U.S. patent number 3,655,189 [Application Number 05/048,505] was granted by the patent office on 1972-04-11 for automatic electric baseball game.
This patent grant is currently assigned to State National Bank. Invention is credited to Delbert S. Alexander, Jr..
United States Patent |
3,655,189 |
Alexander, Jr. |
April 11, 1972 |
AUTOMATIC ELECTRIC BASEBALL GAME
Abstract
A baseball game apparatus includes a defensive control unit with
pitch selection switches manually controlled by a player serving as
pitcher, and an offensive control unit with pitch anticipation
switches on which a player serving as batter selects and swings at
or passes an anticipated pitch. A mixer stepping unit randomly
selects the resulting play from a category of plays determined by
the degree of correspondence between the defensive and offensive
pitch switches. The selected play controls sequential energization
of a series of lights under a translucent playing field to simulate
the movement of a batted all. A player stepping unit energizes a
further series of lights to animate men which converge towards the
batted ball flight path. A base running relay energizes lights
arranged in a diamond-shaped pattern to animate runners advancing
around a base path. Interlocking relays allow one runner to be held
on a base while another runner advances. A motor driven play
animation unit energizes further series of lights to simulate the
ball being returned to the infield. A plurality of stepping relays
records the progress of the game, and in response to predetermined
positions, such as third out, control energization of the relays
and lights to modify the game condition then being displayed.
Inventors: |
Alexander, Jr.; Delbert S.
(Evanston, IL) |
Assignee: |
State National Bank (Evanston,
IL)
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Family
ID: |
21954938 |
Appl.
No.: |
05/048,505 |
Filed: |
June 22, 1970 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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683885 |
Nov 17, 1967 |
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Current U.S.
Class: |
463/51;
273/277 |
Current CPC
Class: |
A63F
7/0608 (20130101) |
Current International
Class: |
A63F
7/06 (20060101); A63F 7/00 (20060101); A63f
009/00 () |
Field of
Search: |
;273/88,89,83 |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Pinkham; Richard C.
Assistant Examiner: Shapiro; Paul E.
Parent Case Text
CROSS REFERENCE TO RELATED APPLICATION
This application, is a continuation of application, Ser. No.
683,885 filed Nov. 17, 1967 and now abandoned.
Claims
I claim:
1. In an automatic baseball game apparatus, the combination of:
a translucent playing field;
a first series of lights to simulate the movement of a batted ball
thereon;
additional lights simulating a ball being thrown from one player to
another;
successive lights arranged in a diamond shaped pattern to represent
animated men moving around the base paths;
first electromechanical means for controlling the movement of said
men on the base paths, whereby some men may be allowed to advance
while others retain their positions or are removed;
manually operated offensive and defensive switching means for
determining and selecting each play to be enacted on the playing
field;
circuitry responsive to motorized means for simulating said plays
in an animated manner by means of said series of lights and said
additional lights on said playing field when the ball is
batted;
circuitry means connected to said electromechanical means for
automatically advancing the men around the base paths in a regular
or irregular manner in coordination with the current play by
lighting said successive lights;
a second series of lights depicting the path of the ball from
pitcher to catcher;
motorized means to illuminate said second series of lights,
simulating a ball being thrown from the pitcher to the catcher;
additional electromechanical means for lighting a designated area
of the apparatus to reveal the pitch selection made by the pitcher
when the pitched ball is not batted, including supplementary
circuitry for registering said situation as a "ball" or "strike" on
appropriate registering units;
electrically operated registering units for automatically recording
outs, scores, innings, balls and strikes;
additional circuitry for automatically advancing the men around the
base paths in the proper manner when the ball registering unit
reaches its fourth ball, or walk position; and
manually operated means for resetting said apparatus to its
starting state.
2. An automatic baseball game as set forth in claim 1 wherein said
manually operated offensive and defensive switching means comprise:
manually operative controls for an offensive operator and similar
controls for a defensive operator positionable at various indicia
representing pitching and batting selections common to real
baseball, said controls comprising switching means for each of said
selections, intercircuitry between said offensive and defensive
control switches, a group of play selecting relays responsive to
said intercircuitry for determining each play of the game, and a
motorized unit containing circuitry for the plays to be animated on
the playing field.
3. An automatic baseball game as set forth in claim 1, wherein said
manually operative switching means for an offensive player
simulates the manipulation of a bat and said manually operative
switching means for a defensive player is a push button to initiate
said simulation of a ball being thrown from the pitcher to the
catcher and further including: designated areas in the immediate
proximity of the bat switching means whereby the operator of the
"bat" may place it in various positions including "at bat," "out of
box, " and "swing," as the play of the game demands; a motorized
pitching unit activated by a circuit completed when the offensive
player places his "bat" in the "at bat" position and the defensive
operator engages said push button, said motorized pitching unit
comprising a series of contacts mounted in a circular manner on
stationary discs secured to the unit, and wiper fingers mounted on
a shaft to successively engage said contacts as the shaft revolves
causing said second series of lights to be illuminated to simulate
a ball being thrown from the pitcher to the catcher and returned if
necessary, said wiper arms also providing the impulse for circuitry
that passes thru closed contacts when the offensive operator has
his "bat" in the "swing" position and eventually energizes the play
control relays.
4. In an automatic baseball game as set forth in claim 1: a master
play-mixing stepping switch unit comprising a motivating coil, and
stationary contact discs having a multiplicity of contacts thereon
each representing a predetermined play, said contacts being
arranged in groups containing an equal number of contacts, said
contacts being attached to the plates in a preferred circular
manner wherein each group of contacts is respectively responsive to
a secondary circuit created by a corresponding play selection relay
and is engaged by common sets of insulated wiper fingers which,
being secured to a shaft, change positions each time the motivating
coil for the unit is pulsed; circuitry from said contacts
interconnected with respective circuitry of a motorized play
animating unit comprising a plurality of sets of wiper arms and
fixed contacts, said fixed contacts being interconnected with said
series of lights and said additional lights, to animate the play on
the playing field.
5. In an automatic baseball game as set forth in claim 1, said
first electromechanical means simulating in lights the placing and
advancing of animated players on the base paths, said first
electromechanical means consisting of a motorized unit having a
disc secured thereto with groups of contacts attached to said disc
in a preferred circular manner, said disc being employed to
simulate the players occupying and running the bases and paths, and
to activate associated relays which automatically control the
movement of the men so that they comply precisely to the real game
of baseball, said motorized unit and associated relays being
interconnected by circuitry whereby men on base may be permitted to
advance, or retain their bases independently, or may be removed
during play.
6. In an automatic baseball game as set forth in claim 1, third
electromechanical means and associated circuitry interconnected to
said registering units for indicating the progress of the game
whereby the registration of a third out on the "outs" registering
unit will cause said "inning" registering unit to advance one step
automatically alternating the offensive and defensive circuitry,
manually controlled by the operators, from one operator to the
other, and wherein each "even" numbered step taken by the "innings"
registering unit will indicate, by a light in a designated area of
the apparatus, that the play of the game has moved to the next
inning.
