium. This computer-readable medium comprises
instructions that, when run on a computer, generate signals to
control the steps of a game. Exemplary instructions can include
instructions for a player to enter a room of the game, instructions
for the player to collect a puzzle piece using a random selection
technique, instructions for the player to use the puzzle piece
(wherein using the puzzle piece includes selectively performing at
least one of positioning the puzzle piece on a game board, offering
to give the puzzle piece to another player in the room, and
offering to trade the puzzle piece for another puzzle piece of
another player in the room), instructions for the player to
accept/reject gifts or trades proposed by other players,
instructions for the player to repeat collecting and using puzzle
pieces until completing the puzzle, and instructions for the player
to earn points for completing the puzzle.
BRIEF DESCRIPTION OF THE FIGURES
[0015] FIG. 1 illustrates a flow chart of a game designed for a
plurality of players interacting and cooperating to solve
puzzles.
[0016] FIG. 2 illustrates a screen shot of an exemplary game in
which solving the puzzle includes forming a completed chain.
[0017] FIG. 3 illustrates a screen shot of an exemplary game in
which solving a matrix puzzle includes forming a picture.
[0018] FIG. 4 illustrates a screen shot of an exemplary game in
which solving a matrix puzzle includes forming a pattern.
[0019] FIG. 5 illustrates a screen shot of an exemplary game in
which solving a puzzle includes forming a card hand.
[0020] FIG. 6 illustrates a screen shot of an exemplary game in
which solving a puzzle includes forming a picture having a
plurality of layers in proper order.
[0021] FIG. 7 illustrates a screen shot of an exemplary game in
which solving a puzzle includes assembling words.
[0022] Note that various features as described above for specific
exemplary games can easily be used in other games. To minimize
undue repetition hereafter, the description of a feature may be
limited to one exemplary game. However, the use of such feature may
be applicable to one or more games.
DETAILED DESCRIPTION OF THE FIGURES
[0023] In contrast to most casual games, where players compete or
try to "beat" each other in some fashion, the games described
hereafter provide incentives for players to help each other achieve
their shared or individual goals. These games may include some or
all of the following elements: discrete puzzle pieces, combination
of puzzle pieces, view of a shared playing environment (i.e. a
room) for most or all players, offering to give and/or trade puzzle
pieces, and accepting/rejecting of offers.
[0024] A player can assemble these collected puzzle pieces
according to predetermined rules set forth for the players. A
correct combination allows a player to progress in the game. This
progress can be determined by the scoring of points.
[0025] In one embodiment, the playing environment can
advantageously allow each player to see some or all of the current
state of play for the other players. This playing environment can
include, but is not limited to, showing which puzzle pieces the
players currently possess on their game boards, whether the players
are currently "using" the puzzle pieces, and providing the context
to determine how valuable the puzzle pieces are to another player's
strategy or situation.
[0026] In one embodiment, a player can offer to give or trade one
or more puzzle pieces to another player. This giving/trading may
provide advantages to one or both players' advantage. In one
embodiment, a potential recipient of an offer can accept or reject
the proposed gift or trade of puzzle pieces. Enabling reciprocal
altruism of this kind helps to reinforce a positive shared
experience, stimulates social interaction, and creates `social
debts` that encourage continued play to afford opportunities to
return the favor.
[0027] General Description
[0028] FIG. 1 illustrates a flow chart of a game designed for a
plurality of players interacting and cooperating to solve puzzles.
In one embodiment, the game can be played over the Internet or
another electronic communications medium.
[0029] In step 101, a player in the game can select a prize. In one
embodiment, players select the prizes that they wish to play for
before starting to play. These prizes can have associated point
values. Thus, each player must earn at least the number of points
associated with the selected prize to claim that prize. In one
embodiment, players can optionally change their prize at any time
during the game.
[0030] In step 102, the player can enter a "room". This room is a
virtual room that can include any number of visual indicators of
the presence of other players and of the nature of the game being
played. In one embodiment, a player can select the room. In another
embodiment, a player can be assigned (e.g. by a game manager) to a
room. In this virtual room, other players may already be active in
playing the game. Advantageously, in addition to seeing and playing
on his/her own game board (referenced herein as the "current"
player), each player can view the game boards of some or all of the
other players present in the room. However, each player in the room
may have a distinct and potentially inconsistent view of the room,
boards, or arrangements of the other players.
