TW201032874A - Game device, method of controlling game device, and program for controlling game device - Google Patents

Game device, method of controlling game device, and program for controlling game device Download PDF

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Publication number
TW201032874A
TW201032874A TW099104868A TW99104868A TW201032874A TW 201032874 A TW201032874 A TW 201032874A TW 099104868 A TW099104868 A TW 099104868A TW 99104868 A TW99104868 A TW 99104868A TW 201032874 A TW201032874 A TW 201032874A
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Taiwan
Prior art keywords
game
card
unit
plane
information
Prior art date
Application number
TW099104868A
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Chinese (zh)
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TWI468210B (en
Inventor
Gou Hirose
Takao Yamauchi
Shinpei Nomura
Fumihiro Kato
Hiroshi Takamura
Takayuki Ohnishi
Kouhei Shirakawa
Hirofumi Maeda
Norihiro Saito
Masahiro Kashiwagi
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Sega Kk Dba Sega Corp
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Publication of TW201032874A publication Critical patent/TW201032874A/en
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Publication of TWI468210B publication Critical patent/TWI468210B/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/041Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
    • G06F3/044Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by capacitive means
    • G06F3/0443Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by capacitive means using a single layer of sensing electrodes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1043Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • BPERFORMING OPERATIONS; TRANSPORTING
    • B42BOOKBINDING; ALBUMS; FILES; SPECIAL PRINTED MATTER
    • B42DBOOKS; BOOK COVERS; LOOSE LEAVES; PRINTED MATTER CHARACTERISED BY IDENTIFICATION OR SECURITY FEATURES; PRINTED MATTER OF SPECIAL FORMAT OR STYLE NOT OTHERWISE PROVIDED FOR; DEVICES FOR USE THEREWITH AND NOT OTHERWISE PROVIDED FOR; MOVABLE-STRIP WRITING OR READING APPARATUS
    • B42D25/00Information-bearing cards or sheet-like structures characterised by identification or security features; Manufacture thereof
    • B42D25/30Identification or security features, e.g. for preventing forgery
    • B42D25/36Identification or security features, e.g. for preventing forgery comprising special materials
    • B42D25/378Special inks
    • B42D25/382Special inks absorbing or reflecting infrared light

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Provided is a card game device capable of detecting a touch position. The game device (card game devices has a configuration wherein a plurality of game media can be arranged. Each of the game media has a contact surface on which a code pattern that includes data indicating the inherent characteristics of a character of a game is printed in such a manner as to be identifiable by infrared rays. The card game device comprises a display unit for displaying an image. The card game device further comprises a table-like plane which transmits invisible light and a first detection unit for detecting the position of the game medium in the plane and the code pattern. Additionally, the card game device comprises a second detection unit for detecting the contact states of a plurality of game media arranged therein.

Description

201032874 六、發明說明: 【發明所屬之技術領域】 本發明係關於一種遊戲裝置、遊戲裝置之控制方法及遊 戲裝置之控制程式。 【先前技術】 先前’商業用視訊遊戲機中存在有控制桿、按鍵、軌跡 球等各種遊戲用介面。 又,近年來,使用有此種商業用視訊遊戲裝置用之專用 ”面之商業用視訊遊戲裝置正在普及。然而於面向消費者 之視訊遊戲機中無法提供該專用介面。 而且’作為此種商業用視訊遊戲裝置’近年來存在有包 括β賣卡機之介面之商業用視訊遊戲裝置(以下稱作卡片遊 戲裝置)。此種商業用視訊遊戲裝置具有收集進行遊戲所 使用之卡片之樂趣。此外,此種商業用視訊遊戲裝置具有 進行使用卡片之視訊遊戲之互動遊戲的樂趣,從而受到人 們歡迎。 參照專利文獻1對此種先前之卡片遊戲裝置進行說明(以 下稱作先前技術1)。先前技術丨之卡片遊戲裝置係於遊戲 區載置複數個卡片,藉由用使用者之手移動該等複數個卡 片而可進行遊戲。 Α先前技術1之卡片遊戲裝置中所用之卡片中,作為固有 貝料而包含與對應於該資料之遊戲進程相容的編 碼1先前技術!之卡片㈣裝置係藉由相機拍攝該編瑪並 進行圖像識別,從而可取得所載置之複數個卡片之位置資 146346.doc 201032874 訊。 先前技術1之卡片遊戲裝置可不論卡片之方向(角度)而 °貝取型樣。而^ ’先前技術1之卡片遊戲裝置顯示與玩家 在遊戲區上排列之複數個卡片之資料之組合相對應的遊戲 圖像’從而可使玩家享受進行團體遊戲之競技之樂趣。 先前技術文獻 專利文獻201032874 VI. Description of the Invention: [Technical Field] The present invention relates to a game device, a control method for a game device, and a control program for a game device. [Prior Art] In the prior art video game machines, various game interfaces such as joysticks, buttons, and trackballs exist. Moreover, in recent years, commercial video game devices using such dedicated video game devices have been popularized. However, this dedicated interface cannot be provided in consumer-oriented video game machines. In the past, video game devices have been used in commercial video game devices (hereinafter referred to as card game devices) including a card-selling device. Such commercial video game devices have the pleasure of collecting cards for playing games. Such a commercial video game device is popular with an interactive game for playing a video game using a card, and is known as a card game device (hereinafter referred to as prior art 1). The card game device of the prior art is provided with a plurality of cards in the game area, and the game can be played by moving the plurality of cards by the user's hand. 卡片In the card used in the card game device of the prior art 1, as an inherent The feed contains a code 1 prior art that is compatible with the game process corresponding to the material! The card (4) device captures the code and performs image recognition by the camera, so that the position of the plurality of cards placed can be obtained 146346.doc 201032874. The card game device of the prior art 1 can be oriented regardless of the direction of the card (angle) And the 'card game device of the prior art 1 displays a game image corresponding to the combination of the materials of the plurality of cards arranged by the player on the game area', thereby enabling the player to enjoy the competition for the group game. Fun. Previous Technical Literature Patent Literature

專利文獻1:日本專利3736440號公報 【發明内容】 發明所欲解決之問題 然而I刖技術1之卡片遊戲褒置係將複數個卡片作為 輸入器件而同時進行處理,藉由紅外線檢測卡片之位置、 姿勢、固有轉dentification,標識),並與其他按下之按 鍵組合而進行遊戲。 即’先前技m之卡片遊戲褒置如上所述,自使用者所 取得之資訊僅係卡 >;之位置•姿勢•时m、及按下之按 鍵之貝訊。即,先前技術丨之卡片遊戲裝置存在無法透過 卡片而檢測玩家正接觸卡片之類之資訊的問題。又,先前 技術1之卡片遊戲裝置亦無法於遊戲執行時之任意瞬間(即 時)得知玩家接觸的是哪一卡片。 ’其於卡片遊戲中 透過卡片而檢測出 ’可於 玩家正 即,需要如下之卡片遊戲裝置 遊戲執行時之任意瞬間(即時), 接觸的是哪一卡片之資訊。 其目的在於解決上 本發明係鑒於此種狀況研製而成者, 146346.doc 201032874 述問題。 解決問題之技術手段 本發明之遊戲裝置之特徵在於,其係構成為可配置複數 個遊戲媒體者,各個上述遊戲媒體係於接地面上印刷有在 可於不可見光下識別之包含表示遊戲角色所固有之特性之 資料的碼型樣’且上述遊戲裝置包括:顯示部,其顯示圖 * 像;平面’其使不可見光透過;第i檢測部,其用以檢測 上述平面上之各個遊戲媒體之位置及配置於上述平面之上 述遊戲媒體之碼型樣;第2檢測部,其用以檢測相對於上 Θ 述平面之接觸狀態,及控制部,其根據藉由上述第1檢測 部檢測出之上述遊戲媒體之位置與碼型樣’或者根據藉由 第1檢測部檢測出之上述遊戲媒體之位置與碼型樣及藉由 上述第2檢測部檢測出之接觸狀態,而對顯示於上述顯示 部之圖像資訊進行控制。 本發明之遊戲裝置之特徵在於:上述控制部計算各個上 述遊戲媒體之按下位置或按下時間,並根據該按下位置或 按下時間而變更上述遊戲角色之行動指示。 © 本發明之遊戲裝置之特徵在於:上述第2檢測部包含複 數個導電性構件,該導電性構件之各自之面積,相對於將 與上述平面接地之、上述遊戲媒體之接地面之外形尺寸設 · 為AxB時之該接地面之整體面積具有基於特定值之平方 值之特定比例,且上述導電性構件之面積之外形尺寸包含 上述A與上述A乘以上述特定值所得之值&之差c、及上述b 與上述B乘以上述特定值所得之值b之差De 146346.doc • 6 - 201032874 本發明之遊《置之特徵在^上料電性構件之各自 之面積係以佔上述接地面之整體面積之1/6或1/9之面積而 形成。 本發明之賴裝置之特徵在於:上料電㈣件之面積 係以佔據上述接地面之整體面積之7〇%以上之方式形成。 本發明之遊戲裝置之特徵在於:上述第2檢測部係藉由 靜電電容式觸碰感測器而檢測靜電電容值 構件係使用電極。 且上述導電性Patent Document 1: Japanese Patent No. 3736440 SUMMARY OF THE INVENTION Problems to be Solved by the Invention However, the card game device of the first technique is to simultaneously process a plurality of cards as input devices, and to detect the position of the card by infrared rays. Position, inherent transfer identification, identification), and combined with other pressed buttons to play. That is, the card game device of the prior art is as described above, and the information obtained from the user is only the card >; position, posture, time m, and press of the button. That is, the card game device of the prior art has a problem that it is impossible to detect the information that the player is touching the card through the card. Further, the card game apparatus of the prior art 1 cannot know which card the player is touching at any moment (i.e., at the time of the game execution). 'It is detected in the card game by the card'. The player can immediately use the card game device as follows. Any moment (immediately) when the game is executed, which card information is contacted. The purpose of the present invention is to solve the problems described in the present invention in view of such a situation, 146346.doc 201032874. Means for Solving the Problem A game device according to the present invention is characterized in that a plurality of game media are configurable, and each of the game media is printed on a ground plane and includes a game character that is recognized in invisible light. The code pattern of the inherent characteristic data and the game device includes: a display portion that displays a picture; a plane that transmits invisible light; and an i-th detection unit that detects each game medium on the plane a position and a code pattern of the game medium disposed on the plane; a second detecting unit for detecting a contact state with respect to the upper plane; and a control unit for detecting the position by the first detecting unit The position and the code pattern of the game medium or the display of the position and the pattern of the game medium detected by the first detecting unit and the contact state detected by the second detecting unit are displayed on the display. The image information of the department is controlled. In the game device of the present invention, the control unit calculates a pressed position or a pressed time of each of the game media, and changes an action instruction of the game character based on the pressed position or the pressed time. The game device according to the present invention is characterized in that the second detecting unit includes a plurality of conductive members, and an area of each of the conductive members is set to a size smaller than a ground plane of the game medium to be grounded to the plane. The total area of the ground plane for AxB has a specific ratio based on the square value of the specific value, and the area outside the size of the conductive member includes the difference between the value A of the above A and the above A multiplied by the specific value c, and the difference between the above b and the value b obtained by multiplying the above B by the above specific value De 146346.doc • 6 - 201032874 The invention of the present invention is characterized in that the respective areas of the electrical components are occupied It is formed by the area of 1/6 or 1/9 of the entire area of the ground plane. The apparatus according to the present invention is characterized in that the area of the electric material (four) is formed so as to occupy more than 7% of the total area of the ground contact surface. In the game device of the present invention, the second detecting unit detects the electrostatic capacitance value by using a capacitive touch sensor. And the above conductivity

本發明之遊戲裝置之特徵在於:其進而包括對複數個上 述電極之靜電電容值進行檢測之㈣器微電m車列,並藉 由上述感測器微電腦陣列即時地對複數個上述電極之靜電 電容值進行檢測。 本發明之遊戲裝置之特徵在於:上述遊戲媒體包含靜電 電容值不同之遊戲媒體,本發明之遊戲裝置包含上述靜電 電谷值不同之遊戲媒體時,進而包括面積計算機構,其根 據上述第1檢測部之圖像,而對上述靜電電容值不同之遊 戲媒體、上述平面及上述電極重疊之面積進行計算,且上 述面積計算機構係修正上述靜電電容值不同之遊戲媒體之 靜電電容值。 本發明之遊戲裝置之特徵在於:其係構成為可配置複數 個遊戲媒體者,各個上述遊戲媒體係於接地面上印刷有在 不可見光下可識別之包含表示遊戲角色所固有之特性之資 料的碼型樣,上述遊戲裝置包括:遊戲執行部;平面部, 其包含使不可見光透過之構成;放射部,其自上述遊戲裝 146346.doc 201032874 置之内部放射上述不可見光;攝像部,其將上述不可見光 透過上述平面部並由上述遊戲媒體之接地面反射後返回至 上述平面部側之不可見光作為圖像而於上述遊戲裝置之内 部加以捕獲;圖像檢測部,其對上述攝像部所拍攝之圖像 資料進行處理’而對包含上述平面部上之上述遊戲媒體之 位置、及印刷於各個上述遊戲媒體上之表示遊戲角色所固 有之特性之資料之資訊進行檢測,並供給至上述遊戲執行 部’及接觸檢測冑,其㉟測對上述平面部之接觸資訊並供 給至上述遊戲執行部;且,上述遊戲裝置係構成為:對應 於由玩家於上述平面部上對遊戲媒體進行之操作,而將藉 由上述圖像檢測部及上述接觸檢測部所檢測之資訊作為玩 家之操作資訊供給至上述遊戲執行部,域遊戲執行部響 應該操作資訊而執行遊戲;當玩家於遊戲進行中進行使上 述遊戲媒體於上述平面部移動之操作時,藉由上述圖像檢 測部檢測該賴媒體之移動,又,藉由上述接觸檢測部檢 測針對上述平面部之接觸,並根據上述圖像檢測部及上述 接觸檢測部所檢測之操作資訊而控制上述遊戲之進行。 本發明之遊戲裝置之特徵在於:其係構成為可配置複數 個遊戲媒體者,上述遊戲媒體之各者係於接地面印刷有在 不可見光下可識別之包含表示遊戲角色所固有之特性之資 料之碼型樣,上述遊戲裝置包括:遊戲執行部·平面部, 其構成為包含遊戲媒體操作區域(遊戲區),且使不可見光 透過,該遊戲媒體操作區域係由面構成,該面具有可配置 複數個遊戲媒體之寬度,且可藉由玩家之操作而使所配置 146346.doc 201032874 之遊戲媒體向任意位置移動;光源部,其配置為自上述遊 戲裝置之内部以不可見光照射上述配置之遊戲媒體之面向 上述平面部的一側;攝像部,其配置於上述遊戲裝置内, • 於上述不可見光下拍攝上述配置之遊戲媒體之面向上述平 ‘ ® 之冑’圖像檢測部’其對上述攝像部所拍攝之圖像 資料進行處理,而對包含上述遊戲媒體操作區域中之上述 遊戲媒體之位置、與印刷於各個上述遊戲媒體之表示遊戲 Φ 角色所固有之特性之資料的資訊進行檢測,並供給至上述 遊戲執行部;及接觸檢測部,其於上述遊戲媒體操作區域 之下部包含透明構件,用以檢測來自上方之針對配置有上 述遊戲媒體之上述平面部之接觸資訊,並供給至上述遊戲 執行部,·且,上述遊戲裝置係構成為:對應於玩家於上述 平面部對遊戲媒體進行之操作,而將藉由上述圖像檢測部 所檢測之資訊作為玩家之操作資訊而供給至上述遊戲執行 部,且上述遊戲執行部響應該操作資訊而執行遊戲;當玩 馨家於遊戲進行中進行使上述遊戲媒體於上述平面部移動之 操作時,一邊藉由上述圖像檢測部檢測該遊戲媒體之移 動,一邊藉由上述接觸檢測部檢測針對上述平面部之接 觸,並根據由上述接觸檢測部檢測出之資訊而控制上述遊 戲之進行。 .本發明之遊戲裝置之控制方法之特徵在於:其係構成為 可配置複數個遊戲媒體之遊戲裝置之控制方法,各個上述 遊戲媒體係於接地面印刷有在不可見光下可識別之包含表 示遊戲角色所固有之特性之資料之碼型樣,上述遊戲裝置 146346.doc 201032874 包括:平面,其使不可見光透過;第丨檢測部,其用以對 上述平面上之各遊戲媒體之位置、及配置於上述平面之上 述遊戲媒體之碼型樣進行檢測;及第2檢測部,其用以對 經由所配置之複數個上述遊戲媒體中之任—者而接觸上述 平面之接觸狀態進行檢測;並且於上述遊戲裝置之控制部 構成為:根據經配置於平面部之上述遊戲媒體之接地面所 反射之上述不可見光而作成圖像資料;將上述圖像資料進 行處理,而對包含上述平面部上之上述遊戲媒體之位置、 與印刷於上述各遊戲媒體之表示遊戲角色所固有之特性之 褊料之操作資訊進行檢測;進一步檢測針對配置有上述遊 戲媒體之上述平面部之接觸資訊;當玩家於遊戲進行中進 行使上述遊戲媒體於上述平面部移動之操作時,根據上述 操作資訊與上述接觸資訊而控制上述遊戲之進行。 本發明之遊戲裝置之控制程式之特徵在於:其係構成為 可配置複數個遊戲媒體之遊戲裝置之控制程式,各個上述 遊戲媒體係於接地面印刷有在不可見光下可識別之包含表 示遊戲角色所固有之特性之資料之碼型樣,上述遊戲裝置 包括:平面,其使不可見光透過;第i檢測部,其用以對 上述平面上之各遊戲媒體之位置及配置於上述平面之上述 遊戲媒體之碼型樣進行檢測;及第2檢測部,其用以檢測 針對配置有上述遊戲媒體之上述平面之接觸狀態;並且於 上述遊戲裝置之控制部執行如下步驟:根據經配置於平面 部之上述遊戲媒體之接地面所反射之上述不可見光而作成 圖像資料;將上述圖像資料進行處理,而對包含上述平面 146346.doc -10- 201032874 邛上之上述遊戲媒體之位置、與印刷於上述各遊戲媒體之 表不遊戲角色所固有之特性之資料之操作資訊進行檢測; 檢測針對配置有上述遊戲媒體之上述平面部之接觸資訊; 及曰玩豕於遊戲進行中進行使上述遊戲媒體在上述平面部 移動之操作時,根據上述操作資訊與上述接觸資訊而控制 上述遊戲之進行。 發明之效果 •、根據本發明’可提供一種藉由於遊戲區上佈滿小型之觸 碰區域而檢測整個區域上之針對卡片之接觸狀態的遊戲裝 置。 【實施方式】 <實施形態> [遊戲系統X之外觀] 以下,參照圖1對本發明之實施形態之遊戲系統χ之外觀 進行說明。 Φ 如圖1所示,遊戲系統χ係遊戲中心、購物店鋪或體育設 施等之遊戲設施中所設置之商業用視訊遊戲機(視訊遊戲 系統)。遊戲系統X包含複數個遊戲裝置1(μι〜1〇_η、伺服 -斋5、及大型顯示裝置55。遊戲系統χ之各遊戲裝置1〇_ • 1〜10-η係藉由有線或無線之網路而連接,可供複數個玩家 彼此之間進行對戰遊戲。又,遊戲系統χ亦可經由作為所 謂之「大廳」词服器之伺服器5,而與其他遊戲設施中所 3又置之其他遊戲裝置1〇_1〜ι〇_η之間進行對戰遊戲。 飼服器5對遊戲農置1 〇_ 1〜1 〇_η之得分、銷售額、退出之 146346.doc 201032874 卡片之剩餘量等進行合計。又,伺服器5於大型顯示裝置 55中顯示遊戲裝置之遊戲之晝面、等級或運行 狀況等。又,伺服器5亦可連接於未圖示之上位之主飼服 器’而向該主伺服器報告得分之等級或銷售額等。又,飼 服器5亦可自主伺服器下載遊戲裝置— n用之程式或 啟動R〇M(read only memory,唯讀記憶體)130中記憶之韌 體之上行資料等’而進行各裝置之更新。 以下’以該遊戲系統X之遊戲裝置中之遊戲裝 置10-1為代表例而進行說明。 g [遊戲裳置10-1之外觀] 參照圖2,與先前之卡片遊戲裝置同樣地,遊戲裝置⑺_ 1 (遊戲裝置)包括IC(integrated circuit,積體電路)卡片讀寫 部220、卡片退出部230、開關240、投幣部250、及顯示器 270 等。 對遊戲裝置10-1之使用者即玩家p使用遊戲裴置而 開始遊戲之情形進行說明。玩家Pf先使用未圖示之銷售 機而購買將卡片遊戲之遊玩(遊戲)中所使用之卡片80_ 〇 1〜80-n(遊戲媒體)與10:卡85設為一套組之如「啟始包」之 卡片套組。 其中,IC卡85用以記憶遊戲之資料。又,卡片80-1〜80 n用以於實際遊戲中由玩家P對部隊或遊戲角色等進行操· 除了可使用 維形狀之物 再者作為如卡片gO.UO n之遊戲媒體, 卡片狀之遊戲媒體之外’亦可使用模型等之三 146346.doc 12 201032874 體。該情形時’亦可使用於模型等之三維形狀物體之接地 面上印刷有例如二維碼般之光學式碼之物件。 具體而言’玩家p於進行遊戲之情形時,係將1(:卡85放 置於1C卡讀寫部220。然後,玩家P向投幣部250内投入硬 幣,或者使用儲值卡等進行結算。 之後’玩家P將卡片80-1〜80-n配置於遊戲區60上並使之 移動,或按下開關240等進行遊戲。 遊戲之經過係顯示於顯示器270中。又,經由伺服器5而 顯示於大型顯示裝置55中。 遊戲結束後,將包含遊戲成績在内之遊戲相關之資料寫 入至1C卡85中。又,卡片退出部230輸出下次可作為卡片 80-1~80-11而使用之卡片。此時,卡片退出部23〇例如隨機 地選擇卡片並輸出。 [遊戲裝置10-1之控制構成] 其次’參照圖3對遊戲裝置10-1之控制構成進行說明。 遊戲裝置10-1包括CPU 100(控制部、遊戲執行部、面積計 算部)、記憶部110、啟動ROM 130、周邊I/F(interface,介 面)140(周邊設備連接介面機構)、匯流排仲裁器15〇、圖形 處理器160(緣圖機構)、圖形記憶體170、音訊處理器18〇、 音訊記憶體190、通訊I/F 200、1C卡讀寫部220、卡片退出 部230、開關240、投幣部250、紅外線相機260(第1檢測 部、圖像檢測部、攝像部)、顯示器270(顯示部)、投影儀 275、揚聲器280、及觸碰面板讀取部300(第2檢測部、接 觸檢測部)。 146346.doc -13- 201032874 CPU 100係 CISC(Complex Instruction Set Computer,複雜 指令集電腦)方式或RISC(Reduced Instruction Set Computer, 精簡指令集電腦)方式之CPU(Central Processing Unit,中央 處理單元)、MPU(Micro Processing Unit,微處理單元)、 DSP(Digital Siganl Processor,數位信號處理器)、 ASIC(Application Specific Processor,特殊應用處理器)等。 CPU 100係具有運算•控制能力之控制機構。 又,CPU 100亦可具有下述之記憶部110、圖形處理器 160或音訊處理器180等之功能。進而,CPU 100亦可使用 程式111取得.修正卡片80-1〜80-n(圖2)之被觸碰之位置 等,而進行編碼810-1〜810-n(圖11)之圖像識別。 記憶部110包括RAM(Random Access Memory,隨機存取 記憶體)等之用於主記憶之高速記憶機構、HDD(Hard Disk Drive,硬碟驅動器)、快閃記憶體、SRAM(Static Random Access Memory,靜態隨機存取記憶體)、及磁帶裝置、光 碟裝置等輔助記憶機構。 記憶部110中包含程式111、及資料112。又,記憶部110 中包含用以使遊戲裝置10-1作為電腦而發揮功能之OS (Operating System(作業系統),未圖示)。程式111等可藉 由 OS 之各種 API(Application Programming Interface,應用 程式設計介面)而實現遊戲裝置10-1之各功能。 程式111係用以使CPU 100執行遊戲裝置1〇_1之卡片遊戲 之程式。再者’亦可設為如下構成:自伺服器5下載程式 111自身並進行更新’或者於遊戲開始時進行下載。 146346.doc 14· 201032874 資料112係用於該卡片遊戲之程式111之各種資料。資料 112包含下述腳本之資料、各卡片之資料、角色之顯示用 多邊形資料、音樂資料等之、卡片遊戲所必需之資料。 又,資料112中亦可記憶難易度設定等之資訊。 啟動 ROM 130 係 R〇M(Read Only Memory)、NOR(nor or,非或)型快閃記憶體或SRAM等非揮發性記憶媒體。 又,啟動ROM 130於遊戲裝置10-1啟動時,進行CPU 1〇〇 之微碼之設定。又,啟動ROM 130進行各部分之初始化。 又,啟動ROM 130發出自記憶部110啟動〇S等並執行程式 111之指示。又,啟動ROM 130包含用以設定通訊i/f 200 之IP(internet protoco卜網際網路協定)位址等、或者進行 各部分之動作測試、或者對硬幣及卡片之個數等進行計數 之程式或資料。 周邊I/F 140係提供用以連接於各種周邊設備(周邊裝置) 之、USB(universal serial bus,通用串列匯流排)、ieee (Institue of Electrical and Electronics Engin,電機電子工 程師學會)1394、串行、並行、紅外線、無線等之介面之 部位。 於遊戲裝置10-1中,作為連接於周邊I/F 140之各種周邊 設備’可使用照明部21〇(光源部、放射部)、1(:卡讀寫部 220、卡片退出部23〇、開關24〇、投幣部25〇、及紅外線相 機 260。 此外’亦可將桿式控制器、加速度檢測器、振動裝置等 力回饋敦置、腳踏/手按式開關、對顯示監視器之晝面上 146346.doc -15- 201032874 之位置進行檢測之位置檢測器、及如觸控板、觸控面板、 鍵盤、滑鼠或軌跡球之指向器件等連接於周邊I/F 14〇而加 以使用。 又,周邊I/F 140亦可對電子開關等進行控制。藉此,周 邊I/F 140亦可將各種周邊設備之電源接通/斷開從而抑制 耗電。 匯流排仲裁器150係提供所謂之「晶片組」等、用以連 接各部之匯流排介面的積體電路。 藉由該匯流排仲裁器15 0而連接之各部之匯流排之速度 可各不相同,亦可以上升/下降方式呈非對稱。 又,例如,cpu 1〇〇、記憶部110及匯流排仲裁器15〇之 間以FSB或HT之類之高速匯流排連接為佳。又’圖形處理 器160與匯流排仲裁器150之間亦以寬頻帶匯流排連接為 佳。 進而,CPU 100亦可構成為内置有DDR 2/3 SDRAM或 XDR DRAM等之匯流排介面,從而直接對記憶部j丨〇進行 讀寫。 圖形處理器16 0係具有對三維C G進行繪圖之功能之圖形 處理器。 圖形處理器160包括進行多邊形之幾何圖形(座標)之計 算的幾何圖形部162、及對經幾何圖形計算後之多邊形進 行光柵化/渲染(繪圖)之渲染部164。 又,圖形處理器160包括用以將所繪圖之圖像輸出至顯 示器 270 或投影儀 275 之 RAMDAC(digiul-anal〇g eonvener, 146346.doc -16· 201032874 數位類比轉換器)(RAM D/A轉換器)、及HDMI(high definition multimedia interface,高解析度多媒體介面)介 面等。 又,圖形處理器160高速地進行自紅外線相機26〇所拍攝 之紅外線圖像資料中減去預先拍攝之遊戲區用板片62〇(圖 8)之圖像資料等之處理。藉此,圖形處理器丨6〇可自圖像 二貝料中除去雜訊,從而使其成為易於進行圖像識別之圖像The game device of the present invention is characterized in that it further comprises: (4) a micro-electric m train for detecting the electrostatic capacitance values of the plurality of electrodes, and instantaneously electrostatically counters the plurality of electrodes by the sensor microcomputer array The capacitance value is detected. In the game device of the present invention, the game medium includes a game medium having different electrostatic capacitance values. When the game device of the present invention includes the game medium having different electrostatic capacitance values, the game device further includes an area calculation unit based on the first detection. The image of the portion is calculated for the area of the game medium having the different electrostatic capacitance values, the plane and the electrode overlap, and the area calculation means corrects the capacitance value of the game medium having the different electrostatic capacitance values. The game device of the present invention is characterized in that a plurality of game media are configurable, and each of the game media is printed with a material that is identifiable in invisible light and includes information indicating characteristics inherent to the game character on the ground plane. The game device includes: a game execution unit; a plane portion including a configuration for transmitting invisible light; and a radiation portion that radiates the invisible light from the inside of the game device 146346.doc 201032874; and an imaging unit that will The invisible light is transmitted through the planar portion and reflected by the ground plane of the game medium, and the invisible light returned to the planar portion side is captured as an image inside the game device; and the image detecting unit is applied to the imaging unit. The captured image data is processed, and the information including the position of the game medium on the plane portion and the information indicating the characteristics of the game character printed on each of the game media is detected and supplied to the game. After the execution department' and the contact detection, the 35 measures the contact information of the above plane And the game device is configured to: the information detected by the image detecting unit and the contact detecting unit in response to an operation performed by the player on the game medium on the plane portion The operation information of the player is supplied to the game execution unit, and the domain game execution unit executes the game in response to the operation information; and when the player performs the operation of moving the game medium on the plane portion during the game, the image detection is performed by the image detection. The unit detects the movement of the ray media, and detects the contact with the plane portion by the contact detecting unit, and controls the progress of the game based on the operation information detected by the image detecting unit and the contact detecting unit. The game device of the present invention is characterized in that a plurality of game media are configurable, and each of the game media is printed on the ground plane with information identifiable in invisible light and including characteristics inherent to the game character. In the code pattern, the game device includes a game execution unit and a plane unit, and includes a game medium operation area (game area) and transmits invisible light, and the game medium operation area is formed by a surface having Configuring a width of a plurality of game media, and moving the game media of the configured 146346.doc 201032874 to an arbitrary position by the operation of the player; the light source portion configured to illuminate the configuration from the inside of the game device with invisible light a side of the game medium facing the plane portion; an imaging unit disposed in the game device, • capturing the game medium of the arrangement in the invisible light, facing the flat image detection unit The image data captured by the imaging unit is processed, and the pair of game media operating areas are included The position of the game medium and the information printed on each of the game media indicating the characteristics of the game Φ character are detected and supplied to the game execution unit; and the contact detecting unit is in the game media operation area. The lower portion includes a transparent member for detecting contact information from the upper portion of the planar portion on which the game medium is disposed, and is supplied to the game execution portion, and the game device is configured to correspond to the player in the plane The operation of the game medium is performed, and the information detected by the image detecting unit is supplied to the game execution unit as the operation information of the player, and the game execution unit executes the game in response to the operation information; While the game is being operated to move the game medium on the plane portion, the image detecting unit detects the movement of the game medium, and detects contact with the plane portion by the contact detecting unit. Controlling the above tour based on the information detected by the contact detecting unit The play is going on. The control method of the game device of the present invention is characterized in that it is configured as a control method of a game device in which a plurality of game media can be arranged, and each of the game media is printed on the ground plane and includes a display game identifiable under invisible light. The game device 146346.doc 201032874 includes: a plane for transmitting invisible light; and a second detecting unit for locating and configuring each game medium on the plane on the plane. Detecting a code pattern of the game medium on the plane; and detecting, by the second detecting unit, a contact state contacting the plane via any one of the plurality of game media configured; and The control unit of the game device is configured to: generate image data based on the invisible light reflected by a ground plane of the game medium disposed on the plane portion; and process the image data to include the planar portion The location of the game media and the characteristics of the game characters printed on the respective game media The operation information of the data is detected; the contact information for the plane portion in which the game medium is disposed is further detected; and when the player performs the operation of moving the game medium on the plane portion during the game, according to the operation information The above contact information controls the progress of the above game. The control program of the game device of the present invention is characterized in that it is configured as a control program for a game device in which a plurality of game media can be arranged, and each of the game media is printed on the ground plane and includes a game character that is identifiable under invisible light. The game device includes: a plane that transmits invisible light; and an i-th detecting unit that positions the game media on the plane and the game disposed on the plane And detecting, by the second detection unit, a contact state for the plane in which the game medium is disposed; and the control unit of the game device performs the following steps: Forming the image data by the invisible light reflected by the ground plane of the game medium; processing the image data, and printing the position of the game medium including the plane 146346.doc -10- 201032874 The operation information of the information of the characteristics of the game media that are not inherent to the game character is checked. Measuring the contact information for the plane portion on which the game medium is disposed; and controlling the movement of the game medium on the plane portion during the game, controlling the above based on the operation information and the contact information The game is going on. EFFECTS OF THE INVENTION • According to the present invention, it is possible to provide a game apparatus for detecting a contact state with respect to a card on an entire area by being covered with a small touch area on the game area. [Embodiment] <Embodiment> [Appearance of Game System X] Hereinafter, an appearance of a game system 实施 according to an embodiment of the present invention will be described with reference to Fig. 1 . Φ As shown in Fig. 1, the game system is a commercial video game machine (video game system) installed in a game facility such as a game center, a shopping mall, or a sports facility. The game system X includes a plurality of game devices 1 (μι~1〇_η, servo-fast 5, and a large display device 55. Each game device of the game system 1〇_ • 1~10-η is wired or wireless The network is connected to allow a plurality of players to play against each other. In addition, the game system can also be placed in the other game facilities via the server 5 as a so-called "lobby" word server. The other game devices 1〇_1~ι〇_η play the battle game. The feeding machine 5 pairs of game farms 1 〇 _ 1~1 〇 _ η score, sales, exit 146346.doc 201032874 card Further, the server 5 displays the game surface, the level, the operation status, and the like of the game device in the large display device 55. Further, the server 5 may be connected to the main feeding device not shown. And report the score level or sales amount to the main server. In addition, the feeder 5 can also download the game device from the server - n program or start R〇M (read only memory) ) 130 devices in the memory of the firmware, etc. The following is a description of the game device 10-1 in the game device of the game system X. g [Appearance of the game show 10-1] Referring to Fig. 2, similarly to the previous card game device The game device (7)_1 (game device) includes an IC (integrated circuit) card read/write unit 220, a card exit unit 230, a switch 240, a coin slot unit 250, a display 270, and the like. The user, that is, the case where the player p starts the game using the game device, will be described. The player Pf first purchases the cards 80_〇1 to 80-n used in the game (game) of the card game using a sales machine not shown ( Game media) and 10: The card 85 is set as a set of card sets such as "starting package". Among them, the IC card 85 is used to memorize the game data. Further, the cards 80-1 to 80n are used for actual use. In the game, the player P performs operations on the troops or game characters, etc., except that the shape of the dimension can be used as the game medium such as the card gO.UO n , and the card-shaped game media can be used as the model 346346. .doc 12 201032874 Body. In this case' It is possible to print an object such as a two-dimensional code-like optical code on a ground plane of a three-dimensional shape object for a model, etc. Specifically, when the player p is playing a game, the player will place 1 (: the card 85 is placed at 1C). The card reading and writing unit 220. Then, the player P puts a coin into the coin dispensing unit 250, or performs settlement using a stored value card or the like. Then, the player P arranges the cards 80-1 to 80-n in the game area 60 and causes them to be placed. Move, or press the switch 240, etc. to play the game. The game is displayed in the display 270. Further, it is displayed on the large display device 55 via the server 5. After the game is over, the game-related information including the game scores is written to the 1C card 85. Further, the card exiting unit 230 outputs the card which can be used as the cards 80-1 to 80-11 next time. At this time, the card exiting portion 23, for example, randomly selects a card and outputs it. [Control Structure of Game Device 10-1] Next, the control configuration of the game device 10-1 will be described with reference to Fig. 3 . The game device 10-1 includes a CPU 100 (control unit, game execution unit, area calculation unit), a storage unit 110, a boot ROM 130, a peripheral I/F (interface) interface 140 (peripheral device connection interface mechanism), and bus bar arbitration. The device 15 , the graphics processor 160 (edge device), the graphics memory 170, the audio processor 18, the audio memory 190, the communication I/F 200, the 1C card read/write unit 220, the card exit unit 230, and the switch 240 The coin-operating unit 250, the infrared camera 260 (the first detecting unit, the image detecting unit, and the imaging unit), the display 270 (display unit), the projector 275, the speaker 280, and the touch panel reading unit 300 (second detection) Department, contact detection unit). 146346.doc -13- 201032874 CPU 100 is a CISC (Complex Instruction Set Computer) or RISC (Reduced Instruction Set Computer) CPU (Central Processing Unit), MPU (Micro Processing Unit), DSP (Digital Siganl Processor), ASIC (Application Specific Processor), and the like. The CPU 100 is a control mechanism having arithmetic and control capabilities. Further, the CPU 100 may have the functions of the memory unit 110, the graphics processor 160, the audio processor 180, and the like described below. Further, the CPU 100 can also obtain the image recognition of the codes 810-1 to 810-n (FIG. 11) by using the program 111 to obtain the positions of the touched cards 80-1 to 80-n (FIG. 2). . The memory unit 110 includes a high-speed memory mechanism for main memory such as a RAM (Random Access Memory), an HDD (Hard Disk Drive), a flash memory, and a SRAM (Static Random Access Memory). Static random access memory), and auxiliary memory mechanisms such as magnetic tape devices and optical disk devices. The memory unit 110 includes a program 111 and a material 112. Further, the storage unit 110 includes an OS (Operating System) (not shown) for causing the game device 10-1 to function as a computer. The program 111 or the like can implement various functions of the game device 10-1 by various APIs (Application Programming Interfaces) of the OS. The program 111 is a program for causing the CPU 100 to execute the card game of the game device 1〇_1. Further, 'the configuration may be such that the program 111 itself is downloaded from the server 5 and updated" or downloaded at the start of the game. 146346.doc 14· 201032874 Information 112 is a variety of materials used in the program 111 of the card game. The data 112 includes information on the following scripts, information on each card, polygons for display of characters, music materials, and the like necessary for card games. In addition, the information 112 can also be used to memorize information such as difficulty setting. The boot ROM 130 is a non-volatile memory medium such as R〇M (Read Only Memory), NOR (nor or) flash memory or SRAM. Further, the boot ROM 130 sets the microcode of the CPU 1 when the game device 10-1 is activated. Further, the boot ROM 130 initializes each part. Further, the boot ROM 130 issues an instruction to start the execution of the program 111 from the memory unit 110. Further, the boot ROM 130 includes a program for setting an IP (internet protoco) address of the communication i/f 200, or performing an operation test of each part, or counting the number of coins and cards. Or information. The peripheral I/F 140 series provides USB (universal serial bus), ieee (Institute of Electrical and Electronics Engin) 1394, string for connection to various peripheral devices (peripheral devices). The interface of the line, parallel, infrared, wireless, etc. In the game device 10-1, as the various peripheral devices connected to the peripheral I/F 140, the illumination unit 21 (light source unit, radiation unit), 1 (the card read/write unit 220, the card exit unit 23, and the like) can be used. The switch 24〇, the coin-operating unit 25〇, and the infrared camera 260. In addition, the lever controller, the acceleration detector, the vibration device, and the like can be returned to the monitor, the pedal/hand switch, and the display monitor. A position detector for detecting the position of the 146346.doc -15- 201032874, and a pointing device such as a touch panel, a touch panel, a keyboard, a mouse, or a trackball are connected to the peripheral I/F 14 Further, the peripheral I/F 140 can also control an electronic switch or the like, whereby the peripheral I/F 140 can also turn on/off the power of various peripheral devices to suppress power consumption. Bus arbitrator 150 Providing a so-called "wafer set" or the like, an integrated circuit for connecting the busbar interfaces of the respective sections. The speeds of the busbars connected by the busbar arbiter 150 may be different, and may also rise/fall. The way is asymmetrical. Also, for example, cpu 1〇〇 Preferably, the memory unit 110 and the bus arbitrator 15 are connected by a high speed bus bar such as FSB or HT. Further, the 'graphic processor 160 and the bus arbitrator 150 are also connected by a wide-band bus bar. Further, the CPU 100 may be configured to include a bus interface interface such as a DDR 2/3 SDRAM or an XDR DRAM to directly read and write the memory unit j. The graphics processor 16 0 has a drawing of the three-dimensional CG. A graphics processor 160. The graphics processor 160 includes a geometry portion 162 that performs the calculation of the geometry (coordinates) of the polygon, and a rendering portion 164 that rasterizes/renders (drapes) the geometry-calculated polygon. The graphics processor 160 includes a RAMDAC (digiul-anal〇g eonvener, 146346.doc -16· 201032874 digital analog converter) for outputting the drawn image to the display 270 or the projector 275 (RAM D/A conversion) And a HDMI (high definition multimedia interface) interface, etc. Further, the graphics processor 160 performs infrared rays captured by the infrared camera 26 at high speed. In the image data, the processing of the image data of the pre-recorded game area board 62 (Fig. 8) is subtracted, whereby the graphics processor 丨6〇 can remove noise from the image material, thereby making the noise It becomes an image that is easy to image recognition

