Note: Descriptions are shown in the official language in which they were submitted.
19 36,
lZ~jSSS7
AM U S EM E NT GAM E
TECHNICAL FIELD
This invention relates to amusement games, and
more particularly to a shooting type game in which
players compete against each other in a battlefield
type environment and where each player's score is
compiled.
12(~5S~7
~ACK~UND ART
~ne of the earliest childhood played games
involves so~e type of battle. Whether it be "good
yuys" against "bad guys", cowboys and indians or cops
and robbers, a "shooter" and "target" theme prevails
in these basic games. The variations on the
shooting-type theme games are numerous, and are based
u~on the age level of the children involved as well
as the sophistication of the equipment available for
playing of the game. Guns may be anything from
imaginary to realistic looking models of actual
firearms. As children grow older, so does the
so~histication of the game rules and game
e~uipment.
With the technological advances in the
electronics field, cowboy and indian shooting games
have evolved into sophisticated audio visual games
involving battles between planet inhabitants and
alien invaders. A battle with the aliens is carried
out on a cathode ray tube display in which the sole
player controls a joystick or push-button in order to
"fight" the enemy. With the advances in audio visual
games, the one-on-one individual player interaction
and much of the independence of player involvement
and physical movement in fighting a battle has been
lost. ~he player's ability to plot strategies,
utilize the terrain to his best advantage and carry
out tactical strategies in a battle have mostly been
delega~ed to the computer of the audio visual game
and not the player.
Although the sophistication of an audio visual
game has appealed to many, there are still children
of all ages that enjoy a game in which they can shoot
~Z~355.57
at a movin~ tar~et as well as becominy a target
themselves. Such games involve much interaction
between the players; however, it is rather subjective
_ as to whether a player has actually shot a target.
It is therefore difficult to know when a player has
actually "won" the game and if so, by how much he has
beaten the "enemy". Unlike the scoring of an audio
visual game, points are not automatically accumulated
for shooting robbers as they are for shooting aliens
under computer control.
A need has thus arisen for a shooting type game
involving the sophistication of an audio visual game
yet the simplicity of a childhood "good guys" and
"bad yuys" game. Such a game must provide feedback
1~ to each of the players as to whether they have been
shot and must also compile a score informing each
player of the number of targets he has shot. Such a
game must also provide for interaction with the
playing ield in the form of obstacles which must be
neyotiated by the players in their pursuit of the
"enemy" and their score.
~z~sss~
DISCLOSURE OF THE INVENTION
In accordance with the present invention, an amusement
game is provided which combines the childhood enjoyment of
a "cops and robbers" shooting game with the sophistication
of an audio visual game.
In accordance with an aspect of the invention there
is provided an amusement shooting game for play by a
plurality of players, wherein players shoot at each other
while being shot at on a battlefield comprising means
associated with each player for generating and transmitting
continuously in a wide-angle beam directed outward from
each player a coded signal unique to each player; means
associated with each player for receiving said transmitted
coded signal being transmitted by all of the players, said
means for receiving having a reception angle substantially
smaller than said wide-angle beam; means responsive to said
receiving means for detecting a transmitted coded signal;
and means for counting the number of detected coded signals
to provide a score for each player representing the number
of players he has shot.
In accordance with another aspect of the invention
there is provided an amusement shooting game for play by a
plurality of players wherein the players shoot at each
other while avoiding being shot at on a battlefield
including vest means associated with each player for
generating a continuous coded signal uniquely identifying
each player; helmet means associated with each player for
transmitting said continuous unique coded signal in a wide
angle beam directed outward from each player; gun means
having a trigger associated with each player for receiving
said unique coded signals when said trigger is actuated,
said gun means having a reception angle substantially
smaller than said wide angle beam; and data processing
means for generating a score for each player indicative of
the number of players that each player has shot.
,~i
.
~205S5~
In accordance with another aspect of the invention
there is provided an amusement shooting game for play by a
plurality of players, wherein the players shoot at each
other while avoiding being shot at on a battlefield, each
of the players having personal equipment including a
helmet, vest and gun, the game comprising means housed in
the player's vest for generating a continuous code uniquely
identifying the players; means connected to the player's
vest for receiving said continuous code and mounted to the
player's helmet for transmitting said continuous code in
the form of a wide angle infrared beam directed outward
from the player; means including a trigger mounted in the
player's gun for receiving said coded infrared beams trans-
mitted by the other players, said means for receiving
having a reception angle substantially smaller than said
side angle beam; means mounted to the player' 5 gun and
connected to the player's vest for detecting a received,
coded infrared beam upon actuation of the gun; transmitting
means housed in the player's vest for transmitting infor-
mation related to received, coded infrared beams to a dataprocessing unit; said data processing unit including means
for receiving said transmitted data from said transmitting
means for calculating a score for each player based upon
the number of players he has shot and the number of times
he has been shot by other players; and said data processing
unit further including means for transmitting data to each
player to provide an indication whether the player has been
shot or has shot another player.
