WO2009053724A1 - A computer game apparatus that requires players to exercise - Google Patents

A computer game apparatus that requires players to exercise Download PDF

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Publication number
WO2009053724A1
WO2009053724A1 PCT/GB2008/003636 GB2008003636W WO2009053724A1 WO 2009053724 A1 WO2009053724 A1 WO 2009053724A1 GB 2008003636 W GB2008003636 W GB 2008003636W WO 2009053724 A1 WO2009053724 A1 WO 2009053724A1
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WO
WIPO (PCT)
Prior art keywords
player
players
game
sprite
display
Prior art date
Application number
PCT/GB2008/003636
Other languages
French (fr)
Inventor
Gordon James Truslove
Original Assignee
Quick Controls Ltd
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 Quick Controls Ltd filed Critical Quick Controls Ltd
Publication of WO2009053724A1 publication Critical patent/WO2009053724A1/en

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Classifications

    • A63F13/10
    • 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
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/02Games or sports accessories not covered in groups A63B1/00 - A63B69/00 for large-room or outdoor sporting games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/04Games or sports accessories not covered in groups A63B1/00 - A63B69/00 for small-room or indoor sporting games
    • A63F13/12
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/201Playing authorisation given at platform level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present invention relates to a computer game apparatus that requires players to exercise.
  • EP 0 974 382 discloses "a game apparatus formed in such a manner as to guide a player to step so as to dance" [0001].
  • the game apparatus comprises a computer, a display and an input device called a 'dance mat'.
  • a dance mat consists of several predefined areas on to which a player can step. Within each predefined area, there is a switch that relays the position of the player to the computer. Typically, each of the predefined areas has an arrow drawn thereon.
  • the computer displays on a monitor four stationery arrows, for example, left, up, right, down.
  • the computer also displays corresponding vertically scrolling arrows, which at some pre-determined point overlap with the corresponding stationery arrows.
  • Non-beat orientated games which use dance mats as input devices, such as the "RM Easiteach Dance Mat" are also known.
  • all such non-beat orientated games are only playable by one or two players simultaneously. This is believed to be as all players need have to use only one display, the amount of information displayable to each player individually is extremely limited.
  • dance type games only display one set of stationery arrows which all players can do simultaneously, rather than one set per player, it has been relatively simple to scale such an effectively 1 or 2 player game up to a 32 player game without displaying any more information to each individual player. Or put another way, the same amount of information is required to be displayed during game play whether one person plays or 32 people play. It is an object of the present invention to provide an improved computer game based apparatus for many simultaneous players that requires said players to exercise.
  • the means of generating said images is a computer, wherein the computer has a plurality of games stored thereon.
  • the use of a computer on to which a variety of games can be stored, rather than cartridges, allows the games apparatus to be safely displayed without the fear of theft of games in public environments.
  • the computer is, preferably, controlled by means of a touch screen.
  • a touch display allows the games apparatus to be operated by a child, or adult with a minimal amount of training. It also negates the need to provide a keyboard, which again could be stolen.
  • a game to run, swim, or build up power for an action a player has to step on two different parts of the dance mat alternately as quickly as possible.
  • a sports imitation game where an obstacle is presented a player has to jump on two different parts of the dance mat at an appropriate time to obviate the obstacle.
  • a game which imitates a hurdle race where to run a player presses the left and right areas of a dance mat alternately and to jump a hurdle the left and right areas of the dance mat need to be pressed at the same time.
  • the "fire” command may be given by a player by stepping on two different parts of the dance mat simultaneously. In this way, a player has to jump and therefore exercise.
  • the race game can also include a fire function for the sprite to use a weapon or bonus such as a gun attachment, a hammer, an oil slick, a turbo burst, etc.
  • a fire function for the sprite to use a weapon or bonus such as a gun attachment, a hammer, an oil slick, a turbo burst, etc.
  • a weapon or bonus such as a gun attachment, a hammer, an oil slick, a turbo burst, etc.
  • Figure 1 shows a screen, a computer, three dance mats and three players.
