Abstract:
In the game disclosed herein, participants move their tokens, each representing a detective, over an indicia-carrying game board in pursuit of an imaginary thief whose location is not apparent on the board. The indicia on the board defines a multiplicity of locations of several types and possible paths of movement between locations in accordance with certain rules of the game. A value representing the location of the imaginary thief is held in a memory or storage register within a digital computing apparatus. The digital computing apparatus also includes a fixed table of information representing the various playing field locations, together with data representing the character of each location. The value representing the location of the thief is periodically changed, upon player initiation, in a manner determined by a random number generator but in a conformance with predetermined rules of movement. The digital computing apparatus also drives sound generating means to produce one of a plurality of characteristic sounds following each of the thief&#39;s moves. Each characteristic sound is associated with a particular type of location on the playing field so that the sounds constitute clues as to the thief&#39;s movement and location. The digital computing apparatus includes also a player operable means for initiating a capture and for designating a playing field location at which the capture is to take place. The processor determines whether the player has properly located the thief and generates corresponding audible sounds indicating success or failure.

Description:
BACKGROUND OF THE INVENTION 
     This invention relates to a board-type game and more particularly to a board-type game in which digital computing apparatus is provided to generate audible clues representing the movement of a hidden or invisible player upon the board. 
     While various prior art board games have employed various arrangements for concealing each player&#39;s pieces from his opponent, relatively few have employed a hidden or invisible player whose location is not known to any of the participants. One exception is the Parker Bros. game CODE NAME: SECTOR which is disclosed in applicant&#39;s earlier patent 4,171,135. One of the foreseeable problems is the provision of some means for controlling the behavior of the hidden opponent in a manner which is consistent with some predetermined set of rules of play. Likewise, it was heretofore difficult to provide any means for communicating the behavior of the hidden opponent to the human players or participants. In accordance with one aspect of the present invention, special-purpose digital computing apparatus is provided to both logically control the hidden opponent&#39;s behavior and to generate clues which give limited information about that behavior to the human participants in the game, while permitting the participants themselves to operate on a classic type of board playing field with its historically well-received visual attributes. 
     SUMMARY OF THE INVENTION 
     Game apparatus in accordance with the present invention involves playing field means such as a folding board carrying visible indicia defining a multiplicity of locations and permissible paths of movement between locations along which players can move representative tokens. A digital processor is provided with means comprising a fixed table of information representing the various playing field locations together with data representing the character of each location. Sound generating means are provided which are energizable by the processor to produce a selected one of a plurality of predetermined sounds, each of the predetermined sounds being characteristic of one type of location. A writable memory or register means is provided for storing the value representing a location on the playing field, i.e. the location of the hidden opponent. The stored value is alterable by means including a random number generator, operable upon player initiation, with the alteration being in conformance with predetermined rules based on said fixed table thereby to effect a corresponding change in the location represented by the stored value. The changes are thus unpredictable though in conformity with the rules. Upon each change, the sound generating means is activated to generate the preselected sound corresponding to the movement occurring. Player operable means are provided for initiating a capture operation and designating a location submitted to correspond to the current stored value. The repertoire of the sound generating means includes also predetermined sounds corresponding to a failure and success in matching the current stored value, the processor being operative to initiate the appropriate success or failure sound in the case of match or mismatch, respectively. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a plan view of a portion of a playing field board in the game of the present invention; 
     FIG. 2 is a view, to much reduced scale, showing how the portion of FIG. 1 fits into an overall board pattern; 
     FIG. 3 is a plan view of a digital electronic device employed in the game of the present invention for controlling and tracking the movement of a hidden opponent and for generating audible and visual clues relating to the hidden opponent&#39;s movement; 
     FIG. 4 is a side view, with parts broken away, of the device of FIG. 3 showing the arrangement of various components therein; 
     FIG. 5 is a circuit diagram illustrating the interconnection of components in the device of FIGS. 3 and 4; 
     FIG. 6 is a block diagram of the integrated circuit microcomputer employed in the circuit of FIG. 5; and 
     FIGS. 7A-7C comprise a table representing the binary code stored in the read only memory portion of the microcomputer of FIG. 6. 
