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Description  |
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TECHNICAL FIELD
The invention relates generally to electronic games, and more particularly
to computerized target games which automatically register and display the
score attained by players. In its principal aspect, the invention is
directed to providing a programmable display that may be manipulated
without the need for a conventional keyboard.
BACKGROUND OF THE INVENTION
Computerized target games are well known as exemplified by U.S. Pat. Nos.
4,057,251 to Jones et al., 4,561,660 to Zammuto and 4,586,716 to Brejcha
et al. Many of these games employ video displays. As in many other types
of electronic games, it is known in target games to provide a visual
display which is intended to attract players. Such a display is generated
when the game is not in use and the electronics operate in an "ATTRACT"
mode. Often the game may be in the "ATTRACT" mode for a substantial time.
Instead of displaying the "ATTRACT" image, owners or lessees may desire to
utilize the display in a manner they consider more advantageous to their
business. These "ATTRACT" mode displays are typically pre-programmed,
however, and cannot be accessed by the owner or lessee of the game in
order to customize the display for any particular purpose. This
inflexibility of the display for the electronic target game prevents the
owner/lessee from realizing the full capabilities of the video screens
used in connection with the target games.
SUMMARY OF THE INVENTION
It is the primary object of the present invention to provide an alternative
to the "ATTRACT" configuration for the video display of an electronic game
that may be programmed by the owner/lessee without the need for a
conventional keyboard. In this connection, it is a related object of the
invention to provide an apparatus and method for allowing a owner/lessee
of an electronic game utilizing a video display to program any desired
message for display as an alternative to the preprogrammed "ATTRACT"
display.
It is another object of the invention to provide an apparatus and method
that allows for the free modification of the display generated by an
electronic game when it is not in a playing mode.
It is a more detailed object of the invention to provide an apparatus and
method responsive to the target of an electronic game for assembling an
image for the video display of the game. Preferably, the target is in a
conventional dartboard configuration and comprises a plurality of movable
segments. By entering the electronics into a display modification mode,
the segments are associated with symbols held in memory. By activating a
segment of the dartboard, a particular symbol in memory is designated and
displayed by the video display. Several of the segments of the dartboard
are designated for the purpose of controlling the location of symbols on
the screen. By responding to the activation of segments on the dartboard
in the foregoing manner, the dartboard effectively becomes a keyboard for
the entering of customized designs that may be displayed when the game is
not operating.
Other objects and advantages of the invention will become apparent from the
following detailed description and the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a perspective view of an exemplary electronic dart game which may
incorporate the present invention;
FIG. 2 is a schematic block diagram of the microprocessor-based electronics
incorporated in the electronic dart game of FIG. 1, including the
electronics responsive to the dartboard for programming the video display
in accordance with the invention;
FIG. 3 is a chart illustrating a schematic representation of the segments
comprising the dartboard of the electronic dart game in FIG. 1, including
designations for each segment used in accordance with the invention to
provide a programmable display;
FIG. 4 is a flowchart of a POWER-UP routine executed by the electronics of
FIG. 2 and instituted upon the application of power to the electronic dart
game;
FIGS. 5a and 5b are a flowchart of a DIAGNOSTICS routine executed by the
electronics of FIG. 2 and instituted in order to program the video display
in accordance with the invention; and
FIG. 6 is a flowchart for a SET-UP routine executed by the electronics of
FIG. 2 upon exiting from the DIAGNOSTICS routine, where either the
preprogrammed "ATTRACT" image or the user-programmed image of the
invention is displayed until play is initiated.
While the invention will be described in connection with a certain
preferred embodiment, it will be understood that it is not intended to
limit the invention to the illustrated embodiment. On the contrary, it is
intended to cover all alternatives, modifications and equivalents as may
be included within the spirit and scope of the invention as defined by the
appended claims.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
Turning to the drawings and referring first to FIG. 1, an exemplary
electronic dartboard incorporating the invention comprises a target head
11 mounted in an upright cabinet 12 for serving as a target for darts 13
which are adapted to be thrown at the target. The particular detailed
construction of the target head 11 and the cooperating darts 13 is
disclosed in the aforementioned U.S. Pat. Nos. 4,057,251 to Jones et al.,
4,561,660 to Zammuto and 4,586,716 to Brejcha et al., and these patents
are hereby incorporated by reference. As explained more fully in the Jones
et al., Zammuto and Brejcha patents, the dartboard 11 is divided into a
plurality of separate target sections 14 denoting different target areas.
