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CA1102918A - Electronic game - Google Patents

Electronic game

Info

Publication number
CA1102918A
CA1102918A CA296,475A CA296475A CA1102918A CA 1102918 A CA1102918 A CA 1102918A CA 296475 A CA296475 A CA 296475A CA 1102918 A CA1102918 A CA 1102918A
Authority
CA
Canada
Prior art keywords
data
player
submarine
ship
signal
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired
Application number
CA296,475A
Other languages
French (fr)
Inventor
Holly T. Doyle
Robert O. Doyle
Wendl Thomis
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
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Filing date
Publication date
Application filed by Individual filed Critical Individual
Application granted granted Critical
Publication of CA1102918A publication Critical patent/CA1102918A/en
Expired legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0291Shooting or hurling games with a simulated projectile, e.g. an image on a screen

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Pinball Game Machines (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Telephonic Communication Services (AREA)

Abstract

ABSTRACT

Game apparatus comprises a control and display console, and a board marked to represent a plurality of ship and submarine positions. The console provides game initiate means providing a game initiate signal, display light means, and player data input switches for input of signals by the player including challenge signals. The apparatus has a randomness source, data storage registers, and submarine data write means responsive to the game initiate signal and to the randomness source for writing initial covert data into the data storage registers. The apparatus further has range clue comparator means responsive to the stored covert data and to the input data signals for outputting clue signals partially representative of the stored covert data for display on the display light means, and challenge comparator means responsive to the stored covert data and to the player input signals including the challenge signals for outputting a challenge outcome indicating signal for display.

Description

This invention relates to game apparatus. More particularly, it relates to a game played by one or more players, in which an apparatus is employed to generate partially disclosed conditions of play.
Since inexpensive and compact electronic logic circuitry has become available, many games have been designed to employ such circuitry. In general, such games have been of three general types. The first type is a game played on a television screen, in which a paddle and ball game (such as tennis) is simulated for play between two players. Such games are disclosed, for example, in U.S. Patent No. 3,659,285 (Baer). A second type of game employing electronic circuitry is a game in which the logic functions as an equal opponent to the human player, simulating the play of a secon* human player;
an example of such a game is electronic chess or tick tack toe. Electronic card games, such as the blackjack game of U.S.
Patent No. 3,796,433 (Fraley) also include electronic means simulating the human dealer and player. A third type of game ls one in which the electronic circuitry scores or referees a contest between human players, for example, determininq which player first pushes a button or accomplishes a taskO
The apparatus of the present invention provides a different type of ~ame, in which the apparatus plays a role differen~ from that of the human players, and generates conditions according to which the players make their moves.
This type of ~ame may be called a "hidden player'l game, in that not all data relating to the conditions of play are disclosed to the human players.

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According to the present inyention there is provided apparatus for a submarine llunting board game playable by at least one player, comprising a control and display console having player actuated game initiate means providing a game initiate signal, numerical and direc-tional display light means, player actuated player da-ta input switches for input of player move signals comprising a player turn initiate signal, a range clue request signal, signals representing player ship course and speed data indicating a move of player's ship to a subsequent player ship positions, signals representing torpedo aim data, and a torpedo fire signal, said game apparatus further comprising a randomness source, data storage registers for storing player ship data and submarine data, said player data input switches being connected thereto Eor wri.ting data into said storage registers, display lights control means connected to said display light means for control thereof, and connecked to said data storage registers for output of data stored therein for display on said display light means, submarine data write means responsive to said game initiate signal and to said randomness source for writing into said data storage registers initial covert sub-marine data representing initial submarine position adder means responsive to said input player move signals and to said stored covert submarine data for updating said covert submarine positicn data by a constant increment and for storing said updated covext submarine data in said data storage registe.rs, range clue comparator means responsive to stored said input player move signals and to said stored covert submarine data and stored player data for providing a range clue output signal representa-tive of distance between said player ship position and said ~. -submarine covert position, said display lights control means being responsive to a said range clue output signal representa-tive of a particular minimum distance to control said display -2a-,~

light means to indicate an option to input said torpedo aim data signals and torpedo fire signal, said game apparatus further having challenge comparator means responsive to said stored covert data and player data and to the input of said torpedo aim data signals for providing one of a plurality oE challenge out-come signals comprising a clue output signal representing a non-correspondence between said torpedo aim data and said stored updated submarine covert data, and a win output signal represent-ing correspondence between said input torpedo aim data and said stored updated submarine covert data, said challenge comparator means outputting said one challenge outcome signal to said display lights control block to control said display light means for display representing said signal.

~2b-.

According to the invention, the apparatus comprises a control and display console having player actuated game initiate means providing a game initiate signal, numerical and directional display light means, and player actuated player data input switches for the input of player move signals comprising a player turn initiate signal, a range clue request signal, signals representing player ship course and speed data indicating a move of player's ship to a subsequent player ship position, challenge signals representing torpedo aim data, and a torpedo fire signal.
The game apparatus further comprises a randomness source, data storage registers for storing player ship data and submarine data, the player data input switches being connected thereto for writing data into the storage registers, and display lights control means connected to the display light means for control thereof, and connected to the data storage registers for output of data stored therein for display on the display light means. Further, the apparatus comprises submarine data write means responsive to the game initiate signal and to the randomness source for writing into the data storage registers initial covert submarine data representing initial submarine postion, course, and depth data, adder means responsive to the input player move signals and to the stored covert submarine data for updating the covert submarine position data by a constant increment and for storing the updated covert submarine data in the data storage registers;
and range clue comparator means responsive to the input player move signals and to che stored covert submarine data and stored .

:
, ~ ., ' : ' : ' -player data for providing a range clue output signal representative of distance between the player ship position and the submarine covert position.
The display lights control means is responsive to a range clue output signal representative of a particular minimum distance to con~rol the display light means to indicate an option to lnput the torpedo aim data signals and a torpedo fire signal. The game apparatus further has challenge comparator means responsive to the stored covert data and stored player data and to the input of the torpedo aim data signals and fire signal for providing one of a plurality of challenge outcome signals comprising a clue output signal representing a non-correspondence between the torpedo aim data and the stored updated submarine covert data, and a win output signal representing correspondence between the input torpedo aim data and the stored updated submarine covert data. The challenge comparator means outputs one o these challenge outcome signals to the display lights control block to control the display light means for display representing ~he signal.
In preferred embodiments, the apparatus ~urther comprises a board having indlcia representing a plurality of positions, including at least one player ship initial position, a plurality of possible subsequent player ship positions, and a plurality of possible submarine positions, the initial submarine position bein~ one of the possible submarine positions represented on the board. The range clue output signal is representative of distance on the board between the player ship posltion and the submarine cGvert position. The board is markable by a player for recording successive player positions and successive clue data during a game.
In addition, the apparatus preferably has collision comparator means responsive to the input player move signals corresponding to a first player and to stored signals representative of player ship positions corresponding to the first player and at least one further player, for providing a collision condition output signal representing a position ; coincidence between the first player ship and the further player ship, and has replacement data write means responsive to the collision condition output signal and to the randomness source for writing to the storage registers replacement data representative of a replacement position and course of the first player ship. The display lights control means is responsive to the collision condition output signal to control the display light means to provide a display representative of the collision condition, and the data storage registers are responsive to a recall signal (input througn a recall switch on the control console) to output the replacement position and course data to the display lights control means.
Preferably, the torpedo aim data signals include direction and depth data signals and a torpedo fire signal, and the challenge comparator means is responsive to the stored covert data and to the input of the torpedo aim data signals for providing one of three challenge outcome signals comprising: a direction clue output signal representing a difference between the torpedo aim data and the true direction on the board from the latest player ship position to the updated submarine covert position; a depth clue output signal representing a difference between the submarine covert depth and the input depth data; and a win output signal representing correspondence between the input torpedo aim data and the stored covert data. The challenge comparator means outputs the one challenge outcome signal to the display lights control block to control the display light means for display representing the signal.
Other objects, features and advantages will appear from the following description of a preferred embodiment of the invention, taken together with the attached drawings thereof, in whicho Fig. 1 is a schematic showing of the game apparatus according to the invention;
Fig. 2 shows in more detail the control and display console and the board of game apparatus according to a preferred e~bodiment of the invention;
Fig. 3 shows schematically particalar electronic logic means including a central processor unit and other elements used to provide a particular embodiment of the invention; and Fig. 4 is a schematic showing of connections between the control and display console of Fig. 2 and the remaining parts of the apparatus Referring now to the figures, and particularly to Figs. 1 and 2, the apparatus o~ the invention is shown schematically, and comprises a control and display console 10 (Fig. 2j providing a game initiate (ON/OFF) switch 18; when switch 18 is closed a game initiate signal is genera-ted.

