TW201034726A - Gaming device - Google Patents

Gaming device Download PDF

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Publication number
TW201034726A
TW201034726A TW099107857A TW99107857A TW201034726A TW 201034726 A TW201034726 A TW 201034726A TW 099107857 A TW099107857 A TW 099107857A TW 99107857 A TW99107857 A TW 99107857A TW 201034726 A TW201034726 A TW 201034726A
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TW
Taiwan
Prior art keywords
information
character
display
symbol
mentioned
Prior art date
Application number
TW099107857A
Other languages
Chinese (zh)
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TWI388361B (en
Inventor
noriko Urabe
Ayumi Hasegawa
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Bandai Co
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Publication of TWI388361B publication Critical patent/TWI388361B/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/323Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Toys (AREA)

Abstract

The present invention provides a portable gaming device, which can carry out playing and demonstration of the game according to the information storage media installed in the device. The portable gaming device of this invention, under the condition that the information storage media is installed at the installation section already existing at back side of a transmissive liquid crystal display, symbols based on the game role identification information obtained from the information storage media to be displayed on the surface of the information storage media, together with the same symbols to be displayed on the transmissive liquid crystal display, are overplayed and visible through the display. In this way, the symbols are displayed on the display.

Description

201034726 六、發明說明: 【發明所屬之技術領域】 4 本發明係關於一種遊戲裝置之技術者。 【先前技術】 關於可攜帶的遊戲裝置,已知各式各樣者。其中,存在 一種專利文獻1及專利文獻2中所揭示之遊戲裝置。 專利文獻1中,提出一種利用可裝卸於遊戲裝置之記憶 卡作為遊戲程式之記憶媒體的遊戲裝置。該遊戲裝置係在 〇 將記憶卡插入至遊戲裝置之狀態下,透過液晶畫面而能看 到貼附於該記憶卡背面之封條,藉此可將該封條之圖樣等 用作遊戲畫面之背景。 又,專利文獻2中,提出一種根據可裝卸於遊戲裝置之 卡匣(cartridge)而登錄遊戲中能利用之角色的遊戲裝置。 除用以識別角色之資訊外,該遊戲裝置還自卡匣中取得用 以決定該角色之變化(variation)之資訊,藉此,不僅能利 ❹用該角色,而且可使同一角色具有變化。 [先前技術文獻] [專利文獻] [專利文獻1]日本專利特開平丨號公報 [專利文獻2]日本專利特開2008-194320號公報 【發明内容】 [發明所欲解決之問題] 然而,於上述遊戲裝置中,例如在將保持有關於遊戲角 色之資訊之卡£之類的資訊保持媒體安裝於遊戲裝置時, 146085.doc 201034726 無法根據該資訊保持媒體而於顯示部上進行演示播放。 ^此,本發明之目的在於提供—種能根據安裝於裝置上 之資訊保持嫖體來進行演示播放之遊戲裝置。 [解決問題之技術手段] 本發明例如可作為一種遊戲裝置而實現。該遊戲裝置之 特徵在於:其係執行遊戲者,且包括:表,該表中將用以 戲角色之識別資訊、與表示角色之符號形成關聯而 保持媒體,且於該資替持媒持識別資訊之資訊 亥貝Λ保持媒體之表面上之特定位置顯示 顯示機構,其係顯示遊戲畫面者,透過顯示機構 至1叹置於顯示機構背面側之安裝部上所安裝之 持媒體的表面;取擇撼娃 .Α 乐 持媒ntr 安裝於安裝部上之資訊保 傲某體取付角色之識別資訊;抽取機構,其自表中抽取出 構由:得機構所取得之識別資訊相關聯之符號:檢測機 機構裝部上已安裝有資訊保持媒體;及顯示控制 亍機槿田善機構檢測到資訊保持媒體時,在能透過顯 '、機=而看到資訊保持媒體上之符號之顯示機構上的區域 相==構所抽取之符號以與資訊保持媒體上之符 泥相室疊之方式而顯示。 [發明之效果] 根據本發明’可提供—種例如能根據安裝於裝置上之資 訊保持媒體來進行演示播放之遊戲裝置。 【實施方式】 以下’參照隨附圖式,並依據較佳實施形態來詳細說明 146085.doc 201034726 本發明。 [第1實施形態] <遊戲裝置之構成> 於第1實施形態中’對於將本發明之遊戲裝置應用於可 攜式遊戲裝置之情形進行說明。圖la及圖ib係表示第i實 ㈣態之可攜式遊戲農置100之外觀之一例的示圖。圖ia 表示自正面看到的可攜式遊戲農置1〇〇之情形,圖ib表示 〇 ⑨圖la之箭頭m方向看到的可播式遊戲裝置⑽之側面 (右側面)之情形。再者,於圖认以下之圖式中,將以下說 月中所使用之σρ为表示為中心,例如,對於電源開關等並 非本實施形態主旨之部分,則省略圖示。 如圖la所示’可攜式遊戲裝置1〇〇包括:由穿透式液晶 顯示器構成之顯示部101、操作按鈕1〇2a~l〇2c、及led (Llght Emmnig Diode,發光二極體)1〇3。於顯示部 1〇1 上’進行後述之角色之顯示等各種遊戲畫面之顯示。又, 〇顯示部1G1於其表面上具備觸控面板。操作按钮购〜職 及顯示部⑻上之觸控面板係作為用於讓可攜式遊戲裝置 100之玩家輸入各種操作指示之輸入機構而發揮功能。 LED 103根據玩家之操作或遊戲之進展而發光。 又,如圖lb所示,可攜式遊戲裝置100於顯示部101之背 面側具借插槽部1〇4 ’其中插入有用於保持關於遊戲角色 之資訊之卡E。於插槽部104之内部,配置有用於讀取該 卡II表面上所形成之凹凸的讀取部1〇5、及用於檢測該卡 E之滑動操作的滑動檢測部1〇6。即,卡昆係本發明中所 146085.doc 201034726 ,及之「資訊保持媒體」’插槽部1〇4相當於「安裝 讀取部⑽相當於「取得機構」,讀取部1〇5及 咖测部106構成「檢測機構」。再者,卡E、插槽部 =、讀取部105、滑動檢测部106僅為資訊保持媒體、安 裝部、取得機構、檢測機構之一 11田然絲毫不限定於該 專。因此,作為資訊保持媒體之卡厘向插槽部ι〇4中之安 裝方法未必限於插人,只要切與作為安裝部之插槽部 4之關係中包合「安裝」之概念,則可變形為各種方 法。 圖2係表示第!實施形態之可攜式遊戲裝置刚之硬體構 成之一例的方塊圖。可攜式遊戲裝置1〇〇之各部經由匯流 排200而彼此連接。再者,顯示部⑻、㈣ι〇3及讀取部 105與圖1中為相同之構成要素。 cpu(Central Proeessing Unit,中央處理單元伽係使用 儲存於R〇M(Read 〇nly Mem〇ry,唯讀記憶體)2〇3中之程 式及資料、以及暫時保持於RAM(Rand〇m201034726 VI. Description of the invention: [Technical field to which the invention pertains] 4 The present invention relates to a technician of a game device. [Prior Art] Various types of game devices are known. Among them, there is a game device disclosed in Patent Document 1 and Patent Document 2. Patent Document 1 proposes a game device that uses a memory card detachable from a game device as a memory medium of a game program. In the state where the memory card is inserted into the game device, the game device can see the seal attached to the back of the memory card through the liquid crystal screen, whereby the pattern of the seal can be used as the background of the game screen. Further, Patent Document 2 proposes a game device that registers a character that can be used in a game based on a cartridge that can be attached to and detached from a game device. In addition to the information used to identify the character, the gaming device obtains information from the card to determine the variation of the character, thereby not only benefiting the character but also changing the same character. [Prior Art Document] [Patent Document 1] Japanese Patent Laid-Open Publication No. JP-A-2008-194320 (Patent Document 2) [Problems to be Solved by the Invention] However, In the game device described above, for example, when a information holding medium such as a card holding information on a game character is attached to the game device, 146085.doc 201034726 cannot perform presentation play on the display unit based on the information holding medium. Accordingly, it is an object of the present invention to provide a game device capable of performing presentation playback in accordance with information held on a device. [Technical means for solving the problem] The present invention can be realized, for example, as a game device. The game device is characterized in that it is a player and includes a table in which the identification information of the character is used to associate with the symbol representing the character to maintain the media, and the identification is held by the media. Information of the information Haibei maintains a specific position display display mechanism on the surface of the media, which displays the game screen, and displays the surface of the medium mounted on the mounting portion on the back side of the display mechanism through the display mechanism;撼 撼 Α Α 乐 乐 乐 n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n The information maintenance medium is installed on the detection mechanism's loading section; and the display control machine is used to display the information on the media through the display and the machine. The symbol extracted by the region phase == is displayed in a manner overlapping with the mud on the information holding medium. [Effects of the Invention] According to the present invention, a game device capable of performing presentation playback based on, for example, a resource holding medium mounted on a device can be provided. [Embodiment] Hereinafter, the present invention will be described in detail with reference to the accompanying drawings, and in accordance with the preferred embodiments, 146085.doc 201034726. [First Embodiment] <Configuration of Game Device> In the first embodiment, a case where the game device of the present invention is applied to a portable game device will be described. Fig. la and Fig. ib are diagrams showing an example of the appearance of the portable game farm 100 in the i-th (fourth) state. Fig. ia shows the case where the portable game farm is seen from the front, and Fig. ib shows the side (right side) of the playable game device (10) seen in the direction of the arrow m in Fig. 9 . In the following drawings, the σρ used in the following is used as a center. For example, a power switch or the like is not a part of the present embodiment, and the illustration is omitted. As shown in FIG. 1A, the portable game device 1 includes a display unit 101 composed of a transmissive liquid crystal display, operation buttons 1〇2a to l2c, and led (Llght Emmnig Diode). 