WO2015058774A1 - A computer gaming system and a method for conducting a game - Google Patents

A computer gaming system and a method for conducting a game Download PDF

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Publication number
WO2015058774A1
WO2015058774A1 PCT/DK2014/050347 DK2014050347W WO2015058774A1 WO 2015058774 A1 WO2015058774 A1 WO 2015058774A1 DK 2014050347 W DK2014050347 W DK 2014050347W WO 2015058774 A1 WO2015058774 A1 WO 2015058774A1
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WO
WIPO (PCT)
Prior art keywords
game
gaming system
action
moving object
gaming
Prior art date
Application number
PCT/DK2014/050347
Other languages
French (fr)
Inventor
Uffe EGEKVIST
Original Assignee
Komplementaranpartsselskabet Chaserace
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 Komplementaranpartsselskabet Chaserace filed Critical Komplementaranpartsselskabet Chaserace
Publication of WO2015058774A1 publication Critical patent/WO2015058774A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • 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
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • 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
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks

Definitions

  • the present invention relates to a computer gaming system and a method of using said system for playing a game, in particular a multiplayer racing game.
  • Gaming outcomes in these racing games largely depends on both luck and the relative skills of the players. Furthermore, in most of these games the player competes against computer- controlled opponents that use a simple form of artificial intelligence to control the moving object in a simulated "human-like" fashion. Despite the "human-like" goal of such artificial intelligence, the result tends to appear quite non- human upon close observation. For example, the computer opponent may travel along an ideal or prescribed racing line on the track, whereas a human competitor inadvertently introduces continuous imperfections into his or her driving. As a result, computer opponents tend to become predictable and less interesting . Alternatively a player can compete with other players connected via a network, e.g. the Internet.
  • a network e.g. the Internet
  • Another problem is that some of the conventional racing games try to simulate real-time play.
  • the player's game device e.g. the personal computer, Ipad or similar device
  • Said data is, for example, position data, which represents not only the current position of the car inside the game, but also all previous positions of said car.
  • the server determines position and action of the cars participating in the game based on the received data, and sends information relating to said position and action to the other respective gaming device .
  • the transmission will inevitably result in transmission delay.
  • Such a delay can be crucial for the game experience.
  • One example is a racing game transmitting position data for a car.
  • said car is already at a different position compared to were the car is according to the position data, i.e., position information received by the respective gaming devices is already out-dated by the time the information is received.
  • a player When playing a game such as a racing game, a player needs to operate the game with an accurate timing and with swiftness. However, if the game devices of the participating players are not synchronized properly or does not receive the information fast enough, the participating players will experience the game differently from one another, and the outcome of the game can in a worst-case scenario be incorrect and misleading. This is especially important if the racing game involves measurements of time, as said measure will not be accurate.
  • a gaming system is provided, said system is installed on a gaming device and comprises:
  • a virtual game board made of hexagonal tiles and comprising at least one track and a number of obstructions
  • gaming system is arranged for communicating directly with one or more external gaming devices.
  • the gaming system preferably comprises a software program comprising the means arranged for allowing each moving object to perform an action in response to instructions from the player or the gaming system, and for determining the outcome of said action for each moving object after said action has been completed.
  • the action can be to stand still on the same tile in the same direction during a game turn.
  • the specific action relating to a moving object is embedded within small data packets that are formatted according to known standards and transmitted to the other participating gaming devices.
  • the external gaming devices having similar software programmes will receive the data packets from the player and the software will update the corresponding action e.g. the position of each moving object on the communicating gaming devices. Accordingly the status of the game is displayed on a display of the connected gaming devices.
  • the game system according to the invention ensures that a game can be played with only the game system according to the invention, i.e. no additional game related software, plug-ins or add-ons, external servers or the like are required, thereby ensuring a faster transmission of data than hitherto known.
  • the outcome of an action of a moving object is the starting point for the processing of the next /forthcoming action for said moving object, i.e. the software program only process a single action for the moving object when an action is performed, i.e. only the action itself is relevant for the system in order to evaluate the outcome of said action.
  • the outcome of a first action becomes the next starting point for a second action
  • the outcome of the second action becomes the starting point for the third action etc.
  • Said program is preferably also arranged to transmit and receive the data relating to the actions of the moving objects, and to process the information/data received from other gaming devices which is in communication with the device, such that the relevant actions of the moving objects are displayed on the gaming device in real-time.
  • the gaming system comprises the relevant means for allowing each moving object to perform an action in response to instructions from the player or the gaming device, and for determining the outcome of said action for each moving object after said action has been completed, all relevant information for processing the relevant information/data is installed on the gaming device.
  • the gaming system comprises means arranged for determining if a gaming system is participating in a particular game, in order to ensure that data relating to an action performed by one or more moving object (s) is send only to the gaming devices participating in said game.
  • the gaming devices cannot handle and process the data at a sufficiently high speed, in that respect it can sometime be necessary to transmit the date through an external server which then process the date and only transmit the outcome of the action to the respective gaming devices.
  • the term moving object contemplates any kind of virtual object, which can be moved within the game. If the gaming system is intended for playing a racing game, the moving object preferably resembles a vehicle, or a motorcycle. However the term must not be construed as limiting and the moving object could in other gaming systems just as easily resemble an animal, e.g. a horse, or a different kind of a moving piece.
  • the gaming systems preferably communicate with each other via wireless networks to which the gaming devices are connected.
  • a person skilled in the art will understand that communication between gaming devices can be obtained though any conventional means, and that any kind of network can be utilised in the present invention.
  • data is transmitted via the Internet in order to provide an online gaming experience.
  • the different systems for transmitting data, including over the Internet are well known in the art, and will not be discussed in further details in this application. It is understood that a player can choose if he/she would like to compete against other players, and/or compete with opponents embedded in the gaming system, so-called artificial players.
  • the gaming system comprises means arranged for allowing at least one external player having an external gaming device to participate in a game, and for including information relating to the at least one player in the gaming system, among other ensuring that the all players moving object can be seen on the interface of the each players gaming device.
  • the gaming system of the invention provides the opportunity that players can compete against the gaming device itself or one or more human competitors. For example, two friends can compete online against each other over the Internet.
  • Such human vs. human competition typically offers a much more varied and interesting race because human competitors tend to develop their own styles of racing and make significant, non-ideal moves during the race. The result is often a more dynamic, unpredictable, and exciting competition, and, said game is now also capable of being perform in realtime resembling e.g. a real vehicle with forces acting thereupon .
