EP0103571A1 - Hand held electronic game with interchangeable cartridges - Google Patents

Hand held electronic game with interchangeable cartridges

Info

Publication number
EP0103571A1
EP0103571A1 EP82901259A EP82901259A EP0103571A1 EP 0103571 A1 EP0103571 A1 EP 0103571A1 EP 82901259 A EP82901259 A EP 82901259A EP 82901259 A EP82901259 A EP 82901259A EP 0103571 A1 EP0103571 A1 EP 0103571A1
Authority
EP
European Patent Office
Prior art keywords
game
control switches
display
player control
switches
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP82901259A
Other languages
German (de)
French (fr)
Inventor
Garth Anthony Clowes
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Entex Industries Inc
Original Assignee
Entex Industries Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Entex Industries Inc filed Critical Entex Industries Inc
Publication of EP0103571A1 publication Critical patent/EP0103571A1/en
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8088Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/02Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games
    • A63F7/025Pinball games, e.g. flipper games
    • A63F7/027Pinball games, e.g. flipper games electric

Definitions

  • the present invention relates generally to games and amusement devices and more particularly to electronic hand held game systems that may be utilized by one or two players to play various games of skill.
  • Such prior art dedicated electronic game units typically contain a pre-programmed microprocessor to control the progress of the game, a plurality of player control buttons whereby the player may generate input signals to the microprocessor for affecting the outcome of the game, a game display whereby the player may be given a visual indication of the present state of the game play, and one or more control switches for manually switching between various game modes, speeds, level of the skill, etc., prior to the start of the game.
  • microprocessors may be programmed to control particular games while responding in real time to the player's actuation of his control buttons and concurrently displaying the game's progress by means of an electronic display panel and/or digital read out and/or sound effects .
  • the primary object of the present invention is to provide a hand held electronic game system having advanced control and display features that can be readily and inexpensively modified by the consumer to perform the latest state-of-the-art games. It is a more specific object to provide a hand held game console with sufficient player controls and mode switches to permit one or two players to play a variety of different types of games and also with an advanced multi-color electronic display screen, a digital scoreboard and a sound transducer, thereby providing a variety of features heretofore available in only the most expensive dedicated game units.
  • Figure 1 is an isometric view of the game system of the present invention set up to play a space battle game
  • Figure 1A is a partially cut away view of a portion of the game console showing the socket provided therein for effecting the required mechanical and electrical connections between the console and the cartridge
  • Figure 2 is a partially cut away view of an individual game cartridge showing a portion of the male electrical connector that may be plugged into the female electrical connector visible in Figure 1A
  • Fig'ure 3 is a top plan view of the console showing the manner in which the individual display overlays may be interchanged
  • Figure 4 is an enlarged partially cut away view of.
  • Figure 5 is a plan view of the space battle overlay
  • Figure 6 is a plan view of a baseball overlay
  • Figure 7 is a plan view of a basketball overlay
  • Figure 8 is a plan view of a pinball overlay, all of said overlays being interchangeable with the space battle game overlay shown in Figures 1, 3, and 5
  • Figure 9 is a schematic circuit diagram showing the electrical circuitry connecting the various componets of the console
  • Figure 10 shows a preferred microprocessor con- figuration and its corresponding interfacing with the console circuitry of Figure 9
  • Figure 11 is a schematic diagram of the console's playing field display component
  • Figure 12 is a schematic diagram of an indivi- dual digit of the numerical display component.
  • Figure 1 is an isometric view of the game system of the present invention set up to play a space battle game
  • the system comprises three distinct components — the basic console 10, the interchangeable cartridge 20 and a display overlay 30.
  • both the cartridge 20 and the overlay 30 bear a common "Space Battle" title 101.
  • Both titles 101 are normally visible when the game is set up for use, in order that the players may determine which particular cartridge 20 has been inserted into the game console 10 and whether or not the proper corresponding overlay 30 is in place.
  • Visible through appropriate transparent regions of overlay 30 are a multi-digit numerical display 103 and a playing field display 105.
  • the left most digit of the display 103 is utilized in this particular game to indicate the number of remaining ships in reserve in addition to the ship presently under the control of the player.
  • Three digit positions in the right— and portion of the numerical display 103 are utilized to display the accumulated score for the game up to 999 points.
  • the thousands digit is not indicated but the number of reserve ships is incremented each time 1,000 points are scored.
  • the playing field display 105 is utilized in the Space Battle game to display an alien command ship, a fleet of attack ships, bombs launched from the attack fleet, a beam force cannon, missiles launched from the beam force cannon and a pair of ground defenders. Color is advantageously used to emphasize the significance of what is being displayed.
  • the attack fleet and the bombs launched therefrom may be shown as discrete dots (o ovals) that are red in color, while the beam force cannon and its missiles may be shown by means of similarly shaped images that are blue in color.
  • the playing field display is in the form of an array of eight vertical columns each vertical column containing seven pairs of red and blue electro- fluorescent elements any combination of which being selectively illuminatable in response to appropriate instructions from the microprocessor 20.
  • the numerical display 103 is also preferably formed by means of electro-fluorescent digits. Playing field display 105 and numerical display 103 are discussed in further detail hereinafter with particular reference to Figures 11 and 12 respectively.
  • a plurality of multi-position game control switches are located above the display area.
  • these switches include a three position power and sound switch 107 having a center ("0") off position 109, a left mute ( "M”) position 111 and a right sound ("S") position 113.
  • a skill level switch 115 having a first skill (“SI") position 117 and a second skill (“S2”) position 119.
  • a game select switch 121 having a first game (“Gl”) position 123 and a second game (“G2”) position 125.
  • the right control switch is a number of players switch 127 having a single player ("PI") position 129, a two player ("P2") position 131 and a demonstration ("D") position 133.
  • PI single player
  • P2 two player
  • D demonstration
  • the secondary set of player control 60 will be utilized only when two players are involved with the offensive player utilizing the first set of controls 50 and the defensive player utilizing the second set of controls 60.
  • the microprocessor When the number of players switch 127 is set to its left most single player position 129 then the microprocessor will perform the role of the second player automatically and the single player then utilizes only the primary set of player controls 50.
  • the primary player controls 50 shown in Figure 1 it may be seen that they consist of a total of seven push buttons (135 through 147). Of these, the first four (135 through 141) are marked with directional arrows 149 and may be utilized by the player for instance to control the direction of movement of a particular symbol visible on the playing field display 105.
  • first directional control 135 may be utilized to indicate a forward motion; second direc- tional control 137, a motion to the right; third direc- tional control 139, a rearward motion; and fourth direc- tional control 141, a movement to the left.
