Patent Publication Number: US-6334815-B2

Title: Game system operable with backup data on different kinds of game machines

Description:
This is a continuation of application Ser. No. 09/506,574, filed Feb. 18, 2000, now U.S. Pat. No. 6,220,964, which is a continuation of application Ser. No. 09/189,797, filed Nov. 12, 1998 now U.S. Pat. No. 6,132,315, the entire content of which is hereby incorporated by reference in this application. 
    
    
     BACKGROUND AND SUMMARY OF THE INVENTION 
     1. Field of the Invention 
     This invention relates to a game system which can use backup data on different kinds of game machines for playing games. More particularly, the invention relates to a game system which can utilize the backup data stored in a certain type of game machine memory medium, such as a game cartridge, on another different kind of game machine having superior processing capability, thus realizing game play in association with different kinds of game machines in an inter-linking fashion. 
     2. Description of the Prior Art 
     Conventionally, as shown in U.S. Pat. No. 5,552,799, game play is possible on a home video game machine using a program stored on a game cartridge for a portable game machine. However, this prior art is not adapted for playing an inter-linking game on the video game machine by using backup data stored on a portablemachine game cartridge. 
     Conventional game software for portable or video game machines, even if serially arranged with respect to genre or game idea, are produced independently in video game machines having different processing capabilities. There has been no game software available that takes interchangeability into account where games are played in an associated fashion on different kinds of game machines. 
     There has been no interchangeability in the conventional game software between portable or video game machines having different processing capabilities. It is impossible to use such data (so-called backup data) that varies due to game progression and is acquired through playing on one game machine, in game play on another game machine having different processing capabilities. Thus, there are difficulties in making efficient use of such game-progression-related data as gained through spending significant time during game play. Such game-progression-related data may include, for example, data relating to captured characters or character capability values in a game involving capturing displayed characters; and data relating to cleared stages, player object capability values and experience values in a game relating to cleared stages by increasing the player character (or player object) experience value while battling with displayed enemies as in a role-playing game. Where the video game machines for playing a game with game software are different from one another, even if the software is applicable for a higher-grade machine with respect to game methods and rules of game play, it is been heretofore impossible to perform game play on another higher-grade game machine using such game-progression-related data, such as experience values, that have been acquired through playing under control the game software of a lower grade game machine. Thus, such associated games between different kinds of game machines have not heretofore been realized. 
     In a system using higher and lower processing capability game machines, players may not expect perfect interchangeability. However, they may desire to effectively utilize game-progression-related backup data (e.g., captured character kinds and capability values, experience value data, acquired items or lives, etc.) which has been acquired through playing with lower-grade-machine game software. Players may desire to play such an associated game between different game machines. 
     The transfer of game software data to a different game machine requires special purpose connection hardware. Such connection hardware has not heretofore been available which is easy to use or handle. 
     Where such interchangeability is provided between game-soft memory mediums of different game machines, there would be a change in backup data after playing on a higher-grade game machine, with utilizing the backup data stored on a memory medium of a cartridge type or game-machine-integrated type. This changed backup data has to be updated and written into the memory medium. In such a case, when a plurality of players are playing simultaneously on a higher-grade game machine, there may occur a difference in status between the memory medium from which the backup data has been read at the game start and the memory medium to be written by updated backup data upon ending the game. If a memory medium of one player is to be written over by another player&#39;s backup data, he would lose his own backup data that has been acquired and raised characters through game play. Such a situation would be disappointing to the player and hence should be prevented. 
     The present invention provides a novel game system. The present invention provides a game system which is capable of utilizing data, that has been obtained through executing game software for one game machine where the game varies due to game progression, to play a game according to associated or inter-linked game software for another game machine. 
     It is an object of the present invention to provide a game system which is capable of utilizing data, that has been obtained through executing game software for one game machine where the game varies due to game progression, to enjoy a more sophisticated associated game. 
     It is a further object of the present invention to provide a game system which is capable of writing one players backup data into a memory medium without erroneously writing over other player&#39;s backup data even where a plurality of players play on the same higher-grade game machine by providing player-by-player identification data in memory mediums storing game software. 
     A game system playable utilizing backup data for different kinds of game machines according to the present invention, is adapted to use the backup data, obtained though playing a game on a first game machine including a first processing system, for game play on a second game machine different from the first game machine and including a second processing system. 
     In accordance with one embodiment of the present invention, the game system comprises: a first backup data memory for storing backup data obtained by processing a first game program stored in a first game program memory by a first processing system included in a first game machine; a second game machine having a second processing system; access circuitry for permitting the second processing system to access the first backup data memory; a second backup data memory provided in association with the second game machine for temporarily storing the backup data read out of the first backup data memory by the second processing system; and a second game program memory provided in association with the second game machine for storing a second game program to be processed by the second processing system, wherein the second processing system effects a game associated with the backup data by executing the second game program stored in the second game program memory while utilizing the backup data stored in the second backup data memory. 
     According to an embodiment of the present invention, a novel game system is provided that can utilize data (so-called backup data), that has been obtained through executing certain machine game software where the game varies due to game progression, in playing a game according to associated game software for another game machine. 
     With the game system of the invention, it is possible to enjoy a second game by taking over the backup data, such as experience values, lives and gained characters, obtained through playing a first game according to prior game software for a different kind of game machine. By this methodology, time saving occurs in obtaining desired backup data as compared to playing the second-game software from its beginning. 
     Where an earlier-released first game machine is lower in processing capability than a later-released second game machine, it is possible to play a game with more functions than those of the first-machine game software according to second-machine game software associated with a first-machine game content. 
     The access mechanism includes a connector for electrically connecting the second processing system to the first backup data memory. This electrical connector includes a game machine connector for connecting the first game machine to the second processing system where the first backup data memory is incorporated in the first game machine. The game machine connector includes a connector for connecting between a first interface provided in the first game machine and connected to the first processing system and a second interface provided in the second game machine and connected to the second processing system. 
     The electrical connector includes a memory medium connector for connecting the first external memory medium to the second processing system when the first backup data memory includes a first external memory medium that is attachable and detachable from the first game machine. Where there is a controller associated with the second game machine and connected to the second processing system, the memory medium connector includes an adapter for connecting the external memory medium to the controller. The adapter includes a first connector provided on the controller and a second connector connected to the first connector. 
     The first game program memory and the first backup data memory may be formed in different areas in the first memory or on one memory medium. The second game program memory and the second backup data memory may be formed at different areas in the second memory or on one memory medium. 
     In an exemplary embodiment, first identification information holding locations store first identification information, (e.g., game name, version data) in association with the first backup data memory and use determining software determines based on the first identification information whether the backup data stored in the first backup data memory is usable or not. In this case, an indication of inapplicability is generated indicating that the backup data is notusable. 
