GB2040172A - Maze game - Google Patents

Maze game Download PDF

Info

Publication number
GB2040172A
GB2040172A GB7903586A GB7903586A GB2040172A GB 2040172 A GB2040172 A GB 2040172A GB 7903586 A GB7903586 A GB 7903586A GB 7903586 A GB7903586 A GB 7903586A GB 2040172 A GB2040172 A GB 2040172A
Authority
GB
United Kingdom
Prior art keywords
maze
cells
cell
microprocessor
display
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.)
Granted
Application number
GB7903586A
Other versions
GB2040172B (en
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.)
Texas Instruments Ltd
Original Assignee
Texas Instruments Ltd
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 Texas Instruments Ltd filed Critical Texas Instruments Ltd
Priority to GB7903586A priority Critical patent/GB2040172B/en
Publication of GB2040172A publication Critical patent/GB2040172A/en
Application granted granted Critical
Publication of GB2040172B publication Critical patent/GB2040172B/en
Expired 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
    • A63F9/0078Labyrinth games
    • 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

Abstract

An electrical maze game having control switches, a processor, and a display 5 which is capable of displaying only a part of the maze. In one embodiment of the invention, only one cell of the maze is displayed, and the switches control the processor to simulate movement from the displayed cell to any immediately adjacent cell. This simulates the practical situation in which the player cannot view the plan of the maze and can move only to the cell immediately adjacent to the one he occupies. Two control means may be provided so that players may race each other out of the maze or pursue one another. The maze may be of triangular or hexagonal form and five adjacent cells may be displayed. <IMAGE>

