WO2019187143A1 - Game device and game method - Google Patents

Game device and game method Download PDF

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Publication number
WO2019187143A1
WO2019187143A1 PCT/JP2018/013946 JP2018013946W WO2019187143A1 WO 2019187143 A1 WO2019187143 A1 WO 2019187143A1 JP 2018013946 W JP2018013946 W JP 2018013946W WO 2019187143 A1 WO2019187143 A1 WO 2019187143A1
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WO
WIPO (PCT)
Prior art keywords
character
reel
symbols
reel strip
symbol
Prior art date
Application number
PCT/JP2018/013946
Other languages
French (fr)
Japanese (ja)
Inventor
智史 荒島
Original Assignee
セガサミークリエイション株式会社
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 セガサミークリエイション株式会社 filed Critical セガサミークリエイション株式会社
Priority to PCT/JP2018/013946 priority Critical patent/WO2019187143A1/en
Publication of WO2019187143A1 publication Critical patent/WO2019187143A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Definitions

  • the present invention relates to a game device and a game method.
  • Patent Document 1 starts a game and sets first and second sections including at least two spins of a reel in the game.
  • the reel strip associated with at least one of the reels has a first reel layout that is used during at least two spins of the first section.
  • the system also changes the pattern of at least one reel strip to the second reel layout at the end of the first section before the start of the second section.
  • the second reel layout is used for at least two spins in the second section.
  • first reel layout and the second reel layout used by this system are not associated with a character having characteristics, there is little entertainment that can be given to the player, attracting many players, You may not be able to generate a lot of revenue.
  • an object of the present invention is to provide a technique related to a game that can give a player more entertainment, attract a large number of players, and generate a large amount of revenue.
  • a game apparatus includes a storage unit that stores character information defining a plurality of types of characters and reel strip information defining a plurality of types of virtual reel strips, any one of the characters and any one of the characters.
  • a selection unit that selects the reel strip; and a display control unit that displays the selected reel strip in a variable manner and then stops and displays the variation information associated with each type of character.
  • the reel strip information is a virtual reel strip that defines an arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols.
  • the selection unit selects the selected character. One of the reel strips is selected based on the associated variation value, and the display control unit displays the selected character at the position of any one symbol of the selected reel strip. .
  • the game method includes a storage step of storing character information defining a plurality of types of characters and reel strip information defining a plurality of types of virtual reel strips, and any one of the characters and any one of the characters.
  • the reel strip information is a virtual reel strip that defines an arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols.
  • the selecting step includes selecting the selected One of the reel strips is selected based on the variation value associated with the character, and the display control step sets the selected character to the position of any one symbol of the selected reel strip. indicate.
  • FIG. 1 is a diagram illustrating an appearance of a game device according to the embodiment.
  • the game apparatus 1 is a slot machine installed in a game hall, for example, a casino or an amusement facility.
  • the game apparatus 1 includes a speaker 11, a display unit 12, a display unit 13, an operation input unit 14, a card reading unit 15, a bill insertion unit 16, and a ticket dispensing unit 17.
  • a speaker 11 a display unit 12
  • a display unit 13 an operation input unit 14
  • a card reading unit 15 a bill insertion unit 16
  • a ticket dispensing unit 17 a ticket dispensing unit 17.
  • Speaker 11 outputs sounds related to the game, for example, voice guidance and sound effects of the slot game.
  • the display unit 12 and the display unit 13 are means for presenting an image related to the game to the player, for example, the display shown in FIG.
  • the display unit 12 and the display unit 13 display an image for expressing or producing a slot game.
  • the operation input unit 14 is hardware for inputting an instruction from the player to the game apparatus 1 and includes, for example, a start button.
  • the card reading unit 15 reads information from a card owned by the player.
  • This card is a medium in which the player's game information is stored, and stores, for example, points acquired by the results of the slot games so far.
  • the player receives various services according to the game information stored in the card. However, the contents stored in the card do not affect the result of the slot game.
  • the bill insertion unit 16 is a device that reads inserted bills and tickets.
  • the ticket payout unit 17 pays out a ticket to the player.
  • FIG. 2 is a block diagram illustrating a main hardware configuration of the game device according to the embodiment.
  • the game device 1 includes a computing device in addition to a speaker 11, a display unit 12, a display unit 13, an operation input unit 14, a card reading unit 15, a bill insertion unit 16, and a ticket dispensing unit 17. 2 is provided.
  • the computing device 2 controls the game device 1 in an integrated manner.
  • the computing device 2 includes various processors and memories, and includes, for example, computer circuit elements including a chipset.
  • the computing device 2 includes, for example, a main memory 21, a control circuit (CPU (Central Processing Unit)) 22, a BIOS (Basic Input / Output System) -ROM (Read Only Memory) 23, a storage unit 24, and a voice.
  • a processing unit 25, an image processing circuit 26, a communication interface 27, a peripheral interface 28, and a system bus 29 are provided.
  • a software program for executing the slot game is developed, and information necessary for executing the software program is stored.
  • the control circuit 22 executes this software program and causes the computing device 2 to realize various functions.
  • the computing device 2 implements a slot game in cooperation with other hardware by causing the control circuit 22 to execute a software program loaded in the main memory 21.
  • the BIOS-ROM 23 is a ROM that stores BIOS, which is lower-layer software for directly operating hardware.
  • BIOS initializes the game device 1 and the computing device 2 and calls the boot loader.
  • the BIOS also provides an intermediary layer necessary for causing the game device 1 or the computing device 2 that is a hardware resource to function as a software program for executing a slot game, which is an upper layer application.
  • the storage unit 24 stores software programs and various data necessary for executing the slot game.
  • the storage unit 24 stores character information that defines a plurality of types of characters and reel strip information that defines a plurality of types of virtual reel strips.
  • the sound processing unit 25 performs various sound processes under the control of the control circuit 22.
  • the image processing circuit 26 performs various graphics processing under the control of the control circuit 22.
  • the communication interface 27 is an interface that enables communication with a server and other game devices.
  • the peripheral interface 28 is an interface that enables communication between the operation input unit 14, the card reading unit 15, the bill insertion unit 16 or the ticket dispensing unit 17, and the computing device 2.
  • the system bus 29 is connected to the main memory 21, the control circuit 22, the BIOS-ROM 23, the storage unit 24, the sound processing unit 25, the image processing circuit 26, the communication interface 27, and the peripheral interface 28. .
  • the system bus 29 transmits, for example, these addresses, data exchanged between them, and signals for controlling them.
  • FIG. 3 is a block diagram illustrating a main functional configuration of the game device according to the embodiment.
  • the game apparatus 1 includes a selection unit 31, a display control unit 32, a rewrite unit 33, a point control unit 34, a determination unit 35, and a payout unit 36. These are functionally realized by the control circuit 22 executing the software program developed in the main memory 21.
  • FIG. 4 is a diagram illustrating an example of an image displayed on the display unit when a condition for starting the bonus game is satisfied in the normal game provided by the game device according to the embodiment.
  • the selection unit 31 selects one self-character assigned to the player, and selects one opponent character that is the opponent of the self-character. For example, the selection unit 31 selects the self character and the opponent character based on the symbols stopped and displayed in the normal game.
  • control circuit 22 selects one self-character information with reference to self-character information that defines a plurality of self-characters stored in the main memory 21 including the characteristics of each self-character. Execute. Similarly, the control circuit 22 performs a selection calculation for selecting one opponent character information by referring to the opponent character information that defines a plurality of opponent characters stored in the main memory 21 including the characteristics of each self character. To do. In the following processing, the control circuit 22 instructs the image processing circuit 26 to draw image information generated by referring to the information stored in the main memory 21, and issues a sound generation instruction to the sound processing unit 25 for the generated sound information. However, their detailed description is omitted except where particularly necessary.
  • the normal game is a slot game started by setting credits according to a bill or a ticket inserted into the bill insertion unit 16 by the player and inputting a bet and start instruction to the game device 1 by the player. .
  • the selection unit 31 displays the character drawn by the bonus symbol B1 that is stopped and displayed in the third display area from the top of the reel N1 displayed on the display unit 13. Select “A” as your own character. Similarly, the selection unit 31 selects the character “B” drawn by the bonus symbol B3 stopped and displayed in the third display area from the top of the reel N3 as the opponent character.
  • the bonus symbol B2 that is stopped and displayed in the third display area from the top of the reel N2 means that the character “A” and the character “B” battle each other.
  • the game apparatus 1 displays the characters “A” and “B”.
  • the bonus game is a slot game that can be played without using credits a designated number of times, and is started when a predetermined condition is satisfied.
  • the selection unit 31 determines whether there is another opponent character. When it is determined that there is another opponent character, the selection unit 31 selects another opponent character. Furthermore, the selection unit 31 can select any one character based on the character information stored in the storage unit 24. The selection unit 31 can select any one reel strip based on the reel strip information stored in the storage unit 24. In this case, the selection unit 31 selects any one reel strip based on the variation value associated with the selected character.
  • the character information includes a variation value associated with each type of character, for example, “power” associated with each character.
  • Power is a parameter indicating the relative strength of a plurality of types of characters as a numerical value, and can be arbitrarily set by the designer of the game apparatus according to the character.
  • the reel strip information is a virtual reel strip that defines the arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of symbols of each type and the arrangement order of symbols. Examples of a plurality of types of reel strips will be described later.
  • FIG. 5 is a diagram illustrating an example of an image displayed on the display unit in the bonus game provided by the game device according to the embodiment.
  • the display control unit 32 displays, for example, the image C, the image P1, the image P2, the image G1, and the image G2 illustrated in FIG.
  • Image C depicts a situation where the character “A” and the character “B” are actually competing, and is displayed in the center of the display unit 12.
  • the image P1 and the image P2 depict the portrait of the self character and the portrait of the opponent character, respectively, and are displayed on the upper left and upper right of the display unit 12. Further, the name of the self-character is displayed below the image P1, and the name of the opponent character is displayed below the image P2.
  • the image G1 and the image G2 indicate the first point assigned to the self character and the second point assigned to the opponent character by squares with hatching.
  • a white square indicates the first point or the second point that has already been lost.
  • the initial value of the first point and the initial value of the second point are 10 points.
  • the display control unit 32 displays the first symbol, the second symbol, and the second symbol on the reel R1, the reel R2, and the reel R3 displayed on the display unit 13.
  • the third symbol is variably displayed.
  • Fluctuation display means that symbols are scroll-displayed at high speed for each reel.
  • these three reels displayed on the display unit 13 display a part of three reel strips selected from a plurality of types of reel strips. In the reel strip, the arrangement order of a plurality of types of symbols is defined.
  • the first symbol is a symbol assigned to the self character.
  • the second symbol is a symbol assigned to the opponent character.
  • the third symbol is a symbol that is not assigned to either the self character or the opponent character. Then, the display control unit 32 displays the selected reel strip in a variable manner and then stops the display. Stop display refers to reducing the speed of scroll display from a state in which symbols are variably displayed for each reel to a state in which symbols are fixedly displayed for each reel.
  • FIG. 6 is a diagram illustrating an example in which the number of second symbols stopped and displayed in the bonus game provided by the game device according to the embodiment is larger than the number of first symbols.
  • FIG. 7 is a diagram illustrating an example in which the number of second symbols stopped and displayed in the bonus game provided by the game device according to the embodiment is smaller than the number of first symbols.
  • the display control unit 32 displays one or more of the first symbol 101 assigned to the own character “A” and the second symbol 102 assigned to the opponent character “B” based on the lottery.
  • Each of the three reel display areas is stopped and displayed.
  • the control circuit 22 performs a lottery calculation, refers to the first symbol information and the second symbol information, and has the first symbol in each of the plurality of display areas with a probability corresponding to the feature set for the self character. Is stopped and displayed, and an image for stopping and displaying the second symbol in each of the plurality of display areas is output with a probability corresponding to the feature set for the opponent character.
  • the first symbol information is information for displaying the first symbol assigned to the self character, and is stored in the main memory 21.