  • each moving object is completed within a predefined timeframe, said timeframe defines a game turn. This also ensures that the moving objects move substantially simultaneously.
  • the predefined time frame is preferably between 4 and 10 seconds, and preferably between 6 and 8 seconds. The inventors of the present invention has found that said intervals ensures that each player is capable of finishing a single action, while still having enough time to contemplate the next strategic action.
  • the timeframe can also be less than 4 seconds, e.g. less than 2 seconds or even lower, in order to pressure the players.
  • a single action can be defined based on the speed of the moving object, i.e. at full speed the moving object will be allowed to move every game turn.
  • Half speed means that the moving object is allowed to move every second game turn.
  • the game board consists of hexagonal tiles, and each tile can therefore be adjacent to six other tiles, each of which provides a direction for movement of the moving object, permitting the moving object to move forward, backwards, or diagonally to adjacent tiles.
  • each moving object is able to make only a single action in each game turn.
  • Said action can e.g. be to change the direction of the moving object, i.e. the moving objects orientation can be changed right or left in relation to the moving objects starting direction.
  • said action can be to move the moving object from a first position to a second position, in the direction of the moving objects starting position.
  • the second position can be one or more tiles ahead, depending on the speed or acceleration of the moving object.
  • the present invention provides a game, which can be played without influence of luck, and where speed of the moving object is combined with strategic decisions. Accordingly, the outcome of the game is based on skills and strategy alone, providing a unique game experience each time.
  • the moving object cannot make an additional action before said timeframe has elapsed or all moving objects have performed an action, further reducing information/data flow between the gaming devices. If the system only allows a single action per turn, this allows a number of possibilities for making strategies decisions during a game, e.g. preventing other moving objects to enter a specific part of the game board or awarding damages to other objects, by staying on a specific hexagonal tile the entire - or almost the entire - game turn either preventing other objects to move during a turn or award damage to said object. As already discussed it is preferred that the outcome of an action of a moving object is the starting point for the processing of the next action for said moving object.
  • the means that enables the player to control the moving object involves only a very few control signals (commands) intended to control the movement and, accordingly, changes in the positions or direction of the moving objects.
  • the gaming system according to the present invention comprises simple means for the player to control the action of the moving objects. If the gaming device is an Ipad, the means for controlling the action of the moving object can be part of the games interface, e.g. in the form of virtual action keys shown on the Ipad's display when the game is activated.
  • other gaming devices are also contemplated within the context of the present invention, using other control means, such as a mouse or joystick.
  • action keys on the interface can represent arrows for defining the direction and movement of the moving objects.
  • a left arrow will imply that the action of the moving object is to turn 60 degrees to the left, corresponding to the hexagonal arrangement of the game board. Similar activation of a straight arrow will ensure that the moving object is moved forward, etc.
  • Additional keys can also be present for implying other actions, e.g. acceleration, shifting gear, braking, etc.
  • the moving object will accelerate/move the number of tiles which corresponds to the moving objects gear number, such that a moving object in third gear will move three tiles, and a moving object in top gear moves the fastest.
  • a key is activated on the gaming device, corresponding to an action of the moving object, corresponding data files is generated by the programme of the gaming system, and said data files is send to connected computing devices, in order to show the action of the moving object on said gaming devices.
  • the virtual game board can in one embodiment comprise an enclosed track, which preferably comprises a plurality of contiguous lanes. Said lanes can be identical or different in length, depending on e.g. the type of race, the level, or the skills of the players.
  • the track has three lanes, the inner lane have fewer tiles than the intermediate lane, and the intermediate lane have fewer tiles than the outer lane.
  • Such an arrangement simulates an existing racetrack by allowing a player whose moving object is in the inner lane to travel more quickly around the track than players whose moving objects are on the intermediate or outer lanes. This resembles real time automobile racing, where it is a clear advantage to be in the inner lane in the turn sections of the track .
  • the action performed by a moving object can result in damages imposed on either the moving object itself or other moving objects.
  • This can e.g. be the situation when the moving object tries to moves to a tile already occupied by another moving object or an obstruction.
  • the virtual game board comprises a pit area, having a plurality of pit stalls wherein a moving object may be directed to be repaired.
  • a moving object entering the pit suffers from the disadvantage in that its progress around the track is delayed causing said moving object to fall behind in the race. It follows that it thereby is possible to set up move strategies to either damage other moving objects or cause another player to take a longer route around obstructions or other moving objects in order to prevent such damage, thus delaying the player slightly to simulate driving manoeuvres in real auto racing.
  • the game system preferably comprises a number of predefined game boards, having increasing complexity and difficulty, in order to ensure that each game is varied, specialized and meets the demands of the players for being continuously challenged.
  • the system can per example comprises a number of learning boards, were an inexperienced player is able to practice and learn the objectivities of the game. After such learning boards have been completed the player can be provided with a driving license allowing said player to enter already existing games, or challenge other players and/or computer opponents in new games.
  • a game may be played in several stages, enabling the gaming system to organize fast virtual real time races with participants from various countries on the Internet, as well as world championships.
  • one embodiment of the gaming system according to the invention comprises means arranged for allowing the players to alter the predefined game boards, e.g. changing the complexity or difficulty of said board by adding and/or moving tiles resembling tracks and/or obstructions.
  • Said means is preferably incorporated in the program used in the system.
  • said program can comprise means for making game boards from scratch, i.e. each hexagonal tile on the game board is placed by a player, e.g. by selecting the tiles from a number of predefined tiles.
  • Several players can also make game board together, e.g. by taken turns placing one or more tiles on the board, until a track and/or game board has been completed.
  • the program of the gaming system comprises means arranged for allowing a user to either purchase, win or otherwise obtain strategic activity items in the game system.
  • Said activity items can e.g. arranged for altering the driving capabilities of the moving objects, and comprises e.g. spare parts, tires, fuel, etc.
  • the items can be arranged for altering the driving capabilities of other moving objects, be arranged for removing a lane, adding a lane, ensuring that a moving object can take a curve on the track faster etc.
  • An activity items for use in the present invention can in principal comprise any kind of activity, which ensures that a player either obtain a benefit directly or indirectly by providing another player with a disadvantage.
