TW201900253A - Game device and computer program product - Google Patents
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Abstract
Description
本發明係關於遊戲裝置及電腦程式產品。The present invention relates to game devices and computer program products.
已知一種遊戲裝置,其使附有多個符號(花樣、圖案等)的多個捲盤各自旋轉,基於各捲盤停止旋轉時的符號組合而判定得獎,並根據其判定的結果而賦予玩家報酬(紅利)(例如,參照專利文獻1)。 [先前技術文獻] [專利文獻]There is known a game device that rotates a plurality of reels having a plurality of symbols (patterns, patterns, and the like), determines a prize based on a combination of symbols when each reel stops rotating, and gives a result based on the result of the determination. Player's reward (dividend) (for example, refer to Patent Document 1). [Prior Technical Literature] [Patent Literature]
[專利文獻1]日本特開第2006-6824號公報[Patent Document 1] Japanese Patent Laid-Open No. 2006-6824
[發明概要] [發明所欲解決的課題][Summary of the Invention] [Problems to be Solved by the Invention]
在上述遊戲裝置中,玩家指示捲盤開始旋轉。但是,因係藉由捲盤停止旋轉而確定遊戲的結果,故在捲盤停止旋轉之後,不允許玩家參與遊戲。因此,就玩家的角度而言,缺乏可參與遊戲結果的機會,在此意義上有欠缺趣味性的問題點。 本發明係有鑑於此種狀況而完成者,其目的之一在於提供增加玩家可參與遊戲結果的機會之遊戲裝置等。 [用於解決課題的手段]In the above game device, the player instructs the reel to start rotating. However, since the result of the game is determined by the rotation of the reel, the player is not allowed to participate in the game after the reel stops rotating. Therefore, from the player's point of view, there is a lack of opportunities to participate in the game results, and there is a lack of interesting points in this sense. The present invention has been made in view of such a situation, and one of its objects is to provide a game device or the like that increases the chance that a player can participate in a game result. [Means for solving problems]
為了解決上述目的之一,本發明的一態樣之遊戲裝置具備:輸入接受部,其接受輸入;符號顯示部,其使多個符號顯示在指定的顯示區域;輸入接受決定部,其基於前述指定的顯示區域所顯示之前述多個符號的至少一部分,而決定前述輸入接受部是否接受前述輸入;顯示更新部,其在藉由前述輸入接受決定部而決定前述輸入接受部接受前述輸入之情形中,根據前述輸入,更新前述指定的顯示區域所顯示之前述多個符號的至少一部分;以及,得獎判定部,其在前述顯示更新部執行更新後,基於前述指定的顯示區域所顯示之前述多個符號的至少一部分而判定得獎。In order to achieve the above object, an aspect of a game device of the present invention includes: an input accepting unit that accepts an input; a symbol display unit that displays a plurality of symbols in a designated display area; and an input acceptance determining unit that is based on the foregoing Determining whether the input accepting unit accepts the input by at least a part of the plurality of symbols displayed in the designated display area; and displaying an update unit that determines that the input accepting unit accepts the input by the input accepting determining unit And updating at least a part of the plurality of symbols displayed in the designated display area according to the input; and the winning determination unit, after the update by the display update unit, displaying the foregoing based on the specified display area The prize is determined by at least a part of the plurality of symbols.
[用於實施發明的形態][Formation for carrying out the invention]
以下,參照圖式以說明用於實施本發明的形態。此外,在各圖中,有適當地使各部分的尺寸及比例尺與實際物不同之情形。並且,以下所述之實施形態,因係本發明的較佳具體例,故技術性給予各種較佳的限定。但是,在以下的說明中,只要無特別旨在限定本發明的記載,則本發明的範圍不受限於此等形態。Hereinafter, embodiments for carrying out the invention will be described with reference to the drawings. Further, in each of the drawings, the size and scale of each portion are appropriately different from the actual one. Further, the embodiments described below are technically preferred because they are preferred embodiments of the present invention. However, in the following description, the scope of the present invention is not limited to the embodiments as long as it is not specifically intended to limit the description of the present invention.
<遊戲裝置的概要> 圖1係揭示實施形態之遊戲裝置之一例的圖。 此圖所示之遊戲裝置10會被設置在例如遊戲中心、博奕等娛樂施設或購物中心等商業施設中。在被利用於博奕中之情形,遊戲裝置10亦會被稱為競賽機。此外,遊戲裝置10不需為如圖所示般之店鋪用所設置之業務用的設備,例如亦可為家庭用的遊戲設備,亦可為行動端末裝置。遊戲裝置10係執行後述程式的電腦之一例。<Outline of Game Device> Fig. 1 is a view showing an example of a game device according to an embodiment. The game device 10 shown in this figure will be installed in a commercial installation such as a game center, a casino or a shopping mall. In the case of being utilized in Boao, the game device 10 will also be referred to as a competition machine. Further, the game device 10 does not need to be a device for business set up as shown in the figure, and may be, for example, a game device for home use, or may be a mobile terminal device. The game device 10 is an example of a computer that executes a program to be described later.
如圖1所示,遊戲裝置10中設有:觸控面板顯示器G;按鈕131、132、133;插入口Min;以及支me付口Mout。觸控面板顯示器G係例如重疊液晶顯示裝置等平板與觸控面板而構成。按鈕131、132、133為操作子,其接受:遊戲的開始、賭注數的輸入、支付指示等由玩家所致之各種輸入操作。As shown in FIG. 1, the game device 10 is provided with a touch panel display G, buttons 131, 132, and 133, an insertion port Min, and a port Mout. The touch panel display G is configured by, for example, overlapping a flat panel such as a liquid crystal display device and a touch panel. The buttons 131, 132, and 133 are operators that accept various input operations by the player such as the start of the game, the input of the number of bets, and the payment instruction.
在插入口Min中,插入存有關於玩家的資訊或代額數(credit)的資訊等資訊的卡片,或投入相當於代額數的價值媒體(例如金錢或代幣、票劵等)。玩家藉由將該卡片插入插入口Min且消費必要的代額數數量,或藉由將對應於必要的代額數數量之數量的價值媒體投入插入口Min,而能參加藉由遊戲裝置10所提供的遊戲。於此,所謂代額數,只要為在遊戲內能利用的通貨即可,可為能轉換成實際金錢的通貨,亦可不為如此。例如,在將遊戲裝置10利用作為博奕的競賽機之情形中,金錢(紙幣、硬幣)相當於代額數。並且,代額數亦有能轉換成與該代額數的價值成比例之枚數的代幣或票劵之情形。此外,遊戲裝置10亦可進行將代額數轉換成價值媒體的動作。此外,代額數以及相當於代額數的價值媒體皆為「遊樂價值」的一例。 在支付口Mout中,藉由由玩家所致之輸入操作,而例如支付代幣。此外,亦可為將相當於所支付之代幣數量的代額數存入已插入至插入口Min的卡片以取代支付代幣之構成,亦可為玩家能任選支付代幣或對卡片加算代額數之構成。In the insertion port Min, a card containing information on the player's information or credit information, or a value media equivalent to the number of tokens (for example, money or tokens, tickets, etc.) is inserted. The player can participate in the game device 10 by inserting the card into the insertion port Min and consuming the necessary number of tokens, or by putting the value media corresponding to the necessary number of tokens into the insertion port Min. game. Here, the so-called number of tokens may be a currency that can be used in a game, and may be a currency that can be converted into actual money. For example, in the case where the game device 10 is used as a competition machine of Boao, money (banknotes, coins) corresponds to the number of tokens. Moreover, the number of tokens may also be converted into tokens or tickets that are proportional to the value of the number of tokens. Further, the game device 10 can also perform an operation of converting the number of tokens into a value medium. In addition, the number of tokens and the value media equivalent to the number of tokens are all examples of "play value". In the payment port Mout, for example, a token is paid by an input operation by a player. In addition, the credit amount equivalent to the amount of the paid token may be stored in the card inserted into the insertion port Min instead of the payment token, or the player may optionally pay the token or add the card to the card. The composition of the amount.
圖2係揭示遊戲裝置10的硬體構成之一例的方方格圖。 如此圖所示,遊戲裝置10包含:控制該遊戲裝置10的各部分之處理器12、輸入裝置13、記憶各種資訊之記憶裝置14、顯示裝置15以及代額數管理裝置16。 記憶裝置14包含例如:記錄各種資訊或程式之非揮發性的硬磁碟驅動機(或/及固體狀態驅動機)、以及記錄各種資訊之揮發性的記憶元件(例如RAM(Random Access Memory,隨機存取記憶體))。記憶裝置14所記憶之資訊中,包含後述的符號資料以及倍率加算表。 處理器12係例如CPU(Central Processing Unit,中央處理單元),其藉由執行記憶裝置14所記憶之程式,而提供遊戲的處理所必要之各種功能(於後敘述詳細內容)。FIG. 2 is a square diagram showing an example of the hardware configuration of the game device 10. As shown in the figure, the game device 10 includes a processor 12 that controls each part of the game device 10, an input device 13, a memory device 14 that stores various kinds of information, a display device 15, and a token management device 16. The memory device 14 includes, for example, a non-volatile hard disk drive (or/and a solid state drive) that records various information or programs, and a volatile memory element that records various information (for example, RAM (Random Access Memory, random). Access memory)). The information stored in the memory device 14 includes symbol data and a magnification addition table which will be described later. The processor 12 is, for example, a CPU (Central Processing Unit) that provides various functions necessary for the processing of the game by executing a program stored in the memory device 14 (details will be described later).
輸入裝置13包含上述觸控面板顯示器G中之觸控面板以及按鈕131、132、133,並輸出資訊,此資訊係根據玩家對於此等要素所分別進行的輸入操作之資訊。 顯示裝置15包含:上述觸控面板顯示器G中之平板;以及,圖形處理機,其基於由處理器12所致之控制,而生成表現各種遊戲畫面或介紹畫面等畫面的視訊信號。平板基於藉由圖形處理機所生成之視訊信號,而將各種畫面呈現給玩家。 此外,觸控面板顯示器G中顯示軟體按鈕,而有玩家操作該經顯示的軟體按鈕之情形。因此,顯示裝置15亦有擔負輸入裝置13的部分功能之情形。The input device 13 includes the touch panel and the buttons 131, 132, and 133 in the touch panel display G, and outputs information, which is based on information about input operations performed by the player on the elements. The display device 15 includes: a flat panel in the touch panel display G; and a graphics processor that generates a video signal representing a screen such as various game screens or introduction screens based on control by the processor 12. The tablet presents various screens to the player based on the video signals generated by the graphics processor. In addition, the soft button is displayed in the touch panel display G, and the player operates the displayed software button. Therefore, the display device 15 also has a part of the function of the input device 13.
代額數管理裝置16在金錢或代幣、票劵等價值媒體被投入插入口Min時,將其轉換成代額數,並在遊戲裝置10中算出玩家能利用的代額數數量。並且,代額數管理裝置16若從玩家接收到從未圖示之伺服器裝置提取代額數的指示,則在遊戲裝置10中,將所提取之代額數數量加算至玩家能利用的代額數數量。代額數管理裝置16若從玩家接收到對於伺服器裝置存放代額數的指示,則對伺服器裝置輸出命令,該命令係將所存放之代額數加算至伺服器裝置所記憶之該玩家的代額數餘額。此外,代額數管理裝置16在從遊戲裝置10的玩家接受到將代額數轉換成價值媒體的指示操作時,從支付口Mout輸出相當於該代額數的價值之數量的價值媒體。When the value media such as money, token, or ticket is put into the slot Min, the token number management device 16 converts it into a token number, and calculates the number of tokens that the player can use in the game device 10. Further, when the player number management device 16 receives an instruction to extract the number of tokens from the server device (not shown), the game device 10 adds the number of extracted tokens to the number of tokens that the player can use. When receiving the instruction to store the number of tokens for the server device from the player, the token management device 16 outputs a command to the server device, which adds the stored number of tokens to the number of tokens of the player memorized by the server device. Balance. Further, when receiving the instruction to convert the number of tokens into the value media from the player of the game device 10, the token management device 16 outputs a value media corresponding to the value of the number of tokens from the payment port Mout.
<遊戲的內容> 針對遊戲裝置10所執行之遊戲的概略進行說明。<Contents of the Game> The outline of the game executed by the game device 10 will be described.
圖3係揭示遊戲裝置10提供給玩家之遊戲的概要之圖,且係揭示藉由觸控面板顯示器G所顯示之畫面Gs的一例之圖。此外,畫面Gs的顯示內容雖依據遊戲的進展等而被適當變更,但在以下的記述中,不論顯示內容為何皆僅稱作畫面Gs。3 is a view showing an outline of a game provided by the game device 10 to the player, and showing an example of a screen Gs displayed by the touch panel display G. In addition, the display content of the screen Gs is appropriately changed depending on the progress of the game, etc. However, in the following description, the display content is simply referred to as the screen Gs.
如此圖所示,畫面Gs中包含:符號配置區域Gs21(「指定的顯示區域」之一例)、合計報酬顯示區域Gs22、勝率顯示區域Gs23、狀態顯示區域Gs24、倍率顯示區域Gs25、報酬顯示區域Gs26以及殘餘遊戲次數顯示區域Gs27。 符號配置區域Gs21表現出圓柱狀的塔(tower),該塔係由在垂直方向(圖中為上下方向)排列15個階層而構成。各階層係由在水平方向(圖中為左右方向)排列5個方格而構成,在各方格中分別出現(配置)符號。因此,在本實施形態中,於符號配置區域Gs21,分別在以15階層5行排列成矩陣狀的方格中,配置共計75個的符號。於此,所謂符號係指表現各種花樣的影像。 此外,圖3雖係在階層數為「15」之情形中的畫面Gs之一例,但階層數會如後述般隨著遊戲的進行而減少。As shown in the figure, the screen Gs includes the symbol arrangement area Gs21 (an example of "designated display area"), the total reward display area Gs22, the winning rate display area Gs23, the status display area Gs24, the magnification display area Gs25, and the reward display area Gs26. And the residual game number display area Gs27. The symbol arrangement area Gs21 represents a columnar tower which is formed by arranging 15 levels in the vertical direction (vertical direction in the drawing). Each stratum is composed of five squares arranged in the horizontal direction (the horizontal direction in the drawing), and symbols are arranged (arranged) in the respective cells. Therefore, in the present embodiment, in the symbol arrangement area Gs21, a total of 75 symbols are arranged in a matrix arranged in a matrix of 15 levels and 5 rows. Here, the symbol means an image showing various patterns. In addition, although FIG. 3 is an example of the screen Gs in the case where the number of layers is "15", the number of layers is reduced as the game progresses as will be described later.
符號配置區域Gs21(15階層5行)中,符號Gs211所示之區域(3階層3行)為判定得獎的判定區域。符號配置區域Gs21中,判定區域Gs211以外的範圍(斜線部)為不判定得獎的非判定區域Gs212。此外,除了後述玩家獲得星星符號之情形以外,以隱藏的狀態表現位於判定區域Gs211的左右之共計6個的方格。 此外,圖3雖係在判定區域Gs211為3階層3行之情形中之畫面Gs的一例,但此階層數有如後述般增加1階層份之情形,或判定區域Gs211遍及符號配置區域Gs21的全部區域之情形。In the symbol arrangement area Gs21 (15 levels and 5 lines), the area indicated by the symbol Gs211 (3 levels and 3 lines) is a determination area for determining the prize. In the symbol arrangement area Gs21, the range (hatched portion) other than the determination area Gs211 is the non-determination area Gs212 in which the award is not determined. Further, in addition to the case where the player obtains the star symbol, a total of six squares located on the left and right of the determination area Gs211 are displayed in a hidden state. In addition, although FIG. 3 is an example of the screen Gs in the case where the determination area Gs211 is three levels and three lines, the number of levels is increased by one level as will be described later, or the determination area Gs211 is spread over the entire area of the symbol arrangement area Gs21. The situation.
在本實施形態中,符號被分類成:基本符號、特殊符號以及NULL符號。 基本符號中,如圖4所示般有4種類的符號。亦即,基本符號包含:橘子符號、奇異果符號、櫻桃符號以及七符號。 特殊符號中,如圖5所示般有5種類的符號。亦即,特殊符號包含:加5符號、FREE符號、星星符號、CRASH符號以及炸彈符號。 NULL符號中,如圖6所示般有2種類的符號。亦即,NULL符號包含:NULL符號A與NULL符號B。 在符號配置區域Gs21中之75個的方格中,以指定的機率配置基本符號。In the present embodiment, symbols are classified into: basic symbols, special symbols, and NULL symbols. Among the basic symbols, there are four types of symbols as shown in FIG. That is, the basic symbols include: an orange symbol, a kiwi symbol, a cherry symbol, and a seven symbol. Among the special symbols, there are five types of symbols as shown in FIG. That is, special symbols include: plus 5 symbols, FREE symbols, star symbols, CRASH symbols, and bomb symbols. In the NULL symbol, as shown in Fig. 6, there are two types of symbols. That is, the NULL symbol contains: NULL symbol A and NULL symbol B. In the 75 squares in the symbol arrangement area Gs21, the basic symbols are configured with a specified probability.
