Information processing device, game program, and game control method
Patent Information
- Application Number
- JP2023082772
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-19
- Publication Date
- 2026-10-01
- Estimated Expiration
- 2043-05-19
Smart Images

Figure 0007927305000001 
Figure 0007927305000002 
Figure 0007927305000003
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing device, a game program, and a game control method. Background Art
[0002] Conventionally, in stationary slot machines, and in recent years, in smartphones (information processing devices) installed with slot game applications, social games, and the like, there exist devices that perform a lottery for a base game on condition that a bet with a designated bet amount is placed, and rearrange symbols based on the lottery result.
[0003] For example, in the slot game disclosed in Patent Document 1, when symbols rearranged through a lottery in the base game form a predetermined combination, a benefit such as awarding a payout or shifting to a special state that is more advantageous than the normal state in which the base game is executed is provided to the player. In general, one special session consists of one set of N symbol repositionings (hereinafter referred to as free games) that do not require a bet as a condition, and free games are generally set such that a payout resulting from a winning is more easily obtained than in the base game. Furthermore, when a special symbol combination is achieved (retriggered) in a free game executed during the special state, the number of free games in the special state is added, thereby increasing the number of free games that can be executed in one special session. Prior Art Literature Patent Literature
[0004] Patent Document 1 US Patent Application Publication No. 2017-0200346 Specification Summary of the Invention Problem to be Solved by the Invention
[0005] In conventional slot games like those described above, various visual effects are used to make the change from a normal probability state to a high probability state easily visible to the player. For example, when transitioning from a normal probability state to a high probability state, the reels change from a symbol arrangement with normal probability to a symbol arrangement with high probability. In such cases, not only is it necessary to prepare multiple types of symbol arrangements for the reels in advance, but if the reels are simply changed to ones that have a high probability of winning a specific prize, it can be difficult to see the symbols while the reels are scrolling, so there is a risk that the player will not notice the change in the state of the slot game.
[0006] Therefore, the present invention aims to provide an information processing device, a game program, and a game control method that facilitate the design of a system that allows players to efficiently visualize changes in state, such as the probability of winning. [Means for solving the problem]
[0007] The information processing device of the present invention is A display device that displays a symbol display area in which symbols are rearranged in each of multiple cells arranged in a matrix having multiple rows and multiple columns, A storage unit that stores a first symbol sequence in which multiple symbols are arranged, A controller that starts a unit game in response to a start request, It has, The storage unit further stores, in addition to the first symbol sequence, a plurality of second symbol sequences used to determine which of the plurality of cells in the symbol display area a special symbol among the symbols is placed in, The second symbol column includes any of the special symbols of a plurality of sizes that occupy the area of one or more of the cells, The aforementioned controller, A re-arrangement symbol determination process that determines the re-arrangement symbols to be displayed in the symbol display area from the first symbol row based on the first lottery, A second symbol column selection process is performed to select one second symbol column from the plurality of second symbol columns based on the second lottery, A special symbol position determination process that determines, based on a third lottery, which position of the selected second symbol column to apply to the reference position in the symbol display area, and determines the position in which the special symbol will be placed in place of the symbols arranged in the first symbol column, An animation process that performs the animation of the unit game with the special symbol superimposed on the symbol at the same position as the position where the special symbol is placed in the first symbol row, It is characterized by being programmed to perform the following:
[0008] According to the above configuration, in a unit game, a first draw is performed to determine the symbols to be displayed in the symbol display area from the first symbol column. Then, a second draw is performed to determine the second symbol column by determining the position where special symbols will be displayed in the symbol display area in an overlapping manner. Finally, a third draw is performed to determine how the determined second symbol column will be applied to the symbol display device. The second symbol column includes special symbols of various sizes, and the position of the second symbol column to be applied determines where the special symbols will be placed in place of the symbols determined in the first draw on the symbol display device. The performance is then carried out with the special symbols overlapping the symbol column. This allows players to efficiently see changes in state, such as winning probabilities, through special symbols of various sizes, and furthermore, the design can be easily changed simply by modifying the second symbol column.
[0009] The aforementioned controller, In the performance of the unit game, the display brightness of the symbols in the first symbol row may be set lower than the display brightness of the special symbols in the second symbol row.
[0010] The above configuration makes it possible to improve the visibility of state changes.
[0011] In the information processing apparatus of the present invention, The special symbol may be a wild symbol that can substitute for other symbols to form a symbol combination.
[0012] With the above configuration, it becomes possible to easily change the size of wild symbols by changing only the second symbol column, without changing the first symbol column.
[0013] The symbol display area is composed of a plurality of scroll areas in which the symbol is displayed in a variable state and then stopped. The aforementioned controller, If one of the special symbols spans multiple scrollable areas, the fluctuating display in those multiple scrollable areas may be stopped simultaneously.
[0014] According to the above configuration, special symbols can be clearly displayed, making it possible to further improve the visibility of state changes.
[0015] In the information processing apparatus of the present invention, The second symbol column has the same number of columns as the symbol display area and a greater number of rows than the symbol display area. In the special symbol position determination process, it may be determined which of the rows in the second symbol column to apply to the reference row of the symbol display area.
[0016] With the above configuration, you can determine how to arrange the rows simply by selecting them.
[0017] In the information processing apparatus of the present invention, The second symbol column has the same number of columns and the same number of rows as the symbol display area, and has an area where the special symbols are not placed. In the special symbol position determination process described above, if the region is applicable, the special symbol does not need to be placed.
[0018] According to the above configuration, the expected value can be easily changed by adjusting the weight of the area where no special symbol is arranged.
[0019] In the information processing apparatus of the present invention, The area where no special symbol is arranged in the second symbol string may be a blank symbol that allows the symbols of the first symbol string to transmit through.
[0020] According to the above configuration, it becomes possible to define a blank area with a blank symbol.
[0021] The game program of the present invention is, To a computer having a display and a memory, a process of displaying a symbol display area where symbols are rearranged in each of a plurality of cells arranged in a matrix having a plurality of rows and a plurality of columns; a process of storing a first symbol string in which a plurality of said symbols are arranged; a process of starting a unit game in response to a start request; a process of further storing a plurality of second symbol strings, which are used for determining in which cell among the plurality of cells in the symbol display area a special symbol among the symbols is arranged, separately from the first symbol string, and include any of the special symbols of a plurality of sizes that occupy an area of one or more of said cells; a rearranged symbol determination process of determining a rearranged symbol to be displayed in the symbol display area from the first symbol string based on a first lottery; a second symbol string selection process of selecting one second symbol string from the plurality of second symbol strings based on a second lottery; a special symbol position determination process of determining which position of the selected second symbol string is applied to a reference position in the symbol display area based on a third lottery, and determining a position where the special symbol is arranged instead of the symbols arranged in the first symbol string; An animation process that performs the animation of the unit game with the special symbol superimposed on the symbol at the same position as the position where the special symbol is placed in the first symbol row, It is characterized by causing the execution of the following:
[0022] According to the above configuration, in a unit game, a first draw is performed to determine the symbols to be displayed in the symbol display area from the first symbol column. Then, a second draw is performed to determine the second symbol column by determining the position where special symbols will be displayed in the symbol display area in an overlapping manner. Finally, a third draw is performed to determine how the determined second symbol column will be applied to the symbol display device. The second symbol column includes special symbols of various sizes, and the position of the second symbol column to be applied determines where the special symbols will be placed in place of the symbols determined in the first draw on the symbol display device. The performance is then carried out with the special symbols overlapping the symbol column. This allows players to efficiently see changes in state, such as winning probabilities, through special symbols of various sizes, and furthermore, the design can be easily changed simply by modifying the second symbol column.
