WO2009139268A1 - Game machine and method for progressing game - Google Patents

Game machine and method for progressing game Download PDF

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Publication number
WO2009139268A1
WO2009139268A1 PCT/JP2009/057778 JP2009057778W WO2009139268A1 WO 2009139268 A1 WO2009139268 A1 WO 2009139268A1 JP 2009057778 W JP2009057778 W JP 2009057778W WO 2009139268 A1 WO2009139268 A1 WO 2009139268A1
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WO
WIPO (PCT)
Prior art keywords
game
character
displayed
movement
player
Prior art date
Application number
PCT/JP2009/057778
Other languages
French (fr)
Japanese (ja)
Inventor
庸輔 佐々木
真一 石井
朋博 住谷
孝浩 浅井
利恵 鈴木
隆 佐久間
康司 山中
Original Assignee
株式会社コナミデジタルエンタテインメント
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2009139268A1 publication Critical patent/WO2009139268A1/en

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots

Definitions

  • the present invention relates to a game machine and a game progress method in which a slot game is executed by displaying a predetermined symbol in each of a plurality of display areas on a game screen.
  • the conventional bonus game is a so-called free game that does not accept player operations.
  • a game without a player progresses only by a predetermined number of consecutive games being played one after another.
  • a character who is a friend of the player appears, but it is not a configuration in the free game.
  • an object of the present invention is to provide a game machine and a game progress method for realizing a free game that adopts a configuration that takes into account the presence of a player.
  • the game machine of the present invention includes a display unit on which a game screen on which a plurality of display areas in which any one of a plurality of types of symbols is displayed is arranged, and the symbols are displayed in the display areas.
  • a position association storage unit that associates and stores at least one of the display areas, and the special game.
  • a special game processing unit that performs processing relating to each slot game that is repeatedly executed, and the special game processing unit includes a symbol determination unit that determines a symbol to be displayed in each display area, and a plurality of movement positions.
  • a moving position determining unit that determines any one moving position, a character movement control unit that moves the character to the determined moving position when the slot game is started, and the character at the moving position.
  • a game result display unit displays the specific symbol as a game result in at least one display area associated with the movement position, and displays the determined symbol as a game result in the other display area; Determining whether or not there is a prize including the specific symbol, and depending on the determination result, the character performance and / or A score update unit that updates the player score, and determines whether or not to end the special game according to the updated character score and / or the state of the updated player score, and does not end the special game In this case, the above-described problem is solved by including a special game end determination unit for starting the next slot game.
  • the character appearing on the game screen by the character movement control unit is moved to the movement position determined by the movement position determination unit, and at least one display associated with the movement position is displayed by the game result display unit.
  • a specific symbol is displayed at the position, the player score and / or character score is updated based on the specific symbol displayed by the score update unit, and the special game end determination unit determines the special game based on the player score and / or character score. Is determined to end.
  • Each of the plurality of movement positions associated with the character includes a case where it is one of the display areas and a case where it is a position on the game screen which is not the display area.
  • the plurality of display areas are adjacent display areas included in the predetermined range, and are separate display areas that are not adjacent to each other. Including. It does not matter before and after the timing at which the specific symbol is displayed at the moving position and the timing at which the symbol is displayed in the other display area.
  • the character results and player results are not limited to numerical values such as points, but may be character strings indicating the state of the results.
  • the update of the character result and the player result may be a point addition method or a deduction method. For example, each of the player score and the character score is indicated by points, and when there is a prize including the specific symbol, the score update unit subtracts the point of the character score and receives a prize including the specific symbol. If not, the player achievement point may be subtracted, and the special game end determination unit may be set to end the special game when the player achievement point reaches a predetermined value.
  • the game result display unit displays the symbol of at least one display area associated with the movement position.
  • the specific symbol may be changed. In this case, it is possible to represent on the game screen that a symbol once displayed in at least one display area associated with the movement position changes to a specific symbol upon arrival of the character.
  • Each of the plurality of movement positions at which the character can move is set as a current position, and a movement table associated with each current position so that a movement position that can be moved from the current position is determined with a predetermined probability.
  • a moving table storage unit is further provided, wherein the special game processing unit includes a current position specifying unit that specifies the current position of the character at the start of the slot game, and the moving position determining unit The moving position may be determined based on the specified current position by referring to the moving table.
  • the movement position that can be moved from the current position of the character is associated with a predetermined probability. For example, the movement tendency of the character is set, such as a pattern with a lot of horizontal movement or a pattern with a lot of vertical movement. can do.
  • a character data storage unit for storing character data that associates the character identification information for identifying the character with other characters and the plurality of movement positions at which the character can move; and the special game processing unit includes: A character selection unit for selecting a character to appear on the game screen, and the special game end determination unit, when the character score point reaches a predetermined value, causes the character selection unit to The next game may be started by selecting a character to appear on the screen. Thereby, it is possible to provide a battle game that virtually battles against a plurality of characters.
  • the special game may be configured to be ended when a predetermined number of characters have been selected by the special game end determination unit.
  • the special game may be terminated when it is determined that a predetermined number of characters have been selected when there is no unselected character among the characters to be selected by the character selection unit.
  • each of the plurality of movement positions may In the display area, the position association storage unit may store each movement position and a predetermined range of display area including the display area that is the movement position in association with each other.
  • the game progress method of the present invention includes a display unit on which a game screen in which a plurality of display areas on which any one of a plurality of types of symbols is displayed is arranged, and the symbols are displayed in the display areas.
  • determining whether to end the special game according to the step of updating the player score and the updated character score and / or state of the updated player score and not ending the special game Includes the step of starting the next slot game, thereby solving the above-mentioned problem.
  • the present invention is embodied as the above-described game machine.
  • one of the plurality of movement positions is determined, and the character is moved to the determined movement position on the game screen indicating that the game is in progress.
  • the specific symbol is displayed as a game result in at least one display area associated with the movement position, and the determined symbol is displayed as a game result in the other display area.
  • the figure which shows an example of the external appearance of the game machine of this invention The figure which shows an example of the game screen displayed with the game machine shown in FIG.
  • 1 is a schematic diagram of a hardware configuration of a game machine 1.
  • FIG. The figure which shows the coordinate of each reel part.
  • FIG. 1 is a diagram showing an example of a game machine 1 according to the present invention.
  • the game machine 1 is a commercial game machine installed in a game corner of a game center or a commercial facility.
  • the game machine 1 provides a so-called medal game in which a predetermined number of medals are paid out based on the number of inserted medals and a game result. Is done.
  • the game machine 1 has a monitor 4 as a display unit on which a game screen is displayed, an operation area 5 provided with various buttons for accepting player operations in the game, a medal slot 6, a medal payout port 7, a medal tray 8, And a speaker 9 for outputting BGM, sound effects, messages, and the like.
  • a BET button 10 a maximum BET button 11, a start button 12, and the like are provided, and a reel image that imitates a reel of a slot game is displayed on the game screen. Slot games are provided.
  • the game screen 20 has a reel image portion RA in which a plurality of reel portions 21a to 21o are arranged as a plurality of display areas on which symbols are displayed.
  • reel portions 21 when it is not necessary to distinguish each of the plurality of reel portions 21a to 21o, they are referred to as “reel portions 21”.
  • the reel image portion RA of this embodiment is configured by a total of 15 reel portions 21 in three rows and five rows.
  • a base game and a bonus game set with a higher payout than the base game are provided. Up to three winning lines A to C can be activated in the base game, and two additional winning lines A ′ to C ′ are added to each winning line A to C in the bonus game, for a total of nine.
  • the winning lines A, A ′, B, B ′, C, and C ′ are valid.
  • the normal game may have the same configuration as the conventional virtual slot game.
  • the number of medals owned by the player is recorded in the medal saving memory.
  • the player By pressing the BET button 10 (hereinafter referred to as “BET operation”), the player can activate one pay line A to C per BET operation, and can activate a maximum of three. .
  • the number of medals stored in the medal saving memory is consumed according to the number of the winning lines A to C that are validated.
  • game start operation When the start button 12 is pressed (hereinafter referred to as “game start operation”), the game starts, and each reel unit 21 has an image imitating that the reel is rotating in a general slot game (hereinafter “rotation”). "Image”) is displayed. Then, after a predetermined time has elapsed, various symbols are displayed on the reels 21 as game results. The symbols displayed on each reel unit 21 are determined by lottery. The winning combination is determined by the arrangement of symbols displayed on the valid winning lines A to C, the number of medals as a payout corresponding to the winning combination is determined, and the number of medals as a payout is added to the medal storage memory.
  • the rotation image is displayed on each reel unit 21 and the game result symbol is displayed on each reel unit 21 as one game, and the player performs the BET operation and the game start.
  • a game is performed a plurality of times by repeatedly performing the operation. It should be noted that by providing a stop button in the operation area 5, the timing at which the rotated image is stopped and the game result is displayed may be determined by the player's operation.
  • symbols displayed as game results on the reel unit 21 are sometimes referred to as game results.
  • a bonus for obtaining a high payout as a special game is obtained.
  • a game is provided to the player.
  • the bonus game of this embodiment is a so-called free game in which a plurality of games (slot games) are continuously performed without accepting a player's BET operation or game start operation.
  • a game result is displayed when a predetermined time elapses after the rotation image is displayed on each reel unit 21.
  • the winning lines A to C and the additional winning lines A 'to C' are all valid.
  • FIGS. 3 to 5 show the game screen 20 from the start of the game to the display of the game result for one game in the bonus game.
  • 3 shows a game start screen 20a at the start of the game
  • FIG. 4 shows an in-game screen 20b during the game
  • FIG. 5 shows a game result screen 20c in which the game results are displayed on each reel unit 21.
  • game screens 20 when it is not necessary to distinguish between the game screens 20a, 20b, and 20c, they are referred to as game screens 20.
  • a player character 30 and a boss monster M are displayed on the game screen 20 of the bonus game. Further, a player point 31 as a player result indicating the game result of the player character 30 and a boss point 32 as a character result indicating the game result of the boss monster M are displayed above the game screen 20.
  • a rotation image 22 is displayed on each reel unit 21 to indicate that the symbol of the reel unit 21 is virtually rotating.
  • the state where the rotation image 22 is displayed on the reel unit 21 is referred to as “rotating”.
  • the boss monster M is displayed at the current position PP (reel portion 21e in the example of FIG. 3) at the start of the game, and then the game screen 20 starts moving.
  • a predetermined symbol is displayed on each reel unit 21 after a predetermined time has elapsed after the game starts.
  • the boss monster M arrives at the movement position MP (reel unit 21d in the example of FIG.
  • the movement position All the symbols of each reel unit 21 included in a predetermined range (hereinafter referred to as “wild area WA”) associated with the MP change to wild symbols W.
  • the movement position MP is any one of the reel parts 21, and the wild area WA is all the reel parts 21 constituting the row including the movement position PP.
  • the movement position MP of the boss monster M is the reel portion 21d
