Game system, control method of game system, and program
The game system dynamically updates game elements using lottery results, addressing the limitations of fixed elements in conventional bingo games by enhancing player engagement and introducing new challenges and rewards.
Patent Information
- Application Number
- JP2023117007
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-18
- Publication Date
- 2025-01-30
- Estimated Expiration
- 2043-07-18
AI Technical Summary
Conventional bingo games have fixed elements before the game starts, limiting player engagement and excitement, as participants cannot change their assigned seats or elements during gameplay.
A game system that associates elements with specified squares in a specified order and updates them based on lottery results, incorporating an update unit and judgment unit to determine if prescribed conditions are met.
This system provides dynamic gameplay by changing elements during the game, enhancing player engagement and introducing new challenges and rewards based on lottery outcomes.
Smart Images

Figure 2025014445000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a control method for a game system, and a program. [Background technology]
[0002] In a typical bingo game, the sheet (bingo card) used for the lottery has a total of 25 squares, for example arranged in 5 rows and 5 columns, and the 24 squares excluding the center one are given 24 numbers (elements) from 1 to 75. The center of the sheet is "free" and is treated as a valid number from the start, and no two numbers are the same on a single sheet. If a number randomly drawn by a lottery machine or the like is on a card in hand, that square becomes valid. If you get five consecutive valid squares vertically, horizontally, or diagonally, you win. There is also known a technique for providing such a bingo game in a game system that combines a lottery device and a station (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-083567 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional bingo games, the elements of the squares are already determined just before the game starts, and the elements cannot be changed after the game starts. Therefore, players have no choice but to hope for a win on the sheet they are given. In consideration of the above circumstances, the present invention aims to provide new gameplay for players by realizing a new lottery game in which elements used in the lottery change from an initial state depending on the lottery result. [Means for solving the problem]
[0005] In order to solve the above problem, a game system according to one embodiment of the present invention includes an update unit that associates elements with each of a plurality of squares, and then updates an element associated with a square selected from the plurality of squares in a predetermined order to an element corresponding to a lottery result, and a determination unit that determines whether the associated element satisfies a predetermined condition. [Brief description of the drawings]
[0006] [Figure 1] FIG. 1 is a plan view illustrating a specific configuration of a game system according to an embodiment. [Diagram 2] 1 is a plan view illustrating a specific configuration of a lottery device in the game system. [Diagram 3] FIG. 3 is a cross-sectional view taken along line aa in FIG. [Figure 4] 13 is a diagram illustrating an example of the allocation of colors to pockets in a lottery device. FIG. [Diagram 5] FIG. 2 is a block diagram showing the configuration of a game system. [Figure 6] 2 is a block diagram showing a configuration of a management device in the game system. [Figure 7] 2 is a block diagram showing a functional configuration of a control device in a management device. FIG. [Figure 8] FIG. 2 is a block diagram showing the configuration of a station in the game system. [Figure 9] 3 is a block diagram showing a functional configuration of a control device in a station. FIG. [Figure 10] FIG. 2 is an explanatory diagram of a game provided by the game system. [Figure 11] 13 is a flowchart showing an example of the operation of the game system. [Figure 12] 13 is a flowchart showing an example of the operation of the game system. [Figure 13] 13 is a flowchart showing an example of the operation of the game system. [Figure 14]13 is a flowchart showing an example of the operation of the game system. [Figure 15] 13 is a flowchart showing an example of the operation of the game system. [Figure 16] FIG. 13 is a diagram showing an example of the progress of a game. [Figure 17] FIG. 13 is a diagram showing an example of the progress of a game. [Figure 18] FIG. 13 is a diagram showing an example of the progress of a game. [Figure 19] FIG. 13 is a diagram showing an example of the progress of a game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] The embodiments of the present invention will be described with reference to the drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0008] <Game System> 1 is a plan view illustrating the configuration of a game system 1 according to an embodiment. The game system 1 is installed in, for example, a game facility. The game facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. The game system 1 provides a lottery game to users (i.e., players) in the game facility.
[0009] A user plays a lottery game by using a gaming medium. A gaming medium is a tangible or intangible value medium used in a lottery game. A tangible gaming medium is, for example, a token coin (medal), a coin (currency), or a ticket. An intangible gaming medium is, for example, an electronic medal or a credit. The quantity of the intangible gaming medium is stored as electronic data in a recording medium such as an IC card. A user plays a lottery game by using a gaming medium, and obtains a quantity of gaming media according to the progress of the lottery game as a reward. The gaming medium used to play the lottery game and the gaming medium granted to the user as a reward may be of the same type or different types. The use of a gaming medium can be referred to as the insertion or consumption (or betting) of a gaming medium, and the granting of a gaming medium can be referred to as the payment of a gaming medium.
[0010] In addition, the user may obtain the game medium used in the lottery game in exchange for a different type of value medium from the game medium. For example, in exchange for a predetermined amount of various value media such as token coins, coins (currency), or electronic money, the user obtains game media such as credits to be used in the lottery game. As can be understood from the above explanation, the game medium used in the lottery game, the value medium consumed to obtain (e.g., purchase) the game medium, and the game medium granted to the user as a reward may be of the same type or different types.
[0011] As illustrated in FIG. 1, a game system 1 according to the embodiment includes a lottery device 11, a supply device 12, and a plurality of stations 13 (for example, six stations). The lottery device 11 executes a physical lottery using the lottery body BL. The lottery result by the lottery device 11 is supplied to the six stations 13 and used for the progress of the game. In other words, in the six stations 13, a lottery game is executed using the lottery result by the common lottery device 11. The lottery device 11 is a structure that is generally circular in plan view from the vertical direction. The lottery body BL is a rollable three-dimensional object such as a sphere or a polyhedron. In the following description, the direction along the circumference of a circle centered on the center line of the lottery device 11 in the vertical direction is referred to as the "circumferential direction," and the direction of the radius of the circle is referred to as the "radial direction."
[0012] FIG. 2 is a plan view illustrating the configuration of the lottery device 11, and FIG. 3 is a cross-sectional view taken along line aa in FIG. 2. As illustrated in FIGS. 1 to 3, the lottery device 11 includes a lottery unit 20 and a lottery field 30. The lottery unit 20 is a disk-shaped structure supported rotatably in a horizontal plane. The lottery unit 20 is driven by a driving mechanism (not shown) such as a motor, and rotates, for example, counterclockwise in a plan view. The lottery field 30 is an annular plate-shaped member that surrounds the lottery unit 20 in a plan view, and is fixed to a housing (not shown) of the game system 1. The surface of the lottery field 30 is an inclined surface that descends from the outer periphery to the inner periphery.
[0013] The lottery unit 20 includes a first lottery wheel 21, a second lottery wheel 22, and a plurality of partition walls 23. The first lottery wheel 21 is a circular plate-like member, and the second lottery wheel 22 is an annular plate-like member surrounding the first lottery wheel 21. The plurality of partition walls 23 are structures extending in an arc shape along the outer periphery of the second lottery wheel 22. The plurality of partition walls 23 are installed at intervals from each other. Each partition wall 23 protrudes from the surface of the second lottery wheel 22. The height of the partition wall 23 with respect to the surface of the second lottery wheel 22 exceeds half the diameter of the lottery body BL. Therefore, the lottery body BL cannot basically get over the partition wall 23.
[0014] Each of the partitions 23 is divided into a plurality of first unit parts U1, specifically, for example, 18 first unit parts U1, along the circumferential direction. That is, a total of 18 first unit parts U1 are arranged in the circumferential direction across each partition 23. A first pocket H1 is formed on the lottery field 30 side as viewed from each first unit part U1. The first pocket H1 is a through hole through which the lottery object BL can pass. A first pocket H1 is formed for each first unit part U1. As can be understood from the above explanation, 18 first pockets H1 are formed at intervals from each other. The 18 first pockets H1 are arranged in the circumferential direction along the inner peripheral edge of the lottery field 30. The number of the first unit parts U1 and the number of the first pockets H1 are not limited to "18", and may be any integer equal to or greater than 2. Although not shown in the figure, each first pocket H1 is provided with a sensor that detects the drop of the lottery object BL, and the detection result is notified to a processing control unit (described later).
[0015] The first lottery wheel 21 is divided into, for example, six second unit parts U2 along the circumferential direction. Each second unit part U2 is a sector-shaped part in a plan view. A second pocket H2 is formed in each of the six second unit parts U2. The second pocket H2 is a through hole through which the lottery body BL can pass. As can be understood from the above description, the first lottery wheel 21 has six second pockets H2 arranged in the circumferential direction at intervals. The surface of the first lottery wheel 21 has unevenness (not shown) that irregularly changes the direction of the lottery body BL. The surface of the second lottery wheel 22 is an inclined surface that descends from the outer circumferential edge where each partition part 23 is installed to the inner circumferential edge adjacent to the first lottery wheel 21. The number of the second unit parts U2 and the number of the second pockets H2 are not limited to "6" and may be any integer equal to or greater than 2. Although not shown in the figure, each second pocket H2 is provided with a sensor that detects the drop of the lottery object BL, and the detection result is notified to the processing control unit.
[0016] FIG. 4 is a diagram illustrating colors assigned to each of the first unit portion U1 (first pocket H1) and the second unit portion U2 (second pocket H2). As shown in the figure, each of the 18 first unit parts U1 is assigned one of six colors, from color 1 to color 6. For example, the colors from color 1 to color 6 are as follows: color 1 is R (red), color 2 is Y (yellow), color 3 is G (green), color 4 is P (pink), color 5 is B (blue), and color 6 is Gray.
