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Description  |
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BACKGROUND OF THE INVENTION
This invention relates to interactive games and, more particularly, to game
apparatus which enables a player to interact with images on a video
screen, to interact with another player, or to interact with other game
elements to permit solo play without the need for video images.
Over the years, many types of interactive video games have been designed
One type of such game employs a photo responsive device, usually shaped as
a weapon such as a gun. The object of the game is generally to point and
"shoot" at various targets displayed on the video screen. The photo
responsive portion of the weapon is designed to detect these targets by
responding to various light modulation techniques used in the display of
the target.
Some of the apparatus described above are disclosed in U.S. Pat. No.
3,599,221 issued Aug. 10, 1971 to R. Baer; U.S. Pat. No. 3,728,480 issued
Apr. 17, 1973 to R. Baer; U.S. Pat. No. 3,993,861, issued Nov. 23, 1976 to
R. Baer; U.S. Pat. No. 4,496,158, issued Jan. 29, 1985 to R. Baer; U.S.
Pat. No. 4,395,045, issued July 26, 1983 to R. Baer; and U.S. Pat. No.
4,608,601, issued Aug. 26, 1986 to P. Shreck, et al.
In addition to the above, several patents disclose photosensitive devices
for use in target games. Among these patents are U.S. Pat. No. 4,054,290,
issued Oct. 18, 1977 to A. Villa; U.S. Pat. No. 4,171,811, issued Oct. 23,
1979 to B. Meyer, et al; and U.S. Pat. No. 4,533,144, issued Aug. 6, 1985
to M. Juarez, et al.
One of the shortcomings of these prior art devices is that they do not
provide for two-way interaction with the displayed video images. For
example, in a marksman type game it is highly desirable for the video
images to represent not just a moving target to be "shot" at by the
player, but these images should also be capable of "shooting back" at the
player to increase the realism of the game play. Generally, the prior art
games use the video display only as a target.
Another shortcoming of prior art interactive video games is that the game
components cannot be used for game play in the absence of the video
display. Hence, if a television set is not available, the game cannot be
played. Further, such prior art games generally do not permit multiple
players to interact directly with each other. They can only interact with
the video display images
Accordingly, it is an object of the present invention to provide new and
improved interactive game apparatus.
It is another object of the present invention to provide an interactive
video marksman game in which the video images act as targets as well as
marksman.
It is yet another object of the present invention to provide interactive
game apparatus suitable for game play with or without a video display.
SUMMARY OF THE INVENTION
The foregoing and other objects of the invention are accomplished by
interactive game apparatus which includes a photosensitive device in the
form of a weapon having a photosensitive area which may be aimed by a
player at a light source. A detector is provided for detecting light rays
transmitted in the form of a burst of first coded light signals and for
providing a first detector signal when the first coded light signals
impinge on the photosensitive area. The detector also detects light rays
transmitted in the form of a burst of second coded light signals and
provides a second detector signal when the second coded light signals
impinge on the photosensitive area. A trigger is included which is
actuated by the player to provide a trigger signal.
Player signal electronics provides a player signal discernable by the
player when the second detector signal is provided. Control circuitry is
provided which is responsive to the detector, the trigger signal and the
player signal. The circuitry includes a timer for determining the time
interval between the occurrence of the player signal and the trigger
signal.
A counter counts each occurrence of the first detector signal (representing
being "hit" by an opponent) and also counts each occurrence of the second
detector signal (representing a "score" against the opponent) for those
occurrences where the interval of time between the player signal and the
trigger signal is within a predetermined interval of time.
A light source is included in the device and provides the burst of first
coded light signals upon actuation of the trigger.
The weapon can be used in conjunction with video images encoded to provide
the coded light signals. The weapon may also be used in conjunction with a
second similarly constructed weapon operated by a second player.
