JP2008113964A - Game apparatus and card folder for game apparatus - Google Patents

Game apparatus and card folder for game apparatus Download PDF

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Publication number
JP2008113964A
JP2008113964A JP2006301919A JP2006301919A JP2008113964A JP 2008113964 A JP2008113964 A JP 2008113964A JP 2006301919 A JP2006301919 A JP 2006301919A JP 2006301919 A JP2006301919 A JP 2006301919A JP 2008113964 A JP2008113964 A JP 2008113964A
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Japan
Prior art keywords
card
game
information
folder
play item
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JP2006301919A
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Japanese (ja)
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JP5261743B2 (en
Inventor
Yutaka Okunoki
豊 奥ノ木
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Sega Corp
株式会社セガ
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Priority to JP2006301919A priority Critical patent/JP5261743B2/en
Publication of JP2008113964A publication Critical patent/JP2008113964A/en
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Abstract

<P>PROBLEM TO BE SOLVED: To execute a game even if using a plurality of cards of the same type, in a game apparatus using play items consisting of a plurality of cards. <P>SOLUTION: This game apparatus is provided with: a play field for placing the play items each formed by storing a card in a sleeve of a card folder; a means for reading combination information between card information and card folder information of a play item placed on the play field as information specific for the play item; a means for detecting the position of the play item placed on the play field; a means of storing attribute information related to the play item associated with the information specific to the play item; and a game control means controlling the progress of the game based on the position information of the play items and the attribute information of the play items. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

  The present invention places a play item such as a card stored in a sleeve of a card folder on a play field, reads information recorded in the play item, and detects the position of the play item on the play field. Thus, the present invention relates to a game device that controls the execution of the game and a card folder for the game device.

  2. Description of the Related Art Conventionally, card game devices using cards (trading cards) have been put into practical use as play items that serve as media for executing games. As such a card game device, for example, a game device for soccer is known. A card game device for soccer, in which a player (player) arranges player cards on a player card arrangement panel (hereinafter referred to as a play field), the card data in which an internal image sensor is recorded on the back side of the player card. From these player cards, team data composed of a plurality of players is created and the game is started. And a player can instruct | indicate a player's position and formation by moving arrangement | positioning of the player card on a play field. In such a card game, a new player card is paid out to the player every time the game is executed, so that the player can collect new cards that can be used in a card game such as a player card. Have fun. In addition to the above-described card game for soccer, a card game device for performing a war game in the space including the battle game of the Sengoku turbulent world and other planets has been proposed.

  In addition, since the cards used in these games are generally made of hard paper or thin plastic, etc., they are exclusively used to prevent damage or deterioration of the cards when used in games or during storage. Alternatively, it is handled by being stored in a general-purpose card folder. The card folder has a bag-like transparent sleeve for storing cards, and the card name, character design, and various attribute information (for example, attack power, defense power, special ability) printed on the card via this sleeve Etc.) text information, icons, etc. are recognized.

  In such a card game device, the game progress control program controls the progress of the game by reading information recorded on a plurality of cards placed on the play field and detecting the movement of the cards. Is done. In addition, in the game, players can play against each other, or one player can play against a computer.

  As such a card game device, for example, Japanese Patent Laid-Open No. 2002-301264 discloses “a play field in which an arbitrary card among a plurality of cards having unique data is selectively placed, and the play field” A card data reading means for reading the data of the card placed on the card, an image generating means for generating an image according to the card data read by the card data reading means, and a game image generated by the image generating means. And a display device for displaying the game device. ”(Claim 1 of the same publication) is described.

  The card game device described in the above publication is described by taking the card game device for soccer as an example, and the player selects an arbitrary player card from a plurality of player cards having unique card information. When placed on the play field, an image sensor installed inside the game device reads card-specific card information recorded on the back side of the player card, and creates team data composed of a plurality of players. . When the game starts, the game progress control program detects the movement and position of the player card and controls the progress of the soccer game.

  Further, in the card game device described in the publication, the card information recorded on the back surface of the player card is composed of a code pattern, and by analyzing the information of the code pattern, the card placed on the play field is analyzed. It is also described that a means for detecting the position and orientation is provided.

  Furthermore, the card game device described in the publication can instruct the player's position and formation by moving the player card placed on the play field while rubbing the player on the play field. The shoot is executed by operating the shoot button, and this effect image is also displayed on the monitor. When one game ends, the player can increase one new player card by paying out a new player card from the card payout unit of the card game apparatus. It is also disclosed that the player can easily perform player selection and player change operations using the increased player cards when the next game is played.

JP 2002-301264 A

  Since the card game device described in Patent Document 1 is a card game for a soccer game, the player progresses the game while moving 11 (11 types) player cards placed on the play field. Let Therefore, when starting the game, a plurality of the same type of player cards (that is, the same person) cannot be used.

  However, for example, in a game such as a space war game in which a unit is composed of a plurality of play items such as robots, fighters, tanks, etc., and battles against enemy units, in order to increase the game play You may want to use multiple cards of the same type. In the game device described in Patent Document 1, when a plurality of cards of the same type are used, the same card information is recorded on the same type of card, so that each individual card placed on the play field is recorded. There was a problem that the game device could not identify the same card individually.

  Further, even if the player owns a plurality of cards of the same type, the second and subsequent cards cannot be used in the game, and there is a problem that the willingness to collect the cards is hindered.

  SUMMARY OF THE INVENTION Accordingly, an object of the present invention is to provide a game apparatus that can execute a game even when a plurality of cards of the same type are used with respect to the above-described game apparatus using a play item including a plurality of cards and the like, and the game Is to provide a card folder.

  In order to solve such a problem, the invention according to claim 1 is a card including a card in which individual card information is recorded for each type of card and a sleeve in which card folder information is recorded and the card is stored. A game device using a play item that is stored in the sleeve of the card folder in which at least a plurality of the same type of cards are recorded in different card folder information. A play field to be placed; play item reading means for reading combination information of the card information and the card folder information of the play item placed on the play field as unique information of the play item; A process for detecting the position of the play item placed on the field. I item position detecting means, storage means for storing attribute information relating to the play item corresponding to the unique information of the play item read by the play item reading means, and detected by the play item position detecting means. And game control means for controlling the progress of the game based on the position information of the play item and the attribute information of the play item stored in the storage means.

  According to a second aspect of the present invention, in the game device according to the first aspect, the attribute information relating to the play item is changed according to the progress of the game by the game control means.

  The invention according to claim 3 is the card folder for the game device according to claim 1, wherein the card folder information recorded in the card folder is when the card is stored in the sleeve of the card folder. It is recorded at a position that does not overlap the card information recorded on the card.

  The invention according to claim 4 is the card folder for the game device according to claim 1, wherein the card folder information recorded in the card folder is when the card is stored in the sleeve of the card folder. In addition, information for invalidating a part of the card information recorded on the card is recorded.

  The invention according to claim 5 is the card folder for the game device according to claim 1, wherein the card folder information recorded in the card folder is when the card is stored in the sleeve of the card folder. Information for changing part or all of the card information recorded on the card is recorded.

  The invention according to claim 6 is the card folder for the game device according to claim 1, wherein the card folder information recorded in the card folder and the card information recorded in the card have different wavelengths. It is recorded by the paint which reflects the light of this.

  The invention according to claim 7 is the card folder for the game device according to claim 1, wherein the card folder information recorded in the card folder and the card information recorded in the card are afterglows, respectively. It is recorded by the fluorescent substance from which time differs.

  The invention according to an eighth aspect is the card folder according to any one of the third to seventh aspects, comprising a plurality of the sleeves connected to each other.

  According to the game device of the present invention, a card in which individual card information is recorded for each type of card and a card folder having a sleeve in which card folder information is recorded and a card is stored are used. A game device that uses a play item in which the same type of card is stored in the sleeve of a card folder in which different card folder information is recorded, the play field on which the play item is placed, and the play field Play item reading means for reading combination information of card information and card folder information of the placed play item as unique information of the play item, and play item position detection for detecting the position of the play item placed on the play field Means and play item reading means Storage means for storing attribute information related to the play item corresponding to the specific information of the play item, position information of the play item detected by the play item position detection means, and attribute information of the play item stored in the storage means And a game control means for controlling the progress of the game on the basis of a plurality of cards of the same type in which the same card information is recorded is stored in the game. By making the card folder a card folder in which different card folder information is recorded, the play item reading means uses not only card information but also combination information of card information and card folder information as unique information of each play item. Read each individual play item using the same type of card. It can be recognized as a separate play item. Therefore, based on the position information of each play item detected by the play item position detection means and the attribute information individually stored in the storage means corresponding to the unique information of each play item, a plurality of the same Even if a type of card is used, the progress of the game can be controlled by the game control means. In this case, attribute information of a plurality of cards of the same type can be individually grown according to the results of each play item in the game. In addition, the player's willingness to collect cards can be improved.

  In addition, since the attribute information about the play item can be changed according to the progress of the game by the game control means, even if the play item is composed of the same type of cards, For example, attribute information regarding individual play items such as a hit rate in an attack and a value of “HP” that decreases when an attack is received can be individually changed, and the fun of the game can be further enhanced.

