GB2248786A - Display for a game - Google Patents
Display for a game Download PDFInfo
- Publication number
- GB2248786A GB2248786A GB9022852A GB9022852A GB2248786A GB 2248786 A GB2248786 A GB 2248786A GB 9022852 A GB9022852 A GB 9022852A GB 9022852 A GB9022852 A GB 9022852A GB 2248786 A GB2248786 A GB 2248786A
- Authority
- GB
- United Kingdom
- Prior art keywords
- score display
- display according
- player
- score
- cell
- Prior art date
- Legal status (The legal status 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 status listed.)
- Granted
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F11/00—Game accessories of general use
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/06—Patience; Other games for self-amusement
- A63F9/0613—Puzzles or games based on the use of optical filters or elements, e.g. coloured filters, polaroid filters, transparent sheets with opaque parts
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F2003/00996—Board games available as video games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/64—Miscellaneous game characteristics used for radio or television, e.g. television shows; used in front of an audience
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Illuminated Signs And Luminous Advertising (AREA)
Abstract
A score display consists of a pyramidical array 10 of cubic cells 12. Each cell 16 has a way point 16 at its centre and one at each corner (at least). The way points 16 are interconnected by interconnections 18 and the whole structure defines a large number of routes between a starting point at the base of the pyramid and the target region at the apex. The display may be implemented as a three-dimensional structure or it may be displayed in two-dimensional form on a screen. <IMAGE>
Description
DISPLAY FOR A GAME
This invention relates to a display for a game and in particular but not exclusively to a score display for a game in which players compete by answering set questions or completing set tasks. The invention has particular application to broadcast computing - i.e. T.V. games shows but may be used in other applications as well, for example in computer or video games, etc.
In T.V. quiz shows it is known to provide a scoreboard having a two-dimensional array of "places" which a player can "take" by answering a question correctly. In one such scoreboard two players start at opposite sides and try to create an unbroken chain of places across the board. The first to do so wins the game. This arrangement allows limited freedom for each player to "block" or spoil the other's progress. This type of scoreboard is limited to two players or teams and allows only the players a very restricted number of manoeuvres.
Accordingly, it is an aim of this invention to provide a display which mitigates at least some of the disadvantages of known scoreboards and allows the scoring aspect of the game to be more exciting.
In one aspect, this invention provides a score display for a game for two or more competing players, the display comprising a three-dimensional array of interconnected cells, each cell including a plurality of way points interconnected to define a plurality of routes around or through the cell, the display including a starting region and a target region, and means for indicating the progress of the players through the array.
It will be understood that a player may pit his skill against a computer in which case the computer is treated as a player.
The display may be realised in real three-dimensional form wherein the cells, way points and interconnections are structural or light or laser beams. It is preferred, however, for the display to be presented using computer graphics techniques on a video screen. In this case, of course the screen will display a three-dimensional array, albeit in two-dimensional form. Likewise, in this case the cells, way points and interconnections will be notional rather than structural and these and related terms should be construed accordingly.
Preferably, the display includes means to indicate the route taken by a player from the starting region. For example, the colour or intensity of the interconnections may be modified.
Preferably, the display includes a single target region which is common four all players.
The three-dimensional array preferably includes a series of parallel tiers stacked one on the other and diminishing in size from a base plane, which defines the starting region, to an apex region which defines the target region. The tiered array is preferably a square-based pyramid.
Where players compete by answering questions, the degree of difficulty of the questions or tasks preferably increases progressively in tiers towards the apex region.
Each cell is preferably of regular form, for example cubic, and the way points and their interconnections are preferably selected so that a player is usually faced with several options for traversing the cell. The various options preferably include different numbers of way points so that the number of "moves" to traverse the cube vary.
Preferably the option selected by the player adjusts the degree of difficulty of the questions or tasks so that the player is set a more difficult question or task if he selects an easy option. For example, the "corner" way points may each be interconnected with a central way point within the cell, so that the routes with the minimum number of moves extend diagonally across the cell. In this case each of the corner way points is preferably visually identifiable, by colour, shape or other suitable characteristic.
The degree of difficulty can be adjusted either by making the inherent difficulty of the question or task greater or less or by adjusting the time available for answering or completing.
It is preferred for a player to be able to block or otherwise inhibit the progress of one of the other players.
For example, on correctly answering a question and having made a move a player may be set one or more bonus questions which, if answered correctly, allow him to block or otherwise disrupt the interconnections between two way points. Thus, the display preferably includes means operable for indicating that an interconnection has been "blocked". For example, the interconnections may usually be shown by a line or light beam between two way points and a blocked interconnection may be indicated by removing the line or light beam, changing its colour, or making it flash.
