GB2067081A - Electronic tennis game - Google Patents
Electronic tennis game Download PDFInfo
- Publication number
- GB2067081A GB2067081A GB8041556A GB8041556A GB2067081A GB 2067081 A GB2067081 A GB 2067081A GB 8041556 A GB8041556 A GB 8041556A GB 8041556 A GB8041556 A GB 8041556A GB 2067081 A GB2067081 A GB 2067081A
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- Prior art keywords
- segments
- player
- segment
- ball
- volley
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- 230000000994 depressogenic effect Effects 0.000 claims abstract description 23
- 230000002093 peripheral effect Effects 0.000 claims description 19
- 238000001514 detection method Methods 0.000 claims description 5
- 230000003213 activating effect Effects 0.000 claims 2
- 241000905957 Channa melasoma Species 0.000 claims 1
- 239000004020 conductor Substances 0.000 description 20
- 238000010586 diagram Methods 0.000 description 5
- 238000000034 method Methods 0.000 description 3
- 241000981595 Zoysia japonica Species 0.000 description 2
- 239000003269 fluorescent indicator Substances 0.000 description 2
- 230000003993 interaction Effects 0.000 description 2
- 241000272168 Laridae Species 0.000 description 1
- 230000004913 activation Effects 0.000 description 1
- 229910052729 chemical element Inorganic materials 0.000 description 1
- 230000002860 competitive effect Effects 0.000 description 1
- 239000002131 composite material Substances 0.000 description 1
- 230000000881 depressing effect Effects 0.000 description 1
- 238000009795 derivation Methods 0.000 description 1
- 239000011521 glass Substances 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 239000000463 material Substances 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 230000002085 persistent effect Effects 0.000 description 1
- 230000000717 retained effect Effects 0.000 description 1
- 230000035939 shock Effects 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/06—Games simulating outdoor ball games, e.g. hockey or football
- A63F7/0664—Electric
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F7/00—Indoor games using small moving playing bodies, e.g. balls, discs or blocks
- A63F7/06—Games simulating outdoor ball games, e.g. hockey or football
- A63F7/0604—Type of ball game
- A63F7/0652—Tennis
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/203—Image generating hardware
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
- A63F9/0291—Shooting or hurling games with a simulated projectile, e.g. an image on a screen
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Toys (AREA)
- Display Devices Of Pinball Game Machines (AREA)
- Pinball Game Machines (AREA)
- Illuminated Signs And Luminous Advertising (AREA)
Abstract
An electronic tennis game has a display panel 130 with ball segments 174 to 215 which are illuminated in different sequences to simulate a tennis ball which can move from one side of the tennis court to the other along different trajectories. Player elements 216 to 240 are provided on each side of the display panel 130 at positions which intercept the trajectories, each player element including a body portion 242 to 249 and racket segments 250, 252, 254 which can be sequentially illuminated to simulate a tennis player swinging his racket. The racket segments of each player include one returning segment 252 disposed adjacent a corresponding returnable ball segment, e.g. 174. Corresponding to each player element 216 to 240 is a volley button. A game operator attempts to ascertain the trajectory of an approaching ball and depress the volley button corresponding to a player element positioned to intercept it. If the volley button is depressed at the right time, the sequentially illuminated racket segments of the selected player element appear to hit the ball back to the other side of the tennis court. <IMAGE>
Description
SPECIFICATION
Amusement device
The present invention relates to an amusement device.
Ball-type games having long been a favorite in the toy art both because of the intrinsic interest of such games and their derivation from competitive sports.
A number of expedients having been used to create the illusion of a moving ball. For example, Japanese application 52-24992 discloses a mechanical assembly for moving a light source which projects a ball image upon a screen. Such systems tend to be complicated mechanically, however, and the trajectories which can be generated in this way are relatively limited. Discrete light sources may also be used to convey the impression of movement along a trajectory, as in the ping-pong ball game of U.S. Patent 3,583,538. Additionally, television sets have been coupled to game devices to generate a variety of trajectories, but the resulting games tend to be both expensive and non-portable.These prior art methods for simulating movement of a projectile are generaily unsatisfactory, because of size, complexity, expense, limited trajectories, or a combination of these factors.
There are also a number of prior art methods for allowing game operators to interact with the movement of a ball. For example, movement may be mechanically stopped as in Japanese application 52-24992 or reflected by a movable paddle image as in a television ping-pong game. Neither of these interaction methods realistically simulates a tennis game, inasmuch as a tennis player typically ascer tainsthetrajectoryofan approaching ball, moves into position, and then interacts with the ball by striking it.
Accordingly, an object of the present invention is to provide a relatively inexpensive and portable amusement device allowing sophisticated projectile trajectories and realistic interaction with the projectile.
