Electronic time reaction game apparatus

An electronic time reaction game apparatus which is capable of being played by one or more players and which comprises a housing having a pair of opposed player ends. A microprocessor is located in the housing and may be suitably operated by a convenient source of power, e.g., conventional battery power. A pair of player actuable response switches and a plurality of player response lights are located at each player end. One of the response switches is forward acting and the other is rearward acting. The microprocessor initiates a game cycle by causing generation of a player ready signal and, after a randomly varying time interval, or apparent randomly varying time interval unknown to the player or players, initiates and causes generation of a player start signal. The player or players attempt to anticipate the action of the opponent player and select the proper one of their response switches to actuate in order to maximize their score, and after the start signal, each actuates their selected response switches as quickly as possible in order to generate a score. The generated score is depicted by energization of one or more of the lights at the player end of the player first actuating the proper response switch.

BACKGROUND OF THE INVENTION 
1. Field of the Invention 
This invention relates to certain new and useful improvements in time 
reaction game apparatus and, more particularly, to an electronic time 
reaction game apparatus in which one or more players must respond to a 
start signal, select a proper response and initiate a proper response in 
the shortest possible time to generate a score. 
2. Brief Description of the Prior Art 
With the advent of microprocessors, there have been a large number of games 
capable of being played by one or more players, and in which the 
microprocessor causes the generation of an action and the player attempts 
to respond to this action. Many games of this type are coin-operated and 
found in public establishments such as restaurants and the like. The 
microprocessor may operate in connection with a cathode ray tube to 
generate a game in which time action responses are required, e.g. 
simulated tennis or the like. In other games, the microprocessor causes 
generation of a battlefield in which two or more players attempt to orient 
their objects, e.g. tanks or similar weapons, into a proper position and 
to actuate a switch to shoot at the opponent's object. 
There has also been a prior art game having a plate with a pair of opposed 
walls and a figure representative of a karate figure on both of the 
opposed walls of the plate. A number of lights, relatively hidden from 
view of the players, were located on or adjacent to the karate figure and 
could be energized to be simultaneously visible to opponent players on 
both of the opposed walls. These lights were located at strategic places 
on the karate figure, as for example, the elbows, knees, shoulders and the 
like. Each of the players were required to respond to the energized light 
by hitting the plate with their hands, and the first one to hit the plate 
in the region of the light would achieve a score. 
Another prior art game which required response from a pair of opponent 
players involved an object, representative of a turtle, which was movable 
between a pair of opposed goal areas. The turtle was relatively large and 
movable on a floor or similar surface and not on a game board. The game 
device included a control box and each of the players were provided with a 
pair of player actuable push-button response switches on the box. The 
switches for each player were wired to movement of the turtle. One of the 
switches of each of the players was provided with a first indicia, e.g. 
red, and the second of the switches for each player was provided with a 
second indicia, e.g. white. If both players actuated red switches or white 
switches, the turtle would move to one player's goal area. If one play 
actuated a red switch and the other player a white switch, the turtle 
would move to the other player's goal area. Each of the players would 
attempt to advance the turtle toward the opponent player's goal and, by so 
doing, the player who advanced the object to the opponent player's end 
would achieve a score or win the game. If the turtle was moving toward one 
of the player's own goal areas, he attempted to quickly release one 
response switch and actuate the other in order to reverse the direction of 
movement of the turtle. The other player would respond by immediately 
actuating his other switch. The various switches of one player were 
shielded from view by the other player. This game was operable by a simple 
electric motor which caused the turtle to move in response to the opening 
and closing of the response switches. 
OBJECTS OF THE INVENTION 
It is, therefore, a primary object of the present invention to provide an 
electronic time reaction game apparatus which provides a player sensory 
perceptive ready signal and, after a randomly varying time interval or 
apparently randomly varying time interval, provides a player sensory 
perceptive start signal, and in which one or more players attempts to 
actuate a player actuable response means in the shortest possible time in 
order to generate a score. 
It is another object of the present invention to provide a time reaction 
game of the type stated in which the game apparatus is provided with a 
pair of player areas and each of the player areas having a pair of player 
actuable response switches so that the players must anticipate an action 
which might reduce their scores and select the proper response switch to 
actuate in order to avoid a score reduction. 
It is a further object of the present invention to provide a time reaction 
game apparatus of the type state in which sounds are generated or lights 
are energized in certain patterns in order to provide indication of a 
score having been achieved. 
It is an additional object of the present invention to provide an 
electronic time reaction game of the type stated which can be manufactured 
at a relatively low cost utilizing conventional microprocessing 
technology. 
It is another salient object of the present invention to provide a method 
of playing a time reaction game in which one or more players anticipates 
the proper response and after receiving a start signal after a randomly 
varying time interval, actuates either of a pair of player actuable 
response switches in the shortest possible time to generate a score. 
With the above and other objects in view, our invention resides in the 
novel features of form, construction, arrangement and combination of parts 
presently described and pointed out in the claims. 
