CA1127306A - Microcomputer controlled game - Google Patents

Microcomputer controlled game

Info

Publication number
CA1127306A
CA1127306A CA308,110A CA308110A CA1127306A CA 1127306 A CA1127306 A CA 1127306A CA 308110 A CA308110 A CA 308110A CA 1127306 A CA1127306 A CA 1127306A
Authority
CA
Canada
Prior art keywords
sequence
events
generating
time sequence
tone
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.)
Expired
Application number
CA308,110A
Other languages
French (fr)
Inventor
Howard J. Morrison
Ralph H. Baer
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.)
Glass Marvin and Associates
Original Assignee
Glass Marvin and Associates
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 Glass Marvin and Associates filed Critical Glass Marvin and Associates
Application granted granted Critical
Publication of CA1127306A publication Critical patent/CA1127306A/en
Expired 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
    • 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
    • A63F2003/00646Electric board games; Electric features of board games with illumination of playing field or playing piece
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2404Keyboard
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2451Output devices visual using illumination, e.g. with lamps
    • A63F2009/2452Output devices visual using illumination, e.g. with lamps as a signal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/247Output devices audible, e.g. using a loudspeaker
    • A63F2009/2477Tone generators, oscillators
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • A63F2011/0079Game concepts, rules or strategies keeping something hidden or invisible
    • A63F2011/0081"Memory"-type games, e.g. finding the corresponding hidden element
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0074Game concepts, rules or strategies
    • A63F2011/0083Memory oriented or pattern matching games

Landscapes

  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Input From Keyboards Or The Like (AREA)
  • Optical Communication System (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Pinball Game Machines (AREA)
  • Electrophonic Musical Instruments (AREA)

Abstract

ABSTRACT OF THE DISCLOSURE A game utilizing a microprocessor for controlling the play of one or more games in which a participant may play against the machine or against another participant. When played against the machine, the machine generates a random sequence of tones and/or lights which must be accurately repeated by the participant. The machine then repeats the latest sequence and adds another tone and/or light to the sequence. The process is repeated until the participant makes an error, or until the sequence reaches a predetermined length. When played between two or more participants, each participants increases the length of the sequence until one of the participants makes an error whereupon the machine "eliminates" the player. The machine keeps track of the longest correct sequence and indicates which participant is in error.

Description

This invention relates ~enerally to games and, moîe particularly, to an electronic board game that provides audible and visual indicati.ons of the progress o~ the game to the game participant.
S The invention provides a sequen~ing game comprising means for generating a sensorially perceptible sequence of events; means actuatable by a participant for responding to said sequence of events; and means coupled to saicl sequence generating means and sai.d participant actuatable means for determining the correctness of the participant's response.
: - In the drawings Figure 1 is a perspective view of a preferred embodi-ment of the device according to the invention, Figure 2 is a. block diagram of the electrical components of the game according to the invention;
Figuxe.3 is a deta.iled schematic diagram of the electronic circuitry of the game according to the present invention; and Figures 4-6 are logical flow charts illustrating the functions perormed b,~ the microprocessor controlling the operation of the game according to the invention.
Reerring now to the d~wings, with particular attention to Figure 1, there is shown an embodiment of the gaine according to the present inventior. generally designated by the re~erence numeral 10. The game 10 includes a housing 12 that contains four pushbutton key switches 14, 16, 18 and 20 that are operated by a participant playing tne game. Each of - the pu~hbutton key swi.tch~s 14, 16, 18 and 20 is associated with a particular tone t:hat is sounded when a resp~ctive one of the ke~ switchec is depressed. In addition, one o a 3~