    
    
     Corresponding reference characters indicate corresponding parts throughout the several views of the drawings. 
     DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Referring now to FIGS. 1 and 2, the board layout illustrated there is that employed in a commercial version of the game of the present invention sold under the trademark STOP THIEF. The overall layout represents four buildings together with adjacent streets. The buildings are partitioned into rooms, as may be seen from FIG. 1, and both the buildings and the street are divided into multiple playing locations or squares. Basically, the game involves having the human players move representative tokens so as to pursue and hopefully capture a hidden or invisible player, the thief, whose location is not initially known to the participants and whose location changes during the course of the game. As suggested previously, the location of the hidden opponent is generated and controlled by a digital computer device which, in normal operation, only provides limited clues as to the hidden opponent&#39;s location. 
     In addition to being subdivided into various locations, the board&#39;s indicia also provides an indication of character as to each location, i.e. street, floor, doorway, window, or crime location. In the embodiment illustrated, the locations which the thief may occupy are somewhat more limited than those which can be occupied by players and these limited locations are identified by being given discrete numeric identifiers. The participants or players on the other hand can move on what is, in effect, a finer grid of player locations. This finer grid is convenient for allowing the extent of movement of each player upon his turn to be determined by the throw of dice. 
     Both the thief and the players move in accordance with predetermined rules. Neither the thief nor the players are allowed to go over walls of a building. Both may go through doorways but only the thief can go through a window. In FIGS. 1 and 2, windows can be distinguished from doors by the presence of a higher sill. 
     Certain locations within each of the buildings are marked as crime locations. These are cross-hatched in FIGS. 1 and 2. A thief arriving at such a location is assumed to steal the valuables represented on the board. Once the thief has taken the valuables illustrated with a given crime location, that location is then treated as an ordinary floor location until the thief leaves the building, i.e. allowing the owners to replace the valuables according to the theory of the game. 
     At the start of a game, each player places a token representing himself at a common beginning point, the &#34;detective agency&#34; location indicated by reference character 15 in FIG. 2. Upon each person&#39;s turn, he initiates a movement of the thief, receives a clue as described hereinafter and then throws the dice to determine how many locations he may step off in pursuing the thief. Basically, each segment of the game proceeds with the players taking turns until one of the players believes his token is at or adjacent the thief&#39;s location. At such time, that player may attempt an arrest and test his supposition with the digital electronic device described hereinafter. 
     The mechanical arrangement of the handheld electronic device which provides clues as to the whereabouts of the hidden thief and other interactive playing features is illustrated in FIGS. 3 and 4. A molded plastic housing 20 comprises a base portion 21 and a cover portion 22 which is secured to the base by a clamp screw 23 and by interlocking ridges (not shown) at the mating edges. Clamped between the cover 22 and the base 21 is a printed circuit board 25. The lower portion of the printed circuit board 25 comprises a keyboard section 26 while the upper portion carries electronic circuitry as described hereinafter, including a single chip microcomputer 27. A battery 29 is enclosed in the lower portion of the base 21 and is provided with leads connecting it to the circuit board 25. The upper portion of the housing contains a loudspeaker 31 which is also connected to the circuitry on the board 25. 
     The keyboard 26 is, in the embodiment illustrated, of the conventional type in which interdigitated conductors are applied on the surface of the printed circuit board 25, these conductors being selectively bridged by a conductive spot on an overlying flexible diaphragm when a respective key location is touched by an operator&#39;s finger. 
     While most of the housing is preferably opaque, the cover 22 carries a transparent, ruby-tinted window through which a calculator-type seven-segment display 33 may be viewed. Display 33 is connected to the circuit board 25 by a flat, ribbon-type conductor 35. 