SUMMARY OF THE DISCLOSURE 
An electronic time reaction game capable of being played by one or more 
players. The game is comprised of a base means in the form of a housing. 
An electronic processing means, as for example, a conventional 
microprocessor, is located within the outer housing and the microprocessor 
is programmed, preferably by so-called "hard-wire" programming, in order 
to perform each of the desired actions as hereinafter described. 
The housing is designed with a pair of opposed player ends and each of the 
player ends are provided with a pair of player actuable response switches 
in the form of manually actuable push-button switches. One of the switches 
at each player end controls a forward movement and the other of the 
switches at each player end controls a backward movement. In addition, a 
series of lights are also provided at each player end, and the series of 
lights extend from the player end toward the center of the housing. At the 
center of the housing, a large dome enclosing an electric bulb is provided 
and which is energized when a certain action results, as for example, one 
player winning the game. Each of the various lights and the response 
switches are operatively connected to the microprocessor for operation 
thereby. A sound generating mechanism, such as a conventional speaker, is 
located within the housing and is operatively connected to the 
microprocessor to generate sounds which may be amusement sounds and/or 
sounds indicative of the game signals, e.g. the ready signal or the start 
signal, or both. 
When the game is played, the microprocessor initiates a first game cycle by 
causing generation of a player sensory perceptive ready signal. Thus, the 
player sensory perceptive ready signal will be initiated by the 
microprocessor which causes either the speaker or the lights, or both, to 
generate the ready signal. After a randomly varying time interval, which 
is unknown to the players of the game, the microprocessor causes 
generation of a player sensory perceptive start signal, and again the 
microprocessor causes either the lights or the speaker, or both, to 
generate the player start signal. At this point, each player attempts to 
actuate the proper response switch and the first to actuate a response 
switch wins a score. 
In one aspect of the invention, only one light can be energized at either 
of the player ends in a game in response to actuation of any of the player 
actuable response switches. Thus, after the start signal, one player will 
each attempt to actuate the forward response switch. The player first 
actuating the forward response switch will enable the first of the lights 
at his player end to become energized. In like manner, and in response to 
subsequent start signals in a game cycle, each of the players will attempt 
to advance their own lights in sequence toward the center, that is, to 
achieve energization of each successive light toward the center, in order 
to achieve a score or to win the game. It is also possible for the players 
to press their reverse response switch in order to cause one of the lights 
at the opposed player's end to become de-energized. If both players 
attempt to actuate the reverse switch, the first to actuate the reverse 
switch will not only energize one of his lights, but de-energize one of 
his opponent's lights as well. Thus, the reverse switch provides a 
potential advantage along with the potential disadvantage which is greater 
than using a forward response switch. In essence the reverse switch 
provides a multiplying effect in providing greater scoring advantage as 
well as greater risk of score loss. 
In view of the fact that each player may select between any of two 
responses, the players must anticipate what action would be taken by the 
opposed player and then very quickly after the start signal select and 
actuate the proper response switch. The player able to first energize all 
of his lights and the electric bulb by selecting the proper response 
switch to actuate and first actuating the greater number of proper 
response switches in each game cycle, will achieve an additional score or 
win the game. 
One or more players may play the game of the present invention. The 
microprocessor may be programmed to permit play against one player in a 
competitive manner or, otherwise, two or more opponent players may play 
the game. In like manner, one player may compete against himself or 
herself by attempting to achieve a score against time in subsequent turns 
or game cycles. In this respect, the game apparatus is competitive in that 
one player may compete against himself or the game apparatus or two or 
more players may compete. 
It is also possible to provide only one player response switch at each 
player end and, in this embodiment, the players will only attempt to first 
respond to the start signal and not anticipate the opponent player's 
proposed action. This embodiment is feasible for younger players in which 
only response time action is required. The embodiment in which two or more 
player response switches is provided at each player end demands a greater 
skill required in the play of the game apparatus. In like manner, it 
should be observed that three or more response switches could be provided 
at each player end. Thus one of the switches could be a forward acting 
switch and the second of the switches could be a reverse acting switch and 
the third of the switches could be a stop switch in which no movement or 
energization of lights results. 
In a preferred embodiment of the invention, the microprocessor causes the 
speaker to generate the ready signal and the start signal, although the 
lights could be used in conjunction therewith or separately to generate 
the ready and start signals. When a score is achieved, one or more of the 
lights at the player end winning the score will be energized. This may 
also be accompanied by the microprocessor causing the speaker to generate 
additional sounds which may be indicative of score or sounds of amusement 
or both. At the end of a game cycle, the microprocessor may also cause the 
speaker to generate additional sounds of amusement or interest, as for 
example, music scores, or the like. 
The microprocessor is programmed by conventional techniques to enable the 
various signals to be generated including the start signal, the ready 
signal and the various scoring signals. The microprocessor is also 
programmed in accordance with a suitable algorithm to enable the speaker 
to generate music or other sounds from a direct output to the speaker and 
without the necessity of amplification equipment or the like. However, it 
should be understood that conventional amplification systems, including 
amplifiers, filter networks and the like, could be employed. 