  • the second symbol information is information for displaying the second symbol assigned to the opponent character, and is stored in the main memory 21.
  • the first symbol 101 is stopped and displayed in the first display area from the top of the reel R3 shown in FIG. 6, and the character “ATTACK” indicating that the character “A” is attacked and the opponent character is attacked. Is drawn.
  • the second symbol 102 is stopped and displayed in the second display area from the top of the reel R1 and the third display area from the top of the reel R2 shown in FIG.
  • the characters “DAMAGE” indicating that the character is attacked and takes damage are drawn.
  • the first symbol 101 and the second symbol 102 are different symbols.
  • blank symbols 104 are stopped and displayed in the display areas where the first symbol 101 or the second symbol 102 is not stopped among the display areas of the reel R1, the reel R2, and the reel R3 as shown in FIG. ing.
  • the blank symbol 104 is an example of the third symbol described above.
  • the point control unit 34 determines the magnitude relationship between the number of the second symbols 102 that are stopped and the number of the first symbols 101. Then, when the number of the second symbols 102 that are stopped and displayed is larger than the number of the first symbols 101, the point control unit 34 lowers the first point assigned to the self character and displays the second symbols that are stopped and displayed. If the number of symbols 102 is less than the number of first symbols 101, the second point assigned to the opponent character is lowered.
  • the control circuit 22 executes a subtraction that lowers the first point. For example, as shown in FIG. 6, the control circuit 22 displays the first point assigned to the self character when two second symbols 102 are stopped and one first symbol 101 is stopped. Is reduced by the number “2” of the second symbols 102 that are stopped.
  • the control circuit 22 performs subtraction that lowers the second point. For example, as shown in FIG. 7, the control circuit 22 displays the second point assigned to the opponent character when three first symbols 101 are stopped and one second symbol 102 is stopped. Is reduced by the number “3” of the first symbols 101 that are stopped.
  • the determination unit 35 determines whether any of the first point and the second point has reached a predetermined threshold value or less. Then, when either the first point or the second point reaches a predetermined threshold value or less, the determination unit 35 loses the character that has reached the threshold value or less, and the character that is the opponent of the defeated character It is determined that has won. Specifically, the control circuit 22 stores a determination flag indicating the determination result in the main memory 21. Further, the predetermined thresholds referred to here are, for example, “0” and “5”.
  • the determination unit 35 determines whether or not the first symbol 101 is stopped and displayed in a predetermined manner.
  • the determination unit 35 It may be determined that the character has won the opponent character.
  • the payout unit 36 pays a predetermined payout amount when it is determined that the self character has won the opponent character.
  • the control circuit 22 refers to the determination flag stored in the main memory 21, calculates a payout amount to be paid when it is determined that the self character has won the opponent character, and stores it in the main memory 21. To do.
  • the payout unit 36 changes the payout amount according to at least one of the type of the opponent character selected when the self character is determined to have won the opponent character and the number of times the self character has been determined to have won. You may let them. Further, the payout unit 36 may pay a predetermined payout amount based on the number of the first symbols 101 that are stopped and displayed during the bonus game.
  • FIG. 8 is a diagram illustrating an example in which a special symbol is stopped and displayed in the bonus game provided by the game device according to the embodiment.
  • FIG. 9 is a diagram illustrating an example of a case where a symbol in a predetermined positional relationship with a special symbol is rewritten to the first symbol in the bonus game provided by the game device according to the embodiment.
  • the rewriting unit 33 determines whether or not the stopped display symbol satisfies a predetermined condition, and if the stopped display symbol satisfies the predetermined condition, the rewriting unit 33 selects a symbol having a predetermined positional relationship with the symbol. Rewrite to one symbol 101.
  • the predetermined condition is that the special symbol 103 is virtually arranged on the reel R3, and when the special symbol 103 is stopped and displayed as shown in FIG. The two symbols stopped and displayed on the left are rewritten to the first symbol 101.
  • the special symbol 103 depicts the portrait of the self-character “A” and the character “ATTACK” indicating that the opponent character is attacked, and vertical lines are hatched around the self-character “A”. It is distinguished from the first symbol 101.
  • the special symbol 103 when the special symbol 103 is stopped and displayed on the reel R ⁇ b> 3, the special symbol 103 and the two second symbols 102 that are stopped and displayed on the left side of the special symbol 103 are first displayed.
  • the symbol 101 is rewritten.
  • the number of second symbols 102 is larger than the number of first symbols 101 as shown in FIG. 8
  • the number of first symbols 101 is larger than the number of second symbols 102 as shown in FIG.
  • the rewriting part 33 can reverse the battle situation of a self character.
  • various conditions can be considered for the rewriting unit 33 to rewrite the symbol to the first symbol 101. For example, when two or more first symbols 101 appear on the reel R ⁇ b> 3, a total of four symbols stopped and displayed on the left side of the two first symbols 101 may be rewritten to the first symbol 101. Good.
  • FIG. 10 is a diagram showing an example of the reel strip when the power of the self character and the opponent character according to the embodiment is small.
  • FIG. 11 is a diagram illustrating an example of a reel strip when the power of the self character and the opponent character according to the embodiment is large.
  • FIG. 12 is a diagram illustrating an example of a reel strip when the probability that the game device according to the embodiment stops and displays the first symbol is higher than the probability that the second symbol is stopped and displayed.
  • the selection unit 31 refers to the reel strip information stored in the storage unit 24, and selects any one of a plurality of types of reel strips based on the power that is the variation value associated with the self character. It is like that. Specifically, the selection unit 31 selects a reel strip having a larger number of first symbols on which the self character is displayed as the power of the self character is increased. By selecting a reel strip with a large number of first symbols, the first symbol is stopped and displayed with higher probability on the reels displayed on the display unit 12 or the display unit 13 as a result. Further, the selection unit 31 selects a reel strip having a larger number of second symbols on which the opponent character is displayed as the power of the opponent character is larger.
  • the selection unit 31 selects one of the reel strips according to the magnitude relationship between the power associated with the self character and the power associated with the opponent character.
  • the reel strip selected in this way may be applied to all of the reel R1, the reel R2, and the reel R3, or may be applied to any two or any one.
  • the selection unit 31 arranges the first symbol, the second symbol, and the third symbol evenly and sparsely as shown in FIG.
  • the selected virtual reel strip is selected.
  • the display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol.
  • the selection unit 31 arranges five first symbols, two second symbols, and three third symbols in succession as shown in FIG.
  • the selected virtual reel strip is selected.
  • the display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol.
  • the selection unit 31 is a virtual one in which more first symbols are arranged than the second symbols as shown in FIG. Select a reel strip.
  • the display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol. In this case, the probability that a self-character with relatively high power will win the battle is increased.
  • the selection unit 31 has a virtual reel strip (not shown) in which the second symbols are arranged more than the first symbols. ) Is selected.
  • the display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol. In this case, the probability that the opponent character with relatively high power wins the battle is increased.
  • the selection unit 31 selects a virtual reel strip in which at least one of the first symbol 101 and the second symbol 102 is arranged corresponding to at least one of the self character and the opponent character. You may comprise.
  • the display control unit 32 stops and displays at least one of the first symbol 101 and the second symbol 102 on the selected reel strip.
  • FIGS. 13 and 14 An example of processing performed by the game apparatus 1 will be described with reference to FIGS. 13 and 14.
  • Each step included in the processing described below can be executed in any order or in parallel as long as the content of the processing does not contradict, and other steps are added between the steps. May be.
  • a step described as one step for convenience can be executed by being divided into a plurality of steps, while a step described as being divided into a plurality of steps for convenience can be grasped as one step. . Note that details of the processing of each step have already been described, and are omitted here.
  • FIG 13 and 14 are flowcharts for explaining an example of the flow from the start to the end of the bonus game provided by the game device according to the embodiment.
  • step S1 the game apparatus 1 determines whether or not a condition for starting the bonus game in the normal game is satisfied. If the game apparatus 1 determines that the condition is satisfied (step S1: Yes), the process proceeds to step S2, and if it is determined that the condition is not satisfied (step S1: No), the condition is satisfied. Wait until it is determined that it has been done.
  • step S2 the selection unit 31 selects one self-character assigned to the player, and selects one opponent character that is the opponent of the self-character.
  • step S3 the selection unit 31 selects a virtual reel strip according to at least one of the self character and the opponent character.
  • step S4 in the bonus game, the display control unit 32 variably displays the first symbol assigned to each reel, the second symbol assigned to the opponent character, and the third symbol not assigned to any of the reels.
  • step S5 the display control unit 32 stops and displays one or more of the first symbol 101 and the second symbol 102 in each of the plurality of display areas based on the lottery.
  • step S6 the rewriting unit 33 determines whether or not the symbol that is stopped and displayed satisfies a predetermined condition. If the rewrite unit 33 determines that the condition is satisfied (step S6: Yes), the process proceeds to step S7. If the rewrite unit 33 determines that the condition is not satisfied (step S6: No), the process proceeds to step S8.
  • step S ⁇ b> 7 the rewriting unit 33 rewrites the symbol having a predetermined positional relationship with the special symbol 103 to the first symbol 101.
  • step S8 the determination unit 35 determines whether or not the first symbol 101 is stopped and displayed in a predetermined manner. If the determination unit 35 determines that the first symbol 101 is stopped and displayed in a predetermined manner (step S8: No), the process proceeds to step S9, and the first symbol 101 is stopped and displayed in a predetermined manner. If it is determined that there is not (step S8: Yes), the process proceeds to step S17 shown in FIG. 14 as indicated by the out-of-page connector A of FIG.
  • step S9 the payout unit 36 determines whether or not the first symbol 101 is stopped. When it is determined that the first symbol 101 is stopped and displayed (step S9: Yes), the payout unit 36 proceeds to step S10 and determines that the first symbol 101 is not stopped and displayed (step S9). : No), the process proceeds to step S11.
  • step S10 the payout unit 36 pays a predetermined payout amount based on the number of the first symbols 101 that are stopped, and the process shown in FIG. Proceed to S11.
  • step S ⁇ b> 11 the point control unit 34 determines whether or not the number of second symbols 102 that are stopped and displayed is greater than the number of first symbols 101. When the number of the second symbols 102 is larger than the number of the first symbols 101 (step S11: Yes), the point control unit 34 proceeds with the process to step S12, and the number of the second symbols 102 is the number of the first symbols 101. If less (step S11: No), the process proceeds to step S13.
  • step S12 the point control unit 34 lowers the first point assigned to the self character.
  • step S ⁇ b> 13 the point control unit 34 determines whether or not the number of the second symbols 102 that are stopped and displayed is smaller than the number of the first symbols 101.
  • step S13: Yes the point control unit 34 proceeds with the process to step S14, and the number of the second symbols 102 is the number of the first symbols 101. If there are more (step S13: No), the process proceeds to step S15.
  • step S14 the point control unit 34 lowers the second point assigned to the opponent character.
  • step S15 the determination unit 35 determines whether or not the second point has reached a predetermined threshold value or less. If the determination unit 35 determines that the second point has reached the predetermined threshold value or less (step S15: Yes), the process proceeds to step S16, and determines that the second point has not reached the predetermined threshold value or less. If so (step S15: No), the process proceeds to step S18.
  • step S16 the determination unit 35 determines that the self character has won the opponent character.
  • step S17 the payout unit 36 pays a predetermined payout amount.
  • step S18 the determination unit 35 determines whether or not the first point has reached a predetermined threshold value or less. If the determination unit 35 determines that the first point has reached the predetermined threshold value or less (step S18: Yes), the process proceeds to step S19, and determines that the first point has not reached the predetermined threshold value or less. In the case (step S18: No), the process returns to step S4 shown in FIG. 10 as indicated by the out-of-page connector C in FIG.
  • step S19 the determination unit 35 determines that the self character has been defeated by the opponent character, and ends the bonus game.