[0023] The game control method of the present invention is Displaying a symbol display area in which symbols are rearranged in each of multiple cells arranged in a matrix having multiple rows and multiple columns, The first symbol sequence in which multiple symbols are arranged is stored, To start a unit game in response to a start request, In addition to the first symbol sequence, a plurality of second symbol sequences are further stored, which are used to determine which of the plurality of cells in the symbol display area a special symbol among the symbols is placed in, and which include any of the plurality of sizes of the special symbols that occupy the area of one or more of the cells. Based on the first draw, a reassignment symbol determination process is performed to determine the reassignment symbols to be displayed in the symbol display area from the first symbol column, Based on the second draw, a second symbol column selection process is performed to select one second symbol column from the plurality of second symbol columns, Based on the third lottery, a special symbol position determination process is performed to determine which position of the selected second symbol column to apply to the reference position in the symbol display area, and to determine the position in which the special symbol will be placed in place of the symbols arranged in the first symbol column. The process of performing the unit game's effects is performed with the special symbol superimposed on the symbol at the same position as the special symbol is placed in the first symbol row, It is characterized by including.
[0024] According to the above configuration, the game in which the special symbols are rearranged becomes a special game, and the symbol display area itself becomes an interface that informs the user that it is a special game. This makes it possible to provide a new form of interface for informing about the continuation of the special state. [Brief explanation of the drawing]
[0025] [Figure 1] This is an explanatory diagram showing the general configuration of the display of an information processing device. [Figure 2] This is a block diagram showing the electrical configuration of an information processing device. [Figure 3] This is a functional block diagram of an information processing device. [Figure 4] This figure shows an example of multiple second symbol sequences. [Figure 5] This figure shows an example of the display in the symbol display area. [Figure 6] This is an explanatory diagram of the second symbol column selection table. [Figure 7] This is an explanatory diagram of the multiplier chance table. [Figure 8]This is an explanatory diagram of the roulette payout table. [Figure 9] This is a flowchart of the game control process. [Figure 10] This is a flowchart of the execution process for the first bonus state. [Figure 11] This is a flowchart of the execution process for the second and third bonus states. [Modes for carrying out the invention]
[0026] Embodiments of the present invention will be described based on the drawings.
[0027] As shown in Figure 1, the information processing device 1 displays multiple special symbols of various sizes, each occupying the area of one or more cells, in the symbol display area. The stopping pattern and stopping position of the special symbols are determined by a lottery each game.
[0028] The information processing device 1 is connected to the server 10 via an internet line 101, enabling data communication, and a game system 100 is configured having the information processing device 1 and the server 10. However, the game system 100 is not limited to this and may consist only of the information processing device 1. Furthermore, the information processing device 1 may refer to the game system itself, which has a terminal device such as a smartphone and a server, and the functions of the information processing device 1 described in this embodiment may be provided by any of the components of the game system.
[0029] Furthermore, the following explanation may assume that the user logs in to the server 10 via the information processing device 1. For example, the user enters a user ID and password into the information processing device 1, and the login is authenticated by the server 10 via the communication line. The information processing device 1 may store the login information for this authentication and automatically log in to the server 10 using the stored login information without user input when the user starts the game. Alternatively, the information processing device 1 may automatically log in to the server 10 using the stored login information when the user starts the game, after biometric authentication of the user is performed. Known biometric information such as face, fingerprints, retina, iris, vein patterns, and voiceprints can be used for biometric authentication. In this way, the server 10 is configured to log in to the information processing device 1 and run the game.
[0030] Multiple information processing devices 1 have a common application installed via an application store server or the like, corresponding to the OS (Operating System) of each information processing device 1. In this embodiment, a slot game is made playable as a game element in the application installed on the information processing device 1. That is, the user can play a slot game on this application. Note that the slot game may also be an add-in to the application. That is, the slot game may be provided separately from the application as an additional function of the application, via an application store server or server 10, etc. Furthermore, the application may make multiple types of slot games with different presentation styles and rules playable.
[0031] As will be explained in more detail later, the slot game is initiated upon the consumption of cumulative game value. If a win occurs as a result of the slot game, game value corresponding to the type of win and the game value consumed is added as a reward to the cumulative game value. In this way, the information processing device 1 executes a slot game that increases or decreases the cumulative game value according to the result. The game value may be information (game points) that does not have monetary value and is used only to start the slot game, or it may be electronically valuable information equivalent to monetary value.
[0032] As shown in Figure 1, the information processing device 1 illustrated in this embodiment is a so-called smartphone, and has a display 2 provided on the front of the housing 11, a touch panel 5 provided on the display 2, a memory 3, and a controller 4. However, the information processing device 1 is not limited to this and may be either portable or stationary. Examples of portable information processing devices 1 include portable computers, laptop computers, tablet PCs, handheld PCs, PDAs (Personal Data Assistants), and other portable information devices.
[0033] Display 2 is configured to display images. Examples of display methods for Display 2 include liquid crystal, organic electroluminescence, CRT (Cathode Ray Tube), and plasma displays. Touch panel 5 is configured to detect the coordinates of the area touched by the user's finger or other object. Known technologies such as electromagnetic induction and capacitive touch are employed for touch panel 5. Information processing device 1 determines the object on the screen touched by the user and the type of touch, such as a swipe, from the coordinates detected by touch panel 5, and responds according to the determination result.
[0034] Furthermore, in this embodiment, the touch panel 5 operates as an input device and accepts swipe operations, touch operations, etc., but is not limited to this. For example, the input device may be a microphone or a camera, and the user's voice or gestures may be accepted as instructions.
[0035] Furthermore, the touch panel 5 is not limited to being located on the front of the display 2. For example, the touch panel 5 may be located on the back side of the housing 11 opposite to the display 2. Alternatively, the touch panel 5 may be located on a part of the display 2.
[0036] Display 2 displays the slot game screen 20. The slot game screen 20 is provided with a symbol display area 21 where the change and stop of symbols 500 are displayed when the game (normal game and free game) is started. The symbol display area 21 is provided with a first scroll area 211, a second scroll area 212, a third scroll area 213, a fourth scroll area 214, and a fifth scroll area 215. Each scroll area 211 to 215 has a total of four cells 210 arranged vertically. In other words, the symbol display area 21 has a total of 20 cells 210 arranged in a 5 column 4 row matrix. Cells 210 are setting areas that define the stopping position of the symbols and may be displayed or hidden. The number of cells in the symbol display area 21 is not limited to this. Symbols 500 are rearranged in each of these multiple cells 210. A single symbol 500 may be rearranged into a single cell 210, or a single symbol 500 may be rearranged to occupy two or more cells 210.
[0037] In this embodiment, the symbol 500 includes a special symbol 501, and the special symbol 501 has multiple sizes that occupy the area of one or more of the aforementioned cells. Specifically, in this embodiment, the special symbol 501 may have sizes that occupy one cell 210, a size that occupies 2 x 2 cells 210, a size that occupies 3 x 3 cells 210, or a size that occupies 4 x 4 cells 210, but is not limited to these.
[0038] Special symbol 501 functions as a wild symbol that can substitute for other symbols in all the cells 210 it occupies. Hereafter, a wild symbol that occupies one cell 210 may be referred to as a regular wild symbol. Wild symbols that occupy 2x2, 3x3, or 4x4 cells 210 may be collectively referred to as enlarged wild symbols. Note that special symbols are not limited to wild symbols.
