WO2007096569A1 - Electronic handheld game - Google Patents

Electronic handheld game Download PDF

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Publication number
WO2007096569A1
WO2007096569A1 PCT/GB2006/001269 GB2006001269W WO2007096569A1 WO 2007096569 A1 WO2007096569 A1 WO 2007096569A1 GB 2006001269 W GB2006001269 W GB 2006001269W WO 2007096569 A1 WO2007096569 A1 WO 2007096569A1
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WO
WIPO (PCT)
Prior art keywords
character
points
hand held
sporting
game apparatus
Prior art date
Application number
PCT/GB2006/001269
Other languages
French (fr)
Inventor
Sean Mumbray
Paul Adams
Lee Attfield
Original Assignee
Matchmaster Games Limited
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 Matchmaster Games Limited filed Critical Matchmaster Games Limited
Publication of WO2007096569A1 publication Critical patent/WO2007096569A1/en

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Classifications

    • A63F13/005
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F13/825Fostering virtual characters
    • 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
    • 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
    • A63F2300/204Features 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 the platform being a handheld device
    • 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
    • A63F2300/40Features 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 platform network
    • A63F2300/402Communication between platforms, i.e. physical link to protocol
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/8011Ball
    • 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
    • A63F2300/8058Virtual breeding, e.g. tamagotchi

Abstract

The invention provides a hand held electronic game apparatus for playing an interactive game simulating the development and competing of a sporting character, whereby, in the competitive mode, one or more signals encoding one or more defined attributes of each of the pair of sporting characters are transmitted between the apparatuses, a comparison between the defined attributes is made in the electronic data storage and processing unit of one or both apparatuses and an outcome of the comparison between the defined characteristics is used to determine a winner and a loser, and thereafter a signal encoding the identity of the winner and optionally the loser is sent to the display means of one or both apparatuses.

