Storage medium having game program stored therein, information processing apparatus, and
The game device addresses wear and tear issues and value disparities of physical cards by using alternative media and data management, allowing players to enjoy games with rare cards and promoting card circulation.
Patent Information
- Application Number
- JP2025203292
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-25
- Publication Date
- 2026-02-16
- Estimated Expiration
- 2029-04-28
AI Technical Summary
Conventional game devices using physical cards as operating media face issues such as wear and tear, value disparity between used and unused cards, and the need to carry a large number of cards for varied game strategies, leading to psychological conflicts and opportunity loss.
A game device that utilizes normal and alternative operation media, with data reading and identification mechanisms to allow players to use alternative media representing rare cards, preventing wear and enabling lending and borrowing while maintaining card value, and includes data management to prevent infinite proliferation.
Enables players to enjoy games with rare cards without damaging them, facilitates card circulation, and conserves resources by managing ownership data to prevent excessive card distribution.
Smart Images

Figure 2026026162000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game device that is configured to automatically read card data stored on the backside of cards by arranging operating media (e.g., cards) on a playfield, and to progress a predetermined video game with game content according to the combination of card data placed on the playfield. [Background technology]
[0002] Conventionally, game devices have been put into practical use in which a player places a plurality of operation media such as player cards on a flat playfield, forms a soccer team or a baseball team, and slides the cards on the playfield as an operation means for progressing the game, thereby progressing a simulation game of the sport. For example, in a game device for soccer, when a player arranges player cards on the playfield, an internal image sensor reads the card data stored on the back of the player cards, and data for a team made up of a plurality of players is created from the plurality of player cards, and the game begins.
[0003] The game device is configured so that a player can specify the player's position and formation by moving the player cards on the playfield. In such a card game, one new player card is paid out to the player each time a game is played, allowing the player to enjoy collecting new cards that can be used in the card game, such as player cards. In such a game device, a game progress control program reads various information data stored on multiple cards placed on the playfield and detects the movement of the cards, thereby controlling the progress of the game. In addition, the game can be played between players, or one player can play against a computer. An example of such a game device is disclosed in Patent Document 1.
[0004] According to the game device disclosed in Patent Document 1, a player can select a specific player card by rubbing a player card placed on the playfield on the playfield, and can further specify the player's position and formation by moving the player card while rubbing it. The player can also execute a shot by operating the shoot button, and an effect image of this is displayed on the monitor. After one game is completed, the player can obtain a new player card by dispensing a new player card from the card dispenser of the game device. This new player card can be used in the next game, expanding the range of player selection and player substitutions, allowing for a more strategic game. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-301264 Summary of the Invention [Problem to be solved by the invention]
[0006] In conventional game devices such as that disclosed in Patent Document 1, actual cards are used as the operating means for progressing through the game, which provides a different interest from a game device in which the player progresses through the game by simply operating operation buttons or operation levers provided on the game device.
[0007] Among the cards used as the control medium in this type of game, there are rare cards (also called uncommon cards or premium cards) that are issued in extremely limited numbers compared to general cards and are highly valuable. Players can enjoy playing games using these cards, as well as collecting, displaying, trading, or buying and selling these cards. However, there is a problem in that when actual cards are used in games, they show signs of use. Even if a protective case is used to protect the cards when they are used, it is undeniable that they show signs of use more than cards that have been kept unused and kept for display purposes. In fact, when examining the exchange and trading situation, there is a clear difference in value between used and unused cards, even for cards of the same type.
[0008] On the other hand, it is also true that the rare cards and other highly valuable cards mentioned above often have higher ability values and effects than ordinary cards, and that using them in a game can give the game an advantage and increase the winning rate. Therefore, players are faced with conflicting feelings: they want to keep the cards unused for decoration or for trading, such as exchanging or buying, and they want to use them in a game because they have a high gaming effect, and they have been forced to sacrifice one of these feelings to choose one over the other.
[0009] Furthermore, in this type of game, a wide variety of cards are available, and the cards used vary depending on the game strategy, such as whether to play the game with a team that emphasizes offense, a team that emphasizes defense, or a team that is balanced in offense and defense. Therefore, unless a player carries a large number of cards, he or she cannot play the game when, for example, there is an unexpected free time available to go to the amusement facility. Therefore, amusement facilities are unknowingly facing the problem of opportunity loss.
[0010] The present invention has been made to solve the above-mentioned conventional problems, and aims to provide a game device that eliminates the conflicting psychological issues that players face when playing rare cards, which are operating media with a low drop rate, and allows players to play games without having to carry a large amount of operating media with them at all times. [Means for solving the problem]
[0011] In order to solve such problems, the invention of claim 1 provides a game device that can be played using a normal operation medium storing at least one of position detection data or angle detection data and character data, and an alternative operation medium storing at least the position detection data or the angle detection data and identification information indicating a specific operation medium different from the normal operation medium, the game device comprising: a playfield on which the normal operation medium and the alternative operation medium are placed; operation medium data reading means for reading at least the position detection data or the angle detection data and the character data; operation medium identification means for identifying whether the operation medium placed on the playfield is the normal operation medium or the alternative operation medium; player information storage means for storing player information linked to ownership information of the normal operation medium specific to a player; and an alternative operation medium identification means for identifying the alternative operation medium for a current game. The game device is characterized by comprising: a character data registration means for registering the character data set in one normal operation medium selected by the player based on the ownership information of the normal operation medium linked to the player information read by the player information reading means when the medium is identified as having been used, as character data for the alternative operation medium in the current game; an alternative operation medium recognition means for recognizing the alternative operation medium used in the current game as the normal operation medium corresponding to the character data registered by the character data registration means; a character image generation means for generating a character image based on the character data of the normal operation medium read by the operation medium data reading means and the character data of the alternative operation medium registered by the character data registration means in the current game; and an image display means for displaying a game image including the character image generated by the character image generation means.
[0012] According to the game device described in claim 1, when a player wants to use a rare card that has a high gaming ability value and a lower drop rate than regular operating media in a game, the player can play the game using an alternative operating medium instead of the actual regular operating medium that the player owns, so that the player can enjoy the game using the abilities (effects) of the rare card without damaging the valuable rare card.
[0013] Furthermore, for example, if a rental machine for alternative operating media is installed in an amusement facility, a player can borrow an alternative operating medium and play the game in the same way as when using the normal operating medium even when he does not have the normal operating medium.
[0014] Furthermore, because the normal character data linked to the alternative operating medium is limited to that registered in the ownership information linked to the player information, a player without ownership cannot play the game using the alternative operating medium instead of the normal operating medium. This prevents the infinite proliferation of rare game media (rare cards), which are rare. Furthermore, for example, by transferring only the ownership data while keeping the actual card, the transferor can no longer use the transferred card in the game, but can collect the actual card for decorative purposes, and the transferee can play the game using the alternative card. In other words, this increases the number of ways to trade cards and promotes the circulation of cards.
[0015] The invention described in claim 2 is characterized in that, in the game device described in claim 1, it is equipped with a payout operation medium data reading means for reading the character data of the normal operation medium that is newly paid out at the end of a game, and an ownership information update means for updating the ownership information linked to the player information based on the character data read by the payout operation medium data reading means.
[0016] According to the game device described in claim 2, the ownership information of the player is automatically updated by the ownership information update means each time a game is completed, thereby preventing the infinite proliferation of rare cards, which are highly valuable operating media, through lending and borrowing, etc.
[0017] The invention described in claim 3 is characterized in that, in the game device described in claim 2, it comprises an operation medium payout selection means for selecting whether or not a new payout of the normal operation medium is desired at the end of a game, a normal operation medium payout means for updating the ownership information using the ownership information update means and then paying out the normal operation medium when a selection is made by the operation medium payout selection means to desire the payout of the normal operation medium, and a normal operation medium recovery means for updating the ownership information using the ownership information update means and then recovering the normal operation medium when a selection is made by the operation medium payout selection means not to desire the payout of the normal operation medium.
[0018] According to the game device described in claim 3, when the operating medium (card, etc.) dispensed at the end of the game is a card that the player does not need, the player can choose not to pay out the card at his / her discretion and can only update the ownership information, which contributes to resource conservation and does not force the player to keep or discard unnecessary cards.
[0019] The invention described in claim 4 is characterized in that, in the game device described in claim 1, unique operation medium data is stored in the normal operation medium, with character data corresponding to the type of operation medium linked to each operation medium, and the device is equipped with a unique operation medium data determination means for determining whether or not there is unique operation medium data unregistered in the ownership information of the player among the unique operation medium data read by the operation medium data reading means of the normal operation medium used in the current game, an owner information reference means for referencing the presence or absence of owner information of the unique operation medium data when it is determined by the unique operation medium data determination means that there is unregistered unique operation medium data, an ownership information update means for registering ownership information of the normal operation medium corresponding to the unique operation medium data in the ownership information of the player when there is no owner information relating to another player according to the owner information reference means, and updating the ownership information of the player, and an unowned operation medium use refusal means for refusing the use of the normal operation medium when there is owner information relating to another player according to the owner information reference means.
[0020] According to the game device described in claim 4, in addition to the functions and effects of the invention described in claim 1 above, the unique operation medium data determination means determines whether or not there is unique operation medium data among the unique operation medium data used in the current game that is not registered in the ownership information of the player, and the owner information reference means, when the unique operation medium data determination means determines that there is unregistered unique operation medium data, references the presence or absence of owner information for the unique operation medium data, and when the owner information reference means determines that there is no owner information relating to another player, the ownership information update means registers the ownership information of the normal operation medium corresponding to the unique operation medium data in the ownership information of the player and updates the ownership information of the player, and when the owner information reference means determines that there is owner information relating to another player, the unowned operation medium use refusal means refuses the use of the normal operation medium, so there is no need to read the data of the operation medium dispensed when the operation medium is dispensed after the game ends, and the ownership information can be updated all at once when the operation medium is registered before the game starts.
[0021] The invention described in claim 5 is characterized in that it comprises an image display control means for displaying on the image display means, when the operating medium being operated is identified as the alternative operating medium by the operating medium identification means, the game image including the character image of the normal operating medium corresponding to the character data of the alternative operating medium registered by the character data registration means in the current game.