圖7係規定4種類的基本符號的出現機率與用於計算報酬的倍率之符號資料的一例。於此,所謂出現機率,係指在1個方格中出現基本符號的機率。 如圖7所示,基本符號之各種類的出現機率被預先規定,於符號配置區域Gs21,在任一方格中,以對應於該基本符號之種類的出現機率配置基本符號。此外,4種類的基本符號的出現機率之總和被設定成未達「1」。因此,在一個方格中,並不一定要配置基本符號。在未配置基本符號的方格中,配置NULL符號或特殊符號之任一者。 針對各特殊符號,亦能以在一個方格中以指定的出現機率出現之方式進行配置。或者,亦可在捲盤停止旋轉後且判定得獎前,在所顯示之基本符號或NULL符號中,將對應於特殊符號之各種類的出現機率之數的符號,以該種類的符號加以置換而配置。可使特殊符號的出現機率每階層不同。具體而言,亦能以愈上方的階層出現機率愈高之方式進行設定。Fig. 7 is an example of symbol data specifying the probability of occurrence of four types of basic symbols and the magnification for calculating the reward. Here, the probability of occurrence refers to the probability that a basic symbol appears in one square. As shown in FIG. 7, the probability of occurrence of various classes of basic symbols is predetermined, and in the symbol arrangement area Gs21, the basic symbols are arranged in any of the cells in accordance with the probability of occurrence of the type of the basic symbols. In addition, the sum of the occurrence probability of the four types of basic symbols is set to be less than "1". Therefore, in a square, it is not necessary to configure the basic symbols. Configure any of the NULL symbols or special symbols in the square where the basic symbol is not configured. For each special symbol, it can also be configured in such a way that it appears in a square with a specified probability of occurrence. Alternatively, the symbol corresponding to the probability of occurrence of various classes of the special symbol may be replaced by the symbol of the type in the displayed basic symbol or NULL symbol after the reel stops rotating and before the decision is awarded. And configuration. The probability of occurrence of special symbols can be different for each level. Specifically, it is also possible to set the higher the level of the upper level.
此外,針對特殊符號及NULL符號的詳細內容以及報酬,將於後進行敘述。並且,在本實施形態中,針對符號的分類及在各分類中之符號的種類,僅為例示,理所當然地亦可為此以外的分類或種類。In addition, the details and rewards for special symbols and NULL symbols will be described later. Further, in the present embodiment, the classification of the symbols and the types of the symbols in the respective classifications are merely examples, and it is a matter of course that the classification or the type may be other than this.
在圖3中,配置有符號的各階層係每階層各自進行旋轉,且每階層停止旋轉。然後,在全部階層停止時,藉由判定區域Gs211中之符號的配置而判定得獎。具體而言,會判斷判定區域Gs211中之符號的配置是否滿足指定的遊戲條件(消除條件),若滿足則判定為得獎。 於此,所謂指定的遊戲條件,係指關於判定區域Gs211中之基本符號的配置的條件,詳細而言,係指以特定的配置狀態配置同一基本符號。所謂特定的配置狀態,係指例如同一基本符號呈縱向或橫向地連續3個以上的狀態(以下,亦將此狀態稱為「連接(connect)」)。若發生連接,則消除呈連接狀態的基本符號。In FIG. 3, each hierarchical layer in which symbols are arranged is rotated for each level, and rotation is stopped every level. Then, when all the levels are stopped, the prize is determined by the arrangement of the symbols in the determination area Gs211. Specifically, it is judged whether or not the arrangement of the symbols in the determination region Gs211 satisfies the specified game condition (cancellation condition), and if it is satisfied, it is determined to be the prize. Here, the specified game condition means a condition regarding the arrangement of the basic symbols in the determination area Gs211, and specifically, the same basic symbol is arranged in a specific arrangement state. The specific arrangement state is, for example, a state in which the same basic symbol is three or more consecutively in the vertical or horizontal direction (hereinafter, this state is also referred to as "connect"). If a connection occurs, the basic symbol in the connected state is eliminated.
若參照圖8說明連接的具體例,則於同圖的上段,在判定區域Gs211中附有影線的符號G、H及E為同一基本符號之情形中,發生連接。 此外,於判定區域Gs211,連接只要為同一基本符號在縱向或橫向連續3個以上的狀態即可。於圖8的上段,例如,只要符號G、H、I及E為同一基本符號,則該配置狀態亦符合連接,只要符號G、H、I、E及B為同一基本符號,則該配置狀態亦符合連接。 另一方面,於本實施形態,於圖8的上段,例如,關於符號G、E及C,即使此等符號為同一基本符號,但因非縱向或橫向而是以斜向連續的狀態配置,故此等符號的配置狀態並不符合連接。 並且,在本實施形態中,判斷判定區域Gs211中配置狀態是否滿足指定的遊戲條件的符號為基本符號,因此即使同一NULL符號或同一特殊符號呈縱向或橫向連續3個以上,亦不符合連接。A specific example of the connection will be described with reference to Fig. 8. In the upper part of the same figure, in the case where the symbols G, H, and E with the hatching attached to the determination region Gs211 are the same basic symbol, the connection occurs. Further, in the determination region Gs211, the connection may be three or more consecutive in the vertical or horizontal direction of the same basic symbol. In the upper part of FIG. 8, for example, as long as the symbols G, H, I, and E are the same basic symbol, the configuration state also conforms to the connection, and the configuration states are as long as the symbols G, H, I, E, and B are the same basic symbol. Also compatible with the connection. On the other hand, in the present embodiment, in the upper part of FIG. 8, for example, although the symbols G, E, and C are the same basic symbols, they are arranged in a state of being obliquely continuous instead of the longitudinal direction or the lateral direction. Therefore, the configuration status of these symbols does not match the connection. Further, in the present embodiment, the sign indicating whether or not the arrangement state in the determination region Gs211 satisfies the specified game condition is a basic symbol. Therefore, even if the same NULL symbol or the same special symbol is three or more consecutive in the vertical or horizontal direction, the connection is not satisfied.
此外,發生連接係判定得獎的條件之一例。因此,在發生連接的基礎上或取代發生連接,而在縱向、橫向或斜向的線上以指定的組合排列符號時,亦可判定為得獎。只要為在判定區域Gs211所配置之符號滿足指定的條件(位置、數量、組合等)時會被判定得獎且被消除的構成即可。In addition, an example of a condition in which the connection system judges the prize is generated. Therefore, it is also judged that the prize is awarded when the symbols are arranged in a specified combination on the basis of the connection or the connection is made instead of the connection in the vertical, horizontal or oblique directions. It suffices that the symbol arranged in the determination region Gs211 satisfies the specified condition (position, number, combination, etc.) and is judged to be awarded and eliminated.
呈連接狀態的基本符號(例如,圖8的中段所示之符號G、H及E)會被消除(顯示為空欄狀態)。 在原配置有經消除之基本符號的場所,原配置在其上側的符號會落下,而再配置符號,在再配置後,再次判斷是否滿足指定的遊戲條件。例如,如圖8的下段所示,符號K落下至原配置有符號G的場所,符號Q落下至原配置有符號K的場所,如此般,原配置在符號G的上方且同行的符號變得全部移動至下方。此外,在最上位階層中之符號G的同行的場所,重新補充符號。The basic symbols in the connected state (for example, the symbols G, H, and E shown in the middle of Fig. 8) are eliminated (displayed as a blank state). In the place where the basic symbols are eliminated, the symbols originally arranged on the upper side will fall, and the symbols will be re-arranged. After re-configuration, it is judged again whether the specified game condition is satisfied. For example, as shown in the lower part of FIG. 8, the symbol K falls to the place where the symbol G is originally arranged, and the symbol Q falls to the place where the symbol K is originally arranged. Thus, the symbol originally placed above the symbol G and the symbol of the peer becomes Move all to below. In addition, the symbol is replenished at the place of the counterpart G of the symbol G in the uppermost hierarchy.
NULL符號A在受到損傷之情形中會變化成NULL符號B。並且,NULL符號B在再度受到損傷之情形中會被消除。 作為NULL符號A及B受到損傷之情形,例如有以下2種:正上方所配置的符號被消除的結果,其他符號落下而本身的符號受到損傷之情形;以及藉由消除下方所配置之符號而本身的符號落下而受到損傷之情形。 此外,在圖3中,NULL符號A及NULL符號B僅在判定區域Gs211中區別顯示。符號配置區域Gs21之中,即使於非判定區域Gs212,實際上雖區別顯示NULL符號A及NULL符號B,但在圖3中為了避免變得看不清楚圖,而僅表現成空白的NULL符號(在圖10、圖11、圖12、及圖14中亦同樣)。The NULL symbol A changes to a NULL symbol B in the event of damage. Also, the NULL symbol B is eliminated in the case of being damaged again. In the case where the NULL symbols A and B are damaged, for example, there are two types of cases: the result that the symbols arranged directly above are eliminated, the other symbols falling down and the symbols themselves are damaged; and by eliminating the symbols arranged below. The situation where the symbol itself falls and is damaged. Further, in FIG. 3, the NULL symbol A and the NULL symbol B are displayed differently only in the determination region Gs211. Among the symbol arrangement areas Gs21, even though the NULL symbol A and the NULL symbol B are actually displayed differently in the non-decision area Gs212, in FIG. 3, in order to avoid obscuring the figure, only a blank NULL symbol is expressed ( The same applies to FIGS. 10, 11, 12, and 14.
在藉由連接而消除基本符號、或消除NULL符號B之情形,原配置於其上側的符號會落下,而再配置符號。在再配置符號後,只要滿足指定的遊戲條件(只要發生連接),則呈連接狀態的基本符號會如上述般被消除。並且,藉由再配置符號而消除受到損傷的NULL符號B。因此,於本實施形態,變成在成為指定的遊戲條件不成立且不消除NULL符號B的狀態前,連續發生連接及連續消除符號(結果能發生連接的連鎖)。 此外,連接的連鎖亦能在出現後述特殊符號中之FREE符號、星星符號、CRASH符號及炸彈符號時發生。In the case where the basic symbol is eliminated by the connection or the NULL symbol B is eliminated, the symbol originally disposed on the upper side thereof is dropped, and the symbol is reconfigured. After reconfiguring the symbols, as long as the specified game conditions are met (as long as the connection occurs), the basic symbols in the connected state are eliminated as described above. Also, the damaged NULL symbol B is eliminated by reconfiguring the symbols. Therefore, in the present embodiment, before the state in which the specified game condition is not satisfied and the NULL symbol B is not eliminated, the connection and the continuous elimination of the symbol (the chain in which the connection can be made) are continuously generated. In addition, the chain of connections can also occur when there are FREE symbols, star symbols, CRASH symbols, and bomb symbols in the special symbols described later.
在本說明中,所謂1次的遊戲,係指針對全部階層,從對應於各階層之捲盤停止旋轉起,亦包含在判定區域Gs211中隨著後述特殊符號的出現而消除符號之情形及/或消除NULL符號B之情形,直至成為符號不滿足指定的遊戲條件的配置狀態為止。亦即,1次的遊戲,以成為不再發生連接的發生與符號的消除之狀態作為結束。因此,在1次的遊戲中,在捲盤停止旋轉後,依據判定區域Gs211中之符號的配置,而有連1次連接都未發生之情形,亦有連續發生數次連接之情形。並且,亦有以下情形:在捲盤停止後,即使連接的發生暫時結束,亦藉由特殊符號的出現而再度發生連接。 此外,在玩家指定賭注數的狀態下,例如藉由按下按鈕131、132及133之任一者,而指示遊戲開始。但是,在指定賭注數的狀態下,亦可將代額數殘留作為條件,而執行自動地重複指示遊戲開始的功能(所謂自動代打(autoplay)功能)。於此,賭注數係以消費代額數之指定數量或投入指定數量之價值媒體(例如代幣)換取所設定之數値,且依據玩家的指示而可變地設定。並且賭注數係成為算出賦予玩家之報酬的基礎之數値。In the present description, the game is a one-time game in which all the levels are stopped from the reel corresponding to each level, and the sign is eliminated in the determination area Gs211 with the appearance of a special symbol to be described later and/or Or the case of eliminating the NULL symbol B until the configuration state in which the symbol does not satisfy the specified game condition. In other words, the game of one time ends with the state in which the occurrence of the connection no longer occurs and the elimination of the symbol. Therefore, in the one-time game, after the reel stops rotating, depending on the arrangement of the symbols in the determination area Gs211, there is a case where the connection does not occur once, and there are cases where the connection is continuously made several times. Further, there is a case where, after the reel is stopped, even if the occurrence of the connection is temporarily ended, the connection is re-established by the appearance of the special symbol. Further, in a state where the player specifies the number of bets, for example, by pressing any of the buttons 131, 132, and 133, the start of the game is instructed. However, in the state in which the number of bets is specified, the function of automatically indicating the start of the game (so-called autoplay function) can be automatically executed as a condition. Here, the number of bets is exchanged for the set number of the specified amount of consumption credits or a specified amount of value media (for example, tokens), and is variably set according to the player's instruction. And the number of bets is the basis for calculating the rewards given to the player.
接著,針對由遊戲所致之報酬進行說明。 於本遊戲,在如上述般判定區域Gs211所配置之符號滿足指定的遊戲條件時,判定為得獎。在判定為得獎之情形,如以下般決定賦予玩家的報酬。 首先,在判定區域Gs211所配置之基本符號間發生連接時,作為通常報酬的値,係決定為將賭注數乘以對應於發生連接之基本符號的倍率而得的值。例如,在遊戲開始前所指定之賭注數為「10」且發生連接之基本符號為櫻桃符號之情形,若參照圖7,則因櫻桃符號的倍率為「3」,故暫時決定通常報酬決為「30」。 再者,在連鎖性發生其他連接之情形中,將對應該連接之報酬的値加算至通常報酬的値。假設因消除櫻桃符號而發生連接,例如若再消除奇異果符號,則因奇異果符號的倍率為「2」,故將賭注數的「10」乘上倍率的「2」而得到「20」,將此「20」加算至通常報酬。 此外,上述雖為關於通常報酬的處理內容,但於本實施形態,若連接的連鎖數成為「3」以上,則特定報酬的値會如以下般增加(被變更)。Next, the remuneration caused by the game will be described. In the game, when it is determined that the symbol arranged in the region Gs211 satisfies the specified game condition as described above, it is determined that the prize is awarded. In the case where it is determined that the prize is awarded, the player is given a reward as follows. First, when a connection is made between the basic symbols arranged in the determination area Gs211, the normal reward is determined by multiplying the number of bets by a value corresponding to the magnification of the basic symbol in which the connection is made. For example, if the number of bets specified before the start of the game is "10" and the basic symbol of the connection is the cherry symbol, referring to Fig. 7, since the magnification of the cherry symbol is "3", the general reward is determined as "30". Furthermore, in the case where other connections occur in a chain, the sum of the rewards for the connection is added to the 报酬 of the usual reward. It is assumed that the connection is made by eliminating the cherry symbol. For example, if the kiwi symbol is eliminated, the magnification of the kiwi symbol is "2", so "10" of the number of bets is multiplied by "2" of the magnification to obtain "20". Add this "20" to the usual reward. In addition, although the above-mentioned content of the normal remuneration is processed, in the present embodiment, when the number of links to be connected is "3" or more, the number of specific rewards is increased (changed) as follows.
所謂特定報酬,係指在經過規定的遊戲次數前位於較判定區域Gs211更上側的階層數成為「0」時,賦予玩家的報酬。特定報酬的値係將在開始規定的遊戲次數之際所指定之賭注數乘以指定的倍率(算出倍率)而得的値。該算出倍率的初始値雖為10,但若連接的連鎖數成為「3」以上,則隨著連鎖數增加而算出倍率的値增加。 圖9係揭示倍率加算表之一例的圖,該倍率加算表揭示在連接的連鎖數為「3」以上之情形中對於上述算出倍率所加算的値。例如,若連接的連鎖數為「3」,則所加算的値為「+1」。因此,如上述,在消除櫻桃符號及奇異果符號之情形中,再者,消除七符號而連接的連鎖數成為「3」時,因在為算出倍率的初始値之「10」加上「1」,故特定報酬的算出倍率共計成為「11」,其結果,特定報酬的値產生變化。 如圖9所示,因隨著連接的連鎖數增加而置算至特定報酬的算出倍率之値變高,故對於玩家,愈難預測特定報酬的增加方式而愈可具有意外性。此外,在經過規定的遊戲次數前有來自玩家之賭注數的變更指示操作之情形中,進行初始化處理。所謂初始化處理,例如為以下的處理:將特定報酬的算出倍率的値重置成初始値「10」;將符號配置區域Gs21中之塔再建成階層數「15」;在已再建的塔之符號配置區域Gs21的方格中,初始配置符號;或/及,在殘餘遊戲次數中設定初始値(例如20次)等。The specific reward refers to the reward given to the player when the number of levels located above the determination area Gs211 before the predetermined number of times of play is "0". The specific reward is obtained by multiplying the number of bets specified at the start of the predetermined number of games by the specified magnification (calculating the magnification). Although the initial enthalpy of the calculated magnification is 10, when the number of linkages of the connection is "3" or more, the enthalpy of the magnification is increased as the number of linkages increases. Fig. 9 is a view showing an example of a magnification addition table which discloses the addition of the calculated magnification in the case where the number of linked linkages is "3" or more. For example, if the number of linked links is "3", the added 値 is "+1". Therefore, as described above, in the case where the cherry symbol and the kiwi symbol are eliminated, when the number of linkages of the seven symbols is eliminated and the number of linkages is "3", "1" is added to the initial value of the magnification. In addition, the calculation ratio of the specific reward is "11" in total, and as a result, the 报酬 of the specific reward changes. As shown in FIG. 9, the calculated magnification of the specific reward increases as the number of linkages of the connection increases, so that it is more difficult for the player to predict the increase in the specific reward. Further, in the case where there is a change instruction operation from the number of bets of the player before the predetermined number of times of the game, the initialization process is performed. The initialization processing is, for example, a process of resetting the 値 of the calculated magnification of the specific reward to the initial 値 "10", and reconstructing the tower in the symbol arrangement area Gs21 to the number of the hierarchy "15"; the symbol of the reconstructed tower In the square of the configuration area Gs21, the initial configuration symbol; or/and, the initial 値 (for example, 20 times) is set in the number of remaining games.