  • step S20 the selection unit 31 determines whether there is another opponent character. If the selection unit 31 determines that there is another opponent character (step S20: Yes), the process proceeds to step S21. If it is determined that there is no other opponent character (step S20: No), the bonus game is ended. Let
  • step S21 the selection unit 31 selects another opponent character, and returns the process to step S4 shown in FIG. 10 as indicated by the out-of-page connector C in FIG.
  • the game apparatus 1 stops and displays the first symbol with a probability according to the feature set for the self character, and stops and displays the second symbol with the probability according to the feature set for the opponent character. Then, the game apparatus 1 lowers the first point or the second point according to the magnitude relationship between the number of the first symbols stopped and displayed and the number of the second symbols, and the second point reaches a predetermined threshold value or less. If this is the case, it is determined that the self character has won the opponent character, and a predetermined dividend is paid.
  • the game apparatus 1 can provide the player with a slot game with higher entertainment properties by associating the symbols to be stopped and displayed with the self character and the opponent character.
  • the game apparatus 1 makes the probability that the first symbol is stopped and displayed is higher than the probability that the second symbol is stopped and displayed, the game apparatus 1 makes it easier for the player to win the slot game incorporating the battle between the characters, and attracts the player more. You can turn it on.
  • the above-described fluctuation value is not limited to “power”.
  • the variation value may be a parameter that simply associates each character with each reel strip.

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Abstract

A game device comprises: a storage unit that stores character information defining a plurality of characters, and reel strip information that defines a plurality of virtual reel strips; a selection unit that selects any one character and any one reel strip; and a display control unit that changes and displays the selected reel strip, and then stops and displays the selected reel strip. The character information includes a change value associated with each of the characters. The reel strip information defines a plurality of virtual reel strips in which the arrangement order of a plurality of symbols is specified, the number of symbols and/or the arrangement order of the symbols differing between the plurality of reel strips. The selection unit selects any one reel strip on the basis of the change value associated with the selected character. The display control unit displays the selected character in the position of any one of the symbols of the selected reel strip.

Description

ゲーム装置及びゲーム方法GAME DEVICE AND GAME METHOD
 本発明は、ゲーム装置及びゲーム方法に関する。 The present invention relates to a game device and a game method.
 近年、コンピュータを使用してスロットゲームをプレイ可能なゲーム装置が数多く開発されている。例えば、特許文献1に開示されているシステムは、ゲームを開始し、ゲーム内にリールの少なくとも2つのスピンを含む第1および第2の区間を設定する。リールのうち少なくとも1つに関連付けられたリールストリップは、第1の区間の少なくとも2つのスピンの間使用される第1のリールレイアウトを有する。また、このシステムは、第2の区間の開始前に、第1の区間の最後で少なくとも1つのリールストリップのパターンを第2のリールレイアウトに変更する。第2のリールレイアウトは、第2の区間の少なくとも2つのスピンに使用される。 In recent years, many game devices that can play slot games using a computer have been developed. For example, the system disclosed in Patent Document 1 starts a game and sets first and second sections including at least two spins of a reel in the game. The reel strip associated with at least one of the reels has a first reel layout that is used during at least two spins of the first section. The system also changes the pattern of at least one reel strip to the second reel layout at the end of the first section before the start of the second section. The second reel layout is used for at least two spins in the second section.
特開2015-91295号公報Japanese Patent Laid-Open No. 2015-91295
 しかし、このシステムが使用する第1のリールレイアウト及び第2のリールレイアウトは、特徴を持ったキャラクターと関連付けられていないため、プレイヤに与えることができるエンターテイメント性が少なく、多くのプレイヤを惹き付け、多くの収益を生み出すことができないことがある。 However, since the first reel layout and the second reel layout used by this system are not associated with a character having characteristics, there is little entertainment that can be given to the player, attracting many players, You may not be able to generate a lot of revenue.
 そこで、本発明は、プレイヤにより多くのエンターテイメント性を与え、多くのプレイヤを惹き付け、多くの収益を生み出すことができるゲームに関する技術を提供することを目的とする。 Therefore, an object of the present invention is to provide a technique related to a game that can give a player more entertainment, attract a large number of players, and generate a large amount of revenue.
 本発明に係るゲーム装置は、複数種類のキャラクターを定義するキャラクター情報及び複数種類の仮想的なリールストリップを定義するリールストリップ情報を記憶する記憶部と、いずれか一つの前記キャラクター及びいずれか一つの前記リールストリップを選定する選定部と、選定された前記リールストリップを変動表示させた後に停止表示させる表示制御部と、を備え、前記キャラクター情報は、各種類のキャラクターに対応づけられた変動値を含み、前記リールストリップ情報は、複数種類のシンボルの並び順序を規定する仮想的なリールストリップであって各種類のシンボルの数及び前記シンボルの並び順序の少なくとも一方が異なる複数種類のリールストリップを定義するものであり、前記選定部は、選定した前記キャラクターに対応付けられた前記変動値に基づいていずれか一つの前記リールストリップを選定し、前記表示制御部は、選定された前記キャラクターを選定された前記リールストリップのいずれか一つのシンボルの位置に表示する。 A game apparatus according to the present invention includes a storage unit that stores character information defining a plurality of types of characters and reel strip information defining a plurality of types of virtual reel strips, any one of the characters and any one of the characters. A selection unit that selects the reel strip; and a display control unit that displays the selected reel strip in a variable manner and then stops and displays the variation information associated with each type of character. The reel strip information is a virtual reel strip that defines an arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols. The selection unit selects the selected character. One of the reel strips is selected based on the associated variation value, and the display control unit displays the selected character at the position of any one symbol of the selected reel strip. .
 本発明に係るゲーム方法は、複数種類のキャラクターを定義するキャラクター情報及び複数種類の仮想的なリールストリップを定義するリールストリップ情報を記憶する記憶ステップと、いずれか一つの前記キャラクター及びいずれか一つの前記リールストリップを選定する選定ステップと、選定された前記リールストリップを変動表示させた後に停止表示させる表示制御ステップと、を備え、前記キャラクター情報は、各種類のキャラクターに対応づけられた変動値を含み、前記リールストリップ情報は、複数種類のシンボルの並び順序を規定する仮想的なリールストリップであって各種類のシンボルの数及び前記シンボルの並び順序の少なくとも一方が異なる複数種類のリールストリップを定義し、前記選定ステップは、選定した前記キャラクターに対応付けられた前記変動値に基づいていずれか一つの前記リールストリップを選定し、前記表示制御ステップは、選定された前記キャラクターを選定された前記リールストリップのいずれか一つのシンボルの位置に表示する。 The game method according to the present invention includes a storage step of storing character information defining a plurality of types of characters and reel strip information defining a plurality of types of virtual reel strips, and any one of the characters and any one of the characters. A selection step of selecting the reel strip; and a display control step of displaying the selected reel strip in a variable manner and then stopping the display, and the character information includes a variation value associated with each type of character. The reel strip information is a virtual reel strip that defines an arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols. And the selecting step includes selecting the selected One of the reel strips is selected based on the variation value associated with the character, and the display control step sets the selected character to the position of any one symbol of the selected reel strip. indicate.
 本発明によれば、プレイヤにより多くのエンターテイメント性を与え、多くのプレイヤを惹き付け、多くの収益を生み出すことができるゲームに関する技術を提供することができる。 According to the present invention, it is possible to provide a technology relating to a game that can give a player more entertainment, attract a large number of players, and generate a large amount of revenue.
実施形態に係るゲーム装置の外観を示す図である。It is a figure which shows the external appearance of the game device which concerns on embodiment. 実施形態に係るゲーム装置の主なハードウェア構成を示すブロック図である。It is a block diagram which shows the main hardware constitutions of the game device which concerns on embodiment. 実施形態に係るゲーム装置の主な機能的構成を示すブロック図である。It is a block diagram which shows the main functional structures of the game device which concerns on embodiment. 実施形態に係るゲーム装置が提供するノーマルゲームにおいてボーナスゲームが開始される条件が満たされた場合に表示部に表示される画像の例を示す図である。It is a figure which shows the example of the image displayed on a display part, when the conditions for starting a bonus game are satisfy | filled in the normal game which the game device which concerns on embodiment provides. 実施形態に係るゲーム装置が提供するボーナスゲームにおいて表示部に表示される画像の例を示す図である。It is a figure which shows the example of the image displayed on a display part in the bonus game which the game device which concerns on embodiment provides. 実施形態に係るゲーム装置が提供するボーナスゲームにおいて停止表示している第2シンボルの数が第1シンボルの数よりも多い場合の例を示す図である。It is a figure which shows the example in case the number of the 2nd symbols stopped and displayed in the bonus game provided by the game device which concerns on embodiment is larger than the number of 1st symbols. 実施形態に係るゲーム装置が提供するボーナスゲームにおいて停止表示している第2シンボルの数が第1シンボルの数よりも少ない場合の例を示す図である。It is a figure showing an example in case the number of the 2nd symbols currently stopped and displayed in the bonus game provided by the game device concerning an embodiment is smaller than the number of the 1st symbols. 実施形態に係るゲーム装置が提供するボーナスゲームにおいて特別シンボルが停止表示している場合の例を示す図である。It is a figure showing an example in case a special symbol is stopped and displayed in a bonus game provided by a game device according to an embodiment. 実施形態に係るゲーム装置が提供するボーナスゲームにおいて特別シンボルと所定の位置関係にあるシンボルを第1シンボルに書き換えた場合の例を示す図である。It is a figure which shows the example at the time of rewriting the symbol which has a predetermined positional relationship with a special symbol to the 1st symbol in the bonus game which the game device which concerns on embodiment provides. 実施形態に係る自己キャラクター及び相手キャラクターのパワーが小さい場合におけるリールストリップの例を示す図である。It is a figure which shows the example of a reel strip in case the power of the self character and partner character which concerns on embodiment is small. 実施形態に係る自己キャラクター及び相手キャラクターのパワーが大きい場合におけるリールストリップの例を示す図である。It is a figure which shows the example of a reel strip in case the power of the self character and partner character which concerns on embodiment is large. 実施形態に係るゲーム装置が第1シンボルを停止表示させる確率を第2シンボルを停止表示させる確率よりも高くしている場合におけるリールストリップの例を示す図である。It is a figure which shows the example of a reel strip in case the game device which concerns on embodiment makes the probability that the 1st symbol is stopped-displayed higher than the probability which the 2nd symbol is stopped-displayed. 実施形態に係るゲーム装置が提供するボーナスゲームの流れの例を説明するためのフローチャートである。It is a flowchart for demonstrating the example of the flow of the bonus game which the game device which concerns on embodiment provides. 実施形態に係るゲーム装置が提供するボーナスゲームの流れの例を説明するためのフローチャートである。It is a flowchart for demonstrating the example of the flow of the bonus game which the game device which concerns on embodiment provides.
 以下、図面を参照して本発明の実施形態を説明する。ただし、以下に説明する実施形態は、あくまでも例示であり、以下に明示しない種々の変形や技術の適用を排除する意図はない。また、各図面の記載において、同一の部分には同一の符号を付して表している。図面は模式的なものであり、必ずしも実際の寸法や比率等とは一致しない。図面相互間においても互いの寸法の関係や比率が異なる部分が含まれていることがある。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. However, the embodiment described below is merely an example, and there is no intention to exclude various modifications and technical applications that are not explicitly described below. Moreover, in description of each drawing, the same code | symbol is attached | subjected and represented to the same part. The drawings are schematic and do not necessarily match actual dimensions and ratios. In some cases, the dimensional relationships and ratios may be different between the drawings.
 (構成の説明)
 図1から図3を参照しながら、実施形態に係るゲーム装置について説明する。図1は、実施形態に係るゲーム装置の外観を示す図である。
(Description of configuration)
The game device according to the embodiment will be described with reference to FIGS. 1 to 3. FIG. 1 is a diagram illustrating an appearance of a game device according to the embodiment.
 ゲーム装置1は、遊技場、例えば、カジノやアミューズメント施設に設置されるスロットマシンである。 The game apparatus 1 is a slot machine installed in a game hall, for example, a casino or an amusement facility.