Description

SPECIFICATION Maze game This invention relates to a maze game.
Mazes have been constructed for many years in order to provide amusement, but a considerable area of garden or park is needed to accommodate a maze into which one can get. Drawings of mazes provide similar amusement without the need to construct them, but it is much easier to find one's way out of a drawing of a maze than it is out of the maze itself, because one does not become disorientated looking at the drawings whereas one does in the maze itself.
It is an object of the present invention to provide a game in which one experiences similar sensations to those one has when in a maze.
According to one aspect of the present invention there is provided a maze game including a microprocessor, a plurality of manually operable switches and a display means, the microprocessor including a data storage means for a plurality of words of data respectively representing cells of a modular maze, wherein the switches correspond respectively to different directions of movement from a cell of a maze to different adjacent cells of the maze and the display means is such as to display at least the walls of a particular cell of the maze but not more than a small part of the maze, and means operably coupling the switches and the display to the microprocessor for response to operation of said switches to direct movement through the maze to cause display of a different particular cell or cells to follow said directed movement.
A modular maze is one formed of an array of polygonal cells fitted together to cover an area with walls along the sides of the polygons, walls being omitted to provide paths through the maze. The most suitable polygons are rectangles, although others such as triangles or hexagons could be used.
The number of switches is equal to the number of sides of the polygons of which the maze is formed, there being four switches for a maze constructed of rectangles and six switches for one constructed of hexagons.
For one constructed of triangles, although three switches would be adequate, five or six switches would be desirable because the triangles occur in two different orientations.
If the display means is to display only a single cell of the maze, it must be capable of showing four walls in the case of rectangular cells or six walls in the case of hexagonal cells. Since triangular cells fitted to cover an area occur in two different orientations the display device should be capable of displaying two sets of three walls possibly with an additional indication as to which set is active.
In order to display a rectangular cell a conventional seven segment digital display element can be employed.
Each stored word should indicate which walls are present and which absent in the particular cell of the maze represented by the stored word. This can easily be achieved by allocating the bits of the words respectively to the walls of the cell. It is not necessary to store all cells of the maze because except round the outside of the maze each wall is shared by two cells. Therefore if the convention that the outside wall of the maze is continuous is adopted, then only alternate cells ofthe maze need be stored and the forms of the intervening cells can be derived from the alternate cells adjacent to them by the microprocessor.
A maze game according to the invention may have two or more sets of switches and the same number of display means so that two or more players can race each other out of the maze or one player can chase another through the maze.
Predetermined or randomly selected cells of the maze caah be used at the start and finish cells. On entering the finish cell an indication, such as total enclosure by walls on the display element or a flashing light, will be given to the player.
The display means may be arranged to display a particular cell together with all immediately adjacent cells to simplify finding a way through the maze. Alternatively, only such immediately adjacent cells as are not separated from the particular cell by a wall may be displayed with the particular cell.
According to second aspect of the invention there is provided a maze game including a microprocessor, four manually operated switches and a single seven-segment digital display element, the microprocessor including data storage means for a plurality of 4-bit words'of data respectively representing rectangular cells of a modular maze, wherein the switches correspond respectively to different directions of movement from a displayed cell of the maze to different cells of the maze and the display element is arranged to display the walls of a particular cell of the maze, and means operably coupling the switches and the digital display element to the microprocessor for response to operation of said switches to direct movement through the maze to cause display of a different particular cell to follow said directed movement.
In order that the invention may be fully understood and readily carried into effect embodiments will now be described with reference to the accompanying drawings, of which: Figure 1 shows the external appearance of one example of the invention; Figure 2 shows alternative displays which may be produced by the example of Figure 1, together with corresponding 4-bit codes; Figure 3 is a circuit diagram of the example of Figure 1; Figure 4 shows a rectangular modular maze having 96 rectangular cells, a representation of which might be stored in the microprocessor of Figure 3; Figure 5 indicates the 4-bit codes for several alternate cells of the maze of Figure 4 such as might be stored in the microprocessor of Figure 3; Figure 6 shows a modification of Figure 1 with two sets of switches and two display elements; Figure 7 shows part of a triangular modular maze;; Figure 8 shows part of a hexagonal modular maze; and Figure 9 shows an arrangement of five seven-segment digital display elements suitable for displaying five adjacent cells of a rectangular modular maze.
