U.S. patent number 3,809,395 [Application Number 05/293,202] was granted by the patent office on 1974-05-07 for television combat game.
This patent grant is currently assigned to The Magnavox Company. Invention is credited to Gordon H. Allison, Jr., Clarence V. Greaf.
United States Patent |
3,809,395 |
Allison, Jr. , et
al. |
May 7, 1974 |
TELEVISION COMBAT GAME
Abstract
Apparatus for playing a combat type game on the screen of a
television receiver is disclosed comprising circuitry for
generating a target on the screen player movable in its horizontal
and vertical positions, circuitry means for generating a projectile
on the screen which is player controllable in its vertical position
but which executes a trajectory having a preset horizontal
component, and circuitry for extinguishing the target when the
target and projectile are sufficiently close to indicate a "hit."
The apparatus may include a circuitry for extinguishing both the
target and the projectile and will, of course, employ player
actuable circuitry for restoring the extinguished markers. An
overlay which may be attached to the screen of the receiver has
indicia thereon defining permissible target locations thus
restricting the positions to which one player may move the target.
This overlay also has score keeping indicia which may be
selectively illuminated by moving a score keeping marker behind the
appropriate indicium reflecting the current game score, and the
overlay may also include indicia indicating the projectile source
and indicia near the permissible location indicia indicating the
target if the permissible location indicia does not itself suggest
a target.
Inventors: |
Allison, Jr.; Gordon H. (Fort
Wayne, IN), Greaf; Clarence V. (Fort Wayne, IN) |
Assignee: |
The Magnavox Company (Fort
Wayne, IN)
|
Family
ID: |
23128124 |
Appl.
No.: |
05/293,202 |
Filed: |
September 28, 1972 |
Current U.S.
Class: |
463/2; 348/553;
273/343; 345/156; 348/121 |
Current CPC
Class: |
A63F
13/06 (20130101); A63F 13/837 (20140902); A63F
13/5378 (20140902); A63F 2300/8076 (20130101); A63F
2300/8017 (20130101); A63F 13/46 (20140902) |
Current International
Class: |
A63F
13/06 (20060101); A63F 13/02 (20060101); A63f
009/00 () |
Field of
Search: |
;273/1E,85R,101.1,101.2,DIG.28 |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Pinkham; Richard C.
Assistant Examiner: Strappello; Harry G.
Attorney, Agent or Firm: Briody; T. A. Holloway; W. W.
Seeger; R. T.
Claims
1. Apparatus for playing a game on the screen of a television
receiver comprising:
television receiver means having a screen for displaying thereon
images comprising a target marker and a projectile marker;
means for generating on said screen a target marker which is
player-controllable in its horizontal and vertical positions;
means for generating on said screen a projectile marker which is
player-controllable only in its vertical position;
means operatively connected to said projectile marker-generating
means and operable by a player for selectively controlling the
vertical position of said projectile marker;
means operatively connected to said target marker-generating means
and operable by a player for selectively controlling the vertical
and horizontal positions of said target marker;
means operatively connected to said projectile marker-generating
means for limiting the horizontal velocity component of said
projectile marker to a preset value;
means for extinguishing the target marker when the separation
between the target marker and the projectile marker is less than a
predetermined
2. The apparatus of claim 1 wherein said means for extinguishing is
adapted to contemporaneously extinguish both the projectile marker
and the target
3. The apparatus of claim 2 further comprising player actuable
means for restoring both said target marker and said projectile
marker after
4. The apparatus of claim 3 further comprising means for generating
a
5. The apparatus of claim 1 further comprising an overlay adapted
to be placed in front of the screen and having indicia thereon
defining permissible target marker locations to thereby limit the
allowable
6. The apparatus of claim 5 wherein said overlay further comprises
scoring indicia, saaid apparatus further comprising means for
generating a scoring marker player positionable to indicate that a
specific scoring indicium reflects the current game score.
Description
BACKGROUND OF THE INVENTION
The present invention relates to electronic game devices and more
particularly to an electronic combat game which may be played by
displaying projectile and target markers on the screen of a
television receiver. Electronic game devices which generate signals
to be displayed on such a television receiver screen are known in
the prior art and well illustrated by U.S. Pat. Nos. 3,659,284 and
3,659,285. The electronic game device represented by these patents
is a multiple game attachment for a television receiver having
electrical circuitry for generating signals which, when supplied to
the receiver, will cause the receiver to display movable game
playing indicia. The device of the aforementioned patents may be
used to play several different games wherein certain of the indicia
rebound from other of the indicia when coincident therewith.
