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GB2365796A - Games system and associated toy - Google Patents

Games system and associated toy Download PDF

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Publication number
GB2365796A
GB2365796A GB0114565A GB0114565A GB2365796A GB 2365796 A GB2365796 A GB 2365796A GB 0114565 A GB0114565 A GB 0114565A GB 0114565 A GB0114565 A GB 0114565A GB 2365796 A GB2365796 A GB 2365796A
Authority
GB
United Kingdom
Prior art keywords
game
toy
character
information
reader
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB0114565A
Other versions
GB0114565D0 (en
Inventor
Koh Katoh
Michito Oda
Tomohisa Ueno
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tomy Co Ltd
Original Assignee
Tomy Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tomy Co Ltd filed Critical Tomy Co Ltd
Publication of GB0114565D0 publication Critical patent/GB0114565D0/en
Publication of GB2365796A publication Critical patent/GB2365796A/en
Withdrawn legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/323Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • A63F13/235Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • A63F2300/1031Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/403Connection between platform and handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6623Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8058Virtual breeding, e.g. tamagotchi
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H17/00Toy vehicles, e.g. with self-drive; ; Cranes, winches or the like; Accessories therefor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H30/00Remote-control arrangements specially adapted for toys, e.g. for toy vehicles
    • A63H30/02Electrical arrangements
    • A63H30/04Electrical arrangements using wireless transmission

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Toys (AREA)

Abstract

A games system comprises a toy 400 which stores toy information, a reader 300 for detecting the toy information by a contact-less data transmission system, and a game device 100. The game device 100 executes a game in which a character representing the toy 400 appears, preferably operated by the user, in accordance to the toy information detected by the reader 300. Preferably, the toy 400 is able to store play information about the game inputted by data transmission which is then used in the game device 100 when the game is executed. The play information may change an attribute of the character, an action of the character, the shape of the character or a scene of the game. A game program may be stored on a storage medium to be used by the game device 100. Also in an independent claim there is a rewriting information device used to rewrite play information stored in the toy 400 by data transfer in a contact-less manner.

Description

<Desc/Clms Page number 1> GAME SYSTEM, REWRITING INFORMATION DEVICE AND STORAGE MEDIUM BACKGROUND OF THE INVENTION Field of the invention The present invention relates to a game system using a toy, and to a storage medium storing a game program to be read and executed in the game system, and the like.
Description of the Related Art As standard toys, there are a model having a shape of a car, which is called minicar, and a model f ormed into a character of comics. In general, each model is played by moving it with a hand, or by running or operating with a motor.
Such toys are required to (i) be hard to break even if they are treated by a child violently, (ii) be easy to operate, and (lil) be cheap. From these reasons, it is thought that by adding a new function to the toy, the toy becomes expensive. Further, it is thought that the way of playing the toy is complicated and that the toy is easily broken. Therefore, it is dif f icult to provide a toy with added value that satisf ies the above-mentioned three requirements.
On the other hand, as a kind of a popular toy, there is a game device for being enjoyed by operating a character displayed on TV, a monitor, or the like. Various game devices, such as a domestic TV game device, a portable game device, a
<Desc/Clms Page number 2>
business-use game device and the like, have been developed and put to practical use. Especially, the domestic game device and a portable game device are popular mainly among children.
However, in order to play with a game device, not a toy but only a game device is necessary. To the contrary, in order to play with a toy, not a game device but only a toy is necessary. Thus, they were separate things enjoyed independently. For this reason, complex play which is carried out by combining a game device with a toy could not be realized. SUMMARY OF THE INVENTION An object of the present invention is to provide a game system which can realize a complex play which is carried out by combining a game device with a toy, and to realize the toy which satisfies requirements for good operability, durability and a low cost by adding some functions to the game system.
In order to solve the above-described problems, in accordance with the first aspect of the invention, the game system comprises: a toy (for example', the toy 400 in FIG. 1) for storing toy information (for example, the ID code 418a in FIG. 3) ; a reader (f or example, the reader 300 in FIG. 1) f or detecting the toy information by a data transmission between the toy and the reader, using a contactless data carrier system; and a game device (f or example, the game device 100 in FIG. 1) f or executing a game in which a character representing the toy appears, in
<Desc/Clms Page number 3>
accordance with the toy information detected by the reader Here, the game device may be a domestic game device, or may be a portable game device.
