WO2009151117A1 - Game device and game device control method - Google Patents

Game device and game device control method Download PDF

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Publication number
WO2009151117A1
WO2009151117A1 PCT/JP2009/060755 JP2009060755W WO2009151117A1 WO 2009151117 A1 WO2009151117 A1 WO 2009151117A1 JP 2009060755 W JP2009060755 W JP 2009060755W WO 2009151117 A1 WO2009151117 A1 WO 2009151117A1
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WO
WIPO (PCT)
Prior art keywords
symbol
square
cell
game
game device
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Application number
PCT/JP2009/060755
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French (fr)
Japanese (ja)
Inventor
直 最上
涼志 大木
良典 倉橋
Original Assignee
株式会社セガ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社セガ filed Critical 株式会社セガ
Priority to US12/997,227 priority Critical patent/US20110177858A1/en
Publication of WO2009151117A1 publication Critical patent/WO2009151117A1/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
    • G07F17/3286Type of games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Definitions

  • the present invention relates to a game device and a game device control method, and more particularly to a game device that performs a slot game and a game device control method.
  • the video slot machine can be freely configured with reels and patterns, so you can set a variety of payout lines and entertain the player. .
  • An object of the present invention is to provide a game apparatus and a game apparatus control method capable of playing a slot game that even beginners can enjoy.
  • the game device is a game device having an operation unit, a display unit, and a control unit, wherein the control unit displays an n-by-m matrix matrix on the display unit; Based on the operation of the operation unit by the player, means for changing the design of each square of the n-by-m matrix matrix displayed on the display unit, and then stopping the change of the design of each square; Means for judging whether or not adjacent squares are linked based on the design of each square and determining whether or not it is a win based on the number of squares in the stopped n-row m-column matrix. And a means for paying out a game value based on the number of chained cells when the stopped n-by-m matrix cell is a win.
  • the means for determining whether or not the winning is, starting from a cell at one end of each row in the stopped n-by-m matrix cell, sequentially determining whether or not the cells are chained, It may be determined whether or not it is a win based on the number of cells that are continuously chained.
  • the symbols of each square include at least symbols indicating the right direction, the downward direction, the left direction, and the upward direction, and the means for determining whether or not the winning is the direction indicated by the symbol of one square If the direction indicated by the symbol of the other square is opposite to the direction indicated by the symbol of the other square, it is determined that the one square and the other square are not linked, and must be in the opposite direction. For example, it may be determined that the one cell and the other cell are linked.
  • the symbols of each square further include a symbol indicating stop, and the means for determining whether or not the winning is the symbol of the other square in the direction indicated by the symbol of the one square, If the symbol indicates a stop, it may be determined that the one cell and the other cell are not linked.
  • the symbols of each square further include a transparent symbol that transmits the background image, and the means for determining whether the symbol is a hit is the other square in the direction indicated by the symbol of the one square.
  • a predetermined bonus may be given based on a background image that can be seen through the transparent symbol of the other cell.
  • an n-row m-column matrix cell is displayed on the display unit, and each cell of the n-row m-column matrix cell displayed on the display unit is displayed based on the operation of the operation unit by the player.
  • Change the design then stop the change of the design of each square, in the stopped n-by-m matrix matrix, determine whether adjacent squares are linked based on the design of each square, It is determined whether or not it is a win based on the chain number of cells, and if the stopped n-by-m matrix cell is a win, the play value is paid out based on the chain number of cells. So, even beginners can enjoy a slot game,
  • FIG. 1 It is a figure which shows the game device by one Embodiment of this invention. It is a block diagram which shows the outline
  • FIG. 10 is a diagram (No. 1) showing a game screen of the slot game by the game device of the embodiment of the present invention.
  • FIG. (2) which shows the game screen of the slot game by the game device of one Embodiment of this invention.
  • FIG. 10 shows the chain continuation pattern of the slot game by the game device of one Embodiment of this invention.
  • FIG. (1) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention.
  • FIG. (2) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention.
  • FIG. (3) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention. It is FIG.
  • FIG. (1) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention.
  • FIG. (2) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. It is FIG.
  • FIG. (3) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. It is FIG. (4) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. It is FIG. (5) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention.
  • the game device of this embodiment is installed in an amusement facility, for example. These game devices are connected to the Internet, for example.
  • FIG. 1 is a perspective view showing the game apparatus according to the present embodiment.
  • FIG. 2 is a block diagram showing an outline of a system including the game apparatus according to the present embodiment.
  • the amusement facility 10 is located in each area, for example. Each amusement facility 10 is provided with a plurality of game apparatuses 12 for playing games. In addition to the game device 12, as shown in FIG. 2, the amusement facility 10 may be provided with a processing device 14 for displaying game contents, advertising the game, and the like.
  • Each game device 12 is connected to a LAN 20 in the amusement facility 10.
  • One of the plurality of game apparatuses 12 is caused to function as a server.
  • the game device 12 as a server controls a plurality of game devices 12, collects play data of a game such as a slot game executed by each game device 12 through the LAN 20, accumulates the play data, to manage.
  • the player inserts a medal into the game device 12 and plays a slot game.
  • the LAN 20 of the amusement facility 10 is connected to the Internet 22 so that each game device 12 communicates with the game devices 12 in other amusement facilities 10 as necessary. Also good.
  • a server 30 connected to the Internet 22 may be provided separately.
  • the server 30 has a control means (not shown) and a storage means (not shown), and controls the game apparatus 12 by the control means, and a game such as a slot game executed by the game apparatus 12 by the storage means.
  • a game such as a slot game executed by the game apparatus 12 by the storage means.
  • the game device 12 may be provided with an IC card I / F (interface) for reading a member card such as an IC card, and the player's play data and the like may be managed by the member card.
  • IC card I / F interface
  • member card such as an IC card
  • FIG. 3 is a block diagram of the game apparatus according to the present embodiment.
  • a main LCD 16 and a sub LCD 18 are provided on the upper portion of the housing 13 of the game apparatus 12 in order to display game contents.
  • a display monitor 34 is constituted by the main LCD 16 and the sub LCD 18.
  • On the main LCD 16 there is provided a touch panel 24 on which an instruction can be input by touching the player.
  • a billboard 19 is provided on the sub LCD 18.
  • a speaker 60 is provided between the main LCD 16 and the sub LCD 18.
  • a woofer speaker 60 a is separately provided at the lower portion of the housing 13.
  • a control panel 21 is provided at the center of the housing 13 below the main LCD 16.
  • the outer edge of the control panel 21 functions as an armrest for the player to rest with his arms.
  • buttons 26 for a player to perform a bet operation and an execution button 28 for a player to perform an operation are provided.
  • a medal insertion slot 23 for inserting medals and a medal stock unit 25 for accumulating medals before insertion are provided on the control panel 21, a medal insertion slot 23 for inserting medals and a medal stock unit 25 for accumulating medals before insertion.
  • a medal payout opening 27 for paying out medals is provided at the bottom of the housing 13 of the game apparatus 12.
  • a meter key 31 and a reset key 32 are further provided at the bottom of the housing 13 of the game apparatus 12.
  • Side lamps 33 are provided on the left and right sides of the lower side of the housing 13 of the game apparatus 12.
  • the game apparatus 12 stores a CPU 40 that executes game programs, controls the entire system, calculates coordinates for image display, and the like, and programs and data necessary for the CPU 40 to perform processing.
  • a system memory (RAM) 42 used as a buffer memory is connected in common by a bus line and is connected to a bus arbiter 44.
  • the bus arbiter 44 controls the flow of programs and data with each block of the game apparatus 12 and devices connected to the outside.
  • a game data storage device or storage medium (including an optical disk or optical disk drive for driving a game recording medium such as a CD-ROM) 46 in which a game program and data (including video data and music data) are stored;
  • a BOOTROM 48 in which a program and data for starting the apparatus are stored is connected to the bus arbiter 44 via a bus line.
  • a rendering processor 50 that reproduces video (MOVIE) data read from the program data storage device or the storage medium 46 via the bus arbiter 44 or generates an image for image display in accordance with the player's operation or game progress.
  • a graphic memory 52 for storing graphic data necessary for the rendering processor 50 to generate an image.
  • the image signal output from the rendering processor 50 is converted from a digital signal to an analog signal by a video DAC (not shown) and displayed on the display monitor 34.
  • a sound processor 56 that reproduces the music data read from the program data storage device or the storage medium 46 via the bus arbiter 44 and generates sound effects and sounds according to the operation by the player and the progress of the game, and the sound processor 56 provides an effect.
  • a sound memory 58 for storing sound data and the like necessary for generating sound and sound is connected.
  • the audio signal output from the sound processor 56 is converted from a digital signal to an analog signal by an audio DAC (not shown) and output from the speaker 60.
  • a communication interface 62 is connected to the bus arbiter 44.
  • the communication interface 62 is connected to an external network such as a telephone line via the LAN adapter 64.
  • the game device 12 is connected to the Internet via a telephone line by the LAN adapter 64, and can communicate with other game devices 12, the network server 30, and the like.
  • the communication interface 62 and the LAN adapter 64 use a telephone line, but use a terminal adapter (TA) or router that uses a telephone line, a cable modem that uses a cable TV line, a mobile phone or a PHS.
  • TA terminal adapter
  • Other communication methods such as wireless communication means and optical fiber communication means using an optical fiber may be used.
  • a bet button 26 and an execution button 28 are connected to the bus arbiter 44 via a peripheral I / F (interface) 66.
  • the bet button 26 is for inputting a bet instruction
  • the execution button 28 is for inputting an instruction to execute various operations.
  • the peripheral I / F 66 outputs a signal for controlling the game apparatus 12 or an externally connected device in accordance with the operation of the bet button 26 and the execution button 28 by the player.
  • the touch panel 24 is connected to the bus arbiter 44 via the peripheral I / F 68.
  • the touch panel 24 is used for inputting various operations when the player touches a finger.
  • the peripheral I / F 68 outputs a signal for controlling the game apparatus 12 or an externally connected device in accordance with an operation by the player.
  • the touch panel 24 functions as a position coordinate acquisition unit that acquires the coordinate value of the position designated by the finger and generates position coordinate information.
  • An IC card I / F 18 for reading the member's card 16 is connected to the bus arbiter 44.
  • a backup memory (not shown) is connected to the bus arbiter 44 and records game results and the like.
  • the backup memory may be replaced with system memory (RAM).
  • the game device 12 is not limited to a game device installed in an amusement facility or a store such as a game cafe, but is a home game device, a personal computer, a portable electronic game machine, a mobile phone, a PDA, or the like An electronic device or a game information processing device may be used.
  • a matrix-like pseudo reel is displayed on the display, and a plurality of symbols assigned to each pseudo reel are scrolled on each pseudo reel screen. It is intended to stop.
  • the conventional video slot machine basically determines whether or not a winning line is formed during the arrangement state of, for example, 3 rows and 3 columns when the pseudo reel is stopped, as in the case of a mechanical reel machine.
  • the medals are paid out according to the formed pay line.
  • the symbol itself of each square of the pseudo reel has a meaning of “where to connect”, and medals are paid out according to the number of symbols connected.
  • a bonus is given according to the character, or a bonus game can be executed. Thereby, it is possible to give the player a further bonus enjoyment.
  • FIG. 4 is a view showing a basic screen of the slot game by the game apparatus of the present embodiment.
  • a matrix-like pseudo reel consisting of 4 rows and 5 columns is displayed.
  • a picture based on a specific theme is drawn on the entire surface.
  • a pseudo reel design is displayed in front of the background picture.
  • a picture named “Yukai Camp” is drawn in the background.
  • the background picture may be the same picture during the game, or may be a moving movie.
  • Medals bet on each row of a matrix of 4 rows and 5 columns. Each row is named, from the top, 1 course, 2 courses, 3 courses, 4 courses.
  • the square in the first column at the left end of each row is a start square that becomes a starting point when judging the chain of squares in each course.
  • the pseudo reel design includes a transparent design that allows the background to show through, a pointing design for pointing the direction of connection, and a stop design for stopping the connection.
  • a special symbol there is a symbol for searching for a wallie to start a game by searching for a wallie.
  • pointing to the right There are four types of pointing designs: pointing to the right, pointing to the bottom, pointing to the left, and pointing to the top.
  • the square in the second row and the third column, the square in the third row and the first column are transparent symbols
  • the fifth column, the third row, the second column, the third column, the fourth column, the fourth row, the second column, the third column, the fourth column, and the fifth column are the pointing patterns.
  • the first row, first column, the third column, the fifth column, the third row, fifth column, and the fourth row, first column are the stop symbols.
  • pointing symbol other directions, for example, a diagonally lower right pointing symbol, an obliquely lower left pointing symbol, an obliquely upper left pointing symbol, an obliquely upper right pointing symbol, and the like may be further provided. . If such a pattern is provided, not only a chain of cells in the vertical and horizontal directions but also a chain of cells in an oblique direction can be realized.
  • the player's current game progress such as the number of credited medals (CREDIT), the number of medals bet (BET), the number of medals earned, etc. are displayed. . *
  • FIG. 5 is a diagram showing a reel symbol memory used in the slot game by the game device of the present embodiment
  • FIG. 6 is a diagram showing symbol types used in the slot game by the game device of the present embodiment
  • FIG. FIG. 8 is a diagram showing a character type used in the slot game by the game device of the present embodiment
  • FIG. 8 is a diagram showing a win determination counter and a memory used in the slot game of the present embodiment
  • FIG. 9 is a diagram showing the present embodiment.
  • FIG. 3 is a diagram showing a payout calculation table and a memory used in the slot game of FIG.
  • FIG. 5 shows a reel symbol memory.
  • the reel symbol memory stores symbols displayed in four rows and five columns squares M11, M12,..., M44, M45.
  • the symbol changes at high speed, and a win determination process described later is performed based on the symbol when the pseudo reel is stopped.
  • FIG. 6A is a symbol type table.
  • the type of symbol stored in the reel symbol memory is stored.
  • the symbol type table includes a transparent symbol shown in FIG. 6 (b), a pointing symbol for pointing the connecting direction shown in FIGS. 6 (c) to (f), and FIG. 6 (g).
  • a stop symbol for stopping the connection shown in FIG. 6 and a symbol for searching for a wallie shown in FIG. 6H are prepared.
  • the pointing design includes a right pointing design shown in FIG. 6 (c), a downward pointing design shown in FIG. 6 (d), a left pointing design shown in FIG. 6 (e), FIG. An upward pointing pattern shown in (f) is prepared.
  • FIG. 7A shows a character type table. The type of character appearing in the background of the pseudo reel is stored.
  • a “Wally” character shown in FIG. 7B a “Wenda” character shown in FIG. 7C, a “Woof” character shown in FIG. 7D, and FIG. Five characters, “Odrow” character shown in FIG. 7 and “Shirohige” character shown in FIG. 7F, are prepared. Note that the illustrations of the characters are not shown in the drawings (c) to (f). Specific game control when each character appears will be described later.
  • FIG. 8 shows various counters and memories used for win determination.
  • Fig. 8 (a) shows the course counter.
  • the chain of cells is determined in order for four courses (1 course, 2 courses, 3 courses, 4 courses).
  • the course counter controls the processing of the four courses.
  • FIG. 8B shows a chain counter.
  • a chain of cells is determined based on a 4 ⁇ 5 cell pattern. The number of square chains in the determination is counted by a chain counter.
  • Fig. 8 (c) shows the current mass address.
