AU603935B2 - Dart game with programmable displays - Google Patents

Dart game with programmable displays Download PDF

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Publication number
AU603935B2
AU603935B2 AU24341/88A AU2434188A AU603935B2 AU 603935 B2 AU603935 B2 AU 603935B2 AU 24341/88 A AU24341/88 A AU 24341/88A AU 2434188 A AU2434188 A AU 2434188A AU 603935 B2 AU603935 B2 AU 603935B2
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Australia
Prior art keywords
display
game
target
mode
visual
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Ceased
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AU24341/88A
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AU2434188A (en
Inventor
Paul F. Beall
Eugene G. Harlan
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Arachnid Inc
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Arachnid Inc
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Priority claimed from US07/114,194 external-priority patent/US4824121A/en
Application filed by Arachnid Inc filed Critical Arachnid Inc
Publication of AU2434188A publication Critical patent/AU2434188A/en
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Description

COMMONWEALTH OF AUSTRALIA FORM PATENTS ACT 1952 CO0M P L ET E S P E C I F I CA T IM N FOR OFFICE USE: Applicat.lon Number: Lodged: Complete Specification Lodged; Accepted: Published; Class Int.Class ,Retated Art; o a Q 0 0 0 000 0 0 0 SThis do(cutment contains the anienedments madc under $e~lwion q9 and is Qorrcct for "intintga ',Namxue of Applicant: ARACHNID# ICOPORAThP 'Address of Applicant; 6421 Material Avenue, R9o$'fQrd, Illniis 61132-2901# United States of America Actul xnventor: Paul F. Ba001 and Zugene G, .arlan Adchosa for Service: SUMMN WATIro, 5 ClarOtOe $troeot Sydn1ey rnmjete Specification for thq Znvontior eltltlod; '%AT GAME WITH PRQOGRA*%L DXSPLAY' re Cowing stathment; is a full description of this invention, incltiding the bests ma~khod of performing it tnown to L: i:i i_
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-r- TECHNICAL FIELD The invention relates generally to electronic games, and more pAgticularly to computerized target games Which utmatally rqeqtetr and diaplay the score attained by players. In Its psincipal aspectr a *To the invention is directed to provldni A programmable 000 display that may be maniplated without the need for OQ or, a conventional keyboard.
o oO oo 0 BMCKGROUND OF THE1 INENTON 0 t" Cormtpterilzed target games are well known as exemplified by 04S Patent Nq$O 4gO5,S1 to Jrles et al.# 4.,561,660 to Zanunto and 4,586,716 to Brejcha et al. Many of these games employ video displays. AS in many other types of electronic games, it is known In target games to provide a visul d$ainpl which is I inended to anact ayer s. n uct a dislan i **Uc oeptronics operate In Wn "ATTWRACT" mode. Often the game Mafy be in the "ATT1AC 1 mode for a subtantial time. Tnstqad of displaying the "ATTRACT" Image, owneri or X-eszees may desire to utilize the display in a mAnr they consider more advantageoum to their buin~s~ these 'ATTRACT" mode displays are typically pre-pograammed, however, and cannot be accessed by the owner or lersee of the glme In order to customize the dimplay for any paticular purpose, This inflexibility of the display for the electroni target game prevents the owner/lesee from realizing the full capabilities of the video screens used in. connection with the target games.
SUMMRY OF IHI INVENTION it Is the primary object of the present invention to pr vide an a2lternative to the "ATTRACT" configuratison for the Video display of an electronic game that mnay be programmed by the owner/essee widthout the need Eor a conventional keyboard. In this connetior, It Is a rlated object of the nvention to provide a display araCtis for allwing a owner/loeaee of an electronic game t *1 uti tsing a viddisplay to prgram an~y 4ogjxe mosage for display as an alternztive to the prepqgqnied 'ATTRACT" dipay.
It is another object of the inventio4 to provide a display a )ppatuo~ tnat alowr for the free MIoditiation of the dioplay generated by an ielectronic game when it is not in a playing mnode.
t; mor ta _ted object of the Invention to 0 64 roia adilpa apa4tus repnstleiV to tho V I target of ae el tronic game for as embling an image Eor the video d play of the game, Preferably, the target i in a cnventional dartboard coilguration And coprises a plurlty of movable segments. By entering the eleot8onis into a display modification mode, the segments are a sociated with symbols held In memory. Bly activating a oegment of the dartboardt A prtcular symbol In nmory is designated and displayed by the video dsplay. Several of the Segmentz of the dAr board ar'e diegn td for the purpose of controlling the location of zymbols on the zcraen- Dy rezponding to thI o aicvatLon of segments on the dartboard in the foregoing manner, the dartboard effectively becomes a keyboard for the entering of customized designs that may be displayed when the game is not operating.