並且,若在結束1次遊戲時發生通常報酬,則對玩家賦予該通常報酬,但對玩家賦予特定報酬的條件為:在經過規定的遊戲次數(例如20次)前,特定賦予條件成立。在本實施形態中,所謂特定賦予條件,係指位於較判定區域Gs211更上側的階層數成為「0」。 詳細而言,依序累算特定報酬的算出倍率,且在經過規定的遊戲次數前位於較判定區域Gs211更上側的階層數成為「0」時,將所累算之算出倍率乘以賭注數而得的値作為特定報酬而賦予玩家。Further, if the normal pay is generated when the game is ended once, the normal pay is given to the player, but the condition for giving the player a specific reward is that the specific giving condition is satisfied until a predetermined number of games (for example, 20 times) has elapsed. In the present embodiment, the specific provision condition means that the number of levels located above the determination area Gs211 is "0". Specifically, when the calculated magnification of the specific reward is accumulated in order, and the number of levels higher than the determination area Gs211 before the predetermined number of times of the game is "0", the calculated calculation magnification is multiplied by the number of bets. The winner is given to the player as a specific reward.
在結束1次遊戲的時間點之特定報酬的算出倍率被顯示在倍率顯示區域Gs25,且依據其算出倍率所決定之特定報酬的値被顯示在報酬顯示區域Gs26。並且,在於各次的遊戲中賦予玩家報酬之情形中,各次中之合計的報酬的値被顯示在合計報酬顯示區域Gs22,且在下次遊戲開始時,該値被重置成0。並且,在圖7的符號資料中,各基本符號所設定之倍率係以玩家可確認之方式被顯示在勝率顯示區域Gs23。若連續地發生連接,則該連接的連鎖數、加算至特定報酬的算出倍率之値亦可被顯示在狀態顯示區域Gs24。The calculation magnification of the specific reward at the time point when the game is completed once is displayed in the magnification display area Gs25, and the specific reward determined based on the calculated magnification is displayed in the reward display area Gs26. In the case where the player is paid in each game, the total amount of the rewards in each of the times is displayed in the total reward display area Gs22, and the next time the game starts, the file is reset to zero. Further, in the symbol data of Fig. 7, the magnification set by each basic symbol is displayed in the winning ratio display area Gs23 in a manner identifiable by the player. When the connection is continuously made, the number of linkages of the connection and the calculated magnification added to the specific reward may be displayed in the status display area Gs24.
依據連接的連鎖而加算至特定報酬的算出倍率之値,在連接的連鎖結束時被重置成0。亦即,每結束1次遊戲,加算至特定報酬的算出倍率的値便被重置。The calculated magnification that is added to the specific reward based on the linkage of the connection is reset to 0 at the end of the chain of connections. That is, every time the game is finished, the squat added to the calculated magnification of the specific reward is reset.
但是,在指定的遊戲狀況中,即使連接的連鎖結束,亦可不將相對於特定報酬的算出倍率之加算値進行重置。 在以下所說明之出現FREE符號之情形中,只要殘留該FREE符號所指定之次數,則在不重置相對於特定報酬的算出倍率之加算値且所指定之次數成為0之情形中,遊戲裝置10進行對於特定報酬的算出倍率之加算。However, in the specified game situation, even if the interlock of the connection is completed, the addition of the calculated magnification with respect to the specific reward may not be reset. In the case where the FREE symbol appears as described below, in the case where the number of times specified by the FREE symbol is left, the game device is reset without resetting the calculation of the calculated magnification with respect to the specific reward and the specified number of times becomes zero. 10 performs the addition of the calculated magnification for the specific reward.
接下來,針對出現特殊符號之情形進行說明。Next, a description will be given of the case where a special symbol appears.
<出現FREE符號之情形> 首先,在特殊符號之中,在FREE符號出現在判定區域Gs211之情形,判定區域Gs211的範圍會擴大。例如,若在判定區域Gs211中出現FREE符號,則該判定區域Gs211會擴大至其時間點中之符號配置區域Gs21的全部區域。 此外,在此雖說明判定區域Gs211擴大至符號配置區域Gs21的全部區域之例,但亦可為擴大至符號配置區域Gs21的一部分之態樣。<Case where the FREE symbol appears> First, among the special symbols, in the case where the FREE symbol appears in the determination region Gs211, the range of the determination region Gs211 is expanded. For example, if the FREE symbol appears in the determination area Gs211, the determination area Gs211 is expanded to the entire area of the symbol arrangement area Gs21 in its time point. Here, although the example in which the determination region Gs211 is expanded to the entire region of the symbol arrangement region Gs21 will be described here, it may be expanded to a part of the symbol arrangement region Gs21.
圖10係揭示用於說明出現FREE符號之情形的遊戲畫面之一例的圖。 捲盤停止旋轉後,在判定區域Gs211出現FREE符號時,不立即執行該FREE符號的處理,而是首先針對上述連接進行判斷。接下來,若未發生連接,或若連接的連鎖暫時結束,則如圖10所示,判定區域Gs211擴大至符號配置區域Gs21中之15階層5行的全部區域。藉由判定區域Gs211擴散,而一口氣提高了發生由連接所致之符號消除的可能性或暫時結束之連接的連鎖再次開始的可能性,因此玩家感受到的高紅利期待感增加。Fig. 10 is a view showing an example of a game screen for explaining a case where a FREE symbol appears. When the reel stops rotating, when the FREE symbol appears in the determination area Gs211, the processing of the FREE symbol is not immediately executed, but the determination is first made for the above connection. Next, if the connection has not occurred, or if the interlock of the connection is temporarily ended, as shown in FIG. 10, the determination region Gs211 is expanded to all of the 15 levels and 5 rows of the symbol arrangement region Gs21. By the diffusion of the determination region Gs211, the possibility that the symbol elimination by the connection is eliminated or the chain of the connection that is temporarily terminated is restarted is improved in one breath, so that the high dividend expectation felt by the player increases.
此外,由FREE符號所致之判定區域Gs211的擴大,於本實施形態雖僅為1次的遊戲,但亦可為僅持續指定的遊戲次數之構成。並且,只要在已擴大的判定區域Gs211中配置1個以上的FREE符號,則僅相當於所配置的個數之遊戲次數份會持續判定區域Gs211的擴大。 藉由由FREE符號所致之判定區域Gs211的擴大,而提高出現其他FREE符號、FREE符號以外的特殊符號的可能性。 在由FREE符號所致之判定區域Gs211的擴大時,將此事顯示在狀態顯示區域Gs24中。在判定區域Gs211的擴大後,亦可將有助於擴大之FREE符號取代成其他符號,例如NULL符號A。Further, the enlargement of the determination region Gs211 by the FREE symbol is a game of only one time in the present embodiment, but may be a configuration in which only the specified number of games is continued. In addition, when one or more FREE symbols are arranged in the expanded determination region Gs211, only the number of game times corresponding to the number of games is set to continue to expand the determination region Gs211. By the enlargement of the determination region Gs211 by the FREE symbol, the possibility of occurrence of special symbols other than the FREE symbol and the FREE symbol is increased. When the determination region Gs211 due to the FREE symbol is enlarged, the matter is displayed in the state display region Gs24. After the expansion of the determination region Gs211, the FREE symbol contributing to the enlargement may be replaced with another symbol such as the NULL symbol A.
<出現星星符號之情形> 特殊符號之中,在星星符號出現在判定區域Gs211之情形,判定區域Gs211的範圍會擴大。但是,星星符號與上述FREE符號不同,判定區域Gs211的擴大程度小,具體而言,於本例,停留在從3階層3行擴大至4階層3行。<Case where Star Symbol Appears> Among the special symbols, when the star symbol appears in the determination region Gs211, the range of the determination region Gs211 is expanded. However, the star symbol is different from the above-described FREE symbol, and the degree of expansion of the determination region Gs211 is small. Specifically, in this example, the stay is expanded from 3 levels and 3 lines to 4 levels and 3 lines.
圖11係揭示用於說明出現星星符號之情形的遊戲畫面之一例的圖。 捲盤停止旋轉後,在判定區域Gs211出現星星符號時,首先,判斷是否發生上述連接。接下來,若未發生連接,或若連接的連鎖暫時結束,則如圖11所示,判定區域Gs211擴大至1階層上方,且擴大至4階層3行。藉由判定區域Gs211擴散,而提高發生由連接所致之符號消除的可能性或暫時結束之連接的連鎖再次開始的可能性,因此玩家感受到的高紅利期待感增加。Fig. 11 is a view showing an example of a game screen for explaining a situation in which a star symbol appears. When the reel stops rotating, when the star symbol appears in the determination area Gs211, first, it is judged whether or not the above connection occurs. Next, if the connection has not occurred, or if the interlock of the connection is temporarily terminated, as shown in FIG. 11, the determination region Gs211 is expanded to the upper level of the first level and expanded to the fourth level and the third line. By the diffusion of the determination region Gs211, the possibility that the symbol elimination by the connection is eliminated or the interlock of the connection that is temporarily terminated is restarted is increased, so that the high dividend expectation felt by the player increases.
此外,由星星符號所致之判定區域Gs211的擴大,在遊戲已被執行所預先規定之次數的時間點被解除。只要在已擴大的判定區域Gs211中配置1個以上的星星符號,則亦可為僅相當於所配置的個數之遊戲次數份持續判定區域Gs211的擴大之構成。並且,藉由由星星符號所致之判定區域Gs211的擴大,而提高出現其他星星符號、星星符號以外的特殊符號的可能性。 在由星星符號所致之判定區域Gs211的擴大時,將此事顯示在狀態顯示區域Gs24中。亦可在判定區域Gs211的擴大後,將星星符號取代成NULL符號A。Further, the enlargement of the determination region Gs211 by the star symbol is released at a time point when the game has been executed a predetermined number of times. When one or more star symbols are arranged in the expanded determination region Gs211, the configuration may be such that only the number of games of the number of games is continuously expanded. Further, by the enlargement of the determination region Gs211 by the star symbol, the possibility of occurrence of special symbols other than the star symbol and the star symbol is increased. When the determination region Gs211 due to the star symbol is enlarged, the matter is displayed in the state display region Gs24. It is also possible to replace the star symbol with the NULL symbol A after the expansion of the determination region Gs211.
<出現CRASH符號之情形> 特殊符號之中,在CRASH符號出現在判定區域Gs211之情形,發生崩潰事件(crash event)。此崩潰事件係消除NULL符號的事件。在崩潰事件中,許可接受由玩家所致之輸入操作,在包含判定區域Gs211之符號配置區域Gs21中所配置的NULL符號中,根據該輸入操作等而消除指定數量的NULL符號。若消除NULL符號,則因發生其他符號的移動(符號的落下),而誘發連接。<Case where CRASH Symbol Occurs> Among the special symbols, in the case where the CRASH symbol appears in the determination area Gs211, a crash event occurs. This crash event is an event that eliminates NULL symbols. In the event of a crash, the license accepts an input operation by the player, and in the NULL symbol configured in the symbol configuration region Gs21 including the determination region Gs211, the specified number of NULL symbols are eliminated according to the input operation or the like. If the NULL symbol is removed, the connection is induced by the movement of other symbols (the falling of the symbol).
圖12係用於說明出在CRASH符號之情形的遊戲畫面之一例的圖。 捲盤停止旋轉後,在判定區域Gs211中出現CRASH符號時,首先,判斷是否發生連接。接下來,若未發生連接,或若連接的連鎖暫時結束,則計數判定區域Gs211及非判定區域Gs212所配置之NULL符號的個數,其中,藉由抽選而決定要消除幾%(消除個數)。Fig. 12 is a view for explaining an example of a game screen in the case of a CRASH symbol. When the reel stops rotating, when the CRASH symbol appears in the determination area Gs211, first, it is determined whether or not a connection has occurred. Next, if the connection does not occur, or if the interlock of the connection is temporarily terminated, the number of NULL symbols arranged in the determination area Gs211 and the non-determination area Gs212 is counted, and it is determined by the lottery that a few % is to be eliminated (the number of eliminations is eliminated) ).
抽選後,由玩家所致之對輸入裝置13(例如按鈕133)的輸入操作的接受,僅許可例如指定期間(例如5秒鐘)。於此,在玩家連續敲擊許可接受輸入操作的按鈕133時,以例如從最下層的右端至左端、從上一個階層的右端至左端之順序,且若以圖12而言,則以方格所附之數字的1、2、3、…之順序,將消除個數作為上限而消除NULL符號。在NULL符號已被消除的位置,因從上落下其他符號,故提高在判定區域Gs211中發生由連接所致之符號消除的可能性或暫時結束的連接的連鎖再次開始的可能性。 此外,於圖12中,為了避免看不清楚圖,而去除非判定區域Gs212中的影線。After the lottery, the acceptance of the input operation of the input device 13 (e.g., button 133) by the player is permitted only for a specified period (e.g., 5 seconds). Here, when the player continuously taps the button 133 that accepts the input operation, for example, from the right end to the left end of the lowermost layer, from the right end to the left end of the previous hierarchy, and in the case of FIG. The order of the attached numbers 1, 2, 3, ... will eliminate the number as the upper limit and eliminate the NULL symbol. At the position where the NULL symbol has been eliminated, since other symbols are dropped from above, it is possible to increase the possibility that the symbol due to the connection is eliminated in the determination region Gs211 or the chain of the connection that is temporarily terminated is restarted. Further, in FIG. 12, hatching in the non-judgment region Gs212 is removed in order to avoid obscuring the figure.
如此,於本實施形態中,在捲盤旋轉且停止後,若CRASH符號出現在判定區域Gs211,則根據由玩家所致之按鈕133的連續敲擊,而消除NULL符號。藉由消除NULL符號而位於上方的符號落下,因此判定區域Gs211內的符號被再配置(更新),並依據經更新的符號而再判定得獎。如此,即使在捲盤的停止後,只要判定區域Gs211中出現CRASH符號,則玩家亦可藉由操作輸入裝置13(例如,連續敲擊按鈕133)而參與遊戲的結果。因此,根據本實施形態的遊戲裝置10,可使玩家感受到嶄新的趣味。As described above, in the present embodiment, after the reel is rotated and stopped, if the CRASH symbol appears in the determination area Gs211, the NULL symbol is eliminated based on the continuous tap of the button 133 by the player. The symbol located above by dropping the NULL symbol falls, so that the symbol in the determination region Gs211 is reconfigured (updated), and the prize is re-determined based on the updated symbol. Thus, even after the stop of the reel, as long as the CRASH symbol appears in the determination area Gs211, the player can participate in the result of the game by operating the input device 13 (for example, the continuous tap button 133). Therefore, according to the game device 10 of the present embodiment, the player can feel a new taste.
此外,在藉由連續敲擊按鈕133而消除NULL符號之情形中,於玩家按下按鈕133的次數與被消除之NULL符號的數量成比例(例如,每按下5次便消除1個NULL符號)的構成中,在玩家連續敲擊按鈕133時,有會某程度地推測在指定期間內會消除多少個NULL符號之情形。 於是,在根據按鈕的連續敲擊而遊戲裝置10消除NULL符號之際,被消除之NULL符號個數相對於連續敲擊數之比例,可為隨機設定的構成,亦可為與指定期間內之時間經過一起變化的構成。並且,亦可為以下構成:在每次按下按鈕時,遊戲裝置10進行抽選,而決定是否消除NULL符號。 根據此種構成,變得難以預測藉由連續敲擊會消除多少個NULL符號,因此可使玩家感受到新的趣味。Further, in the case where the NULL symbol is eliminated by continuously tapping the button 133, the number of times the player presses the button 133 is proportional to the number of NULL symbols that are eliminated (for example, one NULL symbol is eliminated every time the button is pressed 5 times) In the configuration of the player, when the player continuously taps the button 133, it is estimated that the number of NULL symbols is eliminated in the specified period to some extent. Therefore, when the game device 10 eliminates the NULL symbol according to the continuous tapping of the button, the ratio of the number of eliminated NULL symbols to the number of consecutive taps may be a randomly set configuration, or may be within a specified period. The composition of time changes together. Further, it is also possible to adopt a configuration in which the game device 10 performs lottery every time the button is pressed, and determines whether or not to eliminate the NULL symbol. According to this configuration, it becomes difficult to predict how many NULL symbols are eliminated by continuous tapping, so that the player can feel new interest.
