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WO1982003562A1 - An electronic games apparatus - Google Patents

An electronic games apparatus Download PDF

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Publication number
WO1982003562A1
WO1982003562A1 PCT/AU1982/000052 AU8200052W WO8203562A1 WO 1982003562 A1 WO1982003562 A1 WO 1982003562A1 AU 8200052 W AU8200052 W AU 8200052W WO 8203562 A1 WO8203562 A1 WO 8203562A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
board
game board
base board
memory
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.)
Ceased
Application number
PCT/AU1982/000052
Other languages
French (fr)
Inventor
Gregory Paul Chalmers
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.)
Individual
Original Assignee
Individual
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 Individual filed Critical Individual
Priority to AU82786/82A priority Critical patent/AU8278682A/en
Publication of WO1982003562A1 publication Critical patent/WO1982003562A1/en
Anticipated expiration legal-status Critical
Ceased 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
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00662Electric board games; Electric features of board games with an electric sensor for playing pieces
    • 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
    • A63F2009/2457Display screens, e.g. monitors, video displays
    • 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

Definitions

  • the present invention relates to electronic games and, in particular, to electronic games having two parts of which the less expensive can be changed in order to change the nature of the game.
  • physiological and psychological factors which have made conventional board games such a success over successive generations, are also inherent in the above-mentioned game part.
  • an electronic game apparatus comprising a base board having a first set of electronic components and a game board having a second set of electronic components; said game board being releasably attachable to said base board; each said board having co-operating circuit coupling means to interconnect said sets of electronic components when said game board is attached to said base board; said first set of electronic components comprising an input/output means for each player, a central processing unit and a first memory means interconnected to permit the transfer of data therebetween; and said second set of electronic components comprising a display means, an input command means and a second memory means interconnected to permit the transfer of data therebetween.
  • Fig. 1 is a perspective view from above of base board of the preferred embodiment?
  • Fig. 2 is a perspective view from below of a plug in game board of the preferred embodiment
  • Fig. 3 is a view similar to Fig. 1 of the game board of Fig. 2 plugged into the base board of Fig. 1;
  • Fig. 4 is a schematic circuit diagram of the electronics contained within the base board.
  • Fig. 5 is a schematic circuit diagram of the electronics contained within the game board. BEST MODE OF CARRYING OUT THE INVENTION
  • the base board 1 of the preferred embodiment comprises a rectangular board having four sloping sides 2 and a recessed rectangular top 3.
  • keyboards 4 each including an alpha-numeric display 5 and a plurality of key contacts 6, are centrally located one on each of the four sloping sides 2.
  • a keyboard 4 is provided for each of the intended players of the game.
  • the keyboard 4 is located within a slight recess (not illustrated) on each sloping side 2 thereby permitting an overlay (not illustrated) to be placed over the key contacts 6 so as to change the indicia appearing adjacent each key contact 6.
  • the top 3 of the base board 1 is provided with a centrally located multi-pin socket connector 10 which mates with a multi-pin plug 11 centrally located on the underside
  • a game board 12 (Fig. 2) . Also located on the top 3 are four registration pin wells 13 which mate with corresponding registration pins 14 which extend from below the game board
  • plug 11 engages socket connector 10 so as to firmly but releasably mechanically attach the game board 12 to the base board 1.
  • the socket connector 10 and plug 11 provide an electrical interconnection between the base board
  • the base board 1 is also provided with a loudspeaker 15 (or similar transducer) and an input/output jack receptor 16.
  • the game board 12 is provided with a playing surface 20 which is provided with indicia 21
  • a display Centrally located on the playing surface 20 is a display
  • -30 block 22 which has a four sided alpha-numeric display 23 and/or other display devices such as LEDS 24.
  • On the upper surface of the display block 20 are provided a number of control buttons 25 the central one of which, takes the form of a dice button 26.
  • Figs. 4 and 5 the electronic components located within the base board 1 and game board 12 are respectively illustrated in schematic form. The following is a list of the various parts numbers and integrated circuits which go to make up those parts. Unless otherwise indicated, the devices are industry standards and therefore no specific manufacturer is nominated. However, where a manufacturer is indicated this represents the component chosen for this embodiment and this component can be replaced by a similar component from any one of a number of different manufacturers which performs the same function. NO. BLOCK INTEGRATED CIRCUIT(S)
  • a central processing unit 30 is connected by means of a system bus 32 to the remaining components.
  • the central processor unit 30 processes the instructions stored in the read only memories 35 and 50 (Fig. 5) which are needed to control all of the input/output components such as display 5, display 23, lights 24 and loud speaker 15. As the sequence of instructions contained within the read only memories 35 and 50, is executed, each instruction in turn, this produces the changing state of the game.
  • the address data decoder 31 is provided to separate the address data before it is applied to the system bus driver 33, and hence to the system bus 32.
