can Ijou beat TIC-TAC-TRONIX? - tinaja.com · can Ijou beat TIC-TAC-TRONIX? If you follow the plans...

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can ou beat TIC-TAC-TRONIX? If you follow the plans and don't cheat when playing you'll never beat Tic-Tac-Tronix tie _ by DON NCASTER IF YOU'RE LOOKING FOR A REALLYAD- VANÎD digital computer project or a sure-fire attention getter for an ehibit, promotion, or display, TIC-TAC-TRO- NIX is for you. Tic-Tae-Tronix is a mpact, spe- cial-purpose digital computer pro- grammed to play an unbeatable game of Tic-Tae-Toe against all comers-un- beatable unless you have flipped the hidden GOOF SWITCH. Then, you or anyone who knows the secret can in- deed beat the machine. You can build this all-solid-state project for around $45. The program Any digital mputer follows a pre- determined set of rules by way of a series of sequential steps. The rules are often called algorithms, and the steps by which these rules are obeyed are called program steps. Tic-Tac-Tronix is a per- manently programmed mputer that has been (aught the Ti e-Tac-Toe strategy by means of fixed inteal con- nections. This is also called a hard-wired or a fixed program. One exception is provided in Tic-Tac-Tronix where the OF SWITCH is brought out to let you as a programmer choose one of two programs, a heatable one and an un- beatable one. The sequential thought processes or flow carl of the machine is in Fig. I (al lOp of Ihis page). Each square of the Tic-Tac-Toe playing square A. You then make a move and the computer recognizes that you have played and tests to find out where you played. As a result of the testing, the machine fit picks one of five slrategies or program branches. and then answers your move. The machine then awaits your second move, after which it again tests and plays either to win immediately or set up a potential win on the next move. The machine al- ways sets up a "critical square" situation and tests that square on its next move to see if you played on it. The third move is similar the send, and the com- puter usually wins on the third move. Further moves are ignored by the com- puter. Although it takes the computer only a few billionths of a second to move each time, a two-second time de- lay is introduced after each move, for PLAYER STRATEGY LATCHES -. SELECTOR - (FIG. 3) (FIG. 6) lel.IC2 IC3,IC4 1 MOVE I L PLAY COUNTER COMPUTER (FIG. 4, 5) (FIG. 11 I,I POWER SUPPLY IFIG.81 MACHINE LAMP DRIVERS (FIG. 3) board is identified by a letter: A through FIG. 2-BlOCK DIAGRAM OF TIC-TAC-TRO- I. The game begins by the machine NIX. hem.lIC1 01 lecllon. In Figi. 3 to 8. 32 RADIO·ELECTRONICS . DECEMBER 1971 .... , " . . . . . , eff ect. to let the computer ''think things over". With the goof switch in the SMART position, the computer always wins if you play anything but the middle square (E) on your first move. Even then, it can win if you are careless. Suppose you try to beat the com- puter by playing the lower righthand corner (I). The game begins with the computer playing A followed by your I response. The computer tests, sees thaI you played I, picks strategy V, and plays C- On the nexl move, if you haven't played B, the machine does and wins. If you have played B, the machine pla y s G, letting it win next move either A-D- G or C-E-G. On your next move, Ihe computer tests square O. If you played here, the computer plays E and wins. If nOI, it plays 0 and wins. The strategies for the other moves are similarly based. For variety, all possible winning forks have been set up in the computer, including three corners; two coers and the middle; and one er, the middle, and an adjacent side. Should you answer with the middle square E. the computer decides on a defensive strategy and forces you to block moves. The goof switch tampers with strategy III if it is set to the DUMB posi- tion. This gives the machine one wrong move. allowing the player to win. Tlc-Tac-Tronix circuit The circuit is made up of five IC's, 31 transistors, and a resistor-diode com- puter array. The block diagram of the

Transcript of can Ijou beat TIC-TAC-TRONIX? - tinaja.com · can Ijou beat TIC-TAC-TRONIX? If you follow the plans...

can Ijou beat TIC-TAC-TRONIX? If you follow the plans and don't cheat when

playing you'll never beat Tic-Tac-Tronix ti.e _

by DON LANCASTER

IF YOU'RE LOOKING FOR A REALLYAD­VANCED digital computer project or a sure-fire attention getter for an elthibit, promotion, or display, TIC-TAC-TRO­NIX is for you.