Description

ELECTRONIC HANDHELD GAME
This invention relates to an electronic handheld game, more specifically an interactive game that allows users to create imaginary sporting characters and to manage their character's daily schedules, health and fitness.
Background of the Invention
Numerous types of handheld electronic games are known. For example, various palm-top games machines, such as electronic pet game machines, have been disclosed and have appeared in the marketplace. Such games typically involve raising and nurturing plants or animals, for example ensuring their wellbeing, that they are well fed, have regular sleeping patterns and the like. Depending on the game player's input commands the plant or animal concerned responds accordingly. For example, US 5,572,646 describes an image displaying apparatus where the displayed character image is modified or moved on the image display apparatus in response to an operation of a particular key. In that example the image is that of a dog that wags its head by selectively operating the up, down, left and right cursor keys on the apparatus' keypad.
Summary of the Invention
The invention provides a handheld electronic game apparatus. The electronic game apparatus described in the present invention allows the user to play an interactive game involving a virtual sporting character, such as a virtual character in the form of a trainee football player. Initially the character has the skills of a trainee football player. The user sets the character's daily routine planner, which determines a character routine for any given day, for example receiving treatments for an injury, training and improving the character's football skills and physical health, arranging meals and co-ordinating the character's sleeping patterns. The apparatus also has an infra-red communication device which allows signals to be sent by an apparatus to, or be received by, another apparatus. In this way, groups of users can play interactive games amongst themselves. Accordingly, in a first aspect, the invention provides a hand held electronic game apparatus for playing an interactive game simulating the development and competing of a sporting character, the apparatus comprising:
(a) a casing containing an electronic data storage and processing unit; (b) a pre-programmed electronic game stored in a computer memory of the electronic data storage and processing unit, wherein said pre-programmed game provides for generating a sporting character and for modifying and developing the sporting character in accordance with a predetermined set of game functions and in accordance with user input commands; (c) an input device for sending commands from a user playing said preprogrammed game and generating input commands;
(d) display means operatively connected to the electronic data storage and processing unit;
(e) the electronic data storage and processing unit comprising a controller for executing said pre-programmed electronic game, wherein the controller, during the execution of said pre-programmed game and responding to user input commands, modifies the character's attributes;
(f) communications means for transmitting communication signals to, and receiving communications from, another said handheld electronic game apparatus, so that a pair of the said apparatuses can used in a competitive mode to simulate a sporting competition between a pair of sporting characters developed within the two apparatuses; whereby, in the competitive mode, one or more signals encoding one or more defined attributes of each of the pair of sporting characters are transmitted between the apparatuses, a comparison between the defined attributes is made in the electronic data storage and processing unit of one or both apparatuses and an outcome of the comparison between the defined attributes is used to determine a winner and a loser, and thereafter a signal encoding the identity of the winner and optionally the loser is sent to the display means of one or both apparatuses. Particular and preferred aspects and embodiments of the invention are as set out below and as defined in the claims appended hereto.
The sporting character is typically a person playing a sport such as the game of association football (soccer), other team games such as rugby, American football, cricket, Australian rules football, Gaelic football, ice hockey, field hockey, athletics (e.g. track athletics, field athletics and distance running), handball, volleyball, rowing and baseball, as well as individual sports such as tennis, table tennis, squash, snooker, pool, darts, golf, sailing, windsurfing, canoeing, wrestling, boxing, kick boxing and other martial arts such as judo, karate and taekwondo.
In one embodiment, the sporting character is a person playing a sport selected from association football (soccer), rugby, American football, cricket, Australian rules football, Gaelic football, ice hockey, field hockey, athletics (e.g. track athletics), handball, volleyball, baseball, tennis, table temiis, squash, snooker, darts, golf, sailing and windsurfing.
In one particular embodiment, the sporting character is a football player. In a preferred embodiment the character is initially a trainee football player whose footballing skills are developed by the user of the hand held electronic game apparatus.
In another aspect, the invention provides a hand held electronic game apparatus as hereinbefore defined or as defined elsewhere in this application but which is suitable for playing an interactive game simulating the development and competing of a competitor character. The competitor character can be a sporting character as hereinbefore defined or can be a character engaged in other competitive activities against other competitors. The competitors can be based on real life competitors or competitor types (e.g. sportsmen and sportswomen) or can be based on entirely fictional characters such as comic book superheroes (e.g. Superman®, Batman® and Spider-Man®).
The hand held electronic game apparatus of the invention comprises a casing containing an electronic data storage and processing unit. The electronic data storage and processing unit is typically mounted on a printed circuit board held within the casing.
The input device for sending commands is typically a key pad with buttons which are depressed by the user of the apparatus to input information into the apparatus. In one embodiment the key pad is located on the inside of the casing in proximity to the display means and is operatively connected to the electronic data storage and processing unit. In this way the user of the apparatus is able to interact with and send signals to the electronic data storage and processing unit.
The display means typically comprises a screen which, in one embodiment, is a liquid crystal display. The liquid crystal display can be supported on a pair of resilient conductive supports mounted on the printed circuit board. The resilient conductive supports serve to space the LCD away from the printed circuit board and to hold it place, as well as providing an electrical connection between the PCB and the LCD. The conductive supports rest on a pair of contact zones on the PCB, each of which contact zones is provided with a plurality of electrical contacts. Each electrical contact in turn is connected by a conducting track to the CPU. In this way, signals can be sent from the CPU to the LCD.
The communications means is typically located within the apparatus itself. The communications unit can be a port for connection to another apparatus of the invention by a cable, or it can be a means for transmitting and receiving data by electromagnetic radiation, for example by infra-red or radio waves.
