EP0502275A1 - Angetriebenes Kugelspiel mit integrierter Animationsanzeige - Google Patents

Angetriebenes Kugelspiel mit integrierter Animationsanzeige Download PDF

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Publication number
EP0502275A1
EP0502275A1 EP91310035A EP91310035A EP0502275A1 EP 0502275 A1 EP0502275 A1 EP 0502275A1 EP 91310035 A EP91310035 A EP 91310035A EP 91310035 A EP91310035 A EP 91310035A EP 0502275 A1 EP0502275 A1 EP 0502275A1
Authority
EP
European Patent Office
Prior art keywords
game
display
ball
player
playfield
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Withdrawn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
EP91310035A
Other languages
English (en)
French (fr)
Inventor
Mark c/o Williams Electr. Games Inc. Ritchie
Mark c/o Williams Electr. Games Inc. Coldebella
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.)
Williams Electronics Games Inc
Original Assignee
Williams Electronics Games 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 Williams Electronics Games Inc filed Critical Williams Electronics Games Inc
Publication of EP0502275A1 publication Critical patent/EP0502275A1/de
Withdrawn legal-status Critical Current

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Classifications

    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G5/00Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
    • G09G5/36Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of a graphic pattern, e.g. using an all-points-addressable [APA] memory
    • G09G5/39Control of the bit-mapped memory
    • G09G5/393Arrangements for updating the contents of the bit-mapped memory
    • 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
    • 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
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2457Display screens, e.g. monitors, video displays
    • A63F2009/246Computer generated or synthesized image
    • 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
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2461Projection of a two-dimensional real image
    • A63F2009/2463Projection of a two-dimensional real image on a screen, e.g. using a video projector