plurality of indlcator lights may be illuminated upon depres-sion of each o~ the key switches. In the embodiment illust-rated in Figure 1, the indicator lights are located under the respective key switches and serve to illuminate ~he key switches as they are depressed. In addition, control pushbutton switches 22, 24 and 26 are provided which permit the recall of the last played tone sequence, the longest tone sequence and control the start of a new game, respectively. A sli.de switch 28 permits the user to select one of several games playable by the unit, and a switch 29 selects the length of the sequence that must be achieved ~or the participant to be decla.red a winner.
Several games may be pla.yed by the device lO illust-rated in Figure l. Such games a.re selected by appropria.tely positiorling the slide ~switch 28. Five games are described below, however, the microprocessor (described in a subsequen~
portion of the specification) may be progra~ed ~o play other games.
GAME ONE
r Upon depression of the start of game switch 26, t.he microprocessor will cause one of four notes contained in its memory to be sounded. In addition, one of the four indicator lights associated with a particular one of the key switches 14, 16, 18 and 20 will be illuminated. The participating player ~ must nGw depress the one of the key switches 14, 16, 18 and 20 25 associated with the tone sounded, as indicated by the illumina-tion of its associated lamp. If the participant depresses .he . correct one of the fou;r key switches 14, 16, 18 and 20, the ; machine repeats the previous tone and adds a new tone (ar.d asso~iated light) to the sequence. The game continues with the - 3~ participant and the de~Jice 10 each repeating the entire prior ~ 7~

sequence, and with the machine always adding one more tone to the prior sequence. At the first occurrence of an erroneous key entry, the microprocessor causes a distinctive error signal to be sounded. This concludes the game sequence. Also, the microprocessor may be proyrammed to generate a second distinc-tive "win" signal when the sequence reaches a predetermined length. For example, the length of such a sequence may be selected to be eight, fourteen or twenty tones by appropriately positioning the switch 29. Finally, the device 10 may be prGgrammed to increase the speed of the sequence as the game is played to make the game more challenging.
After the conclusion of the game sequence, the participant has the option of startin~ a new game by depressing the pushbutton switch 26, or he can review the previously keyed-in tone sequence by pushing the last game review push-button 22. Upon such a command, the microprocessor will automatically sound out the entire sequence of tones that had been keyed in up to the point at which the keying error was made. The longest sequence played to date can be reviewed by depressing the pus~button switch 24.
GAI~E TWO
Game 2 is selected by appropriately positioniny the selector s~witch 28~ In this game, two participants take turns alternately repeating the previous sequence and adding another tone to the sequence. The device 10 is programmed to keep track of the last sequence, and to sound the error signal when-ever one o~ the participants makes an erxor. As in the case of Game 1, the longest tone sequence played by the participants duriny any continu~us series of games may ~e stoxed, and the pushbutton switch 2~ used to recall this sequence. In this manner, it is possible for the winner of a game to compare his performance with the lon~est tone sequence in the memory.
GAME THREE
This yame i5 essentia]ly a modification of either Game 1 or Game 2 wherein the participant must respond within a predetermined time interval, for example, before the tone ends, or before its associated light extinguishes. If the player reacts too slowly, or makes an error, the game ends.
GAME FOUR
In this game, the device is programmed to remember not only the sequence of key switch entries, but also to remember the length of time that each key switch is depressed and the tir.le interval between such depressions. Thus, the device can be programmed to play tunes 'chat are within the four tone capa~
bility tin the present embodiment) of the device. If these four tones are properly se~ected to correspond to the tones formed in a buyle, then most familiar bugle calls could be keyed into the machine.
GAME FIVE
~his game is designed to be played by more than one - player. For example, two players may each be assigned two keys, or four players may each be assigned a single key. The game may be played in a manner similar to that of Game 1, with the machine generating an ever-lengthening sequence of tones which must be repeated by the players, with each player ~eing responsible for repeating his assigned tone or tones as they occur in the sequence. Whenever a player responsible ~or a tone responds incorrectly by depressing the wrong key, or by not respondiny, that tone is taken out of the sequence and play cvntinues among the remaining players. Also, the pushbutton ~73~;

