JPS5947868A - Electronic device for game of "go" - Google Patents

Electronic device for game of "go"

Info

Publication number
JPS5947868A
JPS5947868A JP57158387A JP15838782A JPS5947868A JP S5947868 A JPS5947868 A JP S5947868A JP 57158387 A JP57158387 A JP 57158387A JP 15838782 A JP15838782 A JP 15838782A JP S5947868 A JPS5947868 A JP S5947868A
Authority
JP
Japan
Prior art keywords
circuit
move
game
telephone
display
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP57158387A
Other languages
Japanese (ja)
Inventor
Akio Tamama
玉真 昭男
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.)
Nippon Telegraph and Telephone Corp
Original Assignee
Nippon Telegraph and Telephone Corp
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 Nippon Telegraph and Telephone Corp filed Critical Nippon Telegraph and Telephone Corp
Priority to JP57158387A priority Critical patent/JPS5947868A/en
Publication of JPS5947868A publication Critical patent/JPS5947868A/en
Pending 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
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M11/00Telephonic communication systems specially adapted for combination with other electrical systems
    • H04M11/06Simultaneous speech and data transmission, e.g. telegraphic transmission over the same conductors
    • H04M11/066Telephone sets adapted for data transmision

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)

Abstract

PURPOSE:To attain ease of playing a game with a remote party, by displaying a move when a move input of a ''Go'' (the national board game of Japan) or the like exists, and driving an automatic dial circuit so as to transfer move information to a game playing device or a computer of an opposite party. CONSTITUTION:When a move is inputted from an input key 4, the move information is given to a display circuit 5 and the move is displayed on a screen. Then, an automatic dial circuit 7 is started to connect a telephone line 10, a data block comprising an own telephone number and the move information is transferred via a communication line interface 8, a telephone set 9, and a telephone line 10, and the line is disconnected after awaiting the display on the screen of the electronic game playing device of the opposite party.

Description

【発明の詳細な説明】 (1)発明の属する分野の説明 本発明は、電子対局装置、特に公衆電気通信回線を介し
て遠隔地の相手と囲基、将棋、オセロなど複数で行なう
ゲームの対局をするための、電子的に制御された電子対
局装置に関するものである。
DETAILED DESCRIPTION OF THE INVENTION (1) Description of the field to which the invention pertains The present invention relates to an electronic game device, particularly a game system for playing multiple games such as boxing, shogi, and Othello against opponents in remote locations via an electronic game device, particularly a public telecommunications line. This invention relates to an electronically controlled electronic game device for playing games.

(2)従来の技術の説明 従来の「電子ゲーム」は、どれもグラグラムされた機械
を相手として人と機械の間で行なうためのものばかりで
、空間を隔てた人間同士の対局を助ける種類のものは無
かった。「郵便四基」や「郵便将棋」なるものが愛好家
の間で行なわれることがある。対局者同士が交互に次の
一手を手紙で連絡しあうもので、遠方の仇敵とも楽しめ
る反面、−局に一年もか匁る。「電話四基」なるものが
あってもよさそうだが、−手ごとに電話のダイヤルを回
して連絡し合うのが面倒1.仁のと、料金が高いため、
あまり行なわれた例はない。従って、本発明のような電
話等の公設電気通信回線を使って囲基、将棋、オセロな
どのゲームを楽しむための対局装置は皆無であった。
(2) Explanation of conventional technology All conventional "electronic games" are games played between humans and machines against programmed machines; There was nothing. A game called ``Four Posts'' or ``Postal Shogi'' is sometimes played among enthusiasts. Players take turns communicating their next moves by letter, and while it's fun to play with distant enemies, it can also be a year-long game. It would be nice to have something like "four telephones", but - it's a pain to have to dial the phone in each hand to contact each other.1. Because the price is higher than Jin's,
There are not many examples of this being done. Therefore, there has been no game device for enjoying games such as Iki, Shogi, and Othello using public telecommunications lines such as telephones as in the present invention.