     In one embodiment of the present invention, the game system further comprises write hardware and software for writing the backup data read out by a second processing system into the second backup data memory. Where the second backup data memory includes a plurality of memory areas, the game system further specifies the first backup data memory, wherein the write hardware and software writes the backup data into one of the memory areas corresponding to the first backup data memory. Where the access mechanism includes a plurality of access channels through which the plurality of first backup data memory are enabled to access by the second processing system, the system specifies an access channel through which the second processing system has access to the first backup data memory thereby specifying the first backup data memory. 
     In a further embodiment of the present invention, the game system updates the backup data stored in the first backup data memory depending upon changes caused as a result of executing the second game program by the second processing system. The updated backup data is once written in the second backup data memory. Where the second backup data memory includes a plurality of memory areas, the processing system writes the updated backup data into one of the plurality of memory areas corresponding to a first backup data memory. 
     Also, the game system comprises second identification information holding memory locations for holding second identification information in association with the first backup data memory, an identification information read circuit reads out the second identification information from the second identification information holding memory locations, and a temporary memory temporarily stores the second identification information, wherein the processing system determines whether the backup data in the first backup data memory may be updated or not, depending upon the second identification information stored in the temporary memory. 
     The processing system determines whether to update backup data by reading out the second identification information associated with the first backup data memory to which the second processing system is accessing, and determines whether second identification information stored in the temporary memory and the second identification information have a predetermined relationship or not. 
     In this aspect, when a plurality of players plays games simultaneously using their own first-machine backup data on the second game machine and thereafter write varied backup data into their own first backup data memory, it is possible to prevent against mistaken writing with another player&#39;s backup data. 
     The second game program may be a game program associated with the first game program, and the second game program may include a conversion program for rendering the first game program to a form processable by the second processing system. Where the conversion program includes an acceleration program according to which the second processing system can execute the first game program at a speed higher than a speed of execution of the first game program by the first processing system, it is possible to play a game with the first game program on the second game machine at a speed greater than that of play when the first game program is executed on the first game machine. 
     The first and second game programs may be arbitrary kinds of game programs. In accordance with one exemplary embodiment, the first game program includes a game program to capture a character appearing in a game, a captured character code to specify a captured character when a player captured the character appearing in the game, a write program to store capability data representative of the capability of the character into the first backup data memory, and the second game program includes a battle process program to effect a game process by using the captured character code and the capability data for each captured character to cause battling with a character captured by another player. 
     In another exemplary embodiment, the first game program includes a program for displaying a two-dimensional character as an image for the game, a game program for capturing a character appearing in the game, and write program for specifying a captured character code to specify a captured character when the program captured a character appearing in the game into the first backup data memory, and the second game program includes a program for displaying each character with polygons as a three-dimensional image corresponding to a character code, displaying the captured character in a three-dimensional image based on the captured character code. 
    
    
     The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings. 
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is an exemplary block diagram of a game system according to one embodiment of the present invention; 
     FIG. 2 is an illustrative view of a memory map of memories used in first and second game machines in the FIG. 1 block diagram; 
     FIG. 3 is a block diagram of a game system according to another embodiment of the present invention; 
     FIG. 4 is an external view of one example of a second game machine to which the present invention is applied; 
     FIG. 5 is a perspective view of an extension adapter as viewed from above; 
     FIG. 6 is a perspective view of the extension adapter as viewed from backside; 
     FIG. 7 is a side view showing a state before connecting the extension adapter to a controller; 
     FIG. 8 is a side view showing a state where a first-machine game cartridge is attached to the extension adapter and the extension adapter is mounted on the controller; 
     FIG. 9 is an exemplary main routine flowchart according to one embodiment of the present invention; 
     FIG. 10 is an exemplary subroutine flowchart of a reading process; 
     FIG. 11 is an exemplary subroutine flowchart of a picture book mode; 
     FIG. 12 is an exemplary subroutine flowchart of the picture book mode; 
     FIG. 13 is an exemplary subroutine flowchart of an attack mode; 
     FIG. 14 is an exemplary subroutine flowchart of the attack mode; 
     FIG. 15 is an exemplary subroutine flowchart of a backup data update mode; 
     FIG. 16 is an example of a display of a title screen; 
     FIG. 17 is a view showing an example of displaying identification codes (ID codes) and names of one player or more in the picture book mode; 
     FIG. 18 is a view showing an example of displaying a command input state wherein one player is selected in the picture book mode; 
     FIG. 19 is a view showing an example of displaying a list of captured monsters in the picture book mode; 
     FIG. 20 is a view showing an example of displaying information on one monster (type 1) selected in the picture book mode; 
     FIG. 21 is a view showing an example of displaying information on the monster (type 2) selected in the picture book mode; 
     FIG. 22 is a view showing an example of information on the monster (type 3; with commentaries about tricks) selected in the picture mode; 
     FIG. 23 is a view showing an example of displaying hit-point data and capability data of a plurality (six) of monsters selected for battling in the battle mode; and 
     FIG. 24 is a view showing a scene battling between the respective monsters of the first and second players in the battle mode. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     The “game system playable by utilizing backup data on different types of game machines” (hereinafter referred to as “game system”) as embodied in an exemplary embodiment of the present invention includes a first-machine that is a portable game machine or an LCD-type portable game machine, and a second-machine which is a video game machine that is not portable. Using the backup data obtained through playing according to first-machine game software executed on the first-machine, the game is played on the second-machine while processing a second-machine game program associated with (or inter-linked to) the first-machine game software. That is, the second-machine game program is executed in association with the first-machine game. 
     Here, the backup data may take various data forms with respect to genre kind of game software. For example, where the software is concerned with a game to capture animals, imaginary pets, or fictional animals (monsters), or to raise captured animals, or to make the animals captured for players to battle with, the backup data may be constituted by the captured-character data to specify characters thus captured, the data representing capabilities of the captured characters or the data relating to tricks applicable to the battle. Where the software relates to a role playing game, the backup data may include data concerning the kind and number of acquired items, the kind of black arts applicable, experience values, life values, etc. Further, where the game software is a baseball game (as one example of a sport games), the backup data may include, past team play, a batting average, the number of home runs, the number of stolen bases, an error rate, an earned run average, the number of strikeouts of each player, batting power, running power, ball speed, etc. matched to a training condition. 
     In this manner, the backup data varies depending on a kind of game. By way of example only, an explanation follows relating to a game to capture a fictional animal or the like, to train (raise) the captured fictional animal or make it battle. 
     FIG. 1 is a block diagram of a game system according to one embodiment of the present invention. In FIG. 1, the game system of the invention includes a first-machine  10  having a game cartridge  15  storing backup data in its backup data storing memory (temporary storing memory: e.g., RAM). This backup data can be utilized to play a game using a second-machine game program stored in a game cartridge  25  or a disc memory medium  35 . That is, a game related to the first-machine game software or a game operable in association with the first-machine  10  can be played using the backup data. 
