WO2011105983A1 - Online beer pong game - Google Patents

Online beer pong game Download PDF

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Publication number
WO2011105983A1
WO2011105983A1 PCT/US2010/000533 US2010000533W WO2011105983A1 WO 2011105983 A1 WO2011105983 A1 WO 2011105983A1 US 2010000533 W US2010000533 W US 2010000533W WO 2011105983 A1 WO2011105983 A1 WO 2011105983A1
Authority
WO
WIPO (PCT)
Prior art keywords
beer pong
remote
online
local
ball
Prior art date
Application number
PCT/US2010/000533
Other languages
French (fr)
Inventor
Eric Carnevale
Original Assignee
Eric Carnevale
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
Application filed by Eric Carnevale filed Critical Eric Carnevale
Priority to PCT/US2010/000533 priority Critical patent/WO2011105983A1/en
Publication of WO2011105983A1 publication Critical patent/WO2011105983A1/en

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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
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/0017Indoor games using small moving playing bodies, e.g. balls, discs or blocks played on a table by two players from opposite sides of the table
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/002Games using balls, not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/06Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles
    • A63B67/066Ring or disc tossing games, e.g. quoits; Throwing or tossing games, e.g. using balls; Games for manually rolling balls, e.g. marbles using balls on a horizontal playing ground, e.g. petanque
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/02Miscellaneous game characteristics having an effect on the human senses
    • A63F2250/022Miscellaneous game characteristics having an effect on the human senses with edible parts
    • A63F2250/024Miscellaneous game characteristics having an effect on the human senses with edible parts drinkable
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1043Features 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 input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features 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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/53Features 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 details of game servers details of basic data processing
    • A63F2300/532Features 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 details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/57Features 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 details of game servers details of game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/57Features 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 details of game servers details of game services offered to the player
    • A63F2300/577Features 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 details of game servers details of game services offered to the player for watching a game played by other players
    • 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
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/0058Indoor games using small moving playing bodies, e.g. balls, discs or blocks electric

Definitions

  • the present invention relates to online games, and more particularly to an online beer pong game to permit players in different locations to play beer pong over the Internet.
  • Beer-Pong is a drinking game that is a popular party game, particularly among young people, such as college students.
  • the game comprises two teams of two people each.
  • the game is played on a conventional ping-pong table, or a table similar in dimensions to a ping-pong table, but without the net across the center of the table.
  • the teams have a group of drinking cups, e.g., 16-ounce cups, arranged in a close fitting triangular pattern, similar to racked billiard balls, placed centrally at opposite ends of the table.
  • the cups are filled, or half-filled, with a beverage, typically beer, although malt liquor or other alcoholic or nonalcoholic beverages may be substituted therefor.
  • the purpose of the game is for each team to take turns trying to eliminate the other team's cups by throwing or bouncing ping-pong balls into the cups. Any cup that a ping-pong ball falls into will be taken out of play, and a member of the team whose cup was eliminated must drink the beer or other beverage contained in the cup. Depending upon the number of cups remaining, the cups may be rearranged into a diamond configuration or other configuration as cups are eliminated. The objective is to eliminate the opposing team's cups first, and the victor is the team that does so.
  • the online beer pong game includes beer pong playing tables digitally connected to user computers connected to the Internet and mediated by a web server, thereby facilitating the playing of a beer pong game online.
  • the tables are connected to the computers by digital cables.
  • Each playing table has cup placement areas arranged in 4, 3, 2, 1 order on each longitudinal end beginning approximately one-half inch inside of a peripheral table edge.
  • LED illuminated relay rings are concentrically arranged around the placement areas.
  • the relay ring on a local table illuminates or flashes when a ball is successfully tossed into a corresponding cup on a remote player's table.
  • Relay ring data is digitally transmitted from the remote table to the local table.
  • Local and remote web cameras in combination with wide screen monitors, allow both playing sides to see each other in real-time during the beer pong playing session.
  • Fig. 1A is an environmental, perspective view of an apparatus for playing the online beer pong game according to the present invention.
  • Fig. I B is an environmental, perspective view of an alternative embodiment of an apparatus for playing the online beer pong game according to the present invention.
  • Fig. 2 is a partial perspective view of the apparatus of Fig. 1 , showing details of the LED ring lights.
  • Fig. 3 is a partial perspective view of the apparatus of Fig. 1 , showing details of the indicator and special beer mug.
  • Fig. 4 is block diagram of a network environment for playing the online beer pong game according to the present invention.