7. In an automatic baseball game apparatus, the combination of: a
playing field having an infield area and an outfield area; first
means effective when energized for simulating the flight path of a
batted ball across said playing field; runner means for indicating
animated runners moving around a base path within said infield
area; outfielder means spaced from said runner means for indicating
the position of an outfielder player within said outfield area;
animation means effective when energized for causing said
outfielder means to move across the outfield area of said playing
field in generally a direction toward said flight path; and circuit
means effective when the ball is batted for energizing said first
means and said animation means to indicate said outfield player
moving across said outfield area in an attempt to catch the batted
ball as said runner means indicates said runner is moving around
the base path in said infield area.
8. The automatic baseball game of claim 7 including further means
for indicating the position of another player on said playing
field, and said animation means includes dual operating means for
causing both said outfielder means and said further means to move
across said playing field in generally a direction towards said
flight path.
9. The automatic baseball game of claim 8 wherein said dual
operating means causes said second and further means to converge
while moving across said playing field.
10. In an automatic baseball game apparatus, the combination of: a
playing field; first means effective when energized for simulating
the flight path of a batted ball across said playing field; second
means for indicating the position of a player on said playing
field; animation means effective when energized for causing said
second means to move across said playing field in generally a
direction parallel with or toward said flight path; circuit means
effective when the ball is batted for energizing said first means
and said animation means to indicate a player moving across said
playing field in an attempt to catch the batted ball; and catch
means effective when energized for indicating that the player has
caught the batted ball, play indicating means having a first state
for energizing said catch means and a second state in which said
catch means is not energized to simulate the player missing the
batted ball, and means for selecting the state of said play
indicating means.
11. In an automatic baseball game apparatus, the combination of: a
playing field; first means effective when energized for simulating
the flight path of a batted ball across said playing field; second
means for indicating the position of a player on said playing
field; animation means effective when energized for causing said
second means to move across said playing field in generally a
direction parallel with or toward said flight path; circuit means
effective when the ball is batted for energizing said first means
and said animation means to indicate a player moving across said
playing field in an attempt to catch the batted ball; and third
means effective when energized for simulating the flight path of a
ball thrown by a player across said playing field, and said circuit
means includes second circuit means effective after energization of
said first means and said animation means for energizing said third
means, thereby simulating a player returning the ball after
interception thereof.
12. The automatic baseball game of claim 11 wherein said animation
means includes catch means for locating said second means at one
position on said playing field and throw means for locating said
second means at another position on said playing field, said second
circuit means sequentially energizing (1) said catch means, (2)
said throw means, and (3) said third means, thereby simulating said
player catching the batted ball at one position and throwing the
batted ball from another position on said playing field.
13. In an automatic baseball game apparatus, the combination
of:
a playing field having a base path;
means to represent animated men;
simulation means associated with said playing field and responsive
to electrical signals for simulating plays including the
advancement of said animated men means around the base path;
manually operated switching means for selecting plays to be enacted
on the playing field;
circuit means for coupling said simulation means to said switching
means and for generating electrical signals representing plays
occurring in accordance with the selection of said switching
means;
automatically operated registering means coupled to said circuit
means and responsive to said electrical signals for automatically
recording information including balls, strikes, and outs, and means
for generating control electrical signals including a player
advancement electrical signal in response to recorded information;
and
additional circuit means for coupling said simulation means to said
generating means to cause said simulation means to simulate plays
including the advancement of at least one of said animated men
means in response to said player advancement electrical signal,
whereby both said manually operated switching means and said
automatically operated registering means are effective to control
said simulation means.
14. The automatic baseball game of claim 13 wherein said generating
means includes walk means for generating a walk electrical signal
in response to recording of four balls, and said simulation means
including means for advancing said animated men means in response
to said walk electrical signal.
15. The automatic baseball game of claim 13 wherein said generating
means includes erase means for generating an erase electrical
signal in response to recording of the third out, and said
simulation means including base occupying means for controlling the
simulation of said animated men means occupying bases after
advancement of the animated men means around the base path, and
means coupling said erase means to said base occupying means for
preventing said animated men means from occupying bases in response
to said erase signal.
Description
BACKGROUND OF THE INVENTION
This invention embodies improvements over prior automatic electric
baseball games, wherein persons playing this improved version are
provided with revised and additional means which greatly enhance
the playing, the competition and the enjoyment of the game. One of
the main improvements over prior games is the variety of plays
provided by the unique arrangement of the plays in this improved
apparatus. Whereas, in a typical prior game of this type, the
person acting as the "Pitcher" makes a pitch -- DOWN THE MIDDLE --
and "Batter" swings -- DOWN THE MIDDLE--to the resulting play is a
HOME RUN each time. Extensive observations and research have
indicated that this is not substantially true. A batter would
probably hit a Home Run on only two or three of ten pitches -- even
if the pitch is exactly where he anticipated it to be. Likewise, he
would not hit a triple or double or make the same "Out" every time
off the same situation. This improved invention categorizes the
hits, outs, fouls, etc., in such a manner as to afford the person
playing the game as much variety as they would expect in a real
game of baseball. Another improvement that is incorporated in this
invention is the selection of pitches afforded the Pitcher, and the
corresponding selection for the Batter. When the batter is
anticipating the type of pitch that will be thrown, such as
"CURVE," "FAST BALL," or "SLIDER," it is of greater importance to
him to know the kind of pitch being offered rather than the
relative height of the pitch, as was used in prior games. A further
improvement in this invention over the prior art, is the extensive
use of lighted animated men in conjunction with the simulated ball
to enact each play on the playing field, and the incorporation of
more than one play in the same series of lights to create
additional suspense, plus the unique means employed to control the
illumination of the various plays at the proper time.
One of the most outstanding features of this invention that brings
it closer to real baseball, that is not disclosed in the prior art,
is the automatic advancement of the men around the bases. It will
be noted that none of the prior art provides means whereby the men
on base, and the batter, can advance in an irregular manner, such
as when a base-runner is on 3rd base and a simulated bouncing ball
is hit to an infielder, the base-runner holds his position on 3rd
while the batter is thrown out at 1st base as he advances toward
that base. Another example is when a batter receives a walk and 1st
base is not occupied. The batter must advance to 1st base while any
other men on base have to retain their positions. Still another
example is when the batter hits a long flyout to the outfield with
less than two outs. The base-runner on 3rd base normally advances
to Home and scores, while any other base-runners hold their
positions.
Another outstanding feature of this invention that brings it even
more closely to real baseball but has not been disclosed in the
prior art is the automatic functioning of certain plays common to
the normal procedure of real baseball such as the "Double Play."
When a simulated bouncing ball is hit to an infielder and the
base-runner is on 1st base with less than two outs, the ensuing
play will simulate the fielder throwing the ball to one of his
players covering 2nd base, and he in turn will relay the ball to
his 1st baseman before the advancing batter is able to reach the
base. Likewise, on the same type of play but with base-runners on
all three bases and with no "outs" the ensuing throw from the
infielder fielding the ball would be to his catcher at Home Plate,
creating a force out and preventing the base-runner on 3rd from
scoring as he advances from 3rd base to home plate.
