HT113JA Holtek Semiconductor Inc, HT113JA Datasheet - Page 3
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HT113JA
Manufacturer Part Number
HT113JA
Description
Baseball LCD Game
Manufacturer
Holtek Semiconductor Inc
Datasheet
1.HT113JA.pdf
(14 pages)
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Press the START key and the game starts. The
"1" innings on the screen flashes to show that
it is in the first innings. START music is played.
When the music is finished, the game starts
and the scoreboard shows 0:0. The player is first
to bat and by pressing the A key can take prac-
tice swings. From that point on, the opponent s
pitcher is pitching and the catcher is catching,
only one swing of the bat is allowed. If the ball is
not struck, it is counted as strike. The decision
whether strike or ball follows the regular rules
of modern baseball. "S", "B", "O" on the upper
left corner of the screen represents "Strike",
"Ball" and "Out". Whenever a strike is made, a
dot is added after the "S" mark to record a
strike. At the same time, sound effects generate
a "strike" call, and an "OUT" call. When there
are 3 strikes, the player is out and "O" records
one out on the upper left of the screen. When-
ever a ball is pitched, a dot is added after the "B"
mark to record a ball. At the same time, "ball"
call is generated. When one player is out, a spe-
cial sound is played. When three players are
out, this inning is over. The inning number on
the scoreboard flashes on the screen for several
seconds and then it goes into the next round of
play.
When the ball is hit or there are four bad
strikes the batter runs to the first base, the
player automatically runs to the base. But it
can be controlled only once. If the player is at
offense and orders the runner to run continu-
ously, press the direction key to shift it to the
next base (refer to the Key Description). Dur-
ing the running, the runner cannot run back-
ward.
Foul ball is counted as a strike and a sound ef-
fect is played. If there are already two strikes,
it is not taken into account.
When the batting side hits a ball along the
ground, the opposing side automatically
catches that ball and throws it, when the player
is defending, a ground ball is always caught.
The player will hear a "Boo" sound to signify
that the ball is in the fielder's glove. Then, press
one of the direction keys to pass the ball to a
base (refer to the Key Description). If the
player does not pass, the opponent will decide
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if he/she should continue to run to the next
base depending upon the distance of the ball
from the batter.
When the ball is hit into the air, it is accompa-
nied by a sound effect appropriate to a high
ball. If the opponent are fielding, and the last
batter's ball is caught, any player that has be-
gun a run or has reached the next base, is au-
tomatically returned to the base from which
he ran. If the player's side is fielding, the
player must press the Left/Right direction
keys in order to move the fielder to a suitable
position so that he/she can catch the high ball.
If a fielder misses a catch, the fielder then
runs to pick up the ball, after which a simu-
lated crowd call will make a "Boo" sound to
signify that the ball is in the fielder's mitt.
Then, the ball can be passed to the most ap-
propriate fielder (including the pitcher).
When there is a HOME RUN, the game will
generate a home run sound and a cheering
sound. The runner runs back to home base
while music is played. When the score is an-
nounced, music is played.
When the runner is caught, the base from
where ran flashes. The voice IC plays the
"OUT" sound and the number of caught run-
ners is recorded in the upper left hand corner
of the screen.
Whenever a runner either from the opponent
or defense stops, a five second timer is
started. During this 5-second interval, if the
direction keys are not pressed the inning
number on the scoreboard flashes on the
screen for several seconds and then the sys-
tem automatically operates the game.
The second part of each inning the player
plays defense. Press a direction key, A key
and B key to control the pitching. There are
five kinds of trajectory for the ball to follow:
¨
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Straight ball: Directly press A key or B key,
but direction key is not pressed.
Inside corner strike: Press ¬ key and then
press A key.
Outside corner strike: Press ® key and then
press A key.
December 14, 1999
HT113JA