[0031] In this embodiment, a random selection technique can be used
to collect a puzzle piece in step 103. An exemplary random
selection technique can include activating a "spinner" to collect a
puzzle piece. Other examples include the dealing of a card, a "grab
bag", selection of a numbered ball from a rotating basket (as in
Bingo), etc. In one embodiment, the players may pay for each spin,
be limited in the number of puzzle pieces they can acquire over a
given time period, and/or otherwise have some cost or limitation
imposed on their acquisition of the puzzle pieces. In one
embodiment, based on a player's actions or status in the game, that
player may receive one or more free "spins".
[0032] Using the collected puzzle piece determined by the random
selection technique, the player can then position the puzzle piece
on a game board in attempting to complete the puzzle in step 104.
Specifically, the player can assemble, arrange, or combine any
puzzle pieces then on the game board to form a desired result. The
desired result may for example be a picture, a tile pattern, a card
hand, or a word. The puzzle may have a matrix format, a stacked
format, or an appropriate format for the desired result. Step 105
determines whether the puzzle is completed.
[0033] Note that, in some embodiments, the number of pieces that
can be obtained or managed at a given time may be limited. In such
embodiments, a player may need to discard one or more puzzle pieces
to acquire more puzzle pieces and progress in the game.
[0034] If the puzzle is not completed, then step 106 allows a
player to interact with another player, i.e. by offering to give
puzzle pieces to other players or to trade puzzle pieces with other
players. That is, because the number of pieces a player has to work
with may be limited and other players' puzzle pieces are shown on
their game boards, each player may propose to trade or give a
puzzle piece to another player. The other player can accept or
reject any proposed gift/trade. If a gift/trade is accepted, then
the game returns to step 104 so that the player can continue their
efforts to solve the puzzle with the new puzzle piece. If the
gift/trade is not accepted, then the player returns to step 103 to
collect another puzzle piece. Note that step 106 does not require
the player to trade/gift puzzle pieces, but provides such an
opportunity to promote cooperative and interactive behavior between
players. In addition, the player may accept or reject proposed
trades/gifts from other players.
[0035] If the player has completed the puzzle (step 105), then step
107 determines whether the player has earned enough points to claim
the player's selected prize (as selected or automatically
designated in step 101). Players may score points in a number of
ways. For example, a "spin" itself may award points or free spins
(in addition to puzzle pieces). In another embodiment, partial or
complete solutions to the puzzle may earn various point values. In
yet another embodiment, players may be rewarded for cooperative or
positive behavior. In yet another embodiment, players may earn
points based on continuous or frequent play.
[0036] If the player has earned enough points, then the player can
claim the selected prize in step 108. In one embodiment, when
sufficient points have been earned to claim the prize, the player
is offered the option of claiming the prize, changing to another
prize, or simply continuing to earn more points that can be used to
claim prizes in the future. If the player decides not to claim any
prize, then the player can return to step 103.
[0037] Note that at any time during the game, the player can decide
to stop playing. In one embodiment, the number of points
accumulated by the player can be saved and used for future
games.
[0038] Chain Gang
[0039] FIG. 2 illustrates a screen shot 200 of an exemplary game in
which solving the puzzle includes forming a completed chain. In
this game, the goal is to assemble chain segments into a completed
chain, e.g. a chain having at least two end pieces or a loop
(wherein the longer the chain/loop, the more points are awarded to
a player).
[0040] In this embodiment, the current player is in the center of
the screen (which shows the room), with up to two other players to
the left and two to the right. Note that from each player's
perspective, the designation for that player can appear to be in
the center position on that player's screen, since each player is
viewing the room on a different screen. Further, the fact that a
specific player appears in a particular position relative to
another player on their own screen (for example, to the left of the
other player) does not mean that they appear to the left of that
other player on all player's screens. That is, the arrangement of
players does not need to be physically consistent across all
players' screens.
[0041] As noted above, in one embodiment, a player can select a
prize that the player wishes to play for. A picture of the prize
and the number of points required to claim that prize can appear
over their game board just above their current score. For example,
in the screen shot shown in FIG. 2, the prize for all players is a
movie ticket available through Fandango.com.TM. (as shown by the
Fandango logo), the number of points needed to claim the movie
ticket is 500,000 (shown only for the current player), and the
current score for the current player is 219,817 points. In one
embodiment, a player can change the selected prize at any time by
clicking on the picture of their current prize.
[0042] In this game, a player can take a turn by pressing the
orange `Spin` button at the bottom center of the player's screen.