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Switch 18 is connected to a battery or other power source.
Display lights generally designated 14 are provided for the display of clues and other data; player data input switches generally designated 16 are provided for the input of player data signals.
A "chart" or board 12 is provided, representing schematically the portion of the ocean where the hunt takes place. The board 12 is provided with boundary indicia, directional coordinates and distance indicia and other indicia representing the various positions at which the target or a player's ship may be located in the course of the game. The players mark on this chart their positions at successive turns, as well as estimates of the target's position based on clues obtained in play, as will be described. The smallest divisions of the chart are not shown in Fig. 2, for clarity.
BrieEly, the game apparatus ~urther comprises a randomness source 84 (Fig. 1), such as a random number table, and data storage registers 72. The game apparatus further comprises submarine data write means 86, which in response to the game initiate signal generated when swi~ch 18 is closed and to an input from the randomness source 8~ generates an output signal representative of initial covert datar which is written into data storage registers 72.
The apparatus further includes range clue comparator 88, which compares stored covert data with stored player posi~ion data, to generate a range clue output signal representative of the result of the comparison, which is input to display lights control block 13 to control the display lights 14. Preferably, the range clue comparator responds to the input of player move signals including the range clue request signal from switch 48.
The apparatus also comprises a challenge comparator 90, which responds to the input of challenge signals from switches 16 and to stored player data and covert data from registers 72 to output challenge outcome indicating signals to control block 13 to control the display lights 14, as will be described in more detail.
The apparatus also provides an adder 92, which at each player's turn (indicated by the signal from "Next Ship" switch 46) updates the stored covert data by a constant increment and stores the new covert data in storage registers 72.
Alternatively, such updating can be at fixed or randomly determined time intervals.
More in detail, the game that is played with the apparatus of Figs. 1 and 2 is a target hunting game in which human players, who move "ships" around on an "ocean," attempt to locate and sink a hidden "submarine."
The console 10 includes an array of display lights 14 and player data input switches 16 comprising a momentary pushbutton array. The display lights 14 include four directional lights 22, 24, 26 and 28, illuminating the points of a compass rose 20. North, east, south and west directions are indicated by the illumination of single lights; northeast, southeast, southwest and nor~hwest directions are indicated by combinations of appropriate lights. No other player courses are possible.

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, Above the compass rose appears an array of lights comprising digital indicators which indicate the identification number of the ship currently in play (indicator 32); the speed of the ship at indicator 34; and the position of the ship in north and east coordinates in indicators 3~ through 44.
During the aim and Eire operation, to be explained, depth indicator 36 displays sequentially the numbers 1, 2 and 3. The player must guess which number represents the actual covert depth of the submarine.
Appropriate connections to in~er~ace the particular display lights 14 and input switches 16 of Fig. 2 with the remainder of the game apparatus are shown schematically in Fig.
4. In a commercial embodiment, for reasons of economy, speed and depth are shown (at di~ferent times) on a single display digit. Therefore, the digital indicators 34 (speed) and 36 (depth) of Fig. 2 correspond to the single indicator 33 of Fig.
4. Similarly the numeric indicators 38 through 45 of Fig. 3 correspond to four numeric indicators shown together at 47 o~
Fig. 4; these four indicators at diLferent times display position and clues. The six numeric display indicators are calculator-type seven-segment numeric display digits, made by Texas Instruments, y392-2. These digits are driven through digit drivers 93 (TTL bu~fers) and are connected to the six input leads 95. The individual segments of each of the seven-segment display digits are dxiven through the seven-segment drive lines 96.
The four compass lights 22, 24, 26 and 28 are light-emitting diodes (Texas Instruments #TIL 220) and are driven _ g _ through LED drivers (TTL buffers) 94.
The input switches 1~, as shown in Fig. 2, are the inputs to a conventional momentary pushbutton X-Y matrix keyboard. The compass lights, segment drive lines, and pushbutton inputs are connected to the 18 input leads 98.
The game begins when switch 18 is closed. In response, submarine data write block 86, using the output of randomness source 84, writes the initial covert data into data storage registers 72. The covert submarine data comprises a randomly selected initial position, within the limits shown on chart 12, a depth randomly chosen from three possible values (1, 2 and 3), and a course randomly chosen from the eight possible values indicated on compass rose 20. The speed is a constant value, not randomly selected~ New covert data ~s selected whenever switch 18 is operated.
In the particular embodiment here described, up to four players may play. Each player's "ship" is assigned an identification number (1 to 4). By convention, ship 1 begins every game at the location on ~he coordinates of chart 12 indicated by the numeral "l"; ship 2 begins at the location identified by the numeral 'l2," and so on. These initial ship positions are stored in storage registers 7~ when the game is initiatedO In addi~ion, each ship begins every game with a pre-assigned course and speed, also stored in storage registers 72.
When the game begins, the first ship's initial position, speed and course are output from registers 72 ~o control block 13 to control display lights 14 4 Before moving, .

the first player can request a range clue by closing "RA~GE"
switch 48, and in response to the signal from switch 4~, clue comparator 88 compares the player's ship position lstored in registers 72) and the covert submarine position (also stored in registers 72) to generate a range clue output signal, representative of the result of the comparison. The range clue output signal is input to control block 13 to cause indicators 41 and 43 to display the "clue data," or present range of the player's ship to the submarine. This range is related to the actual position of the submarine, but does not disclose the actual position, depth or course of the submarine.
The first player moves his ship, based on his judgment of the clue data, and indicates the selected speed and direction of his move through player input data switches 16.
Signals representative of the player move are input to storage registers 72.
Speeds of up to nine (small) squares (on chart 12) per move are permitted. The player changes the speed of his ship by repeatedly closing one of the "faster" or "slower" switches 50 and 52, each actuation of the switch producing an input signal representative of a change of one square per move in the speed. The new speed is stored in registers 72 and is displayed at indicator 34O The player changes the course of his ship by repeatedly closing one of the "left" or "right"
switches 54 and 56 as required; each actuation of the switch shifts the course of the ship through one increment (i.e. Erom north to nor~heast). The new course is stored in registers 72 and is displayed on the lights of the compass rose 20.

