HTG1395 is a 3-in-1 LCD game designed by
HOLTEK. Customers can select three kinds of
game by using 2 Pad Bounding options,
namely; Car racing, Soccer and the Eagle Preys
on the chickens. Each game has its own
characteristics. Car racing has two kinds of
game mode, GAME I and GAME II. Those two
games have different number of cars. The lon
ger the user plays, the speed increases.
LCD Pattern
Car racing
HTG1395
3-in-1 LCD Game
RC oscillator 400kHz
·
The Soccer game controls the movement of the
goalie either to the left or to the right in an at
tempt to block the football. Contact with the
cup that simultaneously appears at the upper
left of the screen, could add 50 points to the
score. When the opponent makes a goal, the
score adds to three times and the game is over.
The Eagle preys on the chickens is played by
making the mother hen protect her young
chicks from the attacks of the eagle.
-
1August 18, 2000
Soccer
The eagle preys on the chicken
HTG1395
HI-SCORE LEVEL
PAUSE
GAME
OVER
2August 18, 2000
Functional Description
Key description ¾ Car racing
Pad Bonding: PS2, PS3 connect to Ground
·
RESET
This key will restart the entire system, reset
the score to zero and clear the memory. To test
the LCD, simultaneously press RESET and
START/PAUSE, then release the RESET key.
All the patterns used by the game will be dis
played.
·
ON/OFF
This is the power on and power off key.
Pressing once, turns the power on (i.e.
initializes the game), pressing again turns
the power off, and so on.
·
START/PAUSE
Pressing this button starts or suspends the
game. Pressing once upon initialization starts
the game. Pressing the button again, after the
game has started, suspends the action in its
current state. The action will resume upon
pressing the key again. The action will be en
abled alternately between suspension and activity on each depression of the key.
·
A
Selection key. Pressing this key while in the
demo mode can choose LEVEL I.
·
B
Selection key. Pressing this key while in the
demo mode can choose LEVEL II.
·
UP
Speed up key.
·
Down
Speed down key.
·
LEFT
Direction key. Pressing this key moves the car
towards the left.
·
RIGHT
Direction key. Pressing this moves the car to
wards the right.
HTG1395
·
MUTE
This key switches off or switches on the
sound. When the game is switched on, the
sound effects and music are automatically en
abled. Pressing the MUTE key once switches
off the sound. Pressing the MUTE again
switches on the sound. The sound effects and
music will be enabled alternately between
-
OFF and ON states on each depression of the
key.
¨
Operational description
-
Press RESET and START/PAUSE, then
release the RESET key. All the pattern
dots are shown on the screen. Press any
key if you choose to operate or play a
game, if not, the demonstration will go on.
-
Press A or B key in the demo mode to se
lect a game, either LEVEL I or LEVEL II.
Pressing the START/PAUSE key will
start the game.
-
There are two kinds of game modes. Each
mode represents successive increase in
-
game speed. When the game starts, press
the LEFT or the RIGHT key to control the
movement of the car while moving forward to the left or to the right to avoid collision with the other cars. When the score
reaches 500, an icon symbolizing a gasoline station is shown at the upper left and
a cup is shown at the upper right portion
of the screen. While these icons are alternately flashing, a special mode can be
activated wherein the other cars could not
move. At that instant, pressing the left or
the right key could make the car move up
and thus increase the score. Those other
cars that were momentarily at halt could
now move. Continue to play by pressing
again the left or the right key.
-
Colliding with the opponent¢s car could
lose one chance and when this happens
three times, the game is over and the
demo may be replayed. If no key is pressed
-
in two minutes, the device will auto power
off, or if the START/PAUSE key is
pressed, the game restarts. If the
-
-
3August 18, 2000
HTG1395
START/PAUSE key is pressed in the play
mode, the game goes into the PAUSE
mode.
-
If the game is not resumed within two
minutes, power is automatically turned
off.
-
When the power is turned off in the
²PAUSE² mode (either automatically or
manually) and then turned on again, the
image remains frozen in the PAUSE
mode. Press the START/PAUSE key to
continue the game .