  • the chain of cells is determined in order from the leftmost cell of each course.
  • FIG. 8D shows a symbol memory of the last mass and the current mass. This memory stores the symbol type displayed in the current cell and the symbol type displayed in the cell (last cell) that was the current cell immediately before. It is used to determine whether a mass is linked.
  • FIG. 9 shows various tables and memories used for payout calculation.
  • FIG. 9A is a chain number magnification table.
  • a magnification with respect to the number of cells linked by a symbol in a matrix of cells of 4 rows and 5 columns is set.
  • a medal obtained by multiplying the inserted medal by this magnification is paid out (added to the credit).
  • No magnification is set for 1 chain or 2 chains or less.
  • FIG. 9B is a character bonus magnification table.
  • a special bonus is given.
  • the character bonus magnification table a bonus magnification for each character at that time is set.
  • the number of medals obtained by multiplying the number of medals bet by the multiplication factor obtained by adding the bonus multiplication factor of the character is paid out.
  • the number of medals obtained by multiplying the number of medals bet by the multiplication factor obtained so far and the bonus multiplication factor of the character may be paid out.
  • FIG. 9C shows a bet medal count memory.
  • the bet medal number memory stores the number of medals bet on each course by the player.
  • FIG. 9D shows a payout medal number memory.
  • the payout medal number memory stores the number of medals to be paid out to the player. The number of medals for each course and the total number of medals are stored.
  • “medal is paid out” includes not only the case where the medal is paid out from the medal payout opening 27 but also the case where the medal to be paid out is added to the credit. .
  • the credited medal can be paid out from the medal payout opening 27 by a player separately operating.
  • FIG. 10 is a schematic flowchart of a slot game by the game apparatus of the present embodiment.
  • the player inserts a medal from the medal insertion slot 23 of the game apparatus 12 (step S10).
  • the number of inserted medals is added to the credit display (CREDIT) at the bottom of the game screen shown in FIGS. 4 and 11 (step S11).
  • step S12 the player touches the bet button at the bottom of the game screen shown in FIG. 4 or presses the bet button 26 on the operation panel of the game apparatus 12 to bet a credited medal (step S12).
  • the number of medals bet is displayed on the bet display at the bottom of the game screen, and the 1 to 4 courses of a matrix of squares composed of 4 rows and 5 columns are displayed.
  • the number of bets (5) is displayed for each course.
  • medal betting method for each course for example, when 5 medals are bet, 5 medals are bet on each course at once.
  • the number of medals designated for each course may be bet.
  • step S13 the player starts the game by touching the spin button at the bottom of the game screen shown in FIG. 11 or pressing the execute button 28 on the operation panel of the game apparatus 12 (step S13).
  • the matrix-shaped reels of 4 ⁇ 5 squares start to rotate all at once (step S14).
  • the symbols (FIGS. 6B to 6G) other than the symbol (FIG. 6H) appear at random from the symbols shown in FIG.
  • step S15 the matrix-shaped reels of 4 ⁇ 5 squares automatically decelerate and stop sequentially from the left end.
  • An example of the game screen in which the rotation of the reel is stopped is shown in FIG.
  • step S16 a win determination process is executed based on the game screen where the reel rotation has stopped. Details of the win determination process will be described later.
  • the win determination process ends, the number of medals acquired by the player is displayed on the win display at the bottom of the game screen shown in FIG.
  • the player presses the execution button 28 on the operation panel of the game apparatus 12 the number of win-displayed medals is added to the credit (step S17).
  • the player can pay out the credited number of medals at any time.
  • medals are paid out from the medal payout exit 27.
  • the win determination process it is determined whether or not the player wins (WIN) based on the matrix of the 4 ⁇ 5 matrix in the state where the reel rotation is stopped, and a payout is made when the player wins (credits). This is a process of calculating the number of medals).
  • a win is determined based on whether or not a chain of cells is broken from a matrix pattern of 4 rows and 5 columns and the number of chains of the cells is equal to or greater than a predetermined number. Determine.
  • each square has a transparent symbol, a right pointing symbol, a downward pointing symbol, a left pointing symbol, an upward pointing symbol, and a stop as shown in FIGS. 6 (b) to (g). Any one of the symbols is shown.
  • WIN determination processing is performed for each row of a matrix of 4 rows and 5 columns shown in the basic screen of the game in FIG.
  • Each row is named, from the top, 1 course, 2 courses, 3 courses, 4 courses.
  • the square in the first column at the left end of each row is a start square that becomes a starting point when judging the chain of squares in each course.
  • the square in the first column at the left end of each row becomes the current square.
  • the square in the first column at the left end of each row becomes the current square.
  • it is a square surrounded by a double frame.
  • the last square (the square that was the current square immediately before) does not exist.
  • the last mass symbol at that time is set to the right pointing symbol.
  • FIG. 13 shows the chain continuation pattern when sequentially determining the chain of cells
  • FIG. 14 shows the chain stop pattern.
  • FIG. 13 and FIG. 14 in order to distinguish the current mass and the last mass, they are shown surrounded by a double frame of the last mass.
  • the last cell is a pointing symbol and the current cell symbol is as follows, it is determined as a chain stop pattern.
  • the cell chain is stopped.
  • FIG. 15 is a detailed flowchart of the win determination process of the slot game by the game device of this embodiment.
  • the value of the course counter is set to 1 which is an initial value (step S20).
  • step S21 the last mass symbol is set to the right pointing symbol which is the initial value. Subsequently, the symbol of the current cell is cleared (step S22).
  • step S23 the address of the course start mass corresponding to the value of the course counter is stored in the current mass address.
  • step S24 the symbol of the course start value corresponding to the value of the course counter is stored as the symbol of the current square.
  • the course counter is “1”
  • the address “M11” of the start cell of “1 course” is stored in the current cell address, and in the case of FIG. 12, the downward pointing pointing symbol is used as the current cell symbol.
  • step S25 the chain counter is set to the initial value “1” (step S25).
  • step S26 the symbol type of the current cell designated by the current cell address is determined (step S26).
  • step S26 If it is determined in step S26 that the design of the current cell is the “pointing design”, whether or not the pointing direction of the design of the current cell is opposite to the pointing direction of the design of the last cell. (Step S27). That is, it is determined whether the symbol of the current mass and the symbol of the last mass are a chain continuation pattern as shown in FIG.
  • step 28 it is determined whether a cell exists in the pointing direction of the current cell symbol (step) 28). That is, it is determined whether or not the direction indicated by the pointing symbol of the current cell is outside the matrix of 4 rows and 5 columns.
  • step S29 The cell address in the pointing direction of the current cell symbol is stored in the current cell address (step S29), the current cell symbol is stored as the last cell symbol (step S30), and the pointing direction of the current cell symbol is indicated.
  • the symbol of the square is stored as the symbol of the last mass (step S31), and the chain counter is incremented by one (step S32). Then, the process returns to step S26.
  • step S27 if it is determined that the pointing direction of the symbol of the current cell is opposite to the pointing direction of the symbol of the last cell, it is determined that the cell chain is stopped, and the process proceeds to step S33.
  • step S28 if it is determined in step S28 that there is no square in the pointing direction of the symbol of the current square, it is determined that the square chain is stopped, and the process proceeds to step S33.
  • step S26 If it is determined in step S26 that the symbol of the current cell is the “stop symbol”, it is determined that the cell chain is stopped, and the process proceeds to step S33.
  • step S26 If it is determined in step S26 that the symbol of the current cell is “transparent”, it is then determined whether or not a character exists in the background of the current cell that can be seen through the transparent symbol (step S37). ).
  • step S38 special character processing corresponding to the character type is executed. Details of the character processing will be described later.
  • step S37 If it is determined in step S37 that no character exists in the current cell, the cell chain is stopped, and the process proceeds to step S33.
  • step S33 If it is determined that the chain of cells has stopped, the value of the chain counter is determined (step S33).
  • step S33 if the number of squares is “3” or more, a medal is paid out as a player's win. Therefore, if it is determined in step S33 that the value of the chain counter is 2 or less, there is no payout, and the process proceeds to step S35.
  • step S34 payout is calculated (step S34).
  • the number of medals for the payout is the number of medals obtained by multiplying the number of bet medals stored in the bet medal number memory shown in FIG. 9C for the course by the multiplication factor in the chain number multiplication table shown in FIG. .
  • the calculated payout medal number is stored in the payout medal number memory shown in FIG.
  • step S35 the course counter is counted up by 1 (step S35). Subsequently, the value of the course counter is determined (step S36).
  • step S36 If it is determined in step S36 that the value of the course counter is 4 or less, the processing of all courses (1 course, 2 courses, 3 courses, 4 courses) has not been completed, so the process returns to step S21. Similar win determination processing is executed for the next course.
  • step S36 when it is determined that the value of the course counter is 5 or more, the process of all courses (1 course, 2 courses, 3 courses, 4 courses) is finished, and thus the win determination process is finished.
  • the character process is a special bonus process that gives a bonus to a player according to the character type when it is determined in step S37 that a character exists in the current cell.
  • Bonus magnification addition processing is executed as bonus processing common to the five characters.
  • the magnification stored in the character bonus magnification table shown in FIG. 9 is added to the magnification multiplied by the number of medals bet, for example, the magnification obtained by the number of mass chains.
  • For a “Wally” character add “10” to the magnification
  • for a “Wendor” character add “5” to the magnification
  • for a “woof” character add “2” to the magnification. If the character is “Odrow”, “1” is added to the magnification. If the character is “Shirohige”, “1” is added to the magnification. (3) Search for Wally If the “Search for Wally” symbol appears on the transparent cell as a result of the re-drawing, the special game “Search for Wally” is executed.
  • the special game “Search for Wally” is replaced with a “Search for Wally” screen in which the entire upper part of the game screen is the same image as the actual picture book (details omitted).
  • the player looks for the Wally from the picture book image by visual observation, and when it finds the Wally, touches that portion as shown in FIG. If you make a mistake within the time limit, you can touch the screen many times.
  • a bonus acquisition screen as shown in FIG. 20C is obtained, and a special bonus, for example, 10 medals are acquired, and the special game “Search for Wally” ends.
  • a special bonus for example, 10 medals are acquired, and the special game “Search for Wally” ends.
  • Free spin If the character of the transparent cell is "Shirohige", the right to free spin is acquired. For example, five slot games can be played without using medals.
  • the win determination process described above can be performed on the result of the free spin, and further medals can be obtained.
  • FIG. 21 is a detailed flowchart of the character processing of the slot game by the game device of this embodiment.
  • step S40 the type of character is determined (step S40).
  • step S40 the type of character is determined (step S40).
  • step S42 it is determined what symbol has appeared as a result of the re-lottery.
  • step S43 If the symbol that appears as a result of the re-lottery is the “search for wally” symbol, the special game “search for wally” is executed (step S43). If the Wally can be found correctly in the special game “Search for Wally”, a special bonus, for example, 10 medals, is obtained. Then, the process proceeds to step S45.
  • step S44 If the symbol that appears as a result of re-drawing is a “pointing” symbol, it is determined whether further mass chaining is possible depending on the direction of the pointing symbol, and if possible, the number of mass chains is calculated until the chain stops Count (step S44). Then, the process proceeds to step S45.
  • step S45 If the symbol that appears as a result of the re-lottery is a “stop” symbol, the process immediately proceeds to step S45.
  • step S45 the payout medal number is calculated by adding the gain acquired as the character bonus to the payout medal number.
  • the number of medals acquired by the player for example, “the number of medals bet” + “the number of medals acquired in the special game“ Search for Wally ””
  • the magnification obtained by the player for example, “the magnification based on the number of mass chains” + “character” Multiply the bonus multiplier by “) to get the final number of payout medals.
  • the magnification “10” is added to the magnification by the number of mass chains (“1” to “400”) if it is a “Wally” character, and if it is a “Wendor” character, The magnification “5” is added, and if it is a “woof” character, the magnification “2” is added.
  • the medal of the number of payout medals calculated by the bonus process is added to the credit (step S46).
  • the payout medal number is calculated by adding the magnification obtained as the character bonus to the already calculated payout medal number (step S51).
  • the medal of the number of payout medals calculated by the bonus process is added to the credit (step S52).
  • the payout medal number is calculated by adding the magnification obtained as the character bonus to the already calculated payout medal number (step S61). .
  • free spins are performed a predetermined number of times, for example, 5 slot games without using medals (step S62).
  • medals of the number of payout medals increased by the bonus process including the result of free spin are added to the credit (step S63).
  • Character processing (re-lottery) will be described using a specific example.
  • Mass M24 is “Wally”, “Wendor”, or “Woof”
  • the re-lottery process is executed. As shown in FIG. 24, only the “mass M24” is rotated and the reels are drawn again.
  • a game device provided in an amusement facility has been described as an example.
  • the principle of the present invention is not a game device but a home game device, a portable game machine, a personal computer, Mobile phones such as mobile phones, PHS, and PDAs may be used.
  • an IC card is used for player identification, but a magnetic card, commuter pass, Suica card, Edy card, mobile phone, or the like may be used. Furthermore, as long as it identifies a player, means for identifying an individual such as a fingerprint or an iris may be used.
  • slot game according to the present invention may be taken in as a casino gaming machine and played as a kind of casino game.
  • the slot game according to the present invention may be performed as a kind of bonus game in a pachinko machine, a pachislot machine or the like.
  • the game device and the game device control method according to the present invention are useful for providing a slot game that even beginners can enjoy.

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Abstract

Squares in the form of a matrix of n rows and m columns are displayed on a display unit. The pattern in each square in the matrix of n rows and m columns is changed on the display unit based on operation of an operating unit by the player, and then changing of the pattern in each square is stopped. Whether adjacent squares are linked in the stopped matrix of n rows and m columns is determined based on the pattern in each square, and whether there is a win is determined based on the number of linked squares. When the stopped squares in the matrix of n rows and m columns is a win, a play value is paid out based on the number of linked squares.

Description

ゲーム装置及びゲーム装置の制御方法GAME DEVICE AND GAME DEVICE CONTROL METHOD
 本発明はゲーム装置及びゲーム装置の制御方法に関し、特に、スロットゲームを行うゲーム装置及びゲーム装置の制御方法に関する。 The present invention relates to a game device and a game device control method, and more particularly to a game device that performs a slot game and a game device control method.
 スロットゲームを行うゲーム装置として、コインを入れてレバーを倒すと絵柄が描かれた三つのドラムが回転し、その後、停止したときに三つの絵柄が揃うとコインが出てくるというリールマシーンが古くから知られている。 As a gaming device for playing slot games, when a coin is inserted and the lever is tilted, the three drums on which the picture is drawn rotate, and then the reel machine that the coins come out when the three pictures are aligned when stopped is old Known from.
 このような機械式のリールマシーンに代わり、近年、ディスプレイに、マトリクス状の疑似リールを映し出し、各疑似リールに割り当てられた複数個のキャラクタ像を各疑似リール画面上でスクロールさせ、その後、停止させるようにしたビデオスロットマシンが現れている(特許文献1、特許文献2、特許文献3参照)。 In recent years, instead of such a mechanical reel machine, a matrix-like pseudo reel is displayed on a display, and a plurality of character images assigned to each pseudo reel are scrolled on each pseudo reel screen, and then stopped. Such a video slot machine has appeared (see Patent Document 1, Patent Document 2, and Patent Document 3).
