WO2013145605A1 - 遊技機、遊技機の制御方法、及び、プログラム - Google Patents
遊技機、遊技機の制御方法、及び、プログラム Download PDFInfo
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- WO2013145605A1 WO2013145605A1 PCT/JP2013/001673 JP2013001673W WO2013145605A1 WO 2013145605 A1 WO2013145605 A1 WO 2013145605A1 JP 2013001673 W JP2013001673 W JP 2013001673W WO 2013145605 A1 WO2013145605 A1 WO 2013145605A1
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- 238000012937 correction Methods 0.000 claims abstract description 138
- 230000008859 change Effects 0.000 claims description 9
- 238000012545 processing Methods 0.000 abstract description 16
- 230000000694 effects Effects 0.000 abstract description 5
- 230000008569 process Effects 0.000 description 30
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- 238000004891 communication Methods 0.000 description 6
- 238000004088 simulation Methods 0.000 description 5
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- 239000004973 liquid crystal related substance Substances 0.000 description 4
- 230000004044 response Effects 0.000 description 4
- 238000009987 spinning Methods 0.000 description 4
- 238000005286 illumination Methods 0.000 description 3
- 241000167854 Bourreria succulenta Species 0.000 description 2
- 235000019693 cherries Nutrition 0.000 description 2
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- 238000011156 evaluation Methods 0.000 description 2
- 241000219109 Citrullus Species 0.000 description 1
- 235000012828 Citrullus lanatus var citroides Nutrition 0.000 description 1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3269—Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
Definitions
- the present invention relates to a gaming machine, a gaming machine control method, and a program.
- Patent Document 1 Japanese Patent Application Laid-Open No. 2011-101691
- the “winning” is managed by the game device as a reference timing that is expected to be operated at that time if the player is originally.
- “hit the player is expected to operate” is not defined. In other words, it is impossible to determine at which point the player's operation is intended. In such a game, the “correction for winning” itself cannot be considered.
- the evaluation of the operation timing is corrected afterward by the delay indicated by the correction data, so that the processing becomes complicated and the player feels uncomfortable.
- the invention of claim 1 accepts that the user selects at least one of the plurality of target images in association with a plurality of reference times that are associated with each of the plurality of target images and arranged in time series.
- a reception time setting unit for setting a plurality of reception times arranged in time series, and each of the plurality of target images corresponding to the plurality of reference times in advance of the plurality of reference times by a correction time.
- a selection receiving unit that receives a selection from the user, and which time of the plurality of receiving times the time when the selection is acquired from the selection receiving unit
- a gaming machine includes a selection determining unit that determines and displays on the display unit that a target image associated with a reference time determined to be within the time is selected.
- the invention of claim 2 provides the gaming machine according to claim 1, wherein the control unit receives a change in the correction time from the user.
- the invention of claim 3 provides the gaming machine according to claim 1, wherein the control unit reads and sets the correction time associated with the model ID of the gaming machine.
- the invention of claim 4 further includes a storage unit storing a table in which the model ID and the correction time are associated, and the control unit refers to the table stored in the storage unit and performs the correction.
- the correction time is equal to or longer than a time from a time when the user directly operates the selection receiving unit to a time when the selection determining unit determines which target image is selected.
- the control unit displays the one target image when the one target image is displayed on the display unit, and the user displays the one target image in a state where the one target image is displayed on the display unit.
- the reception time setting unit changes the setting of the plurality of reception times with respect to the plurality of reference times when the presence / absence of the possibility of winning a game is changed at a predetermined time.
- the invention according to claim 8 accepts that the user selects at least one of the plurality of target images in association with a plurality of reference times arranged in time series in association with each of the plurality of target images.
- a reception time setting stage for setting a plurality of reception times arranged in time series, and each of the plurality of target images corresponding to the plurality of reference times prior to the plurality of reference times by a correction time.
