GB2257919A - Computer game - Google Patents
Computer game Download PDFInfo
- Publication number
- GB2257919A GB2257919A GB9201212A GB9201212A GB2257919A GB 2257919 A GB2257919 A GB 2257919A GB 9201212 A GB9201212 A GB 9201212A GB 9201212 A GB9201212 A GB 9201212A GB 2257919 A GB2257919 A GB 2257919A
- Authority
- GB
- United Kingdom
- Prior art keywords
- move
- moves
- computer
- game
- pieces
- 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- Withdrawn
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00075—War games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00173—Characteristics of game boards, alone or in relation to supporting structures or playing piece
- A63F3/00261—Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards
- A63F2003/00416—Details of game boards, e.g. rotatable, slidable or replaceable parts, modular game boards, vertical game boards with means for hiding a part of the playing field
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Educational Technology (AREA)
- General Engineering & Computer Science (AREA)
- Input From Keyboards Or The Like (AREA)
Abstract
A computer game played between two opponents wherein each opponent can only see his own board has a feature allowing a partial "view" of the opponents board during a move. False move correction may also be provided
Description
COMPUTERIZED GAME
This invention relates to a board game to be played by two or more players using a computer.
Rules of one embodiment of this game - "Gulf" - are given in Section 1.
A computer (as distinct from a game apparatus using electronic counters) essentially consists of (1) a microprocessor for processing data, combined with (2) an
EEPROM, EPROM or ROM ( a memory that can be read but not written to) for storing fixed data or "program", and with (3) a
RAM ( a memory that can be both read and written to) for storing variable data occurring during a game. Rather than use separate integrated circuits for(1),2) and (3), it is simpler in manufacture, and cheaper to use, where possible, an embedded microprocessor, in which functions (1),(2) and (3) are combined, such as the Intel 8748H.Owing to restricted data memory in the 8748, this can only be used if , regarding RAM locations 8 - 23 as reserved for the program counter stack (dedicated to subroutine return addresses for Calls and Call nesting) if total variable data appropriate to the game can be contained in RAM locations 24 to 63. This leads to somewhat peculiar and restrictive programming in the 8748. In the 8749, on the other hand, this limitation only applies to a markedly lesser degree, but at higher initial cost for the integrated circuit. Similar considerations apply to more expensive embedded microprocessors, such as the Intel 8751.
According to the present invention, an electronic computer is provided to initialize and record moves of the game.
A specific embodiment of the invention will now be described as an example, with reference to the accompanying circuit diagram Fig.1 and "program".
For this invention to be made by a person knowledgeable in electronics, it would be necessary, to avoid expense, to construct a suitable programmer. Circuits of a working programmer,with layout, suitable for the 8748 or 8749, are given in Figs. 2,3, 4 and 5. A stepped method of programming is indicated in Section 2.
GULF RULES
1. The game of "GULF" is played with 8 Corporals and 3
Sergeants on each side. The boards (one for each player) are each subdivided into 49 squares in rows 10,20,30,40,50,60,70, and columns 1 to 7.Sergeants of one side are initially placed on squares 13,14,15 and corporals on 11,12,21,22 and 16,17,26,27.The other side has sergeants at 73,74,75 and corporals at 71,72,61,62 and 76,77,66,67 initially; theÇrz side must move first, to keep in step with the computer.
2. Before tthe FIRST move of any game the computer switch must be switched to RESET and then back to RUN.
3. Each move must be accompanied by the depression of 5 keys at the keyboard.At the first, second, fourth and fifth keypresses only keys 1 to 7 are used, but at the middle (or third) keypress keys 1 to 8 are used.
The first two keys give tthe square on which the piece to be moved stands before the move is made. The key indicating ROW must be pressed first, before the key indicating COLUMN. I The third keypress gives the direction of observation (see
Fig.1).
The fourth and fifth keys give the square which the piece is to occupy after the move. Agsin ROW comes before COLUMN.
4. If an enemy piece lies in the direction of observation chosen at 1,2 or 3 squares away in a straight line from the piece, s piece, LED "B" will light up. The straight line may be forwards, backwards, sideways or diagonal, as ith a move (see section 7).This allows the player to press the last two keys in such a way as to move either towards the enemy or in some other direction, according to choice. Observation is not hindered by the presence of intervening piecesw.
5. If a false move is made, LED "D" will light up. When this happens, the move must be repeated. If another false move is made, LED "D" will light up again. Everything will be alright, however, provided that the correct move is started directly "D" lights up, i.e. while "D" is still illuminated.
6. When the move is correctly completed, LED "A" will light up. The move on the board is then made to agree with that sent to the computer.Only six false moves are allowed in any one game.