J,. '
6 ~ S5 5 7
~RIEF ~E~URIRrI~N ~F THE DRAWINGS
For a more complete understanding o~ the present
invention and for further advantages thereof,
reference is now made to the following Detailed
Description, taken in conjunction with the
accompanying Drawings in which:
FIGURE 1 is a diagrammatic illustration of a
battlefield used for playing the present amusement
game and illustrating two game players wearing their
10 personal game equipment including a helmet, vest
module, gun and battery belt;
FIGURE 2 is a block diagram illustrating the
interconnection and function of the game players'
uersonal equipment;
FI~URE 3 is an electronic block diagram
illustrating the operation of the present game's
computers and interconnection with the game players'
personal equipment;
FIGURE 4 is a schematic diagram of a vest module
20 transmitter for use with the present invention,
FIGURE 5 is a schematic diagram of a yun
receiver for use with the present invention;
FIGURE 6 is a schematic diagram of a helmet for
use with the present invention;
FIGUR~ 7 is a schematic diagram of the vest
processor circuitry;
FIGURE 8 is a schematic diagram of the gun xenon
flash circuitry;
FIGURE 9 is a schematic diagram of the RF
3~ transmit circuitry;
FIGURE 10 is a schematic diagram of the RF
receive circuitry;
7 ~ZOS5S7
EIGURE 11 is a computer flow diayram
illustrating the operation of the software associated
with the data computer of the present amusement game;
FIGUXES 12(a) and 12(b) are computer flow
diagrams illustrating the operation of the game
computer;
FIGURES 13(a) and 13(b) are computer flow
diagrams illustrating the operation of the interface
computer; and
FIGUR~S 14(a) and 14(b) are computer flow
diagrams illustrating the operation of the vest
processor computer associated with the amusement game
of the present invention.
12(~5S57
D~TAIL~ D~CRIprI~N
Re~erring to FIGURE 1, a diagrammatic
illustration of the "battlefield" on which the
present amusement game is played is illustrated.
~attlefield 10 includes numerous paths 12 and
obstacles 14 through which the players must negotiate
to locate and hide from the "enemy". Battlefield 10
includes a tunnel 16 and multiple playing levels
interconnected by a ladder 20. Additionally, doors
22 may be provided to provide connections between
different parts of battlefield 10. Battlefield 10
may have a size of, for example, 70 feet by 100 feet.
Illustrated in FIGURE 1 are two game players 30
and 40. Players 30 and 40 may be the sole players in
the game or may be members of two competing teams
consisting of from, for example, one to ten
~layers. The personal equipment carried by players
30 and 40 is generally referred to by numeral 42.
Since each player 30 and 40 can alternatively become
the target of each other, either player 30 or player
40 can seek the other out and fire at each other to
destroy the "enemy" or "target". However, the
personal equipment 42 is basically identical for each
player 30 and player 40 involved in the present
game. Each player 30 and each player 40 of the game
wears a helmet 44, a vest module 46 and a battery
belt 48. Additionally, each player 30 and each
player 40 has a weauon or yun SU. Battery belt 48
provides power for helmet 44, vest 46 and gun 50.
Althouyh battlefield 10 illustrated in FIGURE 1
and the game player's personal equipment 42 has been
illustrated as having an ~outer space~ game motif,
the present invention can be utilized with any type
9 ~ SSS7
of character such as, for example, cowboys, indians,
police, robbers or any type of confronting factions
with the mere change of the decor of the battlefield
and costume design for the personal equipment 42 of
the players. It being understood that the n OU ter
space" motif illustrated in FIGURE 1 is for purposes
of illustration only and not limiting the presen~
game.
Referring simultaneously to FIGURES 1 and 2,
wherein like numerals are utilized for like and
corresponding components, helmet 44 includes a
plurality of infrared light emitting diodes (LEDs)
54. Infrared LEDs 54 transmit a pulse coded siynal
which is unique to each player 30 and 40. This same
unique code is also transmitted via infrared LEDs 56
disposed on vest module 46. The unique code
identifying a particular player 30 or 40 generated by
infrared LEDs 54 and 56 is received by an infrared
receiver 58 contained with gun 50 when gun 50 is
"fired" by actuation of a trigger 60.
An important aspect of the present invention is
the use of gun 50 as a receiving device rather than a
transmitting device when a shot is "fired". By using
gun 50 as a receiving device, the accuracy needed to
"aim" the gun S0 is greater than that required had
gun 50 been a transmitter where, in such instance, it
would be easier to hit the target as the target got
further away from a player 30 or 40 across
battlefield 10 since the width of the beam
transmitted would increase with distance from gun
50. By using gun 50 as a receiver, enemy players 30
or 40, can be ~shot" in the range of 100 feet
separating the players with sufficient accuracy to
55~7
distinguish between which of a player 30 or 40 has
been "shot". A further advantage of using gun 50 as
a receiver is that only one receiver is needed,
re~ulting in a more efficient control system. If gun
50 were a transmitter, multiple receivers would be
necessary with separate controls.
A player 30 or 40 will be shot when an enemy
player has sighted the player 30 or 40 with his gun
50 aimed at the player's helmet 44 or vest module 46
and trigger 60 of gun 50 is actuated to receive the
sighted player's unique code transmitted by infrared
LEDs 54 and 56. The transmission by infrared LEDs 54
and 56 provide a wide field for a player 30 or 40 to
aim at in order to receive this signal.
Helmet 44 further includes a plurality of light
emitting diodes 64 which are illuminated ~hen a
player 30 or 40 has been "shot". LEDs 64 remain
illuminated for a predetermined period of time such
as, for example, ten seconds, during which time the
"shot" player is prevented from firing his gun 50.
Light emitting diodes 66 are further provided in
helmet 44 to identify teammates of a player 30 or
40. LEDs 66 may be colored red for one team and
green for the second team. Additionally, helmet 44
2S and vest module 46 may include team colors.
Additional light emitting diodes 68 and 70 provide
information to a player 30 or 40 indicating that the
player himself has been shot. Helmet 44 further
includes a speaker 72 for providing audio bat~lefield
sounds as well as for providing specific sounds
indicating to a player 30 or 40 that he has been
~shot" or has "hit~ an enemy player or enemy
target.