As indicated above, various modes of play are possible with the game 
apparatus, e.g. a player competing against himself or the apparatus itself 
or where two or more opponent players may compete. The game mode may be 
selected by merely actuating one or more of the proper response switches 
to initiate a particular mode of play. In addition, the microprocessor may 
be programmed to generate alternate game forms and these alternate game 
forms may also be initiated by actuating one or more of the response 
switches or operating certain of the response switches in sequence. In 
this respect, additional selection switches could be provided to initiate 
any mode of play or alternate game form. 
These alternate game forms may be variations of one of the above described 
embodiments, as for example, energizing the lights in different pattern 
sequences when a score is achieved. Thus, for example, two lights at a 
player end may be energized in sequence and on the third actuation, one of 
the lights is deenergized. As another alternate form of play, a player may 
be required to first actuate two or more response switches in succession 
to achieve a score. Moreover, the microprocessor could be programmed to 
provide a built-in handicap. Thus, one player of lesser age or skill may 
be given an additional amount of time to respond than another player of 
greater age or skill. 
The game cycle is initiated by actuating one or more of the response 
switches. Thus, in a preferred embodiment, the game cycle begins with the 
first ready signal and subsequent start signal and ends when one of the 
players achieves energization of all of his score indicating lights. In 
addition, a separate start switch could be provided to initiate the start 
of any game cycle. 
As indicated previously, the start signal occurred after a randomly varying 
time interval. In this respect, the microprocessor could be programmed to 
provide a truly randomly varying time interval. However, it is apparent 
that a larger number of time intervals between the ready signal and the 
start signal could be programmed into the microprocessor. Thus, the 
microprocessor could cause generation of an apparent randomly varying time 
interval, that is, one which may not be truly random but which appears to 
be random to the user or users of the game apparatus. As used herein, the 
term "randomly varying time interval" will therefore also include time 
intervals which are truly random as well as those which are only 
apparently random.

DETAILED DESCRIPTION 
Referring now in more detail and by reference characters to the drawings 
which illustrate a preferred embodiment of the present invention, A 
designates an electronic time reaction game apparatus comprised of an 
outer housing 10 having a top wall 12, a bottom wall 14 and an enclosing 
side wall 16. Moreover, the housing 10 is provided with a first player end 
18 and a second player end 20. 
The first player end 18 is provided with a first player actuable response 
switch 22 and a second player actuable response switch 24. The player 
actuable response switch 22 is a forward actuating switch, designated as 
"F", and the switch 24 is a rearward actuating response switch, designated 
as "R". In like manner, the player end 20 is similarly provided with a 
first player actuable response switch 26 and a second player actuable 
response switch 28. Again, the response switch 26 is a forward actuating 
response switch and the switch 28 is similarly a rearward acting switch, 
in a manner to be hereinafter described in more detail. 
Also located on the top wall 12 at the player end 18 are a plurality of 
lights 30 (six as shown), preferably in the form of light-emitting diodes. 
In like manner, located at the right-hand end 20 are a plurality of lights 
32 (six as shown) and also which are present in the form of light-emitting 
diodes. 
The housing is also provided in the approximate center portion thereof with 
a light socket 34 which receives a conventional incandescent bulb 36 and 
which is covered by a translucent dome 38, the latter of which may be 
provided with any desired form of design. The light 36 is a score 
indicating light, and preferably a game winner indicating light, and will 
be energized in a manner to be hereinafter described in more detail. 
The housing is provided on the enclosing side wall 14 with an on-off switch 
40 of generally conventional construction. In addition, mounted within the 
housing 10 is a conventional speaker 42 capable of generating any of the 
desired sounds as hereinafter described. 
FIGS. 2 and 3 schematically illustrate one form of connecting the various 
electrically operable components to an electronic processing means, as for 
example, a microprocessor 44, which is located within the housing. In this 
case, the microprocessor 44 is of conventional construction, generally in 
the form of an integrated circuit chip. The microprocessor is properly 
programmed in order to perform those actions which are desired and as are 
hereinafter described in more detail. In addition, a schematic circuit 
diagram of one form of microprocessor is shown and described hereinafter 
along with a flow chart of the operation thereof. The microprocessor 44, 
as well as the other components forming part of the game device of the 
invention, may be operated by a conventional source of battery power, 
e.g., a dry-cell battery 46, in the manner as illustrated in FIGS. 2 and 
3. It should be understood in this respect that the housing 10 would be 
provided with brackets or the like in which to properly mount the circuit 
board or circuit chip forming the microprocessor 44, the battery 46, as 
well as the other components, as for example, the speaker 42. 
The housing 10, as well as the various brackets or retaining means for 
holding the various components, could all be formed in an integral 
construction. Moreover, the housing, as well as the brackets and other 
retaining means, could be formed of a suitable plastic material in a 
conventional plastic molding operation. 