- a selection reception stage for receiving a selection from the user, and which time of the plurality of reception times the time when the selection is acquired in the selection reception stage is within
- a control method for a gaming machine comprising: a selection determining step of determining and displaying on the display section that a target image associated with a reference time determined to be within the time is selected.
- the invention according to claim 9 accepts that the user selects at least one of the plurality of target images in association with a plurality of reference times that are associated with each of the plurality of target images and arranged in time series.
- a reception time setting function for setting a plurality of reception times arranged in time series, and each of the plurality of target images corresponding to the plurality of reference times in advance of the correction time with respect to the plurality of reference times.
- the selection reception function for receiving a selection from the user, and the selection reception function.
- FIG. 1 is a diagram illustrating a gaming machine system 10.
- FIG. It is a figure which shows the hardware constitutions of the gaming machine 14.
- the gaming machine 14 it is a figure explaining the game screen displayed on the display part 22 during executing the game of the simulation of a swing type gaming machine.
- FIG. 6 is a diagram illustrating a model / correction table 76 stored in a storage unit 54.
- FIG. It is a figure explaining the display of the pattern without correction
- FIG. 1 is a diagram illustrating a gaming machine system 10.
- the gaming machine system 10 includes a game server 12 that stores a plurality of game programs, and a plurality of gaming machines 14.
- the gaming machine 14 is connected to the game server 12 via the network 16 so that data can be transmitted and received.
- the plurality of gaming machines 14 may have different operation systems and input / output hardware.
- the gaming machine 14 acquires a program such as a game program from the game server 12 and executes a game or the like.
- An example of the gaming machine 14 is a portable terminal with a built-in computer.
- the gaming machine 14 includes a housing 20, a display unit 22, a touch panel 24, and operation buttons 26.
- the housing 20 has a thin rectangular parallelepiped shape.
- the housing 20 holds a display unit 22, a touch panel 24, and operation buttons 26.
- the display unit 22 is provided on one surface of the housing 20.
- the display unit 22 is, for example, a liquid crystal display device or an organic EL display device.
- the display unit 22 displays a game screen, a telephone or Internet operation screen, and the like.
- the touch panel 24 is provided so as to overlap substantially the entire surface of the display unit 22.
- the touch panel 24 may be of any type such as a resistive film method, an optical method such as an infrared method, and a capacitive coupling method.
- the touch panel 24 detects the coordinates of the position touched by the user and outputs the coordinate data.
- the operation button 26 is disposed on one surface of the housing 20 in a different area from the display unit 22. In the example shown in FIG. 1, three operation buttons 26 are provided, and different functions are set for each. Therefore, when the operation button 26 is operated by the user, an operation signal corresponding to the function set in the operation button 26 is output. For example, when a power on / off function is set for one operation button 26, when the operation button 26 is operated, a power on / off switching signal or the like is output.
- FIG. 2 is a diagram showing a hardware configuration of the gaming machine 14.
- the gaming machine 14 includes a CPU 30, a connector 32, an input / output interface circuit 34, a hard disk 36, a RAM 38, an image processing unit 40, an audio processing unit 42 to which a speaker 44 is connected, and a communication unit 46. .
- These hardware are housed in the housing 20.
- the CPU 30, connector 32, input / output interface circuit 34, hard disk 36, RAM 38, image processing unit 40, audio processing unit 42, and communication unit 46 are connected to each other via a bus 48.
- the CPU 30 reads a program such as a game program from the external recording medium 50 connected to the connector 32, the hard disk 36, the game server 12, and the like.
- the CPU 30 stores the read program in the RAM 38 functioning as a working area and executes it.
- the input / output interface circuit 34 connects the touch panel 24 and the operation buttons 26 to the bus 48. As a result, the input / output interface circuit 34 can exchange data with the touch panel 24 and the operation buttons 26 and the CPU 30.
- the touch panel 24 includes a device driver, and outputs position coordinate data corresponding to a position touched by a user's finger or the like. Note that the detection accuracy of the touch panel 24 may be lower or higher than the resolution of the display image of the display unit 22.