  • the system bus driver 33 is basically an amplifier for the control and data signals which are to be passed along the system bus 32.
  • 4 MHz crystal 44 is provided for the central processor unit 30 in order to provide an internal clock function.
  • a timer 34 is also provided in order to provide a system clock and produce various timing signals required for operation of other circuit components.
  • the address decoder 38 accepts the address data from the CPU 30 via the system bus 32 and converts same into a plurality of individual select, or enable signals, which are then passed to each component individually as means of control.
  • the random access memory 36 is used to provide a store for dynamic data which changes during the course of the game. Such data as the players' individual score, the status of the game, and message text for the displays 5 and 23 are momentarily stored in the random access memory.
  • the audio encoder 46 is a substantially conventional circuit which takes the data from the system bus 32 and converts it into a modulated audio carrier frequency signal which can be recorded via socket 16 on conventional magnetic tape such as a conventional cassette tape recorder (not illustrated) .
  • the refresh logic 37 decodes the refresh signals generated by the CPU 30 and uses them to refresh the dynamic data which is stored in RAM 36.
  • the tone generator driver 45 is generator with amplifier which is used to generate individual tones which in turn are applied to the loud 5 speaker 15, or similar transducer, so as to provide an indication, such as activation of an illegal command by a player and to signal the depression of a key on any of the keyboards.
  • system bus 32 connects to 10 each of the four keyboards 4, each keyboard 4 being identical.
  • a parallel input/output circuit 39 is provided which converts the data and control signals from the central processor unit 30 into individual signal lines - 15 which are adapted for application to the key contacts 6 and display 5.
  • a keyboard encoder 31 which is used to multiplex the, say, thirty key contacts 6 into, say r 13 data lines thereby permitting the information generated by operation of the 20 keyboard, to be delivered into the system bus 32.
  • the display multiplex driver 40 stores a code for each character position on the display 5 and then cycles through the display positions in turn in order to insert the correct characters in the display 5.
  • This block also 25 includes an amplifier for driving the display 5.
  • a power supply 13 is illustrated in schematic block form, the interconnections between the power supply and each other circuit block being omitted for clarity.
  • the read only memory 50 contains the game sequence 5 of instructions which in effect determines the rules of the particular game of the game board.
  • An address decoder 51 is also provided within the game board 12 and does practically the same job as the address decoder 38 but for the circuit components of the game board.
  • two parallel input/output devices 52 and 53 operate in the same way as the parallel input/output device 39 but drives input sensors 54 and output drivers 55 respectively.
  • the input sensors 54 accept up to a maximum of 24 logic inputs per parallel input/output device 52, 53 which can take the form of switches, plugs, levers, card inserts, and the like.
  • the control buttons 25 and dice button 26 are examples of such logic inputs.
  • the output drivers 25 perform the same task as the display multiplex driver 40 of Fig. 4 but can drive either an alpha-numeric display 23 or a total of 192 of the LEDS 124 per parallel input/output device 52, 53.
  • the CPU 30 will detect this contact operation as the CPU 30 scans all the keyboards 4 looking for any activity.
  • the address of the "key contact switched" signal generated by the keyboard encoder 41 will tell the CPU 30 which key contact 6 on which keyboard 4 has been pressed.
  • the CPU 30 checks in the game board ROM 50 to see what instructions must be executed when that particular key contact 6 is depressed.
  • the ROM 50 has a list of instructions pertaining to each key contact 6 for instructions and text wording to follow the rules of the game and give the players all the proper information on their displays 5.
  • the CPU 30 will also read the base board ROM 35 to be instructed how to control the displays 5 and how to use the dynamic RAM 36 which is memory available to both help the CPU carry out it's functions and to hold data on the players' game position (which is kept up-to-date until the end of the game) .
  • the CPU 30 looks in the game board ROM 50 to see that dice button 26 requires a random number selection. The CPU 30 will then extract a pre-stored list of random numbers from ROM 50, place these numbers in RAM 36 and begin cycling through each of the random numbers in turn until the dice button 26 is released. During this time the CPU 30 has been displaying each random number on the displays 5 as the list of random numbers was cycled through. When the dice button 26 is released, the selected number remains on the displays 5 for 5 seconds. The CPU 30 takes the selected number and adds it to the Player's board position the numerical value of which is stored in RAM 36.
  • the CPU 30 then extracts a display text from ROM 50 which says, for example, "You have thrown a 3 and your new- . position is 23 on the board". The player then moves token 27 from square 20 to square 23. The addition of the throw value 3 to the previous position value 20 is carried out in order to produce the new value (23) for the position of that player. The CPU 30 will then check the ROM 50 to see if any special instructions are needed because the player has landed on that particular square. For example, the particular square may be square 4 and, as such, a further sequence of events is initiated which will be found in the ROM 50 and will be controlled by CPU 30. Square 4 is illuminated in the event in order to indicate the special result.

