Information processing device and game control method
By switching game states and displaying a countdown lower than the actual number of remaining games, the device addresses resource inefficiencies and player prediction, enhancing anticipation in game play.
Patent Information
- Application Number
- JP2024040430
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-14
- Publication Date
- 2025-09-29
AI Technical Summary
The conventional method of displaying the number of remaining free games in a special game state requires excessive resource usage and allows players to predict the continuation of the game, reducing the sense of anticipation.
The information processing device switches between game states and displays a countdown number smaller than the actual number of remaining games, hiding the true count until it reaches zero, thereby reducing resource usage and obscuring the game's continuation.
This approach reduces resource consumption and prevents players from predicting the game's continuation, maintaining anticipation and reducing unnecessary image display.
Smart Images

Figure 2025140830000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device and a game control method. [Background technology]
[0002] Traditionally, in stationary slot machines, and more recently in smartphones (information processing devices) and social games with slot game applications installed, a lottery for the normal game is held on the condition that a specified number of bets is made, and symbols are rearranged and displayed based on the results of the lottery.
[0003] Generally, when the symbols rearranged by lottery in the normal game form a predetermined combination, a player is given a special benefit, such as a payout or a transition to a special state that is more advantageous than the normal state in which the normal game is executed. For example, the slot machine of Patent Document 1 plays a free game in the special state without a bet. The number of free games played in the special state is determined by a free game number determination game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2004-57221 A Summary of the Invention [Problem to be solved by the invention]
[0005] In the conventional method, the number of remaining free games that can be played in a special state is generally displayed, and the number of remaining free games is updated each time a free game is played. However, there is a problem in that as the upper limit on the number of free games awarded increases, the amount of resources required for displaying the remaining number of free games, such as images, increases.
[0006] Therefore, an object of the present invention is to provide an information processing device and a game control method that can reduce resources. [Means for solving the problem]
[0007] The information processing device of the present invention comprises: a controller that switches between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed in accordance with a predetermined condition; a display that displays the execution status of the first game and the second game; and The controller determining the number of times the second game is to be executed in the second game state; during an initial predetermined number of executions of the second game in the second game state, a value obtained by subtracting 1 from an initial value set to be smaller than the number of executions of the second game each time the second game is executed is set as a display remaining game number to be displayed on the display as the remaining game number of the second game; In the second game after the first predetermined number of times, the actual number of games remaining in the second game is set as the display remaining number of games.
[0008] According to the above configuration, the number of remaining games of the second game in the second game state is not displayed in its entirety, but the initial predetermined number is displayed as a countdown number that is smaller than the actual number. Therefore, it is not necessary to display the remaining number of games up to the upper limit of the number of games of the second game that will be awarded. As a result, it is possible to reduce resources such as images that are not displayed, and it is possible to make it impossible for the player to predict whether the second game state in which the second game is being executed will continue.
[0009] In the information processing device of the present invention, The controller When the display remaining number of games reaches zero in the first predetermined number of times of the second game, the initial value may be set again.
[0010] According to the above configuration, it is possible to repeatedly reuse resources for countdown that are smaller than the actual number.
[0011] In the information processing device of the present invention, The controller When the display number of remaining games becomes zero as a result of starting the second game, the display number of remaining games may be hidden.
[0012] According to the above configuration, the player is not informed that the remaining number of plays is zero, which indicates that the second game is the last. Therefore, from the player's perspective, it is impossible to predict whether the second game state will continue, which makes it possible for the player to have a sense of anticipation that the second game state will continue.
[0013] In the information processing device of the present invention, The controller If the display remaining number of games becomes zero as a result of starting the second game, a symbol indicating that the second game state may continue may be displayed in the area where the display remaining number of games was displayed.
[0014] According to the above configuration, although the remaining number of times should be displayed as zero, the possibility that the second game state will continue is indicated instead, which makes it possible to more clearly create in the player a sense of expectation that the second game state will continue.
[0015] The game control method of the present invention comprises: Switching between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed according to a predetermined condition; displaying on a display the execution modes of the first game and the second game; determining the number of times the second game is to be executed in the second game state; setting a value obtained by subtracting 1 from an initial value set to be smaller than the number of executions of the second game for an initial predetermined number of times in the second game state, as a display remaining game number to be displayed on the display as the remaining game number of the second game; In the second game after the first predetermined number of times, setting the actual number of games remaining in the second game to the display number of games remaining; The present invention is characterized by comprising:
[0016] According to the above configuration, the number of remaining games of the second game in the second game state is not displayed in its entirety, but the initial predetermined number is displayed as a countdown number that is smaller than the actual number. Therefore, it is not necessary to display the remaining number of games up to the upper limit of the number of games of the second game that will be awarded. As a result, it is possible to reduce resources such as images that are not displayed, and it is possible to make it impossible for the player to predict whether the second game state in which the second game is being executed will continue.
[0017] The game control method of the present invention comprises: Switching between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed according to a predetermined condition; displaying on a display the execution modes of the first game and the second game; determining the number of times the second game is to be executed in the second game state; In the second game state, the second game is played for the number of times while repeatedly displaying a countdown from a value smaller than the number of times of execution; The present invention is characterized by comprising:
[0018] According to the above configuration, the number of remaining games of the second game in the second game state is not displayed in its entirety, but is displayed as a repeated countdown starting from a small number. Therefore, it is not necessary to display the remaining number of games up to the upper limit of the number of games of the second game that can be awarded. As a result, it is possible to reduce resources such as images that are not displayed, and it is possible to make it impossible for the player to predict whether the second game state in which the second game is being executed will continue. [Brief explanation of the drawings]
[0019] [Figure 1] FIG. 2 is an explanatory diagram showing a schematic configuration relating to a display of an information processing device. [Figure 2] FIG. 10 is an explanatory diagram regarding the display of the number of remaining games in the second game. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the information processing device. [Figure 4] 10 is a flowchart of a game control process. [Figure 5] 10 is a flowchart of a second game state execution process. [Figure 6] 10 is a flowchart of a second number of games lottery process. [Figure 7] 10 is a flowchart of remaining game number display setting processing. [Figure 8] FIG. 2 is an explanatory diagram showing an example of a display mode of a display. DETAILED DESCRIPTION OF THE INVENTION
[0020] The game system of the present invention will be described with reference to the drawings.