Typical games employing this feature would be Ping-pong, baseball,
tennis, handball, basketball, billiards and the like. In this first
category of "rebound" games a ball dot and two player dots are
generated on the screen with the two player dots being individually
controllable in their horizontal and vertical location by the game
participants and the ball dot executing a horizontal sweep across
the screen of the receiver unless it is intercepted by a player dot
in which case the ball reverses and sweeps toward the direction
from which it was coming. If the ball is not intercepted it will
move to an off screen position until reset by one of the players.
The player control units may also include a so-called "english"
control which allows the player to control the vertical position of
the ball during its pass across the screen if the ball is going
away from that player's dot location. In other words, one player
controls the english (vertical component) of the ball when the ball
is moving from left to right, and the other player may control its
english when the ball is moving from right to left.
The electronic game device represented by the aforementioned
patents is also capable of a second category of games wherein again
two player dots are generated and controllable as in the first
category of rebound games, however, the ball dot is extinguished
when coincident with one of the player dots. Typical games falling
into this "disappearing ball" category would be golf, shooting
gallery and the like. The "disappearing ball" type games may employ
the additional feature that the ball when coincident with one of
the player dots will move away from that dot in the direction in
which that dot had been moving and with a velocity proportional to
the velocity of that dot at the time of coincidence. With this
arrangement a golf game is simulated by allowing one of the player
dots to represent a golf club and the other to represent the golf
hole. The single participant in this game strikes the ball with his
"putter" dot, and it moves toward the hole in accordance with the
manner in which it was struck, and when the ball becomes coincident
with the hole it disappears. This "disappearing ball" feature may
also be employed in a shooting gallery type situation where the
ball executes recurrent horizontal sweeps across the screen, and a
light sensing gun is employed to "shoot" the ball. If the light
sensing gun is enabled at the appropriate time, the ball will be
extinguished. As a variation on this last target shooting idea, two
light sensing guns may be employed and the ball made to reverse its
direction of motion on each hit. This leads to a gun Ping-pong type
of game as disclosed in the aforementioned patents.
The aorementioned patents also indicate the possibility of devising
games employing obstacle dots which, for exmple, might represent
bowling pins and impelling the ball symbol toward that obstacle,
and if the two symbols become coincident, extinguishing the
obstacle dot. The aforementioned applications also suggest the
feasibility of devising chase type games wherein one player
controls the chasing spot, and the other player controls the chased
spot, and both dots are extinguished in the event that they become
coincident. In this last instance the two dots are player
controlled in both their horizontal and vertical positions and are
the dots corresponding to, for example, the Ping-pong paddles in
the first mentioned game.
It should be clear from the foregoing discussion that game devices
in accordance with the aforementioned patents may hit a ball dot
causing it to reverse direction, to move in a direction dictated by
the motion of the hitting symbol, or causing the ball to disappear
and that the ball may be caused to either rebound or disappear when
it is coincident with a player symbol or other generated symbol
such as a handball wall symbol. The aforementioned patents further
suggest the possibility of generating obstacle spots at relatively
fixed locations, and when coincidence between a ball symbol and one
of the obstacle spots occurs, both will be extinguished and yet
further suggest the possibility of chase type games where both
symbols are controlled in both their horizontal and vertical
location, and if the chasing symbol is successful in becoming
coincident with the chased symbol both will be extinguished,
however, in no instance do the aforementioned patents suggest that
the chasing or chased symbol may be other than one which is
completely player controllable.
It is accordingly one object of the present invention to provide
circuitry for a chase type game wherein the chasing mark has a
portion of its motion predetermined by the circuitry and a portion
of its motion player controllable.
It should further be clear from the foregoing discussion that all
two player games suggested by the prior art place the same
limitations on each player and fail to provide a score keeping
capability.
Accordingly another object of the present invention is to provide a
projectile-target type of chase game.
A further object of the present invention is to provide a two
player chase type game wherein the players are subjected to
different constraints.
A still further object of the present invention is to provide a
projectile-target type game wherein one player has the game
constraints imposed upon him by the electrical circuitry involved,
and the other player has constraints imposed upon him by the rules
of the game.
A general object of the present invention is to expand the scope of
games playable on a television receiver screen.