According to one aspect of this invention there is provided an amusement device, comprising a housing; a plurality of manually operable first volley buttons mounted on said housing; a display panel having first and second sides mounted on said housing, said panel having a plurality of projectile segments disposed between the first and second sides of said panel and a plurality of first player elements disposed adjacent said first side of said panel, each of said first player elements corresponding to one of said first volley buttons and comprising at least one body segment and a plurality of peripheral segments, one of said peripheral segments of each first player element being a returning peripheral segment disposed adjacent a corresponding returnable projectile segment; and first means for sequentially displaying projectile segments along a plurality of predetermined first trajectories toward said first side of said panel, each of said first trajectories including at least one returnable projectile segment, said first means including second means for displaying said at least one body segment of a first player element while sequentially displaying its peripheral segments when the corresponding first volley button is depressed and third means for sequentially displaying projectile segments along a predetermined second trajectory toward said second side of said panel if a returning peripheral segment of a first player element and its corresponding returnable projectile segment are simultaneously displayed.
According to another aspect of this invention there is provided an amusement device, comprising a housing having first and second sides; a plurality of manually operable first volley buttons mounted adjacent the first side of said housing; a first manually operable serve button mounted adjacent the first side of said housing, a plurality of manually operable second volley buttons mounted adjacent the second side of said housing; a second manually operable serve button mounted adjacent the second side of said housing; a display panel having first and second sides mounted on said housing, said panel having a plurality of ball segments disposed between the first and second sides of said panel, a plurality of first player elements disposed adjacent said first side of said panel, each of said first player elements corresponding to one of said first volley buttons and comprising at least one body segment and a plurality of racket segments, one of said racket segments of each first player element being a returning racket segment disposed adjacent a corresponding returnable ball segment, and a plurality of second player elements disposed adjacent said second side of said panel, each of said second player elements corresponding to one of said second volley buttons and comprising at least one body segment and a plurality of racket segments, one of said racket segments of each second player element being a returning racket segment disposed adjacent a corresponding returnable ball segment; and control means for sequentially illuminating ball segments along a serve trajectory in response to depression of a serve button, the serve trajectory including at least one returnable ball segment, illuminating the body segments of a player element while sequentially illuminating its racket segments in response to depression of the volley button corresponding to the player element, and sequentially illuminating ball segments along a volley trajectory if a returning rac ketsegment is illuminated atthe same time as the corresponding returnable ball segment.
This invention will now be described in more detail with reference to the accompanying drawings in which:
Figure 1 is a perspective view of the tennis game of the present invention;
Figure 2 is a block diagram illustrating the features of the electrical system;
Figure 3 is a perspective view illustrating a switch plate which co-operates with conductor patterns on a printed circuit board to provide the various
switches employed by the tennis game;
Figure 4 illustrates the segments on the fluores
cent indicator display panel;
Figure 5 illustrates the various ball trajectories;
Figure 6 illustrates the various configurations of the player elements and sequential activation of the
racket segments while the body segments are
illuminated;
Figure 7 illustrates the structure for illuminating a desired segment of the display panel;;
Figure 8 illustrates how the system of Figure 7 may be used to illuminate segments on the display panel;
Figure 9 is a block diagram of the tennis game, more detailed than Figure 2;
Figure 10 is the circuit diagram of a practical embodiment of the present invention, and
Figure 11 illustrates a circuit for the converters shown in block form in Figure 10.
The moving projectile amusement device of the present invention is illustrated in Figure 1 in the form of the preferred embodiment, tennis toy 12, which has a housing consisting of enclosure top portion 14 and enclosure bottom portions 16 joined together in a suitable manner, as by the use of screws. The peripheries of portions 14 and 16 are indented to provide elongated openings 18 and 20 through which switch handles 22 and 24 protrude. Top portion 14 includes an opening 26 behind which is disposed a transparent tinted window 30 bearing thereon indicia 32 and 34 representing a perspective view of a tennis court and tennis net, respectively.
Top portion 14 also has openings 36 and 38 through which serve buttons 40 and 42 protrude, along with openings 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, and 65 through which volley buttons 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, and 88 protrude. It should be noted that the serve and volley buttons are symmetrically disposed on either side of the housing, with the volley buttons corresponding to different positions on the court on either side of net indicium 34.
Bottom portion 16 has a latched door90 (not illustrated) allowing access to a battery compartment 92 (not illustrated) molded from the plastic forming portion 16.