  • the wild area WA is composed of the reel portion 21d, the reel portion 21i, and the reel portion 21n. Since the boss monster M is displayed at the movement position MP (reel portion 21d) on the game screen 20, the wild area WA is set so as to be located behind the boss monster M. After a symbol as a game result is displayed on each reel unit 21, it is determined whether or not a winning combination is established according to the arrangement of the symbols, and a payout according to the established winning combination is performed. Further, it is determined whether or not the wild symbol W of the wild area WA is included in the established winning combination. The boss point 32 is subtracted when the wild symbol W is included in the established winning combination, and the player point 31 is subtracted when it is not included.
  • the bonus game a game in which any one of the points 31 and 32 is subtracted in accordance with the winning combination established based on the symbols displayed as game results on each reel unit 21 is continuously performed.
  • the boss point 32 of the boss monster M becomes 0
  • another boss monster M appears on the game screen 20 and the game is continued.
  • the player point 31 becomes 0 or when all the boss monsters M appear, the bonus game ends.
  • the player character 30 can be won, and the game can be continued and a game in which a high payout can be expected can be continued. Accordingly, the player wishes that the player character 30 wins in each game in the bonus game. Accordingly, by incorporating the player character 30 having a configuration that is conscious of the presence of the player into the bonus game, the player feels that the player is participating in the bonus game, despite the bonus game being a free game that does not accept player operations. Can be given.
  • FIG. 6 shows game screens 20a-1 and 20c-1 related to the first game, game screens 20a-2 and 20c-2 related to the second game, and game screens 20a-3 and 20c-3 related to the third game.
  • Each game screen 20 shown in FIG. 6 is a reel image portion RA, and each square corresponds to each reel portion 21.
  • each game screen 20a-1, 20a-2, 20a-3 corresponds to the game start screen 20a at the start of the game
  • each game screen 20c-1, 20c-2, 20c-3 displays a game result. This corresponds to the game result screen 20c.
  • the boss monster M moves in the order of reel part 21e ⁇ reel part 21d ⁇ reel part 21c ⁇ reel part 21d.
  • the movement position MP in each game is determined by a process described later.
  • the boss monster M appears on the reel unit 21e as the initial position. Thereafter, the boss monster M moves to the reel portion 21d which is the first movement position MP1.
  • the first wild area WA1 is composed of a row including the reel portions 21d, and the reel portions 21d, i, and n constituting the first wild area WA1 are displayed on the game result screen 20c-1 of the first game. The symbol changes to a wild symbol W.
  • the next second game is started while the boss monster M is placed on the reel part 21d which is the first movement position MP1, and each reel part 21 is rotating. Become.
  • the boss monster M moves to the reel portion 21c which is the second movement position MP2.
  • the second wild area WA2 is configured in a row including the reel portion 21c, and in the game result screen 20c-2 of the second game, each reel portion 21c, h, m constituting the second wild area WA2 is displayed.
  • the symbol changes to a wild symbol W.
  • the next third game is started while the boss monster M is placed on the reel portion 21c which is the second movement position MP2.
  • Each reel unit 21 is rotating, and the boss monster M moves to the reel unit 21d which is the third movement position MP3.
  • the third wild area WA3 is constituted by a row including the reel portion 21d, and in the game result 20c-3 of the third game, the symbols of the reel portions 21d, i, n constituting the third wild area WA3. Changes to a wild symbol W.
  • a process of updating the points 31 and 32 based on the game result is performed.
  • the game machine 1 includes an operation-related unit 110 that transmits to the control unit 100 an input signal that is output when each button 10, 11, 12 of the operation area 5 is operated, and the medal slot 6.
  • a medal insertion unit 120 which is a transport mechanism for transporting inserted medals to a predetermined storage unit (not shown), an audio output related unit 130 that performs processing for outputting predetermined audio from the speaker 9, and a monitor 4, a display-related unit 140 that performs processing for outputting the game screen 20, a medal payout unit 150 that is a mechanism for transporting a medal to be paid out from the medal stored in the storage unit to the medal payout port 7, Is connected.
  • the control unit 100 includes a CPU, a data storage unit 101 for storing various data and computer programs necessary for its operation, and an image memory unit 102 configured with a game screen 20 displayed on the monitor 4. The operation of each unit 110 to 150 is controlled.
  • an XY coordinate system having a predetermined position as an origin is set, and in the game machine 1, the position on the game screen 20 is recognized by the XY coordinates on the image memory 102.
  • the game screen 20 displayed on the monitor 4 corresponds to a partial range of the image memory 102.
  • the center position of each reel portion is set as shown in FIG. Thereby, the position of each reel 21 is specified by the coordinates of the center position.
  • the position on the game screen 20 may be indicated by coordinates.
  • the control unit 100 By operating the computer program stored in the data storage unit 101, the control unit 100 mainly functions as a special game processing unit 103 that controls a bonus game and a normal game processing unit 104 that controls a normal game.
  • the data storage unit 101 stores various data including image data. For example, it stores the number of medals owned by the player and functions as the medal storage memory described above. Further, the data storage unit 101 stores monster data 200 information in which data on the correspondence between the movement position MP and the world area WA and the boss monster M is set, and the player point 31 and the character are stored temporarily as data. Point 32 is also stored. Thereby, the data storage unit 101 functions as a results storage unit, a position association storage unit, and a character data storage unit.
  • the monster data 200 includes a monster ID 201 for identifying each boss monster M on the game machine 1, a movable position 210 indicating a position where the boss monster M can move, image data 220 of the boss monster M, And history data 230 relating to the movement of the boss monster M.
  • the image data 220 includes leftward image data 220a and rightward image data 220b of the boss monster M.
  • the movable position 210 is set with a plurality of reel portions 21 to which the boss monster M can move.
  • the movable position 210 is set differently depending on the boss monster M.
  • the movable position 210a set for the monster M1 is shown in FIG. 10
  • the movable position 210b set for the monster M2 is shown in FIG.
  • the movable position 210a of the monster M1 is the reel portions 21a, 21b, 21c, 21d, and 21e. That is, the monster M1 is set to move the first stage of the reel image portion RA.
  • the movable position 210b of the monster M2 is the reel portions 21k, 21l, 21m, 21n, 21o, that is, the monster M2 is set to move the third stage of the reel image portion RA.
  • Each of the five reel sections 21 constituting the movable position 210 is associated with each of the movement position numbers 0-4.
  • each reel portion 21 is specified by the coordinates of the center position as described above, for example, the movement position number 2 of the monster M1 corresponds to the reel portion 21c by being associated with the coordinates (398, 96) of the reel portion 21c. Attached.
  • the movement position MP is determined based on the movement table MT set for each boss monster M.
  • the movement table MT is held in the data storage unit 101. Thereby, the data storage unit 101 functions as a movement table storage unit.
  • FIG. 12 shows a movement table MT1 set for the boss monster M1 and a movement table MT2 set for the boss monster M2.
  • the movement position that can be moved according to the “current position PP” and “direction” of the boss monster M is associated with a predetermined probability.
  • Each position on the moving table MT is indicated by the position number described above.
  • the movement table MT1 when the current boss monster M1 is facing right and the current position PP is 3, 2, 3 and 4 are set as movable movement positions MP, and 4 has a probability of 50%. Selected, 2 and 3 are set to be selected with a probability of 25%.
  • the movable position is associated with the current position PP, so that the movement position moves to the reel portion 21 adjacent to the current position PP as in the boss monster M1, or the boss monster M2.
  • the movement mode of moving to the reel unit 21 away from the current position PP can be set according to the boss monster M.
  • step S500 a boss monster M to appear on the game screen 20 is selected.
  • the direction of the selected boss monster M is also determined.
  • step S505 the player point 31 of the player character 30 and the boss point 32 of the boss monster M1 are initialized. For example, 10,000 points are set as initial values for the points 31 and 32, respectively. Each point 31 and 32 is displayed on the game screen 20.
  • step S510 a game process is performed in step S510.
  • the above-described game is started, and finally, a game result screen 20c in a state where symbols as game results are displayed on the reels 21 on the monitor 4 is displayed. Details of the game process will be described later.
  • the game result screen 20c is displayed, it is determined in step S515 whether or not a winning combination including the wild symbol W has been established.
  • step S520 the boss point 32 is subtracted, for example, 500 points. If the prize is not established, the process proceeds to step S535, where the player point 31 is subtracted, for example, 500 points. The After the boss point 32 is subtracted, the process proceeds to step S525, where it is determined whether or not the boss point has become zero. If it is not determined to be 0, the process returns to step S510 to start the next game. If it is determined as 0, the process proceeds to step S530, and it is determined whether or not the next boss monster M exists.
  • step S530 if there is a boss monster M that has not yet been selected, it is determined in step S530 that the next boss monster M exists, and the process returns to step S500 to select the next boss monster M. If no unselected boss monster M exists in step S530, it is determined that there is no next boss monster M, and the bonus game is terminated. Note that it may be determined whether step S530 has been completed for a predetermined number of boss monsters. In this case, if the game has been completed for a predetermined number of boss monsters, the bonus game is terminated.
  • step S535 after 500 points have been subtracted from the player point 31, the process proceeds to step S540 to determine whether or not the player point 31 has become zero. When it is determined that the player point 31 is 0, the bonus game is ended, and when it is determined that the player point 31 is not 0, the process proceeds to step S510 to start the next game.
  • step S600 the current position PP of the boss monster M in each game is specified.
  • one of the movement positions set as the movable position 210 may be selected as the current position PP, or one movement position may be set in advance as the current position PP of the first game. It may be left.
  • the movement position MP of the previous game is specified as the current position PP.
  • the movement position MP of the boss monster M is determined in step S605.
  • the movement position MP is determined from the current position PP and the movable position 210 associated with the direction of the boss monster M based on the movement table MT corresponding to the boss monster M.
  • symbols to be displayed on each reel unit 21 are determined in step S610.
  • the symbol may be determined by a conventionally known lottery based on a random number or a predetermined probability.
  • a game start screen 20a is displayed in step S615. That is, each reel unit 21 is rotating, and the boss monster M is displayed at the current position PP. Since the current position PP of the game after the second game matches the previous movement position MP, the boss monster M may remain in the state displayed at the movement position MP in the previous game.
  • a movement display process is performed. In the movement display process, it is displayed on the game screen 20 as if the boss monster M moves toward the movement position MP.
  • step S625 After a predetermined time from the start of the game, and the symbols determined in step S610 are displayed on each reel unit 21.
  • step S630 the boss monster M arrives at the movement position MP, and according to the movement position MP.
  • the symbol of the reel portion 21 of the wild area WA is changed to the wild symbol W.
  • a payout process is performed in which a payout according to the winning combination established in step S635 is given to the player, and the game process ends.
  • the control unit 100 that functions as the special game control unit 103 functions as a character selection unit in step S500, functions as a score update unit in steps S520 and S535, and performs a special game end determination unit in steps S525, S530, and S540.
  • the control unit 100 functioning as the special game control unit 103 functions as a current position specifying unit in step S600, functions as a movement position determining unit in step S605, functions as a symbol determining unit in step S610, and in step S620. It functions as a character movement control part, and functions as a game result display part by step S625 and step S630.
  • the present invention is not limited to the above-described form and may be implemented in various forms.
  • the position set as the movable position 210 of the boss monster M is not limited to the reel unit 21 and may be any position on the game screen 20.
  • the update mode of each point 31 and 32 is a deduction method, a point addition method may be used.
  • the point addition method it may be configured such that whether or not the special game is over is determined when the difference between the points 31 and 32 reaches a predetermined value or when the player point 31 reaches a predetermined value. Further, the player character 30 may not be displayed on the game screen 20. As long as this invention is realizable, the order of each process in a bonus game process and a game process is not ask

Abstract

Provided is a game machine that realizes a free game with a structure in consideration of the existence of a player. A game machine (1) determines any one of a plurality of moving positions (MP) and moves a boss monster (M) to the determined position in a game screen (20) displaying an ongoing game. When the boss monster (M) arrives at the moving position (MP), the game machine displays a wild symbol (W) as a game result in a plurality of real units (21) including the moving positions (MP) and determined symbols as game results in the other reel units (21), renews a character point (32) or player point (31) in accordance with the winning or losing a prize including the wild symbol (W), and determines whether or not to terminate a bonus game in accordance with a condition of the character point (32) or player point (31).

