US3655189A - Automatic electric baseball game - Google Patents

Automatic electric baseball game Download PDF

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US3655189A
US3655189A US48505A US3655189DA US3655189A US 3655189 A US3655189 A US 3655189A US 48505 A US48505 A US 48505A US 3655189D A US3655189D A US 3655189DA US 3655189 A US3655189 A US 3655189A
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ball
playing field
play
base
player
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Delbert S Alexander Jr
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STATE NATIONAL BANK
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STATE NATIONAL BANK
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/06Games simulating outdoor ball games, e.g. hockey or football
    • A63F7/0604Type of ball game
    • A63F7/0608Baseball

Definitions

  • a baseball game apparatus includes a defensive control unit with pitch selection switches manually controlled by a player serving as pitcher, and an offensive control unit with pitch anticipation switches on which a player serving as batter selects and swings at or passes an anticipated pitch.
  • a mixer stepping unit randomly selects the resulting play from a category of plays determined by the degree of correspondence between the defensive and offensive pitch switches. The selected play controls sequential energization of a series of lights under a translucent playing field to simulate the movement of a batted all.
  • a player stepping unit energizes a further series of lights to animate men which converge towards the batted ball flight path.
  • a base running relay energizes lights arranged in a diamond-shaped pattern to animate runners advancing around a base path. Interlocking relays allow one runner to be held on a base while another runner advances.
  • a motor driven play animation unit energizes further series of lights to simulate the ball being returned to the infield.
  • a plurality of stepping relays records the progress of the game, and in response to predetermined positions, such as third out, control energization of the relays and lights to modify the game condition then being displayed.
  • This invention embodies improvements over prior automatic electric baseball games, wherein persons playing this improved version are provided with revised and additional means which greatly enhance the playing, the competition and the enjoyment of the game.
  • One of the main improvements over prior games is the variety of plays provided by the unique arrangement of the plays in this improved apparatus.
  • the person acting as the Pitcher makes a pitch DOWN THE MIDDLE and Batter" swings DOWN THE MIDDLE-to the resulting play is a HOME RUN each time. Extensive observations and research have indicated that this is not substantially true. A batter would probably hit a Home Run on only two or three of ten pitches even if the pitch is exactly where he anticipated it to be.
  • This improved invention categorizes the hits, outs, fouls, etc., in such a manner as to afford the person playing the game as much variety as they would expect in a real game of baseball.
  • Another improvement that is incorporated in this invention is the selection of pitches afforded the Pitcher, and the corresponding selection for the Batter.
  • the batter is anticipating the type of pitch that will be thrown, such as CURVE, FAST BALL, or SLIDER, it is of greater importance to him to know the kind of pitch being offered rather than the relative height of the pitch, as was used in prior games.
  • a further improvement in this invention over the prior art is the extensive use of lighted animated men in conjunction with the simulated ball to enact each play on the playing field, and the incorporation of more than one play in the same series of lights to create additional suspense, plus the unique means employed to control the illumination of the various plays at the proper time.
  • Still another novel feature of this invention not disclosed in the prior art is means whereby the defensive player may intentionally Walk? a batter in hopes of creating a double-play.
  • the ofiensive player on the other hand, has means whereby he can Attempt Sacrifice Bunt to advance his base-runner beyond a double-play situation, and at the same time put him in a scoring position.
  • This invention has been designed to be played by two or more persons wherein the greatest amount of competition, strategy and suspense is to be realized as one would expect in a real game of baseball played at the professional level.
  • One person functions as an offensive operator and the other as a defensive operator, in which positions they alternate in each half inning.
  • the game comprises a translucent playing field with miniature baseball players and the throwing and bouncing of a baseball animated thereon. These animations become visible only when their respective lights are illuminated beneath them.
  • the playing field is preferably mounted in an upright position on a suitable base designed primarily to house the equipment used in the function of the game.
  • Extending from the base are a pair of cables with identical control panels attached.
  • Each control panel has offensive and defensive means for playing the game, thus eliminating the necessity of the players having to change sides or positions, or having to exchange panels.
  • One player represents the HOME TEAM and his opponent represents the VISITORS.
  • the components employed in the functioning of the game, in addition to the lights used for animation are as follows:
  • a motorized Pitcher unit primarily for simulating the throw from the Pitcher to the Catcher, and vice versa.
  • An electrically impulsed rotary stepping switch referred to as the Mixer from which each play of the game is eventually determined.
  • a group of interlocking type electrical relays designed to control the movement of the base-runners.
  • a transformer for reducing the current supply to a relatively low voltage is provided.
  • Control Panels more or less assume the roles of Manager and/or Coach for their respective teams. They make the decisions and the animated men on the playing field carry out their instructions.
  • the person representing the Home Team has the authority over the animated men stationed on the playing field in the normal baseball positions. He therefore operates the defensive portion of his control panel.
  • This portion provides him with a pair of manually operated rotary switches, one of which designates a variety of pitches common to baseball, such as CURVE, FAST BALL,” and SLIDER.”
  • the other of which has designated areas such as OUTSIDE, STRIKE,” INSIDE” and PITCHOUT.
  • a simple momentary contact PITCH switch for initiating the simulated throw from pitcher to batter.
  • the person representing the VISITOR at the beginning of play has authority over the batter and any subsequent baserunners. He operates the offensive portion of his control panel which provides him with a manually operated rotary switch which has CURVE, FAST BALL and SLIDER designations also. This rotary switch furthermore has an ATTEMPT SACRIFICE BUNT designation. The offensive portion of the control panel also has a lever action switch that represents a bat for the batter.
  • the defensive operator sets one of his rotary switches at CURVE, FAST BALL or SLIDER for the type of pitch he wants his animated Pitcher to throw. He also sets his other rotary switch at OUTSIDE,” STRIKE, or INSIDE,” indicating the area in which he wants the ball thrown.
  • the offensive operator attempts to anticipate what the defensive operator has selected by likewise setting his rotary switch at CURVE, FAST BALL or SLIDER. He then places his lever switch in the AT BAT position on his control panel. This allows the defensive operator to operate his PITCH switch, thereby causing his animated Pitcher to throw the simulated ball toward the animated batter.
  • the offensive operator has the choice of instructing his batter to swing at the pitch or let it pass. If he wants his batter to swing, he advances his lever to the SWING position on his control panel as the pitch reaches the batter. Otherwise he merely lets the pitch pass to the catcher. He should then place his lever in the OUT OF BOX position on his control panel thereby preventing the pitcher from making another pitch until he returns to AT BAT.
  • the pitch was a CURVE INSIDE and the batter, expecting a FAST BALL, swung at the pitch. In this instance, he was fooled completely. First, he anticipated the wrong pitch, and secondly, he swung when he should have let the pitch pass since it was INSIDE. This particular play would be in the D category which is comprised of plays most likely to happen when the batter guesses wrong and swings at a bad pitch (outside or inside). This category consists of mostly outs.
  • Category A is comprised of plays most likely to occur when the pitch is a STRIKE and is exactly the type that the batter is anticipating. Naturally the best bits are included in this category, such as Home Runs, Triples, Doubles, etc., although the possibility of a Foul and a Swing-and-Miss are also included.
  • Category B is when the batter anticipates the type of pitch correctly and swings, but the pitch is a BALL (outside or inside), which he should have let pass.
  • the plays in this category consist mainly of Fouls" and Swung-and-Missed” situations.
  • the amount of outs” in this category are relatively few to compensate for having guessed the right type of pitch, and likewise, the amount of hits are relatively few because he swings at a bad pitch.
  • Category C is substantially the same as category B. It is the result of the batter swinging at the wrong type of pitch, but the pitch is a Strike. His chances of getting a hit are slightly less than category B due to the fact that guessing the right type of pitch is considered more important than the area in which it is thrown.
  • FIG. 1 is a direct view of a preferred embodiment of the game, showing the playing field in an upright position, and is a top plan view of one of the control panels afi'orded each operator each operators control panel being identical.
  • FIG. IA is an enlarged plan view of a portion of FIG. 1, showing the legends contained therein.
  • FIG. 2 is a side plan view of FIG. I, and a side plan view of the other of the identical control panels.
  • FIG. 3 is an oblique view of the type of motorized unit used to animate the men on the playing field and the bouncing ball.
  • FIG. is a side plan view of a portion of the same type of unit shown in FIG. 3, showing wiper fingers engaging one of the discs.
  • FIG. 5- shows diagrammatically the defensive switches and associated circuitry (upper portion of the figure), the offensive switches and associated circuitry (lower portion of the figure), and the play release relay PR and the player selection relays A-B-C-D (middle portion of the figure).
  • FIG. 5A is a side view of one of the offensive switches of FIG. 5.
  • FIG. 6 shows plan views of the discs (or plates) mounted on the motorized pitch unit, showing the relative positions of the contacts on the face of the disc and the wiper fingers that engage them.
  • FIG. 7 is a symbolic drawing of a group of Play Control" relays and their respective switches which control the enactment of each play in the game.
  • FIG. 8 is a plan view of disc No. 1 of the two discs mounted on the Mixer unit stepping switch, showing the categoric arrangement of the contacts thereon in regard to the chart of FIG. 8, and the relative positions of the wiper fingers that engage them.
  • FIG. 8A is a plan view of the Mixer Unit solenoid for stepping the Mixer switch, FIG. 8.
  • FIG. 9 shows plan views of the discs that are assembled on the Animation motorized unit, showing the arrangement of various contacts thereon for illuminating the lights that animate the plays in the game.
  • FIG. 10 is a plan view of the light board located immediately beneath the translucent playing field in FIG. 1, showing only the lights that correspond with and are responsive to the contact arrangement of the play animation discs shown in FIG. 9.
  • FIG. 11 is a plan view of the face of the disc assembled on the BALLS, STRIKES, OUTS and INNINGS count stepping units showing the relative positions of the wiper fingers, in regard to the contacts thereon, and a symbolic diagram of the relay employed to change the players control panels from offensive operation to defensive operation and vice versa, each time three outs are made.