  • the online beer pong game has playing stations 10 that include a beer pong playing table 13a having a variety of digital enhancements that facilitate online playing mediated by a web server 105.
  • Each table 13a is supported by four legs 12.
  • the tables 13a are connected by digital cables 22 to computers 120, which are linked to the Internet 102.
  • the playing table 13a has cup placement areas 14 arranged in 4, 3, 2, 1 order on each longitudinal end beginning approximately one-half inch inside of a peripheral table edge.
  • An initial game state comprises empty cups disposed on the cup placement areas at a table end distal from a user standing at a table edge away from the monitor 18 and camera 20, and liquid full cups disposed on the cup placement areas at a table end proximate the user.
  • LED, electroluminescent cable, lamps, or other type of electronically illuminated relay rings 225 are concentrically arranged around the cup placement areas 14.
  • the illuminated relay rings 225 have mechanical or semiconductor "relay" switches that close to apply electrical power to the LEDs or other type of illumination means, thereby illuminating the ring 225 when a ball is tossed in an associated cup placement area 14.
  • the relay ring 225 on a local table will also illuminate or flash when a ball is successfully tossed into a corresponding cup 16 on the table 13a of a remote player.
  • the data from relay ring 225 is digitally transmitted from the remote table to the local table by computer connections 22 and Internet connectivity of local and remote computers 120.
  • Table size is approximately eight ft long, two ft wide, and twenty-seven inches tall, which is a preferred standard beer pong table size.
  • a plurality of cup-receiving recesses 140 is disposed along each of a pair of opposing lateral sides of the playing table 13a.
  • a pressure sensitive digital pad 13b is disposed on the top surface of table 13a and digitally transmits via cable 22 pressure data indicating when a ball has hit a cup, entered a cup, and related beer pong table parameters.
  • the digital transmission cable 22 may extend from the beer pong table 13a and have a remote end compatible with a digital input receptacle of the computer 120 for transmitting local beer pong playing parameters and receiving remote beer pong playing parameters to and from computer 120 via Internet 102.
  • the table 13a may have a wireless transceiver for transmitting and receiving the beer pong playing parameters to and from computer 120.
  • the wide screen monitor 18 having built-in web camera 20 extends upward from one longitudinal end of table 13a.
  • the local and remote web cameras 20 allow both playing sides to see each other in realtime during the beer pong playing session.
  • An illuminated motion indicator strip 33a is disposed laterally across the table 13a proximate the cup placement areas 14.
  • the motion indicator strip 33a senses motion of the ball and, by selective illumination, displays the ball approach angle to the region of cup placement areas 14.
  • the digital sensor data from motion indicator strip 33a is sent via computer 120 over Internet 102 to remote computer 120 and corresponding remote motion indicator strip 33a on remote table 13a, which mirrors the illumination pattern on the local motion indicator strip, thereby giving a defensive player sufficient information to take appropriate defensive action.
  • left and right slap sticks 1 1 are removably attached to table 13a via slap stick holders or boom arms 82 proximate a longitudinal end of table 13a distal from the wide screen 18 end.
  • a beer pong player uses the slap sticks 1 1 or otherwise gesticulates to deflect a ball that has crossed over the motion indicator strip 33a away from a cup the ball may be headed for as indicated by the motion indicator strip 33a. If the motion indicator strip 33a signals that the ball is heading to the right lateral side of the area of cup placement areas 14, then a defensive player must use the slap stick 1 1 that is attached to the right lateral side of table 13a.
  • the motion indicator strip 33a signals that the ball is heading to the left lateral side of the area of cup placement areas 14, then a defensive player must use the slap stick 11 that is attached to the left lateral side of table 13a. If the motion indicator strip 33a signals that the ball is heading straight down the middle to the area of cup placement areas 14, then a defensive player may use either right or left side disposed slap stick 11 to attempt to deflect the ball from a cup 16. It should be understood that the deflection is a virtual deflection, as the actual ball is being tossed remotely by the defensive player's opponent on his/her remote beer pong table 13a.
  • a slap stick motion sensor 33b is disposed within the widescreen monitor 18 and utilizes a software component in operable communication with local and remote computer systems 120 to determine whether the virtual ball deflection was successful or not. Whenever the software determines that a virtual ball deflection is successful, the software nullifies the effect of the related physical ball traveling into a cup 16 on the opponent's table. To assist in uninterrupted game play, flexible ball holders 999 may be attachable to sides of table 13a.