[0021] 1, the information processing device 1 switches between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed in accordance with a predetermined condition. The display 120 displays the execution modes of the first game and the second game. When the game state transitions to the second game state, a second game not requiring a bet can be executed in the second game state, and the number of times the second game is executed is determined each time the game state transitions to the second game state.
[0022] The first game includes a normal game, and the first game state includes a normal state. The second game includes a free game, and the second game state includes a special state.
[0023] In this embodiment, the game state is switched as follows. That is, the first game state in which the first game is played subject to a bet is the normal state. When the first game state is first executed, the upper limit number (so-called ceiling) of first games in the first game state (for example, 1200 games, 1500 games, or 1800 games) is set by lottery. Then, when the upper limit number of first games has been played in the first game state, the game state is transitioned from the first game state to the second game state.
[0024] Furthermore, in this embodiment, a lottery is held in the first game state each time the first game is played to transition to the second game state. If the lottery is won, the game state transitions to the second game state after the first game has been played a predetermined number of times (for example, four games) since the winning. This period of the predetermined number of times since the winning is called a continuous state. Furthermore, this lottery is called a continuous state lottery.
[0025] In this embodiment, the game state transitions to a special state different from the second game according to the symbols rearranged in the first game. In this embodiment, this special state is referred to as the third game state. In the third game state, a third game that does not require a bet can be played. Furthermore, on the condition that a transition to the third game state is determined, a lottery is held to transition to the second game state. If the lottery is won, the game state transitions to the second game state after the third game state ends.
[0026] Thus, the conditions for transitioning to the second game state include playing the maximum number of first games in the first game state. The conditions for transitioning to the second game state also include winning a consecutive state lottery in the first game state and playing a predetermined number of first games after winning. The conditions for transitioning to the second game state also include winning a lottery that determines a transition to the third game state.
[0027] In the second game state, the spin button 221 (described later) displays the number of remaining games to be displayed. The number of remaining games to be displayed is determined based on the actual number of remaining games of the second game. The number of remaining games to be displayed is set to a value obtained by subtracting 1 from an initial value that is set to be smaller than the number of times the second game is executed for the first predetermined number of times in the second game state. For example, in the example shown in FIG. 1, the number of times the second game is executed in the second game state is 20, and for the first 10 times (the first predetermined number of times), a countdown display of a number smaller than the actual remaining number is displayed.
[0028] With reference to FIG. 2, the remaining number of games of the second game displayed on the spin button 221 will be described. In the example of FIG. 2, 20 rounds of the second game are played in the second game state. Of the 20 rounds of the second game, the first 10 rounds are set as the initial predetermined number of rounds. As shown in FIG. 2, for the first predetermined number of rounds, a false countdown different from the actual countdown is displayed on the spin button 221. In the example shown in FIG. 2, for the first predetermined number of rounds (10 rounds) of the second game, the countdown display from the initial value is repeated twice. In this way, the remaining number of games for display (remaining number of games for display) is managed based on the actual remaining number of games.
[0029] If the number of remaining games to be displayed is "zero," the number of remaining games is hidden, and instead a symbol indicating that the second game state may continue is displayed. In this embodiment, this symbol is a "?" (question mark), but is not limited to this. Furthermore, even if the countdown display ends, if the first predetermined number of second games have not been completed, the number of remaining games to be displayed is reset to the initial value. Note that the initial value set each time the countdown ends may be a different value.
[0030] In this way, instead of displaying the entire number of remaining runs of the second game in the second game state, the initial predetermined number is displayed as a countdown that is smaller than the actual number. Therefore, it is not necessary to display the remaining number of runs up to the upper limit of the number of runs of the second game that will be awarded. As a result, it is possible to reduce resources for images, etc. that are not displayed, and it is possible to make it impossible for the player to predict whether the second game state in which the second game is being executed will continue.
[0031] As described above, the display remaining number of games is set to the actual remaining number of games in the second game after the first predetermined number of games in the second game state. For example, in the example shown in FIG. 2, the actual remaining number of games is displayed for the last 10 second games (the second game after the predetermined number of games). As with the first predetermined number of games, the "zero" in the countdown display is hidden, and instead, a "?" symbol is displayed, indicating that the second game state may continue. Of course, this symbol is not limited to this, and can be set arbitrarily as long as it indicates that the remaining number of games is not recognizable and will continue.
[0032] In this way, the countdown display of the number of remaining games in the second game should show zero, but the zero is hidden. This prevents the player from seeing that the remaining number of games is zero, which would indicate that the second game is the last. Therefore, from the player's perspective, it becomes impossible to predict whether the second game state will continue, which makes it possible for the player to have a sense of anticipation that the second game state will continue.
[0033] Also, instead of displaying zero, a question mark (?) is displayed to indicate that there is a possibility that the second game state will continue. In this way, the remaining number of times should be displayed as zero, but instead it is indicated that there is a possibility that the second game state will continue. This makes it possible to more clearly create in the player a sense of expectation that the second game state will continue.
[0034] In this way, in the second game state, the second game is played for the number of times it is played while repeatedly displaying a countdown starting from a value smaller than the actual number of times it is played. The number of remaining games of the second game in the second game state is not displayed in its entirety, but is displayed as a repeated countdown starting from a small number. Therefore, it is not necessary to display the remaining number of games up to the upper limit of the number of times the second game will be played. As a result, it is possible to reduce resources such as images that are not displayed, and it is possible to make it impossible for the player to predict whether the second game state in which the second game is played will continue.