Various other means may be provided for transmitting information to and receiving information from another apparatus of the invention, for example when playing a competitive game. For example, the communications unit may comprise a transceiver for transmitting and receiving radiowaves. However, in a preferred embodiment of the invention, the communications unit comprises means for transmitting and receiving infra red signals.
The defined attributes of the sporting characters may be defined in terms of their sporting ability. In one embodiment, the sporting ability is defined in terms of a character's ability to play a game of football. In a preferred embodiment the ability to play a game of football is defined in terms of the character's power, health, fitness, speed and condition. These attributes are themselves determined by the input commands of a user of the apparatus and the subsequent processing of the input commands by the electronic data storage and processing unit in accordance with the programming of the pre-programmed electronic game.
The invention further provides for a method of playing a game whereby the user of the apparatus trains and develops the attributes of a sporting character, for example a football player, and competes with other users of other apparatuses to determine which user has better developed the attributes of their sporting character.
Brief Description of the Drawings
Figure 1 illustrates a perspective view of an apparatus according to one embodiment of the invention.
Figure 2 is a perspective view of the apparatus of Figure 1 with the lid open.
Figure 3 is a plan view of an upper part of a main body of the apparatus of Figures l and 2.
Figure 4 is a view from below of the upper part of the main body shown in Figure 3.
Figure 5 is a plan view from above of the printed circuit board used to control the operation of the apparatus. Figure 6 is a view from below of the printed circuit board shown in Figure 5. Figure 7 shows the lower portion of the main body of the apparatus.
Figure 8 shows the reverse side of the lower portion of the apparatus shown in Figure 7.
Figure 9 shows another aspect of the lower portion shown in Figure 8.
Figure 10 shows a spacer device used to connect the LCD screen to the printed circuit board. Also shown is a set of four rod like protrusions which comprise a key pad for inputting information into the apparatus. Figure 11 shows the printed circuit board shown in Figure 5 and its relation to the LCD screen shown in Figure 2, separated by two spacers, thereby showing a cutaway section of the apparatus when in use.
Figure 12 shows a circuit diagram for the printed circuit board used in the apparatus.
Detailed Description of the Invention
The invention will now be illustrated in greater detail by reference to the specific embodiments described in the following non-limiting examples and by reference to the specific embodiments shown in the Figures 1 to 12.
A handheld electronic game apparatus in accordance with one embodiment of the present invention is shown in Figures 1 to 12. The apparatus comprises a hollow casing 1 composed of an upper casing member Ia and a lower casing member. The upper casing member Ia and lower casing member Ib, which are both generally circular in plan, are each formed from an injection-moulded plastics material and are secured together by means of screws (see Figures 8 and 9). A flip-top lid 2 is connected to the main body 4 of the casing via a hinge 6 as shown in Figure 2.
Set into the upper casing member Ia are a liquid crystal display (LCD) 8 and a key pad 10 comprising four buttons. Attached to the lower casing member Ib is a tab 12 to allow the user to attach a carrying attachment, such as a chain, for carrying the game apparatus.
The underside of the casing 1 is shown in Figures 8 and 9. The lower casing member Ib is provided with a transparent window 402 through which infrared signals can be transmitted and received, as described in more detail below. A removable cover 506, which is secured to the lower casing member Ib by means of screws, conceals a battery compartment 508 which has two circular cavities 406 and 408 where batteries (e.g. lithium batteries) can be stored as a power source for the device. An array of holes 511 is provided in the lower casing member to allow sound from a speaker inside the casing 1 to be heard. Hole 510 gives access to a reset switch contained within the casing 1. A circuit diagram of a printed circuit board (PCB) is shown in Figure 12.
A printed circuit board 302 (PCB, see Figures 5, 6 and 12) is contained within the casing 1 and is held in place by means of screws passing through holes 314 in the PCB the inner surfaces of the upper Ia and lower Ib casing members. The printed circuit board is of a generally standard type and comprises an insulator layer (also known as a "substrate") carrying a series of "etched conductors" or "tracks" 304 consisting of an electrically conductive material such as copper. Mounted on the printed circuit board is a central processing unit (CPU) 305 containing a preprogrammed computer programme. The CPU is enclosed within a layer of encapsulant which can be of standard type.
The printed circuit board has a series of circular switch tracks 306 which are in physical contact with the four rod like protrusions 706 which constitute the "buttons" of the key pad 10. The buttons 706 are linked by a web 708 formed from a resilient but flexible material such as a moulded rubber or resilient plastics material. The underside of the web is shown as 710. Each button 706 has a hollow housing 712. Set into the base of each button is an electrically conducting contact pad 714, typically made from a conducting polymer or a material such as graphite, which, in the rest state, is spaced above the circular switch tracks 306. When a button is depressed by a user, the electrically conducting contact pad 714 of the protrusion 710 is pressed into contact with its associated circular switch track 306 thereby bridging two contacts on the track and completing an electrical circuit so that a signal is sent via the track 304 to the CPU 305. The computer programme responds according to which button has been depressed. Thus, the key pad provides a means of interacting with, and inputting information into, the apparatus and thus allowing a user to play the game.
The printed circuit board 302 also has attached to it an infrared generating device 308 and receiving device 312, together with a radio frequency transmitting device 312. The apparatus is thus able to transmit information to, and receive information from, other handheld electronic game apparatuses. In this way, users are able to interact and play competitions between themselves, as described in more detail below.
On the reverse side of the PCB (see Figure 6), there are electrical contact points 320 for the device's batteries from which the apparatus derives its power source. The lower side of the PCB also has connections 322 to two leads 324 which are attached to a miniature loud speaker 404 attached to the lower casing member Ib. The PCB is also provided with a circular switch track 326 which enable the user to reset the apparatus to the manufacturer's production settings by depressing reset button 412 using a stylus or other fine-tipped device so that an electrically conducting pad on the reset button contacts the circular switch pad to send a reset signal to the CPU.
The liquid crystal display 8 is set into a recess in the under surface of the upper casing member Ia and is held firmly in place by a pair of conductive screen supports 702 which are placed between the LCD screen 8 and the printed circuit board 302. Each screen support 702 consists of two layers of non-electrically conducting material 703, typically made of rubber or foam material and an electrically conducting material 704, sandwiched between the two layers. The screen supports rest on a pair of elongate rectangular contact zones 316 on the PCB. Each contact zone 316 is provided with a plurality of electrical contacts and each of the electrical contacts in turn is connected by a conducting track to the CPU, thereby enabling electrical signals to be sent from the CPU to the LCD screen. 8.