In turn, a spinner 201 (in this screen, just above the spin button)
can rotate (e.g. from top to bottom) similar in appearance to a
single reel of a slot machine. Each horizontal segment (in this
case, 3 horizontal segments) of spinner 201 can show a chain
segment or a message (e.g. "10 Free Spins", "100 Free Points", "Bad
Luck" or "Try Again" (i.e. a loss of a spin), etc.). In one
embodiment, spinner 201 can slow down as it turns (like a slot
machine). The element that appears in the center segment of the
spinner when spinner 201 stops is the result of the spin.
[0043] If spinner 201 stops on a chain segment, the chain segment
can appear to "fly off" spinner 201 and land on a highlighted
square on a game board 202. In this game, game board 202 is a
3.times.3 matrix. In one embodiment, a player can set the location
of the highlighted square by clicking on a square before beginning
the spin.
[0044] Using a mouse, the current player can then "drag and drop"
chain segments around a game board 202. In one embodiment, dragging
and dropping a chain segment on a square already occupied by a
chain segment will result in swapping locations of the two chain
segments. On the other hand, if the designated square is not
occupied, then the chain segment is simply moved to that
square.
[0045] If the movement(s) form a completed chain (i.e. a chain
having at least two end pieces or a loop), then the completed chain
flashes, a sound is played, the player's score is incremented based
on the length of the chain (longer chains with more links are worth
more points), a message such as "Jerry scored 300 points with a 3
piece chain" appears in the chat window, and the completed chain is
cleared from the board.
[0046] Note that while this individual activity is taking place, up
to four other players in the room are independently engaged in
parallel play with their own spinners and boards. If three or more
players' spinners happen to land on the same segment or message at
the same time, those players "match", and get awarded some extra
points.
[0047] If the player has chain segments that are unwanted, then the
player can propose a trade by dragging the unwanted chain segment
to a square on another player's board occupied by another chain
segment. In this case, a double-ended arrow 203 can appear on the
recipient's screen, thereby indicating which link on the proposing
player's game board is being offered in return for which link on
the recipient's game board. At this point, the recipient can click
on a "yes" button to accept the trade, or a "no" button to decline.
In one embodiment, the "yes" and "no" buttons can appear in a
pop-up box (not shown in this screen shot). If the trade is
accepted, then the chain segments are exchanged on both players'
game boards. In one embodiment, the proposing player can also
propose to give a chain segment away, by dragging the unwanted
chain segment to an unoccupied square on the recipient's game
board.
[0048] In one embodiment, players can chat with each other at any
time by typing into a chat field 204 and clicking a "Send" button.
Players can change rooms (wherein any game may have a plurality of
players divided into multiple playing rooms), change games, or log
off at any time during a game. In one embodiment, when logging back
on, a player's prize, score, and current board can be restored to
the same state they were in when the player logged off. In one
embodiment, a player's prize and score are "portable" in that they
can be taken to any other room or game.
[0049] Picture Magic
[0050] FIG. 3 illustrates a screen shot 300 of an exemplary game in
which solving a matrix puzzle includes forming a picture. In this
game, each player's goal is to assemble a completed picture out of
picture pieces (i.e. the puzzle pieces). Note that the game board
of game 300, like that of game 200, is a 3.times.3 matrix.
[0051] In one embodiment, a horizontal segment of the spinner can
also show a "wild card". This special piece can be used in
substitution for any puzzle piece. For example, in FIG. 3, a wild
card is shown in the upper right-hand corner of Kimberly's game
board. In one embodiment, if Kimberly completes the picture (i.e.
the puzzle), then Kimberly's score for completing the picture is
reduced for each wild card used to complete the picture.
[0052] If the movement of a picture piece forms a completed picture
(e.g. a picture of a horse in FIG. 3), then the completed picture
flashes, a sound is played, the player's score is tallied (and
decremented based on the number of wild cards used, if any), a
message such as "Jerry scored 2000 points by completing a picture
of a horse" appears in the chat window, and the completed picture
is cleared from the board. In one embodiment, the player is then
presented with the completed picture in a pop-up window (not shown
in this screen shot), where they can rate the picture and leave a
comment for others to see in the chat window. Note that although
the picture formed takes up the whole 3.times.3 matrix, other game
embodiments may take up fewer than all matrix segments provided for
the game board (e.g. 4 of the 9).
