This application claims the benefit of Japanese Patent Application No. 2018-207647 filed on Nov. 2, 2018, which application is incorporated herein by reference in its entirety.
The present invention relates to an information processor and a game program.
Social games have recently been provided. In such a social game, a game provided from a server (information processor) is played on terminal devices such as smartphones owned by many players, over a communication network.
In the social games, there is a slot game in which symbols to be rearranged are randomly determined (symbol random determination), the arrangement pattern of the symbols selected by the random determination is displayed on a display, and a payout is awarded in accordance with the displayed arrangement pattern of the symbols (see Patent Literature 1 (U.S. Pat. No. 8,684,816), Patent Literature 2 (Japanese Unexamined Patent Publication No. 2013-146608), and Patent Literature 3 (U.S. Pat. No. 9,747,756)). Various payout amounts are typically awarded in accordance with arrangement patterns of rearranged symbols in the slot game, and such various payout amounts are advantageous for players.
However, when various payout amounts are available and corresponding various arrangement patterns of symbols are set, it is difficult for players to grasp all arrangement patterns of symbols. Furthermore, for a game designer (game provider), it is necessary to prepare various arrangement patterns of symbols corresponding to various payout amounts and to adjust probabilities of appearance of these arrangement patterns of symbols. This is highly likely to be troublesome in terms of the construction of the control program.
Under this circumstance, an object of the present invention is to provide an information processor and a program, with which a control program for providing various payout amounts as a result of random determination in a game is simplified.
The present invention relates to an information processor which is capable of executing a game in which symbol random determination is performed to select symbols to be rearranged and a payout is awarded in accordance with an arrangement pattern of the selected symbols, the information processor including:
Because a payout awarded in accordance with the number of the first symbols (cumulative value) increases each time second symbol is rearranged, a payout amount which may be awarded is increased little by little, and hence various payout amounts are available. On this account, when various payout amounts are provided for a payout awarded as a result of a game involving symbol random determination, it is unnecessary to prepare various combinations of symbols corresponding to various payout amounts and adjust the probabilities of appearance of arrangement patterns of the symbols, with the result that the control program can be easily constructed.
According to the present invention, the above-described information processor is arranged such that
According to the arrangement above, a process in which the payout awarded in accordance with the number of the first symbols (cumulative value) increases each time the second symbol is rearranged is realized only by adding each initial value to each payout amount associated with the number of first symbols in the payout table. This makes it possible to simplify the control program when various payout amounts are provided for a payout awarded as a result of a game involving symbol random determination.
The present invention may relate to a game program run on an information processor which is capable of executing a game in which symbol random determination is performed to select symbols to be rearranged and a payout is awarded in accordance with an arrangement pattern of the selected symbols.
The present invention relates to an information processor which is capable of executing a game in which symbol random determination is performed to select symbols to be rearranged and a payout is awarded in accordance with an arrangement pattern of the selected symbols, the information processor including:
In the present invention, the above-described information processor may be arranged such that,
In the present invention, the above-described information processor may be arranged such that,
The present invention elates to a non-volatile recording medium storing a game program,
An information processor and a program, with which a control program for providing various payout amounts as a result of random determination in a game is simplified, can be provided.
As shown in
In the present embodiment, the server 100 shown in
(Online)
In this way, the slot game is run online. As a result of player's access to the web browser provided by the server 100 through an information device such as a smartphone 1 and a PC, the slot game can be run. The server 100 is configured to exchange credits (which can be bought by cash, a credit card, electronic money, a prepaid card, etc.) owned by players to coins (gaming media) which are electronic information usable in the slot game, and to manage the coins owned by the players.
(Structure of Server 100)
The control unit 131 (e.g., a CPU, equivalent to a controller) is configured to control the server 100. Furthermore, data is sent and received between the control unit 131, the storage unit 132, the input unit 133, the display unit 134, and the communication unit 135.
