WO2011016203A1 - Game system, game apparatus, pen, game apparatus control method, and game apparatus control program - Google Patents

Game system, game apparatus, pen, game apparatus control method, and game apparatus control program Download PDF

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Publication number
WO2011016203A1
WO2011016203A1 PCT/JP2010/004795 JP2010004795W WO2011016203A1 WO 2011016203 A1 WO2011016203 A1 WO 2011016203A1 JP 2010004795 W JP2010004795 W JP 2010004795W WO 2011016203 A1 WO2011016203 A1 WO 2011016203A1
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WO
WIPO (PCT)
Prior art keywords
pen
game
unit
cpu
secret communication
Prior art date
Application number
PCT/JP2010/004795
Other languages
French (fr)
Japanese (ja)
Inventor
金子真人
鈴木孝行
金本直樹
大西隆之
野村晋平
Original Assignee
株式会社セガ
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Publication of WO2011016203A1 publication Critical patent/WO2011016203A1/en

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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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/424Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0354Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
    • G06F3/03545Pens or stylus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V30/00Character recognition; Recognising digital ink; Document-oriented image-based pattern recognition
    • G06V30/10Character recognition
    • G06V30/22Character recognition characterised by the type of writing
    • G06V30/228Character recognition characterised by the type of writing of three-dimensional handwriting, e.g. writing in the air
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2402Input by manual operation
    • A63F2009/2408Touch-sensitive buttons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F2009/241Touch screen
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2411Input form cards, tapes, discs
    • A63F2009/2419Optical
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2401Detail of input, input devices
    • A63F2009/2436Characteristics of the input
    • A63F2009/2439Characteristics of the input the input being a code, e.g. ID
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2448Output devices
    • A63F2009/245Output devices visual
    • A63F2009/2457Display screens, e.g. monitors, video displays
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

Definitions

  • the present invention relates to a game system, a game device, a pen, a game device control method, and a game device control program.
  • a pen-type position input device (coordinate indicator; hereinafter referred to as “pen”) may be used as an interface for such a professional video game apparatus.
  • pen coordinate indicator
  • Patent Document 1 in a system in which a plurality of workers work, a signal for identifying the worker who performed the work is automatically generated together with the input operation performed by the worker.
  • Input means for outputting to the storage unit, storage means for storing the worker and the work performed by the worker based on the signal, and storage of the worker based on the storage without making the worker aware of the input of the work record.
  • a work management system comprising a management means for automatically managing work is described (hereinafter referred to as prior art 1).
  • the prior art 1 can automatically output a signal for specifying a worker, the communication means is not encrypted, so that it cannot be used in a game device that requires a charge when playing a game. There was a problem.
  • the prior art 1 is configured to transmit signals with different IDs by using a pen, a technique for performing different processing using different IDs related to the pen has not been disclosed.
  • the present invention has been made in view of such a situation, and aims to solve the above-described problems.
  • the game system of the present invention is a game system including a game device and a pen for an input interface of the game device, wherein the game device has a display unit for displaying an image and a position indicated on the display unit.
  • a pen ID that is an ID for identifying a pen, an output unit that outputs a signal for the digitizer reading unit, and charge information related to a charge amount that has been settled with the first secret communication unit is transmitted and received by secret communication.
  • a two-secret communication unit is a two-secret communication unit.
  • the game system of the present invention further includes a charging device that performs payment for the game device, and the charging device includes a charging unit that writes the pen ID and charge information relating to the payment for the game device to the pen.
  • the second secret communication unit includes a third secret communication unit that transmits and receives signals.
  • the game system of the present invention further includes an authentication unit for biometric authentication or signature authentication.
  • the game system according to the present invention is characterized in that the pen further includes a click unit that is a switch for changing a value related to an operation of the game by clicking.
  • the game system of the present invention is characterized in that the pen further includes a credit display unit for displaying a value related to a game operation.
  • the game system of the present invention is characterized in that the pen includes either a voice input / output unit that inputs / outputs a voice signal or a force feedback unit that outputs vibration.
  • the game apparatus according to the present invention includes a display unit that displays an image, a digitizer reading unit that acquires coordinates on the screen of the display unit, a pen ID that is an ID for identifying a pen, and a charge related to the amount of charge that has been settled. And a first secret communication unit that transmits and receives information.
  • the pen of the input interface of the game device of the present invention includes a pen ID that is an ID for identifying a pen, an output unit that outputs a signal for a digitizer reading unit, and a second secret communication unit. .
  • a control method for a game device is a control method for a game system including a game device and a pen of an input interface of the game device, and a pen ID that is an ID for identifying the pen by the pen.
  • the charge information and the digitizer reading unit signal are output by secret communication, and the game device transmits and receives the pen ID and the charge information related to the settled charge amount by secret communication.
  • the method for controlling a game device according to the present invention is characterized in that the game device performs processing of different layers according to the pen ID.
  • a control program for a game apparatus is a control program for a game system including a game apparatus and a pen for an input interface of the game apparatus, and a pen ID that is an ID for identifying the pen by the pen;
  • the charge information and the digitizer reading unit signal are output by secret communication, and the game device transmits and receives the pen ID and the charge information related to the settled charge amount by secret communication.
  • the pen ID and the charge information are transmitted by secret communication from the pen of the input interface of the game apparatus, and the pen ID and the charge information are transmitted and received by the game apparatus, so that the safe charging can be performed. It is possible to provide a game system that performs different authority processing depending on the ID.
  • the game system A includes a game device 10, a pen 30 (coordinate indicator), a pen 31 (coordinate indicator), a large display device 55, a charging device 60 (payment registration unit / payment registration means), a server (not shown), and the like.
  • a game apparatus 10 is a game apparatus that executes a game that can be played simultaneously by a plurality of people, and includes an electromagnetic digitizer, an optical reading panel, a touch panel, and the like (hereinafter referred to as “digitizer”).
  • indicated with respect to the display part 270 which is a flat display can be acquired using pen 30,31 grade
  • the game apparatus 10 can include a switch 240 and the like used by each player or administrator, and can also include a sound output device 280 that performs voice input / output.
  • the plurality of pens 30 and 31 can transmit the indication position to the display unit 270 by a digitizer electronic pen or LED (Light Emitting Diode) incorporating a loop coil.
  • Each pen 30, 31 can store a unique pen ID (Identification / pen identification information), which will be described later, in the pen ID unit 350, thereby allowing a plurality of players to play the game.
  • the unique pen ID attached to the pen can differentiate between a function that can be used by a general player and a function that can be used by an administrator, thereby realizing various functions that will be described later.
  • the large display device 55 is a display device (display unit) such as a large liquid crystal display or PDP (plasma display panel).
  • the large display device 55 can use an optical projector (projection unit / projection unit) that projects an image (image) using a laser or the like.
  • the large display device 55 is a monitor that can display images related to the game of the game device 10, game situations of the plurality of game devices 10, and the like.
  • the large display device 55 may be an HMD (head mounted display) worn by a general player, a small display provided so as to display almost the same contents as each game device 10.
  • the charging device 60 deposit registration unit / deposit registration means
  • deposits an economic value medium such as a monetary unit stored in a coin, medal, IC card or the like so that the player can play a game or the like on the pen 30 or the like.
  • This is a dedicated device for performing (charging) and registering player-related data related to the player such as name (real name, nickname, user name, etc.) and address.
  • the player places the pen 30 or the like at a predetermined position of the charging device 60 and performs biometric authentication or the like of the player, thereby creating a pen ID associated with the placed pen 30 or the like. Settlement is performed with money, a credit card, or the like at section 610 (see FIG. 4).
  • the secret communication unit 660 (see FIG. 4) of the charging device 60 can perform charging for storing the charge amount (charge information) related to the charge amount in the storage unit 305 such as the pen 30.
  • the secret communication unit 660 of the charging device 60 and the secret communication unit 360 such as the pen 30 it is not necessary to place the pen 30 or the like in the vicinity of the charging device 60, even if it is inserted into the player's pocket or the like. You can charge. As a result, it is not necessary to provide a settlement means for causing each of the plurality of game apparatuses 10 to read money or a credit card, so that the cost can be reduced. Further, as will be described later, a plurality of game apparatuses 10 can instruct using the same pen 30, pen 31, etc., and the charge amount (payment amount) can also be used in common. A configuration in which the charging device 60 is built in the game device 10 is also possible.
  • a gate device that warns with a buzzer or the like when the pens 30, 31 and the like are taken out of the play facility, and the operation status and sales of each ranking and device are totaled. It is possible to further include a server, a management device for an administrator, and the like.
  • the configuration of the control device (electronic circuit) in the game apparatus 10 includes a CPU 100 (control section, game execution section), a storage section 110, a boot ROM 130, a peripheral I / F 140 (peripheral device connection interface means), and a bus arbiter. 150, GPU 160 (rendering unit), graphic memory 170, audio processor 180, audio memory 190, communication I / F 200 (communication unit / communication unit), illumination unit 210 (illumination unit), and authentication unit 220.
  • the electrode sheet 440 is built in the display unit 270, so that, for example, a digitizer can be configured.
  • the CPU 100 includes a CISC (Complex Instruction Set Computer) system or a RISC (Reduce Instruction Set Computer) system CPU (Central Processing Unit), MPU (MicroDSP) (Digital Signal Processor), ASIC (Application Specific Processor, processor for specific application) and the like. Further, the CPU 100 can be provided with a part of functions of the storage unit 110 described later, functions of the GPU 160, the audio processor 180, and the like. Further, the CPU 100 can detect the touch position of the pens 30 and 31 in FIG. In addition, information can be transmitted and received between the pens 30 and 31 using the secret communication unit 260.
  • CISC Complex Instruction Set Computer
  • RISC Reduce Instruction Set Computer
  • CPU Central Processing Unit
  • MPU MicroDSP
  • ASIC Application Specific Processor, processor for specific application
  • the CPU 100 can be provided with a part of functions of the storage unit 110 described later, functions of the GPU 160, the audio processor 180, and the like. Further, the CPU 100 can detect the touch position of the pens 30 and 31 in FIG.
  • the storage unit 110 includes high-speed storage means used for main storage such as RAM (Random Access Memory), HDD (Hard Disk Drive), flash memory, SRAM (Static Random Access Memory), magnetic tape device, optical disk device, and the like. Including auxiliary storage means.
  • the storage unit 110 includes a program 111 and data 112. Further, the storage unit 110 is provided with an OS (Operating System, not shown) for causing the game apparatus 10 to function as a computer, and the program 111 and the like are game-played by various APIs (Application Programming Interface) of the OS. Each function of the device 10 is accessible.
  • the program 111 is a game program executed by the CPU 100.
  • a program for executing a data display function as will be described later is incorporated by the pens 30, 31 and the like.
  • the program 111 itself can be downloaded from a server (not shown) and updated, or downloaded at the start of the game.
  • the data 112 is various data for the game program 111 and includes data necessary for game execution, such as display polygon data for each game character, a map and an object in the game, music data, and the like.
  • information such as the difficulty level setting, the operating status and sales of the game apparatus 10 can be stored.
  • the boot ROM 130 is a nonvolatile storage medium such as a ROM (Read Only Memory), a NOR flash memory, or a pseudo SRAM (PRAM: Pseudo SRAM).
  • the boot ROM 130 is an instruction for setting the microcode of the CPU 100, initializing each unit, starting the OS or the like from the storage unit 110, and executing the program 111 when the game apparatus 10 is started. I do.
  • the IP address of the communication I / F 200 is set, the operation test of each unit is performed, the operation status of the game apparatus 10, the number of “winning” times, the charge amount (payment amount), etc. are counted. Program and data to do.
  • the peripheral I / F 140 is a part that provides an interface such as USB, IEEE 1394, serial, parallel, infrared, and wireless for connecting to various peripheral devices (peripherals).
  • Various peripheral devices used in the game apparatus 10 are connected to the peripheral I / F 140.
  • the illumination unit 210, the authentication unit 220, the switch 240, the secret communication unit 260, the sensor microcomputer 400, and the like can be connected to the peripheral I / F 140.
  • a force feedback device such as a stick-type controller and a vibration device, a foot / hand-operated switch, a keyboard, a pointing device such as a mouse and a trackball, and the like can be connected to the peripheral I / F 140.
  • the peripheral I / F 140 can also control an electronic switch or the like, and can reduce power consumption by turning on or off the power of various peripheral devices. That is, it is possible to control lighting of the lighting unit 210 built in the game apparatus 10.
  • the bus arbiter 150 is an integrated circuit that provides a bus interface for connecting each part, such as a so-called “chip set”, and performs arbitration for the right to use the bus in response to a bus use request from the CPU 100 or the like. (Integrated circuit).
  • the bus speed of each part connected by the bus arbiter 150 may be different, or may be asymmetric in up / down.
  • the CPU 100, the storage unit 110, and the bus arbiter 150 are connected by a high-speed bus such as FSB or HT, and the GPU 160 and the bus arbiter 150 are also connected by a broadband bus.
  • a bus interface such as DDR2 / 3 SDRAM or XDR DRAM may be built in the CPU 100 so that the storage unit 110 can be directly read and written.
  • the GPU 160 is a graphic processor (image generation means, image generation unit) having a function of drawing a three-dimensional CG.
  • the GPU 160 includes a geometry unit 162 that calculates polygon geometry (coordinates), and a rendering unit 164 that rasterizes / renders (draws) the polygon for which the geometry calculation has been performed.
  • the GPU 160 includes a RAMDAC (RAM D / A converter), an HDMI interface, and the like in order to output the rendered image to the display unit 270.
  • the GPU 160 extracts feature quantities such as vector components and acceleration components from a stroke that is a set of coordinate information of pressed points that form a sign when a sign is input with the pens 30 and 31, etc. It can also be used when performing signature recognition.
  • the geometry unit 162 is a function of a geometry processor or the like that performs a affine transformation or the like by rotating or enlarging a matrix with respect to coordinates (world coordinates) of a polygon in three-dimensional space, and obtaining coordinates of the polygon in two-dimensional space. It is a part provided with.
  • the geometry unit 162 can also include a “geometry shader” (or a vertex shader) that performs tessellation such as polygon division and spline interpolation.
  • the rendering unit 164 is a part having a function of a rendering processor or the like that pastes image data called texture on the coordinate-calculated polygon and draws it in the graphic memory 170 with various effects.
  • the types of polygons rendered by the rendering unit 164 include point polygons (points), line polygons (line lists), surface polygons such as triangles and quadrangles, and surface polygon aggregates.
  • the rendering unit 164 performs rendering using ray tracing or the like, it is possible to render an object defined by a region such as a circle, an ellipse, a sphere, or a metaball.
  • the geometry unit 162 may be configured to be processed by the CPU 100. In this case, the CPU 100 executes the program stored in the storage unit 110, and transfers the polygon coordinate information created by the execution of the program of the CPU 100 to the graphic memory 170.
  • the rendering unit 164 renders the polygon according to the polygon coordinate information.
  • the graphic memory 170 is a storage medium that can be read and written at high speed for the GPU 160 to draw.
  • a wide-band memory such as GDDR (Graphics Double Data Rate) can be connected as the graphic memory using a high-level memory interleave or the like.
  • a configuration in which a graphic memory is built in the GPU 160 like a system LSI is also possible. It is also possible to adopt a dual port configuration for displaying on the display unit 270 while the GPU 160 is drawing.
  • the audio processor 180 is a DSP (digital signal processor) provided with a PCM (Wave) sound source for outputting music, voice, and sound effects.
  • the audio processor 180 can calculate physical sound sources, FM sound sources, and the like, and can also calculate various sound effects such as reverberation and reflection.
  • the output of the audio processor 180 is D / A (digital / analog) converted, connected to a digital amplifier or the like, and reproduced as music, sound, or sound effect by a sound output device 280 (for example, a speaker or the like).
  • the audio processor 180 can also handle voice recognition of voice input from a microphone. Further, the audio processor 180 can cope with voice recognition using voice signals input from the pens 30, 31 and the like.
  • the audio memory 190 is a storage medium that stores digitally converted data for music, voice, and sound effects. Of course, the audio processor 180 and the audio memory 190 may be integrally configured.
  • the communication I / F 200 is an interface for connecting to a network such as a LAN (Local Area Network) or a WAN (Wide Area Network).
  • the communication I / F 200 is, for example, WiMax (registered trademark), c. Link (registered trademark), HDMI (registered trademark), wired / wireless LAN, telephone line, cellular phone network, PHS network, power line network, IEEE 1394, and the like can be used.
  • WiMax registered trademark
  • c. Link registered trademark
  • HDMI registered trademark
  • wired / wireless LAN telephone line
  • cellular phone network cellular phone network
  • PHS network power line network
  • IEEE 1394 IEEE 1394
  • a battle game game that competes for battle or the like
  • a player of another game apparatus 10 that is connected so as to be communicable
  • a joint game game that cooperates to solve the problem
  • a plurality of game devices are connected so as to be able to communicate with each other via a server or without a server, so that game scores (scores, scores, etc.) are totaled, and game devices arranged in other play facilities It is possible to play a battle game with and to rank the rankings.
  • each game play is executed to check whether the charge amount (payment amount) of the pens 30 and 31 has been increased or decreased by an unauthorized method. It is also possible to check by communicating the state of the charge amount immediately before.
  • the illumination unit 210 is an illumination device such as an LED array, a light bulb, or a fluorescent lamp provided in the casing of the game apparatus 10, a control circuit for the illumination, and the like.
  • the lighting unit 210 can be turned on in accordance with various effects during the game, thereby improving the game performance.
  • the authentication unit 220 includes a sensor for performing various types of biometric authentication such as fingerprint, vein, retina, pulse, DNA (Deoxyribo Nucleic Acid), and a dedicated DSP (Digital Signal Processor) for performing signature authentication. .
  • a hash function parameter or ID for determining whether or not the password or password is entered and stored can be stored in a flash memory or ROM.
  • the switch 240 is a button, a foot switch / pedal, a joystick, a trackball, an optical pointing device, or the like for use in various selections, menu calls, and the like during game play.
  • the game device 10 may be configured such that the switch 240 is not provided, that is, the switch 240 is not used.
  • a touch panel or a touch pad may be provided separately from the digitizer reading unit 275 and used as the switch 240.
  • the secret communication unit 260 is a part for performing secret communication (encrypted communication) in a secure (secret holding, encryption) state with the pens 30, 31 and the like (FIG. 1).
  • the secret communication unit 260 performs secret communication and reads / writes information by communication using Bluetooth (registered trademark), wireless LAN, infrared rays, or electromagnetic induction.
  • the antenna 265 is a transmission / reception unit such as an antenna or an infrared ray corresponding to the communication method of the secret communication unit 260.
  • the display unit 270 is a display unit (display unit) such as a liquid crystal display, a PDP (plasma display panel), or an HMD (head mounted display). Further, the display unit 270 uses an optical projector (projection unit / projection unit) that projects an image (image) using a light source, a reflection / transmission type liquid crystal element, a MEMS (Micro Electro Mechanical Systems), a laser, or the like. You can also. In a configuration using a projector, it is possible to project a video (image) with a screen.
  • the display unit 270 can display a setting screen and the like in addition to a specific game development and score. Note that in this embodiment, a structure in which a liquid crystal display is used for the display portion 270 is described.
  • an electrode sheet 440 for a digitizer can be provided between the backlight (light source) used for the liquid crystal display and the liquid crystal panel body as disclosed in the international publication WO2008 / 12312 pamphlet. At this time, the shadow of the electrode sheet 440 can be prevented from being reflected on the liquid crystal panel by using a diffusion member or the like.
  • the digitizer reading unit 275 includes a sensor microcomputer 400 and an electrode sheet 440, and the position coordinates (X coordinate, Y coordinate, or Z coordinate) on the display unit 270 such as the pens 30, 31, and the touch. a portion for acquiring the presence or absence.
  • the position coordinates are obtained using an electrode sheet 440, that is, an electromagnetic digitizer will be described.
  • the sensor microcomputer 400 acquires a contact position in the X-axis and Y-axis directions from each electrode sheet 440 by using an induction current of electromagnetic induction, and detects a microcomputer (MPU, sensor control unit), an A / D converter, etc. It is a part provided with.
  • a microcomputer MPU, sensor control unit
  • the sensor microcomputer 400 can acquire the coordinates of each dot.
  • the effective sensor distance can be obtained in the vertical direction (Z-axis) from the surface of the display unit 270 at a distance of several centimeters to several tens of centimeters.
  • the sensor microcomputer 400 can simultaneously measure the coordinates of a plurality of pens 30 and 31, for example, several to several tens.
  • the speed of this measurement can correspond to the display update speed of the display unit 270 and the game screen update speed (refresh rate, frame rate).
  • the coordinates of the plurality of pens 30 and 31 can be acquired at a period of 1/60 seconds or 1/30 seconds. Thereby, it becomes possible for a plurality of persons to play a game using the game apparatus 10 at the same time. It is also possible to acquire coordinates at a cycle that is faster / slower than the display update speed.
  • the secret communication unit 260 is not provided, the pens 30 and 31 and the game apparatus 10 may directly communicate via the digitizer reading unit 275 to transmit and receive data using electromagnetic induction. it can.
  • the electrode sheet 440 is a sheet in which a plurality of conductive wires are formed in a coil shape by screen printing or the like.
  • the conductive line is formed using metal powder, conductive plastic, transparent metal, or the like. With the configuration described later, this line is configured to make it difficult for the shadow of the conductive line to be projected onto the liquid crystal panel with respect to the light from the backlight of the liquid crystal display to the liquid crystal panel.
  • the configurations of the electrode sheet 440 and the display unit 270 will be described later.
  • the electrode sheet 440 can be a capacitive digitizer switch, a resistive film touch switch, or the like. In that case, it is also possible to form this electrode sheet 440 on a liquid crystal panel, and to form a conductive divided region (area) on a transparent substrate such as a sheet.
  • the sound output device 280 is a part that amplifies the sound signal (sound information) output from the audio processor 180 with a digital amplifier or the like and outputs the sound.
  • a microphone (not shown) for performing voice input may be provided simultaneously with the sound output device 280.
  • the control configuration of the pen 30 will be described with reference to FIG.
  • the pen 30 is an input means for the player or administrator to point (designate) the display surface of the display unit 270 and input the position coordinates of the display surface to the CPU 100 (FIG. 2) of the game apparatus 10. It is.
  • the pens 30 and 31 are electronic pens incorporating a loop coil for an electromagnetic digitizer will be described. Further, the pen 30 and the pen 31 have the same configuration, and a plurality of them can be used.
  • the pen 30 mainly includes a main body portion 35 and a loop coil portion 37.
  • the main body 35 is operated by a power source (not shown) such as a battery or a capacitor, and includes a circuit board on which each function of the pen 30 is mounted.
  • the loop coil portion 37 is a portion that includes a loop coil and pressed pressure (writing pressure) sensitive switch for electromagnetic digitizer causes generating an electric field for sensing the position on the digitizer reading unit 275 (output signal) .
  • the main body 35 includes a control unit 300, a storage unit 305, a loop coil output unit 310, an authentication unit 320, a battery monitoring unit 330, an acceleration sensor 335, a click unit 340, a pen ID unit 350, a secret communication unit 360 (second secret The communication unit), the credit display unit 370, the voice input / output unit 380, and the force feedback unit 390 can be provided. Further, it is possible to reduce the cost by adopting a configuration not including some of them.
  • the pen 30 is mainly used by a general player, and the pen 31 is used by an administrator.
  • the pen 31 can use the same configuration as the pen 30, but can be distinguished by a pen ID (pen identification information) that is a unique ID stored in the pen ID unit 350. It should be noted that the pen 31 can be provided with a difference such as setting a special unique ID or using the configuration of the authentication chip or the authentication unit 320. Further, the pens 30, 31 and the like do not necessarily have an elongated rod-like shape such as a pen or a pencil. Anything is acceptable.
  • the control unit 300 is a low power consumption MPU, CPU, DSP, or the like, and controls each unit of the pen 30.
  • the storage unit 305 is a storage unit including a nonvolatile memory such as a RAM, a ROM, and a flash memory, and includes a charge amount (payment amount, billing information), a credit value (amusement value information) related to the charge amount, and credits to bet
  • the bet face value which is a value, personal results, opponent information, etc. can also be encrypted and written and stored.
  • the storage unit can store player-related information related to the player such as the winning percentage of play in the casino game. Furthermore, selectable games can be changed according to the level of play.
  • the storage unit 305 may be configured to store a pen ID.
  • the loop coil output unit 310 is a magnetic field generation unit (magnetic field generation unit) for causing a current to flow through the loop coil of the loop coil unit 37 and generating a magnetic field.
  • the loop coil output unit 310 causes a current to flow through the loop coil of the loop coil unit 37 to generate a magnetic field.
  • the magnetic field from the loop coil generates an induced current in the electrode sheet 440 (FIG. 5), and the coordinates of the X axis and the Y axis of the digitizer reading unit 275 can be obtained based on the intensity and distribution of the induced current. Communication can also be performed by modulating the magnetic field.
  • the loop coil output unit 310 can generate a magnetic field by causing a current to flow through the loop coil of the loop coil unit 37 when the pressing pressure detection switch of the loop coil unit 37 is equal to or higher than a predetermined pressure.
  • the authentication unit 320 includes a biometric sensor, a DSP, and the like similar to the authentication unit 220 (FIG. 2). Thereby, it is possible to continue authentication at a predetermined interval so that fraud does not occur while the player or administrator touches (holds) the pens 30 and 31. If this authentication fails and a player who uses the pen or a non-administrator (third party) uses the pen 30 (or the pen 31), the authentication unit 320 displays “Err” on the credit display unit 370. Etc., an error message indicating that an abnormality has occurred can be displayed, or a warning buzzer sound or the like can be output using the voice input / output unit 380. As described above, a configuration in which the authentication unit 320 is provided only for the pen used by the administrator, such as the pen 31, is also possible.
  • the battery monitoring unit 330 is connected to a power source unit such as a battery or a capacitor (capacitor) (not shown), and checks the power supplied from the battery of the power source unit.
  • a power source unit such as a battery or a capacitor (capacitor) (not shown)
  • a capacitor (capacitor) not shown
  • a buzzer sound is output using the voice input / output unit 380, or the LED is turned on, It is possible to instruct the holder of the pen 30 or the pen 31 to replace or charge the battery.
  • the acceleration sensor 335 is a known sensor that outputs analog / digital output acceleration by MEMS (Micro Electro Mechanical Systems) capable of detecting XYZ triaxial acceleration.
  • the output of the acceleration sensor 335 can be used as one of feature amounts when performing signature authentication described later.
  • the acceleration sensor 335 can also be used to input a game command separately from the sign input by the digitizer. That is, in the game system A, both the sign input and the command input by moving the pen 30 up can be used. Further, the XYZ coordinates of the pen 30 can be calculated from the output from the acceleration sensor 335.
  • the reading accuracy of the digitizer reading unit 275 can be improved, and when a plurality of pens 30 and 31 are used, the correspondence between the pen position coordinates and the pen ID unit 350 can be performed quickly. Thereby, the reading speed of the pens 30 and 31 can be increased, and it can respond to the quick action and operation
  • the click portion 340 is a portion mechanical buttons and switches (not shown) is connected. These buttons and switches may not be normally contacted by a mechanical spring or the like of the main body portion 35 of the pen 30, and the player or the administrator can press the button or switch like a mechanical pencil or a ballpoint pen to play the game.
  • the value related to the operation can be changed. As a value related to the operation of the game, for example, in a casino game to be described later, the click unit 340 may increase or decrease the credit value (play value information) at the time of betting (betting) depending on the number of times the player clicks. it can.
  • the type of game such as the size of the web of the throwing game, the strength of the attack in the real-time simulation game, and the type of attack.
  • the pen ID unit 350 is a part that stores a unique pen ID that is different for each of the pens 30 and 31.
  • the pen ID can be written in the pen ID unit 350 by the charging device 60 as a unique pen ID, which is a unique ID.
  • the pens 30 and 31 can be distinguished by the pen ID.
  • the pen ID makes it possible to make a difference in the functions that can be handled in the game system A (the functions to be handled hierarchically).
  • the secret communication unit 360 is a part for performing secure communication with the secret communication unit 260. In order to reduce battery consumption of the pen 30, the secret communication unit 360 is preferably a power-saving radio wave transmission / reception unit.
  • the secret communication unit 360 includes an antenna 365 for communication.
  • the antenna 365 may be built in the pen 30 or a clip portion of the pen 30 may be used as an antenna.
  • the credit display unit 370 is a small 8-segment / dot matrix liquid crystal display, LED, organic EL panel, and the like, and displays information in the operation of the player or administrator.
  • the credit display unit 370 may be configured using a plurality of display means such as a small panel and an LED. Further, the credit display unit 370 can display information such as an error, a game setting / status / help, a play instruction, information on the authentication unit 320 of the player or administrator, and game over (“Game Over”). For example, in a casino game to be described later, a credit value bet on the credit display unit 370 can be displayed as information. This makes it possible to easily confirm (recognize) the credit value (play value information) to bet at once.
  • the voice input / output unit 380 includes a small speaker, an amplifier, a buzzer, a microphone, a D / A converter, an A / D converter, and the like.
  • the speaker or buzzer of the voice input / output unit 380 outputs voice and issues a warning in processing related to the game.
  • an instruction can be given to the game apparatus 10 by voice input using a microphone.
  • the force feedback unit 390 is an actuator or the like that changes the center of gravity of the pen 30 using a vibration motor or a weight, and generates vibration or the like corresponding to the processing of the game apparatus 10. For example, in a casino game to be described later, when a “winning” occurs, the force feedback unit 390 generates a vibration on the pen, thereby expressing an increase in the emotion of the player. As a result, the pen 30 can be played with a sense of presence as an input device for games, not as a mere digitizer pen.
  • the charging device 60 is a device for writing a pen ID to the pen 30 or the pen 31 to perform charging (charging).
  • the charging device 60 includes a CPU 600, a charging unit 610, an authentication unit 620, an ID creation unit 650, a secret communication unit 660 (third secret communication unit), and a communication I / F 690.
  • the CPU 600 is a control unit such as a CPU or MPU similar to the CPU 100 and controls each unit of the charging device 60.
  • the charge unit 610 detects and settles economic value information such as a predetermined coin and other economic value media inserted by the user (player) and the amount of the prepaid card in order to play the game, and the charged amount of the settlement This is a part (payment information writing unit / payment information writing unit) that stores the charge amount (charge information) in the pens 30 and 31.
  • the credit value which is the currency unit (game value information) in the game which concerns on this charge amount can also be memorize
  • the charge unit 610 is also provided with box like to store the coins. The administrator of the game apparatus 10 can access this box by opening the casing using a key (not shown).
  • the authentication unit 620 is a part including a biometric authentication sensor, a DSP, and the like similar to the authentication unit 220 (FIG. 2) and the authentication unit 320 (FIG. 3).
  • the authentication unit 620 may include a camera for creating image data of an avatar that is a character that is a substitute for the player in the game. With this camera, a photo of the player's face is acquired, and this data can also be used for biometric authentication.
  • the ID creation unit 650 is a part for creating the pen IDs of the pens 30 and 31 using the data from the authentication unit 620 and the password, signature, or the like input by the player or administrator. This pen ID can also be transmitted to the game apparatus 10 or server (not shown) via the communication I / F 690 and used for checking fraud.
  • the secret communication unit 660 is a part for performing secure communication with the pen 30, similarly to the secret communication unit 260 (FIG. 2) and the secret communication unit 360 (FIG. 3).
  • the secret communication unit 660 of the charging device 60 communicates with the pens 30 and 31 using predetermined commands, transmits and receives information such as a pen ID and a charge amount, and cooperates with the charging unit 610 to The data can be written in the storage unit 305 or the pen ID unit 350.
  • the communication I / F 690 is a part that can communicate with the game apparatus 10, the server, and the like, similarly to the communication I / F 200 (FIG. 2).
  • the pen ID of the pen 30 can be transmitted to each game apparatus 10 in the same amusement facility.
  • fraud such as changing or modifying information of the pen 30 (for example, a credit value as a value unit in a game, a charge amount related to the credit value, or the like) can be prevented.
  • the display unit 270 and the digitizer reading unit 275 can be integrally operated as a liquid crystal display device with a digitizer function.
  • a light diffusing member 420, a light transmissive member 430, an electrode sheet 440, and a backlight 450 are arranged in order behind the liquid crystal panel 410 (back side). ing.
  • the light diffusion member 420, the light transmissive member 430, and the electrode sheet 440 are arranged in this order between the liquid crystal panel 410 and the backlight 450.
  • the digitizer reading unit 275 includes a light diffusing member 420, a light transmissive member 430, an electrode sheet 440, and a sensor microcomputer 400 (FIG. 2) that reads position information from the electrode sheet 440. Yes.
  • a transparent plate for protecting glass or plastic can be provided on the display surface side of the liquid crystal panel 410.
  • the liquid crystal panel 410 includes a control circuit for driving the liquid crystal panel 410.
  • the backlight 450 also includes an inverter circuit, an LED control circuit, and the like. Further, although the periphery of the liquid crystal panel 410, the light diffusing member 420, the first light transmitting member 430, and the like is fixed by a frame (frame body), this frame body is not illustrated.
  • the liquid crystal panel 410 is a known TFT (Thin Film Transistor) driven liquid crystal panel having a size of, for example, 10 to 150 type.
  • the liquid crystal panel 410 is configured by using a liquid crystal plate in which a liquid crystal material is sealed between two glass or plastic plates, a polarizing plate disposed on both surfaces of the liquid crystal plate, and color filters for displaying each color such as RGB. .
  • a TFT is formed on the display surface of the liquid crystal plate.
  • the liquid crystal panel 410 can also be configured to include a viewing angle improving film, a protective film, and the like.
  • the light diffusing member 420 is a light guide plate, a light diffusing plastic plate, or the like that diffuses irradiation light from the backlight 450 and uniformly guides it to the liquid crystal panel 410.
  • the light transmissive member 430 is a member having a light transmissive property that allows the irradiation light from the backlight 450 to pass therethrough.
  • the light transmissive member 430 transmits irradiation light transmitted to the light diffusing member 420 at a predetermined interval from the electrode sheet 440, thereby obtaining an effect of making the electrode shadow of the electrode sheet 440 less noticeable on the surface of the liquid crystal panel 410. It is done.
