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Mattel Announces HyperScan Kids' Game System

Toy manufacturer Mattel today announced its 32-bit HyperScan video game system for children, a hybrid device uses both CD and RFID technology to support video games with ...
Toy manufacturer Mattel today announced its 32-bit HyperScan video game system for children, a hybrid device uses both CD and RFID technology to support video games with collectible card game elements, and which will be available in October/November for $69.99 in North America. Using the HyperScan, players will be able to "scan cards, enhance and modify their battle abilities and make their video game characters more powerful over time", according to the company. Available this October, the system is designed for children ages eight and older and combines re-writable Intellicard technology with traditional video game mechanics. The system will work by letting players pause and scan their collectible game cards over the console to upgrade, modify and enhance both their character's offensive and defensive battle and play abilities such as extra strength, armor and special attack. After winning the game, players re-scan their cards and their new winning powers will be permanently upgraded directly onto their Intellicard for use in future games. Each game for the HyperScan will feature approximately 100 game cards – 10 to 20 character cards and 80+ modification cards – with 20 to 40 hours of play on each character card. The collectible cards will be available based on a rarity scheme, meaning that players won’t know what cards they’re getting in their game packs. Initial software titles/card packs available at launch include Marvel X-Men, Cartoon Network’s Ben 10, and Mattel’s Interstellar Wrestling League. Marvel Heroes will also be released in November. “HyperScan delivers an all-new category of video gaming for today’s kids, with the hottest properties such as Marvel X-Men and Cartoon Network’s Ben 10,” said Cynthia Neiman, Vice President, Games & Interactive Marketing, Mattel Brands. “This new game system bridges the gap in gaming experiences for the tween boy who has graduated from traditional plug & play games but is not quite ready for the mature content and expense of high-end video game consoles.”

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