[0017] As shown in the figure, the 18 first unit parts U1 are repeatedly assigned one color at a time in a counterclockwise direction in order from the first color R to the sixth color Gray. In other words, three first unit parts U1 are assigned to each color. The allocation of colors to the first unit part U1 is variably controlled. Although details are omitted, the first unit part U1 is configured to include a semi-transparent surface member that transmits and scatters a portion of the incident light, and an illumination unit that illuminates the display member from the rear side (e.g., vertically downward). The illumination unit is, for example, a light source such as an LED whose emitted color can be changed, and the emitted color is individually controlled for each first unit part U1. With this configuration, the light emitted from the illumination unit of the first unit part U1 passes through the display part of the first unit part U1 and reaches the user. Therefore, the user perceives the color assigned to the first unit part U1 by the light emitted from the illumination unit. The emission color of the illumination unit in the first unit portion U1 is assigned by, for example, the process control unit. Therefore, when the lottery object BL falls into any of the first pockets H1, the process control unit can know the color assigned to the first pocket H1 into which the lottery object BL falls.
[0018] Of the six second unit portions U2, five second unit portions U2 are assigned a combination of any two colors from the first color to the fifth color. Specifically, each of the five second unit portions U2 is divided into an inner portion and an outer portion as shown by the dashed lines in the figure, and different colors are assigned to the inner portion and the outer portion. Of the six second unit parts U2, the remaining one second unit part U2 is assigned a special color. The special color is, for example, Rbw (rainbow), and is a special (SP) pocket that is clearly distinguished from the other five second unit parts U2.
[0019] As shown in the figure, when the colors assigned to the five second unit portions U2 are expressed as inner / outer portions, two special rainbow colors (Rbw) are assigned in the following order counterclockwise from the second unit portion U2: B / P, P / Y, G / R, Y / G, and R / B. In other words, for each of the first to fifth colors except for the sixth color, one color is assigned to the inner portion of the second unit portion U2, and one color is assigned to the outer portion.
[0020] Although details of the second unit part U2 are omitted, the second unit part U2 has two sets of semi-transparent surface members that transmit and scatter a part of the incident light to each part and illumination units that illuminate the display member from the back side, corresponding to the inner part and the outer part. The illumination units of the inner part and the outer part are light sources such as LEDs that can change the emitted color individually, and the emitted colors are controlled individually. In the second unit part U2 to which two colors are assigned, the emitted color by the illumination unit of the inner part and the emitted color by the illumination unit of the outer part are set independently. In the second unit part U2 to which a special color is assigned, for example, the emitted color by the illumination unit of the inner part and the emitted color by the illumination unit of the outer part are set repeatedly in a predetermined order with different colors in a time division manner. With this configuration, the light emitted from the lighting units of the five second unit parts U2 reaches the user through the display unit of the first unit part U. Therefore, the user perceives the two colors or the special color assigned to the second unit part U2 from the light emitted from the lighting unit in the inner part and the light emitted from the lighting unit in the outer part. The emission color of the illumination unit in the second unit portion U2 is assigned by, for example, the process control unit. Therefore, when the lottery object BL falls into any of the second pockets H2, the process control unit can know the color assigned to the second pocket H2 into which the lottery object BL falls.
[0021] As illustrated in FIG. 3, the lottery surface Q is formed by the surface of the first lottery wheel 21, the surface of the second lottery wheel 22, and the surface of the lottery field 30. The lottery surface Q is a surface on which the lottery body BL rolls. The lottery surface Q is a gently sloping surface that descends from the outer periphery (specifically, the outer periphery of the lottery field 30) to the center (specifically, the center of the second lottery wheel 22). As illustrated in FIG. 2 and FIG. 3, the lottery surface Q includes a first region Q1 and a second region Q2. The first region Q1 is a region formed by the surface of the lottery field 30. As described above, 18 first pockets H1 are arranged along the inner periphery of the lottery field 30. On the other hand, the second region Q2 is a region formed by the surface of the first lottery wheel 21 and the surface of the second lottery wheel 22. Six second pockets H2 are formed in the second region Q2. The eighteen first pockets H1 and the six second pockets H2 move in the circumferential direction as the lottery unit 20 rotates. Although the line aa in FIG. 2 does not pass through the center of the second pocket H2, FIG. 3 is a cross-sectional view that passes through the center of the second pocket H2 in order to easily explain the structure.
[0022] As can be understood from the above description, the first region Q1 is an annular region surrounding the second region Q2. Eighteen first pockets H1 are arranged in the circumferential direction of the first region Q1, and six second pockets H2 are arranged in the circumferential direction of the first region Q1. The number of first pockets H1 (18) exceeds the number of second pockets H2 (6).
[0023] Each partition wall portion 23 is located between the first region Q1 and the second region Q2. That is, the movement of the lottery object BL between the first region Q1 and the second region Q2 is hindered by the partition wall portion 23. On the other hand, the first region Q1 and the second region Q2 are connected to each other by a plurality of (specifically, three) connecting paths 24. Each connecting path 24 is a passage formed between two partition wall portions 23 adjacent to each other in the circumferential direction. The passage width of the connecting path 24 (i.e., the interval between each partition wall portion 23) exceeds the diameter of the lottery object BL. Therefore, the lottery object BL can move from the first region Q1 through the connecting path 24 to the second region Q2. That is, the lottery object BL can move from the first region Q1 to the second region Q2 as shown by the path K2 in FIG. 1.
[0024] Thus, the lottery device 11 includes the lottery surface Q, the partition portion 23, and the connecting path 24. The lottery surface Q includes a first area Q1 in which 16 first pockets H1 are formed, and a second area Q2 in which 6 second pockets H2 are formed.
[0025] 1 ejects and throws the lottery object BL into the lottery device 11 in a clockwise direction, which is the opposite direction to the rotation direction of the lottery unit 20. The thrown lottery object BL gradually approaches the inner peripheral edge of the lottery field 30 while rolling clockwise, and enters any one of the 16 first pockets H1 as shown by the path K1, or enters the connecting path 24 into the second area Q2 as shown by the path K2. The lottery body BL that has entered the second area Q2 rolls on the surfaces of the first lottery wheel 21 and the second lottery wheel 22, and finally enters any one of the six second pockets H2 as shown by a path K3. As described above, the total number of the connecting paths 24, "3", is less than the number of the first pockets H1, "18". Therefore, the probability that the lottery object BL dropped into the first area Q1 passes through the connecting paths 24 is less than the probability that the lottery object BL falls into the first pocket H1. In other words, the probability that the lottery object BL dropped into the first area Q1 falls into the second pocket H2 is less than the probability that the lottery object BL falls into the first pocket H1.
[0026] In this manner, in the lottery device 11, a user can visually see the lottery item BL deposited in the first area Q1 by the supply device 12 moving in an arc in the first area Q1 while falling into the first pocket H1, the lottery item BL moving from the first area Q1 to the second area Q2 via the connecting path 24, and the lottery item BL having reached the second area Q2 moving in an arc while falling into the second pocket H2.
[0027] The lottery object BL that has fallen into the first pocket H1 or the second pocket H2 can be collected by a mechanism not shown, and can be again fed by the supply device 12 into the lottery device 11. In addition, the supply device 12 may feed three lottery objects BL into the lottery device 11 in succession. The action of the lottery object BL dropped by the supply device 12 falling into any of the 18 first pockets H1 or the 6 second pockets H2 is the action of drawing lots for the color assigned to the unit portion corresponding to the pocket into which the lottery object BL fell. When the lottery object BL falls into any of the 18 first pockets H1, the action of dropping into any of the 18 first pockets H1 is the action of drawing one color assigned to the first unit part U1 corresponding to the first pocket H1. If the drawn color is the sixth color, Gray, it is treated as "Out."
[0028] In addition, the action of the lottery object BL passing through the connecting path 24 and dropping into one of the six second pockets H2 is the action of drawing two colors or a special color assigned to the second unit part U2 corresponding to the second pocket H2. If the drawn color is a special color, it is treated as a "SP (Special) prize". In the game system 1, a lottery game using the lottery result by the lottery device 11 proceeds.
[0029] Each of the multiple stations 13 shown in Fig. 1 is a unit used by a user to play a game, and is a unit that individually controls the progress of the game. The multiple stations 13 are installed in the circumferential direction so as to surround the lottery device 11. The lottery game progresses in parallel at the multiple stations 13. As illustrated in Fig. 1, each station 13 includes a reception device 135, a display device 136, and an operation device 137.
[0030] The reception device 135 includes an insertion slot into which a tangible game medium such as a token coin is inserted, and a payout outlet from which the tangible game medium is dispensed as a reward (not shown). However, the reception device 135 may also be a read circuit that reads intangible game media such as electronic medals or credits from a recording medium such as an IC card, and a write circuit that writes the intangible game media to the recording medium.
[0031] Display device 136 displays various images. For example, a flat display panel such as a liquid crystal display panel or an organic EL display panel is used as display device 136. For example, images showing the progress of the game, rankings, and payout values are displayed on display device 136. The operation device 137 receives operations by the user. The operation device 137 is a touch panel that is integrated with the display surface of the display device 136 and detects contact by the user. However, an operator operated by the user may be used as the operation device 137.
[0032] Fig. 5 is a block diagram illustrating a configuration of the game system 1. As shown in Fig. 5, the game system 1 according to the embodiment includes a management device 10 and six stations 13 (some of which are omitted in Fig. 5).
[0033] Fig. 6 is a block diagram illustrating an example of the configuration of the management device 10. As shown in Fig. 6, the management device 10 is a computer system including a control device 31 and a storage device 32 in addition to the lottery device 11 and the supply device 12 described above.
[0034] The control device 31 is, for example, a single or multiple processors that control each element of the management device 10. Specifically, the control device 31 is configured by one or more types of processors, such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit).
[0035] The control device 31 (processing control section) can repeatedly eject and throw the lottery object BL into the first area Q1 by controlling the supply device 12. The control device 31 can perform an operation of assigning any one of six colors to the 18 first unit portions U1, and an operation of assigning two colors to each of any five second unit portions U2 out of the six second unit portions U2, and assigning a special color to the remaining one second unit portion U2.
[0036] The storage device 32 is one or more memories that store the programs executed by the control device 31 and various data used by the control device 31. For example, the storage device 32 is configured with a known recording medium such as a semiconductor recording medium or a magnetic recording medium. The storage device 32 may be configured with a combination of multiple types of recording media.
