WO1996024420A1 - Electronic board game having clue delivery circuitry - Google Patents
Electronic board game having clue delivery circuitry Download PDFInfo
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- WO1996024420A1 WO1996024420A1 PCT/US1996/001520 US9601520W WO9624420A1 WO 1996024420 A1 WO1996024420 A1 WO 1996024420A1 US 9601520 W US9601520 W US 9601520W WO 9624420 A1 WO9624420 A1 WO 9624420A1
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- game
- input
- player
- switch
- location
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/247—Output devices audible, e.g. using a loudspeaker
Definitions
- the invention relates to the field of electronic board games. More Specifically, it relates to an electronic game board, comprising a patterned game board overlaying a matrix of input switches and the associated circuitry for implementing random and cued game play, and the method of game implementation utilizing same.
- the electronic game industry has developed along several parallel pathways which mirror the development of high speed, high density semiconductor circuit development and related computer development.
- On-board processors perform multiple tasks including receiving and interpreting user input, calculating responses to user input, and generating audible and/or visual display of the game play.
- Hand-held semiconductor driven board games provide entertainment and, nominally eye-hand skill development for older, more dexterous players; while basic push-button games entertain younger players having less sophisticated motor skills.
- Each game has required development of a unique board, unique software for providing the game progress, and a unique means for receiving and interpreting player input.
- a toy designer and/or manufacturer would like to develop a universal input device having uniform means for reading and interpreting input to the device, which device could be adapted, via individualized Software and associated graphic overlays, to any number of a Plurality of game plays.
- Yet another objective of the invention is to provide a game play process flow which returns to the starting point, thereby eliminating the need for a marker.
- a universal game housing having switch input means comprising a matrix of touch-sensitive input switches; interpretation circuit means connected to said matrix of input switches for receiving and interpreting user switch input and for generating a game input based thereon; and, game progression circuitry for receiving the game input from said interpretation circuit means and for determining game progress based thereon.
- the housing is additionally equipped with PLAY switch means for activating the game, power source means connected to the PLAY switch means, and speaker means for generating audible game play responses.
- Figure 1-1 provides a top view of the inventive universal housing including a matrix of input switches, speaker means and ON/OFF switch means.
- Figure 1-2 provides a side view of the universal housing of the present invention.
- Figure 1-3 provides a rear view of the universal housing including power source and microprocessor locations.
- Figure 2 is a schematic circuit diagram of the invention including a matrix of input switches, ON/OFF switch means, speaker means, related circuitry, and microprocessor means.
- Figure 3 provides a basic process flow utilized by all game play embodiments of the invention.
- Figure 4 illustrates a game housing overlay for a first game play embodiment of the invention.
- Figure 5 illustrates a representative look-up table for use with the first game play embodiment of the invention.
- Figures 6-1 through 6-4 provide a flow chart depicting a representative process flow for the first game play embodiment of the invention.
- Figure 7 illustrates a game housing overlay for a second game play embodiment of the invention.
- Figures 8-1 through 8-11 provide a flow chart depicting a representative process flow for the second game play embodiment of the invention.
- Figure 9 illustrates a game housing overlay for a third game play embodiment of the invention.
- Figures 10-1 and 10-2 provide a flow chart depicting a representative process flow for the third game play embodiment of the invention.
- microprocessor a microprocessor, such as the T150C19 from Texas Instruments, programmed utilizing customized masks to include customized game progression circuitry, and further including input interpretation circuitry, timing means, Read Only Memory (ROM) storage, and Random Access Memory (RAM) storage.
- ROM Read Only Memory
- RAM Random Access Memory
- input switch one of the array of input switches, ising pressure-sensitive contact switches
- input switch array an array of input switches, representatively illustrated as a 6 x 6 matrix of input switches
- switch input entry of user input to one of the input switch array by depression of one of the input switches
- input interpretation circuitry circuitry and related software for determining from which of the input switches the switch input has been received, for judging if the switch input is valid, and for generating a game input based upon valid switch input
- game input input from the input interpretation circuitry to the game progression circuitry upon judgment that the received switch input is valid
- game progression circuitry circuitry for receiving game input, for determining game play progression, and for generating outputs, including audible responses, based upon same.
- universal game housing 10 includes PLAY switch 14 for manual activation of the game.
- the PLAY switch means 14 is connected between the power source 13, ideally a battery source, and the microprocessor 15.
- Figure 1-2 and Figure 1-3 which offer side and rear views of housing 10, illustrate a enclosure for power source 13 which is connected to the PLAY switch means 14.