- the image processing unit 40 is connected to the display unit 22. In response to an instruction from the CPU 30, the image processing unit 40 generates an image such as a game image based on data for generating an image stored in the RAM 38 and causes the display unit 22 to display the image.
- the audio processing unit 42 is connected to the speaker 44. In response to support from the CPU 30, the sound processing unit 42 generates sound such as game sound based on data for generating sound stored in the RAM 38 and outputs the sound to the speaker 44.
- the communication unit 46 has a ROM that stores various communication programs.
- the communication unit 46 operates according to a communication program.
- FIG. 3 is a diagram illustrating a game screen 100 displayed on the display unit 22 while the game machine 14 is executing a simulation game of a spinning-reel game machine.
- the game screen 100 includes a reel frame image 102 and reel images 104, 106, and 108 in the reel frame image 102.
- the longitudinal direction of the reel frame image 102 is orthogonal to the longitudinal direction of the display unit 22.
- an image that faithfully reproduces peripheral members included in an actual revolving game machine such as a liquid crystal display image 110, a lighting image 112, and a panel image 114, is displayed above the reel frame image 102.
- game results such as whether or not a winning combination has been established and the type of winning combination that has been established are displayed on the reel frame image 102.
- an operation member image 116 such as a start button and a reel stop button, an illumination image 118, and the like are displayed below the reel frame image 102.
- a panel image 120 is displayed.
- FIG. 4 is a diagram showing a symbol arrangement recorded on the game screen 100.
- FIG. 5 is a diagram illustrating the shape of a three-dimensional image generated by the reel image processing unit.
- FIG. 6 is a diagram illustrating an exemplary reel frame image 102 displayed when the reel frame image 102 is stopped.
- the game screen 100 includes three symbol arrays 130, 132, and 134 that define 21 symbols and their corresponding layouts corresponding to the three reel images 104, 106, and 108, respectively. Is stored.
- the 21-frame symbol is an example of a plurality of target images.
- the CPU 30 has a virtual three-dimensional image 136, 138, 140 in which a cylindrical three-dimensional shape as shown in FIG. 5 is arranged and symbols of the symbol arrangements 130, 132, 134 are arranged on the circumferential surface thereof. To generate.
- the CPU 30 reels an image obtained by viewing the display parts 144, 146, and 148, which are circumferential portions within a predetermined angle range ⁇ around the axis 142, from a virtual viewpoint set outside the three-dimensional images 136, 138, and 140. Images 104, 106, and 108 are displayed on the game screen 100.
- the angle range ⁇ is set to a size that includes three consecutive symbols arranged on the circumferential surfaces of the three-dimensional images 136, 138, and 140.
- the CPU 30 rotates the three-dimensional images 136, 138, and 140 in a predetermined direction at a predetermined speed so that the display parts 144, 146, and 148 are rotated three times.
- the three-dimensional images 136, 138, 140 are moved relative to the symbol arrangement arranged on the circumferential surface of the dimensional images 136, 138, 140, thereby passing through the display parts 144, 146, 148.
- a plurality of types of winning combinations are set as game results, and when all the reel images 104, 106, 108 are stopped, “7”, “bar”, “watermelon” are displayed in the reel frame image 102. ”,“ Replay ”, etc. are arranged on a predetermined active line, or if any of the symbols on the left reel image 104 is“ Cherry ”, it corresponds to each case. A game result that a winning combination is established is notified, and in other cases, a game result that a winning combination is announced is notified.
- FIG. 6 shows the reels in a state where the display parts 144, 146, 148 on the three-dimensional images 136, 138, 140 are at the positions of the frames 150, 152, 154 shown on the symbol arrays 130, 132, 134 of FIG.
- the images 104, 106, and 108 show the reel frame image 102 when the stop operation is performed.
- the horizontal and diagonal lines 156 in the figure are effective lines, and in the figure, the effective lines 156 are shown. From the aspect in which three “7” symbols are lined up, the player can understand that a specific “7 role” winning combination has been established.