The character that represents the toy is one representing an object which the toy forms. For example, when the toy is a model of a car, the character represents the car. And when the toy is a doll of an animal, the character represents the animal. Moreover, the game may be any one of , a race game, a role-playing game, a shooting game, an action game, a puzzle game, a simulation game, and the-like.
The toy information may comprises data about a character which appears in the game, for example display data. Further, the toy information may be treated as an ID code to store the data about the character in the game device.
Preferably, the character is operated by a player. According to the first aspect of the invention, an owner (player) of the toy can enjoy a complex play which is carried out by combining the game device with the toy, because his toy appears in the game as a character of the game. Moreover, the relationship between the toy and the game device can be much enhanced, and a player can be more absorbed in the game and can be more attached to the toy, when the character representing the toy is operated by the player.
Moreover, a toy of the game system, which satisfies the requirements f or good durability and a low cost can be realized, f or example, by providing the toy with only a responder because
<Desc/Clms Page number 4>
data can be transmitted between the toy and the reader by a contactless data carrier system.
Preferably, the toy comprises a storage section (for example, the memory 418 in FIG. 3) for storing play information (f or example, the play data 418b in FIG. 3) about the game, which is inputted by the data transmission; and the play information stored in the storage section is outputted to the game device through the reader by the data transmission when the game device executes the game.
Here, the play information comprises background information of the game. Moreover, the play information concerns about a game play, such as player's name and sex, as well as a character to be operated.
Preferably, the game device changes at least one of an attribute of the character, an action of the character, a shape of the character and a scene, of the game, in accordance with the play information.
The attribute of the character comprises, for example, information about character's growth (such as age, experience, and personality) in a game, mileage and the number of wins in a race game, and the number of variations of magic or a kind of each magic which can be used by a character in a roll playing game. The action of the character comprises, for example, a movement speed of the character and an action pattern thereof. The shape of the character comprises, for example, the size and the shape of the character to be displayed, and sounds to be
<Desc/Clms Page number 5>
outputted as if f rom the character, in the game. The scene of the game comprises, f or example, a game stage, a game course, the number of the characters, and a kind of each character other than the character to be operated by a player, such as an enemy character.
According to the above features of the invention, a owner (player) of the toy can enjoy himself playing a continuation of the game played previously, in accordance with the play information about the game played previously, which is stored in the toy, as well as enjoy himself playing the game in which a character representing the toy appears, with the game device. Thus, a complex play which enhances a relationship between the toy and the game can be realized.
In accordance with the second aspect of the invention, a rewriting information device (for example base type toy 500 in FIG. 7) rewrites play information relating to a game, which is stored in a toy, by a data transmission between the toy and the rewriting information device, using a contactless data carrier system.
According to the second aspect of the invention, because the play information which is stored in the toy can be rewritten by the rewriting information device, it is possible, for example, that a game character is tuned-up, i.e. the play information is rewritten by the device separated from the game system, when the game information is one about a race game.
<Desc/Clms Page number 6>
Furthermore, the rewriting information device may be treated as a toy (f or example a service station on which a model of a car can be mounted) for realizing a play which is combined with the toy (for example a model of a car).
In accordance with the third aspect of the invention, a storage medium (for example a cartridge 200 in FIG. 4) has a program (for example, game program 212 in FIG. 4) recorded thereon, which is executed by a game device of a game system comprising: a toy for storing toy information; a reader for detecting the toy information by a data transmission between the toy and the reader, using a contactless data carrier system; and the game device for executing a game in which a character representing the toy appears, in accordance with the toy information detected by the reader; wherein the game program comprises a program code for changing progress of the game in accordance with the toy information.
The information stored in the toy comprises the toy information and the play information. The term "changing progress of the game" includes the meaning of making the character corresponding to the toy information appear in the game, or of changing a scene of the game, or an attribute, action, or shape of a character which appears in the game. Furthermore, the storage medium may be any one of a video game cartridge, a CD-ROM, a DVD and the like.