  • the thickness of the light transmissive member 430 is preferably set to about 2 to 3 mm.
  • the light transmissive member 430 can be used as a means for fixing the electrode sheet 440.
  • the electrode sheet 440 has a coordinate position in one coordinate axis (X axis) on the display screen of the liquid crystal panel 410 and another coordinate axis direction (Y axis) intersecting with the direction of this one coordinate axis (hereinafter referred to as one coordinate axis direction).
  • a sensor wire x1 serving as an X-axis loop antenna X for detection by an electromagnetic induction method and a sensor line y1 serving as a Y-axis loop antenna Y are provided.
  • the area for forming the sensor line x1 and the sensor line y1 is preferably substantially the same as the area of the display screen of the liquid crystal panel 410. Thereby, the coordinates of each point (dot) in the liquid crystal panel 410 can be acquired.
  • the electrode sheet 440 (Configuration of loop antennas X and Y according to the embodiment of the present invention)
  • the loop antennas X and Y are printed on the sheet of the light transmissive member with a conductive paste such as conductive plastic, copper, silver particles, etc. It is preferable to print on both sides of one sheet.
  • the sensor lines x1 and y1 extending over the entire sheet surface preferably have a line width of 300 ⁇ m to 500 ⁇ m (0.3 mm to 0.5 mm width) as described above. .
  • the loop antenna sheet 4400x which is a sheet of polyethylene, polyethylene terephthalate (PET), plastic such as acrylic, on which the X-axis loop antenna X is printed.
  • the loop antenna sheet 4400y also has the same configuration except that the direction in which the Y-axis loop antenna Y is laid is different from the X-axis loop antenna X. That is, the loop antenna sheet 4400y forms a loop antenna Y and includes a common line yc (not shown) to be described later.
  • the loop antenna X has a sensor line x1 (x11, x12, x13, x14,...) That is another electrode forming a loop on a common line xc1, xc2 that is one electrode that is a common ground (base) or the like. It is preferable to adopt a configuration in which (5) are connected at intervals of 5 mm.
  • the common lines xc1 and xc2 can stabilize the voltage flowing in the electrodes such as the sensor line x1 (x11, x12, x13, x14,...) Of the loop antenna X. Therefore, highly accurate X-axis coordinate recognition is possible.
  • a liquid crystal display area 411 indicates a portion where the pixels of the liquid crystal panel 410 are formed.
  • the recognizable area 442 is an area in the electrode sheet 440 where the X-axis coordinates can be recognized by electromagnetic induction of the loop antenna sheet 4400x.
  • the loop antenna X formed by the sensor line x1 extends from the common lines xc1 and xc2, and when the pens 30, 31 and the like are brought close to each other, current is generated in the loop antenna X by electromagnetic induction.
  • a circuit board control device
  • the unrecognizable range 443 is an area where a loop formed by the sensor line x1 from the common lines xc1 and xc2 is not formed. For this reason, in the unrecognizable range 443, information on the position where the current on the loop antenna X is generated cannot be analyzed, and therefore the X-axis coordinates cannot be recognized.
  • the connector drawing portion 445 is a portion for drawing the sensor wire x1 to the connector 460.
  • the connector 460 is a part of a connector that is connected to the sensor microcomputer 400.
  • the dense portion 441 is a portion where the electrodes of the sensor line x1 are concentrated, and the loop antenna sheet 4400x is configured to protrude from the liquid crystal panel 410. That is, the dense portion 441 can be bent and connected to the substrate along the housing. As a result, the dense portion 441 can be taken out of the liquid crystal display area 411. As a result, (1) the problem of the shadows of the dense area being displayed can be solved, and the line shadow of the electrode sheet 440 including the loop antennas X and Y can be prevented from appearing on the display surface of the liquid crystal display device. it can.
  • the liquid crystal display If it is taken outside the display area of the area 411, the influence can be eliminated.
  • a plurality of common lines can be provided instead of aligning the line width of the common line with the same line width of 0.3 to 0.5 mm of the electrode.
  • FIG. 6A shows an example using two common lines xc1 and xc2.
  • the electrodes can be stabilized without increasing the line width.
  • the loop antenna sheet 4400x and the loop antenna sheet 4400y may be provided with attachment holes 447.
  • the attachment hole 447 is a portion where the loop antenna sheet 4400x is cut (notched), which can be used for positioning when attaching along the housing.
  • the mounting hole 447 is also cut with high precision so that the mounting hole 447 is located at the same position when the loop antenna sheet 4400y is overlapped with the loop antenna sheet 4400x. With this mounting hole 447, it is possible to prevent the shadow of the electrode from becoming thick due to misalignment, particularly when the loop antenna sheet 4400x and the loop antenna sheet 4400y are used in an overlapping manner.
  • a plurality of mounting holes 447 may be provided at positions other than the electrodes in addition to the outside of the electrodes facing the connector 460 as shown in FIG.
  • the electrode portions of the sensor lines x1 and y1 for detection can be widened, and the area of the recognizable area 442 can be expanded to almost all of the liquid crystal display area 411. It was.
  • the liquid crystal panel according to the embodiment of the present invention can be used for 10 to 150 inches. A panel exceeding 100 inches can also be realized, for example, by bonding a plurality of electrode sheets 440 together. At that time, it is preferable to match the pitch width of the sensor line x1 or y1 and the common line.
  • the common line xc1 and the common line xc2 a configuration in which the line width of the common line is increased and the liquid crystal panel 410 is provided outside is also possible. In that case, it is preferable that the common line is printed just on the frame portion.
  • the backlight 450 when the LEDs are arranged in an array, light can be diffused by the light diffusing member 420 almost uniformly as compared with the cold cathode tube lamp. For this reason, the effect that the line shadow of sensor line x1 or sensor line y1 becomes difficult to come out is acquired.
  • the hardware configuration of the game apparatus 10 as described above is merely an example, and the present invention can be applied to any computer system including a display device.
  • the game program of the present invention may be supplied not only to the computer system through an external storage medium such as a memory card but also to the computer system through a wired or wireless communication line. It may be recorded in advance in a nonvolatile storage device.
  • Step S101 the CPU 100 of the game apparatus 10 performs an authentication process.
  • the CPU 100 performs secure communication between the secret communication unit 260 of the game apparatus 10 and the secret communication unit 360 of the pens 30 and 31.
  • the CPU 100 reads out a unique pen ID corresponding to each of the pens 30 and 31 from the pen ID unit 350 of the pens 30 and 31.
  • the CPU 100 displays an image that prompts the player or administrator to draw a signature (signature, signal, sign, etc.) on the display unit 270 using the GPU 160.
  • a signature signature, signal, sign, etc.
  • the CPU 100 detects a signature written by the player or the administrator using the digitizer reading unit 275, and performs signature authentication for comparing the detected signature with information related to the signature stored in the storage unit 305. Do.
  • the CPU 100 transmits a command that prompts authentication by the authentication unit 320 of the pen 30 or 31.
  • the control unit 300 of the pens 30 and 31 transmits information and commands as a result of authentication by the authentication unit 320 by the player or administrator from the secret communication unit 260.
  • the CPU 100 of the game apparatus 10 acquires information on the result of the authentication by the secret communication unit 260. Further, the CPU 100 can prompt the user to perform biometric authentication in the authentication unit 320 of the game apparatus 10 and can acquire the result.
  • the authentication other than the acquisition of the pen ID can be changed in the game program of the game apparatus 10 and the content of the process. It is also possible to combine several authentication methods. Furthermore, it is possible to request different authentication methods for the pen 30 and the pen 31. For example, with the pen 30 used by a general player, the above-described sign authentication can be obtained with the pen 31 used by the administrator only by reading the pen ID.
  • Step S102 the CPU 100 determines whether the authentication is successful. If Yes, that is, if the authentication is successful, the CPU 100 advances the process to the next step S103. No, that is, in the case of failure, the CPU 100 may display the error as described above on the display unit 270 of the game apparatus 10 or the credit display unit 370 of the pens 30 and 31, and notify the manager of the play facility. it can. Then, the play process ends.
  • Step S103 the CPU 100 determines whether or not the read pen ID is a pen ID for a general player. That is, it is determined whether the read pen ID is the pen ID of the pen 30 used by the general player or the pen ID of the pen 31 used by the administrator. If Yes, that is, the pen ID of the pen 30 of the general player, the CPU 100 advances the process to step S104. If the answer is No, that is, if the pen ID is the pen 31 for the administrator, the CPU 100 advances the process to step S105.
  • Step S104 When the pen ID is the pen ID of the general player's pen 30, the CPU 100 performs general player processing.
  • This general player process will be described with reference to FIG.
  • the general player points to the position of the game apparatus 10 arranged with the pen 30 on the map (plan view) of the play facilities displayed on the display unit 270.
  • the state of the game apparatus 10 can be displayed in different colors.
  • the color coding the game device 10 that is not used by another player and can be played can be color-coded as a usable stand 800.
  • the game device 10 that is being used by another player in play can be color-coded as a stand 810 that is being used.
  • the game apparatus 10 that cannot be used by a general player during maintenance work or the like can be configured to be color-coded and displayed as a non-operating table 820.
  • the CPU 100 detects position coordinate information on the display unit 270 instructed by the pens 30 and 31 by the digitizer reading unit 275. Then, based on the relationship between the detected coordinate position and the position coordinate information set in advance in the map (plan view) of the play facility displayed on the display unit 270, the CPU 100 plays a game related to the table 800 that can be used by the player. It can be detected that the device 10 has been selected. Then, as illustrated in FIG. 8B, the CPU 100 displays the “winning” payout of the selected game apparatus 10 in, for example, a time series.
  • a numerical value related to “winning”, for example, a value such as the number of medals paid out and a winning rate in the slot game can be displayed as a graph.
  • the CPU 100 can enlarge the portion of the graph and display advice or detailed data. Further, the CPU 100 detects that the general player has operated the switch 240 of the game apparatus 10 or the click unit 340 of the pen 30 or clicked a specific “return” button 900 on the display unit 270, and the CPU 100 executes FIG.
  • the screen (a) can be displayed again.
  • the player can select the game-specific device 10 that he / she wants to know about the “winning” payout.
  • the CPU 100 can also display a demonstration screen or the like for waiting for the game apparatus 10 to play a normal game. Thus, the data display process related to the general player in the game apparatus 10 is completed.
  • Step S105 In addition, when the pen ID is the pen ID of the pen 31 of the administrator of the play facility, the CPU 100 performs an administrator process. This administrator process will be described with reference to FIG. First, as in step S104, the manager uses the pen 31 shown in FIG. 9A to indicate the position where the game apparatus 10 is placed on the map (plan) of the play facilities displayed on the display unit 270. The CPU 100 detects this at the digitizer reading unit 275, and the administrator selects the game apparatus 10 for which information is to be displayed. Then, as shown in FIG. 9B, the CPU 100 displays a “winning” payout of the selected game apparatus 10. Further, the CPU 100 can also display information that is not shown to general players, such as sales, payment of credit values, and specific amounts of payment.
  • the CPU 100 can display a payout setting of the selected game apparatus 10 and can change the setting with the pen 31. Further, the CPU 100 can redisplay the screen of FIG. 9A by using the “return” button 900 on the display unit 270 or the like. Thus, the data display process related to the administrator in the game apparatus 10 is completed.
  • the processing is different depending on the pens having different pen IDs, that is, by adding the use authority to the pen ID and performing other processing, an effect that the processing such as login is not required is obtained.
  • the pens 30 and 31 are portable and easy to carry, the pens 30 and 31 can be kept at hand at any time. Further, by combining the pen ID, an authentication method such as signature authentication, and biometric authentication, it is possible to prevent a situation where the pen 30 or 31 is used by another person even if the pens 30 and 31 are lost.
  • the pen ID is written in the pens 30 and 31 by the dedicated charging device 60 and the written information can be shared by the game apparatus 10 and the server, the pens 30 and 31 having an invalid pen ID are used.
  • biometric authentication such as a pulse is always required using the authentication unit 320 of the pen 31 while the administrator is performing administrator processing is also possible. It is also possible to prevent others from using the pens 30 and 31 by requesting signature authentication from time to time during processing, such as when a predetermined time has elapsed or when a setting is changed.
  • FIG. 10 to FIG. 14 a flow of processing when a player P who is a user of the game apparatus 10 and an administrator who is a game master play a casino game using the game apparatus 10. Will be described in detail.
  • a specific process is executed mainly using the CPU 100 of the game apparatus 10 and hardware resources such as the program 111 and the data 112 stored in the storage unit 110.
  • a control unit such as the control unit 300 of the pens 30 and 31 also executes a specific process using a hardware resource such as a program stored in the storage unit 305.
  • the player P or the administrator first uses the economic value medium or the economic value information (for example, bills, coins, prepaid card amount information, etc.) by the charging unit 610 of the charging device 60. Settlement (payment).
  • the ID creation unit 650 also creates a pen ID.
  • secret communication is executed between the secret communication unit 360 of the pens 30 and 31 and the secret communication unit 660 of the charging device 60.
  • the charging device 60 transfers information including the created pen ID and charge amount to the pens 30 and 31.
  • the authentication unit 620 performs biometric authentication and signature authentication as necessary.
  • the charging device 60 also transfers the data relating to the authentication to the pens 30 and 31.
  • the ID creation unit 650 may be configured to generate a pen ID based on data related to authentication.
  • the player P uses the pen 30 and the manager uses the pen 31 to start playing the game with respect to the game apparatus 10.
  • each process of the play process will be described in detail with reference to the flowchart of FIG.
  • Step S111 First, the CPU 100 performs a play start process.
  • the CPU 100 is activated from the boot ROM 130, reads the program 111 in the storage unit 110, and executes a casino game program mainly performed at a table.
  • the casino game program can be configured to select and execute various games for each game device 10 according to the settings of the administrator. For example, blackjack, poker, baccarat card games, roulette games such as betting credits as chips, public games such as dice games using dice, random games where characters such as horses, bicycles and boats compete Etc. can be selected.
  • the CPU 100 When the casino game program is activated, the CPU 100 initializes and checks each unit, and displays a demonstration screen for prompting the start of the game on the display unit 270 to attract the interest of the player. be able to. At this time, the CPU 100 can make the player know that the game apparatus 10 is not played by not outputting the sound. At the same time, the CPU 100 of the game apparatus 10 establishes a connection with the communication I / F 690 of the charging apparatus 60 via the communication I / F 200. Then, the CPU 100 acquires the pen ID and the charge amount of the pen 30 and the pen 31 that have been settled (paid) in the amusement facility using secure communication. Note that the pen ID and the charge amount can be obtained in a unified manner from another server or the like.
  • Step S112 the CPU 100 performs an authentication / charge confirmation process. Specifically, the pens 30 and 31 communicate with the secret communication unit 360 of the pens 30 and 31 using the secret communication unit 260 in the same manner as in step S101 described above, and acquire the pen ID. Then, the CPU 100 confirms the acquired pen ID, and performs biometric authentication and signature authentication as necessary.
  • the CPU 100 acquires the charge amount from the pens 30 and 31. Then, the CPU 100 confirms the credit value received from the acquired charge amount, and verifies whether the “necessary credit value” according to the type of each pen ID is charged.
  • a “necessary credit value” a credit for one unit that can be bet (bet), which will be described later, for each type of game being executed on the game apparatus 10. Value. That is, as the “necessary credit value”, for example, “minimum value of face value” at the time of betting such as 1 dollar, 10 won, 1 credit can be used.
  • the CPU 100 transmits the minimum value of the face value to the pen 30. Then, the control unit 300 of the pen 30 stores the minimum value of the face amount in the storage unit 305.
  • a credit value required as a game master can be set as a “necessary credit value”. Further, the necessary value can be set to “0” so that an unlimited bet can be made. Even in this case, in order to prevent fraud by the game master, as will be described later, it is possible to configure so that a warning is issued when a credit value equal to or greater than a predetermined value is used in the game.
  • the CPU 100 advances the process to step S120.
  • Step S120 the CPU 100 determines whether the authentication / charge amount is appropriate. Yes, that is, if the authentication is appropriate and the minimum value of the face amount is appropriate, the CPU 100 advances the process to step S113. No, that is, if the authentication is not appropriate, the CPU 100 ends the play process. At this time, if the credit value stored in the charge amount of the pens 30, 31, etc. is less than the “minimum value of face value”, the CPU 100 performs settlement (payment) using the charging device 60. , Notify the pens 30 and 31. If the authentication, the pen ID confirmation, the charge amount confirmation fails, or the data is invalid, the CPU 100 transmits “pen failure / illegal” data to the server. In addition, the CPU 100 can instruct the sound output device 280 from the audio processor 180 to sound a siren or the like, and can prompt a call to a clerk (staff) of the amusement facility.
  • Step S113 the CPU 100 determines whether or not the read pen ID is a pen ID of a general player.
  • the pen ID of the player P is also determined as the pen ID of the general player. If the pen ID is for a special administrator, the pen ID of the administrator is determined. If Yes, that is, the pen ID of the pen 30 of the player P, the CPU 100 advances the process to step S114. If the answer is No, that is, if the pen ID is the pen 31 for the manager, the CPU 100 advances the process to step S115.
  • Step S114 When the pen ID of the pen 30 of the player P is detected, the CPU 100 performs a general player game process.
  • a process set for the general player is performed. Specifically, using the pen 30, the player P performs betting processing for each turn, and the game is advanced.
  • the general player game process will be described in more detail with reference to the flowchart of FIG.
  • Step S201 the CPU 100 performs a general biometric / signature authentication process.
  • biometric authentication and signature authentication are performed using the authentication unit 220 of the pen 30 or the authentication unit 320 of the game apparatus 10.
  • the CPU 100 can also display a description of the game on the display unit 270.
  • the CPU 100 advances the process to step S202.
  • Step S202 the control unit 300 of the pen 30 detects an instruction from the player P and performs a bet face amount change process.
  • This bet face value is the value of the credit that the player P bets.
  • the value of credit betted with the pen 30 can be set as the bet face amount.
  • This bet face amount is stored in the storage unit 305 of the pen 30.
  • the bet face amount can be easily changed by the player P clicking the click part 340 of the pen 30.
  • the control unit 300 of the pen 30 can detect that the player P has clicked the click unit 340 and can change the value of the bet credit (the bet face amount). For example, when the player P clicks once, the control unit 300 can change in a predetermined unit such as 5C (credit). It can also be changed to multiples such as 25C and 50C by clicking twice and three times.
  • the credit value can be converted into an amount corresponding to the credit by the control unit 300 and displayed on the credit display unit 370. Thereby, the player P can easily grasp how much credit value (bet face amount) is bet. With this configuration, the player P does not have to change the bet face amount with the switch 240 or the like in accordance with the instructions on the screen of the display unit 270 of the game apparatus 10. For this reason, the speed concerning a bet can be increased.
  • Step S203 Next, when a bet for each turn of a specific casino game starts, the CPU 100 of the game apparatus 10 performs a pen instruction detection process. Specifically, with reference to FIG. 13, the player P points to a specific portion such as a square of the casino game displayed on the display unit 270 with the pen 30 and clicks the position with the pen 30.
  • the CPU 100 uses the digitizer reading unit 275 to acquire the X coordinate and the Y coordinate on the display unit 270 pointed to by the pen 30. In addition, the Z coordinate, the value of the acceleration sensor 335, and the like can be acquired.
  • the CPU 100 acquires the pen ID and the credit value (bet face value) from the pen 30 by the secure communication described above. Further, the control unit 300 of the pen 30 subtracts the credit value bet (the amount of the bet face amount) from the charge amount stored in the storage unit 305. Thereafter, the CPU 100 advances the processing to step S204.
  • Step S204 the CPU 100 detects whether the pen 30 is separated from the game apparatus 10 by a predetermined distance or more. This detection is performed in order to prevent any fraud from being performed by the pen 30 when a bet is started. This detection can be detected based on whether the loop coil output unit 310 of the pen 30 allows a current to flow through the loop coil unit 37 at a predetermined interval and can be detected by the digitizer reading unit 275. It can also be detected by measuring the strength of radio waves between the secret communication unit 260 and the secret communication unit 360 and whether communication is possible. If Yes, that is, if the pen 30 is more than the predetermined distance, the CPU 100 advances the process to step S205. No, that is, if the pen 30 is within the predetermined distance of the game apparatus 10, the CPU 100 advances the process to step S206.
  • Step S205 When the pen 30 is away from the predetermined distance of the game apparatus 10, the CPU 100 performs a warning process. As this warning process, the CPU 100 displays on the display unit 270 such as “Do not release the pen from the display screen while betting” or “If you release the (pen), the bet for this turn will be invalid”. A warning is displayed. Further, the CPU 100 transmits a command to the pen 30. Upon receiving this command, the control unit 300 displays a message such as “Please bring the pen close” on the credit display unit, and outputs a warning sound such as a buzzer sound from the voice input / output unit 380.
  • a warning sound such as a buzzer sound from the voice input / output unit 380.
  • the CPU 100 displays a message such as “Your bet is invalid” on the display unit 270, and the bet face value is displayed on the pen 30. A command for returning to the control unit 300 is transmitted. Upon receiving this signal, the control unit 300 of the pen 30 returns the credit value in the storage unit 305 to the credit value immediately before the bet. If the warning process detects that the player P has moved the pen 30 closer, the CPU 100 advances the process to step S206. Note that when there are a plurality of players and the pen 30 having different pen IDs is operated, the game apparatus 10 performs the processing of steps S201 to S205 simultaneously by a plurality of threads, tasks, and the like.
  • Step S206 When the pen 30 is within a predetermined distance of the game apparatus 10, the CPU 100 performs a general player betting process. In this process, each player including the player P performs processes such as aligning cards and increasing / decreasing the bet amount using the pen 30 and the switch 240, for example. At this time, in the case of a throwing net game, which will be described later, specific processing of the game is performed. On the other hand, an administrator who is a game master having the pen 31 performs processing such as handing out a card or changing the credit magnification by an administrator process described later.
  • the CPU 100 ends the general player betting process when a predetermined time elapses or a predetermined condition such as the number of cards to be dealt or the number of bets exceeds a predetermined value is satisfied. Thereafter, the CPU 100 advances the processing to step S116 in FIG. Thus, the general player game process ends.
  • Step S115 Referring back to FIG. 10, when the pen ID of the administrator's pen 31 is detected, the CPU 100 performs an administrator game operation process.
  • the manager game operation process a game master process related to a bet process for each turn is executed. Specifically, the manager uses the pen 31 to distribute cards to the player in the game space, throw a dice, or advance a bet to advance to the next turn. Or feed.
  • the manager game operation process will be described in more detail with reference to the flowchart of FIG.
  • Step S221) the CPU 100 performs administrator biometric / signature authentication processing. Specifically, the CPU 100 performs biometric authentication and signature authentication as in the general biometric / signature authentication process. By configuring in this way, it is possible to prevent another person (third party) who is not an administrator from using the pen 31. Thereby, fraud using the position of the game master can be prevented.
  • Step S222 the CPU 100 performs a pen instruction detection process.
  • the CPU 100 uses the digitizer reading unit 275 to acquire the XY coordinates (instruction coordinate information) and the locus (continuous values of the instruction coordinate information) of the pen.
  • the CPU 100 communicates with the secret communication unit 360 of the pen 31 using the secret communication unit 260 and acquires the pen ID of the pen 31.
  • the CPU 100 can also detect a signature input.
  • a command can be input by detecting the switch 240 or the click unit 340.
  • Step S223 the CPU 100 performs an administrator betting process. Specifically, the CPU 100 detects the coordinates at which the player distributes the card by throwing the card to each player from the pile of cards based on the instruction relating to the progress of the game, throws a dice, or turns the roulette. Or selecting a numerical value such as bingo, or changing the magnification of the credit to be multiplied. Further, the CPU 100 can also give an instruction when throwing “bait” in a throwing net game. In this process, the CPU 100 advances the same game simultaneously with each player. Thereby, unlike the manager of the video game of the conventional play facility, the manager and the player can play the game together, and the presence can be remarkably enhanced. Thereafter, the CPU 100 advances the processing to step S116 in FIG. The manager game operation process is thus completed.
  • Step S116 the CPU 100 performs turn result processing.
  • the CPU 100 performs a process related to a specific unit (turn) of one bet based on the bet of each turn process of each player and the game master. Specifically, specific processing in a specific casino game such as turning a roulette, throwing a dice, or giving out a card is performed according to an instruction from the administrator. Then, in this turn result process, the CPU 100 calculates a credit value distributed to the game master and each player based on the bet result.
  • the value of the distributed credit is not limited to a positive value, but may be a negative value depending on the game.
  • step S117 communication of the communication I / F 200 can be blocked to prevent unauthorized processing.
  • the CPU 100 advances the process to step S117.
  • Step S117 the CPU 100 performs charge increase / decrease processing. Specifically, the credit value distributed from the credit value (bet face value) betted by each player is transmitted to the secret communication unit 360 of each pen 30, 31 using the secret communication unit 260. .
  • the control unit 300 of the pens 30 and 31 increases or decreases the credit value from the charge amount stored in the storage unit 305.
  • the control unit 300 can perform processes related to various game effects. As processing related to this effect, the force feedback unit 390 is vibrated in accordance with the increase in credits, or a message such as “Congratulations! (Winning)” or “Booo! Can be displayed, and sound effects such as fanfare and sad songs can be played and output from the voice input / output unit 380.
  • Step S118 the CPU 100 determines whether each player is over the game.
  • the value of the charge amount credit of each pen 30 is equal to or less than the above-mentioned bet face amount, it is determined that the game is over, that is, Yes.
  • the credit value related to the charge amount of the pen 30 is equal to or less than the credit value (bet face amount) related to the game execution, or when the condition set in the game is reached, such as when a predetermined time has elapsed Is determined as Yes.
  • the charge amount credit value is equal to or greater than a predetermined value, it is possible to determine “Yes” as “stop”.
  • the CPU 100 determines that the player does not participate in the bet for the next turn, It can also be determined. Further, when the game master wants to take a break, or when the value of the charge amount credit related to the pen 31 becomes smaller than a predetermined value, it can be determined as “store dying (or break)”. In the case of Yes, the CPU 100 advances the process to step S119. In No, CPU100 returns a process to step S112.
  • Step S119 When the game over is determined for the pens 30 and 31, the CPU 100 performs a game over process. As the game over process, in the case of the pen 30, the force feedback unit 390 is vibrated or a display such as “Game Over” or “please charge” is displayed on the credit display unit 370. Moreover, it can also notify that the game was complete
  • the CPU 100 does not stop the entire bet and the charge is still left. A player and another player participate and make a bet. That is, the CPU 100 can return the process to the play start process in step S111. In such a case, the player can make a payment (payment) using the charging device 60 or make a payment (payment) as “continue” using a credit card. Thereby, the effect that the next bet can be smoothly performed is obtained. Thus, the play process ends.
  • the player P brings the pen 30 to a counter or the like where the manager of the play facility is located. Then, the administrator can pay out coins, prepaid cards, etc. according to the charge amount using a payout device (not shown). Further, the game device 10 itself can be provided with a function of performing the same payout, and the CPU 100 can pay out coins, prepaid cards, and the like.
  • FIG. 14 shows an example in which the pen 30 is used in common when a plurality of different casino games are being executed in the amusement facility.
  • the casino game of another game apparatus 10 can be enjoyed at the end of each bet, when the pen 30 is released for a predetermined distance or when the game is over.
  • economic value information / economic value medium such as money corresponding to the credit value related to the charge amount of the pen 30 can be paid out.
  • the charge device 60, the server, and each game device 10 check the total amount of the charged amount, an effect that it is possible to deal with improperly immediately is obtained.
  • the type of game running on each game apparatus 10 can be sequentially changed in real time.
  • parameters such as the amount of credit, magnification, and upper limit used by the manager's pen 31 for betting can be changed in real time.
  • the game system A is naturally applicable to normal table games other than the above-described betting games such as casino games and pachinko games. Even in this case, the game can be progressed by the administrator game master using the pen 31 and the general player using the pen 30. Below, the example applied to the game which acquires a fish with a net is demonstrated.
  • FIG. 15 there is shown an example in which the game system A according to the embodiment of the present invention is applied to a throwing net fish catching game in which a fish is caught by throwing a net.
  • the purpose of this game is to score when a player throws a "net” character and catches a fish character.
  • an indirect means such as a pointing device such as a trackball or a switch is used to designate a position at which a “net” character (object) is thrown on the screen.
  • the position of the target mark 1600 can be directly designated, so that the speed at which the game progresses can be increased and the operability can be improved.
  • the pen 30 can change the bet face amount by clicking the click unit 340 as in step S202 described above.
  • the CPU 100 can change values such as the size of the character (object) to be thrown and the time until it is raised according to the value of the bet face amount. If you pull up a large net or a long time, you can expect to get a lot of fish, but you need to use a lot of credit. Since such a strategy is required, it is possible to improve game characteristics. Further, since the player can quickly change the bet face value using the click unit 340, the player can cast an appropriately-sized “net” corresponding to the movement of the agile fish character. For this reason, the operativity of a game can be improved.
  • the administrator can also use the pen 31 to drop a “bait” character (object) at a location such as the target mark 1610. That is, the CPU 100 can detect an instruction with the pen 31 and display a “bait” character in the vicinity of the position of the target mark 1610 indicated by the pen 31 as an administrator game operation process. Thereafter, the CPU 100 guides the fish character near the “bait”. As a result, the player of the pen 30 can acquire the collected fish all at once, which is different from the conventional relationship between the manager and the player of the game, and “plays together” on the manager side and the player side. Build relationships. In other words, the manager and the player can play such as collaborating and competing.
  • the game apparatus 10 can similarly handle various types of games such as a pachinko machine, a takoyaki game, and a quiz game.
  • Step S301 the CPU 100 performs a scenario reading process.
  • the CPU 100 reads out a game scenario according to the user's selection of a game mode or the like.
  • the game modes that can be selected include “campaign mode” that wins the prepared scenarios in order, “national conquest mode” that selects a scenario for each country by selecting the “country” to attack, and user P and other scenarios. “Matching mode” for selecting a scenario with the game device 10 to play a match, “Scenario selection mode” for selecting a completed (clear) scenario, “Tutorial” for instructing a game play method for beginners, etc. The mode can be selected.
  • the digitizer reading unit 275 can select the coordinates on the display unit 270 designated by the player P using the pen 30.
  • the CPU 100 When detecting that the player P has selected the game mode, the CPU 100 reads a scenario corresponding to each game mode.
  • This scenario may be stored in the storage unit 110 as part of the data 112 or downloaded from the server.
  • the contents of the scenario data include three-dimensional terrain information, building arrangement information, map data storing information on immovable areas, arrangement data of each unit, end condition data storing scenario end conditions, each character It is possible to use weapon data for storing weapons used by.
  • the CPU 100 starts a process related to a specific game play.
  • Step S302 the CPU 100 performs a pen instruction detection process.
  • the player P can give an instruction with the pen 30 for a teammate (player character, game character) on the scenario.
  • the instructions of the enemy unit and the neutral unit pen 31 by the manager can be performed in the same manner.
  • the CPU 100 can give an instruction using AI (artificial intelligence), or the opponent can give an instruction via the network.
  • AI artificial intelligence
  • Step S401 First, the CPU 100 performs a pen ID acquisition biometric authentication process.
  • the CPU 100 communicates with the secret communication unit 360 of the pens 30 and 31 using the secret communication unit 260 for the pens 30 and 31, as in the above-described authentication / charge confirmation process, and the pen ID and charge. Get the quantity.
  • the CPU 100 confirms the acquired pen ID and charge amount, and performs biometric authentication as necessary.
  • the real-time simulation game since quick operation is required, it can be configured not to perform signature authentication.
  • Step S402 the CPU 100 performs a pen instruction detection process.
  • the CPU 100 displays a unit arrangement screen on the display unit 270.
  • the player P selects the friendly unit icons 1080-1 to 1080-n drawn on the display unit 270 with the pen 30, draws a trajectory that moves to the position of the target mark 1630, and follows the trajectory. Can be instructed to move. Further, the position can be moved linearly by simply tapping the position of the target mark 1630.
  • the manager can use the pen 31 to instruct movement of the enemy unit icons 1100-1 to 1100-n and the neutral unit icons (not shown).
  • CPU 100 of game device 10 obtains this movement instruction at digitizer reading unit 275.
  • the CPU 100 also acquires the pen IDs of the pens 30 and 31. At this time, the CPU 100 can continue to receive the pen ID while the pens 30 and 31 are being pressed. In addition, the CPU 100 acquires information of the acceleration sensor 335 and accurately grasps which pen ID is at which position on the display unit 270. Thereby, it is possible to prevent erroneous detection of the positions of the plurality of pens 30 and 31. In addition, after this movement instruction, the player P or the administrator can write a signature on the display unit 270 and instruct a command (command) to the unit. In this way, in step S401 and step S402, the charge confirmation process and the process of acquiring the pen ID and XY coordinates can be realized as a series of flows.
  • the player P and the administrator can write a signature on the display unit 270 and perform commands and instructions without selecting a unit icon. Furthermore, the player P and the administrator can instruct the strength of attack / defense by the click unit 340. This “strength” gives a parameter that affects the morale value of the unit and the consumption of HP (hit points).
  • the acceleration sensor 335 can also give a formation or other instructions.
  • Step S403 the CPU 100 performs command recognition processing.
  • the CPU 100 acquires an instruction to the unit by the acquired pens 30 and 31, and recognizes it as a command for specifically reflecting on the game.
  • the movement according to the trajectory and the command by the sign, click unit 340, acceleration sensor 335, etc. are recognized.
  • Commands other than movement include commands such as attack (A, Attack), defense (D, Defense), standby, formation change, unit joining / separation, attack weapon change, special attack, and the like.
  • the player P selects the teammate unit icon 1080-1 and instructs to move to the position of the target mark 1630.
  • the player P draws a sign 1700 of “A” and instructs an attack command.
  • the manager selects the enemy unit icon 1100-1 and instructs to move to the position of the target mark 1640.
  • the administrator draws a “D” sign 1710 to instruct an attack command.
  • the CPU 100 can acquire these instructions. With this configuration, even a configuration in which a large number of players or managers such as 10 enter the game apparatus 10 and instruct the unit in real time can be easily handled without impairing operability. The effect is obtained.