A circuit diagram for the PCB, showing the various electrical components and their connections to the CPU and LCD screen is shown in Figure 12.
USE OF THE APPARATUS FOR PLAYING A GAME SIMULATING THE DEVELOPMENT AND PERFORMANCE OF A VIRTUAL FOOTBALL PLAYER
The apparatus of the invention can be used to play a game involving the creation and development of a virtual footballer (or other sportsman or sportswoman) who can take part in competitions (e.g. matches) with virtual footballers created and developed in another apparatus according to the invention. The game has two main parts.
The first part is the creation and development of a virtual footballer. This part involves the development of skills and abilities through training exercises and by keeping careful control over the dietary and rest habits of the footballer.
The second part of the game involves testing the attributes of the virtual footballer against the attributes of virtual footballers created and developed in other apparatuses according to the invention, by the playing of virtual football matches.
CREATION AND DEVELOPMENT OF THE VIRTUAL FOOTBALLER
The operation and rules of the game will now be discussed.
Each game device has its own life table (LT), which can be graphically displayed on the LCD screen. Each LT consists of six life lines (LL), being a character's power, health, fitness, speed, ability and control. Each LL is developed on a daily basis. If the user plays the game correctly and maintains good LL values, the game device achieves a higher standard of play when virtual football matches are played against other users .
In addition to maintaining good LL values, the user must also plan their character's daily routine (DR) as this is directly related to and determines the character's LL values. The DR combines a character's eating, sleeping, training and injury recuperation.
Initially, when the user first commences playing the game, the character has the standard of an apprentice football player. As each character's LL values improve, so does the standard to which the character can play.
In addition to maintaining a character's LL values the game also provides for various levels of fitness and skill and these are shown in a Life Table (LT). An example of a typical LT showing the various levels of a character's fitness and skill is shown in Figure A below. The level of a character's fitness and skill is discussed below (see Daily Routine Planner).
Figure imgf000012_0001
FIGURE A
The six LL in Figure A are the elements that determine the character's power. The game requires all LL to always be above the DZ (danger zone) on any given LT. If two or more of the LL drop into the DZ the character will pick up a small injury. This injury will be determined by what LL is in the DZ. If more LL appear in the DZ the injury becomes more severe. If 5 LL appear in the DZ the character will pick up a career threatening injury. If this is not rectified quickly the character will have to retire from professional football.
Initially, when the game commences, all LL are in the Injury zone and this indicates that the character has the skill of a trainee footballer. As the game progresses if all LL are in the pro zone 1 the character will then become a Full time professional footballer. If a character is designed for a specific club on turning professional it will automatically sign for that club and the game user can then type in the name of the player they wish to be.
The following details further information regarding the rules of the game to be played on the handheld electronic game apparatus.
PLAYER DEVELOPMENT (life tabled
Each LL needs individual attention from each game user and regular maintenance if the user wishes the character to have high values of LL. If a LL gets too low the character may suffer a virtual injury.
HOW TO MAINTAIN LIFE LINES
The following abbreviations apply to this section:
LL Necessary action required to maintain LL
P = power training and eating
H = health training, eating and sleeping
F = fitness training, eating and interactive skill challenges
S = speed training, eating and interactive skill challenges
A = ability interactive skill challenges
C = condition 20% of all other LL
Training, eating and sleeping habits are all parts of the DRP (daily routine planner).
DAILY ROUTINE PLANNER (ORP)
The DRP controls the development of a character's LL. The electronic apparatus needs to be "woken" every day (i.e. switched on every day). If it is "asleep" (i.e. switched off) too long the character will start losing LL power. On "waking" the apparatus, the DRP will appear and the user will need to complete the DRP before any other activity can be undertaken by the character. If the character has an injury it will need to visit a virtual physiotherapist who will tell the character what it can or can't do that day. The better the user manages the DRP, the stronger the LL will become.
To set the DRP the user needs to choose each option 1 to 6. On choosing an option another screen will appear. This screen will give the user the option to choose how long its character trains and what type of training it does. The user also needs to choose what type of food the character eats during the day.
In addition, the character needs an afternoon sleep during the day. The afternoon sleep must be occur between 11 am and 1 pm. After "sleeping" the apparatus is programmed to vibrate or bleep until the user plays with the apparatus.
It is important that a user monitors an apparatus' "sleeping pattern". If an apparatus is left to "sleep" for more than 10 hours it will "wake" itself up then sit dormant until played with (the longer an apparatus sits dormant, the more power the character loses in terms of the values of its LL). Each apparatus must have a minimum of 8 hrs "sleep". Any less than this amount of "sleep" and a character will start to lose LL points.
HOW TO GAIN LL POINTS
LL points may be gained by the following activities together with the number of LL points to be gained:
TRAINING DRP options 1 & 4
1. running 2 fitness points
2. gym 2 speed points
3. sprints 2 power points 4. running & gym 1 of fitness & power points
5. gym & sprints 1 of power & speed points
6. running & sprints 1 of fitness & speed points
7. 1-2 and 3 above 1 of fitness, speed & power points
The apparatus is programmed such that if any LL gets more than 2 zones away from the other LL, it will have an adverse effect on the training as the balance could be off sync and it will start affecting a character's LL.
FOOD AND DRINK DRP options 2 & 5
1. cereal 1 2 power points
2. cereal 2 2 health points
3. cereal 3 2 fitness points
4. cereal 4 1 fitness & health points
5. orange juice 2 health points
6. apple juice 2 fitness points
7. milk 2 power points
8. water 2 health points
9. meat 2 power points
10. chicken 2 health points
11. fish 2 fitness points
12. banana 2 power points
13. apple 1 fitness & health points 14. Jaffa cakes 2 power points
The apparatus is programmed such that if any LL gets more than 2 zones away from the other LL, it will have an adverse effect on the training as the balance could be off sync and it will start affecting a character's LL.
SLEEPING DRP OPTIONS AND EVENING SLEEP
Lunchtime sleep
1. sleep 10 mins 1 health point
2. sleep 20 mins 2 health points
3. sleep 30 mins 3 health points
4. sleep 1 hr 4 health points
5. no sleep; go interactive by playing interactive games you can gain extra LL points and credits but will lose 3 conditioning points for not sleeping.
Evening sleep