However, the housing could be formed of other materials such as metals, 
reinforced plastics or the like. The player actuable response switches, 
such as the switches 22, 24, 26, and 28 are all of conventional 
construction and are generally of the type which will initiate only one 
signal upon each actuation thereof. Moreover, the microprocessor 44 is 
programmed so that after the initiation of any start signal, as 
hereinafter described, the players at each player end can only press one 
of the response switches at its player end only one time. In this way, the 
players have to wait for another start signal in order to provide any 
further response action. 
In the case of the present invention, a game cycle starts with the 
initiation of a game which begins with a ready signal and a subsequent 
start signal. The first of the players to properly actuate their response 
switches and first obtain energization of all of the score indicating 
lights at that player end will achieve a score or otherwise win the game, 
and with the energization of all of the lights, as for example the six as 
shown, this will complete a game cycle. Thus, in the preferred embodiment 
of the invention, a player may win the game when he is the first to have 
all six lights energized. Otherwise, the game could be played with 
subsequent game cycles in order for the player to win the game. 
In one mode of play, a pair of opponent players can play the game and the 
game is initiated by pressing one or more of the response switches. The 
microprocessor would be programmed to recognize the signal which starts 
the game cycle. In addition, the game may be played in alternate forms, 
and the microprocessor could be easily and conventionally programmed in 
order to provide alternate game forms as described above. In like manner, 
the on-off switch would be turned on in order to permit energization of 
the microprocessor 44. 
When using the game apparatus in a preferred embodiment, the players will 
first receive a ready signal. After a randomly varying time interval, 
which is unknown to the players, the microprocessor will cause the speaker 
or the lights, or both, to generate a start signal. Immediately after 
receiving the start signal, the players actuate the forward response 
switch and the first to actuate this forward response switch will achieve 
energization of the first of his lights 30 or 32. Thus, if the player at 
the player end actuating the forward switch 22 is the first to actuate his 
switch, the first of the indicator lights 30 will be energized. 
Thereafter, the microprocessor will then initiate a second ready signal 
which is followed by a second start signal. Here, again, the second start 
signal is generated after a randomly varying time interval from the 
generation of the second ready signal. The amount of time from the ready 
signal to the start signal will vary with each subsequent ready signal so 
that the players never know when the start signal will occur. This 
increases the anticipation and excitement in the play of the game 
apparatus. 
Upon subsequent ready and start signals, the players again attempt to 
actuate one of their response switches, as for example, the switches 22, 
24, 26 and 28. Again, the player to first actuate the proper response 
switch will again achieve energization of the next light in succession at 
his player end. As indicated previously, the first player to achieve 
energization of all of his lights 30 or 32, and the subsequent 
energization of the bulb 36, will achieve a score or otherwise win the 
game. 
The game could be played with only one response switch so that each player 
merely attempts to be the first to actuate his response switch and 
energize each of the lights in sequence. However, in a preferred 
embodiment of the present invention, the players must anticipate the 
opponent player's reaction. Thus, if one player, as for example at the 
player end 18, actuates the forward switch 22 before the opponent player 
at the player end 20 actuates the rearward acting response switch 28, the 
player at the end 18 will energize an additional light 30. However, if the 
opponent player at the player end 20 first actuates the rearward acting or 
reverse switch 28, then one of the lights 30 at the player end 18 will 
become de-energized. 
In the event that both players attempt to actuate their reverse response 
switches, then the player first succeeding in actuating his response 
switch will not only achieve energization of an additional light, but will 
cause de-energization of one of the opponent's lights. 
Thus, it can be observed that when both players actuate the reverse 
response switch, a multiplier effect will result. Hence, the reverse 
switch provides a much greater advantage in achieving a score, but carries 
the attendant risk of a much greater net score loss. The use of the 
reverse switch is effective when an opponent player has achieved 
energization of almost all of his lights. Thus, the losing player must 
attempt to prevent the winning player from winning the game by energizing 
one or two lights and will take every effort to reduce the score of the 
winning player. The use of the reverse button also presents an added 
psychological advantage when a score may be tied and one player attempts 
to reduce the opponent's score. 
In accordance with this embodiment of the invention, it can be observed 
that the players must each anticipate the opponent player's potential 
move. Thus, one player must anticipate whether the opponent player will 
actuate the forward switch or the reverse response switch after each start 
signal. Thus, the player must then decide which of his response switches 
to actuate. After making this decision, the players await the start signal 
and then immediately respond to the start signal and attempt to be the 
first to actuate their selected response switches. 
The first of the players to obtain energization of all of his lights will 
either achieve a score or win the game, as aforesaid. At this point, the 
microprocessor will cause energization of the central bulb 36. In 
addition, the microprocessor may also cause the speaker to generate sounds 
indicative of a winning of the game or a score, or otherwise sounds of 
amusement, as for example, a musical score, or the like. After a 
predetermined time interval, the sounds will stop and the lights will all 
become de-energized so that a new game cycle can be initiated. 