  According to the card folder for a game device according to the present invention, the card folder information recorded in the card folder is recorded at a position that does not overlap with the card information recorded on the card when the card is stored in the sleeve of the card folder. It is possible to create a combination information of card information and card folder information as unique information of the play item by adding card folder information to the card information, and the play item reading means is complicated. It is possible to configure in the same manner as in the conventional device that reads only card information without making it into a digital format.

  Further, according to the card folder for a game device according to the present invention, a part of the card information recorded on the card when the card is stored in the sleeve of the card folder is invalidated as the card folder information recorded in the card folder. For example, by covering a part of card information with card folder information and making the card information of the covered part unreadable by the play item reading means. It is possible to invalidate and create combination information of card information and card folder information as unique information of the play item. According to this card folder, it is possible to cope with the case where the card information is recorded on almost the entire surface of the card, and similarly to the above, the play item reading means can be configured similarly to the conventional apparatus without complicating.

  Further, according to the card folder for the game device according to the present invention, a part or all of the card information recorded on the card when the card is stored in the sleeve of the card folder as the card folder information recorded in the card folder. Can be recorded and configured so that the attribute information of the play item stored corresponding to the unique information of the play item is changed from the attribute information stored corresponding to the card information only (For example, the attack power and the defense power increase) and the interest in the game can be enhanced.

  In addition, according to the card folder for a game device according to the present invention, the card folder information recorded in the card folder and the card information recorded in the card are each made of paint that reflects light of different wavelengths or each of the afterglow time. Since it can be recorded and configured with different phosphors, even when card information is recorded on almost the entire surface of the card, the card information and card folder information as the unique information of the play item are individually read and the card Combination information of information and card folder information can be created.

  Further, according to the card folder for a game device according to the present invention, the card folder can be configured with a plurality of connected sleeves. Therefore, in addition to the effects of the card folder according to the present invention described above, for example, A single play card and one or more sub-play cards acting in cooperation with the main play card can constitute a play item by a card group unit, which broadens the strategy and tactics of the game, The interest for the game can be further enhanced.

  Hereinafter, an embodiment of the present invention will be described using a game device using an item in which a card is stored in a sleeve of a card folder as a play item. FIG. 1 is a perspective view showing an overall configuration of a card game apparatus according to an embodiment of the present invention, and FIG. 2 is a perspective view showing a terminal apparatus operated by each player in the card game apparatus. In the following description, a case where the card game apparatus is applied to a battle game will be described.

  As shown in FIGS. 1 and 2, the card game apparatus 1 includes one or two large panel displays 2, a main control unit 3 that performs display control of the large panel display 2, and communication with the main control unit 3. It is comprised from several terminal device 4a-4h connected so as to be possible. Each of the terminal devices 4a to 4h is a game device of the present invention.

  The large-sized panel display 2 displays the title name of the game, a battlefield map for selecting a plurality of battlefields prepared in advance before the game starts, display of battle results, and the like.

  The player P who participates in the game for the first time purchases a starter pack necessary for playing the game for the first time and sits on the seats of the terminal devices 4a to 4h. In this starter pack, an IC card 5 and a game medium for executing a game, that is, a plurality of cards 50 and a card folder 60, which become play items 6, are set in advance. In the following description, the play item 6 indicates that the card 50 is stored in the sleeve of the card folder 60. The card 50 is preferably made of plastic or hard paper.

  The IC card 5 is used as a recording medium for storing the name or nickname of the player P and further recording the game result data that is the result of the game. Further, the IC card 5 stores in advance the cost that the player P can use for one game. Then, by satisfying certain conditions such as the player P winning the game, a cost obtained by adding a predetermined value to the cost value that can be used for this one game is recorded on the IC card 5. It is like that.

  The IC card 5 is used as a means for confirming that the player P is qualified to participate in the game. Therefore, when the player P plays a game for the first time using the purchased IC card 5, he / she performs an operation of registering his / her name or nickname.

  Since the terminal devices 4a to 4h have the same configuration, the terminal device 4a shown in FIG. 2 will be described. The terminal device 4a includes a play field 7 for placing the play item 6 owned by the player P, a display device 8 serving as a means for displaying a battle effect image, and the like, and an IC card lead into which the IC card 5 is inserted. A light device 9, a coin insertion device 9a, and a card payout device 10 for paying out a new card 50 to the player P in correspondence with the execution of one game are provided. Although FIG. 2 shows the IC card read / write device 9 in which the IC card read / write device 9 and the coin insertion device 9a are integrated, each may have a separate structure. The coin insertion device 9a has a coin insertion slot and a sensor for detecting the inserted coin, and serves as means for collecting a game fee when the player P starts the game.

  The game apparatus of the present invention can execute a game between players who operate these terminal devices 4a to 4h with each other as an opponent (player T). Furthermore, the player P can also play a game with the terminal device 4a or the like operated by the player P as an opponent.

  On the left side of the play field 7, there are provided a plurality of types of select buttons 11 used for moving the cursor when inputting the name of the player P or selecting a menu displayed on the large panel display 2 or the display device 8. Also, on the right side of the play field 7, various buttons (button switches) 12 such as action buttons and three types of tactic buttons to be pressed when performing “attack execution” or the like are provided. These three types of tactic buttons allow the player P to select one of “strategy emphasis”, “emphasis on maneuver”, and “emphasis on defense” when the game control is set to the battle mode. It is a button for.

  FIG. 3 shows an example of a block diagram of a control system that controls the operation of the card game apparatus 1. The main control unit 3 includes a large panel control unit 15 for performing control to display various images and the like on the large panel display 2 via a hub 14 of a LAN (Local Area Network) 13, and each of the terminal devices 4a to 4h. Connected to an external communication network (not shown).

  The large panel control unit 15 is composed of a control board having a CPU 16, a RAM 17 as a storage means (memory), an input / output interface 18, a sound circuit 19, a graphic display circuit 20, and the like. In the RAM 17, various image data displayed on the large-sized panel display 2, part or all of the image data displayed on the display device 8, and these image data are selected and sequentially displayed with priority determined. An image output control program for performing control is stored.

  The input / output interface 18 is connected to the main control unit 3 via the hub 14, and is connected to switches 21 for operating the large-sized panel display 2 and a hard disk device 45 as an auxiliary (external) storage device. ing. The sound circuit 19 is connected to a sound amplifier (speaker) 22 that outputs sound corresponding to various images displayed on the large panel display 2. The RAM 17 also stores audio data and an audio output control program for outputting the audio data to the speaker 22. The graphic display circuit 20 is configured by a circuit or the like that displays an image selected by a control signal from the CPU 16 on the large panel display 2.

  The terminal devices 4a to 4h are composed of a control board having a CPU 23, a RAM 24 as a storage means (memory), an input / output interface 25, a sound circuit 26, a graphic display circuit 27, and the like. In the RAM 24, a game progress control program for controlling the progress of the game when the card game apparatus 1 executes the game and a play item 6 that can be used when the player P executes the game are preset. Attribute information (parameter, etc.) is stored.

  In addition to the main control unit 3, the input / output interface 25 includes an IC card read / write device 9, a coin detection sensor (not shown) of the coin insertion device 9a, a timer 9b, a card payout device 10, a select button 11, and various buttons. 12 and switches for operating the display device 8, an image sensor 40 for reading card information and card folder information stored on the back side of the card 50 and card folder 60, a hard disk device 46 as an external storage device, and the like. It is connected. The timer 9b is used as a means for counting the elapsed time, but a software timer that counts the elapsed time by a program may be adopted.

  The sound circuit 26 is connected to a sound amplifier (speaker) 30 that outputs sound corresponding to various images displayed on the display device 8. The RAM 24 also stores audio data and an audio output control program for outputting the audio data to the speaker 30. The graphic display circuit 27 displays the image selected by the control signal from the CPU 23 on the display device 8.

  A hard disk device 45 as an external storage device shown in FIG. 3 stores a program for controlling the operation of the large panel control unit 15, and this program is read into the RAM 17 when the main control unit 3 is turned on. It is. Similarly, a program (game progress control program) for controlling the operation of the terminal device 4a is stored in the hard disk device 46, and this program is read into the RAM 24 when the terminal device 4a is powered on. In addition to the hard disk devices 45 and 46, the above-mentioned program stored in the CD-ROM or the like when the main control unit 3 and the terminal device 4a are turned on using an external storage device such as a CD-ROM. May be read and stored (loaded) in RAM 17 and RAM 24, respectively.

  4 is a plan view of the play field 7 as viewed from above, and FIG. 5 is a longitudinal sectional view of a housing 31 to which the play field 7 is attached. As shown in FIGS. 4 and 5, the play field 7 includes a transparent glass plate 33 attached so as to close the upper surface opening 32 of the housing 31, and a thin play field sheet laminated on the upper surface of the glass plate 33. 34. As the play field sheet 34, for example, a polycarbonate sheet or an acrylic resin sheet can be used.

  When playing a game, the play item 6 is placed on the upper surface of the play field sheet 34. For example, when the player P battles with another player T who operates the other terminal device 4b, his / her play item 6 is placed on the play field 7 (play field sheet 34) of each terminal device. To do.