  • the item resembles real time activities, and can be combined with an action of the moving object, such that a moving action both performs an action and an activity in each game turn.
  • the actions and activities are performed substantially simultaneously within the predefined time of a game turn.
  • only information in relation to the last action is send to the users of the connected gaming devices, and in a preferred embodiment the same is advantageously also for the activities, i.e. only information relating to the last activity item used is send to the participating players, in order to ensure a fast transmission of data.
  • the programme of the game system according to the invention is arranged for registering the actual time a moving object takes to finish a number of predefined tracks, e.g. one, two or thee. Since the players become more and more experienced with time, the game system according to the invention can in one embodiment measure the actual time with a precession down to 1/100,000 second.
  • the fastest qualifying speed is used to determine the pole position (i.e. the space closest to the starting line at the inside lane of the track), so the player completing the time trial with the fastest speed receives the pole position in a given game.
  • the player having the next highest qualifying speed takes the first space in the intermediate lane, and the next player takes the first outside lane space with any subsequent players having their moving objects aligned in the same order behind the first spaces adjacent the starting line.
  • the play begins. This can e.g. be initiated by a player, or alternatively by the gaming system when all players are in place.
  • Each player now makes a single action each turn whereby it is ensured that the moving objects move substantially simultaneously.
  • any of the players may switch lanes, as there is no requirement that a player remains in the lane in which the player started.
  • one strategy is to move to the inside lane having fewer tiles as soon as possible after the start.
  • players may provide strategies to either damage other moving objects or cause another player to take longer routes, thus delaying the other players, enhancing the player's own option of winning the game.
  • a player can obtain activity items in the game system, which items can be used strategically during the game.
  • a player in possession of a weather item can alter the weather in order to match the tires of the car, or vice versa, such that the players vehicle will drive faster on the track and accordingly provide a disadvantage to the other players.
  • the other players can use other activity items e.g in order to return the weather to neutral, change tires, adding a lane, taking a curve faster etc.
  • the game is finished.
  • this may constitute the completion of a race simulating the actual sport of auto racing wherein the first driver to cross the finish line is declared the winner and the race is over.
  • play continues after the first player crosses the start/finish line to determine the second, third, fourth and so on finishing places.
  • the winner of each race is given a classification rating to be stored in the gaming system according to the invention, e.g. in a database. Then games can also be initiated between players having similar classification rating, upon comparison of the classification ratings assigned to all online participants.
  • the present game system provides a method of conducting a game, wherein the players may compete in multiple races over an extended time to simulate a racing season wherein the drivers compete for an overall point total.
  • the game can be played casually as a one time racing event or in the alternative, the game can be played as a series of individual racing events to simulate an auto racing schedule wherein the players receive a cumulative point total and standing. It is furthermore possible to employs various tactics, speeds and strategies common to real auto racing.
  • Fig. 1 is a schematic section of a game board of the game system according to the invention, where three vehicles are shown in a starting position of a racing game
  • Fig. 2 shows the same, where a number of game turns have elapsed, and the vehicles have advanced on the track, and
  • Fig. 3 shows the same, wherein the vehicles are advanced even further .
  • Fig. 1 shows a schematic section of a game board 1 of the game system according to the invention.
  • the game board 1 consists of a number of adjacent hexagonal tiles 2, wherein the white tiles 3 define a track 4, and the hatched tiles 5 obstructions.
  • Three schematic vehicles 6a, 6b, 6c are located behind a starting line 7. The driving direction of each vehicle is indicated by a triangle.
  • the track is an enclosed track, i.e. the starting line is also the finishing line, even though most of the track cannot be seen in the figures.
  • the track 4 in the shown embodiment comprises three lanes 8, 9 and 10, where the inner lane 8 have fewer tiles than the intermediate lane 9, and the intermediate lane 9 have fewer tiles than the outer lane 10.
  • Such an arrangement simulates an existing racetrack by allowing a vehicle in the inner lane to travel more quickly around the track, than vehicles in the intermediate or outer lanes.
  • the obstructions 5 which encircles the track 4 is in the present embodiment also placed such that three lanes does not exist at all times, thereby enabling the players to cause another player to take longer routes, e.g. around the intermediate obstruction 5', thereby enhancing the players own possibility of winning the game.
  • the tracks and game boards can be constructed in a number of different ways - the only requirement being that the game board is made of hexagonal tiles and includes a track and a number of obstructions .
  • Most tiles 4 are adjacent to six other tiles, each of which provides a direction for movement of the vehicle 6, i.e. the vehicle can move forward, or change direction and move backwards or diagonally to adjacent tiles.
  • each vehicle 6 has completed a qualifying speed for determining the pole position. Since the player with vehicle 6a completing the time trial with the fastest speed said vehicle receives the pole position. The player having the next highest qualifying speed i.e. vehicle 6b, takes the first space in the intermediate lane, and the next player 6c takes the first outside lane space. If additional vehicles had been present their vehicles would be aligned in the same order behind the first tiles adjacent the starting line.
  • Said action can e.g. be a forward move in the driving direction of a vehicle, the direction of movement can be changed 60 degrees each game turn, corresponding to the hexagonal arrangement of the game board.
  • the players perform the actions by activating corresponding action keys (not shown) e.g. on an interface of a touch screen.
  • the virtual game board comprises a pit area (not shown) , having a plurality of pit stalls wherein a vehicle can be directed to be repaired
  • Fig. 2 shows the same race a number of game turns later.
  • the two vehicles 6a and 6c have both moved three tiles ahead, whereas vehicle 6b has used the second game turn, i.e. second action, to take a turn of 60 degrees to the left, enabling said vehicle to enter the inner lane.
  • the players try to make their vehicles take the shortest route possible, i.e. they would like to pass the track around obstruction 5', by moving to tile 11.
  • the vehicles 6a and 6c have both changed direction in order to pass obstruction 5' via tile 11.
  • a vehicle will receive damages if said vehicle tries to moves to a tile that is already occupied by an obstruction 5 or another vehicle.
  • the player cannot move vehicle 6a until vehicle 6c have moved to tile 11.
  • This provides an advantages for the player with vehicle 6c, since said player can stall the movement, until the very end of the game turn, i.e. not move the vehicle 6c until just before the game turn expires, thereby either preventing vehicle 6a from moving in said turn, forcing vehicle 6a from moving into a tile occupied by another vehicle and thereby forcing the car to crash, i.e. be awarded damages, or only give the player with vehicle 6a very little time to make the actual move. Accordingly, vehicle 6c gains a competitive edge in the race due to the unique nature of the game, in which only a single action can be performed each turn.