Still another novel feature of this invention not disclosed in the
prior art is means whereby the defensive player may intentionally
"Walk" a batter in hopes of creating a double-play. The offensive
player on the other hand, has means whereby he can "Attempt
Sacrifice Bunt" to advance his base-runner beyond a double-play
situation, and at the same time put him in a scoring position.
The above mentioned feature points out another unique portion of
this invention which is not incorporated in any of the prior art
but is the basic part of the strategy involved in a real baseball
game, i.e., the ability of a base-runner to advance two bases on
certain "Single" hits, thereby allowing a man on 2nd base to score
while the batter only advances to 1st Base.
These examples, and others that will appear in the following
specification are a desirable part of any baseball game apparatus
which wishes to follow the real game as truly as possible.
SUMMARY OF THE INVENTION
This invention has been designed to be played by two or more
persons wherein the greatest amount of competition, strategy and
suspense is to be realized as one would expect in a real game of
baseball played at the professional level. One person functions as
an offensive operator and the other as a defensive operator, in
which positions they alternate in each half inning. The game
comprises a translucent playing field with miniature baseball
players and the throwing and bouncing of a baseball animated
thereon. These animations become visible only when their respective
lights are illuminated beneath them. The playing field is
preferably mounted in an upright position on a suitable base
designed primarily to house the equipment used in the function of
the game.
Extending from the base are a pair of cables with identical control
panels attached. Each control panel has offensive and defensive
means for playing the game, thus eliminating the necessity of the
players having to change sides or positions, or having to exchange
panels. One player represents the HOME TEAM and his opponent
represents the VISITORS. The components employed in the functioning
of the game, in addition to the lights used for animation are as
follows:
a. A motorized "Pitcher" unit primarily for simulating the throw
from the Pitcher to the Catcher, and vice versa.
b. An electrically impulsed rotary stepping switch, referred to as
the "Mixer" from which each play of the game is eventually
determined.
c. A bank of "Play Control" electrical relays for controlling the
action in the game.
d. A motorized "Base-Running" unit for animating the
base-runners.
e. A group of interlocking type electrical relays designed to
control the movement of the base-runners.
f. A transformer for reducing the current supply to a relatively
low voltage.
g. Additional electrically impulsed rotary stepping switches for
registering the BALLS, STRIKES, OUTS, INNINGS, and the HOME TEAM
and VISITORS scores.
The operators of the Control Panels more or less assume the roles
of Manager and/or Coach for their respective teams. They make the
decisions and the animated men on the playing field carry out their
instructions. At the beginning of play, the person representing the
Home Team has the authority over the animated men stationed on the
playing field in the normal baseball positions. He therefore
operates the defensive portion of his control panel. This portion
provides him with a pair of manually operated rotary switches, one
of which designates a variety of pitches common to baseball, such
as "CURVE," FAST BALL," and "SLIDER." The other of which has
designated areas such as "OUTSIDE," "STRIKE," "INSIDE" and
"PITCHOUT." Thus he is able to decide the type of pitch to be
thrown and the area in which he wants it to be thrown. He also is
provided with a simple momentary contact "PITCH" switch for
initiating the simulated throw from pitcher to batter.
The person representing the VISITOR at the beginning of play has
authority over the batter and any subsequent base-runners. He
operates the offensive portion of his control panel which provides
him with a manually operated rotary switch which has "CURVE," FAST
BALL" and "SLIDER" designations also. This rotary switch
furthermore has an "ATTEMPT SACRIFICE BUNT" designation. The
offensive portion of the control panel also has a lever action
switch that represents a "bat" for the batter.
As play begins, the defensive operator sets one of his rotary
switches at "CURVE," "FAST BALL" or "SLIDER" for the type of pitch
he wants his animated Pitcher to throw. He also sets his other
rotary switch at "OUTSIDE," "STRIKE," or "INSIDE," indicating the
area in which he wants the ball thrown. At the same time, the
offensive operator attempts to anticipate what the defensive
operator has selected by likewise setting his rotary switch at
"CURVE," "FAST BALL" or "SLIDER." He then places his lever switch
in the "AT BAT" position on his control panel. This allows the
defensive operator to operate his "PITCH" switch, thereby causing
his animated Pitcher to throw the simulated ball toward the
animated batter. As the simulated ball approaches the batter the
offensive operator has the choice of instructing his batter to
swing at the pitch or let it pass. If he wants his batter to swing,
he advances his lever to the "SWING" position on his control panel
as the pitch reaches the batter. Otherwise he merely lets the pitch
pass to the catcher. He should then place his lever in the "OUT OF
BOX" position on his control panel thereby preventing the pitcher
from making another pitch until he returns to "AT BAT."
Assuming that the first pitch was a "CURVE" -- "INSIDE," and the
offense had anticipated a Fast Ball, but decided to let it pass
anyway, the words "CURVE" and "INSIDE" would both be illuminated in
an allotted area in the proximity of the playing field indicating
to the offensive operator and other observers the exact pitch that
was thrown. The "BALL" registering stepping switch would
immediately step to its number 1 position and illuminate its
respective light. By letting pitches pass occasionally, the
defensive operator should be able to determine more accurately the
type of pitch being thrown when he does decide to swing. As the
"PITCH" unit finishes its cycle, the ball would be simulated as
being thrown from the catcher back to the pitcher.
If the batter had swung at the pitch, chances are he would have hit
a bouncing ball simulated in lights to one of the animated
infielders, who in turn, would have fielded it and simulated a
throw to his 1st Baseman before the batter reached the base. An
"out" would immediately register on the "OUTS" units and the
batter, of course, would not be permitted to occupy 1st base. The
motorized units and the play control relays would all return to
their normal position, ready for the next pitch.
It is to be noted that the play just explained was considered as
"probably" an infield-out. This is the result of extensive study
and observation of the real game of baseball. These studies and
observations are strategically arranged in categories in regard to
what particular play or plays would most likely occur under certain
circumstances. It is commonly acknowledged by those associated with
real baseball that due to the speed of a pitched ball, the batter
has to more or less anticipate the type of pitch that is to be
thrown in order to achieve the best possible hit. Quite often he is
completely fooled by a fastball when he figured the pitcher would
probably throw a curve, or vice versa.
Thus, in the above example described as an "infield out," the pitch
was a "CURVE" -- "INSIDE" and the batter, expecting a "FAST BALL,"
swung at the pitch. In this instance, he was fooled completely.
First, he anticipated the wrong pitch, and secondly, he swung when
he should have let the pitch pass since it was "INSIDE." This
particular play would be in the "D" category which is comprised of
plays most likely to happen when the batter guesses wrong and
swings at a bad pitch (outside or inside). This category consists
of mostly "outs."
Category "A" is comprised of plays most likely to occur when the
pitch is a "STRIKE" and is exactly the type that the batter is
anticipating. Naturally the best hits are included in this
category, such as Home Runs, Triples, Doubles, etc., although the
possibility of a Foul and a Swing-and-Miss are also included.
Category "B" is when the batter anticipates the type of pitch
correctly and swings, but the pitch is a "BALL" (outside or
inside), which he should have let pass. The plays in this category
consist mainly of "Fouls" and "Swung-and-Missed" situations. The
amount of "outs" in this category are relatively few to compensate
for having guessed the right type of pitch, and likewise, the
amount of hits are relatively few because he swings at a bad
pitch.