Other objects, features and advantages of the invention will become
apparent from a reading of the specification taken in conjunction with the
drawings in which like reference designators refer to like elements
throughout the several views.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is perspective view showing the various elements of the interactive
game apparatus of the present invention;
FIG. 2 is a cutaway view of a weapon which is one of the interactive game
elements shown in FIG. 1;
FIG. 3 is a schematic/block diagram of the circuitry used in the weapon of
FIG. 2;
FIG. 4 is a perspective view of a photosensitive light source which is one
of the interactive game elements shown in FIG. 1;
FIG. 5 is a schematic/block diagram of the circuitry used in the
photosensitive light source of FIG. 4;
FIG. 6 is a side view of a rotating mirror which is one of the interactive
game elements shown in FIG. 1;
FIG. 7 is a top view of the rotating mirror of FIG. 6;
FIG. 8 is a cross-sectional view of a photosensor housing employed in the
weapon of FIG. 2 and the light source of FIG. 4;
FIG. 9 is a front view of a diffuser used in the housing of FIG. 8 for the
light source shown in FIG. 4;
FIG. 10 is a front view of a diffuser used in the housing of FIG. 8 for the
light source shown in FIG. 4;
FIG. 11 is a flow chart showing the logical sequence of operation of the
weapon of FIG. 2 when it receives a hit from an opponent in either the TV
or combat mode of operation;
FIG. 12 is a flow chart showing the logical sequence of operation of the
weapon of FIG. 2 when it scores a hit against an opponent in the TV mode
of operation;
FIG. 13 is a flow chart showing the logical sequence of operation of the
weapon of FIG. 2 when it fires at an opponent in the Combat mode of
operation; and
FIG. 14 is a flow chart showing the logical sequence of operation of the
light source of FIG. 4.
DESCRIPTION OF THE PREFERRED EMBODIMENT
Referring to FIG. 1, there is shown a perspective view of the various
elements of the interactive game apparatus 10 of the present invention.
The elements include photosensitive weapons 12 which are battery operated
handheld devices used by the game players in conjunction with a video
display such as a TV set 14 or which may be used in conjunction with each
other as more fully described below.
Additional elements of the game apparatus 10 include a photosensitive light
source 16 and a rotating mirror 18 which is used in conjunction with a
conventional light source such as a table lamp 20.
FIG. 2 is a cutaway view of the weapon 12 showing the location of the
various internal components. The weapon 12 is formed of a plastic housing
22 which may be molded in the shape of a space vehicle or other attractive
shape, and includes a hand grip 24 supporting a trigger 26.
Depressing the trigger 26 actuates a switch 28 to produce a trigger signal
as described below. The hollow handgrip 24 also serves as a battery
compartment to house batteries 30 which are used to supply power to some
of the high power consumption output devices provided as part of the
weapon 12. Above the handgrip 24 is a second battery compartment housing
another battery 32 used to provide power to the various electronic
circuits within the weapon 12.
Mounted along the rear surface of the weapon 12 is a visible LED 34 which
is used to inform the player when the weapon is in a position to score a
point against an opponent. Below the LED 34 is mounted a power switch 36
used to energize the weapon 12 and to select one of two operating modes.
These modes include a TV mode where the opponent appears as part of the
video display on the television 14, and a combat mode where the opponent
is a second player who also has a weapon 12.
Mounted below the switch 36 is a count switch 38. When this switch is
pressed, the LED 34 displays the player's score by flashing once for each
score point. Mounted along the bottom of the weapon 2 is a printed circuit
board 40 which is used to hold the various electronic components of the
weapon 12 and also mounts a speaker 42 used to provide a variety of
audible signals, including the player's score, to the player during the
play of the game.
Toward the center of the weapon 12 is mounted a motor 44. Attached to the
shaft of the motor 44 is a cam having a projection 46 thereon. Adjacent
the motor 44 is a lever 48 which pivots about a hinge point 50 and is
biased into position by a spring 52. A projection on the upper end of the
lever 48 is used to hold in place a hinged canopy 54 and an ejection seat
56. The seat 56 is biased upward by the spring 58.
In the play of the game 10, a player may insert one of a number of small
figures into the ejection seat 56 by opening the canopy 54. When the motor
44 is energized, the projection 46 rotates into contact with the lever 48
causing it to release the canopy 54 and the seat 56. The spring 58 then
causes the seat 56 and the figure sitting thereon to be ejected from the
weapon 12.
Mounted atop the weapon 12 is an incandescent light bulb 60 designed to
project a beam of light outward toward the front of the weapon 12. A
photosensor assembly 62 is also mounted atop the weapon 12 and is used to
house a photosensor 64 which may be, for example, a cadmium sulfide cell
or a silicon photodiode. The photosensor 64 is covered by a diffuser 66
described in more detail below. The photosensor 64 is used to detect light
rays transmitted toward the weapon 12 in the form of a burst of coded
light signals.