  • Step S404 the CPU 100 performs fraud detection processing.
  • Examples of fraud / fraud detected by this fraud detection process include a case where biometric authentication of the pens 30 and 31 fails, a case where the pen IDs of the fraud pens 30 and 31 are used, and the like.
  • the CPU 100 can stop the use of the pens 30 and 31 and notify the administrator or server of the amusement facility.
  • the pen instruction detection process ends.
  • Step S303 Here, referring to FIG. 16 again, the CPU 100 performs CPU unit processing.
  • the CPU 100 uses AI (artificial intelligence) such as ⁇ method and Min-Max method for enemy units, neutral units, and friendly units that the player P or manager does not specify with the pens 30 and 31. Calculate and reflect the progress of the game in real time. That is, when the manager or the player P does not give an instruction, an automatic unit instruction process can be performed.
  • AI artificial intelligence
  • Step S304 the CPU 100 performs drawing / behavior execution processing.
  • the CPU 100 uses the GPU 160 to display polygons or the like on a map drawn in a three-dimensional space in units of “frames” every 1/60 seconds, for example.
  • FIG. 19 schematically illustrates a play screen displayed on the display unit 270 by the CPU 100 using the GPU 160.
  • This play screen mainly includes an arrangement screen 1010 similar to the arrangement screen on which the above-mentioned instruction is given, a castle object 1020, an inaccessible zone 1030, a position 1040 where the unit can be recovered, and an orientation on the screen
  • a direction bar 1050 indicating a friendly unit icon 1080-1 to 1080-n, a friendly unit damage level 1085-1 to 1085-n, an enemy unit damage level 1105-1 to 1105-n, and a character 1500
  • the object is displayed.
  • the action including the battle of each unit is executed with specific image effects.
  • the leader character can be distinguished by changing the color or drawing a flag.
  • the CPU 100 can display a large number of objects related to the terrain and game atmosphere.
  • the CPU 100 uses the audio processor 180 to output sound effects and BGM (background music) from the sound output device 280.
  • BGM background music
  • Step S305 the CPU 100 determines whether or not the scenario end condition is satisfied.
  • the scenario ending condition for example, when all the ally units or enemy units are completely annihilated, it is possible to set a condition to end as “losing” by using the read scenario ending condition. If Yes, that is, if the scenario termination condition is satisfied, the CPU 100 advances the process to step S306. No, that is, if the scenario end condition has not yet been reached, the CPU 100 returns the process to step S302.
  • Step S306 When the scenario end condition is satisfied, the CPU 100 determines whether the game is over. A game over is a game over if the scenario end condition is “losing” and the credits related to the charge amount of the pens 30 and 31 are below the minimum value of the face value, or if there is no continuation etc. Judge that there is. Furthermore, when the player P is playing in the “national conquest mode”, it can be determined that the game is over when the player P is “losing” in the scenario and there is no “territory”. If Yes, that is, if the game is over, the CPU 100 advances the process to step S308. If No, that is, if the player P is “win”, the CPU 100 advances the process to step S307.
  • Step S307) If the game is not over, the CPU 100 performs score addition processing.
  • the CPU 100 calculates “points” for various conditions at the end of the scenario, and adds the points as a total score.
  • the CPU 100 displays each point and the total of the points on the display unit 270 using the GPU 160. Further, the CPU 100 stores in the storage unit 110 that the scenario has been cleared.
  • the CPU 100 selects the next scenario.
  • the CPU 100 causes the player P to select a scenario of “country” to be attacked next according to the result of the scenario.
  • the CPU 100 causes the player P to select the next opponent or change to the normal campaign mode.
  • the CPU 100 causes the player P to select a cleared scenario.
  • the CPU 100 causes the player P to select a normal scenario.
  • the CPU 100 stores the score and scenario end / selection information in the nonvolatile memory of the storage unit 305 of the pens 30 and 31. Thereafter, the CPU 100 returns the process to step S301 to play a new scenario.
  • Step S308 If the game is over, the CPU 100 performs a game over process. Specifically, the CPU 100 ends the game process when a scenario ending condition such as unit personnel, placement, position affiliation, or the like is satisfied or a predetermined time elapses. The CPU 100 calculates points for losing in the same manner as in the above-described score addition process, and adds them as scores. In this case, the points are calculated less than in the case of winning. Then, the CPU 100 displays a game over display on the display unit 270 using the GPU 160. Further, the CPU 100 stores the score and scenario end / selection information in the nonvolatile memory of the storage unit 305 of the pens 30 and 31. This information can be used for the next play. Thus, the play process of the game apparatus 10 is completed.
  • a scenario ending condition such as unit personnel, placement, position affiliation, or the like is satisfied or a predetermined time elapses.
  • the CPU 100 calculates points for losing in the same manner as in the above-described score addition process, and adds them as
  • the game system A is a so-called multi-platform, and the game apparatus 10 can select and play a plurality of types of games. At this time, it is possible to describe the types of games that can be played on the pens 30, 31 and the like, and download the program 111 itself from the server and execute it according to the player's selection. Further, when the player P is playing a game, the play content can be displayed on the large display device 55 via the server to enjoy a more powerful play.
  • the game system A since the system of the prior art 1 does not communicate by encrypting the ID, it cannot be applied to a game that is played by charging money.
  • the game system A uses the secret communication units 260, 360, and 660 to perform secure payment (payment), and the credit value related to the settled charge amount. Playing with the pens 30 and 31 can be performed while increasing or decreasing. Furthermore, since it is not necessary to authenticate using a keyboard input or the like in a series of flow from login to the end of the game using the pens 30 and 31, the usability is improved.
  • the game system A can prevent unauthorized use of the pens 30 and 31 by combining the authentication with the pen ID and the signature authentication. That is, security can be ensured. For this reason, for example, even if the pens 30 and 31 placed on the spot are used by another person, it is possible to realize a high security such that the pens 30 and 31 are not used when the signature does not match.
  • the game system A can also perform biometric authentication using the pens 30 and 31, the game device 10, and the charging device 60 in order to realize higher security.
  • biometric authentication using the pens 30 and 31, the game device 10, and the charging device 60 in order to realize higher security.
  • unauthorized use can be prevented by performing signature authentication or biometric authentication at predetermined intervals during play or during predetermined processing.
  • the authentication unit 320 can always perform authentication while holding the pen. Thereby, even higher security can be realized without bothering the administrator or the player.
  • the system of the prior art 1 has read the position from a pen with infrared rays. Therefore, there is a problem that it is difficult to read the position using a plurality of pens simultaneously.
  • the game system A according to the embodiment of the present invention uses an electromagnetic induction digitizer for obtaining XY coordinates from the pens 30 and 31. For this reason, even if it uses several pens 30 and 31, the position on a screen can be grasped
  • the game system A since the game system A according to the embodiment of the present invention can perform different processes depending on the pen IDs of the pens 30 and 31, it can perform a hierarchical process. As a result, the manager pen 31 can easily perform processing that is impossible for a general player, such as game setting and sales check. Further, by using the pen 31 which is a pen-type input device, it is possible to prevent loss and improve usability. In addition, the pens 30 and 31 can be used simultaneously during play so that the manager is involved in the progress of the game. As a result, it is possible to add the unpredictability of the operation by the administrator and the fun of assistance / interference to the game that is normally played only according to the program, enhancing the realism of the game and improving the game performance. be able to.
  • the game system A is a cheat in which a plurality of players simultaneously operate cards and the like even in a game played by a plurality of players by operating with the pen 30 using a pen ID. (Unauthorized acts such as “zuru”.) Play can be prevented.
  • the pens 30 and 31 can change the value related to the game operation when the digitizer reading unit 275 is touched easily using the click unit 340. Accordingly, it is not necessary to perform an indirect operation using a switch, the game progress speed can be increased, and the operability of the player and the manager can be improved. In addition, since the value related to the game operation can be visually recognized and grasped by the credit display unit 370, the operability can be further improved.
  • the pens 30 and 31 can include a voice input / output unit 380 and a force feedback unit 390.
  • a voice input / output unit 380 and a force feedback unit 390.
  • the configuration of the game system A is merely an example, and other configurations can be used.
  • the charging device 60 can be used as a server of the game system A. This makes it possible to easily manage the charge amount and sales.
  • the charging device 60 may be configured not to be used, and charging may be performed by inserting an IC card or money into the game device 10 or the pens 30 and 31, and the charging device 60 may be configured to have the same function.
  • the charging device 60 may be provided with a function of directly copying / moving the charge amount with a prepaid IC card.
  • the digitizer reading unit 275 can be configured to use an electrostatic touch panel, a liquid crystal with an optical sensor, or the like.
  • the digitizer reading unit and the liquid crystal panel can be separated. Further, the shape can be changed depending on the types of pens 30 and 31. For example, the hierarchies of operations can be expressed by using a gorgeous pen for the manager and using a pen with less decoration for the general player. Furthermore, the game system A can be applied to a system that performs hierarchical processing by simultaneously inputting positions using a plurality of pens 30 and 31 in addition to the use of a game. For example, it can also be used for applications such as a display for a store and an instruction device for military use.
  • the game apparatus is a game system in which a pen ID and a charge amount are transmitted and received using a secret communication unit, so that different authority processes can be executed depending on the pen ID, and a charge amount related to settlement can be input with the pen. Can be provided.

Abstract

A game system is provided in which safe billings can be implemented and different authorities can be processed according to IDs. A solving means uses a game system that comprises a game apparatus and an input interface to the game apparatus. The game apparatus includes a digitizer reading unit for acquiring a position designated on a display unit on which an image is displayed. A pen is used as an input interface to the digitizer. The pen has a pen ID, which is an ID for identifying the pen, and information of charge amount related to a paid charge money. These pen ID and information of charge amount are transmitted and received between the game apparatus and the pen through secret communications.

Description

ゲームシステム、ゲーム装置、ペン、ゲーム装置の制御方法、及びゲーム装置の制御プログラムGAME SYSTEM, GAME DEVICE, PEN, GAME DEVICE CONTROL METHOD, AND GAME DEVICE CONTROL PROGRAM
 本発明は、ゲームシステム、ゲーム装置、ペン、ゲーム装置の制御方法、及びゲーム装置の制御プログラムに関する。 The present invention relates to a game system, a game device, a pen, a game device control method, and a game device control program.
 近年、業務用ビデオゲーム機においては、コンシューマー(家庭用)向けのビデオゲーム機では提供不可能な専用インタフェイスを用いた業務用ビデオゲーム装置が普及している。
 このような業務用ビデオゲーム装置用には、従来、ジョイスティック、ボタン、トラックボール等の様々なゲーム装置用のインタフェイスが存在する。
In recent years, professional video game machines using a dedicated interface that cannot be provided by consumer video game machines have become widespread.
Conventionally, there are various game device interfaces such as a joystick, a button, and a trackball for such a video game device for business use.
 そして、このような業務用ビデオゲーム装置用のインタフェイスとして、ペン型の位置入力デバイス(座標指示器。以下、「ペン」と示す。)を用いることが考えられる。
 このようなペンを用いた従来技術として、特許文献1を参照すると、複数の作業員が作業するシステムにおいて、作業員が行った入力操作と共にその作業を行った作業員を特定する信号を自動的に出力する入力手段と、該信号に基づき作業員と作業員が行った作業とを対応させて記憶する記憶手段と、作業員に作業記録の入力を意識させることなく前記記憶に基づき作業員の作業を自動的に管理する管理手段とを備えることを特徴とする作業管理システムが記載されている(以下、従来技術1とする。)。
A pen-type position input device (coordinate indicator; hereinafter referred to as “pen”) may be used as an interface for such a professional video game apparatus.
As a prior art using such a pen, referring to Patent Document 1, in a system in which a plurality of workers work, a signal for identifying the worker who performed the work is automatically generated together with the input operation performed by the worker. Input means for outputting to the storage unit, storage means for storing the worker and the work performed by the worker based on the signal, and storage of the worker based on the storage without making the worker aware of the input of the work record. A work management system comprising a management means for automatically managing work is described (hereinafter referred to as prior art 1).
 従来技術1のシステムでは、簡単な個人認証で個々の作業員の作業を管理し、各作業員に応じたサービスを行うことのできる作業管理システムを提供することができる。
 すなわち、ペンで画面を指すといった簡単な操作で簡単な個人認証行い、各作業員に応じたサービス(物質的財貨を生産する労働等)を行うことができる。
 また、複数の作業員が同時に作業を行う場合でも、作業員単位での作業管理を行うことができる。
With the system of the prior art 1, it is possible to provide a work management system capable of managing the work of individual workers with simple personal authentication and providing services according to each worker.
That is, it is possible to perform simple personal authentication with a simple operation such as pointing the screen with a pen, and perform services (labor etc. that produce material goods) according to each worker.
Further, even when a plurality of workers work simultaneously, work management can be performed in units of workers.
特開平6-35923号公報JP-A-6-35923
 しかしながら、従来技術1は、作業員を特定する信号を自動的に出力することができるものの、その通信手段が暗号化されていないため、遊戯を行うにあたり、課金を伴うゲーム装置では用いることができないという問題があった。
 また、従来技術1は、ペンにより異なるIDの信号を送信するように構成されているものの、このペンに係る異なるIDにより異なる処理を行う技術が開示されていなかった。
However, although the prior art 1 can automatically output a signal for specifying a worker, the communication means is not encrypted, so that it cannot be used in a game device that requires a charge when playing a game. There was a problem.
Moreover, although the prior art 1 is configured to transmit signals with different IDs by using a pen, a technique for performing different processing using different IDs related to the pen has not been disclosed.
 本発明は、このような状況に鑑みてなされたものであり、上述の課題を解消することを目的とする。 The present invention has been made in view of such a situation, and aims to solve the above-described problems.
 本発明のゲームシステムは、ゲーム装置と、該ゲーム装置の入力インタフェイスのペンとを備えるゲームシステムにおいて、前記ゲーム装置は、画像を表示する表示部と、前記表示部上で指示された位置を取得するデジタイザ読み取り部と、前記ペンを識別するIDであるペンIDと、決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信する第1秘密通信部とを備え、前記ペンは、前記ペンを識別するIDであるペンIDと、前記デジタイザ読み取り部用の信号を出力する出力部と、前記第1秘密通信部と決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信する第2秘密通信部とを備えることを特徴とする。
 本発明のゲームシステムは、前記ゲーム装置用の決済を行うチャージ装置を更に備え、前記チャージ装置は、前記ペンIDと、前記ゲーム装置用の決済に係るチャージ情報とを前記ペンに書き込むチャージ部と、前記第2秘密通信部と信号を送受信する第3秘密通信部とを備えることを特徴とする。
 本発明のゲームシステムは、生体認証又はサイン認証のための認証部を更に備えることを特徴とする。
 本発明のゲームシステムは、前記ペンは、クリックによりゲームの操作に係る値を変化させるためのスイッチであるクリック部を更に備えることを特徴とする。
 本発明のゲームシステムは、前記ペンは、ゲームの操作に係る値を表示するクレジット表示部を更に備えることを特徴とする。
 本発明のゲームシステムは、前記ペンは、音声信号を入出力する音声入出力部、振動を出力するフォースフィードバック部のいずれかを備えることを特徴とする。
 本発明のゲーム装置は、画像を表示する表示部と、前記表示部の画面上の座標を取得するデジタイザ読み取り部と、ペンを識別するIDであるペンIDと、決済されたチャージ金額に係るチャージ情報とを送受信する第1秘密通信部とを備えることを特徴とする。
 本発明のゲーム装置の入力インタフェイスのペンは、ペンを識別するIDであるペンIDと、デジタイザ読み取り部用の信号を出力する出力部と、第2秘密通信部とを備えることを特徴とする。
 本発明のゲーム装置の制御方法は、ゲーム装置と、該ゲーム装置の入力インタフェイスのペンとを備えるゲームシステムの制御方法であって、前記ペンにより、前記ペンを識別するIDであるペンIDと、チャージ情報と、デジタイザ読み取り部用の信号とを秘密通信にて出力し、前記ゲーム装置により、ペンIDと、決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信することを特徴とする。
 本発明のゲーム装置の制御方法は、前記ゲーム装置は、前記ペンIDにより異なる階層の処理を行うことを特徴とする。
 本発明のゲーム装置の制御プログラムは、ゲーム装置と、該ゲーム装置の入力インタフェイスのペンとを備えるゲームシステムの制御プログラムであって、前記ペンにより、前記ペンを識別するIDであるペンIDと、チャージ情報と、デジタイザ読み取り部用の信号とを秘密通信にて出力し、前記ゲーム装置により、ペンIDと、決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信することを特徴とする。
The game system of the present invention is a game system including a game device and a pen for an input interface of the game device, wherein the game device has a display unit for displaying an image and a position indicated on the display unit. A digitizer reading unit to be acquired; a pen ID that is an ID for identifying the pen; and a first secret communication unit that transmits and receives charge information related to the settled charge amount by secret communication. A pen ID that is an ID for identifying a pen, an output unit that outputs a signal for the digitizer reading unit, and charge information related to a charge amount that has been settled with the first secret communication unit is transmitted and received by secret communication. And a two-secret communication unit.
The game system of the present invention further includes a charging device that performs payment for the game device, and the charging device includes a charging unit that writes the pen ID and charge information relating to the payment for the game device to the pen. The second secret communication unit includes a third secret communication unit that transmits and receives signals.
The game system of the present invention further includes an authentication unit for biometric authentication or signature authentication.
The game system according to the present invention is characterized in that the pen further includes a click unit that is a switch for changing a value related to an operation of the game by clicking.
The game system of the present invention is characterized in that the pen further includes a credit display unit for displaying a value related to a game operation.
The game system of the present invention is characterized in that the pen includes either a voice input / output unit that inputs / outputs a voice signal or a force feedback unit that outputs vibration.
The game apparatus according to the present invention includes a display unit that displays an image, a digitizer reading unit that acquires coordinates on the screen of the display unit, a pen ID that is an ID for identifying a pen, and a charge related to the amount of charge that has been settled. And a first secret communication unit that transmits and receives information.
The pen of the input interface of the game device of the present invention includes a pen ID that is an ID for identifying a pen, an output unit that outputs a signal for a digitizer reading unit, and a second secret communication unit. .
A control method for a game device according to the present invention is a control method for a game system including a game device and a pen of an input interface of the game device, and a pen ID that is an ID for identifying the pen by the pen The charge information and the digitizer reading unit signal are output by secret communication, and the game device transmits and receives the pen ID and the charge information related to the settled charge amount by secret communication. To do.
The method for controlling a game device according to the present invention is characterized in that the game device performs processing of different layers according to the pen ID.
A control program for a game apparatus according to the present invention is a control program for a game system including a game apparatus and a pen for an input interface of the game apparatus, and a pen ID that is an ID for identifying the pen by the pen; The charge information and the digitizer reading unit signal are output by secret communication, and the game device transmits and receives the pen ID and the charge information related to the settled charge amount by secret communication. To do.
 本発明によれば、ゲーム装置の入力インタフェイスのペンから秘密通信によりペンIDとチャージ情報とを送信し、ゲーム装置にてペンIDとチャージ情報を送受信することで、安全な課金ができ、ペンIDにより異なる権限の処理を行うゲームシステムを提供することができる。 According to the present invention, the pen ID and the charge information are transmitted by secret communication from the pen of the input interface of the game apparatus, and the pen ID and the charge information are transmitted and received by the game apparatus, so that the safe charging can be performed. It is possible to provide a game system that performs different authority processing depending on the ID.
本発明の実施の形態に係るゲームシステムAの外観を示す概念図である。It is a conceptual diagram which shows the external appearance of the game system A which concerns on embodiment of this invention. 本発明の実施の形態に係るゲーム装置10の制御構成を示すブロック図である。It is a block diagram which shows the control structure of the game device 10 which concerns on embodiment of this invention. 本発明の実施の形態に係るペン30の制御構成を示すブロック図である。It is a block diagram which shows the control structure of the pen 30 which concerns on embodiment of this invention. 本発明の実施の形態に係るチャージ装置60の制御構成を示すブロック図である。It is a block diagram which shows the control structure of the charging device 60 which concerns on embodiment of this invention. 本発明の実施の形態に係るゲーム装置10の表示部270内のデジタイザの構成を示す概念図である。It is a conceptual diagram which shows the structure of the digitizer in the display part 270 of the game device 10 which concerns on embodiment of this invention. 本発明の実施の形態に係るゲーム装置10のデジタイザの電極シート440のループアンテナXの構成を示す概念図である。It is a conceptual diagram which shows the structure of the loop antenna X of the electrode sheet | seat 440 of the digitizer of the game device 10 which concerns on embodiment of this invention. 本発明の実施の形態に係るゲーム装置10のデジタイザの電極シート440のループアンテナYの構成を示す概念図である。It is a conceptual diagram which shows the structure of the loop antenna Y of the electrode sheet | seat 440 of the digitizer of the game device 10 which concerns on embodiment of this invention. 本発明の実施の形態に係るゲーム装置10のデータ表示処理のフローチャートである。It is a flowchart of the data display process of the game device 10 which concerns on embodiment of this invention. 本発明の実施の形態に係るペン30を用いた一般プレイヤによるデータ表示の概念図である。It is a conceptual diagram of the data display by the general player using the pen 30 which concerns on embodiment of this invention. 本発明の実施の形態に係るペン31を用いた管理者によるデータ表示の概念図である。It is a conceptual diagram of the data display by the administrator using the pen 31 which concerns on embodiment of this invention. 本発明の実施の形態に係るゲーム装置10のプレイ処理のフローチャートである。It is a flowchart of the play process of the game device 10 which concerns on embodiment of this invention. 本発明の実施の形態に係る一般プレイヤゲーム処理のフローチャートである。It is a flowchart of the general player game process which concerns on embodiment of this invention. 本発明の実施の形態に係る管理者ゲーム操作処理のフローチャートである。It is a flowchart of the administrator game operation process which concerns on embodiment of this invention. 本発明の実施の形態に係るカジノゲームをプレイ中のゲーム画面の概念図である。It is a conceptual diagram of the game screen in playing the casino game which concerns on embodiment of this invention. 本発明の実施の形態に係る複数のカジノゲームを同時にプレイ中のゲーム画面の概念図である。It is a conceptual diagram of the game screen in which the several casino game which concerns on embodiment of this invention is played simultaneously. 本発明の実施の形態に係る投網ゲームをプレイ中のゲーム画面の概念図である。It is a conceptual diagram of the game screen in playing the throwing net game which concerns on embodiment of this invention. 本発明の実施の形態に係るリアルタイム・シミュレーション・ゲームの一般プレイヤゲーム処理のフローチャートである。It is a flowchart of the general player game process of the real-time simulation game which concerns on embodiment of this invention. 本発明の実施の形態に係るリアルタイム・シミュレーション・ゲームのペン指示処理のフローチャートである。It is a flowchart of the pen instruction | indication process of the real-time simulation game which concerns on embodiment of this invention. 本発明の実施の形態に係るリアルタイム・シミュレーション・ゲームのペン指示の概念図である。It is a conceptual diagram of the pen instruction | indication of the real-time simulation game which concerns on embodiment of this invention. 本発明の実施の形態に係るリアルタイム・シミュレーション・ゲームの画面例である。It is an example of the screen of the real-time simulation game which concerns on embodiment of this invention.
<実施の形態>
〔ゲームシステムAの構成〕
 まず、図1を参照して、本発明の実施の形態に係るゲームシステムAの外観について説明する。
 ゲームシステムAは、ゲーム装置10、ペン30(座標指示器)、ペン31(座標指示器)、大型表示装置55、チャージ装置60(入金登録部/入金登録手段)と、図示しないサーバ等から構成されている。これらの装置は、1つの遊戯施設に、それぞれ複数備えることが可能である。
 ここで、ゲーム装置10は、複数人が同時にプレイ可能なゲームを実行するゲーム装置であり、電磁デジタイザや光学読み取りパネルやタッチパネル等(以下、「デジタイザ」と示す。)を内蔵している。このため、ペン30、31等を用いて平面ディスプレイである表示部270に対して指示された位置を取得することができる。また、ゲーム装置10は、ペン以外にも、各プレイヤや管理者が用いるスイッチ240等を備えることができ、音声入出力を行う出音装置280も備えることができる。
 複数のペン30、31は、ループコイルを内蔵したデジタイザ用の電子ペンやLED(Light Emitting Diode)により、表示部270への指示位置を伝えることができる。また、各ペン30、31は、後述する固有のペンID(Identification/ペン識別情報)をペンID部350に記憶することができ、これにより複数人のプレイヤでのゲームのプレイが可能である。また、ペンに付随する固有のペンIDにより、一般プレイヤが使用できる機能と、管理者が使用できる機能とを差別化することが可能であり、これにより後述する様々な機能を実現することができる。
 大型表示装置55は、大型の液晶ディスプレイ、PDP(プラズマ・ディスプレイ・パネル)等の表示装置(表示部)である。また、大型表示装置55は、レーザー等を用いて映像(画像)を投影する光学プロジェクタ(投影部/投影手段)を使用することができる。大型表示装置55は、ゲーム装置10のゲームに関連した画像や複数のゲーム装置10のゲーム状況等を表示することができるモニタである。なお、大型表示装置55は、一般プレイヤが装着するHMD(ヘッドマウントディスプレイ)や、それぞれのゲーム装置10に付随してほぼ同じ内容を表示するように備えられる小型のディスプレイ等であってもよい。
 チャージ装置60(入金登録部/入金登録手段)は、プレイヤがペン30等に、ゲーム等をプレイするためにコインやメダルやICカード等に記憶された金額的単位等の経済的価値媒体の入金(チャージ)を行ったり、名前(本名、ニックネーム、ユーザ名等)や住所等のプレイヤに関連するプレイヤ関連データを登録したりするための専用機器である。たとえば、このチャージ装置60は、プレイヤがペン30等をチャージ装置60の所定の位置に置き、そのプレイヤの生体認証等を行うにより、置いたペン30等に付随するペンIDを作成するとともに、チャージ部610(図4参照)にて金銭やクレジットカード等にて決済を行う。その際、チャージ装置60の秘密通信部660(図4参照)により、ペン30等の記憶部305にチャージ金額に係るチャージ量(チャージ情報)を記憶するチャージを行うことができる。なお、チャージ装置60の秘密通信部660とペン30等の秘密通信部360との通信ができれば、チャージ装置60の近辺にペン30等を置く必要はなく、プレイヤのポケット等に差し込まれた状態でもチャージを行うことができる。
 これにより、複数のゲーム装置10の各々に金銭やクレジットカードを読み込ませるための決済手段を備える必要がなくなるため、コストを低減することができる。
 また、後述するように、複数のゲーム装置10にて、同一のペン30やペン31等を用いて指示することができ、チャージ量(入金額)も共通に用いることができる。なお、チャージ装置60をゲーム装置10に内蔵する構成も可能である。
 さらに、ゲームシステムAにおいては、この他にも、ペン30、31等を遊戯施設外に持ち出すとブザー等で警告するようなゲート装置や、各ランキングや装置の稼働状況や売り上げの集計等を行うサーバ、管理者用の管理装置等を更に備えることが可能である。
<Embodiment>
[Configuration of Game System A]
First, with reference to FIG. 1, the external appearance of the game system A according to the embodiment of the present invention will be described.
The game system A includes a game device 10, a pen 30 (coordinate indicator), a pen 31 (coordinate indicator), a large display device 55, a charging device 60 (payment registration unit / payment registration means), a server (not shown), and the like. Has been. A plurality of these devices can be provided in one amusement facility.
Here, the game apparatus 10 is a game apparatus that executes a game that can be played simultaneously by a plurality of people, and includes an electromagnetic digitizer, an optical reading panel, a touch panel, and the like (hereinafter referred to as “digitizer”). For this reason, the position instruct | indicated with respect to the display part 270 which is a flat display can be acquired using pen 30,31 grade | etc.,. In addition to the pen, the game apparatus 10 can include a switch 240 and the like used by each player or administrator, and can also include a sound output device 280 that performs voice input / output.
The plurality of pens 30 and 31 can transmit the indication position to the display unit 270 by a digitizer electronic pen or LED (Light Emitting Diode) incorporating a loop coil. Each pen 30, 31 can store a unique pen ID (Identification / pen identification information), which will be described later, in the pen ID unit 350, thereby allowing a plurality of players to play the game. In addition, the unique pen ID attached to the pen can differentiate between a function that can be used by a general player and a function that can be used by an administrator, thereby realizing various functions that will be described later. .
The large display device 55 is a display device (display unit) such as a large liquid crystal display or PDP (plasma display panel). The large display device 55 can use an optical projector (projection unit / projection unit) that projects an image (image) using a laser or the like. The large display device 55 is a monitor that can display images related to the game of the game device 10, game situations of the plurality of game devices 10, and the like. The large display device 55 may be an HMD (head mounted display) worn by a general player, a small display provided so as to display almost the same contents as each game device 10.
The charging device 60 (deposit registration unit / deposit registration means) deposits an economic value medium such as a monetary unit stored in a coin, medal, IC card or the like so that the player can play a game or the like on the pen 30 or the like. This is a dedicated device for performing (charging) and registering player-related data related to the player such as name (real name, nickname, user name, etc.) and address. For example, in the charging device 60, the player places the pen 30 or the like at a predetermined position of the charging device 60 and performs biometric authentication or the like of the player, thereby creating a pen ID associated with the placed pen 30 or the like. Settlement is performed with money, a credit card, or the like at section 610 (see FIG. 4). At that time, the secret communication unit 660 (see FIG. 4) of the charging device 60 can perform charging for storing the charge amount (charge information) related to the charge amount in the storage unit 305 such as the pen 30. If communication between the secret communication unit 660 of the charging device 60 and the secret communication unit 360 such as the pen 30 is possible, it is not necessary to place the pen 30 or the like in the vicinity of the charging device 60, even if it is inserted into the player's pocket or the like. You can charge.
As a result, it is not necessary to provide a settlement means for causing each of the plurality of game apparatuses 10 to read money or a credit card, so that the cost can be reduced.
Further, as will be described later, a plurality of game apparatuses 10 can instruct using the same pen 30, pen 31, etc., and the charge amount (payment amount) can also be used in common. A configuration in which the charging device 60 is built in the game device 10 is also possible.
Furthermore, in the game system A, in addition to this, a gate device that warns with a buzzer or the like when the pens 30, 31 and the like are taken out of the play facility, and the operation status and sales of each ranking and device are totaled. It is possible to further include a server, a management device for an administrator, and the like.
〔ゲーム装置10の制御構成〕
 次に、図2を参照して、本発明の実施の形態に係るゲーム装置10のハードウェアの制御構成について説明する。
 ゲーム装置10における制御装置(電子回路)の構成としては、CPU100(制御部、ゲーム実行部)と、記憶部110と、ブートROM130と、ペリフェラルI/F140(周辺機器接続インタフェイス手段)と、バスアービタ150と、GPU160(描画手段)と、グラフィックメモリ170と、オーディオプロセッサ180と、オーディオメモリ190と、通信I/F200(通信部/通信手段)と、照明部210(照明手段)と、認証部220と、スイッチ240と、秘密通信部260(第1秘密通信部、秘密通信手段)、表示部270(表示手段)と、出音装置280(音声入出力部)と、センサーマイコン400、電極シート440(検出部)とを含んで構成される。このうち、電極シート440が、表示部270に内蔵されることで、例えばデジタイザを構成することができる。
[Control Configuration of Game Device 10]
Next, referring to FIG. 2, a hardware control configuration of game device 10 according to the embodiment of the present invention will be described.
The configuration of the control device (electronic circuit) in the game apparatus 10 includes a CPU 100 (control section, game execution section), a storage section 110, a boot ROM 130, a peripheral I / F 140 (peripheral device connection interface means), and a bus arbiter. 150, GPU 160 (rendering unit), graphic memory 170, audio processor 180, audio memory 190, communication I / F 200 (communication unit / communication unit), illumination unit 210 (illumination unit), and authentication unit 220. , Switch 240, secret communication unit 260 (first secret communication unit, secret communication unit), display unit 270 (display unit), sound output device 280 (voice input / output unit), sensor microcomputer 400, electrode sheet 440 (Detector). Among these, the electrode sheet 440 is built in the display unit 270, so that, for example, a digitizer can be configured.
 CPU100は、CISC(Complex Instruction Set Computer、複合命令セットコンピュータ)方式やRISC(Reduced Instruction Set Computer、縮小命令セットコンピュータ)方式のCPU(Central Processing Unit、中央処理装置)、MPU(Micro Processing Unit)、DSP(Digital Siganl Processor)、ASIC(Application Specific Processor、特定用途向けプロセッサ)等である演算・制御能力を備えた制御手段である。
 また、CPU100に、後述する記憶部110の一部の機能や、GPU160やオーディオプロセッサ180等の機能を備えることも可能である。
 さらに、CPU100は、プログラム111を用いて、図1のペン30、31等のタッチ位置等を検知することができる。加えて、秘密通信部260を用いて、ペン30、31との間で情報を送受信することもできる。
The CPU 100 includes a CISC (Complex Instruction Set Computer) system or a RISC (Reduce Instruction Set Computer) system CPU (Central Processing Unit), MPU (MicroDSP) (Digital Signal Processor), ASIC (Application Specific Processor, processor for specific application) and the like.
Further, the CPU 100 can be provided with a part of functions of the storage unit 110 described later, functions of the GPU 160, the audio processor 180, and the like.
Further, the CPU 100 can detect the touch position of the pens 30 and 31 in FIG. In addition, information can be transmitted and received between the pens 30 and 31 using the secret communication unit 260.
 記憶部110は、RAM(Random Access Memory)等の主記憶用に使われる高速な記憶手段と、HDD(Hard Disk Drive)、フラッシュメモリ、SRAM(Static Random Access Memory)、磁気テープ装置、光ディスク装置等の補助記憶手段を含んで構成される。
 記憶部110には、プログラム111と、データ112とが備えられている。また、記憶部110には、ゲーム装置10をコンピュータとして機能させるためのOS(Operating System、図示せず)が備えられており、プログラム111等は、OSの各種API(Application Programming Interface)により、ゲーム装置10の各機能にアクセス可能である。
 プログラム111は、CPU100が実行するゲームプログラムである。また、ペン30、31等により、後述するようなデータ表示機能を実行するためのプログラムを内蔵している。なお、プログラム111自体を、サーバ(図示せず)からダウンロードしてアップデートしたり、ゲーム開始時にダウンロードしたりするような構成にすることも可能である。
 データ112は、このゲームプログラム111用の各種データであり、各ゲームキャラクタやゲーム内のマップやオブジェクト等の表示用ポリゴンデータ、音楽データ等のゲーム実行に必要なデータを備えている。また難易度の設定、ゲーム装置10の稼働状況や売り上げ等の情報も記憶することができる。
The storage unit 110 includes high-speed storage means used for main storage such as RAM (Random Access Memory), HDD (Hard Disk Drive), flash memory, SRAM (Static Random Access Memory), magnetic tape device, optical disk device, and the like. Including auxiliary storage means.