  • Such direc- tional controls are particularly advantageous in playing games such as basketball and football in which the players on each team are free to maneuver back and forth and from side to side on the playing field either to evade the defensive player or to intercept an offensive player.
  • the console 10 may also be utilized for games in which the rules of the game do not permit the individual playing pieces to be moved by the player in all four directions.
  • the microprocessor associated with such a game may be programmed to ignore signals from the unnecessary direction controls.
  • the beam force cannon can be moved to the right or to the left by means of second and fourth directional controls 137 and 141 respectively but cannot be moved forwards or backwards.
  • the left and right directional control buttons are utilized to operate the left-hand side and right-hand side flippers.
  • the remaining player control push buttons are utilized to initiate specific actions in accordance with the rules of the particular game being played.
  • fifth control button 143 may be utilized to fire a missile in the Space Battle game or launch the ball in a pinball game.
  • the team at bat may decide to hit the ball, bunt, or attempt to steal a base.
  • These three options may be signified by the offensive player's actuation of the fifth control switch 143, sixth control switch 145, or seventh control switch 147, respectively.
  • the direction taken by the ball after it is hit is determined by the timing of the swing and by the nature of the ball pitched by the pitcher. Accordingly, the directional controls have no effect on the result of a particular turn at bat. In two player baseball, more than three options are given to the pitcher. Accordingly, six of his seven control buttons are utilized.
  • the first control button 135* is used to indicate a change of pitch; second control button 137', to indicate a slider; fourth control button 141', to indicate a curve ball; fifth control button 143', to indicate a fast ball; sixth control button 145', to indicate a knuckle ball; and seventh control button 147' to initiate a steal defense action.
  • the 14 player control buttons provided by console 10 are not dedicated keys but rather their significance is determined solely by the manner in which the microprocessor contained within interchangeable cassette 20 is preprogrammed. Furthermore, even more than seven distinct functions are possible since two or more control buttons may be operated simultaneously to indicate a function unrelated to the functions represented by any of the individual keys.
  • switch 107 is depicted in its center or off position. This is the position that the switch will normally be in when the game is being stored and is not in use. This position of the switch is also utilized to restart games in progress.
  • on/off switch 107 When on/off switch 107 is placed in the mute position, normal game play may be initiated. However, the sound effects that normally accompany the game are muted. This renders the game particularly suitable for use aboard trains and buses where music and sound effects are not normally allowed because the other passengers would be disturbed thereby.
  • Skill switch 115 When on/off switch 107, is placed in the sound position 133, the normal sound effects associated with a particular game are audible.
  • Skill switch 115 has two positions: SI (amateur) and S2 (professional) . These provide different levels of playing in accordance with the manner in which the particular game cartridge has been preprogrammed. In the event that more than two skill levels are desired, a skill selecting capability can also be provided by means of numerical display 103 in combination with a particular player control key such as fifth key 143.
  • a game mode switch 121 is also provided with two positions that may select one of two possible play options from a particular game cartridge, provided that the microprocessor contained within that cartridge has been suitably preprogrammed to respond to different settings of game select switch 121.
  • the game one setting of game select switch 121 permits either team to substitute a pinch hitter in a desired point in the batting sequence by the operation of the first player control key 135.
  • the pinch hitter will have a significantly better batting average than the regular player.
  • the game control switch 121 is in game two position 125, the batting average of the visitor's team will improve significantly and will become roughly comparable to that of the home team on which every hitter is allowed to be a pinch hitter. For many games, no variations in the rules are permitted and the setting of game select key 121 is ignored altogether .
  • the number of players key 127 when set to left position 129 results in a single person game in which the microprocessor contained in the game cartridge is responsible for generating appropriate responses to each of the player's actions.
  • the middle position 131 a two player game is provided with each player utilizing his own set of player controls 50, 60.
  • the demonstration position 133 where switch 127 is set to the far right the result is a completely automated game in which the microprocessor puts two simulated opponents against each other and provides the onlooker with an excellent display of the potential of the game cartridge being demonstrated. It should be noted that it is not necessary that all cartridges have provision for two player games and/or a demonstration mode.
  • FIG. 1A is a partially cut away view of the portion of the game console 10 into which the individual game cartridge 20 is inserted.
  • opening 151 slightly taller and wider than the corresponding dimensions of game cartridge 20.
  • an electrical socket assembly 153 oriented towards console opening 151 and provided with two rows of contacts, an upper row 155 and a lower row 157 located facing the respective top and bottom surfaces of a slot 159.
  • FIG. 2 is an enlarged partially cutaway view of an individual game cartridge showing the male electrical connector that plugs into female receptacle 153, it may be seen that the cartridge is provided with an opening 161 surrounded by a lip 163 having dimensions which fit over the projecting portion of female socket 153. Contained inside opening 161 is the projecting tongue 165 of a printed circuit board 167. On the upper surface of circuit board 167 there is mounted a microprocessor 169 with individual terminals 171 which are in electrical contact with printed circuit leads 173 terminating in connector tab portions 175 equally spaced along the upper surface of projecting tongue 165.
  • circuit board 167 is similarly provided with termination tabs 175 and printed wiring circuits 173 connected to other ter- minals 171 of microprocessor 169.
  • circuit board tongue 165 is guided into socket slot 159.
  • the individual terminal tabs 175 on the upper and lower surfaces of printed circuit board 167 make respective electrical contact with the upper and lower contacts 155 and 157 of the socket receptical 153 provided inside console 10.
  • the particular micropro- cessor 169 contained within an individual game cartridge 20 may make electrical connection to the various display elements, control switches and source of electrical power contained within console 10.
  • the interchangeable cartridge 20 is held in its operative position as shown in Figure 1 by the frictional engagement of contact fingers 155,157 that are sprung so as to press against the conductive tabs 175 at the edge of protruding tongue 165 of the printed circuit board 167.
  • socket receptical 153 is securely mounted to the structure of console 10 while printed circuit board 167 is securely mounted to the case of cartridge 20.
  • Figures 3, 4, and 5 illustrate the Space Battle overlay 30 visible in Figure 1. Overlay 30 is retained securely in place and yet is nevertheless readily interchangable with other overlays corresponding to other game cartridges.
  • the overlay 30 is generally rectangular in shape with slightly rounded corners and is placed over a transparent window 201 provided in the upper surface of console 10 and through which the symbols generated by displays 103, 105 may be seen.
  • the overlay is preferably fabricated from a transparent sheet of plastic upon which the various masks, borders, text and design are printed with opaque ink.
  • the overlay is positioned on window 201 by means of slightly raised "L's" 209.
  • a pair of notches 211 is also provided at each side of window 201.
