An electronic game, method and apparatus, is disclosed which includes individually operable electric switches to control the device, and electric light emitting means to provide multi-color displays. The object of the game is for the player to manipulate the switches until all multi-color displays indicate the same color. The device functions by matching electrical operating codes, transmitted from its left and bottom edges, with electrical operating codes stored at its top and right edges, to generate electrical color codes. The electric switches control the routing of the operating codes within the device, and the distribution of the color codes to the multi-color displays. In the preferred embodiment, the device utilizes a microprocessor to control the progress of the game, monitor the position of electric switches, and control the display of multi-color indications. The microprocessor also controls the generation of operating codes, the routing of operating codes from the left and bottom edges to the top and right edges, the determination of color codes at the top and right edges, and the distribution of those color codes from the top and right edges to the multi-color displays. The preferred embodiment also includes multi-color lighted switches to implement the electric control switches and the multi-color displays. The device also comprises an electric control means to select a new game, provisions to varry the level of difficulty of any particular game, and means to generate audible signals.
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0. 90. A computer program embedded on a computer readable media, and performing the following steps:
assigning a first set of binary numbers to playing positions on a playfield,
routing at least two binary numbers linked to a selected playing position to each other wherein at least one of the routed binary numbers is also associated with other playing position,
generating a second set of binary numbers from said first set of binary numbers,
assigning said second set of binary numbers to displays associated with playing positions, and
determining if a predefined objective of the game is met.
0. 89. A method for an electronic game device, having a predefined objective, controlled by a microprocessor, having a playfield that includes a plurality of playing positions, wherein each playing position includes a display that provides a plurality of visual indications, and wherein the microprocessor performs the steps of:
assigning a first set of binary numbers to the playing positions,
routing at least two binary numbers linked to the playing position activated by the player to each other wherein at least one of the routed binary numbers is also associated with other playing position,
generating a second set of binary numbers from said first set of binary numbers,
assigning said second set of binary numbers to displays, and
determining if a predefined objective of the game is met.
0. 64. An electronic game device, having a predefined objective, comprising:
a playfield that includes a plurality of playing positions, wherein each playing position includes a display that provides a plurality of visual indications,
control means for activating any playing position,
a microprocessor to control the operation of the device,
means for assigning a first set of binary numbers to playing positions on the playfield,
means for routing at least two binary numbers respective to the playing position activated by the player to each other,
means for generating a second set of binary numbers from said first set of binary numbers,
means for assigning said second set of binary numbers to displays on the playfield to provide visual indications, and
means for determining if a predetermined objective of the game is met.
0. 47. An electronic game device, having a predefined objective, comprising:
a housing,
a playfield that includes a plurality of playing positions, wherein each playing position includes a display that provides a plurality of visual indications, and a keypad switch to activate the playing position,
a microprocessor to control the operation of the device, and
a control program executed on the microprocessor that assigns a first set of binary numbers to playing positions on the playfield; routes at least two binary numbers linked to the playing position activated by the player to each other, wherein at least one of the routed binary numbers is also associated with other playing position; generates a second set of binary numbers from said first set of binary numbers using a boolean function, or a lookup table; assigns said second set of binary numbers to displays on the playfield to provide visual indications; and determines when a predefined objective of the game is met.
0. 74. An electronic game device, having a predetermined objective, comprising:
a playfield that includes a plurality of playing positions, wherein each playing position includes a display that provides a plurality of visual indications,
a switch control mechanism to enable a player to select and activate any playing position on the playfield,
a microprocessor to control the operation of the device,
a control program executed on the microprocessor that assigns a first set of binary numbers to playing positions on the playfield, routes at least two binary numbers linked to the playing position activated by the player to each other wherein at least one of the routed binary numbers is also associated with other playing position, generates a second set of binary numbers from said first set of binary numbers using a boolean function or a lookup table, assigns said second set of binary numbers to displays on the playfield to provide visual indications, and determines if a predetermined objective of the game is met.
0. 1. An electronic game device comprising:
a. a housing for the device,
b. means for generating a plurality of codes hereinafter refered to as operating codes,
c. plurality of entry control means,
d. plurality of routing means defining a respective plurality of playing positions on the surface of said housing, each of said routing means being actuable by said entry control means to route said operating codes within the device,
e. means to generate a plurality of codes, hereinafter refered to as color codes, from said plurality of operating codes,
f. plurality of multi-color light emitting means,
g. means to route said color codes to said light emitting means in accordance with the determination of said routing means,
h. means to decode said plurality of color codes and activate said plurality of multi-color light emitting means,
i. means for varying the level of difficulty of any particular game, and
j. sensorially perceptible indicating means responsive to said entry control means for generating a first sensorially perceptible indication corresponding to each activation of the entry control means, a plurality of sensorially perceptible and distinct indications each of which is corresponding to each of a plurality of predetermined colors being displayed at al multi-color light emitting means and a sensorially perceptible indication corresponding to the successful completion of a game.