The location of the way points in a cell is preferably asymmetric so that, when the blocking feature is present, a blocking manoeuvre has an enhanced effect.
The invention extends to a display as defined above when implemented by a computer graphics system. In this case the system is preferably operable to rotate the angle and elevation of the viewpoint from which the display is viewed when presented on the screen. In addition, the system is also preferably operable to present the view that would be seen from a particular way point. Also, the system may present the view that would be seen travelling along one of the routes plotted by a player.
The graphics system may also include route-planning means operable to calculate and display to a player a preferred or optimum route towards the target region, and, optionally, implement that route. Likewise, the system may calculate and display to a player a preferred or optimum blocking move.
Whilst the invention has been defined above it is to be understood that it includes any inventive combination of the features set out above or in the following description.
The invention may be performed in various ways and an embodiment thereof will now be described with reference to the following drawings, in which:
Figure 1 is a perspective view of a four tiered score display in accordance with the invention;
Figure 2 is a perspective view of one cell making up the display of Figure 1;
Figure 3 is a view of a single cell showing how each way point is associated with a question from a particular category;
Figures 4(a) to (d) are views of the lower plane of lowermost, second, third and uppermost tier, showing the distribution of categories of questions in one example, and
Figure 5 is a perspective view of a cell partly traversed by one player and partly blocked by another.
Referring to the Figures, the display comprises a square-based pyramidical array 10 of identical cubic cells 12. In this example the display consists of four tiers 14 containing 9x9, 7x7, 5x5,3x3 and 1x1 cells. Each cell 12 includes a series of way points 16 or nodes and each way point 16 is connected to at least one other way point by interconnections 18. The display may be realised in either hardware or presented on a screen using suitable graphics techniques. In the hardware version the interconnections are made up of light guide sections and each way point or node has a light valve or optical switch or filter for controlling or modulating the light transmitted from a given incoming interconnection and a given outgoing one.
The hardware display is configured so that all the interconnections of the cell are illuminated with a low level neutral illumination to outline the basic structure of the array. All the interconnections are effectively individually addressible by appropriate control at the way points so that a light beam of a colour representing a particular player can be launched into the structure at a way point representing his starting point and then propagate along the interconnections selected by the player up to and including his present way point. Likewise the tracks defined by the other players may be illuminated in distinguishable colours by appropriate control of the optical switches or other modulators present at each node.
Likewise, selected interconnections may be blocked by a player seeking to spoil a competing player's route. Thus the optical switches or modulators are operable to turn off the low level neutral illumination of a selected interconnection to indicate that the interconnection is blocked. In another arrangement, the illumination of a particular interconnection can be made intermittent to indicate blocking.
In the version implemented by computer graphics, the system presents a two-dimensional representation of the illustrated structure on a screen using existing techniques and the progress of a player through the display and blocking moves are represented in analogous manner as in the hardware version. The graphics version however is also programmed to allow the structure to be viewed from any angle or position to allow the players to select their best move. Also, the graphics version can be operated to "zoom" along a player's path. In addition, the system can be operated in another mode so that the system calculates a preferred or optimum route for a player towards a given objective. In a similar mode the computer can calculate a preferred or optimum blocking move which provides maximum disruption to the progress of the other player or players.
In one application, the score display is used to indicate the scores of four competing players and to form an integral part of the game. The players are set questions or tasks and a successful response allows a player to move from a starting point anywhere on a given side of the base of the display towards the summit or apex of the array. The first to reach the apex is the winner. The questions or tasks are categorised in different levels of difficulty, either in terms of the nature of the task or questions itself, or in terms of the time set for reply.
Figures 3 and 4(a) to (d), show possible distributions of category of questions with each different symbol representing a different category of question. In Figure 3 the corner way points each have a different colour or symbol from the remaining way points, and belong to different question categories, whilst the intervening way points all belong to a common category.
Figure 4(a) to (d) show the corner way points at various horizontal planes through the display (for clarity, the intervening ones are not shown), and illustrate one particular distribution although many others may be used.
At each turn, each player is given a possible maximum of three questions. A successful response to the first question enables the player to move from one way point to an adjacent way point via an interconnection. The player may select which move he takes or the computer may automatically select the best move. The next two "bonus" questions, which are set if the player answers the previous question correctly, allow the player to make one or two blocking or "path breaker" moves depending on whether the player gets one or both correct.
To make a path breaker or blocking move the player identifies with a cursor a particular strategic interconnection for one of the other players and breaks it.