Each target section 14 contains a large number of closely spaced holes for
securing a tip of a dart in the section in response to an impact of the
dart caused by throwing the dart toward the target head.
In order to provide for automatic scoring of a dart game, each of the
target sections 14 has a switch device (not shown in FIG. 1) located
behind the section such that the impact force of a thrown dart hitting a
target section displaces the section so as to momentarily close the switch
device, thereby signalling to the internal electronics of the electronic
dartboard that a particular target section has been hit. Each target
section is resiliently biased outwardly so that after the impact of a
dart, the section returns to its normal position which forms a flush
surface with the other target sections. Preferably, the switches
associated with the target sections are kept in their normal positions by
the outward biasing of the target sections, using a resilient biasing
material such as a solid rubber sheet. For the switches, a switch matrix
of imprinted mylar sheets is preferably used, providing switching of the
desired duration and continuity during the momentum transfer from a dart
to a target section.
On the control panel 16 of the dart game are several push button switches
17, 21 for selecting between different dart games and various game options
such as the number of players. For example, button 17 is a "select" button
that allows the players to choose among a plurality of possible game
formats. An example of a particular game is that of cricket as discussed
more fully in the parent of this application. Other buttons may also be
provided. For example, a "next player" button may be provided to signal,
when necessary, that a particular player's turn is over. Such a button may
be necessary in the event that a player throws a dart and completely
misses the target head 11. For such situations, the internal electronics
of the game is unable to detect that the player's turn is complete unless
a "next player" button is provided.
Video display screens 19 and 26 are located along side the control panel 16
for displaying various information about the operation and conditions of
the game. As an optional feature, a remote video display 30 may also be
provided for displaying the same information as appears on video display
screens 19 and 26.
In the initial stage of a game, the displays 19 and 26 respond to the
number of coins received through the coin slots 18 and provide an
indication of the number of players in the game. In response to activation
of the game by detection of the coins, the video displays 19 and 26 guide
a player through the selection of a particular game format, using the
"select" button 17 to choose the desired format. A series of audible tones
are generated by a speaker 20 to guide a player through the selection
process. For example, a bell tone may be used to assist the player by
acknowledging that a choice has been registered or a buzzard sound may
inform the player that an attempted entry is invalid.
At the heart of the operation of the dart game is a microprocessor-based
electronics system that responds to the target head 11 of the dartboard
and the input push buttons 17 and 21 on the cabinet 12. In a conventional
manner, a microprocessor 22 shown in FIG. 2 communicates with the switch
matrix 25 of the target head 11 and the push buttons 17 of the control
panel 16 via a bus line 31. Also in a conventional manner, the
microprocessor 22 accesses various memories via a bus line 32.
Specifically, a random access memory (RAM) 28 provides the microprocessor
with a working area to calculate and store temporary values. A erasable
programmable read-only memory (EPROM) 27 stores the instructions necessary
to execute a game. As discussed more fully hereinafter, a symbol memory 33
and screen map memory 37 are also provided.
The RAM 28 is supplied with an internal battery backup (not shown), and a
small portion of the memory may be used by the microprocessor 22 to store
such information as high scores, game popularity data or similar values
which are desired to be retained when the power is off. Included with the
instructions in the EPROM 27 for executing proper operation of the games
are instructions for initialization, game and player selection processes,
and all the instructions necessary to play each of the available game
formats.
Preferably, the EPROM 27 is contained within a single unit such as a
cartridge which may easily be removed and interchanged, thus allowing a
different set of instructions to be used for operation. This feature
provides a convenient means for changing the rules of particular games,
perhaps for a certain geographical region where such rules are more common
or preferred. Whenever such a change is made, all the other components and
connections remain the same except for the EPROM 27 and a listing on the
control panel 16 of the available games. This feature also allows games to
be changed periodically to produce variety and may also be used to keep
more popular games or rules available.