- a short time (less than 25ms) after the battery supply has been connected to the circuit, the voltage on the INIT line will stabilize at the positive battery supply voltage. In this state, the capacitor Cl is charged to near positive battery supply voltage.
- the 'Play" Switch is released, the voltage on the INIT line and the capacitor Cl begins to increase towards the positive battery Supply.
- the length of time it takes for the capacitor Cl voltage (and INIT line voltage) to reach positive battery supply voltage is dependent on the value of resistor Rl and capacitor Cl.
- the IC UI
- game progression circuitry therein selects a target for game play and prompts the user to begin play.
- the input interpretation circuitry of the microprocessor begins polling pins PI-PIO, which are selectively connected to the input switches 12, to ascertain if input from a row and a column complete a circuit indicative of switch input.
- the universal game housing 10 has an input switch array comprising a matrix of pressure-sensitive input switches 12, representatively provided in a 6 x 6 switch matrix. Although a differently shaped array and/or an array having a different number of input switches may be implemented, the three specific game play embodiments detailed hereinafter have been adapted for play on the 6 x 6 matrix input switch array, and all related description will incorporate such an array.
- a membrane switch in accordance with known technology, comprises a membrane carrying a pattern of moveable contacts overlaying a corresponding pattern of fixed contacts. One set of contacts is interleaved and connected to an associated circuit means. The other set of contacts is constructed so that when pressure is applied to the membrane, the two sets of contacts touch each other completing the circuit between the interleaved contacts.
- Capacitive switches discrete microswitches, direct PCB inputs through a silkscreened array of input locations, or other low profile switching implementation may alternatively be incorporated for use in the universal housing.
- the physical entity which depresses the input switch may be the player's finger, a game piece, or other apparatus having dimensions appropriate to contact only one of the input switches at a time. Should capacitive switch means or other electrically activated switch means be incorporated into the game housing, however, the use of specific switch depression means may be more limited.
- each switch 12 is located above the intersection of two leads and thence to the microprocessor 15.
- the two leads come into contact with each other and the input is provided to two or more input pins of the microprocessor, in a manner by which a determination can be made as to which of the input switches has been depressed by the user.
- Leads connected to pins PI-P6 provide input from each of the rows in the matrix array. Input from four of the columns are provided directly to pins P7 through P10, while input from the remaining two columns are provided through diode pair Dl and D2 or diode pair D3 and D4 to pin pair P10 and P9 or pin pair P8 and P7, respectively.
- Input to one of the input switches in the input switch array is "interpreted" by the input interpretation circuitry to isolate and identify the individual input switch which has been selected by the user. Thereafter, the input interpretation circuitry performs input validation to determine if the switch input is valid, first by applying a debounce routine in accordance with state-of-the-art processing. Further input validation may be implemented as appropriate for the ensuing game play, including a determination as to whether the switch input is different from the previous switch input, in order to avoid interpretation of prolonged switch closure as a series of switch inputs. Another input validation analysis may invalidate switch input received during another player's turn or while a non-interruptable program step is executing.
- the output of the input interpretation circuitry (now designated as game input) is provided to the game progression circuitry of the microprocessor.
- the game progression circuitry generates a game play response based upon the received game input and the relevant game play programming.
- the game progression circuitry may refer to one or more look-up table locations for selecting an appropriate response to the user's input or may randomly access one of its stored series of responses.
- the game progression circuitry may utilize the input in a calculation for ascertaining an appropriate response to the input.
- the amount of available ROM storage is 32 kbytes.
- the ROM provides storage for response look-up tables, sound storage, and fixed programming routines.
- 128 bytes of RAM is available for temporary storage of game play inputs (e.g., target location, registers and counters) as required by the specific game play embodiment.
- the game progression circuitry accesses the appropriate sound from its storage location in the associated RON and provides it to audio outputs Al and A2 for audible reproductive via speaker means 18.
- the output of the game progression circuitry i.e., the selected response
- the microprocessor has a timing function for deactivating the game if a preset time period has elapsed between valid switch inputs. The timing function is executed by resetting a timer after any switch input which has been judged to be valid.
- a software instruction is generated to deactivate the game (i.e., stop polling pins PI-PIO for inputs and stop executing the program) until the PLAY switch is again depressed.
- FIG. 3 A basic operating routine for the game progression circuitry for all game play embodiments is illustrated in Figure 3.
- initialization includes the steps of starting the timer, beginning polling at pins P1-P10, and choosing a target in accordance with the game play programming.
- the target is a numerical value which corresponds to a location on the gameboard and is chosen 0 randomly by the microprocessor at the beginning of each game.
