GB2081110A - Falling figure catching game - Google Patents

Falling figure catching game Download PDF

Info

Publication number
GB2081110A
GB2081110A GB8124161A GB8124161A GB2081110A GB 2081110 A GB2081110 A GB 2081110A GB 8124161 A GB8124161 A GB 8124161A GB 8124161 A GB8124161 A GB 8124161A GB 2081110 A GB2081110 A GB 2081110A
Authority
GB
United Kingdom
Prior art keywords
display
symbol
path
moving
segment
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Withdrawn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
GB8124161A
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.)
Nintendo Co Ltd
Original Assignee
Nintendo Co 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 Nintendo Co Ltd filed Critical Nintendo Co Ltd
Publication of GB2081110A publication Critical patent/GB2081110A/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Withdrawn legal-status Critical Current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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • 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
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • 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
    • 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
    • A63F2300/8094Unusual game types, e.g. virtual cooking

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
  • Electric Clocks (AREA)
  • Pinball Game Machines (AREA)

Abstract

A liquid crystal display comprises a figure display region with a plurality of moving symbol segments arranged in parabolic curves, the end position of each curve having a segment representing a symbol for repulsing the moving symbol segments, which are, in succession, driven for display responsive to operation of a start switch. The display timing of the repulsing symbol segment is selected by a switch. If the moving symbol is not successfully received a sound is heard and a symbol S16, S29 or S37 is displayed the game is terminated and an angel 251 is displayed. When the moving symbol is successfully guided to the final path a score point is displayed in a numerical value display region. <IMAGE>