<Desc/Clms Page number 7>
BRIEF DESCRIPTION OF THE DRAWINGS The present invention will become more f ully understood from the detailed description given hereinbelow and the accompanying drawings which are given by way of illustration only, and thus are not intended as a definition of the limits of the present invention, and wherein; FIG. 1 is a view showing a game device, a cartridge, a reader and a toy to which the present invention is applied; FIG. 2 is a view showing an example of a picture of a race game; FIG. 3A is a functional block diagram showing a construction of the responder which is placed in the toy; FIG. 3B Is a view showing an example of an ID code; and FIG. 3C is a view showing an example of play data; FIG. 4 is a functional block diagram showing a construction of a game device, that of a cartridge and that of a reader; FIG. 5 is a flowchart showing a race game process carried out by the CPU of the game device; FIG. 6 is a view showing an example of character data; FIG. 7 is an oblique perspective view of an example of the base type toy; FIG. 8 is a view showing a modified example of the embodiment of the present invention, in which various toys are used;
<Desc/Clms Page number 8>
FIG. 9 is a view showing an example of a picture of the race game according to the modified example; and FIG. 10 is a view showing an example of a picture of the simulation game of a modified example.
PREFERRED EMBODIMENT OF THE INVENTION Hereinafter, an embodiment of the present invention will be explained in detail, with reference to the drawings. In case of this embodiment, a portable game device (hereinafter, referred to as "the game device") will be explained as a game device here, as an example. However, the present invention is not limited to this case. Moreover, in this case, a game which is executed by the game device will be explained as a car race game (hereinafter, referred to as 'the race game"), and a toy will be explained as a model of a car. However, the present invention is not limited to this case.
At first, the data carrier system will be explained briefly. This system is one of the important technologies for realizing the present invention. The data carrier system comprises an interrogator and a responder. This data carrier system is that the interrogator sends an electric wave to the responder, and in response to this electric wave, the responder generates an identification signal. As a responder, a contactless IC card is best known.
A contactless IC card (responder) is known as
<Desc/Clms Page number 9>
Close-coupled cards (ISO/IEC10536), Proximity cards (ISO/IEC14443), Vicinity cards (ISO/IEC15693) and microwave type cards. In general, LSI chips, capacitors and winding coils are mounted on the contactless IC card, in order to communicate data with a reading-writing unit (interrogator) by using the electromagnetic- induction. As a kind of responder, key rings, buttons and the like are developed and put in practical use in the form of, not an IC chip, but an IC tag.
These responders are contactless type ones, and do not have to have a power source which independently supplies the power therein. The reason why the contactless type responder does not have to have a power supply therein is that power is supplied to the LSI and the like which are mounted in the responder, by the electromagnetic- induction action caused by the electric wave sent from the interrogator. Therefore, these responders are good in the point of maintenance and resistance to emvironment, such as damage and wear.
The object of this f ormer data carrier system is to provide a simple method of identifying a contactless IC card at a distant position. For example, the object is to enable a personnel number of an employee who carries a contactless IC card (responder) as a kind of an ID, to be identified at a distant position. The above description is the outline of the data carrier system.
Then, the construction of the toy and the like, to which the present invention is applied, will be explained. FIG. 1
<Desc/Clms Page number 10>
is a view showing a game device 100, a cartridge 200, a reader 300, a cable 350 and a toy 400. The cartridge 200 is to be inserted into and extracted from a cartridge attachment section 100a of the game device 100. The reader 300 is to be connected to the cartridge 200 through the cable 350.
A player attaches the cartridge 200 (storage medium) storing a game program and the like, to the cartridge attachment section 100a placed behind the game device 100. The player enjoys himself playing the race game displayed in the display section 106, such as, by depressing buttons of an operation unit 105.
moreover, it is possible that a player can make the character representing the toy 400, appear in the game, and can operate the character by carrying out the following processes. That is, for example, the player brings the toy 400 close to the reader 300, or lays the toy 460 on the reader 300, af ter the cartridge 200 is connected to the reader 300 through the cable 350. A responder 410 (shown in FIG. 3A) which is the data carrier, is placed into the toy 400. The reader 300 communicates data with the responder 410. By these processes, the game device 100 identifies the responder 410, i.e. the toy 400. Then, the game device 100 makes the character corresponding to the identified toy 400, appear in the race game as the character to be operated by the player (hereinafter, referred to as "the character to be operated") . By above action of the game system, the player can enjoy himself playing the
<Desc/Clms Page number 11>
race game by operating the character to be Operated, which appears in the game.
Furthermore, the player can enjoy himself playing a continuation to the previous play in the next race game because a result of the race game is to be written in the toy 400 as the play information.