     Here, the first-machine  10  is, for example, a portable game machine or an LCD-type game machine (e.g., the product “Game Boy” marketed by the present inventors&#39; assignee; registered trademark). The second-machine  20  is, for example, a recently-developed game machine (e.g., the product “Nintendo 64” marketed by the present inventors&#39; assignee) utilizing an advanced technology, such as 32 or 64 bits, which is higher in processing capability (i.e., for example, in CPU bit number, CPU program processing capability per unit time or image representability) as compared with that of the first-machine  10 . Note that the first-machine  10  may alternatively employ, for example, an 8- or 16-bit video game machine, if it is lower in processability than the second-machine  20 . Also, the second-machine  20 , if it is a 16 or 32 bits video game machine, may be equivalent in processability to the first-machine  10 . This would be effective for a case where the first-machine  10  is of a portable type and the second-machine  20  is stationary type connectable to a homeuse TV set. However, the invention is of course not limited to the technological relationships between the machines in the above-stated examples. 
     In the explanation below, an LCD-type portable game machine is used as an example of the first-machine  10 . The first-machine  10  includes, for example, an  8 -bit CPU  11 . The CPU  11  is connected with an input/output interface (hereinafter referred to as “I/O”)  12 . The I/O  12  is connected to a connector  13  as well as a controller  14  for instructing the movement or motion of a game character. A memory cartridge  15  is disconnectably connected to the connector  13 . Further, the CPU  11  is connected to a RAM  11 , including a working RAM, a display RAM and the like, and is connected to an LCD drive circuit  18  for driving a liquid crystal display (LCD)  17 . 
     Note that the first-machine  10  is not limited to such a structure that is detachably attached with a memory cartridge  15  but may be a structure incorporating therein a ROM  15   a  and RAM  15   b , and a housing may be integrally provided with a connector to transfer the backup data stored on the RAM  15   b  directly or indirectly through a cord, etc., as shown in FIG.  3 . 
     In place of the ROM  15   a , a RAM having a large capacity (S-RAM), whose data is prevented by a battery from being lost, may be provided. One part of the S-RAM is used as a program area corresponding to ROM  15   a  and the remaining area is used as a backup data (temporarily storing) area corresponding to RAM  15   b . In such a case, the first-machine game program is previously stored in the program area. The program area is installed with a program to prohibit backup data from being written thereon. Further, instead of using cartridge  15  (external memory medium) including the ROM  15   a  and RAM  15   b , a high-capacity RAM (can be used with the built-in RAM  16 ) may be provided within the first-machine  10  so that the RAM is used both as program and backup data areas wherein the program area is updated and written by the data associated with a desired program. 
     The memory cartridge  15  incorporates a non-volatile memory (e.g., ROM, EP-ROM, one-time ROM; hereinafter referred to as “ROM”)  15   a  mounted on a substrate for storing a first-machine game program, and a writable readable memory (e.g., RAM, EP-ROM; hereinafter referred to as “RAM”)  15   b  as one example of a backup data memory (or temporary store) for memorizing backup data occurring and developing in the course of game progression. 
     The ROM  15   a  is previously loaded, as shown in a memory map at the upper left in FIG. 2, with a first-machine game program (e.g., the data of characters appearing in the game, program data for controlling the display of characters, a backup data write program, etc.), as well as game title data (the game title and the versions if one game title includes multiple versions). The RAM  15   b  includes a memory area for storing, on a cartridge-by cartridge basis, a discrimination code, player (or trainer) names, data relating to gained characters, gained-character capability data, etc. The substrate has a plurality of terminals formed at one side, for electrical connection to the connector  13 . 
     The identification code refers to an arbitrary code a user has input by operating the controller  14  in order to identify an owner of the cartridge  15  or a serial No. of the first-machine  10 . For example, the ROM  15   a  may be structured by a one-time ROM fixedly written with a serial No. of the cartridge  15  thereon. 
     The second-machine  20  uses a memory cartridge (hereinafter referred to as “cartridge”)  25  as one example of an external memory medium therefor. The second-machine  20  includes, for example, a 64-bit CPU  21 . The CPU  21  is connected to an input/output interface (hereinafter referred to as “I/O”)  22 . To the I/O  22  are connected a connector  23   a  for connection with a second-machine memory cartridge  25 , a connector  23   b  for connection with a controller  24 , and a connector  23   c  if required. The connector  23   b  is connected with a controller  24  through a connector  23   d . Note that, where the second-machine  20  is usable for a game in which a plurality of players participate at a same time, a plurality of sets of connectors  23   b , controllers  24  and connectors  23   d  are provided. 
     The connector  23   a  is disconnectably connected to the cartridge  25 . Further, the CPU  21  is connected to a RAM  26  employed as a working RAM and an image processing unit (RCP)  27 . 
     The RAM  26  includes, as shown at lower right in FIG. 2, memory areas  261 - 264  respectively utilized for a plurality of players, and further including a flag area  265 , a counter area  266 , and register areas  267 ,  268 . The memory areas  261 - 264  are written, at areas corresponding to the controller, to include backup data (cartridge  15  identification code, name, data related to gained characters, data related to capability for each gained character, etc.) and game-software title and version data which have been stored in RAM  15   b  of the cartridge  15  connected to the controllers  24 A- 24 D through an extension adapter  50 . The flag area  265  includes flags Fa-Fd corresponding respectively to the controllers  24 A- 24 D, which can be written by a logic “1” to identify any of the controllers  24 A- 24 D connected with a cartridge  15 . The counter area  266  is utilized for counters (CNT 1 , CNT 2 ) that are used to detect a controller  24 A- 24 D connected to the cartridge  15 , and a player-by-player memory area in RAM  26 . The registers areas  267 ,  268  are used to store the power of two player&#39;s monsters battling in a battle mode. 
     The RCP  27  is connected to a video RAM  28 . The video RAM  28  has a memory area for storing red (R), green (G) and blue (B) color data corresponding to each dot of one CRT screen such as a raster scan display, so that color data is written in and/or read from the memory area for color display under control of RCP  27 . The color data read from video RAM  28  is converted by an encoder and/or composite image signal generating circuit  29  into analog R, G, B signals and/or a composite image signal which is supplied to the CRT. 
     The memory cartridge  25  is structured similarly to the memory cartridge  15 , and incorporates, by mounting on a substrate, a non-volatile memory (e.g., ROM, EP-ROM; hereinafter referred to as “ROM”)  25   a  for storing a second-machine game program, and a writable readable memory (e.g., RAM, EP-ROM; hereinafter referred to as “RAM”)  25   b  as one example of a temporary store for storing backup data occurring and varying during game progression. 