The storage unit 110 includes a program 111 and data 112. Further, the storage unit 110 is provided with an OS (Operating System, not shown) for causing the game apparatus 10 to function as a computer, and the program 111 and the like are game-played by various APIs (Application Programming Interface) of the OS. Each function of the device 10 is accessible.
The program 111 is a game program executed by the CPU 100. A program for executing a data display function as will be described later is incorporated by the pens 30, 31 and the like. The program 111 itself can be downloaded from a server (not shown) and updated, or downloaded at the start of the game.
The data 112 is various data for the game program 111 and includes data necessary for game execution, such as display polygon data for each game character, a map and an object in the game, music data, and the like. In addition, information such as the difficulty level setting, the operating status and sales of the game apparatus 10 can be stored.
 ブートROM130は、ROM(Read Only Memory)やNOR型フラッシュメモリや擬似SRAM(PRAM:Pseudo SRAM)等の不揮発性記憶媒体である。
 ブートROM130は、ゲーム装置10が起動する際に、CPU100のマイクロコードの設定を行ったり、各部の初期化を行ったり、記憶部110からOS等を起動し、プログラム111が実行されるような指示を行う。
 また、通信I/F200のIPアドレス等を設定したり、各部の動作テストをしたり、ゲーム装置10の稼働状況や「当たり」の出た回数やチャージ量(入金額)等をカウント(計数)するためのプログラムやデータを備えている。
The boot ROM 130 is a nonvolatile storage medium such as a ROM (Read Only Memory), a NOR flash memory, or a pseudo SRAM (PRAM: Pseudo SRAM).
The boot ROM 130 is an instruction for setting the microcode of the CPU 100, initializing each unit, starting the OS or the like from the storage unit 110, and executing the program 111 when the game apparatus 10 is started. I do.
In addition, the IP address of the communication I / F 200 is set, the operation test of each unit is performed, the operation status of the game apparatus 10, the number of “winning” times, the charge amount (payment amount), etc. are counted. Program and data to do.
 ペリフェラルI/F140は、各種周辺機器(ペリフェラル)に接続するための、USB、IEEE1394、シリアル、パラレル、赤外線、無線等のインタフェイスを提供する部位である。ペリフェラルI/F140には、ゲーム装置10で使用する各種周辺機器が接続される。
 ペリフェラルI/F140には、本実施形態のゲーム装置10においては、照明部210、認証部220、スイッチ240、秘密通信部260、センサーマイコン400等を接続して用いることができる。
 ペリフェラルI/F140には、更に、スティック型コントローラや振動装置等のフォースフィードバック装置、足踏み/手押し式のスイッチ、キーボード、マウスやトラックボール等のポインティングデバイス等を接続して用いることができる。
 また、ペリフェラルI/F140は、電子スイッチ等を制御することもでき、各種周辺機器の電源を「オン」又は「オフ」にして消費電力を抑えたりすることもできる。すなわち、ゲーム装置10が内蔵する、照明部210の照明のコントロール等も可能である。
The peripheral I / F 140 is a part that provides an interface such as USB, IEEE 1394, serial, parallel, infrared, and wireless for connecting to various peripheral devices (peripherals). Various peripheral devices used in the game apparatus 10 are connected to the peripheral I / F 140.
In the game apparatus 10 of this embodiment, the illumination unit 210, the authentication unit 220, the switch 240, the secret communication unit 260, the sensor microcomputer 400, and the like can be connected to the peripheral I / F 140.
Further, a force feedback device such as a stick-type controller and a vibration device, a foot / hand-operated switch, a keyboard, a pointing device such as a mouse and a trackball, and the like can be connected to the peripheral I / F 140.
The peripheral I / F 140 can also control an electronic switch or the like, and can reduce power consumption by turning on or off the power of various peripheral devices. That is, it is possible to control lighting of the lighting unit 210 built in the game apparatus 10.
 バスアービタ150は、いわゆる「チップセット」等の、各部を接続するためのバスインタフェイスを提供する集積回路であり、CPU100等からのバスの使用要求に応じて、バスの使用権につき調停を行う部位(集積回路)である。
 このバスアービタ150で接続される各部のバスのスピードは異なっていてもよく、上り/下りで非対称であってもよい。また、例えば、CPU100と、記憶部110と、バスアービタ150の間はFSBやHTといった高速なバスで接続され、GPU160とバスアービタ150の間も広帯域なバスで接続されるのが好適である。さらに、CPU100にDDR2/3 SDRAMやXDR DRAM等のバスインタフェイスが内蔵されて、記憶部110を直接読み書きするように構成されていてもよい。
The bus arbiter 150 is an integrated circuit that provides a bus interface for connecting each part, such as a so-called “chip set”, and performs arbitration for the right to use the bus in response to a bus use request from the CPU 100 or the like. (Integrated circuit).
The bus speed of each part connected by the bus arbiter 150 may be different, or may be asymmetric in up / down. For example, it is preferable that the CPU 100, the storage unit 110, and the bus arbiter 150 are connected by a high-speed bus such as FSB or HT, and the GPU 160 and the bus arbiter 150 are also connected by a broadband bus. Further, a bus interface such as DDR2 / 3 SDRAM or XDR DRAM may be built in the CPU 100 so that the storage unit 110 can be directly read and written.
 GPU160は、3次元CGを描画する機能をもつグラフィック・プロセッサ(画像生成手段、画像生成部)である。GPU160は、ポリゴンのジオメトリ(座標)の計算を行うジオメトリ部162と、ジオメトリ計算が行われたポリゴンをラスタライズ/レンダリング(描画)するレンダリング部164とを含んで構成される。また、GPU160は、描画された画像を表示部270に出力するため、RAMDAC(RAM D/Aコンバーター)やHDMIインタフェイス等を備えている。
 また、GPU160は、ペン30、31等によりサイン入力が行われた際にサインを形成する押下された点の座標情報の集合であるストロークからベクトル成分、加速度成分等の特徴量を抽出して、サイン認識を行う際に用いることも可能である。
The GPU 160 is a graphic processor (image generation means, image generation unit) having a function of drawing a three-dimensional CG. The GPU 160 includes a geometry unit 162 that calculates polygon geometry (coordinates), and a rendering unit 164 that rasterizes / renders (draws) the polygon for which the geometry calculation has been performed. Further, the GPU 160 includes a RAMDAC (RAM D / A converter), an HDMI interface, and the like in order to output the rendered image to the display unit 270.
Further, the GPU 160 extracts feature quantities such as vector components and acceleration components from a stroke that is a set of coordinate information of pressed points that form a sign when a sign is input with the pens 30 and 31, etc. It can also be used when performing signature recognition.
 ジオメトリ部162は、ポリゴンの3次元空間での座標(ワールド座標)について、行列の回転や拡大等を行って、アフィン変換等を行い、ポリゴンの2次元空間での座標を求めるジオメトリプロセッサ等の機能を備える部位である。また、ジオメトリ部162は、ポリゴンの分割やスプライン補完等のテッセレーションを行う、「ジオメトリシェーダ」(又はバーテックスシェーダ)を備えることもできる。
 レンダリング部164は、座標計算されたポリゴンについて、テクスチャと呼ばれる画像データを貼り付け、各種効果を加えてグラフィックメモリ170に描画するレンダリングプロセッサ等の機能を備える部位である。この各種効果としては、プログラマブル・シェーダ等を用いて、光点・影(シェーディング)計算、明暗の表現、半透明、ぶれ、霧、ぼかし、HDR(ハイダイナミックレンジ合成)等の計算を行うことができる。また、レンダリング部164が描画するポリゴンの種類としては、点ポリゴン(ポイント)、線ポリゴン(ラインリスト)、三角形や四角形といった面ポリゴン、面ポリゴンの集合体等がある。加えて、レンダリング部164がレイ・トレーシング等を用いて描画を行う際には、円、楕円、球、メタボール等の領域で定義される物体を描画することも可能である。
 なお、ジオメトリ部162を、CPU100にて処理するように構成することも可能である。この場合は、記憶部110に記憶するプログラムをCPU100が実行し、CPU100のプログラムの実行により作成したポリゴンの座標情報を、グラフィックメモリ170に転送等を行う。レンダリング部164は、このポリゴンの座標情報に従って、ポリゴンを描画する。
The geometry unit 162 is a function of a geometry processor or the like that performs a affine transformation or the like by rotating or enlarging a matrix with respect to coordinates (world coordinates) of a polygon in three-dimensional space, and obtaining coordinates of the polygon in two-dimensional space. It is a part provided with. The geometry unit 162 can also include a “geometry shader” (or a vertex shader) that performs tessellation such as polygon division and spline interpolation.
The rendering unit 164 is a part having a function of a rendering processor or the like that pastes image data called texture on the coordinate-calculated polygon and draws it in the graphic memory 170 with various effects. As these various effects, calculation of light spot / shadow (shading), expression of light and darkness, translucency, blur, fog, blur, HDR (high dynamic range composition), etc. are performed using a programmable shader or the like. it can. The types of polygons rendered by the rendering unit 164 include point polygons (points), line polygons (line lists), surface polygons such as triangles and quadrangles, and surface polygon aggregates. In addition, when the rendering unit 164 performs rendering using ray tracing or the like, it is possible to render an object defined by a region such as a circle, an ellipse, a sphere, or a metaball.
Note that the geometry unit 162 may be configured to be processed by the CPU 100. In this case, the CPU 100 executes the program stored in the storage unit 110, and transfers the polygon coordinate information created by the execution of the program of the CPU 100 to the graphic memory 170. The rendering unit 164 renders the polygon according to the polygon coordinate information.
 グラフィックメモリ170は、GPU160が描画するために高速に読み書きができる記憶媒体である。
 たとえば、このグラフィックメモリとして、GDDR(Graphics Double Data Rate、グラフィックス・ダブル・データレート)等の広帯域なメモリを高レベルのメモリインターリーブ等を用いて接続することができる。
 また、システムLSIのようにグラフィックメモリをGPU160に内蔵する構成も可能である。
 また、GPU160が描画している間に、表示部270に表示するためのデュアルポート構成をとることも可能である。
The graphic memory 170 is a storage medium that can be read and written at high speed for the GPU 160 to draw.
For example, a wide-band memory such as GDDR (Graphics Double Data Rate) can be connected as the graphic memory using a high-level memory interleave or the like.
Further, a configuration in which a graphic memory is built in the GPU 160 like a system LSI is also possible.
It is also possible to adopt a dual port configuration for displaying on the display unit 270 while the GPU 160 is drawing.
 オーディオプロセッサ180は、音楽や音声や効果音を出力するためのPCM(Wave)音源等を備えたDSP(デジタル・シグナル・プロセッサ)等である。オーディオプロセッサ180は、物理演算音源、FM音源等の計算を行い、残響や反射等の各種音声効果を計算することもできる。オーディオプロセッサ180の出力は、D/A(デジタル・アナログ)変換され、デジタルアンプ等に接続されて、出音装置280(例えば、スピーカ等)で音楽や音声や効果音として再生される。また、オーディオプロセッサ180は、マイクから入力した音声の音声認識等にも対応することができる。さらに、オーディオプロセッサ180は、ペン30、31等から入力した音声信号を用いた音声認識等にも対応可能である。
 オーディオメモリ190は、音楽や音声や効果音のためのデジタル変換されたデータを記憶している記憶媒体である。オーディオプロセッサ180とオーディオメモリ190とを一体的に構成することも当然可能である。
The audio processor 180 is a DSP (digital signal processor) provided with a PCM (Wave) sound source for outputting music, voice, and sound effects. The audio processor 180 can calculate physical sound sources, FM sound sources, and the like, and can also calculate various sound effects such as reverberation and reflection. The output of the audio processor 180 is D / A (digital / analog) converted, connected to a digital amplifier or the like, and reproduced as music, sound, or sound effect by a sound output device 280 (for example, a speaker or the like). The audio processor 180 can also handle voice recognition of voice input from a microphone. Further, the audio processor 180 can cope with voice recognition using voice signals input from the pens 30, 31 and the like.
The audio memory 190 is a storage medium that stores digitally converted data for music, voice, and sound effects. Of course, the audio processor 180 and the audio memory 190 may be integrally configured.
 通信I/F200は、LAN(ローカル・エリア・ネットワーク)、WAN(ワイド・エリア・ネットワーク)等のネットワークに接続するためのインタフェイスである。通信I/F200は、例えば、WiMax(登録商標)、c.Link(登録商標)、HDMI(登録商標)、有線/無線LAN、電話線、携帯電話網、PHS網、電灯線ネットワーク、IEEE1394等を用いることができる。
 通信I/F200を介して、ゲーム装置10は、他の同様の構成のゲーム装置10やサーバ(図示せず)と通信することができる。これにより、例えば、通信可能に接続されている他のゲーム装置10のプレイヤとの対戦ゲーム(対戦などの競争を行うゲーム)や、共同ゲーム(協力して課題を解決するゲーム)をすることができる。また、複数のゲーム装置がサーバを介して、または、サーバを介さないで、通信可能に接続されることでゲームスコア(点数、得点等)の集計や、他の遊戯施設に配置されたゲーム装置との間で対戦ゲームを行ったり、ランキングを集計したりすることが可能である。
 また、後述する他のゲーム装置10が同じ施設に備えられている場合には、ペン30、31等のチャージ量(入金額)が不正な方法により増減されていないかを、各ゲームプレイを実行する直前のチャージ量の状態を通信することで、チェックすることも可能である。
The communication I / F 200 is an interface for connecting to a network such as a LAN (Local Area Network) or a WAN (Wide Area Network). The communication I / F 200 is, for example, WiMax (registered trademark), c. Link (registered trademark), HDMI (registered trademark), wired / wireless LAN, telephone line, cellular phone network, PHS network, power line network, IEEE 1394, and the like can be used.
Through the communication I / F 200, the game apparatus 10 can communicate with the game apparatus 10 and the server (not shown) having other similar configurations. Thereby, for example, it is possible to play a battle game (game that competes for battle or the like) with a player of another game apparatus 10 that is connected so as to be communicable, or a joint game (game that cooperates to solve the problem). it can. In addition, a plurality of game devices are connected so as to be able to communicate with each other via a server or without a server, so that game scores (scores, scores, etc.) are totaled, and game devices arranged in other play facilities It is possible to play a battle game with and to rank the rankings.
In addition, when other game devices 10 described later are provided in the same facility, each game play is executed to check whether the charge amount (payment amount) of the pens 30 and 31 has been increased or decreased by an unauthorized method. It is also possible to check by communicating the state of the charge amount immediately before.
 照明部210は、ゲーム装置10の筐体に備えられたLEDアレイや電球や蛍光灯等の照明機器とその照明の制御回路等である。この照明部210により、ゲーム中の各種効果に合わせて、点灯等を行うことで、ゲーム性を高めることが可能になる。 The illumination unit 210 is an illumination device such as an LED array, a light bulb, or a fluorescent lamp provided in the casing of the game apparatus 10, a control circuit for the illumination, and the like. The lighting unit 210 can be turned on in accordance with various effects during the game, thereby improving the game performance.
 認証部220は、指紋、静脈、網膜、脈拍、DNA(Deoxyribo Nucleic Acid)等の各種生体認証を行うセンサや、サインの認証を行うための専用DSP(Digital Signal Processor)を備えている部位である。
 また、パスワードや暗証番号を入力して、それが正しいかどうかを判定するためのハッシュ関数のパラメータやIDをフラッシュメモリやROM等に記憶して備えるように構成することもできる。
The authentication unit 220 includes a sensor for performing various types of biometric authentication such as fingerprint, vein, retina, pulse, DNA (Deoxyribo Nucleic Acid), and a dedicated DSP (Digital Signal Processor) for performing signature authentication. .
Alternatively, a hash function parameter or ID for determining whether or not the password or password is entered and stored can be stored in a flash memory or ROM.
 スイッチ240は、ゲームのプレイ時に各種の選択やメニューの呼び出し等に用いるための、ボタンやフットスイッチ/ペダルやジョイスティックやトラックボールや光学ポインティングデバイス等である。なお、本発明の実施の形態に係るゲーム装置10においては、このスイッチ240を設けない、すなわちスイッチ240を用いない構成とすることも可能である。また、タッチパネルやタッチパッドをデジタイザ読み取り部275と別に備えて、スイッチ240として使用することも可能である。 The switch 240 is a button, a foot switch / pedal, a joystick, a trackball, an optical pointing device, or the like for use in various selections, menu calls, and the like during game play. Note that the game device 10 according to the embodiment of the present invention may be configured such that the switch 240 is not provided, that is, the switch 240 is not used. Further, a touch panel or a touch pad may be provided separately from the digitizer reading unit 275 and used as the switch 240.
 秘密通信部260は、ペン30、31等(図1)との間で、セキュア(秘密保持、暗号化)な状態の秘密通信(暗号化通信)を行うための部位である。秘密通信部260は、Bluetooth(登録商標)や無線LANや赤外線や電磁誘導を使った通信にて、秘密通信を行い、情報を読み書きする。
 アンテナ265は、秘密通信部260の通信方式に対応したアンテナや赤外線等の送受信部である。
The secret communication unit 260 is a part for performing secret communication (encrypted communication) in a secure (secret holding, encryption) state with the pens 30, 31 and the like (FIG. 1). The secret communication unit 260 performs secret communication and reads / writes information by communication using Bluetooth (registered trademark), wireless LAN, infrared rays, or electromagnetic induction.
The antenna 265 is a transmission / reception unit such as an antenna or an infrared ray corresponding to the communication method of the secret communication unit 260.
 表示部270は、液晶ディスプレイ、PDP(プラズマ・ディスプレイ・パネル)、HMD(ヘッドマウントディスプレイ)等の表示手段(表示部)である。また、表示部270は、光源と反射型/透過型液晶素子、MEMS(Micro Electro Mechanical Systems)、レーザー等を用いて映像(画像)を投影する光学プロジェクタ(投影部/投影手段)を使用することもできる。プロジェクタを用いる構成では、スクリーンを備えて、映像(画像)を投影することが可能である。
 表示部270には、具体的なゲーム上の展開やスコア等に加え、設定画面等についても表示することができる。
 なお、本実施の形態においては、表示部270に液晶ディスプレイを用いる構成について説明する。この構成では国際公開WO2008/12312パンフレットに開示されているように液晶ディスプレイに用いられるバックライト(光源)と液晶パネル本体との間にデジタイザ用の電極シート440を備えることができる。この際に、拡散部材等を用いることで、電極シート440の影が液晶パネルに映らないようにすることができる。
The display unit 270 is a display unit (display unit) such as a liquid crystal display, a PDP (plasma display panel), or an HMD (head mounted display). Further, the display unit 270 uses an optical projector (projection unit / projection unit) that projects an image (image) using a light source, a reflection / transmission type liquid crystal element, a MEMS (Micro Electro Mechanical Systems), a laser, or the like. You can also. In a configuration using a projector, it is possible to project a video (image) with a screen.
The display unit 270 can display a setting screen and the like in addition to a specific game development and score.
Note that in this embodiment, a structure in which a liquid crystal display is used for the display portion 270 is described. In this configuration, an electrode sheet 440 for a digitizer can be provided between the backlight (light source) used for the liquid crystal display and the liquid crystal panel body as disclosed in the international publication WO2008 / 12312 pamphlet. At this time, the shadow of the electrode sheet 440 can be prevented from being reflected on the liquid crystal panel by using a diffusion member or the like.
 デジタイザ読み取り部275(検出部)は、センサーマイコン400と電極シート440とを備えており、ペン30、31等の表示部270上の位置座標(X座標、Y座標、又はZ座標)やタッチの有無等を取得する部位である。
 なお、本実施の形態においては、この位置座標の取得は電極シート440を用いた場合、すなわち、電磁デジタイザを用いた場合の例について説明する。
The digitizer reading unit 275 (detection unit) includes a sensor microcomputer 400 and an electrode sheet 440, and the position coordinates (X coordinate, Y coordinate, or Z coordinate) on the display unit 270 such as the pens 30, 31, and the touch. a portion for acquiring the presence or absence.
In the present embodiment, an example in which the position coordinates are obtained using an electrode sheet 440, that is, an electromagnetic digitizer will be described.
 センサーマイコン400は、それぞれの電極シート440からのX軸、Y軸方向の接触位置を電磁誘導の誘導電流等により取得して、検知するマイコン(MPU、センサ制御部)とA/D変換器等を備えた部位である。
 ここで、表示部270がフルHD(Full High Definition、1920×1080ドット)の解像度であった場合には、センサーマイコン400は、その各ドットの座標を取得することが可能である。そして、有効なセンサの距離としては、数cm~数10cmの距離において、表示部270の面からの上下方向(Z軸)について取得することもできる。
 また、センサーマイコン400は、例えば、数本~数十本の複数のペン30、31の座標を同時に測定することが可能である。この測定のスピードとしては、表示部270の表示更新スピードや、ゲーム画面の更新スピード(リフレッシュレート、フレームレート)に対応させることが可能である。たとえば、1/60秒や1/30秒といった周期で、この複数のペン30、31の座標を取得できる。これにより、複数の者が同時に、ゲーム装置10を用いてゲーム等を行うことも可能になる。なお、より表示更新スピードよりも速い/遅い周期で座標を取得することも可能である。
 また、秘密通信部260を備えない構成の場合は、電磁誘導を用いて、直接、ペン30、31とゲーム装置10とがデジタイザ読み取り部275を介して通信を行い、データの送受信をすることもできる。
The sensor microcomputer 400 acquires a contact position in the X-axis and Y-axis directions from each electrode sheet 440 by using an induction current of electromagnetic induction, and detects a microcomputer (MPU, sensor control unit), an A / D converter, etc. It is a part provided with.
Here, when the display unit 270 has full HD (Full High Definition, 1920 × 1080 dots) resolution, the sensor microcomputer 400 can acquire the coordinates of each dot. The effective sensor distance can be obtained in the vertical direction (Z-axis) from the surface of the display unit 270 at a distance of several centimeters to several tens of centimeters.
The sensor microcomputer 400 can simultaneously measure the coordinates of a plurality of pens 30 and 31, for example, several to several tens. The speed of this measurement can correspond to the display update speed of the display unit 270 and the game screen update speed (refresh rate, frame rate). For example, the coordinates of the plurality of pens 30 and 31 can be acquired at a period of 1/60 seconds or 1/30 seconds. Thereby, it becomes possible for a plurality of persons to play a game using the game apparatus 10 at the same time. It is also possible to acquire coordinates at a cycle that is faster / slower than the display update speed.
In the case where the secret communication unit 260 is not provided, the pens 30 and 31 and the game apparatus 10 may directly communicate via the digitizer reading unit 275 to transmit and receive data using electromagnetic induction. it can.
 電極シート440は、スクリーン印刷等により、導電性の複数の線がコイル状に形成されたシートである。この導電性の線は、金属粉や導電性プラスチック、透明金属等を用いて形成される。後述する構成により、この線は、液晶ディスプレイのバックライトから液晶パネルへの光に対して、導電性の線の陰影が液晶パネルに投影されにくくするように構成される。この電極シート440と表示部270との構成については後述する。
 なお、電極シート440は、静電容量式デジタイザのスイッチや抵抗皮膜式のタッチスイッチ等を用いることができる。その際には、液晶パネル上にこの電極シート440を形成し、シートのような透明基板上に導電性の分割された領域(エリア)を形成することも可能である。
The electrode sheet 440 is a sheet in which a plurality of conductive wires are formed in a coil shape by screen printing or the like. The conductive line is formed using metal powder, conductive plastic, transparent metal, or the like. With the configuration described later, this line is configured to make it difficult for the shadow of the conductive line to be projected onto the liquid crystal panel with respect to the light from the backlight of the liquid crystal display to the liquid crystal panel. The configurations of the electrode sheet 440 and the display unit 270 will be described later.
The electrode sheet 440 can be a capacitive digitizer switch, a resistive film touch switch, or the like. In that case, it is also possible to form this electrode sheet 440 on a liquid crystal panel, and to form a conductive divided region (area) on a transparent substrate such as a sheet.
 出音装置280は、オーディオプロセッサ180から出力された音声信号(音声情報)を、デジタルアンプ等で増幅して、音声出力する部位である。
 また、出音装置280と同時に、音声入力を行うためのマイク(図示せず)を備えていてもよい。
The sound output device 280 is a part that amplifies the sound signal (sound information) output from the audio processor 180 with a digital amplifier or the like and outputs the sound.
In addition, a microphone (not shown) for performing voice input may be provided simultaneously with the sound output device 280.
〔ペン30の制御構成〕
 ここで、図3を参照して、ペン30の制御構成について説明する。上述したように、ペン30は、プレイヤや管理者が表示部270の表示面をポインティング(指定)してこの表示面の位置座標をゲーム装置10のCPU100(図2)に入力するための入力手段である。なお、本実施形態では、ペン30、31が電磁デジタイザ用のループコイルを内蔵した電子ペンである場合について説明する。また、ペン30とペン31とは同様な構成であり、それぞれ複数用いることができる。
 ペン30は、主に本体部35とループコイル部37とを含んで構成される。この本体部35は、電池やキャパシタ等の電源部(図示せず)により作動し、ペン30の各機能が搭載された回路基板を備えている。また、ループコイル部37には、電磁デジタイザ用のループコイルと押下圧(筆圧)感知スイッチを含んでいる部位であり、デジタイザ読み取り部275に位置を検知させる電界を発生(信号を出力)させる。
[Control configuration of pen 30]
Here, the control configuration of the pen 30 will be described with reference to FIG. As described above, the pen 30 is an input means for the player or administrator to point (designate) the display surface of the display unit 270 and input the position coordinates of the display surface to the CPU 100 (FIG. 2) of the game apparatus 10. It is. In this embodiment, the case where the pens 30 and 31 are electronic pens incorporating a loop coil for an electromagnetic digitizer will be described. Further, the pen 30 and the pen 31 have the same configuration, and a plurality of them can be used.
The pen 30 mainly includes a main body portion 35 and a loop coil portion 37. The main body 35 is operated by a power source (not shown) such as a battery or a capacitor, and includes a circuit board on which each function of the pen 30 is mounted. Also, the loop coil portion 37 is a portion that includes a loop coil and pressed pressure (writing pressure) sensitive switch for electromagnetic digitizer causes generating an electric field for sensing the position on the digitizer reading unit 275 (output signal) .
 本体部35には、制御部300、記憶部305、ループコイル出力部310、認証部320、バッテリ監視部330、加速度センサ335、クリック部340、ペンID部350、秘密通信部360(第2秘密通信部)、クレジット表示部370、音声入出力部380、フォースフィードバック部390のような構成を備えることができる。また、それらのうちいくつかを含まないような構成にして、コストを削減することもできる。
 以下において、ペン30は主に一般のプレイヤが用い、ペン31は管理者が用いるものとして説明する。上述したように、ペン31はペン30と同様の構成を用いることができるものの、ペンID部350に記憶された固有のIDであるペンID(ペン識別情報)により区別することができる。
 なお、ペン31には、特別な固有のIDを設定したり、認証用チップや認証部320の構成を用いる等の差異を設けることも可能である。
 また、ペン30、31等は、必ずしもペンや鉛筆のような細長い棒状の形状である必要はなく、手で握るような形状であったり、フィギュア状であったりといったプレイヤが独立して動かせるようなものであればよい。
The main body 35 includes a control unit 300, a storage unit 305, a loop coil output unit 310, an authentication unit 320, a battery monitoring unit 330, an acceleration sensor 335, a click unit 340, a pen ID unit 350, a secret communication unit 360 (second secret The communication unit), the credit display unit 370, the voice input / output unit 380, and the force feedback unit 390 can be provided. Further, it is possible to reduce the cost by adopting a configuration not including some of them.
In the following description, the pen 30 is mainly used by a general player, and the pen 31 is used by an administrator. As described above, the pen 31 can use the same configuration as the pen 30, but can be distinguished by a pen ID (pen identification information) that is a unique ID stored in the pen ID unit 350.
It should be noted that the pen 31 can be provided with a difference such as setting a special unique ID or using the configuration of the authentication chip or the authentication unit 320.
Further, the pens 30, 31 and the like do not necessarily have an elongated rod-like shape such as a pen or a pencil. Anything is acceptable.
 制御部300は、低消費電力のMPUやCPUやDSP等であり、ペン30の各部の制御を行う。
 記憶部305は、RAM、ROM、フラッシュメモリ等の不揮発性メモリを含む記憶部であり、チャージ量(入金額、課金情報)、チャージ量に係るクレジット値(遊戯的価値情報)、ベットするクレジットの値であるベット額面金額、個人の成績や対戦相手の情報等についても暗号化して書き込んで記憶することもできる。また、この記憶部には、カジノゲームでのプレイの勝率といったプレイヤに関連するプレイヤ関連情報などを記憶することができる。さらに、このプレイのレベルにより、選択可能なゲームを変更することができる。なお、この記憶部305に、ペンIDを記憶するような構成にすることも可能である。
The control unit 300 is a low power consumption MPU, CPU, DSP, or the like, and controls each unit of the pen 30.
The storage unit 305 is a storage unit including a nonvolatile memory such as a RAM, a ROM, and a flash memory, and includes a charge amount (payment amount, billing information), a credit value (amusement value information) related to the charge amount, and credits to bet The bet face value, which is a value, personal results, opponent information, etc. can also be encrypted and written and stored. Further, the storage unit can store player-related information related to the player such as the winning percentage of play in the casino game. Furthermore, selectable games can be changed according to the level of play. The storage unit 305 may be configured to store a pen ID.
 ループコイル出力部310は、ループコイル部37のループコイルに電流を流し、磁場を発生させるための磁場発生部(磁場発生手段)である。
 ループコイル部37が表示部270の表面の保護板等と距離が近くなると、ループコイル出力部310は、ループコイル部37のループコイルに電流を流し、磁場を発生させる。このループコイルからの磁場は、電極シート440(図5)に誘導電流を発生させ、この誘導電流の強さや分布により、デジタイザ読み取り部275のX軸Y軸の座標を得ることができる。また、この磁場を変調することにより、通信を行うこともできる。
 また、ループコイル出力部310は、ループコイル部37の押下圧感知スイッチが所定の圧力以上の場合に、ループコイル部37のループコイルに電流を流し、磁場を発生させることができる。
The loop coil output unit 310 is a magnetic field generation unit (magnetic field generation unit) for causing a current to flow through the loop coil of the loop coil unit 37 and generating a magnetic field.
When the loop coil unit 37 is close to the protective plate on the surface of the display unit 270, the loop coil output unit 310 causes a current to flow through the loop coil of the loop coil unit 37 to generate a magnetic field. The magnetic field from the loop coil generates an induced current in the electrode sheet 440 (FIG. 5), and the coordinates of the X axis and the Y axis of the digitizer reading unit 275 can be obtained based on the intensity and distribution of the induced current. Communication can also be performed by modulating the magnetic field.
Further, the loop coil output unit 310 can generate a magnetic field by causing a current to flow through the loop coil of the loop coil unit 37 when the pressing pressure detection switch of the loop coil unit 37 is equal to or higher than a predetermined pressure.
 認証部320は、認証部220(図2)と同様の生体認証センサやDSP等を備える部位である。これにより、プレイヤや管理者がペン30,31に触れている(握っている)間に不正ができないように、所定の間隔にて認証を行い続けることができる。
 この認証に失敗して、ペンを使用するプレイヤや管理者でない者(第三者)がペン30(もしくはペン31)を用いている場合には、認証部320が、クレジット表示部370に「Err」等、異常が発生している旨を伝えるエラー表示を行ったり、音声入出力部380を用いて警告ブザー音等を出力したりすることができる。なお、上述したようにペン31のように管理者が使うペンにのみ認証部320を備える構成も可能である。
The authentication unit 320 includes a biometric sensor, a DSP, and the like similar to the authentication unit 220 (FIG. 2). Thereby, it is possible to continue authentication at a predetermined interval so that fraud does not occur while the player or administrator touches (holds) the pens 30 and 31.
If this authentication fails and a player who uses the pen or a non-administrator (third party) uses the pen 30 (or the pen 31), the authentication unit 320 displays “Err” on the credit display unit 370. Etc., an error message indicating that an abnormality has occurred can be displayed, or a warning buzzer sound or the like can be output using the voice input / output unit 380. As described above, a configuration in which the authentication unit 320 is provided only for the pen used by the administrator, such as the pen 31, is also possible.
 バッテリ監視部330は、図示しない電池やコンデンサ(キャパシタ)等の電源部と接続されており、この電源部の電池から供給された電力のチェックを行う。
 電池やコンデンサ(キャパシタ)等の電圧が低下して「電池切れ」の状態になった場合には、音声入出力部380を用いてブザー音等を出力したり、LEDを点灯させたりして、ペン30やペン31の所持者に対し、電池の交換や充電を行うように指示することができる。
The battery monitoring unit 330 is connected to a power source unit such as a battery or a capacitor (capacitor) (not shown), and checks the power supplied from the battery of the power source unit.
When the voltage of a battery, a capacitor (capacitor), etc. decreases and the battery is out of power, a buzzer sound is output using the voice input / output unit 380, or the LED is turned on, It is possible to instruct the holder of the pen 30 or the pen 31 to replace or charge the battery.