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Input From Keyboards Or The Like (AREA)

Abstract

Dispositif pour jeux electroniques forme de deux parties. La premiere partie est une plaque de base (1) contenant un ensemble de bases de composants electroniques tels qu'une unite centrale de traitement (30), une memoire a acces sequentiel (35) et des claviers (4). La deuxieme partie est une plaque de jeu (12) pouvant etre connectee a la plaque de base (1). La plaque de jeu (12) contient un deuxieme ensemble de composants electroniques tels qu'une memoire a acces sequentiel (50) et plusieurs affichages (22, 23, 24). La plaque de base (1) peut etre utilisee pour plusieurs jeux mais chaque plaque de jeu (12) ne convient qu'a un seul type de jeux. La (ou les) plaque(s) de jeu peut (ou peuvent) se connecter a la plaque de base (1) de maniere a permettre l'utilisation de differentes plaques de jeu (12) avec une seule plaque de base (1). Une des caracteristiques de la presente invention est qu'elle permet des jeux interactifs entre, par exemple, quatre joueurs, comprenant le deplacement de symboles (27) sur un champ de jeu (20) sur la plaque de jeu (12).Device for electronic games in two parts. The first part is a base plate (1) containing a set of bases of electronic components such as a central processing unit (30), a memory with sequential access (35) and keyboards (4). The second part is a play plate (12) which can be connected to the base plate (1). The game board (12) contains a second set of electronic components such as a sequential access memory (50) and several displays (22, 23, 24). The base plate (1) can be used for several games but each game plate (12) is suitable for only one type of games. The game plate (s) can (or can) connect to the base plate (1) so as to allow the use of different play plates (12) with a single base plate (1) . One of the characteristics of the present invention is that it allows interactive games between, for example, four players, comprising the movement of symbols (27) on a playing field (20) on the playing plate (12).