0. 2. An electronic game device as recited in
0. 3. An electronic game device as recited in
0. 4. An electronic game device as recited in
0. 5. An electronic game device as recited in
0. 6. An electronic game device as recited in
0. 7. An electronic game device as recited in
0. 8. An electronic game device as recited in
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0. 10. An electronic game device as recited in
0. 11. An electronic game device as recited in
0. 12. An electronic game device as recited in
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0. 14. An electronic game device as recited in
0. 15. An electronic game device as recited in
0. 16. An electronic game device as recited in
0. 17. An electronic game device as recited in
a. programming means to control the progress of the game,
b. programming means to generate said sets of operating codes,
c. programming means to monitor the actuation of said entry control means,
d. programming means to simulate the operation of said routing means to route said operating codes within the device,
e. programming means to compute said color codes from said operating codes by executing a plurality of predetermined boolean functions,
f. programming means to randomly map the actual positions of said entry control means into a respective plurality of apparent entry control means in order to vary the difficulty of the game,
g. programming means to randomly map the actual positions of said multi-color light emitting means into a respective plurality of apparent multi-color light emitting means in order to further vary the the difficulty of the game,
h. programming means to address each of said multi-color light emitting means to automatically route each of said color codes to its respective multi-color light emitting means in accordance with the determination of said routing means,
i. programming means to control the flashing of said multi-color light emitting means, and
j. programming means to generate a sequence of audio tones to produce said sensorially perceptible indications.
0. 18. An electronic game device as recited in
0. 19. An electronic game device as recited in
0. 20. An electronic game device as recited in
0. 21. An electronic game device as recited in
a. if said binary switching means is set to “1”, then:
(i) the input port at the bottom edge of the square connects to the output port at the top edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the right edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the bottom edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the left edge of the square, or
b. if said binary switching means is set to “0”, then:
(i) the input port at the bottom edge of the square connects to the output port at the right edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the top edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the left edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the bottom edge of the square,
0. 22. An electronic game device as recited in
a. if said binary switching means is set to “1”, then:
(i) the input port at the bottom edge of the square connects to the output port at the top edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the right edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the bottom edge of the square,
(iv) the input port at the top edge of the square connects to the input port at the left edge of the square, or
b. if said binary switching means is set to “0”, then:
(i) the input port at the bottom edge of the square connects to the output port at the right edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the top edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the left edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the bottom edge of the square.
0. 23. An electronic game device comprising:
a. a housing for the device,
b. means for generating a plurality of codes hereinafter refered to as operating codes,
c. plurality or entry control means,
d. plurality of routing means defining a respective plurality of playing positions on the surface of said housing, each of said routing means being actuable by said entry control means to route said operating codes within the device,
e. means to pictorially represent a plurality of images wherein each of said plurality of playing positions is indicated to provide a plurality of display positions, each of said display positions is used to indicate any of said plurality of images,
f. means to generate a plurality of codes, hereinafter refered to as display codes, from said plurality of operating codes,
g. means to route said display codes to said display positions in accordance with the determination of said routing means,
h. means to activate each of said plurality of display positions to provide a pictorial representation of the received display code,
i. means for varying the level of difficulty of any particular game, and
j. sensorially perceptible indicating means responsive to said entry control means for generating a first sensorially perceptible indication corresponding to each activation of entry control means, a plurality of sensorially perceptible indications each of which is different from said first sensorially perceptible indication and corresponding to each of said plurality of images being displayed at all display positions, and a sensorially perceptible indication corresponding to the successful completion of a game.