As indicated previously, it is also possible for one player to play the 
game against the apparatus itself. Thus, the microprocessor can be 
properly programmed to initiate a response after a predetermined time 
interval. In this case, the player must attempt to actuate a switch prior 
to a signal representing an actuation of a response switch by an opponent 
player, but which signal is, of course, generated through the 
microprocessor. 
Again, alternate forms of play could be provided in the game apparatus. 
Thus, the players may be required to be the first to actuate the 
appropriate response switch after two or more successive start signals in 
order to obtain energization of any one of their lights. Again, other 
forms of play could be programmed into the microprocessor. 
FIG. 4 illustrates a typical flow chart for the various steps which take 
place through operation of the microprocessor 44 during the play of the 
game of the present invention. In this case, it can be observed that after 
a start operation is initiated, the microprocessor 44 will cause 
initiallization of the input-output relations. In this step the 
microprocessor is provided with the information where the input data is to 
be stored and where the output lines to the light-emitting diodes and 
speakers are initially set to the on or off condition. Further, internal 
storage spaces are cleared and reset and possibly set to predetermined 
numbers. 
After the initiation of the input-output information has been executed and 
completed according to instructions in a read-only memory 5 (hereinafter 
described), a display sequence is initiated in which a software timer is 
set to provide a time limit. A program, or subroutine thereof, sets into 
motion the timing of the light-emitting diodes and/or the speaker to 
generate sounds in a random fashion, or otherwise, a pseudo-random 
fashion, in order to generate either a random sequence or a pseudo-random 
sequence of tones on the speaker or lights from the light-emitting diodes. 
When the power is first turned on, a random access memory, forming part of 
the microprocessor, is cleared, except for the locations serving as random 
variables. This clearing of the random access memory insures that 
different random sequences will occur at each power-on condition. 
When the game begins, there may optionally be a random blinking of the 
light-emitting diodes 30 and/or a tone in the form of a song may be 
generated over the speaker 42. This random blinking of the lights 30 
and/or the generation of the sound may serve as a greeting. 
The game may be provided with a test mode and in this case, a testing of 
the entire apparatus comprises a passive test part and an active test 
part. The passive test occurs by lighting some, or all, of the 
light-emitting diodes 30 and generating a continuous tone on the speaker 
42 for a predetermined period, as for example, two seconds. During the 
passive test interval, the active test will also be initiated by pressing 
any of the player switches. This will stop the tone and cause a specific 
grouping of the light-emitting diodes 30 to be energized according to any 
desired sequence. One such sequence which may be adopted is that set forth 
in the following Table I: 
TABLE I 
__________________________________________________________________________ 
PLAYER 1 
1 2 3 4 5 6 36 
6 5 4 3 2 1 PLAYER 2 
__________________________________________________________________________ 
REVERSE 
X X X X -- 
-- 
-- 
-- 
-- 
-- 
-- 
-- 
-- 
-- 
FORWARD 
-- 
-- 
-- 
-- 
X X X -- 
-- 
-- 
-- 
-- 
-- 
-- 
-- -- 
-- 
-- 
-- 
-- 
-- 
X X X -- 
-- 
-- 
-- 
REVERSE 
-- -- 
-- 
-- 
-- 
-- 
-- 
-- 
-- 
-- 
X X X X FORWARD 
__________________________________________________________________________ 
The lights 30 may be energized as long as the last-mentioned player 
response switch is pressed and only one switch may be tested at a time. 
After this latter player switch is released, the passive test may again 
begin and the other switches may be tested sequentially. When the last 
switch is released, the test time will run out and the game is programmed 
to proceed to begin the play of the game apparatus. 
In the aforesaid Table I, the first six lights associated with each of the 
players represent the light-emitting diodes 30 on each side of the game 
apparatus. The light designated as 36 in Table I is the main light 36, as 
illustrated in FIG. 1. 
After the greeting, if any, the apparatus enters a pause mode which will 
last for a predetermined period, e.g., of about three seconds. In this 
latter mode, there are no sounds or lights energized, but the player input 
switches or so-called player response switches 22, 24, 26, and 28, remain 
in an active state. If no input is made during the pause period, the game 
will proceed to a ready state and assume the beginner's speed mode. 
However, during the pause period, the player or players, may select one of 
three other game modes, as hereinafter described. 