在崩潰事件中,在玩家為了消除NULL符號而操作按鈕133之情形中,遊戲裝置10可基於該操作,而進行例如將項目符號(item symbol)加成至基本符號的顯示。於此,所謂項目符號,係指例如用於使同等於獲得FREE符號或星星符號時的遊戲開始之符號。在藉由經加成項目符號的基本符號而得獎成立之情形中,該項目符號的效果被賦予至遊戲中(開始特別遊戲)。In the event of a crash, in the case where the player operates the button 133 in order to eliminate the NULL symbol, the game device 10 may perform, for example, adding an item symbol to the display of the basic symbol based on the operation. Here, the term "item" refers to, for example, a symbol for making a game start equal to the case of obtaining a FREE symbol or a star symbol. In the case where the prize is established by the basic symbol of the addition bullet, the effect of the bullet is given to the game (starting the special game).
亦可為以下構成:在遊戲裝置10抽選NULL符號的消除個數後,在許可接受由玩家所致之輸入操作時,即使在指定期間內玩家完全不進行輸入操作(例如,連續敲擊按鈕等),在經過該指定期間後,亦將消除個數份的NULL符號消除。 在此構成中,使兔子等角色顯示,該角色亦可顯示如消除NULL符號般的表演。It is also possible to adopt a configuration in which, after the number of eliminations of the NULL symbol is selected by the game device 10, when the input operation by the player is permitted, even if the player does not perform the input operation at all during the specified period (for example, a continuous tap button or the like) ), after the specified period of time, the number of NULL symbols is also eliminated. In this configuration, a character such as a rabbit is displayed, and the character can also display a performance such as eliminating a NULL symbol.
在崩潰事件中,亦可不根據由按鈕133所致之連續敲擊而消除NULL符號,而是根據由其他按鈕131或132所致之連續敲擊而消除NULL符號。亦即,玩家為了指示遊戲的開始而操作的操作子(例如,輸入裝置13的按鈕)、與玩家為了指示在崩潰事件中之NULL符號的消除而操作的操作子,可相同亦可不同。 在崩潰事件中,亦可不藉由接受為物理性操作子之按鈕的輸入操作而消除NULL符號,而是藉由接受例如攝影機所撮影之玩家的舉止、麥克風所收音之玩家的語音等而消除NULL符號。 亦可不將在判定區域Gs211中出現CRASH符號作為條件而使崩潰事件發生,而是以例如以下的條件而使崩潰事件發生。 ・在判定區域Gs211中出現預先規定的符號組合 ・在符號配置區域Gs21的一部分或全部中,出現指定數以上之預先規定的符號(或者,同一符號) ・在指定的位置出現預先規定的符號 ・在符號配置區域Gs21(或者判定區域Gs211)中,預先規定的符號所出現之數量未達指定數(亦即,NULL符號的出現數為指定數以上)In the event of a crash, the NULL symbol may also be eliminated based on successive taps caused by button 133, but the NULL symbol may be eliminated based on successive taps caused by other buttons 131 or 132. That is, an operator that the player operates to indicate the start of the game (for example, a button of the input device 13) may be the same as or different from the operator that the player operates to indicate the elimination of the NULL symbol in the crash event. In the event of a crash, the NULL symbol can be eliminated without accepting the input operation of the button for the physical operator, but the NULL is eliminated by accepting, for example, the behavior of the player who is photographed by the camera, the voice of the player receiving the microphone, and the like. symbol. It is also possible to cause a crash event to occur without causing a CRASH symbol to appear in the determination region Gs211, but to cause a crash event to occur, for example, under the following conditions.・The predetermined symbol combination appears in the determination area Gs211. A predetermined number or more of the specified number (or the same symbol) appears in a part or all of the symbol arrangement area Gs21. ・The predetermined symbol appears at the specified position. In the symbol arrangement area Gs21 (or the determination area Gs211), the number of the predetermined symbols appears to be less than the specified number (that is, the number of occurrences of the NULL symbol is a specified number or more)
並且,亦可為以下構成:在崩潰事件中,將輸入操作提示給玩家,此輸入操作係根據在符號配置區域Gs21(或判定區域Gs211)中所出現之符號的數量或種類。例如,遊戲裝置10亦可將根據符號的數量或種類之次數、時間長度、或操作子的操作(例如,按下按鈕)提示給玩家。具體而言,例如,遊戲裝置10在顯示某第1符號之情形中可接受對於單一按鈕的操作,而在顯示其他第2符號之情形中亦可接受對於複數按鈕的操作,又例如,遊戲裝置10在顯示第1符號之情形中可接受對於按鈕131的操作,在顯示第2符號之情形中亦可接受對於其他操作子(例如,按鈕132、133、觸控面板等)的操作。Further, it may be configured to present an input operation to the player in the event of a crash based on the number or type of symbols appearing in the symbol arrangement area Gs21 (or the decision area Gs211). For example, the gaming device 10 may also prompt the player for the number of times or types of symbols, the length of time, or the operation of the operator (eg, pressing a button). Specifically, for example, the game device 10 can accept an operation for a single button in the case of displaying a certain first symbol, and can also accept an operation for a plurality of buttons in the case of displaying other second symbols, for example, a game device. 10 The operation of the button 131 can be accepted in the case where the 1st symbol is displayed, and the operation for other operators (for example, the buttons 132, 133, the touch panel, etc.) can be accepted in the case where the 2nd symbol is displayed.
在崩潰事件中,遊戲裝置10亦可不根據由玩家所致之輸入操作而消除NULL符號,而是將特定的符號取代成其他符號。在此取代中,遊戲裝置10亦可將判定區域Gs211中出現CRASH符號作為契機,藉由抽選而決定取代前的符號(成為取代對象的符號)與取代後的符號(重新配置的符號)之至少一者。例如,可將NULL符號取代成七符號等基本符號。NULL符號即使縱向或橫向連續3個以上亦不會被判定成連接,但在取代成基本符號的時間點會成為連接的判定對象,因此產生發生由連接所致之符號消除的可能性或暫時結束的連接的連鎖再次開始的可能性。In the event of a crash, the gaming device 10 may also eliminate the NULL symbol from the input operation by the player, instead replacing the particular symbol with another symbol. In this alternative, the game device 10 may also use the CRASH symbol in the determination region Gs211 as a trigger to determine at least the pre-replacement symbol (the symbol to be replaced) and the replaced symbol (reconfigured symbol) by the decimation. One. For example, a NULL symbol can be replaced with a basic symbol such as a seven symbol. The NULL symbol is not determined to be connected even if it is three or more consecutive in the vertical or horizontal direction. However, when it is replaced with the basic symbol, the NULL symbol is determined as the connection target. Therefore, the possibility of symbol elimination due to the connection may occur or may end temporarily. The possibility of the chain of connections to start again.
<出現炸彈符號之情形> 特殊符號之中,在炸彈符號出現在判定區域Gs211之情形,會發生如爆破包含該炸彈符號的階層般的表演。若爆破該階層,則符號會落下,因此提高發生連接的可能性。<Case where a Bomb Symbol Appears> Among the special symbols, in the case where a bomb symbol appears in the determination area Gs211, a class-like performance such as blasting the bomb symbol may occur. If the hierarchy is blasted, the symbol will fall, thus increasing the likelihood of a connection occurring.
圖13係用於說明由炸彈符號所致之爆破及符號的再配置之圖。判定區域Gs211中,在未發生連接之狀態或連接的連鎖成為暫時結束之狀態時,如圖13的上段所示,預設炸彈符號E被配置在例如第2階層的中央行。在此種配置中,如圖13的中段所示,進行如該第2階層原配置之符號全部被爆破(消除)般的表演。 此外,在此時,不僅判定區域Gs211的第2階層,在該判定區域Gs211中,位於左右的非判定區域Gs212的第2階層的符號亦被消除。Figure 13 is a diagram for explaining the blasting and symbol reconfiguration caused by the bomb symbol. In the determination region Gs211, when the connection is not in the state in which the connection is not completed or the connection is temporarily terminated, as shown in the upper part of FIG. 13, the preset bomb symbol E is placed, for example, in the central bank of the second hierarchy. In such an arrangement, as shown in the middle of Fig. 13, the performance of all the symbols of the original arrangement of the second hierarchy is blasted (erased). Further, at this time, not only the second level of the determination region Gs211 but also the symbols of the second hierarchy located in the left and right non-determination regions Gs212 in the determination region Gs211 are eliminated.
在經消除的符號原配置的場所,原配置在其上側的符號會落下。詳細而言,如圖8的下段所示,符號G、H及I落下至第2階層,符號J、K、L、M及O落下至第3階層,符號P、Q、R、S及T落下至第4階層。 藉由此種落下,除了在判定區域Gs211中產生發生連接的可能性,亦有NULL符號B受到損傷而被消除之情形。因此,藉由炸彈符號,而誘發由連接所致之符號消除的發生或暫時結束之連接的連鎖的再次開始。 此外,若藉由炸彈符號而消除階層,則原位於較該階層更上側的階層會一階層一階層地落下。亦即,炸彈符號使位於較判定區域Gs211更上方的階層數(換言之,塔的階層數)減少。In the place where the eliminated symbol is originally configured, the symbol originally placed on the upper side will fall. In detail, as shown in the lower part of FIG. 8, the symbols G, H, and I fall to the second level, and the symbols J, K, L, M, and O fall to the third level, and the symbols P, Q, R, S, and T Drop to the fourth level. With such a drop, in addition to the possibility of occurrence of a connection in the determination area Gs211, the NULL symbol B is damaged and eliminated. Therefore, by the bomb symbol, the resumption of the chain of the connection due to the connection or the temporary termination of the connection is induced. In addition, if the class is eliminated by the bomb symbol, the class that is located above the class will fall down from one level to another. That is, the bomb symbol reduces the number of strata (in other words, the number of strata of the tower) located above the determination area Gs211.
圖14係以下情形的例子:藉由由炸彈符號所致之階層的消除,而位於較判定區域Gs211更上側之階層數減少成「7」(塔的全部階層數為「10」)之情形。 由炸彈符號所致之階層的消除重複進行,最終如圖15所示,若滿足所謂位於較判定區域Gs211更上方的階層數為「0」的條件(特定賦予條件),則例如在區域Gs28中顯示祝福玩家的訊息且同時賦予玩家特定報酬(參照倍率顯示區域Gs25及報酬顯示區域Gs26)。之後,塔被再建成原本的階層數「15」。關於此時所再建的塔(高紅利的塔),例如,用於算出通常報酬的基本符號的倍率及特定報酬的算出倍率的初始値,被設定成較通常更高的値。此外,關於高紅利的塔,因僅是紅利(倍率)高,而遊戲內容相同,故省略說明。Fig. 14 is an example of the case where the number of layers located above the determination area Gs211 is reduced to "7" (the total number of levels of the tower is "10") by the elimination of the hierarchy by the bomb symbol. The elimination of the hierarchy caused by the bomb symbol is repeated, and finally, as shown in FIG. 15, if the condition that the number of layers located above the determination region Gs211 is "0" (specific assignment condition) is satisfied, for example, in the region Gs28. The message of the blessing player is displayed and the player is given a specific reward (refer to the magnification display area Gs25 and the reward display area Gs26). After that, the tower was rebuilt into the original number of classes "15". In the tower (high-profit tower) which is rebuilt at this time, for example, the initial value of the magnification of the basic symbol for calculating the normal reward and the calculation magnification of the specific reward is set to be higher than usual. In addition, regarding the tower of high dividend, since only the bonus (magnification) is high, and the game content is the same, description is abbreviate|omitted.
並且,在經過規定的遊戲次數(例如20次)前,在位於較判定區域Gs211更上側之階層數不成為「0」之情形中,強制性地將塔再建成原本的階層數「15」。此外,關於規定的遊戲次數,有藉由出現加5符號而寬限(延長)5次份之情形。In addition, in the case where the number of layers located higher than the determination area Gs211 does not become "0" before the predetermined number of times of the game (for example, 20 times), the tower is forcibly built into the original number of floors "15". Further, regarding the predetermined number of games, there is a case where the number of games is extended (extended) by 5 times by the addition of 5 symbols.
<由處理器所致之功能構成> 圖16係揭示遊戲控制部120的功能構成之一例的圖。於以下,針對執行處理之遊戲控制部120的功能構成進行說明,該處理係用於控制遊戲裝置10且實現上述遊戲之處理(以下,有稱為「遊戲處理」之情形)。遊戲控制部120所具備的構成要素係藉由處理器12執行記憶裝置14所記憶之程式而被實現。亦即,處理器12藉由與記憶裝置14所記憶之程式的協作,而實現用於執行遊戲處理的多個功能。 此外,亦能採用將處理器12的各功能分散在多個裝置之構成、專用的電子電路實現處理器12的部分功能之構成。<Functional Configuration by Processor> FIG. 16 is a diagram showing an example of the functional configuration of the game control unit 120. In the following, the functional configuration of the game control unit 120 for executing the processing for controlling the game device 10 and realizing the processing of the above-described game (hereinafter referred to as "game processing") will be described. The components included in the game control unit 120 are realized by the processor 12 executing the program stored in the memory device 14. That is, the processor 12 implements a plurality of functions for executing game processing by cooperation with a program stored in the memory device 14. Further, it is also possible to realize a configuration in which some functions of the processor 12 are realized by dispersing the functions of the processor 12 in a plurality of devices and using a dedicated electronic circuit.
如圖16所示,遊戲控制部120包含:輸入部121、輸入許可部122、顯示控制部123、連接判定部124、報酬決定部125、報酬變更部126及報酬賦予部127。 輸入部121(「輸入接受部」之一例)接受根據從輸入裝置13輸出之由玩家所致之輸入操作的資訊(以下,有僅稱為「輸入」之情形)。輸入許可部122(「輸入接受決定部」之一例),基於符號配置區域Gs21所顯示之多個符號的至少一部分,而決定輸入部121是否接受輸入。更具體而言,在開始遊戲後,在判定區域Gs211中出現CRASH符號且未發生連接或連接的連鎖暫時結束之情形,輸入許可部122決定許可接受由輸入部121所致之輸入(輸入部121接受輸入),除此以外,決定禁止接受由輸入部121所致之輸入(輸入部121不接受輸入)。 如此,於本實施形態中,在輸入許可部122決定不接受由玩家所致之輸入之情形中,由玩家所致之輸入操作被無效化,因此可抑制發生根據由玩家所致之與遊戲無關的輸入操作之處理。其結果,相較於與遊戲無關的輸入操作未被無效化之情形,可減低遊戲裝置10中之處理負荷。As shown in FIG. 16, the game control unit 120 includes an input unit 121, an input permission unit 122, a display control unit 123, a connection determination unit 124, a reward determination unit 125, a reward change unit 126, and a reward providing unit 127. The input unit 121 (an example of the "input receiving unit") receives information based on an input operation by the player output from the input device 13 (hereinafter, simply referred to as "input"). The input permission unit 122 (an example of the "input acceptance determination unit") determines whether or not the input unit 121 accepts an input based on at least a part of the plurality of symbols displayed in the symbol arrangement area Gs21. More specifically, after the start of the game, in the case where the CRASH symbol appears in the determination area Gs211 and the connection or connection is not temporarily terminated, the input permission unit 122 decides to accept the input by the input unit 121 (the input unit 121) In addition to this, it is determined that the input by the input unit 121 is prohibited from being accepted (the input unit 121 does not accept the input). As described above, in the present embodiment, in the case where the input permitting unit 122 decides not to accept the input by the player, the input operation by the player is invalidated, so that it is possible to suppress occurrence of the game-independent game. The processing of the input operation. As a result, the processing load in the game device 10 can be reduced as compared with the case where the input operation not related to the game is not invalidated.