With reference next to Figure 3, button frame 94 is mounted between a printed circuit board 96 (not illustrated) and top portion 14, with the serve and volley buttons protruding through the corresponding openings. Each of these buttons is movably supported by two resilient legs 98 which allow the buttons to be manually depressed. Spring element 100 having bent portions 102 and 104 is affixed to frame 94 with portions 102 and 104 disposed above slider elements 106 and 108. Slider elements 106 and 108 are guided in their movements by tabs 110 and 112, which are retained between the outer wall of portion
16 and a flange 114 (not illustrated) which extends from portion 16 and which is parallel to the outer
wall thereof.Elements 106 and 108 each have a left
notch 116, middle notch 118, and right notch 120 into
which portions 102 and 104 can fit to allow slider
elements 106 and 108 to be manually moved to one
of three distinct positions. Button frame 94 and slider
elements 106 and 108 cooperate with conductor pat
terns on printed circuit board 96 to form electrical switches. Elements 106 and 108 have metallic ,7W-o- jections 122 (not illustrated) affixed to the bottoms thereof which short conductor patterns provided on
printed circuit board 96 depending upon which of
notches 116, 118, and 120 are engaged by bent portions 102 and 104. It will be apparent to those skilled in the art that switch handles 22 and 24 each operate a multi-position switch.Similarly, serve buttons 40 and 42, along with volley buttons 66 through 88, cooperate with conductor patterns on printed circuit board 96 to form 14 switches which are momentarily closed when the buttons are depressed. For exam- plertwo conductor patterns which are disposed beneath serve button 42 are momentarily bridged by a third conductor when button 42 is depressed.
While this third conductor could be affixed directly to the underside of button 42, it is convenient to pro videthese bridging conductors on the undersides of bubbles 124formed in flexible switch mats 126, which are mounted between frame 94 and printed circuit board 96. When button 42 is depressed the bubble 124 beneath it collapses to move the bridging conductoron the underside thereof into electrical contact with the printed circuit conductor pattern beneath button 42.It will be apparent to those skilled in the artthatthe use of button frame 94 and slider elements 106 and 108 in conjunction with an appropriately etched printed citcuit board allows a number of switches, such as the switches illustrated in Figure 10, to be economically employed without the necessity of mounting individual switches to the housing and individually wiring them to a printed circuit board containing the electrical circuit for the toy.
The electrical circuit for toy 12 preferably includes a microprocessor which accommodates several different play variations, depending upon how switch handles 22 and 24 are set. Descriptions of these variations will be introduced, when they become appropriate, as modifications of the fundamental electrical features discussed below.
The major electrical features of toy 12 are ill ustrated in Figure 2, which is divided by dotted lines into a manually controlled operator switch portion 128, a display panel such as game display portion 130, and a control portion 132 which receives signals from portion 128 and which illuminates segments in portion 130 in response thereto. A serve switch 134 and a bank of volley switches 136 are provided for manual operation by each of the game operators L and R, representing the left-hand and right-hand operators, respectively. Display portion 130 includes player section 138, which provides player elements located at different positions corresponding to volley switches 136, ball section 140, which includes a number of ball segments which can be sequentially illuminated to convey the impression of a ball traveling along a trajectory, and score section 142.
With continuing reference to Figure 2 control portion 132 includes ball movement control unit 144 which receives serve signals when serve switches
134 are depressed and which emits a ball movement
signal to sequentially illuminate a sequence of the
ball segments of section 140. Volley detection unit
146 receives volley signals from switches 136 and
emits a player swing signal to player control unit 148 which in turn generates a player control signal causing movement of that player element in section 138 corresponding to the depressed volley switch.Volley detection unit 146 also receives ball trajectory signals from unit 144 and determines whether the correct volley switch was depressed at the appropriate time, in which case a ball hit signal is emitted to cause control unit 144to modify the sequence in which the ball segments are illuminated so as to "return" the ball, or create the illusion that the ball's motion has been generally reversed by the player element. If the apprnpriate volley switch has not been depressed at the appropriate time to return the ball, unit 146 emits a ball miss signal to score control unit 150, which in turn generates a score control signal for score section 142 of the display.
The positions and shapes of the segments which may be illuminated in display portion 130 are illustrated in Figure 4. Score section 142 includes four patterns 152, 154, 156, and 158 each having seven segments 160, 162, 164, 166, 168, 170, and 172 disposed in the traditional pattern for digital display.
Ball section 140 includes 42 circular ball segments 174-215. Player section 138 includes twelve player elements 216, 218, 220, 222, 224, 226, 230, 232, 234, 236, 238, and 240, each including nine body segments 242-249 which are electrically connected and three peripheral or racket segments 250, 252, and 254 which are electrically insulated from each other and from body segments 242-249. Two trophy segments 256 and 258 are also provided. It should be noted that game display portion 130 is symmetrically disposed about a central line running through ball segments 194 and 195.