[0037] Fig. 7 is a block diagram illustrating an example of a functional configuration of the control device 31. As shown in Fig. 7, the control device 31 executes a program stored in the storage device 32, thereby functioning as a plurality of elements (a processing control unit 311, a communication unit 318) for progressing the lottery game.
[0038] Fig. 8 is a block diagram illustrating the configuration of the station 13. The six stations 13 have the same configuration, so an arbitrary one of the stations will be described. As shown in Fig. 8, the station 13 is a computer system including a control device 131 and a storage device 132 in addition to the above-mentioned reception device 135, display device 136, and operation device 137.
[0039] The control device 131 is, for example, a single or multiple processors that control each element of the station 13. Specifically, like the control device 31, the control device 131 is configured with one or more types of processors, such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. The control device 131 calculates payout values as the game progresses and generates game screens. The storage device 132 is one or more memories that store the programs executed by the control device 131 and various data used by the control device 131 .
[0040] Fig. 9 is a block diagram illustrating a functional configuration of the control device 131. As shown in Fig. 8, the control device 131 executes a program stored in the storage device 132 to function as a plurality of elements (a progress control unit 1311, an update unit 1313, a determination unit 1314, and a communication unit 1318) for progressing the lottery game. Note that some of the functions of the control device 131 may be installed in the management device 10.
[0041] Next, an overview of the lottery game (hereinafter referred to as "this game") provided in the game system 1 and using the lottery result by the lottery device 11 will be described.
[0042] This game progresses at each of the six stations 13 using the lottery results by the lottery device 11. In this embodiment, the game can be played by up to six users, but it is not necessary for users to participate at all six stations 13. In the following description, it is assumed that a user operates any one of the six stations 13 and that the game is provided at that one station 13.
[0043] <Outline of the lottery game> FIG. 10 is a diagram showing an example of a screen D displayed on the display device 136 in one of the stations 13 where the game is provided.
[0044] In this game, the squares Sq are arranged in a total of 16, 4 vertically and 4 horizontally. Each square Sq is displayed with one or two colors associated with it. In the drawings, these are substituted with English letters indicating the colors. The color associated with each square Sq is either R, Y, G, P, or B if there is one color, or either B / P, P / Y, G / R, Y / G, or R / B if there are two colors. If there is two colors associated with a square Sq, then either or both of the two colors are treated as being associated with that square. For example, a square associated with B / P may be B, P, or both colors B / P. In addition, each square Sq can become a "Free" square by winning SP. A "Free" square is treated as being associated with any one or two colors.
[0045] The five lamps Lm indicate the current value of the point. Points are a type of benefit given to the user that changes depending on the progress of the game or the satisfaction of reward conditions, and are integers between "0" and "5." In more detail, the point value is indicated by the number of lit lamps Lm. The points are determined by a variable m, which will be described later. As shown in the example in the figure, if one lamp Lm is lit, it indicates that the point is "1," and if all lamps are lit, it indicates that the point is "5."
[0046] In addition to a color, each square Sq is associated with a selection number and a lock flag. The selection number associated with each square Sq indicates the order in which the squares are selected to update their colors according to the lottery results by the lottery device 11, and the selection number associated with each square Sq is determined during initialization prior to the lottery by the lottery device 11 and immediately after the start of the game. In the illustrated example, the selection number associated with the cell Sq is displayed at the top left corner of the cell Sq, but it may be configured not to be displayed.
[0047] In the example shown in the figure, in an array of 4 vertically and 4 horizontally, with rows 1, 2, 3, and 4 from top to bottom and columns 1, 2, 3, and 4 from left to right, the selection numbers are associated with the squares Sq from row 1, column 1 to row 1, column 4, respectively, with "1" through "4", with the squares Sq from row 2, column 1 to row 2, column 4, respectively, with "5" through "8", with the squares Sq from row 3, column 1 to row 3, column 4, respectively, with "9" through "12", and with the squares Sq from row 4, column 1 to row 4, column 4, respectively, with "13" through "16".
[0048] The lock flag associated with each square Sq is information (flag) indicating whether it is in a locked state or not. A locked square Sq is a square where selection by a selection number is skipped. In short, a locked square Sq is a square that is excluded from updating the color according to the lottery result by the lottery device 11, but the color associated with a locked square Sq may be updated by a lock square process described later. A locked square is a square that is in a locked state. Although not shown in FIG. 10, a locked square is displayed with a mark, such as a lock mark, superimposed on it so that it can be visually distinguished from unlocked squares.
[0049] The 16 squares Sq are randomly assigned colors as elements during initialization immediately after the start of the game. Note that the initialization may be configured to assign colors using a method other than randomness, as described below. However, at the time of initialization, a color is associated with each square Sq so as not to satisfy the condition for awarding a reward. In this game, the condition for awarding a reward is that three or four squares associated with the same color are consecutive vertically or horizontally. In other words, at the time of initialization, a reach state is allowed, but a state in which three or four lines are formed is not allowed. For convenience, three consecutive squares of the same color either vertically or horizontally will be called a line of three, and four consecutive squares of the same color will be called a line of four.
[0050] The square Sq that is currently the target of color update is surrounded by the cursor Crs on the screen D. This allows the user to know the square Sq that is the target of color update by the lottery drawn by the lottery device 11.
[0051] In this game, first, three lottery objects BL are inserted into the lottery device 11 at the same time. First, the first lottery object BL falls into a pocket. If the color of the pocket into which the lottery object BL falls is other than gray, the color of the pocket is associated with the square Sq with the selection number "1". Specifically, the square Sq with the selection number "1" is a "Free" square in the example shown in the figure, but if the color of the pocket into which the lottery object BL fell is one color other than gray, it is updated to be associated with that one color. Also, if the color of the pocket into which the lottery object BL fell is two colors, the square Sq with the selection number "1" is updated to be associated with the two colors, and if the color of the pocket into which the lottery object BL fell is the special color Rbw, the square Sq with the selection number "1" maintains its status as a "Free" square. If the color of the pocket into which the lottery object BL falls is gray, the square Sq with the selection number "1" is not updated in any way and remains a "Free" square at this point in time.
[0052] Next, the second lottery object BL falls into the pocket. If the first lottery object BL falls into a pocket other than gray, and if the second lottery object BL falls into a pocket and the color of the pocket is other than gray, the color of the pocket is associated with the square Sq with the selection number "2". If the first lottery object BL falls into a gray pocket and the color of the pocket into which the second lottery object BL falls is other than gray, the color of the pocket is updated in association with the square Sq whose selection number is "1". If the first lottery object BL has fallen into a Gray pocket and the second lottery object BL also falls into a Gray pocket, the square Sq with the selection number "1" is not updated at all and remains a "Free" square at this point.
[0053] Next, the third lottery object BL falls into the pocket. If the first and second lottery bodies BL fall into a pocket other than gray, and if the third lottery body BL falls into a pocket and the color of the pocket is other than gray, the color of the pocket is associated with the square Sq whose selection number is "3". If the first or second lottery body BL falls into a gray pocket and the color of the pocket into which the third lottery body BL falls is other than gray, the color of the pocket is updated to be associated with the square Sq with the selection number "2". If the first and second lottery objects BL have fallen into the Gray pocket, and the third lottery object BL also falls into the Gray pocket, the square Sq with the selection number "1" is not updated at all, and remains a "Free" square at this point.
[0054] In this game, even if the three lottery objects BL initially fall into a Gray pocket, the Gray pocket functions as an invalid pocket that has no effect on the square Sq selected by the selection number.
[0055] In this game, a reach state is permitted during initialization, and a color is associated with each square Sq, so that a line of three or four may be formed by any of the first three lottery bodies BL falling into a pocket. In this game, when three lines are formed, the number of lines formed is added up, and when four lines are formed, the number of lines formed is added up. The number of three lines formed is accumulated, and the number of four lines formed is accumulated until the end of the game. Then, when the game ends, the reward to be given to the user is determined based on the accumulated number of three lines formed and the accumulated number of four lines formed.
[0056] In this game, from the fourth ball onwards, the lottery objects BL are dropped into the lottery device 11 one by one, and a process is executed according to the color of the pocket into which the lottery object BL falls. Note that from the fourth ball onwards, the gray pocket is changed from an invalid pocket to an Out pocket. In detail, when the fourth ball onwards falls into the gray Out pocket, the game ends unless the lottery object BL wins the revival lottery described later. In this game, if the fourth or subsequent lottery object BL does not fall into the Out pocket, a maximum of 40 lottery objects BL are thrown into the lottery device 11. When the 40th lottery object BL falls into a pocket and the process according to the color of the pocket is completed, the game ends.
[0057] The unlocked squares Sq are selected one by one in the order of the selection numbers. The selected squares Sq become the targets for updating the associated color according to the lottery results. When the color associated with the square Sq with the last selection number "16" is updated, the next target for updating returns to the square Sq with the first selection number "1".
[0058] <Lock status> Next, the "locked state" in mass Sq will be described. When a square Sq is selected with a selection number, it is determined whether the square Sq is in a "locked state." If the square Sq selected according to the selection number is not in a "locked state," the color associated with the square Sq is updated to a color corresponding to the lottery result, whereas if the square Sq selected according to the selection number is in a "locked state," the selection number skips to the next number. Therefore, as described above, a square Sq that is in a "locked state" can be said to be a square that is excluded from being updated to a color corresponding to the lottery result. In addition, the color associated with a square Sq in a "locked state" will be updated to the established color of the line if the square is adjacent to a completed square after the fact. Therefore, the color associated with a square Sq in a "locked state" may be updated.
[0059] If the conditions for granting a reward to a user are met through a lottery, i.e., if three or four lines are formed, the user will be given three points, and if they are not met, one point will be given. In other words, points will increase gradually with each lottery. However, there is an upper limit set for points, and points will not exceed this upper limit even if they are added. In this game, the upper limit is set to five, for example.
[0060] If, after the points reach the upper limit, three or four lines are formed, which is the condition for granting a reward, first, the squares Sq that make up the formed line are put into a "locked state", second, the color associated with the squares Sq that make up the formed line is updated to the color of the formed line, and third, the points are subtracted by "5", i.e., the points are reset to zero. As a modified example described later, the condition for entering the "locked state" may be set only when a line is established, without taking points into consideration.