The computer may advise a player of an optimum path breaker move. Figure 5 shows a cell where an opponent has broken a pathway in the cell occupied by a player.
The level of difficulty of the questions depends on the route chosen by a player. For example, the quickest route through a cell is to traverse it diagonally. Thus, for diagonal moves the questions are made more difficult.
Likewise, as the players progress upwardly through the display, the time set for each answer is shortened.
The structure has a transparent quality so that the tracks of all the players can be seen at any time.
In use, particularly when used as a scoreboard for a
T.V. show, the computer graphics system may fill in surrounding scenery around the display. For example, the display may be shown sited on a plain with mountainous horizons and a skyscape consisting of a sun and a timelapse film of clouds, the sun and the clouds casting shadows on the display and the plain.
Claims (17)
1. A score display for a game for two or more competing players, the display comprising a three-dimensional array of interconnected cells, each cell including a plurality of way points interconnected to define a plurality of routes around or through the cell, the display including a starting region and a target region and means for indicating the progress of the players through the array.
2. A score display according to Claim 1, wherein said display is in three-dimensional form.
3. A score display according to Claim 2, wherein said cells, way points and interconnections are structural items or beams of radiation.
4. A score display according to Claim 1, wherein said display is presented on a two-dimensional display screen.
5. A score display according to any preceding Claim, including means for indicating the route taken by a player from the starting region.
6. A score display according to Claim 5, wherein said indicating means includes means for modifying the colour or intensity of said interconnections.
7. A score display according to any preceding Claim, wherein said starting region includes a plurality of start points or edges from which a player may start.
8. A score display according to any preceding Claim, wherein the display includes a common target region for all the players.
9. A score display according to any preceding Claim, wherein the array comprises a series of parallel tiers stacked one on top of the other and diminishing from a base plane, which defines said starting region, to an apex region which defines the target region.
10. A score display according to Claim 9, wherein said tiered array is a square-based pyramid.
11. A score display according to any preceding Claim, wherein each cell is of generally cubic form.
12. A score display according to Claim 11, wherein each cell includes at least a way point at its centre and one at each corner.
13. A score display according to any preceding Claim, including means for indicating that an interconnection between two given way points is blocked or inaccessible to a player.
14. A score display according to any preceding Claim when implemented by a computer graphics system.
15. A score display according to Claim 14, wherein said computer graphics system is operable to rotate the angle and elevation of the view point from which the display is viewed.
16. A score display according to Claim 14 or 15, wherein the computer graphics system includes route-planning means for calculating and displaying to a player a preferred or optimum route toward the target region.
17. A score display substantially as hereinbefore described with reference to and as illustrated in any of the accompanying drawings.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB9022852A GB2248786B (en) | 1990-10-19 | 1990-10-19 | Display for a game |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB9022852A GB2248786B (en) | 1990-10-19 | 1990-10-19 | Display for a game |
Publications (3)
| Publication Number | Publication Date |
|---|---|
| GB9022852D0 GB9022852D0 (en) | 1990-12-05 |
| GB2248786A true GB2248786A (en) | 1992-04-22 |
| GB2248786B GB2248786B (en) | 1994-09-21 |
Family
ID=10684072
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB9022852A Expired - Fee Related GB2248786B (en) | 1990-10-19 | 1990-10-19 | Display for a game |
Country Status (1)
| Country | Link |
|---|---|
| GB (1) | GB2248786B (en) |
Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2183359A (en) * | 1985-08-19 | 1987-06-03 | Philips Electronic Associated | Acousto-optic modulator |
| GB2198492A (en) * | 1986-09-19 | 1988-06-15 | H & M Machinery Limited | Drive transmission for a machine tool including a planetary gearing |
Family Cites Families (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2183492A (en) * | 1985-11-28 | 1987-06-10 | Wing Yip Plastic Ware Manufact | Three dimensional line building game |
| GB2198359B (en) * | 1986-10-21 | 1990-09-19 | Norfolk Village Studio Games L | Game |
-
1990
- 1990-10-19 GB GB9022852A patent/GB2248786B/en not_active Expired - Fee Related
Patent Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2183359A (en) * | 1985-08-19 | 1987-06-03 | Philips Electronic Associated | Acousto-optic modulator |
| GB2198492A (en) * | 1986-09-19 | 1988-06-15 | H & M Machinery Limited | Drive transmission for a machine tool including a planetary gearing |
Also Published As
| Publication number | Publication date |
|---|---|
| GB9022852D0 (en) | 1990-12-05 |
| GB2248786B (en) | 1994-09-21 |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| PCNP | Patent ceased through non-payment of renewal fee |
Effective date: 19961019 |