 ゲーム装置1は、例えば、図1に示すように、スピーカ11と、表示部12と、表示部13と、操作入力部14と、カード読取部15と、紙幣投入部16と、チケット払出部17とを備える。 For example, as shown in FIG. 1, the game apparatus 1 includes a speaker 11, a display unit 12, a display unit 13, an operation input unit 14, a card reading unit 15, a bill insertion unit 16, and a ticket dispensing unit 17. With.
 スピーカ11は、ゲームに関連する音、例えば、スロットゲームの音声案内、効果音を出力する。表示部12及び表示部13は、ゲームに関連する画像をプレイヤに提示する手段であり、例えば、図1に示したディスプレイである。表示部12及び表示部13は、スロットゲームを表現又は演出するための画像を表示する。操作入力部14は、プレイヤからの指示をゲーム装置1に入力するためのハードウェアであり、例えば、スタートボタンを含む。 Speaker 11 outputs sounds related to the game, for example, voice guidance and sound effects of the slot game. The display unit 12 and the display unit 13 are means for presenting an image related to the game to the player, for example, the display shown in FIG. The display unit 12 and the display unit 13 display an image for expressing or producing a slot game. The operation input unit 14 is hardware for inputting an instruction from the player to the game apparatus 1 and includes, for example, a start button.
 カード読取部15は、プレイヤが所有するカードから情報を読み取る。このカードは、プレイヤの遊技情報が記憶された媒体であり、例えば、これまでのスロットゲームの結果によって獲得されたポイントを記憶する。プレイヤは、カードに記憶された遊技情報に応じて様々なサービスを受ける。ただし、カードが記憶している内容は、スロットゲームの結果に影響を与えない。紙幣投入部16は、投入された紙幣やチケットを読み取る装置である。チケット払出部17は、プレイヤにチケットを払い出す。 The card reading unit 15 reads information from a card owned by the player. This card is a medium in which the player's game information is stored, and stores, for example, points acquired by the results of the slot games so far. The player receives various services according to the game information stored in the card. However, the contents stored in the card do not affect the result of the slot game. The bill insertion unit 16 is a device that reads inserted bills and tickets. The ticket payout unit 17 pays out a ticket to the player.
 図2は、実施形態に係るゲーム装置の主なハードウェア構成を示すブロック図である。ゲーム装置1は、例えば、図2に示すように、スピーカ11、表示部12、表示部13、操作入力部14、カード読取部15、紙幣投入部16及びチケット払出部17に加え、コンピューティング装置2を備える。 FIG. 2 is a block diagram illustrating a main hardware configuration of the game device according to the embodiment. For example, as shown in FIG. 2, the game device 1 includes a computing device in addition to a speaker 11, a display unit 12, a display unit 13, an operation input unit 14, a card reading unit 15, a bill insertion unit 16, and a ticket dispensing unit 17. 2 is provided.
 コンピューティング装置2は、ゲーム装置1を統括的に制御する。コンピューティング装置2は、各種のプロセッサやメモリを含み、例えば、チップセットを備えるコンピュータ回路要素を含む。コンピューティング装置2は、例えば、メインメモリ21と、制御回路(CPU(Central Processing Unit))22と、BIOS(Basic Input/Output System)-ROM(Read Only Memory)23と、記憶部24と、音声処理部25と、画像処理回路26と、通信インタフェース27と、ペリフェラルインタフェース28と、システムバス29とを備える。 The computing device 2 controls the game device 1 in an integrated manner. The computing device 2 includes various processors and memories, and includes, for example, computer circuit elements including a chipset. The computing device 2 includes, for example, a main memory 21, a control circuit (CPU (Central Processing Unit)) 22, a BIOS (Basic Input / Output System) -ROM (Read Only Memory) 23, a storage unit 24, and a voice. A processing unit 25, an image processing circuit 26, a communication interface 27, a peripheral interface 28, and a system bus 29 are provided.
 メインメモリ21は、スロットゲームを実行するためのソフトウェアプログラムが展開され、当該ソフトウェアプログラムを実行するために必要な情報が格納されている。制御回路22は、このソフトウェアプログラムを実行し、コンピューティング装置2に各種の機能を実現させる。言い換えれば、コンピューティング装置2は、制御回路22がメインメモリ21に展開されたソフトウェアプログラムを実行することにより、他のハードウェアと協働してスロットゲームを実現する。 In the main memory 21, a software program for executing the slot game is developed, and information necessary for executing the software program is stored. The control circuit 22 executes this software program and causes the computing device 2 to realize various functions. In other words, the computing device 2 implements a slot game in cooperation with other hardware by causing the control circuit 22 to execute a software program loaded in the main memory 21.
 BIOS-ROM23は、ハードウェアを直接稼働させるための下層のソフトウェアであるBIOSを記憶しているROMである。BIOSは、ゲーム装置1及びコンピューティング装置2を初期化し、ブートローダを呼び出す。また、BIOSは、上層のアプリケーションであってスロットゲームを実行するためのソフトウェアプログラムがハードウェア資源であるゲーム装置1又はコンピューティング装置2を機能させるために必要な仲介する層を提供している。 The BIOS-ROM 23 is a ROM that stores BIOS, which is lower-layer software for directly operating hardware. The BIOS initializes the game device 1 and the computing device 2 and calls the boot loader. The BIOS also provides an intermediary layer necessary for causing the game device 1 or the computing device 2 that is a hardware resource to function as a software program for executing a slot game, which is an upper layer application.
 記憶部24は、スロットゲームを実行するために必要なソフトウェアプログラムや各種データを記憶している。また、記憶部24は、複数種類のキャラクターを定義するキャラクター情報及び複数種類の仮想的なリールストリップを定義するリールストリップ情報を記憶している。音声処理部25は、制御回路22の制御の下、各種のサウンド処理を行う。画像処理回路26は、制御回路22の制御の下、各種のグラフィックス処理を行う。通信インタフェース27は、サーバや他のゲーム装置との通信を可能にするインタフェースである。ペリフェラルインタフェース28は、操作入力部14、カード読取部15、紙幣投入部16又はチケット払出部17と、コンピューティング装置2との通信を可能にするインタフェースである。 The storage unit 24 stores software programs and various data necessary for executing the slot game. The storage unit 24 stores character information that defines a plurality of types of characters and reel strip information that defines a plurality of types of virtual reel strips. The sound processing unit 25 performs various sound processes under the control of the control circuit 22. The image processing circuit 26 performs various graphics processing under the control of the control circuit 22. The communication interface 27 is an interface that enables communication with a server and other game devices. The peripheral interface 28 is an interface that enables communication between the operation input unit 14, the card reading unit 15, the bill insertion unit 16 or the ticket dispensing unit 17, and the computing device 2.
 システムバス29は、図2に示すように、メインメモリ21、制御回路22、BIOS-ROM23、記憶部24、音声処理部25、画像処理回路26、通信インタフェース27及びペリフェラルインタフェース28と接続されている。システムバス29は、例えば、これらのアドレス、これらの間で相互にやり取りされるデータ、これらを制御する信号を伝送する。 As shown in FIG. 2, the system bus 29 is connected to the main memory 21, the control circuit 22, the BIOS-ROM 23, the storage unit 24, the sound processing unit 25, the image processing circuit 26, the communication interface 27, and the peripheral interface 28. . The system bus 29 transmits, for example, these addresses, data exchanged between them, and signals for controlling them.
 図3は、実施形態に係るゲーム装置の主な機能的構成を示すブロック図である。ゲーム装置1は、例えば、図3に示すように、選定部31と、表示制御部32と、書換部33と、ポイント制御部34と、判定部35と、配当部36とを備える。これらは、メインメモリ21に展開されたソフトウェアプログラムを制御回路22が実行することにより機能的に実現されるものである。 FIG. 3 is a block diagram illustrating a main functional configuration of the game device according to the embodiment. For example, as shown in FIG. 3, the game apparatus 1 includes a selection unit 31, a display control unit 32, a rewrite unit 33, a point control unit 34, a determination unit 35, and a payout unit 36. These are functionally realized by the control circuit 22 executing the software program developed in the main memory 21.
 図4から図12を参照しながら、実施形態に係るゲーム装置1がプレイヤに提供することができるスロットゲームの例を説明する。図4は、実施形態に係るゲーム装置が提供するノーマルゲームにおいてボーナスゲームが開始される条件が満たされた場合に表示部に表示される画像の例を示す図である。 An example of a slot game that can be provided to the player by the game apparatus 1 according to the embodiment will be described with reference to FIGS. FIG. 4 is a diagram illustrating an example of an image displayed on the display unit when a condition for starting the bonus game is satisfied in the normal game provided by the game device according to the embodiment.
 選定部31は、プレイヤに割り当てられる自己キャラクターを一つ選定し、自己キャラクターの対戦相手である相手キャラクターを一つ選定する。例えば、選定部31は、ノーマルゲームで停止表示したシンボルに基づいて自己キャラクター及び相手キャラクターを選定する。 The selection unit 31 selects one self-character assigned to the player, and selects one opponent character that is the opponent of the self-character. For example, the selection unit 31 selects the self character and the opponent character based on the symbols stopped and displayed in the normal game.
 具体的には、制御回路22は、メインメモリ21に記憶された複数の自己キャラクターを各々の自己キャラクターの特徴を含めて定義する自己キャラクター情報を参照して自己キャラクター情報を一つ選定する選定演算を実行する。同様に、制御回路22は、メインメモリ21に記憶された複数の相手キャラクターを各々の自己キャラクターの特徴を含めて定義する相手キャラクター情報を参照して相手キャラクター情報を一つ選定する選定演算を実行する。以下の処理においては、制御回路22がメインメモリ21に記憶された情報を参照して生成した画像情報について画像処理回路26に描画指示をし、生成した音声情報について音声処理部25に発音指示をするのであるが、特に必要な箇所を除いてそれらの詳細な記述は省略する。 Specifically, the control circuit 22 selects one self-character information with reference to self-character information that defines a plurality of self-characters stored in the main memory 21 including the characteristics of each self-character. Execute. Similarly, the control circuit 22 performs a selection calculation for selecting one opponent character information by referring to the opponent character information that defines a plurality of opponent characters stored in the main memory 21 including the characteristics of each self character. To do. In the following processing, the control circuit 22 instructs the image processing circuit 26 to draw image information generated by referring to the information stored in the main memory 21, and issues a sound generation instruction to the sound processing unit 25 for the generated sound information. However, their detailed description is omitted except where particularly necessary.
 ここで、ノーマルゲームとは、プレイヤが紙幣投入部16に投入した紙幣又はチケットに応じてクレジットを設定し、プレイヤがベット及びスタートの指示をゲーム装置1に入力することにより開始するスロットゲームである。 Here, the normal game is a slot game started by setting credits according to a bill or a ticket inserted into the bill insertion unit 16 by the player and inputting a bet and start instruction to the game device 1 by the player. .
 具体的には、図4に示すように、選定部31は、表示部13に表示されたリールN1の上から三段目の表示領域に停止表示しているボーナスシンボルB1が描出しているキャラクター「A」を自己キャラクターとして選定する。同様に、選定部31は、リールN3の上から三段目の表示領域に停止表示しているボーナスシンボルB3が描出しているキャラクター「B」を相手キャラクターとして選定する。なお、リールN2の上から三段目の表示領域に停止表示しているボーナスシンボルB2は、キャラクター「A」とキャラクター「B」とが対戦することを意味している。 Specifically, as shown in FIG. 4, the selection unit 31 displays the character drawn by the bonus symbol B1 that is stopped and displayed in the third display area from the top of the reel N1 displayed on the display unit 13. Select “A” as your own character. Similarly, the selection unit 31 selects the character “B” drawn by the bonus symbol B3 stopped and displayed in the third display area from the top of the reel N3 as the opponent character. The bonus symbol B2 that is stopped and displayed in the third display area from the top of the reel N2 means that the character “A” and the character “B” battle each other.