[0061] The formation of a line may involve squares of two colors and / or "free" squares. "Updated to the color of the formed line" means that when a single color line is formed involving squares of two colors and / or "free" squares, the color of the two color squares and the "free" squares is updated to the single color of the formed line. Also, when a two color line is formed involving "free" squares, the color of the "free" square is updated to the two colors of the formed line.
[0062] Furthermore, when a line is established and the color associated with the squares Sq that make up the established line is updated to the color of the established line, if there is a square Sq adjacent to the established line that is the same color as the color of the established line, the square Sq of the same color is changed to a "locked state." As a result, not only the squares where the line is established are in a "locked state," but the squares of the same color as the established color of the line adjacent to the square where the line is established are also changed to a "locked state," so that the "locked states" of the squares of the established color of the line are connected next to each other.
[0063] In addition, if a square that has become "locked" due to the establishment of a new line is adjacent to a square that is already in a "locked" state, the color of the square that is already in a "locked" state will be updated to the color of the newly established line.
[0064] As a result, adjacent squares of the same color are "locked" and increase in number. The "locked" squares Sq are excluded from the color update target according to the lottery result by skipping the selection number, so from the user's perspective, it becomes easier to make a line of 3 or 4, that is, it becomes easier to fulfill the conditions for receiving a reward.
[0065] <Reach> Reach (Reach) refers to the state where a line is formed if the color associated with a certain square Sq is updated to a certain color according to the lottery result. In other words, it refers to the state where a line is formed with one more move. In the example of Figure 10, the word "Reach" is displayed over the squares Sq that are in a reach state. For example, the square Sq with the selection number "2" is associated with R, but when it is updated to B by lottery, it becomes equivalent to three consecutive B squares horizontally, forming a line of three. Therefore, the square Sq with the selection number "2" is in a reach state. In addition, the square Sq with the selection number "7" is associated with R, but if it is updated to G by lottery, three consecutive G squares will be formed horizontally, forming a line of three. Therefore, the square Sq with the selection number "7" is in a reach state.
[0066] Note that the color of the square Sq with the selection number "5" is updated before the square Sq with the selection number "7". Therefore, when the color of the square Sq with the selection number "5" is updated to, for example, B according to the lottery result, the reach state of the square Sq with the selection number "7" is eliminated. Also, when the color of the square Sq with the selection number "5" is updated to, for example, Y according to the lottery result, four lines are formed vertically, and the reach state of the square Sq with the selection number "7" is eliminated.
[0067] As such, the reach state tends to become complicated as it changes appropriately each time the color associated with a square is updated or each time a line is formed, but the user can know which squares Sq are in a reach state by the notation "Reach." Therefore, the user can know that if the square Sq surrounded by the cursor Crs, that is, the square Sq currently being targeted for color update, is in a reach state, there is a possibility that a line will be formed depending on the color to be drawn, and the user can look with anticipation as to which pocket the lottery object BL will fall into.
[0068] <Processing procedure> Next, the processing procedure of this game will be described. Figures 11 and 12 are flow charts showing an example of the specific processing procedure executed in this game.
[0069] First, in this game, before the start of the game, the process control unit 311 in the management device 10 accepts the participation of users for a certain period of time (for example, one minute). Specifically, the process control unit 311 transmits a participation acceptance permission to each station 13 via the communication unit 318. In each station 13, the progress control unit 1311 that has received the acceptance permission via the communication unit 1318 causes the display device 136 to display a screen that prompts the user to participate. At the station 13, the user consumes game media and operates the operation device 137 to input an intention to participate in the game (step S1).
[0070] The progress control unit 1311 of the station 13 instructs the update unit 1313 to set the initial state of the cell Sq. In response to this instruction, the update unit 1313 associates an element with each of the 16 cells Sq and sets them as the initial state (step S2). In the initial state, the conditions for awarding a reward are not met. That is, in the initial state, the system is set to a state in which three or more squares associated with the same color are not consecutive vertically or horizontally. In other words, in the initial state, a reach state is permitted, but a state in which three or four lines that would be awarded are formed is not permitted.
[0071] The update unit 1313 associates an element with each of the 16 squares Sq as an initial state, and then determines the lottery order of each square Sq (step S3). That is, the update unit 1313 assigns a selection number from "1" to "16" to each of the 16 squares Sq in one-to-one correspondence. In this embodiment, the lottery order is determined as indicated by the selection numbers attached to the upper left corner of each square Sq, with rows 1, column 1 to 1, column 4 being 1st to 4th, rows 2, column 1 to 2, column 4 being 5th to 8th, rows 3, column 1 to 3, column 4 being 9th to 12th, and rows 4, column 1 to 4, column 13 to 16th. Regarding the lottery order, it may be configured to be determined randomly for each square Sq before starting the game, or multiple patterns in which the lottery order is associated with the squares may be prepared in advance, and one of the patterns may be selected by the update unit 1313 or the user.
[0072] Before the start of the game, the update unit 1313 sets a variable n to "1", sets a variable a to "1", and resets a variable m to "0" (step S4). Although not shown, the update unit 1313 also resets all lock flags associated with each square Sq to "0", resets the "number of three-line formations (3LINE)" to "0", and resets the "number of four-line formations (4LINE)" to "0". In this game, the "number of three-line formations" is the cumulative number of three-line formations, and the "number of four-line formations" is the cumulative number of four-line formations.
[0073] The variable n is incremented by "1" each time a lottery object BL falls into the first pocket H1 or the second pocket H2. Therefore, the variable n indicates the cumulative number of lottery objects BL that have fallen into the first pocket H1 or the second pocket H2. The variable a is used when calculating the number (No.) of the square to be updated. In this game, locked squares are excluded from the color update to the color of the pocket into which the lottery object BL falls, and if the lottery object BL falls into the "Out" pocket, the color of the square to be updated is not updated. Also, in this game, the cumulative number of lottery objects BL that can be inserted is a maximum of "40", but the number of squares Sq is "16". For this reason, the variable n cannot be used as a basis for calculating the number (No.) of the square to be updated, so the variable a is used instead.
[0074] The variable m indicates the number of points at the current time. "1" or "3" is added to the variable m by a process described later, but once it reaches the upper limit of "5", it will remain at the upper limit of "5" unless it is reset to "0" in a step described later. After that, a lamp Lm is lit on the screen D of the display device 136 according to the value of the variable m.
[0075] By the processing up to step S4, the station 13 is ready to start the game. After the processing of step S4, the update unit 1313 notifies the progress control unit 1311 that preparations are complete, and the progress control unit 1311 notifies the management device 10 of the preparations via the communication unit 1318. When the management device 10 receives notifications from all stations 13 participating in the game that they are ready, the process control unit 311 of the management device 10 instructs the start of the lottery (step S5). This instruction causes a fanfare to be played, illumination to flash, and other effects to liven up the atmosphere.
[0076] Next, the process control unit 311 of the management device 10 instructs the supply device 12 to input three lottery objects BL. In accordance with this instruction, the supply device 12 inputs three lottery objects BL into the lottery device 11 (step S6). The process control unit 311 notifies all stations 13 participating in the game via the communication unit 318 of the input of the three lottery objects BL.
[0077] In the station 13 that has received the notification, the update unit 1313 sets the number (No.) of the square to be updated in color to the remainder when the variable a is divided by "16" (step S7). Step S7 is a process when three lottery objects BL are initially inserted, and when they fall into any pocket other than the gray pocket, the variable a is incremented by "1". Therefore, when the process of step S7 is executed, the variable a is either "1", "2", or "3". Also, if the square with the set number (No.) is in a locked state, the square to be updated in color is skipped to a square that is not in a locked state by the "locked square determination process" described later.
[0078] The three lottery objects BL inserted into the lottery device 11 eventually fall into one of the pockets (step S8). When one lottery object BL falls into one of the pockets, the process control unit 311 in the management device 10 transmits color information corresponding to the pocket into which the lottery object BL fell to the station 13 via the communication unit 318. When the progress control unit 1311 in the station 13 receives color information via the communication unit 1318, the progress control unit 1311 transfers the color information to the update unit 1313. The update unit 1313 determines whether the color is neither the special color Rbw nor Gray, that is, whether the pocket is one or two colors (step S9). In other words, in step S9, it is determined whether the color of the pocket into which the lottery body BL falls is R, Y, G, P, or B in the first pocket H1, or B / P, P / Y, G / R, Y / G, or R / B in the second pocket H2. If the color of the pocket into which the lottery object BL has fallen is neither Rbw nor Gray (if the judgment result of step S9 is “Yes”), the update unit 1313 updates the color currently associated with the number (No.) square to the color of the pocket into which the lottery object BL has fallen (step S10).
[0079] On the other hand, if the color of the pocket into which the lottery object BL has fallen is Rbw or Gray (if the determination result in step S9 is "No"), the update unit 1313 determines whether or not the color is Rbw (step S11). If the color is Rbw (if the result of the determination in step S11 is "Yes"), the update unit 1313 updates the color currently associated with the square with the number (No.) to a special color (step S12). As a result, the square becomes a "Free" square.
[0080] After step S10 or S12, the update unit 1313 notifies the progress control unit 1311, and the progress control unit 1311 causes the update unit 1313 and the determination unit 1314 to execute line determination processing (step S13). The details of the line determination process will be described later, but in summary, the color currently associated with the number (No.) square is updated to the color corresponding to the pocket into which the lottery object BL fell, and it is determined whether a line of three or four has been formed, and if so, a variable m indicating points is added depending on the line that has been formed, or the lock square processing is executed.
[0081] After the line determination process, the update unit 1313 increments the variable a by "1" (step S14). After step S14, or if the determination result in step S11 is "No", the update unit 13131 increments the variable n by "1" (step S15).