With reference next to Figure 6, it should be observed that the three player elements in Figure 6(a), which correspond to the player elements in the upper right hand side of Figure 4, are the mirror image of the player elements in Figure 6(b), which correspond to the three player elements in the upper left hand corner of Figure 4. It should be observed that the player elements in Figure 6(a) are not identical; for example, player element 238 (and particularly the position of racket segment 252) is not identical to elements 230 and 234, although it is the mirror image of player element 216 and Figure 6(b). It will be apparent to those skilled in the artthatthe illusion of motion will be generated if the racket segments corresponding to a player element are sequentially illuminated, with the body segments being continuously illuminated during this sequence.An example is illustrated in Fig. 6(c), which illustrates three different positions which may be attained by player element 230 in Figure 6(a). The right-most illustration in Figure 6(c) illustrates the visible image when body segments 242-249 of player element 230 are activated along with racket segment 250. The middle illustration results when racket segment 250 is extinguished and the body segments and racket segment 252 are illuminated, white the left-most illustration results when racket segment 254 is finally illuminated along with the body segments. The composite image corresponds to a tennis player executing a backstroke. A slightly different motion results when the racket segments 250, 252, and 254 of player element 234 are sequentially illuminated, while player element 238 executes a serving motion.Such a serving motion is not employed on the bottom half of Figure 4, and it will be noted that player element 240 is identical to player element 230 rather than to player element 238 and, similarly, that player element 218 is identical to player element 224 rather than to player element 216. It will be appreciated that the six player elements on the right hand side of Figure 4 each correspond in position to one of the volley buttons 66, 68, 70, 72, 74, and 76, while the six player elements on the left hand side of Figure 4 correspond to the six volley buttons 78, 80, 82, 84, 86, and 88.
Ball segments 174-215 are sequentially illuminated in predetermined sequences along various trajectories, illustrated in Figure 5, each time the ball is served or returned. Figures 5(a)-(h) represent the set of possible trajectories when the ball is hit by a player element controlled by the right-hand game operator R, either by service or by return. The ball is served when the right-hand game operator depresses his serve button 40, whereupon racket segments 250, 252, and 254 of player element 238 are sequentially illuminated to convey the impression of a swinging movement which sends the ball along one of the three trajectories illustrated in Figure 5(a), 5(b) or 5(c).The electronics of toy 12 selects these "serve" trajectories on the basis of probability, with the probability of the trajectory illustrated in Figure 5 (a) being 1/2, the probability of the trajectory illustrated in Figure 5(b) being 3/8, and the probability of the "fault" trajectory illustrated in Figure 5(c) being 1/8. This "fault" trajectory, of course, represents the situation when the ball is served into the net. This uncertainty concerning the trajectory of the ball following service, and in particularthe provision of a low-probability "fault" trajectory, increases the realism of the game and consequently the enjoyment derived from playing it. There is no choice of trajectories, however, when the ball is returned.For example, when the right-hand game operator depresses volley button 66 at the correct time to intercept an approaching ball, the return proceeds along the projectory illustrated in Figure 5(a). Similarly, there are unique "return" trajectories for each of the remaining player elements controlled by the righthand game operator. A return by player element 240 proceeds along the trajectory illustrated in Figure 5(d), a return by player element 234 proceeds along the trajectory illustrated in Figure 5(e), a return by player element 236 proceeds along the trajectory of
Figure 5(f), a return by player element 230 proceeds along the trajectory illustrated in Figure 5(g), and a return by player element 232 proceeds along the trajectory illustrated in Figure 5(h). In short, the service trajectories are illustrated in Figures 5(a)-(c), with the trajectory in Figure 5(a) being the most probable.
Figure 5(a) also represents one of the return trajectories, with the remaining return trajectories being illustrated in Figures 5(d)-(h), depending upon which volley button the right-hand game operator has depressed.
With continuing reference to Figures 4 and 5, the positions in Figure 5 illustrated by concentric circles
represent those points on the trajectories where the
ball can be intercepted by the opposing or left-hand
player to create a return. These ball segments can be
deemed "returnable" segments. For example, if the
ball is proceeding along the trajectory illustrated in
Figure 5(a) and the left-hand game operator depre
sses volley button 82 at the appropriate moment,
player element 220 will be illuminated and swinging
its racket so that racket segment 252 and ball seg
ment 178 will be simultaneously illuminated, as though the swinging racket had smashed into the
approaching ball.Since the ball has been returned
element 178 will not be illuminated as the last ele
ment of the sequence illustrated in Figure 5(a); instead, the ball will be returned to the right-hand game operator. The left-hand game operator's three service trajectories, illustrated in Figure 5(i), (j), and (k), along with the six return trajectories illustrated in
Figures 5(i) and (I)-(p), are mirror images of the corresponding trajectories of the right-hand game operator, which have already been discussed.