- the object of all of the specific embodiments is to locate the target, either through a series of switch inputs to successive switch locations leading to the target or by isolated switch inputs based upon 5 random selection or responses to clues.
- the next step is input interpretation involving the two decision boxes 102 and 103.
- the system senses switch input. If a switch input is detected (i.e., a "Yes" response), the system then 0 determines if the switch input is valid, at decision box 102 and 103.
- the switch input is judged to be valid (i.e., another "Yes” response)
- the next step, at 104 is to execute the game play process flow. If the output of either decision box 102 or 103 is a "No" determination, ⁇ the timing function is invoked.
- decision box 105 the determination is made as to whether the preset time period has expired. If the time period has expired, the system performs its Shut Down function, at box 106.
- the "GUESS" game provides a series of randomly 5 accessed clues to the identity of the selected target.
- the game overlay comprises
- Each of the pictured items has attributes relating to its size, loudness, hardness, color and speed.
- a numerical value is preassigned to each of the items for each of the attributes.
- the table illustrated in Figure 5 provides a representative look-up table of numerical attribute 15 values for the pictured items. For example, items such as a jet plane or a ship have high numerical values for size (12 and 13, respectively). The jet plane also has a high numerical value (7) for speed, while the ship's speed value is considerable lower (4).
- the item is multicolored (such as a butterfly) or otherwise difficult to characterize (e.g., the color or a lion may be considered to be brown or yellow), then the item will be assigned a numerical color value of zero. Additional features are stored for particular items, as evidenced by the HELP value listed for some of the pictured items. Representatively, a numerical HELP value of 1 may mean that the item is good to eat, 2 may mean that the item has eyes, 3 may mean that the item has wings, 4 may mean that the item has wheels, 5 may mean that the item has wings and eyes (2+3), and 0 may be assigned to all other items for which those attributes do not apply.
- a numerical HELP value of 1 may mean that the item is good to eat
- 2 may mean that the item has eyes
- 3 may mean that the item has wings
- 4 may mean that the item has wheels
- 5 may mean that the item has wings and eyes (2+3)
- 0 may be assigned to all other items for which those attributes do not apply.
- the numerical attribute look-up tables are stored in the ROM of the microprocessor. In addition to storage of the table of numerical attribute values for each pictured item, the ROM also stores a plurality of bit sequences representing the various audible clues or responses which can be retrieved and output at speaker 18.
- a first category of stored sounds are bit sequences for prompting user input, such as "WHAT AM I?" or "C'MON, TAKE A GUESS.”
- Another category of stored sounds includes the bit sequences for generating audible clues based on comparisons between the numerical attribute values of the target item and the player selected item.
- Such audible clues include the following: "I'M —BIGGER, SMALLER, ABOUT THE SAME SIZE AS, LOUDER, QUIETER, FASTER, SLOWER, HARDER, SOFTER— THAN THAT” or "I'M —A DIFFERENT, THE SAME— COLOR AS THAT” or "THAT'S —WHITE, RED, YELLOW, GREEN, BLUE, GREY—, I'M NOT.” Additional audible clues may be generated based upon the HELP values of the respective items.
- HELP clues include “I'M GOOD TO EAT” and “I HAVE —EYES, WINGS, WHEELS—, THAT DOESN'T.”
- the HELP clues are generated in response to switch input at the HELP switch (with the question mark overlay) when the player wishes to have information in addition to the responses generated based upon switch input and the resulting numerical attribute comparison.
- there is a category of sounds generated subsequent to game play including such phrases as “YOU'RE RIGHT!” and “YOU TOOK ONLY THREE TRIES!”
- the GUESS game initialization includes clearing RAM table locations of any previously stored variables, starting the timer, beginning polling of pins P1-P10, and playing introductory audible effects. Thereafter, the next initialization step is random choice of a target and storing the switch location coordinates of the chosen target in the RAM. Once the target has been chosen, the numerical attribute values for the target item are retrieved from the ROM and the variables are provided for temporary storage in the cleared table location of the RAM. Each stored target variable is preceded with a "T" for "target” throughout the process flow chart for ease of description. Initialization for the GUESS game is now complete and the system waits for either player switch input or expiration of the preset time period.
- the game progression circuitry for the GUESS game evaluates the input, which is designated as "N" in the process flow chart.
- the game progression circuitry accesses a prompting message, at 215, inviting the player to play again.
- the player must again press the PLAY SWITCH TO re-initialize the game, causing resetting of the timer and choice of another target.
- the system will perform its shut down function.
- the shut down function simply involves deactivating the software to stop polling the pins, to disable the time, and to "go to sleep" until the PLAY switch is gain depressed.
