WO2007093003A1 - Game apparatus - Google Patents

Game apparatus Download PDF

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Publication number
WO2007093003A1
WO2007093003A1 PCT/AU2007/000161 AU2007000161W WO2007093003A1 WO 2007093003 A1 WO2007093003 A1 WO 2007093003A1 AU 2007000161 W AU2007000161 W AU 2007000161W WO 2007093003 A1 WO2007093003 A1 WO 2007093003A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
controller
game piece
updateable
piece data
Prior art date
Application number
PCT/AU2007/000161
Other languages
French (fr)
Inventor
Jacqui Hazel Tobias
Original Assignee
Moose Enterprise Pty Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2006900772A external-priority patent/AU2006900772A0/en
Application filed by Moose Enterprise Pty Ltd filed Critical Moose Enterprise Pty Ltd
Publication of WO2007093003A1 publication Critical patent/WO2007093003A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/301Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8088Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console

Definitions

  • the present invention relates to game apparatus, a method of playing a game, an updateable game piece and a game controller.
  • US patent 6,650,870 discloses a game apparatus that comprises a base module and a games component.
  • the game component has a memory and an associated inductive circuit.
  • the base module has an inductive reading circuit that enables it to read data from the games component.
  • the general concept of the game apparatus is that the process of reading data out of the games component can form part of a game.
  • Typical applications include generating an output in response to data obtained from the games component such as an audible or visual output.
  • This game apparatus is limited in its functionality and provides a limited game experience for a player of the game as the data stored in the games component is fixed.
  • game apparatus comprising: at least one updateable game piece, comprising an input mechanism, an output mechanism, and a memory for storing game piece data; a game controller comprising an input mechanism adapted to receive the game piece data from the output mechanism of the updateable game piece, and an output mechanism; and a processor for processing the game piece data with at least one game rule such that, in at least some instances, the processing results in new game piece data, and the output mechanism of the game controller adapted to output the new game piece data to the input mechanism of the updateable game piece, whereafter the updateable game piece stores the new game piece data.
  • An advantage of embodiments of the invention subsequent games may be based on the new game piece data.
  • the updateable game piece is in the form of a figurine.
  • the updateable game piece comprises a radio frequency tag having an antenna such that the memory, input and output mechanisms of the updateable game pieces are constituted by the tag.
  • the game controller is adapted to receive game piece data from plural updateable game pieces and the processor processes all the game data to determine whether new game piece data should be written to one or more of the updateable game pieces .
  • the game controller comprises a player input mechanism for inputting at least one game parameter and that the game controller processing is based on any inputted game parameters .
  • the game controller further comprises a display arranged to display game play.
  • the game controller has a memory for storing game rules .
  • the processor forms part of the game controller.
  • the processor forms part of a base unit adapted to be placed in communication with the game controller.
  • the base unit is adapted to be placed in communication with a plurality of game controllers.
  • each at least one updateable game piece and the game controller constitute first player game pieces and a first player game controller respectively, and wherein the first player game controller is adapted to act as a master controller and the apparatus further comprises : at least one second player updateable game piece, and a second player game controller adapted to act as a slave controller and outputs game second player game piece data to the master controller which processes the first and second player game piece data.
  • a method of playing a game comprising: providing at least one updateable game piece; storing game piece data in each updateable game piece; obtaining game piece data from at least one updateable game piece; processing the game piece data with at least one game rule such that in at least some instances the processing results in new game data; and storing any new game data in said updateable game piece .
  • the method comprises providing a plurality of game pieces and wherein obtaining game piece data comprises obtaining game piece data for at least a first and second player and the processing comprises processing the game piece data of both the first and second players .
  • the method comprises receiving at least one game parameter input by at least one of the first and second players and the processing is based on inputted game parameters .
  • the invention provides an updateable game piece comprising: a memory for storing game piece data; output mechanism operable to output game data from the memory to a game controller; and input mechanism operable to receive new game piece data from the game controller and store it in the memory.
  • the invention provides a game controller comprising: an input mechanism for receiving game piece data from at least one game piece; a processor for processing the game piece data with at least one game rule such that in at least some instances of processing, the processing results in new game piece data; and an output mechanism for outputting new game piece data to a game piece.