(Structure of Smartphone 1)
The display 120 is configured to be able to display images. The display method of the display 120 is, for example, liquid crystal, organic electroluminescence, CRT (Cathode Ray Tube), or plasma.
The CPU (Central Processing Unit) 101 controls the entire smartphone 1. The ROM (Read Only Memory) 102 stores programs used for driving the CPU 101, such as an IPL (Initial Program Loader).
The RAM (Random Access Memory) 103 is used as a work area of the CPU 101. The flash memory 104 stores application software (program) for running the game of the present embodiment, a communication program, and data such as image data and sound data. The operation button 108 is used for, for example, initial setting of the smartphone 1. The power switch 109 is used for turning on/off the power source of the smartphone 1.
The network I/F (Interface) 111 is an interface for performing data communication with the server 100, etc., by utilizing a communication network such as the Internet. The camera 112 is a built-in camera image capturing means which captures an image of an object to obtain image data under the control of the CPU 101. The imaging element I/F 113 is a circuit for controlling the camera 112. The microphone 114 is a built-in sound collection means to which sound is input. The sound input/output I/F 116 is a circuit for processing input and output of a sound signal between the microphone 114 and the speaker 115 under the control of the CPU 101. The display I/F 117 is a circuit for sending image data to the display 120 under the control of the CPU 101. The sensor controller 118 is a circuit for receiving an input from the touch panel 5 of the display 120. The near field communication circuit 119 is a communication circuit based on NFC (Near Field Communication) (Registered Trademark). Bluetooth (Registered Trademark), or the like. The bus line 110 is an address bus, a data bus, or the like for electrically connecting the components such as the CPU 101.
(Outline of Slot Game Executed by Server)
Plural types of slot games may be executable, and the rule, the state of payout, and effect images may be different depending on which slot game is executed. For example, in a slot game of one type, symbols are rearranged in a symbol display area formed of 20 areas forming a matrix with 5 columns and 4 rows.
The slot game of the present embodiment is basically started in response to the consumption of a predetermined amount of coins (gaming media) owned by a player. When a predetermined condition is satisfied, the player is able to start the slot game without the consumption of coins. (The predetermined condition is, for example, a condition of awarding a free game or the slot game is playable without the consumption of coins for a predetermined number of times in a day.)
The coins owned by players are electronic information. A player accesses the server 100 via the smartphone 1 and exchanges credits to coins in accordance with a payment method specified by the management organization of the slot game. The coins owned by players are used in various ways. For example, the coins are consumed to obtain an effect influencing on the slot game (as purchase of items), or consumed to change the appearance of an avatar of a player.
The number of coins owned by each player, which is managed by the server 100, is shared between the server 100 and each smartphone 1.
The gaming medium is not limited to any particular type, and may be electronic money or a game point not including valuable information.
(Slot Game: Definitions)
A payout awarded based on a combination of symbols displayed in the symbol display area 21 is awarding of coins.
The “unit game” is a series of operations from the start of the receiving of a bet to the establishment of a prize (i.e., a combination of symbols satisfies a predetermined relation). To put it differently, the unit game includes a single bet time for receiving a bet, a single game time of rearranging symbols, and a single payout time of a payout process of awarding a payout.
(Slot Game Screen)
As shown in
The touch panel 5 of the display 120 makes it possible to detect the coordinates of a part touched by a player's finger or the like. With this arrangement, for example, the slot game (unit game) is executed once, upon a touch input of the image of the spin button 241. Furthermore, the slot game is serially executed plural times as the image of the AUTO button 242 is pressed. When the image of the ITEM button 243 is pressed, the player is able to select and use a previously-obtained item (which exerts an influence in the slot game). When the image of the shop button 246 is touched, the smartphone 1 accesses the server 100 and the player enters a shop in which credits (which can be bought by cash, a credit card, electronic money, a prepaid card, etc. owned by the player) are exchangeable with coins, or credits or coins are exchangeable with an item.