- FIG. 7 is a block diagram showing a functional configuration realized by the CPU 30 executing the game program.
- the gaming machine 14 includes a game execution unit 52, a storage unit 54, the display unit 22, and an input unit 68.
- the input unit 68 includes the touch panel 24 and the operation buttons 26.
- the game execution unit 52 includes a reception time setting unit 60, a control unit 62, a selection reception unit 64, and a selection determination unit 66.
- the reception time setting unit 60 sets a plurality of reception times arranged in chronological order for accepting the user selecting at least one of the plurality of symbols by the touch panel 24.
- the plurality of reception times are associated with a plurality of reference times that are associated with each of the plurality of symbols and arranged in time series.
- the reception time setting unit 60 changes the setting of a plurality of reception times for a plurality of reference times when the presence / absence of the possibility of winning a game is changed based on the winning data 72 at a predetermined time. .
- the control unit 62 acquires an instruction input by the user through the input unit 68 and executes a process corresponding to the instruction.
- An example of the process executed by the control unit 62 is a correction process for setting a correction time that precedes the display time for displaying the symbol on the display unit 22 with respect to the reference time. Even when the correction time is set and the display time is corrected, if there is no change in the possibility of winning, it is preferable that the relationship between the winning reception time and the reference time of the corresponding symbol does not change.
- the correction process includes manual correction, automatic correction, and trial correction.
- the control unit 62 accepts a change in correction time from the user via the touch panel 24 or the like in manual correction.
- the control unit 62 refers to the model / correction table 76 stored in the storage unit 54, reads the correction time associated with the model ID of the gaming machine, and sets the correction time.
- An example of the correction time is the time from the time when the user directly operates the selection receiving unit 64 to the time when the selection determining unit 66 determines which symbol is selected.
- the correction time may be equal to or longer than the time from when the user directly operates the selection receiving unit 64 to when the selection determining unit 66 determines which symbol is selected.
- control unit 62 assumes that one symbol is displayed on the display unit 22 when the symbol is displayed on the display unit 22 and that the user selects the one symbol on the display unit 22.
- the amount of deviation from the selection time point input to the selection determination unit 66 is set as the correction time.
- the control unit 62 causes the display unit 22 to display each of a plurality of symbols corresponding to the plurality of reference times in chronological order prior to the plurality of reference times by the correction time set by the correction process.
- the selection receiving unit 64 includes the touch panel 24 and the operation buttons 26, and receives a selection from the user.
- the selection determination unit 66 determines which of the plurality of reception times the time when the selection is acquired from the selection reception unit 64, and the symbol associated with the reference time determined to be within the time is selected. A message to the effect is displayed on the display unit 22.
- the plurality of reception times include a winning reception time at which the user's selection is determined to be a winning and a miss receiving time at which the user's selection is determined to be off.
- the storage unit 54 stores a reference time table 70, winning data 72, a reception time table 74, a model / correction table 76, a correction time 78, and game image data 80.
- the reference time table 70 is a table in which reference times for displaying each symbol are associated with each symbol and arranged in time series.
- the control unit 62 causes the display unit 22 to display each symbol during the reference time in a state where the display time for displaying the symbol is not corrected.
- the winning data 72 is data for determining whether or not the reception time setting unit 60 is in the winning mode.
- the reception time setting unit 60 does not set a winning reception time determined to be a winning in the non-winning mode other than the winning mode. Therefore, the selection determining unit 66 does not determine that the user selects a symbol at any time. In this case, in the non-winning mode, the reception time setting unit 60 assigns a deviation reception time to the time instead of setting the winning reception time.
- the reception time table 74 is a table in which, in the winning mode, the selection determination unit 66 associates the winning reception time and the off reception time for determining whether or not the user's selection is successful with each symbol. In the winning mode, the selection determining unit 66 determines that it is a winning if the time when the user's selection is acquired is a winning reception time. In the non-winning mode, and in the winning mode and when the point of time when the user's selection is acquired is not the winning reception time, the selection determining unit 66 determines that it is out.