  • the game controller is adapted to communicate with a second game controller and obtain second game piece data from the second game controller, the processor being arranged to additionally process the second game piece data with the at least one game rule such that in at least some instances of processing/ the processing results in new second game piece data which is output to the second game controller.
  • Figure 1 is a schematic diagram of a game piece
  • Figure 2 is a schematic diagram of a game controller
  • Figure 3 is a flow chart that shows the flow of the game of a preferred embodiment .
  • the preferred embodiment provides a game apparatus that has a game controller 200 and at least one game piece 100 but usually a plurality of game pieces.
  • the game pieces are provided in a collectable format, such as in the form of figurines, and players collect game pieces over time.
  • Each of the game pieces 100 incorporates a memory 110 which initially stores initial game piece data.
  • the main purpose of the game piece data is to specify characteristics of the game piece 100 which will affect how the game piece 100 participates in a game.
  • the game piece data may also include other data, such as data that identifies the game piece 100 uniquely or which provides the name of the game piece 100.
  • the memory is incorporated in a read/write RFID Tag (transponder) 120, circuit 120 which is capable of reading game piece data from the memory 110 and transmitting it via antenna 130.
  • the Tag 120 is also configured to receive and process signals from the antenna 130 to extract any new game piece data sent to the game piece 100 and store it in the Tag's memory 110.
  • An example of a suitable Tag is the RFID diamond IRT-I integrated circuit available form Innovision Research & Technology PLC of Wokingham, Berkshire, United Kingdom which is a read/write integrated circuit Tag.
  • the game controller 200 has a processor 210 and communication with a reader called 230.
  • the processor controls the reader coil 230 to interrogate game pieces 100. That is, the reader coil 230 is an inductive circuit that sends a signal to the game piece 100 that is received by the antenna 130, and causes the Tag 120 to interrogate the memory 110 and output the game piece data via the antenna.
  • the game piece derives the power necessary to operate the Tag from the reader coil inductively so that the game piece does not need to incorporate a power source.
  • the processor 210 processes the game piece data with one or more game rules retrieved from memory 220.
  • the memory 220 can be in the form of a cartridge so that the game rules can be changed by replacing or changing the cartridge.
  • the game controller 200 has an LCD display so that it can display the game piece data or parts thereof to the game player as well as display the results of the game to the player.
  • a speaker 260 can be used to provide sound effects which accompany playing of the game.
  • a keypad 250 is used to receive other game parameters as input by a player. The keypad 250 can also be used to input other commands as may be required.
  • the game controller 200 also includes an input/output port 240 for linking the game controller 200 to the game controller of another player. In this way, as will be explained in more detail below, two players can operate their game controllers 200 to obtain game piece data and then interact with the other player to play a game based on the game piece data obtained by both game controllers 200.
  • Typical game play is illustrated by the flowchart of Figure 3.
  • the two players use each of their game controllers to choose the number of game pieces that will participate in the game. This is typically selected from a list of options, displayed on the display 270 of the game controller.
  • the game controller on which the selection is made then becomes the master controller in subsequent actions.
  • the first game controller to select a battle ground becomes the master controller.
  • players will choose whether there are one, two, or three game pieces to participate in the game.
  • the players choose shared game parameters using the master game controller. That is characteristics common to both players. For example, if the game is a fighting game, the players may choose a battle ground from a number of different categories such as "wild", "city” and “random” . In one embodiment the first game controller to select a battle ground becomes the master controller.
  • players independently choose game pieces 100 from their collections that they intend to make up the relevant number of game pieces to play in the game.
  • the players then at step 330 independently scan each of their game pieces to obtain game piece data.
  • Game piece data will typically consist of a set of variables that may or may not be used in the evaluation of a result depending on what game parameters are inputted.
  • players choose independent game parameters for example, the tactic that they wish to employ in the game, thus making the game capable of being influenced by the skill of the player and not just the characteristics of the game pieces. For example, a player may choose particular weapons or attack moves .
  • the players link the game controllers by mechanism of input/output ports 240.
  • the input/output ports may be, for example, an infrared link or a physical link such as a cable.
  • the master game controller then processes 360 the game piece data of both players together with the inputted game parameters (both shared and independent) and the game rules in order to determine a game result.
  • the game result is then displayed 370 to both players.