Category "C" is substantially the same as category "B." It is the
result of the batter swinging at the wrong type of pitch, but the
pitch is a "Strike." His chances of getting a hit are slightly less
than category "B" due to the fact that guessing the right type of
pitch is considered more important than the area in which it is
thrown.
These categories and their respective plays are charted in the
following specifications which detail their performance in the
game.
This summary should help to point out the exceptional amount of
strategy that persons playing the game are obliged to employ when
competing seriously, and the amount of fun and enjoyment afforded
the persons who wish to pitch and swing at random, merely to watch
the animated men perform on the playing field.
It is quite obvious these features mentioned above, and similar
situations that appear hereinafter are definitely a part of real
baseball and are necessary in a game apparatus that wishes to truly
represent the sport.
BRIEF DESCRIPTION OF THE DRAWINGS
These features and other objects of the invention appear in full in
the following specification taken in conjunction with the
accompanying drawings illustrating several preferred embodiments of
the invention. In these drawings:
FIG. 1 is a direct view of a preferred embodiment of the game,
showing the playing field in an upright position, and is a top plan
view of one of the control panels afforded each operator each
operator's control panel being identical.
FIG. 1A is an enlarged plan view of a portion of FIG. 1, showing
the legends contained therein.
FIG. 2 is a side plan view of FIG. 1, and a side plan view of the
other of the identical control panels.
FIG. 3 is an oblique view of the type of motorized unit used to
animate the men on the playing field and the bouncing ball.
FIG. 4 is a side plan view of a portion of the same type of unit
shown in FIG. 3, showing wiper fingers engaging one of the
discs.
FIG. 5 shows diagrammatically the defensive switches and associated
circuitry (upper portion of the figure), the offensive switches and
associated circuitry (lower portion of the figure), and the play
release relay -PR and the player selection relays A-B-C-D (middle
portion of the figure).
FIG. 5A is a side view of one of the offensive switches of FIG.
5.
FIG. 6 shows plan views of the discs (or plates) mounted on the
motorized "pitch" unit, showing the relative positions of the
contacts on the face of the disc and the wiper fingers that engage
them.
FIG. 7 is a symbolic drawing of a group of "Play Control" relays
and their respective switches which control the enactment of each
play in the game.
FIG. 8 is a plan view of disc No. 1 of the two discs mounted on the
"Mixer" unit stepping switch, showing the categoric arrangement of
the contacts thereon in regard to the chart of FIG. 8, and the
relative positions of the wiper fingers that engage them.
FIG. 8A is a plan view of the Mixer Unit solenoid for stepping the
Mixer switch, FIG. 8.
FIG. 9 shows plan views of the discs that are assembled on the
"Animation" motorized unit, showing the arrangement of various
contacts thereon for illuminating the lights that animate the plays
in the game.
FIG. 10 is a plan view of the light board located immediately
beneath the translucent playing field in FIG. 1, showing only the
lights that correspond with and are responsive to the contact
arrangement of the play animation discs shown in FIG. 9.
FIG. 11 is a plan view of the face of the disc assembled on the
"BALLS," "STRIKES," "OUTS" and "INNINGS" count stepping units
showing the relative positions of the wiper fingers, in regard to
the contacts thereon, and a symbolic diagram of the relay employed
to change the player's control panels from offensive operation to
defensive operation and vice versa, each time three outs are
made.
FIG. 12 is a plan view of disc No. 2 of the "Mixer" unit stepping
switch likewise showing the categoric arrangement of certain
contacts which correspond to, and represent the same plays as shown
in disc No. 1 (FIG. 8).
FIG. 13 is a symbolic diagram of the interlocking type relays
employed to control the advancement of the base-runners around the
bases.
FIG. 13A is a symbolic diagram of the interlocking type relay also
employed to control the advancement of the base runners around the
bases.
FIG. 14 is a plan view of the face of the disc assembled on the
motorized "BASE RUNNING" unit, showing the relative positions of
the wiper fingers in regard to the contacts thereon.
FIG. 15 is a plan view of the diamond, or base running portion of
the light board beneath the translucent playing field, showing only
the lights involved in the advancement of men around the bases.
FIG. 16 is a plan view of the face of the disc assembled on a
motorized "END OF INNING" reset unit, showing the relative
positions of the wiper fingers in regard to the contacts
thereon.
DESCRIPTION OF THE PREFERRED EMBODIMENT
The pitcher has nine different pitches to select. The pitches are:
curve (inside, strike, outside); and slider (inside, outside,
strike); fastball (inside, outside, strike). The batter has three
pitches at which he can swing; curve, and fastball, slider. The
selections of the batter and pitcher result in one of four
categories which will be termed as A, B, C or D.
"a" category -- batter guessed correct type and the pitch was a
strike.
"B" category -- batter guessed correct type and the pitch was a
ball (inside or outside).
"C" category -- batter guessed incorrectly and the pitch was a
strike.
"D" category -- batter guessed incorrectly and the pitch was a ball
(inside or outside).
The play resulting from each of the categories listed above depends
on the position of the Mixer Stepping Relay No. 1 (MSRNo.1) FIG. 8.
The particular play is then relayed to the proper Play Animation
Disc (PAD)FIG. 9, which animates the play on the Playing field FIG.
10.
After the selections are made by the pitcher and the batter, the
batter must have his Swing Lever Switch (SLS) FIG. 5, at position
(2) before the Pitch Button (PB) can become operative. This
prevents the pitcher from pitching before the batter is ready. The
Current Source (CS) to make the pitch button operative begins at
the Swing Relay R1 FIG. 7. The circuit denoted as SW1 goes directly
to position No.2 of the swing lever (SLS) FIG. 5. When the batter
puts his swing lever (SLS) FIG. 5 at the No.2 position, the pitcher
can complete the circuit to the pitch motor by closing the pitch
button switch (PBS) FIG. 5. The pitch unit consists of a motor FIG.
6 which drives two sets of fingers around two separate discs. Pitch
disc No.1 (PDNo.1) consist of the sets of common fingers (PF1, PF2,
PF3 and PF4, PF5, PF6), each set insulated from the other and also
from the unit, FIG. 6. Pitch disc No.2 has three sets of common
fingers insulated from each other and from the unit PF8, PF9 and
PF10, PF11, PF12). Common fingers PF9 and PF10 are mounted at
180.degree. rather than on top of each other as shown in FIG. 6.
When the batter has his swing lever switch (SLS) at the 2 position,
FIG. 5, and the pitcher closes his pitch button, the pitch motor
begins and will be kept running for one half revolution by the
fingers PF9 and PF10, FIG. 6. The current source (CS) is
transferred through the fingers from the right side of the pitch
disc No.2 directly to the pitch motor as shown in FIG. 6.