-
In the PAUSE mode, if no key is pressed
in two minutes, power is automatically
turned off.
-
When a game is finished or momentarily
at power off, the highest recent score and
difficulty level are updated.
¨
Counting methods
-
For each instance that an opponent¢s car
is avoided, add 10 points to the score.
-
To get an award once will obtain 10~70
points (In random mode)
Note: The highest score is 9990. Once this
score has been reached, it restarts counting
from 0.
¨
Sound effects
-
Game starting music
-
Car forward sound
-
Game over music
-
The prize appear on the screen sound
-
Increase point sound
-
Speed up sound
-
Break sound
Key description ¾ Soccer
Pad Bonding: PS2,PS3 connect to VDD
·
RESET
This key will restart the entire system, reset
the score to zero and clear the memory. To test
the LCD, simultaneously press RESET and
START/PAUSE, then release the RESET key.
All the patterns used by game will be dis
played.
·
ON/OFF
This is the power on and power off key.
Pressing once turns the power on (i.e. initial
ize the game), pressing again turns the power
off.
·
START/PAUSE
Pressing this button starts or suspends the
game. Pressing once upon initialization starts
the game. Pressing the button again, after the
game has started, suspends the action in its
current state. The action will resume upon
pressing the key again. The action will be en
abled alternately between suspension and ac
-
tivity on each depression of the key.
·
A
Selection key. Pressing this key in the demo
mode can choose LEVEL I.
·
B
Selection key. Pressing this key in the demo
mode can choose LEVEL II.
·
LEFT
Direction key. Pressing this key can make the
goalie move to the left.
·
RIGHT
Direction key. Pressing this key can make the
goalie move to the right.
·
MUTE
This key switches off or switches on the
sound. When the game is switches on, the
sound effects and music are automatically enabled. Pressing the MUTE key once switches
off the sound. Pressing the MUTE again
switches on the sound.
The sound effects and music will be enabled
alternately between OFF and ON states on
each depression of the key.
¨
Operational description
-
Press RESET and START/PAUSE, then
release the RESET key. All the pattern
dots are shown on the screen. Press any
key if you choose to operate or play a
-
game, if not, the demonstration will go on.
4August 18, 2000
HTG1395
-
Press A or B key in the demo mode to se
lect a game: LEVEL I or LEVEL II.
Pressing START/PAUSE key will start
the game.
-
There are two kinds of game modes. Each
mode represents successive increases in
game speed.
-
Upon starting, press the LEFT or the
RIGHT key to control the goalie¢s move
ment, either to the left or to the right, in
order to block or to prevent the football
from entering. To be able to touch the cup
that simultaneously appear on the left of
the screen could add 50 points to the
score. When the opponent gets a goal
three times, the game is over and the de
vice enters the demo mode. If no key is
pressed in 1 min, power is turned off auto
matically. Pressing the START/PAUSE
key will restart the game. If the
START/PAUSE key is pressed in the play
mode, the game goes into the PAUSE
mode.
-
If the game is not resumed within two
minutes, power is automatically turned
off.
-
In the ² PAUSE² mode, when power is
turned off (either automatically or manually) and then turned on again, the image
remains frozen in the PAUSE mode. Press
the START/PAUSE key to continue the
game.
-
When a game is finished or at power off,
the highest recent score and difficulty
level are updated.
-
In the PAUSE mode, if no key is pressed
in two minutes, power is automatically
turned off.
¨
Counting methods
-
Blocking one football adds 10 points to the
score.
-
Touching the cup adds 50 points to the
score.
¨
Sound effects
-
Game starting music
-
-
Football moving sound
-
Football that blocks sound
-
Game over sound
Key description ¾ The eagle preys on the
chickens
Pad Bonding: connect PS2 to VDD and PS3 to
Ground
-
·
RESET
This key will restart the entire system, reset
the score to zero and clear the memory. To test
the LCD, simultaneously press RESET and
START/PAUSE, then release the RESET key.
All the patterns used by the game will be dis
-
-
played.
·
ON/OFF
This is the power on and power off key.