  • an electronically equipped, wireless USB beer mug 360 is used in conjunction with a complementary illuminated ring 362 disposed on the side of the table 13a in concentric arrangement with one of the side placement areas 140.
  • Side placement areas 140 and illuminated rings 362 have sound pick ups so that when the ball hits the middle of the table, the motion strip picks up which side of the table the ball is headed towards, thereby indicating which of the slap sticks should be actuated.
  • the illuminated ring 362 lights up when the beer mug 360 is off the table 13a.
  • Placement area 140 has green ring lights that flash on the opposite side of the table to aim the ball in the specific hole for a "straight win".
  • the software is designed to light up a corner of the LCD screen 18 to inform the user that he/she can throw the ball for a "straight win".
  • the offensive player may throw the ball at the illuminated ring surrounding the side placement area 140. If the offensive player is successful in sinking the ball in the illuminated side placement area 140, the corresponding side placement area 140 illuminates on the defensive player's table 13a and the wireless beer mug 360 concurrently illuminates via wireless illumination module 361. Occurrence of this condition represents a "straight win” and the defensive player holding the illuminated beer mug 360 must consume the beer (or other hopefully potable liquid contents) in the mug 360. The "straight win” ends the game for the defensive player caught in the aforementioned predicament.
  • the USB beer mug 360 rests on the table 13a.
  • the software program triggers an indicator, which notifies the other player to wait for the LCD screen 18 to flash a light in the corner of the screen. Only then can the player aim the ball and throw it at the ring light on the other side of the table. If the ring light is struck dead center then the ring light will illuminate. At that time the beer mug 360 will also illuminate. Only two flashes per game will be shown unless a cup is returned to a ring light, which will restart the computer software when the mug 360 is again removed from the table.
  • the server 105 can make the Beer Pong game Rules available for player review.
  • a vertically extending pole 27 is provided upon which only the webcam 20 is attached without the big screen monitor 18, as shown in Fig. IB (remote and local participants can view each other on their respective laptop computer screens).
  • Pressure pad 13b is on the table 13a to detect when a certain portion of the table 13a is hit by a ball.
  • the system 10 provides the capability of worldwide beer pong.
  • the local user stands near the longitudinal end of the beer pong table 10 retaining the slap sticks 1 1.
  • the digital pressure pad 13b is disposed on the table 10.
  • the longitudinal end distal from the local user has ten cups disposed on cup placement areas 14 of pad 13b, as does the longitudinal end proximal to the local user.
  • the beer pong rules are typical and may or may not include rearrangement of the cups during play.
  • the ring lights 225 disposed around the 10 cups across from the local user signal corresponding ring lights 225 proximate a remote user on a remote table 10.
  • the local user's proximal ten cups are Filled with beer.
  • the distal cups are empty. There is a webcam and/or a display screen across from the local user.
  • the LED ring 225 around it lights up and sends a digital trigger through the Internet and lights up the corresponding LED ring 225 (which is proximal to the remote user) on the remote table and the remote user will have to drink from the cup in the placement area 14 that the corresponding LED ring 225 surrounds.
  • the local and remote players may be next door neighbors or across the country, or in different countries.
  • the screens 18 or webcam 20 allow local and remote users to watch each other throw the ball as if they were in the same room.
  • Local and remote users can watch each other's reactions while playing, i.e., when the remote user throws his beer pong ball, the local user can watch the activity through the Internet connection, and local user's proximal LED ring 225 lights up if the remote user's toss was successful. When this occurs the local user has to drink from the corresponding cup.
  • the operational software is packaged with the pressure pad 13b when the system 10 is purchased. Alternatively, the software may be made available to authorized users as a download from server 105. Once loaded into the computer 120, the software provides required system functionality that allows worldwide online beer pong play.
  • the operational software directs users to a website maintained and delivered via server 105.
  • the server 105 has sufficient mass storage 1 10 for detailed game record keeping. The server 105 records every time a user plays the online beer pong game and also records game statistics, such as who won, time of game, number of wins for each player, and the like.
  • the website can establish rules whereby if a beer pong challenge is won by a player/team more than five times, it will allow that player/team to advance to a different state, city, or college campus to play other beer pong player/teams.
  • the website managed by web server 105 can charge a user's fee whenever users of the system 10 access the Internet 102 to play the online beer pong game. Alternatively, the server 105 can charge a one-time or periodic member's fee to users of the system 10.
  • the website managed by server 105 provides a chatroom, which allows users around the world to discuss online beer pong game information, events, shows, or discuss past, present, or future online beer pong challenges.