資料。又,圖形處理器160亦可進行編碼81〇1〜81〇 n(圖 11)之圖像識別。 戍何圖形部162係針對多邊形之於三維空間之座標(全局 座標)而進行列行旋轉或放大等之部位。進而,幾何圖形 部162進行仿射轉換等而求出多邊形之於二維空間之座 標。又,幾何圖形部162亦可包括進行多邊形之分割或樣 條内插等鑲嵌之「幾何圖形著色器」(或㈣著色器)。 /一染164係對經座標汁算後之多邊形貼附稱作紋理之 圖像資料,以增添各種效果而於@形記憶體⑽中緣圖之 部位作為上述各種效果,可使用可編程著色器等,而進 行光點.影(陰影則、明暗表現、半透明、擺動、霧 化模糊、HDR(high dynamic range,高動態範圍合成)等 之計算。X ’沒染部164所緣製之多邊形之種類,係使用 點多邊形(點)、線多邊形(線表)、三角形或四邊形之類之 多邊形及面多邊形之集合體等。此外,演染部於 使用光線追蹤法等進料圖時,亦可㈣以圓、擴圓、 球變形球等之區域而定義之物體。 146346.doc 17- 201032874 再者,亦可構成為藉由CPU 100而對幾何圖形部162進行 處理。該情形時,CPU 100執行記憶部110中記憶之程式而 作出多邊形之座標。然後,CPU 100進行將該多邊形之座 標傳輸至圖形記憶體170等動作。渲染部164依照該多邊形 之座標而繪製多邊形。 圖形§己憶體170係可高速讀寫以便圖形處理器i 6〇進行繪 圖之記憶媒體。例如,作為該圖形記憶體,可使用gddr (Graphics Double Data Rate(圖形雙資料倍率))等之寬頻帶 記憶體。又,可使用高位準之記憶體交錯等來連接該記憶 體又’亦可如系統LSI(large scale integration,大型積體 電路)般、將圖形記憶體内置於圖形處理器16〇中之構成。 又,亦可採用用以於圖形處理器160進行繪圖之期間顯示 於顯示監視器之雙埠構成。 音訊處理器180係具有用以輸出音樂、聲音或效果音之 PCM(pulse code modulation,脈碼調變)(Wave,波)音源等 之DSP(digital signal processor,數位信號處理器)等。音訊 處理器180進行物理運算音源、FM(freqUency modulati〇n , 調頻)音源等之計算。又’音訊處理器18〇亦可對餘音或回 音等之各種聲音效果進行計算。音訊處理器18〇之輪出經 D/A(數位類比)轉換後傳輸至數位放大器等。該輸出係藉 由揚聲器280作為音樂、聲音或效果音而再生。又,音訊 處理器180亦可應對自麥克風輸入之聲音之聲音識別等。 音訊記憶體190係記憶用於音樂、聲音或效果音之經數 位轉換而得之資料之記憶媒體。再者,當然音訊處理号 146346.doc 28 201032874 180與音訊記憶體19〇亦可一體地構成。 通訊I/F 200係用以連接於LAN(1〇cal _⑽㈣吐,區域 網路)、wAN(wide area network,廣域網路)等網路之介 面。通讯I/F 200可使用例如WiMax(註冊商標)、c丄丨处(註 冊商標)、HDMI(註冊商標)、有線/無線LAN、電話線、行 動電話網、PHS網、電燈線網路、IEEei394等。 經由通訊I/F 200,遊戲裝置1〇_丨可與其他遊戲裝置ι〇_ 鲁 2〜l〇-n或伺服器5進行通訊。藉此,玩家例如可與可通訊 地連接之其他遊戲裝置l0_2〜10_n之玩家進行對戰遊戲(進 行對戰等競赛之遊戲,以下相同)或者協作遊戲(合作解決 問題之遊戲,以下相同)。 又複數個遊戲裝置1〇-1〜10-n可通訊地加以連接,醉 此可經由伺服器5而對遊戲分數(點數、得分等,以下稱作 分數)進行合計。進而,可與其他遊戲設施中所配置之遊 戲裝置之間進行對戰遊戲,或者對等級進行合計。 Φ 照明部210係設置於遊戲裝置10-1之框體70(參照圖6、 圖26)内部之、放射出肉眼看不到的電磁波之部位。照明 部210係包括紅外線燈、紅外emiuing , 發光二極體)陣列或紫外線LED陣列等、及其繼電器或電子 開關等之部位(以下,使用紅外線之示例進行說明)。又, 照明部210亦可包括如圖6之第1濾波器711之波長選擇濾波 器’以便自放射之紅外線中除去可見光成分。紅外線係自 卡片背面(下面)起向放置於圖6之遊戲區60之卡片80-1〜80-π進行照射。紅外線係用於藉由紅外線相機26〇而讀取底面 146346.doc -19- 201032874 (卡片之背面)上所印刷之編碼。 又’照明部210亦包括用以使框體7〇之外部之LED(未圖 示)或發光體等點燈之照明體及其開關。 卡讀寫部220係用以對ic卡85 (圖2)進行資訊讀寫之眾 所周知之1C卡讀出器或ic卡寫入器。 該1C卡85記憶個人之成績。又,1(:卡85記憶與卡片肋_ 1〜80-n之各個建立關聯之遊戲中之角色的名稱•成長級別 等。又,1C卡85中亦可寫入並記憶進行遊戲之對戰對象之 資訊或費用資訊等。 再者,1C卡85包括非揮發性之快閃記憶體等之記憶部及 MPU等之控制部》1(:卡讀寫部22〇藉由向該冗卡以供給電 源而使其啟動,並向快閃記憶體進行寫入。 卡片退出部230係退出下次可作為卡片go-hgon而使用 之卡片(輸出)之部位。 再者,該卡片例如於其中一面(例如表面)上繪製有部隊 或遊戲角色等之與遊戲相關之資訊。又,於卡片之另一面 (例如背面)上,印刷有使用對紅外線等肉眼看不到的電磁 波進行反射之油墨之編碼(圖1丨之編碼8丨〇_丨〜8 i 等)。 又,卡片退出部230輸出之卡片可由遊戲裝置μ」之管 理者隨機地排列在具有按鍵之框體内以作補充。於這一點 上,卡片退出部230與投幣部250相同。當遊戲結束時, CPU 100指示自卡片退出部230退出卡片。 再者,卡片退出部230亦可包括使用對紅外線等肉眼看 不到的電磁波之油墨進行反射的印表機,以印刷編碼81〇_ 146346.doc •20· 201032874 1 〜81〇-n。又,兔·^ , 不當情形之發生,卡片退出丁部 230可於輸出卡片時,在編碼8HM〜81〇-n上亦印刷經加密 之發行日期、發行場所、lD(Identifieati(m)等而輸出。 又,亦可根據遊戲之成績而增加退出卡片之個數。又, 可根據遊戲之結果(分數、點數、得分、成績等),而選擇 退出卡片之種類及個數。data. Further, the graphics processor 160 can also perform image recognition of the codes 81〇1 to 81〇 n (Fig. 11). The geometry unit 162 is a portion for rotating or enlarging a row or the like for a coordinate (global coordinate) of a polygon in a three-dimensional space. Further, the geometrical portion 162 performs affine transformation or the like to obtain a coordinate of the polygon in the two-dimensional space. Further, the geometry portion 162 may also include a "geometry shader" (or (4) shader) that performs tessellation such as polygon division or spline interpolation. / 一 dye 164 series attached to the polygon after the coordinate juice is called texture image data, to add various effects and in the @形 memory (10) middle edge map as the above various effects, you can use programmable shader Etc., and perform the calculation of the light spot, shadow (shadow, light and dark, translucent, oscillating, fogging, HDR (high dynamic range synthesis), etc.) X's polygon of 164 The type is a combination of a polygon such as a point polygon (dot), a line polygon (line table), a triangle or a quadrangle, and a polygon of a polygon, etc. In addition, when the dyeing method uses a feed pattern such as a ray tracing method, (4) An object defined by a region such as a circle, a circle expansion, a ball deformation ball, etc. 146346.doc 17- 201032874 Further, the geometry unit 162 may be configured to be processed by the CPU 100. In this case, the CPU The coordinates of the polygon are created by executing the program stored in the memory unit 110. Then, the CPU 100 performs an operation of transferring the coordinates of the polygon to the graphic memory 170. The rendering unit 164 draws the coordinates of the polygon. Polygon. Graphics § Remembrance 170 is a memory medium that can be read and written at high speed for drawing by the graphics processor. For example, as the graphics memory, gddr (Graphics Double Data Rate) can be used. Broadband memory. In addition, high-level memory interleaving can be used to connect the memory. It can also be placed in the graphics memory as a system LSI (large scale integration). Further, it may be configured to be displayed on the display monitor during the drawing by the graphics processor 160. The audio processor 180 has a PCM for outputting music, sound or effect sounds ( Pulse code modulation (DSP), such as a DSP (digital signal processor), etc. The audio processor 180 performs a physical operation sound source, an FM (freqUency modulati〇n, FM) sound source, and the like. In addition, the audio processor 18 can also calculate various sound effects such as reverberation or echo. The audio processor 18 has a D/A (digital) The conversion is transmitted to a digital amplifier, etc. The output is reproduced by the speaker 280 as a music, sound or effect sound. Further, the audio processor 180 can also recognize the voice recognition of the sound input from the microphone, etc. The audio memory 190 It is a memory medium for storing data obtained by digitally converting music, sound or sound effects. Further, of course, the audio processing number 146346.doc 28 201032874 180 and the audio memory 19 can also be integrally formed. The communication I/F 200 is used to connect to a LAN (1〇cal _(10) (four) spit, regional network), wAN (wide area network) network interface. The communication I/F 200 can use, for example, WiMax (registered trademark), c丄丨 (registered trademark), HDMI (registered trademark), wired/wireless LAN, telephone line, mobile telephone network, PHS network, electric light line network, IEEei 394 Wait. Through the communication I/F 200, the game device 1〇 can communicate with other game devices ι〇_鲁 2~l〇-n or the server 5. Thereby, for example, the player can perform a competition game (a game in which a competition such as a competition, the same applies hereinafter) or a cooperative game (a game in which the problem is solved, the same applies hereinafter) to the players of the other game devices 10_2 to 10_n that are communicably connected. Further, a plurality of game devices 1〇-1 to 10-n are communicably connected, and the game scores (points, scores, etc., hereinafter referred to as scores) can be totaled via the server 5. Further, it is possible to perform a competition game with the game devices arranged in other game facilities, or to total the ranks. Φ The illumination unit 210 is provided in a portion of the casing 70 (see FIGS. 6 and 26) of the game device 10-1 and emits electromagnetic waves that are invisible to the naked eye. The illumination unit 210 includes an infrared ray lamp, an infrared euuing array, an ultraviolet ray array, and the like, and a portion such as a relay or an electronic switch (hereinafter, an example using infrared rays). Further, the illumination unit 210 may include a wavelength selection filter ' as shown in the first filter 711 of Fig. 6 to remove visible light components from the emitted infrared rays. The infrared rays are irradiated from the back (lower side) of the card to the cards 80-1 to 80-π placed in the game area 60 of Fig. 6. Infrared is used to read the code printed on the bottom surface 146346.doc -19- 201032874 (the back of the card) by the infrared camera 26〇. Further, the illuminating unit 210 also includes an illuminating body for turning on an LED (not shown) or an illuminator outside the casing 7 and its switch. The card read/write unit 220 is a 1C card reader or an IC card writer known for reading and writing information to the ic card 85 (Fig. 2). The 1C card 85 memorizes individual achievements. Further, 1 (the card 85 memory and the name of the character in the game associated with each of the card ribs _ 1 to 80-n, the growth level, etc. Further, the 1C card 85 can also be written and memorized for playing the game object. Further, the 1C card 85 includes a memory unit such as a non-volatile flash memory and a control unit of the MPU, etc. 1 (the card read/write unit 22 supplies the redundant card) The power is turned on and written to the flash memory. The card exiting unit 230 is the part of the card (output) that can be used as the card go-hgon next time. Further, the card is, for example, on one side ( For example, a game-related information such as a force or a game character is drawn on the surface. Further, on the other side of the card (for example, the back side), an ink coded using an electromagnetic wave that is invisible to the naked eye, such as infrared rays, is printed ( The code of FIG. 1 is 8丨〇_丨~8 i, etc. Further, the card outputted by the card exiting unit 230 can be randomly arranged by the manager of the game device μ" in the frame having the button to supplement. On, card exit part 230 and cast The portion 250 is the same. When the game is over, the CPU 100 instructs to eject the card from the card ejecting portion 230. Further, the card ejecting portion 230 may also include a printer that reflects ink of electromagnetic waves that are invisible to the naked eye, such as infrared rays, to Printing code 81〇_ 146346.doc •20· 201032874 1 ~81〇-n. Also, rabbit·^, the improper situation occurs, the card exits the squad 230 can output the card, at the code 8HM~81〇-n It also prints the encrypted release date, place of issue, lD (Identifieati(m), etc.. Also, you can increase the number of exit cards according to the results of the game. Also, according to the results of the game (scores, points, Score, grade, etc.), and choose the type and number of cards.

開關係按鍵、手柄或控制桿等。開關240於進行卡片 遊戲時’用於各種選擇、菜單之調用及名字之輸入等。 投幣部250係對使用者為進行卡片遊戲而投入之硬幣或 儲值卡進行偵測之部位(結算資訊檢測部p投幣部25〇於偵 測出特定之硬幣或金額之情形時,可發送該偵測信號。作 為該硬幣,可使用實際貨幣或遊戲設施中所用之金屬幣等 具有經濟價值之媒體。 又,投幣部250亦可包括保存硬幣等之盒匣等。遊戲裝 置10-1之管理者使用未圖示之按鍵打開框體70(圖6),藉此 可對該盒匣進行存取。 紅外線相機260係可偵測如紅外線之肉眼看不到的電磁 波(例如波長為0.7〜2.5 μιη等之特定波長之光)而取得圖像 資料之CCD(charge coupled device,電荷耦合裝置)相機或 CMOS(complementary metal oxide semiconductor,互補金 屬氧半導體)相機等攝像機構(攝像部)。又,為了僅使如紅 外線之波長之電磁波(光)形成圖像,該紅外線相機260亦可 具備圖6之第2濾波器712。 紅外線相機260拍攝自放置於圖6之遊戲區60之卡片80- 146346.doc •21 - 201032874 l~80-n之背面所反射的紅外線之圖像並作成圖像資料。再 者’如上述般’於卡片80-1〜80-n之背面(背面)印刷有以不 可視之紅外線反射油墨等所印刷之二維碼即編碼81〇_ 1〜810-n(碼型樣)’ CPU 100或圖形處理器160,可根據藉 由紅外線相機260所拍攝之紅外線之圖像資料,而讀取各 卡片之位置或角度及編碼中所記載之資訊。 再者,亦可為如下構成:代替照明部210與紅外線相機 260,而如「系統液晶」般,於液晶元件自身裝入光感測 器並讀取編碼810-1〜810-n。 顯示器270係液晶顯示器、PDP(plasma display panel, 電漿顯示器面板)、HMD(head mount display,頭戴式顯示 器)等顯示機構(顯示部)。 顯示器270顯示與卡片之配置相關聯之具體的遊戲中之 進展及分數等。此外,顯示器270亦可顯示設定晝面等。 投影儀275係對影像(圖像)進行投射之投影機構(投影 部)。投影儀 275 可使用 MEMS(Micro Electro Mechanical Systems,微機電系統)、LCOS(Liquid crystal on silicon, 石夕上液晶)、透過型高溫多晶矽LCD(liquid crystal display, 液晶顯示器)、或雷射等之光學投影儀。 存在投影儀275之構成中,於遊戲區60(圖2)中具備下述 螢幕63 5(參照圖27)。藉此’可於投射圖像之卡片遊戲中使 用投影儀275。 揚聲器280係以數位放大器等將自音訊處理器ι8〇輸出之 聲音信號(聲音資訊)加以放大後進行聲音輪出之部位。 146346.doc •22· 201032874 又,揚聲器280亦可具備用以進行聲音輸入之麥克風(未 圖示)。 觸碰面板讀取部300係具備對複數個接觸點進行彳貞測之 複數偵測功能之接觸檢測機構(接觸檢測部)。即,觸碰φ 板讀取部300可對接觸時之接觸狀態進行偵測。 * 觸碰面板讀取部300可構成為包括觸碰電極 η、及感測器微電腦310-1〜310-n。 觸碰電極400-1〜400-n係大致透明地形成,且形成為使 籲 來自照明部210之紅外線等不可視之電磁波(特定波長之光) 大致透過。 例如,觸碰電極400-1〜400-n係靜電電容式觸碰面板之 開關或電阻皮膜式之觸碰開關等。觸碰電極 可藉由使用下述之製造方法,而於板片狀之透明基板上形 成導電性之分割區域(區)。 再者,以下之本實施例中,對使用靜電電容式觸碰面板 之開關來作為觸碰電極400-1 ~4〇〇-n之情形進行說明。 感測器微電腦310-1〜310-n係自各觸碰電極4〇〇_1〜4〇〇_n 取得靜電電容並偵測接觸之微電腦(Mpu、感測器控制部) • 等。 . 參照圖4進行更具體的說明,觸碰面板讀取部300係構成 為例如包括藉由印刷而形成之觸碰電極4〇〇_ n、及 感測器微電腦310-1〜310-n。 各觸碰電極括作為複數個觸碰感測器之 複數個電極。 146346.doc -23- 201032874 各感測器微電腦3 10-1〜310-n係與對應之電極4〇l_i〜401-η相連接。各感測器微電腦310-1〜310-n根據CPU 1〇〇之指 示而進行各電極之掃描。於該掃描中,感測器微電腦31〇_ 1〜310-n對各電極之靜電電容進行a/D轉換而求出靜電電容 之值。 . 所掃描之靜電電容之值可經由周邊I/;F而由CPU 1〇〇或圖 . 形處理器160等控制機構(控制部)讀出。 控制機構於讀出時’檢測電極4 〇 1 -1〜401 -η中之哪一電 極之靜電電容之值已發生變化。藉此,可同時對遊戲區 _ 6〇(圖6)或框體70(圖6)中所接觸之座標等之複數個資訊進 行檢測。 再者’感測器微電腦310-1〜310-η亦可藉由晶片堆叠而 統合為感測器微電腦陣列301。 (遊戲裝置10-1之觸碰電極與編碼拍攝之關係) 此處’參照圖5之概念圖,對本發明之實施形態之遊戲 裝置10-1之、卡片80-1之觸碰檢測與編碼讀取之關係進行 更詳細的說明。 ❹ 在放置於遊戲裝置丨心丨上之卡片80—丨之下方,具備1個 作為如上所述之觸碰開關之電極之觸碰電極4〇〇_1。電極 係連接於感測器微電腦3丨。於該狀態下,可藉由紅外 線相機260拍攝自卡片之背後所照射之紅外線圖像。 即’於本發明之實施形態之遊戲裝置忉-丨中,可自觸碰 開關之背側讀取印刷物。即: •可將卡片觸碰感測器與編碼讀出器組合在一起。 146346.doc •24- 201032874 •可利用觸碰開關之透明性,使用相 片背側讀取卡片80-1之編瑪。再者 认 丹者如卡片80-1之遊戲媒 體之印刷對象既可為卡片亦可為立體物。 、 藉此,可獲得㈣使觸碰檢測與編碼讀取同時實現之效 果。 此時’不僅是將來自觸碰感剛器與紅外線相機之讀出簡 早地加以組合,藉心T述般使用相機之圖像來補充觸碰Open the relationship button, handle or joystick. The switch 240 is used for various selections, menu calls, and input of names when performing a card game. The coin-operating unit 250 is a part for detecting a coin or a stored value card that the user inputs for playing a card game (the settlement information detecting unit p coin-operating unit 25 may detect a specific coin or amount) The detection signal is transmitted. As the coin, an economic value media such as a metal coin used in a game facility can be used. The coin-operating unit 250 can also include a magazine for storing coins or the like. The manager of 1 opens the frame 70 (Fig. 6) by using a button (not shown), thereby accessing the cassette. The infrared camera 260 can detect electromagnetic waves that are invisible to the naked eye such as infrared rays (for example, the wavelength is An image pickup unit (image pickup unit) such as a CCD (charge coupled device) camera or a CMOS (complementary metal oxide semiconductor) camera that acquires image data is obtained by light of a specific wavelength such as 0.7 to 2.5 μm. Further, in order to form an image only by electromagnetic waves (light) having a wavelength of infrared rays, the infrared camera 260 may include the second filter 712 of Fig. 6. The infrared camera 260 is taken from The image of the infrared light reflected on the back of the card 80-146346.doc •21 - 201032874 l~80-n is placed in the game area 60 of FIG. 6 and is made into image data. Further, as described above, the card 80- The back surface (back surface) of 1 to 80-n is printed with a two-dimensional code printed in an invisible infrared reflective ink, that is, a code 81〇_1 to 810-n (code pattern)' CPU 100 or a graphics processor 160, which can be The position or angle of each card and the information described in the code are read based on the image data of the infrared rays captured by the infrared camera 260. Further, instead of the illumination unit 210 and the infrared camera 260, the illumination unit 210 and the infrared camera 260 may be replaced. As in the case of "system liquid crystal", the liquid crystal element itself is incorporated in the photo sensor and reads the code 810-1 to 810-n. The display 270 is a liquid crystal display, a PDP (plasma display panel), an HMD ( A display mechanism (display portion) such as a head mount display or a head-mounted display. The display 270 displays the progress and scores of a specific game associated with the arrangement of the cards, etc. Further, the display 270 can also display a setting screen or the like. Instrument 275 A projection mechanism (projection unit) that projects (image). The projector 275 can use MEMS (Micro Electro Mechanical Systems), LCOS (Liquid Crystal on silicon), and a transmissive high-temperature polysilicon LCD. (liquid crystal display, liquid crystal display), or optical projectors such as lasers. In the configuration of the projector 275, the following screen 63 5 (see Fig. 27) is provided in the game area 60 (Fig. 2). Thus, the projector 275 can be used in a card game in which an image is projected. The speaker 280 amplifies the sound signal (sound information) output from the audio processor ι8〇 by a digital amplifier or the like, and then the sound is rotated out. 146346.doc •22· 201032874 Further, the speaker 280 may be provided with a microphone (not shown) for inputting sound. The touch panel reading unit 300 is provided with a contact detecting mechanism (contact detecting unit) that performs a complex detection function for detecting a plurality of contact points. That is, the touch φ plate reading unit 300 can detect the contact state at the time of contact. * The touch panel reading unit 300 can be configured to include a touch electrode η and sensor micro-computers 310-1 to 310-n. The touch electrodes 400-1 to 400-n are formed substantially transparently, and are formed so as to substantially transmit electromagnetic waves (light of a specific wavelength) that are invisible to infrared rays or the like from the illumination unit 210. For example, the touch electrodes 400-1 to 400-n are switches of a capacitive touch panel or a touch switch of a resistive film type. The touch electrode can form a conductive divided region (region) on the plate-shaped transparent substrate by using the following manufacturing method. Further, in the following embodiment, a case where the switches of the capacitive touch panel are used as the touch electrodes 400-1 to 4〇〇-n will be described. The sensor microcomputers 310-1 to 310-n acquire the electrostatic capacitance from the respective touch electrodes 4〇〇_1 to 4〇〇_n and detect the contact with the microcomputer (Mpu, sensor control unit) and the like. More specifically, referring to Fig. 4, the touch panel reading unit 300 is configured to include, for example, the touch electrodes 4?n formed by printing, and the sensor microcomputers 310-1 to 310-n. Each of the touch electrodes includes a plurality of electrodes as a plurality of touch sensors. 146346.doc -23- 201032874 Each sensor microcomputer 3 10-1~310-n is connected to the corresponding electrode 4〇l_i~401-η. Each of the sensor microcomputers 310-1 to 310-n performs scanning of each electrode in accordance with the instruction of the CPU 1〇〇. In this scanning, the sensor microcomputers 31 〇 1 to 310-n perform a/D conversion on the electrostatic capacitance of each electrode to obtain the value of the electrostatic capacitance. The value of the electrostatic capacitance to be scanned can be read by the control unit (control unit) such as the CPU 1 or the processor 160 via the peripheral I/;F. The value of the electrostatic capacitance of which of the detecting electrodes 4 〇 1 -1 to 401 - η has been changed by the control means at the time of reading. Thereby, a plurality of pieces of information such as coordinates touched in the game area _ 6 〇 (Fig. 6) or the frame 70 (Fig. 6) can be simultaneously detected. Furthermore, the sensor microcomputers 310-1 to 310-n can also be integrated into the sensor microcomputer array 301 by wafer stacking. (Relationship between Touching Electrode of Game Device 10-1 and Coded Shooting) Here, with reference to the conceptual diagram of FIG. 5, touch detection and code reading of card 80-1 of game device 10-1 according to an embodiment of the present invention are performed. Take a more detailed description of the relationship.下方 Under the card 80-丨 placed on the center of the game device, there is one touch electrode 4〇〇_1 which is an electrode of the touch switch as described above. The electrode is connected to the sensor microcomputer 3丨. In this state, the infrared image irradiated from behind the card can be taken by the infrared camera 260. That is, in the game device 忉-丨 according to the embodiment of the present invention, the printed matter can be read from the back side of the touch switch. That is: • The card touch sensor can be combined with the code reader. 146346.doc •24- 201032874 • The transparency of the touch switch can be used to read the code of the card 80-1 using the back side of the picture. Furthermore, the printing object of the game medium such as the card 80-1 can be either a card or a three-dimensional object. In this way, (4) the effect of simultaneous touch detection and code reading can be obtained. At this time, not only is the reading from the touch sensor and the infrared camera combined, but the image of the camera is used to supplement the touch.