Other objects and advantages of the invention will become apparent from the following detailed description and the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS FIGURE 1 is a perspective view of an exemplary electronic dart game which may incorporate the present invention; SFIG 2 is a schematic block diagram of the microprocessor-based electronics incorporated in the electronic dart game of FIG. 1, including the electronics responsive to the dartboard for programming the video display in accordance with the invention; FIG. 3 is a chart illustrating a schematic representation of the segments comprising the dartboard of the electronic dart game in FIG. 1, including designations for each segment used in accordance w.ith the invention to provide a programmable display; FIG. 4 is a flowchart of a POWER-UP routine executed by the electronics of FIG. 2 and instituted upon the application of power to the electronic dart gamer J tFIGS. Sa and 5b are a flowchart of a DtAGNOSTICS routine executed by the electronics of FIG. 2 and instituted in order to program the video display in accordance with the invention; and II I I IIn I i a I 11 m I M FIG. 6 is a flowchart for a SET-UP routine executed by the electronics of FIG, 2 upon exiting from the DIAGNOSTICS routine, where either the preprogrammed "ATTRACT" image or the user-programmed image of the invention is displayed until play is initiated.
While the invention will be described in connection with a certain preferred bqQdimpnt, it will be understood that it is not intended to limit the invention to the illustrated embodiment, On the contraryf it is intended to cover all alternatives, modifications and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims, DETAILED DESCRIPTION 0V T1 .RIEMRM EBODIMENT Trnqing to the drawings and referring firot to ZGUE 1, an exemplary electronlo dartboard incorporating the invention comprises a target hesad 11 mounted In an upright cabinet 12 for serving as a.
OI ftarget for darts 13 which are adapted to) b thrown at the target. The partIcular detailed construction of th;teagt head 11 and the coerating darts 13 is disclosped in the aforementioned O.S, Patet Woo.
41057,251 to Jones et al.0 451,660 to Zamxmuto and 4,$,716 to Brejcha et and thene patents are hereby incorporated by reence. As explained iore fully in the dones al 4,p Zarnmuto and Drjcha patents, the 4irtboard 11 Is dvided into a pa 4rality of separate trget sections 14 denotling diErent target Areas* gach target section 14 contains a large numbor of clonely spaced hcaes for secoring a tip of a dart in the moti~n it romponse to al impact ofthe dart causqd by thro ;knq the darL towtard th target heAdo I1W In order to provide for automatic scoring of a dart game, each of the target sections 14 has a switch device (not shown in FIG. 1) located behind the section such that the impact force of a thrown dart hitting a target section displaces the section so as to momentarily close the switch device, thereby signalling to the internal electronics of the electronic dartboard that a particular target section has been hit. Each target section is resiliently biased outwardly so that after the impact of a dart, the section returns to its normal position which forms a flush surface with the other target sections, preferably, the switches associated with S the target sections are kept in their normal 15 positions by the outward biasing of the target
S
1 sectioni, using a resilient biasing material such as L a solid rubber sheet. For the switches, a switch matrix of imprinted mylar sheets is preferably used, o providing switohing of the desired duration and continuity during the momentum transfer from, a dart 0 to a target setLion, on o t 0 00 C1 o0 e o 04 o rkn oo o 1<1 €i S0 000 Coa 0 300 00
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,On the control! panel 16 of the dart game are several push button switches 17, 21 for selecting between different dart games and various game options s such as the number of players, For example, button 1.7 i a "select" button that allows the players to 0 1 choose among a plurality of possible game formtats S n example of a particular game is that of cricket as more fully in the parent o this ap"l.cation. other buttons may also be provided.
For example, a "next playe'" button may be provided to signall when neceassary, that a particular player's turn is over. SQch a button may bo necessary in the event that a player throws a dart and completely 3 issiis the target headl For uch situations, the i 0 1 0 a a Q a a 0 a aaa aaa 0g 6 i 20 aj f a a a Qa internal electronics of the game is unable to detect that the player's turn is complete unless a "next player" button is provided.
