U.S. patent number 3,583,538 [Application Number 04/809,789] was granted by the patent office on 1971-06-08 for electric ping-pong game and the like.
This patent grant is currently assigned to Funtronics, Inc.. Invention is credited to Frederick A. Hurley.
United States Patent |
3,583,538 |
Hurley |
June 8, 1971 |
ELECTRIC PING-PONG GAME AND THE LIKE
Abstract
A remote control coin-operated amusement game, including a
wall-hung display panel. The display panel is arranged so that a
game can be simulated wherein two players appear to hit a game
object back and forth as, for example, in a ping-pong game. The
control technique includes initiating a serve in response to a
first player actuation and initiating a return volley in response
to subsequent player actuations until a miss is detected. When a
miss is detected, the course of the game object continues beyond
the player that has missed and a point is added to the opposing
player's score.
Inventors: |
Hurley; Frederick A. (Miami,
FL) |
Assignee: |
Funtronics, Inc. (Miami,
FL)
|
Family
ID: |
25202222 |
Appl.
No.: |
04/809,789 |
Filed: |
March 24, 1969 |
Current U.S.
Class: |
463/3; 194/219;
463/52; 463/39 |
Current CPC
Class: |
G07F
17/38 (20130101); A63F 7/0652 (20130101); A63F
7/0664 (20130101) |
Current International
Class: |
G07F
17/32 (20060101); G07F 17/38 (20060101); G07f
005/10 () |
Field of
Search: |
;273/85 (G)/
;194/6,9,12,16 |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Coleman; Samuel F.
Claims
I claim:
1. In an electric amusement game wherein a simulated game object is
hit back and forth between simulated players, the combination
of:
a display panel disposed for view by the players;
first circuit means coupled to said display panel to simulate
thereon when actuated the movement of a game object toward a
simulated player on said display panel;
second circuit means coupled to said display panel to simulate
thereon the movement of a game-playing object along a path which
intercepts the path of said simulated game object;
third circuit means connected to said first and second circuit
means to detect when said game object and said game-playing object
intercept to alter the simulated movement of said game object;
and
player-operated means coupled to actuate said first and second
circuit means.
2. An electric amusement game according to claim 1 further
including a radio transmitter-receiver coupled between said
player-operated means and said first and second circuit means.
3. An electric amusement game according to claim 1 further
including means for receiving coins and detecting when coins of a
predetermined amount have been deposited, said means being
connected to complete the coupling between said player-operated
means and said first and second circuit means when deposited coins
of said predetermined amount have been received.
4. An electric amusement device according to claim 3 wherein said
player-operated means and said mans for receiving coins are located
remotely, and further comprising radio transmitter-receiver means
for coupling said player-operated means and said means for
receiving coins to said first and second circuit means.
5. An electric amusement game according to claim 1 wherein said
game object is a simulated ping-pong ball and said game-playing
object is a simulated ping-pong paddle.
6. An electric amusement game according to claim 1 wherein said
third circuit means alters the simulated movement of said game
object so that it appears to return to another player on said
display panel when said game object and game-playing object
intercept.
7. An electric amusement game according to claim 6 wherein the
movement of said game object is not altered when said game-playing
object fails to intercept said game object and appears to move past
the simulated player on said display panel.
8. In an electric amusement game, comprising
a display panel disposed for view by the players;
first circuit means coupled to said display panel to simulate
thereon the movement of a game object back and forth between two
players, said first circuit means being operative
to simulate the movement of said game object from one player toward
the other in response to an initial actuation, and
to reverse the direction of movement of said game object in
response to each subsequent actuation;
second circuit means coupled to said display panel to simulate
thereon, when actuated, the movement of game-playing objects along
paths which intercept the path of said simulated game object;
player-operated means coupled to said first and second circuit
means to provide said initial actuation for said first circuit
means and to provide actuations for said second circuit means;
third circuit means connected to said first and second circuit
means to detect when said game object and said game-playing object
intercept and to provide a subsequent actuation for said first
circuit means each time an interception is detected.
9. An electric amusement game according to claim 8 further
including circuit means coupled between said player-operated means
and said first and second circuit means so that a first player
actuation of said player-operated means provides said initial
actuation for said first circuit means and said first and
subsequent actuations of said player-operated means provide
actuations for said second circuit means.
10. An electric amusement game according to claim 8 wherein said
game object continues on a path extending beyond said game-playing
object when an intercept is not detected by said third circuit
means.
11. An electric amusement game according to claim 8 wherein said
second circuit means is actuated prior to the initial actuation of
said first circuit means to simulate the serve of said game
object.
12. An electric amusement game according to claim 8 further
including score-accumulating and display means, and wherein said
third circuit means is coupled to said score means to add to a
player's score when an intercept is not detected.
13. An electric amusement game according to claim 8 wherein said
game object is a ping-pong ball and said game-playing object is a
ping-pong paddle.
14. An electric amusement game according to claim 8 further
including a radio transmitter-receiver coupled between said
player-operated means and said first and second circuit means.
15. An electric amusement game according to claim 8 further
including means for receiving coins and detecting when coins of a
predetermined amount have been deposited, said means being
connected to complete the coupling between said player-operated
means and said first and second circuit means when deposited coins
of said predetermined amount have been received.
16. An electric amusement device according to claim 15 wherein said
player-operated means and said means for receiving coins are
located remotely, and further comprising radio transmitter-receiver
means for coupling said player-operated means and said means for
receiving coins to said first and second circuit means.
17. In an electric amusement game, the combination of
a display panel disposed for view by the players having areas
thereon which can be selectively illuminated;
first switching means coupled to said display panel for selectively
illuminating selected areas of said display panel for simulation of
a game ball movement back and forth between two players;
second switching means coupled to said display panel for
selectively illuminating selected areas of said display panel for
simulation of game-playing object movements which intercept the
path of said simulated game ball movements;
player-operated means;
first circuit means coupled between said player-operated means and
said first and second switching means to provide a simulated serve
of the game ball in response to a first player actuation;
second circuit means coupled between said player-operated means and
second switching means to provide simulation of a game-playing
object movement in response to subsequent player actuations;
and
third circuit means coupled to said second circuit means for
detecting when said simulated game playing object and said
simulated game ball intercept, said third circuit means being
connected to said first switching means to alter the direction of
the simulated game ball movement when an interception is
detected.
18. An electric amusement game according to claim 17 wherein said
first and second switching means each comprise stepping
switches.
19. An electric amusement game according to claim 17 wherein said
first switching means comprises
a first stepping switch for controlling simulation of the game ball
movement from a first simulated player toward a second simulated
player on said display panel and
a second stepping switch for controlling simulation of the game
ball movement from said second simulated player toward said first
simulated player.
20. An electric amusement game according to claim 19 wherein said
first switching means further comprises a pair of stepping switches
coupled to said display panel to control simulation of the game
ball movements when said game-playing object fails to intercept
said simulated game ball.