  • the game will typically result in new game piece data being generated for each game piece of both players, although persons skilled in the art will appreciate that in some instances, new game piece data may not be generated depending on the result of the particular configuration of the game.
  • This new game piece data is displayed at step 380 to each player independently.
  • Each player then operates their game controller at step 390 to store the new game piece data in the relevant game pieces so that it can be used in subsequent games.
  • game pieces are thereby able to obtain new characteristics or more developed characteristics over time enabling players to derive enjoyment from their development.
  • game hints may be revealed to a player once they scan in a character that has a specific characteristic or has reached a set of a level of characteristics .
  • the game piece takes the form of a figurine, it may take a number of other forms, for example, a model, a trading card, a vehicle, a plush toy, or other toy.
  • the figurine may be of an animal, person, vehicle, weapon, or other appropriate item but will typically be of the type that can engage in a contest of characteristics, abilities or features.
  • an RFID tag is used to hold the game piece data in the game piece in order to avoid the need for a power source
  • the input and output mechanism of a game piece could be infrared link or a physical link.
  • some shared game parameters such as a battleground may be randomly generated instead of player selected; the game may be divided up into a plurality of rounds requiring player input after each round; or some game piece data may only be unlocked after certain events occur.
  • a base unit adapted to be placed in communication with a plurality of game controllers, for example four controllers.
  • the base unit includes a processor and has a memory that stores game rules and thus acts in a similar way to a master controller as described above by obtaining game piece data and player instruction data from each of the game controllers which act as slave controllers. The outcomes of the processing may result in new game piece data being output to one or more of the game controllers and by the game controllers to their respective game pieces.
  • a different set of game rules could apply when the game is carried out on the base unit instead of on a game controller.
  • Both the game controllers and the base units will typically have processors to enable different forms of game play.
  • all game controllers or a subset of game controllers may be arranged in a similar manner to a base unit.
  • Figures 4a and 4b show exemplary display screens displayed to a player during an exemplary game flow.
  • the player is displayed a title screen 402 and is then displayed a game option screen 404 that allows the player to select from battle, training, scan or option mode.
  • the player selects scan mode and then is allowed to use either advance mode or basic mode 406.
  • the player is displayed screens, 408, 410 to indicate that the next step is to select a battle ground.
  • the player selects from three battle grounds 412 representing different terrain.
  • Screen 414 prompts the player to scan characters into up to three different slots.
  • Screen 416 indicates that the scanning process is being undertaken.
  • Screen 418 is a graphic of the scanned character.
  • Screen 420 which will be scrollable, displays the characteristics of the scanned character.
  • the player is then displayed a screen 422 that shows a character as being scanned into the first slot and offering the option to scan characters into the second and third slots or to commence a battle.
  • the player has selected to battle.
  • the player is then displayed the screens waiting for enemy 424, get ready 426, 428 and fight 432.
  • the game determines whether the player is to attack or defend at this stage and if the player is to attack displays "attack now" 434, the player is then displayed a screen 436 asking them to choose a warrior and a screen 438 that displays the available warriors 438.
  • the player is displayed a screen 440 asking them to choose a weapon 440 and a screen displaying the available weapons 442.
  • the player is then allowed to choose the enemy to attack 444, 446.
  • a series of screens 448, 450, 452 display how the fight proceeds and some statistics are displayed 454.
  • Screens 456 and 458, 460 show the outcome of the game and screen 462 instructs the player to "press select” to update the statistics of the character.
  • the update statistics 464 are displayed and have been written to the figurine. The player is then offered the opportunity to fight again 466.
  • step 432 it was determined that the player was to defend 470 the game proceeds to display that the attack has occurred 472, 474, 476 before proceeding to show the statistics 454.
  • a person skilled in the art will also see that there is an alternative display 461 when the outcome ends in defeat for the player rather than victory.
  • Figure 5 shows a potential training mode that may be entered through screen 404.
  • the player is offered the choice to enter one of four training modes in screen display 510 where the player may select skirmish, fortress, bullseye, or hammer. If the player selects bullseye they are taken through a set of screens 520, 521, 522, 523. If they select hammer they are taken through the set of screens 530 to 533, if they select fortress they are taken through the set of screens 542, 545 or if the player selects skirmish they are taken through the set of screens 550 to 554.
  • Each of these training modes allows the player to update and improve the game statistics of a character in a one-player mode.