Synchonization or the various operations of the dartboard electronics is
done via the reset and interrupt time circuitry 29 which alerts the
electronics to interrupt and reset conditions, such as may occur when
coins are dropped into the coin slots 18 or certain signals from the
control panel 16 are received. As for specific signals to and from the
control panel 16, signals from the push button inputs 17 are linked to the
microprocessor via the control panel input/output circuitry 26. This
control panel input/output circuitry 26 also drives the indicator lamps 35
on the control panel 16. The microprocessor 22 sends appropriate signals
to the sound circuitry 23 for driving the speaker 20 and generating a
variety of different sound effects. The microprocessor 22 also sends
appropriate signals to the video generator with video RAM 24 to drive the
video displays 19 and 26 according to different events and conditions of a
game. For driving an optional Liquid Crystal Display 38, the LCD driving
circuit 44 is provided.
In response to the impact of darts on the dartboard, signals from the
target head 11 and switch matrix 25 are generated and delivered to a
target head interface circuitry 36 for conversion to a form which may
readily be read and recognized by a target head input/output circuitry 34.
At appropriate times during a game, the throw and remove darts indicator
lamps 39 (not shown in FIG. 1) are driven by the target head input/output
circuitry 34 in response to control signals from the microprocessor 22.
In accordance with one important aspect of the invention, the
microprocessor 22 is operable in alternative modes, wherein a first mode
executes game instructions in response to activation of switches in the
switch matrix 25 and a second mode generates a customized image on the
video displays for display when the dartboard is not being played. A
owner/lessee of an electronic dartboard may generate a customized
"ATTRACT" display by first transforming the microprocessor 22 from its
normal first mode of operation to the second mode and thereafter manually
pressing either predetermined target segments or keys on a separate
keyboard in order to generate symbols on the video displays 19 and 26 and
control their locations. In the preferred embodiment, the target segments
are associated with symbols used to construct a customized display. The
symbols need not appear on the segments themselves; instead, a chart such
as shown in FIG. 3 may be used as a map for determining which segment
corresponds to a desired symbol, thereby effectively making the plurality
of target segments function as a keyboard. In the alternative embodiment,
a separate keyboard 50 illustrated in phantom lines in FIG. 1 provides the
means for imputing the symbols.
The symbols available for the customized display are held in the symbol
memory 33. Preferably each symbol is coded to fit within an 8.times.8
pixel pattern on the video display. When in its second mode, the
microprocessor 22 responds to selection of a particular target segment by
generating a memory address for the associated symbol. The symbol is
delivered to the video generator with video RAM 24 for display on the
video displays 19 and 26.
In keeping with the invention, several of the target segments are reserved
to operate in the second mode as control keys for moving symbols to
desired locations on the video screen or clearing the display. In order to
prompt the programmer, a cursor is generated on the video display. The
cursor movement is limited to the pixel area intended for the customized
display. For example, the screen area available for the d is preferably
limited to a matrix of 16.times.32 symbols. One target segment is reserved
for erasing the screen and another, preferably the bull's-eye, is reserved
for exiting from the second mode and returning to the first mode.
In the specific illustrated embodiment, the conventional configuration of a
target head for a dart game (e.g., concentric rings intersected by radial
lines) is reproduced as a chart wherein symbols or legends are printed
within the boundary of the sections. Associated with a first group of
sections defined by the radial lines 91 and the first and second rings 92
and 93 (i.e., the "Doubles" segments) are the first 20 letters of the
alphabet A through T. A second group of segments defined by the radial
lines 91 and the second and third rings 93 and 94 (i.e., the "Triples"
segments) is associated with the remaining letters of the alphabet N
through Z, numbers 1-9 and miscellaneous characters such as an exclamation
point (!) and a semi-colon (;). One of the segments in this second group
is reserved for providing a space between adjacent characters. Formed by
the radial lines 91 between the third ring 94 and a bull's-eye 95 is a
third group of segments (i.e., the "Single" segments) that include
additional miscellaneous symbols such as a comma (,) and a dollar sign
($).
This third group also contains the segments that provide control functions.