  • vehicle 6a can move into the tile already occupied by vehicle 6c, since this can award both vehicles damages. If vehicle 6c already is damages, this will force vehicle 6c into pit stop in order to have the vehicle repaired.
  • a vehicle entering the pit suffers from the disadvantage in that its progress around the track is delayed whereby the vehicle will fall behind in the race. It follows that it thereby is possible to set up move strategies to either damage other vehicles or cause another player to take a longer route around obstructions or other moving objects in order to prevent such damage, thus delaying the vehicle slightly to simulate driving manoeuvres in real auto racing.
  • the damage required before a vehicle needs to enter a pit stop will depend on the game objectives, e.g the kind/extend of a crash, type of car, engine, etc, and can be varied depending on skills and levels.
  • Additional action/activity keys can also be present for implying other activities, e.g. acceleration, shifting gear, braking, etc. Vehicles will accelerate/move the number of tiles, which corresponds to the vehicles gear number. In a similar manner, damages can be providing to specific parts of a car, e.g. damages can be awarded in order to prevent a car from accelerating in giving situations e.g. during starts, passing other vehicles or the like.
  • the track It would e.g. be preferred to depict the track in a more 3D-like manner, such that the player will perceive the game in a real-time mode resembling a real racing experience, also preventing the player to view the track further ahead. Similar the obstructions can depict different kind of obstructions, e.g. houses or trees.
  • the game system and method according to the invention provides a unique means of enabling several players to participate in a single game having increase transmission rates of relevant data, thereby allowing the game to be effectuated in real-time. Consequently, the game system according to the invention ensures that a game can be played with no other game related software, plug-ins or add-ons, external servers or the like, thereby ensuring a faster transmission of data than hitherto known, thereby providing a better and more sophisticated gaming experience which depends primarily on strategy and skills.

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Abstract

A computer gaming system and a method for conducting a game The present invention relates to a computer gaming system and a method of using said system for playing a game, in particular a multiplayer racing game. Said gaming system comprises is installed on a gaming device and comprises a virtual game board made of hexagonal tiles and comprising at least one track and a number of obstructions, a number of virtual moving objects operable by a player or the gaming system, a means for allowing each moving object to perform an action in response to instructions from the player or the gaming system, and for determining the outcome of said action for each moving object after said action has been completed, and wherein said gaming system is arranged for communicating directly with one or more external gaming devices. The game system according to the invention ensures that a game can be played with only the game system according to the invention, i.e. no additional game related software, plug-ins or add-ons, external servers or the like are required, thereby ensuring a faster transmission of data than hitherto known.

Description

A computer gaming system and a method for conducting a game
The present invention relates to a computer gaming system and a method of using said system for playing a game, in particular a multiplayer racing game.
Racing games enjoy enduring popularity, and a plethora of "pure" racing games exist for personal computers and various game consoles.
Gaming outcomes in these racing games largely depends on both luck and the relative skills of the players. Furthermore, in most of these games the player competes against computer- controlled opponents that use a simple form of artificial intelligence to control the moving object in a simulated "human-like" fashion. Despite the "human-like" goal of such artificial intelligence, the result tends to appear quite non- human upon close observation. For example, the computer opponent may travel along an ideal or prescribed racing line on the track, whereas a human competitor inadvertently introduces continuous imperfections into his or her driving. As a result, computer opponents tend to become predictable and less interesting . Alternatively a player can compete with other players connected via a network, e.g. the Internet. Since such online multiplayer racing games have become increasingly common, there is substantial competition between the offered games regarding obtaining and retaining players. Repetitive play, without changing gaming objectives often lead to players becoming bored with a particular game. In addition, if a player finds a game too hard or too easy, the player may become frustrated or bored, and cease playing prematurely.
Another problem is that some of the conventional racing games try to simulate real-time play. However, since the player's game device e.g. the personal computer, Ipad or similar device, transmits large amounts of data representing the moving object, e.g. a car, to the other players game devices via a server, this will result in a delay in communication among the game devices. Said data is, for example, position data, which represents not only the current position of the car inside the game, but also all previous positions of said car. The server determines position and action of the cars participating in the game based on the received data, and sends information relating to said position and action to the other respective gaming device .
However, since the data includes a large number of information and normally have to be transmitted through a server, the transmission will inevitably result in transmission delay. Such a delay can be crucial for the game experience. One example is a racing game transmitting position data for a car. However, due to the transmission delay said car is already at a different position compared to were the car is according to the position data, i.e., position information received by the respective gaming devices is already out-dated by the time the information is received.
When playing a game such as a racing game, a player needs to operate the game with an accurate timing and with swiftness. However, if the game devices of the participating players are not synchronized properly or does not receive the information fast enough, the participating players will experience the game differently from one another, and the outcome of the game can in a worst-case scenario be incorrect and misleading. This is especially important if the racing game involves measurements of time, as said measure will not be accurate.
Thus, it is a first aspect of the present invention to provide a gaming system which significantly increase transmission rates of relevant data, thereby allowing a game to be effectuated in real-time,
It is a second aspect of the present invention to provide gaming system, in which a relatively small amount of data is transmitted between connected game devices,
It is a third aspect of the present invention to provide a method of using the game system for playing a game that relies on strategy and skills, thereby providing a consistently captivating game,
It is a forth aspect of the present invention to provide a racing game that include elements that tie in with real-world racing events, to provide further elements of enjoyment.
The novel and unique features whereby these and further aspects are achieved according to the present invention is the fact that a gaming system is provided, said system is installed on a gaming device and comprises:
— a virtual game board made of hexagonal tiles and comprising at least one track and a number of obstructions,
— a number of virtual moving objects operable by a player or the gaming system,
— a means for allowing each moving object to perform an action in response to instructions from the player or the gaming system, and for determining the outcome of said action for each moving object after said action has been completed, and
— wherein said gaming system is arranged for communicating directly with one or more external gaming devices.