The apparatus is required to have a minimum of 8 hours "sleep" a night. Every hour of under- or over-"sleep" will cause the loss of 5% of all LL values.
INTERACTIVE CHALLENGES
The apparatus is programmed such that it is possible for users of other apparatuses to play interactive games with one another. A brief description of some of the interactive games that can be played is described below.
SPRINTING Shuttle Runs
In order to play interactive sprinting games users need to depress the A & D keys as quick as possible to generate speed once their character has reached the first marker. Users then need to depress the centre button on their console which will make their character turn, run back to start line and turn again, then sprint to the next marker (a so-called "shuttle run"). Users must try to get as many shuttle runs in as possible in the time that has been allotted. The allotted time is controlled by the length of a character's fitness LL. If a character stops at any time during the shuttle run, the game will stop. If a character has not completed more than 50% of its previous highest score, the character will lose 1 speed point. If a character beats its previous best score its gains 2 extra speed and conditioning points. If a character fails to beat its best score but has 70% or more it will gain 1 extra speed point. The amount of LL points won or lost will be indicated on screen after every game. A character will not lose any LL points for participating in this interactive game.
POINTS CHART LENGTH OF GAME
Based on fitness LL
1 -5 = 1 SPEED POINT 10-20 = 30 SECONDS
6 -10 = 1 S+1F+1P+1A 21 -30 = 40 SECONDS
11 -15 = IS + IF + 1P+1A 31 -40 = 50 SECONDS
16 -2O = 2S + 2A+1F 41 -50 = 60 SECONDS 21 -25 = 2S + 2A + 2F 51 -60 = 70 SECONDS
26 -35 = 2S + 2A + 2F+2P 61 -70 = 80 SECONDS
36-45 = 3 S + 2A + 2F+3P 71 -80 = 90 SECONDS
46-65 = 3S + 3A+3F+ 3P 81 -90 = 99 SECONDS
Ball Skills For users to play "keep ups" users control the characters with the left and right buttons.
Initially there are 3 rows of bricks at the top of the LCD screen. Users have to head the ball towards and remove the bricks (when the ball strikes a brick it is deleted). Every time a user beats their previous best score the character gain 2 conditioning points. If a user fails to get within 70% of their best score, they will lose 12 ability points. If a user fails to get to within 50% of their best score the character will lose 1 conditioning and ability point.
Points Chart
0-10 = 0
11-20 = la
21-30 = la + ls
31-40 = 2a + ls + lc
41-50 = 3a + 2s + lc +lp
51-60 = 3a + 2s + 2c+ 2p
61-70 = 4a + 2s + 2c + 2p + 2h
71-80 = 4a + 3s + 3c + 3p + 2h
81-90 = 4a + 3s + 3c+ 3p + 2h +2f
91-99 = 4a + 3s + 3c + 3p + 3h +3f
Dribblinε
Users use L & R buttons as before. The aim is to avoid cones that scroll down the screen whilst simultaneously heading balls; the more balls that are headed the more points are scorde. If cone is hit, the game is finished and as the character progresses the speed of the cones and balls increase.
1 point is awarded for every cone missed
2 points are awarded for every ball headed Points Chart
15 points = 2a + Is
25 points = 2a + 2s
50 points = 3a + 2s + Ic 70 points = 4a + 2s + 2fc+ Ip
90 points = 4a + 3s + 3c + 2p +lf
99 points = 4a + 3s + 3c + 3p +2f Injuries
3 kinds of injuries may occur when a character's LL drops below a certain level. If an injury occurs, the character must visit a virtual physiotherapist. This can be accomplished when the user sets the DRP. However, visiting the physiotherapist will cost a character condition points. The injury can worsen if more of a character's LL appear in the DZ. This could result in an early retirement of a character from professional football. Users have the option of repairing all injuries by going to the shop and buying some medicine but this will cost a significant amount of conditioning points and a % of all the other LL.
Types of Injury and Remedies
Injury 1 : calf muscle strain caused by 1 LL being in DZ.
Remedy to Injury 1 : 1 morning physiotherapy session and 1 afternoon session.
Injury 2: Thigh strain caused by 2 LL being in DZ.
Remedy to Injury 2: 1 morning physiotherapist session and 1 afternoon session and no interactive games for 12 hours.
Injury 3 : Broken metatarsal.
Remedy to Injury 3 : 2 morning physio sessions and 2 afternoon sessions no
Interactive games for 2 days Shop
The shopping option allows a character to recover from its injuries more quickly than by visiting a physiotherapist alone. However, the shopping option is only accessible once the conditioning LL is above pro zone q. At this point users are able to exchange conditioning LL points for treats that will give a character a short burst of energy just before playing a game. Once a game has been played the extra points will be taken back from the apparatus. The conditioning points that are taken away by the shop are replaced after the match.
Treats
Energy drink 10% boost of fitness LL 30 credits
Banana 10% boost of power LL 30 credits
Orange 10% boost of power LL 30 credits
Apple 10% boost of power LL 30 credits
Energy bar 10% boost of fitness and health LL = 30 credits
Jelly babies 10% boost of speed points 30 credits
Jaffa cakes 10% boost of health points 30 credits
Chocolate bar 10% boost of ability points 30 credits New boots = 15% boost on all LL = 70 credits
COMPETITION AGAINST VIRTUAL FOOTBALLERS CREATED AND DEVELOPED IN OTHER APPARATUSES OF THE INVENTION Once a virtual footballer has been created and developed to a desired extent, the user of the apparatus can then compare the attributes of the virtual footballer with the attributes of a virtual footballer in another apparatus by means of a competition.
Each apparatus tests its ability against the others by comparing its characters' LL during a game. If the first LL is one or more zones higher the user scores a goal. If it is one or more zones lower the user also scores. However, if it is in the same zone, no goal is scored. Thus, the LL determine how well a user plays against other game apparatuses when the game is played interactively. To play successfully against other users, it is necessary to keep all LL as high as possible as each LL is a goal scoring opportunity during a game.
The apparatus matches all the LL, indicating who has scored during every LL match by flashing "GOAL ! !" on the LCD screen of the apparatus of the user that scores. The apparatus keeps a visible tally of the score. At the end of the match both apparatus will flash the score.
Scoring
The programme stored on the apparatus scores each contest as follows:
WIN = +10 CREDITS +4 CONDITIONING POINTS+2 ABILITY POINTS LOSE = -10 CREDITS -4 CONDITIONING POINTS-2 ABILITY POINTS DRAW = +5 CREDITS +2 CONDITIONING POINTS+1 ABILITY POINT After each match each apparatus will drain 5 points off the P, H, F and S LL.
The foregoing paragraphs describe in detail how the apparatus of the invention can be used to simulate the development of a footballer and the performance of the footballer in games against other players. The apparatus thus gives the user the ability to play interactive games either on his or her own or with other players equipped with apparatus according to the invention.
The following paragraphs are instructions accompanying the electronic game apparatus, typically when it is purchased by a user:
GUIDE OF THIS MACHINE
FEATURES
1. VOLTAGE: DC 3V
2. WITH KEY TONE, WITH MULTI-SOUND AND MUSIC
3. WITH AUTO-OFF FUNCTION,AUTO-SLEEP AFTER 1 MIN WITHOUT PRESSING
4. WITH LOW-POWER REMINDING FUNCTION, IF VOLTAGE LOWER THAN 2.5V1WILL HAVE LOW BATTERY SIGNAL TO REMIND CHANGING BATTERY,BEFORE CHANGING BATTERY PRESS B FOR 2 SECONDS UNDER MAIN MENU TO POWER OFF THE GAME1OPEN THE BATTERY COMPARTMENT , CHANGE BATTERY ONE BY ONE(ATTENTION, ONLY PUT ONE BATTERY INSTEAD OF OLD BATTERY THEN CHANGE ANOTHER.OTHERWISE MAYBE WILL CAUSE DATA LOST)
5. LCD DRIVER: 1/16 DUTY.1/5 BIAS
