JP2004290469A - Game system - Google Patents

Game system Download PDF

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Publication number
JP2004290469A
JP2004290469A JP2003088059A JP2003088059A JP2004290469A JP 2004290469 A JP2004290469 A JP 2004290469A JP 2003088059 A JP2003088059 A JP 2003088059A JP 2003088059 A JP2003088059 A JP 2003088059A JP 2004290469 A JP2004290469 A JP 2004290469A
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JP
Japan
Prior art keywords
card
game
user
identification information
information
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.)
Pending
Application number
JP2003088059A
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Japanese (ja)
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JP2004290469A5 (en
Inventor
Kazuyuki Shigeta
和之 繁田
Original Assignee
Canon Inc
キヤノン株式会社
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 Canon Inc, キヤノン株式会社 filed Critical Canon Inc
Priority to JP2003088059A priority Critical patent/JP2004290469A/en
Publication of JP2004290469A publication Critical patent/JP2004290469A/en
Publication of JP2004290469A5 publication Critical patent/JP2004290469A5/ja
Application status is Pending legal-status Critical

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Abstract

To provide a game system capable of supplying cards having symbols and functions closely related to a user history such as game progress and results.
A game card system includes a trading card 100 (recording medium), a home printer 220 (printing means) used by a user, a game machine 230, a display monitor 240 that displays a game screen, and the like. Run the game program. Based on the permission to print the symbols issued according to the game program, the printer prints symbols on the trading card according to the user history that changes according to the progress of the game.
[Selection] Figure 1

Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a game system using an information processing apparatus such as a game machine or a personal computer, and more particularly to a game system for playing a game by providing information and functions for advancing the game using a card such as a trading card.
[0002]
[Prior art]
The trading card is a card for collection in which photographs and designs of characters such as athletes, entertainers, characters such as comics and TV dramas, appearance mechanisms, and popular people and objects such as sports cars are printed. Generally, such trading cards are packaged so that the pictures and designs of the cards are not visible from the outside, and are sold at a toy store or the like in units of 1 to several tens. .
[0003]
A card game using this trading card is a trading card game. Each card describes the role, function, strength level, etc. of the card for advancing the game. Dozens of such cards are prepared as a hand, and cards are played against each other. For this reason, trading cards for games are highly popular, such as those with good features and high strength levels in addition to cards with good designs and rare values.
[0004]
On the other hand, in recent years, with the spread of TV games, games on personal computers (hereinafter referred to as PCs), or portable game machines, game machines that use such trading cards for the progress of games have appeared. In such a game, for example, a bar code for adding a game function is added on a card, and the bar code is read into the game machine while the game is in progress. Functions and items (items) to be used inside can be added. A user who wants to play a game can add an additional function of the game according to the acquired card by purchasing a card from a store in advance.
[0005]
Some trading cards are provided with a non-contact ID tag, and the non-contact ID tag stores data for reproduction in addition to the ID. (See Patent Document 1).
[0006]
In addition, there is a method for acquiring print information from a server by reading an ID code recorded on a media pack, and a method for recording image information for each sheet by using an ID code recorded for each sheet of paper. Management is realized. (See Patent Document 2).
[0007]
[Patent Document 1]
JP 2002-123276 A
[Patent Document 2]
JP 2002-132606 A
[0008]
[Problems to be solved by the invention]
However, since such trading cards are acquired and sold or exchanged, even in a game using a trading card, the user's progress, win / loss, result, etc., and the contents of the card are not directly linked to the trading card.
[0009]
In addition, since trading cards are sold in the manner described above, the purchaser cannot reflect his / her wishes or circumstances at the time of card purchase, and is prepared and prepared in advance by the card supplier. Only cards with symbols, roles, functions, etc. within the range were available.
[0010]
An object of the present invention is to provide a game system capable of supplying cards having symbols and functions closely related to a user history such as game progress and results.
[0011]
[Means for Solving the Problems]
In order to achieve the above object, a game system according to claim 1 is provided with a game execution device that executes a game upon receiving information and a function for advancing the game from a recording medium to which identification information is added, and the recording In a game system including a printing unit that prints an image on a medium, the game execution device grants permission to the printing unit to print an image corresponding to a user history that changes according to the progress of the game on the recording medium. It is characterized by giving.
[0012]
In order to achieve the above object, the game system according to claim 2 permits printing an image corresponding to a user history that changes depending on the progress of the game, on a printable recording medium provided with identification information, and The identification information of the recording medium and the user history are recorded in association with each other.
[0013]
DETAILED DESCRIPTION OF THE INVENTION
(First embodiment)
FIG. 1 is a schematic configuration diagram of a game system according to the first embodiment.
[0014]
The game system according to the present embodiment includes a trading card 100 (recording medium), a home printer 220 (printing means) used by a user, a game machine 230, a television or a display monitor 240 that displays a game screen, and the like. . The trading card 100 is supplied by a game card store 210 such as a toy store.
[0015]
The printer 220 includes a reader / writer device 130 described later that reads and writes information from and to the wireless tag 120 of the trading card 100. The printer 220 and the game machine 230 are connected by a connection cable 251, and the game machine 230 is further connected to the display monitor 240 by a connection cable 252.
[0016]
An arrow 201 indicates the flow of purchase procedures from the user to the store, and an arrow 202 indicates the flow of card sales from the store to the user. An arrow 203 indicates the flow of identification information from the card 100 to the printer 220, and an arrow 204 indicates the flow of print image information and attached information from the printer 220 to the card 100. An arrow 205 indicates the flow of identification information read from the wireless tag 100 from the printer 220 to the game machine 230, and 206 indicates the flow of print image information and attached information from the game machine 230 to the printer 220.
[0017]
2A and 2B are diagrams showing the trading card 100 used in the game system 1 of FIG. 1, where FIG. 2A shows the back surface of the trading card 100, and FIG. 2B shows the front surface of the trading card 100.