  • the server 105 provides an interface that allows users to create a beer pong challenge, which includes a play appointment time.
  • Such features as the aforementioned online beer pong challenge appointment setup require valid and verified user logon with a valid membership ID in order to reserve an online room for mutual webcam activation'of the opposing teams at the designated start time of the scheduled online beer pong game.
  • the server 105 maintains records of scheduled online beer pong games and whoever wins such a game is recorded in the database 1 10 along with the winning score information.
  • the chatroom managed by the web site server 105 game participants are encouraged to engage in discussions about the game, e.g., who the best teams are, who the worst teams are, and the like.
  • Other records that may be kept in the database 1 10 by the server 105 are records concerning the quantity of beers drank by the participants at the end of the online beer pong game, and the like.
  • the website, managed and made available via server 105 will also have T-shirts, stickers, hats, hoodies, and other miscellaneous promotional items available for online purchase. Details of an exemplary gaming website method that could be used for implementation of the inventive online beer pong system 10 are included in U.S. Patent Publication 20070123347, published on May 31, 2007, which is incorporated by reference in its entirety herein.
  • exemplary applications include score keeping, web services, chatroom, game room, and account management for registered users of the system 10.
  • the exemplary applications may run on a single computer, or in a distributed processing environment, or the like.
  • the software of the online beer pong system 10 may be programmed using any of a plurality of web programming languages, including, but not limited to, Java®, JavaScript®, C++, Perl, or the like.

Abstract

The online beer pong system (10) includes beer pong playing tables (13a) digitally connected to user computers (120) connected to the Internet (102) and mediated by a web server (105), thereby facilitating playing a beer pong game online. User tables (13a) are connected to the computers (120) via digital cables (22). Each playing table (13a) has cup placement areas (14) arranged in (4, 3, 2, 1) order on each longitudinal end beginning approximately one-half inch inside of a peripheral table edge. LED illuminated relay rings (225) are concentrically arranged around the placement areas (14). The relay ring (225) on a local table illuminates or flashes when a ball is successfully tossed into a corresponding cup (16) on a remote player's table (13a). Relay ring data is digitally transmitted from the remote table to the local table. Local and remote web cameras (20) in combination with wide screen monitors (18) allow both playing sides to see each other during the beer pong playing session.

Description

ONLINE BEER PONG GAME
TECHNICAL FIELD
The present invention relates to online games, and more particularly to an online beer pong game to permit players in different locations to play beer pong over the Internet. BACKGROUND ART
Beer-Pong, or Beirut, is a drinking game that is a popular party game, particularly among young people, such as college students. Although there are many local variations in the rules of the game, typically the game comprises two teams of two people each. The game is played on a conventional ping-pong table, or a table similar in dimensions to a ping-pong table, but without the net across the center of the table. The teams have a group of drinking cups, e.g., 16-ounce cups, arranged in a close fitting triangular pattern, similar to racked billiard balls, placed centrally at opposite ends of the table. The cups are filled, or half-filled, with a beverage, typically beer, although malt liquor or other alcoholic or nonalcoholic beverages may be substituted therefor.
The purpose of the game is for each team to take turns trying to eliminate the other team's cups by throwing or bouncing ping-pong balls into the cups. Any cup that a ping-pong ball falls into will be taken out of play, and a member of the team whose cup was eliminated must drink the beer or other beverage contained in the cup. Depending upon the number of cups remaining, the cups may be rearranged into a diamond configuration or other configuration as cups are eliminated. The objective is to eliminate the opposing team's cups first, and the victor is the team that does so.
Playing the game in certain settings may be ill advised due to the lack of availability of a designated driver to ferry the participants home. Consequently, there is a need for a system that enables the capability of playing a game of Beer-Pong or Beirut in one's domicile with other similarly situated participants throughout the world.
Thus, an online beer pong game solving the aforementioned problems is desired.
DISCLOSURE OF INVENTION
The online beer pong game includes beer pong playing tables digitally connected to user computers connected to the Internet and mediated by a web server, thereby facilitating the playing of a beer pong game online. The tables are connected to the computers by digital cables. Each playing table has cup placement areas arranged in 4, 3, 2, 1 order on each longitudinal end beginning approximately one-half inch inside of a peripheral table edge. LED illuminated relay rings are concentrically arranged around the placement areas. The relay ring on a local table illuminates or flashes when a ball is successfully tossed into a corresponding cup on a remote player's table. Relay ring data is digitally transmitted from the remote table to the local table. Local and remote web cameras, in combination with wide screen monitors, allow both playing sides to see each other in real-time during the beer pong playing session.