[0022] According to the game device described in claim 5, when an alternative operating medium is being operated, the image display control means displays on the image display means a character image corresponding to the character data of the normal operating medium corresponding to the alternative operating medium, so that the player can play the game while checking the name, design, ability value, attributes, etc. of the alternative operating medium being operated on the image.
[0023] The invention described in claim 6 is a game device that can be played using a normal card that stores at least either position detection data or angle detection data and character data, and a substitute card that stores at least the position detection data or the angle detection data and also stores identification information that indicates a specific card different from the normal card, the game device comprising: a play field on which the normal card and the substitute card are placed; card data reading means that reads at least the position detection data or the angle detection data and the unique card data; card identification means that identifies whether the card placed on the play field is the normal card or the substitute card; player information storage means that stores player information linked to ownership information of the normal operation medium that is unique to the player; and a device that stores information on the substitute card that is identified by the card identification means as having been used in the current game. character data registration means for registering the character data set in one normal card selected by the player based on ownership information of the normal card linked to the player information read by the player information reading means as character data of the substitute card in the current game; substitute card recognition means for recognizing the substitute card to be used in the current game as a normal card owned by the player corresponding to the character data registered by the character data registration means; character image generation means for generating a character image based on the character data of the normal card read by the card data reading means and the character data of the substitute card registered by the character data registration means in the current game; and image display means for displaying a game image including the character image generated by the character image generation means.
[0024] According to the invention of claim 6, cards that are easy to operate and inexpensive to manufacture can be used as the operating medium in the game device of claim 1. In addition, when storing them for display purposes, they can be easily stored in a card album or the like, and are convenient to carry around.
[0025] In this invention, the term "control medium" includes cards, cards with figures such as dolls or animals attached to them, rectangular or cubic objects, cylindrical or prismatic objects, conical or pyramidal objects, three-dimensional objects such as kamaboko (fish cake) or dome-shaped objects, and even coin-shaped objects that can serve as control means (play items) for progressing through a game. A "card" refers to a thin plate-like object made of paper, resin, glass, wood, or the like. Furthermore, in the case of a thin plate-like object, its outer shape is not limited to a rectangle, but may also be square, circular, oval, star-shaped, or the like. It may also be made of paper or soft plastic and be folded in half, in three, or accordion-like, or formed into a multi-page booklet. At least position detection data, angle detection data, character data that can be read by a data reading means, or unique control medium data that can identify the type of control medium may be stored. Individual designs, photographs, or the like that visually identify the type of control medium may be printed on one or both sides of the control medium (card).
[0026] A "normal operation medium" is one that stores at least one of position detection data or angle detection data that can be read by a data reading means, and character data that can identify the type of the operation medium or unique operation medium data linked to the character data. Individual patterns, photographs, etc. that allow the type of the operation medium to be visually identified are printed on both sides or one side of the operation medium.
[0027] An "alternative operation medium" is an operation medium that stores at least one of position detection data or angle detection data that can be read by a data reading means, and stores identification information that indicates a specific operation medium different from a normal operation medium, and is an operation medium that can be used in a game in place of any normal operation medium owned by a player. Any number of alternative operation media can be used in one game in place of another normal operation medium, but the number that can be used at one time may be limited depending on the specifications of the game.
[0028] The "position detection data," "angle detection data," "character data," and "unique operation medium data" stored on the card refer to information that can be read by a data reading device, for example. Any form that allows various data to be read and calculated by a data reading device is acceptable, such as printing a predetermined code pattern using paint that transmits, reflects, or absorbs invisible light, or calculating the current position coordinates and angle of the operation medium using an imaging device installed above or below the playfield. In particular, when printed in a predetermined code pattern, the character data and unique operation medium data are preferably formed with invisible transparent paint to prevent counterfeiting and alteration of the code pattern of the stored data. The position detection data and angle detection data are also preferably formed with transparent paint so as not to interfere with the design printed on the card.
[0029] A "play field" refers to a surface on which multiple cards used in a game can be placed. For example, the play field may have a transparent board surface. Alternatively, the transparent board surface may have a laminated structure in which a sheet member that transmits invisible light is attached, and a simulated field or the like for a sport such as soccer or baseball is printed on the sheet member. Furthermore, the surface of the sheet member on which the cards are placed may have minute irregularities to prevent the cards from adhering to the play field and allow for smooth operation of the cards.
[0030] The "character data" stored on a normal card may be in any form as long as it can identify the type of control medium. That is, the "offensive power," "defensive power," and other characteristic value data and attribute data of that control medium may all be stored in each control medium, or this characteristic value data and attribute data may be linked to the type of control medium and stored in a database. In the latter case, the game device can learn the characteristic values of each control medium by referencing the database.
[0031] "Unique operation medium data" is unique identification information (unique ID) that is different for each and every operation medium. Each unique operation medium data is linked to character data that identifies the type of operation medium and stored in the database. Therefore, even if the type of operation medium is the same, different unique operation medium data is stored in different operation media, so by reading the unique operation medium data, the linked character data can be referenced. In addition, player information is linked to the unique operation medium data as owner information and stored in the database.
[0032] Similarly, "player information (player ID)" may be any form of data as long as it can identify a player. The player information is usually linked to ownership information of the operating medium and stored in a database, along with attribute data such as the player's nickname, match record, and level. The configuration for acquiring player information may include a player information reading means for reading player information from a player information storage medium (such as a player ID card). Alternatively, player information may be stored in a storage device of the game device or in a storage device of a server device connected to the game device via a network, and the player may be authenticated by inputting a PIN or the like, and the player information corresponding to each player may be read from the storage device. "Ownership information" includes data such as the type and number of control media owned by the player, usage history, and payout information for actual cards, and is stored in a database linked to player information. Note that "ownership" refers to the state in which the control media can be used in the game, and does not necessarily include the state in which the player does not own the actual control media (cards, etc.).
[0033] The above-mentioned player attribute data, ownership information, characteristic value data and attribute data of each owned operating medium, etc. may all be stored in the player information storage medium.
[0034] When identifying a player using a player information storage medium, it is preferable to authenticate the player using a password or the like to prevent the player information storage medium from being stolen or lost and used by someone who finds it. As the "player information reading means," for example, a barcode reader / writer device, an RFID reader / writer device, a semiconductor memory reader / writer device, etc. can be used. [Effects of the Invention]
[0035] According to the invention of claim 1, when a player wants to use an operating medium such as a rare card with high game ability values or effects in a game, the player can play the game using an alternative operating medium while keeping the actual normal operating medium for decoration, so that the player can enjoy the game without damaging the valuable rare card. Also, if a rental machine for alternative operating mediums is installed in the game facility, the player can borrow an alternative operating medium and play the game in the same way as using the normal operating medium, even if he does not always carry a large number of normal operating media with him.
[0036] Furthermore, by configuring the system with a payout operation medium data reading means that reads the character data of a new regular card that is paid out at the end of a game, and an ownership information update means that updates the ownership information linked to the player information based on the read character data, the player's ownership information is automatically updated by the ownership information update means every time a game ends, thereby preventing the infinite proliferation of cards due to the lending and borrowing of rare cards, etc.
[0037] Furthermore, by providing an operation medium payout selection means for selecting whether or not a new normal operation medium is desired to be paid out at the end of a game, a normal operation medium payout means for updating the ownership information by the ownership information update means and then paying out the normal operation medium when the operation medium payout selection means selects whether or not a payout of the normal operation medium is desired, and a normal operation medium recovery means for updating the ownership information by the ownership information update means and then recovering the normal operation medium when the operation medium payout selection means selects not to desire a payout of the normal operation medium, if the operation medium dispensed at the end of a game is an operation medium that the player does not need, the player can choose not to pay out the operation medium at their own will and only update the ownership information, which contributes to resource conservation and does not force the player to store or discard the unnecessary operation medium. Furthermore, if the player does not desire the payout of a new normal operation medium, this information can be stored when the ownership information is updated, so that the actual operation medium can be provided at a later date as needed.
[0038] According to the invention described in claim 4, in addition to the effects of the game device described in claim 1 above, there is no need to read the data of the operation medium dispensed when the operation medium is dispensed after the game ends, and ownership information can be updated in one go when the operation medium is registered before the game starts. [Brief explanation of the drawings]
[0039] [Figure 1] 1 is a perspective view showing the overall configuration of an embodiment of a game device according to the present invention; [Figure 2] FIG. 1 is a perspective view showing a terminal device operated by each player of a game device according to the present invention. [Figure 3] 1 is a block diagram showing the system configuration of an embodiment of a game device according to the present invention. [Figure 4] FIG. 2 is a plan view of the playfield 24. [Figure 5] FIG. 1 is a vertical cross-sectional view of a housing 76 to which a playfield 24 is attached. [Figure 6]1 is an enlarged plan view showing a play field 24 and an operation unit of a terminal device 16a. [Figure 7] 1 is a plan view showing an example of a printing pattern of the playfield 24. FIG. [Figure 8] 2 is an enlarged longitudinal cross-sectional view showing the cross-sectional structure of the playfield 24. FIG. [Figure 9] 10 is a diagram showing an example of a code pattern stored on the back of a player card 20. FIG. [Figure 10] 10 is a diagram showing an image of the back of a player card 20 captured by an image sensor 56. [Figure 11] 10 shows the start positions S1 to S4 of bits in the ID data area 176 and the data area 180. FIG. [Figure 12] FIG. 10 is a diagram showing the arrangement of pattern data 0 to 15. [Figure 13] FIG. 10 is a diagram for explaining a card position coordinate detection method. [Figure 14] FIG. 10 is a diagram for explaining a position angle detection pattern area 174. [Figure 15] 10 is a diagram for explaining a method for detecting each of the protrusions 174a to 174d. FIG. [Figure 16] FIG. 2 is a diagram showing a fiducial marker 200. [Figure 17] 10 is a flowchart showing a processing procedure for recognizing card data stored on the back of a player card 20. [Figure 18] FIG. 10 is a front view showing an example of a code pattern stored on the front and back sides of a substitute card 21. [Figure 19] 1 is a main flowchart showing the procedure for progressing a game on the game device 10. [Figure 20] 10 is a flowchart showing the procedure of a player card registration process. [Figure 21] 10 is a flowchart showing the procedure of a player card registration process in another embodiment. [Figure 22] 10 is a flowchart showing the procedure of a replacement card registration process. [Figure 23]FIG. 1 is a diagram for explaining an example of a method for transferring ownership of a normal card 20 used in the game device 10 to another player 22. DETAILED DESCRIPTION OF THE INVENTION
[0040] An embodiment of the present invention will now be described with reference to the drawings. Fig. 1 is a perspective view showing the overall configuration of an embodiment of a game device according to the present invention. Fig. 2 is a perspective view showing a terminal device operated by each player of the game device according to the present invention. As shown in Figs. 1 and 2, the game device 10 comprises two large panel displays 12, a main control unit 14 that controls the display on the large panel displays 12, and a plurality of terminal devices 16a to 16h (eight in this embodiment) connected to the main control unit 14 so as to be able to communicate with each other.