assigned to the participant making the error is caused to blink to indicate which player has made the error. The machille then eontinues buil~ing ever-lengthening se~uences based on the remaining tones. ~hen another error occurs, the player respon-sible for that tone is out, and the game continues with sequenceseontaining only the remaining tones until only one player is left.
The above games have been given by way of example only, and the nur~ber of possible games is limited only by the capability of the microprocessor within the device and the ingenuity of the programmer. The number of games tha'c may be played is considerably greater than the flve examples given.
Referring now to Figure 2, the device 10 utilizes a mieroprocessor 30 having an input/output section 32 connecting the manually operable switches 14, 16, 18, 20, 22, 24, 26, 28 and 29 to a computing device 3a having an arithmetic logic unit 36, a read-only memory 38, and a random-access r.lemory 40. The arithmetic logic unit processes the inputs received from the various input devices in accordanee with the game selected from the read-only memory 38 by the selector switch 28 and serves to operate a loud speaker 42 and four liyht indicators 44, 46, 48 ana 50, each associatea with a respeetive one of the key switches 14, 16, 18 and 20 in accordance with the rules o~ the game selected. Thus, wnen one of the games stored in the read-only memory 3~ is selected by the switch 28, the arithmetic logic unit 36 operates on the inputs from the key switches 14, 16, 18 and 20 to perforrn the necessary arithmetie logie steps and to store the necessary data, sueh as the length of the last sequence into the random-aecess memory 40~ The arithmetie logic unic 36 also serves to pxovide the necessary responses to 4~`~fi the participant by appropriately lighting up the lights 44, 46, 48 and 50, and sounding the appropriat.e tone or error signal through the loudspeaker 42.
Re~erring to Figure 3, the device 10 i.llustrated in Figure 2 can readily be implemented utilizing a single chip, large scale integrated circuit microprocessor 52 as the main corr,putin~ device. A TMS1000 single chip microprocessor manu-:Eactured by Texas Instrumenis, Inc. of Dallas, Texas, U.S.A.
is suitable or use as the microprocessor 52, and contains the input/output circuitry 32 and the computing device 34 illust-rated in Figure 2. Driver transistors 54, 56, 58, 60 and 62, serving as part of the input/output circuitry 32, are driven by outputs of the microprocessor 52, and serve to drive the lights 4~, 46, 48 and 50 and the loudspeaker 42. A time delay cir-].5 cuit comprising a capaci.tor 64 and a diode 66 serve to reset and initiate the operation of the microprocessor each tinte the power is turned on. A timing circuit cornprising a capacitor 68 and a resistor 70 controls the operation of the internal .`; clook of the microprocessor 52.
': 20 The rnicroprocessor 52 monitors the state oi~ 1~he play key switches 14, 16, 18 and 20, the control switches 22, 24 and 26 and the g~ame selector switch 28 by sequentially energizing its outputs R0-R10 ~ihile monitoring its inputs Kl, K2, K4 and : K8. Thus, when the output R0 is energized, the device can determine the position of the key switch 28 by determining which of its inputs Kl, K2 or Y~4 is energized. Similarly, the microprocessor :E~.l can determine which of the switches 14, 16, 18 and 20 is energized by rnonitoring the ~our i.nputs Kl, K2, K4 and K8 during the time that the output Rl is energized. In a.
sirnilar manner, ths device monitors the inputs Kl, K2 and ~4 ~;27s~