[0082] The case where the result of the determination in step S11 is "No" means that the color of the pocket into which the lottery object BL has fallen is gray. As described above, a gray pocket is treated as "Out" and may result in the end of the game. However, for the first three balls, even if the lottery object BL has become "Out", no color is assigned to the square (steps S10, S12 to S14 are skipped) and they are treated as "invalid balls".
[0083] After step S15, the update unit 1313 determines whether the variable n is currently equal to or greater than "4" (step S16). A state where the variable n is "4" means that all of the three lottery objects BL inserted in step S6 have fallen into the first pocket H1 or the second pocket H2. In other words, a state where the variable n is less than "4" means that all of the three lottery objects BL inserted in step S6 have not fallen into the first pocket H1 or the second pocket H2. Every time a lottery object BL falls into any of the pockets, the processing of steps S7 to S16 is executed, but if the variable n is less than "4", steps S7 to S16 have not been repeated three times.
[0084] Therefore, if the variable n is less than "4" (if the determination result in step S16 is "No"), the update unit 1313 returns the process to step S7. On the other hand, if the variable n is "4" or more (if the determination result in step S16 is "Yes"), the update unit 1313 shifts the processing procedure to step S17 in order to execute the fourth and subsequent processes.
[0085] The update unit 1313 executes a lock mass determination process in step S17. The details of the lock mass determination process will be described later, but in summary, it determines whether the mass of the number (No.) currently being targeted for color update is in a locked state, and if it is in a locked state, skips the number (No.) of the mass to be updated to the number of a mass that is not in a locked state. After the lock mass determination process in step S17, the update unit 1313 notifies the progress control unit 1311 of the result.
[0086] When the process of step S17 is completed, station 13 is ready for the next pitch. The progress control unit 1311, which has received a notification of the lock mass determination process from the update unit 1313, notifies the management device 10 via the communication unit 1318 that preparations are complete. When the management device 10 receives notifications from all stations 13 participating in the game that they are ready, the process control unit 311 in the control device 31 instructs the supply device 12 to insert one lottery object BL. In accordance with this instruction, the supply device 12 inserts one lottery object BL into the lottery device 11 (step S18). The process control unit 311 notifies all stations 13 participating in the game of the insertion of the lottery object BL via the communication unit 318.
[0087] In the station 13 that has received the notification, the update unit 1313 sets the number (No.) of the square to be updated for color to the remainder when variable a is divided by "16" (step S19). Since the "locked square determination process" has already been executed in step S17, the square to be updated for color will not be set to a locked square.
[0088] In the next steps S20 to S25, the same processing as in the previous steps S8 to S13 is executed. That is, when one of the inserted lottery objects BL falls into any of the pockets (step S20), the processing control unit 311 in the management device 10 transmits color information corresponding to the pocket into which the lottery object BL fell to the station 13. When the progress control unit 1311 in the station 13 receives the color information, it transfers the color information to the update unit 1313, and the update unit 1313 It is determined whether the color is neither Rbw nor Gray (step S21). If the determination result in step S21 is "Yes", the update unit 1313 updates the color currently associated with the square of the number (No.) to the color of the pocket into which the lottery object BL has fallen (step S22). On the other hand, if the result of the determination in step S22 is "No", the update unit 1313 determines whether the color is a special color (Rbw) (step S23), and if the result of the determination is "Yes", updates the color currently associated with the square of the number (No.) to the special color (step S24). As a result, the square is updated to a "Free" square. After step S22 or S24, the update unit 1313 notifies the progress control unit 1311, and the progress control unit 1311 causes the update unit 1313 and the determination unit 1314 to execute line determination processing (step S25).
[0089] On the other hand, if the pocket into which the fourth or subsequent lottery object BL falls is gray (if the determination result in step S23 is "No"), the update unit 1313 determines whether or not to execute a "revival lottery" (step S26). The "Revival Draw" refers to the process where, when the fourth or subsequent lottery object BL falls into Gray's "Out" pocket, the lottery draw is held to determine whether the game will continue, with the lottery object BL having fallen into the "Out" pocket being ignored. In other words, if the fourth or subsequent lottery object BL falls into Gray's "Out" pocket, the game ends in principle, but if the "Revival Draw" is won, the game will continue as an exception. Whether or not to execute the "revival lottery" may be determined by the update unit 1313 of any one of the stations 13 participating in the game.
[0090] In determining whether or not to execute a "revival lottery", the update unit 1313 takes into consideration the variable "n" indicating the number of lottery items BL to be inserted. Specifically, the variable n is currently equal to or greater than "4", but as the variable n increases, the probability of executing a "revival lottery" is lowered. In other words, the update unit 1313 increases the probability of executing a "revival lottery" as the variable n approaches "4" (as the variable n decreases).
[0091] If the fourth lottery object BL falls into Gray's "Out" pocket and the game ends immediately, it will be disappointing for the user. Therefore, by increasing the probability of a revival lottery being held the smaller the number of inserted balls, the user can have hope that the game will continue. The fact that the fourth or subsequent lottery object BL falls into the gray "Out" pocket is an event that brings about a common effect in all of the stations 13 participating in this game. For this reason, a specific example of the revival lottery is that one or more lottery objects BL are inserted into the lottery device 11, and if the lottery object BL falls into a pocket of a predetermined specific color, the revival lottery is established (a winner is declared), and if the lottery object BL does not fall into a pocket of the specific color, the revival lottery is not established (a loser is declared). In addition, when the revival lottery is executed by inserting the lottery object BL into the lottery device 11, the lottery object BL used in the revival lottery does not affect the variables n and a in the game. In addition, the revival lottery may be another example as long as it is determined whether the revival lottery is established or not.
[0092] When the revival lottery is executed, the update unit 1313 judges whether or not the revival lottery is a winning entry (step S28). If the revival lottery is a winning entry (if the judgment result in step S28 is "Yes"), the update unit 1313 shifts the processing procedure to step S29.
[0093] After the line determination process in step S25, or if the revival lottery is won, the update unit 1313 increments the variable a by "1" (step S29), similarly to step S14. After step S29, the update unit 1313 increments the variable n by "1" (step S30), similarly to step S15.
[0094] After step S15, the update unit 1313 determines whether the variable n is currently equal to or greater than "40" (step S31). The state where the variable n is "40" means that the total number of lottery objects BL inserted in steps S5 and S18 is 40. If the variable n is less than "40" (if the determination result in step S31 is "No"), the update unit 1313 returns the processing procedure to step S17. As a result, one lottery object BL is input into the lottery device 11 again.
[0095] On the other hand, when the total number of inserted lottery objects BL reaches "40" (when the judgment result in step S31 is "Yes"), the game ends. The game also ends in the following cases. That is, the game also ends when it is decided not to execute a revival lottery (when the judgment result in step S26 is "No"), or when a revival lottery is executed and the revival lottery is not established (when the judgment result in step S28 is "No").
[0096] When the game ends, a reward to be given to the user is determined based on the cumulative number of three-line wins and the cumulative number of four-line wins. For example, the user's reward is determined by multiplying the sum of the product of the cumulative number of three-line wins multiplied by a first number and the product of the cumulative number of four-line wins multiplied by a second number greater than the first number, by the number of game media (number of bets) used by the user at the start of the game.
[0097] Next, the line determination process in step S13 or S25 will be described. FIG. 13 is a flowchart showing the operation of the line determination process. The determination unit 1314 determines whether a new four-line has been established in the 16 squares Sq at the current time (step Sa1). A four-line refers to four consecutive squares of the same color in the vertical or horizontal direction. For squares of two colors Sq, the squares of the same color can be either one of the colors, and for "free" squares, they can substitute for all colors.
[0098] If four lines are established (if the determination result of step Sa1 is "Yes"), the determination unit 1314 notifies the update unit 1313 of that effect, and the update unit 1313 increments the variable (4LINE) indicating the number of four lines established by "1" (step Sa2). As described above, the variable (4LINE) is the cumulative number of four lines that have been established since the start of the game, and its initial value is reset to zero in step S4.
[0099] If the four-line has not been established (if the result of the determination in step Sa1 is "No"), the determination unit 1314 determines whether or not a three-line has been newly established at the current time (step Sa3). A three-line refers to three consecutive squares of the same color in the vertical or horizontal direction. If three lines are established (if the determination result in step Sa3 is "Yes"), the determination unit 1314 notifies the update unit 1313 of that fact, and the update unit 1313 increments the variable (3LINE) indicating the number of three lines established by "1" (step Sa4). As described above, the variable (3LINE) is the cumulative number of three lines that have been established since the start of the game, and its initial value is reset to zero in step S3. The variable (3LINE) at the end of the game, together with the variable (4LINE), will be the basis for calculating the reward to be awarded to the user.
[0100] After step Sa2 or Sa4, the update unit 1313 determines whether the variable m indicating the points is equal to the upper limit value of "5" (step Sa5). If the variable m is "5" (if the determination result of step Sa5 is "Yes"), the update unit 1313 executes a lock mass process (step Sa6) which will be described later. The details of the lock square processing will be described later, but in brief, first, squares with four or three lines formed are locked, second, if there is a locked square adjacent to the locked square, the color of the adjacent locked square is updated to the color of the currently formed line, third, if there is a square adjacent to the square that locked the currently formed line and is the same color as the currently formed line, that square is locked, and fourth, the variable m is reset to zero.
[0101] On the other hand, if the variable m indicating the points is not "5" (if the judgment result of step Sa5 is "No"), the update unit 1313 adds "3" to the variable m in accordance with the establishment of the current line (step Sa7). Note that the upper limit of the variable m is "5" as described above. For example, if the variable m is currently "4", even if "3" is added, it will not become "7", but will become the upper limit of "5".
[0102] Furthermore, if the three-piece line is not established (if the judgment result in step Sa3 is "No"), it means that the line was not established due to the fall of the current lottery object BL. In this case, the update unit 1313 adds "1" to the variable m in accordance with the failure to establish the line (step Sa8). Note that even in this case, even if "1" is added when the variable is "5", it does not become "6", and the upper limit value of "5" is maintained.