Definitions

  • the present invention relates to rolling ball amusement games, and more particularly, to such a game operating in conjunction with an integral animation display.
  • rolling ball games employ player-operated controls, which are used to manipulate a ball on a playfield. Such games are equipped with a variety of playfield features which interact with the ball to provide amusement to the game player. Some rolling ball games are designed to simulate the action of human games, such as baseball, basketball, etc.
  • the prior art contains numerous examples of such games, e.g., U.S. Patent No. 4,936,579 to Barlow, U.S. Patent No. 4,877,244 to Burrows and U.S. Patent No. 4,216,961 to McQuillan.
  • the playfield is constructed to resemble a baseball diamond.
  • a player-controlled bat is used to hit a ball onto the field.
  • Various means are used to evaluate the outcome of a batted ball.
  • the playfield of the Barlow patent is broken into separate areas via tubing disposed thereon. Each area of the playfield is associated with a different outcome for a pitched ball.
  • the Burrows playfield has a series of partitions dividing the perimeter into several areas, each corresponding to a different play outcome.
  • the playfield of the McQuillan patent has compartments disposed around the outer edge of the playfield, each compartment corresponding to a different play outcome. While these games adequately simulate the real game, action is limited to movement of the ball on the playfield. A game providing additional realism and excitement is desirable.
  • U.S. Patent No. 4,375,286 to Seitz Another class of amusement games is represented by U.S. Patent No. 4,375,286 to Seitz.
  • This patent combines a rolling ball game with video a game.
  • the video game is activated for play when certain conditions are achieved during play of the rolling ball game and vice versa.
  • operation of either of the two game components excludes operation of the other.
  • the Seitz device provides enhanced amusement value compared to simple rolling ball games, but fails to integrate the animation capability into the rolling ball game.
  • An amusement device that integrates animation capability with a rolling ball game would provide desirable player appeal not found in the prior art.
  • the present invention is a rolling ball amusement device.
  • Animation technology is used to enhance play of the rolling ball portion of the game by integrating animation technology therewith to more accurately simulate the real game.
  • a display screen is mounted on the game cabinet.
  • a plurality of player-activated switches are disposed at various locations around the playfield. Additional player-operated controls may be provided.
  • the display animates results that occur on the rolling ball playfield by displaying scenes that correspond to play outcomes.
  • the display may also be used to display images independent of activity on the playfield responsive to the player-activated controls.
  • FIG. 1 is a perspective view of a rolling ball game with integrated animation display according to the present invention.
  • FIG. 2 is a block diagram useful in explaining the operation of the animation display of the present invention.
  • FIG. 3 is a schematic diagram of the display controller of the present invention.
  • FIG. 4 is a simplified memory map useful in explaining the operation of the display of the present invention.
  • FIG. 1 shows an amusement device 10 having a rolling ball playfield 12 and an integrated animation display 14, for example, a 128 column by 32 row gas discharge display unit of the type manufactured by Cherry Electrical Products Corporation of Waukegan, Illinois.
  • the playfield 12 is configured to resemble a baseball diamond.
  • a player-operated batting mechanism 16 allows a game player to hit a ball pitched from a player-operated pitching mechanism 18.
  • the perimeter of the playfield 12 has a plurality of targets 20 corresponding to various play outcomes in the game of baseball. The outcome of a given play is determined when a batted ball strikes one of the targets 20.
  • Each target has associated therewith a playfield switch.
  • a playfield switch there are player-operated switches for pitching (19 in Fig. 1), for batting (17 in Fig. 1) and for stealing bases and throwing out a runner (21 and 23 respectively).
  • These switches when activated, signal a system microprocessor.
  • the microprocessor determines the outcome of a play and causes an appropriate animated image on the display 14, as will be fully described. For example, the display may show a runner reaching a base followed by an umpire signalling that the runner is safe or out; or it may show a cheering crowd for a home run etc.
  • FIG. 2 is a block diagram useful in explaining the interface between the rolling ball portion of the amusement game and the integrated animation display.
  • a plurality of ball-activated and player operated switches are disposed at various locations on the playfield 12, as previously described.
  • a given switch signals a system microprocessor 24 when activated by the rolling ball or a player during the course of play.
  • the microprocessor 24 controls operation of the amusement device via a software program contained in a system RAM 26.
  • the microprocessor 24 Upon receipt of a signal from one of the switches, the microprocessor 24 communicates with a display controller 28, which manages the transfer of image data from a bit-mapped region in the system RAM 26 to the display 14.
  • FIG. 3 is a schematic diagram of the display controller 28.
  • the microprocessor 24 communicates with the display controller 28 via an address bus 30 and a data bus 32.
  • the microprocessor clocks image data to and from the controller 28 via a clock bus 34.
  • the controller 28 includes a control section 36, which manages the transfer of data from the controller 28 to the display 14.
  • the transfer of image data to the display 14 is accomplished by methods well known in the art.
  • the display 14 is comprised of pixels arranged in row and column format.
  • the controller 28 iteratively writes image data to the display 14 until it fills each pixel column location in a given row, then the next successive row of pixels is filled in the same manner.
  • the control section 36 contains a logic sequencer 38, which operates in conjunction with a scan timer 40, a bit counter 42, a byte counter 44, a row counter 46 and a row one detect circuit 48 to orchestrate transfer of data to the display 14 in this manner.
  • a row FIRQ detector 50 is connected to the system microprocessor 24 via the data bus 32. The row FIRQ detector 50 allows the microprocessor to begin overwriting the display when a predetermined row of pixels has been filled with image data.
  • the logic sequencer 38 uses information from the scan timer, bit counter, byte counter and row counter to determine where in the scan of the display the controller is. It controls the start and stop of the clocking of data for each successive row and then strobes the data at the end of a complete row shift. For each row of data that is shifted out 16 bytes of data are taken from the ram and serially shifted to the display, 8 bits at a time.
  • the logic sequencer starts a scan line it loads the appropriate byte into the shift register, shifts 8 bits of data and provides 8 dot clocks for the display driver. Then it repeats this until 16 bytes have been transferred at which time it provides a strobe to the display that signals when the data transfer is complete. Next it waits for the scan timer to signal the start of the next row. After all 32 rows have been scanned, the whole process begins again.
  • the proper display row is addressed by the control section 36 via a row data signal 52.
  • the row data signal is clocked to the display by a row clock 54, which is generated by the byte counter 44.
  • the proper display column is addressed by a column latch signal 56, which is also generated by the byte counter 44 in conjunction with an invertor 58.
  • the column latch signal 56 is clocked to the display by a dot clock (or column clock) 60, which is generated by the logic sequencer 38.
  • image data line 62 Prior to transfer, the image data, which is stored in byte format in a RAM 64 is converted from parallel format to serial format by a parallel to serial converter 66.
  • image display data is contained in the main system RAM 26 (see FIG. 2); however, to expedite data transfer to the display 14, the controller 28 has a separate RAM 64, which is capable of storing 16 pages of image data for immediate transfer. Image data is transferred to the RAM 64 via the system data bus 32 in conjunction with a bidirectional buffer 68. Additionally, the controller has three pointer latches, which point at different pages of image data within the RAM 64.
  • FIG. 4 a simplified memory map of the RAM 64, is useful in explaining this aspect of the present invention.
  • the RAM 64 is organized into two rows of 8 pages of image data each. Each page of image data represents one frame of displayable data. The effect of animation is achieved by rapidly rewriting the display 14 with successive images to give the effect of animated movement.
  • the low page row identifies display images 1-8 while the high page row identifies display images 9-16.
  • a high page latch 70 (FIG. 3) may be programmed by the microprocessor 24 via data bus 32 to point at the address of any image stored in the high page row.
  • a low page latch 72 may be programmed to point at the address of any of the low page images.
  • a display page latch 74 points at the address of the display image currently being transferred to the display 14.
  • the page latches point at the appropriate memory locations via an address multiplexer 76.
  • the image selected for data transfer may be changed by merely moving the address being pointed at by either the high page latch 70 or low page latch 72 into the display page latch 74.
  • the controller 28 provides great flexibility in allowing transfer of image data to the display 14.
  • a game player initiates game play by activation of the player-operated pitching switches 19 (FIG. 1). The same or another player operates the batting switch 17. If the ball is hit it travels on the playfield 12, until it encounters one of the playfield target switches 20 thereby to operate a switch 22 (FIG. 2).
  • the system microprocessor 24 initiates the transfer of image data to the display 14 depending on the switch or switches activated. For example, if the switch indicates a two-base hit, the images generated may depict a base runner running from home, rounding first and sliding into second base followed by the image of an umpire signalling that the runner is safe.
  • the image generated may depict a cheering crowd or the runner being joyously received by his teammates after traversing the bases. If the player misses the pitched ball entirely, the switch behind the bat will cause the image generated to depict an umpire calling a strike.
  • play of the game is enhanced by the integration of image data with the rolling ball aspect of the amusement device.
  • the display may be used to enhance play by allowing the game player to control additional aspects of game play not related to directing the ball on the playfield.
  • a player-activated switch 21 may direct a simulated base runner to attempt to steal the next base.
  • the other player Upon activation of this switch, the other player must operate switch 23 the "throw to base" switch.
  • the microprocessor 24 receives both signals and decides if the "runner" is safe or out.
  • the display is used to animate the outcome of the attempted steal. In this way, play of the game is further enhanced.
EP91310035A 1991-03-04 1991-10-30 Angetriebenes Kugelspiel mit integrierter Animationsanzeige Withdrawn EP0502275A1 (de)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US66439591A 1991-03-04 1991-03-04
US664395 1991-03-04