7. A sergeant moves 1 square in any direction. A corporal moves either 1 or 2 squares along any straight line sideways,forward, backwards or diagonally. In Fig.2 a corporal at C may move to any square marked by a cross.
8. If the end square of a move is occupied by a player's own piece, that move is not permitted, and the computer will indicate a false move. If however it is occupied by an enemy piece, that piece is taken. Jumping over one's own or the enemy pieces is permissible at all times, but pieces jumped over must remain on the board.
9. If a corporal is taken, the computer will indicate this by lighting up LED "C", as well as the Correct Move indicator "A". If a sergeant is taken, LEDs "C" and "D" together will light, as well as "A".
10. When a piece is taken, the player must name the square on which this occurs, and the opponent must confirm this and hand over the piece at once.
11. If one side loses all its sergeants, the other side wins "on Manpower".
12. If one side moves one of its sergeants to the far end of the board (e.g. from row 1 to row 7, or vice versa), this is a Victory and that side wins. .To prolong battery life it then advisable to switch off.
13. Different odds may be given for each of the seven
Victory squares, with higher odds for squares nearer to the centre, and smaller odds still for a win by Manpower.
FIG.1 x.x.x . x x x xx cxx
xxx.
x.x.x FIG.2
PROGRAMMING STEPS 1 TO 21
Steps 1 & 2
Program addresses 0-11 to 14, 20 to 23. Table 3-200. Addresses 0-323 to 346, 376 and 377. Subroutines KEYOP with 1-311 and 312 blank WAIT and CANCL.Program addresses 0-76 to 103.
Test Method: Switch RESET to RUN, and press any one of keys 1,2,4, and 7. The first keypress should give darkness. while the second should give 13 out on PORT 2.
Steps 3 to 5
Insert 1-311 and 312 ,1-104 to 116, Table 3-11 to 21, addresses 0-16, 17, and 24 to 45, Tables 3-201 to 226,and 3-1 to 10, addresses 0-104 to 111, and subroutines X10 and SQNO.
Test Method: Switch RESET to RUN.Then press 1,2,4 or 7.0utput should be darkness (first press), darkness (second press), then 13,and following records to COLOUR, while at RAM 53, correct square should be stored.
Step 6 0-112 and 113, and CONTENT and SEARCH.
Test: Gives blackness on first 5 keypresses. the SQ at RAM 53 and PLOC at 56.
Step 7 0-114 and 115, and PCETYP.
Test: INPUT 76 gives as Step 6 + black corporal at RAM 57.
INPUT 22 gives as Step 6 + white corporal at RAM 57.
Step 8 0-116 and 117 and MARKER.
Test: Same as Test 7 + MARK AT RAM 55.
Step 9 0-120 and 121 + PCE.
Test INPUT 11 13 1 3 30 21
INPUT 76 114 1 2 45 11
INPUT 77 115 1 2 47 11
Step 10 0-122 to 137.
Test: INPUT 11 200 13 1 3 30 0 0 13 1 3 30 21
INPUT 76 200 114 1 2 45 0 0 114 1 2 45 11
Step 11 0-152 to 170 + DIRSIG + TABLE 3-300 to 307.
Test: INPUT 111 0/0/0 200 13 1 3 30 0 0 16 1 3 52 22
INPUT (FLSMV) 765 0/0/13 200 114 1 2 45 0 0 114 1 2 45 11
Step 12 0-171 to 214.
Test: INPUT 11176 13 1 3 30 0 0 114 1 2 45 11
Step 13 0-215 to 232
Test: INPUT 11176 200 13 30 0 0 114 1 2 45 11 114 1 2 45
Step 14 0-235 and 236 +m TESTOLD
Test: IN 11176. No obvious fault.
Step 15 0-241 to 256 + TESTNEW + ZERINDIC.
Test: INPUT 11176 13 lz 3 30 3 0 114 1 2 45 11
Step 16 0-261 to 272.
Test: IN 11176 13 1 3 30 3 0 114 1 2 45 11
IN 21141 25 1 3 40 3 7 51 0 1 0 100 51 0 1000.
Step 17 0-273 and 274 + MOVE.
Test: IN 21141 13 75 14 76 20 102 21 103 51 107 26 110 32 114 33 115 215 311 216 312 217 313 200 and as for step 16.
Step 18 0-277 and 300, o-313 and 314 + ENDINDIC.
Test: IN 21141 10 (End of Move indicator) 13 75 etc.
Step 19 0-315 to 320 + RESET.
Test: IN 21141. Gives 0 at RAM 46 (COLOUR).
Step 20 0-301 to 304 and 0-311 and 312, + FLSMV + 0-372 and 373,
Test: Played Test Game correctly, allowing for intervals to call RAM contents.