[0018]
A pattern 101 for each type of the card 100 is printed on the back surface 100b of the trading card 100 (hereinafter, card 100). In addition, a wireless tag 120 for recording card identification information and attached information is provided near one corner of the card 100. This “wireless tag” is an electronic tag (tag) having an IC chip and an antenna embedded therein and having a communication function, and is also called an RF-ID. The wireless tag 120 is provided on the back surface 100b opposite to the printing surface (front surface 100a) facing the printer head (not shown) of the printer 220 so as not to interfere with the printing of the printer 220.
[0019]
The wireless tag 120 includes an identification information storage unit 120a that stores identification information that can only be read, and an auxiliary information storage unit 120b that stores auxiliary information that can be both read and written. The attached information storage unit 120b stores user history and game function information, which will be described later.
[0020]
On the other hand, the surface 100 a of the card 100 is a blank sheet for printing a pattern by the printer 220. The front surface 100a may not be entirely blank but partly blank, and the pattern (image) may be printed on the blank. On the surface 100a, nothing is printed yet when the card 100 is sold to the user.
[0021]
FIG. 3 is a block diagram illustrating the configuration of the wireless tag 120 in FIG. 2 and a reader / writer device that reads information from the wireless tag 120 and writes information to the wireless tag 120.
[0022]
The wireless tag 120 includes a memory 121 that stores data, an antenna 122, a wireless circuit 123, a logic circuit 124 that connects the memory 121 and the wireless circuit 123, and the like.
[0023]
The memory 121 is a memory such as an EEPROM (Electronically Erasable and Programmable Read only Memory), a FeRAM (Ferroelectric Random Access Memory), and a ROM. The antenna 122 is an antenna for communicating with the reader / writer device 130. The reader / writer device 130 that reads information of the wireless tag 120 is also provided with an antenna 132 for communicating with the wireless tag 120.
[0024]
When the antenna 122 of the wireless tag 120 receives a radio wave emitted by the reader / writer device 130, the radio circuit 123 generates electromagnetic induction by the received radio wave and operates an internal circuit to generate power. The internal information is read and transmitted by the wireless circuit 123. In this manner, information stored in the RFID tag IC that generally does not have a battery is read out by the reader / writer device 130.
[0025]
The user pays the price at the store and purchases a printable card 100 with identification information. As will be described later, when the card 100 is created as the game progresses on the game machine 230, the reader / writer device 130 sets the card 100 in the printer 220 so that the reader / writer device 130 can store the identification information storage unit 120a of the card 100. To read the identification information of the card 100. Data read by the reader / writer device 130 is transmitted to the game machine 230.
[0026]
The identification information of the card 100 received by the game machine 230 is associated with the user's game history by the execution of the game program (game execution means) of the game machine 230, and the function addition information corresponding to the user history is received from the game machine 230. It is transmitted to the printer 220. In the printer 220, the reader / writer device 130 writes the transmitted function addition information in the attached information storage unit 120b in the wireless tag 120. In addition, by executing the game program of the game machine 230, the print design is transmitted from the game machine 230 to the printer 220 based on the design print permission given to the user, and the printer 220 prints the design on the card 100.
[0027]
Here, the game system according to the present embodiment will be described using an aircraft operation simulation game as an example. This simulation game assumes that the program is executed on a dedicated game machine at home.
[0028]
First, the outline of the aircraft operation simulation game will be described. First, the game user starts from a lesson to acquire a license (qualification) to become an aircraft pilot.
[0029]
Pilot qualifications are divided by aircraft type, such as airplanes and helicopters. The user first selects the type of aircraft, “Private Pilot”, who can only control a private airplane, “Business Pilot” who can receive a reward and engage in work, and operate regularly The goal is to obtain higher qualifications in the order of “regular transport pilots” who can become captains of scheduled flights.
[0030]
In order to obtain qualifications, the applicant must satisfy a certain flight history and pass an examination conducted by qualification and aircraft type. In this simulation game, the user gains qualifications while experiencing flight in various places, times and weather conditions and accumulating his career and passing the national flight test.
[0031]
When the qualification is acquired, a skill certificate in which a qualification design including a user's face photograph is printed on the card 100 with identification information is issued. On the card 100 as the skill certificate, the function addition information corresponding to the corresponding qualification is recorded together with the printing of the design. Therefore, when the game machine 230 reads the identification information and the function additional information in the wireless tag 120 of the card 100, the game machine 230 determines the user's qualification information and adds an additional function corresponding to the corresponding qualification, for example, The range of choices for flight operations, such as the types of airplanes that can be operated and places where flights can be made, is set.
[0032]
Specifically, when the user acquires the qualification by linking the identification information of the card 100 recorded in the identification information storage unit 120a in the wireless tag 120 in FIG. In addition, the printer 220 is instructed to print a qualifying design including the user's face photograph on the card surface 100a, and the attached information storage unit 120b has a flightable model that is permitted based on the acquired qualification. Record flight operations. In addition to appreciating and collecting symbols on the card 100, when the flight is performed, the card 100 is read into the reader / writer device 130 of the printer 220 during the game. The permitted flight type and flight work are read based on the identification information of the card 100 recorded in the identification information storage unit 120a in the wireless tag 120 and the acquired qualification recorded in the attached information storage unit 120b. Thus, a game according to the level of qualification can be enjoyed.
[0033]
As another issuing form of the card 100, the airport, the area, the time zone, the season, the aircraft body, and the scenery where the user experienced the flight may be printed like a postcard. By associating the identification information in the wireless tag 120 of the card 100 with the user history, one scene of a flight in the game is selected and printed as a symbol, and is associated with the attached information storage unit 120b in the wireless tag 120. A record of the flight is stored.