特開平07-313659号公報Japanese Patent Application Laid-Open No. 07-313659 特開平07-313660号公報Japanese Patent Application Laid-Open No. 07-313660 特開平07-313661号公報JP 07-313661 A
 ビデオスロットマシンは、ドラムを用いた機械式のリールマシーンに比べて、リールや絵柄を自由に構成できるので、ペイアウトされる入賞ラインも多種類設定することができ、遊戯者を楽しませることができる。 Compared to a mechanical reel machine that uses drums, the video slot machine can be freely configured with reels and patterns, so you can set a variety of payout lines and entertain the player. .
 しかしながら、近年のビデオスロットマシンは、入賞ラインの設定がますます複雑となり、初心者にとって分かり難く、敷居が高いゲーム装置となっている。 However, in recent video slot machines, the setting of a winning line has become increasingly complex, making it difficult for beginners to understand and a high threshold game device.
 本発明の目的は、初心者でも楽しめるスロットゲームを行うことができるゲーム装置及びゲーム装置の制御方法を提供することにある。 An object of the present invention is to provide a game apparatus and a game apparatus control method capable of playing a slot game that even beginners can enjoy.
 本発明の一態様によるゲーム装置は、操作部と、表示部と、制御部とを有するゲーム装置において、前記制御部は、前記表示部にn行m列のマトリクス状マスを表示させる手段と、遊戯者による前記操作部の操作に基づいて、前記表示部に表示されたn行m列のマトリクス状マスの各マスの図柄を変化させ、その後、各マスの図柄の変化を停止させる手段と、停止したn行m列のマトリクス状マスにおいて、各マスの図柄に基づいて隣接するマスが連鎖しているか否かを判断し、マスの連鎖数に基づいて、当たりであるか否か判断する手段と、停止したn行m列のマトリクス状マスが当たりである場合には、マスの連鎖数に基づいて遊戯価値を払い出す手段とを有することを特徴とする。 The game device according to one aspect of the present invention is a game device having an operation unit, a display unit, and a control unit, wherein the control unit displays an n-by-m matrix matrix on the display unit; Based on the operation of the operation unit by the player, means for changing the design of each square of the n-by-m matrix matrix displayed on the display unit, and then stopping the change of the design of each square; Means for judging whether or not adjacent squares are linked based on the design of each square and determining whether or not it is a win based on the number of squares in the stopped n-row m-column matrix. And a means for paying out a game value based on the number of chained cells when the stopped n-by-m matrix cell is a win.
 上述したゲーム装置において、前記当たりであるか否か判断する手段は、停止したn行m列のマトリクス状マスにおける各行の一端のマスから開始して、マスが連鎖するか否か順次判断し、マスが連続して連鎖する数に基づいて、当たりであるか否か判断するようにしてもよい。 In the above-described game device, the means for determining whether or not the winning is, starting from a cell at one end of each row in the stopped n-by-m matrix cell, sequentially determining whether or not the cells are chained, It may be determined whether or not it is a win based on the number of cells that are continuously chained.
 上述したゲーム装置において、各マスの図柄は、少なくとも右方向、下方向、左方向、上方向を指し示す図柄を含み、前記当たりであるか否か判断する手段は、一のマスの図柄が指し示す方向と、前記一のマスの図柄が指し示す方向の他のマスの図柄の指し示す方向とが反対方向であれば、前記一のマスと前記他のマスは連鎖していないと判断し、反対方向でなければ、前記一のマスと前記他のマスは連鎖していると判断するようにしてもよい。 In the game device described above, the symbols of each square include at least symbols indicating the right direction, the downward direction, the left direction, and the upward direction, and the means for determining whether or not the winning is the direction indicated by the symbol of one square If the direction indicated by the symbol of the other square is opposite to the direction indicated by the symbol of the other square, it is determined that the one square and the other square are not linked, and must be in the opposite direction. For example, it may be determined that the one cell and the other cell are linked.
 上述したゲーム装置において、各マスの図柄は、更に、停止を示す図柄を含み、前記当たりであるか否か判断する手段は、前記一のマスの図柄が指し示す方向の他のマスの図柄が、停止を示す図柄である場合には、前記一のマスと前記他のマスは連鎖していないと判断するようにしてもよい。 In the game device described above, the symbols of each square further include a symbol indicating stop, and the means for determining whether or not the winning is the symbol of the other square in the direction indicated by the symbol of the one square, If the symbol indicates a stop, it may be determined that the one cell and the other cell are not linked.
 上述したゲーム装置において、各マスの図柄は、更に、背景画像を透過する透明図柄を含み、記当たりであるか否か判断する手段は、前記一のマスの図柄が指し示す方向の他のマスの図柄が、透明図柄である場合には、前記他のマスの透明図柄を透過して見える背景画像に基づいて、所定のボーナスを付与するようにしてもよい。 In the above-described game device, the symbols of each square further include a transparent symbol that transmits the background image, and the means for determining whether the symbol is a hit is the other square in the direction indicated by the symbol of the one square. When the symbol is a transparent symbol, a predetermined bonus may be given based on a background image that can be seen through the transparent symbol of the other cell.
 本発明によれば、表示部にn行m列のマトリクス状マスを表示させ、遊戯者による操作部の操作に基づいて、表示部に表示されたn行m列のマトリクス状マスの各マスの図柄を変化させ、その後、各マスの図柄の変化を停止させ、停止したn行m列のマトリクス状マスにおいて、各マスの図柄に基づいて隣接するマスが連鎖しているか否かを判断し、マスの連鎖数に基づいて、当たりであるか否か判断し、停止したn行m列のマトリクス状マスが当たりである場合には、マスの連鎖数に基づいて遊戯価値を払い出すようにしたので、初心者でも楽しめるスロットゲームを行うことができる、 According to the present invention, an n-row m-column matrix cell is displayed on the display unit, and each cell of the n-row m-column matrix cell displayed on the display unit is displayed based on the operation of the operation unit by the player. Change the design, then stop the change of the design of each square, in the stopped n-by-m matrix matrix, determine whether adjacent squares are linked based on the design of each square, It is determined whether or not it is a win based on the chain number of cells, and if the stopped n-by-m matrix cell is a win, the play value is paid out based on the chain number of cells. So, even beginners can enjoy a slot game,
本発明の一実施形態によるゲーム装置を示す図である。It is a figure which shows the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置を含むシステムの概要を示すブロック図である。It is a block diagram which shows the outline | summary of the system containing the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置の構成を示すブロック図である。It is a block diagram which shows the structure of the game device by one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームの基本ゲーム画面を示す図である。It is a figure which shows the basic game screen of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームにおいて用いられるリール図柄メモリを示す図である。It is a figure which shows the reel symbol memory used in the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームにおいて用いられる図柄種別を示す図である。It is a figure which shows the symbol classification used in the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームにおいて用いられるキャラクタ種別を示す図である。It is a figure which shows the character classification used in the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームにおいて用いられるウィン判定用カウンタ及びメモリを示す図である。It is a figure which shows the counter for win determination and memory which are used in the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームにおいて用いられるペイアウト計算用テーブル及びメモリを示す図である。It is a figure which shows the table and memory for payout calculation used in the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームの概略フローチャートである。It is a schematic flowchart of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのゲーム画面を示す図(その1)である。FIG. 10 is a diagram (No. 1) showing a game screen of the slot game by the game device of the embodiment of the present invention. 本発明の一実施形態のゲーム装置によるスロットゲームのゲーム画面を示す図(その2)である。It is FIG. (2) which shows the game screen of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームの連鎖継続パターンを示す図である。It is a figure which shows the chain continuation pattern of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームの連鎖停止パターンを示す図である。It is a figure which shows the chain stop pattern of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのウィン判定処理の詳細フローチャートである。It is a detailed flowchart of the win determination process of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのウィン判定処理の具体例を説明するための図(その1)である。It is FIG. (1) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのウィン判定処理の具体例を説明するための図(その2)である。It is FIG. (2) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのウィン判定処理の具体例を説明するための図(その3)である。It is FIG. (3) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのウィン判定処理の具体例を説明するための図(その4)である。It is FIG. (4) for demonstrating the specific example of the win determination process of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームにおける特別ゲーム「ウォーリーをさがせ」を説明するための図である。It is a figure for demonstrating the special game "search for a wally" in the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのキャラクタ処理の詳細フローチャートである。It is a detailed flowchart of the character process of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのキャラクタ処理(再抽選)の具体例を説明するための図(その1)である。It is FIG. (1) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのキャラクタ処理(再抽選)の具体例を説明するための図(その2)である。It is FIG. (2) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのキャラクタ処理(再抽選)の具体例を説明するための図(その3)である。It is FIG. (3) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのキャラクタ処理(再抽選)の具体例を説明するための図(その4)である。It is FIG. (4) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention. 本発明の一実施形態のゲーム装置によるスロットゲームのキャラクタ処理(再抽選)の具体例を説明するための図(その5)である。It is FIG. (5) for demonstrating the specific example of the character process (re-lottery) of the slot game by the game device of one Embodiment of this invention.
 [一実施形態]
 本発明の一実施形態によるゲーム装置について図面を用いて説明する。
[One Embodiment]
A game device according to an embodiment of the present invention will be described with reference to the drawings.
 本実施形態のゲーム装置は、例えば、アミューズメント施設内に設置されている。これらゲーム装置は、例えば、インターネットに接続されている。 The game device of this embodiment is installed in an amusement facility, for example. These game devices are connected to the Internet, for example.
 (ゲーム装置の概要)
 本実施形態によるゲーム装置を含むシステムを図1及び図2を用いて説明する。図1は、本実施形態によるゲーム装置を示す斜視図である。図2は、本実施形態によるゲーム装置を含むシステムの概要を示すブロック図である。
(Outline of game device)
A system including the game apparatus according to the present embodiment will be described with reference to FIGS. 1 and 2. FIG. 1 is a perspective view showing the game apparatus according to the present embodiment. FIG. 2 is a block diagram showing an outline of a system including the game apparatus according to the present embodiment.
 アミューズメント施設10は、例えば各地域に所在している。各アミューズメント施設10には、ゲームを行うために複数台のゲーム装置12が設けられている。アミューズメント施設10に、ゲーム装置12の他に、図2に示すように、ゲーム内容の表示やゲームの宣伝等を行う処理装置14を設けるようにしてもよい。 The amusement facility 10 is located in each area, for example. Each amusement facility 10 is provided with a plurality of game apparatuses 12 for playing games. In addition to the game device 12, as shown in FIG. 2, the amusement facility 10 may be provided with a processing device 14 for displaying game contents, advertising the game, and the like.
 各ゲーム装置12はアミューズメント施設10内のLAN20に接続されている。複数のゲーム装置12のうちの一台を、サーバとして機能させる。サーバとしてのゲーム装置12は、複数のゲーム装置12を制御すると共に、各ゲーム装置12により実行されたスロットゲーム等のゲームのプレイデータを、LAN20を介して収集し、そのプレイデータを蓄積し、管理する。 Each game device 12 is connected to a LAN 20 in the amusement facility 10. One of the plurality of game apparatuses 12 is caused to function as a server. The game device 12 as a server controls a plurality of game devices 12, collects play data of a game such as a slot game executed by each game device 12 through the LAN 20, accumulates the play data, to manage.
 プレイヤはゲーム装置12にメダルを投入してスロットゲームを行う。アミューズメント施設10を訪れたプレイヤは、ゲーム装置12に着席し、メダルを投入して、タッチパネルや、操作ボタン等の操作を行うことにより、スロットゲームを行う。 The player inserts a medal into the game device 12 and plays a slot game. A player who visits the amusement facility 10 sits on the game device 12, inserts a medal, and performs a slot game by operating a touch panel, operation buttons, and the like.
 また、図2に示すように、アミューズメント施設10のLAN20をインターネット22に接続し、各ゲーム装置12が、必要に応じて、他のアミューズメント施設10内のゲーム装置12とも相互に通信するようにしてもよい。 Also, as shown in FIG. 2, the LAN 20 of the amusement facility 10 is connected to the Internet 22 so that each game device 12 communicates with the game devices 12 in other amusement facilities 10 as necessary. Also good.
 また、図2に示すように、インターネット22に接続されたサーバ30を別途設けてもよい。
サーバ30は制御手段(図示せず)と記憶手段(図示せず)を有し、制御手段により、ゲーム装置12を制御すると共に、記憶手段により、ゲーム装置12により実行されたスロットゲーム等のゲームのプレイデータを、インターネット22を介して収集し、そのプレイデータを蓄積し、管理する。
In addition, as shown in FIG. 2, a server 30 connected to the Internet 22 may be provided separately.
The server 30 has a control means (not shown) and a storage means (not shown), and controls the game apparatus 12 by the control means, and a game such as a slot game executed by the game apparatus 12 by the storage means. Are collected via the Internet 22, and the play data is accumulated and managed.
 なお、ゲーム装置12に、ICカード等のメンバーズカードを読み取るためのICカードI/F(インターフェース)を設け、メンバーズカードによりプレイヤのプレイデータ等を管理してもよい。 The game device 12 may be provided with an IC card I / F (interface) for reading a member card such as an IC card, and the player's play data and the like may be managed by the member card.
 (ゲーム装置の構成)
 本実施形態によるゲーム装置の構成について図3を用いて説明する。図3は、本実施形態によるゲーム装置のブロック図である。
(Configuration of game device)
The configuration of the game device according to the present embodiment will be described with reference to FIG. FIG. 3 is a block diagram of the game apparatus according to the present embodiment.
 図1に示すように、ゲーム装置12の筐体13の上部には、ゲーム内容を表示するために、メインLCD16とサブLCD18とが設けられている。メインLCD16とサブLCD18によりディスプレイモニタ34を構成している。メインLCD16上には、プレイヤがタッチすることにより指示入力が可能なタッチパネル24が設けられている。 As shown in FIG. 1, a main LCD 16 and a sub LCD 18 are provided on the upper portion of the housing 13 of the game apparatus 12 in order to display game contents. A display monitor 34 is constituted by the main LCD 16 and the sub LCD 18. On the main LCD 16, there is provided a touch panel 24 on which an instruction can be input by touching the player.
 サブLCD18上には、ビルボード19が設けられている。メインLCD16とサブLCD18の間にはスピーカ60が設けられている。また、筐体13の下部には、別途、ウーハースピーカー60aが設けられている。 A billboard 19 is provided on the sub LCD 18. A speaker 60 is provided between the main LCD 16 and the sub LCD 18. In addition, a woofer speaker 60 a is separately provided at the lower portion of the housing 13.
 メインLCD16下の、筐体13の中央部には、コントロールパネル21が設けられている。コントロールパネル21の外縁はプレイヤが腕をおいて休むためのアームレストとして機能する。 A control panel 21 is provided at the center of the housing 13 below the main LCD 16. The outer edge of the control panel 21 functions as an armrest for the player to rest with his arms.
 コントロールパネル21上には、プレイヤがベット操作するための複数のベットボタン26と、プレイヤが実行操作するための実行ボタン28が設けられている。 On the control panel 21, a plurality of bet buttons 26 for a player to perform a bet operation and an execution button 28 for a player to perform an operation are provided.
 コントロールパネル21上には、更に、メダルを投入するためのメダル投入口23と、投入前のメダルを蓄積しておくためのメダルストック部25とが設けられている。 On the control panel 21, a medal insertion slot 23 for inserting medals and a medal stock unit 25 for accumulating medals before insertion are provided.