Video display screens 19 and 26 are located along side the control panel 16 for displaying various information about the operation and conditions of the game. As an optional feature, a remote video display 30 may also be provided for displaying the same information as appears on video display screens 19 and 26.
In the initial stage of a game, the displays 19 and 26 respond to the number of coins received through the coin slots 18l and provide an indication of the numbar of players in the game, In response to activation of the game by detection of the coins, the video displays 19 and 26 guide a player through the selection of a particular game format, using the "select" button 17 to choose the desired format, A series of audible tones are generated by a speaker to guide a player through the selection prooess. For example, a bell tone may be used to assist the player by acknowledging that a choice has been registered or a buzzard sound may inform the player that an attempted entry is invalid, a 44 404 ~a 2 At the heart of the operation of the dart game is a microprocessor-based electronics system that o responds to the target head 11 of the dartboard and s the input push buttons 17 and 21 on the cabinet 12.
In a conventional manner, a microprocessor 22 shown in figure 2 communicates with the switch matrix 25 o the target head 11 and the push buttons 17 of the control panel 16 via a bus line 31. A1so in a conventional manner, the microprocessor 22 acceses various memories via a bus line S32. Specifically, A
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random access memory (RAM) 28 provides the microprocessor with a working area to calculate and store temporary values. A erasable programmable read-only memory (EPROM) 27 stores the instructions necessary to execQute a game. An dicusrsed mnole tully hereinafter, a symbol memory 33 and screen map memory 37 are also provided.
The RA14 28 is supplied with an intrn4 batatery backup (not shown), and a smallJ portion of the memory may be used by the mioprocensor 22 to store such information as high scoreof game popularity atA o r similar va~lw which are desired to be reained when the power is off. Included with the iatructtona in the EPROM 27 for executing proper operaion oC the games are instructions for Initiali ationg game And 0 0 player sellection proeeas, and all the instructions necesary to ply each of the avail-Able Camie formatn, 00n P~referably, the EPtOM 27 Is contained wthin a single unit suoh as a cartridge which may eaily be ro eioved and interchanged( thus allowing a diffoent 00 s0et of Instructions to be "esd for operetion. Thig 0 0 0 00 0 aure provides a convenient means for ohonging tho 0000 rules of patiular games$ perhaps fo a certaln 1 0 0 googeraphicl region, where suc rhtes re more commrn n 2:3 or prred. Whenever such a change i~ made, ail the other components and connetions rmain the siamo Seaoxp eor the EPROM 2 and A linting on the contol panel16 oE the Available games. Whisi eeAtUre Al4 Allows game% to be changed peiodlcally to produue variety and may also be used to keep more popular 9wsor rulen available.
Synchonizatolo or the various operationz of the darbtoard electronics is done via the raezt and Interrupt time circvitry 29 whtch alert. the e4eQtronics to Interrupt and reset conditions, such aS may Occur When coins are dropped intQo the coin slots 80 or certain sglnals fronm the contzrol panel 6 are reqeived, 4$ ror specific signals to and foM S ~the control panel 1ao signal.s from the push button inpus 37 are linked to the microprocessor via the contol pa"I input/output circuity This contrQl panel input/output circuitry 26 also drives the indicator lamps 35 on the control. panel 16. The micrproces so 22fsnds appropriate signals to the sound circuitry 2 3 fr driving the speaker 20 and generating a variety of different sound effets, The microprocessor 22al~so sends appropriate signals to the video generator with video PAM 24 to drive the video dispays 19 and 26 accorntg to different eventa and conditions of a game. L,'Qor driving an optienl Liquid Cryta 1 i np3ay the LCD driving circlit 44 is provided.
