Abstract:
A game system and method of playing a game is disclosed. A game system includes a plurality of bases and a plurality of targets. Each base is configured to host a player sending a projectile. Each target is configured to receive and identify the projectile. The game system further includes a computer system having at least one local station at each of the bases, and which is connected to a central computer. Each local station is configured to a receive player information and wherein the central computer is configured to process scoring information based on the player information. The game system further includes a projectile identifying mechanism coupled to each target, each base, and to the computer system, and configured to associate each projectile with a player and track a game performance of the projectile for input as the scoring information.

Description:
BACKGROUND  
       [0001]     Games such as golf require large tracts of land or area. Further, their rules and structure of play limit the number of players and require long play times. Most games can be monitored or scored by computer, however such monitoring or scoring typically requires a significant amount of human involvement in terms of monitoring and data input.  
         [0002]     Playing many games also requires a large investment of practice to master their various aspects and requirements. For example, the game of golf usually demands years of practice before one is able to achieve a level of proficiency at which a game is enjoyable and progress can be properly tracked.  
         [0003]     Many games also lack a certain psychology that is the result of the use of machinery. Machinery can amplify a human&#39;s natural ability, yet inject a portion of chance to natural talent to conduct the game. In the example, the game of golf has steadfastedly remained largely unchanged in its execution and play, except for attempts such as miniature golf or computer golf games.  
       SUMMARY  
       [0004]     This document discloses a game system having both a chance element and a skill element, and which provides a mix of entertainment and sport. In an embodiment, a game system includes a plurality of bases, wherein each base is configured to host a player sending a projectile. The game system further includes a plurality of targets, arranged in a target area, wherein each target is configured to receive and identify the projectile.  
         [0005]     The game system further includes a computer system, having at least one local station at each of the bases, and connected to a central computer, wherein each local station is configured to a receive player information and wherein the central computer is configured to process scoring information based on the player information. In one exemplary embodiment, a game system includes a projectile identifying mechanism coupled to each target, each base, and to the computer system, and being configured to associate each projectile with a player and track a game performance of the projectile for input as the scoring information.  
         [0006]     In another embodiment, a method of playing a game includes the steps of electronically associating a projectile with a player, electronically associating the projectile with a target to which the projectile is sent by the player, and forming an association between the player and the target. A method further includes generating a score for the game based on the association between the player and the target.  
         [0007]     The details of one or more embodiments are set forth in the accompanying drawings and the description below. Other features, objects, and advantages will be apparent from the description and drawings, and from the claims. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0008]     These and other aspects will now be described in detail with reference to the following drawings.  
         [0009]      FIG. 1  is a block diagram of a game system.  
         [0010]      FIG. 2  illustrates an embodiment of a game system.  
         [0011]      FIG. 3  shows one example of a game system layout.  
         [0012]      FIG. 4  is a cross section of a target of a game system.  
         [0013]      FIG. 5  is a block diagram of a game computer system.  
         [0014]      FIG. 6  illustrates another exemplary game system plan layout.  
         [0015]      FIG. 7  illustrates a display for a game.  
         [0016]      FIGS. 8A-8C  illustrate various embodiments of a game system portion. 
     
    
       [0017]     Like reference symbols in the various drawings indicate like elements.  
       DETAILED DESCRIPTION  
       [0018]      FIG. 1  is a block diagram of an embodiment of a game system  100 . The game system  100  includes one or more projectiles  101  that are sent from one of a number of bases  102  in the direction of one of a number of targets  104 , preferably by way of one of a number of projecting implements  120 . The number of bases  102 , projecting implements  120 , and/or targets  104  can include one or any number N. The targets  104  can be physically associated with the bases  102  by a projectile return mechanism  103  configured to return each projectile  101  from a target  104  to a base  102 . The bases  102 , targets  104  and return mechanism  103  can be connected to, and controlled by, a game computer system  105 .  
         [0019]     One objective of a game using the game system  100  can be for a user to send each of the one or more projectiles  101  from a selected one of the bases  102  to a selected one of the number of targets  104  according to a set of game rules. For example, the game rules may have the user send a first projectile  101  from a first base  102  to a first target  104 , and then send a second projectile  101  from the same or different base  102  to a second target  104 , and so on. Each projectile  101  that arrives at a target  104  can be return to a selected base  102  via the projectile return mechanism  103 . The projectile return mechanism  103  can be programmed to return each projectile according to a predefined program, as controlled by the game computer system  105 . The projectile return mechanism  103  can include a counter and/or inventory system, which may be implemented in the game computer system  105 .  