1〇3. Display of various game screens such as display of a character to be described later is performed on the display unit 1〇1. Further, the display unit 1G1 is provided with a touch panel on its surface. The touch panel on the operation button and the touch panel on the display unit (8) function as an input mechanism for the player of the portable game device 100 to input various operation instructions. The LED 103 emits light according to the progress of the player or the progress of the game. Further, as shown in Fig. 1b, the portable game device 100 has a card portion E ’4' inserted on the back side of the display unit 101 with a card E for holding information on the game character. Inside the slot portion 104, a reading portion 1?5 for reading the unevenness formed on the surface of the card II, and a slide detecting portion 1?6 for detecting the sliding operation of the card E are disposed. That is, the quinque is 146085.doc 201034726 in the present invention, and the "information holding medium" slot portion 1〇4 corresponds to the "mounting and reading unit (10) corresponding to the "acquisition mechanism", the reading unit 1〇5 and The coffee detecting unit 106 constitutes a "detecting mechanism". Further, the card E, the slot portion =, the reading unit 105, and the slide detecting unit 106 are only one of the information holding medium, the mounting unit, the obtaining means, and the detecting means. Therefore, the method of attaching the card to the slot portion ι4 as the information holding medium is not necessarily limited to the insertion, and the shape can be deformed by the concept of "installation" in the relationship with the slot portion 4 as the mounting portion. For various methods. Figure 2 shows the first! A block diagram of an embodiment of the portable game device of the embodiment. The respective parts of the portable game device 1 are connected to each other via the bus bar 200. Further, the display units (8), (4), and the reading unit 105 are the same constituent elements as those in Fig. 1. Cpu (Central Proeessing Unit), the central processing unit gamma uses the program and data stored in R〇M (Read 〇nly Mem〇ry) 2〇3, and temporarily held in RAM (Rand〇m

Memory,隨機存取記憶體)2〇2中之資料等來進行可攜式遊 戲裝置100整體之控制,並且進行遊戲處理。又,於咖 201内部,設置有未圖示之計時器,CpU2〇i可進行計時。 RAM 202能適當提供用於暫時記憶處理中的資料之區 域、用於將讀取部1〇5之讀取結果及滑動檢測部1〇6之 結果作為資料暫時記憶之區域、及cpu 2〇1進行各種處理 時所要使用之工作區域等各種區域。 ROM 203中儲存有用於使cpu 2〇1進行可攜式遊戲裝置 146085.doc 201034726 100整體之控制並執行遊戲處理之程式及資料。該資料中The data in the memory, the random access memory, and the like 2 are used to control the entire portable game device 100, and the game processing is performed. Further, a timer (not shown) is provided inside the coffee maker 201, and CpU2〇i can be timed. The RAM 202 can appropriately provide an area for temporarily storing data in the process, an area for temporarily reading the result of the reading of the reading unit 1〇5 and the result of the sliding detecting unit 1〇6, and cpu 2〇1 Various areas such as a work area to be used in various processes. The ROM 203 stores programs and materials for causing the CPU 2 to perform the control of the portable game device 146085.doc 201034726 100 and execute the game processing. In the information

• &含後述之角色表。又’該表之資料被適當載人至RAM 202中而於處理時使用。 操作部204對應於操作按鈕1〇2a〜1〇2c及顯示部ι〇ι上之 觸控面板而接受來自玩家之操作。聲音輸出部2〇5將按紐 .《觸控面板受到操作時之操作音、及配合遊戲進展之效果 音等進行聲音輸出。 Q 卡匣檢測部206包括讀取部及滑動檢測部1〇6,用於 檢測插入至插槽部1()4中之卡£。讀取部1{)5檢測切之插 入情況,並讀取記錄於該卡£中之資訊,將所讀取之資訊 儲存於RAM 202中。即,讀取部1〇5係作為本發明中所提 及之「取得機構」而發揮功能。又,滑動檢測部1〇6檢測 卡®於插槽部HM内部之滑動操作,並將該檢測結果儲存 於RAM 202中。~,包括讀取部⑻及滑動檢測部而在内 的卡匣檢測部206相當於「檢測機構」。 〇 或者,於本實施形態、中,卡昆可於插槽部UM内部進行 滑動操作,但滑動操作並非必需。只要能以某種形式將作 為資訊保持媒體之卡匿安裝於作為安裝部之插槽部104中 即可’此時,滑動檢測部106亦並非為必需,只要係 測卡匣於插槽部104令之安裝情況者即可。 、欢 又,作為「取得機構」之讀取部1〇5亦可兼作「檢測機 構J。此時,對於作為「取得機構」之讀取部⑽,士賣取 保持於卡匿中之識別資訊後,檢測卡昆已安裝於插槽部 1〇4。如此一來’對於「取得機構」'「檢測機構」二 146085.doc 201034726 在可達成其功能之範圍内進行各種變形。 <卡匣之構成> 圖3係表示第1實施形態的可攜式遊戲裝置1〇〇中所插入 之卡WG0之外觀之—例的示圖。卡g則係作為資訊保持 媒體而保持用於識別遊戲中的角色之資訊,並且係為了將 该資訊輸入至可攜式遊戲震置1〇〇中而使用。再者,於卡 ®3〇〇中,記錄有與遊戲中的任—角色相對應之資訊。 於卡E 300表面上之特定的位置上,顯示有象徵與卡匿 鳩中所保持之資訊相對應之角色的符號3G1。關於顯示方 去,可精由直接印刷於卡匣300之表面而顯示,亦可藉由 將符號3(H之封條貼附於卡請G之表面而顯示,另外,曰還 可形成已做成符號3 〇 1之形狀的凸部或凹部。即,只要能 看到符號301,則可為任何顯示方法。於本實施形態中, 使用元素符號來設定角色名,並將該角色名作為符號 301於圖3中,£現出顯示有元素符號H(氫)之卡匿则來 作為符號301之—例。玩家可藉由看到符號3〇ι而識別與該 卡匣300對應之角色。 於卡H 300之表面上部,配置有表示關於符號训之角色 之貧訊的凹凸部302。凹凸部3〇2例如係由對應於位元〇之 凹部、及對應於位元i之凸部的組合所構成。如下所述, 凹凸。P 302表示用於根據該組合來識別角色之資訊。再 者’如圖3所示’於卡E3〇〇上,亦可設置用於安裝卡帶 (strap)之卡帶孔303。 <重新載入操作之方法> 146085.doc 201034726 本實施形態中,玩家進行如下操作:將卡匣300插入至 插槽部104中’且使卡匣3〇〇於已插入之狀態下進行滑動操 作’藉此’可使與該卡匣3〇〇對應之角色能在可攜式遊戲 裝置100中被利用。以下,將該操作稱為「重新載入」。 圖4a及圖仆係表示第1實施形態的可攜式遊戲裝置100中之 重新載入操作之情形之一例的示圖。 如圖4a所示,玩家首先將卡匣300沿插槽部104之上端部 而向則頭401方向插入。如上所述,由於顯示部丨〇 1係穿透 弋液sa ‘J示器,故而玩家可透過顯示部1 〇 1而看到所插入 之卡匣300。此時,根據插槽部104内部之讀取部105所具 有之開關(未圖式)是否已被卡g期之凹凸部搬按下而由 賣取π 105取仔卡g3G()之資訊,並且將該讀取結果储存於 RAM 202 中。 ' —在將卡H3GG插人至插槽部1()4之最深部之後,如圖倾 丁玩豕進行如下操_ :使丨匿则朝插槽部刚之下端部 而沿箭頭402方向滑動。當卡㈣〇到達插槽部m之下端 p夺藉由插槽部104内部之滑動檢測部而檢測卡匣 已J達下端。P。;骨動檢測部1〇6將該檢測結果儲存於 RAM 202中。再者’插槽部ι〇4包括未圖示之 以便讓玩家可容县祕、隹,_ > 稱 易地進仃卡匣3〇〇之滑動操作。例如, 了將卡匣300之滑動太A + 马 動方向限疋為特別規定之方向, 槽部104内部沿該滑叙古^ 了於插 月動方向而設置與卡匣3〇〇相接 來作為該導引機構。 摆之犬起部 其後,玩家沿箭頭4〇] f ^ , 頌〇3方向取出滑動至插槽部1〇4下端部 146085.doc 201034726 之卡匣3 00,藉此完成重新載入操作。 再者,CPU 201亦可根據讀取部105之讀取結果及滑動檢 測部106之檢測結果而使LED 1 〇3發光。例如,cpu 201亦 可在讀取部105讀取成功之後’由滑動檢測部1 〇6檢測到卡 E 300之情況下使LED 103發光。藉此,玩家可視覺上確認 重新載入操作之成功。 (卡匣之讀取方法) 此處’更具體地說明卡匣300之讀取方法。圖5係表示第 1實施形態的卡匣300中之凹凸部302之構成之一例的示 圖。於圖5中,白色所示之部分表示凹部,黑色所示之部 分表示凸部。凹凸部302包括資料訊號部分5〇1與同步訊號 部分502,並且係藉由各凹部與凸部之組合而構成。在將 卡匣300對於插槽部1〇4沿箭頭500所示之方向插入後,當 凹凸部3 〇2中之各凸部通過讀取部} 〇5時,開關被按下。 同步§fl號為固定的訊號,故而所有的卡匣3〇〇具有關於 同步δΐΐ號部分502而共通之構成。在將卡匣3〇〇插入至插槽 邙104後,首先,藉由開關之按下而檢測到同步訊號部分 502之開始觸發。藉此,讀取部1〇5開始進行資料訊號及同 步讯號之讀取。繼開始觸發之後,由規則地配置於同步訊 號部分502中之凸部而將開關依序按下。讀取部1〇5以同步 訊號部分502之開關之按下位置為基準而特定出資料訊號 部分501之各訊號。 如圖5所示,各卡Ε 300之資料訊號部分5〇1包括凹凸, 該凹凸除對應於8位元之資料訊號(d〇〜d7)外亦對應於丄 146085.doc 1Λ 201034726 位元之起動訊號⑽、2位元之奇偶同位(parity)(p〇、p i)及 1位元之終端訊號(e〇)。資料訊號針對每個遊戲角色而以不 同的8位元之貪訊表現。χ,於圖5中,將起動訊號川設 為凹部(S〇=〇),將終端訊號512設為凸部(£〇=1),並於所有 的卡匣3〇〇中共通。 資料訊號部分501之奇偶同位係用於經特定出的資料訊 號中之錯誤檢測。該奇偶同位係藉由基於開關被資料訊號 •❹之凸部按壓之次數N(d〇〜d7中之丨的個數)之餘數運算(m〇d) 而生成。此處,圖6係表示第1實施形態之奇偶同位之生成 方法之一例的表。於本實施形態中,根據由((N+1) m〇d 4) 所计开出的餘數601而生成奇偶同位?1(6〇2)、p〇(6〇3)。此 處,圖7係表示第1實施形態之資料訊號及奇偶同位之一例 的不圖。再者,關於開始觸發,省略其圖示。如7〇1所 不’當資料訊號為丨(二進位數為1}時,餘數6〇1為2,奇偶 • 同位為P1 = 1、P〇=〇。又,如702所示,當資料訊號為6(二 〇 進位數為11〇)時,餘數601為3,奇偶同位為pl==1、p〇=;1。 於卡匣300之資料訊號部分501中,記錄有根據資料訊號而 以上述方式所生成之奇偶同位。 由讀取部105讀取之資料訊號與奇偶同位係作為數位訊 號而儲存於RAM 202中。CPU 201可根據資料訊號與奇偶 同位是否為圖6所示之關係來判定資料訊號之讀取結果中 有無錯誤。 <重新載入處理之順序> 其次’對使用本實施形態之可攜式遊戲裝置1〇〇所實施 146085.doc • 11 · 201034726 的重新載入處理進行說明。圖8係表示第丨實施形態之重新 載入處理之順序之流程圖。又,圖9係表示第1實施形態之 重新載入處理中之顯示部101之顯示畫面之一例的示圖。 再者用於使CPU 201依圖8所示之流程圖進行處理的程式 及資料被儲存於R0M 2〇3中,cpu 2〇1使用上述程式及資 料進行處理,藉此,本實施形態之可攜式遊戲裝置1〇〇進 行以下所說明之各處理。 首先,於步驟S801中,CPU 201判定是否開始進行重新 載入操作。此處,CPU 2〇〖例如根據是否已藉由使用操作 P 之玩豕之插作而選擇主選單中之開始重新載入操作 來進行該判定處理。其結果為’在開始重新載入操作之情 况下(步驟S801中為「是」),跳至步驟S8〇2。 田開始重新載入操作後,於步驟S802中,CPU 201利用 計2器開始計時。該計時器係用於重新載入操作中暫停之 判疋。在計時器開始計時後,於步驟38〇3中,CPU 工將 表不玩豕迠進行重新載入操作之信息的晝面(重新載入畫 面).4不於顯不部1〇1上,從而開始接受玩家之重新載入操 作。其後’跳至步驟S8〇4。 —於v驟S804中,CPU 201判定計時器之走過時間是否已 i過特疋時間。此處’在自開始接受重新載人操作起已經 過特定時間的情況下(步驟_中為「否」),跳至步驟 S809。另―古品 . 面’在、、里過特定時間之前的情況下(步驟 S804 中兔「0 、 _ ’、、'疋」),跳至步驟S8O5,接下來繼續接受重新 ’°、作再者,即便在特定時間經過之前,於玩家已對 146085.doc -12· 201034726 操作部204進行操作時,則亦會進行跳至$ 8〇9之處理。 於步驟S805中,CPU 201判定是否已進行重新載入操 作e CPU 201根據卡匣檢測部206之檢測結果而進行該判定 處理。於未進行重新載入操作的情況下(步驟S8〇5中為 「否」),返回至步驟S804,在進行重新載入操作之前或 者經過特定時間之前,CPU 201重複進行步驟38〇4及88〇5 中之處理。於已進行重新載入操作的情況下(步驟中 為「是j ),跳至步驟S806。 此處,圖9a表示已進行重新載入操作之情況下的顯示部 101之顯示畫面之一例。如圖9a所示,顯示部i 〇 i係穿透式 液SB顯示器,因此插入至插槽部1 04中之卡匣3 〇〇、及其表 面上之符號301均能透過該液晶顯示器而被看到。又,插 入至插槽部104中之卡匣300向箭頭901方向滑動。 於步驟S806中,CPU 201判定重新載入是否已成功.。該 判定處理可藉由基於讀取部105之讀取結果來檢查相對於 〇 育料訊號之奇偶同位而實現。即,在檢測到資料訊號錯誤 的情況下,CPU 201判定重新載入已失敗。另一方面,在 未檢測到資料訊號錯誤的情況下,CPU 201判定重新載入 已成功。該判定處理之結果為,當cpu 2〇1判定重新載入 已失敗時(步驟S806中為「否」),返回至步驟S8〇3,接著 繼續接受重新載入。此時,可於顯示部1〇1上顯示重新載 入失敗之信息。另一方面,當cpu 2〇1判定重新載入已成 功時(步驟S806中為「是」),跳至步驟S8〇7。 於步驟S807中,CPU 201基於讀取結果之資料訊號與角 146085.doc 13 201034726 色表來特定出與卡匣300對應之角色。卜 月巴此處,圊10係表示 第1實施形態之角色表1000之一例的 J J不圖。於圖10中,在 角色表1000中’將角色名1001、 負杆矾號值(十進 位)1002、登錄旗標i〇〇3、及盥角声 , 丁 汉,、月巳相關之本體資料1004 形成關聯而登錄複數個。該等資料儲存於r〇m如中,並 被载入至RAM 2〇2中而用於處理。 於角色名1001中,設定有賦予各角色之名稱。又,於資 料訊號值1G02中’設定有分配給對應角色之資料訊號值。 該資料訊號值相當於各卡匿3〇〇所保持之識別資訊。登錄 旗標1003係根據玩家有無進行重新載入操作而設定之旗 標。當旗標為0時,表示為未進行重新載入操作之角色, 當旗標為1時,表示為已進行重新載入操作之角色。又, 本體資料1004中包括:在顯示部1〇1中用於顯示對應之角 色之圖像資料或用⑤顯示與該角色對叙符號的圖像資 料、及於遊戲中利賴角色時之各種參數。再者,如圖1〇 所示,於本實施形態中,將卡匣3〇〇中所顯示之符號作 為角色名1001。 CPU 201使用角色表1000來特定出與卡匣3〇〇之讀取結果 之資料訊號值具有相同的資料訊號值丨〇〇2的角色。例如, 當資料訊號值為1時,將角色指定為H(1〇11:^其後,跳至 步驟S808。 於圖9a中,在藉由向箭頭9〇1方向之滑動操作而移動之 卡匣300到達插槽部1〇4内部之下端部後,由滑動檢測部 106可檢測到此情況。根據該檢測結果,於步驟s8〇8中, 146085.doc •14- 201034726 CPU 201將卡匣300上之符號301於顯示部101之液晶顯示器 上進行演示播放。此時,CPU 201亦可使LED 103發光藉 以讓玩家可確認重新載入之成功。 此處,CPU 201自角色表1〇〇〇中抽取出已特定出的角色 之本體資料1004中所包含之圖像資料,並執行於顯示部 101上顯示之顯示控制,藉此實現該演示播放。該圖像資 料係在卡匣300位於插槽部1〇4之下端部時能透過顯示部 101而看到卡匣300上之符號301之該顯示部1〇1上的區域中 〇 _ 顯示與該符號301相同之符號911的圖像資料。即,藉由在 顯示部101上顯示該圖像資料而使透過液晶顯示器所看到 的卡II 300上之符號301、與液晶顯示器上之符號911成為 於顯示部101上重疊可見之狀態。由此,可實現對於玩家 以如同於液晶顯示器上讀取卡匣3〇〇上之符號3〇1之印象的 演示播放。 進而’如圖9b及圖9c所示’ CPU 201在卡匣300自插槽部 ❹ 1〇4向箭頭902方向拔出之前及拔出之後,仍繼續進行符號 911之顯示。其後,返回至步驟S803。 於步驟S803中再次顯示重新載入畫面後,於步驟S8〇4中 若發生暫停,則跳至步驟S8〇9。於步驟s8〇9中,Cpu 201 判定重新載入是否已成功進行至少丨次以上。此處,當由 於在特定時間經過前連1次重新載入操作亦未進行等理由 而判定重新載入竟然1次都未成功的情況下(S8〇9中為 否」),跳至步驟S812。進而,於步驟8812中,CPU 201 於顯示部101之液晶顯示器上顯示已超時之信息,結束處 146085.doc 201034726 理。另一方面’在CPU 201判定重新載入已成功進行至少1 次以上的情況下(S809中為「是」),跳至步驟S81〇。 於步驟S810中,CPU 201將重新載入已成功之角色之圖 像於顯示部101上進行演示播放。