[0103] After step Sa6, Sa7, or Sa8, the update unit 1313 shifts the processing procedure to step S14 or S29. In detail, if the line determination process has been executed as step S13, the update unit 1313 shifts the processing procedure to step S14, and if the line determination process has been executed as step S25, the update unit 1313 shifts the processing procedure to step S29.
[0104] Next, the lock mass process in step Sa6 will be described. FIG. 14 is a flowchart showing the operation of the lock mass processing. First, the update unit 1313 locks a square where four or three lines are formed (step Sb1). In detail, the update unit 1313 sets the lock flag of the square where the line is formed to "1." In a locked square, selection by a selection number is skipped.
[0105] The display of the locked squares is changed to distinguish them from the other squares (step Sb2). For example, a lock symbol or an "X" mark is added to the locked squares.
[0106] The update unit 1313 determines whether or not a square that has already been changed to a locked state is adjacent to the square that has been changed to a locked state (step Sb3). That is, the square that established the line this time is changed to a locked state, but it is determined whether or not a square that has already been changed to a locked state is adjacent to the square that has been changed to a locked state this time.
[0107] If there are adjacent squares that have already been changed to a locked state (if the judgment result in step Sb3 is "Yes"), the update unit 1313 updates the color of the adjacent squares that are already in a locked state to the color of the line that has just been established (step Sb4).
[0108] After step Sb4, or if there are no adjacent squares that have already been changed to a locked state (if the judgment result of step Sb3 is "No"), the update unit 1313 judges whether or not there is an adjacent square of the same color as the color of the currently established line to the square that has been changed to a locked state by the currently established line (step Sb5).
[0109] If there are adjacent squares of the same color (if the determination result in step Sb5 is "Yes"), the update unit 1313 puts the adjacent squares of the same color into a locked state (step Sb6).
[0110] After step Sb5, or if there are no adjacent squares of the same color (if the result of the determination in step Sb5 is "No"), the update unit 1313 subtracts "5" from the variable m (step Sb7). Since the lock square process starts on the premise that the variable m is "5", subtracting "5" from the variable m is equivalent to resetting the variable m to zero. After step Sb7, the lock mass process ends, and the update unit 1313 advances the process to step S14 or S29.
[0111] Next, the lock mass determination process in step S17 will be described. FIG. 15 is a flowchart showing the operation of the lock mass determination process. First, the update unit 1313 determines whether or not a square identified by a number (No.) obtained by dividing the variable a by "16" is in a locked state (step Sc1). In more detail, the update unit 1313 determines whether or not a lock flag associated with the square is "1". If it is in a locked state (if the determination result in step Sc1 is "Yes"), the update unit 1313 increments the variable a by "1" (step Sc2) and returns the processing procedure to step Sc1. On the other hand, if the square with the number (No.) determined based on the variable a is not in a locked state (if the judgment result of step Sc1 is "No"), the update unit 1313 ends the locked square judgment process and transitions to step S18.
[0112] In this way, in the locked square determination process, if the square identified by the number (No.) remainder when variable a is divided by "16" is not in a locked state, no processing is performed, but if the square in question is in a locked state, a processing is performed in which variable a is forcibly incremented by "1" until the square specified by the number (No.) indicates a square that is not in a locked state.
[0113] <Example of the game progress in a lottery game> A processing example will be given to explain how each square Sq changes specifically in accordance with the lottery results in this game.
[0114] <First processing example> 16 and 17 are diagrams showing the progress in the first processing example. FIG. 16 (1) shows an example of the initial color placement for each square Sq in step S2. The colors are indicated by letters attached to the bottom right corner of each square Sq. The numbers attached to the top left corner of each square Sq indicate the selection order of the squares determined in step S3. At this point, as a result of the initialization in step S4, variable a is "1" and variable m is "0", and all squares Sq are in an unlocked state. The number of lines of three (3LINE) and the number of lines of four (4LINE) have also been reset to "0".
[0115] If variable a is "1", then the number (No.) is "1". Since the number (No.) square is not locked, the square whose color will be updated according to the lottery result is the square whose number (No.) is "1", as shown by the thick black frame. In this state, it is assumed that the lottery object BL falls onto green (G) in the first pocket H1, and G is selected as the winning number.
[0116] If G is the winning number, the square with the number "1" is updated to the winning color G, as shown in FIG. 16(2) (step S10). Since the line is not established in this update, "1" is added to the variable m, changing it from "0" to "1" (step Sa8). Thereafter, the variable a is incremented by "1" (step S14), so that the square whose color is to be updated becomes the square with the number "2", as shown in FIG. 16(3) with a bold black frame. In this state, it is assumed that the lottery object BL falls into G / R of the second pocket H2, and that G / R is selected as the winning lottery.
[0117] If G / R is selected, the square with the number (No.) "2" is updated to the winning color G / R, as shown in FIG. 16(4) (step S10). Looking from the square with the number (No.) "2", the square to the right is a "Free" square, and similarly the square to the left is G, so a line of three is formed. As a result, the number of lines of three formed (3LINE) is incremented by "1" from "0" to "1" (step Sa4), and "3" is added to the variable m, changing it from "1" to "4" (step Sa7). Thereafter, the variable a is incremented by "1" (step S14), so that the square whose color will be updated becomes the square with the number "3", as shown in FIG. 16(5) with a thick black frame. In this state, it is assumed that the lottery object BL falls into the Rbw of the second pocket H2, resulting in a SP win.
[0118] When a SP wins, as shown in FIG. 16(6), the square with the number "3" becomes the "Free" square for that SP win (step S12).
[0119] The square with the number (No.) "3" was a "Free" square even before the SP was won, and three lines had already been formed using squares with numbers (No.) "1" through "3", but this was because G had been won in the square with the number (No.) "2". This time, the SP was won in the square with a different number (No.) "3", so it overlaps with the previous three lines and three lines are also formed this time. Therefore, the number of three lines formed (3LINE) is incremented by "1" from "1" to "2" (step Sa4), and "3" is added to the variable m. However, since variable m is "4", when it is added it becomes "7", which exceeds the upper limit of "5", so it is maintained at the upper limit of "5" (step Sa7).
[0120] Thereafter, the variable a is incremented by "1" (step S14), so that the square whose color is to be updated becomes the square with the number "4", as shown in FIG. 17(7) with a bold black frame. In this state, it is assumed that the lottery object BL falls into G of the first pocket H1, and that G wins.
[0121] If G wins, as shown in (8) of FIG. 17, the square with the number (No.) "4" is updated to the winning color G (step S10). Three lines have already been formed by the squares with numbers (No.) "1" through "3", but the last three lines were formed because the square with the number (No.) "3" won the SP. This time, G has won in the square with a different number (No.) "4", so four lines are formed separately from the previous three lines. As a result, the number of four lines formed (4LINE) is incremented by "1" from "0" to "1" (step Sa2).
[0122] Since the variable m has already reached the upper limit of "5", the lock mass process is executed (step Sa6). That is, by the lock mass process, as shown in (9) of FIG. 17, the masses with numbers "1" to "4" that make up the four lines that have been completed this time are updated to the line completion color G and changed to a locked state (step Sb1), and further, a display indicating that they are in a locked state is displayed (step Sb2).
[0123] In the example of (9) in Figure 17, the squares that have been locked this time (squares numbered "1" through "4") are not adjacent to any squares that are already locked (the determination result of step Sb3 is "No"). Also, in the example of (9) in Figure 17, the square that has been locked this time is adjacent to a G square (the square with the number "6") that is the same color as the color of the current line (the judgment result of step Sb5 is "Yes"). Therefore, as shown in (10) of Figure 17, the square with the number (No.) "6" is changed to a locked state (step Sb6), after which the variable m is reset to zero (step Sb7).
[0124] <Second processing example> FIG. 18 is a diagram showing the progress in the second processing example. Figure 18 (1) shows a state where the game has progressed to a certain extent from the initial color arrangement. Specifically, the squares numbered "6" through "8" have been changed to a locked state as a result of the formation of three lines with R. Also, at this point, the variable m has reached its upper limit of "5." The number of three lines formed (3LINE) is "1," and the number of four lines formed (4LINE) is "0." Also, the square whose color will be updated according to the lottery results is the square numbered "2," as shown by the thick black frame. In this state, it is assumed that the lottery object BL falls onto the B / P in the second pocket H2, and the B / P wins.
[0125] When B / P wins, as shown in FIG. 18(2), the square with the number (No.) "2" is updated to B / P of the winning color (step S10). As the square to the right of the square with the number (No.) "2" is B, and similarly the square to the left is B, a line of three is formed. As a result, the number of formed lines of three (3LINE) is incremented by "1" from "1" to "2" (step Sa4), and "3" is added to the variable m, but since it is already at the upper limit of "5", it is maintained at the upper limit of "5" (step Sa7).
[0126] Since the variable m has reached the upper limit of "5", the lock mass process is executed (step Sa6). That is, by the lock mass process, as shown in FIG. 18(3), the masses with numbers "1" to "3" that make up the three lines that have been completed this time are updated to the line completion color B and changed to a locked state (step Sb1), and further, a display indicating the locked state is displayed (step Sb2). In the example of Fig. 18, the squares that have been locked this time (squares numbered "1" to "3") are adjacent to R squares (squares numbered "6" to "8") that are already locked (the result of the determination in step Sb3 is "Yes"). Therefore, as shown in Fig. 18 (4), the R squares numbered "6" to "8" are updated to B, which is the color of the current line (step Sb4). Furthermore, the square that has been locked this time is adjacent to a B square (square with the number (No.) "5") that has the same color as the current line completion color (the result of the determination in step Sb5 is "Yes"). Therefore, as shown in (5) of FIG. 18, the square with the number (No.) "5" is changed to a locked state (step Sb6). After this, the variable m is reset to zero (step Sb7).