[0034]
The user himself / herself sets the card 100 in the printer 220, so that the user can enjoy the memorial card that can reproduce the place, date, and situation of the flight that left a memorable impression. By passing 100, a friend can experience the flight that the user has experienced. Specifically, since the identification information of the card 100 recorded in the identification information storage unit 120a in the wireless tag unit 120 of FIG. 1 is associated with the user history, the user prints a desired scene on the card 100. When this is selected, the printer 220 is instructed to print the design of the scene desired by the user on the front surface 100a of the card, and the situation of the scene and the flight record are recorded in the attached information storage unit 120b.
[0035]
The person who exchanged the card 100 with the user not only appreciates or collects the design of the card 100 but also reads the card 100 into the reader / writer device 130 of the printer 220 while the game is in progress. The identification information of the card 100 recorded in the identification information storage unit 120a and the status, place, time, etc. at the time of the flight recorded in the auxiliary information storage unit 120b are read out so that the flight scene can be watched. Or enjoy flight simulation using the same location, time, weather conditions, and the same aircraft model.
[0036]
FIG. 4 is a flowchart showing a routine executed by the game program at the start of the game in the game system 1.
[0037]
When the game is started (step S401), it is determined whether or not the game is a new game (step S402). If the game is not a new game, the user is allowed to select whether or not to read card identification information (step S403). If the card identification information is not read, an instruction is given to input a predetermined user ID number from the operation keys of the game machine 230 and the characters on the menu screen as identification information (step S404). Based on the input identification information, the pre-recorded identification information is read out, the user's game progress history is read out from the user history association table, and various setting values are read out from this history (step S405), This routine ends (step S 419).
[0038]
If the user selects to read the identification information of the card 100 in the selection in step S403, the identification information and attached information of the card 100 read by the reader of the wireless tag 120 of the printer 220 are read (step S406). Based on the read identification information, the presence / absence of the user's game progress history is checked from the previously recorded identification information and user history association table (step S407). If there is a user history, various setting values are read from the user history (step S408), and this routine is terminated (step S419). If there is no history, a new user history is created and various setting values are created from the attached information recorded in the card (step S409), and this routine is ended (step S 419).
[0039]
Thereby, for example, a user who resumes the game from the middle can read the set value from the middle state of the game recorded in his user history and resume the game. In addition, since the user who has obtained the card 100 by exchanging does not have his own user history associated with the identification information of the card 100, the flight created by creating a new user history and recorded in the attached information storage unit 120 b of the wireless tag 120. Various setting values are created from information.
[0040]
If it is determined in step S402 that the game is a new game, a new selection of aircraft type is instructed (step S410). Since new users do not have qualifications, the game will start from the training stage of the “self-pilot” at the beginning stage. In the next step S411, a new user history is created, and initial values are stored in the user history as various setting values.
[0041]
Next, the user is inquired whether or not to create a card (step S412). If the user has not selected card creation, a user ID number for a non-card user is set as identification information and shown to the user (step S413), and the process proceeds to step S417 described later. When the user selects card creation in response to the inquiry in step S412, an instruction is given to set the card 100 in the printer 220 (step S414).
[0042]
Next, it is confirmed whether or not the card 100 has identification information (step S415). If there is no identification information in the card 100, the process proceeds to step S413 as in the case where the card 100 is not created. If the card 100 has the identification information (YES in step S415), the design of the student ID of the trainee indicating that the trainee is a private pilot trainee on the selected type of aircraft is printed on the card 100. An instruction is given to the printer 220 (step S416).
[0043]
Thus, the new user can experience the simulated experience of the lesson with a sense of reality by creating the card 100 of the instructor. Since the card 100 is associated with a user history unique to the card 100, the card 100 is unique to the card 100. However, when the card is printed, the user's photograph is synthesized or the user himself / herself selects a part of the design. By reflecting the taste of the user, the card 100 becomes a card with a high rarity unique to the user.
[0044]
In the next step S417, a table associating the set identification information with the user history is recorded. Thereafter, a game start state is set based on various setting values set in the user history (step S418), and the game start routine is ended (step S419).
[0045]
Next, if the user satisfies a certain flight history through lessons in the simulation game, passes a test conducted by qualification, by type of aircraft, passes the qualification, or does not achieve qualification We will also explain the step-up when you can acquire some technology.
[0046]
FIG. 5 is a flowchart showing a step-up routine executed by the game program.
[0047]
In step S501, when the step-up routine is entered, qualifications and skills can be acquired, and the user's game level is displayed on the screen to notify the user (step S502). Thereafter, the user is inquired whether to create a new card (step S503). If no card is to be created, the process proceeds to step S509, where the set value after step-up is recorded in the user history, and then the step-up routine is terminated (step S510).
[0048]
If the user has selected to create a new card (YES in step S503), in step S504, the printer 220 is instructed to set a new card on which identification information can be printed. Next, the presence / absence of identification information of the card 100 is confirmed (step S505). If there is no card identification information, the process proceeds to step S509 as in the case where no card is created, and then the step-up routine is terminated (step S510).
[0049]
If there is identification information of the card 100 (YES in step S505), in step S506, a print instruction for symbol printing based on the user history after step-up is given to the printer 220.
[0050]
Next, after the step-up, the function addition information permitted for the user is recorded in the attached information storage unit 120b of the card 100 (step S507), and the identification information of the new card 100 is associated with the user history (step S508).
[0051]
Next, the set value after step-up is recorded in the user history (step S509), and the step-up routine is ended (step S510).
[0052]
Thus, for example, when step-up is acquisition of qualification, the user is issued a skill certificate on which a qualification design including the user's face photograph is printed. On the card 100 as the skill certificate, the function addition information corresponding to the corresponding qualification is recorded together with the printing of the design. For example, flight of a model permitted by the acquired qualification is possible under permitted conditions.
[0053]
Alternatively, when the step-up is acquisition of a special flight technique, a recording card 100 on which a symbol representing the flight technique is printed is issued. The card 100 is provided with the addition of a function in accordance with the acquisition of the corresponding flight technology as well as the design printing, and is recorded as the function addition information. For example, the number of types of airplanes listed as maneuverable models will increase, and functions that expand game content will be added, such as the number of airports that can fly.