感測器之資訊,可精度更高地補充觸碰感測器之按下位 置。 進而,根據遊戲媒體等印刷有編碼之檢測對象(例如卡 片)之種類之不同,有時會對靜電電容產生影響。因此, 針對該影響可做出如下應對:藉由透過紅外線圖像而識別 之編碼來對檢測對象之種類進行偵測,然後對靜電電容之 值進行修正。 [遊戲裝置10-1之裝置構成] 其次,參照圖6〜圖1〇,對本發明之實施形態之遊戲裝置 10-1之裝置内部之構成進行具體說明。 參照圖6之剖面圖,於框體70之上部構成有遊戲區6〇(平 面、平面部)。 遊戲區60包括例如保護層610、遊戲區用板片62〇、觸碰 面板板片630、及玻璃板640。各個部位相對於紅外線而大 致透明。如此一來,各個部位係以可使紅外線大致透過之 構件而構成。而且’卡片80-1〜80-η係配置於保護層61〇 上0 146346.doc 25· 201032874 此處’當自框體70内部之照明部210放射紅外線時,該 紅外線將透過大致僅透過紅外線之第1濾波器7U。該紅外 線照射至卡片80-l~80-n之繪製有編碼(例如圖η之編碼 810-1〜810-11等)之面。而且,自卡片8〇_1〜8〇_11所反射之紅 外線通過第1反射板721、第2反射板722而聚光。聚光之紅 外線透過大致僅透過紅外線之第2濾波器712。紅外線相機 260可將該紅外線形成圖像。 此處’於遊戲裝置1 〇-1中,例如可藉由印刷於觸碰面板 板片630上之觸碰電極400-1〜400-η(參照圖8、圖9),而感 測卡片80-1〜80-η之接觸。 參照圖7,對於遊戲裝置1 〇_ 1之遊戲區6〇附近自使用者 俯視之方向(上面)繪製之平面的模式圖進行說明。如此, 於遊戲區60中配置卡片80-1〜80-η。 如虛線所示’照明部210、第1濾波器711、第1反射板 721、第2反射板722、第2渡波器712及紅外線相機260係配 置成一行。藉由以此方式構成,可較廣地使用遊戲區6〇。 再者,顯示器270可配置於第2反射板722之上方且框體 70上。 (遊戲區60之構成) 參照圖8之概念圖,對本發明之實施形態之遊戲裝置ι〇_ 1之遊戲區60進行說明。圖8表示遊戲區60之模式圖。 如上述般,於本發明之實施形態之遊戲裝置10—丨中,係 將卡片80-1 ~80-η配置於遊戲區60上。而且,通過第1渡波 器711,使照明部2 10之光源中之主要係紅外線光照射至遊 146346.doc -26 - 201032874 戲區60之背面。此時’觸碰面板板片630或遊戲區用板片 620大致透過紅外線光。因此,紅外線光照射至卡片8〇_ 1〜80-n之背面。然後’可讀取自卡片8〇_i〜80-n之背面所反 射之紅外線光而對編碼進行識別。 此外’遊戲裝置10-1可識別使用者之手指接觸於遊戲區 6 0上之座標。 此處,參照圖9之剖面圖,對遊戲區6〇之結構進行更詳 細的說明。 胃自紅外線光照射之下方(後方)起,首先具備玻璃板 640。玻璃板640係相對於紅外線等不可見光為透明之玻璃 等。 於玻璃板640之上方具備觸碰面板板片63〇。於觸碰面板 板片630内’藉由⑴將包含極微細之導電性粒子之導電性 漿料網版印刷至透明基板上之方法(參照曰本專利特開 2007-142334等)或凹版印刷等印刷方法;或(Η)將銅等之金 φ 屬箔積層於透明基板上並於金屬箔上形成抗钱劑圖案,對 金屬箔進行姓刻之方法(參照日本專利特開2〇〇8_32884 等)、或光微影等製造方法,而形成各觸碰電極扣…丨〜扣… η。又,觸碰面板板片63 0之、與各電極相對應之導電性圖 案’係連接於未圖示之感測器微電腦3 1〇_1〜31〇_η。 於觸碰面板板片630之上方具備遊戲區用板片62〇。遊戲 區用板片620雖與先前技術同樣地印刷有遊戲區之模式圖 等,但其透過紅外線光。 進而’於觸碰面板板片630之上方具備透明之保護層 146346.doc -27- 201032874 610。 於卡片遊戲之遊戲過程中,由使用者於保護層610之上 方配置卡片80-1〜80-n。此處,表示配置有卡片80-1之示 例0 如圖所示’於卡片8〇_i之背面印刷有編碼^切-丨等。編 碼810-1可藉由所反射之紅外線等而光學地讀取。 再者’觸碰面板板片630亦可位於較遊戲區用板片620更 上層處。又’亦可將遊戲區用板片620、或觸碰面板板片 630與保護層61〇 一體地形成。進而,當如下述般使用投影 儀等時’亦可具備用以投射影像(圖像)之其他層。 其次’參照圖10之剖面圖而對保護層610進行說明。如 圖10(a)所示,保護層61〇可具備圓錐狀之突起。又,如圖 10(b)所示,保護層610可具備半球狀之突起。 摩擦因此種突起而減少。由此,可使卡片平 滑地移動而進行遊戲。又,可抑制保護層61〇之磨損。進 而’紅外線光藉由突起而擴散’故可減少因保護層61〇之 損傷而引起之編碼81 〇-1〜81 〇_n之誤識別。 參照圖10(a)’圓錐之端部611並非完全呈突起狀而是平 坦地形成。藉此,可同時實現對卡片之壓力之分散及平滑 移動。又,圓錐之軀乾部612或端部611之直徑可形成為如 識別編碼81(M〜810_n時不易產生莫氏圖案(M〇ire卯加⑺) 之直徑。 圖10(b)之半球部6〗3形成為半球狀’藉此可進而降低對 使用者之手之刺激。又,亦可獲得擦拭時料除去污垢之 146346.doc •28- 201032874 效果。該半球之直徑亦可形成為如不易產生莫氏圖案之直 徑。 (編碼810-1之構成) 其次,參照圖11 ’對卡片804之背面之編碼81〇_丨之模式 圖進行說明。 、’扁碼810-1係开> 成為如自中心軸82〇起延伸有若干個圓周 狀之條帶之結構。編碼81(M可區分為紅外線反射之亮度 咼之地方(白)與亮度低之地方(黑)。藉由該黑白之圖案, 可記載各種資訊。又’藉由將編碼呈圓周狀地配 置’可準確地識別並掌握卡片之於遊戲區6〇上之位置(座 標)、方向(角度)、及卡片與其以外之部位之邊界。藉此, 可同時進行觸碰面板與編碼之讀出。不僅如此,即便減少 觸碰面板之觸碰電極40(M〜彻_n之數量,亦可準喊地掌 握按下(接觸)位置。藉此,可抑制 』抑制觸碰電極400-1〜400-n之 製以成本、及用於識別之運算裝置之成本。 又’作為編碼810-1之里白翮安 載眘1 '白圖案’例如可使用格雷碼記 載資讯。藉此,亦可抑制誤識別時之影響。 又,編碼810-1並不限定於黑白 示基於特宕®查令产4» a 例如亦可使用表 丁丞於特疋圖案之座標資訊或編碼之… 藉此’亦可增加遊戲媒體之資訊量。,、A s己載資訊。 再者,亦可根據紅外線等不可 而使圖案具有複數個值。 反射頻率之不同, 作為該編碼8HM中所記載之資訊 不卡片種類等之資訊1為該卡 ’七記載有表 種類,亦包含與下述 146346.doc -29- 201032874 之特殊的「炫卡」㈣之資訊。進而,作為編碼8i〇_iifi 所記載之資訊,亦記載有掌握接觸卡片之哪一位置而可進 行如下所述之遊戲中之「特殊攻擊」等之資訊。 η進而編碼8UM中所記載之資訊中亦包含用於藉由序列 號等而區分同一種類之卡片之ID。 [遊戲裝置10-1之遊戲處理] 此處,參照® 12之流程圖,對進行卡片遊戲時之流程進 行說明。於遊戲巾,圖2之遊戲裝置1〇]之使用者即玩家p 具體而言係使用遊戲裝置來進行卡片遊戲。 於該遊戲處理中,主要是如CPU 1〇〇之控制機構使用記 憶部110中所記憶之如程式U1或資料112之硬體資源而 執行具體的處理。 (步驟SlOl) 首先,CPU 100執行遊戲開始處理。 此處,最初係CPU 100經由周邊1/1? 140,偵測玩家是否 已使用1C卡讀寫部220而插入ic卡85。 然後’ CPU 100經由周邊1/1? 14〇,備測出玩家已使用投 幣部250藉由硬幣投入、或儲值卡而進行了結算。 田CPU 100偵測出已結算時,將處理推進至步驟s 1 。 若非如此,CPU 100會於顯示器27〇上顯示指示硬幣或储 值卡之投入之畫面,或者自音訊處理器180向揚聲器280輸 出聲音。 又,於未插入1C卡85而已結算之情形時,cpu 1〇〇提醒 插入1C卡85並通知需要購買1C卡85之啟始包的内容。 146346.doc •30· 201032874 於未插入1C卡85且亦未結算之狀態下,cpu 1〇〇可於顯 示器270上顯不演示晝面以引起遊戲者之興趣。此時’ cpu 1〇〇亦可藉由不輸出聲音而使玩家知道遊戲裝置m 並未進行遊戲。 (步驟S102) 其-人,CPU 100進行ic卡讀出處理。 CPU 100經由周邊1/1? H〇,使用1〇卡讀寫部22〇而讀出π 卡8 5之資料。 如上述般,1C卡85為接觸類型或非接觸類型之IC卡。IC 卡85可具備快閃記憶體(記憶部)及Mpu(控制部)等,對該 遊戲之資料進行加密而保存。 作為該遊戲之資料,如下述般可保存有各卡 片 80-1〜80- η之各角色之級別、遊戲中之軍費、統治領地、等級等資 料。 又,作為該遊戲之資料,亦記憶玩家ρ之遊戲級別等。 • 作為該遊戲級別,可記憶遊戲關聯資訊或玩家關聯資訊 等。遊戲關聯資訊係「戰役模式」進行中之腳本編號或統 治領地數、玩家Ρ在遊戲時是否完成複數個遊戲腳本等之 與遊戲關聯之資訊。玩家關聯資訊係卡片中擁 有幾張能力值強大之卡片之資料、卡片遊戲中之遊戲勝率 之類的與玩家關聯之資訊。 CPU 100如下述般,可根據該遊戲之級別而變更可選擇 之腳本。 再者,於針對1C卡之所記憶之資料之讀出失敗、或者記 146346.doc • 31 - 201032874 憶有錯誤資料之情形時,CPU 100可不進入下一步驟S103 之處理而是結束遊戲處理。 該情形時,CPU 100對伺服器5發送「1C卡故障/錯誤J 之資料。又,CPU 100可指示自音訊處理器180向揚聲器 280鳴響警報等,以提醒呼叫遊戲設施之店員(工作人員)。 又’ CPU 100亦可自投幣部250退回硬幣。 , (步驟S103) 此處’ CPU 100進行具體地執行遊戲之遊戲處理。 於該遊戲處理中,CPU 100執行記憶部110之程式U1i 籲 具體進行遊戲中之處理的部位。 以下,對採用本發明之實施形態之遊戲裝置10_丨而執行 三國志風之時代背景之交戰的戰術級即時模擬遊戲(即時 戰略)之示例進行說明。 該即時模擬遊戲之流程係如下所示。 、先隨著使用者選擇遊戲模式等,CPU 100讀出遊戲 之腳本β Φ 然後’關於腳本中之敵方部隊(敵方角色)、巾立部隊(中 立角色),由CPUl〇〇使用AI(artificialime出ge⑽人工 智慧)發出指示’或由對戰對手經由網路而發出指示。 針對腳本上之己方部隊(扮演角色、 _ — 配置卡片8(Μ〜80·η,並 ,玩豕Ρ Μ ) , Μ * ^ 〇 片80-1〜8〇4進行選擇(接 觸藉由開關240而選擇指令等,藉此發出指示。 對該荨敵方部隊、中立部 CPU w 己方隊之指示,係由 例如i/6G秒之、」單位進行計算,並即時地 146346.doc •32· 201032874 反映到遊戲之進行中。藉此,CPU 100使遊戲產生增減部 隊人員、或者地圖上之陣地屬於己方部隊或敵方部隊之類 的變化。 進而,CPU 100使用圖形處理器160將該變化繪製於顯示 器270上。又’ CPU 100使用音訊處理器180,而自揚聲器 280輸出效果音或BGM(background music,背景音樂)。 當滿足部隊人員、配置或陣地所屬等之腳本結束條件、The information of the sensor can be added to the pressed position of the touch sensor with higher precision. Further, depending on the type of the detection target (e.g., a card) on which the code is printed, such as a game medium, the capacitance may be affected. Therefore, in response to this effect, it is possible to detect the type of the detection object by the code identified by the infrared image, and then correct the value of the capacitance. [Device Configuration of Game Device 10-1] Next, the configuration of the inside of the game device 10-1 according to the embodiment of the present invention will be specifically described with reference to Figs. 6 to 1B. Referring to the cross-sectional view of Fig. 6, a game area 6A (flat surface, flat portion) is formed on the upper portion of the casing 70. The game zone 60 includes, for example, a protective layer 610, a game zone panel 62, a touch panel panel 630, and a glass panel 640. Each part is substantially transparent with respect to infrared rays. In this way, each part is formed by a member that allows infrared rays to pass through substantially. Further, 'cards 80-1 to 80-n are arranged on the protective layer 61〇0 146346.doc 25· 201032874 Here, when the illumination unit 210 inside the frame 70 emits infrared rays, the infrared rays will transmit substantially only through the infrared rays. The first filter 7U. The infrared rays are irradiated onto the cards 80-l~80-n, and the faces of the codes (e.g., codes 810-1 to 810-11 of Fig. η) are drawn. Further, the infrared rays reflected from the cards 8〇_1 to 8〇_11 are collected by the first reflecting plate 721 and the second reflecting plate 722. The concentrated red light passes through the second filter 712 which is substantially only transmitted through the infrared rays. The infrared camera 260 can form the infrared image into an image. Here, in the game device 1 〇-1, for example, the card 80 can be sensed by the touch electrodes 400-1 to 400-n (see FIGS. 8 and 9) printed on the touch panel sheet 630. -1~80-η contact. Referring to Fig. 7, a schematic diagram of a plane drawn from the user's plan view direction (upper surface) in the vicinity of the game zone 6〇 of the game device 1 〇 1 will be described. Thus, the cards 80-1 to 80-n are arranged in the game area 60. The illumination unit 210, the first filter 711, the first reflection plate 721, the second reflection plate 722, the second wave 712, and the infrared camera 260 are arranged in a line as indicated by a broken line. By constructing in this manner, the game area 6 can be used more widely. Furthermore, the display 270 can be disposed above the second reflecting plate 722 and on the casing 70. (Configuration of Game Area 60) A game area 60 of the game device 〇 〇 1 according to the embodiment of the present invention will be described with reference to the conceptual diagram of Fig. 8 . FIG. 8 shows a schematic diagram of the game area 60. As described above, in the game device 10 of the embodiment of the present invention, the cards 80-1 to 80-n are placed on the game area 60. Further, the main wave 711 of the light source of the illumination unit 208 is irradiated to the back surface of the play area 60 by the first wave 711. At this time, the touch panel panel 630 or the game zone panel 620 substantially transmits infrared light. Therefore, infrared light is irradiated to the back surface of the cards 8〇_1 to 80-n. Then, the code can be recognized by reading the infrared light reflected from the back surface of the cards 8〇_i to 80-n. Further, the game device 10-1 can recognize that the user's finger touches the coordinates on the game area 60. Here, the structure of the game area 6A will be described in more detail with reference to the cross-sectional view of Fig. 9. The stomach is first provided with a glass plate 640 from the lower side (rear) of the infrared light irradiation. The glass plate 640 is a glass that is transparent to invisible light such as infrared rays. Above the glass plate 640, a touch panel sheet 63 is provided. In the touch panel sheet 630, a method of screen printing a conductive paste containing extremely fine conductive particles onto a transparent substrate by (1) (refer to Japanese Patent Laid-Open No. 2007-142334, etc.) or gravure printing, etc. a printing method; or (Η) a method in which a gold foil such as copper is laminated on a transparent substrate and an anti-money agent pattern is formed on the metal foil, and the metal foil is subjected to a surname method (refer to Japanese Patent Laid-Open No. 2〇〇8_32884, etc.) ), or a manufacturing method such as photolithography, to form each of the touch electrode buckles ... 丨 ~ buckle ... η. Further, the conductive pattern corresponding to each electrode that touches the panel sheet 63 0 is connected to the sensor microcomputers 3 1_1_1 to 31〇_n (not shown). A game area plate 62 is provided above the touch panel sheet 630. The game zone sheet 620 is printed with a pattern of a game area or the like as in the prior art, but transmits infrared light. Further, a transparent protective layer 146346.doc -27- 201032874 610 is provided above the touch panel sheet 630. During the game of the card game, the cards 80-1 to 80-n are arranged by the user above the protective layer 610. Here, the example 0 in which the card 80-1 is placed is shown as 'printed on the back side of the card 8〇_i. The code 810-1 can be optically read by reflected infrared rays or the like. Further, the touch panel panel 630 may be located at a higher level than the game panel 620. Further, the game zone panel 620 or the touch panel panel 630 may be integrally formed with the protective layer 61. Further, when a projector or the like is used as described below, other layers for projecting images (images) may be provided. Next, the protective layer 610 will be described with reference to the cross-sectional view of Fig. 10. As shown in Fig. 10 (a), the protective layer 61 can have a conical projection. Further, as shown in Fig. 10 (b), the protective layer 610 may have a hemispherical projection. The friction is thus reduced by the protrusions. Thereby, the card can be smoothly moved to play the game. Further, the abrasion of the protective layer 61 can be suppressed. Further, the "infrared light is diffused by the protrusions", so that the misidentification of the codes 81 〇-1 to 81 〇_n due to the damage of the protective layer 61 can be reduced. Referring to Fig. 10(a), the end portion 611 of the cone is not completely formed in a convex shape but is formed flat. Thereby, the dispersion and smooth movement of the pressure on the card can be simultaneously achieved. Further, the diameter of the trunk portion 612 or the end portion 611 of the cone may be formed such that the diameter of the Mohs pattern (M〇ire卯(7)) is not easily generated when the code 81 (M to 810_n) is recognized. The hemisphere of Fig. 10(b) 6〗 3 is formed into a hemispherical shape, which in turn can reduce the stimulation of the user's hand. In addition, the effect of removing the dirt during wiping can be obtained 146346.doc • 28- 201032874. The diameter of the hemisphere can also be formed as It is difficult to generate the diameter of the Mohs pattern. (Structure of code 810-1) Next, a schematic diagram of the code 81〇_丨 of the back side of the card 804 will be described with reference to Fig. 11 and 'flat code 810-1 open>. It has a structure in which a plurality of circumferential strips are extended from the central axis 82. The code 81 (M can be distinguished as the place where the brightness of the infrared reflection is ( (white) and the place where the brightness is low (black). The pattern can record various information. Moreover, by "arranging the code in a circular shape", the position (coordinate), direction (angle), and card of the card on the game area 6〇 can be accurately recognized and grasped. The boundary of the part. Thereby, the touch can be simultaneously performed The reading of the panel and the code is not limited to this. Even if the number of the touch electrodes 40 of the touch panel is reduced (M to _n, the position of the touch (contact) can be grasped with the squeaking. The cost of the electrodes 400-1 to 400-n is the cost and the cost of the arithmetic device for identification. Further, as the code 810-1, the white code can be recorded using Gray code. In this way, the influence of misrecognition can also be suppressed. Further, the code 810-1 is not limited to the black and white display based on the special 查 查 查 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 This can also increase the amount of information in the game media. A, s own information. In addition, the pattern can have a plurality of values according to the infrared, etc. The difference in the reflection frequency, as the code 8HM The information listed in the information is not the type of card, etc. 1 is the type of the card described in the '7', and also includes the information of the special "Hyun Card" (4) of the following 146346.doc -29- 201032874. Further, as the code 8i〇_ The information recorded in iifi also records the contact The position of the card can be used to perform information such as "special attack" in the game as described below. The information described in the η encoding 8UM also includes the ID of the card for distinguishing the same type by the serial number or the like. [Game Processing of Game Device 10-1] Here, the flow of the card game will be described with reference to the flowchart of Fig. 12. In the game towel, the user of the game device of Fig. 2 is the player p. In the game processing, the control unit mainly performs the specific processing using the hardware resources such as the program U1 or the data 112 stored in the storage unit 110. . (Step S101) First, the CPU 100 executes the game start processing. Here, initially, the CPU 100 detects whether the player has inserted the IC card 85 using the 1C card read/write section 220 via the periphery 1/1?140. Then, the CPU 100 detects that the player has used the coin dispensing unit 250 to settle by the coin input or the stored value card via the periphery 1/1? 14〇. When the field CPU 100 detects that the settlement has been made, the process proceeds to step s1. Otherwise, the CPU 100 displays a screen indicating the input of the coin or the stored value card on the display 27 or outputs the sound from the audio processor 180 to the speaker 280. Further, when the 1C card 85 is not inserted and the account has been settled, the cpu 1 〇〇 prompts the insertion of the 1C card 85 and notifies the contents of the start package for which the 1C card 85 needs to be purchased. 146346.doc •30· 201032874 In the state where the 1C card 85 is not inserted and is not settled, the cpu 1〇〇 can display the face on the display 270 to attract the interest of the player. At this time, the cpu 1〇〇 can also let the player know that the game device m has not played the game by not outputting a sound. (Step S102) The CPU 100 performs an IC card reading process. The CPU 100 reads the data of the π card 8 5 using the 1 〇 card read/write unit 22 经由 via the periphery 1/1 〇 H 。. As described above, the 1C card 85 is a contact type or a non-contact type IC card. The IC card 85 can be provided with a flash memory (memory unit) and an Mpu (control unit), and the information of the game is encrypted and stored. As the information of the game, the level of each character of each of the cards 80-1 to 80-n, the military fee in the game, the dominant territory, the rank, and the like can be stored as follows. Moreover, as the information of the game, the game level of the player ρ is also memorized. • As the game level, you can memorize game related information or player related information. The game related information is the information related to the game, such as the number of scripts in the campaign mode or the number of the territories, and whether the player completes a plurality of game scripts during the game. The player-related information card has information about the card with a strong number of cards, the game winning percentage in the card game, and the like. The CPU 100 can change the selectable script according to the level of the game as described below. Furthermore, in the case where the reading of the data memorized for the 1C card has failed, or the case where the error data is recalled, the CPU 100 may end the processing of the game without proceeding to the processing of the next step S103. In this case, the CPU 100 transmits "1C card failure/error J data" to the server 5. Further, the CPU 100 can instruct the self-audio processor 180 to sound an alarm or the like to the speaker 280 to remind the store clerk (staff member) Further, the CPU 100 may return the coin from the coin dispensing unit 250. (Step S103) Here, the CPU 100 performs game processing for specifically executing the game. In the game processing, the CPU 100 executes the program U1i of the storage unit 110. A part of the tactical-level real-time simulation game (real-time strategy) in which the game device 10_丨 of the embodiment of the present invention is executed to perform the game of the era of the Three Kingdoms is described. The flow of the instant simulation game is as follows: First, as the user selects the game mode, etc., the CPU 100 reads out the game script β Φ and then 'about the enemy forces in the script (enemy characters), the towel troops (neutral) Role), by the CPU1〇〇 using AI (artificialime ge (10) artificial intelligence) to issue an indication or by the opponent to send instructions via the network. For the script Party forces (play the role, _ - configure card 8 (Μ ~ 80 · η, and, play 豕Ρ Μ), Μ * ^ 〇 80 80-1 ~ 8 〇 4 to select (contact with the switch 240 to select instructions, etc. In order to give instructions, the instructions to the enemy forces and the neutral CPU ww team are calculated by, for example, i/6G seconds, and immediately 146346.doc •32· 201032874 is reflected in the game. In this way, the CPU 100 causes the game to generate or decrease the force of the personnel, or the position on the map belongs to the own or enemy forces. Further, the CPU 100 uses the graphics processor 160 to render the change on the display 270. In addition, the CPU 100 uses the audio processor 180, and outputs an effect sound or BGM (background music) from the speaker 280. When the script end condition of the personnel, the configuration, or the position of the position is satisfied,

