Game device

By displaying the movement status and trajectory of the chess pieces in the game device, the problem of the visibility of projected images affecting the design of chess pieces is solved, thus improving the design freedom and fun of chess piece games.

CN121127294APending Publication Date: 2025-12-12TOMY CO LTD
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Patent Information

Application Number
CN202480021183.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-05-15
Filing Date
2024-05-13
Publication Date
2025-12-12

AI Technical Summary

Technical Problem

The design of chess pieces in existing game devices is affected by the visibility of projected images, resulting in reduced design freedom. Furthermore, the movement speed of the chess pieces does not match the player's operation, affecting the fun of the game.

Method used

The game device uses a display unit and a capture unit to display special effects images on the field by recognizing the movement status of the game pieces, including their current position, movement trajectory and rotation status, and projects images below the field to avoid the game pieces from being obscured. It supports the rotation and collision actions of the game pieces.

Benefits of technology

It increases the design freedom and fun of chess piece toy games, allowing players to better follow the movements of the pieces, enhancing the visual experience and decorative appeal, and increasing the enjoyment of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

This game device is provided with: a field in which chess piece toys are moved while rotating; a display unit (projection device) capable of displaying on the site; a capturing unit (camera) capable of capturing the actions of the chess piece toys present on the site; and a control unit (control means) that controls the display unit and the capturing unit. The control unit can detect the action state of the chess piece toy as a current position, a moving state and a rotating state based on the information from the capturing unit; according to the chess piece toy, special effect display can be displayed in a field corresponding to actions of the chess piece toy, and the display modes of the special effect display can be different according to action states. Moreover, as special effect display, images representing the current positions of the chess piece toys can be displayed at the positions, corresponding to the current positions of the chess piece toys, in the field.
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Description

TECHNICAL FIELD

[0001] The present application relates to a game device. BACKGROUND

[0002] Conventionally, there is known a game device capable of detecting a position of a moving body arranged on a field and projecting an image to the moving body (for example, refer to Patent Document 1).

[0003] Patent Document 1: Japanese Patent Application Publication No. 2012-24167

[0004] However, in the game device described in Patent Document 1, since an image such as a numerical value is projected on the moving body itself, it is necessary to design the moving body so as not to hinder visibility of the projected image, which results in a decrease in degree of freedom in design of the moving body and insufficient enhancement of interest in the game using the moving body. Further, in the game device described in Patent Document 1, the moving body moves at a very slow speed, and a player can easily follow the movement, but when a game piece toy is used as the moving body, the game piece toy moves at a relatively fast speed, and also randomly moves and collides with other game piece toys, which makes it difficult for the player to follow the movement, and insufficient enhancement of interest in the game using the moving body. An object of the present application is to enhance interest in a game using a game piece toy.

[0005] To solve the above problem, the first game device according to the present application includes a field on which a game piece toy moves while rotating; a display unit capable of displaying on the field; a capturing unit capable of capturing movement of the game piece toy on the field; and a control unit capable of controlling the display unit and the capturing unit, wherein the control unit is capable of detecting a current position, a moving state, and a rotating state as a movement state of the game piece toy based on information from the capturing unit, capable of displaying a special effect display on the field corresponding to the movement of the game piece toy, and capable of changing a display method of the special effect display according to the movement state, and capable of displaying an image indicating the current position of the game piece toy as the special effect display at a position on the field corresponding to the current position of the game piece toy.

[0006] The second game device according to the present application is based on the first game device, wherein the control unit is capable of storing information of the current position for at least a prescribed period in chronological order, and capable of displaying an image indicating a moving track of the game piece toy as the special effect display on the field.

[0007] The third game device provided by the application is based on the first game device, and the control unit displays an image indicating that the specified position has been approached on the position corresponding to the current position of the chess toy on the ground when the chess toy approaches the specified position on the ground.

[0008] The fourth game device provided by the application is based on the first game device, and the control unit displays an image indicating that the two chess toys have approached within a certain distance on the positions corresponding to the two chess toys on the ground based on the situation that at least two chess toys approach within a certain distance when there are multiple chess toys on the ground.

[0009] The fifth game device provided by the application is based on the first game device, and the control unit can identify each chess toy and display different special effects corresponding to each chess toy when there are multiple chess toys on the ground.

[0010] The sixth game device provided by the application is based on the first game device, and the chess toy is provided with an identification mark that can be captured by the capture unit; the control unit can detect the action state of the chess toy based on the change of the identification mark captured by the capture unit over time.

[0011] The seventh game device provided by the application is based on the sixth game device, and the identification mark is provided with a first identifier capable of detecting the current position and the movement state, and a second identifier capable of detecting the rotation state.

[0012] The eighth game device provided by the application is based on the first game device, and the ground not only allows the chess toy to move on the surface side, but also allows light to pass through; the display unit is arranged to display images from the back side to the ground.

[0013] The ninth game device provided by the application is based on the first game device, and the ground is configured to scatter part of the light; the display unit is provided with a projection device for projecting images, and is arranged to project images from the back side to the ground.

[0014] According to the first game device, since the special effect display can be displayed on the field, the visibility of the design of the game piece toy does not need to be considered, thereby improving the degree of freedom of the design and the interest of the game using the game piece toy. Further, since the special effect display indicating the current position of the game piece toy can be displayed on the field, the player can easily grasp the position of the game piece toy, and the game piece toy can be decorated by the display, thereby improving the interest of the game using the game piece toy. In addition, since the type of the special effect display can be changed according to the motion state of the game piece toy, the player can visually grasp the motion state of the game piece toy, and the decoration is improved, thereby further improving the interest of the game using the game piece toy. Moreover, since the game piece toy is a game piece toy capable of moving while rotating, random movement and collision with other game piece toys occur, and the display based on the current position, the movement state, and the rotation state can improve the interest of the game using the game piece toy.

[0015] According to the second game device, since the image indicating the movement trajectory of the game piece toy can be displayed on the field, the player can visually grasp the change of the game piece toy over time, thereby improving the interest of the game using the game piece toy. Further, by displaying the trajectory of the game piece toy, the subsequent movement destination of the game piece toy can be predicted, thereby further improving the interest of the game using the game piece toy.

[0016] According to the third game device, since the special effect display indicating that the game piece toy has approached the prescribed position on the field can be displayed on the field, the player can grasp the situation that the game piece toy has approached the prescribed position, and the situation that the game piece toy has approached the prescribed position can be decorated by the display, thereby improving the interest of the game using the game piece toy.

[0017] According to the fourth game device, since the special effect display indicating that two game piece toys have approached each other can be displayed on the field, the player can grasp the situation that the two game piece toys have approached each other, and the situation that the two game piece toys have approached each other can be decorated by the display, thereby improving the interest of the game using the game piece toy.

[0018] According to the fifth game device, since different special effect displays can be displayed corresponding to a plurality of game piece toys, each game piece toy can be more easily recognized, and the decoration is improved, thereby improving the interest of the game using the game piece toy.

[0019] According to the sixth game device, the motion state of the game piece toy can be reliably captured by the identification mark.

