Multi-player, word-puzzle game played competitively as a contest over an electronic network
Abstract
The invention embodies the systems, processes and methods that collectively administrate and deliver to players a multi-player game in which the players solve a word puzzle and compete against other players for how easily and quickly they solve the puzzle. The game is presented to the players as a matrix of interlocking blank boxes and a list of words or phrases (keys). The keys fit into the matrix in some predetermined fashion. The player must determine the correct orientation of the keys on the puzzle in order to finish the game. Through trial and error the player places the keys into the boxes until the player finds an orientation that fits the puzzle. The player's score is the elapsed time it takes to solve the puzzle adjusted for any clues that are provided. The winner of the game is the player with the lowest score. The game can be used in a variety of advertising and promotional contexts and also can support on-line gaming for prizes. The advertising applications of the game are compelling because the words of the keys in the game can be selected such that they reinforce a marketing message. Businesses can customize games and offer prizes to the winner. The players repetitively manipulate the keys while playing the game and, in so doing, the players become more familiarized with the intended marketing message. The features of the game overcome several of the challenges to on-line competitive gaming by providing a quick, fair, skills-based game that is neither gambling, lottery or sweepstakes and is relatively impervious to cheating.
Claims
exact text as granted — not AI-modified1 . The methods and processes of a game comprising:
a puzzle represented by a matrix of interlocking, empty squares; a set of words and phrases (keys); an iterative process of the player placing the words and phrases into the empty matrix of squares until the correct orientation of words and phrases is found; a scoring scheme that considers the elapsed time to find the correct orientation of words and phrases in the matrix of empty squares and; a scoring scheme that considers any clues that are given to assist the player to determine the correct orientation of words and phrases in the matrix of empty squares; a process to compare the final scores of all players to determine the winner or winners of the game.
2 . All other applications of claim 1 where a list of keys is oriented in an interlocking matrix in order to generate (n×x×p) unique orientations (see FIG. 3 )
3 . A method of claim 1 where more keys can be given than there are places for them in the matrix.
4 . A method of claim 1 that the keys do not have to exactly fit into the empty boxes to be correctly oriented.
5 . A method of claim 1 where a player may request and be given clues to help solve the puzzle.
6 . A method of claim 1 where multiple players compete to earn the lowest score as calculated from a combination of the elapsed time to solve the puzzle adjusted in some way by penalties for the clues needed to solve the puzzle.
7 . A method of claim 1 whereby players repetitively manipulate the keys in the puzzle in an attempt to discover the correct orientation of keys that solve the puzzle, and in so doing, the player becomes better acquainted with a product or service or topical subject matter so that stronger awareness and knowledge is developed toward the product, service or topical subject matter.
8 . All other examples of claim 1 used for entertainment, with or without prizes, are claimed by this patent.
9 . A system that comprises:
a Game Server(s); game software that manages all of the functions of the game; a player device with a display and input mechanism and; an electronic interconnection medium that connects the game server and the player device such as the internet, a broadcast system, a wireless network, cellular network or any other two-way electronic communications media.
10 . A method and system of claim 10 that generates a matrix of interlocking empty boxes (puzzle) based on a given set of (n) keys so that some subset (x) of the keys fit into the empty boxes.
11 . A system of claim 10 that generates multiple (n×x×p)unique puzzles from a given list of keys by arranging the keys in every potential orientation on a blank field of empty boxes.
12 . A system of claim 10 that manages the distribution of the multiple unique puzzle configurations to ensure that most, if not all, players are solving a different puzzle that was generated from the same set of keys.
13 . A system of claim 10 that causes the empty puzzle to be displayed on the screen of a player device.
14 . A system of claim 10 that enables the player to repetitively manipulate keys into the empty boxes of the puzzle using an input device such as keyboard or pointer until the correct orientation is found.
15 . A method and system of claim 10 that determines if the keys have been placed into the empty matrix in the correct orientation.
16 . A system of claim 10 that measures the elapsed time required to solve the puzzle.
17 . A system of claim 10 that will adjust the point value of the game as the time passes until the player correctly solves the puzzle.
18 . A system of claim 10 that will adjust the point value whenever a clue is requested by a player.
19 . A system of claim 10 that manages multiple players and their scores regardless of when the players begin or finish the game or how many games they play.
20 . A system and method of claim 10 that enables multiple games by to be offered to multiple players at any time.Join the waitlist — get patent alerts
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