 ゲーム装置12の筐体13下部には、メダルを払い出すためのメダル払出口27が設けられている。ゲーム装置12の筐体13下部には、更に、メーターキー31、リセットキー32が設けられている。ゲーム装置12の筐体13下部のサイドには、左右にサイドランプ33が設けられている。 A medal payout opening 27 for paying out medals is provided at the bottom of the housing 13 of the game apparatus 12. A meter key 31 and a reset key 32 are further provided at the bottom of the housing 13 of the game apparatus 12. Side lamps 33 are provided on the left and right sides of the lower side of the housing 13 of the game apparatus 12.
 図3に示すように、ゲーム装置12には、ゲームプログラムの実行やシステム全体の制御や画像表示のための座標計算等を行うCPU40と、CPU40が処理を行うのに必要なプログラムやデータを格納するバッファメモリとして利用されるシステムメモリ(RAM)42とがバスラインにより共通接続され、バスアービタ44に接続されている。バスアービタ44は、ゲーム装置12の各ブロックや外部に接続される機器とのプログラムやデータの流れを制御する。 As shown in FIG. 3, the game apparatus 12 stores a CPU 40 that executes game programs, controls the entire system, calculates coordinates for image display, and the like, and programs and data necessary for the CPU 40 to perform processing. A system memory (RAM) 42 used as a buffer memory is connected in common by a bus line and is connected to a bus arbiter 44. The bus arbiter 44 controls the flow of programs and data with each block of the game apparatus 12 and devices connected to the outside.
 ゲームプログラムやデータ(映像データや音楽データも含む)が格納されたプログラムデータ記憶装置又は記憶媒体(ゲーム用記録媒体であるCD-ROM等を駆動する光ディスクや光ディスクドライブ等も含む)46と、ゲーム装置を起動するためのプログラムやデータが格納されているBOOTROM48とがバスラインを介してバスアービタ44に接続されている。 A game data storage device or storage medium (including an optical disk or optical disk drive for driving a game recording medium such as a CD-ROM) 46 in which a game program and data (including video data and music data) are stored; A BOOTROM 48 in which a program and data for starting the apparatus are stored is connected to the bus arbiter 44 via a bus line.
 バスアービタ44を介して、プログラムデータ記憶装置又は記憶媒体46から読み出した映像(MOVIE)データを再生したり、プレイヤの操作やゲーム進行に応じて画像表示のための画像を生成したりするレンダリングプロセッサ50と、そのレンダリングプロセッサ50が画像生成を行うために必要なグラフィックデータ等を格納しておくグラフィックメモリ52とが接続されている。レンダリングプロセッサ50から出力される画像信号は、ビデオDAC(図示せず)によりデジタル信号からアナログ信号に変換され、ディスプレイモニタ34に表示される。 A rendering processor 50 that reproduces video (MOVIE) data read from the program data storage device or the storage medium 46 via the bus arbiter 44 or generates an image for image display in accordance with the player's operation or game progress. And a graphic memory 52 for storing graphic data necessary for the rendering processor 50 to generate an image. The image signal output from the rendering processor 50 is converted from a digital signal to an analog signal by a video DAC (not shown) and displayed on the display monitor 34.
 バスアービタ44を介して、プログラムデータ記憶装置又は記憶媒体46から読み出した音楽データを再生したりプレイヤによる操作やゲーム進行に応じて効果音や音声を生成するサウンドプロセッサ56と、そのサウンドプロセッサ56により効果音や音声を生成するために必要なサウンドデータ等を格納しておくサウンドメモリ58とが接続されている。サウンドプロセッサ56から出力される音声信号は、オーディオDAC(図示せず)によりデジタル信号からアナログ信号に変換され、スピーカ60から出力される。 A sound processor 56 that reproduces the music data read from the program data storage device or the storage medium 46 via the bus arbiter 44 and generates sound effects and sounds according to the operation by the player and the progress of the game, and the sound processor 56 provides an effect. A sound memory 58 for storing sound data and the like necessary for generating sound and sound is connected. The audio signal output from the sound processor 56 is converted from a digital signal to an analog signal by an audio DAC (not shown) and output from the speaker 60.
 バスアービタ44には通信インターフェース62が接続されている。通信インタフェース62はLANアダプタ64を介して電話回線等の外部ネットワークに接続される。ゲーム装置12はLANアダプタ64により電話回線を介してインターネットに接続され、他のゲーム装置12やネットワークサーバ30等との通信が可能となる。なお、通信インターフェース62及びLANアダプタ64は電話回線を使用するものであるが、電話回線を使用するターミナルアダプタ(TA)やルータ、ケーブルテレビ回線を使用するケーブルモデム、携帯電話やPHSを利用して無線通信手段、光ファイバを用いた光ファイバ通信手段等の他の通信方法を利用してもよい。 A communication interface 62 is connected to the bus arbiter 44. The communication interface 62 is connected to an external network such as a telephone line via the LAN adapter 64. The game device 12 is connected to the Internet via a telephone line by the LAN adapter 64, and can communicate with other game devices 12, the network server 30, and the like. The communication interface 62 and the LAN adapter 64 use a telephone line, but use a terminal adapter (TA) or router that uses a telephone line, a cable modem that uses a cable TV line, a mobile phone or a PHS. Other communication methods such as wireless communication means and optical fiber communication means using an optical fiber may be used.
 バスアービタ44には、ペリフェラルI/F(インターフェース)66を介してベットボタン26、実行ボタン28が接続されている。ベットボタン26は、ベット指示を入力するためのものであり、実行ボタン28は、各種操作の実行の指示を入力するためのものである。 A bet button 26 and an execution button 28 are connected to the bus arbiter 44 via a peripheral I / F (interface) 66. The bet button 26 is for inputting a bet instruction, and the execution button 28 is for inputting an instruction to execute various operations.
 ペリフェラルI/F66は、プレイヤによるベットボタン26、実行ボタン28への操作にしたがって、ゲーム装置12や外部に接続された機器を制御するための信号を出力する。 The peripheral I / F 66 outputs a signal for controlling the game apparatus 12 or an externally connected device in accordance with the operation of the bet button 26 and the execution button 28 by the player.
 バスアービタ44には、ペリフェラルI/F68を介して、タッチパネル24が接続されている。タッチパネル24は、プレイヤが指を触れることにより各種操作を入力するためのものである。 The touch panel 24 is connected to the bus arbiter 44 via the peripheral I / F 68. The touch panel 24 is used for inputting various operations when the player touches a finger.
 ペリフェラルI/F68は、プレイヤによる操作にしたがって、ゲーム装置12や外部に接続された機器を制御するための信号を出力する。タッチパネル24は、指が指示した位置の座標値を取得して位置座標情報を生成する位置座標取得手段として機能する。 The peripheral I / F 68 outputs a signal for controlling the game apparatus 12 or an externally connected device in accordance with an operation by the player. The touch panel 24 functions as a position coordinate acquisition unit that acquires the coordinate value of the position designated by the finger and generates position coordinate information.
 バスアービタ44には、メンバーズカード16を読み取るためのICカードI/F18が接続されている。 An IC card I / F 18 for reading the member's card 16 is connected to the bus arbiter 44.
 バスアービタ44にはバックアップメモリ(図示せず)が接続され、これにゲームの成績などの記録を行う。バックアップメモリは、システムメモリ(RAM)で代用してもよい。 A backup memory (not shown) is connected to the bus arbiter 44 and records game results and the like. The backup memory may be replaced with system memory (RAM).
 なお、ゲーム装置12は、アミューズメント施設やゲームカフェ等の店舗に設置されるゲーム装置に限定されるものではなく、家庭用のゲーム装置やパーソナルコンピュータ、携帯型電子ゲーム機、携帯電話やPDA等の電子装置、ゲーム情報処理装置でもよい。 Note that the game device 12 is not limited to a game device installed in an amusement facility or a store such as a game cafe, but is a home game device, a personal computer, a portable electronic game machine, a mobile phone, a PDA, or the like An electronic device or a game information processing device may be used.
 (スロットゲームの概要)
 本実施形態のゲーム装置によるスロットゲームの概要について説明する。
(Overview of slot game)
The outline of the slot game by the game device of this embodiment will be described.
 本実施形態のスロットゲームは、従来のビデオスロットマシンと同様、ディスプレイに、マトリクス状の疑似リールを映し出し、各疑似リールに割り当てられた複数個の図柄を各疑似リール画面上でスクロールさせ、その後、停止させるようにするものである。 In the slot game of the present embodiment, like a conventional video slot machine, a matrix-like pseudo reel is displayed on the display, and a plurality of symbols assigned to each pseudo reel are scrolled on each pseudo reel screen. It is intended to stop.
 従来のビデオスロットマシンは、基本的には、機械式のリールマシーンと同様に、擬似リール停止時の、例えば、3行3列の図柄の配置状態中に入賞ラインが形成されているか判定し、形成された入賞ラインに応じてメダルを払い出すようにしている。 The conventional video slot machine basically determines whether or not a winning line is formed during the arrangement state of, for example, 3 rows and 3 columns when the pseudo reel is stopped, as in the case of a mechanical reel machine. The medals are paid out according to the formed pay line.
 本実施形態のスロットゲームでは、擬似リールの各マスの図柄自体に「どこに繋がるか」の意味を持たせ、繋がった図柄の数に応じてメダルを払い出すようにしている。これにより、遊戯者は、従来のような複雑な入賞ラインを意識することなく、ディスプレイに表示された図柄の連鎖状態から当たり外れを直感的に判断することができる。 In the slot game of this embodiment, the symbol itself of each square of the pseudo reel has a meaning of “where to connect”, and medals are paid out according to the number of symbols connected. Thereby, the player can intuitively determine the hit / miss from the chained state of the symbols displayed on the display without being aware of the complicated winning line as in the past.
 更に、本実施形態のスロットゲームでは、各マスにキャラクタが表示されているときには、そのキャラクタに応じてボーナス加算がなされたり、ボーナスゲームを実行することができる等の特典が与えられる。これにより、遊戯者に更なるボーナスの楽しみを与えることができる。 Furthermore, in the slot game according to the present embodiment, when a character is displayed on each square, a bonus is given according to the character, or a bonus game can be executed. Thereby, it is possible to give the player a further bonus enjoyment.
 (スロットゲームの基本画面)
 本実施形態のゲーム装置によるスロットゲームの基本画面について説明する。図4は本実施形態のゲーム装置によるスロットゲームの基本画面を示す図である。
(Slot game basic screen)
A basic screen of the slot game by the game device of this embodiment will be described. FIG. 4 is a view showing a basic screen of the slot game by the game apparatus of the present embodiment.
 ゲーム画面の上部には、図4に示すように、4行5列のマスからなるマトリクス状の擬似リールが表示されている。マトリクス状の擬似リールの背景には、特定のテーマに基づく絵が全面に描かれている。その背景の絵の前面に擬似リールの図柄が重なって表示される。 At the top of the game screen, as shown in FIG. 4, a matrix-like pseudo reel consisting of 4 rows and 5 columns is displayed. On the background of the matrix-like pseudo reel, a picture based on a specific theme is drawn on the entire surface. A pseudo reel design is displayed in front of the background picture.
 図4では「ゆかいなキャンプ」と名付けられた絵が背景に描かれている。背景の絵は、ゲーム中、常に同じ絵であってもよいし、常に動いている動画であってもよい。 In Figure 4, a picture named “Yukai Camp” is drawn in the background. The background picture may be the same picture during the game, or may be a moving movie.
 メダルのベットは、4行5列のマトリックス状のマスの各行に対してなされる。各行は、上から順に、1コース、2コース、3コース、4コースと名付けられている。各行の左端の1列目のマスが、各コースにおけるマスの連鎖を判断する際に開始点となるスタートマスである。 Medals bet on each row of a matrix of 4 rows and 5 columns. Each row is named, from the top, 1 course, 2 courses, 3 courses, 4 courses. The square in the first column at the left end of each row is a start square that becomes a starting point when judging the chain of squares in each course.
 擬似リールの図柄には、背景が透けて見える透明図柄と、繋がる方向を指し示すための指差し図柄と、繋がりを停止させるためのストップ図柄とがある。なお、特殊な図柄としてウォーリーをさがせゲームを開始させるためのウォーリーをさがせ図柄がある。 The pseudo reel design includes a transparent design that allows the background to show through, a pointing design for pointing the direction of connection, and a stop design for stopping the connection. As a special symbol, there is a symbol for searching for a wallie to start a game by searching for a wallie.
 指差し図柄には、右向きの指差し図柄と、下向きの指差し図柄と、左向きの指差し図柄と、上向きの指差し図柄という、4方向の指差し図柄がある。 There are four types of pointing designs: pointing to the right, pointing to the bottom, pointing to the left, and pointing to the top.
 図4では、2行3列目のマス、3行1列目のマスが、透明図柄であり、1行2列目4列目のマス、2行1列目、2列目、4列目、5列目のマス、3行2列目、3列目、4列目のマス、4行2列目、3列目、4列目、5列目のマスが、指差し図柄であり、1行1列目、3列目、5列目のマス、3行5列目のマス、4行1列目のマスが、ストップ図柄である。 In FIG. 4, the square in the second row and the third column, the square in the third row and the first column are transparent symbols, and the first row, the second column, the fourth column, the second row, the first column, the second column, the fourth column The fifth column, the third row, the second column, the third column, the fourth column, the fourth row, the second column, the third column, the fourth column, and the fifth column are the pointing patterns. The first row, first column, the third column, the fifth column, the third row, fifth column, and the fourth row, first column are the stop symbols.
 なお、指差し図柄として、他の方向、例えば、斜め右下の指差し図柄、斜め左下の指差し図柄、斜め左上の指差し図柄、斜め右上の指差し図柄等を更に設けるようにしてもよい。このような図柄を設ければ、上下左右方向でのマスの連鎖だけではなく、斜め方向でのマスの連鎖を実現することができる。 In addition, as the pointing symbol, other directions, for example, a diagonally lower right pointing symbol, an obliquely lower left pointing symbol, an obliquely upper left pointing symbol, an obliquely upper right pointing symbol, and the like may be further provided. . If such a pattern is provided, not only a chain of cells in the vertical and horizontal directions but also a chain of cells in an oblique direction can be realized.
 ゲーム画面の下部には、図4に示すように、クレジットされたメダル枚数(CREDIT)、ベットしたメダル枚数(BET)、獲得したメダル枚数等、遊戯者の現在のゲーム進行状況が表示されている。  At the bottom of the game screen, as shown in FIG. 4, the player's current game progress such as the number of credited medals (CREDIT), the number of medals bet (BET), the number of medals earned, etc. are displayed. . *
 (メモリ、テーブル、カウンタ等)
 本実施形態のゲーム装置によるスロットゲームにおいて用いられる各種メモリ、テーブル、カウンタ等について図5乃至図9を用いて説明する。
(Memory, table, counter, etc.)
Various memories, tables, counters, and the like used in the slot game by the game apparatus of this embodiment will be described with reference to FIGS.
 図5は本実施形態のゲーム装置によるスロットゲームにおいて用いられるリール図柄メモリを示す図であり、図6は本実施形態のゲーム装置によるスロットゲームにおいて用いられる図柄種別を示す図であり、図7は本実施形態のゲーム装置によるスロットゲームにおいて用いられるキャラクタ種別を示す図であり、図8は本実施形態のスロットゲームにおいて用いられるウィン判定用カウンタ及びメモリを示す図であり、図9は本実施形態のスロットゲームにおいて用いられるペイアウト計算用テーブル及びメモリを示す図である。 FIG. 5 is a diagram showing a reel symbol memory used in the slot game by the game device of the present embodiment, FIG. 6 is a diagram showing symbol types used in the slot game by the game device of the present embodiment, and FIG. FIG. 8 is a diagram showing a character type used in the slot game by the game device of the present embodiment, FIG. 8 is a diagram showing a win determination counter and a memory used in the slot game of the present embodiment, and FIG. 9 is a diagram showing the present embodiment. FIG. 3 is a diagram showing a payout calculation table and a memory used in the slot game of FIG.