[0035] The information processing device 1 is connected to a server 10 via an internet line 9 so as to be able to communicate data therewith, and a game system 100 is configured having the information processing device 1 and the server 10. Note that the game system 100 is not limited to this and may be configured only by the information processing device 1. Furthermore, the information processing device 1 may refer to the game system itself having a terminal device such as a smartphone and the server 10, and the functions of the information processing device 1 described in this embodiment may be provided by any of the components of the game system 100.
[0036] The following description may be based on the assumption that a user has logged in to the server 10 via the information processing device 1. For example, the user inputs a user ID and password into the information processing device 1, and the login is authenticated by the server 10 via a communication line. The information processing device 1 may store login information for the login authentication, and automatically log in to the server 10 using the stored login information without user input when the user starts a game. The information processing device 1 may also automatically log in to the server 10 using the stored login information by performing biometric authentication of the user when the user starts a game. Known biometric information such as face, fingerprint, retina, iris, vein pattern, and voiceprint can be used as biometric authentication information. In this way, the server 10 allows the information processing device 1 to log in and run a game.
[0037] A common application is installed on the multiple information processing devices 1 via an application store server or the like that corresponds to the OS (Operating System) of each information processing device 1. In this embodiment, a slot game is made playable as a game element in the application installed on the information processing device 1. That is, a user can play the slot game on this application. The slot game may be an add-in to the application. That is, the slot game may be provided as an additional function of the application by an application store server, the server 10, or the like, separately from the application. Furthermore, the application may be configured to allow play of multiple types of slot games with different presentation styles and rules.
[0038] As will be described in detail later, a slot game is started on the condition that accumulative game value is consumed (betted). If a prize is won as a result of the slot game, game value according to the type of prize won and the consumed game value is added to the accumulated game value as a reward. In this way, the information processing device 1 executes a slot game in which accumulative game value increases or decreases depending on the result. The game value may be information (game points) having no monetary value that is used only to start the slot game, or may be electronic valuable information equivalent to monetary value.
[0039] 1, the information processing device 1 exemplified in this embodiment is a so-called smartphone, and has a display 120 provided on the front surface of a housing 11 and a touch panel 5 provided on the display 120. Note that the information processing device 1 is not limited to this, and may be either a portable type or a stationary type. Examples of portable information processing devices 1 include portable computers, laptop computers, tablet PCs, handheld PCs, PDAs (Personal Data Assistants), and other portable information devices.
[0040] The display 120 is configured to be able to display an image. Examples of the display system of the display 120 include a liquid crystal system, an organic electroluminescence system, a CRT (Cathode Ray Tube) system, and a plasma system. The touch panel 5 is configured to be able to detect the coordinates of a part of the screen that is touched by a user's finger or the like. Known technologies such as an electromagnetic induction system and a capacitance system are employed for the touch panel 5. The information processing device 1 determines the object on the screen that the user has touched and the manner of the touch, such as a swipe, from the coordinates detected by the touch panel 5, and responds according to the determination result.
[0041] In this embodiment, the touch panel 5 operates as an input device and accepts swipe operations, touch operations, etc., but is not limited to this. For example, the input device may be a microphone or a camera. The input device may also accept a user's voice or gestures as instruction operations.
[0042] The touch panel 5 is not limited to being provided on the front surface of the display 120. For example, the touch panel 5 may be provided on the rear side of the housing 11, opposite the display 120. The touch panel 5 may also be provided on a part of the display 120.
[0043] A slot game screen 20 is displayed on the display 120. The slot game screen 20 is provided with a symbol display area 21 in which symbols 500 are displayed variably and statically when a game (first game or second game) is started. The symbol display area 21 is provided with a first scroll area 211, a second scroll area 212, a third scroll area 213, a fourth scroll area 214, and a fifth scroll area 215. Each of the scroll areas 211 to 215 has a total of three cells 210 arranged vertically in the upper, middle, and lower rows. That is, a total of 15 cells 210 are arranged in a matrix of five columns and three rows in the symbol display area 21. The cells 210 are setting areas that determine the stopping positions of symbols and may be displayed or hidden. One symbol 500 can be rearranged in one cell 210. That is, when the symbols 500 are rearranged, a total of 15 symbols 500 are arranged in a matrix of 5 columns and 3 rows. Note that the number of cells 210 in the symbol display area 21 is not limited to this.
[0044] 1 shows an example, in the symbol display area 21, one cell 210 is selected from each of the scroll areas 211 to 215, and a prize determination line 400 consisting of these five cells 210 is set. The prize determination is determined in advance before the symbols 500 are rearranged, but the prize result is shown to the user when the symbols 500 are rearranged.
[0045] Specifically, the win determination line 400 is made up of five cells 210: any cell 210 included in the first scroll region 211, any cell 210 included in the second scroll region 212, any cell 210 included in the third scroll region 213, any cell 210 included in the fourth scroll region 214, and any cell 210 included in the fifth scroll region 215. In the following description, the win determination line may be referred to as a win line or a payline. Note that the order of arrangement of the win determination line 400 is determined to be from the cell 210 in the first scroll region 211 to the cell 210 in the fifth scroll region 215. That is, on the winning determination line 400, the cell 210 next to the cell 210 in the first scroll region 211 is the cell 210 in the second scroll region 212, the cell 210 next to the cell 210 in the second scroll region 212 is the cell 210 in the third scroll region 213, the cell 210 next to the cell 210 in the third scroll region 213 is the cell 210 in the fourth scroll region 214, and the cell 210 next to the cell 210 in the fourth scroll region 214 is the cell 210 in the fifth scroll region 215. This arrangement order matches the order in which the scrolling of the symbols 500 in the scroll regions 211 to 215 is stopped. That is, the scrolling of the symbols 500 is stopped in the order of the first scroll region 211 to the fifth scroll region 215.
[0046] In addition, an operation area 22 for receiving operations by the user for progressing through the game is provided at the bottom of the slot game screen 20. The operation by the user on the operation area 22 is detected by the touch panel 5.