A series of plays will now be traced electrically. As the pitch
motor starts, see. FIG. 6 pitch fingers PF1 and PF2 of the PD1 disc
will pass over contacts 2, 3, 4, 5 and 1A which are connected
directly to the playing field, FIG. 10. The current source is
derived from normally closed contacts on the intentional walk relay
(R5), thru circuit P'. Contact 1A which represents the pitcher
throwing the ball is held on, while the fingers PF1 pass over the
contacts 2, 3, 4, 5. This animates the pitcher throwing the ball to
home plate. After one-half revolution the pitch fingers PF4, PF5
and PF6 will be at the top and will perform the same function on
the next pitch. As the ball approaches home plate, the batter will
put his swing lever switch (SLS) FIG. 5, into position (3) which
constitutes a "swing." As the fingers PF3 crosses contact SWa, the
circuit SW' goes thru position (3) on the swing lever switch (SLS)
FIG. 5, directly to energize the swing relay (R1) FIG. 7. All play
control relays once energized stay energized until play is over,
and they are released thru play release relays (PR) FIG. 5.) When
the swing relay is energized SW1 is broken preventing the pitcher
from pitching the ball until the play is over. Also, 100X is the
current source for all men on the playing field except the batter
and the catcher, and is broken to extinguish all of their lights.
Likewise 100A, the current source to the batter and catcher, must
break. When the finger PF3 crosses over contact 91, the circuit
goes from contact 91 on the swing relay (R1) FIG. 7 over to the
batter selection switch FIG. 5.
For example, assume the pitcher selected a "Fastball" and a
"Strike," and the batter selected a "Fastball." The circuit 91a,
FIG. 5, will continue thru the batters Fa contacts up thru the
pitchers F2 contacts and come out RT. The RT circuit then goes
directly to pitchers "Inside," "Strike" "Outside" switches, and
continues thru contacts Sk1 and comes out "A." The "A" circuit then
goes directly to energize the Play Selection Relay "A" FIG. 5. The
A2' circuit coming from the "A" relay goes directly to the "A"
section of the Mixer Stepping Unit disc 1, FIG. 8. The Mixer
Stepping Unit has four sets of insulated fingers denoted MFA, MFB,
MFC, and MFD. Each set contains two common fingers. This unit is
conventionally stepped to successive positions by a ratchet
responding to impulses given to the Mixer Unit solenoid (MS FIG.
8A). Assume the fingers in the "A" section are resting on Tri
(triple); the tri circuit goes directly to the proper play
animation disc (201) FIG. 9. Returning to FIG. 6, when the pitch
disc fingers PF7 and PF8 cross pads AM and PLC, the source of
current begins at the swing relay (R1) (PLC), FIG. 7. The circuit
goes directly to the play animation disc motor (AM). Once motor
(AM) starts it is kept running, via disc 200 and common fingers
AMF, for one half revolution in a manner similar to the pitch
motor. All the other play animation discs of FIG. 9 (201-207) have
two sets of insulated fingers, each set containing three common
fingers, as illustrated on disc PD1 in FIG. 6. The numerical
contacts on the PADS are connected directly to the corresponding
lamps on the playing field. As the "A" fingers of disc 201 pass
over the contacts, the lamps on the playing field are successively
illuminated so as to animate the ball bouncing and the players
running, catching, and throwing the ball. As the unit completes its
180.degree. revolution and the pitching and the base running units
are back to their rest positions, relay (PR) will be energized as
later described, causing relay "A," "Swing," relay (R1), and any
other control relays to be released, thus the men come back on the
playing field in their respective positions and the batter and
pitcher are ready to make new selections and start a new play.
Assume the mixer stepping relay is resting on DOU 1 (double 1)
instead of TRI. The circuit will still go to PAD 201. The "A" set
of fingers will now illuminate lamps 29, 30, 31 and 32. At this
point the circuit ends and will not illuminate 35, 36 and 37,
instead the "B" set of fingers will illuminate 33 for alonger
period of time to represent the catch of a bouncing ball, then
illuminate 34, 29, 29a, and 10. Lamp 34 represents the
centerfielder throwing the ball back to the infield and is held
illuminated until 10 is illuminated representing the short stop
catching the throw in the infield. In case of the triple, the "A"
set of fingers will illuminate 29, 30, 31, 32, 33, 35, 36 and 37
representing the ball bouncing off the fence and going out into
center field.
Assuming the fingers MFA are resting on home run 1 (HR 1) the
circuit goes to PAD 202. The "A" fingers will illuminate lamps 43,
44, 45, representing the right and center fielders running back
after a fly ball. The fingers will then illuminate 48, the home run
lamp.
If the pitcher selected a "Curve," "Inside" and the batter selected
"Curve," FIG 5, the circuit 91a going into the pitchers switch will
go thru contacts Ca on the batters switch and continue thru
contacts Cl in the pitchers "Type" switch and becomes circuit (RT).
The (RT) circuit then continues to the pitchers "Inside" "Outside"
"Strike" switch, goes thru contacts N2 and comes out "B." The "B"
circuit goes directly to "B" relay (Play control relay 2) FIG. 5.
The B2' circuit coming from the "B" relay goes directly to the "B"
section of the mixer stepping unit 1, FIG. 8. If the fingers MFB on
the "B" section of the disc are resting on SIN-2, the circuit goes
directly to play animation disc 203. The "A" fingers on disc 203
will illuminate lamps 38, 39, 40 and 41, then the "B" fingers will
hold 41 for a longer period of time, then illuminate 38, 42 and 53
representing the ball being thrown back to the infield and caught
by the second baseman. If the play had been DOU-2, the "A" fingers
would have illuminated lamps 38, 39, 40, 41, 49, 50, 51, 52, 38 and
53, representing the ball bouncing out to the fence and being
thrown back to the infield.
If the pitcher selected a "Slider," "Strike" and the batter
selected "Curve," the circuit 91a going into the batter switch will
go thru contacts Ca on the batter switch then go thru contacts S1
and come out WR' on the pitcher's "Type" switch. The WR' circuit
then goes over to the pitcher "Inside" "Strike" "Outside" switch,
goes thru contacts SK2 and comes out "C." The "C" circuit goes
directly to the "C" relay, FIG. 5. The C2' circuit coming from the
"C" relay goes directly to the "C" section of the mixer stepping
unit disc 1, FIG. 8. If the fingers MFC on the "C" section of the
disc are resting on FLY-2, the circuit goes directly to PAD 202.
The "A" fingers on disc 202 will illuminate lamps 43, 44 and 45,
then the "B" fingers will illuminate 46, representing the right and
center fielders running back after a fly ball and catching it.
If the pitcher selected a "Fastball" "Outside" and the batter
selected a "Slider," the circuit 91a going into the batter switch
will go thru contacts Sa in the batter switch up thru contacts F3
on the pitcher's "type" switch and come out WR'. The WR' circuit
goes over to the pitcher Inside, Strike, Outside switch, continues
through contacts 02 and comes out "D." The "D" circuit goes
directly to the "D" relay, FIG. 5. The D2' circuit coming from the
"D" relay does directly to the "D" section of the Mixer Stepping
Unit Disc 1 (FIG. 8). If the fingers MFD on the "D" section of the
disc are resting on the fly-1 contact, the circuit goes directly to
the pad No.204, FIG. 9. The "A" fingers on PAD No.204 will
illuminate lamps 23,24,25 and 26 representing the short stop and
left fielder running after a fly ball and catching it. If the
fingers were resting on foul-2, the "A" set of fingers would
illuminate 23, 24 and 25, then the "B" set of fingers would
illuminate 27 and 28, representing the fielders running after a fly
ball which dropped into foul territory.