顯示控制部123控制顯示裝置15所顯示之畫面Gs的顯示內容,並包含符號配置部1231及符號更新部1232。其中,符號配置部1231(「符號顯示部」之一例)在符號配置區域Gs21中分別配置基本符號、特殊符號及NULL符號,並顯示在顯示裝置15。符號更新部1232(「顯示更新部」之一例)更新藉由符號配置部1231所顯示之符號,並顯示在顯示裝置15。例如,在藉由輸入許可部122而決定輸入部121接受輸入之情形,符號更新部1232根據接受符號配置區域Gs21所顯示之多個符號的至少一部分之輸入而進行更新。更具體而言,在崩潰事件中,隨著根據由玩家所致之輸入裝置13的操作(例如,由按鈕133所致之連續敲擊)之NULL符號的消除,符號更新部1232更新符號配置區域Gs21所顯示之符號的配置,並顯示在顯示裝置15。 並且,符號更新部1232執行符號的更新並顯示在顯示裝置15,該符號的更新為:符號配置區域Gs21中之每階層的捲盤的旋轉及停止、已連接之基本符號的消除、由炸彈符號所致之符號的消除、藉由落下而受到損傷之NULL符號的取代及消除、以及伴隨此等消除之符號的落下等。 此外,符號更新部1232亦可根據所接受的輸入而決定是否更新符號配置區域Gs21所顯示之多個符號的至少一部分。例如,在崩潰事件中,符號更新部1232可決定是否在每次玩家按下按鈕時進行抽選而消除NULL符號。並且,符號更新部1232亦可在符號配置區域Gs21所顯示之多個符號中,更新指定的符號(例如,指定的分類或種類的符號)。 在更新符號配置區域Gs21所顯示之多個符號的至少一部分之際,符號更新部1232亦可抽選應更新之符號的數量或位置,並根據該抽選的結果而更新符號。例如,在崩潰事件中,符號更新部1232亦可藉由抽選而決定NULL符號的消除個數,並將該消除個數作為上限,消除NULL符號。 此外,在指定的期間中所接受之輸入不滿足指定的輸入條件之情形中,符號更新部1232亦可不論該輸入為何,皆更新符號配置區域Gs21所顯示之多個符號的至少一部分。例如,在崩潰事件中,即使為無來自玩家的輸入之情形,符號更新部1232亦可在經過指定的期間後,消除藉由抽選所決定之消除個數的NULL符號。The display control unit 123 controls the display content of the screen Gs displayed on the display device 15, and includes a symbol arrangement unit 1231 and a symbol update unit 1232. The symbol arrangement unit 1231 (an example of the "symbol display unit") is provided with a basic symbol, a special symbol, and a NULL symbol in the symbol arrangement area Gs21, and is displayed on the display device 15. The symbol update unit 1232 (an example of the "display update unit") updates the symbols displayed by the symbol arrangement unit 1231 and displays them on the display device 15. For example, when the input permitting unit 122 determines that the input unit 121 accepts the input, the symbol update unit 1232 updates based on the input of at least a part of the plurality of symbols displayed by the received symbol arrangement area Gs21. More specifically, in the crash event, the symbol updating section 1232 updates the symbol configuration area with the elimination of the NULL symbol according to the operation of the input device 13 by the player (for example, continuous tapping by the button 133). The configuration of the symbol displayed by Gs21 is displayed on the display device 15. Further, the symbol updating unit 1232 performs update of the symbol and displays it on the display device 15, and the update of the symbol is: rotation and stop of the reel of each level in the symbol arrangement area Gs21, elimination of the connected basic symbols, and bomb symbol The elimination of the resulting symbol, the substitution and elimination of the NULL symbol damaged by the drop, and the fall of the symbol accompanying the elimination. Further, the symbol update unit 1232 may determine whether to update at least a part of the plurality of symbols displayed by the symbol arrangement region Gs21 based on the accepted input. For example, in a crash event, the symbol update unit 1232 may decide whether to perform a lottery each time the player presses the button to eliminate the NULL symbol. Further, the symbol update unit 1232 may update the designated symbol (for example, the designated classification or type of symbol) among the plurality of symbols displayed in the symbol arrangement area Gs21. When updating at least a part of the plurality of symbols displayed in the symbol arrangement area Gs21, the symbol updating unit 1232 may also select the number or position of the symbols to be updated, and update the symbols based on the result of the lottery. For example, in the event of a crash, the symbol update unit 1232 may determine the number of eliminations of the NULL symbol by lottery, and use the number of eliminations as the upper limit to eliminate the NULL symbol. Further, in a case where the input accepted in the specified period does not satisfy the specified input condition, the symbol updating unit 1232 may update at least a part of the plurality of symbols displayed in the symbol arrangement region Gs21 regardless of the input. For example, in the event of a crash, even if there is no input from the player, the symbol updating unit 1232 may eliminate the NULL symbol of the number of eliminations determined by the lottery after a specified period of time has elapsed.
連接判定部124(「得獎判定部」之一例),在藉由符號更新部1232更新符號前或/及在更新符號後,基於符號配置區域Gs21所顯示之多個符號的至少一部分而判定得獎。更具體而言,連接判定部124判定在判定區域Gs211中所配置之符號中基本符號是否成為縱向或橫向連續3個以上的狀態,亦即判定是否發生連接。The connection determination unit 124 (an example of the "winning determination unit") determines whether at least a part of the plurality of symbols displayed by the symbol arrangement area Gs21 is before or after updating the symbol by the symbol update unit 1232. prize. More specifically, the connection determination unit 124 determines whether or not the basic symbols in the determination region Gs 211 are in the vertical or horizontal direction for three or more consecutive states, that is, whether or not the connection has occurred.
報酬決定部125將賭注數乘以已連接之基本符號的倍率而決定發生連接之情形的通常報酬。 報酬變更部126(「特定報酬變更部」之一例),在特定賦予條件成立前指定的遊戲條件連續成立指定次數以上之情形中,變更特定報酬。更具體而言,在位於較判定區域Gs211更上方的階層數成為「0」前,報酬變更部126將根據連接連續發生的次數之加算値加算至特定報酬。例如,在連接的連鎖數成為「3」以上之情形中,報酬變更部126對於特定報酬的算出倍率加算圖9的倍率加算表所規定之値,而變更特定報酬。 亦即,在每次重複遊戲時,累算報酬變更部126所變更之特定報酬。 此外,在預先規定的制約條件下特定賦予條件不成立之情形中,報酬變更部126將特定報酬的値變更成基準値。更具體而言,例如在經過規定的遊戲次數(例如20次)前,在位於較判定區域Gs211更上側之階層數未成為「0」之情形中,報酬變更部126藉由例如將特定報酬的算出倍率的値設定成初始値,而將特定報酬的値變更成初始値。此外,「預先規定的制約條件」,只要為關於遊戲的任意制約即可,不限於關於遊戲次數的制約。並且,特定報酬的「基準値」不限於初始値,亦可為其他値。The reward determination unit 125 multiplies the number of bets by the magnification of the connected basic symbols to determine the normal reward for the case where the connection is made. The reward change unit 126 (an example of the "specific reward change unit") changes the specific reward in the case where the game condition specified before the specific assignment condition is established is continuously established for a predetermined number of times or more. More specifically, before the number of levels located above the determination area Gs 211 becomes "0", the reward changing unit 126 adds the addition 次数 based on the number of consecutive occurrences of the connection to the specific reward. For example, in the case where the number of linked links is "3" or more, the reward changing unit 126 adds the enthalpy specified in the magnification adding table of FIG. 9 to the calculated magnification of the specific reward, and changes the specific reward. That is, the specific reward changed by the reward changing unit 126 is accumulated every time the game is repeated. Further, in the case where the specific giving condition is not established under the predetermined restriction condition, the reward changing unit 126 changes the 报酬 of the specific reward to the reference 値. More specifically, for example, in the case where the number of layers located above the determination area Gs211 is not "0" before the predetermined number of times of the game (for example, 20 times) has elapsed, the reward changing unit 126 is, for example, a specific reward. The 算出 of the calculated magnification is set to the initial 値, and the 报酬 of the specific reward is changed to the initial 値. In addition, the "pre-defined restriction condition" is not limited to the restriction on the number of games as long as it is an arbitrary restriction on the game. Moreover, the "reference" of a particular reward is not limited to the initial flaw, but may be other flaws.
報酬賦予部127(「特定報酬賦予部」之一例),例如在位於較判定區域Gs211更上方的階層數成為「0」之情形中(在特定賦予條件成立之情形中),將每次重複遊戲時所累算之特定報酬賦予玩家。此外,報酬賦予部127將由報酬決定部125所決定之通常報酬在每次遊戲時賦予玩家。In the case where the number of levels located above the determination area Gs 211 is "0" (in the case where the specific assignment condition is satisfied), the reward setting unit 127 (an example of the "specific reward providing unit") repeats the game each time. The specific rewards accrued at the time are given to the player. Further, the reward providing unit 127 gives the normal reward determined by the reward determining unit 125 to the player every time the game is played.
<遊戲處理的動作> 接下來,針對本實施形態之遊戲裝置10所執行之遊戲處理的動作進行說明。 圖17係揭示遊戲處理中的主處理之一例的流程圖。首先,在主處理中,遊戲控制部120執行初始化處理(步驟Sa101)。在遊戲控制部120執行初始化處理的例子中,包含例如:將特定報酬的算出倍率的値重置成初始値、將符號配置區域Gs21中之塔再建成階層數「15」、將符號初始配置在已再建之塔的符號配置區域Gs21的方格中、在殘餘遊戲次數中設定初始値(例如20次)等處理。<Operation of Game Processing> Next, an operation of the game processing executed by the game device 10 of the present embodiment will be described. Fig. 17 is a flow chart showing an example of main processing in game processing. First, in the main processing, the game control unit 120 performs an initialization process (step Sa101). In the example in which the game control unit 120 executes the initialization process, for example, the 値 of the calculation magnification of the specific reward is reset to the initial 値, the tower in the symbol arrangement area Gs21 is rebuilt into the number of layers “15”, and the symbol is initially placed at the symbol. In the square of the symbol arrangement area Gs21 of the reconstructed tower, processing such as initial 値 (for example, 20 times) is set in the number of remaining game times.
初始化處理後,遊戲控制部120將藉由玩家而例如將代幣投入插入口Min且指定賭注數並指示遊戲的開始(或者指示自動代打)作為條件,將殘餘遊戲次數僅減少「1」(步驟Sa102)。此外,遊戲控制部120使在該時間點的殘餘遊戲次數顯示在殘餘遊戲次數顯示區域Gs27。After the initialization processing, the game control unit 120 sets the number of remaining bets to "1" by the player, for example, by putting the token into the insertion slot Min and specifying the number of bets and instructing the start of the game (or instructing automatic generation). Sa102). Further, the game control unit 120 displays the number of remaining games at the time point in the remaining game number display area Gs27.
遊戲控制部120藉由遊戲處理而執行1次份的遊戲(步驟Sa110)。遊戲控制部120在執行1次份的遊戲處理後,判別殘餘遊戲次數是否為零(步驟Sa103)。若殘餘遊戲次數為零(若步驟Sa103的判別結果為「是」),則遊戲控制部120將程序回到步驟Sa101。 另一方面,若殘餘遊戲次數不為零(若步驟Sa103的判別結果為「否」),則遊戲控制部120將程序回到步驟Sa102並執行遊戲處理。藉此,在殘餘遊戲次數成為零前,重複執行遊戲處理。The game control unit 120 executes the game one time by the game processing (step Sa110). The game control unit 120 determines whether or not the number of remaining games is zero after executing the game processing for one copy (step Sa103). If the number of remaining games is zero (YES in step Sa103), the game control unit 120 returns the program to step Sa101. On the other hand, if the number of remaining games is not zero (if the result of the determination in step Sa103 is "NO"), the game control unit 120 returns the program to step Sa102 and executes the game processing. Thereby, the game processing is repeatedly executed before the number of remaining games becomes zero.
圖18及圖19係揭示遊戲處理的詳細內容之流程圖。 首先,在遊戲處理中,遊戲控制部120重置連接的連鎖數(步驟Sa1101)。接下來,遊戲控制部120使在符號配置區域Gs21中之各階層的捲盤旋轉及停止(步驟Sa1102)。遊戲控制部120在使各階層的捲盤停止後,判定在判定區域Gs211中是否發生連接(步驟Sa1103)。18 and 19 are flowcharts showing the details of the game processing. First, in the game processing, the game control unit 120 resets the number of links of the connection (step Sa1101). Next, the game control unit 120 rotates and stops the reels of the respective levels in the symbol arrangement area Gs21 (step Sa1102). After stopping the reel of each level, the game control unit 120 determines whether or not connection has occurred in the determination area Gs211 (step Sa1103).
遊戲控制部120,若發生連接(若步驟Sa1103的判別結果為「有」),則將連接的連鎖數僅增量「1」(步驟Sa1104),消除發生該連接的符號,並以填滿經消除的位置之方式使上側的符號落下(步驟Sa1105)。 遊戲控制部120藉由落下而給予NULL符號A或B損傷(步驟Sa1106),並判別是否存在藉由該損傷而應消除的NULL符號B(步驟Sa1107)。若不存在NULL符號B(若步驟Sa1107的判別結果為「否」),則遊戲控制部120將程序回到步驟Sa1103,並再判別是否藉由符號的落下而發生連接。 另一方面,若存在應消除的NULL符號B(若步驟Sa1107的判別結果為「是」),則遊戲控制部120消除該NULL符號B(步驟Sa1108),並以填滿經消除的位置之方式使上側的符號落下(步驟Sa1109)。 之後,遊戲控制部120將程序回到步驟Sa1103,並再判別是否藉由符號的落下而發生連接。When the game control unit 120 is connected (if the result of the determination in step Sa1103 is "YES"), the number of connected links is incremented by "1" (step Sa1104), and the symbol in which the connection occurs is eliminated, and the symbol is filled. The manner of the eliminated position causes the symbol on the upper side to fall (step Sa1105). The game control unit 120 gives a NULL symbol A or B damage by dropping (step Sa1106), and determines whether or not there is a NULL symbol B to be eliminated by the damage (step Sa1107). If the NULL symbol B does not exist (if the result of the determination in the step Sa1107 is "NO"), the game control unit 120 returns the routine to the step Sa1103, and determines whether or not the connection is made by the drop of the symbol. On the other hand, if there is a NULL symbol B to be eliminated (if the result of the determination in step Sa1107 is YES), the game control unit 120 cancels the NULL symbol B (step Sa1108), and fills the eliminated position. The symbol on the upper side is dropped (step Sa1109). Thereafter, the game control unit 120 returns the program to step Sa1103, and determines whether or not the connection is made by the drop of the symbol.
在判定區域Gs211中連接的連鎖暫時結束前,遊戲控制部120重複從步驟Sa1103至Sa1109為止的處理。 另一方面,若在判定區域Gs211中連接的連鎖暫時結束(若步驟Sa1103的判別結果為「無」),則遊戲控制部120判別在判定區域Gs211中是否配置有加5符號(步驟Sa1110)。若在判定區域Gs211中配置有加5符號(若步驟Sa1110的判別結果為「有」),則遊戲控制部120在殘餘遊戲次數上加算「5」(步驟Sa1111)。The game control unit 120 repeats the processing from steps Sa1103 to Sa1109 until the interlocking of the connection in the determination area Gs211 is temporarily ended. On the other hand, if the interlock connected to the determination region Gs211 is temporarily ended (if the result of the determination in step Sa1103 is "None"), the game control unit 120 determines whether or not the 5 symbol is placed in the determination region Gs211 (step Sa1110). When the 5th symbol is added to the determination region Gs211 (if the determination result in the step Sa1110 is "YES"), the game control unit 120 adds "5" to the number of remaining games (step Sa1111).
若判定區域Gs211中未配置加5符號(若步驟Sa1110的判別結果為「無」),或在步驟Sa1111中之處理後,遊戲控制部120判別在判定區域Gs211是否配置有FREE符號(步驟Sa1112)。若判定區域Gs211中配置有FREE符號(若步驟Sa1112的判別結果為「有」),則遊戲控制部120使判定區域Gs211擴大至符號配置區域Gs21中之15階層5行的全部區域(步驟Sa1113,參照圖10)。 之後,遊戲控制部120將程序回到步驟Sa1103,並再判別是否隨著擴大判定區域而發生連接。 另一方面,若在判定區域Gs211未配置FREE符號(若步驟Sa1112的判別結果為「無」),則遊戲控制部120解除判定區域Gs211的擴大,並回到原本的3階層3行(步驟Sa1114)。If the 5th symbol is not placed in the determination region Gs211 (if the determination result in the step Sa1110 is "None"), or after the processing in the step Sa1111, the game control unit 120 determines whether or not the FREE symbol is placed in the determination region Gs211 (step Sa1112). . When the FREE symbol is placed in the determination region Gs211 (the determination result in the step Sa1112 is "YES"), the game control unit 120 expands the determination region Gs211 to all of the 15 levels and 5 rows in the symbol arrangement region Gs21 (step Sa1113, Refer to Figure 10). Thereafter, the game control unit 120 returns the program to step Sa1103, and determines whether or not the connection is made as the determination area is enlarged. On the other hand, if the FREE symbol is not placed in the determination region Gs211 (the determination result in the step Sa1112 is "None"), the game control unit 120 cancels the expansion of the determination region Gs211 and returns to the original three-level three-row row (step Sa1114). ).