There are four distinct ways in which the game apparatus of the present 
invention may be played, and which include a beginner mode, an 
intermediate mode, and an advanced mode (for two players), and a solo 
mode. The first three modes determine the speed at which the game plays by 
progressively shortening the time in which a player may respond to a score 
or action of another player. The solo mode allows one person to play 
against the game, as aforesaid. While the present invention may be adapted 
to play the solo mode in either the beginner, intermediate, or advanced 
speeds, in the present invention, it is designed to play at the advanced 
speed mode. The game modes are set during the pause period according to 
the following Table II: 
TABLE II 
______________________________________ 
SWITCH MODE 
______________________________________ 
1R or 1F SOLO 
2R INTERMEDIATE 
2F ADVANCED 
______________________________________ 
The program introduced into the microprocessor 44 then causes the apparatus 
to shift to the ready state which is the first phase of the normal game 
play sequence. In this respect, the test mode could be eliminated. The 
duration of the ready state is about 1.5 seconds, although this could be 
varied, and the lights 30 of both players may blink in an alternate 
odd-even fashion, accompanied by a beeping tone in synchronization with 
the blinking lights. No player input switches are activated at this time. 
The game then moves to a set condition and this is the second phase of the 
game which is designed to add suspense to the play of the game apparatus. 
The duration of the set period is randomly determined by the 
microprocessor, although there are maximum and minimum limits, 
approximately one through four seconds. The set period is identified by 
the generation of the players sensory perspective ready signal, as for 
example, a loud beep from the speaker 42. During the set period, that is, 
the period preceding the ready signal, all inputs are active although 
there is no light display or sound generation. 
If none of the player response switches are activated during this set 
period, the game apparatus will proceed to the go state. However, if any 
of the players actuates one of the player response switches too soon, that 
is, during the set period, the game immediately stops and a penalty is 
awarded. The game apparatus will then move from the set period to a 
penalty input function. In this case, the offending player, that is the 
one who actuated the response switch too soon, enables his opponent to be 
awarded a point. The offending player may or may not be moved back 
according to the programming of the game apparatus. In the preferred 
embodiment, the offending player is not moved back, but the opposite 
player is awarded the point. 
During the penalty phase, the new scores are displayed and this may occur 
by a blinking of the lights 30 and perhaps the generation of a razzing 
sound through the speaker 42. The penalty phase may last for approximately 
3.5 seconds. In this case, it can be observed that there is a penalty 
input function sub-routine. If the player (who is not the offending 
player) has not reached the seventh point, there will just be an 
additional point added. However, if by the penalty of the offending 
player, the other player reaches the seventh point, the game will 
immediately move to win cycle, as hereinafter described in more detail. In 
the event that the win cycle is not initiated, the game immediately 
returns to the ready state. 
As indicated previously, if there is no player response switch actuated 
during the set period, the game will move to the GO condition. This is 
action phase of the game in which each player attempts to be the first to 
actuate one of the player response switches. The microprocessor can 
effectively determine the "first input" to within approximately one 
millisecond. The start signal preferably adopts the form of a warbling 
tone from the speaker and the lights 30 are sequentially energized so as 
to appear to stream down from the main light 36. The time available in 
which the players may react is established by the mode of the game and may 
also be shown visibly by the numbers of lights 30 which are energized. The 
following Table III lists the speeds in terms of the lights 30 which are 
energized. 
TABLE III 
______________________________________ 
MODE NO. OF LIGHTS ON 
______________________________________ 
BEGINNER 10 
INTERMEDIATE 6 
ADVANCED & SOLO 3 
______________________________________ 
The action during the GO stage will depend on the player response switch 
which is first actuated. If the first input based on the first player 
response switch being actuated is a forward input, then the score will be 
updated and the FIRE sequence will begin immediately. However, if the 
first input is based on the actuation of the first reverse player response 
switch, the tone of the warble will change slightly and during the rest of 
the GO interval, the program will sense for a reverse input from the 
opposite player. If just one reverse input occurs, the opposite player 
will be moved back one point. However, if the second player also actuates 
a reverse switch at any time during the GO stage, and after the first 
reverse switch was actuated, the first player will obtain a bonus score 
and advance one point, as well as move the other player back one point. 
Thereafter, the action will then proceed to the FIRE sequence. The game is 
programmed with one exception to occur during the game sequence if the 
result of the score update moves a player to the 7th level, that is, in 
which the light 36 is energized. In this latter case, the program jumps 
immediately to the WIN sequence. 
In the event that there is a default, that is, if no inputs are realized 
during the GO stage, the game will default and both players will lose one 
point. The scores will be displayed by a slow blinking of the lights 36, 
and the speaker 42 will generate a razz sound. The default will last for a 
predetermined time, typically, four seconds. Further, the game apparatus 
is programmed so that after three defaults in a row, the game apparatus 
will enter a stand-by mode. If three defaults in a row do not occur, the 
game apparatus will return to the ready stage for the next round of play. 
In the solo mode, the object is to advance the other player, which in this 
case, is the apparatus itself, and move the one player backwards, and this 
may result in a jump to the WIN sequence. 
In the stand-by mode, and after the third default in a row, all of the 
lights 30 are de-energized and no output from the speaker is generated. 
During this particular period of time, if any input player response switch 
is actuated, the play will resume at a ready state and the default counter 
in the apparatus will be reset. 