Description

SPECIFICATION Figure displaying game apparatus The present invention relates to a figure displaying game apparatus. More specifically, the present invention relates to a novel figure displaying game apparatus comprising an arrangement of a plurality of moving symbol segments, which are in succession driven for display of apparent movement of a moving symbol and adapted to be capable of playing a game so that a moving symbol displayed as moving is received by a repulsing symbol, while the same is moved to a succeeding path.
Conventionally video game machines have become popular as game machines for playing a game by displaying various figures. As well known, a video game machine comprises a cathode-ray tube display so that a variety of figures are displayed on the screen of the cathode-ray tube display in accordance with a program stored in the video game machine. However, in the case of such video game machine, the structure and program for displaying figures for playing a game become complicated and large sized and hence become expensive.
Briefly described, the present invention comprises a display including a first path extending in a first direction and a second path extending in a second direction from the end of the first direction, each of the paths including an arrangement of a plurality of moving symbol segments, which are in succession driven for display so that a moving symbol can be displayed as apparently moving. A repulsing symbol segment is formed atthe moving directional end of each path for moving the moving symbol displayed in succession from the preceding path to the succeeding path. The display timing of the repulsing symbol segment is selected through operation by a player.If and when the repulsing symbol segment corresponding to the path is driven for display at the timing when the segment at the end of the path displayed as apparently moving is displayed, the moving symbol is controlled to be led to the subsequent path. The player controls a display state of the repulsing symbol so that the moving symbol may be led to the subsequent path.
According to the present invention, a novel figure displaying game apparatus is provided, with which a game can be enjoyed such that a moving symbol displayed as apparently moving on a plurality of paths may be moved to a subsequent path by repulsing the moving symbol with a repulsing symbol displayed in accordance with operation by a player: In a preferred embodiment of the present invention, notification is made to indicate failure, when a player fails in receiving the moving symbol with the repulsing symbol. If and when the number of failures reaches a predetermined number of times, the game is terminated. As a result, a predetermined number of mistakes are allowed for one game and a game is played repetitively within the allowed number of times.
In another preferred embodiment of the present invention, the display position of a repulsing symbol is changed through operation by a player so that the moving symbol may be moved in succession from the preceding path to the succeeeding path. When the player succeeds in leading the moving symbol to the end of the last path, a score points is awarded. As a result, a game can be enjoyed, while a score point is competed.
In a further preferred embodiment of the present invention, the number and/or the moving speed of the moving symbols displayed on a plurality of paths are controlled to be changed based on the magnitude of the score point. As a result, the degree of difficulty of a game can be changed in accordance with the magnitude of the score point, whereby the amusingness of the game can be increased.
In still a further embodiment of the present invention, it is adapted such that the kind of games can be selected between two kinds of games which are different in the moving speed of the moving symbols and the number of moving symbols being simultaneously displayed, whereby the number and the moving speed of the moving symbols may be different through such selection. As a result, a game of a higher difficulty can be enjoyed as the skill of a player playing a game is enhanced.
In still a further preferred embodiment of the present invention, a microcomputer or a microprocessor implemented by a large scale integration is employed to display moving symbols as apparently moving orto display movement of a repulsing symbol in accordance with operation of an operation switch.
As a result, a game apparatus can be made small sized and inexpensive.
Accordingly, a principal object of the present invention is to provide a figure displaying game apparatus with which a novel game can be enjoyed.
Another object of the present invention is to provide a novel figure displaying game apparatus of a relatively simple structure that can be fabricated with an inexpensive cost.
A further object of the present invention is to provide a novel figure displaying game apparatus that can be made small sized.
The above described objects and other objects and features of the present invention will become more apparent from the following detailed description made with reference to the drawings.
These objects and other objects, features, aspects and advantagesof the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.
Fig. 1 is a perspective view of one example of a figure displaying game apparatus in accordance with one embodiment of the present invention; Fig. 2A is a view showing one example of a display pattern of a display of the above described embodiment; Figs. 2B and 2C are views showing other examples of the display patterns of the display; Fig. 3 is a block diagram showing an outline of one embodiment of the present invention; Fig. 4 is a detailed block diagram of the key entry controlling circuit 40 and the current time information generating circuit 400; Fig. 5 is a detailed block diagram of a moving speed/number controlling circuit 50; Fig. 6 is a detailed block diagram of a moving symbol display controlling circuit 60; Fig. 7 is a detailed block diagram of a score point information generating circuit 71 and a numerical value information display controlling circuit 72;; Fig. 8 is a block diagram of another embodiment of the present invention; Fig. 9 is a flow diagram of a main routine of the Fig. 8 embodiment; Fig. 10 is a flow diagram of a game routine of the Fig. 8 embodiment; Fig. is is a flow diagram of a key entry subroutine; Figs. and 12B are flow diagrams of a movement displaying subroutine; Fig. 13 is a flow diagram of a moving speed/number setting subroutine; Fig. 14 is a flow diagram of a current time renewal interrupting routine; Fig. 15 is a flow diagram of a current time adjusting subroutine; Fig. 16 is a subroutine for displaying automatic movement of a moving symbol; and Fig. 17 is a subroutine for displaying automatic movement of a repulsing symbol.
Fig. 1 is a perspective view showing one example of a figure displaying game apparatus in accordance with one embodiment of the present invention.
Referring to Fig. 1, the figure displaying game apparatus 10 comprises a housing 11 for housing various circuit components. The size of the figure displaying game apparatus 10 actually designed was approximately 95 mm in the long side, approximately 63 mm in the short side and approximately 12 mm in the thickness. However, it is a matter of course that such geometry may be arbitrarily selected.
A display 20 is provided on the above described housing 11. The display 20 is preferably implemented by a liquid crystal display. Meanwhile, it is a matter of course that any other conventionally known display such as of electroluminescence, electrochromic and the like may be utilized as the display 20. As to be described in detail subsequently with reference to Fig. 2A, the display 20 is formed with a plurality of segments for displaying figures for a game and a numerical value information displaying portion for displaying in a digital manner a score point of the game or the current time.
Various operation switches are provided in the vicinity of the display 20 of the above discribed housing 11 for use in playing a game or setting the current time. Forexample,operation switches 121 and 122 are start switches for providing a start command of different game modes. Accordingly, the figure displaying game apparatus 10 is adapted such that when the start switch 121 or 122 is operated a game mode is selected. Meanwhile, in the embodiment described in the following the start switch 121 is used for commanding a start of a game A of less difficulty and the start switch 122 is used for commanding a start of a game B of more difficulty. Operation switches 131 and 132 provided left and right of the display 20 are operation switches for playing a game.Specifically described, the operation switch 131 is used for commanding leftward movement of a repulsing symbol shown in Fig. 2A to be described subsequently and the operation switch 132 is used -for commanding rightward movement of the repuls ing symbol. An operation switch 14 is a reset switch for use in setting the current time. An operation switch 15 is a current time information reading switch for displaying the current time in the numerical value information displaying portion of the dis play 20.
Meanwhile, it is pointed out that as to be described in detail subsequently the above described operation switches 131 and 132 are used not only for commanding movement of the repulsing symbol in the game mode but also effectively used in the timepiece mode as necessary.
Fig. 2A is a view diagrammatically showing one example of a display pattern dispalyed by the display 20 of the embodiment. A game that can be displayed by the figure displaying game apparatus 10 of the embodiment shown is adapted such that by way of one example persons fly down or jump down from a building where a fire occurred and rescues having a rescuing mat receive a person jumping down while they move to a different moving path so that the persons may be guided to a safe position and the game is hereinafter referred to as a rescue game. Meanwhile, it is pointed out that a variety of kinds of games can be considered as necessary.
The display 20 of the embodiment comprises the numerical value information displaying portion 21 used both for displaying a score point of a game and for displaying the current time information. The remaining displaying region of the display 20 constitutes a figure displaying region 22 for playing a game. Therefore, in the following a specific structure of the figure displaying region 22 the game kind of which is a rescue game will be described. Afigure 23 of a shape of a building is indicated at one side (the left side as viewed) of the game displaying region 22 in the lateral direction. On the other hand, a segment 24 of a shape of an ambulance is formed at the other side (the right side as viewed) of the figure displaying region 22 in the lateral direction.
Segment paths (simply referred to as paths hereinafter) S1 to S4 are formed between the building figure 23 and the segment 24. Each of the paths S1 to S4 comprises an arrangement of a plurality of moving symbol segments which are in succession driven for display so that a person (i.e. a moving symbol) indicated by a shape of one segment is displayed as apparently moving. The path S1 comprises an arrangement of moving symbol segments 312 to 315 each being of a shape of a human extending from a moving symbol segment S11 representing a start point in a downward direction arranged spaced apart from each other. A repulsing symbol segment S61 is formed below the moving symbol segment S15 indicating the end of the path S1 for receiving the moving symbol which is falling or jumping down and for repulsing the same upward again. The repulsing symbol segment S61 is selected to be a figure indicating a rescue having a rescuing mat, for example. Meanwhile, in the following description a figure of the rescues having a rescuing mat is referred to as a repulsing symbol. A failure symbol segment S16 for displaying a failure is formed below the repulsing symbol segment S61 for displaying a failure in receiving the moving symbol moving along the path S1 with the repulsing svmbol.
The end of the above described path S1 becomes Lhe start of the second path S2. The path 82 is iormed with an arrangement of a plurality of moving symbol segments S21 to S24 arranged upward and an arrangement of a plurality of moving symbol segments S25 to S28 arranged downward from the end of the upward direction. As a result, the path S2 is fcrmed in a triangle form or in a parabolic form or in an arcuate form. A repulsing symbol segment 862 is formed at the position at the end of the path S2 and at the side of the repulsing symbol segment 861.
A failure symbol segment 829 is formed at the posi tton below the repulsing symbol segment 862.
Likewise, the start of the path S3 is provided in association with the end of the path S2. The path S3 is formed with an arrangement of a plurality of moving symbol segments S31 to S36 arranged in a triangle form or a parabolic form or an arcuate form.
A repulsing symbol segment 863 is formed at the position at the end of the path S3 and at the side of the repulsing symbol segment S62. Afailure symbol segment 837 is formed at the position below the repulsing symbol segment S63.
A final path 84 is formed with a plurality of moving symbol segments S41 to S43 in association with the end of the above described path S3. The moving symbol segment S43 at the end of the path 84 is Ycrmed at the position above the segment 24 of a shape of an ambulance. A segment 844 displaying a blinking lamp is formed above the segment 24.
Meanwhile, although the figure shows a case wnere the path S1 comprises an arragement of a ! ^,urality of moving symbol segments arranged only in the falling direction and the three paths S2 to 84 each comprise an arrangement of a plurality of moving symbol segments arranged in a triangle form or a parabolic form or an arcuate form, at least one of -..e paths is formed in a triangle form or a parabolic form or an arcuate form.Meanwhile, as necsssary he number of moving symbol segments of the paths S2 to 84 in a triangle form or a parabolic form may be selected such that the more segments in the more preceding path and the less segments in the more succeeding path. By doing so, the display 'oaks as if the height of jump becomes lower as the moving symbols move toward the succeeding paths.
Furthermore, as necessary, smoke symbol segments S71 to S73 of a shape of smoke are formed at he portion above the building figure 23 of a building snape. Angel mark segments 251 to 253 of an angel snare are also formed to continually notify that there was a failure in receiving the moving symbol with the repulsing symbol. The number of failures is shown by the number of the angel mark segments 251 to 253 driven for display and one game is terminated upon failing a predetermined number of times (say three times).
The display 20 formed with the respective segment figures as described above is implemented by a liquid crystal display, for example. More specifically, one electrode (segment electrode) of the liquid crystal display is formed in shapes of the respective segments as shown. The other electrode (a common electrode) is made in common to the whole surface of the liquid crystal display.
Now an outline of a game played using the display 20 shown in Fig. 2A will be described. The moving symbol segment 811 displaying the start of the path S1 is driven for display and the moving symbol segment 812 to S15 are in succession driven for display. At that time the display looks to the player as if a moving symbol is moving. Then the player operate the operation switch 131 so that the repulsing symbol segment S61 corresponding to the path S1 is driven for display before the moving symbol segment S15 is driven for display or during a time period when the same is driven for display.If and when the repulsing symbol segment S61 is driven for display substantially simultaneously with the driving for display of the moving symbol segment S15, the moving symbol segment S21 to S28 of the path S2 are in succession driven for display. Likewise thereafter the operation switch 131 or 132 is operated so that the repulsing symbol segment S62 or S63 at the corresponding position may be displayed at the timing when the moving symbol segment S28 or S36 at the end of each path is driven for display.Thus, if and when the player succeeds in receiving the moving symbol with the repulsing symbol at the end position of each path and the moving symbol segment S43 at the end is driven for display, then a score point is awarded. On the contrary, if and when the player fails in displaying the corresponding repulsing symbol at the timing when the moving symbol segment at the end of each path is displayed, then any one of the failure symbol segments 816,829 and S37 is driven for display. At that time one of the angel marks representing the number of failures is displayed. A predetermined number of mistakes have been allowed for one game and thereafter a predetermined number of mistakes one game is terminated.
Furthermore, according to the embodiment shown, the hour and the minute of the current time are displayed by the numerical value information displaying portion 21, while the respective moving symbol segments of the respective paths S1 to S4 are in succession driven for display so that the same are used to display the second.
Meanwhile, the figures show a case where the second path comprises a plurality of paths S2 to S4 each including a combination of the upward portion and the downward portion; however, alternatively the embodiment may only comprise the first path S1 and only one second path S2. Alternatively, the second path S2 may be shaped such that the moving symbol segments are arranged only in the upward direction. In such case only the repulsing symbol segment S61 corresponding to the first path S1 may be formed. Determination as to failure is made based on coincidence of the timing for display driving of the repulsing symbol segment S61 displayed responsive to the operation of the operation switch and the timing of the display driving of the moving symbol segment S15 at the end of the first path S1.
Meanwhile, the configuration of the paths S1 to S4 is not limited to that shown in Fig. 2A but any other various kinds of notifications may be considered.
Fig. 2B is a view diagrammatically showing another example of the display pattern displayed by the display 20. The Fig. 2B embodiment is adapted suchthat the respective paths are arranged so that when the moving symbol falls from the start of the first path and is received by the repulsing symbol the moving symbol is moved to the second path of a relatively large arcuate form, and while the moving symbol moved to the succeeding paths, the arcuate form becomes gradually small and is entered into the segment of an ambulance shape at the last path.
Accordingly, the second path of the embodiment shown is formed such that a succeeding path is formed inside a preceding path.
Fig. 2C is a view diagrammatically showing a further example of the display pattern displayed by the display 20. Referring to Fig. 2C, the first path S1 is formed in a parabolic form or an arcuate form. The moving symbol is led to the segment 24 at the destination through the paths S2, S3, S4 and S5 while the same is in succession repulsed by the repulsing segments 861,862,863 and S64. The respective paths shown in Fig. 2C are overlapped with the preceding paths, so that the moving symbol is displayed as apparently moving in succession as if the moving symbol is advancing in a lateral direction and returning in the original direction.
Fig. 3 is an outline block diagram of a figure displaying game apparatus of one embodiment of the present invention. The figure displaying game apparatus 10 of the embodiment shown fundamentally comprises the display 20, the operation switches 131 and 132, a repulsing symbol display driving means 31, a moving symbol display driving means, a display state determining means, a game suspending means and a failure notifying means.
The repuising symbol display driving means 31 comprises a trinary counter 311, a decoder 312 and a repulsing symbol movement commanding circuit 32 to be described subsequently with reference to Fig.
6. The moving symbol display driving means comprises a moving speed/number controlling circuit 50 to be depicted subsequently with reference to Fig. 5 and a moving symbol display controlling circuit 60 to be depicted subsequently with reference to Fig. 6.
The moving symbol display controlling circuit 60 performs a display state determining function and a failure notifying function as well as display driving of the moving symbols. The moving speed/number controlling circuit 50 performs a game suspending function.
Now a specific structure of the Fig. 3 embodiment will be described in the following. To a key input controlling circuit 40 various switches 121, 122, 131, 132, 14 and 15 provided on the housing 11 depicted previously with reference to Fig. 1 are connected.
The key input controlling circuit 40 provides a signal for commanding reset (hereinafter referred to as signal RESET) when the start switch 121 or 122 is depressed. The key input controlling circuit 40 provides a signal for commanding leftward or rightward movement of the repulsing symbol shown in Fig. 2 to be applied to the repulsing symbol movement commanding circuit 32, if and when the operation switch 131 or 132 is depressed. The repulsing symbol movement commanding circuit 32 commands subtraction or addition in the trinary counter 311 when the operation switch 131 or 132 is depressed in the game mode.Furthermore, the repulsing symbol movement commanding circuit 32 commands subtraction or addition in the trinary counter 31 1 responsive to the signal representing the display state of a predetermined moving symbol segments of the above described respective paths supplied from the moving symbol display controlling circuit 60 in the timepiece mode for displaying the current time. The trinary counter 311 is intially reset respon size to the above described signal RESFT to perform a subtracting operation or an adding operation in accordance with the subtraction command or the addition command. Then the count value In the trinary counter 311 is applied to the decoder 312.The decoder 312 is aimed to selectively drive any one of the repulsing segments 861,862 and 863 based on the count value in the trinary counter 311.
A clock generator 33 comprises a crystal oscillator 331. The clock generator 33 properly divides the frs quency of the crystal oscillator 331, thereby to provide four kinds of clock pulses (hereinafter referred to as clocks) c1A to c1 D. For example, the clock ctA is selected to be of 500 m sec and is used as a clock for driving in succession the smoke signal segments S71 to S73 shown in Fig. 2# The clock c1 B is used to make a blinking display of the segment 844. The clock c1 C is a clock for representing a relatively small unit time and is used for driving in succession the respective moving symbol segments of the above described respective paths.The clock cl D is selected to be of 1/10 second period, for example, and is applied to a time current information generating circuit 400 to be described subsequently.