- the model / correction table 76 is a table in which a model ID is associated with a correction time.
- the control unit 62 stores any one of the correction time based on the model / correction table 76, the correction time by automatic correction, and the correction time by trial correction as the correction time 78 in the storage unit 54. .
- the game image data 80 is data of the game screen 100 including a plurality of symbols of the game included in the symbol arrays 130, 132, and 134.
- the control unit 62 refers to the game image data, generates a game screen, and causes the display unit 22 to display the game screen.
- FIG. 8 is a diagram for explaining the reference time table 70 stored in the storage unit 54.
- the reference time table 70 associates each symbol of the symbol arrays 130, 132, 134 with the order in which the symbols are arranged in time series, and the reference time.
- the control unit 62 displays the symbols on the display unit 22 for the reference time associated with each symbol, for example, for 1/30 seconds, in the order associated with each symbol.
- the order associated with each symbol in the reference time table 70 is the order of the symbol arrangement shown in FIG.
- FIG. 9 is a diagram for explaining the model / correction table 76 stored in the storage unit 54.
- the model ID and the correction time are associated with each other.
- the correction time is indicated by the number of symbols in the design, but instead, the correction time may be indicated by a time such as 1.5 / 30 seconds.
- the correction time corrects the delay for the reaction of the touch panel 24 of the gaming machine 14. Due to the delay caused by the characteristics of the touch panel 24, the time between the time when the touch panel 24 is operated and the time when the selection determination unit 66 acquires the selection is different between models with different touch panels 24 of the gaming machine 14. .
- the model / correction table 76 stores the delay amount, which differs for each model, as a correction time and is associated with a model ID for identifying the model.
- the delay time may be calculated in advance through experiments or the like and stored as a correction time.
- the control unit 62 reads the correction time corresponding to the model of the gaming machine 14 from the model / correction table 76.
- the control unit 62 displays each of a plurality of symbols corresponding to the plurality of reference times in time series in advance of the read correction time with respect to the plurality of reference times.
- FIG. 10 is a diagram for explaining display of symbols when no correction is performed.
- the left figure of FIG. 10 is a figure explaining the reference time.
- the center diagram of FIG. 10 is a diagram for explaining the display of the display unit 22 with respect to the reference time.
- the right diagram of FIG. 10 is a diagram for explaining the display of the display unit 22 in the stopped state.
- time is expressed by the number of frames.
- One frame is a time during which each symbol is displayed in one frame in the moving direction of the symbols of the reel images 104, 106, and 108, and corresponds to the length of the reference time, for example, 1/30 second.
- FIG. 11 is a timing chart for explaining the winning judgment when no correction is made.
- a reference time an example is shown in which symbols “cherry”, “7”, and “replay” are displayed for one frame in this order.
- the display time indicates the time during which each symbol “7” is actually displayed on the display unit 22.
- the selection time in FIG. 11 indicates a selection time point when the user selects a symbol by the touch panel 24.
- the acquisition time in FIG. 11 indicates a point in time when the selection determination unit 66 acquires the user's selection.
- the reel image 108 will be described.
- the reference time and the display time coincide with each other without correction. That is, the symbol, for example, the symbol “7”, is displayed at the central portion 82 in the moving direction of the reel image 108 at the start of the reference time corresponding to the symbol, and at the center of the reel image 108 at the end of the reference time.
- the display on the part 82 ends.
- the time when the lower side of the symbol enters the central portion 82 is the start time, and the time when the lower side of the symbol comes out of the central portion 82 is the end time.
- Each symbol is displayed on the time reel image 108 for approximately three frames, that is, three times the reference time.
- the winning reception time determined to be a winning is set to start 0.5 frames earlier than the reference time and the time displayed on the display unit 22.
- the length of the reception time is set to one frame. Therefore, when no correction is made, the time from when the lower side of the symbol reaches 0.5 frames before the central portion 82 until it reaches the center 84 of the central portion 82 is the reception time.
