EP0572710A1 - Spielzeug - Google Patents

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Publication number
EP0572710A1
EP0572710A1 EP92114093A EP92114093A EP0572710A1 EP 0572710 A1 EP0572710 A1 EP 0572710A1 EP 92114093 A EP92114093 A EP 92114093A EP 92114093 A EP92114093 A EP 92114093A EP 0572710 A1 EP0572710 A1 EP 0572710A1
Authority
EP
European Patent Office
Prior art keywords
data
game
read
card
amount
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Withdrawn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
EP92114093A
Other languages
English (en)
French (fr)
Inventor
Kaku Hanazawa
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.)
Bandai Co Ltd
Original Assignee
Bandai 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 Bandai Co Ltd filed Critical Bandai Co Ltd
Publication of EP0572710A1 publication Critical patent/EP0572710A1/de
Withdrawn legal-status Critical Current

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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
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2411Input form cards, tapes, discs
    • A63F2009/2419Optical
    • A63F2009/242Bar codes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2457Display screens, e.g. monitors, video displays
    • A63F2009/2458LCD's

Definitions

  • the present invention relates to a game toy with which a game is played by reading optical identification codes from a recording medium.
  • bar codes for example, are used, which contain printed data relating to the game, and a predetermined amount of data is arranged depending on a specific number of printed bar codes. Therefore, when the bar codes on a card are read using an optical reading device, a predetermined amount of data is provided for each of the cards. The player may then engage in a competition, etc. based on the predetermined amount of data obtained from each card.
  • the present invention was developed in light of the subject described above. Its purpose is to provide a game toy which arranges data into a specific amount even when the amount of data obtained from the card is small, thus offering an element of surprise in order to maintain a high level of interest.
  • Fig. 1 is a block diagram showing the configuration of a circuit inside a game toy frame, and its periphery, according to the present invention.
  • Fig. 2 is a plane view of a game toy frame according to the present invention.
  • Fig. 3 is a flow chart showing the basic operational control of a competitive game which utilizes a game toy according to the present invention.
  • Fig. 4 is a flow chart showing the function of a bar code reading device where the amount of data read is below a predetermined amount.
  • the means provided by the present invention adds arbitrary data to data read according to a reading means, and arranges it into a specific amount of data when the amount of said read data is below a predetermined amount.
  • the winner is decided based on the data which is read by this reading means, or based on the data which is arranged into said specific amount of data.
  • Game toy 1 is comprised of a game toy frame 3 and various card CD's which are the recording media which record data relating to the game in optical identification codes. Data relating to the game is recorded on these various card CD's, in bar codes.
  • a bar code reading device 5 is constructed on the top side of the game toy frame 3. This bar code reading device 5 is the reading means for reading the bar codes from the recording medium. That is, an insert slot 7 for inserting the card CD and a groove 9 connected to this insert slot 7 are constructed in the bar code reading device 5, and when the card CD which is inserted through the insert slot 7 is moved along the groove 9, the bar codes arranged on said card CD are optically read. Also, on the right and left sides of the game toy frame 3, various operating keys are constructed.
  • the bar code reading device 5 which optically reads bar codes arranged on the card CD is connected to a control device 25, and outputs the data which is read by the bar code reading device 5 to the control device 25.
  • This control device 25 includes a RAM 27 which temporarily stores the above mentioned read data, a ROM 29 in which the basic program of the game has been stored, and a CPU 31 for executing the various control processes necessary for the proceeding of the game, etc.
  • control device 25 includes a data arrangement means 33 which adds arbitrary data to said read data and arranges it into a specific amount of data, when the amount of data which is read by the bar code reading device 5 is below a predetermined amount; as well as a winner determining means 35 which determines the winner based on the data which is read by the above mentioned bar code reading device 5 or based on the data which is arranged into the above mentioned specific amount of data.
  • the offence keys 11a and 11b, the battle keys 13a and 13b, the defence keys 15a and 15b and the liquid crystal display 17 are each connected to the control device 25.
  • the control device 25 advances the progress of the game in response to the action of the various operation keys mentioned above, and displays the results on the liquid crystal display 17.
  • step S1 the bar code reading device 5 reads the bar codes of the card CD.
  • the data which is read from this card CD is recorded in a certain area of the RAM 27.
  • step S3 it is determined whether the reading of the bar codes from the card CD has been completed or not. If it is determined in step S3 that the reading of the bar codes has not been completed, the flow returns again to step S1. If the reading of the bar codes from the card CD has been completed in step S3, the flow proceeds to step S5 which judges which is the first or the second player.
  • step S7 it is determined whether the first player's offence key has been pressed, and if the first player's offence key has been pressed the flow proceeds to step S9 where the ratio of hits is checked. If the first player's offence key has not been pressed in step S7, the flow proceeds to step S11 where it is determined whether the first player's defence key has been pressed or not. If the first player's defence key has not been pressed in S11 the the flow returns again to step S7. If the first player's defence key has been pressed in step S11 then the flow proceeds to step S13 where calculation is made of the power level recovered.