during the time that the output R2 is energized to determine which, if any. of the switches 22, 2~ and 26 is energized. The outputs R4-R8 are utilized to drive the driving transistors 54, 56, 58, 60 and 62 which, in turn, drive the indicator lights ~4, 46, 48 and 50 and the loudspea~ser 42.
The microprocessor 52 is readily programmed in a manner described in the TMS1000 series data manual published in December 1975 by Texas Instruments, Inc. to perform the func tions necessary to play the desired games~ Flow charts illust-rating the programming of the microprocessor are illustrated in Figures 4-6.
When the start switch 26 is depressed, the memory of the microprocessor 52 is cleared and the random nun~er count is incremented (Figure 4). A determination is made whether any of the pushbutton keys are depressed. If not, the random number count is continuc,usly incremented. If one of the keys is de-pressed, a determination i5 made to determine which of the keys has been depressed. If the start key has been depressed, the ; microprocessor 52 reads the position of the game selecting
2~ s~itch 28 and selects the stored game corresponding to that ~- position. If the key requesting the repeat of the last sequence or the key requesting the recall of the longest sequence is ~- depressed, the appropriate repeat or recall flag is set. Also, the tone flag is set and the counters are initialized.
If the start key has been depressed, causing the appropriate game to be stored, the tone to be flag set and the counters to be initialized, the setting of the tone flag causes a particular tone typs to be fetched (Figure 5)~ A determination is the~l r~de ~lether the lamp associated with that t.one type is on. If the lamp i~ on, the tone is emitted, otherwise the lamp is first turned on and -the tone emitted. After the tone has been emitted, the lamp is turned of and the tone count incre-mented. If the repeat and recall fla~s are not set, which is normally the case during the time that a game is being played, the tone flag is reset. After the tone flag is reset, another determination is made to determine whether a key is depressed (left branch of Figure 5). If one of the game keys is depressed, a determination is made to determine ~hether the proper entry, as dictated by the game rules, has been depressed. Based on this determination, either an error tone or a tone corresponding to the depressed game key is sounded. At the same time, if the entry is not proper, an end of game tone is sounded (Figure 6) and tne tone series stored. If the entry is proper and the game is not otherwise terminated, t`he tone flag is again set and the next tone in sequence generated (Figure S) until an error occurs.

'' :,

Claims (33)