在步驟Sa1114中之處理後,遊戲控制部120判別在判定區域Gs211中是否配置有星星符號(步驟Sa1115)。若在判定區域Gs211配置有星星符號(若步驟Sa1115的判別結果為「有」),則遊戲控制部120使判定區域Gs211擴大至4階層3行(步驟Sa1116,參照圖11)。之後,遊戲控制部120將程序回到步驟Sa1103,並再判別是否隨著擴大判定區域Gs211而發生連接。 另一方面,若判定區域Gs211中未配置星星符號,或若由星星符號所致之判定區域Gs211的擴大僅持續指定的遊戲次數(若步驟Sa1115的判別結果為「無」),則遊戲控制部120解除判定區域Gs211的擴大,並回到原本的3階層3行(步驟Sa1117)。After the processing in step Sa1114, the game control unit 120 determines whether or not a star symbol is placed in the determination region Gs211 (step Sa1115). When the star symbol is placed in the determination area Gs211 (if the determination result in step Sa1115 is "YES"), the game control unit 120 expands the determination area Gs211 to four levels and three lines (step Sa1116, see FIG. 11). After that, the game control unit 120 returns the routine to step Sa1103, and determines whether or not the connection is made with the enlargement determination region Gs211. On the other hand, if the star symbol is not arranged in the determination region Gs211, or if the expansion of the determination region Gs211 by the star symbol continues only for the specified number of games (if the result of the determination in step Sa1115 is "None"), the game control unit The enlargement of the determination determination area Gs 211 is performed, and the original 3 levels and 3 lines are returned (step Sa1117).
在步驟Sa1117中之處理後,遊戲控制部120判別在判定區域Gs211中是否配置有CRASH符號(步驟Sa1118)。若判定區域Gs211中配置有CRASH符號(若步驟Sa1118的判別結果為「有」),則遊戲控制部120執行上述崩潰事件的處理。詳細而言,遊戲控制部120計數判定區域Gs211及非判定區域Gs212所配置之NULL符號的個數,其中,藉由抽選而決定消除幾%,並算出NULL符號的消除個數(步驟Sa1119)。After the processing in step Sa1117, the game control unit 120 determines whether or not the CRASH symbol is placed in the determination region Gs211 (step Sa1118). When the CRASH symbol is placed in the determination region Gs211 (if the determination result in step Sa1118 is "YES"), the game control unit 120 executes the above-described process of the crash event. Specifically, the game control unit 120 counts the number of NULL symbols arranged in the determination region Gs 211 and the non-decision region Gs 212, and determines the number of eliminations by a lot of selection by counting, and calculates the number of eliminations of the NULL symbols (step Sa1119).
抽選後,遊戲控制部120許可接受輸入裝置13(例如按鈕133)中之輸入操作,在畫面Gs中顯示提示連續敲擊該按鈕的訊息(圖示省略),並判別按鈕133是否藉由玩家而被進行輸入操作(步驟Sa1120)。若未被進行輸入操作(若步驟Sa1120的判別結果為「無」),則遊戲控制部120將程序回到步驟Sa1120。藉此,在按鈕133藉由玩家而被進行輸入操作前,呈待機狀態。 若按鈕133藉由玩家而被進行輸入操作(若步驟Sa1120的判別結果成為「有」),則遊戲控制部120開始計時時間(步驟Sa1121)。After the lottery, the game control unit 120 permits the input operation in the input device 13 (for example, the button 133) to be accepted, and displays a message (not shown) prompting the button to be continuously pressed on the screen Gs, and determines whether the button 133 is played by the player. An input operation is performed (step Sa1120). If the input operation is not performed (if the result of the determination in step Sa1120 is "none"), the game control unit 120 returns the routine to step Sa1120. Thereby, the button 133 is in a standby state before being input by the player. When the button 133 is input by the player (if the result of the determination in step Sa1120 is "YES"), the game control unit 120 starts the time measurement (step Sa1121).
遊戲控制部120根據按鈕130的連續敲擊而以上述順序消除NULL符號(步驟Sa1122)。遊戲控制部120判別計時的時間是否僅經過所設定之時間(例如5秒鐘),或者已消除之NULL符號的數量是否達到所算出之消除個數(步驟Sa1123)。 若計時的時間並非僅經過所設定之時間,或若已消除的NULL符號的數量未達到消除個數(若步驟Sa1123的判別結果為「否」,則遊戲控制部120將程序回到步驟Sa1122。藉此,在從最初操作按鈕133起至經過所設定之時間前,或已消除之NULL符號的數量達到消除個數前,變得重複進行根據連續敲擊之NULL符號的消除。 若計時之時間已僅經過所設定之時間,或若已消除之NULL符號的數已達到消除個數(若步驟Sa1123的判別結果成為「是」),則遊戲控制部120因判定藉由崩潰事件而消除NULL符號以及發生由伴隨該消除之符號的落下所致之連接,而再度執行從步驟Sa1103至Sa1109為止的處理(步驟Sa1124)。The game control section 120 eliminates the NULL symbol in the above-described order in accordance with the continuous tap of the button 130 (step Sa1122). The game control unit 120 determines whether or not the time counted has passed only the set time (for example, 5 seconds), or whether the number of eliminated NULL symbols has reached the calculated number of cancellations (step Sa1123). If the time counted is not only the set time, or if the number of eliminated NULL symbols has not reached the number of eliminations (if the result of the determination in step Sa1123 is NO), the game control unit 120 returns the routine to step Sa1122. Thereby, the elimination of the NULL symbol according to the continuous tapping is repeated until the number of NULL symbols that have been eliminated is reached from the initial operation of the button 133 until the set time elapses. Only after the set time has elapsed, or if the number of eliminated NULL symbols has reached the number of eliminations (if the result of the determination in step Sa1123 is YES), the game control unit 120 determines that the NULL symbol is eliminated by the crash event. The connection from the steps Sa1103 to Sa1109 is again executed (step Sa1124).
另一方面,在步驟Sa1124的處理中停止發生連接之情形,或判定區域Gs211中未配置有CRASH符號之情形(步驟Sa1118的判別結果為「無」之情形),遊戲控制部120判別在判定區域Gs211中是否配置有炸彈符號(步驟Sa1125)。 若在判定區域Gs211中配置有炸彈符號(若步驟Sa1125的判別結果為「有」),則遊戲控制部120爆破配置有炸彈符號的階層,並使較該階層更上側的符號落下(步驟Sa1126)。On the other hand, if the connection is stopped in the processing of step Sa1124 or the CRASH symbol is not arranged in the determination area Gs211 (the determination result of step Sa1118 is "None"), the game control unit 120 discriminates in the determination area. Whether or not a bomb symbol is arranged in Gs211 (step Sa1125). When the bomb symbol is placed in the determination region Gs211 (if the determination result in the step Sa1125 is "YES"), the game control unit 120 blasts the hierarchy in which the bomb symbol is placed, and drops the symbol on the upper side of the hierarchy (step Sa1126). .
遊戲控制部120因判定隨著由炸彈符號所致之階層的爆破而發生由符號的落下所致之連接,而再度執行從步驟Sa1103至Sa1109為止的處理(步驟Sa1127)。 另一方面,在步驟Sa1127的處理中停止發生連接之情形,或在判定區域Gs211中未配置有炸彈符號之情形(步驟Sa1125的判別結果為「無」之情形),確定在1次的該遊戲中之連接的連鎖數。因此,遊戲控制部120基於賭注數、所連接之基本符號的倍率,而算出通常報酬並賦予玩家,更將對應於連接的連鎖數之値加算至特定報酬的算出倍率(步驟Sa1128)。The game control unit 120 determines that the connection due to the drop of the symbol occurs due to the blast of the hierarchy caused by the bomb symbol, and the processing from the steps Sa1103 to Sa1109 is executed again (step Sa1127). On the other hand, in the case of the process of step Sa1127, the case where the connection is stopped is stopped, or the case where the bomb symbol is not arranged in the determination area Gs211 (the case where the determination result of the step Sa1125 is "None") is determined, the game is determined once. The number of linkages in the connection. Therefore, the game control unit 120 calculates the normal reward based on the number of bets and the magnification of the connected basic symbol, and gives the player a weight, and adds the number of linkages corresponding to the connection to the calculation magnification of the specific reward (step Sa1128).
之後,遊戲控制部120判別位於較判定區域Gs211更上側的階層數是否為「0」(步驟Sa1129)。若位於較判定區域Gs211更上側的階層數不為「0」(若步驟Sa1129的判別結果為「否」),則遊戲控制部120結束遊戲處理,並使程序移動到步驟Sa103(參照圖17)。 若位於較判定區域Gs211更上側的階層數為「0」(若步驟Sa1129的判別結果為「是」),則遊戲控制部120使訊息顯示在區域Gs28,並基於到此為止所累算之算出倍率,將所算出之特定報酬賦予玩家(步驟Sa1130)。之後,遊戲控制部120使程序移動到步驟Sa101。藉此,執行上述的初始化處理,符號配置區域Gs21中之塔被再建成階層數「15」,並將殘餘遊戲次數設定成初始値。After that, the game control unit 120 determines whether or not the number of levels located above the determination area Gs211 is "0" (step Sa1129). If the number of layers located above the determination area Gs211 is not "0" (if the determination result of step Sa1129 is "NO"), the game control unit 120 ends the game processing and moves the program to step Sa103 (refer to FIG. 17). . If the number of levels located above the determination area Gs211 is "0" (YES in step Sa1129), the game control unit 120 displays the message in the area Gs28 and calculates based on the calculations up to this point. The magnification is given to the player with the calculated specific reward (step Sa1130). Thereafter, the game control unit 120 causes the program to move to step Sa101. Thereby, the above-described initialization processing is executed, and the tower in the symbol arrangement area Gs21 is rebuilt into the number of levels "15", and the number of remaining games is set as the initial number.
因此,於此遊戲中,若在殘餘遊戲次數成為0次前,可藉由炸彈符號而將位於較判定區域Gs211更上側的階層數作成為「0」,則玩家可獲得特定報酬。另一方面,若在殘餘遊戲次數成為0次前,無法將位於較判定區域Gs211更上側的階層數作成為「0」,則玩家無法獲得特定報酬,且變成會強制地將塔再建成原本的階層數。 殘餘遊戲次數的初始値為「20」,且藉由捲盤的旋轉及停止而被逐次減量「1」(步驟Sa102)。但是,若判定區域Gs211中配置加5符號,則在殘餘遊戲次數中加算「5」(步驟Sa1111),因此可使塔的再建僅延遲該份量。Therefore, in this game, if the number of levels located above the determination area Gs211 can be set to "0" by the bomb symbol before the number of remaining games becomes zero, the player can obtain a specific reward. On the other hand, if the number of levels located above the comparison determination area Gs211 cannot be set to "0" before the number of remaining game times becomes 0, the player cannot obtain a specific reward, and it becomes mandatory to rebuild the tower. The number of classes. The initial value of the number of remaining game times is "20", and "1" is successively decremented by the rotation and stop of the reel (step Sa102). However, if the fifth symbol is added to the determination region Gs211, "5" is added to the remaining number of games (step Sa1111), so that the reconstruction of the tower can be delayed only by the amount.
並且,在捲盤停止旋轉後,即使連接的連鎖暫時結束(或即使不發生連接),若在判定區域Gs211中出現CRASH符號,則亦根據玩家的輸入操作而消除NULL符號,因此產生隨著符號的落下而暫時結束之連接的連鎖再次開始的可能性。 因此,可使玩家感受到新的趣味。And, after the reel stops rotating, even if the interlocking of the connection is temporarily ended (or even if no connection occurs), if the CRASH symbol appears in the determination area Gs211, the NULL symbol is also eliminated according to the input operation of the player, thus generating the following symbol The possibility of a chain that has fallen and temporarily ends the connection. Therefore, the player can feel new fun.
<追加功能:其一> 設定以下構成:於實施形態之遊戲裝置10,若在殘餘遊戲次數成為0次前,無法將位於較判定區域Gs211更上側之階層數作成「0」,則玩家無法獲得特定報酬。 於此構成中,在位於較判定區域Gs211更上側之階層數較殘餘遊戲次數多之情形中,玩家會判斷無法獲得報酬的可能性高,而玩家繼續遊戲的動機可能會降低。 於是,亦可將遊戲裝置10作成以下構成:藉由消費指定數量的代額數或投入指定數量的價值媒體(例如,硬幣)等,而可追加殘餘遊戲次數。 具體而言,在執行上述遊戲處理之情形,亦即,在殘餘遊戲次數為「1」以上之情形中,在玩家有消費指定數量的代額數或有投入指定枚數的硬幣時,遊戲控制部120執行抽選,例如,決定「未得獎(殘餘遊戲次數+0)」、「殘餘遊戲次數+1」、「殘餘遊戲次數+3」、「殘餘遊戲次數+5」或「殘餘遊戲次數+10」之任一者,並將所決定之次數加算至殘餘遊戲次數。<Additional Function: One of the following configurations: In the game device 10 of the embodiment, if the number of layers located above the determination area Gs211 cannot be set to "0" before the number of remaining games is zero, the player cannot obtain Specific reward. In this configuration, in the case where the number of layers located higher than the determination area Gs211 is larger than the number of remaining games, the player may judge that the possibility of not being paid is high, and the motivation for the player to continue the game may be lowered. Therefore, the game device 10 can be configured to add the number of remaining games by consuming a specified number of credits or inputting a specified number of value media (for example, coins). Specifically, in the case where the above-described game processing is executed, that is, in the case where the number of remaining games is "1" or more, the game control unit is used when the player has consumed a specified number of credits or has invested a specified number of coins. 120 performs a lottery, for example, determining "no prize (remaining game number + 0)", "residual game number + 1", "residual game number + 3", "residual game number + 5" or "residual game number + 10" And add the number of decisions to the number of remaining games.
<追加功能:其二> 於實施形態之遊戲裝置10,若連接的連鎖數不為「3」以上,則不增加特定報酬的算出倍率。於是,遊戲裝置10亦可以消費指定數量的代額數或投入指定數量的價值媒體(例如硬幣)換取執行指定的抽選,並根據該抽選的結果,增加特定報酬的算出倍率,而變更特定報酬的値。 具體而言,在執行上述遊戲處理之情形,在玩家有消費指定數量的代額數或有投入指定枚數的硬幣等時,遊戲控制部120執行抽選,例如,決定「未得獎(算出倍率+0倍)」、「算出倍率+1倍」、「算出倍率+3倍」、「算出倍率+5倍」、或、「算出倍率+10倍」之任一者,並將所決定之値加算至算出倍率。 此時,亦能採用以下構成:代額數的消費量或硬幣的枚數愈多則所加算的値愈高之構成;或,以代額數的消費量或硬幣的枚數愈多則未得獎的可能性愈低之方式進行抽選之構成。<Additional Function: Secondly, in the game device 10 of the embodiment, when the number of links to be connected is not "3" or more, the calculation magnification of the specific reward is not increased. Therefore, the game device 10 can also consume a specified number of credits or input a specified amount of value media (for example, coins) in exchange for performing the designated lottery, and increase the calculation ratio of the specific reward according to the result of the lottery, and change the specific reward. . Specifically, in the case where the above-described game processing is executed, the game control unit 120 performs a lottery when the player has consumed a specified number of credits or a coin having a designated number of inputs, for example, determines that "no prize is awarded (calculated magnification + 0) Any one of "calculated magnification +1", "calculated magnification + 3 times", "calculated magnification + 5 times", or "calculated magnification + 10 times", and the determined enthalpy is added to the calculated magnification. At this time, the following composition can also be adopted: the more the consumption of the number of tokens or the number of coins, the higher the sum of the added calculations; or the more the consumption of the number of tokens or the number of coins, the less the prize The less likely the possibility is to conduct the selection.
<追加功能:其三> 於實施形態之遊戲裝置10,若可將位於較判定區域Gs211更上側之階層數作成「0」,則玩家獲得特定報酬,下一次,再建更高紅利的塔。在此高紅利的塔中,若可在判定殘餘遊戲次數為「0」之前,將位於較判定區域Gs211更上側之階層數作成「0」,則玩家可獲得更高紅利的特定報酬。 但是,若無法在判定殘餘遊戲次數為「0」之前,將該階層數作成「0」,則玩家變成眼睜睜地錯過高紅利的特定報酬,而很可能會感到很深的絶望感。 於是,亦可將遊戲裝置10作成以下構成:在高紅利的塔中,若在判定殘餘遊戲次數為「0」時,位於較判定區域Gs211更上側之階層數未成為「0」,則將消費指定數量的代額數或投入指定枚數的硬幣等作為條件,而將高紅利的塔回復到殘餘遊戲次數為「20」且階層數為「15」的初始狀態。 具體而言,在執行上述遊戲處理之情形,在玩家有消費指定數量的代額數或有投入指定枚數的硬幣時,遊戲控制部120執行抽選,例如決定「未得獎(作成通常紅利的塔的初始狀態)」或「回到高紅利的塔的初始狀態」之任一者。 藉此,玩家有可將高紅利的遊戲從頭重新開始的可能性。 此外,針對高紅利的遊戲,亦可將重新開始的次數限制在例如7次以內。<Additional Function: Third> In the game device 10 of the embodiment, if the number of layers located above the determination area Gs211 can be set to "0", the player obtains a specific reward, and next time, a tower with a higher bonus is built. In the high-yield tower, if the number of levels located above the determination area Gs211 can be made "0" before the number of remaining games is determined to be "0", the player can obtain a special reward for a higher bonus. However, if it is not possible to make the number of levels to be "0" before the number of remaining games is determined to be "0", the player becomes blindly missed the special reward of the high dividend, and is likely to feel a deep sense of despair. Then, the game device 10 may be configured to have a configuration in which the number of the levels above the determination area Gs211 is not "0" when the number of remaining games is "0" when the number of remaining games is "0". A predetermined number of tokens or a coin of a specified number of coins is used as a condition, and the tower of high dividends is returned to the initial state in which the number of remaining games is "20" and the number of layers is "15". Specifically, in the case where the above-described game processing is executed, when the player has consumed a specified number of tokens or has invested a designated number of coins, the game control unit 120 performs a lottery, for example, "no prize (a tower made of a normal bonus) Any of the initial state) or "back to the initial state of the tower of the high dividend". In this way, the player has the possibility to restart the high-bonus game from scratch. In addition, for a game with a high bonus, the number of restarts can be limited to, for example, seven times.