Abstract

A game apparatus (100, 200) comprising: at least one updateable game piece (100), comprising, an input mechanism (120, 130), an output mechanism (120, 130), and a memory (110) for storing game piece data; a game controller (200) comprising, an input mechanism (230) adapted to receive the game piece data from the output mechanism of the updateable game piece (100), and an output mechanism (230); and a processor (210) for processing the game piece data with at least one game rule such that, in at least some instances, the processing results in new game piece data, and the output mechanism of the game controller (200) adapted to output the new game piece data to the input mechanism of the updateable game piece (100), whereafter the updateable game piece stores the new game piece data.

Description

GAME APPARATUS
Field of the Invention
The present invention relates to game apparatus, a method of playing a game, an updateable game piece and a game controller.
Background to the Invention
US patent 6,650,870 discloses a game apparatus that comprises a base module and a games component. The game component has a memory and an associated inductive circuit. The base module has an inductive reading circuit that enables it to read data from the games component. The general concept of the game apparatus is that the process of reading data out of the games component can form part of a game. Typical applications include generating an output in response to data obtained from the games component such as an audible or visual output.
This game apparatus is limited in its functionality and provides a limited game experience for a player of the game as the data stored in the games component is fixed.
Summary of the Invention
In a first aspect there is provided game apparatus comprising: at least one updateable game piece, comprising an input mechanism, an output mechanism, and a memory for storing game piece data; a game controller comprising an input mechanism adapted to receive the game piece data from the output mechanism of the updateable game piece, and an output mechanism; and a processor for processing the game piece data with at least one game rule such that, in at least some instances, the processing results in new game piece data, and the output mechanism of the game controller adapted to output the new game piece data to the input mechanism of the updateable game piece, whereafter the updateable game piece stores the new game piece data.
An advantage of embodiments of the invention subsequent games may be based on the new game piece data.
In an embodiment the updateable game piece is in the form of a figurine.
In an embodiment the updateable game piece comprises a radio frequency tag having an antenna such that the memory, input and output mechanisms of the updateable game pieces are constituted by the tag.
In an embodiment the game controller is adapted to receive game piece data from plural updateable game pieces and the processor processes all the game data to determine whether new game piece data should be written to one or more of the updateable game pieces .
In an embodiment the game controller comprises a player input mechanism for inputting at least one game parameter and that the game controller processing is based on any inputted game parameters .
In an embodiment the game controller further comprises a display arranged to display game play.
In an embodiment the game controller has a memory for storing game rules .
In an embodiment the processor forms part of the game controller.
In an embodiment the processor forms part of a base unit adapted to be placed in communication with the game controller.
In an embodiment the base unit is adapted to be placed in communication with a plurality of game controllers.
In an embodiment each at least one updateable game piece and the game controller constitute first player game pieces and a first player game controller respectively, and wherein the first player game controller is adapted to act as a master controller and the apparatus further comprises : at least one second player updateable game piece, and a second player game controller adapted to act as a slave controller and outputs game second player game piece data to the master controller which processes the first and second player game piece data.
There is also disclosed a method of playing a game comprising: providing at least one updateable game piece; storing game piece data in each updateable game piece; obtaining game piece data from at least one updateable game piece; processing the game piece data with at least one game rule such that in at least some instances the processing results in new game data; and storing any new game data in said updateable game piece .