或者經過特定時間時,CPU 100結束遊戲處理。 再者,遊戲系統X係所謂之多重平台。即,遊戲裝置1〇_ 1可選擇複數種遊戲來進行遊戲。此時,亦可構成為:預 先於1C卡85中記載可玩之遊戲之種類,依照玩家p.之選擇 而自伺服器5下載程式lu自身並加以執行。 又,亦可於玩家P進行遊戲時,經由@1之伺服器5而於 大型顯示裝置55上顯示遊戲内容,從而使玩家p享受更扣 人心弦之遊戲。 以下’參照圖13 ’進而對遊戲處理加以詳細的說明。 (步驟S301) 首先,CPU 100進行腳本讀出處理。 此:該:本之選擇之前’圖2之玩家p首先選擇遊戲模式。 、’、使用遊戲區60中所繪製之軟體鍵盤之按鍵或開關 作為該遊戲模式, V Γ 選擇戰役模式」、「全國稱霸掇 式」、「競技模式」、「腳太1埋抬4 四稱霸模 選擇模式」、「指南」等模式。 戰仅模式」係依序於所準 Λ 所率備之腳本中取勝。「全國稱霸 146346.doc -33- 201032874 模式」係藉由選擇欲攻打「國家」而選擇各國之腳本。 「競技模式」係於玩家P與其他遊戲裝置i 〇_2〜i 〇_n之間選 擇腳本而進行對戰。「腳本選擇模式」可選擇已結束(已完 成)之腳本。「指南」係對初學者傳授進行遊戲之方法。 CPU UH)當制到玩家Pii擇了賴模式時,依照該玩家 P之指示,讀出與各遊戲模式相對應之腳本。 該腳本亦可作為資料m之一部分而記憶於記憶部ιι〇之 HDD等中。X,亦可構成為自飼服器$下載腳本。 ❿ 作為聊本資料之内容,可使用地圖資料、部隊配置資 料、結束條件資料、特殊武器資料等。 地圖貢料係作為戰場之地圖之3D(three dimensiona卜三 二虛擬三維空間資訊)。地圖資料係使用圖形處理器 P4地進仃投影轉換或視點變更或陰影_ , 2示於顯示器270上,或自飼服器5經由網路而顯示於大 I :裝置55上。又,地圖資料包含高度及地形屬性等資 料。兩度及地形屬性等資料 ❹ ㈣可“與部隊之行進速度相關 //或陷阱等地形資料、及盔 又’地圖資料中記憶有「陣地」之資^ ==斜面等。 部隊向該「陣地 I , 。卩隊或己方 「陣地」。_ 取「旗」,藉此可統治 等物件。各陣地中亦可配置域池、石牆或護城河 部隊配置資料係可規定地圖資料上之敵 隊之配置、增援時機、聊本結束條件等而加Π·己方部 結束條件編可將时部隊…部隊^覆滅設 146346.doc •34- 201032874 為條件而加以5己憶。此外,可設定統治特定陣地之情形、 殺死指定部隊之首領之情形、及發動特定「必殺技」 形等各種條件而加以記憶。 月 理田腳本讀出處理結束時,CPU 1GG開始具體之遊戰處 (步驟S302) CPU刚進行卡片偵測處理,對卡>} 8G.1〜8G_n之配置與 接觸狀態進行偵測。 、 一 3处係如上所般偵測圖2之玩家p對己方部隊發出之 示。於該處理中,太恭曰 Ύ 本發明之實施形態之遊戲裝置10-1使用 卡片 80-1~8〇-η之® t -置狀態與接觸狀態。使用配置狀 接觸狀態之情況並非禕銪„ I與 ㈣並非係fe1早之組合。藉此,與先前技術不 同’可债測能夠使遊戲性提高之各種指示。 首先1下’參照圖14〜_ ’詳細地說明針對各個卡 8Wn,具體係如何檢測編碼、確定觸碰位置。於 對編碼進行檢測時,係藉由紅外線等讀取編碼81(M〜81〇_ n而檢測編瑪。於禮定艇 % &確疋觸碰位置時,係藉由對觸碰電極 400-1〜4〇〇_η之接觸而確定。 明關於該卡片㈣處理,分為如下之兩種處理來進行說 :虚即⑴對使用普通紙質媒體之卡片_ : =理;及(2)對包含含有金屬落等之特殊「炫卡」(靜電 理Γ值不Η之遊戲媒體)之卡片8(Μ〜8〇-η進行偵測之處 可根據卡片遊戲之種類 而决定選擇該(1)或(2)中之哪 I46346.doc •35- 201032874 一處理。此處,CPU 100可將該兩種處理記憶於記憶部11() 之非揮發性記憶體中以供選擇。 [(1)對使用普通紙質媒體之卡片80-1〜80-n之偵測] 首先,進而參照圖14〜圖18,對使用普通紙質媒體之卡 片80-1〜80-n之偵測進行說明。 如上所述’觸碰電極400-1〜400-n係藉由印刷等形成於 觸碰面板板片630上之靜電電容電極(參照圖4、圖8)。 而且,觸碰電極400-1〜400-n係藉由配線而連接於感測 器微電腦310-1〜310-n。 因此,可實現「多點觸碰」,即可於同一時間點取得複 數個針對各電極之接觸資訊。 又,可藉由對紅外線相機260所取得之圖像進行處理並 加以使用,而精度更高地進行卡片位置與接觸位置之偵 測。 以下,參照圖14之流程圖,更具體地說明該接觸位置之 偵測與編碼之偵測。此時,以CPU 100、觸碰電極400」及 感測器微電腦3 10-1之間之處理為代表例進行說明。 (步驟 S1021) 首先,遊戲裝置10-1之CPU 100執行感測器微電腦動作 開始處理。 此處’在圖12之遊戲處理之開始時間點,CPU 100利用 周邊I/F 140而對電子開關進行控制。然後,cpu ! 〇〇對感 測器微電腦3 10-1〜3 10-n供給電源。 藉此,可使感測器微電腦3 1 〇-1〜3 1 〇_n僅於遊戲處理之 146346.doc -36 - 201032874 期間動作。由此,可獲得能夠降低遊戲裝置1 〇_ i之運行成 本之效果。 (步驟 S1022) 其次,CPU 100進行感測器微電腦通訊連接處理。 該處理中’ CPU 100檢查在感測器微電腦31〇_1〜3 10-n與 CPU 100之間,是否可經由周邊I/F 140而進行通訊連接。 藉由該檢查’於感測器微電腦310-1〜310-n中之任一者 均未響應之情形時’認定為故障。此時,CPU 100經由通 訊I/F 200而向祠服器5發送該故障。又,鳴響警報等而通 知遊戲裝置10-1之管理者。 於所有感測器微電腦3 10-1~3 10-n均響應之情形時,CPU 100使處理進入步驟S1023。 (步驟 S1023) 其次,CPU 100進行感測器微電腦初始化處理。 該示例中,係對感測器微電腦31〇_1〜310-n發送初始信 號等。藉此’各感測器微電腦3 1 〇-1〜310-n自内置之R〇M 等之初始位置開始進行初始化處理。 作為該初始化處理’各感測器微電係相 對於所連接之觸碰電極4〇〇_1〜4〇〇_n,而進行連接確認或 校正之類的處理。 然後’各感測器微電腦31 〇_ 1〜3 10-n將該初始化處理之 結果即曰誌資料發送至CPU 1〇〇。再者,當CPu 100確認 曰諸資料異常時’亦可經由通訊I/F 200向伺服器5發送確 s忍結果’並鳴響警報等而通知遊戲裝置丨〇_〗之管理者。 146346.doc •37- 201032874 其後,於初始化處理正常之情形時,各感測器微電腦 310-1〜31〇-n待機以等待來自CPU 1〇〇之檢測開始信號。 以下,以感測器微電腦310-1〜3 l〇-n中之感測器微電腦 3 1〇-1為代表例,對卡片遊戲開始後之卡片接觸之檢測進 行說明。 (步驟 S1024) 此處,感測器微電腦]^-〗判定是否已自cpu 1〇〇收到檢 測開始信號。 該檢測開始信號係於卡片遊戲開始之後由cpu 1〇〇發送 者。藉由该檢測開始信號,如上所述感測器微電腦3 i 1〜310-n可進行60次/秒左右之卡片⑽-卜肋…之接觸偵測。 於步驟S1〇24之判斷為Yes(是)之情形時’感測器微電腦 310-1使處理進入步驟S1030。 反之,於步驟S1024之判斷為]^〇(否)之情形時,感測器 微電腦310-1使處理返回到步驟sl〇24。 (步驟 S1025) 其次’感測器微電腦310-1進行掃描處理。 具體而言’感測器微電腦31(M依序測量執行掃描之觸 碰電極400-1之各電極的靜電電容’並進行a/d轉換等而取 得靜電電容值(觸碰計數值)。 根據該靜電電容值,可獲得各電極於接通/斷開時之靜 電電容值。又,可獲得觸碰之接觸壓力(接觸面積)之值。 當取得觸碰電極之所有電極之靜電電容值時,感 測器微電腦310-1藉由經由通訊I/F 2〇〇之DMa傳輸等,而 146346.doc -38- 201032874 將靜電電容值寫入至記憶部110。又,CPU 100亦可直接取 得靜電電容值並將其記憶至記憶部110。藉此,結束掃描 處理。 (步驟 S1026) 其次’ CPU 100進行電極座標取得處理。 此處,CPU 100根據由各感測器微電所取 得之靜電電容值,而取得由使用者接觸(按下)之電極之座 標。 此處,參照圖15〜圖18,對各電極之大小與按下(接觸) 之電極之座標取得之關係進行詳細說明。 [電極之大小與電極之座標取得之關係] 首先,參照圖15之概念圖來進行說明。例如,若相對於 作為檢測對象之卡片80-1,觸碰電極牝^丨之各靜電電容電 極之面積過大,則相鄰區域之判定變得不明確。因此,以 作為檢測對象之卡片80-1之面積為基準而決定電極之最大 面積。 又,於使用卡片80-1〜80-n之情形時,可自各卡片之中 央起僅於特定區域内檢測按下卡片之位置(接觸卡片之位 置),藉此減少誤檢測。 如此,於卡片8G-1〜8ϋ·η中,將整個卡片中進行具體檢 測之區域設為有效區域。 本發明之發明者為將此具體地應用於遊戲中而反覆進行 積極實驗與研究。結果得知,若具有假定之檢測對象即卡 片_之面積的鳩左右之有效區域之面積,則結合其後 146346.doc -39· 201032874 之紅外線圖像識別,可高速且高精度地確定卡片8〇1之位 置。即,可將觸碰電極400—i中之丨個電極之大小設為卡片 80-1之大小的70%左右。 再者,於不使用卡片80-1而使用模型等作為遊戲媒體之 情形時 亦可相對於例如印刷有如二維碼t光學式編碼之 接地面之面積而使用70%等之有效區域之面積。 此處,參照圖16,對根據檢測對象之卡片80—丨,使用檢 測卡片〜80·η之各個所必需之足夠的有效區域,而決 定1個電極之大小之電極面積決定方法進行更詳細的說 明。 首先,若將卡片8(Μ之外形尺寸設為長度&長度β,將Or, when a certain time has elapsed, the CPU 100 ends the game processing. Furthermore, the game system X is a so-called multiple platform. That is, the game device 1〇1 can select a plurality of games to play the game. In this case, the type of the playable game may be described in advance in the 1C card 85, and the program lu itself may be downloaded from the server 5 in accordance with the selection of the player p. Further, when the player P plays a game, the game content can be displayed on the large display device 55 via the server 5 of @1, so that the player p can enjoy a more exciting game. The game processing will be described in detail below with reference to Fig. 13'. (Step S301) First, the CPU 100 performs a script reading process. This: This: Before the choice of the game player 2 of Figure 2 first selects the game mode. , ', use the button or switch of the software keyboard drawn in the game area 60 as the game mode, V Γ select the campaign mode, "national squad", "sports mode", "foot too 1 buried 4 four hegemony Modes such as mode selection mode and "guide". The War Only Mode is based on the scripts that are prepared by the standard. The "National Dominance 146346.doc -33- 201032874 Mode" selects the scripts of countries by selecting the country to be attacked. The "sports mode" is played by selecting a script between the player P and other game devices i 〇_2~i 〇_n. The Script Selection Mode selects a script that has ended (completed). The Guide is a method for teaching beginners to play games. The CPU UH) reads the script corresponding to each game mode in accordance with the instruction of the player P when the player Pii selects the mode. The script can also be stored as part of the data m in the HDD of the memory unit. X, can also be configured as a self-feeding device $ download script. ❿ As the content of the textbook, you can use map data, military configuration information, end condition data, special weapon data, etc. The map tribute is used as a map of the battlefield 3D (three dimensiona). The map data is displayed on the display 270 using the graphics processor P4, or the viewpoint change or shadow _, 2 is displayed on the display 270, or the self-feeding device 5 is displayed on the device 55 via the network. In addition, the map data includes information such as height and terrain attributes. Information on the degree of terrain and terrain, etc. ❹ (4) It can be “related to the speed of the troops///topographic data such as traps, and helmets.” The map data contains the resources of “positions” ^==bevels. The troops are facing the "position I, the squad or the "position". _ Take the "flag" to rule the objects. The configuration of the domain pool, stone wall or moat troops can also be configured in each position. The configuration of the enemy team on the map data, the timing of the reinforcement, the end of the chat, etc., and the end of the conditions can be compiled. The force ^ 灭 146346.doc •34- 201032874 for the condition of 5 recalled. In addition, it can be remembered by setting various conditions for ruling a particular position, killing the leader of a designated unit, and launching a specific "killer" shape. At the end of the month, the CPU 1GG starts the specific battle (step S302). The CPU just performs card detection processing to detect the configuration and contact state of the card >} 8G.1 to 8G_n. One, three, as shown above, detect the player p of Figure 2 on his own troops. In this processing, the game device 10-1 according to the embodiment of the present invention uses the card t-set state and the contact state of the cards 80-1 to 8〇-η. The case of using the configurable contact state is not the combination of I I and (4) is not the same as fe1. Therefore, unlike the prior art, various indications can be used to improve the gameability. First, 1 'refer to FIG. 14 _ 'Detailed description of each card 8Wn, specifically how to detect the code, determine the touch position. When detecting the code, the code 81 is read by infrared or the like (M~81〇_n and the code is detected. When the fixed position of the fixed boat % & is touched, it is determined by the contact of the touch electrodes 400-1~4〇〇_η. The processing of the card (4) is divided into the following two processes to say : 虚是(1) Cards that use plain paper media _ : = =; and (2) cards 8 containing special "shock cards" containing metal falling (the game media of static electricity) (Μ~8 The detection of 〇-η can decide which of the (1) or (2) I46346.doc •35- 201032874 is processed according to the type of the card game. Here, the CPU 100 can process the two types of processing. It is available for selection in non-volatile memory of memory unit 11(). [(1) Pair of plain paper Detection of the media cards 80-1 to 80-n] First, the detection of the cards 80-1 to 80-n using the plain paper media will be described with reference to FIGS. 14 to 18. As described above, 'touching The electrodes 400-1 to 400-n are capacitance electrodes formed on the touch panel sheet 630 by printing or the like (see FIGS. 4 and 8). Further, the touch electrodes 400-1 to 400-n are used by Wiring is connected to the sensor microcomputers 310-1 to 310-n. Therefore, "multi-touch" can be realized, and a plurality of contact information for each electrode can be obtained at the same time point. The image acquired by the camera 260 is processed and used, and the position of the card and the contact position are detected with higher precision. Hereinafter, the detection and encoding of the contact position will be more specifically described with reference to the flowchart of FIG. At this time, the processing between the CPU 100, the touch electrode 400, and the sensor microcomputer 3 10-1 will be described as a representative example (Step S1021) First, the CPU 100 of the game device 10-1 performs sensing. The microcomputer action starts processing. Here, at the beginning of the game processing in Figure 12 At this point, the CPU 100 controls the electronic switch by using the peripheral I/F 140. Then, cpu ! 供给 supplies power to the sensor microcomputers 3 10-1 to 3 10-n. Thereby, the sensor microcomputer 3 can be made. 1 〇-1~3 1 〇_n is only operated during the game processing 146346.doc -36 - 201032874. Thereby, the effect of reducing the running cost of the game device 1 〇 _ can be obtained (step S1022). The CPU 100 performs sensor microcomputer communication connection processing. In this processing, the CPU 100 checks whether or not the communication connection can be made via the peripheral I/F 140 between the sensor microcomputers 31〇_1 to 3 10-n and the CPU 100. By this check, 'when either of the sensor microcomputers 310-1 to 310-n does not respond, it is determined to be a failure. At this time, the CPU 100 transmits the failure to the server 5 via the communication I/F 200. Further, the manager of the game device 10-1 is notified by sounding an alarm or the like. When all of the sensor microcomputers 3 10-1 to 3 10-n are responsive, the CPU 100 advances the processing to step S1023. (Step S1023) Next, the CPU 100 performs sensor microcomputer initialization processing. In this example, the initial signals and the like are transmitted to the sensor microcomputers 31〇_1 to 310-n. Thereby, each of the sensor microcomputers 3 1 〇-1 to 310-n starts initialization processing from the initial position of the built-in R 〇 M or the like. As the initialization processing, each of the sensor micro-electric systems performs connection confirmation or correction with respect to the connected touch electrodes 4〇〇_1 to 4〇〇_n. Then, each of the sensor microcomputers 31 〇 1 to 3 10-n transmits the result of the initialization processing to the CPU 1 . Further, when the CPu 100 confirms that the data is abnormal, it is also possible to notify the manager of the game device 丨〇_ by transmitting the alarm to the server 5 via the communication I/F 200 and sounding an alarm or the like. 146346.doc •37- 201032874 Thereafter, when the initialization processing is normal, each of the sensor microcomputers 310-1 to 31〇-n stands by to wait for the detection start signal from the CPU 1〇〇. Hereinafter, the detection of the card contact after the start of the card game will be described by taking the sensor microcomputer 3 1〇-1 in the sensor microcomputers 310-1 to 3 l〇-n as a representative example. (Step S1024) Here, the sensor microcomputer]^-〗 determines whether the detection start signal has been received from the cpu 1〇〇. The detection start signal is sent by the cpu 1〇〇 after the start of the card game. With the detection start signal, as described above, the sensor microcomputers 3 i 1 to 310-n can perform contact detection of the card (10)-bu ribs of about 60 times/second. When the judgment of step S1 〇 24 is Yes (YES), the sensor microcomputer 310-1 advances the processing to step S1030. On the other hand, in the case where the judgment in step S1024 is "NO", the sensor microcomputer 310-1 returns the processing to step sl24. (Step S1025) Next, the sensor microcomputer 310-1 performs scanning processing. Specifically, the sensor micro-computer 31 (M sequentially measures the electrostatic capacitance of each electrode of the touch electrode 400-1 that performs scanning) and performs a/d conversion or the like to obtain a capacitance value (touch count value). The electrostatic capacitance value can obtain the electrostatic capacitance value of each electrode when it is turned on/off. Further, the contact pressure (contact area) of the touch can be obtained. When the electrostatic capacitance values of all the electrodes of the touch electrode are obtained, The sensor microcomputer 310-1 writes the electrostatic capacitance value to the memory unit 110 by DMa transmission via the communication I/F 2, and 146346.doc -38- 201032874. Further, the CPU 100 can also directly obtain The electrostatic capacitance value is stored in the memory unit 110. The scanning process is terminated (step S1026). Next, the CPU 100 performs electrode coordinate acquisition processing. Here, the CPU 100 generates static electricity based on the micro-electricity of each sensor. The capacitance value is obtained, and the coordinates of the electrode that is touched (pressed) by the user are obtained. Here, the relationship between the size of each electrode and the coordinates of the pressed (contacted) electrode will be described in detail with reference to Figs. 15 to 18 . [The size of the electrode and The relationship between the coordinates of the poles is first described with reference to the conceptual diagram of Fig. 15. For example, if the area of each of the capacitive electrodes of the touch electrodes is too large with respect to the card 80-1 to be detected, the phase is The determination of the neighboring area becomes unclear. Therefore, the maximum area of the electrode is determined based on the area of the card 80-1 to be detected. Further, when cards 80-1 to 80-n are used, each card can be used. In the center, the position of the pressed card (the position of the contact card) is detected only in a specific area, thereby reducing the false detection. Thus, in the cards 8G-1 to 8ϋ·η, the area in which the entire card is specifically detected is set. The inventors of the present invention have repeatedly conducted active experiments and studies in order to specifically apply this to the game. As a result, it has been found that the area of the effective area around the area of the area of the card which is assumed to be the detection target is Then, in combination with the infrared image recognition of 146346.doc -39· 201032874, the position of the card 8〇1 can be determined at high speed and high precision. That is, the electrodes of the touch electrodes 400-i can be touched. The size is set to be about 70% of the size of the card 80-1. Further, when a model or the like is used as the game medium without using the card 80-1, for example, an optical code such as a two-dimensional code t can be printed. The area of the effective area of 70% or the like is used for the area of the floor. Here, with reference to Fig. 16, it is determined that a sufficient effective area necessary for detecting each of the cards ~80·η is used for the card 80-丨 according to the detection target. The electrode area determination method of the size of one electrode will be described in more detail. First, if the card 8 (the size outside the 设为 is set to the length & length β,

有效區域之面積設為整個卡片,則成為: a=KxAThe area of the effective area is set to the entire card, which becomes: a=KxA

b=KxB ......式⑴。 之區域定義為長度 (Μ=Κ2χ1〇〇) 此處’將觸碰電極400-i之每個部位 cx長度d。 關於該長度C及長度d之求出方法,將灸 ®々次將參照圖17Λ與圖 1 7Β而進行說明。 首先,參照圖17Α,如感測器剛好跨於相鄰且密接之 片上之位置關係成為難以檢測接觸位置之「 取差條件丨。 即’於根據觸碰電極400-1之靜雷雪办括 「w 電電谷值而判別電極之 接通」之情形時,無法判別接觸的是 2中之何者。 X卞片_與卡片8〇· 146346.doc -40. 201032874 因此’為確定所接觸之卡片,必須使每個電極 在有效區域外之區域即「無關帶㈣咖如z 圍内。 >»」疋靶 將卡片面積之M(%)設為觸碰有 器之橫向寬度c成為: 參照圖1 7B,如上所述, 效區域之情形時之觸碰感測b=KxB ...... Equation (1). The area is defined as the length (Μ=Κ2χ1〇〇) where 'will touch each part of the electrode 400-i cx length d. The method for determining the length C and the length d will be described with reference to Figs. 17A and 17B. First, referring to FIG. 17A, if the positional relationship of the sensor just across the adjacent and closely connected sheets becomes a "difference condition" that is difficult to detect the contact position, that is, in the case of the static lightning according to the touch electrode 400-1. In the case of "w electric current valley value and discriminating the electrode is turned on", it is impossible to discriminate which of the two is the contact. X卞片_与卡8〇· 146346.doc -40. 201032874 Therefore, in order to determine the card to be contacted, each electrode must be outside the effective area, that is, "unrelated band (4) coffee, such as z. >»疋The target sets the M (%) of the card area to the lateral width c of the touched device: Refer to Figure 1 7B, as described above, the touch sensing in the case of the effect area

c=A-a=A-KxA ……式(2) 〇 向 可將此松向寬度c設為觸碰電極400-1之1個電極之橫 寬度。c = A - a = A - KxA ... Equation (2) 〇 Direction This loose width c can be set to the lateral width of one electrode of the touch electrode 400-1.

同樣地,縱向寬度d可設定為: d=B-KxB ......式(3)。 此時’於亦考慮卡片之旋轉姿勢之情形時,可將觸碰感 測器之面積设為以橫向寬度c與縱向寬度d中之較短一方作 為對角線之大小。 如上所述,在本發明之發明者進行積極實驗與研究後得 知,於實現最大價格性能而配置觸碰電極400-^400^2 電極之情形時,將檢測對象之面積之7〇%左右設為有效區 域之情形為一較佳例。 即 了相對於卡片80-1〜80-n中之1個卡片,而設置必要 最小限度之觸碰電極(開關)。由此,於以此方式將有效區 域設為檢測對象之面積之70%之情形時,可抑制成本且可 檢測出卡片80-1〜8〇_n之被接觸的座標。 此處’參照圖1 8對另一例進行說明。該示例中,亦可以 將作為檢測對象之卡片80-1之面積等分後之面積作為基 準’而求出觸碰電極4004400-11之大小。 146346.doc -41 · 201032874 本發明之發明者反覆進行積極實驗與測試後發現,作為 該等分後之面積,係使用卡片⑽-卜肋^之丨“或丨”等之面 積為佳。 如圖18所示,於為卡片之1/6之面積之情形時,係將卡 片面積分成6等分後之大小,設為電極4〇〇1之觸碰感測器 之1個電極之大小。 又,於為卡片之1/9之面積之情形時,係將卡片面積分 成9等分後之大小,設為電極4004之觸碰感測器個電 極之大小。 若以此方式進行設定,則亦可容易地掌握接觸到卡片 80-1〜80-n内側之哪一位置。 若對以上内容加以總結,則就觸碰電極斗⑽一—⑽义之 各電極而吕’以覆蓋卡片80-1〜80-n之70%之方式配置電極 為佳。 或者’設為卡片80-1 ~80-n之面積之1/6或1/9,而詳細地 檢測各卡片80-1〜80-n之接觸位置亦較佳。 (步驟 S1027) 此處,再次參照圖14,對(1)使用普通紙質媒體之卡片 80-1〜80-n之偵測處理進行說明。 於步驟S1027中,CPU 100進行紅外線圖像卡片位置取得 處理。 與先前技術1同樣地,該處理係如圖6般使用紅外線等, 藉由紅外線相機260而接收印刷於卡片80-1〜80-n之背面之 圖像。 146346.doc -42- 201032874 然後,CPU 100亦使用圖形處理器160等對所接收之圖像 進行解析’識別如圖u之編碼WO-hSUn。 藉此,可取得關於卡片⑼-卜肋…之於遊戲區6〇上之座 標(位置)、角度(方向)、ID(卡片種類)等之操作資訊之值。 CPU 1〇〇將各卡片8(M〜8〇_n之座標、角度、1〇等之操作 資訊之值記憶於記憶部110中。 再者,於卡片80-1〜80-n未放置於遊戲區60上之情形Similarly, the longitudinal width d can be set as: d = B - KxB ... (3). In this case, when the rotation posture of the card is also considered, the area of the touch sensor can be set to be the diagonal of the shorter one of the lateral width c and the longitudinal width d. As described above, after the active experiment and research by the inventors of the present invention, it is found that when the electrode of the touch electrode 400-^400^2 is disposed to achieve the maximum price performance, about 7% of the area of the detection object is detected. A case where it is set as an effective area is a preferred example. That is, a minimum of the touch electrodes (switches) is provided with respect to one of the cards 80-1 to 80-n. Therefore, when the effective area is set to 70% of the area of the detection target in this manner, the cost can be suppressed and the contacted coordinates of the cards 80-1 to 8〇_n can be detected. Here, another example will be described with reference to Fig. 18. In this example, the size of the touch electrode 4004400-11 may be obtained by using the area of the card 80-1 to be detected as an equal area as a reference. 146346.doc -41 · 201032874 The inventors of the present invention repeatedly conducted active experiments and tests, and found that the area after the division is preferably the area of the card (10) - rib ^ 丨 or "丨". As shown in FIG. 18, in the case of the area of 1/6 of the card, the card area is divided into 6 equal parts, and the size of one electrode of the touch sensor of the electrode 4〇〇1 is set. . Further, in the case of the area of 1/9 of the card, the card area is divided into nine equal parts, and the size of the electrode of the touch sensor of the electrode 4004 is set. If the setting is made in this way, it is also possible to easily grasp which position inside the cards 80-1 to 80-n is in contact with. If the above is summarized, it is preferable to arrange the electrodes so as to cover the electrodes of the electrode hoppers (10)-(10) and to cover 70% of the cards 80-1 to 80-n. Alternatively, it is preferable to detect the contact position of each of the cards 80-1 to 80-n in detail by setting it as 1/6 or 1/9 of the area of the cards 80-1 to 80-n. (Step S1027) Here, again, referring to Fig. 14, the detection processing of (1) cards 80-1 to 80-n using plain paper media will be described. In step S1027, the CPU 100 performs an infrared image card position acquisition process. As in the prior art 1, this processing uses infrared rays or the like as shown in Fig. 6, and receives an image printed on the back surface of the cards 80-1 to 80-n by the infrared camera 260. 146346.doc -42- 201032874 Then, the CPU 100 also parses the received image using the graphics processor 160 or the like, and recognizes the code WO-hSUn as shown in FIG. Thereby, the value of the operation information on the coordinates (position), angle (direction), ID (card type) of the card (9) - rib... on the game area 6 can be obtained. The CPU 1 stores the values of the operation information of the coordinates, angles, 1 〇, etc. of the cards 8 (M to 8 〇 _n) in the storage unit 110. Further, the cards 80-1 to 80-n are not placed in the memory unit 110. The situation on the game area 60