Description

ゲーム機及びゲーム進行方法Game machine and game progression method
 本発明は、ゲーム画面において複数の表示領域のそれぞれに所定のシンボルが表示されることによりスロットゲームが実行されるゲーム機及びゲーム進行方法に関する。 The present invention relates to a game machine and a game progress method in which a slot game is executed by displaying a predetermined symbol in each of a plurality of display areas on a game screen.
 ゲーム画面において複数の表示領域のそれぞれに所定のシンボルが表示されるスロットゲームにおいて、所定の場合になった場合に通常ゲームよりも高配当に設定されたボーナスゲームが提供される構成は周知である(例えば、特許文献1及び特許文献2)。また、スロットゲームのゲーム結果に基づいてキャラクタのパラメータ値を変化させるゲームも知られている(例えば、特許文献3)。 In a slot game in which a predetermined symbol is displayed in each of a plurality of display areas on a game screen, a configuration in which a bonus game set to a higher payout than a base game is provided when a predetermined case occurs is well known. (For example, patent document 1 and patent document 2). A game that changes a parameter value of a character based on a game result of a slot game is also known (for example, Patent Document 3).
特開2005-334352号公報JP 2005-334352 A 特開2004-49408号公報JP 2004-49408 A 特開2007-130344号公報JP 2007-130344 A
 しかし、従来のボーナスゲームは、プレイヤの操作を受け付けないいわゆるフリーゲームである。このようなフリーゲームでは所定回数のゲームが次々に連続して行われるだけでプレイヤ不在のゲームが進行する。また、特許文献3のスロットゲームにおいては、プレイヤの味方であるキャラクタが登場するが、フリーゲームにおける構成ではない。 However, the conventional bonus game is a so-called free game that does not accept player operations. In such a free game, a game without a player progresses only by a predetermined number of consecutive games being played one after another. Further, in the slot game of Patent Document 3, a character who is a friend of the player appears, but it is not a configuration in the free game.
 そこで、本発明は、プレイヤの存在を考慮した構成を取り入れたフリーゲームを実現するゲーム機及びゲーム進行方法を提供することを目的とする。 Therefore, an object of the present invention is to provide a game machine and a game progress method for realizing a free game that adopts a configuration that takes into account the presence of a player.
 本発明のゲーム機は、複数種類のシンボルのうちいずれか1つのシンボルが表示される複数の表示領域が配列されているゲーム画面が表示される表示部を備え、前記各表示領域にシンボルがゲーム結果として表示され、表示されたシンボルの配列に基づいて配当が決定される仮想的なスロットゲームが繰り返し実行される特別ゲームが実行されるゲーム機であって、プレイヤのゲーム成績を示すプレイヤ成績と、前記ゲーム画面上を移動するキャラクタのゲーム成績を示すキャラクタ成績を記憶する成績記憶部と、前記キャラクタが移動可能な前記ゲーム画面上の複数の移動位置のそれぞれと、特定シンボルがゲーム結果として表示される少なくとも1つの前記表示領域とを対応付けて記憶する位置対応付け記憶部と、前記特別ゲームにおいて繰り返し実行される各スロットゲームに関する処理を行う特別ゲーム処理部とを備え、前記特別ゲーム処理部は、前記各表示領域に表示するシンボルを決定するシンボル決定部と、前記複数の移動位置のうち、いずれか1つの移動位置を決定する移動位置決定部と、前記スロットゲームが開始されると、前記キャラクタを前記決定された移動位置へ移動させるキャラクタ移動制御部と、前記キャラクタが前記移動位置に到着すると、前記移動位置に対応付けられた少なくとも1つの表示領域には前記特定シンボルをゲーム結果として表示し、その他の表示領域には前記決定されたシンボルをゲーム結果として表示するゲーム結果表示部と、前記特定シンボルを含む入賞の有無を判断し、その判断結果に応じて前記キャラクタ成績及び/又は前記プレイヤ成績を更新する成績更新部と、前記更新されたキャラクタ成績及び/又は前記更新されたプレイヤ成績の状態に応じて前記特別ゲームを終了するか否かを決定し、前記特別ゲームを終了しない場合は次の前記スロットゲームを開始する特別ゲーム終了判断部とを有する、ことにより、上述の課題を解決する。 The game machine of the present invention includes a display unit on which a game screen on which a plurality of display areas in which any one of a plurality of types of symbols is displayed is arranged, and the symbols are displayed in the display areas. A game machine for executing a special game in which a virtual slot game is repeatedly executed and displayed as a result and a payout is determined based on the arrangement of the displayed symbols. , A result storage unit for storing character results indicating the game results of the character moving on the game screen, each of a plurality of movement positions on the game screen to which the character can move, and a specific symbol displayed as a game result A position association storage unit that associates and stores at least one of the display areas, and the special game. A special game processing unit that performs processing relating to each slot game that is repeatedly executed, and the special game processing unit includes a symbol determination unit that determines a symbol to be displayed in each display area, and a plurality of movement positions. A moving position determining unit that determines any one moving position, a character movement control unit that moves the character to the determined moving position when the slot game is started, and the character at the moving position. Upon arrival, a game result display unit displays the specific symbol as a game result in at least one display area associated with the movement position, and displays the determined symbol as a game result in the other display area; Determining whether or not there is a prize including the specific symbol, and depending on the determination result, the character performance and / or A score update unit that updates the player score, and determines whether or not to end the special game according to the updated character score and / or the state of the updated player score, and does not end the special game In this case, the above-described problem is solved by including a special game end determination unit for starting the next slot game.
 本発明によれば、キャラクタ移動制御部によってゲーム画面に出現するキャラクタを、移動位置決定部により決定された移動位置へ移動させ、ゲーム結果表示部により、移動位置に対応付けられた少なくとも1つの表示位置には特定シンボルが表示され、成績更新部により表示された特定シンボルに基づいてプレイヤ成績及び/又はキャラクタ成績が更新され、特別ゲーム終了判断部により、プレイヤ成績及び/キャラクタ成績に基づいて特別ゲームの終了が判断される。これにより、キャラクタの移動結果がプレイヤに有利な場合はプレイヤの勝ちとなるように各成績を更新し、キャラクタの移動結果がプレイヤに不利な場合はプレイヤの負けとなるように各成績を更新し、各成績を特別ゲームの終了判断に利用する対戦ゲームを提供することができる。従って、プレイヤの操作を受け付けずに連続して行われる特別ゲームであっても、プレイヤとキャラクタ間で仮想的に争う対戦ゲームを提供することができ、プレイヤの操作を受け付けない特別ゲームであっても、プレイヤにゲーム参加している感覚を与えることができる。 According to the present invention, the character appearing on the game screen by the character movement control unit is moved to the movement position determined by the movement position determination unit, and at least one display associated with the movement position is displayed by the game result display unit. A specific symbol is displayed at the position, the player score and / or character score is updated based on the specific symbol displayed by the score update unit, and the special game end determination unit determines the special game based on the player score and / or character score. Is determined to end. As a result, when the character movement result is advantageous to the player, each score is updated so that the player wins. When the character movement result is disadvantageous to the player, each score is updated so that the player loses. In addition, it is possible to provide a battle game in which each score is used for determining whether to end the special game. Therefore, even if the game is a special game that is continuously performed without accepting the player's operation, it is possible to provide a battle game in which the player and the character compete virtually, and the player's operation is not accepted. Also, it is possible to give the player a sense of participating in the game.
 キャラクタに対応付けられる複数の移動位置のそれぞれは、いずれかの表示領域である場合と表示領域でないゲーム画面上の位置である場合とを含む。各移動位置に対応付けられた表示領域が複数の場合、当該複数の表示領域は、所定範囲に含まれる隣接した表示領域である場合と、互いに隣接せずに離れた表示領域である場合とを含む。移動位置に特定シンボルが表示されるタイミングとその他の表示領域にシンボルが表示されるタイミングとの前後は問わない。 Each of the plurality of movement positions associated with the character includes a case where it is one of the display areas and a case where it is a position on the game screen which is not the display area. When there are a plurality of display areas associated with each movement position, the plurality of display areas are adjacent display areas included in the predetermined range, and are separate display areas that are not adjacent to each other. Including. It does not matter before and after the timing at which the specific symbol is displayed at the moving position and the timing at which the symbol is displayed in the other display area.
 キャラクタ成績及びプレイヤ成績は、ポイント等の数値に限らず、成績の状態を示す文字列であってもよい。また、キャラクタ成績及びプレイヤ成績の更新は、加点方式であっても減点方式であってもよい。例えば、前記プレイヤ成績及び前記キャラクタ成績のそれぞれはポイントで示され、前記成績更新部は、前記特定シンボルを含む入賞がある場合は、前記キャラクタ成績のポイントを減算し、前記特定シンボルを含む入賞がない場合は前記プレイヤ成績のポイントを減算し、前記特別ゲーム終了判断部は、前記プレイヤ成績のポイントが所定値になった場合に前記特別ゲームを終了するように設定してもよい。 The character results and player results are not limited to numerical values such as points, but may be character strings indicating the state of the results. Further, the update of the character result and the player result may be a point addition method or a deduction method. For example, each of the player score and the character score is indicated by points, and when there is a prize including the specific symbol, the score update unit subtracts the point of the character score and receives a prize including the specific symbol. If not, the player achievement point may be subtracted, and the special game end determination unit may be set to end the special game when the player achievement point reaches a predetermined value.
 前記ゲーム結果表示部は、前記特定シンボルが表示される前に記各表示領域に前記決定されたシンボルが表示されている時は、前記移動位置に対応付けられた少なくとも1つの表示領域のシンボルを前記特定シンボルに変化させてもよい。この場合、移動位置に対応付けられた少なくとも1つの表示領域に一度表示されたシンボルが、キャラクタの到着によって特定シンボルに変化するようすをゲーム画面にて表現することができる。 When the determined symbol is displayed in each display area before the specific symbol is displayed, the game result display unit displays the symbol of at least one display area associated with the movement position. The specific symbol may be changed. In this case, it is possible to represent on the game screen that a symbol once displayed in at least one display area associated with the movement position changes to a specific symbol upon arrival of the character.
 前記キャラクタが移動可能な前記複数の移動位置のそれぞれを現在位置とし、前記各現在位置に、その現在位置から移動可能な移動位置が所定の確率で決定されるように対応付けられた移動テーブルを記憶する移動テーブル記憶部が更に備えられ、前記特別ゲーム処理部は、前記スロットゲームの開始時に前記キャラクタの現在位置を特定する現在位置特定部を有し、前記移動位置決定部は、前記キャラクタの前記移動テーブルを参照することにより、前記特定された現在位置に基づいて前記移動位置を決定してもよい。移動テーブルでは、キャラクタの現在位置から移動可能な移動位置が所定の確率にて対応付けられるので、例えば、水平方向の移動が多いパターン、垂直方向の移動が多いパターン等、キャラクタの移動傾向を設定することができる。 Each of the plurality of movement positions at which the character can move is set as a current position, and a movement table associated with each current position so that a movement position that can be moved from the current position is determined with a predetermined probability. A moving table storage unit is further provided, wherein the special game processing unit includes a current position specifying unit that specifies the current position of the character at the start of the slot game, and the moving position determining unit The moving position may be determined based on the specified current position by referring to the moving table. In the movement table, the movement position that can be moved from the current position of the character is associated with a predetermined probability. For example, the movement tendency of the character is set, such as a pattern with a lot of horizontal movement or a pattern with a lot of vertical movement. can do.