[0041] The game device 10 of this embodiment is designed to play a soccer game. It can also be applied to sports other than soccer (e.g., team-based sports such as baseball, rugby, American football, and hockey), as well as to competitive games in which players control characters with parameters such as stamina, offensive ability, and defensive ability to compete against each other. The large-panel display 12 displays images such as an overall image of the soccer field, a game summary for all seats, and game results for all seats. A player participating in a game for the first time first purchases a starter set (items) necessary for the game and sits in one of the seats where the terminal devices 16a-16h are installed. This starter set includes an IC card (player information recording medium) 18 used as a recording medium for recording practice results, game results, etc., and eleven player cards (items) 20 on which photographs of each soccer player are printed. The player cards 20 are standard cards in this embodiment. In this embodiment, the following explanation will use cards as an example of the operating medium / operating item, but the operating medium is not limited to cards and can include objects such as cards with figures such as dolls or animals attached to them, rectangular or cubic objects, cylindrical or prism-shaped objects, conical or pyramidal objects, kamaboko-shaped or dome-shaped three-dimensional objects, and coin-shaped objects, as long as they can be used as an operating means (play item) for progressing through the game.
[0042] As will be described later, each player card 20 has a photograph of a different player printed on its front side, and a data pattern (character data) for identifying the individual player printed on its back side. Furthermore, the IC card 18 stores player information that can identify at least the player 22. Therefore, by reading the player information stored on the IC card 18 and referencing a database stored in a storage device of the main control unit 14, it is possible to obtain data necessary for the game and to confirm that the player 22 is eligible to participate in the game. Furthermore, in this embodiment, the game can be played using a substitute card 21, which will be described later.
[0043] Since the terminal devices 16a to 16h each have the same configuration, only the terminal device 16a will be described here. The terminal device 16a is provided with a playfield 24 on which player 22 places player cards 20 and substitute cards 21, a monitor 26 on which images of practice and matches of the soccer team created by the player 22 are displayed, an IC card reader / writer 28 into which an IC card 18 is inserted, and a card issuing unit 30 from which player cards are dispensed after the game ends. Furthermore, on the left side of the playfield 24, strategy instruction buttons 32a to 32c are provided for selecting and instructing strategy menus, and on the right side of the playfield 24, input buttons 34a and 34b are provided for instructing player power and the like. The player 22 can give instructions to players during practice and matches by operating the strategy instruction buttons 32a to 32c. That is, the player 22 can operate the strategy instruction buttons 32a to 32c to give tactical instructions such as a side attack, give instructions to shoot at the goal, and switch the camera of the game scene displayed on the monitor .
[0044] 3 is a block diagram showing the system configuration of the game device according to this embodiment. The main control unit 14 is connected to a large panel control unit 36 for controlling the display of the large panel display 12, each of the terminal devices 16a to 16h, and an external network (not shown) via a hub 40 of a LAN (Local Area Network) 38.
[0045] The large-panel control unit 36 has a CPU 42, memory (RAM) 44, an input / output interface 46, a sound circuit 48, and a graphic display circuit 50. The memory (RAM) 44 stores various image data to be displayed on the large-panel display 12 (e.g., an overall image of the soccer field, images of each player in play, a summary of the current game, or goal scenes from past games), as well as a control program that selects, prioritizes, and sequentially displays the various image data to be displayed on the large-panel display 12. A switch 52 for operating the main control unit 14 and the large-panel display 12 is connected to the input / output interface 46. The sound circuit 48 is connected to a sound amplifier 54 that outputs sound corresponding to the various images displayed on the large-panel display 12. The graphic display circuit 50 displays an image selected by a control signal from the CPU 42 on the large-panel display 12 (e.g., an overall image of the soccer field, images of each player in play, a summary of the current game, or goal scenes from past games).
[0046] Each of the terminal devices 16a to 16h also has a CPU 62, a memory (RAM) 64, an input / output interface 66, a sound circuit 68, and a graphic display circuit 70. The memory (RAM) 64 stores various image data (e.g., various game selection images and play images of each player) and control programs to be displayed on the monitor 26. In addition to the main control unit 14, the input / output interface 66 is connected to an IC card read / write 28, an image sensor 56 for reading card data stored on the back of the player card 20, and a switch 72 for operating the monitor 26. The sound circuit 68 is connected to a sound amplifier 74 that outputs sounds corresponding to the various images displayed on the monitor 26. The graphic display circuit 50 displays an image selected by a control signal from the CPU 62 on the monitor 26.
[0047] Fig. 4 is a plan view of the playfield 24. Fig. 5 is a vertical cross-sectional view of the housing 76 to which the playfield 24 is attached. As shown in Figs. 4 and 5, the playfield 24 is composed of a transparent glass plate 78 attached to the housing 76 so as to cover the top opening 76a, and a thin playfield sheet 80 laminated on the top surface of the glass plate 78.
[0048] The player cards 20 and substitute cards 21 are placed on the upper surface of the playfield sheet 80. Inside the housing 76, there are attached a light source 82 that irradiates the backs of the player cards 20 and substitute cards 21 placed on the playfield 24 with infrared light (invisible light), a first filter 84 that removes visible light from the light emitted from the light source 82, an image sensor 56 that captures an image of the card data pattern stored on the backs of the player cards 20 and substitute cards 21 placed on the playfield 24, a first reflector 86 that reflects upward the light reflected by the backs of the player cards 20 and substitute cards 21, a second reflector 88 that guides the light (invisible light) reflected by the first reflector 86 to the image sensor 56, and a second filter 90 that removes ambient light (visible light) included in the light reflected by the reflectors 86 and 88. The light source 82 is a light-emitting diode (LED) that emits invisible light such as infrared or ultraviolet light that is invisible to the naked eye. Of course, when no visible light is emitted from the light source 82, the first filter 84 can be omitted.
[0049] The first reflector 86 is supported by the lower inclined portion 76b of the housing 76 so as to be inclined at a predetermined inclination angle α with respect to the horizontal playfield 24. The second reflector 88 is attached at an inclination angle corresponding to the attachment angle of the first reflector 86.
[0050] The cabinet 76 has a lower inclined portion 76b, so that when the player 22 is seated, the player 22 can insert his / her feet below the lower inclined portion 76b. This allows the player 22 to reach deep into the playfield 24 when arranging the player cards 20 and substitute cards 21 on the playfield 24, and the player 22 can place the player cards 20 and substitute cards 21 anywhere on the entire surface of the playfield 24.
[0051] From inside the sealed housing 76, infrared rays (invisible light) that filter out visible light are irradiated onto the playfield 24 from the light source 82, so even when looking at the playfield 24 from above, it is not possible to see inside the housing 76.
[0052] Figure 6 is an enlarged plan view of the play field 24 and operation unit of the terminal device 16a. As shown in Figure 6, the play field 24, strategy instruction buttons 32a-32c, and input buttons 34a, 34b operated by the player are provided on the top surface of the cabinet 76. On the top surface of the play field 24, there are formed a participating player card placement area 92 for placing player cards 20 that will be regular players and substitute cards 21, and a sub player card placement area 94 for placing player cards 20 that will be reserve players and substitute cards 21.
[0053] In addition, the player 22 can place 11 player cards 20 from the player cards 20 he or she owns in the participating player card placement area 92, and can place up to five player cards 20 in the sub player card placement area 94 as reserve players.
[0054] In addition, the operation instruction button 32a is operated as a select button to move the cursor upward on the menu image displayed on the monitor 26, the operation instruction button 32b is operated as a decision button, and the operation instruction button 32c is operated as a select button to move the cursor downward on the menu image displayed on the monitor 26.
[0055] In addition, input button 34a is an operation button for changing the parameters of the player cards 20 and substitute cards 21 arranged in the participating player card arrangement area 92 to full strength levels, and input button 34b is an operation button for changing the parameters of the player cards 20 and substitute cards 21 arranged in the participating player card arrangement area 92 to stamina conservation levels.
[0056] Before starting a game, the player 22 inserts the IC card 18 into the IC card reader / writer 28 and causes the terminal device 16 to read the player information stored in the IC card 18. The terminal device 16 receives various data linked to the read player information from the main control unit 14 via the LAN 38 and stores them in the RAM 64.
[0057] 7 is a plan view showing an example of a printing pattern of the playfield 24. As shown in FIG. 7, a white line frame 96 indicating the playing player card placement area 92 and a line frame 98 indicating the sub player card placement area 94 are printed on the back of the playfield sheet 80 of the playfield 24. Furthermore, on the back of the playfield sheet 80, the playing player card placement area 92 is divided into three blocks, and a forward area 100 for placing forward (FD) player cards 20, a midfielder area 102 for placing midfielder (MD) player cards 20, a defender area 104 for placing defender (DF) player cards 20, and a goalkeeper area 105 for placing goalkeeper (GK) player cards 20 are printed in ink of different shades of green, for example.
[0058] Each of these areas 100, 102, 104, and 105 is printed with a pigment ink that transmits infrared light so that the card data (the player's identification data printed on the card) recorded on the back of the player card 20 can be recognized. The sub player card placement area 94 is printed on the back of the playfield sheet 80 with, for example, brown ink, and five yellow-lined frames 106 are printed so that up to five substitute player cards 20 can be placed therein.