         [0020]     The game computer system  105  can include a scoring computer  106  and a control computer  107 . These computers  106  and  107  may be implemented in digital electronic circuitry, integrated circuitry, application specific integrated circuits (ASICs) or variants thereof, computer hardware, firmware, software, and/or combinations thereof. The functions executed by computers  106  and  107  can be implemented in one or more computer programs that are executable on one or more programmable processors coupled to receive data and instructions from at least one input device and/or storage system, and to transmit data and instructions to at least one output device and/or storage system. The input devices may be coupled to the bases  102 , the projectile return mechanism  103 , and/or the targets  104 . The storage system can include a memory  108 , and the output devices may include one or more displays  110 .  
         [0021]     The computer programs (also known as programs, software, software applications, or code) include machine instructions that can be implemented in a high-level procedural and/or object-oriented programming language, and/or in assembly or machine language. The game computer system  105  can include a back-end component such as a data server, a middleware component such as an application server, and/or a front-end component such as a client computer or graphical user interface (GUI) displayed in the one or more displays  110 , or any combination thereof. These components may be interconnected by any form of digital data communication medium or network.  
         [0022]     The scoring computer  106  is adapted to track performance against the game rules, which can be stored in the memory  108 , and to keep a score which can be represented on the display  110 . In accordance with the embodiment of the game system  100 , each of the projectile  101  is associated with one of the number of bases  102  from which it is to be sent, and then associated with one of the number of targets  104  to which it is sent. An association of the projectile  101  to a base  102 , an association of a projecting implement  120  to a base  102 , and the association of the projectile  101  to a target  104  are examples of associations that can be tracked by a scoring computer  106  of the game computer system  105  to generate the score. The scoring computer  106  can track the associations by any technique, including storing a representation of the associations in the memory  108 , and/or displaying a representation of the associations on the display  110 .  
         [0023]      FIG. 2  is a simplified depiction of an exemplary embodiment of a game system  200 . In the game system  200 , a player  202  uses a projecting implement  204  such as a club, bat, racquet, stick or any other type of projecting implement, to send one or more balls  206  or other type of projectile from a base pad  208  to one of a number of target pads  210  arranged in a target area  211 . Each of the target pads  210  includes a hole  212  leading to a branch channel  214  of a ball return system  216 .  
         [0024]     The base pad  208  may include a tee or other ball-holding platform for holding the ball  206 , and may be sized and formed to support at least one player  202 . The ball  206  can be formed as a standard golf ball or other type of sport ball. Each ball  206  may be provided with an identifier (ID), such as a bar code, machine-readable pattern, radio frequency ID (RFID) tag, color, or any other type of ID with which the ball  206  can be identified to be associated with the base pad  208  from which the ball  206  is sent and/or the target pad  210  on which the ball  206  lands.  
         [0025]     The target pads  210  can be arranged in the target area  211  according to any arrangement. For example, one or more sets of nine target pads  210  may be stylized as individual, condensed nine-hole golf courses. The target pads  210  can be formed of any size or shape, and need not necessarily be uniform as depicted. The target pads  210  and/or the target area  211  can be made of a synthetic material, such as artificial turf, rubberized turf, etc. Each of the target pads  210  can be formed to accommodate a velocity of a landing ball  206 . In one example, the target pads are angled inward to form a “bowl.” In another example, the target pads  210  are made of a material that absorbs most or all of the force of a landing ball  206  so as to momentarily stop the movement of the ball  206 .  
         [0026]     Each target pad  210  or the hole  212  provided therein can be connected to a sensor to detect when a ball  206  has made contact to the target pad, and to identify the ball  206  according to its unique ID. The hole  212  leads to a branch channel  214  of the ball return system  214 . The branch channel  214  can be formed of a rigid, smooth material that is oriented to use gravity to channel a ball  206  toward the ball return system  214 . The ball return system  214  can be another major channel toward the base pad  208 , or may accumulate one or more balls  206  for mass transport back toward the base pad  208 . The ball return system  214  can be designed to minimize the use of mechanically moving parts, and instead rely more on gravitational forces. The ball return system  214  may also include a sensor to detect and identify each ball  206  passing through it.  