When the player has input through input switches 1~
all the elements of his selected move, and has verified from the display 14 that he has input the move he intends to make, he closes the "move ship" switch 58. The input player move data updates the previously stored position, course and speed of the appropriate ship in data storage registers 72.
Referring again to Fig. 2, the next player initiates his turn by closing the "next ship" switch 46. (The "next ship" or turn initiate signal from switch 46 and the range request signal from switch 48 are considered to be part of the player move data signals.) In response to the signal from switch 46, adder 92 updates the covert submarine position (stored in registers 72) by a constant incrementO
The resulting updated position is compared by comparator 10~ with the chart boundaries, and if the submarine's move has brought it to the edge of the chart, comparator 104 outputs a "change course" signal to submarine data write means block 86. In response, block 86, using the output of randomness source 84, writes a new course into storage registers 72; the new course is randomly selected among the possible courses that will keep the submarine within the chart boundaries at its next move.
Further in response to the "next ship" input signal, storage registers 72 send output signals representative of the ship identification number, the present position of that ship, and its present course ànd speed, to control block 13. Control block 13 controls display lights 1~ to display at indicator 32 the ship identification num~er, the present position of the ship at indicators 38 through 44, and the present speed and course of the ship at indicator 34 and on the lights of compass rose 20.
When the next player closes the "range" switch 48, it provides a range request signal, in response to which clue comparator 88 compares the player's most recent ship position and the updated cover~ submarine position to generate a range clue output signal, representative of the result of the comparison. The range clue output signal is input to control block 13 to cause indicators 41 and 43 to display the "clue data," or present range of the player's ship to the submarine.
When the next player has input through input switches 16 all the elements of his selected move, and has verified from the display 14 that he has input the move he intends to make, he closes the "move ship" switch 58. The input player move data upAates the previously stored position, course and speed of the appropriate ship in data storage registers 72. Players three and four move in their turn to complete a round. Several rounds may be completed before the submarine is within firing range.
When a ship moves to within two (small) squares (on chart 12) of the covert position of the submarine, the ship is permitted to "fire" a torpedo at the su~marine. This firing option (or challenge option) is indicated to the player, after the player has moved his ship~ Range clue comparator 88, responsive to the updated stored player move signals and to the stored submarine position, outputs a firing option signal to control block 13, which contro1s ~he li~hts of indicator 43 to ,:

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display the firing range and controls ~he lights of indicator 45 to display the letter "F," causing both indicators to flash on and off. At the same time, control block 13 causes indicator 36 to display the numbers 1, 2 and 3 one after the other, each for a brieE time. This indicates three possible depths at which the torpedo may be fired; to indicate his choice, the player closes the "FIRE" switch 62 at a time when the depth indicated at 36 is the depth the player selects.
Thus the "FIRE" button inputs torpedo aim depth data.
Before firing, however, the player must aim his torpedo. Duriny the time when a player has the option to fire, as indicated by the flashing on and off of indicators 43 and 45, the lights of compass rose 20 display, instead of the ship's course, the direction in which the torpedo points~ This direction may be the same as the ship's course but need not be, and usually, in order to hit the submarine, the torpedo must be aimed away from the ship's course.
The player aims his torpedo by means o~ the "aim"
switch 60; each actuation of switch 60 inputs a signal representative of a change of the torpedo firing direction by one increment (e.g. from south to southeast). When the lights of the compass rose 20 indicate the direction the player has chosen, he waits for the depth he wants to appear at indicator 36 and then closes the "fire" switch 62 to input the torpedo depth data signal to challenge comparator 90.
I~ the "fire" switch is closed during a time when the depth display (indicator 36j shows the actual covert depth of the submarine, as randomly chosen when the game was initiated (stored in registe~s 72), and if the torpedo firing direction is correct when compared with the actual direction from playerls ship to submarine, challenge comparator 90 outputs a "win" signal to control block 13, which causes the lights of display digits 41, 43 and 45 to display the letters "SUB." The player has sunk the submarine.
It will be apparent that the torpedo depth data signals need not be input in the particular manner here described, but could be provided by actua-tion of one of three additional dedicated switches on console 10. The method described has the advantage of requiring fewer switches, as well as adding excitement to the game.
If challenge comparator 90 compares the input direction and depth data with the stored covert data and the result of the comparison indicates that the direction was correct but the depth incorrect, comparator 90 outputs a depth clue output signal to control block 13, which causes display indicators 39, 41 and 43 to show the letters "OFF," and causes indicator 45 to show a digit representing the magnitude of the error. For e~ample, if the submarine is actually at depth 3, and the player chooses depth 1, the display indicators 39, 41 and 43 will show the letters "OFF" (which indicates that the game must continue) and indicator 45 will show the di~it 2, the difference between the covert depth stored in registers 72 and the value of the depth signal input by the player. The player therefore knows the true covert depth. By shading the display with his hand until the "next ship" switch 46 is closed by the next player, the player can conceal his depth clue for use at .

his next turn. If the player initially inputs depth 2, he receives the clue that he is "OFF 1," but of course he does not know whether the true depth is 1 or 3.
If the player has fired in an erroneous direction and missed the submarine altogether, comparator 90 outputs a direction clue output signal to block 13, which causes indicators 41, 43 and 45 to show ''SOS0'' This display indicates that the game must continue.
Further complexity is provided in the game by the apparatus of the invention, in the ~orm of three features: the "collision", the "sub ~ire" and the "evasive sub option"
features.
The "collision" feature is called into play when a player inputs signals representing a move that causes his ship to "collide" with the ship o~ another player. The player's move data input signals from the input switches 16 are input to collision comparator 100 (Fig~ 1), which compares the input data (together with the stored previous position of the moving player's ship) with the positions of the other players' ships stored in storage registers 72. When the playerls input course is such that his ship "moves" through or to a position already occupied by another ship, the comparator 100 detects this condition and outputs a "Collision" signal ("COLL~ This signal causes the replacement data write block 102, using the signal ~rom the randomness source 84, to write new, randomly selected, position and course data into storage registers 72 for the ship o~ the player who has just moved.
The "COLL" signal is also input to display lights . . .

control block 13, which controls the display lights 14 to display a flashing message "COLL" to alert the players to the collision condition. The o~fending player may find out his new position by closing the "Recall" switch 47 on console 10, which causes the new position and course to be read out of storage registers 72 to the display lights control block 13, which controls the display lights to display the new position and course.
The "sub fire" feature is activated during the challenge process. When challenge comparator 90 outputs a direction clue output signal ("SOS") or a depth clue-signal ("OFF"), this signal is input to replacement data write block 102, which uses the output of randomness source 84 to write new position and course data for the firing ship into data storage registers 72. The player is alerted to the condition by the display of "OFF" or "SOS", as previously described. As in the case of a collision, the player may ~ind out his new position by closing the Recall switch 47 on console 10. This feature may alternatively be provided in response to the depth clue output signal ("OFF") only, or in response to the direction clue signal ("SOS") only, as desired.
The "evasive sub" feature may be provided in the form of an option. An "Evasive Sub" switch 55 is provided on console 10. The players may elect to play in this mode by closing this switch at the beginning of a game or at any time during the game. Switch 55 provides an "evasive sub" play mode signal. During the challenge operationl when challenge comparator 90 produces either a depth clue output signal ("OFF") or a direction clue output signal ("SOS"), indicating that the player's torpedo has missed the submarine, the output signal is anded with the "evasive sub" signal and the resulting signal causes the submarine data write block 86, using the output of randomness source 84, to write new covert submarine data into data storage registers 72. The submarine has changed its course to a new and unknown course. This feature may alternatively be provided in response to either challenge outcome clue only, as desired The game apparatus of the invention has been described with reference to Figure 1, showing logic circuit elements such as registers, write means, adders, and-gates, or-gates, and comparators. Such devices are well known in the art of logic circuits and the choice of particular commercial devices to perform the functions of the claimed means forms no part of the present invention. ~ikewise, appropriate circuitry to control light-emitting diodes and digital displays is well known and no invention is required to select such circuitry; therefore no details of such circuitry have been given beyond indicating at block 13 the inputs to such con~rol and the appropriate place in the apparatus for such control circuitry, as well as the interfacing connections in Fig. 4.
A particularly compact, inexpensive and reliable commercial embodiment of the game apparatus of the invention may be constructed by using a central processor together with a random access memory and a read-only memory containing suitable instructions. When the instructions are executed by the central processor, the functions of the logic circuit elements .