These and other features of the present invention will become readily apparent upon further review of the following specification and drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1A is an environmental, perspective view of an apparatus for playing the online beer pong game according to the present invention.
Fig. I B is an environmental, perspective view of an alternative embodiment of an apparatus for playing the online beer pong game according to the present invention.
Fig. 2 is a partial perspective view of the apparatus of Fig. 1 , showing details of the LED ring lights.
Fig. 3 is a partial perspective view of the apparatus of Fig. 1 , showing details of the indicator and special beer mug.
Fig. 4 is block diagram of a network environment for playing the online beer pong game according to the present invention.
Similar reference characters denote corresponding features consistently throughout the attached drawings.
BEST MODES FOR CARRYING OUT THE INVENTION
As shown in Figs 1A, IB, and 4, the online beer pong game has playing stations 10 that include a beer pong playing table 13a having a variety of digital enhancements that facilitate online playing mediated by a web server 105. Each table 13a is supported by four legs 12. The tables 13a are connected by digital cables 22 to computers 120, which are linked to the Internet 102. The playing table 13a has cup placement areas 14 arranged in 4, 3, 2, 1 order on each longitudinal end beginning approximately one-half inch inside of a peripheral table edge. An initial game state comprises empty cups disposed on the cup placement areas at a table end distal from a user standing at a table edge away from the monitor 18 and camera 20, and liquid full cups disposed on the cup placement areas at a table end proximate the user.
LED, electroluminescent cable, lamps, or other type of electronically illuminated relay rings 225 are concentrically arranged around the cup placement areas 14. The illuminated relay rings 225 have mechanical or semiconductor "relay" switches that close to apply electrical power to the LEDs or other type of illumination means, thereby illuminating the ring 225 when a ball is tossed in an associated cup placement area 14. The relay ring 225 on a local table will also illuminate or flash when a ball is successfully tossed into a corresponding cup 16 on the table 13a of a remote player. The data from relay ring 225 is digitally transmitted from the remote table to the local table by computer connections 22 and Internet connectivity of local and remote computers 120.
Table size is approximately eight ft long, two ft wide, and twenty-seven inches tall, which is a preferred standard beer pong table size. A plurality of cup-receiving recesses 140 is disposed along each of a pair of opposing lateral sides of the playing table 13a. A pressure sensitive digital pad 13b is disposed on the top surface of table 13a and digitally transmits via cable 22 pressure data indicating when a ball has hit a cup, entered a cup, and related beer pong table parameters. The digital transmission cable 22 may extend from the beer pong table 13a and have a remote end compatible with a digital input receptacle of the computer 120 for transmitting local beer pong playing parameters and receiving remote beer pong playing parameters to and from computer 120 via Internet 102.
Alternatively, the table 13a may have a wireless transceiver for transmitting and receiving the beer pong playing parameters to and from computer 120. The wide screen monitor 18 having built-in web camera 20 extends upward from one longitudinal end of table 13a. The local and remote web cameras 20 allow both playing sides to see each other in realtime during the beer pong playing session.
An illuminated motion indicator strip 33a is disposed laterally across the table 13a proximate the cup placement areas 14. When a ball is tossed, the motion indicator strip 33a senses motion of the ball and, by selective illumination, displays the ball approach angle to the region of cup placement areas 14. The digital sensor data from motion indicator strip 33a is sent via computer 120 over Internet 102 to remote computer 120 and corresponding remote motion indicator strip 33a on remote table 13a, which mirrors the illumination pattern on the local motion indicator strip, thereby giving a defensive player sufficient information to take appropriate defensive action. As shown in Fig. 2, left and right slap sticks 1 1 are removably attached to table 13a via slap stick holders or boom arms 82 proximate a longitudinal end of table 13a distal from the wide screen 18 end. A beer pong player uses the slap sticks 1 1 or otherwise gesticulates to deflect a ball that has crossed over the motion indicator strip 33a away from a cup the ball may be headed for as indicated by the motion indicator strip 33a. If the motion indicator strip 33a signals that the ball is heading to the right lateral side of the area of cup placement areas 14, then a defensive player must use the slap stick 1 1 that is attached to the right lateral side of table 13a.