  • FIG. 12 is a plan view of disc No. 2 of the Mixer unit stepping switch likewise showing the categoric arrangement of certain contacts which correspond to, and represent the same plays as shown in disc No. 1 (FIG. 8).
  • FIG. 13 is a symbolic diagram of the interlocking type relays employed to control the advancement of the base-runners around the bases.
  • FIG. 13A is a symbolic diagram of the interlocking type relay also employed to control the advancement of the base runners around the bases.
  • FIG. 14 is a plan view of the face of the disc assembled on the motorized BASE RUNNING unit, showing the relative positions of the wiper fingers in regard to the contacts thereon.
  • FIG. 15 is a plan view of the diamond, or base running portion of the light board beneath the translucent playing field, showing only the lights involved in the advancement of men around the bases.
  • FIG. 16 is a plan view of the face of the disc assembled on a motorized END OF INNING reset unit, showing the relative positions of the wiper fingers in regardto the contacts thereon.
  • the pitcher has nine different pitches to select.
  • the pitches are: curve (inside, strike, outside); and slider (inside, outside, strike); fastball (inside, outside, strike).
  • the batter has three pitches at which he can swing; curve, and fastball, slider.
  • the selections of the batter and pitcher result in one of four categories which will be termed as A, B, C or D.
  • a category batter guessed correct type and the pitch was a strike.
  • B category batter guessed correct type and the pitch was a ball (inside or outside).
  • the batter After the selections are made by the pitcher and the batter, the batter must have his Swing Lever Switch (SLS) FIG. 5, at position (2) before the Pitch Button (PB) can become operative. This prevents the pitcher from pitching before the batter is ready.
  • the Current Source (CS) to make the pitch button operative begins at the Swing Relay R1 FIG. 7.
  • the circuit denoted as SW1 goes directly to position No.2 of the swing lever (SLS) FIG. 5.
  • the pitcher can complete the circuit to the pitch motor by closing the pitch button switch (PBS) FIG. 5.
  • the pitch unit consists of a motor FIG. 6 which drives two sets of fingers around two separate discs.
  • Pitch disc No.1 (PDNo.1) consist of the sets of common fingers (PF 1, PF2, PF3 and PF4, PFS, rm each set insulated from the other and also from the unit, FIG. 6.
  • Pitch disc No.2 has three sets of common fingers insulated from each other and from the unit PFB, PF9 and PFM, PFll, PFIZ). Common fingers PF9 and PFlt) are mounted at 180 rather than on top of each other as shown in FIG. 6.
  • SLS swing lever switch
  • CS current source
  • the circuit 91a FIG. 5
  • the circuit 91a FIG. 5
  • the RT circuit then goes directly to pitchers Inside, Strike Outside switches, and continues thru contacts Skl and comes out A.
  • the A circuit then goes directly to energize the Play Selection Relay A FIG. 5.
  • the A2 circuit coming from the A relay goes directly to the A section of the Mixer Stepping Unit disc 1, FIG. 8.
  • the Mixer Stepping Unit has four sets of insulated fingers denoted MFA, MFB, MFC, and MFD. Each set contains two common fingers.
  • This unit is conventionally stepped to successive positions by a ratchet responding to impulses given to the Mixer Unit solenoid (MS FIG. 8A). Assume the fingers in the A" section are resting on Tri (triple); the tri circuit goes directly to the proper play animation disc (201) FIG. 9.
  • the source of current begins at the swing relay (R1) (PLC), FIG. 7.
  • the circuit goes directly to the play animation disc motor (AM). Once motor (AM) starts it is kept running, via disc 200 and common fingers AMF, for one half revolution in a manner similar to the pitch motor. All the other play animation discs of FIG. 9
  • Lamp 34 represents the centerfielder throwing the ball back to the infield and is held illuminated until 10 is illuminated representing the short stop catching the throw in the infield.
  • the "A set of fingers will illuminate 29, 30, 31, 32, 33, 35, 36 and 37 representing the ball bouncing off the fence and going out into center field.
  • the circuit 910 going into the pitchers switch will go thru contacts Ca on the batters switch and continue thru contacts CI in the pitchers Type switch and becomes circuit (RT).
  • the (RT) circuit then continues to the pitchers Inside" Outside Strike switch, goes thru contacts N2 and comes out B.
  • the B circuit goes directly to B relay (Play control relay 2) FIG. 5.
  • the B2 circuit coming from the B relay goes directly to the B section of the mixer stepping unit 1, FIG. 8. If the fingers MP8 on the 8" section of the disc are resting on SIN-2, the circuit goes directly to play animation disc 203.
  • the A fingers on disc 203 will illuminate lamps 38, 39, 40 and 41, then the B fingers will hold 41 for a longer period of time, then illuminate 38, 42 and 53 representing the ball being thrown back to the infield and caught by the second baseman. If the play had been DOU-2, the A fingers would have illuminated lamps 38, 39, 40, 41, 49, 50, 51, 52, 38 and 53, representing the ball bouncing out to the fence and being thrown back to the infield.
  • the circuit 91a going into the batter switch will go thru contacts Ca on the batter switch then go thru contacts S1 and come out WR' on the pitchers Type" switch.
  • the WR' circuit then goes over to the pitcher Inside Strike Outside” switch, goes thru contacts SK2 and comes out C.
  • the C circuit goes directly to the C relay, FIG. 5.
  • the C2 circuit coming from the C relay goes directly to the C section of the mixer stepping unit disc 1, FIG. #8. If the fingers MFC on the C section of the disc are resting on F LY-2, the circuit goes directly to PAD 202.
  • the A fingers on disc 202 will illuminate lamps 43, 44 and 45, then the B fingers will illuminate 46, representing the right and center fielders running back after a fly ball and catching it.
  • the circuit 91a going into the batter switch will go thru contacts Sa in the batter switch up thru contacts F3 on the pitchers type switch and come out WR.
  • the WR circuit goes over to the pitcher Inside, Strike, Outside switch, continues through contacts 02 and comes out D.
  • the D circuit goes directly to the D relay, FIG. 5.
  • the D2 circuit coming from the D relay does directly to the D section of the Mixer Stepping Unit Disc 1 (FIG. 8). If the fingers MFD on the D section of the disc are resting on the fly-1 contact, the circuit goes directly to the pad No.204, FIG. 9.
  • the A fingers on PAD No.2tl4 will illuminate lamps 23,24,25 and 26 representing the short stop and left fielder running after a fly ball and catching it. If the fingers were resting on foul-2, the A set of fingers would illuminate 23, 24 and 25, then the B set of fingers would illuminate 27 and 28, representing the fielders running after a fly ball which dropped into foul territory.
  • the resulting play will be determined automatically as out-at-first (OAF), Double Play (DP), or Out-at-I Iome (OAI-I) depending on the position of any men on base and the number of outs.
  • OAF out-at-first
  • DP Double Play
  • OAI-I Out-at-I Iome
  • the inf-out circuit is divided into two parts, inf-out a" and inf-out b," FIG. 8.
  • the inf-out a" circuit goes directly to disc 205 (FIG. 9) to illuminate lamps 678910 to animate the ball bouncing thru the infield and caught by the 3rd baseman.
  • the inf-out b" circuit goes directly to the out stepping unit (OSR), FIG. 11. If the A set of fingers are resting on 0 (no outs) the circuit denoted as 00 goes directly to the 1st base relay, FIG. 13.
  • the circuit goes directly to energize the out at first relay-R7 (FIG. 7
  • the circuit OAF from the relay-R7 goes directly to the OAF section of disc 205 (FIG. 9).
  • the first base relay is in position 2 (pos.2), indicating a baserunner on first
  • the circuit 00 goes over to the third base relay.
  • the third base relay is in position 1 (pos. 1) indicating no base runner on third base
  • the circuit goes directly to energize the double play relay-R9 (FIG. 7).
  • the circuit DP from relay-R9 goes directly to the DP section of disc 205, FIG. 9.
  • the 00 circuit from the first base relay will go directly to energize the out at home relay-R10.
  • the circuit OAH' from the relay R10 goes directly to the OAH section of disc 206. If the A" set of fingers are resting on 1 (one out), the circuit denoted as 01 goes directly to the first base relay, FIG. 13. If the first base relay is in position 1 (pos 1), the 01 circuit goes to energize the out at first relay-R7. If the first base relay is in position 2 (pos 2), the 01 circuit goes to energize the double play relay- R9.
  • the circuit denoted as 02 goes directly to out at first X relay-R8.
  • the circuit OAF from the relay R7 goes directly to the OAF section of disc 205.
  • the play is OAF, the A fingers on disc 205 will illuminate lamps 54, Ill, 12, 13, 14, 15, and 22, animating the ball being thrown to first base and caught by the first baseman.
  • the play is a double play, the B fingers on disc 205 will illuminate lamps 16,17, 18, 19, 20, 21 and 22, animating the ball tossed to second base, caught by the second baseman, then thrown to first base and caught by the first baseman.
  • the play is OAH the A fingers on disc 206 will illuminate lamps 8,7,6 and 47, animating the ball being thrown to home plate and caught by the catcher.
  • circuit 1 goes to the playing fiia, FIG. 10, to illuminate ball 1 lamp.
  • the circuit LPa from the sac bunt relay R6 goes thru the LPa contacts on the ball relay R4 directly to the LPa section on pitch unit disc 1, FIG. 6.
  • the circuit ST goes to energize the strike relay R3, FIG. 7.
  • the max circuit originating at the sac-bunt relay R6 goes thru the contacts on the strike relay R6 and directly to the Strike Light 205 on the playing field. Since there is only one strike selection, there is no need to send the circuit back thru the pitchers Inside Strike Outside switch.
  • the 200X circuit from the sac-bunt relay R6 goes thru contacts on the strike relay R3 over to TP' and the pitchers Curve Fastball Slider switch, thru contacts S4 to the Slider light 203 on the playingfield.
  • the 93 circuit goes to contact 93 on the strike relay R3. Since the relay is energized the SSU' strike step up circuit goes to the Strike Stepping Unit (SSR), FIG. 11, stepping it to position number 1.
  • SSR Strike Stepping Unit
  • the circuit from position 1 goes to the playing field FIG. 10, (305) to illuminate the strike lamp.