The gaming system according to the invention preferably comprises a software program comprising the means arranged for allowing each moving object to perform an action in response to instructions from the player or the gaming system, and for determining the outcome of said action for each moving object after said action has been completed. The action can be to stand still on the same tile in the same direction during a game turn. The specific action relating to a moving object is embedded within small data packets that are formatted according to known standards and transmitted to the other participating gaming devices. The external gaming devices having similar software programmes will receive the data packets from the player and the software will update the corresponding action e.g. the position of each moving object on the communicating gaming devices. Accordingly the status of the game is displayed on a display of the connected gaming devices. Consequently, the game system according to the invention ensures that a game can be played with only the game system according to the invention, i.e. no additional game related software, plug-ins or add-ons, external servers or the like are required, thereby ensuring a faster transmission of data than hitherto known. It is preferred that the outcome of an action of a moving object, is the starting point for the processing of the next /forthcoming action for said moving object, i.e. the software program only process a single action for the moving object when an action is performed, i.e. only the action itself is relevant for the system in order to evaluate the outcome of said action. Thus, the outcome of a first action becomes the next starting point for a second action, the outcome of the second action, becomes the starting point for the third action etc. Thereby is ensured that only information relating to a single action of said moving object is processed and transmitted to other participating gaming devices. Accordingly, only very small amounts of data need to be transmitted to the connected gaming devices. Furthermore, since the gaming system is capable of communicating directly with all of the other connected gaming devices, the processing of data files related to actions of the moving objects is simplified, because said data does not have to be transmitted though an external server. When this is combined with the advantages that the software program only processes a single action for each moving object each time an action is performed, this significantly reduces information flow between the gaming devices and accordingly, increase the information transmission rates, which not only speeds up the game itself but also ensures that it is possible to play a game in real-time. Thus, it is e.g. ensured that it is the correct position of all participating moving objects that is actually shown on the players gaming device.
Said program is preferably also arranged to transmit and receive the data relating to the actions of the moving objects, and to process the information/data received from other gaming devices which is in communication with the device, such that the relevant actions of the moving objects are displayed on the gaming device in real-time. Furthermore, since the gaming system comprises the relevant means for allowing each moving object to perform an action in response to instructions from the player or the gaming device, and for determining the outcome of said action for each moving object after said action has been completed, all relevant information for processing the relevant information/data is installed on the gaming device.
In the conventional "real-time" games, the time delay in data transmissions is more pronounced the more people are participating in a game. Furthermore, since all data to all previously occurred actions are transmitted to the participating players, this will inevitably slow the processing time down the more advanced the game is. In this respect it is preferred that the gaming system according to the invention comprises means arranged for determining if a gaming system is participating in a particular game, in order to ensure that data relating to an action performed by one or more moving object (s) is send only to the gaming devices participating in said game. Thereby is provided a unique means of enabling several players to participate in a single game without the delay and/or time lag normally experience with such games, where e.g. a server handlers all information, and where information to already finished actions is available to all players throughout the game.
In some situations the gaming devices cannot handle and process the data at a sufficiently high speed, in that respect it can sometime be necessary to transmit the date through an external server which then process the date and only transmit the outcome of the action to the respective gaming devices. Within the context of the present invention, the term moving object, contemplates any kind of virtual object, which can be moved within the game. If the gaming system is intended for playing a racing game, the moving object preferably resembles a vehicle, or a motorcycle. However the term must not be construed as limiting and the moving object could in other gaming systems just as easily resemble an animal, e.g. a horse, or a different kind of a moving piece.
The gaming systems preferably communicate with each other via wireless networks to which the gaming devices are connected. A person skilled in the art will understand that communication between gaming devices can be obtained though any conventional means, and that any kind of network can be utilised in the present invention. However, in a preferred embodiment data is transmitted via the Internet in order to provide an online gaming experience. The different systems for transmitting data, including over the Internet, are well known in the art, and will not be discussed in further details in this application. It is understood that a player can choose if he/she would like to compete against other players, and/or compete with opponents embedded in the gaming system, so-called artificial players. In this respect the gaming system comprises means arranged for allowing at least one external player having an external gaming device to participate in a game, and for including information relating to the at least one player in the gaming system, among other ensuring that the all players moving object can be seen on the interface of the each players gaming device. Accordingly, the gaming system of the invention provides the opportunity that players can compete against the gaming device itself or one or more human competitors. For example, two friends can compete online against each other over the Internet. Such human vs. human competition typically offers a much more varied and interesting race because human competitors tend to develop their own styles of racing and make significant, non-ideal moves during the race. The result is often a more dynamic, unpredictable, and exciting competition, and, said game is now also capable of being perform in realtime resembling e.g. a real vehicle with forces acting thereupon .
It is preferred that that the action of each moving object is completed within a predefined timeframe, said timeframe defines a game turn. This also ensures that the moving objects move substantially simultaneously. The predefined time frame is preferably between 4 and 10 seconds, and preferably between 6 and 8 seconds. The inventors of the present invention has found that said intervals ensures that each player is capable of finishing a single action, while still having enough time to contemplate the next strategic action. However, the timeframe can also be less than 4 seconds, e.g. less than 2 seconds or even lower, in order to pressure the players.
In an alternative embodiment a single action can be defined based on the speed of the moving object, i.e. at full speed the moving object will be allowed to move every game turn. Half speed means that the moving object is allowed to move every second game turn.
The game board consists of hexagonal tiles, and each tile can therefore be adjacent to six other tiles, each of which provides a direction for movement of the moving object, permitting the moving object to move forward, backwards, or diagonally to adjacent tiles. However, in order to increase the information transmission rates it is preferred that each moving object is able to make only a single action in each game turn. Said action can e.g. be to change the direction of the moving object, i.e. the moving objects orientation can be changed right or left in relation to the moving objects starting direction. Alternatively said action can be to move the moving object from a first position to a second position, in the direction of the moving objects starting position. The second position can be one or more tiles ahead, depending on the speed or acceleration of the moving object. Since each moving object preferably only makes a single action each game turn, and since each game turn preferably have to be completed within a predefined time frame, the present invention provides a game, which can be played without influence of luck, and where speed of the moving object is combined with strategic decisions. Accordingly, the outcome of the game is based on skills and strategy alone, providing a unique game experience each time.