disclosed in Figure 1 are performed. The choice of a particular processor and program for this purpose forms no part of the present invention. However, it has been found that suitable electronic logic means for use in constructing this game are provided by the Intel 8080 System Design Kit (SDK-80), described in the Intel MCS-80 System Design Kit User's Guide (copyright 1976) and the Intel 8080 Microcomputer System ~anual (copyright 1975), which explains the programming of the system. The showing in Fig. 3 is adapted from a showing in the User's Guide~ The display lights 14 and inpu~ switches 16 of Fig. 1 and Fig. 4 are shown connected through a peripheral interface block 16~ to the system bus 166. A central processor 1~7, with a clock generator 168, operates according to a hard-wired program stored in the read-only memory 170. Random access memory 172 serves as the data storage registers 72 of Fig. 1.
A listing of suitable code to be hard-wired in read-only memory 170 is shown below in an appendix by way of example only. The details of the particular program employed are a matter of design choice and form no part of the invention. This code is listed in assembly language, compatible with the 8080 logic described in the manuals referred to above, and may be interpreted by referring to those manuals. The randomness source 84 is not explicitly shown in Fi~. 3. According to the hard wired instructions, the signals from clock 168 are counted by the electronic logic and portions (low-order digits) of the running total of signals are employed as the random numbers when re~uired~ The electronic logic unit, operating according to the hard-wired instructions in read-only memory 170, performs the functions of the submarine data write means 86, range clue comparator 88, challenge comparator 90, adder 92 and other circuit elements of Fig. l.
Referring again to Fig. 4, the interfacing connections at 95 and 98 are labeled to correspond with the labeled connections shown on pages 60 and 61 of the Intel MCS-80 System Design Kit User's Guide, previously referred to.

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APPENDIX
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oo37 321613 STA DSEL

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0043 3EFE MVI A, OFEH
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oo48 3EOl MVI A, 1 ool~ 321413 OK: STA DNUM
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oo68 321313 STA SNUM
oo6B 3E80 lv~I A, 80H
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ISIS 8080 MACRO ASSEMBLER, Vl.1 PAGE 2 007B CA~EOO JZ GOON

oo84 E67F ANI 7FH
oo86 322113 STA FLAG
oo8g 3E05 MVI A,5 oo8B 320513 STA NOISE
oo8E 3A2113 GOON: LDA FLAG
OC91 E680 ANI 80~1 oog6 3A0513 LDA NOISE
oo99 3D DCR A
OOgA 320513 STA NOISE

OOA3 F680 ORI 80}1 ooAs 3EOO MVI A,O

OOAd 3A0213 LDA SMFLAG

003s 3AlB13 LDA PEON
ooB8 o7 RLC
OOB9 o7 RLC
: OOBA o7 RI,C
OOBB o7 RLC

OOCl 3AlB13 LDA PBON
ooc4 E60F ANI OFH
ooc6 o7 RLC
OOC7 o7 RLC
ooc8 320913 STA TEMP2 : OOCB 2A0713 LHLD TEMP
OOCE EB XCHG
OOCF 21E900 LXI H,KXLTN
OOD2 l9 DAD D
OOD3 7E MOV A,M
ooD4 210913 LXI H,TEMP2 :~ OOD7 86 ADD M
ooD8 320713 STA TEMPl OODB llFFOO LXI D,BRTBL

OOEl EB XCHG
OOE2 l9 DAD d OOE3 l9 DAD D
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ISIS 8080 MACRO ASSE~BLER, Vl.l PAGE 3 ooE6 56 MO~ D,M

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OOE9 KXLTN: DS OH

OOEA 01 DB lH

OOE,D 03 DB 3H

OOFl C4 DB 4M
OOF2 212513 CLNUP: LXI H,RANDOM

ooF6 CD4201 CALL INCTM
OOF9 CDBCOl CALL NXTDGT

OOFF BRTBL: DS OH

0105 3FOl DW RETURN

010~ 3FOl DW RETURN
OlOB AEo4 DW RIGHTRUDDER
OlOD 3FOl DW RETURN
OlOF 1005 DW AIMDP

0115 3FOl DW RETURN

0119 3FOl DW RETURN
OllB 0305 DW SLOWER
OllD 3FOl DW RETURN
OilF C108 DW LOCSUB

0125 3FOl DW RETURN

0129 3FOl DW RETURN
012B 3FOl DW RETURN
012D 3FOl DW RETURN
012F 3FOl DW RETURN
0131 3FOl DW RETURN
0133 3FOl DW RETURN
0135 3FOl DW RETURN
0137 3FOl DW RETURN
0139 3FOl DW RETURN
013B 3FOl DW RETURN

", -,, ~r~

ISIS 8080 MACRO ASSEMBLER, Vl.1 PAGE 4 013D 3F01 3W RETURI``T
013F C3F200 RETURN: JMP CL~JP
0142 211713 INCTM: LXI H,TIIEl 0147 211913 LXI H,TI~IE3 014C 3AlA13 LDA CON3 014F lF RAR
0150 lF RAR

0160 E601 ANI OlH
0162 CA6AOl JZ DCRTIME3 0165 3E00 MVI A,O

016A 35 DCRTIME3: DCR M :-016C 3AlA13 LDA CON3 0172 211813 LXI H,TIME2 0179 F608 ORI o8H

0181 E604 ANI o4H

: 018D E604 ANI o4H

0195 E601 ANI OlH

Ol9D 3C INR A
019E FEo4 CPI 4 OlAO C2A501 JNZ OVER
OlA3 3EOl MVI A,l OlA5 321013 OVER: STA SSEL5 ol~8 3A1813 NODEPTH: LDA TIME2 01AB FElE CPI 30 OlAD CO RNZ
.:

~L~

, ~
3~

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 5 01AE 3EOO ~VI A,O

O]B3 3AO213 LDA SMFLAG

01BC 3AO113 NXTDGT: LDA SLEDS

OlCl 3AO213 LDA SMFLAG

OlC6 C2FBO1 JNZ BLNKDSP
OlC9 3A1413 LDA DNUM
OlCC FEO5 CPI 5 01D4 2A1413 PDSPLY: LHLD DNUM

01D8 210B13 LXI H,SSEL

01DC 7E MOV A,M
01DD 320713 XLATE: STA TEMP1 01E4 213AO2 LXI H,SXLTN
; 01E7 19 DAD D
01E8 7E MOV A,M
! 01E9 320A13 DSPLY: STA TEMP3 01EC 3EOO MVI A,O

01F3 D~EC OUT OECH

01FB 3EOO BLNKDSP: MVI A,O

020A CA1202 . JZ DPDGT
020D 3EOF DGrBLNK: MVI A, CFH
020F C3D~O1 JMP XLATE
0212 3A2113 DPDGT: LDA ~AG
-I 0215 E608 ANI OgH

021A 3EOE MVI A,OEH

021F 3A2113 CHD1T4: LDA FLAG

~s :

ISIS 8080 MACRO ASSE~BLEP~, V].l PAGE 6 0224 CAD401 AAAA: JZ PDSPLY

02;37 C32402 JMP AAAA
023A S,YLTN: DS OH

023F E6 DB oB6H

0243 E6 DB oE6H

0246 lC DB lCH

0248 01 DB OlH

o24A 3A2113 MOVSHIP: LDA FLAG
o24D E602 ANI 02H
o24F C2F200 JNZ CI.NUP

025~ E69F ANI 9FH

025F E6F4 ANI OF 4H ~:-0264 CD6Ao2 UNMOVSHIP: CALL XYZ

026A 3EOO XYZ: MVI A,O

o26F 2A2313 LHLD PLAYER
0272 EB XCHG -`
0273 212E13 LXI H,PLYSPD

0277 7E MOV A,M

027B 213613 REPEET: LXI H,PLY~INC

027F 7E MOV A,M
0280 216513 LXI H,PLYN

.