(Paylines)
In the present embodiment, a line connecting three of nine areas of the symbol display area 21 is regarded as a payline (see
(Symbol Arrays of Video Reels Used in Normal Symbol Random Determination Process)
As shown in
(Symbol Arrays of Video Reels Used in FG Symbol Random Determination Process)
As shown in
(Payout Table)
The payout table defines a number of coins (payout amount) paid out as a result of a win which is determined based on a combination of three symbols rearranged on a payline. In the slot game, scroll of three video reels is stopped, and a win is achieved when three symbols of the same type are successively rearranged on a payline which is a target of result determination, in the symbol display area 21 (see
(FG Point Payout Table)
In the free game process of the present embodiment, as described above, a point is awarded in accordance with the number of “RED V” symbols and the number of “BLUE V” symbols rearranged in at least one of the 9 areas of the symbol display area 21. To be more specific, 5 points are awarded for each “RED V” symbol, whereas 1 point is awarded for each “BLUE V” symbol. In the FG point payout table, a payout amount corresponding to the total points awarded while the free game is executed eight times is stored as an initial value. To be more specific, when the total points awarded while the free game is executed eight times are “5 to 9” points, 240 coins are awarded. When the total points awarded while the free game is executed eight times are “10 to 19” points, 480 coins are awarded. When the total points awarded while the free game is executed eight times are “20 to 29” points, 1200 coins are awarded. When the total points awarded while the free game is executed eight times are “30 to 39” points, 2400 coins are awarded. When the total points awarded while the free game is executed eight times are “40 to 49” points, 6000 coins are awarded. When the total points awarded while the free game is executed eight times are “50 or more” points, 14400 coins are awarded.
In the present embodiment, each time the “UP” symbol is rearranged in the symbol display area 21 while the free game is executed eight times, the initial value is added to the payout amount corresponding to each of the total points in the FG point table.
[Contents of Program]
(Normal Slot Game Control Process)
To begin with, the CPU 101 executes an initializing process at the end of each play of the game, in order to start the slot game (S11). For example, this process clears data in a working area of the RAM 103, which becomes unnecessary at the end of each play of the unit game, e.g., a payline activated in the previous execution of the unit game, the value of a bet amount counter in a bet amount storage area, and symbols to be displayed on the symbol display area 21 as a result of random determination.
The CPU 101 then executes a bet/start-check process (S12). All (9) paylines are activated in this bet/start-check process. By a touch input such as pressing of a “+” button and a “−” button (see
Subsequently, the CPU 101 executes the normal symbol random determination process (S13). In this process, by using the video reels shown in
For example, in case of REEL1 of the video reels, when a code number “19” is randomly selected from 26 symbols (code numbers “0” to “25”), the “BONUS” symbol corresponding to the code number “19” is selected as the to-be-stopped symbol. In case of the REEL2, when a code number “25” is randomly selected from 30 symbols (code numbers “0” to “29”), the “BONUS” symbol corresponding to the code number “25” is selected as the to-be-stopped symbol. In case of the REEL3, when a code number “24” is randomly selected from 31 symbols (code numbers “0” to “30”), the “BONUS” symbol corresponding to the code number “24” is selected as the to-be-stopped symbol.
The CPU 101 then stores the determined three to-be-stopped symbols in a symbol storing area in the RAM 103.
Subsequently, the CPU 101 executes an effect contents determination process (S14). The CPU 101 samples an effect-use random number and randomly selects any of a plurality of predetermined effect contents.
Then, the CPU 101 executes a symbol display control process (S15). In this symbol display control process, as shown in
Subsequently, the CPU 101 executes a payout amount determination process (S16). In this process, whether three symbols of the same type are successively rearranged on a payline and a win is achieved is determined based on the payout table (see
For example, when three “7” symbols are rearranged on the payline 1 (see
Subsequently, the CPU 101 executes a payout process (S17). The CPU 101 adds a value stored in the payout amount storage area of the RAM 103 to the value of the coin counter provided in the RAM 103. For example, when “120” is stored in the payout amount storage area in the payout amount determination process in S16, “120” is added to the value of the coin counter.
