Patent classifications
A63F2011/0095
Movement Based Partner Card Game
Techniques are disclosed for performing a movement-based partner card game. In one example, a method for playing the game includes selecting an activity card from a deck of cards and dealing the activity card to a pair of players. The deck of cards may be physically or digitally represented (e.g., in an electronic or audio format). The pair of players determines a plan for performing a particular non-verbal activity in accordance with the instructions of the activity card. The pair of players then performs the particular non-verbal activity for a predetermined time interval. A score is determined for the performance of the particular non-verbal activity based on a number of linkages formed, a quality of linkage formed, and/or a number of times that a linkage is determined to be broken. The method then includes determining whether the pair of players wins the card game based in part on the score.
Competitive escape rooms
Apparatuses, systems, methods, and computer program products are presented for competitive escape rooms. A first room has a predetermined method to accomplish a task within the first room. A second room has a same predetermined method to accomplish a same task within the second room as in a first room. A hardware controller device determines in which of a first room and a second room a task is completed first by one of a plurality of competing sets of users.
Systems and methods for non-synchronous cooperative and competitive play on multiple connected pinball machines
The present invention is directed at enhancing pinball gameplay through non-synchronous multiplayer competitive and cooperative play. In the primary embodiment this is achieved by treating the logic and circuitry of an individual pinball machine as a Client, that is connected to a server or Host. The Host is in bidirectional communication with the individual pinball machines or Clients. The status of the Client, such as score, progress on completing features and other game metrics may be communicated to the Host at predetermined intervals. These game metrics may be communicated by the Host to all Clients. When a gameplay objective is completed on a client, the player is presented with a gameplay choice. This choice may be to change the status of his Client or change the status of another player's Client.
Systems and Methods for Non-Synchronous Cooperative and Competitive Play on Multiple Connected Pinball Machines
The present invention is directed at enhancing pinball gameplay through non-synchronous multiplayer competitive and cooperative play. In the primary embodiment this is achieved by treating the logic and circuitry of an individual pinball machine as a Client, that is connected to a server or Host. The Host is in bidirectional communication with the individual pinball machines or Clients. The status of the Client, such as score, progress on completing features and other game metrics may be communicated to the Host at predetermined intervals. These game metrics may be communicated by the Host to all Clients. When a gameplay objective is completed on a client, the player is presented with a gameplay choice. This choice may be to change the status of his Client or change the status of another player's Client.
COMPETITIVE ESCAPE ROOMS
Apparatuses, systems, methods, and computer program products are presented for competitive escape rooms. A first room has a predetermined method to accomplish a task within the first room. A second room has a same predetermined method to accomplish a same task within the second room as in a first room. A hardware controller device determines in which of a first room and a second room a task is completed first by one of a plurality of competing sets of users.