  • the LP circuit from sac bunt relay R6 goes thru the LPa" contacts on the strike relay R3 to the LPaa section of the pitch unit disc, FIG. 6, to animate the ball being thrown back to the pitcher (the same as previously described).
  • the batter decides to attempt a sacrifice bunt, he puts his switch in the sac bunt position.
  • the swing relay R1 is energized, as previously shown, the circuit 91a goes from the swing relay Rl to the BSa contacts on the batters switch, FIG. 5.
  • the SB circuit in turn energizes the sacbunt relay R6, FIG. 7. Assume the pitcher selected a Fastball, Inside.
  • the SBlcircuit coming from sac-bunt relay R6 goes over to the pitchers Outside Inside Strike switch FIG. 5, goes thru contacts N3 and comes out to circuit BA which causes the Ball" relay R4 to become energized.
  • the bunt foul circuit SBB' coming from the ball relay R4 goes directly to the sac bunt foul section of disc 207, FIG. 9, to animate the ball bouncing foul on the playing field, FIG. 10.
  • Circuit 207 from the contact on the sac-bunt relay R6 goes directly to the sac bunt light (207) on the playing field, FIG. 10.
  • the sac-bunt relay R6 breaks the current source to LPa, SB2, 200x and 93 so although the ball or strike relays are energized, the information is not illuminated on the playing field, the ball is not thrown back to the pitcher, the ball or strike stepping units are not energized. Assume the pitcher selected a Fastball, Strike.
  • the circuit 910 from the swing relay R1 goes thru the SBa contacts on the batter switch and energizes the sac-bunt relay R6.
  • the circuit S131 from the sac-bunt relay R6 goes over to the pitchers Outside" Strike" Inside switch thru contacts SKS and to circuit ST causing Strike relay R3 to become energized.
  • the SB2 circuit on the sac-bunt relay R6 goes thru contacts on the strike relay R3 and comes out 888.
  • the SBS circuit goes to the 3rd base relay, FIG. 13. If the relay is in position 1 (pos 1) indicating no base runner on third base, the circuit comes out BFA (a bunt fair).
  • the BFA circuit goes to the sac-bunt fair section of the disc 206 to animate the ball bouncing to the pitcher and thrown to first base.
  • the SBS circuit goes over to the 2nd base relay. If the second base relay is in pos 1, the circuit comes out bunt fair; if the 2nd base relay is in position 2 the circuit comes out bunt foul.
  • the S and M circuit instead of going to a PAD (play animation disc), FIG. 9, as all other plays, goes to the S and M contacts on the PD 1, FIG. 6.
  • the fingers PF] and PF2 cross the S and M contacts the SM circuit goes to energize the S and M relay R2, FIG.
  • the 1X contacts on the S and M relay R2 complete the 100K circuit that the swing relay R1 broke, thereby turning the lamps on the playing field back on.
  • the 100A circuit brings the catcher and batter back on.
  • the LPa circuit goes to PD 1, FIG. 6, to illuminate the ball being thrown back to the pitcher.
  • the S and M light circuit goes to illuminate the S and M light on the playing field, FIG. 10.
  • the SSU circuit goes to energize the strike stepping unit (SSR), FIG. 1 1, as the fingers PFlll and PF 12 cross contact 93 on the PD2, FIG. 6.
  • FIG. 6 cross contact 94 the 94'circuit goes thru contacts IW' on the pitcher switch over to energize the int-walk relay R5.
  • the Swa circuit is broken preventing the swing relay R2 from being energized.
  • the P circuit is broken and the PW circuit is completed to the PW section of pitch disc 1, FIG. 6, illuminating lamps 2A, 3A, 4A and 5A, instead of 2, 3, 4 and 5 on the playing field, FIG. 10.
  • the LP circuit is broken preventing the ball and strike relays R3 and R4 from being energized.
  • the max circuit is broken and the B circuit is completed, illuminating the catcher receiving the outside pitch from the pitcher, FIG. 10.
  • the LAP circuit is broken and the LAPW is completed illuminating the pitcher throwing the ball to the catcher and the catcher returning the ball to the pitcher, FIG. 10.
  • the BSU circuit goes to the ball stepping unit (BSR), FIG. 11, when the fingers PFII and PF12 pass over contact 93, FIG. 6. If the play is to result in an out or a foul, the circuits going to the outs stepping unit, FIG. 1 l, or the strike stepping unit, FIG. 11, are located on the individual play animation disc, FIG. 9.
  • the out circuit (OSU) goes directly to the outs stepping unit coil.
  • the bunt foul strike step-up circuit (PAD) 207 goes to the strike stepping relay coil (SSR), FIG. 11.
  • the swing foul strike step up circuit (SSUa) (PAD) 204 goes to the SSRa section of the strike stepping unit. If there are no strikes or one strike the SSUa circuit will go to the outs stepping relay coil. If there are two strikes the circuit will be broken, FIG. 11. If the batter is struck out as the result of a let Pass, swing and miss, or sac bunt foul with two strikes, the third strike circuit 95 coming from fingers C on the SSR, FIG. 11, goes to the contact 95 on the PD2, FIG. 6. When the fingers PFll and PF 12 cross contact 95, the circuit goes directly to the outs stepping unit coil, FIG. 11. When an out is made the circuit 96 on the outs step up coil goes to reset the ball stepping unit and the strike stepping unit, FIG. 11.
  • the base running disc, FIG. 14, consists of five (5) sets of insulated fingers; A, B, C, D and E. Each set consists of two (2) fingers.
  • the E Fingers keep the motor running for one (1) quarter of a turn, 90, once the motor starts.
  • the base running disc consists of four (4) sections; 11-! lights the lamps 101 to 105; 1-2 lights the lamps 106 to 110; 2-3 lights the lamps 111 to 115; 3-I-I lights the lamps 116 to 120, FIG. 15.
  • the source of current for the I-I-1 section originates from the Home relay, FIG. 13A; the 1-2 section from the 1st base relay, FIG.
  • the home relay is closed (indicating a batter at home) by the PH circuit from the pitch disc 2, FIG. 6, and is opened (indicating no batter at home) by the RH circuit on the H-1 section on the base running disc.
  • the 1st base relay is closed (indicating a base runner on first base) by the circuit Pl on the I-I-l section of the base running disc and is opened (indicating no base runner on first base) by R1 on the 1-2 section of the base running disc.
  • the 2nd base relay is closed by P2 on the 12 section and opened by the R2 on the 2-3 section.
  • the 3rd base relay is closed by P3 on the 2-3 section and opened by

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Abstract

A baseball game apparatus includes a defensive control unit with pitch selection switches manually controlled by a player serving as pitcher, and an offensive control unit with pitch anticipation switches on which a player serving as batter selects and swings at or passes an anticipated pitch. A mixer stepping unit randomly selects the resulting play from a category of plays determined by the degree of correspondence between the defensive and offensive pitch switches. The selected play controls sequential energization of a series of lights under a translucent playing field to simulate the movement of a batted all. A player stepping unit energizes a further series of lights to animate men which converge towards the batted ball flight path. A base running relay energizes lights arranged in a diamond-shaped pattern to animate runners advancing around a base path. Interlocking relays allow one runner to be held on a base while another runner advances. A motor driven play animation unit energizes further series of lights to simulate the ball being returned to the infield. A plurality of stepping relays records the progress of the game, and in response to predetermined positions, such as third out, control energization of the relays and lights to modify the game condition then being displayed.

Description

United States Patent Alexander, Jr.
[151 3,655,189 [451 Apr. 11,1972
[54] AUTOMATIC ELECTRIC BASEBALL GAME [72] Inventor: Delbert S. Alexander, Jr., Evanston, Ill.
[73] Assignee: State National Bank, Evanston, Ill.
[22] Filed: June 22, 1970 [21] Appl. No.: 48,505
Related US. Application Data [63] Continuation of Ser. No. 683,885, Nov. 17, 1967,
abandoned.
52 US. Cl ..273/88 [51] ..A63f 9/00 [58] Field of Search ..273/88, 89, 83
[56] References Cited UNITED STATES PATENTS 994,963 6/1911 Sutton ..273/88 2,689,129 9/1954 Hooker ..273/88 2,925,275 2/1960 Schlapa ..273/88 1,888,537 11/1932 Mayorga ..273/88 1,943,685 l/1934 Mayorga ..273/88 2,258,272 10/1941 Alexander ..273/88 2,495,620 1/1950 Werle et a1. ..273/88 994,963 6/1911 Sutton ..273/88 1,888,537 11/1932 Mayorga ..273/88 1,943,685 l/l934 Mayorga ..273/88 2,258,272 10/1941 Alexander ..273/88 2,495,620 l/1950 Werle et al. ..273/88 2,689,129 9/1954 Hooker ..273/88 2,925,275 2/1960 Schlapa ..273/88 Primary ExaminerRichard C. Pinkham Assistant ExaminerPaul E. Shapiro Attorney-Hofgren, Wegner, Allen, Stellman & McCord [57] ABSTRACT A baseball game apparatus includes a defensive control unit with pitch selection switches manually controlled by a player serving as pitcher, and an offensive control unit with pitch anticipation switches on which a player serving as batter selects and swings at or passes an anticipated pitch. A mixer stepping unit randomly selects the resulting play from a category of plays determined by the degree of correspondence between the defensive and offensive pitch switches. The selected play controls sequential energization of a series of lights under a translucent playing field to simulate the movement of a batted all. A player stepping unit energizes a further series of lights to animate men which converge towards the batted ball flight path. A base running relay energizes lights arranged in a diamond-shaped pattern to animate runners advancing around a base path. Interlocking relays allow one runner to be held on a base while another runner advances. A motor driven play animation unit energizes further series of lights to simulate the ball being returned to the infield. A plurality of stepping relays records the progress of the game, and in response to predetermined positions, such as third out, control energization of the relays and lights to modify the game condition then being displayed.
