U.S. patent number RE28,503 [Application Number 05/373,375] was granted by the patent office on 1975-08-05 for automatic bowling scorer with cathode ray tube display.
This patent grant is currently assigned to AMF Incorporated. Invention is credited to Ralph Townsend, James J. Walker.
United States Patent |
RE28,503 |
Townsend , et al. |
August 5, 1975 |
Automatic bowling scorer with cathode ray tube display
Abstract
An automatic bowling scorer which calculates scores in
accordance with the rules of the game from signals representative
of pinfall and having a cathode-ray tube for presenting a visual
display of the history of the game of bowling wherein the face of
the cathode-ray tube is divided into identifiable discrete areas to
represent the frames of the game for at least one player.
Inventors: |
Townsend; Ralph (Welwyn Garden
City, EN), Walker; James J. (Brookfield Center,
CT) |
Assignee: |
AMF Incorporated (White Plains,
NY)
|
Family
ID: |
27006150 |
Appl.
No.: |
05/373,375 |
Filed: |
June 25, 1973 |
Related U.S. Patent Documents
|
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
Issue Date |
|
Reissue of: |
806244 |
Mar 11, 1969 |
03589725 |
Jun 29, 1971 |
|
|
Current U.S.
Class: |
473/70; 377/5;
340/323R |
Current CPC
Class: |
A63D
5/04 (20130101) |
Current International
Class: |
A63d 005/00 () |
Field of
Search: |
;273/54C
;178/6.6DD,6.6A,7.83 ;340/323,324A ;235/92GA |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
Primary Examiner: Oechsle; Anton O.
Attorney, Agent or Firm: Price; George W. Lewis; Walter
Claims
What we claim is:
1. In an automatic bowling scorer for presenting a visual display
of the history of a game of bowling comprising a cathode-ray tube
having a display face, circuit means for controlling the
cathode-ray tube so that the display face of the cathode-ray tube
is divided into discrete areas representative of the .[.frame.].
.Iadd.frames .Iaddend.of a game of bowling for at least one player,
first means .[.associated with the face of the cathode-ray tube.].
.Iadd. adjacent said discrete areas .Iaddend. to identify the
player associated with the discrete areas representative of the
frames of the game, and second means .[.associated with said
display face of the cathode-ray tube.]. .Iadd.adjacent said
discrete areas .Iaddend.to identify the frame each discrete area
represents.
2. The combination as defined by claim 1 wherein said first means
comprises an area for displaying a players name and said second
means comprises numbers one through ten to identify the 10 frames
of the game of bowling.
3. The combination as defined by claim 2 including display logic
means coupled to said cathode-ray tube .Iadd.to constrain the
latter .Iaddend.to indicate pinfall and total for each frame.
4. The combination of claim 3 wherein said display logic means
includes strike symbol generating means and spare symbol generating
means.
5. The combination of claim 4 wherein said display logic means
includes split symbol generating means.
6. An automatic bowling scorer for presenting a visual display of
the history of a game of bowling comprising a cathode ray tube
having a display face, circuit means for controlling the
cathode-ray tube so that the display face of the cathode-ray tube
is divided into discrete areas representative of the various frames
of a game of bowling for at least one player, signal-generating
means coupled to generate signals representative of the number of
pins felled by a ball, calculating means fed by said signal
generating means to compute total score from the signals
representative of the number of pins felled according to the rules
of the game as the game progresses frame by frame, and display
logic means fed by said calculating means to drive said cathode-ray
tube to display the score history of the game frame by frame.
7. The combination of claim 6 wherein said calculating means
includes a memory means to store the signals representative of
pinfall for the various frames.
8. The combination of claim 7 wherein said memory means comprises a
recirculating delay line.
9. The combination of claim .[.8.]. .Iadd.7 .Iaddend.including
means fed by said calculating means to record permanently the
history of the game bowled.
10. The combination of claim .[.8.]. .Iadd.7 .Iaddend.including
means to selectively enter pinfall for a ball of a desired frame
.Iadd.into said calculating means. .Iaddend.
11. The combination of claim 10 including means to selectively
enter player blind score .Iadd.into said calculating means.
.Iaddend.
12. The combination of claim 11 including means to selectively
enter team handicap .Iadd.into said calculating means.
.Iaddend.
13. The combination of claim 12 including means to selectively
enter team marks handicap .Iadd.into said calculating means.
.Iaddend.
14. An automatic bowling scorer for presenting a visual display of
the history of a game of bowling comprising a cathode-ray tube
having a display face, circuit means for controlling the
cathode-ray tube so that the display face of the cathode-ray tube
is divided into discrete areas representative of the various frames
of a game of bowling, first signal-generating means coupled to
generate signals representative of the number of pins felled by a
ball on a first lane, second signal-generating means coupled to
generate signals representative of the number of pins felled by a
ball on a second lane, search means to select the lane on which a
ball has been rolled, memory means coupled to the signal generating
means of the lane selected by the search means to receive and store
signals representative of pinfall for the ball rolled, calculating
means to compute total score frame by frame to the last frame
bowled coupled to feed said total score frame by frame to said
memory means, and display logic means fed by said memory means to
drive said cathode-ray tube to display the score history of the
game frame by frame.
15. The combination of claim 14 including manually controlled
signal-generating means coupled to feed selectively signals
representative of pinfall to said memory means.
16. The combination of claim 15 wherein said calculating means
includes means to inhibit the display of the score history of the
game frame by frame during the occurrence of an unbroken string of
strikes.
17. The combination of claim 16 wherein said memory means comprises
a recirculating delay line.
18. An automatic bowling scorer for presenting a visual display of
the history of a game of bowling comprising a first cathode-ray
tube having a display face, circuit means for controlling the
cathode-ray tube so that the display face of the cathode-ray tube
is divided into discrete areas representative of the various frames
of games of bowling, said first cathode-ray tube being associated
with a first lane, a second cathode-ray tube having a display face,
circuit means for controlling the cathode-ray tube so that the
display face of the cathode-ray tube is divided into discrete areas
representative of the various frames of other games of bowling,
said second cathode-ray tube being associated with a second lane,
first signal-generating means coupled to generate signals
representative of the number of pins felled by a ball on the first
lane, second signal-generating means coupled to generate signals
representative of the number of pins felled by a ball on the second
lane, memory means to receive and store signals representative of
the history of the games, search means to selectively couple said
first signal-generating means and said second signal-generating
means to said memory means, calculating means to compute total
score frame by frame as a game progresses for each player and to
feed said total score frame by frame to said memory means, and
display logic means fed by said memory means to drive said first
cathode-ray tube to display the score history of the games of a
first group of players frame by frame and to drive said second
cathode-ray tube to display the score history of the games of a
second group of players frame by frame, and means coupled to said
display logic means to generate for selective display spare and
strike occurrences.