6. ALL WORDS DISPLAY IF MORE THAN 5 LETTERS WILL ROLLING SCREEN DISPLAY
7 .WITH INFRARED MATCH FUNCTION
BUTTON DESCRIPTION
A: LEFT/ UP B: EXIT C :ENTER /CONFIRM D : RIGHT / DOWN
Figure imgf000022_0001
INSTRUCTIONS
1. MATCHMASTER (MM), AN INTERACTIVE GAME THAT WILL TEST THE PLAYERS ABILITY TO DEVELOP THEIR MACHINE BY MANAGING THEIR DAILY SCHEDULE. EACH PLAYER CAN TEST THEIR MACHINES ABILITY BY PLAYING MATCHES AGAINST OTHER MACHINES.
2. EACH MACHINE WILL HAVE ITS OWN LT (LIFE TABLE) EACH LIFE TABLE HAS 6 LL (LIFE LINES) THE LL WILL NEED TO BE DEVELOPED ON A DAILY BASIS. IF THE PLAYER LOOKS AFTER ITS LL CORRECTLY THE MM WILL DEVELOP INTO A STRONGER MACHINE.
LL
P= POWER START WITH 10 POINTS H=HEALTH START WITH 10 POINTS F=FITNESS START WITH 10 POINTS S=SPEED START WITH 10 POINTS A=ABILITY START WITH 10 POINTS C=CONDITION START WITH 20 POINTS
Figure imgf000023_0002
FIGURE 1
Figure imgf000023_0001
THE SIX LL IN FIGURE 1 ARE THE ELEMENTS THAT DETERMINE THE MM POWER. THEY WILL NEED TO BE MANAGED ON A DAILY BASIS BY PLANNING YOU DRP. ALL LL MUST ALWAYS BE ABOVE THE INJURY ZONE ON YOUR LT (LIFE TABLE). IF 1 LL DROP INTO THE DZ THE MM WILL PICK UP A SMALL INJURY. IF MORE LL APPEARS IN THE DZ THE WORSE THE INJURY BECOMES. IF 5 LL APPEAR IN THE DZ THE MACHINE WILL PICK UP A CAREER THREATENING INJURY, IF ALL LL IN INJURY ZONE WILL HAVE TO RETIRE FROM PROFESSIONAL FOOTBALL.WILL DISPLAY "OVER1ON THE SCREEN1NOW PLAYER NEED TO "RESET" FOR RESTART NEW GAME.
4. ON STARTING P H F S A LL WILL BE IN THE DANGEROUS ZONE(IO POINTS) THIS INDICATES THAT YOU ARE A TRAINEE FOOTBALLER.
C LL WILL BE 20 POINTS. WHEN ALL 6LL REACH PRO1 THE MM WILL THEN BECOME A FULL TIME PROFESSIONAL ( ) CLUB WILL APPEAR ON SCREEN TO REMIND PLAYER TO INPUT CLUB NAME AND SHIRT NO. THEY NEED1THIS ONLY OCCUR ONCE, IF THEY DON'T PUT IN NAME IN TIME, THEN THEY CAN GO TO MATCH MENU TO SET, EXPLANATION IN MATCH PART)
5. IT'S QUITE IMPORTANT TO BALANCE DEVELOPMENT OF EACH LL OF MM
Injuries 1 ,2, & 3 are picked up if LL's drop into the danger zone!
ONE LL IN INJURY ZONE PICK UP INJURY 1 TWO LL IN INJURY ZONE PICK UP INJURY 2
THREE OR MORE LL IN INJURY ZONE PICK UP INJURY3
ABOVE RULES NOT INCLUDING CONDITION LL
IF 6 LL IN INJURY ZONETHEN RETIRED NEED TO RESET THE GAME
6. THE 6 LL ARE ALSO THE ELEMENTS THAT DETERMINE HOW WELL
YOU PLAY AGAINST OTHER MM
TO PLAY AGAINST OTHER MM YOU WILL NEED TO KEEP ALL LL AS
HIGH AS POSSIBLE AS EACH LL ARE A GOAL SCORING
OPPORTUNITY DURING A GAME. EACH GAME WILL BE PLAYED VIA INFRA-RED.
EACH MACHINE WILL TEST ITS ABILITY AGAINST THE OTHERS BY
COMPARING LL IF THE FIRST LL IS ONE OR MORE ZONES HIGHER YOU SCORE A
GOAL IF IT IS ONE OR MORE ZONES LOWER THEY SCORE IF IT IS IN
THE
SAME ZONE NO GOAL IS SCORED. THE MM WILL MATCH ALL 6 LL
ONE AT A TIME INDICATING WHO HAS SCORED DURING EVERY LL
MATCH OFF !!GOAL!! ON THE SCREEN OF THE MM THAT SCORES.
THE MM WILL KEEP A VISIBLE TALLY OF THE SCORE. AT THE END
OF THE MATCH BOTH MACHINES WILL FLASH THE RESULT(IN
ENGLISH VERSION ONLY:WIN OR LOSE OR DRAW)
IF IN OTHER LANGUANGE, RESULT IS MORE THAN 5 LETTERS, WILL
ROLLING DISPLAY INSTEAD OF FLASHING
WIN = +10 CREDITS +4 CONDITIONING POINTS+2 ABILITY POINTS LOSE = -10 CREDITS -4 CONDITIONING POINTS-2 ABILITY POINTS DRAW = +5 CREDITS +2 CONDITIONING POINTS+1 ABILITY POINT EACH MATCH WILL DROP 5 POINTS OF P H F S LL
OPERATING CHART 1. POWER ON
1 . PULL OUT THE TRANSPARENT SLIP OF BATTERY CASE FOR POWER ON, SCREEN WITH ALL PIC SHOWN THEN "HELLO" DISPLAY ,WITH POWER ON MUSIC LANGUAGE SELECTION
LANGUAGE
1. ENGLISH
2. FRENCH
3. GERMAN
4. ITALIAN 5.PORTUGUESE 6.SPANISH
PRESS "A OR D" KEY FOR DECISIONDMOVE THE CURSOR TO SELECT , THE ONE CHOSEN WILL BECOME BLACK PRESS B FOR CONFIRM, C :EXIT
3. INPUT NAME
Figure imgf000025_0001
DISPLAY NAME , CURSOR FLASHING, ENTER NAME WANTED, PRESS " A " TO CHECK LETTER ONE BY ONE, PRESS"B"FOR CONFIRMATION, PRESS "D" MOVE CURSOR TO NEXT SPOT ,12 LETTERS AVAILABLE FOR THE NAME1AFTER FINISH THE NAME .CURSOR TO EMPTY SPOT , PRESS B TO ENTER NEXT SUBMENU.PRESS "C" EXIT TO FORMER MENU
4.SETTING TIME
DATE 2005 1 1 - 2 0
DISPLAY "DATE", PRESS "A11SELECT HOUR , PRESS "D" SELECT MIN, PRESS B TO ENTER NEXT SUBMENU.PRESS "C" EXIT TO FORMER MENU
TIME P 1 2 D O O
DISPLAY "TIME11AND FLASHING WITH "00:00" DIPLAY , PRESS "A11SELECT HOUR , PRESS "D" SELECT MIN, PRESS B TO ENTER NEXT SUBMENU.PRESS "C" EXIT TO FORMER MENU
NAME 12:00 POOR 12/10
Your condition is determined by the position or level of the conditioning line:
Exc = 70 to 89 Good = 50 to 69 Ave = 30 to 49 Poor = 10 to 29
Injured : IF ANY OF 6 LL IN 0-9 WILL DISPLAY INJURED
1 ) FIRST LINE DISPLAY NAME OF MM, IF LETTER MORE THAN 5,WILL ROLLING DISPLAY
2) SECOND LINE DISPLAY TIME (24HOURS) ,10 SECONDS LATER CHANGE TO DATE FOR 5 SECONDS CHANGING AUTOMATICLY
3) THIRD LINE DISPLAY STATUS OF MM ( EXCELLENT1GOOD1AVERAGE1POOR1INJURED), IF LETTER MORE THAN 5,WILL ROLLING DISPLAY
4) LAST LINE DISPLAY WIN/LOSE NO.
NOTE: ALL THESE BASIC SETTING WILL HAVE 20SECONDS HOLDING, IF 20SECONDS WITHOUT SELECTION.WILL CONFIRM AS THE INITIAL SETTING
6.PRESS B" TO ENTER "MAIN MENU
EVERYDAY MM NEED A DAILY ROUTINE PLAN BEFORE 11 AM, OTHERWISE P H F S LL WILL DROP 5 POINTS
7. DRP
EATING
1 DBREAKFAST( 6:00-11 :00 FOR BREAKFAST.POINTS WILL BE ADDED
N (T11) A OR D TO
Figure imgf000027_0001
ESS B TWICE CAN CANCELL THE SELECTION AND RE-SELECT 2) C :EXIT
EACH TIME CAN CHOOSE THREE FOOD MAXIMUM
ONE FROM 1-2
ONE FROM 3-4
ONE FROM 5-8
FOOD SELECTED WILL HAVE ► IN FRONT, WHEN EXIT WILL SHOW
ALL THE FOOD SELECTED,IF NOT SELECTED,WILL DISPLAY X
2 LUNCH( 11 :00-15:00 FOR BREAKFAST.POINTS WILL BE ADDED BY 15:00)
Figure imgf000028_0001
I)A OR D TO MOVE CURSOR TO SELECT1B TO :CONFIRM PRESS B TWICE CAN CANCELL THE SELECTION AND RE-SELECT 2)C :EXIT
EACH TIME CAN CHOOSE AS BELOW,3 FOOD MAXIMUM ONE FROM 1-3 ONE FROM 4-6 ONE FROM 7-8
FOOD SELECTED WILL HAVE ► IN FRONT, WHEN EXIT WILL SHOW ALL THE FOOD SELECTED,IF NOT SELECTED5WILL DISPLAY X
3) DINNER(19:00-21:00 FOR DINNER5POINTS WILL BE ADDED BY 21:00) MENU DRP EATING ♦ DINNER l. DRP _ 1. EATING 1.
2. GAME rTRAINING BREAKF 1. PASTA 1 P1 H
3. SHOPPING 3. SLEEP AST 2. MEAT 2P
4. MATCH 2. LUNCH
5. PHYSIO 3. DINNER 3. CHICKEN 2H
6. STATUS 4. CAKE 2P
5. BANANA 2F
6. APPLE 1 H1 F
7. O/JUICE 2H
8. A/JUICE 2F
1) A OR D TO MOVE CURSOR TO SELECT1B TO :CONFIRM PRESS B TWICE CAN CANCELL THE SELECTION AND RE-SELECT 2)C :EXIT
EACH TIME CAN CHOOSE AS BELOW,3 FOOD MAXIMUM ONE FROM 1-3 ONE FROM 4-6 ONE FROM 7-8
FOOD SELECTED WILL HAVE ► IN FRONT, WHEN EXIT WILL SHOW ALL THE FOOD SELECTEDJF NOT SELECTED,WILL DISPLAY X
POINTS
Figure imgf000029_0001
9.TRAINING:
ONLY CAN CHOOSE ONE FOR MORNING AND ONE FOR AFTERNOON MORNING TRAINING FROM 9:00 -12:00,POINTS WILL BE ADDED BY 12:00
Figure imgf000030_0001
1) ENTER MORNING TRAINING WILL HAVE 7 ICONS FOR SELETION
A&D: SELECT B :CONFIRM PRESS ENTER TWICE CAN CANCELL THE
SELECTION AND RE-SELECT
2)C :EXIT
3) AFTERNOON TRAINING SETTING SAME AS MORNING TRAINNG
EACH SELECTED WILL HAVE ► IN FRONT, WHEN EXIT WILL SHOW
ALL THE SELECTEDJF NOT SELECTED,WILL DISPLAY X
POINTS
1 RUNNING 2 FITNESS POINTS
2 GYM 2 SPEED POINTS
3 SPRINTS 2 POWER POINTS
4 RUNNING & GYM 1 OF FITNESS & POWER POINTS
5 GYM & SPRINTS 1 OF POWER & SPEED POINTS
6 RUNNING & SPRINTS 1 OF FITNESS & SPEED POINTS
7 1-2 AND 3 1 OF FITNESS, SPEED & POWER POINTS
10 SLEEP
SLEEP-NOON MENU DRP NOON SLEEP l. DRP 1. EATING ^CT prpp 1. SLEEP 1 OMIMS IH
2. GAME 2. TRAINING 2.SLEEP 20MIMS 2H
3. SHOPPING 3. SLEEP 3.SLEEP 30MIMS 3H
4. MATCH 4.SLEEP IHR 4H
5. PHYSIO 1. N00N SLEEP 5.NO SLEEP -3C
6. STATUS 2. NIGHT SLEEP
NOON SLEEP MUST DURING 12:00-1 :00PM ,POINTS WILL BE ADDED
BY 13:00,
1) A&D: SELECT B .CONFIRM PRESS ENTER TWICE CAN CANCELL THE SELECTION AND RE-SELECT 2)C :EXIT
1 SLEEP 10 MINS 1 HEALTH POINTS
2 SLEEP 20 MINS 2 HEALTH POINTS
3 SLEEP 30 MINS 3 OF HEALTH POINTS
4 SLEEP 1 HR 4 OF HEALTH POINTS
5 NO SLEEP GO INTERACTIVE BY PLAYING INTERACTIVE GAMES YOU CAN GAIN EXTRA LL POINTS AND CREDITS BUT WILL LOSE 3 CONDITIONING