.~ ~
:
.

. ~

. ' ' . ' ' ' ` ' " ' .
` `

9~3 ISIS 8080 MACRO ASSE~BLER, Vl.1 PAGE 7 0285 77 MOV M,A
0286 213A13 LXI H,PLYEINC

028A 7E MOV A,M
028B 216113 LXI H,PLYE

0290 77 MOV M,A

029B E608 ANI O~H

02A7 212E13 LXI H,PLYSPD

02AF 3EOB MVI A,ll 02B4 3EOO MVI A,O

02B9 3EOC MVI A,12 02BB 320C13 STA SSELl 02C4 E640 ANI~ 40H

02CA 3A0213 PXYZ: I,DA SMFLAG

02D2 C36Ao2 JMP XYZ
02D5 216513 DPLYN: LXI H~PLYN

02DB 216113 LXI H,PLYE
02DE CDFC02 CALL DS2Sl 02El C9 RET
02E2 19 3S4S3: DAD D
02E3 7E MOV A,M

:
~'' ,.
:~
: ~7 , ",,; ~ .

.. . .

, . , .

~2~

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 8 02FC 19 DS2Sl: DAD D
02FD 7E MOV A,M
02FE CD6008 CALL l-l~DEC

0312 320C13 STA SSELl 0316 3A0213 COLLISION: LDA SMFLAG
0319 F,6F7 ANI OF7H

0321 116513 LXI D,PLYN

0325 46 MOV B,M
0326 OEFF MVI C,OFFH
0328 OC NXTTEST: INR C
0329 79 MOV A,C

032D 212313 LXI H,PLAYER

0334 2600 MVI H,O
0336 6F MOV L,A

0338 78 MOV A,B

033D 116113 LXI D,PLYE
0340 2A2313 LHLD PLAYER`

0344 7E MOV A,M
0345 2600 MVI H,O
0347 69 MOV L,C

:

7~

, 3~

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 9 034D 3A2513 HVCOLL: LDA RANDOM

0355 113213 LXI D,PLYDIREC

035D 77 STCRS: MOV M,A

o364 3A2113 LDA FLAG
o367 F628 ORI 28H

036~ 3A0213 LDA SMFLAG
o36F F608 ORI o8H

o374 C9 RET
0375 C602 ADD9OD: ADI 2 037A 116513 NOGOOD: LXI D,PLYN

0380 3A2113 NXTPLAYER: LDA FLAG

0385 CAF200 JZ: CLNUP

o38B E680 ANI 80H

0398 3EOO ~IVI A,O

o3A8 3E07 ANXTP: MVI A,07H

03AD 3A2713 TESTSUB: LDA SUEN

03B2 F?2004 JP NEQ70 03B5 F~lF CPI 31 : 03B7 FA3704 JM NEQ30 03BA 3A2813 CONTA: LDA SUBE

03C2 FElF CPI 31 03C7 212913 CONTB: LXI H,SUBNINC

,~9 ~2~
ISIS 8080 ~fACRO ASSEMBLER, Vl.l PAGE 10 03D1 212A13 LXI H,SUBEINC

o3D8 322813 STA SUBE
03DB 3A2313 LDA PL~YER

o3E4 C601 AABB: ADI
o3E6 321113 STA SSEL6 03E9 2A2313 DISPLAY: LHLD PLAYER

03ED 212E13 LXI H,PLYSPD

03F1 7E MOV A,M

o3F4 321013 STA SSEL5 03F7 213213 LXI H,PLYDIREC

03FB 7E MOV A,M
; 03FC 321E13 STA COURSE
03FF 2AlE13 LHLD COURSE

C403 211804 LXI H,XLEDS
o406 19 DAD D
o407 7E MOV A,M
o408 320013 STA LEDS
o40B 320113 STA SLEDS
o40E 2A2313 LHLD PLAYER

0412 CDD502 CAI,L DPLYN
0415 C3F200 Jr~P CLNUP
041~ XLEDS: DS OH
0L~18 F8 DB oF8H

041A F4 DB oF4H
041B F6 DB oF6H

041E Fl DB OFlH

0420 CD6004 NEQ70: CALL ZOMO
0423 322913 STA SUBEINC :--0426 DC6304 ~HERE: CALL OZOMO
0429 322A13 sr~A SUBEINC
~ 042C CD7504 CALL CHKBZ
: 042F FE00 CPI O

~D

'~

. . .

g~

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 11 0437 CD7204 NEQ30: CALL ZOO

043D C32604 ~IP THERE
0440 CD6004 EEQ70: CALL ZOMO

0446 CD6304 THEIR: CALL OZOMO

0457 CD7204 EEQ30: CALL ZOO

0460 3EFF ZOMO: MVI A,OFFH

0463 3A2513 OZOMO: LDA RANDOM

0471 C9 OVERX: RET
0472 3E01 ZOO: MVI A,l 0475 3A2913 CHKBZ: LDA SUBNINC

0489 3E00 MVI A,O

048C 2A2313 FINDIREC: LHLD PLAYER

0490 213213 LXI H,PLYDIREC

0494 7E MOV A,M

0498 77 MOV M,A

049F 2AlE13 LHLD COURSE

~1 ~-ff f ~

ISIS 8080 MACRO ASSEI~LER, Vl.l PAGE 12 o4A3 211804 LXI H,XLEDS
o4A6 l9 DAD D
o4A7 7E MOV A ,M
o4A8 320013 STA LEDS
o4AB C3F200 JMP CLNUP
o4A~ 3A2113 RIGHTRUDDER: LDA FLAG
04Bl E60~ ANI 02H
o4B3 C2F200 JNZ CLNUP
o4B6 212B13 LXI H ,TEMPDIREC
o4Bg 7E MOV A,M
o4BA C601 ADI
o4Bc 77 MOV M,A
o4BD 0601 MVI B,l o4BF c38c04 JMP FINDIREC
04c2 3A2113 LEFTRUDDER: LDA FLAG
o4cs E602 ANI 02H
o4c7 C2F200 JNZ CLNUP
o4cA 212B13 LXI H,TEMPDIREC
o4cD 7E MOV A ,M
o4cE D601 SUI
OIIDO 77 MOV M,A
04Dl o6FF MVI B,OFFH
o4D3 c38co4 JMP FINDIREC
o4D6 2A2313 FINDSPEED: LHLD PLAYER
o4Dg EB XCHG
o4DA 212E13 LXI H,PLYSPD
o4DD l9 DAD D
o4DE 7E MOV A,M
o4DF 80 ADD B
o4Eo F2E504 JP SPDOK
o4E3 3EOO MVI AgO
o4Es FEOA SPDO~: CPI lO
o4E7 C2Eco4 JNZ SPALLRIGHT
o4EA 3EOg MVI A,g o4Ec 77 SPALLRIGHT: MOV M,A
o4ED 321013 STA SSEL5 o4FO CD5BOs CALL FOR~NC
o4F3 C3F200 JMP CLNUP
o4F6 3A2113 FASTER: LDA FLAG
o4Fg E602 ANI 02H
o4FB C2F200 JNZ CLNUP
o4FE 0601 MVI B,l 0503 3A2113 SLOWER: LDA FLAG
oso6 E602 ANI 02H
oso8 C2F200 JNZ CLNUP
050B o6FF MVI B,OFFH

0510 3A2113 AIMDP: LDA FLAG
0513 F605 ORI osH

. i .