     The ROM  25   a  uses a ROM that is greater in capacity than the ROM  15   a , and is previously loaded, as shown in a memory map at upper right in FIG. 2, with a second-machine game program (e.g., data relating to characters appearing in the game, program data for controlling the display of each character, program for writing backup data, etc.). Although the game program stored in the ROM  25   a  is partly common in scenario or playing methodology to the first-machine program, the ROM  25   a  includes a program particularly structured to realize image representation and complicated scenario that are reflectable by the greater processing capability of the second-machine  20 . For example, if the first-machine game program displays two-dimensional images, the second-machine program may generate three-dimensional images or represent three-dimension images in addition to two-dimension game images depending upon the scene. The second-machine program may also include an increased number of modes of training, raising, etc. or increased kinds of combat methodologies or rules, or other variations, as compared with those of the first-machine program. 
     The RAM  25   b  has a memory capacity several times greater than that of the RAM  15   b  in order to store the backup data of a plurality of players. Otherwise, the memory capacity of RAM  25   b  may be the same as that of the RAM  15   b  if an extension disc drive  31  is employed. The RAM  25   b  has a circuit board having a plurality of terminals formed on one side so that it is electrically connectable with the connector  23   a.    
     A writable/readable magnetic disc drive  31  may be used, if extensionality is required for the player to temporarily store game-related backup data or modify the game program in order to enjoy his own game program. In such a case, the extension disc drive  31  is connected to the connector  23   c . On the extension disc drive  31  is mounted a writable and readable disc (e.g., magnetic disc)  35 , such as a magnetic disc or magneto-optical disc. This disc  35  is used in place of or in combination with the memory cartridge  25 . It is also possible to use, in place of the magnetic disc  35 , an extension memory medium, such as a CD-ROM, hard-disc, and magneto-optical disc. 
     In operation, when a first-machine  10  is used to play a game, the player may attach a memory cartridge containing desired game software so that he manipulates the controller  14  to play a first-machine game. At this time, CPU  11  generates display data for a player character (a character in motion in response to player&#39;s operation), according to a ROM  15   a  program and an operating status of the controller  14 . The CPU  11  also generates display data for a background, enemy character, etc., according to programs, irrespective of the player&#39;s operation. The display data is combined and then supplied to the LCD drive circuit  18 , for display on the LCD  17 . During game operation, the CPU  11  updates the backup data by temporarily storing it in RAM  16  each time a condition to generate or update backup data is fulfilled in the progress of a game, and transfers the backup data therefrom to the RAM  15   b  at appropriate timing. In the case of a game to capture a fictional animal, the backup data stored in RAM  15   b  includes, for example, player-designated name data, owner-specifying identification data created by random number data, captured-animal name data or character codes, captured-animal capability data, and growth data by raising, as shown in a memory map at lower left in FIG.  2 . Note that the backup data differs depending on a game kind or genre, as stated before. 
     To play an associated (or inter-linking) game on the second machine  20  utilizing the backup data gained through playing the game on the first machine  10 , the second machine  20  is attached, at its connector  23   a , with a memory cartridge  25  storing a game program (for a series game wherein higher exchangeability is secured at least in one function) having a relation to a game content in the memory cartridge  15 . Alternatively, a disc  35  similarly storing a program having a relation thereto is attached to the extension disc drive  31 . In addition, the memory cartridge  15  containing desired backup data is attached to the extension adapter  50  (FIG. 5, FIG. 6) as one example of a connector, so that this extension adapter  50  is attached to the connector  24   a  (FIG. 7, FIG. 8) of the controller  24 . Due to this, the second-machine  20  is placed in an indirect connection with cartridge  15  for the first-machine  10  through the extension adapter  50  and an appropriate connector. 
     Thereafter the controller  24  is operated in order to start the second-machine game. Although CPU  21  at this time begins to operate based on programs stored on the ROM  25   a , it first reads out game title and version data stored on the ROM  15   a  and writes the data onto a first-player area  261  in the RAM  26 , and reads out the backup data (e.g., cartridge identification code, name, one or a plurality character codes, capability data by captured character, etc.) stored on the RAM  15   b  and writes the data into the area  261 . When there are a plurality of players, another player connects his own cartridge  15  to his controller  24  through an extension adapter  50  (FIG. 5, FIG. 6) so that the backup data is written to a second-(to-fourth) player area of the RAM  26 . In this manner, the backup data is written on a player-by-player basis in the RAM  26  in a manner discriminating one player&#39;s data from another player&#39;s data. The CPU  21  executes a game process based on the program stored in ROM  25   a , and controls game processing in association with the first-player&#39;s backup data stored in the area  261  of the RAM  26 . It can be considered that this associated process includes displaying a backup-data library, e.g., displaying character names based on the codes of captured characters, and displaying character-basis capability data together with the captured character names. The associated process, as other examples, may include various processes, such as displaying with capability classification to facilitate opting a character in a combat mode, displaying a list of same-kind of characters with their numbers for reference to exchange characters with a friend, displaying with comparison of capability data of both-side characters when competing with a friend, processing a competition according to another rule, etc. 
     Utilizing the backup data on the memory cartridge  15 , further backup data occurs through playing according to the game program for the second-machine  20 . That is, the newest backup data, obtained by updating the backup data upon being read from the RAM  15   b , is stored in the RAM  26  when the play on the second-machine  20  is ended. At this time, if the player opts an update mode by icon manipulation, the CPU  21  effects an updating process according to a read/write program. Specifically, the CPU  21  reads out the cartridge identification data, such as identification codes, names, etc., stored in the RAM  15   b  of the memory cartridge  15  connected to the controller  24 , and compares read-out data with the cartridge identification data, such as relevant-player identification code, names, etc., stored in the RAM  26 . When both identification data are coincident with (or in a predetermined relationship), the relevant player&#39;s backup data stored in the RAM  26  is read out and then written, for updating, into the RAM  15   b . This prevents other player&#39;s backup data from being erroneously written over the RAM  15   b  of the memory cartridge  15 . 
     The methods to connect the RAM  15   b , with association, to the second-machine  20  includes a variety of modified embodiments. For example, the connector  24   a  (FIG. 7, FIG. 8) of the controller  24  and/or the connector  23   e  of the second-machine  20  may be formed adapted to the end-face shape and contact structure of the memory cartridge  15  incorporating the ROM  15   a  and RAM  15   b  so that the memory cartridge  15  can be connected directly or indirectly through cords or connectors to the controller  24  or the second-machine  20 . 