時°己憶「未放置」之旗標◎又,亦可將座標設為例如 (X,Υ)=(·1,_1)之類之表示晝面外之值。 (步驟 S1028) 其次,CPU 100進行卡片資訊取得處理。 作為該卡片資訊係取得如下之資訊: •於遊戲區60上’使用者所接觸之位置(接觸資訊) •遊戲區60上之卡片8(M〜8〇_n之個數、m、座標、角 度、觸碰資訊。 此處,對上述「觸碰資訊」進行說明。 CPU⑽取得與遊戲區60上之卡請Ln被觸碰即被 接觸之情況相關之資訊而作為觸碰資訊。作為該觸碰資 訊’可使用該卡片是否被接觸之旗標、接觸強度、接觸座 標之類之資訊。 基於卡片之圖像處理而對該魎路咨 7成觸碰育訊中之接觸座標進行 具體而言,根據卡片80-1〜 之電極之座標而進行修正。 8〇-n之座標與角度、所接觸 再者’如上所述,卡片8〇. 146346.doc 43· 201032874 1〜80·η之座標與角度,係藉由紅外線圖像卡片位置取得處 理而取得。又,所接觸之電極之座標係藉由上述之電極座 標取得處理而取得。 此處,例如CPU 100於卡片8〇-1~80-η與電極之座標重疊 之情形時,將該卡片内之位置設為接觸座標。又,CPU 1〇〇於某個電極雖被接觸但與卡片偏離特定值以 内之情形時’將該卡片80-1〜80-n設為接觸座標。又,CPU 100於2〜4個電極被接觸時之靜電電容之值表現出近似值之 隋形’將與卡片80-1〜80-η更接近之位置之電極的座標 設為接觸座標。 又’亦可進行時間性之修正。如上所述,接觸座標例如 可每1/60秒更新一次。因此,CPU 100於接觸之電極移動 之情形時,根據該電極之移動量而選擇接觸哪—卡片8〇_ 1〜80-11。而且,CPU 100將所選擇之卡片so-uo-n之座標 設為接觸座標。 如此’ CPU 100於卡片8〇_ι〜8〇_n已被接觸之情形時可 將經修正之座標記憶於觸碰資訊中。又,該觸碰資訊中亦 可記憶卡片内之接觸座標。 (步驟 S1029) 此處’返回到感測器微電腦310-1之動作而進行說明。 感測器微電腦3 1 0 · 1判定針對卡片之接觸之檢測是否已 結束。 具體而言,感測器微電腦310-1判定是否已自cpu 1〇〇收 到檢測結束彳s號。再者,CPU 1〇〇可於圖12之步驟之 146346.doc •44· 201032874 遊戲處理之結束時間點,發送該檢測結束信號。 於步驟S1029之判定為Yes之情形時,感測器微電腦3 j 〇_ 1使處理進入步驟S1030。 反之,於步驟S1029之判定為No之情形時,感測器微電 腦310-1使處理返回至步驟si 024,例如每隔1/6〇秒便重複 掃描處理以下之處理。 (步驟 S1030)When you recall the "not placed" flag ◎, you can also set the coordinates to a value such as (X, Υ) = (·1, _1). (Step S1028) Next, the CPU 100 performs card information acquisition processing. As the card information, the following information is obtained: • The location touched by the user on the game area 60 (contact information) • The number 8 of the card 8 (M~8〇_n, m, coordinates, Angle and touch information. Here, the above-mentioned "touch information" will be described. The CPU (10) obtains information related to the case where the card Ln on the game area 60 is touched and touched, and serves as touch information. Touch the information 'can use the card to contact the flag, contact strength, contact coordinates and other information. Based on the image processing of the card, the contact coordinates in the contact information of the road contact Correction according to the coordinates of the electrodes of the card 80-1~. 8〇-n coordinates and angle, contact again' as described above, card 8〇. 146346.doc 43· 201032874 1~80·η coordinates The angle and the angle are obtained by the infrared image card position acquisition processing. Further, the coordinates of the contacted electrode are obtained by the above-described electrode coordinate acquisition processing. Here, for example, the CPU 100 is on the card 8〇-1~80. -η overlaps with the coordinates of the electrode When the position of the card is set as the contact coordinate, the CPU 1 is in contact with the card 80-1 to 80-n when the electrode is touched but deviated from the card within a certain value. Further, the value of the electrostatic capacitance when the CPU 100 is contacted with 2 to 4 electrodes exhibits an approximate value of the shape of the electrode which is closer to the card 80-1 to 80-n as the contact coordinate. Moreover, the temporal correction can also be performed. As described above, the contact coordinates can be updated, for example, every 1/60 second. Therefore, when the contact electrode moves, the CPU 100 selects which contact to touch according to the amount of movement of the electrode. The cards 8〇_1 to 80-11. Moreover, the CPU 100 sets the coordinates of the selected card so-uo-n as contact coordinates. Thus, the CPU 100 has been touched by the card 8〇_ι~8〇_n. In the case, the corrected coordinates can be memorized in the touch information. In addition, the touch information can also memorize the contact coordinates in the card. (Step S1029) Here, 'return to the action of the sensor microcomputer 310-1. For the description, the sensor microcomputer 3 1 0 · 1 determines the contact for the card Specifically, the sensor microcomputer 310-1 determines whether the detection end 彳s number has been received from the cpu 1〇〇. Further, the CPU 1〇〇 can be 146346.doc in the step of FIG. · 201032874 The end of the game processing time, the detection end signal is transmitted. When the determination in step S1029 is Yes, the sensor microcomputer 3 j 〇 _ 1 advances the processing to step S1030. Otherwise, the determination in step S1029 is No. In the case, the sensor microcomputer 310-1 returns the processing to step si 024, for example, repeating the processing of the following processing every 1/6 sec. (Step S1030)

其次’於檢測結束之情形時,CPU 100進行感測器微電 腦動作停止處理。 具體而言,感測器微電腦31〇_1接收到檢測結束信號之 後,進入HALT(停止)狀態等、停止動作以抑制耗電之模 式。 然後,進而CPU 100利用周邊I/F 140對電子開關進行控 制,斷開感測器微電腦31〇-l〜310_n之電源。 藉此,亦可抑制於未進行遊戲之期間之耗電,且可減少 誤動作等。 藉由以上,⑴使用普通紙質媒體之卡片8(M專η之偵 測處理結束。 之卡片80-1〜80-η [(2)對包含含有金屬箔等之特殊「炫卡 進行偵測之處理] 其次,對偵測包含「炫卡 行說明〇 之卡片8〇-1〜80-η之處理進 「炫卡」係於表面或内部如「 ^^ ^^ 金銀錦緞」般散布有金屬 /寻、或者印刷有铭層等箱 守/白之卡片。「炫卡」於卡片遊戲 146346.doc 45 201032874 中,大多係、作為有特殊價值之卡片而使用。 小即二「:卡」因使用有金屬猪之關係而使得電阻較 田卡」將所跨立之電極間加以橋接時,係包含兩 電極間之靜電雷交,、 兩 在内而檢測,如此一來檢測出 容增加。 〈静1:電 因此,考慮如下應對方法:於遊戲區60上,求出卡片 80-1〜80-n之座標,並藉此對靜電電容值進行修正。 具體而言,求出與各電極相對應之「偏移值」,且cpu 100將該「偏移值」記憶於記憶部m藉此,可對所取 得之靜電電容值進行修正,而與普通卡片同樣地對「炫 卡」進行偵測。 以下,參照圖19之流程圖,對⑺檢測包含含有金屬络 等之特殊「炫卡」之卡片8()1〜8Qn之處理進行詳細說 明。 (步驟 S1031 〜S1034) 參照圖19及圖14,於該等處理中,步驟§1〇31進行與步 驟S1021相同之處理,步驟sl〇32進行與步驟Si〇22相同之 處理,步驟S1033進行與步驟S1〇23相同之處理,步驟 S1034進行與步驟S1024相同之處理。 (步驟 S1035) 此處’ CPU 100進行紅外線圖像卡片位置取得處理。該 處理亦與圖14之步驟S1027相同。 藉此,cpu 1〇〇 ’首先取得關於卡片8(M〜80_n之背面上 之編碼810-1〜810-n之於遊戲區60上之座標(位置)、角度 146346.doc -46· 201032874 (方向)、ID(卡片種類)等的值。而且,cpu 100可於以下之 處理中根據ID來判定卡片是否為炫卡並進行修正處理。 (步驟 S1036) 其次,CPU 100判定是否有炫卡。 此處,判定圖2之遊戲區60上之卡片中是否有 炫卡。 於步驟S1036之判定為Yes之情形時,cpu 1〇〇使處理進 入步驟S1037。 反之,於步驟S1036之判定為N〇之情形時,CPU 1〇〇使 處理進入步驟S1039,進行普通之掃描處理。 (步驟 S1037) CPU 100進行炫卡面積計算處理。 參照圖20之概念圖進行說明。如上所述,於炫卡接觸於 電極之情形時,觸碰電極400-^400^之各電極之靜電電 容值,僅增大與炫卡和電極重疊之面積成比例之值。 φ 即如圖2〇所示,當於區域上之任意位置處跨於複數個 觸碰電極而配置有炫卡之情形時,觸碰電極400—^4004 會產生誤作動。 換5之,觸碰開關係根據與電極上之物件之間之靜電電 容的關係而計算靈敏度值,因此於放置有炫卡之情形時, 與覆蓋其電極之面積成比例之靈敏度之值發生變化。而 且此為觸碰電極400-1〜4〇〇_n之誤作動之原因。 因此,本發明之實施形態之遊戲裝置10-1中,係藉由對 編瑪81G]〜8lG.nit行識別而確定卡片位置。卩卩,遊戲裝 146346.doc •47· 201032874 置10-1中利用圖像識別來對編碼行識別,藉 此可使用已確定之卡片之位置座標。藉此,可將已確定之 卡片之位置座標資訊與電極位置資訊加以組合,而計算覆 蓋各電極之面積。 即,利用計算出t面積預先減去靈敏度值之增加量而進 行觸碰計算,藉此可抑制電極之誤動作。 於圖20之示例中,於卡片8〇_3為炫卡之情形時,計算卡 片80-3與其所重疊之各個電極之重疊面積。由於電極之位 置於遊戲區60上為已知,因此可預先將該已知的座標記憶 於記憶部U〇中,且計算卡片之座標與電極之交集,藉此 可計异重疊部分之面積。 例如,於圖20之示例中,由於觸碰電極糾^丨之電極並 未重疊故不進行#算。相對於此,由於觸碰電極彻之 電極重疊,故可計算重疊部分之面積。 CPU⑽將針對各電極而求出之重疊部分之面積之值, 作為陣列變數等而記憶於記憶部11〇中。 (步驟 S1038) 其次,CPU 100進行電極靈敏度值修正處理。 於該處理中’根據上述炫卡面積計算處理中所求出之各 電極之重疊部分的面積,計算並求出各電極之靜電電容值 之「偏移值」。 關於該各電極之偏移值,可使用如下式而求出: (各電極之偏移值)=(各電極之重疊部分之面積)X(係數)式(4)。 預先求出普通卡片與炫卡之靜電電容與面積之關係,係 146346.doc 201032874 可作為表現所述關係之特定常數而記憶於記憶部11 〇 中。 CPU 100亦將所求出之各電極之偏移值作為與各電極相 對應之陣列變數等而加以記憶。 (步驟 S1039) 步驟S1039進行與步驟S1025相同之處理,各感測器微電 腦310-1〜310-n進行掃描處理。 (步驟 S1040) 此處,CPU 100進行電極座標取得/偏移處理。 首先,於該處理中,CPU100進行與步驟31026相同之電 極座標取得處理。即,cpu 100自記憶部110讀出由各個感 測器微電腦310-1〜3 10-n所取得之靜電電容值。 然後,CPU 100自記憶部11〇讀出上述各電極之偏移值, 並對與各電極相對應之靜電電容值進行加算或減算處理。 藉此,可獲得能夠消除炫卡之誤作動從而準確地檢測出 卡片80-1〜80-n之接觸之效果。 其後,CPU 100進行補零等而消除各電極之偏移值之陣 列。 (步驟 S1041 〜S1043) 步驟S1041進行與步驟S1028相同之處理,步驟si〇42進 行與步驟S1029相同之處理’步驟S1043進行與步驟S1030 相同之處理。 藉由以上,(2)對包含含有金屬箔等之特殊「炫卡」之 卡片80-1〜80-n進行债測之處理結束。 146346.doc •49· 201032874 如此,若設為使用由各感測器微電腦SiO—UW n進行 之觸碰位置之取得、及由紅外線相機26〇取得之圖像之處 理的構成,則可於遊戲區60之整個表面將使用者接觸遊戲 區60之位置之偵測的解析度設為例如4〇〇點以上。 藉此’於遊戲用之各卡片⑽-卜肋^為86 mmx54 mm左 右之大小之隋形時,無需花費多大成本,便可獲得能夠實 現6等分左右之解像度。又,亦可形成用以獲得能夠實現9 等分左右之點之解析度。 又,於本發明之實施形態之遊戲裝置1〇1中,針對遊戲 區60中之400點,可進行6〇次/秒以上之接觸位置之檢測。 此與先前之僅光學偵測編碼之先前技術相比,速度非常 陕即,备使用者接觸於卡片8〇1〜8〇 n時,可大致即時 地以非常快之速度進行接觸位置之偵測。 又,人眼能夠覺察到之動態畫面之繪圖速度亦為6〇幀/ 秒左右。進而,該60幀/秒亦為遊戲中通常使用之繪圖速 度。 因此,可使該繪圖速度、編碼之偵測速度、及接觸位置 之债測速度—致。由此’可避免如下狀態:與遊戲中玩家 P之札不相較,遊戲裝置10-1之反應遲緩(慢)。 特別是於即時模擬遊戲中,遊戲之狀況受到對各部隊配 置之私不之速度之較大影響。因此,反應速度對於遊戲之 趣味!·生及操作性而言非常重要。由此,如本發明之實施形 態=卡片偵測方法般’具有充分之檢測速度’藉此可獲得 提高卡片遊戲之操作性之顯著效果。 146346.doc 201032874 (步驟S303) 此處’再次參照圖13,對卡片偵測後之卡片遊戲之具體 處理進行詳細說明。 CPU HH)進行己方部隊處理。於該己方部隊處理中, cpu⑽針對各己方部隊,而取得圖2之玩家p之卡片心Next, when the detection is completed, the CPU 100 performs a sensor micro-computer operation stop processing. Specifically, after receiving the detection end signal, the sensor microcomputer 31〇_1 enters a HALT (stop) state or the like and stops the operation to suppress the power consumption mode. Then, the CPU 100 controls the electronic switch using the peripheral I/F 140, and turns off the power of the sensor microcomputer 31〇-l~310_n. Thereby, power consumption during the period in which the game is not played can be suppressed, and malfunction or the like can be reduced. By the above, (1) the card 8 using the ordinary paper medium (the detection process of the M-specific η is finished. The card 80-1 to 80-η [(2) for the detection of the special "hyun card containing the metal foil, etc." Handling] Secondly, the processing of the card containing the "Hyun Card Line Description" 8〇-1~80-η into the "Hyun Card" is spread on the surface or inside like "^^^^ Gold and Silver Brocade" with metal/ Searching or printing a box with a slogan such as the slogan/white card. "Hyun card" is used in card games 146346.doc 45 201032874. It is used as a card with special value. Small or two ": card" is used The relationship between the metal pigs and the resistance of the Takaka bridge between the electrodes that are straddling is the electrostatic cross between the two electrodes, and the two are detected inside, so that the capacitance is increased. : Therefore, in consideration of the following method, the coordinates of the cards 80-1 to 80-n are obtained in the game area 60, and the capacitance value is corrected by this. Specifically, the corresponding electrode is determined. "offset value", and cpu 100 memorizes the "offset value" in the memory unit m The obtained electrostatic capacitance value can be corrected, and the "dazzle card" can be detected in the same manner as a normal card. Hereinafter, with reference to the flowchart of Fig. 19, (7) a special "dazzle card" including a metal network is detected. The processing of the cards 8 () 1 to 8 Qn will be described in detail. (Steps S1031 to S1034) Referring to Fig. 19 and Fig. 14, in the processes, steps §1 to 31 perform the same processing as that of step S1021, and steps sl102 The same processing as that of step S102, step S1033 performs the same processing as step S1, and step S1034 performs the same processing as step S1024. (Step S1035) Here, 'CPU 100 performs infrared image card position obtaining processing. The processing is also the same as the step S1027 of Fig. 14. Thereby, the cpu 1〇〇' first acquires the coordinates (position) on the game area 60 of the card 8 (the codes 810-1 to 810-n on the back side of the M to 80_n). The value of the angle 146346.doc -46·201032874 (direction), ID (card type), etc. Further, the CPU 100 can determine whether the card is a flash card and perform correction processing based on the ID in the following processing (step S1036). Second, the CPU 100 determines whether there is a flash card. Here, it is determined whether or not there is a flash card in the card on the game area 60 of Fig. 2. When the determination in step S1036 is Yes, the CPU 1 causes the process to proceed to step S1037. When the determination in step S1036 is "N", the CPU 1 advances the processing to step S1039 to perform normal scanning processing (step S1037) The CPU 100 performs a flash card area calculation processing. Description will be made with reference to the conceptual diagram of Fig. 20. As described above, when the X-ray card is in contact with the electrode, the electrostatic capacitance values of the electrodes touching the electrodes 400-400 are increased only in proportion to the area where the flash card and the electrode overlap. φ is as shown in Fig. 2A. When a flash card is disposed across a plurality of touch electrodes at any position on the area, the touch electrodes 400-4004 may malfunction. In the case of the touch-open relationship, the sensitivity value is calculated according to the relationship between the electrostatic capacitance and the capacitance between the objects on the electrode, so that the value of the sensitivity proportional to the area covering the electrode changes when the flash card is placed. . Moreover, this is the cause of the malfunction of the touch electrodes 400-1 to 4〇〇_n. Therefore, in the game device 10-1 according to the embodiment of the present invention, the card position is determined by recognizing the lines 81G] to 8lG.nit.卩卩, Game Pack 146346.doc •47· 201032874 Set up 10-1 to identify the coded line using image recognition, whereby the position coordinates of the determined card can be used. Thereby, the position coordinate information of the determined card and the electrode position information can be combined to calculate the area covering each electrode. In other words, the touch calculation is performed by subtracting the increase amount of the sensitivity value by calculating the t area in advance, thereby suppressing the malfunction of the electrode. In the example of Fig. 20, when the card 8〇_3 is a flash card, the overlapping area of the card 80-3 and the respective electrodes overlapped is calculated. Since the position of the electrode is known to be placed on the game area 60, the known coordinate can be memorized in the memory unit U, and the intersection of the coordinates of the card and the electrode can be calculated, whereby the area of the overlapping portion can be counted. For example, in the example of Fig. 20, since the electrodes that touch the electrodes are not overlapped, the calculation is not performed. On the other hand, since the electrodes are completely overlapped by the touch electrodes, the area of the overlapping portion can be calculated. The CPU (10) stores the value of the area of the overlapping portion obtained for each electrode in the memory unit 11A as an array variable or the like. (Step S1038) Next, the CPU 100 performs electrode sensitivity value correction processing. In this process, the "offset value" of the electrostatic capacitance value of each electrode is calculated and calculated based on the area of the overlapping portion of each electrode obtained in the above-described card area calculation processing. The offset value of each of the electrodes can be obtained by the following equation: (offset value of each electrode) = (area of overlapping portion of each electrode) X (coefficient) Formula (4). The relationship between the electrostatic capacitance and the area of the ordinary card and the flash card is obtained in advance, and 146346.doc 201032874 can be stored in the memory unit 11 as a specific constant representing the relationship. The CPU 100 also stores the obtained offset values of the respective electrodes as array variables corresponding to the respective electrodes and the like. (Step S1039) Step S1039 performs the same processing as that of step S1025, and each of the sensor microcomputers 310-1 to 310-n performs a scanning process. (Step S1040) Here, the CPU 100 performs electrode coordinate acquisition/offset processing. First, in this processing, the CPU 100 performs the same electrode coordinate acquisition processing as that of step 31026. That is, the CPU 100 reads the electrostatic capacitance values obtained by the respective sensor microcomputers 310-1 to 3 10-n from the memory unit 110. Then, the CPU 100 reads out the offset values of the respective electrodes from the memory unit 11A, and adds or subtracts the capacitance values corresponding to the respective electrodes. Thereby, it is possible to obtain an effect of eliminating the malfunction of the card and accurately detecting the contact of the cards 80-1 to 80-n. Thereafter, the CPU 100 performs zero-padding or the like to eliminate the array of offset values of the respective electrodes. (Steps S1041 to S1043) Step S1041 performs the same processing as that of step S1028, and step si〇42 performs the same processing as that of step S1029. Step S1043 performs the same processing as that of step S1030. According to the above, (2) the process of performing the debt measurement on the cards 80-1 to 80-n including the special "dazzle card" containing the metal foil or the like is completed. 146346.doc •49· 201032874 In this way, if it is configured to use the touch position obtained by each sensor microcomputer SiO-UW n and the image obtained by the infrared camera 26〇, the game can be played. The resolution of the detection of the position at which the user touches the game area 60 on the entire surface of the area 60 is set to, for example, 4 〇〇 or more. By the fact that each of the cards (10)-bu ribs for the game is about the size of 86 mm x 54 mm, it is possible to obtain a resolution of about 6 equal parts without much cost. Further, it is also possible to form a resolution for achieving a point which is about 9 equal parts. Further, in the game device 1A1 according to the embodiment of the present invention, it is possible to detect the contact position of 6 times/second or more for 400 points in the game area 60. Compared with the previous prior art of optical detection coding only, the speed is very good, and when the user touches the card 8〇1~8〇n, the contact position can be detected at a very fast speed substantially instantaneously. . Moreover, the drawing speed of the dynamic picture that the human eye can perceive is also about 6 frames/second. Furthermore, the 60 frames/sec is also the drawing speed commonly used in games. Therefore, the drawing speed, the detection speed of the code, and the speed of the contact position of the contact position can be made. Thus, it is possible to avoid a state in which the response of the game device 10-1 is slow (slow) in comparison with the game player P. Especially in real-time simulation games, the state of the game is greatly affected by the speed of private placement of the various units. Therefore, the speed of the reaction is very important for the game's taste! Health and operability. Thus, as in the embodiment of the present invention = the card detecting method has a sufficient detection speed, a remarkable effect of improving the operability of the card game can be obtained. 146346.doc 201032874 (Step S303) Here, the specific processing of the card game after the card detection will be described in detail with reference to FIG. CPU HH) performs its own unit processing. In the processing of the own troops, cpu (10) for each of the own forces, and obtain the card heart of the player p of Figure 2.

1〜8〇-n之配置、及基於卡片接觸之各種指示。又,CPU 10二進4丁使己方部隊内之各角色行動之處理。作為該行動 而P係、進行向目的地之移動、及與敵方部隊等進行戰 鬥。敵方部隊係由CPU刚或其他玩家操作。該等處理之 結果於下-敵方部隊處理之後藉由㈣處理而加以反映。 以下,參照圖21〜圖24,對該步驟83〇2之己方部隊處理 進行更詳細之說明。 [部隊構成] 首先,參照圖22,對與部隊相關之資料進行說明。於本 發明之實施形態之遊戲系統χ之卡片遊戲中,分別具有己 ❹ 方部隊、敵方部隊、中立部隊等部隊之資料,並根據該部 隊之狀態而使遊戲於腳本上進行。 圖22中表示與己方部隊相關之資料之要素之一例。作為 該資料要素而可具備如下要素:部隊編號D1〇1、首領編號 D102、指令D103、特殊攻擊級別d 1 〇4、目標D1 〇5、士氣 D106、及成員 D107。 部隊編號D1 〇 1係記憶有與各部隊相對應之程式上所使用 之編號之部位(部隊編號記憶部)。再者,於卡片遊戲中例 如使用同一武將(種類)之卡片80-^80-11之情形時,可根據 146346.doc -51- 201032874 該部隊編號D1 〇 1來區別使用。 百領編號D102係記憶有表示與部隊編號相對應之卡片 80-1〜80-η之武將角色之編號的部位(武將記憶部卜於使用 同一種類之卡片之情形時,可使用該卡片之出來區別使 用。 指令D1G3係記憶有藉由部隊行動指示處理而決定之部隊 之行動之指令資料的部位(行動資訊記憶部)。 特殊攻擊級別D104係記憶有用於下述特殊攻擊之「特殊 攻擊級別」之部位(特殊攻擊級別記憶部)。該特殊攻擊級 別係藉由按下(接觸)與部隊編號相對應之卡片8(Μ〜8〇_η之 時間或按下(接觸)強度(接觸面積)而增加。而且,當發出 特殊攻擊後該特殊攻擊級別會減少或變成X,亦可設 定為與部隊受到攻擊之時間或損傷量成比例地增加「特殊 攻擊級別」。 目標DH)5係表示地圖上之座標或要追擊之部隊之部位 (座標資訊記憶部)。轉日# 'J该目軚Dl05可根據對應之卡片80_ 1〜80-n之配置而決定。 士氣DH)6係記憶有與士氣相關之參數之部位(士氣參數 記憶部)。士氣係與料之戰㈣度、忠心、程度、易攻擊 性等相關之值。例如,可將最低士氣設為〇,將最高士氣 設為255。 成員麵係記憶有成員角色之清單之部位(成員角色纪 憶部)。該成員中,除首領以外係可變的。由此,例如, 可進行將部隊匯合而將成員分配給其他部隊之操作。又, 146346.doc 201032874 亦可進行取得自敵方部隊背叛之角色而增加成員之操作。 又,亦可將弓箭兵與騎兵之不同角色作為同一部隊而 操作。 . 再者,如士氣D106、成員D107人數及角色種類之資 可記憶於1C卡85中。 [角色構成] 其人’參照圖23對部隊角色之資料進行說明。 _ 於本發明之實施形態之卡片遊戲中,cpu 1〇〇使各角色 作為卡片遊戲之部隊之各部隊人員而行動。並且,cpu 100將各角色顯示於藉由圖形處理器16〇而三維繪製之地圖 上。 於本發明之實施形態之卡片遊戲中,作為角色種類可 出場有首領角色、〗「首領以外之角色」。首領角色與卡 片〜80_n分別對應。「首領以外之角色」係作為普通之 部隊人員。 • #為與各角色相關之資料要素,可具備成員編號D201、 名字 D202、HPD 203、LVD 204、職業 D205、技能 D2〇6、 性別D207、能力值D2〇8、首領D2〇9、物品/裝備D21〇等之 •要素。 成員編號D201係與各成員之角色相對應之編號。該編號 可於每次進行卡片遊戲時,由CPU 1〇〇依照程式而附加。 名子D202係表不角色名字之要素。該名字於為首領角色 之情形時設定為預設之名字。又,圖2之玩家p亦可為自己 命名名字。此種首領角色之名字亦可預先記憶於1(:卡85 146346.doc -53- 201032874 中。首領以外之角色之名字可於每次進行卡片遊戲時,由 CPU 100使用程式並根據特定之名字清單而設定名字。 HPD 203係表示該角色之體力值之要素。當只卩為❹時, 該角色死亡。HP之值可於角色處於地圖上之城池等陣地等 之特定場所時,在使用者之支持下或自動地回復。又,當 首領之HP為〇,該首領於進行之遊戲中將成為「無法戰 鬥」而無法使用。再者,於回復時,其稱作「兵糧」之卡 片遊戲中之參數減少。 LVD 204係表示角色強弱等之級別之要素。首領之級之 會根據遊戲次數或發動特殊攻擊之次數等而上升。又" Γ部隊内之首領以外之角色之級別係由腳本指定,或幻 百項之級別而於開始進行遊戲時,由cpu⑽來設定。 :業D「205係表示與角色之多邊形繪圖上之外觀或技能, 之職業」的要素。首領用之職業中’準備有武將 用「〜者之類之類別」。進而,亦可準備有上述炫- 之未來人」、「魔界人」、「類人形機器人」之類的特歹1~8〇-n configuration, and various instructions based on card contact. In addition, the CPU 10 takes two into four to process the actions of each character in the own army. As the action, the P system moves to the destination and fights against enemy troops and the like. The enemy units are operated by the CPU or other players. The results of these processes are reflected by the (iv) processing after the lower-enemy forces process. Hereinafter, the processing of the own troops of the step 83〇2 will be described in more detail with reference to Figs. 21 to 24 . [Strength Composition] First, the information related to the troops will be described with reference to FIG. In the card game of the game system of the embodiment of the present invention, the data of the troops such as the enemy units, the enemy units, and the neutral units are respectively carried out, and the game is played on the script according to the state of the team. An example of the elements of the data relating to the own unit is shown in FIG. The data element may have the following elements: force number D1〇1, leader number D102, command D103, special attack level d 1 〇4, target D1 〇5, morale D106, and member D107. The unit number D1 〇 1 is a part (the unit number memory unit) that stores the number used in the program corresponding to each unit. Furthermore, in the case of a card game using, for example, the card 80-^80-11 of the same generals (category), it can be distinguished according to the force number D1 〇 1 of 146346.doc -51- 201032874. The 100-segment number D102 stores a part indicating the number of the character of the card 80-1 to 80-n corresponding to the unit number. (When the memory unit of the military is used in the case of using the same type of card, the card can be used. The command D1G3 is a part of the command data (action information memory) of the action of the unit determined by the force action instruction processing. The special attack level D104 is a "special attack level" for the following special attacks. The part (special attack level memory). This special attack level is by pressing (contacting) the card 8 corresponding to the force number (Μ~8〇_η time or press (contact) strength (contact area) And the special attack level will be reduced or become X when a special attack is issued. It can also be set to increase the "special attack level" in proportion to the time or damage of the attack. Target DH) 5 indicates the map The coordinates of the coordinates or the part of the troops to be pursued (coordinate information memory). Transfer date # 'J The target Dl05 can be configured according to the corresponding card 80_ 1~80-n Decision morale DH) 6-based memory with a portion of the relevant parameters morale (morale parameter memory unit). The relationship between morale and material warfare (four) degrees, loyalty, degree, and aggression. For example, you can set the minimum morale to 〇 and the highest morale to 255. The member face remembers the part of the list of member roles (member role memory). Among the members, there are variables other than the leader. Thus, for example, an operation of converging troops to assign members to other units can be performed. Also, 146346.doc 201032874 can also be used to increase the membership of the enemy from the role of betrayal of the enemy forces. In addition, the different roles of the archers and the cavalry can be operated as the same unit. Furthermore, the morale D106, the number of members D107 and the type of character can be memorized in the 1C card 85. [Role composition] The person's information on the role of the unit will be described with reference to FIG. In the card game of the embodiment of the present invention, the cpu 1 〇〇 causes each character to act as a member of the army of the card game. And, the cpu 100 displays each character on a map three-dimensionally drawn by the graphics processor 16〇. In the card game according to the embodiment of the present invention, as the character type, there is a leader role and a "character other than the leader". The leader role corresponds to the card ~80_n. "The role other than the leader" is used as an ordinary force. • # is the data element related to each role, which can have member number D201, name D202, HPD 203, LVD 204, occupation D205, skill D2〇6, gender D207, ability value D2〇8, leader D2〇9, item/ Equipped with elements such as D21〇. Member number D201 is a number corresponding to the role of each member. This number can be attached by the CPU 1 in accordance with the program each time a card game is played. The name D202 is not an element of the role name. The name is set to the default name when it is in the role of the leader. Also, the player p of Fig. 2 can also name himself. The name of the leader character can also be pre-recorded in 1 (: card 85 146346.doc -53- 201032874. The name of the character other than the leader can be used by the CPU 100 each time the card game is played and according to the specific name. The name is set in the list. The HPD 203 is the element that represents the physical value of the character. When only 卩 is ❹, the character dies. The value of HP can be used when the character is in a specific location such as a city on the map. Supported or automatically replied. Also, when the leader’s HP is 〇, the leader will become “unable to fight” and cannot be used in the game. In addition, when replying, it is called the “Bing Food” card game. The LVD 204 is a factor that indicates the level of the character's strength, etc. The leader's level will rise according to the number of games or the number of special attacks, etc. Also, the level of the character other than the leader in the army is The script specifies, or the level of the magic item, which is set by cpu(10) when starting the game. : Industry D "205 is the appearance or skill on the polygon drawing of the character, the occupation" In the profession used by the leader, 'there are some types of martial arts who use the genre of the genre. The traits of the future, such as the future people, the devil, and the humanoid robots.