- the selection determining unit 66 recognizes that the user has made a selection from the actual operation point of the user. Assuming that this time is 1.5 frames, the selection time point acquired by the selection determination unit 66 from the selection reception unit 64 exceeds the reception time for the symbol “7”. That is, the selection determining unit 66 determines that the time point when the user has selected is not the reception time of the symbol “7” but the reception time of the symbol “Replay”. As a result, the control unit 62 causes the symbol “7” to pass through the central portion 82 of the reel image 108 and displays the next symbol “Replay” as a stop symbol. As a result, although the user has selected a symbol for the winning reception time, the user falls off due to the delay time.
- FIG. 12 is a diagram for explaining display of symbols when correction is performed using the correction time.
- the left figure of FIG. 12 is a figure explaining the reference time.
- the center diagram of FIG. 12 is a diagram for explaining the display of the display unit 22 with respect to the reference time.
- the right figure of FIG. 12 is a figure explaining the display of the display part 22 in a stop state.
- time is expressed by the number of frames as in FIG.
- FIG. 13 is a timing chart for explaining determination of winning in a state with correction.
- the reference time, selection time, and acquisition time in FIG. 13 are the same as in FIG. However, in FIG. 13, the reference time and the display time displayed on the display unit 22 do not match. That is, the control unit 62 sets the display time so as to precede the reference time by the correction time. As shown in FIG. 13, when the correction time is 1.5 frames, the reference time of the symbol “7” is 1.5 frames than the display time when the symbol “7” is actually displayed on the display unit 22. slow.
- the reception time setting unit 60 fixes the reception time with respect to the reference time, and the reception time with respect to the reference time does not change regardless of whether or not the display time when the symbol is displayed on the display unit 22 is corrected. .
- FIG. 13 the reception time in the winning mode and the reception time in the non-winning mode are shown. Hereinafter, the winning mode will be described.
- the winning reception time that is the reception time of the symbol “7” is delayed by 0.5 frames from the reference time in the same manner as in FIG. Since the correction time is 1.5 frames as described above, the reception time of the symbol “7” is delayed by one frame from the actual display time of the symbol “7” on the display unit 22.
- the time when the selection determining unit 66 acquires the selection from the selection receiving unit 64 is delayed from the time when the user selects from the characteristics of the touch panel 24 as described above.
- there is a shift corresponding to the correction time between the display time and the reception time As described above, when the correction time is 1.5 frames, the reception time of the symbol “7” is delayed by one frame from the actual display time of the symbol “7” on the display unit 22. Therefore, when the selection determining unit 66 acquires the user's selection from the selection receiving unit 64 with a delay of 1.5 frames from the time when the user actually operates the touch panel 24, the acquisition time is the reception time of the symbol “7”. included. Therefore, the selection determining unit 66 determines that the selection is a hit. Thereby, the user can obtain a sensation consistent with the actual machine.
- the reception time setting unit 60 eliminates the reception time of the winning symbol “7” and sets the reception time of the “replay” that is out of that amount and is the next pattern.
- the selection determining unit 66 selects “Replay” including the delay and the correction time, Judge that it is out of place.
- FIG. 14 is a flowchart for explaining a game execution process.
- a correction process is executed (S12).
- the time displayed on the display unit 22 is corrected by the correction time with respect to the reference time.
- a game play process is executed based on the display on the display unit 22 corrected by the correction process (S14).
- FIG. 15 is a flowchart for explaining the correction processing in step S10.
- the control unit 62 determines whether or not correction is selected by the user (S20). If it determines with correction
- control unit 62 determines whether the manual correction is selected (S22). When determining that manual correction is selected (S22: Yes), the control unit 62 executes manual correction (S24). In manual correction, a correction time 78 is set based on the correction time input by the user using the touch panel 24 or the like. The control unit 62 stores the set correction time 78 in the storage unit 54 (S26).