If the pitcher and batter create a "C" or "D" situation and the
fingers MFC or MFD are resting on inf-out, the resulting play will
be determined automatically as out-at-first (OAF), Double Play
(DP), or Out-at-Home (OAH) depending on the position of any men on
base and the number of outs. (1) If there are no Outs and no Base
Runner on first base, the play will be out at first. (2) If there
are no Outs with a base runner on first base but not on third base,
the play will be a Double-Play. (3) If there are no outs with base
runners on first and third bases, the play will be Out at Home. (4)
If there is one out with no base runner on first base the play will
be Out at First. (5) If there is one out with a base runner on
first base, the play will be a Double Play. (6) If there are two
outs the play will be Out-at-First. The inf-out circuit is divided
into two parts, inf-out " a" and inf-out "b," FIG. 8. The inf-out
"a" circuit goes directly to disc 205 (FIG. 9) to illuminate lamps
6,7,8,9,10 to animate the ball bouncing thru the infield and caught
by the 3rd baseman. The inf-out "b" circuit goes directly to the
out stepping unit (OSR), FIG. 11. If the "A" set of fingers are
resting on 0 (no outs) the circuit denoted as 00' goes directly to
the 1st base relay, FIG. 13. If the 1st base relay is in position 1
(pos 1), indicating no baserunner on first base, the circuit goes
directly to energize the out at first relay-R7 (FIG. 7). The
circuit OAF' from the relay-R7 goes directly to the OAF section of
disc 205 (FIG. 9). If the first base relay is in position 2
(pos.2), indicating a baserunner on first, the circuit 00' goes
over to the third base relay. If the third base relay is in
position 1 (pos.1) indicating no base runner on third base, the
circuit goes directly to energize the double play relay-R9 (FIG.
7). The circuit DP' from relay-R9 goes directly to the DP section
of disc 205, FIG. 9. If the third base relay is in position 2 (pos
2) indicating a base runner on third base, the 00' circuit from the
first base relay will go directly to energize the out at home
relay-R10. The circuit OAH' from the relay R10 goes directly to the
OAH section of disc 206. If the "A" set of fingers are resting on 1
(one out), the circuit denoted as 01' goes directly to the first
base relay, FIG. 13. If the first base relay is in position 1 (pos
1), the 01' circuit goes to energize the out at first relay-R7. If
the first base relay is in position 2 (pos 2), the 01' circuit goes
to energize the double play relay-R9. If the "A" set of fingers are
resting on 2 (two outs), the circuit denoted as 02' goes directly
to out at first X relay-R8. The circuit OAF' from the relay R7 goes
directly to the OAF section of disc 205. If the play is OAF, the
"A" fingers on disc 205 will illuminate lamps 54, 11, 12, 13, 14,
15, and 22, animating the ball being thrown to first base and
caught by the first baseman. If the play is a double play, the "B"
fingers on disc 205 will illuminate lamps 16,17, 18, 19, 20, 21 and
22, animating the ball tossed to second base, caught by the second
baseman, then thrown to first base and caught by the first baseman.
If the play is OAH the "A" fingers on disc 206 will illuminate
lamps 8,7,6 and 47, animating the ball being thrown to home plate
and caught by the catcher.
If the batter elects not to swing, he leaves his swing lever switch
(SLS) FIG. 5, in the No.2 position. When the pitch finger PF1
crosses the contact SWa on the pitch unit disc-1, FIG. 6, circuit
SW' will be broken at position 3 on the swing lever switch (SLS),
preventing the swing relay R1 from being energized. When finger PF1
crosses contact 91, the circuit goes directly to normally closed
contacts on swing relay R1 to Let Pass circuit LP'. The let pass
circuit LP' coming from the swing relay R1 goes thru contacts on
the int-walk relay R5 and directly to the pitchers "Inside"
"Outside" "Strike" switch. Assume the pitcher selected "Curve,"
"Outside." The circuit LP' will go thru contacts 04 and direct to
energize the ball relay R4. When the ball relay R4 is energized,
the source of current (cs), originating at the sac bunt relay R6
goes thru the circuit 200' to the ball relay R4 and out circuit
BA3' directly to the pircher's "Inside" "Strike" "Outside" switch
and thru contacts 04 to the "Outside light" 206 on the playing
field, FIG. 10. The circuit TP' from ball relay R4 goes directly to
thepitcher's "Curve" "Fastball" "Slider" switch thru contacts C4
and to the "Curve light" 201 on the playing field, FIG. 10. When
the fingers PF11 and PF12 on the pitch disc 2, FIG. 6 cross contact
93, the circuit 93 goes thru contacts 93 on the sac bunt relay R6
over to the contacts 93 on the ball relay R4. The ball step-up
circuit (BSU) from ball relay R4 goes to the ball stepping unit
(BSR) FIG. 11, stepping it to position 1. The circuit 1 goes to the
playing field, FIG. 10, to illuminate ball 1 lamp. The circuit LPa
from the sac bunt relay R6 goes thru the LPa contacts on the ball
relay R4 directly to the LPa section on pitch unit disc 1, FIG. 6.
When the fingers PF 1 and PF 2 cross contacts 5, 4, 3, 2 they
illuminate the ball being thrown back to the pitcher. If the
pitcher selected a "Slider," "Strike" the LP circuit coming from
swing relay R1 will go thru the LP contacts on the int-walk relay
R5 then to the pitchers "Inside" "Strike" "Outside" switch, and
thru contacts SK3 and come out ST', a strike. The circuit ST' goes
to energize the strike relay R3, FIG. 7. The 200X circuit
originating at the sac-bunt relay R6 goes thru the contacts on the
strike relay R6 and directly to the Strike Light 205 on the playing
field. Since there is only one strike selection, there is no need
to send the circuit back thru the pitcher's "Inside" "Strike"
"Outside" switch. The 200X circuit from the sac-bunt relay R6 goes
thru contacts on the strike relay R3 over to TP' and the pitcher's
"Curve" "Fastball" "Slider" switch, thru contacts S4 to the "Slider
light" 203 on the playingfield. When the fingers PF11 and PF12
cross contacts 93, the 93 circuit goes to contact 93 on the strike
relay R3. Since the relay is energized the SSU' strike step up
circuit goes to the Strike Stepping Unit (SSR), FIG. 11, stepping
it to position number 1. The circuit from position 1 goes to the
playing field FIG. 10, (305) to illuminate the strike lamp. The
"LP" circuit from sac bunt relay R6 goes thru the "LPa" contacts on
the strike relay R3 to the "LPa" section of the pitch unit disc,
FIG. 6, to animate the ball being thrown back to the pitcher (the
same as previously described). When the pitch fingers complete
their 180.degree. rotation, all relays are released, and the batter
and pitcher are ready to make new selections.