  • step S15 it is determined whether the second player's offence key has been pressed, and if the second player's offence key has been pressed, the flow proceeds to step S19 where the ratio of hits is checked. On the other hand, if the second player's offence key has not been pressed in step S15, the flow proceeds to step S19 where it is determined whether the second player's defence key has been pressed or not. If the second player's defence key has not been pressed in S19 the the flow returns again to step S15. On the other hand, if the second player's defence key has been pressed in step S19 then the flow proceeds to step S21 where calculation is made of the power level recovered.
  • step 23 it is determined whether the battle key has been pressed or not. If the battle key has been pressed, the flow proceeds to steps S25 and S27, the damage to each player is calculated, and the result is displayed on the liquid crystal display 17.
  • step S29 it is determined whether the power level HP of either one of the competitors is zero, and if neither of the power level HP is zero, the flow proceeds once again to step S5, and the competition continues as described above. If it is determined in step S29 that the power level HP of either one of the competitors is zero, then the flow proceeds to step S31 and processing is executed to end the game. For example, it is judged that the competitor whose power level HP was zero is the loser, and this is displayed on the liquid crystal display 17.
  • step S41 a copy source address is set. That is, the data which is read from the card CD is sequentially recorded in the RAM 27, but when the data which is read is below a predetermined amount, the data address already recorded in this RAM 27 is set as the address for the above mentioned copy source.
  • step S43 the copy destination address is set. That is, the data which is read from the card CD is sequentially recorded in a certain area of the RAM 27, but when the amount of data which is read is below a predetermined amount, a free area is given, and the address of this free area is set as the above mentioned copy destination address.
  • step S45 the work area for data copying is cleared. Then in step S47, the data which is recorded at the above mentioned copy source address is retrieved. In step S49, the work area for data copying is incremented by only +1.
  • step 51 it is determined whether the copy source data is a logic 1 or not, and if the copy source data is a logic 1, then the flow proceeds to step S53 where it is determined whether the work area for data copying is an odd number or not. If the work area for data copying is not an odd number in step S53, then the flow proceeds to step S55 where a logic 1 is copied to the copy destination address. On the other hand, if the work area for data copying is an odd number in step S53, the flow proceeds to step S59 where a logic 0 is copied to the copy destination address.
  • step S51 When it is determined in step S51 that the copy source data is not a logic 1, then the flow proceeds to step S57 where it is determined whether the work area for data copying is an odd number or not. If the work area for data copying is not an odd number in step S57, then the flow proceeds to step S59 where a logic 0 is copied to the copy destination address. On the other hand, if the work area for data copying is an odd number in step S57, then the flow proceeds to step S55 where a logic 1 is copied to the copy destination address.
  • step S61 the copy source address is incremented by only +2. Further, in step S63 the copy destination address is incremented by only +1. Then, in step S65, it is determined whether the the copy destination address is the final address or not, and if the copy destination address is not the final address, the flow returns again to step S47 where the above described process is repeated. That is, the data which is recorded in every other address of the data which is recorded in the copy source area is sequentially recorded to the copy destination address.
  • the bar code reading device 5 when the amount of data read by the bar code reading device 5 is below a predetermined amount, it is arranged into a specific amount of data through copying of the source data, and therefore it is possible to have an element of surprise in the data content.
  • the data was copied and arranged into a certain amount of data, by sequentially recording the data which is recorded in every other address of the data recorded in the copy source to the copy destination address.
  • the present invention is not limited to this, as it is possible to use any other suitable means for copying data.
  • it may be configured so that data which is recorded at a suitable address from the data which is stored in the copy source area is recorded at a sequential copy destination address.
  • the copy data may be prepared in advance, and configured so that when the data which is read by the bar code reading device 5 is below a predetermined amount, the pre-prepared data is added to provide a specific amount of data.
  • configuration was done using bar codes as the optical identification codes, but the present invention is not limited to this.
  • configuration may be done using suitable optical identification codes such as karura codes, etc.
  • the present invention adds arbitrary data to data which is read by a reading means and arranges it into a specific amount of data when said read data is below a predetermined amount. Since construction is such that the winner and loser are determined based on the data which is read by this reading means or based on the data which is arranged into said specific amount of data, input errors are almost totally eliminated, and various data contents may be obtained from the same card. Thus, according to the present invention it is possible to have an element of surprise during the course of the game, and a game toy able to maintain a high level of interest can be realized.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)
EP92114093A 1992-06-03 1992-08-18 Spielzeug Withdrawn EP0572710A1 (de)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP16854092A JP2511360B2 (ja) 1992-06-03 1992-06-03 ゲ−ム玩具