Pressing once, switches the power on (i.e.
initializes the game), pressing again switches
the power off, and so on.
·
START/PAUSE
Pressing this button starts or suspends the
game. Pressing once upon initialization starts
the game. Pressing the button again, after the
game has started, suspends the action in its
current state. The action will resume upon
pressing the key again. The action will be enabled alternately between suspension and activity on each depression of the key.
·
MUTE
This key switches off or switches on the
sound. When the game is switched on, the
sound effects and music are automatically enabled. Pressing the MUTE key once switches
off the sound. Pressing the MUTE again
switches on the sound. The sound effects and
music will be enabled alternately between
OFF and ON states on each depression of the
key.
·
¬
Directional key. Pressing this key moves the
hen and her chicks towards the left. Upon
reaching the left-most portion, the hen will no
longer move.
-
5August 18, 2000
HTG1395
·
®
Directional key. Pressing this key moves the
hen and her chicks towards the right. Upon
reaching the right-most portion, the hen will
no longer move.
·
A
This is the attack key. The key directs the hen
to peck the preying eagle to death.
·
B
This is the attack key. The key directs the hen
to peck the preying eagle to death.
¨
Operational description
-
Pressing the ON/OFF key (or the HIT key)
starts the game of ²The eagle preying on
the chickens². A short demonstration
game is played showing the battle be
tween the attacking eagle and the defend
ing mother hen who is trying to protect
her chicks. At this time, ²0000² is the ini
tial score.
-
During the short demonstration only the
ON/OFF, START/PAUSE and MUTE
keys are enabled. The remaining keys are
disabled.
-
Upon pressing the START/PAUSE key
once during the demonstration period or
when a game finishes, the highest number
of rounds achieved from the previous
games are displayed on the right hand
side of the screen, accompanied by a short
fanfare. Next, the highest recorded score
is displayed, again accompanied by a
short fanfare. Next, the cumulative total
for the coming game (1-1) is displayed,
also accompanied by a short fanfare.
Finally the current score for the first
game will be displayed (0000). The game
begins immediately upon display of this
score. During the initialization period
when the scores and performances are
displayed, the keys are temporarily dis
abled.
-
The maximum number of rounds is nine.
A round is divided into four innings. Each
inning represents successive increments
in the number of eagles attacking the hen,
hence an increase in level of difficulty.
The first inning represents one eagle at
tacking the hen. The second inning repre
-
-
sents two eagles attacking the hen and so
on.
-
Each round represents successive
increase in game speed. The first round is
the slowest, the ninth round is the fastest.
-
The player can use the arrow keys (L,R) to
control the movement of the hen, or press
the HIT key to attack the eagle.
-
Each time a hen pecks an eagle to death,
10 points are awarded. If 15 eagles are
pecked to death, the next game skips a set
(it is not necessary to move through each
innings consecutively). If neither the hen
-
-
-
nor any of her chicks have been eaten at
the beginning of a new inning, 50 points
are awarded.
-
The highest score is 9990. Once this score
has been reached, no more points will be
awarded.
-
A round is achieved after four innings are
completed. Nine rounds is the maximum
number of rounds achievable. When all in
-
nings in all nine rounds have been completed, a new game will start from the
beginning.
-
If the eagle lands right on the hen, the demise of the hen is denoted by an ²X².
-
If the eagle, upon reaching the ground,
fails to eat the hen, the eagle remains motionless for a moment before disappearing. However, if the eagle lands on the
chick¢s right, the chick will be eaten. An
²X² denotes the demise of a chick.
-
Once the hen and her chicks have all been
eaten by the eagle three times, ²GAME
OVER² flashes on the LCD, accompanied
by a little musical finale. The image will
be frozen until ²START² is pressed.
-
-
If the game is not resumed within two
minutes, ²GAME OVER² will be flashed
on the screen and the power will be auto
-
matically turned off (Auto power off).
-
To temporarily freeze the image, press the
²PAUSE² key anytime during the course
6August 18, 2000
HTG1395
of the game. To continue the game just
press the ²PAUSE² key again.