Subsequently, the CPU 101 determines whether three BONUS symbols are rearranged (see
Meanwhile, when the “BONUS” win is not achieved (NO in S18) or after S19, the CPU 101 executes a game result sending process (S20). In this game result sending process, results of the execution of the slot game once (unit game) are sent to the server 100 as game result information.
The results are, for example, the number of coins betted in S12 (the value of the bet counter in the RAM 103), the to-be-stopped symbols determined in the normal symbol random determination process in S13 (i.e., 9 symbols displayed in the symbol display area 21), the type of a win achieved in the payout amount determination process in S17 (including a failure), and the value of the coin counter updated in the payout process (i.e., the number of coins owned). After S20, the routine goes back to S11.
(Free Game Process)
To begin with, the CPU 101 adds “8” to the value of an FG counter of the RAM 103 (S81). At this stage, as shown in
Subsequently, in the same manner as in S11, the CPU 101 executes an initializing process at the end of each play of the game, in order to start the slot game (S82).
In the free game process, the (9) paylines activated in the normal slot game and the number of betted coins in the normal slot game remain the same. The CPU 101 determines whether a touch input has been made to the spin button 241. When a touch input has been made to the spin button 241, the slot game progresses as the routine proceeds to S83.
The CPU 101 then executes an FG symbol random determination process (S83). In this FG symbol random determination process, by using the video reels (for FG symbol random determination process) shown in
For example, in case of REEL1 of the video reels, when a code number “0” is randomly selected from 26 symbols (code numbers “0” to “25”), the “RED V” symbol corresponding to the code number “0” is selected as the to-be-stopped symbol. In case of the REEL2, when a code number “14” is randomly selected from 30 symbols (code numbers “0” to “29”), the “UP” symbol corresponding to the code number “14” is selected as the to-be-stopped symbol. In case of the REEL3, when a code number “15” is randomly selected from 28 symbols (code numbers “0” to “27”), the “BLUE V” symbol corresponding to the code number “15” is selected as the to-be-stopped symbol.
The CPU 101 then stores the determined three to-be-stopped symbols in a symbol storing area in the RAM 103.
Subsequently, the CPU 101 executes an effect contents determination process as in S14 (S84). The CPU 101 samples an effect-use random number and randomly selects any of a plurality of predetermined effect contents.
The CPU 101 then executes a symbol display control process based on the to-be-stopped symbols stored in the symbol storing area (S85). In this symbol display control process, as shown in
Subsequently, the CPU 101 executes a payout amount determination process (S86). In this process, whether three symbols of the same type are successively rearranged on a payline and a win is achieved is determined based on the payout table (see
Subsequently, the CPU 101 executes a payout process (S87). The CPU 101 adds a value stored in the payout amount storage area of the RAM 103 to the value of the coin counter provided in the RAM 103.