[0020] According to the seventh game device, since different identifiers can detect different motion states, each motion state of the game piece toy can be reliably captured.

[0021] According to the eighth game device, the playing field is not only able to allow the chess pieces to move on the surface side, but also allows light to pass through. The display unit displays images from the back side towards the playing field, so even the parts shaded by the chess pieces and other components located above the playing field can display images. At the same time, images can also be displayed in the vicinity of the chess pieces, thereby enhancing the fun of playing with the chess pieces.

[0022] According to the ninth type of game device, the playing field is configured to scatter some light, and the display unit projects an image from the back side toward the playing field through a projection device that projects an image. Therefore, the playing field can act as a screen to display a clear image, thereby enhancing the fun of the game using the game pieces. Attached Figure Description

[0023] Figure 1 It is a 3D diagram of the game device. Figure 2 This is a side view of the gaming device. Figure 3 This is a top view of the gaming device. Figure 4 This is a block diagram illustrating an example of a control system configuration. Figure 5 This is an overhead view of the arena. Figure 6 This is a top view of the first component. Figure 7 It is a 3D breakdown of the arena. Figure 8A It is a three-dimensional diagram showing the chess piece toy and its identification markings. Figure 8B It is a diagram representing an identification marker. Figure 8C It is a diagram representing an identification marker. Figure 8D It is a diagram representing an identification marker. Figure 8E It is a diagram representing an identification marker. Figure 8F It is a diagram representing an identification marker. Figure 9A This diagram illustrates the method for detecting the motion state of chess pieces in a toy. Figure 9B This diagram illustrates the method for detecting the motion state of chess pieces in a toy. Figure 9C This diagram illustrates the method for detecting the motion state of chess pieces in a toy. Figure 10A It is a diagram illustrating the site layout. Figure 10B It is a diagram illustrating the site layout. Figure 10C It is a diagram illustrating the site layout. Figure 10D It is a diagram illustrating the site layout. Figure 11 It's a diagram illustrating the game's flow. Figure 12A This is a diagram illustrating the display on the touch panel. Figure 12B It is a diagram illustrating the site layout. Figure 12C It is a diagram illustrating the site layout. Figure 12D It is a diagram illustrating the site layout. Figure 12E It is a diagram illustrating the site layout. Figure 12F It is a diagram illustrating the site layout. Figure 12G It is a diagram illustrating the site layout. Figure 12H It is a diagram illustrating the site layout. Figure 12I It is a diagram illustrating the site layout. Figure 12J It is a diagram illustrating the site layout. Figure 13A It is a diagram illustrating the site layout. Figure 13B It is a diagram illustrating the site layout. Figure 13C It is a diagram illustrating the site layout. Figure 13D It is a diagram illustrating the site layout. Figure 13E It is a diagram illustrating the site layout. Figure 13F It is a diagram illustrating the site layout. Figure 13G It is a diagram illustrating the site layout. Figure 13H It is a diagram illustrating the site layout. Figure 13I It is a diagram illustrating the site layout. Figure 13J It is a diagram illustrating the site layout. Figure 14 This is a block diagram representing the configuration example of the control system in the first variation. Figure 15 This is a diagram illustrating the game flow in the first variation. Figure 16 This is a diagram illustrating the rewards given to the player in the first variation. Detailed Implementation

[0024] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings.Figures 1-3 An example configuration of the game device 1 is shown. The game device 1 includes an arena 40, which has a field 50 for the movement of the toy chess pieces 80 that constitute the movable body, and can display images at positions such as the field 50 according to the movement state of the toy chess pieces 80.

[0025] The gaming device 1 includes a rectangular box-shaped housing 10 for mounting various components. A mounting section 11 is provided on the front portion of the upper surface of the housing 10, and an arena 40 is mounted on this mounting section 11. A support plate 12 made of transparent material is provided on the mounting section 11. The support plate 12 is approximately horizontal, and the arena 40 is mounted on the support plate 12 with the center of the mounting section 11 coinciding with the center of the arena 50. Furthermore, a guide section can be provided on the mounting section 11 to guide the mounting position and direction of the arena 40, allowing the arena 40 to be mounted at a predetermined position and orientation relative to the mounting section 11. A circular opening 13 is formed in the center of the support plate 12. By aligning the arena 50 with this opening 13, an image can be projected onto the arena 50 without passing through the support plate 12, thereby achieving clear image projection onto the arena 50.

[0026] A support column 14 is provided on the rear side of the housing 10 and behind the mounting section 11. This support column 14 extends upwards from the housing 10 and forwards to a position overlapping the arena 40 vertically. On the lower surface of the forward-extending portion of the support column 14, above the arena 40, a camera 15 and a light source 16 are provided, facing the arena 40. The camera 15 is positioned vertically overlapping the center of the mounting section 11, and the light source 16 is positioned around the camera 15. Thus, the camera 15 can capture images of the chess piece toy 80 moving on the playing field 50. In this embodiment, the camera 15 is an infrared camera, and the light source 16 emits infrared light.

[0027] Inside the housing 10, a projection device 17 for projecting images and a reflector 18 for reflecting the image projected from the projection device 17 toward the mounting section 11 are provided. The projection device 17 is positioned further back and lower than the mounting section 11. The lens portion of the projection device 17 for projecting images is aligned with the center of the mounting section 11 in the front-back direction and configured to project images forward in a substantially horizontal manner in this front-back direction. The reflector 18 is positioned below the mounting section 11 and is angled to reflect the image projected from the projection device 17 forward in a substantially horizontal manner toward the front to a vertically upward direction toward the mounting section 11. Thus, an image can be projected onto the bottom surface of the arena 40.

[0028] It should be noted that, although Figures 1-3The illustrations are omitted, but external structural components forming the outer surface of the game device 1 are provided around the housing 10 and the support column 14. These external structural components cover the housing 10 and the support column 14, thus obscuring the interior. These external structural components not only decorate the game device 1 but also prevent external light from entering below the playing area 50, thereby improving the visibility of the image projected onto the playing area 50.

[0029] Figure 4 A block diagram of the control system of the gaming device 1 is shown. The gaming device 1 includes a control device 30 for controlling the gaming device 1. The control device 30 can be disposed separately from the housing 10 or disposed inside the housing 10. The control device 30 receives information input from the camera 15, generates an image based on the input information, and then projects it through the projection device 17. In addition, the gaming device 1 also includes a touch panel display 19. Figures 1-3 (Illustrations omitted). Players can input information through the touch panel display 19, and can also display game-related information through it.

[0030] Alternatively, a second display device 31 and a speaker 32 can be installed on the housing 10 of the game device 1, and these devices can be controlled by the control device 30 to output game-related information. Alternatively, the second display device 31 and the speaker 32 can be installed outside the game device 1, and these devices can be controlled by the control device 30 to output game-related information, thus forming a game system.

[0031] like Figures 5-7 As shown, the arena 40 includes a first component 60 forming a field 50, and a second component 70 arranged to cover the first component 60. The first component 60 has a generally circular field 50, an outer edge portion 61 surrounding the field 50, and a side portion 62 constituting the side and lower end of the first component 60.