A smoke symbol display driving circuit 34 is provided for driving for display the above described smoke symbol segments 871 to 873 The smoke symbol display driving circuit 34 comprises a trinary counter 341 and a decoder 342. The trinary counter 341 is reset by the signal RESET and advances the count value upon each application of the clock clA The count value of the trinary counter 341 is applied to the decoder 342. The decoder 342 comprises three output terminals corresponding to the count value of the trinary counter 341 and the respective output terminals are connected to the respective smoke symbol segments 871,872 and S73. The decoder 342 comprises a plurality of output terminals corres- ponding to the count value in the trinary counter 341 and provides a signal for selecting the smoke symbol segments from the output terminals other than the count value of the trinary counter 341. As a result, the smoke symbol segments 871,872 and S73 are in succession driven for display at the period of the clock clA.
The moving speed/number controlling circuit 50 provides a signal for commanding display the moving symbol sigment 811 representing the start of the path S1 shown in Fig. at the interval determined by the output of a score point information generating circuit 71 to be described subsequently on the occasion of the game mode, i.e. when the signal TIME representing the timepiece mode is not applied, which commanding signal is applied to the moving symbol display controlling circuit 60. Furthermore, the moving speed/number controlling circuit 50 generates the clock c1 E the period of which has been changed for the purpose of changing the moving speed as a function of the score point, which clock is applied to the moving symbol display controlling circuit 60.The detail of the moving speed/number controlling circuit 50 will be described subsequently with reference to Fig. 5.
The above described moving symbol display controlling circuit 60 has the output terminals corresponding to the respective moving symbol segments included in the above described paths S1 to S4, which output terminals being connected to the corresponding moving symbol segments. The moving symbol display controlling circuit 60 controls the speed of display driving, i.e. the speed for displaying apparent movement of the moving symbol by starting the display driving responsive to a display start command signal of the moving symbol segment S11 at the start provided from the moving speed/number controlling circuit 50 and by selecting in succession the respective moving symbol segments based on the period of the clock signal cl E.Furthermore, the moving symbo#l display controlling circuit 60 determines a display state of the repulsing symbol segment corresponding to the path moving symbol segment at the end has been displayed based on the output of the above described decoder 312 when the moving symbol segments at the end of the respective paths S1 to S3 are driven for display, thereby to detect a coincidence state. More specifically, the moving symbol display controlling circuit 60 provides a signal NG representing non-coincidence, if and when the paths S1 to S3 whose moving symbol segments at the ends have been displayed do not coincide with the repulsing symbol segments being displayed at that time.Furthermore, the moving symbol display controlling circuit 60 provides a signal OK representing awarding of a score point when it is determined that the moving symbol segment S43 at the end of the last path S4 is being displayed. The signal NG and the signal OK and the signal RESET are applied through an OR gate 361 to the moving speed/number controlling circuit 50. The signal NG is applied to the angel mark display driving circuit 35.
The above described angel mark display driving circuit 35 comprises a 4-nary counter 351 and a decoder 352. The 4-nary counter 351 is reset by the signal RESET or the signal TIME applied through the OR gate 362 and is counted up upon each application of the signal NG to make a counting operation starting again from 0 upon counting of the numerical value 3. The count value of the 4-nary counter 351 is applied to the decoder 352. The decoder 352 comprises the output terminals corresponding to the count values 1 to 3 of the 4-nary counter 351 and the respective output terminals are connected to the respective angel mark segments 251 to 253, respectively. A signal OVER representing a geme over is provided from the output terminals corresponding to the count value 3 of the decoder 352.Meanwhile as a means for notifying failure, a sound generating means may be provided in place of visual indication or in addition to visual indication, for the purpose of making audible notification.
Furthermore, the embodiment shown comprises a score point information generating circuit 71 and a numerical value information display controlling circuit 72 to be described in detail subsequently with reference to Fig. Z The score point information generating circuit 71 is reset by the signal RESET, whereby a score point in one game is accumulatively mounted responsive to the input of the signal OK.
The score point information generating circuit 71 comprises the best score point holding circuit for holding the best score point acquired by a preceding game. A score point or a best score point in one game of the score point information generating circuit 71 is applied to the numerical value information display controlling circuit 72. The numerical value information display controlling circuit 72 displays the best score point in the above described numerical value information displaying portion 21 during the period when the start switch 121 or 122 is depressed, while the score point is displayed by the numerical value information displaying portion 21 during the game period.
Furthermore, in a preferred embodiment of the present invention, a current time information generating circuit 400 to be described in detail subsequently with reference to Fig. 4 is provided. The current time information generating circuit 400 measures the current time by the input of the clock signal c1 D and the current time information is applied to the numerical value information display controlling means 72. The numerical value information display controlling circuit 72 displays the current time information in the numerical value information displaying portion 21 if and when the timepiece mode has been selected, i.e. the signal TIME of the high level is provided.
In the following the detailed structure and the operation of the above described circuits will be described with reference to Figs. 4 to 7.
The Fig. 4 is a detailed diagram of the key entry controlling circuit 40 and the current time information generating circuit 400. First the detail of the key entry controlling circuit 40 will be described. The output signal through depression of the start switches 121 and 122 is applied to the input of the OR gate 41. The output signal of the start switch 122 is applied to the set input of the flipflop 48. The reset input of the flip-flop 48 is supplied with the signal OVER. The set output of the flip-flop 48 is used in address selection of the data read only memory 51 to be described subsequently with reference to Fig. 5.
The output of the OR gate 41 is applied through the OR gate 47 to a differentiating circuit 42, so that the rise of the output is differentiated by the differentiating circuit 42, thereby to provide the signal RESET representing an initial reset command. The output of the OR gate 41 is withdrawn as the signal START representing a game start and is applied to the reset input of the flipflop 43. The output signal of the above described current time information reading switch 15 is applied to one input of the OR gate 44.
The other input of the OR gate 44 is supplied with the output of the timer 45. The timer 45 generates a signal for selecting the timepiece mode after the lapse of a predetermined time period from the end of a game responsive to the above described signal OVER. Accordingly, the selecting signal of the timepiece mode obtained from the OR gate 44 is applied to the set input of the flipflop 43. The set output Q of the flip-flop 43 is withdrawn as a signal TIME for selecting the timepiece mode. The set output of the flip-flop 43 is withdrawn as a signal RESET through the OR gate 47 and the differentiating circuit 42. Meanwhile, when the set output of the flip-flop 43 is the low level the signal TIME becomes the low level and therefore the game mode is selected.
Furthermore, the output signal of the current time information reading switch 15 is applied to the reset input of the flipflop 46. The set input of the flipflop 46 is supplied with the output signal of the reset switch 14. The flipflop 46 commands selection of the current time information generating circuit 400 to the current time correcting mode when the high level is obtained from the set output terminal.
The above described current time information generating circuit 400 comprises a second counter 410, a minute counter 420, an hour counter 430 and gates 441 to 446. The second counter 410 comprises a decimal counter 411 and a 60-nary counter 412.
The decimal counter 411 is supplied with a clock signal c1 D at each 1/10 second. The count up output of the decimal counter 411 becomes a one second pulse (1 sec) and is applied to the 60-nary counter 412 and also to one input of the AND gate 441. The count up output of the 60-nary counter 412 is applied to one input of the AND gate 442 as one minute pulse (1 min). The other input of the AND gate 442 is supplied with the set output of the above described flipflop 46, as inverted. Therefore, the AND gate 442 provides a one input pulse to the OR gate 443 when the current time correcting mode has not been selected. The minute counter 420 comprises a decimal counter 421 and a snarky counter 422. The decimal counter 421 is supplied with the output of the OR gate 443 as the step command signal.The count val uesofthedecimal counter 421 and the Snary counter 422 are applied to the above described numerical value information display controlling circuit72 as minute information. The count up output of the 6-nary counter 422 is applied through the OR gate 444 to the hour counter 430 as an hour pulse. In the case where the time is displayed on a 12-hour basis by dividing one day into the morning and afternoon the hour counter 430 may be a 12-nary counter. If one day is to be displayed on a 24-hour basis, a 24-nary counter is used as an hour counter 430. The count value in the time counter 430 is applied to the above described numerical value information display controlling circuit 72 as current time information.
Meanwhile, the current time information meas ured by the minute counter 420 and the hour counter 430 is corrected in the following manner. More specifically, in order to correct the minute information, the above described operation switch 131 is depressed after depression of the reset switch 14. The flip-flop 46 is set responsive to depression of the reset switch 14. The set output of the above described flip-flop 46 is applied to one input of the AND gate 445. During the depression period of the operation switch 131 a onesecond pulse is obtained from the AND gate 441 and is applied to the other input of the AND gate 445. Accordingly, when the current time correction mode is selected, a one - second pulse is obtained from the AND gate 445 and is applied to the decimal counter 432 through the OR gate 443.Thus correction of the minute information is made.
On the other hand, in order to correct the hour information the above described operation switch 132 is depressed. The depression output of the operation switch 132 is applied to one input of the AND gate 446. The AND gate 446 is supplied with the onesecond pulse at one input thereto and is also supplied with the set output from the flipflop 46 at the remaining input thereto. Accordingly, during a time period when the current time correction mode is selected and the operation switch 131 is depressed, the onesecond pulse is obtained from the AND gate 446 and is applied to the hour counter 430 through the OR gate 446 as the step up command signal of the hour information. Thus, the hour information is corrected.
Fig. 5 is a block diagram showing in more detail the above described moving speed/number controlling circuit 50. The deta read only memory 51 receives as the address data the score point information attained during a game from the above described score point information generating circuit 71. The data read only memory 51 is adapted to store in advance the score point information, i.e. the data as shown in table separately for each address data.
More specifically, the data read only memory 51 has the addresses each including eight bits, the less sig nificant four bits (DO to D3) storing the moving speed information for successively driving for display the respective moving symbol segments included in the respective paths S1 to S4 and more significant four bits (D4 to D7) storing the data representing the number of moving symbols displayed on the screen of the display 20 (i.e. the number information).
Table
address data l moving speed number A13 A12 AO--A11 information information A13 A12 information 0-100 15 1 101-200 16 2 201-300 13 3 301-400 12 3 0 0 401-500 11 4 501-600 10 4 601-700 9 5 701-800 8 5 801--900 7 6 6 6 6 0-100 10 1 1 10 2 201-300 10 3 301-400 10 4 0 1 401-500 10 5 501-600 10 6 601-700 10 7 701-800 10 8 801-900 10 9 901-999 10 10 10 0 0 1 For example, as shown in table, when the start switch 121 is depressed, i.e. when the address data A13 and A12 are "00", the game A is selected. On the occasion of the game A, the moving speed informa tion (DO to D3) and the number information are set to be different for every 100 addresses. In this case, the moving speed information is selected to become a smaller set value, so that the same becomes faster as the score point (the address data A0 to All) becomes larger. The number information is selected to become a larger set value as the score point becomes larger.
On the other hand, when the start switch 121 is depressed and the flip-flop 48 shown in Fig. 4 is set, the address data A13 and A12 becomes "01" and the game B is selected. On the occasion of the game B the moving speed information is maintained constant irrespective of the score point and the number information becomes larger for every 100 addresses.
Meanwhile, even in the game B the moving speed may be selected to become larger as the score point increases.
On the occasion of the timepiece mode the address data A13 and A12 becomes "10". In this case the moving symbol is moved based on the one-second pulse and the moving speed information becomes zero. Meanwhile, since in the timepiece mode one moving symbol is moved at the interval of one second, the number information becomes unity.
The moving speed information read out from the above described data read only memory 51 is applied to the comparator 521 as one input (a reference input). The comparator 521 is supplied with the count value in the counter (4-bit counter) 53 at the other input. The counter 53 steps up the count value upon each application of the clock signal c1 C and the count value thereof is reset responsive to the coincidence output of the comparator 521. The comparator 521 provides a coincidence pulse when the moving speed information inputted from the data read only memory 51 and the count value in the counter 53 and the same is applied to the AND gate 561 and is also applied to the counter 53 to reset the same.
Accordingly, when the moving speed information is relatively large, it takes some time before the count value in the counter 53 reaches the moving speed information. Therefore, the comparator 521 provides a coincidence pulse at a relatively long time interval.
On the other hand, when the moving speed information is relatively small, the count value in the counter 53 reaches the moving speed information rather soon. Therefore, the comparator 521 provides a coincidence pulse at a relatively short time interval.
The AND gate 561 receives the signal N G at the other input. Accordingly, if and when the signal NG is not applied and the coincidence pulse is applied, the AND gate 561 provides the coincidence pulse to one input of each of the AND gates 562 and 563. In other words, when the signal NG is applied, the AND gate 561 inhibits withdrawal of the coincidence pulse, thereby to serve as a game intermitting means. The AND gate 562 is supplied with the signal TIME, as inverted, at the other input thereto. Accordingly, when the signal TIME is not applied, i.e. on the occasion of the game mode, the AND gate 562 provides the coincidence pulse, which is applied to one input of the OR gate 564.The OR gate 564 provides the coincidence pulse to the above described moving symbol display controlling circuit 60 as a clock signal c1 1E for commanding successive display of the respective moving symbol segments of the respective paths S1 to S4. Meanwhile, when the signal TIME is not applied, the AND gate 563 provides the coincidence pulse through the OR gate 565 to the frequency dividing circuit 58. The frequency dividing circuit 58 frequency divides at the ratio of i for the purpose of displaying apparent movement of the moving symbol by opening at least one moving symbol segment after the moving symbol segment S11 representing the start is displayed. The output of the frequency dividing circuit 58 is applied to the one pulse generating circuit 552. The one pulse generating circuit 552 generates a single pulse of a predetermined time period responsive to the frequency divided pulse, which is applied to the AND gate 568.
On the other hand, the above described data read only memory 51 provides the number information to the comparator 522 as the reference input. The comparator 522 is supplied with the count value of the addition/subtraction counter 54 as the other input.
The addition/subtraction counter 54 may be an addition/subtraction counter of four bits, for example, which counts the number of moving symbols currently displayed on the screen of the display 20. The addition/subtraction counter 54 is initially reset responsive to the input of the signal RESET and makes an adding operation responsive to the pulse input being applied to the AND gate 568 and makes a subtracting operation responsive to the pulse input from the one pulse generating circuit 551. The one pulse generating circuit 551 is supplied with the above described signal NG and the signal OK through the OR gate 569.Accordingly, if and when a player does neither operates the operation switch 131 nor 132 to display the corresponding repulsing symbol segment when the moving symbol segments at the end of each of the paths S1 to S3 is in a displayed state, or a score point is awarded, the addition/subtraction counter 54 makes a subtracting operation. Then if and when the number information being applied from the data read only memory 51 is larger than the count value in the addition/subtraction counter 54, the comparator 522 provides the high level signal to the AND gate 568. On the other hand, when the number information is not larger than the count value in the addition/subtraction counter 54, i.e. when both inputs are the same, the comparator 522 provides the low level signal.The AND gate 568 is supplied with the output of the random circuit 57 as the remaining input thereto.
The above described radom circuit 57 comprises a memory of a plurality of addresses, and an address counter making a counting operation upon each application of the clock signal clC and being reset at the maximum address of the memory. The above described memory stores on an irregular basis the logic one and the logic zero in appropriate addresses by utilizing only a given one bit in the respective addresses:The one bit data in the address desig nated by the address counter is read out and is applied to the AND gate 568.As a result, the AND gate 568 provides a signal OUT for commanding initiation of display of the moving symbol segment S11 representing the start only when the output is obtained from the random circuit 57 under the condition that the number being presently displayed is smaller than the largest displayable number and the output is obtained from the one pulse generating circuit 552, which signal OUT is applied to the set input of the flipflop 611 shown in Fig. 6 to be described subsequently.
Thus the moving speed/number controlling circuit 50 changes the speed of the moving symbol segments being displayed at the respective paths as a function of the output period of the clock c1 E and to control the timing for initiation of display of the moving symbol segment at the start.
Fig. 6 is a block diagram showing in detail the above described moving symbol display controlling circuit 60 and the repulsing symbol movement commanding circuit 32. First referring to Figs. 2A, 3 and 6, the moving symbol display controlling circuit 60 will be described. The moving symbol display controlling circuit 60 comprises shift registers R1, R2, R3 and R4 corresponding to the above described respective paths 81,82,83 and S4. The respective shift registers R1 to R4 each comprise bit cells of the number corresponding to the number of the moving symbol segments included in the corresponding paths S1 to S4.Meanwhile, in the following descrip tion the bit cells included in the respective shift registers R1 to R4 are described by denoting the same with the numeral representing the ordinal number as the suffix of the reference character of each of the shift register. For example, the shift register R1 comprises sixth bit cells R11 to R16, wherein the output terminals of the first to fifth bit cells R11 to R15 are connected to the respective moving symbol segments S11 to S15 of the path S1. The shift register is supplied with the set output of the fiipflop 611 as the data input thereto. The flipfiops 611,612 and 613 are reset by a signal RESET in the initial condition.
The set input of the flip-flop 611 is supplied with the signal OUT obtained from the AND gate 568 shown in Fig. 5. The shift register R1 is loaded with the logic one in the first bit cell Rl 1 at the timing when the clock signal cl E is applied after the flip-flop 611 is set and provides the high level from the first bit cell Rl 1, whereby the moving symbol segment S11 is driven fordisplay.The high level ofthefirst bit dell R11 is applied through the OR gate 621 to the flip-flop 611 to reset the same. Therefore, when the shift register R1 is loaded with the logic one atthefirstbitcell R11, the flip-flop 611 is thereafter placed in a reset state.