Accordingly, continuing the above example wherein the left-hand game operator returned the ball when ball segment 178 was illuminated, the ball will be returned to the right-hand game operator along the trajectory illustrated in Figure 5(m). The left-hand game operator could have also returned the ball traveling along the trajectory of Figure 5(a) by depressing his volley button 178 at the appropriate time and returning the ball from position 174. Figure 5(i) illustrates the return trajectory in this event. The
right-hand operator would than have an opportunity to return the ball at either of points 211 or 214.It will be noted from Figures 4 and 5 that there are at least two opportunities to return a ball travelling along any of the trajectories of Figure 5 (except the fault trajectories of Figures 5(c) and (k), of course) and that the returnable positions correspond to those ball elements closest to the racket segments 252 which can be deemed the "returning" racket segments. This feature also adds its share of realism to the game, for it is apparent that an actual tennis player may return an approaching ball from several positions, but he should hit it with his racket swinging.To operate game 12 successfully a game operator must ascertain the trajectory of the approaching ball, select one of the volley buttons corresponding to a player element positioned along that trajectory, and depress this volley button before the ball has arrived so that the returning racket segment 252 and the corresponding returnable ball segment are simultaneously illuminated. If the button is depressed too soon or too late the ball will
appear to whizz by the player without being struck.
In short, the racket segments of a player element are
illuminated in the sequence 250, 252, and 254 after the corresponding volley button has been depre
ssed, so that the button must be depressed shortly
before the ball arrives in orderforthe returnable ball
segment and returning racket segment 252 to be
simultaneously illuminated. If the wrong volley button is depressed, or if either racket segment 250 or
254 is illuminated when one of the ball segments
illustrated by concentric circles in Figure 5 is illumi
nated, the ball will not be returned.
Turning now to Figures 7 and 8, display port on 130 is preferably a fluorescent indicator panel
mounted on printed circuit board 96 beneath window 30, with rubber mounting elements 260 (not
illustrated) being used to protect glass envelope 262 from shocks. Suitable devices are known in the art
and are commercially available, for example, from
Nippon Electric Company, Ltd., 33-1 Shiba 5-chome,
Minato-ku, Tokyo,Japan. Cathode 264 boils off electrons which are controlled by grids 266 and attracted to anodes 26 & n a well-known manner. Anodes segments 268 are shaped and positioned as illustrated in Figure8, and are coated with a phosphorescent material in orderto emit light when bombarded with electrons.Reference numbers have not been applied to the anode segments illustrated in Figure 8 in order to avoid confusion, but it is noted that these elements correspond to the player elements, ball segments, etc. of Figure 4. In Figure 8 grids 266 are sequentially biased "ON" by potentials on conductors 270-280, while the anodes are connected to conductors 282-293. It will be apparent to those skilled in the art that any particular anode segment may be selected by simultaneously enabling one of the grid conductors and one of the anode conductors.
For example, right-hand trophy segment 256 can be illuminated by simultaneous potentials on grid conductor 276 and anode conductor 293. The grid conductors can be rapidly scanned in a manner known in the art, with the anode voltages rapidly adjusted accordingly, in order to create persistent images. A liquid crystal display panel might also be used, of course.
Now that the nature of the display panel has been discussed, a more thorough presentation of the electronics can be presented. With reference to Figure 9, the serve signals emitted by serve switches 134 are received by serve sequence generator unit 294, which selects one of the serve trajectories illustrated in Figure 5. Unit 294 provides an output signal for ball display unit 296, which emits the ball trajectory control signal to illuminate the selected sequence of ball segments 174-215. The output of serve sequence generator 294 is also provided to service miss detector 298, which identifies double faults by determining whether unit 294 has generated two consective fault trajectories. The output of service miss detector 298 is provided to score section 142, which briefly displays "F" to indicate a single fault and "FF" to indicate a double fault. The volley signals from volley switches 136 are received by volley switch identification units 300, which detect when a volley switch has been depressed and which th,en emit switch identification output signals designating which switch was closed. These switch identification output signals are received by player control unit 148, which illuminates the body segments of the designated player element and sequentially activates the three corresponding racket segments in the manner previously described, if the volley button was depressed while the ball was approaching.
However, the player element is not illuminated if the
volley button was depressed as the ball was moving
away from the player element rather than toward it.
The switch identification output signals, along with an output signal from ball display unit 296, are also
provided to volley timing determination unit 302.