[0032] The site 50 has a central part 51, an inclined part 52 surrounding the outside of the central part 51, and a rack guide 53 surrounding the outside of the inclined part 52. The central part 51 is roughly circular and has a funnel-shaped inclined surface with the center as the lowest point. The inclined portion 52 is inclined downward toward the central portion 51, and its inclination angle is steeper than that of the inclined surface of the central portion 51.

[0033] The rack and pinion guide 53 has a rack and pinion gear 54 that protrudes approximately horizontally toward the center of the playing area 50. This rack and pinion gear 54 can mesh with a lower gear 81b provided on the chess piece toy 80, which will be described later. Furthermore, on a circumferential portion of the roughly circular playing area 50, the rack and pinion guide 53 has a curved portion 55 protruding toward the center of the playing area 50, which can guide the chess piece toy 80 moving along the rack and pinion guide 53 to the central portion 51.

[0034] The outer edge portion 61 has a flat portion 64 arranged around the rack guide rail 53, and a recess 65, a connecting portion 66 and a wall portion 67 are formed at a position adjacent to the outer periphery of the flat portion 64. The flat portion 64 is a plane flush with the upper surface of the rack and pinion guide 53 and inclined towards the center portion 51. As a result, the chess piece toy 80 ejected from the field 50 can be sent back to the field 50. The recess 65 is a concave portion that is lower than the flat portion 64. The recess 65 is sized to accommodate the chess piece toy 80, and when the chess piece toy 80 is ejected from the playing area 50 and falls into the recess 65, the chess piece toy 80 will be in a state where it cannot be moved.

[0035] The connecting portion 66 is a portion for connecting the first component 60 and the second component 70, and has a engaged portion 68 that engages with an engaged member 41 that is inserted into an insertion portion formed on the connecting portion 71 of the second component 70. The wall portion 67 forms a wall that extends substantially vertically upward from the planar portion 64, and is used to prevent the chess piece toy 80 from popping out of the first constituent part 60. It should be noted that the wall portion 67 is only formed between the two recesses 65, but the outer periphery of the planar portion 64, except for this portion, is surrounded by the side portion 72 of the second constituent member 70. In the portion without the wall portion 67, the side portion 72 of the second constituent member 70 prevents the chess piece toy 80 from popping out of the first constituent member 60.

[0036] The second component 70 has a shape that can cover the upper part of the first component 60, and includes a connecting portion 71 for inserting the engaging member 41 for mounting the first component 60, a side portion 72 that forms a side surface, and an upper surface portion 73 that is connected to the upper part of the side portion 72 and forms an upper surface. The connecting portion 71 is provided at a position opposite to the connecting portion 66 of the first component 60, and has a through opening, i.e., an insertion portion, formed at a position opposite to the engaging portion 68. By engaging the engaging member 41 inserted into the insertion portion with the engaging portion 68, the second component 70 can be installed at a predetermined position relative to the first component 60.

[0037] With the second component 70 mounted to the first component 60, the side portion 72 is positioned to overlap the outer side portion 62 of the first component 60, and its lower end is positioned at approximately the same height as the planar portion 64 of the first component 60. Thus, the side portion 72 surrounds the outer periphery of the planar portion 64 of the first component 60, preventing the chess piece toy 80 from popping out of the first component 60. An opening 74 is formed in the center of the upper surface 73, allowing the center of the playing field 50 to be seen from above the arena 40. This allows the chess piece 80 to be inserted into the playing field 50 through the opening 74. The edge of the opening 74 is provided with an inclined surface 75 that slopes downward toward the center of the opening 74, so that even if the chess piece 80 collides with the edge when it is inserted, it can be guided to the opening 74.

[0038] In the arena 40 with the above-described structure, at least the central portion 51 and the inclined portion 52 of the arena 50 have the function of transmitting illumination light and scattering some of the light. Thus, the arena 50 acts as a screen, and the image projected by the projection device 17 onto the lower surface of the arena 50 can be displayed on the arena 50, and the image can be seen from above the arena 50.

[0039] In this embodiment, a chess piece toy 80 is used as the moving body. To prevent the chess piece toy 80 from popping out, a second component 70 is provided in a manner that covers the playing field 50. Therefore, if the image is projected from above the playing field 50, the second component 70 will become an obstacle, but by projecting the image from below the playing field 50, the image can be projected without obstruction. Furthermore, if the projection is made from above the playing field 50, the part of the playing field 50 that is blocked by the chess piece toy 80 and forms a shadow cannot be projected. However, by projecting from below the playing field 50, an image can be projected even at a position close to the chess piece toy 80. In addition, since the image is not projected on the top of the chess piece toy 80, the design of the chess piece toy 80 will not overlap with the projected image. There is no need to consider the impact of the projection display on the visibility of the chess piece toy 80 design, thereby increasing the degree of design freedom and enhancing the fun of the game using moving objects.

[0040] It should be noted that other parts of the arena 40 may or may not have the function of transmitting and scattering light. For example, the rack and pinion guide 53 can be made of an opaque material to ensure strength. If the outer edge 61 surrounding the site 50 has the function of transmitting light and scattering some of the light, an image can also be projected onto the outer edge 61. If the side portion 62 of the side and lower end of the first component 60 is made opaque to prevent external light from entering below the field 50, the visibility of the image projected onto the field 50 can be improved. If the second component 70 is made of a transparent material that allows light to pass through without scattering it, the image projected onto the field 50 can be clearly seen even from the part covered by the second component 70. Furthermore, if the second component 70 allows light to pass through it, the camera 15 can easily capture the chess piece 80 even if it moves into the area covered by the second component 70.

[0041] Figure 8A A perspective view of the chess piece toy 80 that constitutes the moving body is shown. The chess piece toy 80 of this embodiment is a toy that is played by grounding the top part 81a and rotating it. For example, the chess piece toy 80 can be used for a battle game: two chess piece toys 80 are rotated within the playing field 50, and the impact force generated by the collision causes the opponent's chess piece to stop rotating, disintegrate, or be ejected from the playing field 40, thereby determining the winner.

[0042] The chess piece toy 80 includes a shaft portion 81, a first main body portion 82 mounted on the upper part of the shaft portion 81, and a second main body portion 83 mounted on the upper part of the first main body portion 82. The shaft portion 81 and the first main body portion 82, as well as the first main body portion 82 and the second main body portion 83, are detachable and detachable. Furthermore, the shaft portion 81, the first main body portion 82, and the second main body portion 83 are available in various types, allowing users to select and combine them arbitrarily to change the characteristics of the chess piece toy 80.