Publications (1)

Publication Number Publication Date
EP0572710A1 true EP0572710A1 (de) 1993-12-08

Family

ID=15869912

Family Applications (1)

Application Number Title Priority Date Filing Date
EP92114093A Withdrawn EP0572710A1 (de) 1992-06-03 1992-08-18 Spielzeug

Country Status (2)

Country Link
EP (1) EP0572710A1 (de)
JP (1) JP2511360B2 (de)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2292093A (en) * 1994-07-25 1996-02-14 Philip Martin Ashley Electronic games
US7147561B2 (en) 2003-08-20 2006-12-12 Nintendo Co., Ltd. Game system having a plurality of game machines for competing for card data
US7883420B2 (en) 2005-09-12 2011-02-08 Mattel, Inc. Video game systems
US8382567B2 (en) 2004-11-03 2013-02-26 Mattel, Inc. Interactive DVD gaming systems

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1986004826A1 (en) * 1985-02-19 1986-08-28 Acorn Industries, Inc. Game monitor

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1986004826A1 (en) * 1985-02-19 1986-08-28 Acorn Industries, Inc. Game monitor

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2292093A (en) * 1994-07-25 1996-02-14 Philip Martin Ashley Electronic games
US7147561B2 (en) 2003-08-20 2006-12-12 Nintendo Co., Ltd. Game system having a plurality of game machines for competing for card data
US8382567B2 (en) 2004-11-03 2013-02-26 Mattel, Inc. Interactive DVD gaming systems
US7883420B2 (en) 2005-09-12 2011-02-08 Mattel, Inc. Video game systems
US8535153B2 (en) 2005-09-12 2013-09-17 Jonathan Bradbury Video game system and methods of operating a video game
US9731208B2 (en) 2005-09-12 2017-08-15 Mattel, Inc. Methods of playing video games

Also Published As

Publication number Publication date
JP2511360B2 (ja) 1996-06-26
JPH0647126A (ja) 1994-02-22

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