(3)発明の目的 本発明は、電話等の公衆電気通信回線を介1−て、空間
的に離れた相手と囲基、将、供、オセロなど複数の対局
者間で行なわれるゲームを行なうための電子対局装置を
提供せんとするもので、モード切替により、回線を接続
状態にしておくことも、手を指した瞬間だけ回線が自動
的に接続されて指し手情報を転送してすぐ回線が切れる
ようにすることも、nJ能なので、特に遠方の相手と対
局を行なう場合でも通話利金が安(、また対局者は電話
のダイヤルを回すなどの操作にわずられされることなく
ゲームに没頭できる、という特徴がある。
(3) Purpose of the Invention The present invention is a method for playing a game between a plurality of players, such as Iki, Sho, Toku, and Othello, with spatially distant opponents via a public telecommunications line such as a telephone. It aims to provide an electronic game device for playing games, and by switching the mode, you can leave the line connected, or the line will be automatically connected the moment you make a move, and the line will be connected immediately after transferring move information. Being able to hang up is also a feature of NJ, so even when playing a game with someone far away, the call rate is low (and the player can play the game without having to worry about operations such as turning the dial on the phone). It has the characteristic of being immersive.

(4)発明の構成及び作用の説明 第1図は本発明の電子対局装置の使用態様を示す説明図
を示す。図中1は本電子対局装置、2は交換機、3は計
算機であって本装置同士又は本装置と計算機とを公衆電
気通信回線10を介して接続し、使用するものである。
(4) Explanation of structure and operation of the invention FIG. 1 shows an explanatory diagram showing the mode of use of the electronic game device of the invention. In the figure, 1 is an electronic game device, 2 is an exchange, and 3 is a computer, which are used by connecting the devices to each other or the device and the computer via a public telecommunications line 10.

図示の場合従って、人対人の対局の他に、計算機3の中
に格納しであるシイブラリ・プ[Jグジムとの対局も可
能である。
In the illustrated case, therefore, in addition to a game between people, it is also possible to play a game against a library stored in the computer 3.

第2図は、本装置の構成を示すブロック図で、4は入力
用キー、5(・す表示画面利き表示回路、6は送受信回
路、7は自動ダ、イヤ・し・回路、8は音響カップラブ
l:どの通信回線インタフェース′C1(i)る。
FIG. 2 is a block diagram showing the configuration of this device, in which 4 is an input key, 5 is a display screen display circuit, 6 is a transmitter/receiver circuit, 7 is an automatic dial/ear switch circuit, and 8 is an audio Cup Love l: Which communication line interface 'C1(i).

実線は指し手情報の進行方向イ・・、点it’、i! 
+〕r−受信情報の進行方向を示寸(以下同じ)。本図
にr庄1.−1公衆電気通信回紳の例とし、てノ1)も
−1uy的な電話網と接続した例につき記したもので、
9は電話機、1゜は電話回線である。9.10は本装置
i/、lには菩まれないが、説明の便宜上記載しである
The solid line is the moving direction of move information i..., point it', i!
+]r- Indicates the direction of movement of received information (the same applies below). In this figure, r sho 1. As an example of -1 public telecommunications network, 1) also describes an example of connecting to a -1uy telephone network.
9 is a telephone, and 1° is a telephone line. 9.10 is not mentioned in the present apparatuses i/, l, but is described for convenience of explanation.

第3図は表示回路5の具体的構成例を示したもので、5
1はゲーム盤面発生回路、52は表示画面、53は制御
回路、54は−1−1−グ、55.56はそれぞれ入力
情報および受・1i情報を切り換えるためのスイッチで
、55.56は連動している。
FIG. 3 shows a specific example of the configuration of the display circuit 5.
1 is a game board generation circuit, 52 is a display screen, 53 is a control circuit, 54 is a -1-1-g, 55.56 is a switch for switching input information and reception/1i information, and 55.56 is an interlocking are doing.