0. 24. An electronic game device as recited in
0. 25. An electronic game device as recited in
0. 26. An electronic game device as recited in
0. 27. An electronic game device as recited in
0. 28. An electronic game device as recited in
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0. 30. An electronic game device as recited in
0. 31. An electronic game device as recited in
0. 32. An electronic game device as recited in
0. 33. An electronic game device as recited in
0. 34. An electronic game device as recited in
0. 35. An electronic game device as recited in
a. programming means to control the progress of the game,
b. programming means to generate said sets of operating codes,
c. programming means to monitor the actuation of said entry control means,
d. programming means to simulate the operation of said routing means to route said operating codes within the device,
e. programming means to compute said display codes from said operating codes by executing a plurality of predetermined boolean functions,
f. programming means to randomly map the actual positions of said entry control means into a respective plurality of apparent entry control means in order to vary the difficulty of the game,
g. programming means to randomly map the actual positions of said display positions into a respective plurality of apparent display positions in order to further vary the difficulty of the game,
h. programming means to generate a plurality of graphic symbols, each of said graphic symbols corresponds to each of said plurality of images,
i. programming means to address each of said plurality of display positions to automatically route each of said display codes to its respective display positions, in accordance with the determination of said routing mean, to provide said pictorial displays,
j. programming means to control the flashing of said display positions, and
k. programming means to generate a sequence of audio tones to produce said sensorially perceptible indications.
0. 36. An electronic game device as recited in
0. 37. An electronic game device as recited in
0. 38. An electronic game device as recited in
0. 39. An electronic game device as recited in
0. 40. An electronic game device as recited in
0. 41. An electronic game device as recited in
0. 42. An electronic game device as recited in
a. if said binary switching means is set to “1”, then:
(i) the input port at the bottom edge of the square connects to the output port at the top edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the right edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the bottom edge of the square,
(iv) the input port at the top edge of the square connects to the input port at the left edge of the square, or
b. if said binary switching means is set to “0”, then:
(i) the input port at the bottom edge of the square connects to the output port at the right edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the top edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the left edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the bottom edge of the square.
0. 43. An electronic game device as recited in
a. if said binary switching means is set to “1”, then:
(i) the input port at the bottom edge of the square connects to the output port at the top edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the right edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the bottom edge of the square,
(iv) the input port at the top edge of the square connects to the input port at the left edge of the square, or
b. if said binary switching means is set to “0”, then:
(i) the input port at the bottom edge of the square connects to the output port at the right edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the top edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the left edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the bottom edge of the square.
0. 44. An electronic game device comprising:
a. a housing for the device,
b. means for generating 2N codes hereinafter referred to as operating codes wherein N represents an integer and N is greater than 1,
c. N2 entry control means,
d. N2 routing means defining a respective N2 playing positions on the surface of said housing, each of said routing means being actuable by said entry control means to route said operating codes within the device,
e. means to generate 2N codes, hereinafter referred to as color codes, from said operating codes, each of N of said color codes corresponds to each of N predetermined colors, the remaining N color codes correspond to a dark display,
f. N2 multi-color light emitting means, each of said light emitting means is associated with each of said N2 playing positions,
g. means to route said color codes to said light emitting means in accordance with the determination of said routing means,
h. means to decode said color codes and activate said multi-color light emitting means,
i. means for varying the level of difficulty of any particular game, and
j. sensorially perceptible indicating means responsive to said entry control means for generating a first sensorially perceptible indication corresponding to each activation of the entry control means, N sensorially perceptible and distinct indications each of which corresponds to each of said N predetermined colors being displayed at all N2 multi-color light emitting means and a sensorially perceptible indication corresponding to the successful completion of a game.
0. 45. An electronic game device as recited in
a. if said binary switching means is set to “1”, then:
(i) the input port at the bottom edge of the square connects to the output port at the top edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the right edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the bottom edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the left edge of the square, or
b. if said binary switching means is set to “0”, then:
(i) the input port at the bottom edge of the square connects to the output port at the right edge of the square,
(ii) the input port at the left edge of the square connects to the output port at the top edge of the square,
(iii) the input port at the right edge of the square connects to the output port at the left edge of the square,
(iv) the input port at the top edge of the square connects to the output port at the bottom edge of the square.
0. 46. A method of defining and solving a logic problem in an electronic logic game comprising the steps of:
a. matching a plurality of predetermined objects placed at the left and bottom edges of a square with identical objects placed at its top and right edges,
b. using a plurality of playing pieces defined as routing squares and activated by binary switches to determine the internal routes within the square which interconnect all pairs of objects that belong to a predetermined subset of all possible pairs of said plurality of predetermined objects,
c. designating a color or an image to each of said predetermined subsets,
d. causing the color or image associated with each subset to be pictorially indicated at display locations associated with said plurality of playing pieces, as determined by said routing squares and in accordance with the positions of said binary switches,
e. observing said displays for various combinations of binary switches whereby a combination associated with one subset may be discovered resulting in the same color or image being pictorially indicated at all display positions, and
f. repeating the aforestated steps until all the combinations associated with all predetermined colors or images have been discovered.