19. The combination of claim 18 including controllable
signal-generating means selectively coupled by said search means to
said memory means to modify the number of pins felled by a rolled
ball.
20. The combination of claim 19 wherein said controllable signal
generating means comprises means to generate a team handicap
entry.
21. The combination of claim 20 wherein said controllable
signal-generating means comprises means to generate a team marks
handicap entry.
22. The combination of claim 21 wherein said controllable
signal-generating means comprises means to generate a player blind
score entry.
23. The combination of claim 22 including means fed by said memory
means to record permanently the history of a game of bowling.
24. The combination of claim 23 wherein said means comprises a
magnetic tape.
25. The combination of claim 23 wherein said means comprises a
printed tape.
26. The combination of claim 23 wherein said means comprises a
punched tape. .Iadd. 27. The combination defined in claim 1
including display logic means coupled to said cathode-ray tube to
constrain the latter to indicate pinfall and totals for each frame
of a said game of bowling. .Iaddend..Iadd. 28. The Combination of
claim 6 including means fed by said calculating means to record
permanently the history of the game bowled. .Iaddend..Iadd. 29. The
combination of claim 28 wherein said means comprises a magnetic
tape. .Iaddend..Iadd. 30. The combination of claim 28 wherein said
means comprises a printed record. .Iaddend..Iadd. 31. The
combination of claim 28 wherein said means comprises a punched
tape. .Iaddend..Iadd. 32. The combination of claim 6 including
means to selectively enter pinfall for a ball of a desired frame
into said calculating means. .Iaddend. .Iadd. 33. The combination
of claim 6 including means to selectively enter team handicap into
said calculating means. .Iaddend..Iadd. 34. The combination of
claim 6 wherein said calculating means includes means to inhibit
the display of the score history of the game of a player frame by
frame during the occurrence of an unbroken string of strikes by
that player. .Iaddend..Iadd. 35. The combination of claim 6
including means to selectively enter pinfall for a ball of any
given frame; and
wherein said calculating means includes means updating the
displayed totals of frames subsequent to said given frame and
previously scored in said bowling game. .Iaddend..Iadd. 36. The
combination of claim 7 including means to selectively enter pinfall
for a ball of any given frame; and
wherein said calculating means includes means updating said pinfall
stored in said memory means and the displayed totals of frames
subsequent to said given frame and previously scored in said
bowling game. .Iaddend. .Iadd. 37. The combination of claim 7
wherein said calculating means includes means to inhibit the
display of the score history of the game of a given player frame by
frame during the occurrence of an unbroken string of strikes.
.Iaddend..Iadd. 38. An automatic bowling scorer for presenting a
visual display of the history of a game of bowling for two teams of
bowlers comprising:
cathode-ray tube means for displaying said history having display
face means on which said history is displayed for each of said
teams;
circuit means for controlling the display face means of said
cathode-ray tube means so that portions of said display face means
are divided into discrete areas representative of the various
bowling frames to be bowled by each team and each player
thereon;
signal generating means coupled to generate signals representative
of the number of pins felled by a given ball during the course of
said game and the player and team identity for that ball;
calculating means fed by said signal generating means to compute
the total score of an identified player representative of the
number of pins felled according to the rules of the game as the
game progresses frame by frame; and
display logic means fed by said calculating means to drive said
cathode-ray tube means to display the score history of the game
frame by frame for said players and said teams on said display face
means. .Iaddend..Iadd.
The combination of claim 38 including means fed by said calculating
means to record permanently the history of the game bowled.
.Iaddend. .Iadd. 40. The combination of claim 38, wherein said
signal generating means includes means to identify a given frame to
which said given ball is related; and
said calculating means includes means updating the displayed totals
of frames subsequent to said given frame and previously scored in
said bowling game. .Iaddend.
Description
This invention relates generally to the game of bowling and more
particularly to an automatic bowling score calculating device which
computes the score as the game progresses and displays the history
of the game in a prominent manner.
It is an object of this invention to provide an automatic bowling
scorer having a cathode-ray tube as a display of the history of the
game.
It is another object of this invention to provide an automatic
bowling scorer that can identify the player next to bowl.
It is yet another object of this invention to provide an automatic
bowling scorer which can identify the lane that is to be used by
the next bowler during team play.
It is still another object of this invention to provide an
automatic bowling scorer which can correct an error in the display
of the history of the game.
It is still another object of this invention to provide an
automatic bowling scorer which permits a bowler, during team play,
to take himself out of the game for one or more frames.
It is still another object of this invention to provide an
automatic bowling scorer that makes a permanent record of the
history of the game.
It is still another object of this invention to provide an
automatic bowling scorer that can accept manually entered
information.
It is still another object of this invention to provide an
automatic bowling scorer that is economical to build and reliable
in operation.
Other objects and many of the attendant advantages of this
invention will be readily appreciated as the same becomes better
understood by reference to the following detailed description when
considered in connection with the accompanying drawings
wherein:
FIGS. 1a, 1b and 1c when positioned relative to each other as
illustrated in FIG. 1d form FIG. 1 which is a block diagram of
structure in accordance with the principles of the invention;
FIG. 2 is a view of the bowler's console or keyboard;
FIG. 3 is a view of a cathode-ray tube display in accordance with
the principles of this invention;
FIG. 4 is a view of FIG. 3 illustrating frames one through nine of
a single player;
FIG. 5 is a view of a single frame of FIG. 3 representative of
frames one through 9; and
FIG. 6 is a view of a single frame of FIG. 3 representative of the
10th frame; and
FIG. 7 illustrates the matrix used for the generation of characters
on the face of a cathode-ray tube.
The automatic bowling scorer here disclosed can be thought of as a
special purpose digital computer having a fixed wired program and
using a magnetostrictive delay line as a memory means. A
cathode-ray tube fed by the delay line displays the history of the
game as it progresses. If desired, a recording means such as
magnetic tape, punch tape or the like can be utilized to provide a
permanent history of the progress of the game.
This invention is designed to accommodate two five-man teams that
bowl against each other in accordance with the ABC rules governing
team play. In addition, the automatic bowling scorer follows normal
player procedures such as the superstition factor for a plurality
of consecutively occurring strikes, the computation of marks during
the course of the first nine frames of play and the like.