[0127] <Third Processing Example> FIG. 19 is a diagram showing the progress in the third processing example. FIG. 19(1) shows a state where the game has progressed to a certain extent from the initial state. Specifically, the squares numbered "6" through "8" have been changed to a locked state as a result of three lines being formed with R. Also, at this point, the variable m has reached its upper limit of "5." The number of three lines formed (3LINE) is "1," and the number of four lines formed (4LINE) is "0." Also, the square whose color will be updated according to the lottery results is the square with the number (No.) "2," as shown by the thick black frame. In this state, it is assumed that the lottery object BL falls onto the B / P in the second pocket H2, and the B / P wins.
[0128] When B / P wins, as shown in FIG. 19(2), the square with the number (No.) "2" is updated to B / P of the winning color (step S10). Since the square to the right of the square with the number (No.) "2" is a B / P, and similarly the square to the left is also a B / P, a line of three is formed. As a result, the number of formed lines of three (3LINE) is incremented by "1" from "1" to "2" (step Sa4), and "3" is added to the variable m, but since it is already at the upper limit of "5", it is maintained at the upper limit of "5" (step Sa7). In addition, when three lines are formed in a square Sq where two colors are associated, such as B / P, three lines of one color (e.g. B) and three lines of the other color (e.g. P) are simultaneously formed, so the number of three lines formed (3LINE) may be incremented by "2". Similarly, when four lines are formed in a square Sq where two colors are associated, the number of four lines formed (4LINE) may be incremented by "2".
[0129] Since the variable m has reached the upper limit of "5", the lock mass process is executed (step Sa6). That is, by the lock mass process, as shown in FIG. 19(3), the masses with numbers "1" to "3" that make up the three lines that have been completed this time are updated to the line completion color B / P and changed to a locked state (step Sb1), and furthermore, a display indicating that they are in a locked state is displayed (step Sb2). In the example of Fig. 19, the squares that have been locked this time (squares numbered "1" to "3") are adjacent to R squares (squares numbered "6" to "8") that are already locked (the result of the determination in step Sb3 is "Yes"). Therefore, as shown in Fig. 19(4), the R squares numbered "6" to "8" are updated to the current line completion color, B / P (step Sb4). In addition, the square that has been locked this time does not have a B / P square of the same color as the current line formation color adjacent to it (the result of the determination in step Sb5 is "No"). After this, the variable m is reset to zero (step Sb7).
[0130] <Modification> The above-described embodiment may be modified in various ways. Specific modified aspects that may be applied to the embodiment are illustrated below. Two or more aspects selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0131] <First Modification> In the embodiment, after the points reach the upper limit of "5", if three or four lines are formed, which is the condition for granting a reward, the squares that make up the formed line are put into a "locked state". However, the first variant is a configuration in which the squares that make up a line are put into a "locked state" when the line is formed, regardless of the points.
[0132] Specifically, (4) in the first processing example in FIG. 16 shows a case where the square with the number (No.) "2" is updated to the winning color G / R and three lines are formed, but since the variable m indicating the points was "1", in the embodiment, it is not in a "locked state". In contrast, in the first modified example, the "locked state" is entered by the formation of a line, without taking the points into consideration. Therefore, in this case, in the first modified example, the squares with the numbers (No.) "1" to "3" in which three lines are formed are put in a "locked state", and the color associated with the squares is unified to G, the color of the line formation.
[0133] As described above, when a square is in a "locked state," the number of adjacent squares of the same color increases, making it easier to meet the conditions for granting a reward. In the first modified example, the square is in a "locked state" simply by forming a line, without considering points. Therefore, in the first modified example, the square is more likely to be in a "locked state" than in the embodiment, which gives the user a sense of expectation that the conditions for granting a reward will be more easily met.
[0134] <Second Modification> In the embodiment, when a line is established and the squares that make up the line are placed in a "locked state," and the color associated with the squares is updated to the line establishment color, if there is a square adjacent to the square where the line is established and of the same color as the line establishment color, the square of the same color is placed in a "locked state." However, in the second variant, the squares of the same color are not placed in a "locked state."
[0135] Specifically, (10) in the first processing example in Fig. 17 shows a case where, when the squares with numbers (No.) "1" through "4" in which four lines are formed are put into a "locked state" and the colors associated with the squares are unified to the line formation color G, the square with number (No.) "6" is changed to a "locked state" because its associated color is the same as the line formation color G and it is adjacent to a square with four lines formed. In contrast, in the second modified example, the square with number (No.) "6" is not changed to a "locked state" even though its associated color is the same as the line formation color G and it is adjacent to a square with four lines formed.
[0136] As described above, the squares in the "locked state" are excluded from the target of updating to a color according to the lottery result. For this reason, in this example, when the color associated with the squares with the numbers (No.) "10" and "14" is, for example, Y, if the square with the number (No.) "6" is locked with G, the square with the number (No.) "5" is associated with Y by lottery, and the squares with the numbers (No.) "10" and "14" may form a three-piece line of Y, which results in the user losing his or her sense of expectation. In other words, the squares in the reach state are locked to a color that will prevent the line from being formed, which may disappoint the user. In contrast, in the second modified example, the squares in the reach state are not locked to a color that will prevent the line from being formed, so the user's sense of expectation can be maintained.
[0137] <Third Modification> In the embodiment, the squares are arranged in a total of 16, 4 vertically and 4 horizontally, but the arrangement is not limited to this. For example, the squares may be arranged in a 2 vertically and 8 horizontally arrangement, or in a 1 vertically and 16 horizontally arrangement, and the number of squares is not limited to 16. The squares do not have to be arranged vertically and horizontally, and the shape of the squares may be, for example, a hexagon instead of a square. The lines may be formed not only horizontally or vertically, but also diagonally.
[0138] <Fourth Modification> In the embodiment, a color is associated with each square as an element, but other elements may be used. For example, a mark, a sign, a number, a symbol, or the like may be associated with each square as an element, and the associated elements may be updated as the game progresses, and the arrangement of the elements may satisfy a predetermined condition for granting a reward.
[0139] <Fifth Modification> In the embodiment, the colors associated with the squares as elements were five: R, Y, G, P, and B, but the colors may be different from these, or there may be four or fewer colors other than the five colors, or there may be six or more colors.
[0140] <Sixth Modification> In the embodiment, the two colors associated as elements with one square are combinations of B / P, P / Y, G / R, Y / G, and R / B, but this combination may be changed as appropriate. Also, in the embodiment, the colors associated as elements with one square are one color, two colors, or a special color, but three or more colors may be used.
[0141] <Seventh Modification> In the embodiment, a color is randomly associated with each square during initialization immediately after the start of the game, but it is also possible to prepare multiple patterns in which a color is associated with each square in advance, and have one of the patterns selected randomly or by the user.
[0142] <Eighth Modification> In the embodiment, in the arrangement shown in Fig. 10, the selection numbers are associated with "1" to "16" in order from the upper left corner to the lower right corner, but the user may determine the selection number associated with each square at the start of the game, or the selection number associated with each square may be determined randomly. Also, the squares to be updated according to the color of the pocket into which the lottery object BL falls, excluding the squares in the "locked state", may be determined randomly immediately before the lottery object BL is dropped, instead of at the start of the game. When the user determines the selection number associated with each square, the configuration may be such that selection numbers are determined for only some of the squares, or the amount of squares for which the user can determine selection numbers may be increased or decreased depending on the amount of gaming media used by the user to start the game or depending on the amount of additional gaming media.
[0143] <Ninth Variation> In the embodiment, the condition for awarding a reward is that three or more squares associated with the same color as an element are consecutive vertically or horizontally, but this is not limited to the above. For example, two or more squares may be consecutive, or a predetermined number of squares may be consecutive diagonally as described above. In addition, if the element is a number other than a color, a predetermined number of consecutive numbers, such as the same number, consecutive numbers, prime numbers, odd numbers, or even numbers, may be consecutive.
[0144] <Tenth Modification> In the embodiment, the reward to be given to the user is determined based on the cumulative number of three-line formations and the cumulative number of four-line formations, but the reward giving conditions are not limited to this. For example, at the start of the game, a reward (multiplier) may be determined for each color, and the reward may be determined according to the color of the line formed.
[0145] <Eleventh Modification> In the embodiment, when a square adjacent to an already "locked" square becomes "locked" by the establishment of a new line, the color associated with the already "locked" square is configured to be the established color of the new line. That is, in the embodiment, as shown in FIG. 18(3), when a square (square with numbers "1" to "3") adjacent to an already locked square (square with numbers "6" to "8") becomes "locked" by the establishment of a new line with B, the color associated with the already locked square (square with numbers "6" to "8") is updated from R to B, which is the established color of the new line, as shown in FIG. 18(4). In the eleventh variant, when a square adjacent to an already "locked" square becomes "locked" due to the establishment of a new line, the color associated with the squares of the newly established line is updated to the color of the square that is already "locked" rather than the established color of the line. In other words, in the example of Figure 18 (3), if a new line of B is established and the squares (squares numbered "1" to "3") adjacent to an already locked R square (squares numbered "6" to "8") are put into a "locked" state, the squares of the newly established line (squares numbered "1" to "3") will not be updated to the established color B, but to R, which is associated with the squares already in a locked state (squares numbered "6" to "8").
[0146] In addition, in the 11th variant, the user may be able to select whether to update the color of a square that is already in a "locked state" to the established color of a new line, or to update the color of a square in an established new line to the color of a square that is already in a "locked state".
[0147] <Twelfth Modification> When a square having a number selected according to the selection number is adjacent to a square that is in a "locked state," if the color associated by lottery is the same as the color associated with the "locked state" square, the square having the number selected according to the selection number may be updated to that color and the square may be put into a "locked state."
[0148] <13th Modification> In the embodiment, if three or four lines are formed after the points reach the upper limit of "5", the squares that make up the formed line are put into a "locked state". However, in the 13th variant, if the points become "5" when the line is formed, the squares that make up the formed line are put into a "locked state". Alternatively, the user may be given a kind of right to put the squares that make up a completed line into a "locked state," and when a line is completed, the user may choose to put the squares of the completed line into a "locked state" as an exercise of that right.