         [0027]     In accordance with rules for an exemplary game, a player  202  is allowed one hit per ball  206 . The player  202  may pay for playing on a per-ball, per-game or subscription basis. For each hit, the identity of a player  202 , projecting implement  204 , and/or projectile  206  is determined and stored in a computer. The identity of a target associated with each hit, via target pad  210  or hole  212 , is also determined and stored in the computer for scoring. As explained in more detail below, the computer can generate a record of the player&#39;s status or results, per hit or per game. This record can be displayed on a user interface display or general display for public viewing.  
         [0028]      FIG. 3  shows one exemplary embodiment of an arrangement of a game system  300 , in which a number of bases  302  are arranged in each of a number of base groups  304 . The base groups  304  are in turn grouped and arranged within a base area  306 . The area within the system  300  outside of the base area  306  represents a target area  308  having a number of targets  310 . The targets  310  may be arranged symmetrically or asymmetrically within the target area  308  in relation to the base area  306 . The game system  300  can occupy an area ranging from  50  to  300  yards in, diameter, length and/or width.  
         [0029]     In operation, a player occupies one base  302  at a time to send a projectile to a target  310 . In one example, each of the bases  302  is configured as a golf tee-off location, and the player hits a golf ball toward one of the targets  310  that represents a “green” of a golf course. The player may occupy a single base  302  and hit a number of balls toward a number of targets  310 . Alternatively, the player may hit a single ball from one base  302  to one target  310 , and then reposition at another base  302  to hit a single ball to another target  310 . The occupation of the player of a base  302  can be tracked by computer, such as by registering with a player ID, in order to keep score for the player alone or in a group of players. Accordingly, the system  300  can be used for single player or multi-player games.  
         [0030]     Each of the targets  310  is connected to a return system (not shown) that either sends back balls to a centralized ball distribution system, or sends balls to individual or selected bases  302 . Each base  302  may include a sensor or tracking device to electronically track an ID of each ball hit from the base  302 , and associate that ID with a player ID. Likewise, each target  310  may include a sensor or tracking device to electronically track an ID of each ball that lands at the target  310 . By associating each ball to a base  302  and a target  310 , and a base  302  to a player, a score may be generated. Suitable sensors or tracking devices include, without limitation, bar code scanners, laser detection devices, RFID readers, optical detection devices, or the like.  
         [0031]      FIG. 4  is a cross-sectional representation of one exemplary target  400  disposed in a target area  401 . The target area  401  may be elevated in any direction, or include various elevations. The target  400  includes a foundation  402  underlying an impact surface  404 . The impact surface  404  and the foundation  402  can be formed from the same material, or be formed of different materials. The foundation  402  is shaped and formed to provide structural support to the target  400 , as well as provide a contour and shape to the impact surface  404 . The impact surface  404  is adapted to receive, and absorb the impact of, a projectile. In an exemplary embodiment, the impact surface  404  should be formed of a material to absorb all or nearly all of the projectile&#39;s momentum to inhibit the projectile from bouncing or reflecting off the target  400 .  
         [0032]     The foundation  402  and impact surface  404  define hole  406  through which the projectile can pass. The hole  406  may be situated substantially in the middle or at the lowest part of the target  400 , in an arrangement in which the impact surface  404  and the foundation  402  can direct a projectile toward the hole  406 . The hole  406  may be any shape, dimensions or depth. The hole  406  is connected to a return branch  408  of a projectile return system (not shown). The return branch  408  and the projectile return system can also be configured for efficient draining of water and/or passage of waste. The target  400  may also include a barrier  415  that acts as a rim or lip to further contain a projectile and direct the projectile toward the hole  406 . The barrier  415  may encompass all or part of the target area.  
         [0033]     A projectile detector  410  is connected to the impact surface  400 , or to a substantially planar detection surface disposed under the impact surface, to detect an impact of the projectile against the target  400 . The projectile detector  410  can include a detector surface for detecting pressure, movement, or the like, caused by the projectile as it impacts with the impact surface  404 . Such impact is converted into an electrical signal by the projectile detector  410  for processing by the game computer system.  
         [0034]     A projectile reader  412  is disposed at or near the hole  406  to read the ID of the projectile that has made impact with the impact surface  404  and has entered into the hole  406 . Thus read, the projectile can be associated with a base, and a player, from which it was sent, to generate a score associated with the target  400 . The target  400  may be provided with an audio/visual component  414  for generating an audio and/or visual signal when impact of a projectile is made to the impact surface  400 , or at any other time during a game. Example audio signals include beeps, horns, tunes, etc. Example visual signals include various colored lights, such as light emitting diodes (LEDs), incandescent bulbs or the like, an image, or a video, etc.  