第4図は送受信回路の具体的構成例を示したもので、6
1はデータ・ブI】ツク出回1;”11、(’+ 2は
市:話番号メモリ(自分用)、63は指し手情報をその
都度記憶するレジスタ、64 :、jジノl用・ジスタ
、65は照合回路である。66はに1シ手情報をレジス
タ63とシフトレジスタ6/Iとの間で切り換えるスイ
ッチ、67は照合回路の入力をレジスタ63と自動ダイ
ヤル回路7との間で切り換えるスイッチ、68はシフト
レジスタ64から出てきた受信情報を照合回路65と表
示回路5との間で切り換えるスイッチである。
Figure 4 shows a specific example of the configuration of the transmitter/receiver circuit.
1 is data block I] Tsuku appearance 1; "11, ('+ 2 is city: story number memory (for own use), 63 is a register that stores the move information each time, 64:, jino l use register , 65 is a collation circuit. 66 is a switch that switches the first hand information between the register 63 and the shift register 6/I, and 67 is a switch that switches the input of the collation circuit between the register 63 and the automatic dialing circuit 7. A switch 68 is a switch for switching the received information output from the shift register 64 between the verification circuit 65 and the display circuit 5.

第5図は自動ダイヤル回路7の具体的構成例を示したも
ので、71は電話番号人力用のテン・キー、72は電話
番号メモリ(相手用)、74は制御回路、75は読出し
回路、76はカウンタ、77はリピート・ダイヤル機能
用のカウンタ、78はダイヤル・パルス発生回路である
。73は制御回路740指令に基づいて、読出し回路7
5の出力をカウンタ76と送受信回路6との間で切り換
えるスイッチである。79は電話機9のフックスイッチ
を駆動する制御回路74の出力をオン/オンするスイッ
チである。
FIG. 5 shows a specific configuration example of the automatic dialing circuit 7, in which 71 is a numeric keypad for manually inputting a telephone number, 72 is a telephone number memory (for the other party), 74 is a control circuit, 75 is a reading circuit, 76 is a counter, 77 is a counter for the repeat dial function, and 78 is a dial pulse generating circuit. 73 is a readout circuit 7 based on a control circuit 740 command.
5 between the counter 76 and the transmitting/receiving circuit 6. 79 is a switch that turns on/on the output of the control circuit 74 that drives the hook switch of the telephone 9;

ゲームの例として最もポピユラーな囲基をとり上げ、本
装置の動作を図面に基づいて詳細に説明する。まず、本
装置の電源スィッチを入れて゛ゲーム盤面発生回路51
を起動し、表示画面52上に基盤面を発生させる。次に
対局者同士が電話で連終をとりあった後、電話機9の受
話器を通信回線インタフェース8に載せ、又相手方の電
話番号をテン・キー71を用いて電話番4フメモリ72
にセットする。自動ダイヤル回路7は、送受44回路6
からの制御信号入力により制御回路74を介して、セッ
トされた電話番号に対応づるパルスを、読出し回路75
、カウンタ76、ダイヤル・パルス発生回路78を起動
して自動的に送出するもので、電話のダイヤルを回した
のと同じ働きをする。制御回路74はまた、送受信時に
電話機9のフックスイッチのコントロールも行なう。相
手方の電話が「話し中」のこともあるので、自動タイヤ
ル回路7は一定時間ごとにコールな経り返Jリピート・
ダイヤルφカウンタ77を備えている。
Taking the most popular game game as an example, the operation of this device will be explained in detail based on the drawings. First, turn on the power switch of this device and turn on the game board surface generation circuit 51.
is activated to generate a base surface on the display screen 52. Next, after the players have agreed to the end of the series over the phone, place the handset of the telephone 9 on the communication line interface 8, and input the telephone number of the other party using the numeric keys 71 into the telephone number 4 memory 72.
Set to . The automatic dialing circuit 7 includes 44 transmitting/receiving circuits 6
A pulse corresponding to the set telephone number is sent to the readout circuit 75 via the control circuit 74 in response to a control signal input from the control circuit 74.
, the counter 76, and the dial pulse generating circuit 78 to automatically transmit the signal, which has the same function as turning a telephone dial. Control circuit 74 also controls the hook switch of telephone 9 during transmission and reception. Since the other party's phone may be "busy," the automatic call circuit 7 repeats the call at regular intervals.
A dial φ counter 77 is provided.