 図5はリール図柄メモリである。リール図柄メモリには、4行5列のマスM11、M12、…、M44、M45に表示されている図柄が記憶される。擬似リール回転時には、図柄が高速で変化し、擬似リール停止時の図柄に基づいて、後述するウィン判定処理がなされる。 FIG. 5 shows a reel symbol memory. The reel symbol memory stores symbols displayed in four rows and five columns squares M11, M12,..., M44, M45. When the pseudo reel rotates, the symbol changes at high speed, and a win determination process described later is performed based on the symbol when the pseudo reel is stopped.
 図6(a)は図柄種別テーブルである。リール図柄メモリに記憶される図柄の種別が格納されている。図柄種別テーブルには、図6(b)に示す、背景が透けて見える透明図柄、図6(c)~(f)に示す、繋がる方向を指し示すための指差し図柄、図6(g)に示す、繋がりを停止させるためのストップ図柄、図6(h)に示す、ウォーリーをさがせ図柄が用意されている。 FIG. 6A is a symbol type table. The type of symbol stored in the reel symbol memory is stored. The symbol type table includes a transparent symbol shown in FIG. 6 (b), a pointing symbol for pointing the connecting direction shown in FIGS. 6 (c) to (f), and FIG. 6 (g). A stop symbol for stopping the connection shown in FIG. 6 and a symbol for searching for a wallie shown in FIG. 6H are prepared.
 指差し図柄には、図6(c)に示す、右向きの指差し図柄、図6(d)に示す、下向きの指差し図柄、図6(e)に示す、左向きの指差し図柄、図6(f)に示す、上向きの指差し図柄が用意されている。 The pointing design includes a right pointing design shown in FIG. 6 (c), a downward pointing design shown in FIG. 6 (d), a left pointing design shown in FIG. 6 (e), FIG. An upward pointing pattern shown in (f) is prepared.
 図7(a)はキャラクタ種別テーブルである。擬似リールの背景に現れるキャラクタの種別が格納されている。本実施形態では、図7(b)に示す「ウォーリー」のキャラクタ、図7(c)に示す「ウェンダ」のキャラクタ、図7(d)に示す「ウーフ」のキャラクタ、図7(e)に示す「オドロー」のキャラクタ、図7(f)に示す「しろひげ」のキャラクタ、という5つのキャラクタが用意されている。なお、図(c)~(f)ではキャラクタの図柄の記載は省略している。各キャラクタが現れた場合の特有なゲーム制御については後述する。 FIG. 7A shows a character type table. The type of character appearing in the background of the pseudo reel is stored. In this embodiment, a “Wally” character shown in FIG. 7B, a “Wenda” character shown in FIG. 7C, a “Woof” character shown in FIG. 7D, and FIG. Five characters, “Odrow” character shown in FIG. 7 and “Shirohige” character shown in FIG. 7F, are prepared. Note that the illustrations of the characters are not shown in the drawings (c) to (f). Specific game control when each character appears will be described later.
 図8はウィン判定に用いられる各種カウンタ及びメモリである。 FIG. 8 shows various counters and memories used for win determination.
 図8(a)はコースカウンタである。本実施形態では、図4に示すように、4つのコース(1コース、2コース、3コース、4コース)について、順番に、マスの連鎖が判断される。コースカウンタにより、4つのコースの処理を制御する。 Fig. 8 (a) shows the course counter. In this embodiment, as shown in FIG. 4, the chain of cells is determined in order for four courses (1 course, 2 courses, 3 courses, 4 courses). The course counter controls the processing of the four courses.
 図8(b)は連鎖カウンタである。本実施形態では、4行5列のマスの図柄に基づいて、マスの連鎖が判断される。その判断の際のマスの連鎖の数を連鎖カウンタにより計数する。 FIG. 8B shows a chain counter. In this embodiment, a chain of cells is determined based on a 4 × 5 cell pattern. The number of square chains in the determination is counted by a chain counter.
 図8(c)はカレントマスアドレスである。本実施形態では、各コースの最も左のマスから、順番にマスの連鎖を判断していく。カレントマスアドレスには、その判断の際のその時点のマス(カレントマス)のアドレス(Mnn=M11、M12、…、M44、M45)を格納する。 Fig. 8 (c) shows the current mass address. In this embodiment, the chain of cells is determined in order from the leftmost cell of each course. The current mass address stores the address (Mnn = M11, M12,..., M44, M45) of the current cell (current cell) at the time of the determination.
 図8(d)はラストマスとカレントマスの図柄メモリである。このメモリには、上記カレントマスに表示されている図柄種別と、直前にカレントマスであったマス(ラストマス)に表示されている図柄種別とを格納する。マスが連鎖しているか否かの判断に用いられる。 FIG. 8D shows a symbol memory of the last mass and the current mass. This memory stores the symbol type displayed in the current cell and the symbol type displayed in the cell (last cell) that was the current cell immediately before. It is used to determine whether a mass is linked.
 図9はペイアウト計算に用いられる各種テーブル及びメモリである。 FIG. 9 shows various tables and memories used for payout calculation.
 図9(a)は連鎖数倍率テーブルである。連鎖数倍率テーブルには、4行5列のマスのマトリクスにおいて、図柄により連鎖したマスの数に対する倍率が設定されている。投入したメダルにこの倍率を掛けたメダルがペイアウトされる(クレジットに加算される)。3連鎖以下の1連鎖、2連鎖には倍率が設定されていない。 FIG. 9A is a chain number magnification table. In the chain number magnification table, a magnification with respect to the number of cells linked by a symbol in a matrix of cells of 4 rows and 5 columns is set. A medal obtained by multiplying the inserted medal by this magnification is paid out (added to the credit). No magnification is set for 1 chain or 2 chains or less.
 図9(b)はキャラクタボーナス倍率テーブルである。カレントマスに特別なキャラクタがあらわれると特別ボーナスが与えられるが、キャラクタボーナス倍率テーブルには、その際の各キャラクタに対するボーナス倍率が設定されている。特別なキャラクタが表れると、ベットしたメダル数に、これまで獲得した倍率にキャラクタのボーナス倍率を加えた倍率を掛けたメダル数がペイアウトされる。 FIG. 9B is a character bonus magnification table. When a special character appears in the current cell, a special bonus is given. In the character bonus magnification table, a bonus magnification for each character at that time is set. When a special character appears, the number of medals obtained by multiplying the number of medals bet by the multiplication factor obtained by adding the bonus multiplication factor of the character is paid out.
 なお、ベットしたメダル数にこれまで獲得した倍率を掛けたメダル数に、キャラクタのボーナス倍率を更に掛けたメダル数をペイアウトするようにしてもよい。 It should be noted that the number of medals obtained by multiplying the number of medals bet by the multiplication factor obtained so far and the bonus multiplication factor of the character may be paid out.
 図9(c)はベットメダル数メモリである。ベットメダル数メモリには、プレイヤが各コースにベットしたメダル数を記憶する。 FIG. 9C shows a bet medal count memory. The bet medal number memory stores the number of medals bet on each course by the player.
 図9(d)はペイアウトメダル数メモリである。ペイアウトメダル数メモリには、プレイヤにペイアウトされるメダル数を記憶する。各コースのメダル数と、それらを合計したメダル数を記憶する。 FIG. 9D shows a payout medal number memory. The payout medal number memory stores the number of medals to be paid out to the player. The number of medals for each course and the total number of medals are stored.
 なお、本明細書中において「メダルがペイアウトされる」とは、そのときにメダルがメダル払出口27から払い出される場合のみならず、その払い出されるべきメダルがクレジットに加算される場合をも含むものである。クレジットされたメダルは、遊戯者が別途操作することにより、メダル払出口27から払い出させることができる。 In the present specification, “medal is paid out” includes not only the case where the medal is paid out from the medal payout opening 27 but also the case where the medal to be paid out is added to the credit. . The credited medal can be paid out from the medal payout opening 27 by a player separately operating.
 (スロットゲームの概略フローチャート)
 本実施形態のゲーム装置によるスロットゲームについて図面を用いて説明する。図10は本実施形態のゲーム装置によるスロットゲームの概略フローチャートである。
(Outline flowchart of slot game)
A slot game by the game device of the present embodiment will be described with reference to the drawings. FIG. 10 is a schematic flowchart of a slot game by the game apparatus of the present embodiment.
 まず、遊戯者は、ゲーム装置12のメダル投入口23からメダルを投入する(ステップS10)。メダルが投入されると、図4及び図11に示すゲーム画面下部のクレジット表示(CREDIT)に、投入メダル数が加算される(ステップS11)。 First, the player inserts a medal from the medal insertion slot 23 of the game apparatus 12 (step S10). When a medal is inserted, the number of inserted medals is added to the credit display (CREDIT) at the bottom of the game screen shown in FIGS. 4 and 11 (step S11).
 次に、遊戯者は、図4に示すゲーム画面下部のベットボタンにタッチするか、ゲーム装置12の操作パネルのベットボタン26を押して、クレジットされたメダルをベットする(ステップS12)。メダルがベットされると、図11に示すように、ゲーム画面下部のベット表示に、ベットしたメダル数が表示されると共に、4行5列のマスからなるマトリクス状のマスの1コースから4コースの各コースにベットメダル数(5枚)が表示される。 Next, the player touches the bet button at the bottom of the game screen shown in FIG. 4 or presses the bet button 26 on the operation panel of the game apparatus 12 to bet a credited medal (step S12). When the medals are bet, as shown in FIG. 11, the number of medals bet is displayed on the bet display at the bottom of the game screen, and the 1 to 4 courses of a matrix of squares composed of 4 rows and 5 columns are displayed. The number of bets (5) is displayed for each course.
 各コースへのメダルのベット方法としては、例えば、5枚のメダルをベットした場合、各コースに一斉に5枚のメダルがベットされる。他のメダルのベット方法としては、コース毎に指定したメダル数をベットできるようにしてもよい。 As a medal betting method for each course, for example, when 5 medals are bet, 5 medals are bet on each course at once. As another medal betting method, the number of medals designated for each course may be bet.
 次に、遊戯者は、図11に示すゲーム画面下部のスピンボタンにタッチするか、ゲーム装置12の操作パネルの実行ボタン28を押して、ゲームをスタートさせる(ステップS13)。 Next, the player starts the game by touching the spin button at the bottom of the game screen shown in FIG. 11 or pressing the execute button 28 on the operation panel of the game apparatus 12 (step S13).
 ゲームがスタートすると、図11に示すように、4行5列のマスからなるマトリクス状のリールが一斉に回転を開始する(ステップS14)。このとき、リールの図柄としては、図6に示す図柄のうち、ウォーリーをさがせ図柄(図6(h))以外の図柄(図6(b)~(g))がランダムに表れる。 When the game starts, as shown in FIG. 11, the matrix-shaped reels of 4 × 5 squares start to rotate all at once (step S14). At this time, among the symbols shown in FIG. 6, the symbols (FIGS. 6B to 6G) other than the symbol (FIG. 6H) appear at random from the symbols shown in FIG.
 その後、4行5列のマスからなるマトリクス状のリールが自動的に減速し、左端から順次停止する(ステップS15)。リールの回転が停止したゲーム画面の一例を図12に示す。 After that, the matrix-shaped reels of 4 × 5 squares automatically decelerate and stop sequentially from the left end (step S15). An example of the game screen in which the rotation of the reel is stopped is shown in FIG.
 次に、リール回転が停止したゲーム画面に基づいて、ウィン判定処理を実行する(ステップS16)。ウィン判定処理の詳細については後述する。 Next, a win determination process is executed based on the game screen where the reel rotation has stopped (step S16). Details of the win determination process will be described later.
 ウィン判定処理が終了すると、遊戯者が獲得したメダル数が、図12に示すゲーム画面下部のウィン表示に表示される。遊戯者が、ゲーム装置12の操作パネルの実行ボタン28を押すと、ウィン表示された数のメダルがクレジットに加算される(ステップS17)。 When the win determination process ends, the number of medals acquired by the player is displayed on the win display at the bottom of the game screen shown in FIG. When the player presses the execution button 28 on the operation panel of the game apparatus 12, the number of win-displayed medals is added to the credit (step S17).
 なお、遊戯者は、任意のタイミングで、クレジットされた数のメダルを払い出すことができる。遊戯者が例えば実行ボタン28を押すと、メダル払出口27からメダルが払い出される。 Note that the player can pay out the credited number of medals at any time. When the player presses the execution button 28, for example, medals are paid out from the medal payout exit 27.
 (ウィン判定処理)
 次に、図10の概略フローチャートのウィン判定処理(ステップS16)の詳細について図13乃至図19を用いて説明する。
(Win determination processing)
Next, details of the win determination process (step S16) in the schematic flowchart of FIG. 10 will be described with reference to FIGS.
 ウィン判定処理は、リールの回転が停止した状態における4行5列のマトリクス状のマスの図柄から、遊戯者がウィン(WIN)したか否かを判定し、ウィンしたときのペイアウトされる(クレジットに加算される)メダル数を演算する処理である。 In the win determination process, it is determined whether or not the player wins (WIN) based on the matrix of the 4 × 5 matrix in the state where the reel rotation is stopped, and a payout is made when the player wins (credits). This is a process of calculating the number of medals).
 本実施形態のウィン判定処理では、4行5列のマトリックス状のマスの図柄から、マスの連鎖を破断し、そのマスの連鎖数が所定数以上であるかに基づいて、ウィンしたか否かを判定する。 In the win determination process of this embodiment, whether or not a win is determined based on whether or not a chain of cells is broken from a matrix pattern of 4 rows and 5 columns and the number of chains of the cells is equal to or greater than a predetermined number. Determine.
 リール回転停止時の各マスには、図6(b)~(g)に示す、透明図柄、右向きの指差し図柄、下向きの指差し図柄、左向きの指差し図柄、上向きの指差し図柄、ストップ図柄のうちのいずれかの図柄が示される。 When the reel rotation is stopped, each square has a transparent symbol, a right pointing symbol, a downward pointing symbol, a left pointing symbol, an upward pointing symbol, and a stop as shown in FIGS. 6 (b) to (g). Any one of the symbols is shown.
 ウィン判定処理は、図4のゲームの基本画面に示す4行5列のマトリックス状のマスの各行に対してなされる。各行は、上から順に、1コース、2コース、3コース、4コースと名付けられている。各行の左端の1列目のマスが、各コースにおけるマスの連鎖を判断する際に開始点となるスタートマスである。 WIN determination processing is performed for each row of a matrix of 4 rows and 5 columns shown in the basic screen of the game in FIG. Each row is named, from the top, 1 course, 2 courses, 3 courses, 4 courses. The square in the first column at the left end of each row is a start square that becomes a starting point when judging the chain of squares in each course.
 各コースにおけるマスの連鎖を判断する開始時には、各行の左端の1列目のマスがカレントマスとなる。図4のゲーム基本画面において、2重枠で囲われたマスである。 At the start of determining the chain of squares in each course, the square in the first column at the left end of each row becomes the current square. In the game basic screen of FIG. 4, it is a square surrounded by a double frame.