- the microprocessor may generate a prompting message after expiration of a first time period and then perform the actual shut down procedures upon expiration of a second, longer time period.
- the game progression circuitry evaluates the game input of the players' selection of item N. After the determination has been made, at decision box 203, that the selected N is not the target, the decision is next made, at box 250, as to whether N is 36 (i.e., switch input has been made to the HELP button) . If the switch input has been to the HELP button, the play progresses along the process flow illustrated in Figure 6-4.
- a randomly chosen value from 1 to 4 is placed in the R-register.
- the system determines if the numerical color value for the target is zero, at box 252. If the color value is not zero, then the HELP value is evaluated at 253. If the HELP value is zero, the system generates a color message at boxes 270 and 271, by accessing a color message for the color of the target (e.g., "I'M BLUE"). When the HELP value is not zero, the system next checks the value in the R-register at 254. If the R value is 4, the color message is generated, again at boxes 270 and 271.
- the system next checks the numerical HELP value.
- the message generated depends upon the numerical HELP value, 256 through 260, for the selected target.
- the message generated at 262 and 263 may be "I'M GOOD TO EAT.”
- the message generated at 264 and 265 may be "I HAVE TWO EYES.”
- the message generated at 266 and 267 may be "I HAVE WINGS.”
- the message generated at 268 and 269 may be "I HAVE WHEELS.”
- the game progress circuitry follows the process flow depicted from box 216 of Figure 6-1 through Figures 6-2 and 6-3. While the process flow indicates a perceived order for generating attribute clues, in fact the software accesses the various attributes and performs comparisons based thereon largely in a random order, subject only to a few exceptions which will be discussed further below.
- the variables for selected item N are retrieved from their ROM storage location and placed in a RAM table and a random value R is placed in a RAM register (hereinafter referred to as the R-register), at box 216.
- the comparisons will be made based upon the random value of R, which is frequently updated.
- the system checks whether the random value of R in the R-register is 1. If R does not equal 1, the system progresses down to determine if R equals 2, 3 or 4 at boxes 223, 224 and 225, respectively. If R is 1, the system multiplies the numerical color value of the selected item by the numerical color value of the target item and determines if the result is greater than zero, at 218. When the result is greater than zero, the system next compares the numerical color value for the selected item to the numerical color value of the target item, at 219.
- the game progression circuitry puts a value of 2 in the clue register, at box 220 and generates a color clue in the form of an audible message (e.g., "I'M THE SAME COLOR") at box 244. If, however, the color values differ, the game progression circuitry puts a value of 1 in the clue register, at box 221, and generates a different color message (e.g., "I'M A DIFFERENT COLOR") at box 244.
- the game progression circuitry When the random value R in the R-register equals 2, as determined at box 223, the game progression circuitry next compares the numerical size values for the items, at box 226. If the size values are equal, the game progression circuitry generates a same size message ("I'M ABOUT THE SAME SIZE") and puts a 3 into the clue register at 227. Should the size values be unequal, a determination is made at decision box 228 of whether the numerical size value of the selected item is larger than the numerical size value of the target item. If the result of the decision indicates that the selected item is larger than the target item, the game progression circuitry puts a 4 into the clue register, at box 229 and generates a smaller message (“I'M SMALLER THAN THAT") at 244. Should the target item be larger than the selected item, the game progression circuitry puts a 5 into the clue register, at box 230 and generates a larger message (“I'M LARGER THAN THAT”) at 244.
- the game progression circuitry analyzes the loudness attributes of the items by determining if the numerical loudness value of the selected item is greater than the loudness value of the target at decision box 231. If the selected time has a larger loudness value as that of the target item, the system, at box 232, adds a 6 to the clue register and generates a quietness message ("I'M QUITER THAN THAT") at 244. When the loudness value of the target item exceeds that of the selected item, as determined at box 233, then the system puts a 7 into the clue register at box 234 and generates a loudness message ("I'M LOUDER THAN THAT”) at 244.
- the system puts an R value of 2 into the R-register, at box 239, and the system defaults to the size analysis detailed above with reference to boxes 226-230. Since the size analysis can compare any two objects, whether bigger, smaller or about the same size, it is accessed whenever the other attribute comparisons cannot result in generation of a clue.
- the game progression circuitry performs a hardness analysis. If the numerical hardness value of the selected item is greater than the numerical hardness value for the target item, as judged at decision box 235, the system puts an 8 into the clue register at box 236 and generates a softness message ("I'M SOFTER THAN THAT") at 244. Should the numerical hardness value of the target exceed that of the selected item, as judged at decision box 237, the system puts a 9 into the clue register at box 238 and generates a hardness message ("I'M HARDER THAN THAT”) at 244.
