US20020052238A1 - Electronic game system using a trading-card-type electronic recording medium - Google Patents

Electronic game system using a trading-card-type electronic recording medium Download PDF

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Publication number
US20020052238A1
US20020052238A1 US09/260,441 US26044199A US2002052238A1 US 20020052238 A1 US20020052238 A1 US 20020052238A1 US 26044199 A US26044199 A US 26044199A US 2002052238 A1 US2002052238 A1 US 2002052238A1
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Prior art keywords
game
recording medium
data
electronic
electronic recording
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US09/260,441
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English (en)
Inventor
Kunimasa Muroi
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Yamaha Corp
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Individual
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Assigned to YAMAHA CORPORATION reassignment YAMAHA CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MUROI, KUNIMASA
Publication of US20020052238A1 publication Critical patent/US20020052238A1/en
Abandoned legal-status Critical Current

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    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F2300/60Methods 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the present invention relates generally to electronic game systems for carrying out an electronic game based on a trading card that has uses both as a collection and as a game tool, and more particularly to an improved electronic game system which can variably store data on a trading card and carry out a game based on the stored data using a personal computer, game machine or the like.
  • trading card collections have been a favorite pastime for a number of collectors including adults as well as children.
  • trading cards are “sports cards” having a photograph, performance data and personal information of a sports player in baseball, basketball or American football visibly printed thereon, and “character cards” having an animation (animated cartoon) character printed thereon.
  • character cards having an animation (animated cartoon) character printed thereon.
  • More sophisticated trading cards have made their appearance, which have, in addition to a use as a collection, a use or function as a tool for a so-called fight-type game.
  • These trading cards are sold not only for a mere collection purpose but also as an important game tool which can decide a contest or bout or influence progression of the game on the basis of various information specifically written on the card.
  • an electronic game system which comprises: a game control section that executes a game program on the basis of data relating to an object appearing in a game and a control signal given from a controller, to cause the game to progress and generate an image signal and a sound signal; a display and sound generating section that visually displays the image signal and audibly reproduce the sound signal; a trading-card-type electronic recording medium that stores thereon the data relating to the object caused to vary as the game progresses; and a data read/write section that writes, onto the electronic recording medium, the data relating to the object stored in the game control section, or reads out, from said electronic recording medium, the data relating to the object.
  • the trading-card-type electronic recording medium for use in the present invention is a card containing a rewritable memory (capable of rewriting data stored therein) and is similar in outer appearance to ordinary trading cards commercially available today.
  • the electronic recording medium may be implemented, for example, by a transponder conventionally used in a radio frequency identification (often abbreviated RFID) system.
  • the electronic recording medium has prestored thereon data relating to an object appearing in a game, and one object is allocated to a single electronic recording medium.
  • the object-relating data represents a value that defines an attribute of the object appearing during the progression of the game. The attribute value is caused to vary as the game progresses.
  • the object-relating data (value defining the attribute of the character) varying in accordance with the progression of the game is stored onto the electronic recording medium by means of the data read/write section, so that even when the game is suspended on the way, the data at the suspended point can be stored onto the recording medium.
  • the thus-stored data is read out by the read/write section when the game is to be resumed, and then supplied to the game control section.
  • the data recorded on the trading card can be rewritten variously in accordance with the progression of the game, so that unlike in the traditional electronic game systems, the present invention allows each attribute of the card to be freely changed depending on the progressing state of the game.
  • FIG. 1 is a block diagram showing an exemplary general hardware setup of an electronic card game system in accordance with a preferred embodiment of the present invention
  • FIG. 2 is a diagram showing data that are sequentially recorded into a memory region of a transponder as a game progresses;
  • FIG. 3 is a diagram showing an exemplary data organization during the progression of the game
  • FIG. 4 is a flow chart showing an example of a main routine of the electronic card game system
  • FIG. 5 is a flow chart showing the details of an initialization process of FIG. 4;
  • FIG. 6 is a flow chart showing the details of a card data reading process of FIG. 5;
  • FIG. 7 is a flow chart of a controller process of FIG. 4.
  • FIG. 8 is a flow chart of a game terminating process of FIG. 4.