 ゲーム装置1は、例えば、ボーナスシンボルB1、ボーナスシンボルB2及びボーナスシンボルB3それぞれがリールN1、リールN2及びリールN3のいずれかの表示領域に停止表示した場合、キャラクター「A」とキャラクター「B」との対戦を織り込んだボーナスゲームを開始させる。ここで、ボーナスゲームとは、指定された回数だけクレジットを使用することなくプレイ可能なスロットゲームであり、所定の条件が満たされた場合に開始される。 For example, when the bonus symbol B1, the bonus symbol B2, and the bonus symbol B3 are stopped and displayed in any one of the display areas of the reel N1, the reel N2, and the reel N3, the game apparatus 1 displays the characters “A” and “B”. Start a bonus game that incorporates the match. Here, the bonus game is a slot game that can be played without using credits a designated number of times, and is started when a predetermined condition is satisfied.
 また、選定部31は、自己キャラクターが相手キャラクターに勝利したと判定された後、別の相手キャラクターがいるか否かを判定する。選定部31は、別の相手キャラクターがいると判定した場合、別の相手キャラクターを選定する。さらに、選定部31は、記憶部24に記憶されているキャラクター情報に基づいていずれか一つのキャラクターを選定することができる。また、選定部31は、記憶部24に記憶されているリールストリップ情報に基づいていずれか一つのリールストリップを選定することができる。この場合、選定部31は、選定したキャラクターに対応付けられた変動値に基づいていずれか一つのリールストリップを選定する。 In addition, after it is determined that the self character has won the opponent character, the selection unit 31 determines whether there is another opponent character. When it is determined that there is another opponent character, the selection unit 31 selects another opponent character. Furthermore, the selection unit 31 can select any one character based on the character information stored in the storage unit 24. The selection unit 31 can select any one reel strip based on the reel strip information stored in the storage unit 24. In this case, the selection unit 31 selects any one reel strip based on the variation value associated with the selected character.
 ここで、キャラクター情報は、各種類のキャラクターに対応づけられた変動値、例えば、各キャラクターに対応付けられている「パワー」を含む。「パワー」とは、複数種類のキャラクターの相対的な強さを数値として示したパラメータであり、キャラクターに応じてゲーム装置の設計者が任意に設定可能なものである。また、リールストリップ情報は、複数種類のシンボルの並び順序を規定する仮想的なリールストリップであって各種類のシンボルの数及びシンボルの並び順序の少なくとも一方が異なる複数種類のリールストリップを定義する。複数種類のリールストリップの例については後述する。 Here, the character information includes a variation value associated with each type of character, for example, “power” associated with each character. “Power” is a parameter indicating the relative strength of a plurality of types of characters as a numerical value, and can be arbitrarily set by the designer of the game apparatus according to the character. The reel strip information is a virtual reel strip that defines the arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of symbols of each type and the arrangement order of symbols. Examples of a plurality of types of reel strips will be described later.
 図5は、実施形態に係るゲーム装置が提供するボーナスゲームにおいて表示部に表示される画像の例を示す図である。表示制御部32は、ボーナスゲームにおいて、例えば、図5に示した画像C、画像P1、画像P2、画像G1及び画像G2を表示部12に表示する。 FIG. 5 is a diagram illustrating an example of an image displayed on the display unit in the bonus game provided by the game device according to the embodiment. In the bonus game, the display control unit 32 displays, for example, the image C, the image P1, the image P2, the image G1, and the image G2 illustrated in FIG.
 画像Cは、キャラクター「A」とキャラクター「B」とが実際に対戦している様子を描出しており、表示部12の中央に表示されている。画像P1及び画像P2は、それぞれ自己キャラクターの肖像及び相手キャラクターの肖像を描出しており、表示部12の左上及び右上に表示されている。また、画像P1の下には、自己キャラクターの氏名が表示されており、画像P2の下には、相手キャラクターの氏名が表示されている。 Image C depicts a situation where the character “A” and the character “B” are actually competing, and is displayed in the center of the display unit 12. The image P1 and the image P2 depict the portrait of the self character and the portrait of the opponent character, respectively, and are displayed on the upper left and upper right of the display unit 12. Further, the name of the self-character is displayed below the image P1, and the name of the opponent character is displayed below the image P2.
 画像G1及び画像G2は、それぞれ自己キャラクターに割り当てられた第1ポイント及び相手キャラクターに割り当てられた第2ポイントを、斜線ハッチングを施した正方形で示している。白い正方形は、既に失われている第1ポイント又は第2ポイントを示している。ここでは、第1ポイントの初期値及び第2ポイントの初期値は、10ポイントである。 The image G1 and the image G2 indicate the first point assigned to the self character and the second point assigned to the opponent character by squares with hatching. A white square indicates the first point or the second point that has already been lost. Here, the initial value of the first point and the initial value of the second point are 10 points.
 また、表示制御部32は、例えば、図5に斜線ハッチングを施した矢印で示したように、表示部13に表示されているリールR1、リールR2及びリールR3に第1シンボル、第2シンボル及び第3シンボルを変動表示させる。変動表示とは、リールごとにシンボルを高速でスクロール表示することをいう。ここで、表示部13に表示されるこれら三つのリールは、複数種類のリールストリップから選定された3つのリールストリップのうち一部分を表示したものである。リールストリップには、複数種類のシンボルの並び順序が規定されている。表示部13に表示されるリールストリップの一部分であるリールR1、リールR2及びリールR3には、それぞれ縦方向に連続して配置された複数のシンボルのうちの三段分が表示されるようになっている。第1シンボルは、自己キャラクターに割り当てられるシンボルである。第2シンボルは、相手キャラクターに割り当てられるシンボルである。第3シンボルは、自己キャラクター及び相手キャラクターのいずれにも割り当てられないシンボルである。そして、表示制御部32は、選定されたリールストリップを変動表示させた後に停止表示させる。停止表示とは、リールごとにシンボルが変動表示されている状態からスクロール表示の速度を低下させ、リールごとにシンボルが固定して表示された状態にすることをいう。 Further, for example, as indicated by the hatched arrows in FIG. 5, the display control unit 32 displays the first symbol, the second symbol, and the second symbol on the reel R1, the reel R2, and the reel R3 displayed on the display unit 13. The third symbol is variably displayed. Fluctuation display means that symbols are scroll-displayed at high speed for each reel. Here, these three reels displayed on the display unit 13 display a part of three reel strips selected from a plurality of types of reel strips. In the reel strip, the arrangement order of a plurality of types of symbols is defined. On the reels R1, R2 and R3, which are part of the reel strip displayed on the display unit 13, three stages of a plurality of symbols arranged continuously in the vertical direction are displayed. ing. The first symbol is a symbol assigned to the self character. The second symbol is a symbol assigned to the opponent character. The third symbol is a symbol that is not assigned to either the self character or the opponent character. Then, the display control unit 32 displays the selected reel strip in a variable manner and then stops the display. Stop display refers to reducing the speed of scroll display from a state in which symbols are variably displayed for each reel to a state in which symbols are fixedly displayed for each reel.
 図6は、実施形態に係るゲーム装置が提供するボーナスゲームにおいて停止表示している第2シンボルの数が第1シンボルの数よりも多い場合の例を示す図である。図7は、実施形態に係るゲーム装置が提供するボーナスゲームにおいて停止表示している第2シンボルの数が第1シンボルの数よりも少ない場合の例を示す図である。 FIG. 6 is a diagram illustrating an example in which the number of second symbols stopped and displayed in the bonus game provided by the game device according to the embodiment is larger than the number of first symbols. FIG. 7 is a diagram illustrating an example in which the number of second symbols stopped and displayed in the bonus game provided by the game device according to the embodiment is smaller than the number of first symbols.
 表示制御部32は、例えば、図6に示すように、抽選に基づいて自己キャラクター「A」に割り当てられる第1シンボル101及び相手キャラクター「B」に割り当てられる第2シンボル102のうち一つ以上をこれら三つのリールの表示領域それぞれに停止表示させる。 For example, as shown in FIG. 6, the display control unit 32 displays one or more of the first symbol 101 assigned to the own character “A” and the second symbol 102 assigned to the opponent character “B” based on the lottery. Each of the three reel display areas is stopped and displayed.
 具体的には、制御回路22は、抽選演算を実行し、第1シンボル情報及び第2シンボル情報を参照して自己キャラクターに設定された特徴に応じた確率で複数の表示領域それぞれに第1シンボルを停止表示させ、前記相手キャラクターに設定された特徴に応じた確率で複数の表示領域それぞれに第2シンボルを停止表示させる画像を出力させる。第1シンボル情報とは、自己キャラクターに割り当てられる第1シンボルを表示させるための情報であり、メインメモリ21に記憶されている。同様に、第2シンボル情報とは、相手キャラクターに割り当てられる第2シンボルを表示させるための情報であり、メインメモリ21に記憶されている。 Specifically, the control circuit 22 performs a lottery calculation, refers to the first symbol information and the second symbol information, and has the first symbol in each of the plurality of display areas with a probability corresponding to the feature set for the self character. Is stopped and displayed, and an image for stopping and displaying the second symbol in each of the plurality of display areas is output with a probability corresponding to the feature set for the opponent character. The first symbol information is information for displaying the first symbol assigned to the self character, and is stored in the main memory 21. Similarly, the second symbol information is information for displaying the second symbol assigned to the opponent character, and is stored in the main memory 21.
 第1シンボル101は、図6に示したリールR3の上から一段目の表示領域に停止表示しており、自己キャラクター「A」の肖像及び相手キャラクターに攻撃を加えることを示す「ATTACK」の文字を描出している。第2シンボル102は、図6に示したリールR1の上から二段目の表示領域、リールR2の上から三段目の表示領域に停止表示しており、相手キャラクター「B」の肖像及び相手キャラクターから攻撃されてダメージを受けることを示す「DAMAGE」の文字を描出している。第1シンボル101と第2シンボル102とは、互いに異なるシンボルである。また、リールR1、リールR2及びリールR3の各表示領域のうち第1シンボル101又は第2シンボル102が停止表示していない表示領域には、図6に示すように、ブランクシンボル104が停止表示している。ブランクシンボル104は、上述した第3シンボルの例である。 The first symbol 101 is stopped and displayed in the first display area from the top of the reel R3 shown in FIG. 6, and the character “ATTACK” indicating that the character “A” is attacked and the opponent character is attacked. Is drawn. The second symbol 102 is stopped and displayed in the second display area from the top of the reel R1 and the third display area from the top of the reel R2 shown in FIG. The characters “DAMAGE” indicating that the character is attacked and takes damage are drawn. The first symbol 101 and the second symbol 102 are different symbols. In addition, blank symbols 104 are stopped and displayed in the display areas where the first symbol 101 or the second symbol 102 is not stopped among the display areas of the reel R1, the reel R2, and the reel R3 as shown in FIG. ing. The blank symbol 104 is an example of the third symbol described above.
 ポイント制御部34は、停止表示している第2シンボル102の数と第1シンボル101の数との大小関係を判定する。そして、ポイント制御部34は、停止表示している第2シンボル102の数が第1シンボル101の数よりも多い場合、自己キャラクターに割り当てられた第1ポイントを引き下げ、停止表示している第2シンボル102の数が第1シンボル101の数よりも少ない場合、相手キャラクターに割り当てられた第2ポイントを引き下げる。 The point control unit 34 determines the magnitude relationship between the number of the second symbols 102 that are stopped and the number of the first symbols 101. Then, when the number of the second symbols 102 that are stopped and displayed is larger than the number of the first symbols 101, the point control unit 34 lowers the first point assigned to the self character and displays the second symbols that are stopped and displayed. If the number of symbols 102 is less than the number of first symbols 101, the second point assigned to the opponent character is lowered.