Tic-Tae-Tronix is a compact, spe­cial-purpose digital computer pro­grammed to play an unbeatable game of Tic-Tae-Toe against all comers-un­beatable unless you have flipped the hidden GOOF SWITCH. Then, you or anyone who knows the secret can in­deed beat the machine. You can build this all-solid-state project for around $45. The program

Any digital computer follows a pre­determined set of rules by way of a series of sequential steps. The rules are often called algorithms, and the steps by which these rules are obeyed are called program steps. Tic-Tac-Tronix is a per­manently programmed computer that has been (aught the Tie-Tac-Toe strategy by means of fixed internal con­nections. This is also called a hard-wired or a fixed program. One exception is provided in Tic-Tac-Tronix where the GOOF SWITCH is brought out to let you as a programmer choose one of two programs, a heatable one and an un­beatable one. The sequential thought processes or flow clJarl of the machine is in Fig. I (al lOp of Ihis page).

Each square of the Tic-Tac-Toe

playing square A. You then make a move and the computer recognizes that you have played and tests to find out where you played. As a result of the testing, the machine first picks one of five slrategies or program branches. and then answers your move. The machine then awaits your second move, after which it again tests and plays either to win immediately or to set up a potential win on the next move. The machine al­ways sets up a "critical square" situation and tests that square on its next move to see if you played on it. The third move is similar to the second, and the com­puter usually wins on the third move. Further moves are ignored by the com­puter.

Although it takes the computer only a few billionths of a second to move each time, a two-second time de­lay is introduced after each move, for

PLAYER STRATEGY LATCHES f--.. SELECTOR f--(FIG. 3) (FIG. 6) lel.IC2 IC3,IC4

1 MOVE I L PLAY COUNTER � COMPUTER � (FIG. 4, 5) (FIG. 11 Itt.,I<-!"

POWER SUPPLY IFIG.81

MACHINE LAMP

DRIVERS (FIG. 3)

board is identified by a letter: A through FIG. 2-BlOCK DIAGRAM OF TIC-TAC-TRO-I. The game begins by the machine NIX. Schem.lIC1 01 lecllon. In Figi. 3 to 8.

32 RADIO·ELECTRONICS . DECEMBER 1971

.... , [Il" . . . . . ,

effect. to let the computer ''think things over". With the goof switch in the SMART position, the computer always wins if you play anything but the middle square (E) on your first move. Even then, it can win if you are careless.

Suppose you try to beat the com­puter by playing the lower righthand corner (I). The game begins with the computer playing A followed by your I response. The computer tests, sees thaI you played I, picks strategy V, and plays C-

On the nexl move, if you haven't played B, the machine does and wins. If you have played B, the machine plays G, letting it win next move either A-D­G or C-E-G. On your next move, Ihe computer tests square O. If you played here, the computer plays E and wins. If nOI, it plays 0 and wins. The strategies for the other moves are similarly based.

For variety, all possible winning forks have been set up in the computer, including three corners; two corners and the middle; and one corner, the middle, and an adjacent side. Should you answer with the middle square E. the computer decides on a defensive strategy and forces you to block its moves.

The goof switch tampers with strategy III if it is set to the DUMB posi­tion. This gives the machine one wrong move. allowing the player to win.

Tlc-Tac-Tronix circuitry The circuit is made up of five IC's,

31 transistors, and a resistor-diode com­puter array. The block diagram of the

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circuit is shown in Fig. 2, while the schematic is in Figs. 3 through 8, broken up into modular chunks.

each display cubicle, resulting either in a black X on a blue baCkground, or a black 0 on a red background.

Each player latch consists of a set­reset flip-flop using an inlegrated circuit inverter and a Darlington lamp driver. Pushing a valid select pushbutton sets the flip-flop and lights the bulb. It also delivers a play pulse to the move counter via one of diodes D8 through 015. The pushbutton is interlocked

The player latches and machine drivers are shown in Fig. 1 A player's move shows up as a lit blue pilot lamp; the machine's by a lit red lamp. These two illuminate a red X and a blue 0 in

Player latches are needed for squares B through H. Machine drivers are not needed at A and F since A is per­manantly lit and since square F never has to be played by the machine.