15 Claims, 20 Drawing Figures BALLS RUNS OUTS l2 4 8 10 i 2 3 I 12 5 l2 3 4 1 HOME TEAM SCORE INNINGS VlSlTOR'S SCOREJ DEFENSIVE PITC R) CONTROLS STRIKE FAST BALL \msios -OUTSIDE c VE- 6 -SL1DER Pl C SWING ALL AT BAT-Q our OF BOX OFFENS 1E (BATTER) CONTROLS FAST a CURVE suoen Patented April 11, 1972 14 Sheets-Sheet 2 Patented April II, 1972 14. Sheets-Sheet 5 Rll Patented A ril 11, 1972 3,655,189
14 Sheets-Sheet 6 MIXER STEPPING UNIT DlSC-l /lNF-0UT s M D2 /INFOUT INF-OUT FOUL-2 s1 N-l FLY-2 \FOUL-I \ERROR sm SINGLE DOU------ DOUBLE C2 TRI TRIPLE HR HOME-RUN FLY FLY-OUT s +M SWING+ MISSED IN F- OUTu (To DlSC-205-FIG. 9) INF-OUT. INFIELDOUT IN F-OUT b (TO OUTS STEPPING RELAY Fl 6.13)
Patented A ril 11, 1972 3,655,189
14 Sheets-Sheet 8 THROW BACKTO lNFlELD(DOU-2) CATCH THROW BACK TO INFI E LD(SlN-l) C ATCH FROM OUTFIELD CATCH 53 $1 F121 I I IC D FROM PP4| s+M LITE 20o m/FAST BALL n l v szomUm/E cuRvE mm suoeiksuosn LITE 203 204-|-sm2 LITE I OUTSIDE LITE 20s \WS'DE E-L L STRIKE LITE 205 3o5-lsmn es @O I [BALLS@@@ INNINGS FROM BALL FR M ours FROM smms 1 2335: STEOPPING N T STEPPING RELAY pme SCORE FIG. (Fl6.l6) (FIGJI) I i H) me) (new) Patented April 11, 1972 3,655,189
14 Sheets-Sheet 9 (B s R) &9 (08R) 2Q lo To PLAVF'ELD BALL STE PPING UNIT ou'rs STEPPING UNIT FIG u ou'r sTsP UP FROM 0 PAD FIG.9 INS. 9s osu B o 3 FROM PD'Z 4 CS-Zf- T0 OUTS STEPUF STEPUF LAMP COIL FIG K) C5 WBI REE-QT CIRCUIT 3 -l 22?? o wxm FIRST 7 =1; BASE RELAY L 303 TO 3RD PR5 I BASE RELAY EID BALL+STRIKE RESET (S S R) FR'SM BASSE RUNNN SR, FROM ETD P- SSU lli STEPPING UNIT SPN'E OVER W" 1'0 fla s SECTION ,Q I s L L 1v F;@ I
TO 3 PLAYFIELD FIG. l0
nessr cs R ESET S3 mm I 2 4 d d scone (so) 95 To PDZ FROM MOB FROM EID H6 '4 FROM F|G.l6 GAME BASE OVER SECTION VISTORS RUNNING --FROM EID g I SBI' FIG, 2'6, lo- SBI- HOME wsfiBn SCORE no. I6
HOME VISITORS SWITCH Patented April 11, 1972 14. Sheets-Sheet 1O MIXER STEPPING UNIT DISC- MOB TWO BASE STOP 1 28 s DM (FROM D RELAY) AM (FROMA RELAY) Q Q Q r O O O -nvs. O/ r Q O I! \O o *4 M08 THREE 0 I O BASE STOP A D 385' q Z 0: 1? a*2 Fo*;,
. I O B \\\I C I! I, O O ll O \/l L/ f O O O H A b /-o' A Y O o o l A BM (FROM B RELAY) E CM(FROM c RELAY;
INF-OUT MOB ONE Bl CIRCUIT BASE STOP (w IBS' Patented April 11, 1972 1L Sheets-Sheet 11 q v Q i I550 (TO HOME RELAY (1'0 WALK RELAY-R|0 WK o w (TO OAF RELAY-R7) I50 Hrs-15o TO MOB STOP p--(TO UAF RELAY) cs -O/0-H| 00' POS l PO82 I PCS I PO52 L v H 4 L PH REIST FIGJG l ST BASE RELAY HOME RELAY 7 BFA'(T0 DISC-206) RELAYRH -B 0315) DISC207) P05 I P05 2 p0 I P08 2 3 P2 R3 v P3 REZND RE3RD(FIGIO) FIGJE,
2ND BASE RELAY POS l-NO BASERUNNER OCCUPYING BASE P05 2- BASERUNNER IS OCCUPYING BASE Patented April 11, 1972 3,655,189
14. Sheets-Sheet l2 BASE RUNNING DISC.
RESET 1 R I t /d MOB MOTOR 4.-
M09 MOB START STOP mos sum FROM I50 OM HOME RELAY) PAD FIG.9 #2
" BASE RUNNING RELAY I Patented April 11, 1972 v 3,655,189
14. Sheets-Sheet 13 I20 lOl Patented April 11, 1972 14. Sheets-Sheet M END OF INNING RESET UNIT-EID m i $9 CSAEIRI E'DI EIM MOTOR L em; I T
GMR A HOME TEAM SCORE- UNIT o ms 0 2 I 0 06 43 0 s n) 0 8 2 85 cs 6 cs 0 IO 09 STEPPING H RESET con. con.
VISITORS' SCORE UNIT INS.
STEPPING RESET co|| C Ol L AUTOMATIC ELECTRIC BASEBALL GAME CROSS REFERENCE TO RELATED APPLICATION This application, is a continuation of application, Ser. No. 683,885 filed Nov. 17, 1967 and now abandoned.
BACKGROUND OF THE INVENTION This invention embodies improvements over prior automatic electric baseball games, wherein persons playing this improved version are provided with revised and additional means which greatly enhance the playing, the competition and the enjoyment of the game. One of the main improvements over prior games is the variety of plays provided by the unique arrangement of the plays in this improved apparatus. Whereas, in a typical prior game of this type, the person acting as the Pitcher makes a pitch DOWN THE MIDDLE and Batter" swings DOWN THE MIDDLE-to the resulting play is a HOME RUN each time. Extensive observations and research have indicated that this is not substantially true. A batter would probably hit a Home Run on only two or three of ten pitches even if the pitch is exactly where he anticipated it to be. Likewise, he would not hit a triple or double or make the same Out every time off the same situation. This improved invention categorizes the hits, outs, fouls, etc., in such a manner as to afford the person playing the game as much variety as they would expect in a real game of baseball. Another improvement that is incorporated in this invention is the selection of pitches afforded the Pitcher, and the corresponding selection for the Batter. When the batter is anticipating the type of pitch that will be thrown, such as CURVE, FAST BALL, or SLIDER, it is of greater importance to him to know the kind of pitch being offered rather than the relative height of the pitch, as was used in prior games. A further improvement in this invention over the prior art, is the extensive use of lighted animated men in conjunction with the simulated ball to enact each play on the playing field, and the incorporation of more than one play in the same series of lights to create additional suspense, plus the unique means employed to control the illumination of the various plays at the proper time.
One of the most outstanding features of this invention that brings it closer to real baseball, that is not disclosed in the prior art, is the automatic advancement of the men around the bases. It will be noted that none of the prior art provides means whereby the men on base, and the batter, can advance in an irregular manner, such as when a base-runner is on 3rd base and a simulated bouncing ball is hit to an infielder, the base-runner holds his position on 3rd while the batter is thrown out at lst base as he advances toward that base. Another example is when a batter receives a walk and lst base is not occupied. The batter must advance to lst base while any other men on base have to retain their positions. Still another example is when the batter hits a long fiyout to the outfield with less than two outs. The base-runner on 3rd base nonnally advances to Home and scores, while any other base-runners hold their positions.
Another outstanding feature of this invention that brings it even more closely to real baseball but has not been disclosed in the prior art is the automatic functioning of certain plays common to the normal procedure of real baseball such as the Double Play. When a simulated bouncing ball is hit to an infielder and the base-runner is on lst base with less than two cuts, the ensuing play will simulate the fielder throwing the ball to one of his players covering 2nd base, and he in turn will relay the ball to his lst baseman before the advancing batter is able to reach the base. Likewise, on the same type of play but with base-runners on all three bases and with no outs" the ensuing throw from the infielder fielding the ball would be to his catcher at Home Plate, creating a force out and preventing the base-runner on 3rd from scoring as he advances from 3rd base to home plate.
Still another novel feature of this invention not disclosed in the prior art is means whereby the defensive player may intentionally Walk? a batter in hopes of creating a double-play. The ofiensive player on the other hand, has means whereby he can Attempt Sacrifice Bunt to advance his base-runner beyond a double-play situation, and at the same time put him in a scoring position.
The above mentioned feature points out another unique portion of this invention which is not incorporated in any of the prior art but is the basic part of the strategy involved in a real baseball game, i.e., the ability of a base-runner to advance two bases on certain Single hits, thereby allowing a man on 2nd base to score while the batter only advances to lst Base.
These examples, and others that will appear in the following specification are a desirable part of any baseball game apparatus which wishes to follow the real game as truly as possible.
SUMMARY OF THE INVENTION This invention has been designed to be played by two or more persons wherein the greatest amount of competition, strategy and suspense is to be realized as one would expect in a real game of baseball played at the professional level. One person functions as an offensive operator and the other as a defensive operator, in which positions they alternate in each half inning. The game comprises a translucent playing field with miniature baseball players and the throwing and bouncing of a baseball animated thereon. These animations become visible only when their respective lights are illuminated beneath them. The playing field is preferably mounted in an upright position on a suitable base designed primarily to house the equipment used in the function of the game.