 加速度センサ335は、XYZ三軸の加速度を検出することができるMEMS(Micro Electro Mechanical Systems)によるアナログ/デジタル出力加速度を出力する公知のセンサである。
 この加速度センサ335の出力は、後述するサイン認証をするときに特徴量の1つとして用いることができる。また、加速度センサ335は、デジタイザによるサイン入力とは別に、ゲームのコマンドを入力するのにも用いることができる。すなわち、ゲームシステムAにおいては、サイン入力と、ペン30を持ち上げての移動によるコマンド入力の両方を用いることができる。
 また、この加速度センサ335からの出力により、ペン30のXYZ座標を計算することができる。これにより、デジタイザ読み取り部275の読み取りの精度を高めるとともに、複数のペン30、31が用いられている場合に、ペンの位置座標とペンID部350との対応を素早く行うことができる。これにより、ペン30、31の読み取り速度を速めることができ、プレイヤや管理者の素早い行動や動作に対応できる。よって、ゲーム性を向上させることができる。
The acceleration sensor 335 is a known sensor that outputs analog / digital output acceleration by MEMS (Micro Electro Mechanical Systems) capable of detecting XYZ triaxial acceleration.
The output of the acceleration sensor 335 can be used as one of feature amounts when performing signature authentication described later. The acceleration sensor 335 can also be used to input a game command separately from the sign input by the digitizer. That is, in the game system A, both the sign input and the command input by moving the pen 30 up can be used.
Further, the XYZ coordinates of the pen 30 can be calculated from the output from the acceleration sensor 335. Thereby, the reading accuracy of the digitizer reading unit 275 can be improved, and when a plurality of pens 30 and 31 are used, the correspondence between the pen position coordinates and the pen ID unit 350 can be performed quickly. Thereby, the reading speed of the pens 30 and 31 can be increased, and it can respond to the quick action and operation | movement of a player or an administrator. Therefore, game performance can be improved.
 クリック部340は、図示しないメカニカルなボタンやスイッチが接続されている部位である。このボタンやスイッチは、ペン30の本体部35の機械的なバネ等により普段は接触しないようになっていてもよく、プレイヤや管理者が、メカニカルペンシルやボールペンのように押し込むことで、ゲームの操作に係る値を変化させることができる。
 このゲームの操作に係る値としては、例えば、後述するカジノゲームにおいて、クリック部340は、プレイヤのクリックを行う回数により、ベット時(賭ける際)のクレジット値(遊戯価値情報)を増減させることができる。また、ベットするクレジット値の他にも、投網ゲームの網の大きさ、リアルタイム・シミュレーション・ゲームにおける攻撃の強さや攻撃の種類といった、ゲームの種類に従った値を入力可能である。
The click portion 340 is a portion mechanical buttons and switches (not shown) is connected. These buttons and switches may not be normally contacted by a mechanical spring or the like of the main body portion 35 of the pen 30, and the player or the administrator can press the button or switch like a mechanical pencil or a ballpoint pen to play the game. The value related to the operation can be changed.
As a value related to the operation of the game, for example, in a casino game to be described later, the click unit 340 may increase or decrease the credit value (play value information) at the time of betting (betting) depending on the number of times the player clicks. it can. In addition to the credit value to bet, it is possible to input values according to the type of game, such as the size of the web of the throwing game, the strength of the attack in the real-time simulation game, and the type of attack.
 ペンID部350は、それぞれのペン30、31毎に異なるユニークなペンIDを記憶している部位である。
 このペンIDは、チャージ装置60によりその固有のIDであるユニークなペンIDをペンID部350に書き込むことが可能である。上述のように、このペンIDにより、ペン30、31の区別を行うことが可能である。すなわち、ペンIDにより、ゲームシステムAにおいて扱える機能に差をつける(扱う機能を階層的にする)ことが可能になる。
The pen ID unit 350 is a part that stores a unique pen ID that is different for each of the pens 30 and 31.
The pen ID can be written in the pen ID unit 350 by the charging device 60 as a unique pen ID, which is a unique ID. As described above, the pens 30 and 31 can be distinguished by the pen ID. In other words, the pen ID makes it possible to make a difference in the functions that can be handled in the game system A (the functions to be handled hierarchically).
 秘密通信部360は、秘密通信部260との間でセキュアな通信を行うための部位である。ペン30の電池の消耗を少なくするため、この秘密通信部360は、省電力の電波送受信手段であることが望ましい。また、秘密通信部360は、通信のためのアンテナ365を備えている。
 このアンテナ365は、ペン30に内蔵していても良いし、ペン30のクリップ部分をアンテナとしてもよい。
The secret communication unit 360 is a part for performing secure communication with the secret communication unit 260. In order to reduce battery consumption of the pen 30, the secret communication unit 360 is preferably a power-saving radio wave transmission / reception unit. The secret communication unit 360 includes an antenna 365 for communication.
The antenna 365 may be built in the pen 30 or a clip portion of the pen 30 may be used as an antenna.
 クレジット表示部370は、小型の8セグメント/ドットマトリクスの液晶ディスプレイ、LED、有機ELパネル等であり、プレイヤや管理者の操作における情報を表示する。このクレジット表示部370は、小型パネルとLEDといった、複数の表示手段を用いて構成してもよい。また、クレジット表示部370は、エラー、ゲームの設定/状態/ヘルプ、プレイ指示、プレイヤや管理者の認証部320の情報、ゲームオーバー(「Game Over」)といった情報を表示可能である。
 たとえば、後述するカジノゲームにおいては、クレジット表示部370にベットするクレジット値を情報として表示可能である。これにより、一度にベットするクレジット値(遊戯価値情報)を簡単に確認(認識)することが可能となる。
The credit display unit 370 is a small 8-segment / dot matrix liquid crystal display, LED, organic EL panel, and the like, and displays information in the operation of the player or administrator. The credit display unit 370 may be configured using a plurality of display means such as a small panel and an LED. Further, the credit display unit 370 can display information such as an error, a game setting / status / help, a play instruction, information on the authentication unit 320 of the player or administrator, and game over (“Game Over”).
For example, in a casino game to be described later, a credit value bet on the credit display unit 370 can be displayed as information. This makes it possible to easily confirm (recognize) the credit value (play value information) to bet at once.
 音声入出力部380は、小型のスピーカとアンプ、ブザー、マイク、D/Aコンバータ、A/Dコンバータ等を備えている部位である。この音声入出力部380のスピーカやブザーは、ゲームに関連する処理において、音声を出力し、警告を発する。
 また、マイクによる音声入力により、ゲーム装置10に指示を出すこともできる。
The voice input / output unit 380 includes a small speaker, an amplifier, a buzzer, a microphone, a D / A converter, an A / D converter, and the like. The speaker or buzzer of the voice input / output unit 380 outputs voice and issues a warning in processing related to the game.
In addition, an instruction can be given to the game apparatus 10 by voice input using a microphone.
 フォースフィードバック部390は、振動モータや重りによりペン30の重心を変更するアクチュエータ等であり、ゲーム装置10の処理に対応して、振動等を発生させる。たとえば、後述するカジノゲームでは、「当たり」が出た際に、フォースフィードバック部390がペンに振動を発生させることにより、プレイヤの感情の高まりを表現する。
 これにより、ペン30は、単なるデジタイザのペンではなく、ゲーム用の入力機器として、臨場感あるプレイを行うことが可能になる。
The force feedback unit 390 is an actuator or the like that changes the center of gravity of the pen 30 using a vibration motor or a weight, and generates vibration or the like corresponding to the processing of the game apparatus 10. For example, in a casino game to be described later, when a “winning” occurs, the force feedback unit 390 generates a vibration on the pen, thereby expressing an increase in the emotion of the player.
As a result, the pen 30 can be played with a sense of presence as an input device for games, not as a mere digitizer pen.
〔チャージ装置60の制御構成〕
 次に、図4を参照して、チャージ装置60の制御構成を詳しく説明する。
 チャージ装置60は、ペン30やペン31にペンIDを書き込み、チャージ(課金)を行うための装置である。チャージ装置60は、CPU600、チャージ部610、認証部620、ID作成部650、秘密通信部660(第3秘密通信部)、通信I/F690を含んで構成される。
[Control Configuration of Charge Device 60]
Next, the control configuration of the charging device 60 will be described in detail with reference to FIG.
The charging device 60 is a device for writing a pen ID to the pen 30 or the pen 31 to perform charging (charging). The charging device 60 includes a CPU 600, a charging unit 610, an authentication unit 620, an ID creation unit 650, a secret communication unit 660 (third secret communication unit), and a communication I / F 690.
 CPU600は、CPU100と同様のCPUやMPU等の制御部であり、チャージ装置60の各部を制御する。 The CPU 600 is a control unit such as a CPU or MPU similar to the CPU 100 and controls each unit of the charging device 60.
 チャージ部610は、ゲームをプレイするために、ユーザ(プレイヤ)が投入する所定のコイン等の経済的価値媒体やプリペイドカードの金額等の経済的価値情報を検知して決済し、決済したチャージ金額に係るチャージ量(チャージ情報)とをペン30、31に記憶する部位(決済情報書き込み部/入金情報書き込み部)である。なお、このチャージ量に係るゲーム内の通貨単位(遊戯価値情報)であるクレジット値をペン30、31に記憶することもできる。
 また、チャージ部610は、コイン等を保存しておくボックス等も備えている。ゲーム装置10の管理者は、図示しない鍵を用いて筐体を開けることで、このボックスにアクセスすることができる。
The charge unit 610 detects and settles economic value information such as a predetermined coin and other economic value media inserted by the user (player) and the amount of the prepaid card in order to play the game, and the charged amount of the settlement This is a part (payment information writing unit / payment information writing unit) that stores the charge amount (charge information) in the pens 30 and 31. In addition, the credit value which is the currency unit (game value information) in the game which concerns on this charge amount can also be memorize | stored in the pens 30 and 31.
Further, the charge unit 610 is also provided with box like to store the coins. The administrator of the game apparatus 10 can access this box by opening the casing using a key (not shown).
 認証部620は、認証部220(図2)、認証部320(図3)と同様の生体認証センサやDSP等を備える部位である。
 また、認証部620は、ゲーム中でプレイヤの分身となるキャラクタであるアバターの画像データを作成するためのカメラを備えていてもよい。このカメラにより、プレイヤの顔写真が取得され、このデータを生体認証に使うこともできる。
The authentication unit 620 is a part including a biometric authentication sensor, a DSP, and the like similar to the authentication unit 220 (FIG. 2) and the authentication unit 320 (FIG. 3).
In addition, the authentication unit 620 may include a camera for creating image data of an avatar that is a character that is a substitute for the player in the game. With this camera, a photo of the player's face is acquired, and this data can also be used for biometric authentication.
 ID作成部650は、認証部620からのデータと、プレイヤや管理者が入力するパスワード、サイン等を用いて、ペン30、31のペンIDを作成するための部位である。
 このペンIDは、通信I/F690を介して、ゲーム装置10やサーバ(図示せず)等に送信して、不正行為のチェック用に用いることもできる。
The ID creation unit 650 is a part for creating the pen IDs of the pens 30 and 31 using the data from the authentication unit 620 and the password, signature, or the like input by the player or administrator.
This pen ID can also be transmitted to the game apparatus 10 or server (not shown) via the communication I / F 690 and used for checking fraud.
 秘密通信部660は、秘密通信部260(図2)、秘密通信部360(図3)と同様に、ペン30とセキュアな通信を行うための部位である。
 チャージ装置60の秘密通信部660においては、所定のコマンドを用いて、ペン30、31と通信し、ペンIDやチャージ量などの情報を送受信し、チャージ部610と協働して、ペン30、31の記憶部305やペンID部350に書き込むことができる。
The secret communication unit 660 is a part for performing secure communication with the pen 30, similarly to the secret communication unit 260 (FIG. 2) and the secret communication unit 360 (FIG. 3).
The secret communication unit 660 of the charging device 60 communicates with the pens 30 and 31 using predetermined commands, transmits and receives information such as a pen ID and a charge amount, and cooperates with the charging unit 610 to The data can be written in the storage unit 305 or the pen ID unit 350.
 通信I/F690は、通信I/F200(図2)と同様に、ゲーム装置10やサーバ等と通信することができる部位である。
 この通信I/F690により、例えば、同一遊戯施設内の各ゲーム装置10に、ペン30のペンID等を送信することが可能である。これにより、ペン30の情報(例えばゲームにおける価値単位であるクレジット値や、クレジット値に関連するチャージ量等)を変更、改変するような不正を防止することができる。
The communication I / F 690 is a part that can communicate with the game apparatus 10, the server, and the like, similarly to the communication I / F 200 (FIG. 2).
With this communication I / F 690, for example, the pen ID of the pen 30 can be transmitted to each game apparatus 10 in the same amusement facility. Thereby, fraud such as changing or modifying information of the pen 30 (for example, a credit value as a value unit in a game, a charge amount related to the credit value, or the like) can be prevented.
〔表示部270とデジタイザ読み取り部275の構成〕
 ここで、図5を参照して、表示部270とデジタイザ読み取り部275の関係を詳細に説明する。表示部270とデジタイザ読み取り部275は、一体的に、デジタイザ機能付液晶表示装置として動作させることができる。
 表示部270とデジタイザ読み取り部275においては、液晶パネル410の背後(後ろ側)に、光拡散部材420と、光透過性部材430と、電極シート440と、バックライト450とが、それぞれ順に配置されている。すなわち、本実施の形態に係るデジタイザ機能付液晶表示装置は、液晶パネル410とバックライト450との間に、光拡散部材420と、光透過性部材430と、電極シート440とを、この順に配置した構成を用いることができる。
 ここで、デジタイザ読み取り部275としては、光拡散部材420と、光透過性部材430と、電極シート440と、電極シート440からの位置情報を読み出すセンサーマイコン400(図2)を備えて構成されている。
 なお、図5には図示しないものの、液晶パネル410の表示面側に、ガラスやプラスチックの保護用の透明板を備えることができる。また、液晶パネル410は、液晶パネル410を駆動させるための制御回路を備える。また、バックライト450は、インバータ回路やLED制御回路等も備えている。さらに、液晶パネル410、光拡散部材420、第1の光透過性部材430などは、その周辺をフレーム(枠体)により固定するものの、この枠体は図示していない。
[Configuration of Display Unit 270 and Digitizer Reading Unit 275]
Here, the relationship between the display unit 270 and the digitizer reading unit 275 will be described in detail with reference to FIG. The display unit 270 and the digitizer reading unit 275 can be integrally operated as a liquid crystal display device with a digitizer function.
In the display unit 270 and the digitizer reading unit 275, a light diffusing member 420, a light transmissive member 430, an electrode sheet 440, and a backlight 450 are arranged in order behind the liquid crystal panel 410 (back side). ing. That is, in the liquid crystal display device with a digitizer function according to the present embodiment, the light diffusion member 420, the light transmissive member 430, and the electrode sheet 440 are arranged in this order between the liquid crystal panel 410 and the backlight 450. Can be used.
Here, the digitizer reading unit 275 includes a light diffusing member 420, a light transmissive member 430, an electrode sheet 440, and a sensor microcomputer 400 (FIG. 2) that reads position information from the electrode sheet 440. Yes.
Although not shown in FIG. 5, a transparent plate for protecting glass or plastic can be provided on the display surface side of the liquid crystal panel 410. Further, the liquid crystal panel 410 includes a control circuit for driving the liquid crystal panel 410. The backlight 450 also includes an inverter circuit, an LED control circuit, and the like. Further, although the periphery of the liquid crystal panel 410, the light diffusing member 420, the first light transmitting member 430, and the like is fixed by a frame (frame body), this frame body is not illustrated.
 液晶パネル410は、公知の例えば10~150型等の大きさのTFT(Thin Film Transistor)駆動の液晶パネルである。液晶パネル410は、2枚のガラスやプラスチック板の間に液晶材料を封じ込めた液晶板と、この液晶板の両面に配置された偏光板と、RGB等の各色を表示するカラーフィルタを用いて構成される。液晶板の表示面にはTFTが形成されている。なお、この他にも、液晶パネル410は、視野角改善用のフィルムや保護フィルム等を含んで構成することもできる。
 光拡散部材420は、バックライト450からの照射光を拡散させ、液晶パネル410に均一に導く導光板や光拡散用のプラスチック板等である。
 光透過性部材430は、バックライト450からの照射光を透過させる光透過性を備える材質の部材である。光透過性部材430は、電極シート440と所定の間隔をもって光拡散部材420に透過された照射光を伝えることで、電極シート440の電極の影を液晶パネル410の表面で目立ちにくくする効果が得られる。光透過性部材430の厚みとしては、2~3mm程度の設定されるようにすることが好ましい。また、光透過性部材430は、電極シート440を固定する手段として用いることができる。
The liquid crystal panel 410 is a known TFT (Thin Film Transistor) driven liquid crystal panel having a size of, for example, 10 to 150 type. The liquid crystal panel 410 is configured by using a liquid crystal plate in which a liquid crystal material is sealed between two glass or plastic plates, a polarizing plate disposed on both surfaces of the liquid crystal plate, and color filters for displaying each color such as RGB. . A TFT is formed on the display surface of the liquid crystal plate. In addition, the liquid crystal panel 410 can also be configured to include a viewing angle improving film, a protective film, and the like.
The light diffusing member 420 is a light guide plate, a light diffusing plastic plate, or the like that diffuses irradiation light from the backlight 450 and uniformly guides it to the liquid crystal panel 410.
The light transmissive member 430 is a member having a light transmissive property that allows the irradiation light from the backlight 450 to pass therethrough. The light transmissive member 430 transmits irradiation light transmitted to the light diffusing member 420 at a predetermined interval from the electrode sheet 440, thereby obtaining an effect of making the electrode shadow of the electrode sheet 440 less noticeable on the surface of the liquid crystal panel 410. It is done. The thickness of the light transmissive member 430 is preferably set to about 2 to 3 mm. The light transmissive member 430 can be used as a means for fixing the electrode sheet 440.
 電極シート440は、液晶パネル410の表示画面上における一つの座標軸(X軸)とこの一つの座標軸の方向(以下、一座標軸方向という)と交差する他の座標軸方向(Y軸)の座標位置を、電磁誘導方式により検出するためのX軸用のループアンテナXとなるセンサ線x1と、Y軸用のループアンテナYとなるセンサ線y1とを備えている。
 このセンサ線x1とセンサ線y1とを形成する面積は、液晶パネル410の表示画面の面積とほぼ同一の面積にすることが好ましい。これにより、液晶パネル410内の各点(ドット)の座標を取得することができる。
The electrode sheet 440 has a coordinate position in one coordinate axis (X axis) on the display screen of the liquid crystal panel 410 and another coordinate axis direction (Y axis) intersecting with the direction of this one coordinate axis (hereinafter referred to as one coordinate axis direction). , A sensor wire x1 serving as an X-axis loop antenna X for detection by an electromagnetic induction method and a sensor line y1 serving as a Y-axis loop antenna Y are provided.
The area for forming the sensor line x1 and the sensor line y1 is preferably substantially the same as the area of the display screen of the liquid crystal panel 410. Thereby, the coordinates of each point (dot) in the liquid crystal panel 410 can be acquired.
(本発明の実施の形態に係るループアンテナX、Yの構成)
 次に、図6Aと図6Bの概念図を参照して、本発明の実施の形態に係る電極シート440についてより詳細に説明する。上述のように、電極シート440は、ループアンテナX、Yが、光透過性部材のシートに導電性プラスチックや銅や銀粒子等の導電性ペーストで印刷され、これを重ね合わせて使用したり、1枚のシートの両面にそれぞれ印刷して使用したりするのが好適である。ループアンテナX、Yにおいて、シート全面に張り巡らされているセンサ線x1、y1の線幅は、上述のように線幅が300μm~500μm(0.3mm~0.5mm幅)であることが好ましい。
 ここでは、X軸用のループアンテナXが印刷されたポリエチレンやポリエチレン・テレフタレート(PET)、アクリル等のプラスチック等のシートであるループアンテナシート4400xの構成についてのみ説明する。なお、ループアンテナシート4400yについても、Y軸用ループアンテナYの布設する方向がX軸用のループアンテナXと異なるだけで、同様の構成である。つまり、ループアンテナシート4400yはループアンテナYを形成し、後述する図示されないコモンラインycを備えている。
(Configuration of loop antennas X and Y according to the embodiment of the present invention)
Next, the electrode sheet 440 according to the embodiment of the present invention will be described in more detail with reference to the conceptual diagrams of FIGS. 6A and 6B. As described above, in the electrode sheet 440, the loop antennas X and Y are printed on the sheet of the light transmissive member with a conductive paste such as conductive plastic, copper, silver particles, etc. It is preferable to print on both sides of one sheet. In the loop antennas X and Y, the sensor lines x1 and y1 extending over the entire sheet surface preferably have a line width of 300 μm to 500 μm (0.3 mm to 0.5 mm width) as described above. .
Here, only the configuration of the loop antenna sheet 4400x, which is a sheet of polyethylene, polyethylene terephthalate (PET), plastic such as acrylic, on which the X-axis loop antenna X is printed, will be described. The loop antenna sheet 4400y also has the same configuration except that the direction in which the Y-axis loop antenna Y is laid is different from the X-axis loop antenna X. That is, the loop antenna sheet 4400y forms a loop antenna Y and includes a common line yc (not shown) to be described later.
 ループアンテナXは、共通の接地(ベース)等である一方の電極であるコモンラインxc1、xc2に、ループを形成するもう一方の電極であるセンサ線x1(x11、x12、x13、x14、・・・)が5mm間隔で接続されているという構成を取ることが好適である。
 コモンラインxc1、xc2により、ループアンテナXのセンサ線x1(x11、x12、x13、x14、・・・)等の電極内を流れる電圧を安定させることができる。よって、精度の高いX軸の座標認識が可能である。
The loop antenna X has a sensor line x1 (x11, x12, x13, x14,...) That is another electrode forming a loop on a common line xc1, xc2 that is one electrode that is a common ground (base) or the like. It is preferable to adopt a configuration in which (5) are connected at intervals of 5 mm.
The common lines xc1 and xc2 can stabilize the voltage flowing in the electrodes such as the sensor line x1 (x11, x12, x13, x14,...) Of the loop antenna X. Therefore, highly accurate X-axis coordinate recognition is possible.
 液晶表示エリア411は、液晶パネル410の画素が形成されている部分を示している。
 認識可能エリア442は、ループアンテナシート4400xの電磁誘導にてX軸の座標を認識可能な電極シート440内のエリアである。この範囲内のエリアでは、コモンラインxc1、xc2からセンサ線x1により形成されるループアンテナXが延びており、ペン30、31等を近づけることで、電磁誘導によりループアンテナXに電流が発生し、図示されない回路基板(制御装置)により発生した電流値とループアンテナ上の電流が発生した位置等に関する情報を解析し、X軸の座標を認識することができる。
 逆に、認識不可範囲443は、コモンラインxc1、xc2からセンサ線x1によるループを形成していないエリアである。このため、認識不可範囲443ではループアンテナX上の電流が発生した位置等に関する情報を解析することができないので、X軸の座標は認識不可能である。
 コネクタ引き出し部445はセンサ線x1をコネクタ460に引き出すための部位である。
 また、コネクタ460はセンサーマイコン400に接続するコネクタの部位である。
A liquid crystal display area 411 indicates a portion where the pixels of the liquid crystal panel 410 are formed.
The recognizable area 442 is an area in the electrode sheet 440 where the X-axis coordinates can be recognized by electromagnetic induction of the loop antenna sheet 4400x. In the area within this range, the loop antenna X formed by the sensor line x1 extends from the common lines xc1 and xc2, and when the pens 30, 31 and the like are brought close to each other, current is generated in the loop antenna X by electromagnetic induction. By analyzing information on the current value generated by a circuit board (control device) (not shown) and the position where the current on the loop antenna is generated, the coordinates of the X axis can be recognized.
On the contrary, the unrecognizable range 443 is an area where a loop formed by the sensor line x1 from the common lines xc1 and xc2 is not formed. For this reason, in the unrecognizable range 443, information on the position where the current on the loop antenna X is generated cannot be analyzed, and therefore the X-axis coordinates cannot be recognized.
The connector drawing portion 445 is a portion for drawing the sensor wire x1 to the connector 460.
The connector 460 is a part of a connector that is connected to the sensor microcomputer 400.
 密集部441は、センサ線x1の電極の集中する箇所であり、ループアンテナシート4400xにおいては、液晶パネル410の外にはみ出るような構成となっている。すなわち、密集部441は、折り曲げて、筐体に沿わせて基板上に接続するといったことが可能である。これにより、この密集部441を液晶表示エリア411の外に出すことが可能になった。
 これにより、(1)密集部の影が表示される問題を解決することができ、液晶表示装置の表示面にループアンテナXとYを含む電極シート440の線影が写り込むのを防ぐことができる。
 なお、同様に、設計上やむを得ず、密集部441のセンサ線x1、y1又はコモンラインxc、ycの線幅を0.3~0.5mmより広くする必要があったとしても、このように液晶表示エリア411の表示領域外に持っていけば影響をなくすことができる。
The dense portion 441 is a portion where the electrodes of the sensor line x1 are concentrated, and the loop antenna sheet 4400x is configured to protrude from the liquid crystal panel 410. That is, the dense portion 441 can be bent and connected to the substrate along the housing. As a result, the dense portion 441 can be taken out of the liquid crystal display area 411.
As a result, (1) the problem of the shadows of the dense area being displayed can be solved, and the line shadow of the electrode sheet 440 including the loop antennas X and Y can be prevented from appearing on the display surface of the liquid crystal display device. it can.
Similarly, even if it is unavoidable in design and the line width of the sensor lines x1, y1 or the common lines xc, yc of the dense portion 441 needs to be wider than 0.3 to 0.5 mm, the liquid crystal display If it is taken outside the display area of the area 411, the influence can be eliminated.
 また、ループアンテナシート4400xにおいては、コモンラインの線幅を電極の線幅0.3~0.5mmと同じに揃える代わりに、複数、備えることもできる。図6Aでは、2本のコモンラインxc1、コモンラインxc2を用いた例を示している。このように、コモンラインの数を複数とすることで、線幅を太くしなくても電極を安定させることができる。
 さらに、この複数のコモンラインの間隔であるXYピッチ幅Cを、各電極の配置されているピッチ・線幅であるXYピッチ幅Cと合わせることが好適である。
 このようにすることで、コモンラインxc1とコモンラインxc2とを、図6Bループアンテナシート4400yのセンサ線y1との一部の線と重ねることが可能になる。すなわち、シートの厚みはあるものの、一のセンサ線y1と重なるコモンラインxc1とは別の箇所に、他のセンサ線y1とコモンラインxc2の線とが重なって位置することで、光の透過量が減ることを抑えることができる。
 このため、(2)コモンラインxcの線影が表示される問題を解決することができ、液晶表示装置の表示面にループアンテナXとYを含む電極シート440の線影が写り込むのを防ぐことが可能になる。
 同様に、図示されないループアンテナシート4400yの複数のコモンラインについても、ループアンテナシート4400xのセンサ線x1と重ねて線影が映り込むのを防ぐことができる。
Further, in the loop antenna sheet 4400x, a plurality of common lines can be provided instead of aligning the line width of the common line with the same line width of 0.3 to 0.5 mm of the electrode. FIG. 6A shows an example using two common lines xc1 and xc2. Thus, by setting the number of common lines to a plurality, the electrodes can be stabilized without increasing the line width.
Furthermore, it is preferable to match the XY pitch width C, which is the interval between the plurality of common lines, with the XY pitch width C, which is the pitch / line width at which the electrodes are arranged.
By doing so, it is possible to overlap the common line xc1 and the common line xc2 with a part of the sensor line y1 of the loop antenna sheet 4400y of FIG. 6B. That is, although the sheet is thick, the other sensor line y1 and the line of the common line xc2 overlap each other at a position different from the common line xc1 that overlaps the one sensor line y1, thereby transmitting light. Can be reduced.
Therefore, (2) the problem that the line shadow of the common line xc is displayed can be solved, and the line shadow of the electrode sheet 440 including the loop antennas X and Y is prevented from being reflected on the display surface of the liquid crystal display device. It becomes possible.
Similarly, with respect to a plurality of common lines of the loop antenna sheet 4400y (not shown), it is possible to prevent line shadows from being reflected on the sensor line x1 of the loop antenna sheet 4400x.
 このように、コモンラインをセンサ線x1、y1と重ね合わせるために、ループアンテナシート4400xとループアンテナシート4400yには、取り付け穴447が備えられてもよい。
 取り付け穴447は、筐体に沿って取り付ける際に位置決めをする等で利用可能な、ループアンテナシート4400xがカット(切り欠き)された部分である。取り付け穴447は、ループアンテナシート4400yにおいても、ループアンテナシート4400xと重ねたときに、同じ位置になるように、精度高くカットされている。
 この取り付け穴447により、特にループアンテナシート4400xとループアンテナシート4400yとが重ねて使われる場合には、位置ずれによって電極の影が太くなることを防ぐことが可能になる。
 なお、この取り付け穴447は、図6のようにコネクタ460に向かう電極の外側以外にも、電極以外の位置に複数備えていてもよい。
Thus, in order to overlap the common line with the sensor lines x1 and y1, the loop antenna sheet 4400x and the loop antenna sheet 4400y may be provided with attachment holes 447.
The attachment hole 447 is a portion where the loop antenna sheet 4400x is cut (notched), which can be used for positioning when attaching along the housing. The mounting hole 447 is also cut with high precision so that the mounting hole 447 is located at the same position when the loop antenna sheet 4400y is overlapped with the loop antenna sheet 4400x.
With this mounting hole 447, it is possible to prevent the shadow of the electrode from becoming thick due to misalignment, particularly when the loop antenna sheet 4400x and the loop antenna sheet 4400y are used in an overlapping manner.
Note that a plurality of mounting holes 447 may be provided at positions other than the electrodes in addition to the outside of the electrodes facing the connector 460 as shown in FIG.
 このように構成することで、検出するためのセンサ線x1、y1の電極部を広くすることができ、認識可能エリア442の領域を、液晶表示エリア411のほとんどの部分に広げることが可能となった。
 本発明の実施の形態に係る液晶パネルは、10~150インチについて用いることが可能である。100インチを超えるパネルに関しても、例えば、複数枚の電極シート440を貼り合わせることで実現可能である。その際に、センサ線x1又はy1とコモンラインのピッチ幅を合わせることが好適である。
With this configuration, the electrode portions of the sensor lines x1 and y1 for detection can be widened, and the area of the recognizable area 442 can be expanded to almost all of the liquid crystal display area 411. It was.
The liquid crystal panel according to the embodiment of the present invention can be used for 10 to 150 inches. A panel exceeding 100 inches can also be realized, for example, by bonding a plurality of electrode sheets 440 together. At that time, it is preferable to match the pitch width of the sensor line x1 or y1 and the common line.
 なお、コモンラインxc1やコモンラインxc2の代わりに、コモンラインの線幅を太くした上で、液晶パネル410の外に備えるような構成も可能である。その場合は、ちょうど枠部分にコモンラインが印刷されるようにするのが好適である。
 また、コネクタ460は1つのみ記載したが、実際には、複数のコネクタを用いることが可能である。
 また、バックライト450に関しては、LEDをアレイ状に配置すると、冷陰極管ランプに比べて、ほぼ均一に光拡散部材420で光を拡散させることができる。このため、センサ線x1又はセンサ線y1の線影が出にくくなるという効果が得られる。
In addition, instead of the common line xc1 and the common line xc2, a configuration in which the line width of the common line is increased and the liquid crystal panel 410 is provided outside is also possible. In that case, it is preferable that the common line is printed just on the frame portion.
In addition, although only one connector 460 has been described, in practice, a plurality of connectors can be used.
Regarding the backlight 450, when the LEDs are arranged in an array, light can be diffused by the light diffusing member 420 almost uniformly as compared with the cold cathode tube lamp. For this reason, the effect that the line shadow of sensor line x1 or sensor line y1 becomes difficult to come out is acquired.
 なお、上記のようなゲーム装置10のハードウェア構成は単なる一例に過ぎず、本発明は、表示装置を備える任意のコンピュータシステムに適用することができる。
 また、本発明のゲームプログラムは、メモリカード等の外部記憶媒体を通じてコンピュータシステムに供給されるだけでなく、有線または無線の通信回線を通じてコンピュータシステムに供給されてもよいし、さらにはコンピュータシステム内部の不揮発性記憶装置に予め記録されていてもよい。
Note that the hardware configuration of the game apparatus 10 as described above is merely an example, and the present invention can be applied to any computer system including a display device.
In addition, the game program of the present invention may be supplied not only to the computer system through an external storage medium such as a memory card but also to the computer system through a wired or wireless communication line. It may be recorded in advance in a nonvolatile storage device.
〔ゲーム装置10のデータ表示処理〕
 ここで、図7~図9を参照して、ペンIDにより、表示する情報に差をつけることができるデータ表示処理について説明する。
 このデータ表示処理においては、上述のペン30を一般ユーザであるプレイヤが、ペン31を管理者が用いて、それぞれのペンにより別々のデータを表示可能である。
 以下で、このデータとして、複数のゲーム装置10が設置されている遊戯施設において、どのゲーム装置10にて「当たり」の払い出しが多かったかを表示するための表示処理の1例を説明する。
 この際、ゲーム装置10では、プレイヤが遊戯を行うゲーム装置10を変更することで、「当たり」の確率が異なるとプレイヤが感じられるようなゲームを実行している。このようなゲームとしては、例えば、メダルゲーム、スロットマシン、パチンコマシン等がある。
[Data Display Processing of Game Device 10]
Here, with reference to FIG. 7 to FIG. 9, a data display process capable of making a difference in information to be displayed by the pen ID will be described.
In this data display process, a player who is a general user can use the pen 30 described above, and an administrator can use the pen 31 to display different data with each pen.
Hereinafter, as this data, an example of display processing for displaying which game device 10 has a lot of “winning” payouts in a play facility where a plurality of game devices 10 are installed will be described.
At this time, in the game apparatus 10, by changing the game apparatus 10 on which the player plays, a game that allows the player to feel that the probability of “winning” is different is executed. Examples of such a game include a medal game, a slot machine, and a pachinko machine.