Description

ANELECTRONICGAMEAPPARATUS
The present invention relates to electronic games and, in particular, to electronic games having two parts of which the less expensive can be changed in order to change the nature of the game.
BACKGROUND ART Hitherto all electronic games have included a screen or other surface somewhat similar in appearance to a video display unit for display and movement of various characters across the screen. Often the screen of a conventional television set has been used and the game apparatus is intended for connection to such a conventional T.V. set. Such prior art games are intended for use by a single person (which the "space invaders" style of game is the most common) or are intended to be used by two players, at most, who control the movement' of "bats" for example so as to attempt to interrupt the movement of a flying trace on the screen which represents the intended passage of a ball, for example. Such games suffer from the disadvantage that the players quickly tire of them and that, in particular, the players do not actively interact, plan stratagems, plot against one another, and the like all of which are physiological and psychological factors inherent in conventional board games such as Snakes and Ladders
(Registered Trade Mark) and Monopoly (Registered Trade Mark) which use .dice, tokens, and other conventional such pieces.
It is the object of the present invention to provide an electronic game apparatus having two parts, a more expensive basic part which can be used for all games, and a less expensive game part which co-operates with the basic part to provide a completed game and which can be readily changed in order to provide a different game and hence variety for the players. Preferably physiological and psychological factors which have made conventional board games such a success over successive generations, are also inherent in the above-mentioned game part. DISCLOSURE OF THE INVENTION According to one aspect of the present invention there is disclosed an electronic game apparatus comprising a base board having a first set of electronic components and a game board having a second set of electronic components; said game board being releasably attachable to said base board; each said board having co-operating circuit coupling means to interconnect said sets of electronic components when said game board is attached to said base board; said first set of electronic components comprising an input/output means for each player, a central processing unit and a first memory means interconnected to permit the transfer of data therebetween; and said second set of electronic components comprising a display means, an input command means and a second memory means interconnected to permit the transfer of data therebetween.
BRIEF DESCRIPTION OF THE DRAWINGS One embodiment of the present invention will now be described with reference to the drawings in which: Fig. 1 is a perspective view from above of base board of the preferred embodiment?
Fig. 2 is a perspective view from below of a plug in game board of the preferred embodiment;
Fig. 3 is a view similar to Fig. 1 of the game board of Fig. 2 plugged into the base board of Fig. 1;
Fig. 4 is a schematic circuit diagram of the electronics contained within the base board; and
Fig. 5 is a schematic circuit diagram of the electronics contained within the game board. BEST MODE OF CARRYING OUT THE INVENTION
Referring now to Fig. 1, the base board 1 of the preferred embodiment comprises a rectangular board having four sloping sides 2 and a recessed rectangular top 3.
Four keyboards 4, each including an alpha-numeric display 5 and a plurality of key contacts 6, are centrally located one on each of the four sloping sides 2. Thus a keyboard 4 is provided for each of the intended players of the game. Preferably the keyboard 4 is located within a slight recess (not illustrated) on each sloping side 2 thereby permitting an overlay (not illustrated) to be placed over the key contacts 6 so as to change the indicia appearing adjacent each key contact 6. This enables
5 individual key contacts 6 to signify different functions for different games.
The top 3 of the base board 1 is provided with a centrally located multi-pin socket connector 10 which mates with a multi-pin plug 11 centrally located on the underside
10 of a game board 12 (Fig. 2) . Also located on the top 3 are four registration pin wells 13 which mate with corresponding registration pins 14 which extend from below the game board
12. When the game board 12 is placed on the top 3 of the base board 1, the registration pins 14 engage wells 13 and
15 plug 11 engages socket connector 10 so as to firmly but releasably mechanically attach the game board 12 to the base board 1. In addition, the socket connector 10 and plug 11 provide an electrical interconnection between the base board
1 and game board 12.
20 Finally, as seen in Fig. 1 the base board 1 is also provided with a loudspeaker 15 (or similar transducer) and an input/output jack receptor 16.