0. 48. An electronic game device as recited in
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bRAINBOWXplanviews
In order to activate the multi-color displays, the central processing unit 30, through its control program 32, identifies the selected color code addresses in RAM 34, and over the address and control bus 52 accesses said RAM addresses. The RAM 34, in turn, transfers color codes data over the data bus 50 to the memory decoder driver 36 via the central processing unit 30. The memory decoder driver 36, in turn, activates each of the sixteen (16) multi-color displays such that if the first (left) digit of the selected color code equals to “1”, then if the second and third digits equal to “00”, then the display will indicate “RED”; if the second and third digits equal to “01”, then the display will indicate “YELLOW”; if the second and third digits equal to “10”, then the display will indicate “GREEN” and if the second and third digits equal to “11”, then the display will indicate “BLUE”. Alternatively, if said first digit equals to “0”, then the display will be “DARK
As will be understood by those skilled in the art, many different programs may be utilized to implement the flow charts disclosed in FIG. 5 through FIG. 22. Obviously these programs will vary from one another in some degree. However, it is well within the skill of the computer programmer to provide particular programs for implementing each of the steps of the flow charts disclosed herein. It is also to be understood that the foregoing detailed description has been given for clearness of understanding only and is intended to be exemplary of the invention while not limiting the invention to the exact embodiment shown. Obviously certain modifications, variations and improvements will occur to those skilled in the art upon reading the foregoing. It is therefore to be understood that all such modifications, variations and improvements have been deleted herein for the sake of conciseness and readability but are properly within the scope and spirit of the following claims.
Let the logic game herein be represented by a geometric square, and let the surface of the square be subdivided into N2 multi-color sub-squares, where N+1 denotes the number of colors which may be displayed on any sub-square.
Let D denotes a binary operating code of length n, where n=1n N+1.
Then
Let
Then
Let Mk be a subset of M, of all pairs (di, dj) which satisfy; B (di, dj)=Ck, where B is an appropriate b Boolean function.
Then the color assignment on the surface of the square is defined as follows:
The color assignment for the EXCLUSIVE OR boolean function, and for N=4& N=8, are shown for
The Routing Square, Si,j, shown in
Let
If
If
Having defined the operating & color codes, and the Routing Square, the logic game herein is described as follows:
As stated, the logic game is represented by a geometric square subdivided into N2 multi-color sub-squares.
Let
Then for a dimension “N”, each edge is divided into “N” sectors as follows:
Let
For i, j=1, . . . , N:
If Wij=“1” then CDij is connected to tij(X).
If Wi,j=“0” then CDi,j is connected to ri,j(X).
Having described the logic game herein, the logic problem is defined as follows:
1. For EACH game, assign the Operating Codes, di&dj, i,j=1, . . . , 2N, to Xi; i=1, . . . , 2N, and CGj; j=1, . . . , 2N, as follows:
2. The Operating Codes, di (i=1, . . . , 2N), are then transmitted from Xi to CGj(i,j=1, . . . , 2N), via the Routing Squares. The actual route for each code, di, is dependent on the positions of the binary switches, Wi,j (i,j=1, . . . , N).
3. When the Operating Codes, di (i=1, . . . , 2N), are received by the Color Code generators, CGj (j=1, . . . , 2N), they are matched with Operating Codes, dj (j=1, . . . , 2N), which were assigned to CGj; (j=1, . . . ,2N), and the operating Code pairs, mi,j (i,j=1, . . . , 2N), are then determined.
4. The Color Codes, Cj (j=1, . . . , 2N), are then generated, by the Boolean Function “B”, from mi,j (i,j=1, . . . , 2N).
5. The Color Codes, Cj (j=1, . . . , 2N), are transmitted from CGj (j=1, . . . , 2N) and received by Color Code decoders, CDi,j (i,j=1, . . . , N), via the Routing Squares, where they are decoded and displayed on the multi-color sub-squares. The actual color displayed at each sub-square is dependent on the position of the binary switches, Wi,j (i,j=1, . . . , N).
6. The object of the logic game is for the player to continue to manipulate the binary switches, until all the Operating Code pairs generated belong to the same subset Mk. At such time, all the multi-color sub-squares will display the color corresponding to the Color Code, ck.
7. By changing the positions of the binary switches, the player can continue to play the game until a different color is displayed on all sub-squares. A total of N colors can be displayed in each game, in addition to the color reflected from the surface of the sub-squares when all the displays are “dark”.
8. For a new game, change the assignments of di and dj (i,j=1, . . . , 2N) to Xi and CGj (i,j=1, . . . , 2N).
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