  Inside the housing 31, a light source 35 that irradiates infrared rays (invisible light) to the back surface of the play item 6 placed on the play field 7, and a first filter that removes visible light from the light emitted from the light source 35. 36, the first reflecting plate 37 that reflects the reflected light reflected by the back surface of the card 50 and the card folder 60 of the play item 6 upward, and the reflected light (invisible light) reflected by the first reflecting plate 37 is reflected downward. The second reflecting plate 38, the second filter 39 for removing disturbance light (visible light) contained in the reflected light reflected by the second reflecting plate 38, and the reflected light that has passed through the second filter 39 on the play field 7 The image sensor 40 for imaging and reading the code pattern recorded on the back surface of the card 50 and the card folder 60 mounted on the card 50 is attached. The light source 35 includes a light emitting diode (LED) that emits invisible light that cannot be seen with the naked eye such as infrared rays or ultraviolet rays. When visible light is not emitted from the light source 35, it is not necessary to provide the first filter 36.

  The first reflector 37 is supported by the lower inclined portion 41 of the casing 31 so as to be inclined at a predetermined inclination angle α with respect to the play field 7 provided horizontally. The second reflector 38 is attached at an inclination angle corresponding to the attachment angle of the first reflector 37.

  Since the casing 31 has the lower inclined portion 41, the player P's feet can be inserted below the lower inclined portion 41 when the player P is seated. Thereby, the player P can reach to the position deep inside the play field 7 when arranging the play items 6 on the play field 7, and the play item 6 can be placed anywhere on the entire surface of the play field 7. Can move. Further, since the play field 7 is irradiated with infrared rays (invisible light) from which visible light is cut from the light source 35 from the inside of the sealed case 31, the case 31 is viewed even when the play field 7 is viewed from above. You can't peek inside.

  A card 50 used in the card game apparatus 1 of the present embodiment is composed of cards having a plurality of types of category names classified into a plurality of categories as shown in FIG. For example, as shown in FIG. 6, the plurality of categories include a mechanical card, a weapon card, and a custom card. On the surface of each card 50, a category name, a card name (mechanism, weapon, name indicating custom, etc.), an illustration corresponding to the card name, for example, a mecha card used for battle (robot, fighter) Etc.), illustrations of handheld weapons (beam rifles, shields, etc.), etc. are printed on weapon cards, and illustrations of special effects other than handheld weapons are printed on custom cards.

  In FIG. 6, the mechanical card indicating the name of the category is a card 50 that constitutes a main play item when a unit to be described later is organized. In addition, the weapon card and the custom card indicating the category name become the cards 50 constituting the sub play item. For example, as a preparatory step when executing a battle game, the player P first organizes a unit composed of a plurality of cards 50 including a main play item alone or a main play item and a sub play item. Subsequently, the player P places the main play item alone (play item 6) or a plurality of cards 50 group (play item 6) knitting units on the play field 7, and the back side of these knitted play items 6 The unique information (combination information of card information and card folder information) recorded on the card is registered (stored) in the RAM 24 serving as storage means. In the battle game, this unit is a collective representation of a mechanism organized by the player P, weapons equipped by the mechanism, custom effects, and the like. Enemy units can also organize units. Note that the player P does not necessarily have to organize units as the play item 6, and the play item 6 may be composed of a single mechanical card (one). However, the weapon card and the custom card, which are cards to be equipped on the mechanical card, cannot constitute the play item 6 alone.

  Subsequently, the unit data creating means to be described later searches the attribute information pre-registered in the RAM 24 corresponding to the combination code based on the combination code of the card identification code and the card folder identification code registered in the RAM 24. A data table in which these combination codes and attribute information are associated with each other as a mechanical card alone or as a unit is created and stored in the RAM 24.

  When the above-described unit is organized from the cards 6 possessed by the player P, for example, one mechanical card as the main play item is always included, and the organization of the weapon card and the custom card is arbitrary. A unit knitting rule is set such that the total number of cards 50 knitting one unit is an upper limit, for example, 5 or less. In addition, the number of units that are mechanically and knitted and registered is also set to an upper limit of, for example, a maximum of 5 units including the mechanism alone, according to the rules of unit organization.

  In execution of a game, for example, a battle scene, a mechanical card that is a main play item constituting the unit becomes an operation play item representing the unit. That is, when the player P moves a mechanical card, which is a main play item that constitutes a unit placed on the play field 7, a game is performed such that a unit represented by the mechanical card battles with an enemy unit. The progress control program controls the progress of the game.

  Furthermore, in the mechanical card, weapon card, and custom card shown in FIG. 6, several different types of cards 50 are produced in advance for each category, and can be used in the game. For example, a card 50 is manufactured for each mecha card such as a fighter or a robot. Furthermore, multiple types of weapon cards such as beam rifles and shields are produced as weapon cards. Among the plural types of weapon cards, there are also cards having conditions for using weapons such as right hand, left hand, left and right hands. Further, as shown in FIG. 6, a category code for representing the type of category is set in advance in the cards 6 divided into these categories.

  As shown in FIG. 7A, a type code is given to a plurality of types of cards 50 manufactured for each category. The card identification code represented by these category code and type code is card information recorded in advance on the card 50. The card information (card identification code) recorded in advance on the card 50 is information for identifying the types of all the cards 50 that can be used in the game. As will be described later, for example, a predetermined number of digits Is printed on the back side of the card 50 as a code pattern that can be expressed in binary. The code pattern is printed with pigment ink that cannot be recognized by the human eye and can be recognized when irradiated with invisible light such as infrared rays. The card identification code shown in FIG. 7A is represented by a binary number composed of 8 bits.

  Further, attribute information (parameters, etc.) indicating characteristics, performance, etc. for each card is set in advance for each card 50. The attribute information is stored in advance as numerical values or code information in the RAM 24 of the terminal devices 4a to 4h together with the card identification code of the corresponding card 50. An example of the attribute information data items set in each card 50 is shown in FIG. Also, all or part of the attribute information set for each card is printed on the front or back surface of the corresponding card 50 so that the player P can recognize it.

  Of the data items related to the attribute information shown in FIG. 7A, the cost is a total for calculating how much cost it took to organize the unit when the player P formed one or more units. It is a numerical value, and a predetermined cost value is set for each card 50. In this way, by setting a cost value for each card 50, when the player P plays a battle game with another player T, the game is played with an upper limit set for the total cost value for all the units to be organized. It becomes possible. This makes it possible to play a game that is balanced in terms of cost for all the units organized by the player.

  The card folder 60 used for the card game apparatus 1 of this embodiment is composed of card folders having two category names, a normal folder and a rare folder, as shown in FIG. The card folder 60 is given a category code and an identification code at the time of production. These category code and identification code become card folder information recorded in the card folder 60 in advance. The card folder information (folder identification code) recorded in advance in the card folder 60 is unique information for individually identifying the play item 6 used in the game in combination with the card information (card identification code) described above. As will be described later, for example, as a code pattern that can be expressed by a binary number having a predetermined number of digits, it is printed on the surface on which the back side of the card 50 stored in the card folder 60 can be visually recognized. . This code pattern is printed with pigment ink that cannot be recognized by the human eye and can be recognized by irradiating invisible light such as infrared rays, like the code pattern printed on the card 50. Note that the folder identification code shown in FIG. 7B is represented by a binary number composed of 4 bits.

  As shown in FIG. 7B, the card folder 60 whose category is a normal folder has no effect on the attribute information of the card 50 stored therein, and uses a plurality of mechanical cards of the same type. In this case, the play item 6 is configured using the card folder 60 having a different identification code, and the game device 1 is made to recognize each play item 6 individually.

  The card folder 60 whose category is a rare folder is for changing the card 50 attribute information stored in the card folder. For example, the card folder 60 is used in a game by increasing the original attack power and defense power set in the mechanical card 50. It is what makes it possible.

  Subsequently, a code pattern which is card information recorded on the back surface of the card 50 will be described. FIG. 8 shows an example of a code pattern recorded on the card 50. On the back surface of the card 50, a code pattern 170 composed of a plurality of patterns having different radii is printed. The code pattern 170 includes a card position detection circle 172, a position angle detection pattern area 174 formed on the outer periphery of the card position detection circle 172, an ID data area 176 formed outside the position angle detection pattern area 174, It has an annular white area 178 formed inside the card position detection circle 172, a data area 180 formed inside the annular white area 178, and a center point 182 formed inside the data area 180. . The code pattern 170 is recognized by the density difference between the black portion 170a and the white portion 170b.

  Further, the code pattern 170 is printed using ink that transmits infrared rays, so that the player cannot directly see the code pattern 170. For this reason, a player or another person can work on the code pattern 170 to modify the code pattern 170, or to prevent forgery of a card that resembles the code pattern 170.

  Further, in the code pattern 170, a card position detection circle 172, a position angle detection pattern area 174, an ID data area 176, an annular white area 178, and a data area 180 are concentric with the center point 182 as the center. The ID data area 176 having a radius larger than the short side of the card 50 is formed in a curved shape. That is, in the ID data area 176, a part of the outermost circular pattern located at a radius larger than the short side portion is recorded in an arc shape with respect to the rectangular card surface. The entire area can be used effectively.