Upon each application of the clock signal c1 E, the shift register R1 makes a shifting operation in succession toward a more significant bit ( a rightward shifting operation, as viewed in the figure) of the bit cell loaded with the logic one, while the moving symbol segments S12 to S15 corresponding to the bit cells loaded with the logic one are in succession driven for display. When the logic one is loaded in the fifth bit cell R15 of the shift rigester R1, i.e. when the moving symbol segment S15 is displayed, it is determined when the repulsing symbol segment S61 corresponding to the path S1 is being displayed.
More specifically, if the repulsing symbol segment S61 is being displayed, since the high level signal has been applied from the "0,' output terminal of the above described decoder 312 to the other input of the AND gate 631, the high level output is obtained from the AND gate 631, whereby the flip-flops 612 and 613 are set. The set output of the flip-flop 612 is applied as the data input to the shift register R2 cor responding to the succeeding path 82.
Then at the timing when the clock signal cl E is applied, the high level signal is obtained from the sixth bit cell R16 of the shift register Rl. At that time, since the flipflop 613 has been previously set, the high level signal is not obtained from the AND gate 632. At the same time, the high level signal is obtained from the first bit cell R21 of the shift regis ter R2. The output of the first bit cell R21 is applied through the OR gate 622 to the flip-flop 612 to reset the same. When the clock cl E is applied thereafter, the logic one is loaded in the second bit cell R22. The output of the second bit cell R22 is applied through the OR gate 623 to the flipflop 613 to reset the same.
On the other hand, in the case where the repulsing symbol segment S61 is not displayed at the timing when the moving symbol segment S15 has been' driven for display, the high level signal is not obtained from the AND gate 631. Therefore, the flip flops 612 and 613 remain reset. Thereafter, when the high level signal is obtained from the sixth bit cell R16 at the timing when the clock ci E is applied, the AND gate 632 detects a none coincidence state, thereby to provide the high level signal, which is applied to the one-pulse generating circuit 641.
Accordingly, a one-pulse is generated from the one-pulse generating circuit 641, which is applied to the monostable multivibrator 65. The monostable multivibrator 65 provides the high level for a predetermined timeperiod, thereby to display the failure symbol segment S16. The above described high level signal is also applied to the OR gate 624.
Accordingly, the OR gate 624 provides the signal NG representing failure. The high level output of the monostable multivibrator 65 is inverted by the inverter 66 and the inverted output is applied to the one pulse generating circuit 642. The one pulse generating circuit 642 is responsive to the fall of the output pulse of the monostable multivibrator 65 to generate a one-pulse, which is applied through the OR gate 623 to the flip-flop 613 to reset the same. Thus, display of the path S1 is controlled.
Meanwhile, control of display of the paths S2 and S3 is performed in substantially the same manner, except that the numberofthe moving symbol segments is larger than that of the path S1, and since the circuit configuration thereof is substantially the same, a more detailed description will be omitted.
Meanwhile, when the repulsing symbol segment S63 is displayed at the timing when the moving symbol segment at the end of the path S3 is displayed, the logic one is loaded in the first bit cell R41 of the shift register R4 at the timing of the following clock signal cl E. Upon each application of the clock cl E the shift register R4 makes a shifting operation in succession of the logic one toward a more significant bit position. The signal OK representing the state in which a score point is to be awarded is obtained at the timing when the logic one is loaded in the third bit cell R43.
Now the detail of the above described repulsing symbol movement commanding circuit 32 will be described. On the occasion of the game mode, i.e. in the case where the signal TIME is the low level, the AND gates 320 and 322 are enabled, while the AND gates 324 and 325 are disabled. When a player depresses the operation switch 131 in such a state to command movement of the repulsing symbol leftward, the high level signal is obtained from the AND gate 320 and is applied through the OR gate 321 to the above described trinary counter 311 as a subtraction commanding signal. Conversely, in the case where it is desired that the repulsing symbol is moved rightward, a player depresses the operation switch 132. Accordingly, the high level is obtained from the AND gate 322 and is applied through the OR gate 323 to the trinary counter 311 as an addition command signal.As a result, the repulsing symbol is moved leftward or rightward in accordance with the number of depressions of the operation switch 131 or 132, whereby the display position is changed.
Now an operation in the case of the timepiece mode will be described. Since the clock signal cl E is received at every one second in the timepiece mode, the moving symbol segments of the respective paths S1 to S4 are in succession driven for display one by one on a second unit basis. In such a case, it is necessary to automatically move the display position of the repulsing symbol in synchronism with the timing of display of the moving symbol segments of the respective paths so that the moving symbols may be moved to the path of the succeeding stage.
Therefore, the repulsing symbol movement commanding circuit 32 is structured as set forth in the following. More specifically, since the signal TIME becomes the high level in the timepiece mode, the AND gates 320 and 322 are disabled and the AND gates 324,325,327 and 329 are enabled. Meanwhile, it is assumed that the apparatus has been adjusted such that the repulsing symbol segment S61 at the left end is driven for display by the signal RESET.
When the logic one is loaded in the first bit cell R11 of the shift register R1, the shift register R1 makes a shifting operation of the bit cell storing the logic one toward a more significant bit position upon each application of the clock signal cl E, i.e. at every one second. At the timing when the logic one is loaded in the second bit cell R12 the high level output is obtained from the second bit cell R12. The above described high level is obtained through the OR gate 326, the AND gate 327, the AND gate 324 and the OR gate 321 as a subtraction commanding signal and is applied to the trinary counter 311. As a result, the repulsing single segment S61 corresponding to the path S1 is driven for display.When the logic one is loaded in the fifth bit cell R15 after the same is shifted upon each application of the clock cl E, the high level is obtained from the AND gate 631 in the same manner as that of the above described operation and the fiipflops 612 and 613 are set. As a result, the logic one is loaded in the first bit cell R21 of the shift register R2 corresponding to the path S2 of the subsequent stage. Then the logic one is shifted toward a more significant bit in the shift register R2 upon each application of the clock signal cl E and the respective moving symbol segments of the path S2 are in succession driven for display at one second intervals. When the output of the fifth bit cell R25 becomes the high level, the moving symbol segment S25 is displayed.At that time the high level output is applied through the OR gate 328, the AND gate 329, the AND gate 325 and the OR gate 323 to the trinary counter 311 as an addition commanding signal.
Therefore, the repulsing symbol segment 62 corresponding to the path S2 is driven for display.
Likewise thereafter the output of the fourth bit cell R34 of the shift register R3 is applied to the OR gate 328 and the output of the third bit cell R43 of the shift register R4 is applied to the OR gate 362, so that the repulsing symbol segments corresponding to the path being displayed for successive movement on a second unit basis are automatically driven for display.
Fig. 7 is clock diagram showing in detail the above described score point information generating circuit 71 and the numerical value information display controlling circuit 72. The score point information generating circuit 71 comprises a score point counter 711, a maximum score point holding circuit 712, a comparator 713 and an AND gate 714. The score point counter 711 is responsive to the application of the signal RESET so that the count value is reset and steps up a count value upon each applica tion of the signal OK, so that a score point in one game is accumulatively counted.The score point information counted by the score point counter 71 1 is applied to the maximum score point holding cir cuit 712, the comparator 713, the multiplexer 712 included in a numerical value information display controlling circuit 72 to be described subsequently and the data read only memory 51 previously depicted in conjunction with Fig. 5. The maximum score point holding circuit 712 is reset responsive to a depression signal of the above described reset switch 14 and is loaded with score point information counted by the score point counter 711 responsive to a load commanding signal obtained from the AND gate 714. The maximum score point held in the maximum score point holding circuit 712 is applied to the comparator 713 and the multiplexer 721.The com parator 713 compares the score point obtained from the score point counter 711 and the maximum score point obtained from the maximum score point holding circuit 712 and provides a high level signal to the AND gate 714 when the score point exceeds the maximum score point. The AND gate 714 is supplied with a signal OVER representing that one game is ended as one input thereto. Accordingly, the AND gate 714 provides a load enabling signal if and when the score point in one game is largerthan the maximum score point attained in the preceding game and at the time point when one game is ended and the load enabling signal is applied to the maximum score point holding circuit 712.
The above described numerical value information display controlling circuit 72 comprises multiplexers 721 and 722 and a segment decoder 723. The multip lexer 721 provides the maximum score point held by the maximum score point holding circuit 712 to the multiplexer 722 during a time period when the start switch 121 or 122 is depressed, i.e. during a time period when the signal START is applied, and provides the score point information counted by the score point counter 712 to the multiplexer 722 in the abscence of the signal START. The multiplexer 722 provides the output of the multiplexer 721 to the segment decoder 723 when the signal TIME is the low level, i.e. on the occasion of the game mode.
The multiplexer 722 provides the current time information obtained from the above described minute counter 420 and the hour counter 430 to the segment decoder 723 when the signal TIME is the high level, i.e. on the occasion of the timepiece mode. The segment decoder 723 selectively drives for display the respective segments of the above described numerical value information display 21 as a function of the provided numerical value information and displays the numerical value information based on the score point information or the maximum score point information or the current time information.
Now referring to Figs. 1 to 7, the operation of the embodiment shown will be specifically described.
First the operation in the game mode will be described. In such a case, a player who desires to play a game in the game mode A depresses the start switch 121. The signal RESET is obtained at the initiation of depression of the start switch 121. The signal RESET serves to initially reset the trinary counters 311 and 341, the 4-nary counter 351, the addition/subtracting counter 54, the flipflops 611 to 613, the shift registers R1 to R4, and the score point counter 711. On the other hand, the signal START is obtained during the depression period of the start switch 121. Therefore, the maximum score point is displayed by the numerical value information display 21.Upon depression of the start switch 121,the flip-flop 43 is reset and the set output (the timepiece# mode signal TIME) of the flipflop 43 becomes the low level, whereby the game mode is selected.
Thereafter the data read only memory 51 provides a relatively large moving speed set value based on the score point information (the minimum score point at the initial state) and provides relatively small number information. As a result, the comparator 521 provides a coincidence pulse at a relatively long period. Accordingly, the OR gate 564 provides the clock signal cl E in synchronism with the output.
period of the coincidence pulse. Furthermore, the AND gate 568 provides to the flip-flop 611 the display start commanding signal OUT of the moving symbol 811 representing the stael on a random basis. Accordingly, the shift register R1 is loaded in the first bit cell R11 with the set output (the high level) of the flipflop at the timing when the clock signal clE is applied. Then upon each application of the clock signal cl E the shift register R1 makes a shifting operation of the bit cell storing the logic one in succession toward a more significant bit.At that time a player operates the operation switch 131 before the moving symbol segment S15 is driven for display or during a time period when the moving symbol segment 815 is driven fordisplay, whereby display of the repulsing symbol segment R61 is enabled. When the repulsing symbol segment S61 is displayed during a time period when the moving symbol segment S15 is displayed, coincidence is detected and the logic one is loaded in the first bit cell R21 of the shift register R2 corresponding to the path S2 of the subsequent stage.
Likewise the shift register R2 makes a shifting operation of the bit cell storing the logic one toward a a more significant bit position upon each application of the clock signal cl E. Then a player depresses one time the operation switch 132 before the moving symbol segment S28 is driven for display or during a time period when the moving symbol segment 828 is driven for display. Accordingly, the trinary counter 311 makes an adding operation, thereby to count the numerical value 2. Therefore, the repulsing symbol segment S62 is driven for display. As a result, the moving symbol being displayed is shifted to the respective moving symbol segments, which are in succession driven for display.
When a player depresses the operation switch 132 so as to display the repulsing symbol segment S63 at the timing when the moving symbol segment S#6 at the end of the path S3 is driven for display, the moving symbol is moved to the moving symbol segment S41 of the path S4. Then the shift register R4 makes a shifting operation of the bit cell storing the logic one toward a more significant bit position upon each application of the clock cl E. At the timing when the moving symbol segment S43 is driven for display the signal OK is obtained. One point is added to the score point in the score point counter 711 responsive to the signal OK. The signal OK is also applied to the timer 37.The timer 37 provides the high level output for a predetermined time period, which is applied to the AND gate 363. The AND gate 363 makes a blinking display by the segment 44 responsive to the high level input from the timer 37 and upon each application of the clock cl B.
Likewise thereafter each time the AND gate 568 provides the high level output the moving symbol segments are in succession driven for display starting from the moving symbol segment S11 represent- ing the start to the respective moving symbol segments. As the score point gradually increases, the moving speed information read from the data read only memory 51 gradually decreases and the number information gradually increases. Accordingly, the number of pulses obtained from the AND gate 568 gradually increases, thereby to increase the moving speed. At the same time the number of moving symbols being displayed on the screen of the display 20 is increased. Each time the signal OK is obtained and a score point is awarded, the count value in the addition/subtraction counter 54 is subtracted one by one.When the count value in the addition/subtraction counter 54 becomes equal to the maximum number of the moving symbols that can be displayed by the display 20, the output of the comparator 522 becomes the low level. Therefore, the number of the moving symbols displayed by the display 20 is restricted to the maximum value associated with the score point. The period of the clock cl E becomes gradually quicker in accordance with an increase of the score point, whereby a shifting operation of the shift registers R1 to R4 corresponding to the respective paths S1 to S4 is expedited.
On the other hand, when a player fails in displaying the repulsing symbol corresponding to the path where the moving symbol segment at the end is being displayed in spite of operation of the operation switch 131 or 132 or by not operating, the failure symbol segment (S16 or S29 or S37) corresponding to the path is driven for display. In such a case the OR gate 624 provides a signal NG. The signal NG is applied to the 4nark counter 351. The 4-nary counter 351 counts the number of the signal NG being applied. The decoder 352 drives for display the angel mark segments 251 to 253 of the number corresponding to the number of failures. Since the AND gate 561 is disabled during the period of the output of the signal NG, withdrawal of the clock signal cl E is stopped. Thus, a game can be continued until the number of failures becomes three times.
When a game is being played as described in the foregoing, the count value is added in the score point counter 711 upon each application of the signal OK. The score point information counted by the score point counter 711 is applied through the multiplexers 721 and 722 to the segment decoder 723.
Therefore, a score point is displayed by the numerical value information display portion 21 during the game.
When the number of failures becomes three times, the signal OVER is obtained from the decoder 352.
The signal OVER is applied to the timer 45. Afterthe lapse of a predetermined time period after the signal OVER is applied the timer 45 provides the high level signal, which is applied through the OR gate 44 to the flipflop 43 to set the same. The set output of the flip-flop 43 is obtained as the signal TIME selecting the timepiece mode.
On the other hand, in the case where it is desired to play the game B, the start switch 122 is depressed.
Accordingly, the fli p-flop 48 is set. In the case of the game B, the moving speed information and the number information obtained from the data read only memory 51 are only different from those in the case of the game A, while the operation thereof is the same as that of the game A and therefore a description of the operation will be omitted.
Now an operation in the case of the timepiece mode will be described. The signal TIME resets the 4-nary counter 351 and causes the multiplexer 722 to select the current time information. On the other hand, the signal RESET resets the trinary counter 331 and the shift registers R1 to R4. As a result, the cur rent time information being counted by the minute counter 420 and the hour counter 430 are applied through the segment decoder 723 to the numerical value information displaying region 21 and is dis played. On the other hand, the signal TIME disables the AND gates 562 and 563 included in the moving speed/number controlling circuit 50 and enables the AND gates 566 and 567. As a result, the AND gate 566 provides a pulse at each second, which is applid to the OR gate 564. The OR gate 564 provides a onesecond pulse as a shift clock signal cl E.Further more, the signal TIME is applied to the data read only memory 51. Accordingly, the data read only memory 51 provides the numerical value one to the comparator 522 so that the number of the moving symbols being displayed on the screen of the display 20 may be unity. As a result, only one of the respec tive moving symbol segments of the respective paths S1 to S4 is in succession driven for display at one-second intervals. As a result, the moving sym bolus are displayed as apparently moving.At that time the repulsing symbol movement commanding circuit 32 selects the repulsing symbol segments so that the repulsing symbols corresponding to the respective paths being displayed as apparently mov ing may be automatically displayed for movement.
Thus the hour and minute information of the current time information are displayed by the numerical value information display portion 21, while the moving symbol segments of the respective paths are in succession driven for display on a second unit basis.
Accordingly, in the timepiece mode the segments of the figures for use in a game are controlled for display so as to automatically perform a game. Since at that time the period of display of apparent move ment is on a second unit basis, an advantage is brought about that a way of playing game is notified by a second display to a player who does not know a game.
Meanwhile, in the case where it is necessary to correct the current time information, the reset switch 14 is depressed. Accordingly, the flipflop 46 is set.
The set output of the flipflop 46 disables the AND gate 442 and enables the AND gate 445. The set output of the flipflop 46 is applied as one input to the AND gate 446. In the case where the minute information is to be corrected, the operation switch 131 is depressed until desired minute information is attained. As a result a onesecond pulse is obtained from the AND gate 441 and is applied through the OR gates 445 and 443 to the decimal counter 421. As a result the count value in the minute counter 420 is advanced during a time period of depression of the operation switch 131, whereby the minute information is corrected. On the other hand, in the case where the hour information is to be corrected, the operation switch 132 is depressed.The clock cl D is obtained from the AND gate 446 during a time period of depression of the operation switch 132 and is applied through the OR gate 444 to the hour counter 430. As a result, an adding operation is performed in the hour counter 430 during a time period of depression of the operation switch 132 and the hour information is corrected. Thus, another advantage is brought about that the current time can be corrected using the operation switches 131 and 132 which are used for playing a game.
Fig. 8 is a block diagram showing another embodiment of the present invention. The embodiment shown is aimed to achieve a control corresponding to that depicted previously in conjunction with Figs.
3 to 7 using a microprocessor or a microcomputer.
The embodiment is structured such that operation signals from the respective switches 121, 122, 131, 132, 14 and 15 shown in Fig. 1 are applied to a central processing unit (CPU) 81. The central processing unit 81 is connected to a random access memory 82 for storing data for displaying the respective segments and the numerical information display portion 21 included in the display 20 and a read only memory 83 for storing in advance a program to be depicted subsequently in conjunction with Figs. 9 to 17.