[0054]
Further, even when such a card is created, the user can select a part of the design to make the card 100 a more rare card unique to the user. For example, in the certificate of skills at the time of qualification acquisition, you can insert and synthesize your face photo as in the normal qualification, it can be replaced with the face of any character, or the qualification mount border or It is possible to select a desired design such as a color.
[0055]
In the case of a recording card at the time of technology step-up, select a commemorative flight state image that has been stepped up, or select a photo of an arbitrary angle of your plane, or your favorite As an example, printing an arbitrary image such as selecting a landscape in which a flight has taken place can be mentioned.
[0056]
Next, a description will be given of how to save the game settings when the game is temporarily interrupted or ended.
[0057]
FIG. 6 is a flowchart showing a game setting storage routine executed by the game program when interrupted or terminated.
[0058]
Here, the game program stores various setting information together with the game history information as the user history in a large-capacity storage medium such as an HDD or a memory card in the game machine 230, and stores additional information in the wireless tag 120 of the card 100. Various setting values when the game is finally finished are also stored in the unit 120b.
[0059]
In step S601, when it becomes a game setting storage routine, first, the user is inquired by displaying on the screen whether or not to update the attached information in the card (step S602). If the user does not update the attached information and does not hold the card, the process proceeds to step S607. In step S607, the entire history information of the game is recorded and various setting information is recorded in order of history on a large-capacity storage medium such as an HDD (hard disk) or a memory card, and this routine is terminated.
[0060]
When the user updates the attached information in the card 100 (YES in step S602), the user instructs the printer 220 to set a printed card whose identification information is associated with the user history (step S602). In step S603, the identification information of the card 100 is read (step S604).
[0061]
Next, it is determined whether there is identification information of the card 100 in the user history (step S605). When there is no identification information of the card 100 or when the identification information of the card 100 does not match the identification information associated with the user history, the process proceeds to step S607 as in the case where the attached information in the card 100 is not updated.
[0062]
If there is identification information of the card 100 in the user history (YES in step S605), various settings stored in the attached information storage unit 120b in the wireless tag 120 of the card 100 using the latest various setting values immediately before saving. The value is updated (step S606), and after proceeding to step S607, this process is terminated (step S608).
[0063]
In this way, all user histories at the time of simulation game execution are recorded on a large-capacity storage medium such as an HDD or a memory card, and only the latest various setting values are recorded on the card itself. As a result, for example, even if there is no game history recorded in a large-capacity storage medium such as an HDD or a memory card inside the game machine 230, the user can pass the card to a friend like a postcard, The user can experience the flight experienced by the user using only the setting values recorded in the attached information storage unit 120b.
[0064]
Further, when the user has a plurality of cards 100 created through the progress of the game, the game settings are stored on the plurality of cards 100 at different dates and times, thereby recording a plurality of setting values in different situations. A storage medium can be prepared easily at low cost.
[0065]
(Second Embodiment)
FIG. 7 is a diagram for explaining a game system according to the second embodiment.
[0066]
The game system according to the present embodiment is an example in which a server manages a user history via a network such as the Internet and executes a game program (game execution means) on a personal computer (hereinafter referred to as PC) that is an information processing apparatus. It is.
[0067]
The game system 2 includes a server 700 connected to a network such as the Internet 10, and this server 700 serves as both a billing server and a game user history management server. A user's first PC 720 is connected to the Internet 10 via a modem 730. The first PC 720 and the modem 730 are connected by a connection line 701. The first PC 720 is connected to a printer 740 (printing means) by a connection line 702. The printer 740 has a function for reading and writing identification information.
[0068]
A user's second PC 750 is also connected to the Internet 10. The second PC 750 is connected to the Internet 10 via a modem 712 connected by a connection line 703. The second PC 750 is connected to a printer 770 (printing means) having a reader / writer function by a connection line 704. The printer 770 has a read / write function for reading / writing data from / to the wireless tag 820 of the card 800.
[0069]
Here, the card 800 will be described.
[0070]
FIG. 8 is a view showing a trading card 800 used in the game system 2 of FIG. 7, (a) shows the back surface of the trading card 800, and (b) shows the front surface of the trading card 800. A trading card 800 (hereinafter, card 800) is a printable card having a wireless tag 820 for storing identification information. Patterns 801 such as various patterns are printed on the back surface 800 b of the card 800. The surface 800a of the card 800 is blank so that a picture can be printed by a home printer or the like.
[0071]
The wireless tag 820 stores identification information and attached information of the card 800. The wireless tag 820 includes an identification information storage unit 820a that stores identification information of the card 800 that can be read and written, and an auxiliary information storage unit 820b that stores auxiliary information that can be read and written. The identification information is written in a memory (not shown) in the wireless tag 820. However, the method of giving the identification information to the card is not limited to the wireless tag 820, and for example, a barcode or a digital watermark may be used.
[0072]
Here, the card 800 used in the present embodiment is a printable card with a wireless tag similar to the card 100 in the first embodiment. However, in the case of the first embodiment, when the card 100 is sold at the store, the identification information in the card 100 is already given to the card 100 and can only be read but cannot be written. In this embodiment, identification information can also be written.
[0073]
In the present embodiment, a role playing game will be described as an example of a game. A role-playing game (hereinafter RPG) is a game that “plays a role”.
[0074]
In RPG, a frame is called a player character, and attribute information for each character is determined. The character attribute information is, for example, a numerical value that expresses abilities such as strength of strength and strength of skill, or a predetermined belonging.
[0075]
In RPG, there is a game master who plays the role of setting the environment surrounding the player character and interpreting the ability of the player character. In games played on computers and game machines, the game program itself often plays the role of the game master. Participants other than the game master follow the instructions of the game master and create player characters in their game. For example, in the case of a type of game where you win against enemies while fighting, your skills and power will grow as you battle, search for helpers and clues, weapons and drugs The game will be advanced so that the player character's ability will be higher and the situation in the game will be more advantageous. Then, the game is won when the final purpose such as obtaining a treasure or defeating an enemy is achieved.