Under normal team play, the automatic bowling scorer is time shared
to accept input information signals from three input stations; a
bowler's control console or keyboard, and a pair of pinspotters
(one for each lane). The automatic bowling scorer receives
information signals and calculates bowling scores from the three
input stations in accordance with the rules of bowling.
Referring to FIG. 1, there is illustrated, in block form, structure
in accordance with the principles of this invention. A delay line
10 which can be a magnetostrictive delay line or the like stores
the data received from the keyboard and the pinspotters. This data
consists of a frame by frame account of the history of the game for
each player bowling in addition to the marks, handicaps and blind
score data associated with each team. The data is stored in the
delay line 10 having a multitude of slot positions, one four-bit
slot being assigned to each character in a frame. The master
counter and arithmetic address 12 counts the bits as they emerge
from the delay line 10 and contains the address of each four-bit
character as it is fed to the tail register 14. The information
representative of the history of the game is recirculated
continuously through the delay line 10; the output of the delay
line being fed through the tail register 14 and through control
gates to the input of the delay line 10.
The information in the tail register 14 is fed to the display logic
16 which displays the received information on a cathode ray tube 18
in a predetermined sequence.
The display logic can be self-contained and, therefore, the display
of data as it emerges from the delay line is independent of the
computation of the scores of the players. Thus, as a game progress,
the display will .[.shown.]. .Iadd.show .Iaddend.the score of a
player calculated up to the current frame from prior entries while
the computer section can be in a rest state.
The state of the computer is determined by the program counter 20.
The program counter 20 is a counter which counts either
sequentially or in steps or jumps in accordance with instructions
received from the instruction gates and jump gates 22. The program
counter 20 and instruction gates and jump gates 22 .[.directs.].
.Iadd.direct .Iaddend.the various subsections of the computer
through a sequence of operation which enables the invention here
disclosed to compute a bowling game score. If the program counter
20 is in its rest state, it will remain there until one of the
input stations calls the computer.
The search logic 24 continually scans the inputs from the left ball
switch synchronizer 26, the right ball switch synchronizer 28; and,
the keyboard synchronizer 30. At the instant that the search logic
24 detects a signal from one of the input stations, it stops its
scan of the inputs and feeds a signal to the instruction gates and
jump gates 22 to leave the rest state and to direct the computer by
the program instructions through the program required to perform
the computations required. The program counter 20 sequences through
its cycle and, upon returning to rest, signals the search logic 24
that it has performed the required computation. The search logic is
then released and continues to scan the input lines.
Referring now to the receipt of input information from a
pinspotter, it shall be assumed that a ball is delivered on the
left lane of the two-lane pair served by the machine. The left ball
switch synchronizer 26 detects the ball striking the back cushion
and synchronizes the information from the pinspotter with the
computer and signals the search logic 24. The player who delivered
the ball will be the player that the left lane sequence counter and
display 32 indicated as "up" for the left lane. When the search
logic 24 detects this condition, it signals the instruction gates
and jump gates 22, and the program counter 20 is directed to leave
the rest state and proceed through the pinspotter entry
program.
When the program counter 20 enters this program it transfers the
contents of the left lane player sequence counter 32 through the
transfer gates 34 into the address counters 36. The address
counters 36 now contain the identity of the player who delivered
the ball not the frame in which it was delivered or the actual ball
delivered. The program instruction from the instruction gates and
jump gates 22 then directs the pinsensor scan gates 38 to feed the
count of the number of pins down into the input register 48 through
the control gates 42. The data search logic 44 is directed to
search through the memory contents of the delay line 10 for the
player who has delivered the ball and establish the ball and frame
identity. The data search logic 44 transfers this information into
the address counters 36 which now .[.contains.]. .Iadd.contain
.Iaddend.the player, frame, and ball identity. When the identity of
the entry is known, the program instructions direct the address
counters 36 and .[.strike spare.]. .Iadd.strike/spare
.Iaddend.store and score conditions 46 to examine the ball content
of the past two frames bowled by this player. The strike spare
store and score conditions 46 determine if the scoring of the two
prior frames depends upon the ball just bowled. For example, if the
two frames prior to a first ball of a frame delivery were both
strikes, the scoring of the two prior frames depends upon the data
just acquired. If the second frame prior to the current frame
requires the present ball data to complete it, the program
instructions will direct the three-digit total for the third frame
prior to the current frame to be transferred to the adder 48 and
accumulator 50 through control gates 42.
The contents of the input register 49 which contains the number of
pins felled by the present ball will now be added through control
gates 42 and 52 to the total data for the third frame prior to the
current frame stored in the adder 48 and accumulator 50. This
correct score data for the second frame prior to the current frame
is entered into the delay line 10 through control gates 52 and 54.
At the time an entry is being made from the arithmetic unit, the
normal path of data from the tail register 14 through the control
gates 56 into the stream register 58 and delay line 10 through
control gates 54, will be opened to accept new or additional
information at control gates 56. Thus, whatever was in the delay
line for the second frame prior to the current frame of the player
who delivered the ball will be replaced by the new information.
This process will be repeated for the first frame prior to the
present frame and for the present frame each time the strike spare
store and score conditions 46 determines the pinfalls to be added
to the frame being scored. Hence, it is seen that any pinspotter
entry can effect two prior frames and the computer program
accommodates this condition.
In addition to computing the score for the player who has just
bowled, this invention computes the new team marks total for the
current frame. To compute the new team marks total, the program
instructions directs the data search logic .[.24.]. .Iadd.44
.Iaddend.to reset the current frame address into the address
counters 36 through the transfer gates 34 and to set the player
section of the address counters 36 to the first player on the team
for which a ball delivery has been made. The program instructions
then direct the .[.strike spare.]. .Iadd.strike/spare
.Iaddend.store and score conditions 46 to establish the number of
marks that the first player on the team has in the current frame.
This operation requires the ball data for both the present and
previous frame since the action in the frame immediately preceding
the current frame influences the number of marks to be credited to
the current frame for a given player. For example, a strike in the
frame immediately preceeding the current frame followed by a strike
in the current frame will cause two marks to be given for the
second strike rather than one. The procedure of marks calculation
is repeated for each player on the team by indexing the address
counters 36 after the current frame marks have been computed for a
given player. The frame marks for a team are accumulated in the
adder 48 and accumulator 50 as the program instructions index the
address counters 36 and direct the .[.strike spare.].