If the motion indicator strip 33a signals that the ball is heading to the left lateral side of the area of cup placement areas 14, then a defensive player must use the slap stick 11 that is attached to the left lateral side of table 13a. If the motion indicator strip 33a signals that the ball is heading straight down the middle to the area of cup placement areas 14, then a defensive player may use either right or left side disposed slap stick 11 to attempt to deflect the ball from a cup 16. It should be understood that the deflection is a virtual deflection, as the actual ball is being tossed remotely by the defensive player's opponent on his/her remote beer pong table 13a. A slap stick motion sensor 33b is disposed within the widescreen monitor 18 and utilizes a software component in operable communication with local and remote computer systems 120 to determine whether the virtual ball deflection was successful or not. Whenever the software determines that a virtual ball deflection is successful, the software nullifies the effect of the related physical ball traveling into a cup 16 on the opponent's table. To assist in uninterrupted game play, flexible ball holders 999 may be attachable to sides of table 13a.
As shown in Fig. 3, an electronically equipped, wireless USB beer mug 360 is used in conjunction with a complementary illuminated ring 362 disposed on the side of the table 13a in concentric arrangement with one of the side placement areas 140. Side placement areas 140 and illuminated rings 362 have sound pick ups so that when the ball hits the middle of the table, the motion strip picks up which side of the table the ball is headed towards, thereby indicating which of the slap sticks should be actuated. The illuminated ring 362 lights up when the beer mug 360 is off the table 13a. Placement area 140 has green ring lights that flash on the opposite side of the table to aim the ball in the specific hole for a "straight win". The software is designed to light up a corner of the LCD screen 18 to inform the user that he/she can throw the ball for a "straight win". When indicated on wide screen display unit 18, the offensive player may throw the ball at the illuminated ring surrounding the side placement area 140. If the offensive player is successful in sinking the ball in the illuminated side placement area 140, the corresponding side placement area 140 illuminates on the defensive player's table 13a and the wireless beer mug 360 concurrently illuminates via wireless illumination module 361. Occurrence of this condition represents a "straight win" and the defensive player holding the illuminated beer mug 360 must consume the beer (or other hopefully potable liquid contents) in the mug 360. The "straight win" ends the game for the defensive player caught in the aforementioned predicament. The USB beer mug 360 rests on the table 13a. When the player removes the beer mug 360 from the table 13a, the software program triggers an indicator, which notifies the other player to wait for the LCD screen 18 to flash a light in the corner of the screen. Only then can the player aim the ball and throw it at the ring light on the other side of the table. If the ring light is struck dead center then the ring light will illuminate. At that time the beer mug 360 will also illuminate. Only two flashes per game will be shown unless a cup is returned to a ring light, which will restart the computer software when the mug 360 is again removed from the table. For other variants of the beer pong game, the server 105 can make the Beer Pong game Rules available for player review.
While the monitor 18 is available with built-in web camera 20, in order to keep costs down, a vertically extending pole 27 is provided upon which only the webcam 20 is attached without the big screen monitor 18, as shown in Fig. IB (remote and local participants can view each other on their respective laptop computer screens). Pressure pad 13b is on the table 13a to detect when a certain portion of the table 13a is hit by a ball. The system 10 provides the capability of worldwide beer pong.
In use, the local user stands near the longitudinal end of the beer pong table 10 retaining the slap sticks 1 1. The digital pressure pad 13b is disposed on the table 10. The longitudinal end distal from the local user has ten cups disposed on cup placement areas 14 of pad 13b, as does the longitudinal end proximal to the local user. The beer pong rules are typical and may or may not include rearrangement of the cups during play. The ring lights 225 disposed around the 10 cups across from the local user signal corresponding ring lights 225 proximate a remote user on a remote table 10. The local user's proximal ten cups are Filled with beer. The distal cups are empty. There is a webcam and/or a display screen across from the local user. When the local user throws the pong ball on the table 10 and it lands in one of the ten empty cups, the LED ring 225 around it lights up and sends a digital trigger through the Internet and lights up the corresponding LED ring 225 (which is proximal to the remote user) on the remote table and the remote user will have to drink from the cup in the placement area 14 that the corresponding LED ring 225 surrounds. The local and remote players may be next door neighbors or across the country, or in different countries. The screens 18 or webcam 20 allow local and remote users to watch each other throw the ball as if they were in the same room. Local and remote users can watch each other's reactions while playing, i.e., when the remote user throws his beer pong ball, the local user can watch the activity through the Internet connection, and local user's proximal LED ring 225 lights up if the remote user's toss was successful. When this occurs the local user has to drink from the corresponding cup.