     In place of the system structure shown in FIG. 1, another example of a game system as shown in FIG. 3 may be employed. That is, the embodiment of FIG. 3 incorporates the ROM  15   a  and RAM  15   b  in the first-machine  10  thus forming an integrated type system, wherein the ROM  15   a  and RAM  15   b  are connected to the CPU  11  through the I/O  12 , instead of forming the ROM  15   a  and RAM  15   b  of the memory cartridge  15  in a cartridge. This connector  13  is determined in such a form and contact structure that is connectable to the connector of the controller  24  and/or the connector  23   e  of the second-machine  20 . Thus, the connection of the connector  13  of the first-machine  10  to the connector (not shown) of the controller or the connector  23   e  within the second-machine  20  allows the backup data stored on RAM  15   b  to be transferred through the I/O  12 , connector  13 , controller  24 , connector  23   d , connector  23   b , and I/O  22  or through the I/O  12 , connector  23   e  and I/O  22  to the CPU  21  by which the data is written into the RAM  26 . In this case, the program-storing ROM  15   a  and the backup-data-storing RAM  15   b  may be structured as a large capacity RAM having such a data capacity as adding together their capacities as was explained in the FIG. 1 embodiment, so that the large capacity RAM can be backed up by a battery to write the first-machine program into the program area prior to starting a game on the first-machine  10 . 
     Further, a cord at is respective ends may be connected with connectors (not shown) fittable for the connectors  13 ,  23  so that the first-machine  10  (or RAM  15   b ) and the second-machine  20  are connected, in an indirect fashion, through the cord and the connectors. In such a case, the game play operation on the second-machine  20  may be implemented by using the first-machine controller  14  in place of the controller  24 . 
     Incidentally, when using a disc  35  and disc drive  31 , the extension adapter  50  or memory cartridge  15  may be connected to the attachment connector  23   e  (or disc drive exclusive connector). Also, if the second-machine  20  is provided with a connector for external memory (RAM) connection, then the extension adapter may be structured for connection to that connector. 
     The ROM  25   a  may have a conversion program (emulator program) stored therein in order to convert the first-machine game program into a second-machine game program without providing the ROM  25   a  with a common program to that stored in the ROM  15   a . The program stored in ROM  15   a  is also written into the RAM  26  by means of a read/write control program thereby using the first-machine program as a program for the second-machine. By doing so, it is possible to eliminate duplication or inefficiency of programs. 
     Preferably, because the CPU  21  of the second-machine  20  is by far higher in processability than the CPU  11  of the first-machine  10 , a conversion program with a high speed, such as 2-times, 4-times, or 8-times the speed of CPU  11 , may be stored in addition to or in place of a program of the same processing speed as that of the first-machine  10 . This serves to increase the player object moving speed or other game progression speeds (the speed of raising or training captured animals, etc.), thus speeding up the game progression. 
     Referring to FIG. 4, there is depicted an external view of one exemplary embodiment of the second-machine  20  used in the game system of the invention. In FIG. 4, the second-machine  20  includes a housing  19 , in addition to the circuit configuration shown in FIG.  1 . The housing  19  has on a top surface an insertion aperture  191  formed for receiving therethrough a cartridge  20  for the second-machine  20 , and a power switch  192  and a reset switch  193  provided at a front thereof. The cartridge insertion aperture  191  is provided therein with a cartridge connector  23 a (see FIG.  1 ). The game machine  20  has a front panel on which a plurality of controller connectors  23 b are provided to connect with controllers  24 . The game machine  20  has at a backside a connector for extension which is connectable to a disc drive unit  31 . 
     The controller  24  includes a housing  241  formed with handles (three in the illustration). The housing  241  has a top surface on which arranged are a direction instruct switch  242  for a player to operate instructing directions of character or object movement, an analog switch (referred to as also as a 3-D stick or joystick)  243  for instructing directions of movement on an analog basis, and a plurality of motion switches  244  and reset/start buttons  245 . The motion switches  244  includes switches  244   a - 244   f , which are for instructing motions of a player character or player object in a game mode and selecting various kinds of commands in an image creation input mode. The housing also has, at upper side surface, side switches  246 ,  247  for instructing other motions. The controller  24  has an insertion cavity  245  having therein a connector (not shown) which is used to connect with an extension RAM (not shown) in the case the RAM  15   b  being insufficient in memory capacity. The controller  24  connector is used to connect with an extension adapter  50 . Note that in the explanations given hereinbelow it is assumed that up to four players can play at a same time on the second-machine  20 . Where the controller needs to be distinguished, the controller for a first player will be referred to as  20 A and second, third and fourth players respectively as  20   b ,  20 C and  20 D. 
     The disc drive  31  has a housing  311  having at a top a connector  312  for connection with an extension connector (FIG. 1 or FIG.  3 ). The housing  311  has a disc insertion aperture  313  formed at a front face thereof. Into the disc aperture  313  is inserted a disc-formed record (or memory) medium (hereinafter referred to as “disc”)  35 , such as a readable and writable magnetic or magneto-optical disc. 
     The second-machine  20  is connected with a display unit (CRT)  40 , such as a home-use TV set. 
     The connector  23   b  shown in FIG. 4 may be connected with a communication cable so that the first-machine  10  is directly connected with the second-machine  20  through the communication cable. In such a case, a cartridge other than the game cartridge  15  (FIG. 1) is attached to the first-machine  10  and this other cartridge is connected to the second-machine  10  through the communication cable and the connector  23   b.    
     Referring to FIG.  5  and FIG. 6, there are illustrated perspective views of an extension adapter  50 , wherein FIG. 5 is a perspective view as viewed from the front while FIG. 6 is a perspective view as viewed from the backside. The extension adapter  50  has an insertion projection  52  formed in a T-form on an upper surface of a housing  51 . This insertion projection  52  is designed in such a form that it can be inserted into an extension-RAM (not shown) insertion hole  248  (FIG. 7) formed on the backside of the controller  24 . The insertion projection  52  has a connection circuit board  53  built therein. The connection circuit board  53  is connected in a T-form to a circuit board incorporated within the housing  51 . The connection circuit board  53  is connectable to the connector  24   a  (FIG. 7, FIG. 8) provided deep within the insertion hole  248  of the controller  24 . The insertion projection  52  is formed, in one side surface, with a lock recess  54  which is engageable for locking with a lock claw (not shown) formed within the insertion hole  248  of the controller  24 . At the backside of the extension adapter  50 , an insertion aperture  55  is formed in order to receive a first-machine cartridge  15 . Within the insertion aperture  55 , a connector  50   a  is arranged to connect with the cartridge  15 . This connector  50   a  is connected to the circuit board. The circuit board is mounted with a detection circuit and a data transfer control circuit (both not shown). The detection circuit serves to detect that the cartridge  15  is attached to, while the data transfer control circuit transfers the data in the RAM  15   b  and/or ROM  15   a  of the cartridge  15  to the second-machine  20  via an internal circuit of the controller  24 . 
     As shown in FIG. 7, the extension adapter  50  is inserted into the insertion hole  248  at the backside of the controller  24  thereby connecting its connection circuit board  53  to the connector  24   a . Then, a cartridge  15  is inserted from the rear of the controller  24  into the insertion aperture  55  as shown in FIG. 8, so that a circuit board (not shown) in the cartridge  15  is brought into connection to the connector  50   a . This allows the backup data stored on RAM  15   b  of the cartridge  15  to be transferred to the second-machine  20  via the extension adapter  50  and the controller  24 . 