.Iadd.strike/spare .Iaddend.store and score conditions 46 to
transfer the number of marks for each player through control gates
42.
During team play, when the fifth player's frame marks are
calculated and added to the frame marks of the previous four
players, the program instructions transfer the contents of the
accumulator 50 and adder 48 into a nondisplayed set of slot
positions in the delay line 10. This transfer occurs as before, the
information signals passing through control gates 52 and 54 while
control gates 56 close the tail register 14 to the receipt of
signals from the stream register 58 thus replacing any old marks
data with the new information calculated.
When the current frame marks have been entered, the program
instructions set the frame section of the address counters 36 to
the first frame and the line section to the sixth line. The marks
handicap is gated into the adder 48 and accumulator 50 through
control gates 42 and the contents of the frame marks slot positions
are directed by the program instructions through control gates 42
to be added to the handicap previously stored in the adder 48 and
accumulator 50.
This total is then inserted into the visible marks position for the
first frame and the process is continued, one frame at a time, each
time adding the number of marks for the frame to the total
accumulated marks and transferring the contents of the accumulator
50 to the visible marks slot position for the frame. The transfer
of the marks totals is a nondestructive transfer in that the
contents of the accumulator 50 and adder .[.49.]. .Iadd.48
.Iaddend.are circulated back into the accumulator 50 and adder
.[.49.]. .Iadd.48 .Iaddend.thru control gates 42 and 52 while being
transferred into the delay line 10 thru control gates 54. When the
instruction gates and jump gates 22 detect that the last-bowled
frame has been reached, the gates direct the program counter 20 to
the remainder of the score calculation program.
The last frame bowled is detected by the data search logic 44 which
examines the ball content of all players for the frame in which the
marks are being calculated. When it is found that no player has
completed this frame, the data search logic 44 signals the
instruction gates 22.
It is seen that the above-described steps of score calculations
accommodate the marks and scoring portion of the machine
requirements but does not include the operations required for the
superstition factor and team score totaling.
In addition to the sections of the program which exists to
calculate score and marks for a pinspotter entry, a section of
program exists to insert a code bit into a code word associated
with each frame for a player. This code bit directs the Display
logic 16 to either blank or display the total data associated with
the frame. If the frame is a member of an unbroken strike string,
the total will not be displayed. For example, if a player has
bowled the first three frames without scoring a strike, but bowls
strikes in frames four through seven, the display bits will be
inserted in the code words for frames four through seven and these
totals when computed will not be displayed. If the player breaks
the string of strikes in the eighth frame, the code bit will direct
the display logic 16 to display the totals for frames one through
eight. The display bit section of the program determines the steps
required. The player section of the address counters 36 contains
the identity of the player who has delivered the ball. This player
address is not changed during score calculation. At this time in
the program (after score calculation but before marks calculation)
the display bit for the superstition factor is calculated. During
this procedure, the program instructions directs the data search
logic 44 to search the ball content from the first frame for the
player who has bowled. When the data search logic 44 detects that a
frame has been bowled which is not a strike, it transfers the
address of this frame into the frame section of the address
counters 36 through the transfer gates 34. The program instructions
then inserts the display bit causing frames one through to the
frame found to be displayed. The frame section of the address
counters is indexed forward and the search is again initiated
starting at the current frame address in the address counters 36.
To illustrate the action of this section of program consider the
original example which is illustrated in FIG. 4.
Using the above description of the data search logic 44 during the
display bit section of the program, it is seen that the first frame
found which is not a strike is the first frame F1. This frame
address is transferred through the transfer gates 34 to the address
counter .[.46.]. .Iadd.36.Iaddend.. The control gates 56 are then
instructed to write a display bit in the code word for the first
frame causing it to be displayed. The address counter 36 is now
indexed to the second frame F2 and the data search logic 44 beings
to search for a frame which is not a strike starting at the second
frame F2. The second frame is then found not to have a strike.
Again, the transfer will occur and a display bit will be inserted
into the control word for the second frame F2. Similarly, the third
frame F3 will be displayed. When the address logic is set for the
fourth frame F4, it is seen that no frame can be found beginning at
the fourth frame F4 which is not a strike and, therefore, a display
bit will not be inserted into the code word from the fourth frame
onward to cause the superstition factor to be observed. This
assumes that the eighth frame F8 has not been bowled. Assume now
that the eighth F8 is bowled and is not a strike as shown. When the
address counter 36 is set at the fourth frame F4 and the search
begins, the eighth frame F8 will be found and transferred to the
address logic. The program instructions will then direct control
gates 56 to insert a display bit into the control word from the
last found displayable frame to the frame now in the address
counters 36 (the eighth frame) to cause the scores for frames one
through eight to be displayed.
Referring now to the computation of a team total, the program used
is actually a part of the score calculation program previously
described. As mentioned previously, during a pinspotter entry the
data search logic 44 locates the frame in which the ball is
delivered. If the frame found is the 10th frame F10, the score will
be computed as described and the status of the tenth frame will be
examined. If the 10th frame is complete and the player has,
therefore, finished his game, the strike spare store and score
conditions 46 circuitry will signal the instruction gates 22. The
program counter 20 will then be directed through the total
calculation portion of the pinspotter entry program. The first
action of this section of program is to transfer the team handicap
from its section in the delay line 10 thru control gates 42 into
the adder 48, accumulator 50, and input register 49. The program
instructions then sets the address counters 36 to the first player,
10th frame, and directs this data to be added to the handicap. The
total for the first player is circulated through the adder .[.44.].
.Iadd.48 .Iaddend.along with the existing handicap. Control gates
42 and 52 control this circulation and addition in accordance with
the program instructions received by these units. The total of the
first player's score plus the handicap is now contained in the
adder 48, accumulator 50 and input register 49. The program
instructions now index the address counters 36 to the second player
and directs his total to be added to the existing total. This
process is continued until it is detected that all five players of
the team have had their totals added to the team handicap. Note
that if any of the players have not completed the game, their 10th
frame total will be zero and hence, when it is added as described,
it will not change the totals in the registers. After accumulating
the team total, this data is directed into the delay line 10
through control gates 52 and 54 while control gates 56 close to
block the flow of information to the tail register 14 from the
stream register 58 to replace any existing total data by the new
data.
The remaining action of the computer is to check the .[.strike
spare.]. .Iadd.strike/spare .Iaddend.store and score condition 46
subsection to establish if the ball delivered completes the frame
for the player "up" on the left lane. If this is so, the program
instructions index the player sequence counter 32.