[0053] The player can then decide to repeat solving the puzzle
using the same picture or try to solve another puzzle using a new
picture. In one embodiment, when a player tries to solve another
puzzle using a new picture (i.e. still playing the same game), all
the picture pieces on all the players' boards on the player's
screen change to this new picture. Notably, in this embodiment,
different players may be working on and looking at different
pictures, even though they are in the same room and trading pieces.
For example, the current player (in the center position) is working
on a picture of a horse, and so the same picture pieces would
appear on the other players' game boards on this player's screen
even if the other players are actually working on other pictures on
their own screens. This simultaneous use of different pictures by
different players is possible because only the position of the
piece is important in assessing trades, not the actual picture each
player is working on, and each player is viewing his/her room on a
separate screen. That is, the role of each picture piece in its
picture is solely determined by its place (e.g. a location in the
matrix) in that picture. Thus, as explained previously, each player
may experience a unique and physically inconsistent representation
of the room on their individual screens.
[0054] Facets
[0055] FIG. 4 illustrates a screen shot 400 of an exemplary game in
which solving a matrix puzzle includes forming a tile pattern. In
this particular game, the goal is to make a smiley face out of tile
pieces, wherein the fewer the background colors in the smiley face,
the higher the player's score. In this example, the current player
(in the center position) is working on a smiley face on a one-color
red background. The current player has 209,737 points out of
500,000 needed to claim the selected prize.
[0056] In game 400, if the movement of a tile piece forms a
completed picture (i.e. a smiley face is formed irrespective of the
number of background colors), then the completed picture flashes, a
sound is played, the player's score is incremented based on the
number of colors in the background of the completed smiley face
(the fewer the colors the higher the score), a message such as
"Jerry scored 300 points with a face on a two-color background."
appears in the chat window, and the player's game board is
cleared.
[0057] Note that through careful management of the puzzle pieces, a
player can simultaneously complete two faces at a time, since each
tile piece can be used to form two faces.
[0058] Poker Pals
[0059] FIG. 5 illustrates a screen shot 500 of an exemplary game in
which solving a puzzle includes forming a card hand. Specifically,
in this game, the goal is to get as good a poker hand as possible.
In one embodiment, if the spinner stops on a playing card, then the
card flies off the spinner and lands on the currently highlighted
slot in the "hand" shown on the game board. Using the mouse, the
player can then drag and drop cards around the hand. This action
will either swap locations of two cards (if the highlighted slot is
occupied) or simply move the card to that slot (if the highlighted
slot is not occupied). Note that in this game, only one person
"Franc" is playing. In accordance with one aspect of the invention,
even individual players can play the game.
[0060] In one embodiment, the description of the current poker hand
and its value (score) appears above the hand of the current player
(e.g. in the screen shot of FIG. 5, the current player has "One
Pair", which has a value of 25 points. When the player is satisfied
with the hand, the player can click a Submit button 501. At this
point, the completed hand flashes, a sound is played, the player's
score is incremented based on the value of the hand, a message such
as "Jerry scored 250 points with a Royal Flush." appears in the
chat window, and the cards in the hand are cleared.
[0061] When the player next clicks the Spin button, five new cards
appear in the player's hand. If the player has an unwanted card,
then the player can drag the unwanted card to a slot on another
player's hand (if other players are currently playing), to propose
a trade or a gift.
[0062] Burger Buddies
[0063] FIG. 6 illustrates a screen shot 600 of an exemplary game in
which solving a puzzle includes forming a picture having a
plurality of layers in proper order. Specifically, in this game,
the goal is to assemble a properly formed burger. For example, a
properly formed burger can be defined as having a lower bun at the
bottom, an upper bun at the top, one or two meat patties, and one
or more optional garnishes above the top patty. Buns can be plain
or sesame seed, but the top and bottom buns have to match. One
result of a spinner can be a layer (i.e. an ingredient) in the
stack (i.e. the burger).
[0064] In this embodiment, if the spinner stops on an ingredient,
then the ingredient flies off the spinner and lands on the
currently highlighted layer in the game board. Using the mouse, the
player can drag and drop ingredients to form the stack. When the
placement of layers is proper, the completed stack (in this case, a
burger) flashes, a sound is played, the player's score is
incremented based on the value of the stack, a message such as
"Jerry scored 250 points with a sesame cheese burger." appears in
the chat window, and the stack is cleared. If the player has
unwanted ingredients, then the player can drag the unwanted
ingredient to a layer on another player's stack to propose a trade
or a gift.
