WO2012039220A1 - Article selling device - Google Patents

Article selling device Download PDF

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Publication number
WO2012039220A1
WO2012039220A1 PCT/JP2011/068952 JP2011068952W WO2012039220A1 WO 2012039220 A1 WO2012039220 A1 WO 2012039220A1 JP 2011068952 W JP2011068952 W JP 2011068952W WO 2012039220 A1 WO2012039220 A1 WO 2012039220A1
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WO
WIPO (PCT)
Prior art keywords
game
card
cpu
unit
character
Prior art date
Application number
PCT/JP2011/068952
Other languages
French (fr)
Japanese (ja)
Inventor
樋口 亘
喜人 茂木
厳洋 村上
高志 飯田
Original Assignee
株式会社バンダイ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社バンダイ filed Critical 株式会社バンダイ
Priority to SG2013015037A priority Critical patent/SG188331A1/en
Publication of WO2012039220A1 publication Critical patent/WO2012039220A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Definitions

  • the present invention generally relates to a sales apparatus for selling an article, and more particularly to an article sales apparatus for selling an article used by a player for a game.
  • Patent Document 1 a game machine with a card payout function is proposed. This game machine collects a plurality of game charges when the customer sets a bulk purchase, and pays out a number of cards according to the collected game charges from the card dispenser as the game is executed. *
  • Non-Patent Document 1 a card game system that realizes a competitive card game has been proposed. Specifically, according to Non-Patent Document 1, there is the following description. “4.2 Buy only cards Buy only cards without playing games. One card will be paid out for every ⁇ 100. At this time, the experience value is accumulated in the “happiness box” for each piece, and all the experience values accumulated in the occupation selected at the next game play are added. In addition, the experience value of the occupation “merchant” increases each time a card is purchased, and the level increases. ⁇
  • Patent Document 1 describes that discounts are applied when bulk purchase is specified, and for example, 12 cards are paid out at a charge of 10 cards, but an incentive to develop the game itself advantageously Has not been proposed. *
  • Non-Patent Document 1 the experience value is accumulated in the happiness box only when the card is purchased and the game is not played, and the experience value is merely added to the occupation selected at the next game play. . That is, in Non-Patent Document 1, the profit (incentive) obtained by purchasing a card is not used for the current game play, but can be used only for the next game play. Among customers, there are customers who want to enjoy the profits obtained by purchasing a card on the spot, that is, in this game play. Such a request cannot be met by the prior art. *
  • an object of the present invention is to solve at least one of such problems and other problems.
  • an object of the present invention is to make it possible for a customer to use a profit given by purchasing an article in the current game play.
  • Other issues can be understood throughout the specification.
  • an article selling apparatus of the present invention is an article selling apparatus with a game function that executes a game when an article is purchased by a customer, an article storage unit that stores a plurality of articles, The payment detection unit that detects the payment, the discharge unit that discharges the goods stored in the article storage unit when the payment of the payment is detected, and the total amount or discharge unit that the payment detection unit detects A count unit that counts the number of articles, and a game parameter control unit that controls a game parameter used by the game function to a more advantageous value for the customer as the count value counted by the count unit increases.
  • the more the total value of the value detected by the payment detection unit or the count value of the number of articles discharged by the discharge unit the more advantageous the game parameters used by the game function in this game play for the customer. Control to value. Therefore, the customer can use the profits given by purchasing the article in this game play.
  • FIG. 1 is a perspective view of an article sales apparatus.
  • FIG. 2 is a front view of the display section 2 in which game cards are displayed vertically.
  • FIG. 3 is a front view of the display section 2 in which game cards are displayed sideways.
  • FIG. 4 is a front view of the display unit 2 that exhibits a mixture of a vertically oriented game card and a horizontally oriented game card.
  • FIG. 5 is a diagram for explaining the interval between the plurality of holes (holder receiving portion 11) provided in the exhibition unit 2.
  • FIG. 6 is an enlarged view of the holder receiving portion 11.
  • FIG. 7 is a top view of the card holder 10.
  • FIG. 8 is a cross-sectional view of the card holder 10 in the A-A ′ direction.
  • FIG. 9 is a cross-sectional view of the card holder 10 in the B-B ′ direction.
  • FIG. 10 is a diagram showing the card holder 10 and a sample of the card placed on the card placement surface.
  • FIG. 11 is a view showing the holder receiving portion 11 and the head portion 32 inserted therein.
  • FIG. 12 is a view showing a state in which the shaft 31 is fitted into the second opening 22.
  • FIG. 13 is a cross-sectional view corresponding to FIGS. 11 and 12.
  • FIG. 14 is a cross-sectional view corresponding to FIGS. 11 and 12.
  • FIG. 15 is a diagram showing variations of the cross-sectional shape of the shaft 31 of the card holder 10 and the shape and combination of the second opening 22 of the holder receiving portion 11.
  • FIG. 10 is a diagram showing the card holder 10 and a sample of the card placed on the card placement surface.
  • FIG. 11 is a view showing the holder receiving portion 11 and the head portion 32 inserted therein.
  • FIG. 16 is a view showing a modified example of the holder receiving portion 11, the shaft 31 and the head portion 32.
  • FIG. 17 is a diagram showing a control unit of the article sales apparatus.
  • FIG. 18 is a flowchart showing the article sales process.
  • FIG. 19 is a flowchart showing the game process.
  • FIG. 20 is a diagram showing an example of a game card arrangement field and a display screen.
  • FIG. 21 is a flowchart showing the battle process.
  • FIG. 22 is a diagram illustrating an example of a battle display.
  • FIG. 23 is a diagram illustrating an example of a support effect.
  • FIG. 24 is a flowchart illustrating an example of defense processing.
  • FIG. 25 is a diagram illustrating a display example of series information.
  • FIG. 1 is a perspective view of an article sales apparatus that sells articles.
  • the article sales apparatus 1 includes an article sales function and a game function. That is, the article sales apparatus 1 is an article sales apparatus with a game function that executes a game when an article is purchased by a customer. Focusing on the game function, the article sales apparatus 1 can also be called a game apparatus.
  • the article to be sold is assumed to be a game card, but the present invention can also be applied to cases where other articles (toys such as dolls and minicars) are to be sold. *
  • the exhibition part 2 is a part for exhibiting samples of cards currently on sale.
  • the display device 3 is a device that displays guidance regarding card sales and a game screen.
  • the game executed with the game function is a game in which a plurality of different game characters (S, N, U) compete to win or lose.
  • a customer who is a game player can play against his / her opponent (CPU or another customer) by presenting his / her card to the game function of the card sales apparatus 1.
  • a team is formed by a plurality of game characters and is played against the opponent team.
  • a game character pattern is drawn on the first surface (front surface) of each card, and a computer-readable code for identifying the game character (game card) is displayed on the second surface (back surface). It is assumed that it is drawn.
  • the first card in the series sells cards with a symbol for S
  • the second in the series sells cards with a symbol for N people
  • the third in the series has a card with symbols for a U person.
  • the duration of a certain series is, for example, one month. In the exhibition section 2, a sample of cards currently on sale will be exhibited. Accordingly, there is an advantage that the customer can visually check what cards are sold.
  • the card is made of, for example, paper or resin.
  • this card is referred to as a game card.
  • the IC card reader / writer device 4 is a device for reading information and writing information from an IC card lent or sold to a customer.
  • each IC card stores a game character image (avatar) selected by the customer and game parameters (experience values, etc.) used in the game function.
  • the audio output device 5 is a device that outputs guidance related to card sales, audio and sound effects related to games, and the like. *
  • the code reader unit 6 functions as a reading unit that reads a code provided on the operation member and a position detection unit that detects the position of the operation member with respect to the operation panel surface.
  • the code reader unit 6 is a device that reads a code printed on the back surface of a game card as an operation member and recognizes a position where the game card is placed.
  • the code reader unit 6 includes a translucent top plate on which one or more cards are placed, and a reading unit that reads a code provided on the game card.
  • the top plate also functions as an operation panel surface on which a game card as one or more operation members is placed by an operator. *
  • the display device 3 functions as a display unit that displays an image of the game character corresponding to this code.
  • the code may be magnetic information.
  • the code may be communicated by electromagnetic waves (infrared rays) or light.
  • the code reader unit 6 may be a magnetic information read / write device, an electromagnetic wave (infrared) or optical communication device.
  • the game card may be a magnetic card or a non-contact type IC card. In the present invention, the display position of the image of each game character is linked with the arrangement position of each corresponding game card on the operation panel surface. *
  • the operation unit 7 is an input device that inputs a customer selection instruction regarding the purchase of a game card and a customer instruction regarding the execution of a game.
  • the coin insertion slot 8 is an insertion slot for inserting a purchase price which is a consideration for the game card.
  • the card discharge unit 9 includes a discharge port for discharging a purchased game card from a card storage unit (article storage unit) that stores a plurality of game cards (articles). *
  • FIG. 2 is a front view of the display section 2 in which game cards are displayed vertically.
  • the exhibition section 2 is provided with a plurality of holder receiving sections 11 that function as attachment sections to which a card holder 10 that functions as a holder section for holding a game card sample is mounted.
  • the holder receiving part 11 is formed by, for example, punching a hole in a plate-like member constituting the exhibition part 2.
  • the card holder 10 is also fixed vertically so that the game card can be displayed vertically. Since the game card has a substantially rectangular shape, two of the four sides are long and the remaining two sides are short. *
  • FIG. 3 is a front view of the display section 2 in which game cards are displayed sideways.
  • the card holder 10 can be attached to the display unit 2 regardless of whether the card holder 10 is in the vertical orientation or the horizontal orientation, restrictions on the orientation of the pattern drawn on the game card are eased. *
  • FIG. 4 is a front view of the display unit 2 that exhibits a mixture of a vertically oriented game card and a horizontally oriented game card. In the present invention, it is also one of the advantages that a vertically oriented game card and a horizontally oriented game card can be displayed together. *
  • FIG. 5 is a diagram for explaining the interval between the plurality of holes (holder receiving portion 11) provided in the exhibition unit 2.
  • the exhibition section 2 shown in FIG. 5 is provided with hole-shaped holder receiving sections 11 a to 11 i for fixing the card holder 10. It should be noted that when the matters common to the holder receiving portions 11a to 11i are described, the suffixes a to i are omitted and simply referred to as the holder receiving portion 11. *
  • the holder receiving portions 11a to 11i are arranged so that the intervals when the plurality of game cards are displayed vertically are equal, and the intervals when the plurality of game cards are displayed horizontally are also equal. The interval is determined. Further, even when the vertically oriented cards and the horizontally oriented cards are mixedly arranged, the intervals between the holder receiving portions 11a to 11i are devised so that the cards are arranged as evenly as possible. By arranging the holder receiving portions 11a to 11i with the interval of the present invention, as shown in FIG. 4, even if a vertically oriented game card and a horizontally oriented game card are mixed, the appearance is not easily lowered. Yes. *
  • the distance a1 from the left side of the display unit 2 to the holder receiving unit 11a is equal to the distance a10 from the right side of the display unit 2 to the holder receiving unit 11i.
  • the distances a1 and a10 are set to such a distance that the side of the card holder 10 is not in contact with the side of the display unit 2.
  • the horizontal width of the holder receiving portions 11a to 11i is d1. *
  • the orientation of the card holder 10 is in the first direction (vertical direction) with respect to the display portion 2.
  • the first holes are holder receiving portions 11a, 11b, 11d, 11e, 11f, 11h and 11i. According to FIGS.
  • the second holes are holder receiving portions 11 a, 11 c, 11 e, 11 g and 11 i.
  • the holder receiving portions 11a, 11e, and 11i are common hole portions that are used when the holder portion is attached vertically or horizontally.
  • the distance between the holder receivers 11a and 11b is a2
  • the distance between the holder receivers 11b and 11c is a3
  • the distance between the holder receivers 11c and 11d is a4.
  • the distance between the portions 11d and 11e is a5, the distance between the holder receiving portions 11e and 11f is a6, the distance between the holder receiving portions 11f and 11g is a7, and the distance between the holder receiving portions 11g and 11h is a8, and the distance between the holder receiving portions 11h and 11i is a9.
  • the ratio between the first distance D1 and the second distance D2 is the aspect ratio of the first surface (game card placement surface) of the card holder 10 or the sample of the game card (the length DS in the short direction and the length direction). Is substantially equal to the length DL) (FIG. 7). For example, if the aspect ratio of the sample game card is 2: 3, the ratio between the first interval D1 and the second interval D2 is also 2: 3. *
  • FIG. 6 is an enlarged view of a holder receiving portion into which a shaft included in the holder portion is fitted.
  • the holder receiving portion 11 is composed of three openings.
  • the first opening 20 is a rectangular opening having a horizontal length of d1 and a vertical length of d2.
  • the shape of the first opening portion 20 is similar to the shape of the head portion 32 coupled to the end portion of the shaft 31 extending from the back surface of the main body 30 of the card holder 10.
  • the shape of the 2nd opening part 21 is a substantially inverted trapezoid shape, and the height of an inverted trapezoid part is d3.
  • the third opening 22 is a rectangular opening having a horizontal length of d5 and a vertical length of d4.
  • the shape of the third opening 22 is similar to the cross-sectional shape of the shaft 31 extending from the back surface of the main body 30 of the card holder 10.
  • the length in the vertical direction of the holder receiving portion 11 is d0.
  • the shape of the bottom side Ea1 positioned at the lowermost side in the vertical direction among the plurality of sides constituting the fitting surface P1 of the holder receiving portion 11 is to allow the card holder 10 to be mounted horizontally or vertically. is important.
  • the base Ea1 becomes a side located in the lowest direction in the perpendicular direction among several sides.
  • FIG. 7 is a top view of the card holder 10.
  • the upper surface shape of the card holder 10 is a substantially rectangular shape.
  • Two or more support portions for supporting the card are provided on the card placement surface (which may be referred to as an upper surface or a first surface) of the card holder 10.
  • the 1st support part 25 is provided along the longitudinal direction of the 1st surface, and supports the 1st edge part which is the edge along the longitudinal direction of the sample of a card
  • the first support portion 25 prevents the sample from falling from the card holder 10 due to gravity when the card sample is displayed sideways. *
  • the 2nd support part 26 is provided along the transversal direction of the 1st surface, and supports the 2nd end part which is an edge along the transversal direction of a sample.
  • the second support part 26 prevents the sample from falling from the card holder 10 due to gravity when the sample of the card is displayed vertically.
  • a third support portion 27 is provided along the longitudinal direction of the first surface, and supports a third end portion along the longitudinal direction of the card sample.
  • a fourth support portion may be provided that is provided along the short direction of the first surface and supports the fourth end portion along the short direction of the sample.
  • FIG. 8 is a cross-sectional view of the card holder 10 in the A-A ′ direction.
  • the card holder 10 has a main body 30 as a main part.
  • the card placement surface S1 of the main body 30 is a first surface on which a sample is placed.
  • the card mounting surface S1 is provided with a first support part 25 and a third support part 27, and the cross-sectional shape of these support parts is an L-shape. That is, the first support portion 25 and the third support portion 27 are provided with support grooves 33 for sandwiching and supporting the card.
  • a shaft 31 and a head portion 32 are provided on the back surface S2 side of the main body 30.
  • the back surface (second surface) of the main body 30 is coupled to one end of the shaft 31, and the head portion 32 having a cross-sectional area larger than the cross-sectional area of the shaft is coupled to the other end of the shaft 31. is doing.
  • the shaft protrudes from the second surface located on the back side of the first surface.
  • FIG. 9 is a cross-sectional view of the card holder 10 in the B-B ′ direction.
  • the cross-sectional shape of the second support portion 26 is an inverted L shape. That is, the second support portion 26 is also formed with a support groove for supporting the card. If either one of the first support part and the third support part is L-shaped, the cross-sectional shape of the second support part 26 may be a simple I-shape. In this case, the second support portion does not have a support groove. Therefore, there exists an advantage by which shaping
  • a 1st support part and a 3rd support part have a support groove
  • a 2nd support part and a 4th support part do not need to have a support groove
  • the first support portion and the third support portion may not have a support groove
  • the second support portion and the fourth support portion may have a support groove
  • FIG. 10 is a diagram showing the card holder 10 and a sample of the card placed on the card placement surface. Of the four sides included in the sample of the game card 35, three sides are supported by the support groove of the support unit described above. *
  • FIG. 11 is a view showing the holder receiving portion 11 and the head portion 32 inserted therein. It can be seen that the area of the first opening 20 of the holder receiving part 11 is larger than the area of the cross-sectional shape of the head part 32. It can also be seen that the area of the second opening 22 is smaller than the area of the cross-sectional shape of the head portion 32. Since the direction of the arrow shown in FIG. 11 is a substantially vertical direction, the shaft 31 is fitted into the second opening 22 by sliding the card holder 10 in the direction of the arrow. *
  • FIG. 12 is a view showing a state in which the shaft 31 is fitted into the second opening 22. From this figure, it can be seen that the area of the second opening 22 is larger than the area of the cross-sectional shape of the shaft 31.
  • the card holder 10 can be stably fixed to the holder receiving portion 11 in both the vertical and horizontal directions.
  • the card vending apparatus 1 having a game function may vibrate the casing of the card vending apparatus 1 when a customer is enjoying a game. Therefore, even when such vibration is applied, the holder holder 11 must be firmly held so that the card holder 10 does not fall off. *
  • the holder receiver 11 may include a bottom 40 that engages with the end surface of the head portion 32 without using the holder receiver 11 as a simple punching hole.
  • the bottom portion 40 By providing the bottom portion 40, the head portion 32 of the holder receiving portion 11 moves from the first opening portion 20 to the second opening portion 22 while sliding on the bottom portion 40. Therefore, the bottom part 40 functions as a guide for the head part 32 to move smoothly. That is, the card holder 10 can be easily attached to and detached from the holder receiving portion 11. *
  • FIG. 15 is a diagram showing variations of the cross-sectional shape of the shaft 31 of the card holder 10 and the shape and combination of the second opening 22 of the holder receiving portion 11.
  • the cross-sectional shape of the shaft 31 of the card holder 10 that abuts against the bottom side Ea1 that is positioned on the lowermost side in the vertical direction among the plurality of sides that constitute the fitting surface P1 of the holder receiving portion 11.
  • the shape of the side Eb1 that contacts the base Ea1 when the card holder 10 is mounted horizontally and the shape Eb2 of the side that contacts the base when the card holder 10 is mounted vertically are the bases Ea1. It is almost similar to the shape. *
  • the cross-sectional shape of the shaft 31 with the card holder 10 oriented vertically, the cross-sectional shape of the shaft 31 with the card holder 10 oriented sideways, And the shape of the 2nd opening part 22 of the holder receiving part 11 is shown.
  • these cross-sectional shapes are the cross-sectional shapes of the shaft 31 obtained by cutting the shaft 31 along a plane parallel to the second surface of the main body 30.
  • the card holder 10 since the card holder 10 needs to be mounted vertically or horizontally, there are certain conditions on the cross-sectional shape of the shaft 31 of the card holder 10 and the shape of the second opening 22 of the holder receiving portion 11. It is required to satisfy.
  • the cross-sectional shape of the shaft 31 is a shape when the shaft 31 is cut in a direction parallel to the placement surface of the game card sample. *
  • shaft 31 is a square.
  • the four corners of the square may be chamfered and rounded.
  • the shapes of the two sides Eb1 and Eb2 that are different from each other by 90 ° constituting the cross-sectional shape of the shaft 31 are formed on the second opening 22 of the holder receiving portion 11.
  • the shape may be similar to the shape of the bottom side Ea1 (side contacting the side of the cross-sectional shape of the shaft 31).
  • the side Eb1 is parallel to the longitudinal direction of the second surface of the main body 30, and the side Eb2 is parallel to the short side direction of the second surface of the main body 30.
  • a certain condition is that the first shape in the direction parallel to the longitudinal direction of the second surface and the shortness of the second surface among the cross-sectional shapes of the shaft obtained by cutting the shaft along a surface parallel to the second surface.
  • the second shape in a direction parallel to the direction is a common shape, and of the shape of the hole functioning as the holder receiving portion, the first shape portion of the shaft or the portion fitted with the second shape portion of the shaft. The shape is substantially similar to the first shape and the second shape.
  • the cross-sectional shape of the shaft 31 shown in FIG. 15A is a square, two sides that differ by 90 ° are both linear. Of course, the bottom of the second opening 22 is also linear. Therefore, they are similar to each other.
  • the condition for attaching the card holder 10 in the vertical and horizontal directions is that the two sides constituting the cross-sectional shape of the shaft 31 and the shapes of the two sides whose normal directions are different by 90 ° are the holders. This is similar to the shape of the bottom of the second opening 22 of the receiving part 11. *
  • a regular octagon is shown as the cross-sectional shape of the shaft 31.
  • the shapes of the two sides whose normal directions differ by 90 ° are similar to the bottom side of the second opening 22. Therefore, the conditions for attaching the card holder 10 in the vertical and horizontal directions are satisfied.
  • a right isosceles triangle is shown as the cross-sectional shape of the shaft 31. As is apparent from the figure, the right isosceles triangle also satisfies the conditions for mounting the card holder 10 in the vertical and horizontal directions. *
  • a trapezoid is shown as the cross-sectional shape of the shaft 31.
  • two sides whose normal directions differ by 90 ° are similar to the bottom side of the second opening 22. Therefore, this trapezoid also satisfies the conditions for mounting the card holder 10 both vertically and horizontally.
  • FIG. 15 (e) shows a figure in which a square is offset by 45 ° as the cross-sectional shape of the shaft 31.
  • the condition for attaching the card holder 10 vertically or horizontally is that one of the two edges constituting the cross-sectional shape of the shaft 31 has rotated the shaft 31 by 90 ° from a predetermined rotational position.
  • it overlaps with the other edge that is, when the conditions are generalized, it is a condition that the shapes of two sides (edges) different in direction by 90 ° are similar to the shape of the bottom side (bottom edge) of the second opening 22.
  • FIG. 15 (f) a cross shape is shown as the cross-sectional shape of the shaft 31. As is apparent from the figure, it is a condition that the shape of two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22. *
  • a cross shape is shown as the cross-sectional shape of the shaft 31.
  • the shape of two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22.
  • the shape of the base of the 2nd opening part 22 is made into a simple straight line in FIG.15 (f)
  • it is good also as a shape similar to the lower half of a cross shape. In this case, it will be easy to suppress the play with respect to the holder receiving part 11 of the card holder 10. *
  • a substantially cross shape using a curve is shown as the cross-sectional shape of the shaft 31. Since the shape of the two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22, the card holder 10 can be mounted vertically or horizontally. it can. *
  • a tetragonal shape is shown as the cross-sectional shape of the shaft 31. Since the shape of the two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22, the card holder 10 can be mounted vertically or horizontally. it can. *
  • the shape of two different sides (edges) among the plurality of sides (edges) constituting the cross-sectional shape of the shaft 31 is similar to the shape of the bottom side (bottom edge) of the second opening 22.
  • the card holder 10 can be attached in the vertical direction or the horizontal direction.
  • the remaining sides (edges) other than the two sides (edges) that satisfy this condition may have any shape.