The weapon 12 is used in conjunction with the TV set 14 to play the game in
the TV mode in the following manner. The TV set 14 is tuned to a station
broadcasting a program which includes portions of the video display which
are coded in a unique fashion to designate an opponent firing at the
player operating the weapon 12 and also to designate a vulnerable area on
the video screen where the player may shoot at and score against the
opponent. These two separate areas are designated in FIG. 1 as a hit area
68, and a score area 70, and are differentiated from each other by means
of a unique modulation scheme.
In the preferred embodiment, the hit area 68 is designated by an area of
light, the intensity of which is modulated in synchronism with the 60 HZ
raster scan of the TV set 14 at a predetermined frequency. The frequency
chosen for the hit area is 15 HZ and the modulation is accomplished by
flashing the hit area at a relatively high luminous intensity for one
field of the raster scan and then blanking the hit area for the following
three fields of the raster scan. An alternative way of creating the 15 HZ
signal is to flash the hit area for two fields of the raster scan, and
then blank the area for the following two fields. This modulation of the
area 68 is continued for a duration of about one to two seconds to provide
several cycles of the 15 HZ intensity modulation. This is sufficient time
to permit the photosensor 64 of the weapon 12 to detect the hit area when
the weapon 12 is accurately pointed at the TV set 14.
The score area 70 is differentiated from the hit area 68 by modulating it
at a different frequency. In the preferred embodiment, the score area 70
is modulated at a 30 HZ rate which is accomplished by flashing the area 70
at a relatively high luminous intensity for one field of the raster scan
and then blanking the area for the subsequent field of the raster scan.
This pattern is also repeated for about one to two seconds to provide
several cycles of the 30 HZ intensity modulated signal so that the
photosensor 64 can sense the score area 70 when the weapon 12 is
accurately aimed at the TV set 14.
It will be appreciated that the low frequencies chosen for modulating the
intensity of the areas 68 and 70 may produce a flickering on the screen of
the TV set 14. However, the areas 68 and 70 are usually representing laser
weapon blasts, rocket exhausts, and other such action where flicker is not
objectionable and in fact enhances the realism of the scene being
depicted.
The construction of the photosensor housing 62 in combination with the
diffuser 66 provides a relatively narrow field of view for detecting the
modulated light signals from the TV set 14. In a preferred embodiment, the
typical size for the areas 68 and 70 is 40 mm.times.40 mm square. The
sensitivity of the photosensor 64 is sufficient to detect the modulated
light signal in a range up to 10 feet from the set 14 when the weapon 12
is pointed within two degrees of axial alignment with the particular areas
68 and 70.
Game play is initiated when the specially coded TV program is tuned in on
the set 14 and the player energizes the weapon 12 by placing the power
switch 36 in the TV position. Note that the TV program may also be
provided using a videotape and a video recorder in conjunction with the
set 14. When power is first applied to the weapon 12, an electronic
processor within the weapon 12 sets an initial score for the player of 5
points. This score may be verified by pressing the switch 38. The speaker
42 will beep five times.
As the action progresses on the video screen, the player points the weapon
12 at the screen in hopes of scoring against the opponents being
displayed. If the weapon 12 is pointed at a hit area 68, the modulated
light signal from the area 68 is detected by the photosensor 64 and the
electronics within the weapon 12 records a hit against the player by
generating a hit sound through the speaker 42 and by decrementing the
score counter by one point.
The player may score against the TV opponent by aiming the weapon 12 at a
score area 70. The player is notified that he is on target to score by the
illumination of the LED 34 for approximately 0.2 seconds. In order to
score against the TV opponent, the player must depress the trigger 26
during the time the LED 34 is lit. If this is accomplished, a score sound
is generated from the speaker 42, and the score counter registers an
increase of one point. At any time during the play of the game, the player
may check his score by pressing the switch 38 and counting the number of
beeps from the speaker 42.
Should the player receive sufficient hits so that the score reaches zero,
the electronics within the weapon 12 energizes the motor 44 which causes
the canopy 54 to open and the figure sitting in the ejection seat 56 to be
ejected from the weapon 12. This ends the game for that particular player.