If a successful score was made during the GO phase, but which did not 
result in a WIN of the game, the apparatus will respond by means of the 
lights 30 being energized sequentially from the side of the scoring player 
and scanning across all of the lights of the player up to the center light 
36, if the score was obtained by actuation of a forward switch. Otherwise, 
if the score was obtained by actuation of a reverse player switch, a 
scanning of the lights will be initiated from the center light 36 across 
all of the six lights of that particular player winning the score. The 
scanning may be accompanied by a falling tone generated from the speaker 
42. 
The duration of the FIRE stage is about three seconds. After the completion 
of the FIRE stage, the new scores will be displayed continuously for about 
three seconds, which occurs in a scanning up or across the display. 
Further, a constant tone in the form of a whooping sound will be generated 
in the score stage, and after the score stage, the sequences will return 
to the ready stage for the next round of the game. If the new score, after 
a GO period, a penalty period, or a default, moves the player into the 
seventh level of lights, that is, the light 36, the program is designed to 
initiate the WIN sequence. In this case, a stream of lights 30 rapidly 
scan up from the player toward the light 36 and back. This may be 
accompanied by a whooping tone over the loud speaker. Further, the sound 
may, in the preferred embodiment, adopt a series of six rapidly rising 
tone whoops and then a theme of a particular song. After the song has 
ended, all sound goes off and the display may change to slowly blink all 
of the lights 30 on the winning players side. This entire display may last 
about five seconds and then all lights are de-energized. Thereafter, the 
program moves the game to a reset for the start of a completely new game. 
The program may be designed to include a bonus score. After the first input 
generated by any one player actuating a player response switch, and during 
the GO phase, if it is a reverse input, the program enters the special 
score mode to look for reverse input from the other player, while also 
checking the remaining time left for the GO phase. As soon as a reverse 
input occurs by the other player, the apparatus registers this as a bonus 
score and immediately shifts to the FIRE sequence. If no reverse input 
occurs, the program will immediately jump to the FIRE sequence one loop 
time sooner than the GO would have otherwise reached to enter a default. 
The following Table IV represents a summary of the scoring rules for both 
the solo mode and the two player mode. 
TABLE IV 
______________________________________ 
1ST IN- 
MODE PUT 2ND SCORE LIGHTS 
______________________________________ 
SOLO 1F -- +PL1 PL1 to Center 
1R -PL2 PL1 to PL2 
Default -- -PL1 +PL2 
blink scores 
2 Players 
1F -- +PL1 PL1 to CENTER 
2F -- +PL2 PL2 to CENTER 
1R -- -PL2 PL1 to PL2 
2R -- -PL1 PL2 to PL1 
1R 2B +PL1 -PL2 
PL1 to PL2 BONUS 
2R 1B -PL1 +PL2 
PL2 to PL1 BONUS 
Default -- -PL1 -PLs 
Blink Scores 
______________________________________ 
In each case, and in each of the tables, the 1F represents a first player 
actuating a forward player switch and a 1R represents a first player 
actuating a reverse player switch. In like manner, 2F represents a second 
player actuating the forward switch and 2R representing the second player 
actuating the reverse switch. PL1 represents the first player and PL2 
represents the second player. A + preceeding either of the players 
indicates a positive score and a - sign indicates a negative score. 
FIG. 5 more fully illustrates a schematic block diagram of one form of 
integrated circuit chip, which may be used as a microprocessor, and which 
illustrates the components forming part of the microprocessor. In this 
case, the term microprocessor is generally used synomously with the term 
"microcomputer". The microprocessor 44 generally comprises a read-only 
memory, or so-called "ROM" 50, which contains the storage for the program 
which is employed. 
In one embodiment of the present invention, a microcomputer offered by 
Texas Instrument Company, and which exists in the form of a single 
integrated circuit chip designated by the trade name "TMS 1000" may be 
employed as the microcomputer. This particular microcircuit chip is a 
dedicated chip in which one layer thereof may be suitably programmed with 
proper program steps in order to perform the various functions of the game 
heretofore described. Thus, the one particular layer may be programmed in 
accordance with the flow diagram as heretofore discussed. Thus, the 
program representative of this flow diagram is effectively introduced into 
the read-only memory 50. 
The read-only memory 50 operates in conjunction with a program counter 52 
and a sub-routine return register 54. The program counter 52 and the 
sub-routine return register 54 are basically designed to keep track of the 
instructions introduced into the read-only memory 50. The program counter 
initiates an input to the read-only memory 50 and the sub-routine return 
register 54 may function as a part of the program counter 52. The 
sub-routine return register is actually used to implement the sub-routine 
calls in the program introduced into the read-only memory 50. 
The microcomputer also is provided with a timing circuit 56 in the form of 
an oscillator and which generates timing signals for all of the various 
components illustrated in the circuit chip 44. In this case, it should be 
understood that the various flow lines as illustrated in FIG. 5 actually 
show the movement of data and do not necessarily describe the actual 
interconnection of the various components. In this respect, it should be 
understood that the oscillator 56 would essentially be connected to 
practically all of the components as illustrated, in order to provide the 
proper timing signals thereto. 