[0039] Memory 3 stores various programs, including the game program executed by the controller 4, and various data used by those programs. Memory 3 may be a conceptual memory area in the game system 100, and may be possessed by either the information processing device 1 or the server 10, or its functions may be distributed between the information processing device 1 and the server 10, or its functions may be provided on both the information processing device 1 and the server 10. That is, if a game program executed by the information processing device 1 requires data stored in the server 10, the information processing device 1 may request the data from the server 10, and the server 10 may respond to the request with the data.
[0040] The controller 4, acting as a control unit, executes various processes according to the game program stored in memory 3. The controller 4 may be a conceptual execution device in the game system 100, and may be located in either the information processing device 1 or the server 10, or its functions may be distributed between the information processing device 1 and the server 10, or it may be located in both the information processing device 1 and the server 10.
[0041] Thus, the game system 100 functions as a single computer comprising an information processing device 1 as an input device (touch panel 5) and an output device (display 2), and an information processing device 1 and / or a server 10 as memory 3 and a controller 4.
[0042] As shown in Figure 1, the information processing device 1, with the controller 4 programmed to perform the following processes, rearranges the special symbol 501 described above into the symbol display area 21. In other words, the game program stored in memory 3, which will be described later as a storage unit, causes the game system 100, acting as a computer, to perform the following processes. Specifically, the controller 4 performs the following processes in response to a start request: (A1) to start a unit game of the slot game; (A2) to determine, by a first draw, which repositioned symbols to be displayed in the symbol display area 21 from the first symbol sequence 511 stored in memory 3; (A3) to select one second symbol sequence 512 from a plurality of second symbol sequences 512 stored in memory 3 by a second draw; (A4) to determine, by a third draw, which position of the selected second symbol sequence 512 to apply to the reference position in the symbol display area 21, and to determine the position where the special symbol 501 will be placed in place of the symbols 500 arranged in the first symbol sequence 511; and (A5) to perform the unit game's effects with the special symbol 501 superimposed on the symbols 500 at the same position in the first symbol sequence 511 where the special symbol 501 will be placed.
[0043] Thus, in the unit game, a first draw is performed to determine the symbols 500 to be displayed in the symbol display area 21 from the first symbol row. Then, a second draw is performed to determine the second symbol row 512 in order to determine the position in which the special symbols 501 are superimposed on the symbol display area 21. A third draw is performed to determine how the determined second symbol row 512 will be applied to the symbol display area 21. The second symbol row 512 contains special symbols 501 of various sizes, and once the position of the second symbol row 512 to be applied is determined, it is determined where in the symbol display area 21 the special symbols 501 will be placed instead of the symbols 500 determined in the first draw. The performance is then carried out with the special symbols 501 superimposed on the first symbol row 511. This allows players to efficiently see changes in state, such as winning probabilities, through the special symbols 501 of various sizes, and furthermore, this design can be easily carried out by simply changing the second symbol row 512.
[0044] Furthermore, by having the information processing device 1 equipped with the above program execute the processes (A1) to (A5), a game control method is realized in which the processes (A1) to (A5) are executed by the information processing device 1 (computer). In other words, the information processing device 1 is equipped with multiple processing units that each execute the processes (A1) to (A5). In the following explanation, the information processing device 1 will be used as an example, but the processes and operations of the information processing device 1 can be replaced with inventions of game programs or game control methods stored on a non-temporary recording medium. Also, the processes executed by the controller 4 may be executed only by the information processing device 1, or the functions may be provided to the game system 100 having a server 10. That is, the processes and operations of the information processing device 1 can be replaced with inventions of the game system 100.
[0045] The symbol display area 21 has multiple award determination lines 400, each consisting of five cells 210, with one cell selected from each scroll area 211 to 215. The award determination is predetermined before the symbols 500 are rearranged, but the award results are shown to the user when the symbols 500 are rearranged.
[0046] Specifically, the prize-winning line 400 is composed of five cells: one cell in the first scroll area 211, one cell in the second scroll area 212, one cell in the third scroll area 213, one cell in the fourth scroll area 214, and one cell in the fifth scroll area 215. In the following explanation, the prize-winning line may be referred to as the prize line or pay line. In the prize-winning line 400, the arrangement order is determined to be from the cells in the first scroll area 211 to the cells in the fifth scroll area 215. Specifically, at the award-winning line 400, the cell following the cell in the first scroll area 211 is the cell in the second scroll area 212, the cell following the cell in the second scroll area 212 is the cell in the third scroll area 213, the cell following the cell in the third scroll area 213 is the cell in the fourth scroll area 214, and the cell following the cell in the fourth scroll area 214 is the cell in the fifth scroll area 215. This arrangement order matches the order in which the scrolling of the symbol 500 stops in the scroll areas. In other words, the scrolling of the symbol 500 stops in the order of the first scroll area 211 to the fifth scroll area 215.
[0047] However, in this embodiment, if a special symbol 501 spanning multiple scroll regions is rearranged, the scrolling in those scroll regions may be synchronized. That is, the scrolling in those scroll regions may be stopped simultaneously. For example, if a special symbol 501 with a size of 2x2 is rearranged spanning the second scroll region 212 and the third scroll region 213, the scrolling display in the second scroll region 212 and the third scroll region 213 may be stopped simultaneously.
[0048] Thus, the symbol display area 21 is composed of multiple scroll areas 211 to 215 in which the symbol 500 is displayed in a variable state and then stopped. When one of the special symbols 501 spans multiple scroll areas, the controller 4 simultaneously stops the variable display in those multiple scroll areas. As a result, the special symbol 501 can be clearly displayed, making it possible to further improve the visibility of state changes.
[0049] The payout is determined using a payout determination method called the payline method. The payline method is a payout determination method in which, in multiple payout determination lines 400, if a predetermined number or more of the same type of symbol appear consecutively in the order described above, starting from the first scroll area 211, a payout is determined for that type of symbol. In this embodiment, payouts are determined using the payline method in both the normal game and the free game, but are not limited to this. For example, payouts may be determined using the so-called "LEFT TO RIGHT" method.
[0050] Furthermore, the prize determination that determines the transition to a special state where a free game is played uses a prize determination method called the scatter method. The scatter method is a prize determination method that determines a prize when a predetermined number or more of the same type of symbol are rearranged within the symbol display area 21. Symbols determined by the scatter method are excluded from symbols that can be replaced by wild symbols.
[0051] Thus, special symbol 501 is a wild symbol that can substitute for other symbols to form symbol combinations. This makes it easy to change the size of the wild symbol by changing only the second symbol sequence, without changing the first symbol sequence.
[0052] Referring to Figure 2, the electrical configuration of the information processing system 100, which consists of an information processing device 1 and a server 10, will be described. As shown in Figure 2, the information processing device 1 is housed in a housing 11 and includes a CPU 101, ROM 102, RAM 103, flash memory 104, operation buttons 108, power switch 109, bus line 110, network interface 111, camera 112, image sensor interface 113, microphone 114, speaker 115, audio input / output interface 116, display interface 117, sensor controller 118, short-range communication circuit 119, and antenna 119a for the short-range communication circuit 119.
[0053] Furthermore, server 10 is a so-called computer equipped with a CPU 1101, ROM 1102, RAM 1103, storage devices such as a hard disk drive 1104, and a network interface 1111.