7) SLEEP-NIGHT
Figure imgf000031_0001
1) A&D: SELECT B :CONFIRM PRESS ENTER TWICE CAN CANCELL THE SELECTION AND RE-SELECT 2) C :EXIT
DURING SLEEP CAN NOT GO INTERACTIVE GAME OR INFARED MATCH 3) WHEN MM IN SLEEP, PRESS ANY KEY WILL ONLY DISPLAY
SLEEPING IMAGE WITHOUT ANY OTHER FUNCTION 4) IT'S IMPORTANT TO LET MM HAVE ENOUGH SLEEP1IF NO SLEEP WILL DEDUCT 3 POINTS FOR P F H S LL. MORE OR LESS SLEEP WILL NOT DEDUCT THE POINTS
ALL DRP SETTINGS MUST BE COMPLETED BEFORE 11:00 IN THE MORNING OTHERWISE NO PLAYWILL BEALLOWED FORTHAT DAY, ALSO 5 POINTS WILL BE REDUCED FROM PHFS
11. GAMES
ONLY PRIOR THREE TIMES OF EACH GAME WILL BE SCORED.REST CAN BE TRAINING WITHOUT SCORE
Figure imgf000032_0001
HERE THE SCORE DISPLAY IS ONLY FOR ONE GAME.NOT THE SUM OFALLLL
1) ENTER"BALLSKILLS)
TO PLAY KEEP UPS YOU CONTROL THE PLAYER WITH A AND D
BUTTONS RESPECTIVELY.
THERE ARE 3 ROWS OF BRICKS AT THE TOP OF THE SCREEN THAT
YOU HAVE TO HEAD THE BALL TOWARDS AND REMOVE. THIS IS
WITHOUTTIME LIMITATION
IT IS JUST TO SEE HOW FAR YOU CAN GO WITHOUT LOSING
CONTROL, THE FURTHER YOU GET THE MORE POINTS YOU WILL
RECEIVE. ALSO EVERY TIME
YOU DO NOT LOSE ANY LL POINTS WHEN PARTICIPATING IN THIS
INTERACTIVE GAME.
Points Chart
0-10 = 0
11-20 = la
21-30 = la+ls 31-40 = 2a+ls+lc
41-50 = 3a + 2s + lc+lp
51-60 = 3a + 2s + 2c+ 2p 61-70 = 4a + 2s + 2c + 2p + 2h 71-80 = 4a + 3s + 3c + 3p + 2h 81-90 = 4a + 3s + 3c+ 3p + 2h +2f 91-99 - 4a + 3s + 3c + 3p + 3h +3f
2) DRIBBLING
Figure imgf000033_0001
AVOID CONES THAT SCROLL DOWN THE
SCREEN BUT HEADER BALLS, THE MORE BALLS YOU HEADER THE
MORE POINTS YOU SCORE. IF YOU HIT A CONE
THE GAME IS FINISHED. AS YOU PROGRESS THE SPEED OF THE
CONES AND BALLS INCREASE.
2 POINTS FOR EVERY BALL HEADERED
Points Chart
15 points = 2a + Is
25 points = 2a + 2s
50 points = 3a + 2s + Ic
70 points = 4a + 2s + 2fc+ Ip
90 points = 4a + 3s + 3c + 2p +lf
99 points = 4a + 3s + 3c + 3p +2f
3) SPRINTING
MENU GAME TIME SCORE SCORE l. DRP LB ALL SKILLS 4^V
Figure imgf000034_0001
TO PLAY SPRINTING YOU NEED TO DEPRESS THEA & D KEY AS
QUICK AS POSSIBLE TO GENERATE SPEED ONCE YOU HAVE
REACHED THE FIRST
MARKER YOU THEN NEED TO DEPRESS CENTRE BUTTON WHICH
WILL MAKE YOUR MM TURN YOU THEN NEED TO RUN BACK TO
START LINE AND TURN
AGAIN THEN SPRINT TO THE NEXT MARKER YOU MUST TRY TO GET
AS MANY SHUTTLE RUNS IN AS POSSIBLE IN THE TIME THAT HAS
BEEN ALLOTTED.
THE ALLOTTED TIME IS CONTROLLED BY THE LENGTH OF YOUR
FITNESS LL. IF YOU STOP AT ANY TIME THE GAME WILL STOP.
THE AMOUNT OF LL POINT WON OR LOST WILL BE INDICATED ON
SCREEN AFTER EVERY GAME.
YOU WILL NOT LOSE ANY LL POINTS FOR PARTICIPATING IN THIS
INTERACTIVE GAME.
POINTS CHART LENGTH OF GAME
1 -5 = 1 SPEED POINT 10-20 = 30 SECONDS 6 -10 = 1 S+1 F+1 P+1A 21 -30 = 40 SECONDS 11 -15 = 1S + 1 F + 1 P+1A 31 -40 = 50 SECONDS 16 -20 = 2S + 2A+1 F 41 -50 = 60 SECONDS
21 -25 = 2S + 2A + 2F 51 -60 = 70 SECONDS
26 -35 = 2S + 2A + 2F+2P 61 -70 = 80 SECONDS 36-45 = 3S + 2A + 2F+3P 71 -80 = 90 SECONDS
46-65 = 3S + 3A+3F+ 3P 81 -90 = 99 SECONDS EACH GAME CAN PLAY THREE TIMES A DAY WITH SCORE, AFTER 3 TIMES WILL HAVE AN ARROW IN FRONT.INDICATE PLAY FOR PRATISE ONLY WITHOUT SCORING
12. SHOPPING
MENU SHOPPING SCORE l. DRP 1. ENERGY 30M/5F l. P
2. GAME 2. BANANA 30M/5P 2. H
3. SHOPPING 3. ORANGE 30M/3C 3. F
4. MATCH 4. APPLE 30M/3P 2A 4. S
5. PHYSIO 5. ENERGY BAR 30M/3H+2F 5. A
6. STATUS 6. SWEETS 30M/5S 6. C
7. CAKES 30M/5H 7. M:
8. CHOCOLATE 30M/5A
9. BOOTS 70M/6LL*5
ENTER SHOP , DISPLAY SUM OF CREDIT , AND ITEMS , B: SELECT C :CONFIRM D :EXIT , AFTER EACH SHOPPING DISPLAY REST OF CREDIT 0
COST
ENERGY DRINK = 5 PTS BOOST OF FITNESS LL = 30 CREDITS
BANANA = 5 PTS BOOST OF POWER LL = 30 CREDITS
ORANGE = 3 PTS BOOST OF CONDITION LL = 30 CREDITS
APPLE = 3 PTS BOOST OF POWER LL +2 PTS BOOST OF ABILITY LL= 30 CREDITS
ENERGY BAR = 3 PTS BOOST OF HEALTH LL+2 PTS BOOST OF FITNESS = 30 CREDITS
JELLY BABIES =5 PTS BOOST OF SPEED POINTS = 30 CREDITS
CAKES = 5 PTS BOOST OF HEALTH POINTS = 30 CREDITS
CHOCOLATE BAR = 5 PTS BOOST OF ABILITY POINTS = 30 CREDITS
NEW BOOTS =5PTS BOOST ON ALL LL = 70 CREDITS
13 MATCH
Figure imgf000035_0001
Figure imgf000036_0002
Figure imgf000036_0001
CLUB NAME,BELOW 20 POINTS, CLUB WILL BE UNAVAILABLE TO ENTER, SO WHEN REACH 20 POINTS, THE CLUB WILL COME OUT ON SCREEN, IF DON'T ENTER IMMEDIATELY.THEN CAN ENTER GAMES TO INPUT CLUB NAME AND START MACH
ENTER MATCH, A&, D: SELECT B :CONFIRM C:EXIT , AFTER EACH SHOPPING DISPLAY REST OF CREDIT
ENTER MATCH STATUS, TWO OPTIONS FOR MATCH, ONE IS GO 0 MATCH DIRECTLY OR GET YOUR CHANCE POINTS (CAN BE WITHIN
RANGE OF -5 TO +5) AIM PROPERLY OF THE INFRARED WINDOW
ALTERNATIVE PARTY PRESS B" CAN COMPARE AND DISPLAY THE RESULT 5 FOR EACH LL , ONLY IN DIFFERENT ZONE THAT HIGH ZONE LL CAN WIN1IF IN SAME ZONE, DRAW
Figure imgf000036_0003
0 WIN = +10 CREDITS +4 CONDITIONING POINTS+2 ABILITY POINTS LOSE = -10 CREDITS -4 CONDITIONING POINTS-2 ABILITY POINTS
DRAW = +5 CREDITS +2 CONDITIONING POINTS+1 ABILITY POINT 5 EACH MATCH WILL DROP 5 POINTS OF P H F S LL
14.PHYSIO
MENU INJURY PHYSIO l. DRP 1. INJURYl 1. PHYSIOl
2. GAME 2. PHYSIO 2
3. SHOPPING 2. INJURY 2 3. PHYSIO3 +
Figure imgf000037_0001
ONCE GET INJURED, YOU CAN NOT PLAY ANY GAMES OR MATCH, ONLY CAN SET DRP AND GO TO PHYSIO MENU FOR TREATMENT INJURY ZONE 1
Injuries 1 ,2, & 3 are picked up if LL's drop into the danger zone!(0-9)
ONE LL IN INJURY ZONE PICK UP INJURY 1
TWO LL IN INJURY ZONE PICK UP INJURY 2
THREE OR MORE LL IN INJURY ZONE PICK UP INJURY3 ABOVE RULES NOT INCLUDING CONDITION LL
IF 6 LL IN INJURY ZONE1THEN RETIRED NEED TO RESET THE GAME
TREATMENT
INJURY1-PHYSIQ1 — GAIN 5 POINTS OF INJURED LL
1NJURY2-PHYSIO2 — GAIN 5 POINTS OF INJURED LLONE DAY NO
INTERACTIVE GAME & MATCH
INJURY3-PHYSIO3 — GAIN 5 POINTS OF INJURED LLTWO DAYS NO INTERACTIVE GAME&MATCH
YOUR INJURY CAN WORSEN IF MORE OF YOUR LL APPEAR IN THE DZ THIS COULD IN TURN
RETIRE YOUR MM FROM PRO FOOTBALL. IF THIS HAPPENS YOU WILL NEED TO RESET MACHINE AND START AS AN TRAINEE ALL OVER AGAIN.
INJURY ZONE2
Injuries 1 ,2, & 3 are picked up if LL's in injurv2 zone!(90-99)
ONE LL IN INJURY ZONE PICK UP INJURY 1
TWO LL IN INJURY ZONE PICK UP INJURY 2 THREE OR MORE LL IN INJURY ZONE PICK UP INJURY3 ABOVE RULES NOT INCLUDING CONDITION LL IF 6 LL IN INJURY ZONE2 THEN DEAD NEED TO RESET THE GAME TREATMENT
INJURY1-PHYSIO1 — DROP 30 POINTS OF INJURED LLONE DAY NO
INTERACTIVE GAME
INJURY2-PHYSIO2 — DROP 30 POINTS OF INJURED LLONE DAY NO
INTERACTIVE GAME & MATCH
INJURY3-PHYSIO3 — DROP 30 POINTS OF INJURED LLTWO DAYS
NO INTERACTIVE GAME&MATCH
REMINDING:
Your condition is determined by the position or level of the conditioning line:
Exc = 70 to 89 Good = 50 to 69 Ave = 30 to 49 Poor = 10 to 29
Injured : IF ANY OF 6 LL IN 0-9 WILL DISPLAY INJURED
CAUSE WHEN REACH INJUREY ZONE 2 WILL DROP THE POINTS AUTOMATICLY.SO NO DISPLAY FOR INJURED SITUATION IF IN INJUREY ZONE 2
15. TO CHECK YOUR STATUS
Figure imgf000038_0001
Equivalents
It will readily be apparent that numerous modifications and alterations may be made to the specific embodiments of the invention described above without departing from the principles underlying the invention. For example, although the apparatus and its use have been illustrated with reference to the game of association football (soccer), the apparatus may also be used to simulate the development and competing of other sportsman in other team games such as rugby, American football, cricket, Australian rules football, Gaelic football, ice hockey, field hockey, athletics (e.g. track athletics), handball, volleyball, rowing and baseball, as well as individual sports such as tennis, table tennis, squash, snooker, pool, darts, golf, sailing, windsurfing, canoeing, wrestling, boxing, kick boxing and other martial arts such as judo, karate and taekwondo All such modifications and alterations are intended to be embraced by this application.