  FIG. 9 is a diagram illustrating an image example when the back surface of the card 50 is imaged by the image sensor 40. As shown in FIG. 9, when the code pattern 170 is imaged by the image sensor 40, the black and white part is recognized as “1” and the black and white part is recognized as “0”. White portions of the ID data region 176 and the data region 180 are hatched portions, but predetermined information is displayed in combination with a black portion, not a blank. That is, the black portion and the white portion are extracted as a 1-bit signal, and the arrangement pattern of the black portion and the white portion differs according to the content of predetermined information. The arrangement pattern with the white portion functions as a code pattern. In this example, the size is determined so that each half bit (indicating one black portion or white portion) is 6 dots on the image data captured by the image sensor 40.

  Note that the code pattern 170 and the code center point 182 of the card 50 are detected by the luminance difference between the inside and the outside of the card position detection circle 172. For this reason, a white region is formed in an annular shape inside and outside the card position detection circle 172, thereby clarifying the luminance difference between the inner and outer circumferences of the card position detection circle 172. Since the card position detection circle 172 is a circle, the position can be detected regardless of the orientation (position angle) of the card 50.

  Further, the position angle of the code pattern 170 (the direction of the card 50) is detected by measuring the circumferential interval between the protrusions 174a to 174d of the position angle detection pattern region 174 that protrudes radially outward from the outer periphery of the card position detection circle 172. Detect and determine. Therefore, the circumferential intervals of the protrusions 174a to 174d are not equal intervals, and the intervals are different so that the position angle of the card 50 is determined by detecting the intervals.

  The value of each bit is determined by the luminance difference between two adjacent half-bit areas. When determining the brightness of each area, in order to reduce the effect of errors at the time of defocusing and position / angle detection, the area at the border is not used and the brightness at the center of each area is extracted. Like that.

  As shown in FIG. 10, the bit start positions S <b> 1 to S <b> 4 of the ID data area 176 and the data area 180 are different for each card 50. Further, as shown in FIG. 11, 16-bit information consisting of pattern data 0 to 15 is obtained in the ID data area 176 and the data area 180. Furthermore, each pattern data 0-15 consists of a black part and a white part as mentioned above, and in order to make it easy to distinguish from the image data imaged by the image sensor 40, one of the black part and the white part. The area is set to be large, and erroneous recognition of data is prevented. In the ID data area 176 and the data area 180, a card identification code which is card information given to each of the cards 50 is shown.

  Next, several embodiments of the card folder 60 according to the present invention will be described with reference to FIGS.

  FIG. 12 is a conceptual diagram when the card 50 is stored in the card folder 60 according to the first embodiment of the present invention and the play items 6a and 6b are configured. In FIG. 12, the card 50 on which the card information code pattern 170 is recorded is stored in the sleeve 61 of the card folder 60 to constitute the play item 6a or 6b. The card folder 60 is a bag in which two sheets made of transparent synthetic resin such as polypropylene having excellent wear resistance are cut into a rectangular shape, and the left side, the right side and the lower side are joined by heat welding to open the upper side. A sleeve 61 formed in a shape is provided. One card 50 is accommodated in the sleeve 61 formed in the bag shape to constitute the play items 6a and 6b.

  When the card 50 is stored in the sleeve 61, the surface of the card folder 60 on which the code pattern 170 recorded on the card 50 is recorded when the card 50 is stored in the sleeve 61 is visible. A code pattern 190 serving as card folder information is recorded at a position that does not overlap with the code pattern 170 recorded in 50. Similar to the code pattern 170 printed on the card 50, the code pattern 190 is printed with pigment ink that can be recognized by irradiating invisible light such as infrared rays that cannot be recognized by human eyes, and is recorded in 191a to 191d. Depending on the area, a code pattern 190 that can be expressed by a binary number composed of 4 bits as described in FIG. 7B is recorded.

  In FIG. 12, the card 50 shown in FIG. 12A and the card 50 shown in FIG. 12B are the same type of card, and the code patterns 170 recorded on these represent the same card information. However, different code patterns 190 are recorded in the card folder 60 shown in FIG. 12A and the card folder 60 shown in FIG. Specifically, among the four recording areas 191a to 191d constituting the code pattern 190, the recording code of 191d is different. Accordingly, the card game apparatus 1 can identify the different play items 6a and 6b by storing them in the card folder 60 in which different code patterns 190 are recorded although they are the same type of cards 50. In addition, since the identification code 192 which can be visually recognized by the player P corresponding to the code pattern 190 of the card folder 60 is attached to the card folder 60 in the present embodiment, the player P also differs from the play items 6a and 6b. It can be easily identified as a play item. Further, in the present embodiment, the play item reading means can be configured in the same manner as a conventional device that reads only card information without complicating the play item reading means.

  FIG. 13 is a conceptual diagram when the card 50 is stored in the card folder 60 according to the second embodiment of the present invention and the play items 6c and 6d are configured. In FIG. 13, the card 50 shown in FIG. 13A and the card 50 shown in FIG. 13B are the same type of card, and code patterns 170 and 177 indicating the same card information are recorded. Among these, in the code pattern 177, codes relating to identification of the card 50 are recorded in the four storage areas 178a to 178b.

  On the other hand, in the card folder 60 according to the present embodiment, when the card 50 is stored in the sleeve 61 of the card folder 60, the card folder 60 is positioned so as to overlap a part or all of the code pattern 177 recorded on the card 50. 50, the code pattern 193 is printed and recorded with pigment ink which makes the code sensor 177 of the card 50 unreadable by the image sensor 40 as a play item reading means. In the card folder 60 shown in FIG. 13A, a code pattern composed of four storage areas 194a to 194d is provided at a position overlapping all four recording areas 178a to 178d of the code pattern 177 recorded on the card 50. 193 is recorded, and the card folder 60 shown in FIG. 13B overlaps three areas 178a, 178b and 178c among the four recording areas 178a to 178d of the code pattern 177 recorded on the card 50. A code pattern 193 composed of recording areas 194a, 194b and 194c is recorded at the position.

  For example, in the play item 6c shown in FIG. 13A, since the code pattern 193 recorded in the card folder 60 is overlaid on the entire area of the code pattern 177 recorded on the card 50, the image sensor 40 reads. Of the information, the code pattern 177 recorded on the card 50 is invalidated and cannot be read.

  In the play item 6d shown in FIG. 13B, among the code patterns 177 recorded on the card 50, 194a, 194b and 194c of the code pattern 193 recorded on the card folder 60 are superimposed on the areas 178a, 178b and 178c. Therefore, the codes recorded in the recording areas 178a, 178b and 178c of the card 50 are invalidated by the image sensor 40, and only the codes recorded in the recording area 178d are read. Thereby, the card game apparatus 1 can identify the play item 6c and the play item 6d individually as individual play items. Also, in this embodiment, similarly to the first embodiment described above, the play item reading means can be configured in the same manner as a conventional device that reads only card information without complicating the play item reading means.

  FIG. 14 is a conceptual diagram when the card 50 is stored in the card folder 60 according to the third embodiment of the present invention and the play items 6e and 6f are configured. In FIG. 14, the card 50 shown in FIG. 14A and the card 50 shown in FIG. 14B are the same type of card, and a code pattern 170 indicating the same card information is recorded. In FIG. 14, the card folder 60 shown in FIG. 14A performs the same function as the card folder 60 shown in FIG. 12A, but the card folder 60 shown in FIG. The category of the card folder 60 described in (b) belongs to the rare folder. Accordingly, the card folder 60 shown in FIG. 14A records only the code pattern 195 for individually identifying a plurality of play items 6e and the like configured by containing the same type of cards 50. The attribute information other than the code pattern 195 recorded in the card folder 60 of the play item 6e is the same as the attribute information of the stored card 50.

  In the card folder 60 shown in FIG. 14B, a code that is recognized as “1” when recorded in binary in the leftmost recording area 196a of the code pattern 195 is recorded, and the card belongs to the category of the rare folder. Folder 60. Therefore, the attribute information of the play item 6f stored corresponding to the unique information of the play item 6f is changed from the attribute information stored corresponding to only the code pattern 170 of the card 50 (for example, attack power and defense power) Can increase the interest of the game.

  The card folder 60 according to the present embodiment is given an identification code 192a that can be visually recognized by the player P corresponding to the code pattern 195 of the card folder 60, and an identification code 192b indicating the category of the card folder 60. Since P is visually recognizable, the player P can also easily identify the play items 6e and 6f as play items associated with different attribute information.

  FIG. 15 is a conceptual diagram when the card 50 is stored in the card folder 60 according to the fourth embodiment of the present invention and the play items 6g and 6h are configured. 15, the card 50 shown in FIG. 15A and the card 50 shown in FIG. 15B are the same type of card, and the code pattern 170 indicating the same card information is recorded on almost the entire surface of the card 50. ing.

  On the other hand, in the card folder 60, a code pattern 197 is recorded at a position partially overlapping with the code pattern 170 recorded on the card 50 when the card 50 is stored in the sleeve 61 of the card folder 60.

  In this embodiment, the code pattern 170 recorded on the card 50 and the code pattern 197 recorded on the card folder 60 are recorded with paints that reflect light of different wavelengths or phosphors with different afterglow times. Is configured. With this configuration, even when the code pattern 170 of the card 50 is recorded on almost the entire surface of the card 50, the code pattern 170 of the card 50 and the card folder 60 as unique information of the play items 6g and 6h are recorded. The code pattern 197 can be read individually, and the combination information of the card information and the card folder information can be read so as to be individually identifiable.