If the batter decides to attempt a sacrifice bunt, he puts his
switch in the "sac bunt" position. When the swing relay R1 is
energized, as previously shown, the circuit 91a goes from the swing
relay R1 to the BSa contacts on the batters switch, FIG. 5. The SB'
circuit in turn energizes the sacbunt relay R6, FIG. 7. Assume the
pitcher selected a "Fastball," "Inside." The SB1'circuit coming
from sac-bunt relay R6 goes over to the pitcher's "Outside"
"Inside" "Strike" switch FIG. 5, goes thru contacts N3 and comes
out to circuit BA' which causes the "Ball" relay R4 to become
energized. The SB2 circuit from the sac-bunt relay R6, FIG. 7, goes
over to the SB2 contacts on the ball relay R4. The bunt foul
circuit SBB' coming from the ball relay R4 goes directly to the sac
bunt foul section of disc 207, FIG. 9, to animate the ball bouncing
foul on the playing field, FIG. 10. Circuit 207' from the contact
on the sac-bunt relay R6 goes directly to the sac bunt light (207)
on the playing field, FIG. 10. The sac-bunt relay R6 breaks the
current source to LPa', SB2, 200X' and 93 so although the ball or
strike relays are energized, the information is not illuminated on
the playing field, the ball is not thrown back to the pitcher, the
ball or strike stepping units are not energized. Assume the pitcher
selected a "Fastball," "Strike." The circuit 91a from the swing
relay R1 goes thru the SBa contacts on the batter switch and
energizes the sac-bunt relay R6. The circuit SB1 from the sac-bunt
relay R6 goes over to the pitcher's "Outside" "Strike" "Inside"
switch thru contacts SK5 and to circuit ST' causing "Strike" relay
R3 to become energized. The SB2 circuit on the sac-bunt relay R6
goes thru contacts on the strike relay R3 and comes out SBS'. The
SBS' circuit goes to the 3rd base relay, FIG. 13. If the relay is
in position 1 (pos 1) indicating no base runner on third base, the
circuit comes out BFA' (a bunt fair). The BFA' circuit goes to the
sac-bunt fair section of the disc 206 to animate the ball bouncing
to the pitcher and thrown to first base. If the 3rd base relay is
in position 2 (pos 2) indicating a base runner on third base, the
SBS' circuit goes over to the 2nd base relay. If the second base
relay is in pos 1, the circuit comes out bunt fair; if the 2nd base
relay is in position 2 the circuit comes out bunt foul. After the
play is determined "A," "B," "C," or "D" as previously described,
if the mixer stepping unit disc 1, FIG. 8, fingers are resting on S
and M (swing and miss), the S and M circuit instead of going to a
PAD (play animation disc), FIG. 9, as all other plays, goes to the
S and M contacts on the PD 1, FIG. 6. When the fingers PF1 and PF2
cross the S and M contacts the SM circuit goes to energize the S
and M relay R2, FIG. 7. The 100X contacts on the S and M relay R2
complete the 100X circuit that the swing relay R1 broke, thereby
turning the lamps on the playing field back on. The 100A circuit
brings the catcher and batter back on. The LPa circuit goes to PD
1, FIG. 6, to illuminate the ball being thrown back to the pitcher.
The S and M light circuit goes to illuminate the S and M light on
the playing field, FIG. 10. The SSU' circuit goes to energize the
strike stepping unit (SSR), FIG. 11, as the fingers PF11 and PF12
cross contact 93 on the PD2, FIG. 6.
If the pitcher elects to intentionally walk a batter he will put
his pitch switch in the "Pitch Out" position. When the fingers PF11
and PF12 on PD2, FIG. 6, cross contact 94 the 94'circuit goes thru
contacts IW' on the pitcher switch over to energize the int-walk
relay R5. The Swa circuit is broken preventing the swing relay R2
from being energized. The P' circuit is broken and the PW' circuit
is completed to the PW' section of pitch disc 1, FIG. 6,
illuminating lamps 2A, 3A, 4A and 5A, instead of 2, 3, 4 and 5 on
the playing field, FIG. 10. The LP' circuit is broken preventing
the ball and strike relays R3 and R4 from being energized. The 100X
circuit is broken and the 100B circuit is completed, illuminating
the catcher receiving the outside pitch from the pitcher, FIG. 10.
The LAP circuit is broken and the LAPW is completed illuminating
the pitcher throwing the ball to the catcher and the catcher
returning the ball to the pitcher, FIG. 10. The BSU circuit goes to
the ball stepping unit (BSR), FIG. 11, when the fingers PF11 and
PF12 pass over contact 93, FIG. 6. If the play is to result in an
"out" or a "foul," the circuits going to the outs stepping unit,
FIG. 11, or the strike stepping unit, FIG. 11, are located on the
individual play animation disc, FIG. 9. The out circuit (OSU) goes
directly to the outs stepping unit coil. The bunt foul strike
step-up circuit (PAD) 207 goes to the strike stepping relay coil
(SSR), FIG. 11. The "swing" foul strike step up circuit (SSUa)
(PAD) 204 goes to the SSRa section of the strike stepping unit. If
there are no strikes or one strike the SSUa circuit will go to the
outs stepping relay coil. If there are two strikes the circuit will
be broken, FIG. 11. If the batter is struck out as the result of a
"let Pass," "swing and miss," or sac bunt foul with two strikes,
the third strike circuit 95 coming from fingers C on the SSR, FIG.
11, goes to the contact 95 on the PD2, FIG. 6. When the fingers
PF11 and PF12 cross contact 95, the circuit goes directly to the
outs stepping unit coil, FIG. 11. When an out is made the circuit
96 on the outs step up coil goes to reset the ball stepping unit
and the strike stepping unit, FIG. 11.
BASE RUNNING UNIT
The base running disc, FIG. 14, consists of five (5) sets of
insulated fingers; A, B, C, D and E. Each set consists of two (2)
fingers. The E Fingers keep the motor running for one (1) quarter
of a turn, 90.degree., once the motor starts. The base running
relay, FIG. 14, once closed, keeps the motor running continuously
until it is opened. The base running disc consists of four (4)
sections; H-1 lights the lamps 101 to 105; 1-2 lights the lamps 106
to 110; 2-3 lights the lamps 111 to 115; 3-H lights the lamps 116
to 120, FIG. 15. The source of current for the H-1 section
originates from the Home relay, FIG. 13A; the 1-2 section from the
1st base relay, FIG. 13, the 2-3 section from the 2nd base relay
and the 3-H section from the 3rd base relay. The home relay is
closed (indicating a batter at home) by the PH circuit from the
pitch disc 2, FIG. 6, and is opened (indicating no batter at home)
by the RH circuit on the H-1 section on the base running disc. The
1st base relay is closed (indicating a base runner on first base)
by the circuit P1 on the H-1 section of the base running disc and
is opened (indicating no base runner on first base) by R1 on the
1-2 section of the base running disc. The 2nd base relay is closed
by P2 on the 1-2 section and opened by the R2 on the 2-3 section.
The 3rd base relay is closed by P3 on the 2-3 section and opened by
R3 on the 3-H section. The score circuit SC originates on the 3-H
section. If all "men on base relays" are opened as shown in FIGS.