The above described random access memory 82 comprises various storing regions including register regions and counter regions and flag regions. The registers R1 to R4 included in the random access memory 82 corresponds to the shift registers R1 to R4 depicted previously in conjunction with Fig. 6.
The register R5 is a register for storing the moving speed and corresponds to the comparator 521 and the counter 53 depicted in conjunction with Fig. 5.
The register R6 is a register for storing the display position of the repulsing symbol and corresponds to the trinary counter 311 depicted in conjunction with Fig. 3. The register R7 is a register for displaying a smoke symbol and corresponds to the trinrary counter 341 depicted in conjunction with Fig. 3. The counter regions included in the random access memory 82 comprise the counters CNT1 to CNTh, CNTh and CNTm. The counter CNT1 is a counter for storing the maximum score point and corresponds to the maximum score point holding circuit 712 depicted in conjunction with Fig. 7. The counter CNT2 corresponds to the score point counter 711 depicted in conjunction with Fig. 7. The counter CNT3 is aimed to count the number of the moving symbols being displayed in the display 20 and corresponds to the addition/subtracting counter 54 depicted in conjunction with Fig. 5.The counter CNT4 is aimed to count the number of failures and corresponds to the 4-nary counter 351 depicted in conjunction with Fig. 3. The counter CNTh is a counter for performing a timer function for providing a time delay on the occasion of failure in receiving the moving symbol with the repulsing symbol and corresponds to the monostable multivibrator 65 depicted in conjunction with Fig. 6. The counter CNTh is an hour counter and corresponds to the counter 430 depicted in conjunction with Fig. AThe counter CNTm is a minute counter and corresponds to the counter 420 depicted in conjunction with Fig.
4. The flag F1 is a flag for storing which is selected, the game A or the game B, and is adapted to store the logic one when the game A is selected and to store the logic zero when the game B is selected. The flag F2 is allotted to store that the segment S11 representing the start is to be lighted. The flag F3 is aimed to store that the respective moving symbol segments included in the respective paths S1 to S2 shown in Fig. 2 are in succession In condition for driving for display or in a stop commanded state.
The flag F4 is alloted to store that one game is ended.
The above described read only memory 83 comprises a storing region for storing the moving speed/number information which is the same as that of the data read only memory 51 depicted previously in conjunction with Fig. 5 and a storing regIon for storing the random data which is the same as that of the memory included in the random circuit 57.
The clock generator 84 is connected to the above described central processing unit 81. The clock generator 84 is adapted to generate a onesecond pulse as, a clock pulse ~ having a period smaller than that of the onesecond pulse and a oneminute pulse am. The central processing unit 81 comprises a storing region C of one bit for use in performing an operating function and as a carry bit The display information obtained from the central processing unit 81 is applied to the display 20 through the decoder/driver 85. The display 20 may be the same as that shown in Fig. 2A.
Meanwhile, the registers R1 to R4 correspond to the paths S1 to S4. The respective bit cells of the respective registers Rl to R4 correspond to the respective moving symbol segments included in the respective paths. Therefore, in the following descrip tion the character R is used in place of the character S at the top of the reference characters in denoting the bit cells corresponding to the respective moving symbol segments of the respective paths S1 to 84, Fig. 9 is a flow diagram of a main routine of the Fig. 8 embodiment. Fig. is a Row diagram of a game routine for depicting the operation of the game mode which constitutes the feature of the pre sent invention. Fig. 11 is a flow diagram of a key input subroutine. The key input subroutine is adapted to achieve the same operation as that of the repulsing symbol display driving means 31 depicted previously in conjunction with Fig. 3. Figs. 12A and 12B are flow diagrams of the moving subroutine for displaying apparent movement of the moving symbol segments of the respective paths S1 to 84. The subroutine shown in Figs. 12A and 12B is aimed to achieve the same operation as that depicted previously in conjunction with Fig. 6.
Fig. 13 is a flow diagram of the moving speed/number setting subroutine for setting the moving speed for apparent movement by driving in succession for display the moving symbol segments of the respective paths and for setting the number of the moving symbols being displayed on the screen of the display 20. The subroutine shown in Fig. 13 is adapted to perform the same operation as that of depicted previously in conjunction with Fig. 5.
Now referring to Figs. 8 and 9, the operation of the main routine in the case of the embodiment shown in Fig. 8 will be described. The above described central processing unit 81 performs the following operation in accordance with the program stored in the read only memory 83. More specifically, initial setting is made at the step 1 (in the drawing the step is denoted by the character sp). At the initial setting the logic zero is loaded in all the bit cells of the respective registers R1 to R4, whereby the respective registers R1 to R4 are cleared. The logic one is loaded in the first bit cell R61 of the register R6. As a result, at the initial condition the repulsing symbol segment S61 has been driven for display. Furthermore, the logic one is loaded in the first and second bit cells R71 and R72 of the register R7.Accordingly, at the initial condition the smoke symbol segments S71 and S72 are driven for display, while the smoke symbol segment S73 is turned off. Then at the step 2 it is determined whether the reset switch 14 is depressed. If and when the reset swich 14 has not been depressed, the program proceeds to the step 3.
Meanwhile, if and when it is determined at the step 2 that the reset switch 14 has been depressed, then the program proceeds to the time setting subroutine depicted subsequently in conjunction with Fig. 15, as to be described subsequently. At the step 3 it is determined whetherthe start switch 121 has been depressed, i.e. whether the game A has been selected. If and when it is determined that the start switch 121 has been depressed, then at the step 4 the maximum moving speed of the game A stored in advance in the read only memory 83 is loaded in the register R5. Then at the step 5 the logic one representing that the game A has been selected is stored in the flag F1. Then the program proceeds to the step 6.
On the other hand, when it is determined that the depressed switch is not the start switch 121, then at the step 7 it is determined whether the start switch 122 has been depressed, i.e. whether the game B has been selected. If and when it is determined that the start switch 122 has been depressed, then at the following step 8 the maximum value of the moving speed of the game B stored in advance in the read only memory 83 is loaded in the register R5. Then at the step 9 the logic zero representing that the game B has been selected is loaded in the flag F1.
Thus, in the game mode, the maximum value of the moving speed of the moving symbol corresponding to the game designated by the start switch 121 or 122 is set in the register R5 based on which one is depressed, the start switch 121 or 122, where upon the kind of game is set in the flag Fl. Thereafter at the step 6 the maximum score point counted by the maximum score point counter CNT1 is read out and is displayed through the decoder/driver 85 by the above described numerical value information display portion 21. Then at the step 10 it is deter mined whether the start switch 121 has been depressed. If and when the start switch 121 has been depressed, display of the maximum score point is repeated. On the other hand, unless the start switch 121 is depressed, at the step 11 it is determined whether the start switch 122 has been depressed.If and when the start switch 121 is depressed, the max imum score point is displayed. Thus, during a time period of depression of the start switch 121 or 122, the maximum score point of the preceding game counted by the counter CNT1 is displayed by the numerical value information display portion 21. If and when depression of either the start switch 121 or 122 is released, the program then proceeds to the game routine shown in Fig. 10.
Now referring to Fig. 10, an outline of the game routine will be described. According to the game routine, the flag F4is reset at the step 12. More specifically, the flag F4 stores that the game is going on. Then at the step 13 the operation of the key input subroutine is excuted. The execution of the key input subroutine will be described in detail subse quentlywith reference to Fig. Then at the step 14 the operation of the movement displaying sub routine is executed for driving for display in succession the moving symbol segments included in the respective paths S1 to S4. The operation of the movement displaying subroutine will be described in detail subsequently in conjunction with Figs. 1 2A to 1 2B.Then at the step 15 the operation of the mov ing speed/number setting subroutine is excuted for setting the moving speed for displaying movement by displaying in succession the moving symbols of the paths and for setting the number of moving symbols being displayed at one time on the screen on the display 20. The operation of the moving speed/number setting subroutine will be described in detail subsequently in conjunction with Fig. 13.
Thereafter at the step 16 it is determined whether the onesecond clock as is inputted. If and when the onesecond clock as is inputted, then at the step 17 the content of the register R7 is cyclically shifted.
More specifically, at the step 17 only two smoke symbol segments out of the smoke symbol seg ments 571, 572 and S73 are always driven for dis play, while the smoke symbol segment as not driven for display is in succession changed as a function of the onesecond clock as, so that the smoke is dis played as moving. Thereafter or after it is deter mined at the step 16 whether the onesecond clock as is inputted, the program proceeds to the step 18. At the step 18 the contents in the registers R1 to R4 and R6 are read out at one time and are applied through the decoder/driver 85 to the display 20.
Accordingly, the respective moving symbol segments of the respective paths S1 to S4 are driven for display responsive to the contents of the registers R1 to R4. At the same time the repulsing symbol seg ments S61 to S63 are driven for display responsive to the content in the register R6. Then the score point counted by the counter CNT2 is read out and displayed by the numerical value information display portion 21. Thereafter the maximum score point of the preceding games counted by the counter CNT1 and the score point in the current game counted by the counter CNT2 are compared.If and when the current score point is larger than the maximum score point, then at the step 21 the score point counted by the counter CNT2 is transferred to the counter CNT1, whereby the renewal of the maximum score point is made. However, since at the beginning the maximum score point is larger than the current score point, the program proceeds from the step 20 to the step 22. At the step 22 it is determined whether the count value of the counter CNT4 has reached the number of failures (say three times) allowed for one game, thereby to determine whether it is a game over. If it is not the game over, then the program returns to the previously described step 13 and the operation from the step 13 to the step 22 is repeated.
Now referring to Fig.11, the operation of the key input subroutine will be described. At the step 23 it is determined whether the operation switch 131 has been depressed. If and when a player has depressed the operation switch 131 at that time, then at the step 24 it is determined whether the logic one has been loaded in the first bit cell R61 of the register R6.
Unless the logic one has been loaded in the first bit cell R61, at the step 25 the content in the register R6 is shifted toward a less significant bit position (i.e.
the repulsing symbol is shifted leftward as viewed in Fig. 2A), whereupon the program proceeds to the step 26. In the case where the operation switch 131 has not been depressed at the step 23, the program proceeds to the step 26. In the case where it is determined at the step 24 that the logic one has been loaded in the first bit cell R61, since the repulsing symbol segment S61 has been driven for display, the program proceeds to the step 26, without the content of the register R6 being shifted toward a less significant bit position. At the step 26 it is determined whether the operation switch 132 has been depressed. If and when it is determined that the operation switch 132 has not been depressed, the operation of the key input subroutine is ended and the program returns to the above described step 14.
On the other hand, it is determined at the step 26 that the operation switch 132 has been depressed, then at the following step 27 it is determined whetherthe logic one has been loaded in the third bit cell R63. In the case where the logic one has not been loaded in the third bit cell R63, i.e. in the case where it is determined that the repulsing symbol segment S61 or S62 has been driven for display, then at the step 28 the content in the register R6 is shifted toward a more significant bit position (i.e. the repulsing sym bol is shifted rightward as viewed in Fig. 2A), where- upon the operation of the key input subroutine is ended.
On the other hand, if and when it is determined at the step 27 that the content in the third bit cell R63 is the logic one, since the repulsing symbol segment S63 has been displayed as extinguished, the key input subroutine is ended, without the content of the register R6 being shifted toward a more significant bit position.
Thus, upon each depression of the operation switch 131, the display position of the repulsing symbol is moved leftward and, when the left end repulsing symbol segment S61 has been driven for display, then the display driving state of the repulsing symbol segment S61 is kept maintained, in-es- pective of depression of the operation switch 131.
Meanwhile, if and when the operation switch 132 is depressed, the display position of the repulsing symbol is moved rightward and, if and when the right end repulsing symbol segment S63 has been driven for display, then the display driving state of the repulsing symbol segment S63 is kept maintained, irrespective of operation of the operation switch 132.
Now referring to Figs. 10, 12A and 12B, the operation of the movement displaying subroutine will be idescribed.#ln the movement displaying subroutine, an operation is performed such that the respective moving symbol segments included in the respective paths S1 to S4 are in succession driven for display and at the timing when the moving symbol segments at the end of the respective paths are driven for display coincidence with the repulsing Symbol is determined, and a score point is awarded when the moving symbol segment S43 at the end of the last path S4 is driven for display. Therefore, for facility of understanding, first an outline of the movement displays ing subroutine will be described.The display control associated with the above described path S1 is performed at the steps 38 to 41, 52 to 54, and 63 to 6E The display control of the path 52 is performed at the steps 42 to 45,55 to 57, and 66 to 68. The display control of the path S3 is performed at the steps 46 to 49,58 to 60, and 69 to 71. The display control of the path S4 and the contol of the score point awarding are performed at the steps 50, 51,61 and 62.
In the following the operation will be described in more detail. At the step 30 to 32 an operation in the case of failure in displaying the repulsing symbol corresponding to the path at the timing when the moving symbol segment at the end of any one of the paths is driven for display is performed. However, at the initial condition the count value in the counter CNT5 is zero, i.e. there is no failure and therefore the program proceeds to the step 33. At the step 33 it is determined whether the flag F3 has been set. The flag F3 has been reset in advance in the moving speed/number setting subroutine depicted subsequently in conjunction with Fig. 13, in the case where the moving symbol segments of the respective piths are driven in succession for display so that the moving symbols may be movable. Therefore, at the step 33 it is determined that the flag F3 has been set. At the step 34 it is determined whether the flag F2 has been set. The flag F2 has been set in advance in the subroutine depicted subsequently in conjunction with Fig. 13, at the timing when the moving symbol segment S11 representing the start of the path S1 is to be driven for display. Therefore at the step 32 it is determined that the flag F2 has been set, whereupon the program proceeds to the step 35. At the step 35 one is added to the count value in the counter CNT3, whereby the number of moving symbols that can be displayed at one time on the respective paths is increased by the number of the symbol whose display should be started thereafter.Then at the step 36 the logic one is loaded in the carry bit C of the central processing unit 81. Thereafter the program proceeds to the step 38.
Meanwhile, since the flag F2 has been reset if it is not the timing when the moving symbol segment S11 of the start is to be driven for display, at the step 37 the logic zero is loaded in the carry bit C, whereupon the program proceeds to the step 38.
At the step 38 it is determined whether the logic one has been loaded in the fifth bit cell R15 of the register R1. More specifically, at the step it is determined whether the moving symbol segment SIS at the end of the path S1 has been driven for display.
Unless the moving symbol segment S15 has been driven for display, at the step 39 it is determined whether the logic one has been loaded in the sixth bit cell R16 of the register R1. More specifically, it is determined whether the failure symbol segment S16 has been driven for display as a result of failure to receive with a repulsing symbol the moving symbol displayed as moving in succession along the path Sl. When it is determined at the step that the failure symbol segment S16 has not been driven for display, the program proceeds to the step 40. At the step 40 the carry bit C is electrically connected to the least significant bit (the first bit) of the register R1, whereby the content is shifted to the more significant bit.As a result, in the case where the logic one has been loaded in the carry bit C and the logic zero has been loaded in all the bit cells in the register R1, it follows that the logic one is written in the first bit cell R11. More specifically, in the case where the program proceeds to the above described step 18 after the movement display subroutine is completed, it follows that the moving symbol segment S11 at the start point is driven for display. Then at the step 41 the logic zero is written in the carry bit C.
Then at the step 42 it is determined whether the logic one has been loaded in the eighth bit cell R28 of the register R2. More specifically, it is determined whether the moving symbol segment S28 at the end of the path S2 has been driven for display. Unless the moving symbol segment S28 has been driven for display at that time, the program proceeds to the following step 43. At the step 43 it is determined whether the logic one has been loaded in the eighth bit cell R29 of the register R2. More specifically, it is determined whether the moving symbol segment S29 has been driven for display, i.e. whether the moving symbol displayed as moving in succession along the path S2 has fallen without being received by the repulsing symbol S62.When it is determined at that time that the segment 29 has not been displayed as lighted, the program proceeeds to the step 44. At the step 44 the carry bit C is electrically connected to the least significant bit of the register R2 and the content thereof is shifted to the more significant bit one bit by one bit. Since the logic one has not been loaded in the carry bit C, it follows that the content in the register R2 is shifted to the more significant bit on a one bit-by-one bit basis. Then at the step 45 the logic one is written in the carry bit C.
Then at the step 46 it is determined whether the logic one has been loaded in the sixth bit cell R36 of the register R3. More specifically, it is determined whether the moving symbol segment S36 at the end of the path S3 has been driven for display. When it is determined that the moving symbol segment S36 has not been driven for display, the program proceeds to the step 47. At the step 47 it is determined whether the logic one has been loaded in the seventh bit cell R37. More specifically, it is determined whether the moving symbol segment S37 has been driven for display. When it is determined that the moving symbol segment S37 has not been driven for display, the program proceeds to the step 48.
At the step 48 the carry bit C is connected to the least significant bit of the register R3 and the content is shifted to the more significant bit. Then at the step 49 the logic zero is written in the carry bit C.
Then at the step 50 it is determined whether the logic one has been loaded in the third bit cell of the register R4. More specifically, it is determined whether the moving symbol segment S43 at the end of the path S4 has been driven for display. When it is determined that the moving symbol segment S43 has not been driven for display, the program proceeds to the step 51. At the step 51 the carry bit C is connected to the least significant bit of the register R4 and the content is shifted to the more significant bit.
Likewise thereafter the steps 30, 33, 34, 37,38 to 51, 15 to 22 and 13 are repeated, while the content in each of the registers R1 to R4 is shifted to the more significant bit on a one bit-by-one bit basis. If and when the logic one has been loaded only in the register R1 at that time, each time the same is shifted to the more significant bit on a one bit-by-one bit basis the moving symbol segments are in succession driven for display from the moving symbol segment Sll representing the start to the succeeding moving symbol S15.