DECEMBER 1971 • RADIO-ELECTRONICS 33

,f ,_ 0 STRATEGY •

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FIG. II-FOil PAnERN OF COMPUTER BOARD I. reproduced Mre enctlr hell •• I,e.o )'OU can make )'01,1. own II ),OU datlre.

FIG. 10 (middle rlght)-DRllLiNG GUIDE .howt hole .ID. and the loeation 01 Jumpart to be In.tallad on componant .. lde 01 the board.

FIG. 11 (rlght)-COMPONENT LAYOUT .howt the po.llIon 01 all pari •. U .. . mall Iron, thin low·temparature toIda. and axtl1lma care.

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0''' FIG. 7 (top latt)-PLAY COMPUTER I. On. arra), uMd a. the braln<antar of tha game. Three diode­I1III.tor networIu determine mo ...... FIG. 14 (above)-WIRING OIAGRAM .hoWi how multl·lead cabl .. are uMd to .lmplU)' the wiring and a. an aid when troublnhootlng.

#24 WIRE JUMPERS--COMPQNENT SIDE (161

34 RADIO-ELECTRONICS . DECEMBER 1971

with the machine bulb so that the player can't cheat and auempt to play on top or a square the machine has already used. Ir the machine bulb is lit, no volt­age is available ror the pushbutton and it won't set the player latch or advance the move counter.

Diodes DI8 through D25 provide a rererence or what square has been played. This inrormation is later used by the strategy latch when it has to pick a game strategy after the first move.

The player latches must be reset ror each new game. This is done either by removing the inverter supply voltage or by shunting Darlington current with diodes D 16 and D 17, depending on the particular player latch being reset. S 10 is the reset (CLEAR) switch. It does sev­eral things. It resets the player latches; it resets the move counter; and it loads a "no play" strategy into the strategy se­lector.

PARTS UST

R lth.u R7. R15""u R4fI. 1'152 thru 1'156. 1'1611111", R72-1000 oIIml. '�"'In (II total)

Rllhru RII. R<l71hru R51-330 otun.. % Witt (12101l0i) RS7 Ihru R�70 or-. % witt R67_10 o/ImI;. 2 W_ R6&-I5,OOO "" .... % Witt CI-220 JIF. 6-¥aII �lrotyIk: C2-D.l ,r. I r).voIt elite C .. lmk: CJ.-6000,r,IO-YoiI-*I'oIyIlc C4_loo pf. 6-"01\ Elecuotvtlc C5-0.01 ,.F. my\Ir

01 \hnJ 058, D6S-INQI4 or equll (60 lotal) ceo IhnJ 064-1 ImP. 50 ply. � _ diodfl D66-INn33. l-wln Z_�, 5.1 YOIIII

Ft-O.5-Imo fu .. & holder 1(:1, 1C2-MC78IIP MATt Helr Inve<ter 1C3-SN475 or MC74rs Ouad Lltch TTL ICI-sN1.oo or MC7400 Quad GIIII TTL ICs-sN74107 dUll JK !IIp-lIop TTL

LMI tllru LMI6-No .• 7 pilot Ughl; 6.3 vol,.. 150 rnA

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M11IC11I8fIIOus: PC BoI.e! ( ... lexl end FIlii. 8, 10, I I): No.2. wi,. jUtrIj)I<l; PC termlnall (33: OPIIONlI): ftll ClbII or wiring h.,_ <_ FIg. 12): .... beh.,.. ... SMIIb/y: �" 10 gr_tI <16� Silich.""", limp HI­leraAPM HI>IMIl No. 111312NI5RED(IJ_ NO. 1813127-81 SLUE Ilk Ironl_ng _ kit; front pIIIII; vinyI-clMI c.e; IinI cord Ind IIrIlln rlililt: switch Mrdw.,.; mile hltdw •• e ; wire; IOkIer: lie­"' ......