- the control unit 62 determines whether the automatic correction is selected (S28). When determining that automatic correction is selected (S28: Yes), the control unit 62 executes automatic correction (S30). In the automatic correction, the control unit 62 extracts the correction time 78 corresponding to the model ID of the gaming machine 14 from the model / correction table 76 and stores it in the storage unit 54 (S26).
- the control unit 62 determines that the automatic correction is not selected (S28: No)
- the control unit 62 executes the trial correction (S32).
- the control unit 62 rotates and displays a symbol for the same display time as the reference time, and allows the user to select a specific symbol.
- the control unit 62 assumes that the selection determination unit 66 has acquired a selection from the selection reception unit 64 and the reference time. Is calculated as a delay time and stored.
- the control part 62 calculates a correction
- FIG. 16 is a flowchart for explaining the play processing in step S12.
- the reception time setting unit 60 refers to the winning data and determines whether or not there is a change in the winning mode (S36).
- the reception time setting unit 60 sets the reception time (S38).
- the reception time setting unit 60 sets a winning reception time, and when it is a change from the winning mode to the non-winning mode, the reception time setting unit 60 Set the minutes of the accepted reception time as the off-hour reception time.
- the control unit 62 sets a display time prior to the reference time based on the stored correction time 78 (S40). Next, the control unit 62 sequentially displays symbols on the reel frame image 102 based on the corrected display time (S42).
- the selection determining unit 66 determines whether or not the user's selection has been acquired via the selection receiving unit 64 (S44). The selection determining unit 66 repeats step S44 until obtaining the user's selection. When the selection determination unit 66 determines that the user's selection has been acquired (S44: Yes), the selection determination unit 66 determines which reception time is the time when the selection is acquired (S46).
- the control unit 62 displays the winning image (S50).
- the control unit 62 displays a detachment image (S52).
- control unit 62 determines that the user has selected to continue the game (S54: Yes)
- the control unit 62 repeats the steps after S36.
- the control unit 62 determines that the user has not selected to continue the game (S54: No)
- the play process is terminated.
- the control unit 62 corrects the display time in advance by the correction time 78 with respect to the reference time.
- the selection determination unit 66 can determine which reception time is the acquisition time without correcting the time when the selection is acquired by the correction time after the winning reception time has elapsed. In other words, the selection determination unit 66 does not determine whether or not the acquisition time point is the hit reception time after the winning reception time has elapsed, by correcting the acquisition time point so as to go back in time. And the reception time are simply compared to determine whether or not it is a hit. Thereby, the selection determining unit 66 can easily determine the winning.
- control unit 62 sets the correction time 78 based on the correction time input by the user. Further, in the automatic correction of the gaming machine 14, the correction time 78 is extracted from the model / correction table 76. Thereby, even if it is a game which is not successful, manual correction and automatic correction of the gaming machine 14 can be applied.
- FIG. 17 is a diagram of a game screen of another game to which the correction process is applied.
- FIG. 17 is a screen for adjusting the strength of a club swing in a golf game, for example.
- the colored scale 86 indicating the strength of the swing increases or decreases, and the state changes from A to E. For example, initially, the colored scale 86 increases over time. When the colored scale 86 reaches the maximum value, the colored scale 86 decreases thereafter. Therefore, the user makes a selection using the touch panel 24 or the like in a state where the colored scale 86 has reached the desired intensity. The game progresses with a swing according to the strength of the colored scale 86 selected by the user.
- the control unit 62 displays the colored scale 86 in advance of the correction time with respect to the reference time of the colored scale 86.
- FIG. 18 is a diagram illustrating a game screen of another game to which the correction process is applied.
- symbols such as squares, circles, triangles, and the like gradually move downward in the game screen 88.
- the selection determining unit 66 determines that it is a hit.
- the same effect as that of the embodiment of FIGS. 1 to 16 can be obtained by displaying each symbol 90 by the correction time prior to the reference time for displaying each symbol 90 in the initial state.
- the above-described embodiment can be used for a game using a touch panel.