21. An electric amusement game according to claim 17 wherein said
second switching means comprises a separate stepping switch for
controlling the simulated game-playing object movement for each of
two simulated players on said display panel.
22. An electric amusement game according to claim 17 wherein said
third circuit means is also operative to detect when a simulated
moving playing object fails to intercept said moving ball game, and
further including switching means connected to said third circuit
means for accumulating the players' scores.
23. An electric amusement game according to claim 17 wherein said
third circuit means detects an interception by detecting when said
subsequent player actuations occur when said switching means is in
a predetermined condition.
Description
BACKGROUND OF THE INVENTION
This invention relates to electric apparatus wherein a game is
simulated on a display panel and, more particularly, to apparatus
which simulates a game of the type wherein a game object appears to
be hit back and forth between two or more players.
In the past, most coin-operated amusement devices were of a general
mechanical nature known as pinball machines which usually require a
horizontal playing surface. Because of the horizontal playing
surface, substantial floorspace would be required and, hence, these
units could only be installed in establishments where the money
taken in is sufficient to justify the loss of player space. Also it
would be necessary for the players to go to the physical location
of the amusement device which, in some cases, would disrupt the
normal business operation of the establishment.
An object of this invention is to provide an amusement device which
can be coin operated, remotely controlled and wall hung.
Another object of the invention is to provide an amusement device
which is a game of skill and which retains the continuing interest
of the players.
BRIEF DESCRIPTION OF THE INVENTION
There are many games of the type wherein two or more players hit a
game object back and forth. In the illustrative embodiment, the
apparatus is shown for simulating a ping-pong game. Other known
games which could be simulated by a similar apparatus would
include, for example, tennis, handball, squash, volleyball and
badminton.
The apparatus includes a remote control unit, including a coin
receiver and a player-actuated pushbutton, this remote control unit
being coupled to the remainder of the apparatus by means of a radio
transmitter receiver. The simulated game appears on a display panel
which can be wall hung. After the game has been activated by
depositing coins of the proper monetary value, the first player
actuation initiates a simulated serve by one of the cartoon
characters on the display panel and the game ball appears to travel
toward the opposing player on the display panel. Upon the next
player actuation, the other player swings at the ball and, if the
swing is properly timed, the game ball appears to be returned. The
ball may be volleyed back and forth between the cartoon characters
on the display panel until one of the players misses. When a miss
is detected, the game ball appears to travel beyond the player that
has missed and a point is scored for the opposing player.
BRIEF DESCRIPTION OF THE DRAWINGS
The manner in which the foregoing and other objects are achieved
according to the invention is described more fully in the following
specification which sets forth an illustrative embodiment of the
invention. The drawings form a part of the specification,
wherein:
FIG. 1 is a perspective view illustrating the display panel for a
ping-pong game along with the associated remote control unit and
control circuits;
FIG. 2 is a block diagram illustrating the basic layout for the
control circuits;
FIG. 3 is a schematic diagram for the game activation control
circuits;
FIG. 4 is a schematic diagram of the serve and play control
circuits;
FIG. 5 is a schematic diagram of the player one display
control;
FIG. 6 is a schematic diagram of the player two display control;
and
FIG. 7 is a schematic diagram of the display panel and connections
thereto.
DESCRIPTION OF INVENTION
The electric amusement game according to this invention includes
three basic subassemblies which are the display panel 1, the unit 2
housing the control circuits, and a remote control unit 3.
Display panel 1 includes a generally opaque front panel which is
designed according to the game being simulated. FIG. 1 shows a
display panel for a ping-pong game and therefore a pair of cartoon
characters 5 and 6 are shown at opposite ends of a ping-pong table
4. The display panel also includes a number of translucent areas
which can be selectively illuminated to simulate the moving game
object which, in this case, is a ping-pong ball, and the
game-playing objects which, in this case, are the ping-pong paddles
in the hands of the cartoon characters 5 and 6. The display panel
also includes translucent areas 7 and 8 which are selectively
illuminated to provide the score indications and area 9 which can
be illuminated to provide a "game over" indication.
Remote control unit 3 includes a slot 11 through which coins are
deposited in order to activate the game. The remote control unit
also includes a pair of player-operated pushbuttons 10a and 10b
which permit the players to control the game on the display panel.
Remote control unit 3 is coupled to the control circuits in unit 2
by means of a radio transmitter-receiver link.
The control circuits are shown in block diagram form in FIG. 2.
Switch 12 is associated with coin slot 11. A conventional
coin-receiving unit is located within the remote control unit and
includes the switch 12 which is closed momentarily when a coin of
the proper denomination has been received. "Coin" transmitter 13
transmits a signal to "coin" receiver 14 whenever coin switch 12 is
closed. The pushbutton switches 10a and 10b are connected in
parallel to a "play" transmitter 15 within remote control unit 3
which transmits a signal to a "play" receiver 16 when either of the
switches is actuated. The "play" and "coin" receivers are coupled
to the game activation control circuits 17. Although separate
"play" and "coin" transmitter-receivers are illustrated in FIG. 2,
it is possible to utilize a two channel transmitter-reciever
system.
The game activation control circuits are illustrated schematically
in FIG. 3. These circuits respond to the coin actuations and
determine when coins of the proper monetary amount have been
deposited for activating the game. When this is accomplished, the
game activation control circuits couple the signal developed by
"play" receiver 16 into the serve and play control circuits 18. The
game activation control circuits 17 also include the end of game
detection circuitry which deactivates the game when one of the
players reaches a full score.
The serve and play control circuits are illustrated schematically
in FIG. 4. The serve and play control circuits receive a signal
each time one of the pushbutton switches 10a or 10b is actuated. In
response to these actuating signals, other signals are developed as
required for controlling the display. In response to the first such
actuation, a simulated serve of the ping-pong ball by one of the
cartoon players is provided on the display panel as well as the
simulated movement of the ping-pong ball toward the other player.
The next player actuation causes the ping-pong paddle in the hands
of the other cartoon player to swing in the hopes that the paddle
will intercept the simulated ping-pong ball. If the player is
successful and the ball is returned, upon the next player actuation
the first player again controls the swing of his corresponding
cartoon character.
The player one display control circuits 19 include a number of
stepping switches and are illustrated in detail in FIG. 5. These
stepping switches control the animated displays corresponding to
the first player, that is, player one's movement of the paddle and
serve of the ball, movement of the ping-pong ball toward the other
player, and movement of the ball beyond the other player if the
other player misses on his attempt at hitting the ball. The player
two display control circuits 20 are illustrated in detail in FIG. 6
and are basically the same as player one display control circuits
19. The player display control circuits are connected to
appropriate selected areas on display panel 1 to achieve the
animated displays as is illustrated schematically in FIG. 7.