FIG. 2 shows an example of a picture of the race game displayed in the display section 106. In this drawing, a character 901 is the character to be operated. And as shown in the same drawing, the front view, seen from the viewpoint of the rear of the character to be operated, is generated and displayed as the game picture in this race game.
Then, the construction of the hardware for realizing the present embodiment will be explained. FIG. 3A shows the functional blocks of the responder 410 that is to be placed in the toy 400. The responder 410 comprises a coil 412, a current rectifying circuit 414, and an IC 416 for response. The coil 412 is made up with a winding coil or the like, and communicates data with a coil 302 (see FIG. 4) of the reader 300 (interrogator) by using the electromagnetic- induction. The current rectifying circuit 414 is made up with a capacitor or the like. The current rectifying circuit 414 rectifies a current generated by the electromagnetic- induction in the coil 412, and supplies the IC 416 for response with predetermined voltage.
The IC 416 for response is to be activated automatically by the power supplied from the current rectifying circuit 414.
<Desc/Clms Page number 12>
The IC 416 communicates data substantially with the reader 300 (interrogator) through the coil 412. Concretely, the IC 416 for response sends an ID code 418a and play data 418b that are stored in a memory 418, to the reader 300 through the coil 412.
FIG. 3B shows an example of the ID code 418a stored in the memory 418. In this drawing, a code "001" is stored as the ID code 418a.
FIG. 3C shows an example of the play data 418b. In this drawing, the data "JOHN" is stored as a driver name in the play data 418b. The data "1234.5km" is stored as mileage. The data "543" is stored as an acquisition point. The data "B" is stored as a tune-up degree.
In this embodiment, the driver name can be set arbitrary by a player. The mileage is the total mileage in the race game. The acquisition point is one that a player can obtain in accordance with the ranking in the race game. The crush degree of the character to be operated shows the damage from contacting with other characters or obstacles. Furthermore, the crush degree is to be shown in three stages, such as "A", "B", and "C", in this embodiment. In this case, the stage "A" means serious damage, the stage "B" means minor damage, and the stage "C' means no damage. According to this crush degree, a running performance of the character to be operated will change in the race game. That is, in case of "A" (serious damage), the maximum speed of the character to be operated in the race game will be restricted to 50%, and in case of "B" (minor damage), the maximum
<Desc/Clms Page number 13>
speed will be restricted to 75%.
The tune-up degree which shows the degree of being tuned-up in exchange for the acquisition point, is shown in three stages as "A", "B", and "C", in this embodiment. In this case, "A" means that major conversion has been done to the car of the race game, "B" means minor conversion, and "C" means no conversion. According to this tune-up degree, running performance of the character to be operated will change in this race game. That is, in case of "A" (major conversion), the maximum speed of the character to be operated in this game will increase by 100km/h, and in case of "B" (minor conversion), the maximum speed will increase by 50km/h.
In addition, the crush degree and the tune-up degree may be set in many stages such as 10 or 20 stages, as well as only three stages like the embodiment described above, and may be set by a parameter, such as the operability and the part of the character to be operated, for example the tire and the engine. Moreover, events may occur in this race game according to the crush degree or the tune-up degree. For example, the tire may puncture, or break dumping may be better.
As described above, it is necessary that the memory 418 has a construction for enabling the play data 418b to be rewritten, although this memory 418 may be realized by a RAM, a ROM or the like. Therefore, a storage medium which stores the play data 418b must be made of an EEPROM as such.
FIG. 4 is the functional blocks showing the game device
<Desc/Clms Page number 14>
100, the cartridge 200 and the reader 300. The game device 100 comprises a CPU 101, a cartridge I/F section 102, a RAM 103, a ROM 104, a operation unit 105, a display section 106, and a sound output section 107. Every these part is connected to a bus 108. The game device 100 has a construction so as to enable these parts to communicate data with each other. Hereinafter, the characteristic parts of the present invention will be mainly explained, because each function of the game device 100 is similar to that of a popular domestic game device and the like.