~2~i5~S7
vest module 46 includes a miCro~rOCeSSOr control
74 which will subsequently be described with respect
to FIGU~ 7. For the present, it will sutfice to
state that microprocessor control 74 functions to
establish an interface between helmet 44 and gun 50
as well as for transmitting data between a player 30
and 40 to the computers of the present game.
Transmission of this data is accomplished through an
RF link circuit 76. Vest module 46 further includes
infrared transmit circuitry 78 for selecting a unique
code associated with each player 30 and 40 which is
transmitted by infrared LEDs 54 and 56. The RF link
circuit 76 will be subsequently described with
respect to FIGURES 9 and 10 and the infrared transmit
circuitry will be subsequently described with respect
to FI~URE 4. Vest module 46 further includes sound
yeneration circuitry 80 for generating the sounds
heard through helmet 44.
Gun 50 as previously stated, includes an
2~ infrared receiver 58 for receiviny, when trigger 60
is actuated, the infrared signals transmitted by
infrared LEDs 54 on helmet 44 and infrared LEDs 56 on
vest module 46. Also provided on gun 50 is a sight
82 for visually indicating to a game player 30 or 40
that he is receiving a coded signal from an enemy
player and that upon actuation of trigger 60 will
have "shot" the enemy player. Also, upon actuation
of trigger 60, a flash of light 84 will be emitted
from yun 50 from a xenon flash circuit 86 to provide
a visual indication that gun 50 has been fired. The
flash 84 however, is not functional to determine
whether a player 30 or 40 has been shot.
~ i
12 l~,~iS~;~S7
~attery belt 48 includes eiyhteen batteries,
each battery ~roviding, for example, six volts DC
power for operation o~ helmet 44, vest module 46 and
gun S0. The output of battery belt 48 is applied via
a cable 90 to vest module 46. Gun 50 is
interconnected to vest module 46 via a cable 92.
Vest module 46 is interconnected to helmet 44 via a
cable 94 for supplying power to infrared LEDs 54 and
via a cable 96.
Referring now to FI~URE 3, a block diagram of
the present game computers and personal equipment 42
is illustrated. The present amusement game includes
a data computer 100. Interconnected to data computer
100 is a terminal 102 which may be positioned in the
lobby of the amusement facility where the present
game is bein~ played, apart from battlefield 10.
Terminal 102 includes a keyboard for inputting player
name and identification information to data computer
100. Also interconnected to data computer 100 is a
card reader 104 for reading the player identification
number located on a player identification card having
the uersonal code of a particular player. Card
reader 104 may comprise for example, a bar code
reader for readin3 a printed bar code on the player's
identification card. Card reader 104 also reads a
unique code associated with each vest module 46.
Data computer 100 associates a particular player
identification number with the particular vest module
46 code he will be wearing during a play of a game.
Also interconnected to data computer 100 is an
input terminal 106 for manually inputting player
identi~ication and vest code module 46 numbers into
data computer 100. Terminal 106 may also be utilized
13 ~205SS7
for makiny corrections o~ input data from card reader
lU4 and terminal lU2. The information inuut to data
computer 100 in the form of the player's names and
identification codes will be stored on a data disk
S 108 on a day-to-day basis. Card reader 104 and
terminal 106 may be physically located in a staging
room where players 30 and 40 are "suited up" with
their personal equipment 42. The staging room will
be closer to battlefield 10 than the lobby area of
the amusement facility.
The output of data computer 100 is also applied
to a game computer 110 which places in the game
computer 110 the players' name and personal code in
addition to the vest module 46 code number the player
will be weariny during a play of the yame. Game
computer 110 includes a real time clock calendar for
controlling the length of a particular play of the
present game and for tracking the scores of the
players for each game played during a particular
day. Score information for each player is maintained
on a yame data disk 112 interconnected to game
computer 110. The game data disk 112 is removed at
the end of each day's play, such that the results
from each day can be compared and an overall ranking
of the players' ability from one day to the next and
from one location to the next can be compiled.
Game computer 110 also controls an effects
computer 114. Effects computer 114 is interconnected
to a past game score monitor 116 for displaying the
results of the previously played game during the play
of the present game. A player may also obtain a
printed copy of hi~ score which is printed on a
printer 11~ located in the lobby of the amusement
14
12~)5SS7
tacility. Printer 118 is also under the control of
etfects co~puter 114. Effects computer 114 also
controls the audio and visual effects 120 present on
battlefield 10, such as for example, controlling the
intensity of lights, and presents sounds to numerous
speakers located throughout battlefield 10.
Game computer 110 also displays the players'
ongoing score during a play of the game on a
scoreboard 122 which is displayed only during a play
of the game. Game computer 110 also controls doors
and other obstacles such as, for example, doors 22
(FIGUR~ 1) through operation of a door control 124.
Game computer 110 is also interconnected to an
inter~ace computer 126 which is responsible for
lS communication between a player 30 and 40 and game
computer 110 using the vest codes of the players.
Interface computer 126 communicates with vest module
46 through an RF receive-transmitter link contained
with interface computer 126 and an RF antenna 132.
Interface computer 126 also controls the start of a
play of the present game.