GAME ACTIVATION CONTROL CIRCUITS
The function of the game activation control circuits is to activate
the game when the proper coins have been deposited, and to
deactivate the game when one of the players reaches the full score.
The game can be activated in response to one deposited coin, or,
since there are two players, the game can be set to require two
deposited coins for activation. The number of required coins is
determined by switch 29 which, in the position shown in FIG. 3,
would require two coins.
The game activation control circuits include four electromagnetic
relays K1--K4 referred to, respectively, as the "game over" relay,
the "coin control" relay, the "first coin" relay and the "coin set"
relay. The relays K1--K4 include the energizing windings 30--33,
respectively, with diodes 34--37 connected in parallel with the
winding to absorb inductive voltage surges.
"Coin control" relay K2 is momentarily energized when the first
coin is deposited via the coin slot and at the termination of this
momentary energization, a pulse is produced which, in turn,
energizes either relays K3 or K4 depending upon the position of
switch 29. The contacts (not shown) at the output of "coin"
receiver 14 are coupled between a positive source and movable
contact 40 of relay K3. The normally open stationary contact 42 is
coupled to winding 33 of "coin set" relay K4 and the normally
closed stationary contact 41 is connected to winding 31 of "coin
control" relay K2. The other end of the winding 31 is connected to
ground. A capacitor 44 is coupled between ground and movable
contact 43. The associated normally open stationary contact 46 is
coupled to a positive source via a charging resistor 47 and a diode
48. The normally closed stationary contact 45 is coupled to the
movable contact of switch 29 via a diode 49. One of the stationary
contacts of switch 29 is connected to energizing winding 32, and
the other stationary contact is connected to energizing winding
33.
When switch 12 is momentarily closed in response to deposited
coins, a signal is developed which passes through movable contact
40 to energize winding 31 of the "coin control" relay. When the
relay is energized capacitor 44 is charged via resistor 47 and
diode 48. Subsequently, when relay K2 returns to the deenergized
state, capacitor 44 discharges via movable contact 43, diode 49,
switch 29 which, if switch 29 is in the position shown, will lead
to the energization of winding 32 of the "first coin" relay.
A holding circuit for relay K3 is completed through its normally
open contacts 50 which couple one end of winding 32 to the positive
supply, and through the normally closed contacts 51 of the K4 relay
which couples the other end of winding 32 to ground. Therefore,
when a pulse is developed by the discharge of capacitor 44 via
contacts 43 momentarily energize the K3 relay, the relay thereafter
remains in the energized state because of the holding circuit
completed through contacts 50 and 51. Relay K3 remains in the
energized state until such time as relay K4 is energized to break
the holding circuit by momentarily opening contacts 51.
When relay K3 is energized, such as occurs upon depositing of the
first coin, the pulses developed by coin receiver 14 pass through
movable contact 40 and stationary contact 42 to energize winding 33
of the K4 "coin set" relay. This relay is then maintained in the
energized state by means of a holding circuit completed by means of
its normally open contacts 52 which connect one end of winding 33
to the positive source, and by means of normally closed contacts 53
and 54 which couple the other end of winding 33 to ground. "Coin
set" relay K4 returns to the deenergized state either when contacts
54 of "game over" relay K1 open upon completion of the game or when
contacts 53 of "coin control" relay K2 open in response to the
deposit of additional coins.
It is desirable that the score indications remain on the display
panel after completion of the game and, therefore, the scoring
circuitry is not reset at the end of the game but, instead, is
reset when the first coin is deposited at the commencement of a new
game. Normally open contacts 55 of "coin control" relay K2 are
connected between the positive source and the reset circuitry of
the score-stepping switches SS7 and SS8 (FIGS. 5 and 6,
respectively) to reset the score circuits when the first coin is
deposited.
When "coin set" relay K4 is energized, the game is activated. This
is achieved by means of normally open contacts 56 of relay K4 which
are connected to couple "play" receiver 16 to the serve and play
control circuits in FIG. 4 when relay K4 is in the energized
state.
SERVE AND PLAY CONTROL CIRCUITS
The serve and play control circuits are shown schematically in FIG.
4 and are arranged so that the first player actuation initiates a
simulated serve of the ping-pong ball of one of the players on the
display panel and the simulated movement of the ball toward the
other players. Subsequent actuations of the player pushbutton
switch cause the players to alternately swing at the ball until one
of the players miss.
The serve and play circuits include four electromagnetic relays
K5--K8 designated, respectively, as the "serve set" relay, the
"serve" relay, the "serve auxiliary" relay and the "play" relay. A
bistable relay KB is also included and is designated the "player
up" relay. The relays include respective energizing the windings
60--64, with diodes 65--69 connected across the windings to absorb
inductive voltage surges. The electromagnetic relays K5--K8 each
include movable contacts which are shown in their normal positions
in FIG. 4, but which move to the alternate positions when the
respective windings are energized. Bistable relay KB is of the type
wherein the movable contacts have two stable positions and move to
an alternate one of the positions upon each successive energization
of the energizing winding.
When the proper number of coins have been deposited and the game is
activated through the energization of "coin set" relay K4 (FIG. 3),
"play" receiver 16 is coupled to the movable contact 66 of relay K5
via contacts 56 and conductor 65. The normally closed stationary
contact 68 of relay K5 is connected to winding 61, the other end of
the winding being connected to ground. The normally open stationary
contact 67 of relay K5 is coupled to one end of energizing winding
63 of the K8 "play" relay, the other end of this winding also being
connected to ground. As a result, a player actuation, i.e.
depressing of either of the pushbutton switches 10a or 10b,
develops a signal via "play" receiver 16 which will energize either
"serve" relay K6 or "play" relay K8 depending upon the state of
relay K5.
Upon energization of relay K6, pulses are developed which actuate
either stepping switch SS4 or stepping switch SS5 (FIGS. 5 and 6
respectively), depending upon the state of "player up" relay KB, to
thereby initiate a simulated paddle swing by one of the cartoon
characters 5 or 6 upon display panel 1 (FIG. 1). Relay K6 remains
energized as long as the player pushbutton switch is depressed. As
relay K6 returns to the deenergized state, pulses are developed
which actuate either stepping switch SS1 or stepping switch SS2
(FIGS. 5 and 6 respectively) to initiate the simulated movement of
a ping-pong ball toward the other player on the display panel.
Thus, while the pushbutton switch is actuated by one of the players
the serve of a ping-pong ball is simulated, whereas upon release of
the pushbutton switch by the player the simulated movement of the
ball toward the other player is initiated.