  • the condition imposed on the remaining sides (edges) is that the shape does not hinder the accommodation of the shaft 31 in the second opening 22. *
  • FIG. 16 is a view showing a modified example of the holder receiving portion 11, the shaft 31 and the head portion 32.
  • A shows a modification in which the shaft 31 and the head portion 32 are integrally molded as a prism and the holder receiving portion 11 is a box that can accommodate the prism.
  • the cross-sectional shape (shaded part) of the prism is similar to the cross-sectional shape of the box corresponding to it. That is, the shape of the two sides (edges) that form the cross-sectional shape of the prism and are 90 ° different in direction is similar to the cross-sectional shape of the box corresponding to the bottom side (bottom edge) of the second opening 22.
  • the card holder 10 can be mounted either vertically or horizontally. *
  • the latch mechanism includes a fixed portion that is fixed to the flat plate of the display unit 2 and an elastic body (such as a leaf spring) that is attached to the fixed portion.
  • the head unit 32 of the card holder 10 can rotate in a plane parallel to the flat plate of the display unit 2, but is forced vertically or horizontally by the latch mechanism 51. Thus, the orientation of the card holder 10 can be changed without removing the card holder 10 from the holder receiving portion 11.
  • FIG. 17 is a diagram showing a control unit of the card selling device.
  • the CPU 61 reads out various programs and data stored in the ROM 62 to realize a game function and a card sales function.
  • the ROM 62 is a nonvolatile storage device (read only memory, EEPROM, flash memory, hard disk drive, etc.).
  • the RAM 63 is a volatile storage device (DRAM or the like) that functions as a work area or the like. *
  • the coin detection unit 64 is a unit that detects whether or not a coin has been inserted from the coin insertion slot 8, and sends a detection signal to the CPU 61 when detecting the insertion of a coin.
  • the coin may be a coin or a game coin that is lent in exchange for a coin.
  • the coin detection unit 64 may be an IC card reader / writer device that collects a purchase price (consideration) for a game card from an electronic money card (electronic wallet) such as Edy, WAON, Suica, PASMO, or nanoco.
  • the coin detection unit 64 may be an IC card reader / writer device that collects a purchase price (consideration) of a game card from a credit card. As described above, the coin detection unit 64 functions as a payment detection unit that detects payment of a consideration. *
  • the card ejection device 65 When the card ejection device 65 receives the ejection command transmitted by the CPU 61, the card ejection device 65 ejects one card from a card storage unit (not shown) to the card ejection unit 9.
  • the card discharge device 65 functions as a discharge unit that discharges the card stored in the card storage unit when payment of the price is detected.
  • the display device 3 displays various images and information in accordance with a display command from the CPU 61.
  • the IC card reader / writer device 4 is a device that transfers information read from the inserted IC card to the CPU 61 and writes information to the IC card in accordance with a write command from the CPU 61.
  • the voice output device 5 outputs a sound effect, a voice message, and the like in accordance with an output command from the CPU 61.
  • the audio output device 5 includes an audio circuit and a speaker.
  • the code reader unit 6 reads and decodes the code drawn on the back side of the game card placed on the translucent card arrangement field surface included in the code reader unit 6 and also on the card arrangement field surface.
  • the card arrangement field surface corresponds to the above-described top plate and operation panel surface.
  • the operation unit 7 includes a plurality of button switches and sends a button operation signal indicating whether or not each button is pressed to the CPU 61. *
  • FIG. 18 is a flowchart showing game card sales processing.
  • the CPU 61 determines whether or not a coin has been inserted. For example, the CPU 61 determines whether a coin detection signal indicating that a coin has been detected is received from the coin detection unit 64. If coin insertion is detected, the process proceeds to S1802. *
  • the CPU 61 displays a menu on the display device 3.
  • the menu is a menu for inquiring the customer (game card purchaser) whether to execute only the purchase of the game card or play the game together with the purchase of the game card.
  • the CPU 61 determines whether or not the customer wants to play the game. For example, the CPU 61 indicates that the signal input from the operation unit 7 is a selection signal indicating that the customer has selected to execute only the purchase of the game card, or that the customer plays the game together with the purchase of the game card. Is a selection signal indicating selection. If the customer chooses not to play the game, the process proceeds to step S1820. *
  • CPU 61 transmits to card ejection device 65 an ejection command indicating that one game card is to be ejected.
  • the card ejection device 65 receives the ejection command, it ejects one game card.
  • the CPU 61 displays coin insertion guidance on the display device 3.
  • the coin insertion guidance includes, for example, a message indicating that when the customer inserts additional coins, another game card can be purchased. *
  • the CPU 61 determines whether or not a coin has been inserted. If a coin is inserted, the process returns to S1820. On the other hand, when an explicit signal indicating that no additional purchase is to be performed is input from the operation unit 7 to the CPU 61 or coin insertion cannot be detected after a certain period of time, the CPU 61 relates to this flowchart. The game card sales process ends. *
  • the game of the present invention is a battle-type game in which a plurality of game characters are divided into a team of friendly teams and an enemy team, and the sum of the physical strength parameters indicating the physical strength of all game characters belonging to the team of teammates is zero. Then, the friendly team is defeated, and when the sum of the physical strength parameters indicating the physical strength of all game characters belonging to the enemy team becomes zero, the CPU 61 determines that the team is victorious and the CPU 61 determines that the team is victorious.
  • the CPU 61 displays an IC card insertion guidance on the display device 3.
  • the IC card insertion guidance includes, for example, a message for prompting the customer to insert the IC card into the IC card reader / writer device 4.
  • unique identification information for identifying each IC card, avatar information indicating the avatar (my game character) selected by the customer, game parameters acquired by executing the game, and the like are written.
  • the game content is a match between a plurality of game characters corresponding to a plurality of game cards placed on the code reader unit 6 and a plurality of game characters prepared by the CPU 61. It is assumed that the experience value of the game character increases and the experience value is reflected in the next and subsequent games. The my game character is selected by the customer. *
  • step S ⁇ b> 1805 when the IC card is inserted into the IC card reader / writer device 4, the CPU 61 reads the various types of information described above from the IC card through the IC card reader / writer device 4.
  • the various information includes, for example, information indicating whether or not the my game character has been registered as part of the avatar information.
  • the CPU 61 determines whether or not the my game character is registered in the IC card based on the read avatar information. If the my game character is registered, the process proceeds to S1808. If no my game character is registered, the process proceeds to S1807.
  • the CPU 61 executes a process for creating a my game character.
  • the CPU 61 displays a plurality of game characters that are candidates for the my game character on the display device 3. Further, the CPU 61 displays a message on the display device 3 for inquiring which one of them should be selected as the my game character.
  • the CPU 61 writes identification information indicating a game character corresponding to the selection signal to the IC card through the IC card reader / writer device 4. Further, the CPU 61 displays a message prompting the customer to input the name to be given to the my game character from the operation unit 7 on the display device 3.
  • the CPU 61 writes the name input through the operation unit 7 into the IC card through the IC card reader / writer device 4. *
  • the CPU 61 transmits a discharge command indicating that one game card is to be discharged to the card discharge device 65.
  • the card ejection device 65 receives the ejection command, it ejects one game card.
  • the CPU 61 displays coin insertion guidance on the display device 3.
  • the coin insertion guidance includes, for example, a message indicating that when the customer inserts additional coins, another game card can be purchased. *
  • the CPU 61 determines whether or not a coin has been inserted. If a coin is inserted, the process returns to S1808. On the other hand, when an explicit signal indicating that no additional purchase is to be performed is input from the operation unit 7 to the CPU 61 or when the insertion of a coin cannot be detected after a predetermined time has elapsed, the process proceeds to S1811. Note that the CPU 61 counts the number of inserted coins and holds it in the RAM 63. An upper limit number may be set for the number of inserted coins. The number of coins inserted is correlated with the number of game cards discharged. Therefore, instead of counting the number of inserted coins, the number of discharged game cards may be counted. In this way, the CPU 61 functions as a counting unit that counts the total amount of payment detected by the payment detecting unit or the number of cards discharged by the discharging unit. *
  • the CPU 61 executes parameter power-up processing.
  • the CPU 61 changes the game parameters so that the game can be advantageously promoted according to the number of coins held in the RAM 63.
  • N for example, 10
  • M for example, 5
  • the CPU 61 controls game parameters associated with one or more game characters selected according to a predetermined selection rule from among a plurality of game characters appearing in the game.
  • the CPU 61 randomly selects at least one of the N bodies, and increases at least one parameter among the game parameters of the selected game character according to the number of purchases. That is, the CPU 61 controls one or more game parameters selected according to a predetermined selection rule from a plurality of game parameters associated with the game character appearing in the game.
  • the selection rule for determining which game parameter to select may also be random.
  • An identification number is assigned to the game parameter or game character, and the CPU 61 selects a game parameter or game character assigned with an identification number that matches the number acquired by the random number function.
  • this invention is not an invention restrict
  • the CPU 61 may display a plurality of game characters and a plurality of game parameters on the display device 3 and allow the customer to select a power-up target.
  • the CPU 61 executes power-up for game characters and game parameters corresponding to customer selection instructions input via the operation unit 7.
  • the game card placed on the code reader unit 6 by the customer is detected, and the CPU 61 increases the game parameter of the game character corresponding to the detected game card. In this way, there is an advantage that the customer can easily select the game character of the game card owned by the customer as a target for power-up. *
  • the CPU 61 may display a message indicating the image of the selected game character and how much the game parameter has increased on the display device 3. Note that the power-up of game parameters according to the number of purchases is limited to the current game.
  • the CPU 61 adds the power-up value to the game parameter read from the IC card, but does not add the power-up value to the game parameter written to the IC card at the end of the game. That is, every time the game is executed, the value of the power-up bonus varies according to the number of purchases at that time. However, as for the experience value parameter, the CPU 61 increases the value in accordance with the winning or losing of the game and writes it to the IC card. *
  • the CPU 61 functions as a game parameter control unit that controls the game parameter used by the game function to a more advantageous value for the customer as the count value counted by the counting unit increases. Further, the CPU 61 may discard the control result of the game parameter when the game ends in order to limit the power-up according to the number of purchases to the current time.
  • the CPU 61 does not execute the game parameter control when the count value is a value corresponding to the value of one card, and the game is performed when the count value is a value corresponding to the value of two or more cards. Parameter control may be performed. That is, the CPU 61 does not execute power-up when the purchased number is 1, and performs power-up when the purchased number is 2 or more. This will make it easier to purchase more game cards.
  • the customer can use the profits given by purchasing the product in the current game play. Moreover, it is thought that it contributes to the sales promotion of goods because a parameter increases according to the purchase number of goods. In particular, if only one card is purchased, no incentive will be granted. If an incentive is granted from the second card onward, the probability of one customer purchasing two or more will increase, and sales are expected to increase several times. Is done. *
  • the game characters participating in the game are determined depending on which game card the customer places on the top plate (operation panel surface) of the code reader unit 6. Therefore, there may be a case where the customer does not have a game card corresponding to the game character to be powered up, or the game card is not placed on the top board (operation panel surface).
  • a code obtained by encoding the identification information is printed on the back surface of each game card. Therefore, the CPU 61 determines whether the code acquired by the reading unit is a code indicating the game character that is the target of game parameter control, and the code acquired by the reading unit is the target of game parameter control. If the code indicates a game character, the value of the game parameter associated with the game character may be increased.
  • step S ⁇ b> 1814 the CPU 61 transmits a discharge command for discharging the IC card to the IC card reader / writer device 4.
  • the IC card reader / writer device 4 receives the ejection command, it ejects the IC card.
  • FIG. 19 is a flowchart showing game processing. This flowchart corresponds to S1812. *
  • FIG. 20 is a diagram showing an example of a game card arrangement field and a display screen.
  • the game card placement field is provided on the top plate of the code reader unit 6. This top plate has translucency.
  • five cards are arranged in the game card arrangement field formed on the top plate of the code reader unit 6.
  • the game card placement field is composed of three areas, a top area 72a, a middle area 72b, and a bottom area 72c.
  • the customer devises a game strategy depending on where in the game card placement field the game card is placed while the CPU 61 is executing the game.
  • the top area 72a and the middle area 72b are front areas in the field and are attack zones.
  • the bottom region 72c is a rear region in the field and is a support zone.
  • the concept of this area is a concept applied not only to the game card placement field but also to the game field 70. That is, each area of the game card arrangement field corresponds to each area of the game field 70.
  • the game character has a plurality of game parameters.
  • the physical strength parameter is a parameter that decreases when attacked by the opponent. In this game, when the physical strength of all game characters belonging to the team of friends becomes zero or the physical strength of all game characters belonging to the opponent team becomes zero, the CPU 61 ends the game.
  • the attack power parameter is a parameter that determines the damage (decrease rate of the health parameter) that is given to the opponent by one attack.
  • the defense parameter is a parameter for offsetting (reducing) damage caused by an attack from the opponent by one defense.
  • the attack power parameter and the defense power parameter increase in conjunction with the experience value parameter.
  • the experience value parameter is a parameter that is stored in the IC card and is increased by the CPU 61 each time a game is played.
  • the power parameter is a parameter corresponding to the probability of successful attack and the probability of launching an attack pattern with high attack power.
  • the power parameter is decreased by the first level by the CPU 61 as time passes.
  • the CPU 61 decreases the power parameter by the second level as time passes.
  • the first level is a value larger than the second level. That is, if the game card is placed in front, the attack power of the game character is increased, but the power parameter is reduced in return.
  • the CPU 61 excludes the game character whose power parameter has become zero from the attack order so that it cannot attack.
  • the CPU 61 increases the power parameter of the game character. That is, the bottom region 72c functions as a recovery area. As described above, the CPU 61 determines whether to make the game character participate in the attack or to recover the power depending on where in the three areas such as the top area 72a, the middle area 72b, and the bottom area 72c. That is, the CPU 61 functions as an action determining unit that determines an action of each game character in the game based on the position of the operation member operated by the operator while the field image is displayed. *
  • the CPU 61 displays on the display device 3 a message for prompting the customer to place one or more game cards in the game card placement field.
  • the CPU 61 executes a game card reading process.
  • the code reader unit 6 reads a code formed on the back surface of the game card arranged in the game card arrangement field through the top board.
  • the code reader unit 6 includes an image reading device such as a CCD image pickup device or a C-MOS image pickup device, and an image forming optical system for forming an image of the code on the image reading device.
  • the code reader unit 6 transfers image data indicating the position and code of each game card on the game field to the CPU 61.
  • the code reader unit 6 itself may analyze the image and decode the code, or calculate the position of the game card, but here, the CPU 61 is assumed to execute decoding and calculation.
  • step S1903 the CPU 61 analyzes the image data received from the code reader unit 6 and identifies game character identification information.
  • a two-dimensional code such as a melon code indicating game character identification information is printed. Therefore, the CPU 61 can acquire the identification information of the game character by decoding this code.
  • the CPU 61 analyzes the image data received from the code reader unit 6 and specifies the position of each game card on the game card placement field.
  • the image data is image data obtained by imaging the game card placement field from below. Therefore, the CPU 61 acquires the coordinates of the two-dimensional code in the image data, and determines the acquired coordinates as the position of the game character.
  • the CPU 61 displays an image of the game character corresponding to each game card on the display device 3.
  • the ROM 62 stores image data and identification information corresponding to each of the plurality of game characters in association with each other.
  • the CPU 61 reads out image data corresponding to the identification information of the game character decoded from the code, and displays the display position (display coordinates) on the display screen corresponding to the arrangement position (arrangement coordinates) of each game card on the game card arrangement field. Display image data.
  • the display device 3 displays the image of the field corresponding to the operation panel surface, and displays the image of the game character corresponding to the code at the display coordinates corresponding to the position of the operation member detected by the position detection means. It functions as a display means. *
  • five cards are arranged in the game card arrangement field formed on the top plate of the code reader unit 6.
  • One of the five cards is a game card corresponding to the my game character.
  • the IC card and the game card for calling the my game character are sold or lent as a set. That is, the identification information of the IC card stored in the IC card and the encoded identification information printed on the back of the game card are the same or associated information.
  • the coded information printed on the back side of the game card may be a code for instructing the CPU 61 to call the my game character stored in the IC card.
  • a game card 35a and a game card 35b are arranged on the left and center of the top area 72a. Therefore, the CPU 61 displays each game character 71 a corresponding to the game card 35 a on the left in the upper part of the game field 70. Further, the CPU 61 displays each game character 71 b corresponding to the game card 35 b in the upper center of the game field 70. As apparent from FIG. 20, the game card arrangement field and the game field 70 also correspond. That is, the ROM 62 stores a table for converting the card arrangement coordinate data in the game card arrangement field into the display coordinate data in the game field 70. The CPU 61 converts the arrangement coordinates of the game card into the display coordinates of the game character using this table.
  • a game card 35c is arranged on the right of the middle area 72b. Therefore, the CPU 61 displays the game character 71 c on the right of the middle stage of the game field 70. Game cards 35d and 35e are respectively arranged on the left and right of the bottom area 72c. Therefore, the CPU 61 displays the game character 71d on the lower left of the game field 70, and displays the game character 71e on the lower right.
  • the CPU 61 detects the position of each game card even during the game, and changes the display coordinates of each game character according to the detected position.
  • the CPU 61 associates the identification information of the game character with the identification information of the teammate team so that the game character corresponding to the operation member arranged on the operation panel surface belongs to the teammate team. According to FIG. 20, the codes read from the game cards 35a to 35e are stored in the RAM in association with the identification information indicating the teammates. *
  • step S1906 the CPU 61 determines game characters that constitute a computer team (enemy team) with which a team of customers of the customer will play in the game. For example, the CPU 61 selects the same number of game characters as the number of game cards arranged in the game card arrangement field using random numbers.
  • the game parameter of the selected game character is determined according to the customer experience value parameter read from the IC card. It is assumed that the experience value parameter and the game parameter of the game character are stored in the ROM 62 in association with each other. As described above, since the game parameter of the team of friends and the game parameter of the opponent team are determined according to the experience value parameter of the customer, the team formation is competitively competitive. *
  • the CPU 61 reads out the image data of the selected opponent game character from the ROM 62 and displays it on the display device 3.
  • the CPU 61 may display the game parameters of each game character on the display device 3 together with the image data of the opponent game character.
  • the CPU 61 displays a message or an image indicating that the game is over on the display device 3.
  • the CPU 61 may display the experience value acquired by the current game on the display device 3.
  • the value of the friendship parameter which is one of the game parameters, may be displayed.
  • the friendship parameter is a parameter indicating the relationship between the my game character and other game characters, and is a parameter that is increased by the CPU 61 each time a team is formed to fight. That is, when the game ends, the CPU 61 associates the identification information of the game card that has joined the team and the friendship parameter and writes the identification information to the IC card.
  • the friendship parameter exceeds a predetermined value, the CPU 61 may temporarily increase the probability of selecting an attack method with a high attack power. *
  • FIG. 21 is a flowchart showing the battle process.
  • the battle process has several features.
  • the first feature is that the first game character is located in the attack zone (top region 72a and middle region 72b), and the second game character is located behind and in the support zone (bottom region 72c).
  • the attack power of the first game character is increased.
  • the defense power of the first game character may be increased.
  • the second feature is that as the game card is positioned in front of the game card arrangement field, the attack power of the game character corresponding to the game card increases. In the defense turn, the defense power of the game character corresponding to the game card may increase as the game card is located behind the game card placement field.
  • the third feature is that the game field 70 is displayed on the display device 3 when deciding the action of each game character, the game field is erased when attacking or defending, and the game character and the defense actually performing the attack.
  • the display screen is switched to display the game character to be displayed.
  • the CPU 61 determines a game character to execute an attack in the team team's attack turn. For example, when an ally team is composed of i game characters, one game character is selected by a random number. Note that the CPU 61 may select game characters in order from the game characters displayed in the top area 72a in the game field. When a plurality of game characters are displayed in the same area, the game character displayed on the left side may be selected first. On the other hand, the CPU 61 selects an integrated game character using random numbers as game characters to be attacked in the opponent team. *
  • the CPU 61 erases the display of the game field 70, and displays a close-up display of the game character selected from the teammate and the game character selected from the opponent team.
  • the CPU 61 functions as a display control unit that switches the display to the attack scene or the defense scene image after erasing the field image. . *
  • FIG. 22 is a diagram illustrating an example of a battle display.
  • the game character 71b selected from the teammate team and the game character 73 selected from the opponent team are displayed in close-up on the display device 3. *
  • the CPU 61 determines whether or not the game character selected from the teammate is displayed in the top area 72a based on the display coordinates of the selected game character or the arrangement coordinates of the corresponding game card. That is, the CPU 61 recognizes that the operation member is disposed in the front area if the position of the operation member is within a range from the end on the operation panel surface far from the operator to a predetermined position. If the game character is displayed in the top area 72a, the process proceeds to S2104. *
  • the CPU 61 increases the attack parameter among the game parameters of the selected game character by a predetermined value a1.
  • the ROM 62 which is a storage device, stores a physical strength parameter and an attack power parameter indicating damage to the opponent team when an attack is applied to the opponent team as game parameters for each of the plurality of game characters.
  • each game parameter is read from the ROM 62 and held in the RAM 63.
  • the CPU 61 controls the attack power parameter of the game character belonging to the teammate to a higher value as the operation member corresponding to the game character is arranged further forward on the operation panel surface.
  • the CPU 61 functions as a game parameter control unit that controls the game parameter associated with the game character in accordance with the position of the operation member with respect to the operation panel surface.
  • the CPU 61 reduces the power parameter among the game parameters of the selected game character by a predetermined value a1. As described above, the CPU 61 reduces the value of the power parameter indicating power among the game parameters of the game character corresponding to the operation member arranged in the front area on the operation panel surface as time passes. Therefore, the amount of increase in the attack power parameter and the amount of reduction in the power parameter are in a trade-off relationship, and it is possible to give the customer a pleasure to think about in developing the game strategy. *
  • the CPU 61 determines whether there is another game character behind the selected game character and in the bottom area 72c. This determination is performed when a plurality of game character images corresponding to the plurality of operation members arranged on the operation panel surface are displayed on the display means. Also, this determination can be performed by comparing the display coordinates of the game characters or by comparing the arrangement coordinates of the corresponding game cards.
  • FIG. 5 As shown in FIG. 5, there is another game character 71d in the bottom area 72c behind the game character 71a. Therefore, the CPU 61 determines that there is a logistic support character in the game character 71a. Similarly, the CPU 61 determines that there is a logistic support character in the game character 71c. On the other hand, as shown in FIG.
  • the CPU 61 determines that there is no logistic support character in the game character 71b. If there is a logistic support character, the process proceeds to S2107. If not, the process skips S2107 and proceeds to S2108.
  • the CPU 61 increases the attack power parameter by a predetermined value a3.
  • the CPU 61 indicates that the display coordinates of the image of the first game character among the plurality of game characters are arranged forward in the field, and the display coordinates of the image of the second game character are in the field. If it is determined that it is located behind (or behind and directly behind), the game parameter of the first game character is changed to a value advantageous to the operator (customer) in the game. Note that a1 and a3 may be the same value or different values.
  • the CPU 61 may display an image indicating that the rear game character supports the front game character when increasing the attack power parameter. *
  • FIG. 23 is a diagram illustrating an example of a support effect.