SUMMARY OF THE INVENTION
The foregoing as well as numerous other objects and advantages of
the present invention are achieved by providing an overlay
attachment to be positioned in front of the screen of a television
receiver having indicia thereon defining permissible target
locations and optionally having further indicia thereon indicating
a projectile source, a target, and number of "hits". Circuit means
is provided for generating signals to be supplied to the television
receiver to cause that receiver to display a target mark player
positionable in its horizontal and vertical positions, a projectile
mark having a preset horizontal trajectory and player controllable
in its vertical position, and a score keeping mark player
positionable behind the score keeping indicia on the overlay. In
accordance with the rules of the game the target player is
restricted in the possible positions of his target mark by the
overlay indicia which may, for example, form a closed circuitous
path or may comprise a representation of the target such as an
airplane or ship. Circuitry is also provided for extinguishing both
the projectile and the target when their separation becomes less
than a predetermined minimum indicating a "hit".
It is yet another object of the present invention to provide a
projectile-target type game attachment for a television receiver
wherein a television screen overlay defines permissible target
locations and wherein permissible projectile locations are
partially predetermined by electronic circuitry and partially
player controllable.
Still another object of the present invention is to provide a
projectile symbol on a television screen having a preset horizontal
trajectory upon which vertical player positioning may be
superimposed.
A further object of the present invention is to provide a realistic
combat type game.
A still further object of the present invention is to provide a
projectile-target type game wherein both the projectile symbol and
the target symbol are extinguished when their separation becomes
less than a predetermined minimum.
BRIEF DESCRIPTION OF THE DRAWING:
The aforementioned and other objects, features, and advantages of
the present invention will become more apparent from the following
detailed description thereof when considered in conjunction with
the drawings wherein:
FIG. 1 is a perspective view of a television receiver having a game
playing attachment coupled thereto and set up for playing a
projectile-target type game;
FIG. 2 is a plan view of a television screen overlay employable in
the present invention as an alternate to the overlay depicted in
FIG. 1;
FIG. 3 is a functional block diagram for the electronic circuitry
used in playing a projectile-target type game; and
FIG. 4 is a partially schematic partially block diagrammatic
depiction of circuitry for implementing the projectile-target type
game attachment for a television receiver.
DESCRIPTION OF THE PREFERRED EMBODIMENT:
Considering first FIG. 1, the game playing device of the present
invention is seen to generally comprise in conjunction with a
standard home television receiver 11, electronic circuitry 13 for
generating radio frequency signals which are supplied to the
antenna terminals of television receiver 11 by way of a cable 15
and adaptor 17 to cause the receiver to display on its screen
player controllable markers such as 19, 21 and 23. At the outset a
distinction should be made between different types of marks
displayed on the screen of the television receiver. The dot or
marker 23 is a rectangular bright spot on the screen which is
controlled by player number 1 by properly actuating his player
control unit 25. This player control unit 25 has a vertical
position control knob 27 and a horizontal position control knob 29,
the rotation of which will change the corresponding vertical and
horizontal components of the location of the marker 23. This marker
23 maintains a fixed position so long as the potentiometers (and
therefore a control voltage) associated with these two control
knobs are not changed. Similarly, the marker 21 is controlled by a
second player control unit 31 which similarly has a vertical
control knob 33 and a horizontal control knob 35 which function to
change the vertical and horizontal positioning of the dot 21. The
marker or dot 19 is not, however, fixed in it location absent
player intervention, but rather executes a horizontal sweep across
the screen of the receiver from, for example, an off screen left to
an off screen right position. When in the exemplary off screen
right position the marker 19 remains off screen until "reset" by
player number 2 by actuating his reset button 37. Upon actuation of
the reset button 37 the marker 19 now moves from the off screen
right position to an off screen left position to there remain until
layer 1 actuates his reset button 39. While the horizontal
trajectory of this marker 19 is predetermined by the circuitry in
the game playing device 13, it s vertical position during this
predetermined horizontal trajectory may be varied by the players by
adjusting an english control 41 or 43. Player number 1 has vertical
position control over the marker 19 after actuating that marker 19
by his reset button 39, and similarly player number 2 upon
actuating his reset button 37 may exercise english control on the
marker 19.
The rules for the game illustrated in FIG. 1 are simply that player
number 2 may move his dot 21 in an evasive action manner by
controlling the horizontal and vertical position thereof so long as
he maintains his dot 21 superimposed with certain indicia 45 on the
television scren overlay which defines permissible positions for
his marker. As illustrated in FIG. 1, this permissible marker
location indicia is an aircraft. Player number 1, on the other
hand, uses his dot 23 only for scoring purposes by changing his
horizontal control knob 29 to move the marker 23 behind the
particular one of the scoring indicia 47 which reflects the current
game score. An actual attack by player number 1 is effected by
depressing his reset button 39 which causes the marker 19
(sometimes called the "ball") to begin from its off screen left
position in a horizontally preset manner across the screen, and
player number 1 solely by means of his english control 41 attempts
to intercept the target marker 21 while, as noted earlier, player
number 2 takes evasive action with his target marker 21 within the
confines of the permissible target location indicia 45. If player
number 1 is successful in bringing his projectile 19 sufficiently
close to the target 21 both the target and projectile markers will
be extinguished by the circuitry within the game playing device
electronic circuitry 13 as to be explained in conjunction with
FIGS. 3 and 4.