cpu 2〇1取得已特定的角 色之本體資料1004中所包含之圖像資料,並顯示於顯示部 101上,藉此實現該處理。此處,圖丨丨係表示第丨實施形態 之角色之顯示形態之一例的示圖。於圖丨丨中,顯示角色名 為Η之角色圖像11 〇1β再者,亦可進行自符號911向角色圖 像ποι緩慢變化之演示播放,直至角色圖像11〇1顯示於顯 不部101為止。於此情形時,可將於顯示中必要的畫像資 料作為該角色之本體資料丨〇〇4而預先儲存於R〇M 2〇3中。 於步驟S810之處理後,跳至步驟S811。步驟8811中,為 了讓玩家可在遊戲中利用顯示於顯示部1〇1上之角色, CPU 201進行該角色相對於可攜式遊戲裝置1〇〇之登錄處 理。具體而言,CPU 201例如藉由於角色表1000之登錄旗 標1003上設定1而進行該處理。圖1〇中,角色1〇13之登錄 旗標1003為1,因此該角色已登錄。此處,如圖9a〜c所 示’在登錄符號及角色名與Η對應之角色1〇11時,cpiJ 201於該角色之登錄旗標1〇〇3上設定1。藉由以上之登錄處 理而結束一連串的重新載入處理。 再者,玩家在自開始接受重新載入操作起至暫停(經過 特定時間)為止之期間,可進行複數次的重新載入操作。 即,於圖8中,步驟S803〜S808之處理可重複進行,直至於 步驟S804中暫停為止。藉此,玩家可將複數個與卡匣3〇〇 146085.doc -16- 201034726 對應之角色連續祕 示已連績進==到可樓式遊敎裝置_中,表 畫面之-例於圖之顯示部•顯示 30〇、之後重斩恭颃不先重新载入角色Η之卡昆 之後重新載入角色。之卡£3。〇之情形。 他角Π:錚叫亦可將由該等角色組合所生成之其 續丄於圖1〇之角一 ^ Ο 〇 2〇1可進行將ip人U)與角色〇(1〇12)的情況下,CPU 理。 “組合而成之角色h2〇⑽听以登錄之處 糟:上述之重新载人處理而將遊戲中能利用之角色登錄 可攜式遊戲裝置。玩家可使用經#μ@ 、 冬·^更用經重新載入處理而登錄之 角色來執行遊戲。例如,玩家可#$自、 坑豕了使用自可利用角色令所選 之色而與遊戲中出場之敵對角色進行對戰。 =,準備用於確認登錄到可攜式遊戲裝置中之角色之圖 鑒杈式,於頒不部101上顯示各角色之能力及屬性等之各 種參數。其結果為,玩家藉由執行圖蓉模式而可確認已登 錄之各角色之各種參數,並且可確認已將角色收集至何種 程度。 如以上所說明’第1實施形態之可攜式遊戲裝置係自插 入至穿透式液晶顯不器背面側之插槽部十之卡g來取得識 別角色之貧訊,藉此能於遊戲中利用該角色。進而,當成 功取得該卡g巾所記錄之資訊後,在能透過穿透式液晶顯 不器而看到卡匣表面上所顯示之符號之該顯示器上的區域 中,使該符號及與其相同之符號以符號彼此重疊之方式而 146085.doc -17- 201034726 顯不。藉此’可攜式遊戲裝 時,可實現如同於穿透= f: :卡E中所記錄之資訊 a 式顯不$上讀取該卡e表面上 斤顯不之付號般的演示播放。 [第2實施形態] 於遊戲裝置巾,藉由對遊戲中可利用 :種類等相應之參數而可對角色附加各種變化,並= 戲之執行中利用該等變化。作為第丨實施形態之變形例, 於^貫施形態中’將說明根據對遊戲中之各角色所賦予 之參數而構成作為資訊保持媒體之切的情況。再者,以 下’關於可攜式遊戲裝置⑽之構成等之與第!實施形離丘 通的部分’則省略說明’將不同之部分作為中心 明。 〈卡匣之構成> 、 圖12係表示第2實施形態之可攜式遊戲裝置1〇〇中所插入 ,卡E 1200之外觀之—例的示圖。卡gi2〇〇與第!實施形 怎中之圖3之卡匣300的外觀不同,但與卡匣同樣地保 持有用於特定出遊戲中之任一角色的識別資訊。於卡匿 1200表面上之特定位置上,顯示#象徵與該切所保持之 資訊相對應之角色的符號12〇1。本實施形態中,與第丄實 施形態同樣地使用元素符號來設定角色名,並且將該角色 名記作符號1201。於圖12中’顯示元素符號N(氮)作為符 號12 01之'—例。 又’於卡E 1200之表面上部,配置有包含與符號12〇1之 角色相對應之識別資訊的凹凸部12〇2。與第i實施形態同 146085.doc •18- 201034726 樣地,凹凸部1202例如係由對應於位元〇之凹部、及對應 於位元i之凸部之組合所構成。再者,於圖12中,在凹: 部1202中僅描繪有資料訊號部分之凹&,但如下所述,實 際上靠近資料訊號部分亦形成有同步訊號部分之凹凸。 與第1實施形態之卡S 3〇〇之不同點在於:卡1係基 於與角色之參數對應而構成之複數個零件並以玩家能自由 地組合安裝該等零件之方式所構成。圖13係表示構成第2 *◎實施形態的卡HUGO之各零件之外觀之-例的示圖。此 處,於本實施形態中,使用表示角色屬性的屬性資訊、與 表示角色種類的種類資訊來作為角色之參數之一例。卡匣 1200所保持之識別貧訊包含屬性資訊與種類資訊,各角色 係藉由屬性資訊與種類資訊之組合而被識別。卡匣12〇〇係 藉由將圖13a所示之零件1301、圖nb所示之零件13〇2、及 圖13c所示之零件1303彼此可裝卸地結合而構成。 • 圖na之零件1301於凹凸部1311上包括與角色之屬性資 〇 訊對應之凹凸,相對於零件1301而安裝零件1302、1303 , 藉此來組裝卡匣1200。圖i3a中之1321之部分形成較其周 邊部分而凹陷之框從而成為可於該部分依序重疊地嵌入有 零件1302、1303之結構。再者,1322、1323表示將零件 1302、1303安裝於框1321上時之制動用具。另外,制動用 具可配置於框1321之輪廓部分之任一位置上。又,亦可使 令件1301對應於各屬性資訊而為不同的顏色,藉此,玩家 可根據該顏色而確認零件13 〇 1所具有之屬性資訊。 圖13b之零件1302於凹凸部1312上包括與角色之種類資 I46085.doc 19 201034726 訊對應之凹凸。玩家可對保持不同屬性資訊之複數個零件 1301分別安裝零件13〇2來組裝卡匣12〇〇,藉此而組合該零 件1302所保持之種類資訊與複數個屬性資訊。即,各角色 係根據屬性資訊與種類資訊而被識別,因此玩家可基於j 個零件1302而組裝卡匣12〇〇,該卡匣12〇〇中具有與屬性不 Π之複數個角色對應之識別資訊。如此一來,在以基於複 數個零件之組合而生成角色之識別資訊之方式來構成卡匣 的情況下,相較第1實施形態中針對每個角色而個別地準 備卡匣而言,本實施形態具有可使用少數零件而重新載入 多數角色的優點。再者,於本實施形態中,舉一例來說, 準備4個屬性資訊及2〇個種類資訊作為角色之參數。於此 It形吩,根據該等24個零件,藉由各零件之組合而可進行 關於80種角色之重新載入。另一方面,根據第丄實施形 態,為了重新載入相同數量之角色而必需準備8〇個卡匣。 此處,為了可讓玩家確認與能基於零件1302而製成之識 別資訊對應之角色,亦可如圖131)之1324般顯示出表示該 等角色之符號。再者,該顯示並不限定於符號之顯示,例 可為角色之圖像之顯示等,只要該顯示能讓玩家識別 角色即可。於圖13b中,顯示有n、Re(銖)、RU(釕)、 He(氦)來作為基於零件13〇2並藉由與屬性資訊不同之複數 種(4種)零件13〇1之組合而製成之識別資訊所對應的角色。 P玩豕可根據1324之顯示而認識到:零件丨3〇2係藉由與 所保持之屬性資訊不同之複數種(4種)零件13 01之組合而能 成為用於保持與N、Re、Ru、He對應之識別資訊的資訊^ 146085.doc -20· 201034726 持媒體。 再者如本實施形態般;,當分別保持不同的屬性資訊之 零件1301有4個、且分別保持不同的種類資訊之零件腕 有20個時,若將該等24個零件收容於㈣收容體(袋或 之封幻中進行出售,則平均每個收容體之價格會變高。 因此,於本實施形態中,在1個收容體中收容4種零件1301 中之至少1種、最大為3種(全部種類數—”之零件⑽以及 ❹20個零件1302中之若干個、例如5個而進行出售。藉此, 由於所收容之零件減少,故而可使平均每個收容體之價格 下降,因此可減少玩家購買時之心理抵抗。但是,於此情 形時,若玩家並未打算複數次地購買收容體,則很有可能 導致收谷體整體之銷售額下降。因此,若於零件中進 仃如圖13b之1324之顯示,則看到該顯示之玩家會認識 到,由於如上所述於1個收容體中僅收容有最大為3種(全 部種類數一1)之零件1301,故而為了獲得與1324中顯示之 Q 所有角色相對應之識別資訊,還必需再次購買收容有零件 1301不同的收容體。如此一來,由1324之顯示而向玩家呈 現藉由購買不同的收容體而可獲得的與識別資訊對應之角 色’因此可對玩家賦予購買複數個收容體之動機。 圖13c之零件1303中,於表面上之特定位置顯示有象徵 角色之符號1201。零件1303例如係由薄而透明的塑朦片材 構成’僅塗黑之部分為不透明。在零件1303與零件1302重 疊的情況下,1325構成為與符號1201對應之小窗,透過該 小窗而能看到零件1302上之角色之顯示1324。因此,為了 146085.doc -21- 201034726 與符號1201對應地進行1324中之角色之顯示,小窗1325之 位置會發生變化。玩家可基於與零件1301、13 02所具有之 屬性資訊及種類資訊對應而製成之識別資訊來選擇零件 1303 ’並將其等組裝而構成卡匣12〇〇。再者,符號12〇1之 顯示方法與第1實施形態同樣地可由各種方法而實現。例 如’可對零件1303貼附符號1201之封條,亦可直接印刷符 號1201。另外,還可形成已做成符號12〇1之形狀的凸部或 凹部。 其次’圖14係表示第2實施形態的卡匣12〇〇中之凹凸部 1202之構成之一例的圖。與第1實施形態之圖5同樣地,凹 凸4 1 202包括資料訊號部分1401與同步訊號部分1402,而 且係藉由各個凹部與凸部之組合所構成。又,在將卡匣 1200相對於插槽部1〇4而沿箭頭1400所示之方向插入後, 當各凸部(黑色所示之部分)通過讀取部105時,開關被按 下。 於圖14中’ 1403表示零件1301中包括之凹凸部mi, 1404表示零件1302中包括之凹凸部13 12。與第i實施形態 之圖5相比,於圖14中,將圖5中之丨位元之起動訊號(⑶)替 換為資料訊號,從而資料訊號成為9位元,進而,將表示 角色之屬性資訊之3位元的屬性資料訊號(d6〜d8)、與表示 角色之種類資訊之6位元的種類資料訊號(d〇〜化)分開。 將可偶同位(p 1 )、奇偶同位(p〇)分別逐一位元地分配 屬性資料訊號用、種類資料訊號用。讀取部在已讀 資料-fl號時,使用分別分配的奇偶同位來進行錯誤檢 146085.doc •22- 201034726 測。再者,終端訊號14〇5於所有的零件13〇2中為共通。 奇偶同位⑽及奇偶同位(pl)係分別由以下:法而生 成:使用表示開關被對應的資料訊號之凸部所按壓之次數 N_〜d5中之】的個數)、及m⑽〜⑽中之i的個幻來進行 餘數運算((N0 + 1) mod 2、(N1 + 1) — 2),並根據所計算 ㈣餘數而生成。例如,當各餘數為0時,生成奇偶同位 P〇(或叫=〇,當各餘數為!時,生成奇偶同位抑(或pi) = b 〇 由讀取部1G5讀取之屬性資料訊號、種類資料訊號、及 其等之奇偶同位係作為數位訊號而儲存於ram 2〇2中。 CPU 2(H可根據各資料訊號及對應之奇偶同位是否為上述 關係來判定各資料訊號之讀取結果中有無錯誤。 <重新載入處理之順序> 於本實施形態中,使用可攜式遊戲裝置1〇〇所實施之重 新載入處理之流程與第丨實施形態中之圖8相同,因此,以 下將不同之部分作為中心來進行說明。 〇 步驟S801〜S805與第1實施形態相同。於步驟S806中, CPU 201根據自零件13〇1、n〇2所取得之屬性資料訊號及 種類資料訊號t有無錯誤來判定重新載入成功與否。上述 使用有各奇偶同位之錯誤檢測處理之結果,當在任一資料 訊號中檢測到錯誤時,CPU 2〇1判定重新載入已失敗。另 方面’當在兩者之資料訊號中未檢測到錯誤時,判定重 新載入已成功。該判定處理之結果’在Cpu 201判定重新 載入已失敗時(步驟S806中為「否」)’返回至步驟S803, 接著繼續接受重新載入,另一方面,在CPU 2〇丨判定重新 146085.doc -23- 201034726 載入已成功時(步驟S806中為「是j ),跳至步驟S807。 於步驟S807中’ CPU 201根據讀取結果之資料訊號與角 色表而特定出與卡匣1200對應之角色。此處,圖15係表示 第2實施形態之角色表1500之一例的示圖。如圖15所示, 代替第1實施形態之圖1 〇中之資料訊號值1 〇〇2而使用屬性 資料訊號值1502與種類資料訊號值1503。角色名1501、屬 性S料訊號值1 5 0 2、種類資料訊號值1 5 0 3、登錄旗標 1504、及與角色相關之本體資料1〇〇4形成關聯而登錄複數 個。該等資料儲存於ROM 203中,並被載入至RAM 202而 用於處理。 如圖15所示,各角色中分配有彼此組合不同之屬性資料 訊號及種類資料訊號。CPU 201使用角色表15〇〇來特定出 具有與卡匣1200之讀取結果之屬性資料訊號及種類資料訊 號相同之訊號值^⑽、15〇3的角色。例如,當屬性資料訊 號值1503為2、種類資料訊號值1502為1時,將角色特定為• & contains the role table described later. Further, the data of the table is properly loaded into the RAM 202 for use in processing. The operation unit 204 accepts an operation from the player corresponding to the operation buttons 1〇2a to 1〇2c and the touch panel on the display unit ι〇ι. The sound output unit 2〇5 will press the button. The touch panel is outputted by the operation sound during operation and the effect sound accompanying the progress of the game. The Q cassette detecting unit 206 includes a reading unit and a slide detecting unit 1〇6 for detecting a card inserted into the slot unit 1 () 4 . The reading unit 1 {) 5 detects the insertion and cutting, and reads the information recorded in the card, and stores the read information in the RAM 202. In other words, the reading unit 1〇5 functions as an "acquisition means" as referred to in the present invention. Further, the slide detecting unit 1〇6 detects the slide operation of the card® inside the slot portion HM, and stores the detection result in the RAM 202. The cassette detecting unit 206 including the reading unit (8) and the slide detecting unit corresponds to a "detecting mechanism". 〇 Alternatively, in the present embodiment, the card can be slidably operated inside the slot portion UM, but the sliding operation is not necessary. As long as the card as the information holding medium can be attached to the slot portion 104 as the mounting portion in some form, the slide detecting portion 106 is not necessary at this time, as long as the card is attached to the slot portion 104. Let it be installed. In addition, the reading unit 1〇5, which is the "acquisition institution", can also serve as the "detection mechanism J. At this time, for the reading unit (10) which is the "acquisition institution", the identification information held by the scam is kept. After that, the detection card is installed in the slot portion 1〇4. As a result, the "Acquisition Agency" and "Detection Agency" 2 146085.doc 201034726 are subject to various modifications within the scope of their functions. <Configuration of the card> Fig. 3 is a view showing an example of the appearance of the card WG0 inserted in the portable game device 1 of the first embodiment. The card g is used as a information holding medium to hold information for identifying a character in the game, and is used to input the information into the portable game. Furthermore, in the card ® 3〇〇, information corresponding to any role in the game is recorded. At a specific position on the surface of the card E 300, a symbol 3G1 symbolizing the character corresponding to the information held in the card is displayed. Regarding the display side, it can be displayed by directly printing on the surface of the cassette 300, or by displaying the symbol 3 (the seal of H is attached to the surface of the card G), and the 曰 can also be formed. The convex portion or the concave portion of the shape of the symbol 3 〇 1. That is, any display method