In Qrer'pon to the iapat of dalrto on1 the dartboards oignalo t'ron) the targot hei d 1 and switch matri rex generated and delivered to a target head treace circutry 36 for cor o veraion to 41 form wihich mnay readily be read and re9onized by a target heoad inpot/output circutry 34, At appropriate ttsne3 during ai game# the throw~ and remmove darti idioato lamps 39 (not shown in PfIG 1) are driven by the targot head Ipu/output circuitry 34 in reponse t*control sgnale from the micr~procegsimor 2a in a ordance with one important aspect oc the ISG ienvcnint the Micropooezsor 22 Is operablp in aternative modems wherein a fitizt nmed *ites gam~e IrirUetione In revenp e to jictiatltn of mwitchnn In the4 sitch inarix 26 id in second mnode goeatew~ A custom~ized inAge on the video dispilaym for lmplay when the dArtboard isI not being playod. A, ~tp whiR ~d99"~ j l8~~64~ Xt~31~ cf-8" ~tJ~I
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owner/lessee of an electronic darthoard may generate a customized "ATTRACT" display by first tzransforrmng the microprocessor 22 from tts normal first mode of operation to the second mode and therefter manua3y pressing either predetermined target segments or keys on a separate keyboard in order to generate symbols (n the video dispays 19 and 26 and control their lnattons, In Le preferred embqdinent, tktwJ target segments are associated with symbols used to S~cotstruc a customized4 display. Wheo symbols need not appear on the segments tremselves; Instead, a chart rauch as shown In FIG, 3 may be used as A map for determinirng which segmeont corresonds to a desired symbofl, thereby effectively making the pluraity of target segments function as a keyboard, in the Alternative embodmtent, a sepaate keyboard Ilusratd In phantom lines In ViZQ. I provides th meanas for inputting the symbolo.
The onybo3s available or the cuotomnze4d display ari, )7h ld tin the ifymbol memory 33 Preferb lpy eact s iti co doed to ftt within Ln 8 x 8: pixel patterti on the video display, When in its Oecown mde# the microprocesso4 r22 sond5 to s eltion oE a particular target Be~ agment by generiiting a mc addressfor the a5ooisted symbol. The symbo delivered to the video generititr with video R M 24 for dimplity on the video displys 9 and 26.
In keeping with the Ivention, several or the terget segments are eservod to operAto Iin the meond mo1 d as control keys eor mioving symnbolQs to doiro loctiog n the video moreen or ole~ring the dimplay. In order to prompt the progrtimer, a cursor is genosraitd on the Video dioplb. Tho cursor movement is tliuited to the pixel ara inended for the custoizd dirtAgy. t~or Oxample, the *Oreen~ Arot
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o 0 0 0 rO 0 avalable for the customized display is prefrably limited to a matrix of 16 x 32 symbols. Oni Lcqet segment Is reserved for erasing the screen And another, preferably the bUqles-eyet Is reservoed for exiting from th q econd mode and returning to the first Mode, in the specifc ilXlcated embodoenb, the qonventional configuation of a target heed for a dart game concentric rings interscted by readialle Jsrne)p hd ced as a chart whorin symbols, or legends are printed within the boundary of the setions, Assoiated with A fircst grop of nqctions defined by the rzdIA Ujner 91 And the fi rt 490 second rings 92 and 9,3 (i*e(f the, I'Doubleqll segments) are the first 20 lettrt oE the alpv41 A through To A second giou of 5eginenti aefiwB by thEf radal Ol14p )I and the 5eeond and third rinq~;&i 93 an 94 the "Triples", 3eqnentMs) hi ,-,Ocltted With the remining letters of the alphabet N through Z.
numbe~~s 1-98 And miscellfteneoug ch~~raote r nuch ar- l, a exclmiition point and A sem41-coloa Ono of the zegments Int tin secnd group is reseved for providng a spaco b vtweetn a nt chi iictorir;.
Vormed by the riai n# nes91 b tween the thr1l rnq 94 and a bull'o-oye 95 Is A third groeti of seqmtott (1,o~j the "Singl" segmentm) thait incahido adti~onal- Mlocell~neors symbols such as a comma and a doll1~r sign 0 0 0 0d 00 0 006 ThLs third grouB pals Q ntAlns the $090iontn that provide contresf functions. yar exremploo our of the sp~ments Ard provjde3 for moving A dji4jay c r 4nd down awid fro ie to side, As illUxtrAteds each of the control segmient$ t thq ev o Is ptthirAhlY ore~nted$In the dircation that It movt the cuxrsor.
J9 *herar ah curor otrcQl nt isc pint t o ner~ d approxiately at, right angles to two of the other cursor aQntr segmen ts and diametrically opposite the third. In order to provide for easy erasure of the screeng of the displays 19 and 26s one of the segments in the third group o1ears all previously progatitec gymbols from the display.