[0043] The shaft 81 is mainly a component that forms the rotation axis of the chess piece toy 80. It comes in various types, and its weight, center of gravity, material, and the shape of the ground-facing top part 81a vary. A lower gear 81b is provided on the shaft 81, which can change the movement state of the chess piece toy 80 by meshing with the rack and pinion guide 53 of the playing field 50. The first main body 82 mainly functions to stabilize the rotation of the chess piece toy 80 and to make contact with the opponent's chess piece toy 80. It comes in various types, with different weights, centers of gravity, materials, and shapes. The second main body 83 primarily functions to contact the opponent's chess piece toy 80, and comes in various types, differing in weight, center of gravity, material, and shape. Furthermore, the upper part of the second main body 83 is provided with a connecting hole 83a for inserting a retaining plate mounted on the launcher (capable of holding the chess piece toy 80 and releasing it while rotating). Examples of materials used for the aforementioned components include rubber, metal, and plastic. It should be noted that the chess piece toy 80 is not limited to being composed of three parts; it can also be composed of one or two parts, or even four or more parts.

[0044] An identification mark 90 is provided at the center of the upper surface of the second main body 83 that constitutes the upper surface of the chess piece toy 80, for the camera 15 to recognize. like Figure 8B As shown, the identification mark 90 has a circular first identifier 91 and a second identifier 92 arranged along a portion of a circle concentric with the circular first identifier 91 and in a circumferential manner, and is configured such that the center of the circular first identifier 91 is approximately coincident with the rotation axis of the chess piece toy 80. The first identifier 91 and the second identifier 92 are made of a reflective material capable of reflecting light. In this embodiment, the camera 15 is an infrared camera, and the reflective material is made of a material capable of reflecting infrared light. The identification mark 90 can be formed directly on the chess piece toy 80, or a component with the identification mark 90 can be installed on the chess piece toy 80.

[0045] In addition, the identification mark can be of different forms. By using different identification marks 90 on the multiple chess pieces 80 placed in the field 50, the control device 30 can identify each chess piece 80. For example, it can be adopted as follows Figure 8C As shown, the first identifier 91 is set to a hollow shape, such as... Figure 8D The second identifier 92 is shown to be a shape consisting of two lines along the circumference, as shown in the figure. Figure 8E The shapes shown are different from those of the first identifier 91, or as... Figure 8F The pattern shown is set on the first identifier 91 or the second identifier 92. Of course, any form other than the one described above can be used as long as the control device 30 can recognize it.

[0046] Next, the method for detecting the movement state of the chess piece toy 80 using the identification mark 90 will be explained. The control device 30 can obtain the movement speed, movement direction and rotation speed of the chess piece toy 80 in the action state from the image captured by the camera 15. Figure 9A The state of the first identifier 91 is shown in two consecutive frames, namely frame t1 and the state in the frame preceding frame t1 (frame t0).

[0047] The control device 30 can obtain the current position of the chess piece toy 80 by identifying the first identifier 91 from the image of the latest frame (i.e., frame t1). For example, the first identifier 91 can be identified by detecting a circle of a specific radius in the image of the camera 15. Then, the difference between the position of the first identifier 91 in frame t1 and the position of the first identifier 91 in frame t0 is calculated. Thus, the moving direction and moving distance of the chess piece toy 80 can be obtained. Furthermore, since the time from frame t0 to frame t1 can be determined based on the frame rate of the camera 15, the moving speed of the chess piece toy 80 during that time period can be calculated.

[0048] Figure 9B A diagram illustrating the image of identification marker 90 in frame t3 and its formation process is shown. The image of identification mark 90 in frame t3 reflects the rotation of identification mark 90 during the exposure time of camera 15. In this example, at the start of the exposure time of camera 15, identification mark 90 is in state t3a. From this state, identification mark 90 rotates clockwise until the end of the exposure time of camera 15, at which point identification mark 90 is in state t3b. Therefore, in the image of identification mark 90 in frame t3, the second identifier 92 appears as an image extending circumferentially.

[0049] Since the exposure time of camera 15 is fixed, the circumferential length of the second identifier 92 in the image of identification mark 90 increases with the increase of rotation speed. Therefore, the rotation speed of the chess piece toy 80 can be obtained based on the circumferential length of the second identifier 92 in the image of identification mark 90. More specifically, after the first identifier 91 was identified as described above, such as Figure 9C As shown, a square S is used to crop the surrounding area of ​​the first identifier 91 from the image. Next, the polar coordinates (centered on the center of the first identifier 91) are converted to Cartesian coordinates: the radius of the polar coordinates is used as one axis of the Cartesian coordinates (here, the vertical axis), and the angle of the polar coordinates is used as the other axis of the Cartesian coordinates (here, the horizontal axis), thus unfolding the image into Cartesian coordinate form. Therefore, the second identifier 92 will be presented as a straight line, and the rotation speed can be calculated based on the length of the second identifier 92 and the exposure time of the camera 15.

[0050] It should be noted that the rotation direction of the chess piece toy 80 can also be obtained based on the images of two consecutive frames and the rotation speed. Furthermore, the tilt direction and angle of the chess piece toy 80's rotation axis relative to the vertical direction can be obtained based on the positional relationship or deformation of the first identifier 91 and the second identifier 92 in the image. Further, if the installation information such as the installation position and orientation of the playing field 50 in the setting unit 11, as well as the tilt angle information of the playing field 50, are known, combined with the position information of the chess piece toy 80, the tilt direction and angle of the chess piece toy 80's rotation axis relative to the surface of the playing field 50 can also be obtained.

[0051] Furthermore, when recognizing the identification mark 90, the control device 30 is able to identify, for example... Figures 8B-8F The difference in form between the first identifier 91 and the second identifier 92 is shown. Therefore, by equipping multiple chess pieces 80 with identification marks 90 of different forms, each chess piece 80 can be identified, and the movement state of each chess piece 80 can be acquired separately. The control device 30 can store the acquired movement states of the chess pieces 80 in chronological order and display them on the playing field 50 based on these states, or use them as a record of the game results.

[0052] Next, the display of the field 50 corresponding to the action state of the chess piece toy 80 will be explained. As described above, the control device 30 can acquire the movement state of the chess piece toy 80 and, based on the acquired information, display special effects on the field 50 corresponding to the movement state of the chess piece toy 80.

[0053] As such special effects are displayed, Figure 10A As shown, the trajectory display 101 is able to show the trajectory along the track of the chess piece toy 80. The control device 30 displays a trajectory display 101 along the path of the chess piece toy 80 for a predetermined period of time before it reaches its current position. The trajectory display 101 is designed such that the lines are thicker the closer to the current position of the chess piece toy 80, and the color changes according to the distance from the current position, making it easier to grasp the movement path.

[0054] It should be noted that the trajectory display 101 can also be shown within a specified distance traveled before reaching the current position. Using this method, the trajectory display 101 will lengthen when the movement speed is high, making it easier to visually grasp the movement speed. Furthermore, the trajectory display 101 can vary based on various parameters other than its distance from the current position. These parameters include the movement speed, rotation speed, rotation direction, tilt angle of the rotation axis, position relative to the playing field 50, and trajectory shape of the chess piece 80. In addition, the trajectory shows that 101 is not limited to Figure 10AThe linear display shown can also be made by Figure 10B It consists of the graphics, markings, etc. shown.

[0055] By displaying the trajectory 101 described above, the changes of the chess piece 80 over time can be visually observed. Furthermore, by displaying the trajectory of the chess piece 80, its subsequent movement destination can be predicted, and it can be further predicted whether the chess piece 80 will collide, thus enhancing the game's enjoyment.