         [0035]     The projectile detector  410 , projectile reader  412  and/or audio/visual component  414  may be under the control of a controller  405 . The controller  405  may be located near or under the target  400 , or may be located remotely from the target  400 . The controller  405  may include logic circuitry or computer program to receive input signals and generate output signals related to the game. The controller  405  can be electrically or mechanically connected to one or more of the projectile detector  410 , the projectile reader  412  and audio/visual component  414 .  
         [0036]      FIG. 5  is a block diagram of one embodiment of a game computer system  500  for use with a game system as described herein, and for scoring and playing a game. The game computer system  500  includes a housing  502  for containing various components of the game computer system  500 . The housing  502  can be made of rigid plastic, or other rigid material. The game computer system  500  also includes a central processing unit (CPU)  504  and a memory  506 , each of which may be implemented in digital electronic circuitry, integrated circuitry, application specific integrated circuits (ASICs) or variants thereof, computer hardware, firmware, software, and/or combinations thereof. For example, the memory can be a hard disk drive, optical disk, random access memory (RAM), or other type of memory.  
         [0037]     The memory  506  may store, among other data, one or more computer programs for execution by the CPU  504 . These computer programs may include instructions to execute one or more games according to predefined and/or user-selected rules and processes. The computer programs may be client application programs delivered from a central server, or locally-stored application programs. The memory  506  may also store historical player and/or scoring data, game result data, etc.  
         [0038]     The game computer system  500  can include one or more input/output (I/O) devices  508 , including but not limited to, a wireless receiver, a wireless transmitter, a printer, a keyboard, a mouse. For example, a wireless receiver can be used to receive information from a hand-held transmission device such as a cell phone, personal digital assistant (PDA), hand-held computer, etc.  
         [0039]     The game computer system  500  can also include a credit card reader  510  and a display  512 . The credit card reader  5   10  can be equipped with a magnetic strip reading mechanism, or a mechanism for receiving a credit card number. For example, a player can “swipe” a credit card through the reading mechanism. Alternatively, the player can enter credit or payment information into the computer system  500  via a display, a keyboard or other input device. The display  512  displays game data, player data, or any other data associated with the game system. For instance, the display  512  can show scoring information for one or more players, game rules, or credit information. The display  512  can also display advertisements that are either randomly generated or generated specifically for a player.  
         [0040]     The CPU  504 , memory  506 , I/O device  508 , credit card reader  510 , and/or display  512  can communicate with each other via a databus  514 . The databus  514  can be any data transmission medium such as a cable, and can include any type of data communication interface. The game computer system  500  can be a portable device, such as a handheld computer or PDA. Alternatively, the game computer system  500  can be a stationary computer, such as a kiosk or desktop-type computer. The game computer system  500  also includes a physical connector  516  for mounting to an object, such as the base area of the game. The physical connector  516  can also include a stand or a mounting mechanism for mounting the game computer system  500  in a particular location or orientation. The game computer system  500  also includes a data connector  518  for communication of data to other devices, and which may be co-located with the physical connector  516 .  
         [0041]      FIG. 6  is a plan view of an exemplary game area  600  for a game system. The game area includes a number of targets  602  of various sizes and/or shapes. The targets  602  are arranged within a target area  604 . The game area  600  also includes a number of bases  606  arranged within a base area  608 . The game area  600  can include a number of obstacles  610  such as a wall or barrier, or an object representing a sand trap or water feature, for example. The obstacles  610  can be interspersed throughout the target area  604  among the targets  602  as well.  
         [0042]     Each target  602  includes a hole  603 . The target  602  is adapted for absorbing momentum of a projectile that is projected onto it, and directing the projectile to the hole  603 . Each base  606  and each hole  603  are associated with a sensor or reader for sensing the presence and identity of a projectile. The game area  600  may be enclosed by a housing, or be open. The game area  600  may also have fans or other airflow regulating mechanism to provide a controlled cross-wind for additional challenge.  