The example of a game according to the invention shown in Figure 1 has four switches, 1, 2,3 and 4, which are preferably push button switches, but may be of any suitable kind. In addition there is a single seven-segment digital display element 5 and an off/on switch 6. The four switches 1, 2,3 and 4 are respectively labelled up, down, left and right to indicate the direction of movement which operation of the switch would instruct. The element 5 is controlled by a microprocessor not shown in Figure 1 to display the walls of a cell of a rectangular modular maze through which the player is to find his way.
Figure 2 shows the 15 possible displays which the element 5 might produce together with 4-bit codes which represent the cells. From an examination of Figure 2 it would be apparent that each of the four walls of the cell is allocated to a particular one of the bits of the 4-bit code.
Figure 3 is a circuit diagram of the example of the invention shown in Figure 1 and includes a microprocessor 10 and the seven-segment display element 5. The switches 1,2,3 and 4 are also shown in Figure 3. In Figure 3 the example of a microprocessor used is a TMS 1000 microcomputer manufactured by Texas Instruments. This component has four inputs, K1, K2, K4 and K8 which are connected to an output RO through the switches 3, 4, 2 and 1 respectively. Eight outputs 00 to 07 are conected to energise the seven segments of the element 5, the common electrode of each is connected to another output R1.A 15 volt supply is connected as indicated in Figure 3 to the terminals VSS, VDD of the TMS 1000 and connections are also made to the terminals OSC 1 and OSC 2 of that component via a capacitor 11 to a 0 volt supply conductor and a resistor 12 to a minus 15 volt supply conductor. The values of the capacitor 11 and resistor 12 determine the frequency of the clock oscillator contained in the TMS 1000. Typical values for the capacitor and the resistor are 27 pF and 80kQ which cause the oscillator to run at a frequency of about 200kHz.
Figure 4 shows one example of a rectangular modular maze consisting of 96 cells arranged in a 12 x 8 rectangle. In Figure 4 one cell is marked with an asterisk which indicates the start cell and another cell is marked with a circle which indicates the finish cell. Although the maze shown in Figure 4 is relatively simple and the way from the start to the finish cell is apparent from a few seconds examination, the difficulty of finding one's way becomes much greater when only a single cell at a time is visible to the player and this is the situation with which the player is placed using the apparatus shown in Figure 1.
Taking Figure 4 as an example, when the apparatus of Figure 1 is turned on the element 5 will display a bar at the top of the rectangle only, corresponding to the code 0010 shown in Figure 2. The player now has a choice of three directions in which he may move, downwards, to the left or to the right and he selects one of the buttons 2,3 and 4 to press to select a direction of movement. Should the player press one button 1 the microprocessor is programmed to ignore the operation because the wall at the top of the rectangular prevents upward movement. When one of the buttons 2, 3and 4 has been pressed the display produced by the element 5 is changed to that of the adjacent element of the maze in the direction indicated by the particular button pressed.Suppose button 3 were pressed, then the display produced by element 5 would change to two horizontal bars corresponding to the code 1010. The player is now limited to leftward or rightward movement only and would presumably press the button 3 again when the display would change to a single bar at the bottom of the rectangle. It will now be apparent how the display produced by element 5 changes as the buttons are pressed, this continuing until the finish ceil is reached when the display is operated so as to indicate that the player has reached the finish. One way of indicating this would be to cause the element 5 to produce a display of all four walls so that the player would know that he could make no further move or the central bar of the seven-segment display could be caused to flash.
In order for the maze of Figure 4 to be stored 964-bit words must be available corresponding respectively to the cells of the maze, but provided that the convention that the outer wall of the maze is continuous is observed then it is necessary to store only alternate cells because the immediately adjacent cells will provide the information as to the presence or the absence of the walls of a cell which is not stored. Consider the examples shown in Figure 5. The cell 78 which corresponds to the cell 78 of Figure 4 does not have its code stored, but it is surrounded by four cells, the codes of which are known.From an examination of Figure 4 it will be apparent that the code for the cell 78 should be 1001 and this can be derived from the adjacent cells by selecting as the first digit for the cell 78 the third digit of the cell 90 as the second digit of the cell 78, fourth digit of the cell 79 as the third digit, the first digit of the cell 66 and the fourth digit as the second digit of the cell 77. In the case of the cell 91, because this cell lies at the edge of the maze its lower wall is assumed to be present so that its first digit will be a 1. Otherwise the remaining three walls are derived from the walls of the cells 70,90 and 92 in the same way as described above for the cell 78.