  FIG. 16 is a conceptual diagram when cards 50a, 50b, 50c, 50d, and 50e are stored in the card folder 60 according to the fifth embodiment of the present invention to constitute a play item 6k. In this embodiment, as shown in FIG. 16 (b), the card folder 60 includes five folders 60a including sleeves 61a, 61b, 61c, 61d and 61e for storing five cards 50a to 50e, respectively. 60b, 60c, 60d and 60e are connected to each other. Different code patterns 170A, 170B, 170C, 170D and 170E are recorded on the respective cards 50a to 50e, and code patterns 199 representing the same identification code are recorded on the respective folders 60a to 60e.

  In the present embodiment, as shown in FIG. 16C, the mechanical card 50a serving as the main play card is stored in the sleeve 61a of the folder 60a at the left end of the card folder 60, and the sub-play is stored in the remaining folders 60b to 60e. The weapon cards 50b and 50c or custom cards 50d and 50e to be cards are stored to form a unit of one play item 6k. In this embodiment, one mechanical card 50a as a main play card is always used, but the number of weapon cards 50b and 50c and custom cards 50d and 50e as sub cards is arbitrary up to four.

  The play item 6k configured in this manner is alternately folded at the connecting portion of adjacent folders as shown in FIG. 16D, as shown in FIG. 16D, and as shown in FIG. The sleeve 61a in which the mechanical card 50a is accommodated is placed on the play field 7 so as to be the lowest layer, and used for the game. According to the play item 6k configured as described above, one main play card (mechanism card 50a) and one or a plurality of sub play cards (weapon card 50b, 50c and custom cards 50d, 50e) can constitute a play item 6k by a card group unit, which broadens the strategy and tactics of the game and further enhances the interest in the game.

  In addition, when using a plurality of units in which the same type of mechanical card 50a is configured as a main play card, the card folders 60 in which different folder identification codes are recorded are used, so that individual play items 6k are individually identified. Can be grown individually.

  Next, a configuration of software that is stored in the RAM 24 of the terminal devices 4a to 4h illustrated in FIGS. 1 to 3 and that controls the progress of the game of the card game device 1 will be described. FIG. 17 is a diagram showing an example of the program configuration of the game progress control program P serving as a game control means for controlling the game progress of the card game apparatus 1.

  As shown in FIG. 17, the game progress control program P includes a main control program part P1, an input / output control program part P2, a unit organization program part P3, a battle control program part P4, an image control program part P5, and an audio output control program part. It consists of P6.

  The main control program part P1 is composed of a program for overall control of the operation of the card game apparatus 1 and a subprogram required for the overall control. The main control program unit P1 includes subprograms such as a main control program P1a, an input signal analysis program P1b, a game execution permission program P1c, and a communication control program P1d.

  The main control program P1a is a program that is executed after the card game apparatus 1 (for example, the main control unit 3 or the terminal apparatus 4a) is turned on, and controls the overall flow of the game progress. The main control program P1a includes a program for initializing a work area in the RAM 24 used for calculation processing of the program when the power of the card game apparatus 1 is turned on, and a display device serving as a display means when the power is turned on. 8 is an initialization screen, for example, an initial screen display program for displaying the title name of the game, image data to be displayed on the display device 8, and image data stored in the RAM 17 of the main control unit 3. A program for performing a process of making a transmission request and storing the received image data in the RAM 24 of the terminal device 4a is also included.

  The input signal analysis program P1b is a process for analyzing input signals (interrupt signals, etc.) when input signals from the IC card read / write device 9, the coin insertion device 9a, the select button 11, various buttons 12, etc. are input. And a program that performs a process of transferring control to a subprogram that performs a process corresponding to the input signal. For example, when the player P catches an enemy unit in the attack area and presses the attack execution button 12 to input the signal, the input signal analysis program P1b analyzes the type of the signal. Then, the main control program P1a operates a program for displaying a battle animation image (object image), and controls the display device 8 to display an animation image (moving image) indicating the battle situation for a predetermined time.

  The game execution permission program P1c is a process of counting the number (number) of coins inserted by the player P into the coin insertion device 9a and storing the number of inserted coins, that is, the number of coins stored to allocate the number of inserted coins as a game fee. And a process for determining whether or not the number of stored coins satisfies a game fee (credit) for one game. If the number of coins stored (the number of inserted coins) satisfies the game fee for one game as a result of this determination, a process for permitting the execution of the game is performed. If not, processing for causing the display device 8 to display the required number of coins on the display device 8 is performed.

  The communication control program P1d performs data communication with the main control unit 3 and data communication with the other terminal device 4b and the like in order for the player P to play against the player T who operates one of the other terminal devices 4b and the like. It is a program for.

  The input / output control program unit P2 includes a program for performing predetermined processing based on input signals from the various buttons 11, 12 connected to the input / output interface 25, the IC card read / write device 9, and sensors, and an IC card. It consists of a program for controlling the operation of the read / write device 9, the card dispensing device 10, and the like. As shown in FIG. 17, the input / output control program unit P2 includes an IC card read / write program P2a, a play item information reading program P2b, a play item information analysis processing (position / angle) program P2c, a card dispensing device control program P2d, and the like. The subprogram is provided.

  The IC card read / write program P2a is a program for controlling the operation of the IC card read / write device 9. The program P2a stores the name or nickname data of the player P stored in the IC card 5 when the IC card 5 owned by the player P is inserted into the IC card read / write device 9 when the game is executed. This is a program that performs processing for reading and authenticating the player P, processing for writing data relating to a battle result as a game result to the IC card 5 when one game is finished, and the like.

  The play item information reading program P2b is recorded (printed) on the back surface of the card 50 of the play item 6 by the image sensor 40 when the player P places the play item 6 on the play field 7 when playing the game. The code pattern 170 and the code pattern 190, 193, 195, 197, 199, etc. recorded in the card folder 60 are read into the RAM 24, and the code data is read based on the image data stored in the RAM 24. Processing for decoding the information represented by the combination of the pattern 170 and the code pattern 190,... To obtain the card identification code and folder identification code, and processing for storing the obtained card identification code and folder identification code in the RAM 24. Program to do It is.

  The play item information analysis processing (position / angle) program P2c is used for the play item 6 placed on the play field 7 from the image data stored in the RAM 24 by the play item information reading program P2b described above. This is a program for detecting the position, angle (orientation), etc. in the coordinate system and storing the detected data in the RAM 24. In this process, the position of the play item 6 on the play field 7 is detected by calculating the coordinates of the position of the card position detection circle 172 from the two-dimensional image data captured and read into the RAM 24, and the coordinates are used as the play field. It can be obtained by converting into the coordinate system of 7. By printing marks detectable by the image sensor 40 at the four corners of the play field 7, the coordinates of the play field 7 can be set in the two-dimensional image data read into the RAM 24.

  Further, the play item information analysis process (position / angle) program P2c can determine the angle (orientation) of the play item 6 on the play field 7 by the following process. First, the image data of the position angle detection pattern area 174 imaged in advance in a standard orientation is registered in the RAM 24 in advance as a standard orientation pattern. Then, the pattern of the protrusions 174a to 174d included in the position angle detection pattern area 174 and the standard orientation pattern from the image data loaded on the play field 7 and read into the RAM 24 by the player P are patterned. By comparing by matching, the angle (orientation) of the play item 6 with respect to the coordinate system of the play field 7 can be obtained.

  The play item information reading program P2b and the play item information analysis processing (position / angle) program P2c described above are a group of cards 50 constituting a unit organized by the player P as a preparation step before the player P executes the game. Is placed on the play field 7, and when the unit registration operation is performed and when the player P battles with the enemy side, the mechanical card constituting the unit is moved while rubbing on the play field 7 ) Is operated according to the control of the main control program P1a.

  The card payout device control program P2d is a program for performing control for paying out a new card 50 to the player P, for example, every time one game is completed based on the control of the main control program P1. . As for the new card 50 to be paid out when one game is finished, one card 50 is randomly paid out from the above-mentioned mechanical card, weapon card and custom card. The newly paid out card 50 can be used from the next game as a card owned by the player P.

  As a preparation step for executing the battle game, the unit organization program unit P3 places a plurality of cards 50 constituting the unit organized by the player P on the play field 7, and each card 50 constituting the unit. The card information and the card folder information recorded in the above are composed of programs that operate when an operation of registering in the terminal device 4a is performed. The unit organization program section P3 includes subprograms such as an organization availability determination program P3a, a unit data creation program P3b, and an attribute information correction program P3c.

  As described above, in the present invention, the unit organization rules for the player P to organize units are set in advance. The knitting propriety determination program P3a performs a process for checking whether or not a unit knitted by the player P has knitted a unit that matches the unit knitting rule by a combination of cards 50 included in the unit. It is a program.