 前記キャラクタを他のキャラクタと識別するキャラクタ識別情報と、前記キャラクタが移動可能な前記複数の移動位置とを対応付けたキャラクタデータを記憶するキャラクタデータ記憶部を更に有し、前記特別ゲーム処理部は、前記ゲーム画面に出現させるキャラクタを選択するキャラクタ選択部を有し、前記特別ゲーム終了判断部は、前記キャラクタ成績のポイントが所定値になった場合は、前記キャラクタ選択部によって次のゲームのゲーム画面に出現させるキャラクタを選択して次のゲームを開始してもよい。これにより、複数のキャラクタと仮想的に対戦する対戦ゲームを提供することができる。 A character data storage unit for storing character data that associates the character identification information for identifying the character with other characters and the plurality of movement positions at which the character can move; and the special game processing unit includes: A character selection unit for selecting a character to appear on the game screen, and the special game end determination unit, when the character score point reaches a predetermined value, causes the character selection unit to The next game may be started by selecting a character to appear on the screen. Thereby, it is possible to provide a battle game that virtually battles against a plurality of characters.
 上記構成にてゲームを終了させる態様としては、例えば、前記特別ゲーム終了判断部で所定数のキャラクタの選択が終了した場合に前記特別ゲームを終了するように構成してもよい。この場合、前記キャラクタ選択部にて選択対象であるキャラクタのうち選択されていないキャラクタがない場合に所定数のキャラクタの選択が終了したものとして前記特別ゲームを終了するように構成してもよい。 As an aspect of ending the game with the above configuration, for example, the special game may be configured to be ended when a predetermined number of characters have been selected by the special game end determination unit. In this case, the special game may be terminated when it is determined that a predetermined number of characters have been selected when there is no unselected character among the characters to be selected by the character selection unit.
 本発明における移動位置を表示領域とし、その移動位置に当該移動位置の表示領域を含む所定範囲の表示領域を対応付けるべく、例えば、前記複数の移動位置のそれぞれは、前記複数の表示領域のうちいずれかの表示領域であり、前記位置対応付け記憶部は、前記各移動位置と、前記移動位置である表示領域を含む所定範囲の表示領域と、を対応付けて記憶してもよい。 In order to associate the movement position in the present invention with a display area, and to associate the movement position with a display area of a predetermined range including the display area of the movement position, for example, each of the plurality of movement positions may In the display area, the position association storage unit may store each movement position and a predetermined range of display area including the display area that is the movement position in association with each other.
 本発明のゲーム進行方法は、複数種類のシンボルのうちいずれか1つのシンボルが表示される複数の表示領域が配列されているゲーム画面が表示される表示部を備え、前記各表示領域にシンボルがゲーム結果として表示され、表示されたシンボルの配列に基づいて配当が決定される仮想的なスロットゲームが繰り返し実行される特別ゲームが実行されるゲーム機におけるゲーム進行方法であって、プレイヤのゲーム成績を示すプレイヤ成績と、前記ゲーム画面上を移動するキャラクタのゲーム成績を示すキャラクタ成績を記憶するステップと、前記キャラクタが移動可能な前記ゲーム画面上の複数の移動位置のそれぞれと、特定シンボルがゲーム結果として表示される少なくとも1つの前記表示領域とを対応付けて記憶するステップと、前記特別ゲームにおいて繰り返し実行される各スロットゲームに関する処理を行うステップとを備え、前記各スロットゲームに関する処理を行うステップは、前記各表示領域に表示するシンボルを決定するステップと、前記複数の移動位置のうち、いずれか1つの移動位置を決定するステップと、前記スロットゲームが開始されると、前記キャラクタを前記決定された移動位置へ移動させるステップと、前記キャラクタが前記移動位置に到着すると、前記移動位置に対応付けられた少なくともの1つの表示領域には前記特定シンボルをゲーム結果として表示し、その他の表示領域には前記決定されたシンボルをゲーム結果として表示するステップと、前記特定シンボルを含む入賞の有無を判断し、その判断結果に応じて前記キャラクタ成績及び/又は前記プレイヤ成績を更新するステップと、前記更新されたキャラクタ成績及び/又は前記更新されたプレイヤ成績の状態に応じて前記特別ゲームを終了するか否かを決定し、前記特別ゲームを終了しない場合は次の前記スロットゲームを開始するステップとを含む、ことにより、上述の課題を解決する。本発明は、上述したゲーム機として具現化される。 The game progress method of the present invention includes a display unit on which a game screen in which a plurality of display areas on which any one of a plurality of types of symbols is displayed is arranged, and the symbols are displayed in the display areas. A game progress method in a game machine in which a special game is executed in which a virtual slot game is repeatedly executed in which a virtual slot game is displayed as a game result and a payout is determined based on the displayed symbol arrangement. Storing a player result indicating the game result, a character result indicating the game result of the character moving on the game screen, each of a plurality of movement positions on the game screen to which the character can move, and a specific symbol being a game Associating and storing at least one display area displayed as a result; Performing a process relating to each slot game that is repeatedly executed in a special game, wherein the step relating to each slot game includes determining a symbol to be displayed in each display area; and Of these, the step of determining one of the movement positions, the step of moving the character to the determined movement position when the slot game is started, and the movement when the character arrives at the movement position Displaying the specific symbol as a game result in at least one display area associated with the position, and displaying the determined symbol as a game result in the other display area; and winning including the specific symbol And the character performance and the character according to the determination result. Or determining whether to end the special game according to the step of updating the player score and the updated character score and / or state of the updated player score and not ending the special game Includes the step of starting the next slot game, thereby solving the above-mentioned problem. The present invention is embodied as the above-described game machine.
 上述したように、本発明によれば、複数の移動位置のうち、いずれか1つの移動位置を決定し、ゲーム中を示すゲーム画面において、キャラクタを決定された移動位置へ移動させ、キャラクタが前記移動位置に到着すると、移動位置に対応付けられた少なくともの1つの表示領域には前記特定シンボルをゲーム結果として表示し、その他の表示領域には決定されたシンボルをゲーム結果として表示し、ゲーム結果において、特定シンボルを含む入賞の有無に応じてキャラクタ成績及び/又はプレイヤ成績を更新し、更新されたキャラクタ成績及び/又は前記更新されたプレイヤ成績の状態に応じて特別ゲームを終了するか否かを決定することにより、プレイヤの存在を考慮した構成を取り入れたフリーゲームを実現するゲーム機等を提供することができる。 As described above, according to the present invention, one of the plurality of movement positions is determined, and the character is moved to the determined movement position on the game screen indicating that the game is in progress. Upon arrival at the movement position, the specific symbol is displayed as a game result in at least one display area associated with the movement position, and the determined symbol is displayed as a game result in the other display area. Whether or not to update the character result and / or the player result according to the presence or absence of a prize including the specific symbol, and to end the special game according to the updated character result and / or the updated player result state Providing a game machine or the like that realizes a free game incorporating a configuration that takes into account the presence of the player It is possible.
本発明のゲーム機の外観の一例を示す図。The figure which shows an example of the external appearance of the game machine of this invention. 図1に示すゲーム機にて表示されるゲーム画面の一例を示す図。The figure which shows an example of the game screen displayed with the game machine shown in FIG. ボーナスゲームにおいて実行される各ゲームのゲーム開始画面を示す図。The figure which shows the game start screen of each game performed in a bonus game. ボーナスゲームにおいて実行される各ゲームのゲーム中にボスモンスターが移動するようすを示す図。The figure which shows how a boss monster moves during the game of each game performed in a bonus game. ボーナスゲームにおいて実行される各ゲームのゲーム結果画面を示す図。The figure which shows the game result screen of each game performed in a bonus game. 第1ゲームから第3ゲームにおいてボスモンスターが移動するようすを示す図。The figure which shows how a boss monster moves in the 3rd game from the 1st game. ゲーム機1のハードウェア構成の概略図。1 is a schematic diagram of a hardware configuration of a game machine 1. FIG. 各リール部21の座標を示す図。The figure which shows the coordinate of each reel part. モンスターデータのデータ構造の一例を示す図。The figure which shows an example of the data structure of monster data. モンスターM1に対応付けられた移動可能位置を示す図。The figure which shows the movable position matched with the monster M1. モンスターM2に対応付けられた移動可能位置を示す図。The figure which shows the movable position matched with the monster M2. 各モンスターに対応付けられた移動テーブルを示す図。The figure which shows the movement table matched with each monster. ボーナスゲーム処理にて実行される処理の流れを示すフローチャート。The flowchart which shows the flow of the process performed in a bonus game process. ボーナスゲーム処理におけるゲーム処理にて実行される処理の流れを示すフローチャート。The flowchart which shows the flow of the process performed by the game process in a bonus game process.
 図1は本発明のゲーム機1の一例を示す図である。ゲーム機1はゲームセンターや商業施設のゲームコーナーに設置される商用ゲーム機であり、ゲーム機1では、投入されたメダル数及びゲーム結果に基づいて所定数のメダルが払い出されるいわゆるメダルゲームが提供される。ゲーム機1には、ゲーム画面が表示される表示部としてのモニタ4、ゲームにおけるプレイヤの操作を受け付ける各種ボタンが設けられた操作エリア5、メダル投入口6、メダル払出口7、メダル受皿8、及びBGM、効果音、メッセージ等が出力されるスピーカ9が設けられている。操作エリア5には、BETボタン10、最大BETボタン11、及びスタートボタン12等が設けられ、ゲーム画面にはスロットゲームのリールを模したリール画像が表示されることにより、ゲーム機1では仮想的なスロットゲームが提供される。 FIG. 1 is a diagram showing an example of a game machine 1 according to the present invention. The game machine 1 is a commercial game machine installed in a game corner of a game center or a commercial facility. The game machine 1 provides a so-called medal game in which a predetermined number of medals are paid out based on the number of inserted medals and a game result. Is done. The game machine 1 has a monitor 4 as a display unit on which a game screen is displayed, an operation area 5 provided with various buttons for accepting player operations in the game, a medal slot 6, a medal payout port 7, a medal tray 8, And a speaker 9 for outputting BGM, sound effects, messages, and the like. In the operation area 5, a BET button 10, a maximum BET button 11, a start button 12, and the like are provided, and a reel image that imitates a reel of a slot game is displayed on the game screen. Slot games are provided.
 モニタ4にて表示されるゲーム画面20の一例を図2に示し、ゲーム機1にて提供される仮想的なスロットゲームについて説明する。ゲーム画面20は、シンボルが表示される複数の表示領域としての複数のリール部21a~21oが配列されたリール画像部RAを有する。以下、複数のリール部21a~21oのそれぞれを区別する必要のない時は、「リール部21」という。本形態のリール画像部RAは、3段5列の合計15個のリール部21によって構成される。 An example of the game screen 20 displayed on the monitor 4 is shown in FIG. 2, and a virtual slot game provided by the game machine 1 will be described. The game screen 20 has a reel image portion RA in which a plurality of reel portions 21a to 21o are arranged as a plurality of display areas on which symbols are displayed. Hereinafter, when it is not necessary to distinguish each of the plurality of reel portions 21a to 21o, they are referred to as “reel portions 21”. The reel image portion RA of this embodiment is configured by a total of 15 reel portions 21 in three rows and five rows.