The operational software is packaged with the pressure pad 13b when the system 10 is purchased. Alternatively, the software may be made available to authorized users as a download from server 105. Once loaded into the computer 120, the software provides required system functionality that allows worldwide online beer pong play. The operational software directs users to a website maintained and delivered via server 105. The server 105 has sufficient mass storage 1 10 for detailed game record keeping. The server 105 records every time a user plays the online beer pong game and also records game statistics, such as who won, time of game, number of wins for each player, and the like. The website can establish rules whereby if a beer pong challenge is won by a player/team more than five times, it will allow that player/team to advance to a different state, city, or college campus to play other beer pong player/teams. The website managed by web server 105 can charge a user's fee whenever users of the system 10 access the Internet 102 to play the online beer pong game. Alternatively, the server 105 can charge a one-time or periodic member's fee to users of the system 10.
The website managed by server 105 provides a chatroom, which allows users around the world to discuss online beer pong game information, events, shows, or discuss past, present, or future online beer pong challenges. The server 105 provides an interface that allows users to create a beer pong challenge, which includes a play appointment time. Such features as the aforementioned online beer pong challenge appointment setup require valid and verified user logon with a valid membership ID in order to reserve an online room for mutual webcam activation'of the opposing teams at the designated start time of the scheduled online beer pong game. The server 105 maintains records of scheduled online beer pong games and whoever wins such a game is recorded in the database 1 10 along with the winning score information. In the challenge room, i.e., the chatroom managed by the web site server 105, game participants are encouraged to engage in discussions about the game, e.g., who the best teams are, who the worst teams are, and the like. Other records that may be kept in the database 1 10 by the server 105 are records concerning the quantity of beers drank by the participants at the end of the online beer pong game, and the like. The website, managed and made available via server 105, will also have T-shirts, stickers, hats, hoodies, and other miscellaneous promotional items available for online purchase. Details of an exemplary gaming website method that could be used for implementation of the inventive online beer pong system 10 are included in U.S. Patent Publication 20070123347, published on May 31, 2007, which is incorporated by reference in its entirety herein.
As stated above, exemplary applications include score keeping, web services, chatroom, game room, and account management for registered users of the system 10. The exemplary applications may run on a single computer, or in a distributed processing environment, or the like.
The software of the online beer pong system 10 may be programmed using any of a plurality of web programming languages, including, but not limited to, Java®, JavaScript®, C++, Perl, or the like.
It is to be understood that the present invention is not limited to the embodiment described above, but encompasses any and all embodiments within the scope of the following claims.

Claims

1. An apparatus for playing an online beer pong game, comprising:
a beer pong table having longitudinal ends, lateral sides, and cup placement areas arranged in a descending arithmetic progression order on each longitudinal end beginning approximately one-half inch inside of a peripheral table edge;
a digital transceiving cable adapted for attachment to an interface of a user computer;
a pressure sensitive digital pad disposed on the top surface of table, the digital pad being connected to the digital transceiving cable and digitally transmitting, via the cable, pressure data indicating when a ball thrown by a user has hit a cup, entered a cup, and related beer pong table parameters;
illuminated relay rings concentrically arranged around the placement areas, the relay rings having relay switches having a closed position to apply electrical power to thereby illuminate the ring when a ball is tossed in cup disposed on an associated cup placement area; and
a web camera suspended above the table proximate one of the longitudinal table ends, a first the web camera being suspended above a local table and a second the web camera being suspended above a remote table thereby allowing both playing sides to see each other in real-time during a beer pong playing session; and
means for displaying to game participants game activity transmitted by the first and the second of the web camera.
2. The online beer pong apparatus according to claim 1 , wherein an initial game state comprises empty cups disposed on said cup placement areas at a table end distal from said user and liquid full cups disposed on said cup placement areas at a table end proximate said user.
3. The online beer pong apparatus according to claim 1 , further comprising a first illuminated motion indicator strip disposed laterally across the table proximate the cup placement areas, said first motion indicator strip sensing motion of a ball and via selective illumination, displaying the ball approach angle to the region of cup placement areas when said ball is tossed, a corresponding second motion indicator strip on a remote table mirroring the illumination pattern of said first motion indicator strip thereby giving a defensive player sufficient information to take appropriate defensive action.