The TMS 1000 microcomputer contains a read only memory and a random access memory as well as the usual components of a microprocessor. Forty-eight 4-bit words are stored in the ROM which represent the forty-eight alternate cells of a 96 cell maze. When the apparatus is first switched on the programme built into the ROM of the TMS 1000 automatically causes the 484-bit words to be transferred from the ROM to the RAM. The number of a start cell is also produced at this time, either as one of a number of pre-determined values or by a pseudo random number generating process. The number of a finish cell is similarly produced.
The display corresponding to the 4-bit word of the start cell is then caused to be produced by the display element 5 and the player can then begin finding his way out of the maze. When a cell which is not one of the alternate ones stored is required to be displayed the microprocessor calculates from adjacent cells what the display should be and causes it to be produced by the elementS. The programme in the microprocessor is also arranged to ignore any operation of the switches 1,2,3 and 4 which would require the player to to go through a wall of the maze. With each pressing of a button which is admitted by the microprocessor the number of the cell which is stored in the microprocessor is changed and the display altered accordingly.The process continues until the finish cell is selected when the microprocessor is arranged to produce a special display of the type described above. A printout of the codes used to programme the TMS 100 now follows: 41 * 42 * HERE THE PROGRAM TESTS FOR KEY INPUTS 43 * 00001001 44 LABA1 KNEZ ANY INPUT? 10000111 45 BR LABB1 THERE IS AN INPUT 10000000 46 BR LABA1 NO INPUT 47 * 48 * LOOP FOR 10 MILISECONDS DEBOUNCE 01001111 49 LABB1 TCY 15 00100011 50 TYA 01000000 51 TCY 0 00101011 52 LABB3 IYC 10111011 53 BR LABB2 10111111 54 BR LABB3 00000111 55 LABB2 DAN 10111111 56 BR LABB3 00001111 57 RETN 58 * 59 * DEBOUNCE OVER NOW TEST IF KEYBOARD DATASTILLTHERE 60 * 00001001 61 KNEZ 10110011 62 BR LABB4 DATASTILLTHERE 10000000 63 BR LABA1 NO DATA 64 * 65 * 00001000 66 LABB4 TKA INPUT DATA 01001000 67 TCY KINPUT 00000011 68 TAM STORE KEYBOARD DATA 69 * 70 * 71 * 72 * 73 * DECODE WHICH OF THE 4 KEYS IS PRESSED 74 * 00111000 75 TBIT1 0 10001011 76 BR LABB5 ARROW LEFT 00111010 77 TBIT1 1 10110001 78 BR LABB68 ARROW RIGHT 00111001 79 TBIT1 2 10110110 80 BR LABB69 ARROW DOWN 81 * 82 * MUST BE ARROW UP 83 * 01000000 84 TCY DISPST 00111010 85 TBT1 1 ANYBARRIERTO GOING UP 10010010 86 BR LABA2 NOT ALLOWED 00011110 87 BL LABA25 GO SORT OUT DISPLAY DATA 10000000 88 89 * 90 * ARROW LEFT 91 * 01000000 92 LABB5 TCY DISPST 00111000 93 TBIT1 0 ANYBARRIERSTO GOING LEFT 10010010 94 BR LABA2 NOT ALLOWED 00011000 95 BL LABA3 GO SORT OUT DISPLAY DATA 10000000 96 97 * 98 * ARROW RIGHT 99 * 01000000 100 LABB68 TCY DISPST 00111001 101 TBIT1 2 ANYBARRIERTO GOING LEFT 10010010 102 BR LABA2 NOT ALLOWED 00010110 103 BL LABA4 GO SORT OUT DISPLAY DATA 10000000 104 105 * 106 * ARROW DOWN 107 * 010000000 108 LABB69 TCY DISPST 00111011 109 TBIT1 3 ANY BARRIER TO GOING DOWN 10010010 110 BR LABA2 NOTALLOWED 00010110 111 BL LABAS GO SORT OUT DISPLAY DATA 10100011 112 113 * 114 * 115 * 00011110 116 LABA2 BL LABA10 GO FINDKEYSPACE 10100010 117 118 * 119 * 120 * 121 PAGE 122 * 123 * 124 * THE LEFT ARROW INPUT IS VALID SO NOW SORT OUT 125 * WHERE THE DISPLAY GOES 126 * 01001100 127 LABA3 TCY YSTORE 00100001 128 TMA YPOINTER 129 * 01111101 130 ALEC 11 10111111 131 BR LABB6 00011100 132 BL LABA6 YIN RANGE 12TO 15 10000000 133 134 * 01111110 135 LABB6 ALEC 7 10110111 136 BR LABB7 00011010 137 BL LABA7 YIN RANGE8TO 11 10000000 138 139 * 01111100 140 LABB7 ALEC 3 10111001 141 BR LABB8 00011010 142 BL LABA8 YIN RANGE4TO7 10011100 143 144 * 145 * YIN RANGEOTO3 146 * NOW SORT OUT IF THE NIBBLE IS STORED IN RAM OR NOT 147 * 01000010 148 LABB8 TCY FLAG1 00111000 149 TBIT1 INSERT 10010110 150 BR LABB9 151 * 152 * DECREMENTYPOINTER 01001100 153 TCY YSTORE 00101010 154 DMAN 00000011 155 TAM 01000010 156 TCY FLAG1 157 * 158 * 10110000 159 BR LABA19 00110100 160 LABB9 RBIT INSERT 00011110 161 BL LABDSP 10111000 162 163 * 00110000 164 LABA19 SBIT INSERT 01001100 165 TCY YSTORE 166 * 00100010 167 TMY PICKUPYSTORE 168 * DECREMENTYBY4 00101100 169 DYN 00101100 170 DYN 00101100 171 DYN 00101100 172 DYN 173 * 00100011 174 TYA STOREYINA 175 * 01000100 176 TCY XSTORE 00111000 177 TBIT1 0 10011011 178 BR LABB10 00111110 179 LDX 1 XIS EQUAL TWO TWO 10100100 180 BR LABB11 181 * 00111010 182 LABB10 TBIT1 1 10010010 183 BR LABB12 XISEQUALTOTHREE 184 * XIS EQUALTO ONE 185 * 01000000 186 TCY DISPST 00110011 187 SBIT 3 SETBIT31NDISPST 00010100 188 BL LABA12 10000000 189 190 * 00111101 191 LABB12 LDX 2 192 * 00100100 193 LABB11 TAY 00111010 194 TBIT1 1 TESTBIT21NM(X-1,Y-4) 10001100 195 BR LABB13 00111100 196 LDX 0 01000000 197 TCY DISPST 00110111 198 RBIT 3 RESET BIT 4 IN DISPST 00010100 199 BL LABA12 10000000 200 201 * 00111100 202 LABB13 LDX 0 01000000 203 TCY DISPST 00110011 204 SBIT 3 SETBIT41N DISPST 00010100 205 BL LABA12 10000000 206 207 PAGE 01001100 208 LABA12 TCY YSTORE START NEW PAGE 00100001 209 TMA 00010001 210 CALLL FINDX1 FIND X FILE 11111101 211 00100100 212 TAY 00111001 213 TBIT1 2 TEST IF BIT 31 N M (X,1) IS SET 10101111 214 BR LABB14 00111100 215 LDX 0 01000000 216 TCY DISPST 00110100 217 RBIT 0 RESETBIT1 IN DISPST 10111001 218 BR LABA11 219 * 00111100 220 LABB14 LDX 0 01000000 221 TCY DISPST 00110000 222 SBIT 0 SETBIT1 IN DISPST 223 * 01001100 224 LABA11 TCY YSTORE 00100010 225 TMY 01011100 226 YNEC 3 10010110 227 BR LABB15 00111100 228 LABB18 LDX 0 01000000 229 TCY DISPST 00110001 230 SBIT 2 SETBlT3lN DISPST 10100011 231 BR LABB16 232 * 01011101 233 LABB15 YNEC 11 10110000 234 BR LABB17 10011101 235 BR LABB18 236 * 00101011 237 LABB17 IYC INCREMENTY 00100011 238 TYA TRANSFERYTOA 00010001 239 CALLL FINDX1 LOAD UPX FILE 11111101 240 00100100 214 TAY 00111000 242 TBIT1 0 TESTBITONEINM(X,Y+1) 10011101 243 BR LABB18 244 * 00111100 245 LDX 0 