Unit 302 emits the ball hit signal if the volley button was depressed at the proper time to return the ball; that is, if a returning racket segment 252 and the corresponding returnable ball segment are simultaneously illuminated. The ball hit signal is received by return sequence generator 304, which establishes the trajectory of the return as illustrated in Figure 5.
The output of generator 304 is provided to ball display unit 296 so that the return trajectory will be displayed on display portion 130. The speed of the ball along the return trajectory depends upon the position of the ball when itwas hit; a ball returned by player elements 234, 236, 220, or 222 is faster than a ball returned by player elements 230, 232, 224, or 226, which represent positions closer to the net. In the event that unit 302 fails to detect thatthe proper volley button was depressed at the proper time to return the ball, the ball miss signal is emitted to score control unit 150, which generates the score control signal for score section 142 of the display.
The score displayed for each game operator progresses from zero to 15 to 30 to 40 to game, depending upon the ball miss signals and double fault signals, with a score such as "15 30" being briefly flashed on score section 142 each time the score changes. Game detector 306 emits a game end signal when a game point has been scored. The game end signal is supplied to serve sequence generator 294 to indicate that the opponent is entitled to service and to game counter 308, which briefly flashes the number of games each player has won (such as "0 1") on game count section 310. In the present embodiment the seven segment patterns 152, 154, 156, and 158 are utilized for both score section 142 and game count section 310, and accordingly these sections are joined by dotted line in Figure 9.Set detector 312 detects when one game operator or the other has won six games, and illuminates the appropriate trophy 254 or 256 of trophy display section 214.
With continuing reference to Figure 9, sound element 316 is illustrated in six different positions in order to simplify the diagram, although only one sound element is actually employed. A piezoelectric element mounted within portion 16 and acoustically connected thereto is preferable, such piezoelectric elements being well known in the art. As is indicated by the diagram, a characteristic sound is emitted each time the ball hit or ball miss signal appears and each time a game or a set is completed. Sound element 316 is also responsive to ball display unit 296 and emits a characteristic "bounce" sound each time the ball element at a minimum position on the trajectories illustrated in Figure 5 is illuminated. For example, in the trajectory illustrated in Figure 5(a), the bounce sound is emitted when element 185 is illuminated.Sound element 316 is also responsive to power switch 318, so that a sound is emitted when toy 12 is turned on. Simultaneously, the contents of game counter 308 are set to zero and the score "0 0" briefly appears.
As was mentioned above, several game variations are possible Ball control switch 320, operated by switch handle 22, may be provided to aliow different levels of game difficulty. One switch position provides the game as described above, while a second switch position signals serve ball display unit 296 to reduce the speed of the ball in order to make it easier for the game operators to establish a volley. A third switch position signals serve sequence generator 294 to selectonlythe serve trajectories upon which game operator is serving. Mode switch 322, operated along with power switch 318 by switch handle 24, allows the microprocessor to replace one of the game operators. The microprocessor automatically returns the ball and establishes a volley, but is programmed to miss in a random fashion so that the manual game operator can win by playing a perfect game.
Figure 10 illustrates a practical embodiment ofthe game illustrated in Figure 9. Microprocessor 324 is a uPD552C microprocessor commercially available from Nippon Electric Company, Ltd., 33-1, Shiba 5-chome, Minato-ku, Tokyo, Japan. This microprocessor, which includes an internal ROM and an internal RAM, is the high negative output version of the same manufacturer's popular uCOM-44 microprocessor, with outputs capable of being pulled to the negative levels required for direct interfacing with display 130, as indicated in the drawing. Converter 324 receives power from battery 326 along conductors 328 and 330 and provides minus 10 volts to microprocessor along conductor 332 and minus 30 volts for display 130 along conductor 334. Converter 324 also supplies filament current to display 130 via conductors 336 and 338. The filament current is an 8 volt peak-to-peak 50 KHZ AC waveform, approximately square wave, with an average value of minus 25 volts. A suitable circuit for converter 324 is illustrated in Figure 11. Switches 320A and 320B, corresponding to ball control switch 320 in Figure 9, are physically coupled for control by switch handle 22 in the manner previously discussed. Similarly, power switch 318 and mode switch 322 are coupled for control by switch handle 24. The serve and volley switches are identified by the reference numbers of the associated operator buttons which close them. It will be apparent from Figure 10 that the physical circuitry for game 12 employs a minimum number of components, thereby keeping manufacturing costs as low as possible.