If and when it is determined at the step 38 that the moving symbol segment S15 is driven for display, the program proceeds to the step 52. At the step 52 it is determined whether the logic one has been loaded in the first bit cell R61 of the register R6. More specifically, it is determined whether the repulsing symbol segment S61 has been driven for display. If and when the repulsing symbol segment S61 has been driven for display through operation of the operation switch 131 by a player, at the step 53 the logic zero is written in the fifth bit cell R15. Then at the step 54 the logic one is written in the carry bit C. Thereafter, in the same manner as the above described operation, the operation at the steps 42 to 44 is performed.
At the steps 44 the logic one loaded in the carry bit C is shifted to the first bit cell 21 of the register R2. In the case where the repulsing symbol segment S61 has been driven for display when the moving symbol segment displayed as apparently moving along the path S1 thus comes to be displayed at the end position, i.e. at the position of the moving symbol segment S15, the moving symbol segment S21 on the path 82 is driven for display. Accordingly, the moving symbol being displayed as apparently moving is moved from the path S1 to the path S2.
Thereafter in the same manner as the previously described operation, the operations at the steps 45 to 51, 15 to 22, 13, 29, 33, 34, 37, to 44 are repe- ated, whereby the moving displayed on the path S2 is displayed as apparently moving step by step.
When the moving symbol segment 828 is driven for display, at the step 55 it is determined whether the repulsing symbol segment S62 has been driven for display. More specifically, if and when the moving symbol is displayed as apparently moving along the path S2 and reaches the end position, it is determined whether the repulsing symbol segment S62 has been driven for display. Unless the repulsing symbol segment S62 has been driven for display, at the step 56 the logic zero is written in the eighth bit cell R28. Then at the step 57 the logic one is written in the carry bit C. Thereafter the program proceeds to the steps 46,47 and 48. At the step 48 the logic one loaded in the carry bit C is shifted to the first bit cell R31 of the register R3.When the moving symbol is thus displayed as apparently moving along the path S2 and reaches the end position, the moving symbol is shifted from the path S2 to the path S3 upon succeeding in receiving the moving symbol by driving for display the repulsing symbol segment S62.
Likewise thereafter the operations at the steps 49 to 51, to 22,13,30,33,34,37, to 48 are repe- ated, whereby the moving symbol is displayed as apparently moving along the path S3. At the timing when the moving symbol segment 836 is driven for display, it is determined whether the logic one has been loaded in the third bit cell R63 of the register R6. More specifically, it is determined whether the repulsing symbol segment 863 is driven for display.
If and when the repulsing symbol segment S63 has been driven for display while the moving symbol segment S63 has been driven for display, at the step 59 the logic zero is written in the sixth bit cell R36.
Then at the step 60 the logic one is written in the carry bit C and the program proceeds to the step 50 and 51. At the step 51 the logic one loaded in the carry bit C is shifted to the first bit of the register R4.
Likewise thereafter the operations at the steps 15 to 22, 13,30,33,34,37,38 to 51 are repeated. When it is determined that the moving symbol segment S43 is driven for display, the program proceeds to the step 61. At the step 61 one is added to the count value in the counter CNT2 and the score point is increased by one point. Then at the step 62 one is subtracted from the count value in the counter CNT3.
More specifically, since one moving symbol is led to the end of the final path S4, the fact that the number of the moving symbols that can be displayed by the display 20 becomes surplus by one is counted.
Now an operation in the case where a player fails to receive the moving symbol displayed as moving with the repulsing symbol will be described. When it is determined at the step 52 that in spite of driving for display of the moving symbol segment 815 the corresponding repulsing symbol segment 861 is not driven for display, the program proceeds to the step 40. Then at the step 40 the content in the register R1 is shifted to the more significant bit. Thereafter the operations at the steps 41 to 51, 15 to 22, 13,30,33, 34,37 to 39 are in succession performed. When it is determined at the step 39 that the moving symbol segment S16 has been driven for display, the program proceeds to the step 63.At the step 63 the nuçn- erical value 15 is set in the counter CNTS. Then at the step 64 one is added to the count value in the counter CNT4, whereby the number of failures is counted. Then at the step 65 one is subtracted from the count value in the counter CNT3. Thereafter the operations at the steps 41 to 51,15to22 and 13 are in succession repeated and the program proceeds to the step 30. At the step 39 it is determined that the count value in the counter CNTh is not zero. Then at the step 31 one is subtracted from the count value in the counter CNTh. Then at the step 32 the key input subroutine depicted previously with reference to Fig.
11 is executed. Likewise thereafter the operations at the steps 30 to 32 are repeated until the count value in the counter CNT5 becomes zero. The operations at the steps 30 to 32 are thus repeated until the count value in the counter CNTS becomes zero for the purpose of stopping display of apparent movement of the moving symbol for a time period associated with the count value set in the counter CNT5 on the occasion of failure to receive the moving symbol with the repulsing symbol.
Meanwhile, in the case where the corresponding repulsing symbol segment S62 or S63 has not been driven for display in spite of the fact that the moving symbol segment at the end of other path 82 or S3 has been driven for display, the same operations as the above described steps 63 to 65 are performed at the steps 66 to 68 or the steps 69 to 71.
Now referring to Fig.13, the operation of the mov- ing speed/number setting subroutine will be described. First setting of the number of the moving symbol being displayed by the display 20 is set.
More specifically, at the step 72 the address of the read only memory 83 storing the number information is determined based upon the score point counted in the counter CNT2 and the kind of game (i.e. the game A or the game B) determined by the logical state of the flag F1. Then at the step 73 it is determined whether the number information read from the read only memory 83 is larger than the count value in the counter CNT3. If and when the number information read from the read only mem ory 83 is larger than the count value in the counter CNT3, it is determined that the maximum allowable number is larger than the number displayed by the display 20, whereupon the program proceeds to the step 74. At the step 74 the data is read out from the random data storing region of the read only memory 83. Then at the step 75 it is determined whether the random data just read out is the logic one. In the case of the logic one, at the step 76 the flag F2 is set.
More specifically, the fact that the moving symbol segment S11 at the start shown previously in Fig.
12A is ready for display is stored. On the other hand, in the case where it is determined- at the step 73 that the number information read from the read only memory 83 is not larger than (i e. is equal to) the count value in the counter CNT3, the moving symbol being displayed by the display 20 is the maximum allowable number and therefore the flag F2 is reset at the following step 77. Also in the case where the data read out from the random storing region in the read only memory 83 at the step 75 is not the logic one, the flag F2 is reset at the step 77.
Then the moving speed for driving for display in succession the respective moving symbol segments in the respective paths S1 to S4 is set. More specifically, the address being read of the read only memory 83 is determined based on the kind of the game determined by the score point counted in the counter CNT2 and the logical state of the flag F1.
Then at the step 79 it is determined whether the moving speed information just read from the read only memory 83 is consistent with the current moving speed being loaded in the register R5. In the case of non-coincidence, at the step 80 the numerical value one is added to the content in the register R5.
When the value of the moving speed information of the read only memory 83 is thus decreased the speed for driving for display in succession the respective moving symbol segments of the respective paths S1 to S4 is increased. Then at the step 81 the flag F3 is reset and thereafter the operation ofthe moving speed/number setting subroutine is ended.
On the other hand, in the case where it is determined at the step 79 that the moving speed information read from the read only memory 83 is consistent with the current moving speed being loaded in the register R5, at the step 82 the flag F3 is set. Then at the step 83 the register R5 is cleared. Thereafter the operation of the moving speed/number setting subroutine is ended.
Thus the operation shown in Figs. and 12B is performed based on the number and the moving speed as set being displayed on the display 20 is performed.
Now the operation in the case where the inventive figure displaying game apparatus is used as a timepiece.
Fig. 14 is a flow diagram of a current time renewal interrupting routine.
Fig. 15 is a flow diagram of a current time setting subroutine in the case where correction of the current time is needed.
Fig. 16 is a flow diagram showing a subroutine in the case where the respective moving symbol segments of the respective paths S1 to S4 are driven for display in a second unit for the purpose of automatic movement of the moving symbol.
Fig. 17 is a flow diagram for displaying automatic movement of the above described repulsing symbols.
Now referring to Figs. 8, 9 and 14, the operation of the current time renewal interrupting routine will be described. The current time renewal interrupting routine is performed by making interruption responsive to application of the one minute clock am even in the course of any operation. More specifically, upon application of the one minute clock am, the program proceeds to the step 85. At the step 85 the numerical value one is added to the count value in the minute counter CNTm, whereby the minute information is stepped up. Then at the step 86 it is determined whether the count value in the minute counter CNTm is 60, i.e. whether 60 minutes have passed. If it is not 60 minutes, the current time renewal interrupting processing is ended.
On the other hand, when it is determined at the step 86 that the count value in the minute counter CNTm is 60, the program proceeds to the step 87. At the step 87 the numerical value one is added to the count value in the hour counter CNTh, whereby the hour information is advanced by one hour. Then at the step 88 the minute counter CNTm is cleared.
Thereafter at the step 89 it is determined whether the count value in the hour counter CNTh is 12, i.e.
whether it is 12 o'clock. If it is not 12 o'clock, then the current time renewal interrupting routine is ended.
Meanwhile, when it is determined at the step 89 that it is 12 o'clock, then at the following step 90 the hour counter CNTh is cleared, whereupon the program returns to the operation before interruption.
Now referring to Figs. 8, 9 and 15, an operation in the case where the current time need be corrected will be described. More specifically, in the case where the current time adjustment is made, the reset switch 14 is depressed. Accordingly, at the step 2 of the main routine shown in Fig. 9 it is determined that the reset switch 14 is depressed, whereupon the program proceeds to the current time setting sub routine of the step 91. In the current time setting subroutine, first it is determined at the step 92 whether the operation switch 131 has been depressed. If and when the operation switch 131 has been depressed, at the step 93 the count value in the minute counter CNTm is stepped up by one.In the case where it is determined at the step 92 that the operation switch 131 is not depressed, the program proceeds to the following step 94. At the step 94 it is determined whether the operation switch 132 has been depressed. If and when the switch 132 has been depressed, at the step 95 the count value in the hour counter CNTh is stepped up by one. Thereafter in the case where it is determined at the step 94 that the operation switch 132 has not been depressed, the program proceeds to the step 3 shown in Fig. 9.
Then the operation of the main routine is repeated and the operation of the current time setting sub routine is repeated until depression of the operation switches 131 and 132 is released.
Now referring to Fig. 9, the operation of the timepiece mode will be described. In the timepiece mode it is determined at the step 3 that the start switch 121 has not been depressed and it is determined at the step 7 that the start switch 122 has not been depressed, whereupon the program proceeds to the step 96. At the step 96 the count values in the hour counter CNTh and the minute counter CNTm are read out and are fed to the decoder driver 85. The decoder driver 85 is responsive to the count values in the hour counter CNTh and the minute counter CNTm, thereby to display the hour and minute of the current time by the numerical information display 21. Then at the step 97 it is determined whether the one minute clock am is applied. If the one minute clock am has not been supplied, the operations as the above described steps 3,7,84,96 and 97 are repeated.When the one minute clock am is applied, the program proceeeds to the step 98. At the step 98 the figure for use in playing a game, i.e. the respective moving symbol segments in the respective paths S1 to 84 are in succession driven for display at the intervals of one second, thereby to make display of the current time in terms of the second unit. The above described subroutine will be described in more detail subsequently with reference to Fig. 16.
Then at the step 99 the subroutine of a display control of the repulsing symbol is performed. More specifically, at the step 98 the moving symbol segments in the respective paths are in succession driven for display, thereby to make display of apparent movement of the moving symbols in the second unit, while the repulsing symbol is displayed as moved so that the repulsing symbol may correspond to the movement position. This subroutine will be described in more detail subsequently with reference to Fig. 17. Then at the step 100 the content in the register R7 is shifted to be ready for shifting the display position of the smoke symbol. Thereafter at the step 101 the contents in the registers R1 to R4, R6 and R6 and R7 are read out at one time to be displayed on the display 20.Likewise thereafter upon each application of the one minute clock am the operations of the above described steps 3, 7, 96 to 101 are repeated.
Now referring to Fig. 16, an operation in the case where the data in the respective registers for display ing apparent automatic movement of the moving symbols is renewed in the timepiece mode will be described. At the beginning of the timepiece mode any of the moving symbol segments of the respective paths S1 to S4 have not been driven for display.
Accordingly, at the step 102 it is determined that the content in the register R4 is Zero. More specifically, it is determined that the logic zero has been loaded in all of the bit cells of the register R4. Then it is determined at the step 103 that the content in the register R3 is zero. Then it is determined at the step 104 that the content in the register R2 is zero. Then it is determined at the step 105 that the content in the register Rl is zero and thereafter the program proceeds to the step 106. At the step 106 the logic one is written in the carry bit C. Then at the step 107 the least significant bit (Rll) of the register Rlis electrically connected to the carry bit C and a shifting operation is made to the more significant bit.More specifically, the content in the carry bit C is written in the least significant bit of the register R1. As a result, the logic one is loaded in the first bit cell R11 of the register R1.
Then at the step 108 it is determined whether the logic one has been loaded in the fifth bit cell R15 of the register R1. More specifically, it is determined at the step 108 whether the moving symbol segment S15 has been driven for display. Unless the moving symbol segment S15 has been driven for display, the program returns to the step 99 of the main routine, whereupon the operation of the main routine in the timepiece mode is repeated. When the program reaches again the step 98, the operation of the above described steps 102 to 105 is performed and it is determined at the step 105 that the content in the register R1 is not zero. Then at the step 109 the logic zero is written in the carry bit C.Then at the step 107 the carry bit C and the register R1 are connected, while the content thereof is shifted to the more sig nificant bit. However, since the logic zero has been loaded in the carry bit C, it follows that substantially the content of the register R1 is shifted to the more significant bit. Thus, it follows that the moving sym bol segment being driven for display of the path S1 is moved by one position. Then it is determined aS the step 108 that the moving symbol segment S15 has not been driven for display and thereafter the program returns to the step 99 of the main routine.
After the above described operation is repeated and the moving symbol segment 815 is driven for dis play, such situation is determined atthe step 108, whereupon the program proceeds to the step 110. At the step 110 the content in the register R1 is cleared.
Then at the step 111 the logic one is loaded in the carry bit C. Then at the step 112 the carry bit C is connected to the least significant bit of the register R1, whereby the content thereof is shifted to the more significant bit. As a result, It follows that the moving symbol having been displayed as apparently moving in succession along the path S1 is shifted to the path S2.
Then at the step 113 it is determined whether the logic one has been loaded in the eighth bit R28 ofthe register R2. Unless the moving symbol segment 828 has been driven for display at that time, the program returns again to the main routine. Then the opera tions at the steps 99 to 101,3,7,96 to 98,102 to 104 are repeated. After it is determined atthe step 104 that the content in the register R2 is not zero, the g program proceeds to the step 114. Then the logic zero is written in the carry bit C at the step 114 and thereafter the program proceeds to the step 112. At the step 112 the content in the register R2 is shifted to the more significant bit.As a result, display is prepared for movement of the moving symbols by driving for display the moving symbol segments of the path S2. When the moving symbol segment S28 is driven for display while the above described oper ations are repeated, the same is determined at the step 113, whereupon the program proceeds to the following step 115. Likewise thereafter, the same operations as those in conjunction with the paths S1 and S2 are repeated for each of the paths S3 and S4.
Since the operations in such situation can be readily understood by referring to the description in the case of apparent movement along the above described paths S1 and S2, only a flow diagram thereof is shown and a detailed description thereof will be omitted.
Now referring to Figs. 9 and 17, a description will be made of the operation in the case where the mov ing symbol is apparently moved to the succeeding path by displaying the corresponding repulsing symbol when the moving symbol segment at the end of the respective paths is driven for display, while the respective moving symbol segments of the respective paths S1 to 84 are being driven in succes sion for display as described above. At the above described step 99 the subroutine for displaying movement of the repulsing symbol is executed. More specifically, it is determined at the step 125 whether the logic one has been loded in the second bit cell R12 of the register R2. More specifically, it is determined whether the moving symbol segment 812 has been driven for display.Considering now a case where the moving symbol segment S11 has been driven for display, it is determined that the moving symbol segment S12 has not been driven for display. It is determined at the step 126 that the logic one has not been loaded in the fifth bit cell R25 of the register R2. It is determined at the step 127 that the logic one has not been loaded in the fourth bit cell R34 of the register R3. It is determined at the step 128 that the logic one has not been loaded in the third bit of the register R4, whereupon the program returns to the step 100 of the main routine. While the steps 3,7, 96 to 99 are thus repeated in the timepiece mode, it is determined which paths moving symbol has been displayed.Then at the step 125 it is determined that the moving symbol segment 812 has been driven for display and then the program proceeds to the step 129. At the step 129 the logic zero is written in the second bit cell R62 and the third bit cell R63 of the register R6 and the logic one is written in the first bit cell R61. Thus the repulsing symbol is controllably displayed at the position corresponding to the path S1, i.e. displayed at the position S61, while the respective moving symbol segments of the path S1 have been driven in succession for display.
Likewise thereafter, while the respective moving symbol segments of the respective paths S2 and S3 have been driven for display, the content in the register R6 is changed at the step 130 or 131 in order to drive for display the corresponding repulsing symbol segment S62 or S63. Accordingly, in the current time display mode only one moving symbol is displayed on the screen, while the same is moved in succession on a second unit bases. In the case where the moving symbol segment S43 at the end of the final path 84 is driven for display, at the step 128 it is determined that the logic one has been loaded in the third bit cell R43 of the register R4.Then at the step 32 the logic zero is written in the first and third bit cells R61 and R63 of the register R6 and the logic one is written in the second bit cell R62 of the register R6.
When the moving symbol segments are thus displayed for successive movement from the segment S11 to the segment S43, the repulsing symbol segment 862 at the middle position is displayed. The above described operation is then repeated.
As described in the foregoing, according to the present invention, a novel figure displaying game apparatus is provided in which an interest of a geme is increased.
Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended

Claims (34)

claims. CLAIMS
1. A figure displaying game apparatus, comprising: display means including a first path extending from a start to an end in a first direction, and at least one second path extending from said end of said first path in said first direction to another end in a second direction, each of said and second paths comprising an arrangement of a plurality of moving symbol segments along each of said paths, and a repulsing symbol segment positioned at said end of said first path in said first direction, moving symbol display enabling means for successively and selectively enabling for display at least one moving symbol segment in at least one of said first and second paths, said successive and selective enabling of at least one moving symbol segment causing a visual indication of simulated movement of said moving symbol segment along said path, a manual operating switch, repulsing symbol display enabling means responsive to operation of said manual operating switch for enabling for display said repulsing symbol segment, display state determining means for determining whether said repulsing symbol segment is enabled for display when at least said moving symbol segment at said end of said first path in said first direo tion is enabled for display, game intermitting means responsive to determination as failure by said display state determining means that both said moving symbol segment at said end portion of said first path in said first direction and said repulsing symbol segment are not enabled simultaneously for display for intermitting the game, and failure notifying means for notifying said failure.
2. Afigure displaying game apparatus recited in claim 1, wherein said second path included in said display means comprises an arrangement of a plurality of moving symbol segments extending from said end of said second path in a first direction different from that toward said end of said first path in said first direction.
3. A figure displaying game apparatus recited in claim 2, wherein said second path comprises a plurality of said second paths, one of said plurality of second paths being coupled to said first path and another second path being coupled to a preceding second path, and said repulsing symbol segment comprises a plurality of repulsing symbol segments, each said repulsing symbol segment being disposed at each said end of each of said first and second paths in said first direction.
4. Afigure displaying game apparatus as recited in claim 2 or 3, wherein said plurality of second paths are formed such that the end of a preceding path constitutes the start of a succeeding path and the succeeding path is disposed outside the region defined by the preceding path.
5. A figure displaying game apparatus as recited in claim 2 or 3, wherein said plurality of second paths are formed such that the end of a preceding path constitutes the start of a succeeding path and the succeeding path is disposed within the region defined by the preceding path.
6. Afigure displaying game apparatus as recited in any one of claims 2 to 5, wherein said second path included in said display means is formed in a parabolic curve of a combination of the first direction and the second direction.
7. Afigure displaying game apparatus as recited in any one of claims 2 to 5, wherein said second path included in said display means is formed in an arcuate curve of a combination of the first direction and the second direction.
8. A figure displaying game apparatus recited in any one of claims 2 to 5, wherein said second path included in said display means is formed in a triangle curve of a combination of the first direction and the second direction.
9. Afigure displaying game apparatus recited in claim 3, which further comprises selecting means responsive to the operation of said manual operating switch for selecting any one of said plurality of repulsing symbol segments, and wherein said repulsing symbol display enabling means is adapted to enable for display one repulsing symbol segment selected by said selecting means.
10. Afigure displaying game apparatus recited in claim 9, wherein said manual operating switch comprises two manual operating switches, and said selecting means is responsive to the operation of one of said manual operating switches to select one of said repulsing symbol segment closer thereto and is responsive to the operation of the other of said manual operating switches to select the other of said repulsing symbol segments closer thereto.
11. A figure displaying game apparatus recited in any one of claims 3 to 10, wherein said failure notifying means comprises failure display means for visually indicating failure.
12. Afigure displaying game apparatus recited in claim 11, wherein said failure display means comprises a failure display segment provided in said display means for displaying failure, and which further comprises failure display enabling means responsive to the output of said display state determining means for enabling for display said failure display segment.
13. Afigure displaying game apparatus recited in claim 12, wherein said failure display segment comprises a plurality of failure display segments, said plurality of failure display segments are provided in the vicinity of said plurality of repulsing symbol segments, respectively, and said failure display enabling means is adapted to enable for display a failure display segment corresponding to said end in said first direction where said substantially simultaneous display enabling was a failure.
14. A figure displaying game apparatus recited in any one of claims 1 to 10, wherein said failure notifying means comprises sound generating means for audibly notifying failure.
15. Afigure displaying game apparatus recited in any one of claims 1 to 14, wherein said game intermitting means comprises prs determined time period intermitting means for intermitting the game for a predetermined time period when failure is determined, and said moving symbol display enabling means is adapted to start enabling for display from a pre determined moving symbol segment afterthe lapse of said predetermined time period.
16. A figure displaying game apparatus recited in claim 15,wherein said predetermined moving symbol segment is a first moving symbol segment of said first path.
17. Afigure displaying game apparatus recited in claim 15, wherein said moving symbol display enabling means is adapted to simultaneously enable for display at least two moving symbol segments of said first path and/or said second path, and said predetermined moving symbol segment is the one other than the moving symbol segment at the end in said first direction determined as failure and the moving symbol segment enabled for display immediately before.
18. Afigure displaying game apparatus recited in any one of claims 1 to 17, which further comprises failure number counting means for counting the number of times in which said game intermitting means determines as failure.
19. Afigure displaying game apparatus recited in claim 18, which further comprises failure number displaying means provided in said display means for displaying the number of failures responsive to the output of said failure number counting means.
20. A figure displying game apparatus recited in claim 18 or 19, which further comprises game terminating means for terminating said game when a predetermined number of failures are counted by said failure number counting means.
21. Afigure displaying game apparatus recited in any one of claims 1 to 20, wherein said moving symbol display enabling means comprises display interval controlling means for enabling for display so as to space at least one of the intervals between the moving symbol segments being enabled for display out of said plurality of moving symbol segments included in said first path and/or said second path.
22. A figure displaying game apparatus recited in any one of claims 1 to 21, which is adapted such that a plurality of different game modes can be played, and which further comprises a game mode selecting switch for selecting any one of said plurality of different game modes.
23. A figure displaying game apparatus recited in claim 22, wherein said moving symbol display enabling means comprises moving symbol display speed controlting means responsive to the game mode selected by - said game mode selecting switch for controlling the speed of said sequential display enabling of said moving symbol segments.
24. A figure displaying game apparatus recited in claim 23, wherein said game mode selecting swth is stuctured to be capable of selecting a first game mode or a second game mode, and said moving symbol display speed controlling means is adapted to make relatively slow said sequential display enabling speed when said first game mode is selected and to make relatively fast said sequential display enabling speed when said second game mode is selected.
25. A figure displaying game apparatus recited in claim 23 or 24, wherein said moving symbol display enabling means comprises moving symbol segment number controlling means responsive to selection of the game mode by said game mode selecting switch for controlling the number of moving symbol segments simultaneously enabled for display at least one of said first path and said second path.
26. A figure displaying game apparatus recited in any one of claims 1 to 25, which further comprises score point signal generating means for generating a score point signal when said substantial simultaneous display enabling is successful by operation of said manual operating switch and said moving symbol segment at the end of said second path is enabled for display.
27. Afigure displaying game apparatus recited in claim 26, which further comprises score point counting means for counting said score point signal, and score point information diaplaying means provided in said display means and responsive to a count value of said score point signal counting means for displaying score point information.
28. A figure displaying game apparatus recited in claim 27, wherein said moving symbol display enabling means comprises moving symbol display speed controlling means responsive to score point information counted by said score point counting means for controlling the speed of said successive display enabling of said moving symbol segments.
29. A figure displaying game apparatus recited in claim 28, wherein said moving symbol display speed controlling means comprises speed setting storage means addressed by said score point information and for storing a moving symbol display speed for each address, and display enabling command signal generating means for generating a signal for commanding successive display enabling of the moving symbol segments for each application of the number of reference time signals associated with the speed of the output of said speed setting storage means.
30. A figure displaying game apparatus recited in claim 27, wherein said moving symbol display enabling means comprises moving symbol segment number controlling means responsive to said score point for controlling the number of moving symbol segments simultaneously enabled for display on at least one of said first path and/or said second path.
31. A figure displaying game apparatus recited in claim 27, which further comprises current time information generating means for generating current time information, and current time information displaying means pro- ~ vided in said display means for displaying said current time information.
32. Afigure displaying game apparatus recited in claim 31, wherein said score point information displaying means and said current time displaying means commonly employs one numerical information displaying means, and which further comprises display mode selecting switch for selecting one of the game mode and the current time display mode, and numerical value information display selecting means responsive to selection of said game mode for displaying said score point information by said numerical value information display means and responsive to selection of said current time display mode for displaying said current time information by said numerical value information display means.
33. Afigure displaying game apparatus comprising display means including first and second paths formed of successively disposed moving symbol display segments, the paths being arranged end-toend, the display further including a repulsing symbol display segment positioned at the junction of the first and second paths, the apparatus further including display drive means for successively driving the moving symbol display segments to simulate movement along said first and second paths, a manually operable switch, means responsive to the operation of said switch for driving said repulsing symbol display segment, and means for determining whether said repulsing symbol display segment is driven at substantially the same time as a moving symbol display segment at said junction is driven, and, if not, for providing a failure signal indicating that said switch has not been operated at a correct time.
34. A figure displaying game apparatus substantially as herein described with reference to the accompanying drawings.
GB8124161A 1980-08-12 1981-08-07 Falling figure catching game Withdrawn GB2081110A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP11137280A JPS5734880A (en) 1980-08-12 1980-08-12 Figure display game device