The bull's-eye 9)5 provides the programmer with an exit from the second modpq In this connectionf when the soreen has been construtcted As desired, the bull's-eye is presoed and the miproprooesor 22 returns to the first mode where furbther manipq3ItIon a the: se~ients will not efeet the conat-rictd image.
in order to retain the Imiage cntuced c1Lrinq opation of the croporessor 22 in the second mole, the screen map miemory 37 in FIG. 2 maintinj the imagte after It haii been removed from the video gecto with video RAM 24. Preferably, the rymbolrs enerared by the activation of a owitch in the s witch matrix< while the miopeocso 22 IG in ito oe ond made aRe ,3tored in both the videQ getie 4rwth video RAM 24 and the osceen ra pemory 37. The c!.wreen map menmory Is orgailt-d to Qorespond to the Xr syimbol eize o the Customized -iy. app r eaiated by thone Lakilled iti tho art that such a cnstrution, best mitches the Infrtmaton in the chtatatr miemory to the forinr-nat oe the i15pay ncreen or the video (iisplay,-i 19 and 26.
in kerping with the invention, at least one nianuially opeble b estch that is not ac cesiblo by the ptiblic trn~qteen operation of tho mloroprocenaorbased e(Bloorotnito~ of FIG 2 ra its tirst mod to Iet6 bontd- Zn tho perolored cmbodifent# 4a "Test," e wltch 49 (zhown In VtI I is lctetd In the Coia box area and behind the coin box door. Activation of the "Test" switch 49 institutes a DIAGNOSTICS routine (VIGs 5) that is executed by the electronics of FIG, 2. At the end of the DIAGNOSTICS routine, the user is prompted by the display (either on the LCD or on the video displays) of a message to "Press .nter ror Text Input" or' "Press Select For Report". By pressing the "Select" button 17 on the control panel 16, information regarding how many total games have been played and the like is displayed. By pressing an "Enter" button $0 located inside the coin box with the "Te et" button 49, the microprocessor 22 enters its second mode and generates a cursor in the upper left-hand corner of the available field on the Adiplayq 19 and 26. An image can now be constructed *too by entering symbols at the locations designated by the position of the cursors Turning now to FIG. 4, a flow diagram of the POWER-UP procedure of the invention executed by the electronics of FIG, 2 and instituted upon the application of power to the electronic dart game is shown. Upon POWER-UP (step 40), an initialization routine begins ;t step 41 which includus initializing various partz of the CPU such an the program counter, Atack pointer and internal registerzo The RAM memory is then initialized Along with the variou5 1/0 pcrts and displays. Next, in step 42, it the TEST button 49 (located behind the coin zlot door) It depressed, a DIAGNOSTIC routine will be run at step otherwise goume SETUP procodares will begin at step A flow diagram ot the DIAGNOSTIC routine executed by the electronics of FG, 2 and instituted in order to program the video display in accordance with the invention is given in FIGS. 5a txd 5b; it ~ili-lli.~-. I~IP.. i ~I inita].,1y tests and checks several elements of the invention to insure proper operation, The first step In the DIAGNC$TC routine is the ROM and PAM checksum test in step 46. In step 47, if the results of the checksum tests show no indication of error, then execution continues to step 53; otherwise, a "RAM BAD" message Is displaayed In step 48, Upon completion of a good checksum test, the lamps on the game are tested Individually in step 53t along With a S testt Qf the various sounds (step 54) and the displays (step 55). Next, in step, 69, a prompting message is displaQd,. if the SELECT button 17 Is pressed (step the game popularity roglbers ad, ncoia counter va.lus are dislayed as read from the RM with Internal battery backup, At this point in step 57, 0 0 0f the TEST button 49 hag been pressed or a coin has been received then the SETUPJ( procedure is initiated 00 0 from step 58. Otherwige, further dibanostic testing is done consisting o the dart board switch matrix 2Q being read. (step 59) and displayed (step 60). This 000000 additional diagnostic procedure then loops back to 0 QQ step 55a and repeat0 until the TEST button 49 has a 00 been pressed or a i.oin has been received which begins, 0coooa the STUP procedure in step 58 or the ENER button 2('5 has been prsased (step 55b) which will begin the second mode of operation to allw a customized OA$PTACr" screen to be entered as detcribed above aaa In a coriance with rIQ Upon the deproszoti ofe tho VNW-R button 50, the inpparatus wilA enter its second mode of operation to allow the owner/eotioeo to enter a customized Image on dirpla 19 and 26 through