- the system defaults to the size analysis by putting an R value of 2 into the R-register, at 239, when the hardness values of the two items are the same (i.e., a "No" output from both decision boxes 235 and 237.
- the game progression circuitry does a speed analysis, comparing the numerical speed values of the selected and target items. If the determination is made at decision box 240 that the speed value for the selected item exceeds that of the target item, the system places a 10 into the clue register at box 241 and generates a speed message ("I'M SLOWER THAN THAT") at 244. On the other hand, if the numerical speed value of the target item exceeds that of the selected item, as judged at decision box 242, the system will place an 11 in the clue register at box 243 and generate a different speed message ("I'M FASTER THAN THAT") at 244.
- the system defaults to the size determination by putting a 2 into the R-register at 239.
- the game progression circuitry adds 10 to the clue register and accesses the message segment "I'M" and the appropriate clue. If the value in the clue register is greater than 14, as determined at 245, a different type of message is generated (e.g., "THAT MOVES, I DON'T") at box 246. After the message has been generated, the "fill" message (e.g., a musical theme played between successive inputs) is generated and the system returns to await input at 202.
- the TAXI game has two taxi icons, associated with taxi telephones, along with a plurality of destinations, comprising 5 houses and 6 stores, including 4 shops, an airport and a train station, each located over a switch.
- Another switch icon is a gas station, switch input to which will be discussed hereinafter.
- Players are prompted to bring their taxi, either by moving their finger or by moving an optional game piece, along the roadway from their taxi icon to the prompted destination.
- the game progression circuitry judges the movement of the player's taxi by evaluating the switch closures as each switch along the chosen pathway is depressed.
- RAM registers store values related to whether the player is taking his first or a successive turn (LIV register), the N switch locations of the destinations including the stores (which includes the shops, the train station and the airport) and the houses (the Designation register), the amount of gas that the player/taxi has and the resulting audible output (GAS and PUTT registers), the location of the last switch closure (LASTX, LASTY, and, LASTN) , the location of the randomly selected target (the assigned value 1-5 for the house target, hereinafter referred to as the House register, and the assigned value 11-16 for the store target, hereinafter referred to as the STORE register), a KILL register for negating switch input to all but the phone switches until each new turn is initiated, a STEP register for tracking whether it is the first or second step of a player's two-step turn, and a FRESH register, for tracking arrival vs.
- LIV register the N switch locations of the destinations including the stores (which includes the shops, the train station and the airport)
- the microprocessor conducts the following procedures: putting a zero into a RAM registers which will be used for storing variables throughout the game play; accessing the bit sequence or sequences for producing the audible game theme at speaker 18; starting the time; beginning polling of the pins P1-P10; and, putting a value of 1 in the KILL register.
- the input interpretation circuitry determines which of the taxi telephones has been contacted, at box 303.
- One of the taxi telephones is designated as player 1 while the other is designated as player 2, for the purposes of tracing turns and accumulating certain variables which will be further discussed herein. Regardless of which player (i.e., taxi telephone switch) has been chosen, the ensuing "start up" process flow is identical.
- First the system accesses the value in the LIV register for the respective player, at boxes 304 and 308. If the LIV register has a zero value, indicating that it is the player's first turn, the game progression circuitry checks the value of the player's GAS and PUTT registers.
- the PUTT register indicates, at decision boxes 305 and 309, that the player has low fuel, fuel is added. A value of 5 is placed in the PUTT register at the beginning of a turn, as indicated at boxes 306 and 310, and the attendant audible message will be a fast "putt-putt" sound.
- the GAS variable is a "stepper,” used to cause the engine sound ("putt-putt") to appear to slow down. The GAS variable is set at zero at the start of any turn.
- a zero value is placed in the SUMDIF, KILL and STEP registers and a 1 is placed in the FRESH register.
- the system accesses the bit sequences to produce an audible message instructing the player to pick them up at the randomly selected destination (see: "PLAY '1ST GO (1, 2,or 3)'"), which for the representative game play process flow indicates that one of three stored messages can be generated to instruct the player to pick someone up, and that message is concatenated with either a OHOUSE message which identifies the house destination by the number printed on the graphic overlay or a ( +5)HOUSE message which identifies the house destination by the color of the house on the graphic overlay). Thereafter, the system plays the appropriate PUTT message and awaits player input of their first move.
- the system determines if the preset time period has expired. When the time period has expired, the system plays a prompting BEEP message at 317 and thereafter shuts down. As discussed above, there may be two time periods included in the shut down routine, a first Tl after which the audible message is generated, and a second T2 after which the system shuts down.