Game computer 110 is also interconnected to
alien number 1 control 134 and alien number 2 control
136. The aliens present on battlefield 10 provide
obstacles for players 30 and 40. When actuated, the
aliens will "shoot" any players 30 and 40 within
their field of view during the time period for which
the aliens are actuated. In efect, the aliens act
as a third team on battlefield 10. At the end of the
game, alien controls 134 and 136 transmit data,
identifying which players 30 and 40 they have shot,
to game computer 110. Alien number 1 control 134 and
number 2 control 136 include infrared receivers for
15 ~2r95S57
receivin~ the infrared codes transmitted by a
players' helmet 44 and vest module 46. Alien control
devices 134 and 136 are essentially infrared
~ receivers similar to the gun 50 receivers of-players
30 and 40.
As previously stated, gun 50 contains an
infrared receiver for receiving an infrared signal
140 generated by an opposing player's infrared
transmitter contained within vest module 46. Gun 50
lU also includes electronic sight 82 which informs the
player he is receiving a code from another player 3U
or 40
Also illustrated in FIGURE 3 are targets 144 and
146 which comprise infrared transmitters which
transmit a fixed code. Taryets 144 and 146 may be
shot at by a player 30 or 40 to obtain points much in
the way a player may shoot at an enemy player;
however, the points earned for shooting a target 144
and 146 are yreater than the points earned for
shootiny an opposing player.
A suggested game format is as follows. Each
team may consist of from cne to ten players. The
game playing time may be approximately 5 minutes.
Each time a player "shoots" an enemy, two points are
awarded to the player. If an enemy target 144 or 146
located at an enemy base is shot, 20 points may be
awarded to the player who has shot the target.
Points are deducted from a player's 30 or 40 score
should a player shoot a team member. Three points
may be deducted for this occurrence. A player will
have for example, one point deducted from his score
if shot by an opposing player. If a player is shot
by an alien, 134 or 136, three points may be deducted
16
12~5557
trom his score. Additionally, if the player attempts
to enter a aoorway 22 t~IGUR~ 1) which has been
previously closed, ten points, for example, may be
~~ deducted from his accumulated scoreO
The number of shots which a player may fire from
his gun 50 may be limited to, for example, 20 per
minute. The 20 shots may be made as rapidly as
desired by actuating the trigger 60 (FIGURE 2);
however, when the 20 shot limit has been reached, gun
50 will be inoperative for a period of, for example,
one minute. In the event a player's gun 50 is
inoperative, LEDs 70 (FIGURE 2) will be illuminated
as well as LEDs 64 to indicate to the player having
an inoperative gun 50 as well as all other players
lS that his gun S0 is inoperative. When gun 50 is
fired, sounds will be emitted through speaker 72 in
helmet 44 of the firing player as well as a xenon
flash 84 being emitted from gun 50.
When a player 30 or 40 is shot, there is an
exploding sound emitted by speaker 72 in his helmet
44. Additionally, the team LEDs 66 (FIGURE 2) will
extinguish and LEDs 64 will become illuminated
indicating that the player 30 or 40 has been shot.
Further game formats may include the prohibition of a
player 30 or 40 from consecutively shooting a
particular player. For example, a player 30 must ~
shoot several different players on the opposing enemy
team before he can reshoot a same player.
Referriny now to FIGURE 4, infrared transmitter
78 of vest module 46 is illustrated. Infrared
transmitter 78 includes an infrared transmitter
integrated circuit 160 which may comprise for
example, an SN76882N integrated circuit manufactured
- 17 ~ 1 Z~ 5S S 7
by Texas Instruments of Dallas, Texas. The particular code
of each vest 46 of a player 30 or 40 is preselected by the
setting of switches 162 which provide inputs to infrared
transmitter 160. A possibility of 64 different codes may
be selected through switches 162 for generation by infrared
transmitter 160. The output of infrared transmitter 160
generates the IR (XMIT) signal applied to the base of a
transistor 164 for actuating infrared light emitting diodes
56 on vest module 46. Circuitry related to infrared trans-
mitter 160 includes a 455KHz crystal 166 and additional
components disclosed in Texas Instruments specification
sheet dated September, 1981 for operation of an SN76882N.
Targets 144 and 146 include a similar infrared transmitters
160 for generating a fixed code utilizing an SN76882N
integrated circuit.
Referring now to FIGURE 5, a portion of the present
electronic circuitry for gun 50 will now be described.
Gun 50 comprises the receiver for the infrared codes
generated by infrared transmitter 160 (FIGURE 4) of vest
module 46 which are transmitted by infrared LEDs 56 located
on vest module 46 and infrared LEDs 54 located on helmet
44. By aiming gun 50, at any enemy player's helmet 44
and/or vest module 46 within about 100 feet a player 30 or
40 is able to receive the unique code generated by an enemy
player 30 or 40. Gun 50 includes an infrared receiver 180
which may comprise, for example, an SN76832AN integrated
circuit manufactured by Texas Instruments of Dallas, Texas.
The operation oE an SN76832AN receiver is described more
thoroughly in Texas Instruments specificaton sheet dated
30 June, 198]The output by infrared receiver, IRSIG signal
is transmitted to microprocessor control circuitry 74 of
vest module 46 by cable 96 indicating that a unique code
transmitted by player 30 or 40 has been received by an
opposing player.
- 18 -
lZ(~SSS7
The IRSIG signal is also applied to a flip-flop 182
whose output is applied to a timer 18~. The output of
timer 184 is applied to a light emitting diode 186 which
is the electronic sight 82 of gun 50. When a valid infra-
red code has been detected by IR receiver 180, LED 186 ~ill
be illuminated indicating to a player 30 or 40 that he has
properly aimed at an opposing player and is receiving that
player's code. Since the IRSIG signal is a pulsating type
codel flip-flop 182 and timer 184 are utilized to generate
a steady state signal for the constant illumination of LED
186 as long as the IRSIG signal is being received.