(ステップS101)
 ゲーム装置10のCPU100は、まず、認証処理を行う。
 ここでは、まず、CPU100は、ゲーム装置10の秘密通信部260と、ペン30、31の秘密通信部360との間でセキュアな通信を行う。その上で、CPU100は、ペン30、31のペンID部350から、それぞれのペン30、31に対応した固有のペンIDを読み出す。
 その後、CPU100は、プレイヤや管理者にサイン(署名、合図、標識等)を描くように促す画像を、GPU160を用いて表示部270に表示する。CPU100は、この指示に従ってプレイヤや管理者が書いたサインをデジタイザ読み取り部275にて検知し、検知されたサインと、記憶部305に記憶されているサインに関連する情報との対比するサイン認証を行う。
 また、CPU100は、ペン30、31の認証部320にて認証を促すようなコマンドを送信する。そして、ペン30、31の制御部300は、プレイヤや管理者が認証部320で認証した結果の情報やコマンドを秘密通信部260から送信する。この認証した結果の情報は、ゲーム装置10のCPU100が秘密通信部260にて取得する。
 さらに、CPU100は、ゲーム装置10の認証部320にて生体認証を行うように促し、この結果を取得することもできる。
 なお、ペンIDの取得以外の認証については、ゲーム装置10のゲームプログラムや処理の内容において変化させることができる。また、いくつかの認証方法を組み合わせることも可能である。
 さらに、ペン30と、ペン31とにおいて、異なる認証の方法を要求することも可能である。たとえば、一般プレイヤが用いるペン30においてはペンIDを読み出すだけで、管理者が用いるペン31においては、上述のサイン認証を求めるといった処理が可能である。
(Step S101)
First, the CPU 100 of the game apparatus 10 performs an authentication process.
Here, first, the CPU 100 performs secure communication between the secret communication unit 260 of the game apparatus 10 and the secret communication unit 360 of the pens 30 and 31. After that, the CPU 100 reads out a unique pen ID corresponding to each of the pens 30 and 31 from the pen ID unit 350 of the pens 30 and 31.
After that, the CPU 100 displays an image that prompts the player or administrator to draw a signature (signature, signal, sign, etc.) on the display unit 270 using the GPU 160. In accordance with this instruction, the CPU 100 detects a signature written by the player or the administrator using the digitizer reading unit 275, and performs signature authentication for comparing the detected signature with information related to the signature stored in the storage unit 305. Do.
In addition, the CPU 100 transmits a command that prompts authentication by the authentication unit 320 of the pen 30 or 31. Then, the control unit 300 of the pens 30 and 31 transmits information and commands as a result of authentication by the authentication unit 320 by the player or administrator from the secret communication unit 260. The CPU 100 of the game apparatus 10 acquires information on the result of the authentication by the secret communication unit 260.
Further, the CPU 100 can prompt the user to perform biometric authentication in the authentication unit 320 of the game apparatus 10 and can acquire the result.
The authentication other than the acquisition of the pen ID can be changed in the game program of the game apparatus 10 and the content of the process. It is also possible to combine several authentication methods.
Furthermore, it is possible to request different authentication methods for the pen 30 and the pen 31. For example, with the pen 30 used by a general player, the above-described sign authentication can be obtained with the pen 31 used by the administrator only by reading the pen ID.
(ステップS102)
 ここで、CPU100は、認証が成功したか判定する。
 Yes、すなわち認証が成功した場合、CPU100は、処理を次のステップS103に進める。
 No、すなわち失敗した場合には、CPU100は、ゲーム装置10の表示部270や、ペン30、31のクレジット表示部370に上述のようなエラー表示を行い、遊戯施設の管理者に通報することができる。そして、プレイ処理を終了する。
(Step S102)
Here, the CPU 100 determines whether the authentication is successful.
If Yes, that is, if the authentication is successful, the CPU 100 advances the process to the next step S103.
No, that is, in the case of failure, the CPU 100 may display the error as described above on the display unit 270 of the game apparatus 10 or the credit display unit 370 of the pens 30 and 31, and notify the manager of the play facility. it can. Then, the play process ends.
(ステップS103)
 次に、CPU100は、読み取られたペンIDが、一般プレイヤ用のペンIDであるか判定する。すなわち、読み取られたペンIDが、一般プレイヤの用いるペン30のペンIDであるか、管理者の用いるペン31のペンIDであるかといった判定を行う。
 Yes、すなわち、一般プレイヤのペン30のペンIDであった場合、CPU100は、処理をステップS104に進める。
 No、すなわち、管理者用のペン31のペンIDであった場合、CPU100は、処理をステップS105に進める。
(Step S103)
Next, the CPU 100 determines whether or not the read pen ID is a pen ID for a general player. That is, it is determined whether the read pen ID is the pen ID of the pen 30 used by the general player or the pen ID of the pen 31 used by the administrator.
If Yes, that is, the pen ID of the pen 30 of the general player, the CPU 100 advances the process to step S104.
If the answer is No, that is, if the pen ID is the pen 31 for the administrator, the CPU 100 advances the process to step S105.
(ステップS104)
 ペンIDが一般プレイヤのペン30のペンIDであった場合、CPU100は、一般プレイヤ処理を行う。この一般プレイヤ処理を、図8を参照して説明する。
 まず、図8(a)のように、表示部270に表示された遊戯施設のマップ(見取図)で、一般プレイヤが、ペン30にて配置されたゲーム装置10の位置を指し示す。この際に、このゲーム装置10の状態を色分けして表示することもできる。
 この色分けとしては、他のプレイヤが使用しておらず、プレイ可能なゲーム装置10を、使用可能の台800として色分けできる。また、他のプレイヤがプレイで使用中のゲーム装置10を、使用中の台810として色分け可能である。さらに、メンテナンス作業中などで、一般のプレイヤが使用不可能なゲーム装置10を非稼働の台820のように色分けして、表示するように構成することができる。
(Step S104)
When the pen ID is the pen ID of the general player's pen 30, the CPU 100 performs general player processing. This general player process will be described with reference to FIG.
First, as shown in FIG. 8A, the general player points to the position of the game apparatus 10 arranged with the pen 30 on the map (plan view) of the play facilities displayed on the display unit 270. At this time, the state of the game apparatus 10 can be displayed in different colors.
As the color coding, the game device 10 that is not used by another player and can be played can be color-coded as a usable stand 800. Further, the game device 10 that is being used by another player in play can be color-coded as a stand 810 that is being used. Furthermore, the game apparatus 10 that cannot be used by a general player during maintenance work or the like can be configured to be color-coded and displayed as a non-operating table 820.
 ここでは、プレイヤが使用可能の台800を指し示した例について説明する。CPU100は、デジタイザ読み取り部275にて、ペン30、31による指示された表示部270上の位置座標情報を検知する。そして、検知された座標位置と表示部270に表示されている遊戯施設のマップ(見取り図)に予め設定されている位置座標情報との関係により、CPU100は、プレイヤが使用可能の台800に係るゲーム装置10を選択されたことを検知することができる。
 そして、図8(b)のように、CPU100は、選択されたゲーム装置10の「当たり」の払い出しについて、例えば、時系列的に表示する。すなわち、「当たり」に係る数値、例えば、メダルの払い出し枚数、スロットゲームにおける当たり率といった値をグラフにして表示することができる。
 一般プレイヤがペン30でそのグラフをタップしたことを検知すると、CPU100は、そのグラフの部分を拡大して表示したり、アドバイスや詳細なデータを表示したりすることができる。
 また、一般プレイヤがゲーム装置10のスイッチ240や、ペン30のクリック部340を操作したり、表示部270上の特定の「戻る」ボタン900をクリックしたことを検知して、CPU100は、図8(a)の画面を表示し直すことができる。これによりプレイヤは、「当たり」の払い出しについて知りたいゲーム別の装置10を選択することができる。
 所定の時間、ペン30がデジタイザ読み取り部275から離れていることを検知すると、CPU100は、ゲーム装置10を通常のゲームを行うように待機するデモ画面等を表示することもできる。
 以上により、ゲーム装置10における、一般プレイヤに係るデータ表示処理を終了する。
Here, an example in which the player points to a usable base 800 will be described. The CPU 100 detects position coordinate information on the display unit 270 instructed by the pens 30 and 31 by the digitizer reading unit 275. Then, based on the relationship between the detected coordinate position and the position coordinate information set in advance in the map (plan view) of the play facility displayed on the display unit 270, the CPU 100 plays a game related to the table 800 that can be used by the player. It can be detected that the device 10 has been selected.
Then, as illustrated in FIG. 8B, the CPU 100 displays the “winning” payout of the selected game apparatus 10 in, for example, a time series. That is, a numerical value related to “winning”, for example, a value such as the number of medals paid out and a winning rate in the slot game can be displayed as a graph.
When it is detected that the general player has tapped the graph with the pen 30, the CPU 100 can enlarge the portion of the graph and display advice or detailed data.
Further, the CPU 100 detects that the general player has operated the switch 240 of the game apparatus 10 or the click unit 340 of the pen 30 or clicked a specific “return” button 900 on the display unit 270, and the CPU 100 executes FIG. The screen (a) can be displayed again. Thus, the player can select the game-specific device 10 that he / she wants to know about the “winning” payout.
When detecting that the pen 30 is away from the digitizer reading unit 275 for a predetermined time, the CPU 100 can also display a demonstration screen or the like for waiting for the game apparatus 10 to play a normal game.
Thus, the data display process related to the general player in the game apparatus 10 is completed.
(ステップS105)
 また、ペンIDが遊戯施設の管理者のペン31のペンIDであった場合、CPU100は、管理者処理を行う。この管理者処理について、図9を参照して説明する。
 まず、ステップS104と同様に、管理者が図9(a)のペン31にて、表示部270に表示された遊戯施設のマップ(見取図)でゲーム装置10が配置されている位置を指し示す。これをCPU100は、デジタイザ読み取り部275にて検知し、管理者が情報を表示したいゲーム装置10を選択する。
 この上で、図9(b)のように、CPU100は、選択されたゲーム装置10の「当たり」の払い出しについての表示を行う。また、CPU100は、売り上げ、クレジット値の払い入れや払い出しの具体的な金額といった、一般プレイヤには見せられない情報を表示することもできる。さらに、CPU100は、選択されたゲーム装置10の払い出しの設定を表示し、ペン31にてこの設定を変更することが可能である。また、表示部270上の「戻る」ボタン900等により、CPU100は、図9(a)の画面を表示し直すことができる。
 以上により、ゲーム装置10における、管理者に係るデータ表示処理を終了する。
(Step S105)
In addition, when the pen ID is the pen ID of the pen 31 of the administrator of the play facility, the CPU 100 performs an administrator process. This administrator process will be described with reference to FIG.
First, as in step S104, the manager uses the pen 31 shown in FIG. 9A to indicate the position where the game apparatus 10 is placed on the map (plan) of the play facilities displayed on the display unit 270. The CPU 100 detects this at the digitizer reading unit 275, and the administrator selects the game apparatus 10 for which information is to be displayed.
Then, as shown in FIG. 9B, the CPU 100 displays a “winning” payout of the selected game apparatus 10. Further, the CPU 100 can also display information that is not shown to general players, such as sales, payment of credit values, and specific amounts of payment. Further, the CPU 100 can display a payout setting of the selected game apparatus 10 and can change the setting with the pen 31. Further, the CPU 100 can redisplay the screen of FIG. 9A by using the “return” button 900 on the display unit 270 or the like.
Thus, the data display process related to the administrator in the game apparatus 10 is completed.
 このように、ペンIDが異なるペンにより処理が異なる、すなわちペンIDに使用権限を付加して他の処理を行うように構成することで、ログイン等の処理が必要なくなるという効果が得られる。また、ペン30、31は、可搬性で持ち運びがしやすいため、いつでも手元にとっておけるため、紛失しにくいという効果も得られる。
 また、ペンIDと、サイン認証のような認証方法、生体認証を組み合わせることで、ペン30、31を紛失した場合でも、他人により用いられるといった事態を防ぐことが可能になる。
 さらに、ペンIDは、専用のチャージ装置60にてペン30、31に書き込まれ、この書き込まれた情報は、ゲーム装置10やサーバで共有することができるため、不正なペンIDのペン30、31が用いられた場合にはすぐに検知できる。よって、ペンIDの偽造がしにくくなり、セキュリティが高まるという効果が得られる。
 さらにセキュリティを高めるため、管理者が管理者処理を行っている最中、ペン31の認証部320を用いて常に脈拍等の生体認証を求める構成も可能である。また、所定時間経過時や設定の変更時など、処理の最中に、時々サイン認証を求めることで、他人にペン30、31を使われることを防ぐことも可能になる。
As described above, the processing is different depending on the pens having different pen IDs, that is, by adding the use authority to the pen ID and performing other processing, an effect that the processing such as login is not required is obtained. Moreover, since the pens 30 and 31 are portable and easy to carry, the pens 30 and 31 can be kept at hand at any time.
Further, by combining the pen ID, an authentication method such as signature authentication, and biometric authentication, it is possible to prevent a situation where the pen 30 or 31 is used by another person even if the pens 30 and 31 are lost.
Furthermore, since the pen ID is written in the pens 30 and 31 by the dedicated charging device 60 and the written information can be shared by the game apparatus 10 and the server, the pens 30 and 31 having an invalid pen ID are used. If is used, it can be detected immediately. Therefore, it is difficult to forge the pen ID, and the effect of increasing security can be obtained.
In order to further increase security, a configuration in which biometric authentication such as a pulse is always required using the authentication unit 320 of the pen 31 while the administrator is performing administrator processing is also possible. It is also possible to prevent others from using the pens 30 and 31 by requesting signature authentication from time to time during processing, such as when a predetermined time has elapsed or when a setting is changed.
〔ゲーム装置10のプレイ処理〕
 ここで、図10~図14を参照して、ゲーム装置10のユーザであるプレイヤPと、ゲームのマスターである管理者とが、ゲーム装置10を用いてカジノゲームをプレイする際の処理の流れについて具体的に説明する。
 このプレイ処理においては、主にゲーム装置10のCPU100と、記憶部110に記憶されたプログラム111やデータ112のようなハードウェア資源を用いて、具体的な処理を実行する。また、ペン30、31の制御部300のような制御手段も、記憶部305に記憶されたプログラムのようなハードウェア資源を用いて、具体的な処理を実行する。
 プレイ処理を実行するにあたり、プレイヤP又は管理者は、まず、経済的価値媒体または経済的価値情報(例えば、紙幣やコイン、プリペイドカードの金額情報等)を用いてチャージ装置60のチャージ部610により決済(入金)を行う。この際に、ID作成部650がペンIDも作成する。そして、ペン30、31の秘密通信部360と、チャージ装置60の秘密通信部660との間で、秘密通信が実行される。この秘密通信において、チャージ装置60は、作成したペンIDとチャージ量とを含む情報を、ペン30、31に転送する。
 また、チャージ装置60においては、必要に応じて、認証部620により生体認証やサイン認証を行う。この認証に係るデータについても、チャージ装置60は、ペン30、31に転送する。なお、ID作成部650は、認証に係るデータを基にペンIDを生成する構成としてもよい。
 この状態で、ゲーム装置10に対して、プレイヤPはペン30を用いて、管理者はペン31を用いて、それぞれゲームのプレイを開始する。
 以下、図10のフローチャートを参照して、プレイ処理の各処理について詳しく説明する。
[Play processing of game device 10]
Here, with reference to FIG. 10 to FIG. 14, a flow of processing when a player P who is a user of the game apparatus 10 and an administrator who is a game master play a casino game using the game apparatus 10. Will be described in detail.
In this play process, a specific process is executed mainly using the CPU 100 of the game apparatus 10 and hardware resources such as the program 111 and the data 112 stored in the storage unit 110. In addition, a control unit such as the control unit 300 of the pens 30 and 31 also executes a specific process using a hardware resource such as a program stored in the storage unit 305.
In executing the play process, the player P or the administrator first uses the economic value medium or the economic value information (for example, bills, coins, prepaid card amount information, etc.) by the charging unit 610 of the charging device 60. Settlement (payment). At this time, the ID creation unit 650 also creates a pen ID. Then, secret communication is executed between the secret communication unit 360 of the pens 30 and 31 and the secret communication unit 660 of the charging device 60. In this secret communication, the charging device 60 transfers information including the created pen ID and charge amount to the pens 30 and 31.
In the charging device 60, the authentication unit 620 performs biometric authentication and signature authentication as necessary. The charging device 60 also transfers the data relating to the authentication to the pens 30 and 31. The ID creation unit 650 may be configured to generate a pen ID based on data related to authentication.
In this state, the player P uses the pen 30 and the manager uses the pen 31 to start playing the game with respect to the game apparatus 10.
Hereinafter, each process of the play process will be described in detail with reference to the flowchart of FIG.
(ステップS111)
 まず、CPU100は、プレイ開始処理を行う。
 本実施の形態においては、最初にCPU100は、ブートROM130より起動し、記憶部110のプログラム111を読み出して、主にテーブルで行うカジノゲームのプログラムを実行する。このカジノゲームのプログラムは、ゲーム装置10毎に、管理者の設定により、様々なゲームを選択して実行するように構成することが可能である。たとえば、ブラックジャック、ポーカー、バカラいったカードゲーム、チップとしてクレジット値をベットするルーレット等のゲーム、サイコロを用いたダイスゲーム等のパブリック・ゲーム、馬や自転車やボート等のキャラクタが競争するランダムゲーム等を選択可能である。
 このカジノゲームのプログラムが起動すると、CPU100は、各部の初期化(イニシャライズ)とチェックを行い、ゲームのスタートを促すデモンストレーション画面を表示部270に表示して、プレイする者の興味を惹くようにすることができる。この際には、CPU100は、音声を出力しないことで、ゲーム装置10がプレイされていないことをプレイヤに分からせることもできる。
 同時に、ゲーム装置10のCPU100は通信I/F200を介して、チャージ装置60の通信I/F690間との間でコネクションを確立する。そして、CPU100は、セキュアな通信を用いて、遊戯施設内で決済(入金)が行われたペン30、ペン31のペンIDとチャージ量とを取得する。なお、他のサーバ等からこのペンIDとチャージ量とを一元的に取得するように構成することもできる。
(Step S111)
First, the CPU 100 performs a play start process.
In the present embodiment, first, the CPU 100 is activated from the boot ROM 130, reads the program 111 in the storage unit 110, and executes a casino game program mainly performed at a table. The casino game program can be configured to select and execute various games for each game device 10 according to the settings of the administrator. For example, blackjack, poker, baccarat card games, roulette games such as betting credits as chips, public games such as dice games using dice, random games where characters such as horses, bicycles and boats compete Etc. can be selected.
When the casino game program is activated, the CPU 100 initializes and checks each unit, and displays a demonstration screen for prompting the start of the game on the display unit 270 to attract the interest of the player. be able to. At this time, the CPU 100 can make the player know that the game apparatus 10 is not played by not outputting the sound.
At the same time, the CPU 100 of the game apparatus 10 establishes a connection with the communication I / F 690 of the charging apparatus 60 via the communication I / F 200. Then, the CPU 100 acquires the pen ID and the charge amount of the pen 30 and the pen 31 that have been settled (paid) in the amusement facility using secure communication. Note that the pen ID and the charge amount can be obtained in a unified manner from another server or the like.
(ステップS112)
 次に、CPU100は、認証・チャージ確認処理を行う。
 具体的には、ペン30、31について、上述のステップS101と同様に、秘密通信部260を用いて、ペン30、31の秘密通信部360と通信を行い、ペンIDを取得する。
 そして、CPU100は、取得したペンIDを確認し、必要に応じて生体認証やサイン認証を行う。
(Step S112)
Next, the CPU 100 performs an authentication / charge confirmation process.
Specifically, the pens 30 and 31 communicate with the secret communication unit 360 of the pens 30 and 31 using the secret communication unit 260 in the same manner as in step S101 described above, and acquire the pen ID.
Then, the CPU 100 confirms the acquired pen ID, and performs biometric authentication and signature authentication as necessary.
 この上で、CPU100は、ペン30、31からチャージ量を取得する。そして、CPU100は取得したチャージ量から入金されたクレジット値を確認し、それぞれのペンIDの種類に従った「必要なクレジット値」がチャージされているかについて検証する。
 一般プレイヤのプレイヤPが用いるペン30の場合、「必要なクレジット値」として、そのゲーム装置10で実行されているゲームの種類毎に、後述するベットする(賭ける)ことができる1単位分のクレジットの値とすることができる。すなわち、「必要なクレジット値」とは、例えば1ドル、10ウォン、1クレジットといった、ベットする際の「額面金額の最低値」を用いることができる。
 CPU100は、この額面金額の最低値をペン30に送信する。そして、ペン30の制御部300は、この額面金額の最低値を記憶部305に記憶する。
Then, the CPU 100 acquires the charge amount from the pens 30 and 31. Then, the CPU 100 confirms the credit value received from the acquired charge amount, and verifies whether the “necessary credit value” according to the type of each pen ID is charged.
In the case of the pen 30 used by the player P of the general player, as a “necessary credit value”, a credit for one unit that can be bet (bet), which will be described later, for each type of game being executed on the game apparatus 10. Value. That is, as the “necessary credit value”, for example, “minimum value of face value” at the time of betting such as 1 dollar, 10 won, 1 credit can be used.
The CPU 100 transmits the minimum value of the face value to the pen 30. Then, the control unit 300 of the pen 30 stores the minimum value of the face amount in the storage unit 305.
 ペン31の場合には、ゲームマスター(ディーラー)として必要なクレジットの値を「必要なクレジット値」とすることができる。また、この必要値を「0」として、無制限にベットできるように構成することもできる。この場合でも、ゲームマスターによる不正を防ぐため、後述するように、所定値以上のクレジットの値がゲームに使用された場合に警告を発するように構成することが可能である。
 この「必要なクレジット値」の検証が終了すると、CPU100は、処理をステップS120に進める。
In the case of the pen 31, a credit value required as a game master (dealer) can be set as a “necessary credit value”. Further, the necessary value can be set to “0” so that an unlimited bet can be made. Even in this case, in order to prevent fraud by the game master, as will be described later, it is possible to configure so that a warning is issued when a credit value equal to or greater than a predetermined value is used in the game.
When the verification of the “necessary credit value” is completed, the CPU 100 advances the process to step S120.
(ステップS120)
 ここで、CPU100は、認証・チャージ量が適切であるか判定する。
 Yes、すなわち、認証が適切で額面金額の最低値が適切である場合、CPU100は、処理をステップS113に進める。
 No、すなわち、認証が適切でない場合は、CPU100は、プレイ処理を終了する。この際、CPU100は、ペン30、31等のチャージ量に記憶されているクレジット値が、「額面金額の最低値」に満たない場合には、チャージ装置60を用いて決済(入金)を行うよう、ペン30、31に通知する。また、認証やペンIDの確認、チャージ量の確認に失敗したり、不正なデータであった場合には、CPU100は、サーバに「ペン故障/不正」のデータを送信する。また、CPU100は、オーディオプロセッサ180から出音装置280へサイレン等を鳴らすように指示し、遊戯施設の店員(スタッフ)を呼ぶように促すことができる。
(Step S120)
Here, the CPU 100 determines whether the authentication / charge amount is appropriate.
Yes, that is, if the authentication is appropriate and the minimum value of the face amount is appropriate, the CPU 100 advances the process to step S113.
No, that is, if the authentication is not appropriate, the CPU 100 ends the play process. At this time, if the credit value stored in the charge amount of the pens 30, 31, etc. is less than the “minimum value of face value”, the CPU 100 performs settlement (payment) using the charging device 60. , Notify the pens 30 and 31. If the authentication, the pen ID confirmation, the charge amount confirmation fails, or the data is invalid, the CPU 100 transmits “pen failure / illegal” data to the server. In addition, the CPU 100 can instruct the sound output device 280 from the audio processor 180 to sound a siren or the like, and can prompt a call to a clerk (staff) of the amusement facility.
(ステップS113)
 次に、CPU100は、読み取られたペンIDが、一般プレイヤのペンIDであるか否かを判定する。プレイヤPのペンIDの場合も、一般プレイヤのペンIDと判定する。ペンIDが特別な管理者用のものであった場合には、管理者のペンIDであると判定する。
 Yes、すなわち、プレイヤPのペン30のペンIDであった場合、CPU100は、処理をステップS114に進める。
 No、すなわち、管理者用のペン31のペンIDであった場合、CPU100は、処理をステップS115に進める。
(Step S113)
Next, the CPU 100 determines whether or not the read pen ID is a pen ID of a general player. The pen ID of the player P is also determined as the pen ID of the general player. If the pen ID is for a special administrator, the pen ID of the administrator is determined.
If Yes, that is, the pen ID of the pen 30 of the player P, the CPU 100 advances the process to step S114.
If the answer is No, that is, if the pen ID is the pen 31 for the manager, the CPU 100 advances the process to step S115.
(ステップS114)
 プレイヤPのペン30のペンIDを検知した場合、CPU100は、一般プレイヤゲーム処理を行う。
 この一般プレイヤゲーム処理においては、一般プレイヤ用に設定された処理を行う。具体的には、ペン30を用いて、プレイヤPによる各ターンのベットの処理等を行って、ゲームを進行させる。
 以下で、図11のフローチャートを参照して、この一般プレイヤゲーム処理についてより詳しく説明する。
(Step S114)
When the pen ID of the pen 30 of the player P is detected, the CPU 100 performs a general player game process.
In the general player game process, a process set for the general player is performed. Specifically, using the pen 30, the player P performs betting processing for each turn, and the game is advanced.
Hereinafter, the general player game process will be described in more detail with reference to the flowchart of FIG.
(ステップS201)
 まず、CPU100は、一般生体/サイン認証処理を行う。
 ここでは、ペン30の認証部220又はゲーム装置10の認証部320を用いて、生体認証やサイン認証を行う。これにより、他人がペン30を使う等の不正を防ぐことが可能になり、金銭換算されたクレジットの値をベットするカジノゲームにおいて高度なセキュリティを実現できる。
 この生体認証やサイン認証を行う際に、CPU100は、ゲームの説明を表示部270に表示することもできる。
 さらに、ベットする際の注意点やクレジットの値の増減に関する同意文を表示して、図示しないクレジットカード読み取り部に挿入したプレイヤPのクレジットカードを差し込ませ、サインにて決済させることもできる。
 これらの処理が完了すると、CPU100は処理をステップS202に進める。
(Step S201)
First, the CPU 100 performs a general biometric / signature authentication process.
Here, biometric authentication and signature authentication are performed using the authentication unit 220 of the pen 30 or the authentication unit 320 of the game apparatus 10. As a result, it is possible to prevent fraud such as the use of the pen 30 by another person, and high security can be realized in a casino game in which a value of a credit converted into money is bet.
When performing this biometric authentication or signature authentication, the CPU 100 can also display a description of the game on the display unit 270.
Further, it is also possible to display a consent sentence regarding points to bet on and bet on credits, insert a credit card of the player P inserted into a credit card reading unit (not shown), and make a settlement with a signature.
When these processes are completed, the CPU 100 advances the process to step S202.
(ステップS202)
 ここで、ペン30の制御部300は、プレイヤPの指示を検知して、ベット額面金額変更処理を行う。
 このベット額面金額とは、プレイヤPがベットするクレジットの値をいう。本実施例においては、ペン30にてベットするクレジットの値を、このベット額面金額とすることができる。このベット額面金額は、ペン30の記憶部305に記憶している。
(Step S202)
Here, the control unit 300 of the pen 30 detects an instruction from the player P and performs a bet face amount change process.
This bet face value is the value of the credit that the player P bets. In the present embodiment, the value of credit betted with the pen 30 can be set as the bet face amount. This bet face amount is stored in the storage unit 305 of the pen 30.
 ベット額面金額は、プレイヤPがペン30のクリック部340のクリックをすることにより、簡単に変更可能である。
 具体的には、ペン30の制御部300は、プレイヤPがクリック部340をクリックしたことを検知して、ベットするクレジットの値(ベット額面金額)を変更することができる。
 たとえば、制御部300は、プレイヤPが1クリックした場合、5C(クレジット)のような所定の単位にて変化させることができる。また、2回、3回とクリックすることにより、25C、50Cといった倍数になるように変化させることもできる。
 このクレジットの値は、制御部300がクレジットに対応する金額に変換して、クレジット表示部370に表示することができる。これにより、プレイヤPは、どれくらいのクレジットの値(ベット額面金額)をベットするのか、簡単に把握することができる。
 このように構成することで、プレイヤPは、ゲーム装置10の表示部270の画面の指示に従ってスイッチ240等でいちいちベット額面金額を変更する必要がなくなる。このため、ベットに係る速度を増加させることができる。
The bet face amount can be easily changed by the player P clicking the click part 340 of the pen 30.
Specifically, the control unit 300 of the pen 30 can detect that the player P has clicked the click unit 340 and can change the value of the bet credit (the bet face amount).
For example, when the player P clicks once, the control unit 300 can change in a predetermined unit such as 5C (credit). It can also be changed to multiples such as 25C and 50C by clicking twice and three times.
The credit value can be converted into an amount corresponding to the credit by the control unit 300 and displayed on the credit display unit 370. Thereby, the player P can easily grasp how much credit value (bet face amount) is bet.
With this configuration, the player P does not have to change the bet face amount with the switch 240 or the like in accordance with the instructions on the screen of the display unit 270 of the game apparatus 10. For this reason, the speed concerning a bet can be increased.
(ステップS203)
 次に、具体的なカジノゲームの各ターンのベットが始まったとき、ゲーム装置10のCPU100は、ペン指示検知処理を行う。
 図13を参照して具体的に説明すると、プレイヤPは、表示部270に表示されたカジノゲームのマス目等の特定の箇所をペン30で指し示して、その位置をペン30にてクリックする。
 このCPU100は、デジタイザ読み取り部275を用いて、ペン30で指し示された表示部270上のX座標、Y座標を取得する。他にも、Z座標や、加速度センサ335の値等を取得することもできる。
 この際に、CPU100は上述のセキュアな通信により、ペン30からペンIDとクレジットの値(ベット額面金額)を取得する。また、ペン30の制御部300は、記憶部305に記憶されたチャージ量からベットされたクレジットの値分(ベット額面金額分)を減じる。
 その後、CPU100は、処理をステップS204に進める。
(Step S203)
Next, when a bet for each turn of a specific casino game starts, the CPU 100 of the game apparatus 10 performs a pen instruction detection process.
Specifically, with reference to FIG. 13, the player P points to a specific portion such as a square of the casino game displayed on the display unit 270 with the pen 30 and clicks the position with the pen 30.
The CPU 100 uses the digitizer reading unit 275 to acquire the X coordinate and the Y coordinate on the display unit 270 pointed to by the pen 30. In addition, the Z coordinate, the value of the acceleration sensor 335, and the like can be acquired.
At this time, the CPU 100 acquires the pen ID and the credit value (bet face value) from the pen 30 by the secure communication described above. Further, the control unit 300 of the pen 30 subtracts the credit value bet (the amount of the bet face amount) from the charge amount stored in the storage unit 305.
Thereafter, the CPU 100 advances the processing to step S204.
(ステップS204)
 次に、CPU100は、ペン30がゲーム装置10から所定の距離以上離れているかを検知する。この検知は、ベットが始まった際に、ペン30により何らかの不正を行われるのを防ぐために行う。この検知は、ペン30のループコイル出力部310が所定の間隔でループコイル部37に電流を流し、デジタイザ読み取り部275で検知できるかにより検知することが可能である。また、秘密通信部260と秘密通信部360との間の電波の強さ、通信ができるかを測定することで検知することもできる。
 Yes、すなわちペン30が所定の距離より離れている場合は、CPU100は、処理をステップS205に進める。
 No、すなわちペン30がゲーム装置10の所定の距離以内にある場合には、CPU100は、処理をステップS206に進める。
(Step S204)
Next, the CPU 100 detects whether the pen 30 is separated from the game apparatus 10 by a predetermined distance or more. This detection is performed in order to prevent any fraud from being performed by the pen 30 when a bet is started. This detection can be detected based on whether the loop coil output unit 310 of the pen 30 allows a current to flow through the loop coil unit 37 at a predetermined interval and can be detected by the digitizer reading unit 275. It can also be detected by measuring the strength of radio waves between the secret communication unit 260 and the secret communication unit 360 and whether communication is possible.
If Yes, that is, if the pen 30 is more than the predetermined distance, the CPU 100 advances the process to step S205.
No, that is, if the pen 30 is within the predetermined distance of the game apparatus 10, the CPU 100 advances the process to step S206.
(ステップS205)
 ペン30がゲーム装置10の所定の距離よりも離れている場合、CPU100は警告処理を行う。
 この警告処理としては、CPU100は、表示部270に「ベット中は、ペンを表示画面から離さないでください」「(ペンを)離した場合には、このターンのベットが無効になります」といった警告表示を行う。
 また、CPU100は、ペン30にコマンドを送信する。このコマンドを受信した制御部300は、クレジット表示部に「ペンを近づけて下さい」といった表示を行い、音声入出力部380からブザー音等の警告音を出力する。
 この警告処理を行っても、ペン30が所定の距離以上離れている場合、CPU100は、「あなたのベットは無効となりました」等の表示を表示部270に行い、ベット額面金額をペン30の制御部300に戻すようなコマンドを送信する。ペン30の制御部300は、この信号を受信すると、記憶部305のクレジット値をベット直前のクレジットの値に戻す。
 また、警告処理により、プレイヤPがペン30を近づけたことを検知した場合、CPU100は処理をステップS206に進める。
 なお、ゲーム装置10は、複数のプレイヤがいて別々のペンIDをもつペン30を操作している場合、複数スレッドやタスク等により、同時にステップS201~ステップS205の処理を行う。
(Step S205)
When the pen 30 is away from the predetermined distance of the game apparatus 10, the CPU 100 performs a warning process.
As this warning process, the CPU 100 displays on the display unit 270 such as “Do not release the pen from the display screen while betting” or “If you release the (pen), the bet for this turn will be invalid”. A warning is displayed.
Further, the CPU 100 transmits a command to the pen 30. Upon receiving this command, the control unit 300 displays a message such as “Please bring the pen close” on the credit display unit, and outputs a warning sound such as a buzzer sound from the voice input / output unit 380.
Even if this warning process is performed, if the pen 30 is more than the predetermined distance, the CPU 100 displays a message such as “Your bet is invalid” on the display unit 270, and the bet face value is displayed on the pen 30. A command for returning to the control unit 300 is transmitted. Upon receiving this signal, the control unit 300 of the pen 30 returns the credit value in the storage unit 305 to the credit value immediately before the bet.
If the warning process detects that the player P has moved the pen 30 closer, the CPU 100 advances the process to step S206.