It is assumed that the left-lane player sequence counter 32 is
indexed to the next player "up" on the left lane. Upon completion
of the program, the program counter 20 returns to the rest state
and signals the search logic 24 to resume its search of the input
synchronizers; the keyboard synchronizer 30, the right ball switch
synchronizer 28 and the left ball switch synchronizer 26.
In this invention, four types of information can be manually
entered through the keyboard. These entries are as follows:
1. Team marks handicap entry
2. Team handicap entry
3. Player blind score entry
4. Pinfall entry
Again the operation of the machine will be described for each of
the types of entries above.
Referring now to the operation of this invention during a keyboard
marks entry, when the marks switch 74 on the keyboard illustrated
in FIG. 2 is depressed, the keyboard synchronizer 30 detects this
action and sets itself to a state which opens the entry gates to
the keyboard buffer 76. The opening of these gates allows any entry
made on the keyboard number switches 78 to be loaded into the
keyboard buffer. Assume that a marks handicap of 25 is to be
entered for Team A. After setting the team switch 80 to A by
depressing the team A button and depressing the marks switch 74 as
described, the number switches can be actuated. When the number two
is pressed, it is loaded into the first four-bit slot in the
keyboard buffer 76. The number five is then pressed and the
keyboard synchronizer 30 detects this to first shift the contents
of the keyboard buffer 76 four bits to the left (toward the most
significant digit position of the keyboard buffer); and, the five
is then entered into the first four-bit slot of the keyboard buffer
76. The keyboard buffer 76 now contains the desired marks handicap.
At this time the entry switch 82 is depressed to signal the
keyboard synchronizer 30. The synchronizer then locks out any
further entry from the keyboard and calls the search logic 24.
Shortly thereafter, the search logic will detect that the keyboard
is calling and lock on to the keyboard. When the search logic
recognizes the keyboard, it will signal the instruction gates 22 of
the type of entry found and the program counter is driven off rest
and into the keyboard marks entry program.
The first action of this program is to transfer the team address
into the address counters 36 through the transfer gates 34. When
the marks storage position for Team A appears in the master counter
and arithmetic address 12, the program instructions will direct the
contents of the keyboard buffer 76 to be transferred, through
control gates 54, into the storage slot position in the delay line
10 for Team A marks. The program counter 20 is now directed through
part of the previously described marks calculation program. The
section of program utilized is the marks accumulation section. In
this portion the team marks handicap is transferred into the adder
48 and accumulator 50 and the address counters 36 are set to the
sixth line, frame one. The frame one marks are transferred into the
adder 48 and added to the existing marks handicap. This total is
placed in the visible frame marks slot position for frame one and
is also circulated back into the adder 48 and accumulator 50. The
frame marks total for the subsequent frames are added and displayed
until the last frame bowled is reached. The program counter then
returns to rest, releases the search logic and resets the keyboard
synchronizer 30. The necessity of going through the marks
accumulation can be seen if it is assumed that the marks handicap
can be changed at any point in the game, hence if a marks
calculation has proceeded this entry, the change of the handicap
will change all the marks totals. If no frames have been bowled as
would be the case for the beginning of a game, the marks handicap
only will be inserted into the first frame marks display slots.
Referring now to the entry of a keyboard handicap, its entry begins
in the same manner as a marks handicap entry. A team is first
selected by means of the team switch 80 and then the desired
multidigit handicap is inserted by means of the number switches 78.
The action of the keyboard synchronizer 30 and keyboard buffer 76
is identical to that described for the keyboard marks entry. When
the desired handicap is entered, the enter switch 82 is actuated
and the keyboard synchronizer 30 signals the search logic 24 that a
keyboard entry is to be made. When the search logic 24 scans the
keyboard synchronizer 30 input it recognizes the keyboard and
informs the instruction gates and jump gates 22 that a keyboard
handicap entry is being made. The instruction gates drives the
program counter 20 from its rest state into the keyboard team
handicap program. The program instructions transfer the team
address into the address counters 36 and forces these counters to
the address of the handicap storage slot position. The keyboard
buffer 76 is then directed to shift its contents through control
gates 54 into the handicap storage slot. The program counter 20 is
now directed through the total accumulation program previously
described for a pinspotter entry. Hence, when a handicap is entered
it is added to any exiting 10th frame totals. Again, this procedure
is required as a handicap entry can be made at any time during a
game. When the program counter 20 completes the handicap program it
returns to rest, releases the search logic 24 and allows it to scan
the input lines for the next entry.
The entry of a players blind score is similar to the entry of a
team handicap. When the enter switch 82 is actuated the search
logic 24 signals the instruction gates 22 that a player's blind
score is to be entered. The program counter leaves the rest
position and advances to the blind score entry program. The program
instructions transfer the address of the player and team from the
player switch into the address counters 36 through the transfer
gates 34 and also directs the frame section of the address to the
10th frame. The blind score is entered and the program goes through
the score total procedure previously described. When the score
totaling has been completed the search logic is released and the
program counter returns to its rest position. The totaling
procedure is required as a blind score may be entered or changed at
any point during a game.
When an entry of pinfall is desired from the keyboard, the identity
of the player, frame and ball is first set on the player, switch
84, frame switch 86, and ball switch 88. The OK switch 90 is then
actuated and signals the keyboard synchronizer 30 that a pinfall
entry is to be made. The synchronizer detects this condition and
allows any subsequent occurring one digit number data to be loaded
into the first four-bit slot of the keyboard buffer 76. If several
number switches are pressed in sequence, then only the last entry
is stored in the keyboard buffer 76. When the enter switch 82 is
actuated, the keyboard synchronizer 30 calls the search logic 24.
The search logic 24 signals the instruction gates 22 that a pinfall
entry is to be made. The instruction gates 22 directs the program
counter to advance from the rest position to the keyboard pinfall
entry program. The program instructions transfer the player, frame
and ball address into the address counters 36 through the transfer
gates 34. The ball data is then transferred through control gates
42 into the input register .[.48.]. .Iadd.49.Iaddend. . The program
instructions then proceed to step through the program for the
pinspotter entry for calculating frame score. The frame section of
the address counters 36 is then indexed forward and the data search
logic 44 is directed to test if the next frame has been bowled. If
the next frame has been bowled, the frame-scoring routine is
repeated to update the frame to the right on the basis of the new
data received. The procedure of checking the next frame after
computing a frame score is continued until either the 10th frame or
an empty frame is reached. Hence, an entry earlier in the game will
update the entire game for player. When the frame-scoring program
is completed, the totaling program is called if necessary. After
totaling the keyboard marks scoring program is initiated.