  • FIG. 1 is a block diagram showing an example of a general hardware setup of an electronic card game system in accordance with an embodiment of the present invention.
  • various operations are carried out under the control of a microcomputer that includes a microprocessor unit (CPU) 11 , a program memory (ROM) 12 and a working memory (RAM) 13 .
  • the CPU 11 is a main CPU which controls the operations in the entire electronic card game system.
  • To the CPU 11 are connected, via a data and address bus 1 K, the program memory (ROM) 12 , the working memory (RAM) 13 , a display circuit 14 , various switches (switch group) 15 , a controller interface (I/F) 16 , a cassette interface 17 and a transmission/reception interface 18 .
  • the CPU 11 controls the operations in the entire electronic card game system.
  • the working memory 13 receives and stores various programs and data via the controller interface 16 , and a transmission/reception interface 18 .
  • the game program may be read in using any other external storage device such as a floppy disk drive, hard disk drive, CD-ROM drive, magneto-optical disk (MO) drive, ZIP drive or PD drive.
  • operating programs and other related information may be downloaded, via a communication interface, from a communication network (personal computer communication network or Internet) to a storage device such as a hard disk device.
  • the CPU 11 On the basis of the game program and data received via the cassette interface 17 from a cassette 19 and various data received via the cassette interface 17 and various data received from cards 1 A and 1 B via the transmission/reception interface 18 as well as control signals received via the controller interface from controllers 1 C and 1 D, the CPU 11 performs arithmetic operations for processing and advancing a game including image processing to supply image signals to the display circuit 14 , which, in turn, visually demonstrates on a monitor 1 E images or pictures related to a game. Data of music sounds and various effect sounds are supplied from a sound generation processing circuit (not shown) to the monitor 1 E and audibly reproduced through a speaker (also not shown).
  • the program memory 12 is a read-only memory (ROM), in which are stored system-related programs for execution by the CPU 11 .
  • the working memory 13 is for temporarily storing various data that are generated as the CPU 11 runs the programs. Predetermined address areas in a random access memory (RAM) are allocated as this working memory 13 for use as various registers and flags.
  • RAM random access memory
  • the display circuit 14 controls the visual display on the monitor 1 E and includes an image display processor and a sound processor.
  • the monitor 1 E comprises a liquid crystal display (LCD), CRT or the like which is controlled by the display circuit 14 .
  • the switches 15 include a reset switch and a power switch provided on the body of the electronic card game device, and these switches 15 output switch event signals corresponding to their respective operating states. Various operations corresponding to the switch event signals are carried out by the CPU 11 .
  • the controller 16 receives data from the controllers 1 C and 1 D having four direction input keys and various event switches and passes the received data onto the data and address bus 1 K.
  • the cassette interface 17 receives a given game program and data from the cassette 19 and then passes the received data onto the data and address bus 1 K. These data and game program thus introduced via the controller interface 16 and cassette interface 17 are written into the working memory 13 via the CPU 11 .
  • the above-described components are common to those employed in the conventionally-known electronic game devices.
  • the electronic card game system in accordance with the present invention is different from the known game devices primarily in that it includes a radio frequency identification (hereinafter, RFID) system which includes data read/write sections 1 H and 1 J and transponders 1 A and 1 B.
  • RFID radio frequency identification
  • the transponders 1 A and 1 B are each a card-type recording medium that includes a semiconductor integrated circuit with a transmission/reception circuit, control circuit and memory all incorporated in a single chip and a printed antenna for transmitting/receiving an electromagnetic wave.
  • Each of the transponders 1 A and 1 B can generate electric power by the electromagnetic wave received via the printed antenna and uses the thus-generated power to rewrite data stored in the memory or transmit the memory-stored data in a response electromagnetic wave.
  • Each of the data read/write sections 1 H and 1 J exchanges data with the corresponding transponders 1 A, 1 B via the antenna 1 F, 1 G. The data to be transmitted or received are controlled by the CPU 11 via the transmission/reception interface 18 .
  • each of the data read/write sections 1 H, 1 J is arranged to select any one of the corresponding transponders 1 A, 1 B and read or write data onto the selected transponder.