対局は入カギ−4を使つ′(、表示画面52−ヒの基盤
面と対話する形式で行なう。入力用キーには、例えばM
〜囮までのテン・キーのほか、区切りを示す1舅、〆、
石の種類を示す回、回、での他匪渭、「I、圓ヲロ、口
、7加、厨j面−−口などのキーから成る(図面には表
示し7てない)。指し手は次の方法で進める。これらの
キーを使って、碁石を置く位置とその種類を例えば1旧
、]11月1.ILI四3の13に黒石を置く意味)と
入力■2、続いて[キーを押下する。このようにキーを
押すと、これらの指し生情報が例えばASCIIコード
に変換されて、表示回路5に送られる。
The game is played by interacting with the base surface of the display screen 52-H using the input key 4.
~In addition to the numeric keypad up to the decoy, there are also 1, 〆, and 〆, which indicate breaks.
It consists of keys such as 挪渭, 挪渭, ``I, 圓WORO, 口, 7加, 宨J面 -- 口 (not shown in the drawing) that indicate the type of stone. Proceed in the following way.Use these keys to enter the position and type of Go stone (for example, 1 old, ]November 1. Meaning of placing a black stone on 13 of ILI 43)■2, then press the [key When the key is pressed in this way, the pointing information is converted into, for example, an ASCII code and sent to the display circuit 5.

本電子対局装@1は、このような指し手入力があると、
まず表示画面52上の所定の位置に黒石を表示した後、
自動ダイヤル回路7を起動して電話回線10を接続し、
自分の電話番号と指し生情報から成るデータブロックを
通信回線インタフェース8→電話機9→電話回線10を
介して転送し、相手方の電子対局装置1の盤面52にも
黒石が表示されるのを待ってから回線を切断する、とい
う一連の処理を行なう。なお、o ” iz −/L/
 ’キーを押しておくと、スイッチ79が断になり制御
回路74かも電話機9へ向かう信月線が切られるので、
フックスイッチが切られず回線はホールド状態になる。
With this electronic game system @1, when there is a move input like this,
First, after displaying a black stone at a predetermined position on the display screen 52,
Activating the automatic dialing circuit 7 and connecting the telephone line 10,
Transfer the data block consisting of your phone number and handwriting information via the communication line interface 8 -> telephone 9 -> telephone line 10, and wait for the black stone to be displayed on the board 52 of the other party's electronic game device 1. A series of processes are performed, including disconnecting the line. In addition, o ” iz −/L/
' If the key is pressed, the switch 79 will be turned off, and the control circuit 74 will also cut off the Shingetsu line going to the telephone 9.
The hook switch is not turned off and the line goes into a hold state.

回線をホールドするかどうかの目安については後述する
The guidelines for determining whether to hold a line will be discussed later.