         [0043]     In a game, a projectile is placed at a base  606  where it is identified and tracked by a computer. The computer also associates the projectile with a player. The player launches the projectile from the base  606  to one of the targets  602  where the projectile is again identified and tracked. The projectile can be identified and tracked at the target  602  either by a mechanism associated with the target  602  or the hole  603 . The projectile is directed to the hole  603  where it is received by a return mechanism (not shown) that returns the projectile to a selected base area  608 . The return mechanism is connected to a distribution mechanism (not shown) that redistributes the projectile to the same or another base  606 .  
         [0044]     In alternative implementations, the targets  602  can be hanging from a structure overhanging the game area  600 , or posted on a structure projecting up from the target area  604 . The targets  602  can also be movable or interchangeable for variation of play. The game area  600  can also be replicated one or more times in the same general geographic area for increasing the scale and number of players.  
         [0045]     In one specific example, the game area  600  resembles a nine-hole golf course, in which the target area  604  represents the fairway and each target  602  represents a green, and each projectile is a golf ball. Players tee off from a base  606 , and can rotate from one base to another. Scoring is automatically processed by associating a golf ball to a player, and then determining which targets  602  the golf ball is sent. To conserve geographic area, the targets  602  and/or target area  604  can be tilted or angled to face one or more of the base areas  608 .  
         [0046]      FIG. 7  illustrates a display  700  for displaying a status or result of a game played in accordance with the description herein. The display  700  allows a player to monitor his or her progress or status, as well as allows an audience to monitor one or more player&#39;s progress or status. In this manner, competitions between two or more players can be displayed and monitored by an audience.  
         [0047]     The display  700  includes a status indicator  702  for a player to indicate a particular status achieved by a player during a game or after completion of one or more games. In an example, the status indicator  702  includes colors or graphics to indicate one or more of a number of status levels that are achievable in the game. For instance, the player can be assigned a “reward key” of a scale of rewards (i.e. from “genius” to “fair”) that is represented in the status indicator. The status indicator  702  can also include numerical score data, such as number of targets successfully hit, cumulative score, etc. The display  700  further includes a player information area  704  providing informational or statistical data on one or more players. The player information area  704  can include player name, age, number of games played, status, or other information.  
         [0048]     The display  700  can also include one or more graphics  706 , such as videos, pictures, advertisements, logos, etc., that may be of interest to a viewer, and that may or may not pertain to a game. The one or more graphics  706  can be utilized by a sponsor of a game, a player, a city, or for providing thematic relationship for the game. For instance, the game may include a western theme of cowboys, horses, and the like. The one or more graphics  706  can include pictures, videos and/or advertisements that relate to the western theme.  
         [0049]      FIGS. 8A-8C  show various embodiments of a game system portion.  FIG. 8A  is a plan view of a playing area  801  having a number of sectors  802  defined by separators  806  and arranged around a central area  810 . In the embodiment, the playing area  801  is a substantially circular area with substantially equal-sized pie-shaped sectors  802 . The central area  810  can be raised above the playing area  801 . In one embodiment, the central area  810  includes a fountain, a video screen, or other visual object. Each sector  801  includes a base  804  and a target  808 . The base  804  is used for sending a projectile to the associated target  808  in the sector  802 . As described above, each projectile can be identified and registered with a computer scoring and tracking system. Each base  804  and target  808  can be electronically connected with a central game computer system for identifying a projectile sent from each base  804  to each associated target  808 , and track information such as player identity, number of hits, sector number, etc.  
         [0050]     The playing area  801  may be substantially planar, or may include a variable topography, such as a number of humps per sector  802 . In one embodiment, the playing area  801  represents a “putting green” portion of a golf-type game, and there are nine sectors  802 . Thus, a player can perform long-range golf-style hitting as described above with reference to  FIGS. 2, 3  and  6 , and then perform short-range golf-style putting in the playing area  801 .  
         [0051]      FIG. 8B  shows a plan view of another embodiment of game system, in which a playing area includes a central portion  810  that is offset from the actual center of the playing area, to create sectors  802  of varied or variable sizes.  FIG. 8C  is a plan view of yet another embodiment of a game system. A playing area  805  includes a number of sectors  802  that are defined by separators  806  and a spiral boundary  807 . Accordingly, the sectors  802  may be arranged from longest to shortest in a direction from the outside to the inside of the playing area  805 .  
         [0052]     Although a few embodiments have been described in detail above, other modifications are possible. The logic flows described above do not require the particular order shown, or sequential order, to achieve desirable results. Other embodiments may be within the scope of the following claims.