  • the CPU 61 displays an image 74 on the display device 3 indicating that the game character 71 a positioned relatively forward is supported by the game character 71 positioned relatively backward. *
  • the CPU 61 executes an attack process.
  • the CPU 61 determines a difference between the attack power parameter atk of the attacking game character and the defense power parameter def of the defending game character as a damage value.
  • the damage value may be multiplied by a predetermined coefficient.
  • the CPU 61 subtracts the damage value from the physical strength parameter of the defending game character. *
  • the CPU 61 determines whether or not the team has won.
  • the CPU 61 functions as a means for determining victory or defeat by determining which of the total of the teams of allies and the total of the enemy teams has become zero first. Further, the CPU 61 functions as a means for calculating the sum of physical strength parameters of all game characters belonging to the enemy team. Further, the CPU 61 determines whether or not the sum of the physical strength parameters of all the game characters constituting the opponent team has become zero. If the sum is zero, the CPU 61 determines that the team has won. When it wins, it progresses to S2112, and when it has not won yet, it progresses to S2110. *
  • the CPU 61 determines whether or not the team has lost the team.
  • the CPU 61 functions as a means for calculating the sum of the physical strength parameters of all game characters belonging to the team. For example, the CPU 61 determines whether or not the total sum calculated by adding the physical strength parameters of all the game characters constituting the team is zero. If the sum is zero, the CPU 61 determines that the team of friends has lost. If it is defeated, the process proceeds to S2112. If it is not defeated yet, the process returns to S2101. In S2101, the CPU 61 displays the game field 70 and each game character, and selects a game character to execute the next attack. The subsequent processing is as described above. *
  • CPU 61 determines whether or not the selected game character exists in middle region 72b based on the display coordinates of the selected game character or the corresponding coordinates of the game card. The CPU 61 recognizes that the operation member is arranged in the front area if the position of the operation member is within a range from the end on the operation panel surface far from the operator to a predetermined position. If the selected game character exists in the middle area 72b, the process proceeds to S2121. *
  • the CPU 61 increases the attack power parameter of the selected game character by a predetermined value a2.
  • a2 is a value smaller than a1. Therefore, in the present embodiment, the attack power parameter increases as the game character is positioned further forward in the game field.
  • the CPU 61 functions as a game parameter control unit that controls the game parameter associated with the game character in accordance with the position of the operation member with respect to the operation panel surface.
  • the CPU 61 reduces the power parameter of the selected game character by a predetermined value a2. That is, the CPU 61 reduces the value of the power parameter indicating power among the game parameters of the game character corresponding to the operation member arranged in the front area on the operation panel surface as time passes. Since a2 is a value smaller than a1, the rate of decrease of the power parameter of the game character existing in the middle area 72b is smaller than the rate of decrease of the power parameter of the game character existing in the top area 72a. Thereafter, the process proceeds to S2106. *
  • the process proceeds to S2130. That is, in this case, it is determined that the selected game character exists in the bottom area 72c. Therefore, the CPU 61 recognizes that the operation member is disposed in the rear region if the position of the operation member is within a range from the end on the operation panel surface close to the operator to a predetermined position.
  • CPU 61 increases the power parameter of the selected game character by a predetermined value c1. That is, the power of the game character having the game card placed in the bottom area 72c is recovered by c1. As described above, the CPU 61 determines the value of the power parameter of the game character corresponding to the operation member arranged in the rear area on the operation panel surface as time passes while the operation member is arranged in the rear area. It functions as a means to recover. Thereafter, the process proceeds to S2110. *
  • FIG. 24 is a flowchart illustrating an example of defense processing. This defense process corresponds to S2110. *
  • the CPU 61 displays a game character that executes defense in the defense turn of the teammate.
  • the display screen at this time is as shown in FIG.
  • the CPU 61 determines an attack execution character in the opponent team.
  • the opponent team is composed of i game characters, one game character is selected by a random number.
  • the CPU 61 determines whether or not the game character selected from the team is displayed in the top area 72a based on the display coordinates of the game character. If the game character is displayed in the top area 72a, the process proceeds to S2403. *
  • the CPU 61 reduces the power parameter among the game parameters of the selected game character by a predetermined value a1.
  • the CPU 61 determines whether there is another game character behind the selected game character and in the bottom area 72c based on the display coordinates. This determination is the same determination process as S2106. If there is a logistic support character, the process proceeds to S2405. If not, the process skips S2405 and proceeds to S2406. *
  • the CPU 61 increases the defense parameter by a predetermined value b1.
  • the CPU 61 may display an image indicating that the rear game character supports the front game character (FIG. 23). *
  • the CPU 61 executes defense calculation and defense display.
  • the CPU 61 determines a difference between the attack strength parameter atk of the attacking game character and the defense strength parameter def of the defense game character as a damage value.
  • the damage value may be multiplied by a predetermined coefficient.
  • the CPU 61 subtracts the damage value from the physical strength parameter of the defending game character. Thereafter, the process proceeds to S2111 shown in FIG. *
  • the CPU 61 determines whether or not the selected game character exists in the middle area 72b. If the selected game character exists in the middle area 72b, the process proceeds to S2411. *
  • the CPU 61 increases the defense parameter of the selected game character by a predetermined value b2. As described above, the defense parameter is not increased for the game character located in the top region 72a. That is, the defensive power increases as the game character is located further rearward.
  • the CPU 61 reduces the power parameter of the selected game character by a predetermined value a2. Since a2 is a value smaller than a1, the rate of decrease of the power parameter of the game character existing in the middle area 72b is smaller than the rate of decrease of the power parameter of the game character existing in the top area 72a. Thereafter, the process proceeds to S2404. *
  • CPU 61 increases the defense parameter of the selected game character by a predetermined value b3.
  • b3 is a larger value than b2. That is, the increase rate of the defense parameter of the game character existing in the bottom area 72c is larger than the increase rate of the defense parameter of the game character existing in the middle area 72b.
  • the CPU 61 increases the power parameter of the selected game character by a predetermined value c1. That is, the power of the game character having the game card placed in the bottom area 72c is recovered by c1. Thereafter, the process proceeds to S2406. *
  • the game character corresponding to the code read from the operation member arranged on the operation panel by the customer is displayed according to the position of the operation member, and the game parameter is controlled according to the position. I tried to do it. That is, the game parameters of the game character can be controlled according to the position of the operation member with respect to the operation panel surface.
  • a game card is sold to a customer and used as a game operation member, and a game character corresponding to the game card is displayed on the display device. Therefore, according to the present invention, it is possible to provide the pleasure of collecting customers that cannot be provided simply by a virtual card displayed on the display device. Since the game card itself is an operation member, there is also an advantage that the customer can pick up the game card and move it directly. Furthermore, in the present invention, the game character game parameter can be controlled according to the position of the real card arranged by the customer. *
  • the van-garde and the rear-guard in the battle game can be realized on the operation panel surface, it is easy to experience the realism of the battle.
  • the attack power increases, so that it becomes easier for the customer to devise an attack formation sensuously.
  • the assistance of the school-garde by the school-garde can be incorporated into the game strategy.
  • the support is executed when the rear guard is placed directly behind the front guard, the customer can more easily experience the support relationship between the game characters.
  • each game character is displayed together with the game field 70, and in a scene of attack or defense, the game field is erased and the game characters to fight against are displayed in close-up. This not only makes the game character to be clarified clear, but also makes it easy to produce a game attack or defense scene for the display screen to change dynamically.
  • ⁇ Indication of the series> As a game card sales strategy, it is considered to be a series. For example, in the first series of the series, a game card in which a basic form of game character (eg, before growth) is designed is sold, and in the second series, another form of game character (eg: after growth) is designed. It seems to sell the game card which I did. Further, the duration of each series is designated and advertised from August 1st to August 31st. Thus, customers may be disappointed if the previous series of game cards are ejected, despite entering the next series. Therefore, the owner of the article sales apparatus needs to be aware of which series the card currently being sold is. In other words, it would be very convenient for the owner if the current series could be grasped in the simplest possible way. *
  • the CPU 61 causes the code reader unit 6 to code the code of the game card. Let me read.
  • the ROM 62 holds a series management table. In the series management table, identification information belonging to each series is registered in advance. That is, the ROM 62 functions as a storage device that stores the code of the operation member and the series information indicating the series in which the operation member is sold. Therefore, the CPU 61 acquires from the information series management table indicating the series corresponding to the game card identification information acquired through the code reader unit 6.
  • the CPU 61 displays information indicating the series on the display device 3. As described above, the CPU 61 reads out the series information corresponding to the code from the storage device and displays it on the display means when the code of the operation member is read by the reading means when the game is not being executed. Function as. *
  • FIG. 25 is a diagram illustrating a table example of series information.
  • a game card 35a is arranged in the game card arrangement field.
  • the code printed on the back surface of the game card 35a includes identification information indicating that it is the first card in the series. Therefore, the CPU 61 displays the series information 75 indicating that it is the first series in the display device 3. Thereby, the owner of the article sales apparatus can replenish the game card to the article sales apparatus while confirming the current series.

Abstract

[Problem] To make it possible for a customer to use, in a current game play, a profit given by buying an article. [Solution] According to the present invention, the more a total price which is detected by a payment detection unit, or the more a count value of the number of articles which are discharged by a discharge unit, the more advantageous value of a game parameter used in the current game play by a game function is provided for a customer by control.

Description

物品販売装置Goods sales equipment
本発明は、一般に、物品を販売する販売装置に係り、とりわけ、プレイヤーがゲームに使用する物品を販売する物品販売装置に関する。 The present invention generally relates to a sales apparatus for selling an article, and more particularly to an article sales apparatus for selling an article used by a player for a game.
特許文献1によれば、カード払い出し機能付きのゲーム機が提案されている。このゲーム機は、顧客によってまとめ買いが設定されると、複数回分のゲーム料金を徴収し、徴収したゲーム料金に応じた枚数のカードをゲームの実行に伴ってカードディスペンサから払い出す。  According to Patent Document 1, a game machine with a card payout function is proposed. This game machine collects a plurality of game charges when the customer sets a bulk purchase, and pays out a number of cards according to the collected game charges from the card dispenser as the game is executed. *
一方、非特許文献1によれば、対戦型カードゲームを実現するカードゲームシステムが提案されている。具体的に、非特許文献1によれば、次の記載がある。『4.2 カードだけ買う ゲームをプレイせずカードのみ購入する。100円を入れる毎に1枚カードが払い出される。この際、1枚毎に「しあわせの箱」に経験値が蓄積され、次のゲームプレイ時に選んだ職業に溜まった経験値が全て加算される。また、職業「商人」の経験値もカードを買う毎に上昇し、レベルアップもする。』 On the other hand, according to Non-Patent Document 1, a card game system that realizes a competitive card game has been proposed. Specifically, according to Non-Patent Document 1, there is the following description. “4.2 Buy only cards Buy only cards without playing games. One card will be paid out for every ¥ 100. At this time, the experience value is accumulated in the “happiness box” for each piece, and all the experience values accumulated in the occupation selected at the next game play are added. In addition, the experience value of the occupation “merchant” increases each time a card is purchased, and the level increases. 』
特開2008-173392号公報JP 2008-173392 A
特許文献1では、まとめ買いが指定されると割引を適用し、例えば、10枚分の料金で12枚分のカードが払い出されることが記載されているが、ゲーム自体を有利に展開するようなインセンティブは提案されていない。  Patent Document 1 describes that discounts are applied when bulk purchase is specified, and for example, 12 cards are paid out at a charge of 10 cards, but an incentive to develop the game itself advantageously Has not been proposed. *
非特許文献1では、カードを購入するだけで、ゲームをプレイしなかったときにのみ幸せの箱に経験値が蓄積され、次のゲームプレイ時に選んだ職業に経験値が加算されるにすぎない。つまり、非特許文献1では、カードを購入したことによる利益(インセンティブ)は今回のゲームプレイには利用されず、次回のゲームプレイでしか利用できない。顧客のなかには、カードを購入することで取得した利益は、その場で、つまり、今回のゲームプレイにおいて享受したいと要望する顧客も存在する。このような要望については従来技術では応えることができない。  In Non-Patent Document 1, the experience value is accumulated in the happiness box only when the card is purchased and the game is not played, and the experience value is merely added to the occupation selected at the next game play. . That is, in Non-Patent Document 1, the profit (incentive) obtained by purchasing a card is not used for the current game play, but can be used only for the next game play. Among customers, there are customers who want to enjoy the profits obtained by purchasing a card on the spot, that is, in this game play. Such a request cannot be met by the prior art. *
そこで、本発明は、このような課題および他の課題の少なくとも1つを解決することを目的とする。例えば、本発明は、物品を購入することで付与される利益を今回のゲームプレイにおいて顧客が利用できるようにすることを目的とする。なお、他の課題については明細書の全体を通して理解できよう。 Therefore, an object of the present invention is to solve at least one of such problems and other problems. For example, an object of the present invention is to make it possible for a customer to use a profit given by purchasing an article in the current game play. Other issues can be understood throughout the specification.
上記課題を解決すべく、本発明の物品販売装置は、顧客により物品が購入されるとゲームを実行するゲーム機能付きの物品販売装置であって、 複数の物品を収納する物品収納部と、 対価の支払いを検知する支払い検知部と、 対価の支払いが検知されると、物品収納部に収納されている物品を排出する排出部と、 支払い検知部が検知した対価の総額または排出部が排出した物品の数をカウントするカウント部と、 カウント部がカウントしたカウント値が多ければ多いほどゲーム機能が使用するゲームパラメータを顧客にとってより有利な値に制御するゲームパラメータ制御部とを備えることを特徴とする。 In order to solve the above-described problems, an article selling apparatus of the present invention is an article selling apparatus with a game function that executes a game when an article is purchased by a customer, an article storage unit that stores a plurality of articles, The payment detection unit that detects the payment, the discharge unit that discharges the goods stored in the article storage unit when the payment of the payment is detected, and the total amount or discharge unit that the payment detection unit detects A count unit that counts the number of articles, and a game parameter control unit that controls a game parameter used by the game function to a more advantageous value for the customer as the count value counted by the count unit increases. To do.
本発明によれば、支払い検知部が検知した対価の総額または排出部が排出した物品の数のカウント値が多ければ多いほどゲーム機能が今回のゲームプレイにおいて使用するゲームパラメータを顧客にとってより有利な値に制御する。よって、物品を購入することで付与される利益を今回のゲームプレイにおいて顧客が利用できるようになる。 According to the present invention, the more the total value of the value detected by the payment detection unit or the count value of the number of articles discharged by the discharge unit, the more advantageous the game parameters used by the game function in this game play for the customer. Control to value. Therefore, the customer can use the profits given by purchasing the article in this game play.
図1は、物品販売装置の斜視図である。FIG. 1 is a perspective view of an article sales apparatus. 図2は、ゲームカードを縦向きに展示した展示部2の正面図である。FIG. 2 is a front view of the display section 2 in which game cards are displayed vertically. 図3は、ゲームカードを横向きに展示した展示部2の正面図である。FIG. 3 is a front view of the display section 2 in which game cards are displayed sideways. 図4は、縦向きのゲームカードと横向きのゲームカードとを混在して展示した展示部2の正面図である。FIG. 4 is a front view of the display unit 2 that exhibits a mixture of a vertically oriented game card and a horizontally oriented game card. 図5は、展示部2が備える複数の孔(ホルダー受部11)の間隔を説明するための図である。FIG. 5 is a diagram for explaining the interval between the plurality of holes (holder receiving portion 11) provided in the exhibition unit 2. 図6は、ホルダー受部11の拡大図である。FIG. 6 is an enlarged view of the holder receiving portion 11. 図7は、カードホルダー10の上面図である。FIG. 7 is a top view of the card holder 10. 図8は、カードホルダー10のA-A’方向における断面図である。FIG. 8 is a cross-sectional view of the card holder 10 in the A-A ′ direction. 図9は、カードホルダー10のB-B’方向における断面図である。FIG. 9 is a cross-sectional view of the card holder 10 in the B-B ′ direction. 図10は、カードホルダー10と、そのカード載置面に載置したカードのサンプルとを示す図である。FIG. 10 is a diagram showing the card holder 10 and a sample of the card placed on the card placement surface. 図11は、ホルダー受部11とそこに挿入されたヘッド部32を示した図である。FIG. 11 is a view showing the holder receiving portion 11 and the head portion 32 inserted therein. 図12は、軸31が第2開口部22に嵌合した状態を示した図である。FIG. 12 is a view showing a state in which the shaft 31 is fitted into the second opening 22. 図13は、図11および図12に対応した横断面図である。FIG. 13 is a cross-sectional view corresponding to FIGS. 11 and 12. 図14は、図11および図12に対応した横断面図である。FIG. 14 is a cross-sectional view corresponding to FIGS. 11 and 12. 図15は、カードホルダー10の軸31の断面形状と、ホルダー受部11の第2開口部22の形状と組み合わせについてのバリエーションを示した図である。FIG. 15 is a diagram showing variations of the cross-sectional shape of the shaft 31 of the card holder 10 and the shape and combination of the second opening 22 of the holder receiving portion 11. 図16は、ホルダー受部11、軸31およびヘッド部32の変形例を示す図である。FIG. 16 is a view showing a modified example of the holder receiving portion 11, the shaft 31 and the head portion 32. 図17は、物品販売装置の制御ユニットを示した図である。FIG. 17 is a diagram showing a control unit of the article sales apparatus. 図18は、物品販売処理を示すフローチャートである。FIG. 18 is a flowchart showing the article sales process. 図19は、ゲーム処理を示したフローチャートである。FIG. 19 is a flowchart showing the game process. 図20は、ゲームカード配置フィールドと表示画面の一例とを示した図である。FIG. 20 is a diagram showing an example of a game card arrangement field and a display screen. 図21は、対戦処理を示すフローチャートである。FIG. 21 is a flowchart showing the battle process. 図22は、戦闘表示の一例を示す図である。FIG. 22 is a diagram illustrating an example of a battle display. 図23は、支援演出の一例を示す図である。FIG. 23 is a diagram illustrating an example of a support effect. 図24は、防御処理の一例を示すフローチャートである。FIG. 24 is a flowchart illustrating an example of defense processing. 図25は、シリーズ情報の表示例を示す図である。FIG. 25 is a diagram illustrating a display example of series information.