THE EMBODIMENTS OF THE INVENTION IN WHICH AN EXCLUSIVE
PROPERTY OR PRIVILEGE IS CLAIMED ARE DEFINED AS FOLLOWS:
1. A sequencing game comprising:
means for generating a sensorially perceptible time sequence of events, said sequence generating means including means for generating a plurality of distinct sensorially perceptible events in a predetermined time sequence;
means actuable by a participant for responding to said time sequence of events, said participant actuable means including a plurality of manually operable controls, each associated with a single one of said distinct sensorially perceptible events and actuable by the participant in response to one of said distinct events;
means coupled to said time sequence generating means and to said participant actuable means for determining the correctness of the participants response, said correctness determining means including means for storing a representation of the time sequence generated by said time sequence generating means and means for comparing the stored representation of the.
time sequences generated by said time sequence generating means with the time sequence of actuation of said manually operable controls, said comparing means including means for providing a first indication when said manually operable controls are actuated in a predetermined sequence corresponding to the sequence generated by said time sequence generating means and for generating a second indication when said manually operable controls are actuated in a time sequence other than said predetermined time sequence;
means responsive to said second indication for generating an error signal and to said first indication for increasing the length of the time sequence generated by said time sequence generating means and for rendering said time sequence generating means operative to generate said increased length time sequence; and means coupled to said representation storing means for providing a repetition of the last generated sequence that was followed by a correct participant response.
2. A sequencing game as recited in claim 1 wherein said sensorially perceptible event generating means includes means for generating a plurality of distinct aurally perceptible tones.
3. A sequencing game as recited in claim 1 wherein said sensorially perceptible event generating means includes means for generating a plurality of distinct visually perceptible light indications.
4. A sequencing game device comprising:
a plurality of manually operable means each individually operable by a single one of a plurality of players;
means for generating a sensorially perceptible time sequence of distinct, serially occurring events, each of said distinct events being generated individually and in a random time sequence, with each distinct event being associated with a single corresponding one of said manually operable means;
means coupled to said manually operable means and said time sequence generating means for comparing the time sequence of events generated by said sequence generating means with a time sequence generated by the sequential operation of said controls, said comparing means being operative to provide an error signal when said sequence generated by the sequential operation of said control means does not correspond to the sequence generated by said sequence generating means and for deleting from the sequence generated by said sequence generating means events in that sequence associated with the improperly operated one of said control means, thereby rendering said sequence generating means operative to generate sequences of only those events that have not been deleted from the sequence.
5. A sequencing game as recited in claim 4 further including means for visually indicating the one of said manually operable means that was improperly operated.
6. A sequencing game as recited in claim 4 further including means for audibly indicating that one of said manually operable means was improperly operated.
7. A sequencing game as recited in claim 6 wherein each of said manually operable means includes a push button.
8. A sequencing game device comprising:
a plurality of manually operable means, each individually and sequentially operable for entering a corresponding individual distinct event into said game device in a time sequence determined by the sequence of actuation of said manually operable means;
means within said game device responsive to said manually operable means for storing representations of a first sequence of events entered by a first participant and for storing representations of a second sequence of events entered by a second participant; and means coupled to said first and second sequence storing means for comparing said first and second sequences, said comparing means being operative to provide a first indication if the last entered of said first and second sequences includes a sequence that corresponds to the first entered of said first and second sequences and for providing an error indication if said last entered sequence does not correspond to the first entered of said first and second sequences.
9. A sequencing game device as recited in claim 8 wherein said manually operable means includes a plurality of push buttons.
10. A sequencing game device as recited in claim 9 further including means for generating a plurality of distinct tones, each tone being associated with a single one of said push buttons and sounded in response to the actuation thereof.
11. A sequencing game device as recited in claim 10 further including a plurality of lights, each light being associated with a single one of said push buttons and responsive to the actuation thereof.
12. A microprocessor controlled electronic board game comprising:
a housing;
a microprocessor mounted within said housing;
a plurality of manually operable push buttons affixed to said housing and operable from outside said housing;
means within said microprocessor for generating a random time sequence of serially occurring events at a predetermined rate;
means for serially generating a plurality of distinct sensorially perceptible occurrences, each associated with one event of said random time sequence of events and with one of said push buttons, each of said distinct occurrences being activated in response to the associated event and in response to the actuation of said associated push button;
control means coupled to said random time sequence generating means for rendering said random time sequence generating means operative to generate a first time sequence of events and subsequently for rendering said occurrence generating means responsive to the serial actuation of said push buttons;
means responsive to said push buttons and said random time sequence generating means for comparing said random time sequence of events with a manually entered time sequence of serial and individual operation of said push buttons, said comparing means being operative to generate an error signal and terminating play the first time an event of said manually entered time sequence is not identical to a corresponding event of said random sequence of events, and for rendering said control means operative to increase the length of said random sequence when said entered sequence corresponds to said random sequence; and means responsive to the length of said random sequence for increasing said predetermined rate when the length of said sequence is increased.
13. A microprocessor controlled electronic board game as recited in claim 12 wherein said sensorially perceptible occurrences include musical tones.
14. A microprocessor controlled electronic board game as recited in claim 12 wherein said sensorially perceptible occurrences include flashing lights.
15. A microprocessor controlled electronic board game as recited in claim 12 wherein said control means includes means for adding an additional event to the end of said random sequence when said entered sequence, corresponds to said random sequence.
16. A sequencing game comprising:
means for generating a sensorially perceptible time sequence. of events, said sequence generating means including means for generating a plurality of distinct sensorially perceptible events in a predetermined time sequence;
means actuable by a participant for responding to said time sequence of events, said participant actuable means including a plurality of manually operable controls, each associated with a single one of said distinct sensorially perceptible events and actuable by the participant in response to one of said distinct events;
means coupled to said time sequence generating means and to said participant actuable means for determining the correctness of the participant's response, said correctness determining means including means for storing a representation of the time sequence generated by said time sequence generating means and means for comparing the stored representation of the time sequences generated by said time sequence generating means with the time sequence of actuation of said manually operable controls, said comparing means including means for providing a first indication when said manually operable controls are actuated in a predetermined sequence corresponding to the sequence generated by said time sequence generating means and for generating a second indication when said manually operable controls are actuated in a time sequence other than said predetermined time sequence;