  • An overlay retaining frame 213 is dimensioned so as to cover the flat console area surrounding window 201 and is provided with four tabs 215 (see also Figure 4) corresponding to notched areas 211.
  • the overlay 30 may be placed on top of the console 10 in its opera- tive position with transparent windows 203, 207 located above their respective displays 103 and 105.
  • Retained frame 213 is snapped in place above the overlay 30 such that projecting tabs 215 engage with notches 211.
  • the retaining frame 213 is preferably provided with one or more gripping recesses 217 whereby the frame may be more conveniently removed from its retained position.
  • a digit marker 219 is provided for score area 203 thereby separating the left most digit of the display from the other digits.
  • This left most digit is utilized in the Space Battle game to indicate the number of defensive command ships in reserve.
  • the remaining digits of the display are utilized to indicate the score.
  • a first set of markers 221 is utilized to indicate the area of the display reserved for the alien command ship (the area to the left of markers 221).
  • the display area between first playing field markers 221 and a second pair of playing field markers 223 is the area in which the attack fleet may operate.
  • a third pair of markers 225 separates the area occupied by the defensive player's ground defenders (the column between second marker pair 223 and the third marker pair 225) from the area in which he may deploy his beam force cannon (the area to the right of third marker pair 225) .
  • the Space Battle overlay is also provided with a pair of brackets 227 indicating the location of the ground defenders.
  • Figure 6 illustrates an overlay 32 for a base- ball game cartridge. It may be seen that the two left most digits visible through numerical display transparent portion 203 are utilized to indicate the number of strikes 229 and the number of balls 231. The right hand two digit positions are utilized to indicate the number of outs 233 and the number of the current inning 235.
  • the scoreboard area 203 may also be utilized to indicate the current score with the visitor's score being on the left and the home team score on the right, merely by displacing the number of players switch 127 to the demonstration posi- tion 133 while the game is in progress.
  • the display ini- tially shows the pitcher ready to pitch by means of a flashing symbol at the pitcher position 237 with the sym- bols representing the other players namely the catcher 239, the third baseman 241, the shortstop 243, the second baseman 245, the first baseman 247, the left fielder 249, the center fielder 251 and the right fielder 253, all being identified with appropriate symbols on the overlay and the corresponding segment being illuminated with the pitcher's symbol flashing.
  • the path of the pitched ball on its way to the plate is shown on the display and includes timing and path in relation to the batter's plate 255.
  • the basketball overlay 34 is shown in Figure 7.
  • the score of the visitor team is shown at the left hand side of the scoreboard area 203.
  • the score of the home team is shown on the right hand portion of the scoreboard. Included within the transparent playing field area 207 are a pair of sidelines 271, 273, a center court area 275, a visitor end line 277 and a home team end line 279.
  • FIG 8 shows an overlay 36 that may be used with a pinball game.
  • Transparent score area 203 is in essentially the same position as shown for the scoreboard areas of the overlays of Figures 5, 6, and 7.
  • Printed on the overlay are a pair of flipper indicators 281, 282 and also the location of various "score pockets” with an indication of the numerical score associated therewith, including a circular 80 point pocket 283 which when "hit” by the blue dot of light representing the player's ball results in a circle of eight red dots lighting up, including four in the vicinity of the four 20 point pockets 285.
  • a piezzo-electric transducer 309 for pro- ducing the sound effects when sound switch 107 is set to sound ("S") position thereby connecting transducer 309 to -10 volts DC and to 10 pin A20 which by reference to Figure 10 may be seen to be intended to make electrical contact with the microprocessor's DO pin.
  • S sound
  • th prefixes A and B utilized in Figure 9 (with reference to 10 terminal 307) and in Figure 10 (to show the intended origin or destination of the various microprocessor input and outputs) refer respectively to the upper set of contacts 155 and the lower set of contacts 157 of the socket receptical 153 (as seen in Figure 1A) .
  • IO terminals A22, B21, B20 and B19 ⁇ (which by reference to Figure 10 correspond to micropro- cessor pins D2, D3, D4, and D5) are utilized to test the status of the three game switches 115, 121, and 127, and the four directional player controls 135 through 141 and 135' through 141' of primary and secondary game controls 50 and 60 respectively.
  • Diodes D4 through D7, D8 through D10, and D12 through D15 are used to isolate the various strobe signals from one another so that the state or the condition of the signals on the three output lines B9, B10 and Bll (corresponding to microprocessor pins D15,
  • each of these eight major groupings includes a total of 14 individually selectable symbols physically arranged into a left column 311 containing seven red symbols and a right column 313 containing seven blue symbols.
  • the individual symbols are laid out spatially within the area of the playing field display 105 such that there is also defined seven distinct rows: first row 315, second row 317, third row 319, fourth row 321, fifth row 323, sixth row 325 and seventh row 327.
  • the electrical connection to the 14 individual symbols contained within a single vertical grouping are identified by the letters a, b, c, d, e, f, ⁇ , h, i, j, k, L, m, n.
  • Microprocessor pin D3 and IO terminal B21 are associated with the third grouping G5.
  • Microprocess pin D4 and IO terminal B20 are associated with the fourt grouping G6.
  • Microprocessor pin D5 and IO terminal B19 are associated with fifth grouping G9.
  • Microprocessor p D6 and IO terminal B18 are associated with sixth groupin G10.
  • Microprocessor pin D7 and IO terminal B17 are associated with seventh grouping G13.
  • microprocesso pin D8 and IO terminal B16 are associated with eighth grouping G14. Since isolating diodes D4, etc., have bee provided between the various switches and the displays, is possible for the same strobe signal, (for example, th strobe signal generated at microprocessor pin D2 and present at IO terminal A22 to result in output informati being displayed- simultaneous with the reading of inputs the various switches.
  • the electro-fluorescent displays 103 and 105 are provided with a source of power in the form of 4.5 volts AC through respective ballast resistors R4 and R5 at the terminals "H" .
  • digital electro- fluorescent display 103 it may be seen that only four of the eight digit positions are actually utilized, with 10 pins and D9 and D10 respectively connected to the left two digit positions and with microprocessor pins Dll and D12 connected respectively to the two right-most posi- tions.
  • Each digit comprises seven separately illumina- table segments (see Figure 12) labeled respectively a, b, c, d, e, f, g which are wired in parallel with the corresponding segments of the other digits and with the correspondingly designated symbols in playing field 20 -
  • microprocessor 169 may have a total of 42 pins for IO signals and for its power (pin VSS being grounded via IO terminal Bl and pins VDD and VPP being connected to -10 volts via terminal B5; the -35 volts is supplied to the display via input pin VDISP (10 terminal B8) and output via the R matrix (IO terminals A2 through A9 and A12 through A17) .