It is further preferred that the moving object cannot make an additional action before said timeframe has elapsed or all moving objects have performed an action, further reducing information/data flow between the gaming devices. If the system only allows a single action per turn, this allows a number of possibilities for making strategies decisions during a game, e.g. preventing other moving objects to enter a specific part of the game board or awarding damages to other objects, by staying on a specific hexagonal tile the entire - or almost the entire - game turn either preventing other objects to move during a turn or award damage to said object. As already discussed it is preferred that the outcome of an action of a moving object is the starting point for the processing of the next action for said moving object. Thereby is ensured that only information/data relating to a single action of said moving object is processed and transmitted to other participating gaming devices each game turn. Accordingly, only very small amounts of data need to be transmitted to the connected gaming devices ensuring that a real-time game experience can be obtained. As an example can be mentioned, that if a moving object moves from a first position to a second position in a game turn, said second positions is the starting point for the next action of said object. Thus, when the objects moves from the second position to the third position, only the data relating to said move, i.e. from the second to the third position is transmitted to other participating gaming devices .
In order to further ensure a fast transmission of said data, it is preferred that the means that enables the player to control the moving object involves only a very few control signals (commands) intended to control the movement and, accordingly, changes in the positions or direction of the moving objects. In this respect it is preferred that the gaming system according to the present invention comprises simple means for the player to control the action of the moving objects. If the gaming device is an Ipad, the means for controlling the action of the moving object can be part of the games interface, e.g. in the form of virtual action keys shown on the Ipad's display when the game is activated. However, other gaming devices are also contemplated within the context of the present invention, using other control means, such as a mouse or joystick. It is preferred that the game system is played on a gaming device having a touch screen, e.g. an Ipad. In this embodiment optionally action keys on the interface can represent arrows for defining the direction and movement of the moving objects. E.g. a left arrow will imply that the action of the moving object is to turn 60 degrees to the left, corresponding to the hexagonal arrangement of the game board. Similar activation of a straight arrow will ensure that the moving object is moved forward, etc. Additional keys can also be present for implying other actions, e.g. acceleration, shifting gear, braking, etc. It is preferred that the moving object will accelerate/move the number of tiles which corresponds to the moving objects gear number, such that a moving object in third gear will move three tiles, and a moving object in top gear moves the fastest. When a key is activated on the gaming device, corresponding to an action of the moving object, corresponding data files is generated by the programme of the gaming system, and said data files is send to connected computing devices, in order to show the action of the moving object on said gaming devices.
The virtual game board can in one embodiment comprise an enclosed track, which preferably comprises a plurality of contiguous lanes. Said lanes can be identical or different in length, depending on e.g. the type of race, the level, or the skills of the players. In a preferred embodiment, the track has three lanes, the inner lane have fewer tiles than the intermediate lane, and the intermediate lane have fewer tiles than the outer lane. Such an arrangement simulates an existing racetrack by allowing a player whose moving object is in the inner lane to travel more quickly around the track than players whose moving objects are on the intermediate or outer lanes. This resembles real time automobile racing, where it is a clear advantage to be in the inner lane in the turn sections of the track . In a preferred embodiment the action performed by a moving object can result in damages imposed on either the moving object itself or other moving objects. This can e.g. be the situation when the moving object tries to moves to a tile already occupied by another moving object or an obstruction. It is therefore an advantage if the virtual game board comprises a pit area, having a plurality of pit stalls wherein a moving object may be directed to be repaired. A moving object entering the pit suffers from the disadvantage in that its progress around the track is delayed causing said moving object to fall behind in the race. It follows that it thereby is possible to set up move strategies to either damage other moving objects or cause another player to take a longer route around obstructions or other moving objects in order to prevent such damage, thus delaying the player slightly to simulate driving manoeuvres in real auto racing.
The game system preferably comprises a number of predefined game boards, having increasing complexity and difficulty, in order to ensure that each game is varied, specialized and meets the demands of the players for being continuously challenged. The system can per example comprises a number of learning boards, were an inexperienced player is able to practice and learn the objectivities of the game. After such learning boards have been completed the player can be provided with a driving license allowing said player to enter already existing games, or challenge other players and/or computer opponents in new games. A game may be played in several stages, enabling the gaming system to organize fast virtual real time races with participants from various countries on the Internet, as well as world championships.
In order to ensure that the gaming system according to the invention provides a continuous challenge to the players, one embodiment of the gaming system according to the invention comprises means arranged for allowing the players to alter the predefined game boards, e.g. changing the complexity or difficulty of said board by adding and/or moving tiles resembling tracks and/or obstructions. Said means is preferably incorporated in the program used in the system. Alternatively, said program can comprise means for making game boards from scratch, i.e. each hexagonal tile on the game board is placed by a player, e.g. by selecting the tiles from a number of predefined tiles. Several players can also make game board together, e.g. by taken turns placing one or more tiles on the board, until a track and/or game board has been completed.
In a similar way other parts of the game system can be individually altered or changed. As an example can be mentioned that each player can design their own moving object, alter the weather and/or change the colour, landscape and/or surroundings of the game board. It is in this respect preferred that the program of the gaming system according to the invention comprises means arranged for allowing a user to either purchase, win or otherwise obtain strategic activity items in the game system. Said activity items can e.g. arranged for altering the driving capabilities of the moving objects, and comprises e.g. spare parts, tires, fuel, etc. Alternatively, the items can be arranged for altering the driving capabilities of other moving objects, be arranged for removing a lane, adding a lane, ensuring that a moving object can take a curve on the track faster etc. An activity items for use in the present invention can in principal comprise any kind of activity, which ensures that a player either obtain a benefit directly or indirectly by providing another player with a disadvantage. However, it is preferred that the item resembles real time activities, and can be combined with an action of the moving object, such that a moving action both performs an action and an activity in each game turn. In this respect the actions and activities are performed substantially simultaneously within the predefined time of a game turn. As previously described, only information in relation to the last action is send to the users of the connected gaming devices, and in a preferred embodiment the same is advantageously also for the activities, i.e. only information relating to the last activity item used is send to the participating players, in order to ensure a fast transmission of data.
In order to allocate each player an appropriate position behind a starting line in the track, it is preferred that qualifying races is conducted, on specific qualifying game boards. In this respect the programme of the game system according to the invention is arranged for registering the actual time a moving object takes to finish a number of predefined tracks, e.g. one, two or thee. Since the players become more and more experienced with time, the game system according to the invention can in one embodiment measure the actual time with a precession down to 1/100,000 second.