 ゲーム機1においては、通常ゲームと通常ゲームよりも高配当に設定されたボーナスゲームとが提供される。通常ゲームでは最大3本の入賞ラインA~Cを有効にすることが可能であり、ボーナスゲームでは各入賞ラインA~Cに追加入賞ラインA’~C’が2本ずつ追加されて合計9本の入賞ラインA、A’、B、B’、C、C’が有効となる。 In the game machine 1, a base game and a bonus game set with a higher payout than the base game are provided. Up to three winning lines A to C can be activated in the base game, and two additional winning lines A ′ to C ′ are added to each winning line A to C in the bonus game, for a total of nine. The winning lines A, A ′, B, B ′, C, and C ′ are valid.
 通常ゲームは従来の仮想的なスロットゲームと同様の構成でよい。例えば、プレイヤによって所望の枚数のメダルがメダル投入口6から投入されると、プレイヤの所持メダル枚数としてメダル貯蓄メモリに記録される。プレイヤはBETボタン10を押す(以下「BET操作」という。)ことにより、BET操作1回につき1本の入賞ラインA~Cを有効にすることができ、最大3本まで有効にすることができる。有効にされた入賞ラインA~Cの本数によってメダル貯蓄メモリのメダル数は消費される。 The normal game may have the same configuration as the conventional virtual slot game. For example, when a desired number of medals are inserted from the medal insertion slot 6 by the player, the number of medals owned by the player is recorded in the medal saving memory. By pressing the BET button 10 (hereinafter referred to as “BET operation”), the player can activate one pay line A to C per BET operation, and can activate a maximum of three. . The number of medals stored in the medal saving memory is consumed according to the number of the winning lines A to C that are validated.
 スタートボタン12が押される(以下「ゲーム開始操作」という。)とゲーム開始状態となり、各リール部21には、一般的なスロットゲームにおいてリールが回転しているようすを模した画像(以下「回転画像」という。)が表示される。そして、所定時間経過後に各リール部21に各種シンボルがゲーム結果として表示される。各リール部21に表示されるシンボルは抽選によって決定される。有効な入賞ラインA~C上に表示されたシンボルの配列によって入賞役が決まり、その入賞役に応じた配当としてのメダル数が決定し、メダル貯蔵メモリに配当としてのメダル数が加算される。 When the start button 12 is pressed (hereinafter referred to as “game start operation”), the game starts, and each reel unit 21 has an image imitating that the reel is rotating in a general slot game (hereinafter “rotation”). "Image") is displayed. Then, after a predetermined time has elapsed, various symbols are displayed on the reels 21 as game results. The symbols displayed on each reel unit 21 are determined by lottery. The winning combination is determined by the arrangement of symbols displayed on the valid winning lines A to C, the number of medals as a payout corresponding to the winning combination is determined, and the number of medals as a payout is added to the medal storage memory.
 このように、ゲーム開始操作後、各リール部21にて回転画像が表示され、各リール部21にゲーム結果としてのシンボルが表示されるまでを1回のゲームとし、プレイヤによってBET操作及びゲーム開始操作が繰り返し行われることにより、複数回のゲームが行われる。なお、操作エリア5にストップボタンを設けることにより、回転画像を停止させてゲーム結果が表示されるタイミングを、プレイヤの操作により決定されるように構成してもよい。以下、リール部21にゲーム結果として表示されるシンボルをゲーム結果という時がある。 As described above, after the game start operation, the rotation image is displayed on each reel unit 21 and the game result symbol is displayed on each reel unit 21 as one game, and the player performs the BET operation and the game start. A game is performed a plurality of times by repeatedly performing the operation. It should be noted that by providing a stop button in the operation area 5, the timing at which the rotated image is stopped and the game result is displayed may be determined by the player's operation. Hereinafter, symbols displayed as game results on the reel unit 21 are sometimes referred to as game results.
 ゲーム機1では、ゲーム機1の状態によって、例えば、ゲームにおいて所定の入賞役に入賞した場合やメダル貯蓄メモリにおけるメダル数が所定数に達した場合等、特別ゲームとしての高配当が得られるボーナスゲームがプレイヤに提供される。本形態のボーナスゲームはプレイヤのBET操作やゲーム開始操作を受け付けず、複数回のゲーム(スロットゲーム)が連続して行われるいわゆるフリーゲームである。各ゲームでは、各リール部21に回転画像を表示後、所定時間経過するとゲーム結果が表示される。各ゲームでは、入賞ラインA~C及び追加入賞ラインA’~C’がすべて有効となる。 In the game machine 1, depending on the state of the game machine 1, for example, when a predetermined winning combination is won in the game or when the number of medals in the medal saving memory reaches a predetermined number, a bonus for obtaining a high payout as a special game is obtained. A game is provided to the player. The bonus game of this embodiment is a so-called free game in which a plurality of games (slot games) are continuously performed without accepting a player's BET operation or game start operation. In each game, a game result is displayed when a predetermined time elapses after the rotation image is displayed on each reel unit 21. In each game, the winning lines A to C and the additional winning lines A 'to C' are all valid.
 本形態のボーナスゲームにおいて行わる各ゲームの概要について図3~図5を用いて説明する。図3~図5は、ボーナスゲームにおける1回のゲームに関してゲーム開始からゲーム結果が表示されるまでのゲーム画面20を示す。図3はゲーム開始時のゲーム開始画面20a、図4はゲーム中のゲーム中画面20b、図5は各リール部21にゲーム結果が表示されたゲーム結果画面20cを示す。以下、ゲーム画面20a、20b、20cを区別する必要がない時はゲーム画面20という。 The outline of each game performed in the bonus game of this embodiment will be described with reference to FIGS. 3 to 5 show the game screen 20 from the start of the game to the display of the game result for one game in the bonus game. 3 shows a game start screen 20a at the start of the game, FIG. 4 shows an in-game screen 20b during the game, and FIG. 5 shows a game result screen 20c in which the game results are displayed on each reel unit 21. Hereinafter, when it is not necessary to distinguish between the game screens 20a, 20b, and 20c, they are referred to as game screens 20.
 ボーナスゲームのゲーム画面20には、リール部21の他に、プレイヤキャラクタ30及びボスモンスターMが表示される。更に、ゲーム画面20の上方には、プレイヤキャラクタ30のゲーム成績を示すプレイヤ成績としてのプレイヤポイント31と、ボスモンスターMのゲーム成績を示すキャラクタ成績としてのボスポイント32とが表示される。 In addition to the reel unit 21, a player character 30 and a boss monster M are displayed on the game screen 20 of the bonus game. Further, a player point 31 as a player result indicating the game result of the player character 30 and a boss point 32 as a character result indicating the game result of the boss monster M are displayed above the game screen 20.
 ゲーム開始画面20a及びゲーム中画面20bにおいて、各リール部21には回転画像22が表示され仮想的にリール部21のシンボルが回転中であることを示す。以下、リール部21に回転画像22が表示されている状態を「回転中」という。ボスモンスターMはゲーム開始時には現在位置PP(図3の例ではリール部21e)に表示され、その後ゲーム画面20の移動を開始する。ゲーム開始後、所定時間経過後に各リール部21に所定のシンボルが表示されるが、ボスモンスターMが移動先である移動位置MP(図5の例ではリール部21d)に到着すると、当該移動位置MPに対応付けられた所定範囲(以下「ワイルドエリアWA」という。)に含まれる各リール部21のシンボルは、全てワイルドシンボルWに変化する。本形態の移動位置MPはいずれか1つのリール部21であり、ワイルドエリアWAは、移動位置PPを含む列を構成する全てのリール部21である。 In the game start screen 20a and the in-game screen 20b, a rotation image 22 is displayed on each reel unit 21 to indicate that the symbol of the reel unit 21 is virtually rotating. Hereinafter, the state where the rotation image 22 is displayed on the reel unit 21 is referred to as “rotating”. The boss monster M is displayed at the current position PP (reel portion 21e in the example of FIG. 3) at the start of the game, and then the game screen 20 starts moving. A predetermined symbol is displayed on each reel unit 21 after a predetermined time has elapsed after the game starts. When the boss monster M arrives at the movement position MP (reel unit 21d in the example of FIG. 5), the movement position All the symbols of each reel unit 21 included in a predetermined range (hereinafter referred to as “wild area WA”) associated with the MP change to wild symbols W. In this embodiment, the movement position MP is any one of the reel parts 21, and the wild area WA is all the reel parts 21 constituting the row including the movement position PP.
 図5に示す例では、ボスモンスターMの移動位置MPはリール部21dであり、ワイルドエリアWAはリール部21d、リール部21i及びリール部21nで構成される。ゲーム画面20において、ボスモンスターMは移動位置MP(リール部21d)に表示されるので、ワイルドエリアWAはボスモンスターMのちょうと背後に位置するように設定されている。各リール部21にゲーム結果としてのシンボルが表示された後、シンボルの配列に応じて入賞役が成立したか否かが判断され、成立した入賞役に応じた配当が行われる。更に、成立した入賞役の配列にワイルドエリアWAのワイルドシンボルWが含まれているか否かが判断される。成立した入賞役の配列に当該ワイルドシンボルWが含まれている場合は、ボスポイント32を減算し、含まれていない場合はプレイヤポイント31を減算する。 In the example shown in FIG. 5, the movement position MP of the boss monster M is the reel portion 21d, and the wild area WA is composed of the reel portion 21d, the reel portion 21i, and the reel portion 21n. Since the boss monster M is displayed at the movement position MP (reel portion 21d) on the game screen 20, the wild area WA is set so as to be located behind the boss monster M. After a symbol as a game result is displayed on each reel unit 21, it is determined whether or not a winning combination is established according to the arrangement of the symbols, and a payout according to the established winning combination is performed. Further, it is determined whether or not the wild symbol W of the wild area WA is included in the established winning combination. The boss point 32 is subtracted when the wild symbol W is included in the established winning combination, and the player point 31 is subtracted when it is not included.
 このように、ボーナスゲームにおいては、各リール部21にゲーム結果として表示されたシンボルに基づいて成立した入賞役に応じていずれかのポイント31、32が減算されるゲームが連続して行われる。ボスモンスターMのボスポイント32が0になった場合は、他のボスモンスターMがゲーム画面20に出現し、ゲームが続行される。プレイヤポイント31が0になった場合又は全てのボスモンスターMが出現した場合、ボーナスゲームは終了する。 As described above, in the bonus game, a game in which any one of the points 31 and 32 is subtracted in accordance with the winning combination established based on the symbols displayed as game results on each reel unit 21 is continuously performed. When the boss point 32 of the boss monster M becomes 0, another boss monster M appears on the game screen 20 and the game is continued. When the player point 31 becomes 0 or when all the boss monsters M appear, the bonus game ends.
 このように、移動結果がプレイヤに有利となればプレイヤキャラクタ30を勝ちとし、ゲームが続行され高配当が望めるゲームを続行することができる。従って、プレイヤはぼーナスゲームにおける各ゲームにおいてプレイヤキャラクタ30が勝つことを願うようになる。従って、プレイヤの存在を意識した構成であるプレイヤキャラクタ30をボーナスゲームに取り入れたことにより、プレイヤの操作を受け付けないフリーゲームであるボーナスゲームにもかかわらず、プレイヤにボーナスゲームに参加している感覚を与えることができる。 As described above, if the movement result is advantageous to the player, the player character 30 can be won, and the game can be continued and a game in which a high payout can be expected can be continued. Accordingly, the player wishes that the player character 30 wins in each game in the bonus game. Accordingly, by incorporating the player character 30 having a configuration that is conscious of the presence of the player into the bonus game, the player feels that the player is participating in the bonus game, despite the bonus game being a free game that does not accept player operations. Can be given.
 ボスモンスターMがゲーム画面20を移動する態様の概略を説明する。以下の説明において、ボーナスゲームにおいてn回目に行われるゲームを第nゲームという。図6に、第1ゲームに関するゲーム画面20a-1、20c-1、第2ゲームに関するゲーム画面20a-2、20c-2、及び第3ゲームに関するゲーム画面20a-3、20c-3を示す。図6に示す各ゲーム画面20はリール画像部RAであり、各マスは各リール部21に対応する。 An outline of how the boss monster M moves on the game screen 20 will be described. In the following description, the game played n times in the bonus game is referred to as the nth game. FIG. 6 shows game screens 20a-1 and 20c-1 related to the first game, game screens 20a-2 and 20c-2 related to the second game, and game screens 20a-3 and 20c-3 related to the third game. Each game screen 20 shown in FIG. 6 is a reel image portion RA, and each square corresponds to each reel portion 21.