[0047] The operation area 22 has a spin button 221, an auto input section 222, an item input section 223, a bet section 224, and a win display section 225. The bet section 224 has a bet number increase input section 224a and a bet number decrease input section 224b. The bet number increase input section 224a is an area that accepts an operation to increase the number of bets during betting time. The bet number decrease input section 224b is an area that accepts an operation to decrease the number of bets during betting time. In this way, the area of the touch panel 5 where the bet section 224 is displayed functions as a bet number switching section that accepts switching of the number of bets. For example, the number of bets can be selected from 1, 2, 3, 5, 10, etc. by operating the bet section 224.
[0048] The spin button 221 is an area that accepts an operation to confirm the number of bets accepted in the bet section 224, end the bet time, and start the game time. That is, when the area of the spin button 221 is touched, scrolling display of multiple symbols 500 begins in the symbol display area 21. The auto input section 222 is an area that accepts an operation to omit accepting operation of the spin button 221 in subsequent games. That is, when the auto input section 222 is operated, subsequent games are automatically started. Note that, when the auto input section 222 is operated again in this auto mode, the auto mode is canceled. The item input section 223 is an area that accepts an operation to use an item to advance the slot game advantageously. Although not shown, operating the item input section 223 displays a separate window in which an item can be selected. The win display section 225 displays the number of credits awarded as a result of the slot game.
[0049] A winning determination method generally referred to as the payline method is used for determining whether a winning has occurred. That is, the payline method is a method of determining whether a winning has occurred for a given type of symbol 500 when a predetermined number or more of the same type of symbol 500 appear consecutively on the winning determination line 400 from the first scroll area 211. In this embodiment, the winning determination is performed using the payline method in both the first game and the second game, but is not limited to this. For example, the winning determination may be performed using the so-called "left to right" method.
[0050] The electrical configuration of a game system 100 including an information processing device 1 and a server 10 will be described with reference to Fig. 3. As shown in Fig. 2, the information processing device 1 includes a CPU 101, a ROM 102, a RAM 103, a flash memory 104, operation buttons 108, a power switch 109, a bus line 110, a network I / F 111, a camera 112, an image sensor I / F 113, a microphone 114, a speaker 115, an audio input / output I / F 116, a display I / F 117, a sensor controller 118, a short-range communication circuit 119, and an antenna 119a of the short-range communication circuit 119, all of which are located within a housing 11.
[0051] The server 10 is a so-called computer that includes a CPU 1101, a ROM 1102, a RAM 1103, a storage device 1104 such as a hard disk drive, and a network I / F 1111.
[0052] The CPU (Central Processing Unit) 101 functions as the main component of the controller in the information processing device 1 and controls the overall operation of the information processing device 1. The CPU 1101 functions as the main component of the controller in the server 10 and controls the overall operation of the server 10. In other words, the CPUs 101 and 1101 function as controllers that control the overall operation of the game system 100. The ROM (Read Only Memory) 102 stores programs used to drive the CPU 101, such as an IPL (Initial Program Loader).
[0053] RAM (Random Access Memory) 103 and RAM 1103 are used as work areas for CPU 101 and CPU 1101. Operation button 108 is a button that is operated when initially setting up information processing device 1. Power switch 109 is a switch for turning the power of information processing device 1 on and off.
[0054] The flash memory 104 serving as a memory is a computer-readable, non-transitory recording medium that stores various data such as game programs, communication programs, image data, and sound data. The storage device 1104 functions as a database and is a computer-readable, non-transitory recording medium that stores game data for each of the multiple information processing devices 1. In response to a request from the game program of the information processing device 1, the server 10 returns a response by appropriately referencing the database in the storage device 1104.
[0055] For example, the flash memory 104 stores various programs, including a game program executed by the CPU 101 as a controller, and various data used by the various programs. In other words, the programs cause the information processing device 1, which is a computer equipped with the CPU 101 and the flash memory 104, to execute the processes contained in the various programs. When the information processing device 1 is considered as a game system 100, the flash memory 104 and the storage device 1104 store various programs, including a game program executed by the CPU 101 and the CPU 1101 as controllers, and various data used by the various programs. In other words, the programs cause the information processing device 1, which is a game system 100 equipped with the CPU 101 and the CPU 1101, the flash memory 104, and the storage device 1104, to execute the processes contained in the various programs. In this way, the processing and operation of the information processing device 1 can be replaced with a program or a game control method. In this way, the processing and operation of the information processing device 1 can be replaced with a program or a game control method.
[0056] The data and programs stored in flash memory 104 and storage device 1104 may be pre-stored at the time of factory shipment, or may be downloaded and stored from a server or the like (not shown) via communication means. The communication means may be a transmission path that allows two-way communication, such as the Internet or cable television, or may be broadcasting that transmits information only in one direction. The data and programs stored in flash memory 104 and storage device 1104 may also be stored on a recording medium such as a floppy disk, CD-ROM, DVD-ROM, MO (magneto-optical disk), or flash memory, and may be read from the recording medium and installed as needed.
[0057] The network I / F (Interface) 111 is an interface for data communication using a communication network such as the Internet. The camera 112 is a type of built-in imaging means that captures an image of a subject and obtains image data under the control of the CPU 101. The image sensor I / F 113 is a circuit that controls the operation of the camera 112. The microphone 114 is a type of built-in sound collection means that inputs audio. The audio input / output I / F 116 is a circuit that processes input and output of audio signals between the microphone 114 and the speaker 115 under the control of the CPU 101. The display I / F 117 is a circuit that transmits image data to the display 120 under the control of the CPU 101. The display 120 is provided on the front surface of the housing 11. The sensor controller 118 is a circuit that accepts input from a touch panel 5 provided on the display 120. The near-field communication circuit 119 is a communication circuit such as NFC (Near Field Communication) (registered trademark) or Bluetooth (registered trademark). The bus line 110 is an address bus, a data bus, etc. for electrically connecting the components such as the CPU 101.
[0058] As shown in Figure 3, the game system 100 has an information processing device 1 which is a computer, a server 10, a display 120, memory (ROM 102, RAM 103, flash memory 104, ROM 1102, RAM 1103, storage device 1104, etc.), a controller (CPU 101, CPU 1101, etc.), and a touch panel 5.