  • FIG. 2 shows data that are sequentially recorded into a memory region of the transponder 1 A, 1 B as the game progresses.
  • the game program read out from the cassette 19 is directed to a role-playing game made up of a total of five stages where four objects, i.e., brave man, a warrior, a wizard, and a clergy, are caused to sequentially move in a single party from the first stage to the fifth stage while struggling against each other for a treasure placed in the last chapter of the fifth stage.
  • the game may of course be played among three or more players.
  • the game may be played among a plurality of players through a communication network such as the Internet.
  • a communication network such as the Internet.
  • each of the objects are supposed to fight against any enemies randomly output by the CPU 11 , and when the players confront each other during the course of the game, they are supposed to get ready for a fight but may either actually fight against each other or avoid fighting.
  • Part (A) of FIG. 2 shows an initial state where no substantive data has been written in the transponders; the transponders in such initial state have stored therein initial value data, such as ID numbers and initial parameters.
  • initial value data such as ID numbers and initial parameters.
  • ID numbers “0”, “1”, “2” and “3” represent the brave man, warrior, wizard and clergy, respectively. These ID numbers may either be prestored on the cards or be additionally written onto the cards.
  • the game can be advanced even when all the ID numbers from “0” to “3” are not present, but any of the ID numbers is not allowed to exist redundantly; namely, two or more transponders of a same ID number can not be set in the data read/write sections 1 H and 1 J. In case two or more transponders having a same ID number are detected, an error message is displayed so as to instruct a selection of any one of the transponders.
  • Part (B) of FIG. 2 shows how, after the game is started with the initial-state transponders set in the data read/write sections 1 H and 1 J, values representative of four attributes—physical power, intellectual power, fighting power and defensive strength—of one of the objects having evolved on the basis of experiences gained in accordance with the progression of the game are written in the memory region of the corresponding transponder upon completion of the game.
  • Part (C) shows values of the attributes written in the transponder memory region upon completion of a second playing or round of the game, where the attribute values in the second round are written as distinguished from those in the first round of the game by a division mark ( ⁇ ).
  • part (D) shows values of the attributes written in the transponder memory region upon completion of a third round of the game, where the attribute values in the third round are written as distinguished from those in the first and second rounds of the game by division marks ( ⁇ ). Note that the attribute values for the third round are different from those for the first and second rounds of the game and that fighting outfit 1 so far possessed by the corresponding object has evolved into fighting outfit 2 at the value writing for the third round.
  • the attribute values of each of the objects, allocated to one of the transponders, are caused to gradually vary as the game progresses, and the varied attribute values are written into the memory region of the corresponding transponder upon completion of the game.
  • a transponder i.e., a card
  • the object's attributes varied in accordance with the progression of the game.
  • FIG. 3 is a diagram showing an exemplary data organization in the working memory 13 during the progression of the game.
  • the attribute values being thus stored in the data area are written into the memory regions of the transponders (or cards) corresponding to the objects.
  • FIG. 4 shows an example of a main routine of the card game system.
  • the main routine is initiated, where an initialization process is carried out at first step 41 as shown in FIG. 5.
  • the game program prestored in the cassette 19 is loaded and stored into a predetermined area of the working memory 13 .
  • a card data reading process is carried out, where data relating to the individual transponders now set in the data read/write sections 1 H and 1 J are loaded and stored into a predetermined area of the working memory 13 .
  • FIG. 6 shows the details of the card data reading process, where a value “0” is set, at first step 61 , to both a player register Play and a character register Char. Then, at step 62 , the value stored in the character register Char is transmitted, as an ID number Id, to the data read/write sections 1 H and 1 J, which in turn ascertain whether or not the corresponding group of transponders 1 A or 1 B contains a transponder of the transmitted ID number Id. If there is such a transponder, then the data read/write section 1 H or 1 J reads out the data of that transponder and transmits the read-out data to the CPU 11 .