Capacitor 70 is utilized to develop the pulse for initial
energization of one or the other of stepping switches SS5 or SS6 to
provide the paddle movement for the simulated serve. Capacitor 70
is connected between ground and movable contact 71 of relay K6, the
associated normally closed stationary contact being coupled to the
positive source via a charging resistor 72 and a diode 73. The
normally open contact associated with movable contact 71 is coupled
to a movable contact 75 of "player up" relay KB via a diode 74. One
of the stationary contacts associated with movable contact 75 is
coupled to the energizing winding of stepping switch SS5, whereas
the other stationary contact is coupled to the energizing winding
of stepping switch SS6. When relay K6 is in the deenergized state,
capacitor 70 is charged via resistor 74 and diode 73. Upon
energization of relay K6, charged capacitor 70 is coupled via
movable contacts 71 to one or the other of stepping switches SS5 or
SS6 so that the capacitor discharges to thereby momentarily
energize the appropriate one of the stepping switches.
Capacitor 80 is utilized to develop the pulse for energizing one or
the other of stepping switches SS1 of SS2 to initiate the movement
of the simulated ping-pong ball from one player toward the other.
Capacitor 80 is coupled between a movable contact 81 of relay K6
and ground. The associated normally open stationary contact is
coupled to a positive source via a charging resistor 82 and a diode
83 whereas the associated normally closed stationary contact is
coupled to movable contact 85 of relay KB via a diode 84. One of
the stationary contacts associated with movable contact 85 is
connected to the energizing winding of stepping switch SS1 whereas
the other stationary contact is connected to the energizing winding
of stepping switch SS2. When relay K6 is in the energized state,
capacitor 80 is charged via resistor 82 and diode 83. Thereafter,
when relay K6 returns to the deenergized state, capacitor 80
discharges via movable contacts 81 and 85 to momentarily energize
the appropriate winding of one or the other of stepping switches
SS1 and SS2.
Capacitor 90 is utilized to develop a pulse for momentarily
energizing "serve set" relay K5. The K5 relay, once momentarily
energized, thereafter remains energized during successive volleys
until a miss is detected. Capacitor 90 is coupled between a movable
contact 91 of relay K6 and ground. The associated normally open
contact is coupled to the positive source via a charging resistor
92 and a diode 93 whereas the normally closed stationary contact is
coupled to one end of winding 60 of relay K5 via a diode 94. A
holding circuit for relay K5 is provided through its normally open
contacts 95 which can couple one end of the winding to the positive
source, the other end of the winding being coupled to ground via
normally closed contacts 96 of of a relay K13 (FIG. 6) in series
with the normally closed contacts 97 of a relay K12 (FIG. 5). As
will be explained hereinafter, either relay K12 or relay K13
becomes energized when a miss is detected, and as a result, one of
the associated contacts 96 or 97 open to thereby return relay K5 to
the deenergized state to condition the serve and play control
circuits for initiation of a new serve upon the next player
actuation.
The "serve auxiliary" relay K7 is also energized upon receipt of a
"play" signal which initiates a simulated player's serve, but
instead of being momentarily energized as was the case with relay
K6, "serve auxiliary" relay K7 remains energized until the
simulated serve has been completed. Normally open contacts 100 of
relay K6 are connected between the positive source and winding 61
of relay K7, this connection being completed via diode 101. The
normally open contacts 107 of relay K7 are coupled between a
positive source and the off-normal contacts of stepping switches
SS5 and SS6 (FIGS. 5 and 6, respectively). The circuit through the
off-normal contacts is completed back to energizing winding 62 via
diodes 102 and 103. Therefore, once relay K7 is initially energized
by the closure of contacts 100, "serve auxiliary" relay K7 is
energized and thereafter remains energized as long as one of the
stepping switches SS5 or SS6 is in motion simulating the serve.
Normally open contacts 104 of relay K7 are connected between the
positive source and energizing winding 64 of bistable relay KB,
this connection being completed via diode 108. As a result, when
the player pushbutton switch is actuated, "player up" relay KB is
energized and changes state.
After the serve has been simulated " serve set" relay K5 is
energized and is retained in the energized state through its
holding circuit. The next "play" signal is therefore routed via
movable contact 66 to energize "play" relay K8 which develops
signals to initiate the return volley. Normally open contacts 110
are connected between the positive source and winding 64 of "player
up" relay KB through isolating diode 111 to change the state of the
"player up" relay with each player actuation. Normally closed
contacts 121 are connected between ground and relays K10--K13 in
the holding circuits for the relays to return the "hit" and "miss"
relays to the deenergized state prior to each volley. Normally open
contacts 112 are coupled between the positive source and movable
contact 75 of relay KB, this connection being completed via
isolating diode 113. When relay K8 is momentarily energized in
response to a player actuation, a pulse is developed by the
momentary closure of contacts 112 and is designated either " swing
one" or "swing two" depending upon the state of "player up" relay
KB.
Normally open contacts 105 of relay K7 are connected between the
positive source and movable contact 106 of bistable relay KB. The
associated stationary contacts are connected, respectively, to the
energizing windings of relays K14 and K15 shown on FIGS. 5 and 6
respectively. The one of relays K14 and K15 selected by the state
of "player up" relay KB energized for the duration of the serve to
simulate the movement of the ball prior to being hit by the paddle,
this movement being coordinated with the paddle movement as
controlled either by stepping switch SS5 or stepping switch SS6. To
insure that the entire serve ball simulation is presented, relay K7
is maintained in the energized state for the duration of the
simulated serve, this being achieved by the previously explained
circuit connection via the off-normal contacts of stepping switches
SS5 and SS6.
THE DISPLAY CONTROL CIRCUITS
The display control circuits are shown schematically in FIGS. 5 and
6, the circuits shown in FIG. 5 being those associated with "player
one" and the circuits shown in FIG. 6 being those associated with
"player two." The display control circuits include eight separate
stepping switches designated SS1 through SS8 as well as six
electromagnetic relays designated K10--K15. The stepping switches
and relays include energizing windings 110--116 in FIG. 5 and
energizing windings 120--126 in FIG. 6. Diodes 130--136 are
connected in parallel with windings 110--116 to absorb inductive
voltage surges, and diodes 140--146 are similarly connected in
parallel with windings 120--126.
Stepping switches SS1 and SS2, shown in FIGS. 5 and 6 respectively,
are designated the "player one volley" stepping switch and the
"player to volley" stepping switch. Stepping switch SS1 controls
the simulated movement of the ping-pong ball from player number one
toward player number two on the display panel, whereas stepping
switch SS2 controls the simulated movement from player number two
toward player number one. Stepping switches SS3 and SS4 are
designated the "player one miss" stepping switch and the "player
two miss" stepping switch. When a miss has been detected, the
simulated movement of the ping-pong ball travelling past the
players on the display panel is controlled by the stepping switches
SS3 and SS4, stepping switch SS3 providing the simulated movement
when player two fails to hit the ball and stepping switch SS4
providing the simulated movement when player one fails to hit the
ball. Stepping switches SS5 and SS6 are designated "player one
swing" and "player two swing," these stepping switches being
utilized to control the simulated paddle movement of the respective
players on the display panel. Stepping switches SS7 and SS8 are
designated the "player one score" and "player two score" stepping
switches and are utilized to accumulate and control display of the
respective players scores.