     In this manner, the extension adapter  50  has a T-formed exterior to have the insertion projection  52  to be inserted into the insertion hole  248  formed at the backside of the controller  24 . Due to this, the controller  24  coupled to the extension adapter  50 , when rested, takes an almost horizontal position. Thus, the controller  24  is stable in a rest position, that is, the controller  24  is easy to manipulate even when it is placed on a table or pedestal. 
     Further, the connection of the cartridge  15  to the controller  15  is made using the extension adapter  50 . Due to this, even when the second-machine  20  is remotely located from the player (e.g., near to a TV receiver  40 ), the player positioned where the controller  24  is at his hand can easily connect (attach/detach) the cartridge  15 . 
     Referring to FIG. 9, there is shown a main flowchart for explaining the operation of the game system of the invention. FIG.  10  through FIG. 15 are subroutine flowcharts each showing a detail of a certain step of the main flowchart. Note that, in FIG. 9, the subroutine-flowchart figure No. is given in parentheses within a corresponding step S box, while the figure No. illustrating an on-screen display example by the step is given at beside the relevant step No. outside the box. 
     With reference to the FIG. 9 flowchart and on-screen display examples, prior to starting a game, preparations are made by attaching a cartridge  15  to the extension adapter  50  and connecting the extension adapter  50  to the controller  24  so that the controller  24  is connected to the connector  23   b  of the second-machine  20 . It is herein assumed that the player has played the game with a game cartridge  15 , that has a certain bearing on a second-machine cartridge  25 , attached to the first-machine  10 , and acquired a plurality of monsters, wherein the monster names (or acquired character codes) and monster-by-monster basis capability data have been stored in the RAM  15   b . Some player may have stored capability data enhanced by training the monster. It is also assumed that, where two users or players compete with each other, a first player uses a controller  24 A and a second player a controller  24 B. 
     When power switch  192  is turned on, the main routine of FIG. 9 is started. That is, the CPU  21  of the second-machine  20  executes the following processes according to the program data stored on the ROM  25   a  (or magnetic disc  35 ) in the cartridge  25 . 
     At a step S 1  an initializing process is performed. The initializing process writes initial data into or clears the memory areas, for example, of the external RAM  26  and the V-RAM  28  of the second-machine  20 . The RAM  26  at all the memory areas is cleared. At a step S 2  a process is executed to read the backup data stored in the RAM  15   b . This read process will be explained later in greater detail with reference to FIG.  10 . At a step S 3  a game title and an operation-mode opting screen (see FIG. 16) are displayed. The player may opt for either one of a “consult picture book” mode to look over the kinds or details of monsters caught during playing the game and a “combat mode” to make battle with a player&#39;s own-captured monster and another-player-captured monster (or go to a stadium), wherein the monsters have been acquired by playing the game. At a next step S 4  it is determined whether a picture book mode is selected or not. If the picture book mode is not selected, then it is determined at a next step S 5  whether in a combat mode or not. If neither the picture book mode nor the combat mode is selected, the process returns to the step S 4  to wait for any mode selection. 
     If the player operates the direction instruct switch  242  to move the cursor and depresses a switch for instructing command selection (e.g.  244   a ), it is determined that the picture book mode is selected, and the process advances to a step S 6 . At the step S 6  a picture book mode process is executed which process is detailed in FIG.  11  and FIG. 12 to be referred to later. 
     Meanwhile, if a combat mode is opted by the player, this fact is determined at a step S 5 , and the process advances to a step S 7 . At the step S 7  a combat mode process is executed which process is detailed in FIG.  13  and FIG. 14 to be referred to below. 
     After the processing in steps S 6  or S 7 , it is determined at a step S 8  whether a backup data updating process is occurring or not. This determination is made depending, for example, upon if the switch  246  has been depressed or not. At a succeeding step S 9 , a backup data updating process is performed. For example, the backup data stored in a backup data memory area  261 - 264  corresponding to a controller  24 A- 24 D (i.e., attached with an extension adapter  50  and cartridge  15 ) for which the flag Fa-Fd is written by logical “1” in the flag area  265  is transferred to the corresponding controller  24 A- 24 D and written into a RAM  15   b  of a cartridge  15  in connection to the relevant controller. At a step S 10  it is determined whether re-play has been instructed or not. This determination is made depending upon if the switch  245  has been depressed or not. If a re-play is to occur, the process returns to the step S 3  to repeat the operations of the steps S 3 -S 10 . If a re-play is not selected in a predetermined time or the power switch  192  is turned off, the game operation on the second-machine  20  is ended. 
     The details of the steps S 2 , S 6  and S 7  of the main flowchart of FIG. 9 (i.e., detailed subroutines of these steps S 2 , S 6  and S 7 ) are next described. 
     The read process of the step S 2  is carried out by executing a read process subroutine shown in FIG.  10 . At a step S 11 , a numeral “1” is first set in the counter (denoted by an abbreviation CNT  1 ) in order to determine as to which controller backup data is to be read out. In this case, the numeral “1” refers to the backup data reading from a first-player controller  24 A. At a step S 12 , it is determined whether or not a first-machine cartridge  15  is attached to the controller ( 24 A at the beginning) corresponding to the value of the counter CNT 1 . If the cartridge  15  is attached is determined, the process advances to a step S 13 . At the step S 13 , a game name and version data of the cartridge  15  attached to the controller  24 A are read from the ROM  15   a . At a step S 14 , the game name and version data thus read are written into the corresponding memory area  261  to the controller  24 A (for the first player). At a step S 15  it is determined whether the read game name and version data are predetermined ones or not. This determination is to confirm that a second-machine cartridge  25  or disc  35  now being playable is in a predetermined relationship with the cartridge  15  and that an associated game or motion can be effected by using the cartridge  15 . If the game name and the version data are determined as predetermined ones, then at a next step S 16  the backup data (e.g., captured character codes, captured-character-basis capability data, etc.) stored in the RAM  15   b  of the cartridge  15  being connected to the controller  24 A through the extension adapter  50  is written into the memory area  261  of the RAM  26 . Thereafter, at a step S 18 , logical “1” is written on the flag Fa corresponding to the controller  24 A to store that the controller  24 A is being used. At a step S 19 , the counter CNT 1  is added by “1” (CNT 1  count value at this time  2 ). This specifies that the backup data is to be read at a next time from the second player&#39;s controller ( 24 B). It is determined at a step S 20  whether the count value of the counter CNT 1  is  5  or not. If not  5 , the process returns to the step S 12  mentioned before. When the count value of the CNT 1  becomes  5  by four-times repetition of the step S 12 - 20  operations, the backup data in a connected one of the first-to-fourth player&#39;s cartridges  15  is read out. 