  When the player P organizes a unit, a plurality of play items 6 organized by the player P are placed on the play field 7. The code pattern 170 recorded on the card 50 and the code pattern 190 recorded on the card folder 60 are read by the above-described play item information reading program P2b and stored in the RAM 24. The code pattern of the play item 6 is analyzed to obtain a card identification code and stored in the RAM 24. The knitting propriety determination program P3a is a unit knitted by the player P based on the category code of the card identification code of each card 50 knitting the unit stored in the RAM 24 and the knitting propriety determination data stored in the RAM 24 in advance. Performs a process of determining whether or not the rules for unit organization are met.

  The unit data creation program P3b is composed of attribute information corresponding to the above-mentioned unique information of the play item 6 stored in advance in the RAM 24 when the player P organizes and registers a unit that matches the unit organization rules. Referring to the play item attribute information data table, the attribute information of each play item 6 constituting the unit is associated with information unique to the play item 6 (combination information of card identification code and card folder identification code). Thus, a program for creating data (unit data table) as a unit of one information and storing the unit data table in the RAM 24 is performed.

  In the present embodiment, after the player P organizes the units as described above and performs an operation of registering the unit data table in the RAM 24, depending on the combination status of the cards 50 constituting the unit, Processing to correct the included attribute information is performed. This processing is performed by the attribute information correction program P3c based on a preset attribute information correction rule. For example, when a mechanical card and a weapon card are organized in a unit, based on the attribute information correction rule, the specific attribute information of the mechanical card and the specific attribute information of the weapon card stored in the unit data table are stored. By collating, the specific attribute information of this weapon card is increased or decreased. The above-described attribute information correction rule is such that when a specific card constituting a unit is combined with another card (or other two cards, etc.) for the card 50 used in the game, those specific attributes This is a data table showing information for correcting information, correction parameters, etc., and is registered in the attribute information correction program P3c.

  Thus, depending on the combination status of the cards 50 that form each unit, the value of the attribute information of the card 50 that constitutes the unit is increased or decreased from the value registered in the play item attribute information data table in advance. When the process is performed, the game P will be more interesting because the player P can organize a unit having higher attribute information (attack power, etc.) in the unit he / she conducts.

  The battle control program unit P4 finishes the registration operation regarding the units organized from the plurality of cards 50 selected by the player P, and the main control program P1a sets the game control mode of the terminal device 4a to “actual battle (battle) mode”. ”, The movement and position / angle detection process on the play field 7 of the mechanical card 50 that is the main play card of the unit, the battle control according to the operation of the attack execution button, and the determination of the battle result And a program for displaying the result when the battle game ends. As shown in FIG. 17, the battle control program section P4 includes subprograms such as a unit operation program P4a, a tactic / battle control program P4b, and a battle result determination processing program P4c. The unit operation program P4a, the tactic / battle control program P4b, and the like serve as means for controlling the execution of a game such as a battle game.

  When the game is executed, the player P places the play item 6 on the play field 7 with a mechanical card (main play card) serving as an operation play item for operating a unit organized by the player P being the lowest layer. . Then, the player P performs an operation of moving the play item 6 while rubbing the play field 7 in order to attack the enemy unit.

  The unit operation program P4a operates the play item information reading program P2b and the play item information analysis processing (position / angle) program P2c to move the play item 6 on the play field 7, thereby playing the play field 7 of the play item 6. Detection processing of the position and angle (orientation) on the top is performed. Subsequently, based on the detected data, the unit operation program P4a converts the position information of the play item 6 in the coordinate system of the play field 7 into the position information of the coordinate system of the battlefield scene displayed on the display device 8. The display device 8 is controlled to display the position of the unit corresponding to the play item 6 (three-dimensional model data corresponding to each card identification code of a card group constituting the unit such as a mechanical card or a weapon card).

  The tactics / battle control program P4b determines the tactics by pressing any one of the three tactic buttons, “emphasis emphasis”, “mobility emphasis”, and “defense emphasis”, before the player P starts the battle. When selected, the calculation formula for calculating the damage to the enemy when the unit attacks the enemy, the defensive power when attacked by the enemy, etc., according to the selected tactic Processing to correct parameters and the like is performed. The damage to the enemy side and the correction of the defense strength are, for example, that when the player P selects “attack priority”, the attribute information value related to the attack is increased and the attribute information value related to the defense is decreased. Correct as follows.

  Further, when the player P presses the attack execution button, the tactics / battle control program P4b converts the three-dimensional object battle animation image data arranged in the virtual space stored in the RAM 24 into two-dimensional data. Control to display on the display device 8 which is a display means is also performed.

  The battle result determination processing program P4c is a program for determining whether the battle result is winning or losing. When the player P and the player T battle each other, the battle result can be determined by performing, for example, the following process using the battle result determination processing program P4c.

  (1) When the value of “HP”, which is attribute information of the mechanical card constituting the unit of player P or player T, decreases due to the opponent's attack and becomes “0”, the unit is destroyed. Then, when one of all units is annihilated (destroyed) by the battle game, at that time, the player who has annihilated determines that it is a victory.

  (2) Even if a battle game is performed for a preset time, for example, for 3 minutes, if all units of either player are not completely destroyed, that is, whether the player wins or loses when the time is up is determined by the player P and the player T A player with a large cost remaining ratio is determined to win. The remaining cost ratio is Kp for all play items 6 (total cost of all cards 50) registered by the player P at the start of the game, and Kt for the total cost of all units registered by the player T at the start of the game. If the remaining cost is SKp for the player P and SKt for the player T, the remaining ratio of the cost of the player P is calculated as SKp / Kp, and the remaining ratio of the cost of the player T is calculated as SKt / Kt.

  The image control program unit P5 outputs various effect images to the display device 8 based on the control of each program of the main control program unit P1, the input / output program unit P2, the unit organization program unit 3, and the battle control program unit P4. It consists of programs to do. The image control program part P5 includes an initial screen control program P5a, a preparation screen control program P5b, a unit registration screen control program P5c, a battle preparation screen control program P5d, a battle screen control program P5e, a battle result announcement screen control program P5f, and a game end. Subprograms such as the time screen control program P5g are provided.

  The audio output control program unit P6 outputs audio from the speaker 30 based on the control of each program such as the main control program unit P1, the input / output control program P2, the unit organization program unit P3, and the battle control program unit P4. It is a program.

  The above-described program can be developed using a program development language such as C language. A program obtained by translating a source program developed in C language or the like into an object (machine language) program that can be executed by the CPU 23 is stored in the hard disk device 46 or an external storage device such as a CD-ROM or DVD-ROM of the terminal device 4a. Remembered. Various image data and audio data are also stored in these computer-readable recording media. When the power of the terminal device 4a is turned on, these programs, image data, and audio data stored in the external storage device such as the hard disk device 46 are read into the RAM 24. And when this program starts, the card game apparatus 1 will be in the state which can implement a game.

  Note that a mask ROM that reads electrically recorded data can also be used as the computer-readable recording medium. When this mask ROM is used, a control circuit in which this mask ROM is mounted is formed on the control board of the terminal device 4a shown in FIG. 3, and the object program is stored in this mask ROM.

  Next, the game execution method of the card game apparatus 1 according to the embodiment of the present invention and the control contents of the game progress control program P for controlling the progress of the game will be described. When the player P plays a game for the first time on the card game apparatus 1, it is necessary to purchase a starter pack using a vending machine installed in a game center or the like as described above. The starter pack includes an IC card 5 incorporating an IC chip, a plurality of cards 50, two card folders 60, and the like for each category used in the game.

  First, the terminal device 4a is turned on, and the game progress control program P is read into the RAM 24 from the hard disk device 46 in which the game progress control program P is stored. Subsequently, when the game progress control program P read into the RAM 24 is started up, the image stored in the RAM 17 of the large-size panel control unit 15 among the image data displayed on the display device 8 and the initialization process of the work area of the RAM 24 is stored. A process of transferring data to the RAM 24 of the terminal device 4a is executed.

  Subsequently, the game progress control program P controls the progress of the game according to the flowchart shown in FIG. Hereinafter, the game execution method and its control will be described in the order of steps in the flowchart shown in FIG.

(Step S1)
The main control program P1a operates the initial screen control program P5a, and performs an advertising process for displaying the battle game title, game procedure, and the like on the display device 8. As a result, the card game apparatus 1 is in a state of waiting for the insertion of coins or the like, which is a fee for the player P to execute the game.

(Step S2)
When the player P inserts a coin into the coin insertion device 9a, the coin detection sensor installed in the coin insertion device 9a detects the inserted coin, and this detection signal is sent to the terminal device 4a via the input / output interface 25. Entered. Then, the input signal analysis program P1b of the terminal device 4a analyzes the type of the input signal, and when it is determined that it is a coin insertion signal, the game execution permission program P1c is activated.
The game execution permission program P1c counts the number (number) of coins inserted by the player P into the coin insertion device 9a and stores it as a coin storage number in the storage area set in the RAM 24 as the number of inserted coins. A process of determining whether or not the number of coins stored satisfies a credit (for example, three coins) that is a game fee for one game is performed. When the number of coins that can execute one game is inserted, a process for permitting the execution of the game is performed, the preparation screen control program P5b is activated, and the player 8 is informed of the next operation procedure on the display device 8. The process to display on is performed. On the other hand, when the number of coins stored does not satisfy the game fee for one game, a display prompting the display device 8 to insert the missing coins is performed.
If the game execution permission program P1c determines that the coin storage number satisfies the credits of one game, the coin that becomes the credit for one game to be executed from the coin storage number stored in the RAM 24 from now on. The number is subtracted and the number of stored coins obtained by the subtraction is stored in the RAM 24. This process of updating the number of stored coins is a process performed when the player P inserts extra coins with respect to the game fee for one game so as to allocate the surplus coins as the game fee for the next game.