The. CPU 101 executes the IPL program out of the ROM 104 when the cartridge 200 is attached to the cartridge attachment section 100a and power supply is turned on. Then, the CPU 101 reads out the game program 212 out of the cartridge 200 through the cartridge I/F section 102 and the like. Then the CPU 101 executes the game program 212, using a program storage area of the RAM 103. At this time, according to instructions derived from a player's operation the CPU 101 executes the following three processes. Namely, they are a race game process, a tune-up process, and a repairing process. In the race game process, the race game is to be executed. In the tune-up process, the character to be operated is to be tuned-up in exchange f or the ranking of the race game, i.e. the acquisition point. And in the repairing process, the crush degree of the character to be operated is to be repaired in exchange for the acquisition point, too.
The procedures of the race game process are shown
<Desc/Clms Page number 15>
concretely in a flowchart as shown in FIG. 5. That is, the CPU 101 makes the display section 106 display the message f or asking whether to communicate with the toy 400 or not, that is, whether the player will lay the toy 400 on the reader 300 or not, and then waits for an input of player's choice (step Sl) . Then if the player inputs to the game device 100 an instruction to communicate with the toy 400 and lays the toy 400 on the reader 300 (step S2), the CPU 101 outputs to the reader 300 through the cartridge 200 and the like, an instruction to communicate data with the toy 400, and read out the ID code 418a and the play data 418b out of the toy 400 (step S3).
Then, the CPU 101 determines a character that corresponds to the ID code 418a out of character data 214 (see FIG. 6) of the cartridge 200 (step S4). The CPU 101 determines attributes of the character to be operated, according to the crush degree and the tune-up degree of the play data 418b (step S5) The CPU 101 determines a game stage and characters that appear in the race game, other than the character to be operated, according to the play data 418b (step S6). That is, the game stage and the characters may be determined by the mileage of the play data 418b. For example, the beginner's class stage and the characters for the game stage may be determined in case that the mileage of the play data 418b is 100km or less. The middle class stage and the characters for the stage may be determined in case of the mileage is from 100 to 10OOkm. The upper class stage and the characters for the stage may be
<Desc/Clms Page number 16>
determined in case of the mileage is 10OOkm or more.
If the player inputs to the game device 100 an instruction not to communicate with the toy 400 in the step S1, the CPU 101 determines the character to be operated as the def ault character (step S7), and a game situation as an initial state (step S8).
The CPU 101 starts executing the race game after the process of the step S6 or the step S8 (step S9). The CPU 101 waits for an input of player's choice, while making the display section 106 display a message of asking whether to write play data in the toy 400 or not, when the race game is over (step S10) . The CPU 101 outputs to the reader 300 an instruction to communicate data with the toy 400, if being inputted to write play data in the toy 400. The CPU writes in the toy 400, new play data which are combined the preceding play data with the result of the race game (step S11).
The CPU 101 waits for the input of whether to bring the race game to an end, after the process of the step S11, or after being inputted not to write the play data in the toy in the step S10. And, the CPU 101 repeats executing the processes from the step S9 to the step S11, until the CPU 101 is inputted to bring the race game to an end (step S12).
In FIG. 4, a cartridge I/F section 102 is an interface section that enables to communicate data with the cartridge 200 which is inserted to the cartridge attachment section 100a. The RAM 103 is a memory for storing temporally processed data, a result of a process and the like, executed by the CPU 101. The
<Desc/Clms Page number 17>
ROM 104 is a memory to store the IPL program, and the initial data for start up the game device 100. The operation unit 105 corresponds to direction keys and determination buttons. This operation unit 105 is to be inputted instructions for operation of the character to be operated, and instructions for starting execution and such instructions, by a player. The display section 106 comprises an LCD or the like. The display section displays such as a game picture, a result of processes executed by the CPU 101, and the like. The sound output section 107 comprises a loudspeaker. The sound output section 107 outputs sound data designated by the CPU 101, as sounds.
The cartridge 200 comprises a game machine connection section 202, a reader I/F section 203, and a storage section 210. The cartridge 200 is made electrically connectable both with the cartridge I/F section 102, and the game machine connection section 202 which has a terminal 202a, when the cartridge 200 is inserted into the cartridge attachment section 100a of the game device 100. Moreover, the game program 212 and character data 214 which are stored in the storage section 210 are outputted to the game device 100 through the game machine connection section 202, in response for the instruction from the CPU 101 of the game device 100.