 各コースにおけるマスの連鎖を判断する開始時、すなわち、各行の左端の1列目のマスがカレントマスの場合には、ラストマス(直前にカレントマスであったマス)は存在しないので、後述するマス連鎖の判断のため、そのときのラストマスの図柄を右向き指差し図柄に設定する。 At the start of judging the chain of squares in each course, that is, when the square in the first column at the left end of each row is the current square, the last square (the square that was the current square immediately before) does not exist. To determine the chain, the last mass symbol at that time is set to the right pointing symbol.
 マスの連鎖を順次判断する際の連鎖継続パターンを図13に示し、連鎖停止パターンを図14に示す。図13、図14において、カレントマスとラストマスを区別するため、ラストマスの2重枠で囲って図示した。 FIG. 13 shows the chain continuation pattern when sequentially determining the chain of cells, and FIG. 14 shows the chain stop pattern. In FIG. 13 and FIG. 14, in order to distinguish the current mass and the last mass, they are shown surrounded by a double frame of the last mass.
 カレントマスとラストマスが共に指差し図柄であり、その指差し方向が正反対(180度)方向でない場合には連鎖継続パターンと判断する。 When the current mass and the last mass are both pointing patterns and the pointing direction is not the opposite direction (180 degrees), it is determined as a chain continuation pattern.
 図13(a)に示すように、ラストマスが右向き指差し図柄の場合、カレントマスが右向き指差し図柄、下向き指差し図柄、上向き指差し図柄であれば、連鎖継続パターンとなる。 As shown in FIG. 13 (a), when the last cell is a right pointing symbol, if the current cell is a right pointing symbol, a downward pointing symbol, or an upward pointing symbol, a chain continuation pattern is obtained.
 同様に、図13(b)に示すように、ラストマスが下向き指差し図柄の場合、カレントマスが下向き指差し図柄、右向き指差し図柄、左向き指差し図柄であれば、連鎖継続パターンとなる。 Similarly, as shown in FIG. 13B, when the last mass is a downward pointing symbol, if the current mass is a downward pointing symbol, a right pointing symbol, or a left pointing symbol, a chain continuation pattern is obtained.
 同様に、図13(c)に示すように、ラストマスが左向き指差し図柄の場合、カレントマスが左向き指差し図柄、下向き指差し図柄、上向き指差し図柄であれば、連鎖継続パターンとなる。 Similarly, as shown in FIG. 13C, when the last mass is a left pointing design, if the current mass is a left pointing design, a downward pointing design, or an upward pointing design, a chain continuation pattern is obtained.
 同様に、図13(d)に示すように、ラストマスが上向き指差し図柄の場合、カレントマスが上向き指差し図柄、右向き指差し図柄、左向き指差し図柄であれば、連鎖継続パターンとなる。 Similarly, as shown in FIG. 13D, when the last mass is an upward pointing symbol, if the current mass is an upward pointing symbol, a right pointing symbol, or a left pointing symbol, a chain continuation pattern is obtained.
 ラストマスが指差し図柄であり、カレントマスの図柄が次のような場合には連鎖停止パターンと判断する。 If the last cell is a pointing symbol and the current cell symbol is as follows, it is determined as a chain stop pattern.
 図14(a)に示すように、ラストマスが右向き指差し図柄の場合、カレントマスが正反対の左向き指差し図柄、ストップ図柄、透明図柄であれば、連鎖停止パターンとなる。 As shown in FIG. 14 (a), when the last mass is a right pointing design, a chain stop pattern is obtained if the current mass is the opposite left pointing design, stop design, and transparent design.
 同様に、図14(b)に示すように、ラストマスが下向き指差し図柄の場合、カレントマスが正反対の上向き指差し図柄、ストップ図柄、透明図柄であれば、連鎖停止パターンとなる。 Similarly, as shown in FIG. 14B, when the last mass is a downward pointing symbol, if the current mass is the opposite upward pointing symbol, stop symbol, and transparent symbol, a chain stop pattern is obtained.
 同様に、図14(c)に示すように、ラストマスが左向き指差し図柄の場合、カレントマスが正反対の右向き指差し図柄、ストップ図柄、透明図柄であれば、連鎖停止パターンとなる。 Similarly, as shown in FIG. 14 (c), when the last mass is a left-pointing symbol, if the current mass is the opposite right pointing symbol, stop symbol, and transparent symbol, a chain stop pattern is obtained.
 同様に、図14(d)に示すように、ラストマスが上向き指差し図柄の場合、カレントマスが正反対の下向き指差し図柄、ストップ図柄、透明図柄であれば、連鎖停止パターンとなる。 Similarly, as shown in FIG. 14D, when the last mass is an upward pointing design, if the current mass is the opposite downward pointing design, stop design, and transparent design, a chain stop pattern is obtained.
 また、カレントマスが指差し図柄であり、その指差し図柄が示す方向が、4行5列のマトリックス状のマスの外側であり、マスがない場合にもマスの連鎖は停止する。 Also, if the current cell is a pointing symbol and the direction indicated by the pointing symbol is outside the 4 × 5 matrix, the cell chain is stopped.
 (ウィン判定処理の詳細フローチャート)
 本実施形態のゲーム装置によるスロットゲームのウィン判定処理の詳細について図面を用いて説明する。図15は本実施形態のゲーム装置によるスロットゲームのウィン判定処理の詳細フローチャートである。
(Detailed flowchart of win determination processing)
Details of the win determination process of the slot game by the game device of the present embodiment will be described with reference to the drawings. FIG. 15 is a detailed flowchart of the win determination process of the slot game by the game device of this embodiment.
 まず、コースカウンタの値を初期値である1にセットする(ステップS20)。 First, the value of the course counter is set to 1 which is an initial value (step S20).
 次に、ラストマスの図柄を初期値である右向き指差し図柄にセットする(ステップS21)。続いて、カレントマスの図柄をクリアする(ステップS22)。 Next, the last mass symbol is set to the right pointing symbol which is the initial value (step S21). Subsequently, the symbol of the current cell is cleared (step S22).
 次に、コースカウンタの値のコースの開始マスのアドレスを、カレントマスアドレスに記憶させる(ステップS23)。続いて、コースカウンタの値のコースの開始マスの図柄を、カレントマスの図柄として記憶させる(ステップS24)。 Next, the address of the course start mass corresponding to the value of the course counter is stored in the current mass address (step S23). Subsequently, the symbol of the course start value corresponding to the value of the course counter is stored as the symbol of the current square (step S24).
 例えば、コースカウンタが「1」であれば、「1コース」の開始マスのアドレス「M11」をカレントマスアドレスに記憶させ、図12の場合であれば、下向き指差し図柄をカレントマスの図柄として記憶させる。 For example, if the course counter is “1”, the address “M11” of the start cell of “1 course” is stored in the current cell address, and in the case of FIG. 12, the downward pointing pointing symbol is used as the current cell symbol. Remember.
 次に、連鎖カウンタを初期値の「1」にセットする(ステップS25)。 Next, the chain counter is set to the initial value “1” (step S25).
 次に、カレントマスアドレスにより指定されたカレントマスの図柄の種別を判断する(ステップS26)。 Next, the symbol type of the current cell designated by the current cell address is determined (step S26).
 ステップS26において、カレントマスの図柄が「指差し図柄」であると判断された場合には、カレントマスの図柄の指差しの向きと、ラストマスの図柄の指差しの向きが反対方向であるか否か判断する(ステップS27)。すなわち、カレントマスの図柄とラストマスの図柄が、図13に示すような、連鎖継続パターンであるか否かを判断する。 If it is determined in step S26 that the design of the current cell is the “pointing design”, whether or not the pointing direction of the design of the current cell is opposite to the pointing direction of the design of the last cell. (Step S27). That is, it is determined whether the symbol of the current mass and the symbol of the last mass are a chain continuation pattern as shown in FIG.
 カレントマスの図柄の指差しの向きとラストマスの図柄の指差しの向きが反対方向でないと判断された場合には、カレントマスの図柄の指差し方向にマスが存在するか否か判断する(ステップ28)。すなわち、カレントマスが指差し図柄が示す方向が、4行5列のマトリックス状のマスの外側であるか否かを判断する。 If it is determined that the pointing direction of the current cell symbol and the pointing direction of the last cell symbol are not opposite, it is determined whether a cell exists in the pointing direction of the current cell symbol (step) 28). That is, it is determined whether or not the direction indicated by the pointing symbol of the current cell is outside the matrix of 4 rows and 5 columns.
 カレントマスの図柄の指差しの向きとラストマスの図柄の指差しの向きが反対方向でないと判断され、かつ、カレントマスの図柄の指差し方向にマスが存在すると判断された場合には、マスの連鎖が継続されたとして、次の処理を行う。 If it is determined that the pointing direction of the design of the current mass and the pointing direction of the design of the last mass are not opposite, and it is determined that there is a mass in the pointing direction of the design of the current mass, Assuming that the chain is continued, the following processing is performed.
 カレントマスの図柄の指差し方向のマスのアドレスを、カレントマスアドレスに記憶させ(ステップS29)、カレントマスの図柄を、ラストマスの図柄として記憶させ(ステップS30)、カレントマスの図柄の指差し方向のマスの図柄を、ラストマスの図柄として記憶させ(ステップS31)、連鎖カウンタを1カウントアップする(ステップS32)。そして、ステップS26に戻る。 The cell address in the pointing direction of the current cell symbol is stored in the current cell address (step S29), the current cell symbol is stored as the last cell symbol (step S30), and the pointing direction of the current cell symbol is indicated. The symbol of the square is stored as the symbol of the last mass (step S31), and the chain counter is incremented by one (step S32). Then, the process returns to step S26.
 ステップS27において、カレントマスの図柄の指差しの向きと、ラストマスの図柄の指差しの向きが反対方向であると判断されると、マスの連鎖は停止されたとして、ステップS33に処理を移す。 In step S27, if it is determined that the pointing direction of the symbol of the current cell is opposite to the pointing direction of the symbol of the last cell, it is determined that the cell chain is stopped, and the process proceeds to step S33.
 同様に、ステップS28において、カレントマスの図柄の指差し方向にマスが存在しないと判断された場合には、マスの連鎖は停止されたとして、ステップS33に処理を移す。 Similarly, if it is determined in step S28 that there is no square in the pointing direction of the symbol of the current square, it is determined that the square chain is stopped, and the process proceeds to step S33.
 ステップS26において、カレントマスの図柄が「ストップ図柄」であると判断された場合には、マスの連鎖は停止されたとして、ステップS33に処理を移す。 If it is determined in step S26 that the symbol of the current cell is the “stop symbol”, it is determined that the cell chain is stopped, and the process proceeds to step S33.
 ステップS26において、カレントマスの図柄が「透明図柄」であると判断された場合には、続いて、透明図柄を透して見えるカレントマスの背景にキャラクタが存在するか否か判断する(ステップS37)。 If it is determined in step S26 that the symbol of the current cell is “transparent”, it is then determined whether or not a character exists in the background of the current cell that can be seen through the transparent symbol (step S37). ).
 ステップS37において、カレントマス内にキャラクタが存在していると判断された場合にはキャラクタの種別に応じた特別なキャラクタ処理(ステップS38)を実行する。キャラクタ処理の詳細については後述する。 If it is determined in step S37 that there is a character in the current cell, special character processing (step S38) corresponding to the character type is executed. Details of the character processing will be described later.
 ステップS37において、カレントマス内にキャラクタが存在していないと判断された場合には、マスの連鎖は停止されたとして、ステップS33に処理を移す。 If it is determined in step S37 that no character exists in the current cell, the cell chain is stopped, and the process proceeds to step S33.
 マスの連鎖が停止したと判断されると、連鎖カウンタの値を判断する(ステップS33)。 If it is determined that the chain of cells has stopped, the value of the chain counter is determined (step S33).
 本実施形態ではマスの連鎖数が「3」以上であれば、遊戯者のウィンとしてメダルを払い出すようにしている。したがって、ステップS33において、連鎖カウンタの値が2以下であると判断されると、ペイアウトはないので、ステップS35に移る。 In this embodiment, if the number of squares is “3” or more, a medal is paid out as a player's win. Therefore, if it is determined in step S33 that the value of the chain counter is 2 or less, there is no payout, and the process proceeds to step S35.
 ステップS33において、連鎖カウンタの値が3以上であると判断されると、続いて、ペイアウトを計算する(ステップS34)。ペイアウトのメダル数は、そのコースについて、図9(c)に示すベットメダル数メモリに記憶されたベットメダル数に、図9(a)に示す連鎖数倍率テーブルの倍率を掛けたメダル数となる。計算されたペイアウトメダル数は、図9(d)に示すペイアウトメダル数メモリに記憶される。 If it is determined in step S33 that the value of the chain counter is 3 or more, then payout is calculated (step S34). The number of medals for the payout is the number of medals obtained by multiplying the number of bet medals stored in the bet medal number memory shown in FIG. 9C for the course by the multiplication factor in the chain number multiplication table shown in FIG. . The calculated payout medal number is stored in the payout medal number memory shown in FIG.
 次に、コースカウンタを1カウントアップする(ステップS35)。続いて、コースカウンタの値を判断する(ステップS36)。 Next, the course counter is counted up by 1 (step S35). Subsequently, the value of the course counter is determined (step S36).
 ステップS36において、コースカウンタの値が4以下であると判断された場合には、全コース(1コース、2コース、3コース、4コース)の処理が終了していないので、ステップS21に戻り、次のコースについて同様なウィン判定処理を実行する。 If it is determined in step S36 that the value of the course counter is 4 or less, the processing of all courses (1 course, 2 courses, 3 courses, 4 courses) has not been completed, so the process returns to step S21. Similar win determination processing is executed for the next course.
 ステップS36において、コースカウンタの値が5以上であると判断された場合には、全コース(1コース、2コース、3コース、4コース)の処理が終了したので、ウィン判定処理を終了する。 In step S36, when it is determined that the value of the course counter is 5 or more, the process of all courses (1 course, 2 courses, 3 courses, 4 courses) is finished, and thus the win determination process is finished.
 (ウィン判定処理の具体例)
 ウィン判定処理の具体例について説明する。
(Specific example of win determination processing)
A specific example of the win determination process will be described.
 図12のゲーム画面に対して、上述したウィン判定処理を実行したとする。 Suppose that the above-described win determination process is executed on the game screen of FIG.
 「1コース」については、図16に示すように、「マスM11」-「マスM21」-「マスM22」-「マスM32」の4連鎖となり、ウィン判定となる。ベットメダル数「5」に、4連鎖の場合の倍率「1」を掛けたメダル数「5×1=5」が、ペイアウトメダル数メモリの「1コース」に記憶される。 For “1 course”, as shown in FIG. 16, there are four chains of “mass M11”-“mass M21”-“mass M22”-“mass M32”, and a win determination is made. The medal number “5 × 1 = 5” obtained by multiplying the bet medal number “5” by the magnification “1” in the case of four chains is stored in “1 course” of the payout medal number memory.
 「2コース」については、図17に示すように、「マスM21」-「マスM22」-「マスM32」の3連鎖となり、ウィン判定となる。ベットメダル数「5」に、3連鎖の場合の倍率「1」を掛けたメダル数「5×1=5」が、ペイアウトメダル数メモリの「2コース」に記憶される。 For “2 courses”, as shown in FIG. 17, there are 3 chains of “mass M21”-“mass M22”-“mass M32”, and a win determination is made. The medal number “5 × 1 = 5” obtained by multiplying the bet medal number “5” by the magnification “1” in the case of three chains is stored in “2 courses” of the payout medal number memory.