Publications (1)

Publication Number Publication Date
GB2081110A true GB2081110A (en) 1982-02-17

Family

ID=14559515

Family Applications (1)

Application Number Title Priority Date Filing Date
GB8124161A Withdrawn GB2081110A (en) 1980-08-12 1981-08-07 Falling figure catching game

Country Status (3)

Country Link
JP (1) JPS5734880A (en)
DE (1) DE3131587A1 (en)
GB (1) GB2081110A (en)

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1983001857A1 (en) * 1981-11-12 1983-05-26 Gilberto Guerrieri Electronic trinkets
WO1983003206A1 (en) * 1982-03-17 1983-09-29 Martin Denev Using of identical (or similar) pictures of cancercells, and of identical (or similar) pictures of their natural fighters, lymphocytes, in game-devices
FR2532857A1 (en) * 1982-09-13 1984-03-16 Bally Mfg Corp VIDEOJEU
US4530499A (en) * 1982-09-30 1985-07-23 Marvin Glass & Associates Domino, or the like, placing video game
GB2219672A (en) * 1988-04-15 1989-12-13 Paul Bernard Anthony Carroll Display apparatus
US5265888A (en) * 1990-06-22 1993-11-30 Nintendo Co., Ltd. Game apparatus and memory cartridge used therefor
USRE36675E (en) * 1990-06-22 2000-04-25 Nintendo Co., Ltd. Game apparatus and memory cartridge used therefor

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0655230B2 (en) * 1982-06-04 1994-07-27 カシオ計算機株式会社 Game device
JP2775334B2 (en) * 1990-06-22 1998-07-16 任天堂株式会社 Game equipment

Family Cites Families (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3583538A (en) * 1969-03-24 1971-06-08 Funtronics Inc Electric ping-pong game and the like
FR2185429A1 (en) * 1972-05-22 1974-01-04 Sassak John
US4026555A (en) * 1975-03-12 1977-05-31 Alpex Computer Corporation Television display control apparatus
CA1114054A (en) * 1975-11-26 1981-12-08 Jeffrey E. Frederiksen Tv game apparatus
US4053740A (en) * 1975-12-22 1977-10-11 Lawrence David Rosenthal Video game system
US4179124A (en) * 1977-12-12 1979-12-18 Jed Margolin Electronic video game
JPS56100082A (en) * 1980-01-12 1981-08-11 Tomy Kogyo Co Ball game device
US4438926A (en) * 1980-02-28 1984-03-27 Nintendo Co., Ltd. Timepiece apparatus having a game function

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1983001857A1 (en) * 1981-11-12 1983-05-26 Gilberto Guerrieri Electronic trinkets
WO1983003206A1 (en) * 1982-03-17 1983-09-29 Martin Denev Using of identical (or similar) pictures of cancercells, and of identical (or similar) pictures of their natural fighters, lymphocytes, in game-devices
FR2532857A1 (en) * 1982-09-13 1984-03-16 Bally Mfg Corp VIDEOJEU
US4530499A (en) * 1982-09-30 1985-07-23 Marvin Glass & Associates Domino, or the like, placing video game
GB2219672A (en) * 1988-04-15 1989-12-13 Paul Bernard Anthony Carroll Display apparatus
GB2219672B (en) * 1988-04-15 1992-11-04 Paul Bernard Anthony Carroll Display apparatus
US5265888A (en) * 1990-06-22 1993-11-30 Nintendo Co., Ltd. Game apparatus and memory cartridge used therefor
USRE36675E (en) * 1990-06-22 2000-04-25 Nintendo Co., Ltd. Game apparatus and memory cartridge used therefor

Also Published As

Publication number Publication date
JPH028755B2 (en) 1990-02-27
DE3131587A1 (en) 1982-06-03
JPS5734880A (en) 1982-02-25

Similar Documents

Publication Publication Date Title
US4582322A (en) Electronic toy having a game function
US3533629A (en) Apparatus having means determining coincidence between player and random machine selections
US4074117A (en) Timing system
US4277064A (en) Lottery number generating method and apparatus
US5297110A (en) Stopwatch with target time function
US4652140A (en) Multi alarm timepiece
US4424967A (en) Timepiece apparatus having game function
GB2081110A (en) Falling figure catching game
JPH0456275B2 (en)
CA1044025A (en) Solid-state electronic timepiece
US4245338A (en) Time correction system for an electronic timepiece
FR2336509A1 (en) Washing machine program control system - has electronic control unit connected to mechanical stepping unit and is adapted for selecting and displaying program
US4442752A (en) Electronic metronome
JPH0237554B2 (en)
US4104863A (en) Electronic timepiece having an alarm device
US5130957A (en) Electronic timepiece with timer
JPH01100495A (en) Stop watch
US4246651A (en) Electronic timepiece
US4074513A (en) Electronic display device
JP3958829B2 (en) metronome
JPH0446233Y2 (en)
JP3123093B2 (en) Stopwatch device
JPH0446234Y2 (en)
JP2002022859A (en) Electronic watch equipped with stopwatch function
JPH0545476A (en) Electronic timepiece

Legal Events

Date Code Title Description
WAP Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1)