can be used as long as the symbol 301 can be seen. In the present embodiment, the character name is set using the element symbol, and the character name is used as the symbol 301. In Fig. 3, the case where the element symbol H (hydrogen) is displayed as the symbol 301 is shown. The player can recognize the character corresponding to the card 300 by seeing the symbol 3〇. The upper surface of the card H 300 is provided with a concave-convex portion 302 indicating a poor sense of the character of the symbol training. The uneven portion 3〇2 is, for example, a combination of a concave portion corresponding to the bit 〇 and a convex portion corresponding to the position i. According to the following, the concave and convex. P 302 represents information for identifying the character according to the combination. Further, as shown in FIG. 3, on the card E3, it can also be provided for mounting a strap. Cassette hole 303. <Method of reloading operation> 146085.doc 20103472 In the present embodiment, the player performs the following operation: inserting the cassette 300 into the slot portion 104 and causing the cassette 3 to be slid in the inserted state, thereby enabling the card 3 to be engaged with the cassette 3 The character corresponding to the 能 can be utilized in the portable game device 100. Hereinafter, this operation is referred to as "reloading". Fig. 4a and Fig. 4A show the portable game device 100 of the first embodiment. A diagram of an example of a case of reloading operation. As shown in Fig. 4a, the player first inserts the cassette 300 along the upper end portion of the slot portion 104 in the direction of the head 401. As described above, the display unit 丨〇1 The penetrating sputum sa 'J is displayed, so that the player can see the inserted cassette 300 through the display unit 1 。 1. At this time, according to the switch of the reading unit 105 inside the slot portion 104 (not Whether or not the information has been pressed by the concave portion of the card g period, and the information of the card g3G() is taken by the selling π 105, and the reading result is stored in the RAM 202. '-In the card H3GG is inserted After the deepest part of the slot part 1 () 4, as shown in the figure below, the following operations are performed: The lower end portion is slid in the direction of the arrow 402. When the card (four) 〇 reaches the lower end p of the slot portion m, the lower end of the card is detected by the sliding detecting portion inside the slot portion 104. P.; Bone motion detecting portion 1〇6 stores the detection result in the RAM 202. Further, the 'slot part ι〇4 includes not shown so that the player can accommodate the county secret, 隹 > For example, the sliding direction of the cassette 300 is limited to a direction specified in the direction of the movement, and the inside of the groove portion 104 is set along with the cassette in the direction of the insertion of the moon. The 〇 is connected as the guiding mechanism. After the dog is pulled, the player then removes the card 匣3 00 in the direction of the arrow 4〇] f ^ , 颂〇 3 to the lower end of the slot portion 1〇4 146085.doc 201034726, thereby completing the reload operation. Further, the CPU 201 can cause the LEDs 1 to 3 to emit light based on the reading result of the reading unit 105 and the detection result of the slide detecting unit 106. For example, the CPU 201 may cause the LED 103 to emit light when the card E 300 is detected by the slide detecting unit 1 〇 6 after the reading unit 105 succeeds in reading. In this way, the player can visually confirm the success of the reload operation. (How to read the cassette) Here, the reading method of the cassette 300 is more specifically described. Fig. 5 is a view showing an example of the configuration of the uneven portion 302 in the cassette 300 of the first embodiment. In Fig. 5, a portion indicated by white indicates a concave portion, and a portion indicated by black indicates a convex portion. The uneven portion 302 includes a data signal portion 5〇1 and a sync signal portion 502, and is constituted by a combination of the concave portions and the convex portions. After the cassette 300 is inserted into the slot portion 1〇4 in the direction indicated by the arrow 500, when each of the concave and convex portions 3 〇 2 passes through the reading portion 〇 5, the switch is pressed. The synchronization §fl number is a fixed signal, and therefore all the cassettes 3〇〇 have a common structure with respect to the synchronous δ apostrophe portion 502. After the cassette 3 is inserted into the slot 邙 104, first, the start trigger of the sync signal portion 502 is detected by pressing the switch. Thereby, the reading unit 1〇5 starts reading the data signal and the synchronization signal. After the start of the trigger, the switches are sequentially pressed by the projections regularly arranged in the sync signal portion 502. The reading unit 1〇5 specifies the signals of the data signal portion 501 based on the pressed position of the switch of the sync signal portion 502. As shown in FIG. 5, the data signal portion 5〇1 of each cassette 300 includes an unevenness, which corresponds to the 8-bit data signal (d〇~d7) and corresponds to 丄146085.doc 1Λ 201034726 bit. The start signal (10), the parity of two bits (p〇, pi), and the 1-bit terminal signal (e〇). The data signal is based on different 8-bit greed for each game character. That is, in Fig. 5, the start signal is set as a concave portion (S〇 = 〇), and the terminal signal 512 is set as a convex portion (£ 〇 = 1), and is common to all the cassettes 〇〇. The parity parity of the data signal portion 501 is used for error detection in a particular data signal. The parity parity is generated by a remainder operation (m〇d) based on the number of times the switch is pressed by the convex portion of the data signal ❹ (the number of 丨 in d〇 to d7). Here, Fig. 6 is a table showing an example of a method of generating parity parity in the first embodiment. In the present embodiment, the parity is generated based on the remainder 601 of ((N+1) m〇d 4). 1 (6〇2), p〇(6〇3). Here, Fig. 7 is a view showing an example of the data signal and the parity parity of the first embodiment. Furthermore, regarding the start of the trigger, the illustration thereof is omitted. For example, if the data signal is 丨 (the binary digit is 1}, the remainder is 6〇1 is 2, the parity • the parity is P1 = 1, P〇 = 〇. Also, as shown in 702, when the data When the signal is 6 (the number of binary digits is 11〇), the remainder 601 is 3, and the parity parity is pl==1, p〇=; 1. In the data signal portion 501 of the cassette 300, the data signal is recorded according to the data signal. The parity signal generated in the above manner is stored in the RAM 202 by the data signal and the parity parity read by the reading unit 105. The CPU 201 can determine whether the data signal and parity are in the relationship shown in FIG. It is determined whether there is an error in the reading result of the data signal. <The sequence of the reloading process> Next, the reloading of the 146085.doc • 11 · 201034726 is performed on the portable game device 1 of the present embodiment. Fig. 8 is a flow chart showing the procedure of the reloading process of the second embodiment. Fig. 9 is a view showing an example of the display screen of the display unit 101 in the reloading process of the first embodiment. The figure is used to make the CPU 201 according to the flow shown in FIG. The program and the data to be processed are stored in the ROM 2〇3, and the CPU 2〇1 is processed using the above-described program and data, whereby the portable game device 1 of the present embodiment performs the respective processes described below. First, in step S801, the CPU 201 determines whether or not to start the reloading operation. Here, the CPU 2 selects, for example, whether to start reloading in the main menu based on whether or not the play of the game has been performed by using the operation P. The operation is performed to perform the determination process. The result is 'when the reload operation is started (YES in step S801), the process goes to step S8〇2. After the field starts the reload operation, in step S802, The CPU 201 starts timing using the meter 2. The timer is used for resuming the pause in the reload operation. After the timer starts counting, in step 38〇3, the CPU worker reloads the watch without playing. The face of the operation information (reload screen).4 is not displayed on the display unit 1 to start accepting the player's reload operation. Then, 'jump to step S8〇4. The CPU 201 determines the timer If the elapsed time has passed the special time. Here, if the specific time has elapsed since the start of the reloading operation (NO in step _), skip to step S809. 