Author Topic: 6 New Games - Play On Words  (Read 4066 times)

Offline Thomas Dorsher

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6 New Games - Play On Words
« on: July 04, 2012, 11:44:01 AM »
We are pleased to announce that 6 new games are going to be released very soon.  These 6 games will be rolled into a single program called 'Play On Words'.  You will be able to select any of the 6 variations within the game and play the variation with your audience.  You can run a single variation throughout the night or mix and match variations and have contestant scores carry over from variation to variation.  Each variation is essentially its own game and watch for this new release around later August/early September.

6  Games:

1.   ‘Say the Word’ – 5 Players/teams maximum

Simple Objective:  Solve the words, and get the points!  The player or team with the most points solved wins.

Description:  In this round a word appears on both screens.  Round 1:  Contestant #1’s back is to the secondary screen and cannot see the word.  An assistant faces the contestant and can see the secondary screen and thereby can see the word to solve.  The assistant provides the contestant with clues and tries to get the contestant to say the word but the assistant cannot directly say the word itself.  If the assistant accidentally says the word to the contestant, the word is rejected and no points are earned (host determines).  If the contestant is lead to say the word, then the point is earned.  The contestant can pass the word at any time and go onto the next word and that word is permanently rejected.  When 60 seconds elapses the software shows how many words were solved.  Perhaps contestant #1 solved 15 words in the 60 second time period.  Now, it is contestant #2’s turn and the above repeats and perhaps contestant #2 solves 12 words in the 60 second period, then contestant 3 and so forth.  If set to 3 player mode, then the round is over.   If set to 5 player mode then the game is over after after all 5 have had their 60 second rounds.  Once all the contestants have finished their rounds of words the software should declare the winner of the round.  In case of a tie, then declare all top tied winners.  In the example above, player 1 wins with 15 points.

Hardware Integration:  All DigiGames wireless buzzer systems.  Additionally the host remote can be used to tell the software that the guessed word of the contestant was correct or incorrect.

Key Commands:  Y,N, P, S can be used.


2.   ‘Alphabetics’– 5 Players/teams maximum

Simple Objective:  Solve the words, and get the points!  The player or team with the most points solved wins.  This game is much like variation #1 above, but there is exactly 26  words per contestant, one word for each letter of the alphabet.

Description:   In this round the letters of the alphabet appear on the screen A-Z.  A word beginning with ‘A’ starts the round and a 2 minute countdown clock (2 minutes default, but this is ultimately a user defined value).   The clock should be minutes:seconds format.  Team 1:  The word must be solved to get the points.  If solved or discarded then the next word begins with ‘B’.  If solved or discarded then the next word begins with ‘C’.  This process repeats until all words are resolved in the alphabet. 

Perhaps contestant #1 solved 15 words in the 2 minute time period and his score now shows 15.  Now, it is contestant #2’s turn and the above repeats and solves 12 words in the 2 minute period, then contestant 3 and so forth.  If set to 3 player mode, then the round is over.   If set to 5 player mode then the game is over after after all 5 have had their 2 minute rounds.  Once all the contestants have finished their rounds of words the software should declare the winner of the round.  In case of a tie, then declare all top tied winners.  In the example above, player 1 wins with 15 points.

Hardware Integration:  All DigiGames wireless buzzer systems.  The host remote can be used to tell the software that the guessed word of the contestant was correct or incorrect.

Key Commands:  Y,N, P, S can be used.


3.   ‘Clue Me In’ – 50 Players/teams maximum

Simple Objective:  Solve the words, and get the points!  The player or team with the most points solved wins.  This game is much like variation #1 and 2 above but instead of a word displaying, it is the definition of a word.  Contestants resolve the word based on the displayed definition.

Description:   A definition of a word appears on the screen.  First person to ring in and guess the word gets the points.  The user could also use this for trivia questions and perform a trivia based game with questions and answers.  An example phrase that might appear is:  It is green and grows in your yard.  Players now have to ring in and guess ‘Grass’. 

Below the definition is the actual word itself but hidden on the secondary screen (host can see word on primary.  Contestants can only see how many letters long the word is but not what the letters actually are in the word.  So, if the word is 8 letters long, then show 8 boxes on the screen.  If it is a phrase with spaces between words or any hyphens or other punctuation then show the spaces and hyphens.  A word like House-Call would initially appear as Box Box Box Box Box Hyphen Box Box Box.  A word like ‘Good Night’ would be ‘Box Box Box Box Space Box Box Box Box Box.  One by one a letter appears in the boxes (one letter per 3 seconds default or whatever the user specifies in the ‘Timers’ tab for the speed of the word) to complete the word or phrase.  Once a contestant knows what the word or phrase is he can press his buzzer and guess at the word.   When he presses his buzzer the letters stop appearing in the word sequentially, the time limit for solving the word is paused (default 60 seconds default or user defined), and the player who rang in first is identified on both screens.  If the contestant solves the word, then the host presses Y on his keyboard or on the Host Remote, is awarded the points, and then the next words appears and the timer restarts at 60 (or user defined).  If a contestant is wrong then he is locked out of that word and cannot ring in to resolve it and he goes to the ‘Penalty Box’ visible on primary and secondary screens.   If multiple contestants are in the penalty box show each of them.  If it is Player 15 and Player 20 in the penalty box, then show the text.  If names for the players have been added, then show their actual names in the penalty box.  The penalty box should be centered at the bottom of the screen with players 1-5 along the left and 6-10 along the right with a large box in the center that shows the definition (clue) and blank word.