送信における一連の処理を更に詳しく説明すると次のよ
うになる。まず表示回路5は以下の動作を行なう。指し
手の入力があると、制御回路53が働いて連動スイッチ
55.56を切換え、指し生情報’3,13、黒“をデ
コーダ54で解読して表示画面52上のX−3、Y=t
aの位置に黒石を表示させる。次に丙び制御回路53は
スイッチ55.56を切換え、指し生情報を送受信回路
6へ転送する。送受信回路6はこれを受け、まずデータ
ブロック化回路61を起動して、電話番号メモリ62か
ら自分の電話4[1月を呼出し、指し生情報とくつつけ
て例えば′″0す○XXXX、3,13゜黒 (○○○
××××は電話腸性)なるデータブロックを作る。次に
スイッチ66を!、11り換えてこのデータブロックを
レジスタ63に格納し、再び66を切り換えてシフトレ
ジスタ64に転送する。シフトレジスタは通信回線イン
クフェース8を介して相手方の本装置にデータブロック
を転送する。
A more detailed explanation of the series of processing in transmission is as follows. First, the display circuit 5 performs the following operations. When a move is input, the control circuit 53 operates to switch the interlocking switches 55 and 56, and the decoder 54 decodes the move information '3, 13, black' to display X-3, Y=t on the display screen 52.
Display a black stone at position a. Next, the control circuit 53 switches the switches 55 and 56 to transfer the pointing information to the transmitting/receiving circuit 6. In response to this, the transmitting/receiving circuit 6 first activates the data blocking circuit 61, calls the own telephone number 4 [January] from the telephone number memory 62, and adds the specified raw information, for example, '''0su○XXXX, 3 ,13゜black (○○○
Create a data block where ×××× is a phone number). Next, switch 66! , 11 is switched to store this data block in the register 63, and 66 is switched again to transfer it to the shift register 64. The shift register transfers the data block to the other device via the communication line ink face 8.

受信側では送られてきた信号をチェックし、電話番号部
分をチェックしてそれが所定の相手からの指し生情報で
あることを確認すれば、表示画面52上の基盤面にその
指し手を表示する。具体的には、受信チータブロックを
まずシフトレジスタ64に受けてから電話番号部分を照
合回路65に転送して、電話番号メモリ72にある相手
方の電話番号と比較する。同じものであれはスイッチ6
8を切り換え、残りのデータを表示回路5に転送し、デ
コーダ54で解読して、表示画面52上に表示するC 転送が正しく行なわれたかどうかを確認するため、受信
側が指し生情報を送り返し、送信側のメモリと照合する
コール・バック機能を付加することも可能である。この
場合、送信側は送り返されてきた信号を受けとった後ス
イッチ67をレジスタ63側に切り換え、レジスタ63
上のデータブロックを照会回路に取り込んでこれと比較
する。
On the receiving side, the received signal is checked, the telephone number part is checked, and if it is confirmed that the signal is from a predetermined party, the signal is displayed on the base surface of the display screen 52. . Specifically, the received cheater block is first received by the shift register 64, and then the telephone number portion is transferred to the matching circuit 65, where it is compared with the other party's telephone number stored in the telephone number memory 72. If it's the same, switch 6
8, the remaining data is transferred to the display circuit 5, decoded by the decoder 54, and displayed on the display screen 52.C To check whether the transfer was performed correctly, the receiving side sends back the raw information. It is also possible to add a call back function to check with the memory on the sending side. In this case, after receiving the signal sent back, the transmitting side switches the switch 67 to the register 63 side, and
The above data block is taken into the inquiry circuit and compared with this.

一致しなけれは上記手順に従い、レジスタ63上の指し
生情報を再度転送する。
If they do not match, the pointing information on the register 63 is transferred again according to the above procedure.

ゲームの終了は、一方が入力用キー4の中にある國τ、
又は圓亙(のキーを押してその旨意志表示し、かつ他方
が匝回のキー褒押し返二1ことにより行なわれる。具体
的には、そハ、に相当するあらかじめ定められたコード
が転送さハ1、相手方のデコーダ54で解読されて、「
投了1翁の文字が表示画面の一部、に表示さプする。相
手力はこれを見て判断し、目m1等のキーを押す。
At the end of the game, the country τ whose one side is in the input key 4,
Or, this is done by pressing the key of 圓亚() to indicate that intention, and the other person presses the key of 匝次(21).Specifically, a predetermined code corresponding to that is transmitted. C1. It is decoded by the other party's decoder 54 and "
The words ``Conceded 1 Old Man'' are displayed on a part of the display screen. Judge the opponent's power by looking at this and press the key such as m1.