To calculate the new marks score on the basis of the edit, the
program instructions transfer the frame address back into the
address counters 36 from the frame switch 86. The marks are
recalculated for this frame using the marks calculation program
previously described. The frame section of the address counters 36
is then indexed forward to the next-appearing frame and the marks
program is repeated. This is necessary since an edit in a
particular frame N can change the marks for frame N+1. For example,
if frame N+1 is a strike and frame N is changed to a strike, then
the strike in frame N+1 will be worth two marks. Thus, a keyboard
pin fall input will result in the recalculation of all changes
brought about by that entry.
When the keyboard program is complete the program counter returns
to its rest condition and releases the search logic 24.
In this invention a magnetostrictive delay line or the like is used
as a storage means. Data that is to be stored in the line is in the
form of a four-bit word for each character stored. The information
contained within a single bowling frame consists of six characters
for each frame one through nine; and eight characters for the 10th
frame. The characters associated with frames one through nine are
as follows:
Information Character I
Ball One Pinfall B1
Ball Two Pinfall B2
Least Significant
Frame Total Digit T1
Second Most Significant
Frame Total Digit T2
Most Significant
Frame Total Digit T3
The characters associated with the 10th frame are the same as those
noted above except that an additional ball B3 is required and one
additional total digit T4 is allocated to the 10th frame. The T4
digit is required for the sixth line, 10th frame, only to display
team totals. However, for consistency, each 10th frame is allocated
the T4 digit.
The data within the delay line is fed to and displayed by a
cathode-ray tube as illustrated in FIG. 3. Referring to FIG. 5,
there is illustrated a single frame of the display of FIG. 3 for
frames one through nine; and, referring to FIG. 6, there is
illustrated a single frame of the display of FIG. 3 for the 10th
frame.
Referring to FIG. 5, in this invention, the display logic includes
split symbol generating means coupled to the cathode-ray tube so
that the cathode-ray tube writes a circle around the ball one
pinfall B1, and then proceeds to write ball one pinfall B1, ball
two pinfall B2, frame total digit T1, frame total digit T2 and
frame total digit T3 before beginning the writing of the
information in the next occurring frame. The circle around B1 will
be displayed only when the player has a split in that frame. The
information character associated with each frame contains this
split information as well as a display bit signal which determines
whether the total consisting of the numbers T1, T2, T3, should be
displayed. The total format of displayed data consists of six lines
per tube. Referring to FIG. 3, lines 100, 102, 104, 106 and 108
display the score and pinfall for the players displayed. Line 110
displays the marks data for the frame in the T1 and T2 positions.
Line 110, frame 10 displays the team total consisting of the
numbers B1, B2 and B3 in addition to T1, T2, T3 and T4 as
illustrated in FIG. 6. .Iadd.
The cathode-ray tube display, in the configuration shown in FIG. 3,
includes the numerals one (1) through ten (10) positioned,
respectively, above the corresponding bowling frames to indicate
the number of the frame in accordance with the rules of the game of
bowling. .Iaddend.
All of the information in the delay line 10 is normally displayed
on the face of the cathode-ray tube. FIG. 3 illustrates the history
of a game for five players played to completion.
If the information to be displayed is examined, it would appear
that the data emerges sequentially from the delay line in the form
following:
L1F1I, L1F1B1, L1F1B2, L1F1T1, L1F1T2, L1F1T3, F1F2I, etc.
where L1 represents Line 1 or Player 1; and F1 represents Frame
1
This, however, is not the case as an interlace pattern is required
to have a delay line of reasonable length.
The necessity of an interlace can be seen if it is assumed that the
circuitry forming the characters can operate no faster than 24 .mu.
sec. per character, and as 744 characters are required to display
the information on two tubes (one for each lane) the length of the
delay line would be T.sub.L =744.times.24.times.10.sup.16 or 17.9
msec. long. A line having this length is difficult to construct and
difficult to use as signal attenuation becomes troublesome. The
operating frequency of this assumed line is determined by the
expression
f.sub.b =/T.sub.b and T.sub.b =24 .mu.sec./4= .[.bus/bit.]. .Iadd.6
.mu.sec./bit .Iaddend.
Assume that the operating frequency of the line is raised but the
time distance between sequential characters remains the same as the
display cannot process the information in less 24 .mu. sec.
Increasing the operating frequency causes the occurrence of a space
after L1F1I appears and before L1F1B1 emerges. If subsequent data
is written, or interlaced, in the space, the length of the line can
be decreased. To accommodate the display requirement for the
information to be present for 24 .mu. sec., the contents of the
tail register 14 can be transferred to the display logic 16 every
24 .mu.sec., when the next character to be displayed emerges.
The interlace used in the practice of this invention to shorten the
line is as follows:
.[.L1F1I.]. .Iadd.L1F1I.Iaddend., L2F1I, L3F1I, L4F1I, L5F1I,
L6F1I,
.[.L7F1I.]. .Iadd.L7F1I.Iaddend., L8F1I, L9F1I, L10F1I, L11F1I,
L12F1I,
.[.L1F1B1, L2F1B1 L12F1B1.]. .Iadd.L1F1B1,
L2F1B1--L12F1B1.Iaddend., L1F1B2, and so on,
where:
lines 1-6 (L1-L6)
are for Team A (Tube 1) and,
lines 7-12 (L7-L12)
are for Team B (Tube 2).
If the delay line frequency is assumed to be IMC it is seen that
the underlined characters in this interlace are spaced at 24 .mu.
sec. intervals, the spacing being taken from the end, or last bit,
of a character to the last bit of the next character as the
information is not usable in the tail register 14 until all four
bits have been entered. If the interlace is examined, it will be
seen that a given frame and character a grouping exists such that
the character emerges for the 12 display lines in ordered sequence.
Hence, if we treat the designations I, B1, B2, etc. as the ordered
group of characters for all lines, the interlace can be rewritten
as follows:
F1I, F1B1, F1B2, F1T1, F1T2, F1T3, F2I, F2B1,
.[.F2B2, F10I.]. .Iadd.F2B2--F101 .Iaddend.
F10B1, F10B2, F10B3, F10T1, F10T2, F10T3, F1054.Iadd..
.Iaddend.Note that the line designation (LN) is omitted as each
character group contains the data for all lines.
The display logic selects the ordered character in each group in
accordance with the line being displayed. Hence, on each pass of
the delay line the character selected will be indexed by one (i.e.,
for line one the display logic selects the first and seventh
characters in the group, for line 2 the second and eighth, etc.)