- the input will be further evaluated to determine the player's location and the permissibility of that location.
- the system checks the KILL register at 322. Should the value in the KILL register be a 1, the input is disregarded and the system awaits new input at 314. If, however, the answer at decision box 322 is "No" i.e., KILL ⁇ l) , the game progression circuitry loads the player's current X and Y coordinates for application in the calculation (X+6Y-6), at 323.
- the N value is compared at decision box 324 to the locations stored in the aforementioned table of stores and houses. If the calculated N value is not found in the table, the system continues with the MOVER process flow detailed below with reference to Figures 8-7 through 8-10, under the assumption that the player is still en route to a destination On the other hand, if the calculated N is found in the table, the system first determines whether the value of the FRESH register is a 1, at decision box 325.
- the system stores the player's current X coordinate in the LASTX register, the current Y coordinate in the LASTY register, and the calculated N value in the LASTN register, at 326, and then returns to box 314 to await new input.
- the value in the FRESH register is not equal to 1, the system continues with the STOR process flow detailed hereinafter with reference to Figures 8-3 through 8-6.
- the MOVER process flow depicted from the
- Decision boxes 357 through 367 also determine if moves are permissible, or if the taxis are making "CRASH" moves "through walls", based upon a comparison of the current switch input location N to the previous switch input location LASTN. Accordingly, if, for example, it is determined that the taxi moved from the roadway at switch 3 to the train station at switch 2 (Box 357) without the intermediate moves along the roadway (i.e., from switch 3 to switch 9, to switch 8, and then to switch 2), the play stops and the CRASH message is played at 353, the appropriate player's LIV register is given a zero value at 354 or 355, and the turn is terminated at 356.
- the remaining boxes 358-367 for which a "Yes" decision leads to execution of the steps found in boxes 352-356, represent a series of impermissible CRASH moves which are based on player switch input to a target switch from an adjacent roadway switch location via an improper direction.
- a "No" decision representing a determination that the move is not an impermissible crash move, results in the game progression circuitry continuing to evaluate the player switch input as the player moves.
- the system checks value in the FRESH register. If the value in the FRESH register is a 1, the system, at box 369, stores the current X coordinate in LASTX, the current Y coordinate in LASTY, the current N in LASTN, and changes the value in the FRESH register to zero. The system checks, at box 383, to see who made the move and then plays the appropriate PUTT sound for the player, at 384 or
- the game progression circuitry executes a sum:difference calculation to determine the difference between the last X and Y coordinates for the player (LASTX and LASTY) and the present X and Y coordinates, at 370. If the result of the calculation (referred to as SUMDIF) is zero, as determined at 371, such is an indication that the player has depressed the same switch as had previously been evaluated by the. game progression circuitry. Under those circumstances, the system will again determine the identity of the player and access the appropriate PUTT message for that player while awaiting new input, as discussed with reference to boxes 383-385 and 314, above.
- the system stops play and generates a SIREN message at 373, then follows the process flow at the end of a player's turn, as described above with reference to boxes 353 through 356.
- a 3 move allowance including the last known Switch closure, one intermediate switch location, and the next valid switch closure
- the play continues and the system stores the current x coordinate in LASTX, the current Y coordinate at LASTY, the current N value at LASTN and adds 1 to the GAS register. If the value of the GAS register is 4, as judged at decision box 375, the * system will again determine the identity of the player and access the appropriate PUTT message for that player while awaiting new input, as discussed with reference to boxes 383-385 and 314 above.
- the game progression circuitry puts a zero value into the GAS register at 376, determines who the player is, at 377, subtracts 1 from the PUTT register of the appropriate player, at either 381 or 378, and determines if the value in the PUTT register is zero, at 382 and 379.
- the GAS variable is set at zero. Each time a player's move is confirmed, the GAS value is increased by 1. When GAS reaches the value of 4, PUTT is decreased by 1 and the GAS variable is reset to zero. The decrease in the PUTT value causes a slower "putt putt" message to be played. If the player does not replenish his fuel supply, either by coming to the end of a turn prior to running out of gas or by driving to the gas station icon at switch 5, the system accesses audible STOP and DEAD messages and the player's turn ends. Driving to the gas station at switch results in the player's GAS register being reset to zero, generation of a gas station "Dinging" message, and a return to the fast "putt-putt" sound.
- the system stops play and generates a DEAD message at 380, then follows the process flow utilized at the end of a player's turn, as described above with reference to boxes 353 through 356 and return to box 301. If the PUTT value is greater than zero, however, the system will, once again, determine the identity of the player and access the appropriate PUTT message for that player while awaiting new input, as discussed with reference to boxes 383-385 and 314, above.