01000000 246 TCY DISPST 00110101 247 RBIT 2 RESETBIT21NDISPST 248 * 01001100 249 LABB16 TCY YSTORE 00100010 250 TMY 00101011 251 IYC 00101011 252 IYC INCREMENTYBY4 00101011 253 IYC 00101011 254 IYC 255 * 00100011 256 TYA 00010001 257 CALLL FINDX1 LOADUPXFILE 11111101 258 00100100 259 TAY 00111011 260 TBIT1 3 TESTBIT41N M(X,Y+4) 10100110 261 BR LABB19 00111100 262 LDX 0 01000000 263 TCY DISPTST 00110110 264 RBIT 1 RESETBIT21NDISPST 00010001 265 BL LABDSP.1 10111010 266 267 * 00111100 268 LABB19 LDX 0 01000000 269 TCY DISPST 00110010 270 SBIT 1 SETBIT21NDISPST 00010001 271 BL LABDSP1 GO DISPLAY POSITION 10111010 272 273 * 274 * 275 * 276 PAGE 277 * 278 * 270 * 280 * 01000010 281 LABA6 TCY FLAG1 00111000 282 TBIT1 INSERT TEST FOR INSERT FLAG 10001111 283 BR LABB20 10110111 284 BR LABA15 285 * 00110100 286 LABB20 RBIT INSERT RESET INSERT FLAG 01001100 287 TCY YSTORE 00101010 288 DMAN 00000011 289 TAM 00011110 290 BL LABDSP 10111000 291 292 * 00110000 293 LABA1S SBIT INSERT SET INSERT FLAG 01000100 294 TCY XSTORE 00100010 295 TMY 00010010 296 LDP 4 01011100 297 YNEC 3 CHECKIFX15=3 10101011 298 BR LABA14 299 * 00011100 300 LDP 3 01000000 301 TCY DISPST 00110010 302 SBIT 1 SETBIT21NDISPST 01001100 303 LABB29 TCY YSTORE 00100010 304 TMY 01010010 305 YNEC 4 ISY=4 10011000 306 BR LABB21 10100001 307 BR LABB22 01010011 308 LABB21 YNEC 12 Iso= 12 10010111 309 BR LABB23 310 * 00111100 311 LABB22 LDX 0 01000000 312 TCY DISPST 00110000 313 SBIT 0 SET BIT 1 IN DISPST 10110100 314 BR LABB24 315 * 01001100 316 LABB23 TCY YSTORE 00100010 317 TMY 00101100 318 DYN DECREMENTYPOINTER 00100011 319 TYA 00010001 320 CALLL FINDX1 LOADUPXFILE 11111101 321 00100100 322 TAY 00111001 323 TBIT1 2 TESTIFM(X,Y-1)1SSET 10100001 324 BR LABB22 00111100 325 LDX 0 01000000 326 TCY DISPST 00110100 327 RBIT 0 RESETBIT1 IN DISPST 328 * 01001100 329 LABB24 TCY YSTORE 00100001 330 TMA STORE Y POINTER IN A 00010001 331 CALLL FINDX1 LOAD UPX FILE 11111101 332 00100100 333 TAY 00111000 334 TBIT1 0 TESTIFBIT1 IN M(X,Y) IS SET 10011001 335 BR LABB25 00111100 336 LDX 0 01000000 337 TCY DISPST 00110101 338 RBIT 2 RESETBIT31NDISPST 00010010 339 BL LABB26 10000000 340 341 * 00111100 342 LABB25 LDX 0 01000000 343 TCY DISPST 00110001 344 SBIT 2 SETBIT31NDISPSTZ 00010010 345 BL LABB26 10000000 346 347 PAGE 01001100 348 LABB26 TCY YSTORE START NEW PAGE 00100001 349 TMA 00000111 350 DAN LOAD A WITH Y-4 00000111 351 DAN 00000111 352 DAN 00000111 353 DAN 00010001 354 CALLL FINDX1 LOADUPXFILE 11111101 355 00100100 356 TAY 00111010 357 TBIT1 1 TESTIFBIT21NM(X,Y-4)1SSET 10100111 358 BR LABB27 00111100 359 LDX 0 01000000 360 TCY DISPST 00110111 361 RBIT 3 RESET BIT 4 IN DISPST 00010001 362 BL LABDSP1 GO DISPLAY 10111010 363 364 * 00111100 365 LABB27 LDX 0 01000000 366 TCY DISPST 00110011 367 SBIT 3 SETBIT41N DISPST 00010001 368 BL LABDSP1 GO DISPLAY 10111010 369 370 * 371 * 01000100 372 LABA14 TCY XSTORE 00101000 373 IMAC INCREMENTXTEMPORARILY 00000011 374 TAM 01001100 375 TCY YSTORE 00100001 376 TMA 00001110 377 IA 00001110 378 IA INCREMENT Y BY 4 00001110 379 IA 00001110 380 IA 00010001 381 CALLL FINDX1 LOADUPXFILE 11111101 382 00100100 383 TAY 00111011 384 TBIT1 3 TESTlFBlT4lN M(X+1,Y+4) IS SET 10101001 385 BR LABB28 00111100 386 LDX 0 01000000 387 TCY DISPST 00110110 388 RBIT 1 RESTBIT2 IN DISPST 01000100 389 LABB30 TCY XSTORE 00101010 390 DMAN 00000011 391 TAM 00011100 392 BL LABB29 10111010 393 394 * 00111100 395 LABB28 LDX 0 01000000 396 TCY DISPST 00110010 397 SBIT 1 SETBIT21NDISPST 10011011 398 BR LABB30 399 * 400 * 401 PAGE 402 * 403 * 404 * 01000010 405 LABA7 TCY FLAG1 00111000 406 TBIT1 INSERT TESTTHE INSERT POSITION FLAG 10001011 407 BR LABB61 01001100 408 TCY YSTORE 00101010 409 DMAN 00000011 410 TAM DECREMENTYSTORE BY ONE 01000010 411 TCY FLAG1 412 * 00110000 413 LABA17 SBIT INSERT SET INSERT POSITION 01001100 414 TCY YSTORE 00100001 415 TMA PICKUPYPOINTER 00000111 416 DAN 00000111 417 DAN SUBTRACT 4 FROM Y POINTER 00000111 418 DAN 00000111 419 DAN 00010001 420 CALLL FINDX1 PICKUPXFILE 11111101 421 00100100 422 TAY 00111010 423 TBIT1 1 lSBIT2INM(X,Y-4)SET 10011000 424 BR LABB60 00111100 425 LDX 0 01000000 426 TCY DISPST 00110111 427 RBIT 3 RESETBIT4inDISPST 00010100 428 BL LABA12 10000000 429 430 * 00111100 431 LABB60 LDX 0 01000000 432 TCY DISPST 00110011 433 SBIT 3 SETBIT4lN DISPST 00010100 434 BL LABA12 10000000 435 436 * 00110100 437 LABB61 RBIT INSERT 00011110 438 BL LABDSP GO DISPLAY 10111000 439 440 * 441 * 01000010 442 LABA8 TCY FLAG1 00111000 443 TBIT1 INSERT 10001101 444 BR LABB31 445 * 00110000 446 LABA18 SBIT INSERT 10101001 447 BR LABB65 00110100 448 LABB31 RBIT INSERT 01001100 449 TCY YSTORE 00101010 450 DMAN 00000011 451 TAM 00011110 452 BL LABDSP GO DISPLAY 10111000 453 01001100 454 LABB65 TCY YSTORE 00101000 455 IMAC 00001110 456 IA INCREMENT Y POSITION BY 4 00001110 457 IA 00001110 458 IA 00010001 459 CALLL FINDX1 PICKUPXFILE 11111101 460 00100100 461 TAY 00111011 462 TBIT1 3 IS BIT 4 IN M(X,Y+4)SET 10010101 463 BR LABB66 00111100 464 LDX 0 01000000 465 TCY DISPSTZ 00110110 466 RBIT 1 RESETBIT21NDISPST 00011100 467 BL LABB29 GO BUILD DISPST 10111010 468 00111100 469 LABB66 LDX 0 01000000 470 TCY DISPST 00110010 471 SBIT 1 SETBIT21NDISPST 00011100 472 BL LABB29 GO BUILD DISPST 10111010 473 474 * 475 * 476 PAGE 477 * 478 * 479 * 480 * 481 * NOW CONSIDER THE CASE OF THE RIGHT POINTING ARROW 482 * 01001100 483 LABA4 TCY YSTORE 00100001 484 TMA STORE Y POINTER IN A 01000010 485 TCY FLAG1 0111101 486 ALEC 11 IS Y LE 11 10011101 487 BR LABB32 00111000 488 TBIT1 INSERT TEST FOR INSERT POSITION 10111100 489 BR LABA20 11110111 490 CALL LABA16 GOINCREMENTYPOINTER 00011100 491 LABA15X BL LABA15 GO BUILD UP DISPLAY 10110111 492 493 * 01001100 494 LABA16 TCY YSTORE 00101000 495 IMAC INCREMENTYPOINTER 00000011 496 TAM 0100010 497 LABA20 TCY FLAG1 00001111 498 RETN 00110100 499 RBIT INSERT RESET