-
If the game has not been resumed within
two minutes, the game will be automati
cally turned off. (Auto power off)
-
The game can be turned off any time by
pressing the ²ON/OFF² button.
-
Press the ²MUTE² key to suppress any
sounds generated.
-
In the ²PAUSE² mode, when the power is
turned off (either automatically or manu
ally) and then turned on again, the image
remains frozen in the PAUSE mode. Press
the ²PAUSE² button to continue the
game.
-
When a game is finished or at power off,
the highest recent score and difficulty
level are updated.
¨
Counting methods
-
For each eagle killed by the hen 10 points
is added to the score.
-
When the hen has killed 15 eagles, the
player is promoted to the next set in the
array.
-
Once the next LEVEL has been achieved,
if neither the hen nor any of her chicks
have been eaten at the beginning of a new
inning, 50 points is added to the score.
-
Limitations on the LCD score board prevents the score to be increased beyond
9990 points.
¨
Sound effects
This IC can produce four different types of
sound.
The sounds are categorized as follows:
-
Movement between sets
Each time the game is increased to a
higher level of difficulty a short fanfare is
played.
-
LEVEL music
-
Played to indicate the best score achieved
so far. The music is exactly the same as
that for movement between sets.
-
GAME OVER
When a game finishes, a short fanfare will
be played.
-
Score music
Played when a score which is higher than
a previously recorded score is achieved.
This music is the same as that in GAME
OVER.
-
The eagle swooping down
Played when the eagle swoops down out of
the sky. ¢Bleep!,Bleep!¢ sound.
-
The hen walking
Played when the hen moves left or right or
while the eagle is swooping toward the
hen and her chicks.
¨
When one of the four types of sound, described above (see section 2), is played the
keys are temporarily disabled.
7August 18, 2000
LCD Display Label
Car racing
HTG1395
8August 18, 2000
Soccer
HTG1395
9August 18, 2000
The eagle preys on the chickens
HTG1395
G1G2G3G4
G7
W3
G10
H2
W6
H6
H10
W10
H14
W1
G13
G5
H13
G9
H1
H5
H9
G6
W5
W9
W2
G14
H11
G8
G11
H3
H7
G15
HI-
HI SCO RE LEVEL
W4
W7
W11
H15
SC
1a234
b
f
g
e
c
d
M1
G12
H4
W8
PAUSE
H8
GAME
H12
G16
OVER
W12
H16
M2
PA
GO
LE
S
10August 18, 2000
HTG1395
LCD Pattern Contrast Table
Car racing
Pad No.LCD Pin No.COM0COM1COM2SEGMENT
51
26252b1152cSEG0
27352a52d52gSEG1
28452F352eSEG2
295LAB2PMSEG3
306M1iLEVEL ISEG4
317M2MUTEM3SEG5
32831PITSTOP1SEG6
33932
3410331913SEG8
35113498SEG9
3612251514SEG10
3713262035SEG11