[0059] The display 120 and the touch panel 5 are provided in the information processing device 1, and function as an input device and an output device in the game system 100, respectively.
[0060] The memory stores various programs, including a game program executed by the controller, and various data used by the various programs. The memory is a conceptual storage area in the game system 100, and may be included in either the information processing device 1 or the server 10, or the memory function may be distributed between the information processing device 1 and the server 10, or the memory function may be provided in both the information processing device 1 and the server 10. In other words, when a game program executed by the information processing device 1 requires data stored in the server 10, the information processing device 1 requests the data from the server 10, and the server 10 responds to the request with the data.
[0061] The controller as a control unit executes various processes in accordance with a game program stored in memory. The controller is a conceptual execution device in the game system 100, and may be included in either the information processing device 1 or the server 10, or the functions of the controller may be distributed between the information processing device 1 and the server 10, or the functions of the controller may be provided in both the information processing device 1 and the server 10.
[0062] In this way, the game system 100 functions as a single computer having the information processing device 1 as an input device (touch panel 5) and an output device (display 120), and the information processing device 1 and / or the server 10 as a memory and a controller.
[0063] The controller is programmed to execute the following processes. In other words, the game program stored in the memory causes the game system 100 as a computer to execute the following processes (A1) to (A4) ((A4a) and (A4b)). Specifically, the controller executes a process (A1) of switching between game states in which the first game and the second game are executed, a process (A2) of displaying the execution modes of the first game and the second game, a process (A3) of determining the number of times the second game will be executed, and a process (A4) of completing the second game for the first predetermined number of times in the second game state while repeatedly displaying a countdown from a value smaller than the number of times the second game is executed as the number of times remaining. More specifically, in process (A4), the controller executes a process (A4a) of displaying a countdown from an initial value, and a process (A4b) of displaying the actual number of games remaining in the second game as the number of games remaining in the second game for the second game after the first predetermined number of times in the second game state.
[0064] In this way, instead of displaying the entire number of remaining runs of the second game in the second game state, the initial predetermined number is displayed as a countdown of an initial value that is smaller than the actual number. Therefore, it is not necessary to display the remaining number of runs up to the upper limit of the number of runs of the second game that will be awarded. As a result, it is possible to reduce resources for images, etc. that are not displayed, and it is possible to make it impossible for the player to predict whether the second game state in which the second game is being executed will continue.
[0065] Furthermore, when the information processing device 1 equipped with the above program executes the processes (A1) to (A4), a game control method is realized in which the processes (A1) to (A4) are executed by the information processing device 1 (computer). In other words, the information processing device 1 has a plurality of processing units that execute the processes (A1) to (A4), respectively. Note that, although the following description will be given using the information processing device 1, the process and operation of the information processing device 1 can be substituted as the invention of a game program stored in a non-transitory recording medium or a game control method. Furthermore, the process executed by the controller may be executed only by the information processing device 1, or the function may be provided in the game system 100 including the server 10. In other words, the process and operation of the information processing device 1 can be substituted as the invention of the game system 100.
[0066] A typical slot game will be described. A slot game is made playable by a user as a game element in an installed application. A slot game is a game in which a plurality of symbols 500 are stopped (rearranged) after varying within the symbol display area 21, and game value is awarded based on the combination of the symbols 500 displayed within the symbol display area 21. The state in which a plurality of symbols 500 are stopped after varying within the symbol display area is referred to as "rearrangement." In a slot game, a first game is played, and if a predetermined condition is satisfied in the first game, a second game that is more advantageous to the user than the first game may be executed.
[0067] The game value is consumed as a condition for executing the first game in the first game state and may be awarded as a game result. That is, a user bets game value to play one slot game (unit game) and may acquire a benefit such as game value as a result of the slot game. As described above, the game value may be game points that do not contain valuable information used in the game as a pseudo substitute for credit, or may be coins, banknotes, or electronic valuable information equivalent thereto. In the following description, the game value may be referred to as credit. The number of game values used for betting may be referred to as the number of bets.
[0068] A "unit game" is a series of actions from the start of betting acceptance to the state where a prize can be achieved (when a symbol combination satisfies a predetermined relationship). In other words, a unit game includes one bet time for accepting bets, one game time for rearranging symbols, and one payout time for the payout process when a prize is achieved. Note that if no prize is achieved, no payout is made, and therefore no payout time is included.
[0069] The game value is used as a pseudo-substitute for credit within the game and is used as a bet as a condition for playing the slot game. That is, a user bets the game value to play one slot game (unit game), and can obtain the game value as a result of the slot game.
[0070] The second game state includes one or more second games. The second game is a game in which a payout is set higher than that of the first game. Generally, the second game is set to make symbol combinations easier to achieve than the first game, and as a result, the user is more likely to receive a payout higher than in the first game. Furthermore, the second game is a game that can be executed with a smaller bet of game value than the first game. "Executable with a smaller bet of game value" includes the case where the bet is "0." Therefore, the second game may be a game that is executed without a bet of game value and pays out game value in an amount corresponding to the rearranged symbols. In other words, the second game state may be a game that is started without the consumption of game value. In contrast, the first game is a game that is executed with a bet of game value and pays out game value in an amount corresponding to the rearranged symbols. In other words, the first game is a game that is started with the consumption of game value. Note that the third game state, like the second game state, is a more advantageous game state than the first game state.
[0071] The slot game may also have the following configuration.
[0072] For example, in the first game in which the transition to the second game state is established, the second number of games may be changed depending on the type of trigger symbol that is won. More specifically, the lottery table for determining the second number of games may be switched between when three trigger symbols of the same type appear from among multiple types of trigger symbols and when three trigger symbols of different types appear. That is, when three trigger symbols of the same type appear, a more advantageous lottery table may be used than when three trigger symbols of different types appear. Here, "advantageous" means that the lottery table has a probability distribution that makes it easier to win a larger number of second games, includes a higher number of second games as the items to be selected, etc. This point may also be applied to the third game state.