For example, four of the segments are provided for moving a display cursor
up and down and from side to side. As illustrated, each of the control
segments for the cursor is preferably oriented in the direction that it
moves the cursor. Therefore, each cursor control segment is positioned
approximately at right angles to two of the other cursor control segments
and diametrically opposite the third. In order to provide for easy erasure
of the screens of the displays 19 and 26, one of the segments in the third
group clears all previously programmed symbols from the display.
The bull's-eye 95 provides the programmer with an exit from the second
mode. In this connection, when the screen has been constructed as desired,
the bull's-eye is pressed and the microprocessor 22 returns to the first
mode where further manipulation of the segments will not effect the
constructed image.
In order to retain the image constructed during operation of the
microprocessor 22 in the second mode, the screen map memory 37 in FIG. 2
maintains the image after it has been removed from the video generator
with video RAM 24. Preferably, the symbols generated by the activation of
a switch in the switch matrix while the microprocessor 22 is in its second
mode are stored in both the video generator with video RAM 24 and the
screen map memory 37. The screen map memory is organized to correspond to
the maximum 16.times.32 symbol size of the customized display. It will be
appreciated by those skilled in the art that such a construction best
matches the information in the character memory to the format of the
display screen of the video displays 19 and 26.
In keeping with the invention, at least one manually operable switch that
is not accessible by the public transfers operation of the
microprocessor-based electronics of FIG. 2 from its first mode to its
second. In the preferred embodiment, a "Test" switch 49 (shown in FIG. 2)
is located in the coin box area and behind the coin box door. Activation
of the "Test" switch 49 institutes a DIAGNOSTICS routine (FIG. 5) that is
executed by the electronics of FIG. 2. At the end of the DIAGNOSTICS
routine, the user is prompted by the display (either on the LCD or on the
video displays) of a message to "Press Enter For Text Input" or "Press
Select For Report". By pressing the "Select" button 17 on the control
panel 16, information regarding how many total games have been played and
the like is displayed. By pressing an "Enter" button 50 located inside the
coin box with the "Test" button 49, the microprocessor 22 enters its
second mode and generates a cursor in the upper left-hand corner of the
available field on the displays 19 and 26. An image can now be constructed
by entering symbols at the locations designated by the position of the
cursor.
Turning now to FIG. 4, a flow diagram of the POWER-UP procedure of the
invention executed by the electronics of FIG. 2 and instituted upon the
application of power to the electronic dart game is shown. Upon POWER-UP
(step 40), an initialization routine begins at step 41 which includes
initializing various parts of the CPU such as the program counter, stack
pointer and internal registers. The RAM memory is then initialized along
with the various I/O ports and displays. Next, in step 42, if the TEST
button 49 (located behind the coin slot door) is depressed, a DIAGNOSTIC
routine will be run at step 45; otherwise game SETUP procedures will begin
at step 58.
A flow diagram of the DIAGNOSTIC routine executed by the electronics of
FIG. 2 and instituted in order to program the video display in accordance
with the invention is given in FIGS. 5a and 5b; it initially tests and
checks several elements of the invention to insure proper operation. The
first step in the DIAGNOSTIC routine is the ROM and RAM checksum test in
step 46. In step 47, if the results of the checksum tests show no
indication of error, then execution continues to step 53; otherwise, a
"RAM BAD" message is displayed in step 48. Upon completion of a good
checksum test, the lamps on the game are tested individually in step 53,
along with a test of the various sounds (step 54) and the displays (step
55). Next, in step 69, a prompting message is displayed. If the SELECT
button 17 is pressed (step 55a), the game popularity registers and coin
counter values are displayed as read from the RAM with internal battery
backup. At this point in step 57, if the TEST button 49 has been pressed
or a coin has been received then the SETUP procedure is initiated from
step 58. Otherwise, further diagnostic testing is done consisting of the
dart board switch matrix being read (step 59) and displayed (step 60).
This additional diagnostic procedure then loops back to step 55a and
repeats until the TEST button 49 has been pressed or a coin has been
received which begins the SETUP procedure in step 58 or the ENTER button
50 has been pressed (step 55b) which will begin the second mode of
operation to allow a customized "ATTRACT" screen to be entered as
described above and in accordance with FIG. 5b.