In an embodiment the method comprises providing a plurality of game pieces and wherein obtaining game piece data comprises obtaining game piece data for at least a first and second player and the processing comprises processing the game piece data of both the first and second players .
In an embodiment the method comprises receiving at least one game parameter input by at least one of the first and second players and the processing is based on inputted game parameters .
In another aspect the invention provides an updateable game piece comprising: a memory for storing game piece data; output mechanism operable to output game data from the memory to a game controller; and input mechanism operable to receive new game piece data from the game controller and store it in the memory.
In another aspect, the invention provides a game controller comprising: an input mechanism for receiving game piece data from at least one game piece; a processor for processing the game piece data with at least one game rule such that in at least some instances of processing, the processing results in new game piece data; and an output mechanism for outputting new game piece data to a game piece.
In an embodiment, the game controller is adapted to communicate with a second game controller and obtain second game piece data from the second game controller, the processor being arranged to additionally process the second game piece data with the at least one game rule such that in at least some instances of processing/ the processing results in new second game piece data which is output to the second game controller.
Brief Description of the Drawings
Figure 1 is a schematic diagram of a game piece; Figure 2 is a schematic diagram of a game controller; and
Figure 3 is a flow chart that shows the flow of the game of a preferred embodiment .
Description of the Preferred Embodiment
The preferred embodiment provides a game apparatus that has a game controller 200 and at least one game piece 100 but usually a plurality of game pieces. Typically, the game pieces are provided in a collectable format, such as in the form of figurines, and players collect game pieces over time. Each of the game pieces 100 incorporates a memory 110 which initially stores initial game piece data. The main purpose of the game piece data is to specify characteristics of the game piece 100 which will affect how the game piece 100 participates in a game. The game piece data may also include other data, such as data that identifies the game piece 100 uniquely or which provides the name of the game piece 100.
In the preferred embodiment, the memory is incorporated in a read/write RFID Tag (transponder) 120, circuit 120 which is capable of reading game piece data from the memory 110 and transmitting it via antenna 130. As will be explained in more detail below, the Tag 120 is also configured to receive and process signals from the antenna 130 to extract any new game piece data sent to the game piece 100 and store it in the Tag's memory 110.
An example of a suitable Tag is the RFID diamond IRT-I integrated circuit available form Innovision Research & Technology PLC of Wokingham, Berkshire, United Kingdom which is a read/write integrated circuit Tag.
Referring to Figure 2, there is shown a game controller 200. The game controller 200 has a processor 210 and communication with a reader called 230. The processor controls the reader coil 230 to interrogate game pieces 100. That is, the reader coil 230 is an inductive circuit that sends a signal to the game piece 100 that is received by the antenna 130, and causes the Tag 120 to interrogate the memory 110 and output the game piece data via the antenna. Thus, the game piece derives the power necessary to operate the Tag from the reader coil inductively so that the game piece does not need to incorporate a power source. Once the processor has received the game piece data and such other inputs as are required for the game to proceed (as will be described in more detail below) , the processor 210, processes the game piece data with one or more game rules retrieved from memory 220. The memory 220 can be in the form of a cartridge so that the game rules can be changed by replacing or changing the cartridge.
The game controller 200 has an LCD display so that it can display the game piece data or parts thereof to the game player as well as display the results of the game to the player. A speaker 260 can be used to provide sound effects which accompany playing of the game. A keypad 250 is used to receive other game parameters as input by a player. The keypad 250 can also be used to input other commands as may be required. The game controller 200 also includes an input/output port 240 for linking the game controller 200 to the game controller of another player. In this way, as will be explained in more detail below, two players can operate their game controllers 200 to obtain game piece data and then interact with the other player to play a game based on the game piece data obtained by both game controllers 200.