Additional circuitry located within gun 50 is an
optointerrupter circuit generally identified by the numeral
188. Optointerrupter circuit 188 includes a light emitting
diode 190 and a transistor 192. When the trigger of gun 50
is actuated, the beam between light emitting diode 190 and
transistor 192 is interrupted which allows the beam to
impinge on transistor 192 to generate an interrupt signal
to microprocessor control circuit 74 of vest module 46 via
cable 96.
Referring now to FIGURE 6, the electronic circuitry
contained within helmet 44 is illustrated. Helmet 44
includes speakers 72 for
'~
lZ~55S~
19
presentin~ an audio indication to a player 30 or 40
that he has been shot, has successfully shot an enemy
player and for creating battle~ield sounds. As
~ previously stated with respect to FIGURE 2, helmet 44
includes eight team LEDs 66 which identify the team
of a ~layer 30 or 40 and may be illuminated in, for
example, red or green colors. Team LEDs 66 are
driven by a transistor 200 which, in turn is driven
by a flip-flop 202. Flip-flop 202 receives as an
input the TEAM ID siynal generated by microprocessor
control circuit 74 of vest module 46. The presence
of the TEAM ID signal through operation of flip-flop
202 continuously illuminates team LEDs 66.
Flip-flop 202 also receives as an input the STUN
lS ID signal generated by microprocessor control circuit
74 when a player 30 or 40 has been shot by an
opposing player. The receipt of the STUN ID signal
causes team LEDs 66 to turn off and causes flip-flop
202 to generate a signal via signal line 204 to a
flip-flop 206. The output of flip-flop 206 is
applied to a transistor 208 whose output is applied
to stun LEDs 64. The illumination of stun LEDs 64
indicates to all players that the particular player
30 or 40 has been shot and continues to remain
2S vulnerable since his gun 50 is temporarily
inoperative. A timer 210 provides an input to flip-
flop 206 for controlling the pulse duration of stun
LEDs 64~ A~ter, for example, ten seconds, the STUN
ID signal (FIGU~E 7) will be transmitted to flip-flop
202 to turn of f STUN LEDS 64 and turn on team LEDS
66. Flip-flop 206 will be reset via signal line 212
to cause stun LEDs 64 to turn of f and team LEDs 66 to
again be illuminated.
lZQ~iiSS7
~ IGURE 6 also illustrates the infrared LEDs 54
which are driven by transistors 214, 216 and 218.
Transistors 214, 216 and ~18 receive the IR (XMIT)
signal generated by infrared transmitter 160 (~IGURE
4).
Referring now to FIGURE 7, the electronic
circuitry representing microprocessor control circuit
74 of vest module 46 (FI~URE 2) is illustrated.
Microprocessor control circuit 74 includes a
microprocessor 250. An interrupt signal is applied
to microprocessor 250 from the optointerrupter
circuit 188 of gun 50 in the form of the TRIGGER
SIGNAL. Microprocessor 250 also receives an
interrupt signal from the R~` transmit circuit in the
form of the R~ POLL signal. An additional interrupt
to microprocessor 250 is generated by a counter
252. Counter 252 counts down from 25.4 milliseconds
at .1 millisecond intervals. When the counter
reaches 0, an interrupt is generated to
microprocessor 250.
An additional interrupt is provided to
microprocessor 250 by a one sècond clock 254. One
second clock 254 oæerates as a real time clock for
generating the ten second count during which time a
shot player 30 or 40 is vulnerable due to his gun 50
being inoperative, controlling the number of shots
per second, for example, twenty shots in sixty
seconds, and the amount of time which must elapse
before a player can reshoot the same player in
succession, for example, 15 seconds.
Microprocessor 250 includes a standard address
data bus, the lower eight bits 256 are multiplexed by
a multi~lexer 258 with the data bus of a random
~2~5S57
access memor~ (KAM) 260 to provide output data to RAM
26~ via signal line 262.
Microprocessor 250 includes reset circuitry
generally identified by the numeral 266 and a crystal
oscillator 268 which operates at, for example, 2.4576
MHz.
A read only memory (ROM) 270 is interconnected
to multiplexer 258 via signal line 262 and to
microprocessor 250 via signal line 272. ROM 270 may
comprise, for example, a 4K by 8 bit read only
memory, for example, a 2732 I/C. Random access
memory 260 is interconnected to microprocessor 250
via signal line 272 and to multiplexer 258 via signal
line 274. RAM 260 may comprise, for example, a 2K by
8 bit memory such as, for example, a 5516 I/C.
Microprocessor 250 is interconnected via signal line
280 to a 4515 I/C decoder 282. ROM 270 receives the
read (RD) signal from microprocessor 250 and RAM 260
receives the write (WR) signal from microprocessor
250 which are applied through an AND circuit 284 to
decoder 28~.
The IRSIG signal from gun 50 which represents a
received infrared signal from a player 30 or 40 is
applied to a decoder 290 which is interconnected to a
decoder 292. Decoder 292 is interconnected to
switches 294 which represent, in binary, the player's
code, vest code, which will be transmitted to game
computer 110 (~IGURE 3).