[0056] like Figure 10C As shown, the control device 30 can display the collision display 102 of the decorative chess piece toys 80 as a special effect. The control device 30 determines that the two chess piece toys 80 have collided when they approach within a certain distance, and displays the collision display 102 near the chess piece toys 80. The collision display 102 has several types, and the control device 30 can select one randomly or according to specified conditions. Specified conditions include the relative speed at the time of collision, the collision angle, and the position of the collision location relative to the field 50.

[0057] It should be noted that since different types of chess pieces 80 have different diameters, the aforementioned "certain distance" can be set to a distance equal to the diameter of the chess piece 80 with the largest diameter, or it can be set to a distance equal to the average diameter of the chess piece 80. In other words, the collision display 102 does not necessarily indicate that the chess pieces 80 have actually collided; therefore, it can also be described as a proximity display indicating that the chess pieces 80 are approaching each other. The collision display 102 can also be displayed when the chess piece 80 approaches within a specified distance longer than the "certain distance" at which a collision is determined, and the display mode can be changed according to the distance between the chess pieces 80.

[0058] like Figure 10D As shown, the control device 30 can display the current position of the decorative chess piece toy 80 as a special effect. The position display 103 has multiple types, and the control device 30 can select it randomly or according to specified conditions. The specified conditions include the current position of the chess piece 80, its movement speed, rotation speed, rotation time, and the time it has been rotating without contacting other chess pieces 80. In addition, when the positions of the two toy pieces 80 overlap (display 103), a similar collision display effect (display 102) can be achieved.

[0059] Additionally, the selection criteria for position display 103 can also be set to the position of the chess piece 80 relative to the playing field 50, for example... Figure 10DAs shown, a specific display method is used based on the contact between the chess piece toy 80 and the rack and pinion rail 53. In this case, the control device 30 needs to determine the position of the rack and pinion rail 53 in advance from the image of the camera 15. If necessary, the same reflective material as the identification mark 90 can also be provided on the rack and pinion rail 53. Then, the control device 30 determines that the chess piece 80 has made contact with the rack and pinion rail 53 based on the fact that the distance between the chess piece 80 and the rack and pinion rail 53 is within a certain distance. In other words, the display in this situation does not necessarily indicate that the chess piece 80 has actually made contact with the rack and pinion rail 53; therefore, it can also be described as an approach display indicating that the chess piece 80 is approaching the rack and pinion rail 53. Furthermore, the display method can be changed based on the distance between the chess piece 80 and the rack and pinion rail 53, and the speed or angle at which the chess piece 80 moves towards the rack and pinion rail 53.

[0060] It should be noted that when determining whether a collision or contact with the rack and pinion guide 53 occurs, the determination can also be based on a predetermined change in the rotational speed or direction of movement of the chess piece toy 80. When a collision or contact with the rack and pinion guide 53 occurs, the rotational speed or direction of movement of the chess piece toy 80 will change significantly. Therefore, the expected change under such circumstances can be preset, and when the actual change matches the preset, a collision or contact with the rack and pinion guide 53 is determined to have occurred. Alternatively, the following method can be used to determine whether a collision has occurred between the toy chess pieces 80 and the other toy chess pieces 80 or the rack and pinion rail 53, and the rotational speed or direction of movement changes as specified above. This method allows for a more accurate determination of whether a collision or contact with the rack and pinion rail 53 has taken place.

[0061] Next, a game example using game device 1 will be described. Figure 11 The main flow of the game is shown. The game modes include a free mode (ST2) for single-player gameplay and a multiplayer battle mode (ST3) for multiplayer gameplay. Players can select a mode in mode selection state (ST1). In mode selection state (ST1), the control device 30 displays selectable game mode options on the touch panel display 19, and players can select the desired option by touching it. In addition to displaying game-related information and various images on the touch panel display 19, the control device 30 can also display these contents on the venue 50.

[0062] Based on the fact that Free Mode is selected in Mode Selection State ST1, Control Device 30 switches to Free Mode ST2 and performs an initial display A1. Game-related information is displayed in the initial display A1. In Free Mode ST2 of this embodiment, a virtual enemy 111 is projected onto the playing field 50. Players can defeat the virtual enemy 111 by guiding the toy piece 80 through its display area.

[0063] Next, the control device 30 displays the input instruction A2, which includes urging the player to prepare to input the chess piece toy 80 and instructing the player to input the chess piece toy 80. The player then performs the A3 throw operation, placing the toy piece 80 into the playing area 50. The control device 30 confirms that the A3 throw operation has been performed by recognizing the identification mark 90 attached to the toy piece 80 in the playing area 50.

[0064] Afterwards, the control device 30 displays special effects A4. During this process, the following steps are performed: projecting special effects corresponding to the action state of the chess piece toy 80 onto the playing field 50, and collecting data on the action state of the chess piece toy 80. The data collected by the control device 30 includes: the number of virtual enemies 111 knocked down, the maximum rotation speed, the rotation time, the maximum movement speed, and the number of contacts with the rack and pinion guide rail 53. It should be noted that if no play operation (A3) is detected after the specified time following the display of the play instruction (A2), the free mode (ST2) can be terminated and the game can be returned to the mode selection state (ST1). Furthermore, if multiple pieces (80) are detected between the display of the play instruction (A2) and the end of the game (A5), the free mode (ST2) can also be terminated and the game can be returned to the mode selection state (ST1).

[0065] When the control device 30 detects that the game has ended (A5), it will display a message indicating that the game has ended, followed by a result display (A6) which includes game result information and prompts to start the next game. After that, it will return to the mode selection state (ST1). The control device 30 determines that the game has ended (A5) based on any of the following conditions: all virtual enemies 111 are defeated; the chess piece toy 80 stops rotating before all virtual enemies 111 are defeated; or the identification mark 90 of the chess piece toy 80 cannot be captured. Situations where the identification mark 90 of the chess piece toy 80 cannot be captured include situations such as the chess piece toy 80 flipping over. Furthermore, considering the possibility that the chess piece toy 80 may not have stopped rotating but the identification mark 90 cannot be captured temporarily, the game may also be ended (A5) based on the condition that "the time for which the identification mark 90 cannot be captured exceeds the specified time."

[0066] Furthermore, since the control device 30 can grasp the current position of the chess piece 80, it can determine whether the game ended inside or outside the playing area 50 based on the following information: the position where the chess piece 80 stopped rotating, and its last position before the identification mark 90 of the chess piece 80 could no longer be detected. This determination result can be used as game result information.

[0067] Furthermore, based on the fact that the battle mode is selected in the mode selection state ST1, the control device 30 switches to the battle mode ST3 and performs an initial display B1. Game-related information is displayed in the initial display B1. In the battle mode ST3 of this embodiment, two or three players place their respective game pieces 80 onto the playing field 50, and the player whose game piece 80 remains spinning at the end is the winner.