 具体的には、制御回路22は、図6に示すように、第2シンボル102の数が第1シンボル101の数よりも多い場合、第1ポイントを引き下げる減算を実行する。例えば、制御回路22は、図6に示すように、第2シンボル102が二つ停止表示しており、第1シンボル101が一つ停止表示している場合、自己キャラクターに割り当てられた第1ポイントを停止表示している第2シンボル102の数「2」だけ引き下げる。また、制御回路22は、図7に示すように、第2シンボル102の数が第1シンボル101の数よりも少ない場合、第2ポイントを引き下げる減算を実行する。例えば、制御回路22は、図7に示すように、第1シンボル101が三つ停止表示しており、第2シンボル102が一つ停止表示している場合、相手キャラクターに割り当てられた第2ポイントを停止表示している第1シンボル101の数「3」だけ引き下げる。 Specifically, as shown in FIG. 6, when the number of the second symbols 102 is larger than the number of the first symbols 101, the control circuit 22 executes a subtraction that lowers the first point. For example, as shown in FIG. 6, the control circuit 22 displays the first point assigned to the self character when two second symbols 102 are stopped and one first symbol 101 is stopped. Is reduced by the number “2” of the second symbols 102 that are stopped. In addition, as shown in FIG. 7, when the number of second symbols 102 is smaller than the number of first symbols 101, the control circuit 22 performs subtraction that lowers the second point. For example, as shown in FIG. 7, the control circuit 22 displays the second point assigned to the opponent character when three first symbols 101 are stopped and one second symbol 102 is stopped. Is reduced by the number “3” of the first symbols 101 that are stopped.
 判定部35は、第1ポイント及び第2ポイントのいずれかが所定の閾値以下に達しているか否かを判定する。そして、判定部35は、第1ポイント及び第2ポイントのいずれかが所定の閾値以下に達した場合、閾値以下に達した側のキャラクターが敗北し、敗北したキャラクターの対戦相手となっているキャラクターが勝利したと判定する。具体的には、制御回路22は、当該判定の結果を示す判定フラグをメインメモリ21に格納する。また、ここで言う所定の閾値とは、例えば、「0」、「5」である。 The determination unit 35 determines whether any of the first point and the second point has reached a predetermined threshold value or less. Then, when either the first point or the second point reaches a predetermined threshold value or less, the determination unit 35 loses the character that has reached the threshold value or less, and the character that is the opponent of the defeated character It is determined that has won. Specifically, the control circuit 22 stores a determination flag indicating the determination result in the main memory 21. Further, the predetermined thresholds referred to here are, for example, “0” and “5”.
 また、判定部35は、第1シンボル101が所定の態様で停止表示しているか否かを判定する。そして、判定部35は、第1シンボル101が所定の態様で停止表示された場合、例えば、リールR1、リールR2及びリールR3の全ての表示領域に第1シンボル101が停止表示された場合、自己キャラクターが相手キャラクターに勝利したと判定してもよい。 Further, the determination unit 35 determines whether or not the first symbol 101 is stopped and displayed in a predetermined manner. When the first symbol 101 is stopped and displayed in a predetermined manner, for example, when the first symbol 101 is stopped and displayed in all the display areas of the reel R1, the reel R2, and the reel R3, the determination unit 35 It may be determined that the character has won the opponent character.
 配当部36は、自己キャラクターが相手キャラクターに勝利したと判定された場合、所定の配当額を支払う。具体的には、制御回路22は、メインメモリ21に格納された判定フラグを参照して自己キャラクターが相手キャラクターに勝利したと判定された場合に支払うべき配当額を演算してメインメモリ21に格納する。 The payout unit 36 pays a predetermined payout amount when it is determined that the self character has won the opponent character. Specifically, the control circuit 22 refers to the determination flag stored in the main memory 21, calculates a payout amount to be paid when it is determined that the self character has won the opponent character, and stores it in the main memory 21. To do.
 また、配当部36は、自己キャラクターが相手キャラクターに勝利したと判定された際に選定されていた相手キャラクターの種類及び自己キャラクターが勝利したと判定された回数の少なくとも一方に応じて配当額を変化させてもよい。さらに、配当部36は、ボーナスゲーム中、停止表示している第1シンボル101の数に基づいて所定の配当額を支払ってもよい。 Further, the payout unit 36 changes the payout amount according to at least one of the type of the opponent character selected when the self character is determined to have won the opponent character and the number of times the self character has been determined to have won. You may let them. Further, the payout unit 36 may pay a predetermined payout amount based on the number of the first symbols 101 that are stopped and displayed during the bonus game.
 図8は、実施形態に係るゲーム装置が提供するボーナスゲームにおいて特別シンボルが停止表示している場合の例を示す図である。図9は、実施形態に係るゲーム装置が提供するボーナスゲームにおいて特別シンボルと所定の位置関係にあるシンボルを第1シンボルに書き換えた場合の例を示す図である。 FIG. 8 is a diagram illustrating an example in which a special symbol is stopped and displayed in the bonus game provided by the game device according to the embodiment. FIG. 9 is a diagram illustrating an example of a case where a symbol in a predetermined positional relationship with a special symbol is rewritten to the first symbol in the bonus game provided by the game device according to the embodiment.
 書換部33は、停止表示しているシンボルが所定の条件を満たすか否かを判定し、停止表示しているシンボルが所定の条件を満たす場合、当該シンボルと所定の位置関係にあるシンボルを第1シンボル101に書き換える。この所定の条件とは、特別シンボル103をリールR3に仮想的に配置しておき、図8に示すように、特別シンボル103が停止表示された場合、当該特別シンボル103に加えて特別シンボル103の左隣に停止表示している二つのシンボルを第1シンボル101に書き換える。ここで、特別シンボル103は、自己キャラクター「A」の肖像及び相手キャラクターに攻撃を加えることを示す「ATTACK」の文字を描出しており、自己キャラクター「A」の周囲に縦線のハッチングが施されており、第1シンボル101と区別されている。 The rewriting unit 33 determines whether or not the stopped display symbol satisfies a predetermined condition, and if the stopped display symbol satisfies the predetermined condition, the rewriting unit 33 selects a symbol having a predetermined positional relationship with the symbol. Rewrite to one symbol 101. The predetermined condition is that the special symbol 103 is virtually arranged on the reel R3, and when the special symbol 103 is stopped and displayed as shown in FIG. The two symbols stopped and displayed on the left are rewritten to the first symbol 101. Here, the special symbol 103 depicts the portrait of the self-character “A” and the character “ATTACK” indicating that the opponent character is attacked, and vertical lines are hatched around the self-character “A”. It is distinguished from the first symbol 101.
 例えば、図8に示すように、リールR3に特別シンボル103が停止表示された場合には、当該特別シンボル103及び特別シンボル103の左隣に停止表示している二つの第2シンボル102を第1シンボル101に書き換える。これにより、図8に示したように第2シンボル102の数が第1シンボル101の数よりも多い状態から図9に示したように第1シンボル101の数が第2シンボル102の数よりも多い状態となる。このため、書換部33は、自己キャラクターの戦況を逆転させることができる。 For example, as shown in FIG. 8, when the special symbol 103 is stopped and displayed on the reel R <b> 3, the special symbol 103 and the two second symbols 102 that are stopped and displayed on the left side of the special symbol 103 are first displayed. The symbol 101 is rewritten. Thus, from the state where the number of second symbols 102 is larger than the number of first symbols 101 as shown in FIG. 8, the number of first symbols 101 is larger than the number of second symbols 102 as shown in FIG. There will be many states. For this reason, the rewriting part 33 can reverse the battle situation of a self character.
 また、書換部33がシンボルを第1シンボル101に書き換える所定の条件は、様々なものが考えられる。例えば、リールR3に二つ以上の第1シンボル101が出現した場合に、これら二つの第1シンボル101の左隣に停止表示している合計四つのシンボルを第1シンボル101に書き換えるようにしてもよい。 Also, various conditions can be considered for the rewriting unit 33 to rewrite the symbol to the first symbol 101. For example, when two or more first symbols 101 appear on the reel R <b> 3, a total of four symbols stopped and displayed on the left side of the two first symbols 101 may be rewritten to the first symbol 101. Good.
 図10から図12を参照しながら、複数種類のリールストリップの例について説明する。 An example of a plurality of types of reel strips will be described with reference to FIGS.
 図10は、実施形態に係る自己キャラクター及び相手キャラクターのパワーが小さい場合におけるリールストリップの例を示す図である。図11は、実施形態に係る自己キャラクター及び相手キャラクターのパワーが大きい場合におけるリールストリップの例を示す図である。図12は、実施形態に係るゲーム装置が第1シンボルを停止表示させる確率を、第2シンボルを停止表示させる確率よりも高くしている場合におけるリールストリップの例を示す図である。 FIG. 10 is a diagram showing an example of the reel strip when the power of the self character and the opponent character according to the embodiment is small. FIG. 11 is a diagram illustrating an example of a reel strip when the power of the self character and the opponent character according to the embodiment is large. FIG. 12 is a diagram illustrating an example of a reel strip when the probability that the game device according to the embodiment stops and displays the first symbol is higher than the probability that the second symbol is stopped and displayed.
 選定部31は、記憶部24に格納されたリールストリップ情報を参照し、自己キャラクターに対応づけられた変動値であるパワーに基づいて、複数種類のリールストリップのうちからいずれか1つを選定するようになっている。具体的には、選定部31は、自己キャラクターのパワーが大きい程、自己キャラクターが表示される第1シンボルの数が多いリールストリップを選定する。第1シンボルの数が多いリールストリップを選定することにより、結果的に表示部12又は表示部13に表示されるリールには、より高い確率で第1シンボルが停止表示することになる。また、選定部31は、相手キャラクターのパワーが大きい程、相手キャラクターが表示される第2シンボルの数が多いリールストリップを選定する。第2シンボルの数が多いリールストリップを選定することにより、結果的に表示部12又は表示部13に表示されるリールには、よりも高い確率で第2シンボルが停止表示することになる。言い換えれば、選定部31は、自己キャラクターに対応付けられたパワーと相手キャラクターに対応づけられたパワーとの大小関係に応じていずれかのリールストリップを選定する。このように選定されたリールストリップは、リールR1、リールR2及びリールR3の全てに適用してもよいし、いずれか2つ、または、いずれか1つに適用してもよい。 The selection unit 31 refers to the reel strip information stored in the storage unit 24, and selects any one of a plurality of types of reel strips based on the power that is the variation value associated with the self character. It is like that. Specifically, the selection unit 31 selects a reel strip having a larger number of first symbols on which the self character is displayed as the power of the self character is increased. By selecting a reel strip with a large number of first symbols, the first symbol is stopped and displayed with higher probability on the reels displayed on the display unit 12 or the display unit 13 as a result. Further, the selection unit 31 selects a reel strip having a larger number of second symbols on which the opponent character is displayed as the power of the opponent character is larger. By selecting a reel strip having a large number of second symbols, the second symbol is stopped and displayed with higher probability on the reels displayed on the display unit 12 or the display unit 13 as a result. In other words, the selection unit 31 selects one of the reel strips according to the magnitude relationship between the power associated with the self character and the power associated with the opponent character. The reel strip selected in this way may be applied to all of the reel R1, the reel R2, and the reel R3, or may be applied to any two or any one.
 例えば、自己キャラクター及び相手キャラクターが女性格闘家であり、両者のパワーが小さい場合、選定部31は、図10に示すように、第1シンボル、第2シンボル及び第3シンボルが均等かつまばらに配列された仮想的なリールストリップを選定する。表示制御部32は、選定されたリールストリップをリールR1、リールR2及びリールR3に変動表示させてから、第1シンボル及び第2シンボルを停止表示させる。 For example, when the self character and the opponent character are female fighters and the power of both is small, the selection unit 31 arranges the first symbol, the second symbol, and the third symbol evenly and sparsely as shown in FIG. The selected virtual reel strip is selected. The display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol.
 一方、自己キャラクター及び相手キャラクターがプロレスラーであり、両者のパワーが大きい場合、選定部31は、図11に示すように、第1シンボル、第2シンボル及び第3シンボルが五つずつ連続して配置された仮想的なリールストリップを選定する。表示制御部32は、選定されたリールストリップをリールR1、リールR2及びリールR3に変動表示させてから、第1シンボル及び第2シンボルを停止表示させる。 On the other hand, when the self character and the opponent character are professional wrestlers and both have high power, the selection unit 31 arranges five first symbols, two second symbols, and three third symbols in succession as shown in FIG. The selected virtual reel strip is selected. The display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol.