Typical game play is illustrated by the flowchart of Figure 3. At step 300, the two players use each of their game controllers to choose the number of game pieces that will participate in the game. This is typically selected from a list of options, displayed on the display 270 of the game controller. The game controller on which the selection is made then becomes the master controller in subsequent actions. In one embodiment the first game controller to select a battle ground becomes the master controller. Typically, players will choose whether there are one, two, or three game pieces to participate in the game.
At step 310, the players choose shared game parameters using the master game controller. That is characteristics common to both players. For example, if the game is a fighting game, the players may choose a battle ground from a number of different categories such as "wild", "city" and "random" . In one embodiment the first game controller to select a battle ground becomes the master controller.
At step 320, players independently choose game pieces 100 from their collections that they intend to make up the relevant number of game pieces to play in the game. The players then at step 330 independently scan each of their game pieces to obtain game piece data.
Game piece data will typically consist of a set of variables that may or may not be used in the evaluation of a result depending on what game parameters are inputted.
For example : Fighter Description Speed
Weapon Skill (hand to hand combat) Ballistic Skill (shooting or archery skill) Strength Toughness Stealth Initiative Leadership Battles Won Battles Lost Weapons Armour
Special Items RATING
Some characteristics such as the fighter description may- only be for display purposes. Other characteristics such as leadership may only have an effect if more than one game piece is used in a particular game.
At step 340, players choose independent game parameters for example, the tactic that they wish to employ in the game, thus making the game capable of being influenced by the skill of the player and not just the characteristics of the game pieces. For example, a player may choose particular weapons or attack moves .
At step 350, the players link the game controllers by mechanism of input/output ports 240. The input/output ports may be, for example, an infrared link or a physical link such as a cable.
The master game controller then processes 360 the game piece data of both players together with the inputted game parameters (both shared and independent) and the game rules in order to determine a game result. The game result is then displayed 370 to both players. The game will typically result in new game piece data being generated for each game piece of both players, although persons skilled in the art will appreciate that in some instances, new game piece data may not be generated depending on the result of the particular configuration of the game. This new game piece data is displayed at step 380 to each player independently. Each player then operates their game controller at step 390 to store the new game piece data in the relevant game pieces so that it can be used in subsequent games.
Thus, over time, players are able to generate new game piece data on the basis of the results of games they play. The game pieces are thereby able to obtain new characteristics or more developed characteristics over time enabling players to derive enjoyment from their development. To provide additional enjoyment some game features, for example, game hints may be revealed to a player once they scan in a character that has a specific characteristic or has reached a set of a level of characteristics .
Persons skilled in the art will appreciate that while in the preferred embodiment the game piece takes the form of a figurine, it may take a number of other forms, for example, a model, a trading card, a vehicle, a plush toy, or other toy. The figurine may be of an animal, person, vehicle, weapon, or other appropriate item but will typically be of the type that can engage in a contest of characteristics, abilities or features.
While in the preferred embodiment, an RFID tag is used to hold the game piece data in the game piece in order to avoid the need for a power source, persons skilled in the art will appreciate that other techniques could be used, for example such that the input and output mechanism of a game piece could be infrared link or a physical link.
Persons skilled in the art will appreciate that while the game apparatus is particularly adapted to a two-player game, it is possible that players could play against a computer player embodied by code in the game controller. Referring to Figure 3, in this case, play for player 1 would proceed from step 340 to step 360 as indicated by dotted line 345.