means responsive to said second indication for generating an error signal and to said first indication for increasing the length of the time sequence generated by said time sequence generating means and for rendering said time sequence generating means operative to generate said increased length time sequence; and means coupled to said representation storing means-for providing a repetition of the longest generated sequence that was generated by a correct participant response.
17. A sequencing game comprising:
means for generating a sensorially perceptible time sequence of events, said sequence generating means including means for generating a plurality of distinct sensorially perceptible events in a predetermined time sequence;
means actuable by a participant for responding to said time sequence of events, said participant actuable means including a plurality of manually operable controls, each associated with a single one of said distinct sensorially perceptible events and actuable by the participant in response to one of said distinct events;
means coupled to said time sequence generating means and to said participant actuable means for determining the correctness of the participant's response, said correctness determining means including means for storing a representation of the time sequence generated by said time sequence generating means and means for comparing the stored representation of the time sequences generated by said time sequence generating means with the time sequence of actuation of said manually operable controls, said comparing means including means for providing a first indication when said manually operable controls are actuated in a predetermined sequence corresponding to the sequence generated by said time sequence generating means and for generating a second indication when said manually operable controls are actuated in a time sequence other than said predetermined time sequence;
means responsive to said second indication for generating an error signal and to said first indication for increasing the length of the time sequence generated by said time sequence generating means and for rendering said time sequence generating means operative to generate said increased length time sequence; and means responsive to the length of said sequence for generating a win signal when said sequence reaches a predetermined length.
18. A sequencing game as recited in claim 17 further including means coupled to said length responsive means for altering the predetermined length of said sequence.
19. A microprocessor controlled electronic board game comprising:
a base;
a plurality of manually operable push buttons mounted on said base;
means for generating a random sequence of events;
means for generating a plurality of distinct sensorially perceptible occurrences, each associated with one event of said random sequence of events and with one of said push buttons, each of said distinct occurrences being activated in response to the associated event and in response to the actuation of said associated push button;
controls means coupled to said random sequence generating means for rendering said random sequence generating means operative to generate a first sequence of events and subsequently for rendering said occurrence generating means responsive to the actuation of said push buttons;
means responsive to said push buttons and said random sequence generating means for comparing said random sequence of events with a manually entered sequence of operation of said push buttons, said comparing means being operative to generate an error signal when said manually entered sequence is not identical to said random sequence of events, and for rendering said control means operative to increase the length of said random sequence when said entered sequence corresponds to said random sequence, wherein said control means includes means for adding an additional event to the end of said random sequence when said entered sequence corresponds to said random sequence and means for generating a win signal when said manually entered sequence is identical to said random sequence and exceeds a predetermined length.
20. A sequencing game comprising:
means for generating a sensorially perceptible time sequence of events, said sequence generating means including means for generating a plurality of distinct sensorially perceptible events in a predetermined sequence and at a predetermined time rate;
means actuable by a participant for responding to said time sequence of events, said participant actuable means including a plurality of manually operable controls, each associated with a single one of said distinct sensorially perceptible events and actuable by the participant in response to one of said distinct events;
means coupled to said time sequence generating means and to said participant actuable means for determining the correctness of the participant's response, said correctness determining means including means for storing a representation of the time sequence generated by said time sequence generating means and means for comparing the stored representation of the time sequences generated by said time sequence generating means with the time sequence of actuation of said manually operable controls, said comparing means including means for providing a first indication when said manually operable controls are actuated in a predetermined sequence corresponding to the sequence generated by said time sequence generating means and for generating a second indication when said manually operable controls are actuated in a time sequence other than said predetermined time sequence;
means responsive to said second indication for generating an error signal and to said first indication for increasing the length of the time sequence generated by said time sequence generating means and for rendering said time sequence generating means operative to generate said increased length time sequence; and means responsive to the length of said time sequence for increasing said predetermined rate when the length of said sequence exceeds a predetermined length.
21. A microprocessor controlled game comprising:
a portable housing;
a microprocessor within said portable housing;
four push buttons disposed in a rectangular pattern within said portable housing and extending through a top surface of said housing;
four light sources disposed within said portable housing, each of said light sources being associated with a single one of said push buttons and disposed below said associated push button and illuminating said associated push button from below upon actuation thereof;
means coupled to said light sources for selectively energizing said light sources;
means within said microprocessor for generating six distinct tone frequencies, four of said distinct tone frequencies being individually associated with said four push buttons and individually generated upon the actuation of said associated push buttons, one of said tone frequencies being designated a win tone and one of said tone frequencies being designated an error tone;
transducer means coupled to said tone frequency generating means for generating a distinct audible tone in response to each of said tone frequencies;
means within said microprocessor for generating a random time sequence of events at a predetermined rate, each of said events being selected from one of four possible events, each of said possible events being associated with a single one of said push buttons and its associated light sources and tone frequency, said selective energizing means and said tone frequency generating means having a first condition of operation wherein said tone frequency generating means and said selective energizing means are responsive to said random time sequence generating means for selectively energizing one of said light sources and simultaneously generating said associated tone frequency in response to one of said associated events, said selective energizing means also having a second condition of operation wherein said tone frequency generating means and said selective energizing means are responsive to the actuation of said push buttons for selectively energizing one of said light sources and simultaneously generating said associated tone frequency in response to the actuation of said associated push button;
control means within said microprocessor for alternately operating said tone frequency generating means and said selective energizing means from said first condition of operation to said second condition of operation;
comparator means responsive to the last generated sequence of events and to the last entered sequence of actuation of said push buttons for comparing the last generated sequence of events and said last entered sequence of actuation of said associated push buttons, said comparator means being operative to render said sequence generating means operative to lengthen said sequence of events if said last generated sequence of events and said last entered sequence of actuation of said associated push buttons are identical'/ and for rendering said tone generating means operative to generate said error tone when said last generated sequence of events and said last sequence of actuation of said push buttons are not identical; and means responsive to the length of said last generated sequence of events for increasing said predetermined rate of generation of said random time sequence of events when said last generated random time sequence of events exceeds a predetermined length.
22. A microprocessor controlled game as recited in claim 21 wherein said length responsive means includes means coupled to said tone frequency generating means for generating said win signal when said sequence of events exceeds a second predetermined length.
23. A microprocessor controlled game as recited in claim 21 further including timing means coupled to said tone frequency generating means for rendering said tone frequency generating means operative to generate said error signal when the elapsed time between the actuation of said push buttons exceeds a predetermined time interval.
24. A microprocessor controlled game as recited in claim 21 further including means responsive to the length of time each push button is depressed and means for comparing said length of time of depression with the duration of said associated event.
25. A microprocessor controlled game comprising:
a portable housing;
a microprocessor within said portable housing;
four push buttons disposed in a rectangular pattern within said portable housing and extending through a top surface of said housing;
four light sources disposed within said portable housing, each of said light sources being associated with a single one of said push buttons and disposed below said associated push button and illuminating said associated push button from below upon actuation thereof;
means coupled to said light sources for selectively energizing said light sources, means within said microprocessor for generating six distinct tone frequencies, four of said distinct tone frequencies being individually associated with said four push buttons and individually generated upon the actuation of said associated push buttons, one of said tone frequencies being designated a win tone and one of said tone frequencies being designated an error tone;