 各ゲームにおいて、各ゲーム画面20a-1、20a-2、20a-3はゲーム開始時のゲーム開始画面20aに対応し、各ゲーム画面20c-1、20c-2、20c-3はゲーム結果が表示されたゲーム結果画面20cに対応する。図6の例では、ボスモンスターMはリール部21e→リール部21d→リール部21c→リール部21dと移動する。各ゲームにおける移動位置MPは後述する処理によって決定される。 In each game, each game screen 20a-1, 20a-2, 20a-3 corresponds to the game start screen 20a at the start of the game, and each game screen 20c-1, 20c-2, 20c-3 displays a game result. This corresponds to the game result screen 20c. In the example of FIG. 6, the boss monster M moves in the order of reel part 21e → reel part 21d → reel part 21c → reel part 21d. The movement position MP in each game is determined by a process described later.
 第1ゲームが開始されると、各リール部21は回転中となり、ボスモンスターMが初期位置としてのリール部21eに出現する。その後、ボスモンスターMは第1の移動位置MP1であるリール部21dに移動する。これにより、第1のワイルドエリアWA1はリール部21dを含む列で構成され、第1ゲームのゲーム結果画面20c-1において、第1のワイルドエリアWA1を構成する各リール部21d、i、nのシンボルはワイルドシンボルWに変化する。 When the first game is started, each reel unit 21 is rotating, and the boss monster M appears on the reel unit 21e as the initial position. Thereafter, the boss monster M moves to the reel portion 21d which is the first movement position MP1. As a result, the first wild area WA1 is composed of a row including the reel portions 21d, and the reel portions 21d, i, and n constituting the first wild area WA1 are displayed on the game result screen 20c-1 of the first game. The symbol changes to a wild symbol W.
 第1ゲームにおけるポイント31、32の処理後、ボスモンスターMは第1の移動位置MP1であるリール部21dに配置されたまま、次の第2ゲームが開始され、各リール部21は回転中となる。ボスモンスターMは第2の移動位置MP2であるリール部21cに移動する。これにより、第2のワイルドエリアWA2はリール部21cを含む列で構成され、第2ゲームのゲーム結果画面20c-2において、第2のワイルドエリアWA2を構成する各リール部21c、h、mのシンボルはワイルドシンボルWに変化する。 After the processing of the points 31 and 32 in the first game, the next second game is started while the boss monster M is placed on the reel part 21d which is the first movement position MP1, and each reel part 21 is rotating. Become. The boss monster M moves to the reel portion 21c which is the second movement position MP2. As a result, the second wild area WA2 is configured in a row including the reel portion 21c, and in the game result screen 20c-2 of the second game, each reel portion 21c, h, m constituting the second wild area WA2 is displayed. The symbol changes to a wild symbol W.
 第2ゲームにおけるポイント31、32の処理後、ボスモンスターMは第2の移動位置MP2であるリール部21cに配置されたまま、次の第3ゲームが開始される。各リール部21は回転中となり、ボスモンスターMは第3の移動位置MP3であるリール部21dに移動する。これにより、第3のワイルドエリアWA3はリール部21dを含む列で構成され、第3ゲームのゲーム結果20c-3において、第3のワイルドエリアWA3を構成する各リール部21d、i、nのシンボルはワイルドシンボルWに変化する。ゲーム結果の表示後、ゲーム結果に基づいてポイント31、32を更新する処理が行われる。 After the processing of the points 31 and 32 in the second game, the next third game is started while the boss monster M is placed on the reel portion 21c which is the second movement position MP2. Each reel unit 21 is rotating, and the boss monster M moves to the reel unit 21d which is the third movement position MP3. As a result, the third wild area WA3 is constituted by a row including the reel portion 21d, and in the game result 20c-3 of the third game, the symbols of the reel portions 21d, i, n constituting the third wild area WA3. Changes to a wild symbol W. After displaying the game result, a process of updating the points 31 and 32 based on the game result is performed.
 次に、上述したようなボーナスゲームを提供するためにゲーム機1にて行われる処理について説明する。まず、ゲーム機1のハードウェア構成について図7を用いて説明する。ゲーム機1は、制御ユニット100に、操作エリア5の各ボタン10、11、12が操作されることにより出力される入力信号を制御ユニット100へ伝達する操作関連部110と、メダル投入口6から投入されたメダルを所定の貯蔵部(不図示)まで運搬するための運搬機構であるメダル投入部120と、スピーカ9から所定の音声を出力するための処理を行う音声出力関連部130と、モニタ4にゲーム画面20を出力するための処理を行う表示関連部140と、払い出すべきメダルを上述した貯蔵部に貯蔵されたメダルからメダル払出口7まで運搬する機構であるメダル払出部150と、が接続されている。 Next, processing performed in the game machine 1 to provide the bonus game as described above will be described. First, the hardware configuration of the game machine 1 will be described with reference to FIG. The game machine 1 includes an operation-related unit 110 that transmits to the control unit 100 an input signal that is output when each button 10, 11, 12 of the operation area 5 is operated, and the medal slot 6. A medal insertion unit 120, which is a transport mechanism for transporting inserted medals to a predetermined storage unit (not shown), an audio output related unit 130 that performs processing for outputting predetermined audio from the speaker 9, and a monitor 4, a display-related unit 140 that performs processing for outputting the game screen 20, a medal payout unit 150 that is a mechanism for transporting a medal to be paid out from the medal stored in the storage unit to the medal payout port 7, Is connected.
 制御ユニット100は、CPU及びその動作に必要な各種データやコンピュータプログラムを記憶するためのデータ記憶部101とモニタ4に表示されるゲーム画面20が構成される画像メモリ部102とで構成され、コンピュータとして各部110~150の動作を制御する。 The control unit 100 includes a CPU, a data storage unit 101 for storing various data and computer programs necessary for its operation, and an image memory unit 102 configured with a game screen 20 displayed on the monitor 4. The operation of each unit 110 to 150 is controlled.
 画像メモリ102には所定位置を原点とするXY座標系が設定され、ゲーム機1では、ゲーム画面20における位置は、画像メモリ102上のXY座標で認識される。モニタ4に表示されるゲーム画面20は画像メモリ102の一部の範囲に対応する。本形態では、各リール部の中心位置が図8に示すように設定されている。これにより、各リール21の位置は当該中心位置の座標によって特定される。以下、ゲーム画面20における位置を座標で示す時がある。 In the image memory 102, an XY coordinate system having a predetermined position as an origin is set, and in the game machine 1, the position on the game screen 20 is recognized by the XY coordinates on the image memory 102. The game screen 20 displayed on the monitor 4 corresponds to a partial range of the image memory 102. In this embodiment, the center position of each reel portion is set as shown in FIG. Thereby, the position of each reel 21 is specified by the coordinates of the center position. Hereinafter, the position on the game screen 20 may be indicated by coordinates.
 データ記憶部101に記憶されたコンピュータプログラムが稼働することにより、制御ユニット100は、主にボーナスゲームを制御する特別ゲーム処理部103及び通常ゲームを制御する通常ゲーム処理部104として機能する。データ記憶部101には、画像データを含む各種データが記憶される。例えば、プレイヤの所持メダルの枚数を記憶し、上述したメダル貯蔵メモリとして機能する。また、データ記憶部101は、移動位置MPとワールドエリアWAとの対応関係、及びボスモンスターMに関するデータが設定されたモンスターデータ200情報を記憶し、一時的に記憶するデータとしてプレイヤポイント31及びキャラクタポイント32も記憶する。これにより、データ記憶部101は、成績記憶部、位置対応付け記憶部、及びキャラクタデータ記憶部として機能する。 By operating the computer program stored in the data storage unit 101, the control unit 100 mainly functions as a special game processing unit 103 that controls a bonus game and a normal game processing unit 104 that controls a normal game. The data storage unit 101 stores various data including image data. For example, it stores the number of medals owned by the player and functions as the medal storage memory described above. Further, the data storage unit 101 stores monster data 200 information in which data on the correspondence between the movement position MP and the world area WA and the boss monster M is set, and the player point 31 and the character are stored temporarily as data. Point 32 is also stored. Thereby, the data storage unit 101 functions as a results storage unit, a position association storage unit, and a character data storage unit.
 モンスターデータ200は、図9に示すように、各ボスモンスターMをゲーム機1にて識別するモンスターID201、ボスモンスターMが移動可能な位置を示す移動可能位置210、ボスモンスターMの画像データ220、及びボスモンスターMの移動に関する履歴データ230で構成される。画像データ220には、ボスモンスターMの左向き画像データ220aと右向き画像データ220bとが含まれる。 As shown in FIG. 9, the monster data 200 includes a monster ID 201 for identifying each boss monster M on the game machine 1, a movable position 210 indicating a position where the boss monster M can move, image data 220 of the boss monster M, And history data 230 relating to the movement of the boss monster M. The image data 220 includes leftward image data 220a and rightward image data 220b of the boss monster M.
 移動可能位置210はボスモンスターMが移動可能な複数のリール部21が設定されている。移動可能位置210はボスモンスターMによって異なるように設定される。例えば、モンスターM1に対して設定された移動可能位置210aを図10に示し、モンスターM2に対して設定された移動可能位置210bを図11に示す。 The movable position 210 is set with a plurality of reel portions 21 to which the boss monster M can move. The movable position 210 is set differently depending on the boss monster M. For example, the movable position 210a set for the monster M1 is shown in FIG. 10, and the movable position 210b set for the monster M2 is shown in FIG.
 モンスターM1の移動可能位置210aはリール部21a、21b、21c、21d、21eであり、即ち、モンスターM1はリール画像部RAの1段目を移動するように設定されている。一方、モンスターM2の移動可能位置210bはリール部21k、21l、21m、21n、21oであり、即ち、モンスターM2はリール画像部RAの3段目を移動するように設定されている。移動可能位置210を構成する5つの各リール部21のそれぞれには各移動ポジション番号0~4が対応付けられる。各リール部21は上述したように中心位置の座標で特定されるので、例えば、モンスターM1の移動ポジション番号2はリール部21cの座標(398、96)に対応付けられることによりリール部21cに対応付けられる。 The movable position 210a of the monster M1 is the reel portions 21a, 21b, 21c, 21d, and 21e. That is, the monster M1 is set to move the first stage of the reel image portion RA. On the other hand, the movable position 210b of the monster M2 is the reel portions 21k, 21l, 21m, 21n, 21o, that is, the monster M2 is set to move the third stage of the reel image portion RA. Each of the five reel sections 21 constituting the movable position 210 is associated with each of the movement position numbers 0-4. Since each reel portion 21 is specified by the coordinates of the center position as described above, for example, the movement position number 2 of the monster M1 corresponds to the reel portion 21c by being associated with the coordinates (398, 96) of the reel portion 21c. Attached.
 次に、本形態におけるボスモンスターMの移動位置MPの決定方法について説明する。移動位置MPは各ボスモンスターMに対して設定された移動テーブルMTに基づいて決定される。移動テーブルMTはデータ記憶部101にて保持される。これにより、データ記憶部101は移動テーブル記憶部として機能する。図12にボスモンスターM1に対して設定された移動テーブルMT1、及びボスモンスターM2に対して設定された移動テーブルMT2を示す。 Next, a method for determining the movement position MP of the boss monster M in this embodiment will be described. The movement position MP is determined based on the movement table MT set for each boss monster M. The movement table MT is held in the data storage unit 101. Thereby, the data storage unit 101 functions as a movement table storage unit. FIG. 12 shows a movement table MT1 set for the boss monster M1 and a movement table MT2 set for the boss monster M2.