  • the display shows three rockets.
  • Each rocket is a sprite that represents one of the players.
  • the players control the rockets by pressing forward, left, right or down on the dance mats with their feet. By pressing both left and right on the dance mats at the same time, the rocket fires.
  • the players or rather the rocket sprites can chase each other around the display shooting at each other.
  • Players may be awarded points for shooting each other and deducted points for being shot. Up to 32 players can play the game simultaneously. As the players are using dance mats, they are also exercising.
  • Rockets When 32 players play, the rockets are made smaller to allow more room on the display for the rockets. Although, the display shown is over 3 metres wide, it is the resolution of the display which is the most important factor in determining how large the rockets should be shown. Rockets may be destroyed after being shot a set number of times. As the number of rockets is reduced, the rockets may increase in size. Power-up icons that, for example, make a rocket indestructible for 5 seconds or change the rocket's weapon, appear randomly to be collected by rockets. Asteroids and other obstacles that effect rockets negatively, for example slow rockets down, weaken a rocket's weapon or inflict damage, also appear randomly to be avoided by players.
  • An alternative game may be a hurdles imitation game.
  • Four runner sprites appear on displaying running lanes. Once the players have been instructed to start via traffic lights, players start to alternatively press the left and right areas of the dance mat as fast as possible. In this way, the runner sprites start to run down the track.
  • the corresponding player has to press the left and right areas of the dance mat simultaneously to make the runner sprite jump.
  • the winning player is the player who controls the runner sprite which reaches the end of the track first.
  • the winners of several heats may run a final heat to find the best player.
  • different heats may be created with different players having advantages such as the runner sprite starting closer to the end of the track then other sprites.
  • players may control tank sprites.
  • Set out on display is a track around which the tanks race. Obstacles are located on the track and around the track such as oil spillages, go faster strips, trees and ramps off which the tanks can jump.
  • Players direct the tanks by pressing the forward, left, right and back areas of the dance mats.
  • Players may shoot other tanks by aiming their tank sprite appropriately and fire by pressing both the left and right area of the dance pad simultaneously. Points are awarded by the number of laps completed by the tank sprites and how many tank sprites they manage to shoot.
  • All the games are stored on the hard disk drive of a touch screen computer.
  • the computer has to display two images. The first image is shown on the touch screen and the second image is shown on the display.
  • the computer requires either an on board graphics card and a single headed graphics card or a dual headed graphics card. Many graphics cards turn off the video out on the motherboard and so are not suitable unless they can output two images (hence dual headed graphics cards).
  • the dance mats comprise 11 areas defined by substantially square tiles, 10 of which have a compression switch located underneath and are known as active tiles. Eight active tiles have an arrow illustrated thereon, one active tile is labelled with "START” and one active tile is labelled with "SELECT”. The eight arrow tiles surround a passive tile without a compression switch. In this way, a player may control the movement of a sprite using the eight arrow tiles and when no movement is required a player may stand in the central passive tiles.
  • Each compression switch is made up of an upper contact and a lower contact, the upper contact being attached to the underside of a tile.
  • the contacts are biased so as not to make contact, by the provision of a deformable foam material.
  • the foam material is deformed and so the upper contact is brought into contact with the lower contact.
  • the compression switches are not provided centrally underneath the eight arrow tiles but are 10% closer to the central passive tile.
  • Each dance mat is provided with a radio frequency transmitter and a rechargeable battery.
  • the transmitter sends a signal to a receiver connected to the computer.
  • Each dance mat is capable of sending two signals every 0.01 seconds.
  • the receiver must therefore be able to handle 2 times 32 times 100 signals every second (6,400 signals).
  • the receiver is in fact four receivers each capable of dealing with 1,350 signals every second.
  • the display is generated by a 4,000 lumens plus projector shining incident on a projection screen.
  • the sprites interact with each other. In this way, the game played is truly a multi-player game as opposed to a scaled up one or two player game.