<物品販売装置の筐体構造> 図1は、物品を販売する物品販売装置の斜視図である。物品販売装置1は、物品販売機能とゲーム機能とを備える。つまり、物品販売装置1は、顧客により物品が購入されるとゲームを実行するゲーム機能付きの物品販売装置である。ゲーム機能に着目すれば、物品販売装置1は、ゲーム装置とも呼ぶことができる。ここでは、販売対象の物品をゲームカードと仮定するが本発明は他の物品(人形、ミニカーなどの玩具)が販売対象である場合にも適用できる。  <Case Structure of Article Sales Apparatus> FIG. 1 is a perspective view of an article sales apparatus that sells articles. The article sales apparatus 1 includes an article sales function and a game function. That is, the article sales apparatus 1 is an article sales apparatus with a game function that executes a game when an article is purchased by a customer. Focusing on the game function, the article sales apparatus 1 can also be called a game apparatus. Here, the article to be sold is assumed to be a game card, but the present invention can also be applied to cases where other articles (toys such as dolls and minicars) are to be sold. *
展示部2は、販売中のカードのサンプルを展示する部分である。表示装置3は、カードの販売に関するガイダンスやゲーム画面を表示する装置である。例えば、ゲーム機能で実行されるゲームが、種類の異なる複数のゲームキャラクタ(S人、N人、U人)が対戦して勝ち負けを競うゲームであると仮定する。ゲームプレイヤーである顧客は自己のカードをカード販売装置1が備えるゲーム機能に提示することで、対戦相手(CPUまたは他の顧客)と対戦できるものとする。さらに、ゲーム内では、複数のゲームキャラクタによってチームを編成して、相手チームと対戦するものとする。また、各カードの第1面(表面)には、ゲームキャラクタの図柄が描画されており、第2面(裏面)にはゲームキャラクタ(ゲームカード)を識別するためのコンピュータが読み取り可能なコードが描画されているものとする。この場合、カードの販売戦略として、シリーズ第1弾ではS人に関する図柄のカードを販売し、シリーズ第2弾ではN人に関する図柄のカードを販売し、シリーズ第3弾ではU人に関する図柄のカードを販売する戦略を採用してもよい。あるシリーズの継続期間は、例えば、1ヶ月などである。展示部2には、現在において販売中のカードのサンプルが展示されることになる。これにより、顧客は、どのようなカードが販売されているのかを目視で確認できるようになる利点がある。カードは、例えば、紙や樹脂などを素材としている。以下では、このカードをゲームカードと呼ぶことにする。1枚以上のゲームカードを操作盤面に配置することで、対戦ゲームにおける防御フォーメーションや攻撃フォーメーションをCPUに対して指示することができる。  The exhibition part 2 is a part for exhibiting samples of cards currently on sale. The display device 3 is a device that displays guidance regarding card sales and a game screen. For example, it is assumed that the game executed with the game function is a game in which a plurality of different game characters (S, N, U) compete to win or lose. It is assumed that a customer who is a game player can play against his / her opponent (CPU or another customer) by presenting his / her card to the game function of the card sales apparatus 1. Further, in the game, a team is formed by a plurality of game characters and is played against the opponent team. Further, a game character pattern is drawn on the first surface (front surface) of each card, and a computer-readable code for identifying the game character (game card) is displayed on the second surface (back surface). It is assumed that it is drawn. In this case, as a card sales strategy, the first card in the series sells cards with a symbol for S, the second in the series sells cards with a symbol for N people, and the third in the series has a card with symbols for a U person. You may adopt a strategy to sell The duration of a certain series is, for example, one month. In the exhibition section 2, a sample of cards currently on sale will be exhibited. Accordingly, there is an advantage that the customer can visually check what cards are sold. The card is made of, for example, paper or resin. Hereinafter, this card is referred to as a game card. By arranging one or more game cards on the operation panel surface, it is possible to instruct the CPU for a defense formation or an attack formation in the battle game. *
ICカードリーダライタ装置4は、顧客に貸与または販売されるICカードから情報を読み取ったり、情報を書き込んだりするための装置である。例えば、各ICカードには、顧客が選択したゲームキャラクタの画像(アバター)と、ゲーム機能で使用されるゲームパラメータ(経験値など)とが記憶されている。  The IC card reader / writer device 4 is a device for reading information and writing information from an IC card lent or sold to a customer. For example, each IC card stores a game character image (avatar) selected by the customer and game parameters (experience values, etc.) used in the game function. *
音声出力装置5は、カードの販売に関するガイダンスやゲームに関連した音声および効果音などを出力する装置である。  The audio output device 5 is a device that outputs guidance related to card sales, audio and sound effects related to games, and the like. *
コードリーダ部6は、操作部材に設けられたコードを読み取る読み取り手段や操作盤面に対する操作部材の位置を検知する位置検知手段として機能する。例えば、コードリーダ部6は、操作部材であるゲームカードの裏面に印刷されたコードを読み取るとともに、ゲームカードが置かれた位置を認識する装置である。コードリーダ部6は、1枚以上のカードを載置する透光性を有する天板と、ゲームカードに設けられたコードを読み取る読み取り部とを備えている。この天板は、操作者によって1つ以上の操作部材であるゲームカードが載置される操作盤面としても機能する。  The code reader unit 6 functions as a reading unit that reads a code provided on the operation member and a position detection unit that detects the position of the operation member with respect to the operation panel surface. For example, the code reader unit 6 is a device that reads a code printed on the back surface of a game card as an operation member and recognizes a position where the game card is placed. The code reader unit 6 includes a translucent top plate on which one or more cards are placed, and a reading unit that reads a code provided on the game card. The top plate also functions as an operation panel surface on which a game card as one or more operation members is placed by an operator. *
表示装置3は、このコードに対応したゲームキャラクタの画像を表示する表示部として機能する。なお、コードは、磁気情報であってもよい。また、コードは電磁波(赤外線)や光によって通信されてもよい。このように、コードリーダ部6は、磁気情報の読み書き装置、電磁波(赤外線)や光の通信装置であってもよい。ゲームカードは、磁気カードや非接触型のICカードであってもよい。本発明において、各ゲームキャラクタの画像の表示位置は、操作盤面上における対応する各ゲームカードの配置位置と連動する。  The display device 3 functions as a display unit that displays an image of the game character corresponding to this code. The code may be magnetic information. The code may be communicated by electromagnetic waves (infrared rays) or light. As described above, the code reader unit 6 may be a magnetic information read / write device, an electromagnetic wave (infrared) or optical communication device. The game card may be a magnetic card or a non-contact type IC card. In the present invention, the display position of the image of each game character is linked with the arrangement position of each corresponding game card on the operation panel surface. *
操作部7は、ゲームカードの購入に関する顧客の選択指示やゲームの実行に関する顧客の指示を入力する入力装置である。コイン投入口8は、ゲームカードの対価である購入代金を投入するための投入口である。カード排出部9は、複数のゲームカード(物品)を収納するカード収納部(物品収納部)から、購入されたゲームカードを排出するための排出口を備えている。  The operation unit 7 is an input device that inputs a customer selection instruction regarding the purchase of a game card and a customer instruction regarding the execution of a game. The coin insertion slot 8 is an insertion slot for inserting a purchase price which is a consideration for the game card. The card discharge unit 9 includes a discharge port for discharging a purchased game card from a card storage unit (article storage unit) that stores a plurality of game cards (articles). *
図2は、ゲームカードを縦向きに展示した展示部2の正面図である。展示部2には、ゲームカードのサンプルを保持するホルダー部として機能するカードホルダー10が取り付けられる取り付け部として機能する複数のホルダー受部11が設けられている。ホルダー受部11は、例えば、展示部2を構成する板状部材に孔を穿孔することで形成される。なお、図2においては、ゲームカードを縦向きに展示できるよう、カードホルダー10も縦向きに固定されている。ゲームカードは略長方形の形状をしているため、4辺のうち2辺が長手であり、残りの2辺が短手となっている。  FIG. 2 is a front view of the display section 2 in which game cards are displayed vertically. The exhibition section 2 is provided with a plurality of holder receiving sections 11 that function as attachment sections to which a card holder 10 that functions as a holder section for holding a game card sample is mounted. The holder receiving part 11 is formed by, for example, punching a hole in a plate-like member constituting the exhibition part 2. In FIG. 2, the card holder 10 is also fixed vertically so that the game card can be displayed vertically. Since the game card has a substantially rectangular shape, two of the four sides are long and the remaining two sides are short. *
図3は、ゲームカードを横向きに展示した展示部2の正面図である。本発明では、カードホルダー10を縦向きと横向きの何れであっても展示部2に取り付けられるため、ゲームカードに描画される図柄の向きについての制限が緩和される。  FIG. 3 is a front view of the display section 2 in which game cards are displayed sideways. In the present invention, since the card holder 10 can be attached to the display unit 2 regardless of whether the card holder 10 is in the vertical orientation or the horizontal orientation, restrictions on the orientation of the pattern drawn on the game card are eased. *
図4は、縦向きのゲームカードと横向きのゲームカードとを混在して展示した展示部2の正面図である。本発明では、縦向きのゲームカードと横向きのゲームカードとを混在して展示できることも利点の一つである。  FIG. 4 is a front view of the display unit 2 that exhibits a mixture of a vertically oriented game card and a horizontally oriented game card. In the present invention, it is also one of the advantages that a vertically oriented game card and a horizontally oriented game card can be displayed together. *
図5は、展示部2が備える複数の孔(ホルダー受部11)の間隔を説明するための図である。図5に示した展示部2には、カードホルダー10を固定するための孔状のホルダー受部11aないし11iが設けられている。なお、ホルダー受部11aないし11iに共通の事項を説明するときはサフィックスであるaないしiを省略し、単にホルダー受部11と称すことにする。  FIG. 5 is a diagram for explaining the interval between the plurality of holes (holder receiving portion 11) provided in the exhibition unit 2. The exhibition section 2 shown in FIG. 5 is provided with hole-shaped holder receiving sections 11 a to 11 i for fixing the card holder 10. It should be noted that when the matters common to the holder receiving portions 11a to 11i are described, the suffixes a to i are omitted and simply referred to as the holder receiving portion 11. *
 本発明では、複数のゲームカードをそれぞれ縦向きに展示したときの間隔が等間隔となり、複数のゲームカードをそれぞれ横向きに展示したときの間隔も等間隔となるようにホルダー受部11aないし11iの間隔を決定している。また、縦向きのカードと横向きのカードとが混在して配置される場合であっても、各カードができる限り均等配置になるように、ホルダー受部11aないし11iの間隔を工夫している。本発明の間隔でもってホルダー受部11aないし11iを配置することで、図4が示すように、縦向きのゲームカードと横向きのゲームカードとが混在しても見栄えが低下しにくいようになっている。  In the present invention, the holder receiving portions 11a to 11i are arranged so that the intervals when the plurality of game cards are displayed vertically are equal, and the intervals when the plurality of game cards are displayed horizontally are also equal. The interval is determined. Further, even when the vertically oriented cards and the horizontally oriented cards are mixedly arranged, the intervals between the holder receiving portions 11a to 11i are devised so that the cards are arranged as evenly as possible. By arranging the holder receiving portions 11a to 11i with the interval of the present invention, as shown in FIG. 4, even if a vertically oriented game card and a horizontally oriented game card are mixed, the appearance is not easily lowered. Yes. *
図5において、展示部2の左側辺からホルダー受部11aまでの距離a1は、展示部2の右側辺からホルダー受部11iまでの距離a10と等しい。また、距離a1およびa10は、カードホルダー10の側辺が展示部2の側辺と接しない程度の距離に設定されている。ホルダー受部11aないし11iの横方向の幅はd1となっている。  In FIG. 5, the distance a1 from the left side of the display unit 2 to the holder receiving unit 11a is equal to the distance a10 from the right side of the display unit 2 to the holder receiving unit 11i. The distances a1 and a10 are set to such a distance that the side of the card holder 10 is not in contact with the side of the display unit 2. The horizontal width of the holder receiving portions 11a to 11i is d1. *
図2や図3から明らかなように、ホルダー受部11aないし11iのうちのいくつかは、カードホルダー10(ホルダー部)の向きが展示部2に対して第1方向(縦方向)となるようにホルダー部が取り付け部に取り付けられる際に使用される第1孔部と、ホルダー部の向きが展示部2に対して第1方向と90°異なる第2方向(横方向)となるようにホルダー部が取り付け部に取り付けられる際に使用される第2孔部である。図2、図5によれば、第1孔部は、ホルダー受部11a、11b、11d、11e、11f、11hおよび11iである。図3、図5によれば、第2孔部は、ホルダー受部11a、11c、11e、11gおよび11iである。これらから明らかなように、ホルダー受部11a、11eおよび11iは、ホルダー部を縦向きに取り付ける際にも横向きに取り付ける際にも使用される共用孔部である。  As is clear from FIGS. 2 and 3, in some of the holder receiving portions 11 a to 11 i, the orientation of the card holder 10 (holder portion) is in the first direction (vertical direction) with respect to the display portion 2. The first hole portion used when the holder portion is attached to the attachment portion, and the holder so that the orientation of the holder portion is a second direction (lateral direction) that is 90 ° different from the first direction with respect to the exhibition portion 2 It is a 2nd hole used when a part is attached to an attachment part. According to FIGS. 2 and 5, the first holes are holder receiving portions 11a, 11b, 11d, 11e, 11f, 11h and 11i. According to FIGS. 3 and 5, the second holes are holder receiving portions 11 a, 11 c, 11 e, 11 g and 11 i. As is apparent from these, the holder receiving portions 11a, 11e, and 11i are common hole portions that are used when the holder portion is attached vertically or horizontally. *
図5によれば、ホルダー受部11a、11b間の距離はa2であり、ホルダー受部11b、11c間の距離はa3であり、ホルダー受部11c、11d間の距離はa4であり、ホルダー受部11d、11e間の距離はa5であり、ホルダー受部11e、11f間の距離はa6であり、ホルダー受部11f、11g間の距離はa7であり、ホルダー受部11g、11h間の距離はa8であり、ホルダー受部11h、11i間の距離はa9である。展示部2におけるカードホルダーの配置は、美感の観点から、左右対称である。よって、a1=a10、a2=a9、a3=a8、a4=a7、a5=a6となっている。  According to FIG. 5, the distance between the holder receivers 11a and 11b is a2, the distance between the holder receivers 11b and 11c is a3, and the distance between the holder receivers 11c and 11d is a4. The distance between the portions 11d and 11e is a5, the distance between the holder receiving portions 11e and 11f is a6, the distance between the holder receiving portions 11f and 11g is a7, and the distance between the holder receiving portions 11g and 11h is a8, and the distance between the holder receiving portions 11h and 11i is a9. The arrangement of the card holders in the exhibition section 2 is bilaterally symmetrical from the viewpoint of aesthetics. Therefore, a1 = a10, a2 = a9, a3 = a8, a4 = a7, and a5 = a6. *
全てのカードホルダー10が縦向き配置される際に使用されるホルダー受部間の間隔はa2に等しい。つまり、a2=a5=a6=a9が成立するだけでなく、a3+d1+a4=a7+d1+a8=a2が成立する。この間隔を第1間隔D1と呼ぶことにする(D1=a2)。  The interval between the holder receivers used when all the card holders 10 are arranged vertically is equal to a2. That is, not only a2 = a5 = a6 = a9 but also a3 + d1 + a4 = a7 + d1 + a8 = a2. This interval is referred to as a first interval D1 (D1 = a2). *
同様に、全てのカードホルダー10が横向き配置される際に使用されるホルダー受部間の間隔はa2+d1+a3に等しい。よって、a2+d1+a3=a4+d1+a5=a6+d1+a7=a8+d1+a9が成り立つ。この間隔を第2間隔D2と呼ぶことにする(D2=a2+d1+a3)。そして、第1間隔D1と第2間隔D2との比は、カードホルダー10の第1面(ゲームカード載置面)またはゲームカードのサンプルの横縦比(短手方向の長さDSと長手方向の長さDLとの比)に概ね一致している(図7)。例えば、ゲームカードのサンプルの横縦比が2:3であれば、第1間隔D1と第2間隔D2との比も2:3となる。  Similarly, the interval between the holder receiving parts used when all the card holders 10 are arranged in the horizontal direction is equal to a2 + d1 + a3. Therefore, a2 + d1 + a3 = a4 + d1 + a5 = a6 + d1 + a7 = a8 + d1 + a9 holds. This interval will be referred to as a second interval D2 (D2 = a2 + d1 + a3). The ratio between the first distance D1 and the second distance D2 is the aspect ratio of the first surface (game card placement surface) of the card holder 10 or the sample of the game card (the length DS in the short direction and the length direction). Is substantially equal to the length DL) (FIG. 7). For example, if the aspect ratio of the sample game card is 2: 3, the ratio between the first interval D1 and the second interval D2 is also 2: 3. *
図6は、ホルダー部が備える軸が嵌合するホルダー受部の拡大図である。この例では、ホルダー受部11は、3つの開口部から構成されている。第1開口部20は、横の長さがd1であり、縦の長さがd2である矩形形状の開口部である。第1開口部20の形状は、カードホルダー10の本体30の裏面から延びた軸31の端部に結合されたヘッド部32の形状と相似となっている。第2開口部21の形状は、略逆台形状であり、逆台形部分の高さはd3である。第3開口部22は、横の長さがd5であり、縦の長さがd4である矩形形状の開口部である。第3開口部22の形状は、カードホルダー10の本体30の裏面から延びた軸31の断面形状と相似となっている。なお、ホルダー受部11の縦方向における長さはd0である。ホルダー受部11の嵌合面P1を構成する複数の辺のうち鉛直方向で最も下側に位置する底辺Ea1の形状は、カードホルダー10を横向きにも縦向きにも取り付けられるようにする上で重要である。なお、展示部2をカード販売装置1の筐体に取り付け、カード販売装置1を水平面に設置した状態で、底辺Ea1は、複数の辺のうち鉛直方向で最も下側に位置する辺となる。  FIG. 6 is an enlarged view of a holder receiving portion into which a shaft included in the holder portion is fitted. In this example, the holder receiving portion 11 is composed of three openings. The first opening 20 is a rectangular opening having a horizontal length of d1 and a vertical length of d2. The shape of the first opening portion 20 is similar to the shape of the head portion 32 coupled to the end portion of the shaft 31 extending from the back surface of the main body 30 of the card holder 10. The shape of the 2nd opening part 21 is a substantially inverted trapezoid shape, and the height of an inverted trapezoid part is d3. The third opening 22 is a rectangular opening having a horizontal length of d5 and a vertical length of d4. The shape of the third opening 22 is similar to the cross-sectional shape of the shaft 31 extending from the back surface of the main body 30 of the card holder 10. The length in the vertical direction of the holder receiving portion 11 is d0. The shape of the bottom side Ea1 positioned at the lowermost side in the vertical direction among the plurality of sides constituting the fitting surface P1 of the holder receiving portion 11 is to allow the card holder 10 to be mounted horizontally or vertically. is important. In addition, in the state which attached the display part 2 to the housing | casing of the card sales apparatus 1, and installed the card sales apparatus 1 in the horizontal surface, the base Ea1 becomes a side located in the lowest direction in the perpendicular direction among several sides. *
図7は、カードホルダー10の上面図である。カードホルダー10の上面形状は略長方形の形状である。カードホルダー10のカード載置面(上面もしくは第1面と呼んでもよい)には、カードを支持するための2つ以上の支持部が設けられる。第1支持部25は、第1面の長手方向に沿って設けられ、カードのサンプルの長手方向に沿った縁である第1端部を支持する。とりわけ、第1支持部25は、カードのサンプルを横向きに展示する際に、サンプルが重力を受けてカードホルダー10から落下することを防止している。  FIG. 7 is a top view of the card holder 10. The upper surface shape of the card holder 10 is a substantially rectangular shape. Two or more support portions for supporting the card are provided on the card placement surface (which may be referred to as an upper surface or a first surface) of the card holder 10. The 1st support part 25 is provided along the longitudinal direction of the 1st surface, and supports the 1st edge part which is the edge along the longitudinal direction of the sample of a card | curd. In particular, the first support portion 25 prevents the sample from falling from the card holder 10 due to gravity when the card sample is displayed sideways. *
第2支持部26は、第1面の短手方向に沿って設けられ、サンプルの短手方向に沿った縁である第2端部を支持する。とりわけ、第2支持部26は、カードのサンプルを縦向きに展示する際に、サンプルが重力を受けてカードホルダー10から落下することを防止している。  The 2nd support part 26 is provided along the transversal direction of the 1st surface, and supports the 2nd end part which is an edge along the transversal direction of a sample. In particular, the second support part 26 prevents the sample from falling from the card holder 10 due to gravity when the sample of the card is displayed vertically. *
なお、図7においては、オプションとして、第1面の長手方向に沿って設けられ、カードのサンプルの長手方向に沿った第3端部を支持する第3支持部27が設けられている。また、図には示していないが、第1面の短手方向に沿って設けられ、サンプルの短手方向に沿った第4端部を支持する第4支持部が設けられてもよい。  In FIG. 7, as an option, a third support portion 27 is provided along the longitudinal direction of the first surface, and supports a third end portion along the longitudinal direction of the card sample. In addition, although not shown in the drawing, a fourth support portion may be provided that is provided along the short direction of the first surface and supports the fourth end portion along the short direction of the sample. *
図8は、カードホルダー10のA-A’方向における断面図である。カードホルダー10は、本体30を主要部としている。本体30のカード載置面S1はサンプルが載置される第1面である。このカード載置面S1には第1支持部25および第3支持部27が設けられており、これらの支持部の断面形状はL字形状となっている。つまり、第1支持部25および第3支持部27には、カードを挟み込んで支持するための支持溝33が設けられている。本体30の裏面S2側には軸31とヘッド部32が設けられている。つまり、軸31の一端には本体30の裏面(第2面)が結合しており、軸31の他端には軸の断面形状の面積よりも大きな面積の断面形状を有するヘッド部32が結合している。第1面の裏側に位置する第2面から軸が突出している。  FIG. 8 is a cross-sectional view of the card holder 10 in the A-A ′ direction. The card holder 10 has a main body 30 as a main part. The card placement surface S1 of the main body 30 is a first surface on which a sample is placed. The card mounting surface S1 is provided with a first support part 25 and a third support part 27, and the cross-sectional shape of these support parts is an L-shape. That is, the first support portion 25 and the third support portion 27 are provided with support grooves 33 for sandwiching and supporting the card. A shaft 31 and a head portion 32 are provided on the back surface S2 side of the main body 30. In other words, the back surface (second surface) of the main body 30 is coupled to one end of the shaft 31, and the head portion 32 having a cross-sectional area larger than the cross-sectional area of the shaft is coupled to the other end of the shaft 31. is doing. The shaft protrudes from the second surface located on the back side of the first surface. *
図9は、カードホルダー10のB-B’方向における断面図である。図9において、第2支持部26の断面形状は逆L字形状である。つまり、第2支持部26にもカードを支持するための支持溝が形成されている。なお、第1支持部と第3支持部の何れか一方がL字形状であれば、第2支持部26の断面形状は単純なI字形状であってもよい。この場合、第2支持部は、支持溝を有しないことになる。よって、第2支持部の成形が簡略化される利点がある。なお、第4支持部を採用する場合は、第1支持部と第3支持部が支持溝を有し、第2支持部と第4支持部とが支持溝を有さなくてもよい。反対に、第1支持部と第3支持部が支持溝を有さず、第2支持部と第4支持部とが支持溝を有してもよい。  FIG. 9 is a cross-sectional view of the card holder 10 in the B-B ′ direction. In FIG. 9, the cross-sectional shape of the second support portion 26 is an inverted L shape. That is, the second support portion 26 is also formed with a support groove for supporting the card. If either one of the first support part and the third support part is L-shaped, the cross-sectional shape of the second support part 26 may be a simple I-shape. In this case, the second support portion does not have a support groove. Therefore, there exists an advantage by which shaping | molding of a 2nd support part is simplified. In addition, when employ | adopting a 4th support part, a 1st support part and a 3rd support part have a support groove, and a 2nd support part and a 4th support part do not need to have a support groove. Conversely, the first support portion and the third support portion may not have a support groove, and the second support portion and the fourth support portion may have a support groove. *
図8と図9から明らかなように、本体30の裏面または表面と平行な面で軸31とヘッド部32とを切断したときの断面形状(図10)はそれぞれ矩形となる。つまり、軸31の一辺の長さはb1であり他の辺の長さはc1である。b1=c1であれば、軸31の断面形状は正方形となる。ヘッド部32の一辺の長さはb0であり他の辺の長さはc0である。b0=c0であれば、ヘッド部32の断面形状は正方形となる。  As apparent from FIGS. 8 and 9, the cross-sectional shapes (FIG. 10) when the shaft 31 and the head portion 32 are cut by a plane parallel to the back surface or the front surface of the main body 30 are rectangular. That is, the length of one side of the shaft 31 is b1, and the length of the other side is c1. If b1 = c1, the cross-sectional shape of the shaft 31 is a square. The length of one side of the head part 32 is b0, and the length of the other side is c0. If b0 = c0, the cross-sectional shape of the head portion 32 is a square. *
図10は、カードホルダー10と、そのカード載置面に載置したカードのサンプルとを示す図である。ゲームカード35のサンプルが備える4つの辺のうち3つの辺が上述した支持部の支持溝によって支持される。  FIG. 10 is a diagram showing the card holder 10 and a sample of the card placed on the card placement surface. Of the four sides included in the sample of the game card 35, three sides are supported by the support groove of the support unit described above. *
図11は、ホルダー受部11とそこに挿入されたヘッド部32を示した図である。ホルダー受部11の第1開口部20の面積は、ヘッド部32の断面形状の面積よりも大きな面積であることがわかる。また、第2開口部22の面積は、ヘッド部32の断面形状の面積よりも小さいことがわかる。図11に示した矢印の方向は略鉛直方向であるため、カードホルダー10を矢印方向にスライドさせることで、軸31が第2開口部22に嵌合する。  FIG. 11 is a view showing the holder receiving portion 11 and the head portion 32 inserted therein. It can be seen that the area of the first opening 20 of the holder receiving part 11 is larger than the area of the cross-sectional shape of the head part 32. It can also be seen that the area of the second opening 22 is smaller than the area of the cross-sectional shape of the head portion 32. Since the direction of the arrow shown in FIG. 11 is a substantially vertical direction, the shaft 31 is fitted into the second opening 22 by sliding the card holder 10 in the direction of the arrow. *
図12は、軸31が第2開口部22に嵌合した状態を示した図である。この図から、第2開口部22の面積は、軸31の断面形状の面積よりも大きな面積であることがわかる。軸31の断面形状に対応してホルダー受部11の形状を決定することで、カードホルダー10を縦向きでも横向きでもホルダー受部11に安定的に固定することができる。とりわけ、ゲーム機能を備えたカード販売装置1、顧客がゲームを楽しんでいる際にカード販売装置1の筐体に対して振動を加えることがある。よって、このような振動が加えられても、カードホルダー10が脱落しないよう、ホルダー受部11にしっかりと保持されなければならない。  FIG. 12 is a view showing a state in which the shaft 31 is fitted into the second opening 22. From this figure, it can be seen that the area of the second opening 22 is larger than the area of the cross-sectional shape of the shaft 31. By determining the shape of the holder receiving portion 11 corresponding to the cross-sectional shape of the shaft 31, the card holder 10 can be stably fixed to the holder receiving portion 11 in both the vertical and horizontal directions. In particular, the card vending apparatus 1 having a game function may vibrate the casing of the card vending apparatus 1 when a customer is enjoying a game. Therefore, even when such vibration is applied, the holder holder 11 must be firmly held so that the card holder 10 does not fall off. *
図13、図14は、図11および図12に対応した横断面図である。ホルダー受部11を単純な打ち抜き孔とせずに、ヘッド部32の端面と係合する底部40をホルダー受部11が備えてもよい。底部40を設けることで、ホルダー受部11のヘッド部32が底部40の上を滑りながら、第1開口部20から第2開口部22へ移動する。よって、底部40は、ヘッド部32が円滑に移動するためのガイドとして機能する。つまり、カードホルダー10のホルダー受部11への取り付けと取り外しが容易となる。  13 and 14 are cross-sectional views corresponding to FIGS. 11 and 12. The holder receiver 11 may include a bottom 40 that engages with the end surface of the head portion 32 without using the holder receiver 11 as a simple punching hole. By providing the bottom portion 40, the head portion 32 of the holder receiving portion 11 moves from the first opening portion 20 to the second opening portion 22 while sliding on the bottom portion 40. Therefore, the bottom part 40 functions as a guide for the head part 32 to move smoothly. That is, the card holder 10 can be easily attached to and detached from the holder receiving portion 11. *
図15は、カードホルダー10の軸31の断面形状と、ホルダー受部11の第2開口部22の形状と組み合わせについてのバリエーションを示した図である。本発明によれば、ホルダー受部11の嵌合面P1を構成する複数の辺のうち鉛直方向で最も下側に位置する底辺Ea1に対して当接する、カードホルダー10の軸31の断面形状を構成する辺であって、カードホルダー10を横向きに取り付ける際に底辺Ea1に当接する辺Eb1の形状と、カードホルダー10を縦向きに取り付ける際に底辺に当接する辺の形状Eb2とが、底辺Ea1の形状に対して略相似である。  FIG. 15 is a diagram showing variations of the cross-sectional shape of the shaft 31 of the card holder 10 and the shape and combination of the second opening 22 of the holder receiving portion 11. According to the present invention, the cross-sectional shape of the shaft 31 of the card holder 10 that abuts against the bottom side Ea1 that is positioned on the lowermost side in the vertical direction among the plurality of sides that constitute the fitting surface P1 of the holder receiving portion 11. The shape of the side Eb1 that contacts the base Ea1 when the card holder 10 is mounted horizontally and the shape Eb2 of the side that contacts the base when the card holder 10 is mounted vertically are the bases Ea1. It is almost similar to the shape. *
例えば、図15(a)によれば、左から順番に、カードホルダー10を縦向けにした状態での軸31の断面形状、カードホルダー10を横向けにした状態での軸31の断面形状、および、ホルダー受部11の第2開口部22の形状が示されている。これらの断面形状が本体30の第2面と平行な面で軸31を切断して得られる軸31の断面形状であることはいうまでもない。本発明では、カードホルダー10を縦向きにも横向きにも取り付けられる必要があるため、カードホルダー10の軸31の断面形状と、ホルダー受部11の第2開口部22の形状にはある条件を満たすことが要求される。なお、軸31の断面形状は、ゲームカードのサンプルの載置面と平行な方向で軸31を切断したときの形状である。  For example, according to FIG. 15A, in order from the left, the cross-sectional shape of the shaft 31 with the card holder 10 oriented vertically, the cross-sectional shape of the shaft 31 with the card holder 10 oriented sideways, And the shape of the 2nd opening part 22 of the holder receiving part 11 is shown. Needless to say, these cross-sectional shapes are the cross-sectional shapes of the shaft 31 obtained by cutting the shaft 31 along a plane parallel to the second surface of the main body 30. In the present invention, since the card holder 10 needs to be mounted vertically or horizontally, there are certain conditions on the cross-sectional shape of the shaft 31 of the card holder 10 and the shape of the second opening 22 of the holder receiving portion 11. It is required to satisfy. The cross-sectional shape of the shaft 31 is a shape when the shaft 31 is cut in a direction parallel to the placement surface of the game card sample. *
図15(a)によれば、軸31の断面形状は正方形である。正方形の四隅は面取りされてアールがつけられていてもよい。カードホルダー10を縦向きにも横向きにも取り付け可能とするには、軸31の断面形状を構成する90°異なる2つの辺Eb1、Eb2の形状が、ホルダー受部11の第2開口部22の底辺Ea1(軸31の断面形状の辺と当接する辺)の形状と相似形状であればよい。なお、辺Eb1は本体30の第2面の長手方向と平行であり、辺Eb2は本体30の第2面の短手方向と平行である。つまり、ある条件は、第
2面と平行な面で軸を切断して得られる軸の断面形状のうち、第2面の長手方向と平行な方向における第1形状と、第2面の短手方向と平行な方向における第2形状とが共通した形状であり、ホルダー受部として機能する孔部の形状のうち軸の第1形状の部分または軸の第2形状の部分と嵌合する部分の形状が、第1形状および第2形状と略相似の形状となっていることである。 
According to Fig.15 (a), the cross-sectional shape of the axis | shaft 31 is a square. The four corners of the square may be chamfered and rounded. In order to enable the card holder 10 to be mounted vertically or horizontally, the shapes of the two sides Eb1 and Eb2 that are different from each other by 90 ° constituting the cross-sectional shape of the shaft 31 are formed on the second opening 22 of the holder receiving portion 11. The shape may be similar to the shape of the bottom side Ea1 (side contacting the side of the cross-sectional shape of the shaft 31). The side Eb1 is parallel to the longitudinal direction of the second surface of the main body 30, and the side Eb2 is parallel to the short side direction of the second surface of the main body 30. That is, a certain condition is that the first shape in the direction parallel to the longitudinal direction of the second surface and the shortness of the second surface among the cross-sectional shapes of the shaft obtained by cutting the shaft along a surface parallel to the second surface. The second shape in a direction parallel to the direction is a common shape, and of the shape of the hole functioning as the holder receiving portion, the first shape portion of the shaft or the portion fitted with the second shape portion of the shaft The shape is substantially similar to the first shape and the second shape.