  • next step 63 a determination is made as to whether there has been any response from the card or transponder. If answered in the affirmative (YES) at step 63 , the data of the transponder are received by the CPU 11 , but if not, a message “No Corresponding Card” is displayed on the monitor 1 E to inform the human operator that there is no card of the ID number Id. Then, the value of the character register Char is incremented by one at next step 66 , and it is further determined at step 67 whether the incremented value has now reached “3”.
  • step 67 the CPU 11 loops back to step 62 to repeat operations similar to the above-mentioned. If, however, the incremented value of the character register Char has now reached “3”, the CPU 11 proceeds to step 68 .
  • step 68 the value of the player register Play is incremented by one, and it is determined at step 69 whether the incremented value of the player register Play is “2”. If the incremented value of the player register Play is still “1”, the CPU 11 reverts to step 62 in order to read out the data from the second player's transponder and then repeat operations similar to the above-mentioned.
  • Step 6 A shown in FIG. 6 as being taken when a negative determination is made at step 69 , is performed where only one data read/write section 1 H or 1 J is provided in the game system.
  • Step 6 A is directed to displaying on the monitor 1 E an instruction to the human operator that the combination (stack) of the transponders, currently set in the data read/write section, should be replaced with another stack.
  • the stack replacement instructing operation of step 6 A may be omitted.
  • the CPU 11 carries out a controller process in response to signals from the controllers 1 C and 1 D, as more fully shown in FIG. 7.
  • the player register Play is set to a value “0” at first step 71 of the controller process.
  • step 73 it is ascertained whether or not the controller input is based on actuation of one of the four direction cursor keys on the controller 1 C, 1 D. If so, i.e., if the controller input is a cursor input (YES), the CPU 11 goes to step 74 ; otherwise, the CPU 11 branches to step 75 .
  • step 74 one or a plurality of (up to four) objects, i.e., characters, set in the initialization process of step 41 are moved on the monitor 1 E over a distance corresponding to the amount of movement of the direction cursor key.
  • step 75 a determination is made as to whether the input from the controller 1 C, 1 D is based on actuation of an attack switch or an defense switch. If the controller input is based on the actuation of the attack switch as determined at step 75 , then the CPU 11 changes the display of the objects into an attack-mode display. If, on the other hand, the controller input is based on the actuation of the defense switch, the CPU 11 changes the display of the objects into a defense-mode display. This display mode change sets the objects in an appropriate attack or defense position, and the thus-set current fighting condition is displayed at step 78 .
  • the CPU 11 calculates values of the attributes (physical power, intellectual power, fighting power and defensive strength) of the individual objects having varied through the object moving operation of step 74 or the fighting condition displaying operation of step 78 , with which the CPU 11 rewrites the corresponding data stored in the working memory 13 .
  • One example of the thus-rewritten data in the working memory 13 is shown in FIG. 3. It will be appreciated that mere movement of the objects on the monitor screen does not always change the attribute values.
  • the value of the player register Play is incremented by one at step 7 A following step 79 , and then it is ascertained at step 7 B whether the incremented value of the player register Play has now reached “2”.
  • step 7 B If the incremented value of the player register Play is still “1” as ascertained at step 7 B, operations similar to the above-mentioned are repeated depending on presence or absence of a controller input from the controller 1 D of the second player. If the incremented value of the player register Play has reached “2”, the CPU 11 moves on to step 43 of FIG. 4.
  • step 43 of the main routine a determination is made as to whether the game has progressed to the last section of the currently played stage. If so, the CPU 11 goes to next step 44 , but if not, the CPU 11 jumps to step 47 .
  • step 44 it is determined whether the currently played stage is the last or fifth stage. If so, it means that the game has now come to the end of the game, and the CPU 11 displays an ending picture on the monitor 1 E and proceeds to step 48 in order to terminate the game. If, on the other hand, the currently played stage is not the fifth stage as determined at step 44 , the individual objects are set, at following step 45 , to a predetermined start point of the next stage.
  • step 47 a determination is made as to whether or not there has been an instruction to terminate the game. If answered in the negative, the CPU 11 loops back to step 42 to repeat operations similar to the above-mentioned. If, however, there has been such an instruction as determined at step 47 , the CPU 11 moves to step 48 in order to terminate the game through a game terminating process.