Other variations will be apparent to persons skilled in the art . For example : some shared game parameters such as a battleground may be randomly generated instead of player selected; the game may be divided up into a plurality of rounds requiring player input after each round; or some game piece data may only be unlocked after certain events occur.
It is also possible that both players could use a shared game controller 200, however this is more cumbersome and time consuming.
In another embodiment, there is provided a base unit adapted to be placed in communication with a plurality of game controllers, for example four controllers. In this embodiment, the base unit includes a processor and has a memory that stores game rules and thus acts in a similar way to a master controller as described above by obtaining game piece data and player instruction data from each of the game controllers which act as slave controllers. The outcomes of the processing may result in new game piece data being output to one or more of the game controllers and by the game controllers to their respective game pieces. A different set of game rules could apply when the game is carried out on the base unit instead of on a game controller. Both the game controllers and the base units will typically have processors to enable different forms of game play. In another embodiment, all game controllers or a subset of game controllers may be arranged in a similar manner to a base unit.
Further variations will be apparent to persons skilled in the art and should be considered as falling within the scope of the invention described herein.
Example 1
Figures 4a and 4b show exemplary display screens displayed to a player during an exemplary game flow. The player is displayed a title screen 402 and is then displayed a game option screen 404 that allows the player to select from battle, training, scan or option mode. The player selects scan mode and then is allowed to use either advance mode or basic mode 406. Once the player selects a scan mode, the player is displayed screens, 408, 410 to indicate that the next step is to select a battle ground. The player then selects from three battle grounds 412 representing different terrain. Screen 414 prompts the player to scan characters into up to three different slots. Screen 416 indicates that the scanning process is being undertaken. Screen 418 is a graphic of the scanned character. Screen 420, which will be scrollable, displays the characteristics of the scanned character.
The player is then displayed a screen 422 that shows a character as being scanned into the first slot and offering the option to scan characters into the second and third slots or to commence a battle. In the displayed screen 422, the player has selected to battle. The player is then displayed the screens waiting for enemy 424, get ready 426, 428 and fight 432. The game determines whether the player is to attack or defend at this stage and if the player is to attack displays "attack now" 434, the player is then displayed a screen 436 asking them to choose a warrior and a screen 438 that displays the available warriors 438. Then the player is displayed a screen 440 asking them to choose a weapon 440 and a screen displaying the available weapons 442. The player is then allowed to choose the enemy to attack 444, 446. A series of screens 448, 450, 452 display how the fight proceeds and some statistics are displayed 454. Screens 456 and 458, 460 show the outcome of the game and screen 462 instructs the player to "press select" to update the statistics of the character. The update statistics 464 are displayed and have been written to the figurine. The player is then offered the opportunity to fight again 466.
If after step 432 it was determined that the player was to defend 470 the game proceeds to display that the attack has occurred 472, 474, 476 before proceeding to show the statistics 454. A person skilled in the art will also see that there is an alternative display 461 when the outcome ends in defeat for the player rather than victory.
Figure 5 shows a potential training mode that may be entered through screen 404. The player is offered the choice to enter one of four training modes in screen display 510 where the player may select skirmish, fortress, bullseye, or hammer. If the player selects bullseye they are taken through a set of screens 520, 521, 522, 523. If they select hammer they are taken through the set of screens 530 to 533, if they select fortress they are taken through the set of screens 542, 545 or if the player selects skirmish they are taken through the set of screens 550 to 554. Each of these training modes allows the player to update and improve the game statistics of a character in a one-player mode.