NOTE: TIM IoIlowIng """'- IN ... l1li_ from IouII>­_I T.cnnlcai ProducW., 210 w. RI\IIpeody ...... Anlonlo. T ..... 71218;

PrltrIed Clreull .... td Elched. DrUIecI No. PC-M2 'U5 !lei 01 IU II.WeI -....c pa.u. II"Id 1IIrdw __ cII .. pa., -.-.., .. eabIneI No.M2K MUS -. .1..-- MdIIIoMI. Sh/pcIIng....,.., l .... .�

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The machine drivers do not have to a 2-second delay latch as they are continuously driven by four-state counter the play computcr. They are also Dar- select pulser Q3J.

monostable IC2, a IC5, and a strategy

lington lamp drivers. Ir the input rrom Depressing any valid play pushbut-the play computer is made positive, the ton trips the monostablc in le2 and lamps light. A new game starts when the provides a two-second delay. At the end reset switch returns the play computer or the two-second delay, the move and the strategy selector to an all-out- counter advances one state. The move puts-low condition. counter starts out in a reset condition.

Diodes D 1 through D7 serve an On the first move, the strategy-selector important runction. They are the way is pulsed by halr-monostable Q31. while the computer tests to see ir a square is both the move-2 and move-3 logic lines occupied. Ir the player lamp is lit, the are grounded, preventing any pre-diode robs the machine driver of its mature move-2 and move-3 plays. On base current and prevents the computer the next play, the move-2line is allowed rrom playing on top or the player. to go positive and the second play

The machine keeps track or the moves are made. On the next play, the moves with the move counter, shown move-3 line is released and allowed to logically in Fig. 4 and schematIcally in go positive, completing the play. The Fig. 5. The move counter is made up or (continued Of! page l8)

DECEMBER 1971 • RADIQ-ELECTRONICS 35

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• Oynamlc:ally tests transislors in and oul of circuli. • Performs the 4 basic tests on all types of FETs

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TIC-TAC-TRONIX

(continued from page 35)

move counter then remains in this last slate regardless of any udditionul pluys until it is reset.

Although the move-3 logic output is positive during the reset time, no move-3 lamps will light prematurely as this oc­curs before u strategy is selected.

The strategy selector is shown in Fig. 6. Its purpose is to pick and hold one of five possible program branches or strute­gies in response to a test mude during move one and is aimed at finding the initlul player response. On the player's first move. one lind only one red player lamp will be lit, and one of diodes 018-25 will be grounded at the lamp end and al­lowed to conduct. These diodes are OR.'ed together to form five strategy lines. with the computer playing the same game with a B or an Ii initiul response: for a D or II G: or for an F or an I.

At the end of move-I. a move· I output pulse is generated by the move counter. This causes the strategy latch to catch and hold whichever input was grounded. thus remembering where the player went on his first move.

A guad latch is used for le3. forming four of the strategy latches. while a guad two-input gate IC4 is connected as a fifth lateh. On ull five latches. the complimentary output con­nection is used. Thus, before a strlltegy is selected. all outputs are �rorll1(led.Affer a strategy is selected and for the remain­der of the game, one seleeted output is positive. while the re­maining four stay grounded. Depressing reset bUl\on S II re­turns the latches to an all-outputs. grounded state.

Looking back over Figs. 4 through 6. we see that there are seven fOf;ic filles provided by thesc circuits. One of five strategy lines goes positive after the first move. A mOI'e-two line goes positive after the second move and stays there. and

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finally a /liMe-three line goes positive after thc third move. The logic states on thcse seven lines arc convened into

moves by the play computer shown in Fig. 7. This diode-tran­sistor logic array is the brain center of Tie-Tac-Tronix. Movc­I responses arc associated with R52 through R56. while

move-2 responses are handled by R57 through R61. and move-3 responses arc handled by R62 through R66.

A move is made by allowing current from the + 5V sup­ply to reach the desircd bascs of the machine lamp driver.;. The + 5 volts arrives via resistors R47 through R51. These are all clamped to ground by the strategy selector before move· one. and after move-one. a single resistor is allowed to go positive. During move-one. the move-two and move-three logic lines keep thcir resistors clamped to ground. On move­two. the move-two line goes positive allowing completion of the second move. and finally on move-three. the move-three line goes positive, allowing completion of the game.

The play computer's outputs are used in conjunction with diodes 01 through 07. which provide the required testing for the second and third moves. Goof switeh S 11 oper­ates by lampering with the second computer response of stralegy 111. In the SMART position. things arc normal. while in the DUMB position. the wrong square is played. allowing the player to win.

The power supply is shown in Fig. 8. It provides 6.3 volts of moderately filtered dc for the lamps and a regulated 5 volts for the logic and the rest of the circuit.