From the above description, it may be seen that the unique operation of the
weapon 12 permits two-way interaction between the player and the video
display. He may be hit by the video opponent and he may score against the
video opponent. Additionally, several players, each armed with a weapon
12, may participate during the broadcast of the TV program to increase the
excitement of the game play.
The weapon 12 has an additional feature to permit its use with a second
player having a weapon 12 without the need for a video display. This is
accomplished in the following manner. In order to play the game with two
players and without the use of the TV set 14, each player sets the power
switch on his respective weapon 12 to the combat position. In this
position, when the trigger 26 is pressed on the weapon 12, the
incandescent light bulb 60 is flashed at a 15 HZ rate to simulate the
modulated light signal normally broadcast from the video screen as a hit
area 68. One advantage of the 15 HZ frequency is that it is sufficiently
low to enable the filament of an incandescent bulb to respond.
The players may score against each other by aiming their weapons and
pressing the trigger 26 at an appropriate time. When the trigger is
pulled, the lamp 60 is flashed for at least two seconds at the 15 HZ rate
to allow sufficient time for the filament within the lamp to warm up to
full intensity. The weapon 12 also generates a fire sound from the speaker
42. For a portion of the time in which the player is pressing the trigger
26 to fire against the opponent, the circuitry within the weapon 12 which
responds to hits is disabled. As in the manner described above for the TV
interaction game, when a player's score counter is reduced to zero, the
canopy 54 opens and ejection seat 56 ejects the toy figure.
FIG. 3 is an illustration partially in schematic and partially in block
diagram form of circuitry which may be utilized in the construction of the
weapon 12. The circuitry includes a microprocessor 72 which may be, for
example, an NEC type 7507 single chip microcontroller. Output signals from
the processor 72 are provided to high power drivers 74 which in turn
provide power from the batteries 30 and 32 to the various output devices,
namely the LED 34, the speaker 42, the incandescent light bulb 60, and the
motor 44. The power switch 36 is a three-position slide switch having an
off, a TV, and a combat position. In both the TV and combat positions,
power is supplied from the batteries 30 and 32 to power the processor 72,
the output devices, and amplifier and wave shaper electronics 76 used to
amplify and condition the signals received from the photosensor 64.
An output signal from the electronics 76 is provided to input terminal A2
of the processor 72. A trigger signal from the switch 28 is provided as an
input signal at terminal A3 of the processor 72. A signal from the count
switch 38 is provided as an input signal to the terminal A4 of the
processor 72. The switch 36 also serves to provide a signal either to the
input terminal A1 or the input terminal A0 of the processor 72 to
designate whether the TV or combat mode of operation has been selected.
As is well known to those skilled in the art, a microprocessor includes all
of the input, output, memory, logic, and control circuitry necessary to
perform functions similar to a digital computer in miniature form. The
processor 72 serves to perform all of the logic functions necessary for
the operation of the weapon 12, including the score keeping function.
Although, as described above, the score is indicated to the user by beeps
from the speaker 42, it is contemplated that a numeric display such as an
LED or a liquid crystal display may also be used to indicate the score to
the user.
A variety of accessory items may be added to the game 10 to enhance the
excitement of the game play. One such accessory is the photo sensitive
light source 16 shown in detail in FIG. 4. The source 16 includes a
plastic molded housing 78 which supports an incandescent light source 80
mounted to radiate light in a horizontal direction. The source 80 is
mounted within several transparent plastic rings 82 which become
illuminated when the source 80 is lit and act to broaden the beam of light
transmitted by the source 80.
The housing 78 also mounts a photosensor 82 located behind a diffuser 84.
Also mounted within the housing 78 is a speaker 86 for generating various
sounds and a power switch 88 for applying power to the source 16 from
batteries (not shown) located within the housing 78.
The operation of the photosensitive light source 16 is as follows. During
the play of the game 10, the source 16 is positioned to receive light both
from the TV set 14 and the weapons 12, as shown in FIG. 1. The photosensor
82 is capable of detecting, over a relatively wide field of view, the 15
HZ hit signals generated either from the hit area 68 of the video screen
or from the incandescent lamps 60 in the weapons 12 when they are set in
the combat mode. When the source 16 is energized, the photosensor is set
to detect 15 HZ hit signals. Upon such an occurrence, the incandescent
bulb 80 is energized in a particular fashion.