'When the time has passed before the specific time (the rabbit "0, _ ', '疋" in step S804), the process goes to step S8O5, and then continues to accept the re-'°, again, even at a specific time. Before the game has been performed on the 146085.doc -12· 201034726 operation unit 204, a jump to $8〇9 is also performed. In step S805, the CPU 201 determines whether or not the reloading operation has been performed. The CPU 201 performs the determination processing based on the detection result of the cassette detecting unit 206. When the reloading operation has not been performed (NO in step S8〇5), the process returns to step S804, and the CPU 201 repeats steps 38〇4 and 88 before the reloading operation or before the specific time elapses. Processing in 〇5. When the reloading operation has been performed (YES in the step), the process goes to step S806. Here, Fig. 9a shows an example of a display screen of the display unit 101 when the reloading operation has been performed. As shown in Fig. 9a, the display portion i 〇 i is a transmissive liquid SB display, so that the cassette 插入 3 插入 inserted into the slot portion 104 and the symbol 301 on the surface thereof can be seen through the liquid crystal display. Further, the cartridge 300 inserted into the slot portion 104 slides in the direction of the arrow 901. In step S806, the CPU 201 determines whether or not the reloading has succeeded. The determination processing can be performed by the reading based on the reading portion 105. The result is checked to check the parity parity of the feed signal. That is, in the case where the data signal error is detected, the CPU 201 determines that the reload has failed. On the other hand, if the data signal error is not detected. Next, the CPU 201 determines that the reloading has succeeded. As a result of the determination processing, when cpu 2〇1 determines that the reloading has failed (NO in step S806), the process returns to step S8〇3, and then continues to accept. Reload. At this time, information indicating that the reloading has failed can be displayed on the display unit 1〇1. On the other hand, when cpu 2〇1 judges that the reloading has succeeded (YES in step S806), the flow goes to step S8〇7. In step S807, the CPU 201 specifies the role corresponding to the cassette 300 based on the data signal of the reading result and the color table 166085.doc 13 201034726. Here, 圊10 indicates a J J diagram of an example of the character table 1000 of the first embodiment. In FIG. 10, in the character table 1000, 'the role name 1001, the negative nickname value (decimal) 1002, the login flag i 〇〇 3, and the horn sound, Ding Han, and Yue Luan related ontology data. 1004 forms an association and logs in multiples. The data is stored in r〇m as and loaded into RAM 2〇2 for processing. In the character name 1001, a name assigned to each character is set. Further, in the data signal value 1G02, the data signal value assigned to the corresponding character is set. The data signal value is equivalent to the identification information maintained by each card. The registration flag 1003 is a flag set based on whether or not the player performs a reload operation. When the flag is 0, it indicates the role that has not been reloaded. When the flag is 1, it indicates the role of the reload operation. Further, the main body data 1004 includes: image information for displaying a character corresponding to the character in the display unit 1〇1, image data for displaying the symbol with the character by 5, and various types of characters for the role in the game. parameter. Further, as shown in Fig. 1A, in the present embodiment, the symbol displayed in the cassette 3 is set as the character name 1001. The CPU 201 uses the character table 1000 to specify a role having the same data signal value 丨〇〇2 as the data signal value of the reading result of the cassette. For example, when the data signal value is 1, the character is designated as H (1〇11:^, and then the process goes to step S808. In Fig. 9a, the card is moved by the sliding operation in the direction of the arrow 9〇1. After the 匣300 reaches the lower inner end of the slot portion 1〇4, the situation can be detected by the slip detecting unit 106. According to the detection result, in step s8〇8, 146085.doc •14- 201034726 CPU 201 will be stuck. The symbol 301 on the 300 is played on the liquid crystal display of the display unit 101. At this time, the CPU 201 can also cause the LED 103 to emit light so that the player can confirm the success of the reloading. Here, the CPU 201 is from the character table 1 The image data included in the body data 1004 of the specified character is extracted from the UI, and the display control displayed on the display unit 101 is executed, thereby realizing the presentation play. The image data is located at the cassette 300. When the lower end portion of the slot portion 1〇4 is visible through the display unit 101, an image of the symbol 911 having the same symbol 301 as the symbol 301 is displayed in the area on the display unit 1〇1 of the symbol 301 on the cassette 300. Information, that is, by displaying the image data on the display unit 101 The symbol 301 on the card II 300 seen through the liquid crystal display and the symbol 911 on the liquid crystal display are superimposed on the display unit 101. Thereby, it is possible to read the card on the liquid crystal display for the player. The presentation of the impression of the symbol 3〇1 on the 匣3〇〇. Further, as shown in Fig. 9b and Fig. 9c, the CPU 201 is pulled out before the cartridge 300 is pulled out from the slot portion ❹1〇4 in the direction of the arrow 902. After that, the display of the symbol 911 is continued. Thereafter, the process returns to step S803. After the reloading screen is displayed again in step S803, if a pause occurs in step S8〇4, the process proceeds to step S8〇9. In step s8〇9, the CPU 201 determines whether the reload has been successfully performed at least one or more times. Here, when the reloading operation is not performed one time before the lapse of a certain time, the reloading is judged to be 1 If the number of times is unsuccessful (No in S8〇9), the process goes to step S812. Further, in step 8812, the CPU 201 displays the timeout information on the liquid crystal display of the display unit 101, ending at 146085. Doc 201034726 理. Another In the case where the CPU 201 determines that the reload has been successfully performed at least once or more (YES in S809), the process proceeds to step S81. In step S810, the CPU 201 reloads the succeeded character. The image is played on the display unit 101. The cpu 2〇1 acquires the image data included in the body material 1004 of the specific character and displays it on the display unit 101, thereby realizing the processing. Here, the figure is a diagram showing an example of a display form of the character of the second embodiment. In the figure, the character image 11 〇 1β with the character name Η is displayed, and the presentation of the character 911 from the symbol 911 to the character image ποι can be performed until the character image 11〇1 is displayed on the display portion. 