<變化例> 上述的實施形態,能有例如如以下所述般之各種變形。此外,在以下所述之變形的態樣中,亦可在不互相矛盾的範圍內,適當組合任意選擇的二個以上的態樣。<Variation Example> The above-described embodiment can be variously modified as described below, for example. Further, in the aspect of the deformation described below, it is also possible to appropriately combine two or more arbitrarily selected ones within a range that does not contradict each other.
<變化例1:符號的抽選> 於實施形態中,雖藉由旋轉捲盤而使符號配置區域Gs21所顯示之符號每階層地變動,但亦可在符號配置區域Gs21中之各方格中獨立地使符號變動。<Variation 1: Symbol Selection> In the embodiment, the symbols displayed in the symbol arrangement area Gs21 are changed every level by rotating the reel, but may be independent in each of the symbols in the symbol arrangement area Gs21. The ground makes the symbol change.
<變化例2:符號的分類及種類> 於實施形態中,雖將符號分類成基本符號、特殊符號及NULL符號,且例示4種類的基本符號、3種類的特殊符號以及2種類的NULL符號,但關於符號的分類及種類,並不受限於此。 例如,NULL符號亦可為1種類,亦可為3種類以上。若將NULL符號設定為1種類,則成為即使受到損傷亦不被消除的符號,若將NULL符號設定為3種類,則成為包含在受到3次損傷的時間點被消除的符號。 並且,在特殊符號中,關於炸彈符號,雖在判定區域Gs211中僅爆破配置有炸彈符號的1階層份,但亦可準備其他炸彈符號,例如,若在判定區域Gs211配置該其他炸彈符號,則爆破該判定區域所含的階層(3階層)。<Variation 2: Classification and type of symbols> In the embodiment, symbols are classified into basic symbols, special symbols, and NULL symbols, and four types of basic symbols, three types of special symbols, and two types of NULL symbols are exemplified. However, the classification and types of symbols are not limited to this. For example, the NULL symbol may be one type or three or more types. When the NULL symbol is set to one type, it is a symbol that is not erased even if it is damaged. When the NULL symbol is set to three types, it is a symbol that is included at the time when the damage is three times. Further, in the special symbol, regarding the bomb symbol, only one stratum of the bomb symbol is blasted in the determination region Gs211, but other bomb symbols may be prepared. For example, if the other bomb symbol is disposed in the determination region Gs211, The hierarchy (3 levels) contained in the determination area is blasted.
<變化例3:報酬的賦予> 於實施形態中,雖例示以下構成:若在判定殘餘遊戲次數為「0」之前,位於較判定區域Gs211更上側之階層數不成為「0」,則不賦予玩家特定報酬之構成,但亦可採用以下構成:在確定連接結束之步驟Sa1127的時間點,將根據連鎖數所決定之報酬賦予玩家。 在此構成中,亦可在位於較判定區域Gs211更上側之階層數成為「0」時,再賦予玩家特別的報酬。<Variation 3: Assignment of Reward> In the embodiment, the configuration is as follows. If the number of layers located above the determination area Gs211 is not "0" before the determination of the number of remaining games is "0", no change is given. The composition of the player's specific reward may be the same as the following: At the time point of the step Sa1127 of determining the end of the connection, the player is given a reward determined based on the number of linkages. In this configuration, when the number of levels located above the determination area Gs211 is "0", the player is given a special reward.
<變化例4:連接結合數> 於實施形態中,雖根據連接的連鎖數而使加算至特定報酬的算出倍率之値增加,但除此以外,亦可例如隨著以1次連接所連接之符號數增加成4個、5個、…,而使加算至特定報酬的算出倍率增加。<Variation 4: Connection Connection Number> In the embodiment, the calculation magnification added to the specific reward is increased according to the number of linkages of the connection, but other than this, it may be connected with one connection, for example. The number of symbols is increased to four, five, ..., and the calculated magnification added to the specific reward is increased.
<變化例5:程式> 執行本遊戲的程式,較佳為記錄在記錄媒體而提供給遊戲裝置10。記錄媒體,例如為非過渡性(non-transitory),除了如光碟般的光學式記錄媒體之外,亦能包含半導體記錄媒體、磁性記錄媒體等公知的任意記錄媒體。 程式係使包含處理器12的電腦發揮遊戲裝置10之各部份的功能者。 使包含處理器12的電腦發揮遊戲裝置10的功能之程式,為了遞送該程式,而亦可記憶至能從遞送伺服器存取且設置在遊戲裝置10的內部或外部記錄媒體。能從遞送伺服器存取之記錄媒體所記憶的上述程式碼,亦可不同於能在遊戲裝置執行之形式的程式碼。亦即,若為可以從遞送伺服器下載且能在遊戲裝置10執行的形式進行安裝者,則不問能從遞送伺服器存取之記錄媒體所記憶的形式。此外,亦可將上述程式分割成多個,分別在不同的時機進行下載後,以遊戲裝置10合併之構成,或遞送所分割之各程式的遞送伺服器不同。<Variation 5: Program> The program for executing the game is preferably recorded on a recording medium and supplied to the game device 10. The recording medium is, for example, a non-transitory, and can include any known recording medium such as a semiconductor recording medium or a magnetic recording medium, in addition to an optical recording medium such as a compact disc. The program causes the computer including the processor 12 to function as a function of each part of the game device 10. The program that causes the computer including the processor 12 to function as the game device 10 can also memorize the internal or external recording medium that can be accessed from the delivery server and installed in the game device 10 in order to deliver the program. The above-mentioned code that can be memorized by the recording medium that can be accessed from the delivery server can also be different from the code that can be executed in the form of the game device. That is, if the installer can be downloaded from the delivery server and can be executed in the game device 10, the form memorable from the recording medium accessible from the delivery server is not required. Alternatively, the program may be divided into a plurality of programs, and after being downloaded at different timings, the game device 10 may be combined or the delivery server for delivering the divided programs may be different.
<附註> 由以上記載,能掌握以下發明。此外,為了容易理解各態樣,而在以下為了方便而以括號附註圖式的參照符號,但並不用於將各發明限定成圖式的態樣。<Notes> From the above description, the following invention can be grasped. Further, in order to facilitate the understanding of the various aspects, the reference numerals in the following figures are attached to the parentheses for convenience, but are not intended to limit the invention to the drawings.
<附註一> 首先,能掌握遊戲裝置(10),其具備:輸入部(121),其接受輸入;符號配置部(1231),其使多個符號顯示在符號配置區域(Gs21);輸入許可部(122),其基於符號配置區域(Gs21)所顯示之多個符號的至少一部分,而決定輸入部(121)是否接受輸入;符號更新部(1232),其在藉由輸入許可部(122)而決定輸入許可部(122)接受輸入之情形,根據該輸入,而更新符號配置區域(Gs21)所顯示之多個符號的至少一部分;以及,連接判定部(124),其在符號更新部(1232)執行更新後,基於符號配置區域(Gs21)所顯示之多個符號的至少一部分,而判定得獎。<Note 1> First, the game device (10) can be grasped, and includes an input unit (121) that accepts an input, and a symbol arrangement unit (1231) that displays a plurality of symbols in the symbol arrangement area (Gs21); a unit (122) that determines whether the input unit (121) accepts input based on at least a part of the plurality of symbols displayed in the symbol arrangement area (Gs21); and a symbol update unit (1232) that inputs the permission unit (122) And determining that the input permission unit (122) accepts the input, and updating at least a part of the plurality of symbols displayed by the symbol arrangement area (Gs21) based on the input; and the connection determination unit (124) in the symbol update unit (1232) After the update is performed, the prize is determined based on at least a part of the plurality of symbols displayed by the symbol arrangement area (Gs21).
依據此一態樣之遊戲裝置(10),根據顯示符號的結果而例如決定是否接受由玩家所致之輸入,在決定接受之情形中,根據輸入而更新符號配置區域(Gs21)所顯示之多個符號的至少一部分,並根據更新的結果而判定得獎,因此可增加玩家參與遊戲結果的機會。並且,根據本遊戲裝置(10),在輸入許可部(122)確定不接受由玩家所致之輸入之情形中,玩家的輸入操作被無效,而可抑制發生由該輸入操作所致之處理。因此,變得能減低遊戲裝置(10)所具備之各要素的處理負荷。According to the game device (10) of this aspect, for example, whether or not the input by the player is accepted is determined based on the result of displaying the symbol, and in the case of the decision acceptance, the symbol display area (Gs21) is updated according to the input. At least a portion of the symbols, and the winnings are determined based on the updated results, thereby increasing the chances that the player will participate in the game results. Further, according to the game device (10), in the case where the input permitting unit (122) determines that the input by the player is not accepted, the input operation of the player is invalidated, and the processing by the input operation can be suppressed. Therefore, it becomes possible to reduce the processing load of each element included in the game device (10).
此外,輸入部(121)只要為接受由玩家所致之某種輸入操作的結果之態樣即可,例如,亦可為接受顯示如按壓按鈕或觸控面板等物理性操作的信號之態樣,亦可為接受使用攝影機、感測器、麥克風等而偵測由玩家所致之舉止或語音等信號之態樣。 符號配置部(1231)只要為能使符號顯示者即可,例如,如捲盤型槽般,可使由指定數的符號所構成之捲盤,藉由使其旋轉及停止而變動符號並顯示在顯示區域,亦可使各符號各自獨立地變動並顯示在顯示區域。並且,符號配置部(1231)所顯示之多個符號,亦可包含:伴隨通常圖案的基本符號、具有特殊效果的特殊符號、不參與得獎的NULL符號。並且,符號配置部(1231)亦能使複數種類的符號顯示,亦能使單一種類的符號顯示。此外,符號配置部(1231)顯示單一種類的符號之情形,亦可根據符號配置區域(Gs21)所顯示之該符號的數量或配置、排列等而決定得獎。 由輸入許可部(122)所致之輸入部(121)接受輸入的決定,只要基於符號配置區域(Gs21)所顯示之多個符號的一部分即可。例如,輸入許可部(122)在預先規定的符號(例如,CRASH符號)出現在為符號配置區域(Gs21)的一部分之判定區域(Gs211)之情形中,亦可決定輸入部(121)接受輸入。 並且,作為輸入許可部(122)決定輸入部(121)接受輸入之情形的例,其他可列舉例如:在判定區域(Gs211)中出現指定的符號組合之情形、在判定區域(Gs211)或符號配置區域(Gs21)中出現指定數以上之指定的符號或任意同一符號之情形、在預先規定的位置出現指定的符號之情形、判定區域(Gs211)或符號配置區域(Gs21)中所出現之指定的符號的累積數成為指定數之情形、判定區域(Gs211)或符號配置區域(Gs21)所顯示之符號數未達指定數之情形(NULL符號數為指定數以上之情形)等。 由符號更新部(1232)所致之更新,只要為在決定接受輸入之情形中,根據該輸入而更新符號配置區域(Gs21)所顯示之多個符號的至少一部分之態樣即可,例如,除了將成為更新對象之位置的符號變更成不同種類的符號之態樣以外,亦包含在相同位置再顯示相同種類的符號之態樣。 並且,由符號更新部(1232)所致之更新,亦可為例如:消除NULL符號,使原配置在該NULL符號的上方之符號落下,藉此取代該NULL符號之態樣。藉由此種符號的取代,而產生得獎成立的可能性。此外,在此態樣中,只要落下的符號為NULL符號,則在已消除NULL符號的位置再度再顯示NULL符號。 連接判定部(124)只要基於所更新之多個符號的至少一部分而判定得獎即可,得獎的判定所使用之判定區域(Gs211)不一定需要與符號配置區域(Gs21)為同一範圍,例如,亦可為符號配置區域(Gs21)中之一部分的區域。 並且,在指定的符號顯示在判定區域(Gs21)或符號配置區域(Gs21)之情形中,亦可使判定區域(Gs21)的範圍變化。並且,連接判定部(124)亦可為例如基於藉由符號配置部(1231)所顯示之(被更新前之)多個符號的至少一部分而判定得獎之態樣。在此態樣中,連接判定部(124)亦可在更新符號的前後2次中判定得獎。Further, the input unit (121) may be in the form of accepting a result of a certain input operation by the player, for example, a mode of receiving a signal indicating a physical operation such as pressing a button or a touch panel. It can also detect the behavior of the player's behavior or voice caused by the use of a camera, a sensor, a microphone, and the like. The symbol arrangement unit (1231) may be a symbol displayer. For example, as in a reel type groove, the reel composed of a predetermined number of symbols can be rotated and stopped to change the symbol and display In the display area, each symbol can also be independently changed and displayed on the display area. Further, the plurality of symbols displayed by the symbol arrangement unit (1231) may include a basic symbol accompanying the normal pattern, a special symbol having a special effect, and a NULL symbol not participating in the prize. Further, the symbol arrangement unit (1231) can also display a plurality of types of symbols, and can also display a single type of symbol. Further, the symbol arrangement unit (1231) may display a single type of symbol, and the prize may be determined based on the number, arrangement, arrangement, and the like of the symbols displayed in the symbol arrangement area (Gs21). The input unit (121) by the input permission unit (122) accepts the input determination as long as it is based on a part of the plurality of symbols displayed by the symbol arrangement area (Gs21). For example, the input permission unit (122) may determine that the input unit (121) accepts input when a predetermined symbol (for example, a CRASH symbol) appears in a determination region (Gs211) that is a part of the symbol arrangement region (Gs21). . Further, the input permitting unit (122) determines an example in which the input unit (121) accepts an input. Other examples include a case where a specified symbol combination appears in the determination region (Gs211), a determination region (Gs211), or a symbol. When a specified number of symbols or any of the same symbols appear in the configuration area (Gs21), a specified symbol appears at a predetermined position, or a designation (Gs211) or a symbol configuration area (Gs21) When the cumulative number of symbols is a specified number, the number of symbols displayed in the determination area (Gs211) or the symbol arrangement area (Gs21) is less than the specified number (the number of NULL symbols is a predetermined number or more). The update by the symbol update unit (1232) may be, for example, updating at least a part of a plurality of symbols displayed in the symbol arrangement area (Gs21) based on the input in the case of determining the input acceptance, for example, In addition to changing the symbol of the position to be updated into a different type of symbol, the same type of symbol is displayed at the same position. Further, the update by the symbol update unit (1232) may be, for example, eliminating the NULL symbol and dropping the symbol originally placed above the NULL symbol, thereby replacing the NULL symbol. By the substitution of such symbols, the possibility of winning the prize is established. Further, in this aspect, as long as the dropped symbol is a NULL symbol, the NULL symbol is again displayed again at the position where the NULL symbol has been eliminated. The connection determination unit (124) may determine that the prize is obtained based on at least a part of the plurality of updated symbols, and the determination region (Gs211) used for the determination of the prize does not necessarily need to be in the same range as the symbol arrangement region (Gs21). For example, it is also possible to configure an area of a part of the symbol (Gs21). Further, in the case where the designated symbol is displayed in the determination area (Gs21) or the symbol arrangement area (Gs21), the range of the determination area (Gs21) may be changed. Further, the connection determination unit (124) may determine the winning aspect based on, for example, at least a part of the plurality of symbols (before being updated) displayed by the symbol arrangement unit (1231). In this aspect, the connection determination unit (124) may determine the prize in the second time before and after the update symbol.
<附註二> 在附註一的遊戲裝置之其他態樣的遊戲裝置(10)中,符號更新部(1232)根據決定接受的輸入,而決定是否更新多個符號中之至少一部分。 根據本態樣之遊戲裝置,例如,在每一次輸入成為指定數(1次或多次)時,更新指定的符號。<Note 2> In the other aspect of the game device (10) of the game device of the first aspect, the symbol update unit (1232) determines whether to update at least a part of the plurality of symbols based on the input of the acceptance. According to the game device of the present aspect, for example, the designated symbol is updated every time the input becomes a designated number (one or more times).
<附註三> 在附註一或二的遊戲裝置之其他態樣的遊戲裝置(10)中,符號更新部(1232)更新多個符號中之指定的符號。 根據本態樣之遊戲裝置,例如更新NULL符號的顯示。並且,符號的更新,亦可為例如根據所接受的輸入,而對符號加成項目之態樣。此外,在所加成的項目中,例如有項目符號等。<Note 3> In the other aspect of the game device (10) of the game device of the first or second aspect, the symbol update unit (1232) updates the designated symbol among the plurality of symbols. According to the aspect of the game device, for example, the display of the NULL symbol is updated. Moreover, the update of the symbol may be, for example, an aspect of the symbol addition item based on the accepted input. In addition, among the added items, for example, there are bullets and the like.