Decoder 282 generates the ROM signal applied to
ROM 270 and RAM signal applied ~o RAM 260. Decoder
282 further generates the IRSIG to enable decoder 290
to read the IRSIG signal. Decoder 282 further
generates signals to counter 252 to load counter 252
lZ~)SSS7
with a preset number to begin the point o~
countdown. Decoder 28~ ~urther yenerates the TEAM ID
and STUN ID signals to helmet 44 which are applied to
_ flip-flop 202 (FIGUR~ 6). Enable and disable signals
are generated by decoder 282 which are applied to the
one second clock 254. The XENO~ signal generated by
decoder 282 is applied to the xenon flash circuitry
of gun 50 to enable gun 50 to flash when actuated.
The CODE signal generated by decoder 282 is applied
to decoder 292 to enable microprocessor control
circuit 74 to read the particular code of a vest
module 46. The HIT and SHOT signals generated by
decoder 282 are ap~lied to sound generation circuitry
80 of vest module 46 to generate the sounds
associated with a shot when the trigger 60 of gun 50
is actuated and when a player is shot.
Decoder 282 further generates the RD XT and WR
XT siynals which are applied to a Universal
Asynchronous Receiver Transmitter ~UART) device
350. UART 350 functions as an interface between
microprocessor 250 and RF link 76 (FIGURE 2) and may
comprise, for example, a 2502 or a COM 2017
integrated circuit. UART 350 receives the lower
eight bits of the address data bus of microprocessor
250 via signal line 256. UART 350 further receives
as an input the output from the RF receiver of RF
link 76, to be subsequently described with respect to
FI~URE 10. UART 350 generates an output via a
transistor 352 to the RF transmitter of RF link 76,
to be subsequently described with respect to FIGURE
. The RD XT signal controls UART 3S0 such that data
is read into microprocessor 250 from the RF
receiver. The WR XT signal controls UART 3S0 such
lZ055S~
23
that data is written from microprocessor 250 to the
RF transmitter of RF link 76.
Referring now to FIGURE 8, a schematic diagram
of the gun xenon flash circuit 86 (FIGURE 2) is
illustrated. Xenon flash circuit 86 includes a xenon
flash tube 360 which is charged to its firing voltage
utilizin~ a transformer 362. The primary winding of
transformer 362 is interconnected to a transistor 364
which may comprise, for example, a power MOSFET.
Transistor 364 is interconnected to an oscillator 366
which functions to control the change of voltage
across transformer 362 in order to charge xenon flash
tube 360.
Xenon flash tube 360 is also interconnected to a
transformer 370 which functions to discharge xenon
flash tube 360 to generate the flash of light 84
~FIGURE 1). Trans~ormer 370 is interconnected to a
silicon controlled rectifier (SCR) 372 which when
actuated controls the discharge of xenon flash tube
360 through transformer 370. Actuation of SCR 372 is
controlled by a signal on the gate terminal which is
interconneeted to an AND gate 374. One terminal of
AND gate 374 receives the XENON signal generated by
decoder 282 (FIGURE 7). The second input to AND gate
374 is received from an AND gate 376 which receives
the TRIGGER signal (FIGURE 5) generated when trigger
60 of gun 50 is pulled by a player 30 or 40.
In operation of xenon flash circuit 86, when the
TRIGGER signal is generated by pulling trigger 60 of
gun 50, this signal is applied to microprocessor 250
(FIGURE 7) and to AND gate 376. If the trigger pull
is proper, that is, a player 30 or 40 has not
exceeded the allowed number of shots within a
24
lZ~5S57
predetermined time period, microprocessor 250 will
generate the XENON siynal via decoder 2~2 (FIGURE 7)
to cause AND gate 374 to actuate SCR 372 thereby
discharging xenon flash tube 360 to emit flash of
light 84 (FIGURE 1). Flash of light 84 will only be
emitted by gun 50 when a player 30 or 40 has not
exceeded the allowed predetermined number of shots
within a given time period.
Referring now to FIGURE 9, a schematic diagram
of the RF link 76 (FIGURE 2) within vest module 46 is
illustrated. RF link 76 includes a tuned circuit
380. Tuned circuit 380 includes inductors 382 and
384 and a variable capacitor 386 for tuning tuned
circuit 380. Tuned circuit 380 is coupled to a
transistor 388 which together with capacitors 390,
392 and 394 and a resistor 396 form an oscillator
circuit for the transmitter of RF link 76. The RF
transmitter of t'IGURE 9 may operate at a frequency
of, for example, 300 MHz. The input to tuned circuit
380 is provided from UART 350 through transistor 352
(FIGURE 7).
Referring now to FIGURE 10, the RF receiver
circuitry associated with RF link 76 is
illustrated. Antenna 132 (FIGURE 3) is
interconnected through a transformer 400 to the
tuning tank of a super-regenerative detector 402. A
resistor 404 provides a stabilizing shunt to the
primary of transformer 400 and negates the detuning
effects that may occur from variations in the loading
of antenna 132. Super-regenerative detector 402
operates as self-quenching oscillator responding
logarithmically to the signal-amplitude at the moment
oscillation begins. To reduce radiant energy from
~z~sss~
super-regenerative detector 402, the primary ~eedback
path ~or the oscillator composed of super-
regenerative detector 402, and capacitors 406, 408
and 409 is provided by a capacitor ~10. Capacitor
409 is used for tuning purposes. The input biasing
network for super-re~enerative detector 402 is
provided through resistors 412, 414 and 416. A diode
418 is provided in the input biasing circuit for
temperature stability purposes.
The detected si~nal from super-regenerative
detector 402 is RF decoupled through inductor 420 and
is low-pass filtered by a resistor 422 and a
capacitor 424. The detected signal is amplified by a
transistor 426. The output of transistor 426 is
applied to a Schmidt trigger 428. The output of
Schmidt trigger 428 is applied to UART 350 ~FIGURE
7). Schmidt trigger 428 provides a saturated output
state chan~e when the input amplitude is sufficient
to reverse the polarity of the inputs to Schmidt
trigger 428.