[0073] In this embodiment, the processing and operation will be described assuming that the information processing device 1, which is a smartphone, has these functions, but the functions may be distributed among the components of the game system 100. For example, a lottery for determining the outcome of a slot game may be performed by the server 10. In other words, the information processing device 1 may be configured by the game system 100.
[0074] Next, with reference to FIG. 4, a game control process executed by the CPU 101 of the information processing device 1 will be described.
[0075] Although not shown, the information processing device 1 is configured to be able to execute multiple games in an application. When the game is launched, for example, a first game number counter (described later), a continuous state counter (described later), etc. may be read from the save data. Note that such reading from the save data at launch may be performed on the condition that no other game has been executed since the game was last ended. Note that the game starts from the first game state.
[0076] First, the CPU 101 performs a bet / start check process for the first game (S1). In this bet / start check process, the number of credits (coins) to be bet is determined by touching the display 120 of the information processing device 1, for example. The betted number of credits is then stored in a bet counter in the RAM 103. When a bet is placed, the betted number of credits is subtracted from the value of a coin counter in the RAM 103. By determining the betted number of credits in this manner, the payout for the winning combination is calculated by multiplying the betted number of credits by the payout number corresponding to the number of symbols of the same type (3 to 5) rearranged (displayed) in the symbol display area 21 as a result of the slot game. In addition, in this bet / start check process, the CPU 101 determines whether or not a touch operation of the spin button has been performed. If a touch operation of the spin button has been performed, the process proceeds to S11, where the slot game proceeds.
[0077] Then, the CPU 101 determines whether or not the consecutive state has been won in the first game state (S2). If the consecutive state has been won (S2: YES), the CPU 101 increments the consecutive state counter (S3). The consecutive state counter counts the number of first games executed in the consecutive state. When the consecutive state counter reaches a predetermined number (4 in this embodiment), the first game state is transitioned to the second game state.
[0078] If the consecutive state has not been won (S2: NO), the CPU 101 executes a consecutive state lottery process (S4). That is, the CPU 101 determines by lottery whether or not to transition to the second game state after a predetermined number of first games. Then, the CPU 101 determines whether or not the consecutive state lottery has been won (S5). If the consecutive state lottery has been won (S5: YES), the CPU 101 starts counting the first games in the consecutive state (S6).
[0079] Next, the CPU 101 executes a symbol lottery process (S11). Here, symbols to be stopped are determined by lottery from among the plurality of symbols arranged in each of the five scroll areas 211 to 215 (see FIG. 1). These symbols to be stopped are symbol data of 15 symbols to be displayed in the symbol display area 21. In this way, the 15 symbols to be displayed in the symbol display area 21 are determined.
[0080] Then, the CPU 101 stores the determined 15 symbols to be stopped in a symbol storage area provided in the RAM 103.
[0081] Next, the CPU 101 performs a payout amount determination process based on the result of the symbol lottery process (S12). In this process, the CPU 101 determines the number of symbols of the same type to be rearranged (displayed) in the symbol display area 21. If a predetermined number or more (3 to 5) of symbols of the same type are rearranged on a payline, the CPU 101 determines a payout amount (payout value) corresponding to the number of symbols of the type to be arranged, based on the pay table stored in the RAM 103. If the predetermined number or more of symbols of either type are not rearranged, no payout amount is provided (payout value is 0). The determined payout amount (payout) is stored in a payout amount storage area provided in the RAM 103.
[0082] Thereafter, the CPU 101 executes an effect determination process (S13). The CPU 101 extracts a random number value for the effect and determines one of a plurality of predetermined effect contents by lottery. For example, the CPU 101 starts scrolling each of the scroll regions 211 to 215 in the symbol display area 21, and determines an effect for stopping and displaying each of the 15 symbols determined in the symbol lottery process of step S21. More specifically, for example, if a trigger symbol is a winning symbol to be stopped, the CPU 101 may determine a predictive effect indicating that the trigger symbol will be stopped in the symbol display area 21 where the trigger symbol is stopped during scrolling. Furthermore, for example, the CPU 101 determines an effect for highlighting a symbol related to a win among the symbols stopped and displayed, an effect for displaying a payout in the WIN display section, a special WIN effect when the payout is equal to or greater than a predetermined multiple of the bet amount, etc.
[0083] Then, the CPU 101 executes the effect content at the timing of the determined effect content (S14). For example, the CPU 101 controls the display 120 to display an image for the effect and the speaker 115 to output sound. For example, the CPU 101 starts scrolling a plurality of symbols on the reels in the symbol display area 21, and then displays an image of symbols to be stopped in a stopped state. For example, the CPU 101 displays an image highlighting a winning symbol among the stopped symbols, and executes an effect in which the owned credits are incremented. For example, the CPU 101 executes an effect for transitioning to the second game state as described above. If there is a credit amount to be added as a result of the game, the CPU 101 executes a payout process for adding the credit amount to the owned credits (S15). The payout process may be executed at a predetermined timing during the effect execution process of step S24 (for example, at the timing of the effect in which the owned credits are incremented). Then, the CPU 101 ends this subroutine. Here, the CPU 101 may clear data that is no longer needed for each unit game in the working area of the RAM 103, such as the value of the bet counter in the BET number storage area for the executed unit game and the symbols that have been determined by lottery to be displayed in the symbol display area 21.
[0084] Then, the CPU 101 determines whether or not three or more trigger symbols are drawn in the symbol lottery process of step S11, thereby establishing a condition for transition to the third game state (S16). For example, the condition for transition to the third game state is that three or more trigger symbols are drawn in the symbol lottery in the first game, thereby triggering the third game state. If the condition for transition to the third game state is established (S16: YES), the CPU 101 conducts a lottery for obtaining a second game state (S17). Then, the CPU 101 performs a third game state execution process (S18). In the third game state execution process, the CPU 101 executes a third game, which does not require a bet, a predetermined number of times. Then, in step S17, the CPU 101 determines whether or not the lottery for obtaining a second game state is drawn (S19). If the lottery for obtaining a second game state is drawn, the third game state is executed, and then the game state is transitioned from the third game state to the second game state.