Publications (1)

Publication Number Publication Date
EP0502275A1 true EP0502275A1 (de) 1992-09-09

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ID=24665820

Family Applications (1)

Application Number Title Priority Date Filing Date
EP91310035A Withdrawn EP0502275A1 (de) 1991-03-04 1991-10-30 Angetriebenes Kugelspiel mit integrierter Animationsanzeige

Country Status (3)

Country Link
EP (1) EP0502275A1 (de)
JP (1) JPH04319383A (de)
AU (1) AU8709891A (de)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5759338A (en) * 1992-02-25 1998-06-02 Marchetti; Augusto Gum-coated paper sealing machine for parallelepiped boxes with turned-down flaps
GB2326514A (en) * 1997-06-20 1998-12-23 Barcrest Ltd Entertainment machine with two display screens
EP0982054A1 (de) * 1998-08-19 2000-03-01 Williams Electronics Games, Inc. Flipper mit einer Anzeigevorrichtung

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4367876A (en) * 1979-03-12 1983-01-11 Kabushiki Kaisha Universal Score display apparatus for pinball game machines and display method therefor
US4375286A (en) * 1981-07-30 1983-03-01 D. Gottlieb & Co. Electronic game apparatus
GB2113059A (en) * 1981-12-31 1983-07-27 Mattel Inc Graphic effects generator
EP0099188A2 (de) * 1982-06-16 1984-01-25 Bally Manufacturing Corporation Universalanzeigesteuergerät für elektronische Spiele
US4763256A (en) * 1986-09-19 1988-08-09 Williams Electronics Games, Inc. System to detect and bypass inoperative game features in an amusement device

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4367876A (en) * 1979-03-12 1983-01-11 Kabushiki Kaisha Universal Score display apparatus for pinball game machines and display method therefor
US4375286A (en) * 1981-07-30 1983-03-01 D. Gottlieb & Co. Electronic game apparatus
GB2113059A (en) * 1981-12-31 1983-07-27 Mattel Inc Graphic effects generator
EP0099188A2 (de) * 1982-06-16 1984-01-25 Bally Manufacturing Corporation Universalanzeigesteuergerät für elektronische Spiele
US4763256A (en) * 1986-09-19 1988-08-09 Williams Electronics Games, Inc. System to detect and bypass inoperative game features in an amusement device

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5759338A (en) * 1992-02-25 1998-06-02 Marchetti; Augusto Gum-coated paper sealing machine for parallelepiped boxes with turned-down flaps
GB2326514A (en) * 1997-06-20 1998-12-23 Barcrest Ltd Entertainment machine with two display screens
EP0982054A1 (de) * 1998-08-19 2000-03-01 Williams Electronics Games, Inc. Flipper mit einer Anzeigevorrichtung

Also Published As

Publication number Publication date
AU8709891A (en) 1992-09-17
JPH04319383A (ja) 1992-11-10

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