送信側の電話番号を含めても転送情報かぜいぜい20バ
イト=160ピツト]ITシlリーで、l;)るので、
最低の回線スピード300 b/sでも1秒以内に指し
手の転送が行なえる。これ7よら通信回線インタフェー
ス8の価格も安く、かつ日本全国どこへでも一通話(1
0円)以内で転送−C゛ぎる。従って、現時点でもそれ
ぞれの対局渚にとって一局千円4a。
Even if you include the sender's phone number, the transfer information is at most 20 bytes = 160 bits.
Even at the lowest line speed of 300 b/s, the move can be transferred within 1 second. Compared to this 7, the price of the communication line interface 8 is cheaper, and one call can be made anywhere in Japan (1
Transfer within 0 yen)-C゛too. Therefore, at the moment, each game costs 4,000 yen for Nagisa.

度の通話料負担で竹み、郵便四4);の1/2で済む。The cost of calls is only 1/2 of the cost of telephone calls and postal services.

近距離の相手との対局なら1F’4EILTFmモード
の方が通話料が安(なる。その境目は、囲碁1工もs(
、i−均1局1時間半、200手で終了1−るとして、
1通話で約30砂掛り−られる範囲とな/Je これは
肴5区内−横浜間の距離に相当1゛る。
If you are playing against a close opponent, the call charges will be cheaper in 1F'4EILTFm mode.
, assuming that one game on i-university takes one and a half hours and ends with 200 moves.
This is a range of about 30 sands per call.This is equivalent to the distance between Yokohama and Yokohama.

入力方法は上記の力性以外にも各TIII巧えもれる。In addition to the above-mentioned input methods, each TIII can be used in various ways.

指I、〕゛情報“3,13.黒“を−朋に入力ぜす、1
つずつ勺けて人力1−る方法や、表示画面52上の各I
ft IN 57を叩、 6 IIIのように導電ゴJ
・スイッチ581−液晶窓59でCパ、成し、梼Hの位
ji;i:を指で押しk t&、国か回のキーを押せば
入力が完了し、液晶窓59に!具、又は白の碁石模様が
表示されるように1−ることも可能である。この」ハ合
、導1■iゴムスイッチ58は入力用キーのX 、 Y
 g、14標値“3,13“を与える部分に相当し、又
液晶窓59は表示画面S2の一部に相当する。
Finger I,゛Input the information "3, 13. Black" to -me, 1
How to do it manually one by one, and each I on the display screen 52.
ft IN 57 and conductive GoJ like 6 III
- On the switch 581-liquid crystal window 59, press the digits ji; It is also possible to set it to 1 so that a Go stone pattern or a white Go stone pattern is displayed. In this case, the rubber switch 58 is the input key X, Y.
g, 14 corresponds to the part that gives the target value "3, 13", and the liquid crystal window 59 corresponds to a part of the display screen S2.

将棋、オセロなど開基以外のゲームの場合には表示方法
、つまりゲーム盤面発生回vr51と入カキ−4、及び
デコーダ54が異なるが、この3つヲ変えるだけで対処
できることはいうまでもない。
In the case of games other than Kaiki, such as Shogi and Othello, the display method, that is, the number of game board occurrences vr51, the input key 4, and the decoder 54, are different, but it goes without saying that the problem can be solved by simply changing these three.

従って、これらの部分に複数の機能をもたせ、それらを
スイッチで切り換えられるようにしておけば、1台で四
基、将棋、オセロ等複数のゲーム用に使える′?■!、
子対局装子音局装置とも可能である。
Therefore, if these parts have multiple functions and can be switched with a switch, one device can be used for multiple games such as shogi, othello, etc.'? ■! ,
It is also possible to use it as a child station device or a consonant station device.