[0059] In the game device 10, for example, the position of the player printed on each player card 20 is determined as either forward, midfielder, defender, or goalkeeper, and when the area on which each player card 20 is placed matches the position of the player printed on that player card 20, the player parameters and team parameters are set to normal values.
[0060] However, the player parameters and team parameters are set to low values when the area where each player card 20 is placed does not match the player's position printed on that player card 20. For example, if a forward (FD) player card 20 is placed in the defender area 102, it will have an effect such as weakening the team's offensive power.
[0061] Furthermore, the player 22, who is the manager, can decide which player cards 20 to place in each of the areas 100, 102, and 104. The player 22 can also decide the number of player cards 20 to be placed in each of the areas 100, 102, and 104 and which formation to start the game with: 3-3-4, 3-4-3, or 4-3-3.
[0062] Figure 8 is an enlarged longitudinal cross-sectional view showing the cross-sectional structure of the playfield 24. As shown in Figure 8, the playfield 24 has a laminated structure in which a playfield sheet 80 is placed on the upper surface of a reinforcing glass plate 78. The playfield sheet 80 is made of transparent polycarbonate resin and serves to protect the above-mentioned areas 100, 102, 104 printed on the lower surface, as well as the sub player card placement area 94, white line frame 96, yellow line frame 106, etc. The upper surface of the playfield sheet 80 has fine irregularities (also called "grain") 110 formed thereon.
[0063] With these minute irregularities 110 on the surface, the player cards 20 and substitute cards 21 do not stick together when placed on them, making it easy to take or move them. Furthermore, because the playfield sheet 80 has minute irregularities 110 on its surface, it diffuses light from outside, making it translucent and also serving as a screen to prevent people from looking into the inside of the cabinet 76. Moreover, because the light source 82 emits invisible light inside the cabinet 76, the inside of the cabinet 76 is pitch black even when the playfield 24 is viewed from above, and the player 22 cannot see inside the cabinet 76.
[0064] In addition, pigment ink that transmits infrared rays other than black and white is used for the ink layer 108. This is because the card data is recorded on the back of the player card 20 in a black and white pattern when viewed with invisible light.
[0065] Next, the card data stored on the back of the player card 20 will be described with reference to the drawings. Figure 9 is a diagram showing an example of card data stored on the back of the player card 20.
[0066] In this embodiment, a circular code pattern is used to detect the position and angle of the card data printed on the back of the player card 20. While the position and angle of each card are detected using a circular code pattern in this embodiment, the game device of the present invention can be applied to other card data stored therein, such as strip-shaped barcodes, stacked or matrix-type two-dimensional barcodes, or magnetic codes or electronic tags, as well as to a reading device capable of reading the data. This applies not only to position detection data and angle detection data, but also to character data and unique card data (described later). Furthermore, while the circular code pattern is used to detect the position and angle of the player card 20 on the playfield 24, a configuration may be adopted in which only either the card coordinate position or orientation (angle) is detected.
[0067] In this embodiment, the detection of the card coordinate position, orientation (angle), and ID code obtained by reading the data pattern recorded on the back of the player card 20 is performed in separate steps. First, the position coordinates of the player card 20 are detected across almost the entire playing field 80 (Step 1), then angle detection is performed on the detected position coordinates (Step 2), and finally the detected position coordinates and angle are used to decode the card's ID data (Step 3).
[0068] FIG. 9 is a diagram showing an example of a code pattern in this embodiment. As shown in FIG. 9, a code pattern 170 consisting of multiple patterns with different radii is printed on the back of the player card 20. This code pattern 170 has a card position detection circle 172, a position and angle detection pattern area 174 formed on the outer periphery of the card position detection circle 172, an ID data area 176 formed outside the position and angle detection pattern area 174, an annular white area 178 formed inside the card position detection circle 172, a data area 180 formed inside the annular white area 178, and a center point 182 formed inside the data area 180. The code pattern 170 is recognized by the difference in density between a black portion 170a and a white portion 170b.
[0069] Furthermore, the code pattern 170 is printed using ink that transmits infrared rays, making it impossible for the player to see it directly. This prevents the player 22 or others from tampering with the code pattern 170 to alter it or from counterfeiting a card that resembles the code pattern 170.
[0070] In addition, the code pattern 170 includes a card position detection circle 172, a position angle detection pattern area 174, an ID data area 176, an annular white area 178, and a data area 180, which are formed concentrically around a central point 182, and the ID data area 176, which has a radius larger than the short side of the card 20, is formed in an arc-like curve. That is, in the ID data area 176, a portion of the outermost circular pattern located at a radius larger than the short side of the rectangular card surface is recorded in an arc-like shape, allowing the entire area of the card surface to be used effectively.
[0071] 10 is a diagram showing an image of the back of the player card 20 captured by the image sensor 56. As shown in FIG. 10, when the code pattern 170 is captured by the image sensor 56, the black and white portion is recognized as a "1" and the black and white portion is recognized as a "0." The white portions of the ID data area 176 and the data area 180 are indicated by hatching, but are not blank and display predetermined information in combination with the black portions.
[0072] That is, the system is configured to extract a 1-bit signal by combining the black and white portions, and the arrangement pattern of the black and white portions varies depending on the content of the predetermined information, and this arrangement pattern of the black and white portions functions as a code pattern. In this embodiment, the size of each half bit (one black or white portion) is determined so that it becomes 6 dots on the screen of the image data captured by the image sensor 56.
[0073] The game device 10 does not know where the player card 20 will be placed on the playfield sheet 80, and it is not known in which direction of rotation the player card 20 will be tilted, since the orientation of the player card 20 is not uniform. Therefore, it is necessary to determine the detection position and position angle before detecting the code pattern 170 printed on the back of the player card 20.
[0074] Therefore, in this embodiment, the code position (center position) of the code pattern 170 of the player card 20 is detected by the difference in brightness between the inside and outside of the card position detection circle 172. For this reason, white areas 171, 173 are formed in annular shapes on the inside and outside of the card position detection circle 172, thereby clarifying the difference in brightness between the inner and outer peripheries of the card position detection circle 172. Because the card position detection circle 172 is a circle, it is possible to detect the position regardless of the orientation (position angle) of the card 20.
[0075] Furthermore, the position angle of the code pattern 170 (the orientation of the card 20) is detected by detecting and determining the circumferential spacing of the protrusions 174a to 174d of the position angle detection pattern area 174 that protrude radially outward from the outer periphery of the card position detection circle 172. Therefore, the circumferential spacing of the protrusions 174a to 174d is not equal, but is made different, and the position angle of the card 20 is determined by detecting this spacing.
[0076] The value of each bit is determined by the difference in brightness between two adjacent half-bit areas. When calculating the brightness of each area, the brightness at the center of each area is extracted without using the areas at the very edge of the boundary, in order to reduce the effects of out-of-focus and errors in position and angle detection.
[0077] As shown in FIG. 11, the start positions S1 to S4 of the bits in the ID data area 176 and the data area 180 are different for each player card 20.
[0078] 12, 16-bit information consisting of pattern data 0 to 15 is obtained in ID data area 176 and data area 180. Each pattern data 0 to 15 is made up of the black and white parts, and the area of each of the black and white parts is set large to make it easy to distinguish from the image data captured by image sensor 56, thereby preventing erroneous recognition of the data.
[0079] Here, we will explain the card position coordinate detection process executed by the CPU 62 of the terminal device 16. First, when a player card 20 is placed on the playfield sheet 80, the position coordinates of the player card 20 are detected. Here, by detecting the card position detection circle 172 consisting of a circular code pattern to detect the position coordinates, the position coordinates can be detected quickly without being affected by the position angle of the card 20.
[0080] Therefore, in the card position coordinate detection process, the position of the card 20 is detected by measuring the brightness difference between the black part of the card position detection circle 172 and the white areas formed inside and outside it from the code pattern 170 shown in Figures 10 to 12 using pattern matching.
[0081] As shown in Figures 13(A) to (D), the card position coordinate detection method recognizes the position of the card 20 by detecting the position of the card position detection circle 172 from the image data captured by the image sensor 56, since the position of the card position detection circle 172 is the position of the card 20.
[0082] As shown in Figure 13(A), the inside of the card position detection circle 172 is divided into 12 regions R1 to R12 for evaluation. Two pairs of points, represented by a white dot 182 and a black dot 184, are placed in each of the 12 divided regions R1 to R12. Of these two pairs of points, the white dot 182 is positive and the black dot 184 is negative, and the brightness of each is added together to obtain the evaluation value for each region R1 to R12.
[0083] 13(B) shows the arrangement pattern of white dots 182 and black dots 184, with the inner periphery of the card position detection circle 172 as the boundary. Based on this arrangement pattern of white dots 182 and black dots 184, the inner periphery contour data of the inner periphery of the card position detection circle 172 is evaluated using the card position detection circle 172 and its inner area 186. This allows the rough coordinate position of the position where the player card 20 is placed to be recognized.
[0084] The hatched area representing the card position detection circle 172 is assigned an evaluation value of 0. Furthermore, coordinates where all evaluation values of the 12 divided areas as described above exceed the set threshold A, and 10 of those (this can be changed by setting) exceed threshold B, are stored as candidates for card coordinates. At this time, the sum of the evaluation values of all areas is stored as the evaluation value N of that coordinate.
[0085] Next, the card coordinates stored as candidate card coordinates are evaluated using a 12-division pattern 188 shown in Figure 13(C). This 12-division pattern 188 is evaluated using the outer periphery of the card position detection circle 172 and its outer area. Figure 13(D) shows an arrangement pattern of white dots 190 and black dots 192 with the outer periphery of the card position detection circle 172 as the boundary. Based on this arrangement pattern of the white dots 190 and black dots 192, the outer periphery of the card position detection circle 172 is evaluated using the card position detection circle 172 and the white area of the position angle detection pattern area 174 formed outside of it. In this way, the exact coordinate position of the position where the player card 20 is placed is recognized.