図15(a)に示した軸31の断面形状は正方形であるため、90°異なる2つの辺はともに直線的な形状である。もちろん、第2開口部22の底辺も直線的な形状である。よって、これらは相互に相似となっている。このように、カードホルダー10を縦向きにも横向きにも取り付けるための条件は、軸31の断面形状を構成する2つの辺であって法線方向が90°異なる2つの辺の形状が、ホルダー受部11の第2開口部22の底辺の形状と相似であることである。  Since the cross-sectional shape of the shaft 31 shown in FIG. 15A is a square, two sides that differ by 90 ° are both linear. Of course, the bottom of the second opening 22 is also linear. Therefore, they are similar to each other. As described above, the condition for attaching the card holder 10 in the vertical and horizontal directions is that the two sides constituting the cross-sectional shape of the shaft 31 and the shapes of the two sides whose normal directions are different by 90 ° are the holders. This is similar to the shape of the bottom of the second opening 22 of the receiving part 11. *
図15(b)によれば、軸31の断面形状として正八角形が示されている。正八角形を構成する8つの辺のうち、法線方向が90°異なっている2つの辺の形状は、第2開口部22の底辺に対して相似である。よって、カードホルダー10を縦向きにも横向きにも取り付けるための条件を満たしている。  According to FIG. 15B, a regular octagon is shown as the cross-sectional shape of the shaft 31. Of the eight sides constituting the regular octagon, the shapes of the two sides whose normal directions differ by 90 ° are similar to the bottom side of the second opening 22. Therefore, the conditions for attaching the card holder 10 in the vertical and horizontal directions are satisfied. *
図15(c)によれば、軸31の断面形状として直角二等辺三角形が示されている。図から明らかなように、直角二等辺三角形もカードホルダー10を縦向きにも横向きにも取り付けるための条件を満たしている。  According to FIG. 15C, a right isosceles triangle is shown as the cross-sectional shape of the shaft 31. As is apparent from the figure, the right isosceles triangle also satisfies the conditions for mounting the card holder 10 in the vertical and horizontal directions. *
図15(d)によれば、軸31の断面形状として台形が示されている。図から明らかなように、法線方向が90°異なる2つの辺が、第2開口部22の底辺に対して相似である。よって、この台形もカードホルダー10を縦向きにも横向きにも取り付けるための条件を満たしている。  According to FIG. 15D, a trapezoid is shown as the cross-sectional shape of the shaft 31. As is apparent from the figure, two sides whose normal directions differ by 90 ° are similar to the bottom side of the second opening 22. Therefore, this trapezoid also satisfies the conditions for mounting the card holder 10 both vertically and horizontally. *
図15(e)によれば、軸31の断面形状として正方形を45°オフセットした図形が示されている。この場合は、第2開口部22の底辺の形状を軸31の断面形状の形状に合わせて変更する必要がある。この図から、カードホルダー10を縦向きにも横向きにも取り付けるための条件は、軸31の断面形状を構成する2つの縁の一方が、軸31のを所定の回転位置から90°回転させたときに、他方の縁と重なることである。つまり、条件を一般化すると、方向が90°異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)の形状に対して相似であることが条件となる。  FIG. 15 (e) shows a figure in which a square is offset by 45 ° as the cross-sectional shape of the shaft 31. In this case, it is necessary to change the shape of the bottom of the second opening 22 in accordance with the shape of the cross-sectional shape of the shaft 31. From this figure, the condition for attaching the card holder 10 vertically or horizontally is that one of the two edges constituting the cross-sectional shape of the shaft 31 has rotated the shaft 31 by 90 ° from a predetermined rotational position. Sometimes it overlaps with the other edge. That is, when the conditions are generalized, it is a condition that the shapes of two sides (edges) different in direction by 90 ° are similar to the shape of the bottom side (bottom edge) of the second opening 22. *
図15(f)によれば、軸31の断面形状として十字形が示されている。図から明らかなように、方向が90°異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)の形状に対して相似であることが条件となる。  According to FIG. 15 (f), a cross shape is shown as the cross-sectional shape of the shaft 31. As is apparent from the figure, it is a condition that the shape of two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22. *
図15(f)によれば、軸31の断面形状として十字形が示されている。図から明らかなように、方向が90°異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)の形状に対して相似であることが条件となる。なお、図15(f)第2開口部22の底辺の形状を単純な直線としているが、十字形状の下半分と相似の形状としてもよい。この場合、カードホルダー10のホルダー受部11に対するガタツキを抑えやすくなろう。  According to FIG. 15 (f), a cross shape is shown as the cross-sectional shape of the shaft 31. As is apparent from the figure, it is a condition that the shape of two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22. In addition, although the shape of the base of the 2nd opening part 22 is made into a simple straight line in FIG.15 (f), it is good also as a shape similar to the lower half of a cross shape. In this case, it will be easy to suppress the play with respect to the holder receiving part 11 of the card holder 10. *
図15(g)によれば、軸31の断面形状として、曲線を採用した略十字形が示されている。方向が90°異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)の形状に対して相似であるため、カードホルダー10を縦向きにも横向きにも取り付けることができる。  According to FIG. 15 (g), a substantially cross shape using a curve is shown as the cross-sectional shape of the shaft 31. Since the shape of the two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22, the card holder 10 can be mounted vertically or horizontally. it can. *
図15(h)によれば、軸31の断面形状として、四菱字形が示されている。方向が90°異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)の形状に対して相似であるため、カードホルダー10を縦向きにも横向きにも取り付けることができる。  According to FIG. 15 (h), a tetragonal shape is shown as the cross-sectional shape of the shaft 31. Since the shape of the two sides (edges) differing in direction by 90 ° is similar to the shape of the bottom side (bottom edge) of the second opening 22, the card holder 10 can be mounted vertically or horizontally. it can. *
このように、軸31の断面形状を構成する複数の辺(縁)のうち異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)の形状に対して相似であれば、カードホルダー10を縦向きにも横向きにも取り付けることができる。なお、この条件を満たした2つの辺(縁)以外の残りの辺(縁)はどのような形状であってもよい。ただし、残りの辺(縁)に課される条件としては、軸31を第2開口部22に収容することを阻害しない形状であることである。  As described above, the shape of two different sides (edges) among the plurality of sides (edges) constituting the cross-sectional shape of the shaft 31 is similar to the shape of the bottom side (bottom edge) of the second opening 22. For example, the card holder 10 can be attached in the vertical direction or the horizontal direction. The remaining sides (edges) other than the two sides (edges) that satisfy this condition may have any shape. However, the condition imposed on the remaining sides (edges) is that the shape does not hinder the accommodation of the shaft 31 in the second opening 22. *
図16は、ホルダー受部11、軸31およびヘッド部32の変形例を示す図である。(a)は、軸31およびヘッド部32を角柱として一体成型し、ホルダー受部11を、角柱を収容できるようなボックスとした変形例を示している。角柱の断面形状(斜線部)と、それに対応するボックスの断面形状は相似である。つまり、角柱の断面形状を構成する、方向が90°異なる2つの辺(縁)の形状が、第2開口部22の底辺(底縁)に相当するボックスの断面形状に対して相似であるため、カードホルダー10を縦向きにも横向きにも取り付けることができる。  FIG. 16 is a view showing a modified example of the holder receiving portion 11, the shaft 31 and the head portion 32. (A) shows a modification in which the shaft 31 and the head portion 32 are integrally molded as a prism and the holder receiving portion 11 is a box that can accommodate the prism. The cross-sectional shape (shaded part) of the prism is similar to the cross-sectional shape of the box corresponding to it. That is, the shape of the two sides (edges) that form the cross-sectional shape of the prism and are 90 ° different in direction is similar to the cross-sectional shape of the box corresponding to the bottom side (bottom edge) of the second opening 22. The card holder 10 can be mounted either vertically or horizontally. *
(b)は、ラッチ機構51を示している。ラッチ機構は、展示部2の平板に対して固定される固定部と、固定部に取り付けられた弾性体(板バネなど)を備えている。カードホルダー10のヘッド部32は、展示部2の平板と平行な面内で回転することができるが、ラッチ機構51によって縦向きまた横向きに強制される。これにより、カードホルダー10をホルダー受部11から取り外さなくても、カードホルダー10の向きを変更できる。  (B) shows the latch mechanism 51. The latch mechanism includes a fixed portion that is fixed to the flat plate of the display unit 2 and an elastic body (such as a leaf spring) that is attached to the fixed portion. The head unit 32 of the card holder 10 can rotate in a plane parallel to the flat plate of the display unit 2, but is forced vertically or horizontally by the latch mechanism 51. Thus, the orientation of the card holder 10 can be changed without removing the card holder 10 from the holder receiving portion 11. *
<カード販売装置の制御フロー> 図17は、カード販売装置の制御ユニットを示した図である。CPU61は、ROM62に記憶された各種プログラムとデータを読み出してゲーム機能とカード販売機能とを実現する。ROM62は不揮発性の記憶装置(リードオンリーメモリや、EEPROM、フラッシュメモリ、ハードディスクドライブなど)である。RAM63は、ワークエリアなどとして機能する揮発性の記憶装置(DRAMなど)である。  <Control Flow of Card Vending Device> FIG. 17 is a diagram showing a control unit of the card selling device. The CPU 61 reads out various programs and data stored in the ROM 62 to realize a game function and a card sales function. The ROM 62 is a nonvolatile storage device (read only memory, EEPROM, flash memory, hard disk drive, etc.). The RAM 63 is a volatile storage device (DRAM or the like) that functions as a work area or the like. *
コイン検知部64は、コイン投入口8からコインが投入されたかどうかを検知するユニットであり、コインの投入を検知すると検知信号をCPU61に送出する。なお、コインは硬貨であってもよいし、硬貨と引き換えで貸与される遊戯用コインであってもよい。コイン検知部64は、Edy、WAON、Suica、PASMO、nanacoなどの電子マネーカード(電子ウォレット)からゲームカードの購入代金(対価)を徴収するICカードリーダライタ装置であってもよい。また、コイン検知部64は、クレジットカードからゲームカードの購入代金(対価)を徴収するICカードリーダライタ装置であってもよい。このように、コイン検知部64は、対価の支払いを検知する支払い検知部として機能する。  The coin detection unit 64 is a unit that detects whether or not a coin has been inserted from the coin insertion slot 8, and sends a detection signal to the CPU 61 when detecting the insertion of a coin. The coin may be a coin or a game coin that is lent in exchange for a coin. The coin detection unit 64 may be an IC card reader / writer device that collects a purchase price (consideration) for a game card from an electronic money card (electronic wallet) such as Edy, WAON, Suica, PASMO, or nanoco. The coin detection unit 64 may be an IC card reader / writer device that collects a purchase price (consideration) of a game card from a credit card. As described above, the coin detection unit 64 functions as a payment detection unit that detects payment of a consideration. *
カード排出装置65は、CPU61が送信する排出命令を受信すると、不図示のカード収納部からカード排出部9へカードを1枚排出する。カード排出装置65は、対価の支払いが検知されると、カード収納部に収納されているカードを排出する排出部として機能する。  When the card ejection device 65 receives the ejection command transmitted by the CPU 61, the card ejection device 65 ejects one card from a card storage unit (not shown) to the card ejection unit 9. The card discharge device 65 functions as a discharge unit that discharges the card stored in the card storage unit when payment of the price is detected. *
表示装置3は、CPU61からの表示命令にしたがって各種の画像や情報を表示する。ICカードリーダライタ装置4は、挿入されたICカードから読み出した情報をCPU61に転送したり、CPU61からのライト命令にしたがって情報をICカードへ書き込んだりする装置である。音声出力装置5は、CPU61からの出力命令にしたがって効果音や音声メッセージなどを出力する。音声出力装置5は、音声回路とスピーカを備えている。コードリーダ部6は、コードリーダ部6が備える透光性を有したカード配置フィールド面上に載置されたゲームカードの裏面に描画されたコードを読み取って復号するとともに、カード配置フィールド面上のどこにゲームカードが載置されているか認識して座標データを生成し、復号したデータと座標データをCPU61に送出する装置である。カード配置フィールド面は、上述した天板かつ操作盤面に相当する。操作部7は、複数のボタンスイッチを備え、各ボタンが押されているかいないかを示すボタン操作信号をCPU61に送出する。  The display device 3 displays various images and information in accordance with a display command from the CPU 61. The IC card reader / writer device 4 is a device that transfers information read from the inserted IC card to the CPU 61 and writes information to the IC card in accordance with a write command from the CPU 61. The voice output device 5 outputs a sound effect, a voice message, and the like in accordance with an output command from the CPU 61. The audio output device 5 includes an audio circuit and a speaker. The code reader unit 6 reads and decodes the code drawn on the back side of the game card placed on the translucent card arrangement field surface included in the code reader unit 6 and also on the card arrangement field surface. This is a device that recognizes where the game card is placed, generates coordinate data, and sends the decoded data and coordinate data to the CPU 61. The card arrangement field surface corresponds to the above-described top plate and operation panel surface. The operation unit 7 includes a plurality of button switches and sends a button operation signal indicating whether or not each button is pressed to the CPU 61. *
[メインフロー] 図18は、ゲームカード販売処理を示すフローチャートである。S1801で、CPU61は、コインが投入されたかどうかを判定する。例えば、CPU61は、コイン検知部64からコインを検知したことを示すコイン検知信号を受信したかどうかを判定する。コインの投入を検知すると、S1802に進む。  [Main Flow] FIG. 18 is a flowchart showing game card sales processing. In S1801, the CPU 61 determines whether or not a coin has been inserted. For example, the CPU 61 determines whether a coin detection signal indicating that a coin has been detected is received from the coin detection unit 64. If coin insertion is detected, the process proceeds to S1802. *
S1802で、CPU61は、表示装置3にメニューを表示する。メニューはゲームカードの購入だけを実行するか、または、ゲームカードの購入とともにゲームをプレイするかを顧客(ゲームカードの購入者)に問い合せるためのメニューである。  In S1802, the CPU 61 displays a menu on the display device 3. The menu is a menu for inquiring the customer (game card purchaser) whether to execute only the purchase of the game card or play the game together with the purchase of the game card. *
S1803で、CPU61は、顧客がゲームをプレイすることを望んでいるかどうかを判定する。例えば、CPU61は、操作部7から入力された信号が、ゲームカードの購入だけを実行することを顧客が選択したことを示す選択信号か、または、ゲームカードの購入とともにゲームをプレイすることを顧客が選択したことを示す選択信号かを判断する。顧客がゲームをプレイしないことを選択したときは、ステップS1820に進む。  In S1803, the CPU 61 determines whether or not the customer wants to play the game. For example, the CPU 61 indicates that the signal input from the operation unit 7 is a selection signal indicating that the customer has selected to execute only the purchase of the game card, or that the customer plays the game together with the purchase of the game card. Is a selection signal indicating selection. If the customer chooses not to play the game, the process proceeds to step S1820. *
S1820で、CPU61は、ゲームカードを1枚排出することを示す排出命令をカード排出装置65へ送信する。カード排出装置65は、排出命令を受信すると、ゲームカードを一枚排出する。  In S1820, CPU 61 transmits to card ejection device 65 an ejection command indicating that one game card is to be ejected. When the card ejection device 65 receives the ejection command, it ejects one game card. *
S1821で、CPU61は、表示装置3にコイン投入ガイダンスを表示する。コイン投入ガイダンスには、例えば、顧客が追加でコインを投入するとさらにもう一枚のゲームカードを購入できることを示すメッセージが含まれている。  In S1821, the CPU 61 displays coin insertion guidance on the display device 3. The coin insertion guidance includes, for example, a message indicating that when the customer inserts additional coins, another game card can be purchased. *
S1822で、CPU61は、コインが投入されたかどうかを判定する。コインが投入されたときは、S1820に戻る。一方、追加購入をしないことを示す明示的な信号が操作部7からCPU61へ入力されたり、一定時間が経過してもコインの投入を検知できなかったりしたときは、CPU61が、本フローチャートに係るゲームカードの販売処理を終了する。  In S1822, the CPU 61 determines whether or not a coin has been inserted. If a coin is inserted, the process returns to S1820. On the other hand, when an explicit signal indicating that no additional purchase is to be performed is input from the operation unit 7 to the CPU 61 or coin insertion cannot be detected after a certain period of time, the CPU 61 relates to this flowchart. The game card sales process ends. *
一方、S1803で、顧客がゲームをプレイすることを選択したときは、ステップS1804に進む。なお、本発明のゲームは、複数のゲームキャラクタが味方チームと敵チームに分かれて対戦する対戦型のゲームであって、味方チームに所属するすべてのゲームキャラクタの体力を示す体力パラメータの総和がゼロになると味方チームを敗戦とし、敵チームに所属するすべてのゲームキャラクタの体力を示す体力パラメータの総和がゼロになると味方チームを勝利とCPU61が判定する対戦型のゲームである。  On the other hand, if the customer selects to play the game in S1803, the process proceeds to step S1804. Note that the game of the present invention is a battle-type game in which a plurality of game characters are divided into a team of friendly teams and an enemy team, and the sum of the physical strength parameters indicating the physical strength of all game characters belonging to the team of teammates is zero. Then, the friendly team is defeated, and when the sum of the physical strength parameters indicating the physical strength of all game characters belonging to the enemy team becomes zero, the CPU 61 determines that the team is victorious and the CPU 61 determines that the team is victorious. *
S1804で、CPU61は、表示装置3にICカード挿入ガイダンスを表示する。ICカード投入ガイダンスには、例えば、顧客に対してICカードをICカードリーダライタ装置4へ挿入するよう促すためのメッセージが含まれている。ICカードには、各ICカードを識別するための固有の識別情報と、顧客が選択したアバター(マイゲームキャラクタ)を示すアバター情報と、ゲームを実行することで獲得したゲームパラメータなどが書き込まれる。例えば、ゲームの内容が、コードリーダ部6に載置された複数のゲームカードに対応した複数のゲームキャラクタと、CPU61が用意した複数のゲームキャラクタとが対戦し、対戦結果に応じて顧客側のゲームキャラクタの経験値が上昇し、次回以降のゲームに経験値が反映されるものと仮定する。マイゲームキャラクタは、顧客によって選択される。  In S1804, the CPU 61 displays an IC card insertion guidance on the display device 3. The IC card insertion guidance includes, for example, a message for prompting the customer to insert the IC card into the IC card reader / writer device 4. In the IC card, unique identification information for identifying each IC card, avatar information indicating the avatar (my game character) selected by the customer, game parameters acquired by executing the game, and the like are written. For example, the game content is a match between a plurality of game characters corresponding to a plurality of game cards placed on the code reader unit 6 and a plurality of game characters prepared by the CPU 61. It is assumed that the experience value of the game character increases and the experience value is reflected in the next and subsequent games. The my game character is selected by the customer. *
S1805で、CPU61は、ICカードがICカードリーダライタ装置4に挿入されると、ICカードリーダライタ装置4を通じてICカードから上述した各種の情報を読み出す。各種の情報には、アバター情報の一部として、例えば、マイゲームキャラクタが登録済みであるか否かを示す情報が含まれている。  In step S <b> 1805, when the IC card is inserted into the IC card reader / writer device 4, the CPU 61 reads the various types of information described above from the IC card through the IC card reader / writer device 4. The various information includes, for example, information indicating whether or not the my game character has been registered as part of the avatar information. *
S1806で、CPU61は、読み出したアバター情報に基づいてICカードにマイゲームキャラクタが登録されているかどうかを判定する。マイゲームキャラ
クタが登録されていれば、S1808に進む。マイゲームキャラクタが登録されていなければ、S1807に進む。 
In S1806, the CPU 61 determines whether or not the my game character is registered in the IC card based on the read avatar information. If the my game character is registered, the process proceeds to S1808. If no my game character is registered, the process proceeds to S1807.