  • the internal timing of the micropro- cessor is established by means of timing resistor R10 an timing capacitor CIO connecting the microprocessor pin OSC respectively to -10 volts and ground.
  • microprpcessor pin VDD is connected to its pin RESET.

Abstract

Système de jeu électronique portable et multicolore qui utilise des cassettes (20) interchangeables, pour un ou deux joueurs, servant à jouer plusieurs jeux d'adresse et de stratégie, notamment un jeu de bataille dans l'espace (101), un jeu de base-ball, un jeu de basket-ball et un jeu de pin-ball. Chaque jeu est préprogrammé séparément par le biais d'un microprocesseur correspondant contenu dans une cassette de jeu séparée et interchangeable (20). Des béquets (30) sont aussi prévus. Les cassettes individuelles (20) et les béquets (30) sont utilisés en association avec une console (10) de base portable ayant un écran (35) d'affichage du jeu électro-fluorescent et bicolore, un écran d'affichage (103) numérique du nombre de points obtenus à plusieurs chiffres, deux ensembles semblables de commutateurs decommande du jeu (50, 60), chacun ayant quatre positions de commande d'action immédiate marquée de façon appropriée (135, 137, 139, 141, 135', 137', 139', 141') et trois autres commutateurs de commande d'action immédiate (143, 145, 147, 143', 145', 147'), et une pluralité de commandes de jeu qui peuvent être utilisées pour sélectionner un niveau d'adresse (115) particulier, des variantes (121) du jeu, le nombre de joueurs (127) et autre. L'on prévoit des caractéristiques supplémentaires telles qu'un commutateur de suppression du son (107) qui permet d'effacer les effets sonores qui accompagnent le déroulement du jeu et une position (133) de commande de démonstration qui permet à une cassette de jeu préprogrammée de façon appropriée de démontrer ses capacités à un observateur fortuit sans qu'aucune interaction entre l'observateur et le microprocesseur contenu dans la cassette soit nécessaire.Portable and multicolored electronic game system which uses interchangeable cassettes (20), for one or two players, used to play several games of skill and strategy, in particular a space battle game (101), a game of baseball, a game of basketball and a game of pinball. Each game is preprogrammed separately through a corresponding microprocessor contained in a separate and interchangeable game cassette (20). Spoilers (30) are also provided. The individual cassettes (20) and the spoilers (30) are used in combination with a portable base console (10) having a screen (35) for displaying the two-color electro-fluorescent game, a display screen (103) numeric number of points obtained in multiple digits, two similar sets of game control switches (50, 60), each having four appropriately marked immediate action control positions (135, 137, 139, 141, 135 ', 137 ', 139', 141 ') and three other immediate action command switches (143, 145, 147, 143', 145 ', 147'), and a plurality of game commands which can be used to select a particular skill level (115), variations (121) of the game, number of players (127) and the like. Additional features are provided such as a sound canceling switch (107) which allows the deletion of the sound effects which accompany the course of the game and a demo control position (133) which allows a game cassette appropriately preprogrammed to demonstrate its capabilities to a casual observer without any interaction between the observer and the microprocessor contained in the cassette being necessary.

Description

HAND HELD ELECTRONIC GAME WITH INTERCHANGEABLE CARTRIDGES
TECHNICAL FIELD
The present invention relates generally to games and amusement devices and more particularly to electronic hand held game systems that may be utilized by one or two players to play various games of skill.
BACKGROUND ART
At the present time there are commercially available from a number of sources a variety of electronic hand held dedicated game units intended to permit one (and sometimes two) players to perform particular games of skill. Such prior art dedicated electronic game units typically contain a pre-programmed microprocessor to control the progress of the game, a plurality of player control buttons whereby the player may generate input signals to the microprocessor for affecting the outcome of the game, a game display whereby the player may be given a visual indication of the present state of the game play, and one or more control switches for manually switching between various game modes, speeds, level of the skill, etc., prior to the start of the game. Examples of such prior art dedicated game units are described in commonly assigned copending patent applications Serial Number 233,321 filed on February 11, 1981 under the title "Electronic Pin Ball Game" disclosing an electronic arcade pinball type of dedicated hand held game. Serial Number 233,324 filed February 11, 1981, under the title "Electronic Baseball Game" disclosing an advanced dedicated hand held baseball game; Serial Number 233,325 filed on February 11, 1981, and Serial Number 231,884 filed on February 5, 1981, both entitled "Electronic Football Game" and each disclosing a different advanced football type of dedicated hand held game. These above cited pending patent applications are believed to disclose particularly advanced "state-of-the- art" electronic games. Accordingly, they are incorporated herein by reference the same as if fully set out at length hereat both for the disclosure of specific prior art that may be relevant to an appreciation of the particular advances and improvements provided by the present invention and for their specific teachings regarding how microprocessors may be programmed to control particular games while responding in real time to the player's actuation of his control buttons and concurrently displaying the game's progress by means of an electronic display panel and/or digital read out and/or sound effects .
Cϊv. DISCLOSURE OF THE INVENTION
As noted above, there are presently commercially available a large variety of electronic hand held game units each specifically adapted or dedicated to play a particular type of game. These individual game units compete with one another in the market place based upon both the sophistication of the strategy and skill programmed into the individual microprocessor controlling the game and also based on other related features such as the number and quality of game controls and mode switches as well as the quality of the display capability provided. Thus, it will be appreciated that the various features desired by the consumer contribute greatly to the cost of the games. On the other hand, as more different, increasingly sophisticated games of strategy and skill become available, the consumer loses interest in older types of game units and they become obsolete. Accordingly, the primary object of the present invention is to provide a hand held electronic game system having advanced control and display features that can be readily and inexpensively modified by the consumer to perform the latest state-of-the-art games. It is a more specific object to provide a hand held game console with sufficient player controls and mode switches to permit one or two players to play a variety of different types of games and also with an advanced multi-color electronic display screen, a digital scoreboard and a sound transducer, thereby providing a variety of features heretofore available in only the most expensive dedicated game units. It is a further specific object to provide a plurality of interchangeable game cartridges each preprogrammed with one or more state-of-the-art games and a corresponding plurality of overlays, whereby the game console may be easily modified to perform many different 1 types of games including games that have not been designed
2 or manufactured at the time the console was originally
3 manufactured and sold, thereby permitting the consumer to
4 acquire a variety of different and exciting games at
5 relatively low total cost and to protect his investment in
6 the basic console and the control and display features
7 provided thereby.