 また、例えば、自己キャラクターがヘビー級ボクサーであり、相手キャラクターがライト級ボクサーである場合、選定部31は、図12に示すように、第1シンボルを第2シンボルよりも多く配置した仮想的なリールストリップを選定する。表示制御部32は、選定されたリールストリップをリールR1、リールR2及びリールR3に変動表示させてから、第1シンボル及び第2シンボルを停止表示させる。この場合には、相対的にパワーが大きい自己キャラクターが対戦に勝利する確率が高くなる。 For example, when the self character is a heavyweight boxer and the opponent character is a lightweight boxer, the selection unit 31 is a virtual one in which more first symbols are arranged than the second symbols as shown in FIG. Select a reel strip. The display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol. In this case, the probability that a self-character with relatively high power will win the battle is increased.
 逆に、例えば、自己キャラクターがライト級ボクサーであり、相手キャラクターがヘビー級ボクサーである場合、選定部31は、第2シンボルを第1シンボルよりも多く配置した仮想的なリールストリップ(図示せず)を選定する。表示制御部32は、選定されたリールストリップをリールR1、リールR2及びリールR3に変動表示させてから、第1シンボル及び第2シンボルを停止表示させる。この場合には、相対的にパワーが大きい相手キャラクターが対戦に勝利する確率が高くなる。 On the contrary, for example, when the self character is a light class boxer and the opponent character is a heavy class boxer, the selection unit 31 has a virtual reel strip (not shown) in which the second symbols are arranged more than the first symbols. ) Is selected. The display control unit 32 variably displays the selected reel strip on the reels R1, R2 and R3, and then stops and displays the first symbol and the second symbol. In this case, the probability that the opponent character with relatively high power wins the battle is increased.
 なお、選定部31は、自己キャラクター及び相手キャラクターの少なくとも一方のみに対応させて、第1シンボル101及び第2シンボル102の少なくとも一方のみが少なくとも一つ配置された仮想的なリールストリップを選定するように構成してもよい。表示制御部32は、選定されたリールストリップを第1シンボル101及び第2シンボル102の少なくとも一方を停止表示させる。 The selection unit 31 selects a virtual reel strip in which at least one of the first symbol 101 and the second symbol 102 is arranged corresponding to at least one of the self character and the opponent character. You may comprise. The display control unit 32 stops and displays at least one of the first symbol 101 and the second symbol 102 on the selected reel strip.
 (処理の説明)
 図13及び図14を参照しながら、ゲーム装置1が行う処理の例を説明する。以下に説明する処理に含まれる各ステップは、処理の内容に矛盾を生じない範囲で、任意に順番を変更して又は並列に実行することができるとともに、各ステップ間に他のステップを追加してもよい。また、便宜上一つのステップとして記載されているステップは、複数のステップに分けて実行することができる一方、便宜上複数のステップに分けて記載されているものは、一つのステップとして把握することができる。なお、各ステップの処理の詳細は、既に説明しているため、ここでは省略する。
(Description of processing)
An example of processing performed by the game apparatus 1 will be described with reference to FIGS. 13 and 14. Each step included in the processing described below can be executed in any order or in parallel as long as the content of the processing does not contradict, and other steps are added between the steps. May be. In addition, a step described as one step for convenience can be executed by being divided into a plurality of steps, while a step described as being divided into a plurality of steps for convenience can be grasped as one step. . Note that details of the processing of each step have already been described, and are omitted here.
 図13及び図14は、実施形態に係るゲーム装置が提供するボーナスゲームの開始から終了までの流れの例を説明するためのフローチャートである。 13 and 14 are flowcharts for explaining an example of the flow from the start to the end of the bonus game provided by the game device according to the embodiment.
 ステップS1において、ゲーム装置1は、ノーマルゲームにおいてボーナスゲームが開始される条件が満たされたか否かを判定する。ゲーム装置1は、当該条件が満たされたと判定した場合(ステップS1:Yes)、処理をステップS2へ進め、当該条件が満たされていないと判定した場合(ステップS1:No)、当該条件が満たされたと判定するまで待機する。 In step S1, the game apparatus 1 determines whether or not a condition for starting the bonus game in the normal game is satisfied. If the game apparatus 1 determines that the condition is satisfied (step S1: Yes), the process proceeds to step S2, and if it is determined that the condition is not satisfied (step S1: No), the condition is satisfied. Wait until it is determined that it has been done.
 ステップS2において、選定部31は、プレイヤに割り当てられる自己キャラクターを一つ選定し、自己キャラクターの対戦相手である相手キャラクターを一つ選定する。 In step S2, the selection unit 31 selects one self-character assigned to the player, and selects one opponent character that is the opponent of the self-character.
 ステップS3において、選定部31は、自己キャラクター及び相手キャラクターの少なくとも一方に応じて仮想的なリールストリップを選定する。 In step S3, the selection unit 31 selects a virtual reel strip according to at least one of the self character and the opponent character.
 ステップS4において、表示制御部32は、ボーナスゲームにおいて、各リールに自己キャラクターに割り当てられる第1シンボル、相手キャラクターに割り当てられる第2シンボル及びいずれにも割り当てられない第3シンボルを変動表示させる。 In step S4, in the bonus game, the display control unit 32 variably displays the first symbol assigned to each reel, the second symbol assigned to the opponent character, and the third symbol not assigned to any of the reels.
 ステップS5において、表示制御部32は、抽選に基づいて第1シンボル101及び第2シンボル102のうち一つ以上を複数の表示領域それぞれに停止表示させる。 In step S5, the display control unit 32 stops and displays one or more of the first symbol 101 and the second symbol 102 in each of the plurality of display areas based on the lottery.
 ステップS6において、書換部33は、停止表示しているシンボルが所定の条件を満たすか否かを判定する。書換部33は、当該条件を満たすと判定した場合(ステップS6:Yes)、処理をステップS7へ進め、当該条件を満たさないと判定した場合(ステップS6:No)、処理をステップS8へ進める。 In step S6, the rewriting unit 33 determines whether or not the symbol that is stopped and displayed satisfies a predetermined condition. If the rewrite unit 33 determines that the condition is satisfied (step S6: Yes), the process proceeds to step S7. If the rewrite unit 33 determines that the condition is not satisfied (step S6: No), the process proceeds to step S8.
 ステップS7において、書換部33は、特別シンボル103と所定の位置関係にあるシンボルを第1シンボル101に書き換える。 In step S <b> 7, the rewriting unit 33 rewrites the symbol having a predetermined positional relationship with the special symbol 103 to the first symbol 101.
 ステップS8において、判定部35は、第1シンボル101が所定の態様で停止表示しているか否かを判定する。判定部35は、第1シンボル101が所定の態様で停止表示していると判定した場合(ステップS8:No)、処理をステップS9へ進め、第1シンボル101が所定の態様で停止表示していないと判定した場合(ステップS8:Yes)、図13のページ外結合子Aが示すように処理を図14に示したステップS17へ進める。 In step S8, the determination unit 35 determines whether or not the first symbol 101 is stopped and displayed in a predetermined manner. If the determination unit 35 determines that the first symbol 101 is stopped and displayed in a predetermined manner (step S8: No), the process proceeds to step S9, and the first symbol 101 is stopped and displayed in a predetermined manner. If it is determined that there is not (step S8: Yes), the process proceeds to step S17 shown in FIG. 14 as indicated by the out-of-page connector A of FIG.
 ステップS9において、配当部36は、第1シンボル101が停止表示しているか否かを判定する。配当部36は、第1シンボル101が停止表示していると判定した場合(ステップS9:Yes)、処理をステップS10へ進め、第1シンボル101が停止表示していないと判定した場合(ステップS9:No)、処理をステップS11へ進める。 In step S9, the payout unit 36 determines whether or not the first symbol 101 is stopped. When it is determined that the first symbol 101 is stopped and displayed (step S9: Yes), the payout unit 36 proceeds to step S10 and determines that the first symbol 101 is not stopped and displayed (step S9). : No), the process proceeds to step S11.
 ステップS10において、配当部36は、停止表示している第1シンボル101の数に基づいて所定の配当額を支払い、図13のページ外結合子Bが示すように処理を図14に示したステップS11へ進める。 In step S10, the payout unit 36 pays a predetermined payout amount based on the number of the first symbols 101 that are stopped, and the process shown in FIG. Proceed to S11.
 ステップS11において、ポイント制御部34は、停止表示している第2シンボル102の数が第1シンボル101の数よりも多いか否かを判定する。ポイント制御部34は、第2シンボル102の数が第1シンボル101の数よりも多い場合(ステップS11:Yes)、処理をステップS12へ進め、第2シンボル102の数が第1シンボル101の数よりも少ない場合(ステップS11:No)、処理をステップS13へ進める。 In step S <b> 11, the point control unit 34 determines whether or not the number of second symbols 102 that are stopped and displayed is greater than the number of first symbols 101. When the number of the second symbols 102 is larger than the number of the first symbols 101 (step S11: Yes), the point control unit 34 proceeds with the process to step S12, and the number of the second symbols 102 is the number of the first symbols 101. If less (step S11: No), the process proceeds to step S13.
 ステップS12において、ポイント制御部34は、自己キャラクターに割り当てられた第1ポイントを引き下げる。 In step S12, the point control unit 34 lowers the first point assigned to the self character.
 ステップS13において、ポイント制御部34は、停止表示している第2シンボル102の数が第1シンボル101の数よりも少ないか否かを判定する。ポイント制御部34は、第2シンボル102の数が第1シンボル101の数よりも少ない場合(ステップS13:Yes)、処理をステップS14へ進め、第2シンボル102の数が第1シンボル101の数よりも多い場合(ステップS13:No)、処理をステップS15へ進める。 In step S <b> 13, the point control unit 34 determines whether or not the number of the second symbols 102 that are stopped and displayed is smaller than the number of the first symbols 101. When the number of the second symbols 102 is smaller than the number of the first symbols 101 (step S13: Yes), the point control unit 34 proceeds with the process to step S14, and the number of the second symbols 102 is the number of the first symbols 101. If there are more (step S13: No), the process proceeds to step S15.
 ステップS14において、ポイント制御部34は、相手キャラクターに割り当てられた第2ポイントを引き下げる。 In step S14, the point control unit 34 lowers the second point assigned to the opponent character.
 ステップS15において、判定部35は、第2ポイントが所定の閾値以下に達しているか否かを判定する。判定部35は、第2ポイントが所定の閾値以下に達していると判定した場合(ステップS15:Yes)、処理をステップS16へ進め、第2ポイントが所定の閾値以下に達していないと判定した場合(ステップS15:No)、処理をステップS18へ進める。 In step S15, the determination unit 35 determines whether or not the second point has reached a predetermined threshold value or less. If the determination unit 35 determines that the second point has reached the predetermined threshold value or less (step S15: Yes), the process proceeds to step S16, and determines that the second point has not reached the predetermined threshold value or less. If so (step S15: No), the process proceeds to step S18.
 ステップS16において、判定部35は、自己キャラクターが相手キャラクターに勝利したと判定する。 In step S16, the determination unit 35 determines that the self character has won the opponent character.
 ステップS17において、配当部36は、所定の配当額を支払う。 In step S17, the payout unit 36 pays a predetermined payout amount.
 ステップS18において、判定部35は、第1ポイントが所定の閾値以下に達しているか否かを判定する。判定部35は、第1ポイントが所定の閾値以下に達していると判定した場合(ステップS18:Yes)、処理をステップS19へ進め、第1ポイントが所定の閾値以下に達していないと判定した場合(ステップS18:No)、図11のページ外結合子Cが示すように処理を図10に示したステップS4へ戻す。 In step S18, the determination unit 35 determines whether or not the first point has reached a predetermined threshold value or less. If the determination unit 35 determines that the first point has reached the predetermined threshold value or less (step S18: Yes), the process proceeds to step S19, and determines that the first point has not reached the predetermined threshold value or less. In the case (step S18: No), the process returns to step S4 shown in FIG. 10 as indicated by the out-of-page connector C in FIG.