(Step S3)
Subsequently, the player P performs an operation of inserting the IC card 5 into the IC card read / write (R / W) device 9. When the insertion signal for the IC card 5 is input, the main control program P1a operates the IC card read / write program P2a to read the information stored in the IC card 5 and store it in the RAM 24. Note that the IC card 5 stores the name or nickname of the player P, the upper limit value of the cost when the player P organizes the play item 6 for playing the battle game, the results of the battle game, and the like. Is done.

(Step S4) (Step S5)
In step S4, the main control program P1a determines whether or not the IC card 5 read in step S3 is the IC card 5 used for the first time, and if it is determined that the player P is the IC card 5 used for the first time. The process proceeds to step S5, and a process for inputting the name or nickname of the player P in an interactive manner with the display device 8 is performed.

(Step S6)
Steps S6 and S7 are steps for making preparations for executing the battle game. In step S6, the main control program P1a operates the battle preparation screen control program P5b to set the player T to play against the player P, matching such as processing for selecting a stage for executing the game interactively with the large panel display 2 Perform processing. In addition, the stage which implements this game shows the battle scene which performs a battle game, for example, the space, the ground, the sea etc. are preset. The code of the stage selected by the player P is stored in the RAM 24.

(Step S7)
In step S7, the player P performs the above-described unit registration operation. The content of the operation performed by the player P in this step and the processing content of the game progress control program accompanying this operation are as follows.

  (1) First, the player P selects a plurality of cards 50 from the cards 50 owned by the player P in order to organize the above-described units. For this unit organization, for example, a unit organization that always includes one mechanical card, the organization of other weapon cards and custom cards is optional, and the total number of cards 50 constituting one unit is 5 or less. The rules are set.

  (2) The player P inserts a plurality of cards 50 selected for organizing the units one by one into the sleeves 61a, 61b,. At this time, the front surfaces (or back surfaces) of all the cards inserted into the sleeves 61a, 61b,... Of the card folder 60 are set to face the same direction.

  (3) Subsequently, the player P spreads the card folder 60 into which the card 50 constituting one unit is inserted in a planar shape and places it on the play field 7. At this time, the card so that the back surface of all the cards 50 inserted into the sleeves 61a, 61b,... Of the card folder 60, that is, the surface on which the code pattern 170 is recorded faces (relatively) the top surface of the play field 7. The folder 60 is placed on the play field 7.

  (4) When the card folder 60 into which the card 50 constituting each unit organized by the player P is placed is placed on the play field 7 and the button 12 is pressed, the main control program P1a loads the play item information reading program P2b. By operating, the image data captured by the image sensor 40 is read into the RAM 24. At this time, the code pattern 170 recorded on the back surface of the card 50 is read via the card folder 60.

  When the player P organizes two or more units, the card 50 constituting another unit is inserted into a plurality of other card folders 60 different from the card folder 60 used, and the cards 50 All the card folders 60 in which are inserted are placed on the play field 7. At this time, the plurality of card folders 60 are placed, for example, in the horizontal direction so as not to overlap the play field 7. By doing in this way, the play item information reading program P2b is related to the code pattern 170 recorded on the back surface of the plurality of cards 50 constituting the plurality of units, the code pattern 199 recorded on the card folder 60, and the like. It becomes possible to read the data at a time and store the imaged data in the RAM 24. At this time, when a plurality of units using the same type of card 50 are used, since the card folder 60 in which different folder identification codes are recorded is used, the code pattern 170 and the card folder 60 recorded in the card 50 are used. Are identified as individual units by the unique information of each unit based on the combination information such as the code pattern 199 recorded in the memory, and are individually stored in the RAM 24 together with the corresponding attribute information.

  (5) Subsequently, the main control program P1a operates the play item information analysis processing (position / angle) program P2c, and is recorded in the code pattern 170 and the card folder 60 recorded on the back surface of each card 50. Information on the code pattern 199 and the like, that is, card identification code, folder identification code, information on the position and orientation of the play item 6 in the coordinate system of the play field 7 is analyzed, and data obtained by analysis is stored in the RAM 24. At this time, since the group of cards 50 constituting one unit is inserted into the sleeves 61a, 61b,... Of the card folder 60 and arranged in a straight line, the play item information analysis processing (position / angle) program P2c The image analysis process makes it possible to obtain the card identification code of the card 50 and the folder identification code of the card folder 60 that organize this unit for each unit.

  (6) When the player P completes the registration operation of the unit that matches the unit organization rule, the unit data creation program P3b creates a play item data table and stores it in the RAM 24. Subsequently, the attribute information correction program P3c is operated to check the contents related to the specific attribute information of each card 50 constituting the play item 6, and perform a process of correcting the value of the attribute information. The processing for correcting the value of this attribute information is performed in accordance with the attribute information correction rule as described above, when a mechanical card and a weapon card are organized in the unit. The specific attribute information of these mechanical cards in the play item data table) is compared with the specific attribute information of the weapon card, and processing for increasing or decreasing the value of the attribute information of this weapon card is performed. When the above process ends, the process of step S7 ends.

(Step S8)
Subsequently, the player P folds the card folder 60 into which a plurality of cards 6 knitting units are inserted so that the sleeves 61a,... 61e overlap in the vertical direction as shown in FIG. 7 is placed on top. At this time, the card folder 60 is folded so that the sleeve 61a in which the mechanical card 50a is inserted becomes the lowermost layer, and the back side of the mechanical card 50a, that is, the code pattern 170 relating to the identification code of the card 50a is recorded. The surface is placed so as to face the upper surface of the play field 7. Subsequently, when the player P presses the action button 12, the main control program P1 sets the game control to the dispatch mode.

  When the game control is in the sortie mode, the main control program P1 activates the unit operation program P4a. The unit operation program P4a operates the play item information reading program P2b and the play item information analysis processing (position / angle) program P2c, and operates the play item 6 of the play field 7 on the play field 7. The position, orientation, and movement detection processing in the coordinate system and the battle preparation screen control program P5d are operated to perform processing for displaying a screen showing the battlefield situation on the display device 8 in real time.

  As described above, when the game control mode is the sortie mode, when the player P moves the play item 6 while rubbing on the play field 7, the three-dimensional object model of the mechanical card 50a of the play item 6 becomes the state of the battlefield. Is converted into the coordinate system of the screen of the display device 8 indicating that the play item 6 is moved in synchronization with the movement of the play item 6. At this time, the illustration of the mechanical card 50 and the three-dimensional object model included in the unit organized by the player T who competes with the player P are also transmitted to the player P by data communication from the terminal device operated by the enemy player T. It is displayed on the display device 8. As a result, a real-time battle simulation game between the player P and the enemy player T can be performed.

  The battle preparation screen control program P5d, when a weapon card is organized on the card 50 constituting the play item 6, displays the attack range which is attribute information of the mechanical card 50a and the weapon card 50b on the screen indicating the battlefield situation. Based on the value, the attack range is displayed as a graphic. This attack range can be displayed based on data related to the “attack range” that is attribute information of the weapon card. Further, when the player P moves the play item 6 while rubbing on the play field 7 (including changing the movement direction and rotation), the three-dimensional object model corresponding to the unit associated with the play item 6 also has an attack range. At the same time, it is displayed on the battlefield screen in real time.

  Then, when the tactics / battle control program P4b captures the three-dimensional object model corresponding to the enemy unit within this attack range for a predetermined time, the aim of the circle or the like for attacking the enemy mechanism is determined by the player. The display is made so that the three-dimensional object model of the unit operated by P approaches the three-dimensional object model of the unit operated by the player T who is the opponent. When the tactics / battle control program P4b determines that the aim is completely matched with the opponent's three-dimensional object model, the tactics / battle control program P4b displays on the display device 8 that the attack is possible, and further the speaker 30 Also outputs audio. Thus, the player P can attack the enemy side mechanism by pressing the attack execution button 12.

(Step S9)
When the player P determines that the aim displayed at the tip of the attack range has caught the enemy unit, the player P presses the attack execution button 12 to attack the enemy unit. When the main control program P1a detects the pressing signal of the attack execution button 12, the main control program P1a sets the game control to the battle mode. When the game is set to the battle mode, the main control program P1a activates the battle screen control program P5e to convert the 3D battle animation (3D object) image data stored in the RAM 24 into 2D image data. After conversion, the battle animation screen is displayed on the display device 8 for a predetermined time. In this way, the battle animation between the player P unit and the enemy unit is displayed. When the attack execution button is pressed when the aiming coordinates set at the tip of the attack range displayed on the battlefield screen and the coordinate position of the enemy side mechanism coincide, the tactics / battle control program P4b Subtracts “HP”, which is attribute information of the enemy's mecha, based on a predetermined calculation formula. When “HP” becomes “0”, it is determined that the enemy unit has been destroyed, Processing to set the cost value of the unit to “0” is performed.