3814272136SEG12
3915141213SEG13
4016282237SEG14
4117292338SEG15
4218301617SEG16
4319241011SEG17
4420394140SEG18
452118612SEG19
4622123U0SEG20
472354b4254cSEG21
482454a54d54gSEG22
492554f554eSEG23
502653b453cSEG24
512753a53d53gSEG25
522853fCOL53eSEG26
729COM0
630
¾¾
¾
¾¾
¾
COM1
COM2COM2
7SEG7
COM0
¾
COM1
11August 18, 2000
HTG1395
Soccer
Pad No.LCD Pin No.COM0COM1COM2SEGMENT
51
262musicp3
273x1x5x4SEG1
284b2
295p1b1x3p2SEG3
306cupb3b9SEG4
317handb4b10SEG5
328p13b11p8b13SEG6
339s27p4b16b19SEG7
3410b27b15b14SEG8
3511b31b12p12b20SEG9
3612p14p6b6p10b21SEG10
3713s28p9b17b29SEG11
3814b28b18b22SEG12
3915b32b23b30SEG13
4016s30
4117b33b25p15SEG15
4218b34s26p16SEG16
4319
4420d4bb7d4cSEG18
4521d4ad4dd4gSEG19
4622d4fb8d4eSEG20
4723d3bp7d3cSEG21
4824d3ad3dd3gSEG22
4925d3f
5026d2db5d2cSEG24
5127d2ad2dd2gSEG25
5228d2fp5d2eSEG26
729COM0
630
¾¾
¾
¾
¾
¾
b26d5SEG17
¾
¾¾
COM1
COM2COM2
¾
x2SEG2
p11b24SEG14
d3eSEG23
¾
SEG0
COM0
COM1
12August 18, 2000
HTG1395
The eagle preys on the chickens
Pad No.LCD Pin No.COM0COM1COM2SEGMENT
51
2624d4a4gSEG0
273M24f4eSEG1
284M13b3cSEG2
2953d3a3gSEG3
3063ele3fSEG4
3172eSC2fSEG5
3281cHI-1bSEG6
3391d1a1gSEG7
3410
35112d2a2gSEG9
3612G42b2cSEG10
3713G3H3W3SEG11
3814G2H2W2SEG12
3915G1H1G9SEG13
4016S
4117G8GOPASEG15
4218H16W12W4SEG16
4319G16H12W8SEG17
4420H15H8W11SEG18
4521G15H4G12SEG19
4622W10H11W7SEG20
4723H14H7G14SEG21
4824H13W9G11SEG22
4925G7H10W6SEG23
5026G13H6G10SEG24
5127G6H9W5SEG25
5228G5H5W1SEG26
729COM0
630
¾¾
¾
¾
1f1eSEG8
4b
¾¾
COM1
COM2COM2
4cSEG14
COM0
¾
COM1
13August 18, 2000
HTG1395
LCD Package Outline
Car racingUnit : mm
0.3
10.0 m ax.
30.0 m in. viewing area
±
36.0
34.0± 0.3
Pin1
m in. view ing area 36.0
max. 1.0
·
Specifications
40.0±0.3
Top Polarizer: Transmission (40.00 mm ´ 36.00 mm)
Bottom Polarizer: Transmission (40.00 mm ´ 34.00mm)
Storage Temp: -50°C to 125 C
Operating Temp: -0°Cto70°C
Viewing Angle: 6 o¢clock
Drive Condition: 3V, 1/3 Duty, 1/2 Bias
Display Mode: Tn, Positive Mode
Pin30
2.0
2.0
1.1±0.1
1.1±0.1
14August 18, 2000
HTG1395
SoccerUnit : mm
0.3
10.0 m ax.
30.0 m in. viewing area
±
36.0
34.0± 0.3
Pin1
m in. view ing area 36.0
max. 1.0
·
Specifications
40.0±0.3
Top Polarizer: Transmission (40.00 mm ´ 36.00 mm)
Bottom Polarizer: Transmission (40.00 mm ´ 34.00mm)
Storage Temp: -50°C to 125 C
Operating Temp: -0°Cto70°C
Viewing Angle: 6 o¢clock
Drive Condition: 3V, 1/3 Duty, 1/2 Bias
Display Mode: Tn, Positive Mode
Pin30
2.0
2.0
1.1±0.1
1.1±0.1
15August 18, 2000
HTG1395
The eagle preys on the chickensUnit : mm
max. 1.0
13.70
10.0 m ax.