INSERT FLAG 00011110 500 BL LABDSP GO DISPLAY POSITION 10111000 501 502 * 01111110 503 LABB32 ALEC 7 IS Y LE 7 10011000 504 BR LABB33 00111000 505 TBIT1 INSERT TEST FOR INSERT POSITION 10110111 506 BR LABA16 GO BUILD UP DISPST 00011010 507 LABA17X BL LABA17 10111110 508 509 * 01111100 510 LABB33 ALEC 3 Y LE 3 10101110 511 BR LABB34 00111000 512 TBIT1 INSERT TEST FOR INSERT POSITION 10111100 513 BR LABA20 11110111 514 CALL LABA16 INCREMENTY POINTER BY 1 00011010 515 LABA18X BL LABA18 10100011 516 517 * 00111000 518 LABB34 TBIT1 INSERT 10110111 519 BR LABA16 00011000 520 LABA19X BL LABA19 10110000 521 522 * 523 * 524 * NOW CONSIDER THE CASE OF THE DOWN POINTING ARROW 525 * 01001100 526 LABA5 TCY YSTORE 00101010 527 DMAN 00000111 528 DAN DECREMENTYPOlNTERBY4 00000111 529 DAN 00000111 530 DAN 00000011 531 TAM 01111101 532 ALEC 11 ISYLE11 10001001 533 BR LABB35 01000100 534 TCY XSTORE 00101010 535 DMAN DECREMTXPOINTER 00000011 536 TAM 01000010 537 TCY FLAG1 00111000 538 TBIT1 INSERT TEST FOR INSERT POSITION 10111100 539 BR LABA20 10111101 540 BR LABA15X 541 * 01000010 542 LABB35 TCY FLAG1 01111110 543 ALEC 7 ISYLE7 10100101 544 BR LABB36 00111000 545 TBIT1 INSERT TEST FOR INSERT POSITION 10111100 546 BR LABA20 10010110 547 BR LABA17X 548 * 01111100 549 LABB36 ALEC 3 IS Y LE3 10101000 550 BR LABB37 00111000 551 TBIT1 INSERT TEST FOR INSERT POSITION 10111100 552 BR LABA20 100001011 553 BR LABA18X 554 * 00111000 555 LABB37 TBIT1 INSERT 10111100 556 BR LABA20 10111000 557 BR LABA19X 558 * 559 PAGE 560 * 561 * 562 * NOW CONSIDER THE CASE OF THE UP POINTING ARROW 563 * 01001100 564 LABA25 TCY YSTORE 00101000 565 IMAC 00001110 566 IA 00001110 567 IA INCREMENT THEY POINTER BY 4 00001110 568 IA 00000011 569 TAM 01000010 570 TCY FLAG1 01111101 571 ALEC 11 ISYLE 11 10111100 572 BR LABB38 00111000 573 TBIT1 INSERT TEST FOR INSERT POSITION 10100101 574 BR LABA20X 00011100 575 BL LABA15 10110111 567 577 * 01111110 578 LABB38 ALEC 7 IS Y LE 7 10111010 579 BR LABB39 00111000 580 TBIT1 INSERT TEST FOR INSERT POSITION 10100101 581 BR LABA20X 00011010 582 BL LABA17 GO BUILD DISPST 10111110 583 584 * 01111100 585 LABB39 ALEC 3 IS Y LE 3 10110000 586 BR LABB40 00111000 587 TBIT1 INSRT TEST FOR INSERT POSITION 10100101 588 BR LABA20X 00011010 589 BL LABA18 GO BUILD DISPST 10100011 590 591 * 01000100 592 LABB40 TCY XSTORE 00101000 593 IMAC INCREMENTX POiNTER 00000011 594 TAM 01000010 595 TCY FLAG1 00111000 596 TBIT1 INSERT TEST FOR INSERT POSITION 10100101 597 BR LABA20X 00011000 598 BL LABA19 GO BUILD DISPST 10110000 599 600 * 601 * 00111100 602 LABDSP LDX 0 01001100 603 TCY YSTORE PICKUPYPOINTER 00100001 604 TMA 00010001 605 CALLL FINDX1 PICKUPXFILE 11111101 606 00100100 607 TAY 00100001 608 TMA STORE POSITION IN A 00111100 609 LDX 0 01000000 610 TCY DISPST 00000011 611 TAM 00010001 612 BL LABDSP1 10111010 613 01000000 614 LABDSP2 TCY DISPST 00100001 615 TMA STORE POSITION IN A 00001010 616 TDD OUTPUT POSITION IN DISPLAY 617 * 00001001 618 LABA10 KNEZ TEST FOR KEY SPACE 10100010 619 BR LABA10 00010000 620 CALL LABB1 DEBOUNCE KEY SPACE 11000111 621 00001001 622 KNEZ TEST KEY SPACE AGAIN 10100010 623 BR LABA10 00010000 624 BL LABA1 BACK TO TAKE IN NECT KEY 10000000 625 626 * 00010110 627 LABA20X BL LABA20 10111100 628 629 PAGE 630 * 631 * 632 * 633 * SET UP STARTING POSITION 00111100 634 XYCORD LDX 0 01000100 635 TCY XSTORE 01101000 636 TCMIY 1 LOAD X POINTER WITH 1 01100100 637 TCMIY 2 LOADYPOINTERWITH2 010000000 638 TCY DISPST 01101011 639 TCMIY 13 LOADDISPLAYWITHFIRSTPOSITION 00011110 640 BL LABDSP GO DISPLAY 10111000 641 642 * 643 * 644 * 645 * 646 * SUBROUTINE TO FIND POSITION OF X POINTER 647 * 01000100 648 FINDX1 TCY XSTORE 00111000 649 TBIT1 0 10111100 650 BR FIN1 00111101 651 LDX 2 00001111 652 RETN 00111010 653 FIN1 TBIT1 1 10001110 654 BR Fl N 2 00111110 655 LDX 1 00001111 656 RETN 00111111 657 Fl N2 LDX 3 00001111 658 RETN 659 * 660 * 661 * TEST FOR EXIT FROM MAZE 662 * 01000100 663 LABDSP1 TCY XSTORE 00100010 664 TMY 01011100 665 YNEC 3 ISXFILEEQUALTO3 10001011 666 BR LABDSP3 GAME NOT OVER 01001100 667 TCY YSTORE 00100010 668 TMY 01010011 669 YNEC 12 CHECKFORYPOINTER 10001011 670 BR LABDSP3 GAME NOT OVER 671 * 01000000 672 TCY DISPST 01101111 673 TCMIY 15 GAME OVER SO STORE ASQUARE IN DlSPST 00011110 674 LABDSP3 BL LABDSP2 GO DISPLAY 10100100 675 676 ORG 960 677 * 678 * 679 * ' INITIALISE RAM FILE ZERO 00101111 680 CLA 00001010 681 TDO 01000000 682 TCY 0 00001101 683 SETR SET KEYBOARD HIGH 00111100 684 LDY 0 01100000 685 LABC1 TCMIY 0 01010000 686 YNEC 0 10011111 687 BR LABC1 688 * 689 * NOW LOAD UP THE MAZE INTO X FILES 1 TO 3 690 * 691 * FIRST LOAD FILE X = 1 00111110 692 LDX 1 01000000 693 TCY 0 01101101 694 TCMIY 11 01100101 695 TCMIY 10 01101011 696 TCMIY 13 01100001- 697 TCMIY 8 01101000 698 TCMIY 1 01101101 699 TCMIY 11 01101011 700 TCMIY 13 01100011 701 TCMIY 12 01101010 702 TCMIY 5 01101010 703 TCMIY 5 01100010 704 TCMIY 4 01101010 705 TCMIY 5 01100111 706 TCMIY 14 01100000 707 TCMIY 0 01100100 708 - TCMIY 2 01101010 709 TCMIY 5 710 * 711 * NOW LOAD FILE X = 2 00111101 712 LDX 2 01101000 713 TCMIY 1 01100011 714 TCMIY 12 01101100 715 TCMIY 3 01100111 716 TCMIY 14 01101010 717 TCMIY 5 01100101 718 TCMIY 10 01100101 719 TCMIY 10 01100010 720 TCMIY 4 01101010 721 TCMIY 5 01101101 722 TCMIY 11 01100011 723 TCMIY 12 01100110 724 TCMIY 6 01101000 725 TCMIY 1 01100110 726 TCMIY 6 01100101 727 TCMIY 10 01100111 728 TCMIY 14 729 * 730 * NOADX=3 00111111 731 LDX 3 01101001 732 TCMIY 9 01100101 733 TCMIY 10 01101000 734 TCMIY 1 01100101 735 TCMIY 10 01101001 736 TCMIY 9 01100011 737 TCMIY 12 01100101 738 TCMIY 10 01101010 739 TCMIY 5 01101110 740 TCMIY 7 01100111 741 TCMIY 14 01101110 742 TCMIY 7 01100001 743 TCMIY 8 01101110 744 TCMIY 7 01100100 745 TCMIY 2 01100110 746 TCMIY 6 01101110 747 TCMIY 7 748 * 749 * 750 * 751 * 00010001 752 BL XYCORD 10000000 753 754 END