101 so far. In this case, the necessary portrait material in the display can be stored in the R〇M 2〇3 in advance as the body data 丨〇〇4 of the character. After the process of step S810, the process goes to step S811. In step 8811, in order for the player to utilize the character displayed on the display unit 1〇1 in the game, the CPU 201 performs registration processing of the character with respect to the portable game device 1. Specifically, the CPU 201 performs this processing by, for example, setting 1 on the login flag 1003 of the character table 1000. In Figure 1, the login flag 1003 of role 1〇13 is 1, so the role is logged in. Here, as shown in Figs. 9a to 9c, when the registration symbol and the character name correspond to the role 1〇11, the cpiJ 201 is set to 1 on the registration flag 1〇〇3 of the character. A series of reloading processes are terminated by the above login processing. Furthermore, the player can perform multiple reload operations during the period from the start of accepting the reload operation to the timeout (after a certain period of time). That is, in Fig. 8, the processing of steps S803 to S808 can be repeated until it is suspended in step S804. In this way, the player can successively display a plurality of characters corresponding to the card 匣 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 = = = = = = = = = = = = = = = = = = Display section • Display 30〇, then re-load the character without reloading the character Η 卡 之后. The card is £3. The situation of embarrassment. He is a horn: the squeaking can also be continued from the combination of the characters in the corner of Figure 1 一 Ο 〇 2〇1 to carry the ip person U) and the role 〇 (1〇12) , CPU management. "The combined character h2〇(10) listens to the bad place to log in: the above-mentioned re-management process and the character that can be used in the game is registered in the portable game device. The player can use the #μ@, winter·^ The character is logged in by the reloading process to execute the game. For example, the player can play against the hostile character in the game by using the color selected by the available character command. It is confirmed that the characters registered in the portable game device are displayed in the portable game device, and various parameters such as the capabilities and attributes of each character are displayed on the certificate portion 101. As a result, the player can confirm the login by executing the map mode. The various parameters of each character can be checked to what extent the character has been collected. As described above, the portable game device of the first embodiment is inserted into the slot on the back side of the transmissive liquid crystal display. The tenth card g is used to obtain the poor character of the recognition character, so that the character can be utilized in the game. Further, when the information recorded by the card g towel is successfully obtained, it can be seen through the transmissive liquid crystal display device. To the surface of the cassette In the area on the display of the displayed symbol, the symbol and the same symbol are overlapped by the symbol 146085.doc -17- 201034726. This can be achieved by the portable game. In the penetration = f: : The information recorded in the card E is not displayed on the surface of the card e. The second embodiment is played on the game device towel. Various changes can be added to the character by using parameters corresponding to the type of the game, etc., and the changes can be used in the execution of the play. As a modification of the second embodiment, the description will be based on In the case of the parameter given to each character in the game, it is a case where the information holding medium is cut. The following is a description of the "part of the portable game device (10), etc. In the portable game device 1 of the second embodiment, the appearance of the card E 1200 is shown as an example of the card. Card gi2〇〇 and the first! The card 300 of FIG. 3 has a different appearance, but retains the identification information for specifying any of the characters in the game as in the case of the card. On the surface of the card 1200, the # symbol and the display are displayed. The symbol 12〇1 of the character corresponding to the held information is cut. In the present embodiment, the character name is set using the element symbol as in the third embodiment, and the character name is referred to as symbol 1201. The element symbol N (nitrogen) is displayed as an example of the symbol 12 01. Further, on the upper surface of the card E 1200, the uneven portion 12 〇 2 including the identification information corresponding to the character of the symbol 12 〇 1 is disposed. In the embodiment, the uneven portion 1202 is composed of, for example, a combination of a concave portion corresponding to the bit 〇 and a convex portion corresponding to the position i. Further, in Fig. 12, only the concave & portion of the data signal portion is drawn in the concave portion 1202, but as described below, the portion of the data signal portion is actually formed with the unevenness of the sync signal portion. The card S 3 is different from the card of the first embodiment in that the card 1 is composed of a plurality of components that are configured in accordance with the parameters of the character, and is configured such that the player can freely assemble and mount the components. Fig. 13 is a view showing an example of the appearance of each component of the card HUGO constituting the second embodiment. Here, in the present embodiment, the attribute information indicating the character attribute and the type information indicating the type of the character are used as an example of the parameter of the character. The identification information maintained by the card 1200 contains attribute information and category information, and each character is identified by a combination of attribute information and category information. The cassette 12 is constructed by detachably coupling the parts 1301 shown in Fig. 13a, the parts 13'2 shown in Fig. nb, and the parts 1303 shown in Fig. 13c. The part 1301 of the figure na includes the unevenness corresponding to the attribute information of the character on the uneven portion 1311, and the parts 1302 and 1303 are attached to the part 1301 to assemble the cassette 1200. The portion of 1321 in Fig. i3a is formed into a frame which is recessed from the peripheral portion thereof so as to be a structure in which the parts 1302, 1303 can be embedded in this portion in this order. Further, 1322 and 1323 indicate brake devices when the components 1302 and 1303 are attached to the frame 1321. Alternatively, the brake device can be disposed at any of the contoured portions of the frame 1321. Further, the player 1301 may be made to have a different color corresponding to each attribute information, whereby the player can confirm the attribute information of the part 13 〇 1 based on the color. The part 1302 of Fig. 13b includes concavities and convexities corresponding to the character type I46085.doc 19 201034726 on the uneven portion 1312. The player can assemble the cassette 12 by mounting the parts 13〇2 for the plurality of parts 1301 holding the different attribute information, thereby combining the type information and the plurality of attribute information held by the part 1302. That is, each character is identified based on the attribute information and the category information, so the player can assemble the cassette 12 based on the j parts 1302, which has the identification corresponding to the plurality of characters whose attributes are not defective. News. In this case, when the card is configured to generate the identification information of the character based on the combination of the plurality of parts, the present embodiment is prepared separately for each character in the first embodiment. Forms have the advantage of reloading most characters with a few parts. Furthermore, in the present embodiment, for example, four attribute information and two types of information are prepared as parameters of the character. In this Ito morph, according to the 24 parts, reloading of 80 characters can be performed by a combination of the parts. On the other hand, according to the third implementation, it is necessary to prepare 8 cards in order to reload the same number of characters. Here, in order to allow the player to confirm the character corresponding to the identification information that can be made based on the part 1302, the symbols indicating the characters may be displayed as shown by 1324 in Fig. 131). Furthermore, the display is not limited to the display of symbols, and the display may be an image display of a character or the like as long as the display allows the player to recognize the character. In Fig. 13b, n, Re(铢), RU(钌), He(氦) are shown as a combination of a plurality of (four types) parts 13〇1 based on the part 13〇2 and different from the attribute information. And the role corresponding to the identification information produced. P play can be recognized according to the display of 1324: the part 丨3〇2 can be used to maintain N, Re, by a combination of a plurality of (four types) parts 13 01 different from the retained attribute information. Ru, He corresponds to the identification information information ^ 146085.doc -20· 201034726 holding the media. Further, as in the present embodiment, when there are four parts having 130 pieces of different attribute information and different types of pieces of information are held, the 24 parts are housed in the (four) housing. (In the case of the sale of the bag or the seal, the price of each of the