類別。依照該類別,f 百領用之職業可具有如大名、地侍 :士门叛軍首腦、僧兵隊長、上忍之類之職業的屬性 又’同一部隊内之首 弓箭兵、搶兵、步丘之:之角色之職業’可使用騎兵 業°該職討Μ本i + 色用㈣ 上調動之兵力分配處理之後,在由使用者將該腳; 定。 部隊時,依照其分配比例來加以1 士兵之職業之比例記憶於IC卡$ 146346.doc •54· 201032874 中。然後,亦可隨著卡片遊戲之進行,以該比例設定士丘 之職業。 〃 技能D2G6係僅首領具有之屬性,且記憶有特殊攻擊時所 執行之特殊攻擊方法。該技能〇206亦可與首領角色之級別 D204之值-起增加。進而,亦可「學習」敵方部 技能》 性別D207係男性、女性、中性之類之性別、或與角色性 鲁料關之值4該性別或性格之不同,較用者之指示之 執灯力、及向敵方部隊之勇猛果敢程度之值在遊戲中發生 變化。首領之該屬性之值亦會影響到首領以外之角色之 性值。 能力值D208係表示特別分配給各角色用之能力之屬性。 該能力值D208之屬性值可藉由自同一級別之特定值之增減 而表現。例如,圖23之成員編號D201之值為1〇〇之角色的 AG(Agility,敏捷)值為 +5〇 , DF(Defense,防禦)值亦為 φ +20。該能力值可根據其他屬性、例如職業D205或物品/裝 備210之值而發生變化。 首領D209係表示該角色是否為首領之旗標。再者,當 然,亦可構成為首領角色與其以外之角色具有不同之資 料。 物品/裝備D210係表示該角色裝備或具備之物品之屬 性。亦記憶有裝備/未裝備之屬性。又,根據該物品/裝備 D210之屬性值之不同,其他屬性之值亦會發生變化。 再者,亦可構成為伺服器5中預先記憶有玩家p用之各角 146346.doc •55· 201032874 色之資料,於每次遊戲時下载並加以使用 (步驟 S2011) 此處’參照圖21之流程圖 進行更詳細的說明。 對己方部隊處理之詳細内容 CPU 100進行卡片冑隊對應處 首先’於步驟S2011中 理。 遊==’CPU1°°對所取得之卡片資訊進行檢索,將 © 邻陵读$配置之卡片8(M〜8G_n、與進行處理之己方 :隊建,關聯。以下之示例中’卡片8〇]係與進行處理之 邛隊編號Dl〇i之值為丨之部隊建立關聯。 :後’ CPU⑽使卡片8(M之遊戲區6G之座標,與對應 之卡片遊戲之地圖上之座標建立關聯。藉此,可取得對進 打處理之部隊指示之地圖上 「 <移動位置」。CPU 100將該 移動位置記憶於進行處理之部隊之目標DU)5中。又,於地 圖上之位置處已存在敵方部隊之情形時,可將該敵方部隊 δ己憶於目標D105中。 ❹ 夕…:後CPU 100 β十算該等座標自前一幢之位置起移動了 夕少距離。藉此’可取得對進行處理之部隊指示之「 度」。 再者,於配置於遊戲區60之卡片⑽-卜⑽…、與進行處 理之部隊未建立闕聯之狀態持續特定秒數之情形時,判斷 為該卡片已自遊戲區60撤走。 該情形時,判斷為玩家Ρ對進行處理之部隊指示向「城 」等配置有預備部隊之座標移動β χ,亦可判斷為已指 i46346.di -56- 201032874 示「撤退」至晝面外。 (步驟 S2012) ' 其次’ CPU 100進行卡片接觸時間取得處理。 具體而言,CPU HH)根據與進行處理之部隊建立關聯之 卡片8(M之卡片資訊之觸碰資訊,而取得該卡 觸之旗標或按下強度(接觸壓力、接 ^ ^ 觸面積等)之值。於該 處理中,CPU 100檢測是否接觸該卡 無關於卡^之位置。 /卡片、或接觸強度,而 此處,當雖於特㈣數前之_行了關,彳日於特定幢category. According to this category, the profession of f-collar can be as famous as the name, the servant: the head of the rebel army, the captain of the sergeant, the attribute of the occupation of the forbearance, and the first archer in the same unit, the robbing soldier, the stepping hill : The role of the occupation 'can use the cavalry industry ° the position to discuss this i + color (4) after the transfer of the force allocation process, the user will set the foot; In the case of troops, the proportion of occupations of 1 soldier according to their distribution ratio is memorized in IC card $146346.doc •54· 201032874. Then, as the card game progresses, the career of Shiqiu can be set at this ratio.技能 Skill D2G6 is a property that only the leader has, and remembers the special attack method that is performed when there is a special attack. This skill 〇 206 can also be increased from the value of the leader character level D204. In addition, you can also "learn the enemy skills". Gender D207 is the gender of men, women, neutrals, or the value of the character's sex. 4 The gender or personality is different. The value of the power and the courage of the enemy forces changed in the game. The value of this attribute of the leader also affects the value of the character other than the leader. The ability value D208 is an attribute indicating the ability to be specifically assigned to each character. The attribute value of the ability value D208 can be expressed by increasing or decreasing from a specific value of the same level. For example, the value of the AG (Agility) value of the role of member number D201 in Fig. 23 is +5〇, and the value of DF (Defense) is also φ +20. The ability value may vary based on other attributes, such as the value of Career D205 or Item/Equipment 210. The leader D209 indicates whether the character is the leader's flag. Furthermore, of course, it can be configured to have different characteristics for the leader role and other roles. Item/Equipment D210 indicates the property of the character's equipment or items. It also remembers the equipment/unequipped attributes. Also, depending on the attribute value of the item/equipment D210, the values of other attributes may also change. Furthermore, it is also possible to preliminarily store in the server 5 the data of the corners 146346.doc • 55· 201032874 for the player p, which are downloaded and used at each game (step S2011). Here, 'refer to FIG. 21 The flow chart is explained in more detail. Details of the handling of the own units The CPU 100 performs the card team correspondence first. First, the process is performed in step S2011. Swim == 'CPU1°°Retrieve the card information obtained, and read the card 8 (M~8G_n, which is associated with the processing: the team building). In the following example, 'card 8〇 The system is associated with the unit that performs the processing of the team number Dl〇i. The following: CPU (10) associates the card 8 (the coordinates of the game area 6G of M with the coordinates on the map of the corresponding card game). Thereby, the "<moving position" on the map indicating the unit of the incoming processing can be obtained. The CPU 100 memorizes the moving position in the target DU) 5 of the processing unit. Also, at the position on the map In the case of an enemy unit, the enemy unit δ can be recalled in the target D105. ❹ 夕...: After the CPU 100 β tenth, the coordinates have moved from the position of the previous building to a lesser distance. The degree of the instruction for the unit to be processed can be obtained. Further, when the card (10)-b(10)... disposed in the game area 60 is not connected to the unit being processed for a certain number of seconds, it is determined that the card is The card has been withdrawn from the game area 60. The situation It is judged that the player's instructions for the handling of the troops to the "City" and the like are equipped with the coordinates of the reserve force β χ, and it can be judged that the i46346.di -56- 201032874 has been referred to as "Retreat" to the outside. S2012) 'Next' CPU 100 performs card contact time acquisition processing. Specifically, CPU HH) obtains the flag of the card touch based on the card information of the card 8 associated with the processing unit (M card information) Or press the value of the strength (contact pressure, contact area, etc.). In this process, the CPU 100 detects whether or not the card is in contact with the position of the card. / card, or contact strength, and here, although Before the special (four) number, the line was closed, and the next day was in a specific building.

數間表示是否接觸之旗標為「0」時、即未接觸時,CPU UK)判斷為發出放開卡片之指示。 u ._ ^ 错此*’可取得接觸時間 (按下時間)。接觸時間係直至 蜩吁門 之時間。 i至放開卡片接觸(非接觸)為止 根據該接㈣間,㈣加進 之特殊攻擊級別D104。根攄匕万4隊 根據該特殊攻擊級別D104之值之 不同,由下述「特殊攻擊」而 了敵方化成之損傷(威力)發 變。又’亦可反覆债測「輕拍」般 開之動作(重複接觸/非接觸之 「特殊動作」之指示。 社肖於下达之 (步驟 S2013) 其次,CPU 100進行卡片接觸位置取得處理。 具體而言,CPU 100根據與進 卡片㈣之卡片資訊之觸碰之部隊建立關聯之 觸之座標。 H㈣得在内接 146346.doc •57· 201032874 如下所述,該接觸之座標係與上述接觸時間組合而用於 對部隊之行動指示。 (步驟 S2014) 其次’ CPU 1〇〇進行部隊行動決定處理。 具體而言’作為部隊之行動而言,首先於上述步驟 S20U中所取得之「移動位置」與當前地圖上之座標不同 的情形時,咖100做出執行移動行動之決定。移動㈣ 係以使部隊向該移動位置之座標移動之方式調動各角色之 〇 部隊的行動。此處’當特殊攻擊之級別DHM非常高並為可 進仃特殊攻擊之狀態,且圖2之玩家p對卡片施加較大之接 觸壓力(接觸面積增大)、或者以使卡片移動特定之較長距 離以上之方式移動卡片時,咖刚做出執行下述「特殊 攻擊J之行動的決定。 4特殊 卡=!!者幾乎未移動與進行處理之部隊建立關聯之 10n片1而進行接觸後又放開等之處理之情形時,CPU 1〇〇做出執行基本攻擊指示之決 ❹ 處,執行使弓箭丘進行弓舒攻整' ρ 於該位置 墼…、」 箭攻擊、搶隊進行步搶攻擊之攻 擊#日不之決定。此時,於伯 發出特殊動作」之攻擊指示之決定。 發已方部隊彼此處於較特定距離更近之座標上時 ^出文擊“,則CPU刚可做出執行如連動攻擊之 動攻擊」之特殊攻擊的決定。又,告 連 狀態,且圖2之玩家p接觸,七*,、,,'打特殊攻擊之 接觸… 片8(Μ〜8〇-Π時施加較大之 (接觸面積增大)、或長度時間接觸後放開時, 146346.doc -58- 201032874 放門(成t接I己方部隊之卡片8(M〜8G_nig樣地被按下後 成為接觸狀態後再成為非接觸狀態) _可做出執行連動攻擊之行動之決定。藉此 : 即時模擬相比,可獲得己 /、先別之 方部隊。又,該「連動攻整刀合作來攻擊敵 擊」可與特殊攻擊一併使用。 又,於卡片陶被接觸之狀態之情形時,CPU1⑼可根 據所接觸之座標,而做出發 隊之基本行動之指示的決p W」或肖禦」之部 又’當偵測出使用者接_2之開關24叫,CPU 做出顯示菜單書面等,執 .登η —寻執订°ρ隊之匯合或回復或撤退等之 一。:不的決定。再者,亦可構成為:「回復」等選項指 =、能於處在城池等己方陣地中時等選擇,且於執行選項 才曰不之期間不受理其他指示0 (步驟 S2015) 其次,CPU 1〇〇判定部隊是否正為戰鬥中。 該部隊戰鬥係由CPU 100根據在與所指示之部隊相距特 立定距離内是否有敵方部隊、或者是否對射程範圍内之敵方 邛隊進行弓箭或步搶之長距離攻擊而進行判定。 即’ CPU 100於特定距離内有敵方部隊時,自動地判定 ,部隊戰鬥中即判定為「Yes」,㈣以外之情形時 「No」。 而且’於步驟_5中之判定為Yes之情料,㈣ι〇〇 使處理進入步驟S2016。 146346.doc -59· 201032874 反之,於步驟S2015中之判定為No之情形時,CPU 100 使處理進入步驟S2017。 (步驟 S2016) CPU 100進行戰鬥行動處理。 於戰鬥行動處理中,CPU 100以對位於距各角色最近之 位置處之敵方部隊進行攻擊的方式,而控制各角色。 具體而言,CPU 100主要根據物品/裝備D210中所裝備之 武器與職業而選擇各角色之攻擊手段來使各角色進行攻 擊。又,於已選擇之情形時進行「特殊攻擊」。該攻擊或 特殊攻擊係根據亂數、攻擊手段之射程距離或座標、各角 色之級別D204或能力值D208而「擊中」敵方部隊之角 色。 受到攻擊之敵方部隊之角色於被攻擊擊中之情形時, HPD 203之值減少。此時,CPU 100根據攻擊手段之特定 值、攻擊側與防禦侧之各角色之級別D204及能力值 D208,而求出減少之HPD 203之值。 於該戰鬥行動處理中,CPU 100針對各角色進行思考處 理。此時,CPU 100進行思考處理以儘可能地使相同部隊 之首領以外之角色保護首領角色儘可能地不受到攻擊。 又,CPU 100於各角色之HPD 203成為0之情形時,進行 該角色之死亡處理。進而,CPU 100於首領角色已死亡之 情形時停止攻擊指示。然後,CPU 100使首領以外之角色 撤退抑或「叛逃」至敵方部隊。 又,CPU 1 00於敵方部隊之首領角色被殺死之情形時 146346.doc -60- 201032874When the number of flags indicating whether the contact is "0" or not, the CPU UK) determines that the card is issued. u ._ ^ Wrong this *' to get contact time (press time). The contact time is until the time of the door. i to release the card contact (non-contact) According to the connection (4), (4) the special attack level D104 is added. According to the value of the special attack level D104, the damage (power) of the enemy is changed by the following "special attack". In addition, it is also possible to repeat the action of the "tap" action (repeated contact/non-contact "special action" instruction. The company is released (step S2013). Next, the CPU 100 performs card contact position acquisition processing. In other words, the CPU 100 associates the coordinates of the touch with the unit that touches the card information of the incoming card (4). H (4) is internally connected 146346.doc • 57· 201032874 As described below, the contact coordinate system and the above contact time In combination, it is used for the action indication of the unit. (Step S2014) Next, the CPU 1 performs the action determination process. Specifically, as the action of the unit, the "moving position" obtained in the above step S20U is first. When the situation is different from the coordinates on the current map, the coffee 100 makes a decision to perform the mobile action. The movement (4) mobilizes the actions of the forces of the respective characters in such a manner that the troops move to the coordinates of the moving position. Here, 'special The attack level DHM is very high and can be in a special attack state, and the player p of FIG. 2 applies a large contact pressure to the card (the contact area is increased), or When moving the card in such a way that the card moves a certain longer distance or more, the coffee has just made a decision to perform the following action of the special attack J. 4 Special card =!! The player has hardly moved to associate with the processing unit. When the 10n piece 1 is subjected to the process of contact and then released, the CPU 1〇〇 makes a decision to execute the basic attack instruction, and performs the bowing and arching of the bow and arrow mound ' ρ at the position 墼..., The attack of the arrow and the attack of the team to carry out the attack is not decided by the day. At this time, Yu Bo issued a special action. The decision of the attack indication. When the troops have been placed closer to each other at a specific distance, ^ Click ", then the CPU can just make a special attack to perform a dynamic attack such as a linked attack." In addition, the state of the game is connected, and the player p of Figure 2 touches, seven*,,,, 'contact with special attacks... Sheet 8 (Μ~8〇-Π when applied larger (increased contact area), or when the length of time is contacted and released, 146346.doc -58- 201032874 Put the door (to become the card of the own unit of the army 8 After M~8G_nig is pressed, it becomes contact state and then For the non-contact state) _ can make the decision to perform the action of the linkage attack. By this: Compared with the real-time simulation, you can get the troops of the other side and the other side. In addition, the "coupling attack and knife cooperation to attack the enemy" It can be used together with a special attack. Also, in the case where the card is in contact with the state, the CPU 1 (9) can make an indication of the basic action of the team according to the coordinates touched, and then 'When the switch 24 of the user's connection is detected, the CPU makes a display menu, etc., and waits for the nd to find the confluence or reply or retreat of the team. In addition, it may be configured such that: "Response" or the like refers to =, can be selected when it is in a position such as a city, and does not accept other instructions 0 during the execution of the option (step S2015). 1〇〇 Determine if the unit is in combat. The combat unit is determined by the CPU 100 based on whether there is an enemy force within a specified distance from the indicated unit, or whether it is a long-range attack on the archery or the sniper of the enemy team within the range. That is, when the CPU 100 has an enemy unit within a certain distance, it is automatically determined that "Yes" is determined in the combat of the troops, and "No" is determined in the case other than (4). Further, the determination in step _5 is Yes, and (4) ι 〇〇 causes the process to proceed to step S2016. 146346.doc -59· 201032874 On the other hand, when the determination in step S2015 is No, the CPU 100 advances the processing to step S2017. (Step S2016) The CPU 100 performs combat action processing. In the combat action processing, the CPU 100 controls each character in a manner of attacking enemy units located at positions closest to the respective characters. Specifically, the CPU 100 selects the attack means of each character mainly based on the weapons and occupations equipped in the item/equipment D210 to cause each character to attack. Also, perform a "special attack" in the case of the selected one. The attack or special attack "hits" the enemy's role based on the number of chaos, the range or coordinates of the attack, the level D204 of each character, or the ability value D208. The value of HPD 203 is reduced when the role of the enemy unit being attacked is hit by an attack. At this time, the CPU 100 obtains the value of the reduced HPD 203 based on the specific value of the attack means, the level D204 of each character on the attack side and the defense side, and the capability value D208. In this combat action processing, the CPU 100 performs thinking processing for each character. At this time, the CPU 100 performs thinking processing so as to make the character protection leader character other than the leader of the same army as vulnerable as possible. Further, when the HP 100 203 of each character becomes 0, the CPU 100 performs the death processing of the character. Further, the CPU 100 stops the attack indication when the leader character has died. Then, the CPU 100 retreats the character other than the leader or "defects" to the enemy unit. Also, when CPU 100 is killed in the role of the leader of the enemy unit, 146346.doc -60- 201032874

等’知:南進行處理之己方部隊之士氣Di〇6。反之,CPU 1〇〇於己方部隊之HP被敵方部隊大幅削弱時,使己方部隊 之士氣降低。 又,CPU 100根據士氣〇106而使己方部隊不依照行動指 不來攻擊敵方部隊、或反之逃跑。當進行逃跑處理時, CPU 1〇〇使士氣di 〇6降低。 當進行處理之己方部隊之各角色之戰鬥處理結束時, CPU 100使處理進入步驟S2〇18。 (步驟 S2017)Waiting for the knowledge: the morale of the own troops in the South is Di〇6. On the other hand, when the CPU 1 is weakened by the enemy's troops, the morale of the own troops is reduced. Further, the CPU 100 causes the own troops not to attack the enemy units according to the morale 〇 106, or to escape. When the escape process is performed, the CPU 1 causes the morale di 〇 6 to decrease. When the combat processing of each character of the own troops to be processed ends, the CPU 100 advances the processing to step S2〇18. (Step S2017)

CPU _進行其他行動處理。作為其他行動處理,CPU 100進行移動處理,即,佶邱 〜 使邛隊之各角色進行向目標D105 中权疋之座標或部隊移動 莢h㈣之㈣。又,CpU 1GG進行依照 菜早之選項丸不之選項處理等。 再者CPU 100於移動處 物。 吁徑制各角色以避開障礙 ’、後CPU 1GG使處理進人步驟^㈣。 (步驟 S2018) 此處,CPU 100判定 理。 否已對所有己方部隊進行了處 「所有己方部隊」係使 隊。CPU 100判定 σ泰出指不之所有的己方部 再者,於執行部隊撤退已對該財己方部隊進行了處理。 法發出指示之狀態的f執订「回復」等選項指示而無 146346.doc -61 - 201032874 而且,於步驟s·之判定中,t判定為「γ〜時,即 於已對所有己方部隊進行了處理之情形時’㈣ι〇〇結束 己方部隊處理。 反之,於步驟隨8之判定中,當判a%」時,即 於存在尚未處理之己方料之情料,咖⑽使處理返 回至步驟隨1。然後,對其他己方部隊進行各處理。 (步驟S304) 此處,再次參照圖13對主要之遊戲處理進行說明。CPU _ performs other action processing. As other action processing, the CPU 100 performs the movement processing, that is, the 佶 邛 邛 邛 邛 邛 邛 邛 邛 邛 邛 邛 邛 邛 邛 邛 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 In addition, CpU 1GG is processed according to the option of the early choice of the dish. Furthermore, the CPU 100 moves on the object. In order to avoid obstacles, the post CPU 1GG makes the processing step into the step ^ (4). (Step S2018) Here, the CPU 100 determines the reason. Has it been done for all of its own forces? The CPU 100 determines that σTai has not all of its own parts. In addition, the troops have been dealt with in the withdrawal of the executive forces. In the judgment of the state of the instruction, the "request" and other option indications are not available. 146346.doc -61 - 201032874 Moreover, in the determination of step s·, t is judged as "γ~, that is, all the troops have been In the case of processing, '(4) ι〇〇 ends the processing of the own troops. Conversely, in the judgment of step 8, when a% is judged, there is a situation in which the unprocessed ingredients are present, and the coffee (10) returns the processing to the step. With 1. Then, carry out various treatments for other own units. (Step S304) Here, the main game processing will be described with reference to Fig. 13 again.

Q 方Γ步驟隨中,CPU1GG進行敵方部隊處理。關於該敵 處理,係根據自CPU1GG或對戰對象之其他遊戲裝 -〜10·η所發送之指示,而進行使敵方部隊内之 色行動之處理。 與上述之己方部隊處理同樣地 等之其他行動。 Τ動“戰鬥或回復 於CPU⑽發出行動指示之情形時使㈣法或廳_ ax法專,人工智慧性地參照作戰能力等而發出指示The Q-square step is in the middle, and the CPU1GG performs enemy unit processing. Regarding the enemy processing, the processing of the color action in the enemy unit is performed based on the instruction sent from the CPU 1GG or the other game equipment - 10 10 η of the opponent. Other actions, such as those handled by the above-mentioned units. Inciting "combat or reply to the situation when the CPU (10) issues an action instruction, so that the (4) law or the hall _ ax law, artificially intelligently refer to the combat capability, etc.

Q 各部隊之行動係由CPU 100&#,0 ~ 示來行動。 ^丁因此並不限於依照該指 再者,於腳本中存在中立部隊時、或出現事件 於该敵方料處理之後料進理 * 與敵方部™。。之處理同樣地進行。:隊:::: 部隊之行動’亦可於腳本中發出指示。又;:立 係由CPUH)_^自腳本_進行㈣料牛=, 現其他敵方部隊之事件執行處理。 .時間時出 146346.doc -62- 201032874 (步驟S305) 其次,CPU 100進行緣圖.行動執行處理。 於該處理中,CPU 1 〇〇於傕用阁取本 % ^ p, ^ ^ , 形處理器160而繪製於三 工間之地圖上,使用多邊形等顯示各部隊之各“ 2伴隨具體之圖像效果而執行各部隊之包含戰鬥在内之 二參擊,一行動執行處理之具體處理Q The operations of each unit are operated by CPU 100&#,0~. Therefore, it is not limited to follow the instructions. In the case of a neutral force in the script, or an event occurs after the enemy material is processed, it is expected to be * and the enemy department TM. . The processing is performed in the same manner. : Team:::: The action of the unit' can also give instructions in the script. Also;: The system is executed by CPUH)_^ from the script_(4), and the event of other enemy units is processed. Time is out 146346.doc -62- 201032874 (step S305) Next, the CPU 100 performs edge map. action execution processing. In this process, the CPU 1 is used to draw the % ^ p, ^ ^ , and the shape processor 160 is drawn on the map of the three-workroom, and the polygons and the like are used to display each of the units. Acting as an effect to perform the second involvement of each unit, including the combat, the specific processing of the action execution process

性f4之概念圖,CPU100使用圖形處理器⑽而模式 :地表示顯示器270中所顯示之卡片遊戲之遊戲書面。於 該遊戲畫面中主要顯示如下對象. 、 對象.配置畫面1010;城池 〇2〇,不可侵入地帶则;陣地_;方向條咖;己方 部隊圖符⑽(M〜刪·η ;己方部隊損傷程度⑽51〜1〇85_ η,可特殊攻擊標記1G87•卜1G87_n;敵方部隊圖符!跳 1〜1跡1敵方部隊損傷程度HMmn ;及 1500。 配置晝面_係於地圖晝面之模式圖中,顯示各部隊或 首領角色之圖符。配置晝面1010於圖2之玩家p使卡片8〇_The conceptual diagram of the sex f4, the CPU 100 uses the graphics processor (10) and the mode: the ground represents the game written game of the card game displayed in the display 270. In the game screen, the following objects are mainly displayed: , object, configuration screen 1010; city pool 〇 2 〇, non-intrusive zone; position _; direction bar; own army icon (10) (M ~ delete · η; (10) 51~1〇85_ η, special attack mark 1G87•卜1G87_n; enemy force icon! Jump 1~1 trace 1 enemy unit damage degree HMmn; and 1500. Configuration _ _ 系 昼 昼 模式 模式 模式In the middle, the icon of each army or leader character is displayed. The player 1010 in Figure 2 makes the card 8〇_

Ln移動錢得部隊移㈣,可對隸地顯㈣移動情 況。 城池1020係表示防禦力出色之陣地等之對象。再者,當 然亦可不為此種對象,而是於三維模型上表現城池。 不可侵入地帶1030表示地圖上之陡峭山脈或大河或湖泊 或城牆等之部隊無法移動之部位。再者,於部隊中含有將 146346.doc -63- 201032874 特定物品裝備於物品/裝備D21〇中之角色時、或有忍者等 特疋職業之角色時,有時亦可越過該不可侵入地帶前進。 陣地1040係表示腳本中必須取得、或作為己方部隊休息 地之地圖上之部位之顯示。通常,於該陣地内有敵方部隊 或己方部隊之任一方之情形時,敵方或玩家p取得該陣 地。可利用顏色等表示是否取得降地。於己方部隊所取得 之陣地中,亦可選擇回復等選項。 方向條10 5 0係表示三維繪製之部位於地圖上朝向何方之 對象。CPU 1〇〇對開關24〇之操作進行镇測,而使三維緣製 之虛擬三維空間内之視點(虛擬相機、虛擬視點)移動。而 且,藉由圖形處理器160而放大.縮小•旋轉顯示。 CPU 100依照該視點,例如表示朝地圖上方之方向並進 行旋轉或放大•縮小而計算出方向條並加以顯示。 己方部隊圖符108044080^係於三維繪製之地圖上表 示己方部隊之圖符。該圖符係對應於遊戲區6〇上所配置之 卡片80-1〜80_n而進行顯示,可使用將該卡片8〇1〜肋η所 不之首領角色之插圖等紋理資訊貼於平面多邊形等之類之 手法來進行顯示。 己方部隊損傷程度1085-1〜1〇85_η係表示己方部隊之各 角色之卿2〇3之平均值等的圖表顯示。該己方部隊損傷Ln moves the money to move the troops (4), which can be used to move to the ground (4). City Pool 1020 is an object that represents a position with excellent defense. Furthermore, it is of course not possible to represent such a target, but to represent the city on a three-dimensional model. The non-intrusive zone 1030 represents a steep mountain range on the map or a part of a river or lake or a wall that cannot be moved. In addition, when the troops include the 146346.doc -63- 201032874 specific items in the role of the item/equipment D21, or the role of a special occupation such as a ninja, they may sometimes advance beyond the invulnerable zone. . Position 1040 is a representation of the location on the map that must be obtained in the script or as a resting place for the own troops. Usually, when there is an enemy unit or one of the own units in the position, the enemy or player p obtains the position. It is possible to express whether or not the land is obtained by using a color or the like. In the positions obtained by the own troops, you can also choose to reply and other options. The direction bar 10 5 0 indicates which object the three-dimensional drawing is located on the map. The CPU 1 measures the operation of the switch 24A, and moves the viewpoint (virtual camera, virtual viewpoint) in the virtual three-dimensional space of the three-dimensional edge. Moreover, the graphics processor 160 is used to zoom in, zoom out, and rotate the display. The CPU 100 calculates and displays the direction bar in accordance with the viewpoint, for example, by rotating or enlarging/reducing the direction toward the top of the map. The own unit icon 108044080^ is on the map drawn on the 3D map to represent the icon of the own unit. The icon is displayed corresponding to the cards 80-1 to 80_n arranged on the game area 6〇, and the texture information such as the illustration of the leader character of the card 8〇1 to the rib η can be attached to the plane polygon or the like. Such as the way to display. The damage degree of the own unit is 1085-1~1〇85_η, which is a graph showing the average value of the 2〇3 of each role of the own troops. The own unit damage

程度1085-1〜!085_η亦可根據選項指示,而顯示首領角色 之HPD 203。 V 可特殊攻擊標記係表示己方部隊圖符 1080-1〜l__n或敵方部隊圖符測卜丨狐^中所繪製 146346.doc -64 - 201032874 之各部隊之特殊攻擊級別D104成為可進行特殊攻擊之狀 態之標記。亦可於該可特殊攻擊標記1087-1〜1087-n之 外,進行表示特殊攻擊級別之圖表顯示。 敵方部隊圖符11〇(Μ〜11〇〇_n係於三維緣製之地圖上表示 敵方部隊之圖符。該敵方部隊圖符11〇〇1〜u〇〇 n以可利用 t景色不同等而與己方部隊圖符刪卜⑽^加以區別 之方式進行繪圖。Degree 1085-1~! 085_η can also display the HPD 203 of the leader role according to the option indication. V special attack mark indicates that the special attack level D104 of each unit of 146346.doc -64 - 201032874 drawn by the enemy unit icon 1080-1~l__n or the enemy unit icon is available for special attack. The status of the mark. A graph display indicating a special attack level may be performed in addition to the special attack mark 1087-1 to 1087-n. The enemy unit icon 11〇(Μ~11〇〇_n is on the map of the three-dimensional edge system to represent the icon of the enemy unit. The enemy unit icon 11〇〇1~u〇〇n is available t The scenery is different, and the drawing is made in a way that distinguishes it from the symbol of the own army (10).