- the system at box 422, stops play, plays the BRAKE message and the CRASH message, puts a 1 value into the KILL register, and puts a 0 into the STEP register indicating the end of the player's turn due to execution of an impermissible move.
- the system Upon identification of the player, at 423, the system puts a zero value into the appropriate players LIV register at 424 or 425 and returns to box 301.
- the system performs the indicated WHICH register update as depicted in the associated odd numbered boxes 401-401 and proceeds to the step indicated at box 426 for identification of the destination found at the calculated location.
- the game progression circuitry accesses and plays one of the two messages which convey that the player has successfully located the first destination and further plays one of the second step messages prompting the player to bring the taxi from the first destination to the randomly selected and saved second destination.
- the system puts a 1 value into the FRESH register, stores the X, Y and N values for the current location in the LASTX and LASTN registers, and returns to await input at 314.
- the game progression circuitry checks the value of N (or WHICH), at 429.
- N or WHICH
- the system knows that the player has arrived at a house destination, even though it is the wrong destination. Therefore, at box 431, a WRONG HOUSE message is played and the system returns to await new input, after having executed the aforementioned updating at box 454.
- N is greater than eleven, the system knows that the player has arrived at a store destination which is not the target destination, the WRONG STORE" message is played at box 430, and the system again returns to await new input, after having executed the aforementioned updating at box 454.
- the game progression circuitry determines if the player selected store destination (WHICH) is the target destination (STORE) at box 433, again by comparing the N values for each. A "No" determination
- a "Yes” determination means successful completion of the player's turn.
- the game progression circuitry puts a zero back into the STEP register, indicating that the next turn will be the first step for the player, puts a 1 into the KILL register, plays one of the two messages indicating that the player successfully completed the step of finding the Store (e.g., "THANK YOU FOR THE RIDE TO THE PET SHOP"), and then plays a message indicating that the player successfully completed a full turn.
- the system checks at 445 to determine which player successfully completed that turn, increments the SCOR register for that player by adding 1 to the total, and then generates a message based upon that score (e.g., "YOU'VE HAD
- SCOR register is less than 5, the system performs the updates at 454 and returns to 301, including playing the ringing telephone message.
- the player attempts to locate the randomly selected target (i.e., the fly). Hints are given as to the relative closeness of the player-selected switch to the target location. However, the target location may be changed during the game play (i.e., the fly may move).
- the microprocessor Upon initialization for the FLY game by player depression of the PLAY button, the microprocessor starts the timer, puts a random value from 1-6 into the XT register for the X coordinate of the target location, puts a random value from 1-6 into the YT register for the Y coordinate of the target location, puts a zero into a TURN register to indicate that it is the player's first turn, puts a zero into the CRASH register, and starts polling the pins P1-P10 for player switch input, at 501. If there is no input, as determined at decision box 502, the timing function operates in a similar manner as in the other embodiments, except that a dual time period is demonstrated in the process flow.
- the system inquires as to whether this is the first time through at box 504. If it is the first time through the process flow, an additional prompting message will be generated at 505 ("NYAA"). At the expiration of the second time period at 506, a "YOU LOSE” message is generated at 507 and the system shuts down at 508.
- the game progression circuitry When input is received, the game progression circuitry, at 509, stores the X and Y values for the player selected location, adds 1 to a TURN register, plays a "SWAT" message and performs a Sum:Difference calculation, as was done in the TAXI game.
- the SUMDIF result is judged in determining the response to the player switch input. If the SUMDIF is zero, as determined at decision box 510, meaning that the player has successfully located the target, the system plays a "WIN" message at 511 and shuts down at 528 until the PLAY button is again depressed.
- the game progression circuitry checks if the switch input was in a CRASH area, at 512.
- the CRASH areas are switch locations for which the overlay includes a picture of something breakable. If the X,Y of the input indicates a CRASH area, then the CRASH message is played at 513. Thereafter, a 1 is added to the CRASH register at 514, which keeps track of unsuccessful turns.
- the game progression circuitry determines, in box 517, if the X,Y of the switch input is in a YELP area, at a switch having a picture of a dog on the overlay. If the switch input is in a YELP area, the "YELP" message is played at 518 and a 1 added to the CRASH register at 514.
- the system next checks, at 519, to determine if the X,Y of the switch input is in the CAT area, at a switch having a picture of a cat on the overlay. Should X,Y be in the CAT area, the CAT message is sounded at 520 and a 1 is added to the CRASH register at box 514.