How to build It A printed circuit board is essential for this project. The

foil pattern of the board is in Fig. 9. Fig. 10 is a drilling guide that also shows how the 18

jumpers of No. 24 solid wire arc positioned on the componenl side. PC terminals may also be optionally set on the

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H a""' ..... Un''"'" .on for .' ",.. 'NO"_' "U" ,,_ ,�O _,hub'. p .... . 'nc'. _ T .. n.' .. ... e.-, ......... RHlo-'uro. " ... 8'_. """'U. "'0 .

8 for '1 100 •• , '10

r- SHANNON MYlAR RECORDING TAPE_ 2'12"- 225' .. 5 ·17 7"-240(1' ...•••.•. $1.79 3" _ 225' •. • 19 7"_3600· ..... . . . . 2.9S 3" _ lOG'.. .27 CASSEnE e" m'.u... .89 3'1," _ 600'.. .58 CASSETTE gO ""nu, .. 1.54 S" _ 600·.. .62 CASSUTE': ""nu'" 1.97 5" - 900' .. . 80 2'12" TAPE REEl • . , . . 05 S" - 1200' .. .97 3" TAPE REEL.... .06 S'· - IBOO· • • 1.49 3'''''' TAPE REU , • . . . 07 7'· _ 1200' . , .77 5" TAPE REU . . .. .!4 7" - 1100· .. 1.12 7" TAPE REU . .. . .15

o o o o o o o o o o o o o

ft" •• , .-..1 . . . . , .. """ 250 _ ASST. SElF TAPPING ... I L--.:::::::::.-- ------..-J'I �

�1l!;;�:,�?�,.�P.���.E�o�J.�� 51·S0 0 ���;; �� .. �I�u!� .T.���� 510

5 - I.F. COil TRANSFORMERS 51 ��o· •• for T •• ""._ R ... '.,. • • • • • 0 ��!V[:,St�u�:, PT�n!!��.E�. '1 �:�:,:. ��u�P�:K.�! u_ 69' h.

:!�a' ,�u�UND SPEAKER ... . . s9t

SCIEWS ,e. fl8 • .,<. 150 _ ASST. 6/32 SCREWS .nd 150 6/32 HEX NUn· 150 _ ASST. 8/32 SCREWS .nd 150-1/32 HEX NUTS . ISO _ ASST. 2/56 SCREWS .nd 150-2/56 HEX NUTS 150 _ ASST. 4/40 SCREWS • nd lSO",/40 HEX NUTS ISO _ ASST. 5/40 SCIEWS • nd 150-5/40 HEX NUTS·· SOlI _ ASSORTED Rl'1nS """', U'",u' .. ,.",,,, ., ... . . . SOlI _ ASSORTED WASHERS """" u"'u' oLe' .. '''' ..... . . .

100 _ ASST. RU8BER BUMPERS '0 •.. b'�.' .. ,,,, .,..... .. ""' ....... . .

l00_.t\.SSORTED RUnER GROM-METS .... , ..... .. ... .... .

to" TV DHLECTION YOKE '0' .11 I,."" T,". In<' "'�''''"''< .. 70' flYBACK TRANSfORMER '0' .11 ".". TV'. 'nO' .......... Lt • •

70' TV DHLECTtON YOKE fuf .11 "',.. Tv'. Ino! .......... <1 • • •

2 _ TV CIRCUIT BREAKERS 'l ... ;L M ...... �., TO '.0 4 .... 8. "e. 70' COLOR YOKf 1'0. all "",nd ""G. CRT', to' COLOR YOK!: � .... all ........... , •• ,g .. ,:>" Color COlT'. • . -'.U··-, LJ

5 - AU010 OUTPUT TRANS· 51 fOR/.URS �ub.m'" 'u.T'an.II .. "". 0 l� TW..!N .. LE��:�.��o � _ 51

CO.AX CAllE "C,uU C'" ",. 52 0 b ••••• �O·_ ... 'oo'_I3 ..... M.·_ 0 4 _ TV AUGNMENT TOOLS 51 """" u,,'u' • •• " """,", " . ...