     The keyboard is arranged to provide ten keys, 1 through 9 and 0, for the entry of numeric data and five control keys. The control keys are &#34;OFF&#34;, &#34;ON&#34;, &#34;T&#34;(TIP), &#34;A&#34;(ARREST), and &#34;C&#34;(CLUE). The complete circuitry contained in the apparatus of FIGS. 3 and 4 is illustrated in FIG. 5 and is itself relatively simple. As will be understood by those skilled in the art, the microcomputer 27 itself comprises the capability to scan and interpret the keyboard, to drive the display 33 in a multiplexed mode, and to produce waveforms suitable for energizing the speaker 31 so that it emits various sounds. As will also be understood by those skilled in the art, the particular sounds generated and the interactive responses to the operation of the keyboard are dependent upon the program which is stored in the ROM section of the microcomputer. 
     The basic function of the digital computer apparatus is to implement a random number generating function for initially choosing a location for the thief and for selecting subsequent moves of the thief in an unpredictable manner. Each such move is initiated by the player whose turn is up by operating the &#34;C&#34;(CLUE) key on the keyboard 26. When the thief moves, the device also generates an audible clue as described hereinafter. The random number generating routines utilizes the random access writable memory (RAM) portion of the microcomputer 27 as do various of the other of the program segments stored in the read only memory portion of that device. Likewise, the value representing the current location of the thief is kept in RAM. The computing apparatus, however, also includes a fixed table of information representing the board locations which may be occupied by the thief and, for each location, the character of that location. This is essentially in the form of a directory of possible next locations or moves which are in accordance with the rules. The device is programmed so that the movements of the thief, though unpredictable, are in correspondence with rules correlating to the indicia printed on the board of FIG. 1. The thief will not, for example, pass through walls. Each individual move of the thief is only from one numbered location to an adjacent numbered location. 
     In addition to effecting periodic changes in the data representing the hidden player&#39;s location, the electronic device also provides audible and visible clues regarding the thief&#39;s location each time the thief moves. For this purpose, the device includes the loudspeaker 31 and a 7-segment LED array 33 as may be seen in FIGS. 3 and 4. The processor is programmed to generate a characteristic sound accompanying each of the thief&#39;s moves which sound characterizes the type of location to which the thief is moving. While the sounds most easily implemented with straightforward microprocessor circuitry are somewhat more musical than exact sound effects, sufficient characteristics are easily obtainable to allow accurate correlation by the players with a type of location intended. In the embodiment illustrated, the following types of sounds were utilized as location clues. 
     
         ______________________________________LOCATION      SOUND           SYMBOL______________________________________Crime         Wailing siren (alarm)                         CrFloor within building         A pair of short squeaks                         FlDoor opening  Slow rising squeak                         DrWindow (Breaking)         Tinkling glass  GlStreet        Clopping        StSubway        Clicking rails  St______________________________________ 
    
     In addition to the sound clue generated, the processor energizes the LED display to indicate on the right hand pair of alphanumeric symbols indicating the type of location. Corresponding symbols are indicated in the above table to the right of the sound characteristics. The leftmost digit of the display is also energized to indicate the number of the building or street in which the thief is then located thereby providing a clue for further narrowing the locations which need to be considered by the players. The types of locations are varied and arranged on the board so that a sequence of audible clues can eventually be associated, by the players, with patterns of locations on the board, thereby to find the thief. 
     As indicated previously, the game proceeds until one of the players believes he is at or adjacent the thief&#39;s location. At this point, the player initiates an arrest operation. This is done using the digital electronic device&#39;s keyboard 37. The player performs the arrest by first pressing the ARREST button and then pressing numbered buttons in sequence to designate first the building or street where the arrest is to be made and then the specific location. The processor is programmed to compare the location value entered by the player with the stored value representing the then current location of the thief. 
     The repertory of the sound generating portion of the device&#39;s program includes sounds corresponding to failure and success in matching the current thief&#39;s location. The processor initiates the appropriate success or failure sound in the case of match or mismatch, respectively. In each case, the particular embodiment illustrated emits a wailing siren sound to simulate police being summoned. If a match was obtained, simulated gunshots are heard and a paddy wagon type sound (high/low alternating horn) is given to indicate that the thief is being taken away. If a mismatch is obtained on the other hand, a &#34;raspberry&#34; discordant sound is emitted in place of the shots and paddy wagon sound. To provide a further element of chance, the thief is, in the commercial embodiment illustrated, occasionally allowed to escape even though a proper match is obtained. In this case a nyeah-nyeah sound is generated. 