Note that when there are a plurality of players and the pen 30 having different pen IDs is operated, the game apparatus 10 performs the processing of steps S201 to S205 simultaneously by a plurality of threads, tasks, and the like.
(ステップS206)
 ペン30がゲーム装置10の所定の距離以内にある場合、CPU100は、一般プレイヤ用ベット処理を行う。
 この処理において、プレイヤPを始めとする各プレイヤは、例えば、カードを揃えたり、ベットの金額を増減させる等の処理を、ペン30とスイッチ240等を用いて行う。この際に、後述する投網ゲーム等の場合には、そのゲームの特定の処理を行う。
 これに対して、ペン31をもつゲームマスターである管理者は、後述する管理者処理により、カードを配ったり、クレジットの倍率を変更したりといった処理を同時に行う。
 CPU100は、所定の時間が経過したり、カードを配る枚数やベットの回数が所定値を超える等の所定の条件を満たした場合、この一般プレイヤ用ベット処理を終了する。
 その後、CPU100は図10のステップS116に処理を進める。
 以上により、一般プレイヤゲーム処理を終了する。
(Step S206)
When the pen 30 is within a predetermined distance of the game apparatus 10, the CPU 100 performs a general player betting process.
In this process, each player including the player P performs processes such as aligning cards and increasing / decreasing the bet amount using the pen 30 and the switch 240, for example. At this time, in the case of a throwing net game, which will be described later, specific processing of the game is performed.
On the other hand, an administrator who is a game master having the pen 31 performs processing such as handing out a card or changing the credit magnification by an administrator process described later.
The CPU 100 ends the general player betting process when a predetermined time elapses or a predetermined condition such as the number of cards to be dealt or the number of bets exceeds a predetermined value is satisfied.
Thereafter, the CPU 100 advances the processing to step S116 in FIG.
Thus, the general player game process ends.
(ステップS115)
 図10を再び参照して説明すると、管理者のペン31のペンIDを検知した場合、CPU100は、管理者ゲーム操作処理を行う。
 本実施の形態においては、この管理者ゲーム操作処理として、各ターンのベットの処理に係るゲームマスターの処理を実行する。具体的には、管理者がペン31を用いて、ゲーム空間においてカードをプレイヤに配ったり、サイコロを投入したり、次のターンに進めるようなベットの進行をしたり、後述する投網ゲームでは「餌」を投入したりする。
 以下で、図12のフローチャートを参照して、この管理者ゲーム操作処理についてより詳しく説明する。
(Step S115)
Referring back to FIG. 10, when the pen ID of the administrator's pen 31 is detected, the CPU 100 performs an administrator game operation process.
In the present embodiment, as the manager game operation process, a game master process related to a bet process for each turn is executed. Specifically, the manager uses the pen 31 to distribute cards to the player in the game space, throw a dice, or advance a bet to advance to the next turn. Or feed.
Hereinafter, the manager game operation process will be described in more detail with reference to the flowchart of FIG.
(ステップS221)
 ここでは、まず、CPU100は、管理者生体/サイン認証処理を行う。
 具体的には、CPU100は、一般生体/サイン認証処理と同様に、生体認証やサイン認証を行う。このように構成することで、管理者でない他人(第三者)がペン31を用いるのを防ぐことができる。これにより、ゲームマスターの地位を用いた不正を防ぐことが可能である。
(Step S221)
Here, first, the CPU 100 performs administrator biometric / signature authentication processing.
Specifically, the CPU 100 performs biometric authentication and signature authentication as in the general biometric / signature authentication process. By configuring in this way, it is possible to prevent another person (third party) who is not an administrator from using the pen 31. Thereby, fraud using the position of the game master can be prevented.
(ステップS222)
 次に、CPU100は、ペン指示検知処理を行う。
 この管理者ゲーム操作処理においては、管理者がスイッチ240とペン31を用いて、主にゲームの進行に係る指示をしたことを検知する。
 この指示においては、CPU100は、デジタイザ読み取り部275を用いて、ペンのXY座標(指示座標情報)や軌跡(指示座標情報の連続した値)を取得する。同時に、CPU100は秘密通信部260を用いて、ペン31の秘密通信部360と通信を行い、ペン31のペンIDを取得する。
 また、CPU100は、サイン入力を検知することもできる。加えて、スイッチ240やクリック部340を検知して、コマンドを入力することもできる。
(Step S222)
Next, the CPU 100 performs a pen instruction detection process.
In this manager game operation process, it is detected that the manager has given an instruction mainly relating to the progress of the game using the switch 240 and the pen 31.
In this instruction, the CPU 100 uses the digitizer reading unit 275 to acquire the XY coordinates (instruction coordinate information) and the locus (continuous values of the instruction coordinate information) of the pen. At the same time, the CPU 100 communicates with the secret communication unit 360 of the pen 31 using the secret communication unit 260 and acquires the pen ID of the pen 31.
The CPU 100 can also detect a signature input. In addition, a command can be input by detecting the switch 240 or the click unit 340.
(ステップS223)
 次に、CPU100は、管理者用ベット処理を行う。
 具体的には、CPU100は、上述のゲームの進行に係る指示を基に、カードの山から、各プレイヤへカードを飛ばしてカードを配る座標を検知したり、サイコロを投入したり、ルーレットを回したり、ビンゴ等の数値を選択したり、掛けるクレジットの倍率を変更したりといった処理を行う。また、CPU100は、投網ゲームで「餌」を投入する場合の指示も行うことができる。
 この処理においては、CPU100は、各プレイヤと同時に、同一のゲームを進行させる。これにより、これまでの遊戯施設のビデオゲームの管理者とは異なり、管理者とプレイヤとが一体となってゲームを行うことができ、臨場感を著しく高めることができる。
 その後、CPU100は図10のステップS116に処理を進める。
 以上により、管理者ゲーム操作処理を終了する。
(Step S223)
Next, the CPU 100 performs an administrator betting process.
Specifically, the CPU 100 detects the coordinates at which the player distributes the card by throwing the card to each player from the pile of cards based on the instruction relating to the progress of the game, throws a dice, or turns the roulette. Or selecting a numerical value such as bingo, or changing the magnification of the credit to be multiplied. Further, the CPU 100 can also give an instruction when throwing “bait” in a throwing net game.
In this process, the CPU 100 advances the same game simultaneously with each player. Thereby, unlike the manager of the video game of the conventional play facility, the manager and the player can play the game together, and the presence can be remarkably enhanced.
Thereafter, the CPU 100 advances the processing to step S116 in FIG.
The manager game operation process is thus completed.
(ステップS116)
 次に、CPU100は、ターン結果処理を行う。
 このターン結果処理においては、CPU100は、各プレイヤとゲームマスターの各ターン処理のベットを基に、具体的な1回のベットの単位(ターン)に係る処理を行う。
 具体的には、管理者の指示に従ってルーレットを回したり、サイコロを投入したり、カードを配る等の具体的なカジノゲームにおける特定の処理を行う。
 そして、CPU100は、このターン結果処理において、ベットの結果を基に、ゲームマスターと、各プレイヤに分配されるクレジットの値をそれぞれ計算する。この分配されるクレジットの値は、プラスの値だけでなく、ゲームによってはマイナスの値とすることもできる。
(Step S116)
Next, the CPU 100 performs turn result processing.
In this turn result process, the CPU 100 performs a process related to a specific unit (turn) of one bet based on the bet of each turn process of each player and the game master.
Specifically, specific processing in a specific casino game such as turning a roulette, throwing a dice, or giving out a card is performed according to an instruction from the administrator.
Then, in this turn result process, the CPU 100 calculates a credit value distributed to the game master and each player based on the bet result. The value of the distributed credit is not limited to a positive value, but may be a negative value depending on the game.
 また、このターン結果処理においては、通信I/F200の通信を遮断するようにして、不正な処理を行わないようにすることができる。逆に、サーバや他のゲーム装置10やチャージ装置60との間で通信を行って、不正を監視したり、チャージ量やベットしたクレジットの値等を同期したりすることもできる。
 ターン結果処理が終わると、CPU100は、処理をステップS117に進める。
Further, in this turn result processing, communication of the communication I / F 200 can be blocked to prevent unauthorized processing. Conversely, it is possible to communicate with the server, other game devices 10 and the charging device 60 to monitor fraud, and to synchronize the charge amount, the bet credit value, and the like.
When the turn result process ends, the CPU 100 advances the process to step S117.
(ステップS117)
 ここで、CPU100は、チャージ増減処理を行う。
 具体的には、各プレイヤがベットしたクレジットの値(ベット額面金額)から、分配されるクレジットの値を、秘密通信部260を用いて、それぞれのペン30、31の秘密通信部360に送信する。
 ペン30、31の制御部300は、このクレジットの値を、記憶部305に記憶されているチャージ量から増減する。
 また、この増減の処理と合わせて、制御部300は、各種のゲームの効果に係る処理を行うことができる。この効果に係る処理としては、クレジットの増加具合に合わせて、フォースフィードバック部390を振動させたり、クレジット表示部370に「Congratulations!(勝ち)」「Boo! You Lose..(負け)」といったメッセージを表示したり、音声入出力部380からファンファーレ等の効果音や悲しい曲を演奏して出力したりすることができる。
(Step S117)
Here, the CPU 100 performs charge increase / decrease processing.
Specifically, the credit value distributed from the credit value (bet face value) betted by each player is transmitted to the secret communication unit 360 of each pen 30, 31 using the secret communication unit 260. .
The control unit 300 of the pens 30 and 31 increases or decreases the credit value from the charge amount stored in the storage unit 305.
In addition to the increase / decrease process, the control unit 300 can perform processes related to various game effects. As processing related to this effect, the force feedback unit 390 is vibrated in accordance with the increase in credits, or a message such as “Congratulations! (Winning)” or “Booo! Can be displayed, and sound effects such as fanfare and sad songs can be played and output from the voice input / output unit 380.
(ステップS118)
 次に、CPU100は、各プレイヤがゲームオーバーであるか判定する。
 ここでは、例えば、それぞれのペン30のチャージ量のクレジットの値が上述のベット額面金額以下になっている場合に、ゲームオーバー、すなわちYesと判定する。すなわち、そのペン30のチャージ量に係るクレジットの値がゲーム実行に係るクレジットの値(ベット額面金額)以下の場合、また所定時間が経過した場合等の、ゲームに設定された条件に達した場合にはYesと判定する。さらに、チャージ量のクレジットの値が所定の値以上になった場合には「打ち止め」としてYesと判定することもできる。これに加えて、1つのターンが終了して、ペン30が所定の距離以上離されたことを検知した場合には、CPU100は、当該プレイヤが次のターンのベットには参加しないとして、Yesと判定することもできる。
 また、ゲームマスターが休憩をとりたい場合や、ペン31に係るチャージ量のクレジットの値が所定値よりも少なくなった場合には、「店じまい(もしくは休憩)」としてYesと判定することもできる。
 Yesの場合は、CPU100は処理をステップS119に進める。
 Noの場合は、CPU100は処理をステップS112に戻す。
(Step S118)
Next, the CPU 100 determines whether each player is over the game.
Here, for example, when the value of the charge amount credit of each pen 30 is equal to or less than the above-mentioned bet face amount, it is determined that the game is over, that is, Yes. In other words, when the credit value related to the charge amount of the pen 30 is equal to or less than the credit value (bet face amount) related to the game execution, or when the condition set in the game is reached, such as when a predetermined time has elapsed Is determined as Yes. Furthermore, when the charge amount credit value is equal to or greater than a predetermined value, it is possible to determine “Yes” as “stop”. In addition to this, when it is detected that one turn has been completed and the pen 30 has been separated by a predetermined distance or more, the CPU 100 determines that the player does not participate in the bet for the next turn, It can also be determined.
Further, when the game master wants to take a break, or when the value of the charge amount credit related to the pen 31 becomes smaller than a predetermined value, it can be determined as “store dying (or break)”.
In the case of Yes, the CPU 100 advances the process to step S119.
In No, CPU100 returns a process to step S112.
(ステップS119)
 ペン30、31についてゲームオーバーの判定をされた場合、CPU100はゲームオーバー処理を行う。
 このゲームオーバー処理としては、ペン30の場合は、フォースフィードバック部390を振動させたり、クレジット表示部370に「Game Over」「チャージしてください」といった表示を行う。また、ペン30のクレジット表示部370のLEDを消灯することで、ゲームが終了したことを知らせることもできる。
 また、ペン31のゲームマスターのチャージ量に係るクレジットの値が少なくなった場合には、所定のコマンドにて、ゲームマスターはチャージ量に係るクレジットの値を増やすことができる。この際に、プレイを行っていたゲーム装置10の表示部270に「準備中」等の表示を行い、所定期間、デモ画面を表示したり、前回のプレイ画面を再生したりすることもできる。これにより、カジノゲームをしたいというプレイヤの欲求を増幅させることができる。
(Step S119)
When the game over is determined for the pens 30 and 31, the CPU 100 performs a game over process.
As the game over process, in the case of the pen 30, the force feedback unit 390 is vibrated or a display such as “Game Over” or “please charge” is displayed on the credit display unit 370. Moreover, it can also notify that the game was complete | finished by turning off LED of the credit display part 370 of the pen 30. FIG.
When the credit value related to the charge amount of the game master of the pen 31 decreases, the game master can increase the credit value related to the charge amount with a predetermined command. At this time, it is also possible to display “Preparing” or the like on the display unit 270 of the game apparatus 10 that has been playing, to display a demonstration screen for a predetermined period, or to reproduce the previous play screen. Thereby, the player's desire to play a casino game can be amplified.
 なお、管理者によるペン31に係るゲームオーバー以外の場合、すなわちゲーム装置10の全体のプレイ自体を終了するのでない場合には、CPU100は全体のベットを中止するのではなく、まだチャージが残っているプレイヤと他のプレイヤが参加して、続けてベットを行う。すなわち、CPU100は、処理をステップS111のプレイ開始処理に戻すことができる。
 このような場合、プレイヤはチャージ装置60にて決済(入金)を行ったり、クレジットカードにて「コンティニュー」として決済(入金)を行ったりすることができる。これにより、円滑に次のベットを行えるという効果が得られる。
 以上により、プレイ処理を終了する。
If the game is not over by the administrator related to the pen 31, that is, if the entire play of the game apparatus 10 is not terminated, the CPU 100 does not stop the entire bet and the charge is still left. A player and another player participate and make a bet. That is, the CPU 100 can return the process to the play start process in step S111.
In such a case, the player can make a payment (payment) using the charging device 60 or make a payment (payment) as “continue” using a credit card. Thereby, the effect that the next bet can be smoothly performed is obtained.
Thus, the play process ends.
 なお、ゲームオーバーになった際や、プレイを終了した後、プレイヤPは、遊戯施設の管理者のいるカウンター等にペン30を持ち込む。すると、管理者は、図示しない払い出し装置を用いて、チャージ量に応じたコインやプリペイドカード等の払い出しを行うことができる。
 また、ゲーム装置10自体に、同様の払い出しを行う機能を備えることもでき、CPU100は、コインやプリペイドカード等を払い出すこともできる。
In addition, when the game is over or after the play is finished, the player P brings the pen 30 to a counter or the like where the manager of the play facility is located. Then, the administrator can pay out coins, prepaid cards, etc. according to the charge amount using a payout device (not shown).
Further, the game device 10 itself can be provided with a function of performing the same payout, and the CPU 100 can pay out coins, prepaid cards, and the like.
〔ゲームシステムAにおける、プレイ時のペン30の移動〕
 図14を参照して説明すると、プレイヤは、複数のゲーム装置10にて、同一のペン30を用いてゲームを行うことができる。図14では、遊戯施設内に複数の異なるカジノゲームが実行されている場合に、ペン30を共通で使う例について示している。この場合、上述したように、各ベットの終了時や、所定の距離以上ペン30を離したり、ゲームオーバーになったりした場合に、他のゲーム装置10のカジノゲームを楽しむことができる。そして、最終的にペン30のチャージ量に係るクレジットの値に対応する金銭等の経済的価値情報/経済的価値媒体を払い出すことができる。
 これにより、個々のゲーム装置に払い出しのための手段や、コインやプリペイドカードを管理するような決済手段を備える必要がなくなり、コストを削減することが可能になる。また、貴金属のコインを用いる必要もなく、上述の図示しないゲート装置により、ペン30の持ち出しを防ぐこともできる。これにより、紛失を防ぐためのコストも削減可能である。
 また、プレイヤとしても、同じペン30を持ち歩くだけで複数のゲームを楽しむことができるため、一回のプレイに必要な時間を短縮し、ベットする金額や回数を多くしてゲームを従来よりも楽しむことが可能になる。
 加えて、ペン30は、ペンや鉛筆に似た形状をしているために、持ち運びや取り出しが簡単であり、紛失しにくいという効果が得られる。
[Movement of the pen 30 during play in the game system A]
Referring to FIG. 14, the player can play a game using the same pen 30 on the plurality of game apparatuses 10. FIG. 14 shows an example in which the pen 30 is used in common when a plurality of different casino games are being executed in the amusement facility. In this case, as described above, the casino game of another game apparatus 10 can be enjoyed at the end of each bet, when the pen 30 is released for a predetermined distance or when the game is over. Finally, economic value information / economic value medium such as money corresponding to the credit value related to the charge amount of the pen 30 can be paid out.
As a result, it is not necessary to provide a means for paying out to each game device and a settlement means for managing coins and prepaid cards, thereby making it possible to reduce costs. Further, it is not necessary to use a noble metal coin, and the pen 30 can be prevented from being taken out by the gate device (not shown). Thereby, the cost for preventing loss can also be reduced.
Also, as a player, it is possible to enjoy a plurality of games simply by carrying the same pen 30, so the time required for one play can be shortened, and the amount of money and the number of times to bet can be increased to enjoy the game more than before. It becomes possible.
In addition, since the pen 30 has a shape similar to a pen or a pencil, it is easy to carry and take out, and an effect that it is difficult to lose is obtained.
 さらに、ゲームシステムAにおいては、チャージ装置60やサーバや各ゲーム装置10が入金されたチャージ量の総量をチェックしているため、不正にすぐに対処可能であるという効果が得られる。
 また、プレイヤのベットの傾向に合わせて、各ゲーム装置10で実行しているゲームの種類を、順次リアルタイムで変更することができる。
 さらに、管理者のペン31がベットで用いるクレジットの額、倍率、上限等のパラメータもリアルタイムで変更可能である。
Further, in the game system A, since the charge device 60, the server, and each game device 10 check the total amount of the charged amount, an effect that it is possible to deal with improperly immediately is obtained.
In addition, according to the betting tendency of the player, the type of game running on each game apparatus 10 can be sequentially changed in real time.
Furthermore, parameters such as the amount of credit, magnification, and upper limit used by the manager's pen 31 for betting can be changed in real time.
〔ゲーム装置10による投網魚取りゲーム〕
 さらに、ゲームシステムAは、上述のカジノゲームやパチンコゲーム等のベットを行うゲーム以外の通常のテーブルゲームにも当然適用可能である。この場合でも、ペン31を用いる管理者のゲームマスターと、ペン30を用いる一般プレイヤとで、ゲームを進行することが可能になる。
 以下で、投網により魚を取得するゲームに応用する例について説明する。
[Throwing fish catching game by game device 10]
Furthermore, the game system A is naturally applicable to normal table games other than the above-described betting games such as casino games and pachinko games. Even in this case, the game can be progressed by the administrator game master using the pen 31 and the general player using the pen 30.
Below, the example applied to the game which acquires a fish with a net is demonstrated.
 図15を参照すると、網を投げて魚を捕まえる投網魚取りゲームに対して、本発明の実施の形態に係るゲームシステムAを応用した例を示している。このゲームの目的は、プレイヤが「網」のキャラクタを投げて、魚のキャラクタを捕らえると得点になるというものである。
 従来のゲームにおいては、画面上で「網」のキャラクタ(オブジェクト)を投じる位置を指定するために、トラックボール等のポインティングデバイスやスイッチといった間接的な手段を用いていた。これに対して、本実施形態のペン30においては、目標マーク1600の位置を直接指定することができるために、ゲームを進行させるスピードを速めることができ、操作性を向上させることができる。
 これに加えて、ペン30は、上述のステップS202のようにクリック部340をクリックすることで、ベット額面金額を変更することができる。CPU100は、このベット額面金額の値に従って、例えば、投げる網のキャラクタ(オブジェクト)の大きさや引き上げるまでの時間等の値を変更できる。大きな網や長い時間で引き上げた場合は、たくさんの魚を取得できることが予想できるものの、その分、大きなクレジットを用いる必要がある。このような戦略が必要になるため、ゲーム性を高めることが可能になる。
 また、プレイヤはクリック部340を用いてベット額面金額を素早く変更できるため、プレイヤは敏捷な魚のキャラクタの動きに対応して、適切な大きさの「網」を投じることができる。このため、ゲームの操作性を高めることができる。
Referring to FIG. 15, there is shown an example in which the game system A according to the embodiment of the present invention is applied to a throwing net fish catching game in which a fish is caught by throwing a net. The purpose of this game is to score when a player throws a "net" character and catches a fish character.
In a conventional game, an indirect means such as a pointing device such as a trackball or a switch is used to designate a position at which a “net” character (object) is thrown on the screen. On the other hand, in the pen 30 of the present embodiment, the position of the target mark 1600 can be directly designated, so that the speed at which the game progresses can be increased and the operability can be improved.
In addition to this, the pen 30 can change the bet face amount by clicking the click unit 340 as in step S202 described above. The CPU 100 can change values such as the size of the character (object) to be thrown and the time until it is raised according to the value of the bet face amount. If you pull up a large net or a long time, you can expect to get a lot of fish, but you need to use a lot of credit. Since such a strategy is required, it is possible to improve game characteristics.
Further, since the player can quickly change the bet face value using the click unit 340, the player can cast an appropriately-sized “net” corresponding to the movement of the agile fish character. For this reason, the operativity of a game can be improved.
 また、本発明の実施の形態に係る投網魚取りゲームにおいては、管理者もペン31を用いて、目標マーク1610のような箇所に、「餌」のキャラクタ(オブジェクト)を投下することができる。すなわち、CPU100は、ペン31での指示を検知し、管理者ゲーム操作処理として、ペン31で示した目標マーク1610の位置の近傍に、「餌」のキャラクタを表示することができる。その後、CPU100は、この「餌」の近くに、魚のキャラクタを誘導する。
 これにより、ペン30のプレイヤは集められた魚を一網打尽に取得するといったことが可能になり、従来のゲームの管理者とプレイヤの関係とは異なる、管理者側とプレイヤ側で「一緒に遊ぶ」関係の構築が可能になる。すなわち、管理者とプレイヤにて、協調したり競い合ったりするなどのプレイが可能になる。
 これにより、遊戯施設側では、管理者のプレイの進行の魅力により、プレイヤを引きつけて再度のプレイを促すことが可能になる。すなわち、いわゆる「カリスマ管理者」のように、管理者側の努力によりプレイヤを獲得することができるという効果が得られる。つまり、遊戯施設側の収益性の向上が期待できる。
 なお、この他にも、ゲーム装置10は、パチンコ台、たこやきゲーム、クイズゲームといった、様々な種類のゲームに同様に対応可能である。
In the throwing net fishing game according to the embodiment of the present invention, the administrator can also use the pen 31 to drop a “bait” character (object) at a location such as the target mark 1610. That is, the CPU 100 can detect an instruction with the pen 31 and display a “bait” character in the vicinity of the position of the target mark 1610 indicated by the pen 31 as an administrator game operation process. Thereafter, the CPU 100 guides the fish character near the “bait”.
As a result, the player of the pen 30 can acquire the collected fish all at once, which is different from the conventional relationship between the manager and the player of the game, and “plays together” on the manager side and the player side. Build relationships. In other words, the manager and the player can play such as collaborating and competing.
As a result, at the amusement facility side, it is possible to attract the player and encourage the player to play again due to the appeal of the manager's play progress. In other words, an effect is obtained that the player can be acquired by the efforts of the manager, like a so-called “charisma manager”. In other words, it can be expected to improve profitability on the play facility side.
In addition to this, the game apparatus 10 can similarly handle various types of games such as a pachinko machine, a takoyaki game, and a quiz game.
〔ゲーム装置10によるリアルタイム・シミュレーション・ゲーム〕
 次に、図16~図19を参照して、本発明の実施の形態に係るゲームシステムAにて、いわゆる三国志の時代のような合戦を扱った戦術級リアルタイム・シミュレーションゲーム(リアルタイム・ストラテジー)を、実行する例について説明する。
 このリアルタイム・シミュレーション・ゲームにおいては、管理者のペン31と、複数のプレイヤのペン30とは、多少の選択コマンドや権限が異なるだけで、協調するプレイを行うことができる。
 以下で、図16のフローチャートを参照して、リアルタイム・シミュレーションゲームの具体的な処理について説明する。
[Real-time simulation game by game device 10]
Next, referring to FIG. 16 to FIG. 19, in the game system A according to the embodiment of the present invention, a tactical class real-time simulation game (real-time strategy) dealing with a battle as in the so-called Sangokushi era. An example of execution will be described.
In this real-time simulation game, the manager's pen 31 and the pens 30 of a plurality of players can perform cooperative play with only a few selection commands and authority being different.
Hereinafter, specific processing of the real-time simulation game will be described with reference to the flowchart of FIG.
(ステップS301)
 まず、CPU100は、シナリオ読み込み処理を行う。
 ここでは、CPU100は、ユーザのゲームモード等の選択に従って、ゲームのシナリオを読み出す。
 選択可能なゲームモードとしては、用意されたシナリオを順に勝利してゆく「キャンペーンモード」、攻める「国」を選択することで国毎のシナリオを選択する「全国制覇モード」、ユーザPと他のゲーム装置10との間でシナリオを選択して対戦を行う「マッチングモード」、終了した(クリア)シナリオを選択可能な「シナリオ選択モード」、初心者用にゲームのプレイ方法を伝授する「チュートリアル」等のモードを選択可能である。
 このゲームモードの選択は、プレイヤPが、ペン30を用いて指定した表示部270上の座標を、デジタイザ読み取り部275にて選択可能である。
(Step S301)
First, the CPU 100 performs a scenario reading process.
Here, the CPU 100 reads out a game scenario according to the user's selection of a game mode or the like.
The game modes that can be selected include “campaign mode” that wins the prepared scenarios in order, “national conquest mode” that selects a scenario for each country by selecting the “country” to attack, and user P and other scenarios. “Matching mode” for selecting a scenario with the game device 10 to play a match, “Scenario selection mode” for selecting a completed (clear) scenario, “Tutorial” for instructing a game play method for beginners, etc. The mode can be selected.
In the selection of the game mode, the digitizer reading unit 275 can select the coordinates on the display unit 270 designated by the player P using the pen 30.
 CPU100は、プレイヤPがゲームモードを選択したことを検知すると、各ゲームモードに対応したシナリオを読み込む。
 このシナリオは、記憶部110に、データ112の一部として記憶されておいても、サーバからダウンロードするように構成してもよい。
 シナリオのデータの内容としては、3次元の地形情報や建物の配置情報や移動不可能区域の情報が記憶されたマップデータ、各部隊の配置データ、シナリオ終了条件を記憶する終了条件データ、各キャラクタが用いる武器を記憶する武器データ等を用いることができる。
 シナリオ読み込み処理を終了すると、CPU100は、具体的なゲームのプレイに係る処理を開始する。
When detecting that the player P has selected the game mode, the CPU 100 reads a scenario corresponding to each game mode.
This scenario may be stored in the storage unit 110 as part of the data 112 or downloaded from the server.
The contents of the scenario data include three-dimensional terrain information, building arrangement information, map data storing information on immovable areas, arrangement data of each unit, end condition data storing scenario end conditions, each character It is possible to use weapon data for storing weapons used by.
When the scenario reading process ends, the CPU 100 starts a process related to a specific game play.
(ステップS302)
 次に、CPU100は、ペン指示検知処理を行う。
 この処理の際には、シナリオ上の味方部隊(プレイヤキャラクタ、ゲームキャラクタ)について、プレイヤPがペン30にて指示を与えることができる。なお、管理者による敵部隊や中立部隊ペン31の指示も同様に行うことができる。
 また、シナリオ上の敵部隊(敵キャラクタ)、中立部隊(中立キャラクタ)に関しては、CPU100がAI(人工知能)を用いて指示を与えたり、対戦相手がネットワーク経由で指示を与えることができる。
 以下で、図17のフローチャートを参照して、このペン指示検知処理について、より詳しく説明する。
(Step S302)
Next, the CPU 100 performs a pen instruction detection process.
In this process, the player P can give an instruction with the pen 30 for a teammate (player character, game character) on the scenario. In addition, the instructions of the enemy unit and the neutral unit pen 31 by the manager can be performed in the same manner.
In addition, regarding the enemy units (enemy characters) and neutral units (neutral characters) on the scenario, the CPU 100 can give an instruction using AI (artificial intelligence), or the opponent can give an instruction via the network.
Hereinafter, the pen instruction detection process will be described in more detail with reference to the flowchart of FIG.
(ステップS401)
 まず、CPU100は、ペンID取得生体認証処理を行う。
 この処理では、CPU100は、上述の認証・チャージ確認処理と同様に、ペン30、31について、秘密通信部260を用いて、ペン30、31の秘密通信部360と通信を行い、ペンIDとチャージ量を取得する。そして、CPU100は、取得したペンIDとチャージ量を確認し、必要に応じて生体認証を行う。
 この際に、リアルタイム・シミュレーション・ゲームにおいては、操作の迅速性が必要であるため、サイン認証は行わないように構成することもできる。
(Step S401)
First, the CPU 100 performs a pen ID acquisition biometric authentication process.
In this process, the CPU 100 communicates with the secret communication unit 360 of the pens 30 and 31 using the secret communication unit 260 for the pens 30 and 31, as in the above-described authentication / charge confirmation process, and the pen ID and charge. Get the quantity. Then, the CPU 100 confirms the acquired pen ID and charge amount, and performs biometric authentication as necessary.
At this time, in the real-time simulation game, since quick operation is required, it can be configured not to perform signature authentication.
(ステップS402)
 次に、CPU100は、ペン指示検知処理を行う。
 図18を参照して説明すると、まず、CPU100は、部隊の配置画面を表示部270に表示する。
 この上で、プレイヤPはペン30により、表示部270に描画された味方部隊アイコン1080-1~1080-nを選択して、目標マーク1630の位置まで移動する軌跡を描画して、その軌跡に従って移動するよう指示することができる。また、目標マーク1630の位置を単にタップすることで、直線的に移動させることもできる。同様に、管理者は、ペン31により、敵部隊アイコン1100-1~1100-n、図示しない中立部隊アイコンについて、移動の指示を行うことができる。
 ゲーム装置10のCPU100は、デジタイザ読み取り部275にて、この移動の指示を取得する。
 この際に、CPU100は、ペン30、31のペンIDも取得する。この際に、CPU100は、ペン30、31を押下している間は、ペンIDを受信し続けることができる。また、CPU100は、加速度センサ335の情報を取得して、どのペンIDが表示部270のどの位置にあるのかを精度よく把握する。これにより、複数のペン30、31の位置の誤検出を防ぐことが可能になる。
 また、この移動の指示の後、プレイヤPや管理者は、表示部270にサインを書き込み、その部隊へのコマンド(命令)を指示することもできる。
 このように、ステップS401とステップS402において、チャージ確認処理と、ペンIDとXY座標の取得を行う処理とを、一連の流れとして実現することも可能である。
 なお、プレイヤPや管理者は、部隊のアイコンを選択せずに、表示部270にサインを書き込んでコマンドや指示を行うこともできる。
 さらに、プレイヤPや管理者は、クリック部340により、攻撃/防御の強さを指示することができる。この「強さ」は、部隊の士気の値やHP(ヒット・ポイント)の消費に影響するパラメータを与える。また、加速度センサ335により、隊形その他の指示を与えることもできる。
(Step S402)
Next, the CPU 100 performs a pen instruction detection process.
Referring to FIG. 18, first, the CPU 100 displays a unit arrangement screen on the display unit 270.
Then, the player P selects the friendly unit icons 1080-1 to 1080-n drawn on the display unit 270 with the pen 30, draws a trajectory that moves to the position of the target mark 1630, and follows the trajectory. Can be instructed to move. Further, the position can be moved linearly by simply tapping the position of the target mark 1630. Similarly, the manager can use the pen 31 to instruct movement of the enemy unit icons 1100-1 to 1100-n and the neutral unit icons (not shown).
CPU 100 of game device 10 obtains this movement instruction at digitizer reading unit 275.
At this time, the CPU 100 also acquires the pen IDs of the pens 30 and 31. At this time, the CPU 100 can continue to receive the pen ID while the pens 30 and 31 are being pressed. In addition, the CPU 100 acquires information of the acceleration sensor 335 and accurately grasps which pen ID is at which position on the display unit 270. Thereby, it is possible to prevent erroneous detection of the positions of the plurality of pens 30 and 31.
In addition, after this movement instruction, the player P or the administrator can write a signature on the display unit 270 and instruct a command (command) to the unit.
In this way, in step S401 and step S402, the charge confirmation process and the process of acquiring the pen ID and XY coordinates can be realized as a series of flows.
Note that the player P and the administrator can write a signature on the display unit 270 and perform commands and instructions without selecting a unit icon.
Furthermore, the player P and the administrator can instruct the strength of attack / defense by the click unit 340. This “strength” gives a parameter that affects the morale value of the unit and the consumption of HP (hit points). The acceleration sensor 335 can also give a formation or other instructions.
(ステップS403)
 次に、CPU100は、コマンド認識処理を行う。
 ここでは、CPU100は、取得したペン30、31による部隊への指示を取得して、具体的にゲーム上で反映させるためのコマンドとして認識する。このコマンドとしては、上述のように、軌跡に従った移動と、サインやクリック部340や加速度センサ335等によるコマンドを認識する。移動以外のコマンドとしては、攻撃(A、Attack)、防御(D、Defense)、待機、隊形変更、部隊合流/分離、攻撃武器変更、特殊攻撃等のコマンド等がある。
(Step S403)
Next, the CPU 100 performs command recognition processing.