- a simulation game of a revolving game machine when the user stops the rotating reel, the effect that the user can stop at a stop position recognized by the user. Can be obtained. Therefore, it is preferable to use the reel in the simulation game of the spinning cylinder type game machine when it is stopped.
- the mobile terminal used in the above-described embodiment employs a touch panel, and any type can be used as long as the touch panel is used when playing a game.
- the mobile terminal used in the above-described embodiment is particularly sensitive to the response speed of the touch panel, and a terminal equipped with the Android (registered trademark) OS or iOS and adopting the touch panel has a response in the operation of the touch panel. Preferred for delay.
- the above-described embodiment may be applied to the delay of the display unit having a different display time for each model.
- the display unit 22 has a delay in display time between a model configured by a liquid crystal display device and a model configured by an organic EL display device, the correction processing of the above embodiment is effective. It is.
Landscapes
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Slot Machines And Peripheral Devices (AREA)
- Pinball Game Machines (AREA)
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JP2012-077616 | 2012-03-29 | ||
JP2012077616A JP5425960B2 (ja) | 2012-03-29 | 2012-03-29 | 遊技機、遊技機の制御方法、及び、プログラム |
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WO2013145605A1 true WO2013145605A1 (ja) | 2013-10-03 |
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PCT/JP2013/001673 WO2013145605A1 (ja) | 2012-03-29 | 2013-03-13 | 遊技機、遊技機の制御方法、及び、プログラム |
Country Status (3)
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JP (1) | JP5425960B2 (enrdf_load_stackoverflow) |
TW (1) | TW201350177A (enrdf_load_stackoverflow) |
WO (1) | WO2013145605A1 (enrdf_load_stackoverflow) |
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JP6426008B2 (ja) * | 2015-01-07 | 2018-11-21 | 株式会社コーエーテクモゲームス | ゲーム装置、その制御方法、ならびに、プログラム |
JP6304780B1 (ja) * | 2016-10-14 | 2018-04-04 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びそれに用いられるコンピュータプログラム |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2002000936A (ja) * | 2000-06-23 | 2002-01-08 | Konami Co Ltd | ゲームシステム及びそれに用いる記憶媒体 |
JP2005152322A (ja) * | 2003-11-26 | 2005-06-16 | Sanyo Product Co Ltd | 遊技機 |
JP2005329004A (ja) * | 2004-05-20 | 2005-12-02 | Namco Ltd | ゲーム装置、ゲーム画面表示方法およびゲーム画面表示プログラム |
JP2006149976A (ja) * | 2004-12-01 | 2006-06-15 | Samii Kk | ゲーム装置及びプログラム |
JP2011101691A (ja) * | 2009-11-10 | 2011-05-26 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム装置の制御方法及びプログラム |
-
2012
- 2012-03-29 JP JP2012077616A patent/JP5425960B2/ja active Active
-
2013
- 2013-03-13 WO PCT/JP2013/001673 patent/WO2013145605A1/ja active Application Filing
- 2013-03-28 TW TW102111082A patent/TW201350177A/zh unknown
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2002000936A (ja) * | 2000-06-23 | 2002-01-08 | Konami Co Ltd | ゲームシステム及びそれに用いる記憶媒体 |
JP2005152322A (ja) * | 2003-11-26 | 2005-06-16 | Sanyo Product Co Ltd | 遊技機 |
JP2005329004A (ja) * | 2004-05-20 | 2005-12-02 | Namco Ltd | ゲーム装置、ゲーム画面表示方法およびゲーム画面表示プログラム |
JP2006149976A (ja) * | 2004-12-01 | 2006-06-15 | Samii Kk | ゲーム装置及びプログラム |
JP2011101691A (ja) * | 2009-11-10 | 2011-05-26 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム装置の制御方法及びプログラム |
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JP2013202338A (ja) | 2013-10-07 |
TW201350177A (zh) | 2013-12-16 |
JP5425960B2 (ja) | 2014-02-26 |
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