As seen in Fig. 3, the game board 12 is provided with a playing surface 20 which is provided with indicia 21
25 which, in the preferred embodiment, comprises a squared board marked into a series of numbered segments which have a predetermined role according to the rules of the game to be played and upon which tokens 27 are able to be placed.
Centrally located on the playing surface 20 is a display
-30 block 22 which has a four sided alpha-numeric display 23 and/or other display devices such as LEDS 24. On the upper surface of the display block 20 are provided a number of control buttons 25 the central one of which, takes the form of a dice button 26.
35 Turning now to Figs. 4 and 5, the electronic components located within the base board 1 and game board 12 are respectively illustrated in schematic form. The following is a list of the various parts numbers and integrated circuits which go to make up those parts. Unless otherwise indicated, the devices are industry standards and therefore no specific manufacturer is nominated. However, where a manufacturer is indicated this represents the component chosen for this embodiment and this component can be replaced by a similar component from any one of a number of different manufacturers which performs the same function. NO. BLOCK INTEGRATED CIRCUIT(S)
5 ALPHA/NUMERIC DISPLAY HDSP 6508 HEWLETT PACKARD
30 CPU Z80 MPϋ Z1LOG 74L500 NAND 74L504 INVERTER 74LS109 FLIP FLOP
31 ADDRESS DATA DECODER 7408 AND 7411 AND 741348 1-8 DECODER
33 SYSTEM BUS DRIVER 8T28 TRANSCEIVER x 2)MOTOROLA 8T97 BUFFER x 4 ) 7404 INVERTER x 2 7400 AND x 2
34 TIMER Z80 CTC Z1LOG
35 ROM 2732 PROM MOTOROLA
36 RAM 4116 RAM 16K x 8 MOTORLA
37 REFRESH LOGIC 74157 2 INPUT MUX x 2 74LS00 NAND 74LS32 OR 74LS04 INVERTER 74LS74 LATCH 38 ADDRESS DECODER 7408 AND 7411 AND 74138 DECODER
39 PARALLEL INPUT/OUTPUT 8255 INTEL
40 DISPLAY MULTIPLEX 6810 STATIC RAM MOTOROLA x 4 DRIVER ULN2033 DRIVER SPRAGUE x 12 NE590 DRIVER SIGNETICS x 8 74LS244 x 4 74LS367 BUFFER x 8 74LS393 COUNTER x 4 74LS273 LATCH x 4 74LS32 OR x 4
74LS14 SCHMITT TRIGGER x 4 7 LS20 NAND x 4 74LS113 FLIP-FLOP x 4 .74LS259 LATCH x 8
41 KEYBOARD ENCODER 74LS154 DEMUX x 4
45 TONE GENERATOR DRIVER SONALERT
46 AUDIO ENCODER PARALLEL TO SERIAL CONVERTER
OSCILLATOR
MODULATOR
CLASS A AMP
50 PROGRAM ROM 32KB PROM (2732) MOTOROLA
51 ADDRESS DECODER AS FOR 38
52 PARALLEL INPUT/OUTPUT AS FOR 39
53 PARALLEL INPUT/OUTPUT AS FOR 39
55 OUTPUT DRIVERS NE590 SIGNETICS
Turning to the schematic circuit diagram of the electronic components within the base board 1, it will be seen that a central processing unit 30 is connected by means of a system bus 32 to the remaining components. The central processor unit 30 processes the instructions stored in the read only memories 35 and 50 (Fig. 5) which are needed to control all of the input/output components such as display 5, display 23, lights 24 and loud speaker 15. As the sequence of instructions contained within the read only memories 35 and 50, is executed, each instruction in turn, this produces the changing state of the game.
Because both address signals and data signals are generated at the output of the CPU 30, the address data decoder 31 is provided to separate the address data before it is applied to the system bus driver 33, and hence to the system bus 32. The system bus driver 33 is basically an amplifier for the control and data signals which are to be passed along the system bus 32. 4 MHz crystal 44 is provided for the central processor unit 30 in order to provide an internal clock function. However, a timer 34 is also provided in order to provide a system clock and produce various timing signals required for operation of other circuit components.
The address decoder 38 accepts the address data from the CPU 30 via the system bus 32 and converts same into a plurality of individual select, or enable signals, which are then passed to each component individually as means of control. The random access memory 36 is used to provide a store for dynamic data which changes during the course of the game. Such data as the players' individual score, the status of the game, and message text for the displays 5 and 23 are momentarily stored in the random access memory. The audio encoder 46 is a substantially conventional circuit which takes the data from the system bus 32 and converts it into a modulated audio carrier frequency signal which can be recorded via socket 16 on conventional magnetic tape such as a conventional cassette tape recorder (not illustrated) . The refresh logic 37 decodes the refresh signals generated by the CPU 30 and uses them to refresh the dynamic data which is stored in RAM 36. The tone generator driver 45 is generator with amplifier which is used to generate individual tones which in turn are applied to the loud 5 speaker 15, or similar transducer, so as to provide an indication, such as activation of an illegal command by a player and to signal the depression of a key on any of the keyboards.