, o~

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 13 0520 3AlC13 LDA AI.`~I

0524 FEo8 CPI

0529 321C13 SAVEAIM: STA AIM
052C 3A0213 BLKOFF: LDA SMFLAG

o534 2AlC13 LHLD AIM

0538 211804 LXI H,XLEDS

053C 7e MOV A,M
053D 320013 srrA LEDS
o540 3EOF MVI A,15 0542 320C13 STA SSELl o545 320D13 STA SSEL2 o54B 320F13 STA SSEL4 o54E 3EOl MVI A,l 0556 3EOO MAKEZERO: MVI A,O

055B 2A2313 FORMINC: LHLD PLAYER

055F 3EOO M~rI A,O
0561 213613 LXI H,PLYNINC
o564 19 DAD D
o565 77 MOV M,A
C566 213A13 LXI H,PLYEINC
o569 19 DAD D
Q56A 77 MOV M,A
o56B 3EOl MVI A,l o56D 47 MOV B,A
o56E 213213 LXI H,PLYDIREC

0572 7E MOV A,M

o576 lF RAR

057A lF BACKA: RAR

057E 213613 LXI H,PLYNINC

0582 70 MOV M,B

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 14 0583 lF BAC~B: RAR
o584 DCA905 CC TYCPLYEINC

o58A 3C INR A
o58B E607 /ANI 7H
o58D lF RAR
o58E lF RAR
o58F lF RAR

0593 C9 RErr o594 213613 MOVEA: LXI H,PLYNINC

0598 70 MOV M,B
0599 213A13 LXI H,PLYEINC

059D 70 MOV M,B

05A1 213A13 MOVEB: LXI H,PLYEINC
o5A4 19 DAD D
05A5 70 MOV M,B
o5A6 C38305 JMP BACKB
05A9 213A13 TCPLYEINC: LXI H,PI.YEINC
05AC 19 SAME2: DAD D
05AD 7E MOV A,M

05B0 77 MOV M,A
05Bl C9 RET
05B2 213613 TCPNINC: LXI H,PLYNINC
05~5 C3AC05 JMP SAME2 5B8 3EOF SUBRANGE: MVI A,OFH

05CE C:~6008 CALL HXDEC

o5D6 OF RRC

o5D8 E60F ANI OFH
o5DA 320E13 STA SSEL3 ~' ' :`
~4 i ,. ,~

- -ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 15 osE8 2A2313 RNGER LHLD PLAYER

05EC 216513 LXI H,PLYN
05EF l9 DAD D
osFo 3A2713 LDA SUBN

05Fl~ FA3506 JM PLYNLARGER
05F7 96 NCONT: SUB M
osF8 322D13 STA R~NGE
05FB 216:L13 LXI H,PLYE
05FE l9 DAD D

o603 FA3Co6 JM PLYELARGER
o606 96 ECONT: SUB M
o607 320E13 STA SSEL3 o6oA 212D13 LXI H,RANGE
o6oD 86 ADD M
o6oE 320613 STA TEMP

0615 FAlBo6 JM FIRTST

061B 3A2D13 FIRTST: LDA RANGE
061E FE03 cp[ 3 0621 3A0613 J,DA TEMP

0627 3EOD MVI A,ODH

062c 3A2113 LDA FLAG

o634 c9 RET
o63s 7E PLYNLARGER: MOV A,M
0636 212713 LXI H, SU~N
o639 C3F705 JMP NCO~
063c 7E PLYELARGER: MOV A,M
o63D 212813 LXI H,SUBE
o640 c30606 JMP ECONT
o643 3E88 INITRTN: MVI A,88H
o64s D3EF OUT OEFH
o647 210013 LXI H,STRAM
o64~ o600 MVI B,O
o64c 3EOO MVI A,O
o64E 70 ZERORAM: MOV M,B
o64F 23 INX H
o6so 3C INR A

~ J

,~,1 ~Z9~
ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 16 o653 C24Eo6 JNZ zERoRAr~
0656 3EOO ~NI A,O

o65B 3EOC MNI A,12 ; ~ST BE EVEN
o65D 321A13 STA CON3 o660 321913 STA TIME3 0663 216513 LXI H,PLYN
0666 3623 ~NI M,35 o668 23 INX H
o669 361E MVI M,30 o66B 23 INX H
o66c 3619 ~NI M,25 o66E 23 INX H
o66F 3619 MVI M, 25 0671 216113 LXI H,PLYE
o674 3619 MNI M,25 0677 361.9 MNI M, 25 067s 23 INX H
o67A 361E ~NI M,30 o67c 23 INX H
o67D 3623 MVI M,35 o67F 213213 LXI H,PLYDIREC
0682 3601 MNI M, o684 23 INX H
0685 3601 ~NI M, o688 3601 MNI M,l o68A 23 INX H
o68B 3601 MNI M,l o68D 210B13 LXI H,SSEL
o690 o6oF MNI B,OFH
0692 3EOO ~NI A,O
o6g4 70 MOREE: MOV M ,B
o695 3C INR A
o696 23 INX H
o697 FE07 CPI 7 o6gg c29406 JNZ MOREE
o69c 3EOl MVI A,l o69E 321413 STA DNUM
6A1 3EFE MNI A,OFEH
o6A3 321613 STA DSEL
o6A6 3E02 MVI A,2H
o6A8 322113 STA FLAG
o6AB 3B80 ~NI A,80H
o6AD 321213 STA SSEL7 o6Bo 3EFF MVI A,OFFH

o6Bs c9 RET
o6B6 3A2sl3 NEWSUB: LDA RANDOM

.: `

.

Z~8 ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 17 o6Bg E61F ANI lFH
o6BB c623 ADI 35 o6BD 322713 STA SUB~I
o6co 3A2513 LDA RANDOM
06c3 OF RRC
o6c4 OF RRC
o6cs E61F ANI lFH
o6c7 c623 ADI 35 o6cg 322813 STA SUBE
o6cc 3A2sl3 RANINC: LDA RANDOM
o6cF E603 ANI 3H
06D1 210C07 LXI H,INCCON
o6D4 85 ADD L
o6Ds 6F MOV L,A
o6D6 7E MOV A,M
o6D7 322A13 STA SUBEINC
o6DA 3A2513 LDA RANDOM
o6DD OF RRC
o6DE OF RRC
o6DF E603 ANI 3H
06E1 210C07 LXI H,INCCON
o6E4 85 ADD L
o6Es 6F MOV L,A
o6E6 7E MOV A,M
o6E7 322913 STA SUENINC
o6EA CD7504 CALL CHKBZ
o6ED FEOO CPI O
o6EF CACCo6 JZ RANINC
o6F2 3A2s13 LDA RANDOM
o6F5 FEOO CPI O
o6F7 CA0707 JZ DEP4 o6FA 47 MOV B,A
o6FB 78 TRYAGN: MOV A,B
o6Fc OF RRC
o6FD 47 MOV B,A
o6FE E603 ANI 3H

0703 322C13 DEPOK: STA SUBDEPTH
o706 c9 RET
0707 3EOl DEP4: MVI A,l 070C oo INCCON: DB OH
070D Ol DB lH

0710 3A0213 FIREDP: LDA SMFLAG

071B E601 ANI Ol~

:
~ 7 . . , j ,.....
.
: ~ . . . .. . . . .. ...
.. . .
-, , , , . . . ~ . ., ISIS 8080 MACRO ASSEMBLER, V1.1 PAGE 18 : 071D CAF200 JZ CLNUP

072E 2A2313 XXX: LIILD PLAYER
073l EB XC~IG
0732 216513 LXI ll,PLYN

0736 7E MOV A,M

073A 216113 LXI ll,PLYE

073E 7E MOV A,M

0742 212E13 I.XI H,PLYSPD

0746 7E MOV A,M

074A 3E01 MVI A,1 074C 77 MOV M,A
074D 213213 I.XI H,PLYDIREC

0751 7E MOV A,M

0755 3AlC13 LDA AIM
0758 77 MOV M,A

SNDTRY:
0764 CD5B05 CALI.:FQR~INC
0767 213613 LXI ~H~'LXN'I~C

076B 7E MOV A,hi 076C 216513 LXI H,PLYN

0771 77 MOV M,A
0772 213A13 LXI H,PLYEINC

0776 7E MOV A,M
0777 216113 LXI H,PLYE

077C 77 MOV M,A
077D CDE805 DRANGE: CALL RNGER

;