The characters emerging at a 24 .mu. sec. spacing alternate between
the two cathode-ray tubes and, therefore, the display of the
characters alternate. This push-pull type of arrangement of tube
display provides a 24 .mu. sec. time duration to position the beam
for a given tube while the other tube is writing a character. The
beam positioning information is derived from the master counters 12
which contain the address of the character emerging from the delay
line. This character address is transferred to the display logic 16
and positions the beam through analog decoding gates. The beam can
be positioned to the next character to be written while the
opposing tube is writing to provide a maximum time duration for the
transients in the positioning amplifiers to subside.
In this invention, the beams for the two cathode-ray tubes are
alternately controlled to display the characters. When the beam is
in position and the tube is to display a character, the beam is
unblanked and driven by the display logic through a position
character generation pattern.
The method of character generation is the seven-stroke technique.
Referring to FIG. 7, the beam is carried through positions 1 to 2
via stroke S1, 2 to 3 via stroke S2, 3 to 4 via stroke S3, 4 to 1
via stroke S4, 1 to 5 via stroke S5, 5 to 6 via stroke S6, 6 to 2
via stroke S7, and 2 to 1 via stroke S8. If, now, the beam were to
be normally "on," the .[.FIG. 8.]. .Iadd.figure 8 .Iaddend.would
always be generated. Assuming stroke S1 is always blanked, strokes
S2 through S8 are the active strokes (seven strokes). All digits
can now be created by selectively blanking the proper strokes. For
example, if strokes S4 and S7 were blanked the .[.FIG..].
.Iadd.figure .Iaddend.generated would be a 5, if strokes S2 and S7
were blanked the .[.FIG..]. .Iadd.figure .Iaddend.3 would be
generated.
In some instances it may be desirable to have a permanent record of
the history of the game bowled. In those instances, the data
signals fed from the delay line 10 to the display logic 16 can also
be fed through a matching matrix to a tape recorder means. The
recorder means can be a punched tape, a magnetic tape or the like.
In this manner the information within the delay line can be stored
permanently. When, at some time in the future the history of the
game is to be reproduced, the information on the tape is fed back
into the delay line through a matching .[.material.]. .Iadd.matrix
.Iaddend.and the information in the delay line is then fed to and
controls the display on the cathode-ray tube. Thus, at any
particular instant, and when desired, the complete history of the
game can be reproduced.
In the operation of this invention, the sequence of operations of
the various desired cycles or procedures can be as follows where,
of the various steps noted,
Step 0 is a rest condition;
Steps 1 through 8 and 10 relate to keyboard entry;
Steps 11 through 19 relate to pinspotter entry; .[.11 through 19
relate to pinspotter entry;.].
Step 20 relates to printing;
Steps 21 through 37, 40 and 42 relate to point score
calculations;
Steps 38 and 39 relate to accumulating 10th frame totals including
points handicap;
.[.Steps.]. .Iadd.Step .Iaddend.41 relates to testing for end of
game of a player;
Steps 43 through 46 relate to superstition factor display and
suppressing display of score of a strike string;
Steps 9 and 47 through 55 relate to marks calculations;
Steps 56, 57, and 58 relate to suppression of zero to left of most
significant figure for marks;
Step 59 relates to clearing of step and logic result;
Step 60 relates to entering marks handicap into delay line; and
Step 61 relates to entering points handicap into delay line.
__________________________________________________________________________
ENTERING INFORMATION FROM KEYBOARD
__________________________________________________________________________
STEP: 0 Test entry for pinspotter input, if yes-advance to step,
14. or keyboard input-advance to step 1. 1 Test for marks handicap
entry key depressed, if yes-advance to step 60. Test for points
handicap entry key depressed-if yes-advance to step 61. Test for
blind score handicap entry key depressed, if yes- advance to step
37. Test for ball entry edit, if yes-advance to step 2. 2 Test
keyboard switch to indicate: Ball 1, if yes-advance to step 3. Ball
2, if yes-advance to step 4. Ball 3, if yes-advance to step 8. 3
Enters Ball 1 into delay line and advance to 20. 4 Enter Ball 2: If
Ball 2 is spare, advance to step 7. If Ball 2 is not spare, advance
to step 5. 5 Test to determine if Ball 1+Ball 2=spare: Add Ball 1
to Ball 2. Test if Ball 1+Ball 2 is equal to 10, advance to step 6.
Test if Ball 1+Ball 2 is less than 10, advance to step 7. 6 Ball
1+Ball 2=10, is a spare even though spare key was not depressed,
advance to step 7. 7 Enter ball 2 into delay line and advance to
step 20. 8 Test: Is keyboard set for Frame 10, if yes-advance to
step 10. Is keyboard not set for Frame 10, if yes-advance to step
59. 9 Use Data Search Logic 44 to find last frame with no entry for
all players, advance to step 55. 10 Enter Ball 3 into delay line
and advance to step 20. 11 Count pins down as indicated by
pinspotter transfer line and team frame player sequence counters.
Search delay line for next appearing open frame for particular
player and team. Test for foul, if present-advance to step 15. Test
is not a foul; not Ball 1 and is frame 10 (Ball 2 or 3 in frame 10)
and is frame 10, advance to step 12. Test is not a foul; is not
Ball 1; and is not frame 10, advance to step 13. Test, is Ball 1,
advance to step 15. 12 Test for following conditions: Ball 2 and
Ball 1 is not a strike, advance to step 13. Ball 2 and Ball 1 was a
strike, advance to step 15. It is Ball 3 and Ball 2 was a spare,
advance to step 15. It is Ball 3 and Ball 1 is a strike and ball 2
is a strike, ad- vance to step 15. It is Ball 3 and Ball 1 is a
strike and Ball 2 is not a strike, advance to step 13. No Ball
(game finished and extra ball rolled) advance to step 59. 13 Test
for pins down: If 10 down, advance to step 14. If it is Ball 2 and
not 10 pins down, advance to step 16. If it is Ball 3 and not 10
pins down, advance to step 17. 14 Convert pinfall to spare code,
advance to step 15. 15 Enter pinfall into proper position in delay
line and if there was a split, enter split indication, advance to
step 20. 16 Substract Ball 1 from total pinfall to obtain Ball 2
pinfall, ad- vance to step 19. 17 Substract Ball 2 total pinfall to
obtain Ball 3 pinfall, advance to step 18. 18 Enter Ball 3 pinfall
into proper position in delay line, advance to step 20. 19 Enter
Ball 2 pinfall into proper position in delay line, advance to step
20. 20 Activate printer and print on permanent record and print
Pinfall, Frame, Ball, Player, advance to step 21. 21 Set strike
spare store (46) for current frame, feed ball 1 pinfall to - input
register 48; step back address counter 36 to next preceeding frame,
advance to step 22. 22 Set strike/spare store (46) for frame
preceeding current frame, step back address counter 36 to second
frame preceeding current frame, advance to step 23. 23 Set
strike/spare store (46) for second frame preceeding current frame,
step back address counter 36 to third frame preceeding current
frame, advance to step 24. 24 Feed frame score for third frame
preceeding current frame to adder 48 and accumulator 50; and step
address counter 36 for- ward to second frame preceeding current
frame, advance to step 25. 25 Add zero, 20 or 30 as determined by
strike/spare store and score conditions 46 to second frame
preceeding current frame, advance to step 26. 26 Add Ball 1 pinfall
or zero as determined by strike/spare store and score conditions 46
to second frame preceeding current frame and enter into delay line,
advance to step 27. 27 Obtain from delay line frame score for
second frame preceeding current frame and step address counter 36
to frame immediately preceeding current frame, advance to step 28.