First, the incandescent source 80 is modulated at a 15 HZ rate for a 15
second interval, thus providing hit signals which radiate over a wide
angle as a result of the rings 82. At the completion of the 15 second
interval, the source 16 generates a 30 HZ light signal for 15 seconds.
Accordingly, the source 16, upon receipt of a hit signal, regenerates a hit
signal followed by a score signal. It will be apparent that the source 16
becomes an additional opponent which may score against the players and
upon which the players may score. The speaker 86 emits tones of different
frequencies during the transmission of the 15 HZ and 30 HZ light bursts so
that the players may distinguish which signals are being transmitted.
FIG. 5 is an illustration partially in schematic and partially in block
diagram form of circuitry which may be utilized in constructing the
photosensitive light source 16. The circuitry includes a microprocessor 90
which may be similar to the microprocessor 72 used in the weapon 12.
Output signals from the processor 90 are provided to drivers 92 which
provide power from batteries 94 and 96 to the output devices which are the
incandescent lamp 80 and the speaker 86.
The power switch 88 provides power from the batteries 94 and 96 to the
processor 90, the drivers 92, and amplifier and wave shaper electronics 98
which amplify and condition the signal from the photosensor 82. An output
signal from the electronics 98 is provided to input terminal A0 of the
processor 90, which performs all of the logic and timing functions
necessary for the operation of the photsensitive light source 16.
Another accessory which may be used in the play of the game 10 is the
rotating mirror 18 shown in detail in FIGS. 6 and 7. The mirror 18
consists of a plastic base 100 containing batteries and a motor used to
rotate a conical reflector 102 about a vertical axis. As shown in the top
view of FIG. 7, the reflector 102 has half of its surface covered with a
reflective material while the other half of the surface is coated black. A
power switch 88 and speed control 104 is provided to adjust the speed of
rotation of the reflector 102. The rotating mirror 18 is used in
conjunction with a light source such as a table lamp 20 to reflect light
from that light source into the play area. By the proper setting of the
speed control 104, the reflector 102 may be caused to rotate at either a
15 HZ or a 30 HZ rate, thereby producing either the hit signal or the
score signal from the light produced by the lamp 20.
A convenient way to set the rotation speed of the reflector to 15 HZ is to
aim a weapon 12 at the mirror 18 and adjust the speed control 104 until
the weapon 12 registers a hit. The weapon 12 may also be used to assist in
adjusting the speed of the reflector 102 to 30 HZ by pointing the weapon
12 at the reflector 102 and adjusting the control 104 until the target LED
34 switches on, indicating that a score has been detected.
It will be appreciated that the accessories 16 and 18 described above
substantially enhance the excitement of the game because they represent
additional opponents. It is interesting to note that a flat mirror may
also be used in conjunction with one of the weapons 12. By properly aiming
the weapon 12 at the mirror and pressing the trigger in the combat mode,
the 15 HZ hit signal will be reflected from the mirror back to the weapon,
which may then register a hit.
In the construction of the weapon 12 and the photosensitive light source
16, it was found necessary to devise a photosensor assembly capable of
receiving the relatively low intensity light from a television screen as
well as the higher intensity incandescent light from another weapon 12 or
from the light source 16 or rotating mirror 18. This is accomplished in
the present invention by the use of a unique diffuser as shown in FIGS. 8,
9 and 10.
FIG. 8 is a cross-sectional view of the photosensor assembly 62 used in the
weapon 12. It is also indicative of the photosensor assembly used in the
light source 16. The assembly includes a housing which mounts the
photosensor 64. The housing is closed by a diffuser 66. The diffuser 66 is
generally hemispherical in shape and has a central circular aperture 106
which is aligned with the optical axis of the photosensor 64.
In operation, the aperture 106 provides a direct path to the photosensor 64
for the low intensity light signals from the TV set 14 when these light
signals are aligned within a few degrees of the axis of the sensor 64
without suffering from the attenuating effects of the diffuser 66. At the
same time, the diffuser 66 permits wide angle reception of the higher
irtensity incandescent light signals generated by other weapons 12 or the
accessories 16 and 18.
The construction of the assembly 62 is substantially identical in the
photosensitive light source 16 except for the shape of the aperture 106.