ISIS 8080 MACRO ASSEMBLER, V1.1 PAGE 19 0788 212C13 SUBI-lIT: LXI ll,SUBDEPT}l 078E E60F AN:[ OFII

0795 322D13 FINISH: STA RANGE

079D 3EOF MVI A,15 07A2 3E08 MVI A,8 07A7 3EOA MVI A,10 07AC 3E05 hlVI A,5 07B4 47 SWITCH: MOV B,A
07B5 7E MOV A,M

07BA 3A0213 NEWSPFED: LDA SMFLAG

07C2 3E63 MVI A,99 07CA 3A0213 DOAGN: LDA SMFLAG

07D5 216513 RESTORE: LXI H,PLYN

07DC 77 MOV M,A
07DD 216113 LXI H,PLYE

07E4 77 MOV M,A
07E5 213213 LXI H,PLYDIREC
07E~ 19 DAD D

07EC 77 MOV M,A
07ED 212E13 LXI ll,PLYSPD

: 07F4 77 MOV M,A

3~

ISIS 8080 MACRO ASSEMBLER, Vl.1 PAGE 20 0807 CAlF08 JZ SUBEV
080A 3E00 MVI A,O

080F 3EOD MVI A,13 0811 320e:l3 STA SSEL3 081C 320C13 STA SSELl 081F 3A0213 SUBEV: LDA SMFLAG

082D 212A13 LXI H,SUBEINC

0833 212913 USENINC: LXI H,SUBNINC
0836 7E EVCONT: MOV A,M

083E 77 PUTAl~AY: MOV M,A

0840 3E00 ZINC: MVI A,O

0845 CD4D03 SOS: CALL HVCOLL

084B 3E05 MVI A,5 0853 3E00 MVI A,O

0858 3EOF MVI A,15 085A 320C13 STA SSELl 0860 212013 HXDEC: LXI H,DCNUM
0863 3600 MVI M,O

0868 3A2213 HXDC: LDA HXNUM
086~ D60A SUI OAH

~2~
ISIS 8080 MACRO ASSEMBLER, V1.1 PAGE 21 087E C60A RMDR: ADI OAil 0880 212013 LXI H,DON~l 0885 CD4306 TEST: CALL INITRTN

0890 3E22 MVI A,34 0898 3E01 MVI A,01H

08AO 3E01 MVI A,1 08A8 3A0213 EVUSB: LDA ShlFLAG

08B3 3A2113 RECALL: LDA FLAG

08C1 3EOF LOCSUB: MVI A,15 08C9 110000 LXI D,O
08CC 212713 LXI H,SUBN

08D2 212813 LXI H,SUBE

1300 STRAM: DS OH
: 1300 00 LEDS: DB OH
1301 00 SLEDS: DB OH
1302 00 SMFLAG: DB OH
1303 00 TEMPE: DB OH
1304 00 TEMPN: DB OH
1305 00 NOISE: DB OH
1306 00 TEMP: DB Oll 1307 00 TEMP1: DB OH

~1 .J~

ISIS 8080 MACRO ASSEMBLER, Vl.l PAGE 22 1309 00 TEMP2: DB Oll 130A 00 TEMP3: DB OH
130B 00 SSEL: DB OH
130C 00 SSELl: DB OH
130D 00 SSEL2: DB Oil 130E 00 SSEL3: DB OH
130F 00 SSEL'I: DB Oll 1310 00 SSEL5: DB O~l 1311 00 SSEL6: DB Oll 1312 00 SSEL7: DB OH
1313 00 SNUM: DB Oll 1314 00 DNUM: DB Oll 1316 00 DSEL: DB Oll 1317 00 TIMEl: DB Oll 1318 00 TIME2: DB OH
1319 00 TIME3: DB OH
131A 00 CON3: DB 011 ~-131B 00 PBON: DB OH
131C 00 AIM: DB OH

131E 00 COURSE: DB OH

1320 00 DCNUM: DB OH
1321 00 FLAG: DB OH
1322 00 HXNUM: DB OH
1323 00 PLAYER: DB OH

1325 00 RANDOM: DB Oll 1326 00 TEMPSPD: DB OH
1327 00 SUP.N: DB OH
1328 00 SUBE: DB OH
1329 00 SUENINC: DB OH
132A 00 SUBEINC: DB OH
132B 00 TEMPDIREC: DB OH
132C 00 SUBDEPTH: DB OH
132D 00 RANGE: DB OH
132E PLYSPD: DS 4H
1332 PLYDIREC: DS 4H
1336 PLYNINC: DS 4H
133A PLYEINC: DS 4H

135E STACK: DS 3H
1361 ENDRAM: DS OH
1361 PLYE: DS 4H
I365 PLYN: DSi` 4H

~2 ISIS 8080 MACRO ASSEMBLER, V1.1 PAGE 23 AIMDP 0510 A?~'XTP 03A8 BACKA 057A BACKB 0583 DS2,S1 02FC DS4S3 02E2 DSEL 1316 DSPLY 01E9 ECONT 0606 EEQ30 0457 E`EQ70 0'140 ENDRA 1361 EVCON 0836 EVSUB 08A8 FASTE 04F6 FINDI 0'18C

ilXDC 0868 llXDEC 0860 HXNUM 1322 INCCO 070C

NEQ30 0437 NEO~70 0420 NEWSP 07BA NEWSU 06B6 RETUR 013F RIG}-IT 04AE RMDR 087E RNGER 05E8 SMFLA 1302 SND1'R 0764 SNUM 1313 SOS 0845 SPAI.L 04EC SPDOK 04E5 SSEL 130B SSEL1 130C

SSEL6 1311 SSEL7j 1312 STACK 135E STCRS 035D

THERE 0426 I'IME1 1317 TIME2 1318 TIME3 1319 .~
J

Claims (12)