It will be seen that the system bus 32 connects to 10 each of the four keyboards 4, each keyboard 4 being identical. In order to interface between the keyboard 4 and system bus 32, a parallel input/output circuit 39 is provided which converts the data and control signals from the central processor unit 30 into individual signal lines - 15 which are adapted for application to the key contacts 6 and display 5. Also included within the keyboard 4 is a keyboard encoder 31 which is used to multiplex the, say, thirty key contacts 6 into, sayr 13 data lines thereby permitting the information generated by operation of the 20 keyboard, to be delivered into the system bus 32.
Similarly, the display multiplex driver 40 stores a code for each character position on the display 5 and then cycles through the display positions in turn in order to insert the correct characters in the display 5. This block also 25 includes an amplifier for driving the display 5. A power supply 13 is illustrated in schematic block form, the interconnections between the power supply and each other circuit block being omitted for clarity.
It will be apparent that the system bus 32 and line 3.0 42 interconnecting the read only memory 50 of the game board circuit of Fig. 5 with the address data decoder 38, are continued between boards 1 and 12 by means of the socket connector 10 and plug 11.
The read only memory 50 contains the game sequence 5 of instructions which in effect determines the rules of the particular game of the game board. An address decoder 51 is also provided within the game board 12 and does practically the same job as the address decoder 38 but for the circuit components of the game board. Similarly, two parallel input/output devices 52 and 53 operate in the same way as the parallel input/output device 39 but drives input sensors 54 and output drivers 55 respectively. The input sensors 54 accept up to a maximum of 24 logic inputs per parallel input/output device 52, 53 which can take the form of switches, plugs, levers, card inserts, and the like. The control buttons 25 and dice button 26 are examples of such logic inputs. The output drivers 25 perform the same task as the display multiplex driver 40 of Fig. 4 but can drive either an alpha-numeric display 23 or a total of 192 of the LEDS 124 per parallel input/output device 52, 53.
During the progress of a game, all players can use their keyboard simultaneously but some games will restrict their overall usage to rudimentary calculations and requests until it is their "Go" or turn. This is to allow some games to follow a round of "Go's" and so produce a steady progress in the game.
If a player presses a key contact 6, the CPU 30 will detect this contact operation as the CPU 30 scans all the keyboards 4 looking for any activity.
The address of the "key contact switched" signal generated by the keyboard encoder 41 will tell the CPU 30 which key contact 6 on which keyboard 4 has been pressed. The CPU 30 then checks in the game board ROM 50 to see what instructions must be executed when that particular key contact 6 is depressed. The ROM 50 has a list of instructions pertaining to each key contact 6 for instructions and text wording to follow the rules of the game and give the players all the proper information on their displays 5.
The CPU 30 will also read the base board ROM 35 to be instructed how to control the displays 5 and how to use the dynamic RAM 36 which is memory available to both help the CPU carry out it's functions and to hold data on the players' game position (which is kept up-to-date until the end of the game) .
If the dice button 26 is depressed the CPU 30 looks in the game board ROM 50 to see that dice button 26 requires a random number selection. The CPU 30 will then extract a pre-stored list of random numbers from ROM 50, place these numbers in RAM 36 and begin cycling through each of the random numbers in turn until the dice button 26 is released. During this time the CPU 30 has been displaying each random number on the displays 5 as the list of random numbers was cycled through. When the dice button 26 is released, the selected number remains on the displays 5 for 5 seconds. The CPU 30 takes the selected number and adds it to the Player's board position the numerical value of which is stored in RAM 36.
The CPU 30 then extracts a display text from ROM 50 which says, for example, "You have thrown a 3 and your new- . position is 23 on the board". The player then moves token 27 from square 20 to square 23. The addition of the throw value 3 to the previous position value 20 is carried out in order to produce the new value (23) for the position of that player. The CPU 30 will then check the ROM 50 to see if any special instructions are needed because the player has landed on that particular square. For example, the particular square may be square 4 and, as such, a further sequence of events is initiated which will be found in the ROM 50 and will be controlled by CPU 30. Square 4 is illuminated in the event in order to indicate the special result.