 「3コース」については、図18に示すように、「マスM31」-「マスM41」の2連鎖となり、ウィン判定とならない。「0」が、ペイアウトメダル数メモリの「3コース」に記憶される。 For “3 courses”, as shown in FIG. 18, there are two chains of “mass M31”-“mass M41” and no win determination is made. “0” is stored in “3 courses” in the payout medal number memory.
 「4コース」については、図19に示すように、「マスM41」の1連鎖となり、ウィン判定とならない。「0」が、ペイアウトメダル数メモリの「4コース」に記憶される。 For “4 courses”, as shown in FIG. 19, there is one chain of “mass M41” and no win determination is made. “0” is stored in “4 courses” of the payout medal number memory.
 これにより、ペイアウトメダル数メモリの「合計」は、「5+5+0+0=10」となり、10枚のメダルが払い出されることとなる。 Thus, the “total” of the payout medal number memory becomes “5 + 5 + 0 + 0 = 10”, and 10 medals are paid out.
 (キャラクタ処理)
 次に、図15のフローチャートのキャラクタ処理(ステップS38)の詳細について図面を用いて説明する。
(Character processing)
Next, details of the character processing (step S38) in the flowchart of FIG. 15 will be described with reference to the drawings.
 キャラクタ処理は、ステップS37において、カレントマス内にキャラクタが存在していると判断された場合に、キャラクタの種別に応じて、遊戯者に特典を与える特別なボーナス処理である。 The character process is a special bonus process that gives a bonus to a player according to the character type when it is determined in step S37 that a character exists in the current cell.
 本実施形態では、図7(a)のキャラクタ種別テーブルに示すように、5種類のキャラクタが用意されている。図7(b)に示す「ウォーリー」、図7(c)に示す「ウェンダ」、図7(d)に示す「ウーフ」、図7(e)に示す「オドロー」、図7(f)に示す「しろひげ」である。 In this embodiment, five types of characters are prepared as shown in the character type table of FIG. “Wally” shown in FIG. 7B, “Wendor” shown in FIG. 7C, “Woof” shown in FIG. 7D, “Odrow” shown in FIG. 7E, and FIG. This is the “white beard” shown.
 これら5つのキャラクタに対するボーナス処理について説明する
(1)再抽選処理
 透明マスのキャラクタが「ウォーリー」「ウェンダ」「ウーフ」の場合には、再抽選の処理が実行される。
The bonus process for these five characters will be described. (1) Re-lottery process When the transparent square character is “Wally”, “Wendor”, or “Woof”, the re-lottery process is executed.
 キャラクタが表示された透明マスについて、擬似リールを回転させて再抽選する。再抽選においては、リールの図柄として、図6に示す図柄のうち、透明図柄(図6(b))以外の図柄(図6(c)~(h))がランダムに表れる。そして、再抽選の結果、透明マスに現れた図柄種別に基づいて、次のようなボーナス処理を実行する。 ∙ For the transparent square on which the character is displayed, rotate the pseudo reel and draw again. In the re-lottery, symbols (Figs. 6 (c) to (h)) other than the transparent symbols (Fig. 6 (b)) among the symbols shown in Fig. 6 appear at random. Then, as a result of the re-lottery, the following bonus processing is executed based on the symbol type appearing on the transparent cell.
 再抽選の結果、透明マスに指差し図柄が現れた場合には、それが前後のマスを連鎖させる方向の指差し図柄であれば、マス連鎖数が増える。 As a result of re-drawing, if a pointing symbol appears on the transparent square, the number of mass chains increases if it is a pointing symbol in the direction in which the preceding and succeeding squares are chained.
 再抽選の結果、透明マスにストップ図柄が現れた場合には、マス連鎖はそこで停止し、マス連鎖数は増えない。 結果 If a stop symbol appears on a transparent square as a result of re-drawing, the mass chain stops there and the number of mass chains does not increase.
 再抽選の結果、透明マスにウォーリーをさがせ図柄が現れた場合には、後述する特別ゲーム「ウォーリーをさがせ」が実行される。
(2)ボーナス倍率加算処理
 5つのキャラクタに共通のボーナス処理としてボーナス倍率加算処理が実行される。
As a result of the re-lottery, if a symbol appears after searching for a wallet on a transparent cell, a special game “Search for Wally” described later is executed.
(2) Bonus magnification addition processing Bonus magnification addition processing is executed as bonus processing common to the five characters.
 ベットしたメダル数に掛ける倍率、例えば、マス連鎖数により獲得した倍率に、図9に示す、キャラクタボーナス倍率テーブルに格納された倍率を加える。「ウォーリー」のキャラクタであれば、倍率に「10」を加算し、「ウェンダ」のキャラクタであれば、倍率に「5」を加算し、「ウーフ」のキャラクタであれば、倍率に「2」を加算し、「オドロー」のキャラクタであれば、倍率に「1」を加算し、「しろひげ」のキャラクタであれば、倍率に「1」を加算する。
(3)ウォーリーをさがせ
 再抽選の結果、透明マスに「ウォーリーをさがせ」図柄が現れた場合には、特別ゲーム「ウォーリーをさがせ」が実行される。
The magnification stored in the character bonus magnification table shown in FIG. 9 is added to the magnification multiplied by the number of medals bet, for example, the magnification obtained by the number of mass chains. For a “Wally” character, add “10” to the magnification, for a “Wendor” character, add “5” to the magnification, and for a “woof” character, add “2” to the magnification. If the character is “Odrow”, “1” is added to the magnification. If the character is “Shirohige”, “1” is added to the magnification.
(3) Search for Wally If the “Search for Wally” symbol appears on the transparent cell as a result of the re-drawing, the special game “Search for Wally” is executed.
 特別ゲーム「ウォーリーをさがせ」は、図20(a)に示すように、ゲーム画面の上部全体が実際の絵本と同じ画像(詳細は省略)である「ウォーリーをさがせ」画面に入れ替わる。 As shown in FIG. 20A, the special game “Search for Wally” is replaced with a “Search for Wally” screen in which the entire upper part of the game screen is the same image as the actual picture book (details omitted).
 遊戯者は、目視により、絵本画像からウォーリーをさがし、ウォーリーを見つけたら、図20(b)に示すように、その部分にタッチする。制限時間内であれば、間違えたとしても、何度も画面にタッチできる。 The player looks for the Wally from the picture book image by visual observation, and when it finds the Wally, touches that portion as shown in FIG. If you make a mistake within the time limit, you can touch the screen many times.
 正しくウォーリーが発見出来ると、図20(c)に示すようなボーナス獲得画面となり、特別ボーナス、例えば、メダル10枚を獲得し、特別ゲーム「ウォーリーをさがせ」が終了する。
(4)フリースピン
 透明マスのキャラクタが「しろひげ」の場合には、フリースピンを行う権利を獲得する。メダルを使うことなく、例えば、5回のスロットゲームを行うことができる。
If the Wally can be found correctly, a bonus acquisition screen as shown in FIG. 20C is obtained, and a special bonus, for example, 10 medals are acquired, and the special game “Search for Wally” ends.
(4) Free spin If the character of the transparent cell is "Shirohige", the right to free spin is acquired. For example, five slot games can be played without using medals.
 フリースピンの結果に対して、上述したウィン判定処理を行い、メダルを更に獲得することができる。 The win determination process described above can be performed on the result of the free spin, and further medals can be obtained.
 (キャラクタ処理の詳細フローチャート)
 本実施形態のゲーム装置によるスロットゲームのキャラクタ処理の詳細について図面を用いて説明する。図21は本実施形態のゲーム装置によるスロットゲームのキャラクタ処理の詳細フローチャートである。
(Detailed flowchart of character processing)
Details of the character processing of the slot game by the game device of the present embodiment will be described with reference to the drawings. FIG. 21 is a detailed flowchart of the character processing of the slot game by the game device of this embodiment.
 キャラクタ処理では、まず、キャラクタの種別を判断する(ステップS40)。
(1)「ウォーリー」「ウェンダ」「ウーフ」の場合
 キャラクタが「ウォーリー」「ウェンダ」「ウーフ」の場合には、まず、透明マスのみ再抽選する(ステップS41)。
In the character process, first, the type of character is determined (step S40).
(1) In the case of “Wally”, “Wendor”, and “Woof” When the character is “Worry”, “Wendor”, and “Woof”, first, only the transparent cell is redrawn (step S41).
 次に、再抽選の結果として現れた図柄が何であるか判断する(ステップS42)。 Next, it is determined what symbol has appeared as a result of the re-lottery (step S42).
 再抽選の結果、現れた図柄が「ウォーリーをさがせ」図柄であると、特別ゲーム「ウォーリーをさがせ」を実行する(ステップS43)。特別ゲーム「ウォーリーをさがせ」において、正しくウォーリーが発見出来ると、特別ボーナス、例えば、メダル10枚を獲得する。そして、ステップS45に処理を移す。 If the symbol that appears as a result of the re-lottery is the “search for wally” symbol, the special game “search for wally” is executed (step S43). If the Wally can be found correctly in the special game “Search for Wally”, a special bonus, for example, 10 medals, is obtained. Then, the process proceeds to step S45.
 再抽選の結果、現れた図柄が「指差し」図柄であると、その指差し図柄の方向により更なるマス連鎖が可能かどうか判断し、可能であれば、連鎖が停止するまでマス連鎖数をカウントする(ステップS44)。そして、ステップS45に処理を移す。 If the symbol that appears as a result of re-drawing is a “pointing” symbol, it is determined whether further mass chaining is possible depending on the direction of the pointing symbol, and if possible, the number of mass chains is calculated until the chain stops Count (step S44). Then, the process proceeds to step S45.
 再抽選の結果、現れた図柄が「ストップ」図柄であると、直ちに、ステップS45に処理を移す。 If the symbol that appears as a result of the re-lottery is a “stop” symbol, the process immediately proceeds to step S45.
 ステップS45では、ペイアウトメダル数に、キャラクタボーナスとして獲得した倍率を加算して、ペイアウトメダル数を計算する。 In step S45, the payout medal number is calculated by adding the gain acquired as the character bonus to the payout medal number.
 プレイヤが獲得したメダル数(例えば「ベットしたメダル数」+「特別ゲーム「ウォーリーをさがせ」で獲得したメダル数」)に、プレイヤが獲得した倍率(例えば、「マス連鎖数による倍率」+「キャラクタによるボーナス倍率」)を掛けて、最終的なペイアウトメダル数とする。「キャラクタによるボーナス倍率」として、マス連鎖数による倍率(「1」~「400」)に、「ウォーリー」のキャラクタであれば、倍率「10」を加算し、「ウェンダ」のキャラクタであれば、倍率「5」を加算し、「ウーフ」のキャラクタであれば、倍率「2」を加算する。 The number of medals acquired by the player (for example, “the number of medals bet” + “the number of medals acquired in the special game“ Search for Wally ””) and the magnification obtained by the player (for example, “the magnification based on the number of mass chains” + “character” Multiply the bonus multiplier by “) to get the final number of payout medals. As the “Bonus magnification by character”, the magnification “10” is added to the magnification by the number of mass chains (“1” to “400”) if it is a “Wally” character, and if it is a “Wendor” character, The magnification “5” is added, and if it is a “woof” character, the magnification “2” is added.
 次に、これらボーナス処理により計算したペイアウトメダル数のメダルをクレジットに加算する(ステップS46)。
(2)「オドロー」の場合
 キャラクタが「オドロー」の場合には、既に計算されたペイアウトメダル数に、キャラクタボーナスとして獲得した倍率を加算して、ペイアウトメダル数を計算する(ステップS51)。
Next, the medal of the number of payout medals calculated by the bonus process is added to the credit (step S46).
(2) In the case of “Odrow” When the character is “Odrow”, the payout medal number is calculated by adding the magnification obtained as the character bonus to the already calculated payout medal number (step S51).
 プレイヤが獲得したメダル数(例えば「ベットしたメダル数」)に、プレイヤが獲得した倍率(例えば「マス連鎖数による倍率」+「1(=オドローによるボーナス倍率)」)を掛けて、最終的なペイアウトメダル数とする。 The final number is obtained by multiplying the number of medals obtained by the player (for example, “the number of medals bet”) by the magnification obtained by the player (for example, “multiple by the number of mass chains” + “1 (= bonus magnification by Odrow)”). The number of payout medals.
 次に、これらボーナス処理により計算したペイアウトメダル数のメダルをクレジットに加算する(ステップS52)。
(3)「しろひげ」の場合
 キャラクタが「しろひげ」の場合には、既に計算されたペイアウトメダル数に、キャラクタボーナスとして獲得した倍率を加算して、ペイアウトメダル数を計算する(ステップS61)。
Next, the medal of the number of payout medals calculated by the bonus process is added to the credit (step S52).
(3) In the case of “white beard” When the character is “white beard”, the payout medal number is calculated by adding the magnification obtained as the character bonus to the already calculated payout medal number (step S61). .
 プレイヤが獲得したメダル数(例えば「ベットしたメダル数」)に、プレイヤが獲得した倍率(例えば「マス連鎖数による倍率」+「1(=しろひげによるボーナス倍率)」)を掛けて、最終的なペイアウトメダル数とする。 Multiply the number of medals obtained by the player (for example, “the number of medals bet”) by the magnification obtained by the player (for example, “multiply by the number of mass chains” + “1 (= bonus magnification by white beard)”), and finally The number of payout medals.
 次に、フリースピンを所定回数、例えば、5回のスロットゲームをメダルを使うことなく行う(ステップS62)。 Next, free spins are performed a predetermined number of times, for example, 5 slot games without using medals (step S62).
 次に、フリースピンの結果も含めて、これらボーナス処理により増加したペイアウトメダル数のメダルをクレジットに追加する(ステップS63)。 Next, medals of the number of payout medals increased by the bonus process including the result of free spin are added to the credit (step S63).
 (キャラクタ処理(再抽選)の具体例)
 キャラクタ処理(再抽選)について具体例を用いて説明する。
(Specific example of character processing (re-lottery))
Character processing (re-lottery) will be described using a specific example.
 リールの回転が停止したゲーム画面が図22であるとし、このゲーム画面に対するキャラクタ処理(再抽選)について説明する。 Suppose that the game screen in which the rotation of the reels is stopped is shown in FIG. 22, and character processing (re-lottery) for this game screen will be described.
 まず、図22のゲーム画面に対して、上述したウィン判定処理を実行したとする。 First, it is assumed that the above-described win determination process is executed on the game screen of FIG.
 「1コース」については、図23に示すように、「マスM11」-「マスM12」-「マスM13」-「マスM14」の指差し図柄により連鎖され、透明マス「マスM24」により連鎖が停止し、その結果、4連鎖となる。 As shown in FIG. 23, “1 course” is linked by the pointing pattern of “mass M11”-“mass M12”-“mass M13”-“mass M14”, and is linked by the transparent mass “mass M24”. Stops, resulting in four chains.
 透明マス「マスM24」のキャラクタが「ウォーリー」「ウェンダ」「ウーフ」であると再抽選の処理が実行される。図24に示すように、「マスM24」のみリールが回転して再抽選される。 If the character of the transparent cell “Mass M24” is “Wally”, “Wendor”, or “Woof”, the re-lottery process is executed. As shown in FIG. 24, only the “mass M24” is rotated and the reels are drawn again.