[0085] If the condition for transition to the third game state is not met (S16: NO), the CPU 101 determines whether the first game number counter has reached an upper limit number of first games (for example, any one of 1200 games, 1500 games, and 1800 games determined in advance by lottery) (S20). The first game number counter is used to count the number of first games played in the first game state. Although not shown, the CPU 101 increments the first game number counter by 1 each time a first game is played. If the first game number counter has not reached the upper limit number (S20: NO), the CPU 101 determines whether the consecutive state counter has reached 4 (a predetermined number) (S21).
[0086] If the transition to the second game state is successful in the third game state (S19: YES), the CPU 101 performs second game state execution processing (S22). Also, if the upper limit number of first games has been reached (S20: YES), the CPU 101 performs second game state execution processing (S22). Also, if the consecutive state counter has reached 4 (S21: YES), the CPU 101 performs second game state execution processing (S22). After performing the second game state execution processing, the CPU 101 initializes the first game number counter (S23) and transitions the processing to step S1. Although not shown, when initializing the first game number counter in step S23, the CPU 101 may perform processing to determine the upper limit number of first games by lottery.
[0087] Next, with reference to FIG. 5, a second game state execution process executed by the CPU 101 of the information processing device 1 will be described.
[0088] First, the CPU 101 performs a second number of games lottery process (S29). The second number of games lottery process will be described later with reference to FIG. 6. Then, the CPU 101 sets the number of games for one stock to the number of remaining games (S30). Note that the stock refers to the number of second games to be played in the second game state. For example, if there are multiple stocks of second game states, the number of second games is set for each of the three second game states. In step S30, the number of second games set for one of the stocked second game states is set as the number of remaining games. Note that, although not shown, this stock is deleted, for example, at the time of step S30.
[0089] Then, the CPU 101 sets "5" as the remaining number of games to be displayed on the spin button 221 (S31). In this way, regardless of the number of times the second game has been played, the number that is initially displayed in the second game state is the same.
[0090] Then, the CPU 101 performs a start check process (S32). In this start check process, the CPU 101 determines whether or not a touch operation of the spin button has been performed, and if a touch operation of the spin button has been performed, the CPU 101 starts the progress of the slot game. Then, the CPU 101 displays the remaining game count for display set in step S31 on the spin button 221 (see FIG. 1) (S33).
[0091] Then, the CPU 101 subtracts the number of remaining games and the number of remaining games for display (S34). Then, the CPU 101 determines whether the number of remaining games for display is zero (S35). If the number of remaining games for display is zero (S35: YES), the CPU 101 displays a "?" (question mark) on the spin button 221 (S36). If the number of remaining games for display is not zero (S35: NO), the CPU 101 displays the number of remaining games for display on the spin button 221 (S37).
[0092] Then, the CPU 101 performs a stock lottery for the second game state (S38). If the result of the stock lottery is a win (S39: YES), the CPU 101 adds stock (S40).
[0093] Next, the CPU 101 executes a symbol lottery process (S41) and a payout amount determination process (S42) similar to steps S11 and S12 of the game control process (see FIG. 4). The lottery table for symbol lottery may be different from that in step S11. When replacement symbols are arranged in the symbol lottery process of step S38, a replacement symbol is determined by lottery for each replacement symbol. For example, the replacement symbol may be replaced by a wild symbol with a multiplier, and the multiplier may be determined by lottery.
[0094] Then, the CPU 101 executes a performance determination process (S43). Then, the CPU 101 extracts a performance random number value, determines one of a plurality of predetermined performance contents by lottery, and executes the determined performance content at the timing of the determined performance content (S44).
[0095] Then, the CPU 101 executes a payout process (S45), similar to step S21 of the game control process (see FIG. 6). Then, the CPU 101 executes a remaining number of games display setting process (S46). The remaining number of games display setting process will be described later with reference to FIG. 7. Then, the CPU 101 determines whether or not the remaining number of games is zero (S46). If the remaining number of games is not zero (S46: NO), the CPU 101 shifts the process to step S34, and executes the second game until the remaining number of games becomes zero. If the remaining number of games is zero (S46: YES), the CPU 101 determines whether or not the stock number is zero (S47). If the stock number is not zero (S47: NO), the CPU 101 shifts the process to step S30, and executes the second game until the stock number in the second game state becomes zero. If the stock number is zero (S47: YES), the CPU 101 ends this routine.
[0096] Next, with reference to FIG. 6, the second number-of-games lottery process executed by the CPU 101 of the information processing device 1 will be described.
[0097] First, the CPU 101 determines the second game state entry condition (S100). When the second game state is acquired in the third game, or when the second game state is acquired by winning a consecutive state in the first game state, the CPU 101 performs a lottery for the second number of games to be played when the second game state is acquired (S110). When the second game state is acquired by reaching the ceiling, the CPU 101 performs a lottery for the second number of games to be played when the ceiling is reached (S120). Steps S110 and S120 involve lottery for the second number of games to be played using lottery tables in which different probabilities are set. For example, the second number of games to be played is determined by lottery from 5, 10, 20, and 100.
[0098] Thereafter, the CPU 101 determines whether the acquired second game state was acquired in the first game of the third game (S130). If the acquired second game state was not acquired in the first game of the third game (S130: NO), the CPU 101 performs a normal continuation rank lottery (S140). If the acquired second game state was acquired in the first game of the third game (S130: YES), the CPU 101 performs a special continuation rank lottery (S150). Steps S140 and S150 are lottery draws for a continuation rank (described below) using lottery tables in which different probabilities are set. The continuation rank is a lottery table used in the next step S170.