[0054] The CPU (Central Processing Unit) 101 functions as the main controller component in the information processing device 1 and controls the operation of the entire information processing device 1. The CPU 1101 functions as the main controller component in the server 10 and controls the operation of the entire server 10. In other words, CPUs 101 and 1101 function as controllers that control the operation of the entire game system 100. The ROM (Read Only Memory) 102 stores programs used to drive the CPU 101, such as the IPL (Initial Program Loader).
[0055] RAM (Random Access Memory) 103 and RAM 1103 are used as the work area for CPU 101 and CPU 1101. Operation button 108 is a button that is operated when initializing the information processing device 1, etc. Power switch 109 is a switch for turning the power of the information processing device 1 ON / OFF.
[0056] The flash memory 104, acting as memory, is a computer-readable, non-transient recording medium that stores various data such as game programs, communication programs, image data, and sound data. The storage device 1104 functions as a database and is a computer-readable, non-transient recording medium that stores game data for each of the multiple information processing devices 1. The server 10 responds to requests from the game programs of the information processing devices 1 by appropriately referring to the database in the storage device 1104.
[0057] For example, the flash memory 104 stores various programs, including game programs executed by the CPU 101 acting as a controller, and various data used by these programs. In other words, these programs cause the information processing device 1, which is a computer equipped with the CPU 101 and the flash memory 104, to execute the processes that these programs have. When the information processing device 1 is considered as a game system 100, the flash memory 104 and storage device 1104 store various programs, including game programs executed by the CPU 101 and CPU 1101 acting as controllers, and various data used by these programs. In other words, these programs cause the information processing device 1, which is a game system 100 equipped with the CPU 101 and CPU 1101, and the flash memory 104 and storage device 1104, to execute the processes that these programs have. In this way, the processes and operations of the information processing device 1 can be replaced with programs or game control methods.
[0058] Furthermore, the data and programs stored in the flash memory 104 and the storage device 1104 may be pre-stored at the factory before shipment, or they may be downloaded and stored from a server (not shown) via communication means. The communication means may be a bidirectional transmission path such as the internet or cable television, or it may be broadcasting that transmits information in only one direction. In addition, the data and programs stored in the flash memory 104 and the storage device 1104 may be stored on a recording medium such as a floppy disk, CD-ROM, DVD-ROM, MO (magneto-optical disk), or flash memory, and may be read from the recording medium and installed as needed.
[0059] Network I / F (Interface) 111 is an interface for data communication using a communication network such as the Internet. Camera 112 is a type of built-in imaging means that captures an image of a subject and obtains image data according to the control of CPU 101. Image sensor I / F 113 is a circuit that controls the driving of camera 112. Microphone 114 is a type of built-in sound collection means that inputs sound. Audio input / output I / F 116 is a circuit that processes the input and output of sound signals between microphone 114 and speaker 115 according to the control of CPU 101. Display I / F 117 is a circuit that transmits image data to display 2 according to the control of CPU 101. Display 2 is located on the front of housing 11. Sensor controller 118 is a circuit that receives input from touch panel 5 located on display 2. Near-field communication circuit 119 is a communication circuit such as NFC (Near Field Communication) (registered trademark) or Bluetooth (registered trademark). Bus line 110 is an address bus, data bus, etc., for electrically connecting various components such as the CPU 101.
[0060] This section describes a typical slot game. Slot games are playable by users as a game element within an installed application. In a slot game, multiple symbols 500 are rotated and then stopped (re-arranged) within a symbol display area 21, and game value is assigned based on the combination of symbols 500 displayed within the symbol display area 21. The state in which multiple symbols 500 are rotated and then stopped within the symbol display area is referred to as "re-arrangement." In a slot game, a normal game is played, and if certain conditions are met in the normal game, a free game that is more advantageous to the user than the normal game may be played.
[0061] Game value is consumed as a condition for playing a normal game under normal circumstances and can be awarded as a game result. That is, a user bets game value to play one slot game (unit game) and can win rewards such as game value as a result of the slot game. As mentioned above, game value may be game points that do not contain valuable information and are used as a pseudo substitute for credits within the game, or it may be coins, banknotes, or equivalent electronic valuable information. In the following explanation, game value may be referred to as credits. Also, the number of game value used for betting may be referred to as the number of bets.
[0062] A "unit game" is a game where, from the start of betting, a prize is awarded (the combination of symbols is determined by a predetermined relationship). This is a series of actions leading up to a state where the conditions are met. In other words, a unit game is a state that includes once each of the following: a betting time when bets are accepted, a game time when symbols are rearranged, and a payout time when payouts are distributed if a prize is won. Note that if no prize is won, there is no payout, so the payout time is not included.
[0063] Game value is used within the game as a pseudo-substitute for credits and is used as a bet to run slot games. In other words, users bet game value to play one slot game (unit game) and can win game value as a result of the slot game.
[0064] A "unit game" is a series of actions from the start of accepting bets to the point where a payout can be made. In other words, a unit game is a state that includes one betting time for accepting bets, one game time for rearranging the stopped symbols, and one payout time for distributing payouts.
[0065] The bonus state includes one or more free games. Free games are games with higher payouts than regular games. Generally, free games are set to have a higher probability of symbol combinations being formed than regular games, resulting in a higher likelihood of receiving higher payouts from the user. Also, free games are games that can be played with fewer bets of game value than regular games. "Can be played with fewer bets of game value" includes cases where the bet is "0". Therefore, free games may also be games that are played without requiring a bet of game value and pay an amount of game value corresponding to the rearranged symbols. In other words, the bonus state may be a game that is started without the premise of consuming game value. In contrast, regular games are games that are played with a bet of game value and pay an amount of game value corresponding to the rearranged symbols. In other words, regular games are games that are started with the premise of consuming game value.
[0066] In this embodiment, there are three bonus states: a first bonus state, a second bonus state, and a third bonus state. The rearrangement of the special symbol 501 using the second symbol column is performed only in the free games of the second and third bonus states, while in the normal game and the free game in the first bonus state, the rearrangement symbols are determined using only the first symbol column. Thus, the second and third bonus states are set to be more advantageous than the first bonus state in that the special symbol 501 is more likely to be rearranged. In addition, in the free games of the third bonus state, there is a possibility that a predetermined multiplier will be applied to the winnings, making the third bonus state more advantageous than the second bonus state.
[0067] In a normal game in the normal state, if a predetermined number (e.g., 3) or more of the first bonus symbols are rearranged in the symbol display area 21, the game transitions from the normal state to the first bonus state, and a predetermined number (e.g., 7) of first free games are executed. Also, in a normal game in the normal state, if a predetermined number (e.g., 3) or more of the second bonus symbols are rearranged in the symbol display area 21, the game transitions from the normal state to the second bonus state, and a predetermined number (e.g., 5) of second free games are executed. In a normal game in the normal state, if a predetermined number (e.g., 3) or more of the third bonus symbols are rearranged in the symbol display area 21, the game transitions from the normal state to the third bonus state, and a predetermined number (e.g., 5) of third free games are executed.
[0068] In the first bonus state, if a predetermined number (e.g., 3) of second bonus symbols are rearranged in the symbol display area 21 during the executed free game, or if a predetermined number (e.g., 3) of third bonus symbols are rearranged in the symbol display area 21, the qualification to transition to the bonus state corresponding to the achieved win is stored in memory 3. Then, after the first bonus state ends, the player transitions to the bonus state stored in memory 3. If the above-mentioned win occurs multiple times, the transition to the awarded bonus state will be processed in the order in which the wins occurred, for each win.
[0069] Thus, each of the Symbol 500 has multiple bonus symbols corresponding to multiple types of bonus states. When a win related to another bonus symbol occurs in a certain type of bonus state, the Controller 4 stores the qualification to transition to another bonus state corresponding to that other bonus symbol, and after the aforementioned type of bonus state ends, it transitions the game state to another bonus state based on that qualification. Hereinafter, the qualification to transition to another bonus state may also be referred to as a stock.
[0070] Furthermore, in normal gameplay, if a transition to the second or third bonus state is confirmed, the stock lottery described above is conducted before the transition to the second or third bonus state. That is, after the second or third bonus state ends, a stock lottery is conducted in advance to determine whether to transition to another bonus state. In the second bonus state, the stock lottery is conducted repeatedly, starting with stocking into the second bonus state, stocking into the third bonus state, and a miss, until a miss occurs. For example, the weights for the stock lottery for the second bonus state, stocking into the third bonus state, and a miss are 2000, 1000, and 7000. Similarly, in the third bonus state, the stock lottery is conducted repeatedly, starting with stocking into the third bonus state and a miss, until a miss occurs. For example, the weights for the stock lottery for the third bonus state and a miss are 3000 and 7000. In this embodiment, two stocks into the third bonus state are guaranteed in the third bonus state. In other words, once the player transitions from the normal state to the third bonus state, it becomes possible to execute the third bonus state two or more times. Note that no stock lottery is conducted in bonus states that are executed by consuming or guaranteeing stocks.
[0071] As shown in Figure 3, the information processing device 1, which is a game machine that runs a slot game, has the following functions. Specifically, the information processing device 1 has a BET input unit 601 and a spin input unit 602. The BET input unit 601 and the spin input unit 602 are types of input devices. The BET input unit 601 has the function of accepting bets based on user operation. The spin input unit 602 has the function of accepting the start of the game based on user operation, i.e., the start operation.
[0072] Furthermore, the information processing device 1 includes a start check unit 603, a normal game execution unit 605, a bonus game start determination unit 606, a bonus game execution unit 607, a lottery game execution unit 608, a random value extraction unit 615, a symbol determination unit 612, a random value extraction unit for effects 616, an effects content determination unit 613, a sound output unit 617, an effects display processing unit 618, a prize determination unit 619, a prize awarding unit 620, and a game display processing unit 631.
[0073] The normal game execution unit 605 has the function of executing the normal game, which is the base game, based on the operation of the BET input unit 601. The bonus game start determination unit 606 determines whether or not to execute a bonus game based on the combination of symbols rearranged in the normal game. That is, when the bonus trigger condition is met, the bonus game start determination unit 606 has the function of determining that a bonus game has been won and transferring processing to the bonus game execution unit 607 so that the bonus game will be executed from the next unit game. The lottery game execution unit 608 has the function of drawing multiple prizes, including a bonus game, and is executed after the execution of the bonus game execution unit 607, making it possible to execute the bonus game repeatedly.
[0074] The symbol determination unit 612 includes a base game processing unit 612a and a bonus game processing unit 612b. The symbol determination unit 612, including these processing units 612a and 612b, has the function of determining the symbols to be rearranged using random values from the random value extraction unit 615, rearranging the determined symbols in the game area 291 of the display 2, outputting symbol rearrangement information to the prize determination unit 619, and outputting performance command signals to the performance random value extraction unit 616 based on the combination of symbol rearrangement.
[0075] The random value extraction unit 616 for performance has the function of extracting random values for performance when it receives a performance command signal from the symbol determination unit 612, and the function of outputting the random values for performance to the performance content determination unit 613. The performance content determination unit 613 has the function of determining the performance content using the random values for performance, the function of outputting the video information of the determined performance content to the performance display processing unit 618, and the function of outputting the audio and light emission information of the determined performance content to the sound output unit 617.
[0076] The prize determination unit 619 has the function of determining whether or not a prize has been won based on the combination of symbols when information on the rearrangement of symbols is obtained, the function of calculating the payout amount based on the winning combination when it is determined that a prize has been won, and the function of outputting a payout signal based on the payout amount to the prize awarding unit 620. The prize awarding unit 620 has the function of paying out the game value to the user.
[0077] Although not shown in the diagram, the output from each of the above processing units is appropriately transmitted to the server 10 connected via the communication line.
[0078] In this embodiment, the processing and operation are described assuming that the information processing device 1, which is a smartphone, has these functions, but the functions may be distributed among the components of the game system 100. For example, the lottery to determine the result of the slot game may be performed by the server 10. In other words, the information processing device 1 may be composed of the game system 100.
[0079] As described above, the memory 3 stores the first symbol sequence 511 and the second symbol sequence 512. The first symbol sequence 511 is a set of multiple symbol sequences, each containing multiple symbols 500, prepared for each scroll area 211 to 215. For each symbol sequence, the area to be relocated in the symbol display area 21 is determined by the first lottery, and the relocated symbol is set.
[0080] Figure 4 shows examples of multiple second symbol columns 512, labeled as patterns 0 to 10. As shown in Figure 4, each second symbol column 512 has the same number of columns as the symbol display device 21 and more rows than the symbol display area 21, with the placement positions of the special symbols 501, which are wild symbols, indicated by the notation "Wd" within a setting frame. Each column corresponds to the scroll areas 211 to 215, labeled as the 1st to 5th, and each row is assigned a position number (1 to 7) and a weight. The special symbols 501 include one of several special symbols of different sizes that occupy the area of one or more cells. Specifically, each second symbol column 512 is set to include one or more of the following: a wild symbol that occupies the area of one cell 210, an enlarged wild symbol that occupies the area of a 2x2 cell 210, an enlarged wild symbol that occupies the area of a 3x3 cell 210, and an enlarged wild symbol that occupies the area of a 4x4 cell 210. A data table used in the third lottery to determine the placement of these special symbols is stored in the flash memory 104 of the information processing device 1.
[0081] In Figure 4, the enlarged wild symbol is illustrated as being composed of multiple wild symbols, but it is not limited to this; as shown in the symbol display area 21, it may be set with a single wild symbol of a different size. Also, the blank areas where no wild symbols are placed are blank symbols that allow the symbol 500 of the first symbol row to pass through.
[0082] In this way, multiple second symbol columns 512 are prepared in advance, and one of them is selected by a second draw. Then, a third draw determines which stopping position of the selected second symbol column 512 will be applied to the reference position (first row) in the symbol display area 21. This makes it possible to determine how to arrange the symbols simply by selecting a row. However, this is not limited to this, and for example, the number of rows and columns of the second symbol column 512 may be any number. More specifically, for example, the second symbol column 512 may indicate the size of the special symbol 501. That is, the size of the special symbol 501 may be determined in the second draw, and then in the third draw, it may be determined where in the symbol display area 21 the special symbol 501 of the determined size will be placed.
[0083] Furthermore, for example, the second symbol column 512 of patterns 0 to 8 has the same number of columns and rows as the symbol display area 21, and includes an area where the special symbol 501 is not placed. When this area where the special symbol 501 is not placed is applied to the symbol display area 21, the special symbol 501 is not placed. This makes it possible to easily change the expected value in the third draw by adjusting the weight of the area where the special symbol 501 is not placed.
[0084] Next, we will describe an example of the screen displayed in the symbol display area 21 of display 2 during the second bonus state and the third bonus state. Specifically, we will describe the case where the second symbol sequence 512 of pattern 5 is selected and determined to stop at "2".
[0085] As shown in Figure 5, when the second or third bonus state is won, a free game starts and scrolling begins in the symbol display area 21. At this time, the display brightness of the symbols 500 in the first symbol column is displayed to be lower than the display brightness of the special symbols 501 in the second symbol column. This makes it possible to further improve the visibility of state changes. Specifically, only the two 2x2 enlarged wild symbols of pattern 5 are highlighted and displayed during the fluctuation display in the symbol display area 21.
[0086] Then, in the symbol display area 21, first, the symbol 500 in the first scroll area 211 is stopped. Next, the symbols 500 in the second scroll area 212 and the third scroll area 213, which are displayed across the 2x2 enlarged wild symbol, are stopped simultaneously. Finally, the symbols 500 in the fourth scroll area 214 and the fifth scroll area 215, which are displayed across the 2x2 enlarged wild symbol, are stopped simultaneously. When stopped, the symbols 500 that were displayed with low brightness will return to their normal brightness. Then, in the stopped display state, the stopping position of the second symbol column is adjusted so that the row at the stopping position of "2" in pattern 5 is the first row (reference row) of the symbol display area 21.
[0087] Referring to Figure 6, a second symbol column selection table used to select one of multiple second symbol columns from the multiple second symbol columns in Figure 4 will be described. The second symbol column selection table is stored in the flash memory 104 of the information processing device 1. The second symbol column selection table has weight columns for the second bonus state and the third bonus state for each second symbol column pattern (see Figure 4). It is used in the second lottery to determine which second symbol column pattern to use in the free game in the second bonus state and the third bonus state. For example, when transitioning to the second bonus state, the weight stored in the weight column for the second bonus state is used, and a second lottery is performed using that weight to determine which second symbol column to use. Note that different weights are used for the second bonus state and the third bonus state, but this is not limited to this, and a common weight may be used.
[0088] Referring to Figure 7, the multiplier chance lottery table used in the multiplier chance, which can only be obtained in the free game of the third bonus state, will be explained. The multiplier chance lottery table is stored in the flash memory 104 of the information processing device 1. The multiplier chance lottery table has weight columns for 10x, 7x, 5x, 4x, 3x, 2x, and 1x for each stop position column.
[0089] The choice of stopping position is determined by the stopping position of the second symbol column in the third draw. That is, the same stopping positions used for the second symbol column in the third draw are also used in the multiplier chance draw table. Then, a draw is conducted according to the weight of each stopping position to determine which multiplier is applied to each free game payout. For example, if a 5x multiplier is won, the free game payout will be multiplied by 5. Also, if the stopping position is 4 or 5, a 1x multiplier is always won. In addition, a multiplier chance draw table may be set for each pattern in the second draw. This will set a multiplier chance according to the selected pattern of the second symbol column.
[0090] Referring to Figure 8, the roulette payout table used for roulette payouts that can be obtained in the second and third bonus states will be explained. Roulette payouts are bonuses in which the payout obtained in the second or third bonus state is multiplied by a multiplier determined by lottery. The roulette payout table is stored in the flash memory 104 of the information processing device 1. The roulette payout table has a result column where the outcome of the roulette is stored, a multiplier column where the multiplier to be multiplied by the payout is stored, and a weight column showing the lottery probability of each outcome. Although not shown in the figure, when the roulette is displayed at the end of the second and third bonus states, the roulette payout is calculated by multiplying all the payouts obtained in each bonus state by a value corresponding to the outcome.
[0091] Next, with reference to Figure 9, the game control process executed by the CPU 101 of the information processing device 1 will be described.
[0092] First, the CPU 101 performs a bet start check (S10). In this bet start check, the number of credits (coins) to bet is determined by touch operation on the display 120 of the information processing device 1. The number of credits bet is then stored in the BET counter of RAM 103. When a bet is made, the number of credits bet is subtracted from the value of the coin counter in RAM 103. In this bet start check, the CPU 101 also determines whether or not the spin button has been touched. If the spin button has been touched, the process proceeds to S11 to continue the slot game.
[0093] Next, the CPU 101 executes the first lottery process (S11). As described above, in the first lottery, the CPU 101 performs a reassignment symbol determination process to determine the reassignment symbols to be displayed in the symbol display area 21 from the first symbol sequence. Here, the symbols to be stopped are determined by lottery from among the multiple symbols arranged in each of the five video reels (scroll areas 211 to 215). These symbols to be stopped are the symbol data to be displayed in the symbol display area 21. This determines the symbols of the first symbol sequence to be displayed in the symbol display area 21. The CPU 101 stores the determined symbols to be stopped in the symbol storage area provided in the RAM 103. In addition, if multiple first symbol sequences are used in a normal game, a lottery is also performed here to determine which of the multiple first symbol sequences to use. For example, this may include a symbol sequence in which only a specific symbol 500 is arranged in a larger quantity than others.
[0094] Next, the CPU 101 performs a payout determination process based on the result of the symbol lottery process (S12). In this process, the CPU 101 determines the payout based on the number of identical symbols that are scheduled to be rearranged (displayed) on the payline of the symbol display area 21. If the number of identical symbols on the payline is greater than or equal to a predetermined number (3 to 5), the CPU 101 determines the payout (dividend value) corresponding to the number of symbols of each type to be rearranged, based on the paytable stored in the RAM 103. If no number of any type of symbol is rearranged greater than or equal to a predetermined number, there is no payout (dividend value is 0). The determined payout (dividend) is then stored in the payout memory area provided in the RAM 103.
[0095] Then, in the first lottery process of step S11, the CPU 101 determines whether or not three first bonus symbols have been won and whether or not the conditions for transitioning to the first bonus state have been met (S13). If it is determined in step S13 that three first bonus symbols have been won (S13: YES), the CPU 101 sets the first bonus flag to ON (S14).
[0096] Next, the CPU 101 determines whether or not three second bonus symbols or third bonus symbols were won in the first lottery process in step S11, and whether or not the conditions for transitioning to the second bonus state or the third bonus state have been met (S15). If it is determined in step S15 that three second bonus symbols or third bonus symbols have been won (S15: YES), the CPU 101 sets the second bonus flag or the third bonus flag to ON (S16).
[0097] Next, the CPU 101 executes the stock lottery process (S17). In this process, if the second bonus flag is ON, the CPU 101 conducts a lottery to determine whether to stock into the second bonus state, stock into the third bonus state, or lose. Also, if the third bonus flag is ON, the CPU 101 conducts a lottery to determine whether to stock into the third bonus state or lose. Then, the CPU 101 determines whether the stock lottery result was a loss or whether the maximum number of stock lotteries has been reached (S18). If the lottery result is not a loss, or if the maximum number of stock lotteries has not been reached (S18: NO), the CPU 101 executes the stock process (S19). In the stock process, the CPU 101 stores the stock won in the stock lottery in the flash memory 104, and proceeds to step S17 to conduct the stock lottery again.
[0098] If the lottery result is a loss, or if the number of stock lottery attempts reaches the limit (S18: YES), the CPU 101 executes the performance determination process (S20). The CPU 101 extracts random values for the performance and determines one of several predetermined performance contents by lottery. For example, the CPU 101 decides to start scrolling in the symbol display area 21 and to stop and display each of the symbols determined in the first lottery process in step S11. More specifically, for example, if a bonus symbol is selected as a stop symbol, the CPU 101 may decide to perform a premonition performance indicating that a bonus symbol will stop in the display area where the bonus symbol will stop during scrolling.
[0099] The CPU 101 then executes the determined performance content at the timing of that performance content (S21). For example, the CPU 101 controls the display 120 to show a video for the performance and outputs sound through the speaker 115. For example, the CPU 101 starts scrolling displaying multiple symbols on the reels in the symbol display area 21, and then displays a video that stops the symbols that are scheduled to stop. For example, the CPU 101 performs a video that highlights the symbols related to winning among the stopped symbols, and performs a performance that increments the number of credits held. For example, the CPU 101 performs a performance that transitions to a special state. Then, if there are credits to be added as a result of the above game, the CPU 101 executes a payout process that adds those credits to the number of credits held (S22). The payout process may be performed at a predetermined timing during the performance execution process in step S24 (for example, at the timing of the performance that increments the number of credits held). Then, the CPU 101 terminates this subroutine. Here, the CPU 101 may clear data that is no longer needed in the working area of RAM 103 after each unit game, such as the value of the bet counter in the BET count memory area for the unit game that was executed, or the symbols that were determined by lottery to be displayed in the symbol display area 21.
[0100] Subsequently, the CPU 101 determines whether the first bonus flag is ON or OFF (S23). If the first bonus flag is OFF (S23: NO), this routine terminates. If the first bonus flag is ON (S23: YES), the CPU 101 executes the first bonus state execution process (S24). The first bonus state execution process will be described later with reference to Figure 10. In this way, the CPU 101 determines that the first bonus flag is ON and confirms the transition from the normal game to the first bonus state.
[0101] Subsequently, the CPU 101 determines whether the second bonus flag or the third bonus flag is ON (S25). If the second bonus flag or the third bonus flag is OFF (S25: NO), this routine terminates. If the second bonus flag or the third bonus flag is ON (S25: YES), the CPU 101 performs the stock guarantee process (S26). Specifically, in the stock guarantee process, if the third bonus flag is ON, in step S19, if there are not two or more stocks, the CPU 101 performs the process of adding the missing stocks. Subsequently, the CPU 101 performs the second and third bonus state execution process (S27). The second and third bonus state execution process will be described later with reference to Figure 11. In this way, the CPU 101 determines whether the second bonus flag or the third bonus flag is ON and confirms the transition from the normal state to the second bonus state or the third bonus state. After performing the second and third bonus state execution process, the CPU 101 terminates this routine.
[0102] Next, with reference to Figure 10, the first bonus state execution process performed by the CPU 101 of the information processing device 1 will be described.
[0103] First, the CPU 101 performs a first lottery process, similar to the game control process (S41). Then, the CPU 101 performs a payout determination process based on the result of the second lottery process (S42). In this process, based on the paytable stored in the RAM 103, the CPU 101 determines the payout (dividend value) corresponding to the number of identical symbols (3 to 5) on the payline that are to be rearranged (displayed) in the symbol display area 21. The sum of these determined payouts (dividends) is then stored in the payout memory area provided in the RAM 103.
[0104] Then, in the first lottery process in step S41, it is determined whether or not three second bonus symbols or third bonus symbols have been won (S43). If it is determined in step S43 that three second bonus symbols or third bonus symbols have been won (S43:YES), the CPU 101 performs a stock process according to the won bonus symbols (S44). That is, in this first bonus state execution process, the number of times the bonus symbol has been won and the type of bonus state corresponding to the bonus symbol are stored in the memory area.
[0105] Then, the CPU 101 executes the performance determination process (S46). The CPU 101 extracts random values for the performance, randomly determines one of several predetermined performance contents, and executes the performance contents at the timing of the determined performance contents (S47). For example, the CPU 101 controls the display 120 to show a video for the performance and outputs sound through the speaker 115. Also, for example, the CPU 101 starts scrolling display of multiple symbols on the reels in the symbol display area 21, and then displays a video that stops the symbols that are scheduled to stop. Also, for example, the CPU 101 displays a video that highlights the symbols related to winning among the stopped symbols, and performs a performance that increments the number of credits held. Then, if there are credits to be added as a result of the above game, the CPU 101 executes a payout process that adds the number of credits to the number of credits held (S48).
[0106] Then, the CPU 101 performs a process to subtract the number of free games (S49). Specifically, the CPU 101 subtracts 1 from the value in the remaining free games column. Then, the CPU 101 performs an initialization process at the end of one game (S50). In step S50, data that is no longer needed for each unit game is cleared from the working area of the RAM 103, such as the value of the bet counter in the BET count memory area for the executed unit game, the symbols that have been determined by lottery to be displayed in the symbol display area 21, and the symbol sequences that have been determined to be displayed in the display area 23.
[0107] Next, CPU 101 determines whether or not there are any remaining free games in the first special state (S51). If there are remaining free games (S51: NO), CPU 101 proceeds to step S44 and executes free games again. If there are no remaining free games (S51: YES), CPU 101 executes the payout total display process (S52). In the payout total display process, CPU 101 performs an animation that displays the total amount of all payouts made during the free games in the first special state. Next, CPU 101 sets the first special state flag to OFF (S53) and then determines whether or not there are any stocks (S54). If there are stocks (S54: YES), CPU 101 executes the stock consumption process (S55). In the stock consumption process, CPU 101 calls the second and third bonus states, as explained with reference to Figure 11, and proceeds to the bonus state of the type corresponding to the stock, executes free games, and then returns to step S54. If there are no stocks (S54:NO), this subroutine terminates and processing returns to the game control process shown in Figure 9.
[0108] Next, with reference to Figure 11, the second and third bonus state execution processes performed by the CPU 101 of the information processing device 1 will be described.
[0109] First, the CPU 101 performs a first lottery process to determine which repositioned symbols to display in the symbol display area 21 from the first symbol sequence, similar to the game control process (S57). Then, the CPU 101 performs a second lottery process to select one second symbol sequence from a plurality of second symbol sequences (S58). Finally, the CPU 101 determines which position of the second symbol sequence selected in step S58 will be applied to the reference position in the symbol display area 21, and performs a third lottery process to determine the position in which the special symbol 501 will be placed in place of the symbols 500 arranged in the first symbol sequence determined in step S57 (S60).
[0110] The CPU 101 then determines whether the third bonus flag is ON or OFF (S61), and if it is ON, it executes a multiplier chance lottery (S62). If a multiplier of 2x or higher is won as a result of the multiplier chance lottery, the payout is multiplied by the multiplier in the next payout determination process.
[0111] The CPU 101 then performs a payout determination process based on the results of the symbol lottery process (S63). In this process, based on the paytable stored in the RAM 103, the CPU determines the payout (dividend value) corresponding to the number of identical symbols (3 to 6) on the payline that are to be rearranged (displayed) in the symbol display area 21. The sum of these determined payouts (dividends) is then stored in the payout memory area provided in the RAM 103.
[0112] Then, the CPU 101 executes the performance determination process (S64). The CPU 101 extracts random values for the performance, randomly determines one of several predetermined performance contents, and executes the performance contents at the timing of the determined performance contents (S65). For example, the CPU 101 controls the display 120 to show a video for the performance and outputs sound through the speaker 115. Also, for example, the CPU 101 starts scrolling display of multiple symbols on the reels in the symbol display area 21, and then displays a video that stops the symbols that are scheduled to stop. Also, for example, the CPU 101 displays a video that highlights the symbols related to winning among the stopped symbols, and performs a performance that increments the number of credits held.
[0113] Then, if the CPU 101 has credits to add as a result of the above game, it executes a payout process to add those credits to the player's held credits (S66).
[0114] Then, the CPU 101 performs a process to subtract the number of free games (S67). Specifically, the CPU 101 subtracts 1 from the number in the remaining free games column. Then, the CPU 101 performs an initialization process at the end of one game (S68). In step S67, for example, the value of the bet counter in the BET count memory area for the executed unit game, the symbols that have been determined by lottery to be displayed in the symbol display area 21, and data that is no longer needed for each unit game are cleared from the work area of RAM 103.
[0115] Next, CPU 101 determines whether there are any remaining free games in the second or third bonus state (S69). If there are remaining free games (S69: NO), CPU 101 proceeds to step S57 and executes the free games again. If there are no remaining free games (S69: YES), CPU 101 executes the roulette payout process (S70). In the roulette payout process, CPU 101 conducts a roulette payout lottery using the roulette payout table (see Figure 8), and if it wins a multiplier of 2x or more, it adds a payout equal to the payouts obtained in all the free games in the second or third bonus state multiplied by the multiplier. Next, CPU 101 executes the payout total display process (S71). In the payout display process, CPU 101 executes a display showing the total amount of all payouts made in the second or third bonus state.
[0116] Next, CPU 101 sets the second bonus flag and the third bonus flag to OFF (S72). Then, CPU 101 sets the first special state flag to OFF (S53) and then determines whether or not there is a stock (S73). If there is a stock (S73: YES), CPU 101 executes the stock consumption process (S754). In the stock consumption process, CPU 101 recursively calls this subroutine to transition to a bonus state of the type corresponding to the stock and execute a free game. However, in this routine that is called recursively, the stock processing and stock consumption processing are canceled. After that, CPU 101 returns to step S73. If there is no stock (S73: NO), CPU 101 terminates this subroutine and returns to the game control process shown in Figure 9.
[0117] Although embodiments of the present invention have been described above, these are merely illustrative examples and do not particularly limit the present invention. The specific configurations of each means, etc., can be modified as appropriate. Furthermore, the effects described in the embodiments of the present invention are merely a list of the most preferred effects resulting from the present invention, and the effects of the present invention are not limited to those described in the embodiments. [Explanation of Symbols]
[0118] 1. Information Processing Device 2 displays 5 Touch panel 10 servers 100 Game Systems
Claims
1. A display device that displays a symbol display area in which symbols are rearranged in each of multiple cells arranged in a matrix having multiple rows and multiple columns, A storage unit that stores a first symbol sequence in which multiple symbols are arranged, It has a controller that starts a unit game in response to a start request, The storage unit further stores, in addition to the first symbol sequence, a plurality of second symbol sequences used to determine which of the plurality of cells in the symbol display area a special symbol among the symbols is placed in, Each of the aforementioned multiple second symbol rows includes one or more of the aforementioned special symbols of various sizes that occupy the area of one or more of the aforementioned cells, and indicates the size of the aforementioned special symbols. The aforementioned controller, A rearrangement symbol determination process that determines the rearrangement symbols to be displayed in the symbol display area from the first symbol row based on the first lottery, A second symbol column selection process, which, based on a second draw, selects one second symbol column from the plurality of second symbol columns and determines the size of the special symbol included in the selected second symbol column, A special symbol position determination process that determines which position of the selected second symbol row to apply to the reference position in the symbol display area based on the third lottery, and determines the position in which to place the special symbol of the size determined by the second lottery in place of the symbols arranged in the first symbol row, An information processing device characterized by being programmed to perform a performance process that executes the performance of the unit game with the special symbol superimposed on a symbol at the same position as the position where the special symbol is placed in the first symbol sequence.
2. The aforementioned controller, The information processing apparatus according to claim 1, characterized in that, in the performance of the unit game, the display brightness of the symbols in the first symbol row is set lower than the display brightness of the special symbols in the second symbol row, and after the symbols in the symbol display area are displayed at a stopped state, the symbols in the first symbol row that were displayed at a lower brightness are displayed at a normal brightness.
3. The information processing apparatus according to claim 1, characterized in that the special symbol is a wild symbol capable of forming a symbol combination by substituting for other symbols.
4. The symbol display area is composed of a plurality of scroll areas in which the symbol is displayed in a variable state and then stopped. The aforementioned controller, The variable display of the symbols in the plurality of scroll regions is stopped in a predetermined order. The information processing apparatus according to claim 1, characterized in that if one of the special symbols spans multiple scroll regions, the fluctuating display in the multiple scroll regions is stopped simultaneously.
5. The second symbol column has the same number of columns as the symbol display area and a greater number of rows than the symbol display area. The information processing apparatus according to claim 1, characterized in that, in the special symbol position determination process, it is determined which of the rows of the second symbol column to apply to the reference row of the symbol display area.
6. The second symbol column has the same number of columns and the same number of rows as the symbol display area, and includes an area where the special symbols are not placed. The information processing apparatus according to claim 1, characterized in that, in the special symbol position determination process, if the region is applied, the special symbol is not placed.
7. The information processing apparatus according to claim 1, characterized in that the area in the second symbol sequence in which the special symbol is not placed is a blank symbol that allows the symbol of the first symbol sequence to pass through.
8. A computer having a display and memory, A process for displaying a symbol display area in which symbols are rearranged in each of multiple cells arranged in a matrix having multiple rows and multiple columns, A process for storing a first symbol sequence in which multiple symbols are arranged, The process of starting a unit game in response to a start request, A process for further storing a plurality of second symbol sequences, separate from the first symbol sequence, which are used to determine which of the plurality of cells in the symbol display area a special symbol among the symbols is placed in, each of which contains one or more of the plurality of sizes of the special symbol that occupies the area of one or more of the cells, and which indicates the size of the special symbol; A rearrangement symbol determination process that determines the rearrangement symbols to be displayed in the symbol display area from the first symbol row based on the first lottery, A second symbol column selection process, which, based on a second draw, selects one second symbol column from the plurality of second symbol columns and determines the size of the special symbol included in the selected second symbol column, A special symbol position determination process that determines which position of the selected second symbol row to apply to the reference position in the symbol display area based on the third lottery, and determines the position in which to place the special symbol of the size determined by the second lottery in place of the symbols arranged in the first symbol row, A game program characterized by executing a performance process that performs the performance of the unit game with the special symbol superimposed on a symbol at the same position in the first symbol sequence as the special symbol is placed.
9. Displaying a symbol display area in which symbols are rearranged in each of multiple cells arranged in a matrix having multiple rows and multiple columns, The first symbol sequence in which multiple symbols are arranged is stored, To start a unit game in response to a start request, In addition to the first symbol sequence, a plurality of second symbol sequences are stored, each of which contains one of a plurality of special symbols of a plurality of sizes that occupy the area of one or more of the cells in the symbol display region, and which indicates the size of the special symbol. Based on the first lottery, a re-assignment symbol determination process is performed to determine the re-assignment symbols to be displayed in the symbol display area from the first symbol row, Based on the second draw, a second symbol column selection process is performed to select one second symbol column from the plurality of second symbol columns and to determine the size of the special symbol included in the selected second symbol column. Based on the third draw, a special symbol position determination process is performed to determine which position of the selected second symbol row to apply to the reference position in the symbol display area, and to determine the position in which to place the special symbol of the size determined by the second draw in place of the symbols arranged in the first symbol row. A game control method characterized by performing a performance process that executes the performance of the unit game with the special symbol superimposed on a symbol at the same position in the first symbol row as where the special symbol is placed.
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