containers is increased. Therefore, in the present embodiment, at least one of the four types of components 1301 is accommodated in one container, and the maximum is three. The number of parts (10) and the number of parts (10) of the 20 parts are sold, for example, five. Therefore, since the number of components to be accommodated is reduced, the average price per container is reduced. It can reduce the psychological resistance of the player when purchasing. However, in this case, if the player does not intend to purchase the container in multiple times, it is likely to cause the sales of the whole body to decrease. Therefore, if the player enters the part, As shown in 1324 of FIG. 13b, the player who sees the display recognizes that since only one of the three types (all types of one-to-one) of the parts 1301 is accommodated in one container as described above, in order to obtain versus The identification information corresponding to all the roles of Q displayed in 1324 must also purchase the different housings containing the parts 1301. Thus, the display of 1324 presents the player with the purchase of different containers. The character corresponding to the identification information is selected. Therefore, the player can be given the motivation to purchase a plurality of containers. In the part 1303 of Fig. 13c, a symbol 1201 symbolizing the character is displayed at a specific position on the surface. The part 1303 is, for example, a thin and transparent plastic. The enamel sheet constitutes 'only the black portion is opaque. When the part 1303 overlaps the part 1302, the 1325 is configured as a small window corresponding to the symbol 1201, and the display of the character on the part 1302 can be seen through the small window. 1324. Therefore, for the display of the character in 1324 corresponding to the symbol 1201, the position of the small window 1325 may change. The player may base on the attribute information and type of the parts 1301, 1302. The identification information created by the correspondence is used to select the part 1303' and assemble it to form the cassette 12〇〇. Furthermore, the display method of the symbol 12〇1 is The first embodiment can be similarly realized by various methods. For example, the seal of the symbol 1201 can be attached to the part 1303, or the symbol 1201 can be directly printed. Further, a convex portion having the shape of the symbol 12〇1 can be formed or Next, Fig. 14 is a view showing an example of the configuration of the uneven portion 1202 in the cassette 12 of the second embodiment. Similarly to Fig. 5 of the first embodiment, the unevenness 4 1 202 includes the data signal portion 1401. And the sync signal portion 1402, and is composed of a combination of the respective concave portions and the convex portions. Further, after the cassette 1200 is inserted in the direction indicated by the arrow 1400 with respect to the slot portion 1A4, each convex portion When the portion (shown in black) passes through the reading unit 105, the switch is pressed. In Fig. 14, '1403' indicates the uneven portion mi included in the part 1301, and 1404 indicates the uneven portion 1312 included in the part 1302. Compared with FIG. 5 of the i-th embodiment, in FIG. 14, the start signal ((3)) of the 丨 bit in FIG. 5 is replaced with a data signal, so that the data signal becomes 9 bits, and further, the attribute of the character is represented. The 3-bit attribute data signal (d6 to d8) of the information is separated from the 6-bit type information signal (d〇~化) indicating the type information of the character. The even parity (p 1 ) and the parity parity (p〇) are assigned to the attribute data signal and the type data signal one by one. When the read unit reads the data-fl number, it uses the separately assigned parity parity to perform error detection. 146085.doc •22- 201034726 Test. Furthermore, the terminal signal 14〇5 is common to all the parts 13〇2. The parity parity (10) and the parity parity (pl) are respectively generated by the following method: using the number of times N_~d5 that the switch is pressed by the convex portion of the corresponding data signal, and m(10) to (10) The illusion of i is the remainder operation ((N0 + 1) mod 2, (N1 + 1) - 2), and is generated according to the calculated (four) remainder. For example, when each remainder is 0, parity parity P〇 is generated (or = 〇, when each remainder is !, parity parity is suppressed (or pi) = b 属性 attribute data signal read by the reading unit 1G5, The type data signal, and its parity parity are stored as digital signals in ram 2〇2. CPU 2 (H can determine the reading result of each data signal according to whether the data signal and the corresponding parity parity are the above relationship. There is no error in the middle. <The sequence of the reloading process> In the present embodiment, the flow of the reloading process performed by the portable game device 1 is the same as that of Fig. 8 in the third embodiment. In the following, steps S801 to S805 are the same as in the first embodiment. In step S806, the CPU 201 obtains attribute data signals and type information based on the parts 13〇1 and n〇2. The signal t has an error to determine whether the reload is successful or not. The above uses the result of the error detection processing of each parity parity. When an error is detected in any of the data signals, the CPU 2〇1 determines that the reload has failed. Aspect 'When no error is detected in the data signals of the two, it is determined that the reloading has succeeded. The result of the determination processing 'when the CPU 201 determines that the reloading has failed (NO in step S806)' Go to step S803, and then continue to accept the reload. On the other hand, when the CPU 2〇丨 determines that the reload 146085.doc -23- 201034726 has been successfully loaded (YES in step S806), the flow goes to step S807. In step S807, the CPU 201 specifies the character corresponding to the cassette 1200 based on the data signal of the reading result and the character table. Here, Fig. 15 is a view showing an example of the character table 1500 according to the second embodiment. As shown in Fig. 15, the attribute data signal value 1502 and the category data signal value 1503 are used instead of the data signal value 1 〇〇 2 in Fig. 1 of the first embodiment. The role name 1501, the attribute S signal value 1 5 0 2. The type information signal value 1 5 0 3, the login flag 1504, and the ontology data 1〇〇4 related to the character are associated with each other and are registered in a plurality. The data is stored in the ROM 203 and loaded into the RAM 202 for use. For processing. As shown in Figure 15, each The role is assigned a different attribute data signal and type information signal combined with each other. The CPU 201 uses the role table 15 to specify the same signal value as the attribute data signal and the type information signal of the reading result of the cassette 1200 ^(10) The role of 15〇3. For example, when the attribute data signal value 1503 is 2 and the category data signal value 1502 is 1, the role is specified as

Ru(1521)。其後,跳至步驟S808。 步驟S808〜S812與第1實施形態相同。再者,於圖15之角 色表1 5 00中,亦可與第i實施形態同樣地登錄有將複數個 角色、、且s而生成之其他的角色(雖未圖示)。於此情形時, 萬_豕已、,.塵續進行複數次的重新載入操作時,Cpu 2〇 1會 使將藉由各重新載入操作而登錄之角色組合而成之其他角 色進行與第i實施形態相同之演示播放。進而,將角色表 1500之登錄旗標變更為1,由此使該角色於遊戲中可被利 用0 H6085.doc -24 - 201034726 所說明’於第2實施形態之可攜式遊戲裝置中, 以讓玩家可由複數個零件進行組裝之方式而構成用於重新 載入操作之卡Mi,對於卡£之各零件,使其等保持有 賦予遊戲中的各角色之屬性資訊及種類資訊,並利用該等 之組合來識別各角&。藉此,除第1實施形態中之演示播 放之效果外,還可對遊戲中能利用之角色加以變化。 [其他實施形態] 將以上之處理(例如,依據上述實施形態中圖8所示之流 程圖之處理)作為程式而記憶於CD_R(可記錄之壓縮光 碟)、DVD-R(可記錄之數位多功能光碟)、cd_r〇m(壓縮 光碟-唯讀記憶體)或DVD-R0M(數位多功能光碟_唯讀記憶 體)、快閃記憶體等記憶媒體中,並使電腦讀入(安裝或複 製)上述記憶媒體中所記憶之程式,藉此,該電腦可進行 以上之處理。因此可明白上述程式或記憶媒體亦屬於本發 明之範疇。 【圖式簡單說明】 圖la、圖lb係表示第1實施形態之可攜式遊戲裝置1〇〇之 外觀之一例的示圖; 圖2係表示第1實施形態之可攜式遊戲裝置100之硬體構 成之一例的方境圖; 圖3係表示第1實施形態的可攜式遊戲裝置1〇〇中所插入 之卡匣300之外觀之一例的示圖; 圖4a、圖4b係表示第1實施形態的可攜式遊戲裝置100中 之重新載入操作之情形之一例的示圖; 146085.doc • 25- 201034726 圖5係表示第1實施形態之卡匣300中之凹凸部302之構成 之一例的示圖; 圖6係表示第1實施形態的奇偶同位之生成方法之一例之 表的示圖; 圖7係表示第1實施形態之資料訊號及奇偶同位之一例的 不圖; 圖8係表示第1實施形態之重新載入處理之順序之流程 圖; 圖9a、圖9b、圖9c、圖9d係表示第1實施形態之重新載 入處理中之顯示部101之顯示晝面之一例的示圖; 圖10係表示第1實施形態之角色表1 000之一例的示圖; 圖11係表示第1實施形態之角色之顯示形態之一例的示 圖; 圖12係表示第2實施形態的可攜式遊戲裝置100中所插入 之卡匣1200之外觀之一例的示圖; 圖13a、圖13b、圖13c係表示構成第2實施形態的卡匣 12 0 0之各零件之外觀之一例的示圖; 圖丨4係表示第2實施形態的卡匣1200中之凹凸部1202之 構成之一例的示圖;及 圖丨5係表示第2實施形態之角色表1500之一例的示圖。 