Claims (17)

1. A maze game including a microprocessor, a plurality of manually operable switches and a display means, the microprocessor including a data storage means for a plurality of words of data respectively representing cells of a modular maze wherein the switches correspond respectively to different directions of movement from a cell of the maze to different adjacent cells of the maze and the display means is such as to display at least the walls of a particular cell of the maze but not more than a small part of the maze, and means operably coupling the switches and the display to the microprocessor for response to operation of said switches to direct movement through the maze to cause display of a different particular cell or cells to follow said directed movement.
2. A game according to claim 1 wherein the display means is capable of displaying the walls of only the particular cell.
3. A game according to claim 2 wherein the cells of the maze are rectangular and the display means consists of a single seven-segment digital display element.
4. A game according to claim 1 wherein the display means is capable of displaying the walls of the particular cell and of one or more other cells immediately adjacent the particular cell.
5. A game according to claim 4 wherein the display means is controlled so as not to display another cell separated from the particular cell by a wall.
6. A game according to claim 4 or 5 wherein the cells of the maze are rectangular and the display means consists of an array of seven-segment digital display elements respectively for displaying the particular cell and the other cells in their positions relative to one another.
7. A game according to claim 2,4 or 5 wherein the cells of the maze are triangular.
8. A game according to claim 2,4 or 5 wherein the cells of the maze are hexagonal.
9. A maze game including a microprocessor, four manually operated switches and a single sevensegment digital display element connected to the microprocessor, the microprocessor including data storage means for a plurality of 4-bit words of data respectively representing rectangular cells of a modular maze, wherein the switches correspond respectively to different directions of movement from a displayed cell of the maze to different adjacent cells of the maze and the display element is arranged to display the walls of a particular cell of the maze, and means operably coupling the switches and the digital display element to the microprocessor for response to operation of said switches to direct movement through the maze to cause display of a different particular cell to follow said directed movement.
10. A game according to any preceding claim wherein the microprocessor includes a read-only memory in which the words of data representing cells of the maze are stored.
11. A game according to claim 10 wherein each word of data contains the same number of bits as a cell of the maze has sides, the bits being allocated respectively to the sides and each having a first value if there is a wall at the corresponding side and a second value if there is no wall at the corresponding side.
12. A game according to claim 10 or 11 wherein the words of data represent alternate cells ofthe maze, the forms of each intervening cell being derived by the microprocessor from the cells adjacent to it, it being assumed that a wall extends round the periphery of the maze.
13. A game according to claim 10, 11 or 12 wherein the microprocessor also includes a random access memory and on switch-on the microprocessor is arranged to transfer the data words representing cells of the maze from the read-only memory to the random access memory.
14. A game according to claim 13 wherein the transfer of data words from the read-only memory to the random access memory involves the transposition of some words relative to others to produce alternative maze configurations.
15. A game according to any of claims 10 to 14 wherein the microprocessor is arranged to select a cell as a starting cell and cause it to be displayed when the microprocessor is switched on, and to select another cell as a finish cell.
16. A game according to any preceding claim further including at least one additional plurality of manually operable switches and at least one additional display means connected to the microprocessor to enable at least a second movement to be instructed and followed through the maze.
17. A maze game substantially as herein described with reference to Figures 1 to 5 of the accompanying drawings or modified as described with reference to any of Figures 6 to 9 of the accompanying drawings.
GB7903586A 1979-02-01 1979-02-01 Maze game Expired GB2040172B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB7903586A GB2040172B (en) 1979-02-01 1979-02-01 Maze game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB7903586A GB2040172B (en) 1979-02-01 1979-02-01 Maze game