Upon the depression of the ENTER button 50, the apparatus will enter its
second mode of operation to allow the owner/lessee to enter a customized
image on displays 19 and 26 through microprocessor 22 (FIG. 2) which
causes a cursor to be displayed on displays 19 and 26 at step 61. At step
62, microprocessor 22 will read the input from the target head. In an
alternate embodiment, a keyboard as described above may be provided for
the input data. The microprocessor 22 will, at step 63, determine if the
input corresponds to a control character such as a move cursor command,
clear screen command, or the like, or a symbol. If a control character is
entered, the microprocessor 22 will cause the control command to be
executed (step 64). In the alternative, if the input signal is a symbol,
the symbol associated with the input will be located from symbol memory 33
and sent to the video RAM 24 for display at the pixel position
corresponding to the cursor (steps 65 and 66). Whether a symbol input or
control character is input at step 63, the microprocessor 22 will place
the video RAM 24 information into the screen map memory 37 at step 67.
After placement of the video RAM 24 information into the screen map
memory, step 68 tests for a finished or end condition. If the Bull's-eye
95 is pressed, indicating the operator is finished entering the customized
screen, the SETUP procedure is initiated. If the Bull's-eye 95 is not
pressed, the microprocessor 22 will loop back to step 62 and repeat the
above steps until the Bull's-eye 95 is pressed.
The game SETUP procedure executed by the electronics of FIG. 2 upon exiting
from the DIAGNOSTICS routine (FIGS. 5a and 5b), where either the
pre-programmed "ATTRACT" image or the user-programmed image of the
invention is displayed until play is initiated is shown in FIG. 6. The
SETUP procedure also counts the money received, selects the particular
game to be played and selects the number of players in the game. In the
present embodiment of the invention there are eight different games and
two cost categories--the one-coin games and the two-coin games. Games 1
through 3 are designated as one-coin games and games 4 through 8 are
designated as two-coin games.
The SETUP procedure begins by determining whether any text is in the screen
map memory 37 (step 70). If the owner/lessee image has been entered, the
image will be displayed (step 86) or displays 19 and 26. If there has been
no text entered by the owner/lessee, the default "ATTRACT" screen will be
displayed (step 81). Until a coin is received by the game, the "ATTRACT"
screen or the customized screen will be displayed on display screens 19
and 26 to draw attention and attract players to the game.
Upon receiving a coin in step 72, a SELECT GAME display is shown in step 73
to provide information and the ability for selecting a particular game of
the many which are available. As is apparent from FIG. 2, information for
display may be routed to the video display or the LCD display, or
preferably both displays. During the game selection procedure, one of the
games is designated as the `current' game. This is done by distinguishing
one game from the others by boxing the name, or using flashing or
highlighting display attributes. The player has the option of selecting
the `current` game or changing the `current` game to the next available
game in the sequence. In step 74, if the PLAYER CHANGE button is pressed,
the `current` game is selected. The displays are then updated in step 75,
the number of players for the game are determined from the number of coins
received in step 76 and execution branches to the start of the selected
game from step 77. If in step 78 the SELECT button 17 was pressed instead
of the PLAYER CHANGE button then the game count is incremented as in step
79. Step 80 checks which cost category the `current` game is in. If the
game count is greater than 3, then it is a two-coin game and step 81 is
done, otherwise it is a one-coin game and step 83 is done. In step 81, if
the game has received less than two coins, then the game count is set back
to 1 in step 82, so a two-coin game cannot be selected. In step 83 the
game count is checked to see if it is greater than the maximum number of
8. If the game count is greater than 8 then it is set back to 1 in step
84, otherwise step 84 is bypassed. Next, in step 85, the displays are
updated to reflect the new selection information, then the procedure loops
back to step 74 for another selection iteration. This looping continues
until a game selection is made in step 74, which in turn results in the
start of the selected game in step 77.
From the foregoing, it can be seen that a owner/lessee of an electronic
game which utilizes a video display may program any desired message for
display as an alternative to the pre-programmed "ATTRACT" display.
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Description  |
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