8 It is another related, more specific object of
9 the present invention to provide a game system of the
10 type described that is further provided with an automatic
11 game demonstration capability, whereby individuals not
12 familiar with the game systems or with a particular game
13 cartridge intended for use therewith may observe many of
14 the features and advantages of the game system and of the
15 particular cartridge being demonstrated without needing
16 any prior knowledge of the rules of the game or the
17 dunxrion of the various player controls. i8 Briefly, the above and other similar and/or
19 related objects as may be apparent from a review of the
20 appended Detailed Description of a Preferred Embodiment
21 may be satisfied by an electronic multi-color hand held
22 game system comprising a basic game console having two
23 sets of similar player control switches, a multi-color
24 electronic playing field display, a multi-digit numerical
25 display, a plurality of game switches, a cartridge socket
26 for accepting an interchangeable game cartridge containing
27 a preprogrammed microprocessor, and for completing the
28 required electrical connections between the micro-
29 processor and the power source, mode switches, player
30 control switches, playing field display, and numerical
31 display provided as part of the basic console, and an
32 overlay retainer for retaining a corresponding overlay
33 over at least the playing field and numerical display in
34 accordance with the requirements of a particular game 35 programmed on a particular cartridge.
.R BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is an isometric view of the game system of the present invention set up to play a space battle game; Figure 1A is a partially cut away view of a portion of the game console showing the socket provided therein for effecting the required mechanical and electrical connections between the console and the cartridge; Figure 2 is a partially cut away view of an individual game cartridge showing a portion of the male electrical connector that may be plugged into the female electrical connector visible in Figure 1A; Fig'ure 3 is a top plan view of the console showing the manner in which the individual display overlays may be interchanged; Figure 4 is an enlarged partially cut away view of. a portion of the overlay retaining frame showing various constructional details thereof; Figure 5 is a plan view of the space battle overlay; Figure 6 is a plan view of a baseball overlay; Figure 7 is a plan view of a basketball overlay; Figure 8 is a plan view of a pinball overlay, all of said overlays being interchangeable with the space battle game overlay shown in Figures 1, 3, and 5; Figure 9 is a schematic circuit diagram showing the electrical circuitry connecting the various componets of the console; Figure 10 shows a preferred microprocessor con- figuration and its corresponding interfacing with the console circuitry of Figure 9; Figure 11 is a schematic diagram of the console's playing field display component; and Figure 12 is a schematic diagram of an indivi- dual digit of the numerical display component.
BEST MODE FOR CARRYING OUT THE INVENTION
Referring now specifically to Figure 1, which it will be recalled is an isometric view of the game system of the present invention set up to play a space battle game, it will be noted that the system comprises three distinct components — the basic console 10, the interchangeable cartridge 20 and a display overlay 30. From the Figure it will also be seen that both the cartridge 20 and the overlay 30 bear a common "Space Battle" title 101. Both titles 101 are normally visible when the game is set up for use, in order that the players may determine which particular cartridge 20 has been inserted into the game console 10 and whether or not the proper corresponding overlay 30 is in place. Visible through appropriate transparent regions of overlay 30 are a multi-digit numerical display 103 and a playing field display 105. In the case of the Space Battle game, the left most digit of the display 103 is utilized in this particular game to indicate the number of remaining ships in reserve in addition to the ship presently under the control of the player. Three digit positions in the right— and portion of the numerical display 103 are utilized to display the accumulated score for the game up to 999 points. In this particular game, the thousands digit is not indicated but the number of reserve ships is incremented each time 1,000 points are scored. The playing field display 105 is utilized in the Space Battle game to display an alien command ship, a fleet of attack ships, bombs launched from the attack fleet, a beam force cannon, missiles launched from the beam force cannon and a pair of ground defenders. Color is advantageously used to emphasize the significance of what is being displayed. Thus, the attack fleet and the bombs launched therefrom may be shown as discrete dots (o ovals) that are red in color, while the beam force cannon and its missiles may be shown by means of similarly shaped images that are blue in color. In the embodiment illustrated the playing field display is in the form of an array of eight vertical columns each vertical column containing seven pairs of red and blue electro- fluorescent elements any combination of which being selectively illuminatable in response to appropriate instructions from the microprocessor 20. The numerical display 103 is also preferably formed by means of electro-fluorescent digits. Playing field display 105 and numerical display 103 are discussed in further detail hereinafter with particular reference to Figures 11 and 12 respectively. Still referring to Figure 1, it may be seen that a plurality of multi-position game control switches are located above the display area. In the preferred embodiment described herein, these switches include a three position power and sound switch 107 having a center ("0") off position 109, a left mute ( "M") position 111 and a right sound ("S") position 113. To the right of power and sound switch 107 is a skill level switch 115 having a first skill ("SI") position 117 and a second skill ("S2") position 119. To the right of skill switch 115 is a game select switch 121 having a first game ("Gl") position 123 and a second game ("G2") position 125. The right control switch is a number of players switch 127 having a single player ("PI") position 129, a two player ("P2") position 131 and a demonstration ("D") position 133. To either side of the play field 105 there are provided an essentially identical set of player control momentary action push button switches, those on the left of the display being hereinafter referred to as the primary player controls 50 and those to the right of the display area 30 being hereinafter referred to as the secondary player control 60. Normally, the secondary set of player control 60 will be utilized only when two players are involved with the offensive player utilizing the first set of controls 50 and the defensive player utilizing the second set of controls 60. When the number of players switch 127 is set to its left most single player position 129 then the microprocessor will perform the role of the second player automatically and the single player then utilizes only the primary set of player controls 50. Referring now specifically to the primary player controls 50 shown in Figure 1, it may be seen that they consist of a total of seven push buttons (135 through 147). Of these, the first four (135 through 141) are marked with directional arrows 149 and may be utilized by the player for instance to control the direction of movement of a particular symbol visible on the playing field display 105. Thus first directional control 135 may be utilized to indicate a forward motion; second direc- tional control 137, a motion to the right; third direc- tional control 139, a rearward motion; and fourth direc- tional control 141, a movement to the left. Such direc- tional controls are particularly advantageous in playing games such as basketball and football in which the players on each team are free to maneuver back and forth and from side to side on the playing field either to evade the defensive player or to intercept an offensive player. It should be appreciated that the console 10 may also be utilized for games in which the rules of the game do not permit the individual playing pieces to be moved by the player in all four directions. In that case, the microprocessor associated with such a game may be programmed to ignore signals from the unnecessary direction controls. For example, in the Space Battle game depicted in the figure, the