[0086] As described above, four pairs of points, represented by white dots 190 and black dots 192, are placed in each of the 12 divided regions R1 to R12. At these points, the brightness of the white dots 190 is positive and the black dots 192 is negative, and the sum is used as the evaluation value for each region R1 to R12. Hatched areas are set to 0. Then, coordinates where all evaluation values for each of these regions R1 to R12 exceed the set threshold C, and nine of these (which can be changed by setting) exceed threshold D, are stored as candidate card coordinates. At this time, the sum of the evaluation values for all regions R1 to R12 is stored as the evaluation value M of that coordinate. The sum of evaluation value N and evaluation value M is used as the evaluation value Σ of that coordinate.
[0087] When all coordinates have been evaluated or the number of candidate coordinates exceeds the set number, the coordinates with the smallest evaluation values are deleted from the multiple candidate coordinates that are within the set thinning distance, and the remaining coordinates with the large evaluation values are used as the coordinate positions of the player card 20.
[0088] Next, the card angle detection process performed after the card position is detected will be described with reference to FIGS. 14 and FIGS. 15(A) to (C). As shown in FIG. 14, in the card angle detection process, angle detection is performed on the coordinates where the card position is detected. As this angle detection method, the circumferential direction intervals of the protrusions 174a to 174d of the position angle detection pattern region 174 (shown by hatching in FIG. 14) that radially protrude from the outer periphery of the card position detection circle 172 are detected and discriminated. In this way, since the coordinates for performing the angle detection process are narrowed down by the position detection, the processing time is shorter than that for all coordinates.
[0089] The position angle (orientation) of the player card 20 placed on the playfield sheet 80 is set such that the circumferential direction intervals L1 to L4 of the protrusions 174a to 174d that protrude from the outer periphery of the position angle detection pattern region 174 are set to predetermined intervals, and the intervals L1 to L4 are arranged at different intervals such that L1 < L2 < L3 < L4. Therefore, by scanning the detection positions of the protrusions 174a to 174d, the position angle of the player card 20 can be known from the time intervals of the detection pulses.
[0090] In the present embodiment, angle detection is performed by pattern matching by comparing the detection pulse patterns of the protrusions 174a to 174d with the patterns stored in advance. For example, assuming that the width (dimension in the circumferential direction) of each of the protrusions 174a to 174d for angle detection is 1, they are arranged such that the ratio of the intervals L1:L2:L3:L4 of the protrusions 174a to 174d is 3:4:5:8. In this way, by changing the ratio of the intervals L1 to L4, false recognition of the angle detection is prevented.
[0091] <0000315(A) to 15(C), in the method for detecting each of the protrusions 174a to 174d, edges (side edges) are detected from the density difference (brightness difference) between the white color of the position angle detection pattern region 174 and the black color of each of the protrusions 174a to 174d, and the intervals on the time axis of these detection signals are the intervals L1 to L4. Furthermore, when the edge of each of the protrusions 174a to 174d is detected, the detection signal for the edge where the color changes from white to black rises to the positive side, and the detection signal for the edge where the color changes from black to white falls to the negative side. Therefore, the interval L between the negative detection signal and the next detected positive detection signal matches one of the intervals L1 to L4 of each of the protrusions 174a to 174d.
[0093] In this embodiment, brightness data Y[n] (at angle n) is extracted from the position angle detection pattern area 174 at angles from 0° to 359° in 1° increments, and the edge value is extracted by Edge[n] = V[n-1] - V[n+1]. Note that, on the playfield seat 80, the reference angle is 0°, i.e., the upward direction in front of the player.
[0094] Then, the total value obtained by multiplying the filter signal (pre-registered) shown in FIG. 15(A) by the detection signals of the circumferential edges of each of the protrusions 174a to 174d shown in FIG. 15(B) is calculated by shifting the angle by 1°. When the filter signal and the edge detection signal match at any angle, the total value becomes maximum. Therefore, the point where the total value shown in FIG. 15(C) becomes maximum is determined as the angle (orientation) α of the card 20. Therefore, the player card 20 placed on the playfield sheet 80 is determined to be oriented at an angle α rotated clockwise from the reference angle (0°).
[0095] If the lighting on the player card 20 is not uniform, the detection level for the spacing between the white portions may be smaller than the spacing between the black portions, making it difficult to distinguish from noise. In contrast, in this embodiment, by evaluating the detection values for the circumferential edges of each of the protrusions 174a-174d as described above, even if the lighting on the player card 20 is not uniform, each of the protrusions 174a-174d can be accurately detected by performing relative processing assuming that the lighting is almost uniform within a very narrow range, thereby making it possible to more accurately detect the position angle.
[0096] Here, the ID decoding process for reading the ID data area 176 and the data area 180 will be described.
[0097] If the position coordinates and position angle of the player card 20 are known as described above, the bit positions formed in the ID data area 176 and the data area 180 are uniquely determined, so that the discrimination process can be performed accurately without erroneous recognition. Also, in this embodiment, it is only necessary to perform decoding process on the position coordinates of the detected player card 20, so that the card information can be read in a short time.
[0098] 9 to 12, the code patterns formed in the ID data area 176 and the data area 180 have each code (black portion 170a and white portion 170b) consisting of approximately 6 dots x 6 dots, with half bits (black portion 170a or white portion 170b) and the entire half-bit area being either white or black. In adjacent code pattern areas, one bit is always formed by a combination of black portion 170a and white portion 170b. This makes it possible to determine each bit of the code pattern based on the relative brightness difference, even when the absolute brightness value cannot be determined due to uneven lighting, etc.
[0099] 12, 4-bit code patterns 0 to 3 are arranged in the data area 180 located inside the card position detection circle 172, and the positions of these patterns are calculated from the card position coordinates and position angle detected as described above to obtain an evaluation value for each half-bit area. The evaluation value in this case is the sum of the multiple dots in the data area 180 displayed at the card position in the image captured by the image sensor 56.
[0100] In this way, by using the sum of multiple dots as the evaluation value, the influence of missing dots or noise can be reduced. Note that if it is possible to accurately evaluate one dot, the value of one dot can also be used as the evaluation value.
[0101] At this time, the boundary portions of the data area 180 are not used because they may be hindered in calculating an accurate evaluation value due to errors in detecting position coordinates and angles, or out-of-focus during photography.
[0102] Similarly, 12-bit code patterns 4 to 15 are arranged in the ID data area 176 located outside the card position detection circle 172, and the evaluation values of the code patterns 4 to 15 are also calculated to determine each bit of the card data stored in the player card 20. At this time, if the difference in the evaluation value between the white part and the black part of each bit exceeds the threshold E for a set number or more, the code is registered as a valid code, and if the difference in the evaluation value between the white part and the black part of each bit does not exceed the threshold E for a set number or more, the code is deleted as an invalid code.
[0103] In addition, a parity (error detection code) bit is set, and any code that has a parity error is deleted as an invalid code. Then, the bit sequence that is recognized as a correct value is decoded according to an ID decode table (not shown) to obtain the ID data of the player card 20. In this embodiment, the most significant two bits of the 16 bits are parity bits, and the parity is calculated, and if an error occurs, the code is deleted as an invalid code.
[0104] In this embodiment, the character data of the player card 20 corresponds to the type of the player card 20. Generally, the number of types of cards used in this type of card game is at most several thousand, so using the upper two bits of the 16 bits as parity bits as described above is sufficient to accommodate this.
[0105] On the other hand, when attaching unique card data to all cards, since the total number of cards issued for some popular card games exceeds several hundred million, it is possible to address this issue by using, for example, a 13-digit barcode as the unique card data (unique ID).
[0106] Next, we will explain how to correct the aspect ratio of an image captured by the image sensor 56. Depending on the model of image sensor 56, the pixel width:aspect ratio may not be 1:1. In that case, simply rotating the image will distort the image, making it difficult to handle, so aspect ratio correction processing is performed. For example, if the pixel width:aspect ratio is 1.29:1, the pixel is multiplied vertically by 1.29 to form a square pixel.
[0107] Next, the lens distortion correction process for the image sensor 56 will be described. When there is lens distortion in the image sensor 56, it is necessary to correct it as follows to remove the lens distortion. In this case, for example, the focal length of the image sensor 56 is set to 4.8 mm. Then, the image of the image sensor 56 is manually adjusted so that 500 mm at 100% magnification has 440 dots (0.88 dots / mm). Furthermore, in this embodiment, it is also possible to automatically adjust the magnification by determining it from the reference marker 200 captured by the image sensor 56.
[0108] 16(A) are provided at the four corners of the playfield sheet 80. Then, a marker position detection process for setting the reference coordinates is performed from the image of the playfield sheet 80 captured by the image sensor 56. Then, the coordinates of the reference markers 200 provided at the four corners of the playfield sheet 80 are recognized.
[0109] A Sobel filter is used as a method for recognizing the reference marker 200. As shown in Fig. 16(B), the Sobel filter detects the marker pattern 202 from the density difference of the outline of the reference marker 200, and recognizes the outline of the reference marker 200. By extracting the outline of the reference marker 200 in this way, the offset component can be removed.
[0110] In the contour extraction process for the reference marker 200, a Sobel filter is used to extract the contour of the reference marker 200. The position where the total value obtained by multiplying the contour values of the reference marker 200 is the largest becomes the coordinate of the reference marker 200. Then, pattern matching is performed with the position of this reference marker 200 to correct the position coordinates of the playfield sheet 80.
[0111] 17 is a flowchart showing the processing steps for recognizing the card data stored on the back side of the player card 20. As shown in FIG. 17, when a coin is inserted, the CPU 62 of the terminal device 16a executes an aspect ratio correction process in step S111. Since the pixel width:aspect ratio may not be 1:1 depending on the model of the image sensor 56 described above, this aspect ratio correction process corrects the pixel aspect ratio to 1:1 so that the pixels become square.
[0112] Next, in step S112, a spherical correction filter process is performed to correct distortion of the lens of the image sensor 56. This spherical correction filter process is a process for removing image distortion caused by distortion of the lens system of the image sensor, thereby obtaining an image without distortion.
[0113] Next, in step S113, a reference coordinate marker position detection process is performed. In this reference coordinate marker position detection process, the outlines of the reference markers 200 provided at the four corners of the playfield sheet 80 are extracted and recognized (step S113a), as described above.
[0114] In the next step S113b, a pattern matching process is performed with the detected positions of the reference markers 200 provided at the four corners of the playfield sheet 80. That is, the detected positions of the reference markers 200 are compared with reference marker pattern data stored in advance in a database to determine the amount of deviation, and the deviation of the image captured by the image sensor 56 is corrected according to this amount of deviation.