Step 21 Insert 0-321 and 322.
Test: Played Test Game correctly.
Claims (7)
1. An electronic computer to initialize and record moves of the game "Gulf", with indications of outcomes of the moves, including captures.
2 Claim 1 together with an indication of opponents' pieces
sighted.
3. Claims 1 and 2 together with a False plove Indicator, allowing false moves to be corrected instantly.
4. Claim 1, or 1 and 2, or 1,2 and 3, together with correction by software of a "7" fed in as a substituted number "8", or any similar software correction, allowing smooth, accurate or precise operation, which otherwise may not occur.
5. Any combination of claims (1),(2),(3) and (4), together with software correction of substituted data fed in, so as to avoid entirely the use of diodes in the circuit, which otherwise are necessary to transform "3" unto "1" and "2", "5" into "4" and "1", "6" into "4" and "2", or "8" into "1" and "7".
AMEEDnlrENTS TO THE CLAIMS HAVE BEEN FLED AS FOLLOWS 1. A " dedicated" electronic computer (as distinct from a counter mechanism) to initialize and record moves of a game in which moves are known to the player who has the move, but not to the other player, with indications of the outcomes of the moves, including captures.
2. Claim 1 together with an indication of opponents' pieces sighted.
3. A computerised game (using a dedicated computer as distinct from a counter mechanism) one embodiment of which consists of two boards in which the squares are numbered, with numbered directions of movement, and pieces (of two kinds, with alternative move distances which may be one or two squares for one kind) of two opposing sides. The moves of each side are dictated to the computer by the player using a manually operated keypad in the form pqrs t (where p,q,s,t are numbers between 1 and 7, with r between 1 and 8) in which pq is the square from which the move starts, st the square on which it ends, and r a direction of observation, the result of which can detect the presence of opposing pieces in any chosen direction, which is not in general or necessarily the same as the direction of the move.The move is made on the board at the same time, while the opponents move, also dictated to the computer and made on the second board, which is invisible from the first board, remains in the computer memory, and does not appear on the first board. The computer gives visible indication of (a) opposing pieces observed and (b) opposing pieces captured, and allows the opposing forces to interact, with each side invisible to the other.
4. A computerised game , as in claim 1, or claims 1 and 2, or in claim 3 or claims 2 and 3, together with a False Move
Indicator, allowing false moves to be corrected instantly.
5. Claim 1 ,or 1 and 2, or 3, or any combination of previous claims, together with correction by software of a "7" fed in as a substituted number "8", or any similar software correction allowing smooth, accurate or precise operation which otherwise may not occur.
6. Any combination of claims 1 to 5, together with software correction of substituted data fed in, so as to avoid entirely the use of diodes in the circuit, which otherwise are necessary to transform "3" into "!" and "2", "5" into "4" and "1", "6" into "4" and "2" or "8" into "7" and "1".
7. A computerised game, as in claim 1 or 3, or any combInation of previous claims, in which the computer is an
Intel type 8748 or 8749 single chip, which includes an EEPROM program memory and a RAM data memory.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB919115880A GB9115880D0 (en) | 1991-07-23 | 1991-07-23 | Gulf |
Publications (2)
Publication Number | Publication Date |
---|---|
GB9201212D0 GB9201212D0 (en) | 1992-03-11 |
GB2257919A true GB2257919A (en) | 1993-01-27 |
Family
ID=10698822
Family Applications (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB919115880A Pending GB9115880D0 (en) | 1991-07-23 | 1991-07-23 | Gulf |
GB9201212A Withdrawn GB2257919A (en) | 1991-07-23 | 1992-01-21 | Computer game |
Family Applications Before (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB919115880A Pending GB9115880D0 (en) | 1991-07-23 | 1991-07-23 | Gulf |
Country Status (1)
Country | Link |
---|---|
GB (2) | GB9115880D0 (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5938528A (en) * | 1997-06-09 | 1999-08-17 | Glapion; Andre | Electronic domino game |
Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB1543397A (en) * | 1976-12-14 | 1979-04-04 | Hinds W | Game apparatus |
-
1991
- 1991-07-23 GB GB919115880A patent/GB9115880D0/en active Pending
-
1992
- 1992-01-21 GB GB9201212A patent/GB2257919A/en not_active Withdrawn
Patent Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB1543397A (en) * | 1976-12-14 | 1979-04-04 | Hinds W | Game apparatus |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5938528A (en) * | 1997-06-09 | 1999-08-17 | Glapion; Andre | Electronic domino game |
Also Published As
Publication number | Publication date |
---|---|
GB9201212D0 (en) | 1992-03-11 |
GB9115880D0 (en) | 1991-09-04 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |