Game system, method for controlling the game system, and program
The game system addresses predictability in reward distribution by integrating a progression unit, numerical value acquisition, and a lottery-based special reward system, enhancing user engagement and interest.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- 株式会社コナミアーケードゲームス
- Filing Date
- 2022-08-03
- Publication Date
- 2026-06-04
Smart Images

Figure 0007870072000001 
Figure 0007870072000002 
Figure 0007870072000003
Abstract
Description
Technical Field
[0001] The present invention relates to a game system, a control method for a game system, and a program.
Background Art
[0002] Conventionally, in a game where one option is selected from a plurality of options, a game that gives a user a reward corresponding to the selected option is known. For example, the game disclosed in Patent Document 1 below is a board game, and when a user character stops at a specific square (option), a reward corresponding to the square can be obtained. The amount of the reward may be a predetermined fixed amount or an amount determined within a predetermined range.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the game described in Patent Document 1, if the square where the user character stops is a square where a reward can be obtained, it is certain that the user will obtain the reward. The user can easily predict the subsequent rewards from the positional relationship between the square where the reward is placed on the map and the user character, and the actually obtained reward is within the predicted range. Therefore, it has been difficult to link the square where the reward is obtained to the interest of the game. In view of the above circumstances, one aspect of the present invention aims to improve the interest of the game by using the reward given by the selection of a specific option.
Means for Solving the Problems
[0005] To solve the above problems, a game system according to one aspect of the present invention comprises: a progression unit that advances a game in which the player selects one option from a plurality of options; an acquisition unit that acquires a numerical value corresponding to the one option selected; a first granting unit that grants a first reward to the user according to the numerical value; an addition unit that adds a second reward to a special reward according to the numerical value and the game state; and a second granting unit that grants the special reward to the user when the user wins a lottery that is executed when predetermined conditions are met.
[0006] A control method for a game system according to another aspect of the present invention involves playing a game in which the player selects one option from a plurality of options, obtaining a numerical value corresponding to the selected option, granting the user a first reward corresponding to the numerical value, adding a second reward corresponding to the numerical value and the game state to a special reward, and granting the user the special reward if they win a lottery that is executed when predetermined conditions are met.
[0007] A program according to another aspect of the present invention causes a computer system to function as follows: a progress unit that advances a game in which the player selects one option from a plurality of options; an acquisition unit that acquires a numerical value corresponding to the selected option; a first granting unit that grants a first reward to the user according to the numerical value; an addition unit that adds a second reward to a special reward according to the numerical value and the game state; and a second granting unit that grants the special reward to the user if the user wins a lottery that is executed when predetermined conditions are met. [Brief explanation of the drawing]
[0008] [Figure 1] This is a plan view illustrating the configuration of the game system 1 according to the first embodiment. [Figure 2] This is a side view illustrating the configuration of Game System 1. [Figure 3] This is a block diagram illustrating the configuration of Game System 1. [Figure 4] This is a schematic diagram illustrating the rules of the board game Sugoroku. [Figure 5] This is an explanatory diagram illustrating the display screen in Game System 1. [Figure 6] This is an explanatory diagram illustrating the display screen in Game System 1. [Figure 7] This is an explanatory diagram illustrating the method for the special jackpot lottery JC4. [Figure 8] This is an explanatory diagram illustrating the types and classifications of items. [Figure 9] This is an explanatory diagram illustrating the items a user has acquired. [Figure 10] This is an explanatory diagram illustrating the types of accompanying Character D. [Figure 11] This is an explanatory diagram illustrating the display screen while accompanying character D is present. [Figure 12] This is a schematic diagram illustrating the method for the third special lottery, JC3. [Figure 13] This is a block diagram illustrating the functional configuration of the control device 50. [Figure 14] This is an explanatory diagram illustrating the game's overview in Game System 1. [Figure 15] This flowchart illustrates the procedure for processes that the control device 50 routinely executes while the game system 1 is in operation. [Figure 16] This flowchart illustrates the processing procedures according to the type of mass M. [Figure 17] This flowchart illustrates the process when the stopping square M is a medal acquisition square P. [Figure 18] This flowchart illustrates the process when the stopping cell M is a storage cell T. [Figure 19] This flowchart illustrates the process when the stopping square M is an item acquisition square I. [Figure 20] This flowchart illustrates the process when the stopping space M is a card acquisition space C. [Figure 21] This flowchart illustrates the process when the stopping square M is the transformation square H. [Figure 22] This flowchart illustrates the process in the special jackpot lottery JC4. [Figure 23]It is a flowchart exemplifying the processing in the character special lottery JCC. [Figure 24] It is a block diagram exemplifying the functional configuration of the control device 50 in the second embodiment. [Figure 25A] It is a diagram schematically showing the jackpot reward amount determined by the difficulty reward determination unit 552. [Figure 25B] It is a diagram schematically showing the jackpot reward amount determined by the difficulty reward determination unit 552. [Figure 26] It is an explanatory diagram exemplifying the display screen in the game system 1. [Embodiments for Carrying Out the Invention]
[0009] Embodiments of the present invention will be described while referring to the drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the forms exemplified below.
[0010] [First Embodiment] [Configuration of Game System 1] FIG. 1 is a plan view exemplifying the configuration of the game system 1 according to the first embodiment. Further, FIG. 2 is a side view exemplifying the configuration of the game system 1. FIG. 2 is a view of the game system 1 seen from the direction of arrow A shown in FIG. 1.
[0011] The game system 1 is, for example, a gaming machine installed in a gaming facility. The gaming 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 games to users (that is, players) within the gaming facility. Note that the game system 1 can be realized as a single device, or can also be realized by a plurality of devices configured separately from each other.
[0012] As illustrated in Figures 1 and 2, the game system 1 comprises a plurality of stations 10 (10A to 10D) and a central unit 20. Each of the plurality of stations 10 is a unit used by a user to play a game. Games played by different users proceed in parallel on the plurality of stations 10. In this embodiment, the housing 2 of the game system 1 has two long sides and two short sides in a plan view. Two stations 10A and 10B are arranged side by side along one long side of the housing 2. Two stations 10C and 10D are arranged side by side along the other long side of the housing 2. That is, the game system 1 has four stations 10A to 10D. One or more users play a game using each station 10.
[0013] Each of the multiple stations 10 is equipped with an operation panel 12 and a game device 13. The game device 13 is a mechanism that provides a game to the user. The game device 13 is a pusher game machine equipped with a fixed table 131, a movable table 132, a feeding mechanism 133, a fixed wall section 134, and a supply device 135.
[0014] The fixed table 131 is a flat plate installed approximately horizontally. The movable table 132 is a three-dimensional structure (pusher table) that moves back and forth on the fixed table 131. A structure refers to an object configured with a specific structure or shape. Numerous medals Ga are placed on the fixed table 131 and the movable table 132. Medal Ga is an example of a game medium, and in particular an example of a second game medium. Medal Ga is a token coin used in the game, and is a tangible object in the shape of a disc. The insertion mechanism 133 supplies medal Ga to the upper surface of the movable table 132. The timing and direction in which the insertion mechanism 133 supplies medal Ga are controlled according to instructions from the user to the insertion button 122, which will be described later.
[0015] The fixed wall portion 134 is a structure that faces the upper surface of the movable table 132. As the movable table 132 moves backward, the medals Ga placed on the movable table 132 are pressed forward by the fixed wall portion 134. As a result of being pressed by the fixed wall portion 134, multiple medals Ga on the movable table 132 move forward relative to the movable table 132, and medals Ga that reach the front edge of the movable table 132 fall from the movable table 132. Similarly, as the movable table 132 moves forward, multiple medals Ga on the fixed table 131 move forward, and medals Ga that reach the front edge of the fixed table 131 fall from the fixed table 131 into the drop hole 136.
[0016] Below the drop hole 136 inside the housing 2, a transport device 138 is provided to transport the medals Ga that fall into the drop hole 136. The transport device 138 transports the medals Ga to the input mechanism 133 or the supply device 135. The transport device 138 is also equipped with a counting mechanism (not shown) to count the number of medals Ga that fall into the drop hole 136. The number of medals Ga that fall into the drop hole 136 is returned to the user. Note that the fixed table 131 may have holes other than the drop hole 136. In this case, medals Ga that fall into holes other than the drop hole 136 do not have to be returned to the user.
[0017] The supply device 135 supplies medals Ga, first lottery balls Gb, or second lottery balls Gc to the game field F. Specifically, the supply device 135 supplies medals Ga, first lottery balls Gb, or second lottery balls Gc to the upper surface of, for example, a fixed table 131 or a movable table 132. The game field F is a space enclosed by the upper surface of the fixed table 131, the upper surface of the movable table 132, a fixed wall 134, and a drop hole 136. Medals Ga, first lottery balls Gb, and second lottery balls Gc are movably arranged in the game field F. The first lottery balls Gb are an example of a game medium. The second lottery balls Gc are an example of a game medium, and are particularly an example of the first game medium. The first lottery balls Gb and second lottery balls Gc are tangible objects of a different shape from medals Ga. For example, spheres can be used as the first lottery balls Gb and second lottery balls Gc. The first lottery ball Gb and the second lottery ball Gc are distinguishable by appearance, such as pattern, color, and size, so that the user can easily identify them visually. In this embodiment, the diameter of the second lottery ball Gc is larger than the diameter of the first lottery ball Gb.
[0018] The first and second draw balls Gb and Gc move forward together with the medal Ga in conjunction with the reciprocating motion of the movable table 132, and eventually fall from the fixed table 131 into the drop hole 136. More specifically, the medal Ga is inserted into the game field F by the user. The positions of the first and second draw balls Gb and Gc change as the medal Ga is inserted. For example, when a medal Ga is inserted onto the movable table 132, some of the medal Ga, the first draw ball Gb, and the second draw ball Gc located on the movable table 132 fall onto the fixed table 131. Due to the falling of these parts, some of the medal Ga, the first draw ball Gb, and the second draw ball Gc located on the fixed table 131 also change their positions on the fixed table 131, and may fall into the drop hole 136, for example. In other words, the positions of the first and second draw balls Gb and Gc on the game field F change according to the user's gameplay.
[0019] The first lottery ball Gb and the second lottery ball Gc that fall into the drop hole 136 are transported to the supply device 135 by the transport device 138. The counting mechanism described above counts the type and quantity of the first lottery ball Gb and the second lottery ball Gc that fall into the drop hole 136. The transport device 138 may transport the medal Ga, the first lottery ball Gb and the second lottery ball Gc across multiple stations 10.
[0020] The control panel 12 is an input device that receives instructions from the user. The control panel 12 comprises a reception unit 121, an insertion button 122, and a lottery button 123. The reception unit 121 receives the insertion of medals Ga by the user. The reception unit 121 may also receive intangible game media such as electronic medals or credits from the user. In this case, the insertion mechanism 133 inserts medals Ga onto the upper surface of the movable table 132 in exchange for the consumption of the intangible game media received from the user.
[0021] The input button 122 and the lottery button 123 are user-operable buttons. The input button 122 is for inserting medals Ga into the game field F. When the input button 122 is pressed with medals Ga inserted into the receiving section 121, the input mechanism 133 (described later) supplies the medals Ga to the upper surface of the movable table 132. The lottery button 123 is for conducting a lottery using the lottery device 14. When the first lottery ball Gb falls into the drop hole 136, the lottery device 14 becomes ready to conduct a lottery. When the lottery button 123 is pressed in this state, the lottery device 14 conducts a lottery. As shown in Figure 2, a discharge section 124 is provided on the side of the housing 2. The discharge section 124 discharges medals Ga to the user.
[0022] The central unit 20 comprises a display device 11 and a lottery device 14. The display device 11 displays information such as images to the users of station 10. The display device 11 is composed of a display panel such as a liquid crystal panel or an organic EL (electroluminescence) panel. In this embodiment, one display device 11 is provided for two stations 10 (for example, stations 10A and 10B) that are arranged side by side along the long side. In Figure 2, the area 11A of the display device 11 closest to station 10A displays information directed to the users of station 10A. The area 11B of the display device 11 closest to station 10B displays information directed to the users of station 10B. The upper area 11C of the display device 11 displays information directed to all users of stations 10A to 10D.
[0023] The lottery device 14 is a mechanism for conducting a lottery in the game. In this embodiment, the lottery device 14 comprises five dice units 140 (140A to 140E). Each dice unit 140 comprises a die 142, a mounting base 144 on which the die 142 is placed, a case 146 that houses the die 142 and the mounting base 144, a drive unit (not shown) composed of a solenoid or the like, and a camera (not shown). The drive unit instantaneously raises the mounting base 144, causing the die 142 to move away from the mounting base 144. The position of the die 142 changes as it comes into contact with the wall of the case 146 or the mounting base 144 and rotates. In this embodiment, the result of the lottery is the number on the top surface of the die 142 when it stops after rolling (hereinafter referred to as the "lottery value"). The lottery value is the so-called "roll" and is an integer from 1 to 6. After the die 142 stops, the top surface of the die 142 is photographed by a camera installed on top of the die unit 140, and the lottery value located on the top surface is determined by image recognition. Alternatively, an IC (Integrated Circuit) chip may be embedded inside the die 142, and the lottery value may be determined by reading the IC chip. Furthermore, instead of photographing the top surface of the die 142 with a camera, the bottom surface of the die 142 may be photographed with a camera to determine the lottery value.
[0024] In this embodiment, the lottery device 14 performs a physical lottery using the dice unit 140, but it may also perform an electronic lottery, for example, by having the control device 50 (see Figure 3) perform calculation processing such as random number generation.
[0025] Figure 3 is a block diagram illustrating the configuration of game system 1. Game system 1 comprises multiple stations 10 and a central unit 20, in addition to a control device 50 and a storage device 55. The control device 50 is one or more processors that control the entire game system 1. Specifically, the control device 50 is composed of one or more types of processors, such as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). Note that some or all of the functions of the control device 50 may be installed in each station 10.
[0026] The storage device 55 is one or more memories that store programs executed by the control device 50 and various data used by the control device 50. The storage device 55 is composed of known recording media such as magnetic recording media or semiconductor recording media, or a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to or detached from the game system 1, or a recording media that can be written to or read via a communication network (e.g., cloud storage), may be used as the storage device 55.
[0027] [Game Overview] Next, an overview of the game played on game system 1 will be described. The game played on game system 1 is a combination of a pusher game using game device 13 and a board game played on images displayed on display device 11.
[0028] Figure 14 is an explanatory diagram illustrating the overview of the game in game system 1. In the pusher game using game device 13, when the first lottery ball Gb falls into the drop hole 136, a lottery is performed by lottery device 14 (dice unit 140). Depending on the lottery value of lottery device 14, the user character U (see Figure 4) moves on the image displayed on the display device 11. In other words, the board game progresses.
[0029] In the board game, users can acquire items. When the number of items acquired by a user exceeds a predetermined number, a reward distribution process is executed. The reward distribution process calculates and distributes rewards according to the value parameters of each item. The reward distribution process includes a classification lottery, which randomly selects the category of items that will increase the reward (increased category).
[0030] In the board game, when the user character U reaches the goal square G (see Figure 4), the special grand prize lottery JC4 is executed. The special grand prize lottery JC4 is a process that determines the winner / loser for each of the multiple levels (levels 1 to 4) by lottery. If the user wins the lottery at each level from level 1 to level 4, they can reach a higher level where they can earn more rewards. If the user wins the lottery at level 4 and reaches level 5, the highest level, the special grand prize reward JP4 is awarded to the user. Also, if the user wins the lottery at level 2 and reaches level 3, the second lottery ball Gc is supplied to the game field F.
[0031] While the second lottery ball Gc is located on the game field F, the accompanying character D (see Figure 10) accompanies the user character U. When the second lottery ball Gc falls into the drop hole 136, a special character lottery JCC is performed according to the type of accompanying character D. The reward for the special character lottery JCC is the special character reward JPC. There are three types of special character lottery JCC: the first special lottery JC1, the second special lottery JC2, and the third special lottery JC3. There are also three types of special character reward JPC: the first special reward JP1, the second special reward JP2, and the third special reward JP3. When the second lottery ball Gc falls into the drop hole 136, one of the following is performed depending on the type of accompanying character D: the first special lottery JC1, the second special lottery JC2, or the third special lottery JC3. If the first special lottery JC1 is won, the first special reward JP1 is awarded to the user. If you win the second special lottery JC2, you will receive the second special reward JP2. If you win the third special lottery JC3, you will receive the third special reward JP3.
[0032] Figure 4 is a schematic diagram illustrating the rules of a board game. Figure 4 shows a map MP with multiple squares M (M1 to M28) arranged on it. The squares M are placed on a path L, and each square M is connected to other squares M by path L. A square M is an example of a choice. Map MP is an example of a game space. A user character U is displayed on map MP. The user character U is the character corresponding to the user playing the game. The user character U is an example of a game object. Each square M is an object that represents a place where the user character U will stop in the virtual game space. The user character U moves sequentially from one square M to the next square M in the order of path L.
[0033] In the map MP shown in Figure 4, square M1 is the starting square S, and square M8 is the goal square G. One cycle of the game is completed when the user character U moves from the starting square S to the goal square G. The user can continue playing the game for multiple cycles. The map MP may be different at each station 10 of the game system 1, or it may be common to at least some of the stations 10. A map MP being common means that the number, arrangement, and type of each square M on the map MP are all the same. A map MP being different means that at least one of the number, arrangement, or type of each square M on the map MP is different. In this embodiment, the map MP is assumed to be common to all stations 10, but it does not have to be common. In a game actually played in the game system 1, more squares M may be placed on the map MP.
[0034] The amount of movement of the user character U is determined by a lottery using the dice unit 140. The lottery to determine the amount of movement of the user character U is hereinafter referred to as the "dice lottery". For example, if the result of the dice lottery is "3", the user character U moves 3 spaces from the current space M towards the goal space G. The board game progresses by moving the position of the user character U to one of the spaces M1 to M28 that are arranged consecutively on the map MP, selected by lottery. In this embodiment, the movement of the user character U is performed automatically. Alternatively, the user may manually move the user character U by providing an operation mechanism for moving the user character U.
[0035] The dice draw is performed when predetermined conditions are met. In this embodiment, the dice draw is performed when the first draw ball Gb, which has been inserted into the game device 13, falls from the game field F into the drop hole 136. The drop hole 136 is an example of a predetermined position relative to the game field F. When the first draw ball Gb falls into the drop hole 136, the dice draw becomes possible. For example, the draw button 123 lights up to inform the user that the dice draw is possible. When the user presses the draw button 123, the mounting platform 144 of the dice unit 140 rises instantaneously, and the position of the dice 142 changes (the dice 142 is rolled), thereby performing the dice draw.
[0036] In this embodiment, if there are multiple paths L from the starting square S to the goal square G, the shortest path L is automatically selected. Alternatively, if there are multiple paths L from the starting square S to the goal square G, the user may select a path L, or the control device 50 may select one randomly. One cycle of the game ends when the user character U stops at the goal square G with no excess or deficiency in movement. Reaching the goal square G means that the user character U stops at the goal square G with no excess or deficiency in movement.
[0037] For example, when user character U is located on square M7, if the dice roll result is "1", user character U stops on the goal square G, and one cycle ends. On the other hand, when user character U is on square M7, if the dice roll result is "3", user character U passes through the goal square G and lands on square M18 (or square M28). In this case, the user needs to continue rolling the dice until user character U stops on the goal square G.
[0038] The supply of the first lottery ball Gb to the movable table 132 is performed, for example, in response to the user inserting medals Ga into the movable table 132. For example, each time the user presses the insert button 122, a predetermined number (e.g., 10 medals) of medals Ga are inserted onto the movable table 132 by the insert mechanism 133. Then, each time the insert button 122 is pressed a predetermined number of times (e.g., twice), one first lottery ball Gb is supplied to the game field F by the supply device 135. The conditions for supplying the first lottery ball Gb are not limited to these. For example, a slot game may be executed when medals Ga reach a specific position, and the first lottery ball Gb may be supplied upon winning a specific combination in the slot game. Alternatively, the first lottery ball Gb may be supplied when the medals stop on a predetermined type of square on the map MP.
[0039] Although there are five dice units 140 in the lottery device 14, for a single user's dice draw, only one dice unit 140 corresponding to that user is used. The reason for providing five dice units 140 for four stations 10 is that the number of dice 142 used in the dice draw may increase. During the dice draw, a visual cue is provided so that the user can recognize which of the five dice units 140 will be used. For example, each station 10 is painted in a different color, and the dice unit 140 used in the dice draw is lit up in the same color as the station 10 used by the user. Alternatively, an image (such as an arrow) indicating the dice unit 140 used in the dice draw may be displayed in the area of the display device 11 corresponding to the station 10 used by the user.
[0040] Each of the multiple squares M is classified into one of several types. When the user character U stops in each square, an effect occurs according to the type of square M. In Figure 4, the types of each square M are indicated by letters of the alphabet. In the example in Figure 4, it is assumed that some effect occurs in all squares M, but there may be squares M that do not produce any effect when the user character U stops (squares M that do not fall into any of the types listed below).
[0041] In this embodiment, square M corresponds to one of the following: [1] Start / Goal candidate square SG, [2] Medal acquisition square P, [3] Savings square T, [4] Item acquisition square I, [5] Card acquisition square C, or [6] Transformation square H. The effects of each square M are described below.
[0042] [Details of Mass M's effects] [1] Start / Goal candidate squares SG A start / goal candidate square SG is a square M that is a candidate for either the start square S or the goal square G. In this embodiment, the start square S and the goal square G are selected by a start / goal lottery performed at the start of one cycle of the game. The start / goal lottery is performed by an electronic lottery, for example, which is implemented by an arithmetic process that includes random number generation. Alternatively, instead of performing a start / goal lottery, each of the multiple start / goal candidate squares SG may be selected as the start square S and the goal square G in a predetermined order. Alternatively, the start square S and the goal square G may be fixed. In this case, no start / goal candidate squares SG are provided.
[0043] In this embodiment, the start / goal candidate squares SG also serve as other types of squares M. For example, square M11 is both a start / goal candidate square SG and a card acquisition square C. If, as a result of the start / goal draw, a start / goal candidate square SG does not become either a start square S or a goal square G, it is assigned to another type of square M. For example, square M11's effect as a card acquisition square C becomes active. Furthermore, among the start / goal candidate squares SG, the effects of other types of squares M in squares M that become start square S or goal square G may be active or inactive. In this embodiment, the effects of other types of squares M are inactive.
[0044] [2] Medal acquisition square P A medal-winning square P is a square M where a medal Ga (WIN), which is an example of a reward, can be won. Each medal-winning square P is associated with points corresponding to the number of medal Ga that can be won. In this embodiment, 1 point corresponds to 1 medal Ga. For example, square M2 is associated with 200 points. When user character U lands on square M2, 200 medal Ga are awarded to the user. The awarding of medal Ga to the user is done by supplying medal Ga from the supply device 135 to the movable table 132. When medal Ga is supplied to the movable table 132, some of the medal Ga on the game field F fall into the drop hole 136. The medal Ga that fall into the drop hole 136 are converted into credits. More specifically, the number of medal Ga that fall into the drop hole 136 is added to the number of points held JA3 (see Figure 5), which will be described later. In square M7, the number of medal Ga that the user will win is determined by a point determination lottery. The point determination lottery may be conducted by physical lottery or by electronic lottery. For example, the user may use the dice unit 140 to conduct a physical lottery, and the value obtained by multiplying the lottery result by a predetermined coefficient may be the point, i.e., the number of medals Ga awarded to the user.
[0045] Figure 5 is an explanatory diagram illustrating the display screen in game system 1. Figure 5 shows the screen displayed in area 11A of the display device 11 to a user playing the game at station 10A. The user character U is located in square M3, as in Figure 4. Area 11A displays the squares M surrounding square M3 of the map MP. The user can also display the entire map MP in area 11A by performing a predetermined operation (pressing the lottery button 123 in Figure 5). It is also possible to change the range of the map MP that is displayed in area 11A.
[0046] An image JA displaying various information is shown at the bottom of area 11A. Image JA includes the username JA1, the number of remaining spaces JA2, the number of points held JA3, and the acquired items JA4. Username JA1 displays a name that identifies the user. This name may be entered by the user, for example, at the start of the game. The number of remaining spaces JA2 is the number of spaces remaining until the goal space G. The number of points held JA3 represents the number of credited medals Ga. As described above, in this embodiment, 1 point corresponds to 1 medal Ga. Therefore, the user can insert medals Ga into the game field F up to the number of medals displayed in the number of points held JA3. Also, the value of the number of points held JA3 increases by the number of medals Ga that fall from the game field F into the drop hole 136. For example, when the user character U stops on a medal acquisition space P, a number of medals Ga corresponding to the points of the medal acquisition space P are supplied to the game field F, and some of the medals Ga fall from the game field F into the drop hole 136. The number of medals Ga that fall into the drop hole 136 is added to the points held JA3. Acquired items JA4 indicate the type of item the user has acquired. Details of acquired items JA4 will be described later.
[0047] [3] Savings Mass T Before explaining the savings square T, let's explain the special rewards. Special rewards are a number of rewards (jackpots) given to users when they win a special lottery. In the board game, multiple types of special lotteries are selectively executed. As shown in Figure 14, the multiple types of special lotteries include the Grand Prize Special Lottery JC4, the First Special Lottery JC1, the Second Special Lottery JC2, and the Third Special Lottery JC3. Users who win the Grand Prize Special Lottery JC4 will be awarded the Grand Prize Special Reward JP4. Users who win the First Special Lottery JC1 will be awarded the First Special Reward JP1. Users who win the Second Special Lottery JC2 will be awarded the Second Special Reward JP2. Users who win the Third Special Lottery JC3 will be awarded the Third Special Reward JP3.
[0048] Savings square T is a square M that adds points to the jackpot special reward JP4. The jackpot special lottery JC4 is executed when user character U reaches the goal square G.
[0049] Figure 6 is an explanatory diagram illustrating the display screen in game system 1. Figure 6 is the screen displayed in area 11C, which displays information for all users of stations 10A to 10D. Area 11C displays image JB, which shows the values of several types of special rewards. Image JB displays the quantity (number of points) of the first special reward JP1, the quantity of the second special reward JP2, the quantity of the third special reward JP3, the quantity of the third special reward JP3, and the quantity of the grand prize special reward JP4, the grand prize special reward JB4.
[0050] When user character U lands on a savings square T, points are added to the jackpot special reward amount JB4. The points added may be a fixed value or determined by lottery. In this embodiment, when user character U lands on a savings square T, 300 points are added to the jackpot special reward amount JB4. The value of the special reward is common to all users playing with game system 1. Therefore, a user may be able to acquire special rewards added by other users, and a user may have special rewards added by themselves acquired by other users. Details of the first special reward JP1, the second special reward JP2, and the third special reward JP3 will be described later.
[0051] Figure 7 is an explanatory diagram illustrating the method of the jackpot special lottery JC4. As shown in Figure 7, the jackpot special lottery JC4 is a process that determines the winner / loser for each of the multiple levels (levels 1 to 5) by lottery. In this embodiment, the jackpot special lottery JC4 is performed using one dice unit 140. Specifically, if the result of the lottery by the dice unit 140 is any of the lottery values from "1" to "4", the winner is determined, and if the lottery value is "5" or "6", the loser is determined.
[0052] Rewards are set for winning at each level from 1 to 5. Also, by winning at each level from 1 to 4, the user will advance to a higher level. The user is guaranteed to receive the reward for Level 1 when the Grand Prize Special Lottery JC4 begins. Furthermore, the user can earn more rewards by winning the lottery at each level and reaching a higher level. For example, the reward for Level 1 is 100 points. The reward for Level 2 is 200 points, which is the 100 points for Level 1 plus 100 points. The reward for Level 3 is the 200 points for Level 2 plus the supply of the 2nd Lottery Ball Gc to Game Field F. The reward for Level 4 is 300 points, which is the 200 points for Level 3 plus 100 points, plus the supply of the 2nd Lottery Ball Gc to Game Field F. Furthermore, the reward for Level 5 is the 300 points awarded for Level 4 plus the Grand Prize Special Reward JP4, and the supply of the second lottery ball Gc to the game field F. The amount of the Grand Prize Special Reward JP4 is shown in the Grand Prize Special Reward Amount JB4 in Figure 6. When a user fails to win at any of Levels 1-3, or when the Level 4 lottery ends, the reward to be awarded to the user is determined, and the Grand Prize Special Lottery JC4 ends.
[0053] Specifically, when the Grand Prize Special Lottery JC4 begins, a Level 1 lottery is held first. If a user wins Level 1, a Level 2 lottery is held. The lottery is repeated until the user loses. When a user loses at any of Levels 1-3, or when the Level 4 lottery is completed, the Grand Prize Special Lottery JC4 ends at that point, and the user is awarded a reward corresponding to their level.
[0054] For example, if a user is unsuccessful at level 1, the special lottery ends at that point, and the user receives the level 1 reward of 100 points. For example, if a user wins the lottery at level 4, they can receive the level 5 reward, which is 300 points plus a quantity of medals Ga equivalent to the grand prize special reward amount JB4, and second lottery balls Gc. The medals Ga and second lottery balls Gc are supplied to the game field F. Details about the second lottery balls Gc will be described later.
[0055] Thus, in this embodiment, in order for a user to win the jackpot special reward JP4, the user must win all the draws from level 1 to level 4. If the user wins level 5, the jackpot special reward amount JB4 is initialized and returned to its initial value. The initial value may be zero or a number other than zero. Furthermore, the method of the jackpot special draw JC4 is not limited to the above. For example, the draw may be repeated multiple times, and the jackpot special reward JP4 may be awarded if the number of wins exceeds a predetermined number. In addition, in this embodiment, the reward is awarded when the draw results for all levels are finalized (when losing at levels 1-3 or when the draw for level 4 ends), but the reward may be awarded when winning at each level.
[0056] [4] Item acquisition square I Item acquisition square I is square M where the user is given an item (the user acquires an item). When user character U lands on item acquisition square I, one of several types of items is given to the user.
[0057] Figure 8 is an explanatory diagram illustrating the types and classifications of items. Table JE in Figure 8 shows the item classification JE1, name JE2, icon JE3, and base value JE4. Multiple types of items are divided into multiple classifications. In this embodiment, there are six classifications: food, tools, flowers, insects, animals, and gemstones. Each of the multiple classifications contains two or more types of items. For example, the "food" classification contains multiple types of items such as "strawberries" and "grapes". The "tools" classification contains items such as "hats" and "bags". The "flowers" classification contains items such as "violets" and "tulips". The "insects" classification contains items such as "ladybugs" and "dragonflies". The "animals" classification contains items such as "cats" and "mice". The "gemstones" classification contains items such as "diamonds" and "rubies".
[0058] Each of the multiple item acquisition spaces I is assigned one or more items that are candidates to be awarded to the user. For example, multiple types of items belonging to different categories may be assigned to a single item acquisition space I. The combination and number of items assigned to each item acquisition space I will differ for each space I. When the user character U lands on an item acquisition space I, one or more of the items assigned to that space will be awarded to the user through a lottery process (physical lottery / electronic lottery). The user may also choose an item.
[0059] Each item is assigned a base value JE4 for calculating its value parameter. The value parameter is an indicator of the item's value. The value parameter is used to determine the amount of reward in the reward distribution process. In this embodiment, the reward distribution process is executed when the user acquires six or more items. The reward distributed in the reward distribution process is a medal Ga. In the reward distribution process, the user is given a quantity of medal Ga corresponding to the sum of the value parameters of each of the six items acquired by the user.
[0060] The value parameter of each item is basically the base value JE4. On the other hand, when increasing or decreasing the value parameter, the value parameter is calculated by multiplying the base value JE4 by a coefficient. The coefficient multiplied by the base value JE4 is determined by a classification lottery. Through the classification lottery, at least one of several classifications is determined to be a classification that increases rewards (hereinafter referred to as the "increased classification"). In this embodiment, the value parameter is calculated by multiplying items belonging to the increased classification by a coefficient of 1 or more. Therefore, if the classification to which an item belongs is selected as an increased classification, the value parameter increases compared to when the classification is not an increased classification. Note that the method of multiplying by a coefficient as described above is just one example, and the value parameter may be calculated by any method that increases the value parameter of items in the increased classification. For example, the value parameter may be the base value JE4 of an item belonging to the increased classification plus a predetermined value. Multiple items acquired by a user may belong to different classifications. Therefore, multiple items acquired by a user may include items belonging to the increased classification and items belonging to classifications other than the increased classification. Furthermore, the reward distribution process and the classification lottery may be performed at different times. For example, the classification lottery may be held at the start of the game, and the user may proceed with the game knowing which classification will result in increased rewards.
[0061] In Figure 5, the acquired item JA4 displays the icon of the item held by the user and the base value JE4 of that item. In the example in Figure 5, the user holds "Violet" and "Hat". The base value JE4 of "Violet" is 50 points, and the base value JE4 of "Hat" is 150 points. By displaying the acquired item JA4, the user can understand the type of item they have acquired and its base value JE4. Note that, for example, if a classification lottery is held at the start of the game, the value parameter may be displayed in the acquired item JA4 instead of the base value JE4. Alternatively, only the icon of the item held by the user may be displayed, and the base value JE4 or value parameter of that item may not be displayed.
[0062] Figure 9 is an illustrative diagram illustrating items acquired by a user. As shown in Figure 9, the user is assumed to have acquired "violet," "hat," "bag," "ladybug," "cat," and "grapes." The base value of each item in JE4 is shown below the item icon. The sum of the base values of all items in JE4 is 1350 points.
[0063] The classification lottery can employ any lottery method, whether physical or electronic. In this embodiment, the six lottery values (i.e., the numbers) of the die 142 are pre-associated with item classifications. "Food" corresponds to 1, "Tools" to 2, "Flowers" to 3, "Insects" to 4, "Animals" to 5, and "Jewels" to 6. The user then performs a lottery using the die unit 140, and the classification corresponding to the lottery value is increased. For example, if the lottery value is "3", "Flowers" becomes the increased classification. Of the items acquired by the user, "Violets" are classified as "Flowers", so the value parameter of "Violets" is increased compared to normal.
[0064] If the category of items acquired by the user is determined to be the category with the highest number of items, it is advantageous for the user. Advantageous for the user means that the rewards the user receives will increase. Using the items shown in Figure 9 as an example, there are 2 items belonging to "Tools," 1 item each belonging to "Flowers," "Insects," "Animals," or "Food," and 0 items belonging to "Gems." Therefore, if "Tools" is determined to be the category with the highest number of items, the user will receive a large reward. Similarly, if the category to which the user's acquired items with a high base value of JE4 belong is determined to be the category with the highest number of items, it is also advantageous for the user. Using the items shown in Figure 9 as an example, the item with the highest base value of JE4 is "Cats." Therefore, if "Animals" is determined to be the category with the highest number of items, the user will receive a large reward. On the other hand, since the user has not acquired any items belonging to "Gems," if "Gems" is the category with the highest number of items, the reward received will be the smallest.
[0065] Once the reward distribution process is executed and the rewards corresponding to the six items are granted, the items acquired by the user are reset, and the number of items returns to zero. However, the items may remain with the user even after the reward distribution process has been executed and the rewards have been granted.
[0066] [5] Card acquisition space C A card acquisition space C is a space M where a card is awarded to the user (the user acquires a card). A card is an object that has an effect that influences the progress of the game. In this embodiment, the card takes effect immediately after acquisition. There are multiple types of cards, and which type of card the user acquires is determined, for example, randomly.
[0067] In this embodiment, "Position Change Card" and "Goal Square Change Card" will be described as examples of cards. The Position Change Card is a card that changes the position of the user character U on the map MP. Normally, the user character U moves towards the goal square G along a path L. However, according to the effect of the Position Change Card, the user character U moves to a randomly selected square M on the map MP, regardless of path L. Due to the effect of the Position Change Card, the user character U may move closer to the goal square G or further away from the goal square G.
[0068] The Goal Space Change Card is a card that changes the Goal Space G from its current location M. According to the effect of the Goal Space Change Card, the Goal Space G will be changed to another Start / Goal candidate space SG, other than the current Goal Space G. The effect of the Goal Space Change Card may also bring the distance between the user character U and the Goal Space G closer, or it may bring the distance between the user character U and the Goal Space G further away.
[0069] [6] Transformation Square H Transformation square H is a square M that changes the type of accompanying character D (see Figure 10) that accompanies the user character U. Accompanying character D is a character that influences the game's progress by accompanying the user character U. There are multiple types of accompanying character D. One of the multiple types of accompanying character D will selectively accompany the user character. The influence that accompanying character D has on the game's progress differs depending on the type of accompanying character D. Transformation square H may be set on map MP, or other squares M may be randomly changed to transformation squares on the condition that accompanying character D is present.
[0070] Figure 10 is an explanatory diagram illustrating the types of accompanying character D. Table JD in Figure 10 shows the appearance JD1 of accompanying character D, the character name JD2 of accompanying character D, and the effect JD3 caused by accompanying character D. In this embodiment, three types of accompanying character D are illustrated: first accompanying character D1, second accompanying character D2, and third accompanying character D3.
[0071] Companion character D accompanies user character U when the user wins a draw at level 2 or higher in the Grand Prize Special Lottery JC4. More specifically, companion character D accompanies user character U while the second lottery ball Gc, which is a reward at level 3 or higher in the Grand Prize Special Lottery JC4, is located on game field F. The type of companion character D that accompanies user character U is determined, for example, randomly.
[0072] Figure 11 is an explanatory diagram illustrating the display screen while accompanying character D is accompanying the user. Figure 11 shows the game state shown in Figure 5, where accompanying character D (first accompanying character D1) is accompanying the user. The first accompanying character D1 is displayed near the user character U. When user character U moves, the first accompanying character D1 also moves in the same direction to maintain its presence with user character U.
[0073] If user character U stops at a transformation square H while accompanying character D is accompanying user character U, the type of accompanying character D changes. The type of accompanying character D after the change may be determined, for example, by lottery (whether physical or electronic). Alternatively, the type of accompanying character D may change in a predetermined order.
[0074] When the second lottery ball Gc falls into the drop hole 136, a special character lottery JCC is executed corresponding to the type of accompanying character D that is currently accompanying the user character U. The first special lottery JC1 corresponds to the first accompanying character D1, the second special lottery JC2 corresponds to the second accompanying character D2, and the third special lottery JC3 corresponds to the third accompanying character D3. After the execution of the special character lottery JCC, the accompanying character D is removed from the user character U.
[0075] Next, we will explain the effects of having accompanying character D. When accompanying character D is present, a portion of the number of medals Ga acquired by user character U at medal acquisition square P is added as points to the character special reward JPC corresponding to accompanying character D. For example, as shown in the effect JD3 in Figure 10, when the first accompanying character D1 is present, points corresponding to 10% of the number of medals Ga acquired by the user at medal acquisition square P are added to the first special reward JP1, which is the reward for the first special lottery JC1. The user acquires the remaining 90% of the medals Ga. In other words, 10% of the medals Ga acquired at medal acquisition square P are taken by the first accompanying character D1.
[0076] Similarly, if the second accompanying character D2 is present, points corresponding to 20% of the amount of medals Ga acquired by user character U on medal acquisition squares P will be added to the second special reward JP2, which is the reward for the second special lottery JC2. The user will acquire the remaining 80% of medals Ga. If the third accompanying character D3 is present, points corresponding to 50% of the amount of medals Ga acquired by user character U on medal acquisition squares P will be added to the third special reward JP3, which is the reward for the third special lottery JC3. The user will acquire the remaining 50% of medals Ga.
[0077] In Figure 6, the first special reward amount JB1 is the quantity of the first special reward JP1, the second special reward amount JB2 is the quantity of the second special reward JP2, and the third special reward amount JB3 is the quantity of the third special reward JP3.
[0078] For example, suppose user character U is accompanied by first companion character D1, and user character U stops at medal acquisition square P, which yields 200 points. In this case, 10% of the 200 points, or 20 points, is added to the first special reward JP1, and the first special reward amount JB1 in Figure 6 increases by 20 points. In addition, a quantity of medals Ga corresponding to the remaining 180 points is supplied to the game field F.
[0079] Next, the drawing method for the character special lottery JCC will be explained. In this embodiment, the first special lottery JC1, the second special lottery JC2, and the third special lottery JC3 each have different drawing methods.
[0080] In the first special draw JC1, the user performs one draw using one die unit 140. If the draw value is odd, the user receives half of the first special reward JP1. In this case, a quantity of medals Ga corresponding to half of the first special reward amount JB1 is supplied to the game field F. Also, the quantity of the first special reward amount JB1 is halved. If the draw value is even, the user receives the entire first special reward JP1. In this case, a quantity of medals Ga corresponding to the entire first special reward amount JB1 is supplied to the game field F. Also, the quantity of the first special reward amount JB1 is reset to its initial value (e.g., zero).
[0081] In the second special lottery JC2, the user performs 10 draws using one die unit 140. If all of the 10 draws include a number from "1" to "6", the user wins and receives the entirety of the second special reward JP2. In this case, a quantity of medals Ga corresponding to the entirety of the second special reward amount JB2 is supplied to the game field F. Also, the quantity of the second special reward amount JB2 is reset to its initial value (e.g., zero). If all of the draws include a number from "1" to "6" before the 10 draws are performed, the draw may be terminated at that point (termination due to confirmed win). If at least one of the numbers from "1" to "6" is not included in the 10 draws, the user loses and does not receive any rewards. In this case, the second special reward amount JB2 does not change.
[0082] In the third special draw JC3, the user conducts a draw using five dice units 140. Figure 12 is a schematic diagram showing the method of the third special draw JC3. In the third special draw JC3, the user character U plays a board game aiming for the goal square G, which is 50 squares away from the first start square S1. This goal square G is a special goal square G for the third special draw JC3, different from the goal square G in the normal game. The third accompanying character D3 plays a board game aiming for the goal square G, which is 20 squares away from the first start square S1, starting from the second start square S2.
[0083] The movement distances of user character U and third accompanying character D3 are determined by a lottery using five dice units 140. The sum of the lottery values of two of the five dice units 140 (for example, dice units 140A and 140B) determines the number of spaces M that user character U moves to. Also, the sum of the lottery values of three of the five dice units 140 (for example, dice units 140C, 140D, and 140E) determines the number of spaces M that third accompanying character D3 moves to.
[0084] If user character U reaches goal square G before third accompanying character D3, the draw is successful, and the user receives the entirety of the third special reward JP3. In this case, a quantity of medals Ga corresponding to the entirety of the third special reward amount JB3 is supplied to game field F. Also, the quantity of the third special reward amount JB3 is reset to its initial value (e.g., zero). If user character U is overtaken by the third accompanying character D3, the draw is unsuccessful, and the user does not receive any rewards. In this case, the third special reward amount JB3 remains unchanged.
[0085] [flowchart] Figure 15 is a flowchart illustrating the procedure of processes that the control device 50 routinely executes while the game system 1 is in operation. For example, the process in Figure 15 starts when the game system 1 is activated. The process in Figure 15 is executed repeatedly while the game system 1 is in operation. The process in Figure 15 is executed in parallel for each of the multiple stations 10.
[0086] When processing begins, the control device 50 displays the map MP and user character U on the display device 11 and determines the start square S and goal square G (indicated as "start / goal squares" in the diagram) from the start / goal candidate squares SG in the map MP (Sa1). The control device 50 determines whether or not the second draw ball Gc is located on the game field F (Sa2-1). If the second draw ball Gc is located (Sa2-1: YES), the control device 50 determines whether or not the accompanying character D is accompanying the user character U (step Sa2-2). If the accompanying character D is not accompanying the user character U (step Sa2-2: YES), the control device 50 makes the accompanying character D accompany the user character U (Sa3). If the second draw ball Gc is not located (Sa2-1: NO), or if the accompanying character D is accompanying the user character U (step Sa2-2: YES), the control device 50 proceeds to step Sa4.
[0087] The control device 50 determines whether a predetermined number of medals Ga have been inserted into the game field F by the user operating the insertion button 122 (Sa4). If the predetermined number of medals Ga have been inserted (Sa4: YES), the control device 50 supplies the first lottery ball Gb to the game field F (Sa5). If the predetermined number of medals Ga have not been inserted (Sa4: NO), the control device 50 proceeds to step Sa6. In step Sa5, the control device 50 may decide whether or not to supply the first lottery ball Gb to the game field F by lottery.
[0088] The control device 50 determines whether or not the first lottery ball Gb has fallen into the drop hole 136 (Sa6). If the first lottery ball Gb has fallen (Sa6: YES), the control device 50 performs a dice draw using the dice unit 140 (Sa7). The control device 50 moves the position of the user character U on the map MP according to the draw value of the dice draw (Sa8).
[0089] If the square M where the user character U stops after moving (hereinafter referred to as "stopping square M") is the goal square G (Sa9:YES), the control device 50 executes the special jackpot lottery JC4 shown in Figure 15 (Sa10). The control device 50 then returns to step Sa1. If the stopping square M is a square other than the goal square G (Sa9:NO), the control device 50 executes the processing according to the type of square M shown in Figure 16 (Sa11). The control device 50 then returns to step Sa4.
[0090] Furthermore, if the first lottery ball Gb does not fall in step Sa6 (Sa6:NO), the control device 50 determines whether or not the second lottery ball Gc fell into the drop hole 136 (Sa12). If the second lottery ball Gc falls (Sa12:YES), the control device 50 executes the character special lottery JCC shown in Figure 22 (Sa13). After that, the control device 50 returns to step Sa4. Also, if the second lottery ball Gc does not fall (Sa12:NO), the control device 50 returns to step Sa4. If the second lottery ball Gc is not present in the game field F, the determination in step Sa12 will also be "NO".
[0091] Figure 16 is a flowchart illustrating the procedure for processing (step Sa11 in Figure 15) according to the type of square M. If the stopping square M is a medal acquisition square P (Sb1: YES), the control device 50 proceeds to step Sc1 in Figure 17. If the stopping square M is a storage square T (Sb2: YES), the control device 50 proceeds to step Sd1 in Figure 18. If the stopping square M is an item acquisition square I (Sb3: YES), the control device 50 proceeds to step Se1 in Figure 19. If the stopping square M is a card acquisition square C (Sb4: YES), the control device 50 proceeds to step Sf1 in Figure 20. If the stopping square M is a transformation square H (Sb5: YES), the control device 50 proceeds to step Sg1 in Figure 21.
[0092] Figure 17 is a flowchart illustrating the process when the stopping square M is a medal-winning square P. The control device 50 obtains the point value corresponding to the medal-winning square P where the user character U is located (Sc1). If the user character U is accompanied by a companion character D (Sc2:YES), the control device 50 adds a portion of the points obtained in step Sc1 to the special reward corresponding to the type of companion character D, and supplies the game field F with a quantity of medals Ga corresponding to the remaining points (Sc3). If the user character U is not accompanied by a companion character D (Sc2:NO), the control device 50 supplies the game field F with a quantity of medals Ga corresponding to the entire point value obtained in step Sc1 (Sc4). In either case, the control device 50 returns to step Sa4 in Figure 15.
[0093] Figure 18 is a flowchart illustrating the process when the stopping square M is a storage square T. The control device 50 adds predetermined or determined points to the jackpot special reward JP4 (Sd1), and returns the process to step Sa4 in Figure 15.
[0094] Figure 19 is a flowchart illustrating the process when the stopping square M is an item acquisition square I. The control device 50 grants an item to the user (Se1). The item granted to the user is determined by lottery from multiple items assigned to the item acquisition square I where the user character U stopped. The control device 50 determines whether the user has 6 or more items (Se2). If the user has fewer than 6 items (Se2: NO), the control device 50 returns to step Sa4 in Figure 15.
[0095] If the user possesses six or more items (Se2:YES), the control device 50 executes the reward granting process (Se3~Se6). More specifically, the control device 50 performs a classification lottery to determine the increased reward category (Se3). If any of the six items acquired by the user are in the increased reward category (Se4:YES), the control device 50 increases the value parameter of the item by multiplying its base value JE4 by a coefficient of 1 or more (Se5). Specifically, the value parameter is the value obtained by multiplying the item's base value JE4 by a coefficient of 1 or more. If there are no items in the increased reward category (Se4:NO), the control device 50 proceeds to step Se6. The control device 50 sums the value parameters for each of the six items and supplies the game field F with a quantity of medals Ga corresponding to the summed points (Se6). The control device 50 initializes the items acquired by the user (Se7) and returns the process to step Sa4 in Figure 15.
[0096] Figure 20 is a flowchart illustrating the process when the stopping square M is a card acquisition square C. The control device 50 gives the user a card (Sf1). As described above, in this embodiment there are two types of cards: "position change card" and "goal square change card". If the card given to the user is a position change card (Sf2:YES), the control device 50 changes the position of the user character U on the map MP (Sf3). If the card given to the user is not a position change card, i.e., a goal square change card (Sf2:NO), the control device 50 changes the position of the goal square G on the map MP (Sf4). In either case, the control device 50 returns to step Sa4 in Figure 15.
[0097] Figure 21 is a flowchart illustrating the process when the stopping square M is a transformation square H. The control device 50 determines whether or not the accompanying character D is accompanying the user character U (Sg1). If the accompanying character D is present, the control device 50 changes the type of accompanying character D to another type (Sg2) and returns the process to step Sa4 in Figure 15. If the accompanying character D is not present, the control device 50 returns the process to step Sa4 in Figure 15.
[0098] Figure 22 is a flowchart illustrating the process in the special jackpot lottery JC4 (step Sa10 in Figure 15). The control device 50 executes the Level 1 lottery (Sh1). As described above, the lottery at each level is performed using one dice unit 140. As a result of the lottery by the dice unit 140, if the lottery value is any of "1" to "4", the user wins, and if the lottery value is "5" or "6", the user loses. If the user wins the Level 1 lottery (Sh2: YES), the control device 50 executes the Level 2 lottery (Sh3). If the user loses the Level 1 lottery (Sh2: NO), the control device 50 supplies the game field F with a quantity of medals Ga (indicated as "medals for the Level 1 points" in the figure) corresponding to the points corresponding to Level 1 (100 points) (Sh4), and returns the process to step Sa1 in Figure 15.
[0099] If the user wins the Level 2 lottery (Sh5:YES), the control device 50 executes the Level 3 lottery (Sh6). If the user loses the Level 2 lottery (Sh5:NO), the control device 50 supplies the game field F with a quantity of medals Ga (indicated as "medals for Level 2 points" in the figure) corresponding to the points corresponding to Level 2 (200 points) (Sh7), and returns the process to step Sa1 in Figure 15.
[0100] If the user wins the Level 3 lottery (Sh8:YES), the control device 50 executes the Level 4 lottery (Sh9). If the user loses the Level 3 lottery (Sh8:NO), the control device 50 supplies the game field F with a quantity of medals Ga (indicated as "medals for Level 2 points" in the figure) corresponding to the points corresponding to Level 2 (200 points). The control device 50 also supplies the second lottery ball Gc to the game field F as a reward for Level 3 (Sh10). After that, the control device 50 returns to step Sa1 in Figure 15.
[0101] If the user fails to win the Level 4 draw (Sh11:NO), the control device 50 supplies the game field F with a quantity of medals Ga (indicated as "medals for Level 4 points" in the figure) corresponding to the points for Level 4 (300 points). The control device 50 also supplies the second draw ball Gc to the game field F (Sh12). After that, the control device 50 returns to step Sa1 in Figure 15.
[0102] If the user wins the Level 4 lottery (Sh11:YES), the control device 50 supplies the game field F with a quantity of medals Ga (indicated in the figure as "medals for the points of Level 4 + JP4") corresponding to the sum of the points corresponding to Level 4 (300 points) and the jackpot special reward JP4. The control device 50 also supplies the second lottery ball Gc to the game field F (Sh13). The control device 50 initializes the jackpot special reward amount JB4 (Sh14). After that, the control device 50 returns to step Sa1 in Figure 15.
[0103] Figure 23 is a flowchart illustrating the process in the character special lottery JCC (step Sa13 in Figure 15). The control device 50 performs a special lottery corresponding to the type of accompanying character D that is associated with the user character U (Si1). Specifically, if the first accompanying character D1 is associated, the first special lottery JC1 is performed; if the second accompanying character D2 is associated, the second special lottery JC2 is performed; and if the third accompanying character D3 is associated, the third special lottery JC3 is performed.
[0104] If a user wins a special lottery (Si2:YES), the control device 50 grants the user the special reward corresponding to the special lottery won (Si3). The control device 50 grants the user the first special reward JP1 if they win the first special lottery JC1, the second special reward JP2 if they win the second special lottery JC2, and the third special reward JP3 if they win the third special lottery JC3. The control device 50 also initializes the amount of the special reward granted to the user (Si4). The control device 50 resets the first special reward amount JB1 if the first special reward JP1 was granted, the second special reward amount JB2 if the second special reward JP2 was granted, and the third special reward amount JB3 if the third special reward JP3 was granted.
[0105] The control device 50 releases the association of character D with user character U (Si5) and returns the process to step Sa4 in Figure 15. Also, if the user is unsuccessful in the special lottery (Si2: NO), the control device 50 releases the association of character D with user character U (Si5) and returns the process to step Sa4 in Figure 15.
[0106] [Functional configuration] Figure 13 is a block diagram illustrating the functional configuration of the control device 50. As illustrated in Figure 13, the control device 50 performs multiple functions (progress unit 510, jackpot processing unit 520, character processing unit 530, and item processing unit 540) by executing a program stored in the storage device 55.
[0107] [Progress section 510] The progress unit 510 advances a board game by selecting one square M from a plurality of squares M1 to M28 (steps Sa7 and Sa8 in Figure 15). The board game is an example of a game. The board game progresses by selecting one square M from a plurality of squares M1 to M28 until the goal square G is selected. In other words, the board game is a game in which the user character U moves toward the goal square G on the map MP. The board game progresses by moving the position of the user character U to the position of one square M selected by lottery from a plurality of squares M1 to M28 arranged consecutively on the map MP.
[0108] The progress unit 510 selects a square M on the map MP where the user character U is located, based on the result of a dice roll. Specifically, it selects a square M that is a number of spaces closer to the goal square G than the number of spaces determined by the dice roll, and moves the user character U to that square M. When the user character U reaches the goal square G, one cycle of the game ends.
[0109] [Big Win Processing Unit 520] The jackpot processing unit 520 performs processing related to the jackpot special lottery JC4. The jackpot processing unit 520 includes a jackpot special reward addition unit 521 and a jackpot special reward granting unit 522.
[0110] The jackpot special reward addition unit 521 adds points corresponding to one square M to the jackpot special reward JP4 (step Sd1 in Figure 18). The jackpot special reward addition unit 521 is an example of an addition unit in Appendix B. One square M is a square M selected based on the result of the dice draw, and is a stop square M where the user character U stops. In this embodiment, the jackpot special reward addition unit 521 adds points to the jackpot special reward JP4 if the square M selected based on the result of the dice draw is a savings square T.
[0111] The jackpot special reward awarding unit 522 awards the jackpot special reward JP4 to the user when the user wins the jackpot special lottery JC4, which is executed when predetermined conditions are met (in this embodiment, the user wins the lottery at level 4 in the jackpot special lottery JC4) (step Sh14 in Figure 22). The jackpot special reward awarding unit 522 is an example of an awarding unit in Appendix B. The jackpot special reward awarding unit 522 executes the jackpot special lottery JC4 when one of the squares M is a specific square M. A specific square M is, for example, a goal square G. That is, the jackpot special reward awarding unit 522 executes the jackpot special lottery JC4 when one of the squares M is a goal square G (step Sa10 in Figure 15).
[0112] The jackpot special reward awarding unit 522 repeatedly performs a lottery to determine whether the user wins or loses, and awards the user a reward according to the number of wins and the jackpot special reward JP4 (steps Sh1 to Sh16 in Figure 22). Specifically, if the number of wins is less than a predetermined number, the jackpot special reward awarding unit 522 awards a reward according to the number of wins. If the number of wins is equal to or greater than the predetermined number, it awards a reward according to the number of wins and the jackpot special reward JP4. In this embodiment, as a reward for level 3 or higher, the jackpot special reward awarding unit 522 supplies a quantity of medals Ga corresponding to the points to the game field F, and also supplies a second lottery ball Gc to the game field F.
[0113] The grand prize special reward JP4 is shared among the four stations 10A to 10D of game system 1. For example, among stations 10A to 10D, the user playing at station 10A is the first user, and the user playing at station 10B is the second user. The first user and the second user are different users. The square M selected by the progress unit 510 for the first user's board game is designated as the first square. The first square is an example of a first user choice selected for the first user. The square M selected by the progress unit 510 for the second user's board game is designated as the second square. The second square is an example of a second user choice selected for the second user.
[0114] The jackpot special reward addition unit 521 adds points corresponding to the first square selected by the first user to the jackpot special reward JP4. The jackpot special reward addition unit 521 also adds points corresponding to the second square selected by the second user to the jackpot special reward JP4. The jackpot special reward granting unit 522 grants the jackpot special reward JP4 to the first user and resets the jackpot special reward JP4 if the first user wins the jackpot special lottery JC4. The jackpot special reward granting unit 522 also grants the jackpot special reward JP4 to the second user and resets the jackpot special reward JP4 if the second user wins the jackpot special lottery JC4.
[0115] [Character Processing Unit 530] The character processing unit 530 performs processing related to the special character lottery JCC. The character processing unit 530 includes an acquisition unit 531, a first reward granting unit 532, a second reward addition unit 533, a special character reward granting unit 534, and a game state determination unit 535.
[0116] The acquisition unit 531 acquires points corresponding to one square M (step Sc1 in Figure 17). In this embodiment, if the square M selected based on the result of the dice draw is a medal-winning square P, the acquisition unit 531 acquires the point value associated with that medal-winning square P.
[0117] The first reward granting unit 532 grants the user a first reward corresponding to the points acquired by the acquisition unit 531 (steps Sc3 and Sc4 in Figure 17). The first reward granting unit 532 is an example of the first granting unit in Appendix A. The first reward is, for example, the value obtained by subtracting the value of the second reward, which will be described later, from the points (step Sc3 in Figure 17).
[0118] The second reward addition unit 533 adds a second reward to the character special reward JPC, corresponding to the points acquired by the acquisition unit 531 and the game state (step Sc3 in Figure 17). In other words, the second reward addition unit 533 adds a second reward from the points acquired by the acquisition unit 531, corresponding to the game state, to the character special reward JPC. The second reward addition unit 533 is an example of an addition unit in Appendix A. The second reward is a percentage of the points corresponding to the game state. The game state is, for example, whether or not the accompanying character D is accompanying the user character U (step Sc2 in Figure 17). If the accompanying character D is accompanying the user character U, the second reward addition unit 533 adds a predetermined percentage of the points as the second reward to the character special reward JPC (step Sc3 in Figure 17). If the accompanying character D is not accompanying the user character U, the second reward addition unit 533 does not add the second reward. In other words, if user character U is not accompanied by accompanying character D, the second reward will be zero of the points.
[0119] Furthermore, the game state refers to the type of accompanying character D when accompanying a user character U. For example, the state in which user character U is accompanied by the first accompanying character D1 is the first state, and the state in which the second accompanying character D2 is accompanied is the second state. The second reward addition unit 533 adds the second reward to the first special reward JP1 when the game state is the first state. Also, the second reward addition unit 533 adds the second reward to the second special reward JP2 when the game state is the second state (effect JD3 in Figure 10).
[0120] The character special reward granting unit 534 grants the user a character special reward JPC when the user wins the character special lottery JCC, which is executed when a predetermined condition (for example, in this embodiment, when the second lottery ball Gc falls into the drop hole 136) is met (step Si3 in Figure 23). The character special reward granting unit 534 is an example of the second granting unit in Appendix A.
[0121] The game state determination unit 535 determines the game state when one square M is a goal square G (steps Sa9, Sa10 in Figure 15, Figure 22). The game state determination unit 535 is an example of a determination unit in Appendix A. The goal square G is an example of a specific square M. The goal square G is an example of a target choice. The game state determination unit 535 determines the game state by the jackpot special lottery JC4, which is executed when one square M is a goal square G. In this case, the game state is whether or not the accompanying character D is accompanying the user character U. The game state determination unit 535 determines whether or not the accompanying character D is accompanying the user character U when the user wins the lottery at level 2. As a result, the second lottery ball Gc is supplied to the game field F.
[0122] Furthermore, a specific square M may be, for example, a transformation square H. In this case, the game state refers to the type of accompanying character D that accompanies the user character U. When the user character U stops on a transformation square H with accompanying character D accompanying them, the game state determination unit 535 changes the game state by changing the type of accompanying character D to a different type from the current type (step Sg2 in Figure 21). Note that the type of accompanying character D may be the same as the current type.
[0123] The character special reward JPC is shared among the four stations 10A to 10D of game system 1. For example, among stations 10A to 10D, the user playing at station 10A is the first user, and the user playing at station 10B is the second user. The first user and the second user are different users. The square M selected by the progress unit 510 for the first user's board game is designated as the first square, and the points corresponding to the first square are designated as the first points. The square M selected by the progress unit 510 for the second user's board game is designated as the second square, and the points corresponding to the second square are designated as the second points.
[0124] The first reward distribution unit 532 distributes the first reward to the first user according to the first point. The first reward distribution unit 532 also distributes the first reward to the second user according to the second point. The second reward addition unit 533 adds the second reward to the character special reward JPC according to the first point and the first user's game status. The second reward addition unit 533 adds the second reward to the character special reward JPC according to the second point and the second user's game status. The character special reward distribution unit 534 distributes the character special reward JPC to the first user if the first user wins the character special lottery JCC. The character special reward distribution unit 534 also distributes the character special reward JPC to the second user if the second user wins the character special lottery JCC.
[0125] [Item Processing Unit 540] The item processing unit 540 performs processing related to item selection. The item processing unit 540 includes an item granting unit 541, a selection unit 542, an item reward determination unit 543, and an item reward granting unit 544.
[0126] The item granting unit 541 grants the user at least one of several types of items, each corresponding to one or more of the multiple classifications, according to the game state (step Se1 in Figure 19). The item granting unit 541 is an example of the first granting unit in Appendix C. The game state is, for example, when the user character U stops at an item acquisition square I (step Sb3 in Figure 16).
[0127] The selection unit 542 selects at least one of several classifications by classification lottery (step Se3 in Figure 19).
[0128] The item reward determination unit 543 determines the amount of reward based on the type of each of the multiple items granted to the user and the classification selected by the selection unit 542 (steps Se4 and Se5 in Figure 19). The item reward determination unit 543 is an example of a determination unit in Appendix C. The item reward determination unit 543 increases the amount of reward when the items granted to the user are associated with the classification selected by the selection unit 542, compared to when the items granted to the user are not associated with the classification selected by the selection unit 542 (steps Se4 and Se5 in Figure 19).
[0129] The item reward distribution unit 544 distributes a reward to the user when the items distributed to the user meet predetermined conditions (step Se6 in Figure 19). The item reward distribution unit 544 is an example of the second distribution unit in Appendix C. The predetermined condition is that the number of items distributed to the user is equal to or greater than a predetermined number (step Se2 in Figure 19: YES).
[0130] [Summary of the First Embodiment] In the above embodiment, points corresponding to the savings square T selected by the user are added to the jackpot special reward JP4. In other words, the jackpot special reward JP4 changes depending on the progress of the game (which square M is selected). Therefore, it becomes easier to make the user aware of the jackpot special reward JP4 as the game progresses, and it becomes easier to maintain their interest in the game.
[0131] Furthermore, in the first embodiment, the user acquires points corresponding to the medal acquisition square P selected, and the user is granted a first reward corresponding to the points, while a second reward corresponding to the points and game state is added to the character special reward JPC. The user has received the first reward, but it is uncertain whether or not they will receive the character special reward JPC. Therefore, it is expected that the user will proceed with the game while being aware of the opportunity to acquire the character special reward JPC, which can improve the enjoyment of the game.
[0132] Furthermore, in the first embodiment, the reward for items given in the game is determined not only by the type of item, but also by the classification determined by a classification lottery. Therefore, even if a user expects the reward for the item given to them to be low, they can play the game while hoping that the reward may increase due to the classification lottery. Alternatively, if a user expects the reward for the item given to them to be high, they can play the game while hoping that the reward may increase even further due to the classification lottery. In this way, it is expected that users will progress through the game with the expectation that they will receive many rewards depending on the result of the classification lottery, thereby improving the enjoyment of the game.
[0133] [Second Embodiment] A second embodiment of the present invention will now be described. In each of the embodiments described below, elements whose function is the same as in the first embodiment will use the same reference numerals as in the description of the first embodiment, and their detailed descriptions will be omitted as appropriate.
[0134] In the second embodiment, the reward given to the user is determined according to the difficulty of the game until the user character U reaches the goal square G. Generally, it is expected that if the difficulty of the game until the user character U reaches the goal square G is high, the time and financial burden on the user will be greater. For this reason, compared to when the game difficulty is low, the user may have less motivation to continue playing the game until it is finished (until the user character U reaches the goal square G). In the second embodiment, the higher the difficulty of the game until the user character U reaches the goal square G, the higher the reward given to the user when the game is finished. This helps to maintain the user's motivation to play the game and improves the enjoyment of the game.
[0135] Figure 24 is a block diagram illustrating the functional configuration of the control device 50 in the second embodiment. As illustrated in Figure 24, the progress unit 510 and the reward granting unit 550 are realized by executing the program stored in the storage device 55. Although Figure 24 only illustrates the configuration related to the second embodiment, the control device 50 may also realize a jackpot processing unit 520, a character processing unit 530, and an item processing unit 540, similar to the first embodiment.
[0136] The progress unit 510, similar to the first embodiment, advances a board game on the map MP, moving the user character U toward the goal square G. Map MP is an example of a game space. User character U is an example of a game object. Character position is an example of an object position. Goal square G is an example of a target position. Board game is an example of a game.
[0137] The reward granting unit 550 grants rewards based on the difficulty of the game. The reward granting unit 550 includes a specification unit 551, a difficulty reward determination unit 552, and a difficulty reward granting unit 553. The specification unit 551 specifies the difficulty of movement from the character position, which is the position of the user character U on the map MP at a reference point, to the goal square G. The character position is an example of an object position. In this embodiment, the difficulty is the distance between the character position and the goal square G (hereinafter referred to as "goal distance"). In this embodiment, the goal distance is expressed as a numerical value (number of squares) obtained by counting the number of squares M along the path L between the character position and the goal square G. Alternatively, the goal distance may be expressed as the straight-line distance between the character position and the goal square G in the game space.
[0138] The identification unit 551 identifies that the longer the distance to the goal, the higher the difficulty. As mentioned above, the user character U can move a maximum of 6 spaces in a single dice roll, and the longer the distance to the goal, the higher the likelihood that it will take longer to reach the goal space G. Also, as mentioned above, moving the user character U requires medals Ga. Medals Ga are an example of in-game currency or a medium of value that can be exchanged for in-game currency. The longer the distance to the goal, the greater the amount of medals Ga required to reach the goal space G, which may increase the financial burden on the user. Thus, since the longer the distance to the goal, the greater the time and financial burden on the user, the identification unit 551 identifies that the longer the distance to the goal, the higher the difficulty.
[0139] The reference point is, for example, at least one of the following: when the goal square G is determined at the start of the game, when the position of the goal square G is changed by an event, and when the position of the user character U is changed by an event. In this embodiment, an event is an occurrence in which the position of the user character U changes in a manner different from the normal. Specifically, an event is the occurrence of the effect of a "position change card" or a "goal change card".
[0140] The difficulty reward determination unit 552 determines the reward to be given to the user based on the difficulty level. The difficulty reward determination unit 552 is an example of a determination unit in Appendix D. The difficulty reward determination unit 552 increases the reward as the difficulty level increases. That is, the difficulty reward determination unit 552 increases the reward as the distance to the goal increases. The difficulty reward determination unit 552 determines the amount of reward (hereinafter referred to as "grand prize reward amount") in the grand prize special lottery JC4 that is executed when the user character U reaches the goal square G.
[0141] The difficulty reward granting unit 553 grants a reward to the user when the user character U reaches the goal square G. The difficulty reward granting unit 553 is an example of a granting unit in Appendix D. The reward is granted using medals Ga used in the game. In this embodiment, the difficulty reward granting unit 553 grants a reward to the user according to the result of the jackpot special lottery JC4.
[0142] Let's explain with a more specific example. For instance, in step Sa1 of the flowchart in Figure 15, once the starting square S and the goal square G are determined, the identification unit 551 determines the goal distance. Referring to Figure 4, if we consider the case where the starting square S is M11 and the goal square G is M21 as Pattern 1, the goal distance for Pattern 1 is 4 squares. Also, if we consider the case where the starting square S is M11 and the goal square G is M28 as Pattern 2, the goal distance is 11 squares. Therefore, the goal distance for Pattern 2 is longer than that for Pattern 1.
[0143] The difficulty reward determination unit 552 determines the reward based on the goal distance. The difficulty reward determination unit 552 sets, for example, a first threshold and a second threshold (first threshold > second threshold) for the goal distance. In this embodiment, the first threshold and the second threshold are represented by the number of squares M to the goal square G. If the goal distance is greater than the first threshold, the difficulty reward determination unit 552 increases the reward in the jackpot special lottery JC4 from the standard value. If the goal distance is less than the second threshold, the difficulty reward determination unit 552 decreases the reward in the jackpot special lottery JC4 from the standard value. The relationship between the goal distance and the change in reward is linear or nonlinear. An upper limit may be set for the increase or decrease. Note that instead of setting both the first and second thresholds, only one of them may be set.
[0144] Figures 25A and 25B schematically show the jackpot reward amounts determined by the difficulty reward determination unit 552. Figure 25A shows the jackpot reward amount in Pattern 1, and Figure 25B shows the jackpot reward amount in Pattern 2. Pattern 1 shows the case where the goal distance is smaller than the second threshold. The standard reward values for each level are the reward amounts shown in Figure 7. In Pattern 1, 50 points are awarded for winning Level 1, 100 (50+50) points for winning Level 2, and 150 (50+50+50) points for winning Level 4. In other words, since the goal distance is smaller than the second threshold, the rewards are less than the standard values.
[0145] On the other hand, Pattern 2 shows the case where the goal distance is greater than the first threshold. In Pattern 2, 200 points are awarded for winning at Level 1, 300 (200 + 100) points for winning at Level 2, and 400 (200 + 100 + 100) points for winning at Level 4. In other words, the reward is greater than the baseline value because the goal distance is greater than the first threshold.
[0146] Furthermore, if the user does not notice that the reward increases or decreases according to the distance to the goal, it may not lead to maintaining motivation to continue playing the game. Therefore, the amount of the jackpot reward may be displayed on the display device 11. Figure 26 is an explanatory diagram illustrating an example of the display screen in the game system 1. In Figure 26, the reward JA5 of level 1 of the jackpot reward amount is additionally displayed as "Goal Point" in addition to the screen display similar to Figure 5. This is expected to encourage the user to proceed with the game while being aware of the reward that can be obtained when reaching the goal square G, which can help maintain motivation to continue playing the game. If there is a change in the value of reward JA5 (especially if it increases), the display of reward JA5 may be made to flash or some other effect may be implemented. Furthermore, it is not necessary to display the amount of the jackpot reward to the user.
[0147] Furthermore, if, for example, the position of the user character U is changed in step Sf3 of the flowchart in Figure 20, or if the position of the goal square G is determined in step Sf4, that is, if the goal distance is changed by the card, the identification unit 551 identifies the goal distance, and the difficulty reward determination unit 552 determines the reward based on the goal distance. When the goal distance is changed by the card, the goal distance may become shorter than before the change. In this case, the reward may be less than before the change, or the reward may not be changed (reduced) in order to maintain the user's motivation. Alternatively, when the goal distance is changed by the card, the reward may be determined by adding the distance moved from the original goal square G to the newly identified goal distance. By increasing the reward in proportion to the user's effort for the distance moved, it is possible to maintain the user's motivation.
[0148] Furthermore, the difficulty of movement may be determined by the total distance traveled by the user character U from the start of the game until the goal square G is reached. In this case, the identification unit 551 determines that the longer the total distance traveled, the higher the difficulty, and the difficulty reward determination unit 552 increases the reward. Generally, a longer distance to the goal results in a longer total distance traveled. Also, in the movement of the user character U, the value of the dice roll may be excessive relative to the goal square G, causing the character to pass through the goal square G. In this case, the user needs to perform more dice rolls until the user character U stops at the goal square G, and passing through the goal square G multiple times will result in a longer total distance traveled. It is expected that the user will experience stress when they are near the goal square G but are unable to reach the goal. However, by increasing the reward based on the total distance traveled, it is possible to make it easier to maintain the user's motivation to continue playing the game. Alternatively, instead of the total distance traveled, or in addition to the total distance traveled, the number of times the goal square G has been passed may be reflected in the reward. Specifically, for example, the more times the goal square G has been passed, the greater the reward.
[0149] In the above embodiment, the levels 1 to 4 of the grand prize reward were increased or decreased according to the difficulty of moving to the goal square G. However, it is also possible to increase or decrease only a portion of the grand prize reward (for example, only level 1).
[0150] In the second embodiment, in a game where a user character U is moved in a game space to reach the goal square G, the value of the reward when the user character U reaches the goal square G is determined based on the difficulty of moving to the goal square G. This is expected to motivate the user to progress through the game with the reward, and for example, even if the difficulty of moving to the goal square G is high, the user can maintain their interest in the game.
[0151] [Differentiation] Each of the forms exemplified above can be modified in various ways. Specific examples of modifications that can be applied to each of the aforementioned forms are given below. Two or more forms arbitrarily selected from the following examples may be merged to the extent that they do not contradict each other.
[0152] (1) In each of the above-described forms, the supply of the first lottery balls Gb to the game field F was performed in response to the user inserting medals Ga into the movable table 132. However, this is not limited to this, and for example, a predetermined number of first lottery balls Gb may be supplied to the game field F when the user character U stops on a predetermined square (for example, a first lottery ball supply square) located on the map MP.
[0153] (2) In each of the above forms, after the user character U stops at the goal square G, the new goal square G is determined after the execution of the jackpot special lottery JC4 (step Sa1 in Figure 15). However, the new goal square G may be determined before or during the execution of the jackpot special lottery JC4, for example.
[0154] (3) In each of the above forms, all accompanying characters D were involved in the character special reward JPC. However, there may be accompanying characters D that are not involved in the character special reward JPC. If an accompanying character D that is not involved in the character special reward JPC is designated as the fourth accompanying character, the amount of medals Ga obtained when stopping at a medal acquisition square P is the same as usual while the fourth accompanying character D4 is accompanying the player. When the second lottery ball Gc falls into the drop hole 136, the character special lottery JCC corresponding to the fourth accompanying character is started, but the reward obtained from this lottery is not the character special reward JPC accumulated by the user, but the usual reward, similar to the reward obtained when stopping at a medal acquisition square P.
[0155] (4) In each of the above forms, the type of character special reward JPC to which the reward is added is determined according to the type of accompanying character D accompanying the user character U. For example, if the first accompanying character D1 is accompanying the user character U, the reward is added to the first special reward JP1. However, this is not limited to this, and the reward may also be added to a special reward corresponding to an accompanying character D of a different type than the one accompanying the user character U. For example, if the first accompanying character D1 is accompanying the user character U, the reward may be added to the second special reward JP2, and if the second accompanying character D2 is accompanying the user character U, the reward may be added to the first special reward JP1, and so on. In addition, the reward may be allocated to multiple character special reward JPCs. In addition, for example, the special reward to which the reward is added may be rotated among the first special reward JP1, the second special reward JP2, and the third special reward JP3. In addition, the user may specify the special reward to which the reward is added. In addition, the special reward to which the reward is added may be determined by lottery. In this case, the probability of winning the lottery may differ for each special reward. For example, the probability of winning the first special reward JP1 may be 10%, the probability of winning the second special reward JP2 may be 30%, the probability of winning the third special reward JP3 may be 60%, and so on.
[0156] (5) In each of the above-described forms, the accompanying character D accompanied the user character U during the period when the second lottery ball Gc was located on the game field F. However, this is not limited to this, and for example, the accompanying character D may accompany the user character U in accordance with the progress of a board game being played on the display device 11, or the accompanying character D may accompany the user character U in accordance with the progress of another game being played separately. The progress of the game may be, for example, the number of actions taken in the game, the distance traveled, or the period during which a bingo game is in a near-miss.
[0157] (6) In each of the above forms, the percentage of the reward added to the character special reward JPC corresponding to the accompanying character D was constant. For example, in the case of the first accompanying character D1, points corresponding to 10% of the amount of medals Ga obtained at medal acquisition squares P were added to the first special reward JP1. However, the percentage of the reward added to the character special reward JPC may be determined by lottery each time. The value of the percentage determined by lottery may be predetermined depending on the type of accompanying character D. For example, it may be 5-20% for the first accompanying character D1, 10-30% for the second accompanying character D2, and so on.
[0158] (7) In each of the above forms, the rewards from medal acquisition squares P were added to the character special reward JPC. However, other types of rewards may also be added to the character special reward JPC. For example, a portion of the rewards from the jackpot special lottery JC4 may be added to the character special reward JPC. Alternatively, when user character U lands on a savings square T, a portion or all of the rewards added to the jackpot special reward JP4 may be added to the character special reward JPC. In this case, if user character U is accompanied by companion character D, the rewards may be added to the character special reward JPC according to the type of companion character D.
[0159] (8) In each of the above forms, there was one accompanying character D accompanying the user character U. However, multiple accompanying characters D may accompany the user character U simultaneously. In this case, the percentage of the reward added to the character special reward JPC corresponding to the accompanying character D is determined based on the percentage set for each accompanying character D. For example, 10% of the reward is added to the character special reward JPC when accompanying the first accompanying character D1, and 20% of the reward is added when accompanying the second accompanying character D2. When both the first accompanying character D1 and the second accompanying character D2 are accompanying, 30%, which is the sum of 10% and 20%, may be added to the character special reward JPC, or 15%, which is the average of 10% and 20%, may be added to the character special reward JPC. Alternatively, the percentage after performing a predetermined calculation on these values may be added to the character special reward JPC.
[0160] (9) In each of the above forms, when a winner is selected in Level 2 of the special jackpot lottery JC4, the second lottery ball Gc is supplied to the game field F, and the accompanying character D begins to accompany the player. However, the accompanying character D may also begin to accompany the player when certain conditions are met in the game. For example, the accompanying character D may begin to accompany the player when the player lands on a specific square M, or when the player fails to reach the goal square G after a predetermined period of time has elapsed since the start of the game. In addition, for example, when the dice are drawn or when the player lands on a medal acquisition square P, a lottery may be held to determine whether or not the accompanying character D will accompany the player, and the accompanying character D may begin to accompany the player if the player wins the lottery.
[0161] (10) In each of the above forms, the accompanying character D accompanying the user character U was determined by lottery. However, the user may specify the accompanying character D accompanying the user character U.
[0162] (11) In each of the above forms, the rewards for levels 1 to 4 in the special jackpot lottery JC4 were fixed. However, the rewards for levels 1 to 4 in the special jackpot lottery JC4 may be changed according to the game state. For example, the rewards for levels 1 to 4 may change in conjunction with the value of the special jackpot reward JP4. Specifically, for example, the reward for level 1 may be 10% of the value of the special jackpot reward JP4, the reward for level 2 may be 20% of the value of the special jackpot reward JP4, and so on.
[0163] (12) In each of the forms described above, the subject of the classification lottery was all types of classifications. However, it is not limited to this, and for example, the classification to which the items held by the user belong may be the subject of the lottery. Alternatively, some classifications may be selected from all types of classifications, and the selected classifications may be the subject of the lottery.
[0164] (13) In each of the above forms, the number of items required to start the reward distribution process was fixed at 6. However, the number of items required to start the reward distribution process may be changed depending on the game state. If the number of items required to start the reward distribution process increases, the number of items held by the user increases, and the number of classifications to which the items held by the user belong may increase. Therefore, the probability of receiving an increased reward through classification lottery increases. Also, if the number of items required to start the reward distribution process decreases, the cycle in which the reward distribution process is executed becomes shorter, and the user can receive the reward corresponding to the item sooner. In this way, by changing the number of items required to start the reward distribution process, it is possible to change the user's expectations regarding rewards.
[0165] (14) In each of the above forms, the effect of stopping on square M was constant. However, the effect of stopping on square M may change depending on the game state. The game state may be, for example, the season. The element of time is incorporated into the game, and the season in the game space changes as time passes. Then, the effect of stopping on square M changes according to the season. For example, if you stop on a medal acquisition square P during the summer, the number of medals Ga you can acquire will be greater than in spring or autumn. On the other hand, if you stop on a medal acquisition square P during the winter, the number of medals Ga you can acquire will be less than in spring or autumn, and so on. The game state may also be, for example, a "condition parameter" that indicates the level of activity of the user's body. The condition parameter may be, for example, "excellent," "good," "normal," or "poor." The reward obtained by stopping on square M may change depending on the condition parameter.
[0166] (15) In each of the above forms, the rewards given to the user were supplied to the game field F as medals Ga. However, this is not limited to this, for example, an amount corresponding to the reward may be added to the credits, which are the intangible game medium described above. Alternatively, the rewards may be given as points managed separately from credits. Alternatively, the rewards may be given as credits (points) to be used in a game different from the game executed in game system 1. The given credits (points) may be used automatically in the other game, or they may be used manually.
[0167] (16) The functions of the game system 1 in each of the above forms may be realized by replacing them with programs. The game system 1 may also be realized as a virtual medal game machine in an amusement facility in a virtual space.
[0168] (17) The functions of the game system 1 in each of the above-described forms are realized through the cooperation of one or more processors constituting the control device 50 and a program stored in the storage device 55. The above program can be provided in a form stored on a computer-readable recording medium and installed on the computer. The recording medium is, for example, a non-transitory recording medium, such as an optical recording medium (optical disc) like a CD-ROM, but also includes any known form of recording medium such as a semiconductor recording medium or a magnetic recording medium. A non-transitory recording medium includes any recording medium except for transient propagation signals, and volatile recording media are not excluded. Furthermore, in a configuration in which a distribution device distributes a program via a communication network, the storage device that stores the program in the distribution device corresponds to the non-transitory recording medium described above.
[0169] [Note] From the above description, preferred embodiments of the present invention can be understood, for example, as follows. For the sake of ease of understanding each embodiment, the reference numerals in the drawings are conveniently included in parentheses below, but this does not mean that the present invention is limited to the illustrated embodiments.
[0170] [Note A] Conventionally, games in which a user selects one option from multiple choices and is rewarded with a reward corresponding to the selected option are known. For example, the game disclosed in Japanese Patent Publication No. 2019-97662 is a board game in which the user character receives a reward of an amount corresponding to the square (option) when the user character lands on a specific square (option). The amount of the reward may be a predetermined fixed amount or an amount determined within a predetermined range.
[0171] In the game described in the above publication, if the square where the user character lands is a reward square, the user is guaranteed to receive a reward. The user can easily predict the rewards they will receive based on the positional relationship between the reward squares on the map and the user character, and the rewards actually received were within the range of prediction. For this reason, it was difficult to connect the reward squares to the excitement of the game. Taking these circumstances into consideration, one aspect of the present invention aims to improve the excitement of the game by using rewards given by selecting specific options.
[0172] [Note A1] A game system (1) according to one aspect of the present invention (Appendix A1) comprises: a progress unit (510) that advances a game in which the player selects one option from a plurality of options (M); an acquisition unit (531) that acquires a numerical value corresponding to the one option selected; a first awarding unit (532) that awards a first reward to the user according to the numerical value; an addition unit (533) that adds a second reward to a special reward (JPC) according to the numerical value and the game state; and a second awarding unit (534) that awards the special reward to the user when the user wins a lottery (JCC) that is executed when predetermined conditions are met.
[0173] In the above embodiment, a numerical value is obtained for the user based on the one option selected, a first reward is awarded to the user based on that numerical value, and a second reward, based on that numerical value and the game state, is added to the special reward. The user receives the first reward, but it is uncertain whether they will receive the special reward. Therefore, it is expected that the user will proceed with the game while being aware of the opportunity to obtain the special reward, which can improve the enjoyment of the game.
[0174] A "choice" is an object that can be selected in a game. A choice may be a square on a board game. A choice may also be associated with an event that affects the game state.
[0175] "Selection of options" includes both selection by lottery and selection by the user. In a board game, selection of options may involve determining the destination square of the game object corresponding to the user by lottery.
[0176] The "numerical value corresponding to the choice" is a numerical value that changes depending on the outcome of the choice. The same numerical value may be obtained even if different choices are selected. A numerical value may be predetermined for each choice, and the numerical value set for the selected choice may be obtained, or the numerical value may be determined probabilistically by a lottery initiated by the choice of choice.
[0177] A "reward" is the compensation for progress in the game. A reward is something that is beneficial to the user, for example, in terms of game progression or in the real world. Rewards may include, for example, in-game currency usable within the game, a medium of value exchangeable for real-world currency, items used within the game, or the right to trigger events that give an advantage in the game. Rewards may be given to the user directly or indirectly. For example, if a reward is given as in-game currency, the reward may be given by increasing the value of the in-game currency held by the user. Also, if a medium of value corresponding to the in-game currency is released into the game field, resulting in an increase in the user's reward, this may also be included in the provision of a reward.
[0178] "Game state" refers to the state of elements within the game that affect the game's progress. The game state may change as a result of actions intentionally performed by the user, or it may change randomly or at predetermined intervals regardless of the user's will. The game state may also refer to, for example, whether or not a character is associated with a game object that advances the game in response to the user, or the type of character associated with the game object.
[0179] A "special reward" is a reward that is given in a way different from regular rewards. A special reward may be given to a user when conditions different from those for which regular rewards are given are met. A special reward may also be shared with other users who are playing the game at the same time as the user.
[0180] [Appendix A2] In the specific example of Appendix A1 (Appendix A2), the second reward is a percentage of the numerical value corresponding to the game state. In this embodiment, a percentage of the numerical value corresponding to the game state is added to the special reward. Therefore, it is expected that users will progress through the game while being aware of their own game state, which can further enhance the enjoyment of the game.
[0181] [Note A3] In the specific example of Appendix A1 (Appendix A3), the game state is one of a plurality of states, and the plurality of special rewards, including the special reward, include a first special reward (JP1) corresponding to a first state among the plurality of states, and a second special reward (JP2) corresponding to a second state different from the first state, and the addition unit adds the second reward to the first special reward when the game state is the first state, and adds the second reward to the second special reward when the game state is the second state. In the above embodiment, when the game state is the first state, the reward is added to the first special reward, and when it is the second state, the reward is added to the second special reward. Therefore, it is expected that when a special reward can be obtained, the user will proceed with the game while being aware of whether they can obtain the first special reward or the second special reward, which can further enhance the enjoyment of the game.
[0182] [Note A4] In the specific example of Appendix A1 (Appendix A4), the first reward is the value obtained by subtracting the value of the second reward from the numerical value. In this embodiment, the first reward is the value obtained by subtracting the second reward from the value corresponding to option 1, and the larger the second reward, the smaller the first reward. Therefore, it is expected that the user will proceed with the game while being aware of their own game state, which can further enhance the enjoyment of the game.
[0183] [Note A5] In the specific example of Appendix A1 (Appendix A5), the game system further includes a determination unit (535) that determines the game state when the choice in 1 is a specific choice. In the above embodiment, the game state changes when a specific choice is selected. Therefore, it becomes easier for the user to understand the change in the game state.
[0184] [Note A6] In the specific example of Appendix A5 (Appendix A6), the game progresses by selecting one of the options until the target option (G) is selected from among the multiple options, and the decision unit determines the game state by a lottery performed when the first option is the target option. In the above embodiment, the game state changes when the target option is selected. Therefore, the user's motivation to continue playing the game can be maintained even after the target option is selected.
[0185] A "target option" is the choice that serves as the goal in a game. A target option may also be the goal square in a board game. In this case, the target option may be visibly placed in the game space, and a game object corresponding to the user may be shown approaching it.
[0186] [Note A7] In the specific example of Appendix A1 (Appendix A7), the game system includes a game field (F) on which a first game medium (Gc) is movably positioned, the position of the first game medium relative to the game field changes according to the user's play of the game, and the second awarding unit executes the lottery when the position of the first game medium reaches a predetermined position relative to the game field. In the above embodiment, the lottery for special rewards is executed when the first game medium reaches a predetermined position relative to the game field. Therefore, the user can predict the timing of the lottery for special rewards based on the position of the first game medium relative to the game field, thereby improving the enjoyment of the game.
[0187] The "first game medium" is an object that causes a change in the game state. The first game medium may be an object that exists in real space, or it may be a virtual object displayed on a screen. The first game medium may be, for example, a medal or a sphere.
[0188] "A predetermined position relative to the game field" may be outside the game field or inside the game field. A predetermined position relative to the game field may be a point within a region located in a specific direction relative to the reference position of the game field. Furthermore, a predetermined position relative to the game field may be defined by its relative position to the reference position of the game field.
[0189] [Note A8] In the specific example of Appendix A7 (Appendix A8), a second game medium (Ga) of a different type from the first game medium is inserted into the game field by the user, and the position of the first game medium changes as a result of the insertion of the second game medium. In the above embodiment, the position of the first game medium changes as a result of the user inserting the second game medium. Therefore, the lottery for special rewards is performed in conjunction with the user inserting the second game medium. The user can estimate the timing of the lottery for special rewards, thereby improving the enjoyment of the game.
[0190] The "second game medium" is an object that causes a change in the game state. The "second game medium" may be an object that exists in real space, or it may be a virtual object displayed on a screen. The "second game medium" may be, for example, a medal or a sphere.
[0191] "Different types of gaming media" means that the characteristics of the gaming media, such as shape and size, are different. "Different types of gaming media" may also mean that the influence the gaming media has on the game state is different. Multiple gaming media of the same type do not fall under the "first gaming media" and "second gaming media" relationship.
[0192] [Note A9] In the specific example of Appendix A1 (Appendix A9), the user is the first user, the numerical value is the first numerical value, the acquisition unit acquires a second numerical value corresponding to the option 1 selected for a second user different from the first user, the first granting unit grants the second user a first reward corresponding to the second numerical value, the addition unit adds a second reward corresponding to the second numerical value and the second user's game state to the special reward, and the second granting unit grants the special reward to the first user if the first user wins the lottery, and grants the special reward to the second user if the second user wins the lottery. In the above embodiment, the special reward is shared between the first user and the second user. For this reason, the value of the special reward is likely to be larger compared to the case where only the first user is playing the game. On the other hand, the probability of the first user being granted the special reward is lower compared to the case where only the first user is playing the game. It is expected that the first and second users will progress through the game while being aware of whether they or other users will receive the high-value special rewards, which can enhance the game's appeal.
[0193] [Note A10] In the specific example of Appendix A1 (Appendix A10), the game progresses by moving the position of a game object (U) to the position of one of the multiple options that are continuously arranged in the game space and selected by lottery. In this embodiment, in a game in which a game object is moved to one option determined by lottery, the user is given a reward based on a numerical value corresponding to the one option. Therefore, the user's interest in the game can be continuously maintained.
[0194] "Continuous" means that multiple options are assigned a sequence, and when one option is identified, one or more options immediately before and after it can be identified.
[0195] [Note A11] A control method for a game system (1) according to one aspect of the present invention (Appendix A11) involves playing a game in which the user selects one option from a plurality of options, obtaining a numerical value corresponding to the selected option, granting the user a first reward corresponding to the numerical value, adding a second reward corresponding to the numerical value and the game state to a special reward, and granting the user the special reward if they win a lottery that is executed when predetermined conditions are met.
[0196] [Note A12] A program according to one aspect of the present invention (Appendix A12) causes a computer system to function as follows: a progress unit that advances a game in which the player selects one option from a plurality of options; an acquisition unit that acquires a numerical value corresponding to the selected option; a first granting unit that grants a first reward to the user according to the numerical value; an addition unit that adds a second reward to a special reward according to the numerical value and the game state; and a second granting unit that grants the special reward to the user if the user wins a lottery that is executed when predetermined conditions are met.
[0197] [Note B] Traditionally, games have been known in which users are given special rewards when certain conditions are met. For example, the game disclosed in Japanese Patent Publication No. 2015-147004 is a board game in which, when multiple users play the game together, the users who finish the game first (in order of finishing) receive more special rewards (bonus points).
[0198] In the conventional technology described above, the user who finishes the game the fastest receives the most special rewards. In other words, special rewards are determined solely based on the final outcome of the game. Therefore, it is predicted that users will not be very aware of special rewards during the game, and there is room for improvement in enhancing the game's appeal. Taking these circumstances into consideration, one aspect of the present invention aims to improve the game's appeal by reflecting the choices made during the game in the special rewards.
[0199] [Note B1] A game system (1) according to one aspect of the present invention (Appendix B1) comprises a progression unit (510) that advances a game in which the player selects one option from a plurality of options, an addition unit (521) that adds a reward corresponding to the one option to a special reward (JP4), and a granting unit (522) that grants the special reward to the user when the player wins a lottery (JC4) which is executed when predetermined conditions are met.
[0200] In the above embodiment, a reward corresponding to the choice selected by the user is added to the special reward. In other words, the special reward changes depending on the progress of the game (which choice was selected). This makes it easier to make the user aware of the special reward as the game progresses, and thus easier to maintain their interest in the game.
[0201] A "choice" is an object that can be selected in a game. A choice may be a square on a board game. A choice may also be associated with an event that affects the game state.
[0202] "Selection of options" includes both selection by lottery and selection by the user. In a board game, "selection of options" may also mean determining the destination square for the game object corresponding to the user by lottery.
[0203] A "reward" is the compensation for progress in the game. A reward is something that is beneficial to the user, for example, in terms of game progression or in the real world. Rewards may include, for example, in-game currency usable within the game, a medium of value exchangeable for real-world currency, items used within the game, or the right to trigger events that give an advantage in the game. Rewards may be given to the user directly or indirectly. For example, if a reward is given as in-game currency, the reward may be given by increasing the value of the in-game currency held by the user. Also, if a medium of value corresponding to the in-game currency is released into the game field, resulting in an increase in the user's reward, this may also be included in the provision of a reward.
[0204] "Rewards based on choices" are rewards that change depending on the outcome of the choice made. The same reward may be obtained even if different choices are selected. Rewards may be predetermined for each choice, and the reward set for the selected choice may be added, or rewards may be determined probabilistically through a lottery initiated by the choice of choice.
[0205] A "special reward" is a reward that is given in a way different from regular rewards. A special reward may be given to a user when conditions different from those for which regular rewards are given are met. A special reward may also be shared with other users who are playing the game at the same time as the user.
[0206] [Note B2] In the specific example of Appendix B1 (Appendix B2), the awarding unit performs the lottery when the option in 1 is a specific option. In the above embodiment, the lottery for special rewards is held when a specific option is selected. Therefore, it becomes easier for the user to understand when the lottery is held.
[0207] [Note B3] In the specific example of Appendix B2 (Appendix B3), the game progresses by selecting option 1 until the target option (G) is selected from the multiple options, and the awarding unit performs the lottery when option 1 is the target option. In the above embodiment, the lottery for special rewards is held when the target option is selected. Therefore, it becomes easier for the user to maintain motivation to continue playing the game until the target option is selected.
[0208] A "target option" is the choice that serves as the goal in a game. A "target option" may also be the goal square in a board game. In this case, the target option may be visibly placed in the game space, and a game object corresponding to the user may be shown approaching it.
[0209] [Note B4] In the specific example of Appendix B1 (Appendix B4), the awarding unit repeatedly performs a lottery to determine whether the user is selected or not, and awards the user a reward corresponding to the number of selections and the special reward. In the above embodiment, the lottery for the special reward is performed repeatedly. Therefore, compared to a case where the lottery is not repeated, the period until it is determined whether the user will receive the special reward is longer, and the user's interest can be maintained for a longer period.
[0210] [Note B5] In the specific example of Appendix B4 (Appendix B5), the rewarding unit grants a reward corresponding to the number of wins if the number of wins is less than a predetermined number, and grants a reward corresponding to the number of wins and the special reward if the number of wins is equal to or greater than the predetermined number. In the above embodiment, when the number of wins exceeds the predetermined number, a special reward is granted in addition to the reward corresponding to the number of wins. Therefore, the rewards that users receive increase when the number of wins exceeds the predetermined number, and users' interest in the lottery can be increased.
[0211] [Note B6] In the specific example of Appendix B1 (Appendix B6), the user is the first user, the reward is the first user reward, the option 1 is the first user option selected for the first user, the addition unit adds the reward corresponding to the second user option, which is option 1 selected for a second user different from the first user, to the special reward, and the granting unit grants the special reward to the first user if the first user wins the lottery, and grants the special reward to the second user if the second user wins the lottery. In the above embodiment, the special reward is shared between the first user and the second user. Therefore, the value of the special reward is likely to be larger compared to when only the first user is playing the game. On the other hand, the probability of the first user being granted the special reward is lower compared to when only the first user is playing the game. It is expected that the first user and the second user will proceed with the game while being aware of whether they or other users will receive a large special reward, which can improve the enjoyment of the game.
[0212] [Note B7] In the specific example of Appendix B1 (Appendix B7), the game progresses by moving the position of a game object (U) to the position of one of the multiple options that are continuously arranged in the game space and selected by lottery. In this embodiment, in a game in which a game object is moved to one option determined by lottery, the user is given a reward corresponding to the one option. Therefore, the user's interest in the game can be continuously maintained.
[0213] "Continuous" means that multiple options are assigned a sequence, and when one option is identified, one or more options immediately before and after it can be identified.
[0214] [Note B8] A control method for a game system (1) according to one aspect of the present invention (Appendix B8) involves playing a game in which the player selects one option from a plurality of options, adding a reward corresponding to the selected option to a special reward, and awarding the special reward to the user if they win a lottery that is executed when predetermined conditions are met.
[0215] [Note B9] A program according to one aspect of the present invention (Appendix B9) causes a computer system to function as a progression unit that advances a game in which the player selects one option from a plurality of options, an addition unit that adds a reward corresponding to the selected option to a special reward, and a granting unit that grants the special reward to the user when the player wins a lottery that is executed when predetermined conditions are met.
[0216] [Note C] Traditionally, games have been known in which players can participate in events (such as jackpot chances) where they can earn large rewards by collecting a predetermined number of items within the game. For example, in the game disclosed in Japanese Patent Publication No. 2018-89148, if a user wins a lottery, they are given an item (jackpot step) that grants them the right to play a jackpot game. The user can play the jackpot game when they have been given a predetermined number of items.
[0217] In the conventional technology described above, items do not determine the rewards obtained through the event (jackpot game), but rather are elements that constitute the conditions for participating in the event. Therefore, it is predicted that users will not have any motivation to acquire items beyond participating in the event, and there is room for improvement in enhancing the enjoyment of the game. Taking these circumstances into consideration, one aspect of the present invention aims to improve the enjoyment of the game by reflecting the choices made in the game in the rewards.
[0218] [Note C1] A game system (1) according to one aspect of the present invention (Appendix C1) includes: a first granting unit (541) that grants to a user at least one of several types of items, each corresponding to one or more classifications, according to the game state; a selection unit (542) that selects at least one of the several classifications by lottery; a determination unit (543) that determines the amount of reward based on the type of each of the several items granted to the user and the classification selected by the selection unit; and a second granting unit (544) that grants to the user the reward when the items granted to the user satisfy predetermined conditions.
[0219] In the above embodiment, the reward to the user is determined not only by the type of item, but also by the classification determined by lottery. Therefore, the user cannot predict the value of the reward based solely on the type of item assigned to them. In other words, it is expected that the user will proceed with the game with the expectation that they will receive a large reward depending on the lottery results, which can enhance the enjoyment of the game.
[0220] An "item" is an object that can change the game state through possession or use. Items can be real-world objects or fictional objects.
[0221] A "classification" is a group of items divided according to a predetermined criterion. An item may belong to one classification or multiple classifications.
[0222] "Game state" refers to the state of elements within a game that are involved in the game's progression. The game state may change as a result of actions intentionally performed by the user, or it may change randomly or at predetermined intervals regardless of the user's will. The game state may also change, for example, when a game object that advances the game in response to the user selects a predetermined option.
[0223] A "reward" is the compensation for progress in the game. A reward is something that is beneficial to the user, for example, in terms of game progression or in the real world. Rewards may include, for example, in-game currency usable within the game, a medium of value exchangeable for real-world currency, items used within the game, or the right to trigger events that give an advantage in the game. Rewards may be given to the user directly or indirectly. For example, if a reward is given as in-game currency, the reward may be given by increasing the value of the in-game currency held by the user. Also, if a medium of value corresponding to the in-game currency is released into the game field, resulting in an increase in the user's reward, this may also be included in the provision of a reward.
[0224] [Note C2] In the specific example of Appendix C1 (Appendix C2), the determination unit increases the amount of the reward when the item given to the user is associated with the classification selected by the selection unit, compared to when the item given to the user is not associated with the classification selected by the selection unit. In the above embodiment, the amount of the reward is increased when the item given to the user is associated with the selected classification. Therefore, the user cannot predict the reward given to them based on the type of item alone, which can improve the enjoyment of the game.
[0225] [Note C3] In the specific example of Appendix C1 (Appendix C3), each of the multiple types of items is associated with a value parameter, and the determination unit increases the value parameter of the item corresponding to the classification selected by the selection unit from among the multiple items, and determines the amount of the reward by summing the value parameters for each of the multiple items. In the above embodiment, since the value parameter of the item corresponding to the classification selected by lottery is increased, the user cannot predict which item's value parameter will increase, thereby improving the enjoyment of the game.
[0226] A "value parameter" is an indicator that makes the value of rewards relatively comparable. A "value parameter" may be a numerical value, for example. A value parameter may also be a value obtained by multiplying a base value set for each item by a coefficient. In this case, an increase in the value parameter may be due to a larger coefficient. The magnitude of the value parameter may be proportional to, for example, the difficulty of obtaining the item, or the magnitude of the impact that possessing or using the item has on the game state.
[0227] [Note C4] In the specific example of Appendix C1 (Appendix C4), the predetermined condition is that the number of items granted to the user exceeds a predetermined number. In the above embodiment, the reward is granted when the number of items granted to the user reaches the predetermined number. Therefore, it becomes easier for the user to understand when the reward will be granted, improving user convenience.
[0228] [Note C5] A control method for a game system (1) according to one aspect of the present invention (Appendix C5) involves granting the user at least one of several types of items, each corresponding to one or more classifications, according to the game state; selecting at least one of the several classifications by lottery; determining the amount of reward based on the type of each of the several items granted to the user and the selected classification; and granting the reward to the user if the items granted to the user satisfy predetermined conditions.
[0229] [Appendix C6] A program according to one aspect of the present invention (Appendix C6) causes a computer system to function as follows: a first granting unit that grants the user at least one of several types of items, each corresponding to one or more of several classifications, according to the game state; a selection unit that selects at least one of the several classifications by lottery; a determination unit that determines the amount of reward based on the type of each of the several items granted to the user and the classification selected by the selection unit; and a second granting unit that grants the reward to the user when the items granted to the user satisfy predetermined conditions.
[0230] [Note D] Traditionally, games have been known in which a user character moves through a game space towards a target location, and receives a reward upon reaching that location. For example, the game disclosed on the website https: / / br.bn-ent.net / is a board game where the player moves towards a target location set on a map within the game space.
[0231] In the conventional technology described above, the target position is determined randomly by lottery. Generally, the greater the distance from the starting position to the target position, the greater the effort required to reach the target position. However, the reward for reaching the target position is constant regardless of the distance. Therefore, as the distance to the target position increases, it becomes difficult to maintain motivation to continue the game until the target position is reached. Taking these circumstances into consideration, one aspect of the present invention aims to improve the enjoyment of the game by reflecting the difficulty of movement to reach the target position in the reward.
[0232] [Note D1] A game system (1) according to one aspect of the present invention (Appendix D1) is a game system that executes a game in which a game object (U) is moved toward a target position (G) in a game space, comprising: a specification unit (551) that specifies the difficulty of moving the game object from an object position, which is the position of the game object in the game space at a reference time, to the target position; a determination unit (552) that determines a reward to be given to the game object based on the difficulty; and a rewarding unit (553) that gives the reward to the user when the game object reaches the target position.
[0233] In the above embodiment, in a game where an object is moved in a game space to reach a target position, the value of the reward when the object reaches the target position is determined based on the difficulty of moving the object to the target position. This is expected to motivate the user to progress through the game using the reward as a driving force, and thus maintain interest in the game even when the difficulty of moving the object to the target position is high.
[0234] "Game space" refers to the space in which a game takes place. "Game space" can be, for example, a virtual space displayed on a screen, or a physical space formed on a game console.
[0235] A "game object" is an object that moves around the game space on behalf of the user. A "game object" may be a character, avatar, or object (for example, a moving vehicle).
[0236] A "target position" is a location set in the game space that serves as the target for movement of a game object. The target position may be determined by lottery, or it may be arbitrarily selected by the user.
[0237] The "reference point" is any single point in time between the start and end of the game. The reference point could be, for example, the start of the game, the time when an event occurs in the game, or the time when an event is completed in the game.
[0238] "Difficulty of movement" refers to the amount of effort required by the user to move. The difficulty of movement can also be the distance between the object's location and the target location. In this case, the longer the distance, the higher the difficulty of movement. Furthermore, if the distance traveled for a single user action (e.g., pressing a button) changes due to the terrain or geology of the game space, the shorter the distance traveled for a single action, the higher the difficulty of movement. Also, in a game where the user encounters enemy characters as they move through the game space, the more times the user encounters enemy characters while traveling a unit distance, the higher the difficulty of movement.
[0239] A "reward" is the compensation for progress in the game. A reward is something that is beneficial to the user, for example, in terms of game progression or in the real world. Rewards may include, for example, in-game currency usable within the game, a medium of value exchangeable for real-world currency, items used within the game, or the right to trigger events that give an advantage in the game. Rewards may be given to the user directly or indirectly. For example, if a reward is given as in-game currency, the reward may be given by increasing the value of the in-game currency held by the user, or the release of a medium of value corresponding to the in-game currency into the game field, resulting in an increase in the user's reward, may also be included in the provision of rewards.
[0240] [Note D2] In the specific example of Appendix D1 (Appendix D2), the determination unit increases the reward as the difficulty level increases. In the above embodiment, the higher the difficulty level of moving to the target location, the higher the reward upon reaching the target location. This provides the user with the motivation to continue playing the game until they reach the target location, even when it is anticipated that the user will need to expend a great deal of effort to reach the target location.
[0241] [Note D3] In the specific example of Appendix D1 (Appendix D3), the difficulty level is the distance between the object position and the target position. In the above embodiment, the difficulty level is the distance between the object position and the target position. Therefore, even when the distance to the target position is long and it is expected that it will take a long time to move, players can maintain their interest in the game.
[0242] [Note D4] In the specific example of Appendix D1 (Appendix D4), the game has an event in which the position of the game object changes in an unusual manner, and the reference time is at least one of the time when the target position is determined when the game starts, and when the position of the game object changes due to the event. In the above embodiment, the difficulty of movement is specified at least one of the time when the target position is determined, and when the position of the game object changes to an unusual object. As a result, the reward is determined each time the path to the target position changes, so that changes in the target position in the game can be reflected in the reward.
[0243] "A change in an unusual manner" refers to a game object moving in a manner different from its normal movement pattern in the game. For example, if options are normally selected in a predetermined order, but are selected in a manner unrelated to that predetermined order, this constitutes a change in manner. Specifically, in a normal movement pattern, options are selected in an order along the path from the object's position to the target position, but in a change in manner, options are selected in an order unrelated to that path.
[0244] [Note D5] In the specific example of Appendix D1 (Appendix D5), the game progresses by moving the position of the game object to the position of one of several options selected by lottery from among multiple options continuously arranged in the game space from the starting position (S) to the target position. In the above embodiment, in a game in which the game object is moved to one option determined by lottery, the reward is determined based on the difficulty of the move. Therefore, it is possible to make it easier to maintain the user's interest in the game.
[0245] [Note D6] In the specific example of Appendix D1 (Appendix D6), the reward is in-game currency (Ga) used within the game, and the movement of the game object requires the in-game currency or a medium of value exchangeable for the in-game currency. In the above embodiment, the in-game currency necessary for the movement of the game object is obtained as a reward. This increases the likelihood of recovering a large amount of in-game currency upon reaching the target location, even when the difficulty of moving to the target location is high and the use of in-game currency is anticipated, thereby maintaining the user's interest in the game.
[0246] [Note D7] A control method for a game system (1) according to one aspect of the present invention (Appendix D7) is a control method for a game system that executes a game in which a game object is moved toward a target position in a game space, wherein the difficulty of moving the game object from its position in the game space, which is the position of the game object at a reference time, to the target position is identified, a reward to be given to the game object is determined based on the difficulty, and the reward is given to the user when the game object reaches the target position.
[0247] [Note D8] A program according to one aspect of the present invention (Appendix D8) is a program that executes a game in which a game object is moved toward a target position in a game space, and the program causes a computer system to function as follows: a specification unit that specifies the difficulty of moving the game object from its position in the game space, which is the position of the game object at a reference time, to reach the target position; a determination unit that determines a reward to be given to the game object based on the difficulty; and a rewarding unit that gives the reward to the user when the game object reaches the target position. [Explanation of symbols]
[0248] 1...Game system, 10 (10A~10D)...Station, 11...Display device, 12...Operation panel, 13...Game device, 14...Lottery device, 20...Central unit, 50...Control device, 55...Storage device, 121...Reception unit, 122...Input button, 123...Lottery button, 124...Discharge unit, 131...Fixed table, 132...Movable table, 133...Input mechanism, 134...Fixed wall unit, 135...Supply device, 136...Drop hole, 138...Transport device, 140 (140A~140D)...Dice unit, 142...Dice, 510...Progress unit, 520...Big win processing unit, 521...Big win special reward addition unit, 522...Big win special Reward granting unit, 530... Character processing unit, 531... Acquisition unit, 532... First reward granting unit, 533... Second reward addition unit, 534... Character special reward granting unit, 535... Game state determination unit, 540... Item processing unit, 541... Item granting unit, 542... Selection unit, 543... Item reward determination unit, 544... Item reward granting unit, 550... Reward granting unit, 551... Specific unit, 552... Difficulty reward determination unit, 553... Difficulty reward granting unit, F... Game field, G... Goal square, Ga... Medal, Gb... First draw ball, Gc... Second draw ball, L... Path, M... Square, MP... Map, S... Start square, U... User character.
Claims
1. A progression unit that advances a game in which the player selects one option from a plurality of options set in the game, An acquisition unit that acquires a numerical value corresponding to the selection in item 1 above, A first rewarding unit that grants a first reward to the user according to the aforementioned numerical value, An addition unit that adds a second reward corresponding to the aforementioned numerical value and game state to the special reward, A second granting unit grants the special reward to the user if the user wins the lottery, which is executed when predetermined conditions are met. A game system that includes these features.
2. The second reward is a proportion of the aforementioned numerical value according to the game state. The game system according to claim 1.
3. The aforementioned game state is one of several states, The multiple special rewards, including the aforementioned special reward, include a first special reward corresponding to a first state among the multiple states, and a second special reward corresponding to a second state different from the first state. The addition unit adds the second reward to the first special reward when the game state is the first state, and adds the second reward to the second special reward when the game state is the second state. The game system according to claim 1.
4. The first reward is the value obtained by subtracting the value of the second reward from the numerical value. The game system according to claim 1.
5. The system further includes a determination unit that determines the game state when the aforementioned option 1 is a specific option. The game system according to claim 1.
6. The game progresses by selecting option 1 from among the multiple options until the target option is selected. The determination unit determines the game state by a lottery that is performed when the first choice is the target choice. The game system according to claim 5.
7. The system includes a game field on which the first game medium is movably positioned, The position of the first game medium relative to the game field changes in accordance with the user's gameplay. The second granting unit executes the lottery when the position of the first game medium reaches a predetermined position relative to the game field. The game system according to claim 1.
8. A second game medium, which is of a different type from the first game medium, is inserted into the game field by the user. The position of the first game medium changes when the second game medium is inserted. The game system according to claim 7.
9. The aforementioned user is the first user, and the aforementioned numerical value is the first numerical value. The acquisition unit acquires a second numerical value corresponding to the option selected for a second user different from the first user, The first granting unit grants the second user a first reward corresponding to the second numerical value. The addition unit adds a second reward corresponding to the second numerical value and the game state of the second user to the special reward. The second granting unit grants the special reward to the first user if the first user wins the lottery, and grants the special reward to the second user if the second user wins the lottery. The game system according to claim 1.
10. The game progresses by moving the position of a game object to the position of the first option selected by lottery from among the multiple options arranged continuously in the game space. The game system according to claim 1.
11. A game is played in which the player selects one option from a set of options within the game, Obtain a numerical value corresponding to the option in 1 above, A first reward is given to the user according to the aforementioned numerical value. A second reward corresponding to the aforementioned numerical value and the game state is added to the special reward. The special reward will be awarded to the user if they win the lottery, which is executed when the predetermined conditions are met. A method of controlling a game system run by a computer.
12. A game progression unit that progresses a game in which the player selects one option from a plurality of options set in the game, An acquisition unit that acquires a numerical value corresponding to the selection in item 1 above. A first rewarding unit that grants a first reward to the user according to the aforementioned numerical value, An addition unit that adds a second reward corresponding to the aforementioned numerical value and game state to the special reward, and A second granting unit grants the aforementioned special reward to the user if the user wins the lottery which is executed when predetermined conditions are met. A program that makes a computer system function.