Games for Human Participants.
This invention relates to games for human participants (herein the players) wherein one or more balls is or are propelled over a playing pitch and is or are shot at one or more targets, with the object of "scoring" points, goals or the like. More particularly, the invention relates in one aspect to a playing pitch for such a game.
To simplify description, reference will, unless the context requires, be made only to play with one ball and two targets, but as will be seen, the intention is that various games can be played with a number of balls and a number of targets.
In many respects the game is similar to soccer, in that the objective is to hit the target by the shooting of the ball, although the target may take any form such as a goal or a board or the like.
In one particular embodiment, the players ride on vehicles, for example as set forth in either International Patent Applications No. WO 07/ 17110 or PCT GB98/02258.
When such vehicles are used, there is a difficulty that the vehicle has to collect the ball in order to enable the vehicle to propel the ball towards the target. If the ball is not therefore in an open area of the pitch, it can become trapped and incapable of the said collection. The same can be true when the ball has been propelled at the target, if the ball remains in the vicinity of the target.
According to the present invention, in a first aspect, a game playing pitch has at least one target at which a ball is to be propelled by a player either directly or via some propelling means, wherein adjacent the target the pitch has a sloping region down which the ball rolls after striking the target to return the ball to a section of
the playing pitch where the ball can be easily collected by the player or the propelling means.
Preferably, the said region is in front of the target, and the target is one adapted to be struck by the ball so that it bounces therefrom back to the said region. In particular, the target may be in the form of a board across which is a beam of light which is broken by the ball when it strikes the target, so that the breaking of the light beam can be sensed, electronically, and a record of the striking of the target made, for score compilation.
The region may be sloped over part or all of its surface, and may be of generally semi-circular shape, of which the diameter is greater than the width of the target, the region sloping not only being to the front of the target, but also to the sides. In the rules of play, the said region may be or include a "no-go" zone into which the participants and/or their propelling means may not enter, or be penalised for so entering.
There preferably is a propelling means in the form of a propelling vehicle, for example of the type referred to above. Alternatively, one could provide a wheel-chair type vehicle for disabled persons.
The pitch preferably has a perimeter defined by upright wall means and there is a curved and or sloped transition between the perimeter and the playing surface of the pitch so that the ball will not become trapped between the wall means and the playing surface.
The perimeter wall means may be such as to absorb impacts, especially where self-propelled vehicles (player driven and controlled) are used.
It is preferred that there should be more that one target, and in preferred play, the number of balls in play is at least one less than the number of targets. In a specific case, where there are three targets, there would be two balls, but for any number of targets above three, there will always be a smaller number of balls than targets.
Also, the targets may be made up of a number of areas, representing different values, some of which could be zero, and the score achieved by each player is dependent upon not only the number of hits on the target or targets, but the areas of the target hit. The targets may be colour coded, lettered and/or numbered and each area of each target may also be uniquely identified.
The targets are preferably computer linked to enable the keeping of a record and providing a display of, for example, the hits made by the or each player, and/or any infringements committed by any player, there being appropriate sensors for detecting any such infringements, including bumping of vehicles, entering no go zones, stopping on "no stopping" zones, and so on.
The play of the game can be adapted to any format, and for example, each player may play to strike the targets (where there are more than one) in a set sequence of turns or rounds, which could be two, but would normally be four or five.
In the application of the invention, it is intended that the concept be used for business purposes, such as corporate days and the like,, and therefore according to another aspect of the invention there is provided a method of doing business wherein a playing pitch is provided along with vehicles for moving over the pitch, balls which can be moved over the pitch by the vehicles and propelled at target means provided, and the participants who ride on the vehicles pay
to play a game in which they drive the vehicles on the pitch and propel the balls at the target means, their performance being monitored by computer means linked to the target means
Embodiments of the invention will now be described with reference to the accompanying drawings, wherein;-
Fig. 1 is a plan view of a playing pitch with targets, in accordance with one embodiment of the invention;
Fig. 2 is a sectional side view of a target of Fig. 1 ;
Fig. 3 shows in parts (A), (B) and (C) a target of Fig. 1 , a playing vehicle and a computer monitor used in the game;
Fig. 4 is a sectional side view through the perimeter barrier of the playing pitch;
Fig. 5 is a plan view of a section of the perimeter barrier of the pitch of Fig. 1 ;
Fig. 6 is a perspective view of a target and the no go and no stop zones of the arrangement of Fig. 1 ;
Figs. 7 and 8 show two further embodiments of pitch and target layouts according to the invention; and
Fig. 9 is a side view showing the positioning of two vehicles in relation to each other and the side barrier.