(5)効果の説明 以上説明したように、本発明によれにり、費用や手間の
点から試みられ71かつ/こ「′lll詰囲巷J 、 
l−Tb7話将棋」などの’ii+、話ケームか−う゛
に]J11実的なものとなる。今後、いわゆる(Ifj
11!j−情′+1ンj中[Jl、システム」の4を人
に伴い、パーソナル・コンピュータを主体とした端末装
僅か各家庭の中に凸及(、て行くことはLを俟たない。
(5) Description of Effects As explained above, the present invention has been attempted in terms of cost and effort.
'ii+, story games, such as ``l-Tb7 story shogi'' J11 will be realistic. In the future, the so-called (Ifj
11! Along with people, terminal equipment mainly based on personal computers has spread into every household.

木坑・、明(」、「在宅ゲーム」の可能性を切り拓いて
、名神I−’Fii、品ゲーL」の斡旋業の誘発をさえ
予想させるほど、大きい効↓1コ奢もつ。
It is so powerful that it opens up the possibility of ``home-based games'' and even induces the brokerage of ``Meishin I-'Fii, Shinto Game L''.

【図面の簡単な説明】[Brief explanation of drawings]

第1図は本発明の電子苅局小11′(のイリ−・月17
q、t、B様を示す公衆電気通悄回腺との接ワ゛シ図、
第2図は本装置の回路構成を示1−−実施例ブロック図
、第3図は表示画面付き表示回路の一実施例基体的+1
″・1成図、第4図は送受信回路の一実MIi例J−1
体的4’!ir jh、、図、第5図は自動クイヤル回
路の一部が:A例只体的(1・覧成図、第6図は表示画
面のもう1つの(7〜成例を示1平面図、及びその一部
の拡大図を示ゴー。 1・・・市、子対局装的、2 ・父1ゾ4(看、3 ・
Hlり0機、4・・入力用キー、5・・表示量1−11
.6・・送受信回路、7・・・自動ダイヤル回路、8・
・5i、II 4H:H回#、!!インクフェース、9
−・・1[″L話詰機10・・公衆′i11気辿信回腺
(又は市1話回糾)、51・・・ゲームf+、+面うI
、牛1囮路、52・表示画面、53 制御1「−1目゛
11.54・・デコーダ、55.56・・・スイツブー
、57・・・tlli目11′・“F成部品、58 心
電ゴムスイッチ、59−・・液晶窓、61・・データブ
ロック化回路、62・・′、IL話省号メモリ、63・
・・レジスタ、64・・・シフトレジスタ、65・・照
合回路、66.67.68・・スイッチ、7トテン・キ
ー、72・・・■1゜6古番”iメモリ、73−・・ス
イッチ、74・・匍j御回路、75・・・読出し回路、
76・カウンタ、77 カウンタ(リピート・ダイヤル
用)、78・・・ダ・rヤル・パルスミ1:主回路、7
9・・スイッチ。
FIG.
A diagram of the connection with the public electromechanical gland showing q, t, and Mr. B.
Fig. 2 shows the circuit configuration of this device 1--Example block diagram, Fig. 3 shows an example of the basic +1 embodiment of the display circuit with a display screen.
''・1 diagram, Figure 4 is an actual MIi example J-1 of the transmitter/receiver circuit
Physical 4'! ir jh, , Figure 5 shows a part of the automatic dial circuit: A example (1). , and an enlarged view of a part of it.
Hl 0 machine, 4... Input key, 5... Display amount 1-11
.. 6. Transmission/reception circuit, 7. Automatic dial circuit, 8.
・5i, II 4H: H times #,! ! ink face, 9
-...1[''L story filler 10...Public'i11 Qi Tracing Network (or City 1 story review), 51...Game f+, + face I
, Cow 1 decoy path, 52・Display screen, 53 Control 1 "-1st eye" 11.54...Decoder, 55.56...Sweet boot, 57...tlli eye 11'・"F component, 58 Heart Electric rubber switch, 59-...LCD window, 61...Data block circuit, 62...', IL talk memory, 63...
...Register, 64...Shift register, 65...Verification circuit, 66.67.68...Switch, 7 Toten key, 72...■1゜6 old number "i memory, 73-...Switch , 74... control circuit, 75... readout circuit,
76 Counter, 77 Counter (for repeat dial), 78...Dial pulse sum 1: Main circuit, 7
9...Switch.