As a modification to the game depicted in FIG. 1, a different
overlay as shown in FIG. 2 may be placed in front of the television
screen. In FIG. 2 elements analogous to those shown in FIG. 1 bear
corresponding primed reference numerals. FIG. 2 represents a
submarine type game overlay which may be substituted for the aerial
combat game overlay illustrated in FIG. 1. The submarine type game
is played under precisely the same rules as the aforementioned
aerial combat game, however, where in FIG. 1 the indicia which
suggested a target was the same indicia which defined permissible
locations for the target marker, in FIG. 2 the indicia which
suggests an actual target, namely a ship 49, does not define the
permissible locations for player number 2, but rather a circuitous
path 51 is set forth for player number 2 to traverse. A submarine
53 depicts the projectile source, but, of course, the projectile
marker 19' is electrically generated and controlled precisely as
before. Thus while player 2 moves his target around the path 51
player number 1 actuates his reset button 39 and then controls the
english (vertical position) of the projectile in an attempt to
intercept the target on its path. If player number 1 is successful
in getting sufficiently close to target 21', both markers will be
extinguished indicating a hit whereupon player number 1 will move
his score keeping marker 23' to a position behind the indicium
number 1 indicating that one hit has been made. At this time player
number 2 may restore the extinguished markers and return the
projectile to player number 1 by actuating his reset button 37
whereupon the players are ready to attempt a second torpedo
run.
Considering now the functional block diagram of FIG. 3, the player
number 1 video generator 55 functions to cause the marker 23 or 23'
to be displayed on the receiver screen either by generating
horizontal and vertical synchronizing signals, delaying those
signals, and conjunctively gating those signals together so as to
provide a rectangular marker or by generating sawtooth waveforms at
the horizontal and vertical synchronizing rates, taking
predetermined slices of those waveforms and coincidence gating the
result to provide a circular marker or markers of other
configurations all in accordance with the aforementioned patents.
The player number 1 control unit 25 of FIG. 1 is functionally set
forth in the correspondingly primed functional block 25' and which
in its actual implementation may be potentiometers coupled to the
aforementioned synchronizing pulse delay units to vary the amount
of delay therein and thereby vary the horizontal and vertical
position of the displayed marker. The player number 2 video
generator 57 which, like generator 55 is located within the game
circuitry of the device 13, is similarly controlled by the player
control unit 31, however, the player 2 video generator 57 has input
on line 59 which, when appropriately energized, may function to
kill the video signal output from the generator 57, for example, by
grounding that output. The ball video generator 61 may function in
either of the aforementioned manners to generate a rectangular or,
for example, circular marker 19 on the television screen, and, for
example, the amount of delay in the vertical synchronizing pulses
employed may be controlled by the english control potentiometers 41
and 43 depending upon the direction of projectile motion. That
direction is determined by the state of the english flip-flop 63
which provides a horizontal control signal to the video generator
61. While the voltage determining the vertical position of the
marker 19 is determined by the potentiometer setting for the
english control involved, the horizontal position of that marker is
controlled by a time variable signal generated within the device 13
which may, for example, be a resistance capacitance circuit wherein
the resistance is variable, and its setting determines the time
constant for the R-C circuit. Changing this potentiometer setting,
of course, changes the speed with which the projectile traverses
the screen, and this potentiometer may be player controllable by a
speed control knob 65 in FIG. 1. The video outputs from the
projectile generator 61 and the target generator 57 are supplied to
a circuit 67 which functions to determine when the distance between
the two markers is less than a predetermined minimum, and when
these two markers are sufficiently close an output signal is
provided on line 69 to a crowbar circuit 71. The proximity
detecting circuit 67 may be a simple coincidence gate which detects
the time coincidence of portions of the two video output signals or
equivalently this circuit may function to determine when those two
signals differ by less than some prescribed value. When coincidence
is detected a signal on line 69 causes the crowbar circuit 71 to
extinguish both the projectile and the target markers. Those two
markers will remain extinguished until one of the players actuates
his reset button 39 or 37 to cause both markers to reappear, and in
the case that the player 2 reset button 37 is actuated to cause the
projectile to be returned to its left off screen position.