FIG. 6 shows an example of the character data 214. In FIG. 6, the character data 214 are stored in a form of a data table which ID codes and character data are made corresponding to each other. For example, an ID code "001" corresponds to
<Desc/Clms Page number 18>
character data a", and an ID code "002" corresponds to character data b". Here, "character data a", "character data b", etc. are character data for the character to be operated which appears in the race game. And these character data comprise display data and a default attribute value. The attribute value concerns about performance of the character such as the maximum speed and a perf ormance characteristics (f or example an ability of a drift running or the break dumping).
The game machine connection section 202 is connected with the reader 300 through the reader I/F section 203 and the cable 350. That is, this connection enables a data communication between the reader 300 and the game device 100.
The reader 300 is the interrogator comprising a coil 302 and an interrogator control section 304. The reader 300 communicates data with the responder 410 by making up the data carrier system together with the responder 410 of the toy 400. And the interrogator control section 304 communicates data with the responder 410 by changing voltage and amount of current applied to the coil 302, in accordance with the instruction signal inputted by the CPU 101 through the cartridge 200 and the like. The interrogator 304 outputs a result of communication to the CPU 101 through the cartridge 200 and the like.
The data communication between the-cartridge 200 and the reader 300, which the cable 350 connects therebetween, may be a serial communication, such as the RS-232C, or a parallel
<Desc/Clms Page number 19>
communication. As described above, the complex play which is carried out by combining the game device with the toy, can be realized, because the game in which the character representing the toy 400 appears, can be executed by the game device 100, in accordance with the present embodiment. The game can be made more interesting because the character which appears in the game, is operated by a player. The player, i. e. the child who owns the toy 400, can be more absorbed in the game, and can be more attached to the toy 400, because the play data are stored in the toy 400.
It is possible that the toy 400 can satisfy the requirements f or good durability and a low cost, although the toy 400 is provided with a responder, because the game system is applied with the data carrier system which enables the game device 100 to identify the toy 400.
The object of the present invention is to combine a game of a game device with a play with a toy, by making the game device identify, the toy, and by making the character which corresponds to the toy, appear in the game of the game device. Therefore, various extended examples and modified examples can be thought up, other than the above embodiment. Hereinafter, these various extended examples and modified examples to which the present invention can be applied, will be explained.
At f irst, the play data 418b which is stored in the toy 400 may be rewritten at a rewriting information device which
<Desc/Clms Page number 20>
is separated from the game system, for example a base type toy 500. The base type toy 500 is a model of a service station as shown in FIG. 7. The base type toy 500 is to be played by laying or moving the toy 400 thereon. The interrogator which has the same construction as the reader 300 is provided to the base type toy 500. The base type toy 500 is made so as to enable data to be communicated with the responder 410 of the toy 400, and so as to enable the crush degree of the toy 400 to be changed automatically to "C", when the. toy 400 is moved near, or laid on, the base type toy 500. In this case, it is possible that the scope of the present invention can be extended, because the separate device which is to be played together with the toy 400, can be made as a means to repair the crush degree.
It is needless to say that the tune-up degree may be improved by laying the toy 400 on the base type toy 500, or by moving the toy 400 near the base type toy 500. The base type toy 500 and the game device 100 may be made connectable with each other, and may be made so that a player can repair the crush degree or improve the tune-up degree arbitrary while watching the display of the game device 100.
The several characters representing each toy 400 which a player owns, may appear in the game, by laying the various toy 400, such as a toy 400-1, a toy 400-2, a toy 400-3 and a toy 400-4 (hereinafter, these toys will be put t-ogether into "the toy 400") on the reader 300, as shown in FIG. 8. More concretely, a player operates what character he wants in the
<Desc/Clms Page number 21>
race game whose picture is shown, as an example, in FIG. 9. And the game device 100 executes the game in which the several characters representing each toy 400 appear, by dealing with the characters, except the character to be operated, as enemy characters. As described above, the character data dif f ers f or each character (toy). Further, an action and a shape of the character may be made dif f erent by a kind of the car which the toy represents. That is, each character may act in accordance with the each character. For example, the character of a dump truck corresponding to the toy 400-2 may scatter chippings over the race course, and the character of a shovel car corresponding to the toy 400-3 may shovel a hole in the race course.
The present invention may be applied to a simulation game whose object is to create a city for example. That is, the present invention may be applied to a simulation game whose object is to create a city from the firm ground, like a field and a forest, by running a simulation, such as cultivating the ground and building up a building, as shown in FIG. 10.