Claims (11)
1. An amusement device, comprising: a housing, a plurality of manually operable first volley buttons mounted on said housing; a display panel having first and second sides mounted on said housing, said panel having a plurality of projectile segments disposed between the first and second sides of said panel and a plurality of first player elements disposed adjacent said first side of said panel, each of said first player elements corresponding to one of said first volley buttons and comprising at least one body segment and a plurality of peripheral segments, one of said peripheral segments of each first player element being a returning peripheral segment disposed adjacent a corresponding returnable projectile segment; and first means for sequentially displaying projectile segments along a plurality of pre
determined first trajectories toward said first side of
said panel, each of said first trajectories including at
least one returnable projectile segment, said first
means including second means for displaying said
at least one body segment of a first player element
while sequentially displaying its peripheral seg
ments when the corresponding first volley button is
depressed and third means for sequentially display
ing projectile segments along a predetermined sec
ond trajectory toward said second side of said panel
of a returning peripheral segment of a first player
element and its corresponding returnable projectile
segment are simultaneously displayed.
2. An amusement device as claimed in Claim 1, further comprising a plurality of manually operable second volley buttons mounted on said housing, and wherein said display panel further includes a plurality of second player elements disposed adjacent said second side of said panel, each of said second player elements corresponding to one of said second volley buttons and comprising at least one body segment and a plurality of peripheralsegments, one of said peripheral segments of each second player element being a returning peripheral segment disposed adjacent a corresponding returnable projectile segment, and wherein said first means further comprises fourth means for displaying said at least one body segment of a second player element while sequentially displaying its peripheral segments when the corresponding second volley button is depressed and fifth means for sequentially displaying projectile segments along a predetermined first trajectory toward said first side of said panel if a returning peripheral segment of a second player element and its corresponding returnable projectile segment are simultaneously displayed.
3. An amusement device as claimed in Claim 2, wherein said display panel further comprises a plurality of first score segments and a plurality of second score segments, and wherein said first means further comprises sixth means for displaying an incremented score on said plurality of first score segments if a returning peripheral segment of a second player element is not displayed simultaneously with a corresponding returnable projectile segment when projectile segments along a second trajectory are sequentially displayed, and seventh means for displaying an incremented score on said plurality of second score segments if a returning peripheral segment of a first player element is not displayed simultaneously with a corresponding returnable projectile segment when projectile segments along a first trajectory are sequentially displayed.
4. An amusement device as claimed in Claim 3, wherein said first means further comprises at least one manually operable serve button and eighth means for sequentially displaying projectile segments along one of said first and second trajectories if said at least one serve button is depressed following a change in the score displayed on said first and second score segments.
5. An amusement device as claimed in any one of the preceding claims, further comprising a sound element mounted on said housing, and wherein said
first means further comprises ninth means for
activating said sound element if a returnable projec
tile segment and the corresponding returning
peripheral segment of a player element are simul
taneously displayed.
6. An amusement device as claimed in Claim 5,
wherein said first and second trajectories include
projectile bounce segments located at minimum
positions, and wherein said ninth means further
comprises means for activating said sound element
when a projectile bounce segment is displayed.
7. An amusement device as claimed in any one
ofthe preceding claims, further comprising manu
ally operable switch means for changing the rate at which said projectile elements are displayed.
8. An amusementdevice as claimed in any one of the preceding claims, wherein the body segments of said player elements are configured as tennis players and the peripheral segments of said player elements are configured as tennis rackets.
9. An amusement device, comprising: a housing having first and second sides; a plurality of manually operable first volley buttons mounted adjacent the first side of said housing; a first manually operable serve button mounted adjacent the first side of said housing; a plurality of manually operable second volley buttons mounted adjacent the second side of said housing; a second manually operable serve button mounted adjacent the second side of said housing; a display panel having first and second sides mounted on said housing, said panel having a plurality of ball segments disposed between the first and second sides of said panel, a plurality of first player elements disposed adjacent said first side of said panel, each of said first player elements corresponding to one of said first volley buttons and comprising at least one body segment and a plurality of racket segments, one of said racket segments of eaclrfirst player element being a returning racket segment disposed adjacent a corresponding returnable ball segment, and a plurality of second player elements disposed adjacent said second side of said panel, each of said second player elements corresponding to one of said second volley buttons and comprising at least one body segment and a plurality of racket segments, one of said racket segments of each second player element being a returning racket segment disposed adjacent a corresponding returnable ball segment; and control means for sequentially illuminating ball segments along a serve trajectory in response to depression of a serve button, the serve trajectory including at least one returnable ball segment, illuminating the body segments of a player element while sequentially illuminating its racket segments in response to depression of the volley button corresponding to the player element, and sequentially illuminating ball segments along a volley trajectory if a returning racket segment is illuminated at the same time as the corresponding returnable ball segment.