Referring to the drawings, and firstly to Fig. 1 , this figure shows a pitch 10 around which is a perimeter barrier 12 in the form of an upright wall.
The pitch as shown is generally rounded, and centrally it has a number of ball spots 13 at which are placed, at the beginning of the game, six playing balls.
Also shown are eight go-rings 14 at which are positioned the eight vehicles used by the players in the game, these vehicles being as described above.
The basis of the game is that the players in the vehicles try to collect the balls, and propel them at targets 16 around the periphery of the playing pitch 10. These targets shown in Fig. 1 are symmetrically arranged equally spaced around the pitch and between each target there are two barrier wall sections coupled at locations 12A.
In the region in front of each target is a penalty zone 18, generally semi-circular in shape, which projects inwardly to the pitch 10. Each penalty zone 18 is of diameter longer than the width of the target 16 to which it is adjacent, and during play the vehicles are or can be penalized if they enter the penalty zone. The players do try to propel the balls from their vehicles over the penalty zone in order to strike the targets 16, the game result being based upon the efficiency of striking of the targets by the players.
The pitch apart from the targets 16 is surrounded by the upright barrier 12 (which is in sections as described), and to the sides of each penalty zone as shown in Fig. 4 and also in Fig. 5, there are ramps 20. These ramps 20 are adjacent the barrier 12, and their purpose is to cause the balls to be returned to the centre of the playing pitch 10.
The nature of the penalty-zone 18 is best understood with reference to Figs. 2 and 6. As indicated, part 44 of the penalty zone 18 is generally semi-circular, or exactly semi-circular if required, and it presents a sloping surface 22 as shown in Fig. 4 which slopes from the target 16, which is at a higher level than the playing pitch, down to the playing pitch both in a forward direction and in sideways directions so that it is in fact shallow conical in shape. This ensures that the balls will not catch at the base of the target but will roll back to the main playing section of the playing pitch. The maximum height of part 44 may be in the order of 150 mm tapering to 50 mm or less. Part 44 may be defined by a pre-cast concrete component.
In the arrangement shown in Fig. 6, the part 44 tapers smoothly and continuously from its maximum height to its smallest height, but it may be configured differently. For example, the sloping may only on be on an outer peripheral region.
Using such a region 44 ensures that the ball will be returned to the main part of the playing pitch 10 so that it can be collected by the vehicles, of which one is indicated at 24 in Fig. 3(B) .
Fig. 3 (A) shows that the target 16 may be recessed to provide a net region 28, and it is provided with identification signs 30 and 32, which uniquely identify that target. All of the targets will have their own identification signs.
Each target is provided with a light beam which extends across the base of the target in the region 34, and when that light beam is broken by a ball impacting the target so a hit will be recorded in the electronic control system of which the computer monitor is shown at 35 in Fig. 3 (C) .
The target 16 is essentially an upright board arrangement against which the balls are impacted when hits are scored, and the region 44 ensures that the ball will return to the playing area. At the edges, each target is coupled to the adjacent barrier wall section as shown in Fig.5, wherein the reference numeral 60 represents resilient mountings in the form of vertically mounted sections of D section tug boat buffers. The barriers comprise bars of steel attached to steel posts and along with the targets (which can be of a similar construction) form the perimeter wall. The barriers and targets in forming the perimeter wall are preferably of modular construction whereby the number of barriers and targets can be adjusted easily to vary the size of the pitch according to the number of players. This also makes production easier.
Fig 2 shows the barrier 12, which extends across the target, but actual target frame is higher than the barrier frame to provide more clearance for the balls. The target barrier for the target also incorporates a short length of round tube below the barrier bar to reproduce a goal post so that balls on hitting these posts will be deflected either into the target 34 or away from the target.
At the base of the barrier 12 there are the ramps or curved sections 20 (preferably of concrete) to ensure that the balls will not become trapped at the bottom edges of the barrier but will also return to the playing area so that they can be picked up by the playing vehicles 24.
As mentioned herein, the playing pitch could have any number of targets, which may be in the form of boards or goals or the like, and it can be of any suitable shape. Figs. 7 and 8 show two different layouts. In Fig. 8, there are four targets respectively at the corners of a rectangular playing pitch, whilst in Fig. 7 there are two targets
at the bevelled corners of the rectangular playing pitch 42. In each case, each target is associated with a penalty zone 18.