[0115] In the next step S114, as shown in Figures 13(A) to (D) above, card position detection processing is performed for all coordinates on the playfield sheet 80. In step S114a, pattern matching processing is performed. That is, a score is assigned by comparing with pattern data for each rotation position registered in advance, and the entire image is searched by shifting by one dot, and coordinates and angles with values above a certain level are stored. In the next step S114b, since only values above a certain level have been distinguished, unnecessary coordinates are included, and therefore a thinning process is performed to remove unnecessary pixels.
[0116] In the next step S115, card angle detection processing is executed. As shown in Fig. 14 and Fig. 15(A) to (C) described above, this card angle detection processing detects edges from the density difference between the white of the position angle detection pattern area 174 and the black of each of the protrusions 174a to 174d, and determines the card position angle by pattern matching the intervals of these detection signals on the time axis (step S115a).
[0117] In the next step S116, a brightness image is extracted from the card position coordinates and angle described above, and as shown in Figures 11 and 12, the brightness difference between the left and right is read out as black and white = 0, black and white = 1, for example. Then, the ID code of the code pattern 0 to 15 stored on the back of the player card 20 in the ID data area 176 and data area 180 is detected.
[0118] Figure 18 is a plan view showing a substitute card 21 in this embodiment, where Figure 18(a) shows an example of the front side of the substitute card 21, and Figure 18(b) shows an example of card data stored on the back side of the substitute card 21.
[0119] As shown in FIG. 18(a), on the front side of the substitute card 21, the word "Alternate Card" is printed in card name fields 211 at the top and bottom of the long sides of the rectangle. Also, a unique ID 212 for identifying the substitute card 21 is displayed in the center of the front side of the substitute card 21. In the soccer game of this embodiment, 11 regular players and a maximum of five reserve players can be used in one game, so a maximum of 16 substitute cards 21 can be used. Therefore, a unique ID 212 for identifying each of the maximum 16 substitute cards 21 is attached.
[0120] As shown in FIG. 18(b), a code pattern 220 using a portion of the code pattern 170 stored on the back of the player card 20 is printed on the back of the substitute card 21. This code pattern 220 has a card position detection circle 222, a position / angle detection pattern area 224 formed on the outer periphery of the card position detection circle 222, an annular white area 228 formed inside the position / angle detection pattern area 224, and an ID data area 230 formed inside the annular white area 228. The code pattern 220 is not stored in the ID data area 226 outside the position / angle detection pattern area 224 and in the area 232 inside the ID data area 230 formed inside the annular white area 228 (the area where the center point 182 of the player card 20 shown in FIG. 9 is printed), in the code pattern 170 printed on the back of the player card 20. Like the code pattern 170 shown in FIG. 9, this code pattern 220 is recognized by the difference in density between the black portion 220a and the white portion 220b.
[0121] This substitute card 21 is identified as a substitute card 21 by detecting that the center point 182 shown in Fig. 9 is not printed in the inner area 232 of the ID data area 230. Note that in this embodiment, an example has been shown in which the presence or absence of the center point 182 shown in Fig. 9 identifies whether the card is a player card 20 or a substitute card 21, but since one bit of information is sufficient for this identification process, one bit of identification information may be stored in a position other than the center area 232 of the substitute card 21 (for example, any position in the area 226 outside the position angle detection pattern area 224).
[0122] Furthermore, in this embodiment, ID data unique to each substitute card 21 is stored in the ID data area 230 formed inside the annular white area 228. As explained in Fig. 12, 4-bit identification information can be stored in the ID data area 230 inside the annular white area 228, making it possible to individually identify up to 16 substitute cards 21. If it is necessary to identify even more substitute cards 21 depending on the type of game, 16-bit identification information can be stored by also using the area 226 outside the position / angle detection pattern area 224 described above.
[0123] The process of detecting the position and angle of a substitute card 21 placed on the playfield 24 is the same as the process in steps S114 and S115 in Fig. 17. In the case of a substitute card 21, in step S116 in Fig. 17, the substitute card 21 is identified as a substitute card 21 and its ID data is decoded.
[0124] Next, a description will be given of how to play and the control process of the game device 10 configured as described above. Fig. 19 is a flowchart showing the basic game process performed by the main control unit 14 of the game device 10 and the terminal device 16 in this embodiment.
[0125] In step S201, the CPU of the main control unit 14 performs a process to permit each of the terminal devices 16a to 16h to start a new game. That is, if the previous game is still in progress, permission to play a new game is not granted. Once the termination process for the previous game is complete, a game execution permission process is performed, and each of the terminal devices 16a to 16h is controlled to a state in which a new game can be played. At this time, new coin insertions and credit investments become valid, and preparations for game execution are made.
[0126] Next, in step S202, the game device 10 reads the player information stored in the IC card 18 inserted into the IC card reader / writer 28, which is the player information reading means in this embodiment, and performs a process of displaying a display screen on the monitor 26 of the terminal device 16 that prompts the player 22 to enter a password, thereby performing an authentication process for the player 22.
[0127] Next, in step S203, a process is performed to determine whether the player 22 who was authenticated in step S202 is playing the game for the first time. If it is determined that the player is playing the game for the first time, the process proceeds to step S204, and if it is determined that the player is playing the game for the second time or later, the process proceeds to step S205.
[0128] In step S204, the main control unit 14 performs a process of storing the character data of the player card 20 included in the starter set in association with the player information of the player 22 playing the game for the first time in the database of the main control unit 14. At this time, initial values are stored in the storage areas for the battle record data, level data, and ranking data that are stored in association with the player information.
[0129] In step S205, the CPU of the main control unit 14 performs a matching process between players 22 who have entered at each of the terminal devices 16a to 16b, or between players 22 and virtual teams stored in the game device 10. The CPU of the main control unit 14 performs the matching process so that players 22 with similar level data or ranking data are matched against each other based on the player information of each player 22, and if there are no opponents of the same level, it performs the matching process by selecting a virtual team of the same level from the above-mentioned virtual teams. Note that the matching process may be configured to proceed in the order in which the players 22 entered. When the matching process is completed, a match pairing table and the like for the determined match are displayed on the large panel display 12.
[0130] Next, in step S206, a process is performed to register the player card 20 or substitute card 21 that the player 22 has set on the playfield 24 as a player to be used this time. The player 22 selects 11 regular player cards and five reserve player cards 20 from the player cards 20 he owns. The player 22 then arranges the 11 player cards 20 selected as regular players in the forward area 100, midfielder area 102, defender area 104, and goalkeeper area 105 (see FIG. 7 ) of the playing player card arrangement area 92 formed on the playfield 24, and arranges the five player cards 20 selected as reserve players in the sub player card arrangement area 94. Up to five reserve player cards 20 can be placed in the sub player card arrangement area 94, but if the player 22 only has enough for regular players, the game can be played without placing any of the player cards 20 in the sub player card arrangement area 94. This player card registration process will be described in detail later with reference to the flowcharts of FIGS.
[0131] Once the player card registration process in step S206 is completed, a match progress process is performed in step S207. In the match progress process, the player 22 competes against another player's team or a computer-controlled virtual team. When the match starts, the player 22 considers tactics as a manager while watching the progress of the match displayed on the monitor 26, and progresses the game by moving each player card 20 placed on the playfield 24 and substituting players. The match automatically ends after a preset time has elapsed. Note that the match progress process is a well-known technique, so a detailed description will be omitted.
[0132] During the process of progressing the match, the CPU 62 of the terminal device 16 performs a process of generating a character image based on the character data of the player card 20 or substitute card 21 registered in step S206. The CPU 62 displays the generated character image on the screen of the monitor 26 at a position corresponding to the position detected based on the position detection circles 172, 222, together with a background image of the game, etc. The CPU 62 is the character image generating means in this embodiment, and the monitor 26 is the image display means in this embodiment.
[0133] In this embodiment, the player 22 can control the character corresponding to the card 20, 21 by swiping the card 20, 21 on the playfield 24. At this time, if the card operated by the player 22 is a normal card 20, the CPU 62 performs processing to display only the movement of the character image on the monitor 26. On the other hand, when the player 22 operates a substitute card 21, the CPU 62 displays the movement of the character image corresponding to the substitute card on the monitor 26, and also performs processing to display information printed on the normal card 20, such as the character's name, ability value, attributes, etc., in a predetermined area on the screen of the monitor 26. The CPU 62 is image display control means in this embodiment.
[0134] Furthermore, while the match is in progress, a digest of each match is displayed on the large display panel 12. By appropriately displaying digests of the match on the large panel display 12 in this way, customers waiting in line other than the player 22 can be prevented from getting bored, and the excitement of the game can be appealed to customers who have already participated in the game, thereby increasing the customer attraction effect.
[0135] When a predetermined time has elapsed since the start of the match and the match progress processing has ended, the process proceeds to step S208, where the match results are displayed. The match results are displayed on the monitors 26 of the terminal devices 16 operated by each player 22, and the results of all matches are displayed on the large panel display 12.
[0136] When the progress processing for one game is completed, in step S209, a payout card data reading means installed near the card issuing unit 20 reads the character data of the player card 20 that is to be newly paid out, and then the CPU of the main control unit 14, which is the ownership information updating means for the player card 20 in this embodiment, adds the ownership information of the player card 20 corresponding to the read character data to the ownership information linked to the player information, and performs a process of updating and storing the ownership information stored in the database (step S210), and proceeds to the next step S211.
[0137] In step S211, the CPU 62 performs processing to notify the monitor 26 of the terminal device 16 of the character data of the new player card 20 and display a selection screen for the player 22 to select whether or not they wish to receive this player card 20. The player 22 operates the strategy instruction buttons 32a to 32c to select and decide whether or not they wish to receive a new player card 20. The processing of step S211 is a card payout selection means in this embodiment. When the player 22 selects that they wish to receive a new player card 20, the player card payout means is operated to perform processing to pay out the player card 20 from the card issuance unit 30 (step S212), and when they select that they do not wish to receive a new player card 20, the player card collection means is operated to perform processing to collect the player card 20 in a collection box (not shown) inside the terminal device 16, and the basic game processing for one game ends.