Here, the CPU 100 acquires an instruction to the unit by the acquired pens 30 and 31, and recognizes it as a command for specifically reflecting on the game. As this command, as described above, the movement according to the trajectory and the command by the sign, click unit 340, acceleration sensor 335, etc. are recognized. Commands other than movement include commands such as attack (A, Attack), defense (D, Defense), standby, formation change, unit joining / separation, attack weapon change, special attack, and the like.
 図18の例では、プレイヤPが味方部隊アイコン1080-1を選択し、目標マーク1630の位置に移動するように指示している。また、プレイヤPは、「A」のサイン1700を描画して、攻撃のコマンドを指示している。なお、プレイヤPは、味方部隊アイコン1080-3は選択せず、サインも入力していない。
 加えて、管理者は、敵部隊アイコン1100-1を選択し、目標マーク1640の位置に移動するように指示している。そして、管理者は、「D」のサイン1710を描画して、攻撃のコマンドを指示している。CPU100は、これらの指示を取得することができる。
 このように構成することで、10人のような多数のプレイヤや管理者がゲーム装置10の上を入り乱れてリアルタイムで部隊に指示するような構成としても、操作性を損ねることなく容易に対応できるという効果が得られる。これは、ペン30、31を用いる場合には、例えばカードを移動させたりスイッチを操作する必要がなく、ペンはコンパクトであるためである。
 また、従来のカードを表示部にて移動させるタイプのゲームでは、複数人が素早くカードを移動し合う「チート」(ずる)のプレイが問題になっていた。しかしながら、ペン30は一人しか持てないために、複数人が同時に部隊を移動させることができないため、このような複数人によるチートのプレイを防ぐことが可能になる。
 また、CPU100は、クリック部340や、ゲーム装置10のスイッチ240による指示も同様に取得することができる。
In the example of FIG. 18, the player P selects the teammate unit icon 1080-1 and instructs to move to the position of the target mark 1630. In addition, the player P draws a sign 1700 of “A” and instructs an attack command. Note that the player P has not selected the teammate icon 1080-3 and has not input a signature.
In addition, the manager selects the enemy unit icon 1100-1 and instructs to move to the position of the target mark 1640. Then, the administrator draws a “D” sign 1710 to instruct an attack command. The CPU 100 can acquire these instructions.
With this configuration, even a configuration in which a large number of players or managers such as 10 enter the game apparatus 10 and instruct the unit in real time can be easily handled without impairing operability. The effect is obtained. This is because when the pens 30 and 31 are used, there is no need to move a card or operate a switch, for example, and the pen is compact.
In addition, in a game of the type in which a conventional card is moved on the display unit, a “cheat” (sliding) play in which a plurality of people move cards quickly has been a problem. However, since only one pen 30 can be held, a plurality of persons cannot move the unit at the same time, and it becomes possible to prevent cheat play by such a plurality of persons.
In addition, the CPU 100 can similarly acquire instructions from the click unit 340 and the switch 240 of the game apparatus 10.
(ステップS404)
 次に、CPU100は、不正検知処理を行う。
 この不正検知処理により検知する不正/不正行為としては、ペン30、31の生体認証が失敗した場合や、不正なペン30、31のペンIDを用いている場合等が考えられる。
 この不正/不正行為を検知した場合には、CPU100は、ペン30、31を使用停止として、遊戯施設の管理者やサーバに通報することができる。
 以上により、ペン指示検知処理を終了する。
(Step S404)
Next, the CPU 100 performs fraud detection processing.
Examples of fraud / fraud detected by this fraud detection process include a case where biometric authentication of the pens 30 and 31 fails, a case where the pen IDs of the fraud pens 30 and 31 are used, and the like.
When this fraud / injustice is detected, the CPU 100 can stop the use of the pens 30 and 31 and notify the administrator or server of the amusement facility.
Thus, the pen instruction detection process ends.
(ステップS303)
 ここで、図16を再び参照して説明すると、CPU100は、CPU部隊処理を行う。
 このCPU部隊処理としては、プレイヤPや管理者がペン30、31にて指示しない敵部隊、中立部隊、味方部隊に関して、αβ法やMin-Max法等のAI(人工知能)を用いてCPU100が計算を行い、リアルタイムにゲームの進行に反映する。
 すなわち、管理者やプレイヤPが指示をしないときは、自動的な部隊指示の処理を行うことができる。
(Step S303)
Here, referring to FIG. 16 again, the CPU 100 performs CPU unit processing.
In this CPU unit processing, the CPU 100 uses AI (artificial intelligence) such as αβ method and Min-Max method for enemy units, neutral units, and friendly units that the player P or manager does not specify with the pens 30 and 31. Calculate and reflect the progress of the game in real time.
That is, when the manager or the player P does not give an instruction, an automatic unit instruction process can be performed.
(ステップS304)
 次に、CPU100は、描画・行動実行処理を行う。
 図19を参照して説明すると、CPU100は、各部隊の各キャラクタを、GPU160を用いて、例えば1/60秒毎の「フレーム」単位にて3次元空間に描画されたマップ上にポリゴン等を用いて表示部270上に描画させる。
 図19は、CPU100が、GPU160を用いて、表示部270に表示したプレイ画面を模式的に示している。このプレイ画面には、主に上述の指示を行った配置画面と同様の配置画面1010と、城のオブジェクト1020と、侵入不可能地帯1030と、部隊の回復ができる陣地1040と、画面上の向きを示す方向バー1050と、味方部隊アイコン1080-1~1080-nと、味方部隊ダメージレベル1085-1~1085-nと、敵部隊ダメージレベル1105-1~1105-nと、キャラクタ1500のようなオブジェクトが表示されている。また、各部隊の戦闘を含む行動を具体的な画像エフェクトを伴って実行する。なお、キャラクタ1500のうち、リーダーのキャラクタは、色を変更したり、旗印を描いたりして、区別することができる。
 また、CPU100は、これ以外にも地形やゲームの雰囲気に関係するようなオブジェクトを多数表示させることが可能である。
 また、CPU100は、オーディオプロセッサ180を用いて、出音装置280から効果音やBGM(バックグラウンドミュージック)を出力させる。
(Step S304)
Next, the CPU 100 performs drawing / behavior execution processing.
Referring to FIG. 19, the CPU 100 uses the GPU 160 to display polygons or the like on a map drawn in a three-dimensional space in units of “frames” every 1/60 seconds, for example. To draw on the display unit 270.
FIG. 19 schematically illustrates a play screen displayed on the display unit 270 by the CPU 100 using the GPU 160. This play screen mainly includes an arrangement screen 1010 similar to the arrangement screen on which the above-mentioned instruction is given, a castle object 1020, an inaccessible zone 1030, a position 1040 where the unit can be recovered, and an orientation on the screen A direction bar 1050 indicating a friendly unit icon 1080-1 to 1080-n, a friendly unit damage level 1085-1 to 1085-n, an enemy unit damage level 1105-1 to 1105-n, and a character 1500 The object is displayed. Moreover, the action including the battle of each unit is executed with specific image effects. Of the characters 1500, the leader character can be distinguished by changing the color or drawing a flag.
In addition, the CPU 100 can display a large number of objects related to the terrain and game atmosphere.
In addition, the CPU 100 uses the audio processor 180 to output sound effects and BGM (background music) from the sound output device 280.
(ステップS305)
 ここで、再び図16を参照して説明を続けると、CPU100は、シナリオ終了条件を満たしているか判定する。
 このシナリオ終了条件としては、読み込まれたシナリオの終了条件を用いて、例えば、味方部隊又は敵部隊がすべて全滅した場合、「負け」として終了する条件を設定可能である。
 Yes、すなわち、シナリオの終了条件を満たしている場合は、CPU100は、処理をステップS306に進める。
 No、すなわち、まだシナリオ終了条件に達していない場合、CPU100は、処理をステップS302に戻す。
(Step S305)
Here, when the description is continued with reference to FIG. 16 again, the CPU 100 determines whether or not the scenario end condition is satisfied.
As the scenario ending condition, for example, when all the ally units or enemy units are completely annihilated, it is possible to set a condition to end as “losing” by using the read scenario ending condition.
If Yes, that is, if the scenario termination condition is satisfied, the CPU 100 advances the process to step S306.
No, that is, if the scenario end condition has not yet been reached, the CPU 100 returns the process to step S302.
(ステップS306)
 シナリオ終了条件を満たしていた場合、CPU100は、ゲームオーバーであるか判定する。
 ゲームオーバーは、シナリオ終了条件で「負け」で、ペン30、31のチャージ量に係るクレジットが額面金額の最低値を下回っている場合や、それ以外でもコンティニュー等がされていない場合、ゲームオーバーであると判定する。さらに、プレイヤPが「全国制覇モード」でプレイしていた場合には、プレイヤPがシナリオで「負け」て、「領地」がなくなった場合にはゲームオーバーと判定することができる。
 Yes、すなわちゲームオーバーの場合は、CPU100は、処理をステップS308に進める。
 No、すなわちプレイヤPが「勝ち」の場合は、CPU100は、処理をステップS307に進める。
(Step S306)
When the scenario end condition is satisfied, the CPU 100 determines whether the game is over.
A game over is a game over if the scenario end condition is “losing” and the credits related to the charge amount of the pens 30 and 31 are below the minimum value of the face value, or if there is no continuation etc. Judge that there is. Furthermore, when the player P is playing in the “national conquest mode”, it can be determined that the game is over when the player P is “losing” in the scenario and there is no “territory”.
If Yes, that is, if the game is over, the CPU 100 advances the process to step S308.
If No, that is, if the player P is “win”, the CPU 100 advances the process to step S307.
(ステップS307)
 ゲームオーバーでない場合、CPU100は、得点加算処理を行う。この得点加算処理としては、CPU100は、シナリオ終了時の各種条件について「ポイント」を計算し、このポイントの合計を得点として加算する。
 CPU100は、各ポイントと、ポイントの合計とを、GPU160を用いて表示部270に表示する。また、CPU100は、該シナリオをクリアした旨、記憶部110に記憶する。
 ここで、CPU100は、「キャンペーンモード」の場合には、次のシナリオを選択する。また、CPU100は、「全国制覇モード」の場合には、プレイヤPに、シナリオの結果に応じた次に攻める「国」のシナリオを選択させる。CPU100は、「マッチングモード」の場合は、プレイヤPに、次の対戦相手を選択させるか、通常のキャンペーンモードに変更する。CPU100は、「シナリオ選択モード」の場合には、プレイヤPに、クリアしたシナリオを選択させる。CPU100は、「チュートリアル」の場合には、プレイヤPに、通常のシナリオを選択させる。
 CPU100は、それらの得点やシナリオ終了・選択の情報を、ペン30、31の記憶部305の不揮発性メモリに記憶する。
 その後、CPU100は、処理をステップS301に戻して、新しいシナリオをプレイさせる。
(Step S307)
If the game is not over, the CPU 100 performs score addition processing. In this score addition process, the CPU 100 calculates “points” for various conditions at the end of the scenario, and adds the points as a total score.
The CPU 100 displays each point and the total of the points on the display unit 270 using the GPU 160. Further, the CPU 100 stores in the storage unit 110 that the scenario has been cleared.
Here, in the “campaign mode”, the CPU 100 selects the next scenario. Further, in the “national conquest mode”, the CPU 100 causes the player P to select a scenario of “country” to be attacked next according to the result of the scenario. In the “matching mode”, the CPU 100 causes the player P to select the next opponent or change to the normal campaign mode. In the “scenario selection mode”, the CPU 100 causes the player P to select a cleared scenario. In the case of “tutorial”, the CPU 100 causes the player P to select a normal scenario.
The CPU 100 stores the score and scenario end / selection information in the nonvolatile memory of the storage unit 305 of the pens 30 and 31.
Thereafter, the CPU 100 returns the process to step S301 to play a new scenario.
(ステップS308)
 ゲームオーバーの場合、CPU100は、ゲームオーバー処理を行う。
 具体的には、CPU100は、部隊の人員や配置や陣地の所属等のシナリオ終了条件が満たされたり、所定の時間が経過したりすると、CPU100は、ゲーム処理を終了する。
 CPU100は、上述の得点加算処理と同様に負けの場合のポイントを計算して、得点として加算する。この場合は、ポイントは勝利の場合よりも、少なく計算する。
 この上で、CPU100は、ゲームオーバーの表示を、GPU160を用いて表示部270に表示する。
 また、CPU100は、それらの得点やシナリオ終了・選択の情報を、ペン30、31の記憶部305の不揮発性メモリに記憶する。この情報は、次のプレイに用いることができる。
 以上により、ゲーム装置10のプレイ処理を終了する。
(Step S308)
If the game is over, the CPU 100 performs a game over process.
Specifically, the CPU 100 ends the game process when a scenario ending condition such as unit personnel, placement, position affiliation, or the like is satisfied or a predetermined time elapses.
The CPU 100 calculates points for losing in the same manner as in the above-described score addition process, and adds them as scores. In this case, the points are calculated less than in the case of winning.
Then, the CPU 100 displays a game over display on the display unit 270 using the GPU 160.
Further, the CPU 100 stores the score and scenario end / selection information in the nonvolatile memory of the storage unit 305 of the pens 30 and 31. This information can be used for the next play.
Thus, the play process of the game apparatus 10 is completed.
 なお、ゲームシステムAは、いわゆるマルチプラットフォームであり、ゲーム装置10は、複数の種類のゲームを選択してプレイすることができる。
 この際に、ペン30、31等に、プレイできるゲームの種類を記載しておき、プレイヤの選択に従って、プログラム111自体をサーバからダウンロードして実行するような構成も可能である。
 また、プレイヤPがゲームをプレイしている際には、サーバを介して、大型表示装置55にプレイ内容を表示して、より迫力あるプレイを楽しむこともできる。
The game system A is a so-called multi-platform, and the game apparatus 10 can select and play a plurality of types of games.
At this time, it is possible to describe the types of games that can be played on the pens 30, 31 and the like, and download the program 111 itself from the server and execute it according to the player's selection.
Further, when the player P is playing a game, the play content can be displayed on the large display device 55 via the server to enjoy a more powerful play.
 以上のように構成することで、以下のような効果を得ることができる。
 まず、従来技術1のシステムにおいては、IDを暗号化して通信していないため、金銭をチャージしてプレイするゲームに適用することができなかった。
 これに対して、本発明の実施の形態に係るゲームシステムAは、秘密通信部260、360、660を用いることで、安全に決済(入金)を行い、決済されたチャージ量に係るクレジットの値を増減させつつ、ペン30、31によるプレイを行うことができる。
 さらに、ペン30、31を用いて、ログインからゲームの終了までの一連の流れにおいて、いちいちキーボード入力等を用いて認証する必要がないため、使い勝手がよくなる。
With the configuration described above, the following effects can be obtained.
First, since the system of the prior art 1 does not communicate by encrypting the ID, it cannot be applied to a game that is played by charging money.
On the other hand, the game system A according to the embodiment of the present invention uses the secret communication units 260, 360, and 660 to perform secure payment (payment), and the credit value related to the settled charge amount. Playing with the pens 30 and 31 can be performed while increasing or decreasing.
Furthermore, since it is not necessary to authenticate using a keyboard input or the like in a series of flow from login to the end of the game using the pens 30 and 31, the usability is improved.
 また、本発明の実施の形態に係るゲームシステムAは、ペンIDによる認証とサイン認証を組み合わせることにより、ペン30、31の不正な使用を防ぐことが可能になる。すなわち、セキュリティを確保することができる。
 このため、たとえば、その場に置いたペン30、31を他人に使用されても、サインが合わない場合には使用させないといった高度なセキュリティを実現できる。
In addition, the game system A according to the embodiment of the present invention can prevent unauthorized use of the pens 30 and 31 by combining the authentication with the pen ID and the signature authentication. That is, security can be ensured.
For this reason, for example, even if the pens 30 and 31 placed on the spot are used by another person, it is possible to realize a high security such that the pens 30 and 31 are not used when the signature does not match.
 また、本発明の実施の形態に係るゲームシステムAは、更に高度なセキュリティを実現するために、ペン30、31、ゲーム装置10、チャージ装置60にて生体認証を行うこともできる。
 この際、プレイ時の所定の間隔や所定の処理時にサイン認証や生体認証を行うことで、より不正な使用を防ぐことが可能になる。
 また、認証部320に、光センサにより脈拍を測定するような生体認証や指紋認証といった手間のかからない認証方法を用いることで、ペンを握っている間に常に認証を行うことができる。これにより、管理者やプレイヤを煩わせることなく、さらに高度なセキュリティを実現することができる。
In addition, the game system A according to the embodiment of the present invention can also perform biometric authentication using the pens 30 and 31, the game device 10, and the charging device 60 in order to realize higher security.
At this time, unauthorized use can be prevented by performing signature authentication or biometric authentication at predetermined intervals during play or during predetermined processing.
In addition, by using a troublesome authentication method such as biometric authentication or fingerprint authentication that measures a pulse with an optical sensor, the authentication unit 320 can always perform authentication while holding the pen. Thereby, even higher security can be realized without bothering the administrator or the player.
 また、従来技術1のシステムは、ペンからの位置の読み取りを赤外線によって行っていた。このため、複数のペンを同時に用いての位置の読み取りが難しいという問題があった。
 これに対して、本発明の実施の形態に係るゲームシステムAは、ペン30、31からのXY座標の取得に電磁誘導デジタイザを用いている。このため、複数のペン30、31を用いても、画面上の位置を同時に把握することができる。
 さらに、本発明の実施の形態に係るゲームシステムAは、ペン30、31をデジタイザ読み取り部275にタッチ時に、ペンIDを取得することができる。
 これにより、複数のペン30、31によるプレイを行った場合、どのペン30、31からの位置を検知したのかを、ゲーム装置10にて確実に把握することができる。
 また、この際に、加速度センサ335の値を用いることで、更に検知の精度を高めることができる。
Moreover, the system of the prior art 1 has read the position from a pen with infrared rays. Therefore, there is a problem that it is difficult to read the position using a plurality of pens simultaneously.
On the other hand, the game system A according to the embodiment of the present invention uses an electromagnetic induction digitizer for obtaining XY coordinates from the pens 30 and 31. For this reason, even if it uses several pens 30 and 31, the position on a screen can be grasped | ascertained simultaneously.
Furthermore, the game system A according to the embodiment of the present invention can acquire a pen ID when the pens 30 and 31 are touched on the digitizer reading unit 275.
Thereby, when playing with the some pen 30 and 31, the game apparatus 10 can grasp | ascertain reliably from which pen 30 and 31 the position was detected.
At this time, the detection accuracy can be further increased by using the value of the acceleration sensor 335.
 また、本発明の実施の形態に係るゲームシステムAは、ペン30、31のペンIDにより、異なる処理を行うことができるため、ヒエラルキー(階層)的な処理を行うことができる。
 これにより、管理者用のペン31では、ゲームの設定や売り上げのチェックといった、一般のプレイヤには不可能な処理を簡単に行うことができる。また、ペン型の入力装置であるペン31を用いることで、紛失を防ぎ使い勝手をよくすることができる。
 加えて、プレイ中でペン30、31を同時に使用して、管理者がゲームの進行に関わるようにすることができる。
 これにより、通常はプログラムにのみ従ってプレイされるゲームに、管理者による操作という予測不可能性や手助け/妨害による楽しさを付加することができ、ゲームの臨場感を高め、ゲーム性を向上させることができる。
In addition, since the game system A according to the embodiment of the present invention can perform different processes depending on the pen IDs of the pens 30 and 31, it can perform a hierarchical process.
As a result, the manager pen 31 can easily perform processing that is impossible for a general player, such as game setting and sales check. Further, by using the pen 31 which is a pen-type input device, it is possible to prevent loss and improve usability.
In addition, the pens 30 and 31 can be used simultaneously during play so that the manager is involved in the progress of the game.
As a result, it is possible to add the unpredictability of the operation by the administrator and the fun of assistance / interference to the game that is normally played only according to the program, enhancing the realism of the game and improving the game performance. be able to.
 また、本発明の実施の形態に係るゲームシステムAは、ペンIDを用いたペン30により操作することにより、複数のプレイヤでプレイをするゲームにおいても、複数のプレイヤが同時にカード等を操作するチート(「ずる」等の不正行為。)プレイを防ぐことができる。 In addition, the game system A according to the embodiment of the present invention is a cheat in which a plurality of players simultaneously operate cards and the like even in a game played by a plurality of players by operating with the pen 30 using a pen ID. (Unauthorized acts such as “zuru”.) Play can be prevented.
 また、本発明の実施の形態に係るペン30、31は、クリック部340を用いて、簡単にデジタイザ読み取り部275のタッチの際に、ゲームの操作に係る値を変化させることができる。
 これにより、スイッチを用いて間接的な操作を行う必要がなく、ゲームの進行速度を速め、プレイヤや管理者の操作性をよくすることができる。
 また、ゲームの操作に係る値は、クレジット表示部370により視認・把握可能であるため、操作性をさらに高めることができる。
In addition, the pens 30 and 31 according to the embodiment of the present invention can change the value related to the game operation when the digitizer reading unit 275 is touched easily using the click unit 340.
Accordingly, it is not necessary to perform an indirect operation using a switch, the game progress speed can be increased, and the operability of the player and the manager can be improved.
In addition, since the value related to the game operation can be visually recognized and grasped by the credit display unit 370, the operability can be further improved.
 また、本発明の実施の形態に係るペン30、31は、音声入出力部380、フォースフィードバック部390を備えることができる。
 これにより、ゲームの進行に従った効果を与えることができ、ゲームの臨場感を高めることができる。
 また、サイン入力や指示の入力に従って、音声入出力部380、フォースフィードバック部390により出力を行うことで、誤入力を防ぐことが可能になる。
In addition, the pens 30 and 31 according to the embodiment of the present invention can include a voice input / output unit 380 and a force feedback unit 390.
Thereby, the effect according to progress of a game can be given and the realism of a game can be raised.
Further, by performing output by the voice input / output unit 380 and the force feedback unit 390 in accordance with sign input or instruction input, erroneous input can be prevented.
 なお、上述の実施の形態に係るゲームシステムAの構成は一例であって、他の構成を用いることもできる。
 たとえば、チャージ装置60を、ゲームシステムAのサーバとして用いることもできる。これにより、チャージ金額や売り上げ等を簡単に管理可能になる。また、チャージ装置60を用いないように構成し、ゲーム装置10やペン30、31にICカードや金銭を入れることでチャージを行い、チャージ装置60と同様の機能を備えるように構成することもできる。また、チャージ装置60に、プリペイドのICカードとの間でチャージ量を直接コピー/ムーブ(移動)するような機能を備えることもできる。
 また、デジタイザ読み取り部275は、静電方式のタッチパネルや光センサ付きの液晶等を用いた構成とすることも可能である。さらに、デジタイザ読み取り部と液晶パネルとを分離した構成とすることもできる。
 また、ペン30、31の種類により、形状を変えることも可能である。たとえば、管理者用には豪華なペンを用いて、一般プレイヤ用には装飾の少ないペンを用いることで、操作の階層性を表現することができる。
 さらに、ゲームシステムAは、ゲームの用途以外にも、複数のペン30、31を用いて同時に位置を入力し、階層的な処理を行うシステムに適用可能である。たとえば、店舗用のディスプレイや、軍事用の指示装置といった用途にも用いることができる。
Note that the configuration of the game system A according to the above-described embodiment is merely an example, and other configurations can be used.
For example, the charging device 60 can be used as a server of the game system A. This makes it possible to easily manage the charge amount and sales. Further, the charging device 60 may be configured not to be used, and charging may be performed by inserting an IC card or money into the game device 10 or the pens 30 and 31, and the charging device 60 may be configured to have the same function. . In addition, the charging device 60 may be provided with a function of directly copying / moving the charge amount with a prepaid IC card.
In addition, the digitizer reading unit 275 can be configured to use an electrostatic touch panel, a liquid crystal with an optical sensor, or the like. Further, the digitizer reading unit and the liquid crystal panel can be separated.
Further, the shape can be changed depending on the types of pens 30 and 31. For example, the hierarchies of operations can be expressed by using a gorgeous pen for the manager and using a pen with less decoration for the general player.
Furthermore, the game system A can be applied to a system that performs hierarchical processing by simultaneously inputting positions using a plurality of pens 30 and 31 in addition to the use of a game. For example, it can also be used for applications such as a display for a store and an instruction device for military use.
 なお、上記実施の形態の構成及び動作は例であって、本発明の趣旨を逸脱しない範囲で適宜変更して実行することができることは言うまでもない。 It should be noted that the configuration and operation of the above-described embodiment are examples, and it is needless to say that the configuration and operation can be appropriately changed and executed without departing from the gist of the present invention.
 本発明のゲーム装置は、秘密通信部を用いてペンIDとチャージ量を送受信することで、ペンIDにより異なる権限の処理を実行可能であり決済に係るチャージ量をペンで入力可能であるゲームシステムを提供することが可能である。 The game apparatus according to the present invention is a game system in which a pen ID and a charge amount are transmitted and received using a secret communication unit, so that different authority processes can be executed depending on the pen ID, and a charge amount related to settlement can be input with the pen. Can be provided.
10 ゲーム装置
30、31 ペン
35 本体部
37 ループコイル部
55 大型表示装置
60 チャージ装置
100、600 CPU
110、305 記憶部
111 プログラム
112 データ
130 ブートROM
140 ペリフェラルI/F
150 バスアービタ
160 GPU
162 ジオメトリ部
164 レンダリング部
170 グラフィックメモリ
180 オーディオプロセッサ
190 オーディオメモリ
200、690 通信I/F
210 照明部
220、320、620 認証部
240 スイッチ
260、360、660 秘密通信部
265、365、665 アンテナ
270 表示部
275 デジタイザ読み取り部
280 出音装置
300 制御部
310 ループコイル出力部
330 バッテリ監視部
335 加速度センサ
340 クリック部
350 ペンID部
370 クレジット表示部
380 音声入出力部
390 フォースフィードバック部
400 センサーマイコン
410 液晶パネル
411 液晶表示エリア
420 光拡散部材
430 光透過性部材
440 電極シート
441 密集部
442 認識可能エリア
443 認識不可範囲
445 コネクタ引き出し部
447 取り付け穴
450 バックライト
460 コネクタ
610 チャージ部
650 ID作成部
800 使用可能の台
810 使用中の台
820 非稼働の台
900 ボタン
1010 配置画面
1020 オブジェクト
1030 侵入不可能地帯
1040 陣地
1050 方向バー
1080-1~1080-n 味方部隊アイコン
1085-1~1085-n 味方部隊ダメージレベル
1100-1~1100-n 敵部隊アイコン
1105-1~1105-n 敵部隊ダメージレベル
1500 キャラクタ
1600、1610、1630、1640 目標マーク
1700、1710 サイン
4400x、4400y ループアンテナシート
P プレイヤ
A ゲームシステム
DESCRIPTION OF SYMBOLS 10 Game apparatus 30, 31 Pen 35 Main part 37 Loop coil part 55 Large display apparatus 60 Charging apparatus 100, 600 CPU
110, 305 Storage unit 111 Program 112 Data 130 Boot ROM
140 Peripheral I / F
150 Bus Arbiter 160 GPU
162 Geometry part 164 Rendering part 170 Graphic memory 180 Audio processor 190 Audio memory 200, 690 Communication I / F
210 Illumination unit 220, 320, 620 Authentication unit 240 Switch 260, 360, 660 Secret communication unit 265, 365, 665 Antenna 270 Display unit 275 Digitizer reading unit 280 Sound output device 300 Control unit 310 Loop coil output unit 330 Battery monitoring unit 335 Acceleration sensor 340 Click unit 350 Pen ID unit 370 Credit display unit 380 Audio input / output unit 390 Force feedback unit 400 Sensor microcomputer 410 Liquid crystal panel 411 Liquid crystal display area 420 Light diffusing member 430 Light transmissive member 440 Electrode sheet 441 Dense portion 442 Recognizable Area 443 Unrecognizable range 445 Connector drawer 447 Mounting hole 450 Backlight 460 Connector 610 Charging unit 650 ID creation unit 800 Usable table 810 Available table 82 0 Non-operating platform 900 Button 1010 Arrangement screen 1020 Object 1030 Inaccessible zone 1040 Base 1050 Direction bar 1080-1 to 1080-n Allied units icon 1085-1 to 1085-n Allied units damage level 1100-1 to 1100-n Enemy unit icons 1105-1 to 1105-n Enemy unit damage level 1500 Character 1600, 1610, 1630, 1640 Target mark 1700, 1710 Sign 4400x, 4400y Loop antenna sheet P Player A Game system

Claims (11)

  1.  ゲーム装置と、該ゲーム装置の入力インタフェイスのペンとを備えるゲームシステムにおいて、
     前記ゲーム装置は、
      画像を表示する表示部と、
      前記表示部上で指示された位置を取得するデジタイザ読み取り部と、
      前記ペンを識別するIDであるペンIDと、決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信する第1秘密通信部とを備え、
     前記ペンは、
      前記ペンを識別するIDであるペンIDと、
      前記デジタイザ読み取り部用の信号を出力する出力部と、
      前記第1秘密通信部と決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信する第2秘密通信部とを備える
     ことを特徴とするゲームシステム。
    In a game system comprising a game device and a pen for an input interface of the game device,
    The game device includes:
    A display for displaying an image;
    A digitizer reading unit for acquiring a position indicated on the display unit;
    A first secret communication unit that transmits and receives a pen ID, which is an ID for identifying the pen, and charge information related to the settled charge amount by secret communication;
    The pen is
    A pen ID which is an ID for identifying the pen;
    An output unit for outputting a signal for the digitizer reading unit;
    A game system, comprising: a second secret communication unit that transmits and receives the first secret communication unit and charge information related to the settled charge amount by secret communication.
  2.  前記ゲーム装置用の決済を行うチャージ装置を更に備え、
     前記チャージ装置は、
      前記ペンIDと、前記ゲーム装置用の決済に係るチャージ情報とを前記ペンに書き込むチャージ部と、
      前記第2秘密通信部と信号を送受信する第3秘密通信部とを備える
     ことを特徴とする請求項1記載のゲームシステム。
    A charge device for making a payment for the game device;
    The charging device is:
    A charge unit that writes the pen ID and charge information relating to the settlement for the game device to the pen;
    The game system according to claim 1, further comprising a third secret communication unit that transmits and receives signals to and from the second secret communication unit.
  3.  生体認証又はサイン認証のための認証部を更に備える
     ことを特徴とする請求項2に記載のゲームシステム。
    The game system according to claim 2, further comprising an authentication unit for biometric authentication or signature authentication.
  4.  前記ペンは、クリックによりゲームの操作に係る値を変化させるためのスイッチであるクリック部を更に備える
     ことを特徴とする請求項3に記載のゲームシステム。
    The game system according to claim 3, wherein the pen further includes a click unit that is a switch for changing a value related to an operation of the game by clicking.
  5.  前記ペンは、ゲームの操作に係る値を表示するクレジット表示部を更に備える
     ことを特徴とする請求項4に記載のゲームシステム。
    The game system according to claim 4, wherein the pen further includes a credit display unit that displays a value related to a game operation.
  6.  前記ペンは、音声信号を入出力する音声入出力部、振動を出力するフォースフィードバック部のいずれかを備える
     ことを特徴とする請求項5に記載のゲームシステム。
    The game system according to claim 5, wherein the pen includes any one of a voice input / output unit that inputs / outputs a voice signal and a force feedback unit that outputs a vibration.
  7.   画像を表示する表示部と、
      前記表示部の画面上の座標を取得するデジタイザ読み取り部と、
      ペンを識別するIDであるペンIDと、決済されたチャージ金額に係るチャージ情報とを送受信する第1秘密通信部とを備える
     ことを特徴とするゲーム装置。
    A display for displaying an image;
    A digitizer reading unit for obtaining coordinates on the screen of the display unit;
    A game apparatus, comprising: a pen ID that is an ID for identifying a pen; and a first secret communication unit that transmits and receives charge information related to the settled charge amount.
  8.   ペンを識別するIDであるペンIDと、
      デジタイザ読み取り部用の信号を出力する出力部と、
      ゲーム装置の秘密通信部と信号を送受信する第2秘密通信部とを備える
     ことを特徴とするゲーム装置の入力インタフェイスのペン。
    A pen ID that is an ID for identifying the pen;
    An output unit for outputting a signal for the digitizer reading unit;
    A pen for an input interface of a game device, comprising: a secret communication unit of the game device; and a second secret communication unit that transmits and receives signals.
  9.  ゲーム装置と、該ゲーム装置の入力インタフェイスのペンとを備えるゲームシステムの制御方法であって、
     前記ペンにより、前記ペンを識別するIDであるペンIDと、チャージ情報と、デジタイザ読み取り部用の信号とを秘密通信にて出力し、
     前記ゲーム装置により、ペンIDと、決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信する
     ことを特徴とするゲーム装置の制御方法。
    A control method of a game system comprising a game device and a pen of an input interface of the game device,
    With the pen, a pen ID that is an ID for identifying the pen, charge information, and a signal for the digitizer reading unit are output in secret communication,
    A control method for a game device, wherein the game device transmits / receives a pen ID and charge information related to a settled charge amount by secret communication.
  10.  前記ゲーム装置は、前記ペンIDにより異なる階層の処理を行う
     ことを特徴とする請求項9に記載のゲーム装置の制御方法。
    The game device control method according to claim 9, wherein the game device performs processing in a different hierarchy depending on the pen ID.
  11.  ゲーム装置と、該ゲーム装置の入力インタフェイスのペンとを備えるゲームシステムの制御プログラムであって、
     前記ペンにより、前記ペンを識別するIDであるペンIDと、チャージ情報と、デジタイザ読み取り部用の信号とを秘密通信にて出力し、
     前記ゲーム装置により、ペンIDと、決済されたチャージ金額に係るチャージ情報とを秘密通信にて送受信する
     ことを特徴とするゲーム装置の制御プログラム。
    A control program for a game system comprising a game device and a pen for an input interface of the game device,
    With the pen, a pen ID that is an ID for identifying the pen, charge information, and a signal for the digitizer reading unit are output in secret communication,
    A control program for a game device, wherein the game device transmits and receives a pen ID and charge information related to a settled charge amount by secret communication.
PCT/JP2010/004795 2009-08-07 2010-07-28 Game system, game apparatus, pen, game apparatus control method, and game apparatus control program WO2011016203A1 (en)

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