13 and 13A, the circuit 150 originating at the 3rd base relay will
go thru the 150 contacts on the 2nd base relay, the 1st base relay,
the Home relay, and go directly to the MOB STOP coil on the base
running relay. When the Home relay is closed and the motor starts,
the "A" fingers will illuminate lamps 101-105. When the "A" fingers
cross P1 the 1st base relay closes. When the "A" fingers cross RH
the home relay is opened. With the first base relay closed the 150
circuit is broken allowing the "A" fingers to illuminate lamps
106-110. With the Home relay opened the trailing fingers "D" "will
not" illuminate lamps 101-105. When the "A" fingers cross P2 the
2nd base relay closes. When the "A" fingers cross R1 the 1st base
relay is opened. With the second base relay closed the circuit 150
is still broken allowing the "A" fingers to illuminate lamps
111-115. With the 1st base relay open the trailing fingers "D" will
not illuminate lamps 106-110. When the "A" fingers cross P3 the 3rd
base relay will close. When the fingers "A" cross R2 the the second
base relay will open. With the 3rd base relay open the circuit 150
is still open allowing the "A" fingers to illuminate lamps 117-120.
With the 2nd base relay open trailing fingers "D" will not
illuminate lamps 111-115. When the "A" fingers cross SC the circuit
will go to record a score. When the "A" fingers cross R3 the 3rd
base relay will open. With all relays open the 150 circuit will go
to the MOB STOP coil and break the circuit to the motor. The "E"
fingers will being all fingers to their home position (complete the
360.degree. turn).
When the play is a `one base` single, the circuit 1BS', "MOB one
base stop" from the mixer stepping unit disc 2, FIG. 12 is
completed to the first base relay. When the fingers cross P1 and
close the 1st base relay; cross RH and open the Home relay, the 150
circuit goes thru normally closed contacts on the Home relay and
stop the MOB motor at the lamp 106 representing the batter running
to 1st base and occupying that position. The same operation is
performed for a two base or three base relay. When the play is a
home run, the fingers make a 360.degree. revolution as described
above.
When the play is a "two base" single, the batter advances to first
base, while a base runner on first will go to third, or a base
runner on second will score. Following the sin-2 PAD 203, FIG. 9,
when the fingers cross MOB start, the fingers on the base running
unit will illuminate lamps 101-105, P1 and RH, and continue to lamp
107. At the same time the fingers on PAD 203, FIG. 9, will cross
contact 2BSa closing the Two Base Single relay R13, FIG. 7. The 1-2
circuit is broken and the circuit goes directly to lamp 107, and
the source of current from the relay R13 goes directly to the MOB
STOP. The "E" fingers will complete the 180.degree. turn. With the
1-2 circuit broken the fingers will not P2 or R1; therefore when
the play is over the "two base" single relay R13 is opened, the 1st
base relay will still be closed, illuminating lamp 106 representing
a base runner on 1st base. Since the fingers make a 180.degree.
revolution a base runner on first would advance to third and a base
runner on second would score.
The circuit to control the base running for the walk, sac bunt, and
inf-out, will be denoted as WBI. When the ball stepping unit, FIG.
11, is advanced to ball four, the WBI circuit goes directly to the
pitch disc 2, FIG. 6. When the fingers PF7 and PF8 cross the WBI
contact the base running relay, FIG. 14, closes, starting the MOB
motor. When the fingers PF7 and PF8 cross the WBIS contact the base
running relay opens. The "E" fingers on the base running disc keeps
the motor running to complete the 90.degree. revolution,
representing a one base advance. The WK circuit from the ball
stepping unit, FIG. 11, goes to the 1st base relay, FIG. 13, if
there is no base runner on 1st base the circuit goes to the Walk
Relay R11. If there is a base runner on 1st base the WKa' circuit
from the first base relay goes over to the 2nd base relay, FIG. 13.
If there is no base runner on 2nd base the circuit goes to the walk
relay R11. If there is a base runner on 2nd base the circuit is
broken. When the walk R11, FIG. 8, is closed, the 2-3 circuit is
broken and goes to the 111 light, the 3-H circuit is broken and
goes to the 116 light. When a sac bunt is made the WBI circuit
originates from PAD 206, FIG. 9. When a sac bunt relay R6 is closed
as previously described, the P1 circuit on the base running unit is
broken (not allowing the batter to occupy the base), the 3-H
circuit is broken and goes to lamp 116. When the play is OAF (out
at first), DP (double play) OAH (out at home) or OAFX (out at first
with two outs), the WBI circuit originates from the inf-out on
mixer stepping unit 2, FIG. 12. When the play is OAF, the OAF RELAY
R7, FIG. 7, breaks P1, breaks 2-3, and the circuit goes to lamp
111, breaks 3-H and the circuit goes to lamp 116. When the play is
a DP, the DP relay R9, FIG. 8 breaks P1, breaks P2 and breaks the
score circuit. When the play is OAH, the OAH relay R10 breaks the
score circuit. When the play is OAFX, the OAFX relay R8 breaks P1,
and breaks the score circuit (SC). When the score from third relay
R12 is closed as previously described, the 1-2 circuit is broken
and goes to lamp 106, the circuit is broken and goes to lamp 111,
and the H-1 circuit is broken preventing the batter from advancing
to first base. When three outs are made, the EID circuit from the
outs stepping unit, FIG. 11, goes to the End of Inning relay R14.
The circuit from R14 goes to (1) end of inning section of the end
of inning disc, FIG. 6; (2) to start EID motor. As the fingers "A"
cross contacts 1-5, the base runners left on base are erased, the
outs are reset back to the zero position, and the inning stepping
relay is advanced one position, FIG. 11.
The game apparatus consists of two sets of pitcher switches and two
sets of batter switches, one set for each player. When the inning
stepping relay is in its home position as shown in FIG. 11; (1) the
lamp 1 is illuminated on the playing field, FIG. 14, (308), (2) the
score (SC) circuit from the base running unit, FIG. 14, goes to the
visitors score stepping relay, FIG. 16, (3) the switch over relay
FIG. 11, is "not" closed allowing the circuit SWI', 91, BA3', LP',
SB1' to go to the visitors set of switches. After three outs and
the finger on the end of the inning disc cross contact 5 and
advance the inning stepping relay one (1) position; (1) the 1 lamp
on the playing field is still illuminated, FIG. 11 (308), (2) the
score (SC) circuit goes to the home score stepping unit, FIG. 13A,
and, (3) the switch over relay, FIG. 11, is closed allowing the
circuits SW1', 91, BA3', LP', SB1' to go to the home set of
switches. When the inning stepping switch is moved to the next
position; (1) the 2 lamp on the playing field will be illuminated,
and (2) all circuits will evert back to the visitors set of
switches.
When the game is over, the game over button, FIG. 16, will close
the end of inning relay R14 and the Game Over relay R15. The
circuit from the game over relay R15 goes to the game over section
of the end of inning disc, FIG. 16. As the fingers cross contacts
5-9, the scores are reset back to the zero position, FIG. 11, and
the innings are reset back to 1, FIG. 11.
While I have illustrated and described what I regard to be the
preferred embodiments of my invention, nevertheless, it will be
understood that numerous modifications and rearrangements may be
made therein without departing from the essence of the invention.
Therefore, it is to be acknowledged that the invention is not to be
limited to the embodiment herein disclosed.
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