- the game progression circuitry checks the value of the CRASH register at decision box 515 after every step which a 1 is added to the register. If the value of the CRASH register is greater than 5, the system plays a "YOU LOSE" message at 516 and shuts down at 528. If the CRASH register has a value less than 5, the system next checks to see how many turns have been taken by the player, at 521. If more than a preset number (e.g., 10) turns have been taken without locating the target, the system plays the "YOU LOSE" message at 516 and shuts down at 528. When the results of decision boxes 510, 512,
- 517 and 519 are all "No," or when the CRASH register has a value less than 5, the system checks to determine if more than 10 turns have been taken at 521, as above. If fewer than 10 turns have been completed, the game progression circuitry further analyzes the SUMDIF value. First, at 522, it is decided whether the SUMDIF is equal to 1. If the answer is "Yes,” a message is generated at 523 telling the player that "THAT WAS CLOSE.” At this juncture, as noted in the dashed box 524, there is a 50% chance that the game progression circuitry will execute a "RESET" process flow and change the target.
- a message will be played (e.g., "I'M GETTING OUT OF HERE!), NEW VALUES FOR X and Y will be placed in the XT and YT registers, 3 will be subtracted from the CRASH and TURN registers, and the system will await new input at 502.
- the game progression circuitry next asks if the SUMDIF is 2, at box 525. if the SUMDIF is 2, a MISS message is played at 527, indicating to the player that the target was "just missed” and that they are in the right section of the matrix. The system returns to await the next input at 502. However, if the SUMDIF is none of the values 0, 1 or 2, a FAR message is played at 526, indicating that the player's input is distant from the target location (e.g., "YOU'RE NOT EVEN CLOSE") and the system again waits for the next player input at 502.
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU49146/96A AU697680B2 (en) | 1995-02-07 | 1996-02-06 | Electronic board game having clue delivery circuitry |
JP8524361A JPH10513381A (en) | 1995-02-07 | 1996-02-06 | Electronic board game with clue derivation circuit |
EP96905365A EP0959969A1 (en) | 1995-02-07 | 1996-02-06 | Electronic board game having clue delivery circuitry |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US38482795A | 1995-02-07 | 1995-02-07 | |
US08/384,827 | 1995-02-07 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1996024420A1 true WO1996024420A1 (en) | 1996-08-15 |
Family
ID=23518927
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US1996/001520 WO1996024420A1 (en) | 1995-02-07 | 1996-02-06 | Electronic board game having clue delivery circuitry |
Country Status (5)
Country | Link |
---|---|
EP (1) | EP0959969A1 (en) |
JP (1) | JPH10513381A (en) |
AU (1) | AU697680B2 (en) |
CA (1) | CA2216120A1 (en) |
WO (1) | WO1996024420A1 (en) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN111475771B (en) * | 2020-04-13 | 2023-05-12 | 腾讯科技(深圳)有限公司 | Chessboard information processing method, device, equipment and medium based on artificial intelligence |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3042408A (en) * | 1957-07-05 | 1962-07-03 | Kenneth G Johnson | Game |
US4320901A (en) * | 1980-02-08 | 1982-03-23 | Marvin Glass & Associates | Microprocessor controlled game |
US5411271A (en) * | 1994-01-03 | 1995-05-02 | Coastal Amusement Distributors, Inc. | Electronic video match game |
Family Cites Families (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4403965A (en) * | 1980-10-01 | 1983-09-13 | Texas Instruments Incorporated | Electronic teaching apparatus |
-
1996
- 1996-02-06 WO PCT/US1996/001520 patent/WO1996024420A1/en not_active Application Discontinuation
- 1996-02-06 JP JP8524361A patent/JPH10513381A/en active Pending
- 1996-02-06 EP EP96905365A patent/EP0959969A1/en not_active Withdrawn
- 1996-02-06 CA CA002216120A patent/CA2216120A1/en not_active Abandoned
- 1996-02-06 AU AU49146/96A patent/AU697680B2/en not_active Ceased
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3042408A (en) * | 1957-07-05 | 1962-07-03 | Kenneth G Johnson | Game |
US4320901A (en) * | 1980-02-08 | 1982-03-23 | Marvin Glass & Associates | Microprocessor controlled game |
US5411271A (en) * | 1994-01-03 | 1995-05-02 | Coastal Amusement Distributors, Inc. | Electronic video match game |
Also Published As
Publication number | Publication date |
---|---|
CA2216120A1 (en) | 1996-08-15 |
AU697680B2 (en) | 1998-10-15 |
AU4914696A (en) | 1996-08-27 |
EP0959969A1 (en) | 1999-12-01 |
JPH10513381A (en) | 1998-12-22 |
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