Abstract

The present invention relates to a games apparatus for four or more simultaneous players that requires said players to exercise, comprising: a display for showing at least an individual sprite, each sprite representing a player; a means to generate said sprites on the display; and an input device for each player, wherein said input device provides two or more areas on to which a player can step and thereby control the movement of their sprite, the movement of the sprite determining the individual player's success in the game.

Description

A COMPUTER GAME APPARATUS THAT REQUIRES PLAYERS TO EXERCISE.
The present invention relates to a computer game apparatus that requires players to exercise.
EP 0 974 382 discloses "a game apparatus formed in such a manner as to guide a player to step so as to dance" [0001]. The game apparatus comprises a computer, a display and an input device called a 'dance mat'. A dance mat consists of several predefined areas on to which a player can step. Within each predefined area, there is a switch that relays the position of the player to the computer. Typically, each of the predefined areas has an arrow drawn thereon. During a game using a dance mat, the computer displays on a monitor four stationery arrows, for example, left, up, right, down. The computer also displays corresponding vertically scrolling arrows, which at some pre-determined point overlap with the corresponding stationery arrows. When the scrolling arrows overlap with the stationery arrows, a player is supposed to step on the corresponding area of the dance mat. As the timing of the overlapping arrows is controlled by the music, successful players inevitably end up 'dancing' to the music and thereby exercise.
Such games address the need to attract people to exercise who are less inclined to do so and more inclined to play computer games. Indeed, over last 4-5 years, large multi-player versions of this game have been supplied to schools and leisure centres for use in particular by children.
Non-beat orientated games, which use dance mats as input devices, such as the "RM Easiteach Dance Mat", are also known. However, all such non-beat orientated games are only playable by one or two players simultaneously. This is believed to be as all players need have to use only one display, the amount of information displayable to each player individually is extremely limited.
Indeed, as the dance type games only display one set of stationery arrows which all players can do simultaneously, rather than one set per player, it has been relatively simple to scale such an effectively 1 or 2 player game up to a 32 player game without displaying any more information to each individual player. Or put another way, the same amount of information is required to be displayed during game play whether one person plays or 32 people play. It is an object of the present invention to provide an improved computer game based apparatus for many simultaneous players that requires said players to exercise.
It is an aspect of the present invention to provide a games apparatus for four or more simultaneous players that requires said players to exercise, comprising: a display for showing at least an individual sprite, each sprite representing a player; a means to generate said sprites on the display; and an input device for each player, wherein said input device provides two or more areas on to which a player can step and thereby control the movement of their sprite, the movement of the sprite determining the individual player's success in the game.
It has been surprisingly found that males do not enjoy playing music orientated games as much as females.
Furthermore, the sprites preferably interact such that interactions between sprites help to determine individual player's success in the game.
Advantageously, the games apparatus is designed for 5 or more players to play simultaneously. The provision of a 5 player plus games apparatus that both male and female children enjoy allows the apparatus to be used in a school environment.
Preferably, the means of generating said images is a computer, wherein the computer has a plurality of games stored thereon. The use of a computer on to which a variety of games can be stored, rather than cartridges, allows the games apparatus to be safely displayed without the fear of theft of games in public environments.
The computer is, preferably, controlled by means of a touch screen. The provision of a touch display allows the games apparatus to be operated by a child, or adult with a minimal amount of training. It also negates the need to provide a keyboard, which again could be stolen.
The touch display is also provided with a software based display lock. By providing this display lock, the computer can be protected in a public, or more particularly a school, environment from input by unauthorised persons. To allow a manager or teacher to have more control over the games apparatus than players, a menu accessible only after entering a PIN is provided. This hidden menu might allow the an authorised person to change a background image, button colours & texture, schedule the start of a game, set a master volume, set a maximum volume, choose a PIN, turn a display lock on or off, add more music, add more footage, etc.
A game to run, swim, or build up power for an action a player has to step on two different parts of the dance mat alternately as quickly as possible.
A sports imitation game where an obstacle is presented a player has to jump on two different parts of the dance mat at an appropriate time to obviate the obstacle.
For example, a game which imitates a hurdle race, where to run a player presses the left and right areas of a dance mat alternately and to jump a hurdle the left and right areas of the dance mat need to be pressed at the same time.
As the game is limited by the display size/resolution, to allow more than say 4 players to play a game, the game may comprise heats.
During gameplay, it may be necessary for a game sprite to "fire". The "fire" command may be given by a player by stepping on two different parts of the dance mat simultaneously. In this way, a player has to jump and therefore exercise.
A game wherein up to 32 sprites can be displayed simultaneously each sprite being controlled by a player, wherein the number of sprites relates to the size of the game area. The more sprites, the smaller the sprites will appear on the display (i.e. the game zooms out when there are lots of sprites and zooms in when there are fewer sprites).