【主要元件符號說明】 100 可攜式遊戲裝置 101 顯示部 l〇2a、i〇2b、102c 操作按鈕 146085.doc -26- 201034726 103 LED 104 插槽部(安裝部) 105 讀取部 106 滑動檢測部 201 CPU 202 RAM 203 ROM 204 操作部 205 聲音輸出部 206 卡匣檢測部 300 卡匣(資訊保持媒體) 302 凹凸部 Ο 146085.doc -27-Ru (1521). Thereafter, the flow jumps to step S808. Steps S808 to S812 are the same as in the first embodiment. Further, in the chromaticity chart 1 500 of Fig. 15, other characters (not shown) generated by a plurality of characters and s may be registered in the same manner as in the i-th embodiment. In this case, when the reloading operation is repeated for several times, the CPU 2〇1 will make the other characters combined by the roles registered by the reloading operations. The same presentation in the i-th embodiment. Further, the registration flag of the character table 1500 is changed to 1, so that the character can be used in the game in the portable game device of the second embodiment as described in the specification of H H6085.doc -24 - 201034726. The player can be assembled by a plurality of parts to form a card Mi for reloading operation, and for each part of the card, the attribute information and type information of each character in the game are maintained and utilized. A combination of these to identify the corners & Thereby, in addition to the effect of the demonstration play in the first embodiment, the character that can be used in the game can be changed. [Other Embodiments] The above processing (for example, processing according to the flowchart shown in FIG. 8 in the above embodiment) is stored as a program in CD_R (recordable compressed optical disc), DVD-R (multiple recordable number) Function CD), cd_r〇m (compressed disc-read only memory) or DVD-R0M (digital versatile disc _ read-only memory), flash memory and other memory media, and make the computer read in (install or copy The program stored in the above memory medium, whereby the computer can perform the above processing. It is therefore understood that the above program or memory medium is also within the scope of the present invention. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1A and FIG. 1b are diagrams showing an example of the appearance of the portable game device 1 of the first embodiment; FIG. 2 is a view showing the portable game device 100 of the first embodiment. FIG. 3 is a view showing an example of the appearance of the cassette 300 inserted in the portable game device 1 of the first embodiment; FIG. 4a and FIG. 4b show the first embodiment. A diagram showing an example of a reloading operation in the portable game device 100 of the first embodiment; 146085.doc • 25- 201034726 FIG. 5 is a view showing an example of the configuration of the uneven portion 302 in the cassette 300 of the first embodiment. Fig. 6 is a view showing a table showing an example of a method of generating parity parity in the first embodiment; Fig. 7 is a view showing an example of data signals and parity parity in the first embodiment; FIG. 9a, FIG. 9b, FIG. 9c, and FIG. 9d show an example of the display surface of the display unit 101 in the reloading process of the first embodiment. Figure 10 is a diagram showing the character table 1 of the first embodiment. FIG. 11 is a view showing an example of the display form of the character in the first embodiment; FIG. 12 is a view showing the appearance of the cassette 1200 inserted in the portable game device 100 according to the second embodiment. Fig. 13a, Fig. 13b, and Fig. 13c are views showing an example of the appearance of each of the components constituting the cassette 12 of the second embodiment; Fig. 4 is a view showing the cassette of the second embodiment. A diagram showing an example of the configuration of the uneven portion 1202 in 1200; and FIG. 5 is a view showing an example of the character table 1500 according to the second embodiment. [Description of main component symbols] 100 Portable game device 101 Display unit l〇2a, i〇2b, 102c Operation button 146085.doc -26- 201034726 103 LED 104 Slot portion (mounting portion) 105 Reading portion 106 Sliding detection Part 201 CPU 202 RAM 203 ROM 204 Operation unit 205 Sound output unit 206 Card detection unit 300 Card (information holding medium) 302 Concave and convex portion 146085.doc -27-

Claims (1)

201034726 七、申請專利範圍: 1. 一種遊戲裝置,其特徵在於: 其係執行遊戲者,且包括: 表’該表中將用以識別遊戲角色之識別資訊、盘表 不該角色之符號形成關聯而登錄有複數個; 、 女·^ ’其上安裝有保持上述識別資訊之資訊 媒體’且於該資訊保持媒體之表面上之特定 有 上述符號; 有 〇 顯示機構’其係顯示遊戲晝面者,透過該顯示機構 可看到設置於該顯示機㈣面側之上述安裝部上所安裳 之上述資訊保持媒體的表面; 、 取得機構,其自安裝於上述 媒體中取得上述角色之上述識別資訊;貝〜呆持 抽取機構’其自上述表中抽取出與由上述取得機構 所取得之上述識別資訊相關聯的上述符號; 檢測機構’其檢測上述安裝部上已安裝有 保持媒體;及 ”貝不控制機構’當由上述檢測機構檢測到上述資訊 保持媒體時,在能透過上述顯示機構而看到該資訊保持 媒體上之上述符號之該顯示機構上的區域中,使由上述 抽取機構所抽取之上述符號以與該資訊保持媒體上之上 述符號相重疊之方式而顯示。 2.如請求们之遊戲裝置’其中上述顯示控制機構使顯示 '述顯示機構上之上述符號變化成與上述識別資訊對 146085.doc 201034726 應之上述角色之圖像。 3. 如請求項1之遊戲裝置,纟中上述顯示控制機構,於由 上述取得機構自上述資減㈣體+取得±述識別資訊 後,若由該取得裝置自不同的上述資訊保持媒體中又取 得上述識別資訊,則使與該識別資訊之組合對應之上述 角色之圖像顯示於上述顯示機構。 4. 如請求項1至3中任—項之遊戲裝置,其中 上述顯示機構係穿透式液晶顯示器; 上述資訊保持媒體於表面上具有根據上述識別資訊所 形成之凹凸部; 資訊 上述取得機構根據上述安裝部之内部所具備之開關是 否已被上述資訊保持媒體之凹凸部按下而取得上述識別 5.如請求項1至3中任—項之遊戲裝置,其中 登錄於上述表中之各角色之識別資訊包括表㈣以 屬性的屬性資訊、及表示該角色種類的種類資訊; 上述資訊保持媒體係由保持上述屬性資訊之第 :矣保持上逑種類資訊之第2零件、及使上述符號顯示 :表面上之特定位置上的第3零件以可裝卸的方式而構 成, 上述取得機構係在上述安裝部上安裝有上述資訊伴持 媒體之後’自θ上述第1零件取得上述屬性資訊,且自上 述第2零件取得上述種類資訊,· 上述抽取機構係自上述表中抽取出與由上述取得機構 146085.doc 201034726 所取得之上述屬性資訊及上述種類資訊之任一者相關聯 的上述符號。 Ο ◎ 146085.doc201034726 VII. Patent application scope: 1. A game device, characterized in that: it is a player who executes a game, and includes: a table in which the identification information of the game character is to be recognized, and the symbol of the disk table is not associated with the symbol of the character. And the login has a plurality of; the female ^^ has the information medium that holds the above identification information and has the above-mentioned symbols on the surface of the information holding medium; the display organization 'the display device' The display mechanism can be used to view the surface of the information holding medium disposed on the mounting portion on the surface side of the display device (4); and an obtaining mechanism that acquires the identification information of the character from the medium installed贝 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆 呆Not controlling the mechanism 'When the above information detecting medium is detected by the above detecting means, the above display can be transmitted And in the area on the display means for seeing the symbol on the information holding medium, the symbol extracted by the extracting means is displayed so as to overlap with the symbol on the information holding medium. Such as the game device of the requester, wherein the display control means causes the display of the above-mentioned symbol on the display means to be an image corresponding to the above-mentioned role of the identification information pair 146085.doc 201034726. 3. The game device of claim 1 In the above-mentioned display control means, after the obtaining means obtains the identification information from the above-mentioned asset reduction (four) body +, if the acquisition means obtains the identification information from the different information holding media, the An image of the above-mentioned character corresponding to the combination of the identification information is displayed on the display device. The game device of any one of claims 1 to 3, wherein the display mechanism is a transmissive liquid crystal display; And having a concave-convex portion formed according to the identification information; the information obtaining mechanism is based on the inside of the mounting portion Whether the switch provided by the part has been pressed by the concave portion of the information holding medium to obtain the above-mentioned identification 5. The game device of any one of the items 1 to 3, wherein the identification information of each character registered in the above table includes Table (4) is the attribute information of the attribute and the type information indicating the type of the character; the above information holding medium is the second part that holds the attribute information: the second part that holds the type information, and the above symbol is displayed: on the surface The third component at a specific position is detachably formed, and the acquisition means acquires the attribute information from the first component θ after the information accompanying medium is attached to the mounting portion, and the second component is obtained from the second component The above-mentioned type information is obtained, and the above-mentioned extraction means extracts the above-mentioned symbol associated with the attribute information and the type information obtained by the acquisition means 146085.doc 201034726 from the table. Ο ◎ 146085.doc
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