Publications (2)

Publication Number Publication Date
GB2040172A true GB2040172A (en) 1980-08-28
GB2040172B GB2040172B (en) 1983-01-26

Family

ID=10502887

Family Applications (1)

Application Number Title Priority Date Filing Date
GB7903586A Expired GB2040172B (en) 1979-02-01 1979-02-01 Maze game

Country Status (1)

Country Link
GB (1) GB2040172B (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE3248394A1 (en) * 1981-12-28 1983-07-14 Nintendo Co. Ltd., Kyoto GAME DEVICE
US5050883A (en) * 1990-02-07 1991-09-24 Adolph E. Goldfarb Self-contained competitive game for developing spatial sense in young children
US5573245A (en) * 1994-04-08 1996-11-12 Weiner; Avish J. Puzzle and game board device

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE3248394A1 (en) * 1981-12-28 1983-07-14 Nintendo Co. Ltd., Kyoto GAME DEVICE
US5050883A (en) * 1990-02-07 1991-09-24 Adolph E. Goldfarb Self-contained competitive game for developing spatial sense in young children
US5573245A (en) * 1994-04-08 1996-11-12 Weiner; Avish J. Puzzle and game board device
US5603500A (en) * 1994-04-08 1997-02-18 Olti; Avraham Y. Puzzle device

Also Published As

Publication number Publication date
GB2040172B (en) 1983-01-26

Similar Documents

Publication Publication Date Title
US4798387A (en) Multiple bingo gaming board
US4863172A (en) Front and back grids comprising puzzle with movable squares
US4511143A (en) Electronic maze game
US4365810A (en) Gaming board
US4216965A (en) Microcomputer controlled electronic game apparatus
US4180805A (en) System for displaying character and graphic information on a color video display with unique multiple memory arrangement
US4978129A (en) Electronic game apparatus
US4270755A (en) Strategy based electronic combat game
US4380334A (en) Electronic card game simulator
US4369973A (en) Electronic crossword puzzle
NZ228230A (en) Electronic puzzle: lamps change colour in response to manipulation of puzzle body
EP0194395A3 (en) Electronic apparatus for generating sets of numerical values for playing lottery games
US4355984A (en) Teaching device
US4858122A (en) Random lottery computer
US5286037A (en) Electronic hand held logic game
US4193600A (en) Cribbage scoring device
US20100156045A1 (en) Puzzle and game
US6585585B1 (en) Mathematical puzzle game system and method
US4488250A (en) Hand-held calculator for performing calculations in feet, inches and fractions
US5215311A (en) Amusement device
US4314336A (en) Electronic card game simulator
US4279421A (en) Electronic gameboard
US4513973A (en) Electronic completing the square game
US5435564A (en) Electronic word building machine
EP2286881A1 (en) Game device, game method and game program

Legal Events

Date Code Title Description
PCNP Patent ceased through non-payment of renewal fee