S1807で、CPU61は、マイゲームキャラクタの作成処理を実行する。CPU61は、表示装置3にマイゲームキャラクタの候補となる複数のゲームキャラクタを表示する。さらに、CPU61は、表示装置3に、そのうちのどれをマイゲームキャラクタとして選択するかを問い合せるためのメッセージを表示する。操作部7から何れか1つを選択したことを示す選択信号が入力されると、CPU61は、選択信号に対応したゲームキャラクタを示す識別情報を、ICカードリーダライタ装置4を通じてICカードへ書き込む。さらに、CPU61は、マイゲームキャラクタに付与する名前を操作部7から入力するよう顧客に促すメッセージを表示装置3に表示する。CPU61は、操作部7を通じて入力された名前を、ICカードリーダライタ装置4を通じてICカードへ書き込む。  In S1807, the CPU 61 executes a process for creating a my game character. The CPU 61 displays a plurality of game characters that are candidates for the my game character on the display device 3. Further, the CPU 61 displays a message on the display device 3 for inquiring which one of them should be selected as the my game character. When a selection signal indicating that any one is selected from the operation unit 7, the CPU 61 writes identification information indicating a game character corresponding to the selection signal to the IC card through the IC card reader / writer device 4. Further, the CPU 61 displays a message prompting the customer to input the name to be given to the my game character from the operation unit 7 on the display device 3. The CPU 61 writes the name input through the operation unit 7 into the IC card through the IC card reader / writer device 4. *
S1807で、CPU61は、ゲームカードを1枚排出することを示す排出命令をカード排出装置65へ送信する。カード排出装置65は、排出命令を受信すると、ゲームカードを一枚排出する。  In S <b> 1807, the CPU 61 transmits a discharge command indicating that one game card is to be discharged to the card discharge device 65. When the card ejection device 65 receives the ejection command, it ejects one game card. *
S1809で、CPU61は、表示装置3にコイン投入ガイダンスを表示する。コイン投入ガイダンスには、例えば、顧客が追加でコインを投入するとさらにもう一枚のゲームカードを購入できることを示すメッセージが含まれている。  In S 1809, the CPU 61 displays coin insertion guidance on the display device 3. The coin insertion guidance includes, for example, a message indicating that when the customer inserts additional coins, another game card can be purchased. *
S1810で、S1801と同様の判定手法を用いて、CPU61は、コインが投入されたかどうかを判定する。コインが投入されたときは、S1808に戻る。一方、追加購入をしないことを示す明示的な信号が操作部7からCPU61へ入力されたり、一定時間が経過してもコインの投入を検知できなかったりしたときは、S1811に進む。なお、CPU61は、投入されたコインの枚数をカウントしてRAM63に保持しておくものとする。コインの投入枚数には、上限枚数が設定されていてもよい。コインの投入枚数は排出されたゲームカードの枚数と相関がある。よって、コインの投入枚数をカウントする代わりに、排出したゲームカードの枚数をカウントしてもよい。このように、CPU61は、支払い検知部が検知した対価の総額または排出部が排出したカードの枚数をカウントするカウント部として機能する。  In S1810, using the same determination method as in S1801, the CPU 61 determines whether or not a coin has been inserted. If a coin is inserted, the process returns to S1808. On the other hand, when an explicit signal indicating that no additional purchase is to be performed is input from the operation unit 7 to the CPU 61 or when the insertion of a coin cannot be detected after a predetermined time has elapsed, the process proceeds to S1811. Note that the CPU 61 counts the number of inserted coins and holds it in the RAM 63. An upper limit number may be set for the number of inserted coins. The number of coins inserted is correlated with the number of game cards discharged. Therefore, instead of counting the number of inserted coins, the number of discharged game cards may be counted. In this way, the CPU 61 functions as a counting unit that counts the total amount of payment detected by the payment detecting unit or the number of cards discharged by the discharging unit. *
S1811で、CPU61は、パラメータパワーアップ処理を実行する。例えば、CPU61は、RAM63に保持されているコインの投入枚数に応じてゲームを有利にすすめられるようゲームパラメータを変更する。例えば、ゲームに登場しうるゲームキャラクタがN体(例:10体)存在し、そのうち味方側のグループに参加可能なゲームキャラクタの最大数がM体(例:5体)だと仮定する。つまり、顧客は、M枚の手持のゲームカードをコードリーダ部6の操作盤面上に同時に載置できるものとする。この仮定の下、CPU61は、ゲームに登場する複数のゲームキャラクタのうちから所定の選択規則にしたがって選択した1つ以上のゲームキャラクタに関連付けられているゲームパラメータを制御する。例えば、CPU61は、N体のうち少なくとも1体をランダムで選択し、選択したゲームキャラクタのゲームパラメータのうち少なくとも1つのパラメータを購入枚数に応じて上昇させる。つまり、CPU61は、ゲームに登場するゲームキャラクタに関連付けられた複数のゲームパラメータのうちから所定の選択規則にしたがって選択した1つ以上のゲームパラメータを制御する。どのゲームパラメータを選択するかを決定するための選択規則もランダムであってよい。ゲームパラメータやゲームキャラクタには識別番号が振られており、乱数関数によって取得された番号と一致する識別番号を付与されているゲームパラメータやゲームキャラクタをCPU61が選択する。なお、本発明は選択規則によって制限される発明ではないため、どのような選択規則が採用されてもよい。例えば、CPU61は表示装置3に複数のゲームキャラクタや複数のゲームパラメータを表示し、顧客にパワーアップの対象を選択させてもよい。CPU61は、操作部7を通じて入力された顧客の選択指示に対応したゲームキャラクタやゲームパラメータについてパワーアップを実行する。あるいは、顧客がコードリーダ部6に載置したゲームカードを検知し、検知したゲームカードに対応するゲームキャラクタのゲームパラメータをCPU61が増加させる。このようにすれば、顧客は自己が所有しているゲームカードのゲームキャラクタをパワーアップの対象として選択しやすくなる利点がある。  In S1811, the CPU 61 executes parameter power-up processing. For example, the CPU 61 changes the game parameters so that the game can be advantageously promoted according to the number of coins held in the RAM 63. For example, it is assumed that there are N (for example, 10) game characters that can appear in the game, and the maximum number of game characters that can participate in the group on the ally side is M (for example, 5). That is, it is assumed that the customer can simultaneously place M hand-held game cards on the operation panel surface of the code reader unit 6. Under this assumption, the CPU 61 controls game parameters associated with one or more game characters selected according to a predetermined selection rule from among a plurality of game characters appearing in the game. For example, the CPU 61 randomly selects at least one of the N bodies, and increases at least one parameter among the game parameters of the selected game character according to the number of purchases. That is, the CPU 61 controls one or more game parameters selected according to a predetermined selection rule from a plurality of game parameters associated with the game character appearing in the game. The selection rule for determining which game parameter to select may also be random. An identification number is assigned to the game parameter or game character, and the CPU 61 selects a game parameter or game character assigned with an identification number that matches the number acquired by the random number function. In addition, since this invention is not an invention restrict | limited by the selection rule, what kind of selection rule may be employ | adopted. For example, the CPU 61 may display a plurality of game characters and a plurality of game parameters on the display device 3 and allow the customer to select a power-up target. The CPU 61 executes power-up for game characters and game parameters corresponding to customer selection instructions input via the operation unit 7. Alternatively, the game card placed on the code reader unit 6 by the customer is detected, and the CPU 61 increases the game parameter of the game character corresponding to the detected game card. In this way, there is an advantage that the customer can easily select the game character of the game card owned by the customer as a target for power-up. *
CPU61は、選択したゲームキャラクタの画像と、どのゲームパラメータがどれだけ上昇したかを示すメッセージを表示装置3に表示してもよい。なお、購入枚数に応じたゲームパラメータのパワーアップは、今回のゲームに限ったものに過ぎない。CPU61は、ICカードから読み取ったゲームパラメータに対してパワーアップ分の値を加算するが、ゲーム終了時にICカードに書き込まれるゲームパラメータにはパワーアップ分の値を加算しないものとする。つまり、ゲームを実行するたびにその際の購入枚数に応じてパワーアップボーナスの値が変動することになる。ただし、経験値パラメータについてはゲームの勝敗に応じて値をCPU61が増加して、ICカードに書き込む。  The CPU 61 may display a message indicating the image of the selected game character and how much the game parameter has increased on the display device 3. Note that the power-up of game parameters according to the number of purchases is limited to the current game. The CPU 61 adds the power-up value to the game parameter read from the IC card, but does not add the power-up value to the game parameter written to the IC card at the end of the game. That is, every time the game is executed, the value of the power-up bonus varies according to the number of purchases at that time. However, as for the experience value parameter, the CPU 61 increases the value in accordance with the winning or losing of the game and writes it to the IC card. *
このように、CPU61は、カウント部がカウントしたカウント値が多ければ多いほどゲーム機能が使用するゲームパラメータを顧客にとってより有利な値に制御するゲームパラメータ制御部として機能する。また、CPU61は、購入枚数に応じたパワーアップを今回限りのものとするために、ゲームが終了すると、ゲームパラメータの制御結果を破棄してもよい。なお、CPU61は、カウント値が1枚のカードの対価に相当する値であるときはゲームパラメータの制御を実行せず、カウント値が2枚以上のカードの対価に相当する値であるときはゲームパラメータの制御を実行してもよい。つまり、CPU61は、購入枚数が1枚のときはパワーアップを実行せず、購入枚数が2枚以上であればパワーアップを実行する。これにより、より多くのゲームカードを購入してもらいやすくなろう。このように本発明によれば、商品を購入することで付与される利益を今回のゲームプレイにおいて顧客が利用できるようになる。また、商品の購入数に応じてパラメータが増加するための、商品の販売促進に寄与すると考えられる。とりわけ、1枚だけの購入の際はインセンティブを付与せず、2枚目以降からインセンティブを付与すれば、一人の顧客が2枚以上購入する確率が上昇し、売上も数倍に増えることが期待される。  Thus, the CPU 61 functions as a game parameter control unit that controls the game parameter used by the game function to a more advantageous value for the customer as the count value counted by the counting unit increases. Further, the CPU 61 may discard the control result of the game parameter when the game ends in order to limit the power-up according to the number of purchases to the current time. The CPU 61 does not execute the game parameter control when the count value is a value corresponding to the value of one card, and the game is performed when the count value is a value corresponding to the value of two or more cards. Parameter control may be performed. That is, the CPU 61 does not execute power-up when the purchased number is 1, and performs power-up when the purchased number is 2 or more. This will make it easier to purchase more game cards. As described above, according to the present invention, the customer can use the profits given by purchasing the product in the current game play. Moreover, it is thought that it contributes to the sales promotion of goods because a parameter increases according to the purchase number of goods. In particular, if only one card is purchased, no incentive will be granted. If an incentive is granted from the second card onward, the probability of one customer purchasing two or more will increase, and sales are expected to increase several times. Is done. *
なお、ゲームに参加するゲームキャラクタは顧客がどのゲームカードをコードリーダ部6の天板(操作盤面)に配置するかによって決定される。そのため、パワーアップの対象となったゲームキャラクタに対応したゲームカードを顧客が所有していない場合や、そのゲームカードを天板(操作盤面)に配置しない場合もあろう。上述したように各ゲームカードの裏面には識別情報をコード化したコードが印刷されている。よって、CPU61は、読み取り部によって取得されたコードがゲームパラメータの制御の対象となったゲームキャラクタを示すコードかどうかを判定し、読み取り部によって取得されたコードがゲームパラメータの制御の対象となったゲームキャラクタを示すコードであれば、ゲームキャラクタに関連付けられたゲームパラメータの値を増加するようにしてもよい。  The game characters participating in the game are determined depending on which game card the customer places on the top plate (operation panel surface) of the code reader unit 6. Therefore, there may be a case where the customer does not have a game card corresponding to the game character to be powered up, or the game card is not placed on the top board (operation panel surface). As described above, a code obtained by encoding the identification information is printed on the back surface of each game card. Therefore, the CPU 61 determines whether the code acquired by the reading unit is a code indicating the game character that is the target of game parameter control, and the code acquired by the reading unit is the target of game parameter control. If the code indicates a game character, the value of the game parameter associated with the game character may be increased. *
S1812で、CPU61は、ゲーム処理を実行する。ゲーム処理の詳細については後述する。  In S1812, the CPU 61 executes a game process. Details of the game process will be described later. *
S1813で、CPU61は、ゲームの結果に対応して更新したゲームパラメータを、ICカードリーダライタ装置4を通じてICカードへ書き込む。  In S <b> 1813, the CPU 61 writes the updated game parameters corresponding to the game result to the IC card through the IC card reader / writer device 4. *
S1814で、CPU61は、ICカードを排出するための排出命令をICカードリーダライタ装置4へ送信する。ICカードリーダライタ装置4は、排出命令を受信すると、ICカードを排出する。  In step S <b> 1814, the CPU 61 transmits a discharge command for discharging the IC card to the IC card reader / writer device 4. When the IC card reader / writer device 4 receives the ejection command, it ejects the IC card. *
[ゲーム処理のフロー] 図19は、ゲーム処理を示したフローチャートである。本フローチャートは、S1812に対応している。  [Flow of Game Processing] FIG. 19 is a flowchart showing game processing. This flowchart corresponds to S1812. *
図20は、ゲームカード配置フィールドと表示画面の一例を示した図である。図20に示すように、ゲームカード配置フィールドは、コードリーダ部6の天板上に設けられている。この天板は透光性を有している。図20によれば、コードリーダ部6の天板上に形成されたゲームカード配置フィールドには5枚のカードが配置されている。ゲームカード配置フィールドは、トップ領域72a、ミドル領域72b、ボトム領域72cといった3つの領域から構成されている。顧客は、CPU61がゲームを実行している最中にゲームカード配置フィールドのどこにゲームカードを配置するかによって、ゲームの戦略を立案することになる。トップ領域72aおよびミドル領域72bは、フィールドにおいて前方の領域であり、攻撃ゾーンである。一方、ボトム領域72cは、フィールドにおいて後方の領域であり、支援ゾーンである。なお、この領域の概念は、ゲームカード配置フィールドだけでなく、ゲームフィールド70においても適用される概念である。つまり、ゲームカード配置フィールドの各領域は、ゲームフィールド70の各領域に対応している。  FIG. 20 is a diagram showing an example of a game card arrangement field and a display screen. As shown in FIG. 20, the game card placement field is provided on the top plate of the code reader unit 6. This top plate has translucency. According to FIG. 20, five cards are arranged in the game card arrangement field formed on the top plate of the code reader unit 6. The game card placement field is composed of three areas, a top area 72a, a middle area 72b, and a bottom area 72c. The customer devises a game strategy depending on where in the game card placement field the game card is placed while the CPU 61 is executing the game. The top area 72a and the middle area 72b are front areas in the field and are attack zones. On the other hand, the bottom region 72c is a rear region in the field and is a support zone. The concept of this area is a concept applied not only to the game card placement field but also to the game field 70. That is, each area of the game card arrangement field corresponds to each area of the game field 70. *
ゲームキャラクタは、複数のゲームパラメータを有している。体力パラメータは、相手から攻撃を受けると減少するパラメータである。本ゲームでは、味方チームに属しているすべてのゲームキャラクタの体力がゼロになるか、相手チームに属しているすべてのゲームキャラクタの体力がゼロになると、CPU61は、ゲームを終了する。攻撃力パラメータは、一回の攻撃によって相手に与えるダメージ(体力パラメータの減少率)を決定するパラメータである。防御力パラメータは、一回の防御によって相手から攻撃によるダメージを相殺(削減)するパラメータである。攻撃力パラメータと防御力パラメータは、経験値パラメータに連動して上昇する。なお、経験値パラメータは、ICカードに記憶されており、ゲームをするたびにCPU61によって増加されるパラメータである。気力パラメータは、攻撃の成功確率や攻撃力の高い攻撃パターンを繰り出す確率に相当するパラメータである。気力パラメータは、ゲームキャラクタに対応したゲームカードがトップ領域72aに配置されている場合、CPU61によって、時間の経過とともに第1レベルずつ減少する。ゲームキャラクタに対応したゲームカードがミドル領域72bに配置されている場合、CPU61は、時間の経過とともに第2レベルずつ気力パラメータを減少させる。ここで、第1レベルは、第2レベルよりも大きい値である。つまり、ゲームカードを前方に配置すればそのゲームキャラクタの攻撃力は高まるものの、それと引き換えに気力パラメータが減少する。CPU61は、気力パラメータがゼロになってしまったゲームキャラクタを攻撃順番から除外し、攻撃できないようにする。ただし、ゲームキャラクタのゲームカードがボトム領域72cに移動されたことを検知すると、CPU61は、そのゲームキャラクタの気力パラメータを増加させる。つまり、ボトム領域72cは、回復エリアとして機能する。このように、CPU61は、トップ領域72a、ミドル領域72b、ボトム領域72cといった3つの領域のどこにゲームカードが配置されたかによってゲームキャラクタを攻撃に参加させるのか気力の回復に当たらせるのかを決定する。つまり、CPU61は、フィールドの画像が表示されている間に操作者によって操作された操作部材の位置に基づいて各ゲームキャラクタのゲームにおける行動を決定する行動決定手段として機能する。  The game character has a plurality of game parameters. The physical strength parameter is a parameter that decreases when attacked by the opponent. In this game, when the physical strength of all game characters belonging to the team of friends becomes zero or the physical strength of all game characters belonging to the opponent team becomes zero, the CPU 61 ends the game. The attack power parameter is a parameter that determines the damage (decrease rate of the health parameter) that is given to the opponent by one attack. The defense parameter is a parameter for offsetting (reducing) damage caused by an attack from the opponent by one defense. The attack power parameter and the defense power parameter increase in conjunction with the experience value parameter. The experience value parameter is a parameter that is stored in the IC card and is increased by the CPU 61 each time a game is played. The power parameter is a parameter corresponding to the probability of successful attack and the probability of launching an attack pattern with high attack power. When the game card corresponding to the game character is arranged in the top area 72a, the power parameter is decreased by the first level by the CPU 61 as time passes. When the game card corresponding to the game character is arranged in the middle area 72b, the CPU 61 decreases the power parameter by the second level as time passes. Here, the first level is a value larger than the second level. That is, if the game card is placed in front, the attack power of the game character is increased, but the power parameter is reduced in return. The CPU 61 excludes the game character whose power parameter has become zero from the attack order so that it cannot attack. However, when it is detected that the game card of the game character has been moved to the bottom area 72c, the CPU 61 increases the power parameter of the game character. That is, the bottom region 72c functions as a recovery area. As described above, the CPU 61 determines whether to make the game character participate in the attack or to recover the power depending on where in the three areas such as the top area 72a, the middle area 72b, and the bottom area 72c. That is, the CPU 61 functions as an action determining unit that determines an action of each game character in the game based on the position of the operation member operated by the operator while the field image is displayed. *
S1901で、CPU61は、1枚以上のゲームカードをゲームカード配置フィールドに配置するよう顧客に促すためのメッセージを表示装置3に表示する。  In S1901, the CPU 61 displays on the display device 3 a message for prompting the customer to place one or more game cards in the game card placement field. *
S1902で、CPU61は、ゲームカードの読み取り処理を実行する。例えば、コードリーダ部6は
、ゲームカード配置フィールドに配置されたゲームカードの背面に形成されているコードを、天板を介して読み取る。コードリーダ部6は、CCD撮像素子またはC-MOS撮像素子などの画像読取装置と、コードの画像を画像読取装置へ結像するための結像光学系を備えている。コードリーダ部6は、ゲームフィールド上における各ゲームカードの位置とコードとを示す画像データをCPU61に転送する。コードリーダ部6自体が画像を解析してコードを復号したり、ゲームカードの位置を算出したりしてもよいが、ここでは、CPU61が復号と算出を実行するものとする。 
In S1902, the CPU 61 executes a game card reading process. For example, the code reader unit 6 reads a code formed on the back surface of the game card arranged in the game card arrangement field through the top board. The code reader unit 6 includes an image reading device such as a CCD image pickup device or a C-MOS image pickup device, and an image forming optical system for forming an image of the code on the image reading device. The code reader unit 6 transfers image data indicating the position and code of each game card on the game field to the CPU 61. The code reader unit 6 itself may analyze the image and decode the code, or calculate the position of the game card, but here, the CPU 61 is assumed to execute decoding and calculation.