Concretely, the function and the factor of each character (toy 400) may be available in this game in accordance with a kind of the car which the toy 400 represents, when the various toys 400 are laid on the reader 300, as shown in FIG. 8. For example, a shovel car may prepare a housing site, a dump truck may make a forest into a plain field, a police car may build a police box, and an ambulance may build a hospital.
The present invention may be applied to a bringing-up
<Desc/Clms Page number 22>
simulation game (nurturing simulation game, fostering simulation game, breeding simulation game). That is, the object of the game may be bringing-up (nurturing, fostering, breeding) a child character which represents the toy 400 and which appears in the game when the toy 400 is laid on the reader 300. More concretely, the present invention may be applied to the game whose object is to nurture the character by, in the race game, driving in a city, a circuit or the like, and by carrying a man, a load or the like, and by tuning-up an engine, tires or the like, for example. Furthermore, the present invention may be applied to the game which is to be progressed through the repeat of selling the character which a player has nurtured, and buying an other child character to nurture, in the game. This game may be set at the city created in the simulation game described above. It is possible that, in this case, a scope of the present invention can be extended because the play which covers several games will be realized.
It is needless to say that, the present invention may be applied to the other toy, such as a doll and a stuffed toy, although the toy 400 has been explained as a model of a car in the above embodiment, the extended example, and the modified example.
The present invention may be applied to a domestic game device or a personal computer, although the game device 100 has been explained as a portable game device in the above embodiment, the extended example, and the modified example. Moreover, the
<Desc/Clms Page number 23>
game device may be made connectable to the public network, such as a cable television channel and the Internet, and the game program 212 and character data 214 may be downloadable therefrom. Furthermore, the above-mentioned game may be executed as a network game.
According to the present invention, an owner (player) of the toy can enjoy a complex play which is carried out by combining the game device with the toy, because the character which represents his toy appear in the game. Moreover, the relationship between the toy and the game device can be much enhanced, and a player can be more absorbed in the game and can be more attached to the toy, by operating the character which represents the toy.
Moreover, a toy of the game system, which satisfies the requirements for good durability and a low cost can be realized, f or example, by providing the toy with only a responder, because data can be transmitted between the toy and the reader by a contactless data carrier system. The entire disclosure of Japanese Patent Application No. Tokugan 2000-184846 filed on June 20, 2000 including specification, claims, drawings and summary are incorporated herein by reference in its entirety.
<Desc/Clms Page number 24>

Claims (9)

  1. What is claimed is: 1. A game system comprising: a toy for storing toy information; a reader for detecting the toy information by a data transmission between the toy and the reader, using a contactless data carrier system; and a game device for executing a game in which a character representing the toy appears, in accordance with the toy information detected by the reader.
  2. 2. The game system as claimed in claim 1, wherein the character is operated by a player.
  3. 3. The game system as claimed in claim 1 or 2, wherein the toy comprises a storage section for storing play information about the game, which is inputted by the data transmission; and the play information stored in the storage section is outputted to the game device through the reader by the data transmission when the game device executes the game.
  4. 4. The game system as claimed in claim 3, wherein the game device changes at least one of an attribute of the character, an action of the character, a shape of the character and a scene, of the game, in accordance with the play information.
    <Desc/Clms Page number 25>
  5. 5. A rewriting information device which rewrites play information relating to a game, which is stored in a toy, by a data transmission between the toy and the rewriting information device, using a contactless data carrier system.
  6. 6. A storage medium having a program recorded thereon, which is executed by a game device of a game system comprising: a toy for storing toy information; a reader for detecting the toy information by a data transmission between the toy and the reader, using a contactless data carrier system; and the game device f or executing a game in which a character representing the toy appears, in accordance with the toy information detected by the reader; wherein the game program comprises a program code for changing progress of the game in accordance with the toy information.
  7. 7. A game system substantially as herein described with reference to and as illustrated in the accompanying drawings.
  8. 8. A rewriting device substantially as herein described with reference to and as illustrated in the accompanying drawings.
  9. 9. A storage medium according to Claim 6 substantially as herein described with reference to and as illustrated in the accompanying drawings.
GB0114565A 2000-06-20 2001-06-15 Games system and associated toy Withdrawn GB2365796A (en)

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JP2000184846A JP2002000938A (en) 2000-06-20 2000-06-20 Game system, information rewriting device, and storage medium

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