incrooessior 22 (FIG. 2) which causes a cursor to be dirpl1ayod on dligplays 19 iald 26 at ztep 61. At step 62s micro0cezotr 27 will read the input froni the target hed., Xn an i ;i -u 1 -i alternate embodinent, a keyboard as described above may be provided for the input data. The microprocessor 22 will, at step 63r determine it the input corresponds to a control character such as a move cursor connand, clear screen command, or the like, or a symbol. if a control character is entered, the 2iicrosroessor 22 will cause the control comxnnd to be executed (step 64), in the alternative, if the input signal is a symbolt the symbol associaLted with the input will be located from symbol memory 33 and sent to the video flM 24 for dipla at the pixel position corresponding to the cursor (stops G and 66). Whether a symbol input or control qh-arocter is Input at step 63, the 125 ~icoprocepsor 22 will place the video RAM 24 information Into the screen wip memory 37 at step 67, After placement o the Video RAM 24 information into the screen map memoryt 5tep 68 teots for a tinished or end condition. if the Bull's-eye 95 Is pressed, indicating the operator is finihed entering the customized screen, the SETUP procedure Is initiated. If the qu's-eye 95 is not pressed, the mroprocsstor 22 will loop back to step 62 and repeat the Above stops until the pull'o-eye 9$ is.
pressed.
The game SVtJP procedure oxecuted by thai electronics of VIO. 2 upon exiting from tho r)IAQNOSTICS routine (FXG. 5a alnd 5b), where either the pro-pogrammned "AT'TACT" image or the userprgrammod image of the invention is dizplayed until play Is Initiated Is shown In VIG. 6, ThQ ETUP proedure also counts the mioney receivedt zelects the particulor game to be plAyed and nolects the number of playerv in the gam, Xn tho present nbod imentof ttthe invention there are Oiqht different gamez and two F I cost categories the one-coin games and the two- -coin games. Games I through 3 are designated as onecoin games and games 4 through 8 are designated as two-coin games.
The SETUP procedure begins by determining whether any text is in the screen map memory 37 (step 4 If the owner/lessee Image has been entered, the image will be displayed (step 86) or displays 19 and 26. If there has been no text entered by the owner/lessee, the default "ATTRACT" screen will be displayed (step 81). Until a coin is received by the gamer the "ATTRACT" 3creen or the customized screen will be displayed on display screens 19 and 26 to draw attention and attract players to the game.
Upon receiving a coin in step 72, a SELECT GAME display is shown in step 73 to provide information and the ability for selecting a particular game of the many which are available. As Is apparent from Fig. 2, information for display may be routed to the video display or the LCD display, or preferably both displays. Puring the game selection procedure, one of the games is designated as the 'current, game.
This is done by distinguishing one game from the others by boxing the name, or using flashing or highlighting display attributes. The player has the option of selecting the 'current' game or changing the 'current' game to the next available game in the sequence. In step 74, if the PLAYER CUANGE button is pressed, the 'current' game is selected. The displays are then updated in step 75, the number of players for the gaMe are determined from the number of coins received in step 76 and execution branches to the start of the selected game from step 77. if in step 78 the SELECT button 17 was pressed instead of the PLAYER CHANGE button then the game count is incremented as in ste- 79. Step 80 checks which cost category the 'current' game is in. If the game count is greater than 3, then it is a two-coin game and step 81 is done, otherwise it is a one-coin game and step 83 is done. In step 81, if the game has received less than two coins, then the game count is set back to 1 in step 82, so a two-coin game cannot be selected. In step 83 the game count is checked to see if it is greater than the maximum number of 8.
If the game count is greater than 8 then it is set back to 1 in step 84, otherwise step 84 is bypassed. Next, in step 85, the displays are updated to reflect the new selection information, then the 0. procedure loops back to step 74 for another selection iteration. This looping continues until a game selection is made in step 74, which in turn results in the start of the selected game in step 77, I0 Prom the foregoing, it can be seen that a e owner/lessee of an eleotronic game which utilizes a 2 video display may program any desired message for display as an alternative to the pre-programmed
"ATTRACT
1 display.
