²Streetfighters² LCD Game
Features
1/3 bias, 1/4 duty, 32 ´ 4 pattern,
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3.0V LCD driver
13 different sound effects
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General Description
The HT113AA is a game controller IC designed
by Holtek. In this game the player and the en
emy or the computer, compete against each
LCD Pattern
HT113AA
RC oscillator
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Auto power off function
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other for the prize. The player can use both
kicks and punches in this streetfighting game
to attack the enemy.
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Functional Description
HT113AA
Key description
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RESET
This key resets the game and clears any pre
viously recorded score. If the PUNCH and
RESET keys are pressed simultaneously and
then the RESET key is released while still
holding the PUNCH key, all the LCD patterns
will be displayed for testing purposes.
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START/PAUSE
If the game is in the demonstration mode or at
the GAME OVER stage, pressing this key
starts the game. If play has commenced,
pressing this key temporarily stops the game.
If it is pressed again the game continues.
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MUTE
This key controls the sound effects. Its toggle
action alternately turns the sound on or off.
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ON/OFF
This key controls the power supply to the IC.
Its toggle action alternately turns the game
on or off.
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Moves the player up.
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¯
Moves the player down.
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¬
Moves the player to the left.
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®
Moves the player to the right.
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Punch/Mode
This key serves two functions, one is for punch
ing the opponent and the other is to set the
mode of the game. Before the game starts this
key can be used to select one of the four playing
modes. After the game has started this key is
used to enable the player to punch the oppo
nent.
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Kick
This key is used to enable the player to kick
the opponent.
Operation
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After pressing the ON/OFF switch to turn on
the power supply, the game will immediately
enter the demonstration mode. The game will
demonstrate how the player and enemy fig
ures fight. The highest score will also be dis
played. If Punch/Mode is pressed the game
mode can be chosen which is then represented
by the number of heads shown at the bottom
right corner of the screen.
¨
Mode 1
One head displayed- one enemy to fight
with.
¨
Mode 2
Two heads displayed- two enemies to fight
with.
¨
Mode 3
Three heads and one weapon displayedthree enemies to fight with.
¨
Mode 4
No mode indicator is displayed. The game
moves from mode 1, mode 2 to mode 3 after
each game has been won.
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HT113AA
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After selecting the playing mode, pressing the
START/PAUSE key will first play the prelude
music before the game starts.
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In mode 1 there is only one enemy figure. The
player can use the left, right, up and down
keys to move the figure to the best position
then use the PUNCH or KICK key to attack
the enemy.
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If the playing figure is attacked by the enemy
figure it will immediately fall down. When
this happens the player must press the up key
to recover or be subjected to continuous at
tacks.
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When the enemy¢s score reaches zero the
game objective has been reached and the
overall score will be increased by one. Every
playing mode has a maximum score of 99.
When this has been reached it will remain at
this value and not increase any more.
·
If the player¢s score reaches zero, the game
will end and the overall score will be recorded.
The flashing game over message will be dis
played.
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In mode 2, there are two enemies that have to
be attacked and destroyed to win the game.
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In mode 3, aside from the two main enemy figures there is an additional enemy figure holding a weapon who can attack the player. The
player cannot attack this enemy, and can only
dodge out of his way.
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In mode 3 this third enemy figure with the
weapon can appear at any time on the top left
or right side of the screen. This enemy figure
is able to work out the best place to attack the
player who must be careful to dodge out of the
way.
·
Mode 4 combines all the three modes.
Starting from mode 1, after the game has
been won or the barrier reached, the game
will then move to mode 2, then to mode 3.
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The higher the overall score the faster the en
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emy figure¢s actions will be.
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In modes 2 and 3, the second enemy figure
will attack from behind, so the player must be
careful to dodge out of the way.
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The displayed data have the following
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meaning ...
¨
During the demonstration mode, the play
ing mode will be displayed at the bottom of
the screen and the recorded overall score at
the top of the screen. The mode number cor
responds to the number of heads displayed.
¨
When the game starts, the overall score will
be displayed while the prelude music is
playing.
¨
When the game is playing the score of both
the player and opponent will be shown. The
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player¢s score is displayed at the left while
the opponent or enemy¢s score is displayed
at the right. The objective is to reduce the
enemy¢s score to zero.
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If no key has been pressed for 2 minutes then
the game will automatically be turned off,
however the overall game score will be retained.
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The MUTE switch will silence the sound effects.
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HT113AA
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The START/PAUSE key will put the game
into a temporary wait state. The conditions of
the game prior to pressing this key will be re
tained even if the game has been switched off
manually or automatically. When the game is
again started, the player can resume from
where it stops when the START/PAUSE key
was initially pressed. If the machine is
switched off outside of this temporary wait
state then the conditions of the present game
will not be stored and the game has to start
from the beginning.
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When the game is over the message ²GAME
OVER² will flash on the screen and the game
will enter a wait state. Pressing the
START/PAUSE key will allow a new game to
start or pressing the PUNCH/MODE key will
allow a new mode of playing to be chosen. Or
press ON/OFF to switch off. If within 30 sec
onds no key has been pressed the system will
begin to free run in the demonstration mode.
·
The ON/OFF switch controls the power supply.
Calculating the score
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When the game begins both the player and
enemy¢s score is 9.
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Every punch, kick or weapon hit (mode 3) will
initially mean a reduction of the opponent¢s
score by one. But the actual score deducted is
dependent upon the opponents score. If the
opponents score is 9 then 0.9 will be deducted,
if the opponents score is 8 then 0.8 will be deducted and so on in the same way. However
due to the limitations of the LCD pattern the
decimal number will not be shown.
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Sound effects
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If within 7 seconds no attack is made then the
score will be increased by one but only up to a
maximum of 9. This applies to both player
and opponent.
When the opponent¢s score has been reduced
to 0, the objective of the present game has
been reached. When the player¢s score
reaches zero, the game is over.
The IC has 13 sound effects
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Sound corresponding to the mode
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When the player is attacked
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When the weapon is about to be used
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When the weapon is thrown
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When the weapon hits the player
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When the player kicks
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When the player throws a punch
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When the enemy kicks
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When the enemy throws a punch
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When the game objective has been reached
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When the game begins
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When the game ends
¨
Background sound effect
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