beam force cannon can be moved to the right or to the left by means of second and fourth directional controls 137 and 141 respectively but cannot be moved forwards or backwards. A similar comment applies to the game of pinball where the left and right directional control buttons are utilized to operate the left-hand side and right-hand side flippers. The remaining player control push buttons are utilized to initiate specific actions in accordance with the rules of the particular game being played. Thus, for example, fifth control button 143 may be utilized to fire a missile in the Space Battle game or launch the ball in a pinball game. In more sophisticated strategy type games such as baseball, the team at bat may decide to hit the ball, bunt, or attempt to steal a base. These three options may be signified by the offensive player's actuation of the fifth control switch 143, sixth control switch 145, or seventh control switch 147, respectively. On the other hand, the direction taken by the ball after it is hit is determined by the timing of the swing and by the nature of the ball pitched by the pitcher. Accordingly, the directional controls have no effect on the result of a particular turn at bat. In two player baseball, more than three options are given to the pitcher. Accordingly, six of his seven control buttons are utilized. The first control button 135* is used to indicate a change of pitch; second control button 137', to indicate a slider; fourth control button 141', to indicate a curve ball; fifth control button 143', to indicate a fast ball; sixth control button 145', to indicate a knuckle ball; and seventh control button 147' to initiate a steal defense action. It is to be emphasized that the 14 player control buttons provided by console 10 are not dedicated keys but rather their significance is determined solely by the manner in which the microprocessor contained within interchangeable cassette 20 is preprogrammed. Furthermore, even more than seven distinct functions are possible since two or more control buttons may be operated simultaneously to indicate a function unrelated to the functions represented by any of the individual keys. Additionally, the functions may vary depending upon the setting of the game switches 40. The normal use of the various game switches 40 will now be discussed in general. However, it should be noted that not all of the switches are utilized by all of the game cartridges 20. As was true for the player control keys 50, the particular function of the individual dual game switches (with the exception of the on/off and sound switch 107) is determined by the manner in which the particular game cartridge 20 is preprogrammed. Commencing with on/off switch 107, it will be noted that in Figure 1 switch 107 is depicted in its center or off position. This is the position that the switch will normally be in when the game is being stored and is not in use. This position of the switch is also utilized to restart games in progress. When on/off switch 107 is placed in the mute position, normal game play may be initiated. However, the sound effects that normally accompany the game are muted. This renders the game particularly suitable for use aboard trains and buses where music and sound effects are not normally allowed because the other passengers would be disturbed thereby. When on/off switch 107, is placed in the sound position 133, the normal sound effects associated with a particular game are audible. Skill switch 115 has two positions: SI (amateur) and S2 (professional) . These provide different levels of playing in accordance with the manner in which the particular game cartridge has been preprogrammed. In the event that more than two skill levels are desired, a skill selecting capability can also be provided by means of numerical display 103 in combination with a particular player control key such as fifth key 143. For example, in the game of pinball six skill levels are provided. As soon as the game play is initiated by means of on/off switch 107, the numbers 0-1-2-3-4-5 flash in a re-occuring sequence to indicate six skill levels each with an increased velocity of the ball across the playing field. To select a particular skill level, the player merely presses the fifth control button 143 when the desired skill level appears on numerical display 103. A game mode switch 121 is also provided with two positions that may select one of two possible play options from a particular game cartridge, provided that the microprocessor contained within that cartridge has been suitably preprogrammed to respond to different settings of game select switch 121. Thus, in the game of baseball the game one setting of game select switch 121 permits either team to substitute a pinch hitter in a desired point in the batting sequence by the operation of the first player control key 135. Normally, the pinch hitter will have a significantly better batting average than the regular player. However, when the game control switch 121 is in game two position 125, the batting average of the visitor's team will improve significantly and will become roughly comparable to that of the home team on which every hitter is allowed to be a pinch hitter. For many games, no variations in the rules are permitted and the setting of game select key 121 is ignored altogether . The number of players key 127 when set to left position 129 results in a single person game in which the microprocessor contained in the game cartridge is responsible for generating appropriate responses to each of the player's actions. In the middle position 131, a two player game is provided with each player utilizing his own set of player controls 50, 60. In the demonstration position 133 where switch 127 is set to the far right (the position shown in the figure) , the result is a completely automated game in which the microprocessor puts two simulated opponents against each other and provides the onlooker with an excellent display of the potential of the game cartridge being demonstrated. It should be noted that it is not necessary that all cartridges have provision for two player games and/or a demonstration mode. Reference should now be made to Figure 1A which is a partially cut away view of the portion of the game console 10 into which the individual game cartridge 20 is inserted. In this figure it will be seen that there is provided an opening 151 slightly taller and wider than the corresponding dimensions of game cartridge 20. Recessed behind opening 151 is an electrical socket assembly 153 oriented towards console opening 151 and provided with two rows of contacts, an upper row 155 and a lower row 157 located facing the respective top and bottom surfaces of a slot 159. Referring now to Figure 2 which is an enlarged partially cutaway view of an individual game cartridge showing the male electrical connector that plugs into female receptacle 153, it may be seen that the cartridge is provided with an opening 161 surrounded by a lip 163 having dimensions which fit over the projecting portion of female socket 153. Contained inside opening 161 is the projecting tongue 165 of a printed circuit board 167. On the upper surface of circuit board 167 there is mounted a microprocessor 169 with individual terminals 171 which are in electrical contact with printed circuit leads 173 terminating in connector tab portions 175 equally spaced along the upper surface of projecting tongue 165. Although not visible in the figure, it should be understood that the lower surface of printed circuit board 167 is similarly provided with termination tabs 175 and printed wiring circuits 173 connected to other ter- minals 171 of microprocessor 169. Thus, as the cartridge 20 is inserted into game console opening 151, circuit board tongue 165 is guided into socket slot 159. The individual terminal tabs 175 on the upper and lower surfaces of printed circuit board 167 make respective electrical contact with the upper and lower contacts 155 and 157 of the socket receptical 153 provided inside console 10. In this manner, the particular micropro- cessor 169 contained within an individual game cartridge 20 may make electrical connection to the various display elements, control switches and source of electrical power contained within console 10. The interchangeable cartridge 20 is held in its operative position as shown in Figure 1 by the frictional engagement of contact fingers 155,157 that are sprung so as to press against the conductive tabs 175 at the edge of protruding tongue 165 of the printed circuit board 167. It is, of course, to be understood that socket receptical 153 is securely mounted to the structure of console 10 while printed