Subsequently, the CPU 101 determines whether at least one “RED V” symbol or “BLUE V” symbol is rearranged in 9 areas of the symbol display area 21 (S88). When at least one “RED V” symbol or “BLUE V” symbol is rearranged (YES in S88), a point is awarded in accordance with the number of “RED V” symbols and the number of “BLUE V” symbols rearranged in at least one of the 9 areas of the symbol display area 21, and the awarded point is added to a point counter of the RAM 103 (S89). To be more specific, 5 points are awarded for each “RED V” symbol, whereas 1 point is awarded for each “BLUE V” symbol. For example, when one “RED V” symbol (5 points) and two “BLUE V” symbols (2 points) are rearranged in the symbol display area 21 as shown in
Meanwhile, when none of the “RED V” symbol and the “BLUE V” symbol is rearranged (NO in S88) or after S89, the CPU 101 determines whether the “UP” symbol is rearranged in at least one of the 9 areas of the symbol display area 21 (S90). When the “UP” symbol is rearranged (YES in S90), an FG point payout table update process is executed (S91). In this FG point payout table update process, each initial value is added to each payout amount associated with total points with reference to the FG point payout table update process shown in
In addition to the above, when the “UP” symbol is rearranged in the repeated execution of the free game (second update of the FG point payout table), if a payout amount associated with the total points “5 to 9” is “480” according to the current FG point payout table, the initial value “240” is added and hence the payout amount associated with the total points “5 to 9” is increased to “720”. If a payout amount associated with the total points “10 to 19” is “960”, the initial value “480” is added and hence the payout amount associated with the total points “10 to 19” is increased to “1440”. If a payout amount associated with the total points “20 to 29” is “2400”, the initial value “1200” is added and hence the payout amount associated with the total points “20 to 29” is increased to “3600”. If a payout amount associated with the total points “30 to 39” is “4800”, the initial value “2400” is added and hence the payout amount associated with the total points “30 to 39” is increased to “7200”. If a payout amount associated with the total points “40 to 49” is “12000”, the initial value “6000” is added and hence the payout amount associated with the total points “40 to 49” is increased to “18000”. If a payout amount associated with the total points “50 or more” is “28800”, the initial value “14400” is added and hence the payout amount associated with the total points “50 or more” is increased to “43200”. In this way, the FG point payout table is updated (second update of the FG point payout table). In this connection, a payout amount corresponding to total points in the updated FG point payout table is updated as indicated by the frame 253 in
Similarly, when the “UP” symbol is rearranged in the further repeated execution of the free game (third update of the FG point payout table), the payout amount associated with the total points “5 to 9” is increased to “960”. The payout amount associated with the total points “10 to 19” is increased to “1920”. The payout amount associated with the total points “20 to 29” is increased to “4800”. The payout amount associated with the total points “30 to 39” is increased to “9600”. The payout amount associated with the total points “40 to 49” is increased to “24000”. The payout amount associated with the total points “50 or more” is increased to “57600”. In this way, the FG point payout table is updated (third update of the FG point payout table). In this connection, a payout amount corresponding to total points in the updated FG point payout table is updated as indicated by the frame 254 in
Similarly, when the “UP” symbol is rearranged in the further repeated execution of the free game (fourth update of the FG point payout table), the payout amount associated with the total points “5 to 9” is increased to “1200”. The payout amount associated with the total points “10 to 19” is increased to “2400”. The payout amount associated with the total points “20 to 29” is increased to “6000”. The payout amount associated with the total points “30 to 39” is increased to “12000”. The payout amount associated with the total points “40 to 49” is increased to “30000”. The payout amount associated with the total points “50 or more” is increased to “72000”. In this way, the FG point payout table is updated (fourth update of the FG point payout table). In this connection, a payout amount corresponding to total points in the updated FG point payout table is updated as indicated by the frame 255 in
As described above, in the present embodiment, the FG point payout table defines, as each initial value, a payout amount awarded in response to the total points which is the sum total of the points corresponding to the number of “RED V” symbols rearranged in the symbol display area 21 and the points corresponding to the number of “BLUE V” symbols rearranged in the symbol display area 21. While the free game is repeatedly executed eight times, each time the “UP” symbol is rearranged in the symbol display area 21, each initial value (see
Meanwhile, when no “UP” symbol is rearranged (NO in S90) or after S91, the CPU 101 subtracts 1 from the value of the FG counter of the RAM 103 (S92).
Subsequently, the CPU 101 determines whether the value of the FG counter of the RAM 103 is 0 (S93). When the value of the FG counter is not 0 (NO in S93), the routine goes back to S82.