[0149] Also, when the squares that make up a completed line are set to a "locked state," the colors associated with the squares do not have to be the completed color, or they may be the color that the line was completed with. For example, if the squares are arranged in the order P, B / P, and P / Y is drawn, they may be P, B / P, P / Y, or they may be the color P / Y that the line was completed with, rather than being the completed color P.
[0150] <14th Variation> If a color is associated by lottery with a square selected by a selection number and then that square is selected again by circulation of the selection number, and the same color is drawn, the reward given to the user may be increased (doubled) depending on the number of times that color is selected. For example, if B is associated with a certain square, the selection numbers go through a cycle and the square is selected again, and the same B is drawn, the reward based on the cumulative number of lines that have been completed may be, for example, doubled.
[0151] Also, when the same color is drawn again in the square selected by the selection number and a line is completed, the reward may be increased. For example, when a line is completed including one square associated with the same color again by drawing, the reward may be increased by, for example, double or 10%. Note that doubling the reward is equivalent to completing two lines. When a line containing two squares with the same color associated with it is drawn again, the reward may be increased by, for example, four times or 20%, and when a line containing three squares is drawn, the reward may be increased by, for example, eight times or 40%. Note that a four-times reward corresponds to the completion of four lines, and an eight-times reward corresponds to the completion of eight lines.
[0152] <15th Variation> In the game system 1 according to the embodiment, the game is provided by a physically existing device installed in a game facility, but the game may be provided by a virtual system built on a terminal device such as a smartphone or tablet. When the game is provided by a virtual system, the user uses an intangible game medium.
[0153] More specifically, in the game system 1 according to the embodiment, the game is provided to the user via the station 13, but may be provided via a terminal device in which an application program for executing the game is installed, for example. In a configuration in which the game is provided to the user via a terminal device, if a server device connected via a network is configured to virtually or physically execute the drawing of the lottery object BL in the management device 10, the game can be provided to multiple users simultaneously. In a configuration in which the game is provided to the user via a terminal device, the terminal device operated by the user may be configured to virtually execute the drawing of the lottery object BL in the management device 10.
[0154] That is, the functions of the management device 10 and the station 13 may be replaced by the functions of an application program executed on a server device or a terminal device. The application program may be provided in a form stored in a computer-readable recording medium and installed in the computer. The recording medium may be, for example, a non-transitory recording medium, such as an optical recording medium (optical disk) such as a CD-ROM, but may also include any known type of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. In a configuration in which a distribution device distributes a program via a communication network, a storage device that stores the program in the distribution device corresponds to the non-transitory recording medium described above.
[0155] <Additional Notes> From the above description, for example, preferred embodiments of the present invention can be understood as follows. In order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
[0156] <Appendix 1> A game system (1) according to one aspect (Appendix 1) of the present invention includes an update unit (1313) that associates elements with each of a plurality of squares, and then updates the element associated with a square selected from the plurality of squares in a predetermined order to an element corresponding to a lottery result, and a determination unit (1314) that determines whether the associated element satisfies a predetermined condition. According to Appendix 1, a new lottery game is realized in which the elements used in the lottery change from their initial state depending on the lottery results, making it possible to provide new gameplay to game participants.
[0157] A "square" is the smallest unit with which an "element" can be associated. An "element" is a type of identifier given to a square, and is typically a "color." It can also be a "number," "letter," "sign," "symbol," or "character." Two or more "elements" may be associated with a "square." The "lottery" is performed by a roulette, a rotary lottery machine, etc. The "lottery result" is the result of randomly selecting one element from among multiple elements. For example, if the lottery is performed by a roulette, a rollable lottery body (BL) is supplied to a lottery wheel having multiple holes, and when the lottery body (BL) enters one hole, the identifier (color, number, etc.) of the hole becomes the lottery result. The lottery is not limited to a roulette, but may be a rotary lottery device that stores lottery bodies with identifiers, etc., and when one lottery body pops out due to the rotation of the box, the lottery result is determined by the identifier given to the lottery body. The rotary lottery device needs a measure to return the lottery body that pops out from the box to the box again so that the probability of the lottery body being selected does not change. An "update of an element" may involve changing the element to a different one, or it may involve maintaining the same element. The "predetermined condition" is a condition for granting a reward to a user.
[0158] <Appendix 2> In a specific example of Supplementary Note 1 (Supplementary Note 2), multiple squares are arranged two-dimensionally, and the predetermined condition is that a predetermined number of squares associated with the same element are consecutive in a predetermined direction. According to Supplementary Note 2, multiple squares are arranged two-dimensionally, which is visually easy for users to understand.
[0159] The "predetermined direction" is typically the vertical or horizontal direction of a two-dimensional array, but may also be a diagonal direction. The predetermined number is a fixed number, but if the squares are arranged in a 4x4 grid, the number will be 4 or less. When two or more "elements" are associated with one "square," a predetermined number of consecutive squares in a predetermined direction may focus on one of the elements and be deemed to satisfy a predetermined condition when a predetermined number of consecutive squares associated with the focused element occur in a predetermined direction, or when a predetermined number of consecutive squares associated with two or more elements, all of which are the same, occur in a predetermined direction.
[0160] <Appendix 3> In a specific example (Supplementary Note 3) of Supplementary Note 2, the update unit (1313) changes the square associated with an element that satisfies a predetermined condition to a first square that is excluded from the update target. According to Supplementary Note 3, the element associated with the square that satisfies the predetermined condition is excluded from the update target, so it is not updated to an element according to the lottery result. This prevents a situation in which a square that satisfies the predetermined condition no longer satisfies the predetermined condition due to a second lottery. In addition, other conditions may be added to the predetermined conditions as requirements for excluding an element from the update target. For example, a condition that the points given to a user reach a predetermined value may be added as a condition.
[0161] <Appendix 4> In a specific example (Supplementary Note 4) of Supplementary Note 3, if a second cell already excluded from the update target exists adjacent to a first cell excluded from the update target, the update unit (1313) updates the element of the second cell to an element associated with the first cell, or updates the element of the first cell to an element associated with the second cell. According to Supplementary Note 4, elements associated with cells associated with the same element are expanded to include cells adjacent to the cell.
[0162] <Appendix 5> In a specific example (Supplementary Note 5) of Appendix 4, when the update unit (1313) updates an element associated with a second cell, if there is a third cell adjacent to the second cell and associated with an element identical to the element updated in the second cell, the element associated with the third cell is excluded from the update target. According to Supplementary Note 5, elements associated with the third cell that does not satisfy the specified conditions are excluded from the update target. Therefore, the number of adjacent cells that are associated with the same element and are excluded from the update target is increased.
[0163] <Appendix 6> In a specific example (Supplementary Note 6) of Supplementary Note 3, if there is a third cell adjacent to the first cell and associated with the same element as the element in the first cell that satisfies a predetermined condition, the update unit (1313) excludes the element associated with the third cell from the update target. According to Supplementary Note 6, the number of cells excluded from the targets for updating elements increases.
[0164] <Appendix 7> In another specific example (Supplementary Note 7) of Supplementary Note 1, when all of the multiple squares are selected, the multiple squares are selected again in the same order. That is, when all of the multiple squares are selected and a full cycle is completed, the multiple squares are selected again in the same order. According to Supplementary Note 7, even if the first selection does not satisfy the predetermined condition, the second or subsequent selections may satisfy the predetermined condition, so the user's sense of expectation can be maintained.
[0165] <Appendix 8> In another specific example (Supplementary Note 8) of Supplementary Note 1, the number of elements associated with the square may be two or more, and any one of the two or more elements is the element associated with the square. According to Supplementary Note 8, when two or more elements are associated with one square, it is easier to satisfy a predetermined condition compared to when one element is associated with one square.
[0166] <Other> The game system (1) according to appended claim 1 can also be expressed as a control method for the game system (1), and can also be expressed as a computer program. [Explanation of symbols]
[0167] 1...game system, 10...management device, 11...lottery device, 12...supply device, 13...station, 20...lottery unit, 21...first lottery board, 22...second lottery board, 23...partition section, 24...connecting path, 30...lottery field, 31...control device, 32...memory device, H1...first pocket, H2...second pocket, 311...processing control unit, 1311...progress control unit, 1313...update unit, 1314...judgment unit, 1318...communication unit.
Claims
1. an update unit that updates an element associated with a square selected in a predetermined order from among the plurality of squares to an element corresponding to a lottery result after associating the element with each of the plurality of squares; a determination unit that determines whether the associated element satisfies a predetermined condition; A game system including:
2. The plurality of masses are arranged in two dimensions; The predetermined condition is that a predetermined number of squares associated with the same element are consecutive in a predetermined direction. The game system according to claim 1 .
3. The update unit is The square associated with the element satisfying the predetermined condition is changed to a first square excluded from the target of update according to the lottery result. The game system according to claim 2 .
4. The update unit is If the first square excluded from the update target is adjacent to a second square already excluded from the update target, an element of the second mass to an element associated with the first mass; or an element of the first mass to an element associated with the second mass; Update The game system according to claim 3.
5. The update unit is When the element associated with the second mass is updated, If there is a third cell that is adjacent to the second cell and is associated with an element identical to the element updated in the second cell, the element associated with the third cell is excluded from the update target. The game system according to claim 4.
6. The update unit is If there is a third cell adjacent to the first cell and associated with an element identical to the element in the first cell that satisfies the predetermined condition, the element associated with the third cell is excluded from the update target. The game system according to claim 3.
7. Once all of the plurality of squares have been selected, the plurality of squares are selected again in the same order. The game system according to claim 1 .
8. The element associated with the mass may be two or more; Any of the two or more elements is the element associated with the square. The game system according to claim 1 .
9. A method for controlling a game system in which a user provides a game, comprising the steps of: Associate elements with multiple squares, updating an element associated with a square selected in a predetermined order from among the plurality of squares to an element corresponding to a lottery result; Determine whether the associated element satisfies a given condition How to control a gaming system.
10. Computer, an update unit that updates an element associated with a square selected in a predetermined order from among the plurality of squares to an element corresponding to a lottery result after associating the element with each of the plurality of squares; and a determination unit for determining whether the associated element satisfies a predetermined condition; A program that functions as a
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