Turning now to FIG. 4 which illustrates portions of the circuit of
FIG. 3 in greater detail, the player number 2 generator 57 and ball
generator 61 function, for example, as previously noted, to
appropriately delay horizontal and vertical sync input signals and
coincidence gate those signals to provide rectangular target and
projectile marker generating RF video output signals. The vertical
position determining voltage for the projectile generator 61 is
player variable by player number 1's english control which is the
potentiometer 41'. A fixed voltage as determined by the position of
the potentiometer 41' defines the vertical position of the
projectile. As noted earlier, the projectile moves across the
screen in a predetermined trajectory, and its speed of motion is
determined by the setting of a speed control 65 which is merely
another potentiometer 65' which determines the charging rate of the
capacitor 73. The gate 67 of FIG. 3 is closed within dotted lines
in FIG. 4 and comprises a simple diode "and" gate for determining
if player 1 has succeeded in getting the projectile 19 sufficiently
close to the target 21. A hit indication from this "and" gate on
line 75 switches a silicon controlled rectifier 77 to its
conducting state thus grounding the outputs from both the player 2
generator 57' and the projectile generator 61'. It should be noted
that although the output of the generator 61' is grounded, this in
no way impedes the charging of capacitor 73, and hence the
projectile, extinguished though it may be, continues its horizontal
trajectory to its off screen position. Depending on the specific
implementation of the english flip-flop 79, the extinguished ball
may continue its motion or may reverse to return to its starting
point upon this coincidence occurrence.
The english flip-flop 79 is a two state device which functions to
give control of the vertical position of the projectile to either
the player 1 english control or the player 2 english control and
simultaneously functions to either charge or discharge the
capacitor 73. The choice of which player has control during
charging of the capacitor and which direction the projectile moves
in response to this charging is, of course, arbitrary, and the
speed of motion of the projectile is, of course, determined, as
noted previously, by the R-C time constant 65'-73.
Assume for the sake of an example, that the projectile marker is in
an off screen left position as viewed and that player 1, which is
the attacking player, moves from left to right. Assume further that
under these conditions the capacitor 73 is charged. To initiate
movement of the projectile, player 1 depresses his reset button 39
which grounds one of the input terminals to the english flip-flop
79 causing it to change its state and lower the voltage on line 81
to begin the discharging of capacitor 73. The horizontal position
of the projectile is directly proportional to the voltage on this
capacitor 73, and thus the projectile moves from the left to the
right across the screen. If player 1 is successful in effecting
coincidence between his projectile and the target "and" gate 67 so
indicates supplying a positive potential to the gate of silicon
controlled rectifier 77 causing that device to conduct and
effectively short out both video outputs removing both markers from
the screen. Coincidence between the two markers also causes "and"
gate 83 to provide a similar positive coincidence indication to one
of the inputs of english flip-flop 79 causing it to change its
state and to charge the capacitor 73 thus forcing the now
extinguished projectile spot back to its launch location off screen
left. Had player 1 been unsuccessful the projectile dot or marker
would have proceeded across the screen and disappeared off screen
right without the target marker being extinguished since no
coincidence signal was supplied to the silicon controlled rectifier
77. Under this latter situation player number 2 would depress his
reset button 37 grounding the other of the english flip-flop inputs
causing it to change its state and charge capacitor 73 whereupon
the projectile would visibly move from off screen right to off
screen left location. The projectile would be visible provided the
english control was not at either extreme of rotation and a reset
button was not depressed. In the first situation where player 1 was
successful, player number 2 or player number 1 can restore both the
target and projectile markers by depressing either of their reset
buttons to supply the positive voltage by way of a diode to the
base of transistor 85. With its base positive, transistor 85
conducts sufficiently to bypass the self-sustaining current flowing
in the silicon controlled rectifier and return that SCR to its off
condition.
Thus while the present invention has been described with respect to
a specific embodiment, numerous modifications will suggest
themselves to those of ordinary skill in the art. For example,
throughout the discussion the generator 61 or 61' has been referred
to as a projectile generator since that is its function in this
particular game, however, it should be noted that the drawings
refer to this generator as a ball generator since, when playing
games such as Ping-pong in the aforementioned patents, this
generator 61 may function to provide the ball or hit symbol to the
screen of the receiver. Numerous further modifications both to
provide known prior art games and to provide new games in
accordance with the teachings of the present invention should now
suggest themselves to those of ordinary skill in the art, and
accordingly the scope of the present invention is to be measured
only by that of the appended claims.
* * * * *