circuit board 167 is securely mounted to the case of cartridge 20. Reference should now be made to Figures 3, 4, and 5 which illustrate the Space Battle overlay 30 visible in Figure 1. Overlay 30 is retained securely in place and yet is nevertheless readily interchangable with other overlays corresponding to other game cartridges. Referring now specifically to Figure 3, it may be seen that the overlay 30 is generally rectangular in shape with slightly rounded corners and is placed over a transparent window 201 provided in the upper surface of console 10 and through which the symbols generated by displays 103, 105 may be seen. The overlay is preferably fabricated from a transparent sheet of plastic upon which the various masks, borders, text and design are printed with opaque ink. By such means, it is possible to provide a generally opaque overlay having two transparent apertures, a relatively small scoreboard aperture 203 parallel to and somewhat spaced from the overlay's top margin 205 and a somewhat larger playing field area 207. The overlay is positioned on window 201 by means of slightly raised "L's" 209. A pair of notches 211 is also provided at each side of window 201. An overlay retaining frame 213 is dimensioned so as to cover the flat console area surrounding window 201 and is provided with four tabs 215 (see also Figure 4) corresponding to notched areas 211. Thus the overlay 30 may be placed on top of the console 10 in its opera- tive position with transparent windows 203, 207 located above their respective displays 103 and 105. Retained frame 213 is snapped in place above the overlay 30 such that projecting tabs 215 engage with notches 211. • The retaining frame 213 is preferably provided with one or more gripping recesses 217 whereby the frame may be more conveniently removed from its retained position. Referring now specifically to Figure 5 which depicts the Space Battle overlay, it may be seen that a digit marker 219 is provided for score area 203 thereby separating the left most digit of the display from the other digits. This left most digit is utilized in the Space Battle game to indicate the number of defensive command ships in reserve. The remaining digits of the display are utilized to indicate the score. With respect to the playing field area 207, it will be noted that a first set of markers 221 is utilized to indicate the area of the display reserved for the alien command ship (the area to the left of markers 221). The display area between first playing field markers 221 and a second pair of playing field markers 223 is the area in which the attack fleet may operate. A third pair of markers 225 separates the area occupied by the defensive player's ground defenders (the column between second marker pair 223 and the third marker pair 225) from the area in which he may deploy his beam force cannon (the area to the right of third marker pair 225) . The Space Battle overlay is also provided with a pair of brackets 227 indicating the location of the ground defenders. Figure 6 illustrates an overlay 32 for a base- ball game cartridge. It may be seen that the two left most digits visible through numerical display transparent portion 203 are utilized to indicate the number of strikes 229 and the number of balls 231. The right hand two digit positions are utilized to indicate the number of outs 233 and the number of the current inning 235. At any time during the progress of the game, the scoreboard area 203 may also be utilized to indicate the current score with the visitor's score being on the left and the home team score on the right, merely by displacing the number of players switch 127 to the demonstration posi- tion 133 while the game is in progress. The display ini- tially shows the pitcher ready to pitch by means of a flashing symbol at the pitcher position 237 with the sym- bols representing the other players namely the catcher 239, the third baseman 241, the shortstop 243, the second baseman 245, the first baseman 247, the left fielder 249, the center fielder 251 and the right fielder 253, all being identified with appropriate symbols on the overlay and the corresponding segment being illuminated with the pitcher's symbol flashing. Once the ball has been pitched, the path of the pitched ball on its way to the plate is shown on the display and includes timing and path in relation to the batter's plate 255. If contact with the ball is made, the outcome is indicated by the illumination of an appropriate segment: a foul ball to the left 257, a foul ball to the right 259, a fly out caught by one of the defensive players 237 through 253, or a successful hit including a triple 261, a single 263 or 265, a home run 267 or a double 269. The basketball overlay 34 is shown in Figure 7. The score of the visitor team is shown at the left hand side of the scoreboard area 203. The score of the home team is shown on the right hand portion of the scoreboard. Included within the transparent playing field area 207 are a pair of sidelines 271, 273, a center court area 275, a visitor end line 277 and a home team end line 279. Because basketball is a relatively fast moving game with custody of the ball frequently changing sides, it can be appreciated that a two color display capability wherein the visitor team players are shown in blue and the home team players are shown in red will be much appreciated by anyone using the game. Figure 8 shows an overlay 36 that may be used with a pinball game. Transparent score area 203 is in essentially the same position as shown for the scoreboard areas of the overlays of Figures 5, 6, and 7. Printed on the overlay are a pair of flipper indicators 281, 282 and also the location of various "score pockets" with an indication of the numerical score associated therewith, including a circular 80 point pocket 283 which when "hit" by the blue dot of light representing the player's ball results in a circle of eight red dots lighting up, including four in the vicinity of the four 20 point pockets 285. There are also provided four 10 point pockets 287, a pair of five point pockets 289 and a 30 point pocket 291. When the ball hits any one of these other pockets it momentarily changes color to red thereby indicating which pocket was hit and the score is incremented accordingly. Adjacent to left flipper 281 an right flipper 283, there is always visible a corresponding left red dot 293 and a right hand red dot 295 symbolizing respectively the left hand flipper and the right hand flipper in their fully retracted position. Adjacent each of these two dots 293, 295 are two normally invisibl extension red dots shown in the figure in dotted outline (297, 299, 301, and 303), which may be used to represent the movement of a flipper to its extended position. Reference should now be made to Figures 9 and 10. In Figure 9, it will be seen that the principal circuitry contained within console 10 comprises the seven primary player control switches 50, and seven secondary player control switches 60 and a main circuit board 305 having a plurality of inputs and outputs 307. There is also provided a piezzo-electric transducer 309 for pro- ducing the sound effects when sound switch 107 is set to sound ("S") position thereby connecting transducer 309 to -10 volts DC and to 10 pin A20 which by reference to Figure 10 may be seen to be intended to make electrical contact with the microprocessor's DO pin. Physically, th prefixes A and B utilized in Figure 9 (with reference to 10 terminal 307) and in Figure 10 (to show the intended origin or destination of the various microprocessor input and outputs) refer respectively to the upper set of contacts 155 and the lower set of contacts 157 of the socket receptical 153 (as seen in Figure 1A) . Still referring particularly to Figure 9, it may be seen that IO terminals A22, B21, B20 and B19 (which by reference to Figure 10 correspond to micropro- cessor pins D2, D3, D4, and D5) are utilized to test the status of the three game switches 115, 121, and 127, and the four directional player controls 135 through 141 and 135' through 141' of primary and secondary game controls 50 and 60 respectively. Diodes D4 through D7, D8 through D10, and D12 through D15 are used to isolate the various strobe signals from one another so that the state or the condition of the signals on the three output lines B9, B10 and Bll (corresponding to microprocessor pins D15,