Meanwhile, when the value of the FG counter is 0 (YES in S93), the CPU 101 executes a point payout awarding process (S94). In this point payout awarding process, a payout is awarded based on the value of the point counter in the RAM 103 and the FG point payout table (or the updated FG point payout table when the update has been done in S91).
For example, when, as shown in
After S94, this process is terminated.
As described above, while the free game is repeatedly executed eight times, a payout amount awarded in response to the total points which is the sum total of the points corresponding to the number of “RED V” symbols rearranged in the symbol display area 21 and the points corresponding to the number of “BLUE V” symbols rearranged in the symbol display area 21 increases each time the “UP” symbol is rearranged in the symbol display area 21. As such, a payout amount which may be awarded is increased little by little, and hence various payout amounts are available. On this account, when various payout amounts are provided as a result of a slot game in which symbols to be rearranged in the symbol display area 21 are randomly determined and displayed, it is unnecessary to prepare various combinations of symbols corresponding to various payout amounts and adjust the probabilities of establishment of these combinations of symbols, with the result that the control program can be easily constructed.
(Server Backup Process)
The control unit 131 of the server 100 determines whether game result information has been received from the smartphone 1 (terminal device) (S101). When the game result information has not been received (NO in S101), the sending of the information is waited for.
Meanwhile, when the game result information has been received (YES in S101), the control unit 131 executes a game result information update process (S102). In this game result information update process, the user is specified based on the identification number of the smartphone 1 which has sent the game result information, and the game result information of each user is stored in the storage unit 132. This makes it possible to store results of each execution of a slot game on each smartphone 1, such as the number of betted coins, selected to-be-stopped symbols, and an awarded payout, in the storage unit 132 as the game result information of each user. Then, this process is terminated.
In the embodiment above, while the free game is repeatedly executed eight times, a payout amount awarded in response to the total points which is the sum total of the points corresponding to the number of “RED V” symbols rearranged in the symbol display area 21 and the points corresponding to the number of “BLUE V” symbols rearranged in the symbol display area 21 increases by the initial value, each time the “UP” symbol is rearranged in the symbol display area 21. Alternatively, a predetermined value which is different from the initial value may be added to a payout awarded in accordance with total points, or a payout awarded in accordance with total points may be multiplied by a predetermined number.
The slot game in the embodiment above may be, as game software (a program and game data), installed in and executed by an information processor. Examples of the information processor include mobile information devices such as a smartphone, a portable computer, a laptop computer, a note PC, a tablet PC, a handheld PC, and a PDA (Personal Data Assistant). The game software by which the slot game is executed is downloaded from a server or the like via communication means and stored in a storage device (e.g., a flash memory) in the mobile information device. The communication means may be an interactive communication passage such as the Internet and a cable TV, or may be one-way broadcasting.
The game software by which the slot game is executed may be stored in a recording medium such as a CD-ROM, a DVD-ROM, an MO (optical magnetic disc), a hard disk, and a flash memory, and may be read from the recording medium and installed in a storage device of a information processor such as the server 100 and the smartphone 1, according to need.
The disclosure of the embodiment above may be embodied as a game program which is executed between each smartphone 1 and the server 100 over the Internet (communication line). In this case, the game program may be stored in a recording medium such as a CD-ROM, a DVD-ROM, an MO (optical magnetic disc), a hard disk, and a flash memory, and may be read from the recording medium according to need.
The processes executed in the embodiment above may be a game program installed in the smartphone 1 (terminal device). The game program may be stored in a recording medium (medium).
Embodiments of the present invention thus described above solely serve as specific examples of the present invention, and are not to limit the scope of the present invention. The specific structures and the like are suitably modifiable. Further, the effects described in the embodiments of the present invention described in the above embodiment are no more than examples of preferable effects brought about by the present invention, and the effects of the present invention are not limited to those described hereinabove.
Number | Date | Country | Kind |
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2018-207647 | Nov 2018 | JP | national |