The microcomputer 44 also comprises an instruction decoder 58 which 
receives an output from the read-only memory 50 and implements specified 
sequences of connection between the various components forming part of the 
microcomputer 44. In this respect, the program counter 52 has an output 
which is connected to the read-only memory 50. Further, outputs of the 
read-only memory 50 are introduced into a page buffer register 60 which 
operates in conjunction with a page address register 62, and the latter of 
which has an input to the ready-only memory 50. The page address register, 
62 and the buffer register 60 are designed to further address and access 
data which is in the read-only memory 50. 
The microcomputer 44 further comprises a random access memory 64 which is 
used to store variable data quantities used in various operations and 
which are provided for execution of the program introduced into the 
read-only memory 50. In this respect, the read-only memory 50 is designed 
to store 1,024 eight-bit words, and the random access memory 64 is 
designed to store 64 four-bit words. The microcomputer 44 also comprises 
an arithmetic logic unit 66 which is designed to receive and operate on 
data introduced into the read-only memory 50 in accordance with the 
instructions which have been introduced into the read-only memory 50. The 
arithmetic logic unit 66 receives data from the read-only memory 50, and 
further, receives data from the random access memory 64 in the manner as 
illustrated. In addition, information may be introduced into the 
microcomputer 44 through an input 68 and which is also provided for 
introducing information into the arithmetic logic unit 66. 
The random access memory 64 operates in conjunction with an X-register 70 
and a Y-register 72. The X-register 70 and the Y-register 72 are designed 
to address locations in the random access memory 64 and to access the 
memory therein. In addition, an accumulator register 74 operates in 
conjunction with the random access memory 64 and supplies information 
thereto. The accumulator register 74 operates to store data used in the 
execution of the program and further provides information to output 
latches 76. In addition, the microcomputer 44 is provided with additional 
output latches 78 which define the "R-outputs" and the output latches 76 
provide outputs which define the "O-outputs". In this respect, the 
R-outputs may be either 11 or 13-bit words, whereas, the O-outputs are 
generally 8-bit words. The R-outputs are generally used to control the 
lights and the sounds, whereas the O-outputs are used to control other 
operating features in accordance with the flow chart previously described. 
The various components heretofore described as forming part of the 
microcomputer receive information inputs in the manner as illustrated in 
FIG. 5. The software program may be embedded in the microcomputer during 
wafer processing by a single-level mask technique, which in essence 
defines the fixed read-only memory pattern. 
In order to start the sequence of operation, the power to the 
microprocessor 44 is first initiated by turning on the off-on switch 40. 
The oscillator 56 will start generating the timing signals for the 
operation of the microprocessor 44. The program counter 52 then provides 
location information to enable accessing a certain location in the 
read-only memory 50 in which the first instruction is obtained. This 
instruction is then introduced and loaded into the instruction decoder 58, 
and this, in turn, establishes various instruction paths between the 
various elements of the microprocessor 44, depending upon the specific 
instruction itself. 
This process is then repeated over and over with a program counter 52 then 
advancing to the next instruction contained in the read-only memory 50. 
External numeric inputs to arithmetic logic unit 66, e.g., four-bit K 
inputs would also be initiated by the instruction decoder 58. The K inputs 
essentially represent the only means for introducing numeric information 
into the processor chip. 
After information is introduced into the arithmetic logic unit, for 
example, the next instruction could be the setting of the X-register 70 
and the Y-register 72 to address a location in the random acccess memory 
64. A following instruction could transfer that information from the 
arithmetic logic unit 66 into the random access memory 64. Other 
instructions would be used for introducing data into the accumulator 
register 74, functions such as light energization or sound is created by 
instructions which are introduced into the output latches including the 
latches 76 and 78. These instructions to the latches 76 and 78 control the 
pattern of the visual light display and sound generation. 
Additional instructions might be loaded into the Y-register 72 for setting 
the R output latches 78 to generate a sound effect, either individually or 
simultaneously along with the visual display. Certain instructions may 
also be used to initiate the subroutine return register 54 for accessing 
other locations in the read-only memory 50 to initiate subroutines in 
accordance with the program. Thus, the microprocessor will function in a 
known manner in accordance with the instructions contained in the program 
introduced into the microprocessor. As indicated above, one form of 
program is that represented by the flow chart of FIG. 4. 
Thus, there has been illustrated and described a unique and novel time 
reaction game apparatus in which a player attempts to react as quickly as 
possible to a start signal to actuate a response means to thereby achieve 
a score, and which therefore fulfills all of the objects and advantages 
sought therefor. It should be understood that many changes, modifications, 
variations, and other uses and applications of the time reaction game 
apparatus will become apparent to those skilled in the art after 
considering this specification and the accompanying drawings. Therefore, 
any and all such changes, modifications, variations, and other uses and 
applications which do not depart from the nature and spirit of the 
invention are deemed to be covered by the invention which is limited only 
by the following claims.