Claims

1. A hand held electronic game apparatus for playing an interactive game simulating the development and competing of a sporting character, the apparatus comprising: (a) a casing containing an electronic data storage and processing unit;
(b) a pre-programmed electronic game stored in a computer memory of the electronic data storage and processing unit, wherein said pre-programmed game provides for generating a sporting character and for modifying and developing the sporting character in accordance with a predetermined set of game functions and in accordance with user input commands;
(c) an input device for sending commands from a user playing said preprogrammed game and generating input commands;
(d) display means operatively connected to the electronic data storage and processing unit; (e) the electronic data storage and processing unit comprising a controller for executing said pre-programmed electronic game, wherein the controller, during the execution of said pre-programmed game and responding to user input commands, modifies the character's attributes;
(f) a communications unit for transmitting communication signals to, and receiving communications from, another said handheld electronic game apparatus, so that a pair of the said apparatuses can used in a competitive mode to simulate a sporting competition between a pair of sporting characters developed within the two apparatuses; whereby, in the competitive mode, one or more signals encoding one or more defined attributes of each of the pair of sporting characters are transmitted between the apparatuses, a comparison between the defined attributes is made in the electronic data storage and processing unit of one or both apparatuses and an outcome of the comparison between the defined characteristics is used to determine a winner and a loser, and thereafter a signal encoding the identity of the winner and optionally the loser is sent to the display means of one or both apparatuses.
2. A hand held electronic game apparatus according to claim 1 wherein the electronic data storage and processing unit is mounted on a printed circuit board held within the casing.
3. A hand held electronic game apparatus according to claim 2 wherein the printed circuit board has a conductor lay out substantially as shown in Figure 5 herein.
4. A hand held electronic game apparatus according to claim 2 or claim 3 wherein the printed circuit board is configured to provide control circuitry substantially as shown in Figure 12 herein.
5. A hand held electronic game apparatus according to any one of the preceding claims wherein the display mean comprises a liquid crystal display.
6. A hand held electronic game apparatus according to claim 5 wherein the display mean comprises a liquid crystal display which is supported on a pair of resilient conductive supports mounted on the printed circuit board.
7. A hand held electronic game apparatus according to any one of the preceding claims wherein the communications unit comprises means for transmitting and receiving infra-red signals.
8. A hand held game apparatus according to any one of the preceding claims wherein a lid (e.g. a flip up lid) is provided for concealing the display means.
9. A hand held electronic game apparatus according to claim 8 wherein the lid is hinged.
10. A hand held electronic game apparatus according to claim 9 wherein a communication widow for transmitting and receiving infra-red signals is disposed beneath a hinge for the hinged lid.
11. A hand held electronic game apparatus according to any one of the preceding claims wherein the casing and any lid, when present, are substantially circular in plan.
12. A hand held electronic game apparatus according to any one of the preceding claims wherein the casing comprises an upper casing member and a lower casing member, each formed from an injection moulded plastics material and wherein a liquid crystal display is mounted in the upper casing member.
13. A hand held electronic game apparatus according to claim 12 wherein a speaker is mounted in the lower casing member.
14. A hand held electronic game apparatus according to any one of the preceding claims wherein the sporting character is a football player.
15. A hand held electronic game apparatus as defined in any one of the preceding claims but wherein the apparatus is configured for playing an interactive game simulating the development and competing of a competitor character, for example a sporting character as defined in any one of the preceding claims or a comic book superhero.
16. A method of playing a game wherein the user is required to wake a sporting character up in the morning, plan its daily routine, develop a sporting character's attributes, input data regarding a sporting character, play one or more interactive games using a key pad, communicate with other apparatus users either by fixed link or radiation link, compare a sporting character's attributes with other sporting characters on other apparatuses and determine winners and losers from the interactive games.
17. A hand held electronic game apparatus according to any one of the preceding claims wherein the pre-programmed electronic game contains a subsidiary electronic game the outcome of which affects the said defined attributes of the sporting character.
18. A hand held game apparatus according to any one of the preceding claims wherein the sporting character takes part in a series of interactive challenges, for example wherein the interactive challenges are any one or more challenges selected from sprinting, dribbling a virtual football, and general football control skills.
PCT/GB2006/001269 2006-02-21 2006-04-06 Electronic handheld game WO2007096569A1 (en)

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GB0603422.7 2006-02-21
GB0603422A GB2435221A (en) 2006-02-21 2006-02-21 Electronic handheld game apparatus

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EP1110586A2 (en) * 1999-12-14 2001-06-27 KCEO Inc. A video game apparatus, a character training controlling method and a readable storage medium storing character training control programs

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8747197B2 (en) 2012-05-09 2014-06-10 Bradley Morris Handheld electronic device for entering activity of sporting event by multiple parties having party scores

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GB0603422D0 (en) 2006-03-29

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