Extending from the base are a pair of cables with identical control panels attached. Each control panel has offensive and defensive means for playing the game, thus eliminating the necessity of the players having to change sides or positions, or having to exchange panels. One player represents the HOME TEAM and his opponent represents the VISITORS. The components employed in the functioning of the game, in addition to the lights used for animation are as follows:
a. A motorized Pitcher unit primarily for simulating the throw from the Pitcher to the Catcher, and vice versa.
b. An electrically impulsed rotary stepping switch, referred to as the Mixer from which each play of the game is eventually determined.
c. A bank of Play Control electrical relays for controlling the action in the game.
d. A motorized Base-Running unit for animating the base-runners.
e. A group of interlocking type electrical relays designed to control the movement of the base-runners.
f. A transformer for reducing the current supply to a relatively low voltage.
g. Additional electrically impulsed rotary stepping switches for registering the BALLS, STRIKES, OUTS, INNINGS, and the HOME TEAM and VISITORS scores.
The operators of the Control Panels more or less assume the roles of Manager and/or Coach for their respective teams. They make the decisions and the animated men on the playing field carry out their instructions. At the beginning of play, the person representing the Home Team has the authority over the animated men stationed on the playing field in the normal baseball positions. He therefore operates the defensive portion of his control panel. This portion provides him with a pair of manually operated rotary switches, one of which designates a variety of pitches common to baseball, such as CURVE, FAST BALL," and SLIDER." The other of which has designated areas such as OUTSIDE, STRIKE," INSIDE" and PITCHOUT. Thus he is able to decide the type of pitch to be thrown and the area in which he wants it to be thrown. He also is provided with a simple momentary contact PITCH switch for initiating the simulated throw from pitcher to batter.
The person representing the VISITOR at the beginning of play has authority over the batter and any subsequent baserunners. He operates the offensive portion of his control panel which provides him with a manually operated rotary switch which has CURVE, FAST BALL and SLIDER designations also. This rotary switch furthermore has an ATTEMPT SACRIFICE BUNT designation. The offensive portion of the control panel also has a lever action switch that represents a bat for the batter.
As play begins, the defensive operator sets one of his rotary switches at CURVE, FAST BALL or SLIDER for the type of pitch he wants his animated Pitcher to throw. He also sets his other rotary switch at OUTSIDE," STRIKE, or INSIDE," indicating the area in which he wants the ball thrown. At the same time, the offensive operator attempts to anticipate what the defensive operator has selected by likewise setting his rotary switch at CURVE, FAST BALL or SLIDER. He then places his lever switch in the AT BAT position on his control panel. This allows the defensive operator to operate his PITCH switch, thereby causing his animated Pitcher to throw the simulated ball toward the animated batter. As the simulated ball approaches the batter the offensive operator has the choice of instructing his batter to swing at the pitch or let it pass. If he wants his batter to swing, he advances his lever to the SWING position on his control panel as the pitch reaches the batter. Otherwise he merely lets the pitch pass to the catcher. He should then place his lever in the OUT OF BOX position on his control panel thereby preventing the pitcher from making another pitch until he returns to AT BAT.
Assuming that the first pitch was a CURVE IN- SIDE, and the offense had anticipated a Fast Ball, but decided to let it pass anyway, the words CURVE" and IN- SIDE" would both be illuminated in an allotted area in the proximity of the playing field indicating to the offensive operator and other observers the exact pitch that was thrown. The BALL registering stepping switch would immediately step to its number 1 position and illuminate its respective light. By letting pitches pass occasionally, the defensive operator should be able to determine more accurately the type of pitch being thrown when he does decide to swing. As the PITCH unit finishes its cycle, the ball would be simulated as being thrown from the catcher back to the pitcher.
If the batter had swung at the pitch, chances are he would have hit a bouncing ball simulated in lights to one of the animated infielders, who in turn, would have fielded it and simu lated a throw to his lst Baseman before the batter reached the base. An out would immediately register on the OUTS" units and the batter, of course, would not be permitted to occupy lst base. The motorized units and the play control relays would all return to their normal position, ready for the next pitch.
It is to be noted that the play just explained was considered as probably an infield-out. This is the result of extensive study and observation of the real game of baseball. These studies and observations are strategically arranged in categories in regard to what particular play or plays would most likely occur under certain circumstances. It is commonly acknowledged by those associated with real baseball that due to the speed of a pitched ball, the batter has to more or less anticipate the type of pitch that is to be thrown in order to achieve the best possible hit. Quite often he is completely fooled by a fastball when he figured the pitcher would probably throw a curve, or vice versa.
Thus, in the above example described as an infield out," the pitch was a CURVE INSIDE and the batter, expecting a FAST BALL, swung at the pitch. In this instance, he was fooled completely. First, he anticipated the wrong pitch, and secondly, he swung when he should have let the pitch pass since it was INSIDE. This particular play would be in the D category which is comprised of plays most likely to happen when the batter guesses wrong and swings at a bad pitch (outside or inside). This category consists of mostly outs.
Category A is comprised of plays most likely to occur when the pitch is a STRIKE and is exactly the type that the batter is anticipating. Naturally the best bits are included in this category, such as Home Runs, Triples, Doubles, etc., although the possibility of a Foul and a Swing-and-Miss are also included.
Category B" is when the batter anticipates the type of pitch correctly and swings, but the pitch is a BALL (outside or inside), which he should have let pass. The plays in this category consist mainly of Fouls" and Swung-and-Missed" situations. The amount of outs" in this category are relatively few to compensate for having guessed the right type of pitch, and likewise, the amount of hits are relatively few because he swings at a bad pitch.
Category C" is substantially the same as category B. It is the result of the batter swinging at the wrong type of pitch, but the pitch is a Strike. His chances of getting a hit are slightly less than category B due to the fact that guessing the right type of pitch is considered more important than the area in which it is thrown.
These categories and their respective plays are charted in the following specifications which detail their performance in the game.
This summary should help to point out the exceptional amount of strategy that persons playing the game are obliged to employ when competing seriously, and the amount of fun and enjoyment afforded the persons who wish to pitch and swing at random, merely to watch the animated men perfonn on the playing field.
It is quite obvious these features mentioned above, and
similar situations that appear hereinafter are definitely a part of real baseball and are necessary in a game apparatus that wishes to truly represent the sport.
BRIEF DESCRIPTION OF THE DRAWINGS These features and other objects of the invention appear in full in the following specification taken in conjunction with the accompanying drawings illustrating several preferred embodiments of the invention. In these drawings:
FIG. 1 is a direct view of a preferred embodiment of the game, showing the playing field in an upright position, and is a top plan view of one of the control panels afi'orded each operator each operators control panel being identical.
FIG. IA is an enlarged plan view of a portion of FIG. 1, showing the legends contained therein.
FIG. 2 is a side plan view of FIG. I, and a side plan view of the other of the identical control panels.
FIG. 3 is an oblique view of the type of motorized unit used to animate the men on the playing field and the bouncing ball.
FIG. is a side plan view of a portion of the same type of unit shown in FIG. 3, showing wiper fingers engaging one of the discs.
FIG. 5-shows diagrammatically the defensive switches and associated circuitry (upper portion of the figure), the offensive switches and associated circuitry (lower portion of the figure), and the play release relay PR and the player selection relays A-B-C-D (middle portion of the figure).
FIG. 5A is a side view of one of the offensive switches of FIG. 5.
FIG. 6 shows plan views of the discs (or plates) mounted on the motorized pitch unit, showing the relative positions of the contacts on the face of the disc and the wiper fingers that engage them.
FIG. 7 is a symbolic drawing of a group of Play Control" relays and their respective switches which control the enactment of each play in the game.
FIG. 8 is a plan view of disc No. 1 of the two discs mounted on the Mixer unit stepping switch, showing the categoric arrangement of the contacts thereon in regard to the chart of FIG. 8, and the relative positions of the wiper fingers that engage them.
FIG. 8A is a plan view of the Mixer Unit solenoid for stepping the Mixer switch, FIG. 8.
FIG. 9 shows plan views of the discs that are assembled on the Animation motorized unit, showing the arrangement of various contacts thereon for illuminating the lights that animate the plays in the game.
FIG. 10 is a plan view of the light board located immediately beneath the translucent playing field in FIG. 1, showing only the lights that correspond with and are responsive to the contact arrangement of the play animation discs shown in FIG. 9.
FIG. 11 is a plan view of the face of the disc assembled on the BALLS, STRIKES, OUTS and INNINGS count stepping units showing the relative positions of the wiper fingers, in regard to the contacts thereon, and a symbolic diagram of the relay employed to change the players control panels from offensive operation to defensive operation and vice versa, each time three outs are made.
FIG. 12 is a plan view of disc No. 2 of the Mixer unit stepping switch likewise showing the categoric arrangement of certain contacts which correspond to, and represent the same plays as shown in disc No. 1 (FIG. 8).
FIG. 13 is a symbolic diagram of the interlocking type relays employed to control the advancement of the base-runners around the bases.
FIG. 13A is a symbolic diagram of the interlocking type relay also employed to control the advancement of the base runners around the bases.
FIG. 14 is a plan view of the face of the disc assembled on the motorized BASE RUNNING unit, showing the relative positions of the wiper fingers in regard to the contacts thereon.
FIG. 15 is a plan view of the diamond, or base running portion of the light board beneath the translucent playing field, showing only the lights involved in the advancement of men around the bases.
FIG. 16 is a plan view of the face of the disc assembled on a motorized END OF INNING reset unit, showing the relative positions of the wiper fingers in regardto the contacts thereon.
DESCRIPTION OF THE PREFERRED EMBODIMENT The pitcher has nine different pitches to select. The pitches are: curve (inside, strike, outside); and slider (inside, outside, strike); fastball (inside, outside, strike). The batter has three pitches at which he can swing; curve, and fastball, slider. The selections of the batter and pitcher result in one of four categories which will be termed as A, B, C or D.
A category batter guessed correct type and the pitch was a strike.
B category batter guessed correct type and the pitch was a ball (inside or outside).
C category batter guessed incorrectly and the pitch was a strike.
D category batter guessed incorrectly and the pitch was a ball (inside or outside).
The play resulting from each of the categories listed above depends on the position of the Mixer Stepping Relay No. 1 (MSRNol) FIG. 8. The particular play is then relayed to the proper Play Animation Disc (PAD)FIG. 9, which animates the play on the Playing field FIG. 10.