[0076]
The trading card 800 (card 800) with identification information in the game system 2 according to the present embodiment is printed with symbols such as characters such as player characters and characters and their attribute information. . In addition, the identification information is not given to the card 800 in advance, but is written into the identification information storage unit 820 a in the wireless tag 820 of the card 800 by purchasing from the server 700 via the Internet 10.
[0077]
Further, from the server 800, function addition information corresponding to the attribute information of the player character is transmitted at the same time, and is written in the attached information storage unit 820b in the wireless tag 820 like the identification information. Further, the identification information obtained in this way is associated with the user history in the server 800. According to the associated user history, the game program will issue a new card if there is a change in the player character's attributes, such as an improvement in power, skill, or ability, or a change in belongings. Notify
[0078]
In this embodiment, when the player character grows up, a card with identification information on which the pattern of the grown character is printed is issued. The character card is recorded with attribute information and game function addition information corresponding to the growth of the corresponding character along with the printing of the design. Accordingly, when the game machine (for example, the first PC 720) reads the identification information and the function addition information in the wireless tag 820 of the card 800, the additional function that can be used on the game machine side corresponding to the ability of the corresponding character. For example, abilities such as newly acquired special skills and types of weapons that can be used are set.
[0079]
The description will be continued with reference to FIG. 7 again. The printer 740 and the printer 770 with a reader / writer function exchange information with the card 800. An arrow 705 from the printer 740 to the card 800 indicates the flow of identification information written to the wireless tag 820 of the card 800 by a writer unit (not shown) of the printer 740. Similarly, an arrow 706 from the printer 740 to the card 800 indicates the flow of image data printed on the card 800. An arrow 707 from the card 800 toward the printer 770 with a reader / writer function indicates the flow of identification information read into a reader unit (not shown) of the printer 770.
[0080]
Arrows 708 facing each other between the server 700 and the first PC 720 indicate exchange of user history information in the game program operated by the keyboard and mouse of the first PC 720. The game program may be executed by the CPU of the first PC 720 or the CPU of the server 700, but here, the execution of the program is performed on the CPU of the first PC 720 as described above. The user history by the execution of the game program is managed on the server 700 side. It is read as necessary.
[0081]
An arrow 709 from the first PC 720 to the server 700 indicates a card information purchase procedure, and an arrow 710 from the server 700 to the first PC 720 indicates a charging process for the card information purchase. An arrow 711 from the server 700 to the printer 740 indicates the flow of identification information corresponding to purchased card information, function addition information, and print image data. An arrow 712 from the second PC 750 to the server 700 is a flow of identification information read from the card 800, and an arrow 713 from the server 700 to the second PC is a user history read from the server 700 for the identification information. Information flow. Here, it is assumed that the user history exchanged between the server 700 and each of the PCs 720 and 750 includes a user ID that identifies the user. In the first embodiment, card identification information = user identification information, but in this embodiment, user identification information (user ID) and card identification information are treated as different.
[0082]
The game program on the first PC 720 sends user history information to the server 700 via the Internet 10 at a predetermined timing during execution of the game program. When the change of the user character is notified to the server 700 due to the change of the user history along with the selection of the player character, the growth, and the increase of the possessed item as the RPG progresses, the server 700 changes the first PC 720 to the server 700. The new card issuance information corresponding to the latest user history is presented to the user to be used in response to the attribute change. When the user using the first PC 720 purchases the card 800, the card information is purchased from the first PC 720 to the server 700.
[0083]
On the other hand, the server 700 charges the user. The server 700 also includes identification information to be given to the wireless tag 820 of the card 800 as card information, information on the additional function of the game that is newly permitted corresponding to the attribute of the player character, and image data information to be printed on the card 800. To the user's first PC 720. The transmitted identification information and additional function information are written in the wireless tag 820 by a printer 770 with a reader / writer function for reading and writing information with the wireless tag 820 of the card 800.
[0084]
Further, an image is printed on the front surface 800 a of the card 800 by the printer 770. Here, the symbols printed on the card 800 can be combined not with the image data from the server 700 but as a user-specific image reflecting the user's history. Furthermore, the originality of the card 800 can be further increased by performing processing such as selecting the background and specifying the character's posture and orientation according to the user's preference during printing. Since the card 800 printed in this way has the same design and attribute information of the player character recorded on the wireless tag 820, the user can determine the function of the card 800 based on the design of the card 800. There is an advantage.
[0085]
When this RPG is executed using the first PC 720, the player character can use the card by presenting the identification information and the function addition information recorded on the card 800 created by the printer 740 at any scene in the game. The game can be progressed using 800 attributes. On the other hand, even when the user uses this RPG from another PC connected to the Internet 10 instead of the first PC 720, for example, the second PC 750, when the card 800 is used, it is wireless in any scene on the game. By reading out identification information and additional function information recorded on the created card 800 with a printer 770 having a reader / writer function that has a tag 820 read / write function, a player character having the same attribute appears on the game. It becomes possible to make it. For example, even if the same user performs RPG using different PCs, the common player character attribute and user history can be referred to from the identification information on the wireless tag 820 and the function addition information on the card 800, so that the game is continuously performed. Can be advanced.
[0086]
When the users are different, the game is advanced as follows. The user histories of both the first user who uses the first PC 720 and the second user who uses the second PC 750 are managed as different on the management server 700. In addition, when the printer 770 reads the identification information of the card 800 and the attached information from the wireless tag 820 while the second user is performing the RPG by the second PC 750, the identification information of the card 800 is the second PC 750. Associated with the user history of the second user using.