In known race games, players are shown a view of the track from a first person perspective e.g. from the perspective of a racing car driver. In order to allow players of varying abilities to play the game simultaneously, all the sprites no matter where on the track need to be displayed simultaneously. The track is therefore displayed in its entirety at all times. With each player having a sprite, such as a car icon, that needs navigating around the track.
The race game can also include a fire function for the sprite to use a weapon or bonus such as a gun attachment, a hammer, an oil slick, a turbo burst, etc. To fire in such a game by pressing two areas simultaneously causes an increased level of gameplay as a player has to control the direction and speed of the sprite simultaneously.
An embodiment of the present invention will now be described by way of example only, with reference to Figure 1.
Figure 1 shows a screen, a computer, three dance mats and three players. The display shows three rockets. Each rocket is a sprite that represents one of the players. The players control the rockets by pressing forward, left, right or down on the dance mats with their feet. By pressing both left and right on the dance mats at the same time, the rocket fires. In this way, the players or rather the rocket sprites can chase each other around the display shooting at each other. Players may be awarded points for shooting each other and deducted points for being shot. Up to 32 players can play the game simultaneously. As the players are using dance mats, they are also exercising.
When 32 players play, the rockets are made smaller to allow more room on the display for the rockets. Although, the display shown is over 3 metres wide, it is the resolution of the display which is the most important factor in determining how large the rockets should be shown. Rockets may be destroyed after being shot a set number of times. As the number of rockets is reduced, the rockets may increase in size. Power-up icons that, for example, make a rocket indestructible for 5 seconds or change the rocket's weapon, appear randomly to be collected by rockets. Asteroids and other obstacles that effect rockets negatively, for example slow rockets down, weaken a rocket's weapon or inflict damage, also appear randomly to be avoided by players.
An alternative game may a hurdles imitation game. Four runner sprites appear on displaying running lanes. Once the players have been instructed to start via traffic lights, players start to alternatively press the left and right areas of the dance mat as fast as possible. In this way, the runner sprites start to run down the track. When a hurdle approaches a runner sprite, the corresponding player has to press the left and right areas of the dance mat simultaneously to make the runner sprite jump. The winning player is the player who controls the runner sprite which reaches the end of the track first.
To allow more than four players to play simultaneously, and to mirror an Olympic type tournament, the winners of several heats may run a final heat to find the best player. Similarly, different heats may be created with different players having advantages such as the runner sprite starting closer to the end of the track then other sprites.
In another alternative game, players may control tank sprites. Set out on display is a track around which the tanks race. Obstacles are located on the track and around the track such as oil spillages, go faster strips, trees and ramps off which the tanks can jump. Players direct the tanks by pressing the forward, left, right and back areas of the dance mats. Players may shoot other tanks by aiming their tank sprite appropriately and fire by pressing both the left and right area of the dance pad simultaneously. Points are awarded by the number of laps completed by the tank sprites and how many tank sprites they manage to shoot.
All the games are stored on the hard disk drive of a touch screen computer. The computer has to display two images. The first image is shown on the touch screen and the second image is shown on the display. In this way, the computer requires either an on board graphics card and a single headed graphics card or a dual headed graphics card. Many graphics cards turn off the video out on the motherboard and so are not suitable unless they can output two images (hence dual headed graphics cards).
The dance mats comprise 11 areas defined by substantially square tiles, 10 of which have a compression switch located underneath and are known as active tiles. Eight active tiles have an arrow illustrated thereon, one active tile is labelled with "START" and one active tile is labelled with "SELECT". The eight arrow tiles surround a passive tile without a compression switch. In this way, a player may control the movement of a sprite using the eight arrow tiles and when no movement is required a player may stand in the central passive tiles.
Each compression switch is made up of an upper contact and a lower contact, the upper contact being attached to the underside of a tile. The contacts are biased so as not to make contact, by the provision of a deformable foam material. When a player stands on an active tile, the foam material is deformed and so the upper contact is brought into contact with the lower contact. By providing a small current to the switches at all times, the position of a player can thereby be detected. The compression switches are not provided centrally underneath the eight arrow tiles but are 10% closer to the central passive tile.
Each dance mat is provided with a radio frequency transmitter and a rechargeable battery. When a player stands on an active tile, the transmitter sends a signal to a receiver connected to the computer. Each dance mat is capable of sending two signals every 0.01 seconds. The receiver must therefore be able to handle 2 times 32 times 100 signals every second (6,400 signals). The receiver is in fact four receivers each capable of dealing with 1,350 signals every second.
The display is generated by a 4,000 lumens plus projector shining incident on a projection screen.
A sound system is also provided for game noises and music.
It is an feature of the present invention that the sprites interact with each other. In this way, the game played is truly a multi-player game as opposed to a scaled up one or two player game.