transducer means coupled to said tone frequency generating means for generating a distinct audible tone in response to each of said tone frequencies;
means within said microprocessor for generating a random time sequence of events at a predetermined rate, each of said events being selected from one of four possible events, each of said possible events being associated with a single one of said push buttons and its associated light sources and tone frequency, said selective energizing means and said tone frequency generating means having a first condition of operation wherein said tone frequency generating means and said selective energizing means are responsive to said random time sequence generating means for selectively energizing one of said light sources and simultaneously generating said associated tone frequency in response to one of said associated events, said selective energizing means also having a second condition of operation wherein said tone frequency generating means and said selective energizing means are responsive to the actuation of said push buttons for selectively energizing one of said light sources and simultaneously generating said associated tone frequency in response to the actuation of said associated push button;
control means within said microprocessor for alternately operating said tone frequency generating means and said selective energizing means from said first condition of operation to said second condition of operation; and comparator means within said microprocessor for comparing the last generated sequence of events with said last entered sequence of actuation of said push buttons and for increasing the length of said sequence of events when said last sequence of actuation of said push buttons is identical to said last generated sequence of events; and when said sequence of events and said sequence of actuation are not identical, rendering said tone frequency generating means operative to generate said error signal and rendering said random sequence generating means operative to eliminate the one of said possible events that was not identical to the corresponding push button actuation from the sequence of events and to cause an additional event selected from one of the other ones of said possible events to be added to said sequence of events.
26. A microprocessor controlled game as recited in claim 25 further including means responsive to the number of possible events remaining in said sequence for rendering said tone generating means operative to generate a win tone and to illuminate the light source associated with the last remaining possible event in the sequence of events when the number of possible events in said sequence is reduced to one.
27. A microprocessor controlled game as recited in claim 25 further including timing means coupled to said tone frequency generating means for rendering said tone frequency generating means operative to generate said error signal when the elapsed time between the actuation of said push buttons exceeds a predetermined time interval.
28. A microprocessor controlled game as recited in claim 25 further including means responsive to the length of time each push button is depressed and means for comparing said length of time of depression with the duration of said associated event.
29. A microprocessor controlled game for play by two participants comprising:
a portable housing;