 ステップS19において、判定部35は、自己キャラクターが相手キャラクターに敗北したと判定し、ボーナスゲームを終了させる。 In step S19, the determination unit 35 determines that the self character has been defeated by the opponent character, and ends the bonus game.
 ステップS20において、選定部31は、別の相手キャラクターがいるか否かを判定する。選定部31は、別の相手キャラクターがいると判定した場合(ステップS20:Yes)、処理をステップS21へ進め、別の相手キャラクターがいないと判定した場合(ステップS20:No)、ボーナスゲームを終了させる。 In step S20, the selection unit 31 determines whether there is another opponent character. If the selection unit 31 determines that there is another opponent character (step S20: Yes), the process proceeds to step S21. If it is determined that there is no other opponent character (step S20: No), the bonus game is ended. Let
 ステップS21において、選定部31は、別の相手キャラクターを選定し、図11のページ外結合子Cが示すように処理を図10に示したステップS4へ戻す。 In step S21, the selection unit 31 selects another opponent character, and returns the process to step S4 shown in FIG. 10 as indicated by the out-of-page connector C in FIG.
 以上、本発明の一例である実施形態について説明した。実施形態に係るゲーム装置1は、自己キャラクターに設定された特徴に応じた確率で第1シンボルを停止表示させ、相手キャラクターに設定された特徴に応じた確率で第2シンボルを停止表示させる。そして、ゲーム装置1は、停止表示している第1シンボルの数と第2シンボルの数との大小関係に応じて第1ポイント又は第2ポイントを引き下げ、第2ポイントが所定の閾値以下に達した場合、自己キャラクターが相手キャラクターに勝利したと判定し、所定の配当額を支払う。 The embodiment which is an example of the present invention has been described above. The game apparatus 1 according to the embodiment stops and displays the first symbol with a probability according to the feature set for the self character, and stops and displays the second symbol with the probability according to the feature set for the opponent character. Then, the game apparatus 1 lowers the first point or the second point according to the magnitude relationship between the number of the first symbols stopped and displayed and the number of the second symbols, and the second point reaches a predetermined threshold value or less. If this is the case, it is determined that the self character has won the opponent character, and a predetermined dividend is paid.
 これにより、ゲーム装置1は、停止表示させるシンボルと自己キャラクター及び相手キャラクターとを関連付け、よりエンターテイメント性が高いスロットゲームをプレイヤに提供することができる。 Thereby, the game apparatus 1 can provide the player with a slot game with higher entertainment properties by associating the symbols to be stopped and displayed with the self character and the opponent character.
 また、ゲーム装置1は、第1シンボルを停止表示させる確率を第2シンボルを停止表示させる確率よりも高くするため、プレイヤがキャラクター同士の対戦を織り込んだスロットゲームに勝ち易くし、プレイヤをより惹きつけることができる。 In addition, since the game apparatus 1 makes the probability that the first symbol is stopped and displayed is higher than the probability that the second symbol is stopped and displayed, the game apparatus 1 makes it easier for the player to win the slot game incorporating the battle between the characters, and attracts the player more. You can turn it on.
 なお、上述した変動値は、「パワー」に限定されない。例えば、変動値は、各キャラクターと各リールストリップとを単に対応付けるパラメータであってもよい。 Note that the above-described fluctuation value is not limited to “power”. For example, the variation value may be a parameter that simply associates each character with each reel strip.
 1…ゲーム装置、11…スピーカ、12,13…表示部、14…操作入力部、15…カード読取部、16…紙幣投入部、17…チケット払出部、2…コンピューティング装置、21…メインメモリ、22…制御回路、23…BIOS-ROM、24…記憶部、25…音声処理部、26…画像処理回路、27…通信インタフェース、28…ペリフェラルインタフェース、29…システムバス、31…選定部、32…表示制御部、33…書換部、34…ポイント制御部、35…判定部、36…配当部、101…第1シンボル、102…第2シンボル、103…特別シンボル、104…ブランクシンボル、B1,B2,B3…ボーナスシンボル、C,G1,G2,P1,P2…画像、N1,N2,N3,R1,R2,R3…リール DESCRIPTION OF SYMBOLS 1 ... Game device, 11 ... Speaker, 12, 13 ... Display part, 14 ... Operation input part, 15 ... Card reading part, 16 ... Banknote insertion part, 17 ... Ticket payout part, 2 ... Computing apparatus, 21 ... Main memory , 22 ... control circuit, 23 ... BIOS-ROM, 24 ... storage unit, 25 ... audio processing unit, 26 ... image processing circuit, 27 ... communication interface, 28 ... peripheral interface, 29 ... system bus, 31 ... selection unit, 32 ... Display control unit 33 ... Rewriting unit 34 ... Point control unit 35 ... Determining unit 36 ... Payout unit 101 ... First symbol 102 ... Second symbol 103 ... Special symbol 104 ... Blank symbol B1, B2, B3 ... Bonus symbols, C, G1, G2, P1, P2 ... Images, N1, N2, N3, R1, R2, R3 ... Reel

Claims (5)

  1.  複数種類のキャラクターを定義するキャラクター情報及び複数種類の仮想的なリールストリップを定義するリールストリップ情報を記憶する記憶部と、
     いずれか一つの前記キャラクター及びいずれか一つの前記リールストリップを選定する選定部と、
     選定された前記リールストリップを変動表示させた後に停止表示させる表示制御部と、
    を備え、
     前記キャラクター情報は、各種類のキャラクターに対応づけられた変動値を含み、
     前記リールストリップ情報は、複数種類のシンボルの並び順序を規定する仮想的なリールストリップであって各種類のシンボルの数及び前記シンボルの並び順序の少なくとも一方が異なる複数種類のリールストリップを定義するものであり、
     前記選定部は、選定した前記キャラクターに対応付けられた前記変動値に基づいていずれか一つの前記リールストリップを選定し、
     前記表示制御部は、選定された前記キャラクターを選定された前記リールストリップのいずれか一つのシンボルの位置に表示する、
    ゲーム装置。
    A storage unit for storing character information defining a plurality of types of characters and reel strip information defining a plurality of types of virtual reel strips;
    A selection unit for selecting any one of the characters and any one of the reel strips;
    A display control unit for displaying the selected reel strip after variably displaying it,
    With
    The character information includes a variation value associated with each type of character,
    The reel strip information is a virtual reel strip that defines the arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols. And
    The selection unit selects any one of the reel strips based on the variation value associated with the selected character.
    The display control unit displays the selected character at the position of any one symbol of the selected reel strip;
    Game device.
  2.  前記選定部は、
      前記複数種類のキャラクターからプレイヤに割り当てられる自己キャラクターを一つ選定し、
      前記複数種類のキャラクターから前記自己キャラクターの対戦相手である相手キャラクターを一つ選定し、
      前記自己キャラクターに対応付けられた変動値と前記相手キャラクターに対応づけられた変動値との大小関係に応じていずれか一つのリールストリップを選定し、
     前記表示制御部は、
      選定された前記リールストリップに含まれる第1シンボルの位置に前記自己キャラクターを表示させ、
      選定された前記リールストリップに含まれる第2シンボルの位置に前記相手キャラクターを表示させる、
     請求項1に記載のゲーム装置。
    The selection unit is
    Select one self-character assigned to the player from the multiple types of characters,
    Select one opponent character that is the opponent of the self character from the multiple types of characters,
    According to the magnitude relationship between the variation value associated with the self character and the variation value associated with the opponent character, one reel strip is selected,
    The display control unit
    Displaying the self-character at the position of the first symbol included in the selected reel strip;
    Displaying the opponent character at the position of the second symbol included in the selected reel strip;
    The game device according to claim 1.
  3.  前記選定部は、前記自己キャラクターに対応づけられた変動値が前記相手キャラクターに対応づけられた変動値よりも大きい程、前記第1シンボルをより多く含むリールストリップを選択する、
     請求項2に記載のゲーム装置。
    The selection unit selects a reel strip that includes more first symbols as the variation value associated with the self character is larger than the variation value associated with the opponent character.
    The game device according to claim 2.
  4.  メモリと、
     前記メモリに接続される制御回路と、
     所定の画像を所定の表示領域に表示させる画像処理回路と、
    を備え、
     前記メモリは、
      複数種類のキャラクターを定義するキャラクター情報と、
      複数種類の仮想的なリールストリップを定義するリールストリップ情報と、
      各種類のキャラクターに対応づけられた変動値と、
     を記憶し、
     前記リールストリップ情報は、複数種類のシンボルの並び順序を規定する仮想的なリールストリップであって各種類のシンボルの数及び前記シンボルの並び順序の少なくとも一方が異なる複数種類のリールストリップを定義するものであり、
     前記制御回路は、
      前記メモリに記憶された前記キャラクター情報を参照してキャラクターを一つ選定する選定演算を実行し、
      選定した前記キャラクターに対応付けられた前記変動値及び前記メモリに記憶された前記リールストリップ情報を参照していずれか1つの前記リールストリップを選定する選定演算を実行し、
      抽選演算を実施し、
      前記抽選演算に基づいて選定された前記リールストリップを停止表示させる停止位置を演算し、
      前記停止位置に停止させた前記リールストップに含まれるいずれか1つのシンボルの位置に選定された前記キャラクターを表示させる画像を前記画像処理回路に表示させる、
    ゲーム装置。
    Memory,
    A control circuit connected to the memory;
    An image processing circuit for displaying a predetermined image in a predetermined display area;
    With
    The memory is
    Character information that defines multiple types of characters,
    Reel strip information defining multiple types of virtual reel strips,
    Fluctuation values associated with each type of character,
    Remember
    The reel strip information is a virtual reel strip that defines the arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols. And
    The control circuit includes:
    Performing a selection operation to select one character with reference to the character information stored in the memory;
    A selection operation for selecting any one of the reel strips with reference to the variation value associated with the selected character and the reel strip information stored in the memory;
    Perform lottery calculation,
    Calculating a stop position for stopping and displaying the reel strip selected based on the lottery calculation;
    Causing the image processing circuit to display an image for displaying the character selected at the position of any one symbol included in the reel stop stopped at the stop position;
    Game device.
  5.  複数種類のキャラクターを定義するキャラクター情報及び複数種類の仮想的なリールストリップを定義するリールストリップ情報を記憶する記憶ステップと、
     いずれか一つの前記キャラクター及びいずれか一つの前記リールストリップを選定する選定ステップと、
     選定された前記リールストリップを変動表示させた後に停止表示させる表示制御ステップと、
    を備え、
     前記キャラクター情報は、各種類のキャラクターに対応づけられた変動値を含み、
     前記リールストリップ情報は、複数種類のシンボルの並び順序を規定する仮想的なリールストリップであって各種類のシンボルの数及び前記シンボルの並び順序の少なくとも一方が異なる複数種類のリールストリップを定義し、
     前記選定ステップは、選定した前記キャラクターに対応付けられた前記変動値に基づいていずれか一つの前記リールストリップを選定し、
     前記表示制御ステップは、選定された前記キャラクターを選定された前記リールストリップのいずれか一つのシンボルの位置に表示する、
    ゲーム表示方法。
    A storage step for storing character information defining a plurality of types of characters and reel strip information defining a plurality of types of virtual reel strips;
    A selection step of selecting any one of the characters and any one of the reel strips;
    A display control step for causing the selected reel strip to be variably displayed and then stopped and displayed;
    With
    The character information includes a variation value associated with each type of character,
    The reel strip information is a virtual reel strip that defines the arrangement order of a plurality of types of symbols, and defines a plurality of types of reel strips that differ in at least one of the number of each type of symbols and the arrangement order of the symbols,
    The selecting step selects any one of the reel strips based on the variation value associated with the selected character,
    The display control step displays the selected character at the position of any one symbol of the selected reel strip.
    Game display method.
PCT/JP2018/013946 2018-03-30 2018-03-30 Game device and game method WO2019187143A1 (en)

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