Claims

Claims.
1. A games apparatus for four or more simultaneous players that requires said players to exercise, comprising: a display for showing at least an individual sprite, each sprite representing a player; a means to generate said sprites on the display; and an input device for each player, wherein said input device provides two or more areas on to which a player can step and thereby control the movement of their sprite, the movement of the sprite determining the individual player's success in the game.
2. A games apparatus as claimed in claim 1, wherein the sprites preferably interact such that interactions between sprites help to determine individual player's success in the game.
3. A games apparatus as claimed in claim 1 or claim 2, wherein the means of generating said images is a computer, wherein the computer has a plurality of games stored thereon.
4. A games apparatus as claimed in claim 3, wherein the computer is controlled by means of a touch screen.
5. A games apparatus as claimed in claim 4, wherein the touch display is also provided with a software based display lock.
6. A games apparatus as claimed in any of the preceding claims, wherein a menu accessible only after entering a PIN is provided.
PCT/GB2008/003636 2007-10-25 2008-10-27 A computer game apparatus that requires players to exercise WO2009053724A1 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
GBGB0721177.4A GB0721177D0 (en) 2007-10-25 2007-10-25 Games apparatus
GB0721177.4 2007-10-25
GB0813943A GB2454046A (en) 2007-10-25 2008-07-31 Games apparatus requiring the participants to exercise
GB0813943.8 2008-07-31

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WO2009053724A1 true WO2009053724A1 (en) 2009-04-30

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WO (1) WO2009053724A1 (en)

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US20050143175A1 (en) * 2003-12-29 2005-06-30 Steven Ahlquist System and method for regulating use of an electronic device
EP1808213A1 (en) * 2006-01-12 2007-07-18 Nineyou Information Technology (Shanghai) Co., Ltd Network sports system

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US5405152A (en) * 1993-06-08 1995-04-11 The Walt Disney Company Method and apparatus for an interactive video game with physical feedback
JP3261110B2 (en) * 1999-02-16 2002-02-25 コナミ株式会社 Game system and computer-readable storage medium
JP4006008B2 (en) * 2005-03-14 2007-11-14 株式会社コナミスポーツ&ライフ Motion information processing system

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Publication number Priority date Publication date Assignee Title
US5213555A (en) * 1990-02-27 1993-05-25 Hood Robert L Exercise equipment information, communication and display system
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EP1081679A1 (en) * 1999-08-10 2001-03-07 Konami Corporation A music game system
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