[0068] Next, the control device 30 executes the "Join and Sign In" step B2, waiting for other players to join, followed by the "Place Instruction Display" step B3. During the "Join and Sign In" step B2, a specified time (e.g., 90 seconds) will be waited. After the specified time, the "Place Instruction Display" step B3 will begin, displaying content such as urging players to prepare to place the toy piece 80, and instructing players to place the toy piece 80. The player then performs the throw B4 operation, placing the toy piece 80 into the playing area 50. The control device 30 confirms that the throw B4 operation has been performed by recognizing the identification mark 90 attached to the toy piece 80 in the playing area 50.

[0069] Next, the control device 30 performs a player confirmation B5 to confirm the number of chess piece toys 80 placed in the arena. At this stage, if the number of chess piece toys 80 detected matches the number of selected players, the game is considered to have started normally. If, after the placement instruction display B3, no chess piece toys 80 matching the number of selected players are detected within the specified time, an error display B9 is shown, ending the battle mode ST3 and returning to the mode selection state ST1. It should be noted that if the number of chess pieces detected exceeds the number of selected players during the process from the input instruction display B3 to the game end B7, an error display B9 will be displayed, ending the game mode ST3 and returning to the mode selection state ST1.

[0070] Afterwards, the control device 30 displays special effects B6. During this process, the following actions are performed: projecting special effects corresponding to the action states of each chess piece toy 80 onto the playing field 50, and collecting data on the action states of the chess piece toy 80. The control device 30 collects data for each game piece 80, including: game result, maximum spin speed, spin time, maximum movement speed, number of contacts with other game pieces 80, and number of contacts with the rack and pinion guide 53. When the control device 30 detects that the game has ended (B7), it displays a message indicating that the game has ended, followed by a result display (B8) indicating that the winner has been determined and prompting for the next game, before returning to the mode selection state (ST1).

[0071] The control device 30 determines the game ends (B7) based on the condition that "only one chess piece 80 remains spinning in the playing area 50." This means that other chess pieces 80 have either stopped spinning or been flipped over, making it impossible to capture their identification markers (90). Furthermore, considering the possibility that some chess pieces 80 may not have stopped spinning but their identification markers (90) cannot be captured temporarily, the game can also be determined to end (B7) based on the condition that "the time it takes for only one chess piece 80 to remain spinning in the playing area 50 to exceed the specified time."

[0072] Since the control device 30 can grasp the current position of each chess piece 80, it can determine whether each chess piece 80 ends the game inside or outside the playing area 50 based on the following information: the position where the losing chess piece 80 stops spinning, and its last position before its identification mark 90 cannot be captured. This determination result can be used as game result information. In addition, it can also determine whether the chess piece 80 falls into the recess 65. If it falls into the recess 65, a specific special effect can be displayed.

[0073] Figures 12A-12J , Figures 13A-13J An example of a display on touch panel display 19 and field 50 is shown. For example... Figure 12A As shown, in mode selection state ST1, the touch panel display 19 will show selectable options. The options shown here include Free Mode, Versus Mode (2 players), and Versus Mode (3 players).

[0074] When the free mode option is selected, the system will first enter the initial display stage A1, as shown below. Figure 12B As shown, game-related information will be displayed on the arena 50. The content displayed here is: Instructions on how to defeat the virtual enemy 111 projected onto the arena 50. Next, the input instruction display stage A2 will begin, displaying the following content: Figure 12C As shown, a prompt appears on the playing area 50 urging players to prepare to place the chess piece toy 80; as... Figure 12D As shown, a countdown timer is displayed on area 50; Figure 12E As shown, the playing area 50 displays instructions for inserting the toy chess piece 80. Furthermore, as... Figure 12F As shown, virtual enemy 111 will be displayed on the field 50.

[0075] During the special effects display stage A4, the control device 30 recognizes the position and movement status of the chess piece toy 80 based on the image captured by the camera 15, and performs operations such as trajectory display 101 along the trajectory of the chess piece toy 80. Furthermore, if the chess piece toy 80 is determined to be in contact with the virtual enemy 111, the virtual enemy 111 is determined to have been knocked down, and its display status is changed to knocked down effect 112. The method for determining contact with the virtual enemy 111 is the same as the method for determining collision with the chess piece toy 80, that is, based on the situation that "the distance between the chess piece toy 80 and the virtual enemy 111 has been reduced to a certain range", it is determined that the two have made contact.

[0076] When entering the A5 stage of the game's end, such as Figure 12H As shown, a message indicating the game is over will appear on screen 50. Then, the results will be displayed in stage A6, as shown below. Figure 12I As shown, the game result information will be displayed on the arena 50. Since not all virtual enemies 111 were defeated, the displayed information includes: the number of virtual enemies 111 defeated, the highest spin speed, and the spin time. If all virtual enemies 111 were defeated, the displayed information will include: the time required to defeat all virtual enemies 111 and the highest spin speed. Afterwards, the following will be displayed: Figure 12J The indicated prompt urges the player to proceed to the next game.

[0077] It should be noted that the virtual enemy 111 can also be set to a movable state. Furthermore, in this embodiment, the virtual enemy 111 is determined to be knocked down as soon as the chess piece 80 passes through the display area of ​​the virtual enemy 111 once. Alternatively, it can be set so that "the virtual enemy 111 is determined to be knocked down only after the chess piece 80 passes through the display area of ​​the virtual enemy 111 multiple times." Additionally, it can be set so that "the faster the rotation speed or movement speed of the chess piece 80 when passing through the display area of ​​the virtual enemy 111, the greater the damage to the virtual enemy 111," and the virtual enemy 111 is determined to be knocked down when the accumulated damage reaches a preset value.

[0078] Figures 13A-13J This shows an example of how the arena 50 is displayed in battle mode. When the battle mode option is selected in mode selection state ST1, the initial display stage B1 will be entered first, such as... Figure 13A As shown, a prompt to recruit players for battle will be displayed on the field 50. Next, proceed to the check-in stage B2, as follows: Figure 13B As shown, venue 50 will display a message saying "Receiving sign-in" and the remaining time. Then, the input instruction display will enter stage B3, displaying the following content: Figure 13CAs shown, a prompt appears on the playing area 50 urging players to prepare to place the chess piece toy 80; as... Figure 13D As shown, a countdown timer is displayed on area 50; Figure 13E As shown, the field 50 displays a prompt indicating the insertion of the chess piece toy 80.

[0079] In the player count confirmation stage B5, if the number of identified chess piece toys 80 matches the number of selected players, the system proceeds to the special effects display stage B6. At this point, the control device 30 identifies the position and movement status of the chess piece toys 80 based on the image captured by the camera 15, and performs actions such as... Figures 10A-10D The special effects are shown. For example, as shown... Figure 13F As shown, the trajectory of the chess piece toy 80 is displayed as 101; if a collision is determined to have occurred with the chess piece toy 80, then as follows: Figure 13G The collision display is shown as 102.

[0080] Furthermore, if, during the player count confirmation phase B5, the game piece toy 80 corresponding to the selected number of players is not identified after the specified time, the game will proceed to the error display phase B9, such as... Figure 13J As shown, an error message will be displayed on site 50. When entering the game's end phase B7, such as Figure 13H As shown, a message indicating the game is over will appear on screen 50. Then, the results will be displayed in stage B8, as shown below. Figure 13I As shown, the venue 50 will display prompts and other messages urging players to start the next game.