 移動テーブルMTでは、ボスモンスターMの「現在位置PP」と「向き」に応じて移動可能な移動位置が所定の確率で選択されるように対応付けられている。なお、移動テーブルMTにおける各位置は上述したポジション番号にて示される。例えば、移動テーブルMT1において、現在のボスモンスターM1の向きが右向きで、現在位置PPが3である場合、移動可能な移動位置MPとして2、3及び4が設定され、4は50%の確率で選択され、2及び3は25%の確率で選択されるように設定されている。このように、現在位置PPに対して、移動可能位置が対応付けられていることにより、ボスモンスターM1のように現在位置PPに隣接するリール部21に移動する移動態様やボスモンスターM2のように現在位置PPとは離れたリール部21に移動する移動態様を、ボスモンスターMに応じて設定することができる。 In the movement table MT, the movement position that can be moved according to the “current position PP” and “direction” of the boss monster M is associated with a predetermined probability. Each position on the moving table MT is indicated by the position number described above. For example, in the movement table MT1, when the current boss monster M1 is facing right and the current position PP is 3, 2, 3 and 4 are set as movable movement positions MP, and 4 has a probability of 50%. Selected, 2 and 3 are set to be selected with a probability of 25%. As described above, the movable position is associated with the current position PP, so that the movement position moves to the reel portion 21 adjacent to the current position PP as in the boss monster M1, or the boss monster M2. The movement mode of moving to the reel unit 21 away from the current position PP can be set according to the boss monster M.
 特別ゲーム処理部103として機能する制御ユニット100にて実行されるボーナスゲーム処理について、図13に示すフローチャートに従って説明する。ボーナスゲーム処理が実行されることにより、本発明のボーナスゲームが実現する。まず、ステップS500にて、ゲーム画面20に出現させるボスモンスターMを選択する。当該選択において、選択されたボスモンスターMの向きも決定される。例えば、左向きボスモンスターM1が選択された場合について説明する。次にステップS505にて、プレイヤキャラクタ30のプレイヤポイント31及びボスモンスターM1のボスポイント32を初期化する。例えば、各ポイント31、32に初期値として10000ポイントが設定される。各ポイント31、32はゲーム画面20に表示される。 Bonus game processing executed by the control unit 100 functioning as the special game processing unit 103 will be described with reference to the flowchart shown in FIG. By executing the bonus game process, the bonus game of the present invention is realized. First, in step S500, a boss monster M to appear on the game screen 20 is selected. In the selection, the direction of the selected boss monster M is also determined. For example, a case where the left-facing boss monster M1 is selected will be described. Next, in step S505, the player point 31 of the player character 30 and the boss point 32 of the boss monster M1 are initialized. For example, 10,000 points are set as initial values for the points 31 and 32, respectively. Each point 31 and 32 is displayed on the game screen 20.
 続いて、ステップS510にてゲーム処理が行われる。ゲーム処理では、上述したゲームが開始され、最終的に、モニタ4に各リール部21にゲーム結果としてのシンボルが表示された状態のゲーム結果画面20cが表示される。ゲーム処理の詳細については後述する。ゲーム結果画面20cが表示されると、ステップS515にてワイルドシンボルWを含む入賞役が成立したか否かが判断される。 Subsequently, a game process is performed in step S510. In the game process, the above-described game is started, and finally, a game result screen 20c in a state where symbols as game results are displayed on the reels 21 on the monitor 4 is displayed. Details of the game process will be described later. When the game result screen 20c is displayed, it is determined in step S515 whether or not a winning combination including the wild symbol W has been established.
 ワイルドシンボルWを含む入賞役が成立した場合はステップS520へ進んでボスポイント32が例えば500ポイント減算され、当該入賞が成立していない場合はステップS535へ進んでプレイヤポイント31が例えば500ポイント減算される。ボスポイント32が減算された後、ステップS525へ進みボスポイントは0になったか否かが判断される。0と判断されない場合は、ステップS510へ戻って次のゲームを開始する。0と判断された場合は、ステップS530へ進み、次のボスモンスターMが存在するか否かが判断される。 If the winning combination including the wild symbol W is established, the process proceeds to step S520, and the boss point 32 is subtracted, for example, 500 points. If the prize is not established, the process proceeds to step S535, where the player point 31 is subtracted, for example, 500 points. The After the boss point 32 is subtracted, the process proceeds to step S525, where it is determined whether or not the boss point has become zero. If it is not determined to be 0, the process returns to step S510 to start the next game. If it is determined as 0, the process proceeds to step S530, and it is determined whether or not the next boss monster M exists.
 当該ボーナスゲーム処理において、まだ選択されていないボスモンスターMが存在する場合は、ステップS530にて次のボスモンスターMは存在すると判断され、次のボスモンスターMを選択するためにステップS500へ戻る。ステップS530にて、選択されていないボスモンスターMが存在しない場合は次のボスモンスターMが存在しないと判断され、ボーナスゲームを終了する。なお、ステップS530は、所定数のボスモンスターについて終了したかという判断でも良い。この場合、所定数のボスモンスターについて終了していればボーナスゲームを終了する。 In the bonus game process, if there is a boss monster M that has not yet been selected, it is determined in step S530 that the next boss monster M exists, and the process returns to step S500 to select the next boss monster M. If no unselected boss monster M exists in step S530, it is determined that there is no next boss monster M, and the bonus game is terminated. Note that it may be determined whether step S530 has been completed for a predetermined number of boss monsters. In this case, if the game has been completed for a predetermined number of boss monsters, the bonus game is terminated.
 ステップS535にて、プレイヤポイント31が500ポイント減算された後は、ステップS540へ進んでプレイヤポイント31が0になったか否かが判断される。プレイヤポイント31が0と判断された場合は、ボーナスゲームを終了し、0でないと判断された場合は次のゲームを開始するためにステップS510へ進む。 In step S535, after 500 points have been subtracted from the player point 31, the process proceeds to step S540 to determine whether or not the player point 31 has become zero. When it is determined that the player point 31 is 0, the bonus game is ended, and when it is determined that the player point 31 is not 0, the process proceeds to step S510 to start the next game.
 ボーナスゲーム処理における各ゲーム(スロットゲーム)に関する処理が行われるゲーム処理の詳細について、図14に示すフローチャートに従って説明する。まず、ステップS600にて各ゲームにおけるボスモンスターMの現在位置PPを特定する。第1ゲームにおいては、移動可能位置210に設定されている移動位置のうち1つを選択して現在位置PPとしてもよいし、予め1つの移動位置を第1ゲームの現在位置PPとして設定しておいてもよい。第2ゲーム以降は前回のゲームの移動位置MPが現在位置PPとして特定される。 Details of the game process in which the process related to each game (slot game) in the bonus game process is performed will be described with reference to the flowchart shown in FIG. First, in step S600, the current position PP of the boss monster M in each game is specified. In the first game, one of the movement positions set as the movable position 210 may be selected as the current position PP, or one movement position may be set in advance as the current position PP of the first game. It may be left. After the second game, the movement position MP of the previous game is specified as the current position PP.
 次に、ステップS605にてボスモンスターMの移動位置MPが決定される。移動位置MPは上述したように、ボスモンスターMに対応する移動テーブルMTに基づいて、現在位置PP、及びボスモンスターMの向きに対応付けられた移動可能位置210から決定される。移動位置MPが決定すると、ステップS610にて各リール部21に表示させるシンボルを決定する。当該シンボルの決定は乱数や所定の確率に基づいた従来既知の抽選によって行えばよい。 Next, the movement position MP of the boss monster M is determined in step S605. As described above, the movement position MP is determined from the current position PP and the movable position 210 associated with the direction of the boss monster M based on the movement table MT corresponding to the boss monster M. When the movement position MP is determined, symbols to be displayed on each reel unit 21 are determined in step S610. The symbol may be determined by a conventionally known lottery based on a random number or a predetermined probability.
 続いて、ステップS615にてゲーム開始画面20aが表示される。即ち、各リール部21は回転中となり、ボスモンスターMは現在位置PPに表示される。なお、第2ゲーム以降のゲームの現在位置PPは前回の移動位置MPと一致するため、ボスモンスターMは前回のゲームにおいて移動位置MPに表示された状態を維持したままでよい。続いて、ステップS620にて、移動表示処理が行われる。移動表示処理では、ボスモンスターMが移動位置MPへ向かって移動するようすがゲーム画面20に表示される。 Subsequently, a game start screen 20a is displayed in step S615. That is, each reel unit 21 is rotating, and the boss monster M is displayed at the current position PP. Since the current position PP of the game after the second game matches the previous movement position MP, the boss monster M may remain in the state displayed at the movement position MP in the previous game. Subsequently, in step S620, a movement display process is performed. In the movement display process, it is displayed on the game screen 20 as if the boss monster M moves toward the movement position MP.
 ゲーム開始から所定時間後にステップS625へ進み、各リール部21にステップS610にて決定されたシンボルが表示され、続くステップS630では、ボスモンスターMを移動動位置MPに到着させ、移動位置MPに応じたワイルドエリアWAのリール部21のシンボルをワイルドシンボルWに変化させる。各リール部21にゲーム結果としてのシンボルが表示された後、ステップS635にて成立した入賞役に応じた配当がプレイヤに与えられる配当処理が行われ、ゲーム処理を終了する。 The process proceeds to step S625 after a predetermined time from the start of the game, and the symbols determined in step S610 are displayed on each reel unit 21. In the subsequent step S630, the boss monster M arrives at the movement position MP, and according to the movement position MP. The symbol of the reel portion 21 of the wild area WA is changed to the wild symbol W. After a symbol as a game result is displayed on each reel unit 21, a payout process is performed in which a payout according to the winning combination established in step S635 is given to the player, and the game process ends.
 特別ゲーム制御部103として機能する制御ユニット100は、ステップS500によりキャラクタ選択部として機能し、ステップS520及びステップS535により成績更新部として機能し、ステップS525、ステップS530及びステップS540により特別ゲーム終了判断部として機能する。また、特別ゲーム制御部103として機能する制御ユニット100は、ステップS600により現在位置特定部として機能し、ステップS605により移動位置決定部として機能し、ステップS610によりシンボル決定部として機能し、ステップS620によりキャラクタ移動制御部として機能し、ステップS625及びステップS630によりゲーム結果表示部として機能する。 The control unit 100 that functions as the special game control unit 103 functions as a character selection unit in step S500, functions as a score update unit in steps S520 and S535, and performs a special game end determination unit in steps S525, S530, and S540. Function as. The control unit 100 functioning as the special game control unit 103 functions as a current position specifying unit in step S600, functions as a movement position determining unit in step S605, functions as a symbol determining unit in step S610, and in step S620. It functions as a character movement control part, and functions as a game result display part by step S625 and step S630.
 本発明の上述した形態に限らず様々な形態にて実施されてよい。例えば、ボスモンスターMの移動可能位置210に設定される位置は、リール部21に限らず、ゲーム画面20におけるいずれの位置であってもよい。各ポイント31、32の更新態様は減点方式としたが加点方式でもよい。加点方式の場合は、ポイント31,32の差が所定値になった場合やプレイヤポイント31が所定値になった場合に特別ゲーム終了か否かの判断がされるように構成すればよい。また、プレイヤキャラクタ30はゲーム画面20に表示しなくてもよい。本発明が実現可能である限り、ボーナスゲーム処理及びゲーム処理における各処理の順序は問わない。 The present invention is not limited to the above-described form and may be implemented in various forms. For example, the position set as the movable position 210 of the boss monster M is not limited to the reel unit 21 and may be any position on the game screen 20. Although the update mode of each point 31 and 32 is a deduction method, a point addition method may be used. In the case of the point addition method, it may be configured such that whether or not the special game is over is determined when the difference between the points 31 and 32 reaches a predetermined value or when the player point 31 reaches a predetermined value. Further, the player character 30 may not be displayed on the game screen 20. As long as this invention is realizable, the order of each process in a bonus game process and a game process is not ask | required.