[0087]
Further, the game addition function as attached information recorded on the card 800 is read by a game program executed on the second PC 750. This makes it possible to advance the game using the player character created by the first user when the second user uses the card 800 to execute the game. In this way, the card 800 with function addition information can be exchanged.
[0088]
Next, the operation of the game system according to the present embodiment will be described.
[0089]
Here, the sword set in the medieval world and the RPG of the adventure story of the magical world are illustrated.
[0090]
FIG. 9 is a flowchart showing a routine executed by the game program at the start of the game in the game system 2.
[0091]
In step S901, when the game is started, it is determined whether or not the game is a new game (step SS902). If it is not a new game, the process advances to step S903 to instruct the user to set the card 800 in the printer 770 with a reader / writer function, and the identification information and attached information of the card 800 are read from the wireless tag 820.
[0092]
Next, the second PC 750 transmits the user ID and the identification information of the read card 800 to the server 700 (step SS904). Various setting values related to the card identification information in the user history specified by the user ID are read from the server 700 (step S905).
[0093]
Next, the presence / absence of a setting value related to the card identification information in the user history is determined (step S906). If there is a setting value related to the card identification information, the process proceeds to step S907 and various setting values are set from the user history. read out. Thereby, for example, a user who resumes the game from the middle can resume from the middle state of the game recorded in his user history. If there is no setting value related to the card identification information, the process advances to step S908 to instruct creation of association of the card identification information with respect to the user history on the server 700, and various settings are made from the attached information recorded in the card 800. A value is created (step S909). Since the user who has obtained the card 800 by exchanging does not have his own user history associated with the identification information of the card 800, the identification information of the card 800 is associated with his own user history and the attached information storage unit in the card 800 Various setting values are created from the player character information recorded in 820b.
[0094]
If it is determined whether or not the game is a new game (YES in step S902), the process proceeds to step S910 to instruct the user to newly select a player character type. The new user first selects the character that he / she will use as a game piece. The character is, for example, a swordsman, a wizard, a fighter, etc., and for example, a swordsman is selected from these.
[0095]
Next, a user history is newly created, initial values are registered as various setting values, and stored in the user history (step S911). Here, since the swordsman is formed, the skill is set to an immature level. Next, the user is instructed to set a printable card 800 whose identification information can be read and written in the printer 770 with a reader / writer function (step S912).
[0096]
Next, the information of the selected character and the purchase information of the corresponding card 800 are sent to the server 700 (step S913). Subsequently, a response is made to the accounting procedure from the server 700 (step S914). Next, in step S915, the character additional information corresponding to the card identification information transmitted from the server 700 is transmitted to the wireless tag 820 of the card 800 by the printer 770 with a reader / writer function. Write.
[0097]
The function additional information is, for example, the types of swords that can be used and the types of techniques that can be delivered. In the case of a swordsman who is inadequate and proficient, the swords that can be used are lightweight and not very effective, and the skill is only recognized as a rudimentary function. When you grow up to become a skilled swordsman, you can select a sharp sword, a heavy but heavy hitting sword, or you can use several types of special moves. Functions are added.
[0098]
Subsequently, an instruction is given to the printer 740 to print the selected swordsman symbol on the card 800 (step SS916). Thus, the new user can experience the simulated experience of the swordsman in the game as a more realistic one by creating the swordsman card 800. Since the card 800 is associated with a user history that is unique to the user, the card 800 is unique to the user. When the card is printed, the user can select a part of the design such as the background or the swordsman's pose. Further, the card 800 becomes a highly rare card unique to the user.
[0099]
The identification information set in this way is associated with the user history and transmitted to the server 700 (step S917). Next, a game start state is set based on the various set values (step S918), and the game start routine is terminated in step S919.
[0100]
FIG. 10 is a flowchart showing the step-up routine.
[0101]
The step-up routine is a routine that is executed by the game program when the player character's experience satisfies a certain condition and the player character has grown into a skilled swordsman.
[0102]
When the step-up routine is entered in step S1001, it is displayed on the screen that the user's game level has been stepped up (step S1002). Next, the user is inquired whether or not to create a new card (step S1003). If a new card is not to be created, the process proceeds to step S1012 to end the present routine.
[0103]
When creating a new card (YES in step S1003), the identification information can be read and written, and a printable card 800 (blank card) is set in the printer 770 with the reader / writer function of the wireless tag 820. (Step SS1004). Subsequently, purchase information of the card 800 of the grown character is sent to the server 700 (step S1005).
[0104]
Next, a response is made to the accounting procedure from the server 700 (step S1006). Subsequently, the character attribute corresponding to the card identification information transmitted from the server 700, that is, the function addition information recognized by the skilled swordsman is written in the wireless tag 820 of the card 800 by the printer 770 (step S1007). With the function addition information, functions such as a sharp sword, a heavy but powerful hitting sword, and the like, and several types of special techniques can be used are added.
[0105]
Next, the player character design (printed design based on the user history) after the step-up is presented to the user, and the user is instructed to select a selection item such as a background image or character pose (step S1008). Next, an instruction is given to the printer 740 to print the selected symbol on the card 800 (step S1009).
[0106]
Next, the new card identification information is associated with the user history (step S1010). As a result, the user can obtain a trading card 800 on which a graphic of the grown character is printed and a function of the grown character is added. By making the user select a part of the design when creating such a card, the card 800 becomes a card with high rarity unique to the user.
[0107]
Finally, the setting value after step-up is recorded and stored in the user history (step S1011), and the step-up routine is ended (step S1012).
[0108]
In the present embodiment, the identification information of the card 800 is associated with the user history, and the user history is stored on the server 700 with high frequency. Thereby, all user histories at the time of game execution are recorded in the server 700, and only the function addition information is recorded in the card 800 itself. As a result, even if a user plays a game from the different PCs 720 and 750 via the Internet 10, if the above-described card 800 is present, in the case of the same user, the identification information of the card 800 and the user's user history are collated. It is possible to know to continue my game. In the case of a different user, for example, when the user gives the trading card 800 to a friend, the identification information and the function addition information of the card 800 are read and linked to the friend's game history, The character can appear in the game.