:; ��Yo.A;�G;����. ��.��� '1 ... 9 0 6 - TV COlOR AliGNMENT '2." TOOLS Mo., ".".u, .. ,,.,,.. ... 0 :.;;;.!',��.:!!����!�� ........ 51 !..; •• �t,',!.!!!��k5J�!� . 510 ���v�s!.� �",��T�N�': 'P' �-.,.......... . . . .... ... ...... 0 �? ,a<!��.��:�l�T?�� 51 RCA COLOR fLVBACK ".rt 512."10 fI' 1�3�' 's'"""'. ,,,o.oo.e

4·' X 6" "QU.t.M" 16 OHM �:,!��E.�m��';':;' ,:;-:�;�OO) . '1.79 CRYSTAL lAPEl MICRO· PHONE ",_" 'm ...... . 00. m"M) CP"· 11 f .. , $S . • MONO PHONO ARMS

49' ... ·

1-0,,01 ''''''�''' .,.... _ u .... In ::::� .. ,�:��·;';'"o� . , :.� $1.05 CAR BURGLARY ALARM -!�.,:�;:�.�.::"��.� 'n�,.a�'.::: 517.50 SPECIAL TUBE BUY ��';':;�'�)�'.7:�����:����' .. 75' E ... ALL AMERICAN TUBE KIT �::!:��o.� �'.'��:'.�'��� .. 3.5.,,:"�� .. 52.49

Cire/e 81 0/1 reader seniu C(lrd

DECEMBER 1971 • RADIO-ELECTRONICS 79

Designed and engineered for sim­plicity of operation, compact enough to fit a shirt pocket yet powerful enough to deliver a clear clean sig­nal - it's depandable • Operates on three crystal controlled VHF chan­nels and tuneable broadcast band. Adjustable squelch. Completely solid state for long life use. Visable battery Indicator to show battery condltlon at all times • Built In an­tenna • 5%· H x 21h" W x 1�t D. Wt. 11 oz.

$4995�' .�"" '�� _�a -... " � WIth Blttery & Earphone __ 'S![ .� . � r' . ":--';:: less Cl)'llall -------------------

Cryllal. SUO u. J SONAR RADIO CORPORATION I MODELS 173 Wortman Ave., Brooklyn, N.Y. 112071

FR·iD3-SA I Plene send me lnformdlon onVJlFMonltorRecelve",1 150·115 MHz I Dept 450 I

FR-108-SA I Name . ...................................... ..................... .

,..��33������:lH� I Address .......................................... ....... I C·3&44MHz--D44·50MHz I City ........................ St.te ................ Zip. I

CircleS'; 0-;; �;;e;-;;f'V·k;-;;;;d -------

80 RADIO-ELECTRONICS . DECEMBER 1971

TlC-TAC-TRONIX (continued from page 79)

ponent side: 23 are needed. Components arc located as shown in Fig. 11. The lC"s

are identified by a notch and dot between pins one and four­teen. They arc shown top view everywhere in this article. Usc a small iron and fine solder when installing. Be very careful in observing the polarity of all the diodes. To save some board space. two groups of resistors mount upright. R I through R7 mount vertically in individual holes. while R23 through R30 mount vertically and a common bus is run along their top ends and terminated to + 5 volts as shown.

Case and display

Everything mounts in a sloping vinyl-clad wooden case with the circuit board. goof switch. and power transformer near the bottom and the display on top. Fig. 12 shows how the display assembly goes together. A subchassis is used that holds the lamps and their cotor filters. The lamps press into grommets as shown in Fig. 13. Six dividers go above the lamps. eggcrate style. forming nine individual cubicles for each of the squares. The insides of each divider should be very shiny.

The playing screen

A frosted Mylar mask is made of drafting Mylar. Trans­lucent X's and O's are added using the translucent red and blue printed-circuit tape sometimes used in two-sided PC board layout work. A fron t plate secures the entire assembly as well as holding switches S I through S 10. These switches are operated by the player to conduct his game.

Wiring is shown in Fig. 14. Sixteen-conductor Rat cable is broken up into two 8-conductor sections. a 5-conductor sec­tion. and a 7-conductor section: and used as a wiring harness. Note that lamp A is lit all the time. and that S 1 is nOI con­neCled and uscd simply as a mechanical dummy. R·E

YOU CAN Hap so MANY. "

.. WHEN 'IOU GIVE THE UNITEDWAYI

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