The relays K10 and K11 shown in FIGS. 5 and 6, respectively, are
designated "player one hit" and "player two hit," these relays
being utilized to detect when a player has initiated his paddle
movement at the appropriate time for hitting the moving ping-pong
ball. Relays K12 and K13 are designated "player one miss" and
"player two miss," these relays providing the complementary
indications whenever a player fails to initiate the paddle movement
at the appropriate time for hitting the ball. Relays K14 and K15
are designated "player one serve" and "player two serve," these
relays being energized only during the serve simulation. Relays K14
and K15 complete connections to the display panel which will
provide the simulated movement of the ball as thrown up by the
player during the serve.
The various stepping switches shown in FIGS. 5 and 6 are all
generally of the same construction except for the number of
contacts in the stationary contact banks designated A through K.
The associated movable contacts 160--169 move one step upon each
successive energization of the associated windings. The stepping
switches also include interruptor contacts 140--143 and 144--147
which open momentarily each time the movable contact of the
stepping switch is advanced one step as well as off-normal contacts
150--157. In the home or zero position of the stepping switch, the
off-normal contacts are in the position shown in FIGS. 5 and 6, but
at any other position of the stepping switch the contacts are in
the alternate position.
Since stepping switch SS5 controls the simulated swing of player
one, it should receive an actuation pulse on every other player
actuation. This is achieved by connecting one of the stationary
contacts associated with the movable contact 75 of bistable relay
KB to energizing winding 110 of stepping switch SS5 via an
isolating diode 170. As a result, the stepping switch receives the
"swing one" pulses which are developed when either "serve" relay K6
is energized to initiate the serve of the ball, or on a subsequent
play when "play" relay K8 is momentarily energized. The "player up"
relay KB alternates position on each successive player actuation
and therefore stepping switch SS5 will receive a "swing one" pulse
on every other player actuation.
The positive source is connected to off-normal contact 150 of
stepping switch SS5, and the associated stationary contact is
coupled to winding 110, via interruptor contacts 140 and diode 171.
Therefore, once an initial pulse has been applied to winding 110 to
advance the stepping switch away from the home position, off-normal
contacts 150 and interruptor contacts 140 provide successive pulses
to winding 110 causing the stepping switch to advance through the
entire stepping sequence eventually returning to the home
position.
Relay K14 is utilized to provide the successive illuminations which
simulate the ball being thrown into the air during a serve. To
accomplish this, relay K14 is energized while player one serves and
is maintained in the energized state for the duration of the
stepping sequence of stepping switch SS5. Stationary contacts 1
through 4 of contact bank A are connected to separate normally open
contacts 173 of relay K14 to thereby separately illuminate the
light bulbs 174. Light bulbs 174 are located on the display panel
to provide the successive illuminations which simulate the thrown
ball during the serve sequence. Contacts 105 of "serve auxiliary"
relay K7 are connected to energizing winding 111 of relay K14 via
movable contact 106 of the "player up" relay. Normally open
contacts 107 of "serve auxiliary" relay K7 are connected to
off-normal contacts 172 of stepping relay SS5 and back to
energizing winding 62 (FIG. 4) of relay K7 via diode 102. The
combination of contacts 107 and off-normal contacts 172 provide a
holding circuit for the K7 relay, such that when relay K7 is
momentarily energized and the stepping sequence of SS5 has been
initiated, relay K7 will remain in the energized state until the
stepping sequence is completed as signified by the opening of
off-normal contacts 172.
Stepping switch SS6 and associated relay K15, as shown in FIG. 6,
are interconnected in essentially the same fashion as stepping
switches SS5 and relay K14 except that stepping switch SS6 operates
in response to the "swing two" pulse developed by relays K8 and KB.
The "swing two" pulse for initiating action of stepping switch SS6
is applied to energizing winding 120 by virtue of the connection to
one of the stationary contacts associated with movable contact 75
(FIG. 4), this connection being completed via an isolating diode
175. The connection between the positive source, off-normal
contacts 154 and interrupter contacts 144 is completed via a diode
176. The energizing signal for winding 121 of relay K15 is
developed via contacts 105 of "serve auxiliary" relay K7 which are
coupled to the energizing winding via movable contact 106 of
"player up" relay KB. Stationary contacts F2--F5 of stepping switch
SS6 are coupled to light bulbs 178 via individual movable contacts
177 of the K15 relay. As will be described later, the light bulbs
178 are positioned on the display panel to provide the simulation
of the ball being thrown up during the serve sequence for the
second player on the display panel.
As previously mentioned stepping switches SS1 and SS2 control the
simulated volley of the ping-pong ball back and forth between the
players. Following the serve by one of the players, capacitor 80 in
FIG. 4 develops a pulse which initiates the movement of stepping
sequence for one or the other of stepping switches SS1 and SS2.
Capacitor 80 is connected to movable contacts 81 of relay K6 which
couples capacitor 80 to movable contacts 85 of relay KB via diode
84. The stationary contacts associated with movable contacts 85 are
connected respectively to energizing windings 112 and 122 of
stepping switches SS1 and SS2, (FIGS. 5 and 6 respectively), these
connections being completed via diodes 180 and 181 respectively.
The positive source is connected to off-normal contacts 151 and the
associated stationary contact is coupled to one end of energizing
winding 112 via interruptor contacts 141 and a diode 182. A
positive source is similarly connected to off-normal contacts 155
with the associated stationary contact connected to one end of
winding 122 via interruptor contacts 145 and a diode 183. With this
arrangement, once the energizing windings of stepping switches SS1
and SS2 are provided with initial energization to advance the
stepping switch one position, the associated off-normal contacts
are closed and, therefore, the circuit completed through the
off-normal contacts and the interruptor contacts provides
successive energization pulses to the windings of the stepping
switches causing them to proceed through an entire stepping
sequence and return to the home position.
The positive source is connected to movable contact 161 of stepping
switch SS1 and the stationary contacts of associated bank of
contacts B are connected to provide the successive illuminations on
the display panel which will be described later in connection with
FIG. 7. The positive source is also connected to movable contact
166 of stepping switch SS2 and the associated stationary contacts
of contact bank G are likewise connected to provide successive
illuminations on the display panel.
After a simulated serve of the ping-pong ball and simulated
movement of the ball toward the other player, the ping-pong ball
will be returned provided that the opposing player actuates the
player pushbutton switch at the appropriate time for causing the
paddle to intercept the simulated moving ping-pong ball. Contact
banks C and H (FIGS. 5 and 6 respectively) are utilized to detect
the "hit" or "miss" on each player actuation subsequent to the
first actuation which initiates the serve. The circuitry is
arranged so that if the player pushbutton switch is actuated when
the active one of stepping switches SS1 and SS2 is in the fifth
position a "hit" will be detected whereas if the player pushbutton
switch is actuated in any other position of the stepping switches a
"miss" will be detected.