  • FIG. 8 shows the details of the game terminating process of step 48 , where a value “0” is set, at first step 81 , to the player register Play and character register Char. Then, at step 82 , the value stored in the character register Char is transmitted, as an ID number Id, to the data read/write sections 1 H and 1 J, which in turn ascertain at step 83 whether or not the corresponding group of transponders 1 A or 1 B contains a transponder of the transmitted ID number Id. If there is no such transponder, the CPU 11 goes to step 84 to display a message “No Corresponding Card” on the monitor 1 E in order to inform the human operator that there is no card of the ID number Id.
  • the CPU 11 ascertains at step 85 whether the transponder of the ID number in question has an empty space sufficient for storing the transmitted data. If so, the CPU proceeds to step 86 , where it reads out, from the working memory 13 , those data corresponding to the respective attribute values of the individual objects rewritten at step 79 of FIG. 7 and transmits the read-out data to the data read/write section 1 H, 1 J for storage on the transponder in question. If there is not a sufficient empty space in the transponder, the transmitted data can not be written onto the transponder and it means that the object of that transponder is dead, so that the CPU 11 displays a message indicative of the death of the object on the monitor 1 E.
  • the value of the character register Char is incremented by one at next step 88 , and it is determined at step 89 whether the incremented value has now reached “3”. If the incremented value of the character register Char is “1” or “2”, but not “3”, as determined at step 89 , the CPU 11 loops back to step 82 to repeat operations similar to the above-mentioned. If, however, the incremented value of the character register Char has now reached “3”, the CPU 11 proceeds to next step 8 A now that the data rewriting operation has been completed for all of the objects.
  • step 8 A the value of the player register Play is incremented by one, and it is determined at step 8 B whether the incremented value of the player register Play is “2”. If the incremented value of the player register Play is still “1”, the CPU 11 reverts to step 82 in order to read out the data from the second player's transponder and then repeat operations similar to the above-mentioned.
  • Step 8 C shown in FIG. 8 as being taken when a negative determination is made at step 8 B, is performed where only one data read/write section 1 H or 1 J is provided in the game system.
  • Step 8 C is directed to displaying on the monitor 1 E an instruction to the human operator that the combination (stack) of the transponders, currently set in the data read/write section 1 H or 1 J, should be replaced with another stack.
  • the stack replacement instructing operation of step 8 C may be omitted.
  • each of the transponders has a unique ID number and any same ID number can not be allocated to two or more transponders redundantly.
  • a same ID number may be allocated redundantly to two or more transponders having same attributes, as long as these transponders are made distinguishable from each other by adding thereto unique sub ID numbers or additional attributes such as players' initials or by increasing the number of digits in the ID number.
  • unique sub ID numbers or additional attributes such as players' initials or by increasing the number of digits in the ID number.
  • the present invention is applicable to any other games than the role-playing game, such as a car rally or car race game.
  • data of the car parts and the driver may be recorded on the card, and a set of different ID numbers may be used to identify each car and its driver.
  • the present invention may use cards each having recorded thereon data of a player in sports such as tennis or soccer.
  • a different ID number may be allocated to each player. For instance, if cards of 100 sports players are prepared, a stack may be created by 11 cards out of these 100 cards and a player list may be created using 11 ID numbers extracted by the game machine checking all of the 100 ID numbers.
  • each transponder is a write-once memory card
  • the transponder may be implemented by a rewritable memory card so that the stored data can be replaced or updated with new data at the end of the game.
  • the character design on the surface of the transponder may be varied in accordance with the updated data values.
  • the design on the transponder may itself be changed by making an adhesive seal having printed thereon a character design corresponding to the data values read out from the transponder and sticking the seal onto the transponder.
  • the present invention arranged in the above-described manner affords the superior benefit that it can rewrite the data recorded on a trading card variously in accordance with progression of a game.
US09/260,441 1998-03-05 1999-03-02 Electronic game system using a trading-card-type electronic recording medium Abandoned US20020052238A1 (en)

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JP7127898A JP3228216B2 (ja) 1998-03-05 1998-03-05 カードゲームシステム
JP10-071278 1998-03-05

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