[0109]
In addition to the character's growth, as another issue form of the card 800, one scene such as a battle performed by the user or an experienced event (such as the last scene) is selected and printed as a pattern, and attached to the wireless tag 820 Recording battles and events associated with the information storage unit 820b can be mentioned. The user himself / herself sets the card 800 to enjoy a memorable card that can reproduce the place, date, and situation of battles and events that left an impression, and the user gives the card 800 to a friend like a postcard In this way, friends can relive the battles and events experienced by the users.
[0110]
Specifically, when the user selects to print a desired scene on the card 800, the printer 740 is instructed to print the design of the user's desired scene on the card surface 800a, and the server 700 receives the scene. Record still images and videos such as the situation and state of In the attached information storage unit 820b in the wireless tag 820, only reference information that identifies the recording of the scene recorded in the server 700 is recorded. A person who replaces the user or exchanges the card 800 not only appreciates and collects the design of the card 800 but also causes the printer 770 that can read out the wireless tag 820 of the card 800 to read it. Along with the identification information of the card 800 recorded in the identification information storage unit 820a, the reference information of the event record recorded in the attached information storage unit 820b can be read, and the scene can be viewed as if watching a video.
[0111]
FIG. 11 is a block diagram showing the configuration of the server 700 in FIG.
[0112]
The management server 700 includes a communication unit 1101 that performs communication with the network 10, a charging processing unit 1102 that performs a charging process in response to a purchase procedure of the card 800 from a user's terminal such as the PCs 720 and 750, and identification information and functions A card information issuing unit 1103 for issuing additional information and print image information to the card 800, a history management unit 1104 for associating identification information with a user history, a history information storage unit 1105 for storing user history information, a card image and an ornamental image The image storage unit 1106 stores a still image or a moving image corresponding to a user history as an image.
[0113]
When a new card 800 is issued, the management server 700 receives the purchase information from the user's PCs 720 and 750 received by the communication unit 1101 via the network 10 and charges the charge processing unit 1102 and issues the card information. Card information (identification information, function addition information, and print image information) is issued from the section 1103. Further, the server 700 issues the identification information of the card 800, associates the identification information of the card 800 with the user history, and records the management table in the history management unit 1104.
[0114]
The user history sequentially transmitted from the user is received by the communication unit 1101 via the network 10 and the latest information is recorded in the history information storage unit 1105. When the game is started from the middle using the card 800, the communication unit 1101 receives the identification information of the card 800 via the network 10, and separately receives user information notified from the PCs 720 and 750 used by the user. The management table of the history management unit 1104 is searched for the relationship with the user history specified by the above. If there is card identification information in the user's history, the game is resumed based on the history information. If there is no card identification information in the user history, the card is newly recognized as a card 800 associated with the user history, and the identification information and the function addition information recorded in the attached information storage unit 820b in the card 800 are used as the user history. To record.
[0115]
Also, when a user chooses to print a desired scene on the card 800, still images and moving images such as the situation and state of the scene are networked from the PCs 720 and 750 used by the user. 10 is received by the communication unit 1101 and recorded in the image storage unit 1106. These pieces of information can be read from the image storage unit 1106 of the management server 700 at any time according to a request from the user's PC 720 or 750 or the progress of the game.
[0116]
Further, as described above, when the card 800 for reproducing the image of such a scene is created, the identification information of the card 800 and the reference information of the event recorded in the attached information storage unit 800 are obtained. The communication unit 1101 can receive via the network 10. After receiving these pieces of information, the association with the user history is retrieved from the management table of the history management unit 1104, the card associated with the image is read, and the image information is stored in the terminals of the user's PCs 720 and 750. Send to. Accordingly, it is possible to appreciate the scene like watching a video from the terminal of the user's PC 720 or 750.
[0117]
According to the game system according to each of the above embodiments, on the card medium such as printable paper to which the identification information is given, the corresponding design is printed according to the user history that changes depending on the progress of the game, The card medium printed using the identification information can be associated with the user history.
[0118]
In addition, when creating a card, it prints images that change according to the progress of the game, such as background images during the game and the appearance of the characters, reflecting the user history, various background colors and poses of favorite characters, etc. By printing an image reflecting the user's preferences, the user's preferences can be reflected in the design of the card. Thereby, the card | curd which implement | achieved the combination of the symbol significantly exceeded the kind of conventional card | curd can be supplied.
[0119]
In addition, depending on the combination of the function and characteristics of the card determined by the selection of the pattern based on the user's history and user's preference and the user's history, it is possible to create a card that only that user can have. For this reason, it becomes possible to create a card having a rare value that has not existed before.
[0120]
Furthermore, in order to supply such many kinds of cards and cards with scarce value, it was conventionally necessary to distribute these cards at stores and prepare them at a cost, but they can be supplied by printing. Therefore, it can be provided to the user easily at low cost. Moreover, since the card of the present invention can be updated at the user's hand, the card can be easily updated at home.
[0121]
Conventionally, there was only a billing means for selling cards, but by giving identification information to the card and allowing printing on the card for that identification information, printing was done not only at the time of selling the card before printing It was possible to charge at the time of permission. As a result, at the time of card sales before printing, the printed content and the number of cards used are uncertain. By charging the price at the time of printing permission, it was possible to charge for the true needs of users.
[0122]
Furthermore, while the card design desired by the user changes depending on the user history and user preferences, the card can be bought and sold by recognizing the identification information during the game and printing the design, so it matches the user's needs. Can offer new card buying and selling methods.
[0123]
An arbitrary storage medium that stores the accounting method that realizes the above-described embodiment supplies a program for executing the accounting method to the above-described server, and either a CPU (not shown) or an MPU (not shown) of the server One of them may execute the program. Examples of the storage medium that supplies the program include a floppy (registered trademark) disk, a hard disk, an optical disk, a magneto-optical disk, a CD-ROM, a CD-R, a magnetic tape, a nonvolatile memory card, or a ROM. .