S1903で、CPU61は、コードリーダ部6から受信した画像データを解析し、ゲームキャラクタの識別情報を特定する。画像データには、ゲームキャラクタの識別情報を示すメロンコードなどの2次元コードが印刷されている。よって、CPU61は、このコードを復号することで、ゲームキャラクタの識別情報を取得できる。  In step S1903, the CPU 61 analyzes the image data received from the code reader unit 6 and identifies game character identification information. In the image data, a two-dimensional code such as a melon code indicating game character identification information is printed. Therefore, the CPU 61 can acquire the identification information of the game character by decoding this code. *
S1904で、CPU61は、コードリーダ部6から受信した画像データを解析し、ゲームカード配置フィールド上における各ゲームカードの位置を特定する。画像データは、ゲームカード配置フィールドを下側から撮像して得られた画像データである。そこで、CPU61は、画像データにおける2次元コードの座標を取得して、取得した座標をゲームキャラクタの位置として決定する。  In S1904, the CPU 61 analyzes the image data received from the code reader unit 6 and specifies the position of each game card on the game card placement field. The image data is image data obtained by imaging the game card placement field from below. Therefore, the CPU 61 acquires the coordinates of the two-dimensional code in the image data, and determines the acquired coordinates as the position of the game character. *
S1905で、CPU61は、各ゲームカードに対応したゲームキャラクタの画像を表示装置3に表示する。ROM62には、複数のゲームキャラクタのそれぞれに対応した画像データと識別情報とが対応付けて記憶されている。CPU61は、コードから復号したゲームキャラクタの識別情報に対応した画像データを読み出し、ゲームカード配置フィールド上における各ゲームカードの配置位置(配置座標)に対応した表示画面上の表示位置(表示座標)に画像データを表示する。このように、表示装置3は、操作盤面に対応したフィールドの画像を表示するとともに、位置検知手段により検知された操作部材の位置に対応した表示座標にコードに対応したゲームキャラクタの画像を表示する表示手段として機能する。  In S1905, the CPU 61 displays an image of the game character corresponding to each game card on the display device 3. The ROM 62 stores image data and identification information corresponding to each of the plurality of game characters in association with each other. The CPU 61 reads out image data corresponding to the identification information of the game character decoded from the code, and displays the display position (display coordinates) on the display screen corresponding to the arrangement position (arrangement coordinates) of each game card on the game card arrangement field. Display image data. In this way, the display device 3 displays the image of the field corresponding to the operation panel surface, and displays the image of the game character corresponding to the code at the display coordinates corresponding to the position of the operation member detected by the position detection means. It functions as a display means. *
図20によれば、コードリーダ部6の天板上に形成されたゲームカード配置フィールドには5枚のカードが配置されている。5枚のうち1枚はマイゲームキャラクタに対応したゲームカードである。本実施形態では、ICカードとマイゲームキャラクタを呼び出すためのゲームカードとはセットで販売ないしは貸与されるものとする。つまり、ICカードに記憶されているICカードの識別情報と、ゲームカードの裏面に印刷されているコード化された識別情報は同一または関連付けられた情報である。ゲームカードの裏面に印刷されているコード化された情報は、ICカードに記憶されているマイゲームキャラクタを呼び出すことをCPU61に指示するためのコードであってもよい。  According to FIG. 20, five cards are arranged in the game card arrangement field formed on the top plate of the code reader unit 6. One of the five cards is a game card corresponding to the my game character. In this embodiment, it is assumed that the IC card and the game card for calling the my game character are sold or lent as a set. That is, the identification information of the IC card stored in the IC card and the encoded identification information printed on the back of the game card are the same or associated information. The coded information printed on the back side of the game card may be a code for instructing the CPU 61 to call the my game character stored in the IC card. *
図20によれば、トップ領域72aの左と中央には、ゲームカード35aと、ゲームカード35bが配置されている。よって、CPU61は、ゲームカード35aに対応した各ゲームキャラクタ71aをゲームフィールド70の上段の左に表示している。また、CPU61は、ゲームカード35bに対応した各ゲームキャラクタ71bをゲームフィールド70の上段の中央に表示している。図20から明らかなように、ゲームカード配置フィールドとゲームフィールド70も対応している。つまり、ROM62には、ゲームカード配置フィールドにおけるカード配置座標のデータをゲームフィールド70における表示座標のデータに変換するためのテーブルが記憶されている。CPU61は、このテーブルを用いてゲームカードの配置座標をゲームキャラクタの表示座標に変換する。ミドル領域72bの右には、ゲームカード35cが配置されている。よって、CPU61は、ゲームフィールド70の中段の右にゲームキャラクタ71cを表示している。ボトム領域72cの左と右には、ゲームカード35d、35eがそれぞれ配置されている。よって、CPU61は、ゲームフィールド70の下段の左にゲームキャラクタ71dを表示し、下段の右にゲームキャラクタ71eを表示している。CPU61は、ゲーム中にも各ゲームカードの位置を検知し、検知した位置に応じて各ゲームキャラクタの表示座標を変更する。  According to FIG. 20, a game card 35a and a game card 35b are arranged on the left and center of the top area 72a. Therefore, the CPU 61 displays each game character 71 a corresponding to the game card 35 a on the left in the upper part of the game field 70. Further, the CPU 61 displays each game character 71 b corresponding to the game card 35 b in the upper center of the game field 70. As apparent from FIG. 20, the game card arrangement field and the game field 70 also correspond. That is, the ROM 62 stores a table for converting the card arrangement coordinate data in the game card arrangement field into the display coordinate data in the game field 70. The CPU 61 converts the arrangement coordinates of the game card into the display coordinates of the game character using this table. A game card 35c is arranged on the right of the middle area 72b. Therefore, the CPU 61 displays the game character 71 c on the right of the middle stage of the game field 70. Game cards 35d and 35e are respectively arranged on the left and right of the bottom area 72c. Therefore, the CPU 61 displays the game character 71d on the lower left of the game field 70, and displays the game character 71e on the lower right. The CPU 61 detects the position of each game card even during the game, and changes the display coordinates of each game character according to the detected position. *
CPU61は、操作盤面に配置された操作部材に対応したゲームキャラクタを味方チームに所属させるために、ゲームキャラクタの識別情報を味方チームの識別情報と関連付ける。図20によれば、ゲームカード35aないし35eから読み出されたコードが味方チームを表す識別情報と関連付けてRAMに記憶される。  The CPU 61 associates the identification information of the game character with the identification information of the teammate team so that the game character corresponding to the operation member arranged on the operation panel surface belongs to the teammate team. According to FIG. 20, the codes read from the game cards 35a to 35e are stored in the RAM in association with the identification information indicating the teammates. *
S1906で、CPU61は、ゲームにおいて顧客の味方チームが対戦することになるコンピュータ側のチーム(敵チーム)を構成するゲームキャラクタを決定する。例えば、CPU61は、ゲームカード配置フィールドに配置されたゲームカードの枚数と同数のゲームキャラクタを乱数によって選択する。なお、選択されたゲームキャラクタのゲームパラメータは、ICカードから読み取った顧客の経験値パラメータに応じて決定する。ROM62には、経験値パラメータと、ゲームキャラクタのゲームパラメータとが関連付けられて記憶されているものとする。このように、味方チームのゲームパラメータも相手チームのゲームパラメータも顧客の経験値パラメータに対応して決定されるため、両者は戦力的に拮抗したチーム編成となる。  In step S1906, the CPU 61 determines game characters that constitute a computer team (enemy team) with which a team of customers of the customer will play in the game. For example, the CPU 61 selects the same number of game characters as the number of game cards arranged in the game card arrangement field using random numbers. The game parameter of the selected game character is determined according to the customer experience value parameter read from the IC card. It is assumed that the experience value parameter and the game parameter of the game character are stored in the ROM 62 in association with each other. As described above, since the game parameter of the team of friends and the game parameter of the opponent team are determined according to the experience value parameter of the customer, the team formation is competitively competitive. *
S1907で、CPU61は、選択した相手ゲームキャラクタの画像データをROM62から読み出して表示装置3に表示する。CPU61は、対戦相手のゲームキャラクタの画像データとともに、各ゲームキャラクタのゲームパラメータを表示装置3に表示してもよい。  In S 1907, the CPU 61 reads out the image data of the selected opponent game character from the ROM 62 and displays it on the display device 3. The CPU 61 may display the game parameters of each game character on the display device 3 together with the image data of the opponent game character. *
S1908で、CPU61は、対戦処理を実行する。対戦処理の詳細については後述する。  In S1908, the CPU 61 executes a battle process. Details of the battle process will be described later. *
S1909で、CPU61は、ゲームが終了したことを示すメッセージや画像を表示装置3に表示する。CPU61は、今回のゲームによって獲得した経験値を表示装置3に表示してもよい。また、ゲームパラメータのひとつである友情パラメータの値も表示してもよい。友情パラメータは、マイゲームキャラクタと、他のゲームキャラクタとの関係を示すパラメータであり、一緒にチームを組んで戦うごとにCPU61によって増加されるパラメータである。つまり、CPU61は、ゲームが終了すると、味方チームに参加したゲームカードの識別情報と、その友情パラメータとを関連付けてICカードに書き込む。CPU61は、友情パラメータが所定値を超えると、攻撃力の高い攻撃方法を選択する確率を一次的に上昇させてもよい。  In S1909, the CPU 61 displays a message or an image indicating that the game is over on the display device 3. The CPU 61 may display the experience value acquired by the current game on the display device 3. Also, the value of the friendship parameter, which is one of the game parameters, may be displayed. The friendship parameter is a parameter indicating the relationship between the my game character and other game characters, and is a parameter that is increased by the CPU 61 each time a team is formed to fight. That is, when the game ends, the CPU 61 associates the identification information of the game card that has joined the team and the friendship parameter and writes the identification information to the IC card. When the friendship parameter exceeds a predetermined value, the CPU 61 may temporarily increase the probability of selecting an attack method with a high attack power. *
[対戦処理] 図21は、対戦処理を示すフローチャートである。対戦処理にはいくつかの特徴がある。1つめの特徴は、攻撃ゾーン(トップ領域72aおよびミドル領域72b)に第1のゲームキャラクタが位置し、その後方、かつ、支援ゾーン(ボトム領域72c)に第2のゲームキャラクタが位置している場合、第1のゲームキャラクタの攻撃力を増大させることである。これにより、あたかも第2のゲームキャラクタが第1のゲームキャラクタの攻撃を支援しているような演出を実現できる。なお、攻撃ターンから防御ターンに移行したときにこの条件が満たされている場合、第1のゲームキャラクタの防御力を増大させてもよい。  [Battle Process] FIG. 21 is a flowchart showing the battle process. The battle process has several features. The first feature is that the first game character is located in the attack zone (top region 72a and middle region 72b), and the second game character is located behind and in the support zone (bottom region 72c). In this case, the attack power of the first game character is increased. Thereby, it is possible to realize an effect as if the second game character is supporting the attack of the first game character. If this condition is satisfied when the attack turn is changed to the defense turn, the defense power of the first game character may be increased. *
2つ目の特徴は、ゲームカードがゲームカード配置フィールドの前方に位置していればいるほどそのゲームカードに対応したゲームキャラクタの攻撃力が増大することである。なお、防御ターンにおいては、ゲームカードがゲームカード配置フィールドの後方に位置していればいるほどそのゲームカードに対応したゲームキャラクタの防御力が増大してもよい。  The second feature is that as the game card is positioned in front of the game card arrangement field, the attack power of the game character corresponding to the game card increases. In the defense turn, the defense power of the game character corresponding to the game card may increase as the game card is located behind the game card placement field. *
3つめの特徴は、各ゲームキャラクタの行動を決定する際にはゲームフィールド70を表示装置3に表示し、攻撃や防御の際にはゲームフィールドを消去し、実際に攻撃を行うゲームキャラクタと防御するゲームキャラクタとを表示するように表示画面を切り替えることである。  The third feature is that the game field 70 is displayed on the display device 3 when deciding the action of each game character, the game field is erased when attacking or defending, and the game character and the defense actually performing the attack. The display screen is switched to display the game character to be displayed. *
S2101で、CPU61は、味方チームの攻撃ターンにおいて攻撃を実行するゲームキャラクタを決定する。例えば、味方チームがi体のゲームキャラクタから構成されている場合、乱数によって1体のゲームキャラクタを選択する。なお、ゲームフィールドにおいてトップ領域72aに表示されているゲームキャラクタから順番にCPU61がゲームキャラクタを選択してもよい。同一の領域に複数のゲームキャラクタが表示されている場合は、より左側に表示されているゲームキャラクタを先に選択してもよい。一方で、CPU61は、相手チームにおいて攻撃対象となるゲームキャラクタも乱数を用いて一体のゲームキャラクタを選択する。  In S <b> 2101, the CPU 61 determines a game character to execute an attack in the team team's attack turn. For example, when an ally team is composed of i game characters, one game character is selected by a random number. Note that the CPU 61 may select game characters in order from the game characters displayed in the top area 72a in the game field. When a plurality of game characters are displayed in the same area, the game character displayed on the left side may be selected first. On the other hand, the CPU 61 selects an integrated game character using random numbers as game characters to be attacked in the opponent team. *
S2102で、CPU61は、ゲームフィールド70の表示を消去し、味方チームから選択したゲームキャラクタと、相手チームから選択したゲームキャラクタとをクローズアップ表示する。このように、CPU61は、ゲームにおいて攻撃のシーン又は防御のシーンを表示する際には、フィールドの画像を消去してから攻撃のシーン又は防御のシーンの画像に表示を切り替える表示制御手段として機能する。  In S2102, the CPU 61 erases the display of the game field 70, and displays a close-up display of the game character selected from the teammate and the game character selected from the opponent team. As described above, when displaying the attack scene or the defense scene in the game, the CPU 61 functions as a display control unit that switches the display to the attack scene or the defense scene image after erasing the field image. . *
図22は、戦闘表示の一例を示す図である。戦闘表示においては、味方チームから選択したゲームキャラクタ71bと、相手チームから選択したゲームキャラクタ73とがクローズアップして表示装置3に表示される。  FIG. 22 is a diagram illustrating an example of a battle display. In the battle display, the game character 71b selected from the teammate team and the game character 73 selected from the opponent team are displayed in close-up on the display device 3. *
S2103で、CPU61は、選択したゲームキャラクタの表示座標または対応するゲームカードの配置座標に基づいて、味方チームから選択したゲームキャラクタがトップ領域72aに表示されているかどうかを判定する。つまり、CPU61は、操作部材の位置が操作盤面における操作者から遠い側の端部から所定の位置までの範囲にあれば、操作部材が前方の領域に配置されていると認識する。ゲームキャラクタがトップ領域72aに表示されていれば、S2104に進む。  In S2103, the CPU 61 determines whether or not the game character selected from the teammate is displayed in the top area 72a based on the display coordinates of the selected game character or the arrangement coordinates of the corresponding game card. That is, the CPU 61 recognizes that the operation member is disposed in the front area if the position of the operation member is within a range from the end on the operation panel surface far from the operator to a predetermined position. If the game character is displayed in the top area 72a, the process proceeds to S2104. *
S2104で、CPU61は、選択したゲームキャラクタのゲームパラメータのうち攻撃力パラメータを所定値a1だけ増加させる。記憶装置であるROM62は、複数のゲームキャラクタのそれぞれについて、ゲームパラメータとして、体力パラメータと、相手チームに攻撃を加えたときに相手チームに対するダメージを示す攻撃力パラメータとを記憶している。ゲームの実行中において各ゲームパラメータはROM62から読み出されて、RAM63に保持される。そして、CPU61は、味方チームに所属するゲームキャラクタの攻撃力パラメータを、ゲームキャラクタに対応した操作部材が操作盤面においてより前方に配置されるほど、より高い値に制御する。このように、CPU61は、操作盤面に対する操作部材の位置に応じてゲームキャラクタに関連付けられたゲームパラメータを制御するゲームパラメータ制御手段として機能する。  In S2104, the CPU 61 increases the attack parameter among the game parameters of the selected game character by a predetermined value a1. The ROM 62, which is a storage device, stores a physical strength parameter and an attack power parameter indicating damage to the opponent team when an attack is applied to the opponent team as game parameters for each of the plurality of game characters. During game execution, each game parameter is read from the ROM 62 and held in the RAM 63. Then, the CPU 61 controls the attack power parameter of the game character belonging to the teammate to a higher value as the operation member corresponding to the game character is arranged further forward on the operation panel surface. As described above, the CPU 61 functions as a game parameter control unit that controls the game parameter associated with the game character in accordance with the position of the operation member with respect to the operation panel surface. *
S2105で、CPU61は、選択したゲームキャラクタのゲームパラメータのうち気力パラメータを所定値a1だけ削減する。このように、CPU61は、操作盤面において前方の領域に配置されている操作部材に対応したゲームキャラクタのゲームパラメータのうち気力を示す気力パラメータの値を時間の経過にしたがって削減してゆく。よって、攻撃力パラメータの増加量と、気力パラメータの削減量とはトレードオフの関係にあり、ゲームの戦略を練る上で顧客に考える楽しみを付与できる。  In S2105, the CPU 61 reduces the power parameter among the game parameters of the selected game character by a predetermined value a1. As described above, the CPU 61 reduces the value of the power parameter indicating power among the game parameters of the game character corresponding to the operation member arranged in the front area on the operation panel surface as time passes. Therefore, the amount of increase in the attack power parameter and the amount of reduction in the power parameter are in a trade-off relationship, and it is possible to give the customer a pleasure to think about in developing the game strategy. *
S2106で、CPU61は、選択したゲームキャラクタの後方であって、かつ、ボトム領域72cに他のゲームキャラクタが存在するかどうかを判定する。この判定は、複数の操作部材が操作盤面に配置されたことで対応する複数のゲームキャラクタの画像が表示手段に表示されている場合に実行される。また、この判定は、各ゲームキャラクタの表示座標を比較するか、対応するゲームカードの配置座標を比較することで、実行できる。図22
に示したように、ゲームキャラクタ71aの後方のボトム領域72cには他のゲームキャラクタ71dが存在する。よって、CPU61は、ゲームキャラクタ71aには後方支援キャラクタが存在すると判定する。同様に、CPU61は、ゲームキャラクタ71cには後方支援キャラクタが存在すると判定する。一方、図22に示したように、ゲームキャラクタ71bの後方のボトム領域72cには他のゲームキャラクタが存在しない。よって、CPU61は、ゲームキャラクタ71bには後方支援キャラクタが存在しないと判定する。後方支援キャラクタが存在すれば、S2107に進み、存在しなければ、S2107をスキップしてS2108に進む。 
In S2106, the CPU 61 determines whether there is another game character behind the selected game character and in the bottom area 72c. This determination is performed when a plurality of game character images corresponding to the plurality of operation members arranged on the operation panel surface are displayed on the display means. Also, this determination can be performed by comparing the display coordinates of the game characters or by comparing the arrangement coordinates of the corresponding game cards. FIG.
As shown in FIG. 5, there is another game character 71d in the bottom area 72c behind the game character 71a. Therefore, the CPU 61 determines that there is a logistic support character in the game character 71a. Similarly, the CPU 61 determines that there is a logistic support character in the game character 71c. On the other hand, as shown in FIG. 22, there is no other game character in the bottom area 72c behind the game character 71b. Therefore, the CPU 61 determines that there is no logistic support character in the game character 71b. If there is a logistic support character, the process proceeds to S2107. If not, the process skips S2107 and proceeds to S2108.