The "swing two" signal developed via movable contacts 75 of player
up relay KB (FIG. 4) is coupled to movable contact 162 of stepping
switch SS1 whereas the "swing one" signal is connected to movable
contact 167 of stepping switch SS2. Stationary contact C5 of
stepping switch SS1 is connected to energizing winding 113 of relay
K10 and contacts C1--C4 and C6--C9 of stepping switch SS1 are
connected together and are also connected to energizing winding 114
of relay K12. A holding circuit for relay K10 is completed through
its normally open contacts 190, which are connected between the
positive source and one end of winding 113, and normally closed
contacts 191 of relay K12 and normally closed contacts 121 of relay
K8 which connect the other end of the winding to ground. A holding
circuit for relay K12 is provided through its normally open
contacts 192 which are connected between the positive source and
one end of winding 114, the other end of the winding being
connected to ground via normally closed contacts 193 of relay K10
and normally closed contacts 121 of relay K8 (FIG. 4). Thus, if the
"swing two" pulse is applied to movable contact 162 when stepping
switch SS1 is in the fifth position, the signal will pass via
stationary contact C5 to energize winding 113 of the "player one
hit" relay which remains energized until a subsequent energization
of "play" relay K8 opens contacts 121 to release the holding
circuit for relay K10. If the "swing two" pulse is applied to
movable contact 162 in any other position of stepping switch SS1,
the pulse passes through one of the stationary contacts to energize
winding 114 of "player one miss" relay K12. This "miss" relay
thereafter is maintained in the energized state through its holding
circuit until "play" relay K8 is energized upon initiation of a new
play sequence.
It should be noted that contacts 191 and 193 located in the
respective holding circuits, provide an interlock between the
"miss" and "hit" relays K10 and K12. In other words, if "miss"
relay K12 is energized on the second position of stepping switch
SS1, for example, it not be possible to subsequently register a
"hit" by means of a second actuation when stepping switch SS1 is in
the fifth position since relay K10 cannot be energized if K12 has
previously been energized. This is because the signal which would
pass to relay K10 via contact C5 could momentarily energize relay
K10, but the relay could not thereafter be maintained in the
energized state because the holding circuit could not be completed
through contacts 191 which would be in the open position if relay
K12 were previously energized. Similarly, energization of relay K10
prevents a subsequent energization of relay K12.
Relays K11 and K13, which are associated with stepping switch SS2,
are interconnected in similar fashion. Stationary contact H5 is
connected to winding 123 of "player one hit" relay K11 and contacts
H1 through H4 and H6 through H9 are connected together and also
connected to energizing winding 124 of "player two miss" relay K13.
A holding circuit is provided for relay K11 through its normally
open contacts 200 which connect one end of the relay to the
positive source, and through the contacts 201 and 121 which connect
the other end of the relay windings to ground. The holding circuit
for relay K13 is completed through its normally open contacts 202
coupling one end of the winding to the positive source and via
normally closed contacts 203 and 121 which connect the other end of
the winding to ground.
When stepping switch SS1 reaches the end of its stepping sequence,
which coincides with the end of the simulated ball movement, a
pulse is developed by an associated capacitor 197 which will either
initiate operation of stepping switch SS2 to provide a return
volley or energize stepping switch SS3 which provides the simulated
sequence of a missed ball travelling beyond the opposing player on
the display panel. Capacitor 197 is connected between movable
off-normal contact 158 and ground. The associated normally open
stationary contact is connected to a positive source via a charging
resistor 195 and a diode 196. The associated normally closed
stationary contact is coupled to movable contact 194 of "player one
hit" relay K10. The normally closed stationary contact associated
with movable contact 194 is coupled to energizing winding 115 of
stepping switch SS3 whereas the associated normally open stationary
contact is coupled to energizing winding 122 of stepping switch SS2
via an isolating diode 205. Therefore, if a "hit" is detected
during the stepping sequence of stepping switch SS1, relay K10 is
energized. Also, during the stepping sequence off-normal contacts
158 move to the position which permits capacitor 197 to charge via
resistor 198. At the end of the stepping sequence, off-normal
contacts 158 return to the position shown in FIG. 5 and, therefore,
capacitor 197 is connected to winding 122 of stepping switch SS2 to
provide the initial energization for winding 122. Thereafter
stepping switch SS2 proceeds through its stepping sequence
providing the return volley.
In similar fashion a capacitor 207 (FIG. 6) is utilized to develop
a pulse at the end of the stepping sequence for stepping switch
SS2. Capacitor 207 is connected between off-normal movable contact
159 and ground. The associated normally open contact is connected
to the positive source via a resistor 208 and a diode 209 whereas
the normally closed contact is connected to movable contact 244 of
"player two hit" relay K11. The associated normally open contact of
relay K11 is connected to winding 112 of stepping switch SS1 via a
diode 210 whereas the normally closed contact is connected to
winding 125 of "player two miss" stepping switch SS4. Accordingly,
if a hit is detected during the stepping sequence of stepping
switch SS2, relay K11 is energized and, therefore, at the end of
the stepping sequence when a pulse is developed by capacitor 207
the movement of stepping switch SS1 is initiated. If the successive
player actuations arrive at the appropriate time, the stepping
switches SS1 and SS2 are placed in operation alternately and
therefore a simulation is provided wherein the ping-pong ball is
volleyed back and forth between the players.
Stepping switch SS3 in FIG. 5 provides the missed ball sequence
with respect to a ball initially hit by player one whereas stepping
switch SS5 provides a similar missed ball sequence with respect to
balls initially hit by player two. The positive source is
connectable to one end of winding 115 of stepping switch SS3 via
its off-normal contacts 152 and interrupter contacts 142, the other
end of winding 115 being connected to ground. Once the stepping
sequence is initiated by momentary energization of winding 115, as
a result of a pulse generated by discharge of capacitor 197,
stepping switch SS3 continues through its stepping sequence until
returning to the home position to thereby open off-normal contacts
152. The stationary contacts of contact bank D are associated with
movable contact 163 which is connected to a positive source of
potential. The connections of the stationary contacts will be
described more fully in connection with FIG. 7.
In similar fashion the positive source is connectable to one end of
winding 125 of stepping switch SS4 (FIG. 6) via its off-normal
contacts 156 which are in series with interruptor contacts 146, the
other end of winding 125 being connected to ground. A pulse
developed by the discharge of capacitor 207 at the end of the
stepping sequence for stepping switch SS2 provides the pulse which
initially energizes winding 125. The stepping switch thereafter
progresses through its stepping sequence because of the successive
pulses generated via off-normal contacts 156 and interruptor
contacts 146.
Stepping switch SS7 (FIG. 5) is used to accumulate the score for
player one and to control the corresponding display on the display
panel. Whenever a moving ping-pong ball initiated by player one is
missed by failure of player two to initiate the paddle swing at the
appropriate time, a point is added to the score for player one.