<附註四> 在附註一至三中之任一遊戲裝置之其他態樣的遊戲裝置(10)中,符號更新部(1232)在符號配置區域(Gs21)所顯示之多個符號中,抽選應更新之符號的數量或位置,並根據該抽選結果而更新符號配置區域(Gs21)所顯示之多個符號的一部分。 根據本態樣之遊戲裝置,例如,在判定區域(Gs21)中出現指定的符號(典型而言為CRASH符號)之際,計數所顯示之NULL符號的總數,並藉由抽選而決定要消除該總數的幾%。若藉由抽選而決定要消除之NULL符號的數量,則以指定的順序,例如藉由玩家的輸入而消除所決定之數量的NULL符號,或即使無輸入亦消除所決定之數量的NULL符號。藉此,因NULL符號被取代,故產生得獎成立的可能性。<Note 4> In the game device (10) of the other aspect of the game device of any one of the notes 1 to 3, the symbol updating unit (1232) selects one of the plurality of symbols displayed in the symbol arrangement area (Gs21). The number or position of the symbols, and a part of the plurality of symbols displayed by the symbol arrangement area (Gs21) is updated according to the result of the drawing. According to the game apparatus of the present aspect, for example, when a designated symbol (typically a CRASH symbol) appears in the determination area (Gs21), the total number of displayed NULL symbols is counted, and it is decided by the lottery to eliminate the total number. A few percent. If the number of NULL symbols to be eliminated is determined by lottery, the determined number of NULL symbols are eliminated in a specified order, for example by player input, or the determined number of NULL symbols are eliminated even without input. Thereby, since the NULL symbol is replaced, there is a possibility that the prize is established.
並且,例如亦可為以下態樣:在判定區域(Gs21)中出現指定的符號之際,若抽選要更新之符號的位置而決定要更新之一個以上的符號,則藉由輸入等而消除該符號。 此外,亦可為以下態樣:符號更新部(1232)抽選符號配置區域(Gs21)中要更新之符號的分類或種類。根據此態樣,有藉由抽選而NULL符號成為更新對象之情形,亦有特定的符號成為更新對象之情形。 並且,亦可為以下態樣:符號更新部(1232)在更新符號配置區域(Gs21)所顯示之多個符號的至少一部分後,針對該符號配置區域(Gs21)所顯示之符號的種類進行抽選。根據此態樣,在更新後,有成為七符號之情形,亦有成為橘子符號之情形。在此態樣中,在成為更新對象之符號的種類為多種之情形中,可每個種類抽選更新後的符號並作決定,亦可針對成為更新對象的全部符號進行抽選並作決定。Further, for example, when a predetermined symbol appears in the determination region (Gs21), if one or more symbols to be updated are selected by selecting the position of the symbol to be updated, the information is eliminated by input or the like. symbol. Further, it is also possible that the symbol update unit (1232) selects the classification or type of the symbol to be updated in the symbol arrangement area (Gs21). According to this aspect, there is a case where the NULL symbol becomes an update target by lottery, and there is also a case where a specific symbol becomes an update target. Further, the symbol update unit (1232) may perform the lottery for the type of the symbol displayed in the symbol arrangement area (Gs21) after updating at least a part of the plurality of symbols displayed in the symbol arrangement area (Gs21). . According to this aspect, after the update, there is a case of becoming a seven-symbol, and there is also a case of becoming an orange symbol. In this case, in the case where there are a plurality of types of symbols to be updated, the updated symbols can be selected and determined for each type, and all the symbols to be updated can be selected and determined.
<附註五> 在附註一至四之任一遊戲裝置之其他態樣的遊戲裝置(10)中,在指定期間中前述輸入不滿足指定的輸入條件之情形中,符號更新部(1232)不論前述輸入為何皆執行前述更新。 根據本態樣之遊戲裝置,不論是否滿足指定的輸入條件,皆根據抽選結果而更新多個符號。指定的輸入條件只要為規定輸入的內容者即可,可舉列例如:輸入的次數、輸入的時間、輸入的技能等。<Note 5> In the game device (10) of the other aspect of the game device according to any one of the notes 1 to 4, in the case where the input does not satisfy the specified input condition in the designated period, the symbol updating unit (1232) regardless of the input Why are you performing the aforementioned updates? According to the game device of the present aspect, a plurality of symbols are updated in accordance with the drawing result regardless of whether or not the specified input condition is satisfied. The specified input condition may be any one of the specified input contents, and may be, for example, the number of times of input, the time of input, the skill input, and the like.
<附註六> 附錄一至五中任一遊戲裝置之其他態樣的遊戲裝置(10),在特定賦予條件成立之情形中更具有賦予特定報酬的報酬賦予部(127),在特定賦予條件成立前指定的遊戲條件連續成立指定次數以上之情形中更具有變更特定報酬的報酬變更部(126)。 根據本態樣之遊戲裝置,將指定的遊戲條件連續成立指定次數作為條件,而變更特定報酬的値(典型而言為增加)。因此,雖在報酬上加算賭注的一部分,但相較於對玩家而言能預測所加算之値的變化的做法之構成(例如累積獎金(progressive jackpot)),特定報酬的變化變得富有隨機性,故可使玩家感受到意外性。 此外,遊戲條件只要為藉由符號的配置或數量等而定者即可,可舉出例如相同種類的符號成為連續3個以上的狀態(連接)。<Note 6> The game device (10) of the other aspect of the game device according to any one of the first to fifth aspects of the present invention is characterized in that, in the case where the specific condition is established, the reward providing unit (127) that gives the specific reward is provided before the specific condition is established. When the specified game condition is continuously established for a predetermined number of times or more, the reward change unit (126) that changes the specific reward is further provided. According to the game device of the present aspect, the specified game condition is continuously established as a condition, and the 报酬 (typically increased) of the specific reward is changed. Therefore, although a part of the bet is added to the reward, the change in the specific reward becomes random compared to the composition of the practice that predicts the change of the added amount (for example, a progressive jackpot) for the player. Therefore, the player can feel the accident. In addition, the game conditions may be determined by the arrangement or the number of symbols, and the like, for example, the same type of symbols are three or more consecutive states (connections).
<附註七> 在附註六的遊戲裝置之其他態樣的遊戲裝置(10)中,報酬變更部(126)將對應於指定的遊戲條件連續成立的數之加算値加算至特定報酬。 根據本態樣之遊戲裝置,例如,若遊戲條件(以上述的例而言為連接)成立1次則計數為連鎖數「1」,且算出倍率以連鎖數「3」為算出倍率+1倍、連鎖數「4」為算出倍率+5倍、連鎖數「5」為算出倍率+10倍之方式上升,故可使玩家更感受到意外性。 此外,算出倍率為算出特定報酬所使用之指定的倍率。算出倍率可在每次遊戲中重置,亦可不重置。<Note 7> In the other aspect of the game device (10) of the game device of the sixth aspect, the reward changing unit (126) adds the added amount of the number corresponding to the specified game condition to the specific reward. According to the game device of the present aspect, for example, if the game condition (connected in the above-described example) is established once, the count is "1", and the calculated magnification is calculated by the number of linkages "3" as +1 times, and the linkage is The number "4" is calculated by calculating the magnification + 5 times, and the number of linkages "5" is increased by the calculation of the magnification + 10 times, so that the player can feel the accident more. Further, the calculated magnification is a specified magnification used to calculate a specific reward. The calculated magnification can be reset in each game or not.
<附註八> 在附註六或七的遊戲裝置之其他態樣的遊戲裝置(10)中,報酬變更部(126)以指定的遊樂價值換取執行指定的抽選,並根據該指定的抽選的結果而變更特定報酬的値。 根據本態樣之遊戲裝置,而在輸入遊樂價值之情形中,根據抽選結果而變更特定報酬的値。 此外,遊樂價值只要為具有某種價值者即可,不限於具有金錢價值的硬幣等。例如,遊樂價值亦可為物理性代幣,亦可為電子代額數。<Note 8> In the other aspect of the game device (10) of the game device of the sixth or seventh aspect, the reward changing unit (126) exchanges the designated play value for the execution of the designated lottery, and based on the result of the designated lottery Change the amount of a particular reward. According to the game device of the present aspect, in the case where the amusement value is input, the defect of the specific reward is changed according to the result of the lottery. Further, the amusement value may be any one having a certain value, and is not limited to a coin having a monetary value. For example, the value of the play can also be a physical token or an electronic credit.
<附註九> 在附註六至八中之任一遊戲裝置之其他態樣的遊戲裝置(10)中,在特定賦予條件在預先規定的制約條件下不成立之情形中,報酬變更部(126)將特定報酬的値變更成基準値。 制約條件只要為伴隨遊戲的某種制約即可,例如可為時間性制約,亦可為遊戲次數的制約,亦可為遊戲的手牌(Hand)成立的制約等。特定報酬的値,例如藉由將特定寶珠的算出倍率設定成例如初始値而進行變更。<Note 9> In the game device (10) of the other aspect of the game device according to any one of the notes 6 to 8, the reward changing unit (126) will be in the case where the specific setting condition is not established under the predetermined constraint condition. The specific reward is changed to the benchmark. The constraint condition may be a certain constraint accompanying the game, and may be, for example, a time constraint, a restriction on the number of games, or a restriction on the establishment of a hand of the game. The 报酬 of the specific reward is changed, for example, by setting the calculation magnification of the specific orb to, for example, the initial 値.
<附註十> 在附註一至九中任一遊戲裝置之其他態樣的遊戲裝置(10)中,連接判定部(124)進一步在由符號更新部(1232)所致之更新前,基於符號配置區域(Gs21)所顯示之多個符號的至少一部分而判定得獎。 根據本態樣之遊戲裝置,在符號更新前及更新後判定得獎。<Note 10> In the game device (10) of the other aspect of the game device according to any one of the first to eighth aspects, the connection determining unit (124) further configures the region based on the symbol before the update by the symbol updating unit (1232) (Gs21) At least a part of the plurality of symbols displayed is judged to be awarded. According to the game device of this aspect, the prize is judged before and after the symbol update.
<附註十一> 並且,本發明為程式產品,在載入於具備處理器(12)的遊戲裝置(10)時,亦能掌握使該處理器(12)發揮以下功能之程式產品的一態樣:輸入部(121),其接受輸入;符號配置部(1231),其使多個符號顯示於符號配置區域(Gs21);輸入許可部(122),其基於符號配置區域(Gs21)所顯示之多個符號的至少一部分,而決定輸入部(121)是否接受輸入;符號更新部(1232),其在藉由輸入許可部(122)決定輸入部(121)接受輸入之情形中,根據該輸入,而更新符號配置區域(Gs21)所顯示之多個符號的至少一部分;以及,連接判定部(124),其在符號更新部(1232)執行更新後,基於符號配置區域(Gs21)所顯示之多個符號的至少一部分而判定得獎。 根據此一態樣,與附註一同樣地,可增加玩家參與結果的機會,更可減低遊戲裝置(10)的處理負荷。<Note 11> Further, the present invention is a program product, and when loaded in a game device (10) including a processor (12), it is also possible to grasp a state of a program product that causes the processor (12) to perform the following functions. An input unit (121) that accepts an input; a symbol arrangement unit (1231) that displays a plurality of symbols in the symbol arrangement area (Gs21); and an input permission unit (122) that displays based on the symbol arrangement area (Gs21) And determining whether the input unit (121) accepts input by at least a part of the plurality of symbols; and the symbol updating unit (1232), when the input permitting unit (122) determines that the input unit (121) accepts the input, according to the Inputting, updating at least a part of a plurality of symbols displayed by the symbol arrangement area (Gs21); and a connection determination unit (124) which displays based on the symbol arrangement area (Gs21) after the symbol update unit (1232) performs the update The prize is determined by at least a part of the plurality of symbols. According to this aspect, as in the case of Note 1, the chance of the player participating in the result can be increased, and the processing load of the game device (10) can be reduced.
10‧‧‧遊戲裝置10‧‧‧game devices
12‧‧‧處理器12‧‧‧ Processor
121‧‧‧輸入部(輸入接受部)121‧‧‧Input section (input acceptance section)
122‧‧‧輸入許可部(輸入接受決定部)122‧‧‧Input permission department (input acceptance decision department)
124‧‧‧連接判定部(得獎判定部)124‧‧‧ Connection Judgment Department (Winning Judging Department)
126‧‧‧報酬變更部(特定報酬變更部)126‧‧‧Reward change department (Specific reward change department)
127‧‧‧報酬賦予部(特定報酬賦予部)127‧‧‧Remuneration Department (Special Remuneration Granting Department)
1231‧‧‧符號配置部(符號顯示部)1231‧‧‧ symbol configuration section (symbol display section)
1232‧‧‧符號更新部(顯示更新部)1232‧‧‧ symbol update section (display update section)
Gs21‧‧‧符號配置區域Gs21‧‧‧ symbol configuration area
Gs211‧‧‧判定區域Gs211‧‧‧Determined area
圖1係揭示實施形態之遊戲裝置的圖; 圖2係揭示遊戲裝置的構成之一例的方方格圖; 圖3係揭示遊戲裝置所顯示的畫面之一例的圖; 圖4係揭示基本符號之一例的圖; 圖5係揭示特殊符號之一例的圖; 圖6係揭示NULL符號之一例的圖; 圖7係揭示符號資料之一例的圖; 圖8係用於說明連接及符號落下的圖; 圖9係揭示連接之連鎖數與對倍率之加算値的對應之一例的圖; 圖10係揭示獲得FREE符號時的畫面之一例的圖; 圖11係揭示獲得星星符號時的畫面之一例的圖; 圖12係用於說明獲得CRASH符號時之畫面的圖; 圖13係用於說明獲得炸彈符號時之符號的動作的圖; 圖14係揭示藉由炸彈符號而消滅階層的畫面之一例的圖; 圖15係揭示已消滅階層的畫面之一例的圖; 圖16係揭示遊戲裝置之由CPU所構築的功能之一例的方方格圖; 圖17係揭示遊戲裝置所執行之遊戲概要的流程圖; 圖18係揭示遊戲處理的流程圖; 圖19係揭示遊戲處理的流程圖。1 is a view showing a game device of an embodiment; FIG. 2 is a square diagram showing an example of a configuration of a game device; FIG. 3 is a view showing an example of a screen displayed by the game device; FIG. 5 is a diagram showing an example of a special symbol; FIG. 6 is a diagram showing an example of a NULL symbol; FIG. 7 is a diagram showing an example of symbol data; and FIG. 8 is a diagram for explaining connection and symbol dropping; Fig. 9 is a view showing an example of the correspondence between the number of linkages of the connection and the addition of the magnification; Fig. 10 is a diagram showing an example of a screen when the FREE symbol is obtained; and Fig. 11 is a diagram showing an example of a screen when the star symbol is obtained. FIG. 12 is a diagram for explaining a screen when a CRASH symbol is obtained; FIG. 13 is a diagram for explaining an action of a symbol when a bomb symbol is obtained; FIG. 14 is a diagram showing an example of a screen for destroying a layer by a bomb symbol; Fig. 15 is a view showing an example of a screen of a destroyed hierarchy; Fig. 16 is a square diagram showing an example of a function of a game device built by a CPU; Fig. 17 is a view showing an outline of a game executed by the game device; Process; Figure 18 a flowchart of game processing system disclosed; FIG. 19 is a flow chart appearing game process disclosed.
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JPH1066784A (en) * | 1996-06-18 | 1998-03-10 | Konami Co Ltd | Method for moving object in game in which continuous object of same kind is eliminated, game device, game system, and computer-readable storage medium on which game program data is stored |
JP4727260B2 (en) * | 2005-03-14 | 2011-07-20 | 株式会社ユニバーサルエンターテインメント | Game machine and game simulation program |
JP2006006824A (en) * | 2004-06-29 | 2006-01-12 | Maruhon Ind Co Ltd | Reel type game machine |
JP2008048950A (en) * | 2006-08-25 | 2008-03-06 | Aruze Corp | Slot machine and its play method |
JP5001677B2 (en) * | 2007-03-05 | 2012-08-15 | 株式会社スクウェア・エニックス | Game device, game method executed by game device, and game program for causing game device to execute game method |
US20090117975A1 (en) * | 2007-11-01 | 2009-05-07 | Aruze Corp | Gaming machine with symbol changed according to predetermined conditions after rearrangement and playing method thereof |
TWI403346B (en) * | 2009-08-05 | 2013-08-01 | Astro Corp | Variable plate of the wheel game control method, computer program products and game devices |
TWM483109U (en) * | 2014-03-24 | 2014-08-01 | Bingotimes Digital Technology Co Ltd | Reward feedback control device of electronic game |
US10275996B2 (en) * | 2014-08-19 | 2019-04-30 | Gamesys, Ltd. | Systems and methods for facilitating a game incorporating blocks of symbols |
JP5886459B2 (en) * | 2015-06-29 | 2016-03-16 | グリー株式会社 | GAME PROGRAM, INFORMATION PROCESSING DEVICE CONTROL METHOD, AND INFORMATION PROCESSING DEVICE |
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JP6335221B2 (en) * | 2016-06-21 | 2018-05-30 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE AND PROGRAM |
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