[0065] Variants of this game include other stackable foods, such as
pancakes, layer cakes, Neapolitan ice creams, etc. Note that each
player can be working on a food of their own choice, independent of
the other players in the room, and the ingredients appear
differently on each player's screen, as long as the layer placement
rules are consistent. (see "Picture Magic" for further
description).
[0066] In this example, the current player's stack (in the center
position) is a double cheese burger with garnish. The current
player has 741,086 points, or 241,086 points more than required to
claim their prize. A player can claim the selected prize at any
time by clicking on the "Claim Prize" button 602.
[0067] Alpha Betters
[0068] FIG. 7 illustrates a screen shot 700 of an exemplary game in
which solving a puzzle includes assembling words. Specifically, in
this game, the goal is to assemble words out of letters using one
or more adjacent horizontal rows. If the spinner stops on a letter,
then the letter flies off the spinner and lands on the currently
highlighted square in the game board. Using the mouse, the player
can then drag and drop letters on squares of the game board. This
will either swap locations of two letters (if the destination
square is occupied) or simply move the letter to that slot (if the
destination square is not occupied).
[0069] When a real word is formed that completely fills one row,
two adjacent rows, or a plurality of adjacent rows, the completed
word flashes, a sound is played, the player's score is incremented
based on the number of letters in that word, a message such as
"Jerry scored 250 points by spelling `magic`." appears in the chat
window, and the word is cleared off the board.
[0070] In the embodiment shown in FIG. 7, a word can entirely
occupy one, two, or three adjacent rows on the board. Thus, a word
can have 3, 4, 5, 7, 9, or 12 letters.
[0071] In one embodiment, the game can provide the player a hint
that a word could be spelled with the provided letters. For
example, in FIG. 7, the 5 letters that form the currently longest
proper word in the lowest line are underlined in green, thereby
indicating that these letters could spell an actual word (e.g.
"shout" or "south").
[0072] If the player has unwanted letters, the player can drag the
unwanted letters to a slot on another player's game board, to
propose a trade with or gift to that other player.
[0073] In this example, the current player's board (in the center
position) has ten letters, and the longest proper word is comprised
of five letters (H, S, O, U, T). The current player has 528,710
points, or 28,710 points more than required to claim their prize.
Therefore, the current player can claim the selected prize (i.e.
the movie ticket) at any time by clicking on the "Claim Prize"
button.
[0074] Implementation Embodiments
[0075] The games described above can be implemented using one or
more computer programs that execute on a programmable system
including at least one programmable processor coupled to receive
data and instructions from, and to transmit data and instructions
to, a data storage system, at least one input device, and at least
one output device. A computer program can be implemented in a
high-level procedural or object-oriented programming language, or
in assembly or machine language if desired; and in any case, the
language can be a compiled or interpreted language. Suitable
processors include, by way of example, both general and special
purpose microprocessors, as well as other types of
micro-controllers. Generally, a processor will receive instructions
and data from a read-only memory and/or a random access memory. A
computer can include one or more mass storage devices for storing
data files; such devices include magnetic disks, such as internal
hard disks and removable disks, magneto-optical disks, and optical
disks. Storage devices suitable for tangibly embodying computer
program instructions and data include all forms of non-volatile
memory, including by way of example semiconductor memory devices,
such as EPROM, EEPROM, and flash memory devices, magnetic disks
such as internal hard disks and removable disks, magneto-optical
disks, and CDROM disks. Any of the foregoing can be supplemented
by, or incorporated in, application-specific integrated circuits
(ASICs).
[0076] As described above, all games in accordance with the present
invention advantageously rely on both skill and luck to accomplish
a result, which allows players to accumulate points. Although
illustrative embodiments of the invention have been described in
detail herein with reference to the accompanying figures, it is to
be understood that the invention is not limited to those precise
embodiments. They are not intended to be exhaustive or to limit the
invention to the precise forms disclosed. As such, many
modifications and variations will be apparent. For example,
although the game boards are shown using a certain size matrix,
stack, or number of lines, other game boards can include any size
matrix, stack height, segment shape (e.g. triangles instead of
squares) or number of lines. In addition, cooperative games could
be designed in which players share and contribute pieces to a
single board, and points scored are divided according to some rules
among the players contributing to a solution. Accordingly, it is
intended that the scope of the invention be defined by the
following Claims and their equivalents.
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