This is accomplished at the end of the stepping sequence of
stepping switch SS3 which provides the missed ball simulation under
these circumstances. The necessary pulse is generated by a
capacitor coupled to off-normal contacts 213 of stepping switch
SS3, the other end of the capacitor being connected to ground. The
associated normally open contacts are coupled to a resistor 214
which, in turn, is connected to the positive source via a diode
215. The associated normally closed contacts are connected to
winding 116 of stepping switch SS7 via a diode 216. Therefore,
during the stepping sequence of stepping switch SS3, off-normal
contacts 213 move to the alternate position from that shown in FIG.
5 and, therefore, capacitor 212 is charged via resistor 214. When
the stepping switch returns to the home position capacitor 212 is
coupled to energizing winding 116 of stepping switch SS7 to provide
one energizing pulse to, in turn, cause stepping switch SS7 to
advance one step.
It is desired that the player's scores remain on the display panel
after completion of the game and, therefore, the score-stepping
switches are not reset until the first coin is deposited indicating
commencement of a new game. Relay K2 (FIG. 3) becomes energized in
response to the first-deposited coin and, therefore, normally open
contacts 55 associated with relay K2 are utilized to initiate the
signal which resets "player one score" stepping switch SS7.
Contacts 55 are connected between the positive source and
off-normal contacts 153 of the stepping switch. The associated
normally open stationary contact of the stepping switch is coupled
to one end of winding 116 via interruptor contacts 143 and a diode
217. The normally open stationary contact associated with
off-normal movable contact 153 is also connected back to energizing
winding 31 of "coin control" relay K2 via a diode 57. Therefore,
when coin control relay K2 is energized in response to a deposited
coin, contacts 55 are closed and winding 116 is energized via
off-normal contacts 153 and interruptor contacts 143 to provide a
stepping sequence causing the stepping switch to return to its home
position. As long as the stepping switch is in other than the home
position, off-normal contacts 153 are in the position opposite that
shown in FIG. 5 and, therefore, relay K2 is maintained in the
energized state via the signal passing through diode 57 to thereby
maintain relay K2 in the energized state until the stepping
sequence is completed.
Stepping switch SS8 in FIG. 6, which accumulates the score for the
other player, is interconnected with the "player two miss" stepping
switch SS4 in similar fashion. A capacitor 220 is connected between
off-normal contacts 221 and ground. The associated normally open
contacts are connected to the positive source via a charging
resistor 222 and a diode 223. The normally closed contact
associated with movable contact 221 is coupled to energizing
winding 126 of stepping switch SS8 via a diode 224. Thus, when
stepping switch SS4 reaches the end of its sequence, capacitor 220
is connected to discharge via diode 224 to thereby energize winding
126 and advance stepping switch SS8 by one step.
Normally open contacts 55 of relay K2 are also connected to
off-normal contacts 157 of stepping switch SS8 in order to provide
the reset for the "player two score" stepping switch. The
associated normally open stationary contact is connected back to
winding 31 of the K2 relay via a diode 58 to provide a holding
circuit for "coin control" relay K2 to maintain this relay in the
energized state until the reset stepping sequence is completed. The
normally open stationary contact is also connected to one end of
energizing winding 126 via interruptor contact 147 and a diode 225,
the other end of the winding being connected to ground. The
combination of off-normal contacts 157 and interruptor contacts 157
provides the successive pulses which cause stepping switch SS8 to
eventually return to the home position, these pulses being applied
so long as relay K2 is in the energized state.
The end of the game is detected when either of the stepping
switches SS7 and SS8 reaches a full score. In the particular
example shown the game has a maximum score of 10 but the scoring
sequence may be extended as desired by including stepping switches
with a larger number of stationary contacts. The last scoring
contacts, in this case the 10th contact for stepping switch SS8 and
contact E10 for stepping switch SS7, are connected to "game over"
relay K1 (FIG. 3). Stationary contact E10 is connected to
energizing winding 30 of relay K1 via a diode 59 whereas stationary
contact K10 is connected to energizing winding 30 via a diode 60.
Accordingly, when either one of the stepping switches reaches a
score corresponding to 10, a signal is developed via either one of
contacts E10 or K10 to energize "game over" relay K1. As a result
contacts 54 open to, in turn, deenergize "coin set" relay K4. When
relay K4 returns to the deenergized state its contacts 56 open and,
therefore, "play" receiver 16 is disconnected from the remaining
circuitry. Under these circumstances the game is deactivated.
DISPLAY PANEL
Display panel 1 is shown in FIG. 7 with the various selectively
illuminated areas indicated. The display panel is constructed with
a generally opaque front panel having transluscent areas which can
be illuminated from behind either by electroluminescent panels or
by means of light bulbs in separately compartmented areas. For the
illustrative embodiment it is assumed that light bulbs are used and
that each light bulb behind a transluscent area is surrounded by a
compartmenting structure which acts as a light shield. The
connections between the light bulbs and the stepping switches in
FIG. 7 is shown by means of the lines going to the selectively
illuminated areas.
Assume that the player at the left represented by cartoon character
5 is player one and the player on the right represented by cartoon
character 6 is player two.
Contact bank A is connected to provide the simulated paddle
movement for player one. Six paddle positions are shown in FIG. 7
beginning with a paddle position up and behind the cartoon
character and progressing toward a position almost directly in
front of the character. Contacts A1 through A6 are connected to
successively illuminate these paddle positions as the associated
stepping switch SS5 progresses through its stepping sequence.
During a serve, relay K14 is energized so that stepping switch SS5
also controls the coordinated movement of the serve ball. Contacts
A1--A4 are connected to lamp bulbs 174 via the contacts of relay
K14 to provide the four successive illuminations indicated on FIG.
7 simulating the movement of the ball upwardly so as to intercept
the simulated moving paddle just after illumination of the paddle
via contact A4.
Contact bank F is connected in similar fashion to provide the
simulated paddle movement for player two by direct connection to
light bulbs associated with the paddle in the successive positions
and to also provide the simulated serve ball indications via
contacts of relay K15. As stepping switch SS6 associated with
contact bank F progresses through its stepping sequence the
player's paddle appears to move from a position behind the player
upwardly and over to a position somewhat in front of cartoon
character 6. The display is arranged so that the serve ball
intercepts the paddle just after being illuminated via contact
F5.