[0081] It should be noted that the touch panel display 19 and the second display device 31 can display the same information as the area 50. For example, for Figures 12B-12E , Figures 12H-12J and Figures 13A-13E , Figures 13H-13J The touch panel display 19 and the second display device 31 can display the exact same information as the area 50. Furthermore, during the special effects display stages A4 and B6 (i.e.... Figure 12F , Figure 12G , Figure 13F , Figure 13G (As shown in the display stage), the touch panel display 19 can also display images captured by the camera 15. In this case, images captured by the camera 15 can be displayed directly, or a separate camera capable of color photography can be set up and its images displayed.

[0082] [First variation example] Next, a first variation of the above-described embodiment will be described. The game device 1 of this variation has essentially the same structure as the game device 1 of the above-described embodiment. The parts with the same structure will be labeled with the same symbols and their descriptions will be omitted; the main focus will be on the different parts. The game device 1 of this variation can construct a game system utilizing an external server 23.

[0083] Figure 14 The diagram shows the control system block diagram of the game device 1 and the game system of this variant example. The housing 10 of the game device 1 is equipped with an IC tag reader 20, which can read information from the IC tag 22 that stores player information, and the control device 30 can obtain the information read by the IC tag reader 20.

[0084] In addition, the game device 1 is equipped with an external communication device 21, which enables communication with external devices. Thus, the control device 30 can communicate with the server 23 via a communication line to send and receive game-related information. Server 23 stores player information, game-related information associated with each player, game control information, and other data.

[0085] Figure 15 The main process of playing a game using the game device 1 of this variant example is shown. When playing a game using the game device 1 of this variant, result registration A7 can be executed in free mode ST2 to bind the player to the game result; similarly, result registration B10 can be executed in battle mode ST3 to bind the player to the game result.

[0086] During the result registration stages A7 and B10, the player brings the IC tag 22 close to the IC tag reader 20, so that the reader reads the tag information. The control device 30 obtains the player information based on the read information and sends the obtained player information and game result information to the server 23. Server 23 will perform the following process: add the result of this game to the game-related information managed by player.

[0087] The player information stored in IC tag 22 includes at least an ID that can identify the player. Game result information includes information collected by control device 30 during the game, such as: in free mode ST2, the number of virtual enemies 111 knocked down, maximum spin speed, spin time, maximum movement speed, number of contacts with rack and pinion rail 53, etc.; in battle mode ST3, the maximum spin speed, spin time, player's win or loss result, number of contacts with other game pieces 80, number of contacts with rack and pinion rail 53, etc. In addition to the above, the game result information may also include other information that the game device 1 can collect, such as the rotation direction of the chess piece toy 80, the tilt angle of the rotation axis, its position relative to the playing field 50, and trajectory information. Furthermore, it may also include information about the venue where the game device 1 is located, the game date and time, and the name of the competition.

[0088] In addition to storing received information, server 23 can perform various processing tasks using the stored information and output the processed information externally. The output recipient can be either the game device 1 or a player's terminal device sent via the internet. These devices display the information received from server 23, allowing the player to confirm the information content. Processing tasks performed using the information stored on server 23 include comparing the player's own game results with those of other players and generating rankings. Furthermore, when accumulated game results meet preset conditions, rewards such as titles and items can be awarded to the player.

[0089] Figure 16 An example of a reward is shown. If a player achieves a maximum rotation speed of 1000 RPM or higher, they can use "Normal Effects Display" as the type of trajectory display 101; if they achieve a maximum rotation speed of 1500 RPM or higher, they can use "Advanced Effects Display" as the type of trajectory display 101; and if they achieve a maximum rotation speed of 2000 RPM or higher, they can use "Full Effects Display" as the type of trajectory display 101. If the player achieves the condition of "rotation time of more than 1 minute", the "normal halo display" can be used as the position display type 103; if the player achieves the condition of "rotation time of more than 3 minutes", the "advanced halo display" can be used as the position display type 103; if the player achieves the condition of "rotation time of more than 5 minutes", the "full halo display" can be used as the position display type 103.

[0090] If a player achieves the condition of "making contact with the rack and pinion rail 53" twice in a game, they will be awarded the title of "Level 2"; if they achieve the condition of making contact with the rail five times in a game, they will be awarded the title of "Level 4"; and if they achieve the condition of making contact with the rail seven times in a game, they will be awarded the title of "Level 6". If a player wins 5 times in battle mode, they will be awarded the title of "Level 1"; if they win 50 times, they will be awarded the title of "Level 3"; if they win 100 times, they will be awarded the title of "Level 5"; and if they win 500 times, they will be awarded the title of "Level 7".

[0091] In the above description, IC tag 22 and IC tag reader 20 are used as the player identification method, but any method that can identify the player is acceptable. For example, the following structure can be adopted: a QR code is displayed on the touch panel display 19, the player reads the QR code through his own terminal device, the terminal device accesses the server 23 and sends information for identifying the player and the QR code information, thereby completing the player authentication. Alternatively, the following structure can be adopted: the game device 1 is equipped with a camera that can read QR codes. The game device 1 reads the QR code that can identify the player's identity displayed by the player's own terminal device. The game device 1 accesses the server 23 and sends the QR code that can identify the player's identity, thereby completing the player authentication.

[0092] Furthermore, the timing at which the control device 30 reads player information from the IC tag 22 is not limited to result registration A7 and B10; it can read it at any time. For example, player information can be read when a game mode is selected in mode selection state ST1. Additionally, during the check-in B2 stage of the ST3 battle mode, if the player information in the IC tag 22 and the identification mark 90 of the toy piece 80 used by the player are read simultaneously, the player and the toy piece 80 can be associated, thereby associating and collecting data from the game process with the player.

[0093] It should be noted that in the above embodiments and variations, the dimensions of the chess piece toy 80, the game device 1, the playing field 50, etc., can be arbitrarily set. Furthermore, while this embodiment employs an image projection method from below the arena 50, an image projection method from above the arena 50 is also possible. In the case of projection from above, the image can be projected either onto the corresponding area of ​​the arena 50 visible through the opening 74 of the second component 70, or onto the entire area of ​​the arena 40. In addition, in this embodiment, a projection device 17 is used as a display unit to display images on the field 50. Alternatively, a display device such as a liquid crystal display device can be installed below the field 50. The image of the display device can be made visible through the light transmittance of the field 50, thereby displaying the image on the field 50.

[0094] Furthermore, in this embodiment, an infrared camera is used as the capture unit to capture the movements of moving objects within the playing area 50. Alternatively, a camera capable of capturing images that can identify the shape of the chess piece toy 80 (such as a camera capable of capturing visible light) can be used. The control device 30 analyzes the images to obtain the movement state of the chess piece toy 80. If necessary, additional structures such as identification markers 90 can be added to detect the position and rotation state of the chess piece toy 80. When using a camera that can identify the shape of the chess piece toy 80, a "Burst Finish" state where "the chess piece toy 80 disintegrates, causing the game to end" can be detected.