After the selections are made by the pitcher and the batter, the batter must have his Swing Lever Switch (SLS) FIG. 5, at position (2) before the Pitch Button (PB) can become operative. This prevents the pitcher from pitching before the batter is ready. The Current Source (CS) to make the pitch button operative begins at the Swing Relay R1 FIG. 7. The circuit denoted as SW1 goes directly to position No.2 of the swing lever (SLS) FIG. 5. When the batter puts his swing lever (SLS) FIG. 5 at the No.2 position, the pitcher can complete the circuit to the pitch motor by closing the pitch button switch (PBS) FIG. 5. The pitch unit consists of a motor FIG. 6 which drives two sets of fingers around two separate discs. Pitch disc No.1 (PDNo.1) consist of the sets of common fingers (PF 1, PF2, PF3 and PF4, PFS, rm each set insulated from the other and also from the unit, FIG. 6. Pitch disc No.2 has three sets of common fingers insulated from each other and from the unit PFB, PF9 and PFM, PFll, PFIZ). Common fingers PF9 and PFlt) are mounted at 180 rather than on top of each other as shown in FIG. 6. When the batter has his swing lever switch (SLS) at the 2 position, FIG. 5, and the pitcher closes his pitch button, the pitch motor begins and will be kept running for one half revolution by the fingers PF9 and PF10, FIG. 6. The current source (CS) is transferred through the fingers from the right side of the pitch disc No.2 directly to the pitch motor as shown in FIG. 6.
A series of plays will now be traced electrically. As the pitch motor starts, see. FIG. 6 pitch fingers PH and PF2 of the PD! disc will pass over contacts 2, 3, 4, 5 and 1A which are connected directly to the playing field, FIG. 10. The current source is derived from normally closed contacts on the intentional walk relay (R5), thru circuit P. Contact 1A which represents the pitcher throwing the ball is held on, while the fingers PFl pass over the contacts 2, 3, 4, 5. This animates the pitcher throwing the ball to home plate. After one-half revolution the pitch fingers PF4, PFS and PF6 will be at the top and will perform the same function on the next pitch. As the ball approaches home plate, the batter will put his swing lever switch (SLS) FIG. 5, into position (3) which constitutes a swing. As the fingers PF3 crosses contact SWa, the circuit SW goes thru position (3) on the swing lever switch (SLS) FIG. 5, directly to energize the swing relay (R1) FIG. 7. All play control relays once energized stay energized until play is over, and they are released thru play release relays (PR) FIG. 5.) When the swing relay is energized SW1 is broken preventing the pitcher from pitching the ball until the play is over. Also, wax is the current source for all men on the playing field except the batter and the catcher, and is broken to extinguish all of their lights. Likewise 100A, the current source to the batter and catcher, must break. When the finger PF3 crosses over contact 91, the circuit goes from contact 91 on the swing relay (R1) FIG. 7 over to the batter selection switch FIG. 5.
For example, assume the pitcher selected a Fastball and a Strike, and the batter selected a Fastball. The circuit 91a, FIG. 5, will continue thru the batters Fa contacts up thru the pitchers F2 contacts and come out RT. The RT circuit then goes directly to pitchers Inside, Strike Outside switches, and continues thru contacts Skl and comes out A. The A circuit then goes directly to energize the Play Selection Relay A FIG. 5. The A2 circuit coming from the A relay goes directly to the A section of the Mixer Stepping Unit disc 1, FIG. 8. The Mixer Stepping Unit has four sets of insulated fingers denoted MFA, MFB, MFC, and MFD. Each set contains two common fingers. This unit is conventionally stepped to successive positions by a ratchet responding to impulses given to the Mixer Unit solenoid (MS FIG. 8A). Assume the fingers in the A" section are resting on Tri (triple); the tri circuit goes directly to the proper play animation disc (201) FIG. 9. Returning to FIG. 6, when the pitch disc fingers PF7 and PF8 cross pads AM and PLC, the source of current begins at the swing relay (R1) (PLC), FIG. 7. The circuit goes directly to the play animation disc motor (AM). Once motor (AM) starts it is kept running, via disc 200 and common fingers AMF, for one half revolution in a manner similar to the pitch motor. All the other play animation discs of FIG. 9
(201-207) have two sets of insulated fingers, each set containing three common fingers, as illustrated on disc PDI in FIG. 6. The numerical contacts on the PADS are connected directly to the corresponding lamps on the playing field. As the A fingers of disc 201 pass over the contacts, the lamps on the playing field are successively illuminated so as to animate the ball bouncing and the players running, catching, and throwing the ball. As the unit completes its revolution and the pitching and the base running units are back to their rest positions, relay (PR) will be energized as later described, causing relay A, Swing," relay (R1), and any other control relays to be released, thus the men come back on the playing field in their respective positions and the batter and pitcher are ready to make new selections and start a new play.
Assume the mixer stepping relay is resting on DOU ll (double 1) instead of TRI. The circuit will still go to PAD 201. The A set of fingers will now illuminate lamps 29, 30, 31 and 32.
- At this point the circuit ends and will not illuminate 35, 36 and 37, instead the B set of fingers will illuminate 33 for alonger period of time to represent the catch of a bouncing ball, then illuminate 34, 29, 29a, and 1t). Lamp 34 represents the centerfielder throwing the ball back to the infield and is held illuminated until 10 is illuminated representing the short stop catching the throw in the infield. In case of the triple, the "A set of fingers will illuminate 29, 30, 31, 32, 33, 35, 36 and 37 representing the ball bouncing off the fence and going out into center field.
Assuming the fingers MFA are resting on home run 1 (HR 1) the circuit goes to PAD 202. The A fingers will illuminate lamps 43, 44, 45, representing the right and center fielders running back after a fly ball. The fingers will then illuminate 48, the home run lamp.
If the pitcher selected a Curve, Inside and the batter selected Curve, FIG 5, the circuit 910 going into the pitchers switch will go thru contacts Ca on the batters switch and continue thru contacts CI in the pitchers Type switch and becomes circuit (RT). The (RT) circuit then continues to the pitchers Inside" Outside Strike switch, goes thru contacts N2 and comes out B. The B circuit goes directly to B relay (Play control relay 2) FIG. 5. The B2 circuit coming from the B relay goes directly to the B section of the mixer stepping unit 1, FIG. 8. If the fingers MP8 on the 8" section of the disc are resting on SIN-2, the circuit goes directly to play animation disc 203. The A fingers on disc 203 will illuminate lamps 38, 39, 40 and 41, then the B fingers will hold 41 for a longer period of time, then illuminate 38, 42 and 53 representing the ball being thrown back to the infield and caught by the second baseman. If the play had been DOU-2, the A fingers would have illuminated lamps 38, 39, 40, 41, 49, 50, 51, 52, 38 and 53, representing the ball bouncing out to the fence and being thrown back to the infield.
If the pitcher selected a Slider, Strike and the batter selected Curve, the circuit 91a going into the batter switch will go thru contacts Ca on the batter switch then go thru contacts S1 and come out WR' on the pitchers Type" switch. The WR' circuit then goes over to the pitcher Inside Strike Outside" switch, goes thru contacts SK2 and comes out C. The C circuit goes directly to the C relay, FIG. 5. The C2 circuit coming from the C relay goes directly to the C section of the mixer stepping unit disc 1, FIG. #8. If the fingers MFC on the C section of the disc are resting on F LY-2, the circuit goes directly to PAD 202. The A fingers on disc 202 will illuminate lamps 43, 44 and 45, then the B fingers will illuminate 46, representing the right and center fielders running back after a fly ball and catching it.
If the pitcher selected a Fastball" Outside and the batter selected a Slider," the circuit 91a going into the batter switch will go thru contacts Sa in the batter switch up thru contacts F3 on the pitchers type switch and come out WR. The WR circuit goes over to the pitcher Inside, Strike, Outside switch, continues through contacts 02 and comes out D. The D circuit goes directly to the D relay, FIG. 5. The D2 circuit coming from the D relay does directly to the D section of the Mixer Stepping Unit Disc 1 (FIG. 8). If the fingers MFD on the D section of the disc are resting on the fly-1 contact, the circuit goes directly to the pad No.204, FIG. 9. The A fingers on PAD No.2tl4 will illuminate lamps 23,24,25 and 26 representing the short stop and left fielder running after a fly ball and catching it. If the fingers were resting on foul-2, the A set of fingers would illuminate 23, 24 and 25, then the B set of fingers would illuminate 27 and 28, representing the fielders running after a fly ball which dropped into foul territory.
If the pitcher and batter create a C or D" situation and the fingers MFC or MFD are resting on inf-out, the resulting play will be determined automatically as out-at-first (OAF), Double Play (DP), or Out-at-I Iome (OAI-I) depending on the position of any men on base and the number of outs. (I) If there are no Outs and no Base Runner on first base, the play will be out at first. (2) If there are no Outs with a base runner on first base but not on third base, the play will be a Double- Play. (3) If there are no outs with base runners on first and third bases, the play will be Out at Home. (4) If there is one out with no base runner on first base the play will be Out at First. (5) If there is one out with a base runner on first base, the play will be a Double Play. (6) If there are two outs the play will be Out-at-First. The inf-out circuit is divided into two parts, inf-out a" and inf-out b," FIG. 8. The inf-out a" circuit goes directly to disc 205 (FIG. 9) to illuminate lamps 678910 to animate the ball bouncing thru the infield and caught by the 3rd baseman. The inf-out b" circuit goes directly to the out stepping unit (OSR), FIG. 11. If the A set of fingers are resting on 0 (no outs) the circuit denoted as 00 goes directly to the 1st base relay, FIG. 13. If the lst base relay is in position 1 (pos 1), indicating no baserunner on first base, the circuit goes directly to energize the out at first relay-R7 (FIG. 7 The circuit OAF from the relay-R7 goes directly to the OAF section of disc 205 (FIG. 9). If the first base relay is in position 2 (pos.2), indicating a baserunner on first, the circuit 00 goes over to the third base relay. If the third base relay is in position 1 (pos. 1) indicating no base runner on third base, the circuit goes directly to energize the double play relay-R9 (FIG. 7). The circuit DP from relay-R9 goes directly to the DP section of disc 205, FIG. 9. Ifthe third base relay is in position 2 (pos 2) indicating a base runner on third base, the 00 circuit from the first base relay will go directly to energize the out at home relay-R10. The circuit OAH' from the relay R10 goes directly to the OAH section of disc 206. If the A" set of fingers are resting on 1 (one out), the circuit denoted as 01 goes directly to the first base relay, FIG. 13. If the first base relay is in position 1 (pos 1), the 01 circuit goes to energize the out at first relay-R7. If the first base relay is in position 2 (pos 2), the 01 circuit goes to energize the double play relay- R9. If the A set of fingers are resting on 2 (two outs), the circuit denoted as 02 goes directly to out at first X relay-R8. The circuit OAF from the relay R7 goes directly to the OAF section of disc 205. If the play is OAF, the A fingers on disc 205 will illuminate lamps 54, Ill, 12, 13, 14, 15, and 22, animating the ball being thrown to first base and caught by the first baseman. If the play is a double play, the B fingers on disc 205 will illuminate lamps 16,17, 18, 19, 20, 21 and 22, animating the ball tossed to second base, caught by the second baseman, then thrown to first base and caught by the first baseman. If the play is OAH the A fingers on disc 206 will illuminate lamps 8,7,6 and 47, animating the ball being thrown to home plate and caught by the catcher.