28 Add zero, 10, or 20 as determined by strike/spare store and
score conditions 46 to second frame preceeding current frame
advance to step 29. 29 Add Ball 1 pinfall or zero as determined by
strike/spare store and score conditions 46 to second frame
preceeding current frame and step address counter 36 to current
frame, advance to to step 30. 30 Add Ball 2 pinfall or zero as
determined by strike/spare store and score conditions 46 to second
frame preceeding current frame and step address counter 36 back to
frame immediately preceeding current frame, advance to step 31. 31
Enter score for frame preceding current frame into proper position
in delay line, advance to step 32. 32 Obtain from delay line frame
score for frame preceding current frame and step address counter 36
to current frame, advance to step 33. 33 Add zero, 10 or 20 as
determined by strike spare store and score condition 46 to frame
preceeding current frame, advance to step 34. 34 Add Ball 1 pinfall
or zero as determined by strike/spare store and score conditions 46
to frame preceding current frame, advance to step 35. 35 Add Ball 2
pinfall or zero as determined by strike/spare store and score
conditions 46 to frame preceding current frame: Test if current
frame is frame 10, advance to step 36. Test if current frame is not
frame 10, advance to step 40. 36 Add Ball 3 pinfall or zero as
determined by strike/spare store and score conditions 46 to frame
preceding current frame and enter score (frame 10) into appropriate
position in delay line, advance to step 37. 37 Clear adder 48,
input register 49 and accumulator 50. Test if end of game; if yes,
set address counter 36 to line 1 (1st player), advance to step 38.
If no, advance directly to step 43. 38 Add all tenth frame totals
together and test for fifth player, advance to step 39. 39 Add
handicap to total of all tenth frames and enter into total position
of delay line, advance to step 41. 40 Enter score in proper
position in delay line, advance to step 41. 41 Step address counter
36 to subsequent (next) occurring frame: Test if end of game,
advance to step 43. Test if not end of game, advance to step 42. 42
Test if subsequent frame after current frame is empty: If
subsequent frame is empty, advance to step 43. If subsequent frame
is not empty, advance to step 21. 43 Insert "no display" bit into
delay line for a given player for all ten frames. Set address
counter 36 to frame 1, advance to step 44. 44 Data search logic 44
sets address counter 36 to next occurring frame which does not have
a strike: (A) Frame found does not have a strike and is empty,
advance to step 47. (B) Frame found does not have a strike and is
not empty and is not frame 10, advance to step 45. (C) Frame found
does not have a strike and is not empty and is frame 10, advance to
step 46. (D) Frame found is 10th frame and is bowled out, advance
to step 46. (E) No frame found and not end of game, advance to step
47. 45 Insert display bit into delay line for player from first
frame to first occurring frame having no strike and step address
counter 36 to next frame after first occurring frame having no
strike, advance to step 44. 46 Insert display bit into delay line
for player for frames one through ten, advance to step 47. 47
Search for current frame, advance to step 48. 48 Set address
counter 36 to line 1 (1st player) and clear team marks total for
each frame: Test if address counter 36 is on frame 10, advance to
step 9. Test if address counter 36 is not on frame 10, advance to
step 49. 49 Step address counter back to frame preceeding current
frame position and clear strike/spare, store and score conditions
46, advance to step 50. 50 Set strike/spare, store and score
conditions 46 for frame preceed- ing current frame; step address
counter 36 to current frame, advance to step 51. 51 Add Ball 1 to
Ball 2 of current frame; and, set strike/spare store and score
conditions 46 for current frame for Ball 1 less than 5 or Ball
1+Ball 2 is less than 5, advance to step 52. 52 Set strike/spare
store and score conditions 46 for current frame for strike or spare
in current frame. Obtain frame marks total for team, advance to
step 53. 53 Add marks score as determined by strike/spare store and
score conditions 46 of each player-one at a time-to frame marks
total. Step address counter 36 to next line; test if it is not line
5, advance to step 49. If it is line 5 and have examined each
player once and it is a keyboard entry, advance to step 54. It is
line 5, and is a pinspotter entry or it is line 5 and a keyboard
entry and have examined all players subsequent frame advance to
step 9. 54 Step address counter 36 to next frame after current
frame, advance to step 48. 55 Insert team frame marks into
accumulator 50, add together team frame marks for each frame and
keep in adder 48 and input register 49. Enter into delay line
cumulative frame marks total for all frames stopping at first frame
which has incomplete score from any player, advance to step 56. 56
Set address counter 36 to frame 1, advance to step 57. 57 Suppress
most significant zero or zeros, advance to step 58. 58 Test for
frame 10 and step address counter forward to next frame: If next
frame is frame 10, advance to step 59. If next frame is not frame
10, advance to step 57. 59 Clear data search logic 44 and
strike/spare store and score conditions 46 step appropriate (left
or right) player sequence counters 32 or 33 to next active player,
advance to step 0. 60 Enter marks handicap into delay line, advance
to step 9. 61 Enter points handicap into delay line, advance to
step
__________________________________________________________________________
37.
Obviously, many modifications and variations of the present
invention are possible in the light of the above teachings. It is,
therefore, to be understood that within the scope of the appended
claims the invention may be practiced otherwise than as
specifically described.
* * * * *