[0095] Furthermore, when using a camera capable of recognizing the shape of the chess piece toy 80, information about the chess piece toy 80 can be captured and registered before the game begins. For example, in the check-in stage B2 of the battle mode, the chess piece toy 80 of the player who has joined the battle is captured and associated with the type of the identification mark 90 and stored. The winner's chess piece toy 80 is displayed in the result display stage B8. Alternatively, in the structure of the first variant, the server 23 can also obtain information about the chess piece toy 80 based on the image of the chess piece toy 80 used in the game and store it as player information. In addition, other sensors and other equipment can be used as the capture unit that can capture the movements of moving objects within a 50-meter radius of the site.

[0096] Furthermore, if a color-identifiable camera is used, the type of identification mark 90 can be determined by using identification marks 90 of different colors. In addition, in this embodiment, the camera is set directly above the center of the playing area 50. As long as it can capture the chess pieces 80 within the playing area 50, the camera can also be set in other locations.

[0097] In addition, regarding the rotation speed of the chess piece toy 80, as mentioned above... Figure 9C The absolute rotational speed is calculated based on the length of the second identifier 92 in the image of the identification mark 90 and the exposure time of the camera 15, but it is not always necessary to calculate the absolute rotational speed. For example, the length value of the second identifier 92 in the image can be used as the relative rotational speed. In this case, when the length of the second identifier 92 is equal to its own inherent length, the rotational speed is 0; the longer the length, the faster the rotational speed. Using this method simplifies the calculation process of the rotational speed and reduces the burden on the control device 30. Furthermore, the possible values ​​of the length of the second identifier 92 in the image can be divided into multiple levels to determine the level reached in the game, and the level reached can be displayed as the highest rotation speed in the result display; rewards can also be issued to players according to the level reached.

[0098] Alternatively, images can be pre-captured at specific rotation speeds (e.g., 1000 rpm, 2000 rpm), and the length of the second identifier 92 in those images can be stored as data. During gameplay, the rotation speed is calculated by comparing the length of the second identifier 92 in the captured images with this stored data. In this case, one can either assume that the length of the second identifier 92 is proportional to the rotation speed and calculate the rotation speed from the comparison results; or one can simply derive the results of "rotation speed higher than a specific value" or "rotation speed lower than a specific value".

[0099] Furthermore, the control device 30 can also display a reproduced image of the chess piece 80's behavior on the playing field 50 based on the stored action states of the chess piece 80 in the game. In this case, the form of the chess piece 80 can be either virtual or, if the form information of an actual chess piece 80 in the game is available, that actual form can be used. For example, the replay footage can be used to recreate the most recent game, as a virtual enemy 111 in Free Mode ST2, or as an opponent in a time-based spin contest. Additionally, in the result display phase B8 of Versus Mode ST3, the replay footage can be used as a rewind video to recreate the game state during the specified time period that determined the winner. In addition, in the first variation, the server 23 can store the action status information of the player's own, other players' or virtual players' chess pieces 80, and use this information to display the reproduced image on the game device 1.

[0100] Furthermore, the arena 40 is replaceable, and the control device 30 can identify the type of the arena 40 through information such as images captured by the camera 15 and input from the touch panel display 19. If the arena type is identified through images captured by the camera 15, it can be identified either by the shape of the arena 40 or by setting an identification code on the arena 40 that can be captured by the camera 15, and then identifying it through the identification code.

[0101] Furthermore, the control device 30 can also acquire positional information such as the installation position, orientation, and angle of the arena 40 relative to the housing 10 of the game device 1 through images captured by the camera 15, and adjust the projected image based on the acquired positional information. Using this method, for example, the position and shape of structures such as the rack and pinion guide 53 can be accurately determined, thereby enriching the performance content and enhancing the game's fun. Simultaneously, the projected image can be adjusted to match the position and shape of the arena 50, displaying only the background image on the arena 50; it can also acquire information such as the tilt angle of the projection area, and the projection is corrected to avoid image distortion.

[0102] Furthermore, the support plate 12 of the mounting section 11 can also be made of an opaque material. This method allows images to be projected only onto the area opposite the opening 13 of the arena 40; it also reduces external light incident from above, making the projected image clearer and improving image visibility. In addition, it reduces the cost of the game device 1 and allows the use of high-strength materials such as metal.

[0103] Furthermore, the embodiments disclosed herein should be considered as examples in all respects, not as limiting provisions. The scope of protection of this invention is not defined by the foregoing description, but by the claims, and is intended to include all modifications within the meaning and scope equivalent to the claims.

[0104] The game device of the present invention is suitable for application in the fields of games using chess pieces and game device manufacturing. Figure Labels

[0105] 1. Gaming device 15 Cameras (capture units) 30. Control device (control unit) 50 venues 80 chess pieces toy

Claims

1. A gaming device, characterized in that, have: An area for the chess pieces to rotate and move; A display unit capable of displaying information on the site; A capture unit capable of capturing the movements of the toy chess pieces present on the field; And a control unit that controls the display unit and the capture unit; The control unit, based on information from the capture unit, as the action state of the chess piece toy, can detect the current position, movement state, and rotation state. Corresponding to the actions of the chess piece toy, special effects can be displayed on the field, and the display method of the special effects can be different according to the action state; As a special effect, an image representing the current position of the toy chess piece can be displayed at a position on the field corresponding to the current position of the toy chess piece.

2. The gaming device as described in claim 1, characterized in that, The control unit is capable of storing information about the current position in chronological order for at least a specified period, and as the special effect display, it is capable of displaying an image on the field representing the movement trajectory of the chess piece toy.

3. The gaming device as described in claim 1, characterized in that, The control unit, as a special effect, displays an image indicating that the toy piece has approached a predetermined position on the playing field when the toy piece approaches that predetermined position.

4. The gaming device as described in claim 1, characterized in that, When multiple chess pieces are present on the field, the control unit can display an image indicating that at least two chess pieces have approached within a certain distance as a special effect, based on the situation where at least two chess pieces are within a certain distance.

5. The gaming device as described in claim 1, characterized in that, The control unit, when there are multiple chess pieces on the field, can identify each chess piece and display different special effects corresponding to each chess piece.

6. The gaming device as claimed in claim 1, characterized in that, The chess piece toy has an identification mark that can be captured by the capturing unit; The control unit can detect the movement state of the chess piece toy based on the change of the identification mark captured by the capture unit over time.

7. The gaming device as described in claim 6, characterized in that, The identification tag has a first identifier that enables the detection of the current position and the movement state, and a second identifier that enables the detection of the rotation state.

8. The gaming device as claimed in claim 1, characterized in that, The playing area not only allows the chess pieces to move on the surface, but also allows light to pass through. The display unit is configured to display an image from the rear side toward the field.

9. The gaming device as described in claim 8, characterized in that, The site is configured to scatter some light; The display unit includes a projection device for projecting images and is configured to project images from the rear side toward the field.

Citation Information

Patent Citations

  • Game machine

    JP2012024167A