THE EMBODIMENTS OF THE INVENTION IN WHICH AN EXCLUSIVE
PROPERTY OR PRIVILEGE IS CLAIMED ARE DEFINED AS FOLLOWS:
1. Apparatus for a submarine hunting board game playable by at least one player, comprising a control and display console having player actuated game initiate means providing a game initiate signal, numerical and directional display light means, player actuated player data input switches for input of player move signals comprising a player turn initiate signal, a range clue request signal, signals representing player ship course and speed data indicating a move of player's ship to a subsequent player ship positions, signals representing torpedo aim data, and a torpedo fire signal, said game apparatus further comprising a randomness source, data storage registers for storing player ship data and submarine data, said player data input switches being connected thereto for writing data into said storage registers, display lights control means connected to said display light means for control thereof, and connected to said data storage registers for output of data stored therein for display on said display light means, submarine data write means responsive to said game initiate signal and to said randomness source for writing into said data storage registers initial covert sub-marine data representing initial submarine position adder means responsive to said input player move signals and to said stored covert submarine data for updating said covert submarine position data by a constant increment and for storing said updated covert submarine data in said data storage registers, range clue comparator means responsive to stored said input player move signals and to said stored covert submarine data and stored player data for providing a range clue output signal representa-tive of distance between said player ship position and said submarine covert position, said display lights control means being responsive to a said range clue output signal representative of a particular minimum distance to control said display light means to indicate an option to input said torpedo aim data signals and torpedo fire signal, said game apparatus further having challenge comparator means responsive to said stored convert data and player data and to the input of said torpedo aim data signals for providing one of a plurality of challenge out-come signals comprising a clue output signal representing a non-correspondence between said torpedo aim data and said stored up-dated submarine covert data, and a win output signal representing correspondence between said input torpedo aim data and said stored updated submarine covert data, said challenge comparator means outputting said one challenge outcome signal to said display lights control block to control said display light means for display representing said signal.
2. The apparatus of claim 1, in which said initial covert submarine data further represents initial course and depth of said submarine, said input torpedo aim data signals include direction and depth signals, and said plurality of challenge out-come signals comprises a direction clue output signal represent-ing a difference between said input torpedo aim direction data and the true direction on said board from said latest player ship position to said updated submarine covert position, a depth clue output signal representing a difference between said submarine covert depth and said input torpedo aim depth data, and a win output signal representing correspondence between said input torpedo aim data and said stored covert data, said challenge comparator means outputting said one challenge outcome signal to said display lights control means to control said display light means for display representing said signal.
3. The apparatus of claim 1, further comprising collision comparator means responsive to said input player move signals corresponding to a first player and to signals representative of stored player ship positions corresponding to said first player and at least one further player, for providing a collision con-dition output signal representing a position coincidence between said first player ship and said further player ship, and replace-ment data write means responsive to said collision condition out-put signal and to said randomness source for writing to said storage registers replacement data representative of a replace-ment position and course of said first player ship, said display lights control means being responsive to said collision signal to control said display light means to provide a display representative of said collision condition.
4. The apparatus of claim 2, further comprising replace-ment data write means responsive to said direction clue output signal and said randomness source for writing to said storage registers replacement data representative of a randomly determined replacement position and course of the player ship.
5. The apparatus of claim 2, further comprising replace-ment data write means responsive to said depth clue output signal and said randomness source for writing to said storage registers replacement data representative of a replacement position and course of the player ship, said replacement position being randomly determined.
6. The apparatus of claim 2, said control and display console further having an evasive target switch, providing a signal representative of an evasive target play mode, said sub-marine data write means being responsive to said evasive target play mode signal, said depth clue output signal, and said random-ness source to write replacement submarine covert data into said storage registers.
7. The apparatus of claim 3, said control and display console further having a recall switch providing a recall signal, said data storage registers being responsive to said recall signal to output player position and course data to said display lights control means.
8. The apparatus of claim 1, further comprising a board having indicia representing chart boundaries and a plurality of positions including at least one player ship initial position, a plurality of possible subsequent player ship positions, and a plurality of possible submarine positions, said input player move signals indicating a move of player's ship to one of said possible subsequent player ship positions, and said initial sub-marine position being one of said possible submarine positions, said range clue output signal being representative of distance on said board between said player ship position and said sub-marine covert position, said board being markable by a player for recording successive player positions and successive clue data during a game.
9. The apparatus of claim 8, further comprising comparator means for comparing said updated submarine position data with data representative of said chart boundaries, and responsive to a coincidence condition thereof to output a change course signal, said submarine data write means being responsive to said change course signal and to said randomness source to write to said storage registers new submarine course data for maintaining said submarine position within said chart boundaries when next updated by said adder.
10. Apparatus for a submarine hunting game playable by at least one player, comprising a control and display console and a board, said board having indicia representing a plurality of positions, said positions including at least one player ship initial position, a plurality of possible subsequent player ship positions, and a plurality of possible submarine positions, said control and display console having player actuated game initiate means providing a game initiate signal, numerical and directional display light means, player actuated player data input switches for input of player move signals comprising a player turn initiate signal, a recall signal, a range clue request signal, signals representing player ship course and speed data indicat-ing a move of player's ship to one of said possible subsequent player ship positions represented on said board, signals representing torpedo aim data including direction and depth data, and a torpedo fire signal, said game apparatus further comprising a randomness source, data storage registers, said player data input switches being connected thereto for writing data into said storage registers, display lights control means connected to said display light means for control thereof, and connected to said data storage registers for output of data stored therein for display on said display light means, submarine data write means responsive to said game initiate signal and to said randomness source for writing into said data storage registers initial covert submarine data representing initial submarine position, course, and depth data, said initial submarine position being one of said possible submarine positions represented on said board, adder means responsive to said input player move signals and to said stored covert submarine data for updating said covert submarine position data by a constant increment and for storing said updated covert submarine data in said data storage registers, collision comparator means responsive to said input player move signals corresponding to a first player and to stored signals representative of player ship positions corresponding to said first player and at least one further player, for providing a collision condition output signal representing a position coincidence between said first player ship and said further player ship, replacement data write means responsive to said collision condition output signal and to said randomness source for writing to said storage registers replace-ment data representative of a replacement position and course of said first player ship, said display lights control means being responsive to said collision condition output signal to control said display light means to provide a display representa-tive of said collision condition, and said data storage registers being responsive to said input recall signal to out-put said replacement position and course data to said display lights control means, range clue comparator means responsive to said input player move signals and to said stored player data and covert submarine data for providing a range clue output signal representative of distance on said board between said player ship position and said submarine covert position, said board being markable by a player for recording successive player positions and successive clue data during a game, said display lights control means being responsive to a said range clue output signal representative of a particular minimum distance to control said display light means to indicate an option to input said torpedo aim data signals including direction and depth data signals and a torpedo fire signal, said game apparatus further having challenge comparator means responsive to said stored covert data and to the input of said torpedo aim data signals for providing one of three challenge outcome signals comprising a direction clue output signal representing a difference between said torpedo aim data and the true direction on said board from said latest player ship position to said up-dated submarine covert position, a depth clue output signal representing a difference between said submarine covert depth and said input depth data, and a win output signal representing correspondence between said input torpedo aim data and said stored covert data, said challenge comparator means outputting said one challenge outcome signal to said display lights control means to control said display light means for display represent-ing said signal.
11. The apparatus of claim 10, in which said replacement data write means is further responsive to said randomness source and to at least one of said direction clue output signal and said depth clue output signal for writing to said storage registers replacement data representative of a replacement position and course of the player ship, said replacement position being randomly determined but being one of said possible player ship positions on said board.
12. The apparatus of claim 11, said control and display console further having an evasive target switch, providing a signal representative of an evasive target play mode, said submarine data write means being responsive to said evasive target play mode signal, said depth clue output signal, and said randomness source to write replacement submarine covert data into said storage registers.
CA296,475A 1977-02-09 1978-02-08 Electronic game Expired CA1102918A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US76722677A 1977-02-09 1977-02-09
US767,226 1977-02-09

Publications (1)

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CA1102918A true CA1102918A (en) 1981-06-09

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ID=25078866

Family Applications (1)

Application Number Title Priority Date Filing Date
CA296,475A Expired CA1102918A (en) 1977-02-09 1978-02-08 Electronic game

Country Status (6)

Country Link
JP (1) JPS53120947A (en)
CA (1) CA1102918A (en)
DE (1) DE2805738A1 (en)
FR (1) FR2380594A1 (en)
GB (1) GB1560183A (en)
NL (1) NL7801450A (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2485937A1 (en) * 1980-07-01 1982-01-08 Schuhler Jean Game of chance based on geographical information - uses map divided into regions which can be illuminated by random number generator and comparator for data entered by player
JPS57164081A (en) * 1981-03-31 1982-10-08 Casio Computer Co Ltd Small-sized electronic apparatus having game function

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2215794A5 (en) * 1973-01-26 1974-08-23 Optyker Georges
BE815589A (en) * 1974-05-28 1974-09-16 BOARD GAME SIMULTANEOUS A COMBAT BETWEEN SUBMARINES AND A CONVOY.

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NL7801450A (en) 1978-08-11
GB1560183A (en) 1980-01-30
FR2380594A1 (en) 1978-09-08
JPS53120947A (en) 1978-10-21
DE2805738A1 (en) 1978-08-10

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