     In the particular embodiment illustrated, the digital processor, the fixed table representing the playing field locations together with their character, the algorithms for generating random number sequences and for generating predetermined sounds are all incorporated in a single chip microprocessor. In this version, the particular processor is the Texas Instruments Model TMS-0980 single chip microcomputer. A block diagram of this particular microcomputer, obtained from the commercial literature of the source company, is shown in FIG. 6. The manner in which this microcomputer is interconnected with the speaker 31, the LED array of the keyboard 37, is illustrated in FIG. 5. 
     As indicated previously, both the fixed table representing the playing field board and the algorithms for random number and sound pattern generation are incorporated in the overall microcomputer itself, this code being entered into the ROM portion of the microcomputer memory during manufacture. As is understood by those skilled in the art, this technique of incorporating customer code in an otherwise standard microcomputer chip is available through a variety of manufacturers at the present time and it should be understood that this game could be implemented with the processors available from other sources and that the particular detailed code would depend upon the instruction set available with the particular microprocessors available through those manufacturers. The actual code employed in a commercial version of this game using the TMS-0980 microcomputer is given in FIG. 7, the form of presentation (hexadecimal) being that taken as standard by the manufacturer. 
     In addition to the basic game described above, the particular commercially implemented version illustrated herein provides additional features and embellishments. While, in general, the thief moves only from one numbered location to an adjacent numbered location, an exception exists when the thief reaches one of the subway entrances. He is then permitted on his next move to emerge at any of the other subway stations and to proceed from that point. Thus, though not physically contiguous on the playing board, these locations may be considered to be topographically contiguous in the underlying concept of the game and the fixed table stored in the microprocessor read-only memory reflects this fact. Likewise, the repertory of sound clues preferably includes a further sound which mimics clicking rails as heard when riding on a subway so as to be able to fairly clue the players that the thief has made such a move. 
     Further, the commercial version of the game provides various player embellishments and a means of scoring over several game segments to select an overall game winner. For scoring, a reward is placed on the head of each thief, which reward is turned over to the capturing player. These different thieves are entered into the game in succession by turning cards of a shuffled deck. The first player to accummulate a preselected sum of the reward money is considered the winner. Likewise, the players are provided with dealt &#34;sleuth&#34; cards, each of which, when played at the start of a turn, gives a player a stated advantage, such as, allowing him to initiate extra clue operations from the digital processor device to make extra steps along the board or to impose certain penalties on other players. As will be understood these features have analogs in other games such as the games of Monopoly and Clue and are essentially apart from the novel features of the present game. However, one particular bonus which a player can obtain utilizes the digital electronic apparatus of the present invention. If the player is dealt a particular type of sleuth card, or otherwise obtains such a right, he utilizes the advantage by pressing the T(TIP) control key on the keyboard 26. The microcomputer 27 is programmed to respond to this operation by actuating the display 33 to indicate the current location of the thief. This allows a player, who believes he is close enough to make an arrest, to confirm his suspicions under situations involving ambiguity, i.e. where there are one or more possible locations which could have been reached by the thief, following a trail generating the same sequence of audible clues. Part of the skill involved in playing the game is thus in determining when to play such rights as well as determining the thief&#39;s possible locations from the sequence of audible clues. 
     While the present invention was always conceived as a hand-held, wholly electronic device capable of battery powered operation, initial prototypes were constructed using a developmental or prototyping system manufactured by the Intel Corporation of Sunnyvale, Calif. so that initial programming could be performed using a standard, high level language. This prototyping was done with the understanding that substantial code compaction could then be performed to implement essentially the same system using a single chip microcomputer in which the program code was entered into the read only memory of the microcomputer during manufacture. The prototype program, written in PL/M, is reproduced in Appendix A attached to this application. 
     In view of the foregoing, it may be seen that several objects of the present invention are achieved and other advantageous results have been attained. 
     As various changes could be made in the above constructions without departing from the scope of the invention, it should be understood that all matter contained in the above description or shown in the accompanying drawings shall be interpreted as illustrative and not in a limiting sense. ##SPC1## ##SPC2##