Contact bank B controls the simulated movement of the ping-pong
ball from player one toward player two. Contacts B1--B4 are
arranged to provide successive illuminations which simulate the
movement of the ball from player one toward the net, contact B5 is
arranged to provide the illumination of the ping-pong ball just
over the net, contact B6 provides the indication showing the ball
bouncing on the table after crossing the net, and contacts B7
through B9 illuminate the areas simulating the ball after the
bounce progressing toward player two. Contact bank G controls
successive illuminations simulating the return volley. Contacts G1
through G4 illuminate the areas showing the ping-pong ball
progressing from player two toward the net, contact G5 shows the
ping-pong ball illuminated just as it passes over the net, contact
G6 illuminates an area showing the ball just after crossing the net
as it bounces on the table, and contacts G7--G9 illuminate
selective areas showing the simulated ping-pong ball after it
bounces on the table progressing toward player one. It should be
noted that the illuminations provided by contacts B5 and G5 is the
ping-pong ball just as it passes over the net. As was previously
mentioned, a player scores a "hit" if he initiates the simulated
swing when stepping switches SS1 or SS2 are in the fifth
position.
If player two misses, contact bank D of stepping switch SS3
illuminates selective areas which simulate the movement of the
ping-pong ball up and beyond the player two. In similar fashion, if
player one misses the ball contact bank J of stepping switch SS4 is
connected to illuminate successive areas simulating the movement of
the ping-pong ball up and over player one.
Contact bank E associated with stepping switch SS7 is connected to
illuminate various numerically designated areas on the display
panel to indicate the score for player one. Similarly, contact bank
J of stepping switch SS8 is connected in like fashion for
selectively illuminating numerical areas on the display panel to
indicate the score for player two.
SUMMARY DESCRIPTION OF GAME OPERATION
The game is activated by depositing coins of the proper
denomination via coin slot 11 of the remote control unit (FIG. 1)
which closes contacts 12 (FIG. 3) to transmit a signal to "coin"
receiver 14. After either one or two coins have been deposited
(depending upon the position of switch 29) "coin set" relay K4 is
actuated to close contacts 56 which, in turn, couples "play"
receiver 16 to the serve and play control circuits shown in FIG. 4.
Under these circumstances the game is activated.
After the game is activated, depressing of one or the other of
pushbutton switches 10a or 10b causes "play" receiver 16 (FIG. 3)
to provide a pulse which passes via movable contact 66 to
momentarily energize "serve" relay K6. Energization of the "serve"
relay causes capacitor 70 to provide a pulse which, assuming the
"player up" relay KB is in the position shown in FIG. 4, provides
an energizing pulse to winding 110 of "player one swing" stepping
switch SS5 (FIG. 5). This causes stepping switch SS5 to advance
through its stepping sequence and, as a result, a simulated paddle
swing for cartoon character 5 is provided via bank A (FIG. 7). When
relay K6 is energized, it in turn energizes "serve auxiliary" K7
which energizes "player one serve" relay K14 in FIG. 5. Therefore,
the serve ball simulation will also be controlled by contact bank A
via contacts of relay K14.
The serve sequence takes place during the first actuation of one of
the pushbutton switches 10a or 10b. When the pushbutton switch is
released "serve" relay K6 (FIG. 4) returns to the deenergized state
and thereby initiates the simulated movement of the ping-pong ball
from player one toward player two. This is achieved by means of
capacitor 80 (FIG. 4) which provides a pulse to stepping switch SS1
(FIG. 5) when relay K6 returns to the deenergized state. The pulse
initiates movement of stepping switch SS1 which then advances
through its stepping sequence to provide the moving ball simulation
on the display panel via contact bank B (FIG. 7).
The next actuation of a pushbutton switch would represent the
opposing player's attempt at hitting the moving ball. In response
to the first actuation, relay K5 has been maintained in the
energized state, and, therefore, the subsequent signals developed
by "play" receiver 16 (FIG. 3) pass via movable contact 66 to
momentarily energize "play" relay K8. When this occurs the "play"
relay closes movable contact 112 to provide a signal which
initiates movement of stepping switch SS6 (FIG. 6) to begin the
simulated paddle movement for player two. Energization of relay K8
also advances "player up" relay KB so that it is in the opposite
position to that shown in FIG. 4. The "swing two" pulse developed
by movable contacts 112 therefore passes to movable contact 162
(FIG. 5) of stepping switch SS1. This occurs while the stepping
switch SS1 is progressing through its stepping sequence. If the
"swing two" pulse occurs when the stepping switch is in the fifth
position, a "hit" is detected and relay K10 (FIG. 6) becomes
energized. However, if the "swing two" pulse arrives when stepping
switch SS1 is in any other position, a "miss" is detected and relay
K12 becomes energized.
Thereafter, when stepping switch SS1 reaches the end of its
stepping sequence, a pulse is developed by means of capacitor 197
which will proceed to energize either stepping switch SS2 for a
return volley or stepping switch SS3 to provide the miss ball
simulated sequence.
Stepping switches SS1 and SS2 will be activated alternatively
simulating the volley of the ping-pong ball back and forth between
players until a "miss" is detected. Hence, the length of the volley
depends upon the skill of the players. Ultimately, when a "miss" is
detected a capacitor (either capacitor 212 in FIG. 5 or capacitor
220 in FIG. 6) associated with one of the "player miss" stepping
switches SS3 or SS4 provides a pulse to one of stepping switches
SS7 or SS8 to add a point to the appropriate player's score.
When one of the players reaches a full score, as indicated by
either of stepping switches SS7 or SS8 reaching the 10th position,
a signal is developed which energizes "game over" relay K1 (FIG.
3). When this occurs, the "coin set" relay K4 is deenergized to
open contacts 56 thereby disconnecting "play" receiver 16 from the
serve and play control circuits in FIG. 5. Under these
circumstances, the game can no longer be played. It is desirable
that the score indications remain on the display panel even after
the game is completed and, therefore, the score-stepping switches
SS7 and SS8 are not reset at this time. Subsequently, when
additional coins are deposited to energize "coin control" relay K2,
reset signals for stepping switches SS7 and SS8 are developed via
contacts 55.
On some occasions it may be desirable to reset the game apparatus
before the came has been completed. It should be noted that
whenever a coin is deposited, "coin control" relay K2 is energized.
When this occurs normally closed contacts 53 open to break the
holding circuit for "coin set" relay K4. Energization of the "coin
control" relay also closes contacts 55 to reset the score-stepping
switches.
While only one illustrative embodiment of the invention has been
described in detail, it should be apparent that there are numerous
other games and circuit variations within the scope of the
invention. By way of example, it should be noted that the same or
similar control circuitry could be utilized to simulate handball,
volleyball, tennis or the like by modifying the display panel
accordingly and, perhaps, the scoring and display sequence to some
extent. The control circuits could also vary as, for example, by
utilizing a single reversible add-subtract stepping switch in place
of stepping switches SS1, SS2, SS3 and SS4, such an add-subtract
stepping switch being connected to move between two intermediate
positions during a volley and to move toward a home position when a
miss is detected. Furthermore, the control circuits can be
constructed using solid-state logic where transistor or integrated
circuit switches and AND/OR logic replaces the relays, ring
counters replace the stepping switches and flip-flop circuits
replace the bistable relays. The invention is more particularly
defined in the appended claims.
* * * * *