Letters appear on the screen one by one to complete the word at 1 letter per 3 seconds.  As letters appear to complete the word the value of the word drops.  The value of the letters should be established in the editor, like 10 points per letter (for example) and stored in the xml file for later use.  So if the word or phrase is 10 letters long (spaces and punctuation not included) then the word is worth 100 points.  Within the editor the word is typed in and a clue for the word is also included and stored in the xml file.  The clue appears on the screen along with the boxes that represent the word so that the contestants know the letter count.  Pause for 5 seconds before starting the timer (or user defined in ‘Timers’ tab).  This 5 seconds allows the entertainer to read the definition clue.  The value of the word should appear big and bold and fun looking.  As letters appear in the phrase the value goes down by the user defined value. 

For example:  If each letter worth 10 points and the word is 10 letters long then the word is worth 100 points.  When the first letter appears, do not deduct any points.  When the second letter appears then deduct 10 points and now the value of the word is worth 90 points.  When a 3rd letter appears now the word or phrase is worth 80 points and so forth.   If 4 letters appears and a contestant rings in and knows the word, that contestant is awarded 60 points. 
The word is now solved and POW advances to the next word in the notepad file, if there is one.  If the end of the file is reached, do not declare a winner just simply wait for host to click ‘Declare Winner’ or load in another round.

Hardware Integration:  Up to 50 player wireless buzzers supported.  Also the host remote can be used to tell the software that the guessed word of the contestant was correct or incorrect.

Key Commands:  Supported numeric key presses 1-0 (simple) and 11-50 with ‘enter key’ like QuizMaster.  Y,N, P, S can be used.

4.   ‘You’re the Host’ - 5 Players/teams maximum

Simple Objective:  Solve the words, and get the points!  The player or team with the most points solved wins.  This game is nearly identical with #1 above.  Mostly the variation is that 2 assistants  are involved instead of 1 assistant.  Also, the assistants don’t give clues like #1 but the 2 assistants verbally create trivia questions instead.  Also in this variation the contestant has a buzzer to ring in to state what he thinks is the answer.  The count down timer pauses when the contestant rings in and resumes when the host has marked the word as correct or incorrect with Y or N.

Description:  In this round a word appears.  Round 1:  Contestant #1’s back is to the secondary screen and cannot see the word.  2 assistants face the contestant and can see the secondary screen and thereby can see the word to solve.  The 2 assistants create a question to try to get the contestant to say the word but the assistant cannot directly say the word itself.  The question must begin with a who, what, when, where, or why.  If the assistant accidentally says the word to the contestant, the word is rejected and no points are earned (host determines).  If the contestant is lead to say the word, then the point is earned.  The contestant can pass the word at any time and go onto the next word and that word is permanently rejected.  When 60 seconds elapses the software shows how many words were solved.  Perhaps contestant #1 solved 15 words in the 60 second time period.  Now, it is contestant #2’s turn and the above repeats and perhaps contestant #2 solves 12 words in the 60 second period, then contestant 3 and so forth.  If set to 3 player mode, then the round is over.   If set to 5 player mode then the game is over after all 5 have had their 60 second rounds.  Once all the contestants have finished their rounds of words the software should declare the winner of the round.  In case of a tie, then declare all top tied winners.  In the example above, player 1 wins with 15 points.

Example:  The word comes up on the screen ‘George Bush’.  The 2 assistants can see the word, but not the contestant.  So assistant #1 starts with ‘Who’ assistant #2 says ‘was’ #1 says ‘the’ #2 says ‘president’ #1 says ‘before’ #2 says ‘Osama’.  Now the contestant has to press his buzzer and ring in and say ‘George Bush’.  If he states the correct word, then the contestant is given the point.  If the word is incorrect, then the word is discarded and the next word is shown.  When the respective contestant buzzes in, then pause the timer.  Once the host marks the question is correct or incorrect, then resume the timer.

Hardware Integration:  The host remote can be used to tell the software that the guessed word of the contestant was correct or incorrect.  Contestant buzzers 1-5 are allowed.  When contestant #1 is in control of the game, only their buzzer rings in.   When contestant #2 is in control, only their buzzer rings in….etc.

Key Commands:  Y,N, P, S can be used.

5.   Worth a 1,000 words – 50 Players/teams maximum

Simple Objective – A picture is worth a thousand words, but now its worth a thousand points!  Contestants have to buzz in and guess what the item in the picture is. 

Description - Pictures zoomed in and fill the screen are difficult to determine.  For example, zoom in on a blade of grass and most people will not know what the picture item is.  If the item in the picture is unsolved the software slowly zooms out incrementally revealing the entire picture.  As the software zooms out revealing the picture the value of solving the picture decreases.  Buzz in early to get the most points.  The zooming out feature does not need to be smooth, in fact it should zoom out in steps not a gradual zoom out.  Each step occurs once every 3 seconds (default, or user defined). 

6.   Images and Questions – 50 Players/teams maximum

Simple Objective–A picture or series of pictures display and then questions about the picture(s) appear and contestants have to remember the details about the picture(s) and buzz in and answer the questions correctly to earn the points.

Description –A picture is shown for (x) seconds then disappears.  Then a question appears about the picture.  Contestants buzz in to guess the answer.  If solved then proceed to the next picture then put away the picture and then show the question.  Repeat until the variation is completed.

If multiple questions are applied to a picture, then as each question is solved show the next question, but the picture is never re-shown, even if multiple questions exist.  Now, the entertainer can put in multiple pictures and then have multiple questions regarding the series of pictures.  In that instance, Pic 1 shows for (x) seconds, then pic 2 shows for (x) seconds, then pic 3 shows for (x) seconds and continues (up to 5 pictures).   Once all the pics have been shown, then don’t show any pictures.  At this point the first question appears.  Once resolved or skipped, then show next question.  Continue until all questions regarding the series of pictures have been used.  Once the series of pics and Q’s have been resolved or skip then continue to next group of images and questions.  Repeat until all images and questions have been used in the xml file and then end the variation.