a microprocessor within said portable housing;
four push buttons disposed in a rectangular pattern within said portable housing and extending through a top surface of said housing;
four light sources disposed within said portable housing, each of said light sources being associated with a single one of said push buttons and disposed below said associated push button and illuminating said associated push button from below upon actuation thereof;
means coupled to said light sources for selectively energizing said light sources;
means within said microprocessor for generating six distinct tone frequencies, four of said distinct tone frequencies being individually associated with said four push buttons and individually generated upon the actuation of said associated push buttons, one of said tone frequencies being designated a win tone and one of said tone frequencies being designated an error tone, transducer means coupled to said tone frequency generating means for generating a distinct audible tone in response to each of said tone frequencies;
memory means for storing representations of a first time sequence of actuation of said push buttons having a predetermined length and entered by said first player; and comparator means for comparing said first stored sequence with a second, longer time sequence of actuation of said push buttons subsequently entered by a second player, said comparator means being operative to enter said second sequence into said memory and remove said first sequence if the first portion of said second sequence is identical to said entire first sequence, said comparator being operative to end play if the first portion of said second sequence is not identical to said entire first sequence.
30. A microprocessor controlled game as recited in claim 29 wherein said comparator means includes means for rendering said tone frequency generating means operative to generate said error tone if the first portion of said second sequence is not identical to said entire first sequence.
31. A microprocessor controlled game as recited in claim 29 further including timing means coupled to said tone frequency generating means for rendering said tone frequency generating means operative to generate said error signal when the elapsed time between the actuation of said push buttons exceeds a predetermined time interval.
32. A microprocessor controlled game as recited in claim 29 further including means coupled to said representation storing means for providing a repetition of the last generated sequence that was followed by a correct participant response.
33. A microprocessor controlled game as recited in claim 29 further including means coupled to said representation storing means for providing a repetition of the longest generated sequence that was followed by a correct participant response.
CA308,110A 1977-09-19 1978-07-25 Microcomputer controlled game Expired CA1127306A (en)

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US834,643 1977-09-19
US05/834,643 US4207087A (en) 1977-09-19 1977-09-19 Microcomputer controlled game

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US (1) US4207087A (en)
JP (1) JPS5456543A (en)
AU (1) AU521379B2 (en)
CA (1) CA1127306A (en)
DE (1) DE2834124A1 (en)
FR (1) FR2403096A1 (en)
GB (1) GB2004468B (en)
IT (1) IT1105456B (en)
MX (1) MX145014A (en)

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IT7850746A0 (en) 1978-08-16
GB2004468B (en) 1982-04-21
DE2834124A1 (en) 1979-03-29
MX145014A (en) 1981-12-14
AU3833678A (en) 1980-01-31
US4207087A (en) 1980-06-10
JPS5456543A (en) 1979-05-07
IT1105456B (en) 1985-11-04
AU521379B2 (en) 1982-04-01
GB2004468A (en) 1979-04-04
FR2403096A1 (en) 1979-04-13

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