Referring now to FIGURE 11, a flow diagrarn of
the computer software associated with data computer
100 (FI~URE 3) will now be described. The data
computer 100 begins by checking the game play
parameters which include points for the game format
relating to the number of points awarded for shooting
an enemy player, shooting the target of the opposin~
team and point reductions. Additionally, game
parameters include the number of shots which can be
fired in a time interval. Data computer 100 next
receives incoming player data from terminal 102, the
incoming player data input from card reader 104 is
then compared to the player data from terminal 102.
..
..
2~
~2~5SS7
A decision is then made to determine whether the
input data reflects that of a good player which is
entered from the lobby area to the staging room where
~ card reader 104 is located adjacent battlefield 10
(FIGURE 1). If data computer 100 determines that the
information is incorrect, card reader 104 will be
informed by illuminatin~ a visual light in the
staging room to inform the operator of card reader
104 that data has been incorrectly entered. If the
player information is correct, a different type of
visual indication will be presented to the operator
of card reader 104.
A detenmination is then made whether there is a
request from the staging room input terminal 106 for
any data correction. If such a request is made, new
information is entered. If no request is made, a
determination is made as to whether there has been an
information request from game computer 110 (FIGURE
3). If a request for information from game computer
110 has been made,-the information stored in data
computer lU0 as to the players playing the particular
game is transferred to the game computer 110. The
player information is continuously transferred to
game computer 110. A decision is then made as to
whether the memory of data computer 100 is filled.
If the memory buffer is full, the data will be
transferred to game computer 110. If the memory
buffer is not full, the computer flow returns to
receiving incoming player data from the lobby
terminal 102. When data for all players has been
received, terminal 106 will send a message to game
computer 110, game computer sends a "ready~ signal
back to terminal 10~ and terminal 106 sends a ~start"
signal to game computer 110.
121~5S5~
Referriny now to FIGu~ 12(a) and 12(b), a flow
diagram representing the computer program associated
with game computer 110 is illustrated. Initially,
~- variables from data computer 100 will be loaded. As
previously stated, these variables include the points
for each shot and time durations involved in the play
of the present game. The scoreboard displays 122
will be cleared, player information from the data
computer such as, the number of players playing the
particular game will be transferred in addition to
the vest module 46 codes being used with each
player. Game computer 110 will then determine which
codes correspond to which team and will transfer the
vest module 46 codes to interface comuuter 126.
Game computer 110 then will queue interface
computer 126 to run its diagnostic routine on the
players by polling each player before the start of
the game. In this manner, communication between each
player and interface computer 126 can be verified.
Game computer 110 determines whether the diagnostic
results have been compiled and completed. If the
diagnostic results have been finished, a decision is
made as to whether the status of all players is
acceptable. If the decision is no, the data co~puter
100 will be inormed of unacceptable players. A
condition of unacceptability may involve a
determination that a player's personal equipment 42
is defective or player identification information is
incorrect. If the status of all players is
acceptable, a ready signal will be transferred to
interface computer 126, and data computer 100 (FIGURE
3) and start data will be issued to scoreboard 122.
28
~Z~ ~5S57
Once the ol)erator observes the ready condition
(FIGUR~ 3), he must inform game computer 110 via
terminal 106 (FIGUR~ 3) before the game can begin.
_ Game com~uter llO monitors to determine whether the
start signal has been generated by the operator by
monitorin~ the output of data computer 100. The
monitoring continues until the start signal generated
by terminal 106 has been received. Once the start
signal has been received by game computer 110, there
is a delay, for example, 30 seconds before the game
begins. At the expiration of 30 seconds, game
computer 110 obtains updated hit data from interface
computer 126 and calcùlates new scores for each of
the ~layers 30 and 40 and presents the updated scores
1~ to the scoreboard 122.
Game computer 110 then checks for whether it is
time to actuate a door 22 (FIGURE 1) or an alien 134
or 136 (FIGURE 3) if there are any changes to be made
in the present status of a door or alien whether to
be turned on or off, that particular function will be
informed. Game computer 110 then determines whether
the particular game being played is over. If the
game is not over, the flow returns to allow game
computer 110 to again update hit data from interface
computer 126. If the game is over, the flow diagram
continues via paye connector A to E'IGURE 12(b) and
game computer 110 informs interface computer 126 and
obtains the last hit data from interace computer
126. This data is then transmitted to the effects
computer 114 to allow effects computer 114 to
transer this data to the printer 118, past game
score monitor 116 and game data disk 112.
,. .
29
l~r~SS57
Referrin~ now to ~ URES 13 (a) and 13(b), a
computer flow ~iagram for the co~puter software
associated with interface or slave computer 126 is
illustrated. Interface computer 126 initially
monitors the player's codes from game computer 110.
After all codes have been received for the players
playing a particular garne, interface computer 126
performs a diagnostics routine and sends the results
of the diagnostics routine to game computer 110.
The polling of a player will continue for 25
milliseconds. During the 25 milliseconds, interface
computer 126 will continue to monitor for the code of
the player being polled. Initially, interface
computer 126 will transmit a player code and monitor
for the receipt of the player code duriny the polling
time. If the particular player's code transmitted is
not received back to interface computer 126 within
the 25 millisecond time interval, interface computer
126 will then go to the next player's code and
transmit that code for monitoring.