[0124]
The program supplied by the storage medium is written in a memory (not shown) provided in a function extension board (not shown) inserted in the server or a function extension unit (not shown) connected to the server, and then the function extension board. Alternatively, a CPU (not shown) provided in the function expansion unit may execute a part or all of the program.
[0125]
Examples of embodiments of the present invention are listed below.
[0126]
[Embodiment 1] A game execution device for executing a game by receiving information and a function for advancing a game from a recording medium to which identification information is added, and a printing unit for printing an image on the recording medium. In the game system, the game execution device gives permission to the printing unit to print an image corresponding to a user history that changes according to the progress of the game on the recording medium.
[0127]
[Embodiment 2] Printable recording media to which identification information is assigned are allowed to be printed with an image corresponding to the user history that changes according to the progress of the game, and the identification information of the recording medium is associated with the user history. A game system characterized by recording.
[0128]
[Embodiment 3] An information processing apparatus that executes a game, a recording medium that provides information and functions for advancing the game in the information processing apparatus, to which identification information is added, and an image is printed on the recording medium Printing means; game execution means for causing the information processing apparatus to execute the game; and allowing the printing means to print an image corresponding to a user history that changes according to a progress of the game; and identifying the user history A game system comprising a server for recording in association with information, and a network for connecting the server and the information processing apparatus.
[0129]
[Embodiment 4] The game system according to embodiment 1 or 3, wherein the game execution means provides game function addition information corresponding to a user history.
[0130]
[Embodiment 5] The game system according to any one of Embodiments 1 to 4, wherein the identification information is given to the recording medium in advance.
[0131]
[Embodiment 6] The game system according to Embodiment 3 or 4, wherein the identification information is recorded on the recording medium by a purchase procedure of the recording medium by a user via a network.
[0132]
[Embodiment 7] The game system according to any one of Embodiments 1 to 6, wherein the identification information is recorded in a wireless tag attached to the recording medium.
[0133]
[Embodiment 8] The game system according to any one of Embodiments 1 to 6, wherein the identification information is recorded in a semiconductor memory attached to the recording medium.
[0134]
[Embodiment 9] The game system according to any one of Embodiments 1 to 6, wherein the identification information is recorded in a digital watermark assigned to the recording medium.
[0135]
[Embodiment 10] The game system according to any one of Embodiments 1 to 6, wherein the identification information is recorded in a barcode given to the recording medium.
[0136]
[Embodiment 11] The recording medium according to any one of Embodiments 1 to 10 is sold in advance, the recording medium is identified from the identification information, an image print permission is issued, and the print permission is determined. A billing method that charges for issuance.
[0137]
[Embodiment 12] The recording medium according to any one of Embodiments 3 to 10 having an identification information writing unit capable of writing identification information is provided in advance, and the server includes the recording medium A charging method characterized in that the identification information is written in the identification information writing unit and charging is performed for permission to print the image.
[0138]
[Embodiment 13] A game charging program for providing information and functions for advancing a game from a recording medium to which identification information is added, and printing the image by identifying the recording medium from the identification information A billing program that causes a computer to execute a print permission issuance module that issues permission and a billing method module that charges for the issuance of the print permission.
[0139]
【The invention's effect】
As described above in detail, according to the game system of the first aspect, the game execution unit gives the print unit permission to print an image corresponding to the user history that changes according to the progress of the game on the recording medium. Thus, since the printing means prints an image on a recording medium, it is possible to provide a game system that can supply a card having a pattern closely related to the user history such as the progress of the game.
[Brief description of the drawings]
FIG. 1 is a schematic configuration diagram of a game system according to a first embodiment.
2A and 2B are diagrams showing a trading card 100 used in the game system 1 of FIG. 1, wherein FIG. 2A shows the back surface of the trading card 100, and FIG. 2B shows the front surface of the trading card 100;
3 is a block diagram illustrating a configuration of the wireless tag 120 in FIG. 2 and a reader / writer device that reads information from the wireless tag 120 and writes information to the wireless tag 120. FIG.
FIG. 4 is a flowchart showing a routine executed by the game program at the start of the game in the game system 1;
FIG. 5 is a flowchart showing a step-up routine executed by the game program.
FIG. 6 is a flowchart showing a game setting storage routine executed by the game program when interrupted or terminated.
FIG. 7 is a diagram illustrating a game system according to a second embodiment.
8 is a diagram showing a trading card 800 used in the game system 2 of FIG. 7, where (a) shows the back surface of the trading card 800 and (b) shows the front surface of the trading card 800. FIG.
FIG. 9 is a flowchart showing a routine executed by the game program at the start of the game in the game system 2;
FIG. 10 is a flowchart showing a step-up routine.
11 is a block diagram showing a configuration of a server 700 in FIG.
[Explanation of symbols]
10 Internet
100,800 trading cards
101,801 patterns
120,820 wireless tag
120a, 820a Identification information storage unit
120b, 820b Attached information storage unit
210 Dealer
220 Printer
230 game consoles
240 Display monitor
700 servers
720 First PC
740 Printer
750 second PC
770 Printer with reader / writer function

Claims (2)

  1. In a game system comprising: a game execution device that executes a game by receiving information and functions for advancing a game from a recording medium to which identification information is added; and a printing unit that prints an image on the recording medium.
    The game system is characterized in that the game execution device gives the printing means permission to print an image corresponding to a user history that changes according to the progress of the game on the recording medium.
  2. Permitting printing of an image corresponding to a user history that changes according to the progress of the game on a printable recording medium provided with identification information, and recording the identification information of the recording medium and the user history in association with each other. Feature game system.
JP2003088059A 2003-03-27 2003-03-27 Game system Pending JP2004290469A (en)

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