S2107で、CPU61は、攻撃力パラメータを所定値a3だけ増加させる。このように、CPU61は、複数のゲームキャラクタのうち、第1ゲームキャラクタの画像の表示座標がフィールドにおいて前方に配置されていることを示し、かつ、第2ゲームキャラクタの画像の表示座標がフィールドにおいて後方(もしくは後方かつ真後ろ)に配置されていることを示していると判定すると、ゲームにおいて、第1ゲームキャラクタのゲームパラメータを操作者(顧客)にとって有利となる値に変更する。なお、a1とa3は、同一の値であってもよいし、異なる値であってもよい。CPU61は、攻撃力パラメータを増加させる際に、後方のゲームキャラクタが前方のゲームキャラクタを支援していることを表した画像を表示してもよい。  In S2107, the CPU 61 increases the attack power parameter by a predetermined value a3. Thus, the CPU 61 indicates that the display coordinates of the image of the first game character among the plurality of game characters are arranged forward in the field, and the display coordinates of the image of the second game character are in the field. If it is determined that it is located behind (or behind and directly behind), the game parameter of the first game character is changed to a value advantageous to the operator (customer) in the game. Note that a1 and a3 may be the same value or different values. The CPU 61 may display an image indicating that the rear game character supports the front game character when increasing the attack power parameter. *
図23は、支援演出の一例を示す図である。相対的に前方に位置するゲームキャラクタ71aは、相対的に後方に位置するゲームキャラクタ71によって支援されていることを示す画像74をCPU61は表示装置3に表示している。  FIG. 23 is a diagram illustrating an example of a support effect. The CPU 61 displays an image 74 on the display device 3 indicating that the game character 71 a positioned relatively forward is supported by the game character 71 positioned relatively backward. *
S2108で、CPU61は、攻撃処理を実行する。攻撃処理では、CPU61が攻撃側のゲームキャラクタの攻撃力パラメータatkと、防御側のゲームキャラクタの防御力パラメータdefとの差分をダメージ値として決定する。ダメージ値には所定の係数が乗算されてもよい。CPU61は、防御側のゲームキャラクタの体力パラメータからダメージ値を減算する。  In S2108, the CPU 61 executes an attack process. In the attack process, the CPU 61 determines a difference between the attack power parameter atk of the attacking game character and the defense power parameter def of the defending game character as a damage value. The damage value may be multiplied by a predetermined coefficient. The CPU 61 subtracts the damage value from the physical strength parameter of the defending game character. *
S2109で、CPU61は、味方チームが勝利したか否かを判定する。CPU61は、味方チームの総和と敵チームの総和とのうちどちらが先にゼロになったかどうかを判定することで、勝敗を判定する手段として機能する。また、CPU61は、敵チームに所属するすべてのゲームキャラクタの体力パラメータの総和を算出する手段として機能する。さらに、CPU61は、相手チームを構成するすべてのゲームキャラクタの体力パラメータの総和がゼロになったかどうかを判定する。総和がゼロであれば、CPU61は、味方チームが勝利したと判定する。勝利した場合、S2112に進み、まだ、勝利していない場合、S2110に進む。  In S2109, the CPU 61 determines whether or not the team has won. The CPU 61 functions as a means for determining victory or defeat by determining which of the total of the teams of allies and the total of the enemy teams has become zero first. Further, the CPU 61 functions as a means for calculating the sum of physical strength parameters of all game characters belonging to the enemy team. Further, the CPU 61 determines whether or not the sum of the physical strength parameters of all the game characters constituting the opponent team has become zero. If the sum is zero, the CPU 61 determines that the team has won. When it wins, it progresses to S2112, and when it has not won yet, it progresses to S2110. *
S2110で、CPU61は、相手チームからの攻撃に対する防御処理を実行する。防御処理の詳細については後述する。防御処理が終了すると、S2111に進む。  In S2110, the CPU 61 executes a defense process against an attack from the opponent team. Details of the defense process will be described later. When the defense process ends, the process proceeds to S2111. *
S2111で、CPU61は、味方チームが敗戦したかどうかを判定する。CPU61は、味方チームに所属するすべてのゲームキャラクタの体力パラメータの総和を算出する手段として機能する。例えば、CPU61は、味方チームを構成するすべてのゲームキャラクタの体力パラメータを加算して算出した総和がゼロになったかどうかを判定する。総和がゼロであれば、CPU61は、味方チームが敗戦したと判定する。敗戦した場合、S2112に進み、まだ、敗戦していない場合、S2101に戻る。S2101で、CPU61は、ゲームフィールド70と各ゲームキャラクタを表示し、次の攻撃を実行するゲームキャラクタを選択する。これ以降の処理は、既に説明したとおりである。  In S <b> 2111, the CPU 61 determines whether or not the team has lost the team. The CPU 61 functions as a means for calculating the sum of the physical strength parameters of all game characters belonging to the team. For example, the CPU 61 determines whether or not the total sum calculated by adding the physical strength parameters of all the game characters constituting the team is zero. If the sum is zero, the CPU 61 determines that the team of friends has lost. If it is defeated, the process proceeds to S2112. If it is not defeated yet, the process returns to S2101. In S2101, the CPU 61 displays the game field 70 and each game character, and selects a game character to execute the next attack. The subsequent processing is as described above. *
一方、S2103で、選択したゲームキャラクタがトップ領域72aに存在しないと判定すると、S2120に進む。  On the other hand, if it is determined in S2103 that the selected game character does not exist in the top area 72a, the process proceeds to S2120. *
S2120で、CPU61は、選択したゲームキャラクタの表示座標または対応するゲームカードの配置座標に基づいて、選択したゲームキャラクタがミドル領域72bに存在するか否かを判定する。CPU61は、操作部材の位置が操作盤面における操作者から遠い側の端部から所定の位置までの範囲にあれば、操作部材が前方の領域に配置されていると認識する。選択したゲームキャラクタがミドル領域72bに存在すれば、S2121に進む。  In S2120, CPU 61 determines whether or not the selected game character exists in middle region 72b based on the display coordinates of the selected game character or the corresponding coordinates of the game card. The CPU 61 recognizes that the operation member is arranged in the front area if the position of the operation member is within a range from the end on the operation panel surface far from the operator to a predetermined position. If the selected game character exists in the middle area 72b, the process proceeds to S2121. *
S2121で、CPU61は、選択したゲームキャラクタの攻撃力パラメータを所定値a2だけ増加させる。ここで、a2はa1よりも小さい値である。よって、本実施形態では、ゲームフィールドにおいてより前方に位置しているゲームキャラクタほど、攻撃力パラメータが上昇することになる。このように、CPU61は、操作盤面に対する操作部材の位置に応じてゲームキャラクタに関連付けられたゲームパラメータを制御するゲームパラメータ制御手段として機能する。  In S2121, the CPU 61 increases the attack power parameter of the selected game character by a predetermined value a2. Here, a2 is a value smaller than a1. Therefore, in the present embodiment, the attack power parameter increases as the game character is positioned further forward in the game field. As described above, the CPU 61 functions as a game parameter control unit that controls the game parameter associated with the game character in accordance with the position of the operation member with respect to the operation panel surface. *
S2122で、CPU61は、選択したゲームキャラクタの気力パラメータを所定値a2だけ削減する。つまり、CPU61は、操作盤面において前方の領域に配置されている操作部材に対応したゲームキャラクタのゲームパラメータのうち気力を示す気力パラメータの値を時間の経過にしたがって削減してゆく。a2はa1よりも小さい値であるため、ミドル領域72bに存在するゲームキャラクタの気力パラメータの減少率は、トップ領域72aに存在するゲームキャラクタの気力パラメータの減少率よりも小さくなる。その後、S2106に進む。  In S2122, the CPU 61 reduces the power parameter of the selected game character by a predetermined value a2. That is, the CPU 61 reduces the value of the power parameter indicating power among the game parameters of the game character corresponding to the operation member arranged in the front area on the operation panel surface as time passes. Since a2 is a value smaller than a1, the rate of decrease of the power parameter of the game character existing in the middle area 72b is smaller than the rate of decrease of the power parameter of the game character existing in the top area 72a. Thereafter, the process proceeds to S2106. *
一方で、S2120で、選択したゲームキャラクタがミドル領域72bに存在しないと判定すると、S2130に進む。つまり、この場合は、選択したゲームキャラクタがボトム領域72cに存在していると判定される。よって、CPU61は、操作部材の位置が操作盤面における操作者に近い側の端部から所定の位置までの範囲にあれば、操作部材が後方の領域に配置されていると認識する。  On the other hand, if it is determined in S2120 that the selected game character does not exist in the middle area 72b, the process proceeds to S2130. That is, in this case, it is determined that the selected game character exists in the bottom area 72c. Therefore, the CPU 61 recognizes that the operation member is disposed in the rear region if the position of the operation member is within a range from the end on the operation panel surface close to the operator to a predetermined position. *
S2130で、CPU61は、選択したゲームキャラクタの気力パラメータを所定値c1だけ増加させる。つまり、ボトム領域72cにゲームカードを配置されたゲームキャラクタの気力はc1ずつ回復することになる。このように、CPU61は、操作盤面において後方の領域に配置されている操作部材に対応したゲームキャラクタの気力パラメータの値を、操作部材が後方の領域に配置されている間、時間の経過にしたがって回復する手段として機能する。その後、S2110に進む。  In S2130, CPU 61 increases the power parameter of the selected game character by a predetermined value c1. That is, the power of the game character having the game card placed in the bottom area 72c is recovered by c1. As described above, the CPU 61 determines the value of the power parameter of the game character corresponding to the operation member arranged in the rear area on the operation panel surface as time passes while the operation member is arranged in the rear area. It functions as a means to recover. Thereafter, the process proceeds to S2110. *
図24は、防御処理の一例を示すフローチャートである。この防御処理は、S2110に対応している。  FIG. 24 is a flowchart illustrating an example of defense processing. This defense process corresponds to S2110. *
S2401で、CPU61は、味方チームの防御ターンにおいて防御を実行するゲームキャラクタを表示する。この際の表示画面は図22に示したとおりである。また、CPU61は、相手チームにおける攻撃実行キャラクタを決定する。相手チームがi体のゲームキャラクタから構成されている場合、乱数によって1体のゲームキャラクタを選択する。  In S2401, the CPU 61 displays a game character that executes defense in the defense turn of the teammate. The display screen at this time is as shown in FIG. Further, the CPU 61 determines an attack execution character in the opponent team. When the opponent team is composed of i game characters, one game character is selected by a random number. *
S2402で、CPU61は、味方チームから選択したゲームキャラクタがトップ領域72aに表示されているかどうかをゲームキャラクタの表示座標に基づいて判定する。ゲームキャラクタがトップ領域72aに表示されていれば、S2403に進む。  In S2402, the CPU 61 determines whether or not the game character selected from the team is displayed in the top area 72a based on the display coordinates of the game character. If the game character is displayed in the top area 72a, the process proceeds to S2403. *
S2403で、CPU61は、選択したゲームキャラクタのゲームパラメータのうち気力パラメータを所定値a1だけ削減する。  In S2403, the CPU 61 reduces the power parameter among the game parameters of the selected game character by a predetermined value a1. *
S2404で、CPU61は、選択したゲームキャラクタの後方であって、かつ、ボトム領域72cに他のゲームキャラクタが存在するかどうかを表示座標に基づいて判定する。この判定は、S2106と同様の判定処理である。後方支援キャラクタが存在すれば、S2405に進み、存在しなければ、S2405をスキップしてS2406に進む。  In S2404, the CPU 61 determines whether there is another game character behind the selected game character and in the bottom area 72c based on the display coordinates. This determination is the same determination process as S2106. If there is a logistic support character, the process proceeds to S2405. If not, the process skips S2405 and proceeds to S2406. *
S2405で、CPU61は、防御力パラメータを所定値b1だけ増加させる。CPU61は、防御力パラメータを増加させる際に、後方のゲームキャラクタが前方のゲームキャラクタを支援していることを表した画像を表示してもよい(図23)。  In S2405, the CPU 61 increases the defense parameter by a predetermined value b1. When increasing the defense parameter, the CPU 61 may display an image indicating that the rear game character supports the front game character (FIG. 23). *
S2406で、CPU61は、防御演算と防御表示を実行する。防御処理では、CPU61が攻撃側のゲームキャラクタの攻撃力パラメータatkと、防御側のゲームキャラクタの防御力パラメータdefとの差分をダメージ値として決定する。ダメージ値には所定の係数が乗算されてもよい。CPU61は、防御側のゲームキャラクタの体力パラメータからダメージ値を減算する。その後、図21に示したS2111に進む。  In S2406, the CPU 61 executes defense calculation and defense display. In the defense process, the CPU 61 determines a difference between the attack strength parameter atk of the attacking game character and the defense strength parameter def of the defense game character as a damage value. The damage value may be multiplied by a predetermined coefficient. The CPU 61 subtracts the damage value from the physical strength parameter of the defending game character. Thereafter, the process proceeds to S2111 shown in FIG. *
一方、S2402で、選択したゲームキャラクタがトップ領域72aに存在しないと判定すると、S2410に進む。  On the other hand, if it is determined in S2402 that the selected game character does not exist in the top area 72a, the process proceeds to S2410. *
S2410で、CPU61は、選択したゲームキャラクタがミドル領域72bに存在するか否かを判定する。選択したゲームキャラクタがミドル領域72bに存在すれば、S2411に進む。  In S2410, the CPU 61 determines whether or not the selected game character exists in the middle area 72b. If the selected game character exists in the middle area 72b, the process proceeds to S2411. *
S2121で、CPU61は、選択したゲームキャラクタの防御力パラメータを所定値b2だけ増加させる。上述したように、トップ領域72aに位置しているゲームキャラクタについては防御力パラメータを増加させてはいない。つまり、より後方に位置するゲームキャラクタほど、防御力が増加することになる。  In S2121, the CPU 61 increases the defense parameter of the selected game character by a predetermined value b2. As described above, the defense parameter is not increased for the game character located in the top region 72a. That is, the defensive power increases as the game character is located further rearward. *
S2412で、CPU61は、選択したゲームキャラクタの気力パラメータを所定値a2だけ削減する。a2はa1よりも小さい値であるため、ミドル領域72bに存在するゲームキャラクタの気力パラメータの減少率は、トップ領域72aに存在するゲームキャラクタの気力パラメータの減少率よりも小さくなる。その後、S2404に進む。  In S2412, the CPU 61 reduces the power parameter of the selected game character by a predetermined value a2. Since a2 is a value smaller than a1, the rate of decrease of the power parameter of the game character existing in the middle area 72b is smaller than the rate of decrease of the power parameter of the game character existing in the top area 72a. Thereafter, the process proceeds to S2404. *
一方で、S2410で、選択したゲームキャラクタがミドル領域72bに存在しないと判定すると、S2420に進む。  On the other hand, if it is determined in S2410 that the selected game character does not exist in the middle area 72b, the process proceeds to S2420. *
S2420で、CPU61は、選択したゲームキャラクタの防御力パラメータを所定値b3だけ増加させる。ここで、b3は、b2よりも大きな値である。つまり、ボトム領域72cに存在するゲームキャラクタの防御力パラメータの増加率は、ミドル領域72bに存在するゲームキャラクタの防御力パラメータの増加率よりも多くなる。  In S2420, CPU 61 increases the defense parameter of the selected game character by a predetermined value b3. Here, b3 is a larger value than b2. That is, the increase rate of the defense parameter of the game character existing in the bottom area 72c is larger than the increase rate of the defense parameter of the game character existing in the middle area 72b. *
S2421で、CPU61は、選択したゲームキャラクタの気力パラメータを所定値c1だけ増加させる。つまり、ボトム領域72cにゲームカードを配置されたゲームキャラクタの気力はc1ずつ回復することになる。その後、S2406に進む。  In S2421, the CPU 61 increases the power parameter of the selected game character by a predetermined value c1. That is, the power of the game character having the game card placed in the bottom area 72c is recovered by c1. Thereafter, the process proceeds to S2406. *
本発明によれば、顧客によって操作盤面に配置された操作部材から読み出されたコードに対応するゲームキャラクタが、操作部材の位置に応じて表示されるとともに、その位置に応じてゲームパラメータを制御するようにした。つまり、操作盤面に対する操作部材の位置に応じてゲームキャラクタのゲームパラメータを制御できるようになる。  According to the present invention, the game character corresponding to the code read from the operation member arranged on the operation panel by the customer is displayed according to the position of the operation member, and the game parameter is controlled according to the position. I tried to do it. That is, the game parameters of the game character can be controlled according to the position of the operation member with respect to the operation panel surface. *
とりわけ、本発明では、ゲームカードを顧客に販売してそれをゲームの操作部材として利用し、表示装置にはゲームカードに対応したゲームキャラクタを表示するようにした。よって、本発明では、単にディスプレイ装置に表示されるバーチャルのカードでは提供不可能な、顧客の収集の喜びを提供できる。ゲームカード自体が操作部材であるため、顧客は、ゲームカードを手に取って直接動かすことができる利点もある。さらに、本発明では、顧客が配置したリアルのカードの位置に応じて、ゲームキャラクタゲームパラメータを制御することもできる。  In particular, in the present invention, a game card is sold to a customer and used as a game operation member, and a game character corresponding to the game card is displayed on the display device. Therefore, according to the present invention, it is possible to provide the pleasure of collecting customers that cannot be provided simply by a virtual card displayed on the display device. Since the game card itself is an operation member, there is also an advantage that the customer can pick up the game card and move it directly. Furthermore, in the present invention, the game character game parameter can be controlled according to the position of the real card arranged by the customer. *
さらに本発明では、操作盤面上で対戦ゲームにおける前衛と後衛とを実現できるため、対戦の臨場感を体感しやすくなっている。とりわけ、操作盤面において操作部材の位置が前方であればあるほど、攻撃力が増すため、攻撃フォーメーションを感覚的に顧客が立案しやすくなろう。また、前衛となるゲームキャラクタの後方に後衛となるゲームキャラクタが存在する場合、前衛となるゲームキャラクタのゲームパラメータを増加させる
ことで、後衛による前衛の支援をゲームの戦略に組み込むことができる。とくに、前衛の真後ろに後衛が配置されているときに支援を実行すれば、より、ゲームキャラクタ間の支援関係を顧客が体感しやすくなろう。 
Furthermore, in the present invention, since the avant-garde and the rear-guard in the battle game can be realized on the operation panel surface, it is easy to experience the realism of the battle. In particular, as the position of the operation member on the operation panel surface increases, the attack power increases, so that it becomes easier for the customer to devise an attack formation sensuously. In addition, when there is a game character that serves as an avant-garde behind the game character that serves as an avant-garde, by increasing the game parameters of the game character that serves as an avant-garde, the assistance of the avant-garde by the avant-garde can be incorporated into the game strategy. In particular, if the support is executed when the rear guard is placed directly behind the front guard, the customer can more easily experience the support relationship between the game characters.
気力パラメータを導入することで、ゲームキャラクタの気力が充実しているときに前方に配置しなければ効果的な攻撃がしにくくなるため、対戦ゲームにおける戦略性を多様にすることができる。  By introducing the power parameter, it is difficult to effectively attack unless the game character has enough power, so that the strategy in the battle game can be diversified. *
さらに、各ゲームキャラクタの配置を決定する際にはゲームフィールド70とともに各ゲームキャラクタを表示し、攻撃や防御のシーンではゲームフィールドを消去して対戦するゲームキャラクタをクローズアップ表示する。これにより、対戦するゲームキャラクタが明確となるだけでなく、表示画面がダイナミックに変化するためのゲームの攻撃や防御のシーンを演出しやすくなる。  Further, when determining the arrangement of each game character, each game character is displayed together with the game field 70, and in a scene of attack or defense, the game field is erased and the game characters to fight against are displayed in close-up. This not only makes the game character to be clarified clear, but also makes it easy to produce a game attack or defense scene for the display screen to change dynamically. *
<シリーズの表示> ゲームカードの販売戦略として、シリーズ化が考えられる。例えば、シリーズ第1弾では、基本的な形態のゲームキャラクタ(例:成長前)を図案化したゲームカードを販売し、第2弾では別の形態のゲームキャラクタ(例:成長後)を図案化したゲームカードを販売するが如くである。また、各シリーズの継続期間は、8月1日から8月31日までといったように指定されて、宣伝される。よって、次のシリーズの期間に突入したにもかかわらず、前のシリーズのゲームカードが排出されれば、顧客を失望するかもしれない。そこで、物品販売装置のオーナーは現在販売しているカードがどのシリーズのものかに留意する必要がある。つまり、できるだけ簡単な方法で現在のシリーズを把握できれば、オーナーにとって非常に便利であろう。  <Indication of the series> As a game card sales strategy, it is considered to be a series. For example, in the first series of the series, a game card in which a basic form of game character (eg, before growth) is designed is sold, and in the second series, another form of game character (eg: after growth) is designed. It seems to sell the game card which I did. Further, the duration of each series is designated and advertised from August 1st to August 31st. Thus, customers may be disappointed if the previous series of game cards are ejected, despite entering the next series. Therefore, the owner of the article sales apparatus needs to be aware of which series the card currently being sold is. In other words, it would be very convenient for the owner if the current series could be grasped in the simplest possible way. *
CPU61は、物品の販売処理を実行しておらず、かつ、ゲームも実行していないときに、ゲームカードがゲームカード配置フィールドに載置されると、そのゲームカードのコードをコードリーダ部6によって読み取らせる。ROM62には、シリーズ管理テーブルが保持されている。シリーズ管理テーブルには、各シリーズに属する識別情報が予め登録されている。つまり、ROM62は、操作部材のコードと、操作部材が何シリーズ目に販売を開始されたシリーズであるかを示すシリーズ情報とを対応付けて記憶した記憶装置として機能する。よって、CPU61は、コードリーダ部6を通じて取得したゲームカードの識別情報に対応するシリーズを示す情報シリーズ管理テーブルから取得する。CPU61は、シリーズを示す情報を表示装置3に表示する。このように、CPU61は、ゲームが実行されていないときに、読み取り手段によって操作部材のコードが読み取られると、コードに対応するシリーズ情報を記憶装置から読み出して表示手段に表示させるシリーズ情報表示制御手段として機能する。  When the game card is placed in the game card placement field when the article sales process is not being executed and the game is not being executed, the CPU 61 causes the code reader unit 6 to code the code of the game card. Let me read. The ROM 62 holds a series management table. In the series management table, identification information belonging to each series is registered in advance. That is, the ROM 62 functions as a storage device that stores the code of the operation member and the series information indicating the series in which the operation member is sold. Therefore, the CPU 61 acquires from the information series management table indicating the series corresponding to the game card identification information acquired through the code reader unit 6. The CPU 61 displays information indicating the series on the display device 3. As described above, the CPU 61 reads out the series information corresponding to the code from the storage device and displays it on the display means when the code of the operation member is read by the reading means when the game is not being executed. Function as. *
図25は、シリーズ情報の表事例を示す図である。ゲームカード配置フィールドにはゲームカード35aが配置されている。ゲームカード35aの裏面に印刷されているコードは、シリーズ第1弾のカードであることを示す識別情報が含まれている。よって、CPU61は、シリーズ第1弾であることを示すシリーズ情報75を表示装置3に表示する。これにより、物品販売装置のオーナーは、現在のシリーズを確認しながら、ゲームカードを物品販売装置へ補充することが可能となる。 FIG. 25 is a diagram illustrating a table example of series information. A game card 35a is arranged in the game card arrangement field. The code printed on the back surface of the game card 35a includes identification information indicating that it is the first card in the series. Therefore, the CPU 61 displays the series information 75 indicating that it is the first series in the display device 3. Thereby, the owner of the article sales apparatus can replenish the game card to the article sales apparatus while confirming the current series.

Claims (7)

  1. 顧客により物品が購入されるとゲームを実行するゲーム機能付きの物品販売装置であって、 複数の物品を収納する物品収納部と、 対価の支払いを検知する支払い検知部と、 前記対価の支払いが検知されると、前記物品収納部に収納されている物品を排出する排出部と、 前記支払い検知部が検知した対価の総額または前記排出部が排出した物品の数をカウントするカウント部と、 前記カウント部がカウントしたカウント値が多ければ多いほど前記ゲーム機能が今回のゲームプレイで使用するゲームパラメータを前記顧客にとってより有利な値に制御するゲームパラメータ制御部とを備えることを特徴とする物品販売装置。 An article selling apparatus with a game function that executes a game when an article is purchased by a customer, wherein an article storage section that stores a plurality of articles, a payment detection section that detects payment of a price, and payment of the price When detected, a discharge unit that discharges an article stored in the article storage unit, a total amount of consideration detected by the payment detection unit, or a count unit that counts the number of articles discharged by the discharge unit, An article sale comprising: a game parameter control unit that controls a game parameter used by the game function to be more advantageous for the customer as the count value counted by the counting unit increases. apparatus.
  2. 前記ゲームパラメータ制御部は、前記ゲームに登場する複数のゲームキャラクタのうちから所定の選択規則にしたがって選択した1つ以上のゲームキャラクタに関連付けられているゲームパラメータを制御することを特徴とする請求項1に記載の物品販売装置。 The game parameter control unit controls game parameters associated with one or more game characters selected according to a predetermined selection rule from a plurality of game characters appearing in the game. The article sales apparatus according to 1.
  3. 前記ゲームパラメータ制御部は、前記ゲームに登場するゲームキャラクタに関連付けられた複数のゲームパラメータのうちから所定の選択規則にしたがって選択した1つ以上のゲームパラメータを制御することを特徴とする請求項1または2に記載の物品販売装置。 The game parameter control unit controls one or more game parameters selected from a plurality of game parameters associated with a game character appearing in the game according to a predetermined selection rule. Or the article sales apparatus of 2.
  4. 前記支払い検知部は、前記物品を購入するために前記物品販売装置へコインが投入されたことを検知し、 前記カウント部は、前記支払い検知部により検知されたコインの枚数をカウントすることを特徴とする請求項1ないし3の何れか1項に記載の物品販売装置。 The payment detection unit detects that a coin has been inserted into the article sales apparatus in order to purchase the article, and the counting unit counts the number of coins detected by the payment detection unit. The article sales apparatus according to any one of claims 1 to 3.
  5. 前記ゲームパラメータ制御部は、前記カウント値が1つの物品の対価に相当する値であるときはゲームパラメータの制御を実行せず、前記カウント値が2つ以上の物品の対価に相当する値であるときはゲームパラメータの制御を実行することを特徴とする請求項1ないし4の何れか1項に記載の物品販売装置。 The game parameter control unit does not execute control of the game parameter when the count value is a value corresponding to a consideration for one item, and the count value is a value corresponding to a consideration for two or more items. 5. The article sales apparatus according to claim 1, wherein game parameter control is executed.
  6. 1つ以上の物品を載置する透光性を有する天板と、 前記物品に設けられたコードを読み取る読み取り部と、 前記コードに対応したゲームキャラクタの画像を表示する表示部とを備え、 前記ゲームパラメータ制御部は、 前記読み取り部によって取得されたコードが前記ゲームパラメータの制御の対象となったゲームキャラクタを示すコードかどうかを判定し、 前記読み取り部によって取得されたコードが前記ゲームパラメータの制御の対象となったゲームキャラクタを示すコードであれば、該ゲームキャラクタに関連付けられたゲームパラメータの値を増加することを特徴とする請求項1ないし5の何れか1項に記載の物品販売装置。 A translucent top plate on which one or more items are placed, a reading unit for reading a code provided on the item, and a display unit for displaying an image of a game character corresponding to the code, The game parameter control unit determines whether the code acquired by the reading unit is a code indicating the game character that is the target of the game parameter control, and the code acquired by the reading unit controls the game parameter. 6. The article selling apparatus according to claim 1, wherein the game parameter value associated with the game character is increased if the code indicates the game character that is the target of the game.
  7. 前記ゲームパラメータ制御部は、 前記ゲームが終了すると、前記ゲームパラメータの制御結果を破棄することを特徴とする請求項1ないし6の何れか1項に記載の物品販売装置。 7. The article sales apparatus according to claim 1, wherein the game parameter control unit discards the control result of the game parameter when the game ends.
PCT/JP2011/068952 2010-09-22 2011-08-23 Article selling device WO2012039220A1 (en)

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