The penalty zone 18 in each case comprises a no-go zone defined by part 44 into which players vehicles cannot enter or if they do they incur a penalty.
Each penalty zone 18 is sub-divided as shown in Fig. 6 into the no- go zone 44 and a no-stop region made up of no stop zones 46. The no stop zones 46 are part of the pitch and are level. They are defined by markings on the pitch.
As explained, the no entry zone 44 is a sloped, semi-circular region, and the no-stop zones 46, which are segments, radiate from the no go zone 44. Designations "no entry" and "no stop" may be used to indicate the manner in which these zones are used during play. Players must not stop in the no-stop zones 46, and must not enter the no-entry zone 44.
Fig. 9 shows two vehicles 24 in abutting relationship (for explanation only) with one in abutting relationship with the barrier wall 12. The shown geometry of vehicle bumpers (in contact with each other and with the barrier) make it clear that there is clearance for the balls B between the vehicles and also between a vehicle and the barrier, so that the balls will not become wedged (and possibly damaged) between the vehicles and a vehicle and the barrier wall.
As to an example of possible rules for the game or games to be played on the pitch arrangements described, the targets and vehicles may be computer connected and/or controlled. The computer may be programmed so that each hit or goal scored gives a certain number of points, for example five points. The rules provide that vehicles are to be completely excluded from the no-entry zone, and
if they do enter this zone, five penalty points may be awarded. Another penalty may be by the use of a remote control to impose a time-out penalty on that particular vehicle. A suitable time-out penalty may be in the order of 30 seconds.
Again in relation to the no-stop zones, if a driver stops in one of these zones, then he can be penalised in a similar fashion when he has left the no-stop zone. These controls may be effected by detecting the activities of the vehicles by means of detectors 50 and 52 at the perimeter of both the no stop zone 46, and the no entry zone 44, as shown in Fig. 2. The computer would be programmed to recognise each vehicle by virtue of its own unique code being pre- entered.
By using less balls than the number of vehicles, means that players have to compete for the balls. Players will not be able to hold balls in the vehicles indefinitely as the vehicles are designed automatically to eject the balls after a predetermined time.
Penalties similar to red card and yellow card penalties in soccer may also imposed.
The computer system will be arranged automatically to log scores including points for scoring goals, and penalty points for breaching the rules. Monitoring of breaching the rules may be effected automatically or by a referee who simply observes the play.
The points can be recorded and tabulated, and leagues can be formed made up from a number of games, and the following tables give examples of a game table and a league table
GAME TABLE GAME Final Placements
)sition Player Points Red Yellow Total
For Penalty Penalty Against Against
1 st Steve Smith 60 6 1 53
2nd Mike Hallett 50 6 0 44
3rd Zoe Zummy 45 0 2 43
4 th Yafang Fing 45 2 2 43
5th Small One Spice 40 0 2 38
6th Ian Watit 25 3 2 20
LEAGUE TABLE League Results
League Name: 3r Individuals
jsition Player Games Points Penalty Total Games
Played For Points To Against Play
1 st Mike Hallett 3 120 15 105 0
2nd Small One Spice 2 90 3 87 1
3rd Yafang Fing 3 95 8 87 0
4th David Cartwright 3 85 13 72 0
5th Zoe Zummy 2 85 14 71 1
6th Steve Smith 2 80 1 1 69 1 th Ian Watit 1 25 5 20 2
In the play of the game it is preferred that the players will take turns and aim at 3 or 4 targets, hence the need for uniquely identifying the participant, the playing vehicle and/or the target. This enables clear identification of points scored and offenders to be identified. The play involves the logging of scores and the
deducting of penalty points in a computer controlled arrangement. This is quite important when there are many participants and many balls where it would be otherwise difficult to keep accurate score.
Play can be by participants (without vehicles) who propel themselves over their playing pitch. For example the players can run over the pitch or move over the pitch on roller skates or the like, and can kick the balls or propel them by some other means such as a hockey stick.
As to the light beam used in each target, this may be any suitable, although an infrared beam is preferred.
As regards the construction of barrier 12 this may be any suitable, but it is preferred that it be in the nature of a vertical wall built up in sections which are interconnected by tension springs 60 as shown in Fig. 5, so that the barrier can yield to accidental impact. The barriers may be mounted on rubber or the like mountings and have rubber or the like bumpers to absorb impacts.