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Claims (7)

1. An elecitronic target game for automatically tallying and displaying the score of a amse, wherein projectiles are thrown at a target head that serves as a targjet for the projectiles, and for displaying an attract image customized by an owner or lessee of the tatget game, said electronic target game comprising; a visual display operable in a first or second inptat means for alternatively recevn scoring data or for entering customized image data, said display diptpalng said customized image when said elctronic ta'rget game is not tallying and di slayinq ad sco sO o'f said game; a first mean* responsive to gaze conditions to ostre paid game conditions for display on pA'a visual dsplay- Sa seond Means reqnonsiveo aid input means for programming 4 sU~toMizd image for storing said csuto~jziod image for display on said visual display- morans for swit,:hinr saidl visual dipay tween said first and secondmodes; said first mode. reponsive to said first means for providing gam condition information; and said second mode resposive to said 84C0nd ineans or providing aid cutomized iJ4gQ
2. m apparatus as claimiied In clairn I wherin said target head ha at least a first siolctod grouPp of segments suoh that movement of a segment causes a symbol iI :t~lg associted wih said segent to be stoed in said secnd meas for display an said visual dispaay When said visual display Is~ in said seconda Mod4. 3 An appratut &a claimed in claim 2 wherein #iid target head has at least a secnd selectod group of sogments, said second group of zseiftnts opouble tzo 1 :Li it iii i. i ii i) control the placement of symbols on said visual display when said visual display is in said second mode.
4. An apparatus as claimed in claim I wherein said visual display is a video display. An. electronic target game as set forth in claim I wherein said display is a video display.
6. An apparatus as sot forth in claim I wherein said Input means includes 1) a keyboard for entering sad customized Image when said visual display is in said socpnd mede and 2) said target head for receivin scoring data when said visal display is in said 41rot mode. I@
7. An apparatus as set forth in claim I wherein said input meanls Is said target head such that said target head alternatively' receives scoring data whon said display Is in said firot M04e and enterGs customized imtiage data When said display is in said secofld mode. S. An electronic target gamo as Qlaimod irk qlalt 1, Whor~in: aaid target head comprises a Plurality of moveale segmonts mounted onto a switsh wiatrix o eucl that pach segmenlt io associated with at leaat one switch of said awitch matrix such that movezent of a segment at )last one switch; said injput means includes pr ocsosr zoan3 responsive te the activation of Cthe witches ofh sai owitch matrix In both a first modo and a seon iode; and said switohing imian3 places Gaid prooeoor moans, in either saiA firnt maod or mid feicond rt ode; ,laid tir nmade is isposi s acti1vatio of the switches of oaid -switch matrix Eor providing qame' condition information to Uaid disflayl and gipl~~1j6 ~S -3 said second mode is responsive to activation of the switches of said switch matrix for providing a customized image to said display when said electronic target game is not tallying and displaying said score of said game.
9. An electronic target game as set forth in claim 8 wherein said processor means includes a symbol memory that associates a first selected group of segments of said target head to symbols such that movement of a segment when said processor means is in said second mode causes an associated symbol to be displayed by said display. 0000 0000 0 IC. An electronic target game as set forth in claim j ouo 9 wherein said processor means in said second mode includes means responsive to a second selected group of o segments of said target board for controlling the placement of said symbols on said display.
11. An electronic target game substantially as 0 1 hereinbefore described with roference to the accompanying drawings. 0 o o 0 Dteed Ths 8tWh Aw O Atu:it, 1990 ARAOD, IN(Y)AE
AU24341/88A 1987-10-28 1988-10-25 Dart game with programmable displays Ceased AU603935B2 (en)

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US07/114,194 US4824121A (en) 1986-11-03 1987-10-28 Dart game with programmable displays
US114194 1987-10-28

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AU2434188A AU2434188A (en) 1989-05-11
AU603935B2 true AU603935B2 (en) 1990-11-29

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AU (1) AU603935B2 (en)
CA (1) CA1294051C (en)
NZ (1) NZ226642A (en)

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4516781A (en) * 1982-11-17 1985-05-14 Industrial Design Electronic Associates, Inc. Dart game with two microcomputers

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4516781A (en) * 1982-11-17 1985-05-14 Industrial Design Electronic Associates, Inc. Dart game with two microcomputers

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NZ226642A (en) 1991-05-28
AU2434188A (en) 1989-05-11
CA1294051C (en) 1992-01-07

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