[0138] When adding ownership information of a new player card 20 to ownership information linked to player information, a process may be performed to store not only ownership information but also acquired card count information, i.e., the total number of cards acquired to date. Various parameters of the corresponding player card 20 may be modified according to the acquired card count information. For example, by configuring the basic parameters of the character of the corresponding player card 20 to increase as the acquired card count data value increases, even a player card 20 known as a normal card (common card), which generally has a high acquisition rate and low rarity value, can be configured to have parameter values equivalent to those of a rare card by repeatedly acquiring similar normal cards due to their high acquisition rate. This allows a player to feel a certain level of satisfaction even when a player card 20 that has already been acquired is paid out.
[0139] Next, with reference to Figures 20 to 22, the player card registration process in step S206 in Figure 19 will be described. Once the matching process in step S205 in Figure 19 is completed and the opponents have been determined, the player 22 selects player cards 20 or substitute cards 21 to be used in the current game, and sets 11 regular player cards 20 and up to five reserve player cards 20 in predetermined positions on the playfield 24. Here, a player 22 who does not own a player card 20 can use up to 16 substitute cards 21 in place of the player cards 20 they own. After setting the player cards 20 or substitute cards 21, pressing the enter button 32b activates the card data reading means of the terminal device 16, and performs a process of reading the code pattern 170 of the player card 20.
[0140] FIG. 20 is a flowchart showing the steps of the player card registration process when character data corresponding to the type of card is stored in the player card 20.
[0141] In step S301, the CPU 62 of the terminal device 16 performs processing to determine whether or not a predetermined number of player cards 20 or substitute cards 21 have been set on the play field 24. If it is determined that the predetermined number of player cards 20 or substitute cards 21 have not been set (NO determination in step S301), an error message is displayed on the monitor 26 (step S302) and the process returns to step S301, whereas if it is determined that the predetermined number of player cards 20 or substitute cards 21 have been set, the process proceeds to step S303.
[0142] In step S303, a process is performed to extract one card from among the player cards 20 or substitute cards 21 set on the play field 24 that has not undergone card registration processing in step S306, which will be described later, and the process proceeds to step S304.
[0143] In step S304, the CPU 62 reads the code patterns 170, 220 of the card extracted by the card data reading means, and performs processing to identify whether the extracted card is a normal player card 20 or a substitute card 21 based on the read code patterns 170, 220. In this embodiment, the CPU 62 identifies whether or not a center point 182 shown in FIG. 9 is present in the center of the read code patterns 170, 220. If the CPU 62 identifies that the center point 182 is present, the card is determined to be a player card 20, and the process proceeds to step S305. If the CPU 62 identifies that the center point 182 is not present, the card is determined to be a substitute card 21, and the process proceeds to step S308. The CPU 62 is the card identification means in this embodiment.
[0144] When it is determined in step S304 that the extracted card is a player card 20, the CPU 62 refers to the database of the main control unit 14, confirms the ownership information of the extracted player card 20, and performs processing to determine whether or not the extracted player card 20 is a card that has already been acquired by the player 22. When it is determined that the extracted player card 20 is a player card 20 that has not already been acquired by the player 22 (NO determination in step S304), an error is displayed on the monitor 26 (step S307) and the process returns to step S301, and when it is determined that the extracted player card 20 is a player card 20 that has already been acquired by the player 22, the process proceeds to step S306.
[0145] When it is determined in step S305 that the extracted player card 20 is a player card 20 that the player 22 has already acquired, in step S306 the CPU 62 performs a process of registering the character data of the player card 20 in the memory RAM 64 of the terminal device 16 as the player card 20 to be used in the current game. The CPU 62 refers to the database of the main control unit 14 and performs a process of storing the characteristic value data and attribute data set in the player card 20, which are linked to the character data of the registered player card 20, in the memory RAM 64, so that they can be used as data during the game progression process.
[0146] The characteristic value data set on the player card 20 includes, for example, mental aspects such as "leadership," "judgment," and "mental strength," skill aspects such as "passing," "dribbling," "heading," and "tackling," physical aspects such as "kicking power," "running ability," and "stamina," as well as other characteristic values. The attribute data set includes data such as "player name," "age," "place of origin," "experience level," "favorite position," and "favorite tactic." The characteristic value data and attribute data are configured to be updated as the player is used in the game.
[0147] If it is determined in step S304 above that the extracted card is a substitute card 21, the CPU 62 performs a substitute card registration process in step S308 to make the substitute card 21 usable in the current game. In this substitute card registration process, a process is performed to register the substitute card 21 in the memory RAM 64 of the terminal device 16 so that the substitute card 21 can be used in the current game in place of a player card 20 owned by the player 22. The procedure for the substitute card registration process will be described in detail separately with reference to the flowchart of FIG. 22.
[0148] In step S309, the CPU 62 determines whether the registration process for all player cards 20 and substitute cards set on the playfield 24 has been completed. If there are any unregistered cards, the CPU 62 repeats the processes of steps S303 to S308. If it is determined that all cards have been registered, the CPU 62 terminates the player card registration process and proceeds to step S207 in FIG. 19.
[0149] 21 is a flowchart showing the steps of the player card registration process when unique card data unique to the card is stored in the player card 20. Here, the processes in steps S301 to S304 and steps S306 to S309 are the same as those shown in FIG.
[0150] The procedure for proceeding to step S306 when the determination in step S305 is YES is the same as that in FIG.
[0151] In the determination process of step S305 described above, when it is determined that the unique card data is not registered in the ownership information of the player 22 (YES / NO in the determination process of step S305), the process proceeds to step S3051.
[0152] In step S3051, the CPU 62 refers to the owner information of the unique card data stored in the database of the main control unit 14 and performs processing to determine whether or not the unique card data not registered in the ownership information of the player 22 is registered as a card owned by another player. In this determination processing, if the owner information of another player is registered, processing is performed to display an error message on the monitor 26 indicating that use of the player card 20 is rejected (step S307), and the process returns to step S301. On the other hand, if the unique card data not registered in the ownership information of the player 22 is not registered as a card owned by any other player, processing is performed to determine that the player 22 is the legitimate owner of the unregistered player card 20 and newly register the unregistered player card 20 in the ownership information of the player, updating the ownership information (step S3052), and proceeding to step S306.
[0153] In this embodiment, the ownership information of the player 22 is updated by using an unregistered player card 20 that the player 22 has legitimate ownership of in the game, so the processes of steps S209 and S210 in Fig. 19 may be omitted. In this case, the terminal device 16 does not need to have a data reading means for the payout card, so the cost of the terminal device 16 can be reduced.
[0154] Fig. 22 is a flowchart showing the procedure for the substitute card registration process in step S308 shown in Fig. 20. When it is determined in the determination process in step S304 of Fig. 20 that the extracted card is the substitute card 21, the card data reading means of the terminal device 16 reads the 4-bit identification information stored in the ID data area 230 inside the annular white area 228 of the code pattern 220 stored on the back of the substitute card 21 (step S401), and performs a process to determine whether the read substitute card ID has already been registered (step S402). If the read substitute card ID has already been registered as the ID of the substitute card 21 to be used this time, an error message is displayed on the monitor 26 (step S403) and the process returns to step S401; if it is determined that the substitute card ID is not registered, the process proceeds to step S404.
[0155] In step S404, the CPU 62 performs processing to display a selection screen for the player cards 20 on the monitor 26 of the terminal device 16. The player 22 operates the strategy instruction buttons 32a to 32c to select and confirm one player card 20 from among the player cards 20 displayed on the selection screen displayed on the monitor 26.
[0156] In step S405, the CPU 62 refers to the ownership information of the player card 20 linked to the player information of the player 22, and performs processing to determine whether or not the player card 20 selected by the player 22 in step S404 is a player card 20 owned by the player 22. If it is determined by this determination processing that a player card 20 not owned by the player 22 has been selected, an error message is displayed on the monitor 26 (step S406) and the process returns to step S301, and if it is determined that a player card 20 owned by the player 22 has been selected, the process proceeds to step S407.
[0157] In addition, in the above-mentioned step S404, if a player card list is generated by extracting only the player cards 20 that the player 22 can select (have ownership of) from the ownership information of the player 22 and is displayed on the selection screen of the monitor 26, the processing of the above-mentioned steps S405 and S406 is not necessary.
[0158] In step S407, the CPU 62 performs processing to associate the substitute card ID read in step S401 with the characteristic value data and attribute data linked to the character data of the player card 20 selected in step S404, and then proceeds to step S408.
[0159] Next, in step S408, the CPU 62 performs a process of registering the character data of the substitute card 21 in the memory RAM 64 of the terminal device 16 as the player card 20 selected in step S404 above and to be used in the current game. The CPU 62 performs a process of storing the characteristic value data and attribute data associated in step S407 above in the memory RAM 64, and ends the substitute card registration process by making them available as data during the game progression process. The CPU 62 serves as character data registration means and substitute card recognition means in this embodiment.
[0160] In this embodiment, the substitute cards 21 may be sold in sets of a predetermined number of cards with different identification information, or may be purchased by the player 22 in the number he or she needs. Alternatively, substitute cards may be lent to the player 22 for a fee or free of charge by installing a substitute card lending device (not shown) in the terminal device 16. In this case, for example, the IC card 18 of the player 22 cannot be ejected from the IC card reader / writer 28 unless the lent substitute card 21 is returned, thereby preventing the substitute card 21 from being taken away.
[0161] Furthermore, a configuration may be adopted in which a player 22 who does not own any player cards 20 can use the player cards 20 included in the starter set in a game in which a substitute card 21 is loaned to him / her. By configuring in this way, the player 22 can play the game without purchasing a starter set by collecting new player cards 20 that are paid out at the end of the game, thereby reducing the initial investment of the player 22.
[0162] Next, an example of a method for transferring ownership of a normal card 20 used in the above-described game device 10 to another player 22 will be described with reference to Fig. 23. Fig. 23 is a diagram for explaining a method for transferring ownership of a normal card 20 using a terminal device 16 in an amusement facility.