 再抽選の結果、図25に示すように「マスM24」が下向きの指差し図柄となったとする。 Suppose that, as a result of the re-drawing, “mass M24” has become a downward pointing design as shown in FIG.
 その再抽選の結果のゲーム画面(図25)に対して、4連鎖の終点である「マスM14」から更に連鎖が可能であるか、ウィン判定処理と同様な処理を実行すると、図26に示すように、「マスM14」の指差し図柄から、「マスM24」の下向きの指差し図柄、「マスM34」の下向きの指差し図柄、「マスM44」の右向きの指差し図柄と、マス連鎖が継続し、「マスM45」のストップ図柄により、マス連鎖が停止する。 When the game screen (FIG. 25) as a result of the re-lottery is executed, a process similar to the win determination process is executed as shown in FIG. In the same way, from the pointing design of “mass M14”, the downward pointing design of “mass M24”, the downward pointing design of “mass M34”, the pointing design of “mass M44” to the right, and the mass chain The mass chain is stopped by the stop symbol of “Mass M45”.
 したがって、図26に示すように、「1コース」については、「マスM11」-「マスM12」-「マスM13」-「マスM14」-「マスM24」-「マスM34」-「マスM44」の指差し図柄により連鎖され、ストップ図柄のマス「マスM45」により連鎖が停止し、その結果、7連鎖となる。再抽選の前は、4連鎖であったが、再抽選の結果、7連鎖に増え、ペイアウトメダル数が増える。 Therefore, as shown in FIG. 26, for "1 course", "mass M11"-"mass M12"-"mass M13"-"mass M14"-"mass M24"-"mass M34"-"mass M44" The chain is stopped by the stop symbol “Mass M45”, resulting in 7 chains. Before the re-lottery, there were 4 chains, but as a result of the re-lot, it increased to 7 chains and the number of payout medals increased.
 [変形実施形態]
 本発明は上記実施形態に限らず種々の変形が可能である。
[Modified Embodiment]
The present invention is not limited to the above embodiment, and various modifications can be made.
 例えば、上記実施形態では、アミューズメント施設内に設けられたゲーム装置を例として説明したが、本発明の原理は、ゲーム装置の代わりに、家庭用ゲーム装置や、携帯ゲーム機、パーソナルコンピュータ、或いは、携帯電話、PHS、PDA等の携帯電話機等を用いてもよい。 For example, in the above embodiment, a game device provided in an amusement facility has been described as an example. However, the principle of the present invention is not a game device but a home game device, a portable game machine, a personal computer, Mobile phones such as mobile phones, PHS, and PDAs may be used.
 また、上記実施形態では、プレイヤの識別のためにICカードを用いたが、磁気カード、定期券、Suicaカード、Edyカード、携帯電話等を用いてもよい。更に、プレイヤを識別するものであれば、指紋や虹彩等の個人を識別する手段を用いてもよい。 In the above embodiment, an IC card is used for player identification, but a magnetic card, commuter pass, Suica card, Edy card, mobile phone, or the like may be used. Furthermore, as long as it identifies a player, means for identifying an individual such as a fingerprint or an iris may be used.
 また、本発明によるスロットゲームを、カジノ向けゲーミングマシンとして取り込んで、カジノゲームの一種として行うようにしてもよい。 Further, the slot game according to the present invention may be taken in as a casino gaming machine and played as a kind of casino game.
 また、本発明によるスロットゲームを、パチンコ機や、パチスロ機等におけるボーナスゲームの一種として行うようにしてもよい。 Further, the slot game according to the present invention may be performed as a kind of bonus game in a pachinko machine, a pachislot machine or the like.
 本発明によるゲーム装置及びゲーム装置の制御方法は、初心者でも楽しめるスロットゲームを提供するのに有用である。 The game device and the game device control method according to the present invention are useful for providing a slot game that even beginners can enjoy.
10…アミューズメント施設
12…ゲーム装置
13…筐体
14…処理装置
16…メインLCD
18…サブLCD
19…ビルボード
20…LAN
21…コントロールパネル
22…インターネット
23…メダル投入口
24…タッチパネル
25…メダルストック部
26…ベットボタン
27…メダル払出口
28…実行ボタン
30…サーバ
31…メーターキー
32…リセットキー
33…サイドランプ
34…ディスプレイモニタ
40…CPU
42…システムメモリ
44…バスアービタ
46…プログラムデータ記憶装置又は記憶媒体
48…BOOTROM
50…レンダリングプロセッサ
52…グラフィックメモリ
56…サウンドプロセッサ
58…サウンドメモリ
60…スピーカ
60a…ウーハースピーカー
62…通信インターフェース
64…LANアダプタ
66…ペリフェラルI/F
68…ペリフェラルI/F
10 ... Amusement facility 12 ... Game device 13 ... Case 14 ... Processing device 16 ... Main LCD
18 ... Sub LCD
19 ... Billboard 20 ... LAN
21 ... Control panel 22 ... Internet 23 ... Medal slot 24 ... Touch panel 25 ... Medal stock part 26 ... Bet button 27 ... Medal payout port 28 ... Execution button 30 ... Server 31 ... Meter key 32 ... Reset key 33 ... Side lamp 34 ... Display monitor 40 ... CPU
42 ... System memory 44 ... Bus arbiter 46 ... Program data storage device or storage medium 48 ... BOOTROM
50 ... Rendering processor 52 ... Graphic memory 56 ... Sound processor 58 ... Sound memory 60 ... Speaker 60a ... Woofer speaker 62 ... Communication interface 64 ... LAN adapter 66 ... Peripheral I / F
68 ... Peripheral I / F

Claims (11)

  1.  操作部と、表示部と、制御部とを有するゲーム装置において、
     前記制御部は、
     前記表示部にn行m列のマトリクス状マスを表示させる手段と、
     遊戯者による前記操作部の操作に基づいて、前記表示部に表示されたn行m列のマトリクス状マスの各マスの図柄を変化させ、その後、各マスの図柄の変化を停止させる手段と、
     停止したn行m列のマトリクス状マスにおいて、各マスの図柄に基づいて隣接するマスが連鎖しているか否かを判断し、マスの連鎖数に基づいて、当たりであるか否か判断する手段と、
     停止したn行m列のマトリクス状マスが当たりである場合には、マスの連鎖数に基づいて遊戯価値を払い出す手段と
     を有することを特徴とするゲーム装置。
    In a game device having an operation unit, a display unit, and a control unit,
    The controller is
    Means for displaying a matrix cell of n rows and m columns on the display unit;
    Based on the operation of the operation unit by the player, means for changing the design of each square of the n-by-m matrix matrix displayed on the display unit, and then stopping the change of the design of each square;
    Means for judging whether or not adjacent squares are linked based on the design of each square and determining whether or not it is a win based on the number of squares in the stopped n-row m-column matrix. When,
    And a means for paying out a play value based on the number of chained cells when the stopped n-by-m matrix cell is a win.
  2.  請求項1記載のゲーム装置において、
     前記当たりであるか否か判断する手段は、
     停止したn行m列のマトリクス状マスにおける各行の一端のマスから開始して、マスが連鎖するか否か順次判断し、マスが連続して連鎖する数に基づいて、当たりであるか否か判断する
     ことを特徴とするゲーム装置。
    The game device according to claim 1,
    Means for determining whether or not the winning is,
    Starting from the square at one end of each row in the stopped matrix of n rows and m columns, whether or not the squares are chained sequentially is judged, and whether or not it is a win based on the number of squares chained continuously A game device characterized by judging.
  3.  請求項1又は2記載のゲーム装置において、
     各マスの図柄は、少なくとも右方向、下方向、左方向、上方向を指し示す図柄を含み、
     前記当たりであるか否か判断する手段は、
     一のマスの図柄が指し示す方向と、前記一のマスの図柄が指し示す方向の他のマスの図柄の指し示す方向とが反対方向であれば、前記一のマスと前記他のマスは連鎖していないと判断し、反対方向でなければ、前記一のマスと前記他のマスは連鎖していると判断する
     ことを特徴とするゲーム装置。
    The game device according to claim 1 or 2,
    Each square design includes at least a design that points to the right, down, left, and up directions,
    Means for determining whether or not the winning is,
    If the direction indicated by the symbol of one cell and the direction indicated by the symbol of the other cell in the direction indicated by the symbol of the one cell are opposite directions, the one cell and the other cell are not linked. If the direction is not the opposite direction, it is determined that the one cell and the other cell are linked.
  4.  請求項3記載のゲーム装置において、
     各マスの図柄は、更に、停止を示す図柄を含み、
     前記当たりであるか否か判断する手段は、
     前記一のマスの図柄が指し示す方向の他のマスの図柄が、停止を示す図柄である場合には、前記一のマスと前記他のマスは連鎖していないと判断する
     ことを特徴とするゲーム装置。
    The game device according to claim 3,
    Each square symbol further includes a symbol indicating a stop,
    Means for determining whether or not the winning is,
    The game is characterized in that when the symbol of another square in the direction indicated by the symbol of the one square is a symbol indicating stop, it is determined that the one square and the other square are not linked. apparatus.
  5.  請求項3記載のゲーム装置において、
     各マスの図柄は、更に、背景画像を透過する透明図柄を含み、
     前記当たりであるか否か判断する手段は、
     前記一のマスの図柄が指し示す方向の他のマスの図柄が、透明図柄である場合には、前記他のマスの透明図柄を透過して見える背景画像に基づいて、所定のボーナスを付与する
     ことを特徴とするゲーム装置。
    The game device according to claim 3,
    Each square design further includes a transparent design that transmits the background image,
    Means for determining whether or not the winning is,
    When a symbol of another cell in the direction indicated by the symbol of the one cell is a transparent symbol, a predetermined bonus is given based on a background image that can be seen through the transparent symbol of the other cell. A game device characterized by the above.
  6.  操作部と、表示部と、制御部とを有するゲーム装置の制御方法において、
     前記制御部が、前記表示部にn行m列のマトリクス状マスを表示させるステップと、
     前記制御部が、遊戯者による前記操作部の操作に基づいて、前記表示部に表示されたn行m列のマトリクス状マスの各マスの図柄を変化させ、その後、各マスの図柄の変化を停止させるステップと、
     前記制御部が、停止したn行m列のマトリクス状マスにおいて、各マスの図柄に基づいて隣接するマスが連鎖しているか否かを判断し、マスの連鎖数に基づいて、当たりであるか否か判断するステップと、
     前記制御部が、停止したn行m列のマトリクス状マスが当たりである場合には、マスの連鎖数に基づいて遊戯価値を払い出すステップと
     を有することを特徴とするゲーム装置の制御方法。
    In a control method of a game device having an operation unit, a display unit, and a control unit,
    The control unit causing the display unit to display a matrix of n rows and m columns; and
    Based on the operation of the operation unit by the player, the control unit changes the design of each square of the n-by-m matrix cell displayed on the display unit, and then changes the design of each square. A step to stop,
    The control unit determines whether or not adjacent squares are linked based on the design of each square in the stopped n-by-m matrix, and whether or not it is a hit based on the number of squares Determining whether or not,
    The control method includes a step of paying out a play value based on the number of chained squares when the control unit is a winning n-by-m matrix square.
  7.  請求項6記載のゲーム装置の制御方法において、
     前記当たりであるか否か判断するステップは、
     停止したn行m列のマトリクス状マスにおける各行の一端のマスから開始して、マスが連鎖するか否か順次判断し、マスが連続して連鎖する数に基づいて、当たりであるか否か判断する
     ことを特徴とするゲーム装置の制御方法。
    The method for controlling a game device according to claim 6,
    The step of determining whether or not the winning is
    Starting from the square at one end of each row in the stopped matrix of n rows and m columns, whether or not the squares are chained sequentially is judged, and whether or not it is a win based on the number of squares chained continuously A method for controlling a game device, comprising: determining.
  8.  請求項5又は6記載のゲーム装置の制御方法において、
     各マスの図柄は、少なくとも右方向、下方向、左方向、上方向を指し示す図柄を含み、
     前記当たりであるか否か判断するステップは、
     一のマスの図柄が指し示す方向と、前記一のマスの図柄が指し示す方向の他のマスの図柄の指し示す方向とが反対方向であれば、前記一のマスと前記他のマスは連鎖していないと判断し、反対方向でなければ、前記一のマスと前記他のマスは連鎖していると判断する
     ことを特徴とするゲーム装置の制御方法。
    The method of controlling a game device according to claim 5 or 6,
    Each square design includes at least a design that points to the right, down, left, and up directions,
    The step of determining whether or not the winning is
    If the direction indicated by the symbol of one cell and the direction indicated by the symbol of the other cell in the direction indicated by the symbol of the one cell are opposite directions, the one cell and the other cell are not linked. If the direction is not the opposite direction, it is determined that the one cell and the other cell are linked to each other.
  9.  請求項8記載のゲーム装置の制御方法において、
     各マスの図柄は、更に、停止を示す図柄を含み、
     前記当たりであるか否か判断するステップは、
     前記一のマスの図柄が指し示す方向の他のマスの図柄が、停止を示す図柄である場合には、前記一のマスと前記他のマスは連鎖していないと判断する
     ことを特徴とするゲーム装置の制御方法。
    The method of controlling a game device according to claim 8.
    Each square symbol further includes a symbol indicating a stop,
    The step of determining whether or not the winning is
    The game is characterized in that when the symbol of another square in the direction indicated by the symbol of the one square is a symbol indicating stop, it is determined that the one square and the other square are not linked. Device control method.
  10.  請求項8記載のゲーム装置の制御方法において、
     各マスの図柄は、更に、背景画像を透過する透明図柄を含み、
     前記当たりであるか否か判断するステップは、
     前記一のマスの図柄が指し示す方向の他のマスの図柄が、透明図柄である場合には、前記他のマスの透明図柄を透過して見える背景画像に基づいて、所定のボーナスを付与する
     ことを特徴とするゲーム装置の制御方法。
    The method of controlling a game device according to claim 8.
    Each square design further includes a transparent design that transmits the background image,
    The step of determining whether or not the winning is
    When a symbol of another cell in the direction indicated by the symbol of the one cell is a transparent symbol, a predetermined bonus is given based on a background image that can be seen through the transparent symbol of the other cell. A method for controlling a game device.
  11.  コンピュータに、
     表示部にn行m列のマトリクス状マスを表示させるステップ、
     遊戯者による操作部の操作に基づいて、前記表示部に表示されたn行m列のマトリクス状マスの各マスの図柄を変化させ、その後、各マスの図柄の変化を停止させるステップ、
     停止したn行m列のマトリクス状マスにおいて、各マスの図柄に基づいて隣接するマスが連鎖しているか否かを判断し、マスの連鎖数に基づいて、当たりであるか否か判断するステップ、
     停止したn行m列のマトリクス状マスが当たりである場合には、マスの連鎖数に基づいて遊戯価値を払い出すステップ
     を実行させるためのプログラム。
    On the computer,
    Displaying an n-by-m matrix in a display unit,
    Based on the operation of the operation unit by the player, the step of changing the design of each square of the matrix cell of n rows and m columns displayed on the display unit, and then stopping the change of the design of each square,
    In the stopped n-by-m matrix cell, a step of determining whether adjacent cells are linked based on the design of each cell and determining whether it is a win based on the number of cells connected ,
    A program for executing a step of paying out a game value based on the number of chained squares when the stopped n-by-m matrix square is a win.
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