Claims

Claims :
1. Game apparatus comprising: at least one updateable game piece, comprising an input mechanism, an output mechanism, and a memory for storing game piece data; a game controller comprising an input mechanism adapted to receive the game piece data from the output mechanism of the updateable game piece, and an output mechanism; and a processor for processing the game piece data with at least one game rule such that, in at least some instances, the processing results in new game piece data, and the output mechanism of the game controller adapted to output the new game piece data to the input mechanism of the updateable game piece, whereafter the updateable game piece stores the new game piece data.
2. Game apparatus as claimed in claim 1, wherein the updateable game piece is in the form of a figurine.
3. Game apparatus as claimed in claim 1, wherein the updateable game piece comprises a radio frequency tag having an antenna such that the memory, input and output mechanisms of the updateable game pieces are constituted by the tag.
4. Game apparatus as claimed in any one of claims 1 to 3 wherein the game controller is adapted to receive game piece data from plural updateable game pieces and the processor processes all the game data to determine whether new game piece data should be written to one or more of the updateable game pieces .
5. Game apparatus as claimed in any one of claims 1 to 4 wherein the game controller comprises a player input mechanism for inputting at least one game parameter and that the game controller processing is based on any inputted game parameters .
6. Game apparatus as claimed in any one of claims 1 to 5, wherein the game controller further comprises a display arranged to display game play.
7. Game apparatus as claimed in any one of claims 1 to 6 wherein the game controller has a memory for storing game rules .
8. Game apparatus as claimed in claim 1, wherein the processor forms part of the game controller.
9. Game apparatus as claimed in claim 1 wherein the processor forms part of a base unit adapted to be placed in communication with the game controller.
10. Game apparatus as claimed in claim 9 wherein the base unit is adapted to be placed in communication with a plurality of game controllers.
11. Game apparatus as claimed in claim 1, wherein each at least one updateable game piece and the game controller constitute first player game pieces and a first player game controller respectively, and wherein the first player game controller is adapted to act as a master controller and the apparatus further comprises: at least one second player updateable game piece, and a second player game controller adapted to act as a slave controller and outputs game second player game piece data to the master controller which processes the first and second player game piece data.
12. A method of playing a game comprising: providing at least one updateable game piece; storing game piece data in each updateable game piece; obtaining game piece data from at least one updateable game piece; processing the game piece data with at least one game rule such that in at least some instances the processing results in new game data; and storing any new game data in said updateable game piece.
13. A method of playing a game as claimed in claim
12, comprising providing a plurality of game pieces and wherein obtaining game piece data comprises obtaining game piece data for at least a first and second player and the processing comprises processing the game piece data of both the first and second players.
14. A method of playing a game as claimed in claim
13 , comprising receiving at least one game parameter input by at least one of the first and second players and the processing is based on inputted game parameters.
15. An updateable game piece comprising: a memory for storing game piece data; output mechanism operable to output game data from the memory to a game controller; and input mechanism operable to receive new game piece data from the game controller and store it in the memory.
16. A game controller comprising: an input mechanism for receiving game piece data from at least one game piece; a processor for processing the game piece data with at least one game rule such that in at least some instances of processing, the processing results in new game piece data; and an output mechanism for outputting new game piece data to a game piece .
17. A game controller as claimed in claim 16, further adapted to communicate with a second game controller and obtain second game piece data from the second game controller, the processor being arranged to additionally process the second game piece data with the at least one game rule such that in at least some instances of processing, the processing results in new second game piece data which is output to the second game controller.
PCT/AU2007/000161 2006-02-16 2007-02-15 Game apparatus WO2007093003A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU2006900772 2006-02-16
AU2006900772A AU2006900772A0 (en) 2006-02-16 Game apparatus

Publications (1)

Publication Number Publication Date
WO2007093003A1 true WO2007093003A1 (en) 2007-08-23

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Application Number Title Priority Date Filing Date
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Country Link
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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040214642A1 (en) * 2001-11-14 2004-10-28 4Kids Entertainment Licensing, Inc. Object recognition toys and games
US6967566B2 (en) * 2002-04-05 2005-11-22 Creative Kingdoms, Llc Live-action interactive adventure game

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040214642A1 (en) * 2001-11-14 2004-10-28 4Kids Entertainment Licensing, Inc. Object recognition toys and games
US6967566B2 (en) * 2002-04-05 2005-11-22 Creative Kingdoms, Llc Live-action interactive adventure game

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