10. An amusement device as claimed in Claim 9, wherein said control means comprises ball movement control means responsive to serve signals produced upon depression of said serve buttons for generating ball movement signals to sequentially illuminate ball segments, volley detection unit means responsive to volley signals produced upon depression of said volley buttons for generating player swing signals, player control unit means responsive to said player swing signals dor generated ing player control signals to illuminate body segments while sequentially illuminating racket segments, said volley detection unit means additionally generating ball hit signals for said ball movement control means and said ball movement control means additionally generating ball trajectory signals for said volley detection unit.
11. A tennis game substantially as hereinbefore described with reference to and as shown in the accompanying drawings.
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP232780A JPS56100082A (en) | 1980-01-12 | 1980-01-12 | Ball game device |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| GB2067081A true GB2067081A (en) | 1981-07-22 |
| GB2067081B GB2067081B (en) | 1983-06-22 |
Family
ID=11526212
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB8041556A Expired GB2067081B (en) | 1980-01-12 | 1980-12-31 | Electronic tennis game |
Country Status (7)
| Country | Link |
|---|---|
| JP (1) | JPS56100082A (en) |
| CA (1) | CA1165883A (en) |
| DE (2) | DE8100135U1 (en) |
| ES (1) | ES255220Y (en) |
| FR (1) | FR2473330A1 (en) |
| GB (1) | GB2067081B (en) |
| IT (2) | IT8120418V0 (en) |
Families Citing this family (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPS5734880A (en) * | 1980-08-12 | 1982-02-25 | Nintendo Co Ltd | Figure display game device |
| SE8201706L (en) * | 1982-03-17 | 1983-09-18 | Denev Martin | APPLICATION OF IDENTICAL (OR SIMILAR) IMAGES OF CANCER CELLS AND IDENTICAL (OR SIMILAR) IMAGES OF THEIR NATURAL FIGHTERS, Lymphocyte CELLS, IN DYNAMIC VISUAL GAME GAMES |
| JPS58157185U (en) * | 1982-04-14 | 1983-10-20 | カシオ計算機株式会社 | Baseball game display device |
| JPS58177681A (en) * | 1982-04-14 | 1983-10-18 | カシオ計算機株式会社 | Display control system of moving display |
| JPS58185284U (en) * | 1982-06-01 | 1983-12-09 | 株式会社学習研究社 | two player game device |
| DE19946014A1 (en) | 1999-09-25 | 2001-03-29 | Bayerische Motoren Werke Ag | Fastening device for hinges of doors, flaps or the like of vehicles |
Family Cites Families (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US3337218A (en) * | 1964-09-08 | 1967-08-22 | Elliott & Evans Inc | Amusement apparatus |
| US3583538A (en) * | 1969-03-24 | 1971-06-08 | Funtronics Inc | Electric ping-pong game and the like |
| US3860239A (en) * | 1973-08-08 | 1975-01-14 | Peter R Feuer | Electronic baseball game |
| JPS51122527A (en) * | 1975-04-18 | 1976-10-26 | Waaren Furiidoman Deeibitsuto | Game device |
| US4215861A (en) * | 1978-11-29 | 1980-08-05 | Nemeth Joseph J | Electronic tennis game |
-
1980
- 1980-01-12 JP JP232780A patent/JPS56100082A/en active Pending
- 1980-12-23 ES ES1980255220U patent/ES255220Y/en not_active Expired
- 1980-12-31 GB GB8041556A patent/GB2067081B/en not_active Expired
-
1981
- 1981-01-06 IT IT8120418U patent/IT8120418V0/en unknown
- 1981-01-06 IT IT19017/81A patent/IT1134948B/en active
- 1981-01-07 DE DE19818100135U patent/DE8100135U1/en not_active Expired
- 1981-01-07 FR FR8100165A patent/FR2473330A1/en not_active Withdrawn
- 1981-01-07 DE DE19813100183 patent/DE3100183A1/en not_active Withdrawn
- 1981-01-12 CA CA000368321A patent/CA1165883A/en not_active Expired
Also Published As
| Publication number | Publication date |
|---|---|
| DE8100135U1 (en) | 1981-09-24 |
| FR2473330A1 (en) | 1981-07-17 |
| CA1165883A (en) | 1984-04-17 |
| DE3100183A1 (en) | 1981-11-19 |
| IT1134948B (en) | 1986-08-20 |
| ES255220U (en) | 1981-09-16 |
| ES255220Y (en) | 1982-03-01 |
| IT8119017A0 (en) | 1981-01-06 |
| IT8120418V0 (en) | 1981-01-06 |
| GB2067081B (en) | 1983-06-22 |
| JPS56100082A (en) | 1981-08-11 |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| PCNP | Patent ceased through non-payment of renewal fee |