敵方部隊損傷程度⑽士^讀、表示敵方部隊之各角 PD 203之平均值等的圖表顯示。該圖表顯示係與己 方部隊損傷程度1085],^同樣地進行。 表示三維㈣上料製之角色。該角色以根據 屬性值之資料而使用多邊形等使手腳活動之㈣之方式進 行繪圖。 角色15GG中首領角色可變更顏色或♦製旗 竹:Sr 以示區別 ^除此以外’ CPU刚可顯示多個如與地形或遊戲環 ^兄相關之對象。 作此==進行如「特殊攻擊」、「連動攻擊」、「特殊動 映使用者發出之行動指示進行詳細的說明。了種方式反 要擊之一例進行說明,當圖2之玩家p採用與主 =步搶部隊構成之己方部隊相關之卡片8(m進 ,」rcpu 100可進行較通常更具咸力之步搶攻擊。 即,CPU100可使步搶攻擊所擊中之敵方角色之卿 146346.doc -65- 201032874 2〇3大幅減少。 人 特殊動作」中,當使用進行步搶攻擊之 部隊時,可藉由進行上述之「輕拍」,而使部隊 地進行攻擊。 管 人對「連動攻擊」之一例進行說明。 本發明之實施形態之遊戲系統X係對應於測量靜電電容 之觸碰電極40〇-1〜400·η之複數次觸碰。 因此’可藉由债測複數個己方部隊之卡片8(Μ〜8〇_^ 接觸、放開’而由CPU 1()()使各部隊之攻擊時機_致 時進行攻擊。 藉由連動攻擊’與各部隊分散攻擊之情形相比,可集中 兵力進行攻擊。因&,可帶給敵方較通常更大之損傷了藉 此,可模擬訓練有素之軍團及烏合之眾之作戰,從而增加 了遊戲中之戰術模擬之現實感。由此,可增進使用者想要 使遊戲操作更熟練之熱情。 又,藉由連動攻擊,可如藍且士特之第2法則(「集中效 應法則」)般,可讓使用者感覺到作戰能力集中投入之效 果。因此’可表現遊戲中之戰鬥之現實感。 根據「連動攻擊」之該等特徵,可獲得能夠提高卡片遊 戲之親臨其境感之效果。 「其次,對本發明之實施形態之觸碰電極4〇〇i〜4〇〇_n之 「特殊動作」之-例進行說明。#達到可進行特殊攻擊之 特殊攻擊級別時,可藉由移動卡片⑽-卜肋十而進行「特 殊動作」。藉此’可表現如突破敵方陣地將敵方部隊分割 146346.doc * 66 - 201032874 開之騎馬突擊 勝敗之形勢。 或背水陣地之敢死歩兵 之突擊般之 決定 又 ,可 而調 於1須測觸碰強度(接觸面積之大小)之情形時 藉由-邊特別有力地按下一邊移動卡片8〇1〜8“,’ 整該突擊之速度。 又,CPU _於進行「特殊動作」之_,亦可 高該部隊之攻擊力,又,亦可使隊列散開。當該「特^The damage level of the enemy units (10) is displayed, and the graph showing the average value of the PD 203 at each corner of the enemy units is displayed. The chart display is performed in the same manner as the damage degree of the own units 1085], ^. Represents the role of three-dimensional (four) loading system. The character draws in the manner of (4) the hand and foot activities using a polygon or the like based on the data of the attribute value. The role of the leader in the character 15GG can change the color or ♦ the flag Bamboo: Sr to distinguish the difference ^ Other than the CPU can just display a number of objects such as the terrain or the game ring brother. This == performs detailed instructions such as "special attack", "linked attack", and "special action user's action instructions. A description of the way to attack is an example, when the player p of Figure 2 adopts The master=step grabs the card of the own unit that is composed of the troops. 8(m enters,” the rcpu 100 can perform a more salty step than the usual attack. That is, the CPU100 can make the attack of the enemy character hit by the attack. 146346.doc -65- 201032874 2〇3 drastically reduced. In the special action of the person, when using the force to carry out the step-attack attack, the force can be attacked by performing the above-mentioned "pat". An example of the "linked attack" will be described. The game system X according to the embodiment of the present invention corresponds to a plurality of touches of the touch electrodes 40〇-1 to 400·n for measuring the electrostatic capacitance. Cards of one's own troops 8 (Μ~8〇_^ contact, let go' and CPU 1()() makes the attack timing of each unit _ when attacking. By attacking with each other' and spreading the attack with each unit In contrast, you can concentrate on the attack. Because &a Mp;, can bring more damage to the enemy than usual, can simulate the training of the trained army and the rabble, thus increasing the realistic sense of the tactical simulation in the game. To make the game more skilled and enthusiastic. Moreover, by the linkage attack, as in the second rule of the blue and the special law ("the law of concentrated effects"), the user can feel the effect of concentrated combat capability. It can express the realistic feeling of the battle in the game. According to these characteristics of the "Linked Attack", it is possible to improve the effect of the card game. "Secondly, the touch electrode 4〇〇i of the embodiment of the present invention is obtained. The example of "Special Action" of ~4〇〇_n is explained. #After reaching a special attack level that can be used for special attacks, "Special Action" can be performed by moving the card (10) - Bu Ri 10 . The performance is like breaking the enemy position and dividing the enemy forces into 146346.doc * 66 - 201032874. The situation of the horse-riding assault victory or defeat. Or the assault of the back-water position, the assault-like decision, can be adjusted to 1 When measuring the touch intensity (the size of the contact area), the card is moved 8〇1~8" by the particularly powerful pressing, and the speed of the assault is completed. Also, the CPU_ performs the "special action". _, can also increase the attack power of the unit, and can also make the queue spread. When the "special ^

作」成功時,CPU刚將該部隊之士氣〇1()6增加特定之較 大值。反之,CPU 1G〇於無法突破敵方部隊等之情形時, 使士氣D106減小特定之較大值。 其次,對根據卡片80-1〜80-n之接觸位置之行動指示之 情形的示例進行說明。 如上所述,於可以卡片内之1/6或1/9檢測卡片8〇1〜8〇1 之接觸位置之情形時,特別根據使用者接觸該卡片之位 11 置’可改變行動指示。 例如,CPU 100當偵測到卡片804上(深處)之接觸時, 可識別為攻擊之行動指示。又,cpu 1〇〇當偵測出卡片 1下(近前方)之接觸時,可識別為防禦之行動指示。 再者,CPU 100亦可設定為根據卡片804之各卡片之接 觸位置而變更陣形。 (步驟S306) 此處,再次參照圖13繼續說明遊戲處理。 於步驟S306中’ CPU 1〇〇判定是否滿足腳本結束條件。 作為腳本結束條件,如上所述,可設定當圖2之玩家p所 146346.doc -67- 201032874 操作之己方部隊全部覆滅時,作為「敗北」而結束之條 件。又,可設定當敵方部隊全部覆滅時,作為「勝利」而 結束之條件。 此外’亦可設定當特定部隊移動至地圖上之特定位置、 或特定敵方部隊之首領死亡等之「勝利」《「敗北」之結 束腳本之條件。 而且,於步驟S306之判定中,當判定為r Yes」時,即 於滿足腳本結束條件之情料,cpu⑽使處理進入步驟 S307 ° 反之,於步驟S306之判定中,當判定為「N〇」時,即 於仍對卡片遊戲中之己方部隊與敵方部隊進行處理之情形 時’ CPU 1〇〇使處理進入步驟S3〇7。 (步驟S307) 當滿足腳本結束條件時,CPU 1〇〇判定是否結束遊戲。 就結束遊戲而言,係於腳本結束條件之「敗北」、或結 算之餘額不足之情形時,判定為結束遊戲。又,亦可設定 為在投入1次硬幣而複數次「敗北」之情形時結束遊戲。 進而’於圖2之玩家p以「全國稱霸模式」遊戲之情形時, 田玩家P於腳本中「敗北」巾失去「領地」時判定為結束 遊戲。 而且,於步驟S307之判定中,當判定為「Yes」時,即 於結束遊戲之情形時,CPU1〇〇使處理進入步驟幻⑽。 反之,於步驟S306之判定中,當判定為「N〇」時即 於玩家P「勝利」之情形時’ CPU 1〇〇使處理進入步驟 146346.doc -68- 201032874 S308 〇 (步驟S308) 於並未結束遊戲之情形時,CPU 1〇〇進行得分加算處 理。 作為該得分加算處理,CPU 100計算腳本結束時之各種 條件下之「得點」’並將該得點之合計作為得分而進行加 算。At the time of success, the CPU just increased the morale of the unit by 1 () 6 to a specific larger value. Conversely, when the CPU 1G is unable to break through the enemy forces, etc., the morale D106 is reduced to a certain larger value. Next, an example of the case of the action indication based on the contact positions of the cards 80-1 to 80-n will be described. As described above, when the contact position of the card 8〇1 to 8〇1 can be detected by 1/6 or 1/9 of the card, the action indication can be changed particularly according to the position at which the user touches the card. For example, when the CPU 100 detects a contact on the card 804 (deep), it can be identified as an action indication of the attack. In addition, when the cpu 1 detects the contact of the card 1 (near the front), it can be recognized as a defense action indication. Furthermore, the CPU 100 can also be set to change the formation according to the contact position of each card of the card 804. (Step S306) Here, the game processing will be further described with reference to Fig. 13 again. In step S306, the CPU 1 determines whether or not the script end condition is satisfied. As the script end condition, as described above, it is possible to set the condition to end as the "defect" when the player 146346.doc -67- 201032874 of the player in Fig. 2 is completely destroyed. In addition, it is possible to set the conditions for ending as a "victory" when all enemy units are destroyed. In addition, it is also possible to set the conditions for the completion of the "success" and "success" of a particular position when a particular unit moves to a specific location on the map, or the death of the leader of a particular enemy unit. Further, in the determination of step S306, when it is determined that r Yes", that is, the condition of the end of the script is satisfied, cpu (10) causes the process to proceed to step S307 °. Otherwise, in the determination of step S306, when it is judged as "N〇" When the situation is still being processed for the own troops and the enemy units in the card game, the CPU 1 causes the process to proceed to step S3〇7. (Step S307) When the script end condition is satisfied, the CPU 1 determines whether or not to end the game. In the case of ending the game, it is determined that the game is ended when the "defect" of the script end condition or the balance of the settlement is insufficient. In addition, it is also possible to set the game to be ended when the coin is thrown once and the game is defeated several times. Further, when the player p in Fig. 2 is in the "national hegemony mode" game, the field player P determines that the game is ended when the "defect" towel loses the "land" in the script. Further, in the determination of step S307, when it is judged as "Yes", that is, when the game is ended, the CPU 1 causes the process to proceed to the step (10). On the other hand, in the determination of step S306, when it is judged as "N〇", that is, when the player P "wins", the CPU 1 causes the process to proceed to step 146346.doc -68 - 201032874 S308 〇 (step S308) When the game is not ended, the CPU 1 performs a score addition process. As the score addition processing, the CPU 100 calculates "points" under various conditions at the end of the script and adds the total of the points as a score.

作為該各種條件,CPU 100可針對例如殺死敵方部隊之 數量、己方部隊損傷之多少、直至腳本結束條件為止花費 多少時間,而計算得點。 CPU _使用圖形處理器⑽將各得點及得點之合計顯示 於顯示器27()中。又’ CPU i⑽將該腳本已完成之内容記憶 於記憶部110中。 “ 而使圖2之玩家 CPU 1〇〇亦可變 而且CPU 100根據遊戲中所獲得之得分, P所獲得之「軍費」或Γ兵糧」增減。又, 更接下來讀出之腳本之選擇。 此處,CPU 100於「戰役模式」之情形時選擇下一腳 本。又’ CPU刚於「全國稱霸模式」之情形時,使玩家p 選擇與腳本結果對應之其次要進攻之「國家」之腳本。 ㈣Π)崎「競技模式」之情形時,使玩家p選擇下_對戰 對象’或變更為普通戰役模式。cpu⑽於「腳本選擇模 式」之情形時,使玩安, t 豕P選擇已完成之腳本。CPU 100於 ‘南」之情形時,使玩家?選擇普通腳本。 其後’ CPU 1〇〇你虚碰r 返回至步驟S3 01’而進行新的腳 146346.doc • 69 - 201032874 本0 (步驟S309) 於結束遊戲之情形時,CPU 100進行結束遊戲處理。 具體而言,與上述之得分加算處理同樣地,CPU 100對 敗北情形時之得點進行計算並作為得分而進行加算。該情 形時,與勝利之情形相較,計算較少。 然後’ CPU 100使用圖形處理器160而於顯示器27〇中顯 示結束遊戲之顯示。 藉由以上而結束遊戲處理。 (步驟S104) 此處,再次參照圖12,對遊戲裝置⑶-丨之遊戲處理之流 程之後續進行說明。 於步驟S104中,CPU 100進行1C卡寫入處理。 於該處理中,CPU 1〇〇將圖2之玩家p於遊戲中已完成之 腳本、各卡片80-1〜80-n之角色級別D2〇4、及物品/裝備 2〇4等之值記憶於圖2之1〇卡85中。又,(^1;1〇〇於「戰役 模式」或「全國稱霸模式」之情形時,亦記憶各己方部隊 之角色數量或士兵之職業、軍費或兵糧量之類之與遊戲之 進行相關的值。又,CPU刚於「戰役模式」之情形時, 5己憶腳本之進行狀況,於「 ^生國稱霸模式」之情形時記憶 已作為領地之「國家」。 中再者’亦可構成為將所有角色之屬性值記憶於^卡以 (步驟S105) 146346.doc 201032874 其次’於步驟sl〇5中,CPU100進行卡片退出處理。 cpu 100使用卡片退出部23〇,輸出與卡片.Η 同之卡片。就該卡片之選擇而言,如上所述可隨機選擇, 亦可根據得分而變更所要輸出之卡片之個數或種類。 是於滿^腳本之特定之進行條件之情料,亦可輸出「炫 卡」。As the various conditions, the CPU 100 can calculate the point for, for example, the number of enemy troops killed, the number of damages of the own units, and the time spent until the end condition of the script. The CPU _ uses the graphics processor (10) to display the total of the points and points obtained in the display 27(). Further, CPU i (10) memorizes the contents of the script in the memory unit 110. "By the player CPU 1 of Fig. 2 can also change and the CPU 100 increases or decreases the "military expenses" or the squadrons obtained by P according to the scores obtained in the game. Also, the choice of the script to be read next. Here, the CPU 100 selects the next script in the case of "battle mode". In addition, when the CPU is in the "national hegemony mode", the player p selects the script of the "country" of the second attack corresponding to the script result. (4) In the case of the "Sports Mode", the player p is selected to play the next _combat object or change to the normal campaign mode. When cpu(10) is in the "script selection mode" mode, make play, t 豕P select the completed script. When the CPU 100 is in the "South" situation, the player is made? Choose a normal script. Thereafter, the CPU 1 returns to step S3 01' to perform a new foot 146346.doc • 69 - 201032874 This is 0 (step S309) When the game is ended, the CPU 100 ends the game processing. Specifically, similarly to the above-described score addition processing, the CPU 100 calculates the point of the defeated situation and adds it as a score. In this case, the calculation is less than in the case of victory. Then the CPU 100 uses the graphics processor 160 to display the end of the game display in the display 27A. The game processing is ended by the above. (Step S104) Here, the subsequent process of the game processing of the game device (3)-丨 will be described with reference to Fig. 12 again. In step S104, the CPU 100 performs a 1C card write process. In this process, the CPU 1 stores the value of the player p of FIG. 2 in the game, the character level of each card 80-1 to 80-n, D2〇4, and the item/equipment 2〇4. In Figure 1 of the 1 Leica 85. Moreover, (^1;1) in the case of "battle mode" or "national hegemony mode", it also remembers the number of roles of each party or the soldier's occupation, military expenses or the amount of food and the like related to the game. In addition, when the CPU is in the "battle mode", 5 recalls the status of the script, and in the case of "the country's hegemonic mode", it remembers the "state" that has become the territory. In order to memorize the attribute values of all the characters (step S105) 146346.doc 201032874 Next, in step sl5, the CPU 100 performs a card exit process. The cpu 100 uses the card exit portion 23, and outputs the same card. Cards. In terms of the selection of the card, it can be randomly selected as described above, and the number or type of cards to be output can be changed according to the score. It is a condition of the specific conditions of the full script, or Output "Hyun Card".

其後,CPU 100使用周邊I/F 140,將感測器微電腦31〇_ 1〜310-n之電源斷開。 藉由以上而結束遊戲裝置10-1之遊戲處理。 藉由以上之構成,可獲得以下之效果。 。百先’於先前技術,在使用將複數個卡片作為輪入 =件而同時處理之扁平讀取器之遊戲中,自使用者取得之 資訊雖越多越好,但無法即時地檢測玩家接觸之卡片。 *相對於此,於本發明之實施形態之遊戲裝置1G-1中,可 藉由使用觸碰面板讀取部3⑼,而檢測使用者對遊戲區6〇 之接觸。 、於利用相機對編碼進行拍攝而進行圖像識別,而取 付複數個卡片之位置資訊之卡片遊戲裝置中’若使用先前 之觸碰面板則存在各種問題。 例如,就具有透明性之多點觸碰面板而言,先前之觸碰 面板即便為小型面板亦僅能檢測2點。因& ’例如於六方 觸碰面板中難以同時對複數點進行識別。X,先前,亦存 在/、有複數點檢測功能之小型觸碰面板,但其缺乏透明 !·生會妨礙扁平讀取器之相機拍攝。 146346.doc -71- 201032874 由此,本發明之發明者積極進行實驗,對追加針對每個 卡片之觸碰判定之攝像部與觸碰面板組合使用之情形進行 了各種研究。 以下,記載將先前之觸碰面板用於本發明之實施形態之 遊戲裝置1 0-1時之優點及問題點: •超音波表面彈性方式觸碰面板 優點.成本低。 問題點.當放置卡片時便會作出反應,故而無法進行觸 碰檢測。由此不能使用。 •電阻膜方式觸碰面板(使用ITO(indium tin oxide,氧化銦 錫)之透明金屬臈) 優點:只要如卡片般為較輕者,則放置於觸碰面板上不 會有反應。可根據用手指按下之壓力變化而偵測觸碰點。 問題點:僅能檢測丨點。又,耐久性較低。 •紅外線阻斷方式觸碰面板(例如參照日本專利第4019114 號公報) 優點/、要如卡片般為較薄者,則藉由將感測器設置於 卡片上’即便踩踏卡片亦不會作出反應。若觸碰卡片則手 指阻斷光從而可檢測觸碰位置。例如,根據專利第 4_H號公報之裝置,記載有可取得玩家接觸於卡片之 哪一位置之資訊(參照[0043]等)。 問題點:通常僅能檢測i點。gp,存在如下問題:雖可 檢測對1個卡片之㈣’但當欲檢測對複數個卡片之接觸 時,於同-轴上存在有接觸點之情形時,無法檢測接觸於 146346.doc •72· 201032874 哪-卡片之資訊…即便手指未接觸於卡片, 測器之光亦會作出反應’因此存在雖手指等未接觸卡 衣服袖口接觸於卡片時亦會作出反應之問題。片但 專利第4019114號公報之裝置中,揭示有使用三角測量原 理(參照段落[0209]〜[0219]等)而檢測針對卡片之接篁’、 但存在相同問題。 點’ •靜電電容式觸碰面板 優點:即便自卡片上方觸碰卡片,亦可藉由透過卡片帶 來之靜電電容之變化而檢測觸碰位置。 問題點:存在通常僅能檢測1點之問題點。 •振動檢測方式觸碰面板 優點:即便自卡片上方觸碰,亦可根據觸碰時之振動而 檢測位置。 問題點:僅可於產生振動之觸碰期間進行檢測無法檢 測持續按下卡片之情況。又,存在僅能檢測丨點之問題 點。 如上所述,先前之觸碰面板用於遊戲裝置^丨時,存在 各種問題。 因此,於本發明之實施形態之遊戲裝置⑺^中,構成為 使用有複數個静電電容式觸碰感測器。此並非係簡單之咬 計變更之事項,業者並不能容易地想到。 藉此,於遊戲裝置10-1中’遊戲區域上佈滿作為小型觸 碰區域之觸碰電極400-1〜400-n,以增加觸碰感測器數 量’藉此可檢測複數點之觸碰。又,可實現對遊戲區6〇全 146346.doc -73- 201032874 體中之複數個接觸位置之檢測,又,可檢測持續按下卡片 之情況。 如此,於本發明之實施形態之遊戲裝置10_lt,即便配 置有複數個卡片,亦可同時檢測針對各卡片之接觸,從而 可實現操作性良好之卡片遊戲裝置。 又,於先前之靜電電容式觸碰感測器中,存在若使用複 數個則會導致成本上升之問題。特別是於如遊戲區6〇<具 有數m見方之較大平面上佈滿觸碰感測器時,技術上亦有 難度。 相對於此’於本發明之實施形態之遊戲裝置1〇1中可 自卡片80-1〜8〇-n之背面以紅外線光讀取編碼81〇1〜81〇 n 而檢測卡片在遊戲區60上之位置,並根據該位置而對由觸 碰面板讀取部300所取得之接觸位置進行修正,藉此,可 將觸碰電極400_1〜4〇〇-n形成為廉價之經絲網印刷等而成 之觸碰面板板片63〇,即便以較低之密度形成,亦可獲得 充分之接觸位置之取得精度。由此,可抑制成本且可進行 高精度之卡片80-1〜80_„之接觸位置之偵測。 又於本發明之實施形態之遊戲裝置1〇_1中,可將觸碰 電極400-1〜4〇〇_n以覆蓋卡片8〇1〜8〇 n之面積之7〇%之方 式配置’或以成為卡片8(M〜8〇n之面積之1/6或1/9之方式 配置。藉此,可抑制檢測卡片之接觸位置時之 誤動作。 藉由此種構成,可高精度地確定玩家觸碰於遊戲區60上 之部位,從而可低成本地提高遊戲性。 146346.doc 201032874 又,於先前之靜電電容式觸碰感測器中,存在難以對面 狀配置之數百個以上之觸碰感測器即時地進行偵測之問 題。 相對於此’於本發明之實施形態之遊戲裝置丨心丨中,可 藉由使用如感測器微電腦HOddiO—n之感測器微電腦陣 列301,而即時地偵測觸碰電極之接觸。 由此,於需要高速響應性之卡片遊戲中,當使用者接觸 卡片80-1〜80-n時,可立即藉由cpu 1〇〇而作出反應,從而 可顯著提高卡片遊戲之操作性。 再者,於本發明之實施形態之遊戲裝置10-1中,表示了 使用靜電電容式觸碰感測器之情形之示例,但並不限定於 此,例如,亦可使用採用ITO等之電阻膜方式之觸碰面 板。該情形時藉由如觸碰電極斗⑽-丨—㈧十般,利用電阻 膜而構成複數個觸碰電極,可提高耐久性,故而較佳。 再者,於使用靜電電容式觸碰感測器之情形時,存在如 • 下問題:例如若如「炫卡」般、包含具有導電性之金屬之 靜電電容值較低的卡片跨於複數個感測器上時,即便不觸 碰兩感測器亦會作出反應’故會引起誤動作。 相對於此,於本發明之實施形態之遊戲裝置1〇_1中,當 炫卡跨於電極400-1〜400-η上時,對所取得之靜電電容值 加上或減去與炫卡和電極重疊之面積成比例之偏移值。此 時,可根據利用紅外線相機26〇所取得之拍攝圖像所取得 之卡片80-1〜80_η之炫卡之座標,而計算炫卡與電極之重 疊面積。因此,可消除炫卡之誤作動,而將對卡片80- 146346.doc -75· 201032874 l~80-n之接觸作為與普通之並非為炫卡之卡片相同 J之值進 行檢測。 又,於電極400-1〜400-n中,藉由進行電極特性之校 正’可檢測更高精度之炫卡及普通卡片之靜電電容值 化。 谷之變 如上所述,本發明之實施形態之遊戲裝置1〇_丨具備如下 特徵: (1) 使觸碰面板讀取部3〇〇大致透明,以便不妨礙紅外線 相機2 6 0之拍攝。 (2) 利用紅外線拍攝圖像對編碼進行識別並 使其與卡片位置資訊組合,藉此可抑制觸碰電極4〇〇_ 1〜400-n之數量。 又,於本發明之實施形態之遊戲裝置10-1中,可對檢測 複數個卡片8(M〜80_n之接觸位置’且亦可檢測持續接觸 之狀態或接觸時間。 因此,自使用者取得之資訊可增多,進而可擴大遊戲之Thereafter, the CPU 100 disconnects the power of the sensor microcomputers 31 _ 1 to 310-n using the peripheral I/F 140. The game processing of the game device 10-1 is ended by the above. According to the above configuration, the following effects can be obtained. . In the prior art, in a game using a flat reader that processes a plurality of cards as a turn-in=piece, the information obtained from the user is as good as possible, but the player's contact cannot be detected immediately. card. On the other hand, in the game device 1G-1 according to the embodiment of the present invention, the user's contact with the game area 6A can be detected by using the touch panel reading unit 3 (9). In the card game device in which the image is captured by the camera and the position information of a plurality of cards is taken, the use of the previous touch panel has various problems. For example, in the case of a multi-touch panel with transparency, the previous touch panel can only detect 2 points even for a small panel. It is difficult to identify the plural points at the same time because &', for example, in a hexagonal touch panel. X, previously, there was also a small touch panel with multiple point detection functions, but its lack of transparency! The student would hinder the camera shooting of the flat reader. 146346.doc -71- 201032874 Thus, the inventors of the present invention conducted an experiment and conducted various studies on the case where an imaging unit that adds touch determination for each card is used in combination with a touch panel. Hereinafter, the advantages and problems of using the previous touch panel for the game device 1 0-1 of the embodiment of the present invention are described: • Ultrasonic surface elastic type touch panel Advantages. Low cost. Problem. When the card is placed, it reacts and the touch detection cannot be performed. This cannot be used. • Resistive film type touch panel (using transparent metal ITO (indium tin oxide)) Advantages: As long as it is lighter like a card, it will not react on the touch panel. The touch point can be detected based on the pressure change with the finger press. Problem point: Only defects can be detected. Moreover, the durability is low. • Infrared blocking method Touch panel (for example, refer to Japanese Patent No. 4019114) Advantages/, if it is thinner like a card, by placing the sensor on the card, it will not react even if the card is stepped on. . If you touch the card, the finger blocks the light to detect the touch position. For example, according to the device of Patent No. 4_H, information on which position the player touches the card is described (refer to [0043] and the like). Problem point: Usually only i points can be detected. Gp, there is a problem that although it is possible to detect (4) for one card, but when it is desired to detect contact with a plurality of cards, there is a case where there is a contact point on the same axis, and it is impossible to detect contact with 146346.doc • 72 · 201032874 Which-card information... Even if the finger is not in contact with the card, the light of the detector will respond. 'Therefore, there is a problem that the fingers and the like do not touch the card cuffs when they come into contact with the card. In the device of the Japanese Patent Publication No. 4019114, the use of the triangulation principle (see paragraphs [0209] to [0219], etc.) to detect the interface to the card is disclosed, but the same problem exists. Point' • Capacitive touch panel Advantages: Even if you touch the card from above the card, you can detect the touch position by changing the electrostatic capacitance through the card. Problem point: There are problem points that usually only detect 1 point. • Vibration detection method Touch panel Advantages: Even if you touch from the top of the card, you can detect the position according to the vibration when you touch it. Problem: Detection can only be performed during a touch that generates vibration. It is not possible to detect a continuous press of a card. Also, there is a problem that only defects can be detected. As described above, when the previous touch panel is used for a game device, there are various problems. Therefore, in the game device (7) of the embodiment of the present invention, a plurality of capacitive touch sensors are used. This is not a simple matter of changing the bite, and the operator cannot easily think of it. Thereby, in the game device 10-1, the 'game area is covered with the touch electrodes 400-1 to 400-n as small touch areas to increase the number of touch sensors', thereby detecting the touch of the plurality of points bump. Further, it is possible to detect a plurality of contact positions in the game area 6 146346.doc -73 - 201032874, and it is possible to detect that the card is continuously pressed. As described above, in the game device 10_lt according to the embodiment of the present invention, even if a plurality of cards are arranged, it is possible to simultaneously detect the contact with each card, thereby realizing a card game device having excellent operability. Further, in the conventional capacitive touch sensor, there is a problem that the cost is increased if a plurality of them are used. In particular, it is technically difficult to fill a touch sensor on a large plane such as a game area 6 〇 < m square. In contrast, in the game device 1〇1 according to the embodiment of the present invention, the card can be detected in the game area 60 by the infrared light reading codes 81〇1 to 81〇n from the back sides of the cards 80-1 to 8〇-n. In the upper position, the contact position obtained by the touch panel reading unit 300 is corrected based on the position, whereby the touch electrodes 400_1 to 4〇〇-n can be formed into inexpensive screen printing or the like. When the touch panel sheet 63 is formed, even if it is formed at a low density, the accuracy of obtaining a sufficient contact position can be obtained. Thereby, it is possible to suppress the cost and detect the contact position of the cards 80-1 to 80_. The touch device 400-1 can be touched in the game device 1〇_1 of the embodiment of the present invention. ~4〇〇_n is configured to cover 7〇% of the area of the card 8〇1~8〇n' or to be the card 8 (1 to 6 or 1/9 of the area of M~8〇n) Thereby, it is possible to suppress malfunction when detecting the contact position of the card. With such a configuration, it is possible to accurately determine the position at which the player touches the game area 60, and the game performance can be improved at low cost. 146346.doc 201032874 Moreover, in the conventional capacitive touch sensor, there is a problem that it is difficult to detect hundreds of touch sensors arranged in a planar manner in an instant. In the gaming device, the contact of the touch electrodes can be instantly detected by using the sensor microcomputer array 301 such as the sensor microcomputer HOddiO-n. Thus, in a card game requiring high-speed responsiveness. When the user touches the cards 80-1~80-n, they can immediately use cpu 1 In addition, in the game device 10-1 of the embodiment of the present invention, an example of a case where a capacitive touch sensor is used is shown, but The touch panel is not limited to this. For example, a touch panel using a resistive film such as ITO may be used. In this case, a plurality of touch electrodes are formed by using a resistive film, such as a touch electrode bucket (10)-丨-(eight). Further, in the case of using a capacitive touch sensor, there are problems such as, for example, "static card", which contains static electricity of a conductive metal When a card having a low capacitance value spans a plurality of sensors, it will react even if the two sensors are not touched, which may cause a malfunction. In contrast, the game device 1 according to the embodiment of the present invention _ In the case of 1, when the flash card is over the electrodes 400-1 to 400-n, the offset value proportional to the area of the flash card and the electrode overlap is added or subtracted from the obtained electrostatic capacitance value. According to the use of an infrared camera 26 The coordinates of the card 80-1~80_η obtained by the captured image are taken, and the overlapping area between the flash card and the electrode is calculated. Therefore, the malfunction of the flash card can be eliminated, and the card 80-146346.doc-75 can be eliminated. · 201032874 The contact of l~80-n is detected as the value of J which is not the card of the ordinary card. In addition, in the electrodes 400-1 to 400-n, the correction of the electrode characteristics can be detected. As described above, the game device 1 丨 丨 本 实施 丨 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏 游戏It is generally transparent so as not to interfere with the shooting of the infrared camera. (2) The code is recognized by the infrared photographing image and combined with the card position information, whereby the number of the touch electrodes 4〇〇_1 to 400-n can be suppressed. Further, in the game device 10-1 according to the embodiment of the present invention, it is possible to detect a plurality of cards 8 (contact positions of M to 80_n) and to detect a state of continuous contact or a contact time. Therefore, it is obtained from the user. Information can be increased, which in turn can expand the game