If the code of the player polled has been
received, the player will then transmit the code of
any player hit. Determination is made as to whether
a player was shot, and if so, a "hit" code is
transmitted to the appropriate shot player, thereby
notifying the player that he has been shot. The
polling process looks to each player for a period of,
for example, 25 milliseconds such that all players
are polled within a short period of time.
If no code is received that any enemy player has
been hit, the polled player will transmit a zero code
back to interface computer 126 in order to confirm
that communication exists between the polled player
30 :1.2~55S~
and inter~ace computer 126. I~ no code is received
from the polled player, for several attempts,
interface computer 126 will notify game computer 110
of this lack of communication to allow the particular
player ~o play the game again since there was a
malfunction in his personal equipment 42.
A determination is then made whether the polled
player was the last player. If the decision is no,
interface computer 126 will then send an
interrogation pulse to the next player. If the
decision is that the player polled was the last
player, the flow diagram continues via page connector
B to FIGURE 13(b) and interface computer 126 then
checks for an update request from game computer
110. If the receive request is received, interface
computer 126 will transmit the accumulated "hit" data
to game computer 110. Interface computer 126 will
then clear its memory and monitor for the "game over"
signal from game computer 110. If the game over
signal has not been received, interface computer 126
will again poll all players for hit information and
the flow diagram returns via page connector A to
FIGURE 13(a). If the game over signal has been
received, all players are polled for the las~ time
and the final data is transmitted to game computer
110 .
Referrlny now to FIGURES 14(a) and 14(b), a flow
diagram for the computer software associa~ed with
vest module 46 microprocessor 250 (FXGURE 7) is
illustrated. Initially, all interrupts are disabled
exceut for the RF poll interrupt. Interface computer
126 is part of the diagnostics program (FIGURE 13)
and will poll microprocessor 250 with a self code and
.. ! ~
3l 1Z~55S7
receive back a zero code indicating proper operation
of microprocessor control 74 (FIGURE 2). The
personal equipment 42 will not be initialized until
- an RF request has been received by microprocessor
S 250. If the request is a start code all other
interrupts will be enabled and the personal equipment
42 will be initialized.
After the personal equipment 42 has been
initialized, microprocessor 250 determines whether
there has been a trigger 60 pull of gun 50. If the
decision is that there has been no trigger 60 pull of
gun S0, a determination will be made as to whether
there has been an RF request by interface computer
126. If such a request has been made, it is now not
a start code request since the personal equipment 42
has now been initialized, a decision is then made as
to whether the request is a "hit".
If the transmitted information is a "hit", team
LEDs 66 ( FIGURE 2) will be turned off, stun LEDs 64
will be illuminated and the ten second timer will be
actuated. At the end of ten seconds, the flow
returns to the decision block to determine whether
the trigyer 60 of gun 50 has been pulled. If the
decision were that there was no "hit", the request
must be that of a poll request and the self code and
the hit code is transmitted to interface computer 126
then the flow returns to reinitialize all personal
equipment 42.
If a decision had been made that ~he trigger 60
of gun 50 was pulled, the flow diagram continues via
page connector A to FIGURE 14(b). Referring now to
FIGU~E 14(b), the shot counter will be incremented by
one shot. A determination is then made as to whether
12(~S;SS7
the shot timer has been started. If the decision has
been no, the shot timer will be started and a
determination will then be made as to whether the
~ shot limit has been reached. ~f the shot limit has
been reached, a determination will be made as to
whether the shot timer has been timed out. If the
timer has not been timed out, the timer will continue
to run until the expiration of 60 seconds. At the
end of 60 seconds, the shot counter will be reset,
the shot timer will be reset and the flow returns via
page connector B to ~IGURE 14(a). If the shot limit
had not been reached, the flow also returns via page
connector B to FIGURE 14(a~.
Referring again to FIGURE 14(a) at page
connector ~, a determination is then made as to
whether there is a good infrared signal being
detected by IR receiver 58 of gun S0. If the signal
is not a good infrared signalj the signal is rejected
and the flow returns to the program as shown in
FIGURE 14(a). If the code is good, the code
recognition sequence is performed to determine if a
match exists between the code received and a code
being used by a player in the game. If the codes do
not match, personal equipment is again initialized.
If the codes do match, a decision is made as to
whether the code is the target of the enemy player.
It the decision is yes, the player who has hit the
target will be informed with an audio sound from
speaker 72 generated by sound generation circuitry 80
within vest module 46 that he has hit an enemy player
30 or 40.
If the codes do match and it is the code of an
enemy player, the hit code and the time at which the
... .
12~)5557
hit occurre~ are then stored. A determination is
then made as to whether this player had heen hit
within the last 15 seconds. If the decision is yes,
- the last hit will be cleared from the score of the
shooting player. In this manner, a player 30 or 40
cannot receive credit for sequehtial hits on the same
enemy player. If a no decision has been reached,
indicating that the player was not consecutively hit,
the triyger 60 pull circuitry of gun 50 will be reset
and the flow diagram returns to determine whether
there has been an RF request.
It therefore can be seen that the present
amusement game urovides for an action packed exciting
game providing much entertainment for the game
lS ulayers. The shooting game of the present invention
allows each player to compile his own score against
enemy players while defending himself on the
battlefield. 'rhe game of the present invention
offers the players numerous challenges and
effectively puts the player into the action of an
audio visual game.
Whereas the present invention has been described
with respect to specific embodiments thereof, it will
be understood that various changes and modifications
will be suggested to one skilled in the art and it is
intended to encompass such changes and modifications
as fall within the scope of the appended claims.
.,