It is preferred that the fastest qualifying speed is used to determine the pole position (i.e. the space closest to the starting line at the inside lane of the track), so the player completing the time trial with the fastest speed receives the pole position in a given game. The player having the next highest qualifying speed takes the first space in the intermediate lane, and the next player takes the first outside lane space with any subsequent players having their moving objects aligned in the same order behind the first spaces adjacent the starting line.
Thereafter the play begins. This can e.g. be initiated by a player, or alternatively by the gaming system when all players are in place. Each player now makes a single action each turn whereby it is ensured that the moving objects move substantially simultaneously. During the course of playing any of the players may switch lanes, as there is no requirement that a player remains in the lane in which the player started. Thus, it will be appreciated that one strategy is to move to the inside lane having fewer tiles as soon as possible after the start. Furthermore, players may provide strategies to either damage other moving objects or cause another player to take longer routes, thus delaying the other players, enhancing the player's own option of winning the game.
As mentioned earlier, a player can obtain activity items in the game system, which items can be used strategically during the game. As an example can be mentioned that a player in possession of a weather item, can alter the weather in order to match the tires of the car, or vice versa, such that the players vehicle will drive faster on the track and accordingly provide a disadvantage to the other players. In order to respond to this advantage, the other players can use other activity items e.g in order to return the weather to neutral, change tires, adding a lane, taking a curve faster etc.
It will be understood by a person skilled in the art e.g. driving around a curve with a fast speed, also means that there is a risk that the vehicle will skid on the track, a risk that e.g. is depending on the weather of the game board. Thereby is provided a dynamic game, which is demanding and wherein the combination of speed of the moving object combined with strategy ensures that the game system according to the invention provides a constant challenge even for experienced players .
After the moving objects have completed a predetermined number of laps in a given race the game is finished. At the option of the players, this may constitute the completion of a race simulating the actual sport of auto racing wherein the first driver to cross the finish line is declared the winner and the race is over. However, in another preferred embodiment according to the invention, play continues after the first player crosses the start/finish line to determine the second, third, fourth and so on finishing places. In a preferred embodiment the winner of each race is given a classification rating to be stored in the gaming system according to the invention, e.g. in a database. Then games can also be initiated between players having similar classification rating, upon comparison of the classification ratings assigned to all online participants.
Due to smaller data files processed by the gaming devices and reduced information flows in the network it is possible to conduct races with the participation of multiple users, increase the number of the participants in the game without significant load onto the network, thus enabling to hold several championships within a short time. Also, a player, who has missed one championship, but has a definite classification rating, may participate in another championship being held later, starting from a game level which corresponds to the classification rating won by him in previous races and championships .
Accordingly, the present game system provides a method of conducting a game, wherein the players may compete in multiple races over an extended time to simulate a racing season wherein the drivers compete for an overall point total. The game can be played casually as a one time racing event or in the alternative, the game can be played as a series of individual racing events to simulate an auto racing schedule wherein the players receive a cumulative point total and standing. It is furthermore possible to employs various tactics, speeds and strategies common to real auto racing.
The invention will be explained in greater detail below, describing only exemplary embodiments of the gaming system according to the invention with reference to the drawing, in which Fig. 1 is a schematic section of a game board of the game system according to the invention, where three vehicles are shown in a starting position of a racing game, Fig. 2 shows the same, where a number of game turns have elapsed, and the vehicles have advanced on the track, and
Fig. 3 shows the same, wherein the vehicles are advanced even further .
The invention will be described below with the assumption that the game system is intended for a racing game and the moving object resembles a vehicle, e.g. a racecar. However, this assumption is not to be construed as limiting, and the game could just as easily be a different kind of game.
Fig. 1 shows a schematic section of a game board 1 of the game system according to the invention. The game board 1 consists of a number of adjacent hexagonal tiles 2, wherein the white tiles 3 define a track 4, and the hatched tiles 5 obstructions. Three schematic vehicles 6a, 6b, 6c are located behind a starting line 7. The driving direction of each vehicle is indicated by a triangle. In the present embodiment the track is an enclosed track, i.e. the starting line is also the finishing line, even though most of the track cannot be seen in the figures.
The track 4 in the shown embodiment comprises three lanes 8, 9 and 10, where the inner lane 8 have fewer tiles than the intermediate lane 9, and the intermediate lane 9 have fewer tiles than the outer lane 10. Such an arrangement simulates an existing racetrack by allowing a vehicle in the inner lane to travel more quickly around the track, than vehicles in the intermediate or outer lanes. The obstructions 5 which encircles the track 4 is in the present embodiment also placed such that three lanes does not exist at all times, thereby enabling the players to cause another player to take longer routes, e.g. around the intermediate obstruction 5', thereby enhancing the players own possibility of winning the game. It will be understood that the tracks and game boards can be constructed in a number of different ways - the only requirement being that the game board is made of hexagonal tiles and includes a track and a number of obstructions . Most tiles 4 are adjacent to six other tiles, each of which provides a direction for movement of the vehicle 6, i.e. the vehicle can move forward, or change direction and move backwards or diagonally to adjacent tiles. In the game board 1 shown in the figures, each vehicle 6 has completed a qualifying speed for determining the pole position. Since the player with vehicle 6a completing the time trial with the fastest speed said vehicle receives the pole position. The player having the next highest qualifying speed i.e. vehicle 6b, takes the first space in the intermediate lane, and the next player 6c takes the first outside lane space. If additional vehicles had been present their vehicles would be aligned in the same order behind the first tiles adjacent the starting line.
Thereafter the play begins and each player now makes a single action each turn. Said action can e.g. be a forward move in the driving direction of a vehicle, the direction of movement can be changed 60 degrees each game turn, corresponding to the hexagonal arrangement of the game board. The players perform the actions by activating corresponding action keys (not shown) e.g. on an interface of a touch screen.
Damages will be provided to vehicles trying to moves to a tile, which is already occupied by an obstruction 5 or by another vehicle, and the vehicles should therefore remain on the track 4, in order to avoid such damages. It is therefore an advantage if the virtual game board comprises a pit area (not shown) , having a plurality of pit stalls wherein a vehicle can be directed to be repaired
Fig. 2 shows the same race a number of game turns later. The two vehicles 6a and 6c, have both moved three tiles ahead, whereas vehicle 6b has used the second game turn, i.e. second action, to take a turn of 60 degrees to the left, enabling said vehicle to enter the inner lane.