If the batter elects not to swing, he leaves his swing lever switch (SLS) FIG. 5, in the No.2 position. When the pitch finger PFI crosses the contact SWa on the pitch unit disc-l, FIG. 6, circuit SW will be broken at position 3 on the swing lever switch (SLS), preventing the swing relay R1 from being energized. When finger PFI crosses contact 91, the circuit goes directly to normally closed contacts on swing relay R1 to Let Pass circuit LP. The let pass circuit LP coming from the swing relay R1 goes thru contacts on the int-walk relay R5 and directly to the pitchers Inside Outside Strike switch. Assume the pitcher selected Curve," Outside. The circuit LP will go thru contacts 04 and direct to energize the ball relay R4. When the ball relay R4 is energized, the source of current (cs), originating at the sac bunt relay R6 goes thru the circuit 201) to the ball relay R4 and out circuit BA3 directly to the pirchers Inside Strike Outside switch and thru contacts (E4 to the Outside light 206 on the playing field, FIG. 10. The circuit TP" from ball relay R4 goes directly to thepitchers Curve Fastball" Slider switch thru contacts C4 and to the Curve light" 201 on the playing field, FIG. 10. When the fingers PFII and PFllZ on the pitch disc 2, FIG. 6 cross contact 93, the circuit 93 goes thru contacts 93 on the sac bunt relay R6 over to the contacts 93 on the ball relay R4. The ball step-up circuit (BSU) from ball relay R4 goes to the ball stepping unit (BSR) FIG. 11, stepping it to position 1. The
circuit 1 goes to the playing fiia, FIG. 10, to illuminate ball 1 lamp. The circuit LPa from the sac bunt relay R6 goes thru the LPa contacts on the ball relay R4 directly to the LPa section on pitch unit disc 1, FIG. 6. When the fingers PF 1 and PF 2 I Strike Outside switch, and thru contacts 8K3 and come out ST, a strike. The circuit ST goes to energize the strike relay R3, FIG. 7. The max circuit originating at the sac-bunt relay R6 goes thru the contacts on the strike relay R6 and directly to the Strike Light 205 on the playing field. Since there is only one strike selection, there is no need to send the circuit back thru the pitchers Inside Strike Outside switch. The 200X circuit from the sac-bunt relay R6 goes thru contacts on the strike relay R3 over to TP' and the pitchers Curve Fastball Slider switch, thru contacts S4 to the Slider light 203 on the playingfield. When the fingers PFll and PF12 cross contacts 93, the 93 circuit goes to contact 93 on the strike relay R3. Since the relay is energized the SSU' strike step up circuit goes to the Strike Stepping Unit (SSR), FIG. 11, stepping it to position number 1. The circuit from position 1 goes to the playing field FIG. 10, (305) to illuminate the strike lamp. The LP circuit from sac bunt relay R6 goes thru the LPa" contacts on the strike relay R3 to the LPaa section of the pitch unit disc, FIG. 6, to animate the ball being thrown back to the pitcher (the same as previously described). When the pitch fingers complete their 180 rotation, all relays are released, and the batter and pitcher are ready to make new selections.
If the batter decides to attempt a sacrifice bunt, he puts his switch in the sac bunt position. When the swing relay R1 is energized, as previously shown, the circuit 91a goes from the swing relay Rl to the BSa contacts on the batters switch, FIG. 5. The SB circuit in turn energizes the sacbunt relay R6, FIG. 7. Assume the pitcher selected a Fastball, Inside. The SBlcircuit coming from sac-bunt relay R6 goes over to the pitchers Outside Inside Strike switch FIG. 5, goes thru contacts N3 and comes out to circuit BA which causes the Ball" relay R4 to become energized. The SB2 circuit from the sac-bunt relay R6, FIG. 7, goes over to the SB2 contacts on the ball relay R4. The bunt foul circuit SBB' coming from the ball relay R4 goes directly to the sac bunt foul section of disc 207, FIG. 9, to animate the ball bouncing foul on the playing field, FIG. 10. Circuit 207 from the contact on the sac-bunt relay R6 goes directly to the sac bunt light (207) on the playing field, FIG. 10. The sac-bunt relay R6 breaks the current source to LPa, SB2, 200x and 93 so although the ball or strike relays are energized, the information is not illuminated on the playing field, the ball is not thrown back to the pitcher, the ball or strike stepping units are not energized. Assume the pitcher selected a Fastball, Strike. The circuit 910 from the swing relay R1 goes thru the SBa contacts on the batter switch and energizes the sac-bunt relay R6. The circuit S131 from the sac-bunt relay R6 goes over to the pitchers Outside" Strike" Inside switch thru contacts SKS and to circuit ST causing Strike relay R3 to become energized. The SB2 circuit on the sac-bunt relay R6 goes thru contacts on the strike relay R3 and comes out 888. The SBS circuit goes to the 3rd base relay, FIG. 13. If the relay is in position 1 (pos 1) indicating no base runner on third base, the circuit comes out BFA (a bunt fair). The BFA circuit goes to the sac-bunt fair section of the disc 206 to animate the ball bouncing to the pitcher and thrown to first base. If the 3rd base relay is in position 2 (pos 2) indicating a base runner on third base, the SBS circuit goes over to the 2nd base relay. If the second base relay is in pos 1, the circuit comes out bunt fair; if the 2nd base relay is in position 2 the circuit comes out bunt foul. After the play is determined A, B, C," or D as previously described, if the mixer stepping unit disc 1, FIG. 8, fingers are resting on S and M (swing and miss), the S and M circuit instead of going to a PAD (play animation disc), FIG. 9, as all other plays, goes to the S and M contacts on the PD 1, FIG. 6. When the fingers PF] and PF2 cross the S and M contacts the SM circuit goes to energize the S and M relay R2, FIG. 7. The 1X contacts on the S and M relay R2 complete the 100K circuit that the swing relay R1 broke, thereby turning the lamps on the playing field back on. The 100A circuit brings the catcher and batter back on. The LPa circuit goes to PD 1, FIG. 6, to illuminate the ball being thrown back to the pitcher. The S and M light circuit goes to illuminate the S and M light on the playing field, FIG. 10. The SSU circuit goes to energize the strike stepping unit (SSR), FIG. 1 1, as the fingers PFlll and PF 12 cross contact 93 on the PD2, FIG. 6.
If the pitcher elects to intentionally walk a batter he will put his pitch switch in the Pitch Out position. When the fingers PFll and PF12 on PD2, FIG. 6, cross contact 94 the 94'circuit goes thru contacts IW' on the pitcher switch over to energize the int-walk relay R5. The Swa circuit is broken preventing the swing relay R2 from being energized. The P circuit is broken and the PW circuit is completed to the PW section of pitch disc 1, FIG. 6, illuminating lamps 2A, 3A, 4A and 5A, instead of 2, 3, 4 and 5 on the playing field, FIG. 10. The LP circuit is broken preventing the ball and strike relays R3 and R4 from being energized. The max circuit is broken and the B circuit is completed, illuminating the catcher receiving the outside pitch from the pitcher, FIG. 10. The LAP circuit is broken and the LAPW is completed illuminating the pitcher throwing the ball to the catcher and the catcher returning the ball to the pitcher, FIG. 10. The BSU circuit goes to the ball stepping unit (BSR), FIG. 11, when the fingers PFII and PF12 pass over contact 93, FIG. 6. If the play is to result in an out or a foul, the circuits going to the outs stepping unit, FIG. 1 l, or the strike stepping unit, FIG. 11, are located on the individual play animation disc, FIG. 9. The out circuit (OSU) goes directly to the outs stepping unit coil. The bunt foul strike step-up circuit (PAD) 207 goes to the strike stepping relay coil (SSR), FIG. 11. The swing foul strike step up circuit (SSUa) (PAD) 204 goes to the SSRa section of the strike stepping unit. If there are no strikes or one strike the SSUa circuit will go to the outs stepping relay coil. If there are two strikes the circuit will be broken, FIG. 11. If the batter is struck out as the result of a let Pass, swing and miss, or sac bunt foul with two strikes, the third strike circuit 95 coming from fingers C on the SSR, FIG. 11, goes to the contact 95 on the PD2, FIG. 6. When the fingers PFll and PF 12 cross contact 95, the circuit goes directly to the outs stepping unit coil, FIG. 11. When an out is made the circuit 96 on the outs step up coil goes to reset the ball stepping unit and the strike stepping unit, FIG. 11.