4. The online beer pong apparatus according to claim 3, further comprising left and right slap sticks removably attached to said table proximate a longitudinal end of said table distal from said web camera end, said user manipulating said slap sticks to virtually deflect a ball away from one of said cups, if said motion indicator strip signals that the ball is heading to a right lateral side of an area of said cup placement areas, then a defensive said user must use said slap stick which is attached to said right lateral side of said table, if said motion indicator strip signals that the ball is heading to a left lateral side of said area of cup placement areas, then said defensive user must use said slap stick which is attached to said left lateral side of said table, and if said motion indicator strip signals that the ball is heading straight down the middle to said area of cup placement areas, then said defensive player may use either said right or said left side disposed slap stick to attempt to deflect said ball from said cup.
5. The online beer pong apparatus according to claim 4, further comprising a slap stick motion sensor attached to said table, said slap stick motion sensor utilizing a software component in operable communication with said local and remote computer systems to determine whether the virtual ball deflection was successful or not.
6. The online beer pong apparatus according to claim 1 , further comprising:
a plurality of side placement areas disposed along each of a pair of opposing lateral sides of the playing table;
an illuminated ring disposed on the side of the table in concentric arrangement with one of the side placement areas;
an electronically equipped, wireless beer mug having a wireless illumination module, said wireless beer mug being used in conjunction with said side cup placement area illuminated ring;
a straight win indicator on said means for displaying, said straight win indicator signaling that the offensive player may throw a ball at said side placement area illuminated ring, wherein if the offensive player is successful in striking said illuminated side placement area, a corresponding side ring of light illuminates on the defensive player's table and said wireless beer mug concurrently illuminates via said wireless illumination module.
7. The online beer pong apparatus according to claim 1 , further comprising means for interconnecting a local first of said online beer pong table to a remote second of said online beer pong table via the Internet.
8. The online beer pong apparatus according to claim 7, further comprising means for establishing an online beer pong game between a user of said local first online beer pong table and a user of said remote second online beer pong table.
9. The online beer pong apparatus according to claim 8, further comprising means for keeping detailed online beer pong game records.
10. The online beer pong apparatus according to claim 9, further comprising means for establishing rules whereby if an online beer pong challenge is won by a player/team more than five times it will allow that player/team to advance to a different state, city, or college campus to play other online beer pong player/teams.
1 1. The online beer pong apparatus according to claim 7, further comprising means for charging a user's fee whenever users of the system access the Internet to play the online beer pong game.
12. The online beer pong apparatus according to claim 7, further comprising means for charging a one-time or periodic member's fee to users of the system.
13. The online beer pong apparatus according to claim 7, further comprising means for providing a chatroom which allows users around the world to discuss online beer pong game information, events, shows, or discuss past, present, or future online beer pong challenges.
14. The online beer pong apparatus according to claim 7, further comprising means for establishing user logon names, membership ID's, and validating and verifying said logon names and membership ID's.
15. The online beer pong apparatus according to claim 7, further comprising means for promoting said online beer pong system.
16. A computer implemented online beer pong method, comprising the steps of: electronically connecting a local beer pong table to a remote beer pong table; displaying to local game participants activity occurring on said remote beer pong table;
displaying to remote game participants activity occurring on said local beer pong table;
sensing on said remote beer pong table when a ball toss on said remote beer pong table lands said ball in a cup on said remote beer pong table;
transmitting sensor data about said cup landing to said local beer pong table; displaying on said local beer pong table cup landing information transmitted by said sensor data from said remote beer pong table; and
wherein the local game participants can play the beer pong game responsive to actions of the remote game participants.
17. The computer implemented online beer pong method according to claim 16, further comprising the steps of:
sensing on said remote beer pong table directional information of said ball toss on said remote beer pong table;
transmitting said directional information of said remote beer pong table ball toss to said local beer pong table; and
displaying on said local beer pong table said directional information of said remote beer pong table ball toss.
18. The computer implemented online beer pong method according to claim 17, further comprising the steps of: sensing gestures made by said local game participants responsive to said directional information, said gestures having the effect of successfully defending against a remote ball toss if said gestures are within parameters determined by said gesture sensing step.
19. A web server facilitating an online beer pong game utilizing a remote beer pong table having remote users and utilizing a local beer pong table having local users, said web server comprising:
means for serving online beer pong game web pages to said remote and local users, said online beer pong game web pages including a user login page, said user login page accepting valid login information provided by said remote and local users;
means for electronically connecting said remote beer pong table to said local beer pong table of said remote and local users whose login information has been accepted by said web server; and
wherein said remote and local users can play said online beer pong game utilizing said remote and local beer pong tables.
PCT/US2010/000533 2010-02-24 2010-02-24 Online beer pong game WO2011105983A1 (en)

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