In order to reach the finish line first, the players try to make their vehicles take the shortest route possible, i.e. they would like to pass the track around obstruction 5', by moving to tile 11. In fig. 2 the vehicles 6a and 6c have both changed direction in order to pass obstruction 5' via tile 11.
A vehicle will receive damages if said vehicle tries to moves to a tile that is already occupied by an obstruction 5 or another vehicle. Thus, in order to prevent damages to his/her vehicle, the player cannot move vehicle 6a until vehicle 6c have moved to tile 11. This provides an advantages for the player with vehicle 6c, since said player can stall the movement, until the very end of the game turn, i.e. not move the vehicle 6c until just before the game turn expires, thereby either preventing vehicle 6a from moving in said turn, forcing vehicle 6a from moving into a tile occupied by another vehicle and thereby forcing the car to crash, i.e. be awarded damages, or only give the player with vehicle 6a very little time to make the actual move. Accordingly, vehicle 6c gains a competitive edge in the race due to the unique nature of the game, in which only a single action can be performed each turn.
Alternatively, vehicle 6a can move into the tile already occupied by vehicle 6c, since this can award both vehicles damages. If vehicle 6c already is damages, this will force vehicle 6c into pit stop in order to have the vehicle repaired. A vehicle entering the pit suffers from the disadvantage in that its progress around the track is delayed whereby the vehicle will fall behind in the race. It follows that it thereby is possible to set up move strategies to either damage other vehicles or cause another player to take a longer route around obstructions or other moving objects in order to prevent such damage, thus delaying the vehicle slightly to simulate driving manoeuvres in real auto racing. The damage required before a vehicle needs to enter a pit stop will depend on the game objectives, e.g the kind/extend of a crash, type of car, engine, etc, and can be varied depending on skills and levels.
Additional action/activity keys can also be present for implying other activities, e.g. acceleration, shifting gear, braking, etc. Vehicles will accelerate/move the number of tiles, which corresponds to the vehicles gear number. In a similar manner, damages can be providing to specific parts of a car, e.g. damages can be awarded in order to prevent a car from accelerating in giving situations e.g. during starts, passing other vehicles or the like.
In fig. 3 shows the same race as in figure 1 and 2, but now vehicle 6c has clearly taken the lead, followed by vehicle 6a and 6b respectively. The players continues to simultaneously complete an action each game turn, until the vehicles 6 have completed a predetermined number of laps or a given distance on the track, whereby the game is finish. At the option of the players, this may constitute the completion of a race simulating the actual sport of auto racing wherein the first driver to cross the finish line is declared the winner and the race is over. In a preferred embodiment according to the invention, play continues in the present game after the first player crosses the finish line to determine the second, third, fourth and so on finishing places. It will be understood by a person skilled in the art, that the shown embodiment is only a very schematic example. It would e.g. be preferred to depict the track in a more 3D-like manner, such that the player will perceive the game in a real-time mode resembling a real racing experience, also preventing the player to view the track further ahead. Similar the obstructions can depict different kind of obstructions, e.g. houses or trees.
In this way, the game system and method according to the invention provides a unique means of enabling several players to participate in a single game having increase transmission rates of relevant data, thereby allowing the game to be effectuated in real-time. Consequently, the game system according to the invention ensures that a game can be played with no other game related software, plug-ins or add-ons, external servers or the like, thereby ensuring a faster transmission of data than hitherto known, thereby providing a better and more sophisticated gaming experience which depends primarily on strategy and skills.
Modifications and combinations of the above principles and designs are foreseen within the scope of the present invention.

Claims

Claims
A gaming system, said system is located on an electronic gaming device and comprises:
a virtual game board (1) made of hexagonal tiles (2) and comprising at least one track (4) and a number of obstructions (5),
a number of virtual moving objects (6a, 6b, 6c) operable by a player or the gaming system,
a computing means arranged for allowing each moving object to perform an action in response to instructions from the player or the electronic gaming device, and for determining the outcome of said action for each moving object after said action has been completed, and
wherein said gaming system is arranged for communicating directly with one or more external gaming devices, each having a similar gaming system.
A gaming system according to claim 1, wherein the system comprises means arranged for including information relating to at least one external gaming device in the gaming system.
A gaming system according to claim 1 or 2, wherein at least two gaming devices are connected via a network, and wherein the gaming system comprises means arranged for determining if a gaming system is participating in a game, and for ensuring that information relating to an action performed by a moving object (6a, 6b, 6c) is sent only to the gaming devices participating in said game.
A gaming system according to any of the preceding claims, wherein the outcome of one action of a moving object (6a, 6b, 6c), is the starting point for determining the outcome of a subsequent action of said moving object.
A gaming system according to any of the preceding claims, wherein only information relating to the outcome of a single action for each moving object (6a, 6b, 6c) is transmitted to the external gaming devices.
A gaming system according to any of the preceding claims, wherein the action of each moving object (6a, 6b, 6c) is completed within a predefined timeframe, said timeframe defines a game turn.
A gaming system according to claim 6, wherein the predefined time frame is between 4 and 10 seconds, preferably between 6 and 8 seconds.
A gaming system according to any of the preceding claims, wherein each moving object (6a, 6b, 6c) is able to perform only a single action in each game turn.
A gaming system according to any of the preceding claims, wherein the moving objects (6a, 6b, 6c) cannot perform an additional action before a game turn is finished, or all moving objects have performed an action in a game turn.
A gaming system according to any of the preceding claims, wherein the gaming system further comprises means arranged for allowing the players to modify the virtual game board (1) .
A gaming system according to any of the preceding claims, wherein the gaming system further comprises means arranged for allowing a player to construct a new game board (1) either alone or in combination with other players.
12. A gaming system according to any of the preceding claims, wherein the computing means is arranged for calculating the exact time each moving object (6a, 6b, 6c) takes to finish one or more rounds on the track (4) .
13. A gaming system according to any of the preceding claims, wherein the gaming device comprises a touch screen display .
14. A method of using the game system according to any of the claims 1 - 13, said method comprises
determining the number of players to enter a game,
including information relating to said player to the system,
providing an interface for playing the game, and
performing a single action of each moving object (6a, 6b, 6c) within a predefined timeframe.
15. A method according to claim 14, wherein the outcome of the single action of the moving object (6a, 6b, 6c) is the starting point for determining the outcome of a subsequent action of said moving object.
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