     Where the third and fourth player&#39;s controllers  24 C,  24 D are not connected with an extension adapter  50  or where they are connected with an extension adapter  50  but no cartridge  15  is attached thereto, this fact is determined at the step S 12 , and the process advances to a step S 21 . At the step S 21 , a message is displayed indicating that a cartridge  15  should be attached to an adapter  50  for the controller  24 C,  24 D. Thereafter, at a step S 22  the flags Fc, Fd for the third and fourth player&#39;s controllers  24 C,  24 D are written by “0” thereby memorizing that the controllers  24 C,  24 D are not being used. Then the process advances to the step S 19 . 
     If it is determined at the step S 15  that the game name and the version data are not predetermined ones, then display is made at a step S 23  to show that the game name and/or version data is inappropriate thereby indicating to attach a normal cartridge specified as adaptable for the present game system. 
     The picture book mode process referenced at step S 6  is carried out by executing the subroutine shown in FIGS. 11 and 12. That is, at a step S 31 , a display is generated as shown in FIG. 17 as to the identification code (ID code) and name of a cartridge  15  being attached to an extension adapter  50  on any of the controllers  24 A- 24 D for the respective first to fourth players. At this time, controllers (e.g.,  24 C,  24 D) not being attached with an extension adapter  50  or cartridge  15  are not displayed (cartridge  15  shape is not displayed) in order to make clear its out-of-use, and further the identification code and name inherent to an owner of the cartridge  15  are not displayed. At a step S 32  it is determined whether a player has been selected or not. This determination is made based on the movement of the cursor (hand-shaped mark) to a first player&#39;s mark due to depression of the direction instruct switch  242  and on the depression of the switch  244   a . However, where the second-machine  20  is connected with the controllers of a plurality of players (e.g.,  24 A,  24 B), the players corresponding to the flags Fa-Fd storing “1” are determined, in order, as to the presence or absence of selection. At a step S 33 , display is made of a command-opting screen only for the selected player (see FIG.  18 ). At this time, the player whose cartridge  15  identification code and owner name are being displayed can move the cursor to select a desired command from the command being displayed on the right side of the screen, and determine the selection by depressing the switch  244   a.    
     If “picture book” is selected, then at a step S 35 , a list of acquired (or collected) monsters is displayed as shown in FIG.  19 . The data on the acquired monsters (e.g., the number of findings, the number of captures, the number of possessions, etc.) is displayed. At this time, the player can move the cursor to opt for a monster he desires to know, and depress the switch  244   a . This provides display of monster names through which detailed data can be displayed, together with marks, such as blocks or cursors, indicative of a selection state, as shown in FIG.  19 . At a step S 37 , whether the selection-decision switch  244   a  is depressed or not is determined. If no selection-decision is determined, at a step S 38  it is determined by depressing the switch  244   b  whether cancellation is selected or not. If none of the switches are operated, the process returns to the step S 35  to repeat the steps S 35 - 38 , thus waiting for selecting either one of selection-decision or cancellation. 
     If it is determined that selection-decision is made, then at a step S 39  the information on the selected monster is displayed in a type-1 display form as shown in FIG.  20 . This type-1 form of monster information includes a name of the selected monster and its appearance as viewed in a certain direction (e.g., side-viewed shape, weight, height, features of the monster, etc. in the illustration). Then, at a step S 40  it is again determined that the selection has been decided or not. If not decided, it is determined at a step S 41  whether cancellation has been made or not. If neither is selected, the process returns to the step S 39 . 
     If opting for the decision, then at a next step S 42  the information of the selected monster is displayed in a type-2 form (see FIG.  21 ). This type-2 information display includes, in addition to for example monster name, a shape as viewed at another angle, the monster&#39;s capability data (strike power, defensive power, quickness, special abilities), etc. In a state of type-2 information display, it is determined whether the player is manipulating the analog joystick  243  or not. If the analog joystick  243  is not operated, then at a step S 44  the monster in display is laterally turned. In this manner, the operator can look at the entire body of the monster he selected and know physical features of the monster. 
     If it is determined that the analog joystick  243  is operated upward or downward, the process advances to a step S 45 . At step S 45 , the monster is vertically turned (frontward or rearward) in display in response to upward or downward tilt of the analog joystick  243 . This allows the player to know concrete physical features concerning the monster and recognize how the features are to be reflected in a battle against a competitor&#39;s monster. After the step S 44  or S 45 , the process advances to a next step S 46 . At the step S 46  it is again determined whether selection-decision has been opted or not. If the decision has been not opted, then at a step S 47  it is determined whether cancellation is selected or not. If neither has been selected, the process returns to the step S 42  to repeat the operations of the steps S 42 -S 47 . 
     If decision is selected at the aforesaid step S 46 , then at a next step S 48  the selected monster is displayed of information in a type-3 form (see FIG.  22 ). The type-3 information display includes kinds of weapons available and damage to the competitor by the weapon or hit-point amount as well as comments on the feature of the weapon selected by the cursor. 
     At next steps S 49 , S 50  and S 51 , operations similar to those explained in the steps S 43 , S 44  and S 45  are effected in response to a manipulation state of the analog joystick  243 . At a next step S 52 , it is determined that trial fire by (or attempting launch with) the weapon has been selected or not. This determination is made by moving the cursor to opt a weapon and then depressing the switch  244   a  to designate the weapon. If selecting such weapon trial fire, then at a step S 53  the monster using the selected weapon is displayed at upper left of the screen. Thereafter it is determined whether the switch  244   b  for designating cancellation has been depressed or not. If cancellation has not been selected, the process returns to the step S 48 . If cancellation has been selected, the monster list display state shown in FIG. 19 is returned. In the list display state, if a command “quit” is opted, this fact is determined at a step S 55 , and the process returns to the step S 8  of the main routine. Thus, the picture book mode is ended. 
     Now explanations will be made on exemplary details of the battle mode at the step S 7  of the main routine, based on a subroutine shown in FIGS. 13 and 14. If a battle mode is started, a battle site is displayed at a step S 61 . At a step S 62  display is made of two monster images selected by two players, various information contents (e.g., monster names, player names, monster capability data, etc.) and commands are available in the battle mode (e.g., to attack, monster, to flee, etc.). Simultaneously, the hit-point data (or defensive capability) of the monsters one of which was opted by each of the two players are respectively stored in the registers  267 ,  268 . At this time, if any one of the players operates the analog joystick  243 , then at a step S 63  image data is generated for display on the screen such that the monster is displayed at angle and/or in size varied while moving the camera, in response to operating state thereof. Such image representation is achieved by calculating data of a plurality of polygons for a monster based on the positional relationship between the polygon data and the camera and associating textures with the calculated polygons. 