Claims (1)

【特許請求の範囲】[Claims] 入力用キー、表示画面(;Jき表示回路、送受信回路、
自動ダイヤル回路から成る電子対局装置で、通信回線イ
ンタフェースを少it: くともそなえ、公衆電気通信
回線と接続される、1.5構成されてなり、上記入力用
キーを介し7た指し2手の入力があると、その指し手に
対応する表示を表示画面上に表示すると共に、上記自動
ダイヤル回路が駆動され、当該自動ダイヤル回路が通信
回線インタフェースを介してあらかじめ設定された相手
方の同種の電子対局装置f¥51は、B1鉤磯に自動的
に転送されるよう構成されることを特徴とする電子対局
装置。
Input keys, display screen (;J display circuit, transmitting/receiving circuit,
An electronic game device consisting of an automatic dialing circuit, equipped with at least a communication line interface, connected to a public telecommunications line, configured with a 1.5 configuration, and capable of inputting two hands using the input keys. When there is an input, a display corresponding to the move is displayed on the display screen, and the automatic dialing circuit is activated, and the automatic dialing circuit is connected to the same type of electronic game device of the other party set in advance via the communication line interface. An electronic game device characterized in that f\51 is configured to be automatically transferred to B1 Kagiiso.
JP57158387A 1982-09-11 1982-09-11 Electronic device for game of "go" Pending JPS5947868A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP57158387A JPS5947868A (en) 1982-09-11 1982-09-11 Electronic device for game of "go"

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP57158387A JPS5947868A (en) 1982-09-11 1982-09-11 Electronic device for game of "go"

Publications (1)

Publication Number Publication Date
JPS5947868A true JPS5947868A (en) 1984-03-17

Family

ID=15670607

Family Applications (1)

Application Number Title Priority Date Filing Date
JP57158387A Pending JPS5947868A (en) 1982-09-11 1982-09-11 Electronic device for game of "go"

Country Status (1)

Country Link
JP (1) JPS5947868A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0422512A (en) * 1990-05-15 1992-01-27 Nippon Steel Corp Method and device for preventing surface flaw of hot rolling steel wire material
JPH0477987U (en) * 1990-11-21 1992-07-07
DE19643736A1 (en) * 1995-10-30 1997-10-23 Heinz Mueller Communication between two players of electronic board game

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS53138203A (en) * 1977-05-10 1978-12-02 Nippon Telegr & Teleph Corp <Ntt> Communication system
JPS56111369A (en) * 1980-02-06 1981-09-03 Nippon Telegr & Teleph Corp <Ntt> Time-division multiplex transmission equipment of subscriber's line

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS53138203A (en) * 1977-05-10 1978-12-02 Nippon Telegr & Teleph Corp <Ntt> Communication system
JPS56111369A (en) * 1980-02-06 1981-09-03 Nippon Telegr & Teleph Corp <Ntt> Time-division multiplex transmission equipment of subscriber's line

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0422512A (en) * 1990-05-15 1992-01-27 Nippon Steel Corp Method and device for preventing surface flaw of hot rolling steel wire material
JPH0477987U (en) * 1990-11-21 1992-07-07
DE19643736A1 (en) * 1995-10-30 1997-10-23 Heinz Mueller Communication between two players of electronic board game

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