In the case of the light source 16, the diffuser 84 contains an oblong
aperture 108 as shown in FIG. 10 as opposed to the circular aperture 106
used for the diffuser 66 in the weapon 12. The larger aperture 108
provides a larger field of view for the source 16 when responding to
signals from the TV set 14.
FIG. 11 is a flow chart describing the operation of the microprocessor 72
in the weapon 12 when that weapon is responsive to hit from an opponent in
the form of a burst of light whose intensity is modulated at 15 HZ. The
routine described by the flow chart in FIG. 11 is entered at step 110 when
the power switch is moved to either the combat or TV mode of operation.
The score counter within the processor 72 is initialized to five points.
The program moves from step 110 to step 112 where the processor 72
determines whether at least two cycles of the 15 HZ light signal have been
detected by the photosensor 64. If such detection has not taken place, the
processor 72 continues monitoring the photosensor 64 until a hit is
detected. At that point, the program moves to step 114 to determine if the
15 HZ sensing for this weapon has been inhibited by the score routine to
be described below. If the sensing is inhibited, the program returns to
step 112 and continues monitoring the sensor 64 for future hit detection.
If the 15 HZ sensing has not been inhibited, the program moves to step 116
where both 15 HZ and 30 HZ sensing is inhibited for 0.3 seconds. In other
words, the weapon 12 will not respond to any additional 15 HZ or 30 HZ
light signals for 0.3 seconds. The program moves to step 118 where a hit
sound is generated in the speaker 42. The program then moves to step 120
where a one point loss is recorded by decrementing the counter previously
set to 5 points.
The program then moves to step 122 to determine if the counter is at zero.
If it is not, the program returns to step 112 to monitor the sensor 64. If
the counter is at zero, the program moves from step 122 to 124 and
energizes the motor 44 to cause the figure, canopy, and ejection seat to
eject from the weapon 12. At the same time, an explosion sound is
generated by the speaker 42.
FIG. 12 is a flow chart showing the operation of the processor 72 when the
weapon 12 is in the TV mode and the sensor 64 is responsive to a score
signal in the form of a 30 HZ burst f light. The program is entered when
the power switch is turned on to the TV mode, at which time the score
counter is initialized to 5 points. The program moves from step 126 to
step 128 to determine whether two cycles of the 30 HZ light signal have
been detected. If not, the program cycles back to step 128 and continues
to monitor the photosensor 64.
If the two cycles of 30 HZ light have been detected, the program moves to
step 130 where it is determined whether 30 HZ sensing has been previously
inhibited by the hit routine described with respect to FIG. 11. If 30 HZ
sensing has been inhibited, the program returns to step 128 and continues
to monitor the sensor 64 for subsequent 30 HZ light signal reception.
If 30 HZ sensing has not been inhibited, the program moves from step 130 to
step 132. At step 132, the LED 34 is illuminated for 0.2 seconds and a
0.85 second timer is started. The illumination of the LED 34 is a signal
to the player that he must press the trigger before the LED extinguishes
in order to score a hit against the opponent. The program moves from step
132 to step 134 where 15 HZ and 30 HZ sensing is inhibited, thus
preventing the weapon 12 from responding to subsequent light signals.
The program moves to step 136 to determine if the trigger 26 has been
pulled. If the trigger has not been pulled, the program moves to step 138
to determine whether the target light 34 has been turned off. If it has
not, the program recycles to step 136 to monitor the status of the
trigger. If the LED 34 is extinguished, the program moves from step 138 to
step 140 where 15 HZ and 30 HZ sensing is reenabled. The program then
moves back to step 128 to monitor the sensor 64 for future detection of
light signals.
Returning to step 136, if the trigger has been pulled by the player, the
program moves to step 138 to determine whether the LED 34 is still
illuminated. If the LED is still illuminated, the program moves to step
140 to generate a score sound in the speaker 42 and to start a one second
timer. The program then moves to step 142 to record a gain of one point by
incrementing the score counter.
The program then moves to step 144 to determine whether the 0.85 second
timer has elapsed. If it has not, the program recycles at step 144 to
reinterrogate the timer until it does elapse. At that time, the program
moves to step 146 to reenable the sensing of 15 HZ light signals and then
moves to step 148 to determine whether the one second timer has elapsed.
If it has not, the program reinterrogates the timer until it does elapse.
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