     At a step S 64  it is determined whether the first player has opted “battle” or not. If the player has selected “battle”, then at a step S 65  a display is generated relating to the kinds of tricks available with the monster selected by the player  1 . If the player selects a trick, trick select-decision is made is determined at a step S 66 . At a step S 68 , subtraction is made of the hit point corresponding to a damage to the opponent by attack from the hit point of the opposite player stored on the register  268 . The remaining hit point data is written into the register  268 . At a step S 69  it is determined whether the hit point for each of the two players has reached zero or not. If neither player&#39;s hit points is zero, the process returns to the step S 64 . 
     Where the second player has opted the command “battle”, actions are effected by steps S 71 , S 72 , S 73 , S 74 , S 75  and S 76 , wherein the motions are similar to those of the steps S 64 -S 69  as were explained above. Nevertheless, the opponent hit-point subtraction process at a step S 75  is made by subtracting strike power determined by the weapon used from the hit point of the first player stored in the register  267 . 
     At the steps S 69  and S 76 , if it is determined whether the hit point of any of the players becomes zero, a process for ending the battle operation (e.g., erasing the code of a defeated monster, etc.) is effected, and then the process returns to the step S 8 . The monster codes and capability data, owned for each of the first and second players after ending fighting, is update-stored as backup data into the memory area  261 ,  262 . Accordingly, the backup data updated by the backup-data updating process at the aforesaid step S 9  is update-written over the RAM  15   b  of the corresponding player&#39;s cartridge  15 . 
     On the other hand, if it is determined that any player has not opted the command “battle”, it is then determined at a step S 77  whether the player  1  has opted “flee” or not. If the player  1  has selected fleeing, then display is made at a step S 78  such that the monster of the player  1  flees from the battle site, and then the process advances to the main routine step S 8 . Meanwhile, when the player  2  has opted the command “flee”, display is made at a step S 80  such that the monster of the player  2  runs away, and the process returns to the step S 8 . On the other hand, if the player  1  selects to change his monster, this fact is determined at a step S 81 , and the process returns to the step S 62 . Similarly, if the player  2  selects to change his monster, that fact is determined at a step S 82 , and the process returns to the step S 62 . Thus the combat mode process is carried out. 
     Now an explanation follows as to details of the backup data updating process at the step S 9  of the main routine, based on a subroutine flowchart shown in FIG.  15 . In the backup data updating process, if only one payer is playing on the second-machine  20 , there is no possibility of causing such problems that another player&#39;s backup data is erroneously written over the RAM  15   b  of the own cartridge  15  or the own backup data is written by mistake onto the RAM  15   b  of another player&#39;s cartridge  15 . However, there might be a case of data being written over by another player&#39;s backup data where a plurality of players perform a battle play on the second-machine  20  using the backup data stored in their own cartridges  15  (or a memory-medium-integrated-type first-machine built with ROM  15   a  and RAM  15   b ). Such erroneous writing or updating backup data is prevented by the following process. 
     If the process is in updating backup data as determined at the step S 8 , then it advances to the step S 9  to execute an updating process subroutine shown in FIG.  15 . Specifically, at a step S 91  a controller  24 A is designated by setting a numeral “1” in a counter (CNT 1  in the counter area  266 ) for designating a controller  24 A- 24 D. It is determined at a step S 92  whether a cartridge  15  is attached to the controller  24 A designated by the counter CNT 1  or not. If not attached, the process advances to a step S 98  referred to below, while if attached the process advances to a step S 93 . At step S 93  the identification (ID) code and/or name data (hereinafter referred to as “ID” code, etc.) stored in the RAM  15   b  of the cartridge  15  attached to the controller  24 A is read out and loaded into a corresponding area in the RAM  26 . At a step S 94 , by setting a numeral “1” in a counter (CNT 2  in the counter area  266 ) for designating a player or memory area  261 - 264 , a memory area  261  corresponding to the player  1  is designated from which the backup data is to be read out. At a step S 95  ID code, etc. of the player  1  are read out of the memory area corresponding to the relevant player. At a step S 96  comparison is made between the ID code, etc. of the cartridge  15  attached to the controller  24 A and the ID code, etc. stored in the memory area  261  to determine whether they are coincident with or not. If determined to be coincident, then at a step S 97  the backup data stored in the memory area (e.g.,  261 ) corresponding to the count value of the counter CNT 2  is transferred to and update-written over the RAM  15   b  within the cartridge  15  attached to the controller (e.g.,  24 A) corresponding to the count value of the counter CNT 1 , and then the process advances to a step S 98 . At the step S 98 , if it is determined that all the controller  24 A- 24 D have not completed of determination as to the presence or absence of attaching a cartridge to a corresponding controller, then at step S 99  the counter CNT 1  is added by  1  to designate a next controller (e.g.,  24 B). Then the process returns to the aforesaid step S 92 . The operations of the aforesaid steps S 92 -S 99  or S 95 , S 96 , S 100  and S 101  are repeated. 
     Meanwhile, if determined not coincident at the aforesaid step S 96 , it is determined at a step S 100  whether the all the players&#39; ID codes, etc. have been read out or not. If it is determined that all the players&#39; ID codes, etc. have not been read out, then at a step S 101  the counter CNT 2  is incremented by  1  to designate a memory area  262  for the player  2 , and the process returns to the step S 95 . During the repetition of the steps S 95 , S 96 , S 100  and S 101 , if there is coincidence between the ID code, etc. read out of the cartridge  15  and the ID code, etc. read out of the memory area  261 - 264 , then the process advances to a step S 97 . Also, in the aforesaid step S 98  if all the controllers  24 A- 24 D have been determined as to attachment of a cartridge corresponding thereto, the process returns to the main routine of FIG.  9 . 
     In this manner, an identification code is stored in each cartridge  15 . When writing backup data in an update fashion, collation is made between the identification code of the cartridge being attached to the controller and the ID code corresponding to the backup data to be written over for update. If writing-over for update is made only upon coincidence, even when a plurality of players are playing at a same time on the second-machine  20 , prevention is effectively given for a case that a player&#39;s own backup data is written by mistake into another player&#39;s cartridge or a player&#39;s own cartridge is written by another player&#39;s backup data. 
     When writing the backup data gained through playing on the second-machine  20  into a cartridge  15  attached to the controller  24 , if both the code and the name data are utilized for checking, erroneous writing can be positively prevented. However, any one of the ID code and the name data may be used if exactness is not emphasized. Other data may be combined with the ID code, etc., to collate between the cartridge such data has been read out and the cartridge to be written over for update. 
     In the above embodiments, explanations were made for the case that the first-machine cartridge  15  and the second-machine cartridge  25  contain the monster capture-and-raise game and the battle game. However, the technological concepts of the present invention is not limited to such games. The invention is also applicable to various games, includes role playing games and sports games. In such a case, the programs for the first and second-machines  10 ,  20  will differ in content depending upon the kinds of game, and the program for controlling the applicability therebetween may naturally differ depending thereupon. 
     Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.