BASE RUNNING UNIT The base running disc, FIG. 14, consists of five (5) sets of insulated fingers; A, B, C, D and E. Each set consists of two (2) fingers. The E Fingers keep the motor running for one (1) quarter of a turn, 90, once the motor starts. The base running relay, FIG. 14, once closed, keeps the motor running continuously until it is opened. The base running disc consists of four (4) sections; 11-! lights the lamps 101 to 105; 1-2 lights the lamps 106 to 110; 2-3 lights the lamps 111 to 115; 3-I-I lights the lamps 116 to 120, FIG. 15. The source of current for the I-I-1 section originates from the Home relay, FIG. 13A; the 1-2 section from the 1st base relay, FIG. 13, the 23 section from the 2nd base relay and the 3-I-I section from the 3rd base relay. The home relay is closed (indicating a batter at home) by the PH circuit from the pitch disc 2, FIG. 6, and is opened (indicating no batter at home) by the RH circuit on the H-1 section on the base running disc. The 1st base relay is closed (indicating a base runner on first base) by the circuit Pl on the I-I-l section of the base running disc and is opened (indicating no base runner on first base) by R1 on the 1-2 section of the base running disc. The 2nd base relay is closed by P2 on the 12 section and opened by the R2 on the 2-3 section. The 3rd base relay is closed by P3 on the 2-3 section and opened by

Claims (15)

1. In an automatic baseball game apparatus, the combination of: a translucent playing field; a first series of lights to simulate the movement of a batted ball thereon; additional lights simulating a ball being thrown from one player to another; successive lights arranged in a diamond shaped pattern to represent animated men moving around the base paths; first electromechanical means for controlling the movement of said men on the base paths, whereby some men may be allowed to advance while others retain their positions or are removed; manually operated offensive and defensive switching means for determining and selecting each play to be enacted on the playing field; circuitry responsive to motorized means for simulating said plays in an animated manner by means of said series of lights and said additional lights on said playing field when the ball is batted; circuitry means connected to said electromechanical means for automatically advancing the men around the base paths in a regular or irregular manner in coordination with the current play by lighting said successive lights; a second series of lights depicting the path of the ball from pitcher to catcher; motorized means to illuminate said second series of lights, simulating a ball being thrown from the pitcher to the catcher; additional electromechanical means for lighting a designated area of the apparatus to reveal the pitch selection made by the pitcher when the pitched ball is not batted, including supplementary circuitry for registering said situation as a ''''ball'''' or ''''strike'''' on appropriate registering units; electrically operated registering units for automatically recording outs, scores, innings, balls and strikes; additional circuitry for automatically advancing the men around the base paths in the proper manner when the ball registering unit reaches its fourth ball, or walk position; and manually operated means for resetting said apparatus to its starting state.
2. An automatic baseball game as set forth in claim 1 wherein said manually operated offensive and defensive switching means comprise: manually operative controls for an offensive operator and similar controls for a defensive operator positionable at various indicia representing pitching and batting selections common to real baseball, said controls comprising switching means for each of said selections, intercircuitry between said offensive and defensive control switches, a group of play selecting relays responsive to said intercircuitry for determining each play of the game, and a motorized unit containing circuitry for the plays to be animated on the playing field.
3. An automatic baseball game as set forth in claim 1, wherein said manually operative switching means for an offensive player simulates the manipulation of a bat and said manually operative switching means for a defensive player is a push button to initiate said simulation of a ball being thrown from the pitcher to the catcher and further including: designated areas in the immediate proximity of the bat switching means whereby the operator of the ''''bat'''' may place it in various positions including ''''at bat,'''' ''''out of box, '''' and ''''Swing,'''' as the play of the game demands; a motorized pitching unit activated by a circuit completed when the offensive player places his ''''bat'''' in the ''''at bat'''' position and the defensive operator engages said push button, said motorized pitching unit comprising a series of contacts mounted in a circular manner on stationary discs secured to the unit, and wiper fingers mounted on a shaft to successively engage said contacts as the shaft revolves causing said second series of lights to be illuminated to simulate a ball being thrown from the pitcher to the catcher and returned if necessary, said wiper arms also providing the impulse for circuitry that passes thru closed contacts when the offensive operator has his ''''bat'''' in the ''''swing'''' position and eventually energizes the play control relays.
4. In an automatic baseball game as set forth in claim 1: a master play-mixing stepping switch unit comprising a motivating coil, and stationary contact discs having a multiplicity of contacts thereon each representing a predetermined play, said contacts being arranged in groups containing an equal number of contacts, said contacts being attached to the plates in a preferred circular manner wherein each group of contacts is respectively responsive to a secondary circuit created by a corresponding play selection relay and is engaged by common sets of insulated wiper fingers which, being secured to a shaft, change positions each time the motivating coil for the unit is pulsed; circuitry from said contacts interconnected with respective circuitry of a motorized play animating unit comprising a plurality of sets of wiper arms and fixed contacts, said fixed contacts being interconnected with said series of lights and said additional lights, to animate the play on the playing field.
5. In an automatic baseball game as set forth in claim 1, said first electromechanical means simulating in lights the placing and advancing of animated players on the base paths, said first electromechanical means consisting of a motorized unit having a disc secured thereto with groups of contacts attached to said disc in a preferred circular manner, said disc being employed to simulate the players occupying and running the bases and paths, and to activate associated relays which automatically control the movement of the men so that they comply precisely to the real game of baseball, said motorized unit and associated relays being interconnected by circuitry whereby men on base may be permitted to advance, or retain their bases independently, or may be removed during play.
6. In an automatic baseball game as set forth in claim 1, third electromechanical means and associated circuitry interconnected to said registering units for indicating the progress of the game whereby the registration of a third out on the ''''outs'''' registering unit will cause said ''''inning'''' registering unit to advance one step automatically alternating the offensive and defensive circuitry, manually controlled by the operators, from one operator to the other, and wherein each ''''even'''' numbered step taken by the ''''innings'''' registering unit will indicate, by a light in a designated area of the apparatus, that the play of the game has moved to the next inning.
7. In an automatic baseball game apparatus, the combination of: a playing field having an infield area and an outfield area; first means effective when energized for simulating the flight path of a batted ball across said playing field; runner means for indicating animated runners moving around a base path within said infield area; outfielder means spaced from said runner means for indicating the position of an outfielder player within said outfield area; animation means effective when energized for causing said outfielder means to move across the outfield area of said playing field in generally a direction toward said flight path; and circuit means effective when the ball is batted for energizing said first means and said animaTion means to indicate said outfield player moving across said outfield area in an attempt to catch the batted ball as said runner means indicates said runner is moving around the base path in said infield area.
8. The automatic baseball game of claim 7 including further means for indicating the position of another player on said playing field, and said animation means includes dual operating means for causing both said outfielder means and said further means to move across said playing field in generally a direction towards said flight path.
9. The automatic baseball game of claim 8 wherein said dual operating means causes said second and further means to converge while moving across said playing field.
10. In an automatic baseball game apparatus, the combination of: a playing field; first means effective when energized for simulating the flight path of a batted ball across said playing field; second means for indicating the position of a player on said playing field; animation means effective when energized for causing said second means to move across said playing field in generally a direction parallel with or toward said flight path; circuit means effective when the ball is batted for energizing said first means and said animation means to indicate a player moving across said playing field in an attempt to catch the batted ball; and catch means effective when energized for indicating that the player has caught the batted ball, play indicating means having a first state for energizing said catch means and a second state in which said catch means is not energized to simulate the player missing the batted ball, and means for selecting the state of said play indicating means.
11. In an automatic baseball game apparatus, the combination of: a playing field; first means effective when energized for simulating the flight path of a batted ball across said playing field; second means for indicating the position of a player on said playing field; animation means effective when energized for causing said second means to move across said playing field in generally a direction parallel with or toward said flight path; circuit means effective when the ball is batted for energizing said first means and said animation means to indicate a player moving across said playing field in an attempt to catch the batted ball; and third means effective when energized for simulating the flight path of a ball thrown by a player across said playing field, and said circuit means includes second circuit means effective after energization of said first means and said animation means for energizing said third means, thereby simulating a player returning the ball after interception thereof.
12. The automatic baseball game of claim 11 wherein said animation means includes catch means for locating said second means at one position on said playing field and throw means for locating said second means at another position on said playing field, said second circuit means sequentially energizing (1) said catch means, (2) said throw means, and (3) said third means, thereby simulating said player catching the batted ball at one position and throwing the batted ball from another position on said playing field.
13. In an automatic baseball game apparatus, the combination of: a playing field having a base path; means to represent animated men; simulation means associated with said playing field and responsive to electrical signals for simulating plays including the advancement of said animated men means around the base path; manually operated switching means for selecting plays to be enacted on the playing field; circuit means for coupling said simulation means to said switching means and for generating electrical signals representing plays occurring in accordance with the selection of said switching means; automatically operated registering means coupled to said circuit means and responsive to said electrical signals for automatically recording informaTion including balls, strikes, and outs, and means for generating control electrical signals including a player advancement electrical signal in response to recorded information; and additional circuit means for coupling said simulation means to said generating means to cause said simulation means to simulate plays including the advancement of at least one of said animated men means in response to said player advancement electrical signal, whereby both said manually operated switching means and said automatically operated registering means are effective to control said simulation means.
14. The automatic baseball game of claim 13 wherein said generating means includes walk means for generating a walk electrical signal in response to recording of four balls, and said simulation means including means for advancing said animated men means in response to said walk electrical signal.
15. The automatic baseball game of claim 13 wherein said generating means includes erase means for generating an erase electrical signal in response to recording of the third out, and said simulation means including base occupying means for controlling the simulation of said animated men means occupying bases after advancement of the animated men means around the base path, and means coupling said erase means to said base occupying means for preventing said animated men means from occupying bases in response to said erase signal.
US48505A 1970-06-22 1970-06-22 Automatic electric baseball game Expired - Lifetime US3655189A (en)

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US3871652A (en) * 1972-09-20 1975-03-18 Donald R Schreier Random selector switch and game
US3814437A (en) * 1973-01-30 1974-06-04 S Winquist Symbolically reinforced golf club head
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US9230400B2 (en) 2012-04-16 2016-01-05 Bally Gaming, Inc. Display mechanism for volatility-alteration features
US11266897B1 (en) * 2019-03-07 2022-03-08 Lifeware Labs, LLC Digital patch for discrete signaling, a baseball glove including same, and related method of manufacture
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