Pitch 1.4
m in.view ing area 43.0
0.7
47.0
14=19.6
´
0.3
±
0.7
13.70
Pin16Pin30
32.0 m in.viewing area
Pin15Pin1
2.0
1.1±0.1
2.0
0.3
±
36.0
2.0
1.1±0.1
0.3
±
40.0
·
Specifications
Top Polarizer: Transmission (46.00 mm ´ 39.00 mm)
Bottom Polarizer: Transmission (46.00 mm ´ 35.00mm)
Storage Temp: -20°Cto70 C
Operating Temp: -10°Cto60°C
Viewing Angle: 6 o¢clock
Drive Condition: 3V, 1/3 Duty, 1/2 Bias
Display Mode: Tn, Positive Mode
16August 18, 2000
Pad Assignment
VDD
HTG1395
SEG 16
SEG 17
SEG 18
SEG 19
SEG 20
SEG 21
SEG 22
SEG 23
SEG 24
SEG 25
SEG 26
47
48
49
52
1
5051
SEG 15
41
42
SEG 13
SEG 14
39
40
C1
C2
V3
COM 2
COM 1
COM 0
TEST1
TEST2
PS3
PS2
PS1
PS0
OSCO
2
3
4
5
6
7
8
9
10
11
12
13
16
14
15
OSCI
174318441945204621
VSS
BZ
BZ
(0 , 0 )
22
PA2
PA1
PA0
PP0
24
23
PP2
PP1
38
SEG 12
SEG 11
37
36
SEG 10
SEG 9
35
34
SEG 8
33
SEG 7
SEG 6
32
SEG 5
31
SEG 4
30
SEG 3
29
SEG 2
28
27
SEG 1
26
SEG 0
25
RES
* The IC substrate should be connected to VSS in the PCB layout artwork.
* These pins must be bonded out for functional testing.
18August 18, 2000
Absolute Maximum Ratings
HTG1395
Supply Voltage .......................VDD-0.3V to 5.5V
Input Voltage .................V
-0.3V to VDD+0.3V
SS
Storage Temperature.................-50°Cto125°C
Operating Temperature ..................0°Cto70°C
Note: These are stress ratings only. Stresses exceeding the range specified under ²Absolute Maxi
mum Ratings² may cause substantial damage to the device. Functional operation of this device
at other conditions beyond those listed in the specification is not implied and prolonged expo
sure to extreme conditions may affect device reliability.
Electrical Characteristics
Ta=25°C
Test Conditions
SymbolParameter
V
I
DD
I
STB
f
LCD
f
SYS
DD
Operating Voltage1.5V
Operating Current1.5V
Standby Current1.5V No load, HALT mode
LCD Clock1.5V
Operating Frequency1.5V
V
DD
No load, f
R= 620kW~36kW
Conditions
¾
=400kHz
SYS
¾¾
Min. Typ. Max. Unit
1.31.51.8V
20
¾
¾¾
128*
32
¾
¾mA
0.1
mA
V
¾
400kHz
-
-
19August 18, 2000
Application Circuits
V
DD
ON/OFF
MUTE
0.1mF
0.1mF
LCD PANEL
5051
52
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
47
H T G 1395
16
174318441945204621
41
42
2248234924
HTG1395
39
40
38
37
36
35
34
33
32
31
30
29
28
27
26
25
LEFT
RIG HT
DOW N
UP
0.1mF
B uzzer
B
A
START/
PAUSE
RESET
20August 18, 2000
HTG1395
Holtek Semiconductor Inc. (Headquarters)
No.3 Creation Rd. II, Science-based Industrial Park, Hsinchu, Taiwan, R.O.C.
Tel: 886-3-563-1999
Fax: 886-3-563-1189
Holtek Semiconductor Inc. (Taipei Office)
5F, No.576, Sec.7 Chung Hsiao E. Rd., Taipei, Taiwan, R.O.C.
Tel: 886-2-2782-9635
Fax: 886-2-2782-9636
Fax: 886-2-2782-7128 (International sales hotline)
Holtek Semiconductor (Hong Kong) Ltd.
RM.711, Tower 2, Cheung Sha Wan Plaza, 833 Cheung Sha Wan Rd., Kowloon, Hong Kong
Tel: 852-2-745-8288
Fax: 852-2-742-8657
Copyright Ó 2000 by HOLTEK SEMICONDUCTOR INC.
The information appearing in this Data Sheet is believed to be accurate at the time of publication. However, Holtek
assumes no responsibility arising from the use of the specifications described. The applications mentioned herein are
used solely for the purpose of illustration and Holtek makes no warranty or representation that such applications
will be suitable without further modification, nor recommends the use of its products for application that may pres
ent a risk to human life due to malfunction or otherwise. Holtek reserves the right to alter its products without prior
notification. For the most up-to-date information, please visit our web site at http://www.holtek.com.tw.
21August 18, 2000
-
Loading...
+ hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.