[0163] The following describes a method for transferring ownership of a normal card 20 owned by player A to player B. First, player A displays a menu screen on the monitor 26 of the terminal device 16, selects the normal card transfer menu, and transmits player information (player ID, password) to the main control unit 14 (step SA01).
[0164] The CPU of the main control unit 14 performs authentication processing for Player A based on the received player information, obtains transfer application screen data, and transmits it to the terminal device 16 (step SM01).
[0165] While referring to the transfer request screen displayed on the monitor 26, Player A places the normal card 20 to be transferred at the specified position on the play field 24 and presses the decision button 32b. The CPU 62 of the terminal device 16 operates the card data reading means to read the code pattern 170 and performs processing to transmit a card information signal to the main control unit 14 (step SA02).
[0166] The CPU of the main control unit 14 refers to the ownership information of player A from the player information, and performs a process of determining whether the normal card 20 to be transferred is a normal card 20 owned by player A. If it is determined that the normal card 20 is not owned by player A, the CPU performs a process of sending an error signal to the terminal device 16 (step SM02). If it is determined that the normal card 20 is owned by player A, the CPU performs a process of storing the transfer card information in a predetermined transfer card information storage area of the main control unit 14, and a process of obtaining screen data requesting the transferee's data to be sent to the terminal device 16 (step SM03).
[0167] Player A inputs the transferee information of player B at a predetermined position on the monitor 26 and transmits it to the main control unit 14 (step SA03). Note that the transferee data transmitted here may be information such as a password or nickname agreed upon by player A and player B prior to the ownership transfer procedure, and does not necessarily have to be information that allows the main control unit 14 to recognize the transferee as player B.
[0168] The CPU of the main control unit 14 performs a process of storing the transferee data in a specified memory area in association with the transfer card information described above, and performs a process of acquiring screen data showing completion of the transfer procedure by Player A in the ownership transfer procedure and transmitting it to the terminal device 16 (step SM04).
[0169] Player A checks the transfer procedure completion screen displayed on monitor 26 (step SA04), and notifies player B that the transfer procedure on player A's side has been completed (step SA05).
[0170] Next, we will explain the transfer procedure for Player B. Player B displays a menu screen on the monitor 26 of the terminal device 16, selects the normal card transfer menu, and transmits player information (player ID, password) to the main control unit 14 (step SB01).
[0171] The CPU of the main control unit 14 performs authentication processing for Player B based on the received player information, obtains transfer application screen data, and transmits it to the terminal device 16 (step SM05).
[0172] Player B inputs the card information of the normal card 20 to be transferred into a predetermined position on the transfer application screen displayed on the monitor 26 and transmits it to the main control unit 14 (step SB02). Here, the card information of the normal card 20 to be transferred may be any information that can identify the type of the normal card 20, such as the "player name" or a symbol or number printed on the normal card 20 that can identify the type of card.
[0173] The CPU of the main control unit 14 refers to the data in the transfer card information storage area stored in step SM03 from the transfer card information transmitted in step SB02, and performs a process to determine whether the normal card 20 to be transferred is stored as a transfer card in the transfer card information storage area.If it is determined that the normal card 20 is not stored in the transfer card information storage area, it performs a process to send an error signal to the terminal device 16.If it is determined that the normal card 20 is stored in the transfer card information storage area, it performs a process to obtain screen data requesting the transmission of the transferee's data and send it to the terminal device 16 (step SM06).
[0174] Player B inputs the transferee information of Player B at a predetermined position on the monitor 26 and transmits it to the main control unit 14 (step SB03). The transferee data transmitted here is data that can be commonly recognized by Player A and Player B, as explained in step SA03 above.
[0175] The CPU of the main control unit 14 performs a process to determine whether the transmitted transferee data matches the transferee data stored in a specified memory area in the above-mentioned step SM04, and if it is determined that the transferee data does not match, it performs a process to send an error signal to the terminal device 16 (step SM07).If it is determined that the transferee data matches, it performs a process to update the owner information of the normal card 20 in the owner information database stored in a specified memory area of the main control unit 14 to Player B, and performs a process to obtain screen data indicating the completion of the ownership transfer procedure for the normal card 20 and send it to the terminal device 16 (step SM08).
[0176] Player A checks the ownership transfer procedure completion screen displayed on the monitor 26 (step SB04) and notifies player B that the transfer procedure on Player A's side has been completed. In this way, ownership of the normal card 20 can be transferred between players 22. This makes it possible to exchange or buy only the actual normal card 20, or only the ownership of the normal card 20 (the right to use it in the game), or even between the actual normal card 20 and a different normal card 20, thereby increasing the number of ways to execute card trades and promoting the circulation of cards.
[0177] In the above-described embodiment, the ownership transfer method using the terminal device 16 is shown, but it is also possible to configure the system so that, for example, Player A or Player B can access a server that manages the owner information of the regular card 20 from a computer at home or a mobile terminal via a network such as the Internet, and carry out the ownership transfer procedure.
[0178] In the above embodiment, a soccer game is used as an example of the game device 10, but it is not limited to this, and it can of course be applied to other sports games as long as the sports involve multiple players forming a team and competing.
[0179] In addition to sports, the technology can also be applied to organized games in which multiple individuals participate and work together for a common goal, and competitive games in which players control characters with parameters such as stamina, offensive power, and defensive power to compete against each other. [Explanation of symbols]
[0180] 10. Gaming Devices 12 Large Panel Displays 14 Main control unit 16a~16h Terminal equipment 18 IC Card 20 Player Cards (Standard Cards) 21 Replacement Cards 22 players 24 Playfield 26 monitors 28 IC card reader / writer 30 Card Issuance Department 32a~32c Operation command button 34a, 34b Input buttons 36 Large panel control unit 42, 62 CPU 44, 64 memory (RAM) 56 Image Sensor 76 Case 78 Glass Plate 80 Playfield Sheets 82 Light source 84 First Filter 86 1st reflector 88 Second reflector 90 Second Filter 110 Unevenness 170, 220 chord patterns 172, 222 Card position detection circle 174, 224 Position and angle detection pattern area 174a~174d, 224a~224d protrusion 176, 230 ID data area 178, 228 Annular white area 180 Data Area 182 Center Point 232 Inner Territory
Claims
1. A game device that can be played using a normal operation medium that stores at least one of position detection data or angle detection data and character data, and an alternative operation medium that stores at least the position detection data or the angle detection data and stores identification information that indicates a specific operation medium different from the normal operation medium, a playfield on which the normal operation medium and the alternative operation medium are placed; an operation medium data reading means for reading at least one of the position detection data and the angle detection data and the character data; an operating medium identifying means for identifying whether an operating medium placed on the playfield is the normal operating medium or the alternative operating medium; a player information storage means for storing player information linked to ownership information of the normal operation medium unique to the player; character data registration means for registering the character data set in one normal operation medium selected by a player based on ownership information of the normal operation medium linked to the player information read by the player information reading means when the operation medium identification means identifies that the alternative operation medium has been used in the current game as character data of the alternative operation medium in the current game; an alternative operation medium recognition means for recognizing the alternative operation medium used in the current game as a normal operation medium corresponding to the character data registered by the character data registration means; a character image generation means for generating a character image based on the character data of the normal operation medium read by the operation medium data reading means and the character data of the alternative operation medium registered by the character data registration means in the current game; and an image display means for displaying a game image including the character image generated by the character image generation means. A game device comprising:
2. a payout operation medium data reading means for reading the character data of the normal operation medium that is newly paid out at the end of a game; ownership information updating means for updating ownership information linked to the player information based on the character data read by the payout operation medium data reading means; 2. The game device according to claim 1, further comprising:
3. an operation medium payout selection means for selecting whether or not a new payout of the normal operation medium is desired at the end of a game; a normal operation medium dispensing means for updating the ownership information by the ownership information updating means when a selection is made by the operation medium dispensing selection means to desire dispensing of the normal operation medium, and then dispensing the normal operation medium; a normal operation medium collecting means for collecting the normal operation medium after updating the ownership information by the ownership information updating means when the user selects not to want the normal operation medium to be dispensed by the operation medium dispensing selection means; 3. The game device according to claim 2, further comprising:
4. The normal operation medium stores unique operation medium data associated with character data corresponding to the type of operation medium for each operation medium, a unique operation medium data determination means for determining whether or not there is unique operation medium data unregistered in the ownership information of the player among the unique operation medium data read by the operation medium data reading means of the normal operation medium used in the current game; an owner information reference means for referring to the presence or absence of owner information of the unique operation medium data when the unique operation medium data determination means determines that the unregistered unique operation medium data exists; an ownership information updating means for registering ownership information of the normal operation medium corresponding to the unique operation medium data into the ownership information of the player when the owner information referring means determines that there is no owner information of another player, and updating the ownership information of the player; a non-owned operating medium use refusal means for refusing to use the normal operating medium when the owner information reference means indicates that there is owner information relating to another player; 2. The game device according to claim 1, further comprising:
5. When the operating medium being operated is identified as the alternative operating medium by the operating medium identifying means, The game device according to claim 1, further comprising an image display control means for displaying on the image display means the game image including the character image of the normal operating medium corresponding to the character data of the alternative operating medium registered by the character data registration means in the current game.
6. A game device that can be played using a normal card that stores at least one of position detection data or angle detection data and character data, and a substitute card that stores at least the position detection data or the angle detection data and stores identification information that indicates a specific card different from the normal card, comprising: a playfield on which the normal cards and the substitute cards are placed; a card data reading means for reading at least one of the position detection data and the angle detection data and the unique card data; a card identifying means for identifying whether a card placed on the playfield is the normal card or the substitute card; a player information storage means for storing player information linked to ownership information of the normal operation medium unique to the player; character data registration means for registering, when the card identification means identifies that the substitute card has been used in the current game, the character data set in one normal card selected by the player based on ownership information of the normal card linked to the player information read by the player information reading means, as character data of the substitute card in the current game; a substitute card recognition means for recognizing the substitute card used in the current game as a regular card owned by the player corresponding to the character data registered by the character data registration means; character image generating means for generating a character image based on the character data of the normal card read by the card data reading means and the character data of the substitute card registered by the character data registering means in the current game; an image display means for displaying a game image including the character image generated by the character image generation means; A game device comprising:
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