範圍(提高使可玩性提昇之遊戲性)。即,於卡片遊戲之遊G 戲中,可發出「特殊攻擊」、「連動攻擊」、「特殊動作」般 之多種攻擊指示’可顯著提高遊戲之操作性或親臨其境 感。 <使用投影儀之遊戲裝置10-1之構成> 再者,本發明之實施形態之遊戲系統X,可使用採用投 影儀275之構成。 參照圖25,除照明部210之外,還可使用投影儀275,而 146346.doc -76- 201032874 於遊戲區60之下部投射與卡片之操作或部隊相關之顯示 等。該情形時,可於觸碰面板板片630之下部或上部,具 備對可見光進行散射而使紅外線透過之螢幕63 5。 參照圖26,該圖26係圖2之玩家P俯視遊戲區6〇之圖。此 種構成亦可於遊戲區60之大致整個表面上配置卡片8〇 l~80-n並進行彳貞測。 參照圖27 ’該圖27係於觸碰面板板片630之下部具備對 可見光進行散射而使紅外線透過之螢幕635之示例。該登 幕係使用光學濾' 波器或玻璃纖維或光學珠粒等使來自投貪 儀275之光於螢幕上散射而進行顯示。藉此,在對於紅外 線為透明之遊戲區60中,亦可高可視性地顯示圖像。又, 當使用光學珠粒時,可獲得避免受到觸碰面板板片Mo因 接觸壓力而變形之影響之效果。 再者’於使用有投影儀275之構成中,亦可同樣地進行 遊戲及利用觸碰面板對所接觸之卡片80-1〜80-n之價測。 再者,上述實施形態之構成及動作為示例,當然可於不 脫離本發明之主旨之範圍内適當地變更並執行。 產業上之可利用性 本發明之卡片遊戲裝置將觸碰面板進行之複數個接觸债 測、與卡片位置之圖像識別加以組合,藉此可製造並銷售 一種操作性無與倫比且對使用者之吸引力較高之卡片遊戲 裝置。 【圖式簡單說明】 圖1係表示本發明之實施形態之遊戲系統X之遊戲中之外 146346.doc •77- 201032874 觀的概念圖; 圖2係玩家P於本發明之實施形態之遊戲系統χ中進行遊 戲時之概念圖; 圖3係表示本發明之實施形態之遊戲裝置丨^丨之控制構 成之方塊圖; 圖4係表示本發明之實施形態之觸碰面板讀取部3〇〇之控 制構成之方塊圖; 圖5係本發明之實施形態之遊戲裝置丨〇_丨之觸碰電極與 編碼拍攝之概念圖; 圖6係本發明之實施形態之遊戲裝置10-1之側剖面圖; 圖7係本發明之實施形態之遊戲裝置10-1之大致平面 圖; 圖8係表示本發明之實施形態之遊戲裝置1〇_丨之遊戲區 60之構成之概念圖; 圖9係本發明之實施形態之遊戲裝置丨^丨之遊戲區6〇之 剖面圖; 圖10(a)、(b)係本發明之實施形態之遊戲裝置10-1之遊 戲區60之保護層61〇及保護層611的剖面圖; 圖11係本發明之實施形態之卡片80-1之背面之編碼81 (M 之概念圖; 圖12係本發明之實施形態之遊戲裝置i〇_i之遊戲處理之 流程圖; 圖13係本發明之實施形態之遊戲裝置1〇-1之遊戲處理之 流程圖; 146346.doc -78- 201032874 圖14係表示本發明之實施形態之使用通常紙質媒體之卡 片80-1〜80_n之偵測處理之流程圖; 圖15係表示本發明之實施形態之電極大小與電極座標取 得之關係之概念圖; 圖16係表示本發明之實施形態之檢測對象之卡片之大小 與電極之計算方法的概念圖; 圖17A係本發明之實施形態之觸碰電極過大之「最差條 件」之概念圖; 圖17B係表示本發明之實施形態之觸碰電極處在「無關 帶」範圍内之情形時之計算的概念圖; 圖18係將卡片之面積等分而求出本發明之實施形態之觸 碰電極之大小時之概念圖; 圖19係表示本發明之實施形態之包含金屬箔等之炫卡的 卡片80-1〜80-n之偵測處理之流程圖; 圖20係本發明之實施形態之炫卡面積計算處理之概念 園, 圖21係表示本發明之實施形態之己方部隊處理之流程 Γ5Π · 圖, 圖22係表示本發明之實施形態之部隊所相關之資料之概 念圖; 圖23係表示本發明之實施形態之角色所相關之資料之概 念圖; 圖24係本發明之實施形態之顯示器27〇中所顯示之卡片 遊戲之遊戲畫面之概念圖; 146346.doc • 79- 201032874 之遊戲 之遊戲 之遊戲 圖2 5係本發明之實施形態之使用有投影儀之構成 裝置10-1之側剖面圖; 圖26係本發明之實施形態之使用有投影儀之構成 裝置10-1之遊戲區之平面圖;及 圖27係本發明之實施形態之使用有投影儀之構成 區60之剖面圖。 【主要元件符號說明】 5 伺服器 10-1 〜10-n 遊戲裝置 55 大型顯示裝置 60 遊戲區 70 框體 80-1~80-n 卡片 85 1C卡 100 CPU 110 記憶部 111 程式 112 資料 130 啟動ROM 140 周邊I/F 150 匯流排仲裁g| 160 圖形處理器 162 幾何圖形部 164 渲染部 146346.doc 201032874 ❿ 170 圖形記憶體 180 視訊處理器 190 音訊記憶體 200 通訊I/F 210 照明部 220 1C卡讀寫部 230 卡片退出部 240 開關 250 投幣部 260 紅外線相機 270 顯示器 275 投影儀 280 揚聲器 300 觸碰面板讀取部 301 感測器微電腦陣列 310-1〜310-n 感測器微電腦 400-1〜400-n 觸碰電極 610 保護層 611 圓錐之端部 612 圓錐之軀乾部 613 半球部 620 遊戲區用板片 630 觸碰面板板片 635 螢幕 146346.doc -81 · 201032874 640 玻璃板 810-1〜810-n 編碼 711 第1濾波器 712 第2濾波器 721 第1反射板 722 第2反射板 820 中心軸 850-1〜850-n 觸碰有效區域 1010 配置畫面 1020 城池 1030 不可侵入地帶 1040 陣地 1050 方向條 1080-1〜1080-n 己方部隊圖符 1085-1〜1085-n 己方部隊損傷程度 1087-1〜1087-n 可特殊攻擊標記 1100-1〜1100-n 敵方部隊圖符 1105-1〜1105-n 敵方部隊損傷程度 1500 角色 P 玩家 X 遊戲系統 146346.doc -82 -Scope (improves the gameplay that enhances playability). In other words, in the G-game of the card game, a variety of attack indications such as "special attack", "linked attack", and "special action" can be issued, which can significantly improve the operability of the game or the feeling of being in the game. <Configuration of Game Device 10-1 Using Projector> Further, in the game system X according to the embodiment of the present invention, a configuration using the projector 275 can be used. Referring to Fig. 25, in addition to the illumination unit 210, a projector 275 may be used, and 146346.doc -76-201032874 projects a display related to the operation or unit of the card, etc., under the game area 60. In this case, a screen 63 5 that scatters visible light and transmits infrared rays may be formed on the lower or upper portion of the panel panel 630. Referring to Fig. 26, Fig. 26 is a diagram in which the player P of Fig. 2 looks down at the game area 6〇. Such a configuration can also configure the cards 8 〇 l - 80-n on substantially the entire surface of the game area 60 and perform speculation. Referring to Fig. 27, Fig. 27 is an example of a screen 635 which scatters visible light and transmits infrared rays to the lower portion of the touch panel sheet 630. The screen is displayed by using optical filters, glass fibers, optical beads, or the like to scatter light from the 275 to the screen. Thereby, in the game area 60 which is transparent to the infrared rays, the image can be displayed with high visibility. Further, when optical beads are used, it is possible to obtain an effect of avoiding the influence of deformation of the touch panel sheet Mo due to contact pressure. Further, in the configuration in which the projector 275 is used, the game and the touch panel can be used to measure the prices of the cards 80-1 to 80-n that are in contact with each other. It is to be understood that the configuration and operation of the above-described embodiments are exemplified and can be appropriately changed and executed without departing from the spirit and scope of the invention. INDUSTRIAL APPLICABILITY The card game device of the present invention combines a plurality of contact bonds measured by a touch panel with image recognition of a card position, thereby making it possible to manufacture and sell an unparalleled operability and attraction to a user. A card game device with a higher power. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a conceptual diagram showing the concept of 146346.doc • 77- 201032874 in the game of the game system X according to the embodiment of the present invention; FIG. 2 is a game system in which the player P is in the embodiment of the present invention. FIG. 3 is a block diagram showing a control structure of a game device according to an embodiment of the present invention. FIG. 4 is a view showing a touch panel reading unit 3 according to an embodiment of the present invention. FIG. 5 is a conceptual diagram of a touch device and a coded photograph of a game device according to an embodiment of the present invention; FIG. 6 is a side cross section of the game device 10-1 according to the embodiment of the present invention; Fig. 7 is a plan view showing a game device 10-1 according to an embodiment of the present invention; Fig. 8 is a conceptual view showing a configuration of a game device 1 of a game device 1 according to an embodiment of the present invention; FIG. 10(a) and FIG. 10(b) are protective layers 61 of the game area 60 of the game device 10-1 according to the embodiment of the present invention, and FIG. 10(a) and (b) are schematic views of the game device 6 of the game device 10-1 of the embodiment of the present invention; Sectional view of protective layer 611; Figure 11 is the present invention FIG. 13 is a flowchart of the game processing of the game device i〇_i according to the embodiment of the present invention; FIG. 13 is an embodiment of the present invention. Flowchart of game processing of game device 1〇-1; 146346.doc -78- 201032874 FIG. 14 is a flowchart showing detection processing of cards 80-1 to 80_n using normal paper media according to an embodiment of the present invention; 15 is a conceptual diagram showing the relationship between the electrode size and the electrode coordinates obtained in the embodiment of the present invention. FIG. 16 is a conceptual diagram showing the size of the card to be detected and the method of calculating the electrode according to the embodiment of the present invention; Fig. 17B is a conceptual diagram showing the calculation of the case where the touch electrode of the embodiment of the present invention is in the "independent band" range; 18 is a conceptual diagram when the size of the touch electrode of the embodiment of the present invention is obtained by equally dividing the area of the card; and FIG. 19 is a card 80-1 showing a card containing a metal foil or the like according to an embodiment of the present invention. FIG. 20 is a conceptual diagram of a process of calculating a card area according to an embodiment of the present invention, and FIG. 21 is a flowchart showing a process of processing a unit of a unit according to an embodiment of the present invention. FIG. FIG. 23 is a conceptual diagram showing information relating to the role of the embodiment of the present invention; FIG. 24 is a view showing the information relating to the role of the embodiment of the present invention; A conceptual diagram of a game screen of a card game displayed; 146346.doc • Game of a game of 79-201032874 FIG. 2 is a side cross-sectional view of a device 10-1 using a projector according to an embodiment of the present invention; 26 is a plan view of a game area using a projector constituting device 10-1 according to an embodiment of the present invention; and FIG. 27 is a cross-sectional view showing a configuration area 60 using a projector according to an embodiment of the present invention. [Main component symbol description] 5 Server 10-1 to 10-n Game device 55 Large display device 60 Game area 70 Frame 80-1~80-n Card 85 1C card 100 CPU 110 Memory unit 111 Program 112 Data 130 Startup ROM 140 Peripheral I/F 150 Bus Arbitration g| 160 Graphics Processor 162 Geometry Section 164 Rendering Section 146346.doc 201032874 ❿ 170 Graphics Memory 180 Video Processor 190 Audio Memory 200 Communication I/F 210 Illumination Section 220 1C Card read/write unit 230 card exit unit 240 switch 250 coin-operating unit 260 infrared camera 270 display 275 projector 280 speaker 300 touch panel reading unit 301 sensor microcomputer array 310-1 to 310-n sensor microcomputer 400- 1~400-n Touch electrode 610 Protective layer 611 Conical end 612 Conical torso 613 Hemisphere 620 Game area plate 630 Touch panel plate 635 Screen 146346.doc -81 · 201032874 640 Glass plate 810 -1 to 810-n code 711 first filter 712 second filter 721 first reflection plate 722 second reflection plate 820 central axis 850-1 to 850-n touch effective area 1 010 Configuration screen 1020 City pool 1030 Non-intrusive zone 1040 Position 1050 Directional strip 1080-1~1080-n Self-armed icon 1085-1~1085-n Self-armed damage degree 1087-1~1087-n Special attack mark 1100-1 ~1100-n enemy forces icon 1105-1~1105-n enemy unit damage degree 1500 character P player X game system 146346.doc -82 -

Claims (1)

201032874 七、申請專利範圍: 1. 一種遊戲裝置,其特徵在於,其係構成為可配置複數個 遊戲媒體者, 各個上述遊戲媒體係於接地面上印刷有在不可見光下 可識別之包含表示遊戲角色所固有之特性之資料的碼型 ,樣, 上述遊戲裝置包括: 顯示部’其顯示圖像; ® +面’纟使不可見光透過; 第1檢測部·,其用以檢測上述平面上之各個遊戲媒 體之位置、及配置於上述平面之上述遊戲媒體之碼型 樣; 第2檢測部,其檢測針對上述平面之接觸狀態;及 控制部’其根據藉由上述第1檢測部所檢測出之上 述遊戲媒體之位置與碼型樣’或者根據藉由第1檢測部 φ 所檢測出之上述遊戲媒體之位置與碼型樣及藉由上述第 2檢測部所檢測出之接觸狀態,而控制顯示於上述顯示 部之圖像資訊。 . 2.如請求項1之遊戲襄置,其中 上述控制部計算各個上述遊戲媒體之按下位置或按下 時間’並根據該按下位置或按下時間而變更上述遊戲角 色之行動指示。 3.如請求項1之遊戲裳置,其中 上述第2檢測部包含複數個導電性構件, 146346.doc 201032874 該導電性構件之各自之面積,相對於將與上述平面接 上述遊戲媒體之接地面之外形尺寸設為ΑχΒ時之 整體面積’具有基於特定值之平方值的特定比例,且 ㈣件之面積之外形尺寸包含上述Α與上述A 乘以上述特定值所得之值a之差c、及上述b與上述b乘以 上述特定值所得之值b之差D。 4. 如請求項3之遊戲襞置,其中 述導電)·生構件之各自之面積係以佔上述接地面之整 體面積之1/6或1/9的面積而形成。 5. 如請求項3之遊戲裝置,其中 上述導電性構件t面積係形《為佔據上述接地面之整 體面積之70%以上。 6. 如請求項1之遊戲裝置,其中 上述第2檢測部係藉由靜電電容式觸碰感測器而檢測 靜電電容值; 上述導電性構件係使用電極。 7·如請求項6之遊戲裝置,其中進而包括: 對複數個上述電極之靜電電容值進行檢測之感測器微 電腦陣列;且 藉由上述感測器微電腦陣列而即時地對複數個上述電 極之靜電電容值進行檢測。 8.如請求項1至7中任一項之遊戲裝置,其中 上述遊戲媒體包含靜電電容值不同之遊戲媒體, 該遊戲裝置包含上述靜電電容值不同之遊戲媒體時, 146346.doc 201032874 進而包括: μ面積計算機構,其根據上述第1檢測部之圖像,而 計算上述靜電電容值不同之遊戲媒體、上述平面及上述 電極重疊之面積,且 上过:面積计算機構係修正上述靜電電容值不同之遊 戲媒體之靜電電容值。 9. -種遊戲I置,其特徵在於,其係構成為可配置複數個 遊戲媒體者, 各個上述遊戲媒體係於接地面上印刷有在不可見光下 可識別之包含表示遊戲角色所固有之特性之#料的碼型 樣, 上述遊戲裝置包括: 遊戲執行部; 平面部,其包含使不可見光透過之構成; 放射部,其自上述遊戲裝置之内部放射上述不可見 光; 攝像部,其將上述不可見光透過上述平面部後經上 述遊戲媒體之接地面反射而返回到上述平面部之侧的不 可見光作為圖像而於上述遊戲裝置之内部加以捕獲; 圖像檢測部,其對上述攝像部所拍攝之圖像資料進 行處理,而對包含上述平面部上之上述遊戲媒體之位 置、與印刷於各個上述遊戲媒體之表示遊戲角色所固有 之特性之資料之資訊進行檢測,並供給至上述遊戲執行 部;及 146346.doc 201032874 d °卩,其檢測對上述平面部之接觸資訊並供 =述遊戲執行部;且,上述遊戲裝置係構成為: 對應於由玩穿丄 豕於上述平面部對遊戲媒體進行之操作, 、―述圖像檢測部及上述接觸檢測部所檢測之資訊 作為玩家之操作資訊而供給至上料戲執行部, ^述遊戲執行部響應該操作資訊而執行遊戲; a备玩豕於遊戲進行中進行使上述遊戲媒體於上述平面 操作時’藉由上述圖像檢測部而檢測該遊戲媒 體之移動,i t ,, 藉由上述接觸檢測部而檢測對上述平面 邛之接觸,並根據上述圖像檢測部及上述接觸檢測部所 檢測之操作資訊而控制上述遊戲之進行。 ίο. 種遊戲裝置,其特徵在於,其係構成為可配置複數個 遊戲媒體者, 上述遊戲媒體之各者係於接地面印刷有在不可見光下 可識別之包含表示遊戲角色所固有之特性之資料之碼型 樣, 上述遊戲裝置包括: 遊戲執行部; 平面部’其構成為包含遊戲媒體操作區域(遊戲 區)’且使不可見光透過,該遊戲媒體操作區域係由面構 成’該面具有可配置複數個遊戲媒體之寬度,且可藉由 玩家之操作而使所配置之遊戲媒體向任意位置移動; 光源部,其配置為自上述遊戲裝置之内部以不可見 光照射上述配置之遊戲媒體之面向上述平面部的一側; 146346.doc 201032874 攝像部,其配置於上述遊戲裝置内,並於上述不可 見光下拍攝上述配置之遊戲媒體之面向上述平面部之一 侧; 圖像檢測部,其對上述攝像部所拍攝之圖像資料進 行處理,而對包含上述遊戲媒體操作區域中之上述遊戲 媒體之位置、與印刷於各個上述遊戲媒體之表示遊戲角 色所固有之特性之資料之資訊進行檢測,並供給至上述 遊戲執行部;及 接觸檢測部,其於上述遊戲媒體操作區域之下部包 含透明構件,用以檢測來自上方之針對配置有上述遊戲 媒體之上述平面部之接觸資訊,並供給至上述遊戲執行 部;且’上述遊戲裝置係構成為: 對應於玩家於上述平面部對遊戲媒體進行之操作,將 藉由上述圖像檢測部所檢測之資訊作為玩家之操作資訊 供給至上述遊戲執行部,上述遊戲執行部響應該操作資 訊而執行遊戲; 當玩家於遊戲進行中進行使上述遊戲媒體於上述平面 部移動之操作時,一邊藉由上述圖像檢測部而檢測該遊 戲媒體之移動,一邊藉由上述接觸檢測部而檢測針對上 述平面部之接觸,並根據藉由上述接觸檢測部所檢測出 之資訊而控制上述遊戲之進行。 11. 一種遊戲裝置之控制方法,其特徵在於,其係構成為可 配置複數個遊戲媒體之遊戲裝置之控制方法, 各個上述遊戲媒體係於接地面印刷有在不可見光下可 146346.doc 201032874 識別之包含表示遊戲角色所固有之特性之資料之碼型 樣, 上述遊戲裝置包括:平面,其使不可見光透過;第1 檢測部,其用以對上述平面上之各遊戲媒體之位置、及 配置於上述平面之上述遊戲媒體之碼型樣進行檢測;及 第2檢測部,其用以對經由所配置之複數個上述遊戲媒 體中之任一者而接觸上述平面之接觸狀態進行檢測;且 於上述遊戲裝置之控制部構成為: 根據經配置於平面部之上述遊戲媒體之接地面所反馨 射之上述不可見光而作成圖像資料; 將上述圖像資料進行處理,而對包含上述平面部上 ^上述遊戲媒體之位置、與印刷於上述各遊戲媒體之表 示遊戲角色所固有之特性之資料之操作資訊進行檢測; 進一步檢測針對配置有上述遊戲媒體之上述平面部 之接觸資訊; 當玩家於遊戲進行中進行使上述遊戲媒體於上述平 面部移動之操作時,根據上述操作資訊與上述接觸資訊. 而控制上述遊戲之進行。 12. -種遊戲裝置之控制程式,其特徵在於,其係構成為可 配置複數個遊戲媒體之遊戲裝置之控制程式, - 各個上述遊戲媒體係於接地面印刷有在不可見光下可 - 識別之包含表示遊戲角色所固有之特性之資料之碼型 樣, 上述遊戲裝置包括:平面,其使不可見光透過;第^ 146346.doc • 6 - 201032874 檢測部’其用以對上述平面上之各遊戲媒體之位置、及 配置於上述平面之上述遊戲媒體之碼型樣進行檢測;及 第2檢測部,其用以檢測針對配置有上述遊戲媒體之上 述平面之接觸狀態;且 於上述遊戲裝置之控制部執行如下步驟: 根據經配置於平面部之上述遊戲媒體之接地面所反 射之上述不可見光而作成圖像資料; 將上述圖像資料進行處理,而對包含上述平面部上 之上述遊戲媒體之位置、與印刷於上述各遊戲媒體之表 示遊戲角色所固有之特性之資料之操作資訊進 檢測針對配置有i述遊戲媒體之上述平面部之接觸 資訊;及 當玩家於遊戲進行巾進行使上述遊戲媒體於上述平 面部移動之操作時,根據上述操作資訊與上述接觸資訊 而控制上述遊戲之進行。 。201032874 VII. Patent Application Range: 1. A game device, characterized in that it is configured to be configurable for a plurality of game media, each of the game media being printed on a ground plane with a display game identifiable under invisible light The game device includes: a display portion 'the display image thereof; a + surface' to transmit the invisible light; and a first detecting portion for detecting the plane on the plane. a position of each of the game media and a code pattern of the game medium disposed on the plane; a second detecting unit that detects a contact state with respect to the plane; and a control unit that detects the contact state by the first detecting unit Controlling the position and code pattern of the game medium or controlling the position and pattern of the game medium detected by the first detecting unit φ and the contact state detected by the second detecting unit Image information displayed on the above display unit. 2. The game device of claim 1, wherein the control unit calculates a pressed position of each of the game media or a pressed time' and changes an action indication of the game character based on the pressed position or the pressed time. 3. The game skirt of claim 1, wherein the second detecting portion comprises a plurality of conductive members, 146346.doc 201032874 respective areas of the conductive members are connected to a ground plane of the game medium to be connected to the plane The outer dimension of the outer dimension is set to a specific ratio based on the square value of the specific value, and the outer dimension of the area of the (four) piece includes the difference c between the above-mentioned value A obtained by multiplying the above A by the specific value, and The difference D between the above b and the value b obtained by multiplying the above b by the specific value. 4. The game device of claim 3, wherein the respective areas of the conductive members are formed by an area occupying 1/6 or 1/9 of the entire area of the ground plane. 5. The game device of claim 3, wherein the conductive member t area is "more than 70% of the entire area of the ground plane. 6. The game device of claim 1, wherein the second detecting unit detects a capacitance value by a capacitive touch sensor; and the conductive member uses an electrode. 7. The game device of claim 6, further comprising: a sensor microcomputer array for detecting a capacitance value of the plurality of electrodes; and instantaneously pairing the plurality of electrodes by the sensor microcomputer array The electrostatic capacitance value is detected. 8. The game device according to any one of claims 1 to 7, wherein the game medium comprises game media having different electrostatic capacitance values, and the game device comprises the game media having different electrostatic capacitance values, 146346.doc 201032874 further comprising: The μ area calculating unit calculates an area in which the game medium having different electrostatic capacitance values, the plane and the electrode overlap according to an image of the first detecting unit, and the area calculating unit corrects the electrostatic capacitance value The electrostatic capacitance value of the game media. 9. A game I device, characterized in that it is configured to be configurable for a plurality of game media, each of the game media being printed on a ground plane with identifiable invisible light including characteristics inherent to the game character The game device includes: a game execution unit; a plane portion including a configuration for transmitting invisible light; a radiation portion for radiating the invisible light from inside the game device; and an imaging unit that performs the above The invisible light that has passed through the planar portion and is reflected by the ground surface of the game medium and returned to the side of the planar portion is captured as an image in the game device; the image detecting unit is applied to the imaging unit The captured image data is processed, and information including the position of the game medium on the plane portion and the information of characteristics unique to the game character printed on each of the game media is detected and supplied to the game execution. And 146346.doc 201032874 d °卩, its detection is connected to the above plane Touching the information and providing the game execution unit; and the game device is configured to: operate the game medium by playing through the plane portion, and the image detecting unit and the contact detecting unit The detected information is supplied to the loading play execution unit as the operation information of the player, and the game execution unit executes the game in response to the operation information; a game play is performed while the game medium is being played on the plane operation. The image detecting unit detects the movement of the game medium, and detects contact with the plane by the contact detecting unit, and controls based on the operation information detected by the image detecting unit and the contact detecting unit. The above game is carried out. The game device is characterized in that a plurality of game media are configurable, and each of the game media is printed on a ground plane with a feature identifiable in invisible light that includes characteristics inherent to the game character. In the code pattern of the data, the game device includes: a game execution unit; the plane portion 'which is configured to include a game medium operation area (game area)' and transmits invisible light, and the game medium operation area is constituted by a surface The width of the plurality of game media can be configured, and the configured game media can be moved to an arbitrary position by the operation of the player; and the light source unit is configured to illuminate the configured game media with invisible light from inside the game device. a side facing the planar portion; 146346.doc 201032874 an imaging unit disposed in the game device and capturing one side of the planar portion facing the game medium disposed in the invisible light; and an image detecting unit Processing the image data captured by the camera unit, and including the above game The information of the game media in the media operation area and the information of the information of the characteristics of the game media that are unique to the game character are detected and supplied to the game execution unit; and the contact detection unit is used in the game. a lower portion of the media operation area includes a transparent member for detecting contact information from the upper portion of the planar portion on which the game medium is disposed, and is supplied to the game execution portion; and the game device is configured to: correspond to the player The plane portion operates on the game medium, and the information detected by the image detecting unit is supplied to the game execution unit as the operation information of the player, and the game execution unit executes the game in response to the operation information; While the operation of moving the game medium on the plane portion is being performed, the image detecting unit detects the movement of the game medium while detecting the contact with the plane portion by the contact detecting unit, and according to Detected by the contact detecting unit Information and control the above games. A control method for a game device, characterized in that it is configured as a control method for a game device in which a plurality of game media can be arranged, and each of the game media is printed on a ground plane and can be identified under invisible light by 146346.doc 201032874 A code pattern including information indicating characteristics unique to a game character, the game device including: a plane for transmitting invisible light; and a first detecting unit for locating and arranging the game media on the plane Detecting a code pattern of the game medium on the plane; and detecting, by the second detecting unit, a contact state contacting the plane via any one of the plurality of game media disposed; and The control unit of the game device is configured to: generate image data based on the invisible light that is reflected by the ground surface of the game medium disposed on the plane portion; and process the image data to include the plane portion The position of the game media mentioned above and the game characters that are printed on the respective game media are inherent The operation information of the characteristic data is detected; the contact information for the plane portion in which the game medium is disposed is further detected; and when the player performs the operation of moving the game medium on the plane portion during the game, according to the operation information Contact the above information and control the progress of the above game. 12. A control program for a game device, characterized in that it is configured as a control program for a game device in which a plurality of game media can be arranged, - each of the game media is printed on a ground plane and is identifiable in invisible light a code pattern containing information indicating characteristics inherent to a game character, the game device including: a plane that transmits invisible light; the first 146346.doc • 6 - 201032874 detection unit 'is used for each game on the plane a location of the media and a code pattern of the game medium disposed on the plane; and a second detecting unit configured to detect a contact state with respect to the plane in which the game medium is disposed; and control of the game device Performing the following steps: creating image data according to the invisible light reflected by the ground plane of the game medium disposed on the plane portion; processing the image data to the game medium including the plane portion Location, and information printed on each of the above game media indicating characteristics inherent in the game character The information detection is performed for the contact information of the plane portion in which the game medium is disposed; and when the player performs the operation of moving the game medium on the plane portion in the game, the control information is controlled according to the operation information and the contact information. The above game is carried out. . 146346.doc146346.doc
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