[0099] Next, the CPU 101 performs a loop lottery according to the continuation rank (S160). If the lottery is won (S170: YES), the CPU 101 stocks the second game state (S180) and performs the loop lottery of step S160. In this way, in the loop lottery, the CPU 101 continues to stock the second game state until the lottery is lost. If the lottery is lost (S170: NO), the CPU 101 ends this routine. The continuation rank indicates the probability of winning the loop lottery, and the higher the continuation rank, the higher the probability of winning.
[0100] Next, the remaining number of games display setting process executed by the CPU 101 of the information processing device 1 will be described with reference to Fig. 7. Note that in Fig. 7, "game" may be referred to as "G".
[0101] First, the CPU 101 determines whether the number of remaining games is zero (S200). If the number of remaining games is not zero (S200: NO), the CPU 101 determines the second number of games for one stock (S210).
[0102] If the second number of games is 5, the CPU 101 ends this routine. If the second number of games is 10, the CPU 101 further determines the number of games remaining (S220). If the number of games remaining is 5, the CPU 101 sets the display number of remaining games to 5 (S221). After setting the display number of remaining games, the CPU 101 ends this routine.
[0103] If the second number of games is 20, the CPU 101 further determines the number of games remaining (S230). If the number of games remaining is 15, the CPU 101 sets the number of games remaining for display to 5 (S231). If the number of games remaining is 10, the CPU 101 sets the number of games remaining for display to 10 (S232). After setting the number of games remaining for display, the CPU 101 ends this routine.
[0104] If the second number of games is 100, the CPU 101 further determines the number of games remaining (S240). If the number of games remaining is 95, the CPU 101 sets the display number of remaining games to 5 (S241). If the number of games remaining is 90, the CPU 101 sets the display number of remaining games to 10 (S242). If the number of games remaining is 80, the CPU 101 sets the display number of remaining games to 80 (S243). After setting the display number of remaining games, the CPU 101 ends this routine.
[0105] On the other hand, if the number of remaining games is zero (S200: YES), the CPU 101 displays "0" (zero) on the spin button 221 as the remaining number of free games (S250), and ends this routine.
[0106] In this way, the initial value of the display remaining number of games is set according to the number of games in the second game state for one stock and the number of games remaining. For example, in the example of FIG. 2, when the fifth second game has ended, the number of games remaining immediately after the end is 15. In this case, step S231 is executed, and the display remaining number of games is set to the initial value "5." After the initial value is set, the display remaining number of games is decremented in step S34 described with reference to FIG. 5 to "4," which is then displayed in step S37. As a result, during the sixth second game, "4" is displayed on the spin button 221 as the number of games remaining.
[0107] In the example of Fig. 7, the number of second games to be selected by lottery is, but is not limited to, 5, 10, 20, and 100. In addition, the predetermined number of times the false countdown is displayed is, but is not limited to, 0 (when the number of second games is 5), 5 (when the number of second games is 10), 10 (when the number of second games is 20), and 20 (when the number of second games is 100).
[0108] Next, an example of the slot game screen 20 displayed on the display 120 will be described with reference to FIG. 8. For example, a case will be described in which the previous second game has ended and one game remains. When the next second game starts and scrolling of the symbol display area 21 begins, the internal number of remaining games to be displayed becomes zero, but a "?" (question mark) is displayed on the spin button 221 instead of zero. In the example shown in FIG. 9, when scrolling begins, the display on the spin button 221 is updated. In the example shown in FIG. 9, when the game following the game for which the "?" (question mark) was displayed starts, a "9" is displayed. This indicates that at least 10 additional second games can be played. For example, although not shown, if there are no remaining second games, a "0" (zero) may be displayed on the spin button 221 when scrolling stops and the result is displayed.
[0109] Although the embodiments of the present invention have been described above, they are merely illustrative examples and do not particularly limit the present invention, and the specific configurations of each means etc. can be appropriately modified in design. Furthermore, the effects described in the embodiments of the present invention are merely a list of the most preferable effects resulting from the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention. [Explanation of symbols]
[0110] 1. Information processing equipment 2. Display 5 Touch Panel 10 Servers 100 Game System
Claims
1. a controller that switches between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed in accordance with a predetermined condition; a display that displays the execution status of the first game and the second game; and The controller determining the number of times the second game is to be executed in the second game state; during an initial predetermined number of executions of the second game in the second game state, a value obtained by subtracting 1 from an initial value set to be smaller than the number of executions of the second game each time the second game is executed is set as a display remaining game number to be displayed on the display as the remaining game number of the second game; In the second game after the first predetermined number of times, the actual number of games remaining in the second game is set to the display number of games remaining.
1. An information processing device comprising:
2. 2. The information processing device according to claim 1, The controller When the number of remaining games to be displayed becomes zero in the first predetermined number of times of the second game, the initial value is set again.
1. An information processing device comprising:
3. 3. The information processing device according to claim 2, The controller When the number of remaining games to be displayed becomes zero as a result of starting the second game, the number of remaining games to be displayed is hidden.
1. An information processing device comprising:
4. 4. The information processing device according to claim 3, The controller When the display remaining number of games becomes zero as a result of starting the second game, a symbol indicating that the second game state may continue is displayed in the area where the display remaining number of games was displayed.
1. An information processing device comprising:
5. Switching between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed in accordance with a predetermined condition; displaying on a display the execution modes of the first game and the second game; determining the number of times the second game is to be executed in the second game state; In the first predetermined number of times of the second game in the second game state, a value obtained by subtracting 1 from an initial value set to be smaller than the number of times of execution each time the second game is executed is set as a display remaining game number to be displayed on the display as the remaining game number of the second game; In the second game after the first predetermined number of times, an actual number of games remaining in the second game is set as the display number of games remaining; A game control method comprising:
6. Switching between game states including a first game state in which a first game requiring a bet is executed and a second game state in which a second game not requiring a bet is executed in accordance with a predetermined condition; displaying on a display the execution modes of the first game and the second game; determining the number of times the second game is to be executed in the second game state; In the second game state, the second game is played for the number of times while repeatedly displaying a countdown from a value smaller than the number of times of execution; A game control method comprising:
Citation Information
Patent Citations
Game machine
JP2004057221A