Claims

1. An electronic game apparatus comprising a base board having a first set of electronic components and a game board having a second set of electronic components; said game board being releasably attachable to said base board; each said board having co-operating circuit coupling means to interconnect said sets of electronic components when said game board is attached to said base board; said first set of electronic components comprising an input/output means for each player, a central processing unit and a first memory means interconnected to permit the transfer of data therebetween; and said second set of electronic components comprising a display means, an input command means and a second memory means interconnected to permit the transfer of data therebetween.
2. Apparatus as claimed in claim 1 wherein said second memory means comprises a read only memory containing
data pertinent to the rules of the particular game to be played; and said first memory means comprises a read only memory containing data pertinent to the sequence of events common to every and any game to be played, and a random access memory containing transient data pertaining to the progress of the game at any time.
3. Apparatus as claimed in claim 4 wherein commands initiated by the players' operation of either said input command means of said game board or said base board input/output means are received by said central processor unit which reads a next item of data stored in said game board read only memory 50 to advance said game in accordance with said rules.
4. Apparatus as claimed in claim 3 wherein the contents of said random access memories are able to be transferred to, and from, a remote memory thereby storing the current state of a game and permitting the game to be resumed from its current state at a later time.
5. Apparatus as claimed in any one of claims 1 to 4 wherein said base board has a shape corresponding to a multi-sided planar geometrical figure, one of said
* ■ input/output means being located at each of said sides, the number of sides correspondng to the intended maximum number of said players.
6. Apparatus as claimed in claim 5 wherein said game board has a shape corresponding to the shape of said base board, said co-operating circuit coupling means comprises a multi-pin socket and plug, and said game board and base board are plugged together with said game board being located on top of said base board with the sides of said game board in registration with the sides of said base board.
7. Apparatus as claimed in claim 5 wherein the display means of said game board is located thereon and has a plurality of display faces each corresponding to, and aligned with, one of the sides of said game board.
8. Apparatus as claimed in claim 7 wherein the upper surface of said game board surrounding said display means comprises a playing surface carrying indicia and being adapted to receive movable tokens indicative of the players' position in the game.
9. Apparatus as claimed in claim 8 when dependent upon claim 2, 3 or 4 wherein the instantaneous position of each of said movable tokens is stored in said random access memory.
10. Apparatus as claimed in any one of the preceding claims including a plurality of game boards, each of said game boards being individually releasably attachable to said base board, in turn, to provide a corresponding sequence of different games.
. v v '
PCT/AU1982/000052 1981-04-09 1982-04-07 An electronic games apparatus Ceased WO1982003562A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU82786/82A AU8278682A (en) 1981-04-09 1982-04-07 Games apparatus

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU8389/81810409 1981-04-09
AUPE838981 1981-04-09

Publications (1)

Publication Number Publication Date
WO1982003562A1 true WO1982003562A1 (en) 1982-10-28

Family

ID=3769034

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/AU1982/000052 Ceased WO1982003562A1 (en) 1981-04-09 1982-04-07 An electronic games apparatus

Country Status (3)

Country Link
EP (1) EP0076274A4 (en)
JP (1) JPS58500641A (en)
WO (1) WO1982003562A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2625445A1 (en) * 1988-01-06 1989-07-07 Nathan Cie Jeux Fernand Game unit with multiple uses
GB2415145A (en) * 2004-04-14 2005-12-21 Anthony Daniel Wallace An interchangeable electronic board game

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2033763A (en) * 1978-10-30 1980-05-29 Smith J Game with replaceable microprecessor cartridge

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2033763A (en) * 1978-10-30 1980-05-29 Smith J Game with replaceable microprecessor cartridge

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See also references of EP0076274A4 *

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2625445A1 (en) * 1988-01-06 1989-07-07 Nathan Cie Jeux Fernand Game unit with multiple uses
GB2415145A (en) * 2004-04-14 2005-12-21 Anthony Daniel Wallace An interchangeable electronic board game
GB2415145B (en) * 2004-04-14 2007-11-21 Anthony Daniel Wallace Electronic board game (the 'I' board)

Also Published As

Publication number Publication date
EP0076274A1 (en) 1983-04-13
JPS58500641A (en) 1983-04-28
EP0076274A4 (en) 1985-04-11

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