^IJ-^- D14 and D13 respectively) will provide an unambiguous representation of the status of the switches being strobed. Lines B18 and B17 (corresponding respectively to microprocessor pins D6 and D7) are utilized to sequen- tially strobe the fifth, sixth and seventh player control switches contained within primary player control group 50 and secondary player group 60. Again the status of output lines B9, BIO, and Bll will represent the state of the switches. * Referring now to the electrical connections to the electrofluorescent playing field display 105 (see also Figure 11), it will be noted that the display is grouped in eight vertical groupings Gl, G2, G5, G6, G9, G10, G13, and G14. Furthermore, each of these eight major groupings includes a total of 14 individually selectable symbols physically arranged into a left column 311 containing seven red symbols and a right column 313 containing seven blue symbols. The individual symbols are laid out spatially within the area of the playing field display 105 such that there is also defined seven distinct rows: first row 315, second row 317, third row 319, fourth row 321, fifth row 323, sixth row 325 and seventh row 327. In Figure 9, the electrical connection to the 14 individual symbols contained within a single vertical grouping are identified by the letters a, b, c, d, e, f, <~ , h, i, j, k, L, m, n. These 14 addresses ter- minate at IO pins A14, A13, A12, A9, A8, A7, A6, A15, A16, A17, A2, A3, A4 and A5, respectively and correspond to microprocessor pins R22, R21, R20, R13, R12, Rll, R10, R23, R30, R31, R01, R00, R02, and R03, respectively. They collectively define a 4 x 4 matrix R having a total of 16 points. Thus, when the Gl grouping is activated by a suitable 10 strobe signal originating from micro- processor pin Dl and input via IO line A21, then the value of the R matrix at that point in time will determine which, if any, of the 14 different electro-fluorescent
o--, segments contained within the Gl grouping will be illuminated. In the same manner when a strobe signal fr microprocessor pin D2 is present on line A22 to second grouping G2, the then current value of the R matrix will determine which of the segments within the G2 grouping a made visible. Microprocessor pin D3 and IO terminal B21 are associated with the third grouping G5. Microprocess pin D4 and IO terminal B20 are associated with the fourt grouping G6. Microprocessor pin D5 and IO terminal B19 are associated with fifth grouping G9. Microprocessor p D6 and IO terminal B18 are associated with sixth groupin G10. Microprocessor pin D7 and IO terminal B17 are associated with seventh grouping G13. And microprocesso pin D8 and IO terminal B16 are associated with eighth grouping G14. Since isolating diodes D4, etc., have bee provided between the various switches and the displays, is possible for the same strobe signal, (for example, th strobe signal generated at microprocessor pin D2 and present at IO terminal A22 to result in output informati being displayed- simultaneous with the reading of inputs the various switches. The electro-fluorescent displays 103 and 105 are provided with a source of power in the form of 4.5 volts AC through respective ballast resistors R4 and R5 at the terminals "H" . Referring now specifically to digital electro- fluorescent display 103, it may be seen that only four of the eight digit positions are actually utilized, with 10 pins and D9 and D10 respectively connected to the left two digit positions and with microprocessor pins Dll and D12 connected respectively to the two right-most posi- tions. Each digit comprises seven separately illumina- table segments (see Figure 12) labeled respectively a, b, c, d, e, f, g which are wired in parallel with the corresponding segments of the other digits and with the correspondingly designated symbols in playing field 20 -
display 105. Thus, as an output strobe signal is presen sequentially as IO terminals B15, B14, B13 and B12 corresponding respectively to microprocessor pins D9, D10, Dll, and D12, the value of the R matrix will deter- mine which segments are to be illuminated at the par- ticular digit position then selected. Referring now specifically to Figure 10, it ma seem that microprocessor 169 may have a total of 42 pins for IO signals and for its power (pin VSS being grounded via IO terminal Bl and pins VDD and VPP being connected to -10 volts via terminal B5; the -35 volts is supplied to the display via input pin VDISP (10 terminal B8) and output via the R matrix (IO terminals A2 through A9 and A12 through A17) . The internal timing of the micropro- cessor is established by means of timing resistor R10 an timing capacitor CIO connecting the microprocessor pin OSC respectively to -10 volts and ground. It will also be seen that microprpcessor pin VDD is connected to its pin RESET. Accordingly when the power supply (conventional in nature and not shown in detail in the Figures) is turned on by means of an appropriate contact on switch 107, and at the same time power is supplied to the microprocessor 169, a "reset" signal will be simultaneously generated. Although other makes and models of micropro- cessors having somewhat different configurations of inputs and outputs from that illustrated in Figure 10, a available, they may nevertheless be readily adapted for use with console 10 and the circuitry contained therein (as depicted in Figure 9) by appropriate rerouting of th various leads 173 provided by the I-SI cartridge printed circuit board 167 (see Figure 2) . A 42 pin dual in line microprocessor intended for use with electrofluorescent displays as commercially available under the brand name Hitachi is presently preferred. Although the present invention has been described in detail with particular reference to the pre- sently preferred embodiment of an electronic multi-color hand held game system using interchangeable cartridges, it will be appreciated that many other embodiments will be apparent to the average artisan without departing from the broad scope and spirit of the invention as defined by the claims which are appended hereto. Accordingly, the claims should be broadly construed and not limited only to the above described embodiment or to any unclaimed aspect or feature thereof.

Claims

1. An electronic multi-color hand held game system comprising: a basic game console comprising a plurality of momentary action player control switches; a multi-color electronic playing field display; a multi-digit numerical display; a plurality of multi-position game switches; means for completing electrical connections between an external microprocessor contained in an inter- changeable game cassette and said player control switches, said playing field displays, said numerical display, and said game switches; and second means for retaining a corresponding overlay over said playing field display and said numeri- cal display in accordance with the requirements and the rules of a particular game implemented by a particular microprocessor contained within a particular type of cassette.
2. The game system of Claim 1 further comprising a power supply contained within said console; and means for effecting electrical connection between said power supply and said external microprocessor.
3. The game system of Claim 1 wherein said playing field display is an electro-fluorescent display organized into at least eight vertical groupings, each of said vertical grouping comprising: a first column of at least seven segments having a first color and a second column of at least seven segments having a second color different from said first color, whereby an illuminated first color segment or an illuminated second color segment may be selectively represented at any one of at least 56 distinct locations in the area covered by said playing field display.
4. The game system of Claim 1 further comprising: a sound transducer for producing sound effects under the control of said external microprocessor, and a mute switch for muting said sound effects .
5. The game system of Claim 1 wherein said player control switches are organized into a primary set of player control switches and a secondary set of player control switches.
6. The game system of Claim 5 wherein said primary set of player control switches are essentially identical to said secondary set of player control switches.
7. The game system of Claim 5 wherein said primary set of player control switches comprises four directional control switches each provided with an arrow oriented in a different direction.
8. The game system of Claim 5 wherein said primary set of player control switches and said secondary set of player control switches are respectively provided at either end of said playing field display and are essen- tially identical in appearance to each other.
EP82901259A 1982-01-25 1982-03-18 Hand held electronic game with interchangeable cartridges Withdrawn EP0103571A1 (en)

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