(Step S10)
The battle result determination program P4c performs the following process (1) or (2) on the battle between the player P and the player T executed in the battle step S9, and determines the winning or losing of the game. Then, the result of the battle game is displayed on the large-sized panel display 2 and the display device 8 by operating the battle result announcement screen display program P5f.

  (1) The remaining cost is calculated for the total cost of the units organized by the player P and the player T, respectively. When either player P or all units of player T are annihilated (destroyed), that is, when the remaining cost is “0”, it is determined that the player who annihilated the player wins.

  (2) Even if a battle game is performed for a preset time, for example, about 3 minutes, if all the units of either player are not completely destroyed, that is, the determination of winning or losing when the time is up is as described above. It is determined that the player with the larger remaining ratio of the costs of the player P and the player T has won.

(Step S11)
Since one game is over, the main control program P1a operates the IC card read / write program P2a to perform the process of writing the battle record data of the current battle game on the IC card 5 of the player P. In addition, when the player P records the battle record data satisfying the preset conditions, the player can perform a class improvement or awarding a medal for the achievement, and can be used for one game stored in the IC card 5 of the player P. A process of increasing the upper limit value and storing it is also performed. Subsequently, the main control program P1a operates the card payout device control program P2d to perform a process of paying out a new card 50 to the player P.

(Step S12)
The main control program P1a operates the screen control program P5g at the end of the game, and causes the display device 8 to display a screen asking the player P whether or not to continue the next one game. The player P operates the select button 11 and the action button 12 to perform an operation of inputting whether or not to continue the next one game by the screen display and the interactive method.

(Step S13) (Step S14)
The main control program P1a determines the information input by the player P as to whether or not to continue the next one game in step S12. When the player P inputs that the game is to be continued, the main control program P1a performs a process of returning the game progress control to step S6 described above, and controls the progress of the next game. On the other hand, when the player P inputs that the next game is not performed, the main control program P1a performs a process of returning the control of the game progress to the above-described step S2.

  In the above-described embodiment of the present invention, an example in which a card is used as a play item for playing a game has been described. However, in the present invention, a seal printed with code information is used for a model (figure) such as a doll. The present invention can also be applied to a game that uses play items that are pasted on the back of a table that is attached to advance the game. In a game using such a modeled object, a device for paying out this modeled object is installed instead of the card payout device 10 shown in FIG.

  In the embodiment of the present invention described above, unique information for identifying individual play items is 2 codes such as a barcode and a QR code (registered trademark) in addition to the code pattern read by the infrared light described above. Dimensional codes, information recorded by magnetism, etc. can be employed.

It is a perspective view showing the whole card game device composition showing one embodiment of the present invention. FIG. 2 is a perspective view showing a terminal device operated by each player in the card game device shown in FIG. 1. It is a control block diagram which shows an example of the control system of the card game apparatus shown in FIG. It is a top view of the play field with which the card game apparatus shown in FIG. 2 is provided. It is a longitudinal cross-sectional view of the housing | casing to which the play field was attached. In order to knitting a unit, it is a figure for explaining an example of the knitting condition about a plurality of cards which constitute this unit. It is a figure for demonstrating the data item regarding the attribute information currently preset to the card | curd for organizing a play item, a card folder, and this card | curd and card folder. It is a figure which shows an example of the code pattern recorded on the back surface of the card | curd. It is a figure which shows an example when an image sensor images the back surface of a card | curd. It is a figure which shows the start position of the bit of ID data area and data area currently recorded on the back surface of a card | curd. It is a figure which shows arrangement | positioning of the pattern data currently recorded on the back surface of a card | curd. It is a figure which shows 1st Example of the card | curd and card folder which comprise a play item. It is a figure which shows 2nd Example of the card | curd and card folder which comprise a play item. It is a figure which shows the 3rd Example of the card | curd and card folder which comprise a play item. It is a figure which shows the 4th Example of the card | curd and card folder which comprise a play item. It is a figure which shows the 5th Example of the card | curd and card folder which comprise a play item. It is a figure for demonstrating the example of a structure about the game progress control program which controls the action | operation of the game device of this invention. 4 is a flowchart for explaining a flow of game control in the game device of the present invention.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1: Card game device 3: Main control part 4a-4h: Terminal device 5: IC card 6: Play item 7: Play field 8: Display device 9: IC card read / write device 9a: Coin insertion device 10: Card payout device 11 : Select button 12: Action button 23: CPU
24: RAM
35: Light source 40: Image sensor 50: Card 60: Card folder 61: Sleeve 170, 177: Code pattern (card side)
172: Card position detection circle 174: Position angle detection pattern area 190, 193, 195, 197, 199: Code pattern (card folder side)
P1a: main control program P2b: play item information reading program P2c: play item information analysis processing (position / angle) program P3a: knitting availability determination program P3b: unit data creation program P3c: attribute information correction program P4a: unit operation program P4b: Tactical / Battle Control Program

Claims (8)

  1. A card in which individual card information is recorded for each type of card and a card folder having a sleeve in which card folder information is recorded and in which the card is stored are used, and at least a plurality of cards of the same type are different from each other A game device that uses a play item stored in the sleeve of the card folder in which folder information is recorded,
    A play field for placing the play item;
    Play item reading means for reading, as unique information of the play item, combination information of the card information and the card folder information of the play item placed on the play field;
    Play item position detecting means for detecting the position of the play item placed on the play field;
    Storage means for storing attribute information related to the play item corresponding to the unique information of the play item read by the play item reading means;
    Game control means for controlling the progress of the game based on the position information of the play item detected by the play item position detection means and the attribute information of the play item stored in the storage means;
    A game apparatus comprising:
  2.   The game apparatus according to claim 1, wherein the attribute information related to the play item is changed according to the progress of the game by the game control unit.
  3.   The card folder information recorded in the card folder is recorded at a position that does not overlap the card information recorded on the card when the card is stored in the sleeve of the card folder. The card folder for game devices according to claim 1.
  4.   The card folder information recorded in the card folder includes information for invalidating a part of the card information recorded in the card when the card is stored in the sleeve of the card folder. The card folder for a game device according to claim 1, wherein the card folder is for a game device.
  5.   The card folder information recorded in the card folder includes information for changing part or all of the card information recorded on the card when the card is stored in the sleeve of the card folder. The card folder for a game device according to claim 1, wherein the card folder is for a game device.
  6.   2. The game according to claim 1, wherein the card folder information recorded in the card folder and the card information recorded in the card are recorded with paints that reflect light of different wavelengths. Device card folder.
  7.   2. The game apparatus according to claim 1, wherein the card folder information recorded in the card folder and the card information recorded in the card are recorded by phosphors having different afterglow times. Card folder.
  8.   The card folder according to claim 3, comprising a plurality of the sleeves connected to each other.
JP2006301919A 2006-11-07 2006-11-07 Game device and card folder used for the game device Active JP5261743B2 (en)

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JP2008279046A (en) * 2007-05-10 2008-11-20 Taito Corp Game machine equipped with movable card holder
WO2010073868A1 (en) * 2008-12-26 2010-07-01 株式会社セガ Game device
JP5658386B1 (en) * 2014-02-20 2015-01-21 株式会社マーベラス Recording medium for game device
JP5658387B1 (en) * 2014-02-20 2015-01-21 株式会社マーベラス Game device and game device processing method
JP6488038B1 (en) * 2018-03-15 2019-03-20 株式会社コナミデジタルエンタテインメント Game medium identification system and computer program thereof

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JP2002301264A (en) * 2001-02-02 2002-10-15 Sega Corp Card game device, card data reader, card game control method, recording medium, program and card
WO2006081176A2 (en) * 2005-01-24 2006-08-03 Wizards Of The Coast, Inc. Game, such as collectable card game employing customizable features
JP2007061340A (en) * 2005-08-31 2007-03-15 Namco Bandai Games Inc Game device, program and information storage medium

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JP2002301264A (en) * 2001-02-02 2002-10-15 Sega Corp Card game device, card data reader, card game control method, recording medium, program and card
WO2006081176A2 (en) * 2005-01-24 2006-08-03 Wizards Of The Coast, Inc. Game, such as collectable card game employing customizable features
JP2007061340A (en) * 2005-08-31 2007-03-15 Namco Bandai Games Inc Game device, program and information storage medium

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008279046A (en) * 2007-05-10 2008-11-20 Taito Corp Game machine equipped with movable card holder
WO2010073868A1 (en) * 2008-12-26 2010-07-01 株式会社セガ Game device
JP2010154951A (en) * 2008-12-26 2010-07-15 Sega Corp Game device
JP5658386B1 (en) * 2014-02-20 2015-01-21 株式会社マーベラス Recording medium for game device
JP5658387B1 (en) * 2014-02-20 2015-01-21 株式会社マーベラス Game device and game device processing method
JP6488038B1 (en) * 2018-03-15 2019-03-20 株式会社コナミデジタルエンタテインメント Game medium identification system and computer program thereof
WO2019176776A1 (en) * 2018-03-15 2019-09-19 株式会社コナミデジタルエンタテインメント Game medium identification system, computer program, and control method thereof

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