Claims (8)

  1.  複数種類のシンボルのうちいずれか1つのシンボルが表示される複数の表示領域が配列されているゲーム画面が表示される表示部を備え、前記各表示領域にシンボルがゲーム結果として表示され、表示されたシンボルの配列に基づいて配当が決定される仮想的なスロットゲームが繰り返し実行される特別ゲームが実行されるゲーム機であって、
     プレイヤのゲーム成績を示すプレイヤ成績と、前記ゲーム画面上を移動するキャラクタのゲーム成績を示すキャラクタ成績を記憶する成績記憶部と、
     前記キャラクタが移動可能な前記ゲーム画面上の複数の移動位置のそれぞれと、特定シンボルがゲーム結果として表示される少なくとも1つの前記表示領域とを対応付けて記憶する位置対応付け記憶部と、
     前記特別ゲームにおいて繰り返し実行される各スロットゲームに関する処理を行う特別ゲーム処理部とを備え、
     前記特別ゲーム処理部は、
     前記各表示領域に表示するシンボルを決定するシンボル決定部と、
     前記複数の移動位置のうち、いずれか1つの移動位置を決定する移動位置決定部と、
     前記スロットゲームが開始されると、前記キャラクタを前記決定された移動位置へ移動させるキャラクタ移動制御部と、
     前記キャラクタが前記移動位置に到着すると、前記移動位置に対応付けられた少なくとも1つの表示領域には前記特定シンボルをゲーム結果として表示し、その他の表示領域には前記決定されたシンボルをゲーム結果として表示するゲーム結果表示部と、
     前記特定シンボルを含む入賞の有無を判断し、その判断結果に応じて前記キャラクタ成績及び/又は前記プレイヤ成績を更新する成績更新部と、
     前記更新されたキャラクタ成績及び/又は前記更新されたプレイヤ成績の状態に応じて前記特別ゲームを終了するか否かを決定し、前記特別ゲームを終了しない場合は次の前記スロットゲームを開始する特別ゲーム終了判断部とを有する、ゲーム機。
    A display unit for displaying a game screen on which a plurality of display areas for displaying any one of a plurality of types of symbols is arranged is displayed and displayed as a game result in each display area. A game machine that executes a special game in which a virtual slot game in which a payout is determined based on the arrangement of symbols is repeatedly executed,
    A score storage unit for storing a player score indicating a player's game score and a character score indicating a game score of a character moving on the game screen;
    A position association storage unit that associates and stores each of a plurality of movement positions on the game screen to which the character can move and at least one display area in which a specific symbol is displayed as a game result;
    A special game processing unit that performs processing related to each slot game repeatedly executed in the special game,
    The special game processing unit
    A symbol determination unit for determining a symbol to be displayed in each display area;
    A movement position determination unit for determining any one movement position among the plurality of movement positions;
    When the slot game is started, a character movement control unit that moves the character to the determined movement position;
    When the character arrives at the movement position, the specific symbol is displayed as a game result in at least one display area associated with the movement position, and the determined symbol is used as a game result in the other display areas. A game result display section to be displayed;
    A score update unit that determines whether or not there is a prize including the specific symbol, and updates the character score and / or the player score according to the determination result;
    It is determined whether or not to end the special game according to the updated character score and / or the updated player score, and when the special game is not ended, the special slot game is started. A game machine having a game end determination unit.
  2.  前記ゲーム結果表示部は、前記特定シンボルが表示される前に前記各表示領域に前記決定されたシンボルが表示されている時は、前記移動位置に対応付けられた少なくとも1つの表示領域のシンボルを前記特定シンボルに変化させる、請求項1に記載のゲーム機。 When the determined symbol is displayed in each display area before the specific symbol is displayed, the game result display unit displays the symbol of at least one display area associated with the movement position. The game machine according to claim 1, wherein the game machine is changed to the specific symbol.
  3.  前記キャラクタが移動可能な前記複数の移動位置のそれぞれを現在位置とし、前記各現在位置に、その現在位置から移動可能な移動位置が所定の確率で決定されるように対応付けられた移動テーブルを記憶する移動テーブル記憶部が更に備えられ、
     前記特別ゲーム処理部は、前記スロットゲームの開始時に前記キャラクタの現在位置を特定する現在位置特定部を有し、
     前記移動位置決定部は、前記キャラクタの前記移動テーブルを参照することにより、前記特定された現在位置に基づいて前記移動位置を決定する、請求項1又は2に記載のゲーム機。
    Each of the plurality of movement positions at which the character can move is set as a current position, and a movement table associated with each current position so that a movement position that can be moved from the current position is determined with a predetermined probability. A moving table storage unit is further provided,
    The special game processing unit has a current position specifying unit for specifying the current position of the character at the start of the slot game,
    The game machine according to claim 1, wherein the movement position determination unit determines the movement position based on the specified current position by referring to the movement table of the character.
  4.  前記プレイヤ成績及び前記キャラクタ成績のそれぞれはポイントで示され、
     前記成績更新部は、前記特定シンボルを含む入賞がある場合は、前記キャラクタ成績のポイントを減算し、前記特定シンボルを含む入賞がない場合は前記プレイヤ成績のポイントを減算し、
     前記特別ゲーム終了判断部は、前記プレイヤ成績のポイントが所定値になった場合に前記特別ゲームを終了する、請求項1~3のいずれか1項に記載のゲーム機。
    Each of the player performance and the character performance is indicated by points,
    The score update unit subtracts the character score points when there is a prize including the specific symbol, and subtracts the player score points when there is no prize including the specific symbol,
    The game machine according to any one of claims 1 to 3, wherein the special game end determination unit ends the special game when the player achievement point reaches a predetermined value.
  5.  前記キャラクタを他のキャラクタと識別するキャラクタ識別情報と、前記キャラクタが移動可能な前記複数の移動位置とを対応付けたキャラクタデータを記憶するキャラクタデータ記憶部を更に有し、
     前記特別ゲーム処理部は、
     前記ゲーム画面に出現させるキャラクタを選択するキャラクタ選択部を有し、
     前記特別ゲーム終了判断部は、前記キャラクタ成績のポイントが所定値になった場合は、前記キャラクタ選択部によって次のゲームのゲーム画面に出現させるキャラクタを選択して次のゲームを開始する、請求項4に記載のゲーム機。
    A character data storage unit that stores character data that associates the character identification information for identifying the character with other characters and the plurality of movement positions at which the character can move;
    The special game processing unit
    A character selection unit for selecting a character to appear on the game screen;
    The special game end determination unit, when the point of the character score reaches a predetermined value, selects a character to appear on the game screen of the next game by the character selection unit, and starts the next game. 4. The game machine according to 4.
  6.  前記特別ゲーム終了判断部は、前記キャラクタ選択部にて所定数のキャラクタの選択が終了した場合に前記特別ゲームを終了する、請求項5に記載のゲーム機。 6. The game machine according to claim 5, wherein the special game end determination unit ends the special game when selection of a predetermined number of characters is completed in the character selection unit.
  7.  前記複数の移動位置のそれぞれは、前記複数の表示領域のうちいずれかの表示領域であり、前記位置対応付け記憶部は、前記各移動位置と、前記移動位置である表示領域を含む所定範囲の表示領域と、を対応付けて記憶する、請求項1~6のいずれか1項に記載のゲーム機。 Each of the plurality of movement positions is one of the plurality of display areas, and the position association storage unit has a predetermined range including each of the movement positions and the display area that is the movement position. The game machine according to any one of claims 1 to 6, wherein the display area is stored in association with each other.
  8.  複数種類のシンボルのうちいずれか1つのシンボルが表示される複数の表示領域が配列されているゲーム画面が表示される表示部を備え、前記各表示領域にシンボルがゲーム結果として表示され、表示されたシンボルの配列に基づいて配当が決定される仮想的なスロットゲームが繰り返し実行される特別ゲームが実行されるゲーム機におけるゲーム進行方法であって、
     プレイヤのゲーム成績を示すプレイヤ成績と、前記ゲーム画面上を移動するキャラクタのゲーム成績を示すキャラクタ成績を記憶するステップと、
     前記キャラクタが移動可能な前記ゲーム画面上の複数の移動位置のそれぞれと、特定シンボルがゲーム結果として表示される少なくとも1つの前記表示領域とを対応付けて記憶するステップと、
     前記特別ゲームにおいて繰り返し実行される各スロットゲームに関する処理を行うステップとを備え、
     前記各スロットゲームに関する処理を行うステップは、
     前記各表示領域に表示するシンボルを決定するステップと、
     前記複数の移動位置のうち、いずれか1つの移動位置を決定するステップと、
     前記スロットゲームが開始されると、前記キャラクタを前記決定された移動位置へ移動させるステップと、
     前記キャラクタが前記移動位置に到着すると、前記移動位置に対応付けられた少なくともの1つの表示領域には前記特定シンボルをゲーム結果として表示し、その他の表示領域には前記決定されたシンボルをゲーム結果として表示するステップと、
     前記特定シンボルを含む入賞の有無を判断し、その判断結果に応じて前記キャラクタ成績及び/又は前記プレイヤ成績を更新するステップと、
     前記更新されたキャラクタ成績及び/又は前記更新されたプレイヤ成績の状態に応じて前記特別ゲームを終了するか否かを決定し、前記特別ゲームを終了しない場合は次の前記スロットゲームを開始するステップとを含む、ゲーム進行方法。
    A display unit for displaying a game screen on which a plurality of display areas for displaying any one of a plurality of types of symbols is arranged is displayed and displayed as a game result in each display area. A game progress method in a game machine in which a special game in which a virtual slot game in which a payout is determined based on the arrangement of symbols is repeatedly executed is executed,
    Storing a player result indicating a game result of the player and a character result indicating a game result of a character moving on the game screen;
    Storing each of a plurality of movement positions on the game screen to which the character can move and at least one display area in which a specific symbol is displayed as a game result in association with each other;
    A step of performing processing related to each slot game repeatedly executed in the special game,
    The step of performing a process related to each slot game is as follows:
    Determining a symbol to be displayed in each display area;
    Determining any one of the plurality of movement positions;
    When the slot game is started, the character is moved to the determined movement position;
    When the character arrives at the movement position, the specific symbol is displayed as a game result in at least one display area associated with the movement position, and the determined symbol is displayed as a game result in the other display areas. As a step to display as
    Determining the presence or absence of a prize including the specific symbol, and updating the character score and / or the player score according to the determination result;
    Determining whether or not to end the special game according to the updated character result and / or the updated player result, and starting the next slot game if the special game is not ended And a game progress method.
PCT/JP2009/057778 2008-05-14 2009-04-17 Game machine and method for progressing game WO2009139268A1 (en)

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Citations (4)

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Publication number Priority date Publication date Assignee Title
JP2003019242A (en) * 2001-07-06 2003-01-21 Aruze Corp Game apparatus and method for controlling game apparatus
JP2004097310A (en) * 2002-09-06 2004-04-02 Aruze Corp Game machine
JP2004141502A (en) * 2002-10-25 2004-05-20 Daito Giken:Kk Game base
JP2007330310A (en) * 2006-06-12 2007-12-27 Aruze Corp Slot machine

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003019242A (en) * 2001-07-06 2003-01-21 Aruze Corp Game apparatus and method for controlling game apparatus
JP2004097310A (en) * 2002-09-06 2004-04-02 Aruze Corp Game machine
JP2004141502A (en) * 2002-10-25 2004-05-20 Daito Giken:Kk Game base
JP2007330310A (en) * 2006-06-12 2007-12-27 Aruze Corp Slot machine

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